The Devil's Cauldron: The Battles for Arnhem and Nijmegen
The Devil's Cauldron: The Battles for Arnhem and Nijmegen Rulebook
Table of Contents
Table of Contents
- Components
- Grand Tactical Series Rules
- 1.0 Introduction
- 2.0 How to read the counters
- 3.0 The time scale
- 4.0 The sequence of play
- 5.0 The weather phase
- 6.0 Determine airpower availability
- 7.0 Spend Dispatch Points to buy Formation Activation Chits
- 8.0 Place reinforcements
- 9.0 Put the eligible chits into the coffee mug
- 10.0 Perform the Activation Phase
- 11.0 Remove all barrage markers
- 12.0 Move the turn record marker up a box
- 13.0 Performing Actions with Units during the Activation Phase
- 14.0 Moving Units
- 15.0 Fire Combat
- 16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
- 17.0 Opportunity Fire
- 18.0 Assault
- 19.0 Combat results
- 20.0 Rally
- 21.0 Leaders and Command
- 22.0 Improved positions and entrenchments
- 23.0 Road blocks
- 24.0 Rearguards
- 25.0 Special engineer rule (men at work)
- 26.0 Weather
- 27.0 Airpower
- 28.0 Night
- 29.0 Glossary
- 30.0 Series Credits
- The Devil's Cauldron Exclusive Rules
- Special Rules
- Optional Rules
- Scenarios
- "A Victory Lost" — Introductory Scenario #1
- "Little Omaha" — Introductory Scenario #2
- "Race to the Bridge" — Intermediate Scenario #1
- "The Empire Strikes Back" — Intermediate Scenario #2
- "Crossfire Hurricane" — Advanced Scenario #1
- "A Near Run Thing" — Advanced Scenario #2
- "A Bridge Too Far" — Advanced Scenario #3
- "Saga of the 1st Airborne" — Advanced Scenario #4
- Campaign Game 1
- Campaign Game 2
- Campaign Game 3
- Campaign Game 4
- Credits
Components
The Devil's Cauldron includes:
- Series Rulebook
- Series Rules Summary
- Exclusive Rulebook
- Historical Booklet
- 8 Player Aid Cards
- Turn Record Chart and Weather Table
- 2 Combat Result Table/Terrain Effect Charts
- 4 Map Sheets (3 back printed with scenario maps)
- 3 Map Extensions
- 12 Counter Sheets
- 4 ten-sided dice
Activation Chits
There are duplicate sets of Activation Chits. One set is the original 1" counters and the second set is smaller 5/8" counters. A few minor errors crept into the 1" counters and we have corrected the errors in the 5/8" counters. Also, we found two sets convenient for 4 player games. One cup for use for all units south of the Waal and one cup for all units north. We recommend 4 players for the big game.
Counter Symbols
The Unit counter symbols are shown on page two. The only Unit counter symbol that has any effect on the game is the engineer symbol. All other symbols are for historical interest because the values, the colors of the values, and the colors around the values define all the other game functions. Each Leg Unit is company size, with the exception of the Rearguard Units, which are platoon size.
The background color of each Unit counter shows the Division the Unit belongs to. The colors are red (1st Airborne Division), green (82nd Airborne Division), tan (Guards Armored Division), brown (43rd Wessex Infantry Division), grey (Division von Tettau), dark blue (Hohenstaufen Division), light blue (Korps Feldt) and black (Frundsberg Division).
Grand Tactical Series Rules
1.0 Introduction
The Grand Tactical Series is a World War Two, tactical company-level system, with turns representing two hours of real time and hexes approximately 500 meters across. The series rules (which you are reading now) apply to The Greatest Day and all future games in the series. Players should now disregard pages 6-15 in The Greatest Day Exclusive Rule book that came with the game. These rules supersede those in every way. Each game also has its own exclusive game rules booklet listing the game components and the specific rules for that game. The exclusive rules always take precedence over the series rules should the two conflict (usually the exclusive rules point out conflicts for you).
1.1. A note about the rules
There are two sets of rules. The one you are now reading is repetitive and written in a chatty style. It is repetitive because we have duplicated many rules throughout the sections, so you don't have to flip through the rule book to find the one place where a rule appears. We hope the chatty style makes it easier to read. The tradeoff is longer rules. For those who prefer concise rules (or who find the chatty style irritating), we have included a set of short rules and also tried to put as much useful information as possible in the charts and tables. Experienced gamers should be able to start playing with the short rules and the charts and tables. We hope there are no discrepancies between the rules, but this rulebook governs should there be. Terms defined in the glossary (see Rule 29.0) are initially capitalized in the rules. Named game charts and tables are also initially capitalized, though they don't appear in the glossary.
These are the version 2.0 rules, which reflect changes in GTS since The Devil's Cauldron, Where Eagles Dare and No Question of Surrender. Currently, these rules are not compatible with these prior games in the system. The major changes apply to the Artillery, Assault and Activation systems. There are some other small things as well but you won't feel out of place in the GTS world if you learn these.
1.2. A summary description of the game
The playing pieces represent mostly company-sized Units, which are grouped for game purposes into Formations. Formations correspond to real-life brigades or regiments and are themselves grouped into Divisions, which correspond to, well, divisions. Divisions in turn are grouped into Armies, which correspond to the nationalities involved in the game, e.g., British, German, and so on.
The heart of the game is a "random chit pull activation system" which determines when you get to do things with your Units. Every Division has an Activation Chit to represent it, as does every Formation. At the beginning of each turn, you and your opponent put an Activation Chit for each Division in play into a coffee mug. You also get to "buy" (using Dispatch Points) a limited number of Activation Chits for your Formations to put into the mug. Either player then blindly pulls an Activation Chit from the mug. The player who controls the Division or Formation whose chit is drawn gets to perform Actions with the Units in that Division or Formation. When he is done, the players draw another Activation Chit and repeat the process until only one chit remains in the cup and that last chit is automatically designated the first chit "drawn" for the next turn.
Note that Division Activation Chits only allow the Units of that Division to perform a limited range of non-combat-related Actions; Formation Activation Chits allow the Units of the Formation to perform the full range of Actions.
Note also that it is possible, although improbable, that one player could draw all of his Activation Chits before his opponent draws any of his. That player would then get to activate all of his Units before his opponent could activate any of his Units.
Each player also gets a Direct Command Chit, which, when drawn, allows him to spend Command Points to activate some of his Units. These Direct Command Chits are sort of "wild cards" which allow a player greater options.
Here is an outline of some major rules:
- You will be using a ten-sided die throughout the game. The "0" is a zero and not a ten. Unless specifically noted, a roll of nine always fails and a zero always succeeds.
- Movement is standard hex-to-hex, paying movement points for terrain, with Opportunity Fire and Fire Zones instead of ZOCs. All Units are divided into three Movement Classes; for movement, and the classes pay differently for terrain. There is a Column formation that allows fast movement.
- Terrain is by the color of the dot in the center of each hex. If there is no dot in a hex, it cannot be entered.
- For Line of Sight purposes, there are no "elevation levels" on the map. Rather, crest hexsides are used to denote differences in terrain height.
- Stacking is up to 8 steps in a hex not in column and one unit (regardless of the number of steps in that Unit) in column. The stacking limits are in effect at all times during a turn. Leaders and markers do not count toward stacking. 0-step Units do not count towards stacking (thus an unlimited number of them may be in a hex).
- Combat is divided between ranged (which can be Direct or Indirect) and Assault, which is for Units adjacent to enemy Units.
- Combat results are Cohesion Hits, Possible Suppression, Suppression, Step Losses and outright elimination.
- There are command rules that affect activation, movement, combat and Rally.
2.0 How to read the counters
Most Unit counters represent a company of infantry, tanks or engineers, or an artillery or mortar section. All the terms below are defined in the glossary (see Rule 29.0). The color box around a Unit's designation corresponds to the Formation it belongs to, and this matches the color of the stripes on the Leader counter for that Formation.
The color of the movement allowance shows the Movement Class, the color of the box around the Fire Rating and Assault Rating shows the Weapon Class and the color of the box around the Defense Rating shows if the Unit is Armored or Unarmored.
A Unit counter shows: its Steps, Troop Quality, Fire Range (red text denotes Auto-Command), Fire Rating, Assault Rating, Movement Allowance, Air Defense value, Defense Rating and Unit Designation. A Leader counter shows: its Name, Formation, Command Range and Attachment Rating.
3.0 The time scale
Every daylight turn represents about two hours of real time. Night turns represent eight to twelve hours, or more of real time. The exclusive rules indicate the time when the night turn begins and ends.
4.0 The sequence of play
A. Check Weather if it's the first daylight turn. The weather will be the same for the entire day until checked again at the start of the first daylight turn of the next day.
B. Determine Airpower Availability if it's the first daylight turn.
C. Place Reinforcements in Reinforcement Boxes.
D. First, you can buy Dispatch Points at a cost of 2 Command Points for 1 Dispatch Point. Then you can spend Dispatch Points to buy Formation Activation Chits.
E. Create/Disband Artillery Parks. Attempt Contact/Drop Contact with Leaders.
F. If the exclusive rules allow Independent or subordinate Formations to be attached to other superior Formations, do that at this point.
G. Put the eligible chits into the coffee mug.
H. Perform the Activation Phase.
I. Remove all barrage markers. Flip all Artillery Parks to Non-Fired sides.
J. Move the turn record marker up one turn.
5.0 The weather phase
Before the first daylight turn of each day, the players determine the weather. See the game's exclusive rules for an explanation of how this works. Just roll on the appropriate table (if applicable) and apply the results.
6.0 Determine airpower availability
Before the first daylight turn of each day, the players also determine their airpower availability. Again, see the game's exclusive rules for how this works.
7.0 Spend Dispatch Points to buy Formation Activation Chits
7.1. Generally
Just as each Division has its own Activation Chit, so too each Formation in the game has its own Activation Chit, which allows Units in that Formation to be activated.
The table below shows which Actions a Unit can perform depending on which type of chit activated it:
| Action | Direct Command | Divisional Activation | DivAct 2nd Action | Formation Activation | Formation Activation 2nd Action |
|---|---|---|---|---|---|
| Movement Action — Move | X | X | X | X | X |
| Move Into enemy Fire Zone | X | X | X | X | |
| Enter An ENT | X | X | X | X | X |
| Leave An ENT | X | X | X | X | X |
| Mount/Dismount | X | X | X | X | X |
| Engineer Action — Build IP | X | X | |||
| Build ENT | X | X | |||
| Build/Remove Roadblock | X | X | |||
| Create Rearguard | X | X | |||
| Other — Remove Rearguard | X | X | X | X | X |
| Fire Action (Direct or Indirect) | X | Purple Fire Rating Only | X | X | X |
| Assault Action | X | X | X | X | |
| Rally | X | X | X | X | X |
| Pass (do nothing) | X | X |
Note that Division Activation Chits only allow the Units of the Division to perform a limited range of non-combat-related Actions; Formation Activation Chits allow the Units of the Formation to perform the full range of Actions.
Unlike Division Activation Chits, which (once in play) automatically go into the mug at the start of every turn, the only way a Formation Activation Chit gets into the mug (and therefore into play) is if you spend Dispatch Points to put it in play. And you have to spend Dispatch Points every turn to do this for your Formations. In other words, just because you spend a Dispatch Point to get a Formation Activation Chit into play for a turn doesn't mean it stays in play every turn after that; on the contrary—after it is played, it comes out and you must spend another Dispatch Point to get it back in for a later turn.
7.2. How do I spend Dispatch Points to buy Formation Activation Chits?
First look at your Formation Activation Chits and decide whether you want any of them in play this turn or next turn. If you don't, just move on to the next phase.
If you do want a particular Formation Activation Chit in play you now have a choice: you can purchase it and put it into the mug for use this turn, or you can purchase it for placement into the mug next turn. Those Activation Chits purchased for next turn are set face-down next to the mug as a reminder that they have been purchased. You do not have to reveal to your opponent which Formations you have purchased… they'll be revealed as they are drawn!
If you want the Formation Activation Chit in play this turn, it'll cost you two Dispatch Points; if you want the Formation Activation Chit in play next turn, it'll only cost you one Dispatch Point. All purchases should be done in secret if possible.
Now it's time to spend the Dispatch Points. Go to the Command/Dispatch Point Record Track and deduct the appropriate number of Dispatch Points from the Formation's Division. Later we'll look at how you actually get these Dispatch Points in the first place.
There are two limits on the number of Formation Activation Chits you can put into the mug for this turn (or hold out for next turn). One limit is the number of Dispatch Points you have. The other limit is that you can only buy one Formation Activation Chit at a time per Formation: once you buy it, you have to play it before you can buy it again. This prevents you from spending one Dispatch Point on Turn One to buy a Formation Activation Chit for Turn Two, and then buying the same chit on Turn Two for Turn Three. Or, if a particular Formation Activation Chit was the last one drawn during Turn One, it is saved for Turn Two (see Rule 10.0.6), and so you cannot spend one Dispatch Point on Turn Two to buy it for Turn Three.
Note that unless stated otherwise, a Formation Activation Chit is first eligible for purchase the turn any of a Formation's Units are either on a reinforcement hex or any Units of that Formation are in play on the map.
This is a good place to stress that Dispatch Points are allocated by Division. A Division can only spend Dispatch Points on its own Formations. A Division cannot spend its Dispatch Points on some other Division's Formations.
8.0 Place reinforcements
Check the reinforcement schedule in the scenario rules to find out the who, where and when of your reinforcements. Unless specifically stated otherwise, a Division's reinforcements due to enter play on a particular turn are placed at the start of that turn on the Division Display (during Step C of the Sequence of Play) in the appropriate Division Display holding box. Note that if a game has independent Formations that enter play as reinforcements, they must either be attached to a superior Formation as noted on the reinforcement schedule or the player must decide to which Formation they are attached the moment they arrive in a Reinforcement Box.
When a Division Activation chit is pulled, just place that Division's reinforcements (with their leader if he is not already on the map) on the reinforcement hex marked on the map by the matching Divisional symbol and activate them normally. Just stack all of the reinforcements on the appropriate entry hex without regard to the stacking rules; when they get activated, they start there (no counting hexes off the map board for you veteran gamers). If possible, Units in these hexes must all have moved out of the Reinforcement Hex by the end of the Division Activation (you may not hold Units back). If they can't do so (for instance, all possible hexes are in enemy Fire Zones) then they must move out as soon as the next chit is played that allows legal movement.
Entry hexes have unlimited stacking limits for Units. Reinforcement Units in reinforcement entry hexes may not be targeted by any type of fire. The only Action a Unit in a Reinforcement Hex can take is to Move, and moving out of a Reinforcement Hex does NOT trigger Opportunity Fire.
One important restriction on reinforcements: you may not spend Command Points on them until they actually enter play. Reinforcement Units in entry hexes are considered Out of Command.
The reinforcements may start in Column or not, at the owning player's choice.
If the Division Activation is the last chit pulled, any reinforcements arrive the next turn. Note if that Division receives reinforcements for the next turn, all the reinforcements just arrive together.
9.0 Put the eligible chits into the coffee mug
If you are starting the game, the scenario rules will tell you what to put into the mug for the first turn.
After the first turn, each player will put the following into the mug:
- all his Division Activation Chits that are currently in play; plus
- any additional Division Activation Chits that the scenario rules tell him that he gets as reinforcements; plus
- his one Direct Command Chit; plus
- any Formation Activation Chits that he decided to "buy" with Dispatch Points this turn, or that he bought last turn and held out for this turn.
10.0 Perform the Activation Phase
10.0.1. First, take a chit
If you are on the first turn, check the scenario rules: they will (almost) always say who is going first. If you are past the first turn, the player whose chit was the last in the mug on the previous turn has to play that chit now as the first chit of this turn (more on this in 10.0.6).
If the above has already been done, you or your opponent (it does not matter who) now draws a chit from the coffee mug.
If a Formation Activation Chit is drawn: All Units belonging to the Formation that was drawn become Active and may perform Actions. In addition, you may spend Command Points to have In Command Units of that Formation perform Second Actions (see Rule 10.0.2).
If a Division Activation Chit (DivAct on the chit) is drawn: The player who controls the Division first enters reinforcements from the Division's Reinforcement Box onto the map. Then he rolls to see how many Command Points and Dispatch Points the Division receives; next, all Units belonging to that Division become Active and may perform a limited number of non-combat Actions (this is explained in Rule 13.2, but generally they cannot: Assault, fire, or move into an enemy Fire Zone, though as an exception, Light Mortar Units may fire as a First Action). In addition, you may spend Command Points to have In Command Units of that Division perform Second Actions (see below); these Second Actions are not bound by the Division activation restrictions. As a reminder of which Formations have completed their activation, you can flip the Leader counter for each Formation in the Division over to his "Active" side when the Division Activation Chit is drawn, and once the Formation has finished its activation, flip the Leader counter over to his other (non-active) side.
If a Direct Command Chit is drawn: The owning player may spend Command Points to move and fight with his In Command Units (see Rule 10.0.5).
10.0.2. What is a Second Action?
A Unit (including Independent Units) or stack of Units that has just completed an Action may immediately perform a Second Action if:
- the first Action was performed pursuant to either a Formation Activation Chit or a Division Activation Chit (but not a Direct Command Chit); and
- the Units are In Command; and
- the owning player pays a Command Point for each Unit to perform the Second Action; and
- the Second Action is different from the Action that the Unit (or stack) just performed (that is, a Unit can't use its Second Action to perform the same Action twice in a row); and
- the Second Action is not an Engineer Action; and
- the decision to perform the Second Action is made before the next Unit (or stack) performs an Action (and before the next chit is drawn).
If a stack performs a Second Action, every Unit in the stack must perform the same Action (and you must pay one Command Point for every Unit in the stack, i.e., if three Units in a stack perform a Second Action it costs three Command Points).
Also, as explained in Rule 13.2, a Second Action during a Division Activation is not subject to the Division Activation restrictions.
10.0.3. How can I get (or lose) Command Points and Dispatch Points?
Each time a Division Activation Chit is drawn, roll for that Division to see how many Command Points it gets and how many Dispatch Points it gets (or doesn't get, or loses—all these outcomes are possible for Dispatch Points).
For Command Points: Roll a die and add half the die roll (rounding down) to the Division's Command Rating (found in the exclusive rules). The total is the number of Command Points the Division receives.
For Dispatch Points: Roll a die against the Division's Dispatch Rating (found in the exclusive rules).
If the die roll is . . .
- nine, the Division loses one Dispatch Point.
- zero, the Division gains one Dispatch Point.
- equal to or less than the Division's Dispatch Rating, the Division gains one Dispatch Point.
- less than (but not equal to) the current number of the Division's Dispatch Points, the Division gains one Dispatch Point.
Use as many of these Dispatch Point results as are applicable. For example, if the Dispatch Rating is six and the current number of Dispatch Points is two, a roll of one gives the Division two more Dispatch Points, whereas a roll of zero gives three Dispatch Points, and a roll of two gives one Dispatch Point.
Another way to get Dispatch Points for a Division is by converting Command Points to Dispatch Points. During Step D of the Sequence of Play, for every 2 of a Division's Command Points you spend you can buy 1 Dispatch Point for the same Division.
If it is the turn before the night turn, you automatically add two Dispatch Points to the Division's total if the Division Activation Chit is drawn. That's right: after you perform the Dispatch Point die roll for a Division, it automatically gets an extra two Dispatch Points if it is the turn before the night turn. The chit must be actually drawn for the bonus.
10.0.4. Is there a maximum or minimum number of Command Points and Dispatch Points I can have?
A Division may never have fewer than zero or more than nineteen Command Points.
A Division may never have fewer than zero or more than nineteen Dispatch Points.
10.0.5. What if my Direct Command Chit is drawn?
If you draw your Direct Command Chit you now get to activate ANY of your non-independent, In Command Units (all but white and black striped Units). All you have to do is spend one Command Point for each Unit that you activate. You may activate Units in any order. The definition of "In Command" is in the Command rules section (see Rule 21.0).
Note how powerful a Direct Command Chit is. This is the only time you will get to coordinate the activation of Units belonging to different Divisions.
Important points on Direct Command activations:
- You can activate as many or as few Units as you want (up to the limit of available Command Points, of course).
- A Division's Command Points can be used to activate Units of that Division only.
- You can perform only one activation per Unit, however. No Second Actions!
- Just as with a regular activation, a Unit must finish its activation before the next one starts. But see point 7 below for an exception.
- You always keep the Command Points that you don't spend and can use them later in the game. But remember that a Division can only accumulate a maximum of nineteen Command Points.
- You may only activate Units that are In Command (i.e., those within the Command Range of their Leaders). This is also explained in the Command rules section (see Rule 21.0).
- If you want to activate a stack for movement or Assault, you may pay all the necessary Command Points at once for the Units that will be acting together. This is an exception to point 4 above.
- You may not spend Command Points to perform an Engineer Action. The Action is what is important here—not the Unit performing the Action. Engineers can perform non-Engineer Actions (they may move, fire, Rally, etc.).
- Independent Units never activate when the Direct Command chit is in play; they only activate when either the Division Activation chit or the Formation chit of the Formation that they're attached to is in play.
10.0.6. When does the Activation Phase end?
The Activation Phase ends after the second to last chit is drawn from the mug and played. The last chit in the mug is not drawn for this turn, it becomes the first chit to be played for the next turn. Note that if the last chit in the mug is a Formation Activation Chit, the player who owns it automatically gets it for the next turn without having to pay for it again.
11.0 Remove all barrage markers
Pick 'em up. Flip all Artillery Parks to their Non-Fired sides.
12.0 Move the turn record marker up a box
Do that and go on to the next turn. If it was the last turn, determine victory.
13.0 Performing Actions with Units during the Activation Phase
13.1. Which Units can I perform Actions with?
During the Activation Phase you can perform Actions with all of your Active Units, which can mean one of the following:
- draw a Division Activation chit: all Units that belong to the Division (but remember that these Units are limited to non-combat Actions (see Rule 13.2), unless they are performing Second Actions (see 10.0.2)); or
- draw a Formation Activation chit: all Units that belong to that Formation plus independent Units within Command Range of the Formation's leader (up to the Attachment Rating of the leader (see 21.5)); or
- draw the Direct Command Chit, any In Command, non-independent Unit on which you have spent a Command Point.
Note that the counters are color-coded showing which Units belong to which Formation. The base color is the division. A colored stripe identifies the formation. A black or white stripe is an independent unit within the division; see rule 21.6.
13.2. What can I do with my Active Units?
With one exception, while their Formation or Division is Active, Units can perform one of the following Actions. (The exception is the Second Action, explained in Rule 10.0.2.) In the list below, note the limitations for Division activations, Direct Command activations, and Second Actions:
- Movement Actions: move (also includes entering or exiting Column, entering or exiting entrenchments, and exiting Transport Mode); entering Transport Mode; entering or leaving an entrenchment. Exception: a Unit activated with a Division Activation Chit may not move into an enemy Fire Zone (however, a Unit already in an enemy Fire Zone could get into or out of Column or Transport Mode).
- Fire (exception: any Unit activated with a Division Activation Chit may not fire unless it has a purple Fire Rating).
- Assault (exception: any Unit activated with a Division Activation Chit may not Assault).
- Rally.
- Engineer Actions: build an improved position; build an entrenchment; build a road block; remove a road block; create a Rearguard and any others permitted by the exclusive rules. None of these can be performed as a Second Action or during a Direct Command activation.
- Remove a Rearguard.
- Any other Actions permitted by the exclusive rules.
- Pass. (Why would you pass? For example, say you picked a Division Activation Chit, but really want to fire with one of your Units and not do anything else with it. You pass as its Action, then pay one Command Point to have it fire as a Second Action.)
Directions on how to perform these Actions and the restrictions on them follow in the rules sections below.
A Unit performing a Second Action may also perform one of the Actions listed above, with the following additional restrictions:
- the Second Action must be of a different type from the first Action the Unit performed; and
- the Second Action cannot be an Engineer Action.
This means a Unit cannot mount a vehicle and then move as a Second Action, as these are both Movement Actions.
A Second Action during a Division activation is not subject to the Division activation restrictions. The Unit can fire, Assault or enter a Fire Zone. It is only the initial, free activation that is limited.
Play note: A Unit can be activated more than once during a turn as part of a Formation activation, a Division activation, and a Direct Command activation. The number of times a Unit has been activated during a turn has no effect on what Actions it can perform (or how it can perform them) in successive activations. Put another way, each new activation is a fresh opportunity for a Unit to perform Actions.
13.3. In what order can my Units perform Actions?
With only a few, albeit very important, exceptions, you can perform Actions with your Units in any order you want to. Here is the order in which you must do things in a Formation or Division activation:
- Perform all Actions with your Units. Any Second Action for a Unit (or stack of Units) must be performed immediately after the initial Action performed by that Unit (or stack of Units).
- After all units have moved, decide where you want the Formation's division's Leaders and then transfer him (or them) there (see Rule 21.2).
Note that during Actions performed by spending a Command Point, a Leader must stay stacked with the Units he is currently stacked with (see Rule 21.2).
Note also that Leaders transfer only after all other Units have performed all of their Actions. Command Range is determined for all Units from the hex occupied by the Leader at the moment of determination (as the Leader may have moved with another Unit earlier in the Activation).
13.4. What do all the Non-Active Units do during Activations?
If, for example, you are the Active player, your opponent's Non-Active Units may get to fire at your Active Units using Opportunity Fire (see Rule 17.0) or exchange fire during Assaults (see Rule 18.0). Your Non-Active Units do mostly nothing during assaults on other units; they might get to Opportunity fire at Units running away from Assaults.
14.0 Moving Units
14.1. General notes on the movement rules
Movement is wargame standard hex-to-hex, paying movement points for terrain. Each Unit belongs to one of four Movement Classes (Wheeled, Tracked, Leg, and Immobile; color-coded on the counter), which govern terrain costs. Each Unit also belongs to one of three Unit Classes (Infantry, Gun, and Vehicle; noted by the symbol on the counter), which affect how the Unit moves. Movement allowances are printed on the counters in the appropriate color for the Movement Class. You need to pay attention to the rules on stacking during movement. Also, there is Opportunity Fire, which can stop a moving Unit until that Opportunity Fire is resolved.
Units may never use a Movement Action to enter a hex occupied by an enemy Unit. Units may never move within two hexes of an enemy reinforcement entry hex.
14.2. Which Units can move?
All those Active Units that are of the following Movement Classes:
- Wheeled (W) (black movement allowance)
- Tracked (T) (red movement allowance)
- Leg (L) (white movement allowance)
Each Movement Class pays different movement costs on the Terrain Effects Chart.
14.3. How do Units move?
Units move from hex to adjacent hex spending the necessary movement points as listed on the Terrain Effects Chart to cross hexsides and enter hexes.
14.4. Which Units cannot move?
Many Units do not have a movement allowance; these are Immobile Units and they are never allowed to move or retreat by themselves, but they can be transported if they have Organic Transport (see Rule 14.10).
14.5. What about terrain and movement?
See the Terrain Effects Chart for movement costs. Different Movement Classes pay different terrain costs. The exclusive rules contain descriptions of the terrain types. Unlike some wargames, Tracked and Wheeled vehicles find movement channeled by crests and forests. Roads are often the only way vehicles may cross from one point of the battlefield to another through certain terrain and anti-tank forces deploy accordingly. Strengths and weaknesses of unit types depend on the terrain and the proper interplay of infantry, armor, artillery, and motor transport are vital to successful play. In some wargames infantry are just slow, weak versions of tank units. Not here. You must barrage well-placed defenders lest his anti-tank weapons shred your vehicles and units moving up to attack. Some wargames only recognize combined-arms tactics and terrain effects by adding a +1 or a -1 to your attack. In this game you actually see and use the interplay of combined-arms and terrain. Dig your infantry and anti-tank guns into covering terrain. Spot critical terrain such as where roads allow vehicles over the crest.
14.6. How can my Units use Column movement?
For your Unit to use the Column movement rate, you just need to place a Column marker on the Unit. This costs the Unit one movement point when done as part of a Movement Action. Units have the option to receive a Column marker when they dismount from a vehicle (see Rule 14.10.3). You remove a Column marker by paying one movement point (which can trigger Opportunity Fire as normal from an enemy Unit) or by taking a Cohesion Hit, which does not trigger Opportunity Fire. You may not place a Unit in Column and then remove the marker later in the same Action unless you have the Unit leave Column by taking a Cohesion Hit (you may not pay one movement point to get into Column and one movement point to get out of Column in the same action).
You don't have to keep a Unit with a Column marker on a Road. You can move it through or across any allowed terrain by paying the Column movement terrain costs.
Note that you may find a hex through which two Roads run but do not connect. You may not move your Unit from one Road to the other without paying the cost for the terrain in the hex.
14.6.1. What's the bad part about being in Column?
A Unit with a Column marker is considered deployed for movement and, if fired at, will be getting unfavorable fire combat and Assault modifiers: its Fire Rating and Assault Rating are each reduced by one, and its Defense Rating is increased by two. (All this is noted on the Column marker.)
Movement Example (including Forced March)
The In Command German Unit has been activated and will move. The movement into the first hex costs four movement points (two points to move into a polder hex, plus two to cross the stream). As the Unit's movement allowance is four, it cannot move any further. However, the Unit can now attempt a forced march to receive another two movement points for this Action. To do this, the Unit must pass a Troop Quality Check (a roll of three or less) or spend a Command Point (if the Unit were Out of Command it would subtract one from its Troop Quality Rating for the Troop Quality Check). The Unit rolls a one, giving it two more movement points. It moves one more hex for the cost of two movement points and then stops (it does not have any movement points left). If the Unit had failed the check, it would have taken a Cohesion Hit and end its Action.
In addition, if fired upon, a Unit in Column never receives any beneficial (i.e., negative) terrain modifiers. (Exclusive rules may make exceptions to this.) All Modifiers that help your enemy's fire are all still in force.
Also, no more than one Unit in Column is ever allowed in a hex and stacking limits are in effect at all times in the game, including during movement.
14.6.2. Units in Column may not:
- Stack with other Units in Column
- Perform Engineer Actions (build an improved position, build an entrenchment, build or remove a road block, create a Rearguard, and any other additional Engineer Actions defined in the exclusive rules)
14.7. What about stacking and movement?
Units that are stacked together (and not in Column—stacking more than one Unit in Column is illegal) can be moved together if activated together. They have to start the activation together—no picking up Units. You may drop Units off, but the dropped-off Unit is done for the Action (no going back and moving it somewhere else).
If a moving stack triggers Opportunity Fire (see Rule 17.0), any Unit firing gets to target only one of the stacked Units, but the Non-Active Player does get to choose which one. All the Units in the stack are taken into account when determining the mass modifier, though.
Stacking is up to 8 steps in a hex not in column and one unit (regardless of the number of steps in that Unit) in column. The stacking limits are in effect at all times during a turn. Leaders and informational markers do not count towards stacking.
General Exceptions to the Stacking Rules:
- Stacked Units that are moving together do not benefit from Roads.
- Units not in Column may not cross a bridge or a ferry (or, if you prefer, only Units in Column can cross a bridge or a ferry).
- Overstacking is permitted for Units not in Column but if you exceed the 8 steps in a hex, you may only move one Unit out of the stack at a time. You can't move "stacks" out of an overstacked hex. You can't ever Assault out of an overstacked hex.
When you attempt to leave an overstacked hex by any method, whether successful or not, the Unit leaving the hex suffers a Cohesion Hit. So if a Unit attempts to leave via Movement and is prevented from leaving by Opportunity Fire, that Unit suffers a Cohesion Hit as well as any result from the enemy Opportunity Fire.
Overstacked Units may not retreat out of or choose to run away from an assault.
Column Movement Example
The British Unit is activated and will move out of the orchard hex. First it gets in Column for a cost of one movement point. It then moves into the polder hex, also for the cost of one movement point. As it started with a movement allowance of four, it has two movement points left. It now moves along the road at the Column movement rate for a cost of one-half movement point for each hex. It passes through the village, and comes to a stop after moving four hexes along the road. At this point it could attempt a forced march, giving it another two movement points, and travel another four hexes along the road.
At the end of this Action, the Column marker remains in place, showing all the effects of being in Column. In its next activation, the Unit may get out of Column for a cost of one movement point (and possibly trigger Opportunity Fire), or it may take a Cohesion Hit to get out of Column (and not trigger Opportunity Fire — it could also get out of Column by this method during this activation if it wished).
14.8. Forced march
Leg Units can gain two extra movement points if they perform a forced march. Units (or stacks of Units) that have already moved as far as they can may try to force march. To do so, each Unit must pass a Troop Quality Check. You may spend a Command Point to pass this check. Each Unit that passes its Check gains two extra movement points. If the Unit fails the check, its Action is over and it takes a Cohesion Hit.
14.9. Leg Infantry Units can (almost) always move at least one hex
When a Leg Infantry Unit is activated, it can move one hex regardless of movement allowance and terrain costs as long as it is not Suppressed, and it may not perform a Forced March after this movement. The movement uses all the movement allowance of the Unit.
However, the Unit may not move across a hexside or into a hex with terrain that is prohibited to it (e.g., across a bridge if it is not in Column).
14.10. Transport
14.10.1. Transport generally
In game terms, Infantry or Gun Units enter "Transport Mode" by "mounting up" on vehicles so they can move faster.
Some Infantry or Gun Units have Organic Transport, shown with a vehicle silhouette printed on the flip side of their counter and a black box around those dots on the front of the counter that tell you how many Steps the Unit has. These Units use the Transport Mode mechanic.
14.10.2. How do Units use Transport Mode?
Pick an Active Infantry or Gun Unit that has a vehicle silhouette on its flip side. Announce that the Unit is "mounting up" and flip it over to its Vehicle side. The Unit may be placed in Column for free at this time (some Terrain types may require the Unit to get into Column). This places the Unit in Transport Mode and finishes its Action. This is a Movement Action and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the mounting. If the unit began its activation in Column, it stays in Column. A Unit that mounts up retains all its markers.
In its next Action, the Unit gets to move as a Vehicle Unit, and uses all the values on the Vehicle side of its counter for all purposes. In effect, the Infantry/Gun Unit "becomes" the Vehicle Unit on the flip side of its counter.
14.10.3. How do Units exit Transport Mode?
In any Movement Action after it entered Transport Mode, a Unit can exit by paying half of its printed movement allowance (the one on the Vehicle side of its counter, rounded down). Just flip the Unit over to its non-Vehicle side; it may be placed in Column or not, at the owning player's choice, as long as stacking limits are observed. The Unit's Action is now over. Dismounting does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting.
14.10.4. What if a Unit in Transport Mode is attacked?
Simply use the values on the Vehicle side of the counter.
If the Unit becomes Suppressed while in Transport Mode, it cannot exit Transport Mode until it Rallies.
All other combat results (i.e., Step Losses, Cohesion Hits) stay with the Unit after it exits Transport Mode.
14.11. Retire by prolonge
Gun Units with a movement allowance of "★" rather than a number can move one hex if they pass a Troop Quality Check. If they fail the Troop Quality Check they take a Cohesion Hit and may not move. The one-hex move may not be into or across prohibited terrain or into an enemy Fire Zone. The Units are considered to be Leg Units for Movement Type. You may spend a Command Point to automatically pass this check.
Stacked Movement and Second Action Example
The three British Units all start together and, when they are activated, can move as a stack. If the stack triggers Opportunity Fire as it moves, only one of the Units can be targeted at a time, not all three of them. All three Units move one hex at a cost of two movement points, and the mortar Unit is dropped off, which ends its Action. The remaining two Units move one more hex for another two movement points, placing them adjacent to the German Unit. This uses up their entire movement allowance. At this point a Second Action may be performed by these two Units for the cost of two Command Points (one Command Point for each Unit). This Second Action must be different from the first Action, so it cannot be movement, but it could be either Direct Fire or Assault, for example. If a Second Action is performed, both Units must perform the same Action.
These Units may enter or exit an Entrenchment by passing a Troop Quality Check, providing the Entrenchment is not in an enemy Fire Zone.
15.0 Fire Combat
15.1. Fire combat generally
Fire combat is either Direct Fire or Indirect Fire. For both types of fire your firing Unit needs to be within Fire Range of its target. Direct and Indirect Fire have different effects and use different lines on the Combat Results Table. Note that a Unit with no printed Fire Range has a Fire Range of one.
For Direct Fire, a Line of Sight between the firing Unit and its target is necessary.
For Indirect Fire, no Line of Sight between the firing Unit and its target is necessary, but if there is no Line of Sight, there must be a spotter Unit in radio contact with the firing Unit, and the spotter Unit must have a Line of Sight to the target.
These fire rules also govern how Opportunity Fire is resolved, but note that the Opportunity Fire rules govern how Opportunity Fire arises.
Historical note: In contrast to the Germans, Allied infantry companies relied more on Fire Rating and less on shock. In particular, Allied methods depended on an almost indiscriminate use of firepower, featuring the light mortar, which stressed quantity more than quality. The Purple Fire Rating reflects this style of fighting. These units use Direct Fire and hence may attempt Opportunity Fire. They cannot use Indirect Fire like regular (green Fire Rating) mortars do and so their fire does not cause Barrage markers to be placed.
15.2. Which Units get to fire?
Any Active Unit with a Fire Rating may fire (exception: Non-Active Units with a Fire Rating can Opportunity Fire). The Fire Ratings are in the upper left of the Unit counters. Units without a Fire Rating have a "No" instead of a number. "0" is a valid Fire Rating.
Dismount Example
The Tracked Unit (red movement allowance) starts in a clear hex, and moves into the adjacent clear hex for a cost of two movement points. As the Unit is not in Column, it does not get to use the road movement rate. The next hex it enters is also clear and this costs another two movement points. Upon entering this hex, the Unit dismounts, for a cost of eight movement points (half its printed movement allowance, sixteen divided by two), and this ends its Action. When the Unit dismounted it had a choice to be in Column or not, and decided not to be in Column.
The act of dismounting triggers Opportunity Fire, and an enemy Unit could decide to fire at the Unit when it is mounted or unmounted.
15.3. Which Units can be fired at?
For Direct Fire:
A Unit can fire at any one enemy Unit that is:
- within Fire Range of the firing Unit; and
- in the Line of Sight of the firing Unit.
Note: If you are Direct Firing at a Unit in a stack, your fire only affects that Unit (this is different for some types of Indirect Fire, which may affect all the Units in a stack (see Rule 16.6.1)).
Note that a Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit or if it is in a hex with a barrage marker.
For Indirect Fire:
A Unit can fire at any one enemy Unit that is within Fire Range of the firing Unit and either:
- in the Line of Sight of the firing Unit; or
- in the Line of Sight of a spotter Unit that has established radio contact with the firing Unit.
Note: Certain results of Indirect Fire may affect all Units in a stack, not just the target Unit (see Rule 16.6.1). Also, there are restrictions regarding Artillery Parks (see 16.2) that may prohibit fire from certain Indirect Firing Units.
Remember that a Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit or if it is in a hex with a barrage marker. Exception: An artillery Unit in an Artillery Park or an Emplaced Artillery Unit may still perform spotted Indirect Fire normally from a hex with a barrage marker—but this is only for Artillery Parks and Emplaced Artillery. Mortars and Organic Artillery also have their fire range reduced to one hex if in a hex with a barrage marker.
15.4. What is a Line of Sight?
A Line of Sight is a straight, unblocked line between the center dot of a hex containing a firing or spotting Unit and the center dot of the target hex. An "unblocked" line is one that does not pass through hexes with Blocking Terrain (Blocking Terrain is listed on the Terrain Effects Chart), crest hexsides, or hexes with barrage markers.
As long as it ends there, a Line of Sight may enter a hex containing Blocking Terrain. As long as it begins there, a Line of Sight may exit a hex containing Blocking Terrain. A Line of Sight may not pass through a hex containing Blocking Terrain or a barrage marker.
Once you have an unblocked Line of Sight, count the number of hexes along it (count the last hex but not the first) to determine the Line of Sight distance.
The maximum Line of Sight distance during a clear daylight turn is eight hexes.
The maximum Line of Sight distance during a day or night turn with fog or rain is two hexes.
The maximum Line of Sight distance during a clear night turn is three hexes.
Note that the observation post rule (see Rule 15.4.2) and strongpoint rule (see Rule 15.4.3) contain major exceptions to the Line of Sight rule.
15.4.1. What does and does not block Line of Sight?
Blocking Terrain blocks Line of Sight. The Terrain Effects Chart shows which terrain allows a Line of Sight and which does not.
Units and Leaders do not block Line of Sight.
A Line of Sight does exist along a hexside between two hexes, one with Blocking Terrain and the other without.
A Line of Sight can always be traced into a hex with Blocking Terrain, or out of a hex with Blocking Terrain; you just can't trace through (i.e., into and out of) a hex with Blocking Terrain.
Crest, slope and ridge hexsides are special cases of Blocking Terrain. Crest, slope and ridge hexsides block a Line of Sight crossing them unless the crest/ridge hexside is part of either the firing Unit's hex or the target Unit's hex. Running along a crest, slope or ridge hexside blocks Line of Sight.
Barrage markers block Line of Sight in the same way as Blocking Terrain. A Unit may see out of a hex with a Barrage marker normally—just not through a barraged hex.
15.4.2. What are Observation posts?
Observation posts are those little triangles on the map. They are never removed and both sides can occupy and use them. They are the big exception to the Line of Sight rule for spotting, but for Indirect Fire only; observation posts have no effect on Direct Fire.
Any Unit in an observation post hex has a maximum daylight, non-fog, non-rain Line of Sight distance of thirteen hexes, rather than eight hexes. It also has the added ability to trace a Line of Sight through as many as three hexes or hexsides with Blocking Terrain, and into a fourth hex (which can contain Blocking Terrain, as usual). This Line of Sight can only be used by a Unit spotting for an Indirect Fire mission (not for Direct Fire).
Direct Fire Example
Both British para Units are within range of the German flak Unit, but the flak Unit only has a Line of Sight to A Company—the crestside blocks the Line of Sight to B Company because the crest is not part of the firer's or target's hex. The Fire Rating for the flak Unit is three (the yellow box shows that this is a Direct HE Weapons Class Unit), and this is modified by the range (minus one). As the flak Unit is not a two-Step Unit it cannot obtain the Company Bonus, the terrain is clear so it has no modifier, the Defense Rating of the target is zero, the target hex has only two Steps so there is no mass modifier, and there are no status markers on the target Unit. The modified Fire Rating of the flak Unit is two. A die is rolled and a result of two or less is a hit, three or more a miss. Even if the Fire Rating was modified to a negative value, the roll should be made, as a zero is always a hit.
The die roll is one, a hit. Cross referencing this on the Combat Results Table, for an Unarmored target (white box around the Defense Rating) this is an "S" result, a Suppression. The target Unit can either take the Suppression and receive a Suppression marker, or attempt to convert it into a Cohesion Hit by passing a Troop Quality Check. The para Unit attempts to convert the Suppression by rolling the die. If it is In Command, it needs a six or less to pass (or it may spend a Command Point). The roll is a zero, so it passes, and a Cohesion Hit marker is placed on the Unit.
In Rain or Fog weather, the maximum Line of Sight distance from an Observation Post is 2 hexes. At Night (in clear weather) it is 3 hexes.
Note that Lines of Sight are not reciprocal between an observation post and a non-observation post hex. Just because a Unit in an observation post has a Line of Sight to a second Unit that is not in an observation post does not mean that the second Unit has a Line of Sight to the Unit in the observation post.
An observation post has no impact upon Direct Fire.
15.4.3. What are Strongpoints?
Strongpoints are the little star-like symbols on the map. Just like observation posts they are never removed and can be used by either side. These are the second exception to the Line of Sight rule.
A Unit in a strongpoint is able to trace a Line of Sight through as many as two hexes or hexsides with Blocking Terrain and into a third hex (which can contain Blocking Terrain, as usual). Unlike observation posts, strongpoints do not change the maximum range of a Line of Sight, and can be used for Direct Fire and spotting Indirect Fire.
Note that the Lines of Sight are not reciprocal between a strongpoint hex and a non-strongpoint hex.
Self-Spotted Indirect Fire Example
The American Mortar Unit has a Line of Sight to the German Unit, which is within range and in a woods hex, so it can perform self-spotted Indirect Fire. The Fire Rating of the Mortar Unit is three, and this is modified to three (no terrain modifier as the mortar is an HE weapon, range has no effect on Indirect Fire, the target has a Defense Rating of zero, there is no mass modifier, and there are no markers in effect) with a possible Company Bonus. The Mortar Unit rolls for the Company Bonus, a Troop Quality Check, and rolls a one, so it receives the Company Bonus, modifying the Fire Rating to five. A die roll of five or less will be a hit, six or more is a miss. The die roll is a one, the result when cross-referenced on the CRT is an "S?", a possible Suppression. The defending Unit needs to pass a Troop Quality Check or suffer a Suppression result. The German Unit rolls a three and passes the Troop Quality Check so it is not Suppressed. If it had failed this roll, it could still have attempted to convert the Suppression into a Cohesion Hit.
A light barrage marker is placed in the target hex, and it will be removed at the end of the turn. If the Fire Rating plus Company Bonus, if obtained, had been six or greater, a heavy barrage marker would have been placed instead of the light barrage marker.
15.5. How do I fire at a Unit?
Immediately below is a summary of the fire combat steps, followed by an expanded version that explains the steps in detail. Note that these are the complete steps for Direct Fire combat. You also use these steps to resolve Opportunity Fire when it arises. For Indirect Fire, you start with the Indirect Fire steps and then move back to the Direct Fire steps to complete the procedure.
- Say which Unit you want to fire with.
- Say which Unit you want to fire at.
- Determine the firing Unit's final Fire Rating by modifying its printed Fire Rating with any applicable Direct Fire modifiers (see Rule 15.6 or the Combat Results Table).
- Roll one die to determine whether there is a hit, and if so, whether there is damage.
- Check the Combat Results Table to determine the fire effects.
Here is an expanded version of the fire combat steps.
- Say which Unit you want to fire with. a. It must be Active (unless it is Opportunity Firing). b. It must have a Fire Rating of "0" or greater (look at the upper left of the counter). c. One Unit targets one Unit. Units may not combine fire, nor may more than one Unit be targeted.
- Say which Unit you want to fire at. a. The target must be within the Fire Range of the firing Unit. b. For Direct Fire the firing Unit must have a Line of Sight to the target; for Indirect Fire the firing Unit must have either: (i) a Line of Sight to the target; or (ii) radio contact with a spotter Unit that has a Line of Sight to the target. c. One Unit fires at one Unit. A Unit may not fire at more than one target. d. Remember, if your firing Unit is adjacent to an enemy Unit, or if it is in a hex with a barrage marker, its Fire Range is reduced to one hex (exception: Units in an Artillery Park).
- Determine the firing Unit's Fire Rating, including applicable modifiers. a. Start with the Fire Rating printed on the upper left of the Unit counter. b. Determine which modifiers apply to the firing Unit's Fire Rating (see the Combat Results Table and Rule 15.6 for descriptions of the fire combat modifiers). And remember, you never modify fire die rolls in this game. You modify Fire Ratings. This is very important!
- Roll one die. a. It's a hit if the die roll is equal to or less than the modified Fire Rating of the firing Unit (the number from step 3). No matter what the modified Fire Rating, a die roll of zero is always a hit. If it is a hit, go to step 5. b. It's a miss if the die roll is greater than the modified Fire Rating of the firing Unit (the number from step 3). No matter what the modified Fire Rating, a die roll of nine is always a miss. The firing Unit's Action is now over.
- Go to the Combat Results Table to determine target damage by cross indexing the number that you just rolled on the die with the Weapons Class (i.e., Direct HE, SA, DP, etc.) and target (i.e., Armored or Unarmored) and immediately apply the result to the target Unit (see Rule 19.0).
You only roll the die once for combat. You use the same die roll that determines whether there is a hit to determine what damage the hit caused. Note also that Indirect HE, Emplaced Artillery, or Organic Artillery Units that are performing Direct Fire use the yellow "Direct HE" Weapons Class on the Combat Results Table.
15.6. What are the fire modifiers?
These are also listed on the Combat Results Table.
Firer-Based modifiers to the firing Unit's Fire Rating:
-
Cohesion Hits and Step Losses taken by the firing Unit—modifier listed on the marker.
-
Range to the target—modifier listed on the Combat Results Table.
Note: Be careful on the difference between firing at unarmored vs. armored targets. Here's an example: firing at an armored target at a range of 3 hexes would be -1 (total) on the firing strength (unless the firing Unit had a range of 3—then it would be -2). If firing at an unarmored target at the same range, it would be -2 (total) on the firing strength (0 for the first hex then -1 for each additional hex).
-
Company Bonus. If the firing Unit is a two-Step Unit that has taken no Step Losses, make a Troop Quality Check (a nine always fails and a zero always succeeds). If the Unit passes, it receives the Company Bonus modifier (plus two). A Command Point may not be spent to automatically pass the Troop Quality Check. Units Opportunity Firing cannot receive the Company Bonus modifier.
-
Weather conditions and night—modifier listed on the Combat Results Table.
-
Barrage marker in the firing Unit's hex—modifier listed on the marker.
-
Entrenchment—modifier listed on the marker.
Defender-based modifiers to the firing Unit's Fire Rating:
- Defense Rating of the target.
- Target's mass (this includes all the Units in a stack, not just the target)—modifier listed on the Combat Results Table.
- Target's terrain—modifier listed on the Terrain Effects Chart.
- Improved position/entrenchment—modifier listed on the marker.
- Defender is in Column—modifier listed on the marker and no negative terrain modifiers apply.
16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
16.1. What are the Indirect Fire Weapons Classes?
Mortar, Indirect HE, Emplaced Artillery, and Organic Artillery are Indirect Fire Units with the following special attributes:
Mortar Units:
- Use Indirect Fire only (i.e., they may not Direct Fire);
- Use the green "Mortar" Weapons Class on the Combat Results Table;
- May not Opportunity Fire;
- May have any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader, spot for them; and
- Cannot enter an Artillery Park.
Note: A light mortar Unit (purple Fire Rating) fires using the Direct Fire procedure and is not considered a mortar for Indirect Fire.
Indirect HE Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the orange "Indirect HE" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire; and
- May perform Opportunity Fire with their Direct Fire.
- May be put in Contact with any friendly leader and have any In Command Unit of the leader's formation, or any Independent unit In Command of that leader, spot for them
- Must be in an Artillery Park to use spotted Indirect Fire and if in an Artillery Park may not self-spot.
Spotted Indirect Fire Example
In the situation shown at the left, the artillery Unit is in an Artillery Park and in contact with the leader that is active and the Allied Player wishes to fire on the hex containing the two German Units. The Artillery Unit does not have a Line of Sight to the hex, but there is an In Command Unit (to the same leader) that does have a Line of Sight.
The Allied Player chooses an artillery Unit and selects a target Unit in the hex, and picks the zero-Step flak Unit. The Fire Rating is four, modified by the Defense Rating of the target, plus 1, and possibly the Company Bonus. Rolling for the Company Bonus, the die roll is one and this bonus is obtained, giving a final modified Fire Rating of seven, so any roll but an eight or nine will be a hit (and, additionally, if a nine is rolled, contact will be lost and no barrage marker is placed). The die roll is four; cross-referencing this on the CRT shows a "C", a Cohesion Hit. This eliminates the zero-Step Unit.
As the fire resulted in a hit of any type, all other Units in the hex must suffer an "S?" result, a possible Suppression. The German Unit rolls a Troop Quality Check, and rolls seven, so it fails the check. Instead of taking the Suppression, the player decides to spend a Command Point (assuming the Unit is In Command) to convert this to a Cohesion Hit.
Finally, as the Fire Rating with the Company Bonus was greater than five, a heavy barrage marker is placed on the hex. At the end of the spotted Indirect Fire, the situation is as shown.
Emplaced Artillery Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the black "Emplaced Artillery" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire;
- May perform Opportunity Fire with their Direct Fire;
- May be put in Contact with any friendly leader and have any In Command Unit of the leader's formation, or any Independent unit In Command of that leader, spot for them
- Cannot enter an Artillery Park.
Organic Artillery Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the brown "Organic Artillery" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire;
- May perform Opportunity Fire with their Direct Fire;
- May have any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader, spot for them; and
- Cannot enter an Artillery Park.
16.2. How do Artillery Parks Work?
In order for Indirect HE Units, i.e., all Orange Fire Rating Units (not Black, Brown or Green Fire Rating Units), to perform a spotted Indirect Fire Attack, they must be in an Artillery Park. Only Artillery Units in Artillery Parks can engage in counter-battery fire against enemy Artillery Units in enemy Artillery Parks (16.7).
An Artillery Unit in an Artillery Park is always In Command, and may perform Direct Fire as normal.
16.2.1 Creating Artillery Parks
Every Division has at least one Artillery Park, with corresponding markers and boxes on its Division Display. Artillery Parks may be created during step E of the Sequence of Play at the cost of one Dispatch Point each. Simply move the Artillery Park marker from the Division Display to any legal hex on the map. An Artillery Park marker may only be placed in a hex that already contains at least one ready-to-fire Orange Fire Rating Unit (i.e., a Dismounted or Self-Propelled Artillery Unit) from the same Division. Place the Artillery Park marker in the hex where the Artillery Unit(s) is located and remove the Artillery Unit(s) to the corresponding Artillery Park box on the Division Display. No more than one Artillery Park may occupy a hex at any time. Note you needn't be in Command to form an Artillery Park.
16.2.2 Adding Units to an Existing Artillery Park
Additional Orange Fire Rating Artillery Units enter an existing Artillery Park of their Division by moving into the hex in which the Park is located and dismounting (if not Self-Propelled). An Artillery Unit entering an Artillery Park may do so in Column but once moved into the Artillery Park box, it is considered not in Column. A unit that Dismounts or is removed from Column after entering a Park does not trigger Opportunity Fire. There is no limit to the number of Artillery Units that may occupy an Artillery Park. An Artillery Unit may never enter an Artillery Park of another Division (though it may enter and occupy the same hex as another Division's Artillery Park).
16.2.3 Artillery Park Restrictions
Units in an Artillery Park may not self-spot, and may not spot for other units.
No Units other than Orange Fire Rating Artillery Units may ever enter an Artillery Park (although such Units may enter and occupy the same hex). The Artillery Units in the Artillery Park do not count towards hex stacking but do count towards any mass modifier that might apply to fire against any target in the hex.
Once Non-Self-Propelled Units are in an Artillery Park, they cannot leave or change their status in any way (i.e., they cannot mount up, enter an Improved Position, Entrench, enter Column, etc.) until the Artillery Park has been disbanded. Self-Propelled Artillery Units may leave an Artillery Park only if there is at least one artillery Unit remaining in the Artillery Park.
Artillery Units, either in an Artillery Park or in the same hex as one, may never Entrench or be in an Improved Position.
An Artillery Park may not move.
16.2.4 Disbanding Artillery Parks
An Artillery Park may disband during Step E of the Sequence of Play. Simply remove the Artillery Park marker from the map and place it back on the Division Display. Return the Artillery Units from the Artillery Park box to the hex that the Artillery Park occupied (in Column or not—owner's choice). Such Units are subject to the normal overstacking rules (14.7).
16.2.5 Artillery Parks and Combat
Units in an Artillery Park may be the targets of Direct Fire or Assault. The moment Direct Fire is announced against a Unit in an Artillery Park, or the hex containing an Artillery Park marker is successfully assaulted (the assaulting unit passes its Bravery Check), the Artillery Park is immediately disbanded (see 16.2.4) and the Direct Fire or Assault is then resolved as normal. In addition, all In Contact markers that the Units in the Artillery Park had on Leaders are removed and placed back on the Artillery Units with the Contact Pending sides up. Artillery Parks may be fired upon by normal Indirect Fire as well—subject to normal rules (spotted, etc.). Also note Counter-battery fire (16.7) which allows Artillery Parks to be fired upon without a spotter.
16.3. How do I use these In Contact/Contact Pending markers?
All Orange and Black Fire Rating Artillery Units have a Contact marker that usually lives, Contact Pending side up, with the Artillery Unit. Non-suppressed Artillery Units may attempt to establish radio contact with Leaders during Step E of the Sequence of Play. Orange Firepower units must be in an Artillery Park in order to make the attempt. To achieve contact, a die roll must be equal to or less than the Contact Pending number on the Contact marker for the Artillery Unit attempting contact. Remember to apply the Radio Contact modifier of -3 to the Contact Pending value if the Leader attempting to contact the Artillery Unit is not from the same Division as the Artillery Unit. If contact is achieved, place the Contact marker on the lucky Leader, In Contact side up. An Artillery Unit may only attempt to contact a Leader once in this phase. If the Unit fails to gain contact, you may not try again until next turn. Remember that the Artillery Unit, if it has a White Stripe, now counts against that Leader's Attachment Rating, and will do so until contact is broken (16.3.1).
16.3.1 Breaking Radio Contact with Spotters
There are seven ways that an Artillery Unit can break radio contact with a Leader. Note that a barrage marker on an Artillery Unit's hex does not cause it to lose contact.
- Involuntarily, when a 9 is rolled on a Fire mission; place the Contact marker back on the Artillery Unit, Contact Pending side up.
- When a different Formation successfully establishes contact with the Artillery Unit by rolling equal to or less than the In Contact number on the Contact marker during Step E of the Sequence of Play; place the Contact marker on the new lucky Leader, In Contact side up.
- When the Artillery Unit's Artillery Park is disbanded during Step E of the Sequence of Play.
- If the Artillery Unit is an Emplaced Artillery Unit (black Firepower) and it self-spots a target.
- If an Artillery Unit suffers any combat result from any source (a failed S? counts as a combat result—a passed S? does not).
- If the Artillery Park is attacked by Direct Fire or Assaulted, the Artillery Park is immediately disbanded (see rule 16.2.5).
- If a Leader voluntarily gives up contact with an Artillery Unit, contact is immediately lost and the Artillery Unit cannot gain contact with any Leader until the next turn.
16.3.2 GTS Radio Contact Summary
Establishing Contact — When contact is established, place the Contact marker on the selected leader, In Contact side up.
| When | How |
|---|---|
| Step E of the Sequence of Play (no more than one attempt per artillery unit) | Roll, adding the In Contact modifier if it applies; if the result ≤ the number on the marker's currently visible side (Contact Pending if on the artillery unit; In Contact if on another leader), contact is established |
Losing Contact — When contact is lost, place the Contact marker on the artillery unit, Contact Pending side up.
| When | How |
|---|---|
| A new Leader establishes contact with the Artillery Unit during Step E | Contact is transferred immediately |
| A 9 is rolled when the Artillery Unit fires | Contact is lost automatically |
| The Artillery Unit takes effective fire (from any source) | Contact is lost automatically |
| The Artillery Unit's Park is disbanded | Contact is lost automatically |
| An Emplaced Artillery self-spots | Contact is lost automatically |
| The Leader voluntarily gives up contact with the Artillery Unit | Contact is lost automatically, and the Artillery Unit cannot gain contact until the next turn |
Note: Effective Fire is when a Unit incurs a step loss, a Cohesion Hit, or becomes Suppressed.
16.4. What is Indirect Fire?
In real life it is ordnance that goes up into the air and comes down on top of its target with gravity. Unlike Direct Fire, with Indirect Fire you don't necessarily have to have a Line of Sight to your target to hit it, but if the firing Unit doesn't have a Line of Sight to its target, it needs to be in contact with a Unit that does have a Line of Sight to the target. When a Unit uses Indirect Fire against a target to which it has a Line of Sight, we say that it is "self-spotting."
Once issues of spotting are dealt with, the Indirect Fire procedure is the same as that for Direct Fire, except that there are no range modifiers, and certain results of Indirect Fire can affect all the other Units in the hex as well as the target Unit.
For spotting purposes each Indirect HE and Emplaced Artillery Unit has its own In Contact/Contact Pending marker. See 16.3 for how to use these markers. If a Leader has an Artillery Unit's In Contact marker on it, any Unit of that Leader's Formation, or any Independent Unit in Command of that Leader, may spot the Indirect Fire for that Artillery Unit. We call that Unit's Formation the "spotter" Formation.
Note: A single Formation can act as a spotter Formation for a number of Indirect HE or Emplaced Artillery Units at the same time up to the Formation Leader's Attachment Rating. (Thus a Formation's Leader can be marked with more than one contact marker.)
Note: A spotter for a Mortar or Organic Artillery Unit must be from the same Formation as the Mortar or Organic Artillery Unit (or, if Independent, in Command of the Formation's Leader). Contact is automatic.
Note: A Unit in a reinforcement entry hex may not act as a spotter.
16.5. How do I carry out an Indirect Fire mission?
Use this procedure any time you activate a Mortar Unit for a fire combat Action, or any time you activate an Indirect HE, Emplaced Artillery, or Organic Artillery Unit for a fire combat Action against a target Unit or a hex empty of Units that is four or more hexes away. (If your Indirect HE, Emplaced Artillery, or Organic Artillery Unit is firing at a target three or less hexes away, just use the Direct Fire procedure in Rule 15.5.)
If the Indirect Fire mission is self-spotted, i.e., the firing Unit has a Line of Sight to the target, start at step 7 below.
If the Indirect Fire mission needs a spotter, i.e., the firing Unit does not have a Line of Sight to the target, start at step 1 below.
- First make sure that your firing Unit is in range of the target Unit or empty of Units target hex and is In Command. Remember that adjacent enemy Units reduce the Fire Range to one hex. (Firing Units that are Out of Command may not use spotters.) Remember, too, that an Indirect HE Unit in an Artillery Park may still perform spotted Indirect Fire even if there's a barrage marker in its hex.
- Find an Unsuppressed, In Command Unit to spot for the mission. If you can't find a Unit that is In Command and Unsuppressed, you can't fire the mission.
- Make sure your spotter has a Line of Sight to the target Unit or target hex.
- If it is a Mortar or Organic Artillery Unit that will be firing, make sure the spotter and firing Unit belong to the same Formation (or, if the spotter is independent, that it is In Command of the same Formation's Leader) and that the spotter is In Command. If these conditions are not met, you can't fire. If they are, go to step 7.
- If it is an Indirect HE or Emplaced Artillery Unit that will be firing and the spotting Unit is In Command and belongs to a Formation that is already in contact with the firing Unit (or, if the spotter is independent, is In Command of the Leader of that Formation), go to Step 7.
- If the spotter for a firing Indirect HE or Emplaced Artillery Unit is neither from the Formation with which the firing Unit is in contact nor an Independent Unit from the same Division, you cannot use that Unit as a spotter.
- Take your shot. Just follow the Direct Fire procedure (see Rule 15.5) except do not include range modifiers. (And don't forget that a Unit using Indirect Fire is eligible for the Company Bonus fire modifier.)
- Now apply the special effects of Indirect Fire (see Rule 16.6) to any Units in the hex and to the hex (i.e., place a barrage marker as appropriate).
If a nine is rolled during the Indirect Fire procedure, radio contact is lost. Turn the marker to the contact pending side and place it back with its Indirect HE or Emplaced Artillery Unit. No Indirect Fire takes place, and the Action for the firing Unit is over.
16.6. Special effects of Indirect Fire
16.6.1. Stacking and Indirect Fire
All Units stacked in the same hex as a Unit that is the target of Indirect Fire from an Indirect HE, Emplaced Artillery, or Organic Artillery Unit (not a Mortar Unit) suffer an "S?" result if:
- the target Unit receives an "S?" result and fails its Troop Quality Check, or
- the target Unit receives any other combat result.
16.6.2. Indirect Fire and barrage markers
There are two kinds of barrage markers: light barrage and heavy barrage.
16.6.2.1. When to place and remove barrage markers
Place a light barrage marker in a hex if:
- the printed Fire Rating (as modified by any Company Bonus modifier, and any modifiers due to markers on the Unit such as Column) of the Indirect Firing Unit is five or less; and
- the fire combat die roll is less than nine.
Place a heavy barrage marker in a hex if:
- the printed Fire Rating, not Assault Rating, (as modified by any Company Bonus modifier, and any modifiers due to markers on the Unit such as Column) of the Indirect Firing Unit is six or more; and
- the fire combat die roll is less than nine.
Note that you don't combine the Fire Ratings of different Units firing into the same hex—three twos are not a six. Additionally, you must place a heavy Barrage marker if mandated—you may not "reduce" it voluntarily. Barrage markers are placed after the resolution of the Indirect Fire attack.
There can be only one barrage marker in a hex at one time. Heavy barrage markers replace light barrage markers (but not vice-versa).
You may fire on a hex empty of Units just to place a barrage marker there (any die roll other than 9 will place the marker—light or heavy barrage per the strength of the firer).
All barrage markers are removed from the map after the Activation Phase and before the end of the turn.
Assault Actions never place barrage markers (even if the Assault Value is of the right color to place a barrage marker).
16.6.2.2. Effects of barrage markers
Barrage markers affect Units of both sides regardless of which side placed the marker.
Any Unit in a hex with a barrage marker has its Fire Range reduced to one hex. Exception: An artillery Unit in an Artillery Park (orange Fire Value Units) or an Emplaced Artillery Unit (black Fire Value Units) may still perform spotted Indirect Fire normally from a hex with a barrage marker—but this is only for Artillery Parks and Emplaced Artillery Units.
Barrage markers are treated as Blocking Terrain for Line of Sight.
Any Unit moving out of a hex with a light barrage marker pays an extra two movement points to do so.
Any Unit moving out of a hex with a heavy barrage marker pays an extra two movement points to do so, takes a Cohesion Hit, and must pass a Troop Quality Check before it can move. (If it fails the Troop Quality Check, it must stay in the hex but still takes the Cohesion Hit).
If you are trying to move a stack of Units out of a heavy barrage hex, you must first announce which Units are moving, then make the Troop Quality Check for each Unit, one at a time. Once all the Units have rolled, those that passed their Troop Quality Check must leave the hex as a stack; you can't change your mind about whether to move the last Units to roll based on what happened to the first Units to roll. Once committed, all are committed.
A Unit in a hex with a light barrage marker suffers a minus one modifier to its Fire and Assault Ratings. A heavy barrage marker changes these modifiers to minus two.
A Unit under a light barrage marker has its Troop Quality Rating reduced by one, while a heavy barrage marker reduces the Troop Quality Rating by two.
16.7. Counter-Battery Fire
Counter-battery fire is a type of Indirect Fire. When any Artillery Unit in an Artillery Park fires, the Artillery Park marker is flipped to its "Fired" side. "Fired" side Artillery Parks may be subject to counter-battery fire.
In order for an Artillery Unit to engage in counter-battery fire against an enemy Artillery Park all of the following conditions must be met:
The Artillery Unit must be in contact with the currently active Formation;
The Artillery Unit must be in an Artillery Park;
The Artillery Unit must be in range of the target enemy Artillery Park;
The target enemy Artillery Park must be on its "Fired" side.
Counter-Battery fire is then conducted as a normal Indirect Fire mission but with an additional -2 modifier to the firing Unit's Fire Rating value. If the designated target (one of the Artillery Units in the Artillery Park being fired on) suffers a result (a passed S? does not count as a result), all the Units in the Artillery park also suffer a S?
Flip all Artillery Park markers back from their "Fired" sides when Barrage markers are removed from the map.
Note, you can also fire at Artillery Parks normally (with a spotter and an in contact Leader). This simply allows Artillery that hasn't been spotted through normal means to also be targeted.
17.0 Opportunity Fire
17.1. Opportunity Fire generally
Opportunity Fire is what a Non-Active Unit may do when an Active Unit does certain things near the Non-Active Unit. After Opportunity Fire is triggered it is the same as Direct Fire except for some special Opportunity Fire modifiers (see Rule 17.6).
Opportunity Fire Example
The German Unit has been activated and will move to the hex containing the entrenchment. The Unit moves one hex, and as it is leaving a hex in the Fire Zone of the American Unit, this triggers Opportunity Fire from the American Unit. The American Unit rolls to pass its Troop Quality Check and rolls nine, so it fails the check and the Opportunity Fire does not take place.
In a subsequent activation, the German Unit tries to enter the entrenchment. This also triggers Opportunity Fire from the American Unit, which passes its Troop Quality Check this time. The modified Fire Rating is six (Fire Rating is four, plus two because the start and end of the Action triggering Opportunity Fire is in a Fire Zone, and there are no other modifiers). The Opportunity Fire can take place either before or after the Unit enters the entrenchment, and the shot is taken before the Unit enters. The die roll is three, meaning the Unit becomes Suppressed. The German player rolls to try and convert this to a Cohesion Hit and rolls a six, so the Unit becomes Suppressed and does not enter the entrenchment. The final situation at the end of this activation is shown.
17.2. When is Opportunity Fire triggered?
Opportunity Fire may occur whenever a Unit tries to do any of the following in a hex that is in an enemy Unit's Fire Zone (Fire Zones are explained in Rule 17.3):
- Any Movement Action. For movement, however, Opportunity Fire is triggered by leaving a hex in an enemy Fire Zone, but not by entering a hex in an Enemy Fire Zone. As a reminder, the other Movement Actions are: entering Transport Mode (also mounting); entering or leaving an entrenchment. Entering or exiting Column by spending movement points and exiting Transport Mode (also dismounting) are part of a move and thus also trigger Opportunity Fire.
- Assault (but Opportunity Fire is only permitted by the defending Units) or running away from an Assault (but Opportunity Fire is only permitted by Units not involved in the Assault) (see the Assault rule (Rule 18.0) for details).
- Any Engineer Action.
- Other actions defined in the exclusive rules.
Generally, the Opportunity Fire happens—if it happens—before the Active Unit begins its Action. So the Active player would announce that such-and-such Unit will perform such-and-such Action and then give the Non-Active player the chance to Opportunity Fire with any eligible Units. That means the Opportunity Fire will occur in the hex the Active Unit is in when the Opportunity Fire is triggered. This is important for determining things like command status, range, terrain, and target mass.
Notwithstanding this, Units entering or leaving entrenchments or leaving improved positions never benefit from the entrenchment or improved position when taking Opportunity Fire. In addition, Opportunity Fire against a Unit that is entering or exiting Transport Mode can happen either before or after the mode change, at the Opportunity Firing player's discretion.
Finally, Units entering or exiting Column always take Opportunity Fire in Column; but remember that a Unit that leaves Column by taking a Cohesion Hit does not trigger Opportunity Fire.
17.3. What is a Fire Zone?
For any Unit that is not an Indirect HE, Emplaced Artillery, or Organic Artillery Unit or a Mortar Unit, its Fire Zone includes any hex to which the Unit has a Line of Sight and that is within its Fire Range. Indirect HE, Emplaced Artillery, and Organic Artillery Units have a Fire Zone range of up to three hexes within their Line of Sight. Mortar Units do not have a Fire Zone.
Remember: If a Unit has an enemy Unit adjacent to it, the Unit's Fire Range is reduced to one hex, and its Fire Zone is therefore limited to the hexes adjacent to it. Also, a Unit in the same hex as a barrage marker has its Fire Range reduced to one hex, and therefore its Fire Zone is limited to the hexes adjacent to it.
Play Note: You mean my Non-Active Unit can just blaze away at approaching Units as long as they are in its Fire Zone? You got it; every hex in a Fire Zone that a Unit leaves is another trigger for Opportunity Fire. If your Non-Active Unit has a range of five, that's four Opportunity Fire triggers as an Active Unit approaches.
Just to make sure this rule is remembered as it affects play and is prone to being overlooked, we'll repeat it:
If a Unit has an enemy Unit adjacent to it, or is in a hex with a barrage marker, the Unit's Fire Zone is limited to the hexes adjacent to it.
17.4. Which Units can Opportunity Fire?
Any Unit that can Direct Fire can Opportunity Fire. That means Mortar Units and Units with no Fire Rating may NOT Opportunity Fire. When an Indirect HE, Emplaced Artillery, or Organic Artillery Unit uses Opportunity Fire it uses the yellow "Direct HE" Weapons Class, as it is using Direct Fire.
But . . . (here's the catch) . . .
Before a Unit can Opportunity Fire it has to pass a Troop Quality Check. You may NOT spend a Command Point to ensure that your Unit automatically passes this check.
Note: The trigger Actions for Opportunity Fire don't trigger the Opportunity Fire itself, they trigger the opportunity for Opportunity Fire; call it the "Opportunity Fire process." This is because a player can always pass on Opportunity Fire, or he may want to Opportunity Fire but his Non-Active Unit fails its Troop Quality Check. In those cases, the Opportunity Fire process was triggered, but the Opportunity Fire did not actually occur.
17.5. Which Units cannot Opportunity Fire?
Those with "No" Fire Rating and Mortar Units.
17.6. What about those different modifiers for Opportunity Fire?
There are four specific situations and modifiers that apply only to Opportunity Fire:
- If the target of Opportunity Fire is moving into a hex that is in the Fire Zone of any enemy Unit (including the Opportunity Firing Unit), the Opportunity Firing Unit's Fire Rating gets a plus two modifier. Remember, however, that the Opportunity Fire is conducted in the hex the Active Unit is leaving. This plus two modifier also applies to the following trigger Actions: Assaulting; running away from an Assault; entering/exiting Transport Mode; entering/leaving an entrenchment; entering/exiting Column; any Engineer Action; and other Actions as defined in the exclusive rules.
- If the target of Opportunity Fire is moving into a hex that is not in the Fire Zone of an enemy Unit, the Opportunity Firing Unit's Fire Rating gets a minus one modifier. Remember, however that the Opportunity Fire is conducted in the hex the Active Unit is leaving.
- An Opportunity Firing Unit gets a plus two modifier to its Fire Rating when firing at a Unit running away from an Assault. This is in addition to the plus two given above for Fire Zone to Fire Zone movement.
- There is no Company Bonus modifier possible for Opportunity Fire.
17.7. What happens to the Units that take Opportunity Fire?
Apply combat results from Opportunity Fire immediately, in the hex where the trigger Action occurred. Remember that for movement, this is leaving a hex, NOT entering a hex. The only results that would stop a Unit from continuing its movement are Suppression (if it is not converted to a Cohesion Hit) and, of course, elimination.
17.8. Opportunity Fire procedure
Once Opportunity Fire is triggered, the Non-Active Player must decide whether he wants to take a shot. If he does, he stops the Active Player, announces which Unit will attempt to Opportunity Fire, and makes a Troop Quality Check to see if the Unit can Opportunity Fire. If the Opportunity Fire happens, it follows the Direct Fire procedure but used the different Opportunity Fire modifiers.
The key thing to remember is that the same Unit can trigger Opportunity Fire from many different enemy Units at the same time: they just get in line and wait their turn to Opportunity Fire. And yes, the Non-Active Player does have to announce when he will perform Opportunity Fire, in order to pause the Active Player's actions.
Another important thing to keep in mind is that a Unit can also trigger consecutive Opportunity Fires from the same Non-Active Unit just by leaving several hexes in that Non-Active Unit's Fire Zone during a move.
And a last thing: If a group of two or more Units is moving as a stack and this triggers Opportunity Fire, the Opportunity Firing Unit can only fire at one of the Units in the stack (of the Opportunity Firing player's choice) (see Rule 14.7).
Assault Example 1
The American Units have been activated, and two Units (H and I Company) will activate as a stack and attempt an assault on the hex occupied by two German Units, one of which is entrenched. One company has been left in the hex and not assaulting. To assault, both Units most first pass a Bravery Check. You may not spend a Command Point to automatically pass this check. Starting with the assaulting Unit's TQ of 8, it is modified by the following: the 0 Defense rating (the lowest defense rating of an enemy Unit with a Fire Zone on the assaulting Units), subtract -1 (the lowest defense rating in the assaulting force), add -2 (for the entrenchment), and -2 (for the defender in the woods hex): for a modified Bravery Check of 5 (8 - 0 - (-1) + (-2) -2 = 5). Roll for each assaulting Unit and if you roll a 5 or less, each Unit may now assault. You must assault with all that pass even if you don't now like your odds. Assume here that both pass. The Germans now Opportunity Fire at the assaulting Units (but remember to count all of the steps in the hex for mass—not just those assaulting). Let's assume there is no effect from this fire.
The first round of the Assault now starts, but before anything else, the zero-Step flak Unit is now automatically eliminated (0-step Units in an assault are automatically eliminated). The German Unit decides to stand. The Allied Units decide to Assault Fire. Assault is sequential and the Defenders fire first. Since the German Unit does not have a "colored" assault value, both Direct and Assault values will be used. First check for Company Bonus for the Germans. The Germans roll a 3 and passes his Company bonus. We'll do the Direct Fire first. The German Unit will fire on I Company and has a base Direct Fire Rating of four, modifed to nine, but reduced to the maximum of eight (-1 Allied Defense Rating, always no terrain modifier for attackers, +3 mass modifier (6 steps in the assaulting hex), +1 to Direct fire for being in an entrenchment, and +2 for Company Bonus). He rolls a 5 – C for small arms. Place a One Cohesion Hit marker on I Company. Now the second fire with the Assault value. The German could fire at the other company now but decides to pile it on and fire at the same company again. The Assault value is also modified to eight (all the same modifiers apply)—but uses the Dual Purpose row. The Germans roll a 2 this time and gets an S result. The Allied player attempts to convert the S to another C hit but fails. The German Unit has completed his fire for the first round—now it is time for payback. I Company is Suppressed and can't fire—but H Company is thirsting for some revenge. His assault value also isn't colored so he'll fire with both his Direct Fire and Assault Fire values. First, he rolls for company bonus and gets it. His Direct Fire is a modified 2 (4 to start, -2 for woods, -2 for entrenchment, +2 for Company Bonus = 2). Perhaps some artillery first might have been a good idea? He rolls a 4 and misses. The Allied player then fires his modified assault value of 3 (same modifiers as for Direct Fire) and rolls a 2! Looking under the armored column, Dual Purpose fire and there's a S. The German player however easily converts this to a Cohesion Hit.
We move to round two—the German decides to stand firm. The Allied player however, with but only one Allied Unit left to assault (the other being Suppressed), calls off the assault and licks his wounds. The assault is now over and the final situation is shown.
18.0 Assault
In real life, an assault is a force advancing to dislodge the enemy from his positions. In the game, it is a fire and morale contest that can either end early with the assault bogging down or can go on for up to two, possibly bloody, possibly inconclusive rounds.
Assault is an Action.
The Units performing the Assault Action are the Assaulting Units. The Units in the hex being Assaulted are the defending Units. The hex the defending Units are in is the defending hex.
18.1. Which Units can Assault?
Any Unit that has a numerical movement allowance (not "★") and an Assault Rating and does not occupy an entrenchment can Assault, provided it could legally move into the hex it is Assaulting—this means you must pay attention to terrain restrictions. For example, Vehicle Units can only enter city or town hexes if they are in Column, and Units in Column cannot stack together; therefore, only one Vehicle Unit could Assault into a city or town hex.
A Unit with a blank Assault Rating has no Assault Rating and it cannot Assault (or perform Assault Fire).
Zero-Step Units may not perform Assaults.
A Unit under a Heavy Barrage may not Assault.
A Unit in an overstacked hex may not Assault.
A Unit with a Green, Brown, Orange, or Black Fire Rating (i.e., a Unit capable of Indirect Fire) may not assault. Note that you check the Direct Fire here—not the Assault Rating. A Unit with white Fire Rating with a Green Assault value may assault.
18.2. Which Units can be Assaulted?
Any Unit can be Assaulted.
Assault Example 2
A German Unit, with a TQ of 1, already under a heavy barrage marker is being assaulted by H Company. First off, H Company rolls for his Bravery Check. His modified Troop Quality is the maximum possible of 8—but to give you the math, start with 8, add the lowest German Defense strength with a Fire Zone on the hex (+1), and "add" the US Defensive Value (-1))…10 is the total but 8 is the maximum possible. He goes in with anything rolled other than 9—and let's say he makes it.
The German Unit attempts Opportunity Fire but fails his Troop Quality Check (predictably). Just remember, that even though his modified Troop Quality is less than 0, you always pass when you roll a 0.
The first round starts and the German thinks one shot and I'll leave. He decides, much to the chagrin of his troops, to make the Unit stand. The Allied player will fire in the first round but thinking the Germans are running short of Command Points, it will be cold steel for these Germans in round two. The German fires first as the defender and no colored value for his Assault Value means both Direct and Assault will fire. He rolls and fails to get a Company Bonus. Direct Fire will be first with a modified value of 0 (starts at 2, down 2 for the heavy barrage, down another 1 for the US defense strength—but 0 is the worst it can be). He misses. His second shot using his Assault value is also at a 0—and that misses too.
Company H now rolls for his Company Bonus and gets it. His modified value is 7…start at 4, up 2 for Company Bonus, up 1 for the German Defense Rating, and he rolls a 3—gets an S. The German player, feeling a Command Point pinch, decides to not spend a Command Point to convert to a cohesion hit and tells his boys, they are on their own. They fail their Troop Quality Check with some choice words for their commander. Place an S on the German Unit. The US fires his Assault fire and gets a cohesion hit. Place that on the dejected troops as well.
Round two starts and the Germans must stand—they are Suppressed. The Allied player will charge. The German player makes a Troop Quality check with one Unit (there is only one Unit in the assaulted hex, so that's easy) and while he could spend a Command Point and guarantee the stand, he decides it just isn't worth and says goodbye to his German Unit. The Unit must roll a 0 to stand and they fail. They are eliminated. The go to that great dead pile in the sky. The US must now move into the hex and is now under a Heavy Barrage. The German player says that was his plan all along.
18.3. Can Units Assault together?
Yes. If there is more than one eligible Unit in a hex, the Active Player can activate more than one of them at the same time to perform an Assault together. He does this either:
- during a Formation Activation as a first Action by declaring that multiple Units in the same hex are now activated to Assault; or
- during a Formation or Division Activation as a Second Action by spending one Command Point for each Unit in the hex that will be Assaulting; or
- pursuant to a Direct Command Chit, by spending one Command Point for each Unit in the hex that will be Assaulting.
18.4. Can Units from more than one hex Assault together?
No. Assault only takes place between two adjacent hexes. Units from more than one hex cannot combine to Assault.
18.5. Can Units in more than one hex be Assaulted at the same time?
No. Assault only takes place between two adjacent hexes. Units in more than one hex cannot be Assaulted together.
18.6. Can a Unit be Assaulted more than once per Activation?
Yes.
18.7. How do I Assault?
-
Announce an Assault.
Pick a hex with one or more of your Units.
Pick an adjacent hex with one or more enemy Units. You may wish to place the Assault marker in this hex to help indicate which hex is being assaulted.
Announce which of your unentrenched Units are Assaulting.
-
Check for Bravery.
Each Assaulting Unit must make a Bravery Check, which works the same way as a Troop Quality Check (a Command Point may not be spent to ensure a pass):
Determine your Bravery: Find the defending player's Unit with the lowest Defensive value that has a Fire Zone on the Assaulting Unit's hex (meaning the defending player's best Unit; this need not be a Unit in the defending hex—just the defending player's Unit that best meets the criteria of this rule). If two or more are equal, just use one of them. If no enemy Units project a Fire Zone into the Assaulting Unit's hex then no Bravery Check is required.
Add that value to the Attacker's Troop Quality value (remember, adding a negative reduces your value). For example, if your Troop Quality is 6 and you are attacking within the Fire Zone of a -3 Defense Armor Unit, you are at 3 right now.
Subtract from this value the best modified Defensive value in the Assaulting force. Remember, subtracting a negative number adds to your value. For example, if you have an Attacker with a -3 defense and we continue with the above, 3 - (-3) is 6. Continuing this example, each Assaulting Unit would need to roll a 6 or less to pass the Bravery Check.
You can't spend a Command Point on this check. It is up to your men to prove their worth.
Each Assaulting Unit must check for Bravery and any that fail will not Assault and their Action is over. All that pass, however, must continue with the Assault.
You do modify the Defensive values of both the Assaulting Unit and the defending Unit being used by any markers on the units and the defender's terrain. Here is a chart to show you which modifiers to use when.
Marker Modifier Apply to Attacker Apply to Defender In Column +2 Yes Yes IP -1 No Yes ENT -2 No Yes Hero -2 Yes Yes Bocage -1 No Yes Paradrop +2 NA (Can't assault) Yes Glider Land +3 NA (Can't assault) Yes In Hex Terrain (DF) Varies No Yes Hexside Terrain Varies No See below You add the hexside fire modifier only if the Assault is crossing the applicable terrain.
Note: If there is no Fire Zone on the Assaulting Units, no Bravery Check is required. Remember, negative modifiers aren't applied to Units in Column unless an Exclusive rule says otherwise.
-
Perform Opportunity Fire.
The Unit (or Units) being assaulted may now attempt regular Opportunity Fire on the Assaulting Units. This is an Action that takes place in-hex (the Assault) so it is always Fire Zone to Fire Zone. Note also that you can only Opportunity Fire at the Assaulting Units but since they don't actually leave the hex, the mass of all the Units in the hex is considered for any Mass Modifier on the Opportunity Fire. All other modifiers are in force.
Apply all the Opportunity Fire results and go to the next step. Any Assaulting Unit that is Suppressed as a result of the Opportunity Fire is no longer assaulting and its Assault Action is done; any Assaulting Units that have not been Suppressed must keep going.
-
See if there are any Assaulting Units left.
- If there are no Assaulting Units left, the Assault is over.
- If there are Assaulting Units left, eliminate any zero-Step defending Units and proceed to the next step.
If there are no Defending Units remaining in the hex, advance the Attackers into the Defender's hex and the Assault is over.
-
Perform the first Assault round.
5A. Defending Units choose to stand or run away.
The Non-Active Player now decides whether his defending Units will stand or run away. All defending Units must either stand or run away; if one stands, all stand; if one runs away, all run away.
Defending Units running away, and any Leaders stacked with them, are all moved to the same adjacent hex. That hex must be one that they could legally enter. You can't change your Unit's transportation status (no getting into Column, Mounting or Dismounting, etc.) in any way. All Units that run away are Suppressed. This retreat is an Opportunity Fire chance for any eligible non-Assaulting Units (including any Units that failed to pass their Bravery Checks in this Assault) that project a Fire Zone on the defender's hex. The Attackers must now advance into the hex and the Assault is over.
Suppressed Units may not run away.
Units with "No" or "★" Movement allowances may not run away.
Units in an overstacked hex may not run away.
Units under a Heavy Barrage may not run away.
Defending Units under an IP or entrenchment marker may run away but immediately lose the benefit of such markers when running away is declared.
Note that if the decision is made to run away and one or more of the defending Units will be unable to do so (for whatever reason, e.g., Immobility, Suppression, or being surrounded by prohibited terrain), then these Units will be eliminated (they surrender, actually, but the effect is the same).
5B. Assaulting Units declare charge or Assault Fire.
If the defending Units have not run away, the Assaulting Player must declare if he's charging or Assault Firing. All Assaulting Units must do the same thing, either all charge or all Assault Fire—no mix and match.
A charge will end the Assault whether the charge is successful or not. Assault Fire may or may not end the Assault process.
If the Assaulting Units are charging go to step 5c.
If the Assaulting Units are Assault Firing go to step 5d.
5C. Resolve the charge.
The Non-Active Player must now make a Troop Quality Check with one defending Unit of his choice (a Command Point may be spent to ensure a pass). (Hint: pick your best Troop Quality defending Unit.)
If the defending Unit passes the Troop Quality Check go to step 5d.
If the defending Unit fails the Troop Quality Check, all defending Units in the hex are eliminated (they actually surrender but the effect is the same—just happier defenders in this case). The Attackers must now advance into the hex and Assault is over.
5D. Resolve the Defender's Assault Fire.
Assault Fire takes place only during Assaults. Assault Fire is not an Action.
Assault Fire follows the Direct Fire procedure but there are different fire modifiers.
Roll for Company Bonus for each Defender if applicable—the one roll applies to both his Assault Rating and his Fire Rating.
Each Defender fires with both his Fire Rating and his Assault value. He may choose different Units to fire at with each of these two values and he does not have to predesignate his fire. He must resolve his Direct Fire attack first. No negative terrain modifiers apply to fire against Assaulting Units.
Suppressed Defenders may Assault Fire but only with their Assault value and subject to a -2 modifier (as indicated on the marker).
Defending Units with colored Assault values fire using their Assault value twice instead of using their Fire Rating. "Colored" means that the assault number itself is not black or white. (Usually it's red).
Apply the results to the Attacker.
Units with "No" as their Fire Rating may not Assault Fire at all.
If any Attackers are Suppressed, they stop their assault and are done for this action. If no Attackers are remaining that are not Suppressed, or if the Attacker Charged, then the Assault is over.
5E. Resolve the Attacker's Assault Fire (if the Attacker is not Charging).
Assault Fire takes place only during Assaults. Assault Fire is not an Action.
Assault Fire follows the Direct Fire procedure but there are different fire modifiers.
Roll for Company Bonus for each Attacker if applicable—the one roll applies to both his Assault value and his Fire Rating.
The Attacker now fires with both his Fire Rating and his Assault value. He may choose different Units to fire at with each of these two values and may see the results of his first fire before deciding on his next target. He must resolve his Direct Fire attack first. Assault Fire on Defending Units receives all terrain defensive benefits when fired upon, as for Direct Fire.
Apply the results to the Defender.
If there are no Defenders remaining, advance the Attacking Units into the hex and the Assault is over.
If there are still Units Assaulting in Column, any of these Units may leave Column for the cost of one Cohesion Hit.
If there are still any Defending Units in Column remaining in the Assault, any of these Units may leave Column for the cost of one Cohesion Hit.
5F. The Attacker may choose to continue the Assault (if he did not elect to charge) or withdraw.
If he withdraws, the Assault is over. If he continues, repeat 5b through 5f.
After this is concluded, the Assault is over.
19.0 Combat results
19.1. The combat results are:
- "S"? Possible Suppression
- "S" Suppression
- "C" Cohesion Hit
- "1" Step Loss
- "E" Elimination
19.2. What the combat results mean:
19.2.1. S? Possible Suppression:
What does it simulate? Your Unit is starting to crack under the strain of combat and its leaders are working hard to keep things under control. Will they succeed? It will depend on the quality of the Unit and, of course, some luck.
What do you do? Make a Troop Quality Check. If the Unit passes the check, it is fine; there is no effect, and you can move on. If it fails, it is as if your Unit received a Suppression result and follow the Suppression rules below. Before performing this Troop Quality Check, you may spend an available Command Point on In Command Unit to guarantee passing this check.
19.2.2. Suppression:
What does it simulate? Suppression means your Unit is pinned and nervous. It doesn't want to do anything and has to be Rallied.
What do you do? First, decide whether you want to try to convert the Suppression result into a Cohesion Hit. If you don't want to try to convert the Suppression result into a Cohesion Hit, just place a Suppressed marker on your Unit and move on.
If you think it is a good idea to convert the Suppression result to a Cohesion Hit, make a Troop Quality Check for the Unit. If it passes the check, give the Unit a Cohesion Hit instead of the Suppression result; if you fail the check, your Unit takes the Suppression result. Before performing this Troop Quality Check, you may spend an available Command Point on an In Command Unit to guarantee passing this check.
Play Note: Anytime a Unit takes a Suppression result, except as a result of running away from an Assault, you have the option to try to convert the Suppression result into a Cohesion Hit instead even if this eliminates the Unit.
What happens to your Unit? A Suppressed Unit can do nothing except try to Rally itself out of the Suppression and defend in an Assault (including Assault Fire). The Unit's Assault Rating is reduced by two and its Troop Quality Rating is reduced by one.
Suppressed Units do not project any Fire Zones.
If a Suppressed Unit receives another Suppression, it takes a Cohesion Hit and remains Suppressed.
If a Suppressed Unit receives a Cohesion Hit or a Step Loss, it takes the Cohesion Hit or the Step Loss and remains Suppressed.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation.
Rules Note: Let's emphasize that unless we say otherwise, a Suppressed Unit can't do anything other than what we just said above. Suppressed Units can only do two things—rally and defend in an Assault. Please assume in all the rules that follow that this holds true even if we don't say "unsuppressed units can..." We will note any exceptions to this in the rules.
19.2.3. Cohesion Hit:
What does it simulate? A Cohesion Hit represents casualties and the beginning of loss of unit cohesion or effectiveness. The Unit is still functioning, but it is fragile. It can be Rallied. More Cohesion Hits lead to a Step Loss.
What do you do? If your Unit has no Cohesion Hit marker on it, put a one Cohesion Hit marker on the Unit. A zero-Step Unit is eliminated if it takes a Cohesion Hit.
If your Unit with a one Cohesion Hit marker takes another Cohesion Hit, you remove the one Cohesion Hit marker and replace it with a two Cohesion Hits marker.
If your Unit with a two Cohesion Hits marker takes another Cohesion Hit, it takes a Step Loss. So if it is a one-Step Unit, or a two-Step Unit that is down to its last Step, it is eliminated; if it is a two-Step Unit that has not already taken a Step Loss, flip it over, but don't remove the two Cohesion Hits marker. (Note: If it is a two-Step Unit whose reverse side is an Organic Transport side with a vehicle silhouette, you will have to use a Step Loss marker for the Unit.)
What happens to your Unit? A Unit with one Cohesion Hit has its Assault Rating and Fire Rating each reduced by one.
A Unit with two Cohesion Hits has its Assault Rating and Fire Rating each reduced by two and its Troop Quality Rating reduced by one.
A Unit already marked with one or two Cohesion Hits that takes a Suppression can still try to convert the Suppression into another Cohesion Hit (see Rule 19.2.2).
A Unit with one or two Cohesion Hits that takes a Step Loss still keeps its Cohesion Hits.
A Unit with one or two Cohesion Hits can still perform Actions.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation when the Indirect Fire Unit takes a Cohesion Hit.
19.2.4. Step Loss:
What does it simulate? Fear and loss of combat effectiveness as well as dead, wounded, and missing.
What do you do? Eliminate zero-Step and one-Step Units (including two-Step Units down to one Step).
Flip over two-Step Units or place a Step Loss marker on them if their flip side is an Organic Transport side with a vehicle silhouette.
What happens to your unit? For two-Step Units that are now down to one Step, their Fire Rating, Assault Rating and Troop Quality Rating are reduced by one, and they can no longer receive the Company Bonus modifier.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation when the Indirect Fire Unit takes a Step Loss.
19.2.5. Elimination:
What does it simulate? High casualties and low morale have finished the Unit as an effective fighting force for this campaign.
What do you do? Take your Unit off the map.
What happens to your Unit? It goes to that great counter tray in the sky.
20.0 Rally
You can try to remove Suppressed or Cohesion Hit markers from your Units by Rallying them.
Rally is an Action.
If a Unit is In Command, a Rally action is automatically successful (i.e., the Unit does not need to pass a Troop Quality Check).
Out of Command Units, however, must pass a Troop Quality Check to Rally. Remember that Suppressed markers and two Cohesion Hit markers, as well as being Out of Command, reduce a Unit's Troop Quality Rating. Every time a Unit fails a Troop Quality Check on a Rally Action, it receives a Men Rallying +1 marker. Each Men Rallying marker adds one to the Unit's Troop Quality Rating for any Rally attempt. There is no limit to the number of these markers a Unit can accumulate. The markers are removed if the Unit Rallies successfully or performs any Action other than Rally.
A successful Rally allows the Unit to either recover from Suppression, or to recover from one Cohesion Hit. If a Unit is Suppressed and has one or two Cohesion Hits, you must remove the Suppression first; that is, you must Rally from Suppression before you can Rally from a Cohesion Hit.
A Unit may never Rally to remove Cohesion Hits (but it may Rally from Suppression) if it is in an enemy Fire Zone during a daylight turn. A unit may remove Cohesion Hits at night regardless of whether it's in an enemy Fire Zone or not.
21.0 Leaders and Command
21.1. What are Leaders and what do they do?
In the game, Leaders are those counters with someone's picture on them. We used the real portraits if available.
Leaders are not Units.
21.2. How do I move my Leaders?
Leaders don't have movement allowances, but they do transfer.
You get to transfer a Leader at the end of his Formation's activation and also at the end of his Division's activation. At the end of the activation, after the Active Units have finished activating, you may transfer the Leader from where he is to any hex that contains a Unit of his Formation or any independent (Black- or White-striped) Unit of his Division.
If at the end of the activation the Leader is in a hex that does not contain a Unit of his Formation, you must transfer him to a hex that contains a Unit of his Formation. Note that only a Unit of the Leader's Formation is used here—not a Black- or White-striped Unit. The transfer of Leaders of the Active Formation (or Division) is the last thing that happens in any activation.
Leaders never count against stacking limits.
If a Leader is stacked with a Unit that moves or Assaults with a Command Point as a Direct Command Chit is in play, or as a Second Action, the Leader must remain stacked with a Unit of his Formation. If stacked with multiple Units, some that move and some that remain in their current hex, the Leader may move with the activated Units that leave the hex, or he may remain behind but only if there is another Unit of his Formation still in the hex. Thus a Leader moves differently when a Direct Command Chit is in play, or when Second Actions are purchased. It must stay with a friendly Unit it is currently stacked with at all times during this chit play, and cannot transfer at the end of the activation during a Direct Command.
If Units stacked with a Leader run away during an Assault, the Leader must run away with those Units.
The reverse side of each Leader counter is marked "Active." You can use this as a memory aid during a Division Activation to help remember which Formations have not yet completed their activation.
Leader Movement Example
In the situation shown below, the two German Units and their Leader have been activated by a Formation Activation Chit being drawn. Both Units are In Command as they are within five hexes of the Leader. The 10/3 Orpo. Unit gets into Column (one movement point) and then moves along the road a total of six hexes using up all its movement allowance. As it comes to a stop, it is now six hexes away from the Leader and is now Out of Command. This means the Unit cannot perform a Second Action.
The other German Unit gets into Column and moves along the road, stopping before it enters the same hex as the first Unit (stacking Units in Column is always forbidden). This Unit is five hexes from the Leader, so it is still In Command and can therefore perform a Second Action if it wishes. The situation is as shown.
Now that all the Units in the Formation have been activated, the Leader must transfer to be stacked with one of his Units. The Leader transfers to stack with the 10/3 Orpo. Unit, now placing both German Units back In Command. The final situation is shown.
Note that if a Leader is stacked with a Unit that moves due to a Command Point being spent (either by Direct Command or Second Action), the Leader moves with the Unit.
Note that command is always determined "at that instant" and proper sequencing to your benefit is not considered "gamey" and is encouraged.
21.3. Can my Leaders die?
No. If a Leader is ever in a hex with no Units of his Formation (other than during his Formation's or Division's activation), just move the Leader to the nearest Unit in his Formation (owner's choice if more than one Unit qualifies).
The Formation is wiped out? Immediately remove him from play, since there is now no legal place to put him. If Units of the Formation come in as reinforcements, then the Leader returns and is placed with them.
21.4. How do I know if a Unit is In Command?
Every Leader has a Command Range printed on its counter. The Command Range is the maximum number of hexes (not movement points—we're talking radios here) that a Unit can be away from its Leader and still be In Command. Enemy Units and terrain do not interfere with this range in any way.
Command is checked for a Unit at the instant before the Unit does something: (i) that requires it to be In Command (e.g., perform a Second Action, spend a Command Point to pass a Troop Quality Check), or (ii) that would be affected if the Unit was Out of Command (e.g., pass a Troop Quality Check).
Independent Formations have no Leaders. Units from these Formations are In Command if they are within Command Range of any Leader from the same Division.
Reinforcement Units in reinforcement entry hexes are considered Out of Command. Leaders in reinforcement entry hexes may not command Units.
21.4.1 Command for Independent Units
A White- or Black-Striped Unit is considered In Command for purposes other than Activation if it is within Command range of any Leader of its Parent Division. Indirect HE units are automatically In Command when in an Artillery Park. An Emplaced Artillery Unit must be in Command of the Leader it is In Contact with.
Note that if a White- or Black-Striped Unit is being used as a spotter for Artillery, it must be in Command of the Leader (or part of the Formation if Brown or Green Fire Value Units) to whom the Artillery is attached.
Independent Units never activate when the Direct Command chit is in play—they only activate when either the appropriate DivAct or Formation Chit is in play.
21.5. Leaders and Attachment
Each Leader has an Attachment Rating below his Range, which is the number of Independent Units that the Leader may activate in addition to Units of his own Formation. All attachments are determined at the beginning of the formation's activation.
White-Striped Artillery in contact with a leader is automatically considered as attached. Should this number be greater than the Leader's Attachment rating, the owning player may choose which artillery is active but no additional White-Striped Units may be attached.
Note that a few Attachment markers have been provided to ease the tracking of which Units have been attached in an Activation. These markers have no additional effect on play and are merely a memory aid.
21.6. Independent Units (White- and Black-Striped)
21.6.1 White-Striped Units Are Attachable to Multiple Formations
White-Striped Units are "attachable" Units, and are eligible to be Activated along with any Active Formation within their Division pursuant to 21.6.2. In addition, any White-Striped Indirect HE Artillery that is in an Artillery Park and all White-Striped Emplaced Artillery Units are also "attachable" under 21.6.2, even if they belong to a Division other than that of the Active Leader.
21.6.2 Activating White-Striped Units
When a Leader's Formation is Active, the Leader can Activate any number of In Command, White-Striped Units up to his Attachment Rating subject to the limitations of 21.6.1. The Units are In Command if they are within the Leader's Range. White-Striped Units Activated in this way are treated exactly as Units of the Active Formation for the entire Activation (including spending a Command Point for a second action if the Units remain within Command Range). Any White-Striped Artillery Unit that is currently "In Contact" with a Leader automatically counts against that Leader's Attachment Rating.
21.6.3 Artillery Units Are Attachable to Multiple Formations
Artillery Units are now "attachable" Units, and are eligible to be Activated along with any Active Formation within their Division, or, with a negative modifier to their Contact Pending number, they may attach to Leaders of other Divisions.
21.6.4 Activating Black-Striped Units
Black-Striped Units Activate exactly the same way as White-Striped Units under 21.6.2, with the major exception that Black-Striped Units do not count against a Leader's Attachment Rating.
21.6.5 Multiple Activations of White- and Black-Striped Units
Yes! White- and Black-Striped Units may be activated more than once in the same turn if they are eligible.
Note: Independent Units in Command by an Active Formation leader may only be in Command by that Leader during that Formation Activation. If, for example, the Independent Unit moves out of range of the currently active Leader, another Leader may not provide command during that Activation Phase in which that Independent Unit was attached to the active Leader.
21.7. What happens to a Unit that is Out of Command?
If a Unit is Out of Command, you can't spend a Command Point on it.
Out of Command Units have their Troop Quality Rating reduced by one.
Out of Command Units cannot spot for an Indirect Fire mission.
Out of Command Indirect HE, Emplaced Artillery, Organic Artillery, or Mortar Units cannot fire a spotted Indirect Fire Mission.
22.0 Improved positions and entrenchments
22.1. What are improved positions and entrenchments?
Foxholes, bunkers, interconnected fields of fire, you know. These do good things to the attack and defense capabilities of the Units in them. Improved positions represent an area that has been quickly set up as a defensive position, whereas an entrenchment has had more time spent upon it to set up greater camouflage and interlocking fire lanes. Multiple improved positions and entrenchments can be built in a single hex but a Unit can only benefit from one of them.
22.2. Improved positions
22.2.1. Who can build an improved position and how?
Any Leg Infantry Unit not in Column may build an improved position for itself as an Action if it passes a Troop Quality Check (no Command Point for an automatic pass here). If it passes, just place an improved position marker on the Unit.
An engineer Unit not in Column can build an improved position for itself or any other Unit that is not in Column in the same hex. It just places an improved position marker as its Action (no Troop Quality Check needed).
Building an improved position is an Engineer Action and therefore triggers Opportunity Fire, and a Command Point cannot be spent to activate a Unit to perform the Action.
22.2.2. Who cannot build an improved position?
Gun and Vehicle Units may not build improved positions, but an engineer Unit not in Column in the same hex as a Gun or Vehicle Unit can build an improved position for that Unit if that Unit is also not in Column. An Immobile Unit cannot build an improved position, but an engineer Unit not in Column in the same hex can build an improved position for it.
22.2.3. Who benefits from an improved position?
An improved position only benefits the Unit that built it or for which it was built, i.e., a Unit cannot "take over" an improved position from another Unit. Place the Unit underneath the improved position marker to remind you of this.
A Unit leaving an improved position that receives Opportunity Fire does not benefit from the improved position, even though it takes the Opportunity Fire in the same hex as the improved position.
22.2.4. What Is the benefit of an improved position?
A Unit under an improved position marker receives a minus one modifier to its Defense Rating and a plus one modifier to its Troop Quality Rating.
22.2.5. How do you destroy an improved position?
As soon as a Unit in an improved position leaves the hex, gets in Column, mounts up (see Rule 14.10), or launches an Assault from the hex (after passing the bravery check), the Unit leaves the improved position and the improved position marker is removed from the map.
22.3. Entrenchments
22.3.1. Who can build an entrenchment and how?
Only engineer Units not in Column can build entrenchments. To build an entrenchment, an engineer Unit must begin its activation in the same hex as an improved position that is occupied by a Unit. The engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). If it passes, replace the improved position marker with an entrenchment marker. The Unit that was in the improved position immediately benefits from the entrenchment (i.e., the Unit is in the entrenchment). Building an entrenchment is an Engineer Action and can trigger Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Play Note: An engineer Unit that is alone in a hex can spend an Action to build an improved position for itself and spend a subsequent Action (not a Second Action, though) to convert the improved position into an entrenchment. Similarly, a Unit can't build an IP for itself and then have an engineer attempt to convert it to an entrenchment in the same activation.
22.3.2. Who cannot build an entrenchment?
Non-engineer Units are not permitted to build entrenchments.
22.3.3. How do you enter or leave an entrenchment?
Entering or leaving an entrenchment counts as a Movement Action, and triggers Opportunity Fire. The Unit must start the action not in Column to enter an entrenchment. This means it takes an entire Action to enter or leave an entrenchment. The only exception to this is if a Unit in an entrenchment has to run away from an Assault, then it can leave the entrenchment immediately, and this does not trigger Opportunity Fire (though the running away may still trigger Opportunity Fire). A Unit in an entrenchment may not Assault.
22.3.4. Who benefits from an entrenchment?
Only the Unit in the entrenchment gets the benefit. And only one Unit, not in Column, can occupy an entrenchment. Place the Unit underneath the entrenchment marker to remind you of this. Only the side (German, Western Allied, etc.) that made the entrenchment may occupy it.
A Unit entering or leaving an entrenchment that receives Opportunity Fire does not benefit from the entrenchment, even though it takes the Opportunity Fire in the same hex as the entrenchment.
Note: An entrenchment must be "entered" by a Unit unless it was actually occupying the improved position that was "improved" by an engineer Unit. Entering an entrenchment requires an entire Action and may cause Opportunity Fire if done in a Fire Zone.
22.3.5. How do you destroy an entrenchment?
You don't; an entrenchment just stays where it is even if abandoned. It benefits any friendly Unit that moves into the hex and chooses to occupy it.
22.3.6. What is the benefit of an entrenchment?
A Unit under an entrenchment marker receives a plus one modifier to its Fire Rating and Assault Rating, a minus two modifier to its Defense Rating, and a plus two modifier to its Troop Quality Rating. If a defending hex with at least one occupied entrenchment is Assaulted, every Assaulting Unit must make a Bravery Check with a minus two modifier to its Troop Quality Rating.
When fired at, a Unit in an entrenchment uses the Armored Target part of the Combat Results Table. The range modifier still depends upon the type of unit being attacked.
23.0 Road blocks
23.1. Who can build a road block and how?
Only engineer Units not in Column can build road blocks. Sperre is German for road block.
A road block can only be built in a hex that contains a Road (i.e., roads, railroads, trails, tracks and paths).
To build a road block as its Action an engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). Building a road block is an Engineer Action and triggers Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Each Army has a limit to the number of road blocks that it can have in play at any one time. This is given in the exclusive rules, and each counter indicates the Division that the road block belongs to.
Once a road block is removed, the counter is once again available to be placed.
23.2. What are the effects of a road block?
A road block negates all the Roads in that hex for all enemy Units and also for all friendly Units that do not belong to the same Division as the Unit that built the road block. Road block counters are color-coded to show which Army and Division placed them.
23.3. How do you remove a road block?
An engineer Unit not in Column can spend an Action to remove any road block in the same hex. The engineer Unit does not have to pass a Troop Quality Check: removal is automatic.
Leg Infantry Units not in Column in a hex with a road block can spend an Action to remove it if they also pass a Troop Quality Check.
Removing or attempting to remove a road block is an Engineer Action, so it triggers Opportunity Fire, and a Command Point cannot be spent to perform the Action or to pass the required Troop Quality Check.
24.0 Rearguards
24.1. What are Rearguards?
Rearguards are Units that break off from an Infantry Unit not in Column. They are represented by generic Rearguard counters.
All Rearguards have zero Steps, and a Troop Quality Rating, Fire Rating, and Defense Rating as given on the counter. They may not perform any Actions during the Activation in which they are created.
Rearguards belong to their Formation and may spot for Indirect Fire like other Units in the Formation.
24.2. How do I create a Rearguard?
Any Infantry Unit not in Column can create a Rearguard by spending an Action and passing a Troop Quality Check. Creating a Rearguard is an Engineer Action. Therefore, a Command Point cannot be spent to perform this Action or to pass the required Troop Quality Check.
Each Army has a limit to the number of Rearguards that it can have in play at any one time. This is given in the exclusive rules.
Creating a Rearguard triggers Opportunity Fire against the Infantry Unit.
24.3. Where can I place Rearguards?
You can place a Rearguard in any hex empty of friendly units that is: (i) not in an enemy Fire Zone, (ii) within two hexes of the Infantry Unit creating it, and (iii) not more than one activation's non-forced march move from the Infantry Unit creating it (calculated from the Unit to the Rearguard).
24.4. How are Rearguards removed?
Rearguards can be attacked by enemy Units and suffer combat results like any other Unit.
A Rearguard can be removed from the map as an Action.
Note that the Rearguard is not removed from the map simply because the Unit that created it moves away.
24.5. How many Rearguards can I build?
The exclusive rules provide limits on the number of Rearguards that you can create or have in play.
Once a Rearguard is removed or eliminated, the counter is once again available to be placed.
25.0 Special engineer rule (men at work)
Any time a Unit tries and fails to perform an Engineer Action (e.g., build a road block or an entrenchment), it receives a Men at Work +1 marker. The next time that Unit makes a Troop Quality Check to build the same thing in the same hex, each Men at Work marker adds one to the Unit's Troop Quality Rating. There is no limit to the number of these markers the Unit can accumulate. The markers are removed as soon as the Action is completed or the Unit performs a different Action.
26.0 Weather
Before the first daylight turn of each day, during the weather and airpower availability phase, one of the players rolls on the Weather Table to see what the weather is for the upcoming day; in subsequent daylight turns, one of the players rolls for changes in the weather, if necessary. The instructions on the table will tell you how to roll for the weather and also what effects the weather has.
There are four types of weather:
| Weather | Effect |
|---|---|
| Clear | No effect on play |
| Fog | Minus one Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; all movement costs are increased by one; no air strikes |
| Overcast | No air strikes |
| Rain | Minus two Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; movement cost to enter a hex is increased by one if a Unit is not In Column and moving on a Road; no air strikes |
Note: If the fog has not lifted after the weather roll of the 1100 turn, the weather in subsequent turns is overcast for the remainder of the day.
27.0 Airpower
Before the first daylight turn of each day, during the weather and airpower availability phase, both players check to see how much air support they get for the upcoming day (that is, until the end of the last daylight turn of that day).
The exclusive rules for each game will tell you how many air Units you get on each clear weather daylight turn of the day. You can only use air Units on clear weather turns. If there is no clear weather, you don't get any air Units.
The exclusive rules for each game will also tell you when in the Sequence of Play you perform air strikes.
Air Units can be used to launch air strikes against enemy Units. Just place an air Unit on the enemy Unit you want to attack. Once all the air Units have been placed, you can start to resolve the attacks. You may attack the same Unit with multiple air Units, but must resolve each attack separately.
When an air Unit attacks an enemy Unit, roll on the appropriate row on the Combat Results Table as determined by the color of the Fire Rating on the air Unit; the only modifiers considered are the Direct Fire modifiers with positive values (that's right—no negative modifiers, even for entrenchments or Defense Rating!). Do not place barrage markers, however, whatever the Fire Rating color.
28.0 Night
The following modifications are made during night turns:
- The maximum Line of Sight distance is reduced to a maximum of three hexes.
- A Unit that successfully Rallies may remove a Suppression or Cohesion Hit.
29.0 Glossary
29.1. Action
Something that an Active Unit can perform. Depending on the type of Unit being activated, it can include moving, firing, Assaulting, Rallying, and performing an Engineer Action. See also Second Action.
29.2. Activation Chit
A counter you randomly draw to see what Division or Formation gets activated. Each Activation Chit represents one Division or one Formation.
29.3. Active Formation; Active Player; Active Unit
The Active Formation is the Division (and all its subordinate Formations) or the single Formation whose Activation Chit is the one currently in play. The Active Player is the player who controls the Active Formation. An Active Unit is a Unit in the Active Formation. If a Direct Command Chit is drawn, the player who owns it is considered the Active Player as is any Unit on which the Active Player spends a Command Point.
29.4. Armored Unit
A Unit that has its Defense Rating in a black box.
29.5. Army
The largest grouping of Units in the game, one above the Division, distinguishing the Units of each nation, e.g., British or German.
29.6. Artillery Unit
A Unit with a Fire Rating that is either orange, brown, or black.
29.7. Artillery Park
An Indirect HE (Orange Fire Rating) Artillery Unit must be in an Artillery Park to perform spotted Indirect Fire. Such a unit in an Artillery Park cannot perform self-spotted Indirect Fire but may Direct Fire (as a yellow, Direct HE, Unit).
29.8. Assault
The game mechanism that represents an attacking force advancing on a defending force to dislodge the defenders from their position. Assault is an Action.
29.9. Assault Fire
A type of Direct Fire between Assaulting Units and Units defending against an Assault. Assault Fire only occurs during an Assault. With certain exceptions, including some of the modifiers, the Direct Fire rules govern Assault Fire. Assault Fire is not an Action.
29.10. Assault Rating
The number that appears in the upper left of the counter next to the Fire Rating in a colored box. The colored box shows the Weapons Class. The higher the number, the better the Assault Rating. Note that a rating of zero is a valid Assault Rating. If the Assault Rating is in colored (different from white or black) then the Unit uses this value twice when it Assault Fires when defending; if the Assault Rating is in black or white, then the Unit Assault Fires once with its Assault Rating and once with its Fire Rating. A Unit with a blank Assault Rating has no Assault Rating and cannot Assault or Assault Fire.
29.11 Attachment Rating
Printed on each Leader counter, this is the number of White-Striped Independent Units that the Leader may activate in addition to the Units of his own Formation.
29.12. Blocking Terrain
Terrain that blocks Line of Sight if the Line of Sight passes through it. Blocking Terrain is listed on the Terrain Effects Chart. A Line of Sight traced along the hexside of a hex with Blocking Terrain and another without it is not blocked.
29.13. Bravery Check
When a Unit has to perform an Assault each Assaulting Unit must pass a Troop Quality Check as its Bravery Check. If a Unit fails its Bravery Check, the Unit does not perform the Assault. A Command Point cannot be used to pass a Bravery Check. Note that a Bravery Check is performed like a Troop Quality Check but is not the same thing regarding the rules. A Bravery Check will always fail on a roll of 9.
29.14. Cohesion Hit
A combat result that represents minor damage or casualties and disruption to a Unit.
29.15. Column
Units can pay movement points to enter Column formation and take advantage of faster Road movement rates, but suffer bad effects if attacked. Entering or exiting Column is part of a move and triggers Opportunity Fire, but a Unit can exit Column by taking a Cohesion Hit instead of expending movement points and thereby not trigger Opportunity Fire. A Unit in Column cannot stack or move through a hex with another Unit in Column. Units in Column cannot perform Engineer Actions.
29.16. Command Points
Used:
- to activate Units after a Direct Command Chit is drawn;
- to activate Units to perform a Second Action;
- to allow a Unit to automatically pass certain Troop Quality Checks, but not for Bravery Checks, Engineer Actions and Opportunity Fire (and others defined by the exclusive rules).
Command Points for a Division are gained when the Division Activation Chit is drawn, and they may only be spent on Units of that Division.
Command Points can only be used on Units that are In Command.
29.17. Command Range
Printed on each Leader counter, this is the number of hexes a Unit can be from its Leader and still be In Command.
29.18. Command Rating
Used to determine how many Command Points a Division gets. Command Ratings are listed on the division player aids and are listed in the exclusive rules to each game.
29.19. Company Bonus
A positive Fire Rating and Assault Rating modifier available to full strength two-step Units that pass a Troop Quality Check prior to firing (a nine always fails and a zero always succeeds). The Unit is not eligible if it has taken a Step Loss. A Command Point may not be spent to automatically pass the Troop Quality Check. Units Opportunity Firing cannot receive the Company Bonus.
29.20. Defense Rating
A measure of a Unit's vulnerability to firepower. The lower the number the better the protection. Unarmored Units such as infantry usually have Defense Ratings of zero or more. Armored Units such as tanks usually have Defense Ratings of minus one or less. A target Unit's Defense Rating is added to the Fire Rating of any Unit that fires on the target Unit. The Defense Rating of an Armored Unit is a white number in a black box, while that of an Unarmored Unit is a black number in a white box.
29.21. Direct Command Chit
Allows the activation of any and all of a player's non-Independent Units, but only at the expense of Command Points. A Unit (or stack) may not perform a Second Action if it was activated pursuant to a Direct Command Chit.
29.22. Direct Fire
Ranged fire combat using the Direct Fire modifiers of the Combat Results Table; a Line of Sight is necessary for Direct Fire. Direct Fire is an Action.
29.23. Dispatch Points
Used to "buy" Formation Activation Chits at the beginning of a turn for use either that turn or the next turn (an Activation Chit costs fewer Dispatch Points if you buy it for the next turn). Dispatch Points for a Division are gained when the Division Activation Chit is drawn, and they may only be spent on Formations of that Division.
29.24. Dispatch Rating
Used to determine how many Dispatch Points a Division gets. Dispatch Ratings are printed on the division player aids and are also listed in the exclusive rules that come with each game.
29.25. Division
A Division is a grouping of Formations and is represented in the game by a Division Activation Chit. Command Points and Dispatch Points belong to Divisions and a Division's Command and Dispatch Points may only be spent on Units and Formations of that Division.
29.26. Engineer Action
Engineer Actions are: building an improved position, building an entrenchment, creating a Rearguard, building a road block, removing a road block, and other actions defined in the exclusive rules. Units in Column cannot perform Engineer Actions.
A player may not spend Command Points to perform an Engineer Action, and this restriction includes Troop Quality Checks for the completion of an Engineer Action. (This also means that Engineer Actions cannot be done as Second Actions.) Note that this restriction applies to all Engineer Actions, no matter what type of Unit is performing the Engineer Action. Engineer Actions are Actions, and thus trigger Opportunity Fire.
29.27. Fire Range
The maximum number of consecutive hexes that a target can be away from a firing Unit. The Fire Range is printed on the counter to the right of the Fire Rating. If no Fire Range appears, it means that a Unit has a Fire Range of one. Range is determined by counting the target hex but not the firing Unit's hex.
A Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit, or if it is in a hex with a barrage marker. Exception: An artillery Unit in an Artillery Park or an Emplaced Artillery Unit may still perform spotted Indirect Fire even if there is a barrage marker in its hex.
29.28. Fire Rating
The number that appears in the upper left of the counter in a colored box. The color of the box shows the Weapons Class. The higher the number, the better the Fire Rating. Note that a rating of zero is a valid Fire Rating. A Unit with a "No" Fire Rating means that the Unit has no fire capability and cannot fire.
29.29. Fire Zone
A hex to which a Unit has a Line of Sight and that is within the Unit's Fire Range, except:
- if a Unit has one or more enemy Units adjacent to it, the Unit's Fire Range is reduced to one hex, and therefore its Fire Zone is reduced to its six surrounding hexes;
- if a Unit is in a hex with a barrage marker, its Fire Range is reduced to one hex and therefore its Fire Zone is reduced to its six surrounding hexes (except for a Unit in an Artillery Park; see 29.26);
- Indirect HE, Emplaced Artillery, and Organic Artillery Units have a Fire Zone with a range of three hexes; and
- Mortar Units do not have Fire Zones.
29.30. In Command
Units within the Command Range of their Leader are considered to be In Command. Command is checked for a Unit at the instant before the Unit does something: (i) that requires it to be In Command (e.g., perform a Second Action, spend a Command Point to pass a Troop Quality Check), or (ii) that would be affected if the Unit was Out of Command (e.g., pass a Troop Quality Check). Independent Units are In Command if in range of any Leader of the same Division. Reinforcement Units in reinforcement entry hexes are considered Out of Command.
29.31. Indirect Fire
Ranged fire combat using the Indirect Fire modifiers of the Combat Results Table; a Line of Sight between the firing Unit and its target is not necessary for Indirect Fire. In order to perform Indirect Fire without a Line of Sight, another Unit must act as a spotter.
29.32. Leader
For each Formation there is a Leader counter. A Leader is not a Unit, and does not count toward stacking limits. A Leader must always be stacked with a Unit of his Formation or an independent Unit of his Division, and is removed if his entire Formation is eliminated. Leaders do not have movement allowances, nor do they have Fire Ratings. Leaders are used to determine if a Unit is In Command.
29.33. Line of Sight (LOS)
A Line of Sight is a straight, unblocked line between the center dot of a hex containing a firing or spotting Unit and the center dot of the target hex. A Line of Sight may enter or exit a hex containing Blocking Terrain as long as it does not pass through such a hex. The maximum Line of Sight distance during a clear daylight turn is eight hexes. The maximum Line of Sight distance during a daylight turn with fog or rain, or a night turn, is two hexes. Observation posts and strongpoints are exceptions to these Line of Sight rules.
29.34. Movement Action
The following actions are considered Movement Actions: moving from hex to hex (including entering/exiting Column, and exiting Transport Mode), entering Transport Mode, and entering or leaving an entrenchment. These Actions all trigger Opportunity Fire, except the option to take a Cohesion Hit to leave Column. If a Unit performs a Movement Action as its first Action, a Second Action may not also be a Movement Action.
29.35. Movement Class
There are four Movement Classes: Wheeled, Tracked, Leg, and Immobile.
Movement Class is shown on the Unit counters as follows: Movement allowance in black = Wheeled (W); Movement allowance in red = Tracked (T); Movement allowance in white = Leg (L); No movement allowance = Immobile (I).
29.36. Non-Active Player; Non-Active Unit
The Non-Active Player is the player who does not control the Active Formation. Any Unit that does not belong to the currently Active Formation or is not an Independent Unit attached to a Leader, is a Non-Active Unit (this can include Units of both sides).
29.37. Opportunity Fire
Opportunity Fire is a type of Direct Fire from a Non-Active Unit that may be triggered, usually when an Active Unit performs an Action in the Non-Active Unit's Fire Zone. The Non-Active Unit must pass a Troop Quality Check to Opportunity Fire. With the exception of differences in some of the modifiers, the Direct Fire rules govern Opportunity Fire. Opportunity Fire is not an Action.
29.38. Organic Transport
An Infantry or Gun Unit that has a vehicle silhouette on its flip side has Organic Transport, representing the vehicles that this Unit possesses. The front of the counter has a black rectangle around the Step dots to indicate that the Unit has vehicles for Organic Transport.
29.39. Out of Command
A Unit is Out of Command when it is out of its Leader's Command Range. Units that are Out of Command may not have Command Points spent on them for any purpose and have their Troop Quality Rating reduced by one. Additionally, they cannot spot for Indirect Fire missions, or make use of spotters if they are Indirect HE, Emplaced Artillery, Organic Artillery, or Mortar Units.
29.40. Rally
An Action that a Unit performs to recover from Suppression or Cohesion Hits. Step Losses may never be recovered.
29.41. Rearguard
A Unit, represented by a generic counter, that is broken off from an Infantry Unit.
Rearguards have Fire and Defense Ratings of zero, zero Steps, and no Assault Rating, and a Troop Quality Rating as given on the counter.
29.42. Road
Any terrain feature designated as a road, railroad, trail, track, or path.
29.43. Second Action
An In Command Unit (or stack of Units) that has just performed an Action pursuant to a Formation Activation Chit or a Division Activation Chit (but not pursuant to a Direct Command Chit) may perform a Second Action immediately by spending a Command Point (or, for a stack of Units, one Command Point for each Unit in the stack).
The Second Action must be of a different type from the Action that the Unit (or stack) just performed. The Second Action may not be an Engineer Action. All Units in a stack must perform the same Second Action.
The decision to perform a Second Action must be made before the next Unit performs an Action (and before the next chit is drawn).
A Second Action during a Division activation is not subject to the Division activation restrictions.
29.44. Step
A measure of a Unit's size. A Unit may have zero, one or two Steps. A zero-Step Unit has no dots in the top center of its counter, a one-Step Unit has a single dot, and a two-Step Unit has two dots. A black box around the Step dots indicates that the Unit has Organic Transport.
Steps are also used for stacking: a maximum of 8 steps plus one Unit in Column can be in a hex without it being considered overstacked.
Steps are important in determining mass modifiers for fire combat, and the losses a Unit can absorb.
In some cases, the flip side of a two-Step Unit is its reduced (i.e., one-Step) side. But if a Unit has Organic Transport, the flip side of the counter is its Transport Mode side. If a two-Step Unit with Organic Transport loses a Step, you must put a generic Step Loss counter on the Unit to remind yourself that it has taken a Step Loss.
29.45. Suppression
A combat result that severely restricts a Unit's ability to function. All a Suppressed Unit can do is try to Rally or defend against an Assault. A Unit must Rally to recover from Suppression.
29.46. Transport Mode
The state of an Infantry or Gun Unit that has "mounted up" on vehicles. Units in Transport Mode move much faster and use the Transport Mode side to determine all game values.
29.47. Troop Quality Check
A test a Unit must pass before it can do various things such as Rally when not in command or Opportunity Fire. To make a Troop Quality Check, you roll a die for the Unit. The Unit passes if the die roll is equal to or less than its Troop Quality Rating (as modified by any applicable modifiers). A nine always fails and a zero always succeeds. A Unit may be able to spend a Command Point instead of rolling a die to pass a Troop Quality Check, but a player may not do both (roll, and then spend a Command Point).
29.48. Troop Quality Rating
The measure of a Unit's morale, supply and training. This number is used for Troop Quality Checks. A roll equal to or less than the modified Troop Quality Rating passes the check. So the higher the number, the better the Unit. A Unit's Troop Quality Rating is modified, amongst other things, if the Unit is Out of Command, is in Column, is Suppressed, has taken a Step Loss, is under a barrage marker, is in an improved position or an entrenchment, or has two Cohesion Hits. The exclusive rule may also specify other modifiers. A Command Point may not be spent to pass the Troop Quality Check required for a Bravery Check, Opportunity Fire and Engineer Actions.
29.49. Unarmored Unit
A Unit that has its Defense Rating in a white box.
29.50. Unit
An individual counter representing an actual unit that fought or could have fought in a scenario. Each Unit belongs to a Formation which in turn belongs to a Division. Most Units in the game are company-sized. Leaders are not Units.
29.51. Unit Class
Each Unit belongs to one of three Unit Classes:
Infantry: Counters use each nation's specific army symbology. The exclusive rules provide a list of symbols.
Gun: Counters use each nation's specific army symbology. The exclusive rules provide a list of symbols.
Vehicle: Counters have vehicle silhouettes along with a white stripe across the silhouette for easy identification. Note that the silhouettes may be different on the fronts and backs of some counters. The image on the fronts shows either the most powerful or most numerous vehicle a Unit has, and the back shows the second most powerful or second most numerous vehicle within the Unit.
All the Unit symbols are defined in the exclusive rules.
29.52. Unit Designation
Provided for historical interest, but the color of the box itself identifies the Formation that the Unit belongs to. A Unit is activated (and subject to the activation rules) when the Formation with this color is the Active Formation.
29.53. Weapons Class
There are nine Weapons Classes and they are color-coded on the counters. Don't worry about memorizing the colors because the Combat Results Table is similarly color-coded for ease of use. The color codes make up the background for the Fire Rating.
- "DP" = Dual Purpose (AP and HE)—White (Direct Fire only)
- "SA" = Small Arms—Pink (Direct Fire only)
- "AP" = Armor Piercing—Blue (Direct Fire only)
- "LM" = Light Mortars—Purple (Direct Fire only)
- "HE" = High Explosive (five subclasses): (i) Mortar—Green (Mortar Units, Indirect Fire only, cannot use Opportunity Fire) (ii) Indirect HE—Orange (artillery Units, Direct or Indirect Fire (use Yellow for Direct Fire)) (iii) Direct HE—Yellow (Direct Fire only) or Artillery using Direct Fire (iv) Emplaced Artillery—Black (Direct or Indirect Fire (use Yellow for Direct Fire)) (v) Organic Artillery—Brown (artillery units, Direct or Indirect Fire (use Yellow for Direct Fire))
Note that the "SA", "AP", "LM", and "DP" classes can only use Direct Fire. Of the "HE" class, one subclass uses Direct Fire, and the other subclasses use Indirect Fire.
30.0 Series Credits
Designer: Adam Starkweather
Developer: Nick Richardson
Graphic Artist: Niko Eskubi
Rules Writer: Jon Gautier
Original System Design: Eric Lee Smith
The Devil's Cauldron Exclusive Rules
The following are the exclusive rules for use with The Devil's Cauldron game. These extend the Grand Tactical Series rules when playing The Devil's Cauldron. There are also Special Rules that apply to just some of the scenarios.
1.0 Night and Weather
1.1 Night
The night turn begins the turn after the 1900 turn.
1.2 Fog
If fog was rolled on the Weather Table during the Check Weather Phase at the beginning of the day, there is a chance that it may clear in the morning. At the start of the 0900 turn, roll a die. If the result is equal to or less than the fog number, the fog clears and the weather is clear for the rest of the day; if the roll is more than the fog number the fog remains for the 0900 turn. Repeat this procedure on the 1100 turn. If the die roll on the 1100 turn does not clear the fog, the weather becomes overcast and stays that way for the rest of the day.
Example: The 0700 weather die roll is a 3, which produces fog with a "clear number" of 5. This means that a die is rolled on the 0900 turn, and if the roll is 5 or less, the fog clears. If the roll is greater than 5, the fog stays for that turn. If the fog stays, another roll is made on the 1100 turn.
2.0 Terrain
The types of terrain in the game are: Clear, Roads, City, Crests, Viaduct, Polder, Railroad, Fortified, Impassable, Ferry, Orchard, Village, Stream, Bridge, Woods, Town, River, Raised Road.
All are described in full below. Each hex type is defined by the color of the dot in the center of the hex (and for City and Fortified hexes, the color of the hexsides). For example, if the hex has a green center dot, then it's a woods hex.
Some hexes contain water features that have no effect. In other hexes, the water features do have an effect, and this is indicated by an impassable portion (grey) in the hex.
Play note: The map was drawn for realism so the terrain in certain hexes may not be obvious. We've identified a few confusing hexes: Units may not move from 56.71 to 55.72 because the fraction of a raised road, representing a dam that the Germans decided not to use, is impassable. As an example of how Units move into hexes with rivers, they can move from 35.60 to 34.60 because of the portion of land that extends into 34.60. However, Units cannot move from 34.60 to 33.61 without the use of an assault ferry. If the players are unable to agree on movement between other hexes they should roll a die.
2.1 Clear
Clear terrain has a white circle in the center of the hex. A Leg Unit can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a clear hex for 3 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Clear terrain is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
2.2 Polder
Polder terrain has an aqua circle in the center of the hex. A Leg Unit can enter a polder hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a polder hex for 5 movement points if not in Column, or 3 movement points if in Column. Tracked Units can enter a polder hex for 3 movement points if not in Column, or 2 movement points if in Column. Polder is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
Ooij Polder hexes cannot be entered by any Unit until the 0700 turn on the 22nd of September.
2.3 Orchard
Orchard terrain has a yellow circle in the center of the hex. A Leg Unit can enter an orchard hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter an orchard hex for 8 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter an orchard hex for 4 movement points if not in Column, or 1 movement point if in Column. An orchard hex is not Blocking Terrain on its own, but a Line of Sight traced through two orchard hexes is blocked. (Line of sight can be traced through one orchard hex and into a second.) Orchards modify the Fire Rating of Units firing into the hex by -1.
2.4 Woods
Woods terrain has a green circle in the center of the hex. A Leg Unit can enter a woods hex for 3 movement points if not in Column, or 2 movement points if in Column. Wheeled and Tracked Units cannot enter a woods hex unless they are in Column and travelling along a Road (in which case they pay the Road movement cost). Woods are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2. This modifier is 0 if the Firing unit's Weapon Class is Mortar, Indirect HE or Direct HE (because of tree burst).
A Wheeled or Tracked Unit in a Woods hex may not leave Column.
2.5 Roads
Roads allow Units in Column to move faster. Any Unit in Column that enters a hex along a road can do so for ½ movement point. The Unit can decide not to use the road and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a road, must pay the base terrain cost.
Where two Roads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one Road to the other. The Roads have no effect on Line of Sight.
Play note: The capitalized word "Road" is a defined term in these rules that includes railroads, raised roads, and so on. The uncapitalized word "road" means the specific terrain type that is a road.
2.6 Railroads
Railroads allow Units in Column to move faster. Any Leg Unit in Column that enters a hex along a railroad can do so for ½ movement point. A Wheeled Unit in Column pays 2 movement points, and a Tracked Unit in Column pays 1 movement point. The Unit can decide not to use the railroad and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a railroad, must pay the base terrain cost.
Where two railroads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one railroad to the other. Railroads have no effect on Line of Sight.
2.7 Villages
Village terrain has a beige circle in the center of the hex. A Leg Unit can enter a village hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a village hex for 6 movement points if not in Column, or 1 movement point if in Column. Tracked Units can enter a village hex for 4 movement points if not in Column, or 1 movement point if in Column. Villages are not Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -1.
2.8 Towns
Town terrain has a brown circle in the center of the hex. A Leg Unit can enter a town hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a town hex if not in Column, but may enter for 1 movement point if in Column. Towns are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2.
A Wheeled or Tracked Unit in a Town hex may not leave Column.
2.9 Cities
City terrain has a black circle in the center of the hex and a white border around the hex. A Leg Unit can enter a city hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a city hex if not in Column, but may enter for 1 movement point if in Column. City hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -3.
A Wheeled or Tracked Unit in a City hex may not leave Column.
2.10 Fortified
Fortified terrain has a black circle in the center of the hex and a grey border around the hex. A Leg Unit can enter a Fortified hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units cannot enter a Fortified hex if not in Column, but may enter for 3 movement points if in Column. Tracked Units cannot enter a Fortified hex if not in Column, but may enter for 2 movement points if in Column. Fortified hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -4.
A Wheeled or Tracked Unit in a Fortified hex may not leave Column.
2.11 Streams
Streams are thin blue lines that run along hexsides. A Leg Unit that leaves a hex across a stream without using a Road pays 2 additional movement points if the Unit is not in Column, or 1 additional movement point if the Unit is in Column. Wheeled and Tracked Units may not cross streams except when using a Road (and must of course be in Column to do so). Note that the Roads that cross streams have map graphics showing bridges, but these are not considered bridges in game terms (i.e. they are not controlled, cannot be wired) and are treated just like Roads.
2.12 Rivers
Rivers are wide blue lines, and can only be crossed at bridges or with ferries. If a single hex contains terrain on both sides of a river, one side will be marked as impassable, and the terrain of the other side will determine the terrain type of the overall hex. A Unit can enter such a hex providing it does not do so via a hexside portion that has impassable terrain.
"The Rhine" is the Riverline from hex 01.35 to 72.56.
2.13 Crests
Crest hexsides block Line of Sight unless the crest hexside is part of the firing Unit's hex or the target Unit's hex.
Crest hexsides have no effect on movement or fire combat (other than LOS).
2.14 Impassable
Impassable terrain is grey. If an entire hex is impassable, it is entirely grey, does not have a center circle, and cannot be entered by any Unit. If tracing a Line of Sight or if needed for Fire Combat, use the dominate pictured terrain in the hex.
If only part of a hex is impassable, the impassable portion is grey, meaning that no Unit can enter and/or leave the hex by passing over the impassable portion. An exception to this is if a Road or ferry is used to pass through impassable terrain, in which case a Unit using the Road or ferry legally can move through the impassable hex portion. Impassable hex portions are most commonly seen in hexes containing rivers. Impassable terrain has no effect on Line of Sight or fire combat.
2.15 Bridges
Bridges in the game are all named, and have a marker to show whether they are wired or not. Note that the graphics on the map for roads that cross over streams are not considered bridges for the game in terms of the following rules. Any Unit in Column in a hex with a bridge hexside suffers an additional terrain modifier of +2 and ignores the hex's original terrain.
2.15.1 Crossing Bridges
A Unit must be in Column to cross a bridge, and the cost is the same as for normal movement. This means only one Unit can Assault across a bridge, and if a Unit not in Column is forced to run away, it cannot do so across a bridge.
2.15.2 Road Blocks and Bridges
Road blocks cannot be placed in any same hex that has a bridge hexside.
2.15.3 Railroad Bridges
Vehicles cannot cross railroad bridges unless the railroad bridge is "improved." To improve a railroad bridge, an engineer Unit must pass a Troop Quality Check in one of the two hexes sharing the railroad bridge hexside (this is an Engineer Action, so no Command Points can be spent on it, the engineer Unit can't be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed).
If a Unit with Organic Transport crosses a railroad bridge that hasn't been improved, the Unit forever loses its transport capabilities, and an abandoned transport marker is placed on the Unit as a reminder.
2.15.4 Control of Bridges
Why do you even want to control a bridge? Well, you can't demolish it unless you wire it and you can't wire it unless you control it. See below for the demolition rules.
Either you control a bridge, or your enemy controls the bridge, or neither of you controls the bridge, in which case the bridge is "contested."
If you want to control a bridge, one of your Units must have been the last to enter both of the two hexes that share the bridge hexside, and neither of these two hexes can be in an enemy Fire Zone. Note that it doesn't have to be the same Unit that enters the hexes, and the Unit doesn't have to stay in the hex, nor do you have to move the Unit or Units through during the same activation. You can keep track of control status with blank chits if you wish.
2.15.5 Bridge Demolition
You can only demolish a bridge if you first wire it for demolition. There are two ways a bridge is wired for demolition. The first is if the scenario rules tell you it is, in which case the rules will also say which side wired it. Remember, only the side that wired a bridge can demolish it.
The second way a bridge can be wired is by one of your engineer Units. To do this:
- You must control the bridge (see above).
- Your engineer Unit must begin its Action in one of the two hexes that share the bridge hexside.
- Your engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here; the Unit cannot be in Column; a Men at Work marker may be placed in case of failure); this is an Engineer Action so it can trigger Opportunity Fire.
- If your engineer Unit passes the Troop Quality Check the bridge is "wired" for demolition. Flip the marker on the bridge to the wired side.
Once you have a bridge wired you may try to demolish it when an enemy Unit enters one of the two hexes sharing the bridge hexside. You need a die roll of 5 or less if you don't project a Fire Zone into one of the two hexes that shares the bridge hexside, or a 6 or less if you do project a Fire Zone into one of the two hexes that shares the bridge hexside. If you demolish a bridge, place a destroyed marker on it, and the enemy Unit cannot get across. If you miss the roll, flip the bridge marker over to the non-wired side. You'll have to start all over now, and you can only wire the bridge again if you regain control of the bridge. You may only try to demolish a bridge when it is contested, not when it is enemy controlled.
Except for Campaign Games 2, 3 and 4, the Grave Bridge, Arnhem Road Bridge, Nijmegen Railroad Bridge, and the Nijmegen Road Bridge may not be wired during the game (however, if optional rule O4.0 is in play, the Nijmegen Road Bridge does start wired).
Bridge Blowing Example
The British tank has been activated and wishes to cross the contested Arnhem Road Bridge, which has been wired by the German player. The tank gets into Column for 1 MP, and moves adjacent to the bridge for ½ MP. At this point the German player gets to roll to try and demolish it. As the German Unit to the North of the bridge projects a Fire Zone into one of the hexes that shares the bridge hexside, the die roll has to be a 6 or less. If the German Unit was not there, the die roll would need to be a 5 or less to demolish it.
The die roll is a "3" and the bridge is blown. The bridge marker is removed, and replaced with a Destroyed marker. As the bridge has been destroyed, the British tank does not get to cross the bridge, but it is still active and has 11 ½ MP remaining.
2.15.6 Bridge Repair
Only the Allied Player may repair demolished bridges. To do so, he declares he is using the optional 128th Bridge Unit (part of the 43rd Infantry Division Independent Formation) at the start of any turn following a turn in which a bridge was demolished by the German player. The earliest this declaration can occur is the 1100 turn of September 20th. If the Allied player brings this Unit into play, it causes a four turn delay on remaining XXX Corps (43rd Infantry and Guards Armored Divisions) reinforcements for the rest of the game, and the Bridge Unit appears as a reinforcement at the start of Club Route on the third turn after the declaration. Start the delay the turn the Allied Player declares that he wants the Unit.
In order to repair a destroyed bridge the Bridge Unit must begin a turn, dismounted, in one of the two hexes that share the hexside of this bridge. In any subsequent activation the Unit must pass a Troop Quality Check as an Engineer Action (just like any other Engineer Action you may not spend a Command Point to pass, the engineer Unit can't be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed). If the bridge is repaired, remove the destroyed marker. The Bridge Unit now acts as the bridge, but unlike a normal bridge, it is a Unit and may be targeted by enemy fire. If the Bridge Unit becomes Suppressed or takes a Cohesion Hit, it cannot act as a bridge until it Rallies. If the Bridge Unit takes a Step Loss or is eliminated, remove it from play, and the destroyed marker returns.
Example: A bridge is demolished during the 0900 turn. On the 1100 turn the Allied player can declare that he is bringing in the 128th Bridge Unit. The 128th Bridge Unit will arrive on the 1700 turn. Any reinforcements that would have arrived on the 1100 turn will arrive on the 1900 turn and all subsequent XXX Corps reinforcements are delayed by 4 turns for the rest of the game.
Should more than one bridge be destroyed, the Allied player may bring in an additional Bailey Bridge Unit (up to a maximum of three in total including the 128th Bridge Unit). At the start of any turn following a turn in which a bridge was demolished by the German player, the Allied player declares that a Bailey Bridge Unit will be entering, and this delays all XXX Corps reinforcements for three more turns.
On the second turn after the declaration the Bailey Bridge Unit enters as a reinforcement, and on the following turn the delayed reinforcements may start arriving again. The second Bailey Bridge Unit cannot be declared as entering until the first one arrives as a reinforcement. The third Bailey Bridge Unit cannot be declared as entering until the second one arrives as a reinforcement.
2.15.7 Arnhem Pontoon Bridge
The Arnhem Pontoon Bridge may be assembled when an Allied engineer Unit is in one of the hexes sharing the pontoon hexside (either hex 48.28 or 47.29). This is an Engineer Action and this requires a successful Troop Quality Check (no spending a Command Point to pass, etc.). Should the attempt fail, the player may make no other attempts to build the Arnhem Pontoon Bridge and it may not be assembled for the remainder of the game. Replace the Pontoon? marker with a destroyed marker. The German Player may not assemble the Arnhem Pontoon Bridge.
If the Arnhem Pontoon Bridge has been assembled, any Unit in Column in hex 48.28 or 47.29 suffers a terrain modifier of +2 when fired on.
2.16 Raised Roads/Railroads
Raised Roads/Railroads are elevated road and railroad tracks that pose a significant hindrance to movement and also block Line of Sight.
A Unit in Column can enter a hex with a Raised Road/Railroad if there is no road block in the Raised Road/Railroad hex, and the Unit enters the Raised Road/Railroad hex through a hexside that the Raised Road/Railroad touches. Similarly, a Unit in Column can only leave the Raised Road/Railroad hex through a hexside that the same Raised Road/Railroad touches. This means that if there are two Raised Roads/Railroads running through the same hex and they do not cross, you must remember which one the Unit is on, because it cannot jump from one to the other.
A Vehicle Unit on a Raised Road/Railroad cannot exit Column formation while in a Raised Road/Railroad hex. If the Vehicle Unit is forced to retreat, it must follow the Raised Road/Railroad and if it cannot do so, the Vehicle Unit is eliminated. The Vehicle Unit suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column. If a Unit dismounts from its Organic Transport while it is on a Raised Road/Railroad, the vehicles are lost. Place an abandoned transport Marker on the Unit after it dismounts. Note that Vehicle Units not in Column can never enter a hex with a Raised Road/Railroad.
A Leg Unit that is not in Column can enter a hex with a Raised Road/Railroad from any hexside (even if there is a road block in the hex), but it must pay double the terrain cost of the other terrain in the hex; when not in Column the Leg Unit can leave the Raised Road/Railroad hex by any hexside. If fired on when not in Column, the Leg Unit suffers the +2 terrain modifier for the Raised Road, and also benefits (or suffers from) the terrain modifier of the hex's original terrain.
A Leg Unit not in Column in a Raised Road/Railroad hex may get in Column for 1 movement point. Remember that Vehicle Units not in column can never enter a hex with a Raised Road/Railroad.
A Leg Unit may get off a Raised Road/Railroad by exiting Column formation; this costs one movement point or the Leg Unit must take a Cohesion Hit. Once the Leg Unit is not in Column, it may leave the Raised Road/Railroad hex by any hexside. If a Leg Unit in Column is forced to retreat from the Raised Road/Railroad hex, it must follow the Raised Road/Railroad and if it cannot, the Leg Unit is eliminated. A Leg Unit in Column in a Raised Road/Railroad hex suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column.
Raised Roads/Railroads create a special Line of Sight situation. A Raised Road/Railroad is Blocking Terrain, but only if the Line of Sight actually passes through the Raised Road/Railroad graphic. For this purpose a raised Road/Railroad in the same hex as a target Unit or a firing Unit is never blocking terrain. In addition a Line of Sight can pass through a hex with a Raised Road/Railroad as long as it does not cross the Raised Road/Railroad. For example, if we ignore the two orchard hexes, there is a Line of Sight from hex 37.54 to hex 37.58 (as the Line of Sight does not cross over the Raised Road outside of the start and end hexes), but the Line of Sight from 37.54 to 37.59 is blocked as it crosses the Raised Road in hex 37.58.
Raised Road Example 1
In the example shown on the right, the Vehicle Unit labeled A cannot enter the Raised Road hex, as it is not entering along the road. It doesn't matter that the Unit is in Column or not.
Vehicle Unit labeled B first moves into the hex next to the Raised Road, gets into Column, and now can move onto the Raised Road because it is entering in Column from a connecting Road.
Raised Road Example 2
In the example on the left, the British para Unit is activated, and wants to move North. First it gets into Column for 1 MP. It then moves up 1 hex. As the Unit is in Column, and entering the Raised Road hex on the Raised Road, this costs ½ MP. It then moves another hex North, and as it attempts to do so, this triggers Opportunity Fire from the German Unit. Assuming the German Unit passes the Troop Quality Check in order to take the shot, the Fire Rating for the German Unit is modified from 5 to 12 (Fire Zone to Fire Zone movement is +3, +2 Raised Road even though in Column, +2 for being in Column), so anything but a 9 will hit. The die roll is a "4" and the para Unit takes a Cohesion hit, but completes it's movement.
2.17 Viaducts
There are several viaducts located on the map; they run underneath Raised Roads/Railroads and your Units may use them to move under the Raised Roads/Railroads. The viaducts are marked with arrows that show which hexes are connected by the viaducts. Any Unit adjacent to a viaduct can move directly to the hex on the other side of the viaduct for the movement cost shown below in addition to the cost to enter the hex; remember to follow the arrows.
A Unit must be in Column to use a viaduct, and any Opportunity Fire provoked by its move through a viaduct must be resolved in the starting hex and never in the viaduct hex itself. The Opportunity Fire receives an additional +3 modifier in addition to the other modifiers that would normally apply (such as the +2 for being in Column). If the Unit triggers Opportunity Fire as it leaves the hex after the viaduct, this +3 modifier still applies.
Movement through a viaduct costs the following in addition to the terrain cost of entering the hex adjacent to the viaduct on its opposite side:
Leg: +2 movement points
Wheeled: +6 movement points
Tracked: +4 movement points
Viaduct Movement Example
Team Claude starts its Activation and wishes to move through the Viaduct and head into Arnhem. It gets into Column for a cost of 1 MP, and moves one hex South (for a cost of ½ MP) and then moves through the Viaduct for 6 MP plus ½ MP for the cost of terrain the Unit is entering". Opportunity fire is not triggered for this movement, as the flak Unit does not have a LOS to the hex that Team Claude left.
As Team Claude tries to leave the hex it is in, this does trigger Opportunity Fire from the flak Unit. Assuming that the flak Unit passes the Troop Quality Check, the Fire Rating of the flak Unit is modified from 4 to 13 (+2 for being in Column, +3 for using the Viaduct, no negative terrain modifier as Team Claude is in Column, +1 for Team Claude's Defense Rating and +3 Fire Zone to Fire Zone). The die is a 1, giving a Suppression result. Team Claude can try and roll to convert this Suppression to a Cohesion Hit, but that would eliminate the zero-step Unit. The final situation is as shown.
A Unit on one side of a viaduct can Assault an enemy Unit on the other side of the viaduct. The Assaulting Unit must be in Column, and suffers the +3 modifier to Opportunity Fire for moving through the viaduct (in addition to the +2 modifier for being in Column) at the start of the Opportunity Fire procedure.
2.17.1 The Culvert
The Para Culvert (in hex 29.22) is a viaduct that was vital to the British paratroopers on the third day of the battle. It was the only North-South crossing point that the British held when they were forced to retreat on the 19th.
The Culvert is treated like any other viaduct except that only Leg Units can move through it because of how low it is. All other Units may not use this viaduct. The height of the tunnel is about 4 feet.
2.18 Ferries and Improved Ferries
Engineer Units can ferry other Units across otherwise impassable water hexsides by using the ferry hexes that are printed on the map. With the exception of an "assault ferry" (see below), only hexes marked as ferries can be used to create ferries. Leg Units can use a ferry. Both Leg and Vehicle Units can use an improved ferry.
2.18.1 Creating a Ferry
You can create a ferry in a hex that is not in an enemy Fire Zone. An engineer Unit must begin an activation in the ferry hex, or the hex pointed to across the river. Announce that your engineer Unit wants to be a ferry [insert your inappropriate joke here]. This is an Engineer Action. The engineer Unit now rolls a Troop Quality Check (a Command Point cannot be spent here). If it passes, it is now a ferry—put a ferry marker (not an improved ferry marker) on the actual hex that represents the ferry (the one with the arrow in it), and put the engineer Unit under the ferry marker.
The engineer Unit does not count towards the stacking limit of the hex now, but does count against the mass modifier if the hex is fired upon. The engineer Unit has now completed its Action for that activation and the ferry may begin ferrying Units from this point onward. If the engineer Unit fails the Troop Quality Check, it is done for the activation and it doesn't get to be a ferry; you may place a Men at Work marker. Your engineer Unit may try again to become a ferry during its next activation.
Ferry Example
In the situation shown, the German engineer Unit starts its Activation in a ferry hex, and wishes to build a ferry. This is an engineer Action, so the Troop Quality Check has to be rolled. The German engineer Unit rolls a 1, so the ferry has been built (and a ferry marker is placed on top of the engineer Unit).
At a later time, a German Leg Unit starts its Activation in Column and wants to ferry across the river, as shown here. This takes the entire Action for the Unit, and it triggers Opportunity Fire from the British Gun Unit. The Gun Unit rolls a 1 for its Troop Quality Check, so it will take the shot. The Fire Rating is modified from 4 to 8 (+2 for being in Column, +2 for using the ferry, -2 for range, +3 Fire Zone to Fire Zone movement). The die roll is a 6, and this eliminates the German Unit (but it has no effect on the ferry).
When the British Gun unit is activated, it can perform Direct Fire at the ferry. After the gun unit passes a Troop Quality Check for the Company bonus, the fire rating is modified from a 4 to a 6 (+3 defense rating, -2 range, +2 Company Bonus). The die roll is a 3, and the ferry takes a Cohesion Hit. This stops the ferry from ferrying Units until it rallies (which it can try and do the next time the engineer Unit is Activated either at night or not in an enemy Fire Zone). The final situation is as shown.
2.18.2 Creating an Improved Ferry
You can try to upgrade an existing ferry to an improved ferry by using a second engineer Unit in the existing ferry hex. First, the ferry hex may not be in an enemy Fire Zone. Second, you need your second engineer Unit to begin its activation in the ferry hex. Announce that your second engineer Unit will try to improve the ferry. This is an Engineer Action. The engineer Unit now rolls a Troop Quality Check (remember, no Command Points can be spent here). If it passes, the ferry is now an improved ferry—flip the ferry marker over to the improved ferry side and put the second engineer Unit, with the first one, under the improved ferry marker. Neither engineer Unit counts against the stacking limit of the hex, but they both count against the mass modifier. Any combat results that the ferry takes are applied to both engineer Units (e.g. if the ferry takes a Step loss, remove the ferry and both engineer Units take a Step loss).
2.18.3 Using Ferries and Improved Ferries
Remember that only Leg Units may use a ferry. Leg and Vehicle Units can use an improved ferry. A friendly Unit in Column that begins its activation in a hex containing a ferry/improved ferry can move into the hex pointed at by the ferry symbol; alternately, a friendly Unit in Column that begins its activation in the hex pointed at by the ferry symbol across the river can move to the hex containing the ferry/improved ferry marker. This is the Unit's entire activation and it is a Movement Action (so a Unit cannot move into a ferry/improved ferry hex and then use the ferry/improved ferry as a Second Action). Note that when a Unit uses a ferry/improved ferry it is not an activation for the ferry/improved ferry. Remember, the ferry/improved ferry does not work if the ferry/improved ferry is Suppressed.
Units that have Wheeled or Tracked Organic Transport may use a ferry but they must abandon their vehicles to do so. Place an abandoned transport marker on the Unit to show that it can never again use Organic Transport (this only applies to ferries, not improved ferries).
You cannot use a Command Point to ferry a Unit (so no Second Actions can be used to ferry Units).
The hex the Unit is being ferried into must not contain any enemy Units, otherwise the ferrying may not take place.
2.18.4 Removing a Ferry or Improved Ferry
A ferry (or improved ferry) remains in place until the (or one of the) engineer Unit(s) moves, or the ferry/improved ferry takes a Step Loss or Eliminated result.
A ferry/improved ferry can be the target of enemy fire just like any other Unit, and may be Assaulted as well. If the ferry/improved ferry becomes Suppressed, it remains in place, but it cannot actually ferry Units until it Rallies (place a Suppression marker on top of the ferry/improved ferry marker). If the ferry/improved ferry takes a Step loss, the ferry/improved ferry marker is removed, and the engineer Unit(s) takes the Step loss. If it suffers an Eliminated result, remove the ferry/improved ferry and eliminate the engineer Unit(s). If the ferry/improved ferry takes a Cohesion Hit, it is marked on the ferry/improved ferry, and if the engineer Unit(s) moves away, the result is transferred to the engineer Unit(s).
If one engineer Unit moves away from an improved ferry, the improved ferry is removed (it does not revert to a ferry). The remaining engineer Unit can try to build another ferry the next time it activates.
If a ferry (or improved ferry) is Assaulted, the ferry and engineer Unit(s) are eliminated at the same step in the Assault procedure when zero–step Units are eliminated.
2.18.5 Ferries and Opportunity Fire
If a Unit being ferried takes Opportunity Fire as it leaves its hex, it suffers a +2 modifier for being ferried (in addition to the +2 for being in Column). This fire does not affect the ferry.
2.18.6 The Allied Assault Ferry
Once during the game the Allied player may create an assault ferry. The assault ferry only lasts for one turn, and is removed when the barrage markers are removed at the end of the turn. The assault ferry is placed showing the appropriate color depending on which side built it (British or American).
An assault ferry may only be created at a full river hexside. To create an assault ferry you need to have two engineer Units in the same hex. When one or both of the engineer Units is activated, announce that your engineer Units want to be an assault ferry, and perform a Troop Quality Check for one of the Units. This is an Engineer Action, so no Command Points may be spent on this, and it triggers Opportunity Fire. If the Troop Quality Check is passed, both engineer Units are now an assault ferry—put the assault ferry marker on top of the Units that created the assault ferry, and point it towards the hex the assault ferry will ferry Units to. These engineer Units do not count towards stacking in the hex for the rest of the turn, but are included in mass modifier calculations (i.e., the Steps of both engineer Units). The engineer Units have now completed their Action for that activation and the ferry may begin assault ferrying Units for the rest of the turn. If the engineer Unit fails the Troop Quality Check, it is done for the activation and there is no assault ferry; the engineer Units (or any others) can try again and you may place Men at Work markers for the assault ferry on the engineer Unit that failed the Troop Quality Check.
Any Leg Unit, in Column or not, may use an assault ferry if it begins its activation in the same hex as the assault ferry marker and passes a Troop Quality Check. The Unit then transfers to the hex that the assault ferry points to. This is the Unit's entire Action, though it may perform a Second Action (and this includes a Movement Action). This transferring from one hex to another does trigger Opportunity Fire from enemy Units. Note that this does not count as an activation for the assault ferry. The assault ferry does not work if it is Suppressed or has any Cohesion Hits.
An assault ferry may never be improved to allow vehicles to use it.
If there is an enemy Unit in the hex that a Unit would be assault ferried into, the Unit can use the assault ferry, but the Unit must perform an Assault Action. The Assaulting Unit must pass a Bravery Check (in addition to the Troop Quality Check to use the ferry) as if it were Assaulting an Armored Unit or an entrenched Unit. Unlike a normal Assault, this Assault triggers Opportunity Fire from other enemy Units, not just the Units being Assaulted. However, the Units in the hex being Assaulted only get to attempt to perform Opportunity Fire once though, not twice.
If a Unit using the assault ferry takes Opportunity Fire, it suffers an additional +2 modifier; the effects are only applied to the Unit using the assault ferry. The assault ferry is a Unit and can be targeted by enemy fire and also Assaulted.
At the end of the turn in which it came into existence, the assault ferry is removed. One engineer Unit remains in place, and the other is placed in the hex into which any Units were successfully assault ferried—assuming the ferrying was successful, otherwise both engineer Units stay put (if the one that is moved has Organic Transport, it forever loses its transport capabilities and is marked with an abandoned transport marker). Any overstacking results in the elimination of the engineer Unit. Any combat result markers on the assault ferry stay with both engineer Units.
3.0 Paradrops and Glider Landings
Play note: The tricky thing here is the unpredictability of Allied airborne reinforcements. There are two variables that affect their arrival: the availability of their assigned drop zones (the enemy might get in the way), and the weather. The reinforcement schedule tells you the order in which airborne troops must arrive and when they become available, but it won't tell you exactly when they will arrive. So imagine a mass of airborne troops waiting in line for the word to go. The landing rules simulate this.
3.1 Drops and Drop Numbers
Each daily delivery of Allied airborne troops is called a "drop." There is never more than one drop per day. Drop One always happens on the first turn of the game during the special first turn drop phase. All drops are numbered sequentially after Drop One, so the drop after Drop One is always Drop Two and so on. But Drop One is the only drop that must happen on schedule. All subsequent drops are scheduled but may or may not happen when they are supposed to. All of the Allied airborne Units are assigned "drop numbers" on the reinforcement schedule. A Unit's drop number tells you which drop the Unit is in. So all Units designated with drop number two must arrive, if at all, in Drop Two.
3.2 When to Drop
Units scheduled to drop arrive during the reinforcement phase of their scheduled drop turn. As noted above, Drop One always happens on the first turn of the game during the special first turn drop phase. Thereafter, there is only one drop per day and it will occur, if it occurs, on the second or third turn after the first clear weather turn of that day.
Here's what you do:
- determine the weather for the day in accordance with the weather rules;
- if the weather is rain or overcast, then move on, there will be no drop this day. Move all drops forward 1 day;
- if the weather is clear, then the day's drop will happen on the 0900 turn or the 1100 turn (it is the Allied player's choice—see below for more on this)
- if the weather is fog, then the drop happens only if the fog clears; if the fog clears, the drop will happen two or three turns after the fog clears (it is the Allied player's choice—see below for more on this).
If there will be a drop, the Allied player always has the choice of when to make it (i.e., either the 0900 or 1100 turn in clear weather, or the second or third turn after the fog clears).
The Allied player has two counters. Both counters say "Air Drop?" on one side. The flip side of one counter says "Air Drop!" and the other says "No Drop." After the Allied player decides which turn he wants to drop he places the "Air Drop" counter "Air Drop?" side up on the Turn Record Track for that turn; he places the "No Drop" counter "Air Drop?" side up on the Turn Record Track for the other turn. When the time for the first possible drop comes, the Allied player flips the "Air Drop?" counter, reveals his intentions and conducts his drop or not. Both players now have a hearty chuckle to relieve the unbearable tension.
Play example: If the weather is clear on the weather check on the second day, Drop Two will happen on the 0900 turn or the 1100 turn (and the Allied player makes his choice and places his "Air Drop?" counters accordingly). But if the weather is fog, then the drop can only happen two or three turns after the fog clears (if the fog clears). Let's say the fog clears on 0900 (i.e., 0900 is the first clear weather turn of the day). The next drop will be on the 1300 or 1500 turn (and the Allied player makes his choice and places his "Air Drop?" counters accordingly). If the weather had been rain, there would be no drop that day and the Allied player would have to wait until the third day to try and make Drop Two.
3.3 Where to Drop
The map has numerous marked airborne zones, designated by letter, which are either drop zones (DZ—meant for paratroops; glider Units landing in drop zones may suffer), or landing zones (LZ—fine for either paratroops or glider troops) or combined drop zone/landing zones (DZ/LZ—also fine for either paratroops or glider troops). Every Allied airborne Division is assigned a number of airborne zones that its Formations (and only its Formations) can use.
The hexes for the drop zones are:
DZ/LZ Y: 12.12, 12.13, 13.13, 13.14, 13.15, 14.13, 14.14, 14.15, 15.13, 15.14, 15.15, 15.16, 16.13, 16.14, 16.15, 16.16, 17.14, 17.15, 17.16.
DZ/LZ S: 23.17, 23.18, 23.19, 24.16, 24.17, 24.18, 24.19, 25.17, 25.19, 25.20, 26.19, 27.19, 27.20, 28.19, 28.20.
DZ/LZ X: 18.22, 18.23, 18.24, 19.21, 19.22, 19.23, 19.24, 19.25, 20.21.
DZ/LZ Z: 21.24, 21.25, 21.26, 22.20, 22.21, 22.22, 22.23, 22.24, 22.25, 22.26, 23.21, 23.22, 23.23, 23.24.
DZ/LZ L: 31.21, 32.20, 32.21, 33.21, 33.22, 34.21, 34.22.
SDPV (DZ/LZ*): 41.22, 41.23, 42.21, 42.22, 42.23, 43.22, 43.23.
DZ/LZ* V: 36.28, 36.29, 37.29, 37.30, 38.28, 38.29, 38.30.
DZ/LZ* K(alt): 33.35, 33.36, 33.37, 33.38, 34.34, 34.35, 34.36, 34.37, 34.38, 35.35, 35.36, 35.37, 35.38, 35.39, 36.35, 36.36, 36.37, 36.38.
DZ/LZ* K: 46.34, 47.34, 47.35, 47.36, 48.33, 48.34, 48.35, 48.36, 49.34, 49.35, 49.36, 50.34, 50.35.
DZ/LZ O(alt): 11.87, 12.86, 12.87.
DZ/LZ O: 23.87, 23.88, 24.86, 24.87, 24.88, 25.86, 25.87, 25.88, 25.89, 26.86, 26.87, 26.88, 27.86, 27.87, 27.88, 27.89, 28.86, 28.87.
DZLZ P: 25.77, 26.75, 26.76, 26.77, 26.78, 27.76, 27.77, 27.78, 27.79, 28.77, 28.78.
DZ N: 50.88, 50.89, 51.88, 51.89, 51.90, 52.87, 52.88, 52.89, 52.90, 53.89.
LZ N: 53.85, 53.86, 54.85, 54.86, 54.87, 55.85, 55.86, 55.87, 55.88, 56.85, 56.86, 56.87, 57.85, 57.86, 57.87.
DZ/LZ T: 53.81, 53.82, 54.79, 54.80, 54.81, 54.82, 55.79, 55.80, 55.81, 55.82, 55.83, 56.79, 56.80, 56.81, 56.82, 57.80, 57.81, 58.80.
3.3.1 The Historical Drop Scenario
All drop numbers and airborne zones are on the reinforcement schedule—just follow that. Note that even though the term "sticks" is used to refer to all the drops in a hex, we are aware that these are not really sticks, rather the term is used to add flavor.
3.3.2 The Free Drop Scenario
Before the game starts, the Allied player secretly assigns DZ/LZs for all of his Drops. Each day's drop composition may not change. You are deciding where Units drop - not which Units may drop. Only one Formation can use a DZ/LZ each turn. That means one Formation per airborne zone per drop number. You must plan all drops for the entire game before play starts - this includes one Supply DZ for each Airborne Division.
Units belonging to an Independent Formation may be designated to drop in any Division airborne zone as long as that airborne zone is being used that turn by another Formation of the Independent Formation's Division; however, Units belonging to an Independent Formation do not all have to arrive in the same airborne zone.
3.4 How to Drop
Place one or more Units in any hex in the appropriate airborne zone. There are no stacking restrictions, but Units cannot drop in Column (they can drop mounted if they wish).
Each Unit that drops gets a glider/paradrop marker placed on top of it (more on this below); in addition, a Unit adds an extra glider/paradrop marker for each delay it has suffered (more on this below as well). Dropped Units can be fired at during subsequent enemy activations, but the drop itself does not trigger Opportunity Fire.
3.4.1 The Drop Table
All Units that drop must have their fate decided with a die roll on the Drop Table. Roll for Units in Drop One as soon as they drop. Roll for Units in subsequent drops the first time they activate after the drop. The Drop Table has various results, which include elimination, Step loss, activation delays, and no effect. Only one roll per Stick is made.
Glider troops that are landing in drop zones (DZs) (instead of landing zones (LZs)) suffer a +2 modifier on the Drop Table. Some airborne zones on the map are marked with an "*". Glider troops landing in these airborne zones suffer an additional +1 modifier on the Drop Table. A Unit landing in an airborne zone also suffers an additional +1 modifier for every German Unit that is in any hex within the airborne zone, a +1 modifier for German non-88 Unit that projects a Fire Zone into any hex of the zone, and a +2 modifier for every 88 flak Unit with a Fire Zone into to any hex of the airborne zone. You can identify an 88 by the caliber on the counter (see page 2).
All of these modifiers are cumulative and apply when the paradropping or glider Unit fire first becomes active.
3.4.2 Glider/Paradrop Markers
Each glider/paradrop marker on a Unit takes the Unit one Action to remove. Removing a glider/paradrop marker is an Action but does not trigger Opportunity Fire. Drop One Units do not receive one of these markers unless marked Delay in the Drop One schedule.
3.5 Supply Drop Zones
Every day, there is a supply drop for the 1st Airborne and 82nd Airborne Divisions. The drop takes place at the same time any reinforcements arrive that day for these Divisions. If the Division will not be receiving any reinforcements (either due to the weather or the reinforcement schedule) a supply drop will take place at either 1300 or 1500. Indicate the time of this drop using the "Air Drop?" markers. The scenarios will tell you which drop zone is designated as the supply drop zone if the Free Drop scenario is not being played.
If any enemy Unit is in the supply drop zone at the time of the supply drop, then the supply drop is interdicted. Place the SDZ Closed marker on the player aid chart for the Division whose supply drop was interdicted. All Units of this Division suffer a -1 Troop Quality Rating modifier until the next supply drop the next day.
3.6 Changing the Drop Location
You can try to change future drop locations for a Division during the reinforcement phase of any 0700 turn.
To change drop location, roll on the Drop Zone/Landing Zone Changing Table. If successful, you can replan all remaining drops for the rest of the game for the Division and also reassign the supply drop zone for the Division. All the rules for planning a free drop at the start of a game start (see Exclusive Rule 3.3.2) still apply. Any drops for that day that were replanned will come in on the 1500 or 1700 turn (the Allied player picks as described above). Future drops all take place at the normal time.
If you roll abort, you do not change your drops and all your scheduled drops are delayed 24 hours for that Division.
If you roll no effect, there is, well, no effect. Just carry out your drops as planned.
4.0 The Club Route
The Club Route is the name given to the road that the British XXX Corps used in the Market-Garden campaign. The Club Route was the advance route of XXX Corps as well as XXX Corps' supply and communications lifeline, and is therefore of key importance in the game.
Historically, the British determined the Club Route as circumstances (i.e., demolished bridges and Germans) dictated, and you as the Allied player will do the same thing.
Play note: When you read the rules below, keep in mind that for the length of this campaign, the Club Route was crammed with supply vehicles that are not physically represented in the game.
4.1 How the Club Route Affects Certain Units
The Club Route is either "open" or "closed." If the Club Route is closed all Units of the 43rd Infantry Division and the Guards Armored Division suffer a -2 modifier to their Troop Quality Rating. If the Club Route is closed at any point in time, place the Club Route closed markers on the player aid sheets for the 43rd Infantry Division and the Guards Armored Division. As soon as the Club Route opens up again, remove these markers.
4.2 How to Determine the Club Route
At the turn after the second Group Hot reinforcements move onto the map of September 19th, the Allied player decides what the Club Route will be for the rest of the game; it never changes after that. To establish the Club Route, the Allied player can pick any road hexes that:
(i) are connected to each other; and
(ii) are connected by consecutive road hexes to both Club Route symbols on the map (hexes 03.94 and 38.70 or 03.94 and 36.67); and
(iii) are colored purple.
And yes, the Club Route, when chosen, can include demolished bridges, a barrage marker, or German Units—if so, the Club Route will begin its career closed (see below). The players can use the Club Route chits provided in any way that is helpful for them to mark the Club Route. The possible Club Route roads are colored purple to help in selecting a Club Route.
The Units on Club Route can move 5 hexes per activation if it starts and ends the movement in Column, and there are no additional movement costs encountered (such as moving through a Barrage Marker). If a Unit reaches the end of Club Route use a fraction of the remaining MPs (so if a 13 MP unit has moved 2 hexes on Club Route and comes to the end, it has 3/5 of it's movement remaining so 7 MP...round fractions down). This is a change from the movement costs printed on the charts.
4.2 How the Club Route is Closed
The Club Route is closed if a German Unit occupies a hex on it, there is a barrage marker on it, or a bridge on the Club Route is demolished.
The scenario may also state turns when the Club Route is automatically considered closed due to events taking place off–map.
4.3 The Club Route and Reinforcements
Prior to the 1100 turn of September 19, all Guards Armored Division Units enter play in the reinforcement box on the Club Route that is marked by a XXX Corps symbol. With the two exceptions listed below, and those reinforcements relieving the garrison of Mook or Grave (see Special Rule 5.5), all Allied non-airborne reinforcements entering the game after Club Route has been declared may not leave the Club Route until they reach hex 38.70 (the end of the Route). When they get to the end of the Club Route at Nijmegen they are free to move normally. If a Unit on the Club Route is forced to retreat off the Club Route, it is eliminated (this applies at all times).
There are two Brigades and an Artillery Battery that are attached to the 82nd Airborne Division (they are colored green). These units are all exempt from the Club Route restrictions and may move freely as soon as they are in play.
Special Rules
The following are special rules that are used in some scenarios. Each scenario will state which rules are to be used, and if they are modified in any way.
S1.0 Artillery Parks
Several Divisions have an artillery park marker, and Korps Feldt has two artillery park markers.
During the reinforcement phase any of these Divisions can place its artillery park marker on the map. An artillery park marker with a non-zero value must be placed in its Divisional reinforcement hex. An artillery park marker with a zero value can be placed in any hex that is within the Command Range of a Leader of its Division and not in an enemy Fire Zone.
When Indirect HE Units are in the same hex as the artillery park marker, they can be removed from the map and placed in the Artillery Park Box on the player aid chart. At their next activation they may start to perform Indirect Fire. Like the Roach Motel, Units can never leave an Artillery Park after they have entered it.
Units in an Artillery Park may never perform Direct Fire. Units in the Artillery Park Box are always In Command.
When calculating the range from an Indirect HE Unit in the Artillery Park Box to a target hex, count from the artillery park marker to the target, and add the number printed on the artillery park marker. Use this method to determine both maximum and minimum range.
If an enemy Unit enters the hex with an artillery park marker, all the Indirect HE Units in the Artillery Park Box are eliminated. Artillery parks are not Units, and may never be targeted by enemy fire.
Once an artillery park marker has been placed on the map, it cannot be moved.
S2.0 Road Blocks and Rearguards
Unless a scenario states otherwise, the number of road blocks and Rearguards available to a player is limited by the counter mix.
S3.0 Random Events
In some of the scenarios, random events are used. These come in the form of color-coded event markers that are placed blindly on the map according to the scenario rules. A hex containing an event marker is an "event hex." At the instant an Allied Unit is in a hex adjacent to an event hex, the German player has the option of triggering the event (but he cannot look at the marker before he decides); if the German player decides not to trigger the event, the marker stays where it is until the next time an Allied Unit is in a hex adjacent to it, at which time the German player has the same option.
At the end of the night turn on September 17th remove all untriggered red event markers from the game. Remove all untriggered green event markers at the end of the night turn of September 18th.
The events are as follows:
- No Event – nothing happens. The marker is removed from the map.
- Ambush – the German player may make an immediate Direct Fire attack on the triggering Unit or stack, using the white box on the Combat Results Table and a Fire Rating of 6. Only negative modifiers apply to this attack. After resolution, the event marker is removed from the game.
- Tank Scare – any Unit in Column that is in or adjacent to the event hex must immediately leave Column and take a Cohesion Hit; this is not an Action and does not trigger Opportunity Fire. The event marker remains in place for the remainder of the game turn and affects any Unit in Column that moves adjacent to or into the event hex. If a Unit cannot leave Column due to terrain restrictions, the Unit just takes a Cohesion Hit.
- Lost – the triggering Unit (or, if a triggering stack of Units, randomly pick a Unit from the triggering stack) is moved by the German player in any manner he wishes up to the Unit's full (not remaining) movement allowance and according to all normal movement and Opportunity Fire rules (Opportunity Fire would only take place if the lost Unit begins its movement by the German player in a German Fire Zone). However, this "lost movement" ends as soon as the lost Unit enters an enemy Fire Zone. At the end of movement and after any Opportunity Fire is resolved, the Unit is Suppressed. During this lost movement the German player can put the Unit into or out of Column but he may not force march the Unit. After this lost movement is completed, the Unit's activation is over.
- Kompanie Weber appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
- SS-Pz.A.A. 9 appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the turn, after which it is removed from the game.
- SS-Pz.Jg.Abt. 9 appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
- KG Buttlar appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
- Pz-Ers. appears – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
- Fusilier 39 – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
- Ers-PaK – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
- Flakbatterie Beck – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
- POW – The Unit that revealed this event is removed from the game and placed in the American supply drop zone two turns later during the reinforcement phase (place the Unit on the Turn Record Chart to help remember to bring it back). Should a stack of Units trigger the event, all units in the stack are removed for two turns.
- KG Runge! – Remove the event from the map, and place the five Korps Feldt Independent Units of KG Runge either in the hex that contained the event, or in an adjacent hex that is not in the Fire Zone of the Unit that triggered the event (and this hex cannot contain another Allied Unit). These Units all remain in play for the rest of the scenario. Unlike other Independent Units, KG Runge Units can rout when any Unit takes a Step Loss. If a rout occurs, all units of KG Runge are removed from the map and never return to play.
Play Note: When a Unit appears as an event, it must follow all regular rules applying to normal Units. For example, Vehicle Units may have to be placed in Column should the event hex be in a town.
S4.0 German Special Rules
S4.1 Germans in Germany
All German Units in Germany add 1 to their Troop Quality Ratings for all purposes. Germany is on the eastern edge of the map and is depicted with a darker shade to help recognition.
S4.2 German Supply
If the Arnhem Road Bridge is not German controlled, all Hohenstaufen Division and Frundsberg Division Units south of the Rhine have their Troop Quality Rating reduced by 1 for all purposes. Mark this immediately on the Hohenstaufen and Frundsberg player aid charts with the Bridge Closed markers as a memory aid. If the Arnhem Road Bridge comes under German control, flip these markers to their bridge open side; the effect is immediately removed.
S4.3 German Airpower Availability
First, the German player can only use his Air Units on hexes north of the Rhine. Second, the German player can only target Units that are in hexes that provide no negative terrain modifier to the targeted Units. Woods may not be targeted.
The German player receives three air Units, which he may or may not be able to use each day. On the 0700 turn of each day (or the 1500 turn of the first day of the game), the German player rolls three dice to see if he receives airpower for that day. Each die roll corresponds to the turn on which the German player will receive one air Unit that day:
| Die Roll | Turn Air Unit is Available |
|---|---|
| 0 | 0700 |
| 1 | 0900 |
| 2 | 1100 |
| 3 | 1300 |
| 4 | 1500 |
| 5 | 1700 |
| 6 | 1900 |
| 7, 8, 9 | No Air Unit |
For example, if the die rolls are 1, 1, and 8, then the German player gets two of his air Units on the 0900 turn and he doesn't get the other one on this day. Remember—air strikes on clear weather turns only! So if, in this example, there were fog at 0900, the German player would lose the opportunity to use these air Units for that day.
Play note: Since the first turn of the game is 1500, the German loses the chance to use his air Units on rolls of 0, 1, 2 or 3 on the first day.
S4.4 German Rout
On September 17th to 20th (inclusive), when any non–Independent German Unit belonging to Korps Feldt or the Division von Tettau takes a Step loss, there is a chance that the Unit's Formation may rout. Roll on the below table to see if the Formation routs. If it does, remove all of the Formation's Units and its Leader from the map immediately (any conditional markers are removed). They return two calendar days later on the 0700 turn as reinforcements. If any Units were removed as two-Step Units reduced to one-Step Units, they return as one-Step Units, and Units that were eliminated do not return. In addition, remove all Independent Formation Units of that Division that are only within Command range of the routed Formation's Leader. If there are any other leaders that could command the Independent Unit, the Unit does not rout. Routed Independent Units return with the Formation that caused their rout.
If the routed Formation has any reinforcements scheduled to arrive before the routed Formation returns, these reinforcements are delayed, and arrive when the routed Units return.
| Day | Die Roll Needed For A Rout* |
|---|---|
| September 17 or September 18 | 0-2 |
| September 19 or September 20 | 0-1 |
| After September 20 | No rout possible |
*The German player can spend 1 Command Point to add 1 to the die roll, and 3 Command Points to add 2 to the die roll.
S4.5 German Reorganization
S4.5.1 KG Krafft
When KG Bruhn enters as a reinforcement on 1900 on September 18th, all the Units of KG Krafft can either remain as they are, or be replaced by identical Units under the command of Bruhn. Replacement counters are included for KG Bruhn for the command reorganization. Either all Units change command or no Units change command. The status of the Units (Suppressed, in Column, etc.) is not changed in any way.
S4.5.2 Hohenstaufen Division
At the start of the September 20th night turn the Hohenstaufen Division reorganizes. Flip the Sperrlinie Spindler Leader counter. KG Spindler Leader is now in play. Remove the following Leaders from play and place them on the player aid: KG Harder, KG Krafft, and KG von Allworden. All the Units that were originally under the command of these are now under the command of KG Spindler.
Play note: If the German player attached the KG Krafft Units to KG Bruhn (see 4.5.1), the original Units of KG Krafft are exempt from the Hohenstaufen reorganization.
S4.5.3 Frundsberg Division
At the start of the September 20th night turn the Frundsberg Division may reorganize. The German player may remove any Frundsberg Formation Leaders and replace them with the KG Frundsberg Leader. The German player may remove as many of these Leaders as he wishes, and those Formations that have their Leader removed are now under the command of KG Frundsberg. The German player stacks the KG Frundsberg Leader with any Unit under its command. Place the removed Leaders in the KG Frundsberg box on the player aid card. Artillery and Independent Units may not be added to KG Frundsberg.
S4.5.4 Ostuf. Hartung
The Leader of KG Henke for September the 17th is Ostuf. Hartung. On the 0900 turn of September 18, replace Ostuf. Hartung with Oberst Henke, and remove Ostuf. Hartung from the game.
S4.6 Command for German Independents
The following German Independent reconnaissance Units can trace command to Leaders of either the Hohenstaufen Division or Frundsberg Division: 1./SS-Pz. A.A. 9; 3./SS-Pz. A.A. 9; 5./SS-Pz. A.A. 9; 1./SS-Pz. A.A. 10; 3./SS-Pz. A.A. 10; 5./SS-Pz. A.A. 10.
S4.7 German Flak Units
At the start of the game, the German player randomly places his immobile flak Units face down in the hexes designated in the scenario setup rules. The flak Units are flipped over on the first turn of the game during step 5 of the sequence of play.
S4.8 Northern von Tettau Reinforcement Hex "A"
Any reinforcements arriving in this hex are not placed on the map until after the reinforcing Units have been activated once. Note that these Units are Out of Command until on map.
S4.9 German Deployment Limits
Units of the Hohenstaufen Division cannot move south of the Rhine (from hex 01.35 to 72.56), unless the Arnhem Road Bridge is German controlled.
To activate normally Units of the Frundsberg Division must be (i) in Arnhem or Nijmegen (yellow tinted hexes) or (ii) north of the Waal and (iii) south of the Rhine. Frundsberg Division Units (including reinforcements) that do not conform to these restrictions must obey the Division activation restrictions, no matter how they are activated (i.e., treat any activation as resulting from a Division Activation Chit). As soon as a Frundsberg Unit is in the right area, the restriction is lifted—even during an activation (so a Frundsberg Unit that begins a movement Action south of the Waal and moves north of the Waal could then move into an enemy Fire Zone). The converse is also true—the restrictions kick in during an activation if a Frundsberg Unit moves out of the magic area.
All Units of the Division von Tettau must stay north of the Rhine at all times.
All Units of Korps Feldt must stay south of the Waal at all times.
S4.10 German Radio Contact
Indirect HE Units of the Hohenstaufen and Frundsberg Divisions may not use spotter Formations from Korps Feldt or Division von Tettau. Indirect HE Units of Korps Feldt may not use spotter Formations from the Hohenstaufen or Frundsberg Divisions.
S4.11 SS Artillery Units
When the 1./ARKO 191; 2./ARKO 191; 3./ARKO 191; SS-Mörser Abt.102 artillery Units enter play, each Unit can either be assigned to the Hohenstaufen Division or the Frundsberg Division. The German player decides which Division they will all be assigned to (they may be assigned to different Division), and places the appropriate colored counters as reinforcements. There are two sets of counters for these Units, one for the Hohenstaufen Division and the other for the Frundsberg Division.
S5.0 Allied Special Rules
S5.1 Allied Supply
S5.1.1 Interdicted Drop Zones
If a German Unit occupies a hex in a Division's supply drop zone at the time of the supply drop, then all Units of that Division have their Troop Quality Rating reduced by 1 until the next non-interdicted supply drop. Supply drop occurs during the Reinforcement Phase.
S5.1.2 Club Route Closed
If Club Route is closed, all 43rd Infantry Division and Guards Armored Division Units have their Troop Quality Rating reduced by 2.
S5.2 Allied Dispatch Point Discounts
For the 1st Airborne, 82nd Airborne, and 43rd Infantry Divisions, if the Allied player purchases two Formation Activation Chits of the same Division at the same time, he may add into the mug the Independent Formation and Artillery Formation Activation Chits of the Division at no additional cost in Dispatch Points.
For the Guards Armored Division, if the Allied player purchases both the Group Hot and the Group Cold Formation Activation Chits at the same time, he may add the Guards Armored Independent Formation and Guards Armored Artillery Formation Activation Chits at no additional cost in Dispatch Points.
S5.3 Polish Units
The Poles proved to be very aggressive and effective fighters in this campaign but they did show a propensity to firing at anything and everything not Polish. Because of this, whenever a Polish Unit fails a Troop Quality Check for any reason, it must immediately fire at the nearest non-Polish Unit of the Allied player's choice, even if the Unit is another Allied Unit (it is also the Allied player's choice whether the Polish Unit will try to obtain the Company Bonus). Implement the results of the Troop Quality Check (who knows, maybe the unit will get Suppressed!) before the involuntary fire, but do nothing else until the involuntary fire is resolved. If the unit can't fire per normal rules (it is Suppressed, or has no LOS, for example) it does not fire. This Direct Fire does not count as an activation. Note that the Polish Units have a * next to their Troop Quality Rating to help you to remember this.
S5.4 Night Turn Restrictions on Guards Armored and 43rd Infantry
The Allied player may not purchase any Formation Activation Chits for the Guards Armored Division and the 43rd Infantry Division to play it during a night turn. If one of those chits is drawn as the last chit on a 1900 turn it is wasted and not played during the night turn (and the first chit in play for that night turn is the first chit drawn from the mug).
S5.5 The Grave and Mook Garrisons
By the beginning of the September 17th night turn the Allied player must garrison Grave if the Grave bridge is not demolished, and he must garrison Mook if the Mook bridge is not demolished. Each garrison must consist of all the in-play Units of an American battalion of the Allied player's choice (that is, one battalion for each garrison). The Units of an American battalion all have the same number as the second part of their designation (i.e., the 2 in D/2/504). All Units of a garrison cannot move more than 5 hexes from the town they are garrisoning, and if outside this range when the garrison is declared, must use all activations to move within range.
Americans garrisoning Grave or Mook are relieved by the British Units so designated on the reinforcement schedule. British garrisons are successively relieved by future reinforcements so designated on the reinforcement schedule. The relieving garrison must be in position before the relieved garrison can depart. These relieving Units are allowed to move off of the Club Route once they have crossed either the Grave Bridge or the Mook Rail Bridge. If all the Units of a battalion are eliminated, an alternate battalion must be selected to take its place.
Prior to declaration of Club Route, if the Grave bridge is destroyed, the Grave garrison requirement is lifted; the same is true for the Mook bridge and the Mook garrison.
When the Allied player declares the Club Route, he only has to garrison Grave or Mook—selecting the town that Club Route passes through—for the rest of the game. This garrison requirement is independent of bridge status.
If enemy action causes Units of a battalion to be more than 5 hexes from the town they are garrisoning, the Units must counterattack to get back within range.
S5.6 1st Airborne Deployment Limit
Units of the 1st Airborne Division may never move outside their deployment area, indicated by the red deployment line. If a Unit is forced to retreat outside this area, it is eliminated.
S5.7 82nd Airborne Deployment Limit
Units of the 82nd Airborne Division may never move outside their deployment area, east of the green deployment line and north of the Waal (except for the small area north of the Waal at Nijmegen, and south of the green deployment line). If a Unit is forced to retreat outside this area, it is eliminated.
S5.8 43rd Infantry and Guards Armored Divisions Deployment Limit
Once the Club Route has been declared, all Units of the 43rd Infantry and Guards Armored Divisions must stay on the Club Route until they reach its end at Nijmegen. Once a Unit enters the terminus, it is no longer subject to this restriction. If a Unit on Club Route is forced to retreat off Club Route, it is eliminated. These Units can also ignore the two-hex limit on approaching a Hohenstaufen/Frundsberg reinforcement entry hex. If a 43rd Infantry and Guards Armored Division Unit enters a Hohenstaufen/Frundsberg reinforcement hex, the hex cannot be used for the rest of the game, and any German Units in the hex are eliminated. If a 43rd Infantry or Guards Armored Division Unit is within 2 hexes of a Hohenstaufen/Frundsberg reinforcement hex, it cannot be used that turn. If a German Unit cannot arrive because of an Allied Units proximity to all its reinforcement hexes, the reinforcement never enters play for the rest of the game.
No units of 43rd Infantry or Guards Armored may cross the Pannerdensch Canal at any time throughout the game.
S5.9 1st Airborne and 82nd Airborne Division Non–Formation Command
1st Airborne Division Units are considered In Command if they are within Command Range of any 1st Airborne Division Leader and not just their Formation Leader. However, if a 1st Airborne Division Unit is In Command by a Leader other than its Formation Leader, it must pay 2 Command Points for an Action that would otherwise cost 1 Command Point. Not withstanding this rule, a 1st Airborne Division Unit that is in the Command Range of another 1st Airborne Division Leader does not become Active if the Formation Activation Chit of the other 1st Airborne Division Leader is drawn.
This rule also applies to the 82nd Airborne Division: just read the above paragraph, substituting "82nd Airborne Division" for "1st Airborne Division".
S5.10 Group Hot and Group Cold Reorganization
At the start of the September 23rd 0900 turn the Allied player must remove all of the Units and Leaders of two of the following four Formations: Welsh Guards, Irish Guards, Coldstream Guards, Grenadier Guards. He must also remove the Group Cold Formation Activation Chit from the game. The remaining two regiments become attached to Group Hot for the remainder of the game.
S5.11 Piggyback Mode
Infantry Units of the Irish Guards without Organic Transport may "piggyback ride" on Vehicle Units of their Formation. These Units can use piggyback mode only when arriving as reinforcements or if the scenario sets-up the Units in piggyback mode.
S5.11.1 Starting in Piggyback Mode
When a Unit starts in piggyback mode, the two Units move as one, but only when the Vehicle Unit is activated.
S5.11.2 Exiting Piggyback Mode
During the Vehicle (not the Infantry) Unit's activation, the two Units can exit piggyback mode if the Vehicle Unit expends half of its printed movement allowance. The Infantry Unit is then dismounted and the Vehicle Unit completes its activation. The now dismounted Infantry Unit may not be in Column. Dismounting is a Movement Action performed by the Vehicle Unit and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting. If the Opportunity Fire takes place after dismounting, only the Infantry Unit is the target, otherwise the Vehicle Unit is the target and Rule 5.12.4 applies.
S5.11.3 Restrictions on Piggyback Mode
One Infantry Unit can piggyback on one Vehicle Unit at a time.
A Vehicle Unit cannot carry an Infantry Unit unless the Vehicle Unit has at least as many Steps as the Infantry Unit.
Vehicle and Infantry Units in piggyback mode together count as one Unit for stacking purposes, but both count against the mass modifier.
Infantry Units in piggyback mode can perform no Actions.
The Vehicle Unit cannot perform any Action other than move while in piggyback mode (and yes this restriction includes Assault and performing Opportunity Fire) and dismounting the Infantry Unit.
Infantry Units with an Organic Transport can never piggyback.
S5.11.4 Piggyback Mode and Combat
When fired on by Direct or Indirect Fire (and airstrikes), Units in piggyback mode both count for the mass modifier. Both the Infantry Unit and the Vehicle Unit suffer the same fire combat die roll as if they were fired on separately, i.e., just apply the roll first to one and then to the other. Any terrain modifiers or marker modifiers for the Vehicle Unit also apply to the Infantry Unit. If either Unit takes a fire result (remember that passing an "S?" is no effect), the Infantry Unit must dismount (this does not trigger Opportunity Fire) immediately, and the combat results are then applied. This mandatory dismount ends the Activation of the Vehicle Unit. If the dismount causes overstacking in the hex, eliminate the Infantry Unit. The Infantry Unit may not be in Column when it dismounts.
If the Units are Assaulted, the Infantry Unit must dismount (and this does not trigger Opportunity Fire) when the Assault is declared, and then perform the Assault procedure as normal, starting with Opportunity Fire from the Units being Assaulted. If this dismount causes overstacking, eliminate the Infantry Unit.
If the Vehicle Unit in piggyback mode is the target of Indirect Fire, and this causes a mandatory dismount, the Infantry Unit suffers the result of the Indirect Fire die roll along with the Vehicle Unit but does not also take the "S?" result that other Units in the hex have to take.
S5.12 American Telephones
An American Unit is In Command if both the Unit and Leader are in a town, city, fortified hex, strongpoint or an observation post and the Leader has a telephone symbol on his counter. The two hexes can be anywhere on the map.
S5.13 Dutch Oranje-Bon Units
On the first 0700 turn that there are no German Units within the city limits (yellow tinted hexes) of Nijmegen, place the two Oranje-Bon Units anywhere within the city limits of Nijmegen. Treat these Units as Independent Units of the 43rd Division.
S5.14 Princess Irene Artillery
The Princess Irene artillery Unit is under the command of Brig. Heath of the 43rd Artillery Formation at all times.
S5.15 Princess Irene Brigade
The Princess Irene Brigade is attached to the 43rd Division, and acts as its own Formation within the Division.
S5.16 Allied Airstrikes
Allied player may make a limited number of airstrikes against any flak Units or Vehicle Units. The vehicle Units must be in Column in order to be targeted by an airstrike. When Drop One takes place, the Allied player may make nine airstrikes north of the Waal and eight airstrikes south of the Waal. During the turn that Drop Two takes place, the Allied player may make seven airstrikes north of the Waal and six south of the Waal. During the turns of all subsequent drop, the Allied player may make three airstrikes north of the Waal and three south of the Waal.
S5.17 Self Command
The following four Allied Units are always considered to be in Command, no matter how far they are from any Leader: Team Claude; Team Clarence; 1 AB Recce Sqn; 82 Recon.
S5.18 Household Cavalry Command
The following Allied Units of the Household Cavalry can be commanded by any Leader of the 43rd Division or Guards Armored Division: A/2 HHC; B/2HHC; C/2 HHC; D/2 HHC.
Optional Rules
The following are optional rules than may be used if both players agree to them.
O1.0 American Glider Pilots
On any September 20th turn the Allied player can place the five American glider pilot Units at the moment any German Unit comes within three hexes of a bridge that is on the Club Route. The glider pilot Units are placed in the two hexes on either side of the bridge hexside (3 in one hex and 2 in the other, Allied player's choice).
O2.0 Boresighting
When a Unit is activated, it can declare boresighting. The Unit may do this at any point in its activation, and this is not an Action. The owning player secretly picks one hex in the Unit's Fire Zone as a boresighted hex and writes down where it is. The Unit's Fire Zone is now restricted to that one hex.
If the Unit fires at an enemy Unit in this hex, reveal that this is the boresighted hex, and place a boresight marker in this hex. The firing Unit receives an additional +2 Fire Rating modifier.
If a Unit moves it loses its boresighted hex. During an activation the Unit may also freely cancel the boresighted hex and revert to a normal Fire Zone, or reselect which hex is boresighted.
O3.0 German Assault Engineer Units
The following three Hohenstaufen Independent Units are assault engineer Units: 1./Pio-Lehr.Btl 9; 2./Pio-Lehr.Btl 9; 3./Pio-Lehr.Btl 9.
The following three Korps Feldt Independent Units are also assault engineer Units: 1./KG Höxter; 2./ KG Höxter; 3./ KG Höxter.
Whenever these Units assault a city or fortified hex, they receive a +2 modifier to both their Fire Rating and Assault Rating.
O4.0 Jan van Hoof
Jan van Hoof is placed in hex 42.65 at the start of play.
After the September 18th 0700 turn he may at be activated. To activate Jan, the Allied player shouts "Run, Jan, Run" as loudly as possible (although historically he used a bike). The game pauses as Jan is activated and starts to move to hex 41.65 and then 41.64. If he makes it to 41.64 the Nijmegen Road Bridge becomes unwired. Jan may enter German occupied hexes and may take Opportunity fire from only those units (as if at one hex range). Any result from fire (not including S?), and Jan is removed from play. If this option is used, the Nijmegen Road Bridge starts the game wired.
O5.0 Routed Units
A routed formation may return to play in one day instead of the two in the standard rules. If the Formation routs in the 7am turn, a die roll of 5 or less is needed to return the next morning. 9am, 4 or less; 11am, 3 or less; 1pm, 2 or less; 3pm, 1 or less, and if on the 5pm turn, a 0 only. Units routed on the 7pm or night turn, automatically arrive in 2 days per the standard rules.
O6.0 Alternate Chit Draw Mechanism
The Grand Tactical Series game system was created to attempt to follow actual battlefield pacing as much as possible. We fully recognize that some of the system might strike the true cardboard warrior as a little too limiting. For those players that want more fighting and a more dynamic game, we offer this alternative way of playing. Discard the Direct Command chit from the game and disregard all the movement and fire restrictions on the Division Activation. Play the remainder of the game as per the rules. This will be a more "standard" wargame.
Losses should skyrocket so you might want to play this method with the replacements optional rule as well. No promises on historical accuracy and timing here but it should be a lot of fun to play.
O7.0 German Lost Rule
The following rule is suggested in order to prevent some highly mobile German Units from roaming in an ahistorical manner.
Anytime a German Unit is more that twice the range from a Leader that can Command it, the Unit must make a Troop Quality Check each time it attempts to move to a hex that maintains or increases this distance. If the Unit fails the Troop Quality check it becomes lost, and the Allied player gets to move the Unit following the Lost random event rules. Once the Allied player starts moving the Unit, no more Troop Quality Checks need to be made.
O8.0 Ox and Bucks, Airborne Tanks, and 52nd Air Landing Division
O8.1 Ox and Bucks
The Ox and Bucks Unit and the 247 Field, RE Unit can be placed in hex 50.29 when the Allied Player conducts Drop One. These arrive via glider with an additional +1 modifier on the Drop Table. If this optional rule is in play then the Hohenstaufen Division independent Units 1./SS-Pz.A.A.9; 3./SS.Pz.A.A.9; 5./SS-Pz.A.A.9 arrive at 1700 in reinforcement hex E or F on the 17th rather than at 1900 in Lent.
O8.2 Airborne Tanks
Players can see if having armor would have mattered. Included for the 1st Airborne and 82nd Airborne Division are 2 companies of both more plausible Tetrarch tanks, and more capable and less likely Locust tanks. One type of tank should be selected for use. These tanks land in Drop One in any landing zone in use during that drop, with each Unit arriving as a separate stick. Each Unit is placed under a delay marker.
O8.3 52nd Air Landing Division
At anytime that either the Deelen Airfield or Keent Airstrip (hex 04.86) has been captured (Allied Units occupy at least one hex of the airfield), and there are no enemy Fire Zones projected on any hexes of the airfield, the Allied player may decide to bring the Units of the 52nd Air Landing Division in as reinforcements. Three clear daylight turns after the next clear weather turn, bring in all the Units and place them in any hex of the airfield. Each stack must make a roll on the Drop Table as if entering by a glider, and treat every hex of the airfield as the landing zone in order to determine the modifiers. When the Division lands, it enters play with 0 Command Points and 0 Dispatch Points. Its Command Rating is 2 and the Dispatch Rating is 4 (track the Command and Dispatch Points on the 1st Airborne Division player aid chart).
O9.0 Divisional Trucks/Jeeps
There is a series of optional Units labeled Divisional Trucks and Divisional Jeeps. These are kept off the map until used.
If In Command, a Unit of the owning Division may use these assets. As an Action the Unit may mount just as if it had Organic Transport. Remove the Unit from the map, and replace it with either the Divisional Jeep or Truck. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, place the original Unit back on the map, and remove the Divisional Jeep or Truck from the map. It may now be used again. If eliminated in combat, these assets are removed from the game, otherwise they can be used an unlimited number of times.
When this optional rule is in play, all Organic Transport trucks for the Hohenstaufen Division are removed from the game and these Divisional Trucks replace this Organic Transport. The Hohenstaufen Division Units may start mounted in a reinforcement hex by using the Divisional Trucks.
The counter mix is an absolute limit and players may not create more.
O10.0 Allied Replacements
This optional rule should be considered if the Allied player is experiencing very heavy loss rates.
Whenever a paratroop Unit is eliminated, place it to one side. At the start of each night turn, one of these eliminated Units can be completely removed from play in order to flip over a one-Step paratroop Unit to make it a two-Step Unit. The Unit that receives the replacement cannot be in an enemy Fire Zone, must be In Command at the start of the night turn, and must be of the same Division as the permanently eliminated Unit.
O11 Jedburgh Teams
The arrival time and placement is listed in scenario drop compositions when these may be used in the game.
As well as being a unit in all respects, these Units may also be flipped to their reverse side and be used as special ambush counters. Once flipped to their ambush side, they can never flip back. An ambush marker:
- It is not a Unit, it cannot move, it cannot be activated or perform Actions, it has no Fire Zone, it cannot Opportunity Fire, it cannot be fired at or Assaulted.
- Any German Unit (or stack) that moves into an ambush marker's hex must pause its activation while the Allied player executes a Direct Fire attack on the Unit (or one Unit in the stack) on the pink box of the Combat Results Table and with a Fire Rating of 4.
- It is removed only if the Allied player rolls a 9 on a Direct Fire attack.
- It can never be flipped back over to its Unit side.
Scenarios
General Comments
For the scenarios, please remember the following:
All Units start at full strength, unless otherwise noted.
Leaders stack with any of their Units at set–up, unless otherwise noted.
All Units may set–up mounted or not, in Column or not (observing stacking limits) at the owning player's choice, except when otherwise noted.
Improved positions, entrenchments, road blocks, and Rearguard Units are only set–up where noted.
No artillery contact markers are placed at set–up, unless otherwise noted.
Reinforcements and air drops may arrive overstacked.
Reinforcements may arrive at any of their divisional reinforcement hexes, unless noted otherwise.
Leaders arrive with the first Unit of their Formation, unless otherwise noted.
The last chit drawn for a turn becomes the first chit in play the next turn, except when otherwise noted.
"A Victory Lost" — Introductory Scenario #1
1300 9/21/44 — 1500 9/21/44
Although much had gone wrong in Operation Market-Garden, on the morning of September 21 the battle could still be won. The Nijmegen Bridge had just been captured and the Germans had yet to secure the Arnhem Road Bridge so still couldn't flood German force into the Island. The path to victory was open. But it was not to be. Everything that could go wrong did go wrong. Forming up for the attack was delayed for several hours and didn't start until the afternoon. Air support failed when the RAF control set broke – and after that, the backup radio failed. The supporting artillery chose this time to redeploy and was unavailable. The few Germans in the Island were ready. It was a disaster.
Try this scenario with the 179th Field in support and/or three or four Typhoons and see what might have happened if Lady Luck hadn't betrayed the British Army.
Set-up
The map to be used for this scenario is the "Island Scenario Map". The first turn of the scenario is 1300, on September 21. Only steps 6 through 9 of the sequence of play are used in this scenario. The weather is clear, and does not change.
Allied
All the Allied Units are from the Guards Armored Division, Group Hot Formation.
1/2 IrishGds (one-Step side) placed in hex 37.58
2/2 IrishGds; 2/3 IrishGds piggyback placed in hex 38.58
3/2 IrishGds; 4/3 IrishGds piggyback placed in hex 38.59
recce/2 IG (one-Step side) placed in hex 39.60
S(Mtr)/3 IG placed in hex 39.61
S(AT)/3 IG placed in hex 40.61
Leader Gwatkin stacks with any Unit of his command.
All Allied Units are in Column and mounted.
German
All the German Units are from the Frundsberg Division.
Independent: Leichte Flak placed in hex 31.57
KG Henke: 1./FJ Lehr Stab 1 placed in hex 31.57
KG Henke: 2./FJ Lehr Stab 1 placed in hex 30.55
KG Henke: 3./FJ Lehr Stab 1 placed in hex 32.55
Independent: s.Flak Battr placed in hex 37.54
KG Knaust: 1./I./SS-PG.Rgt.21 placed in hex 36.45 (in an improved position)
Frundsberg artillery park marker is placed in hex 39.47
Leader Henke stacks with any Unit of his command.
Markers
Place the Nijmegen Railroad Bridge (not wired), Nijmegen Road Bridge (not wired), Arnhem Road Bridge (not wired) on the map. Place a destroyed marker on the Arnhem Railroad Bridge. The Driel Ferry is not in place.
The Allies control the two Nijmegen Bridges; the Germans control the Arnhem Road Bridge.
Command Values
Dispatch Points are not used this scenario, only Command Point. No Activation chits will be purchased.
For the Guards Armored Division the Command Rating is 3. The division starts with 12 Command Points.
For the Frundsberg Division the Command Rating is 2. The division starts with 3 Command Points.
Reinforcements
Allied
Guards Armored, Group Cold: Recce/2 WG; 1/2 WelshGds; 2/2 WelshGds; 3/2 WelshGds; 1/1 WelshGds; 2/1 WelshGds; 3/1 WelshGds; 4/1 WelshGds; S(Mtr)/1 WG; S(AT)/1 WG
German
None
Chits
The following chits are placed in the mug and randomized: Guards Armored Division Activation, Allied Direct Command, Group Cold Formation Activation, Frundsberg Division Activation, German Direct Command.
The Group Hot Formation Activation Chit is not placed in the mug and is the first in play.
No chits are purchased in this scenario.
Victory Conditions
The scenario ends when the last chit is drawn on the 1500 turn. This chit is not played.
Allied Victory: An Allied Unit is in hex 36.45, and no more that five Step were lost from the following Units: Recce/2 IG; 1/2 IrishGds; 2/2 IrishGds; 3/2 IrishGds; Recce/2 WG; 1/2 WelshGds; 2/2 WelshGds; 3/2 WelshGds;
German Victory: All other results.
If the last chit is drawn on 1700 turn and no Allied Unit has entered hex 49.30, the German player wins.
Scenario Special Rules
Group Hot and Cold Formation Activation chits are placed in the cup every turn along with the Guards Armored Division Activation, Allied Direct Command, Frundsberg Division Activation, German Direct Command, unless it was the last chit drawn in a turn (in which case, it is the first chit of the next turn).
Hex 41.64 is treated as the reinforcement hex for the Guards Armored Division.
All Units of the Guards Armored Division once they leave the 82nd Airborne Division Deployment area must stay west (and not on) of the raised railroad that runs from the Nijmegen Railroad Bridge to the Arnhem Railroad Bridge.
Special Rules in Effect
S5.11 Piggyback Mode
"Little Omaha" — Introductory Scenario #2
1500 9/20/44 — 1700 9/20/44
In one of the most dramatic moments of the war, the 82nd Airborne launched a daring assault across the Waal to capture the Nijmegen Bridges. Unfortunately, all the newspaper press was to the southeast and no one was there to document this moment. No less daring was shown by the British as they charged through the city against strong resistance to meet the lightly armed Americans on the far shore.
Set-up
This scenario uses the "Island Scenario Map". The first turn is 1500, on September 20th. Play begins with step 5 of the sequence of play, and steps 1 through 4 will not apply throughout this scenario. Weather is Clear for the entire scenario.
Allied
All the Allied Units are from the Guards Armored or 82nd Airborne Division.
82nd, 504 PIR: A/1/504; C/1/504; placed in hex 33.61
82nd, 504 PIR (except 615 Field, RE which is Guards Armored, Independent): Assault Ferry facing hex 36.61 (C/307 Eng and 615 Field, RE are maintaining); I/3/504; H/3/504; G/3/504; S(Mtr)/3/504 placed in hex 35.62
82nd, 505 PIR: D/2/505 placed in hex 36.66
Guards Armored, Group Hot: 1/2 GG (in Column) placed in hex 36.66
82nd, 505 PIR: S(Mtr)/2/505 placed in hex 36.67
Guards Armored, Group Hot: 2/1 GG; 3/2 GG (in Column) placed in hex 36.67
Guards Armored, Group Hot: King's/1 GG placed in hex 40.64
Guards Armored, Group Hot: 4/1 GG placed in hex 40.65
Guards Armored, Group Hot: 3/1 GG; S(Mtr)/1 GG placed in hex 40.66
82nd; 505 PIR: E/2/505; F/2/505 placed in hex 41.66
Guards Armored, Artillery: A/153rd Field, RA; B/153 Field, RA; C/153 Field, RA; 376 go in the Allied Artillery Park box (except 376 which is 82nd; Artillery)
Leaders Gwatkin and Tucker stack with any Unit of their command. On Leader Gwatkin place In Contact marker for A/153 Field, RA and C/153 Field RA. On Leader Tucker place "In Contact" marker for the 376 and for B/153 Field, RA.
German
The German Units are from the Frundsberg Division.
KG Henke: 1./FJ Lehr Stab 1 placed in hex 37.60
Independent: Leichte Flak placed in hex 37.60
KG Euling: 1./II/SS-PG.Rgt.19 (in an improved position) placed in hex 41.64
Independent: Leichte Flak () placed in hex 41.64
KG Euling: 1./Ers–Btl./Euling (in an improved position) placed in hex 41.65
Independent: 4./s.Flak Abt.572 placed in hex 41.65
KG Henke: Eisb.SIPO (in an improved position) placed in hex 38.63
KG Henke: SS–Lazarett.Kp. (in an improved position) placed in hex 38.64
Artillery: 1/21/SS–Art.Ausb.5; 2/21/SS–Art.Ausb.5 go in the Allied Artillery Park box
Leaders Henke and Euling stack with any Unit of their command.
A Frundsberg Sperre is placed in hex 41.62
Markers
Place the Nijmegen Road Bridge (not wired) marker and the Nijmegen Railroad Bridge (not wired) marker on the map. Germans control both bridges.
Neither player may build any additional road blocks, or deploy any Rearguard Units during the scenario.
Command values
Each Division has a Command Rating of 4. Dispatch Points are ignored for this scenario, and the activation chits to be used are already determined (see below).
The Command Points at the start of the scenario are:
Frundsberg – 4 Command Points
Guards Armored – 12 Command Points.
82nd – 8 Command Points.
Reinforcements
None.
Chits
The following chits are placed in the mug and randomized: 82nd Division Activation, Guards Armored Division Activation, Frundsberg Division Activation, German Direct Command, Allied Direct Command, 505 PIR Formation Activation, Group Hot Formation Activation, Guards Armored Artillery Formation Activation, Frundsberg Artillery Formation Activation, KG Euling Formation Activation.
The 504 PIR Formation Activation chit is not placed in the mug, as it will be the first chit in play for the first turn of the scenario.
The last chit drawn for the first turn is not put into play, instead it becomes the first chit drawn for the second turn. For the second turn, all the chits are placed back into the mug, except for the last one drawn (as this will be the first one in play). The last chit drawn for the second turn is not put into play, and the scenario ends at this point.
Victory Conditions
If by the end of the scenario (when the last chit is drawn on the second turn), the Allied player controls both bridges and has at least one unsuppressed Unit in the fort at hex 37.60, the Allied player wins. If the both bridges are contested, the German player wins. All other results are a draw.
Special Scenario Rules
During this scenario, the Arnhem Road Bridge is contested. Due to this, all German Troop Quality Ratings are reduced by 1.
The 376 82nd Airborne artillery Unit is considered to be in the Guards Armored Division, and is activated when the Guards Armored artillery Units are activated.
All artillery Units are placed in off–map artillery parks. These locations are always In Command, and every hex in the scenario is within range of all the artillery Units.
No Unit in the scenario may move outside the 82nd Airborne Division Deployment Area.
Even though the Leader if the 505 PIR Formation is not on the map, the Units of the 505 PIR Formation are always In Command.
Special Rules In Effect
S1.0 Artillery Parks
Possible Optional Rules: O2.0
"Race to the Bridge" — Intermediate Scenario #1
1500 9/17/44 — Night 9/17/44
These few hours would shape all that followed in Operation Market-Garden. How much force can the British get into the city and can they take the bridge with enough force to hold it until the British Army arrives? Battling chance and Germans, the 1st Para has to move quickly and decisively to grab the prize of the entire operation before the Germans rally and can resist.
Set-up
This scenario uses the "Red Devils Scenario Map". The first turn is 1500, on September 17. Play begins with step 2 of the sequence of play, and there is no need to perform steps 1 or 3. The weather is clear for the duration of the scenario.
Select randomly 9 Hohenstaufen Division flak Units and place them face down on the map in the hexes listed below. Select randomly 11 Frundsberg Division flak Units and place them face down on the map in the hexes listed below.
Hohenstaufen Division: 33.30, 36.29, 41.29, 46.26, 50.29, 53.29, 53.30, 59.30, 59.31
Frundsberg Division: 37.31, 39.32, 42.29, 42.35, 46.28, 46.32, 49.30, 50.33, 53.33, 59.32, 60.31
Place the following one-Step flak Units on the map: Frundsberg, Independent; 4.RAD-Flak 216 (hex 44.28); s.Flak Battr (hex 49.33)
The Allied player can now perform nine airstrikes with his Air Units against Flak Units. Once these airstrikes have been resolved, flip over the remaining flak Units.
Place the 1st Airborne Division Random Events (red tinted) face down in the following hexes: 18.18, 27.21, 32.26, 33.29, 34.22, 35.20, 41.27, 44.26, 47.25, 49.28.
Allied
All Allied Units are from the 1st Airborne Division. Setup the following with each stick in its own hex:
Stick One (arrives via Glider): 1 AB Recce Sqn (DZ/LZ Z) (Independent)
Stick Two (arrives via Parachute): 21 Ind (DZ/LZ Z) (Independent)
Stick Three (arrives via Glider - DELAY): 9 Field RE (DZ/LZ Z) (Independent)
Stick Four (arrives via Parachute - DELAY): Team Claude (DZ/LZ X) (Independent) (optional)
Stick Five (arrives via Glider - 2 DELAY): 1/1AL Lgt (DZ/LZ X) (1 Para Brigade)
Stick Six (arrives via Glider - 2 DELAY): 3/1AL Lgt (DZ/LZ X) (1 Para Brigade)
Stick Seven (arrives via Parachute): R/1/1; S/1/1; T/1/1; S(Mtr)/1/1; 1st Para Sqn, RE (DZ/LZ Z) (1 Para Brigade)
Stick Eight (arrives via Parachute): A/2/1; B/2/1; C/2/1; S(Mtr)/2/1 (DZ/LZ Z) (1 Para Brigade)
Stick Nine (arrives via Parachute): A/3/1; B/3/1; C/3/1; S(Mtr)/3/1 (DZ/LZ Z) (1 Para Brigade)
Stick Ten (arrives via Glider - DELAY): 1 AL AT Bty, RA (DZ/LZ Z) (1 Para Brigade)
For each DELAY, add one para/glider marker to the stack
Leaders Lathbury, Thompson may be placed with any Units of their command
German
All the German Units are from the Hohenstaufen or Frundsberg Division:
KG Krafft: Hohenstaufen, 2./SS-PG A.u.E. 16; 4./SS-PG A.u.E. 16; 9./SS-PG A.u.E. 16, Gr.W./KG Krafft within 6 hexes of hex 26.22. No Unit may start adjacent to an Allied Unit or in a DZ/LZ.
Independent: Frundsberg, 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt10. 1. and 2. are placed (in an improved position) in the hex south of the Arnhem bridge hex 49.30, 3. goes in hex 49.31 (see special scenario rules for their movement and command restrictions)
Leader Krafft may be placed with any Unit of his command
The German player now rolls 3 dice to determine Air Unit availability for this day. A roll of "4" means an Air Unit appears at the 1500 turn, a "5" the 1700 turn and a "6" the 1900 turn. All other results are ignored. If the 3 dice are rolled to show "5", "5", and "9", then two Air Units will attack at the 1700 turn.
Resolve Airdrops
The Allied player rolls to resolve the airdrops. Use the Airdrop/Glider Landing Table.
Each time a stack is activated it can attempt to remove any remaining markers. All markers must be removed before the Unit can perform any other Action.
Markers
Place the Arnhem Road Bridge (not wired) marker and place the Arnhem Railroad Bridge (wired) marker on the map. Both bridges are under German control. "Pontoon ?" marker is placed on the Arnhem Pontoon hex.
The Allied player can build road blocks and deploy Rearguard Units, up to the limit of the counter mix. The German player may not build sperren during the scenario.
Command values
For the 1st Airborne Division, the Command Rating is 5 and the Dispatch Rating is 4. The Division starts with 9 Command Points and 2 Dispatch Points.
For the Hohenstaufen Division, the Command Rating is 4 and the Dispatch Rating is 2. The Division starts with 3 Command Points and 0 Dispatch Points.
Reinforcements
Allied Reinforcements
None
German Reinforcements
Hohenstaufen, KG Krafft: 10/3 Orpo
Hohenstaufen, KG Möller: 1./SS-Pz.Pio.Btl 9
Hohenstaufen, Sperrlinie Spindler: 1./SS-Pz.Art.Rgt.9; 2./SS-Pz.Art.Rgt.9 (Division reinforcement hex A, B, or C)
Hohenstaufen, KG Harder: 1./SS-Pz.Rgt.9; 2./SS-Pz.Rgt.9 (within 3 hexes of hex 53.20)
Night
Frundsberg, Independent: 1./SS-Pz.A.A.10; 3./SS-Pz.A.A.10; 5./SS-Pz.A.A.10 (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG von Allwörden: SS-Pz.Pio.Rgt.9; SS-Verstruppe 9; SS-PZ.Jg.Abt.9; Kriegsmarine Ers.
Chits
The following chits are placed in the mug and randomized: 1st Airborne Division Activation, Hohenstaufen Division Activation, German Direct Command, Allied Direct Command.
The 1st Para Formation Activation chit is not placed in the mug, as it will be the first chit in play for the first turn of the scenario.
If the last chit drawn is Allied it is played immediately (and the first chit next turn is the first one drawn from the mug). If the last chit drawn is German, it becomes the first chit played the next turn.
Victory Conditions
The Scenario ends after the last chit is drawn for the night turn. There is a 50% chance that this chit is played. After this has been determined (and the chit played if the roll was even) then the Victory Points are determined.
Victory Points
Only the Allied player receives victory points.
At the conclusion of the night turn, add up the following:
A British AT gun is in any city hex of Arnhem: +1 VP
A British Engineer unit is in the northern Arnhem Road Bridge hex: +3 VP
For each two steps of British Infantry in an Arnhem city hex: +1 VP
If the British attempted to cross the Railroad bridge: +3 VP
If the British attempted to construct Pontoon bridge: +3 VP
If the British have captured the OP in Arnhem: +1 VP
If the British have units on, or were the last to enter the northern Arnhem Road Bridge hex: +7 VPs
Deduct the following from the total:
For each British Step eliminated: -1 VP
If there are German units of any kind in any hex of SDPV: -1 VP
More than 15 points, the British player wins. 15 or fewer, the German player wins.
Special Scenario Rules
No German Units may enter Drop Zones X, Z, or S during the scenario.
The 10th SS Independent Units 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt.10 may not perform Movement Actions, Direct Fire, or Assault. They may Opportunity Fire and defend against Assaults.
All Frundsberg Units except 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt.10 are considered to be Hohenstaufen Units for all purposes in this scenario.
Special Rules In Effect
S2.0 Road blocks and rearguards
S3.0 Random Events
S4.2 German Supply
S4.3 German Airpower Availability
S4.6 Command for German Independents
S4.7 German Flak Units
S4.9 German Deployment Limits
S5.2 Allied Dispatch Point Discounts
S5.6 1st Airborne Deployment Limit
S5.9 1st Airborne Non–Formation Command
S5.16 Allied Airstrikes
S5.17 Self Command
Possible Optional Rules: O2.0, O8.0, O8.2, O9.0, O11.0
"The Empire Strikes Back" — Intermediate Scenario #2
0700 9/18/44 — 1700 9/18/44
While most historians look to the north and the action in Arnhem, it was here that the entire operation almost failed before it had really begun. The US paratroopers, stretched to their limit, had to fight off the first major attack from the rallying Germans. The Germans took two drops zones and were cleared out just moments before the next day's airdrop arrived.
Set-up
This scenario uses the "All American Scenario Map". The first turn of the scenario is 0700, on September 18. Steps 1, 2 and 3 from the sequence of play are not used, and the scenario begins at step 4. The weather is clear, and does not change.
Allied
The Allied Units must set-up within 82nd Airborne Division Deployment Area limits, and all the Allied Units at set-up are from the 82nd Airborne Division.
505 PIR: A/1/505; B/1/505; C/1/505; S(Mtr)/1/505 placed within Mook (hexes 42.90, 42.91, 43.92)
Three 505 rearguard Units placed in hexes 50.94 and 49.99, 49.95 (all three Units in improved positions)
505 PIR: F/2/505 placed in hex 37.83
505 PIR: G/3/505 placed in hex 53.91
505 PIR: H/3/505 placed in hex 55.90
505 PIR: I/3/505 placed in hex 56.88
505 PIR: S(Mtr)/3/505 placed in hex 54.89
Leader Ekman stacks with any Unit of his command
508 PIR: C/1/508 placed in hex 43.73
508 PIR: D/2/508 placed in any hex of DZ/LZ T
508 Rearguard Unit placed in hex 51.82 (in an improved position)
Leader Lindquist stacks with any Unit of his command
Artillery: 376 Para Fld Bn may set-up freely within the 82nd Division Deployment Area limit
Leader March stacks with 376 Para Fld Bn Unit.
82 Recon; B/307 Eng; A/80 AA/AT Bn (Independents) may set-up freely within the 82nd Division Deployment Area limit.
4 roadblocks placed within the 82nd Division Deployment Area limit.
All Units may set-up in Column or not, at the Allied player's choice. The Allied player places his two "Air Drop?" markers on the 1500 and 1700 boxes of the turn record chart, deciding when he wants the drop to take place. The turn when the drop happens is the last turn for the scenario. Remember, if a German Unit is in his supply drop zone (DZ N in this case) during the reinforcement phase on the turn the drop takes place, all Allied Units suffers a -1 Troop Quality Rating modifier for the rest of the scenario (see Exclusive Rule 3.5).
German
None
Markers
Place destroyed markers on Mook Bridge and Malden Bridge. Place the Heuman Lockbridge (not wired) marker on the map. It is controlled by the Allies. The Nijmegen Bridges are not marked (as Nijmegen is out of play).
Command Values
For the 82nd Airborne Division the Command Rating is 5 and the Dispatch Rating is 2. The Division starts with 10 Command Points and 2 Dispatch Points.
For Korps Feldt the Command Rating is 2 and Dispatch Rating is 2. Korps Feldt starts with 0 Command Points and 0 Dispatch Points.
Reinforcements
Allied
508 PIR: A/1/508; B/1/508/; S(Mtr)/1/508 arrive at hex 41.69. See Special Scenario Rule.
German
Korps Feldt, Kampfgruppe Becker: 1./KG Becker; 2./KG Becker; 3./KG Becker; Gr.W./KG Becker; 1./vFuestenberg; 2./vFuestenberg; 3./vFuestenberg; Pz-Ers. (Division reinforcement hex B)
Korps Feldt, Independent: 1./KG Molzer (Division reinforcement hex B)
Korps Feldt, Kampfgruppe Greschik: 2/LW Festung XVII; 3/LW Festung XVII; 1/"Ear" Battalion; 2/"Ear" Battalion; 3/"Ear" Battalion; Gr.W./Greschick (Division reinforcement hex C)
Korps Feldt, Kampfgruppe Goebel: 1./I.Sich.Rgt.; 2./I.Sich.Rgt.; 3./I.Sich.Rgt.; 1./Ers.Bat.39; 2./Ers.Bat.39; 3./Ers.Bat.39; 4./Ers.Bat.39; 1./Ld.Schtz.I./6; 2./Ld.Schtz.I./6; 3./Ld.Schtz.I./6 (Division reinforcement hex D or E/F)
Korps Feldt, Artillery: Ers–Art.225. Place artillery park markers A and B in two Division reinforcement hexes and place the artillery Unit in these parks. All future artillery Units are placed in one of these parks
Korps Feldt, Independent: m.PaK(1)/Tiltmann (Division reinforcement hex C)
Independent: Korps Feldt, m.PaK(2)/Tiltmann (Division reinforcement hex C)
Korps Feldt, Artillery: 1./Festg-Art.Rgt.; 2./Festg-Art.Rgt (place in an artillery park)
Korps Feldt, Independent: s.PaK/KG Tiltmann (Division reinforcement hex C)
Korps Feldt, Artillery: 406-Art-Abt. (place in an artillery park)
Chits
The following chits are placed in the mug and randomized: 82nd Division Activation, Allied Direct Command, 505 Formation Activation, KG Goebel Formation Activation, German Direct Command.
The Korps Feldt Division Activation chit is not placed in the mug and is the first in play.
When the last chit is drawn, there is a 50% chance it will be put into play now, or be held and become the first chit for the second turn. Roll a die, and if the result is even, the chit is played as the last chit this turn, otherwise it is the first chit in play for the next turn.
Victory Conditions
The scenario ends when the last chit on the turn when the Allied drop take place is drawn (either 1500 or 1700). There is a 50% chance that this chit is played. After this has been determined (and the chit played if the roll was even) then the victor are determined.
German Player Victory: At the end of the scenario if there are any unsuppressed German Units in any of the three hexes 49.95, 49.99, or 50.94 and if there are 2 or more unsuppressed German Units in one or more of the Drop Zones or Landing Zones: DZ N, LZ N or DZ/LZ T.
Allied Player Victory: If at the end of the scenario, the German has achieved none at all of the above conditions.
If neither of these conditions are met, count up the number of Allied Steps that were lost during the scenario. If there are 3 or more Steps, the German player wins, 2 or fewer the Allied player wins.
Scenario Special Rules
No units may enter Nijmegen city limits during the course of the scenario for any reason.
The Allied Units G/3/505; H/3/505; I/3/505; S(Mtr)/3/505 may not activate until a German unit enters any DZ or DZ/LZ hex or has entered a Fire Zone of one of the 4 listed units.
The German player cannot move any Unit within 2 hexes of 41.69 as this is considered an Allied reinforcement hex for this scenario only.
Special Rules in Effect
S1.0 Artillery Park Rule
S2.0 Road Blocks and Rearguards
S4.1 German Units in Germany
S4.4 German Rout Rule
S5.1 Allied Supply
S5.2 Allied Dispatch Point Discounts
S5.7 82nd Airborne Deployment Limit
S5.9 82nd Airborne division Non–Formation Command
S5.12 American Telephones
S5.17 Self Command
Possible Optional Rules: O2.0
"Crossfire Hurricane" — Advanced Scenario #1
0700 9/19/44 — 1700 9/19/44
After failing to break through to the Arnhem Road Bridge on the 18th, the British regroup and give it another go the next morning. This time, the 4th Parachute Brigade joins in the attack and Lathbury and Urquhart have returned to their commands after a day trapped behind enemy lines. A low fog hides the British advance in the early going but lifts at just the wrong time and the advance is stalled when subjected to a deadly three-way crossfire. As von Tettau advances from the west against light resistance and British unit after British unit wilts under fire, a headlong retreat begins. The line doesn't stabilize until the division reaches Oosterbeek and a desperate perimeter is formed. Hope for a victory is lost and Market Garden is now a rescue operation.
Set-up
This scenario uses the "Red Devils Scenario Map". The first turn is 0700, on September 19. Play begins with step 2 of the sequence of play, and there is no need to perform step 1 as the weather is fog–3 at the start of the scenario.
Allied
All the Allied Units are from the 1st Airborne Division.
1 Para Brigade: A/2/1; B/2/1 (one–Step side); C/3/1 (one–Step side); 1 Para Sqn, RE (all four Units are in entrenchments) placed in hex 50.29
1 Para Brigade: S/1/1; T/1/1 (one–Step side), 1 AL AT Bty, RA placed in hex 45.27
1 Para Brigade: R/1/1 (one Step side); B/3/1; S(Mtr)/1/1 placed in hex 45.26
1 Para Brigade: S(Mtr)/2/1; S(Mtr)/3/1 placed in hex 44.27
1 Airlanding Brigade: C/2SSf/1AL; S(AT)/2SSf/1AL placed in hex 44.26
1 Airlanding Brigade: B/2SSf/1AL placed in hex 43.26
1 Airlanding Brigade: D/2SSf/1AL; S(Mtr)/2SSf/1AL placed in hex 43.27
1 Airlanding Brigade: A/2SSf/1AL placed in hex 42.26
4 Para Brigade: B/11/4 placed in hex 40.26
4 Para Brigade: C/11/4 placed in hex 38.25
4 Para Brigade: S(Mtr)/11/4 placed in hex 37.26
4 Para Brigade: A/11/4 placed in hex 36.24
4 Para Brigade: 2 AL AT Bty, RA; A/156/4 placed in hex 35.23
4 Para Brigade: B/156/4 placed in hex 34.22
4 Para Brigade: C/156/4; S(Mtr)/156/4 placed in hex 33.22
4 Para Brigade: B/10/4 placed in hex 32.21
4 Para Brigade: C/10/4 placed in hex 32.20
4 Para Brigade: A/10/4; S(Mtr)/10/4 placed in hex 31.21
1 Airlanding Brigade: C/7KOSB/1AL placed in hex 35.21
1 Airlanding Brigade: A/7KOSB/1AL placed in hex 34.19
1 Airlanding Brigade: D/7KOSB/1AL; S(Mtr)/7KSB/1AL placed in hex 33.20
1 Airlanding Brigade: B/7KOSB/1AL; S(AT)/7KSB/1AL placed in hex 32.18
Artillery: 1/1AL Ligt, RA; 2/1AL Lgt, RA; 3/1 Lgt, RA placed within 1 hex of 37.29
Independent: C/2 Wing; E/2 Wing; F/2 Wing; 1 AB Recce Sqn (one–Step side); 261 Field, RE placed anywhere west of the front line
Leaders Lathbury, Thompson, Hicks, and Hackett are placed with any Units of their Formation, but not in hex 50.29. Eight Units are placed in improved positions. After set–up, all Allied Units must be In Command.
The Allied player decides when the drops will take place this day, either at 1300 or 1500, and the supply will drop in SDPV.
German
All the German Units are from the Hohenstaufen Division, Frundsberg Division, and Division von Tettau.
Independent: Frundsberg, 4.RAD-Flak 216 placed in hex 46.28
Hohenstaufen, Independent: 1./SS-Pz.A.A.9 (one–Step side); 3./SS-Pz.A.A.9 placed in hex 46.28
Independent: Frundsberg, 1./SS-Pz.A.A.10; 3./SS-Pz.A.A.10; 5./SS-Pz.A.A.10 placed adjacent to hex 50.29
KG Knaust: Frundsberg, 1./I./SS–PG.Rgt.21; 2./I./SS–PG.Rgt.21 placed adjacent to hex 50.29
The following German Units set up east of the front line and east of hexrow 35.xx:
Hohenstaufen, Sperrlinie Spindler: Alarm(1)/SS-PGR 19; Alarm(2)/SS-PGR 19; Alarm(1)/SS-PGR 20; Alarm(2)/SS-PGR 20; 1./SS-Pz.Art.Rgt.9; 2./SS-Pz.Art.Rgt.9; Ers. Pionier
Hohenstaufen, KG Harder: Kriegsmarine Kp.; 1./SS-Pz.Rgt.9; 2./SS-Pz.Rgt.9; SS-Wirtch.Btl.9
Hohenstaufen, KG Möller: 1./SS-Pz.Pio.Btl 9; 2./SS-Pz.Pio.Btl 9; 3./SS-Pz.Pio.Btl 9
Hohenstaufen, KG von Allwörden: SS-Pz.Pio.Rgt.9; SS-Verstruppe 9; SS-PZ.Jg.Abt.9; Kriegsmarine Ers.
Leaders Spindler, Harder, Möller, and van Allwörden are placed with any Units of their command.
The following German Units are placed north and east of the front line, and west of hexrow 36.xx:
von Tettau, KG Bruhn: 1./PG-Ers.361; 2./PG-Ers.361; 3./PG-Ers.361; 4./PG-Ers.361; 5./PG-Ers.361; 6./PG-Ers.361; 7./PG-Ers.361; 8./PG-Ers.361; Gr.W./PG-Ers.361; 2./SS-PG A.u.E.16; 4./SS-PG A.u.E.16; 9./SS-PG A.u.E.16; 10/3 Orpo.; Gr.W./KG Krafft
Leader Bruhn is placed with any Unit of his command.
Six Units are placed in improved positions.
The German player now rolls 3 dice to determine Air Unit availability for this day.
Markers
Place the Arnhem Road Bridge (not wired) marker and place destroyed markers on the Arnhem Railroad Bridge and the Pontoon hex. The Arnhem Road Bridge is contested.
Both players many not build road blocks or deploy Rearguard Units in this scenario.
Command values
For the 1st Airborne Division, the Command Rating is 3 and the Dispatch Rating is 3. The Division starts with 12 Command Points and 1 Dispatch Points.
For the Hohenstaufen Division, the Command Rating is 6 and the Dispatch Rating is 2. The Division starts with 0 Command Points and 0 Dispatch Points.
Reinforcements
Allied Reinforcements
None
German Reinforcements
Hohenstaufen: Independent: Stug.Brig.280
Chits
The following chits are to placed in the mug and randomized, but first the British player selects one that will be the first chit in play:
1st Airborne Division Activation, Hohenstaufen Division Activation, German Direct Command, Allied Direct Command, 1st Airborne Division Artillery Formation Activation Chit, plus two other 1st Airborne Formation Activation chits.
When the last chit is drawn, there is a 50% chance it will be put into play now, or be held and become the first chit for the second turn. Roll a die, and if the result is even, the chit is played as the last chit this turn, otherwise it is the first chit in play for the next turn.
Victory Conditions
The scenario ends after the last chit is drawn for the 1700 turn. There is a 50% chance that this chit is played. After this has been determined (and the chit played if the roll was even) then the victor is determined.
The Allied player wins if it meets at least one condition from both of the following sets of conditions:
Set A: An Allied Unit is adjacent to hex 50.29 or there are no German Units in SDPV
Set B: There are no German Units in hex 33.30 or there are no German Units in DZ/LZ L
If the Allied player does not meet at least one condition from each set, the German player wins.
Special Scenario Rules
All Allied Units have their Troop Quality Ratings reduced by 1, as the supply drop on the previous day was interdicted. If the supply drop during the scenario is not interdicted, this reduction is removed.
No Units may move west of hexrow 31.xx (note: a Unit can be in hexrow 31.xx) during the scenario.
The Frundsberg Units may not be activated during the scenario, but may Opportunity Fire and defend against Assaults. These Units are always considered to be In Command.
KG Bruhn is under the command of the Hohenstaufen Division, and considered to belong to the Hohenstaufen Division for this scenario (and therefore is exempt form the German rout rule).
All Units that start the scenario in or adjacent to hex 50.29 may not be activated during the scenario, but may Opportunity Fire and defend against Assaults.
All non–artillery British Units are considered to be In Command if in range of one of the British Leaders Lathbury, Hicks, or Hackett's Command Range until "command breakdown" takes place. During a non–Artillery 1st Airborne Formation Activation, all non–artillery Units in range of the corresponding Leader are activated (even if they don't belong to the Formation). Beginning on the 0900 turn, at step 4 in the sequence of play of each turn, the British player rolls a die to see if "command breakdown" occurs – a one or less and the Leader command reverts to its normal mode. If the fog lifts, add two to the roll. Once command breakdown takes place, there is no further need to make this roll.
Special Rules In Effect
S4.3 German Airpower Availability
S4.9 German Deployment Limits
S5.1 Allied Supply
S5.2 Allied Dispatch Point Discounts
S5.6 1st Airborne Deployment Limit
S5.9 1st Airborne Non–Formation Command
S5.17 Self Command
"A Near Run Thing" — Advanced Scenario #2
0700 9/20/44 — 1900 9/20/44
After the failed German attack on the 18th had come so close to success, the Germans reformed and reinforced and tried it again on the 20th. With a three pronged attack, the Germans came the closest to making Market-Garden a corps sized disaster rather than a divisional one. As German Panther tanks came within 700 meters of the vital Heimen Drawbridge, the entire operation hung in the balance.
As an option, this scenario may be played as an extension of "The Empire Strikes Back" scenario. Set-up for this scenario does not change with the exception that the Steps removed during set–up for both the Allied and German Units are ignored, and instead, the losses from "The Empire Strikes Back" are used (so if a Unit was eliminated in the prior scenario, it does not appear in this one).
Set-up
The map to be used for this scenario is the "All American Scenario Map". The first turn of the scenario is 0700, on September 20. Steps 1, 2 and 3 from the sequence of play are not used, and the scenario begins at step 4. The weather is overcast, and does not change.
Allied
The Allied Units must set-up within 82nd Airborne Division Deployment Area limits, and all the Allied Units at set-up are from the 82nd Airborne Division.
505 PIR: A/1/505; B/1/505; C/1/505; S(Mtr)/1/505 placed within Mook (hexes 42.90, 42.91, 43.92)
Three 505 rearguard Units placed in hexes 50.94 and 49.99, 49.95 (all in improved positions)
505 PIR: G/3/505 placed in hex 53.91
505 PIR: H/3/505 placed in hex 55.90
505 PIR: I/3/505 placed in hex 56.88
505 PIR: S(Mtr)/3/505 placed in hex 54.89
Leader Ekman stacks with any Unit of his command. One of the Units starts with one Step instead of two, at the Allied player's choice.
508 PIR: A/1/508 placed in hex 55.73 (in an improved position)
508 PIR: B/1/508 (508 PIR); B/80 AA/AT Bn (Independent) placed in hex 59.77 (both in improved positions)
C/1/508; S(Mtr)/1/508 placed in hex 56.75
508 PIR: D/2/508 placed in hex 57.79 (in an improved position)
508 PIR: E,F/2/508; S(Mtr)/2/508 placed in any hex of Groesbeek
508 PIR: G/3/508 placed in hex 48.70
508 PIR: H/3/508; S(Mtr)/3/508 placed in hex 50.71
508 PIR: I/3/508 placed in hex 52.70 (in an improved position)
Three rearguard Units (in improved positions) placed any hex in 82nd Deployment Area limit
Leader Lindquist stacks with any Unit of his command. Two of the Units start with one Step instead of two, at the Allied player's choice.
Artillery: 319 Gldr Fld Bn; 320 Gldr Fld Bn; 376 Para Fld Bn; 456 Para Fld Bn placed any hex in 82nd Deployment Area limit
Leader March stacks with any artillery Unit
Independent: 82 Recon; A/80 AA/AT Bn; C/307 Eng; D/307 Eng placed any hex in 82nd Deployment Area limit
Independent: 3 Glider Pilots placed in hex 37.86, 2 Glider Pilots placed in hex 36.86 (restricted activation, see Special Scenario Rules below)
4 roadblocks placed within the 82nd Division Deployment Area limit.
German
None
Markers
Place destroyed markers on Mook Bridge and Malden Bridge. Place the Heuman Lockbridge (not wired) marker on the map. The bridges are all Allied controlled. The Nijmegen Bridges are not marked (as Nijmegan is out of play).
Place Club route markers at hex 34.87 (facing hex 35.88) and hex 39.86 (facing hex 38.85)
The Allied player can build road blocks and deploy Rearguard Units, up to the limit of the counter mix. The German player may not build sperren during the scenario.
Command Values
For the 82nd Airborne Division the Command Rating is 5 and the Dispatch Rating is 2 at the start of the scenario, and this changes at the start of the 1300 turn to a Command Rating of 7 and a Dispatch Rating of 3. The Division starts with 2 Command Points and 6 Dispatch Points.
For Korps Feldt the Command Rating is 3 and the Dispatch Rating is 2. Korps Feldt starts with 19 Command Points and 1 Dispatch Point.
Reinforcements
Allied
Guards Armored, Coldstream Guards: Recce/1 CG; 1/1 CldStmGds; 2/1 CldStmGds; 3/1 CldStmGds; 1/5 CldStmGds; 2/5 CldStmGds; 3/5 CldStmGds; 4/5 CldStmGds; S(Mtr)/5 CG; S(AT)/5 CG all in hex 38.70. Attached to 82nd Airborne Division, see below.
German
Korps Feldt, Kampfgruppe Greschik: 2/LW Festung XVII; 3/LW Festung XVII; 1/"Ear" Battalion; 2/"Ear" Battalion; 3/"Ear" Battalion; Gr.W./Greschik; 1./Ers.Abt.6; 2./Ers.Abt.6; 3./Ers.Abt.6; Gr.W./Ers.Abt.6; PaK(1)/Greschik (Division reinforcement hex B or C)
Korps Feldt, Kampfgruppe Becker: 1./KG Becker; 2./KG Becker; 3./KG Becker; Gr.W./KG Becker; 1./vFuestenberg; 2./vFuestenberg; 3./vFuestenberg; Pz-Ers.; FJ-Rgt.8; FJ-Rgt.9; FJ-Flak-Abt.5; 1./KG Isphording; 2./KG Isphording; Gr.W./Isphording (Division reinforcement hex A)
Korps Feldt, KG Herrman: FJ-Rgt.13; FJ-Rgt.14; FJ-Flak-Abt.6; PaK.KG Herrman; Flemish Waffen-SS; FJ-Lehr-Rgt.21; 1./KG Lewin; 2./KG Lewin; 3./KG Lewin; Gr.W./KG Lewin; Pz-Ers.; 3./FJ-Rgt.5 (Division reinforcement hex E/F)
Korps Feldt, Kampfgruppe Goebel: 1./I.Sich.Rgt.; 2./I.Sich.Rgt.; 3./I.Sich.Rgt.; 1./Ers.Bat.39; 2./Ers.Bat.39; 3./Ers.Bat.39; 4./Ers.Bat.39; 1./Ld.Schtz.I./6; 2./Ld.Schtz.I./6; 3./Ld.Schtz.I./6 (Division reinforcement hex D)
For the Units listed above, the German player removes a total of 3 Steps from any Units of Kampfgruppe Greschik, 2 Steps from any Units of Kampfgruppe Becker and 2 Steps from any Units of Kampfgruppe Goebel.
Artillery: Korps Feldt, Place Korps Feldt Artillery Parks A and B in any of the Korps Feldt reinforcement hexes. Place the German artillery Units 1./FJ-Art.5; 2./FJ-Art.5; 406-Art-Abt; Ers-Art.225; 1./Festg-Art.Rgt.; 2./Festg-Art.Rgt into these artillery parks
Korps Feldt, Independent: Stacked with any reinforcement: s.PaK/KG Tiltmann; m.PaK(1)/Tiltmann; m.PaK(2)/Tiltmann; 1./KG Molzer; 2./KG Molzer
Korps Feldt, Artillery: 1./s.FJ-Nbl.W.21; 2./s.FJ-Nbl.W.21; 4./s.FJ-Nbl.W.21 (place in artillery park)
Korps Feldt, Artillery: 3./s.Art.Rgt.139 (place in artillery park)
Chits
The following chits are placed in the mug and randomized: 82nd Division Activation, Allied Direct Command, German Direct Command.
The Korps Feldt Division Activation chit is not placed in the mug and is the first in play.
When the last chit is drawn, there is a 50% chance it will be put into play now, or be held and become the first chit for the second turn. Roll a die, and if the result is even, the chit is played as the last chit this turn, otherwise it is the first chit in play for the next turn.
Victory Conditions
The Scenario ends after the last chit is drawn for the 1900 turn. There is a 50% chance that this chit is played. After this has been determined (and the chit played if the roll was even) then the victor is determined.
The scenario ends when the last chit on the 1900 turn is drawn. This chit is not played. At this time, victory is determined.
German Player Victory: If at least two of the following conditions are met, the German Player wins. Club Route was cut at any time during the scenario, an unsuppressed German Unit is in any hex of Mook at the end of the scenario (hexes 42.90, 42.91, and 43.92), an unsuppressed German Unit is in any hex of Groesbeek at the end of the scenario (hexes 51.82, 50.82, 51.83, 51.84, 52.83, 52.84, 52.85), an unsuppressed German Unit is in any hex of Wyler at the end of the scenario (hexes 58.76, 59.77), or an unsuppressed German Unit is in any hex of Berg en Dal at the end of the scenario (hexes 47.70, 48.70, 49.70, 40.71).
Allied Player Victory: If the German player does not obtain at least two of the objectives above, the Allied player wins.
Special Scenario Rules
No units may enter Nijmegen city limits during the course of the scenario for any reason.
The Coldstream Guards are attached to 82nd Airborne Division. Their Formation Activation chit is purchased using 82nd Airborne Division Dispatch Points, and they are activated when the 82nd Airborne Division Activation chit is drawn.
The Allied Units G/3/505; H/3/505; I/3/505; S(Mtr)/505 can only be activated after 2 Dispatch Points are spent during a reinforcement phase of a turn or if a German Unit enters one of their Fire Zones. If 2 Dispatch Points are spent, all four units are able to activate, and the Formation Activation Chit becomes available for purchase, for the rest of the scenario. If a German Unit enters their Fire Zone the Units are able to activate at their next opportunity.
The American Glider Pilot Units can only be activated after a German Unit is within 3 hexes of 37.86. As soon as a German Unit moves within 3 hexes of 37.87, all five Glider Pilot Units are able to activate at their next opportunity.
The Guards Armored Division Independent Units are considered to be 214 Infantry Brigade units for all purposes.
Special Rules in Effect
S1.0 Artillery Park Rule
S2.0 Road Blocks and Rearguards
S4.1 German Units in Germany
S4.4 German Rout Rule
S5.1 Allied Supply
S5.2 Allied Dispatch Point Discounts
S5.7 82nd Airborne Deployment Limit
S5.8 43rd and Guards Armored Division Deployment Limit
S5.9 82nd Airborne division non–Formation Command
S5.12 American Telephones
S5.17 Self Command
"A Bridge Too Far" — Advanced Scenario #3
0900 9/22/44 — 1700 9/23/44
In what was by then a rescue operation, the 43rd Infantry Division and the Polish Air Brigade made their debut in the battle and moved to try and save the beleaguered 1st Airborne just a few miles to the north. But the Germans had had enough time to reinforce the Island. Can the 43rd reach the Driel ferry in time to allow the British Paratroops to escape?
Set-up
The map to be used for this scenario is the "Island Scenario Map". The first turn of the scenario is 0900, on September 22. The scenario starts with step 4 of the sequence of play, and step 2 is never used.
On the first day of the scenario the weather is overcast, and is rolled for on the second day.
Allied
The following Units of the Polish Formation of the 1st Airborne Division are set-up in any hex within the 1st Airborne deployment area (north of the red line), west of the railroad (not on the railroad) that runs from the Nijmegen Railroad Bridge to the Arnhem Railroad Bridge:
1/1; 2/1; 3/1; 4/1; 5/2; 6/2; 7/2; 8/2; 9/3; 10/3; 11/3; 12/3; 2 Rearguard Units
Leader Sosabowski stacks with any Unit of his command. Three Units are placed in improved positions.
All the following Allied Units of the 43rd Division and Guards Armored Division are set-up (all in Column):
Guards Armored, Independent: D/2 HHC placed in hex 32.56
Guards Armored, Independent: C/2 HHC placed in hex 33.57
43rd, 214 Infantry: A/4/7 RDG placed in hex 34.57
43rd, 214 Infantry: B/7 SOM LI placed in hex 35.58
43rd, 214 Infantry: C/7 SOM LI placed in hex 36.58
43rd, 214 Infantry: D/7 SOM LI placed in hex 36.59
43rd, 214 Infantry: S(AT)/7 SOM LI placed in hex 36.60
43rd, 214 Infantry: A/7 SOM LI placed in hex 37.61
43rd, 214 Infantry: S(Mtr)/7 SOM LI placed in hex 39.62
Leader Essane stacks with any Unit of his command.
Place the following Units not in Column:
43rd, Independent: A/8 Middlesx; B/8 Middlesx; C/8 Middlesx; D/8 Middlesx placed in hex 37.59
Place the 43rd Division artillery park marker in hex 33.61 and place the following artillery units in the artillery park:
43rd, Artillery: A/179 Fld, RA; B/179 Fld, RA; C/179 Fld, RA; A/94 Fld, RA; B/94 Fld, RA; C/94 Fld, RA; A/112 Fld, RA; B/112 Fld, RA; C/112 Fld, RA; Princess Irene
The Allied player may start any of these artillery Units with their "In Contact" markers stacked with the 214 Infantry Leader.
Before the German player sets up, the Allied player secretly selects one of the three victory conditions and writes it down.
German
All German Units must set-up at least three hexes away from any Allied Unit.
The following Units are placed within the 1st Airborne Deployment area (north of the red line), east of the railroad (not on the railroad) that runs from the Nijmegen Railroad Bridge to the Arnhem Railroad Bridge:
Hohenstaufen, Sperrverband Harzer: 1./Masch.Gew.Btl.41; 2./Masch.Gew.Btl.41; 3./Masch.Gew.Btl.41; 4./Masch.Gew.Btl.41; 1./KM.Rgt.642; 2./KM.Rgt.642; 3./KM.Rgt.642; 1./KG Schörken; 2./KG Schörken; 3./KG Schörken; 1./LW Kauer; 2./LW Kauer; 3./LW Kauer; 1./SS-Ld.St.Ndl.3; 2./SS-Ld.St.Ndl.3; 3./SS-Ld.St.Ndl.3; Gr.W./SS-Ld.St.Ndl.3; Ers Pionier
The following Units are placed outside the 1st Airborne Deployment area (south of the red line), west of the railroad (not on the railroad) that runs from the Nijmegen Railroad Bridge to the Arnhem Railroad Bridge:
KG Knaust: Frundsberg, 1./I./SS-PG.Rgt.21; 2./II./SS-PG.Rgt.21; 1./II./SS-PG.Rgt.21; 2./II./SS-PG.Rgt.21; 3./II./SS-PG.Rgt.21; 1./III./SS-PG-Rgt.21; 2./III./SS-PG.Rgt.21; 5./II/SS-Pz.Rgt.10; 6./II/SS-Pz.Rgt.10; 1./PG-Ers.Ausb.6; 2./PG-Ars.Ausb.6; 3./PG-Ers.Ausb.6; Orpo./KG Knaust; Radf. (Kp.); Pz-Ers-Rgt Bielefeld; s.Pz.Kp Hummel
The following Units are placed outside the 1st Airborne Deployment area (south of the red line), east of the railroad (not on the railroad) that runs from the Nijmegen Railroad Bridge to the Arnhem Railroad Bridge:
Frundsberg, KG Reinhold: 1./SS-Flak.Abt.10; 1./I./SS-Pz.Rgt.10; 2./I./SS-Pz.Rgt.10; 3./I./SS-Pz.Rgt.10; 7./II/SS-Pz.Rgt.10; 8./II/SS-Pz.Rgt.10
Place the Frundsberg Division artillery park marker in any hex on the east edge of the map and place the following artillery units in the artillery park:
Frundsberg, Artillery: 1/SS-Art. Rgt.10; 1/II/SS-Art. Rgt.10; 2/II/SS-Art. Rgt.10; 1/III/SS-Art. Rgt.10; 2/III/SS-Art. Rgt.10; SS-Mörser Abt.102
Place the following Units on the map:
Frundsberg, KG Henke: 1./FJ Lehr Stab 1 (1–Step side, placed in an improved position) placed in hex 31.55
Frundsberg; KG Henke: 2./FJ Lehr Stab 1 (1–Step side, placed in an improved position) placed in hex 30.55
Frundsberg; KG Henke: 3./FJ Lehr Stab 1 (1–Step side, placed in an improved position) placed in hex 29.55
Frundsberg, Artillery: 1/21/SS-Art.Ausb.5 placed in hex 36.44
Frundsberg, Artillery: 2/21/SS-Art.Ausb.5 placed in hex 37.45
These two artillery Units are "In Contact" with any German Formation on the map, at the choice of the German Player. Place the "In Contact" markers with the appropriate Leaders.
In any of the German set-up areas, place the following Units:
Hohenstaufen, Independent: 1./SS-Pz.A.A.9 (one–Step side); 3./SS-Pz.A.A.9
Frundsberg, Independent: 1./SS-Pz.A.A.10; 3./SS-Pz.A.A.10; 5./SS-Pz.A.A.10
Leader Harzer, Knaust, Reinhold, and Schwappacher stack with any Unit of their command.
Markers
Place a destroyed marker on the Arnhem Railroad Bridge. Place the Arnhem Road Bridge (not wired), Nijmegen Road Bridge (not wired), and Nijmegen Railroad Bridge (not wired) markers on the map. The Germans control the Arnhem Bridge. The Allies control the two Nijmegen Bridges.
Neither player may build any road blocks, or deploy any additional Rearguard Units during the scenario.
Command Values
For the 1st Airborne Division, the Command Rating is 3 and the Dispatch Rating is 2. The Division starts with 5 Command Points and 0 Dispatch Points.
For the 43rd Division, the Command Rating is 2 and the Dispatch Rating is 5. The Division starts with 15 Command Points and 6 Dispatch Points.
For the Hohenstaufen Division, the Command Rating is 4 and the Dispatch Rating is 0. The Division starts with 4 Command Points and 0 Dispatch Points.
For the Frundsberg Division, the Command Rating is 8 and the Dispatch Rating is 4. The Division starts with 5 Command Points and 2 Dispatch Points.
Reinforcements
Allied
September 22
43rd, 129 Infantry: A/4 WILTS; B/4 WILTS; C/4 WILTS; D/4 WILTS; S(Mtr)/4 WILTS; S(AT)/4 WILTS; B/13/18 HUS
43rd, 214 Infantry: A/5 DCLI; B/5 DCLI; C/5 DCLI; D/5 DCLI; S(Mtr)/5 DCLI; S(AT)/5 DCLI
43rd, 214 Infantry: A/1 WORC; B/1 WORC; C/1 WORC; D/1 WORC; S(Mtr)/1 WORC; S(AT)/1 WORC; B/4/7 RDG; C/4/7 RDG; Recce 4/7 RDG
Night
43rd, 129 Infantry: A/13/18 HUS; C/13/18 HUS; Recce/13/18 HUS
September 23
43rd, 130 Infantry: A/5 Dorset; B/5 Dorset; C/5 Dorset; D/5 Dorset; S(Mtr)/5 Dorset; S(AT)/5 Dorset
43rd, 130 Infantry: A/7 HAMPS; B/7 HAMPS; C/7 HAMPS; D/7 HAMPS; S(Mtr)/7 HAMPS; S(AT)/7 HAMPS
43rd, 130 Infantry: A/4 Dorset; B/4 Dorset; C/4 Dorset; D/4 Dorset; S(Mtr)/4 Dorset; S(AT)/4 Dorset
German
None
Chits
The following chits are placed in the mug and randomized: 43rd Division Activation, 1st Airborne Division Activation, Allied Direct Command, Hohenstaufen Division Activation, Frundsberg Division Activation, German Direct Command.
The 214 Infantry Brigade Formation Activation Chit is not placed in the mug and is the first in play.
Victory Conditions
When the last chit is drawn on the 1700 turn is drawn, it is not played, and it is determined if the Allied player has achieved his selected victory condition.
The three possible conditions are:
- A path using Roads (including Raised Roads/Railroads) from the Driel Ferry (hex 33.31) to the Nijmegen Railroad Bridge (hex 38.62) free of German Units, or Fire Zones from German Units.
- A path using Roads (including Raised Roads/Railroads) from the Arnhem Railroad Bridge (hex 38.31) to the Nijmegen Railroad Bridge (hex 38.62) free of German Units, or Fire Zones from German Units.
- A path using Roads (including Raised Roads/Railroads) from the Arnhem Road Bridge (hex 49.30) to the Nijmegen Railroad Bridge (hex 38.62) free of German Units, or Fire Zones from German Units.
If the Allied player achieves his victory condition, he wins. Otherwise the German player wins.
Scenario Special Rules
No German Unit may enter the 82nd Airborne Deployment area.
Hex 41.64 is the Allied reinforcement hex.
The Guards Armored Division Independent Units are considered to be Independent 43rd Division units for all purposes.
All units of the Polish Brigade have their troop quality reduced by 1 as their Supply Drop Zone is considered interdicted.
Club Route is automatically marked as closed on the following turns (due to events off–map): September 23rd 0900, 1100, 1300, and 1500.
Special Rules in Effect
S1.0 Artillery Parks
S2.0 Road Blocks and Rearguards
S4.2 German Supply
S4.3 German Airpower Availability
S4.6 Command for German Independents
S4.9 German Deployment Limits
S5.2 Allied Dispatch Point Discounts
S5.3 Polish Units
S5.4 Night Turn Restrictions on Guard Armored and 43rd Infantry
S5.6 1st Airborne Deployment Limit
S5.14 Princess Irene Artillery
S5.18 Household Cavalry Command
"Saga of the 1st Airborne" — Advanced Scenario #4
1500 9/17/44 — Night 9/20/44
In this multi–map scenario, players play the entire Arnhem sector from drop to when relief might have occurred had things worked out differently. Can the British hold?
Set-up
This scenario uses the Arnhem and Ede campaign maps, with the Deelen extension. The first turn is 1500, on September 17. On the first and second days steps 1 and 3 of the sequence of play are ignored. For the remaining turns all the steps in the game are used in this scenario. The weather is clear for September 17 and 18. It will be rolled for on the 0700 turn of the 19th and 20th.
Place the 12 Hohenstaufen Division and 6 von Tettau flak Units randomly face down on the map in the hexes listed below. Also select randomly 13 Frundsberg Division flak Units and place them face down on the map in the hexes listed below.
Hohenstaufen: 33.30, 36.29, 41.29, 44.09, 46.26, 47.09, 50.29, 53.29, 53.30, 59.30, 59.31, 61.29
Frundsberg: 37.31, 39.32, 42.29, 42.35, 46.28, 46.32, 49.30, 50.33, 53.33, 58.40, 59.32, 60.31, 60.40
von Tettau: 05.16, 05.23, 08.11, 13.31, 02.33, 03.34
Place the following one-Step flak Units on the map:
Frundsberg Division, Independent: 4.RAD-Flak 216 (hex 44.28); s.Flak Battr (hex 49.33)
The Allied player can now perform 9 airstrikes with his air Units. Once these airstrikes have been resolved, flip over the remaining flak Units. The second day, the Allied player will perform 7 additional airstrikes at the same turn as the Drop Two.
Place the 1st Airborne Division Random Events (red tinted) face down in the following hexes: 18.18, 27.21, 32.26, 33.29, 34.22, 35.20, 41.27, 44.26, 47.25, 49.28.
Allied
All the Allied Units are from the 1st Airborne Division. Set-up the following with each stick in its own hex:
Stick One (arrives via Glider): 1 AB Recce Sqn (DZ/LZ Z) (Independent)
Stick Two (arrives via Parachute): 21 Ind Para (DZ/LZ Z) (Independent)
Stick Three (arrives via Glider - DELAY): 9 Field, RE (DZ/LZ Z) (Independent)
Stick Four (arrives via Parachute - DELAY): Team Claude (DZ/LZ X) (Independent) (optional)
Stick Five (arrives via Glider - 2 DELAY): 1/1AL Lgt, RA (DZ/LZ X) (1 AB Division Artillery)
Stick Six (arrives via Glider - 2 DELAY): 3/1AL Lgt, RA (DZ/LZ X) (1 AB Division Artillery)
Stick Seven (arrives via Parachute): R/1/1; S/1/1; T/1/1; S(Mtr)/1/1; 1 Para Sqn, RE (DZ/LZ Z) (1 Para Brigade)
Stick Eight (arrives via Parachute): A/2/1; B/2/1; C/2/1; S(Mtr)/2/1 (DZ/LZ Z) (1 Para Brigade)
Stick Nine (arrives via Parachute): A/3/1; B/3/1; C/3/1; S(Mtr)/3/1 (DZ/LZ Z) (1 Para Brigade)
Stick Ten (arrives via Glider - DELAY): 1 AL AT Bty, RA (DZ/LZ Z) (1 Para Brigade) (1 Airlanding Brigade)
Stick Eleven (arrives via Glider): B/2SSf/1AL; D/2SSf/1AL; S(Mtr)/2SSf/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Twelve (arrives via Glider): A/1Bdr/1AL; B/1Bdr/1AL; C/1Bdr/1AL; D/1Bdr/1AL; S(Mtr)/1Bdr/1AL; S(AT)/1Bdr/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Thirteen (arrives via Glider): A/7KOSB/1AL; B/7KOSB/1AL; C/7KOSB/1AL; D/7KOSB/1AL; S(Mtr)/7KSB/1AL; S(AT)/7KSB/1AL (DZ/LZ S) (1 Airlanding Brigade)
For each DELAY place the appropriate marker on the stick (parachute or glider marker). The Leaders for each Formation are stacked with any of its Units.
German
Hohenstaufen, KG Krafft: 2./SS-PG A.u.E. 16; 4./SS-PG A.u.E. 16; 9./SS-PG A.u.E. 16, Gr.W./KG Krafft within 6 hexes of any hex of Wolfheze (hex 26.22). No Unit may start adjacent to an Allied Unit.
Frundsberg, Independent: 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt10 are placed within 6 movement points (assume the Units are moving in Column) of hex 12.41.
von Tettau, KG Lippert: 1./184 Artillerie; 2./184 Artillerie; 3./184 Artillerie, placed in any hex of the nine city or town hexes of Wageningen.
Leader Krafft is placed with any Unit of his Formation. Leader Lippert is not stacked with any of these Units, and does not arrive until the night turn of the 17th.
The German player now rolls 3 dice to determine Air Unit availability for this day. The German player will roll for Air Unit availability on the 0700 turn each day as detailed in the exclusive rules.
Resolve Airdrops
The Allied player rolls to resolve the airdrops. Use the Airdrop/Glider Landing Table.
Each time a stack is activated it can attempt to remove any remaining markers. All markers must be removed before the Unit can perform any other Action.
Markers
Place the Arnhem Road Bridge (not wired) marker and place the Arnhem Railroad Bridge (wired) marker on the map. Both bridges are under German control. "Pontoon ?" marker is placed on the Arnhem Pontoon hex.
The both players can build road blocks and the Allied player can deploy Rearguard Units, up to the limit of the counter mix.
Command values
For the 1st Airborne Division, the Command Rating is 5 and the Dispatch Rating is 4. The Division starts with 9 Command Points and 2 Dispatch Points.
For the Hohenstaufen Division, the Command Rating is 4 and the Dispatch Rating is 2. The Division starts with 3 Command Points and 0 Dispatch Points.
For the Frundsberg Division, the Command Rating is 0 and the Dispatch Rating is 0. The Division starts with 0 Command Points and 0 Dispatch Points.
For Division von Tettau, the Command Rating is 1 and the Dispatch Rating is 0. The Division starts with 0 Command Points and 0 Dispatch Points.
These values may change over time, as detailed below:
At the start 0700 turn on the 18th, Hohenstaufen Division increases its Command Rating to 6 and Dispatch Rating to 2. Division von Tettau increases its Command Rating to 3 and Dispatch Rating to 2.
On the 0900 turn of the 18th, Frundsberg Division increases its Command Rating to 2 and Dispatch Rating to 0.
At the start 0700 turn on the 20th, Division von Tettau increases its Command Rating to 4 and Dispatch Rating to 2.
At the start night turn on the 20th, Hohenstaufen Division increases its Command Rating to 8 and Dispatch Rating to 3.
Reinforcements
Allied
Drop Two (Day+1)
All Allied Units are from the 1st Airborne Division.
Stick One (arrives via Parachute): A/10/4; B/10/4; C/10/4; S(Mtr)/10/4 (DZ/LZ Y) (4 Para Brigade)
Stick Two (arrives via Parachute): A/11/4; B/11/4; C/11/4; S(Mtr)/11/4 (DZ/LZ Y) (4 Para Brigade)
Stick Three (arrives via Parachute): A/156/4; B/156/4; C/156/4; S(Mtr)/156/4 (DZ/LZ Y) (4 Para Brigade)
Stick Four (arrives via Parachute - DELAY): 4 Para Sqn, RE (DZ/LZ Y) (4 Para Brigade)
Stick Five (arrives via Glider - DELAY): 2 AL AT Bty, RA (DZ/LZ Y) (4 Para Brigade)
Stick Six (arrives via Glider): A/2SSf/1AL; C/2SSf/1AL; S(AT)/2SSf/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Seven (arrives via Glider - 2 DELAY): 2/1AL Lgt, RA (DZ/LZ X) (1 Airlanding Brigade)
Stick Eight (arrives via Glider - DELAY): 261 Field Park, RE (DZ/LZ X) (Independent)
Drop Three (Day+2)
Three airstrikes.
Stick One (arrives via Glider - DELAY): AT (DZ/LZ L) (Polish)
Conditional Reinforcements
Independent: A/1 Wing; B/1 Wing; D/1 Wing; G/1 Wing arrive 3 turns following removal of last Glider Marker and in the LZ from which the marker was removed from Drop One.
Independent: C/2 Wing; E/2 Wing; F/2 Wing arrive 3 turns following removal of last Gilder Marker and in the LZ from which the marker was removed from Drop Two.
For the 1st Airborne Division, the Historical Supply DZs are:
September 17th: DZ X
September 18th: DZ L
September 19th—20th: DZ SDPV
German
September 17
von Tettau, KG Helle: 1./Wach.Abt.3; 2./Wach.Abt.3
Hohenstaufen, KG Möller: 1./SS-Pz.Pio.Btl 9
Hohenstaufen, Sperrlinie Spindler: 1./SS-Pz.Art.Rgt.9; 2./SS-Pz.Art.Rgt.9 (Division reinforcement hex A, B, or C)
Hohenstaufen, KG Harder: 1./SS-Pz.Rgt.9; 2./SS-Pz.Rgt.9 (within 3 hexes of hex 53.20)
Hohenstaufen, KG Krafft: 10/3 Orpo
Night
Hohenstaufen, Independent: 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 (enter on the South map edge)
KG Helle: von Tettau, Jadgkommando; 3./Wach.Abt.3; 4./Wach.Abt.3; 5./Wach.Abt.3; Gr.W./Wach.Abt.3
von Tettau: Leader for KG Lippert
Frundsberg, Independent: 1./SS-Pz.A.A.10; 3./SS-Pz.A.A.10; 5./SS-Pz.A.A.10 (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG von Allwörden: SS-Pz.Pio.Rgt.9; SS-Verstruppe 9; SS-PZ.Jg.Abt.9; Kriegsmarine Ers.
September 18
von Tettau, KG Lippert: 1./NCO Arnheim; 2./NCO Arnheim
Sperrlinie Spindler: Hohenstaufen, Alarm(1)/SS-PGR 19; Alarm(2)/SS-PGR 19; Alarm(1)/SS-PGR 20; Alarm(2)/SS-PGR 20 (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG Harder: Kriegsmarine Kp.; SS-Wirtch.Btl.9 (Division reinforcement hexes E or F)
KG Knaust: Frundsberg, 1./I./SS-PG.Rgt.21; 2./I./SS-PG.Rgt.21; Radf. (Kp.) (Division reinforcement hexes A, B, or C)
Hohenstaufen, Sperrlinie Spindler: Ers. Pionier
Frundsberg, KG Knaust: 1./II./SS-PG.Rgt.21; 2./II./SS-PG.Rgt.21; 3./II./SS-PG.Rgt.21; 1./III./SS-PG-Rgt.21; 2./III./SS-PG.Rgt.21; Pz-Ers-Rgt Bielefeld (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG Möller: 2./SS-Pz.Pio.Btl 9; 3./SS-Pz.Pio.Btl 9
KG Bruhn: von Tettau, 1./PG-Ers.361; 2./PG-Ers.361; 3./PG-Ers.361; 4./PG-Ers.361; 5./PG-Ers.361; 6./PG-Ers.361; 7./PG-Ers.361; 8./PG-Ers.361; Gr.W./PG-Ers.361; 2./SS-PG A.u.E.16; 4./SS-PG A.u.E.16; 9./SS-PG A.u.E.16; 10/3 Orpo.; Gr.W./KG Krafft
Night
KG Eberwein: von Tettau, 1./SS-Ers.Abt.4; 2./SS-Ers.Abt.4; 3./SS-Ers.Abt.4; 1./Wach Ers.; 2./Wach Ers.; 3./Wach Ers.; 4./Wach Ers.; HK.Art.Abt 1230
September 19
von Tettau, KG Knoche: 1./I./Sich.Rgt.26; 2./I./Sich.Rgt.26; 3./I./Sich.Rgt.26; 4./I./Sich.Rgt.26; 1./II./Sich.Rgt.26; 2./II./Sich.Rgt.26; 3./II./Sich.Rgt.26; 4./II./Sich.Rgt.26; 1./Fest.MG 30; 2./Fest.MG 30; 3./Fest.MG 30; 4./Fest.MG 30; Flak Abt.688
Hohenstaufen, Independent: StuG.Brig.280
von Tettau, KG Lippert: 3./NCO Arnheim; 4./NCO Arnheim; Gr.W./KG Lippert; 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt.10; 6./Schiff.Abt.14
Hohenstaufen, KG Svoboda: 1./KG Ladewig; 2./KG Ladewig; 1./KG Neumann; 2./KG Neumann; Flak Rgt.19; Flakbatterie Krüger; SS-Flak Battr.102
Independent: von Tettau, Pz. 224
Hohenstaufen, Artillery: 1./ARKO 191; 2./ARKO 191; 3./ARKO 191; SS-Mörser Abt.102
von Tettau, Independent: Deelen-Flak Kp.
Night
KG Wossowski: von Tettau, 1./PG A.u.E.4; 2./PG A.u.E.4; 3./PG A.u.E.4; 4./PG A.u.E.4; Gr.W./PG A.u.E.4
Hohenstaufen, Sperrlinie Spindler: SS-Pz.FlakAbt 9
Frundsberg, KG Knaust: 5./II/SS-Pz.Rgt.10; 6./II/SS-Pz.Rgt.10 (Division reinforcement hex A, B, or C)
September 20
Hohenstaufen, Independent: 1./Pio-Lehr.Btl 9; 2./Pio-Lehr.Btl 9; 3./Pio-Lehr.Btl 9 (placed in any airfield hex of Deelen)
Night
Independent: von Tettau, 1./SS-Polizei; 2./SS-Polizei; 3./SS-Polizei; 4./SS-Polizei
von Tettau, KG Schulz: 5./NCO Arnheim; 6./NCO Arnheim; 7./NCO Arnheim; 8./NCO Arnheim; Gr.W./KG Schulz
von Tettau, KG Haenisch: 1./Cstl.Fest.1409; 2./Cstl.Fest.1409; 3./Cstl.Fest.1409; 4./Cstl.Fest.1409; 1./Flieger.Abt.2; 2./Flieger.Abt.2; 3./Flieger.Abt.2; 4./Flieger.Abt.2; Gr.W./Flieger.Abt.2; 1./Flieger.Abt.3; 2./Flieger.Abt.3; 3./Flieger.Abt.3; Gr.W./Flieger.Abt.3
Hohenstaufen, Independent: 1./R.A.D.; 2./R.A.D.; 3./R.A.D.
Chits
The following chits are placed in the mug and randomized: 1st Airborne Division Activation, von Tettau Division Activation, Hohenstaufen Division Activation, Frundsberg Division Activation, German Direct Command, Allied Direct Command. The 1st Para Formation activation chit is not placed in the mug, it will be the first chit in play at the start of the Activation Phase.
When the last chit is drawn, there is a 50% chance it will be put into play now, or be held and become the first chit for the second turn. Roll a die, and if the result is even, the chit is played as the last chit this turn, otherwise it is the first chit in play for the next turn.
Victory Conditions
The scenario ends when the last chit is drawn on the night turn of the 20th. There is a 50% chance that this chit is played. After this has been determined (and the chit played if the roll was even) then the victor is determined. If the Allied player controls or contests Arnhem Road Bridge, the Allied player wins. If this is not the case, the Allied player gets to activate each Unit once, and if any Unit crosses the Rhine (and the German player may perform Opportunity Fire as normal), the game is a draw. For all other results, the German player wins.
Scenario Special Rules
None (although the majority of Optional Rules may be considered).
Special Rules in Effect
S2.0 Road blocks and Rearguards
S3.0 Random Events
S4.2 German Supply
S4.3 German Airpower Availability
S4.4 German Rout
S4.5 German Reorganization
S4.6 Command for German Independents
S4.7 German Flak Units
S4.8 Northern von Tettau Reinforcement Hex "A"
S4.9 German Deployment Limits
S4.10 German Radio Contact
S5.1 Allied Supply
S5.2 Allied Dispatch Point Discounts
S5.3 Polish Units
S5.6 1st Airborne Deployment Limit
S5.9 1st Airborne Non–Formation Command
S5.16 Allied Airstrikes
S5.17 Self Command
Campaign Game 1
1500 9/17/44 — Night 9/24/44
Historical Drops and Deployment Limits
We have provided 4 versions of the campaign game: With or without historical drop zones and with or without limits as to where your divisions can go.
In the first, with fixed drop zones and historical limits on where the divisions may go, players will get the most accurate version of Operation Market Garden. With free drop zones, players can see if the drop zone choices are what doomed the operation. Without restrictions on where divisions may go, players can explore strategies above all else and to experience a true "what-might-have-been."
Set-up
The game is played with the Ede, Grave, Arnhem, and Groesbeek maps, with the Deelen, Pannerden, and Cuijk extensions.
The first turn is 1500, on September 17. On the first day steps 1 and 3 of the sequence of play are ignored. For the remaining turns all the steps in the game are used in this scenario.
The weather is clear for September 17. It will be rolled for on the 0700 turn of the other days.
Place the German flak Units randomly face down in the following hexes:
Hohenstaufen: 33.30, 36.29, 41.29, 44.09, 46.26, 47.09, 50.29, 53.29, 53.30, 59.30, 59.31, 61.29
Frundsberg: 31.57, 37.31, 37.54, 37.60, 39.32, 39.60, 41.61, 41.64, 42.29, 42.35, 42.65, 46.28, 46.32, 49.30, 50.33, 53.33, 58.40, 59.32, 60.31, 70.53, 70.54
von Tettau: 05.16, 05.23, 08.11, 13.31, 02.33, 03.34
Korps Feldt: 13.86, 13.87, 13.88, 27.57, 30.66, 30.70, 31.76, 32.62, 33.61, 34.65, 35.62, 35.82, 37.86, 40.89, 45.68
Place the following one-Step flak Units on the map:
Frundsberg, Independent: 4./s.Flak Abt.572 (hex 41.65); 4.RAD-Flak 216 (hex 44.28); s.Flak Battr (hex 49.33)
Korps Feldt, Independent: s.Flak.Battr (hex 39.69)
The Allied Player now performs nine airstrikes north of the Waal, and then eight airstrikes south of the Waal. Once these airstrikes have been resolved, flip over the remaining flak Units.
Place the 1st Airborne Division Random Events (red tinted) face down in the following hexes: 18.18, 27.21, 32.26, 33.29, 34.22, 35.20, 41.27, 44.26, 47.25, 49.28.
Place the 82nd Airborne Division Random Events (green tinted) face down in the following hexes: 15.86, 27.72, 29.77, 34.82, 36.67, 36.86, 38.69, 41.70, 43.69, 44.66.
Allied
All Allied Units from the 1st Airborne Division are set-up as follows with each stick in its own hex:
Drop One
Stick One (arrives via Glider): 1 AB Recce Sqn (DZ/LZ Z) (Independent)
Stick Two (arrives via Parachute): 21 Ind Para (DZ/LZ Z) (Independent)
Stick Three (arrives via Glider - DELAY): 9 Field, RE (DZ/LZ Z) (Independent)
Stick Four (arrives via Parachute - DELAY): Team Claude (DZ/LZ X) (Independent) (optional)
Stick Five (arrives via Glider - 2 DELAY): 1/1AL Lgt, RA (DZ/LZ X) (1 AB Division Artillery)
Stick Six (arrives via Glider - 2 DELAY): 3/1AL Lgt, RA (DZ/LZ X) (1 AB Division Artillery)
Stick Seven (arrives via Parachute): R/1/1; S/1/1; T/1/1; S(Mtr)/1/1; 1 Para Sqn, RE (DZ/LZ Z) (1 Para Brigade)
Stick Eight (arrives via Parachute): A/2/1; B/2/1; C/2/1; S(Mtr)/2/1 (DZ/LZ Z) (1 Para Brigade)
Stick Nine (arrives via Parachute): A/3/1; B/3/1; C/3/1; S(Mtr)/3/1 (DZ/LZ Z) (1 Para Brigade)
Stick Ten (arrives via Glider - DELAY): 1 AL AT Bty, RA (DZ/LZ Z) (1 Para Brigade)
Stick Eleven (arrives via Glider): B/2SSf/1AL; D/2SSf/1AL; S(Mtr)/2SSf/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Twelve (arrives via Glider): A/1Bdr/1AL; B/1Bdr/1AL; C/1Bdr/1AL; D/1Bdr/1AL; S(Mtr)/1Bdr/1AL; S(AT)/1Bdr/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Thirteen (arrives via Glider): A/7KOSB/1AL; B/7KOSB/1AL; C/7KOSB/1AL; D/7KOSB/1AL; S(Mtr)/7KSB/1AL; S(AT)/7KSB/1AL (DZ/LZ S) (1 Airlanding Brigade)
All Allied Units from the 82nd Airborne Division are set-up as follows with each stick in its own hex:
Stick One (arrives via Parachute): E/2/504 (DZ/LZ O(alt)) (504 PIR)
Stick Two (arrives via Parachute): A/1/504; B/1/504; C/1/504; S(Mtr)/1/504 (DZ/LZ O) (504 PIR)
Stick Three (arrives via Parachute): D/2/504; F/2/504; S(Mtr)/2/504 (DZ/LZ O) (504 PIR)
Stick Four (arrives via Parachute): G/3/504; H/3/504; I/3/504; S(Mtr)/3/504 (DZ/LZ O) (504 PIR)
Stick Five (arrives via Parachute): A/1/505; B/1/505; C/1/505; S(Mtr)/1/505 (DZ N) (505 PIR)
Stick Six (arrives via Parachute): D/2/505; E/2/505; F/2/505; S(Mtr)/2/505 (DZ T) (505 PIR)
Stick Seven (arrives via Parachute): G/3/505; H/3/505; I/3/505; S(Mtr)/3/505 (DZ N) (505 PIR)
Stick Eight (arrives via Parachute): A/1/508; B/1/508; C/1/508; S(Mtr)/1/508 (DZ T) (508 PIR)
Stick Nine (arrives via Parachute): D/2/508; E/2/508; F/2/508; S(Mtr)/2/508 (DZ T) (508 PIR)
Stick Ten (arrives via Parachute): G/3/508; H/3/508; I/3/508; S(Mtr)/3/508 (DZ T) (508 PIR)
Stick Eleven (arrives via Glider): 82 Recon (LZ N) (Independent)
Stick Twelve (arrives via Glider - DELAY): A/80 AA/AT Bn (LZ N) (Independent)
Stick Thirteen (arrives via Parachute): B/307 Eng; C/307 Eng; D/307 Eng (DZ N) (Independent)
Stick Fourteen (arrives via Parachute - DELAY): 376 Para Fld Bn (LZ N) (Artillery)
Stick Fifteen (arrives via Parachute - DELAY): Team Clarence (DZ N) (Independent) (optional)
For each DELAY place the appropriate marker on the stick (parachute or glider marker). The Leaders for each Formation is stacked with any of its Units.
German
Hohenstaufen, KG Krafft: 2./SS-PG A.u.E. 16; 4./SS-PG A.u.E. 16; 9./SS-PG A.u.E. 16, Gr.W./KG Krafft within 6 hexes of Wolfheze (hex 26.22). No Unit may start adjacent to an Allied Unit.
Frundsberg, Independent: 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt10 are placed within 6 movement points (assume the Units are moving in Column) of hex 12.41.
Frundsberg, KG Henke: 1./FJ Lehr Stab 1; 2./FJ Lehr Stab 1; 3./FJ Lefr Stab 1; 1./Ers-Btl.6; Orpo./KG Henke are placed within the city limits of Nijmegen. The Leader for the KG Henke Formation is Ostuf. Hartung (until he is replaced on the 18th).
Korps Feldt, Independent: Leichte PaK placed in hex 58.76 under an improved position marker.
von Tettau, KG Lippert: 1./184 Artillerie; 2./184 Artillerie; 3./184 Artillerie, placed in any hex of the nine city or town hexes of Wageningen.
The leader for KG Krafft is placed with any Unit of his Formation. The Leader for KG Henke (Ostuf. Hartung) is placed with any Unit of his Formation. The Leader for KG Lippert is not stacked with any of these Units, and does not arrive until the night turn of the 17th.
The German player now rolls 3 dice to determine Air Unit availability for this day. The German player will roll for Air Unit availability on the 0700 turn each day as detailed in the exclusive rules.
Resolve Airdrops
The Allied player rolls to resolve the airdrops. Use the Airdrop/Glider Landing Table.
Each time a stack is activated it can attempt to remove any remaining markers. All markers must be removed before the Unit can perform any other Action.
Markers
All the bridge markers are put in play on their wired side, except for Grave Bridge, Arnhem Road Bridge, Nijmegen Railroad Bridge, and the Nijmegen Road Bridge. All bridges start the game under German control. However, if the Jan van Hoof optional rule is in play, the Nijmegen Road Bridge starts the game wired.
Place the "Pontoon?" marker on the Arnhem Pontoon.
In the scenario both players may build as many improved positions and entrenchments as the counter mix allows. The both players can build road blocks and the Allied player can deploy Rearguards, up to the limit of the counter mix.
Command Values
For the 1st Airborne Division, the Command Rating is 5 and the Dispatch Rating is 4. The Division starts with 9 Command Points and 2 Dispatch Points.
For the 82nd Airborne Division, the Command Rating is 8 and the Dispatch Rating is 2. The Division starts with 0 Command Points and 0 Dispatch Points.
For the Guard Armored Division, the Command Rating is 2 and the Dispatch Rating is 4. The Division starts with 0 Command Points and 0 Dispatch Points.
For the 43rd Infantry Division, the Command Rating is 2 and the Dispatch Rating is 5. The Division starts with 0 Command Points and 0 Dispatch Points.
For the Hohenstaufen Division, the Command Rating is 4 and the Dispatch Rating is 2. The Division starts with 3 Command Points and 0 Dispatch Points.
For the Frundsberg Division, the Command Rating is 2 and the Dispatch Rating is 0. The Division starts with 0 Command Points and 0 Dispatch Points.
For Korps Feldt, the Command Rating is 1 and the Dispatch Rating is 0. The Division starts with 0 Command Points and 0 Dispatch Points.
For Division von Tettau, the Command Rating is 1 and the Dispatch Rating is 0. The Division starts with 0 Command Points and 0 Dispatch Points.
These values may change over time, as detailed below:
At the start 0700 turn on the 18th, Hohenstaufen Division increases its Command Rating to 6 and Dispatch Rating to 2. Korps Feldt increases its Command Rating to 3 and Dispatch Rating to 2. Division von Tettau increases its Command Rating to 3 and Dispatch Rating to 2.
At the start of the 0900 turn on the 18th, Frundsberg Division Increases its Command Rating to 4 and Dispatch Rating to 2.
At the start 0700 turn on the 20th, Frundsberg Division increases its Command Rating to 6 and Dispatch Rating to 2. Division von Tettau increases its Command Rating to 4 and Dispatch Rating to 2.
At the start night turn on the 20th, Hohenstaufen Division increases its Command Rating to 8 and Dispatch Rating to 3.
At the start of the 0700 turn on the 21st, Frundsberg Division Increases its Command Rating to 8 and Dispatch Rating to 4.
At the start of the 0700 turn on the 22nd, Korps Feldt increases its Command Rating to 5 and Dispatch Rating to 3.
Reinforcements
Allied Airborne Reinforcements
Drop Two (Day+1)
13 Airstrikes (see rule S5.16)
82nd Airborne Division:
Stick One (arrives via Glider - DELAY): B/80 AA/AT Bn (LZ N) (Independent)
Stick Two (arrives via Glider - 2 DELAY): 320 Gldr Fld Bn (LZ N) (Artillery)
Stick Three (arrives via Glider - 2 DELAY): 319 Gldr Fld Bn (LZ N) (Artillery)
Stick Four (arrives via Glider - 2 DELAY): 456 Para Fld Bn (DZ/LZ T) (Artillery)
1st Airborne Division:
Stick One (arrives via Parachute): A/10/4; B/10/4; C/10/4; S(Mtr)/10/4 (DZ/LZ Y) (4 Para Brigade)
Stick Two (arrives via Parachute): A/11/4; B/11/4; C/11/4; S(Mtr)/11/4 (DZ/LZ Y) (4 Para Brigade)
Stick Three (arrives via Parachute): A/156/4; B/156/4; C/156/4; S(Mtr)/156/4 (DZ/LZ Y) (4 Para Brigade)
Stick Four (arrives via Parachute - DELAY): 4 Para Sqn, RE (DZ/LZ Y) (4 Para Brigade)
Stick Five (arrives via Glider - DELAY): 2 AL AT Bty, RA (DZ/LZ Y) (4 Para Brigade)
Stick Six (arrives via Glider): A/2SSf/1AL; C/2SSf/1AL; S(AT)/2SSf/1AL (DZ/LZ S) (1 Airlanding Brigade)
Stick Seven (arrives via Glider - 2 DELAY): 2/1AL Lgt, RA (DZ/LZ X) (1 Airlanding Brigade)
Stick Eight (arrives via Glider - DELAY): 261 Field Park, RE (DZ/LZ X) (Independent)
Drop Three (Day+2)
6 Airstrikes (see rule S5.16)
1st Airborne Division:
Stick One (arrives via Glider - DELAY): AT (DZ/LZ L) (Polish)
Drop Four (Day+4)
6 Airstrikes (see rule S5.16)
1st Airborne Division:
Stick One (arrives via Parachute): 1/1; 2/1; 3/1; 4/1 (DZ K) (Polish)
Stick Two (arrives via Parachute): 5/2; 6/2; 7/2; 8/2 (DZ K) (Polish)
Stick Three (arrives via Parachute): 9/3; 10/3; 11/3; 12/3 (DZ K) (Polish)
Stick Four (arrives via Parachute): Engineer (DZ K) (Polish)
Drop Five (Day+6)
6 Airstrikes (see rule S5.16)
82nd Airborne Division:
Stick One (arrives via Glider): A/1/325; B/1/325; C/1/325; S(Mtr)/1/325 (DZ/LZ O) (325 Glider)
Stick Two (arrives via Glider): E/2/325; F/2/325; G/2/325; S(Mtr)/2/325 (DZ/LZ O) (325 Glider)
Stick Three (arrives via Glider): E/2/401; F/2/401; G/2/401; S(Mtr)/2/401 (DZ/LZ O) (325 Glider)
Stick Four (arrives via Glider - DELAY): AT/325 (DZ/LZ O) (325 Glider)
Stick Five (arrives via Glider - DELAY): C/80 AA/AT Bn; D/80 AA/AT Bn; E/80 AA/AT Bn; F/80 AA/AT Bn (DZ/LZ O) (Independent)
Stick Six (arrives via Glider): A/307 Eng (DZ/LZ O) (Independent)
For the 82nd Airborne Division, the Historical Supply DZs are:
September 17th, 18th: DZ N
September 19th—24th: DZ/LZ O
For the 1st Airborne Division, the Historical Supply DZs are:
September 17th: DZ X
September 18th: DZ L
September 19th—24th: DZ SDPV
Conditional Reinforcements
1st Airborne Division:
Independent: A/1 Wing; B/1 Wing; D/1 Wing; G/1 Wing arrive 3 turns following removal of last Glider Marker and in the LZ from which the marker was removed from Drop One.
Independent: C/2 Wing; E/2 Wing; F/2 Wing arrive 3 turns following removal of last Gilder Marker and in the LZ from which the marker was removed from Drop Two.
Allied XXX Corps Reinforcements
The following reinforcements all arrive via the XXX Corps reinforcement entry hex. The Leader always arrives with the first Unit of his Formation
September 19
0900 (Guards Armored Division Activation is added to mug)
Independent: Guards Armored, B/2 HHC
Guards Armored, Group Hot: Recce/2 GG; 1/2 GrenGds; 2/2 GrenGds; 3/2 GrenGds; King's/1 GG; 2/1 GrenGds; 3/1 GrenGds; 4/1 GrenGds; S(Mtr)/1 GG; S(AT)/1 GG
Guards Armored, Group Hot: Recce/2 IG; 1/2 IrishGds; 2/2 IrishGds; 3/2 IrishGds; 1/3 IrishGds; 2/3 IrishGds; 3/3 IrishGds; 4/3 IrishGds; S(Mtr)/3 IG; S(AT)/3 IG
Guards Armored, Artillery: A/55 Fld, RA; B/55 Fld, RA; C/55 Fld, RA; A/153 Fld, RA; B/153 Fld, RA; C/153 Fld, RA
Independent: Guards Armored, Q/21 AT, RA; R/21 AT, RA; S/21 AT, RA; T/21 AT, RA
Guards Armored, Artillery: A/84 Medium, RA; B/84 Medium, RA; C/84 Medium, RA
Independent: Guards Armored, A/94 Lgt AA, RA; B/94 Lgt AA, RA; C/94 Lgt AA, RA
Night
Independent: Guards Armored, 14 Field, RE; 615 Field, RE; 11 AGRE, RE; A/2 HHC; C/2 HHC; D/2 HHC
September 20
Guards Armored, Group Cold: Recce/2 WG; 1/2 WelshGds; 2/2 WelshGds; 3/2 WelshGds; 1/1 WelshGds; 2/1 WelshGds; 3/1 WelshGds; 4/1 WelshGds; S(Mtr)/1 WG; S(AT)/1 WG. Both battalions of the Welsh Guards relieve the American garrison at either Mook or Grave and become the Grave/Mook garrison until they are in turn relieved (see rule S5.5).
Guards Armored, Group Cold: Recce/1 CG; 1/1 CldStmGds; 2/1 CldStmGds; 3/1 CldStmGds; 1/5 CldStmGds; 2/5 CldStmGds; 3/5 CldStmGds; 4/5 CldStmGds; S(Mtr)/5 CG; S(AT)/5 CG
Independent: Guards Armored, 148 Field Pk, RE
Guards Armored, Independent: 1/RNF
1900 (43rd Division Activation is added to the mug)
82nd, Independent: A/Notts(SR) Yeo; B/Notts(SR) Yeo; C/Notts(SR) Yeo; R/Notts(SR) Yeo; A/Royal Drgns; B/Royal Drgns; C/Royal Drgns; D/Royal Drgns
43rd, 43rd Recce: A/43 Recce; B/43 Recce; C/43 Recce; A/12 KRRC; B/12 KRRC; C/12 KRRC; S(AT) 12 KRRC
Night
Artillery: 82nd, A/147 Field, RA; B/147 Field, RA; C/147 Field, RA
43rd, 130 Infantry: A/7 HAMPS; B/7 HAMPS; C/7 HAMPS; D/7 HAMPS; S(Mtr)/7 HAMPS; S(AT)/7 HAMPS; A/4 Dorset; B/4 Dorset; C/4 Dorset; D/4 Dorset; S(Mtr)/4 Dorset; S(AT)/4 Dorset; A/5 Dorset; B/5 Dorset; C/5 Dorset; D/5 Dorset; S(Mtr)/5 Dorset; S(AT)/5 Dorset. The 4 Dorset battalion Units relieve the Welsh Guards from garrison duties of Mook or Grave until these Units are relieved.
September 21
43rd, Artillery: A/64 Medium; B/64 Medium; 419 Bty/52 Hvy
43rd, 214 Infantry: A/7 SOM LI; B/7 SOM LI; C/7 SOM LI; D/7 SOM LI; S(Mtr)/7 SOM LI; S(AT)/7 SOM LI; A/1 WORC; B/1 WORC; C/1 WORC; D/1 WORC; S(Mtr)/1 WORC; S(AT)/1 WORC; A/5 DCLI; B/5 DCLI; C/5 DCLI; D/5 DCLI; S(Mtr)/5 DCLI; S(AT)/5 DCLI; Recce 4/7 RDG; A/4/7 RDG; B/4/7 RDG; C/4/7 RDG
Princess Irene: 43rd, Verkenning; 1/Gev. Gr.; 2/Gev. Gr.; 3/Gev. Gr. The Units of the Princess Irene formation (not the artillery Unit) relieve the 4 Dorset battalion of garrison duties of Mook or Grave, and remain as the garrison for the rest of the game.
43rd, Artillery: Princess Irene
43rd, 129 Infantry: A/4 SOM LI; B/4 SOM LI; C/4 SOM LI; D/4 SOM LI; S(Mtr)/4 SOM LI; S(AT)/4 SOM LI; A/4 WILTS; B/4 WILTS; C/4 WILTS; D/4 WILTS; S(Mtr)/4 WILTS; S(AT)/4 WILTS; A/5 WILTS; B/5 WILTS; C/5 WILTS; D/5 WILTS; S(Mtr)/5 WILTS; S(AT)/5 WILTS; Recce/13/18 HUS; A/13/18 HUS; B/13/18 HUS; C/13/18 HUS
Night
Guards Armored, Independent: 198/73 AT, RA
43rd, Artillery: A/179 Fld, RA; B/179 Fld, RA; C/179 Fld, RA; A/112 Fld, RA; B/112 Fld, RA; C/112 Fld, RA; A/94 Fld, RA; B/94 Fld, RA; C/94 Fld, RA
43rd, Independent: 553 Field, RE
September 22
43rd, Independent: A/8 Middlesx; B/8 Middlesx; C/8 Middlesx; D/8 Middlesx; 204 Field, RE; 207 Fld Pk, RE; 260 Field, RE
43rd, Independent: A/59 AT, RA; B/59 AT, RA; C/59 AT, RA; D/59 AT, RA
43rd, Independent: A/119 LAA; B/119 LAA; C/119 LAA
Optional Reinforcements
43rd, Independent: 128 Bridge, RE; 15 Bridge, RE
Guards Armored, Independent: 11 Bridge, RE
German Reinforcements
September 17
Korps Feldt, Independent: NCO Kempton
von Tettau, KG Helle: 1./Wach.Abt.3; 2./Wach.Abt.3
Korps Feldt, Kampfgruppe Jenkel: Reichtbtsdnst
Korps Feldt, Artillery: Ers-Art.225
Artillery: Frundsberg, 1/21/SS-Art.Ausb.5; 2/21/SS-Art.Ausb.5 (place within 1 hex of 31.55)
Frundsberg, KG Reinhold: 1./SS-Pz-Pio.Btl.10; 2./SS-Pz-Pio.Btl.10 (Division reinforcement hex A)
Frundsberg, KG Henke: Eisb.SIPO (placed in Nijmegen adjacent to, or with, the Unit's Leader)
Hohenstaufen, Independent: 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 (in Lent town hex 40.61)
Hohenstaufen, KG Krafft: 10/3 Orpo
KG Möller: Hohenstaufen, 1./SS-Pz.Pio.Btl 9
Hohenstaufen, Sperrlinie Spindler: 1./SS-Pz.Art.Rgt.9; 2./SS-Pz.Art.Rgt.9 (Division reinforcement hex A, B, or C)
KG Harder: Hohenstaufen, 1./SS-Pz.Rgt.9; 2./SS-Pz.Rgt.9 (within 3 hexes of hex 53.20)
Night
von Tettau, KG Helle: Jadgkommando; 3./Wach.Abt.3; 4./Wach.Abt.3; 5./Wach.Abt.3; Gr.W./Wach.Abt.3
von Tettau: Leader for KG Lippert
Kampfgruppe Becker: Korps Feldt, NCO Juelich
Independent: Korps Feldt, 1./Ers.-Btl.58; 2./Ers.-Btl.58; 3./Ers.-Btl.58
Korps Feldt, Kampfgruppe Jenkel: Kriegsmarine-Ers; I/FJ-Art 4; II/FJ-Art 2
Frundsberg, Independent: 1./SS-Pz.A.A.10; 3./SS-Pz.A.A.10; 5./SS-Pz.A.A.10 (Division reinforcement hexes A, B, or C)
Frundsberg, KG Henke: SS-Lazarett.Kp. (placed in Nijmegen adjacent to, or with, the Unit's Leader)
Frundsberg, KG Euling: 1./II/SS-PG.Rgt.19 (Reinforcement hex A, B, or C)
Hohenstaufen, KG von Allwörden: SS-Pz.Pio.Rgt.9; SS-Verstruppe 9; SS-PZ.Jg.Abt.9; Kriegsmarine Ers.
September 18
von Tettau, KG Lippert: 1./NCO Arnheim; 2./NCO Arnheim
Korps Feldt, Kampfgruppe Greschik: 2/LW Festung XVII; 3/LW Festung XVII; 1/"Ear" Battalion; 2/"Ear" Battalion; 3/"Ear" Battalion; Gr.W./Greschik
Korps Feldt, Kampfgruppe Goebel: 1./I.Sich.Rgt.; 2./I.Sich.Rgt.; 3./I.Sich.Rgt.; 1./Ers.Bat.39; 2./Ers.Bat.39; 3./Ers.Bat.39; 4./Ers.Bat.39; 1./Ld.Schtz.I./6; 2./Ld.Schtz.I./6; 3./Ld.Schtz.I./6
Korps Feldt, Kampfgruppe Becker: 1./KG Becker; 2./KG Becker; 3./KG Becker; Gr.W./KG Becker; 1./vFuestenberg; 2./vFuestenberg; 3./vFuestenberg; Pz-Ers.
Korps Feldt, Independent: 1./KG Molzer
Frundsberg, KG Reinhold: 1./I./SS-Pz.Rgt.10; 2./I./SS-Pz.Rgt.10; 3./I./SS-Pz.Rgt.10; 7./II/SS-Pz.Rgt.10; 8./II/SS-Pz.Rgt.10 (Division reinforcement hexes A, B, or C)
Frundsberg, KG Henke: 1./Flak Ers.; 2./Flak Ers.; 3./Flak Ers. (placed in Nijmegen adjacent to, or with, the Unit's Leader)
Hohenstaufen, Sperrlinie Spindler: Alarm(1)/SS-PGR 19; Alarm(2)/SS-PGR 19; Alarm(1)/SS-PGR 20; Alarm(2)/SS-PGR 20 (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG Harder: Kriegsmarine Kp.; SS-Wirtch.Btl.9 (Division reinforcement hexes E or F)
Korps Feldt, Independent: m.PaK(1)/Tiltmann
Frundsberg, KG Henke: 1./21 ULK HG; 2./21 ULK HG (placed in Nijmegen)
Frundsberg: Replace Ostuf. Hartung with Oberst Henke
Frundsberg, KG Knaust: 1./I./SS-PG.Rgt.21; 2./I./SS-PG.Rgt.21; Radf. (Kp.) (Division reinforcement hexes A, B, or C)
Hohenstaufen, Sperrlinie Spindler: Ers. Pionier
Korps Feldt, Independent: m.PaK(2)/Tiltmann
Korps Feldt, Artillery: 1./Festg-Art.Rgt.; 2./Festg-Art.Rgt
Frundsberg, KG Reinhold: 1./SS-Flak.Abt.10 (Division reinforcement hexes A, B, or C)
Frundsberg, KG Henke: 2./Ers-Btl.6; 1./Gren.A.u.E.365; 2./Gren.A.u.E.365 (placed in Nijmegen adjacent to, or with, the Unit's Leader)
Frundsberg, KG Knaust: 1./II./SS-PG.Rgt.21; 2./II./SS-PG.Rgt.21; 3./II./SS-PG.Rgt.21; 1./III./SS-PG-Rgt.21; 2./III./SS-PG.Rgt.21; Pz-Ers-Rgt Bielefeld (Division reinforcement hexes A, B, or C)
Hohenstaufen, KG Möller: 2./SS-Pz.Pio.Btl 9; 3./SS-Pz.Pio.Btl 9
Independent: Korps Feldt, s.PaK/KG Tiltmann
Korps Feldt, Artillery: 406-Art-Abt.
Frundsberg, Artillery: 1/SS-Art. Rgt.10; 1/II/SS-Art. Rgt.10; 2/II/SS-Art. Rgt.10; 1/III/SS-Art. Rgt.10; 2/III/SS-Art. Rgt.10 (Division reinforcement hexes A, B, or C)
KG Euling: Frundsberg, Orpo.(1)/KG Euling (placed in Nijmegen adjacent to, or with, the Unit's Leader if the Leader is within the Nijmegen city limits, otherwise not placed)
von Tettau, KG Bruhn: 1./PG-Ers.361; 2./PG-Ers.361; 3./PG-Ers.361; 4./PG-Ers.361; 5./PG-Ers.361; 6./PG-Ers.361; 7./PG-Ers.361; 8./PG-Ers.361; Gr.W./PG-Ers.361; 2./SS-PG A.u.E.16; 4./SS-PG A.u.E.16; 9./SS-PG A.u.E.16; 10/3 Orpo.; Gr.W./KG Krafft
Night
von Tettau, KG Eberwein: 1./SS-Ers.Abt.4; 2./SS-Ers.Abt.4; 3./SS-Ers.Abt.4; 1./Wach Ers.; 2./Wach Ers.; 3./Wach Ers.; 4./Wach Ers.; HK.Art.Abt 1230
September 19
von Tettau, KG Knoche: 1./I./Sich.Rgt.26; 2./I./Sich.Rgt.26; 3./I./Sich.Rgt.26; 4./I./Sich.Rgt.26; 1./II./Sich.Rgt.26; 2./II./Sich.Rgt.26; 3./II./Sich.Rgt.26; 4./II./Sich.Rgt.26; 1./Fest.MG 30; 2./Fest.MG 30; 3./Fest.MG 30; 4./Fest.MG 30; Flak Abt.688
Frundsberg, KG Henke: Pz-Ers. (optional Unit, see Special Rules below)
KG Reinhold: Frundsberg, 3./Ers-Btl.6 (placed in Nijmegen adjacent to, or with, the Unit's Leader)
Hohenstaufen, Independent: StuG.Brig.280
von Tettau, KG Lippert: 3./NCO Arnheim; 4./NCO Arnheim; Gr.W./KG Lippert; 1./Schiff.Abt.10; 2./Schiff.Abt.10; 3./Schiff.Abt.10; 6./Schiff.Abt.14
Korps Feldt, Kampfgruppe Becker: 1./KG Isphording; 2./KG Isphording; Gr.W./Isphording
Hohenstaufen, KG Svoboda: 1./KG Ladewig; 2./KG Ladewig; 1./KG Neumann; 2./KG Neumann; Flak Rgt.19; Flakbatterie Krüger; SS-Flak Battr.102
von Tettau, Independent: Pz. 224
Frundsberg or Hohenstaufen, Artillery: 1./ARKO 191; 2./ARKO 191; 3./ARKO 191; SS-Mörser Abt.102
von Tettau, Independent: Deelen-Flak Kp.
Frundsberg, Independent: 3./SS-Flak Abt.10 (Division reinforcement hexes A, B, or C)
Night
von Tettau, KG Wossowski: 1./PG A.u.E.4; 2./PG A.u.E.4; 3./PG A.u.E.4; 4./PG A.u.E.4; Gr.W./PG A.u.E.4
Frundsberg, KG Knaust: 5./II/SS-Pz.Rgt.10; 6./II/SS-Pz.Rgt.10 (Division reinforcement hexes A, B, or C)
KG Euling: Frundsberg, 1./Ers-Btl./Euling (placed in Nijmegen adjacent to, or with, the Unit's Leader if the Leader is within the Nijmegen city limits, otherwise not placed)
Sperrlinie Spindler: Hohenstaufen, SS-Pz.FlakAbt 9
September 20
Kampfgruppe Greschik: Korps Feldt, 1./Ers.Abt.6; 2./Ers.Abt.6; 3./Ers.Abt.6; Gr.W./Ers.Abt.6; PaK(1)/Greschik
Korps Feldt, Kampfgruppe Becker: FJ-Rgt.8; FJ-Rgt.9; FJ-Flak-Abt.5
Korps Feldt, KG Herrman: FJ-Rgt.13; FJ-Rgt.14; FJ-Flak-Abt.6; PaK.KG Herrman; Flemish Waffen-SS; FJ-Lehr-Rgt.21; 1./KG Lewin; 2./KG Lewin; 3./KG Lewin; Gr.W./KG Lewin; Pz-Ers.; 3./FJ-Rgt.5
Independent: Korps Feldt, 2./KG Molzer
Korps Feldt, Artillery: 1./FJ-Art.5; 2./FJ-Art.5
Frundsberg, Independent: 1./Pionier 6; 2./Pionier 6; 3./Pionier 6
Frundsberg, KG Knaust: 1./PG-Ers.Ausb.6; 2./PG-Ars.Ausb.6; 3./PG-Ers.Ausb.6 (Division reinforcement hexes A, B, or C)
Frundsberg, KG Euling: 2./Ers-Btl./Euling (placed in Nijmegen adjacent to, or with, the Unit's Leader if the Leader is within the Nijmegen city limits, otherwise not placed)
Korps Feldt, Artillery: 1./s.FJ-Nbl.W.21; 2./s.FJ-Nbl.W.21; 4./s.FJ-Nbl.W.21
Korps Feldt, Artillery: 3./s.Art.Rgt.139
Independent: Hohenstaufen, 1./Pio-Lehr.Btl 9; 2./Pio-Lehr.Btl 9; 3./Pio-Lehr.Btl 9 (placed in any airfield hex of Deelen)
Night
von Tettau, Independent: 1./SS-Polizei; 2./SS-Polizei; 3./SS-Polizei; 4./SS-Polizei
KG Schulz: von Tettau, 5./NCO Arnheim; 6./NCO Arnheim; 7./NCO Arnheim; 8./NCO Arnheim; Gr.W./KG Schulz
KG Haenisch: von Tettau, 1./Cstl.Fest.1409; 2./Cstl.Fest.1409; 3./Cstl.Fest.1409; 4./Cstl.Fest.1409; 1./Flieger.Abt.2; 2./Flieger.Abt.2; 3./Flieger.Abt.2; 4./Flieger.Abt.2; Gr.W./Flieger.Abt.2; 1./Flieger.Abt.3; 2./Flieger.Abt.3; 3./Flieger.Abt.3; Gr.W./Flieger.Abt.3
Frundsberg, KG Reinhold: 3./SS-Pz-Pio.Btl.10 (Division reinforcement hex A)
Independent: Hohenstaufen, 1./R.A.D.; 2./R.A.D.; 3./R.A.D.
September 21
Korps Feldt, Kampfgruppe Greschik: 1./Magen Abt.; 2./Magen Abt.; 3./Magen Abt.; PaK(2)/Greschik
Frundsberg, KG Euling: Orpo.(2)/KG Euling (placed in Nijmegen adjacent to, or with, the Unit's Leader if the Leader is within the Nijmegen city limits, otherwise not placed)
Independent: Korps Feldt, 3./KG Molzer
Korps Feldt, Artillery: 1./FJ-Art.6; 2./FJ-Art.6
Frundsberg, KG Knaust: s.Pz.Kp Hummel (Division reinforcement hexes A, B, or C)
Sperrverband Harzer: Hohenstaufen, 1./Masch.Gew.Btl.41; 2./Masch.Gew.Btl.41; 3./Masch.Gew.Btl.41; 4./Masch.Gew.Btl.41; 1./KM.Rgt.642; 2./KM.Rgt.642; 3./KM.Rgt.642; 1./KG Schörken; 2./KG Schörken; 3./KG Schörken; 4./KG Schörken; 1./LW Kauer; 2./LW Kauer; 3./LW Kauer; 1./SS-Ld.St.Ndl.3; 2./SS-Ld.St.Ndl.3; 3./SS-Ld.St.Ndl.3; Gr.W./SS-Ld.St.Ndl.3; Ers Pionier
KG Knaust: Frundsberg, 1./I/SS-Pz.Rgt.10 (reinforcement hex A, B, or C)
Night
KG Euling: Frundsberg, 3./Ers-Btl./Euling (placed in Nijmegen adjacent to, or with, the Unit's Leader if the Leader is within the Nijmegen city limits, otherwise not placed)
September 22
Korps Feldt, 84 Division: 1./1501 Gren.; 2./1501 Gren.; 3./1501 Gren.; 1./1502 Gren.; 2./1502 Gren.; 3./1502 Gren.; Gr.W./1502 Gren.; 184 Pionier; 184 Pz-Jg.
Korps Feldt, Independent: 1./KG Höxter
Korps Feldt, Independent: 2./KG Höxter; 3./KG Höxter
Hohenstaufen, Independent: 1./KG Zwolle; 2./KG Zwolle
September 23
Korps Feldt, 190 Division: 1./I/Ers-Rgt.30; 2./I/Ers-Rgt.30; 1./II/Ers-Rgt.30; 2./II/Ers-Rgt.30; 1./III/Ers-Rgt.30; 2./III/Ers-Rgt.30; Gr.W./Ers-Rgt.30; Gr.W./Ers-Rgt.520; 1./Ers-Rgt.520; 2./Ers-Rgt.520; 3./Ers-Rgt.520; PG-Ers.Btl.; Pio-Ers.Abt.30
Independent: Hohenstaufen, SS-Pz.Rgt.9
September 24
Frundsberg, KG Knaust: 2./schw.Pz.Abt 506 (Division reinforcement hexes A, B, or C)
Hohenstaufen, Independent: 3./s.Pz-Abt.506
Chits
The following chits are placed in the mug and randomized: 1st Airborne Division Activation, 82nd Airborne Division Activation, von Tettau Division Activation, Hohenstaufen Division Activation, German Direct Command, Allied Direct Command.
The 1st Para Activation Formation Activation chit is not placed in the mug, as it will be the first chit in play for the first turn of the scenario. The other Allied Formation Activation Chits are also available for purchase for this turn.
The last chit drawn for the each turn is not put into play, instead it becomes the first chit drawn for the next turn.
The other Division Activation Chits are placed in the mug the first turn that a Unit of that Division will be arriving as a reinforcement.
Victory Conditions
At the end of the night turn of the 24th, when the last chit is drawn, but not played, determine who has won the game, using the conditions listed below. XXX Corps is any unit of the 43rd Infantry Division or the Guards Armored Division.
Major Allied Victory
A XXX Corps Unit is in a reinforcement hex of Frundsberg/Hohenstaufen, and a continuous path can be traced from this hex to the XXX Corp reinforcement hex along a Road that is free of enemy Units and enemy Fire Zones.
Minor Allied Victory
An unsuppressed XXX Corps Unit is north of the Rhine.
Minor German Victory
There are no unsuppressed XXX Corps Units north of the Rhine, but there are unsuppressed XXX Corps Units north of the Waal.
Major German Victory
There are no unsuppressed XXX Corps Units north of the Waal.
Special Rules
All of the Special Rules are in effect.
Additionally, Club Route is automatically marked as closed on the following turns (due to events off–map): September 19th 1700 and night. September 20th 1900. September 23rd 0900, 1100, 1300, and 1500.
The Ferries in hexes 59.41, 02.34 and 43.98 have been destroyed by the Dutch Underground and may not be used by either player throughout the game. The Arnhem Road Bridge, Nijmegen Road and Rail Bridges, and the Grave bridge are not wired at the start of play and may never be wired.
When the Leader of KG Euling is on the map, the KG Euling Formation Activation chit is always added to the mug, every turn.
XXX Corps units may enter a Hohenstaufen/Frundsberg reinforcement hex but once entered, may never return to play.
Campaign Game 2
1500 9/17/44 — Night 9/24/44
Free Drops with Deployment Limits
The set-up for this campaign is identical to Campaign Game 1, with the following exceptions:
During the set-up, the Allied player assigns drop zones and landing zones for all the drops during the course of the game (and the supply drop zone for each day). Please note the limitations in Exclusive Rule 3.3.2 on how many Formations may use a single drop zone each day.
All the bridges start the game wired.
The Hohenstaufen Division Independent Units 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 arrive at 1700 in reinforcement hex E or F on the 17th.
The Units of KG Krafft placed during set–up may be placed anywhere outside of the Arnhem city hexes and north of the Rhine. Each Unit must start In Command.
Campaign Game 3
1500 9/17/44 — Night 9/24/44
Historical Drops and No Deployment Limits
The set-up for this campaign is identical to Campaign Game 1, with the following exceptions:
The deployment limits (Special Rules S4.9, S5.6, and S5.7) are not in effect. Remember that Units may not move within 2 hexes of an enemy reinforcement hex (with the exception as noted in special rule S5.8).
All the bridges start the game wired.
The Hohenstaufen Division Independent Units 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 arrive at 1700 in reinforcement hex E or F on the 17th.
Campaign Game 4
1500 9/17/44 — Night 9/24/44
Free Drops and No Deployment Limits
The set-up for this campaign is identical to Campaign Game 1, with the following exceptions:
During the set-up, the Allied player assigns drop zones and landing zones for all the drops during the course of the game (and the supply drop zone for each day). Please note the limitations in Exclusive Rule 3.3.2 on how many Formations may use a single drop zone each day.
All the bridges start the game wired.
The Hohenstaufen Division Independent Units 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 arrive at 1700 in reinforcement hex E or F on the 17th.
The Units of KG Krafft placed during set–up may be placed anywhere outside of the Arnhem city hexes and north of the Rhine. Each Unit must start In Command and not in any DZ/LZ.
The deployment limits (Special Rules S4.9, S5.6, and S5.7) are not in effect. Remember that Units may not move within 2 hexes of an enemy reinforcement hex (with the exception as noted in special rule S5.8).
Credits
Designer: Adam Starkweather
Developer: Nick Richardson
Graphic Artist: Niko Eskubi
Player Aid Graphics and Charts: Mark Mahaffey
Rules Writer: Jon Gautier
Cover Artist: Steve Paschal
VASSAL Support: Brent Easton
Original System Design: Eric Lee Smith
Initial OOB Research: Carl Fung and Frank van den Bergh
Rules Proofreaders: Dick Vohlers and Vincent Lefavrais
Playtesters: Joseph Chacon, Denis Dorion, David Hoskins, Steve Hanzelman, David Hassler, Allen Hill, John Iverson, Scott Krutsch, Joe Linder, Tom Meier, Richard Pardoe, William Riley, and Andy Tromans
Special thanks to: Brian Youse, Greg Blanchett, Neil Randall, John Kollar, Lou Manios, Hans Korting, John Hart, Alan Campbell, Jeff Newell, Allan Rothberg, Jim Lauffenburger, and John Clifford