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Fields of Fire: The Bulge Campaign

Expansion for Fields of Fire Deluxe Edition, 2nd Printing

Fields of Fire: The Bulge Campaign Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Campaign Rules
    • 2.1. Company Table of Organization & Equipment (TO&E)
    • 2.2. Attachments for All Missions
    • 2.3. Experience
    • 2.4. Prisoners
    • 2.5. Campaign Special Rules (CSR)
      • 2.5.1. Germans
      • 2.5.2. Buildings
      • 2.5.3. Cellars
      • 2.5.4. No Fire Bunkers
      • 2.5.5. Anti-Tank Ambush
      • 2.5.6. Regimental Cannon Company Fire Mission Hand Off
      • 2.5.7. German Tank Destroyers
      • 2.5.8. Radios
      • 2.5.9. Reinforced Pillboxes
      • 2.5.10. Movement & Fire Restrictions
      • 2.5.11. Extra Counters
  • 3. Mission 1: Wahlerscheid Crossroads "Heartbreak Crossroads"
    • 3.1. Situation
    • 3.2. Map Diagram
    • 3.3. Starting Assets & Skills
    • 3.4. Attachments
    • 3.5. Fire Support Available
    • 3.6. Higher Headquarters Events
      • 3.6.1. Friendly Higher Headquarters Events
      • 3.6.2. Enemy Higher Headquarters Events
    • 3.7. German Force Packages
    • 3.8. German Contact Packages
    • 3.9. Package Placement
  • 4. Mission 2: "Purple Heart Corner"
    • 4.1. Situation
    • 4.2. Map Diagram
    • 4.3. Assets
    • 4.4. Attachments
    • 4.5. Fire Support Available
    • 4.6. Higher Headquarters Events
      • 4.6.1. Friendly Higher Headquarters Events
      • 4.6.2. Enemy Higher Headquarters Events
    • 4.7. German Force Packages
    • 4.8. Attack Timing Table
    • 4.9. German Contact Packages
  • 5. Mission 3: "Cat and Mouse Street Fight at Krinkelt"
    • 5.1. Situation
    • 5.2. Map Diagram
    • 5.3. Assets
    • 5.4. Attachments
    • 5.5. Fire Support Available
    • 5.6. Higher Headquarters Events
      • 5.6.1. Friendly Higher Headquarters Events
      • 5.6.2. Enemy Higher Headquarters Events
    • 5.7. German Force Packages
    • 5.8. Attack Timing Table
    • 5.9. German Contact Packages
  • 6. Mission 4: "Last Attacks on Krinkelt"
    • 6.1. Situation
    • 6.2. Map Diagram
    • 6.3. Assets
    • 6.4. Attachments
    • 6.5. Fire Support Available
    • 6.6. Higher Headquarters Events
      • 6.6.1. Friendly Higher Headquarters Events
      • 6.6.2. Enemy Higher Headquarters Events
    • 6.7. German Force Packages
    • 6.8. Attack Timing Table
    • 6.9. German Contact Packages
  • 7. Mission 5: "Attack on Bullingen-Hill 629"
    • 7.1. Situation
    • 7.2. Map Diagram
    • 7.3. Assets
    • 7.4. Attachments
    • 7.5. Fire Support Available
    • 7.6. Higher Headquarters Events
      • 7.6.1. Friendly Higher Headquarters Events
      • 7.6.2. Enemy Higher Headquarters Events
    • 7.7. German Force Packages
    • 7.8. German Contact Packages
    • 7.9. Package Placement
  • 8. Mission 6: "Attack on Schöneseiffen"
    • 8.1. Situation
    • 8.2. Map Diagram
    • 8.3. Assets
    • 8.4. Attachments
    • 8.5. Fire Support Available
    • 8.6. Higher Headquarters Events
      • 8.6.1. Friendly Higher Headquarters Events
      • 8.6.2. Enemy Higher Headquarters Events
    • 8.7. German Force Packages
    • 8.8. German Contact Packages
    • 8.9. Package Placement
  • 9. Mission 7: "Scheuren, Bronsfeld, and Schleiden"
    • 9.1. Situation
    • 9.2. Map Diagram
    • 9.3. Assets
    • 9.4. Attachments
    • 9.5. Fire Support Available
    • 9.6. Higher Headquarters Events
      • 9.6.1. Friendly Higher Headquarters Events
      • 9.6.2. Enemy Higher Headquarters Event
    • 9.7. German Force Packages
    • 9.8. German Contact Packages
    • 9.9. Package Placement
  • 10. German Units
    • 10.1. German Weapons and Vehicles on the Counters
      • 10.1.1. German Infantry Weapons on the Counters
      • 10.1.2. German Vehicles on the Counters
    • 10.2. German Squad Breakdowns
    • Vehicles and Weapons Reference

1. Introduction

The 9th Infantry Regiment, 2nd Infantry Division "Manchus" faced three weeks of intense combat from 13 December 1944 to 8 January 1945 as part of the Battle of the Bulge. This campaign covers those critical days. The "Manchus" built a solid, experienced cadre through the Normandy and Brest campaigns. The six weeks prior to the start of the campaign they integrated replacements in the Schnee Eifel position. Facing light patrolling actions and indirect fire the "quiet" sector built up the experience of the units.

2. Campaign Rules

The following section is for components and special rules that apply to all missions in this campaign.

2.1. Company Table of Organization & Equipment (TO&E)

The following is your starting company for the campaign. You may change which PLT HQ or Squads are of which experience level as long as the count of Veteran, Line, or Green remains the same. If you play a mission in isolation, you will use this company, however missions later in the campaign may be easier with a full strength company.

Note that there are no Replacements units at the beginning of any of the missions.

UnitDescriptionExperienceAmmo Per MissionSteps
CO HQCompany HeadquartersVeteran1
CO XOCompany Executive OfficerVeteran1
CO 1ST SGTCompany First SergeantVeteran1
RUNNERCompany RunnerLine1
RUNNERCompany RunnerLine1

Note that the .50 Cal Machine Gun is not used in this campaign and the company jeep is only used in a few missions. The 9th Infantry walked through the majority of the actions and the .50 Cal was too heavy so was left back with the supply trains.

2.2. Attachments for All Missions

The following units are attached to your company for all missions and are replaced if lost during a mission:

UnitDescriptionParent UnitExperienceSteps
ARTY FOArtillery Forward Observer15th Field Artillery BattalionVeteran1
MTR FO81mm Mortar Forward Observer81mm Mortar Platoon, Heavy Weapons CompanyVeteran1

2.3. Experience

The following Experience Points table applies to all missions. (12.1)

TaskExperience Points Earned
Secure a card in a defensive mission (Per card)3
Secure the Primary Objective Card5
Secure the Secondary Objective Card4
Secure the Attack Position Card3
Clear another PC A card in an offensive mission (not including Objectives or Attack Position)2
Clear another PC B or C card in an offensive mission (not including Objectives or Attack Position)1
Capture an Enemy Prisoner (per step)2
Inflict an Enemy Casualty (per step)1
Perform a successful point-blank grenade attack (per attack)1
Knock out a Tank or Tank Destroyer with a Bazooka4
Knock out a Tank or Tank Destroyer with an AT Mine

2.4. Prisoners

Per (8.15) both sides take prisoners.

2.5. Campaign Special Rules (CSR)

2.5.1. Germans

Historical Note: At this point in the war the Germans were rapidly re-equipping and re-organizing their units which made for a variety of equipment across various squads. Some specific problems in these missions compounded the effect as the Germans had difficulty bringing up all their weapons while riding on tanks.

This expansion provides two new sets of German squads. These are Volksgrenadiers (VG) and Panzergrenadiers (PzG) with each set having 12 squads or gruppen. Each gruppe (Gp) is labeled 1 through 12. This numbering is not intended to be an actual designation within a company or battalion, but merely a way for you to keep track.

The number of units in play is limited by the counter mix and squads removed from play are returned to the pool for re-use. Leaders, LMG Teams, HMG Teams, Panzerschreck Teams, Snipers, and Spotters from Volume I are needed for play. The VG squads are feldgrau and white as they wore a mix of heavy feldgrau overcoats and white camouflage. The PzG squads have a mix of late war Erbsenmuster (Pea Dot Pattern) camouflage pattern and white as they wore a mix of the two. Each set has squads with "L" Long range and "P" Point Blank range, these form two pools from which squads are drawn when resolving a Contact. The Point Blank range units are used as assaulting squads for defensive missions and use the Human Wave rule (8.14). The Long range squads are more standard deployments. Assault and Fire Teams are provided to account for the additional teams needed for Human Wave style attacks in several missions and Fanaticism (8.13) in mission 2.

2.5.2. Buildings

Every Village, Church and Farm terrain card begins with one Strong Building (+3), an upper story and a cellar (CSR 2.5.3). No other cover markers, besides field fortifications, are available on these cards.

Clarification (April 11 2025): Only one building (plus its cellar & upper story) should be placed on each Village and Farm card. No additional cover may be found on these cards (regardless of the cover potential value of the card).

2.5.3. Cellars

All buildings have a Cellar and cellar markers are provided. Units that move into the Cellar do not exert any VOF, nor can they Spot, perform Grenade Attacks or deploy pyrotechnics. Cellars were commonly used for bomb shelters, command posts, or casualty collection points. Cellars had entrances both inside and outside the buildings, and the Cellar may be accessed from outside or inside the Building marker.

2.5.4. No Fire Bunkers

A bunker with a "No Fire" label represents fortified bomb shelters, command bunkers, or dugouts. It is entered and occupied like any other field fortification marker. It does not count against a Terrain Card's cover marker limit. When a unit is in this type of bunker, it does not exert any VOF, nor can it Spot, perform Grenade Attacks or deploy pyrotechnics.

2.5.5. Anti-Tank Ambush

Anti-Tank Ambush rules (10.8.3) apply to all tanks and tank destroyers from either side.

2.5.6. Regimental Cannon Company Fire Mission Hand Off

Much of the function of the regimental cannon company with its 6 light weight 105mm howitzers is to provide backup to the Field Artillery battalions. If a call for fire from the ARTY FO or CO HQ to either the 15th or 12th Field Artillery Battalions is unsuccessful, and a fire mission from the Regimental Cannon Company is not already in progress, then you may automatically draw again as a "free" call for fire for the Regimental Cannon Company. This represents the artillery Fire Direction Center (FDC) handing off the call for fire to the Regimental Cannon Company if the artillery could not support the call.

2.5.7. German Tank Destroyers

The Jagdpanzer IV Tank Destroyer was produced in two major variants. One equipped with the same 75mm cannon found on the Panzer IV and Sturmgeschütz (StuG) III and IV; and the other the longer, more powerful 75mm found on the Panther, but without the distinctive muzzle brake. They are often distinguished as the L/48 and L/70 which is the gun caliber of the two different guns. Gun caliber is a measure of the barrel length divided by its diameter and the larger the number the higher the velocity of the projectile. The official history of the 2nd Infantry Division has a series of photos taken from the Rocherath-Krinkelt battlefield, among the many photos of knocked out Mark V Panthers, only one shows a knocked out Jagdpanzer IV. The length of the barrel indicates that it was the L/70 variant. Both sets of statistics are provided, but the L/70 version is most likely the variant used in the Panzerjäger Abteilung (Anti-Tank Battalion) of the 12th SS Panzer Division.

2.5.8. Radios

By late 1944 the availability of the proven SCR-300 radio improved, and rifle companies were typically issued a spare. It was common for this spare (the second BN TAC SCR-300 radio) to be issued to a forward maneuver platoon or outpost as the SCR-536 radios were not as effective, nor did they have sufficient range. This spare radio can allow the CO HQ to have radio communication on the BN TAC Net (4.3.3) to a PLT HQ or CO Staff with the radio. This is distinct from the CO TAC Network with the SCR-536 radios as the SCR-536 AM HF radio was not compatible with the SCR-300 FM VHF radio.

In some missions, the option to mount the Arty FD NET SCR610 radio in a Jeep may be available.

  • Due to the on-board equipment, this Jeep can only carry a single step (the Arty FO).
  • If the Arty FO Jeep is not used in the mission, the Arty FO may transport the manpack SCR610 around the map normally.
  • If the Jeep is selected, the SCR610 radio cannot be used as a transportable manpack until the next mission.
  • While the Arty FO is on board, the Jeep is automatically Activated for Vehicle Movement every turn (this is an exception to 10.8.1).

2.5.9. Reinforced Pillboxes

This campaign uses a set of Pillboxes with a +5 rating.

2.5.10. Movement & Fire Restrictions

  1. Mortars cannot fire from Dense Forest terrain cards.
  2. The MLR may be crossed by US Assault Teams in any of the defensive missions as per 2.4.1B.

2.5.11. Extra Counters

Some additional counters are provided for future expansion of Fields of Fire. You will note the inclusion of a parachute infantry company as well as an accompanying Company Log sheet. A future release with the terrain decks from both Volume I and this expansion will allow a "Band of Brothers" campaign. Players should feel free to design your own expansions.

Additional tanks are also provided, but all M4 Shermans in this campaign are the M4 75s from the base game.

3. Mission 1: Wahlerscheid Crossroads "Heartbreak Crossroads"

13-16 December 1944

3.1. Situation

The 9th Infantry "Manchus" is the lead regiment in the 2nd Infantry Divisions attack on the vaunted Siegfried Line. The 38th Infantry is following behind and the 99th Infantry Division is covering the right flank of the division. The attack is intended to turn the Southern flank of the Hürtgen Forest defenses. The regiment will advance, dismounted, in a column of battalions along the six mile approach march from Rocherath to the Wahlerscheid Crossroads just over the German border.

Situation
Type, Duration, VisibilityOffensive, 10 Turns, Daylight +0, Night +5
Map4 Columns by 3 Rows. Row 2 is all Open Terrain Cards, then place the 4 Wire Entanglement Markers and 4 Mines! VOF Markers on each card on Row 2. The mines do not affect the mission Activity Level. Start at No Contact. Take all Forest, Forest Hill, Dense Forest, and Scrub Forest (Forest Types), shuffle them and place them face down on Row 1 and 3. Keep the remainder handy if Contacts occur out of the left and right boundary or beyond the Limit of Advance. The Forest Cards are revealed on Row 1 as U.S. Units enter them. Cards on Row 3 are revealed when a LOS is established from Row 1.
AttemptsYou may attempt the mission twice in Daylight and a third attempt at night.
Mission ObjectivesSecure the Primary and Secondary Objectives on Row 3.
Tactical ControlsThe Line of Departure (LOD) is between the Staging Area and Row 1. The Limit of Advance (LOA) is at the Top of Row 3. Left Boundary is left of Column 1. Right Boundary is right of Column 4. After building the map, place Primary and Secondary Objectives in cards of your choice on Row 3. Place Attack Position on Row 2 adjacent to either the Primary or Secondary Objective.
Enemy991st Grenadier Regiment, 277th Volksgrenadier Division
Potential Contact PlacementRow 1 – A; Row 2 – A*; Row 3 – B (at Night remove PC Markers). *Do not remove Row 2 PC A markers that the enemy shoot through (exception to 8.4.4).

3.2. Map Diagram

The map diagram for Heartbreak Crossroads is printed on the rulebook page and is not reproduced here. Its key labels are: Forest (FT), Open (OT), Staging Area (SA), wire entanglement (BARBED WIRE ENTANGLEMENT, on Row 2), LOD, LOA, and "Expand Map by one card as needed by contact placement."

3.3. Starting Assets & Skills

The following are the assets that are available for the mission:

AssetAmount
Rifle Grenades (2 Shots)3 (1 per platoon)
Bangalore Torpedo (2 Shots)2 (resupplied for each attempt)
HC Smoke3
WP Smoke3
Red Smoke1
Green Smoke1
Red Star Cluster (RSC)1
Green Star Cluster (GSC)1
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1
MTR FD NET SCR300 Radio1
CO TAC NET SCR536 Radio

This mission does not have field telephones available.

Skills (12.7): Draw 1 per platoon randomly.

3.4. Attachments

The following units are attached to the Company for this mission. If lost on a mission, a new squad is attached for the re-attempt.

UnitDescriptionParent UnitExperienceSteps
ENG SQDCombat Engineer Squad (S VOF) – Demolitions Capable2nd Engineer Combat BattalionVeteran3

3.5. Fire Support Available

Battalion Fire Missions are not available for this mission.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-53124
15th Field Artillery Battalion 105mm HowitzersWP-43121
Battalion Mortar Platoon 81mm MortarsHE-32324
Battalion Mortar Platoon 81mm MortarsWP

3.6. Higher Headquarters Events

3.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
Freezing Rain (If not raining it starts, if raining it stops)1/101/101/10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.2/102/102-3/10
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.3-4/103/104/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net5/104-5/105/10
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging AreaN/A6-7/106-8/10

3.6.2. Enemy Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removedN/A1/101-2/10
Reinforcements: Replace any PC A markers removed on Rows 1 and 2 if no US units are on Row 31/102/103-4/10
Rally: Remove all Pinned Markers from Enemy units2-6/103-4/105/10
Rally: All Paralyzed or Litter Teams become Fire Teams7-8/105/106/10
Machine Gun Ammo: All LMGs in play receive 4 more ammoN/A6-7/107/10
More Mortar Support: All spotters in play receive an additional Fire Mission9/10

3.7. German Force Packages

#DescriptionPlace VOF/PDFSpottedPlacement
1Sniper (in Trench)Sniper VOF, Yes PDFNoPlace Sniper on Row 3
2Incoming! + Spotter (in Bunker) (3 Total Fire Missions)Incoming (-3) VOF, no PDFNoPlace Spotter on Row 3
3MG Bunker (LMG Team in Bunker)YesNoPlace LMG Tm on Row 3
4Strongpoint (2 Squads + Leader in Trenches)YesNoPlace each Squad separately on Row 3
5Pillbox (HMG in Pillbox)Yes

Enemy packages are limited by the counters provided. German squads are drawn randomly from the available pool of Volksgrenadier (VG) squads with L range (5 squads). The LMGs and A VOF Squads start with 6 Ammo, and the HMG is unlimited. Spotters draw 2 cards for their 2nd and 3rd Fire Mission Attempts.

Errata (April 11 2025), German package 8: draw a random German spotter (Arty -4 or Mtr -3).

3.8. German Contact Packages

Force Package #PC A Row 1PC A Row 2PC B Row 3
11-4/101/10N/A
25-8/102-4/10N/A
39/105-6/10N/A
4N/A7/10N/A
510/108-10/10N/A
6N/AN/A1-6/10
7N/A

3.9. Package Placement

The fortifications faced by the 9th infantry were complex in their siting with bunkers able to fire in multiple directions at once.

Enemies placed on Row 3 can be placed on cards that already have other enemy units (exception to 8.4.3). The new unit will open fire at the triggering card, and all other units on the same card capable of doing so will shift fire to the new PDF. Due to the limited firing arc of bunkers and pillboxes this may result in multiple PDFs from a single card. (The Spotter package does not place a PDF so does not cause any units to shift fire).

Each card has a limit of three field fortifications (Trench, Bunker, or Pillbox). After this, it is no longer an eligible placement card.

Clarification (April 11 2025): As implied by Mission Specific Rule 3.9, enemies placed on Row 3 can be placed on cards that already have other enemy units (exception to 8.4.3). The new unit will open fire at the triggering card, and all other units on the same card capable of doing so will shift fire to the new PDF. Due to the limited firing arc of bunkers and pillboxes this may quite often result in multiple PDFs from a single card. Note the limitation of three fortifications per card. (The Spotter package does not place a PDF so does not cause any units to shift fire).

Contact ColumnLeft FrontDirect FrontRight Front
11/5*2-3/54-5/5
21/32/33/3
31/32/33/3
41-2/53-4/55/5*

*Note that row two does not expand to the left or right.

Redraw for an eligible direction.

3.10. Mission Special Rules (MSR)

3.10.1. Wire Entanglement

There are 4 Wire Entanglement Markers placed at the beginning of the mission on each Terrain Card on Row 2, along with 4 Mines VOF Markers. While on the front, un-breached side, units may enter Row 2 from Row 1 and return to Row 1 but cannot move from Row 2 to Row 3 or another card on Row 2. Enemy units will not attempt to enter Row 2.

3.10.2. Bangalore Torpedo

A Bangalore Torpedo is a special type of demolition charge that is plastic explosives packed into a tube. The tube comes in sections that attach to each other to make a long tube. The tube is slid into a wire entanglement and a fuse igniter used to set off a fuse leading to the blasting cap in the rear of the torpedo. The resulting explosion cuts a path through the wire and any associated mines. The concept has been around for hundreds of years, but in modern combat engineering it comes in pre-made sections for rapid assembly and use. Only the engineer squad, PLT HQ, CO HQ, and Company Staff are able to use either of the Bangalore Torpedo kits. The Bangalore Torpedo kits come with 2 shots each and can only be used to breach the wire entanglements on Row 2. The procedure is the same as a Demolition Charge attack (7.1.3) and if successful the Wire Entanglement Marker is flipped to its Breach side and the effects are removed and the draw for Mines are reduced to 1 draw instead of the normal 3. If a unit passes through to Row 3 and is not attacked by the mines, then a pathway is marked for others to follow and the Mines VOF marker is removed. If it is actively Raining then reduce the draws by 1 for attempting a Demolition Attack, if it fails do NOT place a Demo Miss, the charge failed to explode, and the shot is not expended.

3.10.3. Engineers marking a path

In an attempt to mark a clear path through the mines, the engineer squad may attempt to infiltrate to or within a card on Row 2. If successful in the infiltration attempt it then draws 1 for a potential mine attack instead of 3, if it avoids a mine attack, a path is marked and the Mine VOF Marker is removed. In all other circumstances the marking has failed. If the infiltration attempt fails it is NOT marked exposed but draws 3 cards for the mine attack normally. You may attempt to mark a pathway any number of times as long as you have a good order 2 or 3 step engineer squad.

3.10.4. First Attempt Artillery Communications problems

Historical Note: The regiment experienced a great deal of difficulty with artillery communication during the initial attack.

For the first attempt, reduce the draws for a Call for Fire from Artillery or the Regimental Cannon Company by 2.

4. Mission 2: "Purple Heart Corner"

17-18 December 1944

4.1. Situation

After holding the gains at Wahlerscheid the regiment is turning around and moving dismounted back the six miles to Rocherath. The Germans are up to something and the while on the march the Division Commanding General attaches 1st Battalion, 9th Infantry reinforced with Company K for the 3rd Battalion and personally places then in a position Northeast of the village of Rocherath at a crossroads. The position must be held at all costs to prevent the 38th Infantry from being cutoff.

Situation
Type, Duration, VisibilityDefensive, 12 Turns. Turns 1-8: Night +4. Turn 9: Twilight +1 and +1 Mist. Turns 10-12: Daylight +0 and +1 Mist.
Map7 Columns by 4 Rows: See Diagram Below. The map does not expand beyond what is in the diagram during play. Place two Forest Road and four Road Embankment Terrain Cards as shown. For the remaining 8 Forest Type Cards = Shuffle x10 Forest, x3 Scrub Forest, x2 Dense Forest, and x5 Forest Hills cards and place them. For the remaining 14 Open Type Cards = Shuffle x10 Open, x3 Farms, x2 Enclosed Fields, x4 Gullies, and any unused Scrub Forest Cards. Redraw any placement that is a NO GO on the default route indicated on the diagram.
AttemptsNo re-attempts (3.9)
Mission ObjectivesAt start the company must occupy all cards on rows 1 and 2 between the Staging Area and the MLR. At the end you must secure at least 6 of 10 cards between the MLR and the Staging Area.
Tactical ControlsThe Main Line of Resistance (MLR) is between the Staging Area and Row 2. Runs as depicted in the Map Diagram. Left Boundary is left of Column 1. Right Boundary is right of Column 7. Field Fortifications may be placed per the Assets table.
EnemyKampfgruppe Zeiner - 1st and 3rd Companies, 1st Battalion, 12 SS Panzer Regiment; 2 battalions of the 25th SS Panzergrenadier Regiment; a company from the divisional tank destroyer battalion, 12 SS Panzer Division "Hitler Jugend". Enemy Fanaticism rule (8.13) applies to all enemy units except Human Waves (8.14).

4.2. Map Diagram

The map diagram for Purple Heart Corner is printed on the rulebook page and is not reproduced here. Its labels are: German Attack Zone 1, 2 and 3; German Exit Direction towards Rocherath; the MLR; Lausdell N; the Staging Area (SA) row; Forest (FT), Open (OT), Forest Road (FR) and Road Embankment (RE) terrain types; and the default route of German Tanks/Tank Destroyers.

4.3. Assets

The following are the assets that are available for the mission:

AssetAmountAssetAmount
Extra Bazooka (3 Shots)4MTR FD NET SCR300 Radio1
M1 Anti-Tank (AT) Mines2CO TAC NET EE8 Field Phones6
WP Smoke3Phone Line4
HC Smoke2Handheld Illumination6
Red Star Cluster (RSC)1Bunker (No Fire)2
Red Star Parachute (GSP)1Bunker2
Green Star Cluster (GSC)

4.4. Attachments

UnitDescriptionParent UnitExperienceSteps
HMG PLTHeavy Machine Gun (HMG) PlatoonOne of two HMG Platoons in the Battalion Weapons Company (Dog Company for Companies A and B, or Mike Company for Company K)Veteran1
HQHeadquarters, led by a Technical Sergeant(same as HMG PLT)Veteran1
1/1/HMG1st HMG Team, 1st Squad, M1917A1 .30cal HMGs (A VOF)HMG Teams from attached HMG PlatoonVeteran2
2/1/HMG2nd HMG Team, 1st SquadHMG Teams from attached HMG PlatoonVeteran2
1/2/HMG1st HMG Team, 2nd Squad

Each HMG Team starts with 6 ammo.

4.5. Fire Support Available

Per the direction of the Division Commander, all successful calls for fire for the 15th and 12th Field Artillery are Battalion Fire Missions.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-5423No Limit
15th Field Artillery Battalion 105mm HowitzersWP-43121
Battalion Mortar Platoon 81mm MortarsHE-32324
Battalion Mortar Platoon 81mm MortarsWP

4.6. Higher Headquarters Events

4.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-8Turns 9-12
If Mist is in play, then Mist clears.N/AN/A1-3/10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.N/A1-2/10N/A
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.1-3/103/104/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4-5/104-5/10N/A
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area6-8/106-8/10N/A

4.6.2. Enemy Higher Headquarters Events

EventsTurns 2-4Turns 5-8Turns 9-12
Evacuate Casualties: All casualties in non US occupied cards are removed1-2/101-2/101-3/10
Reinforcements: If 2 x Mark V Panthers are available queue them up with mounted Panzergrenadiers, if available, in Attack Zone 1. If there is not already a vehicle on the Forest Road, then place the first tank there with the second tank ready to enter in the Vehicle Phase. Each has 6 ammo.3-4/103-4/104/10
Flanking Move: Place one Panzergrenadier standard squad in random forest card in Attack Zone 3 if available. (6 ammo if an A VOF squad is picked).5/105/105/10
Rally: Attempt to Rally to remove all Pinned Markers from Enemy units6-7/106-7/106/10
Keep Moving!: All German vehicles in play must move during the Vehicle Phase to the default route if not on it, or if on it move 1 card along the default route regardless of priorities.8-9/108-9/10

Any affected unit from an Enemy HHQ Event does not perform an Activity Check.

4.7. German Force Packages

The German forces are limited by the available counters and drawn randomly from the available pool of Panzergrenadier (PzG) squads. If the triggered package is unavailable due to counters in play, then disregard the contact completely (do not redraw). Any German Tank, Tank Destroyer, or infantry unit marked Exposed that moves into the LOS of a good order US unit is automatically spotted. All German tanks or tank destroyers start with 6 ammo.

#DescriptionPlace VOF/PDFSpottedPlacement
1Incoming! (Single Fire Mission - NO spotter is placed)Incoming (-3) VOF, no PDF-Single Fire Mission, Place VOF on card that triggered the Contact
2Tanks! (2 x Panthers)NoNoForest Road (Note 1)
3Tank Destroyers! (2 x JagdPanzer IV)NoNoForest Road (Note 1)
4Tanks! (3 x Panthers)NoNoForest Road (Note 1)
5Dismounted Assault: (3 x Squads (Range P Grp 7-12) marked Exposed)No

Note 1: Tanks or Tank Destroyers enter at either Forest Road in Zone 1 or 2. While standard squads are available, each enters with a standard squad (Grp 1-6) mounted. The tanks enter one at a time and the remainder queue up behind to enter on subsequent vehicle phases. If neither road is already occupied by a German tank or tank destroyer then place at Zone 1, if Zone 1 is already occupied, then place at Zone 2. If both are occupied, queue it behind Zone 1. Other units do not prevent tanks from being placed.

Note 2: Place 1 squad (Grp 7-12) in each card on row 4 first in Zone 1, if a second dismounted assault happens while one is in Zone 1 row 4 or 3, then place it in Zone 2. The presence of other units does not prevent Human Waves from being placed.

Clarification (April 11 2025): Mission specific rules for entry (vehicles placed on forest road, Human Waves) override the enemy placement base rules (8.4.3 Other Enemy Units). As stated, only other vehicles block the entry of German vehicles.

4.8. Attack Timing Table

On the given turn each US occupied card on the given row must resolve a PC Marker as indicated, note that the contact may merely trigger an attack but not be able to see it.

Row123456789101112
Row 2CAB--AABCAA-
Row 1-CC--

4.9. German Contact Packages

#PC CPC BPC A
11-2/10N/AN/A
23/101-3/101-2/5
34/104-5/103/5
45/106-7/104/5
56/108/105/5
67/109/10N/A
78-10/10

4.10. Package Placement

Contact ColumnLeft FrontDirect FrontRight FrontRight
1N/A1-2/31/3N/A
21-2/43/44/4N/A
31/32/33/3N/A
41-2/43/44/4N/A
51-2/63-4/65/66/6

4.11. Vehicle Behavior Table

All German Tanks and Tank Destroyers are activated each turn for Fire or Movement. They perform an action with the following priorities, due to difficult trafficability and limited visibility they may not depart more than 1 card from the default path:

PriorityAction
1If it is turn 9 or later, then only option is to move to the default route if not on it, or if on it move 1 card along the default route until it exits the map
2Fire on closest US Tank in LOS.
3If at Point Blank range, Attempt to Concentrate Fire as a Vehicle Action on any US HMG or LMG Team firing. If a tank (not a tank destroyer) and no spotlight is in use, use the spotlight. (MSR 4.12.2)
4If on default route, and a US occupied card with an HMG or LMG is at Close range, move to that card.
5If not on the default route and no HMG or LMG units are in good order in Point Blank range, then move to the default route by the shortest means possible.
6Move 1 card along the default movement path based on origin Zone until it leaves the map at the designated exit.

Note: Any Panzergrenadiers riding on Tanks or Tank Destroyers dismount (10.2.2) when the vehicle ends its Move action in LOS of US units, off the default route, or on a card with any VOF. They will dismount at the beginning of their vehicle's Move action if it is on a card under a US VOF.

Clarification (April 11 2025): Dismount any German units riding on a tank as soon as it has US units in LOS (so it can open fire). Note that this is part of the tank's Move action, so takes place after VOF resolution & Reaction Fire (Rulebook 10.2.2). Also dismount before moving if the tank begins in a VOF (Resolve VOF > Disembark > Move tank to adjacent card).

4.12. Mission Special Rules (MSR)

4.12.1. The HMG Platoon

An entire Heavy Machine Gun (HMG) platoon is attached to the company for the mission. In addition to the 4 2-step machine gun teams (A VOF) a platoon headquarters is also included. The HMG PLT HQ functions the same as any platoon HQ in the Command Phase. It may issue commands to itself and any of the four HMG teams, even if the teams are attached to other platoons, e.g., 1/1/HMG is attached to 1st Platoon at the beginning of the mission, it may receive commands from 1 PLT HQ and HMG PLT HQ.

4.12.2. Spotlights

Many German tanks brought powerful spotlights into the battle. For those caught in the light it was blinding and allowed the German gunners to easily pick them off. However, the light works both ways and it made the tank easily spotted. There is a spotlight origin and target marker provided. When a German tank uses its spotlight per the priorities (MSR 4.11) it is marked with an origin and is automatically Illuminated and may be Spotted automatically by US units at Max LOS (see 4.7 above). There can be only one spotlight in use at any given time. The spotlight target is an A VOF LMG or HMG in the same card. If more than one is in the card, then randomly select one. The selected target is blinded and no longer exerts its VOF, and when VOF is resolved against the target in the Combat Effects Segment, it receives no limited visibility modifier.

4.12.3. US Anti-Tank Mines

Historical Note: The US used M1 anti-tank (AT) mines extensively with a distinctive cross shaped pressure spider. It weighed 10.5 lbs (4.8 kg) and had a 6 lb TNT charge sufficient to knock out light vehicles or disable a tank.

You may place the 2 AT mine markers separately on any US occupied or adjacent card. It is triggered when a German vehicle enters the card. Flip the mine to its activated side and resolve its -4 VOF against the vehicle. This replaces the resolution of any other Basic VOF on the card. After resolving this attack, the mine is removed.

5. Mission 3: "Cat and Mouse Street Fight at Krinkelt"

18-19 December 1944

5.1. Situation

Enough Germans got through that Kampfgruppe Zeiner established a forward command post in a building near the church that marks the dividing line between the villages of Rocherath (North) and Krinkelt (South). The regiment is holding Krinkelt. The Germans are trying to work their way into Krinkelt with tanks and dismounted infantry and Panzerschreck teams trying to hunt our tanks and tank destroyers.

Situation
Type, Duration, VisibilityDefensive, 10 Turns, Night +3
Map3 Columns by 4 Rows as depicted in the diagram opposite. The map does not expand beyond what is in the diagram.
AttemptsNo re-attempts (3.9)
Mission ObjectivesSecure 3 of the 5 Village Cards between the Staging Area and the MLR
Tactical ControlsPlace the left and right boundaries and MLR as indicated in the Map Diagram
EnemyKampfgruppe Zeiner - 1st and 3rd Companies, 1st Battalion, 12 SS Panzer Regiment; 2 battalions of the 25th SS Panzergrenadier Regiment; a company from the divisional tank destroyer battalion, 12 SS Panzer Division "Hitler Jugend", (they do not use the Fanaticism Rule in this mission). Place 1/Grp PzG Squad (A***L) with 6 ammo inside a Strong Building and 7/Grp PzG (A***P) in the cellar of the same building on the Village Card marked in the Map Diagram as the German HQ.
Potential Contact PlacementPer Attack Timing Table
Enemy Activity and ExperienceAssault, Green

Errata (April 11 2025), 5.1: 1/Gp PzG has 6 MG ammo.

5.2. Map Diagram

The map diagram for Cat and Mouse Street Fight at Krinkelt is printed on the rulebook page and is not reproduced here. Its labels are: GERMAN HQ AREA, Village (V), Church (CH), Graveyard (G), Farm (F), Enclosed Field (EFL), Open (O), Staging Area (SA), MLR, the compass directions used for Move actions (NW, N, NE, W, E, SW, S, SE), and the Krinkelt village edge. The key also lists Immobilized Tank and Burning Wreck markers.

5.3. Assets

The following are the assets that are available for the mission:

AssetAmount
Extra Bazooka (3 Shots)4
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1
MTR FD NET SCR300 Radio1
CO TAC NET EE8 Field Phones6
Phone Line4
Handheld Illumination6
Bunker (No Fire)1 in the Open or Enclosed Field Cards
Bunker1 in the Open or Enclosed Field Cards
FoxholesUp to 2 in either the Open Card or the Enclosed Field Card

5.4. Attachments

UnitDescriptionParent UnitExperienceSteps
Tank Section2 x M4 75 Sherman Tanks with 5 Ammo (Starts in Staging Area of Player Choice)Co A, 741st Tank BnVeteran
Immobilized Tank1 x M4 75 Sherman Tank (cannot move throughout the mission) has 5 AmmoHQ Company, 741st Tank BnVeteran
M1 57mm1 x M1 57mm Anti-Tank Gun (5 Ammo)Anti-Tank Platoon, Battalion Weapons CompanyLine1
1/1/HMG1st HMG Team, 1st Squad, HMG PLT with M1917A1 .30cal HMG (A VOF)HMG Team from attached HMG PlatoonVeteran2
2/1/HMG2nd HMG Team, 1st Squad

Each HMG Team starts with 6 ammo.

5.5. Fire Support Available

Battalion Fire Missions are not available due to the close proximity of friendly forces.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-54233
15th Field Artillery Battalion 105mm HowitzersWP-43121
Battalion Mortar Platoon 81mm MortarsHE-32324
Battalion Mortar Platoon 81mm MortarsWP

5.6. Higher Headquarters Events

5.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.N/A1-2/101-3/10
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.1-3/103/104/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4-5/104-5/10N/A
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area6-8/106-8/10N/A
NCO Leadership: Draw one random skill, give it to a randomly selected platoon9/109/105/10

5.6.2. Enemy Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removed1-2/101-2/101-2/10
Rockets!: Place an Incoming! (-4) on randomly selected US Occupied Card on Row 13/103/103/10
Reinforcements: US occupied cards on Rows 2-4 must resolve a PC A instead of the regular attack timing. See 5.8 below4/104/10N/A
Rally: Any Weapons Teams on Fire Team side flip to Front. Any Fire, Litter, or Paralyzed Teams are replaced with Assault Teams5/105/104-5/10
Rally: Remove all Pinned Markers from Enemy units6/106-7/106/10
Illumination: Place a Handheld illumination on a randomly selected US Occupied Card

5.7. German Force Packages

The German forces are limited by the available counters. If the triggered package is unavailable due to counters in play, then disregard the contact.

#DescriptionPlace VOF/PDFSpotted*Placement
1Incoming! (Single Fire Mission - NO spotter is placed)Incoming (-3) VOF, no PDF-Single Fire Mission, Place VOF on card that triggered the Contact
2Tank (1 x Panther with 4 ammo)NoNoGerman HQ
3Tank Destroyer (1 x JagdPanzer IV with 4 ammo)NoNoGerman HQ
4Tank Hunter (Panzerschreck Team with 2 ammo)NoNoGerman HQ
5Sweep (Assault Team with 1 x Panzerfaust)No

*Note that enemy units placed on cards with Spotted units are automatically Spotted (8.4.3).

Clarification (April 11 2025): As per rulebook 8.5, while the enemy units are placed Unspotted, most will become Spotted immediately due to the presence of other Spotted units on the card.

5.8. Attack Timing Table

On the given turn each US occupied card on the given row must resolve a PC Marker as indicated, note that the contact may merely trigger German forces but not be able to see them.

Turn12345678910
Rows 2-4CAB--ABB--
Row 1CCC--CCC-

5.9. German Contact Packages

#PC CPC BPC A
1AUTOMATIC1-3/10N/A
2N/A4-5/101-2/10
3N/A6/103/10
4N/A7/104-6/10
5N/A8/107-8/10
6N/A9-10/109-10/10

5.10. Package Placement

All German units enter play at the German HQ Village Card marked on the Map Diagram (regardless of the presence of other units).

German infantry units starting at the HQ do not move, but may retreat if Pinned or reduced to LATs. Only forces generated via Contact Resolution move - use the mission specific activity check below.

Clarification (April 11 2025): Mission specific rules for entry (German HQ) override the enemy placement base rules (8.4.3 Other Enemy Units).

5.11. Mission Specific Enemy Activity Table

5.11.1. Tanks and Tank Destroyers

All German Tanks and Tank Destroyers are activated each turn for Fire or Movement. If a Panther moves and enters a card with a US Tank or Tank Destroyer, it will use its Move and Fire capability to engage in AT Combat.

R#Action
If at HQ Area: 1/3Move W
If at HQ Area: 2/3Move SW
If at HQ Area: 3/3Move S
If in same card with US Tank or Tank DestroyerFire
If in same card as US Infantry Units: 1/5Move on most direct route toward HQ Area
If in same card as US Infantry Units: 2/5Move S (if Move is off the map the Tank or Tank Destroyer is out of play)
If in same card as US Infantry Units: 3/5Move in Random Direction (if Move is off the map the Tank or Tank Destroyer is out of play)
If in same card as US Infantry Units: 4/5Concentrate Fire on a random US Occupied Building
If in same card as US Infantry Units: 5/5Move into Cover (MSR 5.12.1)
If none of the above appliesMove on most direct route toward HQ Area

5.11.2. Good Order Infantry (Panzergrenadiers)

R#Action
If at HQ Area: 1/4Attempt to infiltrate W
If at HQ Area: 2/4Attempt to infiltrate SW
If at HQ Area: 3/4Attempt to infiltrate S
If at HQ Area: 4/4Attempt to infiltrate SE
If Panzerschreck or Panzerfaust in same card with US Tank or Tank DestroyerAttempt a Grenade! AT Combat Attack
If in same card as US Infantry Units and not under cover, and cover is available: 1/3Move on most direct route toward HQ Area
If in same card as US Infantry Units and not under cover, and cover is available: 2-3/3Move into Cover
If in the same card as US Infantry Units and under cover OR not under cover and no cover is available: 1/3Move on most direct route toward HQ Area
If in the same card as US Infantry Units and under cover OR not under cover and no cover is available: 2/3Attempt a grenade attack on a random US Occupied Building

* Pinned and LAT units use the regular LAT/Pinned Activity Chart 5.12.

Clarification (April 11 2025): LATs and Pinned units use the regular LAT/Pinned Enemy activity chart.

5.12. Mission Special Rules (MSR)

5.12.1. Tanks using Buildings as Cover

Tanks or Tank Destroyers on a Village Card may "move into cover" as their complete Vehicle action for the turn. Place the the counter touching a Strong Building Cover Marker. This prevents the unit from spotting or from being attacked by AT Fire from adjacent cards or farther. The unit's Basic VOF and AT Combat capability is restricted to Point Blank Range.

Clarification (April 11 2025): "Move into Cover" is special Vehicle Action for this mission carried out in the AT Combat & Vehicle Movement Phase. Resolve VOF > Move to cover (no Reaction Fire as you're now immune to AT Fire).

5.12.2. Immobilized Tank

One US attachment is an immobilized tank. It was in the village for repairs when the Germans fought their way into the village. The maintenance section positioned it in an alley to conceal it and let it ambush passing German tanks. The tank cannot move and starts play under cover per MSR 5.12.1.

5.12.3. Burning Wreck

A burning wreck (of a Panther) starts play as indicated on the Map Diagram. It produces smoke like a usual burning wreck (10.7), in addition the fire improves the visibility to +1 from +3 on that card.

6. Mission 4: "Last Attacks on Krinkelt"

19 December 1944

6.1. Situation

Situation
Type, Duration, VisibilityDefensive, 10 Turns. Turn 1-2 Twilight +1. Turns 3-10 Daylight +0. Start with Fog.
Map6 Columns by 4 Rows. The map does not expand beyond what is in the diagram during play. Place two Forest Road and two Road Embankment Terrain Cards as shown. Randomly place the two other Road Embankment Terrain Cards on Row 2 in one of the three possible directions from the Road Embankments in row 3. For the remaining 4 Forest Type Cards = Shuffle x10 Forest, x3 Scrub Forest, x2 Dense Forest, and x5 Forest Hills cards and place them. For the remaining 8 Open Type Cards = Shuffle x10 Open, x3 Farms, x2 Enclosed Fields, x4 Gullies, and any unused Scrub Forest Cards. Place the 6 Village Cards on row 1.
AttemptsNo re-attempts (3.9)
Mission ObjectivesSecure 5 of 6 Cards on Row 1.
Tactical ControlsThe Main Line of Resistance (MLR) is between Row 1 and Row 2. Left Boundary is left of Column 1. Right Boundary is right of Column 6. After building the map, you may place the Combat Outpost (COP) on Row 2.
EnemyElements of 277th Volksgrenadier Division, with mixed support from Kampfgruppe Zeiner covering the shifting of the 12 SS Panzer Division South.
Potential Contact PlacementPer Attack Timing Table
Enemy Activity and Experience

6.2. Map Diagram

The map diagram for Last Attacks on Krinkelt is printed on the rulebook page and is not reproduced here. Its labels are: GERMAN ATTACK ZONE 1 and 2, the MLR, the Combat Outpost (COP), the Staging Area (SA) row, Village (V) cards on Row 1, Forest (FT), Open (OT), Forest Road (FR) and Road Embankment (RE) terrain types, and the default route of German Tanks/Tank Destroyers, which is based on the random placement of the Road Embankment.

6.3. Assets

The following are the assets that are available for the mission:

AssetAmount
Extra Bazooka (3 Shots)2
WP Smoke2
HC Smoke2
Red Star Cluster (RSC)1
Red Star Parachute (GSP)1
Green Star Cluster (GSC)1
Green Star Parachute (GSP)1
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1
MTR FD NET SCR300 Radio1
CO TAC NET EE8 Field Phones6
Phone Line4

6.4. Attachments

UnitDescriptionParent UnitExperienceSteps
1/1/HMG1st HMG Team, 1st Squad, HMG PLT with M1917A1 .30cal HMG (A VOF)HMG Team from attached HMG SectionVeteran2
2/1/HMG2nd HMG Team, 1st SquadHMG Team from attached HMG SectionVeteran2

Each HMG Team starts with 6 ammo.

6.5. Fire Support Available

Battalion Fire Missions are available from the 12th and 15th Field Artillery Battalions.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-54235
15th Field Artillery Battalion 105mm HowitzersWP-43121
Battalion Mortar Platoon 81mm MortarsHE-42324
Battalion Mortar Platoon 81mm MortarsWP

6.6. Higher Headquarters Events

6.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
If FOG in play, then FOG Clears. If Fog is already clear, then nothing happens.1/101-3/101-3/10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.2/104/10N/A
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.3/105/104/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4/106/10N/A
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area5/10N/A5/10

Each Tank/Tank Destroyer/Quad .50 is placed in the Staging Area with both placed in the same randomly selected area and having 5 ammo each.

6.6.2. Enemy Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removedN/A1/101-3/10
Rockets!: Place an Incoming! (-4) on randomly selected US Occupied Card on Row 11-2/102-3/10N/A
Reinforcements: US occupied cards on Row 1 must resolve a PC A instead of the regular attack timing. See 6.8 below3-4/104/10N/A
Rally: Any Weapons Teams on Fire Team side flip to Front, Any Fire, Litter, or Paralyzed Teams are replaced with Assault Teams5-7/105-6/104/10
Rally: Remove all Pinned Markers from Enemy units8-10/107-8/105-6/10
Tanks are recalled: Remove all German tanks and tank destroyers from play

6.7. German Force Packages

The German forces are limited by the available counters. If the triggered package is unavailable due to counters in play, then disregard the contact.

For the Human Wave attacks use as many assault squads as possible up to 3 that are available (there are 7 provided). Place each squad individually (more than one could be in the same card).

#DescriptionPlace VOF/PDFSpottedPlacement
1Incoming! (Single Fire Mission - NO spotter is placed)Incoming (-3) VOF, no PDF-Single Fire Mission, Place VOF on card that triggered the Contact
2Tanks (2 x Panthers)NoYesForest Road per 6.10
3Tank Destroyer! (1 x JagdPanzer IV)NoYesForest Road per 6.10
4Assault (Up to 3 Assault Squads. Human Wave Attack. Exposed)NoYesMax LOS
5Probe (1 Standard Squad attempting to infiltrate placement card)

Tanks, Tank Destroyers, LMGs and A VOF Squads start with 5 ammo.

6.8. Attack Timing Table

Turn12345678910
Row 2CA--BAAB--
Row 1CBA-CAABC-

6.9. German Contact Packages

#PC CPC BPC A
1AUTOMATICN/AN/A
2N/AN/A1-2/10
3N/A1/103/10
4N/AN/A4-6/10
5N/A2-6/107-8/10
6N/A7-10/109-10/10

6.10. Package Placement

All German Tanks and Tank Destroyers must enter on 1 of the 2 Forest Road Cards and can only move from there to Road Embankment Cards. For the Tank package place 1 Panther at each Forest Road, for the Tank Destroyer, randomly select which Forest Road to place it. For other units draw on the chart below:

Contact ColumnLeft FrontDirect FrontRight Front
1N/A1/32-3/3
21/42-3/44/4
31/32/33/3
41/32/33/3
51/42-3/44/4
61-2/33/3N/A

6.11. Vehicle Behavior Table

Errata (April 11 2025): The title of this table is shifted to appear after the Package Placement Table, as set out above.

All German Tanks and Tank Destroyers are activated each turn for Fire or Movement. They perform an action with the following priorities, due to difficult trafficability they may not depart the default path:

PriorityAction
1If on the Forest Road move to the Road Embankment
2Fire on closest visible US Tank.
3Fire on closest visible US Vehicle (Quad .50).
4If no US Tank or Tank Destroyer is in play AND on Row 3, move to Row 2 Road Embankment
5Attempt to Concentrate Fire on Random US unit under VOF
6If only 1 ammo is remaining and on Row 2 move to Row 3 Road Embankment

7. Mission 5: "Attack on Bullingen-Hill 629"

30 December 1944

7.1. Situation

The Regiment is attacking Southeast toward Bullingen. The German situation is unclear, but the major armored units are reported to be withdrawing.

Situation
Type, Duration, VisibilityOffensive, 10 Turns, Daylight +0
Map4 Columns by 4 Rows. The map may expand during play. • Remove Village, Church, and Cemetery Cards and use them for the Staging Area. • Take 5 Forest Hill, 4 Draw/Gully, 2 Scrub Forest, 2 Open Cards shuffle and place 8 cards face down for Rows 3 and 4. (This builds the Hill 629 area). • Remove any unused Forest Hill Cards and shuffle the remainder with the rest of the deck and place 8 cards face down for Rows 1 and 2. • Reveal Row 1 and any Cards on Row 2 that have LOS from the Staging Area through Row 1.
AttemptsNo re-attempts (3.9)
Mission ObjectivesSecure the Primary and Secondary Objectives on Row 4.
Tactical Controls• The Line of Departure (LOD) is between the Staging Area and Row 1. • The Limit of Advance (LOA) is at the Top of Row 4. • Left Boundary is left of Column 1. • Right Boundary is right of Column 4. • After building the map, place Primary and Secondary Objectives in cards of your choice on Row 4. • Place Attack Position on Row 3 adjacent to either the Primary or Secondary Objective. Note: You may place Objectives and Attack Position controls on cards that are face down at set up.
EnemyElements of 12th Volksgrenadier Division, with mixed support from the 3rd Panzergrenadier Division
Potential Contact Placement• Row 1 – C • Row 2 – B • Row 3 – A • Row 4 – B

7.2. Map Diagram

The map diagram for Attack on Bullingen-Hill 629 is printed on the rulebook page and is not reproduced here. Its labels are: the Bullingen LOA, the LOD, the Staging Area (SA) row, "Randomly Determined" for the Staging Area edge, and a KEY marking the Potential Contact Counters A, B and C.

7.3. Assets

The following are the assets that are available for the mission:

AssetAmount
Extra Bazooka (3 Shots)3
Rifle Grenades (2-Shots)3 (1 Per Platoon)
WP Smoke3
HC Smoke3
Red Smoke1
Green Smoke1
Red Star Cluster (RSC)1
Red Star Parachute (GSP)1
Green Star Cluster (GSC)1
Green Star Parachute (GSP)1
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1

This mission only uses radios, field phones are not available.

Skills (10.7): Draw 1 per platoon randomly if playing as a stand alone mission.

7.4. Attachments

There are no additional starting attachments for this mission.

7.5. Fire Support Available

Battalion Fire Missions are available for the 15th and 12th Field Artillery Battalions.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-54234
15th Field Artillery Battalion 105mm HowitzersWP-43121
15th Field Artillery Battalion 105mm HowitzersTOT-63NA11
Battalion Mortar Platoon 81mm MortarsHE

7.6. Higher Headquarters Events

7.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.N/A1-2/101/10
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.1-3/103/102/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4-5/104-5/103/10
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area6-8/106-7/104-5/10
NCO Leadership: Draw one random skill, give it to a randomly selected platoon9/108/106/10

7.6.2. Enemy Higher Headquarters Events

Errata (April 11 2025), for 7.6.2 and 9.6.2: the Reinforcements event should say "any PC Markers" not "any A PC Markers".

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removed1/101-2/101-2/10
Reinforcements: Replace any PC markers removed from Rows 1 and 2 with PC A markers if no US units are on Row 3 or farther.2-3/103/10N/A
Rally: Remove all Pinned Markers from Enemy units4-5/104/103/10
Rally: All Paralyzed or Litter Teams become Fire Teams6/105/104/10
Machine Gun Ammo: All LMGs in play receive 4 more ammo7/106/10N/A
More Mortar Support: All spotters in play receive an additional Fire Mission8/10

7.7. German Force Packages

Enemy packages are limited by the counters provided. German squads are drawn randomly from the available pool of Volksgrenadier (VG) squads with L range (5 squads). The LMG Teams or A VOF Squads start with 4 MG Ammo. Spotters get 1 draw for their 2nd and 3rd Fire Missions.

#DescriptionPlace VOF/PDFSpottedPlacement
1Sniper (in Cover)Sniper VOF, Yes PDFNoMax Range or LOS
2Incoming!/Spotter (in Cover) (3 Total Fire Missions)Incoming (-3) VOF, no PDFNoMax LOS
3MG Nest (LMG Team in Foxholes)YesNoMax Range or LOS
4Outpost (Standard Squad in Foxholes)YesNoMax Range or LOS
5Strongpoint (2 Squads + Leader in Foxholes)Yes

7.8. German Contact Packages

Force Package #PC CPC B – Row 2PC APC B – Row 4
11-3/101/10N/AN/A
24-6/102-3/101-2/101-3/10
37-9/104-5/103/104-5/10
410/106-7/104/106-7/10
5N/A8-9/105-8/10N/A

7.9. Package Placement

Contact ColumnLeft FrontDirect FrontRight Front
11/52-3/54-5/5
21/32/33/3
31/32/33/3
41-2/53-4/55/5

8. Mission 6: "Attack on Schöneseiffen"

2 January 1945

8.1. Situation

Situation
Type, Duration, VisibilityOffensive, 10 Turns, Daylight +0
Map4 Columns by 4 Rows. The map may expand during play. 1. Place 4 Village Cards for Row 4. 2. Shuffle the 10 Forest, 5 Forest Hill, 3 Scrub Forest, 2 Dense Forest Cards, deal 3 and then take 1 Forest Road Card. 3. Shuffle these 4 cards and place them on Row 1 face up. 4. Place 2 road embankment cards in the same column as the Forest Road for Row 2 and 3. 5. Shuffle 10 Open, 4 Draw/Gullies, 3 Farm, 2 Enclosed Field, and any unused Scrub Forest and place the remainder of Row 2 and 3 face down. Any left over cards from this pile will be used to extend the deck during play. 6. Row 2 and 3 Cards will be revealed as they come into LOS.
AttemptsNo re-attempts (3.9)
Mission ObjectivesSecure the Primary and Secondary Objectives on Row 4.
Tactical ControlsThe Line of Departure (LOD) is between the Staging Area and Row 1. • The Limit of Advance (LOA) is at the Top of Row 4. • Left Boundary is left of Column 1. • Right Boundary is right of Column 4. • After building the map, place Primary and Secondary Objectives in cards of your choice on Row 4. • Place Attack Position on Row 3 adjacent to either the Primary or Secondary Objective. Note: You may place Objectives and Attack Position controls on cards that are face down at set up.
Enemy89th Grenadier Regiment, 12th Volksgrenadier Division and 29th Panzergrenadier Regiment, 3rd Panzergrenadier Division
Potential Contact Placement

8.2. Map Diagram

The map diagram for Attack on Schöneseiffen is printed on the rulebook page and is not reproduced here. Its labels are: SCHÖNESEIFFEN (the village at the LOA), Village (V) cards on Row 4, Forest (FT) cards on Row 1, the LOD, the Staging Area (SA) row, and a KEY for Potential Contact Counters A, B and C and the Randomly Determined Staging Area.

8.3. Assets

The following are the assets that are available for the mission:

AssetAmount
Extra Bazooka (3 Shots)3
Rifle Grenades (2 Shots)3 (1 Per Platoon)
WP Smoke3
HC Smoke3
Red Smoke1
Green Smoke1
Red Star Cluster (RSC)1
Red Star Parachute (GSP)1
Green Star Cluster (GSC)1
Green Star Parachute (GSP)1
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1

This mission only uses radios, field phones are not available.

Skills (12.7): Draw 1 per platoon randomly if playing as a stand alone mission.

8.4. Attachments

UnitDescriptionParent UnitExperienceSteps
M4 ShermanM4A3 Sherman Tank with 75mm GunCo A, 741st Tank BnVeteran
M4 ShermanM4A3 Sherman Tank with 75mm GunCo A, 741st Tank BnVeteran
1/1/HMG1st HMG Team, 1st Squad, HMG PLT with M1917A1 .30cal HMG (A VOF)HMG Team from attached HMG SectionVeteran2
2/1/HMG2nd HMG Team, 1st SquadHMG Team from attached HMG SectionVeteran2

Each tank starts with 6 ammo. Each HMG Team starts with 6 ammo.

8.5. Fire Support Available

Battalion Fire Missions are available for the 15th and 12th Field Artillery Battalions.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-54234
15th Field Artillery Battalion 105mm HowitzersWP-43121
15th Field Artillery Battalion 105mm HowitzersTOT-63NA11
Battalion Mortar Platoon 81mm MortarsHE

8.6. Higher Headquarters Events

8.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.N/A1/101/10
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.1-3/102/102/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4-5/103/103/10
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area6-8/104/104-5/10
NCO Leadership: Draw one random skill, give it to a randomly selected platoon9/105/106/10

8.6.2. Enemy Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removedN/A1-2/101-2/10
Reinforcements: Replace any PC markers removed on Rows 1 and 2 if no US units are on Row 3 or farther.1-2/103/10N/A
Rally: Remove all Pinned Markers from Enemy units3-4/104/103/10
Rally: All Paralyzed or Litter Teams become Fire Teams5-6/105/104/10
Machine Gun Ammo: All LMGs in play receive 4 more ammo7/106/10N/A
More Mortar Support: All spotters in play receive an additional Fire Mission8/10

8.7. German Force Packages

#DescriptionPlace VOF/PDFSpottedPlacement
1Sniper (in Cover/Building)Sniper VOF, Yes PDFNoMax Range or LOS
2Mines! (in Row 4 it is Booby Trap)Yes-In Contact Card
3Incoming!/Spotter (in Cover/Building) (3 Total Fire Missions)Incoming (-3) VOF, no PDFNoMax LOS (On Row 4 it is a single fire mission with no spotter)
4MG Nest (LMG Team in Bunker/Building)YesNoMax Range or LOS
5Outpost (VG Squad in Foxholes/Building)Yes

Enemy packages are limited by the counters provided. Besides package 9, German squads are drawn randomly from the available pool of Volksgrenadier (VG) squads or Panzergrenadier (PzG) with L range (5 VG and 6 PzG squads). The LMG Teams and A-rated VG Squads start with 4 MG ammo. If units have /Building listed, if placement puts them in a Card with a building they are placed inside the building. Snipers and Spotters placed in buildings are placed on the upper floors. StuG and FLAK38 start with 5 ammo. All squads start with 1 shot of Panzerfaust. Spotters draw 3 cards for their 2nd and 3rd Fire Mission.

8.8. German Contact Packages

Force Package #PC B – Row 1PC A – Row 2PC A – Row 3PC B – Row 4
11-2/101/10N/A1-3/10
23/102/10N/A4-6/10 (Booby Trap)
34-6/103-4/101/107-8/10
47-8/105/10N/A9/10
59-10/106/10N/A10/10

8.9. Package Placement

Contact ColumnLeft FrontDirect FrontRight Front
11/52-3/54-5/5
21/32/33/3
31/32/33/3
41-2/53-4/55/5

8.10. Vehicle Behavior Table

Any StuGs in play are activated each turn. They do not move, and only engage in fire combat until knocked out or all their ammunition is used. They conduct fire combat with the following priorities:

PriorityAction
1Fire on closest visible US Tank.
2Attempt to Concentrate Fire on US HQ under VOF.
3Attempt to Concentrate Fire on US A VOF Infantry Unit under VOF.
4Exert normal VOF on closest visible US Unit, if more than 1 is an equal distance, then the card with the most US steps. If equal, then randomly select.

9. Mission 7: "Scheuren, Bronsfeld, and Schleiden"

5-8 January 1945

9.1. Situation

The Regiment is continuing the attack East from Schöneseiffen toward Schleiden through broken terrain dotted with a series of small villages. German resistance in weakening, but it is still dangerous as we drive farther into Germany. We are bypassing the main highway from Schöneseiffen to Schleiden and attacking along an East-West ridgeline and farm road.

Situation
Type, Duration, VisibilityOffensive, 10 Turns per attempt, Daylight +0
Map4 Columns by 6 Rows. The map may expand to the left or right during play. 1. Place 5 Forest Hill Cards in Column 4, Rows 1-5. 2. Place 1 Village Card in Column 4, Row 6. 3. Place 1 Forest Road Card in Column 2, Row 1. 4. Place 1 Road Embankment in Column 2, Row 2. 5. Randomly place 1 Road Embankment on Row 3 following the dotted lines in the Map Diagram. 6. Randomly place 1 Road Embankment on Row 4. 7. Randomly place 1 (the last of 4) Road Embankment on Row 5. 8. Following the dotted lines, place 1 Village Card on Row 6 as the terminus of the continuous road. 9. Shuffle all remaining cards and place them face down in the remaining positions on the map. 10. Reveal Row 1 and any other cards if the LOS extends from the staging area into Row 2 and beyond. Other cards are revealed as US units move into LOS.
AttemptsThe mission may be re-attempted twice (3.9)
Mission ObjectivesSecure the Primary and Secondary Objectives on Row 6
Tactical Controls• The Line of Departure (LOD) is between the Staging Area and Row 1. • The Limit of Advance (LOA) is at the Top of Row 6. • Left Boundary is left of Column 1. • Right Boundary is right of Column 4. • After building the map, place Primary and Secondary Objectives in cards of your choice on Row 6. • Place Attack Position on Row 5 adjacent to either the Primary or Secondary Objective. Note: You may place Objectives and Attack Position controls on cards that are face down at set up.
EnemyRemnants of the 62nd and 12th Volksgrenadier Divisions, and 3rd Panzergrenadier Division

9.2. Map Diagram

The map diagram for Scheuren, Bronsfeld, and Schleiden is printed on the rulebook page and is not reproduced here. Its labels are: the LOA and LOD, Village (V) cards on Rows 1 and 6, Forest Hill (FH) cards in Column 4, Forest Road (FR) and Road Embankment (RE) cards, the Staging Area (SA) row, the Potential Contact Counters A, B and C, and an EXAMPLE ROUTE showing Activity Check draws (R#1/2, R#3/3, R#2/2, R#1/3) along the road.

9.3. Assets

The following are the assets that are available for the mission:

AssetAmount
Extra Bazooka (3 Shots)3
Rifle Grenades (2 Shots)3 (1 Per Platoon)
WP Smoke3
HC Smoke3
Red Smoke1
Green Smoke1
Red Star Cluster (RSC)1
Red Star Parachute (GSP)1
Green Star Cluster (GSC)1
Green Star Parachute (GSP)1
BN TAC NET SCR300 Radio2
ARTY FD NET SCR610 Radio1

This mission only uses radios, field phones are not available.

Skills (12.7): Draw 1 per platoon randomly if playing as a stand alone mission.

9.4. Attachments

UnitDescriptionParent UnitExperienceSteps
ENG SQDCombat Engineer Squad2nd Engineer Combat BattalionVeteran3
M4 ShermanM4A3 Sherman Tank with 75mm GunCo A, 741st Tank BnVeteran
M4 ShermanM4A3 Sherman Tank with 75mm GunCo A, 741st Tank BnVeteran
1/1/HMG1st HMG Team, 1st Squad, HMG PLT with M1917A1 .30cal HMG (A VOF)HMG Team from attached HMG SectionVeteran2
2/1/HMG2nd HMG Team, 1st SquadHMG Team from attached HMG Section

Each tank starts with 6 ammo. Each HMG Team starts with 6 ammo.

9.5. Fire Support Available

Battalion Fire Missions are available for the 15th and 12th Field Artillery Battalions.

AgencyAmmoCombat ModARTY FO DrawMTR FO DrawCO HQ DrawFire Missions
15th Field Artillery Battalion 105mm HowitzersHE-54234
15th Field Artillery Battalion 105mm HowitzersWP-43121
15th Field Artillery Battalion 105mm HowitzersTOT-63NA12
Battalion Mortar Platoon 81mm MortarsHE

9.6. Higher Headquarters Events

9.6.1. Friendly Higher Headquarters Events

EventsTurns 2-4Turns 5-7Turns 8-10
*Situation Report (SITREP): Use the next 3 commands from the CO HQ to send the report.N/A1-2/101/10
*Comm Trouble: CO HQ is not activated by the BN HQ; it must draw for initiative. It must use 2 commands to re-establish communications.1-3/103/102/10
Battalion Commander checking on you. Place BN CMDR at the CO HQ. Remains on map until R#1/2 drawn each BN HQ Impulse. Then returns to his HQ (off map) and CO HQ is activated via the BN TAC Net4-5/104-5/103/10
Ammo Resupply: Place 4 MG Ammo, 2 MTR Ammo, 2 RKT Ammo on any card of your choice in the Staging Area6-8/106-7/104-5/10
NCO Leadership: Draw one random skill, give it to a randomly selected platoon9/108/106/10

9.6.2. Enemy Higher Headquarters Event

Errata (April 11 2025), see 7.6.2: the Reinforcements event should say "any PC Markers" not "any A PC Markers".

EventsTurns 2-4Turns 5-7Turns 8-10
Evacuate Casualties: All casualties in non US occupied cards are removed1/101/101-2/10
Reinforcements: Replace any PC markers removed from Rows 1-3 with PC A markers if no US units are on Row 4 or farther.2/102-3/10N/A
Rally: Remove all Pinned Markers from Enemy units3-4/104/103/10
Rally: All Paralyzed or Litter Teams become Fire Teams5-6/105/104/10
Machine Gun Ammo: All LMGs in play receive 2 more ammo7/106/10N/A
More Mortar Support: All spotters in play receive an additional Fire Mission8/10

9.7. German Force Packages

Enemy packages are limited by the counters provided.

#DescriptionPlace VOF/PDFSpottedPlacement
1Mines!Yes-In Contact Card
2Sniper (in Cover/Building)Sniper VOF, Yes PDFNoMax Range or LOS
3Incoming!/Spotter (in Cover/Building) (2 Total Fire Missions)Incoming (-3) VOF, no PDFNoMax LOS
4MG Nest (LMG Team in Foxholes/Building)YesNoMax Range or LOS
5Outpost (Standard VG Squad in Foxholes)YesNo

German squads are drawn randomly from the available pool of Volksgrenadier (VG) or Panzergrenadier squads with L range. The LMG Teams or A VOF Squads start with 4 MG Ammo, HMGs have 6 Ammo. Spotters draw 2 cards for their 2nd Fire Mission Attempt.

9.8. German Contact Packages

Force Package #PC CPC BPC A
11-3/101/10N/A
24-6/102/10N/A
37-9/103/101/10
410/104/102/10
5N/A5/103/10
6N/A6-7/104/10
7N/A

9.9. Package Placement

Contact ColumnLeft FrontDirect FrontRight Front
11/52-3/54-5/5
21/32/33/3
31/32/33/3
41/22/2N/A

9.10. Mission Specific Rules

9.10.1. Engineers and Mine Detection

If a good order 2 or 3 step engineer squad resolves a Potential Contact Marker and it is a Mines! Contact, instead of drawing 3 cards for their mine check (9.5), it draws 1.

9.10.2. Engineers Clearing Paths Through Mines

In an attempt to mark a clear path through a known minefield, the engineer squad may attempt to infiltrate to or from a card with mines. If successful in the infiltration attempt it then draws 1 for a potential mine attack instead of 3, if it avoids a mine attack, a path is marked and the Mine VOF Marker is removed. In all other circumstances the marking has failed. If the infiltration attempt fails it is NOT marked exposed but draws 3 cards for the mine attack normally. You may attempt to clear a pathway any number of times as long as you have a good order 2 or 3 step engineer squad.

10. German Units

10.1. German Weapons and Vehicles on the Counters

10.1.1. German Infantry Weapons on the Counters

MG 42 7.92x57mm Belt-Fed Machine Gun "Spandau". Famous for its high rate of fire, on bipods the high rate of fire hindered accuracy. Typically 1 in 7 green tracers to aid in getting the rounds on target. Over 420,000 produced. 7.62x51mm version still in use today. Ammo must be tracked for units with these weapons.

Kar98 7.92x57mm Bolt Action Rifle "Mauser". Standard German rifle with five round internal magazine. Outclassed by U.S. M1 rifle, over 14 million produced.

Kar43 7.92x57mm Semi-Automatic Rifle. German attempt to field a semi-automatic rifle. based on the Soviet SVT-40 rifle, not a particularly successful design, known for its unreliabilty. 10 round detachable magazine or could be loaded with two 5 round stripper clips. From early 1944 over 400,00 were made.

StG44 7.92x33mm Selective Fire (Semi or Auto) Rifle. Innovative gas-operated design by Hugo Schmeisser. the Kurz (short) 7.92x33mm was a compromise for producability and is the inspiration for the Soviet 7.62x39mm used in the Kalashnikov. Over 400,00 were produced.

MP40 9x19mm Sub Machine Gun. The ubiquitous and quintessential German weapon of World War 2. Over a million were produced. Often called a "Schmeisser" for the famous German designer though the MP40 was not designed by Schmeisser.

(The counter-type key on the printed page shows each weapon's Fire Team/Assault Team type and range letters (A/S/C/P/L); those graphic keys are not reproduced here.)

10.1.2. German Vehicles on the Counters

Panther (Panzerkampfwagon V Panther) – Most contemporary sources in English refer to it as a "Mark V." Excellent frontal armor and main gun, trade off was vulnerable side and rear, suffered from reliability issues. Over 6,000 were produced. Much of the advantage was lost in the close quarters of the Ardennes.

Panzer IV (Panzerkampfwagen IV) – Most contemporary sources refer to it as the "Mark IV." Over 8,000 were produced of all models, the H and J models of the late war were over 5,000.

StuG (Sturmgeschütz III/IV) – The assault gun with the III on the chassis of the Panzer III and the IV on the chassis of the Panzer IV. Later war III G and IV had the longer 75mm. Over 8,000 StuG III Gs were produced and over 1,000 StuG IVs.

JPz IV (Jagdpanzer IV) – Contemporary English sources refer to them as tank destroyers though the difference between this and the StuG is semantic. The tank destroyer battalion of the 12 SS Panzer Division was equipped with Jagdpanzer IVs. About 2,000 were produced.

Tiger (Panzerkampfwagen VI Ausf E) – The "Tiger" the famous heavy tank. Found in independent heavy tank battalions. In August 1944 production was shifted to the Tiger II with over 1,300 being produced. Some contemporary sources in English refer to it as a "Mark VI" or "Tiger." Often tanks were misidentified as Tigers by U.S. reports due to its feared reputation.

SPW 251 (Schützpanzerwagen) – Armored infantry carrier. Standard half-tracked vehicle used in Panzergrenadier regiments, usually a single battalion in each regiment was so equipped. About 15,000 of various models were produced.

Truck – Any of the many models of light 4x4 or 6x6 trucks used to transport a Panzergrenadier squad, two battalions of each regiment were in trucks. Trucks were in short supply in late 1944 and the wide variety of models, including many pressed into service made for maintenance problems.

Tiger II – The Tiger II. Aka King Tiger, late war heavy tank. Unreliable and saw limited action on the West Front, less than 500 were produced.

FLAK (Flugzeugabwehrkanone) 38 2 CM – 20mm Anti-Aircraft Gun, auto-cannon fed with 20 round box magazine, often used in ground support role.

Errata (April 11 2025), 10.2: the image of the 12/Gp counter is incorrect. The counter graphic is not reproduced here.

10.2. German Squad Breakdowns

The printed German Squad Breakdowns page (Panzergrenadier and Volksgrenadier squads, with their fire-team steps and range types) is a counter-layout graphic and is not reproduced as text. Its content is the squad composition for the PzG and VG squads described in 2.5.1.

Vehicles and Weapons Reference

The printed reference chart (rotated on its page) lists each vehicle and weapon's values. Columns: P, C, L, V (range modifiers); Defensive Value; Crew Steps; Mobile; Move & Fire; Quick Shot; Target Type; VOF; Transport Capacity.

Vehicle or WeaponPCLVDefensive ValueCrew StepsMobileMove & FireQuick ShotTarget TypeVOFTransport Capacity
M4A3 Sherman (75mm M3/6 L/40)-3+0+1+2+02Yes+2YesVH4
M4A3 Sherman (76mm M1A1C L/52)-5-3-1

L/# is the Gun Caliber which equals the length of the barrel divided by its diameter. A larger number is a longer barrel and potential for a higher velocity shell.

The WWII U.S. Army Company Log sheet printed at the end of the rulebook is a play aid and is not reproduced here; it is supplied separately with the expansion (see 2.5.11).

  • 3.10. Mission Special Rules (MSR)
    • 3.10.1. Wire Entanglement
    • 3.10.2. Bangalore Torpedo
    • 3.10.3. Engineers marking a path
    • 3.10.4. First Attempt Artillery Communications problems
  • 4.10. Package Placement
  • 4.11. Vehicle Behavior Table
  • 4.12. Mission Special Rules (MSR)
    • 4.12.1. The HMG Platoon
    • 4.12.2. Spotlights
    • 4.12.3. US Anti-Tank Mines
  • 5.10. Package Placement
  • 5.11. Mission Specific Enemy Activity Table
    • 5.11.1. Tanks and Tank Destroyers
    • 5.11.2. Good Order Infantry (Panzergrenadiers)
  • 5.12. Mission Special Rules (MSR)
    • 5.12.1. Tanks using Buildings as Cover
    • 5.12.2. Immobilized Tank
    • 5.12.3. Burning Wreck
  • 6.10. Package Placement
  • 6.11. Vehicle Behavior Table
  • 8.10. Vehicle Behavior Table
  • 9.10. Mission Specific Rules
    • 9.10.1. Engineers and Mine Detection
    • 9.10.2. Engineers Clearing Paths Through Mines
  • MTR SEC60mm Mortar SectionVeteran53
    1/LMG1st Light Machine Gun TeamVeteran51
    2/LMG2nd Light Machine Gun TeamVeteran51
    1/AT1st Bazooka TeamVeteran31
    2/AT2nd Bazooka TeamVeteran31
    3/AT3rd Bazooka TeamLine31
    1 PLT HQ1st Platoon HeadquartersVeteran1
    1/11st Squad, 1st PlatoonVeteran3
    2/12nd Squad, 1st PlatoonVeteran3
    3/13rd Squad, 1st PlatoonLine3
    2 PLT HQ2nd Platoon HeadquartersLine1
    1/21st Squad, 2nd PlatoonVeteran3
    2/22nd Squad, 2nd PlatoonVeteran3
    3/23rd Squad, 2nd PlatoonLine3
    3 PLT HQ3rd Platoon HeadquartersGreen1
    1/31st Squad, 3rd PlatoonVeteran3
    2/32nd Squad, 3rd PlatoonLine3
    3/33rd Squad, 3rd PlatoonLine3
    2
    Complete a Higher Headquarter Event marked with *1
    Successfully evacuate U.S. casualty (per step)1
    Clear an Enemy Bunker (in addition to the Card)1
    Clear an Enemy Pillbox (in addition to the Card)2
    Enemy Activity and ExperienceDeliberate Defense, Green
    6
    Handheld Illumination (Night Attempt)6
    -3
    2
    3
    2
    1
    Battalion Mortar Platoon 81mm MortarsILLUMNA2333
    Regimental Cannon Company 105mm Light HowitzersHE-43222
    NCO Leadership: Draw one random skill, give it to a randomly selected platoon6/108/109/10
    Bn Mortar Platoon is unavailable this turn7-8/109/1010/10
    No artillery is available this turn9-10/1010/10N/A
    8-9/10
    8/10
    Breaking Point: All Paralyzed Teams are removed from play, and all Litter Teams become Paralyzed Teams10/1010/109/10
    Surrender: All Enemy units of any status on U.S. occupied cards immediately surrender. Move to Command Display (do not assign guards).N/AN/A10/10
    No
    Place HMG on Row 3
    6Maneuvering (Squad Moving Exposed)NoYesExposed Squad spotted on Row 4
    7Base of Fire (LMG Team in Basic Cover)YesYesPlace on Row 4
    8Incoming/Spotter (in Basic Cover) (2 Total Fire Missions)Incoming (-3) or (-4) VOFNoPlace Spotter on Row 4
    N/A
    7-9/10
    8N/AN/A10/10
    Potential Contact Placement
    Per Attack Timing Table
    Enemy Activity and ExperienceOverrun Attack, Green.
    1
    Foxholes
    Up to 2 per occupied card
    Green Star Parachute (GSP)1
    BN TAC NET SCR300 Radio2
    ARTY FD NET SCR610 Radio1
    HMG Teams from attached HMG Platoon
    Veteran
    2
    2/2/HMG2nd HMG Team, 2nd SquadHMG Teams from attached HMG PlatoonVeteran2
    -3
    2
    3
    2
    1
    Battalion Mortar Platoon 81mm MortarsILLUMNA2334
    Regimental Cannon Company 105mm Light HowitzersHE-43224
    12th Field Artillery Battalion 155mm HowitzersHE-6423No Limit
    NCO Leadership: Draw one random skill, give it to a randomly selected platoon
    9/10
    9/10
    5/10
    Battalion Mortars are not available this turn10/1010/106/10
    Tank Section: 2 x M4 75 Shermans (2nd PLT CO A, 741st Tank Bn) on one random card in Staging Area with 5 ammo each.N/AN/A7-10/10
    7-8/10
    Falling Back: Any infantry in cards between the MLR and the Forest Cards immediately moves and is Exposed to the nearest, best cover modifier Forest Terrain Card. (This includes all types of Forest Cards)10/1010/109-10/10
    No
    Human Wave (Note 2)
    6Base of Fire (1 x Squad (Range L Grp 1-6) marked Exposed)YesYesMax Range or LOS per Placement Table. A VOF squads have 6 MG ammo
    7Infiltration (1 x Assault Team marked Exposed)NoNoMax LOS per Placement Table
    C
    B
    A
    C
    -
    -
    -
    10/10
    N/A
    HMG Team from attached HMG Platoon
    Veteran
    2
    -3
    2
    3
    2
    1
    Battalion Mortar Platoon 81mm MortarsILLUMNA2334
    Regimental Cannon Company 105mm Light HowitzersHE-43223
    12th Field Artillery Battalion 155mm HowitzersHE-64233
    Battalion Mortars are not available this turn10/1010/106/10
    Tank Destroyer Section: 2 x M10 Tank Destroyers (CO C, 644th Tank Destroyer Bn) on a single random card in the Staging Area with 5 ammo each.N/AN/A7-10/10
    7-10/10
    8-9/10
    7-8/10
    Falling Back: All enemy infantry units fade into the darkness and are removed from playN/A10/109-10/10
    No
    German HQ
    6Base of Fire (1 x LMG Team with 6 ammo)NoNoGerman HQ
    -
    If in the same card as US Infantry Units and under cover OR not under cover and no cover is available: 3/3
    Attempt to Infiltrate random direction (if move takes the unit off the map it is out of play)
    If not on a US occupied cardAttempt to Infiltrate S (if moves takes the unit off the map it is out of play)
    Assault, Green
    Bunker1 at the Combat Outpost
    FoxholesUp to 2 per occupied card
    -3
    2
    3
    2
    1
    Regimental Cannon Company 105mm Light HowitzersHE-43224
    12th Field Artillery Battalion 155mm HowitzersHE-64234
    NCO Leadership: Draw one random skill, give it to a randomly selected platoon6/10N/A6/10
    Battalion Mortars are not available this turn7/107/107/10
    Tank Section: 2 x M4 75 Shermans (741st Tank Bn)8/108/108/10
    Tank Destroyers: 2 x M10 Tank Destroyers (644th Tank Destroyer Bn)9/109/109/10
    Quad .50s: 2 x Quad .50 (462nd Anti-Aircraft Artillery Automatic Weapons Bn (Mobile))10/1010/1010/10
    N/A
    9/10
    7-8/10
    Falling Back: All unpinned German infantry units move (and are exposed) via the best covered card toward Row 4, if on Row 4 remove from play.N/A10/109-10/10
    No
    Yes
    Max LOS
    6Base of Fire (1 x LMG Team)YesNoMax Range or LOS
    Enemy Activity and ExperienceDelay Defense, Green
    ARTY FO Jeep1
    MTR FD NET SCR300 Radio1
    CO TAC NET SCR536 Radio6
    Jeep1
    -3
    2
    3
    2
    4
    Battalion Mortar Platoon 81mm MortarsWP-32321
    Regimental Cannon Company 105mm Light HowitzersHE-43222
    12th Field Artillery Battalion 155mm HowitzersHE-64232
    12th Field Artillery Battalion 155mm HowitzersTOT-73NA11
    Battalion Mortars are not available this turn10/109/107-8/10
    Tank Section: 2 x M4 75 Shermans (CO A, 741st Tank Bn) on one random card in Staging area with 5 ammo eachN/A10/109-10/10
    7/10
    N/A
    Fall Back: All German units in play on Row 2 or 3 move back9-10/108-9/105-6/10
    Breaking Point: All Paralyzed Teams are removed from play, and all Litter Teams become Paralyzed TeamsN/A10/107-8/10
    Surrender: All Enemy units of any status on U.S. occupied cards immediately surrender. Move to Command Display (do not assign guards).N/AN/A9-10/10
    No
    Max Range or LOS, Place the Squads in different cards
    6Maneuvering (Standard Squad Moving Exposed)NoYesMax LOS
    6N/A10/109-10/108-10/10
    • Row 1 – B • Row 2 – A • Row 3 – A • Row 4 – B
    Enemy Activity and ExperienceDeliberate Defense, Green
    ARTY FO Jeep1
    MTR FD NET SCR300 Radio1
    CO TAC NET SCR536 Radio6
    Jeep1
    -3
    2
    3
    2
    4
    Battalion Mortar Platoon 81mm MortarsWP-32321
    Regimental Cannon Company 105mm Light HowitzersHE-43222
    12th Field Artillery Battalion 155mm HowitzersHE-64232
    12th Field Artillery Battalion 155mm HowitzersTOT-73NA11
    Battalion Mortars are not available this turn10/106/107-8/10
    Tank Section: 2 x M4 Shermans (CO A, 741st Tank Bn) on one random card in Staging area with 5 ammo eachN/A7-10/109-10/10
    7/10
    N/A
    Fall Back: All German units in play on Row 2 or 3 move back9-10/108-9/105-6/10
    Breaking Point: All Paralyzed Teams are removed from play, and all Litter Teams become Paralyzed TeamsN/A10/107-8/10
    Surrender: All Enemy units of any status on U.S. occupied cards immediately surrender. Move to Command Display (do not assign guards).N/AN/A9-10/10
    No
    Max Range or LOS
    6Strongpoint (2 PzG Squads + Leader in Trench/Building)YesNoMax Range or LOS, Place the Squads in different cards
    7AA Gun (FLAK38 20mm + VG Squad in Trench/Building)YesNoMax Range or LOS
    8Ambush (StuG + PzG Squad in Cover/Building)YesNoMax Range or LOS
    9Maneuvering (PzG Assault Squad Moving Exposed)NoYesMax LOS
    6N/A7/102-4/10N/A
    7N/A8/105-6/10N/A
    8N/A9/107-9/10N/A
    9N/A10/1010/10N/A
    Potential Contact Placement• Row 1 – C • Row 2 – B • Row 3 – A • Row 4 – B • Row 5 – A • Row 6 - None
    Enemy ActivityDelay Defense, Green
    ARTY FO Jeep1
    MTR FD NET SCR300 Radio1
    CO TAC NET SCR536 Radio6
    Jeep1
    Veteran
    2
    -3
    2
    3
    2
    4
    Battalion Mortar Platoon 81mm MortarsWP-32321
    Regimental Cannon Company 105mm Light HowitzersHE-43222
    12th Field Artillery Battalion 155mm HowitzersHE-64233
    12th Field Artillery Battalion 155mm HowitzersTOT-73NA11
    Battalion Mortars are not available this turn10/109/107-8/10
    Tank Destroyer: 2 x M10 Tank Destroyers (CO C, 644th TD Bn) on one random card in Staging Area with 5 ammo each.N/A10/109-10/10
    7/10
    N/A
    Fall Back: All German units in play on Row 2-5 move directly back 1 row9-10/108-9/105-6/10
    Breaking Point: All Paralyzed Teams are removed from play, and all Litter Teams become Paralyzed TeamsN/A10/107-8/10
    Surrender: All Enemy units of any status on U.S. occupied cards immediately surrender. Move to Command Display (do not assign guards).N/AN/A9-10/10
    Max Range or LOS
    6MG Bunker (HMG in Bunker/Building)YesNoMax Range or LOS
    7Strongpoint (2 VG Squads + Leader in Foxholes/Buildings)YesNoMax Range or LOS, Place the Squads in different cards
    8AT Ambush (1 PzG Squad + Panzerschreck Team)YesNoMax Range or LOS
    9Maneuvering (Standard PzG Squad Moving Exposed)NoYesMax LOS
    8-9/10
    5-6/10
    8N/A10/107-8/10
    9N/AN/A9-10/10
    +0
    +0
    2
    Yes
    +2
    Yes
    V
    H
    4
    M4A3 Sherman 105mm Howitzer-5-1+0+0+02Yes+2YesVH4
    M4A3E2 Assault Tank (75mm M3/6 L/40)-3+0+1+2+22Yes+2YesVH4
    M10 Tank Destroyer (3in M7 L/50)-5-3-1+0-12Yes+2YesVH4
    M36 Tank Destroyer (90mm M3 L/53)-6-5-4-3-12Yes+2YesVH4
    M1 57mm ATG-2-1+0+2--No-YesIHNA
    M5 76mm ATG-5-3-1+0--No-YesIHNA
    2.36" Bazooka-2-1----Yes-NoIG!NA
    .50 Cal+0+0+1+2--Yes-NoIHNA
    Mark IV (H/J with 7.5cm KwK 40 L/48)-4-3-1+0+12Yes+4YesVH4
    Mark V "Panther" (7.5cm KwK 42 L/70)-6-5-4-3+32Yes+4YesVH4
    Mark VI "Tiger" (8.8cm KwK 36 L/56)-6-5-3-2+42Yes+4YesVH4
    Mark VIb "King Tiger" (8.8cm Kwk 43 L/71)-6-5-4-3+52Yes+4YesVH4
    StuG III/IV (7.5cm StuK 40 L/48)-4-3-1+0+12YesNoYesVH4
    Jagdpanzer IV (7.5cm PAK 39 L/48)-4-3-1+0+12YesNoYesVH4
    Jagdpanzer IV (7.5cm PAK 42 L/70)-6-5-4-3+12YesNoYesVH4
    SPW 251 Halftrack-----11Yes-NoVA3
    SPW 251 37mm Halftrack-2+0+2-1-YesNoNoVG!NA
    FLAK 38 20mm+0+0+1+3-1No-YesIHNA
    Truck-----21Yes-NoVNA4
    Panzerschreck-4-2----Yes-NoIS^G!NA
    Panzerfaust-3-----Yes-NoIG!NA
    GMC Truck (2.5 Ton)-----21Yes-NoVNA10
    Dodge WC Truck 3/4 Ton-----21Yes-NoVNA4
    Jeep-----20Yes-NoVNA2
    M3 Halftrack-----11Yes-NoVA4
    M5 Light Tank-1+0+1+3-11Yes+2YesVA^G!NA
    M8 Armored Car 37mm-1+0+1+3-11Yes+2YesVA^G!NA