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Traces of Victory

Traces of Victory Rulebook

Table of Contents

Table of Contents

  • 2.0 Game Components
    • 2.1 Map
    • 2.2 Combat Units
    • 2.3 Headquarters (HQs)
    • 2.4 Command Chits
    • 2.5 Markers
    • 2.6 Player Aid Sheets
    • 2.7 Track Sheet
    • 2.8 Allied & German Boards
  • 3.0 Game Setup
    • 3.1 Combat Units
    • 3.2 Markers
  • 4.0 Sequence of Play
    • 4.1 Weather Determination Phase
    • 4.1.5 Mud
    • 4.1.6 Game Turn 1 Weather
    • 4.2 Command Chit Selection Phase
    • 4.2.1 German Chit Selection
    • 4.2.2 Allied Chit Selection
    • 4.3 Action Phase
    • 4.4 Turn End Phase
  • 5.0 Stacking
  • 6.0 Zone of Control (ZOC) & Hex Control
    • 6.1 Hex Control
  • 7.0 Allied Air Support
    • 7.1 Ground Support
    • 7.2 Interdiction
  • 8.0 Supply
    • 8.1 Supply Determination
  • 9.0 Movement
    • 9.1 Normal Movement
    • 9.2 ZOC Effects on Movement
  • 10.0 Combat
    • 10.1 Combat Procedure
    • 10.2 Combat Determination
      • 10.2.1 Combat Ratio
      • 10.2.2 Combat Shifts
      • 10.2.3 Combat Intensity
    • 10.3 Combat Results Determination
    • 10.4 Retreat
    • 10.5 Advance After Combat
    • Combat Example
  • 11.0 Arrivals, Reinforcements & Reserves
    • 11.1 Allied Unit Arrivals
    • 11.2 German Reinforcements
    • 11.3 Allied Reserves
  • 12.0 Special Rules
    • 12.1 Prior to Turn 1
    • 12.2 Headquarter Units
    • 12.3 Fortifications
    • 12.4 Metz Fortifications
    • 12.5 Maginot Line
    • 12.6 Siegfried Line
    • 12.7 Metz Garrison
  • 13.0 Victory Conditions
    • 13.1 Victory Determination
  • 14.0 Scenarios
    • 14.1 Patton's Assault
    • 14.2 Patch's Advance
    • 14.3 Combined Assault
  • 15.0 Optional Rules
    • 15.1 Multi-player
    • 15.2 Alternate Allied Victory
  • 16.0 Historical Notes
  • 17.0 Designer's Notes
    • Sources

2.0 Game Components

2.1 Map

The map represents the area over which the campaign was conducted. A hexagonal grid overlays the map to regulate movement and placement of playing pieces.

Tracks and boxes are printed on the map sheet to facilitate play:

  • The Turn Track is used to record the turn currently in progress and indicates the number of Command Chits each turn and any Game Turn related special rules.
  • The Victory Point Track is used to record Victory Points.
  • The Allied Air Box is a holding box for Allied Air Unit markers.
  • The German and Allied Command Chits Pools are used to hold inactive and already played Command Chits.

Other symbols and map features:

  • Supply Source Hex: Allied supply source symbols are green; German supply source symbols are gray.
  • Bridge hex-sides: A Stream or River hex-side crossed by a road or railroad is a bridged hex-side. A Stream or River hex-side not crossed by a road or railroad is an unbridged hex-side.

2.2 Combat Units

The unit counters represent the military forces that took part in the historical campaign. They are color-coded by nationality and Army and a color bar indicating their corps.

Allied forces: US 7th Army, US 3rd Army. German forces: 19th Army, 1st Army.

The numerical ratings and symbols printed on combat units: Unit ID, Division ID, Parent Corps Color, Unit Size, Side Symbol, Unit Type, Combat Strength, Movement Allowance. The reduced strength side also shows the Setup Hex/Reinforcement/Reserve designation and a Reduced Strength Line. Mechanized units show Attack/Defense Strength instead of a single Combat Strength.

Unit sizes: X = Brigade; III = Regiment (includes Regiment Combat Teams (RCTs) and Armored Cavalry Groups); II = Battalion.

Non-Mechanized unit types: Infantry. Mechanized unit types: Armor/Panzer, Mechanized Infantry/Panzergrenadier, Armored Cavalry.

Unit Type: This indicates the type of combat unit. All units have NATO symbols, except for armor units for which an additional silhouette is provided.

Unit ID: This is the historical designation of the unit.

Combat Strength: Used to resolve combat. The combat strength of Mechanized units is separated into attack and defense strengths. Non-Mechanized units have a single combat strength used for both attack and defense.

Movement Allowance: Determines how far a unit can move; given in Movement Points (MP).

Steps: Most combat units and all HQs have two steps. A full-strength side (front) and a reduced-strength side (back) with decreased combat strength; some combat units only have only one step: a full-strength side. When a unit suffers a combat loss, the unit is flipped over to its reduced-strength side or is eliminated if it has no reduced-strength. Combat units are always set up or enter the game on their full-strength side.

2.3 Headquarters (HQs)

An HQ unit represents the HQ itself as well as combat units under its direct control (within Command Range). HQ units have a Zone of Control (ZOC), move, advance, retreat and conduct combat as normal combat units with a few exceptions:

  • Only one HQ unit may stack within normal stacking limitations. An HQ unit may pass over another HQ unit during movement.
  • An HQ unit is relocated if it is destroyed in combat or if it cannot trace a line of supply to a friendly supply source.
  • An activated HQ may use Normal Movement; however, the HQ may also be relocated to a destination hex that meets the following restrictions:

HQ Relocation: The new location of the HQ:

  • Must be at least five hexes away from the initial hex.
  • Must not be in an enemy ZOC.
  • The HQ must be able to trace a line of supply to a friendly supply source.
  • The relocation of an HQ comes at the cost in VPs: +2 VPs for a German HQ, and -2 VPs for an Allied HQ.

The numerical ratings and symbols on HQ counters are similar to those on combat units (US Corps and German Corps): Unit ID, Corps Color, Unit Size, Side Symbol, Command Range, Combat Strength, Movement Allowance.

Command Range: This rating is used to determine which combat units the HQ can activate. It indicates the Command Range in hexes. Terrain, Supply status, enemy units, or enemy ZOCs have no effect on Command Range. Determine Command Range at the instant an HQ is activated: Activated units may later leave the HQ's Command Range as a result of movement, retreat, or advance after combat.

A unit that becomes out of Command Range when the activated HQ moves is still considered activated. A unit that finds itself inside Command Range only after the HQ's move is not activated.

Command Range Example: Unit A is outside of Command Range. Units B and C are within Command Range, which is not blocked by EZOCs or units.

Note: If the activated HQ leaves its "activation hex" place the HQ Mov Starting Pt marker in the hex to remember which units were in its radius at the start of the activation. It's suggested to rotate the activated units to remember during combat which ones were activated (because after the movement they may be outside the range, but still capable of combat).

Note: HQ Command does not extend across US Armies; i.e., Third Army Corps HQ's cannot direct Seventh Army units and vice versa. The Army affiliation is indicated by the background color of the counters.

In addition, the German IV Luftwaffe Field Corps may only activate the 198th Infantry Division and any reinforcements. This is indicated by the wings-icon on these counters.

2.4 Command Chits

HQ Command Chits are used to activate specific HQs, which in turn allow combat units within their Command Range to move and attack. Each Turn, a number of German and Allied Command Chits are placed in a cup, from which they are randomly drawn one by one. There is at least one corresponding Command Chit for each HQ in the game.

Other Command Chits for special game phases or events: U.S. Reserve Chit (11.2); German Reinforcement Chit (11.0); German OB West Chit (4.3); SHAEF Chit (4.3); Supply Chit (see 8.0).

2.5 Markers

  • Game Turn marker: Used to record the current Turn on the Turn Track.
  • Weather marker: Used to record current weather status on the Weather Track.
  • Mud markers: Used to indicate mud turns.
  • Victory Point markers: Used to indicate the current number of Allied Victory Points (x1 and x10) on the VP Track; back side is Allied negative VPs (x-1 and x-10).
  • Allied Air markers: Used to indicate the application of Allied air support for ground operations.
  • Allied Control markers: Used to mark Allied objective cities and towns under Allied control (13.0).
  • Out of Supply markers: Used to indicate units that are unable to trace a line of supply to a Supply Source.
  • HQ Movement Starting Point marker: One for each player. May be placed on the hex of an activated HQ, as a reminder (if it moves) of which units are in Command Range.
  • Restriction markers: Used to mark units of the U.S. 4th and 6th Armored Divisions, and Units of the German 11th Panzer Division, which may not move prior to Turn 4.

2.6 Player Aid Sheets

Several charts and tables are printed on the player aids:

  • The Combat Results Table (CRT) is used to resolve combat.
  • The Weather/Air Unit Table indicates weather conditions and the number of Allied Air markers available to the Allied player.
  • Sequence of Play.
  • Summary of important rules.

2.7 Track Sheet

This sheet contains Turn, Current Weather and Victory Point tracks. There is a side for the "Combined Assault" and one for "Patch's Advance / Patton's Assault" scenarios.

2.8 Allied & German Boards

This sheet contains holding boxes for command chits, eliminated units, air support markers, and information about reinforcements or unit arrivals.

3.0 Game Setup

3.1 Combat Units

Setup information can be found on the backside of each unit's counter. Set them up as follows:

  • Hexnumber: Place it in the given hex.
  • Metz: place in any hex of Metz and its fortifications; within stacking limits.
  • GT#: Place in the corresponding Axis Reinforcements holding boxes.
  • Act1, Act2, Act3: Place in the Allied Unit Arrivals holding boxes.
  • Res: Place in the US Reserve Units holding boxes.

Note: There are two sets of counters for Armor units: one with NATO symbols, and one with silhouettes. Use only one of the sets, not both.

3.2 Markers

  • Add the six markers for restricted units on the indicated hexes.
  • The Game Turn marker and one of the mud markers is placed on the first Turn box on the Turn Track.
  • The Allied Victory Points (VP) markers are placed on the number zero box on the VP track.
  • All German Command Chits are placed in the German Command Chit Pool Inactive box.
  • All Allied Command Chits are placed in the Allied Command Chit Pool Inactive box.
  • Allied Air units are placed in their Used box.
  • The Weather marker is placed on heavy overcast.
  • All other markers are set aside for later use.

4.0 Sequence of Play

The following sequence of phases constitutes a Game Turn and is repeated until the last Turn has been played or until the specific victory conditions have been met (13.0).

The Action Phase is repeated until all selected Command Chits have been played.

  1. WEATHER DETERMINATION PHASE
  2. COMMAND CHIT SELECTION PHASE
  3. ACTION PHASE (repeated for each chit drawn)
    • HQ Command Chit: 1. Activation; 2. Actions
    • Supply Chit
    • German Reinforcement Chit
    • Allied Reserve Activation Chit
    • SHAEF
    • OB West
  4. TURN END PHASE
    1. Victory Determination
    2. Turn Advance

4.1 Weather Determination Phase

4.1.1. At the beginning of each turn starting with Game Turn 2, roll a die and consult the Weather/Air Unit Table to determine the state of the weather for the turn.

4.1.2. If the weather is clear, all Air Points are available during the turn. If the weather is light overcast, only half of the Air Points may be used. If the weather is rain or heavy overcast, no Air Points are available.

4.1.3. If the weather in the proceeding turn was clear, add one (+1) to the weather die roll. If the weather in the preceding turn was rain or heavy overcast, subtract one (-1) from the weather die roll.

4.1.4. Worsening Weather: During Game Turns 9-12, subtract one (-1) from the weather determination die roll. This is in addition to any other adjustments.

Example: On Turn 8 the weather was rain. On Turn 9, subtract 1 from the weather die roll for the rain on the previous turn and also subtract an additional 1. Thus, a die roll of "5" would be adjusted down (-2), resulting in a "3" - light overcast.

4.1.5 Mud

If rain is determined in the weather determination phase a mud marker is put on the current turn AND the next turn. If it rains in the next turn too, the first one "leaps over" the one that is now on the current turn.

Example: If Turn 4 is already mud and rain occurs during the Weather Determination Phase, place the second mud marker on Turn 5.

During mud game turns, the following is in effect:

  • Units pay increased MP costs for certain types of terrain (see Terrain Effects Table).
  • Shift one column to the left on the CRT; except for forces attacking from a Major City hex into another Major City hex.

4.1.6 Game Turn 1 Weather

The weather on Game Turn One is heavy overcast. Mud is in effect on Turn 1; no Air Points may be used on Turn One. On Game Turn Two, 1 must be subtracted from the weather die roll.

4.2 Command Chit Selection Phase

Both players select a certain number of Command Chits into the same cup. This number is indicated on the Turn Track. They select chits from all of their "standard" Command Chits (available for selection each turn) as well as from all their "special" Command Chits as given on the Turn Track for the current turn. The Supply Chit is common to both players and must be added to the cup each Turn (8.0).

Any remaining Command Chits are placed face down in each player's Inactive Command Chit holding boxes and are not in use during the turn.

4.2.1 German Chit Selection

German Chit Pool Composition:

  • Standard: IV LWF x1; LXIV x2; LXXXIX x2; XIII SS x2; LXXXII x2.
  • Special: German Reinforcement x1; OB West x1.

Note: The IV Luftwaffe Field Corps may only direct the 198th Infantry Division and any reinforcements.

4.2.2 Allied Chit Selection

Allied Chit Pool Composition:

  • Standard: VI x2; XV x1; XX x2; XII x1.
  • Special: Allied Reserve x1; SHAEF x1.

4.3 Action Phase

When a Command Chit is drawn randomly from the cup the player to whom the chit belongs becomes the Active Player.

Note: The Supply Chit effects both players.

The following is an overview of different possible actions, depending on the chit drawn:

HQ Command Chit

  • Activation: Activate the respective HQ. When an HQ is activated, all combat units within its Command Range are activated, following the rules/restrictions described in 2.3.
  • Actions: The Active Player may conduct movement with the activated units. After all movement is completed, the Active Player may execute combat with the activated units. See Movement (9.0) and Combat (10.0).

Supply Chit Both players follow the procedure in 8.0, where they must check if their units can trace a line of supply to a friendly supply source (8.1).

German Reinforcement Chit The German player receives reinforcements (11.0).

SHAEF Chit The Allied player can choose any one of their HQs to be activated (as in HQ Command Chit above) or direct units of any two divisions to move and conduct combat.

Note: SHAEF (Supreme Headquarters Allied Expeditionary Force), directed Allied forces in northwest Europe under General Dwight Eisenhower.

Note that this may allow for an HQ to be activated twice.

OB West Chit The German player can choose any one of their HQs to be activated (as in HQ Command Chit above) or direct units of any two divisions to move and conduct combat.

Note: OB West (Oberbefehlshaber West), under Field Marshall Gerd von Rundstedt, directed German armed forces on the Western Front.

Note that this may allow for an HQ to be activated twice.

US Reserve Activation Allied units identified as "Reserve" may be brought onto the board (11.0).

Metz Fortifications The German player can always opt to skip any of his drawn chits (not play them) in order to activate all units in Metz city or its fortification hexes.

4.4 Turn End Phase

4.4.1 Victory Determination - see 13.0.

4.4.2 Turn Advance: If the last game turn has not been played yet, advance the Game Turn marker to the next box on the Turn Track and start the next turn.

5.0 Stacking

Having more than one friendly unit in the same hex is called stacking. The stacking limit is checked whenever a unit finishes its movement, retreat or advance after combat. Stacking limits do not apply during movement.

A maximum of two combat units (full or reduced-strength) and one HQ can occupy a single hex.

An HQ cannot be stacked with another HQ.

Allied and German units can never share the same hex.

6.0 Zone of Control (ZOC) & Hex Control

All units exert a ZOC into their six surrounding hexes.

ZOCs extend across Stream hex-sides, but do not extend across River hex-sides. Two or more ZOCs overlapping in one hex have the same effect as a single ZOC. ZOCs affect supply lines, movement, retreat, and reinforcement placement. Command Range is not impacted by ZOCs.

6.1 Hex Control

Only City and Town hexes as well as Supply Sources are subject to control. At start of the game, all City and Town hexes east and north of the starting line (front between German and Allied forces) are under German control, and all City and Town hexes west and south of the starting line are under Allied control. Control of any City and Town hexes change at the instant an enemy unit enters the hex.

7.0 Allied Air Support

The Allied player may have up to 4 air units available each turn for air-ground support missions, depending on the weather. See the Weather/Air Unit Table for the number of Air Units available.

7.1 Ground Support

Each air unit provides for a two-column shift to the right on the CRT when attacking and one column shift to the left when defending. Air units may not conduct attacks by themselves. Ground Support is limited to one marker per attacked hex.

7.2 Interdiction

Air units may also be used to conduct interdiction missions. They may be placed anywhere on the map during the Weather Determination Phase and remain in place until the end of the turn. The markers affect movement of German units entering the hex with the marker or any of the six surrounding hexes, adding +1 MP to enter and +1 MP to leave such a hex (cumulative).

If there are overlapping interdiction hexes from two markers, the cost for entering / leaving the hex is doubled.

There is a maximum of one interdiction marker per hex.

Interdiction has no effects on retreats, advance after combat or River hex-side crossings.

Note: An Air Unit may be used for Ground Support or Interdiction during a turn, not both.

When a marker has been used, it is returned to the Allied Air box. At the end of the Action Phase, any remaining unused markers are returned to the Allied Air box.

8.0 Supply

If the Supply Chit is drawn, both players must simultaneously check the supply status of all their units.

8.1 Supply Determination

Supply Lines: A supply line is a series of adjacent hexes going from a unit to a friendly supply source and is used for the judgment of the supply state, retreat path, and placement of reinforcements.

Note: An enemy occupied friendly Supply Source is not a valid Supply Source for either player.

The line cannot pass through an enemy-controlled hex, an enemy occupied hex, an enemy ZOC (which however can be negated by the presence of a friendly combat unit or HQ), or an unbridged River hex-side. The line can be traced over an unbridged Stream- or Canal hexside.

Note: Players should be especially aware when tracing supply across the Moselle.

The unit may trace a supply line to its supply source of any length.

Supply Effects: A unit is in supply if it can trace a supply line to a friendly Supply Source. If not, it loses one step.

  • Any combat unit that loses its last step is eliminated.
  • Any HQ that loses its last step is relocated (see 2.3).

Note: At the game's start, all units on the map are considered in supply.

During Supply Determination (only), supply is checked simultaneously for both players, and thus, the supply status of all units is considered before any units are removed from the map due to the lack of supply. Place Out of Supply markers to indicate units that cannot trace supply.

Note: German units of the garrison (see 12.7) in Metz city and fortifications are always considered in supply.

Supply Line Example: Unit A (German 1127) is able to trace a supply line. Unit B's (German 127) supply line would be blocked by the enemy ZOC, but it's able to trace it through Unit A towards the nearest supply source. Unit C's (German 1125) supply line is blocked by US 101's ZOC, as well as the Sarre river, which is unbridged at the hex-sides Unit C would need to cross through to establish a line towards a supply source. Unit D (German 1126) is able to trace a supply line freely towards the nearest supply source.

9.0 Movement

The Active Player can move an activated HQ and all combat units within Command Range (but remember the restrictions on the US Armies and German IV Luftwaffe Field Corps, see 2.3). Units are moved one at a time. A unit cannot start moving until the previous unit has completed its move. A unit cannot finish its movement in a hex where the stacking limit is exceeded. A unit may not move off-map.

9.1 Normal Movement

In the Movement Segment, each activated unit may use all, some, or none of its Movement Points (MPs). Unused MPs are lost.

To enter an adjacent hex, a unit must spend the MP cost of the hex as indicated by the Terrain Effects Chart, adding any hex-side costs, if applicable. A unit cannot enter a hex if it has insufficient MPs.

To cross an unbridged Stream or Canal, a unit must spend one MP in addition to the normal MP cost to enter the hex.

A Stream or River hex-side crossed by a road or railroad is considered to be a bridged River hex-side and the MP costs for crossing the Stream or River are negated.

Road: Units spend MPs for each hex when crossing a road hexside, regardless of terrain; cost by type: Non-mechanized: 1 MP; Mechanized: 1/2 MP.

9.2 ZOC Effects on Movement

Enemy ZOCs affect movement in the following manner: Entering a hex within an enemy ZOC costs a unit 2 additional MPs. These extra costs are cumulative. To leave an enemy ZOC a unit expends 2 MPs in addition to the cost of the terrain of the hex entered or hex-side.

Crossing a River hex-side is not allowed if the hexes on each side of the river (the hex in which the unit starts and the one it wants to enter) are in enemy ZOCs, even if the river hex-side is a bridged hex-side, and even if there are friendly units in the enemy ZOCs.

Normal Movement Example: The German infantry unit has 4 MPs. Hex A: 1 MP for moving to a clear hex and +2 MPs for leaving Unit 318's EZOC. Unit 319 does not project an EZOC through the river hex-side and so does not affect the German unit's movement costs. The German unit uses its last MP to move along the road to hex 2316. Hex B cannot be entered as the river hex-side is not bridged. Hex C cannot be entered as it's across a river hex-side, and there are enemy units projecting an EZOC into both neighboring hexes.

10.0 Combat

In combat, the Active Player is termed the Attacker and the other player is termed the Defender. The Active Player can attack adjacent enemy combat units. A single activated unit can participate in only one combat in the same activation. Two units stacked in the same hex may attack two different hexes separately. Non-activated units (out of Command Range) cannot participate in attacks, even if adjacent to a defending hex.

Note: Activation is done after the drawing of a HQ Command Chit, a unit may be activated, move out of Command Range, and still be considered activated for combat.

Combat is voluntary; activated units are not forced to attack enemy units. Each hex can only be attacked once in each activation. Units in two or more hexes adjacent to the same hex can make a combined attack; their attack strengths are added together, and only one combat is resolved.

If several enemy units are stacked in the attacked hex, the Attacker must attack all of them. Their defense strengths are added together. A unit cannot attack across a blocked hex-side (i.e., Rhine River).

10.1 Combat Procedure

Combats are resolved one by one, in the order of the Attacker's choice and according to the following procedure.

  1. Declare which hex is attacked by which units.
  2. Determine the total attack and defense strengths, and calculate the combat odds.
  3. Apply column shift modifiers.
  4. Roll one die on the CRT and apply the combat result.

10.2 Combat Determination

Attack and Defense Strengths: To resolve combat, first combine the attack strengths of the Attacker's participating units. Then combine the defense strengths of the Defender's participating units. Units attacking across a river hex-side (bridged or unbridged) have their attack strength halved. If combat involves units that attack across a river hex-side and units that do not, only those attacking across the river hex-side have their attack strength halved. When two combat units are stacked in a hex and their combat strengths must be halved, first add them up before halving and then round down.

Note: Combat is only possible with minimum odds of 1:2 before considering any Combat Shifts.

A unit that retreated from another hex to a hex that is attacked in an activation do not add their strength to the defense.

10.2.1 Combat Ratio

The total attack strength divided by the total defense strength gives the Combat Ratio. When calculating ratios, fractions are rounded down to either the nearest column on the CRT or the nearest whole ratio.

10.2.2 Combat Shifts

Apply column shift modifiers:

  • Terrain effects
  • Mud effects - shift 1 column left on CRT
  • Air units - shift 2 columns right on CRT for each air unit; 1 left for defense.
  • Combat Intensity - shift 1 or 2 columns right - see 10.2.3.

When occupied by the Defender's units, some terrain types provide favorable ratio shifts; see the Terrain Effects Chart.

A combat ratio above 10:1 is reduced to the 10+ column. Any ratio shifts are cumulative.

If the final Combat Ratio is less than 1:2 after any shifts and strength adjustments for terrain have been applied, the attack is not possible.

If the total defense strength in a hex is reduced to 0 by rounding down, or due to all the attacked units being units that retreated from another hex, the combat is automatically resolved on the 10+ column of the CRT, regardless of any possible terrain ratio shifts.

10.2.3 Combat Intensity

The attacking player may shift the combat odds to the right on the CRT by deciding to increase combat intensity, but at some risk. After the results of the combat have been applied, the attacking player rolls a die to determine the possible loss to their forces; if losses are suffered, the attacker selects which of the attacker's units suffers a step loss.

  • For 1 column right shift on the CRT; on a subsequent die roll of 1-2, one combat unit of the attacking force is reduced 1 step.
  • For 2 column right shift on the CRT; on a subsequent die roll of 1-4, one combat unit of the attacking force is reduced 1 step.

Note: Intensity offers a weaker force the possibility to inflict losses on a stronger force, but at some risk.

10.3 Combat Results Determination

Once the final Combat Ratio has been computed, the Attacker rolls one die and reads the result on the corresponding row under the appropriate column of the CRT. The owning player allocates step losses before retreating any remaining units.

Step Losses: Remove one step by flipping a full-strength unit to its reduced-strength side or by eliminating a reduced-strength unit or a unit with no reduced-strength side. The owning player allocates step losses.

Attacker Casualties: Some results (marked with a symbol on the CRT) force the Attacking player to roll a die (after eventually advancing); a result of "6" requires the Attacker to reduce one attacking unit. This loss is taken first, by any advancing units.

Note: Combat tends to result in casualties to both parties.

Intensity Loss Determination: Resolve as described in 10.2.3.

10.4 Retreat

Units affected by 'R' or 'RR' results must retreat one ('R') or two ('RR') hexes after combat.

German units in Metz fortifications and City hexes are not required to retreat on an "R" combat result, but retreat one hex on an "RR" result.

A retreat is not considered normal movement; retreating units do not expend MPs. Units in a stack that is forced to retreat can split up and retreat into different hexes.

Retreat Restrictions: A retreating unit always retreats in such a way as to get closer to a hex where it would be in supply.

Every unit forced to retreat into an enemy ZOC (even if this ZOC contains friendly units) must lose one additional step. A retreating unit must satisfy as many as possible of the following conditions:

  1. The stacking limit is not exceeded in the last hex of the retreat.
  2. Enter the fewest hexes in enemy ZOCs (and thus to suffer the fewest step losses). The previous condition (1) takes precedence over this if both cannot be satisfied.

Stacking Limits: If a unit exceeds the stacking limit in the last hex of a retreat, it must retreat one additional hex, within the above restrictions. If it exceeds the stacking limit in this new hex, it must retreat into another hex, etc. If unable to satisfy stacking restricts the unit is eliminated.

Terrain: Stream hex-sides have no effect on retreats. River hex-sides have the following effect on retreats: Retreating across a River hex-side (even if bridged) is allowed only if the combat unit starts its retreat adjacent to the hex-side.

Units forced to retreat off map, into a prohibited hex (i.e., across a River as the 2nd hex of the retreat) or across an unbridged Rhine River hex-side, are eliminated.

Effect: A unit that retreats and is attacked again in the new hex during the same activation doesn't add its combat strength to the defense, but are still affected by the combat result.

10.5 Advance After Combat

If an attacked hex becomes empty as a result of combat (the defending units either retreated or were eliminated), the attacking unit/units may advance one or two hexes:

  • Non-mechanized combat units may advance one hex.
  • Mechanized combat units may advance one or two hexes (even if the Defender only retreated one hex).
  • HQs may advance with any combat units they are stacked with.

Advance after combat is optional; the Attacker may advance all, some, or none of the attacking units. Advance after combat is not considered normal movement. Advancing units do not expend MPs and enemy ZOCs are ignored.

The first hex of an advance must be the attacked hex.

Mechanized units that participated in the same combat can advance a second hex with the following restrictions:

  • The hex must be Clear terrain,
  • Not across an unbridged river hex-side.

Example: The German unit retreats two hexes. The Allied unit can advance one or two hexes because its clear terrain (in the second hex) and there is a bridge.

Note: The units may end their advance in different hexes.

Advance is prohibited:

  • Off the map.
  • If the stacking limit is exceeded in the last advance after combat hex.

Note: Mechanized units may attack into a Difficult terrain hex, but are not allowed to advance after combat.

Combat Example

The Allied player decides to attack hex 2407 (which is adjacent to several of his units), and declares his intent to the German player. Hex 2407 contains stack A. He chooses to do a combined attack with stack B, units C and D, which are in hexes 2408, 2507 and 2508.

He proceeds to calculate the attack and defense strengths of the involved units: the defender (A) has 5 defense points; the attackers (B, C, D) have 20 attack points total. Because units C and D are attacking through a stream hex-side, their attack strength is halved and rounded down. The attacker has 20 attack points in total, while the defender has 5 defense points, making the combat ratio 4 to 1 (before applying column shifts).

Hex 2407 is a Rough hex, which gives a column shift in favor of the defenders. The column to be used would be the 3:1 ratio one. The Allied player chooses to use ground support on the attack which provides a 2-column shift. The Allied player also chooses to make a higher intensity attack, granting a 1-column shift. The column to be used is finally the 6:1 ratio one.

The Allied player now rolls on the CRT to determine the combat result. He rolls a 6 which gives a result of 2RR when referencing the correct column and row in the CRT. The result means two units in the defending stack lose a step (they're flipped to their reduced side). The German player chooses to have both units lose a step (instead of assigning both to a single unit, destroying it). The attacker loses no steps.

In addition, the defending stack must retreat 2 hexes, avoiding EZOCs while doing so. Stack A retreats 2 hexes, to 2207. This retreat path allows it to first avoid the EZOC, and make the units in supply. The Stream hex-side does not affect the retreat. Retreating through 2308 is not possible as it would additionally entail entering an EZOC. Hex 2407 is left vacant, and the Allied player is allowed an advance after combat into it, moving stack B into it. Within the stack, both units are mechanized, making them able to advance 2 hexes if the 2nd hex is Clear terrain, but remains in 2407. Units C and D are also allowed to advance, but as the advance would cause overstacking (because Stack B decided not to advance further) the units must remain in their starting hexes.

Since the defender has suffered losses, the attacking player rolls a die to determine whether they suffer any losses due to intensity (see 10.2.3 Combat Results Determination); the die roll result is a "2"; resulting in one step loss. The attacker must apply a step loss to one of his units.

11.0 Arrivals, Reinforcements & Reserves

The Germans receive reinforcements when their Reinforcement Command Chit is drawn. The Allies have units that arrive automatically when their parent HQ's Command Chit is drawn as well as reserves that they can choose to release when the Reserve Chit is drawn, but at a cost in VP.

Arrivals, Reinforcements and Reserves are activated upon entering the map without the need for being in Command Range.

11.1 Allied Unit Arrivals

These units arrive whenever their parent HQ Command Chit is drawn for the first, second or third time respectively. Their entry hexes are stated with their holding boxes on the map, and they are instantly activated, even if not within Command Range. They must pay the normal movement costs for their entry hex and can continue moving if their Movement Allowance permits.

Note: This allows for the appearance of units of the U.S. Seventh Army along the southern map edge.

11.2 German Reinforcements

German reinforcements become available in specific turns:

TurnUnitDivision
Turn 225PG25th Panzergrenadier Division
Turn 336VG36th Volksgrenadier Division
Turn 5347347th Infantry Division
Turn 7PLehrPanzer Lehr Division
Turn 921P21st Panzer Division

The given turn number marks the earliest turn those units may be used. They may be brought into play with any reinforcement chit later in the game. Units enter at Supply Source hexes.

Whenever the German Reinforcement Chit is drawn, the German player can select units of one division from among the available Reinforcements to enter the map.

German Reinforcements enter at full strength on any Supply Source hex. On the turn they appear, alternatively to normal movement they may move as many hexes as a player wants exclusively along rail lines, or double their movement allowance, without entering an EZOC.

A unit cannot be placed in a hex where the stacking limit would be exceeded. Friendly units do not negate enemy ZOCs for the purpose of placement.

11.3 Allied Reserves

Allied units noted as "Reserve" may be brought onto the board at any controlled Supply Source hex when the "US Res" chit is drawn, if the Allied player wishes, but at the cost of 1 Victory Point per unit.

Note: US VI Corps Reserve units can only brought into play after the US VI Corps HQ is on the map!

12.0 Special Rules

12.1 Prior to Turn 1

Before the Weather Phase and Command Chit Selection Phase of Turn 1, the Allied player executes an activation with VII Army HQ as if the HQ Command Chit was drawn. All activated units can move and then conduct combat. Weather is Heavy Overcast. Mud is in effect. No Allied air units are available.

After this special activation, proceed to the Command Chit Selection Phase (VII Army is again selectable).

At the start of the game, all units on the map are in supply.

Restrictions:

  • Units of the U.S. 4th and 6th Armored Divisions may not move prior to Turn 4.
  • Units of the German 11th Panzer Division may not move prior to Turn 4.

Note: These units were reorganizing as the result of previous action.

12.2 Headquarter Units

An HQ unit represents the headquarters itself and units under its direct control, within Command Range (6 hexes). It functions in the same manner as regular combat unit but with the following restrictions:

  • An HQ cannot be activated by another HQ.
  • An HQ that loses its last step is relocated (see 2.3).

12.3 Fortifications

Fortification hexes only benefit the German player. These include the Metz fortifications, the Maginot and Siegfried Lines.

Entering Fortifications: There is no additional movement cost to enter a Fortification hex. They may never be destroyed by either player.

12.4 Metz Fortifications

German units defending in a Metz fortification hex have their Combat Strength tripled (x3); if attacked exclusively across river hex-sides, Combat Strength is quadrupled (x4). It makes no difference what direction the attack on the fortification is coming from.

German units in Metz fortifications are not required to retreat on an "R" combat result, but retreat one hex on an "RR" result.

12.5 Maginot Line

The former French defensive line only benefits the German player on defense. The hexes provide a one column shift to the left on the CRT; this is in addition to the effects of river hex-sides and terrain.

12.6 Siegfried Line

Only benefits the German player on defense. The hexes provide a doubling (x2) of a unit's defense; this is in addition to the effects of river hex-sides and terrain.

12.7 Metz Garrison

Units of the Metz garrison can be identified by their "Metz"-ID on the top right of their counter. No units of the Metz garrison may leave Metz (the city hex or the surrounding fortifications), unless a combat result drives it from Metz, then the restriction no longer applies. They may move within those Metz hexes though.

Note: The German High Command felt that holding Metz was key to slowing the Third Army's advance in order to allow them time to prepare the Siegfried Line defenses.

Metz garrison units are always considered to be in supply as long as they remain within Metz (city or its fortifications). For supply purposes the 1215th and 1217th Regiments, 462nd Volksgrenadier Division, are considered part of the garrison.

13.0 Victory Conditions

The Allied player wins the game if in control of certain objectives during the Victory Determination step at the end of any turn. Each objective hex under Allied control must be able to trace a line of supply to an Allied Supply Source as if it was an Allied unit.

13.1 Victory Determination

If during the Victory Determination step of Turn 12 the Allies have not secured their objectives, then, victory is determined by VPs:

  • If the Allied VPs are greater than 12 the game ends in a draw. But it may considered a German Minor Victory, although the Allies ended up in a better position than historically.
  • If the Allied VPs are 12 or less, the game ends in a German Major Victory.
  • Allied Victory - see 14.3 Combined Assault.

The Allied player receives 3 VP for each objective hex under Allied control and able to trace a line of supply during the Victory Determination step at the end of the game.

The Allied player loses VPs when the following unit types are eliminated in combat, failing supply checks, or retreating off map edge. Subtract the VPs at the moment it happens:

  • 5 VPs for each HQ
  • 4 VPs for each eliminated Allied mechanized unit
  • 2 VPs for each eliminated Allied non-mechanized unit
  • 1 VP for each Allied unit that is not on its full-strength side

14.0 Scenarios

14.1 Patton's Assault

Forces:

  • Allies: Third Army
  • Germans: XIII SS and LXXXII Corps, and 361st Volksgrenadier Division (under LXXXII Corps).

Command Chits: Remove the chits for the U.S. VI and XV Corps; remove the German chits for the IV Luftwaffe Field, LXIV, and LXXXIX Corps. (Chits removed: VI x2, XV x1, IV LWF x1, LXIV x2, LXXXIX x2.)

German reinforcements: See 11.0, less the 21st Panzer Division.

Allied Air Units: Only half the number of Air units listed on the Weather / Air Unit Table is available (rounded up).

Victory objectives: Allied forces must capture and hold Metz and Saarbrücken by the end of the scenario.

Map limits: Forces are required to remain north of hex row 3000.

14.2 Patch's Advance

Forces:

  • Allies: Seventh Army
  • German: IV Luftwaffe Field, LXIV, and LXXXIX Corps.

Command Chits: Remove the chits for the U.S. XII and XX Corps; remove the German chits for the XIII SS and LXXXII Corps. (Chits removed: XII x1, XX x2, XIII SS x2, LXXXII x2.)

German reinforcements: 21st Panzer Division

Allied Air Units: Only half the number of Air units listed on the Weather / Air Unit Table is available (rounded up).

Victory objectives: Allied forces must capture and hold Strasbourg and Saverne Pass (2217) by the end of the scenario.

Map limits: Forces are required to remain east of a line from 1008 to 3608.

14.3 Combined Assault

Uses all units, all rules and the whole map.

Victory objectives: It is a major US victory if the Allied forces capture all hexes of Metz, Saarbrücken, Strasbourg, and Saverne Pass (2217). If the above conditions are not achieved, use VPs to determine victory (13.1).

15.0 Optional Rules

15.1 Multi-player

  • 3-Player: One player each directs the Third Army, Seventh Army, and German forces.
  • 4-Player: One player each directs the Third Army, Seventh Army, German 19th Army (IV Luftwaffe Field, LXIV, and LXXXIX Corps), German 1st Army (XIII SS and LXXXII Corps).

15.2 Alternate Allied Victory

The US Third and Seventh Armies conduct a pincer operation and eliminate all the units of at least two German corps (not including the IV Luftwaffe Field Corps) and at least six regiments, in supply, reach the French-German border.

16.0 Historical Notes

In the autumn of 1944, as Allied armies drove the forces of the Third Reich from French soil, they were presented with a unique opportunity: to destroy the German First and Nineteenth Armies before they could withdraw into the West Wall defenses, something not realized historically. The U.S. Third Army, under General George Patton, had advanced to the Moselle River. There, they encountered the Metz fortifications, part of the pre-war French-built defense system, occupied by the German Army after the 1940 defeat of France. At the same time the U.S. Seventh Army, under General Alexander Patch, was advancing up from southern France and found itself in a fight in the Vosges Mountains against the German Nineteenth Army. Never before in the history of modern warfare had an army successfully fought its way through the Vosges against an opposing force.

What were the odds of such a victory?

The U.S. Seventh Army sought to drive forces of the German Nineteenth Army, under General der Infanterie Friedrich Wiese, north from the Vosges Mountains and open a passage to the city of Strasbourg, while the U.S. Third Army advanced east as it looked to push the German First Army, General der Panzertruppen Otto von Knobelsdorff, back to the Franco-German border. But there was the opportunity for the Allied forces to conduct a strategic pincer that could have destroyed the German First and Nineteenth Armies.

The German Army sought to slow the Allied advance in order to buy time to improve their Siegfried Line defenses. The fighting was driven by terrain and weather (nothing new there).

While the Seventh Army was able to advance into the Alsatian Plain and capture Strasbourg in a bold move by the French 2nd Armored Division as it forced the Saverne Pass. Third Army, hindered by weather and German delaying tactics, failed to reach Saarbrücken.

As the two armies, the U.S. Third and Seventh, converged on Alsace-Lorraine from the west and south, General Eisenhower (SHAEF), sought to manage his forces across the entire Western Front. General George Patton's U.S. 3rd Army, part of the 12th Army Group, under General Omar Bradley, had to contended with the U.S. 1st Army, also under the 12th Army Group, as well as British Field Marshal Bernard Montgomery's 21st Army Group, for the limited supplies available in the fall of 1944. The 3rd Army was just recovering from having outrun supply in September-October, along with General Eisenhower's transfer of fuel allocation to Montgomery to conduct Operation Market-Garden. Eisenhower and Bradley were also trying to maintain a certain degree of control of Patton, as he sought to drive into Germany with little regard for the situation along the entire front.

The U.S. 7th Army, under General Alexander Patch, part of the 6th Army Group, General Jacob Devers, had to contend with the 1st French Army (also part of 6th Army Group) which was just beginning to be brought into action. For the Germans, OB West (Commander-in-Chief in the West) had recently undergone a change in command, while at the same time there was continuing pressure not to give ground as Alsace-Lorraine, the last portion of France still under German control.

17.0 Designer's Notes

In November 1944, the U.S. Third Army was driving east across France as the U.S. Seventh Army was fighting its way through the Vosges mountains. The two armies would converge in Alsace-Lorraine. The Allies believed they were on the verge of defeating Germany. They sensed traces of victory.

Traces of Victory pits the U.S. Third and Seventh Armies against the German First and Nineteenth Armies using a chit-draw system with regiments and battalions of the French, German, and American armies.

The two American armies included both veteran and green units. American forces were mechanized; the infantry divisions were highly mobile and with attached tank and tank destroyer battalions, engineers, and artillery, were formed into armored combat commands and regimental combat teams.

The German forces represent a mix of the type of units that composed the German army by that stage of the war: panzers, panzergrenadiers, infantry, volksgrenadiers, and garrison units.

The HQ chit-pull system of play provides for greater randomness of action than the "I go - you go" style of play, as well as increased player anxiety and suspense, and hopefully a better understanding of the historical events the game attempts to portray. Besides the HQ Command chits, other chits include OB West, German Reinforcements, SHAEF, and US Reserves, allowing players additional actions and the ability to vary operations.

While the Germans were on the defensive, they were able to bring in a number of mobile units to assist in ground operations: the 25th Panzergrenadier, Panzer Lehr, and 21st Panzer Divisions.

Players are limited in the number of command chits each turn challenging their ability to plan and execute operations.

The weather (the November overcast, rain, and resulting mud) is the great equalizer, effecting both air and ground operations. In addition, the terrain of Alsace-Lorraine challenged operations for both sides, though more so for the Americans: the rivers and streams in the Third Army's front, the mountainous and rugged terrain before the Seventh Army.

The combat results tables of many games are prohibitive when it comes to a weaker force launching an attack on a larger or stronger force, which is understandable. So, a feature of the game was added, that of Combat Intensity. This allows an attacker to shift the combat odds by one or two columns to the right on the Combat Results Table, but while also risking losses. This represents a willingness for a player to attempt to employ weakened forces against a stronger foe. History has shown that if a comparatively weaker force has the will (willing to risk), it can sometimes overcome the odds; it's not the size of the dog in the fight, it's the size of the fight in the dog.

Another feature of many war games that has seemed unrealistic, has been how attacking forces can inflict losses on the defender without suffering any losses. Combat generally results in casualties on both the attacker and defender, especially on the attacker. A positive or successful combat result for the attacker may come at a price: the loss of unit strength.

Allied air support, when available, is a difference maker, both supporting combat operations (shifts on the CRT) and interdicting movement, imposing additional movement costs on German units.

While the game offers three scenarios, the combined operations of the two U.S. armies offers some interesting possibilities for cooperation, a "what if". The game allows for the possibility for multiple players (up to 4) to split duties with two Allied armies and two German armies, or, to split duties as one player directs the U.S. Third Army and German Nineteenth Army, the other player the U.S. Seventh Army and German First Army. The challenges faced by the opposing armies presented an interesting contrast. The U.S. Third Army was an armored heavy force, with three armored divisions, fighting a German force in prepared positions and defending behind streams and rivers, while the Seventh Army sought to advance through difficult terrain in the Vosges Mountains, channeling offensive operations along roadways and passes.

Sources

  • Bonn, Keith E. When the Odds Were Even: The Vosges Mountains Campaign, October 1944 - January 1945. Presidio, Novato, CA, 2006.
  • Citino, Robert, The Wehrmacht's Last Stand: The German Campaigns of 1944-1945, University Press of Kansas, 2017.
  • Cole, Hugh M. The Lorraine Campaign, The United States Army in World War II: The European Theater of Operations. Center of Military History, Washington, DC. 1950.