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Vimy Ridge: Arras Diversion

Vimy Ridge: Arras Diversion Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Game Map
    • 2.2 Charts & Tables
    • 2.3 The Playing Pieces
      • 2.3.1 How to Read Units
      • 2.3.2 Definition of Terms
    • 2.4 Game Scale
  • 3.0 Setting Up the Game
  • 4.0 Sequence of Play
    • 4.1 Sequence Outline
  • 5.0 Movement
    • 5.1 Procedure
    • 5.2 Movement Restrictions
    • 5.3 Stacking Restrictions
    • 5.4 Effects of Terrain
      • 5.4.1 Road Movement
      • 5.4.2 Trail Movement
    • 5.5 Mobile Movement Phase
  • 6.0 Zones of Control
    • 6.1 Effects on Movement
    • 6.2 Effects on Retreat & Advance After Combat
  • 7.0 Support Fire Markers
    • 7.1 Allocation of Support Fire Markers
    • 7.2 Support Fire Application
  • 8.0 Bombardment & Ground Combat
    • 8.1 Bombardment
      • 8.1.1 Range
      • 8.1.2 Procedure
      • 8.1.3 Results
      • 8.1.4 Terrain Effects
      • 8.1.5 Bombardment Retreat
    • 8.2 Ground Combat
      • 8.2.1 Combat Procedure
      • 8.2.2 Effects of Terrain
      • 8.2.3 Fortifications
      • 8.2.4 Combat Resolution
  • 9.0 Supply
  • Combat Results Table
  • Exclusive Rules
  • 10.0 Introduction
    • 10.1 Historical Background
    • 10.2 Special Rules
    • 10.3 Game Scale
  • 11.0 Set Up
    • 11.1 Set up Sequence
    • 11.2 Allied Initial Deployment
    • 11.3 Allied Replacements
    • 11.5 German Initial Deployment
    • 11.6 German Replacements
  • 12.0 Victory Conditions
    • 12.1 Victory Points
    • 12.2 German Victory
  • 13.0 Night & Replacements
    • 13.1 Night
  • 14.0 Terrain
    • 14.1 No Man's Land
    • 14.2 Trench Lines
    • 14.3 Trench Line Movement Effects
  • 15.0 Turn Sequence
    • 15.1 First Player
    • 15.2 Zero Hour
  • 16.0 Standard Rules Modifications
  • 17.0 Artillery Bombardment
    • 17.1 Artillery Bombardment Limitations
    • 17.2 Utilizing Bombardment Markers
    • 17.3 Observation
    • 17.4 Bombardment Markers
    • 17.5 Bombardment Resolution
    • 17.6 Gas
  • 18.0 Special Rules
    • 18.1 The Red Baron
    • 18.2 La Folie Woods
    • 18.3 Divisional Integrity
  • 19.0 German Deployments
    • 19.1 German Set-up
    • 19.2 German Reinforcements
  • 20.0 Allied Deployments
    • 20.1 First Player
    • 20.2 Allied Set-up
    • 20.3 Allied Reinforcements
  • 21.0 Game Notes
    • 21.1 Background
  • Integrated Combat Results Table
  • Artillery Bombardment Modifiers
  • World War One Bombardment Results Table

1.0 Introduction

Note: These rules use the following color system: Red for critical points such as errata and exceptions, Blue for examples of play.

Each game represents an actual or hypothetical battle, as included in the Exclusive Rules.

The map included with the game represents each different battle's terrain. The pieces represent the actual (or hypothetical) units that participated or might have participated in the battle. The System Rules are rules that fit all games using the F&M system, and the exclusive rules are specific to each represented battle.

2.0 Game Equipment

See exclusive (scenario) rules.

2.1 The Game Map

The map sheet portrays the battle area. Printed over the terrain features is a hexagonal grid to regulate the movement and positioning of the game pieces throughout the game.

2.2 Charts & Tables

Various visual aids provide the players to collate, simplify and illustrate certain game functions. They are the Combat Results Table (CRT), the Terrain Key, and the Game Turn Record Track (GTRT). Exclusive rules may contain additional charts.

2.3 The Playing Pieces

The cardboard playing pieces (counters) represent the actual military units that took part in the battle. The different colored units (combat units) represent forces of opposing sides. The numbers and symbols on the counters represent the attack and defense strength, movement capability, and type of unit represented by each counter.

Important: In the system rule diagrams and examples, the exact units may not appear in the current game; however, all designations and terms used are consistent with the units in the current game unless the exclusive rules dictate otherwise. See exclusive rules for unit type symbols.

The counter diagrams (Leg Combat Unit front and back, Mobile Combat Unit front, and Support Fire Marker front and back) are not reproduced. Their printed labels are: Unit Type Symbol, Unit Size Symbol, Unit ID, Attack Strength, Defense Strength, Movement Allowance, Parent Formation, Mobile Unit Designator, Type Symbol and Support Strength. Black box = Leg Unit. Red box = Mobile Unit.

Note: The front side of a combat unit is the full-strength side and the back of the unit is normally its reduced side. For most games in the series, the reduced side shows the unit type symbol having the same background color as the counter. Not all combat units have a reduced side and thus are one-step units.

2.3.1 How to Read Units

Most units contain identifiers (or names) and sizes. The identifier or name of a unit has no bearing on play, except as part of set-up and reinforcement rules. An identifier that lists two numbers separated by a slash represents the battalion number and then the regiment number from which that battalion derives (though that parent regiment may or may not be in the game).

Example: A unit printed with 4/47 is referring to the 4th Battalion of the 47th Regiment. A single number identifier typically refers to a single formation of its type (9 could refer to the 9th Division).

Unit Sizes

  • •••: Platoon
  • I: Company
  • II: Battalion
  • III: Regiment
  • X: Brigade
  • XX: Division
  • XXX: Corps

Note: Games may include additional unit sizes. See exclusive rules.

2.3.2 Definition of Terms

Attack Strength: The relative strength of a unit when attacking other units, expressed in terms of attack strength points.

Bombardment Attack: An attack conducted by the active player using support fire markers only. Bombardment attacks take place during each player's Bombardment Phase (8.1).

Defense Strength: The relative strength of a unit when defending against the attacks of enemy units, expressed in terms of defense strength points. See attack strength.

Combat Modifier (Support Strength): The strength of support fire markers. They represent everything from corps artillery, naval support, aerial bombardment and organic mortars used to attack enemy units. The combat modifier (expressed in terms of a "+") value that players may add to the strength of a friendly unit during combat or as an attack strength when conducting bombardment.

Movement Allowance (MA): The number of movement points (MP) a unit may expend in a single Movement Phase. Each hex a unit moves into and/or each hexside crossed forces the unit to expend a given number of MP.

Leg Unit: A unit that is not a mobile unit. It represents any type of unit that lacks inherent conveyance or transport.

Mobile Unit: A unit that is not a leg unit. It represents any type of unit that moves by a means other than by foot. A mobile unit can be anything from tanks to wagons. Only mobile units may move during the Mobile Movement Phase and/or conduct attacks during the Mobile Combat Phase (4.1).

Support Fire Markers: Represent naval gunfire from ships offshore, bombers/fighters providing ground support or interdiction support, or artillery units of all types and sizes not represented as units in the game.

2.4 Game Scale

The exclusive rules will indicate the scale of the map and the time that each game turn (GT) represents.

3.0 Setting Up the Game

Players should determine the side each will play. Players then consult their respective setup instructions in the exclusive rules. The instructions will list the strength and position of each unit in play on the map during the first GT. The exclusive rules:

a) Will indicate the player who is the first (starting) player and the player who will set up first.

b) May assign units specific set-up hexes, general areas near a specific location/hex number, or instruct the players to choose the set-up hexes for their units.

c) Will specify the number and GT of arrival for any reinforcements scheduled for that battle. Players should place reinforcements to the side of the map or place them on the GTRT in the GT box for the GT they will arrive.

  • Consult the exclusive rules to determine the placement of support fire markers. The support fire number may be on the GTRT. The number signifies the number of support fire markers (not points) available each GT.

Important: There has been a major update to the bombardment rules. Players may use these bombardment rules in previous games in the series, however, they have not been subject to play test with all games.

  • The GTRT may contain other information pertinent to game play. See the exclusive rules for details.

4.0 Sequence of Play

Players conduct each game in successive GTs, each turn is composed of alternate player turns. During the GT players maneuver their units and resolve combat according to the sequence outline and within the limitations provided by the rules.

4.1 Sequence Outline

Each GT consists of a First Player Turn followed by a Second Player Turn. One player takes the First Player Turn while the other player plays the Second Player Turn. The GTRT on the map and/or exclusive rules will indicate which player is the first player. Complete each player turn in the order given below. Complete each phase before beginning the following phase.

Support Fire Marker Phase: Both players organize their support fire markers as outlined in 7.0 or as dictated by the exclusive rules.

First Player Turn

Movement Phase: The current (active) player may move any number of his eligible units, as he desires within the limits and restrictions of the rules of movement (5.0), zones of control (ZOC) (6.0) and the exclusive rules. The active player may bring reinforcements onto the map as allowed by his reinforcement schedule and the reinforcement rules.

Important: Mobile units that move during this phase cannot move during the upcoming Mobile Movement Phase.

Bombardment Phase: The active player may conduct bombardment attacks against enemy units (8.1).

Combat Phase: The active player may use his units to attack enemy units (8.2).

Important: Mobile units that participate in combat during this phase cannot conduct combat during the Mobile Combat Phase.

Mobile Movement Phase: Only mobile units can move during this phase. Mobile units that moved during the preceding Movement Phase cannot move this phase. Movement in this phase is otherwise identical to the Movement Phase.

Mobile Combat Phase: Only mobile units can attack this phase. Mobile units that participated in an attack during the preceding Combat Phase cannot conduct attacks this phase. Combat in this phase is otherwise identical to the Combat Phase.

Second Player Turn

After the first player has completed his turn, the second player then conducts his turn using the same procedures and order given for the first player.

Game Turn End Phase

After the second player completes his player turn, the GT ends. If it is the last turn of the game, players determine victory. If there are turns remaining, advance the turn marker one space along the GTRT and conduct that turn using the above procedures.

5.0 Movement

5.1 Procedure

During the Movement Phase, the active player may move any number of his eligible units as he desires.

  • Units may move in any direction or combination of directions, up to the limits of each unit's printed MA.
  • Always move units one at a time, tracing a path of contiguous hexes through the hex grid.
  • As each unit enters a hex, it pays one or more MP from its movement allowance.

5.2 Movement Restrictions

Movement cannot take place out of sequence. Neither player can conduct movement during the opposing player's Movement or Mobile Movement Phase. A player can only move units during his own Movement or Mobile Movement Phase.

  • A unit:

    • a) Cannot expend more MPs than its total printed MA during any one turn.
    • b) Cannot accumulate unused MPs from phase to phase or from turn to turn, nor can players transfer MP from one unit to another unit.
    • c) Cannot enter a hex if the unit does not possess enough remaining MPs to pay for the cost to enter, as well as the cost of any hexside terrain the unit crossed.
    • d) Cannot enter a hex containing an enemy unit.
    • e) Cannot enter a prohibited terrain hex or cross a prohibited hexside.
    • f) Cannot exit the map unless specifically allowed by the exclusive rules.
  • Units may have their movement affected by enemy zones of control (EZOC) (6.0).

  • Players may not move a unit that has completed its movement during that same turn except as a retreat or an advance after combat.

Important: There is no minimum number of hexes a unit may move; a unit may not have enough MA to move to any adjacent hex, in which case it may not move at all.

Important: Advance and retreat may take place during a Bombardment Phase, Combat Phase or Mobile Combat Phase. Advance after combat and retreat after combat are not movement and do not require the expenditure of MP.

5.3 Stacking Restrictions

Units cannot stack.

  • Only one unit can occupy a hex at the end of any phase.
  • A unit may move through hexes occupied by other friendly units at no extra MP cost.
  • A unit cannot end its movement stacked with any other unit.

5.4 Effects of Terrain

A unit must expend one MP to enter a clear terrain hex.

Important: Hexes may depict more than one type of terrain. In this case, use the MP expenditure of the terrain with the highest cost in MP.

  • To enter other types of hexes, a unit must expend more than one MP.
  • The Terrain Key or TEC (normally printed on the map) list each type of hex and hexside terrain with the corresponding MP cost for each type of terrain.

Important: The following examples may not reflect the actual terrain types or movement costs for a particular game. Consult each game's terrain effects for specific MP costs.

  • Example: A jungle terrain hex costs 3 MPs to enter.
  • Hexsides may display other types of hexside terrain features (such as a river) that require additional movement points to cross. This cost is in addition to the cost of the terrain in the hex.
  • Example: A unit crosses a river (+1 MP) and enters a clear terrain hex (1 MP). The cost to enter that hex would be 2 MP.
  • In hex terrain may have a "+" and a number. If that is the case, add that number to the cost of other terrain in the hex.
  • Example: A unit enters a clear hex (1 MP) that contains a village (+1 MP) and that unit crossed a river hexside (+1 MP). The cost to enter the hex is 3 MP.

The printed diagram of the hexes in the zone of control of the unit depicted is not reproduced.

  • All units not marked with a black hexagon in either the upper right or the left side of the counter exert a zone of control. ZOC are always in effect, regardless of the phase or the player turn.

5.4.1 Road Movement

A unit that moves from one road hex directly into an adjacent road hex through a road hexside normally expends one-half (½) of a MP, regardless of other terrain in the hex or hexside terrain. See exclusive rules for exceptions.

5.4.2 Trail Movement

A unit that moves from one trail hex directly into an adjacent trail hex through a trail hexside expends only one MP, regardless of other terrain in the hex or hexside terrain.

5.5 Mobile Movement Phase

During the Mobile Movement Phase, the active player may move any number of his eligible units as he desires, subject to the following restrictions:

  • Mobile units that moved in the Movement Phase of a player turn cannot move during the Mobile Movement Phase of the same player turn.
  • Leg units cannot move during the Mobile Movement Phase.
  • Units moving during the Mobile Movement Phase follow the same procedures as used during the Movement Phase (5.1 through 5.4).

6.0 Zones of Control

The six hexagons surrounding each hex constitute the zone of control (ZOC) of any unit in that hex.

The printed example diagram (a unit that does not exert a ZOC, and the hexes shaded in the ZOC of the unit depicted) is not reproduced.

  • Zones of control extend into all types of terrain and across all types of terrain hexsides. Exception: Games may have fortifications or other restrictions that will negate the projection of ZOC into specific hexes.
  • Enemy and/or friendly units never affect the presence of ZOC.
  • If an enemy and friendly ZOC extend into a hex, they have no effect upon each other, i.e., both co-exist. The ZOCs mutually affect the hex.
  • If a unit is in an enemy zone of control (EZOC), the enemy unit is also in that unit's ZOC.

6.1 Effects on Movement

ZOCs inhibit the movement of enemy units.

  • A leg unit that begins its movement in a hex not in an EZOC that then enters a hex in an EZOC must immediately stop its movement, regardless of the number of MP it has remaining.
  • A leg unit that begins its movement in an EZOC can move directly into another hex in an EZOC by expending all its printed MA as long as the terrain is not prohibited and the unit has sufficient MA to expend for the hexside/in-hex terrain.
  • Any unit that begins its movement in an EZOC can move into a hex not in an EZOC. The unit would expend the normal MP costs for that hex. It may continue movement normally.
  • A leg unit must halt its movement if it later enters another EZOC.
  • A mobile unit must expend half (round down) of its printed MA (plus the normal cost of terrain) when it moves into an EZOC (i.e., a unit with MA of "7" would expend three movement points to enter an EZOC).

Examples 1 and 2 of the printed rules (the 51st Infantry Regiment and the 1st Cav movement diagrams) are not reproduced.

  • Exception: A unit may not move from EZOC to EZOC across a minefield hexside or to enter a fortification hex; however, this restriction does not apply to commandos. Commandos never pay additional movement costs to enter or exit an EZOC.

6.2 Effects on Retreat & Advance After Combat

Units retreating after combat cannot retreat into hexes in an EZOC (8.3). Units advancing after combat ignore EZOCs (8.5).

7.0 Support Fire Markers

Support fire markers represent indirect fire assets not represented in the game by actual counters. Support fire markers do not exist on the map as units; they represent the incoming fire from supporting assets.

7.1 Allocation of Support Fire Markers

Important: The exclusive rules may modify the availability and allocation of support fire markers. Players should check the exclusive rules before proceeding further.

Each side has its own pool of support fire markers, allotted by the support fire allotment number printed on each turn box of the GTRT.

  • The support fire number equals the total number of support fire markers the players will receive at the beginning of that GT.
  • If the allotment of support fire markers indicated on the GTRT is less than the total quantity of markers in the pool for that player's side, that player must select from the lowest-valued markers before selecting higher-valued markers. Players must select support fire markers in order from lowest to highest.
  • If a box has two numbers, the first number is the support fire marker allotment for the first player, the second number is the support fire marker allotment for the second player.

Example: "8/9" printed in the first GT box indicates the first player has 8 support fire markers, and the second player 9 support fire markers.

7.2 Support Fire Application

All support fire markers function the same, though markers may have different printed "+" values (the combat modifier) and different icons. Exception: Bombardment range (8.1.1).

  • See the scenario instructions for allocation of support fire markers.
  • Support fire markers used during the Bombardment Phase or any Combat Phase are not available again during the same GT.
  • Once used, return support fire markers to the player's pool. They are not available for the remainder of the current GT but may be available in subsequent GTs.
  • Players may not accumulate support fire markers from GT to GT. If not used during the GT allotted, players must return them to their respective pools.
  • Players randomly pick support fire markers from the pool (unless scenario rules instruct otherwise) when allocated to bombardment and/or combat. Players must place them face down, meaning the "+" value is not showing.
  • Players can only use a support fire marker once during each GT.
  • The value represents the combat strength that players may apply to bombardments or combats that occur during the turn. Whether as the attacker or the defender, the applying player places his support fire marker(s) and then adds the support fire markers "+" number to his total attack or defense value.
  • A player may not divide or split the "+" value of a support fire marker among different targets. A player may only apply each support fire marker to one target hex only.
  • Combat results (bombardment and ground combat) have no effect on the allotment of support fire markers during the current or any future GT, except when stipulated differently by the exclusive rules.

Example: If two 4-4-10 units are attacking a 2-3-8 unit; the total attack value is "8". If the attacking player has added two "+2" support fire markers, the final attack value becomes "12". If the defending player has added one "+6" support fire marker to that same combat, the final defensive value would then become "9".

8.0 Bombardment & Ground Combat

There are two types of combat: bombardment which takes place during the Bombardment Phase, and ground combat which takes place in the Combat or Mobile Combat Phases. The rules below apply to both bombardment and ground combat.

  • The active player is the attacker and the inactive player is the defender, regardless of the strategic or tactical situation.
  • Combat is not mandatory. There is no requirement for unit to attack, although a defending unit cannot avoid combat.
  • A single defending unit can be the subject of an attack in each of the Bombardment, Combat and the Mobile Combat Phases; however, it can only suffer one attack in each of the above phases.
  • A single attack may only attack one defending hex (i.e., attackers may not attack more than one hex during a single attack).
  • There is no requirement for an attacker to declare all his intended attacks at the outset of the Bombardment or Combat Phase. He can declare each eligible attack as he reviews the map and conducts each individual attack.
  • Players must resolve each attack prior to conducting any other attacks.
  • The attacker can resolve attacks in any order the attacker wishes, provided he resolves each combat before declaring the next combat.

8.1 Bombardment

During the Bombardment Phase, the active player may conduct attacks using support fire markers only.

  • Bombardment attacks do not require a friendly unit to be adjacent to the enemy units attacked.
  • Friendly ground units do not participate in a bombardment in any way, including advance after combat. Bombardment does not affect friendly units except as outlined in 8.1.3.
  • Each support fire marker may only target one enemy occupied hex.
  • A maximum of two markers may bombard the same hex during the same player turn.
  • Markers may be of any value from among the markers drawn from the player's pool.
  • Once a player uses a marker, follow the procedures outlined in the exclusive rules to determine the marker's eligibility for reuse in a later game turn.

8.1.1 Range

A player may use support fire markers to bombard targets anywhere on the map. The exclusive rules may assign specific ranges for certain types of support fire markers.

8.1.2 Procedure

To conduct a bombardment, the active player may select any enemy unit that is in range of the support fire markers used (8.1.1). Follow the procedures below, in the given order, for each bombardment.

  1. The attacker identifies the enemy unit he will bombard.
  2. He may select a maximum of two support fire markers, stating the number he has selected and their total strength.
  3. Calculate the combat differential by totaling the support strength value minus the total defending unit's strength value. Locate the line on the CRT that matches the terrain in the defender's hex (8.2.2). Exception: Do not apply hexside terrain (8.2.2).
  4. Next, on that line locate the column on the CRT that corresponds to the final combat differential. Roll one six-sided die and cross-reference the result within the combat differential column on the CRT. Apply the results immediately.

8.1.3 Results

Apply the results the same as ground combat with the following exceptions:

  • Ae, A1, A2, A3 & Ex: Treat as no result.
  • (A): Apply this result only if there is at least one unit friendly to the bombarding player adjacent to the hex bombarded (friendly fire).

8.1.4 Terrain Effects

Players may use bombardment regardless of intervening terrain or units (enemy or friendly). It is not subject to line of sight restrictions, except when stipulated differently by the exclusive rules. In all cases, the defending units benefit fully from the terrain in the hex they occupy (not hexside terrain) per the CRT.

8.1.5 Bombardment Retreat

Conduct retreat after bombardment using the procedures outlined in 8.3.

  • The retreating unit must, if possible, retreat farther away from the closest enemy unit.
  • If there are no enemy units on the map, the unit must retreat towards the closest friendly unit.

8.2 Ground Combat

Ground combat can only take place when friendly units are adjacent to enemy units.

  • The active player may declare any number of attacks by eligible units as he wishes.
  • The attacking player may decide which of his units will be participating in an attack against which defending units.
  • A mobile unit cannot attack in both the Combat Phase and again in the Mobile Combat Phase of the same player turn.
  • There is no requirement for all adjacent units to attack.
  • Units that do not participate in one attack may participate in a later attack against another hex if the unit meets all other requirements.
  • A player may attack a unit from all adjacent friendly occupied hexes.
  • A unit cannot attack across a prohibited/restricted hexside or into a hex prohibited to the attacking unit.
  • The type of terrain the attacking unit(s) occupy has no effect on their eligibility to attack.
  • All attack and defense strengths are unitary. A player cannot divide a unit's strength among different combats, whether as the attacker or the defender. A unit may not combine its attack and defense strengths for any reason.

8.2.1 Combat Procedure

Follow the procedures below, in the given order, for each attack.

a) The attacker states the quantity and the strength of his attacking units, and the enemy unit that is the subject of the attack. Once declared, the attacking player cannot call of an attack.

b) Both players may select available support fire markers in support of the current combat. This is a five-step process:

  1. The attacking player may select one support fire marker placing it value-side down near the battling units to indicate it will support that combat.
  2. The defending player may then select one support fire marker placing it value-side down near the battling units to indicate it will support that combat. The defender may do this whether the attacker did or did not place a support fire marker.
  3. The attacker may then select a second (one additional) support fire marker. He may do this whether either player did or did not already apply a support fire marker.
  4. Finally, the defender may select a second (one additional) support fire marker. He may do this whether either player did or did not already apply any support fire markers.
  5. Both players reveal their support fire marker values (flip the markers over).

Important: After each step, neither player can change his mind about having placed, or not placed, a support fire marker in a previous step.

c) Each player adds the combat strengths of his ground units and support fire markers into one total.

d) Calculate the combat differential by subtracting the defender's total from the attacker's total. Locate the line on the CRT that matches the terrain in the defender's hex, including hexside terrain. Then on that line locate the column on the CRT that corresponds to the final combat differential. Roll one six-sided die and cross-reference the result within the combat differential column on the CRT. Apply the results immediately.

8.2.2 Effects of Terrain

Only defending units benefit from the terrain in the hex they occupy and/or that hex's hexside terrain feature. The terrain within the hexes occupied by attacking units has no effect upon combat.

  • Defending units do not benefit from river or ditch hexsides unless all the attacking units are attacking that defending unit across a non-bridged river or ditch hexside into that hex. If all units are attacking across a river and at least one of the units is attacking across a bridged hexside, use the bridged line on the CRT.
  • The effect of terrain on combat is an integral part of the CRT. Refer to the terrain in the defending unit's hex and/or hexside and cross-reference that terrain type with the combat differential (8.2.1).

Important: Hexes may depict more than one type of terrain and may have hexsides that impact combat. In this case, use the terrain most beneficial to the defender.

Important: River hexsides contain a bridge wherever a road crosses a river. If at least one attacking unit is attacking across a bridged river hexside, that attack is an attack across a bridge (not across a river) when resolving an attack on the Combat Results Table (CRT).

8.2.3 Fortifications

If a game includes fortifications (whether printed, or as counters), the following applies to any unit occupying a hex containing a fortification:

  • Double the printed defense strength of a unit.
  • Halve (round down) the combat modifier (the "+" value) of an attacker's support fire marker when applied to a fortification hex.
  • This rule does not apply to support fire markers applied by the defending player.

8.2.4 Combat Resolution

The combat results listed on the CRT are as follows:

  • De: Eliminate the defending unit(s).**
  • D3: The defending unit(s) must retreat three hexes.*
  • D2: The defending unit(s) must retreat two hexes.*
  • Ex: Flip one attacking unit and the defending unit to their depleted side (or eliminate if already depleted or a one-step unit). Among multiple attacking units, the attacker chooses the unit to deplete.
  • A1: The attacking unit(s) must retreat one hex.*
  • A2: The attacking unit(s) must retreat two hexes.*
  • A3: The attacking unit(s) must retreat three hexes.*
  • (A): Deplete one adjacent unit (or eliminate it if already depleted or a one-step unit). If conducting bombardment, this result applies if friendly unit is adjacent to enemy unit being bombarded.
  • Ae: Eliminate all attacking units.**
  • •: No Effect.

* Note: The retreating player may choose to ignore his retreat requirement by declaring stiff resistance and depleting his unit instead (8.4).

** Note: On a De, or Ae result, eliminate all units. Do not deplete two-step units, eliminate them.

Important: If the combat result is a retreat, the retreating player retreats his own units in accordance with the retreat rules (8.3).

8.3 Retreat

When a combat result requires a unit to retreat, the owning player must immediately attempt to move that unit the indicated number of hexes away from its current hex. A retreat is not movement and does not require the expenditure of movement points.

Important: If a rule states that a unit is to deplete, eliminate the unit will if already depleted or is a one-step unit.

  • If a unit cannot retreat at least one hex (for any reason), eliminate the retreating unit (this does not nullify the retreat).
  • A unit should (if possible) end its retreat closer (in hexes) to a friendly map edge (or a friendly source of supply).
  • If possible, a retreating unit must retreat along a path of vacant hexes (not occupied by other friendly units). A unit may retreat through friendly occupied hexes if no other retreat route of vacant hexes is possible. See 8.3.1 for effects.
  • Under no circumstances may a unit retreat into or through a hex occupied by an enemy unit or a hex in an EZOC.

Important: Friendly units and friendly units with a ZOC into a hex do not negate any EZOC into that same hex for the purposes of retreat.

  • A unit may not retreat into or through prohibited terrain (an all-sea hex).
  • Seaborne units required to retreat to a sea hex must deplete (scenario rules will identify units that may be seaborne and may supersede this rule).
  • A unit that must retreat must stop its retreat the number of hexes away required by the combat result retreat number (from its original combat hex). If the unit can retreat at least one hex but cannot retreat the required number of hexes for any reason, deplete the unit in the last hex to which it can legally retreat. If depleted, then eliminate the unit.
  • Unless specifically stated in exclusive scenario rules, units may not retreat off the map.

8.3.1 Displacement

If a retreating unit's only available final hex in a retreat path is occupied by another friendly unit, the retreating player may choose to displace (move) that other friendly unit from its hex to one adjacent hex as if that other friendly unit was also retreating because of combat.

  • Displacement is voluntary; a retreating unit unable to retreat because of the presence of other friendly units may deplete instead of displacing a friendly unit.
  • A retreating unit may not displace a friendly unit if any eligible vacant hex is available.
  • Displacements cannot be into a prohibited hex, into an EZOC, or into a hex in which the displaced unit would stack with another unit.
  • After the displaced unit has moved, the retreating unit may retreat into the displaced unit's formerly occupied hex.
  • A displaced unit can displace another friendly unit using the same procedure.
  • The displacement of units may continue until all units are in a hex that does not contain a friendly unit.
  • A given unit may displace more than once in a phase.
  • An attacker's displaced unit is ineligible to conduct an attack during the remainder of the attacker's turn.
  • A retreating unit does not displace a friendly unit when moving through that other unit's hex during a retreat, but only if ending a retreat in the other unit's hex.

8.4 Stiff Resistance

Instead of obeying a retreat combat result, a player may declare stiff resistance. The player makes this decision after the combat die roll. A player may use stiff resistance when defending against bombardment and ground combat.

  • When declaring stiff resistance, there is no requirement to retreat.
  • The unit conducting stiff resistance is immediately depleted. If the attacker declares stiff resistance, any unit that does not retreat must suffer depletion.
  • A player may opt to declare a depleted or one-step unit to offer stiff resistance to avoid the retreat combat result. The player must eliminate the depleted or one-step unit and still fulfill the requirements of the stiff resistance. This prevents any advance after combat into that combat hex (8.5).

8.5 Advance After Combat

A player can only advance after combat following a retreat combat result on an attacked (defending) enemy unit (i.e., D2 or D3). Advance after combat does not take place after an Ex or De result.

  • A defending unit may never advance after combat.
  • There is no advance after combat when conducting a bombardment.
  • When an enemy unit retreats due to combat, it will leave a path of vacant hexes behind it, called the path of retreat. If a unit was unable to retreat the required number of hexes, the retreat path is the last hex into which the retreating unit could legally retreat. This includes units when unable to complete the entire retreat (8.3).
  • Any or all units that participated in the combat that caused the retreat are then eligible to advance along the path of retreat.
  • The decision to advance after combat must come immediately after the retreat is complete.
  • Advance after combat is voluntary and the owning player always determines which units and how far they advance.
  • Advancing units ignore all EZOC along the entire path of retreat.
  • Unit(s) advancing after combat may end their movement in any of the hex(s) along the path of retreat, but they may not stray from the path of retreat while moving.
  • If multiple units advance after combat, no more than one unit may end its movement in any one hex of the path of retreat.
  • After an advance after combat, an advancing unit is not eligible to attack or perform any other activity during that player turn (unless specified otherwise by an exclusive rule).
  • An advanced unit is subject to attack by any eligible enemy units in the immediately following enemy Combat Phase, just like any other unit.

9.0 Supply

There are no supply rules (unless otherwise noted in a specific game's exclusive rules). All units are always in supply. Isolated or surrounded units suffer no penalties.

Combat Results Table

This is the Combat Results Table printed in the System Rules (page 8). The printed table has no column numbers; columns are read left to right as printed. The Mountain row has no printed entry in the first column, and its first differential is 0. Blank cells are not used for that terrain. Bold results are as printed in the System Rules.

Defender TerrainCombat Differential (Attack strength minus Defense strength)
Mountain0+1+2, +3+4, +5+6, +7+8, +9+10
City, Rough, River−2−10+1
Die Roll123456789101112
1(A)A3A2•ExExD2D2D2D3DeDe
  • Attacks at less than the lowest differential are resolved at the lowest differential.
  • Attacks at greater than +10 are resolved as +10 attacks.
  • When conducting bombardment treat the results in Bold as No Effect.
  • De**: The defending unit is eliminated.
  • D3*: The defending unit must retreat three hexes.
  • D2*: The defending unit must retreat two hexes.
  • Ex: One attacking unit and one defending unit must be flipped to their reduced side. If already reduced or is a one-step unit the unit is eliminated. Among multiple attacking units, the attacker chooses the unit to deplete/eliminate.
  • A1*: All attacking units must retreat one hex.
  • A2*: All attacking units must retreat two hexes.
  • A3*: All attacking units must retreat three hexes.
  • (A): One attacking unit must be reduced. If unit is already reduced or a one-step unit it is eliminated. Among multiple attacking units, the attacker chooses the unit to reduce/eliminate. If conducting bombardment, this result only applies if a friendly unit is adjacent to the enemy unit being bombarded.
  • Ae**: All attacking units eliminated.
  • •: No Effect.

* Stiff Resistance: The affected player may choose to ignore his retreat requirement by choosing to reduce one unit instead.

** Note: On a De or Ae result, all units are eliminated. Two step units are not reduced, they are eliminated.

Exclusive Rules

The Vimy Ridge: Arras Diversion Exclusive Rules are transcribed below as printed, sections 10.0 to 21.0. Their charts follow section 21.0.

10.0 Introduction

10.1 Historical Background

Vimy Ridge is a simulation of the battle between the Canadian Corps of 1917 and the assault on the German held ridge of the same name. Vimy Ridge was a German strong point that had held off numerous assaults from British and French forces, its position commanding the front for miles in every direction. The Canadian Corps was concentrated for the first time in one place along with a huge concentration of artillery and airpower. The Canadians under Gen. Currie rehearsed the battle many times at the company level, and their planning paid off, with one of the most successful assaults of 1917.

10.2 Special Rules

Rules 13.0 through 18.0 here modify or add to the Fire & Movement standard rules to simulate the nuances of warfare during the First World War. Except as noted in those sections, all standard rules otherwise apply.

10.3 Game Scale

Each hex represents ~175 yards (~160 meters) from side to side. Each Morning and Day turn represents six hours of combat operations, and each Evening turn represents six to 12 hours. Units of both sides are all non-mobile ("leg") infantry types representing specific historic battalions.

11.0 Set Up

11.1 Set up Sequence

Place the Turn marker in the April 9 (Morning) box of the Turn Track (which will also be used to indicate the current turn on the artillery track). The German player must set up all of his units first, and the Allied player must set up all of his units second.

Place all 13 bombardment markers on the Artillery Track; these will be used by both sides, apportioned as indicated to each side each turn (as indicated on the Artillery Track). Place the Allied aircraft markers off to the side of the map, which may be used by the Allied player during his own movement phase to aid bombardments (see 17.3).

Neither side receives any reinforcements during the course of the game.

11.2 Allied Initial Deployment

The Allied player sets up his units (per 21.2) on the map after the German player has completed his set-up in any hexes south of the river hex line printed on the map, west of the Allied trench line.

Editorial note: the printed cross-reference reads "per 21.2". The Allied set-up rule is printed as section 20.2, and section 21.2 is not printed.

11.3 Allied Replacements

During each night game turn (indicated on the Turn Track by a moon symbol), the Allied player automatically receives two replacements, which may be used to bring any eliminated Allied unit onto the map, or two depleted Allied units onto the map, or to rebuild any two depleted Allied units already on the map (even if within an enemy ZOC). A replacement must be deployed immediately; it may not be accumulated for a later turn. If no counter is available for a replacement, the eligible replacement is lost. A replacement that is brought onto the map must arrive during the movement phase of that same night game turn, arriving in any Allied trench hex (not within any enemy ZOC) of the Allied player's choice. However, no unit that moved during that same night game turn may ever be rebuilt as a replacement (see 13.1).

Note: Only replacement units that are entering the map are ever eligible to move during a night game turn.

Editorial note: the printed text has no section 11.4.

11.5 German Initial Deployment

The German player sets up his units (per 20.1) on the map before the Allied player in any hexes south of the river hex line printed on the map, east of the Allied trench line.

Editorial note: the printed cross-reference reads "per 20.1". The German set-up rule is printed as section 19.1.

11.6 German Replacements

During each night game turn (indicated on the Turn Track by a moon symbol), the German player automatically receives two replacements, which may be used to bring any eliminated German unit onto the map, or two depleted German units onto the map, or to rebuild any two depleted German units already on the map (even if within an enemy ZOC). A replacement must be deployed immediately; it may not be accumulated for a later turn. If no counter is available for a replacement, the eligible replacement is lost. A replacement that is brought onto the map must arrive during the movement phase of that same night game turn, entering along any easternmost map edge hex of the German player's choice, or in any unoccupied hex that is adjacent to a trench hexside that is not adjacent to "No Man's Land", or within any enemy unit's ZOC.

12.0 Victory Conditions

12.1 Victory Points

Victory is assessed in terms of Victory Points (VP). Each VP is awarded to one side or the other depending on objectives captured, or not captured, by the Canadian player, listed below. The Canadian player wins if he accumulates no less than two (2) VP before the end of the last game turn.

  • 1 VP = If a Canadian unit was the last to have occupied each and every "peak" hex (13 in all) printed on the map.
  • 1 VP = If a Canadian unit was the last to have occupied the German supply hex in Petit Vimy (1534).
  • 1 VP = If at least three Canadian units of the same division have moved and currently occupy any easternmost map hex.

The Allied player wins instantly as of the moment that any Allied unit enters any one or more of the 12 Vimy town hexes, even if only temporarily before that last game turn is completed, provided that neither town hex of Petit Vimy is not presently occupied by any German unit. Or, the Allied player wins the game as of the instant that all German units have been eliminated.

Editorial note: the printed proviso reads "provided that neither town hex of Petit Vimy is not presently occupied by any German unit." It is transcribed as printed.

12.2 German Victory

If the Canadian player fails to accumulate at least two (2) VP before the last game turn, the German player wins the game.

13.0 Night & Replacements

13.1 Night

Turns that are printed with a moon symbol are considered "night" game turns. Night game turns are considered normal game turns in all respects except that no attack or movement, by either side, may occur during any night turn. The sole purpose of night game turns is to allow the arrival of replacements, although bombardments are permitted normally during night game turns, albeit at reduced allotments.

14.0 Terrain

14.1 No Man's Land

The pockmarked terrain between the Allied and German trench line hexsides featured along the western side of the map is "No Man's Land". The defense factor of any unit (of either side) occupying any No Man's Land hex is halved (fractions rounded down) whilst present there, and no unit that is attacked whilst present there is ever advantaged by a trench line.

14.2 Trench Lines

The trench hexside features wending across the map represent various Allied and German trench lines. A trench line's defensive benefit applies to any ground attack directed against the unit in that hex if the attack occurs from across the trench line hexside symbol, regardless of which side of the trench line hexside the attack is from, and regardless of the nationality of the trench line, and regardless of which side originally occupied that same hex.

Note: A trench line hexside can never be "breached" by a bombardment.

A trench line has the effect of inhibiting any enemy Zone of Control across that trench hexside into a hex that is occupied by an opposing unit. When any attack is directed across an enemy trench hexside, the attack must be resolved via the trench terrain line on the Combat Results Table. If a unit is attacked from another direction (not across a trench line hexside), use the terrain line on the Combat Results Table corresponding to the other terrain in that same hex.

14.3 Trench Line Movement Effects

A trench line hexside itself has no additional effect upon movement whatsoever.

15.0 Turn Sequence

15.1 First Player

The Allied player is the first player.

15.2 Zero Hour

The game begins with the Allied combat phase of the 9 April (Morning) game turn.

16.0 Standard Rules Modifications

The following standard rules are modified as indicated below.

  • 8.1 Allotted Support Fire Markers: Instead of selecting the lowest-valued support fire markers provided in the counter mix, each side must draw their allotted support fire markers randomly when the allotment isn't maximum.

    Editorial note: the printed heading reads "8.1". The allocation rule it modifies is printed as section 7.1 of the System Rules; section 8.1 is Bombardment.

  • 7.7.1 Bombardment Retreat: Defenders may not retreat from a bombardment; they must take the step loss instead.

    Editorial note: the printed heading reads "7.7.1". The bombardment retreat rule is printed as section 8.1.5 of the System Rules.

17.0 Artillery Bombardment

17.1 Artillery Bombardment Limitations

Artillery Bombardment is somewhat different than the normal bombardment rule printed in the standard rules, representing how artillery was used (at this scale) during the First World War.

Each player is provided with an allotment of "bombardment" markers each game turn (which function differently than the support fire markers, and hence the reason they are allotted per a different track); the exact number of bombardment markers each side (Allied and German) receives each turn is printed as a number on the Artillery Track (printed adjacent to the Turn Track). The Artillery Track exists specifically to indicate the quantity of bombardment markers provided to the Allied and German side each turn, which will vary later in the game. For example, on the second game turn, the Artillery Track is printed with the listing "8/5", which indicates that the Allied player will receive eight bombardment markers at the beginning of that game turn (to be used by the Allied player during his turn only), and also indicates that the German player will receive five bombardment markers at the beginning of that same game turn (to be used by the German player during his turn only). The allotment of bombardment markers is renewed each turn, but not always in the same quantities.

Note: Only units that can be observed (see 17.3 below) can be bombarded.

17.2 Utilizing Bombardment Markers

The current player (the player whose turn it is) may place any quantity of his bombardment markers on any enemy units (if observed; see 17.3) during his own turn only, but no more than two bombardment markers per enemy unit; those enemy units will therefore become bombarded by each placed marker, one at a time, immediately after all desired markers have been played. A player is not required to place all (or any) of his allotted markers, if he prefers, but any bombardment markers that are not played at this time may not be saved to be added to the bombardment marker allotment of a later game turn.

Note: A unit can only ever suffer one hit from a bombardment, even if two bombardment markers are placed upon the same enemy unit. The purpose of two bombardment markers upon the same target is merely to double the chances of a hit by one of those two bombardment markers.

No bombardment is ever possible in any "La Folie Woods" hex (see 18.2).

Unlike normal support fire, bombardment is never used in support of any attack by any land unit, and thus the enemy player cannot place his own bombardment marker during the other player's bombardment in response. Bombardment can only ever occur at the end of a player's movement phase, before his combat phase begins. Only observed enemy units can ever be bombarded (see 17.3 below), and is resolved per the bombardment table (see 22.0).

Editorial note: the printed cross-reference reads "see 22.0". No section 22.0 is printed; the table it refers to is the World War One Bombardment Results Table printed after section 21.0, below.

17.3 Observation

An enemy unit is only observed if it is adjacent to an observing unit of the other (opponent's) side, or if a friendly unit has a line of sight (LOS) to it.

Any line of sight (LOS) is a direction of one to 10 hexes (maximum) from the corner of any hex that is occupied by an observing unit to the corner of any other hex that is occupied by any enemy unit. However, if that LOS is blocked by any non-clear intervening terrain type (except rivers and trench lines, and disregarding the terrain in the observer's hex), no LOS exists beyond that intervening terrain type.

Exception: No LOS exists beyond an adjacent hex during any night game turn.

However, an observing unit that occupies a peak (but not a hill) hex ignores all intervening terrain, except another peak hex. A hill, however, does not negate intervening terrain (for example, a unit on a hill hex that is not a peak cannot observe past any woods hex).

Allied aircraft counters may be used for the observation of enemy units that are not adjacent to any Allied unit anywhere on the map. An aircraft marker may be placed at any time during a player's own movement phase anywhere on the map. Thus, the placement hex and all adjacent hexes are considered "observed" regardless of terrain.

17.4 Bombardment Markers

Unlike the standard Fire & Movement support fire markers, the bombardment markers in this game have no printed strength value (although there are other normal support fire markers with printed strength values). Instead, one six-sided die is rolled per each assigned bombardment marker (per each targeted hex). Next, the bombardment die roll is modified by the type of terrain in the target hex (and sometimes modified by various special modifiers and rules, such as gas; see 17.6).

17.5 Bombardment Resolution

To resolve a bombardment, roll one die per the Bombardment Table, and applying any applicable modifiers per the Artillery Bombardment Modifiers chart. The net result on the Bombardment Table is the outcome of that bombardment. If the targeted enemy unit is "Hit" by that bombardment, it is then immediately depleted (or eliminated if it was already depleted). Any other result is no effect.

Retreat is never permitted after any bombardment; After any "Hit" result, the targeted unit must suffer a one-step depletion (but never more).

17.6 Gas

During the first game turn (only), the Allied player may choose to use "gas" warfare during his bombardments, which simply applies a -2 die roll bonus (cumulatively) to each bombardment marker's die roll occurring in each targeted hex.

Note: No friendly fire is possible at this scale, as can occur in other games of the system.

18.0 Special Rules

18.1 The Red Baron

During each night game turn, the Allied player must eliminate (permanently) one of his aircraft markers from the game.

18.2 La Folie Woods

The Folie Woods were somewhat protected from Allied guns because the reverse slope of Vimy Ridge was inside the arcs of the artillery projectiles once they overflew the top of the ridgeline. Thus, no Allied bombardment or support fire is ever permitted in any La Folie Woods hex (any woods hex within seven hexes of Petit Vimy), although this rule does not apply to woods hexes elsewhere on the map.

18.3 Divisional Integrity

Only units of the same division (identified by a unique color) may ever participate in the same attack upon the same enemy unit. Different units of different divisions may not attack together, although this does not prohibit other units from different divisions conducting a separate attack upon the same enemy unit.

19.0 German Deployments

19.1 German Set-up

The German player must set up all of his units before the Allied player.

The German player may set up all of his units in any hexes east of the Allied trench line, one German unit per hex, but all German units of the 1st Bavarian Reserve Division must be set up south of any German units of the 79th Reserve Division (and vice versa; all German units of the 79th Reserve Division must be set up north of any German units of the 1st Bavarian Reserve Division). Similarly, all German units of the 16th Bavarian Division must be set up north of any units of the German 79th Reserve Division (and vice versa; all German units of the 79th Reserve Division must be set up south of any German units of the 16th Bavarian Division.

In essence, the German division must be set up with the 16th Division to the north, the 79th Division in the middle, and the 1st Division to the south, in any hexes of the German player's choice, provided that no German unit is set up west of the Allied trench hexside line. Furthermore, no German unit may be set up north of the river hex line.

19.2 German Reinforcements

There are no German reinforcements in this scenario.

20.0 Allied Deployments

20.1 First Player

The Allied player moves first and holds the initiative throughout.

The game is divided into 11 turns, each representing approximately eight hours.

20.2 Allied Set-up

The Allied player must set up all of his units after the German player.

The Allied player may set up all of his units in any hexes west of the Allied trench line, one Allied unit per hex. No Allied unit may be set up north of the river hex line.

20.3 Allied Reinforcements

There are no Allied reinforcements in this scenario.

21.0 Game Notes

21.1 Background

The Battle of Vimy Ridge was one battle of many during the First World War, and not particularly remarkable in terms of the carnage wrought, but it was significant in terms of burgeoning Canadian identity at a time when Canada was still one of many Commonwealth nations serving under the banner of the ubiquitous British Empire. Some Canadians had been advocating the notion of Canadian independence, or at least more sovereignty from Great Britain, but such a concept had not yet become particularly popular, least of all among the Canadian soldiers themselves, most of whom were British born (only 42% of the Canadian ranks at the Battle of Vimy Ridge were actually born in Canada), and were therefore still English subjects by all propriety. Even the Canadian commander, Agar Adamson, a Canadian by birth, was thoroughly opposed to the idea of Canadian separation from the British Empire.

But, the Canadians, regardless of their genealogy, performed remarkably well during the battle—from their meticulous planning to their courage under fire, and the success of their offensive demonstrated that trench lines could be defeated if enough firepower could be brought to bear. Vimy Ridge had withstood previous assaults by both French and British armies during the previous two years of the war, but it wasn't until 1917 that the Canadians had been assembled there as a distinctly Canadian fighting force, to be tested in combat together. As it went, the outcome of the battle would forge a new pride in Canadian force of arms.

It was nevertheless fortuitous for the Canadians at Vimy Ridge that the Germans had not adopted their new policy of an 'elastic' defense which had proven to be so effective elsewhere along the Western Front. The Germans understood that the ridgeline could not be given up as part of their new elastic defense because of the advantage that the high ground would give the Allies, particularly the advantage of positioning their artillery spotters atop the hills to rain fire down upon the Germans' rear areas. In some respects, the Germans did not regard this as a serious problem because Vimy Ridge had withstood Allied assaults before, and the peaks atop the ridgeline afforded the Germans an excellent defensive position. In some sense, the Germans relied too much on the ridge's natural defensive benefits, and had actually correctly assessed their ability to hold the position; however, the Germans had not foreseen the extraordinary effort that the Allies would exert to seize Vimy Ridge, once and for all.

Most notably, the British had agreed to commit a disproportionate concentration of artillery (over 3,000 guns) to support the Canadians' attack, which included an initial bombardment of gas munitions, and was followed by an exceptionally well-planned and plotted 'creeping barrage'. For their part, the Canadian commanders had constructed an elaborate 'sand table' of the Vimy area, and then practiced the assault repeatedly as a wargame; indeed, the wargame even involved all of the subordinate Canadian officers, each officer being assigned to specific tactical objectives according to a meticulous timetable which was designed to coincide and follow the creeping barrage as it crept methodically up the ridge.

As is so rare in war, the plan worked, and the Canadian infantry were able to make remarkable progress across the first German trench line and up the hill; the German defenders had been blindsided by the well-executed attack and lost most of the ridge on the first day. The surviving German units were compelled to fall back, leaving the ridge to the Allies, though not before inflicting significant losses to the Canadians; by the end of the four day battle, one in five Canadians had been killed, with many more wounded. Inasmuch as the entire assault was a diversion for the larger Allied offensive in France that spring, the German Army realized that it had bigger problems elsewhere along the front line than the loss of Vimy Ridge, and they could not entertain the idea of trying to retake their lost positions. For the Canadians, the victory was a vindication that the Canadian soldier, when properly supplied and supported, could fight on equal terms, and this newfound Canadian pride would foster a strong sense of nationalism during the years to follow, though the ties to mother England would always remain, particularly during the world war to come.

Integrated Combat Results Table

This is the Integrated Combat Results Table printed in the Vimy Ridge exclusive rules, transcribed from the printed table layout. Each terrain row lists its combat differentials (attacking strength minus defending strength) from left to right, and the die-roll grid below has twelve columns, read left to right as printed. A blank cell in the printed grid is shown as "•" (No Effect), the same grid as the System Rules table. The printed exclusive rules give no result key for this table; the result symbols are as defined in the Combat Results Table note and section 8.2.4 of the System Rules.

Terrain TypeCombat Differential (attacking strength minus defending strength)
Peak−10+1+2, +3+4, +5+6, +7+8, +9+10
Trench hexside, Woods−2−10+1
Die Roll123456789101112
1(A)A3A2•ExExD2D2D2D3DeDe
2(A)(A)A3A2•

Editorial note: the printed grid shows blank cells in row 1 column 4, row 2 column 5, row 3 column 6, row 4 column 7, row 5 column 8, and row 6 column 9, which the System Rules table prints as "•" (No Effect). They are shown as "•" here.

Artillery Bombardment Modifiers

Applies to all bombardments occurring in a hex.

  • −2: Gas attack (cumulative with any of the other modifiers below).

  • −1: Allied aircraft added to bombardment hex (anywhere on the map). No more than one aircraft may be added to any single bombardment hex (cumulative with all other modifiers).

  • −1: An Allied unit is the target of the bombardment.

    Note: This represents the fact that the Canadian units were—as the attackers—considerably more exposed (not to mention, denser units) as they advanced than were the defending German units.

  • 0: Clear terrain hex.

    Note: Clear terrain hexes are defined as hexes with no other terrain feature (other than river hexsides) present in those hexes. A "No Man's Land" hex is not considered a clear terrain hex.

  • +1: No Man's Land hex.

  • +1: During any Night game turn (cumulative with any of the other applicable modifiers).

  • +2: Town in hex (not cumulative with any other terrain).

  • +2: Woods terrain in hex (not cumulative with any other terrain in hex).

  • +3: Trench hex (not cumulative with any other terrain).

Automatic Hit: Any roll of "1", regardless of modifiers, is always an automatic "Hit" on the Bombardment Table.

World War One Bombardment Results Table

The printed exclusive rules refer to this table as section 22.0; no section 22.0 heading is printed, so the table is reproduced here under its printed title.

Die RollResult
1Hit (depletion)*
2Hit (depletion)
3—
4—
5—
6—

* A roll of "1" is an automatic hit, regardless of modifiers.

  • 8.3 Retreat
    • 8.3.1 Displacement
  • 8.4 Stiff Resistance
  • 8.5 Advance After Combat
  • +2, +3
    +4, +5
    +6, +7
    +8, +9
    +10
    Marsh/swamp, Town, Broken−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    Woods, Bridge, Canal, Ditch−4−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    Mixed, Clear, Desert, Stream−5−4−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    2
    (A)
    (A)
    A3
    A2
    •
    Ex
    Ex
    Ex
    D2
    D2
    D3
    De
    3(A)(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)(A)A3A2•ExExExD2D2
    5Ae(A)(A)(A)(A)A3A2•ExExExD2
    6AeAe(A)(A)(A)(A)(A)A1•ExExEx
    +2, +3
    +4, +5
    +6, +7
    +8, +9
    +10
    Town, Hill, La Folie Farm−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    River−4−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    Clear−5−4−3−2−10+1+2, +3+4, +5+6, +7+8, +9+10
    Ex
    Ex
    Ex
    D2
    D2
    D3
    De
    3(A)(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)(A)A3A2•ExExExD2D2
    5Ae(A)(A)(A)(A)A3A2•ExExExD2
    6AeAe(A)(A)(A)(A)(A)A1•ExExEx

    Note: If multiple types of terrain are present in the same hex, the terrain that imposes the highest modifier always applies. For example, if a target hex contains a town and woods, a +2 must apply to the bombarding player's die roll.