Where Eagles Dare: The Battle for Hell's Highway
Where Eagles Dare: The Battle for Hell's Highway Rulebook
Table of Contents
Table of Contents
- Part One — Grand Tactical Series Rules v2.0c
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- 1.0 Introduction
- 2.0 How to read the counters
- 3.0 The time scale
- 4.0 The sequence of play
- 5.0 The weather phase
- 6.0 Determine airpower availability
- 7.0 Spend Dispatch Points to buy Formation Activation Chits
- 8.0 Place reinforcements
- 9.0 Put the eligible chits into the coffee mug
- 10.0 Perform the Activation Phase
- 11.0 Remove all barrage markers
- 12.0 Move the turn record marker up a box
- 13.0 Performing Actions with Units during the Activation Phase
- 14.0 Moving Units
- 15.0 Fire Combat
- 16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
- 17.0 Opportunity Fire
- 18.0 Assault
- 19.0 Combat results
- 20.0 Rally
- 21.0 Leaders and Command
- 22.0 Improved positions and entrenchments
- 23.0 Road blocks
- 24.0 Rearguards
- 25.0 Special engineer rule (men at work)
- 26.0 Weather
- 27.0 Airpower
- 28.0 Night
- 29.0 Glossary
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- Part Two — Where Eagles Dare Exclusive Rules & Scenarios, Version 1.1
Part One — Grand Tactical Series Rules v2.0c
1.0 Introduction
The Grand Tactical Series is a World War Two, tactical company-level system, with turns representing two hours of real time and hexes approximately 500 meters across. The series rules (which you are reading now) apply to The Greatest Day and all future games in the series. Players should now disregard pages 6-15 in The Greatest Day Exclusive Rule book that came with the game. These rules supersede those in every way. Each game also has its own exclusive game rules booklet listing the game components and the specific rules for that game. The exclusive rules always take precedence over the series rules should the two conflict (usually the exclusive rules point out conflicts for you).
1.1. A note about the rules
There are two sets of rules. The one you are now reading is repetitive and written in a chatty style. It is repetitive because we have duplicated many rules throughout the sections, so you don't have to flip through the rule book to find the one place where a rule appears. We hope the chatty style makes it easier to read. The tradeoff is longer rules. For those who prefer concise rules (or who find the chatty style irritating), we have included a set of short rules and also tried to put as much useful information as possible in the charts and tables. Experienced gamers should be able to start playing with the short rules and the charts and tables. We hope there are no discrepancies between the rules, but this rulebook governs should there be. Terms defined in the glossary (see Rule 29.0) are initially capitalized in the rules. Named game charts and tables are also initially capitalized, though they don't appear in the glossary.
These are the version 2.0 rules, which reflect changes in GTS since The Devil's Cauldron, Where Eagles Dare and No Question of Surrender. Currently, these rules are not compatible with these prior games in the system. The major changes apply to the Artillery, Assault and Activation systems. There are some other small things as well but you won't feel out of place in the GTS world if you learn these.
1.2. A summary description of the game
The playing pieces represent mostly company-sized Units, which are grouped for game purposes into Formations. Formations correspond to real-life brigades or regiments and are themselves grouped into Divisions, which correspond to, well, divisions. Divisions in turn are grouped into Armies, which correspond to the nationalities involved in the game, e.g., British, German, and so on.
The heart of the game is a "random chit pull activation system" which determines when you get to do things with your Units. Every Division has an Activation Chit to represent it, as does every Formation. At the beginning of each turn, you and your opponent put an Activation Chit for each Division in play into a coffee mug. You also get to "buy" (using Dispatch Points) a limited number of Activation Chits for your Formations to put into the mug. Either player then blindly pulls an Activation Chit from the mug. The player who controls the Division or Formation whose chit is drawn gets to perform Actions with the Units in that Division or Formation. When he is done, the players draw another Activation Chit and repeat the process until only one chit remains in the cup and that last chit is automatically designated the first chit "drawn" for the next turn.
Note that Division Activation Chits only allow the Units of that Division to perform a limited range of non-combat-related Actions; Formation Activation Chits allow the Units of the Formation to perform the full range of Actions.
Note also that it is possible, although improbable, that one player could draw all of his Activation Chits before his opponent draws any of his. That player would then get to activate all of his Units before his opponent could activate any of his Units.
Each player also gets a Direct Command Chit, which, when drawn, allows him to spend Command Points to activate some of his Units. These Direct Command Chits are sort of "wild cards" which allow a player greater options.
Here is an outline of some major rules:
- You will be using a ten-sided die throughout the game. The "0" is a zero and not a ten. Unless specifically noted, a roll of nine always fails and a zero always succeeds.
- Movement is standard hex-to-hex, paying movement points for terrain, with Opportunity Fire and Fire Zones instead of ZOCs. All Units are divided into three Movement Classes; for movement, and the classes pay differently for terrain. There is a Column formation that allows fast movement.
- Terrain is by the color of the dot in the center of each hex. If there is no dot in a hex, it cannot be entered.
- For Line of Sight purposes, there are no "elevation levels" on the map. Rather, crest hexsides are used to denote differences in terrain height.
- Stacking is up to 8 steps in a hex not in column and one unit (regardless of the number of steps in that Unit) in column. The stacking limits are in effect at all times during a turn. Leaders and markers do not count toward stacking. 0-step Units do not count towards stacking (thus an unlimited number of them may be in a hex).
- Combat is divided between ranged (which can be Direct or Indirect) and Assault, which is for Units adjacent to enemy Units.
- Combat results are Cohesion Hits, Possible Suppression, Suppression, Step Losses and outright elimination.
- There are command rules that affect activation, movement, combat and Rally.
2.0 How to read the counters
Most Unit counters represent a company of infantry, tanks or engineers, or an artillery or mortar section. All the terms below are defined in the glossary (see Rule 29.0). The color box around a Unit's designation corresponds to the Formation it belongs to, and this matches the color of the stripes on the Leader counter for that Formation.
The color of the movement allowance shows the Movement Class, the color of the box around the Fire Rating and Assault Rating shows the Weapon Class and the color of the box around the Defense Rating shows if the Unit is Armored or Unarmored.
A Unit counter shows: its Steps, Troop Quality, Fire Range (red text denotes Auto-Command), Fire Rating, Assault Rating, Movement Allowance, Air Defense value, Defense Rating and Unit Designation. A Leader counter shows: its Name, Formation, Command Range and Attachment Rating.
3.0 The time scale
Every daylight turn represents about two hours of real time. Night turns represent eight to twelve hours, or more of real time. The exclusive rules indicate the time when the night turn begins and ends.
4.0 The sequence of play
A. Check Weather if it's the first daylight turn. The weather will be the same for the entire day until checked again at the start of the first daylight turn of the next day.
B. Determine Airpower Availability if it's the first daylight turn.
C. Place Reinforcements in Reinforcement Boxes.
D. First, you can buy Dispatch Points at a cost of 2 Command Points for 1 Dispatch Point. Then you can spend Dispatch Points to buy Formation Activation Chits.
E. Create/Disband Artillery Parks. Attempt Contact/Drop Contact with Leaders.
F. If the exclusive rules allow Independent or subordinate Formations to be attached to other superior Formations, do that at this point.
G. Put the eligible chits into the coffee mug.
H. Perform the Activation Phase.
I. Remove all barrage markers. Flip all Artillery Parks to Non-Fired sides.
J. Move the turn record marker up one turn.
5.0 The weather phase
Before the first daylight turn of each day, the players determine the weather. See the game's exclusive rules for an explanation of how this works. Just roll on the appropriate table (if applicable) and apply the results.
6.0 Determine airpower availability
Before the first daylight turn of each day, the players also determine their airpower availability. Again, see the game's exclusive rules for how this works.
7.0 Spend Dispatch Points to buy Formation Activation Chits
7.1. Generally
Just as each Division has its own Activation Chit, so too each Formation in the game has its own Activation Chit, which allows Units in that Formation to be activated.
The table below shows which Actions a Unit can perform depending on which type of chit activated it:
| Action | Direct Command | Divisional Activation | DivAct 2nd Action | Formation Activation | Formation Activation 2nd Action |
|---|---|---|---|---|---|
| Movement Action — Move | X | X | X | X | X |
| Move Into enemy Fire Zone | X | X | X | X | |
| Enter An ENT | X | X | X | X | X |
| Leave An ENT | X | X | X | X | X |
| Mount/Dismount | X | X | X | X | X |
| Engineer Action — Build IP | X | X | |||
| Build ENT | X | X | |||
| Build/Remove Roadblock | X | X | |||
| Create Rearguard | X | X | |||
| Other — Remove Rearguard | X | X | X | X | X |
| Fire Action (Direct or Indirect) | X | Purple Fire Rating Only | X | X | X |
| Assault Action | X | X | X | X | |
| Rally | X | X | X | X | X |
| Pass (do nothing) | X | X |
Note that Division Activation Chits only allow the Units of the Division to perform a limited range of non-combat-related Actions; Formation Activation Chits allow the Units of the Formation to perform the full range of Actions.
Unlike Division Activation Chits, which (once in play) automatically go into the mug at the start of every turn, the only way a Formation Activation Chit gets into the mug (and therefore into play) is if you spend Dispatch Points to put it in play. And you have to spend Dispatch Points every turn to do this for your Formations. In other words, just because you spend a Dispatch Point to get a Formation Activation Chit into play for a turn doesn't mean it stays in play every turn after that; on the contrary—after it is played, it comes out and you must spend another Dispatch Point to get it back in for a later turn.
7.2. How do I spend Dispatch Points to buy Formation Activation Chits?
First look at your Formation Activation Chits and decide whether you want any of them in play this turn or next turn. If you don't, just move on to the next phase.
If you do want a particular Formation Activation Chit in play you now have a choice: you can purchase it and put it into the mug for use this turn, or you can purchase it for placement into the mug next turn. Those Activation Chits purchased for next turn are set face-down next to the mug as a reminder that they have been purchased. You do not have to reveal to your opponent which Formations you have purchased… they'll be revealed as they are drawn!
If you want the Formation Activation Chit in play this turn, it'll cost you two Dispatch Points; if you want the Formation Activation Chit in play next turn, it'll only cost you one Dispatch Point. All purchases should be done in secret if possible.
Now it's time to spend the Dispatch Points. Go to the Command/Dispatch Point Record Track and deduct the appropriate number of Dispatch Points from the Formation's Division. Later we'll look at how you actually get these Dispatch Points in the first place.
There are two limits on the number of Formation Activation Chits you can put into the mug for this turn (or hold out for next turn). One limit is the number of Dispatch Points you have. The other limit is that you can only buy one Formation Activation Chit at a time per Formation: once you buy it, you have to play it before you can buy it again. This prevents you from spending one Dispatch Point on Turn One to buy a Formation Activation Chit for Turn Two, and then buying the same chit on Turn Two for Turn Three. Or, if a particular Formation Activation Chit was the last one drawn during Turn One, it is saved for Turn Two (see Rule 10.0.6), and so you cannot spend one Dispatch Point on Turn Two to buy it for Turn Three.
Note that unless stated otherwise, a Formation Activation Chit is first eligible for purchase the turn any of a Formation's Units are either on a reinforcement hex or any Units of that Formation are in play on the map.
This is a good place to stress that Dispatch Points are allocated by Division. A Division can only spend Dispatch Points on its own Formations. A Division cannot spend its Dispatch Points on some other Division's Formations.
8.0 Place reinforcements
Check the reinforcement schedule in the scenario rules to find out the who, where and when of your reinforcements. Unless specifically stated otherwise, a Division's reinforcements due to enter play on a particular turn are placed at the start of that turn on the Division Display (during Step C of the Sequence of Play) in the appropriate Division Display holding box. Note that if a game has independent Formations that enter play as reinforcements, they must either be attached to a superior Formation as noted on the reinforcement schedule or the player must decide to which Formation they are attached the moment they arrive in a Reinforcement Box.
When a Division Activation chit is pulled, just place that Division's reinforcements (with their leader if he is not already on the map) on the reinforcement hex marked on the map by the matching Divisional symbol and activate them normally. Just stack all of the reinforcements on the appropriate entry hex without regard to the stacking rules; when they get activated, they start there (no counting hexes off the map board for you veteran gamers). If possible, Units in these hexes must all have moved out of the Reinforcement Hex by the end of the Division Activation (you may not hold Units back). If they can't do so (for instance, all possible hexes are in enemy Fire Zones) then they must move out as soon as the next chit is played that allows legal movement.
Entry hexes have unlimited stacking limits for Units. Reinforcement Units in reinforcement entry hexes may not be targeted by any type of fire. The only Action a Unit in a Reinforcement Hex can take is to Move, and moving out of a Reinforcement Hex does NOT trigger Opportunity Fire.
One important restriction on reinforcements: you may not spend Command Points on them until they actually enter play. Reinforcement Units in entry hexes are considered Out of Command.
The reinforcements may start in Column or not, at the owning player's choice.
If the Division Activation is the last chit pulled, any reinforcements arrive the next turn. Note if that Division receives reinforcements for the next turn, all the reinforcements just arrive together.
9.0 Put the eligible chits into the coffee mug
If you are starting the game, the scenario rules will tell you what to put into the mug for the first turn.
After the first turn, each player will put the following into the mug:
- all his Division Activation Chits that are currently in play; plus
- any additional Division Activation Chits that the scenario rules tell him that he gets as reinforcements; plus
- his one Direct Command Chit; plus
- any Formation Activation Chits that he decided to "buy" with Dispatch Points this turn, or that he bought last turn and held out for this turn.
10.0 Perform the Activation Phase
10.0.1. First, take a chit
If you are on the first turn, check the scenario rules: they will (almost) always say who is going first. If you are past the first turn, the player whose chit was the last in the mug on the previous turn has to play that chit now as the first chit of this turn (more on this in 10.0.6).
If the above has already been done, you or your opponent (it does not matter who) now draws a chit from the coffee mug.
If a Formation Activation Chit is drawn: All Units belonging to the Formation that was drawn become Active and may perform Actions. In addition, you may spend Command Points to have In Command Units of that Formation perform Second Actions (see Rule 10.0.2).
If a Division Activation Chit (DivAct on the chit) is drawn: The player who controls the Division first enters reinforcements from the Division's Reinforcement Box onto the map. Then he rolls to see how many Command Points and Dispatch Points the Division receives; next, all Units belonging to that Division become Active and may perform a limited number of non-combat Actions (this is explained in Rule 13.2, but generally they cannot: Assault, fire, or move into an enemy Fire Zone, though as an exception, Light Mortar Units may fire as a First Action). In addition, you may spend Command Points to have In Command Units of that Division perform Second Actions (see below); these Second Actions are not bound by the Division activation restrictions. As a reminder of which Formations have completed their activation, you can flip the Leader counter for each Formation in the Division over to his "Active" side when the Division Activation Chit is drawn, and once the Formation has finished its activation, flip the Leader counter over to his other (non-active) side.
If a Direct Command Chit is drawn: The owning player may spend Command Points to move and fight with his In Command Units (see Rule 10.0.5).
10.0.2. What is a Second Action?
A Unit (including Independent Units) or stack of Units that has just completed an Action may immediately perform a Second Action if:
- the first Action was performed pursuant to either a Formation Activation Chit or a Division Activation Chit (but not a Direct Command Chit); and
- the Units are In Command; and
- the owning player pays a Command Point for each Unit to perform the Second Action; and
- the Second Action is different from the Action that the Unit (or stack) just performed (that is, a Unit can't use its Second Action to perform the same Action twice in a row); and
- the Second Action is not an Engineer Action; and
- the decision to perform the Second Action is made before the next Unit (or stack) performs an Action (and before the next chit is drawn).
If a stack performs a Second Action, every Unit in the stack must perform the same Action (and you must pay one Command Point for every Unit in the stack, i.e., if three Units in a stack perform a Second Action it costs three Command Points).
Also, as explained in Rule 13.2, a Second Action during a Division Activation is not subject to the Division Activation restrictions.
10.0.3. How can I get (or lose) Command Points and Dispatch Points?
Each time a Division Activation Chit is drawn, roll for that Division to see how many Command Points it gets and how many Dispatch Points it gets (or doesn't get, or loses—all these outcomes are possible for Dispatch Points).
For Command Points: Roll a die and add half the die roll (rounding down) to the Division's Command Rating (found in the exclusive rules). The total is the number of Command Points the Division receives.
For Dispatch Points: Roll a die against the Division's Dispatch Rating (found in the exclusive rules).
If the die roll is . . .
- nine, the Division loses one Dispatch Point.
- zero, the Division gains one Dispatch Point.
- equal to or less than the Division's Dispatch Rating, the Division gains one Dispatch Point.
- less than (but not equal to) the current number of the Division's Dispatch Points, the Division gains one Dispatch Point.
Use as many of these Dispatch Point results as are applicable. For example, if the Dispatch Rating is six and the current number of Dispatch Points is two, a roll of one gives the Division two more Dispatch Points, whereas a roll of zero gives three Dispatch Points, and a roll of two gives one Dispatch Point.
Another way to get Dispatch Points for a Division is by converting Command Points to Dispatch Points. During Step D of the Sequence of Play, for every 2 of a Division's Command Points you spend you can buy 1 Dispatch Point for the same Division.
If it is the turn before the night turn, you automatically add two Dispatch Points to the Division's total if the Division Activation Chit is drawn. That's right: after you perform the Dispatch Point die roll for a Division, it automatically gets an extra two Dispatch Points if it is the turn before the night turn. The chit must be actually drawn for the bonus.
10.0.4. Is there a maximum or minimum number of Command Points and Dispatch Points I can have?
A Division may never have fewer than zero or more than nineteen Command Points.
A Division may never have fewer than zero or more than nineteen Dispatch Points.
10.0.5. What if my Direct Command Chit is drawn?
If you draw your Direct Command Chit you now get to activate ANY of your non-independent, In Command Units (all but white and black striped Units). All you have to do is spend one Command Point for each Unit that you activate. You may activate Units in any order. The definition of "In Command" is in the Command rules section (see Rule 21.0).
Note how powerful a Direct Command Chit is. This is the only time you will get to coordinate the activation of Units belonging to different Divisions.
Important points on Direct Command activations:
- You can activate as many or as few Units as you want (up to the limit of available Command Points, of course).
- A Division's Command Points can be used to activate Units of that Division only.
- You can perform only one activation per Unit, however. No Second Actions!
- Just as with a regular activation, a Unit must finish its activation before the next one starts. But see point 7 below for an exception.
- You always keep the Command Points that you don't spend and can use them later in the game. But remember that a Division can only accumulate a maximum of nineteen Command Points.
- You may only activate Units that are In Command (i.e., those within the Command Range of their Leaders). This is also explained in the Command rules section (see Rule 21.0).
- If you want to activate a stack for movement or Assault, you may pay all the necessary Command Points at once for the Units that will be acting together. This is an exception to point 4 above.
- You may not spend Command Points to perform an Engineer Action. The Action is what is important here—not the Unit performing the Action. Engineers can perform non-Engineer Actions (they may move, fire, Rally, etc.).
- Independent Units never activate when the Direct Command chit is in play; they only activate when either the Division Activation chit or the Formation chit of the Formation that they're attached to is in play.
10.0.6. When does the Activation Phase end?
The Activation Phase ends after the second to last chit is drawn from the mug and played. The last chit in the mug is not drawn for this turn, it becomes the first chit to be played for the next turn. Note that if the last chit in the mug is a Formation Activation Chit, the player who owns it automatically gets it for the next turn without having to pay for it again.
11.0 Remove all barrage markers
Pick 'em up. Flip all Artillery Parks to their Non-Fired sides.
12.0 Move the turn record marker up a box
Do that and go on to the next turn. If it was the last turn, determine victory.
13.0 Performing Actions with Units during the Activation Phase
13.1. Which Units can I perform Actions with?
During the Activation Phase you can perform Actions with all of your Active Units, which can mean one of the following:
- draw a Division Activation chit: all Units that belong to the Division (but remember that these Units are limited to non-combat Actions (see Rule 13.2), unless they are performing Second Actions (see 10.0.2)); or
- draw a Formation Activation chit: all Units that belong to that Formation plus independent Units within Command Range of the Formation's leader (up to the Attachment Rating of the leader (see 21.5)); or
- draw the Direct Command Chit, any In Command, non-independent Unit on which you have spent a Command Point.
Note that the counters are color-coded showing which Units belong to which Formation. The base color is the division. A colored stripe identifies the formation. A black or white stripe is an independent unit within the division; see rule 21.6.
13.2. What can I do with my Active Units?
With one exception, while their Formation or Division is Active, Units can perform one of the following Actions. (The exception is the Second Action, explained in Rule 10.0.2.) In the list below, note the limitations for Division activations, Direct Command activations, and Second Actions:
- Movement Actions: move (also includes entering or exiting Column, entering or exiting entrenchments, and exiting Transport Mode); entering Transport Mode; entering or leaving an entrenchment. Exception: a Unit activated with a Division Activation Chit may not move into an enemy Fire Zone (however, a Unit already in an enemy Fire Zone could get into or out of Column or Transport Mode).
- Fire (exception: any Unit activated with a Division Activation Chit may not fire unless it has a purple Fire Rating).
- Assault (exception: any Unit activated with a Division Activation Chit may not Assault).
- Rally.
- Engineer Actions: build an improved position; build an entrenchment; build a road block; remove a road block; create a Rearguard and any others permitted by the exclusive rules. None of these can be performed as a Second Action or during a Direct Command activation.
- Remove a Rearguard.
- Any other Actions permitted by the exclusive rules.
- Pass. (Why would you pass? For example, say you picked a Division Activation Chit, but really want to fire with one of your Units and not do anything else with it. You pass as its Action, then pay one Command Point to have it fire as a Second Action.)
Directions on how to perform these Actions and the restrictions on them follow in the rules sections below.
A Unit performing a Second Action may also perform one of the Actions listed above, with the following additional restrictions:
- the Second Action must be of a different type from the first Action the Unit performed; and
- the Second Action cannot be an Engineer Action.
This means a Unit cannot mount a vehicle and then move as a Second Action, as these are both Movement Actions.
A Second Action during a Division activation is not subject to the Division activation restrictions. The Unit can fire, Assault or enter a Fire Zone. It is only the initial, free activation that is limited.
Play note: A Unit can be activated more than once during a turn as part of a Formation activation, a Division activation, and a Direct Command activation. The number of times a Unit has been activated during a turn has no effect on what Actions it can perform (or how it can perform them) in successive activations. Put another way, each new activation is a fresh opportunity for a Unit to perform Actions.
13.3. In what order can my Units perform Actions?
With only a few, albeit very important, exceptions, you can perform Actions with your Units in any order you want to. Here is the order in which you must do things in a Formation or Division activation:
- Perform all Actions with your Units. Any Second Action for a Unit (or stack of Units) must be performed immediately after the initial Action performed by that Unit (or stack of Units).
- After all units have moved, decide where you want the Formation's division's Leaders and then transfer him (or them) there (see Rule 21.2).
Note that during Actions performed by spending a Command Point, a Leader must stay stacked with the Units he is currently stacked with (see Rule 21.2).
Note also that Leaders transfer only after all other Units have performed all of their Actions. Command Range is determined for all Units from the hex occupied by the Leader at the moment of determination (as the Leader may have moved with another Unit earlier in the Activation).
13.4. What do all the Non-Active Units do during Activations?
If, for example, you are the Active player, your opponent's Non-Active Units may get to fire at your Active Units using Opportunity Fire (see Rule 17.0) or exchange fire during Assaults (see Rule 18.0). Your Non-Active Units do mostly nothing during assaults on other units; they might get to Opportunity fire at Units running away from Assaults.
14.0 Moving Units
14.1. General notes on the movement rules
Movement is wargame standard hex-to-hex, paying movement points for terrain. Each Unit belongs to one of four Movement Classes (Wheeled, Tracked, Leg, and Immobile; color-coded on the counter), which govern terrain costs. Each Unit also belongs to one of three Unit Classes (Infantry, Gun, and Vehicle; noted by the symbol on the counter), which affect how the Unit moves. Movement allowances are printed on the counters in the appropriate color for the Movement Class. You need to pay attention to the rules on stacking during movement. Also, there is Opportunity Fire, which can stop a moving Unit until that Opportunity Fire is resolved.
Units may never use a Movement Action to enter a hex occupied by an enemy Unit. Units may never move within two hexes of an enemy reinforcement entry hex.
14.2. Which Units can move?
All those Active Units that are of the following Movement Classes:
- Wheeled (W) (black movement allowance)
- Tracked (T) (red movement allowance)
- Leg (L) (white movement allowance)
Each Movement Class pays different movement costs on the Terrain Effects Chart.
14.3. How do Units move?
Units move from hex to adjacent hex spending the necessary movement points as listed on the Terrain Effects Chart to cross hexsides and enter hexes.
14.4. Which Units cannot move?
Many Units do not have a movement allowance; these are Immobile Units and they are never allowed to move or retreat by themselves, but they can be transported if they have Organic Transport (see Rule 14.10).
14.5. What about terrain and movement?
See the Terrain Effects Chart for movement costs. Different Movement Classes pay different terrain costs. The exclusive rules contain descriptions of the terrain types. Unlike some wargames, Tracked and Wheeled vehicles find movement channeled by crests and forests. Roads are often the only way vehicles may cross from one point of the battlefield to another through certain terrain and anti-tank forces deploy accordingly. Strengths and weaknesses of unit types depend on the terrain and the proper interplay of infantry, armor, artillery, and motor transport are vital to successful play. In some wargames infantry are just slow, weak versions of tank units. Not here. You must barrage well-placed defenders lest his anti-tank weapons shred your vehicles and units moving up to attack. Some wargames only recognize combined-arms tactics and terrain effects by adding a +1 or a -1 to your attack. In this game you actually see and use the interplay of combined-arms and terrain. Dig your infantry and anti-tank guns into covering terrain. Spot critical terrain such as where roads allow vehicles over the crest.
14.6. How can my Units use Column movement?
For your Unit to use the Column movement rate, you just need to place a Column marker on the Unit. This costs the Unit one movement point when done as part of a Movement Action. Units have the option to receive a Column marker when they dismount from a vehicle (see Rule 14.10.3). You remove a Column marker by paying one movement point (which can trigger Opportunity Fire as normal from an enemy Unit) or by taking a Cohesion Hit, which does not trigger Opportunity Fire. You may not place a Unit in Column and then remove the marker later in the same Action unless you have the Unit leave Column by taking a Cohesion Hit (you may not pay one movement point to get into Column and one movement point to get out of Column in the same action).
You don't have to keep a Unit with a Column marker on a Road. You can move it through or across any allowed terrain by paying the Column movement terrain costs.
Note that you may find a hex through which two Roads run but do not connect. You may not move your Unit from one Road to the other without paying the cost for the terrain in the hex.
14.6.1. What's the bad part about being in Column?
A Unit with a Column marker is considered deployed for movement and, if fired at, will be getting unfavorable fire combat and Assault modifiers: its Fire Rating and Assault Rating are each reduced by one, and its Defense Rating is increased by two. (All this is noted on the Column marker.)
Movement Example (including Forced March)
The In Command German Unit has been activated and will move. The movement into the first hex costs four movement points (two points to move into a polder hex, plus two to cross the stream). As the Unit's movement allowance is four, it cannot move any further. However, the Unit can now attempt a forced march to receive another two movement points for this Action. To do this, the Unit must pass a Troop Quality Check (a roll of three or less) or spend a Command Point (if the Unit were Out of Command it would subtract one from its Troop Quality Rating for the Troop Quality Check). The Unit rolls a one, giving it two more movement points. It moves one more hex for the cost of two movement points and then stops (it does not have any movement points left). If the Unit had failed the check, it would have taken a Cohesion Hit and end its Action.
In addition, if fired upon, a Unit in Column never receives any beneficial (i.e., negative) terrain modifiers. (Exclusive rules may make exceptions to this.) All Modifiers that help your enemy's fire are all still in force.
Also, no more than one Unit in Column is ever allowed in a hex and stacking limits are in effect at all times in the game, including during movement.
14.6.2. Units in Column may not:
- Stack with other Units in Column
- Perform Engineer Actions (build an improved position, build an entrenchment, build or remove a road block, create a Rearguard, and any other additional Engineer Actions defined in the exclusive rules)
14.7. What about stacking and movement?
Units that are stacked together (and not in Column—stacking more than one Unit in Column is illegal) can be moved together if activated together. They have to start the activation together—no picking up Units. You may drop Units off, but the dropped-off Unit is done for the Action (no going back and moving it somewhere else).
If a moving stack triggers Opportunity Fire (see Rule 17.0), any Unit firing gets to target only one of the stacked Units, but the Non-Active Player does get to choose which one. All the Units in the stack are taken into account when determining the mass modifier, though.
Stacking is up to 8 steps in a hex not in column and one unit (regardless of the number of steps in that Unit) in column. The stacking limits are in effect at all times during a turn. Leaders and informational markers do not count towards stacking.
General Exceptions to the Stacking Rules:
- Stacked Units that are moving together do not benefit from Roads.
- Units not in Column may not cross a bridge or a ferry (or, if you prefer, only Units in Column can cross a bridge or a ferry).
- Overstacking is permitted for Units not in Column but if you exceed the 8 steps in a hex, you may only move one Unit out of the stack at a time. You can't move "stacks" out of an overstacked hex. You can't ever Assault out of an overstacked hex.
When you attempt to leave an overstacked hex by any method, whether successful or not, the Unit leaving the hex suffers a Cohesion Hit. So if a Unit attempts to leave via Movement and is prevented from leaving by Opportunity Fire, that Unit suffers a Cohesion Hit as well as any result from the enemy Opportunity Fire.
Overstacked Units may not retreat out of or choose to run away from an assault.
Column Movement Example
The British Unit is activated and will move out of the orchard hex. First it gets in Column for a cost of one movement point. It then moves into the polder hex, also for the cost of one movement point. As it started with a movement allowance of four, it has two movement points left. It now moves along the road at the Column movement rate for a cost of one-half movement point for each hex. It passes through the village, and comes to a stop after moving four hexes along the road. At this point it could attempt a forced march, giving it another two movement points, and travel another four hexes along the road.
At the end of this Action, the Column marker remains in place, showing all the effects of being in Column. In its next activation, the Unit may get out of Column for a cost of one movement point (and possibly trigger Opportunity Fire), or it may take a Cohesion Hit to get out of Column (and not trigger Opportunity Fire — it could also get out of Column by this method during this activation if it wished).
14.8. Forced march
Leg Units can gain two extra movement points if they perform a forced march. Units (or stacks of Units) that have already moved as far as they can may try to force march. To do so, each Unit must pass a Troop Quality Check. You may spend a Command Point to pass this check. Each Unit that passes its Check gains two extra movement points. If the Unit fails the check, its Action is over and it takes a Cohesion Hit.
14.9. Leg Infantry Units can (almost) always move at least one hex
When a Leg Infantry Unit is activated, it can move one hex regardless of movement allowance and terrain costs as long as it is not Suppressed, and it may not perform a Forced March after this movement. The movement uses all the movement allowance of the Unit.
However, the Unit may not move across a hexside or into a hex with terrain that is prohibited to it (e.g., across a bridge if it is not in Column).
14.10. Transport
14.10.1. Transport generally
In game terms, Infantry or Gun Units enter "Transport Mode" by "mounting up" on vehicles so they can move faster.
Some Infantry or Gun Units have Organic Transport, shown with a vehicle silhouette printed on the flip side of their counter and a black box around those dots on the front of the counter that tell you how many Steps the Unit has. These Units use the Transport Mode mechanic.
14.10.2. How do Units use Transport Mode?
Pick an Active Infantry or Gun Unit that has a vehicle silhouette on its flip side. Announce that the Unit is "mounting up" and flip it over to its Vehicle side. The Unit may be placed in Column for free at this time (some Terrain types may require the Unit to get into Column). This places the Unit in Transport Mode and finishes its Action. This is a Movement Action and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the mounting. If the unit began its activation in Column, it stays in Column. A Unit that mounts up retains all its markers.
In its next Action, the Unit gets to move as a Vehicle Unit, and uses all the values on the Vehicle side of its counter for all purposes. In effect, the Infantry/Gun Unit "becomes" the Vehicle Unit on the flip side of its counter.
14.10.3. How do Units exit Transport Mode?
In any Movement Action after it entered Transport Mode, a Unit can exit by paying half of its printed movement allowance (the one on the Vehicle side of its counter, rounded down). Just flip the Unit over to its non-Vehicle side; it may be placed in Column or not, at the owning player's choice, as long as stacking limits are observed. The Unit's Action is now over. Dismounting does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting.
14.10.4. What if a Unit in Transport Mode is attacked?
Simply use the values on the Vehicle side of the counter.
If the Unit becomes Suppressed while in Transport Mode, it cannot exit Transport Mode until it Rallies.
All other combat results (i.e., Step Losses, Cohesion Hits) stay with the Unit after it exits Transport Mode.
14.11. Retire by prolonge
Gun Units with a movement allowance of "★" rather than a number can move one hex if they pass a Troop Quality Check. If they fail the Troop Quality Check they take a Cohesion Hit and may not move. The one-hex move may not be into or across prohibited terrain or into an enemy Fire Zone. The Units are considered to be Leg Units for Movement Type. You may spend a Command Point to automatically pass this check.
Stacked Movement and Second Action Example
The three British Units all start together and, when they are activated, can move as a stack. If the stack triggers Opportunity Fire as it moves, only one of the Units can be targeted at a time, not all three of them. All three Units move one hex at a cost of two movement points, and the mortar Unit is dropped off, which ends its Action. The remaining two Units move one more hex for another two movement points, placing them adjacent to the German Unit. This uses up their entire movement allowance. At this point a Second Action may be performed by these two Units for the cost of two Command Points (one Command Point for each Unit). This Second Action must be different from the first Action, so it cannot be movement, but it could be either Direct Fire or Assault, for example. If a Second Action is performed, both Units must perform the same Action.
These Units may enter or exit an Entrenchment by passing a Troop Quality Check, providing the Entrenchment is not in an enemy Fire Zone.
15.0 Fire Combat
15.1. Fire combat generally
Fire combat is either Direct Fire or Indirect Fire. For both types of fire your firing Unit needs to be within Fire Range of its target. Direct and Indirect Fire have different effects and use different lines on the Combat Results Table. Note that a Unit with no printed Fire Range has a Fire Range of one.
For Direct Fire, a Line of Sight between the firing Unit and its target is necessary.
For Indirect Fire, no Line of Sight between the firing Unit and its target is necessary, but if there is no Line of Sight, there must be a spotter Unit in radio contact with the firing Unit, and the spotter Unit must have a Line of Sight to the target.
These fire rules also govern how Opportunity Fire is resolved, but note that the Opportunity Fire rules govern how Opportunity Fire arises.
Historical note: In contrast to the Germans, Allied infantry companies relied more on Fire Rating and less on shock. In particular, Allied methods depended on an almost indiscriminate use of firepower, featuring the light mortar, which stressed quantity more than quality. The Purple Fire Rating reflects this style of fighting. These units use Direct Fire and hence may attempt Opportunity Fire. They cannot use Indirect Fire like regular (green Fire Rating) mortars do and so their fire does not cause Barrage markers to be placed.
15.2. Which Units get to fire?
Any Active Unit with a Fire Rating may fire (exception: Non-Active Units with a Fire Rating can Opportunity Fire). The Fire Ratings are in the upper left of the Unit counters. Units without a Fire Rating have a "No" instead of a number. "0" is a valid Fire Rating.
Dismount Example
The Tracked Unit (red movement allowance) starts in a clear hex, and moves into the adjacent clear hex for a cost of two movement points. As the Unit is not in Column, it does not get to use the road movement rate. The next hex it enters is also clear and this costs another two movement points. Upon entering this hex, the Unit dismounts, for a cost of eight movement points (half its printed movement allowance, sixteen divided by two), and this ends its Action. When the Unit dismounted it had a choice to be in Column or not, and decided not to be in Column.
The act of dismounting triggers Opportunity Fire, and an enemy Unit could decide to fire at the Unit when it is mounted or unmounted.
15.3. Which Units can be fired at?
For Direct Fire:
A Unit can fire at any one enemy Unit that is:
- within Fire Range of the firing Unit; and
- in the Line of Sight of the firing Unit.
Note: If you are Direct Firing at a Unit in a stack, your fire only affects that Unit (this is different for some types of Indirect Fire, which may affect all the Units in a stack (see Rule 16.6.1)).
Note that a Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit or if it is in a hex with a barrage marker.
For Indirect Fire:
A Unit can fire at any one enemy Unit that is within Fire Range of the firing Unit and either:
- in the Line of Sight of the firing Unit; or
- in the Line of Sight of a spotter Unit that has established radio contact with the firing Unit.
Note: Certain results of Indirect Fire may affect all Units in a stack, not just the target Unit (see Rule 16.6.1). Also, there are restrictions regarding Artillery Parks (see 16.2) that may prohibit fire from certain Indirect Firing Units.
Remember that a Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit or if it is in a hex with a barrage marker. Exception: An artillery Unit in an Artillery Park or an Emplaced Artillery Unit may still perform spotted Indirect Fire normally from a hex with a barrage marker—but this is only for Artillery Parks and Emplaced Artillery. Mortars and Organic Artillery also have their fire range reduced to one hex if in a hex with a barrage marker.
15.4. What is a Line of Sight?
A Line of Sight is a straight, unblocked line between the center dot of a hex containing a firing or spotting Unit and the center dot of the target hex. An "unblocked" line is one that does not pass through hexes with Blocking Terrain (Blocking Terrain is listed on the Terrain Effects Chart), crest hexsides, or hexes with barrage markers.
As long as it ends there, a Line of Sight may enter a hex containing Blocking Terrain. As long as it begins there, a Line of Sight may exit a hex containing Blocking Terrain. A Line of Sight may not pass through a hex containing Blocking Terrain or a barrage marker.
Once you have an unblocked Line of Sight, count the number of hexes along it (count the last hex but not the first) to determine the Line of Sight distance.
The maximum Line of Sight distance during a clear daylight turn is eight hexes.
The maximum Line of Sight distance during a day or night turn with fog or rain is two hexes.
The maximum Line of Sight distance during a clear night turn is three hexes.
Note that the observation post rule (see Rule 15.4.2) and strongpoint rule (see Rule 15.4.3) contain major exceptions to the Line of Sight rule.
15.4.1. What does and does not block Line of Sight?
Blocking Terrain blocks Line of Sight. The Terrain Effects Chart shows which terrain allows a Line of Sight and which does not.
Units and Leaders do not block Line of Sight.
A Line of Sight does exist along a hexside between two hexes, one with Blocking Terrain and the other without.
A Line of Sight can always be traced into a hex with Blocking Terrain, or out of a hex with Blocking Terrain; you just can't trace through (i.e., into and out of) a hex with Blocking Terrain.
Crest, slope and ridge hexsides are special cases of Blocking Terrain. Crest, slope and ridge hexsides block a Line of Sight crossing them unless the crest/ridge hexside is part of either the firing Unit's hex or the target Unit's hex. Running along a crest, slope or ridge hexside blocks Line of Sight.
Barrage markers block Line of Sight in the same way as Blocking Terrain. A Unit may see out of a hex with a Barrage marker normally—just not through a barraged hex.
15.4.2. What are Observation posts?
Observation posts are those little triangles on the map. They are never removed and both sides can occupy and use them. They are the big exception to the Line of Sight rule for spotting, but for Indirect Fire only; observation posts have no effect on Direct Fire.
Any Unit in an observation post hex has a maximum daylight, non-fog, non-rain Line of Sight distance of thirteen hexes, rather than eight hexes. It also has the added ability to trace a Line of Sight through as many as three hexes or hexsides with Blocking Terrain, and into a fourth hex (which can contain Blocking Terrain, as usual). This Line of Sight can only be used by a Unit spotting for an Indirect Fire mission (not for Direct Fire).
Direct Fire Example
Both British para Units are within range of the German flak Unit, but the flak Unit only has a Line of Sight to A Company—the crestside blocks the Line of Sight to B Company because the crest is not part of the firer's or target's hex. The Fire Rating for the flak Unit is three (the yellow box shows that this is a Direct HE Weapons Class Unit), and this is modified by the range (minus one). As the flak Unit is not a two-Step Unit it cannot obtain the Company Bonus, the terrain is clear so it has no modifier, the Defense Rating of the target is zero, the target hex has only two Steps so there is no mass modifier, and there are no status markers on the target Unit. The modified Fire Rating of the flak Unit is two. A die is rolled and a result of two or less is a hit, three or more a miss. Even if the Fire Rating was modified to a negative value, the roll should be made, as a zero is always a hit.
The die roll is one, a hit. Cross referencing this on the Combat Results Table, for an Unarmored target (white box around the Defense Rating) this is an "S" result, a Suppression. The target Unit can either take the Suppression and receive a Suppression marker, or attempt to convert it into a Cohesion Hit by passing a Troop Quality Check. The para Unit attempts to convert the Suppression by rolling the die. If it is In Command, it needs a six or less to pass (or it may spend a Command Point). The roll is a zero, so it passes, and a Cohesion Hit marker is placed on the Unit.
In Rain or Fog weather, the maximum Line of Sight distance from an Observation Post is 2 hexes. At Night (in clear weather) it is 3 hexes.
Note that Lines of Sight are not reciprocal between an observation post and a non-observation post hex. Just because a Unit in an observation post has a Line of Sight to a second Unit that is not in an observation post does not mean that the second Unit has a Line of Sight to the Unit in the observation post.
An observation post has no impact upon Direct Fire.
15.4.3. What are Strongpoints?
Strongpoints are the little star-like symbols on the map. Just like observation posts they are never removed and can be used by either side. These are the second exception to the Line of Sight rule.
A Unit in a strongpoint is able to trace a Line of Sight through as many as two hexes or hexsides with Blocking Terrain and into a third hex (which can contain Blocking Terrain, as usual). Unlike observation posts, strongpoints do not change the maximum range of a Line of Sight, and can be used for Direct Fire and spotting Indirect Fire.
Note that the Lines of Sight are not reciprocal between a strongpoint hex and a non-strongpoint hex.
Self-Spotted Indirect Fire Example
The American Mortar Unit has a Line of Sight to the German Unit, which is within range and in a woods hex, so it can perform self-spotted Indirect Fire. The Fire Rating of the Mortar Unit is three, and this is modified to three (no terrain modifier as the mortar is an HE weapon, range has no effect on Indirect Fire, the target has a Defense Rating of zero, there is no mass modifier, and there are no markers in effect) with a possible Company Bonus. The Mortar Unit rolls for the Company Bonus, a Troop Quality Check, and rolls a one, so it receives the Company Bonus, modifying the Fire Rating to five. A die roll of five or less will be a hit, six or more is a miss. The die roll is a one, the result when cross-referenced on the CRT is an "S?", a possible Suppression. The defending Unit needs to pass a Troop Quality Check or suffer a Suppression result. The German Unit rolls a three and passes the Troop Quality Check so it is not Suppressed. If it had failed this roll, it could still have attempted to convert the Suppression into a Cohesion Hit.
A light barrage marker is placed in the target hex, and it will be removed at the end of the turn. If the Fire Rating plus Company Bonus, if obtained, had been six or greater, a heavy barrage marker would have been placed instead of the light barrage marker.
15.5. How do I fire at a Unit?
Immediately below is a summary of the fire combat steps, followed by an expanded version that explains the steps in detail. Note that these are the complete steps for Direct Fire combat. You also use these steps to resolve Opportunity Fire when it arises. For Indirect Fire, you start with the Indirect Fire steps and then move back to the Direct Fire steps to complete the procedure.
- Say which Unit you want to fire with.
- Say which Unit you want to fire at.
- Determine the firing Unit's final Fire Rating by modifying its printed Fire Rating with any applicable Direct Fire modifiers (see Rule 15.6 or the Combat Results Table).
- Roll one die to determine whether there is a hit, and if so, whether there is damage.
- Check the Combat Results Table to determine the fire effects.
Here is an expanded version of the fire combat steps.
- Say which Unit you want to fire with. a. It must be Active (unless it is Opportunity Firing). b. It must have a Fire Rating of "0" or greater (look at the upper left of the counter). c. One Unit targets one Unit. Units may not combine fire, nor may more than one Unit be targeted.
- Say which Unit you want to fire at. a. The target must be within the Fire Range of the firing Unit. b. For Direct Fire the firing Unit must have a Line of Sight to the target; for Indirect Fire the firing Unit must have either: (i) a Line of Sight to the target; or (ii) radio contact with a spotter Unit that has a Line of Sight to the target. c. One Unit fires at one Unit. A Unit may not fire at more than one target. d. Remember, if your firing Unit is adjacent to an enemy Unit, or if it is in a hex with a barrage marker, its Fire Range is reduced to one hex (exception: Units in an Artillery Park).
- Determine the firing Unit's Fire Rating, including applicable modifiers. a. Start with the Fire Rating printed on the upper left of the Unit counter. b. Determine which modifiers apply to the firing Unit's Fire Rating (see the Combat Results Table and Rule 15.6 for descriptions of the fire combat modifiers). And remember, you never modify fire die rolls in this game. You modify Fire Ratings. This is very important!
- Roll one die. a. It's a hit if the die roll is equal to or less than the modified Fire Rating of the firing Unit (the number from step 3). No matter what the modified Fire Rating, a die roll of zero is always a hit. If it is a hit, go to step 5. b. It's a miss if the die roll is greater than the modified Fire Rating of the firing Unit (the number from step 3). No matter what the modified Fire Rating, a die roll of nine is always a miss. The firing Unit's Action is now over.
- Go to the Combat Results Table to determine target damage by cross indexing the number that you just rolled on the die with the Weapons Class (i.e., Direct HE, SA, DP, etc.) and target (i.e., Armored or Unarmored) and immediately apply the result to the target Unit (see Rule 19.0).
You only roll the die once for combat. You use the same die roll that determines whether there is a hit to determine what damage the hit caused. Note also that Indirect HE, Emplaced Artillery, or Organic Artillery Units that are performing Direct Fire use the yellow "Direct HE" Weapons Class on the Combat Results Table.
15.6. What are the fire modifiers?
These are also listed on the Combat Results Table.
Firer-Based modifiers to the firing Unit's Fire Rating:
-
Cohesion Hits and Step Losses taken by the firing Unit—modifier listed on the marker.
-
Range to the target—modifier listed on the Combat Results Table.
Note: Be careful on the difference between firing at unarmored vs. armored targets. Here's an example: firing at an armored target at a range of 3 hexes would be -1 (total) on the firing strength (unless the firing Unit had a range of 3—then it would be -2). If firing at an unarmored target at the same range, it would be -2 (total) on the firing strength (0 for the first hex then -1 for each additional hex).
-
Company Bonus. If the firing Unit is a two-Step Unit that has taken no Step Losses, make a Troop Quality Check (a nine always fails and a zero always succeeds). If the Unit passes, it receives the Company Bonus modifier (plus two). A Command Point may not be spent to automatically pass the Troop Quality Check. Units Opportunity Firing cannot receive the Company Bonus modifier.
-
Weather conditions and night—modifier listed on the Combat Results Table.
-
Barrage marker in the firing Unit's hex—modifier listed on the marker.
-
Entrenchment—modifier listed on the marker.
Defender-based modifiers to the firing Unit's Fire Rating:
- Defense Rating of the target.
- Target's mass (this includes all the Units in a stack, not just the target)—modifier listed on the Combat Results Table.
- Target's terrain—modifier listed on the Terrain Effects Chart.
- Improved position/entrenchment—modifier listed on the marker.
- Defender is in Column—modifier listed on the marker and no negative terrain modifiers apply.
16.0 Indirect Fire, Mortar Units and Indirect High Explosive Units
16.1. What are the Indirect Fire Weapons Classes?
Mortar, Indirect HE, Emplaced Artillery, and Organic Artillery are Indirect Fire Units with the following special attributes:
Mortar Units:
- Use Indirect Fire only (i.e., they may not Direct Fire);
- Use the green "Mortar" Weapons Class on the Combat Results Table;
- May not Opportunity Fire;
- May have any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader, spot for them; and
- Cannot enter an Artillery Park.
Note: A light mortar Unit (purple Fire Rating) fires using the Direct Fire procedure and is not considered a mortar for Indirect Fire.
Indirect HE Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the orange "Indirect HE" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire; and
- May perform Opportunity Fire with their Direct Fire.
- May be put in Contact with any friendly leader and have any In Command Unit of the leader's formation, or any Independent unit In Command of that leader, spot for them
- Must be in an Artillery Park to use spotted Indirect Fire and if in an Artillery Park may not self-spot.
Spotted Indirect Fire Example
In the situation shown at the left, the artillery Unit is in an Artillery Park and in contact with the leader that is active and the Allied Player wishes to fire on the hex containing the two German Units. The Artillery Unit does not have a Line of Sight to the hex, but there is an In Command Unit (to the same leader) that does have a Line of Sight.
The Allied Player chooses an artillery Unit and selects a target Unit in the hex, and picks the zero-Step flak Unit. The Fire Rating is four, modified by the Defense Rating of the target, plus 1, and possibly the Company Bonus. Rolling for the Company Bonus, the die roll is one and this bonus is obtained, giving a final modified Fire Rating of seven, so any roll but an eight or nine will be a hit (and, additionally, if a nine is rolled, contact will be lost and no barrage marker is placed). The die roll is four; cross-referencing this on the CRT shows a "C", a Cohesion Hit. This eliminates the zero-Step Unit.
As the fire resulted in a hit of any type, all other Units in the hex must suffer an "S?" result, a possible Suppression. The German Unit rolls a Troop Quality Check, and rolls seven, so it fails the check. Instead of taking the Suppression, the player decides to spend a Command Point (assuming the Unit is In Command) to convert this to a Cohesion Hit.
Finally, as the Fire Rating with the Company Bonus was greater than five, a heavy barrage marker is placed on the hex. At the end of the spotted Indirect Fire, the situation is as shown.
Emplaced Artillery Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the black "Emplaced Artillery" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire;
- May perform Opportunity Fire with their Direct Fire;
- May be put in Contact with any friendly leader and have any In Command Unit of the leader's formation, or any Independent unit In Command of that leader, spot for them
- Cannot enter an Artillery Park.
Organic Artillery Units:
- Use Indirect Fire or Direct Fire, depending upon range;
- Have a minimum Indirect Fire Range of four hexes (i.e., they can't Indirect Fire at Units closer than four hexes), and a maximum Direct Fire Range of three hexes;
- Use the brown "Organic Artillery" Weapons Class on the Combat Results Table for Indirect Fire and the yellow "Direct HE" Weapons Class for Direct Fire;
- May perform Opportunity Fire with their Direct Fire;
- May have any In Command Unit in their Formation, or any Independent Unit in Command of their Formation's Leader, spot for them; and
- Cannot enter an Artillery Park.
16.2. How do Artillery Parks Work?
In order for Indirect HE Units, i.e., all Orange Fire Rating Units (not Black, Brown or Green Fire Rating Units), to perform a spotted Indirect Fire Attack, they must be in an Artillery Park. Only Artillery Units in Artillery Parks can engage in counter-battery fire against enemy Artillery Units in enemy Artillery Parks (16.7).
An Artillery Unit in an Artillery Park is always In Command, and may perform Direct Fire as normal.
16.2.1 Creating Artillery Parks
Every Division has at least one Artillery Park, with corresponding markers and boxes on its Division Display. Artillery Parks may be created during step E of the Sequence of Play at the cost of one Dispatch Point each. Simply move the Artillery Park marker from the Division Display to any legal hex on the map. An Artillery Park marker may only be placed in a hex that already contains at least one ready-to-fire Orange Fire Rating Unit (i.e., a Dismounted or Self-Propelled Artillery Unit) from the same Division. Place the Artillery Park marker in the hex where the Artillery Unit(s) is located and remove the Artillery Unit(s) to the corresponding Artillery Park box on the Division Display. No more than one Artillery Park may occupy a hex at any time. Note you needn't be in Command to form an Artillery Park.
16.2.2 Adding Units to an Existing Artillery Park
Additional Orange Fire Rating Artillery Units enter an existing Artillery Park of their Division by moving into the hex in which the Park is located and dismounting (if not Self-Propelled). An Artillery Unit entering an Artillery Park may do so in Column but once moved into the Artillery Park box, it is considered not in Column. A unit that Dismounts or is removed from Column after entering a Park does not trigger Opportunity Fire. There is no limit to the number of Artillery Units that may occupy an Artillery Park. An Artillery Unit may never enter an Artillery Park of another Division (though it may enter and occupy the same hex as another Division's Artillery Park).
16.2.3 Artillery Park Restrictions
Units in an Artillery Park may not self-spot, and may not spot for other units.
No Units other than Orange Fire Rating Artillery Units may ever enter an Artillery Park (although such Units may enter and occupy the same hex). The Artillery Units in the Artillery Park do not count towards hex stacking but do count towards any mass modifier that might apply to fire against any target in the hex.
Once Non-Self-Propelled Units are in an Artillery Park, they cannot leave or change their status in any way (i.e., they cannot mount up, enter an Improved Position, Entrench, enter Column, etc.) until the Artillery Park has been disbanded. Self-Propelled Artillery Units may leave an Artillery Park only if there is at least one artillery Unit remaining in the Artillery Park.
Artillery Units, either in an Artillery Park or in the same hex as one, may never Entrench or be in an Improved Position.
An Artillery Park may not move.
16.2.4 Disbanding Artillery Parks
An Artillery Park may disband during Step E of the Sequence of Play. Simply remove the Artillery Park marker from the map and place it back on the Division Display. Return the Artillery Units from the Artillery Park box to the hex that the Artillery Park occupied (in Column or not—owner's choice). Such Units are subject to the normal overstacking rules (14.7).
16.2.5 Artillery Parks and Combat
Units in an Artillery Park may be the targets of Direct Fire or Assault. The moment Direct Fire is announced against a Unit in an Artillery Park, or the hex containing an Artillery Park marker is successfully assaulted (the assaulting unit passes its Bravery Check), the Artillery Park is immediately disbanded (see 16.2.4) and the Direct Fire or Assault is then resolved as normal. In addition, all In Contact markers that the Units in the Artillery Park had on Leaders are removed and placed back on the Artillery Units with the Contact Pending sides up. Artillery Parks may be fired upon by normal Indirect Fire as well—subject to normal rules (spotted, etc.). Also note Counter-battery fire (16.7) which allows Artillery Parks to be fired upon without a spotter.
16.3. How do I use these In Contact/Contact Pending markers?
All Orange and Black Fire Rating Artillery Units have a Contact marker that usually lives, Contact Pending side up, with the Artillery Unit. Non-suppressed Artillery Units may attempt to establish radio contact with Leaders during Step E of the Sequence of Play. Orange Firepower units must be in an Artillery Park in order to make the attempt. To achieve contact, a die roll must be equal to or less than the Contact Pending number on the Contact marker for the Artillery Unit attempting contact. Remember to apply the Radio Contact modifier of -3 to the Contact Pending value if the Leader attempting to contact the Artillery Unit is not from the same Division as the Artillery Unit. If contact is achieved, place the Contact marker on the lucky Leader, In Contact side up. An Artillery Unit may only attempt to contact a Leader once in this phase. If the Unit fails to gain contact, you may not try again until next turn. Remember that the Artillery Unit, if it has a White Stripe, now counts against that Leader's Attachment Rating, and will do so until contact is broken (16.3.1).
16.3.1 Breaking Radio Contact with Spotters
There are seven ways that an Artillery Unit can break radio contact with a Leader. Note that a barrage marker on an Artillery Unit's hex does not cause it to lose contact.
- Involuntarily, when a 9 is rolled on a Fire mission; place the Contact marker back on the Artillery Unit, Contact Pending side up.
- When a different Formation successfully establishes contact with the Artillery Unit by rolling equal to or less than the In Contact number on the Contact marker during Step E of the Sequence of Play; place the Contact marker on the new lucky Leader, In Contact side up.
- When the Artillery Unit's Artillery Park is disbanded during Step E of the Sequence of Play.
- If the Artillery Unit is an Emplaced Artillery Unit (black Firepower) and it self-spots a target.
- If an Artillery Unit suffers any combat result from any source (a failed S? counts as a combat result—a passed S? does not).
- If the Artillery Park is attacked by Direct Fire or Assaulted, the Artillery Park is immediately disbanded (see rule 16.2.5).
- If a Leader voluntarily gives up contact with an Artillery Unit, contact is immediately lost and the Artillery Unit cannot gain contact with any Leader until the next turn.
16.3.2 GTS Radio Contact Summary
Establishing Contact — When contact is established, place the Contact marker on the selected leader, In Contact side up.
| When | How |
|---|---|
| Step E of the Sequence of Play (no more than one attempt per artillery unit) | Roll, adding the In Contact modifier if it applies; if the result ≤ the number on the marker's currently visible side (Contact Pending if on the artillery unit; In Contact if on another leader), contact is established |
Losing Contact — When contact is lost, place the Contact marker on the artillery unit, Contact Pending side up.
| When | How |
|---|---|
| A new Leader establishes contact with the Artillery Unit during Step E | Contact is transferred immediately |
| A 9 is rolled when the Artillery Unit fires | Contact is lost automatically |
| The Artillery Unit takes effective fire (from any source) | Contact is lost automatically |
| The Artillery Unit's Park is disbanded | Contact is lost automatically |
| An Emplaced Artillery self-spots | Contact is lost automatically |
| The Leader voluntarily gives up contact with the Artillery Unit | Contact is lost automatically, and the Artillery Unit cannot gain contact until the next turn |
Note: Effective Fire is when a Unit incurs a step loss, a Cohesion Hit, or becomes Suppressed.
16.4. What is Indirect Fire?
In real life it is ordnance that goes up into the air and comes down on top of its target with gravity. Unlike Direct Fire, with Indirect Fire you don't necessarily have to have a Line of Sight to your target to hit it, but if the firing Unit doesn't have a Line of Sight to its target, it needs to be in contact with a Unit that does have a Line of Sight to the target. When a Unit uses Indirect Fire against a target to which it has a Line of Sight, we say that it is "self-spotting."
Once issues of spotting are dealt with, the Indirect Fire procedure is the same as that for Direct Fire, except that there are no range modifiers, and certain results of Indirect Fire can affect all the other Units in the hex as well as the target Unit.
For spotting purposes each Indirect HE and Emplaced Artillery Unit has its own In Contact/Contact Pending marker. See 16.3 for how to use these markers. If a Leader has an Artillery Unit's In Contact marker on it, any Unit of that Leader's Formation, or any Independent Unit in Command of that Leader, may spot the Indirect Fire for that Artillery Unit. We call that Unit's Formation the "spotter" Formation.
Note: A single Formation can act as a spotter Formation for a number of Indirect HE or Emplaced Artillery Units at the same time up to the Formation Leader's Attachment Rating. (Thus a Formation's Leader can be marked with more than one contact marker.)
Note: A spotter for a Mortar or Organic Artillery Unit must be from the same Formation as the Mortar or Organic Artillery Unit (or, if Independent, in Command of the Formation's Leader). Contact is automatic.
Note: A Unit in a reinforcement entry hex may not act as a spotter.
16.5. How do I carry out an Indirect Fire mission?
Use this procedure any time you activate a Mortar Unit for a fire combat Action, or any time you activate an Indirect HE, Emplaced Artillery, or Organic Artillery Unit for a fire combat Action against a target Unit or a hex empty of Units that is four or more hexes away. (If your Indirect HE, Emplaced Artillery, or Organic Artillery Unit is firing at a target three or less hexes away, just use the Direct Fire procedure in Rule 15.5.)
If the Indirect Fire mission is self-spotted, i.e., the firing Unit has a Line of Sight to the target, start at step 7 below.
If the Indirect Fire mission needs a spotter, i.e., the firing Unit does not have a Line of Sight to the target, start at step 1 below.
- First make sure that your firing Unit is in range of the target Unit or empty of Units target hex and is In Command. Remember that adjacent enemy Units reduce the Fire Range to one hex. (Firing Units that are Out of Command may not use spotters.) Remember, too, that an Indirect HE Unit in an Artillery Park may still perform spotted Indirect Fire even if there's a barrage marker in its hex.
- Find an Unsuppressed, In Command Unit to spot for the mission. If you can't find a Unit that is In Command and Unsuppressed, you can't fire the mission.
- Make sure your spotter has a Line of Sight to the target Unit or target hex.
- If it is a Mortar or Organic Artillery Unit that will be firing, make sure the spotter and firing Unit belong to the same Formation (or, if the spotter is independent, that it is In Command of the same Formation's Leader) and that the spotter is In Command. If these conditions are not met, you can't fire. If they are, go to step 7.
- If it is an Indirect HE or Emplaced Artillery Unit that will be firing and the spotting Unit is In Command and belongs to a Formation that is already in contact with the firing Unit (or, if the spotter is independent, is In Command of the Leader of that Formation), go to Step 7.
- If the spotter for a firing Indirect HE or Emplaced Artillery Unit is neither from the Formation with which the firing Unit is in contact nor an Independent Unit from the same Division, you cannot use that Unit as a spotter.
- Take your shot. Just follow the Direct Fire procedure (see Rule 15.5) except do not include range modifiers. (And don't forget that a Unit using Indirect Fire is eligible for the Company Bonus fire modifier.)
- Now apply the special effects of Indirect Fire (see Rule 16.6) to any Units in the hex and to the hex (i.e., place a barrage marker as appropriate).
If a nine is rolled during the Indirect Fire procedure, radio contact is lost. Turn the marker to the contact pending side and place it back with its Indirect HE or Emplaced Artillery Unit. No Indirect Fire takes place, and the Action for the firing Unit is over.
16.6. Special effects of Indirect Fire
16.6.1. Stacking and Indirect Fire
All Units stacked in the same hex as a Unit that is the target of Indirect Fire from an Indirect HE, Emplaced Artillery, or Organic Artillery Unit (not a Mortar Unit) suffer an "S?" result if:
- the target Unit receives an "S?" result and fails its Troop Quality Check, or
- the target Unit receives any other combat result.
16.6.2. Indirect Fire and barrage markers
There are two kinds of barrage markers: light barrage and heavy barrage.
16.6.2.1. When to place and remove barrage markers
Place a light barrage marker in a hex if:
- the printed Fire Rating (as modified by any Company Bonus modifier, and any modifiers due to markers on the Unit such as Column) of the Indirect Firing Unit is five or less; and
- the fire combat die roll is less than nine.
Place a heavy barrage marker in a hex if:
- the printed Fire Rating, not Assault Rating, (as modified by any Company Bonus modifier, and any modifiers due to markers on the Unit such as Column) of the Indirect Firing Unit is six or more; and
- the fire combat die roll is less than nine.
Note that you don't combine the Fire Ratings of different Units firing into the same hex—three twos are not a six. Additionally, you must place a heavy Barrage marker if mandated—you may not "reduce" it voluntarily. Barrage markers are placed after the resolution of the Indirect Fire attack.
There can be only one barrage marker in a hex at one time. Heavy barrage markers replace light barrage markers (but not vice-versa).
You may fire on a hex empty of Units just to place a barrage marker there (any die roll other than 9 will place the marker—light or heavy barrage per the strength of the firer).
All barrage markers are removed from the map after the Activation Phase and before the end of the turn.
Assault Actions never place barrage markers (even if the Assault Value is of the right color to place a barrage marker).
16.6.2.2. Effects of barrage markers
Barrage markers affect Units of both sides regardless of which side placed the marker.
Any Unit in a hex with a barrage marker has its Fire Range reduced to one hex. Exception: An artillery Unit in an Artillery Park (orange Fire Value Units) or an Emplaced Artillery Unit (black Fire Value Units) may still perform spotted Indirect Fire normally from a hex with a barrage marker—but this is only for Artillery Parks and Emplaced Artillery Units.
Barrage markers are treated as Blocking Terrain for Line of Sight.
Any Unit moving out of a hex with a light barrage marker pays an extra two movement points to do so.
Any Unit moving out of a hex with a heavy barrage marker pays an extra two movement points to do so, takes a Cohesion Hit, and must pass a Troop Quality Check before it can move. (If it fails the Troop Quality Check, it must stay in the hex but still takes the Cohesion Hit).
If you are trying to move a stack of Units out of a heavy barrage hex, you must first announce which Units are moving, then make the Troop Quality Check for each Unit, one at a time. Once all the Units have rolled, those that passed their Troop Quality Check must leave the hex as a stack; you can't change your mind about whether to move the last Units to roll based on what happened to the first Units to roll. Once committed, all are committed.
A Unit in a hex with a light barrage marker suffers a minus one modifier to its Fire and Assault Ratings. A heavy barrage marker changes these modifiers to minus two.
A Unit under a light barrage marker has its Troop Quality Rating reduced by one, while a heavy barrage marker reduces the Troop Quality Rating by two.
16.7. Counter-Battery Fire
Counter-battery fire is a type of Indirect Fire. When any Artillery Unit in an Artillery Park fires, the Artillery Park marker is flipped to its "Fired" side. "Fired" side Artillery Parks may be subject to counter-battery fire.
In order for an Artillery Unit to engage in counter-battery fire against an enemy Artillery Park all of the following conditions must be met:
The Artillery Unit must be in contact with the currently active Formation;
The Artillery Unit must be in an Artillery Park;
The Artillery Unit must be in range of the target enemy Artillery Park;
The target enemy Artillery Park must be on its "Fired" side.
Counter-Battery fire is then conducted as a normal Indirect Fire mission but with an additional -2 modifier to the firing Unit's Fire Rating value. If the designated target (one of the Artillery Units in the Artillery Park being fired on) suffers a result (a passed S? does not count as a result), all the Units in the Artillery park also suffer a S?
Flip all Artillery Park markers back from their "Fired" sides when Barrage markers are removed from the map.
Note, you can also fire at Artillery Parks normally (with a spotter and an in contact Leader). This simply allows Artillery that hasn't been spotted through normal means to also be targeted.
17.0 Opportunity Fire
17.1. Opportunity Fire generally
Opportunity Fire is what a Non-Active Unit may do when an Active Unit does certain things near the Non-Active Unit. After Opportunity Fire is triggered it is the same as Direct Fire except for some special Opportunity Fire modifiers (see Rule 17.6).
Opportunity Fire Example
The German Unit has been activated and will move to the hex containing the entrenchment. The Unit moves one hex, and as it is leaving a hex in the Fire Zone of the American Unit, this triggers Opportunity Fire from the American Unit. The American Unit rolls to pass its Troop Quality Check and rolls nine, so it fails the check and the Opportunity Fire does not take place.
In a subsequent activation, the German Unit tries to enter the entrenchment. This also triggers Opportunity Fire from the American Unit, which passes its Troop Quality Check this time. The modified Fire Rating is six (Fire Rating is four, plus two because the start and end of the Action triggering Opportunity Fire is in a Fire Zone, and there are no other modifiers). The Opportunity Fire can take place either before or after the Unit enters the entrenchment, and the shot is taken before the Unit enters. The die roll is three, meaning the Unit becomes Suppressed. The German player rolls to try and convert this to a Cohesion Hit and rolls a six, so the Unit becomes Suppressed and does not enter the entrenchment. The final situation at the end of this activation is shown.
17.2. When is Opportunity Fire triggered?
Opportunity Fire may occur whenever a Unit tries to do any of the following in a hex that is in an enemy Unit's Fire Zone (Fire Zones are explained in Rule 17.3):
- Any Movement Action. For movement, however, Opportunity Fire is triggered by leaving a hex in an enemy Fire Zone, but not by entering a hex in an Enemy Fire Zone. As a reminder, the other Movement Actions are: entering Transport Mode (also mounting); entering or leaving an entrenchment. Entering or exiting Column by spending movement points and exiting Transport Mode (also dismounting) are part of a move and thus also trigger Opportunity Fire.
- Assault (but Opportunity Fire is only permitted by the defending Units) or running away from an Assault (but Opportunity Fire is only permitted by Units not involved in the Assault) (see the Assault rule (Rule 18.0) for details).
- Any Engineer Action.
- Other actions defined in the exclusive rules.
Generally, the Opportunity Fire happens—if it happens—before the Active Unit begins its Action. So the Active player would announce that such-and-such Unit will perform such-and-such Action and then give the Non-Active player the chance to Opportunity Fire with any eligible Units. That means the Opportunity Fire will occur in the hex the Active Unit is in when the Opportunity Fire is triggered. This is important for determining things like command status, range, terrain, and target mass.
Notwithstanding this, Units entering or leaving entrenchments or leaving improved positions never benefit from the entrenchment or improved position when taking Opportunity Fire. In addition, Opportunity Fire against a Unit that is entering or exiting Transport Mode can happen either before or after the mode change, at the Opportunity Firing player's discretion.
Finally, Units entering or exiting Column always take Opportunity Fire in Column; but remember that a Unit that leaves Column by taking a Cohesion Hit does not trigger Opportunity Fire.
17.3. What is a Fire Zone?
For any Unit that is not an Indirect HE, Emplaced Artillery, or Organic Artillery Unit or a Mortar Unit, its Fire Zone includes any hex to which the Unit has a Line of Sight and that is within its Fire Range. Indirect HE, Emplaced Artillery, and Organic Artillery Units have a Fire Zone range of up to three hexes within their Line of Sight. Mortar Units do not have a Fire Zone.
Remember: If a Unit has an enemy Unit adjacent to it, the Unit's Fire Range is reduced to one hex, and its Fire Zone is therefore limited to the hexes adjacent to it. Also, a Unit in the same hex as a barrage marker has its Fire Range reduced to one hex, and therefore its Fire Zone is limited to the hexes adjacent to it.
Play Note: You mean my Non-Active Unit can just blaze away at approaching Units as long as they are in its Fire Zone? You got it; every hex in a Fire Zone that a Unit leaves is another trigger for Opportunity Fire. If your Non-Active Unit has a range of five, that's four Opportunity Fire triggers as an Active Unit approaches.
Just to make sure this rule is remembered as it affects play and is prone to being overlooked, we'll repeat it:
If a Unit has an enemy Unit adjacent to it, or is in a hex with a barrage marker, the Unit's Fire Zone is limited to the hexes adjacent to it.
17.4. Which Units can Opportunity Fire?
Any Unit that can Direct Fire can Opportunity Fire. That means Mortar Units and Units with no Fire Rating may NOT Opportunity Fire. When an Indirect HE, Emplaced Artillery, or Organic Artillery Unit uses Opportunity Fire it uses the yellow "Direct HE" Weapons Class, as it is using Direct Fire.
But . . . (here's the catch) . . .
Before a Unit can Opportunity Fire it has to pass a Troop Quality Check. You may NOT spend a Command Point to ensure that your Unit automatically passes this check.
Note: The trigger Actions for Opportunity Fire don't trigger the Opportunity Fire itself, they trigger the opportunity for Opportunity Fire; call it the "Opportunity Fire process." This is because a player can always pass on Opportunity Fire, or he may want to Opportunity Fire but his Non-Active Unit fails its Troop Quality Check. In those cases, the Opportunity Fire process was triggered, but the Opportunity Fire did not actually occur.
17.5. Which Units cannot Opportunity Fire?
Those with "No" Fire Rating and Mortar Units.
17.6. What about those different modifiers for Opportunity Fire?
There are four specific situations and modifiers that apply only to Opportunity Fire:
- If the target of Opportunity Fire is moving into a hex that is in the Fire Zone of any enemy Unit (including the Opportunity Firing Unit), the Opportunity Firing Unit's Fire Rating gets a plus two modifier. Remember, however, that the Opportunity Fire is conducted in the hex the Active Unit is leaving. This plus two modifier also applies to the following trigger Actions: Assaulting; running away from an Assault; entering/exiting Transport Mode; entering/leaving an entrenchment; entering/exiting Column; any Engineer Action; and other Actions as defined in the exclusive rules.
- If the target of Opportunity Fire is moving into a hex that is not in the Fire Zone of an enemy Unit, the Opportunity Firing Unit's Fire Rating gets a minus one modifier. Remember, however that the Opportunity Fire is conducted in the hex the Active Unit is leaving.
- An Opportunity Firing Unit gets a plus two modifier to its Fire Rating when firing at a Unit running away from an Assault. This is in addition to the plus two given above for Fire Zone to Fire Zone movement.
- There is no Company Bonus modifier possible for Opportunity Fire.
17.7. What happens to the Units that take Opportunity Fire?
Apply combat results from Opportunity Fire immediately, in the hex where the trigger Action occurred. Remember that for movement, this is leaving a hex, NOT entering a hex. The only results that would stop a Unit from continuing its movement are Suppression (if it is not converted to a Cohesion Hit) and, of course, elimination.
17.8. Opportunity Fire procedure
Once Opportunity Fire is triggered, the Non-Active Player must decide whether he wants to take a shot. If he does, he stops the Active Player, announces which Unit will attempt to Opportunity Fire, and makes a Troop Quality Check to see if the Unit can Opportunity Fire. If the Opportunity Fire happens, it follows the Direct Fire procedure but used the different Opportunity Fire modifiers.
The key thing to remember is that the same Unit can trigger Opportunity Fire from many different enemy Units at the same time: they just get in line and wait their turn to Opportunity Fire. And yes, the Non-Active Player does have to announce when he will perform Opportunity Fire, in order to pause the Active Player's actions.
Another important thing to keep in mind is that a Unit can also trigger consecutive Opportunity Fires from the same Non-Active Unit just by leaving several hexes in that Non-Active Unit's Fire Zone during a move.
And a last thing: If a group of two or more Units is moving as a stack and this triggers Opportunity Fire, the Opportunity Firing Unit can only fire at one of the Units in the stack (of the Opportunity Firing player's choice) (see Rule 14.7).
Assault Example 1
The American Units have been activated, and two Units (H and I Company) will activate as a stack and attempt an assault on the hex occupied by two German Units, one of which is entrenched. One company has been left in the hex and not assaulting. To assault, both Units most first pass a Bravery Check. You may not spend a Command Point to automatically pass this check. Starting with the assaulting Unit's TQ of 8, it is modified by the following: the 0 Defense rating (the lowest defense rating of an enemy Unit with a Fire Zone on the assaulting Units), subtract -1 (the lowest defense rating in the assaulting force), add -2 (for the entrenchment), and -2 (for the defender in the woods hex): for a modified Bravery Check of 5 (8 - 0 - (-1) + (-2) -2 = 5). Roll for each assaulting Unit and if you roll a 5 or less, each Unit may now assault. You must assault with all that pass even if you don't now like your odds. Assume here that both pass. The Germans now Opportunity Fire at the assaulting Units (but remember to count all of the steps in the hex for mass—not just those assaulting). Let's assume there is no effect from this fire.
The first round of the Assault now starts, but before anything else, the zero-Step flak Unit is now automatically eliminated (0-step Units in an assault are automatically eliminated). The German Unit decides to stand. The Allied Units decide to Assault Fire. Assault is sequential and the Defenders fire first. Since the German Unit does not have a "colored" assault value, both Direct and Assault values will be used. First check for Company Bonus for the Germans. The Germans roll a 3 and passes his Company bonus. We'll do the Direct Fire first. The German Unit will fire on I Company and has a base Direct Fire Rating of four, modifed to nine, but reduced to the maximum of eight (-1 Allied Defense Rating, always no terrain modifier for attackers, +3 mass modifier (6 steps in the assaulting hex), +1 to Direct fire for being in an entrenchment, and +2 for Company Bonus). He rolls a 5 – C for small arms. Place a One Cohesion Hit marker on I Company. Now the second fire with the Assault value. The German could fire at the other company now but decides to pile it on and fire at the same company again. The Assault value is also modified to eight (all the same modifiers apply)—but uses the Dual Purpose row. The Germans roll a 2 this time and gets an S result. The Allied player attempts to convert the S to another C hit but fails. The German Unit has completed his fire for the first round—now it is time for payback. I Company is Suppressed and can't fire—but H Company is thirsting for some revenge. His assault value also isn't colored so he'll fire with both his Direct Fire and Assault Fire values. First, he rolls for company bonus and gets it. His Direct Fire is a modified 2 (4 to start, -2 for woods, -2 for entrenchment, +2 for Company Bonus = 2). Perhaps some artillery first might have been a good idea? He rolls a 4 and misses. The Allied player then fires his modified assault value of 3 (same modifiers as for Direct Fire) and rolls a 2! Looking under the armored column, Dual Purpose fire and there's a S. The German player however easily converts this to a Cohesion Hit.
We move to round two—the German decides to stand firm. The Allied player however, with but only one Allied Unit left to assault (the other being Suppressed), calls off the assault and licks his wounds. The assault is now over and the final situation is shown.
18.0 Assault
In real life, an assault is a force advancing to dislodge the enemy from his positions. In the game, it is a fire and morale contest that can either end early with the assault bogging down or can go on for up to two, possibly bloody, possibly inconclusive rounds.
Assault is an Action.
The Units performing the Assault Action are the Assaulting Units. The Units in the hex being Assaulted are the defending Units. The hex the defending Units are in is the defending hex.
18.1. Which Units can Assault?
Any Unit that has a numerical movement allowance (not "★") and an Assault Rating and does not occupy an entrenchment can Assault, provided it could legally move into the hex it is Assaulting—this means you must pay attention to terrain restrictions. For example, Vehicle Units can only enter city or town hexes if they are in Column, and Units in Column cannot stack together; therefore, only one Vehicle Unit could Assault into a city or town hex.
A Unit with a blank Assault Rating has no Assault Rating and it cannot Assault (or perform Assault Fire).
Zero-Step Units may not perform Assaults.
A Unit under a Heavy Barrage may not Assault.
A Unit in an overstacked hex may not Assault.
A Unit with a Green, Brown, Orange, or Black Fire Rating (i.e., a Unit capable of Indirect Fire) may not assault. Note that you check the Direct Fire here—not the Assault Rating. A Unit with white Fire Rating with a Green Assault value may assault.
18.2. Which Units can be Assaulted?
Any Unit can be Assaulted.
Assault Example 2
A German Unit, with a TQ of 1, already under a heavy barrage marker is being assaulted by H Company. First off, H Company rolls for his Bravery Check. His modified Troop Quality is the maximum possible of 8—but to give you the math, start with 8, add the lowest German Defense strength with a Fire Zone on the hex (+1), and "add" the US Defensive Value (-1))…10 is the total but 8 is the maximum possible. He goes in with anything rolled other than 9—and let's say he makes it.
The German Unit attempts Opportunity Fire but fails his Troop Quality Check (predictably). Just remember, that even though his modified Troop Quality is less than 0, you always pass when you roll a 0.
The first round starts and the German thinks one shot and I'll leave. He decides, much to the chagrin of his troops, to make the Unit stand. The Allied player will fire in the first round but thinking the Germans are running short of Command Points, it will be cold steel for these Germans in round two. The German fires first as the defender and no colored value for his Assault Value means both Direct and Assault will fire. He rolls and fails to get a Company Bonus. Direct Fire will be first with a modified value of 0 (starts at 2, down 2 for the heavy barrage, down another 1 for the US defense strength—but 0 is the worst it can be). He misses. His second shot using his Assault value is also at a 0—and that misses too.
Company H now rolls for his Company Bonus and gets it. His modified value is 7…start at 4, up 2 for Company Bonus, up 1 for the German Defense Rating, and he rolls a 3—gets an S. The German player, feeling a Command Point pinch, decides to not spend a Command Point to convert to a cohesion hit and tells his boys, they are on their own. They fail their Troop Quality Check with some choice words for their commander. Place an S on the German Unit. The US fires his Assault fire and gets a cohesion hit. Place that on the dejected troops as well.
Round two starts and the Germans must stand—they are Suppressed. The Allied player will charge. The German player makes a Troop Quality check with one Unit (there is only one Unit in the assaulted hex, so that's easy) and while he could spend a Command Point and guarantee the stand, he decides it just isn't worth and says goodbye to his German Unit. The Unit must roll a 0 to stand and they fail. They are eliminated. The go to that great dead pile in the sky. The US must now move into the hex and is now under a Heavy Barrage. The German player says that was his plan all along.
18.3. Can Units Assault together?
Yes. If there is more than one eligible Unit in a hex, the Active Player can activate more than one of them at the same time to perform an Assault together. He does this either:
- during a Formation Activation as a first Action by declaring that multiple Units in the same hex are now activated to Assault; or
- during a Formation or Division Activation as a Second Action by spending one Command Point for each Unit in the hex that will be Assaulting; or
- pursuant to a Direct Command Chit, by spending one Command Point for each Unit in the hex that will be Assaulting.
18.4. Can Units from more than one hex Assault together?
No. Assault only takes place between two adjacent hexes. Units from more than one hex cannot combine to Assault.
18.5. Can Units in more than one hex be Assaulted at the same time?
No. Assault only takes place between two adjacent hexes. Units in more than one hex cannot be Assaulted together.
18.6. Can a Unit be Assaulted more than once per Activation?
Yes.
18.7. How do I Assault?
-
Announce an Assault.
Pick a hex with one or more of your Units.
Pick an adjacent hex with one or more enemy Units. You may wish to place the Assault marker in this hex to help indicate which hex is being assaulted.
Announce which of your unentrenched Units are Assaulting.
-
Check for Bravery.
Each Assaulting Unit must make a Bravery Check, which works the same way as a Troop Quality Check (a Command Point may not be spent to ensure a pass):
Determine your Bravery: Find the defending player's Unit with the lowest Defensive value that has a Fire Zone on the Assaulting Unit's hex (meaning the defending player's best Unit; this need not be a Unit in the defending hex—just the defending player's Unit that best meets the criteria of this rule). If two or more are equal, just use one of them. If no enemy Units project a Fire Zone into the Assaulting Unit's hex then no Bravery Check is required.
Add that value to the Attacker's Troop Quality value (remember, adding a negative reduces your value). For example, if your Troop Quality is 6 and you are attacking within the Fire Zone of a -3 Defense Armor Unit, you are at 3 right now.
Subtract from this value the best modified Defensive value in the Assaulting force. Remember, subtracting a negative number adds to your value. For example, if you have an Attacker with a -3 defense and we continue with the above, 3 - (-3) is 6. Continuing this example, each Assaulting Unit would need to roll a 6 or less to pass the Bravery Check.
You can't spend a Command Point on this check. It is up to your men to prove their worth.
Each Assaulting Unit must check for Bravery and any that fail will not Assault and their Action is over. All that pass, however, must continue with the Assault.
You do modify the Defensive values of both the Assaulting Unit and the defending Unit being used by any markers on the units and the defender's terrain. Here is a chart to show you which modifiers to use when.
Marker Modifier Apply to Attacker Apply to Defender In Column +2 Yes Yes IP -1 No Yes ENT -2 No Yes Hero -2 Yes Yes Bocage -1 No Yes Paradrop +2 NA (Can't assault) Yes
19.0 Combat results
19.1. The combat results are:
- "S"? Possible Suppression
- "S" Suppression
- "C" Cohesion Hit
- "1" Step Loss
- "E" Elimination
19.2. What the combat results mean:
19.2.1. S? Possible Suppression:
What does it simulate? Your Unit is starting to crack under the strain of combat and its leaders are working hard to keep things under control. Will they succeed? It will depend on the quality of the Unit and, of course, some luck.
What do you do? Make a Troop Quality Check. If the Unit passes the check, it is fine; there is no effect, and you can move on. If it fails, it is as if your Unit received a Suppression result and follow the Suppression rules below. Before performing this Troop Quality Check, you may spend an available Command Point on In Command Unit to guarantee passing this check.
19.2.2. Suppression:
What does it simulate? Suppression means your Unit is pinned and nervous. It doesn't want to do anything and has to be Rallied.
What do you do? First, decide whether you want to try to convert the Suppression result into a Cohesion Hit. If you don't want to try to convert the Suppression result into a Cohesion Hit, just place a Suppressed marker on your Unit and move on.
If you think it is a good idea to convert the Suppression result to a Cohesion Hit, make a Troop Quality Check for the Unit. If it passes the check, give the Unit a Cohesion Hit instead of the Suppression result; if you fail the check, your Unit takes the Suppression result. Before performing this Troop Quality Check, you may spend an available Command Point on an In Command Unit to guarantee passing this check.
Play Note: Anytime a Unit takes a Suppression result, except as a result of running away from an Assault, you have the option to try to convert the Suppression result into a Cohesion Hit instead even if this eliminates the Unit.
What happens to your Unit? A Suppressed Unit can do nothing except try to Rally itself out of the Suppression and defend in an Assault (including Assault Fire). The Unit's Assault Rating is reduced by two and its Troop Quality Rating is reduced by one.
Suppressed Units do not project any Fire Zones.
If a Suppressed Unit receives another Suppression, it takes a Cohesion Hit and remains Suppressed.
If a Suppressed Unit receives a Cohesion Hit or a Step Loss, it takes the Cohesion Hit or the Step Loss and remains Suppressed.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation.
Rules Note: Let's emphasize that unless we say otherwise, a Suppressed Unit can't do anything other than what we just said above. Suppressed Units can only do two things—rally and defend in an Assault. Please assume in all the rules that follow that this holds true even if we don't say "unsuppressed units can..." We will note any exceptions to this in the rules.
19.2.3. Cohesion Hit:
What does it simulate? A Cohesion Hit represents casualties and the beginning of loss of unit cohesion or effectiveness. The Unit is still functioning, but it is fragile. It can be Rallied. More Cohesion Hits lead to a Step Loss.
What do you do? If your Unit has no Cohesion Hit marker on it, put a one Cohesion Hit marker on the Unit. A zero-Step Unit is eliminated if it takes a Cohesion Hit.
If your Unit with a one Cohesion Hit marker takes another Cohesion Hit, you remove the one Cohesion Hit marker and replace it with a two Cohesion Hits marker.
If your Unit with a two Cohesion Hits marker takes another Cohesion Hit, it takes a Step Loss. So if it is a one-Step Unit, or a two-Step Unit that is down to its last Step, it is eliminated; if it is a two-Step Unit that has not already taken a Step Loss, flip it over, but don't remove the two Cohesion Hits marker. (Note: If it is a two-Step Unit whose reverse side is an Organic Transport side with a vehicle silhouette, you will have to use a Step Loss marker for the Unit.)
What happens to your Unit? A Unit with one Cohesion Hit has its Assault Rating and Fire Rating each reduced by one.
A Unit with two Cohesion Hits has its Assault Rating and Fire Rating each reduced by two and its Troop Quality Rating reduced by one.
A Unit already marked with one or two Cohesion Hits that takes a Suppression can still try to convert the Suppression into another Cohesion Hit (see Rule 19.2.2).
A Unit with one or two Cohesion Hits that takes a Step Loss still keeps its Cohesion Hits.
A Unit with one or two Cohesion Hits can still perform Actions.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation when the Indirect Fire Unit takes a Cohesion Hit.
19.2.4. Step Loss:
What does it simulate? Fear and loss of combat effectiveness as well as dead, wounded, and missing.
What do you do? Eliminate zero-Step and one-Step Units (including two-Step Units down to one Step).
Flip over two-Step Units or place a Step Loss marker on them if their flip side is an Organic Transport side with a vehicle silhouette.
What happens to your unit? For two-Step Units that are now down to one Step, their Fire Rating, Assault Rating and Troop Quality Rating are reduced by one, and they can no longer receive the Company Bonus modifier.
An Indirect Fire Unit loses any radio contact it has with a spotter Formation when the Indirect Fire Unit takes a Step Loss.
19.2.5. Elimination:
What does it simulate? High casualties and low morale have finished the Unit as an effective fighting force for this campaign.
What do you do? Take your Unit off the map.
What happens to your Unit? It goes to that great counter tray in the sky.
20.0 Rally
You can try to remove Suppressed or Cohesion Hit markers from your Units by Rallying them.
Rally is an Action.
If a Unit is In Command, a Rally action is automatically successful (i.e., the Unit does not need to pass a Troop Quality Check).
Out of Command Units, however, must pass a Troop Quality Check to Rally. Remember that Suppressed markers and two Cohesion Hit markers, as well as being Out of Command, reduce a Unit's Troop Quality Rating. Every time a Unit fails a Troop Quality Check on a Rally Action, it receives a Men Rallying +1 marker. Each Men Rallying marker adds one to the Unit's Troop Quality Rating for any Rally attempt. There is no limit to the number of these markers a Unit can accumulate. The markers are removed if the Unit Rallies successfully or performs any Action other than Rally.
A successful Rally allows the Unit to either recover from Suppression, or to recover from one Cohesion Hit. If a Unit is Suppressed and has one or two Cohesion Hits, you must remove the Suppression first; that is, you must Rally from Suppression before you can Rally from a Cohesion Hit.
A Unit may never Rally to remove Cohesion Hits (but it may Rally from Suppression) if it is in an enemy Fire Zone during a daylight turn. A unit may remove Cohesion Hits at night regardless of whether it's in an enemy Fire Zone or not.
21.0 Leaders and Command
21.1. What are Leaders and what do they do?
In the game, Leaders are those counters with someone's picture on them. We used the real portraits if available.
Leaders are not Units.
21.2. How do I move my Leaders?
Leaders don't have movement allowances, but they do transfer.
You get to transfer a Leader at the end of his Formation's activation and also at the end of his Division's activation. At the end of the activation, after the Active Units have finished activating, you may transfer the Leader from where he is to any hex that contains a Unit of his Formation or any independent (Black- or White-striped) Unit of his Division.
If at the end of the activation the Leader is in a hex that does not contain a Unit of his Formation, you must transfer him to a hex that contains a Unit of his Formation. Note that only a Unit of the Leader's Formation is used here—not a Black- or White-striped Unit. The transfer of Leaders of the Active Formation (or Division) is the last thing that happens in any activation.
Leaders never count against stacking limits.
If a Leader is stacked with a Unit that moves or Assaults with a Command Point as a Direct Command Chit is in play, or as a Second Action, the Leader must remain stacked with a Unit of his Formation. If stacked with multiple Units, some that move and some that remain in their current hex, the Leader may move with the activated Units that leave the hex, or he may remain behind but only if there is another Unit of his Formation still in the hex. Thus a Leader moves differently when a Direct Command Chit is in play, or when Second Actions are purchased. It must stay with a friendly Unit it is currently stacked with at all times during this chit play, and cannot transfer at the end of the activation during a Direct Command.
If Units stacked with a Leader run away during an Assault, the Leader must run away with those Units.
The reverse side of each Leader counter is marked "Active." You can use this as a memory aid during a Division Activation to help remember which Formations have not yet completed their activation.
Leader Movement Example
In the situation shown below, the two German Units and their Leader have been activated by a Formation Activation Chit being drawn. Both Units are In Command as they are within five hexes of the Leader. The 10/3 Orpo. Unit gets into Column (one movement point) and then moves along the road a total of six hexes using up all its movement allowance. As it comes to a stop, it is now six hexes away from the Leader and is now Out of Command. This means the Unit cannot perform a Second Action.
The other German Unit gets into Column and moves along the road, stopping before it enters the same hex as the first Unit (stacking Units in Column is always forbidden). This Unit is five hexes from the Leader, so it is still In Command and can therefore perform a Second Action if it wishes. The situation is as shown.
Now that all the Units in the Formation have been activated, the Leader must transfer to be stacked with one of his Units. The Leader transfers to stack with the 10/3 Orpo. Unit, now placing both German Units back In Command. The final situation is shown.
Note that if a Leader is stacked with a Unit that moves due to a Command Point being spent (either by Direct Command or Second Action), the Leader moves with the Unit.
Note that command is always determined "at that instant" and proper sequencing to your benefit is not considered "gamey" and is encouraged.
21.3. Can my Leaders die?
No. If a Leader is ever in a hex with no Units of his Formation (other than during his Formation's or Division's activation), just move the Leader to the nearest Unit in his Formation (owner's choice if more than one Unit qualifies).
The Formation is wiped out? Immediately remove him from play, since there is now no legal place to put him. If Units of the Formation come in as reinforcements, then the Leader returns and is placed with them.
21.4. How do I know if a Unit is In Command?
Every Leader has a Command Range printed on its counter. The Command Range is the maximum number of hexes (not movement points—we're talking radios here) that a Unit can be away from its Leader and still be In Command. Enemy Units and terrain do not interfere with this range in any way.
Command is checked for a Unit at the instant before the Unit does something: (i) that requires it to be In Command (e.g., perform a Second Action, spend a Command Point to pass a Troop Quality Check), or (ii) that would be affected if the Unit was Out of Command (e.g., pass a Troop Quality Check).
Independent Formations have no Leaders. Units from these Formations are In Command if they are within Command Range of any Leader from the same Division.
Reinforcement Units in reinforcement entry hexes are considered Out of Command. Leaders in reinforcement entry hexes may not command Units.
21.4.1 Command for Independent Units
A White- or Black-Striped Unit is considered In Command for purposes other than Activation if it is within Command range of any Leader of its Parent Division. Indirect HE units are automatically In Command when in an Artillery Park. An Emplaced Artillery Unit must be in Command of the Leader it is In Contact with.
Note that if a White- or Black-Striped Unit is being used as a spotter for Artillery, it must be in Command of the Leader (or part of the Formation if Brown or Green Fire Value Units) to whom the Artillery is attached.
Independent Units never activate when the Direct Command chit is in play—they only activate when either the appropriate DivAct or Formation Chit is in play.
21.5. Leaders and Attachment
Each Leader has an Attachment Rating below his Range, which is the number of Independent Units that the Leader may activate in addition to Units of his own Formation. All attachments are determined at the beginning of the formation's activation.
White-Striped Artillery in contact with a leader is automatically considered as attached. Should this number be greater than the Leader's Attachment rating, the owning player may choose which artillery is active but no additional White-Striped Units may be attached.
Note that a few Attachment markers have been provided to ease the tracking of which Units have been attached in an Activation. These markers have no additional effect on play and are merely a memory aid.
21.6. Independent Units (White- and Black-Striped)
21.6.1 White-Striped Units Are Attachable to Multiple Formations
White-Striped Units are "attachable" Units, and are eligible to be Activated along with any Active Formation within their Division pursuant to 21.6.2. In addition, any White-Striped Indirect HE Artillery that is in an Artillery Park and all White-Striped Emplaced Artillery Units are also "attachable" under 21.6.2, even if they belong to a Division other than that of the Active Leader.
21.6.2 Activating White-Striped Units
When a Leader's Formation is Active, the Leader can Activate any number of In Command, White-Striped Units up to his Attachment Rating subject to the limitations of 21.6.1. The Units are In Command if they are within the Leader's Range. White-Striped Units Activated in this way are treated exactly as Units of the Active Formation for the entire Activation (including spending a Command Point for a second action if the Units remain within Command Range). Any White-Striped Artillery Unit that is currently "In Contact" with a Leader automatically counts against that Leader's Attachment Rating.
21.6.3 Artillery Units Are Attachable to Multiple Formations
Artillery Units are now "attachable" Units, and are eligible to be Activated along with any Active Formation within their Division, or, with a negative modifier to their Contact Pending number, they may attach to Leaders of other Divisions.
21.6.4 Activating Black-Striped Units
Black-Striped Units Activate exactly the same way as White-Striped Units under 21.6.2, with the major exception that Black-Striped Units do not count against a Leader's Attachment Rating.
21.6.5 Multiple Activations of White- and Black-Striped Units
Yes! White- and Black-Striped Units may be activated more than once in the same turn if they are eligible.
Note: Independent Units in Command by an Active Formation leader may only be in Command by that Leader during that Formation Activation. If, for example, the Independent Unit moves out of range of the currently active Leader, another Leader may not provide command during that Activation Phase in which that Independent Unit was attached to the active Leader.
21.7. What happens to a Unit that is Out of Command?
If a Unit is Out of Command, you can't spend a Command Point on it.
Out of Command Units have their Troop Quality Rating reduced by one.
Out of Command Units cannot spot for an Indirect Fire mission.
Out of Command Indirect HE, Emplaced Artillery, Organic Artillery, or Mortar Units cannot fire a spotted Indirect Fire Mission.
22.0 Improved positions and entrenchments
22.1. What are improved positions and entrenchments?
Foxholes, bunkers, interconnected fields of fire, you know. These do good things to the attack and defense capabilities of the Units in them. Improved positions represent an area that has been quickly set up as a defensive position, whereas an entrenchment has had more time spent upon it to set up greater camouflage and interlocking fire lanes. Multiple improved positions and entrenchments can be built in a single hex but a Unit can only benefit from one of them.
22.2. Improved positions
22.2.1. Who can build an improved position and how?
Any Leg Infantry Unit not in Column may build an improved position for itself as an Action if it passes a Troop Quality Check (no Command Point for an automatic pass here). If it passes, just place an improved position marker on the Unit.
An engineer Unit not in Column can build an improved position for itself or any other Unit that is not in Column in the same hex. It just places an improved position marker as its Action (no Troop Quality Check needed).
Building an improved position is an Engineer Action and therefore triggers Opportunity Fire, and a Command Point cannot be spent to activate a Unit to perform the Action.
22.2.2. Who cannot build an improved position?
Gun and Vehicle Units may not build improved positions, but an engineer Unit not in Column in the same hex as a Gun or Vehicle Unit can build an improved position for that Unit if that Unit is also not in Column. An Immobile Unit cannot build an improved position, but an engineer Unit not in Column in the same hex can build an improved position for it.
22.2.3. Who benefits from an improved position?
An improved position only benefits the Unit that built it or for which it was built, i.e., a Unit cannot "take over" an improved position from another Unit. Place the Unit underneath the improved position marker to remind you of this.
A Unit leaving an improved position that receives Opportunity Fire does not benefit from the improved position, even though it takes the Opportunity Fire in the same hex as the improved position.
22.2.4. What Is the benefit of an improved position?
A Unit under an improved position marker receives a minus one modifier to its Defense Rating and a plus one modifier to its Troop Quality Rating.
22.2.5. How do you destroy an improved position?
As soon as a Unit in an improved position leaves the hex, gets in Column, mounts up (see Rule 14.10), or launches an Assault from the hex (after passing the bravery check), the Unit leaves the improved position and the improved position marker is removed from the map.
22.3. Entrenchments
22.3.1. Who can build an entrenchment and how?
Only engineer Units not in Column can build entrenchments. To build an entrenchment, an engineer Unit must begin its activation in the same hex as an improved position that is occupied by a Unit. The engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). If it passes, replace the improved position marker with an entrenchment marker. The Unit that was in the improved position immediately benefits from the entrenchment (i.e., the Unit is in the entrenchment). Building an entrenchment is an Engineer Action and can trigger Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Play Note: An engineer Unit that is alone in a hex can spend an Action to build an improved position for itself and spend a subsequent Action (not a Second Action, though) to convert the improved position into an entrenchment. Similarly, a Unit can't build an IP for itself and then have an engineer attempt to convert it to an entrenchment in the same activation.
22.3.2. Who cannot build an entrenchment?
Non-engineer Units are not permitted to build entrenchments.
22.3.3. How do you enter or leave an entrenchment?
Entering or leaving an entrenchment counts as a Movement Action, and triggers Opportunity Fire. The Unit must start the action not in Column to enter an entrenchment. This means it takes an entire Action to enter or leave an entrenchment. The only exception to this is if a Unit in an entrenchment has to run away from an Assault, then it can leave the entrenchment immediately, and this does not trigger Opportunity Fire (though the running away may still trigger Opportunity Fire). A Unit in an entrenchment may not Assault.
22.3.4. Who benefits from an entrenchment?
Only the Unit in the entrenchment gets the benefit. And only one Unit, not in Column, can occupy an entrenchment. Place the Unit underneath the entrenchment marker to remind you of this. Only the side (German, Western Allied, etc.) that made the entrenchment may occupy it.
A Unit entering or leaving an entrenchment that receives Opportunity Fire does not benefit from the entrenchment, even though it takes the Opportunity Fire in the same hex as the entrenchment.
Note: An entrenchment must be "entered" by a Unit unless it was actually occupying the improved position that was "improved" by an engineer Unit. Entering an entrenchment requires an entire Action and may cause Opportunity Fire if done in a Fire Zone.
22.3.5. How do you destroy an entrenchment?
You don't; an entrenchment just stays where it is even if abandoned. It benefits any friendly Unit that moves into the hex and chooses to occupy it.
22.3.6. What is the benefit of an entrenchment?
A Unit under an entrenchment marker receives a plus one modifier to its Fire Rating and Assault Rating, a minus two modifier to its Defense Rating, and a plus two modifier to its Troop Quality Rating. If a defending hex with at least one occupied entrenchment is Assaulted, every Assaulting Unit must make a Bravery Check with a minus two modifier to its Troop Quality Rating.
When fired at, a Unit in an entrenchment uses the Armored Target part of the Combat Results Table. The range modifier still depends upon the type of unit being attacked.
23.0 Road blocks
23.1. Who can build a road block and how?
Only engineer Units not in Column can build road blocks. Sperre is German for road block.
A road block can only be built in a hex that contains a Road (i.e., roads, railroads, trails, tracks and paths).
To build a road block as its Action an engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here); a Men at Work marker may be placed in case of failure (see Rule 25.0). Building a road block is an Engineer Action and triggers Opportunity Fire, and a Command Point cannot be spent to perform this Action.
Each Army has a limit to the number of road blocks that it can have in play at any one time. This is given in the exclusive rules, and each counter indicates the Division that the road block belongs to.
Once a road block is removed, the counter is once again available to be placed.
23.2. What are the effects of a road block?
A road block negates all the Roads in that hex for all enemy Units and also for all friendly Units that do not belong to the same Division as the Unit that built the road block. Road block counters are color-coded to show which Army and Division placed them.
23.3. How do you remove a road block?
An engineer Unit not in Column can spend an Action to remove any road block in the same hex. The engineer Unit does not have to pass a Troop Quality Check: removal is automatic.
Leg Infantry Units not in Column in a hex with a road block can spend an Action to remove it if they also pass a Troop Quality Check.
Removing or attempting to remove a road block is an Engineer Action, so it triggers Opportunity Fire, and a Command Point cannot be spent to perform the Action or to pass the required Troop Quality Check.
24.0 Rearguards
24.1. What are Rearguards?
Rearguards are Units that break off from an Infantry Unit not in Column. They are represented by generic Rearguard counters.
All Rearguards have zero Steps, and a Troop Quality Rating, Fire Rating, and Defense Rating as given on the counter. They may not perform any Actions during the Activation in which they are created.
Rearguards belong to their Formation and may spot for Indirect Fire like other Units in the Formation.
24.2. How do I create a Rearguard?
Any Infantry Unit not in Column can create a Rearguard by spending an Action and passing a Troop Quality Check. Creating a Rearguard is an Engineer Action. Therefore, a Command Point cannot be spent to perform this Action or to pass the required Troop Quality Check.
Each Army has a limit to the number of Rearguards that it can have in play at any one time. This is given in the exclusive rules.
Creating a Rearguard triggers Opportunity Fire against the Infantry Unit.
24.3. Where can I place Rearguards?
You can place a Rearguard in any hex empty of friendly units that is: (i) not in an enemy Fire Zone, (ii) within two hexes of the Infantry Unit creating it, and (iii) not more than one activation's non-forced march move from the Infantry Unit creating it (calculated from the Unit to the Rearguard).
24.4. How are Rearguards removed?
Rearguards can be attacked by enemy Units and suffer combat results like any other Unit.
A Rearguard can be removed from the map as an Action.
Note that the Rearguard is not removed from the map simply because the Unit that created it moves away.
24.5. How many Rearguards can I build?
The exclusive rules provide limits on the number of Rearguards that you can create or have in play.
Once a Rearguard is removed or eliminated, the counter is once again available to be placed.
25.0 Special engineer rule (men at work)
Any time a Unit tries and fails to perform an Engineer Action (e.g., build a road block or an entrenchment), it receives a Men at Work +1 marker. The next time that Unit makes a Troop Quality Check to build the same thing in the same hex, each Men at Work marker adds one to the Unit's Troop Quality Rating. There is no limit to the number of these markers the Unit can accumulate. The markers are removed as soon as the Action is completed or the Unit performs a different Action.
26.0 Weather
Before the first daylight turn of each day, during the weather and airpower availability phase, one of the players rolls on the Weather Table to see what the weather is for the upcoming day; in subsequent daylight turns, one of the players rolls for changes in the weather, if necessary. The instructions on the table will tell you how to roll for the weather and also what effects the weather has.
There are four types of weather:
| Weather | Effect |
|---|---|
| Clear | No effect on play |
| Fog | Minus one Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; all movement costs are increased by one; no air strikes |
| Overcast | No air strikes |
| Rain | Minus two Fire Rating and Assault Rating modifier for all Units; maximum Line of Sight distance is two hexes; movement cost to enter a hex is increased by one if a Unit is not In Column and moving on a Road; no air strikes |
Note: If the fog has not lifted after the weather roll of the 1100 turn, the weather in subsequent turns is overcast for the remainder of the day.
27.0 Airpower
Before the first daylight turn of each day, during the weather and airpower availability phase, both players check to see how much air support they get for the upcoming day (that is, until the end of the last daylight turn of that day).
The exclusive rules for each game will tell you how many air Units you get on each clear weather daylight turn of the day. You can only use air Units on clear weather turns. If there is no clear weather, you don't get any air Units.
The exclusive rules for each game will also tell you when in the Sequence of Play you perform air strikes.
Air Units can be used to launch air strikes against enemy Units. Just place an air Unit on the enemy Unit you want to attack. Once all the air Units have been placed, you can start to resolve the attacks. You may attack the same Unit with multiple air Units, but must resolve each attack separately.
When an air Unit attacks an enemy Unit, roll on the appropriate row on the Combat Results Table as determined by the color of the Fire Rating on the air Unit; the only modifiers considered are the Direct Fire modifiers with positive values (that's right—no negative modifiers, even for entrenchments or Defense Rating!). Do not place barrage markers, however, whatever the Fire Rating color.
28.0 Night
The following modifications are made during night turns:
- The maximum Line of Sight distance is reduced to a maximum of three hexes.
- A Unit that successfully Rallies may remove a Suppression or Cohesion Hit.
29.0 Glossary
29.1. Action
Something that an Active Unit can perform. Depending on the type of Unit being activated, it can include moving, firing, Assaulting, Rallying, and performing an Engineer Action. See also Second Action.
29.2. Activation Chit
A counter you randomly draw to see what Division or Formation gets activated. Each Activation Chit represents one Division or one Formation.
29.3. Active Formation; Active Player; Active Unit
The Active Formation is the Division (and all its subordinate Formations) or the single Formation whose Activation Chit is the one currently in play. The Active Player is the player who controls the Active Formation. An Active Unit is a Unit in the Active Formation. If a Direct Command Chit is drawn, the player who owns it is considered the Active Player as is any Unit on which the Active Player spends a Command Point.
29.4. Armored Unit
A Unit that has its Defense Rating in a black box.
29.5. Army
The largest grouping of Units in the game, one above the Division, distinguishing the Units of each nation, e.g., British or German.
29.6. Artillery Unit
A Unit with a Fire Rating that is either orange, brown, or black.
29.7. Artillery Park
An Indirect HE (Orange Fire Rating) Artillery Unit must be in an Artillery Park to perform spotted Indirect Fire. Such a unit in an Artillery Park cannot perform self-spotted Indirect Fire but may Direct Fire (as a yellow, Direct HE, Unit).
29.8. Assault
The game mechanism that represents an attacking force advancing on a defending force to dislodge the defenders from their position. Assault is an Action.
29.9. Assault Fire
A type of Direct Fire between Assaulting Units and Units defending against an Assault. Assault Fire only occurs during an Assault. With certain exceptions, including some of the modifiers, the Direct Fire rules govern Assault Fire. Assault Fire is not an Action.
29.10. Assault Rating
The number that appears in the upper left of the counter next to the Fire Rating in a colored box. The colored box shows the Weapons Class. The higher the number, the better the Assault Rating. Note that a rating of zero is a valid Assault Rating. If the Assault Rating is in colored (different from white or black) then the Unit uses this value twice when it Assault Fires when defending; if the Assault Rating is in black or white, then the Unit Assault Fires once with its Assault Rating and once with its Fire Rating. A Unit with a blank Assault Rating has no Assault Rating and cannot Assault or Assault Fire.
29.11 Attachment Rating
Printed on each Leader counter, this is the number of White-Striped Independent Units that the Leader may activate in addition to the Units of his own Formation.
29.12. Blocking Terrain
Terrain that blocks Line of Sight if the Line of Sight passes through it. Blocking Terrain is listed on the Terrain Effects Chart. A Line of Sight traced along the hexside of a hex with Blocking Terrain and another without it is not blocked.
29.13. Bravery Check
When a Unit has to perform an Assault each Assaulting Unit must pass a Troop Quality Check as its Bravery Check. If a Unit fails its Bravery Check, the Unit does not perform the Assault. A Command Point cannot be used to pass a Bravery Check. Note that a Bravery Check is performed like a Troop Quality Check but is not the same thing regarding the rules. A Bravery Check will always fail on a roll of 9.
29.14. Cohesion Hit
A combat result that represents minor damage or casualties and disruption to a Unit.
29.15. Column
Units can pay movement points to enter Column formation and take advantage of faster Road movement rates, but suffer bad effects if attacked. Entering or exiting Column is part of a move and triggers Opportunity Fire, but a Unit can exit Column by taking a Cohesion Hit instead of expending movement points and thereby not trigger Opportunity Fire. A Unit in Column cannot stack or move through a hex with another Unit in Column. Units in Column cannot perform Engineer Actions.
29.16. Command Points
Used:
- to activate Units after a Direct Command Chit is drawn;
- to activate Units to perform a Second Action;
- to allow a Unit to automatically pass certain Troop Quality Checks, but not for Bravery Checks, Engineer Actions and Opportunity Fire (and others defined by the exclusive rules).
Command Points for a Division are gained when the Division Activation Chit is drawn, and they may only be spent on Units of that Division.
Command Points can only be used on Units that are In Command.
29.17. Command Range
Printed on each Leader counter, this is the number of hexes a Unit can be from its Leader and still be In Command.
29.18. Command Rating
Used to determine how many Command Points a Division gets. Command Ratings are listed on the division player aids and are listed in the exclusive rules to each game.
29.19. Company Bonus
A positive Fire Rating and Assault Rating modifier available to full strength two-step Units that pass a Troop Quality Check prior to firing (a nine always fails and a zero always succeeds). The Unit is not eligible if it has taken a Step Loss. A Command Point may not be spent to automatically pass the Troop Quality Check. Units Opportunity Firing cannot receive the Company Bonus.
29.20. Defense Rating
A measure of a Unit's vulnerability to firepower. The lower the number the better the protection. Unarmored Units such as infantry usually have Defense Ratings of zero or more. Armored Units such as tanks usually have Defense Ratings of minus one or less. A target Unit's Defense Rating is added to the Fire Rating of any Unit that fires on the target Unit. The Defense Rating of an Armored Unit is a white number in a black box, while that of an Unarmored Unit is a black number in a white box.
29.21. Direct Command Chit
Allows the activation of any and all of a player's non-Independent Units, but only at the expense of Command Points. A Unit (or stack) may not perform a Second Action if it was activated pursuant to a Direct Command Chit.
29.22. Direct Fire
Ranged fire combat using the Direct Fire modifiers of the Combat Results Table; a Line of Sight is necessary for Direct Fire. Direct Fire is an Action.
29.23. Dispatch Points
Used to "buy" Formation Activation Chits at the beginning of a turn for use either that turn or the next turn (an Activation Chit costs fewer Dispatch Points if you buy it for the next turn). Dispatch Points for a Division are gained when the Division Activation Chit is drawn, and they may only be spent on Formations of that Division.
29.24. Dispatch Rating
Used to determine how many Dispatch Points a Division gets. Dispatch Ratings are printed on the division player aids and are also listed in the exclusive rules that come with each game.
29.25. Division
A Division is a grouping of Formations and is represented in the game by a Division Activation Chit. Command Points and Dispatch Points belong to Divisions and a Division's Command and Dispatch Points may only be spent on Units and Formations of that Division.
29.26. Engineer Action
Engineer Actions are: building an improved position, building an entrenchment, creating a Rearguard, building a road block, removing a road block, and other actions defined in the exclusive rules. Units in Column cannot perform Engineer Actions.
A player may not spend Command Points to perform an Engineer Action, and this restriction includes Troop Quality Checks for the completion of an Engineer Action. (This also means that Engineer Actions cannot be done as Second Actions.) Note that this restriction applies to all Engineer Actions, no matter what type of Unit is performing the Engineer Action. Engineer Actions are Actions, and thus trigger Opportunity Fire.
29.27. Fire Range
The maximum number of consecutive hexes that a target can be away from a firing Unit. The Fire Range is printed on the counter to the right of the Fire Rating. If no Fire Range appears, it means that a Unit has a Fire Range of one. Range is determined by counting the target hex but not the firing Unit's hex.
A Unit's Fire Range is reduced to one hex if it is adjacent to an enemy Unit, or if it is in a hex with a barrage marker. Exception: An artillery Unit in an Artillery Park or an Emplaced Artillery Unit may still perform spotted Indirect Fire even if there is a barrage marker in its hex.
29.28. Fire Rating
The number that appears in the upper left of the counter in a colored box. The color of the box shows the Weapons Class. The higher the number, the better the Fire Rating. Note that a rating of zero is a valid Fire Rating. A Unit with a "No" Fire Rating means that the Unit has no fire capability and cannot fire.
29.29. Fire Zone
A hex to which a Unit has a Line of Sight and that is within the Unit's Fire Range, except:
- if a Unit has one or more enemy Units adjacent to it, the Unit's Fire Range is reduced to one hex, and therefore its Fire Zone is reduced to its six surrounding hexes;
- if a Unit is in a hex with a barrage marker, its Fire Range is reduced to one hex and therefore its Fire Zone is reduced to its six surrounding hexes (except for a Unit in an Artillery Park; see 29.26);
- Indirect HE, Emplaced Artillery, and Organic Artillery Units have a Fire Zone with a range of three hexes; and
- Mortar Units do not have Fire Zones.
29.30. In Command
Units within the Command Range of their Leader are considered to be In Command. Command is checked for a Unit at the instant before the Unit does something: (i) that requires it to be In Command (e.g., perform a Second Action, spend a Command Point to pass a Troop Quality Check), or (ii) that would be affected if the Unit was Out of Command (e.g., pass a Troop Quality Check). Independent Units are In Command if in range of any Leader of the same Division. Reinforcement Units in reinforcement entry hexes are considered Out of Command.
29.31. Indirect Fire
Ranged fire combat using the Indirect Fire modifiers of the Combat Results Table; a Line of Sight between the firing Unit and its target is not necessary for Indirect Fire. In order to perform Indirect Fire without a Line of Sight, another Unit must act as a spotter.
29.32. Leader
For each Formation there is a Leader counter. A Leader is not a Unit, and does not count toward stacking limits. A Leader must always be stacked with a Unit of his Formation or an independent Unit of his Division, and is removed if his entire Formation is eliminated. Leaders do not have movement allowances, nor do they have Fire Ratings. Leaders are used to determine if a Unit is In Command.
29.33. Line of Sight (LOS)
A Line of Sight is a straight, unblocked line between the center dot of a hex containing a firing or spotting Unit and the center dot of the target hex. A Line of Sight may enter or exit a hex containing Blocking Terrain as long as it does not pass through such a hex. The maximum Line of Sight distance during a clear daylight turn is eight hexes. The maximum Line of Sight distance during a daylight turn with fog or rain, or a night turn, is two hexes. Observation posts and strongpoints are exceptions to these Line of Sight rules.
29.34. Movement Action
The following actions are considered Movement Actions: moving from hex to hex (including entering/exiting Column, and exiting Transport Mode), entering Transport Mode, and entering or leaving an entrenchment. These Actions all trigger Opportunity Fire, except the option to take a Cohesion Hit to leave Column. If a Unit performs a Movement Action as its first Action, a Second Action may not also be a Movement Action.
29.35. Movement Class
There are four Movement Classes: Wheeled, Tracked, Leg, and Immobile.
Movement Class is shown on the Unit counters as follows: Movement allowance in black = Wheeled (W); Movement allowance in red = Tracked (T); Movement allowance in white = Leg (L); No movement allowance = Immobile (I).
29.36. Non-Active Player; Non-Active Unit
The Non-Active Player is the player who does not control the Active Formation. Any Unit that does not belong to the currently Active Formation or is not an Independent Unit attached to a Leader, is a Non-Active Unit (this can include Units of both sides).
29.37. Opportunity Fire
Opportunity Fire is a type of Direct Fire from a Non-Active Unit that may be triggered, usually when an Active Unit performs an Action in the Non-Active Unit's Fire Zone. The Non-Active Unit must pass a Troop Quality Check to Opportunity Fire. With the exception of differences in some of the modifiers, the Direct Fire rules govern Opportunity Fire. Opportunity Fire is not an Action.
29.38. Organic Transport
An Infantry or Gun Unit that has a vehicle silhouette on its flip side has Organic Transport, representing the vehicles that this Unit possesses. The front of the counter has a black rectangle around the Step dots to indicate that the Unit has vehicles for Organic Transport.
29.39. Out of Command
A Unit is Out of Command when it is out of its Leader's Command Range. Units that are Out of Command may not have Command Points spent on them for any purpose and have their Troop Quality Rating reduced by one. Additionally, they cannot spot for Indirect Fire missions, or make use of spotters if they are Indirect HE, Emplaced Artillery, Organic Artillery, or Mortar Units.
29.40. Rally
An Action that a Unit performs to recover from Suppression or Cohesion Hits. Step Losses may never be recovered.
29.41. Rearguard
A Unit, represented by a generic counter, that is broken off from an Infantry Unit.
Rearguards have Fire and Defense Ratings of zero, zero Steps, and no Assault Rating, and a Troop Quality Rating as given on the counter.
29.42. Road
Any terrain feature designated as a road, railroad, trail, track, or path.
29.43. Second Action
An In Command Unit (or stack of Units) that has just performed an Action pursuant to a Formation Activation Chit or a Division Activation Chit (but not pursuant to a Direct Command Chit) may perform a Second Action immediately by spending a Command Point (or, for a stack of Units, one Command Point for each Unit in the stack).
The Second Action must be of a different type from the Action that the Unit (or stack) just performed. The Second Action may not be an Engineer Action. All Units in a stack must perform the same Second Action.
The decision to perform a Second Action must be made before the next Unit performs an Action (and before the next chit is drawn).
A Second Action during a Division activation is not subject to the Division activation restrictions.
29.44. Step
A measure of a Unit's size. A Unit may have zero, one or two Steps. A zero-Step Unit has no dots in the top center of its counter, a one-Step Unit has a single dot, and a two-Step Unit has two dots. A black box around the Step dots indicates that the Unit has Organic Transport.
Steps are also used for stacking: a maximum of 8 steps plus one Unit in Column can be in a hex without it being considered overstacked.
Steps are important in determining mass modifiers for fire combat, and the losses a Unit can absorb.
In some cases, the flip side of a two-Step Unit is its reduced (i.e., one-Step) side. But if a Unit has Organic Transport, the flip side of the counter is its Transport Mode side. If a two-Step Unit with Organic Transport loses a Step, you must put a generic Step Loss counter on the Unit to remind yourself that it has taken a Step Loss.
29.45. Suppression
A combat result that severely restricts a Unit's ability to function. All a Suppressed Unit can do is try to Rally or defend against an Assault. A Unit must Rally to recover from Suppression.
29.46. Transport Mode
The state of an Infantry or Gun Unit that has "mounted up" on vehicles. Units in Transport Mode move much faster and use the Transport Mode side to determine all game values.
29.47. Troop Quality Check
A test a Unit must pass before it can do various things such as Rally when not in command or Opportunity Fire. To make a Troop Quality Check, you roll a die for the Unit. The Unit passes if the die roll is equal to or less than its Troop Quality Rating (as modified by any applicable modifiers). A nine always fails and a zero always succeeds. A Unit may be able to spend a Command Point instead of rolling a die to pass a Troop Quality Check, but a player may not do both (roll, and then spend a Command Point).
29.48. Troop Quality Rating
The measure of a Unit's morale, supply and training. This number is used for Troop Quality Checks. A roll equal to or less than the modified Troop Quality Rating passes the check. So the higher the number, the better the Unit. A Unit's Troop Quality Rating is modified, amongst other things, if the Unit is Out of Command, is in Column, is Suppressed, has taken a Step Loss, is under a barrage marker, is in an improved position or an entrenchment, or has two Cohesion Hits. The exclusive rule may also specify other modifiers. A Command Point may not be spent to pass the Troop Quality Check required for a Bravery Check, Opportunity Fire and Engineer Actions.
29.49. Unarmored Unit
A Unit that has its Defense Rating in a white box.
29.50. Unit
An individual counter representing an actual unit that fought or could have fought in a scenario. Each Unit belongs to a Formation which in turn belongs to a Division. Most Units in the game are company-sized. Leaders are not Units.
29.51. Unit Class
Each Unit belongs to one of three Unit Classes:
Infantry: Counters use each nation's specific army symbology. The exclusive rules provide a list of symbols.
Gun: Counters use each nation's specific army symbology. The exclusive rules provide a list of symbols.
Vehicle: Counters have vehicle silhouettes along with a white stripe across the silhouette for easy identification. Note that the silhouettes may be different on the fronts and backs of some counters. The image on the fronts shows either the most powerful or most numerous vehicle a Unit has, and the back shows the second most powerful or second most numerous vehicle within the Unit.
All the Unit symbols are defined in the exclusive rules.
29.52. Unit Designation
Provided for historical interest, but the color of the box itself identifies the Formation that the Unit belongs to. A Unit is activated (and subject to the activation rules) when the Formation with this color is the Active Formation.
29.53. Weapons Class
There are nine Weapons Classes and they are color-coded on the counters. Don't worry about memorizing the colors because the Combat Results Table is similarly color-coded for ease of use. The color codes make up the background for the Fire Rating.
- "DP" = Dual Purpose (AP and HE)—White (Direct Fire only)
- "SA" = Small Arms—Pink (Direct Fire only)
- "AP" = Armor Piercing—Blue (Direct Fire only)
- "LM" = Light Mortars—Purple (Direct Fire only)
- "HE" = High Explosive (five subclasses): (i) Mortar—Green (Mortar Units, Indirect Fire only, cannot use Opportunity Fire) (ii) Indirect HE—Orange (artillery Units, Direct or Indirect Fire (use Yellow for Direct Fire)) (iii) Direct HE—Yellow (Direct Fire only) or Artillery using Direct Fire (iv) Emplaced Artillery—Black (Direct or Indirect Fire (use Yellow for Direct Fire)) (v) Organic Artillery—Brown (artillery units, Direct or Indirect Fire (use Yellow for Direct Fire))
Note that the "SA", "AP", "LM", and "DP" classes can only use Direct Fire. Of the "HE" class, one subclass uses Direct Fire, and the other subclasses use Indirect Fire.
Part Two — Where Eagles Dare Exclusive Rules & Scenarios, Version 1.1
Components
- Series Rulebook
- Series Rules Summary
- Exclusive Rulebook
- 6 Player Aid Cards
- Turn Record Chart and Weather Table
- 2 x Combat Result Table/Terrain Effect Chart
- 5 Map Sheets
- 11 Counter Sheets
- 4 ten-sided dice
Counter Symbols
The Unit counter symbols are shown on page two. The only Unit counter symbol that has any effect on the game is the engineer symbol. All other symbols are for historical interest because the values, the colors of the values, and the colors around the values define all the other game functions. Each Leg Unit is company size, with the exception of the Rearguard Units, which are platoon size.
The background color of each Unit counter shows the Division the Unit belongs to. The colors are green (101st Airborne Division), tan (Guards Armored Division), brown (43rd Wessex Infantry Division), light grey (Eindhoven Regional Command and later, KG Chill), blue (59th Infantry Division), and gray (KG Walther).
The 1900 Turn
Several new mechanics have been added to the game and are performed during the 1900 turn. Here is the updated applicable sequence of play for the entire 1900 turn:
- Advance the Club Route Marker.
- Roll for XXX Corps release (not on the September 17th turn).
- Set the Club Route Status marker on the Guards Divisional Display to "Open."
- Move German Formations Off-Map.
- Roll for Allied Flank Corps advance.
- Spend Dispatch Points to buy Formation Activation Chits.
- Place Reinforcements.
- Put eligible chits into the coffee mug.
- Perform the Activation Phase.
- Remove all barrage markers.
- Move the turn record marker up a box.
Exclusive Rules
The following are the exclusive rules for use with the Where Eagles Dare game. There are also special rules that apply to just some of the scenarios and special rules that combine The Devil's Cauldron and Where Eagles Dare together for one grand campaign game of Market Garden.
Version 1.1: February 8th, 2014
1.0 Night and Weather
1.1 Night
The night turn begins the turn after the 1900 turn.
1.2 Fog
If fog was rolled on the Weather Table during the Check Weather Phase at the beginning of the day, there is a chance that it may clear in the morning. At the start of the 0900 turn, roll a die. If the result is equal to or less than the fog number, the fog clears and the weather is clear for the rest of the day; if the roll is more than the fog number the fog remains for the 0900 turn. Repeat this procedure on the 1100 turn. If the die roll on the 1100 turn does not clear the fog, the weather becomes overcast and stays that way for the rest of the day.
Example: The 0700 weather die roll is a 3, which produces fog with a "clear number" of 5. This means that a die is rolled on the 0900 turn, and if the roll is 5 or less, the fog clears. If the roll is greater than 5, the fog stays for that turn. If the fog stays, another roll is made on the 1100 turn.
2.0 Terrain
The types of terrain in the game are: Clear, Polder, Orchard, Woods, Roads, Railroad, Villages, Towns, Cities, Fortified, Streams, Rivers, Crests, Impassable, Bridges, Raised Road/Railroad, The Culvert, Ferries, Sand Dunes, and Swamp.
All are described in full below. Each hex type is defined by the color of the dot in the center of the hex (and for City and Fortified hexes, the color of the hexsides). For example, if the hex has a green center dot, then it's a woods hex.
Some hexes contain water features that have no effect. In other hexes, the water features do have an effect, and this is indicated by an impassable portion (grey) in the hex.
Play note: The map was drawn for realism so the terrain in certain hexes may not be obvious. As an example of how Units move into hexes with rivers, they can move from 75.130 to 76.130 because of the portion of land that extends into 76.130. However, Units cannot move from 76.130 to 76.129. If the players are unable to agree on movement between other hexes they should roll a die.
2.1 Clear
Clear terrain has a white circle in the center of the hex. A Leg Unit can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a clear hex for 3 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Clear terrain is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
2.2 Polder
Polder terrain has an aqua circle in the center of the hex. A Leg Unit can enter a polder hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a polder hex for 5 movement points if not in Column, or 3 movement points if in Column. Tracked Units can enter a polder hex for 3 movement points if not in Column, or 2 movement points if in Column. Polder is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
2.3 Orchard
Orchard terrain has a yellow circle in the center of the hex. A Leg Unit can enter an orchard hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter an orchard hex for 8 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter an orchard hex for 4 movement points if not in Column, or 1 movement point if in Column. An orchard hex is not Blocking Terrain on its own, but a Line of Sight traced through two orchard hexes is blocked. (Line of sight can be traced through one orchard hex and into a second.) Orchards modify the Fire Rating of Units firing into the hex by -1.
2.4 Woods
Woods terrain has a green circle in the center of the hex. A Leg Unit can enter a woods hex for 3 movement points if not in Column, or 2 movement points if in Column. Wheeled and Tracked Units cannot enter a woods hex unless they are in Column and traveling along a Road (in which case they pay the Road movement cost). Woods are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2. This modifier is ignored if the Weapon Class is Mortar, Indirect HE or Direct HE.
A Wheeled or Tracked Unit in a Woods hex may not leave Column.
2.5 Roads
Roads allow Units in Column to move faster. Any Unit in Column that enters a hex along a road can do so for ½ movement point. The Unit can decide not to use the road and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a road, must pay the base terrain cost. Where two Roads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one Road to the other. The Roads have no effect on Line of Sight.
Play note: The capitalized word "Road" is a defined term in these rules that includes railroads, raised roads, and so on. The uncapitalized word "road" means the specific terrain type that is a road.
2.6 Railroads
Railroads allow Units in Column to move faster. Any Leg Unit in Column that enters a hex along a railroad can do so for ½ movement point. A Wheeled Unit in Column pays 2 movement points, and a Tracked Unit in Column pays 1 movement point. The Unit can decide not to use the railroad and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a railroad, must pay the base terrain cost.
Where two railroads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one railroad to the other. Railroads have no effect on Line of Sight.
2.7 Villages
Village terrain has a beige circle in the center of the hex. A Leg Unit can enter a village hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a village hex for 6 movement points if not in Column, or 1 movement point if in Column. Tracked Units can enter a village hex for 4 movement points if not in Column, or 1 movement point if in Column. Villages are not Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -1.
2.8 Towns
Town terrain has a brown circle in the center of the hex. A Leg Unit can enter a town hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a town hex if not in Column, but may enter for 1 movement point if in Column. Towns are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2.
A Wheeled or Tracked Unit in a Town hex may not leave Column.
2.9 Cities
City terrain has a black circle in the center of the hex and a white border around the hex. A Leg Unit can enter a city hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a city hex if not in Column, but may enter for 1 movement point if in Column. City hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -3.
A Wheeled or Tracked Unit in a City hex may not leave Column.
Cities may be reduced to rubble. If an artillery attack rolls a "0" when attacking a City hex, place a rubble counter on that hex. If the hex has an OP, that OP is no longer considered to be in the hex. Additionally, add one to the defensive terrain value of the hex.
2.10 Fortified
Fortified terrain has a black circle in the center of the hex and a grey border around the hex. A Leg Unit can enter a Fortified hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units cannot enter a Fortified hex if not in Column, but may enter for 3 movement points if in Column. Tracked Units cannot enter a Fortified hex if not in Column, but may enter for 2 movement points if in Column. Fortified hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -4.
A Wheeled or Tracked Unit in a Fortified hex may not leave Column.
Fortified hexes may be reduced to rubble. If an artillery attack rolls a "0" when attacking a Fortified hex, place a rubble counter on that hex. If the hex has an Observation Post or a Strongpoint, that Observation Post or Strongpoint is no longer considered to be in the hex. Additionally, add one to the defensive terrain value of the hex.
2.11 Streams
Streams are thin blue lines that run along hexsides. A Leg Unit that leaves a hex across a stream without using a Road pays 2 additional movement points if the Unit is not in Column, or 1 additional movement point if the Unit is in Column. Wheeled and Tracked Units may not cross streams except when using a Road (and must of course be in Column to do so). Note that the Roads that cross streams have map graphics showing bridges, but these are not considered bridges in game terms (i.e. they are not controlled, cannot be wired) and are treated just like Roads.
There are however 4 of these bridges over streams that might not be able to take vehicular traffic and players will have to check for their stability. They are in hexsides 55.202/56.201, 63.185/63.186, 76.127/77.127 and 86.118/87.118, and they are marked with a graphic. The most southern of these will be checked by the "A Drive in the Country" scenario. If the Allied Player is unable to win this scenario, it is always considered unstable. The remaining three bridges are checked the moment a vehicle of any type (either German or Allied), or the instant Club Route, is traced across that bridge. The crossing player rolls a die and should he roll a "9," the bridge is considered unstable and in need of repair. Any other roll and the bridge is treated as any other bridge over a stream is treated. There are no modifiers to this roll. If a bridge is unstable, no vehicles may cross it nor may Club Route be traced through it until it is repaired.
To repair an unstable bridge, if there are no German Fire Zones on either hex of the unstable bridge, the Allied player may place one of his Bulldozer units on the southern hex of the bridge hexside during his next Guards Divisional Activation Impulse. Only one Bulldozer may be placed per unstable bridge. He may then (during that impulse) roll a die. Should he roll a 2, 1 or 0, the bridge is considered stable now and remains so for the remainder of the game. Should this roll fail, he may add a "Men at Work" counter and receive that marker's modifier and roll every succeeding Guards Divisional Activation Impulse until the bridge is fixed. This is an Engineering action and is performed normally. The Bulldozer Unit may not be attacked but is eliminated the moment an enemy Unit moves into the hex. The Bulldozer marker(s) remains on the map until it has successfully repaired the bridge but remember to account for its modifier on the following 1900 turn for XXX Corps release.
A Bulldozer Unit can only be placed on Club Route, or the Club Route Marker, and once placed, may never move.
2.12 Rivers
Rivers are wide blue lines, and can only be crossed at bridges or with ferries. If a single hex contains terrain on both sides of a river, one side will be marked as impassable, and the terrain of the other side will determine the terrain type of the overall hex. A Unit can enter such a hex providing it does not do so via a hexside portion that has impassable terrain.
2.13 Crests
Crest hexsides block Line of Sight unless the crest hexside is part of the firing Unit's hex or the target Unit's hex.
Crest hexsides have no effect on movement or fire combat (other than LOS).
2.14 Impassable
Impassable terrain is grey. If an entire hex is impassable, it is entirely grey, does not have a center circle, and cannot be entered by any Unit.
If only part of a hex is impassable, the impassable portion is grey, meaning that no Unit can enter and/or leave the hex by passing over the impassable portion. An exception to this is if a Road or ferry is used to pass through impassable terrain, in which case a Unit using the Road or ferry legally can move through the impassable hex portion. Impassable hex portions are most commonly seen in hexes containing rivers. Impassable terrain has no effect on Line of Sight or fire combat.
2.15 Bridges
Bridges in the game are all named, and have a marker to show whether they are wired or not. Note that the graphics on the map for roads that cross over streams are not considered bridges for the game in terms of the following rules. Any Unit in Column in a hex with a bridge hexside suffers an additional terrain modifier of +2 and ignores the hex's original terrain.
2.15.1 Crossing Bridges. A Unit must be in Column to cross a bridge, and the cost is the same as for normal movement. This means only one Unit can Assault across a bridge, and if a Unit not in Column is forced to run away, it cannot do so across a bridge.
2.15.2 Road Blocks and Bridges. Road blocks cannot be placed in any same hex that has a bridge hexside.
2.15.3 Railroad Bridges. Vehicles cannot cross railroad bridges unless the railroad bridge is "improved." To improve a railroad bridge, an engineer Unit must pass a Troop Quality Check in one of the two hexes sharing the railroad bridge hexside (this is an Engineer Action, so no Command Points can be spent on it, the engineer Unit can't be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed). If a Unit with Organic Transport crosses a railroad bridge that hasn't been improved, the Unit forever loses its transport capabilities, and an abandoned transport marker is placed on the Unit as a reminder.
2.15.4 Line of Sight. Bridges block Line of Sight in the same way as Raised Roads (see 2.16).
2.15.5 Control of Bridges. Why do you even want to control a bridge? Well, you can't demolish it unless you wire it and you can't wire it unless you control it. See below for the demolition rules.
Either you control a bridge, or your enemy controls the bridge, or neither of you controls the bridge, in which case the bridge is "contested."
If you want to control a bridge, one of your Units must have been the last to enter both of the two hexes that share the bridge hexside, and neither of these two hexes can be in an enemy Fire Zone. Note that it doesn't have to be the same Unit that enters the hexes, and the Unit doesn't have to stay in the hex, nor do you have to move the Unit or Units through during the same activation. You can keep track of this with blank chits if you wish.
Note: The Best Railroad Bridge in hex 49.160 may never be wired for demolition and may not be destroyed. It may never be "Improved" to allow for vehicular traffic. All other rules apply.
2.15.6 Bridge Demolition. Only the Allied Player may repair demolished bridges. To do so, he declares he is using a Bailey Bridge Unit (either the 11 Bridge, RE or the 14 Field Sqn, RE if no 43rd Infantry Formations have been released yet. After any Formation of the 43rd Infantry Division has been released, he may also use either the 128 Bridge, RE or the 15 Bridge, RE) at the start of any turn following a turn in which a bridge was demolished by the German player. During the next Guards Divisional Activation Impulse (if it is a Guards Bailey being used) or during the 43rd Infantry Divisional Activation (if a 43rd Infantry Bailey Bridge is being used), the Allied player simply places the Bailey Bridge counter on the southern hex of the Demolished Bridge hexside if there are no German Fire Zones on either hex of the bridge hexside. It is placed truck side up. This is considered a movement action. A Bailey Bridge Unit can only be placed on Club Route, or the Club Route Marker.
You can only demolish a bridge if you first wire it for demolition. There are two ways a bridge is wired for demolition. The first is if the scenario rules tell you it is, in which case the rules will also say which side wired it. Remember, only the side that wired a bridge can demolish it.
The second way a bridge can be wired is by one of your engineer Units. To do this:
- You must control the bridge (see above).
- Your engineer Unit must begin its Action in one of the two hexes that share the bridge hexside.
- Your engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here; the Unit cannot be in Column; a Men at Work marker may be placed in case of failure); this is an Engineer Action so it can trigger Opportunity Fire.
- If your engineer Unit passes the Troop Quality Check the bridge is "wired" for demolition. Flip the marker on the bridge to the wired side.
Once you have a bridge wired you may try to demolish it when an enemy Unit enters one of the two hexes sharing the bridge hexside and the bridge becomes contested. You need a die roll of 5 or less if you don't project a Fire Zone into one of the two hexes that shares the bridge hexside, or a 6 or less if you do project a Fire Zone into one of the two hexes that shares the bridge hexside. If you demolish a bridge, place a destroyed marker on it, and the enemy Unit cannot get across. If you miss the roll, flip the bridge marker over to the non-wired side. You'll have to start all over now, and you can only wire the bridge again if you regain control of the bridge.
Bridge Blowing Example: The British tank has been activated and wishes to cross the contested Arnhem Road Bridge, which has been wired by the German player. The tank gets into Column for 1 MP, and moves adjacent to the bridge for ½ MP. At this point the German player gets to roll to try and demolish it. As the German Unit to the North of the bridge projects a Fire Zone into one of the hexes that shares the bridge hexside, the die roll has to be a 6 or less. If the German Unit was not there, the die roll would need to be a 5 or less to demolish it. The die roll is a "3" and the bridge is blown. The bridge marker is removed, and replaced with a Destroyed marker. As the bridge has been destroyed, the British tank does not get to cross the bridge, but it is still active and has 11 ½ MP remaining.
2.15.7 Bridge Repair. In any subsequent activation the Unit must pass a Troop Quality Check as an Engineer Action (just like any other Engineer Action you may not spend a Command Point to pass, the engineer Unit can't be in Column, it might trigger enemy Opportunity Fire, and Men at Work markers can be placed). If the bridge is repaired, remove the destroyed marker and flip the Bailey Bridge counter to its Bridge side. The Bridge Unit now acts as the bridge, but unlike a normal bridge, it is a Unit and may be targeted by enemy fire. If the Bridge Unit becomes Suppressed or takes a Cohesion Hit, it cannot act as a bridge until it Rallies. If the Bridge Unit is eliminated, remove it from play, and the destroyed marker returns.
Example: A bridge is demolished during the 0900 turn after the 43rd Infantry Division Activation has passed. On the 1100 turn and during a 43rd Infantry Division Activation Impulse, the Allied player can declare that he is bringing in the 128th Bridge Unit. Just place the Bailey Bridge counter, truck side up and you may activate it on a subsequent activation and roll for repair. The Allied Player may only bring in one Bailey Bridge per Impulse.
2.16 Raised Roads/Railroads
Raised Roads/Railroads are elevated road and railroad tracks that pose a significant hindrance to movement and also block Line of Sight.
A Unit in Column can enter a hex with a Raised Road/Railroad if there is no road block in the Raised Road/Railroad hex, and the Unit enters the Raised Road/Railroad hex through a hexside that the Raised Road/Railroad touches. Similarly, a Unit in Column can only leave the Raised Road/Railroad hex through a hexside that the same Raised Road/Railroad touches. This means that if there are two Raised Roads/Railroads running through the same hex and they do not cross, you must remember which one the Unit is on, because it cannot jump from one to the other.
A Vehicle Unit on a Raised Road/Railroad cannot exit Column formation while in a Raised Road/Railroad hex. If the Vehicle Unit is forced to retreat, it must follow the Raised Road/Railroad and if it cannot do so, the Vehicle Unit is eliminated. The Vehicle Unit suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column. If a Unit dismounts from its Organic Transport while it is on a Raised Road/Railroad, the vehicles are lost. Place an abandoned transport Marker on the Unit after it dismounts. Note that Vehicle Units not in Column can never enter a hex with a Raised Road/Railroad.
A Leg Unit that is not in Column can enter a hex with a Raised Road/Railroad from any hexside (even if there is a road block in the hex), but it must pay double the terrain cost of the other terrain in the hex; when not in Column the Leg Unit can leave the Raised Road/Railroad hex by any hexside. If fired on when not in Column, the Leg (and immobile) Unit suffers the +2 terrain modifier for the Raised Road, and also benefits (or suffers from) the terrain modifier of the hex's original terrain. A Leg Unit not in Column in a Raised Road/Railroad hex may get in Column for 1 movement point. Remember that Vehicle Units not in Column can never enter a hex with a Raised Road/Railroad.
A Leg Unit may get off a Raised Road/Railroad by exiting Column formation; this costs one movement point or the Leg Unit must take a Cohesion Hit. Once the Leg Unit is not in Column, it may leave the Raised Road/Railroad hex by any hexside. If a Leg Unit in Column is forced to retreat from the Raised Road/Railroad hex, it must follow the Raised Road/Railroad and if it cannot, the Leg Unit is eliminated. A Leg Unit in Column in a Raised Road/Railroad hex suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column.
Raised Roads/Railroads create a special Line of Sight situation. A Raised Road/Railroad is Blocking Terrain, but only if the Line of Sight actually passes through the Raised Road/Railroad graphic. For this purpose a Raised Road/Railroad in the same hex as a target Unit or a firing Unit is never blocking terrain. In addition a Line of Sight can pass through a hex with a Raised Road/Railroad as long as it does not cross the Raised Road/Railroad.
Raised Road Example 1: A Vehicle Unit cannot enter a Raised Road hex if it is not entering along the road — it doesn't matter whether the Unit is in Column or not. A second Vehicle Unit first moves into the hex next to the Raised Road, gets into Column, and now can move onto the Raised Road because it is entering in Column from a connecting Road.
Raised Road Example 2: A British para Unit is activated, and wants to move North. First it gets into Column for 1 MP. It then moves up 1 hex. As the Unit is in Column, and entering the Raised Road hex on the Raised Road, this costs ½ MP. It then moves another hex North, and as it attempts to do so, this triggers Opportunity Fire from a German Unit. Assuming the German Unit passes the Troop Quality Check in order to take the shot, the Fire Rating for the German Unit is modified from 5 to 12 (Fire Zone to Fire Zone movement is +3, +2 Raised Road even though in Column, +2 for being in Column), so anything but a 9 will hit. The die roll is a "4" and the para Unit takes a Cohesion Hit, but completes its movement.
2.17 The Culvert
There is a Culvert in hexside 70.156/70.157. The Culvert is marked with arrows that show which hexes are connected by the Culvert. Any Unit adjacent to the Culvert can move directly to the hex on the other side of the Culvert for the movement cost shown below in addition to the cost to enter the hex; remember to follow the arrows.
A Unit must be in Column to use a Culvert. Any Opportunity Fire against a Unit moving through the Culvert receives an additional +3 modifier in addition to the other modifiers that would normally apply (such as the +2 for being in Column). If the Unit triggers Opportunity Fire as it leaves the hex after the Culvert, this +3 modifier still applies.
Movement through the Culvert costs the following in addition to the terrain cost of entering the hex adjacent to the viaduct on its opposite side: Leg +2 movement points, Wheeled +6 movement points, Tracked +4 movement points.
A Unit on one side of the Culvert can Assault an enemy Unit on the other side of the Culvert. The Assaulting Unit must be in Column, and suffers the +3 modifier to Opportunity Fire for moving through the Culvert (in addition to the +2 modifier for being in Column) at the start of the Opportunity Fire procedure.
2.18 Ferries
Engineer Units can ferry other Units across otherwise impassable water hexsides in a destroyed Bridge hexside (this applies only on the Where Eagles Dare map). Only hexes that are currently Destroyed Bridge hexsides can be used to create ferries. Only Leg Units can use a ferry. If a destroyed Bridge has been repaired and is now replaced by a Bailey Bridge, remove the Ferry counter from the map. There are no "improved Ferries" in Where Eagles Dare but the backs still have Improved on them for possible use in The Devil's Cauldron.
Ferry Example: A German engineer Unit starts its Activation in a ferry hex, and wishes to build a ferry. This is an engineer Action, so the Troop Quality Check has to be rolled. The German engineer Unit rolls a 1, so the ferry has been built (and a ferry marker is placed on top of the engineer Unit). At a later time, a German Leg Unit starts its Activation in Column and wants to ferry across the river. This takes the entire Action for the Unit, and it triggers Opportunity Fire from a British Gun Unit. The Gun Unit rolls a 1 for its Troop Quality Check, so it will take the shot. The Fire Rating is modified from 4 to 8 (+2 for being in Column, +2 for using the ferry, -2 for range, +3 Fire Zone to Fire Zone movement). The die roll is a 6, and this eliminates the German Unit (but it has no effect on the ferry). When the British Gun Unit is activated, it can perform Direct Fire at the ferry. After the Gun Unit passes a Troop Quality Check for the Company Bonus, the Fire Rating is modified from a 4 to a 6 (+3 defense rating, -2 range, +2 Company Bonus). The die roll is a 3, and the ferry takes a Cohesion Hit. This stops the ferry from ferrying Units until it rallies (which it can try to do the next time the engineer Unit is Activated either at night or not in an enemy Fire Zone).
2.18.1 Creating a Ferry. You can create a ferry in either hex in which a destroyed bridge counter used to exist. An engineer Unit must begin an activation in the applicable hex. Announce that your engineer Unit wants to be a ferry. This is an Engineer Action. The engineer Unit now rolls a Troop Quality Check (a Command Point cannot be spent here) and may be Opportunity Fired if applicable. If it passes, it is now a ferry — put a ferry marker on one of the two hexes that the destroyed bridge spanned with the arrow pointing to the other hex of the former bridge span, and put the engineer Unit under the ferry marker.
If a ferry is Assaulted, the ferry and engineer Unit are eliminated at the same step in the Assault procedure when zero-step Units are eliminated.
The engineer Unit does not count towards the stacking limit of the hex now, but does count against the mass modifier if the hex is fired upon. The engineer Unit has now completed its Action for that activation and the ferry may begin ferrying Units from this point onward. If the engineer Unit fails the Troop Quality Check, it is done for the activation and it doesn't get to be a ferry; you may place a Men at Work marker. Your engineer Unit may try again to become a ferry during its next activation.
2.18.2 Using Ferries. Remember that only Leg Units may use a ferry. A friendly Unit in Column that begins its activation in a hex containing a ferry can move into the hex pointed at by the ferry symbol; alternately, a friendly Unit in Column that begins its activation in the hex pointed at by the ferry symbol across the river can move to the hex containing the ferry marker. This is the Unit's entire activation and it is a Movement Action (so a Unit cannot move into a ferry hex and then use the ferry as a Second Action). Note that when a Unit uses a ferry it is not an activation for the ferry. Remember, the ferry does not work if the ferry is Suppressed.
Units that have Wheeled or Tracked Organic Transport may use a ferry but they must abandon their vehicles to do so. Place an abandoned transport marker on the Unit to show that it can never again use Organic Transport (this only applies to ferries, not improved ferries).
You cannot use a Command Point to ferry a Unit (so no Second Actions can be used to ferry Units).
The hex the Unit is being ferried into must not contain any enemy Units, otherwise the ferrying may not take place.
2.18.3 Removing a Ferry. A ferry remains in place until the engineer Unit moves, or the ferry takes a Step Loss or Eliminated result — or the Allies have successfully placed a Bailey Bridge.
A ferry can be the target of enemy fire just like any other Unit, and may be Assaulted as well. If the ferry becomes Suppressed, it remains in place, but it cannot actually ferry Units until it Rallies (place a Suppression marker on top of the ferry marker). If the ferry takes a Step Loss, the ferry marker is removed, and the engineer Unit takes the Step Loss. If it suffers an Eliminated result, remove the ferry and eliminate the engineer Unit. If the ferry takes a Cohesion Hit, it is marked on the ferry, and if the engineer Unit moves away, the result is transferred to the engineer Unit.
The ferry is removed the instant a Bailey Bridge has been successfully placed in the hex.
2.18.4 Ferries and Opportunity Fire. If a Unit being ferried takes Opportunity Fire as it leaves its hex, it suffers a +2 modifier for being ferried (in addition to the +2 for being in Column). This fire does not affect the ferry.
2.19 Sand Dunes
Sand Dunes terrain has a light brown circle in the center of the hex. A Leg Unit can enter a sand dune hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a sand dune hex for 4 movement points if not in Column, or 3 movement points if in Column. Tracked Units can enter a sand dune hex for 3 movement points if not in Column, or 2 movement points if in Column. Sand Dunes terrain is not Blocking Terrain, and modifies the Fire Rating of Units firing into the hex by -1.
2.20 Swamp
Swamp terrain has a blue dot in the center of the hex. A Leg Unit can enter a swamp hex for 4 movement points if not in Column, or 3 movement points if in Column. Wheeled and Tracked Units cannot enter a swamp hex unless they are in Column and traveling along a Road (in which case they pay the Road movement cost). Swamp terrain is not Blocking Terrain, and modifies the Fire Rating of Units firing into the hex by +1 (it is a disadvantage to be fired on if in swamp).
3.0 Paradrops and Glider Landings
Play note: The tricky thing here is the unpredictability of Allied airborne reinforcements. There are two variables that affect their arrival: the availability of their assigned drop zones (the enemy might get in the way), and the weather. The reinforcement schedule tells you the order in which airborne troops must arrive and when they become available, but it won't tell you exactly when they will arrive. So imagine a mass of airborne troops waiting in line for the word to go. The landing rules simulate this.
3.1 Drops and Drop Numbers
Each daily delivery of Allied airborne troops is called a "drop." There is never more than one drop per day. Drop One always happens on the first turn of the game during the special first turn drop phase. All drops are numbered sequentially after Drop One, so the drop after Drop One is always Drop Two and so on. But Drop One is the only drop that must happen on schedule. All subsequent drops are scheduled but may or may not happen when they are supposed to. All of the Allied airborne Units are assigned "drop numbers" on the reinforcement schedule. A Unit's drop number tells you which drop the Unit is in. So all Units designated with drop number two must arrive, if at all, in Drop Two.
3.2 When to Drop
Units scheduled to drop arrive during the reinforcement phase of their scheduled drop turn. As noted above, Drop One always happens on the first turn of the game during the special first turn drop phase. Thereafter, there is only one drop per day and it will occur, if it occurs, on the second or third turn after the first clear weather turn of that day.
Here's what you do:
- Determine the weather for the day in accordance with the weather rules.
- If the weather is rain or overcast, then move on, there will be no drop this day. Move all drops forward 1 day.
- If the weather is clear, then the day's drop will happen on the 0900 turn or the 1100 turn (it is the Allied player's choice — see below for more on this).
- If the weather is fog, then the drop happens only if the fog clears; if the fog clears, the drop will happen two or three turns after the fog clears (it is the Allied player's choice — see below for more on this).
If there will be a drop, the Allied player always has the choice of when to make it (i.e., either the 0900 or 1100 turn in clear weather, or the second or third turn after the fog clears). The Allied player has two counters. Both counters say "Air Drop?" on one side. The flip side of one counter says "Air Drop!" and the other says "No Drop." After the Allied player decides which turn he wants to drop he places the "Air Drop" counter "Air Drop?" side up on the Turn Record Track for that turn; he places the "No Drop" counter "Air Drop?" side up on the Turn Record Track for the other turn. When the time for the first possible drop comes, the Allied player flips the "Air Drop?" counter, reveals his intentions and conducts his drop or not. Both players now have a hearty chuckle to relieve the unbearable tension.
Play example: If the weather is clear on the weather check on the second day, Drop Two will happen on the 0900 turn or the 1100 turn (and the Allied player makes his choice and places his "Air Drop?" counters accordingly). But if the weather is fog, then the drop can only happen two or three turns after the fog clears (if the fog clears). Let's say the fog clears on 0900 (i.e., 0900 is the first clear weather turn of the day). The next drop will be on the 1300 or 1500 turn (and the Allied player makes his choice and places his "Air Drop?" counters accordingly). If the weather had been rain, there would be no drop that day and the Allied player would have to wait until the third day to try and make Drop Two.
3.3 Where to Drop
The map has numerous marked airborne zones, designated by letter, which are either drop zones (DZ — meant for paratroops; glider Units landing in drop zones may suffer), or landing zones (LZ — fine for either paratroops or glider troops).
The hexes for the drop zones are:
- DZ A1: 70.124, 71.124, 71.25, 72.124, 72.125
- DZ A: 71.129, 71.130, 71.131, 72.129, 72.130, 72.131, 73.130, 73.131, 73.132
- DZ B: 57.149, 57.150, 57.151, 58.148, 58.149, 59.148, 59.149, 60.148, 60.149, 61.148, 61.149, 62.148, 62.149, 63.149, 64.149
- DZ C: 57.150, 57.151, 58.150, 58.151, 59.150, 59.151, 59.152, 60.150, 60.151, 62.150, 63.150, 63.151, 64.150
- LZ W: consists of both DZ B and DZ C combined.
3.3.1 The Historical Drop Scenario. All drop numbers and airborne zones are on the reinforcement schedule — just follow that. Note that even though the term "sticks" is used to refer to all the drops in a hex, we are aware that these are not really sticks, rather the term is used to add flavor.
3.3.2 The Free Drop Scenario. Before the game starts, the Allied player secretly assigns all of his airborne Formations a drop number and a Division airborne zone. Only one Formation can use an airborne zone each turn! That means one Formation per airborne zone per drop number. (All Units of a Formation must of course drop in the same airborne zone on the same turn.) Units belonging to an Independent Formation may be designated to drop in any Division airborne zone as long as that airborne zone is being used that turn by another Formation of the Independent Formation's Division; however, Units belonging to an Independent Formation do not all have to arrive in the same airborne zone.
3.4 How to Drop
Place one or more Units in any hex in the appropriate airborne zone. There are no stacking restrictions, but Units cannot drop in Column (they can drop mounted if they wish). Each Unit that drops gets a glider/paradrop marker placed on top of it (except for the Units placed on Drop One); in addition, a Unit adds an extra glider/paradrop marker for each delay it has suffered (more on this below). Dropped Units can be fired at during subsequent enemy activations, but the drop itself does not trigger Opportunity Fire.
To help with stacking, orange glider/paradrop markers are included that represent two glider/paradrop markers. When instructed to remove a glider/paradrop marker, replace this orange marker with the normal yellow marker.
3.4.1 The Drop Table. All Units that drop must have their fate decided with a die roll on the Drop Table. Roll for Units in Drop One as soon as they drop. Roll for Units in subsequent drops the first time they activate after the drop. The Drop Table has various results, which include elimination, Step loss, activation delays, and no effect.
Note the numerous modifiers on the Drop Table. Glider troops that are landing in drop zones (DZs) (instead of landing zones (LZs)) suffer a +2 modifier on the Drop Table. Note also that some airborne zones on the map are marked with an "*"; glider troops landing in these airborne zones suffer an additional +1 modifier on the Drop Table. A Unit landing in an airborne zone also suffers a +1 Drop Table modifier for every German Unit in the airborne zone, another +1 modifier for every German flak Unit (not 88) that projects a Fire Zone into the airborne zone, and a further +2 modifier for every German 88 flak Unit that projects a Fire Zone into the airborne zone. All of these modifiers are cumulative.
If you roll abort, you do not change your drops and all your scheduled drops are delayed 24 hours for that Division.
If you roll no effect, there is, well, no effect. Just carry out your drops as planned.
Play note: Club Route is the vital road that the entire XXX Corps uses to travel north across the map and on to victory. The road that might be Club Route is marked on the map. The Allied Player will determine what the actual Club Route will be as the game is played. It is important to recognize the difference between those road hexes that could potentially be Club Route and those road hexes that have actually been designated as Club Route.
3.4.2 Glider/Paradrop Markers. Each glider/paradrop marker on a Unit takes the Unit one Action to remove. Removing a glider/paradrop marker is an Action but does not trigger Opportunity Fire. A Unit with a glider/paradrop marker on it may perform no other Actions until all the markers have been removed.
3.5 Supply Drop Zones
Every day, there is a supply drop for the 101st Airborne Division. The drop takes place at the same time any reinforcements arrive that day for the Division. If the Division will not be receiving any reinforcements (either due to the weather or the reinforcement schedule) a supply drop will take place at either 1300 or 1500. Indicate the time of this drop using the "Air Drop?" markers. The scenarios will tell you which drop zone is designated as the supply drop zone.
If an enemy Unit is in the supply drop zone at the time of the supply drop, then the supply drop is interdicted. Place the SDZ Closed marker on the player aid chart for the Division whose supply drop was interdicted. All Units of this Division suffer a -1 Troop Quality Rating modifier until the next supply drop the next day.
Once the Sea Tail for an Airborne Division has been released, that Airborne Division is always in supply and the Supply Drop Zone Procedure is ended for that division.
To be released, the Club Route marker must have advanced to a specific Club Route Stop hex or farther to the north for the release to be successful. If the Club Route marker has not advanced to that hex or past and the Sea Tail has been released, just ignore the Sea Tail and move to the next Formation to be released. The Sea Tail will never arrive for that Division.
Sea Tail release hexes (either this Club Route Stop hex or beyond):
- 101st Airborne Division: 61.141
- 82nd Airborne Division: 41.64 or 38.63
- 1st Airborne Division: 49.30, 47.29 or 38.31
3.6 Changing the Drop Location
You can try to change future drop locations for a Division during the reinforcement phase of any 0700 turn.
To change drop location, roll on the Drop Zone/Landing Zone Changing Table. If successful, you can replan all remaining drops for the rest of the game for the Division and also reassign the supply drop zone for the Division. All the rules for planning a free drop at the start of a game (see Exclusive Rule 3.3.2) still apply. Any drops for that day that were replanned will come in on the 1500 or 1700 turn (the Allied player's choice).
4.0 The Club Route
Club Route (and not potential Club Route) consists of all Club Route road hexes starting from one hex south of the End of Club Route Marker (hereafter Club Route Marker) and all contiguous Club Route hexes to the south of the marker to hex 41.232. For example, the Club Route marker starts the game in hex 42.229. Potential Club Route is hex 42.228 and all marked Club Route hexes to the north of the marker. Club Route itself consists of 41.230 and all connected Club Route road hexes to hex 41.232.
As the game progresses, the Allied Player moves the Club Route Marker northward and its placement determines all actual Club Route road hexes. Remember, the marker itself is not a Club Route hex. Club Route starts the first hex south of the marker.
Players should think of Club Route as a massive traffic jam with every Club Route road hex packed with vehicles waiting to advance to the front of the line. The marker itself is a floating Reinforcement hex that the Allied Player uses to place his newly arriving reinforcements from XXX Corps (though there are exceptions to this — see the reinforcement schedule).
4.1 Terms
- Potential Club Route: any Club Route road hex north of the actual Club Route marker.
- Club Route: any Club Route road hex (as determined by the Allied Player) that is south of the Club Route Marker.
- Club Route Marker: the counter that determines the farthest advance north on potential Club Route road hexes.
4.2 Establishing Club Route
During the 1900 turn of every game day, the Allied player determines where to place the Club Route Marker. To do this, find the Club Route Marker and its current placement. Then trace potential Club Route road hexes north to the next Club Route Stop hex. If that trace encounters an enemy Fire Zone, a destroyed bridge, an unstable bridge or an enemy unit, move the Club Route Marker back to the last Club Route Stop hex. Continue moving the marker north to the next Stop hex until it cannot be moved further north. The Allied player need not move the marker at all, or he may keep it at any intermediate Stop hex even if hexes further north are available, except if he has cleared the entire length of Club Route on the Where Eagles Dare map. Once established as Club Route, the Club Route can never change. Once placed, the Allied player may not "retreat" the Club Route marker to a hex farther south at any point during the game.
Note that there are two spurs for Club Route: one that uses the Best Bridge and one that uses the Son Bridge. The Allied player must choose which direction to take Club Route as the game progresses but the not-chosen spur may never be Club Route later in the game.
4.3 Effects of the Club Route marker
4.3.1 Release of new units. On the 1900 turn of each game day (except the 1st day) during Step 5 of the play sequence (the Reinforcement Phase), new XXX Corps units may be released from the off-board Club Route display on the Guards Armored Divisional Display and placed on the map as reinforcements in the Club Route Marker's hex. Players use the off-board display to determine which Formation is next in line, starting with Group Hot. The first Formation listed in line is always released automatically. On the 1900 turn of September 18th, the remainder of Group Hot would be released and the Allied player would roll for release of Group Cold. For the next Formation, roll one die and modify the die roll by the appropriate modifier listed below. Should that die roll with any modification be equal to or less than the number on the Formation Reinforcement Marker, that entire Formation is placed on the Club Route Marker and is treated as an arriving reinforcement Formation (note stacking limits are suspended for the reinforcement hex). If the Formation is "Auto," you don't roll for it, just release the Units and place them in the appropriate hex. You might have many Units in that one hex after this procedure. They must arrive in Column and if fired upon, mass modifiers apply. All units must enter the game in the furthest advanced Club Route hex (the current hex in which the Club Route marker is placed) — with certain exceptions listed on the reinforcement schedule (these are all the units noted as "Auto" on the Guards Armored Divisional Display). The Allied Player must roll for the second Formation in line on the off-board Club Route display — he may not delay entry. If that roll is successful, he must roll for the next Formation in line and may continue to roll until he fails an entry roll. After that, he must wait until the next 1900 turn to try again.
Place all released Formation Reinforcement Markers in the "Released Formations" box on the Guards Armored Divisional Display. Formations marked "Auto" on the display have no markers and do not count towards victory. Thus, there is no need to track which of these are released.
Note that only Guards Armored units may be placed on the maps for Where Eagles Dare. All 43rd Infantry Division units, Sherwood Foresters and The Royal Dragoons are for The Devil's Cauldron only and may only be placed as reinforcements on that game's maps. The Allied player still rolls for release of these 43rd Infantry Division formations as they are counted towards final victory in Where Eagles Dare. If the Club Route Marker has not advanced past the Where Eagles Dare map, no 43rd Infantry Division Units, the Sherwood Foresters, Royal Dragoons or the 82nd Airborne Sea Tail may be released. The Allied Player must suspend release until the Club Route marker is off the map. The Sea Tail for 1st Airborne Division is always bypassed and not used in Where Eagles Dare. It is assumed you have not reached the correct Club Route Stop hex. This may not be the case in a Devil's Cauldron and Where Eagles Dare combined game.
Should the Allied player have all potential Club Route road hexes clear of enemy Fire Zones, destroyed bridges, unstable bridges and enemy units from hex 41.232 to hex 14.89 when he is advancing the marker, he must remove the Club Route Marker from the game and no more Guards Armored reinforcements may enter the Where Eagles Dare game (with exceptions noted on the reinforcement schedule). Note the day in which this happens as the Allied player will gain Victory Points.
The Allied player still releases Formations normally and earns victory points for each released Formation. The units themselves just no longer appear on the Where Eagles Dare maps.
Example: It's the 1900 turn of September 20th and Guards Art. is the next Formation on Club Route on the Guards Armored Division Display. That one you get automatically (first one is automatic). 44 RTR, Sherwood Foresters and Royal Dragoons are "Auto" so those come into play on their reinforcement hex (this would likely not be on the Club Route marker). Nothing else releases until you can release the Auto ones in their correct hex. If you haven't advanced the Club Route marker off the map, you stop here and have to wait until the Club Route marker catches up. If you have advanced the Club Route marker off the map, you would now be rolling for the 101st Sea Tail (with a -4 modification for all those others that were just released).
4.3.2 Die Roll Modifiers for Release
| Modifier | Value |
|---|---|
| Placement of each Bailey Bridge Unit during the preceding Game Day | +2 |
| Placement of each Bulldozer Unit during the preceding Game Day | +1 |
| If the Club Route Marker is on its Cut side | +2 |
| For each successful entry of a friendly Formation this turn (including the initial one) | +1 |
| For each Dispatch Point paid by the Parent Formation of the releasing unit (up to a maximum of 4) | -1 |
In Where Eagles Dare, the 43rd Infantry Division has no Dispatch Points to spend but they always receive the benefit of -4 (for assumed Dispatch Points spent) when they roll for release.
Note: Dispatch Points paid only apply to the current unit that is attempting to be released. Each subsequent unit will need additional Dispatch Points paid for it to apply. All modifiers are cumulative.
Some units are automatically released and no die roll is needed; they do however require all those before them on Club Route to be released before they enter the game. These units do count as a successful entry of a unit for the modification above for any additional non-automatic Formations rolled for later.
Example: The German has 2 Closed markers and 3 Attacked markers in the Hell's Highway box that have not been used to demand a status check on Club Route. It's the 0900 turn and he's hoping to cut the highway for the majority of the turn (the Allies won't be able to flip it back until the 1900 turn). He adds up the markers and gets a value of 7. Anything but an 8 or 9 and Club Route will be Cut until the 1900 turn. Regardless if he succeeds or fails, all the markers are placed to the side to note that they may not be used again.
The Club Route marker is also immediately placed on its "Cut" side if there is a bridge that has been destroyed anywhere along Club Route and will continue to stay cut until that bridge has been repaired and under Allied control.
4.3.3 Attacking Club Route. The German Player may attack any hex of Club Route (not Club Route potential road hexes). Should he direct fire (and not roll a "9" on the Direct Fire) or place a Light Barrage marker on any Club Route hex, place a Club Route Attacked Marker in the Hell's Highway box on the Guards Armored Divisional Display. If he successfully places a Heavy Barrage marker on any Club Route hex, or should he have an actual German unit (of any type) on a Club Route hex at any time during the Game Turn, place a Club Route Closed Marker in the Hell's Highway box on the Guards Armored Divisional Display. Note that attacking empty hexes is perfectly acceptable. The German Player may receive a maximum of one Attacked and one Closed marker per Game Turn. Any additional markers are ignored (exception, the Eindhoven Air Raid).
Example: A German unit is currently on a Club Route hex and fires at an adjacent empty Club Route hex (without rolling a "9" in the fire). The German would get 1 Club Route Attacked Marker and one Club Closed Marker (for the one German on the Club Route hex at any point during the game turn). Even if the fire was at an Allied Unit and there was no effect from the fire, it is the act of firing that matters here.
These markers accumulate Victory Points for the German player. See the scenario rules for their effect.
These markers are accumulated in the Hell's Highway box until the German Player wishes to attempt a status check on Club Route. Anytime the Guards Armored Division Activation comes up and the German wants a status check, add up the number of Attacked markers and then double the number of Closed markers. Roll a die. Should the German Player roll that number or less, flip the Club Route Status marker on the Guards Display to its Cut side. All Guards Armored Units are now considered out of supply for rule S6.1.2.
Once the German attempts the status check and regardless if he succeeds or fails, all the Closed and Attacked markers are placed to the side to note they can't be used for a status check again. He must use all the markers in the box for this check (even if more than 9) and may not hold some back for later use.
5.0 Off-Map Movement
5.1 German Formation Movement on the Off-Map Display
The German player may move formations of the Eindhoven Regional Command, KG Chill and KG Walther during the 1900 Game Turn. All units that are in play (not counting any previously destroyed Units) must all stay in the same box on the off-map display. You may not split them up. You may move from one box to an adjacent box or you may move from the off-map box to the map display on the Divisional Chart (but not both). Units in the map display on the chart will automatically arrive on the 0700 turn of the next game day. The off-map display is kept secret from the Allied Player.
5.2 Tracking the Allied Flanking Corps Advance
At the start of play for the Campaign Game, place each Allied Corps in its respective start box. These two markers may advance from south to north on the chart as the game progresses.
On each 1900 turn of the Campaign Game and after the German Player has moved any formations on the off-map display, roll one die to see if the Corps advances to the next box. To succeed, each Corps must roll equal to or less than the number in the one-way, reddish arrow (subject to modification below). Should the Corps pass, advance the Corps marker into the next space. Corps may only advance one box per 1900 roll.
No German reinforcements may arrive if the reinforcement hex is now behind the Allied Flanking Corps advance. For example, reinforcement B on the KG Chill display is behind the Allied advance if the Flank Corps marker occupies the Oirschot box.
Modifiers to the Allied Corps Advance Die Roll:
| Modifier | Value |
|---|---|
| For each unsuccessful attempt to advance (use Men at Work counters to track this) | -1 |
| For each German Formation currently in the box that the Corps is attempting to advance into | +1 |
| If the Club Route marker is off the map (advanced north onto the TDC map) | -4 |
Special Rules
The following are special rules that are used in some scenarios.
S1.0 Artillery Parks
Several Divisions have one or more artillery park markers.
During the reinforcement phase any of these Divisions can place its artillery park marker on the map. An artillery park marker with a non-zero value must be placed in its Divisional reinforcement hex. An artillery park marker with a zero value can be placed in any hex that is within the Command Range of a Leader of its Division and not in an enemy Fire Zone.
When Indirect HE Units are in the same hex as the artillery park marker, they can be removed from the map and placed in the Artillery Park Box on the player aid chart. At their next activation they may start to perform Indirect Fire. Like the Roach Motel, Units can never leave an Artillery Park after they have entered it.
Units in an Artillery Park may never perform Direct Fire.
Units in the Artillery Park Box are always In Command.
When calculating the range from an Indirect HE Unit in the Artillery Park Box to a target hex, count from the artillery park marker to the target, and add the number printed on the artillery park marker. Use this method to determine both maximum and minimum range.
If an enemy Unit enters the hex with an artillery park marker, all the Indirect HE Units in the Artillery Park Box are eliminated. Artillery parks are not Units, and may never be targeted by enemy fire.
Once an artillery park marker has been placed on the map, it cannot be moved.
S2.0 Road Blocks and Rearguards
Unless a scenario states otherwise, the number of road blocks and Rearguards available to a player is limited by the counter mix.
S3.0 Random Events
Random Events occur when a Player rolls a "9" on the Combat Results Table to resolve a Unit's fire (but not for any rolls triggered by or arising from an Assault Action). Complete any results from the Fire and then immediately draw an Event Chit from the Event Cup belonging to the Player that just rolled the 9. That player is termed the Friendly Player in the following rules.
At the start of play, place all the Where Eagles Dare Events in two opaque containers — tan for the Allies and grey for the Germans — and place both of these to the side so that each container is handy when needed. The fronts of these Chits are color-coded to determine to which side they belong. When a "9" is rolled by a player, that player draws an Event Chit and immediately applies the result. Note that in the scenarios, Events drawn from the Event Cup are not placed back in the drawing player's Cup. In the Campaign game, they are returned to that Cup according to the rules below.
S3.1 Events
Air Strike — Roll a die, halve the roll (rounding down) and give the Allied Player that number of Typhoons (he may receive no strikes should he roll a "1"). Immediately resolve any attacks and place the Chit back in the cup. If it is currently night, overcast, or foggy, treat as a no event and just return the Event back to the Event cup.
To resolve an Air Strike, choose an Allied Formation. You may then place one or more Typhoon Air Strikes (up to the total number you are allowed for this event) on any hex that is within 10 hexes of the leader of the chosen Formation. Resolve as a "6" white Fire Power attack on any unit on that hex. No modifiers apply to this attack. Place all Typhoons on chosen hexes before any attack rolls take place. You don't have to declare your target (should multiple units be in the hex) but you do have to declare the hex you are attacking prior to any attack resolutions.
Rout — When this Event is picked, the enemy player picks a Formation and declares that formation has routed. He may choose either a friendly or an enemy formation. At least one Unit of the Formation must be in an Enemy Fire Zone to be chosen and that Formation must have at least one Step Loss on any one of its Units (not including Independent Units). All Units belonging to that Formation are now considered routed. Consult the descriptions below to determine what action to take. Any Independent Units that are stacked with the affected Formation are treated as Units of that Formation for this rule. Additionally, if a Unit must retreat by the rules below but cannot (i.e., it is in an enemy Fire Zone and cannot move one hex to a hex that isn't in an enemy Fire Zone), it is eliminated (a gun with no movement or * movement for example).
If a 101st Airborne or a Guards Armored Formation is routed: If the affected Unit is not in an enemy Fire Zone, it is not moved and does nothing and nothing is placed on it. All affected units that are in an enemy Fire Zone must move one hex so that they are not in a Fire Zone. The enemy may not Opportunity Fire at the Allied units during this one hex move. If a unit cannot leave a Fire Zone by moving one hex, the unit must stay in the hex it currently occupies. Place an "Entrenched" marker on it. The enemy may not Opportunity Fire on this unit when the marker is placed. Play continues normally after this is performed and the Rout Event is placed back in the Event Cup.
If any German Formation that isn't part of the 59th Infantry Division is routed: All German units that are routed are moved one hex so that they are not in an enemy Fire Zone. The enemy may not Opportunity Fire at the German units during this one hex move. All of these units (including any losses but remove any Cohesion or Suppression markers) are then taken off the map and placed to the side of the respective Division Display. These units may reenter play in any eligible off-map box on their Division Chart of the owning player's choosing on the following 7am turn. Note that if a unit routs on the 1700, 1900 or Night turn, it will be two days before it may return to the Off-Map display (you must wait for the second 0700 turn to come). Any German Units remaining from the routed Formation on the map (those that couldn't retreat one hex and not be in an enemy Fire Zone) are now eliminated from the game.
If a Formation of the 59th Infantry Division is routed: Count up the number of step losses that Formation has suffered to this point and roll a die. If you roll that number or less, the Formation has routed and is removed from play. All Independent Units within range of the Leader of that Formation are also removed from play. Once removed, 59th Infantry Division Units never return to play.
After the effects of the Rout have been completed, return the Rout Chit to the Event Cup.
Heroic — Place the Heroic Chit on any one friendly unit. That unit now has a TQ of one more and a defense of one less than its face value. This Chit stays with this one unit until the friendly player rolls another event. At that time, it is removed from the attached unit and placed back in the event cup before a new Event is chosen so that it may be drawn again. Once the Heroic Chit is removed from the Unit, its effects no longer apply to that unit.
Intelligence — The friendly player may add 6 command points and 2 dispatch points to any one parent formation. Place the marker back in the cup.
Rally — Remove any 4 suppression or cohesion steps from any one formation regardless of the presence of enemy fire zones. Any excess suppression or cohesion steps are ignored. Place the Rally Chit back in the cup.
Lost — The enemy player may pick one friendly unit. The chosen Unit is moved by the enemy player in any manner he wishes up to the Unit's full movement allowance and according to all normal movement and Opportunity Fire rules (Opportunity Fire would only take place if the lost Unit begins its movement by the enemy player in an enemy Fire Zone). As different Units move differently and pay different costs, this movement continues until one Unit in the stack runs out of Movement Points. However, this "lost movement" ends as soon as the lost stack enters an enemy Fire Zone. At the end of movement and after any Opportunity Fire is resolved, all Units that were lost are Suppressed.
During this lost movement the enemy player can put the Unit into or out of Column but he may not force march any Units in the stack. After this has been completed, return the Lost Chit back to the Events Cup.
Dutch — The friendly player may place the Dutch Chit in any city or town hex. Any Unit (friendly or enemy) that is currently in that hex, or enters the hex at any point in which the Dutch Chit is in that hex, may not leave that hex via a movement action. Stacking in this hex is unlimited while the Chit is in play. Once placed, each time an Allied Division Activation chit is drawn, the Allied player rolls a die. On a roll of a 1 or lower, the marker is removed and placed back in the cup, otherwise it remains in place. If the roll is unsuccessful, add a "Men At Work" marker to the Dutch marker, and subtract 1 from the die roll for each Men at Work marker that has been placed. Multiple Men at Work markers may be placed, one each time the roll fails. All effects of the Dutch Chit are removed the moment it is taken off the map.
Explosion — The enemy player may attack any friendly Artillery Unit or Artillery Park as if he had an artillery unit with a "3" white FP attack within range and is capable of firing (i.e. not being towed currently). No Modifiers apply to this attack. If there are other units in the hex (but only the attacked unit is not in an Artillery Park), they are subject to rule 16.4.1. If the attacked Unit is in an Artillery Park, only that Artillery Unit is attacked. Place a heavy barrage marker in the attacked hex (no Barrage is placed on an Artillery Park). After this effect has been completed, the event is placed back in the cup.
Minefield — The friendly player may place a minefield marker in any hex within 3 hexes of one of his units. All units (friendly or not) must pass a TQ check to leave that hex while it is in play. An engineering unit may remove the Minefield by performing an engineering action in the Minefield hex. If placed in a Club Route hex, the German player earns a Club Route Closed marker. Place the Minefield Chit back in the cup. The Minefield marker stays in the chosen hex until removed by an engineer unit.
Reinf — The friendly player may choose one formation and recover 2 step losses from any unit of that formation regardless of enemy fire zones. If there is one step lost in total from that Formation and the owner of the Chit is the 101st player, he may bring in one step of "Lost 82nd AB" units in his formation leader's hex. He may bring in a two step unit if there are no losses in this particular formation. The number of "Lost 82nd AB" units is finite and new units may not be created. The German Player (and the 101st Player if all Lost 82nd units are in play) loses any additional recovered lost steps if there are none left to replace. After the players complete the event, the Event Chit is placed back in the cup.
Ambush — The enemy player may attack any friendly unit within 3 hexes of an enemy unit with a "6" white FP attack. No Modifiers apply to this attack. Place the event back in the cup.
S4.0 Piggyback Mode
Infantry Units without Organic Transport may "piggyback ride" on Vehicle Units of their Formation.
S4.1 Starting in Piggyback Mode
To mount up Piggyback, the two Units must start in the same hex and it takes an entire movement action by both units to Piggyback. When a Unit starts in piggyback mode, the two Units move as one, but only when the Vehicle Unit is activated.
S4.2 Exiting Piggyback Mode
During the Vehicle (not the Infantry) Unit's activation, the two Units can exit piggyback mode if the Vehicle Unit expends half of its printed movement allowance. The Infantry Unit is then dismounted and the Vehicle Unit completes its activation. The now dismounted Infantry Unit may not be in Column. Dismounting is a Movement Action performed by the Vehicle Unit and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting. If the Opportunity Fire takes place after dismounting, only the Infantry Unit is the target, otherwise the Vehicle Unit is the target and Rule S4.4 applies.
The infantry Units being carried in piggyback mode are never active. When the active vehicle Unit dismounts the inactive infantry Unit, the infantry Unit cannot perform any Actions until its next Activation. The active vehicle Unit may perform a Second Action if eligible, after the infantry Unit dismounts.
S4.3 Restrictions on Piggyback Mode
One Infantry Unit can piggyback on one Vehicle Unit at a time.
A Vehicle Unit cannot carry an Infantry Unit unless the Vehicle Unit has at least as many Steps as the Infantry Unit.
Vehicle and Infantry Units in piggyback mode together count as one Unit for stacking purposes, but both count against the mass modifier.
Infantry Units in piggyback mode can perform no Actions. The Vehicle Unit cannot perform any Action other than move while in piggyback mode (and yes this restriction includes Assault and performing Opportunity Fire) and dismounting the Infantry Unit.
Infantry Units with Organic Transport can never piggyback.
S4.4 Piggyback Mode and Combat
When fired on by Direct or Indirect Fire (and airstrikes), Units in piggyback mode both count for the mass modifier. Both the Infantry Unit and the Vehicle Unit suffer the same fire combat die roll as if they were fired on separately, i.e., just apply the roll first to one and then to the other. Any terrain modifiers or marker modifiers for the Vehicle Unit also apply to the Infantry Unit. If either Unit takes a fire result (remember that passing an "S?" is no effect), the Infantry Unit must dismount (this does not trigger Opportunity Fire) immediately, and the combat results are then applied. This mandatory dismount ends the Activation of the Vehicle Unit. If the dismount causes overstacking in the hex, eliminate the Infantry Unit. The Infantry Unit may not be in Column when it dismounts.
If the Units are Assaulted, the Infantry Unit must dismount (and this does not trigger Opportunity Fire) when the Assault is declared, and then perform the Assault procedure as normal, starting with Opportunity Fire from the Units being Assaulted. If this dismount causes overstacking, eliminate the Infantry Unit.
If the Vehicle Unit in piggyback mode is the target of Indirect Fire, and this causes a mandatory dismount, the Infantry Unit suffers the result of the Indirect Fire die roll along with the Vehicle Unit but does not also take the "S?" result that other Units in the hex have to take.
S5.0 German Special Rules
S5.1 German Reorganization
S5.1.1 Eindhoven Regional Command/KG Chill. Replace the Eindhoven Regional Command display with the KG Chill display at the start of the 0700 9/20 turn. Any Formations on the Eindhoven Display are placed in the same place on the KG Chill display. All German TQ ratings anywhere on the Where Eagles Dare map are all increased by one and all German white (and only white) assault ratings are increased by one.
S5.2 The Eindhoven Air Raid
At the start of the game, the German player secretly places his 3 raid markers on the game turn track on the 18th, 19th and 20th turns. Two are not raids and are decoys but one is the actual raid. Reveal each marker during the Reinforcement Phase on either the corresponding Night Turn of the 18th, 19th or 20th.
Until the Allied player spends a total of 4 Dispatch Points to stop this, each time an Allied player pulls the 101st Airborne or Guards Armored Division Activation chit, immediately (before he rolls for new Command or Dispatch Points) add a Club Route Closed marker to the Hell's Highway box.
The Allied Player may spend Dispatch Points to stop this effect when an Allied Divisional Activation chit is picked from the cup and after he has rolled for more Dispatch Points. When subsequent Divisional Activation chits (either the 101st or the Guards Armored) are picked, if the 4 total Dispatch Points have not yet been spent, add one more Club Route Closed marker to the Hell's Highway box. The Dispatch Points do not all need to be spent at once but until a total of 4 Dispatch Points are spent, the German will keep adding Club Route Closed markers to the Hell's Highway box when either the 101st or Guards Division Activation is chosen. This Club Route Closed marker is in addition to a Club Route Closed marker that might occur from a German Unit or Heavy Barrage.
S5.3 Divisional Trucks
There is a series of Units labeled Divisional Trucks and these appear at the start of play or as reinforcements. These are kept off the map until used.
If In Command, a Unit of the owning Division may use these assets. As an Action the Leg Unit may mount just as if it had Organic Transport. Place the Divisional Truck on top of the Unit now mounted in the trucks. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, remove the Divisional Truck from the map, and it is kept off map until used again. If eliminated or abandoned, these assets are removed from the game, otherwise they can be reused an unlimited number of times.
The counter mix is an absolute limit and players may not create more.
S5.4 German Flak Units
At the start of the game, the German player randomly places his immobile flak Units face down in the hexes designated in the scenario setup rules. The flak Units are flipped over on the first turn of the game during step 5 of the sequence of play.
S5.5 KG Huber
There are two sets of Units for KG Huber on the countersheet and they are marked with an asterisk. The Units of KG Huber can be either part of the 59th Infantry Division or KG Chill — but not both. On the Night, September 17th Turn, the German player chooses which Division will control KG Huber. If he chooses the 59th Infantry Division, KG Huber enters on the 0700, September 18th and is considered a 59th Infantry Formation. If he chooses KG Chill, KG Huber enters on the Night, September 21st Turn and is considered a KG Chill Formation. Place the not-chosen Formation to the side and it is not used in the game.
S6.0 Allied Special Rules
S6.1 Allied Supply
S6.1.1 Interdicted Drop Zones. If a German Unit occupies a hex in a Division's supply drop zone at the time of the supply drop, then all Units of that Division have their Troop Quality Rating reduced by 1 until the next non-interdicted supply drop.
S6.1.2 Club Route Closed. If Club Route is closed, Guards Armored Division Units have their Troop Quality Rating reduced by 2.
S6.2 Allied Dispatch Point Discounts
For the 101st Airborne if the Allied player purchases two Formation Activation Chits of the same Division at the same time, he may add into the mug the Independent Formation and Artillery Formation Activation Chits of the Division at no additional cost in Dispatch Points.
For the Guards Armored Division, if the Allied player purchases both the Group Hot and the Group Cold Formation Activation Chits at the same time, he may add the Guards Armored Independent Formation and Guards Armored Artillery Formation Activation Chits at no additional cost in Dispatch Points.
S6.3 Divisional Jeeps
There is a series of Units labeled Divisional Jeeps and these appear as reinforcements. These are kept off the map until used.
If In Command, a Unit of the owning Division may use these assets. As an Action the Leg Unit may mount just as if it had Organic Transport. Place the Divisional Jeep on top of the Unit now mounted in the jeeps. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, remove the Divisional Jeep from the map, and it is kept off map until used again. If eliminated or abandoned, these assets are removed from the game, otherwise they can be reused an unlimited number of times. The counter mix is an absolute limit and players may not create more.
S6.4 Night Turn Restrictions on Guards Armored and 43rd Infantry
The Allied player may not purchase any Formation Activation Chits for the Guards Armored Division and the 43rd Infantry Division to play it during a night turn. If one of those chits is drawn as the last chit on a 1900 turn it is wasted and not played during the night turn (and the first chit in play for that night turn is the first chit drawn from the mug).
S6.5 44 RTR and the 15/19 KRH
These Units are Independent Units of the 101st Airborne Division in all ways.
S6.6 101st Airborne Non-Formation Command
101st Airborne Division Units are considered In Command if they are within Command Range of any 101st Airborne Division Leader and not just their Formation Leader. However, if a 101st Airborne Division Unit is In Command by a Leader other than its Formation Leader, it must pay 2 Command Points for an Action that would otherwise cost 1 Command Point. Notwithstanding this rule, a 101st Airborne Division Unit that is in the Command Range of another 101st Airborne Division Leader does not become Active if the Formation Activation Chit of the other 101st Airborne
(The sentence ends here in the printed rulebook — this is reproduced as printed.)
S6.7 American Telephones
An American Unit is In Command if both the Unit and Leader are in a town, city, fortified hex, strongpoint or an observation post and the Leader has a telephone symbol on his counter. The two hexes can be anywhere on the map.
S6.8 Self Command
The following Allied Units are always considered to be In Command, no matter how far they are from any Leader: A/2 HHC, B/2 HHC, C/2 HHC, D/2 HHC, 101 Recon.
S6.9 Heroes
Only one Hero is included for Where Eagles Dare. The remainder are used in The Devil's Cauldron. These markers are one-time use markers. You use them for their effect and they are removed. The effect is immediate and may be played at any time during movement or after a die roll has been made as applicable.
Should a Unit of the 502 PIR suffer a 1 Step Loss or an E result in any combat, the Allied Player may play the PFC Joe Mann marker to negate the combat loss immediately after the roll has been made that caused the loss. Additionally, all disruptions or Suppressions that are in the Allied hex just fired upon are removed as well (even if from previous combat). Mann may only be played in The Best Laid Plans scenario or the Campaign game.
S6.10 231st Brigade
Units of the 231st Brigade may never move north of the "Deployment Limit 231st Brigade" line on the Eindhoven Map for any reason. If for any reason they are north of this line, eliminate the Unit immediately as it crosses the line.
Additionally, in Where Eagles Dare, while this Formation is a 43rd Infantry Division, the Guards Armored may pay Command Points and Dispatch Points for this Formation.
Optional Rules
The following are optional rules that may be used if both players agree to them.
O1.0 Covering Fire
This rule was suggested by David Hoskins, a playtester. We include it here as an optional rule. When a friendly unit triggers Opportunity Fire, if one or more friendly non-Mortar Units, that are not also triggering Opportunity Fire, are adjacent to the enemy Unit that is firing, a -1 modifier applies to the enemy's Fire Rating.
O2.0 Alternate Chit Draw Mechanism
The Grand Tactical Series game system was created to attempt to follow actual battlefield pacing as much as possible. We fully recognize that some of the system might strike the true cardboard warrior as a little too limiting. For those players that want more fighting and a more dynamic game, we offer this alternative way of playing. Discard the Direct Command chit from the game and disregard all the movement and fire restrictions on the Division Activation. Play the remainder of the game as per the rules. This will be a more "standard" wargame.
Losses should skyrocket so you might want to play this method with the replacements optional rule as well. No promises on historical accuracy and timing here but it should be a lot of fun to play.
O3.0 German Lost Rule
The following rule is suggested in order to prevent some highly mobile German Units from roaming in an ahistorical manner.
Anytime a German Unit is more than twice the range from a Leader that can Command it, the Unit must make a Troop Quality Check each time it attempts to move to a hex that maintains or increases this distance. If the Unit fails the Troop Quality Check it becomes lost, and the Allied player gets to move the Unit following the Lost random event rules. Once the Allied player starts moving the Unit, no more Troop Quality Checks need to be made.
O4.0 Airborne Tanks
Players can see if having armor would have mattered. Included for the 101st Airborne are 2 companies of both more plausible Tetrarch tanks, and more capable and less likely Locust tanks. One type of tank should be selected for use. These tanks land in Drop One in any landing zone in use during that drop, with each Unit arriving as a separate stick. Each Unit is placed under a delay marker.
Scenarios
General Comments
For the scenarios, please remember the following:
- All Units start at full strength, unless otherwise noted.
- Units may start piggy-backed.
- Leaders stack with any of their Units at set-up, unless otherwise noted.
- All Units may set-up mounted or not, in Column or not (observing stacking limits) at the owning player's choice, except when otherwise noted.
- Improved positions, entrenchments, road blocks, and Rearguard Units are only set-up where noted.
- No artillery contact markers are placed at set-up, unless otherwise noted.
- Reinforcements and air drops may arrive overstacked.
- Reinforcements may arrive at any of their divisional reinforcement hexes, unless noted otherwise.
- Leaders arrive with the first Unit of their Formation, unless otherwise noted.
- The last chit drawn for a turn becomes the first chit in play the next turn, except when otherwise noted.
- If mentioned, Scenario Boundary Markers are placed to determine the area of play in the scenario. No units may move outside this area when so noted.
"A Drive in the Country"
1300 9/11/44 — 1300 9/11/44. Introductory Scenario #1
After Joe's Bridge was captured on September 10th, the front stabilized but the Allies knew that time wasn't on their side. It was decided that a reconnaissance deep into German lines was needed to see how far in depth the Germans were in The Netherlands. In addition, the condition of the first bridge over the Dommel south of Valkenswaard needed to be determined if the British were to resume the advance. So at 1pm, D squadron of 2/HHC was ordered to charge through enemy lines and reconnoiter the Bridge. They sped through the front lines at 60 miles an hour and completely surprised the Germans. Several minutes later they had come to the bridge and saw a PzIV sitting right on top of the span. Seeing tanks did just fine on the bridge, they turned around and headed home. The squadron even enjoyed a cup of tea at a local cafe and chatted with some Dutch on the way back. The Germans were alerted upon their return and each vehicle was shot up as they stormed back home — but they returned safely to give the Allied commanders the reassurance about the German's position. Market Garden was given the go ahead for the following Sunday.
Set-up
The map to be used for this scenario is the "Valkenswaard Map." Place scenario boundary markers on hexes 46.226, 39.223, 55.200 and 61.203. The first turn of the scenario is 1300, on September 11. Only steps 6 through 9 of the sequence of play are used in this scenario. The weather is clear, and does not change.
Allied
All the Allied Units are found on the first counter sheet. Use these counters and not their campaign game counterpart.
- D(-)/2HHC (in column) in hex 44.224
- King's/1 GG in hex 44.223
- 3/1 GrenGds in hex 45.224
- S(Mtr)/1 GG in hex 43.225
- B/55 Fld, RA in hex 44.225
Events:
- No effect — Nothing happens.
- Cafe — The Brits stop for a spot of tea. Roll a die and multiply the result by 4. The D(-)/2HHC unit must expend that number of movement points before it can leave the hex. After the amount has been deducted, the unit may move as normal. Note that it may take more than one impulse to pay the entire movement points cost incurred by this event.
- Dutch — The Brits are welcomed by a mob of happy Dutch civilians. The D(-)/2HHC unit must immediately end its activation and may move no more this impulse.
- HK Team — Immediately attack the D(-)/2HHC unit with a 4 firepower, dual purpose (white) shot. Apply the results immediately and then continue with the D(-)/2HHC's impulse. No Modifiers apply to this attack.
Command Values
Dispatch Points are not used this scenario, only Command Points. No Activation chits will be purchased.
For the Guards Armored Division the Command Rating is 3. The division starts with 4 Command Points.
The German player receives no Command Points.
Reinforcements
None
Chits
The following chits are placed in the mug and randomized: Guards Independent Formation Activation, the Allied Direct Command, Guards Armored Artillery, Guards Divisional Activation.
The first chit in play is determined by drawing a chit out of the cup. Play proceeds until all Chits have been drawn and all impulses completed or the Victory conditions have been met by either side. No chits are purchased in this scenario.
Victory Conditions
Allied Victory: The D(-)/2HHC unit must move to hex 55.202 and then return the Unit to hex 44.225.
German
All the German Units are found on the counter tree as marked here for Scenario 1. Use these counters and not their campaign game counterpart.
- 3/FJ and 1/FJ in hex 44.222
- 2/FJ in hex 46.223
- PzErs in hex 56.201
Events: Randomly select one Event marker from the counter mix for Scenario 1 and place it in hex 52.210. This event is triggered when the D(-)/2HHC unit enters the hex. After the D(-)/2HHC unit leaves the hex, randomly select and place another Event marker in the hex (so it will trigger an event on the way up and then on the way back).
Victory Conditions
German Victory: The German Player wins if the Allied Player doesn't achieve his victory condition.
Scenario Special Rules
The German Player does not receive the +3 Fire Zone to Fire Zone modifier until the D(-)/2HHC unit has entered hex 55.202. Once entered, all modifiers now apply.
No units except D(-)/2HHC may move. D(-)/2HHC unit may not leave the marked Club Route road that runs from hex 44.225 to hex 55.202.
All Units are always In Command at all times.
No road blocks may be created or Rearguard Units deployed during this scenario by either player.
The Allied artillery Unit can perform Indirect Fire with no minimum range restriction.
"Son with the Wind"
1500 9/20/44 — 1700 9/20/44. Introductory Scenario #2
This was the moment when the Germans had the best chance to win the entire battle. As elements of the 107th Panzer Brigade arrived in the area, they began massing to attack the corridor that held the life line for all of Market-Garden. Pressed to attack before he felt he was ready, Major von Maltzahn launched his attack in the late morning of the 20th. The Major's reticence would be telling later. His initial plan was to drive over the Dommel (at hex 70.166) and attempt to cut off the Allies to the south. As he approached the battlefield, he was told by a Dutch Farmer that the bridge over the Dommel was too weak to support the German tanks. The Major redirected his attack and as luck would have it, it now was approaching the most vulnerable point on the entire Allied Front. He approached just to the north of the Wilhelmina Canal and came across a culvert. He went under the canal and popped out just 500 meters from the Bailey Bridge at Son. To the German's shock, there right in front of them was the vital Bailey Bridge. Victory for the entire operation was within their grasp.
American forces frantically scraped up anything nearby and threw themselves at the advancing Panthers. 10-man Bazooka teams were thrown in and anything else that could be found. In the end, while the Dutch Farmer had inadvertently helped the location of the German advance by his warning about the Dommel bridge, the tentative Germans had wasted so much time regrouping that the final attack came so late in the day that there wasn't enough time to attack the Bailey.
A few miles to the south, the Germans also attacked to secure the town of Nuenan and its important location to launch further attacks to the south. Defending the town was the famous "Easy" company of the 506th Regiment and a squadron of British tanks. Here the Germans were more successful and the town was secured.
107 Panzer Brigade's Panthers would withdraw with the coming of night and would later choose to meekly attack to the south from the Nuenan bastion using standoff weapons over the next few days. Although disruptive to XXX Corps supply lines, the 107th was ultimately unsuccessful in the south and would have to wait until the major attack at Veghel on the 22nd for their next opportunity to win this battle.
Set-up
This scenario uses the "Son Map." Place scenario boundary markers on hexes 72.145, 89.154, 63.160 and 79.168. The first turn is 1500, on September 20th. Play begins with step 5 of the sequence of play, and steps 1 through 4 will not apply throughout this scenario. Weather is Clear for the entire scenario. Play ends on the 1700 turn when there are no more chits left in the cup (the last chit is in play for this scenario).
Allied
All the Allied Units from countersheet 1.
- 101st Airborne Division, Independent: Bazooka squads are placed in hexes 67.157, 68.157, 67.158; 14 Fld Sqn, RE (Bailey Side up); B/81 AB AA/AT are placed in hex 66.157; 101 HQ is placed in hex 66.156
- 101st Airborne Division, Independent: Easy/2/506 and B/15/19 KRH are placed in hex 77.165
Events:
Whenever either player rolls a "9" in any Opportunity or Direct Fire (but not Assault Fire), draw one Event from the Event Cup. Once drawn, it is placed to the side and may not be drawn again.
- Reinf! (with the US Infantry image) — Place 3 Glider Pilots and A(-)/1/506 in hex 66.157.
- Reinf! (with US Armor image) — Place A/15/19 KRH in hex 66.156.
- Reinf! (with German Infantry image) — Place all of KG Klemm in hex 67.162.
- Dutch Farmer — Reduce the number of German Command Points by 1/2 (round fractions down).
Note: should any reinforcement arrive in a Fire Zone, this is an Opportunity Fire trigger.
German
The German Units from countersheet 1.
- KG Walther, Independent: 1./Pz 2107 (with 2/FJ Regt.21 piggybacked) is placed in hex 87.155; 4./Pz 2107 (with 1./FJ Regt.21 piggybacked) and 1./PG 2107 is placed in hex 87.156
- 59th Infantry Division, Independent: s.Flak Abt 424 is placed in hex 51.159
Markers
Neither player may build any road blocks, or deploy any Rearguard Units during the scenario.
Command Values
Each Division has a Command Rating of 4. Dispatch Points are ignored for this scenario, and the activation chits to be used are already determined (see below).
The Command Points at the start of the scenario are: KG Walther — 6 Command Points; 101st Airborne — 2 Command Points.
Reinforcements
Arrive via Events above.
Chits
The following chits are placed in the mug and randomized: KG Walther Division Activation, 101st Division Activation, Allied Direct Command.
The German Direct Command chit is not placed in the mug, as it will be the first chit in play for the first turn of the scenario.
Place these same chits back in the cup for the second turn. The last chit drawn for the first turn is put into play for both turns of the scenario.
Victory Conditions
If by the end of the scenario (when the last chit is drawn on the second turn), the German Player has destroyed the Bailey Bridge, he wins. If he is the sole occupier of hex 77.165, it is a draw. Any other result is an Allied Victory.
Special Scenario Rules
All Units are considered In Command throughout the scenario.
The German Panther Unit (1./Pz 2107) may not leave Column or exit a road hex throughout the scenario.
The Allied Units in hex 77.165 may not move throughout the scenario and will rout and be taken off the board if either Unit takes one Step Loss.
Hex 67.162 is treated as a reinforcement hex. Additionally, there is no need to bring in the leader for KG Klemm, as all Units are In Command for the scenario.
If KG Klemm arrives as a reinforcement, immediately add the 59th Infantry Division Division Activation Chit into the cup. KG Klemm can spend the Command Points of KG Walther.
"The Best Laid Plans"
0700 9/18/44 — 1900 9/19/44. Intermediate Scenario
On the 17th, the Allies sent a lone company to secure the reserve bridge at Best. This company at first got lost and veered into the town itself and were met head on by strong elements of the quickly arriving 59th Infantry division. After a sharp fight, a small detachment made it to the bridge and held out as the Allies rallied more force to try and take the bridge (now made far more important when the Son Bridge was blown). Eventually, this battle would occupy more than half of the 101st for the next few days and would leave other vital areas with little force to protect Hell's Highway. It was only after Allied air power broke the German's back that the battle was decided.
Set-up
This scenario uses the Son Map, the Eindhoven Map and the Veghel Map (yeah, sorry about that). Place scenario boundary markers on hexes 52.142, 73.153, 64.168 and 42.157. The first turn is 0700, on September 18. Play begins with step 5 of the sequence of play, and there is no need to perform steps 1 or 3 throughout the game. The weather is clear for the duration of the scenario.
Select randomly four 59th Division flak Units and place them face down on the map in the hexes listed below.
- 59th Infantry Division: 49.154, 47.155, 47.157, 49.159
German
All German Units are from countersheet 1.
- 59th Infantry Division, Independent: Ers, 1./Pio 159 are placed in hex 51.158.
- 59th Infantry Division, KG Dewitz: 1./I/1036/59 is placed in hex 49.153; 2./I/1036/59 is placed in hex 49.154; 3./I/1036/59 is placed in hex 50.154; 5./II/1036/59 is placed in hex 50.155; 7./II/1036/59 is placed in hex 51.156; 6./II/1036/59 is placed in hex 51.157; Gr.W./II/1036/59 is placed in hex 47.154; Gr.W./I/1036/59 is placed in hex 47.156. Leader/KG Dewitz may be placed with any Unit of his command.
- 59th Infantry Division, Artillery: II./159/59 is placed in the 59th Infantry Division Artillery Park.
Allied
All Allied Units are from Scenario 3 from countersheet 1 (except for the 3 US Airborne Artillery, these are taken from the scenario 4 counters).
- 101st Airborne Division, 502 PIR: Wzbwski (entrenched) is placed in hex 52.157
- 101st Airborne Division, 502 PIR: H/3/502 (IP) is placed in hex 52.154
- 101st Airborne Division, 502 PIR: I/3/502; G/3/502, S(Mtr)/3/502 is placed in hex 53.152
- 101st Airborne Division, 502 PIR: Leader/502; D/2/502, E/2/502; F/2/502; S(Mtr)/2/502 are all placed in hex 67.151
Markers
Place the Best Road Bridge (not wired) marker on the map. The Bridge is currently contested.
The Allied player can build road blocks and deploy Rearguard Units, up to the limit of the counter mix.
Command Values
For the 101st Airborne Division, the Command Rating is 5 and the Dispatch Rating is 3. The Division starts with 9 Command Points and 2 Dispatch Points.
For the 59th Infantry Division, the Command Rating is 6 and the Dispatch Rating is 3. The Division starts with 3 Command Points and 0 Dispatch Points.
Events
Whenever either player rolls a "9" in any Opportunity or Direct Fire (but not Assault Fire), draw one Event from the Event Cup. Once drawn, it is placed to the side and may not be drawn again.
- Lost — The German player may pick one Allied stack or unit. The chosen stack (or Unit) is moved by the German player in any manner he wishes up to the Stack's full movement allowance and according to all normal movement and Opportunity Fire rules (Opportunity Fire would only take place if the lost Unit begins its movement by the German player in a German Fire Zone). As different units move differently and pay different costs, this movement continues until one unit in the stack runs out of Movement Points. However, this "lost movement" ends as soon as the lost stack enters a German Fire Zone. At the end of movement and after any Opportunity Fire is resolved, all Units that were lost are Suppressed.
- Air Strike — 2 Typhoons may attack any German Unit in play. No modifiers apply to this attack.
- Ammo — The German player may remove up to 5 cohesion hits that are currently on any of his Units.
- Rout? — The Allied Player may choose any German Formation and roll a die. Should he roll a number LESS than the number of step losses that Formation has sustained, that Formation is routed and removed from the map. Any Independent Units within range of the affected Leader are also removed.
- Farm Carts — The Allied player may take any three Units that have taken a step loss and flip them back to their full strength side.
- Blown — The Best Bridge has been blown if it is currently German controlled and not contested. Place a destroyed bridge marker on hex 52.158. If it is contested, ignore the Event and place the Event to the side. It may not occur again.
Reinforcements
Allied Reinforcements
- September 18th, 0900: 101st Airborne, Independent: B/2 HHC; C/2/HHC are placed in hex 56.164
- September 18th, 1300: 101st Airborne Division, 502 PIR: C/326 Eng is placed in any hex of LZ W; 101st Airborne Division, 327 GIR: A/1/401; B/1/401; C/1/401; S(Mtr)/1/401 are placed in any hex of LZ W
- September 18th, 1700: 101st Airborne Division, 327 GIR: D/2/327; E/2/327, F/2/327; S(Mtr)/2/327 are placed in any hex of LZ W
- September 19th, 0900: 101st Airborne, Independent: B/15/19 KRH; C/15/19 KRH are placed in hex 66.156
- September 19th, 1100: 101st Airborne Division, Artillery: Leader/101 Artillery; 377 Para Fld Bn; 321 Gldr Fld Bn; 907 Gldr Fld Bn are placed in any hex of LZ W
- September 19th, 1300: 101st Airborne Division, Artillery: A/86 Medium is placed in any hex of LZ W
German Reinforcements
- September 18th, 0900: 59 Infantry Division, KG Klemm: Leader/KG Klemm; 1./I/1034/59; 2./I/1034/59; 3./I/1034/59; Gr.W/I/1034/59; 5./II/1034/59; 6./II/1034/59; 7./II/1034/59; Gr.W/II/1034/59 are placed in hex 47.151
- September 18th, 1100: 59th Infantry Division, Artillery: I./159/59; III./159/59 are placed in the 59th Infantry Division Artillery Park
Chits
The following chits are placed in the mug and randomized: 101st Airborne Division Activation, 59th Infantry Division Activation, German Direct Command, Allied Direct Command.
The 502/PIR Formation Activation chit is not placed in the mug, as it will be the first chit in play for the first turn of the scenario.
All chits are used in the coffee mug. No chit is left at the end of the Activation Phase. Randomly choose a new chit at the start of the next Activation Phase.
PFC Joe Mann is available for use in this scenario.
Victory Conditions
If the German Player has any Units in hex 47.156 and hex 51.158 or the Best Bridge has been blown, the German Player has won the scenario. Any other result is an Allied win.
Special Scenario Rules
Hex 47.151 is treated as a reinforcement hex.
"Hell's Highway"
0700 9/22/44 — Night 9/23/44. Advanced Scenario
The moment of truth for Hell's Highway came on September 22nd and 23rd. The Germans massed everything they could to attack the highway in several places hoping to overwhelm the Allied forces spread throughout the battlefield. They choose to attack Veghel and the road north of the town but they had plenty of other options.
The Germans hoped that a combined thrust from both the east and west would overwhelm the American defenders and cut the highway for a long enough period to allow the Allied forces farther to the north to be destroyed. The 107th Panzer Brigade planned a three-pronged attack. The main drive was to hit north of Veghel and, after having cut the road there, to move to the south and destroy the numerous bridges in and around Veghel. The northernmost force succeeded in cutting the road and destroying numerous supply vehicles that were bumper to bumper on Hell's Highway.
The situation was so dire that a significant force from XXX Corps was detached from the important fighting in Arnhem to move south and secure the road. The road would be cut for almost all of the 22nd.
To the west, the German forces there were still disorganized from continual American spoiling attacks over the past 2 days and weren't able to march on the highway until early the next morning. Although stretched almost to the breaking point, the Paratroopers cleared the road to the north and fought off the attacks from the west.
The first turn is 0700, on September 22. Play begins with step 5 of the sequence of play, and there is no need to perform steps 1 or 3 throughout the game. The weather is clear for the duration of the scenario.
Set-up
This scenario uses all the maps except the Valkenswaard map. Place scenario boundary markers on hexes 80.105, 06.118, 43.152, 83.172. Draw a line directly from the left to the right; all areas in that hexrow and all areas below and above the two lines are in play for this scenario.
Allied (sets up first)
All Allied Units are in the Scenario 4 set on the countersheet. You'll need the Divisional Jeeps from the Campaign game countermix. Units must be placed unmounted, not in IP and not in Column unless specifically noted. Any Rearguards not specifically mentioned are available for use.
- 101st Airborne Division, 506 PIR: Leader/506; S(Mtr)/2/506 are placed in hex 90.114
- 101st Airborne Division, 506 PIR: Easy/2/506 (in IP) is placed in hex 91.116
- 101st Airborne Division, 506 PIR: Rearguard (in IP) is placed in hex 95.118
- 101st Airborne Division, Independent: A/2 HHC is placed in any hex within Command Range of Leader/506
- 101st Airborne Division, 501 PIR: S(Mtr)/2/501 is placed in hex 77.127
- 101st Airborne Division, 501 PIR: D/2/501; E/2/501; F/2/501 are placed within 5 hexes of 77.127. Any Units may be placed in an IP
- 101st Airborne Division, Independent: B/81 AB AA/AT (mounted and in column) is placed in hex 67.136
- 101st Airborne Division, Independent: E/81 AB AA/AT (mounted and in column) is placed in hex 67.137
- 101st Airborne Division, Independent: D/81 AB AA/AT (mounted and in column) is placed in hex 66.137
- 101st Airborne Division, Independent: 165 Hvy AA, RA may be placed on any hex of Club Route
- 101st Airborne Division, 501 PIR: Rearguard is placed in 89.132. The Unit may be placed in an IP
- 101st Airborne Division, 501 PIR: Rearguard may be placed 58.116. The Unit may be placed in an IP
- 101st Airborne Division, 501 PIR: Rearguard is placed in 83.136. The Unit may be placed in an IP
- 101st Airborne Division, 501 PIR: Leader/501, S(Mtr)/1/501 are placed in hex 56.125
- 101st Airborne Division, 501 PIR: A/1/501; B/1/501; C/1/501; G/3/501; H/3/501; I/3/501; S(Mtr)/3/501 are placed within 5 hexes of the Leader/501
- 101st Airborne Division, Independent: C/44 RTR; Recce/44 RTR; A/81 AB AA/AT are placed within 5 hexes of Leader/501
- 101st Airborne Division, 502 PIR: Leader/502 is placed in 61.141
- 101st Airborne Division, 502 PIR: A/1/502; B/1/502; C/1/502; S(Mtr)/1/502; D/2/502; E/2/502; F/2/502; S(Mtr)/2/502; G/3/502; H/3/502; I/3/502; S(Mtr)/3/502 are placed within 5 hexes of hex 61.141
- 101st Airborne Division, Independent: A/44 RTR is placed within 5 hexes of hex 61.141
- 101st Airborne Division, 502 PIR: Rearguard placed in 60.135, 53.138 and 41.142. Any Units may be placed in an IP
- 101st Airborne Division, Artillery: Leader/Artillery; 377 Para Fld; 321 Gldr Fld; 907 Gldr Fld may be placed within one hex of 58.142
- 101st Airborne Division, 327 GIR: Leader/327 is placed in hex 66.156
- 101st Airborne Division, 327 GIR: A/1/401; B/1/401; C/1/401; S(Mtr)/1/401; D/2/327; E/2/327; F/2/327; S(Mtr)/2/327; AT/327 are placed within 5 hexes of hex 66.156
- 101st Airborne Division, Independent: B/44 RTR (in Column) is placed in hex 66.150
- 101st Airborne Division, Independent: F/81 AB AA/AT (mounted and in Column) is placed in hex 66.158
All Divisional Jeeps are available for use but are not in play at the start of play. All Rearguards and Roadblocks not in play are available for use.
German
All German Units are in the Scenario 4 set on the countersheet. You'll need the Divisional Trucks from the Campaign game countermix. Units must be placed unmounted, not in IP and not in Column unless specifically noted.
- KG Walther, Pz-Brig. 107: KG Roestel; KG 3./Richter (piggybacked and in Column) are placed in hex 93.148
- KG Walther, Pz-Brig. 107: 5./PG 2107 (mounted and in Column) is placed in hex 94.148
- KG Walther, Pz-Brig. 107: 3./Pz. 2107; 2./KG Richter (Piggybacked and in Column) are placed in hex 94.135
- KG Walther, Pz-Brig. 107: 2./PG. 2107 (Mounted and in Column) is placed in hex 94.136
- KG Walther, Pz-Brig. 107: Leader/Pz.Brig. 107 is placed in hex 02.142
- KG Walther, Pz-Brig. 107: 1./Pz. 2107; 2./Pz. 2107; 4./Pz. 2107; HQ/Pz.Brig. 107; 1./KG Richter; 1./PG. 2107; 3./PG. 2107; 4./PG. 2107; Gr.W./PG. 2107 are placed within one hex of hex 02.142
- KG Walther, Artillery: Leader/Artillery; 2./Krause (Mounted and in Column) are placed in hex 03.144
- KG Walther, Artillery: 1./Krause (in Column) is placed in hex 03.145
- KG Walther, Pz-Brig. 107: 1./KG Voss; 2./KG Voss; 3./KG Voss are placed within one hex of 98.120
- KG Chill, Artillery: 9./III/185; 14./III/HG; 17SS/II/185; 10SS/11/185 are placed in the KG Chill Artillery Park
- KG Chill, KG Huber: Leader/KG Huber; 2./559 PzJgr; 4./KG Huber (piggybacked, one-step side) are placed in hex 49.129. These Units must be placed in Column
- Place the KG Chill Artillery Park in hex 45.124
All Divisional Trucks are available for use. Reinforcements may arrive already mounted on Divisional Trucks (if available).
Markers
Place the Veghel Bridge in hex 75.129. It is Allied controlled and not wired.
Events
Whenever either player rolls a "9" in any Opportunity or Direct Fire (but not Assault Fire), draw one Event from the Event Cup. Once drawn, it is placed to the side and may not be drawn again. If all Events have been played, just ignore any future applicable "9" rolls. For players that would prefer a less random game, the Luck Mitigation rule for Events is strongly encouraged.
- German Reinf (1st one drawn): KG Chill, KG Huber: Leader; KG Huber; 1./KG Huber; 2./KG Huber; 3./KG Huber; 5./KG Huber; 6./KG Huber; 7./KG Huber; 8./KG Huber; 9./KG Huber; Gr.W/KG Huber; 1./559 PzJgr; 2./559 PzJgr are placed on Reinforcement Hex C: 41.131. Add an additional 4 Command Points to the KG Chill track.
- German Reinf (2nd one drawn): KG Chill, KG vd Heydte: 1./III/HG; 2./III/HG; 3./III/HG; 4./III/HG; Gr.W/III/HG; 1./KG Finzel; 2./KG Finzel; 3./KG Finzel; 4./KG Finzel; 1./2 FJ; 2./2 FJ; 3./2 FJ; Gr.W/1/H2 2FJ are placed on Reinforcement hex D (hex 53.113). KG Chill, KG vd Heydte: 15.Pionier; AA KG vdH; 1./I; 2./I; 3./I; 4./I; 9./III; 10./III; 11./III; 12./III; Flak/10; 14./Gr.W./IV; Pz.Jgr/IV; 2./III/185; 16./III/HG; 4./975 are placed on Reinforcement Hex D (51.115). Leader/vd Heydte may be placed on either Reinforcement Hex. Immediately add the KG vd Heydte Formation chit to the cup. It may be drawn for this turn. Add 5 Command Points and 1 Dispatch Point to the KG Chill Division Display.
- Allied Reinf (1st one drawn): 101 Airborne Division, 506 PIR: A/1/506; B/1/506; C/1/506; S(Mtr)/1/506; D/2/506; F/2/506; G/3/506; H/3/506; I/3/506; S(Mtr)/3/506 are placed in hex 66.163. 101 Airborne Division, Independent: C/81 AB AA/AT; C/15/19 KRH are placed in hex 66.163. Immediately add the 506 PIR Formation Activation chit to the cup. It may be drawn this turn.
- Allied Reinf (2nd one drawn): Guards Armored, Group Cold: place all Units of Group Cold on hex 94.112. 101st Airborne, Artillery: A/64 Medium, RA; B/64 Medium, RA; C/64 Medium are placed on hex 94.112. Immediately add the Guards Armored Division Activation and the Group Cold Formation Activation chit to the cup. Guards Armored Division now has 8 Command Points and 2 Dispatch Points on its Divisional Chart.
- Air Strike — The Allied Player may attack with 4 Typhoon Air Attack markers. Just place the 4 markers on any applicable hex and conduct a 6 (white) Fire attack. These markers must all be placed before any attack is resolved, in a hex that can be seen by an Allied Unit. No Modifiers apply to this attack.
- Rout? — The Allied Player may choose any German Formation and demand a Rout check. The German Player must roll a die and should his roll be LESS than the number of steps that have been lost in this scenario, the Formation has routed and is removed from the board. Any Independent Units within range of the Formation's Leader will also be removed from play.
- AA Gun — The Allied Player may fire on any German Unit that is within one hex of Club Route with a 3 (yellow) FP. No Modifiers apply to this attack.
- Rations — Place on any Allied Formation in play. That Formation may not perform any Movement Action until 3 Dispatch Points are paid during the 101st or Guards Divisional Activation (as applicable to the Formation chosen).
Command Values
For the 101st Airborne Division the Command Rating is 7 and the Dispatch Rating is 3. The Division starts with 8 Command Points and 5 Dispatch Points.
For KG Walther the Command Rating is 8 and Dispatch Rating is 4. The Division starts with 12 Command Points and 4 Dispatch Points.
For KG Chill the Command Rating is 5 and the Dispatch Rating is 4. The Division starts with 4 Command Points and 1 Dispatch Point.
Reinforcements
Allied Reinforcements: All Allied Reinforcements arrive via Events.
German Reinforcements: All German Reinforcements arrive via Events.
Chits
The following chits are placed in the mug and randomized: 101st Division Activation, 101st Artillery Formation Activation, Allied Direct Command, KG Chill Divisional Activation, KG Walther Division Activation, KG Walther Artillery Activation, German Direct Command, 501 PIR Formation Activation, 502 PIR Formation Activation.
The Pz-Brig.107 Formation Activation chit is not placed in the mug and is the first in play.
Scenario Special Rules
The Units that arrive with the German reinforcement event with the pale blue stripe (1./2 FJ; 2./2 FJ; 3./2 FJ; Gr.W/1/H2 2FJ), if they are In Command by any German Leader, 2 Command Points may be spent for an Action instead of the typical 1 Command Point to activate a Unit.
Allied Units may not move within three hexes of the German Artillery Park.
Weather: The weather is clear for both days.
Night effects: All US Airborne Units have both Assault values increased by one throughout both Night Turns.
The last chit in the cup is not played and will become the first chit for the next turn.
Luck Mitigation Rule
If Players would prefer to have the Events happen in the actual historical order, do not draw an Events chit from the cup when an Event occurs. When an Event occurs, they occur in the following order:
- Allied Reinf
- German Reinf
- AA Gun
- Rout?
- Lost 82AB
- German Reinf
- Air Strike
- AA Gun
- Allied Reinf
- Rout?
- Rations (Group Cold was the historical Formation affected)
- Air Strike
- AA Gun
- Rout?
Victory Conditions
Should the German Player enter either Veghel Bridge hex (75.129 or 74.129) throughout the scenario, the scenario immediately ends and the German is the Victor.
Play continues until the last impulse has been played on the Night Turn of the 23rd. After that, the German Player checks his Victory Point total and Players determine the victor for the scenario.
Club Route runs from 66.163 to 94.112. The Best Spur is not in play.
The German Player gains Victory Points for the following:
- For each Club Route Stop hex entered by any German Unit: 5 Victory Points
- For each Club Route Attacked marker gained in play: 1 Victory Point
- For each Club Route Closed marker gained in play: 2 Victory Points
- For each OP entered by any German Unit: 3 Victory Points
- If Club Route is Cut on at the 1900 turn of either day: 5 Victory Points
The German Player loses Victory Points for the following:
- For each Guards Armored Command Point on the Guards Armored Divisional Chart: -1 Victory Points
- For each Guards Armored Dispatch Point on the Guards Armored Divisional Chart: -2 Victory Points
- For each game turn that no Club Route Closed markers have been scored by the German Player: -1 Victory Points
- If there are no German Units with a Fire Zone on any hex of Club Route at the end of play (assume it is a daylight, clear weather turn for this check): -10 Victory Points
- For each Panther Step lost: -4 Victory Points
KG Chill effect: The effects of the addition of KG Chill has already been applied to the counter values.
Add up the total and if it is over 30, the Germans are the winner. If 29 or fewer, the Allies are the winner.
Campaign Game
Where Eagles Dare Campaign Game
1500 9/17/44 — Night 9/24/44
This is the grand campaign of the events that occurred south of the Maas River during Operation Market-Garden.
Set-up
The game is played with all five maps included in the game. Play Scenario One (A Drive in the Country) to determine the status of the bridge in hex 55.202/56.201. If the Allies win the scenario, the Bridge is considered stable. If the Allies lose the scenario, it is automatically considered unstable. If Players wish to skip this, the Bridge is considered stable for the game (the historical result).
The first turn is 1500, on September 17. On the first day steps 1 and 3 of the sequence of play are ignored. For the remaining turns all the steps in the game are used in this scenario.
The weather is clear for September 17. It will be rolled for on the 0700 turn of the other days.
The Allied Player must plan out his artillery strikes. He gets 10 total strikes for the 1500, 1700 and 1900 turn. Just jot down the turn and hex you wish to strike. That's ten total, not ten per turn. You can place as many as you like in a hex. The only catch is you must be able to see the hex with a XXX Corps Unit when the Strike occurs. If you can't see the hex, the strike doesn't occur and the marker is wasted. Treat as a normal indirect fire (orange) and perform a Troop Quality Check (and you can pay a Command Point to guarantee passing the check) for possible Company Bonus. No negative modifiers apply to this attack.
On the first turn of the Game, perform Artillery Strikes after all units have been set up but before any chits have been drawn. After the first turn, perform Artillery Strikes as the first thing you do when you draw the Guards Division Activation Marker.
The Allied Player may now choose if he wishes the Group Hot Formation chit or the 231st Brigade to be the first Activation of the game. The one not chosen is placed in the cup.
Place the German flak Units randomly face down in the following hexes:
- Eindhoven Regional Command: 02.107, 91.115, 75.129, 61.119, 72.126, 57.126, 62.139, 61.141, 67.157, 63.169, 64.118, 77.127
- KG Walther: 51.230, 62.186, 52.210, 58.212, 60.199, 56.189, 63.186
- 59th Division: 39.140, 49.154, 47.155, 47.157, 49.159, 50.150, 52.157
Place the following named flak Units on the map:
- 59th Division, Independent: s.Flak Abt 424 (hex 51.159)
- KG Walther, Independent: s.Flak Abt 647 (hex 64.183), Flak Koeppel (hex 65.179)
- Eindhoven Regional Command, Independent: 1./Flak koeppel (hex 62.170), 2./Flak koeppel (hex 64.172), 3./Flak koeppel (hex 61.178), s.Flak Abt 424 (hex 65.156)
German (sets up first)
- Eindhoven Regional Command, Independent: randomly place the 6 Garrison units in hexes 90.115, 58.116, 77.127, 61.141, 62.173, 63.176. Flip them to their known side as soon as they have been placed. Place Pz-Ers (hex 67.151), PzErs (this Unit is treated as an immobile Unit) (hex 60.142), I./II./E.u.A. Rgt HG and II./II./E.u.A. Rgt HG (hex 67.160); Ers Pio/1 (hex 77.126); Ers Pio/2 (hex 57.167); 3./559 PzJgr (hex 56.189); Fleiger Rgt 93 (hex 60.141).
- KG Walther, KG von Hoffman: Gr.W./II/Kerutt (placed in hex 38.225); 6./II./Kerutt (placed in hex 39.227); 5./II./Kerutt (placed in hex 40.226); 7./II/Kerutt (placed in hex 40.225); 1./Bew z.b. V 6 (placed in hex 42.223); 3./Bew z.b. V 6 (placed in hex 41.224); 2./Bew z.b. V 6 (placed in hex 43.223); 4./Bew z.b. V 6 (placed in hex 44.222); 1./I./Kerutt and 2./I./Kerutt (placed in hex 45.223); 3./I./Kerutt (placed in hex 46.223); Gr.W./I/KG Kerutt (placed in hex 47.222). Leader KG Hoffman may be placed with any Unit above. All non-mortar Units are in IP.
- KG Walther, KG Heinke: 3./KG Segler (placed in hex 46.224); 1./KG Segler (placed in hex 46.225); 2./KG Segler (placed in hex 46.226); 2./KG Richter (placed in hex 46.227); 3./KG Richter (placed in hex 46.228); 1./KG Richter (placed in hex 46.229). Leader KG Heinke may be placed with any Unit above. All Units are in IP.
- KG Walther, KG von Hoffman: 14.Pz.Jr (placed in any Potential Club Route hex within 10 hexes of the Frontline)
- KG Walther, Independent: KG Roestel (placed in hex 59.199)
- KG Walther, Artillery: Leader KG Walther Art; I./Krause, 2./Krause (placed in hex 60.198)
Allied
- Guards Armored, Group Hot: 1/2 IrishGds (with 1/3 IrishGds piggybacked) (placed in hex 45.224); 2/2 IrishGds (with 2/3 IrishGds piggybacked) (placed in hex 44.224); 3/2 IrishGds (with 3/3 IrishGds piggybacked) (placed in hex 44.225); Recce/2 IG (with 4/3 IrishGds piggybacked) (placed in hex 43.226); S(Mtr)/3 IG (placed in hex 43.227); S(AT)/3 IG (placed in hex 43.228). Leader may be placed with any of the above. All Units are in Column.
- Guards Armored, Independent: B/2 HHC (placed in hex 42.229); C/2 HHC (placed in hex 42.228)
- 43 Infantry Division, 231st Brigade: All Units (placed anywhere behind the Frontline but north of the Meuse-Escaut Canal).
- XXX Corps Club Route Marker is placed in hex 42.229.
After the Allies have set their XXX Corps Units up, perform any plotted Artillery Strikes for the 1500 turn.
The Allied Player may also attack with 6 Typhoon counters on any German Unit on the map. No Modifiers apply for this attack. He must place them all before he rolls for any results.
The Allied Player may also attack with 8 Typhoon counters on any German Unit within 10 hexes of a XXX Corps Unit. No Modifiers apply for this attack. He must place them all before he rolls for any results.
After all the Typhoon strikes have been completed, move to the Allied Air Drop placement.
All Allied Units from the 101st Airborne Division are set up as follows with each stick in its own hex:
Drop One
- Stick One (arrives via Glider — DELAY): 101 Recon (LZ W) (Independent)
- Stick Two (arrives via Parachute): A/1/501; B/1/501; C/1/501; S(Mtr)/1/501 (DZ A1 or DZ A2) (501 PIR) — see below
- Stick Three (arrives via Parachute): Leader/501; D/2/501; E/2/501; F/2/501; S(Mtr)/2/501 (DZ A) (501 PIR)
- Stick Four (arrives via Parachute): G/3/501; H/3/501; I/3/501; S(Mtr)/3/501 (DZ A) (501 PIR)
- Stick Five (arrives via Parachute): A/1/502; B/1/502; C/1/502; S(Mtr)/1/502 (DZ C) (502 PIR)
- Stick Six (arrives via Parachute): D/2/502; E/2/502; F/2/502; S(Mtr)/2/502 (DZ C) (502 PIR)
- Stick Seven (arrives via Parachute): Leader/502; G/3/502; H/3/502; I/3/502; S(Mtr)/3/502 (DZ C) (502 PIR)
- Stick Eight (arrives via Parachute): Leader/506; A/1/506; B/1/506; C/1/506; S(Mtr)/1/506 (DZ B) (506 PIR)
- Stick Nine (arrives via Parachute): D/2/506; E/2/506; F/2/506; S(Mtr)/2/506 (DZ B) (506 PIR)
- Stick Ten (arrives via Parachute): G/3/506; H/3/506; I/3/506; S(Mtr)/3/506 (DZ B) (506 PIR)
- Stick Eleven: C/326 Eng (DZ B) (Independent)
Roll a die to determine if Stick Two arrives at DZ A1 or A2. Even roll — A1; odd roll — A2. Historically, they landed at A2.
Resolve Airdrops: The Allied player rolls to resolve the airdrops. Use the Airdrop/Glider Landing Table. Each time a stack is activated it can attempt to remove any remaining markers. All markers must be removed before the Unit can perform any other Action.
Markers
All the bridge markers are put in play on their unwired side except for Son Bridge. All bridges except Joe's Bridge start the game under German control. Joe's Bridge starts Allied controlled, and not wired.
In this scenario both players may build as many improved positions and entrenchments as the counter mix allows. Both players can build road blocks and the Allied player can deploy Rearguards, up to the limit of the counter mix.
Command Values
For the 101st Airborne Division, the Command Rating is 7 and the Dispatch Rating is 3. The Division starts with 4 Command Points and 0 Dispatch Points.
For the Guards Armored Division, the Command Rating is 4 and the Dispatch Rating is 1. The Division starts with 12 Command Points and 3 Dispatch Points.
For the Eindhoven Regional Command, the Command Rating is 4 and the Dispatch Rating is 1. The Division starts with 6 Command Points and 0 Dispatch Points.
For the Kampfgruppe Walther, the Command Rating is 3 and the Dispatch Rating is 0. The Division starts with 5 Command Points and 0 Dispatch Points.
For the 59th Infantry Division, the Command Rating is 6 and the Dispatch Rating is 3. The Division starts with 8 Command Points and 0 Dispatch Points.
These values may change over time as detailed on the Divisional Charts.
Chits
The following chits are placed in the mug and randomized: 101st Division Activation, Group Hot Formation or 231st Brigade, Allied Direct Command, Eindhoven Regional Command Activation, German Direct Command, 501 PIR Formation Activation, and 59th Infantry Division Activation.
The 231st Brigade Formation chit or the Group Hot Formation is not placed in the mug and is the first in play. The one not chosen is placed in the cup.
The last chit in the cup is not played and will automatically become the first activation for the following turn.
Allied Airborne Reinforcements
Drop Two (Day+1), 101st Airborne Division (3 Divisional Jeeps are now available):
- Stick One (arrives via Glider): Leader/327; A/1/401; B/1/401; C/1/401; S(Mtr)/1/401 (LZ W) (327 GIR)
- Stick Two (arrives via Glider): D/2/327; E/2/327; F/2/327; S(Mtr)/2/327 (LZ W) (327 GIR)
- Stick Three (arrives via Glider — DELAY): AT/327 (LZ W) (327 GIR)
- Stick Four (arrives via Glider — DELAY): A/326 Eng (LZ W) (Independent)
- Stick Five (arrives via Glider — DELAY): B/326 Eng (LZ W) (Independent)
- Stick Six (arrives via Glider — DELAY): C/326 Eng (LZ W) (Independent)
Place the XII Corps and the VIII Corps markers on the off-map display. The German player places his Eindhoven Air Raid Markers on the Game Turn Track.
Drop Three (Day+2), 101st Airborne Division (3 Divisional Jeeps are now available):
- Stick One (arrives via Glider — 2 DELAY): 321 Gldr Fld (LZ W) (Artillery)
- Stick Two (arrives via Parachute — DELAY): Leader/101 Artillery; 377 Para Fld (DZ C) (Artillery)
- Stick Three (arrives via Glider — 2 DELAY): 907 Gldr Fld (LZ W) (Artillery)
- Stick Four (arrives via Glider — DELAY): A/81 AB AA/AT (LZ W) (Independent)
- Stick Five (arrives via Glider — DELAY): B/81 AB AA/AT (LZ W) (Independent)
- Stick Six (arrives via Glider — DELAY): C/81 AB AA/AT (LZ W) (Independent)
- Stick Seven (arrives via Glider — DELAY): D/81 AB AA/AT (LZ W) (Independent)
- Stick Eight (arrives via Glider — DELAY): E/81 AB AA/AT (LZ W) (Independent)
- Stick Nine (arrives via Glider — DELAY): F/81 AB AA/AT (LZ W) (Independent)
- Stick Ten (arrives via Glider): A/1/327; B/1/327; C/1/327; S(Mtr)/1/327 (LZ W) (327 GIR)
For the 101st Airborne Division, the Historical Supply DZ is LZ W.
Independent: place 3 Glider Pilots on hex 66.156 and 2 Glider Pilots on 66.157 on the 3pm turn of any day after 9/17 (the first day of the game) in which there was a drop. They are removed from play at the conclusion of the next Night turn. Just pick them up wherever they are.
Conditional Reinforcements
- Independent: A/15/19 KRH; B/15/19 KRH; C/15/19 KRH; Recce/15/19 KRH (arrives via the Club Route release rule and are placed in hex 66.157 when they are released regardless of the Club Route marker's actual position in the game).
- Independent: A/44 RTR; B/44 RTR; C/44 RTR; Recce/44 RTR (arrives via the Club Route release rule and are placed in hex 66.157 when they are released regardless of the Club Route marker's actual position in the game).
- 101 Sea Tail: when released via the Club Route release rule, up to 6 steps of combat losses may be returned to the game. If replacing an eliminated Unit for 2 Steps, just place the Unit with its Leader. Losses may be replaced only if not in an enemy Fire Zone. In addition, all Supply Drop Zone rules are no longer in force and this Division is always in supply.
Allied XXX Corps Reinforcements
The XXX Corps Formation Reinforcement Markers are placed on the Guards Armored Division player aid chart as shown on the chart.
All XXX Corps reinforcements arrive via the Club Route release rule. Group Hot and Guards Independent Units that are not placed on the map are released when the respective Formation is released. The current position of the Club Route marker is the Reinforcement Hex for placement (except for Auto release Units — they arrive on specific hexes as long as the Club Route marker has advanced to that marker or beyond). If the Club Route marker is off the map, no actual Units enter the game but track the released Formations for Victory Points.
German Reinforcements
September 17:
- 1500: 59th Infantry Division, Independent: 1./Erz 59; 2./Erz 59; 1./Pio 159 (placed in Entry Hex 37.136). 59th Infantry Division, KG Dewitz: Leader KG Dewitz; 1./I/1036/59; 2./I/1036/59; 3./I/1036/59 (placed in Entry Hex 37.136)
- 1700: 59th Infantry Division, Independent: 3./Erz 59; 1./PJ 159; 2./PJ 159; 2./Pio 159 (placed in Entry Hex 37.136). 59th Infantry Division, KG Dewitz: GrW/I/1036/59; 5./II/1036/59; 6./II/1036/59; 7./II/1036/59; GrW/II/1036/59 (placed in Entry Hex 37.136)
- 1900: 59th Infantry Division, Artillery: Leader "?"; II./159/59 (placed in any entry hex of Entry Area A or B)
- Night: determine which Formation commands KG Huber (see rule S5.5).
September 18:
- 0700: Eindhoven Regional Command, Artillery: Leader "?"; 14./III/HG (placed in any entry hex in Entry Area C or D)
- 1300: KG Walther, Pz-Brig 107: Leader Pz-Brig. 107; 1./Pz.2107; 4./Pz.2107; 1./I./FJ-Rgt 21; 2./I./FJ-Rgt 21; 3./I./FJ-Rgt 21; 1./PG. 2107 (placed together in any entry hex in Entry Area A, B or C). KG Walther, Independent: 1./1 Pionier; 2./1 Pionier (placed together with KG Walther, Pz-Brig 107 in either Entry Area A, B or C)
September 20:
- 0700: Replace the Eindhoven Regional Command Divisional Display with the Kampfgruppe Chill Divisional Display. KG Chill, Artillery: 9./III/185 (placed in any entry hex in Entry Area C or D). KG Chill, KG Jungwirth: 1./KG Tuckstein; 2./KG Tuckstein; 3./KG Tuckstein; Gr.W./KG Tuckstein (placed together in any entry hex in Entry Area C or D)
- 1300: KG Walther, Pz-Brig 107: 2./Pz. 2107; HQ/Pz-Brig.107;
September 20, 1300: KG Walther, Pz-Brig 107: 2./Pz. 2107; HQ/Pz-Brig.107; 2./PG. 2107 (placed together in any entry hex in Entry Area A, B or C)
September 21:
- 1700: KG Chill, KG v.d. Heydte: Leader v.d. Heydte; AA KG vdH; 15.Pionier; 1./I; 2./I; 3./I; 4./I; 9./III; 10./III; 11./III; 12./III; 13. PzJrg/IV; 14. Gr.W./IV; Flak/IV (placed in the off-map area adjacent to the XII Corps Marker). KG Walther, KG Hoffman: 1./KG Stephan; 2./KG Stephan; 3./KG Stephan; Gr.W./KG Stephan (placed together in any off-map area). 59th Infantry Division, Artillery: I./159/59; III./159/59 (placed in any entry hex of Entry Area A or B). KG Walther, KG Heinke: Aukf./KG Hnke; PaK/KG Hnke; 1./I./Rgt.16; 2./I./Rgt 16; 3./I./Rgt.16 (placed together in any off-map area). 59 Infantry Division, KG Klemm: all Units (placed in any entry hex of Entry Area A or B). KG Walther, Artillery: 1./Art-Ers; 2./Art-Ers; 3./Art-Ers (placed in any entry hex in Entry Area C or D). 59 Infantry Division, KG Huber: all Units (placed together in any entry hex in Entry Area A or B — and rule S5.5).
- Night: Eindhoven Regional Command, KG Jungwirth: Leader Jungwirth; 1./KG Ewald; 2./KG Ewald; 3./KG Ewald; Gr.W./KG Ewald (placed together in any entry hex in Entry Area C or D).
September 22:
- 0700: KG Chill, KG v.d. Heydte: 1./KG Finzel; 2./KG Finzel; 3./KG Finzel; 4./KG Finzel (placed on or adjacent to the hex or the off-map area that Leader v.d. Heydte currently occupies). KG Chill, Artillery: 17SS/II/185; 18SS/II/185 (placed in any entry hex in Entry Area C or D). KG Walther, Pz-Brig. 107: 3./Pz 2107; Pz.Pio.107; Gr.W./PG. 2107; 3./PG 2107; 4./PG 2107; 5./PG 2107 (placed together in any entry hex in Entry Area B, C or D)
- 0900: KG Chill, KG Jungwirth: 1./I/2 FJ; 2./I/2 FJ; 3./I/2 FJ; Gr.W./H2 FJ (placed together in any entry hex in Entry Area C or D). KG Chill, Independent: 1./559 PzJgr; 2./559 PzJgr; 4./975; 2./III/185; 16./III/HG; Ers Pio/3 (placed with arriving Units of KG Jungwirth)
- 1100: Eindhoven Regional Command, KG Jungwirth: 1./KG Rink; 2./KG Rink; 3./KG Rink (placed together in any entry hex in Entry Area C or D — but not in the same entry area as the other KG Chill Units entering). KG Chill, KG Huber: all Units (placed together in any entry hex in Entry Area C or D — see rule S5.5).
September 23:
- 0700: KG Chill, KG Jungwirth: 1./KG Zeditz; 2./KG Zeditz; 3./KG Zeditz; Gr.W./KG Zeditz (placed together in any entry hex of Area C or D). KG Chill, KG v.d. Heydte: 1./III/HG; 2./III HG; 3./III/HG; 4./III/HG; Gr.W./III/HG (placed on or adjacent to the hex, or the off-map area, that Leader von Hoffman currently occupies). KG Chill, KG Jungwirth: 1./KG Bloch; 2./KG Bloch; 3./KG Bloch; Gr.W./KG Bloch (placed together in any entry hex of Area C or D). KG Walther, KG Erdmann: All units (placed together in any entry hex in Entry Area C or D)
September 24, 0900: (see reinforcement note above; German reinforcement schedule ends here.)
Special Rules
All Special Rules are in effect. Additionally:
S7.1.0 German movement and attack restrictions. No German Unit may ever move south of the Frontline marked on the map. No German Artillery may barrage any hex south of the Frontline marked on the map.
S7.2.0 XXX Corps Units exit from the Where Eagles Dare map. When the Club Route marker exits the map to the north, the Guards Division Activation remains in play as long as there are any Guards Units still on the map. No other Formation Chits may be purchased. Guards Armored Units exit the map by entering hex 14.89 and immediately take them off the map. Once the last Guards Unit has exited, remove the Guards Division Activation from play and remove any accumulated Dispatch and Command Points. Note the values of each for Victory Points.
S7.3.0 Emergency request for XXX Corps reinforcements. On the Reinforcement Phase of the 0700 turn of the 22nd of September or after, the Allied Player may call for reinforcements from Guards Armored Division. After he does this, roll a die — in that many turns (if a 0 is rolled, they enter this turn, 1 the next turn and so on). All of the Group Cold Units are placed on hex 14.89 during the Reinforcement Phase on the rolled-for turn. This roll is kept secret from the German Player. During that Reinforcement Phase, the Guards Division Display is back in play, add 10 Command Points and 2 Dispatch Points to the Guards Display and the Guards Division Activation is added to the cup. Once they have entered, they can never leave the Where Eagles Dare map and the Guards Division will stay in play for the remainder of the game. Any Guards Units that move off Club Route are not counted for Victory in this case.
S7.4.0 Voluntary German Rout. Any German Unit with a Movement Allowance (on either side of the counter) may voluntarily rout. Just pick the Unit up and place it to the side. It will go in an applicable Off-Map space on the 0700 turn of the next day. If you Voluntarily Rout on the 1700, 1900 or Night turn, the Unit will reappear on the Off-Map display two 0700 turns later (two days later — not one).
Victory Conditions
Victory in Where Eagles Dare is determined by accumulating Victory Points throughout play. At the end of any game day (the conclusion of the Night Turn) after the first day, players can stop and determine the victor for the game or they may play on. The end-of-day breaks are there only to mark your progress in the game or to determine victory should you decide to stop at that point. At the conclusion of the Night Turn of the 24th, the game is ended and victory is determined.
The Allied Player gains Victory Points by:
- Advancing the Club Route Marker off the map: on the 9/18 turn: 30 Victory Points; on the 9/19 turn: 20 Victory Points; on the 9/20 turn: 10 Victory Points; on the 9/21 turn: 0 Victory Points. If the Club Route Marker is still on the Where Eagles Dare map after the 9/21 turn, the Germans win an immediate victory.
- Each non-Auto Formation released (not including Sea Tails that missed their hex): 5 Victory Points
- Each 1900 turn that the status of Club Route is not cut: 8 Victory Points
- Each Command Point on the Guards Division Display when the last Guards Unit exits the map: 3 Victory Points
- Each Dispatch Point on the Guards Division Display when the last Guards Unit exits the map: 4 Victory Points
The German Player gains Victory Points by:
- For each step of Guards Armored Division that is currently not on Club Route or a Potential Club Route hex when the Guards Division Activation is picked from the cup (not including any HHC Units or any Units of the 231st Brigade — or any Units that have come on by the emergency reinforcement call): 1 Victory Point.
- For each step of Guards Armored Division that is currently anywhere on the Where Eagles Dare map when the Guards Armored Division Activation is picked from the cup after the Club Route Marker has advanced off the map (except when emergency reinforcements have been called): 1 Victory Point.
- For each 1900 turn the status of Club Route is cut: 10 Victory Points.
- For each Club Route Attacked Marker: 1 Victory Point.
- For each Club Route Closed Marker: 2 Victory Points.
- If the Allied Player has called for emergency reinforcements: 10 Victory Points.
Subtract the German total from the Allied total for a Victory Point number and consult the table below. If neither side achieves their total, the game ends in a draw.
| Night | Allies win at | Germans win at |
|---|---|---|
| September 18 | 71 or more | -11 or less |
| September 19 | 61 or more | -8 or less |
| September 20 | 51 or more | 15 or less |
| September 21 | 51 or more | 25 or less |
| September 22 | 51 or more | 30 or less |
| September 23 | 51 or more | 45 or less |
| September 24 | 51 or more | 50 or less |
Operation Market-Garden
The Devil's Cauldron & Where Eagles Dare Combined Campaign
1500 9/17/44 — Night 9/24/44
The following is the combined Where Eagles Dare and The Devil's Cauldron game.
Set-up
The game is played on all 9 maps and all map extensions. Play the "Drive in the Country" introductory scenario and if the Allies win the scenario, the bridge in hex 55.202 is considered stable. If the Allies lose it, the bridge is considered unstable.
The first turn is 1500, on September 17. On the first day steps 1 and 3 of the sequence of play are ignored. For the remaining turns all the steps in the game are used in this scenario. The weather is clear for September 17. It will be rolled for on the 0700 turn of the other days.
The cup contents are the added total contents from both games. All values remain the same as in each game. Additionally, add the 43rd Infantry Division Activation to the cup. Also add 4 Command Points and 0 Dispatch Points to the 43rd Division Display. Subtract 3 Command Points from the Guards Armored Divisional Display to account for the addition of the 43rd Infantry Division Command Points.
The 1st Para Formation is not placed in the cup and is the first activation for the turn. Additionally, after the 231st or Group Hot has been chosen per the Where Eagles Dare chit selection rule, it too isn't placed in the cup and will be the second activation of the turn. Players wanting a bit more wide open game can disregard this and place the 231st and Group Hot in the cup and see what happens. However, 1st Para is always the first chit in play.
The last chit in the cup is not played and will be the first chit in play for the next turn. Follow the entire set-up for The Devil's Cauldron and then for Where Eagles Dare.
Place Club Route Markers on the following hexes: 13.87, 36.86, 34.82, 30.76, 28.70, 28.71, 41.64, 38.63, 38.43, 49.30, 38.31, 47.29. These are treated just as if they were printed on the map (as they are in Where Eagles Dare).
Special Rules
All special rules from Where Eagles Dare and all the special rules from The Devil's Cauldron still apply to those games unless specifically mentioned and altered in the following section.
MG 1.0 Events
The placed Events for The Devil's Cauldron are still placed per the setup but the Events rule from Where Eagles Dare is also added. There are new Event chits included for use in The Devil's Cauldron and they work the same way with the following exceptions:
MG 1.1 The Germans now have an "Air Strike" counter. When this is drawn, the German Player may place three Air Strike markers on any Allied Units. More than one may be placed on a unit and all Air Strike markers must be placed before any are resolved. These attack with a strength of 3 (red) Fire Power. If it is currently Night or the Weather is currently Fog, treat as a no Event. No modifiers apply to this attack.
MG 1.2 The Allies now have an Ambush Event. When this is drawn, the Allied Player may attack any German Unit within 3 hexes of any Allied Unit. This attack is performed as a 6 (white) Fire Power attack. Terrain modifiers do apply to this attack.
MG 1.3 Rout: When this Event is picked, the enemy player picks a Formation and declares that formation has routed. This Formation must have at least one Unit in an Enemy Fire Zone and at least one Step Lost must be lost from the entire formation to be chosen. He may choose either a friendly or an enemy formation. All units belonging to that Formation are considered routed. Consult the table below to determine what action to take. Any Independent Units that are stacked with the affected Formation are treated as Units of that Formation for this rule. Additionally, if a Unit must retreat by the rules below but cannot (i.e., it is in an enemy Fire Zone and can move one hex to a hex that isn't in an enemy Fire Zone), it is eliminated (a gun with no movement or * movement for example).
If a 1st Airborne Division, 82nd Airborne Division, Guards Armored Division, 43rd Infantry Division, Hohenstaufen Division or Frundsberg Division is routed: If the Friendly Unit is not in an enemy Fire Zone, it is not moved and does nothing and nothing is placed on it. All affected units that are in an enemy Fire Zone must move one hex so that they are not in a Fire Zone. The enemy may not Opportunity Fire at the Units during this one hex move. If a Unit cannot leave a Fire Zone by moving one hex, the unit must stay in the hex it currently occupies. Place an "Entrenched" marker on it. The enemy may not Opportunity Fire on this unit when the marker is placed. Play continues normally after this is performed and the Rout Event is placed back in the Event Cup.
If any German Formation that isn't part of any of the above is routed: Count up the current number of Step Losses that Formation has currently lost and roll a die. Should this modified roll be less than the current number of Step Losses, that Formation routs as listed below. The German Player may spend up to two Dispatch Points to add either one or two to his Die Roll number for each Dispatch Point spent. All German units that are routed are moved one hex so that they are not in an enemy Fire Zone. All of these units (including any losses but remove any Cohesion or Suppression markers) are then taken off the map and placed on their Divisional Chart. These units may reenter play in any applicable off-map Reinforcement Hex of the owning player's choosing on the following 0700 turn. Note that if a unit routs on the 1700, 1900 or Night turn, it will be the following two days (the second 0700 turn to come) before it may return to play. Any German Units remaining of the routed Formation on the map (those that couldn't retreat one hex and not be in an enemy Fire Zone) are now eliminated permanently from the game.
After the effects of the Rout have been completed, return the Rout Chit to the Event Cup.
MG 1.4 Reinforcements. If the "Reinf" random event is drawn in the TDC half of the combined game, either an 82AB formation can be selected (and up to 2 steps of "Lost 82AB" arrive) or a 1st AB formation can be selected (and up to 2 steps of "Lost 1AB" can arrive).
MG 2.0 Club Route
MG 2.1 The Club Route rule from Where Eagles Dare is now in full force in The Devil's Cauldron. Ignore all Club Route movement restrictions and reinforcement arrival times in The Devil's Cauldron. The Guards Armored Division enters play as per the Club Route Release rule and the 43rd Infantry Division may now enter play on The Devil's Cauldron map (although it still may never enter play on the Where Eagles Dare map — except for the 231st Infantry Brigade) using the Club Route entry procedure. No 43rd Infantry Formation may enter play until the Club Route marker is on The Devil's Cauldron map. Note that in The Devil's Cauldron, there are far more spurs and potential directions Club Route may go. Once the Allied Player has determined Club Route's current path, he may not change it later and all possible Club Route paths that have been bypassed are now disregarded.
MG 2.2 The 82nd Division and the 1st Airborne Division Sea Tail:
MG 2.2.1 When these are successfully entered into play, check the current location of the XXX Corps Marker. If it is in Hex 41.64 or 38.63 or farther north, the 82nd Airborne Division Sea Tail enters play. If it is in Hex 49.30, 47.29 or 38.21 or farther north, the 1st Airborne Sea Tail enters play. Should these conditions not exist when the Sea Tail is released, it is disregarded and move to the next Formation to enter play. Unlike other Formations in which no other formations may be released until the conditions apply, you may release them and put them to the side, and then move to the next Formation. It may never enter play in the game if the Allied player can't meet the conditions for entry but he may move to the next Formation and attempt to release additional forces.
MG 2.2.2 If successfully released, up to 6 steps of combat losses for the applicable Formation may be returned to the game. If replacing an eliminated Unit for 2 Steps, just place the Unit with its Leader. Losses may be replaced only if not in an enemy Fire Zone. In addition, the respective Airborne Division is now always in supply and the Supply Drop Zone rule no longer applies.
MG 2.3 The 231st Brigade and the 43rd Infantry Division: The 43rd Infantry Division still gets the automatic -4 modifier for all release rolls from Club Route. They may pay additional Dispatch Points to get an additional benefit as well. The 43rd Infantry Division Display is set up at the start of play. Until the first 43rd Infantry Division Formation enters the game, the 43rd has a Command Rating of 3 and a Dispatch Rating of 0. After the first 43rd Formation enters the game, revert to the stated values in The Devil's Cauldron for value.
MG 2.3.1 The 43rd now pays for all 231st Brigade Command and Dispatch costs and it is treated as a 43rd Infantry Formation. It still may not move above the 231st Brigade line drawn on the map. (The printed text continues with a dangling fragment: "a 504 PIR Infantry Unit." — reproduced as printed.)
MG 2.4 The Royal Dragoons and the Sherwood Foresters when released are placed on hex 14.86 as long as the Club Route Marker has reached 14.86 or beyond. If it hasn't, no Formations are released until the Club Route marker has reached 14.86.
MG 2.5 For players of just The Devil's Cauldron that would like to use the new Club Route rule, the Club Route Marker may advance onto the map on the 1900 turn of September 19th. Groups Hot, Cold and Guards Ind. have been released. All four Units of HHC enter the game at the XXX Corps Reinforcement Hex on the 1100 turn of September 19th. Group Cold enters at the XXX Corps Reinforcement Hex on the 1300 turn of September 19th. Group Hot enters at the XXX Corps Reinforcement Hex on the 1500 turn of September 19th. The remainder of XXX Corps enters via the Club Route release rule.
MG 3.0 Household Cavalry
S5.17 now completely applies to the Household Cavalry. A/2 HHC, B/2 HHC, C/2 HHC and D/HHC are always considered In Command regardless of the proximity of a leader for both games. S5.18 no longer applies.
MG 4.0 German Air Strikes
German Airpower (S4.3) is now covered through the Random Events rule and should be disregarded.
MG 5.0 Rout
Rout (S4.4) is now covered through the Random Events and this rule should be disregarded. It is still used in the scenarios.
MG 6.0 Guards Armored
Disregard Special Rule S7.2.0. The German Player still receives Victory Points for lingering Guards Division Units but play continues normally for the Guards Division after the Club Route Marker is on The Devil's Cauldron map. The Division Display is not removed from the game and all Command and Dispatch Points remain with the Display. Note the values when the last Guards Unit leaves the Where Eagles Dare map and count those as Victory Points for the Where Eagles Dare game. Use The Devil's Cauldron Guards Divisional Display Command and Dispatch values for the game.
MG 7.0 Heroes
There are several Heroes that are now available for use in The Devil's Cauldron. These are one-use markers and must be used with their respective Formations. The Allied Player just declares that he is using a Hero and the effect is immediately performed. You may play after any die or dice roll. After use, put the Hero to the side and it may not be used again.
PVT John Towle: When played, immediately reduce any enemy armored unit (has a black box around its Defense Strength) by one step. The enemy armored unit must be adjacent to one of the S(AT) Units of the 1st Air Landing Brigade.
LSgt Baskeyfield: When played, immediately reduce any enemy armored unit (has a black box around its Defense Strength) by one step. If there is an enemy Step remaining, it is immediately Suppressed. The enemy armored unit must be in a Fire Zone of one of the S(AT) Units of the 1st Air Landing Brigade.
Major Robert Cain: When played, any just-completed enemy fire combat (either opportunity, direct or assault) against a 2nd South Staffordshire Unit is immediately converted to a no effect (miss). Also, remove any Cohesion Hits and/or Suppressions that are in the hex that was just fired upon.
Cpt John Grayburn: When played, any just-completed enemy fire combat (either opportunity, direct or assault) against a 1st Parachute Brigade Unit is immediately converted to a no effect (miss). Also, remove any Cohesion Hits and/or Suppressions that are in the hex that was just fired upon.
Cpt Lionel Queripel: When played, the Allied Player may immediately convert any failed Troop Quality check to a pass. You are allowed to know it has failed before you decide if you wish to use Queripel.
MG 8.0 Additional Deployment Restrictions
No Unit of the 101st Airborne Division may enter The Devil's Cauldron map.
No Unit of the 43rd Infantry, 82nd Airborne or 1st Airborne may enter the Where Eagles Dare map (regardless of Restriction Level of play chosen).
No German Unit from Where Eagles Dare may enter The Devil's Cauldron map or vice versa.
The Emergency Reinforcement Call rule in Where Eagles Dare now is actually performed. You may move Group Cold off the map and onto the Where Eagles Dare map on the 0700 turn of September 21 or later. This is now performed by choice and not by rule as in The Devil's Cauldron.
Piggyback rule is now available to all in the game.
MG 9.0 Counter Limits
The counter limits for the combined game are 3 Lost 82AB for the WED half of the game, and 2 Lost 82AB and 1AB (each) for the TDC half of the game.
MG 10.0 Errata
There are some counter errata replacements included in the game. Just swap out the misprinted counter for the new one and use it. For D/10/4, this Unit replaces C/10/4 completely. Just swap company D and all mention of company C now applies to company D.
MG 11.0 Victory Conditions
There were only two playtests of the combined version so this is the guidance offered for the Victory Conditions. The designer would like to combine the two games' scoring but needs more data to do that, hoping this section can evolve with post-publication play. Until then, anyone that finishes a game of this size should consider themselves a victor in the game.
Use the Standard Victory Conditions for both games and compare the two. If the Allies achieve Victory in Where Eagles Dare and a Major or Minor Victory in The Devil's Cauldron, the Allies win. If not, the Germans win.