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Page 1: paul koenig’s the bulge · 2 Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0 Game Development by Randy Heller Each hex represents approximately two miles and each turn represents

paul koenig’s the bulgepaul koenig’s the bulge

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Paul Koenig’s The Bulge 6th Panzer Army Designer’s Notes, Credits 1

Game Development by Randy Heller

DESIGNER’S NOTES Let me begin by thanking Randy Heller for inspiring this game. Randy’s Bitter Woods is the best Battle of the Bulge game ever published (and there have been many). This game would not have been possible without Randy’s gracious agreement to allow me to use entire rules sections verbatim from his brilliant design.

The original game system that I attempted to port over to create this series was SPI’s Island War Quad. That system relies heavily upon a retreat-oriented combat system, and that’s the kind of battle that The Bulge was. However, this proved unworkable in early testing. After several starts and stops, we worked out the current game system, which could be called an amalgamation of PKDD (my D-Day game series) and Randy’s Bitter Woods.

Paul Koenig’s The Bulge is my first game published by VPG that includes Zones of Control. My original design didn’t have them, but playtesting proved they were necessary at this game’s scale of Regiments and Brigades.

The original Victory Conditions were the standard “the player with the most VPs wins.” However, the German player always had the most (after all, this game covers only the first three and a half days of The Bulge, a time frame which saw the Germans “winning”). It didn’t take long to realize that if the Allied player was to win the game, he would have to limit the extent of the German’s initial victory, and so the Germans require several more VPs than the Allies to win the game.

Strategy Notes

For the Allies, target German Panzer units; hit them whenever you can in an effort to take them down. At 4 VPs each, they’re worth a chunk of change! Also, make a close

study of the terrain; there are many chokepoints where a Panzer unit can’t Advance or Retreat due to Forest hexes or Rivers without roads (7.4). You should try to protect your units that are close to elimination since only completely eliminated units reward your opponent. It may prove impossible at times, but a few less dead Allied units often means the difference between winning and losing the game.

For the Germans, I advise running like a bat out of hell for the West map edge. Get those Mechanized units across the VP line and even exited, if possible. Oh, and be sure to eliminate lots of Allied units on your way out. The more you remove from the map, the higher your VPs rise. In this game, you typically choose Maneuver & Engage turns to catch fleeing Allied units and nail them in combat. Slowing down to conduct a Fire & Movement turn can really slow down your advance, so be mindful of that trade-off. Finally, you cannot forget to garrison Cities; failure to do so will almost certainly cost you the game!

DEDICATION Once again, I would like to thank my very good friend, Randy Heller, to whom I now dedicate this game. The incorporation of many of his ideas (including the Random Events and other rules) from his Bitter Woods game has certainly enhanced mine.

You’re a great guy, Randy!

GAME CREDITS

Game Design: Paul Koenig

System Developer: Randy Heller

Completion: Alan Emrich

Cover Art: Clark Miller

Map Art: Tim Allen

Counter Art: Alan Emrich

Playtesting: Jack Beckman, Phil Dunphy, Randy Heller, Bob Ryan. Richard Allen Seibert II, Mike Serrat, Ray Valentino

Proofreading: Phil Dunphy, Simon King, Noelle LeBienvenu, Rick Partin, Ian Wakeham, Karen Wolterman

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Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0 1

© 2013 Paul Koenig and Victory Point Games

PPaauull KKooeenniigg’’ss TThhee BBuullggee

December 16 – 19, 1944

Table of Contents [0.0] USING THESE RULES ............. 1 [1.0] INTRODUCTION ...................... 1 [2.0] GAME EQUIPMENT ................ 1 [3.0] SETTING UP THE GAME ......... 2 [4.0] SEQUENCE OF PLAY ............... 3 [5.0] MUTUAL SUPPORT PHASE ..... 3 [6.0] OPERATIONS PHASE .............. 3 [7.0] MOVEMENT ............................ 4 [8.0] COMBAT ................................. 6 [9.0] GERMAN GARRISONS .......... 10 [10.0] ARTILLERY ......................... 10 [11.0] BRIDGES ............................. 12 [12.0] RANDOM EVENTS ............... 13 [13.0] SPECIAL RULES .................. 14 [14.0] REINFORCEMENTS ............. 14 [15.0] HOW TO WIN ..................... 14 [16.0] STANDARD OPTIONAL

RULES ................................ 14 EXCLUSIVE RULES 13 - 15 ....... 17-18

[0.0] USING THESE RULES New gaming terms, when initially defined, appear in dark red lettering for quick referencing.

The instructions for this game are organized into major “Rules” sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game’s subject matter, its components, the procedures for play, the game’s core systems, how to set it up, and how to win.

With each Rule, there can be “Cases” that further explain a Rule’s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the

second Subcase of the first Case of the fourth Rule.

Important information is in red text.

References to examples of a Rule or Case are in blue text and this font.

Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

[1.0] INTRODUCTION Paul Koenig’s The Bulge is a system with two small-format, competitive introductory level wargames covering the first 3½ days of the German 1944 winter offensive known as “The Battle of the Bulge.” As a player, you must command your German or Allied forces so as to capture the objectives on the board while keeping your casualties down (and your opponent’s casualties high). The design of these games is loosely based upon Paul

Koenig’s D-Day and Market Garden series.

[2.0] GAME EQUIPMENT Parts Inventory

● One 11” x 17” map

● One sheet of 100+, two-sided pieces

● One Rules booklet (you’re reading it)

● One two-sided Player Aid sheet

● One 4.5” x 11” Turn Record mat

● One 6-sided die (not in the bagged version of the game).

[2.1] The Game Map and Scale: Each game map represents the area in Belgium where the actual campaign took place. A hexagon grid has been superimposed to regulate the movement and positions of the playing pieces. A unit in play must always be located in a specific hex. Explanations of the terrain features are found on the Terrain Effects Chart which, along with other tracks and tables, is located on the included Player Aid sheet.

The map also shows important terrain such as Towns, Cities, Roads, and Rivers.

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2 Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0

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Each hex represents approximately two miles and each turn represents twelve hours of real time.

[2.2] The Playing Pieces: There are two basic types of playing pieces: markers and units. Markers typically convey information about the status of hexes or units, the availability of air support assets, the current Game Turn, etc. Units are the 1/2” squares representing the actual military formations that fought in this campaign. The numbers and symbols on these units represent their individual strength and type.

Sample Units

Unit Symbols and Definitions

Infantry

Airborne (Parachute) Infantry

Corps Artillery

Rocket Artillery (Nebelwerfer)

Mechanized Infantry (Panzergrenadier)

Armor (Panzer, Tank)

Armored Cavalry

Artillery type units include Corps Artillery and Rocket Artillery units ( ). These have a red or orange symbol box, respectively, for easy identification.

Infantry type units include Infantry and Airborne units ( ).

Armor type units include Armor and Armored Cavalry units ( ).

Mechanized units include Armor, Armored Cavalry, and Mechanized Infantry units ( ).

The German player controls the German (field gray, black, and gray) units. The Allied player controls all of the other (olive and light green) units.

Friendly units are those on your side (German or Allied). Enemy units are those on your opponent’s side.

Combat Factor measures a unit’s value in Battle as expressed in Strength Points; higher numbers are stronger.

Movement Allowance determines how far the unit can move expressed in Movement Points; higher numbers are faster.

Unit Size is provided for historical interest only and has no effect on game play. Unit sizes are:

III = Regiment; X = Brigade.

Unit Identifications are also for historical interest. For most units, to the left of the Unit Type Symbol box, you’ll find its Regimental or Brigade designation; to the right is that unit’s parent unit (Division).

[3.0] SETTING UP THE GAME 1. The German and Allied players set up as

indicated on the back of the Player Aid sheet and on the Turn Record mat. Units with a 4-digit hex number set up on the map in those specific hexes; units with a Game Turn number (“T#”) and Entry Location (“/X”) are placed on the Turn Record mat.

Note that this set up data is also shown on each unit’s full-strength side, in its top-right corner.

2. Place the Game Turn 5 Random Events units (Von der Heydte and the 653rd Jagdpanzer [JPZ] Battalion) on the Game Turn mat.

3. Both players also set aside their respective Air Support markers.

FRONT BACK

Unit ID (8th Rgt)

Range in hexes

Type (Mech.)

Type (Artillery)

Entry turn &

location Parent unit (3rd Division)

Final Protective Fire value (2)

Barrage and

Combat Factor

Combat Factor

Movement Allowance

Unit Size (Regiment)

Set Up Hex #

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Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0 3

© 2013 Paul Koenig and Victory Point Games

4. Set the Hit markers, Blown Bridge markers, and the die within reach of both players.

5. Place any Optional markers that begin the game set up on the map as listed in the Optional Rules (16.0) being employed.

6. Place the Game Turn marker in the 1 (“Start”) box on the Turn Record mat (16 December AM).

After completing the above set up, play begins by following the Sequence of Play (below) until Game Turn 7 is completed.

[4.0] SEQUENCE OF PLAY General Rule

You play Paul Koenig’s The Bulge in successive Game Turns, composed of four Phases followed in the exact order listed below.

The Operations Phase is also called a “Player Turn;” it consists of two Steps, Movement and Combat, that can vary in order. All actions in one Phase or Step must be finished before the next Phase or Step begins.

The player whose Player Turn is in progress (i.e., the one whose Operation Phase it is) is called the “Phasing Player.”

Game Turn Sequence of Play

1. Mutual Support Phase. On Game Turns 3, 5, and 7, both players receive their respective Support markers.

2. German Operations Phase. The German player receives reinforcements and declares the Combined Operations that his units will conduct this turn, either: Maneuver & Engage (i.e., “Scoot & Shoot”) to conduct the German Movement Step first, and then the German Combat Step (at half strength); or Fire & Movement (i.e., “Shoot & Scoot”) to conduct the German Combat Step first, and then the German Movement Step (at half speed).

German non-Artillery units that have neither moved nor attacked this turn can attempt to Repair adjacent Demolished Bridges (see 11.0).

3. Allied Operations Phase. The Allied player receives reinforcements and declares the Combined Operations that his units will conduct this turn, either: Maneuver & Engage to conduct the Allied Movement Step first, and then the Allied Combat Step (at half strength); or Fire & Movement to conduct the Allied Combat Step first, and then the Allied Movement Step (at half speed).

Beginning on Game Turn 3, at the end of this Phase, Allied units can attempt to Demolish or Repair Bridges (see 11.0).

4. Housekeeping Phase. At the beginning of this Phase, rotate German Artillery units that moved so they again face the German player (see 10.5). Advance the Game Turn marker one position or, if the last turn is completed, determine the winner according to the Victory Conditions (see 15.0).

[5.0] MUTUAL SUPPORT PHASE

On AM Game Turns 3, 5, and 7, both players receive two Air Support markers. Players cannot save these between turns. They can be placed anywhere on the map during combat to alter the strength of specific attacks (see 8.2 and 8.3).

[6.0] OPERATIONS PHASE The Phasing Player declares which specific type of Combined Operations that side is conducting this turn, in effect establishing the turn order of either movement first and then combat (at half strength; Maneuver & Engage), or combat first, and then movement (at half speed; Fire & Movement). All the Phasing Player’s Friendly units must perform the same Combined Operations

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and complete the first declared Step (either Movement or Combat) before commencing the other.

The Rule of Halves

Whenever a value is halved for any reason, always round fractions up! If more than one unit is halved (such as a stack conducting an attack during a Maneuver & Engage Combined Operations), add all of the factors together and then halve the total (not each individual unit).

For Example: If two units (with Combat Factors of 4 and 5) were to conduct a Maneuver & Engage attack together, their modified combined Attack Strength would be 5, not 4 or 4.5.

Units cannot move, conduct attacks, and then move again in the same Operations Phase (as they can in some other wargames). All of either movement or combat takes place first, and then all of the other type of Step takes place second for every unit.

During each Step (either Movement or Combat), units are activated one at a time or in stacks. When the last unit has completed its last action of the second Step of that player’s Operations Phase, then that Operations Phase is over.

[7.0] MOVEMENT The six-sided die has nothing to do with the movement of units.

During the Movement Step of your Combined Operations, you can move none, some, or all of your units through any combination of hexes up to the limit of each unit’s individual printed Movement Allowance by paying the appropriate Movement Point cost to enter each hex, cross certain hexsides, or exit an Enemy Zone of Control (see 7.2). Enemy units are not moved during your Movement Step.

Procedure

The player moves his units from hex to adjacent hex, in a continuous path of hexes without skipping or jumping over any hexes. You can move your units in any direction or combination of directions when moving them.

Each unit (or stack of units, when they are moved together at the rate of the slowest one) must complete its movement before another unit (or stack) can commence its movement.

[7.1] Fire & Movement: During a Fire & Movement Combined Operations Phase, each of your units has its Movement Allowance halved (rounded up, as per the Rule of Halves).

[7.2] Zones of Control: The six hexes immediately surrounding a hex with a unit in it constitutes that unit’s Zone of Control (ZOC). Those hexes upon which a unit exerts its ZOC are its “controlled hexes” and inhibit the movement of Enemy units. Friendly-controlled hexes do not interfere with Friendly units’ movement.

Clarifications

All units (not markers) exert a ZOC at all times, regardless of strength, step loss, the Phase, or Player Turn.

Information markers (e.g., Hit markers) are not units and therefore do not exert ZOCs.

Adjacent Enemy units are equally and mutually affected by each other’s ZOC.

There is no additional effect when a single hex is in the ZOC of more than one Enemy unit.

[7.2.1] Stop Upon Entry: Friendly units must cease their movement upon entering a hex in an Enemy Zone of Control (EZOC) regardless of how many Movement Points they might have

½

z

Zone of Control

Zone of Control

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Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0 5

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remaining unspent. It costs no extra Movement Points to enter an EZOC.

[7.2.2] Exit Cost: To leave an Enemy Controlled Hex, most units must pay one additional (+1) Movement Point to do so; Artillery type units must pay two additional (+2) Movement Points. These costs are shown on the Terrain Effects Chart.

[7.2.3] Stickiness: Disengaging units (i.e., those leaving an EZOC) may move directly from one Enemy-controlled hex into another Enemy-controlled hex of a different Enemy unit. That is, disengaging units cannot move directly from one Enemy-controlled hex into another Enemy-controlled hex of the same Enemy unit.

[7.3] Stacking Limit: You may have up to two Friendly units in a hex, no more than one of which can be an Artillery-type unit.

Strictly enforce this stacking limit at all times! That is, units can never be placed, moved, or Retreated (see 8.7) in violation of this stacking limit; should that ever occur, the unit being placed, moved, or Retreated is immediately eliminated instead.

Traffic Jams: The stacking limit often creates “traffic jams” when the hex a unit wants to move into or through is already fully stacked. This is intentional and you should give some thought to the order in which you move your units each turn!

[7.4] Terrain Effects on Movement: These are summarized on the Terrain Effects Chart on the Player Aid sheet.

In addition to the Movement Point (MP) cost to enter a hex due to terrain, there might also be an additional cost (+MPs) to cross certain hexsides due to terrain (and exit EZOCs; see 7.2.2).

These MP costs are cumulative and, generally, if a unit cannot afford to pay the total MP cost to enter an adjacent hex, it cannot enter it, with this exception:

A unit can always move one hex, regard-less of the MP cost to enter it, if it is the only hex it enters that Movement Step and its entry is not otherwise prohibited (i.e., due to terrain or moving directly from one EZOC into another EZOC projected by the same Enemy unit; see 7.2.3).

[7.4.1] Road Movement: Road movement (i.e., moving from one hex containing a road to an adjacent hex connected by that same road through a road hexside) generally reduces the cost to enter the adjacent hex to 1/3 of a Movement Point. For German non-Mechanized units, it is only reduced to 1/2 of a Movement Point. This reduced MP costs are regardless of the terrain in the hex entered or the hexside crossed to enter it.

[7.4.2] Rivers: Infantry and Artillery-type units pay one additional (+1) MP to cross a river hexside.

Mechanized Infantry units ( ), however, must begin their movement adjacent to a River in order to cross it (at the Infantry cost of +1 MP).

Armor and Armored Cavalry units ( ) can only cross River hexsides along connected Road hexsides (i.e., where Bridges exist).

[7.4.3] Prohibited Terrain: Armor and Armored Cavalry units ( ) are prohibited from entering or exiting a Forest hex except along connected road hexsides.

Comprehensive Movement Example: The Germans conduct a Maneuver and Engage turn and, for no particular reason, are moving their pieces from north to south. The 4-3 Infantry unit attempts to move from hex 1904 southwest to hex 1804, but it is prohibited to move from one hex in an EZOC to another belonging to the same unit (7.2.3). Instead it moves south to hex 1905, which

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is in the EZOC of a different unit – the cost to enter the hex is 1 MP for the terrain +1MP to exit the EZOC in the first place (it costs nothing to enter an EZOC).

The 6-4 Panzergrenadier unit moves one hex directly into 1905 for 2 MPs and ends its move-ment there due to entering an EZOC (7.2.1).

The 7-4 SS Panzergrenadier unit would hit a traffic jam if it tried to move south along the road (7.3), but instead it moves directly to 1907 (2 MPs) and then to 1806 (2 more MPs) and ends its turn, out of MPs and in an EZOC. If it had been a Panzer unit ( ), this move would have been prohibited as Armored units can only move into or out of Forest hexes along connected Road hexsides (7.4.3).

Finally, the 3-3 Infantry unit follows the Road hexes to 1808, spending ½ MP in each (for a total of 2MPs) before hitting an EZOC and stopping for the turn.

[8.0] COMBAT General Rule

Combat between opposing units is resolved as a “Battle” between them and in conducted by following all of the Steps in the Battle Sequence, with each Battle resolved separately in any order desired by the Phasing Player. Combat is always optional between opposing units, and you may conduct all of the Battles you desire during your Combat Step.

Typically, the Phasing Player’s units must be adjacent to the Enemy unit(s) attacked to initiate a Battle, with the exception of Artillery units firing at range (see 10.0).

Phasing units that are stacked can attack the same Enemy hex together, or elect to attack different adjacent Enemy-occupied hexes in separate Battles, or one unit can attack and the other not this turn. The guiding principle here is that each unit can only attack or be attacked a maximum of once per Combat Step.

The player initiating a Battle (i.e., the Phasing Player) is dubbed the “Attacker;” the player whose units are being attacked is the “Defender.”

Battle Sequence

1. Targeting: The Attacker designates the single target hex for that Battle.

2. Determine Attack Strength: The Attacker sums the Combat Factors of all the units attacking together in that Battle (including Barraging Corps Artillery units (see 10.2) and Offensive Air Support (see 8.2)) to determine the Attack Strength (AS) for that Battle with a maximum of 12 AS at this point.

3. Defensive Support: The Defender may assign available Air Support points (see 8.3) and Final Protective Fire (see 10.3) to the Battle to decrease the AS.

4. Terrain Effects: Apply any Combat Effect(s) based upon the terrain in the hex occupied by the defending unit.

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Paul Koenig’s The Bulge 6th Panzer Army Rules v1.0 7

© 2013 Paul Koenig and Victory Point Games

5. Combat Resolution: The Defender rolls one die and both players apply the result found on the Combat Results Table on the Player Aid sheet before conducting the next Battle or ending the Combat Step of that Player Turn.

Cases

[8.1] Targeting: A Battle’s target hex must contain at least one Enemy unit. Each Phasing Player’s unit can only attack once per Combat Step, and each non-Phasing unit can only be attacked once per Combat Step.

Only one hex can be the target of a Battle.

[8.2] Attack Strength: Either player can assign a maximum of only one Offensive Air Support marker to a Battle.

When conducting a Maneuver & Engage turn, the total Attack Strength is halved.

After this halving (if any), if the Attack Strength is greater than 12 (AS > 12), it is treated as 12.

Add Offensive Air Support points and Barraging Artillery (see 10.2) to the AS before halving.

[8.3] Defensive Support: The Germans can assign a maximum of only one Defensive Air Support point to a Battle; the Allies can assign a maximum of two.

The Defender can also assign Final Protective Fire (FPF) from up to three eligible Friendly Corps Artillery units to that Battle. Each Corps Artillery unit providing FPF (see 10.3.2) decreases the AS by 1 (German) or 2 (Allied).

Deduct Defensive Air Support points and Final Protective Fire (see 10.3) from the AS after any AS halving occurs.

[8.4] Terrain Effects on Combat:

Terrain Effects modify a single Battle’s Attack Strength (AS), not the Combat Factor of each individual attacking unit.

See the Terrain Effects Chart for this listing. Note that the -1 AS for defending across a River hexside only applies if all

attacking units are across River hexsides from that defending unit; this -1 AS is also cumulative with the terrain in the hex the defending unit occupies.

Important: Armor type units can attack into adjacent Forest hexes and across River hexsides that are not connected to their hex by a Road hexside, even though they are prohibited from moving (7.4) or Advancing (8.8.2) into such hexes.

Paul Koenig’s The Bulge is unlike other Battle of the Bulge games in that “Defense Strength” is determined solely by the terrain occupied by the defending unit(s), and not the units themselves.

[8.5] Combat Resolution: The Defender rolls one die and both players might apply the result on the Combat Results Table.

If the die roll is greater than the Attack Strength (AS), the Defender applies one Hit to an attacking unit in that Battle.

If the die roll is equal to the Attack Strength (AS), an “Exchange” occurs. Starting with the Defender, each side suffers one Hit, applied by the opponent, to a Friendly unit in that Battle.

If the result is less than the final Attack Strength (AS), all defending units in that hex must Retreat as many hexes as the result was less than the AS (up to 4, max.).

If the die roll is four less than the AS, the Attacker also applies one Hit to a defending unit in that Battle.

If the die roll is five less than the AS, the Attacker also applies two Hits to a single defending unit in that Battle.

If the die roll is six or more less than the AS, ignore the Retreat result. The Attacker completely eliminates one defending unit in that Battle (see 8.6.2).

[8.6] Applying Hits: Eliminating a unit via combat attrition is a four-step process:

When a fresh, full-strength unit receives its first Hit, place a 1 Hit marker under it (so that you can see a yellow “halo” beneath that unit as

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a reminder of its Hit status). A unit with a Hit marker has its Combat Factor reduced by one (-1 CF), calculated before any halving of its CF might occur.

If a full-strength unit with a 1 Hit marker receives a second Hit, to symbolize this second Hit, remove the 1 Hit marker and flip that unit over to show its reduced (i.e., half-strength, albeit this time rounded down) side. If a unit suffers a third Hit, place a 1 Hit marker under its reduced-strength side. Its Combat Factor is reduced by one!

A fourth Hit eliminates that unit from play. Remove it and its 1 Hit marker from the map.

[8.6.1] Overkill: Any excess Hits applied to a unit are lost and not carried over to another unit that might also have participated in that Battle (but see 8.6.2, as the surviving unit must Retreat!).

[8.6.2] Death and Retreat: If you eliminated one of two defending units in a Battle, the Defender must Retreat the surviving unit at least one and up to four hexes (see 8.7).

Eliminating a unit in the target hex credits it for a more determined defense, necessitating mop up on the part of the Attacker. This results in potentially reduced Advance After Combat options than had the Defender survived and just Retreated away!

[8.7] Retreating: When a combat result requires the Defending player’s units to Retreat, the Defender must immediately move those units, one at a time, the indicated number of hexes away from the hex they were defending.

A stack of two defending units need not Retreat to the same destination.

Defending units never Retreat as the result of a Barrage (10.2)/Air Support-only attack. In these kinds of attacks where the Attacker has no “boots on the

ground,” only Hits are applied and only to the defending unit.

Retreating is Done by Hexes

Defending units must Retreat, one at a time, the required number of hexes away from the hex they occupied during that Battle.

Prohibitions

Failure to avoid these prohibitions results in that unit suffering 1 Hit (8.6) per hex required to be Retreated in violation:

A unit cannot Retreat into Prohibited terrain or across a Prohibited hexside. That unit ends its Retreat, suffering 1 Hit for each hex it can’t Retreat.

A Retreating unit must avoid hexes in an Enemy Zone of Control (EZOC) if at all possible. (Friendly units do not negate EZOCs for purposes of Retreating.) For each hex in an EZOC that must be Retreated into, that unit suffers 1 Hit.

Preferences

Wherever possible, a Retreating unit must Retreat into and through vacant hexes and each hex retreated must be another hex farther away from the defending hex (i.e., you can’t “double back” along the Retreat route to, in effect, Retreat fewer hexes).

If no other route is available, a Retreating unit can move through a hex occupied by a single Friendly unit (it cannot move through a hex containing two Friendly units, as that would violate the stacking limit, see 7.3; this would cause that Retreating unit’s elimination), but it cannot “double back” under any circumstances.

Subcases

[8.7.1] Retreating is Not Movement: Retreating has nothing to do with Movement Points or paying terrain costs (i.e., a unit can Retreat more hexes than its Movement Allowance). Retreating units are not obligated to retreat toward or along a Road.

[8.7.2] Life On the Edge: Units can Retreat off of the edge of the map. If

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they do, they cannot re-enter play but are not considered eliminated for Victory Point purposes (Exclusive Rule 15.0).

[8.8] Advance After Combat: Whenever a defending unit Retreats (or is eliminated) as a result of combat, it will leave a path of vacant hexes behind called the Retreat Path. Any or all victorious Attacking non-Artillery type units that were adjacent to the Defender’s hex and participated in that Battle can Advance After Combat.

The option to Advance After Combat must be exercised immediately before conducting the next activity (i.e., the next Battle or ending the Combat Step). Advancing is voluntary; units are never obliged to Advance After Combat.

Defending units cannot Advance After Combat under any circumstances.

Exhaustion: After Advancing, those units cannot participate in further Battles that Step, even if their Advance places them next to Enemy units whose Battles are yet to be resolved.

Note that Advancing After Combat can be useful for cutting off the Retreat routes of Enemy units whose Battles are yet to be resolved that Combat Step. Proper sequencing of your Battles is important.

[8.8.1] Following the Path: Advancing units cannot stray from the Defender’s Retreat Path with this exception:

If the defending unit(s) were eliminated from a die roll of five or less than the AS (i.e., due to CRT or Retreat Prohibition losses), the attacking units can create their own path of Advance up to the number of hexes the Defender was obligated to Retreat, provided the first hex Advanced into is the one the eliminated Defending unit(s) occupied.

If the combat result was a Defender Eliminated (i.e., the roll was six or more less than the AS), the attacking units can only occupy the defender’s vacated hex.

[8.8.2] Halting the Advance: Advancing units may end their Advance anywhere along the Retreat Path with these caveats:

EZOCs: A unit must end its Advance as soon as it enters an EZOC.

Exhaustion: A unit cannot Advance further than:

A) The number of hexes the Defender was obligated to Retreat, and

B) Permitted by its Movement Allowance as if it were moving normally (i.e., it is not halved for purposes of Advance After Combat during a Fire & Movement turn) along the Retreat Path (including the reduced costs along Roads).

Prohibited Terrain: A unit cannot Advance into prohibited terrain nor cross a prohibited terrain hexside (i.e., one it could not normally enter). It must end its Advance before it does.

Comprehensive Combat Example: During a Maneuver & Engage turn, the German player positions his pieces for a big attack intended to open the road to Eupen.

The total Combat Factors for the four German units (10 + 5 + 4 + 6) is 25, which is halved, rounded up, to give an Attack Strength of 13, but that exceeds the maximum of 12 (see 8.2), so the Attack Strength (AS) is reduced to 12.

With the Attack Strength now known to be 12, deductions are calculated for the defending units’ terrain (Forest = -2), Allied Air Support (-2) and Final Protective Fire from the Allied

AS = 13 (12 max)‐ 2 (Forest) ‐ 2 (Air Support)‐ 2 (FPF Artillery)= 6 

‐ 2 = 4 

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Corps Artillery unit in Eupen (-2), for a total Attack Strength adjustment of -6.

Note that the Hit marker assigned to the Allied 5-4 unit has no effect on its defense. Units’ CFs aren’t considered when they defend in a Battle!

The math works out to 12 – 6 = for a final Attack Strength of 6, and the Allied player rolls a die to determine the Allied units’ resistance value in this Battle. The result is a 2, and 6 – 2 = 4 (i.e., the die roll is 4 less than the AS, so the "z = 4<AS" line on the Combat Results Table is referenced yielding a result of 4 hexes of Retreat and 1 Defender step loss. These results can be applied in any order, and the German Player wants to apply the step loss first, applying a second Hit to the Allied 5-4 unit, flipping it to its reduced-strength (2-4) side and returning the Hit marker to the stock (8.6).

Both units are Retreated by the Allied player, one at a time (8.7), as shown here. The German player considers Advance After Combat (8.8) options, and notes that the 10-4 Panzer unit cannot Advance at all, as the first hex entered must be the Defending units’ vacated hex, but a Panzer unit cannot enter a Forest hex, and neither can the 5-3 Rocket Artillery unit stacked with it. These units will be holding open the road to Eupen.

The 4-3 Infantry unit can Advance, but as that costs 2 MPs of its available Advance, it can go no further. The 6-4 Mechanized Infantry unit also opts to Advance, entering first the Defending units’ vacated hex (1503 for 2 MPs) and then deeper into the forest to hex 1402 (for 2 more MPs, thus spending all 4 of its MPs to conduct its Advance).

[9.0] GERMAN GARRISONS As German units move inexorably westward across the map, they will inevitably enter City hexes. The German player is required to garrison such cities; the Allies need not garrison City hexes.

[9.1] Garrison Unit Requirement: At the end of each German Operations Phase, every City hex on the map that a German unit was the last to enter or pass through must have a German unit in that hex as its garrison (except for Simmerath, hex 2101, along the North edge, which begins as a German-controlled City hex and is marked by a small cross).

If an Allied unit recaptures a City hex by having an Allied unit the last to enter or pass through it, the German player is relieved of the obligation to garrison it until and unless the Germans retake it.

[9.2] Maintaining a Garrison: A German garrison unit can move away, but a different German unit must replace it and take over its garrison duty before the end of the Operations Phase.

[9.3] Consequences: Failure to maintain the required City hex garrison results in an award of 10 Victory Points to the Allied player per City hex per turn!

This penalty is huge and will probably cost the German player the game if it occurs even once during play.

[10.0] ARTILLERY The Two Types

There are two types of Artillery units in the game: Corps Artillery units (with the dot in their symbol box) and German Rocket Artillery (with the arrow in their symbol box).

Both sides can use their Corps Artillery units within range to adjust the Attack Strength of a given Battle in their favor. There are some special rules on their use at a range of more than a

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single hex (10.2), and German Corps Artillery units have additional restrictions due to logistical problems (10.5).

Modus Operandi

There are three ways that Corps Artillery units can participate in a Battle:

1) From an adjacent hex where they attack or defend as other units do;

2) Attacking from a non-adjacent hex within their range, called a Barrage; or

3) Aiding the Defense from a non-adjacent hex within their range, called Final Protective Fire (FPF).

Adjacent Hex Attacks

[10.1] Close Support: The range of German Rocket Artillery units is 1 hex as shown in the upper-left corner; that is, they must be adjacent to Enemy units to attack them (and this Rule applies). Corps Artillery units can also attack from an adjacent hex in this manner.

[10.1.1] One at a Time: As other units do, Artillery units adjacent to Enemy-occupied hexes can only choose a single target hex to attack.

[10.1.2] Pinned: While adjacent to an Enemy unit, Corps Artillery units cannot Barrage; they can only attack an adjacent Enemy-occupied hex (if they attack at all).

[10.1.3] Ouch: Artillery units attacking from an adjacent hex are subject to all combat results (as opposed to 10.2.2).

[10.1.4] No Advance: Attacking Artillery units adjacent to the Defender’s hex cannot Advance After Combat (see 8.8).

Corps Artillery

The range of Corps Artillery units is 4 hexes as shown in the upper-left corner.

Range is counted from the Corps Artillery unit’s hex (exclusive) to the Defender’s hex (inclusive).

Artillery units are never required to attack an Enemy unit merely because it is within range.

Artillery units providing Ranged Support (i.e., those contributing their Combat Factor or FPF Value to a Battle from a non-adjacent hex) suffer no adverse combat results; they cannot suffer Hits (8.6), or Retreat (8.7), or Advance After Combat (8.8) as a result of providing Ranged Support.

Barrage Attacks

[10.2] Barraging Corps Artillery units (i.e., those contributing their Combat Factor in an attack from a non-adjacent hex, which occurs before halving) can attack alone, in concert with other Barraging Artillery units and/or Support Points, OR in concert with other Friendly units adjacent to the defending hex in a “combined attack.”

[10.2.1] One Shot: In accordance with the principle that each unit can only attack once per Combat Step, even Barraging Artillery units can only attack one Enemy-occupied hex per turn. [10.2.2] Applying Combat Results: Defending units never Retreat (8.7) as the result of a Barrage/Air Support-only attack; only Hits (8.6) apply, and only to the defending unit.

This means that an Exchange result (see Combat Results Table) caused by Barraging Artillery units alone (with or without the assistance of Offensive Air Support) would cause the defending unit to suffer one Hit, but the Barraging Artillery unit(s) would not suffer a Hit.

[10.2.3] Fast Attacks: A Barrage/Air Support-only attack skips Step 3 of the Battle Sequence (Defensive Support).

Such attacks would start and end too quickly for the Defender to present a prepared response.

Defensive Artillery Support

[10.3] Final Protective Fire (FPF) comes from the Defender’s available Corps

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Artillery units within range (i.e., those contributing their Combat Factor in an attack from a non-adjacent hex, which occurs after halving) using their FPF Value to reduce the Attack Strength against Friendly forces at a Battle.

[10.3.1] One Shot: In accordance with the principle that each unit can only be attacked once per Combat Step, even Artillery units providing FPF can only participate in the defense at one Battle per turn, with this exception:

Two Shots? A non-Phasing Corps Artillery unit adjacent to an Enemy unit, but not yet attacked this turn, can provide FPF to a Battle within range normally, even if it is later attacked itself (which, technically, would see it participating in two Battles that Combat Step). Once it is attacked itself, however, it cannot provide FPF that turn to another Battle if it has not already done so. [10.3.2] FPF Values: Each German Corps Artillery unit providing FPF subtracts one from the Enemy’s Attack Strength. Each Allied Corps Artillery unit providing FPF subtracts two.

Artillery and Terrain Effects

[10.4] Terrain Effects: Certain terrain effects are applied/ignored when Artillery units are providing Ranged Support:

No Line of Sight Required: Artillery units are not subject to “Line of Sight” restrictions when tracing their ranges (as in some other wargames).

Defender’s Terrain: Defending units benefit fully from the terrain in the hex they occupy when attacked by a Barrage/Air Support-only attack. They do not receive any hexside benefits when attacked by a Barrage/Air Support-only attack.

Combined Attacks: Defending units do receive hexside terrain benefits from a combined attack involving Barraging Artillery and adjacent non-Artillery

units, all of which of the latter are attacking across that terrain hexside type.

German Artillery Limitations

[10.5] Logistical Problems: German Corps Artillery units are restricted in their ability to move and fire. Allied Artillery units and German Rocket Artillery are under no such restrictions.

[10.5.1] Movement: If a German Corps Artillery unit moves, it cannot attack that turn (including Final Protective Fire, see 10.3), but the opposite is not true. That is, if the German player chooses a Fire & Movement Combined Operations Phase, they can attack that turn and still move (but if they do move, they cannot provide Final Protective Fire during the Allied player’s turn).

Reminder: After a German Corps Artillery unit moves, rotate it 180 degrees to indicate that it cannot fire for the remainder of that Game Turn, and rotate it back during the Housekeeping Phase.

[10.5.2] Firing: German Corps Artillery units can fire only once per turn, either Barrage or FPF, not both. They cannot fire that turn once they have moved (see 10.5.1).

[11.0] BRIDGES Bridges (i.e., the hexsides where Roads intersect Rivers) were vital to both sides as choke-points through the rough and densely wooded Ardennes forest.

Demolition

Beginning on Game Turn 3, the Allied player (only) may attempt to blow Bridges at the end of each Allied Operations Phase. Only one Demolition attempt per Bridge per turn is allowed.

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Procedure: Any Allied ground unit adjacent to an intact Bridge hexside can attempt to Demolish that Bridge, but only if there is a German ground unit adjacent to or within one hex of that Bridge hexside (i.e., that Bridge is “threatened”).

Allowable Demo-litions have a “Y,” those not allowed an “N.” The N’s lack either: A) an adjacent Allied unit to the Bridge in question, or B) a close enough German unit threatening that Bridge, or C) both.

The Allied player, making the one allowed Bridge Demolition attempt for that turn at a threatened Bridge, indicates that Bridge and rolls a die.

If the result is a 1 or 2, there is no effect; the Demolition attempt for that turn fails.

If the result is a 3 through 6, that Bridge is successfully Demolished; place a Demolished Bridge marker across that hexside to indicate its status.

Modifier: Subtract one (-1) from the die roll if a German unit is directly across the Bridge from the Allied unit attempting to Demolish it.

Demolished Bridge Effect: A Dem-olished Bridge hexside is simply treated as a normal River hexside without a Bridge (and with those movement restrictions).

Repair

Either player can repair a Demolished Bridge hexside. Any non-Artillery type unit can do so by commencing its Player Turn on either of the two hexes adjacent to that Demolished Bridge hexside (regardless of the presence of any EZOCs) and does not move or attack that turn.

If that is the case, then, at the end of that player’s Operations Phase, that Bridge hexside is repaired (indicated by removing its Demolished Bridge marker from the map) and that hexside again functions as a normal Bridged River hexside.

A Bridge can be Demolished and repaired any number of times.

[12.0] RANDOM EVENTS These Random Events represent actual or likely events that did or could have occurred during the Battle of the Bulge.

Procedure

On Game Turn 5 (only), the German player rolls a die at the start of the German Operations Phase to determine the one Random Event for that game:

1 Von der Heydte: The German player places the Von der Heydte marker in any hex. Allied Road movement is prohibited in that hex this turn (i.e., that hex is treated as a normal hex of that terrain type without the Road running through it).

2 German Deception: The German player selects one City or Town hex on the 6th Panzer Army map (only). Each Allied unit entering that hex this turn must roll a die: 1 or 2 = no effect; 3 or 4 = that unit cannot use Road movement for the rest of the Allied Player Turn; 5 or 6 = that unit stops in that hex, immediately ending its movement.

3 SS Atrocities: Add one to the die rolls (i.e., apply a +1 die roll modifier) of all German attacks this turn and next (i.e., 18 December AM and PM) that include SS (white-on-black/white-on-gray) units. This is a disadvantage to the German player!

4 German Commandos: At the end of the German Operations Phase, the German player designates one bridge hexside on the 6th Panzer Army map

Y

Y

Y

N

N

N

N

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(only). The Allies cannot attempt to Demolish it this turn (see 11.0).

5 Operation Bodenplatte: Each player rolls separately for their Air Support allotment this turn: 1, 2 or 3 = 0 Air Support points are available this turn; 4, 5 or 6 = 1 Air Support point is available this turn.

At great risk, the German Luftwaffe attempts to neutralize Allied air power.

6 Jagdtigers: The German player receives the special JPZ Panzer Battalion unit this turn. It enters play as a Reinforcement from anywhere along the Eastern map edge (see 14.0). Note: This is a stack-free unit and so can be added as a third unit, if desired, to any stack of two German units.

[13.0] SPECIAL RULES There are no Standard Special Rules.

See the Exclusive Rules, 13.0 (page 17).

[14.0] REINFORCEMENTS Both players receive Reinforcements over the course of play. The Turn Record mat shows these specific units and when they enter play.

You can delay your Reinforcements and bring any or all of them into the game on any future Game Turn, at your discretion.

Procedure

Reinforcing units arrive that turn during your Operations Phase and enter the map at their designated entry hex(es; if more than one possible entry hex is listed, it is your choice which to use) during your Movement Step (moving at full or half speed, depending on your Combined Operations choice).

[14.1] Drive-Ins: Reinforcement units pay the Movement Point cost to enter their arrival hex (i.e., its placement on the map is not “free”). Note that if this is a Road hex, it enters play at the Road rate (i.e., a fraction of a Movement Point).

[14.2] Blocked Entry: If Enemy units or their ZOCs block all listed entry hexes, you can either delay the entry of that Reinforcement unit or have it enter play that turn at the map edge Road hex nearest to its entry hex that is free of Enemy units and their ZOCs.

[15.0] HOW TO WIN There are no Standard Victory Conditions.

See the Exclusive Rules, 15.0 (page 18).

[16.0] STANDARD OPTIONAL

RULES These Optional Rules work for any game using the Paul Koenig’s The Bulge system. They add further realism and gameplay options, but at the cost of some added time and complexity.

You can use any or all of them in any combination desired as agreed upon before commencing play. These rules supersede the Standard Rules when there is a conflict.

[16.1] Leadership: Set up the game with the Leadership marker set aside with the other Support markers.

Gaining the Leadership Advantage (Procedure): Starting on Game Turn 3, and at the beginning of each AM Turn after that, both players roll a die to determine which player (if either) gains possession of the Leadership marker.

If one player rolls at least two higher than the other, the higher-rolling player receives the Leadership marker. It is kept until “spent” (see below) or the other player (using the above “roll off” procedure during the next AM Turn) seizes it.

If the Leadership rolls are tied or there is only a one-point difference between them, the Leadership marker remains where it is.

Spending the Leadership Marker: The Leadership marker is spent (i.e., returned

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to the unused stock of Support markers) by the player possessing it to perform one of the following feats when desired:

Leadership Feats List

Battlefield Leadership: After its result is known, you may re-roll the Battle result die. You must accept the result of the re-roll.

Forced March: Double the Movement Allowance of any one “leg” Infantry unit ( ) during this Movement Step only. This doubling takes place before any halving does during a Fire & Movement Combined Operations Phase.

Receive Corps Assets: When determining the Attack Strength or Defensive Support during the Battle Sequence, spend this marker to count as two additional (+2) Support points for your side. This is in addition to any Air Support point(s).

Unit Recovery: At the end of your Combined Operations Phase, return to play one eliminated unit as follows:

It is returned to play at reduced-strength (i.e., with 2 Hits remaining) and placed with or adjacent to (within the Stacking Limit; see 7.3) a unit of its same parent Division (i.e., the number to the right of its unit symbol) or, if no such unit from its parent Division is available, then any Friendly unit on the map will do. It cannot return to play in an EZOC.

Note that recovered units, while back in play, are not considered eliminated for determining Victory Points (see Exclusive Rule 15.0).

[16.2] Allied Interdiction: The Allied player can, at the end of the Allied Combined Operations Phase, spend (i.e., return to the unused stock of Support markers) any or all of his Air Support points and/or the Leadership marker (if it is in the Allied player’s possession) to

receive an equal number of Interdiction markers.

Placement: Interdiction markers are placed, when received, anywhere on the map, but no more than one per hex. After placement, roll one die for each Interdiction marker placed and remove it with no effect (i.e., return it to the stock) on a roll of 1, 2 or 3. Any other result leaves that Interdiction marker successfully placed.

Effect: During the next German Combined Operations Phase, that hex costs German units one additional (+1) Movement Point to enter it.

Removal: Remove all Allied Interdiction markers at the end of the next German Combined Operations Phase.

[16.3] Armor Bonus in Attack and Defense: When there is room to maneuver, an Armored force has advantages over non-Armored forces.

If a Panzer/Tank ( ) unit is attacking a Clear or Woods hex containing only non-Mechanized type units (i.e., no

units are present), subtract one (-1) from that Battle’s die roll.

If a Clear or Woods hex with an Armor type unit ( ) is defending against an attack that does not include an Armor type unit ( ), add one (+1) to the die roll.

[16.4] Combined Arms Attack Bonus: When one or more Panzer/Tank ( ) units (only) are defending a Clear or Woods hex, if the attacking units in that Battle include an Armor type unit ( ), an Infantry type unit ( , including Mechanized Infantry ), plus an Artillery type unit ( ), then subtract one (-1) from that Battle’s die roll.

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[16.5] Improved Position Defense Bonus: You may construct an Improved Position, symbolized by placing an Improved Position marker beneath your unit(s) in that hex.

Set Up: Some Allied units commence play in Improved Positions as listed below (these set up hexes are underlined on both the unit and the map to facilitate):

1904: 395th Regiment, 99th Division;

2010: 394th Regiment, 99th Division;

2012: 14th Armored Cavalry Regiment

2108: 393rd Regiment, 99th Division;

Construction: Improved Positions can only be built where there is not already an Improved Position marker.

To build an Improved Position, at least one Friendly unit in that hex must have neither moved nor participated in combat during your Operations Phase that turn.

You can build Improved Positions in any type of terrain, even in EZOCs.

An individual unit cannot build an Improved Position and also Repair a Bridge (11.0); it can do one or the other on a given turn, but not both.

Effect: When the defending unit(s) in a Battle occupies an Improved Position, add one (+1) to that Battle’s die roll. This is cumulative with (and, in effect, negates) the -1 Armor Attack Bonus (16.3) and Combined Arms Attack Bonus (16.4) Optional Rules.

Removal: Remove the Improved Position marker and return it to the stock the instant that either:

A) No units Friendly to the side that built it remain in that hex (this can occur during movement or combat), or

B) All of the units in that hex Attack from it that turn (remove it during the Combat Step when the last unit in that hex launches its Attack).

[16.6] The Fuel Dump: There is a Fuel Dump located in hex 1007 (the Town of Francorchamps) as shown by an icon on the map. Set up the Fuel Dump marker in that hex to make its location there distinctive and show that the Fuel Dump has not yet been captured or destroyed.

Destruction: Once per Game Turn, when a German unit moves adjacent to the Fuel Dump hex, the Allied player attempts to destroy the Fuel Dump (before the threat of its capture is realized); the Fuel Dump hex itself need not be occupied by an Allied unit.

The Allied player rolls a die. If the result is a 1, 2 or 3, there is no effect and the Fuel Dump marker remains on the map and is still vulnerable to capture; if the result is a 4, 5, or 6, the Fuel Dump is destroyed (symbolized by removing its marker from play).

Modifier: For each successive Game Turn that a German unit moves adjacent to the Fuel Dump, add one (+1) to this die roll.

Capture: If a German unit enters this hex, the German player removes the Fuel Dump marker from the map and keeps it. It is worth 2 Victory Points to the German player (see 15.0).

If the Fuel Dump marker has not been captured (i.e., either the Germans never got there or the Allies destroyed it), it does not score any Victory Points for either side.

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66tthh PPaannzzeerr AArrmmyy

EExxcclluussiivvee rruulleess These are the Exclusive Rules for Paul

Koenig’s The Bulge 6th panzer army. They supplement the Standard Rules, providing the detailed instructions required to play this specific game. Where these rules conflict with the Standard Rules, these Exclusive Rules take precedence.

[13.0] SPECIAL RULES To recreate the German’s initial surprise attack, this Special Rule is in effect for the first Game Turn only.

Subtract one (-1) from the die rolls of all German attacks during their first Combat Step.

Allied Corps Artillery units cannot conduct FPF (see 10.3) during the first German Combat Step.

No German Artillery (of any type) can be used to support a German attack against hex 1803 (Monschau) during the first German Combat Step.

During Germany’s initial staff planning for this offensive, Field Marshall Model, commander of Army Group B, forbade the use of artillery on the historic city of Monschau. His staff understood that he wished to save the historic buildings and landmarks within the city.

[14.0] REINFORCEMENTS These additional Exclusive Rules apply to Reinforcements. Each Reinforcement is identified by its brown symbol box as a reminder of its special status:

[14.3] Unit in Waiting: As an exception to the Standard Rule, the Allied (U.S.) 16th Regiment of the 1st Infantry Division arrives by being placed directly in hex “Y” without expending Movement Points.

Release it for movement from that hex for the rest of the game when:

A German unit enters hex 1308 (Malmedy) or 1301 (Eupen), OR

It is Game Turn 7 (19 Dec AM), OR

Four or more (4+) Allied units have been eliminated.

[14.4] The 150th Panzergrenadier Brigade: Once per game, during any German Movement Step of the first six turns (i.e., prior to 19 Dec AM), the 150th Brigade can make an attempt to ignore an EZOC that stops its movement. The German player announces this one and only “infiltration attempt” and rolls a die.

If the result is a 1, 2 or 3, there is no effect and this unit must cease its movement in that EZOC hex normally. If the result is a 4, 5, or 6, this unit ignores the EZOC in that hex and can continue its movement for that Movement Step.

The 150th Brigade included English-speaking German soldiers from all of Germany’s military branches. They wore U.S. Army uniforms, were issued with captured U.S. equipment (including a couple of Sherman tanks which broke down), and modified German vehicles to look like their U.S. counterparts. Their mission was to cause disruption and spread disinformation behind the American lines.

[14.5] Kampfgruppe Peiper: Once on Game Turn 2 (16 Dec PM) and again on Game Turn 3 (17 Dec AM), the Panzer Regiment Peiper unit can move and attack multiple times during those German Movement Steps in a “Breakout Maneuver.”

Breakout Maneuver

To perform its Breakout Maneuver, the Peiper unit must be the first German unit moved during that turn’s German Move-ment Step (at full or half speed, depending on the German’s Combined Operations that turn). It must act alone and not as part of a stack of moving units, and complete its Breakout Maneuver movement and combat before the second German unit moves.

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Breakout Combat: As it conducts its Breakout Movement, the Peiper unit can also conduct Battles! It costs no Movement Points for it to initiate a Breakout Battle, and the Peiper unit attacks with a Combat Factor of 9 (i.e., at ¾ strength; ignore halving during a Maneuver & Engage turn). The Allied player can respond to Breakout Battles with Air Support points (8.3) and Corps Artillery units’ FPF (10.3), as usual.

Breakout Advance: The Peiper unit does spend Movement Points during a Breakout to Advance After Combat (8.8). Breakout Advances (which are optional) need not follow the Retreat Path after the first hex of Advance is made into the Defender’s vacated hex.

Continuous Breakout Combat: After conducting each Breakout Battle and its Advance After Combat (if any), the Peiper unit can continue moving up to the limit of its Movement Allowance and conduct additional Breakout Battles.

Halting Breakout Combat: The Peiper unit must cease conducting Breakout Movement and Combat when either:

Its Movement Allowance is exhausted; OR

Its successful Breakout Battle would cause it to Advance into a prohibited hex or across a prohibited hexside (these hexes can be attacked, just not Advanced into); OR

When a Breakout Battle fails to remove the defending unit(s) from the target hex.

Non-Breakout Combat: During the German Combat Step there is nothing special about the Peiper unit. It participates in Battles, alone or with other German units, in the usual way.

[15.0] HOW TO WIN At the conclusion of the last Game Turn (turn 7, 19 Dec AM), both sides tally their

Victory Points (VPs) according to the following schedule:

German Victory Points

1 VP for each Allied unit eliminated*.

1 VP for each City (not Town) hex, excluding Simmerath, which is occupied by a German unit.

1 VPs for each German Mechanized unit ( ) that is still in play and west of the Red Line (i.e., in hex columns 01XX to 07XX).

2 VPs for each German Mechanized unit ( ) that has voluntarily exited from anywhere along the West map edge or along the North map edge between hexes 0101 and 1101 (i.e., where the thick black border is).

Allied Victory Points

1 VP for each City (not Town) hex, excluding Simmerath (which the Germans start in control of) that is not occupied by a German unit.

1 VP for each German Infantry or Airborne ( ) unit eliminated*.

2 VPs for each German Artillery type unit ( ) eliminated*.

3 VPs for each German Panzergrenadier unit ( ) eliminated*.

4 VPs for each German Panzer unit ( ) eliminated*.

10 VPs whenever the German player fails to garrison a City hex (see 9.0).

* Half of these VPs are also earned for units still in play at the end of the game but which are flipped, showing their reduced-strength sides (i.e., have 2 or 3 Hits of damage on them). The Rule of Halves (pg. 4) applies to any fractions.

Determining the Winner

If the Allied Player has 6 or more VPs than the Germans, they win, otherwise the German player wins. To determine the level of German victory: if the German score is greater than the Allied score and German units have crossed the Red Line, then it is an Operational Victory, otherwise a Tactical Victory.