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FAB: The Bulge rules summary

Terms:
10-sided Dice regardless of any modifiers, a roll of 1 is always a success and a roll of 10 is
always a failure.
Asset a counter representing combat or non-combat support.
There are two types of combat assets: indirect-support (artillery, naval gunfire, etc.) and direct-
support (engineers, infantry, armor, etc.). These combat assets are also known as artillery and
battle assets.
Non-combat assets are command staff, fuel, etc.
Contested/Uncontested Area an area containing forces from both sides is contested. An area with no
forces or forces of only one side is uncontested.
Controlled Areas each area is controlled by one side or the other, whether contested or not. An area
is controlled by the last sole-occupant. Assets may retain, but do not change an areas control.
Event a counter representing replacements, air missions, Special Actions, etc.
Good Order a unit without either a disordered or a recovering marker.
Higher Echelons units, assets, and events are identified by Echelon based on color.
The German army boundaries separate each armys zone. German assets and events may not be
played outside of their own armys zone [EXC: an army that has had its engineer asset eliminated
may have any friendly engineer perform bridging functions (only) within its zone].
Newly Contested Area an area containing units of both sides which was uncontested prior to the just
completed Movement Phase.
Success Number the number you need to roll (or less) to succeed. The basic Success Number is
always 5, which can be modified.
Troop Quality the color of the pips on units and assets. Red means elite, black means veteran, and
white means green quality troops.
Unit a wooden block representing a main combat and maneuver element.
Unit Status a units current condition (good order or disordered; supplied or unsupplied; marked as
reserve or not).

Setup: Give each player an opaque selection cup or bag for drawing assets.
For the Tournament and Campaign scenarios, place the units into the pre-marked areas along with the
indicated markers (i.e., field works, river assault, reserve).
Place assets marked S in the German players Available Box.

Sequence of Play: Each Game Turn consists of a Reinforcement Phase (for both players), followed by
the First Players Turn and then the Second Players Turn (each consisting of eight phases), followed
by a Victory Check Phase and the advancement of the Game Turn marker.
The Germans are the First Player in all scenarios.

Reinforcement Phase: Both players conduct the following steps:


1. If your reusable Special Action block is still in the Available Box, you may move any one asset
from the Used Box into the Available Box.
2. If your reusable Special Action block is in the Used Box, move it into the Available Box.
3. The German Player must move one regular artillery asset (not rocket artillery) from the Used Box
to the Eliminated Box if at least one is available.
4. Move all assets in your Used Box into your selection cup.
5. Place your reinforcing units on their entry areas. The entry area letters identify the adjoining entry
areas the entry area letters are not areas themselves. A unit with two entry areas indicates the
range of allowed areas. If the entry areas are blocked, see 4.1c and 14.2 for options.
Placement may not violate stacking, nor may units be placed in an enemy-controlled area unless
the area is currently vacant [EXC: the three German units arriving on turn 4 are allowed to be
placed in Entry Area Z in violation of stacking].
Units arrive at full-strength except for the American 1st Infantry on Turn 2.
6. Task Forces are placed in supplied, uncontested, friendly-controlled areas.
7. Reinforcing events and assets are placed into the selection cup.

German Strategic Reserve: Each of the four units with orange labels arrive when the matching event
gets played and may be placed in Entry Area Y or Z.
These units do not pay the 2 MP penalty for crossing any army boundaries.
They may have assets attached from and use the events of the Army whose zone they are currently in,
even if stacked with a unit from an Echelon from a different zone (although in that case they could
only have an artillery asset assigned).

American Strategic Reserve: Each of the units, assets, and events with light blue labels may be
mixed with and/or attached to other US Echelons without the usual mixed Echelon penalties.
The units may receive events and assets from either of the other US Echelons without penalty (but not
both in a given round unless the Command Staff asset has been used for that battle).

Admin Phase: This is the first of eight phases that occurs within each player turn.
1. Both players draw the listed number of chits for their side as per the Turn Track.
In your sides box, the first number is the number you draw during the German player turn and the
second number is the number you draw during the Allied turn.
2. The Phasing Player may play events and use engineer assets in his Available Box, he may perform
Staff Functions if he has a Command Staff asset available, and he may perform certain Special
Actions.
An event (other than Delayed Response) may be used to move two assets from the Eliminated Box
into the selection cup, rather than for the events printed purpose [EXC: Garrison assets may not be
moved].
Events are placed in the Eliminated Box after use, regardless of how they were used.
German events may only affect their own Armys units and Strategic Reserve units, and they may
only be played in their own Armys zone. German Strategic Reserve events may be played in any
Armys zone and affect the units of all German armies.
Allied events may only affect their own Armys units [EXC: Strategic Reserve] but they may be
played into any zone.
3. The Non-phasing Player may play or perform the same activities as per step 2.

Engineering Functions: In the Admin Phase, each engineer asset can be used for one of the functions
below (or may be used as a battle asset during combat):
Blow Up Bridge(s) choose a supplied, friendly-controlled, uncontested area and place Blown Bridge
markers on one or two adjacent river boundaries.
Place the engineer asset in the Used Box.
Repair a Bridge choose a supplied, friendly-controlled, uncontested area with an adjacent blown
bridge that is also adjacent to an area that you control or to an enemy-controlled area that is
contested. Remove the Blown Bridge marker.
Place the engineer asset in the Used Box.
Construct Field Works place a field works marker on a supplied, friendly-controlled, uncontested
area containing at least one friendly unit of the same Echelon as the engineer.
Place the engineer asset in the Used Box.
Construct a Roadblock place a roadblock marker on a supplied, friendly-controlled, vacant area that
has a Terrain Difficulty Number of one or higher.
Place the engineer asset in the Used Box.
For the rest of the current player turn, the first enemy unit that enters the area must pay one
additional movement point (but not in addition to the +1 if friendly forces are present) and then end
its movement in that area. The roadblock is removed when an enemy pays this penalty or it is
removed during the Supply Phase of the same player turn.
Create a Defended Roadblock place the engineer asset on a supplied, friendly-controlled, vacant area
that has a Terrain Difficulty Number of one or higher. It works like the roadblock above except the
asset is not removed when an enemy unit enters, it may attempt to blow bridges during enemy
Operational Movement, and it acts partly as a unit by forcing enemy units to stop and resolve
combat.
During the Combat Round, the defender may not use a Special Action to reinforce or retreat before
combat and one artillery asset from the same Echelon is the only asset that can be assigned to the
engineer (no events). If the engineer survives until the Supply Phase (with or without combat), it is
placed in the Used Box.

Stacking Limits: Each area may hold up to two units from each side.
No unit may voluntarily end its movement overstacked.
Stacking limits are enforced at the end of each phase and throughout the Combat Phase by retreating
any excess units at those times. Units unable to retreat to correct overstacking are eliminated instead.
There is no stacking limit for assets.

Operational Movement Phase: The actions available to each of the Phasing Players units are:
Placing Units in Reserve a unit is eligible if supplied, in good order, and in an uncontested area.
Reserve markers are limited by zone for both sides and may be placed on any unit of any Echelon
within the designated zone.
Such a unit may move either in the same Operational Movement Phase, in the Strategic Movement
Phase, during a Reaction Phase, or during a Breakthrough Movement Phase. The reserve marker is
removed when the unit moves, when the area it is in becomes contested, or during the enemy
players next Supply Phase.
Moving to Another Area infantry class units have three movement points, and armor class have six.
Units are revealed when entering a contested area if other forces in that area are already face up
from a prior Combat Round even if existing units later leave to allow new units to enter.
Building Field Works a supplied, good order unit expends its entire move in an uncontested area to
place a field works marker there. All friendly units in the area benefit from the field works.
Field works are removed if they absorb a combat hit, if the area does not contain a friendly unit at
the end of any phase, by an enemy engineer in combat, or when the area is contested during any
Supply Phase.
Hold Position neither move nor change the units status.

Operational Movement: Most areas are separated by an open or a river boundary.


A bridge always exists on each river boundary unless marked with a Blown Bridge marker.
Units use connections to cross area boundaries.
A road connection costs 1 MP. If using a road to enter area A, a unit can exit through another road
connection even if the actual road depictions do not connect within area A.
A field connection costs 2 MP.
Units may not move diagonally across the point where boundaries intersect.
A river boundary with a blown bridge costs a unit its entire movement allowance to cross.
Entering an area that contains units (friendly and/or enemy) costs 1 extra MP (total).
Exiting a contested area costs 1 extra MP. The first area entered must be friendly-controlled and
uncontested. The unit may then continue moving but may not enter nor create another contested area
during the same Movement Phase.
Unsupplied and/or disordered units are only permitted to move into an adjacent area.
A unit may exceed its movement allowance if only moving to an adjacent, non-prohibited area.
Units are always moved one at a time.
Units must stop when entering an area containing an enemy unit or a roadblock.
Only one unit may cross a river boundary (whether the bridge is blown or not) into an enemy-occupied
area each Movement Phase.
A unit that attempts to cross a river boundary into a newly contested area triggers an opportunity for
the defender to blow the bridge on a roll of 1-5. If the bridge is blown, the unit that triggered the
attempt may still cross the river if it began the phase adjacent to the target area. If the unit does not or
cannot cross, it does not pay the movement cost for the area it was trying to enter. It instead loses 1
MP, but may continue moving.
A River Assault marker is placed for newly contested (only) areas where all attacking units crossed
river boundaries into the area and at least one of the attacking units crossed a blown bridge.
The Schnee Eiffel is a restricted boundary between areas 4 and 11. The cost to cross this boundary is
all MP, but armor class units and units moving by strat-move may not cross this boundary at all.
German units that cross an army boundary and exit their own armys zone must pay an additional 2
MP [EXC: strategic reserve units]. German units may cross into their own armys zone, and also
retreat, exploit, or strat-move across any army boundary with no restriction.
British units may only operate northwest of the Meuse River (from area 57 to area 96).

German Fuel Shortage: No German unit (including new reinforcements) may move more than 3 MP
(unless moving only a single area), or move in the Strategic Movement Phase, unless the German
Player moves a fuel asset from the Available Box to the Used Box.
Each time the German Player captures, for the first time, a yellow-star objective area, roll a die and
consult the table in section 16.13 to possibly capture some fuel.

Strategic Movement Phase: Only supplied units marked with a reserve marker may strat-move.
Move the unit to any other friendly-controlled and supplied area that it can trace a continuous path of
road and field connections to, without crossing a blown bridge or moving into or through an enemy-
controlled or contested area. Then remove the reserve marker.
The Germans may only strat-move one unit per game turn. This unit may originate in any zone and
may cross army boundaries. This will use a fuel asset.
The British may not strat-move outside of the area northwest of the Meuse River (from area 57 to area
96).

Combat: Combat is required for newly contested areas.


Combat is at the Phasing Players option in subsequent turns, signified by the units already being face
up at the start of the Combat Phase.
Combats are resolved in any order chosen by the Attacker (the Phasing Player).
Disordered units may not participate for the Attacker or be assigned losses by the Attacker.
Conduct the following steps for each combat:
1. Defenders Special Action Decision the Defender may use a Special Action to reinforce or retreat
from this battle. If the Defender retreats, an exploitation opportunity arises and the Combat Round
is over, otherwise continue to step 2.
2. Attacker Assigns Assets provided his forces are in supply and can currently trace a valid supply
path, the Attacker may assign assets from his Available Box.
If all attacking units are from the same Echelon, then up to two artillery assets and/or one event
from the same Echelon may be assigned [EXC: the Germans may not use two artillery assets unless
one is regular and the other is rocket and both are from the same Echelon; American units may use
up to three artillery assets except for battles involving defended roadblocks or mixed Echelons,
unless permitted by the Command Staff asset].
If units from different Echelons are involved, then no battle assets or events may be assigned; only
up to one artillery asset from each involved Echelon is allowed.
3. Defender Assigns Assets provided his forces can currently trace a valid supply path, the Defender
may assign assets from his Available Box.
If all defending units are from the same Echelon, then no more than one artillery asset and/or one
event from that Echelon may be assigned [EXC: American units may use up to two artillery assets
except for battles involving defended roadblocks or mixed Echelons, unless permitted by the
Command Staff asset].
If units from different Echelons are involved, then no battle assets or events may be assigned; only
one artillery asset from either involved Echelon is allowed. This also applies if the only defender is
an asset.
4. Point Units Designated starting with the Defender, each player designates but does not reveal
their point unit. The point unit cannot be an asset unless there is no unit present.
5. Units Revealed units on both sides are revealed if in a newly contested area.
6. Attacking Artillery Fires the Attacker rolls one die per artillery asset, modifying the Success
Number as per the Combat Table.
If the point unit is eliminated, a new one must be chosen as per step 4 above.
If all non-artillery defenders are eliminated, an exploitation opportunity arises, and the Combat
Round ends after any defending artillery fires in step 7.
7. Defending Artillery Fires the Defender rolls one die per artillery asset, modifying the Success
Number as per the Combat Table.
If the point unit is eliminated, a new one must be chosen as per step 4 above.
If the Attacker aborts the attack, the Combat Round is over, otherwise continue to step 8.
8. Defensive Ground Fire the Defender fires his remaining units and battle assets, rolling one die
per firing step, modifying the Success Number as per the Combat Table. After all dice are rolled,
hits are applied to the Attacker.
If the Attacker aborts the attack, the Combat Round is over, otherwise continue to step 9.
9. Offensive Ground Fire first, an assigned engineer asset may automatically eliminate the
defending field works marker instead of firing as a battle asset.
The Attacker fires his remaining units and battle assets, rolling one die per firing step, modifying
the Success Number as per the Combat Table. After all dice are rolled, hits are applied to the
Defender.
If all defending units and battle assets are eliminated with at least one unapplied hit remaining, an
exploitation opportunity arises.
10. End of the Combat Round both sides move their surviving assets (artillery and battle) from the
contested area to their own Used Box.
If both sides have units remaining in the area, they remain face up, otherwise the remaining units
(plus any units that retreated) are tipped back up.
Hit Priorities for Hits Against the Attacker:
1. Mandatory Step Loss the first hit is always taken as either a step-loss on the point unit or by
eliminating one battle asset.
2. If more hits are scored, the Attacker must chose to either:
Abort the Attack ignore all remaining hits. The units remain in the contested area and
become disordered. For river assaults, the units become disordered and retreat back across the
river(s) that they moved across.
Any remaining assets are moved to the Used Box.
Apply Step-Losses take the remaining hits by applying step-losses (see below).

Hit Priorities for Hits Against the Defender:


1. Loss of Field Works if Present the first hit in the Combat Round from any source is absorbed by
removing the field works marker.
2. Disorder Option Due to Artillery Fire one artillery hit may be absorbed by placing a disordered
marker on all defending units that are in good order or recovering.
If all defending units are already disordered or there are only defending assets present, this option
may not be taken.
3. Retreat Option Due to Ground Fire one ground fire hit may be absorbed by retreating all units
present. All retreating units not already disordered become disordered.
Any remaining assets are moved to the Used Box after the battle.
Retreat is not possible for areas defended only by assets.
Retreating units/assets remain susceptible to unapplied hits in step 4 below.
4. Apply Step-Losses take the remaining hits by applying step-losses (see below).
If more hits were inflicted than the Defender can absorb/take, an exploitation opportunity arises.

Step-Loss Allocation: Allocate step-losses to your own units according to these restrictions:
The first unit to suffer a step-loss must be the point unit (although battle assets may suffer step-
losses before the point unit).
Each unit and battle asset must receive one step-loss before any unit receives a second step-loss.
After all friendly units have taken a step-loss and all battle assets have been eliminated, there is no
further restriction on how you distribute any remaining step-losses.
Artillery assets may not be assigned step-losses.
Each battle asset that suffers a step-loss is eliminated.

Disorder Results and Recovery: Place a disordered (D) marker on affected units.
Recovery is a two-step process during subsequent Supply Phases.
Units with a recovering (R) marker suffer all the effects of being disordered.
Units that suffer a disorder result while recovering have the marker flipped back to disordered.
There is no additional effect from a disorder result when already disordered.

Retreats: The owning player moves the retreating units, one at a time, to an adjoining, uncontested,
friendly-controlled area (two retreating units may retreat to different areas), even if the retreat is across
a blown bridge. If no such area exists, the unit may not retreat and must take step-loss(es) instead.
If a retreat causes overstacking, the unit must retreat again as above and continue to do so until
stacking limits are obeyed.
Retreats do not require movement points.
Retreating units become disordered after retreating unless they retreated via Special Action.
Surviving assets do not retreat. They are placed in the Used Box after the battle is over.
Morale Checks: Roll a die with a Success Number of 5 modified by troop quality (-2 Green, +2 Elite)
and/or for being disordered or unsupplied (-1 for each).
A hidden unit must be revealed for the duration of the roll.

Exploitation Opportunities: If the Defender is completely eliminated by artillery fire, or retreats via
Special Action, or is eliminated by ground fire with at least one hit unresolved, then all attacking
armor-class units in the battle area may make a morale check. However, exploitations never arise from
river assaults or Breakthrough Combat Phases.
Hidden units may decline the opportunity and remain hidden.
Place an exploitation marker on any units that pass the morale check.

Reaction Phase: The Non-Phasing Player may move units marked with a reserve marker up to their
full movement allowance, either into an uncontested area or to reinforce a contested area, but may not
create a newly contested area.
Optionally, the units can build field works instead.
The reserve marker is removed from each unit after it moves or builds field works.

Breakthrough Movement Phase: The Phasing Player may move units marked with reserve markers
and those marked with exploitation markers, and may also use Special Actions to move other armor-
class units as exploitation units.
Reserve units may move up to their full movement allowance.
Exploitation units may only move one area and may not cross a blown bridge, even if it is blown by
the units attempted move, in which case the unit cannot move at all.
Either type of unit may enter contested areas.
Either type of unit may build field works rather than move.
Units are moved one at a time, with reserve and exploitation units intermingled as you desire.
The reserve or exploitation marker is removed from each unit after it moves or builds field works.
For newly created contested areas, the Non-phasing Player may attempt to blow bridges as per
Operational Movement.

Breakthrough Combat Phase: Mandatory and optional combats as described below may be fought in
any order as desired by the Phasing Player.
One round of combat is mandatory in newly contested areas.
Already contested areas may have one round of combat if the Phasing Player spends a Special Action
to Conduct Breakthrough Combat.

Special Actions: Reusable Special Actions are blocks that may affect unit(s) of any friendly Echelon.
They are moved to the Used Box after use and return to the Available Box during the Reinforcement
Phase. The Allied Special Action block can be used for the British as well.
Single-use Special Actions are events that may only affect units of the matching Echelon. They do not
count against the one event allowed per battle. They are placed in the Eliminated Box after use.
Either type of Special Action may be used to perform any one function listed below:
Conduct Breakthrough Movement (Breakthrough Movement Phase) one supplied armor-class unit in
good order that has not yet moved this phase may move as an exploitation-marked unit (one area
only).
Conduct Breakthrough Combat (Breakthrough Combat Phase) one already contested area that has
not already fought a round of combat this phase will have a round of combat.
Reinforce a Battle (Combat or Breakthrough Combat Phase) one good order unit from an adjacent
uncontested area may reinforce a declared combat (Defender only) in step 1 of Combat. The unit
may not violate stacking, may not reinforce a battle involving only assets, and may not be
designated as the point unit unless the original point unit is eliminated.
Retreat Before Combat (Combat or Breakthrough Combat Phase) the Defender (only) in a declared
combat may retreat all units in step 1 of Combat except that they do not become disordered. An
exploitation opportunity arises.
Rally the Troops (Admin Phase) designate any one supplied area. All friendly units marked as
disordered or recovering in the area and all adjacent areas have their disordered and recovering
markers removed.
Acquire Quality Replacements (Admin Phase) select a supplied reduced unit (of either unit class) to
receive one step of replacements, even if the replacement step is elite.
Reroute a Reinforcing Unit (Reinforcement Phase) one reinforcing unit may be placed in any
friendly-controlled or vacant enemy-controlled entry area outside of its listed entry area(s).

Staff Functions: The Command Staff asset, when in the Available Box, may be used to perform any
one of the functions below during the Admin Phase, with no Echelon restrictions, after which it is
placed in the Used Box:
Replacements Found one step of non-elite replacements may be added to any supplied infantry-class
(only) unit.
Intelligence Gathering choose any one enemy unit. It is revealed to you until the end of the Admin
Phase.
Reserves Made Available mark any eligible unit with an appropriate and available reserve marker.
Boundary Crossing Pre-authorized (Germans only) one German unit may depart its army zone
without paying the additional 2 MP. Mark the unit with a Boundary Crossing marker, which is
removed after the unit moves or in the next friendly Supply Phase.
Assets Pooled for Crucial Battle (Americans only) mark one area with the Pooled Assets marker,
which is removed during the Supply Phase. Throughout that Player-turn, the restrictions on assets
only being able to support units of their own army and the restrictions on units from mixed
Echelons are lifted for the Americans in the designated area.

Supply Phase: Both players are involved in each of the following steps [EXC: step 4]:
1. Verify Control of Areas place control markers as needed to identify the last sole occupant.
2. Determine Supply Status a supply path is traced from a friendly unit, friendly-controlled area, or
asset to any friendly-controlled entry area, regardless of Echelons or army boundaries. A units or
areas supply status remains valid until the next Supply Phase.
Supply is traced through friendly-controlled areas and may only trace over a blown bridge if the
tracing unit/area is adjacent to the blown bridge.
Supply may be traced out of enemy-controlled areas, but never into or through them.
Supply cannot pass through a vacant area that is adjacent to an enemy-controlled area with one or
more uncontested enemy units.
Supply may always be traced into and through occupied friendly-controlled areas, regardless of
enemy units.
Place an unsupplied marker on units and areas that cannot trace a valid supply path. Remove the
markers once supply is regained.
3. Adjust Disordered Markers for all their disordered and recovering units that are able to trace a
supply path, both players remove all recovering markers and then flip all disordered markers.
4. Morale Checks for Unsupplied Units the Phasing Player (only) performs a morale check (with a
-1 unsupplied modifier) for his unsupplied units. Good order or recovering units that fail become
disordered. Disordered units that fail suffer a step-loss. Veteran disordered units that roll a 10 or
green disordered units that roll an 8-10 are eliminated instead of suffering a step-loss.
During turns 6-9, each unsupplied unit makes two sequential morale checks instead of one.
5. Remove Appropriate Markers remove all field works markers that are in contested areas, all
roadblocks and defended roadblocks, all river assault markers, all exploitation markers, and all of
the Non-Phasing Players reserve markers.

Effects on Units that are Unsupplied and/or Disordered: They may only move one area during a
Movement Phase.
They may not build field works or be placed in reserve.
They have a -1 Success Number modifier when firing and when making a morale check. These
modifiers are cumulative if a unit is both unsupplied and disordered.
Disordered units may not attack.
Units with a recovering (R) marker suffer all the effects of being disordered.

Additional Unsupplied Effects: Unsupplied units may not have any assets assigned to them.
They must make a morale check in step 4 of the friendly Supply Phase.
Disordered markers may not be adjusted in step 3 of the Supply Phase.
Areas and units may not be affected by friendly events, Special Actions, Staff Functions, or
engineering functions.

von der Heydte Paratroop Drop: On the Admin Phase that this asset is first drawn, place it either in
Hohes Venn (Area 31) or Stoumont (Area 52), provided the selected area is vacant and Allied-
controlled, otherwise place it in the Available Box as a battle asset (losing its paradrop opportunity).
If paradropped, the Americans may not strat-move through or retreat into that area and the first
American unit to move into the area must pay a 1 MP penalty, which causes the German player to roll
a die and resolve the paradrop as per section 16.11.
If the area is entered by a German unit, the asset is placed in the Used Box where it becomes a regular
battle asset, whether or not the paradrop roll has been made.

Allied Garrison Assets: Garrison assets do not move from their area of placement until eliminated.
If fought alone, they act as defended roadblocks except that they are never sent to the Used Box.
If an Allied unit is present, they act as a battle asset.
They cant retreat from combat. They are destroyed if units in the area absorb a hit by retreating.
They are also eliminated by failing an unsupplied morale check.

Allied Task Force Assets: Once placed in the Reinforcement Phase, task force assets act exactly like
garrison assets.

General Events: Infantry Replacement events can increase the strength of any supplied, damaged
infantry-class unit of the indicated Echelon, even in a contested area. The result may not raise the unit
to elite troop quality. The German Strategic Reserve infantry replacement event may be applied to a
unit of any Echelon.
The Armor Replacement events work the same way, except they affect armor-class units.
The two Non-Elite Rebuild or Repl events for the American 1st Army may be played as per above or
they may be used to return an eliminated one-step non-elite unit of the appropriate class back from the
Eliminated Box. Returned units are placed in any friendly-controlled objective area, even if contested.
The two Regt only for 1st/4th Inf Div American events provide a step of replacements to the specific
supplied unit, even an elite step. If the specified unit is in the Eliminated Box, the unit is brought back
into play in an appropriate friendly-controlled entry area with a strength of 1-step. These events are
otherwise treated like Infantry Replacement events above.
When drawn, Delayed Response events are immediately placed in the Eliminated Box. They still
count as an allowed draw from the selection cup. They cant be used to retrieve assets from the
Eliminated Box.

Specific Events and Optional Rules: Details on the following events can be found in section 17:
Greif Team Interdict (see also FAQ)
Greif Team Bridge (see also FAQ)
Operation Bodenplatte
Allied Air Missions
Optional rules are detailed in section 18.

Victory Check Phase: The difference between each players Victory Point (VP) total is calculated
during this phase each turn.
An objective area must be both friendly-controlled and supplied for a player to be awarded its VPs.
Controlled areas within Germany are worth VP to the Allied player (only) equal to the number of
German crosses in each area.
Controlled map edge areas are worth VP to the German player (only) equal to the number of white
stars in each area.
Areas with yellow stars are each worth 1 VP to whichever player controls them.
Each eliminated unit which has three or more steps on its unit label is worth 1 VP to the opposing
player. Such units are placed on the Eliminated Large Units Track.
Beginning with turn 4, the Turn Record Chart shows the net VP needed (or more) for a player to claim
a Sudden Death Victory during this phase.

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