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1.2b Unit Counter Sides. Most unit AV Specic: 1.2e Step Losses and their
counters have two printed sides. Usually Armor Value Units (AVs). An AV Effects.
the distinguishing feature between them is unit is any unit with an Armor Value. a) Place a Step Loss marker under a
the Movement Allowance. The side with the Dual Unit. A unit showing both an unit counter that has lost any steps. Use the
lower MA is called Deployed or Deployed- Assault Arrow and an Armor Value. number facing up on the marker to show
side. The one with the higher MA is called Support. These units AV weapons the number of steps remaining to the unit.
Move or Move-side. The side printed on are dispersed among the Formations non- When the marker goes to zero (or below
the front of the physical counter will be the AV units. Support can help these units in zero), the unit is removed from the map.
side that unit uses most. combat. b) Any unit without a marker is assumed
Red AV Units. Any AV unit with a Red to be at its full printed strength.
Important: Whichever side is currently AV showing. These units are more capable c) There are no other effects of step loss
facing up denes the units capabilities. See of offensive action than the other varieties beyond the eventual removal of the unit.
the Unit Capabilities Chart. of AV units.
Limited AV Units. Any AV unit 1.3 The Rules
1.2c Unit Types and Classes. showing an outlined AV. These units Every BCS game contains both Series
are more defensive in nature than Red AV and Game rulebooks. The Series Rules
General: units. Limited AV units suffer a penalty on contains the rules generally applicable to
Infantry. Any unit that has no printed the Engagement Table when they are the all series games. The Game Rules gives
AV number is Infantry for purposes of the Firer. the details needed for a specic game,
terrain DRM on the Combat Table. Stand Off AV Units. Any AV unit including special rules, scenarios, and set-up
Recon. Any unit with a Cavalry with a Black AV showing. These units are information.
Slash in its unit symbol and any additional more defensive (like Limited AV ), but have Where the Game Rules and the
unit types designated as Recon in the Game a unique ability to re offensively when in Series Rules disagree, the Game Rules take
Rules. Support. precedence.
Artillery. Artillery is abstractly given Breakthrough AV Units. Any AV unit
as Arty Points on the various HQs and Arty with a Breakthrough Armor designation 1.3a Organization. Rules are
Asset Points the player assigns to his HQs. on its unit symbol. These units have heavy numbered by section and case. Each major
Artillery is not represented by explicit unit armored vehicles designed to penetrate rules grouping is a section; a paragraph
counters. strong defensive positions. The have a special within a section is a case. The number 4.2
AT Guns. Only some heavier AT DRM in Shock Attack. would, for example, refer to section 4, case
Guns are shown as separate units. Lighter 2. A specic case may contain a number of
guns are dispersed inside units. 1.2d Unprepared Units. These are statements. Statements within a case are
Headquarters (HQs). Headquarters units with neither an Assault Arrow nor AV lettered, as in 4.2a, 4.2b, etc.
represent the command and control hub of showing. Unprepared units lose a number
a Formation. of functions: 1.3b Repetition. Once stated, a rule is
Combat Trains. Combat Trains repeated in another section only if needed
are the Formations forward logistical Unprepared units for clarication in that section.
establishment. have no ZOC
Hard Unit. Any unit which has a cannot Attack or Assist an Attack 1.3c Rounding. Players will on
Yellow background to its unit symbol is a cannot use Prepared Defense occasion be required to round numbers to
Hard unit. This is a judgment value based have no Support present whole numbers. Unless specied otherwise,
on the vehicles involved, open-top armor or cannot jump HQs or Combat Trains if the fractional part is less than .5, round
WW2 mech infantry would not be Hard. down. If the fractional part is .5 or more,
Non-Rebuildable Units. Any unit However, they can still round up.
with a Yellow dot in back of its Action spot for Barrages
Rating cannot receive Replacement Points. count as a unit in a Defenders hex 1.3d Cumulative Effects. In all cases
If destroyed, such units cannot return to where a unit is subject to multiple DRMs,
play. those effects are cumulative.
1.3e BCS Crib Notes. The Crib Notes 1.5c All die rolls are normally made in DRM. Die (or Dice) Roll Modier.
provide a brief summary designed to answer the open, after announcing their purpose. Double OBJ Zone (aka Double
common questions during play. They do not If players agree, they can make certain rolls Tap). The OBJ Zone created by using TWO
include all the caveats and special cases that in secret to add to the fog of war. OBJ markers in one hex. This generates
might apply; consult the Series Rules for full DRMs on the Engagement and Combat
detail. If ever there is a conict between 1.6 Terms Tables.
the Crib Notes and the Series Rules for any 120 Degree Rule. The arc dening EZOC (Enemy Zone of Control).
reason, the Series Rules take precedence. allowed Retreat Hexes. (7.5b) The ZOC around enemy units which
Activation. The function of a single generally affects the movement or Retreat
1.4 Setup Notes Formation following the Activation Sequence of friendly units. (6.0)
The Game rulebook contains set- of Play which must be completed before the Engagement. Fires available to
up information for the various scenarios next enemy Formation can function. AV units which are used to destroy enemy
presented. Except as amended by special Assigned/Unassigned. The status AV unit steps, drop enemy Support, and
notes in the Game rulebook, the following of independent units and Arty Asset Points as sometimes to allow a friendly unit to
are always true: being attached (or not attached) to a specic continue to function. (7.1)
A) w/i X means to set-up a given unit Formation. (9.1k) Engagement Zone. The area
at or within X hexes of the location Attack by Fire. The effect of AV unit around an AV unit where it could initiate
given. res on non-AV units. (8.3) an Engagement. (6.1)
B) Units never start in violation of the AV ZOC. A type of ZOC generated Entry Area. Hexes identied as entry
Stacking Limit or in terrain they could by AV units. They come in two avors: Real locations for reinforcements.
not enter during movement. and Support AV EZOCs, depending on the Failure Flip. The conversion of a
C) Units generally start at full strength. type of AV unit creating it. AV ZOCs affect Failure SNAFU roll into a Recovery Activation.
If a number is shown in brackets, enemy Tac MA units more than regular ZOCs. (10.4c)
such as [3], it is the units current (6.0h) Fatigue. A measure of a Formations
available Steps. If no value is given, Blocking Terrain. Terrain that blocks capability reduced by movement and
the unit is at full strength. the minimal line of sight needed to make combat. (10.4)
D) Units can set-up anywhere within Engagements or spot Artillery Fires at ranges Finished. Finished refers to a
a zone specied to include the greater than 1 hex. units capabilities in the current Activation.
boundary lines. Combat OBJs. An OBJ marker A Finished stack contains only Finished
E) Units can set-up on either counter placed to generate an OBJ Zone allowing units. A Finished unit cannot move, Recon,
side, unless stated otherwise in the Attacks and Barrages. (4.3) initiate Engagements, attack, or assist
set-up. Units start in Support (or not) Command Radius. The maximum attacks. Finished units can spot for Barrages.
strictly as called for by the set-up. distance from an HQ at which units operate (3.3e)
A unit cannot set-up on a counter normally. (4.2) Fire Events. A count of the number
side that its hexs terrain would Combat Unit. Any unit that is not of active combat actions a unit may initiate
prohibit. an HQ, Combat Trains, or in Support. during an Activation. Units STOP after TWO
F) If a unit is listed as in Support you Coordination. The mild reduction in Fire Events. (7.0d)
can place it near the HQ or off map Formation effectiveness due to Formations Formation. A collection of units
as desired and apply the appropriate moving through the areas being used by and an HQ usually with its own Combat
Support marker to the HQ. other Formations. Trains.
Crossing the Streams. A condition Fresh. A Fatigue State showing
a completely rested and provisioned
1.5 Fog of War when the path from more than one
Formation between their HQ and Combat Formation. (10.4d)
1.5a Players are free to look at the top
Trains must share any common hexes. Ghost Side. Combat Trains which
enemy Combat Unit of any stack and its
(10.2d) are disrupted due to their movement
values, but this freedom does not extend
Defensible Terrain. Specic Terrain or displacement caused by the enemy.
to any other unit in the hex or the number
types listed on the Terrain Effects Chart (10.3d)
of steps the unit has remaining.
that allow units to stand fast in Situational Independent Unit. A unit without
Combat Table results. its own permanent Formation printed on
1.5b At a minimum each HQ should
Deployed-side. Any unit with a the right side of its unit symbol. These units
display the longest range Support available
different MA on each counter side can must be assigned to a Formation in order to
so the opponent can easily determine the
be Deployed. The lower MA side is the function.
Engagement Zones for that Formations
Deployed-side. The other side is the Move- March OBJs. An optional OBJ
units. Available Arty Asset Points, Prepared
side. Units with no MA are Deployed. marker placed to control HQ movement and
Defense, and Air Points can be hidden
Destruction Mission. Fires by one the routing of units. March OBJs identify the
from the opposing players view. However,
or more Arty or Air Points to destroy enemy general location of the Formations planned
the player can display the contents of HQs
steps using the Barrage Table. movement. (4.3e)
adjacent to each HQs hex to make play go
faster.
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Mixed Formations. A DRM on Safe Path. A path of contiguous hexes or fails suffers adverse movement and combat
the SNAFU Table applied when multiple from a unit to its HQ. effects. (10.1)
Formations share hexes needed for Command Each Safe Path hex must be free of enemy Stack. A stack is one or two units in
Radius. (10.1e) units and EZOCs which fully affect the the same hex. No more than two units may
Move-side. A units larger MA side is Movement Class involved. occupy a single hex. (5.5)
the Move-side. HQs are assumed to be on their Leg MA: All EZOCs STOP. STOP is a movement term. It
Move-side at all times. (5.6) Truck MA: All EZOCs applies in some Terrain Effects, some Trafc
MSR (Main Supply Route). The path Tac MA: Real AV EZOCs only, not effects, when units expend both their Fire
of hexes from a players Supply Sources to his Support AV EZOCs. Events, and sometimes when units attempt
Formation HQs keeping their logistical needs Friendly units negate EZOCs for Safe Path. to move near enemy units. STOP ends a
continuously supplied. (10.2) Engagement Zone hexes do not affect a Safe units movement and ability to conduct Shock
OBJ. OBJ (Objective) markers are used Path. Unassigned independent units and units Attacks or Recon. STOP has no effect on any
to dene each area of active combat operations on the Map Edge are always assumed to have remaining ability to spot for Barrages, initiate
or large scale unit movement. (4.3) a Safe Path. Engagements, Attack, Attack by Fire, or Assist
OBJ Zone. The 2-hex radius around a Safe Path can never be longer than attacks.
Combat OBJ marker where combat operations Command Radius + 5 hexes from the unit Stopping Engagement. A requirement
can occur. (4.3c) to the HQ. to win an Engagement after entering a Real AV
Prepared Defense. A voluntary If units in the HQs hex must check for a EZOC so that a unit can continue to function.
defensive posture that increases defense, but Safe Path, the Safe Path must be at least 3 hexes Support AV EZOCs do not require Stopping
reduces the Formations freedom of action. long and must follow the roads leading toward Engagements. (6.0i)
(4.5) the Formations Combat Trains (or the nearest Suppression Mission. Fire by a
Regular Attack. An Attack conducted other Formation Combat Trains, if the HQs single Arty or Air Point used to create the
only by Assault Arrow (or Dual) units. (7.2) own are not on the map). If the Safe Path must +2 Suppression DRM on the Combat Table.
Reinforcements. New arrivals which extend beyond the Combat Trains, continue Suppression Missions never generate step
enter the game on specific Game Turns following the roads making up the MSR. losses and make no roll on the Barrage Table.
according to the Order of Arrival. (9.3) The Safe Path must be traversable by (8.0f )
Replacement Points. Points used to the units MA Type (with the special cases Trafc. A condition where Combat
rebuild units from the Dead Pile or restore below): leaves an area too congested to be easily
destroyed unit steps on the map. (9.4) Flipping to a Tac/Truck MA-type side: traversed. (5.1g)
Roads. The use of the words road Use Tac/Truck MA. Unit. Units are Combat Units, HQs,
or roads in these rules designates all road AV Repl Points or Support Establishment: and Combat Trains. Game markers, Arty Asset
types, including Tracks and Railroads. If a Use Tac MA. Points, and Air Points are not units unless a
specic type of road is being referred to, it will Non-AV Repl Points: Use Leg MA. rule specically states otherwise.
be both capitalized and stated explicitly (e.g., Shock Attack. An Attack conducted on Unprepared. A unit not currently
Secondary Road). If a type of road does not theybyTacticalMAunitsduringmovement.(7.3) arrayed for combat. (1.2d)
apply to the rule, that type will be specically SNAFU Roll. A dice roll on the SNAFU w/i X. This notation in the rules always
mentioned (for example: non-RR roads would Table to determine a Formations combined means at or within X.
include all roads and tracks which are not level of logistics and friction for a given Zone of Control (ZOC). The hexes
Railroads). Activation. A Formation can Pass, Partial Pass, directly adjacent to certain units. (6.0)
or Fail its SNAFU Roll. One that partially passes
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BCS Series Rules v1.0
2.0 Game Turn 3.0 The Activation d) Initial Actions. Place OBJ markers,
based on their SNAFU Result
Sequence of Play Phase availability.
Each Game Turn is made up of the 3.1 Formation e) Activities. Conduct the Formations
following phases, in order: Activations Stack Activities. Non-Finished Stacks
3.1a In the Activation Phase, Players conduct their choice of Movements,
2.1 Game Turn alternate Activating Formations and Engagements, Regular Attacks, Shock
Sequence of Play conducting those Formations movement Attacks, Barrages, and Attacks by Fire.
Outline and combat. Only one Formation Activates Move Combat Trains, ipping to or
1) Pre-Turn Phase at a time. The Activation Checklist ensures from Ghost side as needed.
1. Reinforcements & Weather players consider all steps in an Activation. f) Clean Up. Remove all OBJ, Trafc
Both players place Reinforcements as Stopped, and Temporary Support
listed on the Order of Arrival Charts. Roll 3.1b The Active player conducts the Dropped markers.
for Weather effects, new Air Points, and current Activation; the other player is the g) Fatigue & Isolation Effects. If Fatigue
Replacement Points. Apply all available Inactive player. Increase is possible (10.4) roll to see
Replacement Points. if it occurs. Apply any Isolation Effects
3.1c The Active Player makes all dice (10.5).
2. Assignment rolls. h) Second Activation. If the player
Both players can change units to (or from) wishes to attempt a Second Activation
Support and/or assign (or reassign) Arty Asset 3.1d In group games, players can (3.5). Orient the HQ as done when
Points (8.0d) and independent units (9.5). run multiple Activations at the same time, this is chosen (even if the roll fails).
Important: With the exception of provided the different Active Formations are Conduct the Second Activation
newly arriving Reinforcements, there is no not actually interacting with each other. starting with b) above if successful.
Assignment Phase at all on the rst turn of Go to the next step if the roll fails or
any scenario. Yes, that means no assignment/ 3.2 Activation Phase the player chooses to forego a Second
unassignment functions can be conducted Sequence of Play Activation.
on any rst turn. 3.2a In general, the player is free to i) Play continues with the other
use his stacks and artillery in any order he player. When nished, play goes to
3. First Player Determination likes, but he must nish moving one stack the opposing player. Follow the above
If not assigned by the scenario, each player before starting another and cannot use any sequence for his Formation.
rolls two dice to determine who plays the stack or Artillery/Air Point more than once in j) Repeat. Continue until both sides are
rst Activation of the new turn. The player a single Activation. Conduct the Activation done (3.6).
with the greater roll wins and can choose to Phase by following the sequence of phases
take or not take the rst Activation. Re-roll below, in order. 3.2b Basically, each player activates
on any ties. A given Formation can Activate twice a Formation and uses its units to move
in a given Game Turn, but the Second and conduct combat. He can use available
2) Activation Phase Activation, if any, must be attempted Artillery or Air Points before, during or after
Players alternate Activating Formations (3.1) immediately after the Initial Activation. each units move. He continues to do these
until the turn ends. things until he runs out of units and Arty/Air
a) Initial Activation. Identify the Points to use from the current Formation,
3) Admin Phase Formation to activate, ip the HQ to then play passes to the other player for
Flip and/or orient HQs to their Unused its Used side (the one with the white his next Formations Activation. Continue
sides. stripe). If the Formation HQ started alternating Formation Activations until both
the turn on its Used Side, skip to step sides are done, then execute the Admin
4) Game Turn End h) below. Phase starting the next turn.
b) Preparation. Declare and execute a Just to be clear, the player cannot Pass
Fatigue Recovery Activation (10.4c) if when it is his turn to Activate (3.6a)
desired. Add, remove, or increase the
level of the Formations MSR Blocked 3.2c Frequently one side will have
marker as needed. Create, Maintain, more Formations to Activate than the other.
or Remove a Prepared Defense. In this case, when one side runs out of
c) SNAFU. Make a die roll on the Formations to use, the other will continue
SNAFU Table to determine the to Activate repeatedly until he Activates all
Formations SNAFU Result. Remove his Formations at least once (3.4b). Only
the Formations Coordination marker then is the turn completed. To be clear, the
after rolling. turn does not end because one side runs
out of Formations.
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3.3 Stack Activation 3.3e A stack becomes Finished when 3.4 Activating a
3.3a All references to stacked units in it: Formation
this section refer to stacks of units from the Conducts or Assists a Regular 3.4a Only one Formation can be
same Formation. If units of two Formations Attack. activated at a time.
stack, only those belonging to the currently Chooses not to or is unable
Active Formation can function in any way. toexecute a required Engagement. 3.4b Each Formation must Activate
Fails in its attempts to free itself from at least once in a game turnbut it could
3.3b Stacked units can split up into a STOP where Stopping Engagements (6.0i) activate twice in a game turn. A Formation
separate stacks beforeor afterbeginning are required. which is listed as Done in the set-up is
to move together. exempt from this requirement on that rst
If done before movement, each unit Note that a STOP does not preclude turn. A Formation listed as Used in the
moves and functions freely out of the executing remaining Fire Events and/or set-up must attempt a Second Activation
common starting hex. Finishing by some other means, but anything (3.5).
If the stack splits after beginning its that Finishes a unit means the unit cannot
move together, follow the STOP instructions do anything later, even if Movement Points 3.4c The Initial Activation of a
below for a stack created during a move. or Fire Events remain unspent. Exception: Formation in a turn requires no die roll.
New stacks can be created during the Finished units can still spot for Barrages. A Second Activation (if any) requires an
Activation and operate together as a stack Activation die roll. See 3.5.
after they join up. To join up, one of the Play NoteStack Sequencing:
units starts to move while the other stands You can, for example, move stack A, move 3.4d Players can only select Formations
fast. When the moving unit enters the others stack B, re a Barrage, move stack C, attack with HQs marked Unused or Used for
hex, the two can continue the move together a hex using A with B as Assist (A enters the Activation. The player cannot select a
as a stack. Such a stack can also split during hex after winning ), re another Barrage Formation with its HQ marked as Done.
its move, but to do so, one unit must STOP its (using A as a spotter from its new hex),
move while the other continues. You cannot move stack D through the hex cleared by Play NoteHQs Done Status:
go back to the unit that was dropped off the attack, use D to initiate Engagements Normally, an HQs status as being Done
and move it some more. against some deeper enemy hex, move stack is shown by orienting the HQs counter
E through the same hole, attack with stack opposite the way its units are arrayed
3.3c One stack must STOP its movement C with an assist from E and so on. (with its banded Used side showing ).
before another begins moving. Once a new However, since all Second Activations must
stack begins moving, the player cannot then What you cant do, for example, is occur immediately after the Formations
move a stack he moved previously even if it move stack A some MPs, re a Barrage, Initial Activation, the designation can be
had MPs remaining. move stack B and then go back to nish ignored on most game turns (if you arent
stack As remaining MA, etc. already working with a Formation that has
3.3d A unit or stack which has not its Used side up, it cannot be Activated).
Finished could, given other rules and You also cannot move stack A, then The exception is the rst turn of some
requirements: move stack B, and then go back to stack A scenarios or Reinforcement Placement,
Move normally provided it has MA to conduct Engagements, Shock Attacks, or where Formations might begin already
remaining and has not Stopped Attacks by Fire. Those must be done before Used but still need to attempt to Activate.
Execute Fire Events, including Shock starting a new stack. In that case, it is important to know who
Attacks (7.0d) is just Used and who is actually Done.
Conduct or Assist a Regular Attack You can, however, move stack A some, do an At other times, just being ipped to Used
Attack by Fire Engagement, Shock Attack, or Attack by Fire, can be enough of a marking to know who
Recon move stack A some more and do another is also Done.
Engagement, Shock Attack, or Attack by Fire
Finished units and stacks cannot do any and then call a Barrage. As well as move
of these activities. stack B so that A and B can make a regular
Attack (as Attack and Assist).
3.5 Second Activations 3.5b To conduct a Second Activation, in a way which indicates to the player that
3.5a You can activate a Formation up roll one die. Add one (1) to the roll if the the Formation is done.
to twice in a game turn. Formation is Fresh (10.4d). If the modied
Except for Formations which set-up roll is greater than or equal to the Activation 3.5d If the player does not want to
or arrive with their HQ Used, all Second Roll number (printed on the HQs counter), attempt a Second Activation he can rotate
Activations must be done immediately upon the Formation successfully activates. the Formations HQ to its Done orientation
nishing their initial Activation (and before Otherwise it does not and play passes back without attempting one. The player is never
the enemy can get a new Activation or any to the other player (or the turn ends). required to attempt a Second Activation.
other friendly Formation can Activate). Exception: Formations which start
Formations with their HQ setting up or 3.5c Whether the player is successful play with their HQ Used must make an
arriving Used can obtain only one Activation or not in a Second Activation attempt, the attempt.
and it is handled as a Second Activation as Formation HQ is Done, meaning it cannot be Regardless, Second Activations cannot
described below. activated again that turn. Orient the counter be held onto for later.
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The Gamers, Inc.
3.6 Passing, and Turn 3.6b A player is only done for the
End current game turn once all his HQs are
3.6a A player must Activate (or attempt oriented as Done. Once a side is done, it
to Activate) a Formation every time play cannot Activate again. Play continues with
passes to him. He cannot decline to do so. the other side until all HQs are Done. At
He cannot pass. that point, the turn ends.
In order to save closer units for potential deeper operations, for Assist unit, +1 for Double OBJ). The defense is worth
I/89 moves to 45.20. This unit makes a regular attack on 44.20 4 (3 AR, +1 for Terrain, out of range for Prep Def). So, +2
using Holz as an Assist (which Finishes both units for the overall. A roll of 8 modified to 10 gives no loss result ([A1]
Activation). The German player uses 1 Arty Point as Suppression converts to no result because of the lack of Prep Def),
(it is important to evict the US unit from the hex, so the +2 Situational, and Traffic. The US player must Retreat as the
for Suppression on the attack is much more valuable here than unit, itself, does not have Prep Def. This leaves behind a
inflicting extra losses). Traffic Marker. I/27 advances into the hex.
The attack is worth 8 (AR of 4, +2 for Suppression, +1 for Further north, I/48 and II/48 move into position to attack
Assist, +1 for Double OBJ). The defense is worth 5 (AR of 3, 2/394. The German player uses his last two Arty Points to
+1 for Terrain, +1 for Prep Def). So, it is a net +3. The go for kills here. Rolling a 3 and a 6 getting one kill. The
German player rolls a 5 for a modified 8 result giving A1, Attack unit is II/48 and the Assist is I/48. The Attack is worth
Situational, Traffic. The Attacking unit takes a loss and the 6 (AR 4, +1 Assist, +1 Double OBJ) and the Defense is
defender must take his Situational as a Step Loss staying in the worth 6 (AR 3, +1 Terrain, +1 Support, +1 Prep Def). Net
hex because the unit has Prep Def. This wastes the Traffic result +0. A roll of 6 gives an A1.
as that will not apply unless the defender is destroyed or
Retreats. The rest of the division pushes forward, including the HQ
which moves across the blown Overpass which requires the
I/27 and the Pioneer move to 44.18 and attack 43.19. With the MSR to the Combat Trains to pass to the Tracks in the 3 FJ
main route sealed by the failure in the center, the German area. While the Trains are at 15 hexes, the path is currently
player uses three of his Arty Points (he started with 6) to conduct illegal because of the EZOC in 47.17. The player may be
a Destruction Barrage. These rolls need a 4-6 to inflict a step hoping that other Formations will shoo the 14 Cav unit
loss. He rolls 6, 2, and 6 for two step losses. I/27 is the Attack away, but this will not help the Second Activation of the 12
unit, the Pioneer is the Assist. The attack is worth 6 (4 AR, +1 VG if there is one. The HQs movement gives Coordination
markers to itself and 3 FJ.
I/27 moves to 42.20 and II/27 moves into 45.21. This cuts
the Safe Path to 1/394 in C44.20.
I/89 is the Attack unit again, with Holz as the Assist. The
Attack is worth 5 (AR of 4, +1 for Assist) while the defense
is also worth 5 (AR of 3, Terrain +1, Prep Def +1), so a +0
DRM overall. A roll of a 5 gives an A1 result.
II/48 and I/48 execute the same attack as in the first Activation,
this time with no Artillery support. The attack is 5 vs. 6 (same
as the first Activation, less the Double OBJ that existed then).
-1 DRM. A roll of 7 gives a modified 6 or another A1 result.
The German player rolls one die to see if he can do his Second
Activation. Obviously, he really wants to apply more effort at
breaking the frontline before the US player can react. A roll of
6 allows this, the HQ is rotated to done, and the Second
Activation continues with step b (Preparation). None of the
activities there apply, so play moves on to SNAFU.
SNAFU is more complicated than last time. The Trains are illegal
so many of the usual DRMs do not apply. Rather, they get a -1
for Fatigue, a -1 for Coordination, +1 for the German Game
Specific DRM, and a -3 for the illegal Trains (-4 overall). A roll
of 8 gives a modified roll of 4 which is a Partial. Most importantly
for this Activation, the number of available Arty Points is halved
to 3, all units move at 1/2, and only one OBJ is allowed. At any
rate, 12 VG has paid for its Coordination marker, so that marker
is removed (the corresponding Coordination marker with the
3 FJ must await Activation and SNAFU rolls by that Formation
to be removed). The single OBJ is placed on C44.20.
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2016 All Rights Reserved.
The Gamers, Inc.
Formations have no effect on this pathwayit 4.4 Coordination A Formation with a Prepared Defense
is merely a line on the commanders situation Coordination between friendly marker:
map. Formations occurs whenever one Formation a) Suffers a limitation on its SNAFU
enters (or crosses) another Formations area result (it can be no better than Partial,
The selected route must be simple and of operations. even if a better result is rolled).
direct. Be reasonable here. If several nearby b) Cannot move its HQ (if the HQ
routes could be used, note the one you are 4.4a Coordination occurs in three retreats, the Prepared Defense is
using to yourself and be sure to apply it ways: removed.).
stringently. If a regularly moving HQ (i.e., one c) Suffers a DRM on the Combat Table
that is not executing a Retreat) enters a hex when attacking.
A unit of a Formation with a posted March w/i 2 hexes of any unit of another friendly
OBJ can only move if the hex it will enter Formation (ignore Unassigned Independent All the units of a Formation with a Prepared
is w/i 2 hexes of any hex of the designated units, 9.5), apply a Coordination marker to Defense marker (which are not Unprepared)
route from the March OBJ through the HQ both Formations involved. which are w/i 6 hexes of the HQ:
and then to the Combat Trains (if on the If any unit of a Formation moves a) Use the Defender Combat Table
map and Legal), inclusive. If the Combat into a hex containing any unit of another DRM.
Trains are either off map or illegal, then the Formation, mark both Formations with a b) Are said to have Prepared Defense
route ends at the HQ. Coordination marker. There is no additional in cases where such a designation is
Once a unit moves into the March OBJs Coordination involved if units stay (or start) needed.
hex, it is free from the above restriction (it stacked; only entry into such a hex requires
acts as a Release Point). Coordination. 4.5a Only Formations with at least one
Any time an HQ Retreats, mark it Artillery Point AND not marked with a MSR
Exceptions: This requirement does not with a Coordination marker. Blocked Level can have a Prepared Defense
affect Advance after Combat or newly arrived Never place a Coordination marker as marker.
reinforcements of a Formation which are the result of any Advance after Combat or At the moment any Formation with a
attempting to catch up. non-HQ unit Retreat. Prepared Defense is given a MSR Blocked
Level marker or no longer has one Arty Point,
Design Note: This is a concept I tried 4.4b Additional Coordination markers remove its Prepared Defense marker.
mightily to nd a simple solution for in the have no additional effect on a Formation Prepared Defense is unaffected by SNAFU
design process. Easy enough on the face, I (once marked, it is marked, so only apply one results.
could not nd an adequate wording that marker), but a single Formation can inict
didnt instantly nd players violating the Coordination on multiple other Formations Design Note: To a large extent, Prepared
intended spirit by weaving the path in order depending on 4.4a. Defenses represent the preparation of artillery
to not be hindered by its restrictions. Others FPFs (Final Protective Fires) and Artillery/
very much appreciated the added depth it 4.4c Formations marked with a Mortar ring points and notas one might
gave the simulation. I present its nal testing Coordination marker must pay for it by thinkdigging holes in the ground.
form here for your enjoymentbut if you applying the Coordination DRM on the
think you might play the path to pick up SNAFU Table. Remove the Coordination 4.5b To create or remove a Prepared
units, just do me a favor and dont use it. marker after doing so, regardless of the Defense marker, do so in that Formations
If you have an understanding of what an rolls result. Activations Preparation Phase.
Axis of Advance would look like in real life Coordination markers can also be The marker is automatically removed
and want that added dimension in your removed for free during a Recovery when the HQ Retreats.
playenjoy the swim! Activation (10.4c). The restrictions and advantages of
Prepared Defense appear/disappear instantly
A nice by-product of this rule is the need 4.5 Prepared Defense with the marker.
to assemble a dispersed formation for such Prepared Defense shows the improved
a movement. This takes time. As such, you defensive status of a Formation which 4.5c SNAFU. Prepared Defense restricts
cant instantly change posture from widely occupies a position for an extended time. the SNAFU results a Formation can use. If the
dispersed to a deep movement (or vice Prepared Defense provides additional SNAFU result is Pass or Partial, the Formation
versa). Those are good things. protection on the Combat and Barrage must use Partial. If the result is Fail, it remains
Tables. Fail.
Obviously, the restrictions here give you
even more reason to avoid micro-moves A Formation creates or removes 4.5d OBJ Placement. Formations with a
with your HQs! Prepared Defense in the Preparation Prepared Defense marker cannot establish any
Phase. Combat OBJ marker (from SNAFU or Recon)
Mark Prepared Defense with a marker further than 6 hexes away from its HQ.
at the HQ.
4.6 Formation 5.1d A unit can only move from hex A 5.1h Unit Trafc (Optional). Unit
Activation Markers to hex B if it could also move from hex B Trafc exists in a hex containing
Each Formation has a Formation to hex A. a Finished Move-side unit of the Active
Activation marker. Use these to keep track For example, a unit prohibited from Formation (to include the HQ)
of which Formations can still Activate. When entering a Slope hex could not move from a any unit of an Inactive Formation
a Formation is nished for the turn, remove Slope hex to an adjacent Open hex through (regardless of side showing).
the marker from those available (it will return a non-road hexside.
for the next turn). The scenario will list the There is no marker for Unit Trafc, it
markers available at start. Those belonging 5.1e Units in a stack have independent is assumed in the above situations.
to reinforcing Formations should be added MAs and the MP expenditures of one unit do
as they enter play. not affect the other. A player cannot transfer Units entering a Unit Trafc hex do
Optional: It is acceptable to place the MPs, even if unused, from unit to unit or not benet from the roads in that hex OR
available markers in a cup and randomly save them for later use. on the hexside crossed to enter it.
draw them to determine the next Activating In this case, the unit must pay the MP
Formation. 5.1f Halved Movement Allowances. cost of the other terrain in (and the hexside
An MA might be halved (x1/2) for a number crossed).
of reasons (SNAFU results, Weather, etc.). If the other terrain in the hex and/or
5.0 Movement Regardless of the number of reasons a unit hexside is prohibited to the units Movement
5.1 Movement Basics might have for a x1/2 multiplier, ONLY halve Class, the unit cannot enter the hex.
A player can move as many or as few the MA once. Apply these Terrain Effects only as a
of a Formations units as he likes during Keep fractions; never round a reduced unit enters a Unit Trafc hex, but never as
its Activation. Each unit can move as many Movement Allowance. it exits it.
or as few hexes as desired, subject to MA, Ignore all Combat Trains and
SNAFU results, stacking, Trafc, enemy 5.1g Trafc. Trafc shows the effects Unassigned Independent units for this
units, EZOCs, and terrain. of areas which are clogged with post-combat rule.
confusion.
How to move units Trafc Stopped markers are applied Design Note: Unit Trafc (5.1h) was,
Move units individually or in stacks. in some Combat and Engagement Table for a long time, a part of 5.1g and the
Movement must follow a contiguous path of results. standard way to play. It was always a
hexes through the hex grid. Units can move Trafc Stopped markers inict a STOP time consuming matter that (in the end)
in any direction or series of directions. on all units in or entering that hex. provided only limited returns. Some players
A Combat Table Trafc Stopped marker loved it, others hated it. Id suggest playing
5.1a Movement Points (MPs). Each is only placed as the result of a Combat if without 5.1h at rst and adding it later if
unit expends MPs for each hex entered and the defending unit is destroyed or retreats the greater detail appeals. It does work very
hexside feature crossed according to the (otherwise ignore the Trafc result). Place well, but it is also a lot of work to do since
Terrain Effects Chart. Keep a running MPs the marker in the defenders hex. players will have to carefully orchestrate
expended total as each unit/stack moves. When the Attack unit enters the hex their moves.
in an Advance after Combat, it executes the
5.1b Movement Allowance (MA). A STOP there.
units MA is the maximum number of MPs Engagement Table Traffic results,
it can use in a single Activation. however, place a Trafc Stopped marker in
the Firers hex.
5.1c If eligible to move in an Activation, If a Trafc Stopped marker is in the hex:
a unit without enough MPs can still move a There is no additional MA cost for a unit
minimum of one hex. to enter the hex, but it must STOP when it
Units can never use this rule to does so.
conduct a Shock Attack, move across or If a Trafc Stopped marker exists in a
into Prohibited terrain, violate the effects hex that already has two units in it, another
of Failed SNAFU, or to move from EZOC to unit cannot enter the hex.
EZOC when not allowed. All Trafc Stopped markers are removed
Only units with a current MA greater from the map in the Clean Up Phase of the
than zero can use this rule. Activation in which they were placed.
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The Gamers, Inc.
5.2e STOP Terrain. Units must STOP 5.5e Stacking Order. A stacks top Combat
movement for the current Activation upon Unit must be the one with the longest printed
entering a hex containing STOP Terrain, Range (use greatest AV rating in ties). Otherwise,
regardless of the MA remaining. The hex the moving player can freely determine stacking
itself costs 4 MPs. order at any point during his Activation.
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The Gamers, Inc.
6.0i Stopping Engagements. Any The moving player chooses the AV unit 7.0 Combat
stack containing one or more AV units in his stack to use for this purpose if there Combat occurs in a number of ways,
must STOP and then conduct at least one is more than one. including Engagements (7.1), Attacks (7.2),
Engagement upon entering a Real AV EZOC The inactive player selects the unit of his and Shock Attacks (7.3).
hex. choice providing an AV EZOC as the target
There is no requirement to conduct a for each Engagement, choosing those giving Important: Most Combats types require
Stopping Engagement if the hex contains Real AV EZOCs before Support AV EZOCs. the target hex to be in an OBJ Zone (4.3c).
only Support AV EZOCs or upon any Advance Needed Stopping Engagements must Engagements do not require OBJ Zones, but
after Combat. However, the STOP still applies be done and the hexs STOP waived per the can take advantage of the DRM for Double OBJ
for either Support or Real AV EZOCs. above before making any Recon attempt. Zone hexes.
Stopping Engagements never occur in
The STOP requirement for the AV Advance After Combat or Retreat. Engagements are conducted using units
EZOC is waived if all the units providing with Armor Values (AVs). These are exchanges
the AV EZOCs in the hex are eliminated by of re between various weapons platforms.
a) destroying the providing unit, b) causing 6.1 Engagement Most units can physically Attack (or Assist
the providing unit to Retreat, or c) Dropping some other stacks attack against) hexes adjacent
Support, as applicable. Zones to themselves. These are set-piece assaults to
If, however, the moving stack fails to do 6.1a Engagement Zones exist in all
push the enemy out of a desired position.
this in a Real AV EZOC, the STOP converts hexes in Range to any AV unit and any unit
Shock Attacks can be conducted by certain
into a Finished. with Support.
Tac MA units. These represent mechanized units
If the AV unit or Support has no printed
taking advantage of their armor and mobility
range, the Engagement Zone only extends
to storm weaker enemy positions.
into adjacent hexes.
In addition to Combat, the player can
Barrage (8.0) enemy units using his Artillery,
6.1b Terrain has no effect on an
AV, and Air Assets. Obviously, these represent
Engagement Zone into adjacent hexes, but
the application of repower to an area to cause
greater ranges require a hex path which does
disruption and casualties.
not include any hexes of Blocking Terrain
along the straight line between the two
HQs and Combat Trains cannot be Engaged,
ending hexes. Ignore terrain in both end-
Attacked, or Barraged. They can only affected
point hexes entirely.
by the actions described in 9.1f and 10.3d.
Use the listing on the Terrain Effects
Chart to determine if an intervening hex is
7.0a The Terrain Effects Chart divides
Blocking or not. This means the whole hex
terrain features into those that affect Combat
Blocks. The specic location of any symbol
and Barrage (simply termed Terrain) and those
in the hex is irrelevant.
that do not.
Hexside features, units of both sides,
Apply both the hex and hexside (if any)
and all game markers are ignored.
feature effects on Attacks. There are no hexside
If the shortest pathway between the
feature effects on Engagements, Attacks by Fire,
rers hex and the target hex runs on a
or Barrages.
hexside between a hex that Blocks and one
that does not, the Engagement Zone is not
7.0b Supply. SNAFU results determine
Blocked.
if and how Formations can initiate Combat or
Barrage.
6.1c Engagement Zone Movement
Effects.
7.0c Step Losses. Combats and Barrages
1) Truck MA units must STOP when they
apply losses to units as Step Losses. A units
enter an Engagement Zone hex.
available steps (at full strength) are printed
2) HQs cannot enter any Engagement
on the counter. Use a Step Loss marker under
Zone hex in normal movement, but
the unit with the number of steps remaining
are only restricted in a Retreat by the
facing the same way as the unit. Rotate and/or
ending hex.
ip the marker as needed to show the current
3) Engagement Zones have no effect on
steps.
the movement of Tac or Leg MA
When a units steps available becomes
units.
zero, it is destroyed. Remove it from play
immediately.
6.1d MSRs cannot enter enemy
HQs and Combat Trains can never be used
Engagement Zone hexes (10.3a).
to satisfy step loss requirements.
7.0d Fire Events. Each execution of 7.1d Each Engagement counts as the
the following uses one Fire Event: expenditure of one Fire Event (7.0d).
A given target hex can have any number
Engagement of Engagements directed at it in a single
Attack by Fire Activation.
Shock Attack
Conduct a Recon 7.1e If a target hex has more than one
AV unit (because of multiple units in the hex
A Fire Event is expended once its use or multiple available Supports), the targeted
is announced, regardless of the results player decides which to use.
obtained.
7.1f If the Active player has a non-
Important: A given Active unit can only Support AV unit (or Stand Off Support) with
initiate T WO Fire Events in an Activation. an enemy hex in its Engagement Zone, the
Once these are executed, the unit STOPs. player freely decides if he wishes to make
an Engagement.
Any use of a unit in a regular Attack
or as the Assist in one doesnt expend Fire 7.1g The Active player can initiate
Events, but the unit is Finished for the an Engagement at any point in his stacks
Activation and wastes any remaining Fire movement, need not move to do so, and is
Events it might have still had available. free to move afterwards, but STOPs after
A unit cannot be overstacked when the second Fire Event occurs.
using a Fire Event.
7.1h Engagements do not cost any MPs
7.1 Engagements to executethey affect movement only by
Engagements use the Engagement the expenditure of Fire Events.
Table to represent AV units ring upon each
other. Unlike Attacks, they do not represent 7.1i Conduct an Engagement by rolling
an effort to seize terrain. two dice on the Engagement Table adding
any applicable modiers.
7.1a Engagements are fires upon
enemy units to generate losses, suppress The result will be:
Support, and sometimes to allow the friendly Target Loss
unit to continue to move or attack (6.0i). Firer Loss & Trafc
The Inactive player never executes Both Loss
Engagements. Target Loss & Retreat
An Active stack containing AV units Target Drop*
(including Dual and Limited AV ) can execute No result.
an Engagement by ring on a single Inactive
stack. * Applies as No Effect if Target is not
Support can be the targets of Support.
Engagements, but (except for Stand Off AV
units in Support) cannot initiate them. Apply the result to the side or sides
indicated. Trafc Results (5.1g) apply Trafc
Important: Engagements (alone) do not Stopped markers to the Firers hex.
require the target hex to be in an OBJ
Zone. Ignore any Firer Loss AND Trafc results if
the Firer is outside the Targets Range.
7.1b The player cannot initiate an
Engagement against a hex that has no AV 7.1j Engagements are usually possible
unit or Support in it. See Attack by Fire (8.3) at or within the units range, but may be
instead. restricted by terrain (6.1b) and weather. If,
however, the Target is in a hex containing
7.1c Beginning a phase in an EZOC Terrain that affects Combat/Barrage, the
does not affect the ability of a stack to initiate maximum range to shoot at it is 1 hex.
Engagements.
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The Gamers, Inc.
7.2i Assists. The Active player can 7.2n Attacking losses can only be applied 7.3c Each Shock Attack costs one of the
identify one additional unit in (or adjacent to the Attack unit. Losses never apply to the units Fire Events, but does not automatically
to) the Attack units hex as the Assist. An Assist Assist. If the Attack unit cannot absorb all the Finish the unit like a Regular Attack.
gives the player a DRM for the Attack, but is losses the attacking result requires, ignore the Shock Attacks, themselves, have no
Finished after doing so (7.2p). excess. MP cost, but the target hex must have a
Assists must be adjacent to the defenders movement cost of 3 MPs or less (road MP
hex. 7.2o The defender must inict the rst rates can be used in this determination) for
Shock Attacks can never make use of loss on his AR unit and can then distribute Tac MA.
an Assist. any additional losses within the defending A unit that is out of MA cannot make
stack as desired. a Shock Attack, even if it has Fire Events
See the Unit Capabilities Chart to determine remaining.
if a given unit can be an Assist. 7.2p Units which Attack or Assist are A given hex can have as many Shock
Finished for the Activation after doing so. Attacks made against it as the player can
Only one unit can Assist a given Attack. manage in an Activation (in addition to
No unit is ever required to Assist. 7.2q Units that are Finished cannot a regular Attack and any Attacks by Fire,
An Assist need not be capable of entering Attack or Assist. Units that have Stopped can Barrages, or Engagements that occur). A hex
the defenders hex. still Attack or Assist. No unit can move after can have Shock Attacks conducted against it
participating in a Regular Attack (other than after a regular Attack has been completed
7.2j The attacker can select one of two the possibility of Advance after Combat). (or vice versa).
kinds of Barrage using available Arty/Air Points A given unit can attempt to make more
to support his Attack Sequence. A Suppression 7.3 Shock Attack than one Shock Attack against the same
Mission Barrage (8.0f ) generates a +2 Shock Attacks are Attacks which allow defenders hex, given other requirements.
DRM, but creates no Barrage step losses. A mechanized units to continue to move
Destruction Mission Barrage (8.0) can cause afterwards. Design Note: Yes, this all means that a
step losses from the Barrage Table, but gives They have special restrictions and unit could make a successful Shock Attack
NO DRM for the Attack. freedoms not accorded to Regular Attacks. Use against a hex, Advance after Combat into
If a Destruction Mission Barrage destroys the Regular Attack rules with the following it, and thereby get to move into the hex for
the defending stack, follow the Advance after changes in effect. These rules are exceptions free. Remember, they are hustling at the time
Combat rule and the attack ends without to a number of rules in various sections. and the world is not as black and white as
rolling on the Combat Table (all involved units a units MA might indicate.
are Finished as if they actually conducted the Shock Attack Requirements:
attack). For Fatigue purposes, the Attack did Only Combat Units with a Tac MA can 7.3d Resolve Shock Attacks on the
occur. make Shock Attacks (7.3). They must have Combat Table.
either an Assault Arrow or AV (or both).
7.2k Each side determines its Net Action 7.3e Terrain and Shock Attacks.
Rating by applying the applicable Combat An enemy hex can only be Shock The following restrictions apply to all Shock
Table DRMs to the chosen units AR. Use the Attacked if it contains no AV rating (including Attacks:
AR unit if unit-specic information is needed Support).
to determine applicability. a) The Attack unit must be able to enter
Subtract the defenders Net Action Rating A hex can only be Shock Attacked if the hex for 3 MPs or less using Tac
from the attackers Net Action Rating to nd it is in an OBJ Zone (4.3c) and contains an MA movement. If the hex would cost
the nal DRM. enemy Combat Unit. 4 or more (or is a P), Shock Attack
Roll two dice, add the nal DRM, and against it is not allowed. Roads can
read the result off the Combat Table. If Air is to be used in the Attack, the be used in this determination.
hex must also be in the Command Radius of b) All STOP movement effects are handled
7.2L For Combat Table DRMs, use the the HQ (8.1a). normally (including Traffic and
terrain in the defenders hex and any hexside EZOCs. A unit can make a Shock
terrain the Attack unit is crossing to make the 7.3a Only Tac MA units shown as being Attack against a STOP hex, and that
attack. Shock Attack capable on the Unit Capabilities STOP only affects the unit normally if
Chart can conduct Shock Attacks. it advances into it. If a STOP exists in
7.2m Results include Losses (7.0c), the Attackers hex, a Shock Attack
Advances (7.4), and Retreats (7.5). Attacks 7.3b Shock Attacks can only be made cannot be performed.
can also result in the placement of Trafc by a single unit (no Assist is allowed).
Stopped markers (5.1g) The owning player Follow the normal Attack Sequence,
applies these as desired, within the restrictions except only ONE Air Point for either a
of other rules. Losses from the Combat Table Suppression or Destruction mission (8.2) is
cannot be applied to Support. allowed. Arty Points cannot be used in Shock
Attacks.
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The Gamers, Inc.
7.3f If the Defender Retreats or is 7.4 Advance after 7.4c Engagements cannot be made,
destroyed, Advance after Combat normally. Combat and are not required, during an Advance
The attacking unit can then continue to 7.4a If an Attack causes the defender after Combat.
move if it has MA remaining, has not used to Retreat or be destroyed, the Attack unit
both Fire Events, and is not STOPPED in the must move into the defenders hex. 7.4d EZOCs have no effect on Advance
Defenders hex. If movement does continue An Assist unit stacked with the Attack after Combat.
after advancing into the Defenders hex, any unit may also advance if the player so
EZOCs will affect the unit normally (including chooses, but Assist units in other hexes 7.4e In a Regular Attack, the units
the need for Stopping Engagements). (and, of course, any unit not involved in involved are Finished and there is no
the attack) may never advance. movement after an Advance after Combat
7.3g If the Defender does not retreat (regardless of remaining MA). Shock Attacks
or is not destroyed, the attacking unit can 7.4b The advance into the newly are different, see 7.3f.
continue to move from its current hex if it vacated hex does not expend Movement
has MA remaining and has not used both Fire Points. 7.5 Retreats
Events. 7.5a The Combat and Engagement
Tables may give Retreat results. Also, some
Combat Table results are Situational which
could be taken as either an extra loss or
as a Retreat depending on the situation
involved.
7.5c If a stack has no Safe Path at 7.5d Terrain has no effect on the 7.5f Important: If a unit which has no
the start of any Retreat, each applicable Retreat, except in the Retreat Hex as per printed MA is forced to Retreat, it is destroyed
Retreating unit takes one Step Loss (which 7.5b. The unit found a way. instead.
could be in addition to the loss in 7.5e).
The Retreat Hex cannot contain an 7.5e If the Retreat Hex is in an EZOC 7.5g Situational Results. Some
enemy unit of any type. If the Retreat of a type affecting the retreating units, each Combat Table Results are Situational in
cannot be executed because all 7 possible applicable unit takes one Step Loss. nature.
hexes contain enemy units, the Retreating If the defender has Prepared Defense or
stack stays in the original hex and take any Reminder: EZOCs that Apply to specic is in (or across) Defensible Terrain, it must
required loss for No Safe Path plus they must Movement Classes: take one Step Loss, but cannot Retreat. Apply
take the loss for Retreating into an EZOC. Leg MA: All EZOCs the extra Step Loss according to the normal
Engagement Zones themselves have Truck MA: All EZOCs rules regarding loss distribution.
no effect on the Retreat Hex. Tac MA: Real AV EZOCs only, not If the defender does not have either of
Support AV EZOCs. those conditions, the stack must Retreat.
Page 22 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
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Exception: If the Attack unit is killed as Design Note: This rule models the reality 8.0d Arty Asset Points. The scenario
a result of the Attackers Loss result, ignore of retreating units better than normal may issue the player Arty Asset Points which
any Situational Result (apply Defender Loss wargame retreat rules. The rule is fun, but represent the assignment of higher level
and Trafc results normally). can jar traditional sensibilitiesenough artillery units.
that I went more traditional for the Arty Asset Points can be assigned and
7.5h The Map Edge. Any units may standard rules. unassigned in the Assignment Phase. An HQ
freely Retreat off the map edge. Such units can be assigned any number of Arty Asset
come back as reinforcements in any Entry 8.0 Barrage Points. Once assigned, only that HQ can
Area (owning players choice) along that Artillery and Air res are shown by the use them.
same map edge as reinforcements the next use of Arty and Air Points which can inict The Arty Asset Points add to the
turn. either Suppression or Step Losses on the Formations Intrinsic Arty Points to create
enemy using the Barrage Table. the total available for use.
7.5i HQs and Combat Trains. These There are two kinds of Barrage:
units Retreat following their own special Destruction and Suppression. 8.0e Air Points. The player could also
rules (HQs see 9.1f, Combat Trains see Destruction Missions involve one or be issued Air Points representing available
10.3d). more Arty/Air Points and roll on the Barrage aircraft sorties.
Table. Air Points follow the same handling
7.5j Voluntary Retreats. The Active Suppression Missions can only use one rules as Arty Asset Points, except that Air
player can self-inict Retreats on Active Point, have no roll for losses, but apply a Points are not assigned to specic HQs,
Formation units merely by announcing it. DRM in combat (Destruction Missions do can be used in any friendly Formations
Apply the normal Retreat rules. Voluntary not award any DRM). Activation, and exist as a pool available to
Retreats are allowed under a Fail SNAFU the player. Each Air Point can only be used
result. Arty/Air Point Use. In any Barrage once in a given turn.
outside of the Attack Sequence, the player Air Points cannot be saved from turn
Important: Only HQs and units with an can only use ONE Arty or Air Point. to turn.
Unprepared side can execute a Voluntary Inside an Attack Sequence, the player Air Points are unaffected by SNAFU
Retreat and such units must end the Voluntary can use up to THREE Arty/Air Points. results.
Retreat ipped to their Unprepared side. In any Shock Attack, the player can Only Air Points can be used in Shock
only use ONE Air Point and cannot use Arty Attacks.
120 Degree Rule and Voluntary Retreats: Points.
The owning player can select the desired 120 8.0f Suppression Missions. Arty
degree arc for a Voluntary Retreat provided 8.0a Arty Points allow the player to and Air Barrages made during an Attack
the Formation HQ is somewhere within the make Barrages and are required to create Sequence automatically earn the player a
arc selected. See 9.1f regarding if the HQ a Prepared Defense (4.5). Each HQ has its +2 DRM for Suppression IF exactly ONE
itself is Retreating. number of Intrinsic Arty Points printed on Air or Arty Point was used and NO roll was
it. Arty Asset Points can be assigned to an made for losses.
A unit that executes a Voluntary Retreat HQ which add to the HQs Intrinsic Arty All Arty and Air Barrages that do roll
is Finished for the Activation. Points giving the Formation a greater overall on the Barrage Table (Destruction Missions)
number. in the Attack Sequence do not obtain any
7.5k Dissolving Retreats (Optional). Combat Table DRM.
If any non-Tac MA unit Retreats with a Safe 8.0b Arty Points associated with Barrages made outside the Attack
Path, remove it from the map. It reappears a Formation can be used at any point Sequence never generate the Suppression
in the hex of, or adjacent to, its HQ when during that Formations Activation, but DRM.
its Formation next Activates. each Arty Point can only be used once per
If such a unit is required to Retreat, but Activation.
the unit has no Safe Path, the unit must stay The total available Arty Points is
in place and take an extra Step Loss. Ignore refreshed in each future Activation, including
the normal Step Loss from No Safe Path when a Second Activation if there is one.
using this Optional for units which are to Unused Arty Points cannot be saved
apply it. and used later.
Do not apply this rule to units with a Tac
MA showing, HQs, and Combat Trains. Use 8.0c Make any desired Barrages
the normal Retreat rules for such units. before, during, and/or after any stacks
movement.
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9.1i HQs without Units. If a 9.2 Support 9.2f When Support re-concentrates
Formation loses its last non-Support unit 9.2a Some units can be dispersed into a real unit, place the unit, on its Move-
physically on the map in play, pull the HQ, among the Formations units as Support. side, in the HQs hex.
its units in Support, any units in the Dead Only non-Dual AV units can be put into
Pile (including those which have used Support. Some units have Support written 9.2g For all eligible Formation units,
Repls) and Combat Trains from play (if on their counterif on that counter side, available Support
9.1j will apply, do not remove these units they can only be in Support (if this is the creates Support AV ZOCs
completely from play, they instead await only counter side they have, then they are may provide a Combat Table DRM
the requirements of 9.1j off map). It does permanently in Support and can never be determines some Engagement
not matter if the Support could also be a anything else). Zones
real unit or not. Assets assigned to the HQ While in Support, the Support unit provides an AV for enemy
(Arty Points and Independent units) become provides Support functions, but is never Engagements against their host units
unassigned. Arty Assets are pulled off the treated as a real unit. provides protection from Shock
map, Independent units remain in place on Attacks and Attacks by Fire.
the map, and all can be re-assigned in the Support units do not
very next Assignment Phase. No unit can count for stacking 9.2h If a Formation has more than one
be assigned to the now removed Formation move under their own power (or unit in Support, the owning player can freely
to attempt to revive it. affect the movement of any real unit) choose which one to use. Multiple units in
take losses from Barrage, Attack by Support can help with the defense against
9.1j The HQ, Support units, and Fire, Regular Attacks or Shock Attacks. Engagements against supported units.
Combat Trains return to play only if more count as the Second Unit in a stack
units arrive later, according to the Order of for defense. 9.2i Dropped Support Markers.
Arrival. In that case, these units arrive with Dropped Support markers are placed
the rst such unit to do so and the HQ arrives 9.2b A Formations Support is when:
with Fatigue Level 2. Then, and only then available to every Assault Arrow unit
(with the HQ back on the map), can any of in the Formation (including assigned a) The unit moves or retreats into/
the Formations units in the Dead Pile begin independents) regardless of the Support across terrain that is P for Tac
to re-enter play as they are rebuilt. units step size. MA.
Support is NOT available if the b) When a Formation without
Design Note: Effectively a Formation unit is Support Dropped (marked or Support assigns new Support but
that is destroyed during the game is gone Temporary). that Support cannot get to the
for the duration. The time frame shown is unit. See the Support Dropped
usually too short to show the rebuilding of 9.2c AV units (including Dual) never marker removal requirements
major Formations. Exceptions, if any, will have access to Support. below.
be noted in the Game Specic Rules. The c) All a Formations units are
player should work to retain at least one 9.2d Units can only change into or out assumed to be Dropped Support
non-Support unit in play for a Formation of Support in the Assignment Phase. the moment all of its Support is
so as to be able to rebuild units for it as removed or destroyed. There is
the game goes along. Dont treat them as 9.2e To place a unit in Support, place no need to mark them as such in
just cardboard. the unit near its HQ or off-map (it is no longer this case, it is automatic.
an actual unit and need not have a literal
9.1k Higher Level Assets. Higher hex location, it just needs to be associated While Dropped, the units involved do
Level Assets (Arty Asset Points and with its HQ). The new Support need only not benet from Support for any reason,
independent units) must be assigned to be in a position where it could physically including the ability to have a Support AV
specic HQs in order to function. They can move to the HQ hex on its Move-sidegiven ZOC.
be reassigned only in the Assignment Phase. terrain and enemy units, but distance does
Jot assignments down in any convenient not matter. Support-only units are assumed
manner. to have Tac MA for this purpose.
Distance, terrain, and enemy units have Place the counter with its greater
no effect on the reassignment of Higher Level printed AV rating showing while in
Assets. See 9.5 for the procedure. Support.
Unassigned Independent units cannot Mark the HQ with a Support marker
Activate at all, they merely sit in place. of the appropriate type (Red, Limited, or
If an Independent unit is destroyed, it Stand Off ).
becomes Unassigned and can be Assigned
freely upon being rebuilt.
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The Gamers, Inc.
Remove Support Dropped markers 9.3 Reinforcements There is no Unit Trafc effect (5.1h)
at any point in the owning Formations Reinforcements enter play according to for units sitting in the Entry Hex.
Activation when all of the following are the Order of Arrival Charts or when rebuilt Place the arriving HQ and Combat
true: from the Dead Pile. Trains in the Entry Area rst and from there
They are sometimes placed with their the Activation proceeds normally (to include
1) The unit is in Command Radius. Formations or into specic hexes as listed on matters of SNAFU and its DRMs, Command
2) The Formation has something in the Order of Arrival Charts, but most enter Radius and OBJ placement, etc.) In an Entry
Support. play by moving from designated Entry Area hex, the Combat Trains are assumed to be
3) The unit has a Safe Path (1.6). hexes. at Optimal Distance (10.3c).
All hexes of a specic Entry Area are
Play Note: KT-X brand plastic moved/red marked with a common Entry Area letter. 9.3c Reinforcements can sit near their
markers are highly useful in marking Entry Areas (off map) before entering as
Dropped Support in a way that does not 9.3a Reinforcements are placed in long as the player wisheseven into later
hide the stacks top unit. the Reinforcement Phase. Place reinforcing turns.
Support units with their HQ (9.2e) at
9.2j Temporarily Dropped Support. that time (record needed assignments in 9.3d Reinforcements cannot be
There are cases where no Dropped Support the immediately following Assignment Barraged, Engaged, or Attacked in any way
marker is placed, but the unit has Dropped Segment). before being placed in the Entry Area hex,
Support for the remainder of the Activation. but units in those hexes are fair game.
There are a few Temp Support Dropped 9.3b If more than one Entry Hex can
markers the player can use if he prefers to be used, the exact hex(es) to be used are 9.3e Reinforcements can only move
actually mark the unit. chosen in the Formations rst Activation. onto the map from an Entry Area hex during
This occurs from the Engagement Table That decision cannot be changed once their Formations Activation.
(see 7.1k) provided both of the following made.
are true: Units cannot over-stack in an Entry 9.3f If the enemy occupies all a
Hex at the moment of placement. If there reinforcements needed Entry Hexes, the
1) The unit is in Command Radius. is an excess, place it off map next to their player can shift the reinforcements one
2) The unit has a Safe Path. Entry Area hex. Units begin counting MPs Entry Area along the map edge to nd an
as if they all started their move in the Entry unoccupied Entry Area hex. EZOCs do
If these are not true, actually mark the unit Area hex. not affect the use of an Entry Area by any
with a Dropped Support marker as per unit, but do allow the player to shift the
9.2i instead. Design Note: This mechanic exists to keep reinforcements should he desire.
the hex from ending up overstacked on entry
if the Formation botches a Reactivation or
SNAFU roll.
9.3g There are no Command Radius 9.4 Replacements 9.4f Reinforcing units on the Order of
effects on reinforcements attempting to 9.4a During each Reinforcement Phase, Arrival which have less than their maximum
catch up to their Formation HQ until they the players may acquire Replacement Points number of steps can be given Repls before
start an Activation in Command Radius. Be (Repls). arrival.
reasonable about thisthis rule only exists Exception: Do not roll for or otherwise
to keep reinforcements from tripping up acquire Repls to use on the First Turn of 9.4g Repls must be used the turn available
behind the lines. any scenario. They are already accounted and cannot be saved for later. Unused Repls
for in the set up. are wasted.
9.3h Combat Trains, unless specically
stated otherwise, always arrive on their 9.4b Repls come in two avors: AV and 9.5 Assignment of
Regular (non-Ghost) side. Other units which non-AV. Higher Level Assets
have Alternate counter sides, can arrive on A unit with an AV (on either counter Higher Level Assets are Arty Asset
either side. Arriving units can be in Support side) can only use AV Repls. Points and Independent units. They must be
(or not) as desired and allowed. One with no AV on either counter side asssigned to a Formation to function. If an
can only use non-AV Repls. Independent unit is un-assigned, they cannot
9.3i Reinforcements to be placed at an The player is otherwise free to use Activate or function in any way (except to
HQ instead of a Entry Hex should follow 9.5 his available Repls as desired given the defend themselves) until (and if ) they are
with a pathway from a Friendly Entry Hex. restrictions below. assigned.
If this is not possible, the reinforcements
must wait to enter the next game turn. 9.4c Repls can only be used to rebuild 9.5a Assignment of Higher Level Assets to
units a Formation occurs in the Assignment Phase.
in Command Radius. To be eligible for assignment, the Higher Level
whose Formation Combat Trains are Assets involved must be currently un-assigned
in a Legal Hex. when the Assignment Phase begins. Simply
with a Safe Path traversable by Leg MA place them in their newly assigned HQs hex
for non-AV Repls or Tac MA for AV Repls. at that time.
Page 28 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
2016 All Rights Reserved.
The Gamers, Inc.
10.0 SNAFU, Supply, (10.4), Main Supply Routes (10.2), Combat 10.1e Mixed Formations. A Formation is
Trains (10.3), and Mixed Formations (10.1e). Mixed if any of its Command Radius traces enters
Fatigue & Isolation There are also Game Specic SNAFU DRMs a hex containing a unit or Command Radius trace
10.1 SNAFU for each side listed in the player specic hex of another Formation, inclusive.
Supply and other logistical concerns booklets for each game.
(including transportation, routing, march trafc SNAFU results can be Pass, Partial, or Ignore Combat Trains, units out of Command
control, and simple friction) are abstractly handled Failure. Radius, and Unassigned units.
using the SNAFU Table roll.
10.1c Reinforcing Formations roll for Design Note: Command Radius should be traced
10.1a A SNAFU roll is required each time a SNAFU normally. in the usual mannera roughly straight line
Formation Activates. A separate roll is made for between the HQ and the unit. It should never
Second Activations. 10.1d The effects of SNAFU results are arc around to attempt to go around anything.
given on the SNAFU Result Effects Chart. Where an equidistant choice exists between
10.1b A SNAFU roll uses two dice and an this hex or another along that roughly straight
assortment of DRMs on the SNAFU Table. The path, one should err on the side of better lines of
DRMs are the result of Coordination (4.4), Fatigue communication (roads, less costly terrain, etc.).
10.2 Main Supply 10.3 Combat Trains Combat Train removal merely requires
Routes (MSRs) Combat Trains represent each them to be plucked off the map from
10.2a For a Formation to operate Formations forward supply package and whatever their situation. When they return,
normally, there must be an MSR from its rear area establishment. place them in any desired Legal Hex (if there
HQ to a Supply Source through its Combat is none, they can not enter).
Trains which follows the requirements of Combat Trains are required to link the
10.3a. HQ to the map edges supply source. An Unless stated otherwise by the Order
HQ can only dene an MSR using its own of Arrival, all arriving Combat Trains are on
10.2b MSR Blocked. In the Combat Trains. their Regular, not Ghost, side.
Preparation Phase
10.3a Legal Hexes. A Legal Hex for a 10.3c Optimal Distance. The MSR
...if the Formations Combat Trains are Combat Train requires all of the following between the Combat Trains and their HQ
off map, apply an MSR Blocked Level to be true: must be between 5 and 15 hexes (inclusive)
1 marker, or increase its existing MSR to gain the effect of the Optimal Distance
Blocked marker to Level 2. a) It is a Primary or Secondary Road DRM.
hex. Exception: Track hexes are This DRM automatically applies if the
if a Formation with an MSR Blocked allowed in an Entry Area hex. Combat Trains are in an Entry Hex and the
marker has its Combat Trains on the b) The hex is connected to a Supply Source HQ is not more than 15 hexes away. Combat
map and those trains are currently in using only contiguous Primary and/ Trains in this situation can ignore the must
a Legal hex (10.3a), remove any MSR or Secondary Road hexes, or (in the stay Ghost rule below.
Blocked marker (either Level). case of an Entry Hex) is a Supply If a Combat Train ends an Activation
Source itself. unable to apply the Optimal Distance DRM,
Formations with any MSR Blocked c) The hex is connected to the HQ by a it must enter Ghost (if not already) and is
marker... contiguous path of any sort of non-RR not able to recover from Ghost.
road hexes.
apply the Combat Table DRM to any d) The hex and the entire MSR (HQ to 10.3d Effect of Enemy Units. Enemy
unit of the Formation on the attack or Supply Source, exclusive of the units can cause a Combat Train to Retreat
defense. HQs hex) does not contain EZOCs, (7.5) when the Combat Train is stacked
enemy Engagement Zones, or any with units which must Retreat. In addition,
have a negative DRM on the SNAFU enemy units. Friendly units do not Combat Trains must Retreat if an Enemy unit
Table equal to the MSRs Level. negate any enemy effect for this enters their hex. Combat Trains can never
determination. be captured or destroyed.
cannot have a Prepared Defense e) The hex does not block an existing
marker. enemy MSR. Enemy Unprepared units, HQs, or Combat
Trains cannot enter a hex to force a Combat
10.2c Any number of Formations can 10.3b Movement & Ghost Side. Train to Retreat.
share a single MSR, but at the expense of Combat Trains move in the Activities
10.2d. Phase. Combat Trains must move if they are When a Combat Train Retreats, displace
not currently in a Legal Hex. If they cannot it 10 hexes back along the MSR toward the
10.2d Crossing the Streams. Apply move to a Legal Hex, remove them from the Supply Source they could be assumed to have
a -1 DRM to SNAFU if the direct path (the map. been using last. Combat Train Retreats ignore
shortest available, owning players choice Combat Trains move by merely the 120 degree Rule. Flip them to Ghost. If
if more than one similar path is available) plucking them off the map and placing them they are w/i 10 hexes of the Supply Source
between the Formations HQ and Combat in a Legal Hex. Flip the Trains to Ghost if itself (the map edge), they can stop in the
Trains uses any hex of the direct path they move. Combat Trains that will end an Map Edge hex or shift to another Entry Hex
between another Formations HQs and Activation outside the Optimal Distance (in Supply Source.
their Combat Trains (inclusive of the HQ either direction, 10.3c) must ip to Ghost. The ending hex of the displacement
and Combat Trains hexes themselves). cannot contain an enemy unit, but may
If the Combat Trains are in a legal hex, contain an EZOC or Engagement Zone. The
at Optimal Distance (10.3c, including the displacement must be (unless exempted
map edge exemption) AND didnt move in above) 10 hexes along a Primary or
the current Activation, they can ip out of Secondary Road, but enemy units along that
Ghost to their Regular side in the Activities route have no effect on the displacement.
Phase.
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The Gamers, Inc.
10.3e Friendly Unit Movement. 10.4c Recovery. Formations can 10.5 Isolation Effects
Coordination, 4.4a, applies to Combat Recover Fatigue given the following: Isolation occurs when units are cut off
Trains normally, however the movement of a from their HQs and increases the degradation
Combat Trains does not apply Coordination a) The Formation must have its of a units capabilitiesdramatically, if the
to any Formation unless the destination Combat Trains in a Legal Hex. situation is bad enough.
hex contains some other Formations unit. b) It has not already Recovered in Apply the following losses to any Active
Exception: Stacking of Combat Trains with the current Game Turn. unit that qualies in the Fatigue & Isolation
each other does not inict Coordination on c) It is not already Fat-0. (No Effects Phase.
any Formation involved. Formation can recover to Fresh
during the course of the game.) For each stack of the Formation
10.4 Fatigue
Fatigue in BCS represents the Announce that the Formation is doing Case 1: with no Safe Path OR is Out
accumulation of stress on a Formation to Fatigue Recovery in the Preparation Phase. of Command Radius: Destroy one step
the point where its dependability becomes Do not make a SNAFU roll or do any other per unit.
questionable and rest is required. functions in the Activation. The following
Players will need to manage Fatigue are the ONLY actions allowed: Case 2: with no Safe Path AND is Out
accumulation versus the Formations of Command Radius: Destroy two steps
operational tempo to ensure his forces are a) Remove any Coordination marker per unit.
not caught at-footed. He can do this by the Formation might have.
controlling how the Formation is used and b) Flip the Combat Trains from Ghost Additionally, for both cases:
by conducting Recovery when he can. side to normal side if allowed. If the Formation is marked MSR Blocked
c) In the Fatigue and Isolation Level 2: Destroy one step per unit.
10.4a Fatigue (Fat) Levels, Marking, Effects Phase reduce Fatigue by
and Effects. Each Formation has an one level, then apply Isolation, Complete Command Disruption:
associated Fatigue level (or just Fatigue, if any, normally. If ALL a Formations units (ignoring the
for short) which is marked with a Fatigue HQ and Trains) are subject to Case 2
marker. Fatigue is a progression from Fresh Play continues normally from that point above: Remove the HQ and all its units from
to Fatigue Levels 0, 1, 2, 3 and 4. Fat-0 is in the sequence. the game. See 9.1i for the procedure.
normal (Fresh is better than normal) and
Fat-4 is exhausted. Fatigue can never increase Failure Flip. If the player intends
beyond Fat-4. to do a regular (non-Recovery) Activation
Keep the appropriate marker with the and obtains a Failure SNAFU roll, he may
Formation HQ to identify the Formations to execute a Failure Flip and convert the
Fatigue. Activation into a Recovery Activation at that
Fatigue affects the SNAFU roll as a DRM point (meaning only those actions listed
and Fresh applies a +1 to Second Activation above for Recovery can be done; negate
die roll attempts. anything done in this Activation prior to
the SNAFU Roll).
10.4b Increasing Fatigue. Determine Failure Flip can only be done in
if there is a Fatigue Increase in the Fatigue Initial Activations and the player then
Increase & Isolation Effects Phase. The forfeits the Formations potential Second
maximum Fatigue Increase for any single Activation (when this is done, the Formation
Formation Activation is 1. is automatically Done for the turn).
Follow the actions above at that point
If a Formation executes any of the following as if the player had chosen a Recovery
activities, it must roll on the Fatigue Increase Activation instead and mark the Formation
Table. Roll for the worst applicable situation Done. The player can choose to accept the
(i.e., the one most likely to give a Fatigue Failure SNAFU result and play from there
increase). normally with no Recovery.
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The Gamers, Inc.
A certain level of unease started to settle in Trafc came about later but addressed But, ya gotta count
on me when I looked at the result. Recalling player concerns that while two Formations them Points!!!
that I wanted BCS to show something would interfere with each other via Trained by the games that even bothered
more. Something more than down-scale the Coordination rules, inside a given about it, players learned to think of
operations, but also something more than Formation, march congestion was never an logistics like accountants. You have a pool
the straight-forward level of ZOC-Bonking issue. Now (when using the optional rule), of resources which are both quantied
seen in so many titles already. I began to players must carefully orchestrate their and discreet. You draw them off at some
wonder if BCS had lost a bit of its philosophic movements so as to avoid causing trafc constant level for the actions youd like to
underpinnings and become something I blockages that will quite realistically jam up do and can repeat that process until you
started calling SCS with Engagements. the movement of follow-up units. And even run out. When you run out you are done
then, Murphy raises his ugly head when an until you can get some more. Logistics was
This led to an effort that spawned efforts attack clumsily barely wins leading to a literally a matter of resource allocation and
at re-inserting the something more soul: situation blocking the way. nothing deeper.
OBJs, Trafc, and Combat Trains.
At this time, logistics began to make a Cardboard units have no needs (or feelings)
OBJs simply applied some of the players come-back into the system. Trains were when you choose to not use them. So, you
effort toward the planning of operations added rst, but were merely placeholders can deny Formations all ammunition and
for a Formation. They limit the number of for the road net needed to operate the fuel so that your favorites can make use
different directions the Formation could Formation (leading to rules about MSR of those points. Those stripped units will
manage at one time and limit how well he Congestion which later converted into cheerfully await the end of the war, costing
could react to events as they unfolded. restrictions on coming back into in Service you nothing in the meantime, while they sit
and later LOG Congestion which eventually on their hands and watch.
Before, a Formation could split up to the four became Optimal Distance and Crossing
winds to do any number of microscopic jobs the Streams). These worked nicely and the Not much of that reects reality.
all at once (or worse, execute what my son, players responded well to the planning and
John, did and run what I termed a Bubble care needed to do things right. Your resources are in a state of ux to
Offensive). None of those things looked an unknown degree. Errors exist in the
anything like what the real Formations could, Moving the Trains results in them ipping inventory of what you have, spoilage is
or did, doalways an excellent tip-off that to their out of service (Ghost) side and occurring, parts were mislabeled or put on
something isnt right. inicting a DRM on the formations SNAFU trucks going to the wrong units, supplies
roll. Players reacted with care as to when to you counted on get pilfered by units that
After some experimentation, the fairly shift the Trains around and when to wait. thought they had more use for them than
straightforward OBJ marker placement This was good, but something still seemed to the ones you chose, all manner of things
system addressed these and numerous other be missing. That something is what elevated are making the clear cut become vague and
issues. On top of that, I was able to dedicate Combat Trains from a simple mechanic to unknowablesome of which are difcult
a simple system allowing players to make something more. to imagineand all completely beyond
use of the critical assets of these Formations: your control.
the ability of some units to conduct recons It was the addition of Logistical Inertia and
of locations that became useful after the Supply without Accountants. Every activity has a cost, true, but the amount
Activation began (so as to take advantage of the cost is only known in general terms
of the evolving situation. and the planning gures can be thrown out
the window by unforeseen conditions, unit
The optional March OBJ rule brings out a behaviors, and waste. What you thought
modest, but important, effect of committing should last for four days ends up being
the player even more to a specic course burned down in two while something else
of action. set up for four days seems to be lasting
forever. And your best guess on hospital
beds was simply wrong.
Inactive units still use food, fuel, and even Furthermore, without the accountants gone A smaller effect is when the Trains move
ammunition. Troops have a bad habit of wild method of supply, the player himself and temporarily go Out of Service or into
stealing from neighboring units (They can cannot say with certainty that formation X Ghost. Once on their Ghost side the SNAFU
make that good, right?) and bulldozing will do everything he needs them to do. problem can compound until you get your
dead vehicles off the road instead of sending The overall supply situation will produce lines of communication straightened out. Its
them back for repair. Nobody knows what a distribution of capabilities across the reasonably mild, but can degrade sloppy play
happened to the cases of ammo Private map that reects itself, but the player cant in favor of the player who takes the time to
Snuffy was supposed to bring from the units count on any given activation turning out mitigate and minimize the effect.
last position. Supply sergeants the world for the best.
over maintain private stashes of material The choice of when and where to move
for trading purposes and rainy days. They All of that brings logistics more into line with on the part of the player is a drag on his
asked for two of them? Grab three, you never reality better than the more precise looking freedom of action. In a perfect world, hed
know what might come up. No unit is so SP based system accomplishes. be able to shift the Trains, right now, to
inactive that it doesnt continuously tap into where he needs them without the fuss of
yourstill unknownresources. Nor do they One last point about prioritization, of course having them re-establishing themselves.
(and their commanders) react well to the the real commanders can try to force scarce If he chooses to shift too soon, he risks
idea of you are going to be helpless while resources away from one sector so as to a hiccup in his logistical net. If he moves
we send all the fuel to so-n-so. help out another. Thats not at issue. The them too late (or not at all), he could nd
problem with the game model is that such the speed of his operations degraded as the
Ask Patton about that. actions are taken as standard behavior and Trains try to keep up and maybe cant. In
executed with ruthlessness and precision any event, we can count on Murphy making
Yet, game supply systems invoke a world that is simply impossible in real life. We all the worst possible thing happen at the worst
where the exact opposite is true on almost see this a lot in games. Players will ask me possible time.
all of these points. Accountancy systems for a rule covering a certain action that a
cannot help but measure with precision given unit did in a very special situation. No As with units tripping each other because
a system that has precision in only the doubtthey really did it. Problem is, should of Trafc, rear area establishments (HQs
roughest terms. Accountancy rewards just I allow that action in the rules, players will and Trains) must be positioned with care
enough thinking; real life revolves around use it frequently and in situations that are to avoid crippling the movement of other
pushing as much forward as you can, as nowhere near as extreme as the reason it units or Formations.
fast as you can, and wait for the war to be was done in real life. So, therefore I cannot
won. You dont know where just enough allow the exception. Mechanical Mechanics
exists between failure due to not enough There are quite a few mechanics in this
and too much so you opt to risk too As time went on, the need to insert other system that go against the grain of traditional
much. items of friction, confusion, and outright wargame fodder. All were carefully chosen
failure into the LOG system caused me to to show what they are designed to show,
The SNAFU (originally LOG) system bypasses change the name to SNAFU. Logistics is (of and tempered by exhaustive testing. All
the accountancy game. The typically player- course) still an important part of why units contribute to my goal of giving the player
driven main effort business is impossible might not do all you ask of thembut so an insight into this level of warfare hes been
to create (because you cant). Predictive too are trafc control, command failures, denied until now.
certainty in results where it really, really and the myriad of other reasons all of which
matters is illusive. The trucks might get force but it looks so easy on a map! into Alternating Formations within the turn (as
stuck or not arrive at allnot based on not translating into reality. opposed to either a IGO-UGO framework,
where it is important, but like Mr. Murphy or full-on Chit Pull) was designed to allow
says, where itll probably hurt you the Inertia of what? both sides to both have more lower level
most. Whats available in the depot doesnt There are a couple levels of inertia built into interaction than IGO-UGO allows (with less
translate into a discreet amount of activity Combat Trains. perfect across-the-map coordination of your
on the map. Or, for that matter, a dip in own side, and no need for special inactivity
depot reserves may or may not show up When the Trains are jumped by the enemy, (read: Reserve) phases and rules) yet also
as a specic reduction. Eventually, as the they bounce backwards (which brings its allows the player more input into what he
Germans see in Last Blitzkrieg, their weak own inefciencies) or eventually end up wants to do (theoretically based on relative
logistical system will give them an overall off map, if a legal hex is unavailable (which importance) than you get with completely
reduction in effectivenessbut the player brings bigger ones) creates less than optimal random Chit Pull.
will still not be able to starve some units in behavior on the part of the formation.
order to keep his panzers gassed up.
Page 34 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
2016 All Rights Reserved.
The Gamers, Inc.
The order of Formation selection by Engagements, the interaction of AV units, up as best he can against a single perfect-
default assigns some Formations a type of their supports, and how all that boils into intel selected point while literally ignoring
reserve status as they wait and see what the nal EZOC and AV EZOC rules was a any other enemy units nearby (the hoary
happens now in order to exploit the new long and involved affair. Ill talk about that old soak off attack and mandatory attack
situation later at the cost of not inuencing in the Tanks! section below. requirements were attempts at mitigating
the situation right now. Likewise, the this effect). The problem was that the
Reactivation choice at the end of the initial The Combat Flow Chart idea is best left player was doing exactly what those systems
Activation gives them the chance to exploit forgotten in the dust bin of the systems reward: surging force ratios in a very small
what they just did before the enemy can history. Sufce it to say, the road to the nal zone in order to obtain a maximal result
interfere. It does so with a strong nod to form has been long. Thereliterallyisnt an from the few combats done.
the agility of the Formation involved as idea out there that wasnt tried (sometimes
well (through the die roll needed to get multiple times) to esh out what works That, of course, is the problem. Such massive
it). Simple and gets the job done very well, best. concentrations of power are unlikely in real
in my opinion. life simply because the desired (best) target
The essentially Odds-Free combat system cant be identied properly and the resulting
Reactivation itself allows the Formation and the seeming lack of effect of step forces would trip all over each other in
to (maybe) do more in the turn and that losses goes completely against the grain such a small zone of attack. The example
maybe is luck driven with a probability of wargame canon. I can understand how one might try to use is late-war Russian
based on the Formations ability to think on those ideas will rub players raised on odds offensives that applied incredible mass to
its feet and react rapidly to events. CRTs and surrounding defenders to get some small sections of line in order to achieve a
coveted ratio and a linear degradation in unit breakthrough. Key there is the business of
The nal Engagement/Attack/Barrage system strength as losses accumulate. It strikes me sections of line as the target is geographical
for combat resolution is the result of a very that all those ideas are deeply rooted in an in nature, not some specic weak German
long and convoluted series of trials and attrition-based theory of warfare (the reader unit. Also, sections of the line being quite
(mainly on my part) errors to get the best should underscore that and contemplate large in extenthuge stretches of front by
balance of playability combined with the how that affects the image of warfare games the end of the war.
distinguishing features of armor and infantry that emphasis has fed him since the very
combat at this level. beginning). BCS attempts to meld maneuver In BCS, force ratios come into play because
and attritional warfare into their proper if you out-number the enemy locally, you
In a brutal over-simplication this can be respective positions. Real warfare is a mix can afford to build more complete attacks
seen as armor spars with opponents at range of both. I have attempted to replicate that across the zone; you have more power
(and sometimes rams straight into enemy here for you. leftover to exploit the results, and can
held hexes), infantry gets in the enemys protect your forces from any counterattack
face and literally assaults their position, Lets look at those parts in turn. potential that exists. Its not that you do an
and artillery lays waste to whole areas in extra good job on A Battalion in front of
the hopes of inicting losses. First off, surrounding the defender with you, but you can take out A, its supports
stacks and, essentially, attacking him from on either side, and thrust into its rear areas
Of these, artillery was the simplestthey 4 or more directions at the same time is all at once.
provide a chance of inicting step losses. simply impossible in real life. One could
There were a number of side-trips along argue that all those extra directions are Linear degradation of unit strength is
the way (usually dealing with interdiction merely pinning forces (much like the assist another attritional chestnut. Obviously,
in various forms, all of which were subject stacks here), but if thats the case, why do attritional theory itself is based on the idea
to easy abuse and not worth the weight of they add to the combat strength as much as that you will destroy the enemy faster than
rules needed to have them around). the real attackers and also why can any of you destroy yourself and, eventually, in a
them advance after combat like them? No, the mindless pool of blood, win. Losses and
Infantry ground assault was also pretty design is giving the (false) impression that disruption to unit cohesion & leadership,
straight forward. We went through a lot units at pretty much any scale form a circle all contribute to a unit eventually becoming
of modier permutations to pick the best around the defender and charge toward the combat ineffective. Thats true (and true
ones to retain, adjusted the table to the center. This is not how things are done in here, too), but where the problem is in
point where it gave the right level of losses real life and a ne way to generate Blue on the linear nature of the business typically
mixed with retreats, and it rapidly evolved Blue ghting. shown. A 5-step unit that loses one step is
toward nal form. not 20% weaker. Its 20% closer to becoming
Odds ratios are trickier. They have their ineffective (or, in our imprecise terms, dead),
place, of course, but the rub is in how not 20% less of the unit it was before.
they are shown. Typically, this is done on a
combat-by-combat basis where the attacker
(free of enemy interference) pumps the odds
The model here follows more the one I events as they unfolded to the degree that how close they can run an OP to the nearby
showed in the TCS 25 years ago (where if the planned advance to objective X fell unit and get away without bothering to let
the combat strength was determined by apart because of a botched earlier attack, them know what was going on.
the crew-manned weapons and taking out objective Y was instantly substituted as if X
the strength of the unit wouldnt diminish was never contemplated. Large scale units Coordination is a minor item if not allowed
repower until the bitter end) than the one cant act like thisheck, any complicated to get out of control. A DRM on SNAFU isnt
in the bit later OCS (where losses instantly undertaking cannot do this. the end of the world unless it gets stacked
take the shine off a units offensive power with other planning failures or affects a
and half losses reduce it defensively). OBJ markers were the solution to that large number of units. Ramming a bunch
unease. Before seeing how events would of Formations into a small space is inviting
The OCS case is at a very different scale than unfold, the player had to make decisions all manner of confusion and not a little bit
you see here. One counter is usually an on where the Formation would attempt of Trafc problems.
entire BCS Formation, so taking 1 OCS step to drive and was limited to attacking those
loss (out of maybe 4) actually represents enemy forces near those Objectivesnot The maneuver model vs. attritional model
25% of the units of the Formation becoming merely cherry-picking some weak unit that comes to a point here in the effort to smash
destroyedas things go here, that rapidly meant nothing in the bigger picture, but enemy rear area installations (when you
hits on the offensive power and number was simply available (according to perfect can). The benets of clobbering a guys
of operations the Formation can do on the intel) to be killed. lines of communication are many. You
attack. By the time a Formation has lost half might induce logistical paralysis. This can
its units (the next layer in OCS), Im pretty The development of OBJs went through a be more efcient than simply attacking
sure youd say they are defending at half series of more complex versions (usually his units to death in the usual wargame
strength (if not far worse) and their offensive involving route control and recon assets) to slugging match. These are not necessarily
potential will be very limited. the current fairly straight-forward level. In easy things to accomplish (especially if the
the end, movement routing wasnt deemed player has a taste of what they feel like when
In BCS, steps are a measure of the depth all that important as the places you could done to him!), but can give bigger benets
of a unitwhat damage it can take before go and do something major was limited and faster than not doing so.
becoming combat ineffective. They are not indirectly that affects how you choose to
a direct increment of ghting strength. get there (other pathways being of limited Players who like their attrition can indulge
use). The more important matter was the themselves here, too, but mastery of what
It should be noted that the choice to use Arty development of an honest (and reasonably maneuver can reap at this level is the best
Points instead of the usual physical artillery inexible) Axis of Advance representing the way to win. The best mix is the most effective
units was to keep the counter density under Formations current plan. way to play. Enjoy the swim.
control, to better reect the assignment
requirements of higher level artillery units Coordination came about as an outgrowth Tanks!
(and its natural inertia), plus to avoid the of what was a bit more complicated rule on I am greatly indebted to Jim Stravers who
games players play in terms of either Passage of Lines (the name change needed was able to share his expertise in actual armor
hunting these relatively defenseless units because Coordination covered a number operations with a crusty old infantryman
down or using them in ahistorical functions of topics that werent technically Passage of like me even if he did end up having to use
(like convenient road blocks). Lines). Its development played around the small words and a lot of crayon wax to get
edges with another difference between game me to understand.
Command thinking and real life. The player approached
The simple framework of Command as these rules with a mindset of how much The armor model is of a greater detail than
shown in BCS was a relatively late addition can I get away with before I get punished the infantry one here as, literally, armor
to the design process. I added it only after of trying to gure out where the line was affects the battleeld, other armor, and
spending a great deal of time hammering so they could exploit it as far as possible infantry in ways the infantry model simply
out the movement and combat mechanics. with the least application of resources or cannot show. Typically, designers do force
Its need literally grew out of what I was effort. To an extent, players still act that way the armor into the infantry model and get
observing in the testing of those underlying around these (and other rules), but not to what youd expectarmor that behaves like
systems. the disturbing degree they did in playtesting really strong and fast infantry.
the old Passage rules.
One obvious issue was that Formations were Armor fights other armor using the
simply able to do too much and were too Meanwhile, in real life, staffs routinely Engagement Table (i.e., by trading res)
agile. Theyd strike out in multiple directions coordinate with adjacent formations an or they can mix it up directly (using Shock
at a time (zeroing in on weak defenders in effort that moves from courtesy to a major Attack). Tac MA units in general can use
order to advance the attritional ball by merely command function depending on the Shock Attacks to allow them the increased
killing off enemy units). Even if this did not degree of Passage of Lines involved. What tempo their mobility creates.
happen, players would instantly react to they wont do is look at a map and gure out
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2016 All Rights Reserved.
The Gamers, Inc.
(Support ONLY, 7.1k) Combat Table Modifiers
Take each sides independently plus
Net Modifier = Net Firer Net Target
(Use if unit-specific information is needed)
5 6-8 9 Dual Supporte d
MSR Blocked marked
Suppression Mission
Support Invld: 3 4-5 6-10 11 Assist
Ignore a sides result if that side is out of enemy range. D ouble OB J Zone
If the is in , max range is Attacking Formation has Prep Def
(use only one
B re a kt hrough A V Unit +2
H ard Re d A V U nit +1
Traffic Stopped marker placed in Firers hex. (5.1g)
Two Units in Defenders hex
Barrage Table H ex s ide Te rra in
(One Die) (8.1 & 8.3) Dual or Infantry in(use only one
Situation Loss
Range
Hard Unit
non-Support R ed A V in Open H ex
City
Net Modifier = Net Attacker AR Net Defender AR
Terrain and/or Prepared Defense
All Other Barrage
. One loss on each roll in range.
Combat Table (Modified Dice) (7.2 & 7.3)
Advance after Combat (7.4)
If the Defender retreats or is eliminated, the Attackers Action
Rating unit (and only that unit) advance into the defenders
hex. If the Assist is stacked with the AR unit, it may advance as well.
Other units cannot advance.
Retreats (7.5)
Pick the unit up and place it in a hex using the 120 degree Attacker loses # steps from his AR unit.
Rule. Apply losses if the Retreat ends in an applicable EZOC hex Defender loses # steps, first from his AR unit.
or Retreats without a Safe Path. A1 if defender has , otherwise no loss.
If unit or is in (or behind)
, defender must take a step loss and stay, otherwise must Retreat. (7.5g)
Traffic Stopped marker if the defender is destroyed or retreats. (5.1g)
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2016 All Rights Reserved.
The Gamers, Inc.
(10.1) Action Pass Partial Fail
Two Dice Result Objectives:
Fail HQ Created? 2 1 0
Recon Created? Yes Yes No
Partial
Movement:
Pass Movement? Yes MA No
(Truck is MA
(Apply all that apply.)
on Mud turns)
Always Voluntary Retreat? Yes Yes Yes
+1 if Fresh Flipping from one counter side to Yes Yes Yes
-1 Coordination Marker the other?
- Fatigue Level Combat Trains? Yes Yes Yes
-1 Mixed Formations (10.1e)
Barrage:
+ Game Specific SNAFU DRMs Artillery Barrage? Yes Arty No
Points *
If Combat Trains are Legal
Air Point Barrage? Yes Yes No
+1 if Optimal Distance*
-1 Ghost Trains Combat:
-1 Crossing the Streams Combat Table Attacks & Assist, Yes Yes No
Engagements, Shock Attacks,
If Combat Trains are not Legal and/or Off Map Attack by Fire?
-3 Combat Trains not in a Legal Hex Other:
-X if Formation has a MSR Blocked marker of Level X Prepared Defense? Yes Yes Yes
Remove Support Dropped Yes Yes Yes
*At least 5 hexes, no more than 15 hexes, see 10.3c. Automatically applies markers?
if the Combat Trains are in an Entry hex and the HQ is not further than 15 * Round down if needed.
hexes away. If this DRM does not apply, the Combat Trains must enter and
stay in Ghost.
Prepared Defense Best SNAFU Result is PARTIAL.
(10.4b)
Use the most likely to Increase version that applies. Roll one die if a roll
is required. If none of the situations apply, there is no Fatigue
Increase.
Increase Fatigue on a roll of 1.
Increase Fatigue on a roll of 1-2.
Increase Fatigue on a roll of 1-3.
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2016 All Rights Reserved.