Professional Documents
Culture Documents
2ND EDITION
R U LE B O O K
TAB LE O F C O N T E N T S
1. Introduction.................................................................. 2 22. Artillery Units............................................................ 16
2. Game Pieces................................................................. 2 23. Supply and Surrender................................................. 17
3. The Map....................................................................... 3 24. Traffic Markers and Bottleneck Hexes....................... 18
4. Sequence of Play Outline............................................. 3 25. Night Turns and Replacements.................................. 19
5. The Artillery Supply Phase.......................................... 4 26. Breakdown Units........................................................ 19
6. The Fuel Shortage Phase.............................................. 4 27. Special Units.............................................................. 20
7. Building and Blowing Bridges..................................... 4 28. Weather....................................................................... 21
8. Stacking........................................................................ 5 29. Turn 1 Special Rules.................................................. 21
9. Zones of Control........................................................... 6 30. How to Win................................................................ 22
10. ZOC Bonds................................................................... 6 31. Scenarios.................................................................... 22
11. Basic Rules of Movement............................................ 7 OPTIONAL RULES
12. Strategic Movement and Truck Markers...................... 8 32. Fuel Dumps................................................................ 23
13. Reinforcements, Entry Hexes, Off Map Boxes 33. Roadblocks................................................................. 23
and Blocking Positions . .............................................. 9 Patton’s Counterattack Scenario........................................ 24
14. Basic Rules of Combat............................................... 10 Player’s Notes & Bibliography.......................................... 28
15. Combat Modifiers....................................................... 10 Designer’s Notes................................................................ 29
16. Combat Results.......................................................... 11 Extended Example of Play................................................. 33
17. Retreats....................................................................... 13 Counter Scans.................................................................... 41
18. Disruption, Broken and Rally..................................... 13 Optional Units.................................................................... 43
19. Advance After Combat............................................... 14 Reinforcement Schedule.................................................... 44
20. Disengagement and Removing Engaged Markers............. 15 Index.................................................................................. 47
21. Tank and Recon Units................................................ 15 Expanded Sequence of Play............................................... 48
Mechanized Type
Pzkw VI (Tiger)
2 Player Aid Cards Pzkw VI (King Tiger)
1 Rules Booklet
StuG III
1 die
Hetzer
Silhoutted Tank Units in a Wooded Rough hex never form ZOC Bonds;
10. ZOC BONDS they may, however, form ZOC Bonds with non-Silhouetted Tank Units
10.1 General Rule in such hexes. Roads leading in and out of the Wooded Rough hex
> When two friendly non-Artillery Units are two hexes apart (with have no effect on this restriction.
one vacant intervening hex), they create a bond between them that no
enemy unit may enter or cross. (Artillery Units have ZOCs but may 10.4 Negating ZOC Bonds
not form ZOC Bonds.) Due to the pattern of a hex grid, there are two A Hexside Bond is negated when enemy units are located on each
types of ZOC Bonds—Hex Bonds and Hexside Bonds. side of the intervening hexside (as with units D and E in the diagram
below). A Hex Bond is negated when the intervening hex contains an
10.2 Effects of ZOC Bonds: enemy unit (as with units E and F in the same diagram).
• Units may not enter an enemy Hex Bond or cross an enemy Hexside
Bond during the Movement Phase. 10.5 Intersecting ZOC Bonds
If both players have intersecting ZOC Bonds, then neither player may
• Units forced to Retreat into an enemy Hex Bond or across an enemy
cross the other’s ZOC Bond until it is negated.
Hexside Bond are eliminated (17.2).
• Supply can never be traced into an enemy Hex Bond or across an 10.6 ZOC Bonds With the Map Edge
enemy Hexside Bond. A unit can form a ZOC Hexside Bond with the map edge, but not a
ZOC Hex Bond.
EXAMPLES OF ZOC BONDS: Black lines indicate friendly ZOC a ZOC Bond even though it is intersected by the enemy ZOC Bonds.
Bonds, red lines indicate enemy ZOC Bonds. Dashed lines indicate Also note how Unit H has Hexside Bonds with the map edge.
negated ZOC Bonds (D-E and E-F). Note that Units F and G still have
may not enter or cross prohibited terrain (example: Vehicle Type units
11. BASIC RULES OF MOVEMENT and non-road Forest hexes).
11.1 The Movement Procedure DELAY MARKERS: Traffic markers, Roadblocks (rule 33.0) and
During the Movement Phase the phasing player may move all, some, St-Vith Bottleneck hexes (24.7) are ignored when using Tactical
or none of his combat units. Each unit has a Movement Allowance Movement.
(MA) that is the maximum number of Movement Points (MPs) it may
expend for movement during the Movement Phase and still be able to 11.4 Movement and Rivers
attack in the Combat Phase. Each hex entered costs a certain number RIVERS: Vehicle Type units (see 2.4) may not cross an unbridged river
of MPs to enter as determined on the Terrain Effects Chart (TEC). You hexside—they must use bridges. Infantry Type units may only cross
must complete the movement of one unit (or stack) before starting to if they start adjacent to the river hexside and use Tactical Movement
move another. (move a maximum of two hexes). Infantry Type units may not cross
two unbridged river hexsides in the same Movement Phase.
11.2 Extended Movement
Non-Mechanized units may use Extended Movement to increase their THE MEUSE: Is treated as a regular river for movement and combat
Movement Allowance by 2 MPs. Mechanized Type units may not use purposes. However, units are eliminated if they Retreat across the
Extended Movement (Mechanized units have Strategic Movement). Meuse (17.2).
Units that use Extended Movement may not end their move adjacent
to an enemy unit (even if the hex is not in an EZOC). However, a unit
11.5 West Wall and Forest Hexes
Vehicle Type Units may only enter and exit West Wall and Forest hexes
may start adjacent to an enemy unit and use Extended Movement.
if following the path of a road.
11.3 Tactical Movement
Any unit with a MA of 2 or more, may ignore all MP cost (for terrain,
EZOCs, etc.) and move up to two hexes, this is called Tactical Move-
ment. Units that use Tactical Movement may attack normally in the
following Combat Phase. Units that use Tactical Movement must still
stop upon entering an EZOC, may not cross enemy ZOC Bonds and See this Think this
EXAMPLE: The numbers indicate how many MPs each hex costs to because it did not start adjacent to it (11.6). Unit G has to pay 4 MPs
enter (before the Ground Freeze [28.1]). Unit A moves 6 MPs. Unit B for the Forest Road with a Traffic marker (24.2). Unit H must stop after
uses Extended Movement to increase its MA to 5 (11.2). Unit C may one hex because it enters an EZOC (9.2). Unit I takes advantage of
not cross the river hexside because it didn’t start adjacent to it (11.4). the Wooded Rough hexes canceling the enemy ZOC Bond (10.3). Note
Unit D must use Tactical Movement to cross an unbridged river hexside that Unit I can only enter Forest and Wooded Rough hexes along roads
(11.4). Unit E uses Tactical Movement because it would cost 8 MPs (11.5). Units J and K must use Tactical Movement to cross a non-road
otherwise (+1 MP to exit an EZOC, 4 MPs for the Forest hex and 3 Wooded Rough hexside (11.6). Unit K may not cross a non-road Wooded
MPs for the Light Woods). Unit F cannot enter the Wooded Rough hex Rough hexsides plus an unbridged river hexside.
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION
11.6 Wooded Rough (Dark Green) Hexsides 12. STRATEGIC MOVEMENT AND
Wooded Rough represents a small wooded valley with a river or stream
running through the middle of the hex. TRUCK MARKERS
Crossing a non-road dark green hexside is the same as crossing an 12.1 Strategic Movement in General
unbridged river hexside. Vehicle Type units may not cross. Infantry Mechanized units (including Allied Artillery Units) may
Type units may only cross if they start adjacent to the Wooded Rough use Strategic Movement to double their MA. Strategic
hexside and use Tactical Movement (move a maximum of two hexes). Movement is not available to German non-Mechanized
Infantry Type units may not cross two non-road Wooded Rough hex- units, German Artillery Units (22.3), Disrupted units, or units that are
sides in the same Movement Phase. out of supply. Non-Mechanized Allied units may use Strategic Move-
11.7 Road Movement ment if they are assigned Trucks (12.6). Units using Strategic Movement
A unit that follows the path of a road when it moves may use the re- must move entirely along roads (all types). Reinforcements entering the
duced rate of the road. The road rate may be used when moving into map may arrive using Strategic Movement.
or out of an enemy ZOC. EXAMPLE: A Cavalry Squadron (MA=7) in Strategic Movement could
move 28 hexes along a primary road.
11.8 Forest Roads
Secondary Roads in Forest or Wooded Rough hexes that don’t share 12.2 Restrictions
the hex with a Primary Road are called Forest Roads. Forest Roads Units that use Strategic Movement may start stacked with other units
are indicated with a dashed line. This type of Secondary road cost 2 but are under the following restrictions:
MPs for Mechanized units and may not be used for the Road Bonus
• > May not start their move adjacent to an enemy unit or at any time
in Advance After Combat (19.1).
move adjacent to an enemy unit.
11.9 Exiting the Map • May not end their move stacked with any unit.
Allied units may exit the map through the south, west or north map • > May not blow bridges or build Improved Positions.
edge. An Allied unit that exits the map is placed in the Off Map Box
• May not end their move adjacent to another unit that bears a Strategic
associated with that map edge (southwest, southeast, west, northwest
Movement or Truck marker. If the unit is adjacent but on a different
or northeast). The MP cost to exit the map from a map edge hex is
road, then it is not considered adjacent for this rule.
always 1 MP. German units may never enter Off Map Boxes, and may
only exit the map to fulfill their victory conditions. No unit from either > 12.3 Strategic Movement and Traffic Markers
side may exit the east edge. See 13.1–13.8 for additional details on Units using Strategic Movement may enter and pass through St-Vith
Off Map Boxes. Bottleneck hexes (24.7), hexes containing a Traffic marker (24.1), or
> TO ANTWERP: German units that exit the map through any F a Roadblock (33.0) by paying the additional movement cost.
or G Entry Hex to fulfill their victory conditions are placed in the 12.4 Strategic Movement (SM) Markers
Antwerp Box. German units must exit via an Entry Hex, they may The number of units that may use Strategic Movement in a single
not exit between two Entry Hexes. They may not re-enter the map Movement Phase is strictly limited to the number of SM markers avail-
after exiting. Once a German unit uses an Allied Entry Hex to exit able to each side (6 for the German player, 10 for the Allied player).
the map, that particular hex is no longer available as an Entry Hex Place a SM marker on every unit (including Reinforcements) that
for Allied units. used Strategic Movement. Units that are part of the same regiment or
> RETREAT OFF MAP: An Allied unit that retreats off the map is brigade may stack together during Strategic Movement and use only
placed in the appropriate Off Map Box. If the retreat called for the one SM marker. For example, the 106/424(-) and the 106/424/1 would
unit to become Disrupted or Broken, then it must be marked as such. require only one Truck marker if stacked together.
A Disrupted or Broken unit may not exit an Off Map Box until it
12.5 Strategic Movement and Combat
Rallies (18.5).
Units attacked with an SM marker receive no Defensive Combat
11.10 Army Boundaries Bonuses (15.1) and provide the attacker with one shift right on the
MOVEMENT RESTRICTION: German units may not cross the Army CRT. TQ ratings and ZOCs are unaffected by SM. If forced to retreat
Boundary Lines before Turn 5 (18 AM). Army Boundary Line restric- or become Engaged, the SM marker is removed.
tions are removed at the start of Turn 5. The boundary lines do not
12.6 Truck Markers
extend beyond the hexes marked on the map—so German units that
move west of the boundary lines may move in any direction. (12.61) Allied non-Mechanized units must be assigned
trucks to use Strategic Movement. A non-Mechanized
EFFECTS ON COMBAT: German units may attack across army unit moving in trucks is identical to a Mechanized unit
boundaries but may not Advance After Combat across them. If a Ger- using Strategic Movement—trucks are SM markers. An
man unit is forced to retreat across an Army Boundary Line it may not Allied non-Mechanized unit may be assigned trucks if it starts its
Rally (18.5) until it has recrossed the boundary line or until Turn 5. Movement Phase on a road (any type) and is not adjacent to an enemy
Army Boundaries have no affect on ZOCs or ZOC Bonds. unit, or it is currently in an Off Map Box. A unit must expend its entire
MA to load up on trucks (i.e., the first turn it may not move).
Exception: Allied non-Mechanized reinforcements may enter the map
in trucks—they do not need to spend their first turn loading.
Truck markers are printed on the back of SM markers. This means that
for every infantry unit trucked, one less Allied Mechanized unit can
use Strategic Movement.
12.62 TRUCK PROPERTIES: Allied non-Mechanized units trucked Sector is defined as the Off Map Box and all Entry Hexes associated
receive 12 MPs and move at the rate of Mechanized units. Units in with that Off Map Box. Furthermore, no unit in that sector may move
trucks are considered to be using Strategic Movement and must abide to a different Off Map box.
by all the rules of Strategic Movement. However, do not double the
BLOCKING: German units on an Entry hex present a threat to the
12 MPs, the movement rate has already been adjusted for Strategic
Allied player beyond the map. To block this threat, an Allied unit with
Movement.
a Defense Factor of at least 6 (or two or more units with a combined
EXAMPLE: A non-Mechanized unit being transported in a truck could Defense Factor of at least 6) must be moved to the Blocking Position
move 24 hexes along a primary road. Box associated with that Entry Hex. See 13.1 and 13.5 on how to move
to a Blocking Position.
12.7 Removing SM and Truck Markers
If a unit uses a SM or Truck marker then the marker must remain on EXAMPLE: Say the Germans have a unit in Entry Hex A. This means
the unit until the next friendly Movement Phase, unless it is removed that no US reinforcements can enter the map through either Entry
in one of the following cases: Hexes A, B or C until the Allied player places unit(s) with at least
• In the next friendly Movement Phase if the unit will not be using 6 Defense Factors in the Blocking Position for Entry Hex A. It also
Strategic Movement or the Truck marker that phase. The marker is means units in the Allied Southeast Off Map Box may not move to the
immediately available for use with other units. Allied Southwest Box either.
• The unit suffers an engaged result or is forced to retreat. DESIGN NOTE: It is extremely important that the Allied player holds
his flanks. If he cannot do it, he will have his reinforcements pulled
from him to do it.
13. REINFORCEMENTS, ENTRY 13.5 Movement from an Off Map Box
HEXES, OFF MAP BOXES AND Units that start their move in an Off Map Box may:
• Remain in place.
BLOCKING POSITIONS • Move to any Blocking Position associated with that Off Map Box.
13.1 Reinforcements • Enter the map through any Entry Hex associated with that Off Map
Reinforcements receive their full MA on their turn of entry and enter Box.* The unit may use its full MA (13.1).
play during the Movement Phase by paying the terrain cost (the road • Move to an adjacent Off Map Box.*
rate) of the first hex entered. Reinforcements must enter through Entry
Hexes, they may not enter through hexes between two Entry Hexes. 13.6 Movement from a Blocking Position
Reinforcements may enter the map by moving into an enemy ZOC Units that start their move in a Blocking Position may:
but must stop and move no farther. Reinforcements may use Strategic • Remain in place or move back to the Off Map Box.
Movement on the turn of entry. Allied non-Mechanized reinforcements • Enter the map through the Entry Hex connected to that Blocking
may enter the map in trucks if Truck markers are available. In lieu of Position (if the Entry Hex is free of enemy units).* The unit may
entering the map, a reinforcement may be placed in the Off Map Box use its full MA (13.1).
or a Blocking Position associated with the unit’s Entry Hex.
*Only allowed if all captured Entry Hexes in that sector are blocked.
EXAMPLE: The American 4/8/2 infantry battalion scheduled to arrive
on Turn 3 may either enter the map at Entry Hex A or B, be placed in 13.7 Properties of Entry Boxes and Blocking Positions
the Allied Southeast Off Map Box, or placed in a Blocking Position • No stacking limits
for Entry Hexes A or B. (Moving to the Blocking Position only makes • German units cannot attack into these boxes.
sense if Entry Hex A or B is German occupied [13.4].) • ZOCs do not extend into or out of.
13.2 US Engineer Reinforcements 13.8 Allied Attacks onto the Map
American Engineer units do not arrive from off map. On their turn of Allied units in a Blocking Position may attack onto the map during the
arrival the Allied player may place them in friendly controlled town Allied Combat Phase. The number of Allied units that may attack an
or city hexes (no villages) outside of all EZOCs, with no more than Entry Hex from a Blocking Position is limited to what the Allied player
one in each town/city hex—one may be placed in each of the two Bas- could normally stack in two hexes (6 Stacking Points plus 4 steps of
togne hexes for a total of two. They may exceed stacking limits upon Silhouetted Tank Units). Air Support and Artillery on its Ready side
placement. They may not be placed in towns or city hexes containing (22.5) in the Blocking Position or from the sector’s Off Map Box can
enemy Roadblocks (rule 33). be utilized. All rules of combat apply.
MOVEMENT RESTRICTION: American Engineer units may move RESTRICTION: An attack onto the map is only allowed if all Ger-
only in Tactical Movement on the turn they arrive. man-occupied Entry Hexes in that sector are blocked (have at least 6
DESIGN NOTE: During the panic of the first three days the US mo- Allied Defense Factors assigned to them). In other words, you can’t
bilized the corps and army engineer battalions in the area to fight as attack onto the map until your flanks are covered.
infantry. FAILED ATTACKS: If the Allied attack onto the map does not suc-
ceed in removing the defender from the hex, the attackers remain in
13.3 Artillery Reinforcements the Blocking Position.
All Artillery Units arrive on their Fired side.
SUCCESSFUL ATTACKS: If the attack succeeds in removing the
13.4 German Capture of Entry Hexes defender from the hex, all participating units may Advance After
If a German unit occupies an Entry Hex then no Allied reinforcement Combat—the first hex of the advance must be the Entry Hex. Any
scheduled to enter through that Entry Hex or any Entry Hex in that units that do not or could not advance (due to stacking restrictions)
“sector” can enter the map until the German threat is “blocked.” A must remain in the Blocking Position.
© 2012 GMT Games, LLC
10 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION
In this example Lehr’s Panther battalion is attached to the 2nd Panzer 15.3 Rivers
Division, Lehr’s Recon battalion is attached to the 26th VG Division Combat units attacking across a River hexside (including the Meuse),
and the 705th TD is attached to the 101st Division. have their attack factor halved. NOTE: An intact bridge allows a Tank
Unit to gain an Armor Shift (21.3) but does not cancel the halving of
14.4 Combat Procedure its Attack Factor.
Follow these steps for each combat:
15.4 Vehicle Units and Combat
STEP 1: The defender may roll for bridge demolition before the at-
Vehicle Units have their Attack Factor halved if attacking across a
tack takes place (7.4). If the bridge is blown the attacker may cancel
hexside that they normally could not move across (Wooded Rough
the attack.
hexsides, West Wall hexsides, unbridged river hexsides, Forest hex-
STEP 2: Compare the combined attack strength of the participating sides, etc.).
attacking units against the total defense strength (plus Defensive Com-
bat Bonuses [15.1]) of the involved defending units and express the 15.5 Wooded Rough and Height Advantage
comparison as a numerical odds ratio (attacker to defender). Round off Combat units attacking out of a Wooded Rough hex or from one
this odds ratio downward to conform to one of the odds ratio categories Wooded Rough hex to another, have their Attack Factor halved. Units
found on the CRT. Example, a 15 to 4 would be a 3-1. are not halved attacking into a Wooded Rough hex from a non-Wooded
Rough hex (this is called Height Advantage). A Vehicle Unit must at-
STEP 3: The attacker, followed by the defender, declares whether he tack along a road to get Height Advantage (due to 15.4).
will use Artillery Support (22.6) and, if so, which Artillery Units are
providing the support. The Allied player (only) also places his Air DESIGN NOTE: Think of a unit in a Wooded Rough hex as being in
Support units (15.6) at this time (on or after Turn 15 [23 AM]). a small valley. If it attacks up and out of the valley it is halved. If it is
attacked from above, the attacker is not halved. A Wooded Rough hex
STEP 4: If this is a German attack during Clear Weather (on or after is not necessarily a good defensive position in this game.
23 AM), then the Allied player rolls on the Jabos Table (15.6).
RIVERS & WOODED ROUGH HEXES: Always ignore rivers inside
STEP 5: After taking column shifts into account, the die is rolled and Wooded Rough hexes—the Wooded Rough hexside benefit takes ac-
the results are implemented. Players immediately remove any step count of the river. Exception: Units attacking into a Wooded Rough
losses (16.3), and perform Retreats (17.1), Determined Defense (16.7), hex across a hexside containing a bridge (blown or intact) are always
Advance After Combat (19.1), and Breakthrough Combat (19.4). halved (see 15.3).
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 11
OFFENSIVE AIR SUPPORT: During the Allied player turn, the Al-
lied player uses Ground Support markers to indicate which attacks will 16. COMBAT RESULTS
receive air support. The Allied player determines the number of Air
Support markers available that turn by rolling a die (any time during 16.1 Explanation of Combat Results
his Movement Phase) and halving the result (round fractions up). For The words “attacker” and “defender” refer only to the units participating
example, a die roll of 5 would result in three Air Support markers. Each in the combat in question—not to the general strategic situation.
marker provides a favorable shift of one column to the right on the CRT. D1* = Defender loses 1 step. Surviving defenders must Retreat 4
A maximum of one marker may be used in each combat. Air Support hexes and become Broken. No Determined Defense is possible (16.7).
markers may not be accumulated and any not used are forfeited. The The attacker receives the Bonus Advance (19.1) and Breakthrough
markers are removed after the combat is resolved. Combat (19.4).
DEFENSIVE AIR SUPPORT: During the German player turn, Allied > DR4 = The defender must Retreat four hexes and becomes Broken.
Air Support is random and is determined by a die roll on the Jabos No Determined Defense is possible (16.7). The attacker receives the
Table immediately before each attack is conducted (but after artillery Bonus Advance (19.1).
commitment). The result on the Jabos Table indicates column shifts DR3 = The defender must Retreat three hexes and becomes Broken.
to the left. Defensive Air Support is applied to all German attacks and No Determined Defense is possible (16.7). The attacker receives the
is not tied into the number of Allied Air Support markers. Bonus Advance (19.1).
NIGHT: No Air Support is allowed during a Night Turn. DR2 = The defender must Retreat two hexes and becomes Disrupted.
15.7 West Wall The attacker receives a Regular Advance.
Only German units may benefit from the +3 DCB for the West Wall FF = FIRE FIGHT: The attacker may either take this as an ENG result,
(the movement restrictions of 11.5 apply to both players). Allied Ve- or immediately roll again on the Fire Fight Table (16.2).
hicle Units attacking into a West Wall hex have their Attack Factor
FF (+1) = Same as FF except the attacker must modify his Fire Fight
halved.
die roll by +1.
15.8 Improved Positions EX = Each side loses 1 step (see 16.3). The surviving defenders are
COMBAT EFFECTS: Units defending in a hex with an Engaged. No Retreat or Disruption. If the defender had only 1 step,
Improved Position (IP) receive a DCB of +2 (see below then the attacker receives a Limited Advance (19.1).
for exceptions). Units currently using Strategic Move-
ment, and units with their Defense Factor in parenthesis receive no Eng = No Retreat or Advance. Place an Engaged marker on the de-
benefit from IPs. The restriction of +1 DCB for Silhouetted Tank Units fending stack (16.5).
(15.1) also applies in Improved Positions. A1/Eng = Same as Eng except one attacking unit loses one step.
A1 = One of the attacking units lose one step. 16.5 Engaged Markers
*asterisk = A reminder that the attacker receives Breakthrough Com- Engaged affects the defender only (the attacker does not
bat (19.4). have to refight an engaged battle in the next turn). Units
that are engaged suffer the following effects:
16.2 Fire Fight Table • may not move in the following Movement Phase,
This table is only used when a Fire Fight result occurs on the CRT and
• may not begin construction of an Improved Position (15.8)
the attacker wishes to “push forward.” The attacker must first determine
the Lead Unit. If the attacker has only one unit involved, that unit is the • suffer a +2 DRM for bridge demolition (7.5).
“Lead Unit.” If the attacker has two or more units that participated in Those are the only effects of being Engaged. Engaged markers are
the attack then the attacker picks one unit as his Lead Unit. The Lead removed in the owning player’s Combat Phase (20.5).
Unit determines any die roll modifiers and will be the unit to suffer a
step loss if one is called for. Only a unit that can legally advance into
16.6 Attacker’s Advantage Markers
This marker is applied in an Eng+ result—place it on one
the defender’s hex can be designated as a Lead Unit—if the attacker
of the attacking stacks or units pointing to the defender’s
has no such unit then he may not use the Fire Fight Table.
hex. The marker provides a favorable column shift if the
EXAMPLE: A Tank Unit may not be selected as a Lead Unit when stack/unit attacks the same hex again in the following turn (by itself
attacking across an unbridged river hexside. or with other units).
DIE ROLL MODIFIERS: REMOVAL: The Attacker’s Advantage marker is removed in the
+1 Lead Unit is Green. following cases:
–1 > Lead Unit is Elite. If the defender has a Tank Unit in the hex, • After resolving the second attack (unless another Eng+ is rolled).
then the Elite unit selected must be a Tank Unit. • If the target hex is vacant of enemy units at the start of the owning
player’s Combat Phase.
EXAMPLE: The 4th Armored Division is attacking towards Bastogne.
The Allied player rolls a FF result. He selects the CCR of the 4th • If all units originally under the marker exit the hex—it does not
Armored (an Elite Tank Unit) as his Lead Unit and declares to the matter if other friendly units take their place. One or more units
German player he is pushing forward “with all guns blazing!” His can exit the hex as long as at least one of the original attacking
modifier is –1 (for the Elite status). units remain.
• The units in the hex containing the Attacker’s Advantage marker
RESULTS FOUND ONLY ON THE FIRE FIGHT TABLE: suffer a Retreat result (even if the Retreat result is cancelled by a
successful Determined Defense [16.7]).
D1 = The defender loses 1 step and surviving defenders must Retreat
2 hexes and become Disrupted. The attacker receives the Regular 16.7 Determined Defense
Advance. A determined defense represents a counterattack or a hold-at-all-cost
A1/D1 = Both sides lose 1 step. The defender must Retreat 2 hexes and order.
becomes Disrupted. The attacker receives the Regular Advance. (16.71) PROCEDURE: The defender may attempt to cancel a
A1/DR2 = The attacker loses 1 step. The defender must Retreat 2 hexes Regular Advance (from the CRT or the Fire Fight Table) by using the
and becomes Disrupted. The attacker receives the Regular Advance. Determined Defense Table—a Bonus Advance may not be cancelled.
A successful result on this table will allow the unit or stack to ignore
Eng+ = Same as Eng except the attacking units receive an Attacker’s
the retreat and the associated Disruption and the attacker’s advance is
Advantage marker (16.6).
cancelled. If there are two or more units in the defending stack, then
NOTE: If the Fire Fight result allows an Advance After Combat, all the defender picks one non-Disrupted unit as the Lead Unit; this unit
units in the original combat may advance—not just the Lead Unit. determines any die roll modifiers and will be the unit to suffer the step
loss if one is called for. If all units in the stack are Disrupted, then no
16.3 Selecting Step Losses Determined Defense is possible.
The owning player always selects which unit suffers the step loss. On
an EX result, the owning player must select a Tank Unit for the step NOTE: A successful Determined Defense does not cancel any step loss-
loss if he had an Armor Shift in his favor in that combat. The selected es suffered—only the Retreat and Disruption portion of the result.
Tank Unit must be one that qualified for the shift.
(16.72) EXPLANATION OF RESULTS:
FIRE FIGHTS: The Lead Unit always takes the step loss if one is • Yes: The Retreat is cancelled (along with the Disruption and the at-
called for on the Fire Fight Table (16.2). tacker’s advance). The defender is marked with an Engaged marker.
16.4 Indicating Step Losses • No: The counterattack or hold-at-all-cost order is not carried out
Flipping a unit over indicates the unit has suffered a step loss. If it is or fails; the retreat result stays in effect.
a one step unit, or the unit is already flipped, then it is placed in the “Yes” and “No” results may be accompanied by:
Dead Pile.
• –1 step: The Lead Unit suffers one step loss.
REMNANTS: Any unit with a Stacking Point value of
2 on its reduced side (also indicated with a thin stripe) • EX: The defender’s Lead Unit suffers one step loss and any one
forms a remnant unit when it takes its second step loss. participating attacking unit (attacker’s choice) suffers a step loss.
Remove the unit and replace it with a remnant of the > (16.73) DIE ROLL MODIFIERS:
same type. The remnant must abide by any retreats or disruptions of +1 Lead Unit is Green.
the CRT result. All remnants are considered Independent units. If there –1 Lead Unit is Elite.
is no remnant available when a 3-step unit takes a second step loss, –? The DCB of the defender’s hex. If there are no Infantry-type units
then none is created (the player forfeits the step). in the hex, a silhouetted Tank Unit is limited to a –1 DRM.
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 13
17. RETREATS EXAMPLE OF RETREAT PATHS: There are two retreat paths for
the tank unit (A and B). The hexes marked “No” are prohibited
17.1 Retreat Procedure to the tank unit during this retreat. Priority must go to the path
The attacker never retreats, only the defender. When called upon to that avoids all EZOCs (Path B).
retreat by the CRT, defending units must be retreated the full number
of hexes indicated without passing through the same hex twice. A stack
of retreating units may retreat to different hexes. The owning player stacking restrictions are not violated. Units retreated additional hexes
may determine the path, but must follow the guidelines below listed become Broken if not already. If no such hex can be reached, then the
in order of priority: units in excess of the stacking limit are eliminated (owning players
choice but the units must come from those that retreated).
A. If possible, the retreat must end a number of hexes away from
the battle hex equal to the number of hexes of the retreat result. 17.5 Combat Against Previously Retreated Units
If a unit or stack is retreated into a friendly occupied hex and that hex
B. EZOCs: If possible, avoid entering a vacant hex in an EZOC. If
undergoes an attack in the same Combat Phase, the retreated units
not possible, the first hex of a retreat may enter a vacant hex in
do not add their strength to the combat, and if required to retreat
an EZOC as long as the retreating unit does not cross or enter an
again are eliminated.
enemy ZOC Bond. After that first hex, all other hexes in a retreat
must be clear of enemy ZOCs! A friendly unit (one that did not 17.6 Retreat Off the Map
retreat in the current combat) negates an EZOC in the hex it oc- German units that retreat off any map edge, and Allied Units that re-
cupies for this purposes. treat off the East Map edge are eliminated. Allied units that retreat off
C. If possible, a unit must end its retreat in Supply. the South, West or North Map edge, are placed in the appropriate Off
Map Box. They may reenter the map again after they Rally (18.5).
D. ROADS: Vehicle Units must use roads as much as possible.
17.7 Artillery and Retreats
CLARIFICATION: “If possible” means you can ignore it if its not • Artillery Units that retreat must flip to their Fired side.
possible. So retreating the full number of hexes from the battle hex
• German Artillery Units without a Prime Mover marker are elimi-
is more important than avoiding enemy ZOCs in the first hex, and
nated if forced to retreat.
avoiding enemy ZOCs in the first hex is more important than retreating
towards friendly supply, etc. 17.8 Retreating Units Bearing Engaged Markers
Remove the Engaged marker from the retreating units and retreat
17.2 Elimination due to a Retreat
normally. Note this can only happen if the unit was engaged in the
Units are eliminated if they retreat:
Night Turn and attacked in the following AM turn.
• into a hex occupied by an enemy unit,
• across or into an enemy ZOC Bond,
• into a vacant hex in an enemy ZOC other than the first hex of their 18. DISRUPTED, BROKEN AND RALLY
retreat, or
• across a non-bridged Meuse River or Lake hexside, or
> 18.1 In General
When a good order unit (one that is neither Disrupted or Broken) re-
• are unable to retreat the full number of hexes required. treats 2 hexes it becomes Disrupted; when it must retreat 3 or 4 hexes
Additionally, Vehicle Units are eliminated if they retreat: it “breaks” and is considered Broken. A Broken unit suffers all the
• into or out of a Forest, West Wall or Wooded Rough hex unless effects of Disruption plus some additional penalties (18.4).
through a road hexside 18.2 Effects of Disruption
• across a non-bridged river hexside. • May only use Tactical Movement and may not enter an EZOC. If
17.3 Unfulfilled Retreats the unit starts in an EZOC, it must move away if possible.
If the defender does not retreat because it is eliminated, the attacker • > If the defending stack contains one or more Disrupted units the
still receives his full Advance opportunity. attacker receives one shift right on the CRT.
• May not attack or (if Artillery) provide support. Nor may they flip
> 17.4 Overstacking in a Retreat to their Ready side.
Overstacking is not allowed after a retreat. A player may avoid an
• May not use Strategic Movement, Determined Defense, build IPs,
overstacked situation by retreating the stack (or the units in excess
receive Replacements (25.2), or perform Breakdown (26.2).
of the stacking limit) additional hexes until a hex is reached where
• a Disrupted unit that suffers another 2 hex retreat becomes Broken. 19.3 EZOCs and Advance
A Disrupted unit that Breaks is eliminated. ZOC BONDS: May never be entered or crossed during an Advance
NOTE: US Truck markers are immediately removed from a unit if After Combat except when entering the defender’s vacated hex.
it retreats. A Prime Mover marker remains on a Disrupted German EZOCs: Generally do not stop advances, but no unit may advance
Artillery Unit to indicate the unit may not fire. from one EZOC directly into another EZOC of the same enemy unit,
except when entering the first hex of its advance.
18.3 Abilities of Disrupted Units
Disrupted units retain their ZOC, their full defense strength, their 19.4 Breakthrough Combat
ability to form ZOC Bonds and can benefit from DCBs. If the CRT result is D1*, then the attacking units may attack again
after advancing. This second combat is called Breakthrough Combat.
> 18.4 Effects of Broken
Only one stack of units in the group may participate in this second
A Broken unit is considered Disrupted and all rules that apply to a
attack, but you are allowed to form the stack (henceforth called the
Disrupted unit also applies to a Broken unit with the following two
Breakthrough Group) during the advance. A mechanized Breakthrough
additional penalties: Group may use its full advance and attack again; a non-mechanized
• a Broken unit that suffers any type of retreat is eliminated. Breakthrough Group, or a mix of both, may advance only one hex
• Recovery for a Broken unit is a 2-turn process. If it can recover (see and attack again.
18.5) its status is improved to Disrupted. Removal of the Disrupted PROCEDURE: The Breakthrough Group may not split up and attack
marker must wait until the following turn per 18.5. two or more target hexes. Finish advancing units from the originating
PLAY NOTE: Think of Broken as a Level 2 Disruption. combat before conducting the Breakthrough Combat. The Break-
through Combat must be conducted before the attacker conducts the
18.5 Rally Phase next regular attack. Breakthrough Combat is resolved in the same man-
> During the Rally Phase, all friendly Disrupted or Broken units that ner as normal combat using all the same rules. Artillery on its Ready
are not adjacent to an enemy unit automatically recover one level—Dis-
rupted units have their Disrupted marker removed and Broken units
become Disrupted. If the Disrupted or Broken unit is adjacent to an
enemy unit (remember, units must move out of an EZOC if possible)
then recovery is determined by a die roll. On a die roll of 1–2 it recovers
one level. On a die roll of 3–6 it does not recover. Modify the die roll
by +1 if the unit is Green, and by –1 if the unit is Elite.
NOTE: A German unit forced to retreat across an Army Boundary Line
may not rally until it recrosses the Boundary Line.
side may be used (offensively and defensively). Units conducting is attempting to Disengage and roll a die. For a stack of units the
Breakthrough Combat may Advance After Combat again if allowed owning player must roll for each unit disengaging (announce before
by the CRT result. rolling which units will attempt to Disengage and which, if any, will
> MULTIPLE BREAKTHROUGH RESULTS: There is no limit to remain). Apply any applicable DRMs and then find the result on the
the number of times a Breakthrough Group can advance and attack Disengagement Table.
again as long as each attack achieves a D1* result. DIE ROLL MODIFIERS (cumulative):
DESIGN NOTE: This is a significant change from the 1st Edition. +1 Unit is Green
–1 Unit is Elite
19.5 The Breakthrough Group Assisting Other Attacks –1 Tank or Recon Unit
If the Breakthrough Group advances adjacent to a defending hex
which is about to be attacked by other friendly units, the Breakthrough 20.3 Explanation of Results
Group may use their Breakthrough Combat option to add their strength No: Disengagement fails, the unit must remain in the hex.
to the combat and take part in that attack (if allowed by Command and Yes: The unit must retreat one or two hexes abiding by the restric-
Control [14.3]). If this happens, this attack must be resolved next. tions of 17.2 and 17.7. If the unit is not Disrupted it may stop
in the first hex even if it is in an EZOC (however, it may not
19.6 Supply and Advance
cross or enter an enemy ZOC Bond).
Units currently Out of Supply may advance a maximum of one hex
and may not conduct Breakthrough Combat. D: The unit is Disrupted. If the result is a Yes +D, then the unit
is Disrupted at the end of its retreat and is prohibited from
19.7 Friendly Units and Advance stopping in the first hex if that hex is in an EZOC.
Stacking restrictions must be observed at the end of an Advance.
Units may not end their advance in a hex containing a friendly unit in 20.4 Non-Engaged Units Disengaging
Strategic Movement. Units that were not Engaged and using the Disengagement Table
may not enter an EZOC during their retreat (they were allowed
their ZOC to ZOC movement opportunity during the Movement
20. DISENGAGEMENT AND Phase). If the unit has no other option but to retreat into an EZOC,
it is eliminated.
REMOVING ENGAGED MARKERS NOTE: A unit can move in the Movement Phase and conduct a Dis-
20.1 In General engament in the Combat Phase.
Units that are marked with an Engaged marker may not
move in the Movement Phase—but they have a chance
20.5 Removing Engaged Markers
Remove Engaged markers from your units at the moment you decide
at moving in the Combat Phase using the Disengage-
whether the unit will Disengage or not. All Engaged markers come
ment Table. During the friendly Combat Phase, before any combats
off the phasing player’s units during the Combat Phase. Engaged units
are conducted, the phasing player conducts Disengagements. A unit
that did not Disengage may attack in the Combat Phase.
may Disengage rather than attack—it may not do both. If success-
ful, the unit is retreated one or two hexes by the owning player.
Non-Disrupted units adjacent to an enemy unit may also use the
Disengagement Table, not just engaged units (20.4).
21. TANK AND RECON UNITS
CLARIFICATION: Disrupted units that are Engaged must attempt 21.1 The Armor Shift
Disengagement if a retreat path is open. ATTACKER: The attacker gains a column shift to the right on the CRT
in the following two cases:
20.2 Procedure • He has a Tank Unit participating in the battle and the defender does
Disengagement occurs on a unit-by-unit basis. Indicate which unit not, or
• He has a Tank Unit participating in the battle that has a higher TQ
rating than all the defender’s units.
EXAMPLE: If a Tank Unit with a TQ rating of 4 attacks a Tank Unit
with a TQ rating of 3, the attacker would receive a shift.
DEFENDER: The attacker suffers a column shift left on the CRT if he
does not have a Tank Unit participating in the battle and the defender
has both Infantry Type units and a Tank Unit defending. For this rule,
a US Combat Command, the British Guards Armored Brigades and the
150th Pz Brigade satisfies both the infantry and armor requirement.
EXAMPLE: If the attacker attacked a Combat Command with only
infantry, the attacker would suffer one shift left.
EXAMPLE: During the Movement Phase Unit A is moved to hex
C—the unit must stop because it enters an enemy ZOC. Unit B 21.2 Red TQ Numbers
cannot move in the Movement Phase because it is engaged. During > TQ ratings in a red circle must be reduced by one when the unit is
the Combat Phase both units conduct Disengagement. Unit A is attacking. The TQ rating is not reduced when the unit is defending.
successful and is retreated one hex (it could have retreated two). The German FLAK unit is not a Tank Unit and so cannot gain the
Unit B is also successful and is retreated two hexes (although it Armor Shift—it can only prevent it. Its TQ number is in a red square
could retreat just one hex). as a reminder of this.
21.3 Terrain Effects on the Armor Shift NOTE: Prime Mover markers are printed on the backside of Strategic
The attacker or defender can never earn the Armor Shift if the defender Movement markers, so every Artillery Unit moved means one less Ger-
is in Forest, Wooded Rough, West Wall, or City hex. The attacker may man Mechanized unit that may use Strategic Movement. This reflects
not gain an Armor Shift from a Tank Unit that cannot legally cross limited fuel, trucks diverted for ammo transport, road space and other
the hexside into the defender’s hex, whether due to an unbridged logistical factors.
river, or a non-road Forest/Wooded Rough hexside.
22.4 Range
NOTE: With the above in mind, its possible to get the Armor Shift at- Each Artillery Unit has a range printed in a small box on the upper
tacking across a river hexside at an intact bridge, or out of a Wooded left side of the counter. This is the maximum distance (measured
Rough hex if the defender is in a hex where the base terrain is Clear in hexes) that the Artillery Unit may be from the target hex and
or Light Woods. still provide artillery support (22.6). Intervening terrain and combat
units have no effect. Both the attacker and the defender trace range
21.4 Recon Units Special Ability to the hex under attack. Count the target hex but not the hex of the
> Recon Units defending alone in a hex without an Improved Position Artillery Unit.
may treat all D1 and D1* results against them as a DR4 result.
NOTE: A Recon Unit that retreats 4 hexes as a result of a D1* result 22.5 Ready and Fired Sides
can be attacked again by the Breakthrough Group. All Artillery Units have only one step; the reverse side
is used to indicate the Artillery Unit has fired (and/or
21.5 Summary of Other Tank and Recon Unit Properties moved in the case of Allied artillery). The front side is
• Are considered Vehicle Units so may not move, Advance or Retreat considered the Artillery Unit’s “ready” side. Once an Artillery Unit
across an unbridged river hexside. fires (or moves more than one hex if it is Allied), it is flipped to its
• May not move, Advance or Retreat into or out of a non-road Forest, back side. Artillery Units on their Fired side may flip back to their
West Wall or Wooded Rough hex except along a road. Ready side only during the Artillery Supply Phase (5.2).
• Receive a –1 DRM when attempting Disengagement (20.2).
22.6 Artillery Support in General
Only Artillery Units that are in range, on their Ready side and are not
22. ARTILLERY UNITS Engaged or Disrupted may provide artillery support. Each Artillery
Unit may provide support to only one combat, after it is used it is
22.1 Artillery in General flipped to its “Fired” side. The attacker must declare his Offensive
Artillery and Nebelwerfers are collectively called Artil- Artillery Support before the defender declares his.
lery Units. They cannot move and fire in the same turn > ARMY/CORPS IDENTIFICATION COLORS: An Artillery Unit
unless Shifting Fire Position (22.2). Allied Artillery Units may only provide Offensive or Defensive Support to a combat if there
that move more than one hex (or move to an Off Map Box or Blocking is at least one ground unit participating in the combat that has the same
Position) must flip to their Fired side. German Artillery Units require Identification color (2.11) as the Artillery Unit.
a Prime Mover marker to move more than one hex (22.3). Allied Artil-
lery Units on their Fired sides, and German Prime Movers move at the 22.7 Offensive Artillery Support
mechanized movement rate. Allied Artillery Units may use Strategic Each Artillery Unit providing Offensive Support gives the attacker a
Movement; German Artillery Units may not. favorable shift of one column to the right on the CRT. The attacker
may use up to two Artillery Units per combat for a maximum of two
22.2 Shifting Fire Position (1 Hex) shifts right.
German Nebelwerfer brigades and Allied Artillery Units on their
Ready side have an MA of 1. These units can shift one hex and still > 22.8 Defensive Artillery Support
remain on their Ready side. The one hex move may be made into any The defender may use only one Artillery Unit per combat. The de-
hex, regardless of the MP cost, as long as the unit could legally enter fender finds the effect of his defensive artillery by rolling one die
the hex under normal rules of movement. Primary roads may not be and checking the Defensive Artillery Table. The defender’s artillery
used to move two hexes. is flipped regardless of the result. If the result is a 1 or 2, the attacker
must apply that number of column shifts to the left on the CRT. If the
22.3 German Prime Movers defender is Allied and a TOT (Time on Target) result is achieved, the
Germany was short of Prime Movers for their corps attacker suffers one step loss and the attack is stopped cold (treat as an
level artillery and much of it was left behind after the A1 result). The attacker chooses the unit to lose the step.
initial attack. Therefore German Artillery Units are
nearly immobile. However, up to five Artillery Units per turn may DESIGN NOTE: Time on Target was a practice of coordinating as
have their MA increased to 5 if they use a Prime Mover marker many artillery batteries as possible to land their shells at one spot,
(they may not use Strategic Movement). There are five Prime Mover all at one time. The coordination necessary to accomplish this made
markers—two for the 6th Pz Army, two for the 5th Pz Army, and one it infrequent, however, when it did happen it was devastating.
for the 7th Army. A Prime Mover marker belonging to one army may
not be used to move an Artillery Unit belonging to a different army. A
22.9 Artillery in Ground Combat
Artillery Units may not attack by themselves—they may only provide
Prime Mover may move an Artillery Unit (including Werfer brigades)
support. Artillery Units that are attacked use their Defense Factor
on its Fired or Ready side (a German Artillery Unit is not flipped if
without DCBs and may not provide Defensive Artillery Support to
it moves). Leave the Prime Mover marker on the Artillery Unit until
their own hex; however, an Artillery Unit attacked by an enemy unit
the next Artillery Supply Phase to indicate the Artillery Unit cannot
may still provide Defensive Artillery Support to a different defend-
fire until then.
ing hex. An Artillery Unit may use its Defense Factor in the same
The German player removes all his Prime Mover markers from the Combat Phase it provides Defensive Ground Support.
map during the German Artillery Supply Phase (5.1). PLAY TIP: It is often best to attack the hex containing the Artillery
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 17
Unit first, because an Eng or Disrupted result will prevent the Artillery ROAD PORTION: The road portion of the Supply Path may be of any
Unit from providing defensive support to another hex. length but must follow a path of contiguous road hexes (any type). At
no time may the road portion of the Supply Path:
22.10 Summary of Other Characteristics
• Enter an enemy occupied hex.
• Artillery Units have ZOCs but cannot form ZOC Bonds (9.1, 10.1).
• Enter an EZOC unless the hex contains a friendly unit.
• Artillery in Retreats (17.7).
• Enter a vacant, but enemy controlled Town or City hex (these hexes
• Artillery Units may not Advance After Combat (19.1). are considered garrisoned by non-combat troops).
• OOS Artillery Units cannot flip to their Ready side (23.4). • Enter a hex containing a Roadblock (33.0).
• Artillery cannot be rebuilt (25.25). • Cross a river at a blown bridge hexside.
(named after Operation Greif). Both markers are identical and are
collectively called Traffic markers.
24.2 Effects of Traffic Markers
Traffic markers increase the entry cost (road and off road) of the
hex by two MPs for all units. Units using Tactical Movement (11.3)
ignore Traffic markers. Traffic markers have no effect on combat,
advance, retreat and Supply Paths. German Traffic markers have no
effect on German units and Allied Traffic markers have no effect on
Allied units.
24.3 The Traffic Marker Phase
EXAMPLE: Units A and B can trace an overland Supply Path to each During this phase the phasing player may place any of his Traffic
other, they form one group. Units C, D and E can trace a 4 hex overland markers that are in his Traffic Marker Holding Box on the map, plus
Supply Path to at least one other unit in their group, but not to A or reposition or place his Roadblocks (33.0).
B—they form a second group. REMOVAL: After placement he rolls two dice and removes his Traf-
fic markers with the ID of those die rolls (for example, if a 2 and a
4 were rolled, he would remove his Traffic markers numbered 2 and
4). If doubles are rolled, then only one marker is removed. Place the
surrenders if its Surrender Threshold is reached. Surrendered units removed Traffic marker(s) back in the Traffic Marker Holding Box
are immediately removed from play and cannot be replaced. for the next turn. Traffic markers are never voluntarily removed once
PLAY NOTE: Since a Surrender Point marker implies the unit is placed on the map—they are removed only as a result of the removal
Out of Supply, the Out of Supply marker is not necessary and may dice roll or by a scheduled removal (24.6).
be removed. NOTE: Once German Traffic markers begin to be removed by sched-
23.8 Surrender Thresholds uled removals (24.6) it is possible that the removal dice roll will not
Green Threshold: 3 Surrender Points remove any markers.
Normal Threshold: 4 Surrender Points DESIGN NOTE: Letting the opposing player pick where the traffic
Elite Threshold: 5 Surrender Points jams occur seems devious yet is sufficiently realistic—your opponent
is apt to place the markers in the road hexes you need to use the most.
Use the Elite Threshold if there are one or more Elite units in the Removing one or two with a die roll ensures that you never know
group. Use the Green Threshold if all units in the group are Green. which will be effective.
Use the Normal Threshold for all other groups. Keep track of the
number of Surrender Points of a group with a Surrender marker next 24.4 Traffic Marker Placement Restrictions
to one of the units in the group. Traffic markers may not be placed:
DESIGN NOTE: Units tended to surrender as a group and good units • on or adjacent to one another (ignore your opponent’s Traffic mark-
would inspire others to hold out. ers for this restriction),
• the Allied player may not place them in a St-Vith Bottleneck hex,
23.9 Splitting and Combining Isolated Groups although he may place them adjacent to those hexes.
If an Isolated Group splits into separate parts due to friendly or enemy
action then each of the splinter groups becomes a separate group with Beyond those exceptions they can be placed in any hex, in or out of
its own marker. If two Isolated Groups combine then the combined enemy ZOCs, in hexes occupied by enemy units, in German At Start
group uses only the Surrender Points of the larger group. Larger is Divisional Set up Areas, behind or in front of enemy lines. Only Traf-
defined as the group with the greater number of attack factors (use fic markers that are in the Traffic Marker Holding Box may be placed;
printed values). If the two groups are identical in size, then use the the ones already on the map may not be repositioned or removed.
greater of the Surrender Points. 24.5 At Start Situation
23.10 Breaking Isolation All markers start in the Traffic Marker Holding Boxes. The Allied
The Surrender Points are removed from an Isolated Group if during player may place all six during his Traffic Marker Phase of Turn 1 (then
the friendly Supply Phase at least one unit in the group can trace roll to see which are removed). The German player does not receive
supply. his until Turn 3 (17 AM)—during his Traffic Marker Phase.
24.6 Traffic Marker Scheduled Removals
Starting on Turn 8 (19 PM), one German Traffic marker is removed
24. TRAFFIC MARKERS and permanently from play every PM turn. Removal occurs during the
BOTTLENECK HEXES German player’s Traffic Marker Phase. Markers must be removed in
numerical order (i.e., #1 first, #2 second, and so on). Allied Traffic
24.1 Traffic Markers In General markers have no scheduled removals (once the clear weather starts
Each player may place available Traffic mark- they begin to represent air interdiction).
ers in an attempt to slow the movement of the
opposing player’s units. Besides traffic, these 24.7 St-Vith Bottleneck Hexes
also represent German commando teams, SNAFUs, psychological These three hexes are marked on the map in yellow. They have all the
disruption and air interdiction (once the weather clears). The Allied same effects as a Traffic marker (24.2) except units must pay four ad-
player has Traffic markers and the German player has Greif markers ditional MPs (+4 MPs) instead of +2. The instant the German player
gains control of St-Vith the cost of these hexes is reduced to +2 MPs. EXAMPLE: To bring a 6-6-3 US regiment out of the dead pile, the Allied
If the German player loses control of St-Vith the bottleneck hexes player must have a 1-2-3 infantry-type Remnant on the map.
again cost +4 MPs. St-Vith Bottleneck hexes have no effect on Allied
units or Tactical Movement. > 25.24 REPLACEMENT MARKERS: Indicate each unit that
received a replacement with a Replacement marker. During the
NOTE: Allied Traffic markers may be placed adjacent to St-Vith Bottle- upcoming AM Turn, that unit may move a maximum of one hex
neck hexes to create serious traffic problems for the German player. and may not attack. This marker has no effect on the unit’s defense
When that happens, it is often best for the German player to just use
strength and is removed at the end of the unit’s Combat Phase.
Tactical Movement to traverse it.
(25.25) RESTRICTIONS: Artillery Units and units that are OOS,
Disrupted, Engaged or marked with a Night marker may not receive
25. NIGHT TURNS AND a replacement. The following units may never receive replacements:
German Tank Units with a TQ of 5 or higher, German Tank Units
REPLACEMENTS with Black Box Attack Strengths, von der Heydte, 150th Panzer Bde,
25.1 In General Allied Airborne units, Artillery Units, British units, and any unit that
Between the PM and AM turn is a mini Night Turn. The player se- has Surrendered (23.7).
quence in a Night Turn is flip-flopped (Allied first, followed by Ger- 25.3 Night Movement and Combat
man) so each player will have two turns in a row to create some chaos (25.31) MOVEMENT: Movement in the Night Turn is
for the other player. Night Turns are also when replacements arrive. identical to the normal rules, except each side is limited
The following is the Sequence of Play for each Night Turn: to three stacks of units moving. The units moved may
A. Allied Night Replacement and Movement Phase use their full MA. Extended Movement and Tactical
B. Allied Night Combat Phase Movement are allowed during a Night Turn. Strategic
Movement is not.
C. German Night Replacement and Movement Phase
D. German Night Combat Phase (25.32) COMBAT: Combat in the Night Turn is identical to the normal
rules, except only the units that were marked with Night markers may
NOTE: There are no other phases to a Night Turn (such as Supply, attack. Artillery on their Ready side may be used for Offensive and De-
Bridges, Rally, Traffic, etc.). fensive Support in a Night Turn without the need for a Night marker.
25.2 Replacements (25.33) PLACING THE NIGHT TURN MARKERS: Players must
(25.21) IN GENERAL: During each Night Turn both indicate in their PM turn which three stacks will be available for the
players receive Replacements. Replacements are used upcoming Night Turn. To do this, the phasing player places a Night
to restore reduced or eliminated units. The number of marker on each stack in the Movement Phase of his PM turn. If a player
Replacements each player receives is printed on the Turn did not indicate any stacks for the Night Turn during his PM turn, then
Record Track. If a player receives only one replacement, then it may his Night Turn Movement and Combat Phases are skipped.
only be used for an Infantry Type unit (2.4). If a player receives two (25.34) ELIGIBILITY: Units currently Engaged, Out of Supply (includ-
replacements, one may be used for an Infantry Type unit and the ing from German Fuel Shortage), or Disrupted may not be designated
other may be used for either a Tank, Recon, or Flak Unit; or used for for the Night Turn.
another Infantry Type unit. Each Replacement can restore a reduced
unit to its full strength side or bring a unit out of the dead pile on its (25.35) RESTRICTIONS: Units with a Night marker are under the
reduced side (see 25.23 for 3-step units). Replacements may not be following restrictions during the PM turn:
saved, and those not used are forfeited. Players use their Replacements • may only use 1 MP (no Tactical Movement), and
during their Night Movement Phase. • may not attack.
> (25.22) PROCEDURE: Only units in the dead pile or on the map in (25.36) BRIDGE BLOWING AT NIGHT: The only bridge blowing
a supplied, non-Engaged, non-Disrupted state can receive Replace- allowed in a Night Turn are those that may occur before combat, as
ments. Units adjacent to an enemy unit may receive replacements. If described in 7.4.
a player uses a replacement to bring a unit from the dead pile, then the
unit must arrive under the following restrictions:
• must be placed in a friendly controlled city, town or Entry Hex (no 26. BREAKDOWN UNITS
villages) free of enemy Roadblocks which has a road-bound supply
path to a friendly Supply Source. 26.1 In General
Both players may create a breakdown unit by reducing a larger unit.
• may not be placed adjacent to an enemy unit.
An infantry/mountain regiment creates an infantry battalion, a para-
• > must be placed within 5 hexes of another unit with the same chute, glider or Fallschirmjäger regiment creates a parachute battalion,
Corps/Army Identification color (2.11). a Panzergrenadier regiment creates a Panzergrenadier battalion, and
Alternatively, German units may be placed in any Entry Hex labeled a Combat Command or US Tank battalion creates a Task Force. The
K, L or M that is not in an EZOC. breakdown unit is placed in the hex with the unit that removed the
step and both units may then move, disengage, or advance normally.
(25.23) LARGE UNITS: Any unit in the dead pile with a stacking Alternatively, a 3-step unit may break down into two breakdown units
value of 2 on its reduced side may only be replaced if a supplied, non- plus the appropriate Remnant unit.
Engaged, good order Remnant unit of the same type is on the map.
Expend the replacement point, remove the Remnant, and place the unit 26.2 Breakdown Restrictions
(on its reduced side) where the Remnant was located. A unit must perform breakdown before it moves, disengages or ad-
vances after combat. Breakdown may only occur during a friendly
© 2012 GMT Games, LLC
20 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION
27.7 The 653 PzJ (Jpz VI) 1-3 it would be successful and provide a column shift. If not successful
The arrival of the 653rd PzJ is not guaranteed. On Turn the attack would be resolved normally.
4 (17 PM) roll one die—on a die roll of 1 or 2 the unit
arrives that turn. On a die roll of 3 or 4 the unit is delayed
(roll again next turn). On a 5 or 6 the unit does not arrive at all.
28. WEATHER
CLARIFICATION: It’s possible to keep rolling 3’s and 4’s and the
28.1 Frozen Ground Conditions
The ground condition from Turn 1–10 (16 AM to 20 PM) is considered
unit being delayed again and again.
muddy. This is the normal condition for the game. Starting on Turn
DESIGN NOTE: This unit was intended to fight in the Ardennes, but 11 (21 AM) a cold front moves in making off road movement easier.
it was diverted to the Nordwind Operation. Mechanized Units now use the Frozen MP cost on the TEC.
27.8 Dr Sola and Panzer Brigade 150 28.2 Clear Weather
DESIGN NOTE: Dr. Sola was the code name for Col. Otto The weather from Turns 1–14 and 23-30 is considered overcast and no
Skorzeny, who commanded the 150th Panzer Brigade, special rules apply. Turns 15-22 the weather clears and the following
a unit that was disguised as an American unit and was rules take effect:
partially equipped with captured American tanks and vehicles. It was
• The Allied player receives Air Support (15.6).
intended to slip through Allied lines during the confusion caused by the
attack of the 6th Panzer Army (Operations Greif and Wãhrung). • The Allied player modifies all his Surrender die rolls by –2 (air
supply is now possible).
(28.11) GENERAL RULE: The German player may use this unit to • The German player must modify his Fuel Shortage die rolls by +1
infiltrate and/or provide a combat shift. These abilities may be used if to account for bombing of the rail net west of the Rhine. This modi-
the units is not detected (determined by a die roll). If not detected by fier applies for the rest of the game—even after Overcast weather
a die roll, the unit is automatically detected at the end of the turn one returns.
or both of its capabilities is used. Once the unit is detected it loses its
special abilities immediately and is treated as a normal unit.
NOTE: The German player does not roll for detection if an Allied unit 29. TURN 1 SPECIAL RULES
moves adjacent to the 150th Pz Brigade. 29.1 Movement Restrictions
(28.12) INFILTRATION MOVEMENT: This unit may attempt to All units with their setup code printed on a red field may not move
ignore enemy ZOCs. Resolve the attempt by rolling a die the instant or conduct Disengagement (20.1) on Turn 1. If any of these units are
the brigade attempts to ignore an EZOC. On a die roll of 1, 2 or 3 forced to retreat due to combat, they may retreat normally—but they
the deception is successful and the Allied ZOC in that hex is ignored are not released from their movement restriction. These units may at-
(ZOC Bonds are never ignored). The brigade may continue to move tack but may not advance. See the Designer Notes for an explanation
and attempt to ignore more EZOCs (roll for each attempt). On a 4–6 of the movement restrictions.
the unit is recognized as enemy (detected) and the ZOC is treated Exception: If the Germans advance adjacent to either the V/187th or
normally (no further deception attempts are possible). V/406th artillery units, that artillery unit is freed from its movement
(28.13) COMBAT BONUS: This unit may attempt to surprise a de- restriction and may move its full Movement Allowance.
fender and achieve a favorable shift of one column to the right on the
29.2 The 212 VGD at Echternach
CRT. A surprise attempt is only possible if the brigade has not been
German units crossed the Sauer River below Echternach on the morn-
detected yet. Resolve the attempt by rolling a die during the Combat
ing of the 16th. On the first turn only, allow one unit from the 212th
Phase before the attack is resolved. On a die roll of 1–3 the surprise is
VG to move into hex 1005 (from hex 1006). It must stop and end its
successful. On a 4–6 it is unsuccessful. Whether successful or not, the
movement in that hex.
brigade is “detected” and becomes a normal unit after that one attack.
29.3 German Divisional Boundaries
No German unit may enter another division’s At Start Area, nor the
Rear Zone (those hexes behind the divisional At Start Areas), on Turn
1. Units may freely move and advance into American territory on the
first turn. Divisional boundaries are ignored after the first turn.
29.4 Strategic Surprise
The offense caught the Americans by surprise; therefore the following
rules apply to Turn 1:
• The only Allied Artillery Units that may use Defensive Artillery
Support on Turn 1 are the V/187 and the V/406 (near Monschau).
• No American units may use Strategic Movement.
NOTE: Extended Movement and Determined Defense is allowed on
EXAMPLE: The Skorzeny unit is currently undetected and moves as turn one for both sides.
shown in the diagram. In hex A the German player declares he will
attempt to ignore EZOCs and rolls the die. He only rolls once even
29.5 German Corps Artillery
German Artillery Units can only provide Offensive Artillery Support
though there are two enemy units. The die roll is a 2 which is success-
to an attack involving units with the same corps I.D. as the artillery.
ful. In hex B he again rolls successfully (1-3). He then moves Skorzeny
This restriction is lifted after Turn 1.
one more hex and attempts a surprise attack on unit C. On a die roll of
• The two units of the 26th VG that are marked with a red setup code,
30. HOW TO WIN may not start in any of the three Wooded Rough hexes.
“Antwerp! If we reach the Meuse, we should go down on our knees OTHER MARKERS: Place the Turn Record Track marker in the 16
and thank God—let alone trying to reach Antwerp!” AM Box. Place a Blown Bridge marker on the four bridge sites la-
—Field Marshal Gerd von Rundstedt beled 1-4 (between Echternach and Vianden), and place bridge Under
Construction markers on bridges #5 and #6 (7.10).
30.1 The Victory Check Phase
Victory is checked and awarded in the Victory Check Phase which ARTILLERY: All Artillery Units start on their ready sides.
only occurs in the Allied player turn. The game ends immediately if
QUICK SET UP: First time players should use the first illustration of
the German player achieves a victory.
the Extended Example of Play to help them set up the game.
CONTROL: Control of Victory Hexes is important for determining
victory. A Victory Hex is considered controlled by the German player 31.2 Six Turn Scenario
if the hex is either occupied by a German unit or a German unit was GAME LENGTH: 6 Day Turns—16 AM to 18 PM. The game ends at
the last to pass through the hex. In both cases, the Victory Hex must the completion of the Allied 18 PM turn.
have a road-bound Supply Path to a German Supply Source.
SET UP: Use the set up for the regular game.
> 30.2 German Victory SPECIAL RULES: Use only the East Map. The 101st and 82nd Air-
The German player wins the game if during any Victory Check Phase borne units arrive on Turn 6 (18 PM) in Strategic Movement having
if he accomplishes one or more of the following objectives: already expended 4 MPs. They may enter on any west edge road hex.
• Has exited a number of units whose combined Attack Factors total The Allied player must use eight SM markers during Turn 6 to move
at least 24, off the West Map through any F or G Entry Hex. At least his eight airborne units.
one of the Entry Hexes used must be able to trace a road-bound
Supply Path (during the Victory Check Phase) back to a German VICTORY CONDITIONS: The German player wins if he has 10 VPs
Supply Source. at the end of the scenario. Award 1 VP for each Victory Hex he controls,
and 1 VP for every 4 Attack Factors he has exited off the west edge
• Control all 4 Liege hexes.
of the (East) Map. If the German player exits units off the west edge
• Control 4 of the following 6 Victory Hexes on the Meuse river: he must be able to trace a road-bound Supply Path back to a German
Givet, Dinant, Namur, Andenne, Huy and Amay. Supply Source from at least one of the exit hexes, otherwise the VPs
• Control 6 Victory Hexes on the West Map. for exiting units do not count.
30.3 Allied Victory 31.3 Eight Turn Scenario
• Prevent the German player from achieving a victory, or
GAME LENGTH: 8 Turns—16 AM to 19 PM. The game ends at the
• Occupy three or more German At Start Divisional areas for two completion of the Allied 19 PM turn.
consecutive Victory Check Phases with at least one Allied combat
unit in each Divisional area. The Allied units must be in supply in SET UP: Use the set up for the regular game.
each Victory Check Phase. This supersedes any German victory. SPECIAL RULES: Use only the East Map. The 101st and 82nd Air-
borne units arrive on Turn 6 (18 PM) in Strategic Movement having
31. SCENARIOS already expended 4 MPs. They may enter on any west edge road hex.
The Allied player must use eight SM markers during Turn 6 to move
31.1 The Campaign Game his eight airborne units.
IN GENERAL: This is the standard game that uses both maps and all
the preceding rules. The Allied player controls elements of the U.S. VICTORY CONDITIONS: Same as the Six Turn Scenario except the
and British armies. The German player controls all German Army, SS, German player needs 14 VPs to win.
and Luftwaffe ground units. 31.4 Patton’s Counterattack, December 22
GAME LENGTH: 22 Day Turns—16 AM to 26 PM. The game ends GAME LENGTH: 10 Turns—22 AM to 26 PM. The game ends at the
at the completion of the Allied 26 PM turn. completion of the Allied 26 PM turn.
REINFORCEMENTS: Both players should separate their reinforce- SET UP: Use the Patton’s Counterattack Scenario setup pages later
ments from their at-start units. At-start units have their set up code high- in the rules booklet. The German player sets up first, followed by the
lighted with a white or red background, all others are reinforcements. Allied player.
Place these units on their arrival turn on the Turn Record Track.
FIRST PLAYER: Start with the Artillery Supply Phase of the German
ALLIED SET UP: The Allied player sets up first. Place your at start player turn.
units in the hex specified on the counter. A dot after the hexcode indi-
cates the unit starts with an Improved Position. SPECIAL RULES:
GERMAN SET UP: Place your at-start units anywhere within their di- A. Use both maps.
visional setup area (indicated by the dashed outlines on the map). Your B. After the Allied player has set up (and before the game starts), he
corps artillery may be placed in any divisional setup area belonging to may place his six Traffic markers anywhere on the map and then rolls
that corps. Units may be set up adjacent to enemy units (stacking limits the dice and removes the appropriate markers per the rules.
must be observed). Also observe the following restrictions:
C. All German Artillery Units start on their Fired side. The German
• The 5FJ/11 Stg may not set up in either of the two Wooded Rough player starts the game by flipping any three during the German Artil-
hexes. lery Supply Phase.
D. Fuel Shortage—The German player must roll on both tables on If the Allied player recaptures the dump before the German player
the first turn. removes it, then the dump regains its inherent Defense Factor.
E. The following bridges are blown: La Roche (E-3920), Ortho (E- 32.3 Destruction
3718), Trois Ponts (3029—both hexsides). The dump may be destroyed in the same manner as Bridge demolition
F. ISOLATED GROUPS: The only units OOS are the stack contain- (1–4 in the Allied Bridge Phase, 1–2 in a German Combat Phase if
ing the three Peiper units and all Allied units inside the Bastogne the German player attacks the dump hex). Demolition in the Allied
perimeter. Peiper’s group is at Surrender Level 3 and the Bastogne Bridge Phase may only occur if a German unit is adjacent to the hex.
group is at Level 1. No Allied unit is required for either case. All Fuel Dump markers are
automatically removed at the end of Turn 6 (18 PM).
VICTORY CONDITIONS: Same as the Campaign Game except
consider the game a draw if the Allied player cannot trace a Line of
Supply to the two Bastogne town hexes. 33. ROADBLOCKS
31.5 The Extended Game 33.1 General Rule
Players wishing to continue the Campaign Game or the Patton’s Coun- Roadblocks are markers that can control hexes and slow
terattack Scenario until the 30th of December can play this Extended enemy movement. They are like Traffic markers, but
Game. Follow all the rules for the Campaign Game except the game are more reliable. Each player has two. They have all
ends at the completion of the Allied Player Turn of Turn 30. the same effects as a Traffic marker with the following additional
properties:
SPECIAL RULES: None • May be repositioned each turn and are not removed by a die roll.
VICTORY CONDITIONS: Same as the Campaign Game except the • Supply Paths may not be traced through a hex containing an enemy
Germans also win if they satisfy both conditions below at the end of Roadblock.
the game: • They control the hex they are in (30.1).
• Either controls both Bastogne hexes or prevent the Allied player • U.S. Engineers (13.2) may not be placed in a town or city hex that
from tracing a LOS to a Bastogne town hex, and contains an enemy Roadblock.
• Control 4 Victory Hexes on the West Map. 33.2 Placement
Roadblocks are placed or repositioned in the owning player’s Traffic
OPTIONAL RULES Marker Phase before the removal die rolls. The following restrictions
apply to placement:
The following rules add a bit of complexity to the game and are not • Must be placed on a road within 4 contiguous road hexes of a friendly
essential. They may be used if both players agree. unit. The placement hex must have a valid road-bound Supply Path
to the friendly unit and to a friendly map-edge Supply Source.
> 32. FUEL DUMPS • May not be placed on or adjacent to an enemy unit.
• May not be placed on or adjacent to a friendly Traffic marker or
32.1 Hidden Fuel Dump another Roadblock marker (friendly or enemy).
At the start of the game the Allied player randomly places the three
Fuel Dump markers on the map—one in each space marked with a 33.3 Removal
Fuel Dump symbol. Only one of the markers contains the real fuel Friendly Roadblocks must be removed at the end of any enemy Move-
dump—the rest are dummies. The Allied player may examine the ment Phase or Combat Phase (including Night Turns) in which an
markers after he has placed them, but the markers remain secret to the enemy unit either ends in the hex or passes through the hex. They are
German player. The instant the German player moves a unit adjacent to also removed during a friendly Traffic Marker Phase if they no longer
one of the markers, it is flipped over. If it is a dummy, it is removed. have a road-bound Supply Path. You may voluntarily remove or reposi-
tion your Roadblocks every friendly Traffic Marker Phase.
COMMENTARY: 1st Army had a primary fuel dump located outside
of Francorchamps. If captured, this was enough fuel to alleviate the Roadblocks are never eliminated, those that are removed are available
German fuel shortages. Kampfgruppe Peiper came within a few miles to be placed in the next friendly Traffic Marker Phase.
of the dump without knowing it.
> 33.4 At Start
32.2 Combat and Capture The Allied player receives his two Roadblock markers on his first
PROPERTIES: The dump has a Defense Factor of 2 representing Traffic Marker Phase. The German player does not receive his until
the Belgian battalion assigned to its defense. The dump by itself has Turn 3 (17 AM)—during his Traffic Marker Phase.
no stacking value, does not receive DCBs nor may it be selected for
Determined Defense. If eliminated, forced to retreat, or suffers a step
loss, the German player is considered to have captured the dump and > 34. 15 FACTOR LIMIT
may advance into the hex. The attacker may use a maximum of 15 Attack Factors in each attack.
If captured, the German player must hold the dump until the fuel can All factors in excess of 15 are ignored.
be removed. The German player can remove the captured dump in his EXAMPLE: Two stacks of German units totaling 24 factors attack 6
next German Fuel Shortage Phase if a road-bound Supply Path can be Allied Defense Factors. The odds would be 15 to 6 (2-1).
traced from the dump to the German East map edge.
DESIGN NOTE: This rule reflects the difficulties of massing large
EFFECTS: If captured and the fuel can be removed, the German player number of troops against a single objective and also prevents excessive
skips the Fuel Shortage Phases on Turns 7 and 8 (19 AM and PM). factor counting. It will speed up play.
© 2012 GMT Games, LLC
24 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION
Patton’s Counterattack
Scenario
All hexes are on the East Map unless indicated
with a “W” prefix.
GERMAN AT START
Unit Factors TQ Hex
7th Army
212 / 316 (2-3-3) 1105
212 / 320 (2-3-3) 1104
212 / 423 (2-3-3) 1305
212 / Fusilier 2-2-3 Elim
276 / 986 (1-3-3) 1706
276 / 987 (1-3-3) 1606
276 / 988 (2-3-3) 1506
352 / 914 4-5-3 2306
352 / 915 (2-3-3) 2105
352 / 916 (2-3-3) 1906
5 FJ /13 5-6-3 3007
5 FJ /14 5-6-3 3709
5 FJ /15 (3-4-3) 3408
5 FJ /11 Stg 3-2-6 [3] 3408
44 Festung 1-2-2 Elim
Fuh Gr (all 4 units at full strength) 2508*
79 VG (all 3 units at full strength) 1810*
—————————————————————
8 Volkswerfer S-(1)-1 1307
18 Volkswerfer S-(1)-1 1808
406 Volks-Art S-(1)-0 2107
408 Volks-Art S-(1)-0 1007
1. That supply became more difficult the farther west the advance got Defensive Artillery Table: This rule developed as a means to avoid
(“West of the Ourthe River” result). the defender’s artillery shift invariably cancelling the attacker’s artil-
lery shift (very boring). The present rule adds variety and also allowed
2. How the supply situation deteriorated after the weather cleared (the me to introduce the concept of a Time on Target result, which was
+1 die roll modifier). occasionally devastating to the Germans.
3. That a commander of a panzer corps had some flexibility with Morale: Note that some morale values go up on their reverse side. We
fuel—if he saw that he only had enough fuel for one division, he could did this to reflect those units that hardened into veteran units during
decide which of his two panzer divisions to supply (which is why, as the campaign.
best I could, I paired up the panzer divisions with their corps).
The CRT: Notice that the attacker will lose more steps than the de-
Blowing Bridges: These are pretty standard bridge blowing rules. The fender (on average) in the 2-1 to 4-1 columns. This is intentional—I
main goal was to prevent the Allied player from blowing bridges far wanted the attacker to be eventually worn down if he does nothing
behind his lines. Bridges were usually blown at the last minute. but frontal assaults.
Building Bridges: Why aren’t there limits on the number of bridges TQ Ratings and the Armor Shift: This idea was inspired from Danny
the German player is allowed to build? The Germans definitely had Parker’s Hitler’s Last Gamble. I liked his idea, but I wanted to make it
limits on the number of bridges they could build, but to impose those more user friendly. I originally gave the defender a shift for having a
on a player would lead to some ahistorical situations. For example, superior TQ rating than the attacker but found this to be too much of
the German 7th Army built four bridges in their sector—one per divi- a dampener on American attacks. In a way, cancelling the attacker’s
sion; but most players would only build one or two if they had limits shift is like a shift.
imposed. And if the German army really needed one more bridge to
make a crucial advance, I’m sure something would be found. But most Fire Fight: This came about in the later stages of the design as I at-
of all, I did not care to see the map cluttered up with a score of Blown tempted to find an easy way to include the effects of morale in combat
Bridge markers. Fix ‘em and be done with it! without burdening the players with a morale modifier or a morale
comparison procedure every time they calculated combat odds. In Surrender: This rule is pulled from Campaign to Stalingrad, but
the present system, players need only check morale for combat when greatly simplified. Units tended to surrender in groups and the greener
requested by the CRT. The Fire Fight Table also fits in nicely with two they were, the faster the group would surrender. One tough unit could
other design elements: (1) it showed that a player who was willing to influence the others into holding out.
risk higher casualties could achieve faster progress; and (2) it allowed
Traffic Markers: I wanted to avoid traffic rules that allowed a player
a D1 result even in the lower odds columns.
to circumvent the problem by carefully sequencing the movement
Command and Control: This rule kills two birds with one stone—it of his units—I didn’t want players to become traffic control police.
keeps players from breaking up their divisions in every direction and Besides representing traffic, this rule allows some forest road sections
also reflects the reality of command and control. Many other games to be a muddy mess (4 MPs), and it creates some variations in how
give a shift or a die modifier for divisional integrity, but I wanted to fast and how far reinforcements arrive (the 7th Armored and the two
keep shifts and die modifiers to a minimum. American airborne divisions especially). Their biggest use, however,
is in strangling a narrow advance. For example, let’s say the German
Engaged Results: Some felt that the attacker should be engaged too.
player bypasses Bastogne and darts towards the Meuse along a single
But the attacker has already spent his turn attacking the defender, so
road. The Allied player can place two Traffic markers on the road the
now the defender must spend his turn defending. Remember, an en-
first turn and then maybe two more in the next. The single road is now
gaged unit may attack—so the counterattack could end up engaging
a traffic nightmare. The lead German units can keep moving forward
the original attacker.
but follow-up units can’t keep up. Reversing direction for the lead
Attacker’s Advantage: I’ve always liked the “Engaged” rules typical units is now an extremely difficult undertaking (just like it was for
of Bulge games, but being an impatient person I’ve never liked getting the 116th Panzer Division when it made its fateful turnaround near
that same result two turns in a row! I added the Attacker’s Advantage Houffalize). Players will notice that the more roads you have open,
rule just to limit that occurrence from happening too much. The un- the less effective the Traffic markers become—which is the way they
foreseen by-product was a nice bit of detail to combat. should work.
Determined Defense: This is an old SPI rule in disguise. In many Roadblocks: As much as I wanted those Traffic markers to represent
of their WWII games you could take an extra step loss to cancel one all the delay factors, they just weren’t simulating roadblocks very well.
hex of a retreat. This rule and table essentially does the same thing These two markers came late in the design and really helped the Allied
but adds uncertainty to it. Players should always use this rule when player in slowing down the Panzer Lehr Division’s march through the
their units are surrounded and have no retreat route, because the EX Luxembourg forest, and became a welcome tool for both players in
result will inflict a step loss on the attacker (reflecting how dangerous plugging holes. The fact that they could use the same rules as Traffic
a trapped defender can be). markers was a big plus.
Advance After Combat: It started as “A Advance 2,” and (of course) St-Vith Bottleneck: Why are the hexes nowhere near St-Vith? Those
the first hex of the advance had to be into the defender’s vacated three hexes experienced traffic delays throughout the campaign (es-
hex. But a problem soon developed with tank units attacking into pecially the bridge at Dasburg). Tying them to St-Vith was somewhat
hexes they could not enter (see the example below). Just because the arbitrary, but I wanted to give the German player some reward for
defender has craftily placed his defender on each side of the bridge taking that crucial road junction. Even without the Bottleneck rule,
hexside shouldn’t prevent the tank unit from attacking the bridge. players playing the German side will notice how dramatically the map
I originally felt that to allow units to advance in any direction was opens up when St-Vith is captured.
heresy! But I tried it anyway, and it soon became clear that allowing
Night Turns: This developed from my initial Kampfgruppe Peiper
units to advance in any direction was similar to the way they moved
rule, which allowed those units a night move on the 16th. Not being a
in an Exploitation Phase—so why not? The more I played with it the
fan of special rules, I wanted to turn it into a general rule. The result
more I liked it. German players will quickly learn that this is a key
added a wonderful element to the game. Night turns are a very valuable
tool in their chances to win.
EXAMPLE: The two Combat Commands attack at half strength 106 Division: The two regiments of the 106th in the Schnee Eifel
occupied important ground for a later offensive into Germany.
(they cannot enter those hexes). If the attack succeeds they can
advance in any direction—it’s not required to enter the defender’s GERMAN UNITS:
vacated hex as in other games. The 5FJ/13 Regt. had no boats to cross the Our on the first turn.
The 1SS, 12SS and Pz Lehr were held back for exploitation.
tool for creating a breakthrough in the mid game if the Americans have who enjoyed it but saw items that could be improved upon. All the
managed to form a solid line. I’ve also used it to capture a Meuse river feedback was helpful. I’ve gone through all the components of the
bridge (in somewhat a coup de main). With a little planning a player game and tried to improve them without increasing the cost of the
can put together a powerful double punch with two turns in a row. game. I’ve itemized below the changes in this 2nd Edition.
Victory Conditions: The German attack in the Ardennes was an all or MAP CHANGES
nothing affair. I didn’t include a partial German victory for making it Since doing the original game map in 2003, I’ve had the opportunity
only “so far,” because a player would be tempted to stop, hunker down to travel extensively through the Ardennes. Seeing first-hand some
and entrench before the Meuse—which would never have happened. of the valleys and roads in the area, I noticed some errors and over
Can the Germans Win? If the German player reaches the Meuse simplifications I made in the original. This 2nd edition has allowed
by the 21st or 22nd of December he has a fair chance at crossing. me to fix those and make many other minor alterations. Perhaps the
The amount of Allied reinforcements arriving around the 22nd and most extensive changes on the map occur in the Ambleve River valley
23rd makes crossing on the 23rd difficult. Allied reinforcements and around Stoumont and on the Our River near Dasburg.
Allied air power will make crossing on the 24th and later extremely COUNTER CHANGES
difficult (unless the Allied player has lost a lot of units). Most German The counters also received many small changes. All the American
players will have either won by the 23rd or will consider throwing in divisions with 7 Attack Factors were knocked down to 6—I just didn’t
the towel. think they deserved that kind of offensive power. All American CCRs
Why No Generals: It is hard to determine the actual impact corps or and Task Forces were reduced by one Attack Factor. The 1st Division’s
divisional generals had on the outcome of the battle. If a division per- defense strength was increased to 7 to help it stand out in the defensive
formed well or poorly, credit or blame often went to the commanding battles around Elsenborn Ridge. Most of the German Pz IV battalions
general, but in actuality the actions of subordinates, soldiers, or pure are now rated 5-4-6 instead of the 4-4-6. The range on the German
“chance” could have been much more decisive. Patton is the only gen- Nebelwerfer brigades were reduced from 3 to 2, but are now allowed
eral I could definitely cite that had an influence on his soldiers—they to move one hex on their Fired side.
seemed to be motivated by simply being told they were part of his
army. However, something like this is best shown by the morale rat-
RULE CHANGES
8.0 Stacking: The stacking rule has been simplified and as it turned
ings of his divisions rather than a counter. Finally, the players play
out, the simplification made it a much better rule. Each side may now
the role of the generals.
stack only two steps of Silhouetted Tank Units in a hex—divisional
Supply: Why at the end of the turn? This gives players one turn to identity does not matter. The German player now has full freedom to
get back into supply before they run out. If you become surrounded add the kind of tank support he wants to a stack, up to the two step
you still have the fuel in your tanks and the ammunition at hand to limit. The rule makes these units excellent support units—allowing a
last 12 hours. huge increase to the strength of a stack, but prohibiting players from
creating killer stacks of three or more silhouetted tank units.
Playtesters: My poor playtesters. They put up with so many changes
and adjustments. I was constantly tinkering with the CRT, the strength 10.0 ZOC Bonds: Artillery units can no longer form ZOC Bonds.
of the Engineers, and the maximum DCB limit, etc. All were of great
13.4 Capture of Entry Hexes: A lot of questions in the 1st edition
assistance, but two playtesters stand out: Marty Sample and Lew Ritter.
came in about Off Map Boxes and Blocking so I attempted to clarify
If you ever see the names of these gentlemen in the credits for a game,
those rules. To that end I’ve added Blocking Position spaces on the map
you can rest assured the game has had good care.
and explicitly laid out the movement and combat options for each off
Miscellaneous Notes on Units: The two heavy U.S. armored divisions map space. Very little in actual rule changes occurred in this section.
(2nd and 3rd) had a brigade structure, but evidence shows they oper-
The 15 Factor Limit: Wargames shouldn’t be about piling as many
ated as Combat Commands during this battle. Likewise with the two
factors into a battle as possible. That is unrealistic and causes a player
brigades of the British Guards Armoured Division—one was armored
to spend more time moving his units—counting and recounting hexes
and the other was motorized infantry, but in reality they operated as
to see if he can get another couple factors into an attack. The 15 Factor
two combined arms groups.
Limit puts a stop to that. I like knowing that a hex is relatively safe
The 4 TQ on the Fuh Bglt/GD/2 unit is not a mistake. This unit con- as long as I get 8 factors in there (counting DCBs). If I really want
tained about 43 Mk IVs carrying the L70 cannon. to make it safe I’ll put a tank unit in there and have an artillery unit
nearby—but I don’t want to waste time wondering if I should put 1 or
The 560th PzJ Battalion was an army unit attached to the 12th SS.
2 more factors in there in case my opponent decides to make a mass
The real Kampfgruppe Peiper had only one battalion of motorized attack. As the attacker, I like knowing that once I’ve moved 15 factors
infantry. I added the 1SS/1(-) panzergrenadier regiment for play bal- up against the hex I’ve done all I can and I can move on to other parts
ance sake. of the battlefield. If I really want that attack to succeed I’ll try to put
in a good tank unit, support it with one or two artillery units and have
more units behind the front line ready to exploit any openings. That
should be enough.
DESIGNER’S NOTES FOR THE 15.1 Defensive Combat Bonuses (DCBs): This rule changed so now
SECOND EDITION DCBs may not exceed the defender’s combined defense strength. In
the 1st edition there was no limit.
I’m really grateful for the opportunity to upgrade this game. I’ve had a
lot of positive comments about it since its publication, but there were 16.2 Fire Fight Table: The TQ and Elite modifiers are no longer cu-
a lot of minor blemishes that surfaced over time that began to bother mulative. The best DRM the attacker can get is now –1. In the original
me. I also received constructive criticism from a number of players edition the German player was using his elite Panther tanks to get a
–2 DRM and getting far too many D1 results. 27.3 British Units: The 29th Armoured Brigade is now allowed to
cross the Meuse if the German player crosses the Meuse. In addition,
16.7 Determined Defense: The DCB value of the defender’s hex is
if the German player manages to exit units off the map towards An-
now a DRM to the table. So if you are defending in a city hex (DCB =
twerp, then the Allied player must withdraw British units to counter
4) you modify your Determined Defense die roll by –4. This was done
the threat. This will help the German player if he is able to exit units
to highlight the value of towns and cities. Town and City fighting now
off the map.
becomes a very costly affair and something to be avoided if you need
to keep your loses down. Note that an Elite unit (–1) in a City hex (–4) 30.0 Victory Conditions: Bouillon and Neufchateau were removed
has an excellent chance of turning a retreat into an EX result. as VP locations from the West map, as well as four other hexes on
the East Map. The two on the West Map were not in the direction
18.1 Disruption Effects: Disruption is now a shift instead of a unit
of Antwerp and the hexes removed on the East Map had no military
losing an additional step if it retreats again.
value. Capture or isolation of Bastogne has been added to the German
18.4 Broken Status: One of the Living Rule changes back in 2005 Victory Conditions to provide incentive for the Allied player to hold
was to add in a Rout result. I’ve incorporated it in the 2nd edition but and then relieve Bastogne.
refined it and renamed it Broken instead of Rout.
33.1 Roadblocks: This rule has been moved to the Optional section
19.4 Breakthrough Combat: There is now no limit to the number of because they are complicated and not essential to the game. Also, with
times a Breakthrough Group can earn the ability to attack again, as the addition of the Wooded-Rough hexes to the Our River they were
long as they can continue to roll a D1* result. I did this because I don’t no longer needed in the initial setup. However, they are fun to use and
want the defender to ever feel safe by putting weak units in the front recommended for experienced players.
line—there should be a chance they can all be overrun.
The Patton Counterattack Scenario
21.1 The Armor Shift: The rule is the same except the TQ numbers I was very surprised to learn how exciting the situation of December
were taken off of all recon units. Recon units were for screening—a 22nd was. Both sides are poised to make strong attacks. The Germans
defensive action—and to allow them the armor shift was wrong. have three panzer divisions on the west map edge and ready to head
21.2 Red TQ Numbers: All turret-less tanks and tank destroyers are to the Meuse. They also have the 2SS and 9SS ready to punch into the
now rated with Red TQ numbers. To compensate for this, red TQ Allied line, and the Fuhrer’s Begleit Brigade is in position to collapse
numbers now qualify for the Armor Shift, but they must reduce their the St. Vith Goose Egg. The two Fuel Shortage die rolls on the first
TQ number by one when attacking. turn make the German initial move different in every game.
21.4 Recon Units: The special rule for recon units was changed so On the Allied side they have British divisions arriving to man the Meuse
they now treat D1 and D1* results as a DR4 result (the old benefit of crossings, three of Patton’s divisions coming in from the south (with
treating Engaged results as DR1 results was of dubious value). With more to follow) and a number of American divisions coming from the
this protection they are now more useful in screening. Note that they north. A huge influx of strength to attempt to stop the German drive.
can still be eliminated in EX and A1/D1 results. On top of that you have the drama of two isolated pockets—Peiper’s
22.6 Artillery Support in General: Artillery units may now only Kampfgruppe and the Bastogne perimeter. Peiper is pretty well sealed
support units with the same army/corps identification color. This helps up, but the Allied player should be seriously worried about the 101st.
prevent some unrealistic repositioning of corps artillery by cunning A couple of bad die rolls and McAuliffe will be considering those
Allied players far from their corps troops. surrender terms.
22.8 Defensive Artillery Support: The defender is now limited to us- CHARTS AND TABLES
ing only one artillery unit in each battle. In the original game the Allied Surrender Table: A “≤ 0” row was added to the table and the “Air
player was shutting down far too many German attacks by using two Drop” result was pushed down to that row. So now the regiments of
artillery units and having a 33% chance of the ToT result. the 106th on the Schnee Eifel are less likely to hold out for an exces-
sively long time.
23.4 Out of Supply Effects: The CRT column shift for being OOS now
only applies to the attacker. The defender now defends at full strength Determined Defense Table: This table was slightly modified to ac-
until they surrender. This rule will help the 101st Airborne Division count for the new DCB DRM (see 16.7 above).
hold out at Bastogne and Peiper hold out at La Gleize. Fuel Shortage Tables: Minor changes were made to these tables to
Also, OOS units are now eliminated if they retreat 3 or more hexes. This better distribute the shortage results.
represents a rout of an already suffering unit. This new rule helps the Disengagement Table: The chances for a successful Disengagement
Allied player hunt down and eliminate the pesky von der Heydte unit. are a little better. Now it happens on a 1-3 rather than a 1 or 2. This just
Before it took up to three units to effectively deal with that unit. felt better. An Elite tank or recon unit can almost always disengage,
25.22 Replacements: Units that arrive from the dead pile must now while a low moral infantry unit needs to roll a 1 or a 2.
be placed within 5 hexes of another unit with the same Corps/Army Rally Die Rolls: The chances for a successful Rally when adjacent to
identification color. This rule was added to make it less likely that Al- an enemy unit are now slightly more difficult (1 or 2 instead of 1-3).
lied replacements would always pop up right in front of the German
advance on the Meuse. Thanks for your interest in the game. If you have any questions please
check out the Ardennes ‘44 folder at Consimworld or contact me di-
27.1 Engineer Units: These units are now eliminated if forced to rectly at Simon7itch@aol.com
retreat 3 or more hexes in a single combat. This was done to show
that these units where for emergency purposes only and were not used —Mark Simonitch
for prolonged combat.
I. Two regiments of the 62 VGD plus artillery attack the 106/424/1 = 5-1. A die roll of 1 results in a D1*. Since the cavalry squadron is
Bn in front of Winterspelt. Odds are 8 to 4 + arty shift = 3-1. A die roll in an IP it may not use its special ability and so is eliminated. The
of 6 results in an Eng. An Engaged marker is placed on the American four German units may advance two hexes in any direction. Note that
battalion and no advance for the German units. the German units may not advance across the Army Boundary Line
although two of them attacked across it. Also note, that the 244th Stg
J. One regiment of the 62 VGD, one regiment of the 18 VGD attack
Brigade may advance an additional hex if it follows the path of a road
the 106/424/P Bn at Bleialf. Odds are 8 to 4 = 2-1. A die roll of 3 results
throughout its advance (Road Bonus). The 244th Stg may also conduct
in an EX. The provisional battalion is removed and the German player
Breakthrough Combat against the artillery unit (3 factors to 2 with one
removes a step from one of his infantry regiments (his choice since no
shift for Armor) but the German player declines to do so.
Armor Shift was used). Since all defenders were removed, the German
player may occupy the defender’s vacated hex (Limited Advance). L. Two regiments of the 12 VGD with an artillery unit attack the
99/394/1 Bn in hex 1430. Odds are 8 to 4 + arty shift = 3-1. The die
K. One regiment of the 18 VGD, the 244 Stg Brigade, an artillery
roll is a 6, resulting in an Eng. The American player places an Engaged
unit and two regiments of the 3 FJ attack the 14Cav/18 squadron in
marker on the American battalion.
the Losheim Gap. Total German factors = 16, which is reduced to 15
due to the 15 Factor Limit. Odds are 15 to 4 + armor shift + arty shift
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 35
M. One regiment of the 12 VGD, plus the fusilier battalion, plus an time or an Allied counterattack.
artillery unit attack 99/393/1 Bn in hex 1432. Odds are 6 to 4 + 1 arty
The final tally of the turn is five American step losses to four German
shifts = 2-1. A die roll of 1 results in a DR2. The American battalion
step losses. The American units, however, are mostly engaged or
is retreated two hexes and becomes disrupted. The two German units
disrupted, making movement in their turn difficult.
may advance one hex in any direction.
N. Two regiments of the 277 VGD attack hex 1433 with one artillery Traffic Marker Phase
unit in support. 8 to 4 + arty shift = 3-1. A die roll of 3 results in a None—the German player does not begin to use his until the 17 A.M.
FF. The German player decides to push forward and selects the green turn.
277/990 Rgt and rolls again. The Fire Fight Table die roll is modified Supply and Isolation Phase
+1 for the green unit. A die roll of 5 is increased to 6 giving an A1/Eng All units are in supply.
result. An Engaged marker is placed on the American battalion and a
step is removed from the Lead Unit.
326 VGD: Unless I’m feeling lucky, I don’t attack in this sector. The two
artillery units will stay on their ready side, waiting for an opportune
© 2012 GMT Games, LLC
36 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION
Allied Turn 1 (16 AM) and can only use Tactical Movement.
The Allied Turn 1 illustration shows the positions of the Allied units Combat Phase
after the Movement Phase and before the Rally Phase. You may also The Allied player has some tough choices with his Engaged units—if
see German Turn 1 advances with this illustration. he doesn’t move them they will be surrounded and destroyed, however,
if he attempts to disengage them they may become Disrupted.
Artillery Supply Phase
All Allied artillery units are already on their Ready side (none but the A. The 4/12/3 in Echternach does not attempt to disengage and the
two near Monshau could fire during German Turn 1). marker is removed.
Bridge Phase B. The 28/110/3 in Hosingen attempts to disengage. The die roll is a
No bridge blowing allowed on 16th AM, PM or night. 1, allowing the battalion to retreat (one or two hexes). Since the unit
is not disrupted in the disengagement attempt, it may stop in hex 2313
Movement Phase or 2314 or continue on to 2414. Those three hexes are the only legal
The Allied player makes the moves as shown in the illustration. A few retreat paths. The Allied player retreats it to 2313.
things to notice:
C. The 106/424/1 outside of Winterspelt is about to be surrounded,
1. The VIII/333 Artillery group skedaddled to St-Vith. Its dotted path so a disengagement is attempted. The battalion is green so the die roll
lines are not shown in the illustration to preserve clarity. must be modified by +1. A die roll of 6 results in a “No + D.” The
2. The 14Cav/32 squadron moved down from Vielsalm to Schönberg. battalion is disrupted and the disengagement attempt is unsuccess-
Its dotted path is also not shown to preserve clarity. ful—no retreat is allowed. The Engagement marker is replaced with
3. The 106/423/2 Bn at Born moved 5 MPs taking advantage of Ex- a Disruption marker.
tended Movement (it didn’t end in an EZOC). D & E. The two engaged battalions of the 99th are fine where they are and
4. The 9Arm/CCA created a Breakdown Unit (a Task Force). no disengagement is necessary. The Engaged markers are removed.
5. These units may not move on Turn 1.
Traffic Marker Phase
6. The tank battalion of the 28th Division created a Breakdown unit Placement of the Allied Traffic markers on 16 AM is very critical. You
and sent it to Weiswampach. The remainder stayed in Clervaux. want to slow up Pz Lehr, the 2 Pz and the 1SS. The six markers are
7. A regiment of the 106th created an infantry battalion. placed in 2113, 1913, 2216, 1527, 1328 and 1129 (those hexes marked
with a “T”). The Allied player then places his two Roadblock mark-
Rally Phase ers in the hexes marked with a “R”. These are legal placement hexes
All Disrupted markers will come off the Allied units (none are adjacent because they are currently not adjacent to a German unit, within four
to a German unit). The Broken units will become Disrupted. Allied contiguous road hexes of an “in supply” Allied unit. Next, the Allied
units that were Disrupted/Broken were not allowed to reenter an EZOC
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 37
player also begins construction of two bridges in the 7th Army sector.
Movement Phase
Note the following items about the German Movement Phase:
1. There are two Silhouetted Tank Units stacked in hex 1913—this is
legal since both are 1-step Silhouette Tank Units.
2. The Traffic marker in hex 2013 (a forest road) makes the cost of
that hex 4 MPs for Pz Lehr and the KG Kunkel.
3. The placement of a Traffic marker at Marnach (2216) adjacent to a
St-Vith Bottleneck Hex has created a massive traffic jam. The tank
units of the 2 Pz are only able to move two hexes using Tactical
Movement. Apparently the bridge at Dasburg was not completed as
fast as planned or pockets of resistance continue to hold out near
Marnach.
4. Nebelwerfer brigades in this 2nd Edition are allowed to move one
hex even if flipped. If on their ready side this 1-hex movement does
not require them to be flip.
5. The three units of KG Peiper use 7 MPs to move four hexes.
6. A night marker is placed in hex 1134. This stack plus the four units
of KG Peiper will be able to move and fight in the Night Turn.
Combat Phase
Follow the combats with the German Turn 2 illustration and see the
retreats and advances using the Allied Turn 2 illustration.
A. The reduced 276/988, and the 212/423 attack the 2-2-6 Task Force
(with a +1 DCB). The odds are 6 to 3 = 2-1. No Armor Shift is pos-
sible since the defender is in a Forest hex. A die roll of 1 results in a
DR2. The task force is retreated two hexes, becomes Disrupted, and
the attackers receive the Regular Advance (one hex). The advance will
player rolls two dice to see which two Traffic markers are removed block the retreat path for Attack B.
(the roadblocks are not removed). He rolls a 2 and a 5—removing the B. The other three units of the 212 VGD attack the 4/12/2 in Echtern-
markers in 2214, 1328. (See the German Turn 2 illustration to view ach. The Allied battalion has a +3 DCB (Town) which is reduced to +2
which four markers remain.) since DCBs cannot exceed the combined defense strength. The odds are
8 to 4 = 2-1. The Attacker’s Advantage marker brings it to a 3-1. The
Supply and Isolation Phase CRT die roll is a 3 resulting in a FF result. The German player picks
The rapid advance of the 18 VGD has already surrounded and isolated the 212/320 Rgt as his Lead Unit and rolls again. The result is a 4 =
the two regiments of the 106 on the Schnee Eifel. All three units are A1/DR2. The German player removes a step from the Lead Unit and
indicated as Out of Supply and the Allied player must roll one die to the 4/12/2 must retreat. The American battalion is surrounded and will
see if any Surrender Points are accumulated (an accumulation of three be eliminated if it retreats, so the Allied player declares a Determined
points will cause the entire group of three units to surrender). A die Defense hoping to get an EX result or at least slow down the German
roll of 2 results in no points accumulated. advance. The Town provides a –3 DRM to the Determined Defense
Victory Check Phase Table. A die roll of 4 modifies to 1, which results in a “Yes –1 step”
The German player is far from winning, so this phase is skipped. The result. The American battalion is eliminated but slows the advance
turn is now over. down to a Limited Advance.
C. Its a little risky, but the 352/914 attacks the 28/109/3 Bn in hex 1807.
The odds are 4 to 4 (1–1). A die roll of 3 results in a FF(+1) which the
German Turn 2 (16 PM) German player accepts as an Eng result. The Allied unit is Engaged.
The German Turn 2 illustration shows the positions of the German
units after the Movement Phase. Allied ZOC Bonds near the front line D. The four German units that surround the 28/109/2 in Fouhren attack
are shown to help players visualize the rule. with artillery support. The odds are 15 to 4 + arty shift = 4-1. A die
roll of 3 results in a DR2. The Allied unit has no retreat route so the
Artillery Supply Phase Allied player declares a Determined Defense. The Village provides
On Turn 2 the German player may flip over six artillery units. He flips a –2 DRM. He rolls a 3 which modifies to a 1 = Yes (–1 Step). The
over one in the 7th Army, two in the 5th Panzer Army, and the last American battalion is eliminated but the Regular Advance is reduced
three in the 6th Panzer Army. to a Limited Advance (only into the defender’s vacated hex). Note the
Fuel Shortage Phase 11 Stg Bde may not advance across the unbridged river hexside.
The German player does not start rolling for Fuel Shortage until the E. Three German units of the 26 VGD attack the 28/110/3 Bn. The
19 AM turn. This phase is skipped until then. odds are 15 to 3 = 5-1. The die roll is a 5 resulting in a FF. The German
player selects the 26/77 Gren as his Lead Unit and rolls on the Fire
Bridge Phase Fight Table. A die roll of 4 results in a A1/DR2. The German Lead Unit
The two bridges at Gemünd and Dasburg are completed. The German
is reduced a step and the American battalion is retreated two hexes
and becomes Disrupted. Note that it is allowed to retreat through an 244 Stg brigade can use the Road Bonus to advance two hexes.
EZOC in the first hex of a retreat. All three German units can advance
J. The next attack comes against the flanking battalion of the 99th. One
one hex in any direction.
unit from the 3 FJ and three units from the 1 SS attack the 99/394/3.
F. Two panzergrenadier regiments of the 2 Pz plus an artillery unit at-
tack Clervaux. The defenders get an Armor Shift since the attacker has
no Tank Units involved. The Town provides a +3 DCB. The odds are 10
to 6 = 1-1 (the two shifts cancel each other out). A die roll of 4 results
in an FF(+1). The German player takes an Engaged result instead. No
advance or retreat, an Engaged marker is placed in Clervaux.
G. The five German units attack the American 28/112/2 Bn near
Weiswampach. Since the attack is coming across the bridge hexside
the German player rolls to see the condition of the bridge (rule 7.8), a
die roll of 3 results in the bridge being destroyed. Now for the combat,
the odds are 13 to 3 = 4-1. The Allied player calls in artillery support
and rolls on the Artillery Support Table. A die roll of 2 results in two
shifts left. Final odds are 2-1. The German player rolls a 5 getting an
Eng result. The American battalion holds.
H. Three German units attack the disrupted American battalion near
Winterspelt. The American unit has a +2 DCB for the Improved Po-
sition. The odds are 15 to 4 with two shifts right for Armor and the
Disruption = 5-1. A die roll of 4 results in a DR2. The unit is retreated
two hexes and since it is already Disrupted it now becomes Broken.
The German units may advance one hex in any direction. The Pzkw
IV Tank Unit uses the Road Bonus to advance two hexes.
I. Three units from the 18 VGD and one 3 FJ unit attack the armored
cavalry unit near Schönberg. The American unit has a +1 DCB for the
Forest. Note that the 3 FJ unit is allowed to attack across the army
boundary. The odds are 11 to 3 (3-1). No armor shift since the defender
is in Forest. A die roll of 2 = DR2. The defender is retreated two hexes
and becomes disrupted. All German units may advance one hex in any
direction being careful not to advance across the army boundary. The
© 2012 GMT Games, LLC
Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION 39
hexes in any direction. Due to the poor secondary roads no units may
use the Road Bonus.
K. Two units from the 12 VGD, two units from the 12SS, plus one
artillery unit attack the 99/394/2 Bn in hex 1431 (+2 DCB for the IP).
The odds are 12 to 4 + arty shift = 4-1. A die roll of 5 gives an EX result.
The German player can take the step loss from any of the involved
units because there was no Armor Shift used in the battle. The German
player removes the 12/Fus Bn and the Allied player removes his unit.
The German player may occupy the vacated hex which cuts off the
retreat route of the next American battalion to be attacked.
L. Two regiments of the 12 VGD plus two units of the 1SS, plus one
artillery unit, attack the 99/394/1 at 15(+) to 4 + arty shift = 4-1. A
die roll of 3 = DR2. The American battalion attempts a Determined
Defense (–2 DRM) but fails. It is eliminated and the German units
may advance one hex in any direction.
M. Two units of the 277 plus one artillery unit attack the 99/393/3 (+2
DCB). The odds are 6 to 4 + arty shift = 2-1. A die roll of 5 = Eng. An
Engage marker is placed on the American battalion.
that moved only one hex are not flipped to their fired side. A few notes
about the American moves: Dec 16th Night Turn
Replacement Phase
1: This is a reinforcement entering from the map edge. Neither player has replacements on the first night turn.
2: This Disrupted unit may use only Tactical Movement and must exit
the EZOC it is in. Allied Night Movement Phase
The Allied player has no Night Movement.
3: The 9Arm/CCR moves to Weiswampach. It should stay near the
Clearvaux-Bastogne road to slow up the German advance. German Night Movement Phase
4: The 9Arm/CCB is the Allied player’s big reserve unit. Historically The German player can move all four units of KG Peiper plus the two
it moved to the St-Vith area and helped stem the tide there. In this units of 12SS that were under the Night marker.
game it does the same to form a strong St-Vith group. 1. The three KG Peiper units that start in this hex move adjacent to the
5: The Allied player begins to build a strong position around Büllingen Allied unit at A. The two panzergrenadier units use Tactical Movement
and Rocherath-Krinkelt. to move two hexes. The Panther battalion unable to move through
6. It’s important for the Allied player to get these two artillery units in Forest hexes moves forward one hex.
position to help defend the Elsenborn area. 2. The Tiger battalion takes a different route but has to pass through a
Traffic marker. It spends 4 and a half MPs to move three hexes.
Rally Phase
All Disrupted markers are removed from American units that are not 3. The two units of the 12SS move to engage at hex B.
adjacent to a German unit. German Night Combat Phase
Combat Phase A. The three KG Peiper units attack the 99/394/3 Bn. The odds are 15
The Allied player has three units that are engaged, but all are fine to 3 with 1 right shift for Disruption = 6-1. A die roll of 4 results in a
where they are (the three Engaged markers are removed). There are DR3 which will eliminate the battalion (Disrupted units that suffer a
no combats. Broken result are eliminated). The three German units may advance two
hexes in any direction. All three can take advantage of the Road Bonus
Traffic Marker Phase to move three hexes—advancing as far as the hex marked “Y”.
The Allied player can place Traffic markers #2 and #5 (the two that
B. The two units of the 12SS perform a Night attack. Note that the
were removed last turn). He places one in Hosingen and the other in
road into the forest hex allows the Panther battalion to attack at full
front of KG Peiper. He then places his two roadblocks—one on the
strength. The forest terrain prevents any armor shifts. The odds are 14
road to Wiltz and the other in the way of Peiper. He then rolls the die
to 4 = 3-1. A die roll of 3 results in a DR2. The American battalion is
two times to see which Traffic markers are removed. He rolls a 4 and
retreated two hexes and becomes disrupted. The two attacking units
6 and removes those two markers.
may advance one hex in any direction.
Supply and Isolation Phase
All units are in supply except the two regiments of the 106th in the
Conclusion
The German player is in good shape—the road is wide open for KG
Schnee Eifel. Those three units are also isolated, so must check for
Peiper in the 17 AM turn. The Allied player is also happy with his
Surrender Points. A die roll of 3 results in one Surrender Point (two
situation—the southern front is shaken but not broken, he is still in
more and those three units will surrender). Note that one marker is
possession of Clervaux, and he has a strong group forming around
sufficient for all units in that Isolated Group.
St-Vith. So what if a few units of KG Peiper break out…
INDEX
150 Panzer Brigade: 27.8 Morale and Determined Defense: 16.7
2nd Division (U.S.): 27.6 Morale and Disengagements: 20.2
26th VG Division: 31.1 Morale and Fire Fights: 16.2
Advance After Combat: 19.0 Morale and Surrender: 23.8
Allied Attacks onto the Map: 13.8 Mud: 28.1
Allied Air Support: 15.6 Night Turns: 25.1, 25.3
Armor Shift: 21.1 OOS (Out of Supply): 23.4
Army Boundaries: 11.10 Ouren Bridge: 7.8
Artillery Overcast: 28.2
Artillery Supply Phase: 5.0 Poor Secondary Roads: 11.8, 19.1
Movement and Combat: 22.1–22.9 Rally Phase: 18.5
See 22.10 for a summary of other artillery effects. Range: 22.4
Attacker’s Advantage Markers: 16.6 Recon Units: 21.4, 21.5
Bonus Advance: 19.1 Rivers:
Breakdown Units: 26.0 Advance: 19.2
Breakthrough Combat: 19.4 Combat Across: 15.3
Bridges: 7.0 Movement Across: 11.4
British Units: 27.3 Retreat: 17.2
Broke/Broken: 18.4 Reinforcements: 13.1
Combat Modifiers: 15.0 Remnants: 16.4
Combat Results: 16.0 Retreats: 17.0
Command and Control: 14.3 Roadblocks: 33.0
Dasburg Bridge: 7.10 Road Movement: 11.7
DCBs: 15.1 Roer River Dams: 27.6
Determined Defense: 16.7 Silhouetted Tank Units:
Disengagement: 20.0 Stacking: 8.3
Disruption/Disrupted: 18.2 ZOCs: 9.4
Echternach: 29.2 DCBs: 15.1
Engaged Markers: 16.5 St-Vith Bottleneck Hexes: 24.7
Engineer Reinforcements: 13.2 Stacking: 8.2
Engineer Units: 27.1 Step Losses: 16.3, 16.4
Entry Hexes: 13.1, 13.4, 13.7 Strategic Movement: 12.0
Exiting the Map: 11.9 Strategic Surprise: 29.4
Extended Movement: 11.2 Sturmtigers: 27.4
EZOC: Supply:
Effects on Movement: 9.2 Supply Phase: 23.1
Effects on Advance: 19.3 Supply Sources: 23.2
Effects on Retreat: 17.1 & 17.2 Supply Paths: 23.3
Effects on Supply Paths: 23.3 Supply Dumps: 32.0
Forest Hexes: 11.5, 15.4, 17.2, 19.2 Surrender Checks: 23.7
Forest Roads: 11.8, 19.1 Surrender Thresholds: 23.8
Frozen Ground Conditions: 28.1 T.O.T. (Time on Target): 22.8
Fuel Dumps: 32.0 TQ Ratings: 21.1-21.2 (Combat), 23.4 (Supply)
Fuel Shortage Phase: 6.0 Tactical Movement: 11.3
Gemünd Bridge: 7.10 Tank Destroyers: 21.2
German Divisional Boundaries: 29.3 Tank Units: 21.0
German Prime Movers: 22.1, 22.3 Traffic Markers: 24.0
Ground Freeze: 28.1 Truck Markers: 12.6
Halving Rule: 15.2 Vehicle Units: 11.4-11.5 (Movement), 15.4-15.5 (Combat), 17.1-
Improved Positions: 15.8 17.2 (Retreats), 19.2 (Advance After Combat)
Isolation/Isolated: 23.6 Von der Heydte: 27.2
Jabos: 15.6 Weather: 28.0
Kampfgruppe Peiper: 27.5 West Wall: 15.7
Meuse River: 17.2 (retreats) Wooded Rough: 10.3 (ZOC Bonds), 11.6 (Movement), 15.5 (Com-
Morale bat), 17.2 (Retreats), 19.2, Advance After Combat
© 2012 GMT Games, LLC
48 Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION