8. KAMPFGRUPPE PEIPER CAMPAIGN GAMES

KGP Campaign Games  Rule sections #8.1-.5)

8.6 REFIT PHASE (RePh): The following steps (8.601-.625) are performed simultaneously by each side during the RePh, which occurs after each CG scenario. Each step (and sub-step) must be carried out in the numbered/lettered order given; those not applicable to the current situation may be omitted (e.g., if there are no Flames/Blazes on the map, skip RePh step 8.609). Those steps listed below preceded by "†" are the only steps to be completed before setting up to play a CG Initial Scenario. Those preceded by "‡" are performed only if, as per the result of Initiative Determination (8.623), a non-Initial CG scenario is to be played on the current CG Date. Those preceded by "§" are the only steps necessary to achieve CG-Scenario End after the last-Player-Turn CCPh. Those preceded by "*" are performed in repeated sequence until a new CG scenario is generated in RePh step 8.623.

RePh Sequence


§8.601 Conclusion of Melee
§8.602 Marker Removal
§8.603 Rally, Unloading, Victory Determination, & CG-LVP Totals
8.604 Encirclement, Minefields, Bog & Shock
8.605 Setup Area Determination
8.606 Escape
8.607 Equipment Possession & Hidden Fortifications
8.608 Prisoners
8.609 Extinguishing Flames & Blazes
8.610 Wounded Leaders
8.611 Battle Hardening & Promotion
*8.612 New CG Date & SAN Adjustment
*8.613 Shift
*8.614 Equipment Repair & Replenishment
*8.615 Fortification & Wreck Removal
*8.616 CPP Replenishment
*8.617 KGP Weather
†*8.618 German Ammunition Shortage
†*8.619 Purchasing Reinforcement Groups
†*8.620 RG Strength, Quality, Weapons & Leaders
†*8.621 Purchasing Fortifications
*8.622 Purchasing Reconnaissance
*8.623 Initiative Determination
8.624 Unit Setup
8.625 Scenario Commencement

8.601 CONCLUSION OF MELEE: First, each unit currently on a Climb marker must be placed in either the Location it was attempting to reach or the Location it left when it began to climb, at the owner's choice. If the Location the unit is placed in contains an enemy unit(s), mark them all with a Melee counter.

All opposing units un the same Locations are now assumed to be in Melee, and must undergo an (unlimited) number of Melee rounds until no more CC attacks can be made. Such units are free to perform any/all normal CCPh activities associated with Melee (i.e., attack, Capture attempts, Withdrawal, etc.; Ambush is NA). Consider the side that moved first in that scenario to be the ATTACKER. Following the conclusion of the first round of RePh Melee in a Location, each still-hidden/concealed unit therein is revealed, each pinned unit therein becomes unpinned, each vehicle currently in Motion therein has its Motion counter removed, and each Stun counter on a vehicle therein is flipped over to its "+#" side (the vehicle is still subject to Recall, if applicable, and may be marked as CE if so desired).

8.6011 ORDER OF RESOLUTION: Resolve all Melees in alphanumeric sequence (e.g., A1, then B16, then B35, then C19, etc.).

8.602 MARKER REMOVAL: All markers/counters listed below are removed from the map at this time (Right of Inspection does not apply to revealed stacks):

  1. SR and FFE counters;
  2. SMOKE counters;
  3. Acquired counters;
  4. Radios and Field Phones [EXC: if Retained; SSR CG22 (8.4)];
  5. DM, Disrupted, Fanatic, Berserk, Wall Advantage and HD markers, Dummy stacks, Dummy Cloaking counters, and "?";
  6. CX, Motion, CE, BU and Labor markers;
  7. All hidden/Cloaked units, entrenchments and Equipment are placed on-map in their setup Location14 (other still-hidden Fortifications need not be revealed at this time);
  8. Sniper counters;
  9. FB counters (see also SSR CG22; 8.4).

8.603 RALLY, UNLOADING, VICTORY DETERMINATION, & CG-LVP TOTALS

8.6031 RALLY & UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted. No DR are made. All Passenger/Rider Personnel and Equipment are then unloaded into their vehicle's Location (a unit unloading into an A-P minefield is not immediately attacked, but 8.6042 will apply). All Guns hooked up and in tow remain so (for now - see SSR CG12 [8.4]); if its vehicle is Eliminated in the RePh, so is the Gun that is being towed. When step 8.6031 has been completed, CG-Scenario End has occurred.

8.6032 CG-SCENARIO VICTORY DETERMINATION: Final hex/building Control and Casualty-VP/Current-LVP totals are now determined, and the winner of the just-completed CG scenario is determined as per 8.6234 or 8.51-.53 as applicable. Units/Equipment Eliminated in the RePh after CG-Scenario End never count for CG-scenario Victory Determination (nor for MMC Battle Hardening DRM; 8.6113) [EXC: prisoners count for Casualty VP purposes as per A26.21]. On its CG Roster, each side records its Current-LVP Total in the upper half of the "LVP" column, and the winning side in the "Win" column, on the line for the current CG Date.

8.6033 NEW CG-LVP TOTALS: Each side now calculates its new CG-LVP Total by adding its Current-LVP Total to its preceding CG Date's CG-LVP Total, and records this number below its Current-LVP Total on its CG Roster. The total LVP value of each Map Group is:

Stoumont: 52Cheneux: 13La Gleize: 34

EX: If the Americans end the CG I Initial Scenario Controlling Locations worth 10 LVP, their current LVP and CG-LVP Totals for that CG Date are "10". If at the next CG-Scenario End, on 19 Dec PM, they Control additional Locations worth 5 LVP without having lost any of those they Controlled at scenario start their new Current-LVP Total is "15" and their new CG-LVP Total is 25 (15 + 10). If on 19 Dec N at the next CG-Scenario End their Current-LVP Total has dropped to "12", their CG-LVP Total will then be 37 (12 + 25).

8.604 ENCIRCLEMENT, MINEFIELDS, BOG & SHOCK

8.6041 ENCIRCLEMENT: Each Encircled unit [EXC: prisoner] must take a separate 1TC (leader's DRM can apply). If it passes its 1TC, it remains in its present Location (Encircled markers are not removed until 8.6062). Failing the 1TC results in the unit's immediate Elimination [EXC: the Encircled Vulnerable PRC of an Immobile vehicle are Eliminated, leaving the vehicle abandoned]. Each prisoner that an Eliminated Encircled unit was Guarding must if possible be claimed by another unit in that Location friendly to the Eliminated unit. If the prisoner is not claimed, it is considered Rearmed (A20.551) and may automatically possess any Equipment dropped by its Eliminated Guard. Otherwise, any Equipment that an Eliminated Encircled unit possessed is left in the Location unpossessed.

8.6042 MINEFIELDS: Each Mobile vehicle (and its Vulnerable Inherent crew, if required; B28.43) in any type of minefield undergoes the appropriate type(s) of mine attack(s), fully resolved in the normal manner, as if it is attempting to exit the minefield Location [EXC: if the crew breaks, it is unloaded in Good Order into the minefield's Location]. Each Infantry unit in an A-P minefield hex (including a crew that just unloaded due to a minefield attack) must take a NTC (leader's DRM can apply); failure of the TC causes Casualty Reduction. [EXC to both: A unit theoretically able to exit the minefield hex without being attacked by the mines and without having to enter a minefield/enemy-Controlled Location need not take the NTC.] In all cases, each surviving unit must remain in its respective Location in that minefield hex until its Setup Area is determined in 8.605-.606.

8.6043 SHOCK/UK: Each Shocked/UK AFV must undergo ≥ one recuperation attempt (C7.42) until either the marker is removed or the AFV is Eliminated.

8.6044 BOGGED/MIRED: Each non-abandoned, bogged/mired vehicle must undergo ≥ one Bog Removal attempt (D8.3) until it is either unbogged or immobilized (MP expenditure is immaterial). If Vehicle Note L applies to the vehicle, one squad equivalent (as explained in the Note) in its Setup Area may be used to claim a -2 (-1 per crew or HS) drm to the colored dr of its Bog Removal DR. Every non-captured, bogged/mired U.S.-color vehicle not in a Front-Line Hex receives a -1 drm.15

8.605 SETUP AREA DETERMINATION: Each side now determines its Setup Area(s) for the next CG scenario. If a side Controls no non-Isolated Strategic Location on the Map Group, all of its currently on-map Personnel/Mobile-vehicle units in Uncontrolled Territory on that Map Group must be Retained into a Holding Box (8.6053), while such units in enemy Setup-Area hexes must attempt Escape (8.616).

Each side may, at any time during/after a CG scenario, place a friendly Location Control marker (supplied in the KGP I counter mix) in a Strategic Location that it currently Controls, especially if that Location's Control might become disputed at some later point. A Control marker must be removed (or flipped over) if the Controlling side loses Control of that Location. A non-Strategic Location may still be Controlled (as per A26.11-.12), but does not receive a Control marker.

A Setup Area may currently contain no units, but can still have friendly units Shifted into it unless it is Isolated.

8.6051 NO MAN'S LAND: As each side determines its Setup Area(s), there will be portions of the map where two opposing Setup Areas "overlap". A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations is a No-Man's-Land hex. A No-Man's-Land hex can never be part of a Setup Area. A Strategic Location can never be No Man's Land (though it can be Isolated). Each manned, Immobile vehicle without functioning MA (or whose functioning non-FT MA is < 20mm) in No Man's Land becomes abandoned, and its crew (if any) must attempt Escape as per 8.606. See also 8.6056 and 8.6072.

8.6052 ISOLATED UNIT: An Isolated unit/Weapon is one in a friendly-Setup-Area Location from which that unit (or, for a Weapon only, a hypothetical Infantry MMC) would be unable to trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to an Eligible Entry Area. [EXC: On the "Lg" (only) Map Group, the German path must instead be traced to Location LgN25 ("Peiper's HQ"). Should that (or any such subsequently designated "HQ") Location become U.S.-Controlled, the German must, as part of step 8.6052 and before determining Isolated units/weapons, record some other secret "HQ" Location (using any ground-level building level of his choice) on that Map Group.] See 8.6057 for upper-building-level Isolation, 8.606 for Escape requirements, 8.6241 for setup restrictions and penalties, and SSR CG17 (8.4). See also 8.6056.

8.6053 UNCONTROLLED TERRITORY: Uncontrolled Territory refers collectively to all hexes that are neither No-Man's-Land nor part of either side's Setup Area (i.e., ≥ three hexes from all Strategic Locations). Each Personnel/Mobile-vehicle unit (and its portaged/possessed/towed Equipment) in an Uncontrolled-Territory hex at scenario end is Retained into the nearest (along the shortest path of contiguous, Enterable, Uncontrolled-Territory hexes) friendly Setup Area (even if Isolated) or Eligible Entry Area (Holding Box); unit's owner's choice of Area if equidistant. Each Personnel/Mobile-vehicle unit unable to trace such a path is required to attempt Escape (8.606). Each Immobile vehicle without functioning MA (or whose functioning non-FT MA is < 20mm) becomes abandoned, and its crew (if any) is then either Retained (if it can trace such a path) or required to attempt Escape. See also 8.6056 and 8.6072.

8.6054 SURROUNDED HEXES: Each Uncontrolled-Territory, and each unoccupied strategic, Location that is currently completely enclosed within a Setup Area of only one side becomes part of that Setup Area [EXC: a Location vacated later due to the Escape of an enemy unit; 8.6131].

8.6055 IN FRIENDLY SETUP AREA: Each unit/Equipment currently in a friendly Setup Area is Retained therein.

IMPORTANT: Each Gun must (for now; see SSR CG12 [8.4] and 8.613) remain un its current Location, due to setup restrictions.

8.6056 NOT IN FRIENDLY SETUP AREA: Use the following chart to determine what happens to on-map units/Equipment that do not end a CG scenario non-Isolated inside a friendly Setup Area. Note, however, that the actions listed are to be implemented in their proper RePh order (8.6).

Personnel/Mobile-Vehicle:
in Enemy Setup Areamust attempt Escape (8.606)
in No Man's Landmust attempt Escape (8.606)
in Uncontrolled Territory    Is Retained into nearest friendly/Eligible-Entry Area or must attempt Escape (8.6053)
if Isolatedmay attempt Escape or remain in place [EXC: Overstacked]; 8.606
Abandoned (but otherwise Mobile) Vehicle or Unpossessed Non-Vehicle Equipment other than Functioning Gun:
in Enemy Setup Areais Captured or Eliminated (enemy's choice 8.6071)*
in No Man's Landis left in place unpossessed (8.6072)
in Uncontrolled Territoryis left in place unpossessed (8.6072)
if Isolatedis Retained by the Controlling side (8.6071)
Manned, Immobile Vehicle without Functioning MA (or with Functioning non-FT MA of < 20mm):
in Enemy Setup Areais Captured or Eliminated (enemy's choice 8.6071)*
in No Man's Landis Abandoned; the crew (if any) must attempt Escape (8.6051)†
in Uncontrolled Territoryis Abandoned (8.6053); the crew (if any) is retained into the nearest friendly-Setup/Eligible-Entry Area or must attempt Escape (8.6053)†
if Isolatedis Retained by the Controlling side (8.6071)
Manned, Immobile Vehicle with Functioning MA of ≥ 20mm (or FT) or Functioning Gun:
in Bypass of enemy-Controlled Strategic Locationis Captured or Eliminated (enemy's choice 8.6071)*
in any other Locationbecomes a Strategic Location

* Capturing/Eliminating side may Remove/attempt-to scrounge allowed Weapon(s) and/or turn vehicle into (Burnt-Out) Wreck.
† Abandoning crew may Remove allowed weapon(s) and/or turn vehicle into (Burnt-Out) Wreck.

8.6057 UPPER-LEVEL ISOLATION: Any Infantry/Weapon in an upper-level building Location is not Isolated if a path (of ≥ one contiguous, Enterable, friendly-Controlled building Location) exists to a friendly-Controlled, non-Blazing, non-Isolated ground-level building Location. Such Infantry/Weapon(s) are Retained in the Setup Area the path is traced to. If such a path cannot be traced, the Infantry/Weapon is Isolated (see 8.6052 and 8.6241).

MARKING THE MAP: Included in the KGP modules is a reduced-size map of each KGP Map Group. Each side should now record its Setup Area(s) on a new photocopy of the respective reduced-size map. Both sides outline (using different color pens, but on the same photocopy) each Strategic Location Controlled by them. Other Strategic Locations can be marked by an appropriate letter inside a square e.g., "E " for Entrenchment, "F" for Fortification, "G" for a functioning Gun, "V" for a manned, Immobile vehicle with functioning MA of ≥ 20mm or functioning FT MA. See the illustration and example below.

Once all Strategic Locations have been indicated mark all No-Man's-Land hexes using another color (suggestion: a yellow "highlighter"). Next, each side draws its Setup-Area boundaries, enclosing all non-Strategic Locations within two hexes of each friendly-Controlled Strategic Location (excluding No Man's Land).

After all Setup Areas have been determined, each side should record (on the reduced-size map) an ID for each one. Subsequent changes in the status of (potential) Strategic Locations (e.g., Blazing wooden rubble turned to shellholes [8.6092], a manned immobilized vehicle with functioning MA of ≥ 20mm that becomes Mobile [8.6141b], etc.) do not alter or otherwise affect either side's Setup Area(s) in any way; once all Setup Areas have been correctly marked they remain thus until the start of the next CG scenario.

EX: These illustrations show a portion of the Stoumont Map Group at the end of a CG scenario and how the Setup Areas, No-Man's Land and Uncontrolled-Territory hexes have been marked; see 8.605-.6054 and "MARKING THE MAP" above. Strategic-Location Control is indicated by a solid colored line (red for U.S., blue for German); where feasible, units have been removed from Strategic Locations for the sake of clarity). Each player has marked his own allowed Setup Area(s) for the next CG scenario with dashed lines of the matching color; e.g., the two German Setup Areas comprise those hexes within the blue dashed- and solid-line areas. By comparing the proximity of opposing-Controlled Strategic Locations, players have also highlighted all No-Man's-Land (8.6051) hexes in yellow. Hexes neither enclosed by a colored line nor shaded yellow are Uncontrolled Territory (8.6053).

The U.S. Setup Area includes all Strategic Locations outlined in red, as well as all hexes enclosed by the red dashed lines (non-Strategic Locations within two hexes of a friendly-Controlled Strategic Location but not within two hexes of an enemy-Controlled Strategic Location). The German Setup Area has been likewise marked in blue.

Note that both sides Control ≥ one Location in hex J19 (the St. Hubert church's Steeple hex), putting that hex within each side's Setup Area A. The ground-level and second-level-Steeple (5.2) Locations are in the U.S. Setup Area. With the first-level Location being German Controlled, the U.S. unit in the Steeple is Isolated since it lacks the required path to a friendly-Controlled, non-Isolated, non-Blazing, ground-level building Location (8.6057). The German unit in that first-level Location is not Isolated, because it can trace such a path (through I20's first level, thence to ground level in that hex). However, if there was no Immobilized German vehicle with functioning MA of ≥ 20mm in H20, all German-Controlled Locations of the church would be Isolated because H20 would then be a No-Man's-Land hex (since it would be a non-Strategic Location within two hexes of both German- and U.S.-Controlled Strategic Locations).

The U.S.-Controlled J21 Strategic Location is Isolated since it is surrounded by hexes that are either No-Man's-Land or German-Controlled Strategic Locations. The U.S. Gun in L21 is not Isolated, as is not thusly surrounded.

8.606 ESCAPE: Each Personnel/Mobile-vehicle unit ending a scenario in No Man's Land, or in an enemy Setup Area, or in Uncontrolled Territory from which it is required to attempt Escape (8.6053), must attempt Escape. Each Personnel/Mobile-vehicle unit ending a scenario Isolated may attempt Escape [EXC: each such Isolated, Overstacked unit must attempt Escape (or be freely moved to another Location within that same Isolated Setup Area) until the Location is not Overstacked]. If > one Personnel unit in the same Location wishes to Escape, they may combine into one or more stacks; each stack then makes its own DR on the Escape table. When attempting to Escape, each MMC may portage ≤ five PP, and each SMC may portage ≤ two PP [EXC: a wounded SMC can portage nothing]. Each squad stacked with a leader may freely Deploy. Prior to its possessor's Escape attempt, each SW/Gun may (must, if the unit exceeds its allowed portage limit) be dropped or freely Eliminated/Transferred/dismantled-if-possible. A non-dm Gun can Escape only if already hooked up to an Escaping vehicle.

ESCAPE TABLE
Final DRInfantryMobile Vehicle
≤ 8Escapes1Escapes
9Escapes; Replaced2,3Abandoned;4,5 crew (if any) Escapes
10Escapes; Casualty Reduced3Eliminated;6 crew (if any) Escapes
11Escapes Replaced, then Casualty Reduced2,3Abandoned;5 crew (if any) is Eliminated
≥ 12All units and Equipment EliminatedEliminated; crew (if any) is Eliminated

1An Original 2 DR results in Escape and Heat of Battle for an eligible unit (A15.); use Random Selection to determine the unit(s) affected in a stack. [EXC: Any result other than Hero-Creation/Battle-Hardening results in Elimination of the unit(s).]
2A crew, or unit that would become Disrupted is Eliminated instead.
3Use Random Selection for a stack.
4The surviving crew (if any) may turn the vehicle into a (Burnt Out) Wreck.
5In current hex and VCA; the surviving crew (if any) may attempt to Scrounge the vehicle/Wreck.
6The surviving crew (if any) may attempt to Scrounge the vehicle prior to its Elimination.

DRM:
-1If lone, unwounded SMC
-1If an OT AFV
-2If a CT AVF
-1If current CG Date is Night
-2If adjacent to a Friendly Setup Area
-1If two hexes away from a Friendly Setup Area
+x(Armor-)Leader/Hero DRM (NA to Personnel Leader/Hero of alone)
+yTotal Stun DRM (D5.34; SSR KGP12) currently applicable to vehicle's Inherent crew
+1If in Enemy Setup Area, or if it must trace a path through ≥ one enemy Setup-Area hex to intended area of Retention
+1Per HS-equivalent > one HS using the same Escape DR*
+1Per PP >IPC being carried (unit with most excess PP determines this DRM for a stack (a stacked leader may combine to increase a MMC's IPC))*
+1If unarmed
+1If a Captured vehicle
+2If Encircled*
+2If Isolated      *NA to vehicle Escape attempt

8.6061 ESCAPE RESULTS: If a unit survives the Escape attempt, it and all Equipment it took with it are Retained into a friendly Setup Area or Eligible Entry Area - whichever is nearest in a path of contiguous, Enterable, Uncontrolled-Territory/enemy-Setup-Area Locations (Escapee's choice if ≥ two such Areas are equidistant, but always using as few enemy Setup-Area Locations as possible). A U.S. unit that Escapes to an Eligible Entry Area may subsequently enter play at that Entry Area even if its Entry Code color (8.6197) does not match the (partial) background color of that Entry Area's center (arrow) hex.

If a unit is Eliminated by the Escape attempt, all Equipment it took with it is Eliminated on a subsequent dr of ≥ 4; on a dr of ≤ 3 the Equipment is left in the Eliminated unit's last-occupied Location. See also 8.6131.

EX: See the illustration on page P12. The U.S. squad in Uncontrolled-Territory hex E18 is freely relocated into any Location of the U.S. Setup Area. The U.S. squad and Mobile truck in German Setup Area A must attempt Escape. The U.S. player must roll for each attempt separately, and rolls an Original 6 and 7 respectively. The squad successfully Escapes on a Final DR of 8 (+1 DRM for being "in an enemy Setup Area" and +l "per HS equivalent > one HS using the same Escape DR"), and is relocated into the nearest U.S. Setup Area. The truck's DR, a Final 9 since it is both unarmed and in an enemy Setup Area, results in "Abandoned; crew Escapes". However, since an unarmed truck has no crew, it is simply left in place, marked by an Abandoned counter. In RePh step 8.6071 the German Retains the truck as Captured, and may even use it (as one of the three vehicles required) to "gas up" a same-Setup-Area Out-of-Gas vehicle (8.6141c). The Mobile German tank in U.S.-Setup-Area hex L23 and the two German squads in No-Man's-Land hex K23 must also attempt Escape. The tank successfully Escapes on a Final DR of 7 and is Retained into German Setup Area B. The squads roll an Original 8 and 10 respectively for their Escape DR; since both DR are modified by +l ("per HS equivalent > one HS using the same Escape DR"), the Final DR of 9 and 11 result in one squad being Replaced by two 3-4-8 HS and the other Replaced and then Casualty Reduced (one 3-4-8). Thus three 3-4-8s are added to the units Retained in either German Setup Area shown, since the closest hex of each is three Uncontrolled-Territory hexes from K23. The Isolated U.S. squad in the J19 Steeple Location must attempt to Escape (due to being Overstacked; 5.21), and will have a +3 Escape DRM (+1 per HS-equivalent > one HS using the same Escape DR, and +2 for being Isolated). Despite being vacant, that Location will still be U.S.-Controlled at the start of the next scenario (8.6131). If the squad in the steeple had been a HS instead, it could have opted to remain in place (and 8.6241 would have applied to it).

8.6062 ENCIRCLED-MARKER REMOVAL: All Encircled markers are now removed.

8.607 EQUIPMENT POSSESSION & HIDDEN FORTIFICATIONS

8.6071 IN SETUP AREA: Each piece of Equipment in a setup Area is Retained (as Captured, if applicable) therein by the side Controlling that Setup Area. At its (new) owner's option, each such non-vehicle piece may be Eliminated by any Personnel (even an Abandoning crew) Retained in that Setup Area, and each such vehicle may be Abandoned, etc. exactly as per 8.6145. The Inherent crew of each now-Captured Immobile vehicle with no functioning MA is also Captured. Each unpossessed/abandoned Equipment piece in a Setup Area may remain unpossessed/abandoned (in which case it retains its present CA), or may be automatically repossessed/remanned and operated (as per A21.11-.13, A21.21-22, D5.42 or D6.631) by Personnel Retained in that Setup Area. Each Immobile vehicle must remain in its present Location and VCA until such time as it becomes Mobile.

8.6072 NOT IN SETUP AREA: All unpossessed/abandoned Equipment in No Man's Land or Uncontrolled Territory must remain in its present Location (and vehicular/Gun CA) until Eliminated or repossessed/remanned in (or after; 8.6071) a subsequent scenario. Each Immobile vehicle must remain in its present Location and VCA until such time as it becomes Mobile.

8.6073 HIDDEN FORTIFICATIONS: Each still-hidden Fortification within a Setup Area of the purchaser's opponent is placed on-map. Each such minefield is marked by placing a Known Minefield counter as per 7.1 to reveal its presence but not its strength/type. Each on-map Fortification (i.e., from previous CG scenarios) is Controlled by the side (if any) Controlling its Location.

8.608 PRISONERS: Each prisoner Guarded by a non-Isolated unit is Eliminated.16 An Isolated Guard may retain possession of his prisoner(s), freely transfer them to another friendly unit (capable of being a Guard) in the same Isolated Area, Massacre them (see SSR CG4; 8.4), or free them. If freed, a prisoner is automatically Retained (by the side friendly to it) into the nearest (in the shortest path of contiguous, Enterable Locations) friendly Setup/Eligible-Entry Area (of the Unarmed-unit side's choice if ≥ two such Areas are equidistant). An unarmed MMC is Replaced by a friendly Conscript (Green if U.S.) MMC of the same size; a freed SMC is Replaced by his original SMC type (if unknown, replace him with a 6+1 leader).

8.609 EXTINGUISHING FLAMES & BLAZES: Each building/rubble Location currently marked with a Flame/Blaze counter is considered fully consumed by the fire. Players must remove each Flame/Blaze counter and make the appropriate terrain alterations when performing the following sub-steps (8.6091-.6095):

8.6091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that Wreck is in a building/rubble hex, move the Blaze marker to the building/rubble so that it is now a terrain Blaze]. Replace the wreck with a Burnt-Out Wreck.

8.6092 WOODEN RUBBLE: Remove both the Rubble and Flame/Blaze marker, and place a Shellhole counter in the Location. All other previous terrain in the Location is eliminated (each vehicle/wreck in the Location becomes/remains a Burnt-Out Wreck).

8.6093 STONE RUBBLE: Remove the Flame/Blaze marker. The stone rubble still exists (each vehicle/wreck in the Location becomes/remains a Burnt-Out Wreck), and the Location may catch Fire again in a later scenario.

8.6094 BUILDING: Place the correct Rubble counter in all ground-level Locations of each building that has at least one Flame/Blaze in any of its Locations, removing each Flame/Blaze marker. Such rubble may catch Fire again in a later scenario.

8.6095 ELIMINATIONS: All Fortifications/Equipment in what were (as per 8.6092-.6094) building/rubble Flame/Blaze Locations (including all building Locations just rubbled as per 8.6094) are Eliminated. All (Burnt-Out) Wrecks in buildings just rubbled as per 8.6094 are Eliminated. All Isolated units/Equipment that would have been confined to setting up in Locations (/rubbled-buildings; 8.6094) from which a terrain Flame/Blaze has just been removed are Eliminated.

8.610 WOUNDED LEADERS: Each side makes a dr on the following table for each currently wounded Retained leader:

WOUNDED LEADER TABLE
Final drResultdrm:
≤ 1Retained unwounded-1If German
2-3Retained wounded-1If Heroic
≥ 4Eliminated (evacuated)    +1If Isolated

8.611 BATTLE HARDENING & PROMOTION

8.6111 (RE)COMBINING: All Retained same-class HS with the same Strength Factors within the same Setup/Entry Area must now Recombine (A1.32) so that no more than one of each HS type is Retained in that Area [EXC: each side may Retain one HS per Retained (.50-cal) HMG, and the U.S. side may Retain one HS per Retained 60mm mortar, counter in that Setup/Entry Area even if that SW is currently malfunctioned].

8.6112 VEHICLE-CREW COMBINING: A side Retaining ≥ two vehicle-crews currently marked with a "+#" (Stun) counter (see also SSR KGP12) as Infantry in the same Setup/Entry Area must Eliminate all but one such unit within each such Area. However, for every two so Eliminated per Area, one vehicle-crew not marked with a "+#" (Stun) counter is added as Infantry to that Area.17

EX: The German player has three 1-2-7 vehicle-crews Retained as Infantry in the same friendly Setup Area. One is marked with a "+1" (Stun) counter, and the other two with a "+2" (Stun). In RePh step 8.6112 the German player must eliminate any two of those crews and replace them with a single 1-2-7 crew not marked with a "+#" (Stun) counter.

8.6113 HEROES & MMC: On each side, each Retained hero [EXC: leader; 8.6114] is Eliminated; however, each such Elimination enables that side to Battle Harden one non-crew MMC of the owner's choice within the same Setup/Entry Area as that hero [EXC: if unable to so Battle Harden an MMC in that Area, the hero is Retained]. Each side also makes one Secret DR to determine the number of Retained non-crew MMC eligible for Battle Hardening. In all cases, an Elite non-crew MMC that Battle Hardens becomes Fanatic (but only for the duration of the next scenario; 8.602e). No MMC may Battle Harden > once per RePh.

MMC BATTLE HARDENING TABLE†
Final DR   # of MMC   DRM:
≤ -15-2Friendly side won this CG Date's scenario
04-1Per 25 Casualty VP amassed by friendly side on the current CG Date [EXC: see 8.6032]
13
2-32
4-51
≥ 6-† Crews are ineligible

8.6114 LEADERS: On each side, each Retained heroic leader Battle Hardens and loses his heroic status [EXC: a heroic 10-3 loses his heroic status with no additional effect]. Each side also makes one Secret DR on the following table [EXC: 8.6115] to Battle Harden a Retained Personnel leader. If the leader selected is not currently Retained by that side, the player must Battle Harden his lowest-grade, non-wounded Retained Personnel leader.

LEADER BATTLE HARDENING TABLE†
Final DRType ‡DRM:
≤ 210-2-2Friendly side won this CG Date's scenario (the player may, after the DR, choose to ignore this DRM or apply only a -1 DRM)
39-2
49-1
58-1
6-79-0
8-97-0† Or may create a 7-0 (8.6115)
≥ 106+1‡Armor leader NA

8.6115 PROMOTION OUT OF THE RANKS: In lieu of making a DR on the 8.6114 Table, the player may instead automatically create one 7-0 leader.

8.612 NEW CG DATE & SAN ADJUSTMENT

8.6121 NEW CG DATE: Each passage of this RePh step represents the start of a new CG Date. Should no scenario be generated (8.623), players return to this step and repeat steps 8.6121-.623 until one is.

8.6122 SAN ADJUSTMENT: Each side whose SAN is currently ≥ 4 must make a dr, with a +drm equal to that side's current SAN minus four. A Final dr of ≥ 5 immediately reduces that side's current SAN by two. Each side whose SAN is currently < 2 has it automatically raised to 2 (no CPP expenditure necessary).

EX: The U.S. SAN is currently 6. Due to the +2 drm is - 4 = 2) to the U.S. Sniper adjustment dr, an Original dr of ≥ 3 will lower the U.S. SAN to 4.

8.613 SHIFT: A Personnel/Mobile-vehicle unit (or group of such) Retained in a Setup Area may attempt to Shift to another friendly Setup Area, or Eligible Entry Area, of that Map Group [EXC: in CGII, no German vehicle may Shift to an Entry Area]. A Personnel/Mobile-vehicle unit (or group of such) Retained in an Entry Area may attempt to Shift to the next Eligible Entry Area along the edge of, or to a non-Isolated friendly Setup Area on, that Map Group. A unit/group that wishes to Shift from a Setup Area must be able to trace a path (of any length) of contiguous, Enterable (by all units of the Shifting group), Uncontrolled-Territory/friendly-Setup-Area/Eligible-Entry-Area hexes from any friendly-Controlled hex of that Setup Area to any hex of the Area to which it is attempting to Shift.

Each MMC may portage ≤ five PP, and each SMC may portage ≤ two PP [EXC: a wounded SMC can portage nothing]. Prior to its possessor's Shift (attempt), each SW/Gun may (must, if the unit exceeds its allowed portage limit) be dropped or freely Eliminated/Transferred/dismantled-if-possible. A non-dm Gun can be Shifted only if already hooked up to a Shifting vehicle. Each squad stacked with a leader may freely Deploy.

Make a separate Secret DR on the following table for each unit/group attempting to Shift [EXC: no DR is required if a unit/group Retained in a Setup Area wishes to Shift to an Eligible Entry Area that is part-of/adjacent-to that Setup Area; i.e., such a Shift is automatically successful]. Only one Shift attempt may be made per unit/group per CG Date, and all units attempting to Shift from the same, and to the same new, Entry or Setup Area must do so as a single group. A unit/group that successfully Shifts to an Entry Area is placed in the unshaded portion of that Area's Holding Box. A U.S. unit/group that Shifts to an Eligible Entry Area may subsequently enter play at that Entry Area even if its Entry Code color (8.6197) does not match the (partial) background color of that Entry Area's center (arrow) hex.

SHIFT TABLE
Final DRResultDRM:
≤ 8Shifted safely-1If that entire path can be traced on road hexes ‡
9-10No Shift*+1Per every 5 Uncontrolled-Territory hexes along that path between the current Setup/Entry Area and the desired new Setup/Entry Area ‡
11Shifted with Casualties†
≥ 12All units, Inherent crews and Equipment Eliminated

*Unit/group cannot Shift (the orders were not received or could not be carried out). It may not attempt to Shift again until the next CG Date, and must remain in its current Holding Box (if Retained off-map) or Setup Area (if Retained on-map), though it may participate normally in the next CG scenario.
Each Personnel unit suffers Casualty Reduction on a subsequent dr of ≥ 4. Each vehicle is Eliminated on a subsequent dr of ≥ 5; if it is Eliminated, make a CS DR for its Inherent crew (if any; Casualty Reduction is NA). Roll separately for each unit.
Not applicable to a Shift from one Entry Area to another.

8.6131 VACATED SETUP AREA: If the last unit in a friendly Setup Area is Eliminated or successfully Escapes/Shifts elsewhere, each Location of that Setup Area remains Controlled by the last Controlling (i.e., by the vacating) side.18 [EXC: The German must be informed if all Retained, on-map U.S. units on a Map Group are Eliminated or successfully Escape/Shift to (a) Holding Box(es). In such a case the Germans immediately gain Control of all Strategic Locations on that Map Group, and may automatically include them within their Setup Area for the next CG scenario. See also 8.6095.]

8.614 EQUIPMENT REPAIR & REPLENISHMENT

8.6141 VEHICLES: Each side performs the applicable step(s) below for each vehicle in a friendly-Setup/Eligible-Entry Area.

a) STUNNED/ABANDONED: A side Retaining ≥ two Inherent crews currently marked with a "+#" (Stun) counter (see also SSR KGP12) in the same Setup or Entry Area may Eliminate ≥ one of those crews. For every two so Eliminated per Area, one vehicle-crew not marked with a "+#" (Stun) counter is added as Infantry to that Area. Each abandoned vehicle may remain abandoned, or may be remanned and operated (as per A21.22 or D5.42/D6.631) by Personnel (including each just-created vehicle-crew) Retained within the same Setup Area. Q&A

b) IMMOBILIZATION REPAIR: Each non-captured, non-abandoned, immobilized vehicle that is not Out of Gas must make a dr on the following table to determine if the immobilization is repaired:

IMMOBILIZATION REMOVAL TABLE
Final drEffectDRM:
≤ 2Becomes Mobile*+xPer armor leader DRM
≥ 3No Change+1If only Non-Qualified Use (A21.13) possible
  +1If in Front-Line Hex
* And is Retained in its current Setup Area.   +1If Isolated
  +1If German

c) GERMAN GAS SIPHONING: For each three vehicles/wrecks (including any captured U.S. vehicle[s]) that are neither Gas Out of Gas nor Burnt-Out but that are Retained in the same German Setup Area and are now voluntarily marked by the German player as being Out of Gas (SSR KGP13), the German may "refuel" one currently Out-of-Gas vehicle within that same Setup Area [EXC: PSW 234/2 (/their non-Burnt-Out Wrecks) may be used to refuel only other such PSW and M10 TD and vice-versa19]. Each otherwise-Mobile vehicle now marked as Out of Gas may be placed in any Enterable (by that vehicle) Location [EXC: not in a building] within its Setup Area. He may then replace any/all of those now-Out-of-Gas vehicles with one Burnt-Out Wreck apiece.

If the current CG Date is Dec 22 N, the German may make a Secret dr and automatically refuel a number of currently Out-of-Gas vehicles [EXC: PSW 234/2 and U.S. M10 TD] equal to that dr.20

A refueled vehicle need not make its first otherwise-required Out-of-Gas DR.

d) U.S. AFV RECALL: Each Mobile, non-Isolated Retained U.S. AFV under Recall is Eliminated. If Mobile, under Recall and Isolated, such an AFV begins the next scenario under Recall (as well as suffering from Ammunition Shortage; 8.6241).

8.6142 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-captured Retained Weapon in each friendly Setup/Entry Area that contains Personnel (or, for a vehicular Weapon, an Inherent crew in that vehicle).

WEAPON REPAIR TABLE†
Final drEffectDRM:
≤ 2Repaired-2If vehicular-mounted
≥ 3Eliminated ‡   -1If U.S.
  +1If only Non-Qualified Use (A21.13) possible
  +1If Isolated
  +1If German and suffering from Ammunition Shortage
† Captured weapon NA
‡ If vehicular-mounted, the weapon is disabled; if MA, the AFV is immediately Recalled (8.6141d applies) [EXC: see SSR KGP12].

8.61421 BAZ/PSK/FT/DC: Each player makes a separate dr for each SCW, FT (including vehicular-mounted FT) and DC of his nationality that was eliminated (by any means) in the previous scenario. If the Final dr is ≤ 4, that SW or mounted FT of a manned, mobile AFV is Retained in functioning order. Each dr made for a German SW receives a +1 drm, and an additional +1 drm if Ammunition Shortage (8.618) is already in effect. Each SW so Retained may be added to any friendly/non-Isolated-Setup Area in which the current ratio of Squad counters to such SW is > 4:1 [EXC: > 2:1 for DC; ignore all non-engineer squad counters when determining the ratio for FT/DC; no SW may be added if it would lower the ratio in that Area to < 3:1 (< 3:2 for DC)].

8.6143 VEHICULAR-MG EXCHANGE: A disabled, non-captured, vehicular MG may be automatically repaired (even if disabled in step 8.6142) by Eliminating a MG of the type that would be given were the disabled MG to be Removed. If the disabled MG is one whose Removal is NA (e.g., a CMG), use a German LMG if the AFV is German-color or a U.S. MMG (or U.S.-color British LMG - see 8.6145) if the AFV is U.S.-color. In all cases, the MG to be Eliminated must be one Retained within the same Setup/Entry Area as the AFV. See also SSR CG9 (8.4).

8.6144 CAPTURED EQUIPMENT: Make one dr for each functioning, captured, Retained Weapon in each friendly Setup/Entry Area that contains Personnel: if ≥ 4 it is Eliminated (disabled if vehicular). Each already-malfunctioned Captured Weapon is Eliminated (disabled if vehicular). Disablement of MA by either means does not cause Recall. At its captor's option, a captured vehicle may remain in play if it has any functioning Weapon (even if its MA is disabled); otherwise, it is turned into a (Burnt-Out) Wreck as per 8.6071.

8.6145 ABANDONING, SCROUNGING & REMOVAL: At the Controlling player's option, ≥ one non-Recalled vehicle in each friendly Setup Area may be Abandoned and/or turned into a (Burnt-Out) Wreck and/or have allowed armament Removed. Likewise, he may attempt to Scrounge ≥ one non-Recalled-vehicle/non-Burnt-Out-wreck in each friendly Setup Area. [EXC to all: Such actions are NA unless ≥ one MMC (even an Abandoning crew) is Retained in that Setup Area.] Use a U.S.-color British LG (provided in KGP II) for a MG Scrounged from a U.S.-built vehicle.

8.6146 SPECIAL AMMO: Each non-captured, non-Isolated U.S. Weapon in a U.S. Setup/Entry Area has all of its Depleted ammunition types (if any) replenished to normal availability. Each such German Weapon in a German Setup/Entry Area must make a Final dr of ≤ 3 (with a +1 drm if Ammunition Shortage [8.618] is already in effect) for each Depleted Ammo type in order for that special ammunition to be restored. Adjust side records accordingly.

8.6147 U.S. LOW-AMMO REMOVAL: Each Low Ammo marker on each non-captured, non-Isolated U.S. unit/Weapon in a U.S. Setup/Entry Area is removed.

8.6148 U.S. AMMUNITION-SHORTAGE REMOVAL: Each non-captured, non-Isolated U.S. Infantry-unit/Weapon in a U.S. Setup/Entry Area and currently suffering from Ammunition Shortage now has that penalty lifted.

8.6149 SW/GUN dm/ELIMINATlON: At the Controlling player's option, ≥ one Gun in each friendly Setup Area that contains Retained Personnel may be Eliminated/dismantled/assembled.

8.615 FORTIFICATION, WRECK & IMMOBILE-VEHICLE REMOVAL: Attempts may be made to Eliminate (Burnt-Out) wrecks, Immobile vehicles, roadblocks and Known minefields in friendly-Controlled Locations [EXC: an attempt vs a roadblock is allowed only if the removing side Controls both ground-level Locations that form the roadblock's (Narrow-Street; 5.141) hexside]. Vs roadblocks/minefields, the number of removal attempts cannot exceed the number of squad-equivalents Retained within that Setup Area; vs (Burnt-Out)-wrecks/immobile-vehicles, the number of removal attempts cannot exceed the number of Mobile tracked vehicles of ≥ 30 tons Retained within that Setup Area.

Only one removal attempt dr may be made per item per completion of this RePh step (and does not create a Labor marker). If a Location contains > one of the above-mentioned items (all mines in the same Location are considered one minefield for this purpose), the side may roll once for each (if so allowed as per the preceding paragraph), but must announce which item it is currently rolling for [EXC: a Location must be devoid of mines before a removal dr may be made vs a (Burnt-Out) wreck, or Immobile vehicle, in a non-Bypass position in that Location; vs a (Burnt-Out) wreck, or Immobile vehicle, in Bypass along or vs any roadblock that lies along/across - a hexside, both ground-level Locations sharing that hexside must be devoid of mines before its removal may be attempted].

FORTIFICATION/WRECK/IMMOBILE-VEHICLE REMOVAL TABLE

Final drResult
≤ 3Eliminated†
≥ 4‡No Effect

drm:
+2Minefield/(Burnt-Out)-Wreck/immobile-vehicle is in a Front-Line Hex.
+2Roadblock is along/across a hexside of ≥ one Front-Line Hex.
+1Minefield/(Burnt-Out)-Wreck/immobile-vehicle is ADJACENT to, but not in, a Front-Line Hex.
+1Roadblock is not along/across a hexside of a Front-Line Hex, but is along/across a hexside of a hex that is ADJACENT to a Front-Line Hex.
-1Per Assault Engineer HS-equivalent Retained in that Setup Area (vs minefield/roadblock only).
vs a Known minefield, this result Eliminates all mines (A-P and A-T) in the Location.
An original dr of 6 results in Casualty Reduction of a non-Isolated Elite MMC within that item's Setup Area (Assault Engineer if possible, otherwise owner's choice; if no Elite MMC is available, Reduce a First-Line MMC, etc.).

8.616 CPP REPLENISHMENT: CPP are replenished according to the following formula: the CPP Base # (8.6161) minus a Secret DR (see also 8.31) = the final amount of CPP Replenished. This final amount should be kept secret. See also 8.6162.

8.6161 CPP BASE NUMBER: Each side's CPP Base # is given below for the current CG Date and CG:

CPP BASE # CHART
 CG ICG IICG III
CG Date                        
19 PM3535----
19 N5025--2035
20 AM6520--5055
20 PM4520--9075
20 N505040356540
21 AM602065353550
21 PM752510252025
21 N----2075
22 AM----4060
22 PM----2030
22 N----2030
23 AM----175-
23 PM----175-

8.6162 CG ROSTER UPDATE: On the line for the current CG Date in the CG Roster's "Repl" column, record the final amount of CPP Replenished. (The 19 AM box is shaded, since CPP Replenishment is NA prior to each CG's Initial Scenario.) Copy the number in the preceding CGDate's "Left" box (8.619) into the current CG Date's "Start" box, then add it to the number just written in the "Repl" box and record the sum in the "Total" box of the same line. This is the total CPP available for RG/Recon purchases.

EX: Players have just completed the 19 AM Initial scenario of CG I, which resulted in a German victory. RePh step 8.6121 the CG Date changes to 19 PM. In RePh step 8.616 each side replenishes its CPP. The German, with a CPP Base # of 30 (8.6161), makes a CPP Replenishment DR of 6. This DR is subtracted from the German CPP Base # to yield a final replenishment of 24 CPP (30 - 6 = 24), so on the German CG Roster the German player writes 24 in the "Repl" box of the 19 PM line. The German also has two unspent CPP from the preceding CG Date (as evidenced by a 2 in the "Left" box of the 19 AM line), so be writes 2 in the start box of the 19 PM line. He then adds the 2 to the 24, and writes 26 in the "Total" box of the 19 PM line. He thus has 26 CPP to spend.

8.617 KGP WEATHER: Consult the Historical Weather Chart21 for each CG Date's weather (plus Moon Phase and Cloud Cover information if night). Alternatively, by mutual consent players may choose to use the optional 8.6171 table(s) to randomly determine the weather. Record the current weather on the CG Roster, in the "Weather" column on the lime for the current CG Date. For Wind see SSR KGP2.

KGP HISTORICAL WEATHER CHART
CG DateCG WeatherMoon PhaseCloud Cover
Dec 19 AM       Extremely Heavy Mist--
Dec 19 PMModerate Mist--
Dec 19 NModerate MistNo MoonOvercast
Dec 20 AMExtremely Heavy Mist--
Dec 20 PMVery Heavy Mist--
Dec 20 NVery Heavy MistNo MoonOvercast
Dec 21 AMHeavy Mist--
Dec 21 PMHeavy Mist--
Dec 21 NLight Mist & OvercastNo MoonOvercast
Dec 22 AMLight Mist & Overcast--
Dec 22 PMVery Light Mist & Overcast--
Dec 22NClear (Mist Change DR is NA)No MoonNone
Dec 23 AMClear (Mist Change DR is NA)--
Dec 23 PMClear (Mist Change DR is NA)       --

*8.6171 RANDOM WEATHER: In lieu of using the KGP Historical Weather Chart (see 8.617), the U.S. player makes a DR on the KGP Random Weather Table to determine the weather for the current CG Date. Record the results on the proper line of the CG Roster for the current CG Date.

*KGP RANDOM WEATHER TABLE§
Final DRResultDRM:
≤ 3Mist† & Overcast    -1If the preceding CG Date's Weather was Overcast
4-8Mist†-1If the current CG Date is AM
9Overcast ‡+1If the preceding CG Date's Weather was Clear
≥ 10Clear ‡+1If the current CG Date is Dec 22 N or later

§Wind applies as per SSR KGP2.
Also make a subsequent dr on the KGP Random Mist Density Table below.
There is no Mist initially, but make Mist Change DR as per SSR KGP3 unless the current CG Date is Dec 22 N or later.

*KGP RANDOM MIST DENSITY TABLE
Final drDensitydrm:
0Extremely Heavy-1If the current CG Date is AM
1Very Heavy+1If the current CG Date is PM
2-3Heavy +2If the current CG Date is Dec 21 N or later
4-5Moderate
6-7Light
≥ 8Very Light

8.618 GERMAN AMMUNITON SHORTAGE: Beginning on Dec 20 AM, and on each CG Date thereafter (if necessary), the German makes a DR. On a Final DR of ≥ 12 the German OB suffers from Ammunition Shortage (A19.131) for the duration of the CG. A +1 DRM applies per CG scenario completed after 20 AM.

Remainder of RePh (P8.619-.625)