8. KAMPFGRUPPE PEIPER CAMPAIGN GAMES

KGP Campaign Games  Rule sections #8.1-.5)

First part of RePh rules (8.6-.618)

8.619 PURCHASING REINFORCEMENT GROUPS: Both sides now secretly allot CPP for the purchase of RG. All CPP expended are subtracted from that side's current CPP total. The CPP expended, those remaining, and the RG(s) purchased may all be kept secret. Each side consults its respective RG chart for the different types of RG historically available, the CPP cost of each, the number of each that may be purchased during the course of the CG being played,22 and any pertinent footnote(s). As each RG is selected, record its ID (and the CPP expended to purchase it) in the "RG Purchased" column, on the line for the current CG Date, on the CG Roster. After all RG are selected, write the total CPP expended in the "Spent" column of the CG Roster for the current CG Date; then write the number of CPP remaining, even if zero, in the "Left" column for the current CG Date. Any CPP remaining may be used in Recon (RePh step 8.622), or to purchase further RG in any subsequent RePh step 8.619 (-.6198).

German and American RG charts

See SSR CG6-CG7 (8.4), 8.6194a, 8.6197 and 8.6198 for setup/entry restrictions on purchased RG. Each RG chart contains the following columns:

8.6191 ID: Provides an alphanumeric identification for each RG; e.g., vehicular-type RG have an ID of "V#", infantry-type RG have an "I#" ID, etc.

8.6192 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the purchasing side's RG Purchase Record (8.6198).

8.6193 (FULL/DEPL) UNIT TYPE(S): Lists the type(s) of units that each RG contains. U.S. RG always include each unit listed (i.e., are always at Full Strength), while most German RG are subject to Depletion (see 8.6201).

8.6194 CPP COST: Lists the CPP cost of the RG (regardless of its later-determined Strength, if German). This is the number of CPP that must be subtracted from the purchasing side's current CPP total in order to receive that RG. If purchased on a CG Date on which a scenario will be played (8.6232), most German RG types must be set up on-map in Reserve (SSR CG7a; 8.4) while most U.S. RG types enter play during the course of the scenario (SSR CG6a and CG7c) [EXC: as per Initial Scenario SSR, or if purchased for Standard On-Map Setup as per 8.6194a]. Place all counters for each entering RG in an Eligible-Entry-Area Holding Box (as per 8.15) until they set up to enter. The listed CPP cost of certain RG may be altered as follows:

a) STANDARD ON-MAP SETUP: Unless otherwise prohibited, each U.S./German RG whose ID on the RG Chart begins with the letter "I", "V", "G" or "HW" may be set up on-map in a friendly, non-Isolated Setup Area in a scenario played on the same CG Date that it is purchased if it has its listed CPP cost increased by three [EXC: German "G" type RG need not pay the extra three CPP in order to use Standard On-Map Setup]. A German RG purchased for Standard On-Map Setup is not set up in Reserve and, if it can use an Eligible Entry Area, may instead be Retained in that Entry Area's Holding Box to enter as a reinforcement (see SSR CG6c; 8.4). A U.S. RG may be purchased for Standard On-Map Setup only if there is ≥ one Eligible Entry Area with that RG's Entry Code (8.6197) on the Map Group it will be set up on, and for setup purposes that U.S. RG must be able to trace a path (of any length) of contiguous, Enterable (by all units of that RG) friendly-Setup/Uncontrolled-Territory Locations from its Setup Area to that Entry Area. Only the listed CPP is paid to gain current-CG-Date use of an "M" or "B" type RG, regardless of nationality.

b) U.S. EARLY ENTRY: By increasing the listed CPP cost of a U.S. RG whose ID begins with 'T', "V" or "G" by 50% (FRD), that RG may enter at a U.S. Entry Area of the proper (for that RG) Entry Code color (8.6197) one CG Date prior to the CG Date printed in that Entry Area's arrow. See also SSR CG6c (8.4).

EX: The CG Date is 20 N of CG I. US RG must Still normally enter within four hexes of StGG1/StTT19. However each "blue"-Entry-Code "I#"/"V#"/"G#" RG the U.S. side purchases at 150% (FRD) of its printed CPP cost may instead enter within four hexes of StQQ53 on 20 N, one CG Date earlier than the "21 AM" date printed in the arrow in that hex.

8.6195 CG DATE MAX.: Lists the maximum number of RG of this type that may be purchased per CG Date per Map Group.

8.6196 CG MAXlMUM: Lists the maximum number of RG of this type that may be purchased during the course of each CG. Players must keep a written record (using the RG Purchase Record; 8.6198) of each RG purchased during the CG in order to know if additional RG of that type are still available for purchase. RG given in a CG's Initial-Scenario OB (8.51-.53) never count against this maximum. EX: The German side may purchase a maximum of six SS Inf Pltn RG during CG II.

8.6197 U.S. ENTRY CODE: The "Entry Code" column of the U.S. RG Chart contains ≥ one color-coded dot for each "I", "V" and "G" RG type. This dot corresponds to the (partial) background color of the arrow in the Entry Area that in most cases must be used by that RG initially (see SSR CG6a; 8.4), and also serves to identify that RG's parent formation:

("St" Map Group): Task Force Harrison (the 119th Infantry Regiment of the 30th Infantry Division, and the 740th Tank Battalion), with elements of the 743rd Tank Battalion and 823rd Tank Destroyer Battalion (SP) attached;

("Lg" Map Group): Elements of the 117th Infantry Regiment (30th Infantry Division) and 743rd Tank Battalion;

("St" Map Group): Task Force Jordan (elements of the 1st Battalion, 33rd Armored Regiment, and of the 36th Armored Infantry Regiment) of Combat Command B, 3rd Armored Division;

("Lg" Map Group): Task Force McGeorge (elements of the 1st Battalion, 33rd Armored Regiment, and of the 36th Armored Infantry Regiment) of Combat Command B, 3rd Armored Division;

: Elements of the 504th Parachute Infantry Regiment (82nd Airborne Division) and 703rd Tank Destroyer Battalion (SP).

: Elements of Task Force Harrison and 823rd Tank Destroyer Battalion (SP) and of Task Force Jordan.

8.6198 RG PURCHASE RECORD: After all RG for the current CG Date have been selected and CPP expended for them, the RG Purchase Record must be updated. In order to record all units/Equipment received in an RG, one line of this sheet must be filled out for each RG purchased, in order to keep track of the number purchased thus far in the CG. If preparing for a CG Initial Scenario, one line is also filled out for each RG given in the Initial-Scenario OB (but these latter do not apply towards RG purchase limits; 8.6196) The following listing explains how each column of the RG Purchase Record is intended to be used.

CG Date: The CG Date the RG is purchased (e.g., "20 PM").

RG ID: The RG's alphanumeric ID (e.g., "I2" for a German SS Inf Pltn).

Group Type: The RG's name (e.g., "SS Inf Pltn" for German RG I2).

#P (Number Purchased): The total number of friendly RG of this Group Type purchased thus far during the CG.

#R (Number Remaining): The number of this RG Group Type still available for subsequent purchase in the CG. This number is derived by subtracting the number in that RG's #P column from the number listed in the "Maximum" column (for that RG for that CG) in that side's RG Chart.

Str. (German RG only): The RG's strength, as determined in RePh step 8.6201. Record "F" for a Full, or "D" for a Depleted, RG.

# Units: The number of units received in that RG of the Unit Type listed in the respective RG Chart (e.g., "3" for a Full Strength German SS Inf Pltn), and the unit type (if subject to Quality; 8.6202).

SW/Gun(s) Received: As each SW/Gun for that RG is determined (RePh steps 8.6203-.6205), record the number of each Weapon type received. For a "G#" RG simply record (in any convenient box) the Gun Caliber size and Barrel Length of each Gun received.

Pltn/Sect Leader: As each eligible RG's (armor) leader is determined (RePh step 8.6206), record his A10.7/D3.4 Strength Factor.

Objective Hex: This column is used to record the Objective Hex of each "I" and "HW"-type RG when it is initially purchased, or that of each Initial-OB-given "I" and "HW"-type RG before the opponent sets up. See also the 8.2 definition.

Setup/Entry Area ID: On its CG Date of purchase, each RG [EXC: each whose ID begins with "F' or "M"; U.S. RG O3 and B1] must have a friendly, non-Isolated Setup Area or Eligible Entry Area recorded for it (or, if OBA, for its radio/field-phone). Use the hex coordinate of each Entry Area's center (arrow) hex as the ID for that Area.

8.620 RG STRENGTH, QUALITY, WEAPONS & LEADERS

8.6201 GERMAN RG STRENGTH: Each German RG whose ID begins with "I", "V", "G" or "HW" is subject to Depletion. For each such RG the German player has just purchased (as well as for each such RG he receives in an Initial-Scenario OB; 8.5), he must make one DR on the RG Strength Table to determine whether it is received at Full or Depleted Strength. A Full-Strength "I", "V" or "G" RG contains the number of specified units/Guns listed to the left of the "/" in the Full/Depl column of the German RG Chart, while such a Depleted RG contains the number listed to the right of the "/". For German "HW" RG, see 8.6205. U.S. RG are always received at Full Strength (8.6193).

GERMAN RG STRENGTH TABLE
Final DRRG StrengthDRM:
≤ 11Full Strength+1Per day after Dec 19 N
≥ 12Depleted-1If "V" or "G"-type of RG

8.6202 U.S. INFANTRY-TYPE-PLTN QUALITY: Each U.S. Inf Pltn (RG I1), Arm'd Inf Pltn (RG I6) and Arm'd MG Pltn (RG I8) is subject to a quality dr on the following table. The U.S. player must make one dr for each such just-purchased (as well as for each such Initial-Scenario OB-given) RG. Each MMC of that RG must be of the dr-determined type.

U S. (ARM'D) INF PLTN QUALITY
Final drMMC typedrm:
≤ 1Elite (6-6-7/3/4/7)-1If "Arm'd" RG (I6 or I8)
2-41st Line (6-6-6/3-4-6)
52nd Line (5-4-6/2-3-6)
6Green (5-3-6/2-2-6)

EX: The U.S. player has purchased one Inf Pltn RG and one Arm'd Inf Pltn RG. In this step he must make a quality dr for each. An Original dr of 5 for the Inf Pltn results in its being composed of three 2nd Line 5-4-6 squads and one 2-3-6 HS. A Final dr of 1 for the Arm'd Inf Pltn results in elite MMC being received, resulting in a Personnel/Vehicle composition of three 6-6-7, one 3-4-7, three M3 ht, one M3A1 ht and one M3(MMG) ht with an additional 6-6-7 Passenger squad (or its two HS; see U.S. Vehicle Note 30). SW and leaders for these RG will be determined as per 8.6204 and 8.6206.

8.6203 U.S. MEDIUM TANK MODELS: Make a DR on the appropriate table below for each purchased or OB-given U.S. Med Tank Pltn (RG V3 or V4).

MED TANK PLTN I
DRModel Types(s)
2M4A1x4; M4A3E2(L)
3M4A1 x3; M4A3E2; M4A1(76)W
4-5M4 x4; M4A3(76)W
6-8M4A1 x5
9-10M4A1x3; M4 x2
11-12M4A1 x3; M4A1(76)W; M4

MED TANK PLTN II
DRModel Types(s)
2M4A3(76)W x2; M4A3(75)W x2; M4A3E2(L)
3M4A3 x4; M4A3E2
4-6M4A3(75)W x4; M4A3(76)W
7-8M4A3 x5
9-10M4A3(75)W x3; M4A3(76)W x2
11M4A3(76)W x5
12M4A3(76)W x2; M4A3(75)W x2; M4A3E2

8.6204 INFANTRY-TYPE-PLTN SW: Determine the number of SW received by each infantry-type RG listed in the following "Infantry-Type-Platoon SW Charts". A Full-Strength platoon receives the entire complement of SW listed for it. A Depleted (German; 8.6201) platoon RG must have a Secret dr made for each SW listed as available to a Full-Strength platoon of that same type. On an Original dr of ≤ 4 the SW is in the platoon's OB; otherwise it is forfeit. Record each SW received in its appropriate column on the RG Purchase Record on that RG's line.

INFANTRY-TYPE-PLATOON SW CHARTS §
U.S.
Platoon TypeMMGMtr(M2)†wBAZ45FTDC
Inf111  
Para Inf111
Combat Eng1  12
Arm'd Inf 1m
† Each M2 MTR, as well as its manning HS, that is traded for 60mm OBA as per U.S. Ordnance Note 1 is Eliminated. See also SSR CG15 (8.4) and SSR KGP16 Q&A.
m See U.S. Vehicle Note 29.wWP ammo is available as if it were 1945.

GERMAN
Platoon Type ‡LMGLt MtrPSKFTDC
Para Inf11   
SS Inf2 1
SS PzGr1 1  
SS Eng1  12
‡ If the platoon is Depleted, each listed SW is received only on a dr of ≤ 4.

§ Each SW received must set-up/enter stacked with (and possessed by) a unit of its respective RG only during the first CG scenario in which its RG participates [EXC: if it is Retained off-map for an entire scenario].

8.6205 GERMAN HW PLTN: Each Full-Strength German "HW"-type Pltn RG receives all Equipment/Personnel counters listed for it. If Depleted (8.6201), the German makes a Secret dr for each listed piece of Equipment: an Original dr of ≤ 3 results in that piece of Equipment being received (each MG SW received is accompanied by a 3-4-8 HS); if ≥ 4 that piece of Equipment (and its respective HS) is forfeit. [EXC: At least two pieces of Equipment must be received with a German "HW" Pltn RG; if the Platoon's final total is < two pieces of Equipment, ignore this result; roll again for each piece of Equipment in the Pltn until a final total of ≥ two are received after rolling for each.] Each piece of Equipment received must set-up/enter stacked with (and possessed by) another unit of its RG during the first (only) CG scenario in which it participates. Record each piece of Equipment received in its respective column on the RG Purchase Record.

EX: The CG Date is 21 AM in CG I. The German has just purchased two SS Inf Pltn, a Pz IV Sect, an SS PzGr HW Pltn and a 120+mm Battalion mortar OBA module. The German OBA automatically has Scarce Ammunition (German RG Chart footnote "s"). All other RG purchased are subject to Depletion (8.6201). The German now makes a separate Secret DR for each; a +2 DRM applies as the day is two days past 19 December. The Final DR are 12, 6, 8 and 13 respectively, resulting in one Depleted and one Full SS Inf Pltn, a Full Strength Pz IV Sect, and a Depleted SS PzGr HW Pltn.

Since one SS Inf Plt is Depleted, two 6-5-8 squads are received but the types and numbers of their SW must be determined by dr (8.6204). Three Secret dr are required, one per SW (two LMG and one PSK) allotted to a Full-Strength SS Inf Pltn. For the LMG the dr are 6 and 4; for the PSK it is 3. Since a dr of ≤ 4 grants a SW to a Depleted Pltn, the Depleted SS Inf Pltn receives one LMG and one PSK. The Full-Strength SS Inf Pltn automatically receives both LMG and the PSK with no dr needed.

Now the units of the Depleted SS PzGr HW Pltn are determined (8.6205). The German makes a separate Secret dr for each piece of Equipment allotted to a Full-Strength 55 PzGr HW Pltn (i.e., one apiece for the SPW 251/sMG, SPW 251/2 and SPW 251/9). The respective dr are 2, 5 and 6. Since a dr of ≤ 3 grants an Equipment piece to a Depleted HW Pltn, the only Equipment this RG would receive is the SPW 251/sMG. Therefore, the German rolls again for each Equipment since ≥ two Equipment pieces must be received (8.6205) by each HW Pltn. This time the three dr are 6, 2 and 3 respectively, resulting in the SS PzGr HW Pltn receiving the SPW251/2 (with a 2-2-8 Inherent crew) and the SPW251/9.

Using the above methods for Depleted RG, it is possible to receive all, some or none of the Equipment listed for those types of RG [EXC: each HW Pltn will always receive ≥ two Equipment pieces].

8.6206 LEADER DETERMINATION: For each purchased/-OB-given "I"-type RG marked with RG-chart footnote "l", and for each "V"-type RG marked with RG-chart footnote "a", make one Secret DR on the appropriate column of the following table to determine the type of leader received for that RG. Each leader must set-up/enter with a unit of his respective RG during the first (only) CG scenario in which he participates [EXC: if he possesses a radio/phone (see SSR CG15; 8.4), or is Retained off-map for an entire scenario].

LEADER TABLES
Final
DR

Personnel
Leader

Personnel
Leader

Armor
Leader
110-310-3-
210-210-210-2DRM:
39-29-29-2-1If all MMC in the RG are Elite (NA to armor leader)
49-19-19-1+1If the RG is Depleted (NA to U.S.)
58-18-18-1*+1If the current CG Date is or/after 21 Dec PM (NA to U.S.)
68-18-0-
7-88-07-0-
97-07-0-*Exchange for a 9-1 armor leader if for a Pz VIB RG
106+16+1-
≥ 11---

8.621 PURCHASING FORTIFICATIONS: Fortifications, which are obtained by spending FPP, may be purchased on each CG Date if the player has the requisite FPP (purchased in step 8.619). All FPP unspent upon the completion of this step are forfeit.

As Fortifications are selected, the specific type (and strength, if mines) must be recorded in the "FORTIFICATIONS" area of the CG Roster.

EX: The German player has 30 FPP to spend on Fortifications. He spends 16 FPP on four factors of A-T mines, so on his CG Roster he writes "4" beside "A-T:" in the 'Total # of Factors" area at the bottom of the "Mines" column. (Use of a soft-lead pencil is recommended, since these per-CG-Date totals are erased after determining the specific map Location.) He spends 9 FPP buying HIP for one squad (3 FPP), two HS (4 FPP), one crew (1 FPP) and one SMC (1 FPP), so at the bottom of the "HIP Locations" column he writes "1", "2", "1" and "1" after "Squad:", "HS:", "Crew:" and "SMC:" respectively. With his remaining 5 FPP he purchases five "?" for use as Dummies. Note that no actual map Locations are recorded at this time, as actual on-map placement does not occur until that side is setting up. Later, during setup (steps 8.6241-.6242), the player uses the tallies written at the bottom of the various Fortifications columns to determine how many such "Fortifications" he has, and records the specific Locations (as applicable) on his Fortification record, erasing all notations made in the various "Total #" boxes so that the tally areas may be used for subsequent Fortification purchases.

FORTIFICATION PURCHASE TABLE
Fortification TypeFPP Cost
TrenchiS7
FoxholeFiS3/2/11
A-P Mine FactorsS1/1.52
A-T Mine FactorsS3/42
RoadblockiS7
"?"Fi1
HIPFi3/2/1/13

1 For 3-, 2- and 1-squad capacity respectively.
2 U.S./German cost respectively, regardless of whether hidden or Known (7.1) mines. Each side may spend no > 30 FPP per CG Date per Map Group on mines. During setup, the strength of pre-existing minefields may be increased by the Controlling side, if their strength is known to that side, by adding extra A-P/A-T factors to them (in allowed increments and to allowed maximums). Minefields may not be decreased in this manner. Mine factors purchased on this table cannot be exchanged for Booby Trap (B28.9) capability. A-T mine factors may be used in a Daisy Chain (B28.531). See also 7.2.
3 Squad/HS/crew/SMC cost respectively. No > 10% (FRU) of a side's non-Reserve Infantry squads (plus all SW/SMC set up with them in the same Location) may use HIP in a daytime scenario. For Emplaced-Gun HIP see also SSR CG12 (8.4). HIP is NA for Cloaked (including Reserve) units.
FMust be added to a Setup-Area. Of the items on this table, only those items marked with an "F" may be set up in a Front-Line Hex.
iOf the items on this table, only those items marked with an "i" may be added to an Isolated Location.
SThis type of Fortification may be added only to a Setup Area that contains ≥ one Retained squad-equivalent. Furthermore, the number of all Fortifications (counting each 6-A-P/2-A-T factor minefield [or part thereof], and each "1S" foxhole capacity, as one Fortification) added to a Setup Area during a RePh cannot exceed the number of squad-equivalents Retained within that Setup Area.

8.622 PURCHASING RECONNAISSANCE: Each side may now make a Recon dr, provided it first expends the required CPP for this purpose and the players are not preparing to play an Initial Scenario. If Recon can be purchased, that side deducts one (or two, for a beneficial drm on its Recon dr) from its current CPP total in the CG Roster's "right" column, and records the new total in the "Start" column of the next CG Date. (The number in the "Start" column shows the side's CPP total at the start of that CG Date.) If a side cannot or opts not to use Recon, its current CPP total is simply copied in the Start column of that next CG Date.

A Recon Final dr is the number of Locations in which the opponent will have to reveal units and Fortifications, if he has in fact set up in them; see 8.6243. The Recon dr is modified by the following cumulative drm:

+5 Spent 2 CPP
-1 Reconnoitering side's Majority Squad Type (E.4) is Lax

The number of Locations that may be reconnoitered (8.6243) per Map Group per CG Date is recorded on the CG Roster in the "Recon" column of the current CG-Date line. The number recorded for each Idle CG Date is cumulative with the number recorded for each succeeding CG Date, but not beyond the next CG scenario.

8.623 INITIATIVE DETERMINATION: Each side selects its Initiative for the current CG Date, either to "Attack" or stand "Idle", representing its desired tactical plans.

8.6231 ATTACK-CHIT LIMITS: Each CG (8.51-.53) lists the maximum number of Attack Chits (8.6232) each side may select during the course of that CG. (There is no limit otherwise on selecting Attack Chits on consecutive CG Dates.) For purposes of this rule, neither side is considered to have selected an Attack Chit for an Initial Scenario.

8.6232 PROCEDURE: Each side takes its respective Initiative Chit and secretly places it on the playing area, hidden from the opponent's view, with the chit's face-up side displaying the side's Initiative selection (i.e., either an Attack Chit or an Idle Chit) for the next CG scenario. The counters are then revealed simultaneously and cross-indexed on the following matrix to determine if a new CG scenario is generated and, if so, what type it will be.

INITIATIVE MATRIX

chit selected  Attack  Idle
  Attack*Dual Attack1German Assault1
  IdleU.S. Assault1Idle Day2

* The Attack Chit cannot be selected by the German player if the U.S. player currently has no on-map Retained units (8.6131).
1 Scenario generated; consult proper scenario type below for further information.
2 No scenario generated for this CG Date; each side calculates its Current-LVP and CG-LVP Totals and records them (in the current CG Date's line) on its CG Roster, then repeats RePh steps 8.612-.6233.

8.6233 SCENARIO TYPES

a) DUAL ATTACK: Represents a CG Date when both sides have planned offensive action. The U.S. player makes a dr to determine which side sets up first: if ≤ 3 the U.S. does; otherwise the German does. The side moving first, however, is not determined until after all setup is complete (step 8.625).

b) NIGHT DUAL ATTACK: If both sides choose Attack for a Night CG Date, both are considered Scenario Attackers. Both sides may use Cloaking as per SSR CG5 (8.4). Neither side is restricted by the use of No Move counters (E1.21), and neither side receives the benefits/penalties of a Scenario Defender (E1.2; E1.22). The side moving first is still determined in step 8.625. See also SSR CG5.

c) GERMAN ASSAULT: On this CG Date the German side is attacking. The U.S. sets up first, and the German moves first.

d) U.S. ASSAULT: On this CG Date the U.S. side is attacking. The German sets up first, and the U.S. moves first

8.6234 KGP CG-SCENARIO VICTORY CONDITIONS: The following Victory Conditions apply to the pertinent type of CG scenario (as determined in 8.6232). However, the Victory Conditions for each CG's Initial Scenario, as well as those for each CG, are given with the other information for the respective CG and its Initial Scenario (8.51-.53). A side may concede prior to the end of play in a CG scenario only if allowed by the opposing side.

a) DUAL ATTACK: The Americans win if at CG-Scenario End their Current-LVP Total is > what it was at scenario start.

b) U.S. OR GERMAN ASSAULT: The Assaulting side wins if at CG-Scenario End its Current-LVP Total is ≥ 20% (FRU, with a minimum increase of 1 LVP) more than it was at scenario start, and/or it has amassed ≥ 25% more Casualty VP (see also 8.6032) than the Idle opponent.

EX: If the Assaulter Controls no LVP Locations at scenario start (regardless of his present CG-LVP Total), he must have a Current-LVP Total of ≥ "1" at CG-Scenario End in order to win the scenario by LVP. If the Assaulter's Current-LVP Total is (e.g.) "26" at scenario start (regardless of his present CG-LVP Total), at CG-Scenario End his Current-LVP Total must be higher by ≥ 6 (i.e., must equal ≥ "32") in order to win by LVP (26 x .2 = 5.2 [FRU] = 6).

8.624 UNIT SETUP

8.6241 ISOLATED UNIT SETUP: The side that sets up first (8.6233) now sets up all of its Retained units, Equipment and new Fortifications which will go in Isolated Locations, after which the other side does likewise. Each Isolated unit/Equipment piece may be set up only in its current Setup Area [EXC: in its current Location and VCA, if an Immobile vehicle; 8.6071]. For Fortifications, see also footnotes "F,"i" and "S" in the Fortification Purchase Table (8.621). See also SSR CG7-CG12 (8.4) and SSR KGP8.

Each unit/Weapon that sets up Isolated [EXC: Captured Weapon; A21.11] is automatically affected by Ammunition Shortage (A19.131); if already so affected (e.g., as per 8.618) at start, there is no additional effect. The ID of an Isolated unit/Weapon should be recorded to distinguish it from others not suffering the same penalties. See also SSR CG17 (8.4).

8.6242 NON-ISOLATED UNIT SETUP: The side that sets up first now sets up the remainder of is Retained units, Equipment and new Fortifications in eligible Locations of the Setup Area each is Retained in [EXC: each Immobile vehicle must remain in is current Location and VCA (8.6071); for Fortifications see also footnotes "F" and "S" in the Fortification Purchase Table (8.621)]. Record the hex coordinates of new Fortification setup Locations on the CG Roster, in the appropriate line(s) and column(s) under "FORTIFICATIONS". Units/Equipment Retained in a Holding Box are placed in its unshaded portion for entry as reinforcement (see SSR CG15 [8.4] and 8.6206 for radios). See also SSR CG6-CG12, SSR KGP6 and SSR KGP8. Once the side setting up first has completed its setup, the other side follows the same 8.6242 procedure.

8.6243 RECON INSPECTION: After all setup is complete (but prior to Bombardment, if any), each side may declare the Location(s) they wish to reconnoiter (8.622), if any. Each reconned Location must be within six hexes of a friendly Setup/Eligible-Entry Area hex. The sides take turns declaring one Location at a time, with the U.S. declaring first. Each hidden unit/Equipment in a reconned Location is placed on-map concealed, and all hidden Fortifications in the Location are revealed [EXC: the type/strength of mines is not revealed; use a Known Minefield counter as per 8.6073]. All concealed (including Cloaked/Reserve) units/Equipment therein then lose their "?" (Eliminating Dummies) and the opponent receives Right of Inspection vs the Location (A12.16), regardless of LOS. All units/Equipment in Concealment Terrain in the Location then immediately regain any "?" (but not HIP) they previously had, regardless of LOS [EXC: all Reserve units/Equipment regain their Cloaked Reserve counter (and status), even if not in Concealment Terrain].

8.625 SCENARIO COMMENCEMENT: Players are now ready to begin the CG scenario. Each side announces its current SAN. If this is an Assault scenario, the side setting up second always moves first (8.6233). If this is a (day/night) Dual Attack scenario, the side that will move first is determined by the U.S. player making a dr on the following table:

DUAL ATTACK TABLE
drSide Moving First
≤ 3U.S.
≥ 4German

IMPORTANT:
Note the existence of a Level 8 Crest line in "St" hexrows TT28-OO31-MM30-JJ31-JJ32-II33-II34-HH34-HH37-GG38-GG40-HH40-HH47-II48-II54-JJ54-JJ56. Also, the Level 3 Crest Line in StM49 runs into hexes M50 and N50, and thence off-map along the south side of unpaved road N51-O57