9. PEGASUS BRIDGE CAMPAIGN GAME

Rule section #9.6 (RePh)

9.1 INTRODUCTION: The Pegasus Bridge (PB) Campaign Game offers two or more players a series of interrelated scenarios dealing with the seizing and holding of the Canal bridge in the Bénouville area of France on D-Day of the Allied Overlord campaign. Using this system, up to eight separate scenarios may be played, each simulating a portion of the actual battle. Q&A

9.11 BETWEEN SCENARIOS: Between each of the scenarios, players make use of a special CG phase called the Refit Phase (RePh) wherein each side takes stock of what has happened and prepares for further combat in the next scenario. The British player may receive reinforcements during the RePh, while the German player may purchase Reinforcement Groups (RG) using Campaign Purchase Points (CPP).

9.12 CASUALTIES: Casualties suffered in a CG scenario, as well as those suffered in the ensuing RePh through CG-Scenario End (defined in 9.2), should be placed in the appropriate on-map box since amassed Casualty VP (A26.2) totals are used to determine CG Scenario Loss Points (9.62).

9.13 CG ROSTER AND RG PURCHASE RECORD: The enclosed printed copies of the PB "CG Roster" and "RG Purchase Record" should be photocopied and used by players to record important CG information.

9.2 DEFINITIONS

CG: Campaign Game.

CG Date: Each CG Date takes place on June 6 1944, and has a unique title. The titles are Night I, Night II, Night III, Dawn, Day I, Day III, Day III, and Dusk.

CG End: The CG-Scenario End (see definition below) that occurs in the Dusk CG Scenario, if one side concedes CG victory, or if one side meets its CG Victory Conditions.

CG Roster: The sheet used to record information for each CG Date. During the RePh, one line is filled out for each CG Date. Players are urged to photocopy the one provided herein.

CG-Scenario End: Occurs when both the CG scenario being played and the ensuing RePh step 9.603 have been completed.

Coy (Company): A CG RG organization type.

CPP (Campaign Purchase Points): Used by the Germans for purchasing RG in RePh step 9.617.

CPP Entry Cost: The value listed in in Entry Arrow which is added to the cost of a German RG so that that Entry Arrow becomes Enterable by that RG.

Depleted: A German RG received at < Full Strength (see definition below).

Eliminated: Units/Equipment/Fortifications/RG "Eliminated" in a CG are removed from that side's OB (i.e., are not Retained). A vehicle/(Burnt-Out) wreck that is Eliminated while on-map is removed from the map.

Enterable: A hex/Location that the unit in question could enter (disregarding its occupation by a Fortification/enemy-unit) during a hypothetical MPh/APh. If defined in relation to a Setup/Entry Area (or to a "path" of hexes drawn to/from/between such), the hex/Location must be Enterable along that "path." A terrain-Blaze hex is not Enterable.

Entry Area: Each map-edge hex that contains a large arrow with a red background color, plus each edge-hex within four hexes of that hex. The Nationality symbol(s) in the arrow indicate(s) if the Entry Area is British/German. See SSR CG5 (9.4).

Equipment: Any SW/Gun/Vehicle that can be part of a side's OB. Any counter that can be Portaged/driven/Manhandled about on the map.

Escape: The RePh process by which a unit attempts to exit an Isolated Location, No Man's Land, an enemy Setup Area, or Uncontrolled Territory that it cannot remain in, to a friendly Setup Area or Eligible Entry Area; 9.606.

FPP (Fortification Purchase Points): Used to purchase Fortifications in RePh step 9.619.

Front-Line Hex: A Setup-Area hex that shares ≥ one hexside with ≥ one hex of an enemy Setup-Area/No-Man's-land/Uncontrolled-Territory hex.

Full Strength: A RG received in toto.

Initial Scenario: The first scenario of a CG. A CG's Initial Scenario gives each side's setup/entry restrictions, starting OB (possibly including predetermined RG, units, and a pool of CPP/FPP to spend on additional RG/fortifications), and SSR applicable only to that Initial Scenario.

Isolated: A unit/Weapon in a friendly Setup-Area Location from which it cannot trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to a friendly Entry Area (if German), or to a landed but not wrecked glider and/or the PBZ28 Entry Area (if British). See 9.6052, 9.6057, and 9.62021.

No-Man's Land: A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations; 9.6051.

OB (Order of Battle): All units, Equipment, Fortifications, and RG of a side that are eligible to participate in the next CG scenario.

Pltn (Platoon): A CG RG organization type.

RePh (Refit Phase): The series of steps performed after each CG scenario. All Chapter Q rules beginning with 9.6 are PB CG RePh rules/steps.

Retained: All units, Equipment, and RG in a side's OB that are available for setup/entry in the next CG scenario; i.e., all Initial-Scenario OB-given/purchased units/Equipment (or all units/Equipment remaining available from the previous scenario of the CG), all RG purchased, and all reinforcements received since the previous (if any) scenario of the CG. In PB, such a Unit/Equipment is required either to be set up in the Setup Area it was Retained in [EXC: Shift] (9.6055) or to enter at an Eligible Entry Area if Retained off map; e.g., a unit ending a CG scenario in a friendly Setup Area must begin the next CG scenario in that same Setup Area.

RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for use in the CG as additions to a side's OB. Also includes FPP.

RG Purchase Record: The sheet used to record the units - in/information -for each CG RG type (see 9.6178). One line is filled out for each RG purchased. Players are urged to photocopy the one provided herein.

Setup Area: Each Strategic Location Controlled by a side, plus each non-Strategic Location within two hexes of such a Strategic Location but not within two hexes of an enemy-Controlled Strategic Location (i.e., not a No-Man's-Land hex; 9.6051). Each such non-Strategic-Location hex must also be Enterable by Infantry from ≥ one Strategic Location of that Setup Area. Friendly Setup Areas that touch/overlap are treated as a single Setup Area, provided that ≥ one of the touching/overlapping hexes is Enterable by Infantry from the other Setup Area. For an Initial Scenario, see also 9.5.

Shift: The RePh process by which a Retained unit attempts to exit its current Setup/Entry Area to another friendly Setup Area or Eligible Entry Area see 9.613.

Strategic Location: Each building/Rubble/bridge/entrenchment/pillbox/landed-but-not-wrecked-glider Location, and each Location occupied by a non-Abandoned Immobile vehicle with functioning MA and/or by an unhooked non-malfunctioned Gun, is a Strategic Location.

Strength: An I or V type RG is received at Full or Depleted Strength; see 9.6181.

Uncontrolled Territory: All non-No-Man's-Land hexes that are part of no Setup Area i.e., are > 2 hexes from all Controlled Strategic-Location hexes.

Weapon: Any SW/Gun/Vehicular-armament using the IFT/TH table(s) to cause damage to the opponent.

9.3 THE CG SCENARIOS: The parameters of the CG Scenarios are given in 9.5-.52. The CG continues until the CG End (9.2). Each side's initial Setup Area(s) for a non-Initial CG scenario is determined by the Strategic Locations Controlled by both sides at the previous CG-Scenario End.

9.31 CG BALANCE PROVISIONS: Should each player wish to play the same side (A26.5), the following Balance is used throughout each CG:

German: All 9.61741 CPP Entry Costs with a printed cost > 0 are reduced by two.

British: All British Airborne non-prisoner MMC are Fanatic (A10.8) when in a stone building Location.

9.4 CAMPAIGN GAME SPECIAL RULES: The following CG SSR apply only in the PB CG scenarios and RePh:

CG1. MAP: Each CG Scenario uses the entire PB map.

CG2. PB SSR: All PB SSR (see the flip-side of scenario PB6) are in effect except as amended below.

CG3. ELR/MASSACRE: Each side's ELR listed in SSR PB12 is also treated as that side's ELR for all scenarios of that CG [EXC: in the event of a Massacre, all effects listed in A20.3-.4 are applicable for the remainder of the CG].

CG4. CG NIGHT SCENARIOS: The initial Base NVR of the Night CG scenarios is 2 hexes regardless of whether the NVR changed in a prior CG scenario. Rather than the provisions of E1.21, a German unit gains Freedom of Movement only if attacked by other than a Sniper or if it has both seen a Known Enemy unit and an enemy unit moves/advances/routs within three hexes of it [EXC: if an AFV with a radio is allowed to move, all other friendly Mobile AFV (and their PRC as long as they remain PRC) with a radio may also]. Only German units with Freedom of Movement may fire at distances of ≥ 6 hexes.

CG4a. CG Date Night I: The British are the Scenario Attacker, the Germans are the Scenario Defender. (Begin errata) Treat the three German setup areas separately for purposes of E1.2 and A2.9. (End errata)

CG4b. CG Date Night II: The Germans are the Scenario Attacker. Although the Germans set up on-map, they may be cloaked at the German player's option. No German unit south of hexrow CC has Freedom of Movement [EXC: those units which gained Freedom of Movement during CG Scenario Night I]. The British are the Scenario Defender, although they have Freedom of Movement. It is important to note that during a RePh, No Move markers are not removed, thus units south of hexrow CC which are on a No Move marker may not change locations during that RePh.

CG4c. CG Date Night Ill: The Germans are the Scenario Defender and the British are the Scenario Attacker. All German units have Freedom of Movement.

CG5. ENTRY AREAS: A large red arrow denotes the center hex of each nine-hex-wide Entry Area. If it is a British Entry Area, the arrow contains a British roundel and the CG Date in which the Entry Area is available for entry. If it is a German Entry Area, the arrow contains a German cross and a CPP Entry Cost. All German Entry Areas are available for use, however certain Entry Areas require an additional expenditure of CPP for each RG which wishes to enter there (9.61741).

CG6. RG SETUP/ENTRY: Each RG listed in all Initial Scenario's 0B is available for on-map-setup/entry as specified below. If set up on-nap, units/Equipment of a RG must be set up in the friendly Setup Area they are Retained in (or as defined by Initial Scenario setup restrictions). All other Units/Equipment enter on/after turn 1; if they set up off map during the RPh (A2.51) but do not enter that same Player Turn, they are unavailable for use during the remainder of the Current CG Scenario. Such units are, however, Retained for the next CG Scenario. All units/Equipment of the same RG must initially either be set up in the same Setup Area or enter at any hex(es) of the same Entry Area. Equipment of a just purchased RG must initially be possessed by a unit of that RG.

CG7. OPTIONAL VEHICULAR EQUIPMENT: All German PzKpfw IVH are equipped with Schuerzen. Optional AAMG must be rolled for individually (H1.41). If so equipped, no additional CPP cost is assessed.

CG8. ABANDONMENT: A Retained vehicle may begin a CG scenario abandoned, but the resulting crew counter must begin that CG scenario in the same Setup/Entry Area as the vehicle it came from.

CG9. STATUS MARKERS: During its Setup, each side may opt to secretly record the BU, CE, TCA, bogged, Immobilized, abandoned, malfunctioned, and/or disabled status of its vehicles/Guns in lieu of placing the appropriate marker(s) on them. Place the actual marker(s) when the piece is non-concealed and within 16 hexes of any enemy ground unit which has LOS to it.

CG10. CONCEALMENT: Each Infantry unit (and its possessed Equipment) setting up in concealment terrain may be set up concealed, regardless of enemy LOS. Vehicles may not be concealed unless out of enemy LOS. Such "?" need not be purchased; i.e., each is placed freely. Otherwise, A12.12 applies in the normal manner. Eligible units may be concealed prior to the opponent viewing the Setup. For purposes of "?" placement, all Locations outside the LOS of all opposing Setup Area Locations are considered concealment terrain. "?" purchased in the RePh and those received at night (E1.2) are used as Dummies.

CG11. GUNS: Each non-vehicular Gun that ended the last CG scenario on-map must be set up within three hexes of the Location in which it ended that scenario [EXC: the German 50L AT in X20 may never move during the CG]. No Gun may be towed [EXC: CG Scenario Dusk].

CG12. GERMAN PF: For each CG scenario, the number of PF initially available to the German side is ½ times the number of German squads set up on-map.15 During play, whenever ≥ one squad enters as a reinforcement, the number of available PF is immediately increased by ½ per such squad. (To indicate an extra "½ PF", move the PF Remaining marker halfway into the next box of the PF Usage Track; a "½ PF" does not itself entitle the German to a PF attempt.)

CG13. SNIPERS: During each dawn/day/dusk CG Date, the German SAN is immediately increased by two while the Germans Control the building in II13.16 The German SAN is immediately reduced by two while the British Control building II13; the German SAN can be increased to, but not beyond, "7"

Each side must use two Sniper counters. Each Sniper counter must be set up initially as per the first two sentences of A14.2, but with ≥ 10 hexes between them (or as far apart as possible if they cannot set up ≥ 10 hexes apart); when a Sniper attack can occur, make a dr to randomly determine which one actually attacks (assign numbers so that each has an equal chance). The SAN is never altered by the presence of > one friendly Sniper in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects all friendly Snipers. See also 9.6122.

CG14. TERRAIN CHANGES: Each alteration of printed terrain that occurs during a CG is permanent, barring subsequent Clearance/removal (as applicable). All Fortifications, Rubble, Breach, Trailbreak, Shellhole, and (Burnt-Out) Wreck counters are left on-map from scenario to scenario (unless removed due to a Blaze or falling rubble, etc.; for Wrecks, see also the 9.2 definition of "Eliminated"). Each terrain Blaze is resolved in RePh step 9.609-.6095 (see SSR PB9). No Wreck is removed from play due to being in a terrain Blaze, it remains on-map (still treated as a LOS Hindrance), and in RePh step 9.6091-6093 it becomes/remains a Burnt-Out Wreck [EXC: 9.6095]. Whenever a vehicle is Immobilized, Abandoned, and all of its present Inherent Weapons are disabled (or it has no Inherent Weapons), it is immediately replaced by a Burnt-Out Wreck. Whenever a non-Burnt-Out Wreck is Scrounged (if it had any Scroungeable Weapons), it is immediately replaced by a Burnt-Out Wreck. Regardless, vehicles which have no Wreck depiction can never turn into a (Burnt-Out) Wreck.

CG15. MAP EXIT: Each German Personnel/Equipment piece that exits the map via a Friendly Entry Area during play cannot re-enter the map during that scenario but is Retained for use during the next CG scenario. However, each such broken Personnel unit must take a NTC (a Good Order leader's DRM can apply) immediately upon exiting; failing this NTC causes Casualty Reduction (if it is Eliminated, so is its possessed Equipment). Everything exited at any other location during play is Eliminated.

CG16. RETAINED RG: Regardless of whether it was used during a CG scenario, each purchased/OB-given RG is Retained until Eliminated in a CG scenario. Each unentered RG (or part thereof) is Retained.

CG17. WALKING WOUNDED (WW) MMC: Each RePh, the British player may replace a portion of eliminated Airborne MMC with Walking Wounded MMC.17 During play, each non-Wounded British Airborne MMC removed due to "Double Break" (A10.3), Casualty MC (A10.31), or Fate (A10.64) should be placed in the WW box on the map. In step 9.6102, for every squad equivalent of the same type (FRD) in the WW box, the British player receives one MMC of the same type in any non-Isolated Setup Area. Each such MMC should be marked with a "Walking Wounded MMC" counter to reflect its status. A WW MMC has a 3 MF allotment which cannot be increased for any reason [EXC: while being carried by any form of conveyance], its IPC is reduced to 2, and it receives a +1 DRM for all CC attacks it makes while all CC attacks made against it receive a -1 DRM. Under no circumstances may a WW MMC become unwounded. Any HS created from a WW squad is marked with a Walking Wounded MMC counter and suffers all the penalties associated with that status. Any SMC created by a WW MMC is not initially Wounded. Two WW HS may Recombine into a WW squad per A1.32. If a non-Wounded HS and a WW HS Recombine, the resulting squad is considered WW and is marked as such.

EX: The British player has two 6-4-8s, a 4-5-8, a 2-4-8, and three 3-3-8s in the WW box during the RePh. He may now place three 6-4-8s and a 4-5-8 (or their equivalents), each marked with a WW counter, in any non-Isolated Setup Area.

CG18. DAWN/DUSK: A +1 LV Hindrance applies to all non-CC attacks for the duration of the Dawn CG scenario. During the Dusk CG scenario, on a WC DR ≤ the Current Turn Number, a +1 LV Hindrance will apply to all non-CC attacks for the duration of the Dusk CG scenario.

CG19. GAME END: A Turn Record Chart is printed on the map. Each CG scenario has a variable Game Turn Length. At the end of each Player Turn of Turn 5, and at the end of each Player Turn thereafter, the ATTACKER makes a Game End dr; if the result is < the circled number in the current Turn's box on the CG Turn Record Chart, the scenario ends immediately. Additionally, a CG scenario ends immediately if both the ATTACKER and DEFENDER agree to end the scenario.

9.5 INITIAL SCENARIO: The special information needed to play the Initial Scenario for CGI and CGII is provided in 9.51 and 9.52, respectively. For each Initial Scenario, the German player begins with RePh step 9.6178 (RG Purchase Record) and completes RePh steps 9.6178-.62023 (these steps are preceded by a "!" in the RePh Sequence; 9.6).


9.51 PB CAMPAIGN GAME I: COUP DE MAIN

CG LENGTH: A CG scenario is played for all eight CG Dates in this CG (Night I, Night II, Night III, Dawn, Day I, Day II, Day III, and Dusk).

CG VICTORY CONDITIONS: The Germans win at any Dawn, Dusk, or Day CG Scenario End if they Control Pegasus Bridge (SSR PB4), or if they have a Good Order German MMC ≤ 3 hexes from the TT12-LL11-JJ12-II12-EE12-Y13-Y28-Z28 road at CG End, or if the British do not have ≥ 8 VP worth of non-Airborne 6-4-8s/3-3-8s east of the Canal at the Day II CG-Scenario End while having lost ≤ 20 CVP of the non-Airborne 6-4-8s/3-3-8s during that scenario.18

INITIAL-SCENARIO SETUP SEQUENCE: German sets up first; British moves first.

  

INITIAL GERMAN OB: Q&A

Elements of Grenadier Regiment 736, Infanterie Division 716 [ELR: See SSR PB12] setup within 4 hexes of Y19 (see SSR I-2): {SAN:2}

RG: Garrison Pltn (Full)50L AT       1+3+5 Pillbox
RG: Garrison Pltn (Depleted)     1-2-7Trench (x3)
Wire (x3)

Elements of Panzer Pionier Kompanie 2 set up in building Locations within 4 hexes of M12:

RG: PzPioner Coy (Depleted)

Elements of Panzer Pionier Kompanie 1 set up in/Adjacent to building Locations within 4 hexes of JJ12:

RG: Pz Pionier Coy (Full)
RG: Lt Tank Pltn II (Roll as per 9.6181)

Elements of the Fallschirmjäger Regiment 6 (Ind.) [ELR: 4] enter Uncloaked on Turn 2, with all Personnel as Passengers, on hex TT12 having expended 18 MP (see SSR SSR I-6):

2-3-8   8-1   Kfz I (no AAMG)
  

INITIAL BRITISH OB:

Elements of Companies B and D, 2nd Oxfordshire and Buckinghamshire Light Infantry [ELR: See SSR PB12] enter by Glider (E9.) on Turn I (see SSR I-3 and I-4): {SAN: 2}

6-4-8 (x3)     4-5-8 (x3)     2-4-8 (x3)
9-2      8-1     8-0 (x2)
LMG (x2)     PIAT (x3)
51 MTR (airborne)     Glider (x3)

  

INITIAL-SCENARIO SPECIAL RULES:

The following SSR apply during the Initial Scenario

I-1) There is no Wind Change DR made during the first RPh. Night Rules are in effect (CG SSR4). See PB SSR.

I-2) All German Infantry units must set up in building/Gun/Fortification Locations with ≤ 1 MMC per Location. The pillbox must be set up in Z21 (CA: Y22/Z22); no Wire counters may be set up in a paved-road/bridge hex. No Fortification/Gun may set up HIP. The 50L AT and 1-2-7 crew must set up in hex X20, the Gun is Emplaced but is unpossessed at start.

I-3) All initial ILH (E8.2) must be east of the canal, ≤ 2 hexes from at least one other initial ILH.

I-4) Each glider must contain one 2-4-8.

I-5) During the British Player Turn 1, the German player may conduct only TPBF attacks. Only German leaders may fire starshells; the hex containing a leader that is attempting starshell placement need not be disclosed unless that attempt is successful.

I-6) When there are no Passengers in the Kfz 1, it is marked with an Abandoned counter; when so marked it may neither move nor change CA.


9.52 PB CAMPAIGN GAME II: HOLD UNTIL RELIEVED
CG LENGTH:
A CG scenario is played for five19 CG Dates in this CG (Dawn, Day I, Day II, Day III, and Dusk).

CG VICTORY CONDITIONS: The Germans win if at any CG-Scenario End they Control the Pegasus Bridge (SSR PB4), or if they have a Good Order German MMC ≤ 3 hexes from the TT12-LL11-JJ12-II12-EE12-Y13-Y28-Z28 road at CG End, or if the British do not have ≥ 8 VP worth of non-Airborne 6-4-8s/3-3-8s east of the Canal at the Day II CG-Scenario End while having lost ≤ 20 CVP of the non-Airborne 6-4-8s/3-3-8s during that scenario.

INITIAL-SCENARIO SETUP SEQUENCE: British sets up first; German moves first.

  

INITIAL BRITISH OB:

Elements of 7th Battalion, 5th Regiment, 6th Airborne Division [ELR: See SSR PB12] setup as follows: {SAN:3}

Set up on/between hexrows K and Q in hexes numbered ≥ 8 and ≤ 18:
6-4-8 (x 7)     3-3-8
9-2      8-0
LMG (x 2)     PIAT (x 2)
51 MTR (airborne)     ? (x 6)
 
Set up within 5 hexes of BB 16:
6-4-8 (x 7)     ? (x 8)
9-1      7-0
LMG (x 2)     PIAT (x 2)
 
Set up on/between hexrows U and AA in hexes numbered ≥ 10 and ≤ 18:
6-4-8 (x 8)     ? (x 10)
10-2     8-0
LMG      PIAT

Elements of Companies B and D, 2nd Oxfordshire and Buckinghamshire Light Infantry set up within 5 hexes of Y21, east of the canal:

6-4-8 (x4)     4-5-8 (x4)     2-4-8 (3)     2-2-8 (x2)
9-2     8-1     8-0 (x2)
LMG (3)     PIAT     51 MTR (airborne)
German LMG     German MMG     57L AT (x2)

Set up in any Friendly Setup Area:
30 FPP

Set up emplaced in X20 above the trench (see SSR I-2):
German 50L AT

INITIAL GERMAN OB:

25 CPP

Elements of Panzer Pionier Kompanie 2 [ELR: See SSR PB12] set up on/between hexrows A and J in hexes numbered ≤ 18: {SAN: 4}

RG: Pz Pionier Pltn (Full)

Elements of Panzer Pionier Kompanie 1 set up in/Adjacent to building Locations on/north-of hex grain EE1-EE11-FF11-FF12-HH13-HH14-JJ15-JJI7-KK18-TT17

RG: Pz Pionier Coy (Depleted) 35-S 739 (f)

INITIAL SCENARIO SPECIAL RULES:

The following SSR apply during the Initial Scenario

II-1) See PB SSR.

II-2) Place the following fortification counters prior to setup. One 1+3+5 pillbox in hex Z21 (CA: Y22/Z22); one trench each in W21, X20, Z21; and one Wire each in hexes W21, X21, Z21. Place a Burnt-Out wreck in hex Y14.