9. PEGASUS BRIDGE CAMPAIGN GAME

Rule sections #9.1-.52

9.6 REFIT PHASE:

The following steps (9.601-9.620) 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 9.609). Those steps listed below preceded by a "!" are the only steps to be completed before setting up to play a CG Initial Scenario. Those preceded by a ">" are the only steps necessary to achieve CG-Scenario End after the last Player-Turn CCPh.

RePh Sequence

>9.601 Conclusion of Melee
>9.602 Marker Removal
>9.603 Rally and Unloading
9.604 Encirclement, Minefields, Bog, and Shock
9.605 Setup Area Determination
9.606 Escape
9.607 Equipment Possession and Hidden Fortifications
9.608 Prisoners
9.609 Extinguishing Flames and Blazes
9.610 Wounded Leaders and Walking Wounded MMC
9.611 Recombining and Battle Hardening
9.612 New CG Date and SAN Adjustment
9.613 Shift
9.614 Equipment Repair and Replenishment
9.615 OB Given Reinforcements
9.616 CPP Replenishment
!9.617 Purchasing Reinforcement Groups
!9.618 RG Strength, Quality, Weapons, and Leaders
!9.619 Purchasing Fortifications
!9.620 Scenario Commencement

9.601 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 in 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, Withdrawal, etc.). 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 CX counter is removed, each vehicle currently in Motion therein has its Motion counter removed, and each Stun counter on a vehicle therein is flipped over to its "+ 1" side (the vehicle is still subject to Recall, if applicable, and may be marked as CE if so desired).

9.6011 ORDER OF RESOLUTION: Resolve all Melees in alphanumeric sequence (e.g., A1, then B16, then B17, then C19, etc.).

9.602 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 FEE counters;
  2. SMOKE counters;
  3. Acquired counters;
  4. DM, Disrupted, Fanatic, Berserk, Wall Advantage, HD markers, Dummy Stacks, Dummy Cloaking Counters, and "?";
  5. CX, Motion, CE, BU, and Labor markers;
  6. All hidden/Cloaked units, entrenchments and Equipment are placed on-map in their present Location20 (other still-hidden Fortifications need not be revealed at this time);
  7. Sniper counters;
  8. If the next CG Scenario is Night III, all No Move counters are removed.

9.603 RALLY AND 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 9.6042 will apply). When step 9.603 has been completed, CG-Scenario End has occurred.

9.604 ENCIRCLEMENT, MINEFIELDS, BOG, AND SHOCK

9.6041 ENCIRCLEMENT: Each Encircled unit [EXC: prisoner] must take a separate 1TC (leadership DRM may apply if present and at owner's choice). If it passes its 1TC, it remains in the present Location (Encircled markers are not removed until 9.6062). Failing the 1TC results in the unit's immediate Elimination [EXC: Encircled Vulnerable PRC of an Immobile vehicle are Eliminated, leaving the vehicle abandoned]. British Airborne units failing this TC are not placed in the Walking Wounded Box. 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.

9.6042 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 9.605-.606.

9.6043 BOG: 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 the -2 (-1 per crew or HS) drm to the colored dr of its Bog Removal DR.

9.6044 SHOCK/UK: Each Shocked/UK AFV must undergo ≥ one recuperation attempt (C7.42) until either the marker is removed or the AFV is Eliminated.

9.605 SETUP AREA DETERMINATION: Each side now determines its Setup Area(s) for the next CG scenario.

Each side may, at any time during/after a CG scenario, place a friendly Location Control marker (supplied in the PB 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.

9.6051 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 in No Man's Land becomes abandoned, and its crew (if any) must attempt Escape as per 9.606. See also 9.6056 and 9.6072.

9.6052 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 or, for the British, a landed, un-wrecked glider. See 9.6057 for upper-building-level Isolation, 9.606 for Escape requirements, 9.62021 for setup restrictions and penalties. See also 9.6056.

9.6053 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 Controlled 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; 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 (9.606). Each Immobile vehicle without functioning MA 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 9.6056 and 9.6072.

9.6054 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; 9.6131].

MARKING THE MAP: Included in the PB module is a reduced-size map. 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.

Once all Strategic Locations have been indicated, mark, all No-Man's-Land hexes using another color (suggestion: a yellow "highlighter"). Next, each side drafts 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 [9.6092], a manned, immobilized vehicle with functioning MA that becomes Mobile [9.6141b], 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.

(Use the adjacent illustration along with the Q18 illustration.)

EX: These illustrations show a portion of the PB Map at the end of it CG scenario and how the Setup Areas, No-Man's-Land and Uncontrolled-Territory hexes have been marked; see 9.605-.6054 and "MARKING THE MAP" above 9.6055. Strategic-Location Control is indicated by a solid-colored line (red for British, 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 Areas 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 (9.6051) hexes in yellow. Hexes neither enclosed by a colored line nor shaded yellow are Uncontrolled Territory (9.6053).

The British Setup Areas include 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 Areas have been likewise marked in blue.

Note thin both sides Control ≥ one Location in hex Z15, putting that hex within German Setup Area A while leaving the British unit in the first-level Location on its own in British Setup Area D.

All British units in Setup Areas A and B are Isolated since hex Y21 is a No-Man's Land hex. The German units in Setup Area B are all Isolated since they cannot trace an eligible path to a friendly Entry Area.

The British squad in the first-level Location of Z15 is also Isolated and would be even if it were at ground level. The British units in Setup Area C are not Isolated, since they can all trace an eligible path to the landed but not wrecked glider in X22 and to the Z28 Entry Arrow; if the glider were wrecked, the British units in Setup Area C would still not be Isolated. It a German squad were entrenched in hex AA27, hex Z28 would be in German Setup Area B, but the British units in Setup Area C could still trace an eligible path to hexes V28-Y29 of the Z28 Entry Area.


Personnel/Mobile-Vehicle:
in enemy Setup Area must attempt Escape (9.606)
in No Man's Land must attempt Escape (9.606)
in Uncontrolled Territory    is Retained into the nearest friendly-Setup/Eligible-Entry Area or must attempt Escape (9.6053)
if Isolated may attempt Escape or remain in place [EXC: if Overstacked]; 9.606
Abandoned (but otherwise Mobile) Vehicle - or Unpossessed Non-Vehicle Equipment other than Functioning Gun:
in enemy Setup Area is Captured or Eliminated (enemy's choice; 9.6071)*
in No Man's Land is left in place unpossessed (9.6072)
in Uncontrolled Territory    is left in place unpossessed (9.6072)
if Isolated is Retained by the Controlling side (9.6071)
Crewed, Immobile Vehicle without Functioning MA:
in enemy Setup Area is Captured or Eliminated (enemy's choice, 9.6071)*
in No Man's Land is Abandoned; the crew (if any) must attempt Escape (9.6051)†
in Uncontrolled Territory    is Abandoned (9.6053); the crew (if any) is Retained into the nearest friendly-Setup/Eligible-Entry-Area or must attempt Escape (9.6051)†
if Isolated is Retained by the Controlling side (9.6071)
Crewed, Immobile Vehicle with Functioning MA - or Functioning Gun:
in Bypass of enemy-Controlled Strategic Location is Captured or Eliminated (enemy's choice; 9.6071)*
in any other Location becomes 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 Weapons) and/or turn vehicle into (Burnt-Out) wreck.

9.6055 IN FRIENDLY SETUP AREA: Each unit/Equipment currently in a friendly Setup Area is Retained therein.

IMPORTANT: Each Gun must (for now; see SSR CG11 [9.4] and 9.613) remain in its current Location, due to setup restrictions.

9.6056 NOT IN FRIENDLY SETUP AREA: Use the chart above to determine what happens to on-map units/Equipment that do not end a CG scenario non-Isolated inside a friendly Setup Area [EXC: British non-Airborne units/SW; 9.6153]. Note, however, that the actions listed are to be implemented in their proper RePh order (9.6).

9.6057 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 9.6052 and 9.62022).

9.6058 NO MOVE: If the upcoming CG Date is Night II, all German units which are on a No Move counter must begin the Night II CG scenario in the same location where they ended the Night I CG scenario [EXC: All German units on/north-of hexrow CC gain Freedom of Movement and may move within a setup area during the RePh]. All German units have Freedom of Movement for the Night III CG scenario.

9.606 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 (9.6053), 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 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 [EXC: a Walking Wounded MMC may only portage ≤ three 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 never Escape.

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 fit 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 (it 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 a CT AFV
-1If current CG Date is Night
-2If adjacent to it Friendly Setup Area (-1 If two hexes away from a Friendly Setup Area).
+x(Armor-)Leader/Hero DRM (NA to Personnel Leader/Hero it alone)
+1If in enemy Setup Area, or 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, Wounded, or Walking Wounded
+1If a Captured vehicle
+1If stunned
+2If Encircled*
+2If Isolated
*NA to vehicle Escape attempt.

9.6061 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 off-map at an Eligible Entry Area - whichever is nearest in a path of contiguous, Enterable, Uncontrolled-Territory/enemy-Setup-Area Locations (Escapee's choice it ≥ two such Areas are equidistant. But always using as few enemy Setup-Area Locations as possible).

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 9.6131.

EX: See the illustration on page Q10. The British squad in Uncontrolled-Territory hex W25 is freely relocated to any Location of the British Setup Area C. The German squad and Mobile Kuebelwagen in British Setup Area A must attempt Escape. The German 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 +1 "per HS equivalent > one HS using the same Escape DR"), and is relocated into German Setup Area A. The Kuebelwagen'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 9.6071 the British Retains the Kuebelwagen as captured. The Mobile German tank in No-Man's-Land hex Y17 and the German squad in No-Man's-Land hex Z23 must also attempt Escape. The tank successfully Escapes on a Final DR of 7 and is Retained into German Setup Area A, the squad rolls an Original 8 for its Escape DR; since it has a +3 Escape DRM ("+1 per HS-equivalent > one HS using the same Escape DR" and +2 for being Isolated), the Final DR of 11 results in it being Replaced and then Casualty Reduced (one 2-3-7). The Isolated British squad in the Z15 First-Level Location may attempt to Escape and would 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 would still be British-Controlled at the start of the next Scenario (9.6131). The squad could opt to remain in place (and 9.62021 would apply to it).

9.6062 ENCIRCLED-MARKER REMOVAL: All Encircled markers are now removed.

9.607 EQUIPMENT POSSESSION AND HIDDEN FORTIFICATIONS

9.6071 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 9.61423. 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 that it becomes Mobile.

9.6072 NOT IN SETUP AREA: All unpossessed/abandoned Equipment in No Man's Land or Uncontrolled Territory must remain in its present Location (and vehicle/Gun CA) until Eliminated or repossessed/remanned in (or after; 9.6071) a Subsequent scenario. Each Immobile vehicle must remain in its present Location and VCA until such time as it becomes Mobile.

9.6073 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 Minefield counter 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.

9.608 PRISONERS: Each prisoner guarded by a non-Isolated unit is Eliminated. 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, or free them. If freed, a prisoner is automatically Retained (by the side friendly to it) into the nearest (in shortest path of contiguous, Enterable Locations) friendly Setup/Eligible-Entry Area (of the Unarmed-unit side's choice if≥ 2 such Areas are equidistant). An unarmed MMC is Replaced by a Green/Conscript MMC of the same size; a freed SMC is Replaced by the original SMC type.

9.609 EXTINGUISHING FLAMES AND 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 (9.6091-9.6093):

9.6091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that wreck is in a building/rubble non-Bypass Location, move the Blaze marker to the building/rubble so that it is now a terrain Blaze]. Replace the wreck with a Burnt-Out wreck.

9.6092 WOODEN RUBBLE: Remove both the Rubble and Flame/Blaze market, and place a shellhole counter in the hex. All other previous terrain in the hex is eliminated (each vehicle/wreck in the hex becomes a Burnt-Out wreck).

9.6093 STONE RUBBLE: Remove the Flame/Blaze marker. The stone rubble still exists (each vehicle/wreck in that Location becomes/remains a Burnt-Out wreck), and the Location may catch Fire again in a later scenario.

9.6094 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.

9.6095 ELIMINATIONS: All Fortifications/Equipment in what were (as per 9.6092-.6094) building/rubble Flame/Blaze Locations (including all building Locations just rubbled as per 9.6094) are Eliminated. All (Burnt-Out) wrecks in buildings just rubbled as per 9.6094 are Eliminated. All Isolated units/Equipment that would have been confined to setting up in Locations (/rubbled-buildings;9.6094) from which a terrain Flame/Blaze has just been removed are Eliminated.

9.610 WOUNDED LEADERS AND WALKING WOUNDED MMC

9.6101 WOUNDED LEADERS: Each side makes a dr on the following table for each currently wounded Retained leader:

WOUNDED LEADER TABLE
Final drResult
≤ 1Retained unwounded
2-4Retained wounded
≥ 5Eliminated (evacuated)
drm:
+1if Isolated
-1if Heroic
-1if British

9.6102 WALKING WOUNDED MMC: The British player now determines how many (if any) Walking Wounded MMC are recovered as per CG SSR 17. These MMC are placed in any non-Isolated setup area. These MMC count as CVP lost by the British player for purposes of 9.6162.

9.611 RECOMBINING AND BATTLE HARDENING

9.6111 RECOMBINING: All Retained same-class HS with the same Strength Factors (and Walking Wounded status) 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 SW MTR Retained even if that SW is currently malfunctioned].

9.6112 HEROES & MMC: On each side, each Retained Hero [EXC: Heroic Leader; 9.6113] 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 no MMC are available to Battle Harden the hero is Retained in that Setup/Entry Area]. Elite MMC that Battle Harden become Fanatic (but only for the duration of the next CG Scenario). No MMC may Battle Harden > once per RePh.

9.6113 LEADERS: On each side, each Retained heroic leader Battle Hardens21 and loses his heroic status [EXC: a heroic 10-3 loses his heroic status with no additional effect].

9.612 NEW CG DATE AND SAN ADJUSTMENT

9.6121 NEW CG DATE: Each passage of this RePh step represents the start of a new CG Date.

9.6122 SAN ADJUSTMENT: Each side must determine if the SAN of their side must be reduced for the current CG Scenario. A side whose SAN is currently < 2 has it automatically raised to 2 (no FPP expenditure is necessary).

9.61221 BRITISH SAN: If the British SAN is ≥ 4, a SAN adjustment dr must be made with a +drm equal to the current British SAN minus four. A Final dr ≥ 5 immediately reduces the British SAN by two.

9.61222 GERMAN SAN: If the Germans control the building in II13 the German SAN is unadjusted. If the Germans do not control building II13 and the German SAN is ≥ 4, a SAN adjustment dr must be made with a +drm equal to the current German SAN minus four. A Final dr ≥ 5 immediately reduces the German SAN by two.

9.613 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. A Personnel/Mobile-vehicle unit (or group of such) Retained in an Entry Area may attempt to Shift to the next Eligible Entry Area, or to a non-isolated friendly Setup Area. 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 non-WW MMC may portage ≤ five PP, WW MMC may portage ≤ 3 PP, and each SMC may portage ≤ two PP [EXC: a wounded SMC can portage nothing]. Prior to its possessor's Shift (attempt), each SW may (must, if the unit exceeds, its allowed portage limit) be dropped or freely Eliminated/Transferred/dismantled-if-possible. A Gun can not be Shifted. 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 German unit/group, that Shifts to an Eligible Entry Area may subsequently enter play at that Entry Area without paying any additional CPP.

SHIFT TABLE
Final DRResult
≤ 8Shifted safely
9-10No Shift*
11Shifted with Casualties†
≥ 12All units, Inherent crews and Equipment Eliminated
DRM:
-1If that entire path can be traced on road hexes‡
+1Per every five Uncontrolled-Territory hexes along that path between the current Setup/Entry Area and the desired new Setup/Entry Area‡
*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 Entry Area (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 ≥ 4; if it is Eliminated, make a CS DR for its Inherent crew (it any: Casualty Reduction is NA). Roll separately for each unit.
Not applicable to a Shift from one Entry Area to another.

9.6131 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.22

9.614 EQUIPMENT REPAIR AND REPLENISHMENT

9.6141 VEHICLES: Each side performs the applicable step(s) below for each vehicle in a friendly-Setup/Eligible-Entry Area.

a) ABANDONED: Each abandoned vehicle may remain abandoned, or may be remanned and operated (as per A21.22 or D5.42/D6.631) by Personnel Retained within the same Setup Area.

b) IMMOBILIZATION REPAIR: Each non-captured, non-abandoned, immobilized vehicle must make a dr on the following table to determine if the immobilization is repaired:

IMMOBILIZATION REPAIR TABLE
Final drResult
≤2Become Mobile*
≥3No change
drm:
+1if Isolated
+1if only Non-Qualified Use (A21.13) possible
+1if in a Front-Line hex
  
*And is Retained in its current Setup Area.

c) AFV RECALL: Each Mobile, non-Isolated Retained AFV under Recall is Eliminated. If Mobile, under Recall, and Isolated, such an AFV begins the next scenario under Recall (as well as suffering Ammunition Storage; A19.131).

d) STUNNED: A side Retaining a vehicle suffering the results of a stun (small stun; D5.34) must make a dr on the following table to determine if the vehicle recovers from the stun result:

VEHICLE STUN RECOVER TABLE
Final drResult
≤ 2Recover, remove stun
3-5Retain stun
≥ 6Eliminated
drm:
+1if Isolated
+1if German

9.6142 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-captured [EXC: Ox and Bucks may attempt to repair captured SW (see PB SSR 14)], 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 drResult
≤ 1Repaired
≥ 2Eliminated*
drm:
-1if vehicular-mounted
-x(Weapon Repair Number)
+1if only Non-Qualified Use (A21.13) possible
+1if Isolated
 
*If vehicular-mounted, the Weapon is disabled: if MA, the AFV is immediately Recalled (9.6141c applies)

EX: A German HMG which is not Isolated and possessed by a German 4-6-8 repairs on a dr ≤ 4.

9.61421 VEHICULAR-MG EXCHANGE: A disabled, non-captured, vehicular MG may be automatically repaired (even if disabled in step 9.6142) by Eliminating a friendly SW LMG. In all cases, the MG to be Eliminated must be Retained within the same Setup/Entry Area as the AFV.

9.61422 CAPTURED EQUIPMENT: Each side makes a separate dr for each functioning, captured, Retained Weapon in each friendly Setup/Entry area that contains Personnel [EXC: this roll is not necessary if the Weapon was possessed by a member of the Ox and Bucks at the conclusion of the CG Scenario (see PB SSR 14)]; 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 MA is disabled); otherwise it is turned into a (Burnt-Out) wreck as per 9.61423.

9.61423 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. 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 Personnel unit (even an abandoning crew) is Retained in that Setup Area]. All German-colored French vehicles, identified by a "(f)" at the end of the vehicle name, yield a German-colored French LMG if scrounged.

9.61424 SPECIAL AMMO: Each non-captured, non-isolated weapon which has some form of depleted ammunition type may make a dr on the following table for each type of special ammunition which is depleted in order to attempt to resupply that type of special ammunition for that weapon:

SPECIAL AMMO RESTORATION TABLE
Final drResult
≤3Restores special ammunition type
≥4NA, weapon still depleted for next CG Date
drm:
-1if British prior to a Night CG Scenario

9.61425 LOW AMMO: Each Low Ammo marker on each non-captured, non-Isolated German vehicle in a German Setup/Entry Area is removed.

9.615 OB-GIVEN REINFORCEMENTS: During the RePh, it is possible that the British will receive OB-Given Reinforcements.23 These units may enter at a specified Eligible Entry Area or be held off-map.

9.6151 REINFORCEMENT ENTRY AREAS: Each Reinforcement unit listed in 9.6152 also has an Eligible-Entry-Area/Setup-Area listed. The reinforcements entering the map this CG Date must enter/setup via this Entry-Area/Setup-Area. All/some/none may enter on any turn. If reinforcements are remaining off-map at the CG-Scenario End, these units are Retained until the next CG scenario. Regardless of when they actually enter the CG, they may only enter/set-up as specified.

9.6152 REINFORCEMENT ALLOTMENT: The British Reinforcements for each CG Date are given below:

CG Date Entry Area Units
NIGHT II Note 1,2,4,5 6-4-8, 4-5-8, 2-4-8, 7-0, LMG, 10 FPP
NIGHT III Note 1,2,4 6-4-8 (x 18), 10-2, 9-2, 9-1, 8-0 (x 2), 7-0,
LMG(x 5), PIAT(x 4), 20 FPP
DAWN Note 1,2,3,4 6-4-8(x 4), 8-0, LMG, PIAT, 57L AT(x 2),
2-2-8(x 2), 15 FPP
Day I N/A 15 FPP
Day II TT4 6-4-8(x 15), 10-3, 9-1, 8-1, 8-0(x 2),
LMG(x 4), PlAT(x 2), FT, Sherman V (DD),
15 FPP
Day III N/A 15 FPP
DUSK TT14 4-5-8(x 10), 4-5-7(x 15), 2-2-8, 9-1, 8-1, 8-0,
7-0(x 2), dm HMG(x 2), dm MMG(x 2),
LMG(x 4), 51 MTR(x 2), PIAT(x 4),
Churchill VII(x 6), Stuart V(a)(x 3),
Carrier C(x 3), Carrier 3 in., Lloyd Carrier,
57L AT, 10 FPP

Note 1: May set up in any non-Isolated British Setup Area. If the British are unable to set up on-map (due to no eligible non-Isolated Setup Areas), hex Z28 becomes an Eligible Entry Hex.

Note 2: Not received if playing CGII.

Note 3: Guns must set up in non-Isolated British Setup Areas in hexes numbered ≥ 20. If the British are unable to set up on-map (due to no eligible non-Isolated Setup Areas numbered ≥ 20), hex Z28 becomes an eligible Entry Area and the Guns must be Manhandled onto the Map.

Note 4: Non-crew MMC are Airborne MMC (see PB SSR 13 and 15).

Note 5: These units are elements of the Ox and Bucks (see PB SSR 14).

9.6153 REINFORCEMENT WITHDRAWAL: During the RePh following the Day II CG-scenario, the British must remove (does not Retain) any non-crew, non-airborne MMC (and their remaining SW/SMC) on the map.24 For this purpose, it is necessary to note which SW/SMC are not part of a British Airborne formation.

9.616 CPP REPLENISHMENT: German CPP are replenished according to the following formula: the CPP Base # (9.6161) plus CG Scenario Loss Points (9.6162) equals the final amount of CPP replenished.

9.6161 CPP BASE NUMBER: The German's CPP Base # is given below for the current CG Date:

CG Date CPP Base
Night II None
Night III None
Dawn 25 (begin recording CVP for CG Scenario Loss
Points)
Day I 32
Day II 30
Day III 20
Dusk None

9.6162 CG SCENARIO LOSS POINTS: If the Casualty Victory Points (CVP) lost by the German player for the prior CG scenario (only) are ≥ two times, and ≥ 8 more than, the CVP lost by the British Player [EXC: WW MMC still count as CVP lost in the RePh in which they are received], the German player may make a dr and add this value to the CPP Base Number for the total amount of CPPs replenished. CG Scenario Loss Points are unavailable until the Day 1 CG Date RePh (i.e., players should begin recording CVP for CG Scenario Loss Points during the Dawn CG scenario.)

9.617 PURCHASING REINFORCEMENT GROUPS: The German player now secretly allots CPP for the purchase of RG [EXC: 9.617 is NA during the three Night CG Dates]. All CPP expended are subtracted from the German's current CPP total. The CPP expended, those remaining, and the RG(s) purchased may all be kept secret. The Germans consult their 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, and any applicable notes. 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 Scenario on the CG Roster. After all the 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 to purchase further RG in any subsequent RePh step 9.6171-.6178.

GERMAN REINFORCEMENT GROUP CHART


ID

Group Type

F/D

Unit Type(s)
CPP
Cost
CG Date
Max.
CG
Max.

Notes
I1 Garrison Pltn 3/2 4-3-6 N/A N/A N/A a, e
I2 PzPionier Pltn 4/- 4-4-7 N/A N/A N/A a, e
I3 PzPionier Coy 12/9 4-4-7 N/A N/A N/A a, b, e
I4 PzGrenadier Pltn 2/2
2/1
4-6-7
4-6-8
5 2 3  
I5 PzGrenadier Coy 12/9 4-6-7 13 1 4 b, d
V1 Lt Tank Pltn I 2/1
1/1
FT-17 730(f)
FT-17 730m(f)
3 2 2  
V2 Lt Tank Pltn II 3/2
1/1
38H 735(f)
35-S 739(f)
6 1 1 c
V3 Med Tank Pltn 3/2 PzKpfw IVH 14 2 3 d
V4 TD Pltn I 3/2 SPW S307(f) 5 1 2  
V5 TD Pltn II 3/2 Marder 5 2 2  
V6 TD Pltn III 3/2 GSW 39H PaK(f) 7 1 2  
V7 SPA Pltn I 2/1 PzA LrS (f) 6 1 1  
V8 SPA Pltn II 2/1 CSW 39H(f) 6 1 2  
V9 SPA Pltn III 2/1 mSPW S307(f) 7 1 2  
V10 StaffCar 2/1 Kfz 1
(no AAMG)
1 2 2  
V11 AAtr Pltn 2/1
2/1
3.7cm FlaK LKW
2cm FlaK LKW
4 2 2  
M1 Fortifications 15 FPP 1 2 10  
Notes:
a)This RG cannot be purchased, but instead is on-map for an Initial Scenario.
b)May attempt two Leader Allotment DR (9.6183).
c)One RG of this type begins CG I on-map, a second may be purchased.
d)Receives a -1 DRM on the Leader Allotment DR (9.6183).
e)This RG does not roll for depletion, it is specified by the Initial OB.

The RG chart contains the following columns:

9.6171 ID: Provides an alphanumeric identification for each RG.

9.6172 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the German's RG Purchase Record (9.6178).

9.6173 (FULL/DEPL) UNIT TYPE(S): Lists the type(s) of units that each RG contains.

9.6174 CPP COST: Lists the CPP cost of the RG (regardless of its later-determined Strength). This is the number of CPP that must be subtracted from the German's current CPP total in order to receive that RG.

9.61741 CPP ENTRY COSTS: Each German Entry Arrow has a CPP cost modifier listed in the arrow (from +0 to +6). The German player must add this cost to the base cost of the RG, and by doing so allows the units to enter at the Entry Arrow which he has "paid" to use. Q&A

CPP ENTRY COST TABLE
Entry Arrow HexIncreased CPP Cost
(per RG)
A7+0
deleted by errata
J0+2
U1+4
KK1+6

9.6175 CG DATE MAX: Lists the maximum number of RG of this type that may be purchased per CG Date.

9.6176 CG MAXIMUM: Lists the maximum number of RG of this type that may be purchased during the course of the CG. The German must keep a written record (using the 9.6178 RG Purchase Record) of each RG purchased during the CG in order to know if additional RG of that type are still available for purchase. RG given during any CG Scenario never count against this maximum.

9.6177 NOTES: Special restrictions or comments about the RG.

9.6178 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. 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; 9.6175 -.6176). The following listing explains how each column of the RG Purchase Record is used.

CG Date: The CG scenario the RG is purchased (e.g., NIGHT I).

RG ID: The RG's alphanumeric ID (e.g., VI for Light Tank Pltn I).

Group Type: The RG's name (e.g., Light Tank Pltn I).

#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 the German's RG Chart.

Str: The RG's strength, as determined in RePh step 9.6181. Record "F"' for a Full, "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 Garrison Pltn), and the unit type.

SW Received: As each SW for that RG is determined (RePh step 9.6182), record the number of each Weapon type received.

Pltn Leader: As each eligible RG's (armor) leader(s) is determined (RePh step 9.6183) record his A10.7/D3.4 Strength Factor.

Setup/Entry Area ID: On its CG Date of purchase, each RG [EXC: RG M1] must have a friendly, non-Isolated Setup Area or Eligible Entry Area recorded for it. Use the hex coordinate of each Entry Area's center (arrow) hex as the ID for that Area.

9.618 RG STRENGTH, WEAPONS & LEADERS

9.6181 GERMAN RG STRENGTH: Each RG is eligible for Depletion [EXC: RGs I1, I2, and I3 are designated as Depleted or Full as part of an Initial CG Off, so no RG Strength DR is made for these RG; M1 is always 15 FPP]. For each such RG the German player has just purchased (as well as for each such RG he receives in an Initial-Scenario or during a RePh without purchasing), he must make one DR on the RG Strength Table to determine whether it is received at Full or Depleted Strength. A Full-Strength RG receives the number of specified units to the left on the "/", a Depleted RG receives the number of specified units to the right of the "/".

RG STRENGTH TABLE
Final DRResult
≤ 9Full
≥ 10Depleted

9.6182 GERMAN SUPPORT WEAPON ALLOTMENT: Determine the number of SW received by each infantry-type RG listed in the following "Infantry-Type SW Chart." A Full Strength RG automatically receives all SW listed by a number not in parentheses; for those SW listed by a number in parentheses, one is received by making a dr less than or equal to that number. A Depleted RG must make a dr ≤ 4 to receive each SW not listed in parentheses; for those SW listed by a number in parentheses, one is received by making a dr less than that number. Record each SW received in its appropriate column on the RG Purchase Record on that RG's line. See CG SSR6.

INFANTRY-TYPE SW CHART
RGHMGMMGLMGLT.MTR
Garrison Pltn-(2)1-
PzPionier Pltn-(2)1-
PzPionier Coy(2)11-
PzGren Pltn-(2)1(2)
PzGren Coy(3)121

EX: The German player purchases a PzGren Pltn. If the Pltn strength is FULL, he must toll ≤ 2 to receive a MMG, he automatically receives one LMG, and must roll ≤ 2 to receive a 50* MTR, Had this Pltn been depleted, the German player would receive a LMG on it the ≤ 4, a MMG on a dr < 2, and a 50* MTR on a dr < 2.

9.6183 LEADER ALLOTMENT: For each purchased/OB-Given "I" or "V" - type RG [EXC: V10, V11], make one Secret DR [EXC: "I" type COY make two Secret DR] on the appropriate column of the following leader tables to determine the type of leader received by that RG. Each leader must setup/enter with a unit of his respective RG during the first (only) CG Scenario in which he participates [EXC: if Retained off-map for an entire CG Scenario].

LEADER TABLES
Final
DR
Personnel
Leader
Armor
Leader
110-2,8-110-2
210-2,7-09-2
39-29-1
49-18-1
5-68-1-
7-88-0-
9-107-0-
11-126+1-
13+--
LEADER TABLES DRM:
Garrison Pltn+2
PzPionier Pltn+1
Depleted RG+1
PzGrenadier Coy-1
Med Tank Pltn-1

9.619 PURCHASING FORTIFICATIONS: Fortifications (and Sniper/Starshell Increases), which are obtained by spending FPP, may be purchased on each CG Date if the player has the requisite FPP (either given as a reinforcement in 9.6152 or purchased in 9.617). All FPP unspent upon 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.

FORTIFICATION PURCHASE TABLE
Fortification TypeFPP Cost
Foxhole3/2/1 (d)
A-P Mine Factor (British Only (f)1.5 per factor
A-T Mine Factor (British Only (a,f)3 per factor
"?"1
HIP (b,c,h)5/3/2/1
SAN Increase (e)10
Starshell Increase (g)10

a) Daisy Chain NA.
b) Listed Cost is per ⅝" Counter/Squad/HS/SMC. SW may set-up with HIP unit up to the legal IPC of that unit (leaders may lend their IPC to a MMC) or one 50* MTR SW per MMC.
c) No more than 10% (FRU) of a side's Retained (not only purchased) Infantry squads may use HIP in a daytime Scenario.
d) 3S/2S/1S Foxhole costs.
e) May only purchase 1 SAN Increase per RePh.
f) May not be setup in an Isolated Location.
g) -1 drm to all British Leader Starshell dr for duration of CG Scenario.
h) HIP may not be Purchased, nor used, by any German unit in the Dusk CG scenario.

9.620 SCENARIO COMMENCEMENT

9.6201 CG SCENARIO VICTORY CONDITIONS: In PB, each individual CG Scenario does not have Victory Conditions. The CG Scenarios serve instead to position the players for the overall CG Victory Conditions. Neither side "wins" or "loses" a CG scenario, only the CG itself.

9.6202 UNIT SETUP

9.62021 ISOLATED UNIT SETUP: The side that sets up first (9.62023) in a given CG scenario now sets up all of its Retained units, Equipment, and new Fortifications which will go into an isolated Location, 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; 9.6071]. Each unit/Equipment piece set up in an Isolated Location is affected by Ammunition Shortages (A19.131) for the duration of the CG scenario. These units should be recorded to distinguish them from others not suffering the same penalties.

9.62022 NON-ISOLATED UNIT SETUP: The side which sets up first now sets up the remainder of its Retained units, Equipment, and new Fortifications in eligible Locations of the Setup Area each is Retained in [EXC: each Immobile vehicle must remain in its current Location and VCA (9.6071)]. Record the hex coordinates of new Fortification setup Locations on the CG Roster, in the appropriate line(s) and column(s) under "FORTIFICATIONS." See also SSR CG6-11, SSR PB2, and SSR PB7. Once the side setting up first has completed its setup, the other side follows the same (9.602022) procedure.

9.62023 SETUP/MOVE TABLE

NIGHT IGermans Set Up First; British Move First
NIGHT IIGermans Set Up First; Germans Move First
NIGHT III    Germans Set Up First; British Move First
DAWNBritish Set Up First: Germans Move First
DAY IBritish Set Up First; Germans Move First
DAY IIGermans Set Up First; British Move First
DAY IIIGermans Set Up First; British Move First
DUSKGermans Set Up First; British Move First