9. A BRIDGE TOO FAR CAMPAIGN GAMES

Campaign Games   Refit Phase Rules

9.1 INTRODUCTION: A Bridge Too Far Campaign Games offer two or more players a series of interrelated scenarios pertaining to the 2nd Parachute Battalion's grim struggle during September of 1944 in the area surrounding the main road bridge in Arnhem, Holland. Up to four scenarios may be played per "day" with CG Victory determined only at CG end [EXC: Sudden Death Victory; 9.6212] by how well the players fared during this variable number of scenarios.

9.11 BETWEEN SCENARIOS: Between Campaign Game (CG) 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 CG Scenario. In the RePh, the players may receive reinforcements, while they may also purchase Reinforcement Groups (RG) using Campaign Purchase Points (CPP). Reinforcement Groups in the form of infantry platoons (and sections), AFV platoons, OBA modules, and gun batteries-to name a few-may be selected by the players.

9.12 CASUALTIES: Casualties suffered in a CG-Scenario/its-subsequent-RePh must be placed aside since their Casualty VP (A26.2) total is used to determine a DRM for ELR Loss/Gain (and possibly CG Victory Conditions). The Casualty VP value of a unit unable to be removed (e.g., wrecked AFV) should be noted on scrap paper.

9.13 TEAM PLAY: The CGs herein 9.51-.53) are easily adapted-indeed, recommended-for team play (EX: one player commands all of the British forces and the others command the various German KG elements, etc.). If desired, an overall commander may determine which RG his subordinate players will receive, assigning each to the one who requires it most.

9.14 CG ROSTER & RG PURCHASE RECORD: The enclosed printed copies of the "CG Roster" and "RG Purchase Record" should be photocopied and used by CG players to record important CG information. See RePh step 9.617 for information on updating the CG Roster; see 9.618 for specifics on the RG Purchase Record.

9.15 CHAPTER R DIVIDER: The Chapter R divider provides a handy reference for Block Locations and designations. Additionally, holding boxes are provided for Retained units of both sides as well as a casualty box for the British Walking Wounded.

9.2 DEFINITIONS & ABBREVIATIONS: The following glossary explains abbreviations and important terms used frequently in ABtF Campaign Games.

ABtF: A Bridge Too Far ASL Module.

Block: All Locations contained entirely within a series of adjacent map-edge/riverbank hexes and/or road hexes sharing a road hex side. The Chapter R Divider contains a reduced size map indicating the various Blocks and their boundaries. Players are encouraged to refer to this diagram when determining Setup Areas during the RePh 9.605).

Campaign Exhaustion DRM: Abstract DRM 9.6162) for RG Strength 9.6181), ELR Loss/Gain 9.6202), and British Ammunition Shortage 9.6201) determination.

CG : Campaign Game

CG Date: Each CG Date consists of the calendar date plus a Dawn (AM), Afternoon (PM), Evening (Eve), or Night (N) reference (e.g., "18 Eve"). One CG Scenario may be played per CG Date-hence up to four CG scenarios may be played per calendar day: one at dawn (AM), one in the afternoon (PM), one in the early evening (Eve) and one at night (N).

CG End: The CG Scenario End (see CG Scenario End definition below) that occurs on the final CG Date listed in 9.51-.53 for that CG is also the CG End (i.e., is the end of the CO). If one side concedes CG victory, the CG Scenario End that occurs at the conclusion of the final CG Scenario played in that CG is also the CG End. CG Victory is determined at CG End unless already decided by Sudden Death Victory 9.6212).

CG Night Scenario: Any CG Scenario taking place on a CG Date with an "N" in the CG Date (EX: 19N).

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

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

CPP (Campaign Purchase Points): Used to buy RG in RePh step 9.617.

Depleted: A RG not received at Full Strength.

Eliminated: Units/Equipment "Eliminated" in a CG are removed from that side's OB.

Enemy Setup Area: All Locations in ≥ 1 enemy Controlled Block(s) (see also 5.1).

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. Terrain-Blaze Locations and river Locations are not considered Enterable.

Entry Area: Each map-edge hex that contains a large arrow with a red, grey, grey and black, or black background color, plus each map edge hex within four hexes of that hex [EXC: KG Graebner's Entry Area is limited to hex R23].

Equipment: Any (non-inherent) SW/Gun/Vehicle/Daisy-Chain that can be part of a side's OB. Any counter that can be Portaged/driven/Manhandled about on the map.

Escape: The process 9.6054) by which a unit attempts to leave an Isolated area 9.6053).

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

Friendly Setup Area: All Locations in ≥ 1 friendly Controlled Block(s) (see also 5.1).

Front Line Location: Any road hex adjacent to both a Friendly Setup Area and an Enemy Setup Area, or any Location in a Friendly Setup Area adjacent to one/more Front Line road hexes [EXC: the Blockhouse (or the resultant rubble if destroyed; 5.2) is never considered a Front Line Location].

Full Strength: A RG received in toto.

Initial Scenario: The first scenario of a CG (see 9.5). A CG's Initial Scenario gives each side's setup/entry restrictions, starting OB (including certain predetermined RG and a pool of CPP to spend on additional RG), and any SSR applicable only to that Initial Scenario.

Idle Date: A CG Date in which both sides have picked an Idle chit (meaning that no scenario is played); 9.62132.

Kampfgruppe (KG): A German unit organization. There are four German KGs in ABtF: Harder (H), Knaust (K), Brinkmann (B), and Graebner (G).

OB (Order Of Battle): All the units, Equipment and Fortifications of a side that are eligible to participate in the next CG Scenario. Includes all Retained units and Equipment, plus all RG purchased since the last CG Scenario.

Pltn (platoon): A CG Infantry or AFV RG organization type.

RePh (Refit Phase): The series of steps performed between CG Scenarios. All Chapter R rules beginning with "9.6" are ABtF CG RePh rules/steps.

Retained: All units/Equipment in a side's OB that are available for on-map/off-map setup in the next CG scenario; i.e., all that remain available from the last CG scenario, all RG purchased since the last CG Scenario but prior to the current CG Scenario, and all CG designated reinforcements (including Walking Wounded; SSR CG 19).

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, SAN increase, OBA, Pre-Registration, and Offboard Observers.

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

Sect (Section): A CG RG organization type.

Setup Area: Each Location within a Block Controlled by a side. Road hexes [EXC: The Blockhouse; 5.1] and Uncontrolled Territory are never considered part of a Setup Area though some units may be permitted (or required; 9.6053) to set up in such Locations; 9.6214.

Shift: The RePh process by which a Retained unit attempts to transfer from its current Setup Area to another Friendly Setup Area or Eligible Entry Area; 9.613.

Strategic Location: Each (non-rooftop) building/rubble/Entrenchment Location and each Location that is occupied by an unhooked, non-malfunctioned, unlimbered Gun, is a Strategic Location. If an unhooked, non-malfunctioned, unlimbered Gun is used to declare a Location as a Strategic Location (when that Location would not otherwise be so), that Gun (owner's choice if more than one is present) must be manned by a (fully qualified; A21.13) crew and must set up in that Location for the next CG Scenario. Strategic Location Control is important for Block Control and Setup Area determination 9.605).

Strength: An Infantry RG is received either at Full or Depleted Strength.

Uncontrolled Territory: All Locations not contained within a Friendly or Enemy Setup Area.

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

9.3 THE CG SCENARIOS: The parameters of the Initial Scenario for each CG are given in 9.51-9.53. Additional scenarios for that CG are generated in a special between-CG Scenario sequence called the Refit Phase (RePh); 9.6. The CG continues until the specific CG Victory Conditions are fulfilled by one side or the completion of the last CG Scenario of that CG, whichever comes first. The "start lines" (or, Setup Areas, to use the game term) in a CG scenario are determined by Locations Controlled by both sides at the end of the last-completed CG Scenario (thus determining the Blocks they Control during the RePh).

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

German: Each German Personnel counter possessing a FT/DC or manning a Gun is Fanatic.

British: Each British Infantry unit in a Fortified Building Location is Fanatic.

9.4 CAMPAIGN GAME SPECIAL RULES: All ABtF CG SSR below apply in all CG scenarios.

CG1. MAP: The entire ABtF map is used in all CG Scenarios.

CG2. ABtF SSR: All ABtF SSR are in effect except as amended below.

CG3. WEATHER: EC, Weather, and Wind Force (and direction, if necessary) for each CG Scenario are determined in RePh step 9.6216 [EXC: for each Initial Scenario they are listed in that scenario's specific SSR].

CG4. GAME END: The Turn Record Chart for all CG scenarios is located in the river portion of the ABtF map (the southwest corner). All CG Scenarios have a variable game length. At the end of Game Turn 5, and at the end of each Game Turn thereafter, the British player makes a Game End dr: if it is ≤ the circled number in the current turn's box on the ABtF CG Turn Record Chart, the scenario ends immediately (e.g., at the end of Game Turn 6 a day scenario will end on a Game End dr of ≤ 3). There is a +2 drm to this dr during CG Night Scenarios. Additionally, a CG Scenario ends immediately if both the ATTACKER and DEFENDER agree to end the scenario.

CG5. GUNS: A Gun set up in a Pillbox or Fortified Building Location may never be moved during the course of that CG [EXC: if dm/Eliminated]. Such a Gun, once revealed, may never again set up hidden, but may be set up concealed. Otherwise, provided it sets up within a Friendly Setup Area, an Emplaced Gun (only) may set up hidden (at no cost in FPP) in CG Scenarios. Each non-vehicular Gun that ended the last CG scenario on-map must set up within three hexes of the Location in which it ended that scenario [EXC: within two hexes if it sets up in Uncontrolled Territory; 9.6214] unless it meets one or more of the following criteria (in which case it may set up in any enterable Location in a Friendly Setup Area):

  • If it is a dm MTR

  • If it begins the CG Scenario hooked up to a Mobile vehicle

  • If an Idle Date has been generated since the last CG Scenario played

    Each Gun in a Setup Area that contains Personnel may be set up (un)hooked/(un)limbered/(non-)dm unless otherwise prohibited.

    EX: Assuming Block H was under friendly Control, a Gun which ended a CG Scenario in O5 could set up anywhere within Block H which was also within three hexes of O5. The Gun could also set up in the hexes marked with a blue "X" (provided the hexes were Uncontrolled Territory). Note: should the Gun set up in any of these hexes, it could not do so using HIP since none of these hexes are within a Friendly Setup Area. The Gun could not set up in the hexes marked with a red "X" as it could not be Emplaced in these hexes (see 9.6214). A mobile vehicle in O5 could also set up in hexes marked with a red "X".

    CG6. OBA: The Germans are limited to using a maximum of two OBA modules per CG Scenario. The British are limited to three OBA modules per calendar day (i.e., no more than a total of 3 modules over the 4 CG Dates of a calendar day) with no more than 1 module per scenario. "Usage" of a module is defined as having a radio, field phone, or Offboard Observer in play at any time during a CG Scenario. A radio/field-phone counter (and its associated OBA module) is immediately Eliminated when its OBA is exhausted, or in the RePh if its OBA was "used" as per SSR CG 10 in the previous scenario. On an OBA RGs CG Date of purchase, its radio or field phone is placed with Personnel in any Friendly Setup/Entry Area [EXC: field phones may be used only by the German player, and only if they set up on-map]. Each field phone's Security Area (C1.23) must comprise Enterable (by Infantry) Locations that are not within an Enemy Setup Area, and must be drawn to a Friendly Entry Area. A new Security Area may be recorded for each CG Scenario. If no legal Security Area can be traced during setup, that field phone is Eliminated but the player may immediately add a new radio or field phone (for the Eliminated phone's OBA module) to some other Friendly Setup (or, for the radio, Eligible Entry) Area.

    CG7. TERRAIN CHANGES: During the course of the same CG, alterations of printed mapsheet terrain are bound to occur, all of which become "permanent" (barring subsequent Clearance/Removal if applicable). All counters for Fortifications, rubble, Breaches, TB, shellholes and wrecks are left on-map from scenario to scenario. Any terrain Blaze at scenario end is resolved as per RePh 9.609. A wreck in a non-building terrain Blaze is not removed from play; instead, it remains on-map (still treated as a LOS Hindrance) and in step 9.6095 of the next RePh will become a Burnt-out Wreck (see ABtF CG SSR 14).

    CG8. SNIPERS: Due to the widespread sniper activity, each side must place two Sniper counters on the map at the start of each CG Scenario. Both friendly Snipers must set up as per the first two sentences of A14.2, with ≥ 12 hexes between them (or as far apart as possible if they cannot set up 12 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). This procedure is also used when resolving Civilian Interrogation (see SSR ABtF 7). The SAN is never altered by the presence of two friendly Snipers in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects both friendly Snipers simultaneously.

    CG9. REINFORCEMENTS: All Infantry/AFV RG purchased for the current CG Scenario [EXC: those allowed to set up on map], as well as all units currently Retained off-map, must enter on/after Turn 1 [EXC: CG Night Scenarios; SSR CG 24] during the first non-Idle CG Date following their purchase (or, for units that are Retained off map, the CG-Scenario/RePh during which they exited the map). Some, all or none (including individual RG units) may enter on each turn but any failing to do so prior to the end of the CG Scenario are considered Eliminated with full CVP awarded. 11

    BRITISH INFANTRY/AFV RG: Enter at any red Entry Area (centered on hexes A6 and A18).


    GERMAN INFANTRY/AFV RG: RGs from KG Harder enter at any grey entry area (centered on hexes A5 and A17), RGs from KG Knaust enter at any grey and black entry area (centered on hexes F0, M1, V0, and GG1), RGs from KG Brinkmann enter at any black entry area (centered on hexes JJ4, JJ15, and JJ20). Units of KG Graebner enter from the south edge on Hex R23 (only).

    CG10. RETAINED RG: Each purchased RG, or part thereof (including any Pre-Registered-hex[es]/Offboard Observer assigned to an OBA RG), is Retained until Eliminated/Recalled in a CG Scenario or its subsequent RePh. For purposes of this rule, an OBA RG is considered "used" if ≥ one FFE:1 counter from that module was placed during the last scenario. A Retained OBA module's Draw Pile (C1.211) is restored to the number of red and black chits it had at the start of the previous scenario, and its radio or field phone is restored if it was Eliminated. During the RePh, each radio/field-phone may be freely relocated within its present Setup Area, or Shifted 9.613), and each Pre-Registered hex of a Retained OBA module may have its hex coordinate changed to that of a legal new hex.

    CG11. MAP EXIT: No units may exit the map during play [EXC: Recall (SSR ABtF 15); German Guards (A20.5) may exit with their prisoners along the north, east, west map edges, or at hex R23 and are Retained in any Entry Area on that map edge].

    CG12. CONCEALMENT: The following CG SSR replaces SSR ABtF 1. All Infantry (and their possessed Weapon[s]) setting up in Concealment Terrain may do so concealed, regardless of LOS. Such concealment need not be purchased; i.e., they are placed freely. Otherwise, A12.12 and A12.34 apply. The side setting up first may conceal all eligible units before the other side views its setup; likewise, the side setting up second may conceal all eligible units before his opponent views that setup. Concealment counters purchased in the RePh 9.619) are intended for use as Dummies.

    CG13. MISCELLANEOUS: A ⅝" counter set up beneath a Trench counter (as per B27.51) may never be removed from below that counter unless dm [EXC: if Eliminated]. Exchange of Fortified Locations for tunnels is NA.

    CG14. SELF RALLY: Each side may attempt to Self Rally two (not just one) non-Disrupted, broken MMC provided (as per A18.11) both attempts are carried out before other friendly MMC Rally attempts.

    CG15. OPTIONAL VEHICULAR EQUIPMENT: All desired optional armament (e.g., AAMG, Sz) must be rolled for individually (H1.41). Consult the applicable Vehicle Note(s). If so equipped, no additional CPP cost is assessed.

    CG16. WEAPON REMOVAL: A Retained/Purchased vehicle may begin (i.e.. setup/enter) a CG Scenario with any/all eligible armament Removed (D6.631).

    CG17. BRITISH AMMUNITION SHORTAGE: The British suffer an increasing shortage of ammunition. The starting level of shortage is designated by SSR. The levels and penalties are shown in the chart below. These penalties apply only to British Retained/Purchased SW/Guns excluding all radio, DC/FT, and captured equipment and are cumulative with A21-21.22 as applicable.

    AMMUNITION SHORTAGE CHART

    LEVEL
    DRM
    (9.6202)
    ORIGINAL DR FOR ELR LOSS
    UNIT SUBSTITUTION
    (A19.131)
    B#ELR LOSS
    DRM
    (9.6202)
    One120+1
    Two12-1+2
    Three≥ 11-1+3
    Four≥ 11-2*+4
    Five≥ 10**+5
    SW/Vehicle/Gun B#s reduced by the indicated amount per A19.131
    *No British SW/Gun repair attempts may be made during the CG Scenario (but may be done normally in the RePh). British may not use Intensive or Sustained Fire [EXC: OVR Prevention] FPF; C5.64, A8.311. ATMM Check dr (see ABtF CG SSR 6) receive an additional +1 drm.
    **All SW/Guns automatically malfunction after their first use. No British SW/Gun repair attempts may be made during the CG Scenario (but may be done normally in the RePh). British may not use Intensive or Sustained Fire [EXC: OVR Prevention/FPF; C5.64, A8.31]. ATMM Check dr (see ABtF CG SSR 6) receive an additional +2 drm.

    EX: Assume Ammunition Shortage Level Two is in effect. A British PIAT will malfunction on an original TH DR of 9 and be permanently removed on an original TH DR of ≥ 10 (A.11). A British 6pdr AT Gun has a circled B# of 11 and will likewise be permanently removed an on original TH DR of 12(A.11). A captured German DC would malfunction on an original 10-12 (A21.11) but is not otherwise subject to the CG 17 penalties.

    CG18. 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.

    CG19. WALKING WOUNDED (WW) MMC:12 Each RePh, the British Walking player may replace a portion of Eliminated British MMC with Walking Wounded MMC. During play, each British MMC, regardless of type [EXC; WW 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 Chapter R Divider. In RePh step 9.6102, for each squad-equivalent (FRD) in the WW box, the British player receives one 4-4-7 MMC in any Friendly Setup Area(s) (unused MMC are discarded and may not be accumulated from one CG Date to the next). Each such 4-4-7 should be marked with a "Walking Wounded" counter to reflect its status. A WW MMC has a 3 MF allotment which cannot be increased for any reason, including while Routing or Berserk [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. A HS created from a WW squad is marked with a Walking Wounded MMC counter and suffers all the penalties associated with that status. A SMC created by a WW MMC is not considered WW. Two WW HS may Recombine into a WW squad per A1.32. If a non-Wounded HS and aWW HS Recombine, the resulting squad is considered WW and is marked as such. HoB (A15) and Substitution (A19) are handled normally for WW MMC (see also 6.3). WW effects are cumulative with Ammunition Shortage (CG SSR 17) and Water Shortage (CG SSR 21). WW Morale Numbers are never considered underlined (A1.23).

    EX: The British player has two 6-4-8s, a 4-5-8, a 2-4-8, and two 3-3-s in the WW box during the RePh. He may now place four 4-4-7s, each marked with a WW counter, in any Friendly Setup Area(s).The remaining HS in the WW Box is removed from play (no CVP are awarded when this MMC is "discarded" as its CVP was tallied during play).

    CG20. DAWN/DUSK: A +1 LV Hindrance applies to all non-CC attacks for the first three Game Turns of any Dawn (AM) CG Date and during Turns 4-7 (as applicable) of any Evening (Eve) CG Date.

    CG21. BRITISH WATER SHORTAGES:13 The British troops suffered a critical shortage of fresh drinking water. Beginning on the 20AM CG Date and each CG Date thereafter, the following restrictions apply to all British Personnel units [EXC: during any CG Scenario in which rainfall occurs (E3.51) for 3 or more consecutive Player Turns, Water Shortage restrictions are removed for the remainder of that CG Scenario and the immediately following CG Date (only); if an Idle CG Date is generated during RePh Step 9.62132 for this CG Date, the Water Shortage Penalties resume with the next non-idle CG Date]: no units may use Double Time movement and all Personnel have their Broken Morale Level reduced by one.

    CG22. GERMAN ATTACK COORDINATION:14 Each CG Date, the German player may purchase no more than one "I" type RG and one "A" type RG from any single KG unless he has purchased a minimum of one "I" type RG and one "A" type RG from ≥ 3 of his 4 available KGs [EXC; if any KG has reached its CG Maximum for all I and/or A type RGs, that RG type may be ignored for purposes of this rule (i.e. consider it to have met the minimum purchase requirements for the now unavailable type(s))]. Gun and General RGs ("G," "a," "M," and "T" types) may always be purchased (up to the CG Scenario and CG Maximums) regardless of the KG Purchase status.

    EX: The German player has 38 CPP available. He elects to purchase nothing for KG Graebner; an I1 RG (5 CPP) and an A3 RG (7 CPP) for KG Knaust; an 12RG (7 CPP) and an A4 RG (5 CPP for KG Brinkmann; and an I6 RG (3 CPP), an I7 RG (4 CPP) and an A5 RG (4 CPP) for KG Harder; for a grand total of 35 CPP. Had he elected not to purchase either of the RGs from KG Knaust or Brinkmann, he would have been unable to purchase the second "I" type RG for KG Harder.

    EX: The German player has 36 CPP available. He elects to purchase nothing for KG Graebner For KG Knaust, he purchases an I1 RG (5 CPP) and an A4 RG (5 CPP). For KG Brinkmann he purchases an I2 RG (7 CPP) and an A3 RG (7 CPP). KG Harder has no I Type RG remaining (having all been purchased in prior CG Dates) so the German player elects to purchase an A6 RG (4 CPP) and thus fulfills the Attack Coordination Requirement. The German player is free to expend the remaining CPP on KGs as he sees fit.

    CG23. BRITISH FANATICISM: Immediately prior to setup for the 18AM CG Date, the British player must secretly designate one multi-hex building he currently Controls as the British Headquarters. To be eligible for use as the Headquarters, ≥ 1 Location of this building (including Rooftop Locations) must have LOS to ≥ one Level 1 Location on/between RI5 and R23. All British Infantry is Fanatic (A10.8) while in this building. This SSR supersedes ABtF CG SSR 8 (i.e., British units may be Fanatic in building S11 if the British player so selects that building, but are not automatically so). The identity of the British Headquarters is immediately revealed when any unit uses the Fanaticism benefit gained by this SSR.

    CG24. CG NIGHT SCENARIOS: The NVR of a CG Night scenario (identified by an "N" in the CG Date) is determined in RePh step 9.6214. The side(s) selecting the Attack Chit in a night scenario is considered the Scenario Attacker (E1.4; despite usually having units available to set up on-map); a side selecting an Idle chit is the Scenario Defender (E1.2). The Scenario Defender in a CG Night Scenario has automatic Freedom of Movement (following any enemy attack other than a successful Ambush; E1.21) for his two best Leaders. Scenario Attacker(s) units use Cloaking (E1.4-.43), even if they set up on-map [EXC: if < 1 squad-equivalent is available in any particular Setup Area or Entry Area, the units within this Area receive no Cloaking counters (but may set-up/enter concealed if otherwise eligible)]. Cloaking counter HIP is NA. Each Friendly Setup Area is considered separately for the purposes of Scenario Defender HIP (E1.2) and Cloaking (E1.4). On map Cloaked SW need not be dm. German Scenario Defender reinforcements Purchased/Retained-off-map may enter at an Eligible Entry Area only following reinforcement dr < the current Game Turn number (one dr, made during step 1.11A in the RPh, applies to all RG/Units, regardless of Entry Area; units "freed" by this dr may enter on/after the current turn), or automatically once any Scenario Defender unit has been attacked by other than OBA/Sniper or has seen a Known enemy unit. All such reinforcements have automatic Freedom of Movement (E1.21). A reinforcing vehicle with a radio releases other friendly on map vehicle(s) with radios as per E1.21.

    9.5 INITIAL SCENARIO: First select one of the CGs listed below. Included there is the information needed to play that CG's Initial Scenario. For the Initial Scenario, players begin with RePh step 9.617 (Purchase Reinforcement Groups) and complete RePh steps 9.617-9.621 (i.e., all steps preceded by a "†" in the RePh Sequence listing; 9.6). For each Initial Scenario, the actual Strength of each OB-given and purchased (RePh step 9.617) RG must still be determined normally (RePh step 9.6181). Leaders received, if any, are determined in RePh steps 9.6183. In the Initial Scenario of CGs I and III, the Germans set up first and the British move first. Further-more, in these CGs the British player is assumed to have selected an "Attack" Initiative chit and the German player an "Idle" chit (9.62132) for purposes of 9.620. In the Initial Scenario of CG II, the British set up first and the Germans move first The German player is assumed to have selected an "Attack" Initiative chit and the British player an "Idle" chit (9.62132) for purposes of 9.620. Some Strategic Locations (and Blocks) may be identified as either British Controlled, German Controlled, or Uncontrolled at CG Start. If not otherwise designated, all Locations outside the initial setup areas designated by the Initial Scenario are not Controlled by either side.