The following steps (9.601-.62164) 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/
+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 Encircled-Marker Removal
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, Weapons, Leaders, and Composition
†9.619 Purchasing Fortifications
†9.620 Ammunition Shortage and ELR Loss/
†9.621 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 unites), 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/
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 hidden/
a. SR and FFE counters
b. SMOKE counters, Sniper counters
c. Acquired counters
d. DM, Disrupted, Fanatic, Berserk, Wall Advantage, HD markers, Dummy Stacks, Dummy Cloaking Counters, and "?"
e. CX, Motion, CE, BU, and Labor markers
9.603 RALLY AND UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted. No DR are made. All Passenger/ 9.6041 ENCIRCLEMENT: Each Encircled unit [EXC: prisoner] must take a separate lTC (Leadership DRM may apply if present and at owner's choice). If it passes its ITC, it remains in the present Location (Encircled markers are not removed until 9.606). Failing the ITC results in the unit's immediate Elimination [EXC: Encircled Vulnerable PRC of an immobile vehicle are Eliminated, leaving the vehicle Abandoned]. CVP are awarded normally. British 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 Inherent crew of such a vehicle breaks, it is unloaded in Good Order into the minefield's Location]. Each Infantry unit in an A-P minefield hex (including a previously Inherent crew that just unloaded due to a minefield attack) Must take a NTC (Leadership 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/ 9.6043 BOG: Each non-Abandoned, Bogged/ 9.6044 SHOCK/UK: Each Shocked/ 9.605 SETUP AREA DETERMINATION:15 Each side now determines its Setup Area(s) for the next CG Scenario. Setup areas are determined by Control of city blocks. Each side may at any time during/ 9.6051 BLOCK CONTROL FORFEITURE: If at any point in the RePh armed, non-crew MMC of one side occupy one or more Strategic Locations within a Block while there are no armed, enemy, non-crew MMC within that Block (in any Locations, Strategic or otherwise), Control of that Block immediately switches to (or remains with) the side occupying the Block. The Block (and all Locations within it) is now considered Controlled by that side. Thus in such a case the requirements of 9.6053-.6054 will be NA. Units within the boundaries of that Block now consider it to be a valid Setup Area. 9.6052 UNCONTROLLED TERRITORY: As each side determines its Setup Area(s), there will be portions of the map that are not bounded by either side's setup area. These will primarily be road hexes and those areas not containing any Strategic Locations. No Units may set up in these hexes [EXC: Initial CG Scenario; Vehicles and Emplaced Guns may do so, provided the Location is within 2 hexes of a Friendly Setup Area; The Blockhouse]. Uncontrolled Territory may contain one or more Strategic Locations under certain conditions. 9.6053 ISOLATED UNIT: An Isolated unit/ EX: Block C is currently under British Control. At the end of the 18N CG Scenario, the German player has managed to take Control of all Locations within this Block with the exception of that occupied by the British 3-3-8 and wounded 7-0 leader in hex n. Since the German does notControl all Strategic Locations within the Block, the German units are Retained into a Friendly Setup Area and are removed from the Block. The immobilized PzKpfw IIIL must be Abandoned, but the crew will be Retained. None of these units will be required to Escape since they will be able to trace a path of Uncontrolled Territory hexes to a Friendly Setup (or Entry) Area along the road. The British player retains Control of the Block and regains Control of all Locations within it. 9.6054 ESCAPE: Each still-Isolated unit must now attempt Escape. If> one Personnel unit in the same Location wishes to Escape, they may combine into one or more stacks; each stack then makes its own DR on the Escape table. All such stacks must be predesignated prior to making any Escape DR for that Location. Each squad stacked with a Leader may freely Deploy. Prior to its possessor's Escape attempt, each SW/ 9.60541 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/9.604 ENCIRCLEMENT, MINEFIELDS, BOG, AND SHOCK
ESCAPE TABLE
Final DR Infantry Mobile Vehicle ≤ Escapes1 Escapes 9 Escapes, Replaced2,3 Abandoned4,5;crew (if any)
Escapes10 Escapes, Casualty Reduced3 Eliminated6;crew (if any)
Escapes11 Escapes, Replaced2,3, then
Casualty ReducedAbandoned4,5; crew (if any)
Eliminated≥ 12 All units/ Eliminated; crew (if any)
Eliminated
1 An Original 2 DR results in Escape and Heat of Battle for an eligible unit (A15): use Random
Selection to determine the unit(s) affected in a stack [EXC: any result other than Hero-Creation
or Battle-Hardening (i.e., Berserk/2 A crew, or unit which would otherwise become Disrupted, is Eliminated instead. 3 Use Random Selection for a stack. 4 The surviving crew may turn the vehicle into a (Burnt-out) wreck. 5 In its current hex and VCA: the surviving crew may attempt to Scrounge the vehicle/ 6 The surviving crew may attempt to Scrounge the vehicle prior to its Elimination.
DRM:
-1 lone unwounded SMC -1 Vehicle other than a CT AFV -1 just completed CG Date was Night(N) -2 CT AFV +x (Armor)Leader/ +1 per multiple of two Uncontrolled-Territory/
to reach a Friendly Setup Area (FRU)+1 per HS-equivalent > 1 HS escaping with the same DR† +1 per PP > IPC carried (the unit carrying the most excess PP determines DRM
for a stack; a Leader may combine with an MMC to increase that MMC's IPC
provided theLeader and theMMC escape using the same DR)†+1 unarmed†, wounded†, Walking Wounded†, captured vehicle (each occurrence) +2 Encircled† † NA to vehicle Escape attempt
9.6055 MARKING THE MAP: Included in the ABtF module is a reduced-size map. Each side should now record its Setup Area(s) on a new photocopy of the reduced-size map. Both sides outline (using different color pens, but on the same photocopy) each Block Controlled by them, removing the Retained units contained in each (taking care to not mix units from different Setup Areas). Once all Blocks have been indicated, mark all Uncontrolled Territory hexes using another color (suggestion: a yellow "highlighter"). Once all Setup Areas have been correctly marked, they remain thus until the start of the next CG scenario.
9.606 ENCIRCLED-MARKER REMOVAL: All Encircled markers are now removed.
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 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 9.6053. Each unpossessed/
9.6072 NOT IN SETUP AREA: All unpossessed/
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/
9.608 PRISONERS: Each prisoner unit is now removed from play. No additional CVP are awarded. Each unarmed unit not currently assigned to a Guard is Rearmed (A20.551) and Retained into any Friendly Setup Area (no Escape DR is necessary).
9.609 EXTINGUISHING FLAMES AND BLAZES: Each building/
9.6091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that wreck is in Rubble or IN (not bypassing) a building/
9.6092 WOODEN RUBBLE, ORCHARD, WOODS: Remove the Flame/
9.6093 STONE RUBBLE: Remove the Flame/
9.6094 BUILDING: Place the correct rubble counter at ground-level in each building hex that has at least one Flame/
9.6095 ELIMINATIONS: All Fortifications/
WOUNDED LEADER TABLE | ||
Final dr | Result | |
≤ 1 | Retained unwounded | |
2-4 | Retained wounded | |
≥ 5 | Eliminated |
drm: | |
-1 | British |
-1 | Heroic |
9.6101 WOUNDED LEADERS: Each side makes a dr on the following table for each currently wounded Retained leader:
9.6102 WALKING WOUNDED MMC: The British player now determines how many (if any) Walking Wounded MMC are recovered as per SSR CG 19. These MMC are placed in any Friendly Setup Area(s).
9.6111 RECOMBINING: All Retained same-class and-for Commandos and Engineers-same type HS with identical Strength Factors (and Walking Wounded status) within the same Setup/
9.6112 HEROS & MMC: On each side, each Retained hero [EXC: 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/
9.6113 LEADERS: On each side, each Retained heroic Leader Battle Hardens and loses his heroic status [EXC: a heroic 10-3 loses his heroic status with no additional effect].
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 CPP 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 ~ 4 immediately reduces the British SAN by two.
9.61222 GERMAN SAN: If the German SAN is ~ 5, a SAN adjustment dr must be made with a +drm equal to the current German SAN minus five. A Final dr ~ 4 immediately reduces the German SAN by two.
9.613 SHIFT: A PersonnellMobile-vehicle unit (or group of such) Retained in a Setup Area may attempt to Shift to another Friendly Setup Area (or - if German - an Eligible Entry Area). A unit/
SHIFT TABLE | ||
Final DR | Result | |
≤ 8 | Successful Shift | |
9-10 | Failed attempt1 | |
11 | Successful Shift, Casualty Reduction2 | |
≥ 12 | Failed attempt, all units/ |
1 | Unit/ Unit(s) may not attempt to Shift again until the next RePh, and must remain in its current Friendly Setup Area, though it may participate normally in the next CG Scenario. |
2 | Each Personnel unit suffers Casualty Reduction on a subsequent dr ≥ 4. Each vehicle is Eliminated on a subsequent dr ≥ 4; if Eliminated, make a CS DR for its Inherent crew (Casualty Reduction for surviving crews is NA) and remove the vehicle from play (no wreck is placed). Scrounging is NA. Roll separately for each unit. Equipment which becomes unpossessed as a result of Casualty Reduction of its possessor is Eliminated. |
3 | Enemy units detect the attempt and setup an ambush. Crew Survival and wreck placement for eliminated vehicles is NA. |
DRM: | |
-1 | Previous CG Date was Idle (British only) |
-2 | British |
+1 | Per multiple of two Uncontrolled Territory hexes along the path between the current Setup/ |
9.6131 VACATED SETUP AREA: If the last unit in a Friendly Setup Area is Eliminated or successfully Shifts elsewhere, each Location of that Setup Area remains Controlled by the last Controlling (i.e., by the vacating) side.
9.6141 VEHICLES: Each side performs the applicable step(s) below for each friendly vehicle. CVP for Eliminated units are awarded normally.
a) ABANDONED: Each Abandoned vehicle in a Friendly-Setup/
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 dr | Result | |
1-2 | Vehicle becomes mobile* | |
≥ 3 | No effect |
* | and is Retained in its current (or nearest) Friendly Setup Area |
drm: | |
+1 | Only Non-Qualified Use (A21.13) possible |
+1 | Vehicle is in a Front Line Location/ |
+x | Armor Leader |
c) AFV RECALL: Each Mobile, Retained AFV under Recall is removed from play. CVP for Recalled AFV which ended the CG Scenario on map are awarded normally. No CVP are awarded for Recalled AFV which exited the map during play.
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 RECOVERY TABLE | ||
Final dr | Result | |
1-2 | Recovers; remove stun | |
3-5 | Retain stun | |
6 | Eliminated† |
† | Full CVP awarded; wreck placement and Crew Survival are NA |
9.6142 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-captured, Retained weapon in each friendly Setup/
WEAPON REPAIR TABLE | |
Final dr | Result |
≤ 1 | Repaired |
≥ 2 | Eliminated* |
* | If vehicular-mounted, the Weapon is disabled: if MA, the AFV is immediately Recalled (9.6141c applies) (i.e. re-perform 9.6141c; the vehicle is assumed to have ended the scenario on-map); if a Gun, the Gun is eliminated with full CVP awarded. |
drm: | |
-1 | vehicular-mounted |
-x | Weapon Repair Number |
-y | Armor Leader Leadership Rating (if vehicular mounted and the Armor Leader begins the next CG scenario manning this vehicle) |
+1 | if only Non-Qualified Use (A21.13) possible |
EX: A German Panther MA repairs on an original dr of ≤ 3. If the German player had a Retained 9-2 Armor Leader (and that Armor Leader was assigned to that Panther for the upcoming CG Scenario), the MA would repair on any original dr other than 6.
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/
9.61422 ABANDONING, SCROUNGING, & REMOVAL: At the Controlling player's option, any non-Recalled vehicle in each Friendly Setup Area may be Abandoned and/
9.6143 CAPTURED EQUIPMENT: The German player (only) now makes a separate dr for each of his functioning, captured, Retained Weapons in each Friendly Setup/
9.6144 SPECIAL AMMO: Each non-captured 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 dr | Result |
≤3 | Restores special ammunition type |
≥4 | Ammo remains depleted |
drm: | |
+x | current level of Ammunition Shortage (SSR CG 17) (British Only) |
-1 | German |
9.615 OB-GIVEN REINFORCEMENTS: During the RePh, it is possible that one/
9.6152 REINFORCEMENT SCHEDULE | ||
CG Date | British | German |
18AM | I11, I21, SAN +24 | 20 FPP2, SAN -15 |
18PM | G11,2, A11, SAN -15 | SAN +24 |
19AM | I13, I23 | |
20AM | SAN +14 |
drm: | |
1 | Enters on/ |
2 | Available for on-map setup |
3 | Enters on/ |
4 | SAN 7 maximum (effective at start of scenario) |
5 | SAN 2 minimum (effective at start of scenario) |
9.6151 REINFORCEMENT ENTRY AREAS: Each Reinforcement unit listed in 9.6152
will be assigned an Eligible-Entry-Area or will be specified for on-map setup. The reinforcements entering the map this CG Date must enter/
9.616 CPP REPLENISHMENT: CPP are replenished according to the following formula: the CPP Base # (9.6161) plus CG CPP Variable Arrival Points (9.6162) equals the final amount of CPP replenished.
9.6161 CPP BASE NUMBER: The CPP Base #s for the current CG Date is indicated in the CPP Base Number Chart.
9.6162 CG CPP VARIABLE ARRIVAL POINTS: Both players make a secret DR and add the DR to the CPP Base # to determine the total CPP received for the current CG Date.
CPP BASE NUMBER CHART | |||
CG DATE | BRITISH | GERMAN | CAMPAIGN EXHAUSTION DRM |
17N | - | - | 0 |
18AM | 20 | 15 | 0 |
18PM | 25 | 15 | 0 |
18EVE | 15 | 20 | +1 |
18N | 5 | 20 | +1 |
19AM | 5 | 25 | +1 |
19PM | 0 | 25 | +1 |
19EVE | 0 | 30 | +2 |
19N | 0 | 30 | +2 |
20AM | 0 | 25 | +2 |
20PM | 0 | 20 | +2 |
20EVE | 0 | 20 | +3 |
20N | 0 | 10 | +3 |
21AM | 0 | 10 | +3 |
21PM | 0 | 10 | +3 |
21EVE | 0 | 10 | +4 |
9.617 PURCHASING REINFORCEMENT GROUPS: Both players now secretly allot CPP for the purchase of RG. All CPP expended are subtracted from the current CPP total. CPP not spent are divided by two (FRU) and recorded on the CG Roster in the "Left" column. The CPP expended, those remaining, and the RG(s) purchased may all be kept secret. The players 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 Date 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 (after the above modification), even if zero, in the "Left" column for the current CG Date. These CPP may be used to purchase further RG in step 9.6171 of any subsequent RePh.
The RG chart contains the following information:
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 RG Purchase Record (9.6178). The British player should secretly record the ID of Commando/
9.6173 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 current CPP total in order to receive that RG.
9.6174 UNITS REC'D FULL/
9.6175 CG DATE MAX: Lists the maximum number of RG of this type that may be purchased per CG Date (note that these limits are per CG Date and not calendar 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 players 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 listed as reinforcements 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). The following listing explains how each column of the RG Purchase Record is used.
CG Date: The CG Date the RG is purchased (e.g., 18PM).
RG ID: The RG's alphanumeric ID and KG from which it was purchased (German Only) (e.g., I1(K) for a German SS Infantry Platoon from KG Knaust).
Group Type: The RG's name (e.g., Para Pltn).
#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 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 Commando Pltn), and the unit type.
SW Received: As each SW for that RG is determined (RePh step 9.6182), record the number and type of each Weapon received.
Leader: As each eligible RG's (Armor)Leader(s) is determined (RePh step 9.6183) record his A10.7/D3.4 Strength Factor.
9.6181 RG STRENGTH: For each RG eligible for Depletion that was just purchased (as well as for each such RG received in an Initial-Scenario or during a RePh without purchase), make one secret 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 of the "/", a Depleted RG receives the number of specified units to the right of the "/".
RG STRENGTH TABLE | |||
FINAL DR | RESULT | DRM | |
≤ 9 | Full | -24 | British |
≥ 10 | Depleted | +15 | German VG Pltn |
+x/2 | Campaign Exhaustion DRM (FRD) |
9.6182 SUPPORT WEAPON ALLOTMENT: Determine the number of SW received by each Infantry-type RG listed on the appropriate "Infantry-Type SW Chart." A Full Strength RG automatically receives all SW indicated. A Depleted RG must make a secret dr ≤ the number listed in parentheses for each indicated SW in order to receive it. Record each SW received in its appropriate column on the RG Purchase Record on that RG's line. Each SW must set-up/
RG | LMG | PIAT | FT | DC | Lt. Mtra |
I1 | 1(5) | 1(3) | |||
I2 | 1(5) | 1(3) | |||
I3 | 1(5) | 1(3) | 1(3) | ||
I4 | 1(5) | 1(2) | 2(3) | ||
a | The light mortars are standard (i.e., non-airborne) versions of the OML 2-in Mortar |
RG | LMG | PSK/ | FT | DC |
I1 | 1(3) | *(2) | ||
I2 | 1(2) | 2(3) | ||
I3 | 1(1) | |||
* | Make a secret dr; 1-2 RG receives a Lt. Mtr, 3-6 RG receives a PSK |
EX: The German player purchases 2 SS Rifle Pltns (one depleted) and a full strength Volksgrenadier Pltn. The full strength SS Rifle Pltn receives a LMG and either a Lt. Mortar (with a subsequent dr of 1-2) or a PSK (subsequent dr of 3-6). The Volksgrenadier Pltn receives one LMG. The depleted SS Rifle Pltn makes a dr to determine which SW (PSK or Lt Mtr) is available. Assume a 4 was rolled (making a PSK available). He then makes a dr for each possible SW. The LMG will be received if its dr is ≤ 3 while the PSK will be received if its dr is ≤ 2.
9.6183 LEADER ALLOTMENT: For each indicated purchased/
LEADER TABLE | |||
Final DR | British | German | (Armor) |
< 2 | 10-3 | 10-2 | (10-2) |
2 | 10-2 | 10-2 | (9-2) |
3 | 9-2 | 9-2 | (9-1) |
4 | 9-2 | 9-1 | (9-1) |
5 | 9-1 | 9-1 | (8-1)† |
6 | 9-1 | 8-1 | |
7 | 8-1 | 8-1 | |
8 | 8-1 | 8-0 | |
9 | 8-0 | 8-0 | |
10 | 7-0 | 7-0 | |
≥ 11 | 6+1 | 7-0 | |
† | If selected for a Hvy Tank Pltn, replace with a 9-1 A.L. |
LEADER TABLE DRM | |||
BRITISH | GERMAN | ||
-1 | Commando | -1 | SS PG, SS Recon, Med Tank |
-2 | Engineer | -2 | Engineer, Hvy Tank |
+1 | Glider | +1 | SPG, Lt Tank |
+2 | VG, AC |
9.6184 GERMAN VEHICLE GROUP COMPOSITION: For each German A2, A3, A4, or A6 RG purchased [EXC: A4 and A6 RGs available from KG Graebner] make a dr on the appropriate table below to determine the exact composition of the RG.
A6 | ||
dr | Vehicles | |
1-2 | SPW 250/9 SdKfz 10/4 | x2 x1 |
3-4 | SdKfz 7/1 SdKfz 6/2 | x1 x2 |
5 | SPW 250/9 SdKfz 6/2 SdKfz 10/4 | x1 x1 x1 |
6 | SdKfz 10/4 SdKfz 7/1 SdKfz 6/2 | x1 x1 x1 |
A4 | ||
dr | Vehicles | |
1 | StuH 42 | x2 |
2 | StuG IIIG(L) | x2 |
3-5 | StuG IIIG(L) StuH 42 | x1 x1 |
6 | StuG IIIG(L) | x3 |
A3 | ||
dr | Vehicles | |
1 | PzKpfw VIB PzKpfw VIE(L) | x1 x1 |
2-4 | PzKpfw VIE(L) | x2 |
5 | PzKpfw VIE(L) PzKpfw VIE | x1 x1 |
6 | PzKpfw VIE | x2 |
A2 | ||
dr | Vehicles | |
1 | PzKpfw VG | x2 |
2-3 | PzKpfw IVJ | x2 |
4-6 | PzKpfw VG PzKpfw IVJ | x1 x1 |
9.619 PURCHASING FORTIFICATIONS: Fortifications, 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 the initial CG Scenario or as per 9.615, or purchased). 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 TYPE | FPP | NOTES |
Trench | 6 | - |
Foxhole | 3/2/1 | 1, F |
A-P minefield factor | 3/6 | 2 |
A-T Mine factor (British Only) | 4 | 2, 3 |
Wire (German Only) | 10 | 7 |
Fortified Location | 10 | 4, F |
Breach | 5 | B, F |
HIP | 3/2/1/1 | 5, F |
"?" | 1 | 6, F |
1 | For 3-, 2-, and 1-squad capacity respectively. |
2 | German/ |
3 | Includes Daisy Chain. |
4 | Per building Location; tunnels are NA. |
5 | Squad/ |
6 | See SSR CG 12. |
7 | HIP NA [EXC:Night CG Scenario] |
B | Only the British may purchase this type of Fortification. |
F | Only those Fortifications marked with a "F' may be setup in a Front Line Location [EXC:neither the Blockhouse nor the rubble from its destruction (5.2) is ever considered a Front Line Location for purposes of this note]. |
9.6201 BRITISH AMMUNITION SHORTAGE DETERMINATION: Commencing on the 19AM CG Date (and every CG Date thereafter) the British player makes a DR on the following table to determine the Level of ammunition shortage (SSR CG 17) suffered for the current CG Date [EXC: This step is not performed if the previous CG Date was Idle; 9.62132].
AMMUNITION SHORTAGE LEVEL CHANGE | |
FINAL DR | RESULT |
≤ 9 | No Change |
≥ 10 | Shortage increases one Level |
DRM: | |
+x | Campaign Exhaustion DRM |
+(y-1) | Number of British Attack Chits selected during this CG (minimum of 0) (see 9.5, 9.52, SSR CG 3, 9.62132) |
9.6202 ELR LOSS/
ELR LOSS/ | |
FINAL DR | RESULT |
≤ 2 | ELR +1 |
3-12 | No Change |
≥ 13 | ELR -1 |
DRM: | |
-1 | Per 30 CVP (FRD) of enemy units Eliminated during the last CG Scenario (including CVP awarded thus far during this RePh) |
-3 | Per Idle CG Date since the last CG Scenario |
+1 | Per CG Scenario since the last Idle CG Date |
+1 | Per Attack Chit selected by that side since the last Idle CG Date |
+x | Campaign Exhaustion DRM (British Only) |
+y/2 | Campaign Exhaustion DRM (FRD) (German Only) |
+z | British Ammunition Shortage Level DRM (British Only) |
EX: It is the 21PM CG Date. The British player chose an Attack Chit on 21AM and inflicted 42 CVP on the Germans. There was an idle CG Date on 20N. The British are under Ammunition Shortage Level 2. The British player's DRM total will be +7 (-1 for CVP, +1 for the 21AM CG Scenario, +1 for the Attack Chit used on 21AM, +4 for Campaign Exhaustion, and +2 for British Ammunition Shortage). The German player inflicted 38 CVP and also selected an Attack Chit on 21AM. The German player's DRM will be +3 (-1 for CVP, +1 for the 21AM CG Scenario, +1 for the Attack Chit used on 21AM, and +2 for Campaign Exhaustion).
9.6211 CG SCENARIO VICTORY CONDITIONS: In ABtF, the individual CG Scenarios have no specific Victory Conditions. A player does not "win" or "lose" a CG Scenario. Rather, the CG Scenarios are intended to position the players for the over-all CG Victory Conditions.
9.6212 SUDDEN DEATH VICTORY: The Germans win any CG at the end of any CG Scenario Game Turn by Controlling all Strategic Locations within Block H (see the Chapter R Divider).
9.6213 INITIATIVE DETERMINATION: Each side selects its Initiative for the current CG Date, either to "Attack" or stand "Idle", representing its desired tactical plans.
9.62131 CHIT UNITS: Each CG (9.51-.53) lists the maximum number of Attack and Idle Chits (9.62132) each side may select during the course of that CG. There is no limit otherwise on selecting AttacklIdle Chits on consecutive CG Dates.
9.62132 PROCEDURE: Each side takes its respective Initiative Chit and secretly places it on the playing area, hidden from the opponent's view, with the chit's face-up side displaying the side's Initiative selection (i.e., either an Attack Chit or an Idle Chit) for the next CG Scenario. The counters are then revealed simultaneously and cross-indexed on the following matrix to determine if a new CG Scenario is generated and, if so, what type it will be. Both players should note on a side record the chit selected and the total of each type used thus far in the CG for Ammunition Shortage (9.6201) and ELR Loss/
INITIATIVE MATRIX | ||
CHITS SELECTED | BRITISH ATTACK | BRITISH IDLE |
GERMAN ATTACK | Dual Assault1 | German Assault1 |
GERMAN IDLE | British Assault1 | Idle CG Date2 |
1 | Scenario generated; consult proper scenario type below for further information |
2 | No scenario generated for this CG Date; each side repeats RePh steps 9.612-.620 |
a) Dual Attack - Represents a CG Date when both sides have planned offensive action. The German player makes a dr to determine which side sets up first: if ≤ 3 the British does; otherwise the German does. The side moving first (see 9.6215), however, is not determined until after all setup is complete (see also SSR CG 24).
b) German Assault - Represents a planned assault on the British positions. The British player sets up first and the German player moves first (see also SSR CG 24).
c) British Assault - This represents a local counterattack by British units. The German player sets up first and the British player moves first (see also SSR CG 24).
9.6214 UNIT SETUP: The side that sets up first (9.62133) in a given CG Scenario now sets up all of its Retained units, Equipment, and new Fortifications, after which the other side does likewise. Each unit/
9.6215 FIRST MOVE DETERMINATION:18 For British or German Assaults, see 9.62133. For Dual Assaults, the German player now makes a dr. On a dr ≤ 4, the German moves first. On a dr ≥ 5, the British moves first.
9.6216 WEATHER DETERMINATION: The weather, NVR (if required), EC, and Wind Force (including direction if necessary) are now determined.
9.62161 WEATHER: The British player makes a DR and consults the table below to determine the weather for the upcoming CG.
WEATHER TABLE | ||
DR | RESULT | DRM |
≤ 2 | Mist | -2 Previous CG Scenario was Mist |
3-5 | Overcast | -1 Previous CG Scenario was Overcast |
6-10 | Clear | -1 Night Scenario |
≥ 11 | Clear & Gusty | +1 Previous CG Scenario was Clear & Gusty |
9.62162 NVR: For all CG Night Scenarios there is no Moon and Scattered Clouds. Determine Base NVR per E1.11.
9.62163 EC: The British player makes a dr and consults the following table to determine the EC for the upcoming CG Scenario.
dr | RESULT | drm |
≤ 1 | Wet | -1 Previous CG Scenario was Wet or Moist |
2 | Moist | -1 Night Scenario |
3-5 | Moderate | +1 Previous CG Scenario was Dry |
≥ 6 | Dry |
9.62164 WIND FORCE (AND DIRECTION): The British player makes a dr and consults the following table to determine the wind force for the upcoming CG Scenario.
dr | RESULT | drm |
1-3 | No Wind | -1 Night Scenario |
4-6 | Mild Breeze1 | +2 Weather is Overcast |
≥ 7 | Heavy Wind1 | +1 Previous CG Scenario was Clear & Gusty |
1 | Determine Wind Direction per B26.52 |