9. A BRIDGE TOO FAR CAMPAIGN GAME

Rule sections #9.1-.53

9.6 REFIT PHASE:

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/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 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/Gain Determination

†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/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-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 hidden/Cloaked units, Entrenchments and Equipment are placed on-map in their present Location [EXC: still-hidden Observers, Emplaced Guns, and Fortifications other than Entrenchments, need not be revealed provided they set up in their current Location for the next CG scenario; such units/Fortifications may set up HIP for the next CG Scenario at no cost in FPP]. All markers/counters listed below are removed from the map at this time (Right of Inspection does not apply to revealed stacks):

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/Rider Personnel and Equipment are then unloaded/unhooked 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. Each player should note the final CVP tally from the scenario just completed (and should also note those CVP gained/lost during the RePh) for CG Victory Determination (9.51) and ELR Loss/Gain (9.6202)

9.604 ENCIRCLEMENT, MINEFIELDS, BOG, AND SHOCK

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/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. CVP for eliminated units are awarded normally.

9.6043 BOG: Each non-Abandoned, Bogged/Mired vehicle must undergo consecutive Bog Removal attempts (D8.3) until it is either unbogged or immobilized (MP expenditure is immaterial). For a British Jeep(a), or if German 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 consecutive recuperation attempts (C7.42) until either the marker is removed or the AFV is Eliminated. CVP are awarded normally.

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/after aCG Scenario place a friendly Location Control marker (supplied in the ABtF counter mix) in a Strategic Location that it currently Controls, especially if that Location's Control might become disputed at some later point. Additionally, during this RePh step (only) Block Control Markers are placed in any convenient area of the map to indicate that a side Controls that Block. Once Control of a Block is gained, by simultaneously Controlling all Strategic Locations within that Block during this step of the RePh, a side retains Control until such time as the opposing side has simultaneous Control of all Strategic Locations within the Block during this step of the RePh. Some Blocks may contain no Strategic Locations. These Blocks are never Controlled. However, Strategic Locations can be created during play. In such cases, these Blocks can then be Controlled and are treated as all other Blocks (so long as at least one Strategic Location remains within the Block). A Location 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 otherwise prohibited (9.613). Block Control is determined (and can change) only as a result of this step [EXC: Block Control Forfeiture; 9.6051]. The Blockhouse is always a valid Friendly Setup Area for the side that controls it (even if it has been destroyed, but not once its Rubble has been cleared; 5.2-.22).

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/Weapon is one in a Location not contained within the boundaries of a Block Controlled by that side. Each Isolated Personnel/Mobile-vehicle unit (and its portaged/possessed/towed Equipment [EXC: non-dm Guns]) at scenario end is Retained into the nearest (along the shortest path of contiguous, Enterable, Uncontrolled Territory hexes) Friendly Setup Area or Eligible Entry Area; unit's owner's choice of Area if equidistant. Each SW/Gun may be freely (un)hooked/Eliminated/Transferred/dismantled. Each Personnel/Mobile-vehicle unit unable to trace such a path is required to attempt Escape. Each immobile vehicle becomes Abandoned, and its crew (if any) is then either Retained (if it can trace such a path) or required to attempt Escape [EXC: If the immobile vehicle is in Uncontrolled Territory, it remains in its current Location and VCA. It may, at the owner's option, be Abandoned (and turned into a (Burnt-out) wreck and may be Scrounged) and the crew is then Retained]. Emplaced guns in Uncontrolled Territory may remain in their current Location provided that Location is ≤ 2 hexes from any hex within a Friendly Setup Area. Non-dm Guns in an Enemy Setup Area, or in Uncontrolled Territory ≥ 3 hexes from a Friendly Setup Area, are left unpossessed in their current Location and the crew is then either Retained or must attempt escape.

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/Gun may be dropped or freely (un)hooked/Eliminated/Transferred/dismantled. A non-dm Gun can never Escape [EXC: if hooked up to a mobile vehicle which successfully escapes].

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/Enemy-Setup-Area hexes (Escapee's choice if two such Areas are equidistant). If a unit is Eliminated (via Replacement/Casualty-Reduction) while escaping, all Equipment it took with it is Eliminated on a subsequent dr of 4-6; on a dr of 1-3 the Equipment is left in the Eliminated unit's last-occupied Location. CVP for eliminated units are awarded normally.

ESCAPE TABLE

Final DRInfantryMobile Vehicle
Escapes1Escapes
9Escapes, Replaced2,3Abandoned4,5;crew (if any)
Escapes
10Escapes, Casualty Reduced3Eliminated6;crew (if any)
Escapes
11Escapes, Replaced2,3, then
Casualty Reduced
Abandoned4,5; crew (if any)
Eliminated
≥ 12All units/weapons EliminatedEliminated; crew (if any)
Eliminated
1An 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/Surrender) results in the unit(s) Elimination]
.
2A crew, or unit which would otherwise become Disrupted, is Eliminated instead.
3Use Random Selection for a stack.
4The surviving crew may turn the vehicle into a (Burnt-out) wreck.
5In its current hex and VCA: the surviving crew may attempt to Scrounge the vehicle/wreck.
6The 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/Hero DRM (NA to Leader/Heroes escaping alone)
+1 per multiple of two Uncontrolled-Territory/Enemy-Setup-Area hexes required
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.

9.607 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 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/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 as it becomes Mobile.

9.6072 NOT IN SETUP AREA: All unpossessed/Abandoned Equipment in 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 (Le., from previous CG Scenarios) is Controlled by the side (if any) Controlling its Location.

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/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-.6095):

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/woods obstacle, move the Blaze marker to the building/rubble/woods so that it is now a terrain Blaze and mark it with a Pin counter to show that the Location begins the next CG Date with this terrain Blaze in place]. Replace the wreck with a Burnt-out Wreck.


9.6092 WOODEN RUBBLE, ORCHARD, WOODS: Remove the Flame/Blaze (and rubble if applicable), 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 at ground-level in each building hex that has at least one Flame/Blaze in any of its Locations, removing each Flame/Blaze marker. Any Cellar Location in the hex no longer exists. 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.

WOUNDED LEADER TABLE

Final drResult
≤ 1Retained unwounded
2-4 Retained wounded
≥ 5Eliminated
drm:
-1British
-1Heroic

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:

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).

9.611 RECOMBINING AND BATTLE HARDENING

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/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/PSK/PIAT Retained even if that SW is currently malfunctioned].

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/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 Hardens 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 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/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. A unit/group may not Shift from an Entry Area. 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/Gun may be dropped or freely (un)hooked/Eliminated/Transferred/dismantled. A non-dm Gun can not be Shifted [EXC: if hooked up to a mobile vehicle which successfully Shifts]. For each Leader attempting to shift, 3 squads may automatically deploy. Make a separate Secret DR on the following table for each unit/group attempting to Shift. 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.

SHIFT TABLE

Final DRResult
≤ 8Successful Shift
9-10Failed attempt1
11Successful Shift, Casualty Reduction2
≥ 12Failed attempt, all units/weapons Eliminated3
1Unit/group cannot Shift (the orders were not received or could not be carried out).
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.
2Each 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.
3Enemy units detect the attempt and setup an ambush. Crew Survival and wreck
placement for eliminated vehicles is NA.
DRM:
-1Previous CG Date was Idle (British only)
-2British
+1Per multiple of two Uncontrolled Territory hexes along the path
between the current Setup/Entry Area and the desired Area (FRD)

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.

9.614 EQUIPMENT REPAIR AND REPLENISHMENT

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/Eligible-Entry Area 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. Abandoned vehicles in Uncontrolled Territory (including Front Line road hexes) remain Abandoned and may be captured (and remanned) only during play.

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
1-2Vehicle becomes mobile*
≥ 3No effect
*and is Retained in its current (or nearest) Friendly Setup Area
drm:
+1Only Non-Qualified Use (A21.13) possible
+1Vehicle is in a Front Line Location/Uncontrolled Territory
+xArmor 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 drResult
1-2Recovers; remove stun
3-5Retain stun
6Eliminated
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/Entry Area that contains Personnel (or, for a vehicular Weapon, an Inherent crew in that vehicle):

WEAPON REPAIR TABLE

Final drResult
≤ 1Repaired
≥ 2Eliminated*
*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:
-1vehicular-mounted
-xWeapon Repair Number
-yArmor Leader Leadership Rating (if vehicular mounted and the Armor Leader begins the next CG scenario manning this vehicle)
+1if 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/Entry Area as the AFV.


9.61422 ABANDONING, SCROUNGING, & REMOVAL: At the Controlling player's option, any 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 any Abandoned-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.]


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/Entry area that contains Personnel; if ≥ 4 it is Eliminated (disabled if vehicular). MA disabled by either of these 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 replaced with a Burnt-out Wreck. No CVP are awarded for Eliminated Weapons.

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 drResult
≤3Restores special ammunition type
≥4Ammo remains depleted
drm:
+xcurrent level of Ammunition Shortage (SSR CG 17) (British Only)
-1German

9.615 OB-GIVEN REINFORCEMENTS: During the RePh, it is possible that one/both sides will receive OB-given Reinforcements. These units may enter/setup as specified below and are in addition to the CG (Date) Maximums listed in the RG Charts. Strength, Leaders, and SW-Allotment are determined normally. See RG Chart notes.

9.6152 REINFORCEMENT SCHEDULE

CG DateBritishGerman
18AMI11, I21, SAN +2420 FPP2, SAN -15
18PMG11,2, A11, SAN -15SAN +24
19AM I13, I23
20AM SAN +14
drm:
1Enters on/after Turn 1 from any British Entry Area
2Available for on-map setup
3Enters on/after Turn 1 from any German Entry Area
4SAN 7 maximum (effective at start of scenario)
5SAN 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/setup as listed. All/some/none may enter on any turn but those failing to enter/setup during the next non-Idle CG Scenario are Eliminated. Normal CVP are awarded for such units. These reinforcements are in addition to those listed in the RG Charts and never count against the CG Date or CG Maximums.

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 DATEBRITISHGERMANCAMPAIGN
EXHAUSTION
DRM
17N--0
18AM20150
18PM25150
18EVE1520+1
18N520+1
19AM525+1
19PM025+1
19EVE030+2
19N030+2
20AM025+2
20PM020+2
20EVE020+3
20N010+3
21AM010+3
21PM010+3
21EVE010+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/Engineer MMC.16

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/DEPL: Lists the type(s) and quantity of units that each RG contains.

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.

9.618 RG STRENGTH, WEAPONS, LEADERS, and COMPOSITION

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 DRRESULTDRM 
≤ 9Full-24British
≥ 10Depleted+15German VG Pltn
  +x/2Campaign 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/enter with a unit of its RG.

BRITISH INFANTRY-TYPE SW CHART

RGLMGPIATFTDCLt. Mtra
I11(5)1(3)   
I21(5)   1(3)
I31(5)1(3) 1(3) 
I41(5) 1(2)2(3) 
aThe light mortars are standard (i.e., non-airborne) versions of the OML 2-in Mortar

GERMAN INFANTRY-TYPE SW CHART

RGLMGPSK/Lt. MtrFTDC
I11(3)*(2)  
I2  1(2)2(3)
I31(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/OB-Given "I" or "A" type RG, make one secret DR on the appropriate column of the following Leader Table to determine the type of Leader received with that RG. Each newly-received Leader must setup/enter with a unit of his respective RG.

LEADER TABLE

Final DRBritishGerman(Armor)
< 210-310-2(10-2)
210-210-2(9-2)
39-29-2(9-1)
49-29-1(9-1)
59-19-1(8-1)†
69-18-1 
78-18-1 
88-18-0 
98-08-0 
107-07-0 
≥ 116+17-0 
If selected for a Hvy Tank Pltn, replace with a 9-1 A.L.

LEADER TABLE DRM

BRITISHGERMAN
-1Commando-1SS PG, SS Recon, Med Tank
-2Engineer-2Engineer, Hvy Tank
+1Glider+1SPG, Lt Tank
  +2VG, 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

drVehicles 
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

drVehicles 
1StuH 42 x2
2StuG IIIG(L) x2
3-5
 
StuG IIIG(L)
StuH 42
x1
x1
6StuG IIIG(L) x3

A3

drVehicles 
1
 
PzKpfw VIB
PzKpfw VIE(L)
x1
x1
2-4PzKpfw VIE(L)x2
5
 
PzKpfw VIE(L)
PzKpfw VIE
x1
x1
6PzKpfw VIEx2

A2

drVehicles 
1PzKpfw VGx2
2-3PzKpfw IVJx2
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 TYPEFPPNOTES
Trench 6-
Foxhole 3/2/11, F
A-P minefield factor 3/62
A-T Mine factor (British Only)42, 3
Wire (German Only) 107
Fortified Location 104, F
Breach 5B, F
HIP 3/2/1/15, F
"?" 16, F
1For 3-, 2-, and 1-squad capacity respectively.
2German/British FPP cost respectively. Each side may purchase no more than 12 A-P minefield factors (and, for the British, 2 A-T Mines) per CG Date. The British may not purchase more than 8 A-T Mines during any CG. During setup, the strength of friendly-Controlled, pre-existing minefields may be increased by adding extra A-P/A-T mine factors to them (though only in allowed increments and to allowed maximums). Minefields may not be decreased in this manner. Minefield factors purchased on the above Table may never be exchanged for Boobytrap capability (B28.9). Exchanging A-P minefield factors for A-T Mines (B28.5)is NA.
3Includes Daisy Chain.
4Per building Location; tunnels are NA.
5Squad/HS/crew/SMC cost respectively. No more than 10% (FRU) of a side's Retained/Just-Purchased Infantry squads (plus all SW/SMC set up with them in the same Location) may set up using HIP in a daytime scenario. The 25% allocation for a Scenario Defender at night (E1.2) costs no FPP. AFV HIP is NA. Guns, and their manning crew may set up using HIP per SSR CG 5. In all cases, the allowable percentage is calculated separately for each Setup Area.
6See SSR CG 12.
7HIP NA [EXC:Night CG Scenario]
BOnly the British may purchase this type of Fortification.
FOnly 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].

AMMUNITION SHORTAGE AND ELR LOSS/GAIN DETERMINATION.

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 DRRESULT
≤ 9No Change
≥ 10Shortage increases one Level
DRM: 
+xCampaign 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/GAIN: Each player makes a DR on the following table to determine the effects (if any) on his side's ELR for the current CG Date.

ELR LOSS/GAIN CHART

FINAL DRRESULT
≤ 2ELR +1
3-12No Change
≥ 13ELR -1
DRM: 
-1Per 30 CVP (FRD) of enemy units Eliminated during the last CG Scenario (including CVP awarded thus far during this RePh)
-3Per Idle CG Date since the last CG Scenario
+1Per CG Scenario since the last Idle CG Date
+1Per Attack Chit selected by that side since the last Idle CG Date
+xCampaign Exhaustion DRM (British Only)
+y/2Campaign Exhaustion DRM (FRD) (German Only)
+zBritish 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).

9.621 SCENARIO COMMENCEMENT

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/Gain (9.6202) purposes.

INITIATIVE MATRIX

CHITS SELECTEDBRITISH ATTACKBRITISH IDLE
GERMAN ATTACKDual Assault1German Assault1
GERMAN IDLEBritish Assault1Idle CG Date2
1Scenario generated; consult proper scenario type below for further information
2No scenario generated for this CG Date; each side repeats RePh steps 9.612-.620

9.62133 SCENARIO TYPES

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/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]. Emplaced Guns and mobile Vehicles may also set up in Uncontrolled Territory that is ≤ hexes from a Friendly Setup Area (see also SSR CG 5). Record the hex coordinates of new Fortification setup Locations on the CG Roster, in the appropriate line(s) and column(s) under "FORTIFICATIONS". As an exception to A2.9, units may set up overstacked if every Location within the Friendly Setup Area currently contains the maximum allowed by normal stacking limits (A5). Following this, the side setting up second does likewise. Units may not set up in enemy occupied Locations.

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

DRRESULTDRM
≤ 2Mist-2 Previous CG Scenario was Mist
3-5Overcast-1 Previous CG Scenario was Overcast
6-10Clear-1 Night Scenario
≥ 11Clear & 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.

drRESULTdrm
≤ 1Wet-1 Previous CG Scenario was Wet or Moist
2Moist-1 Night Scenario
3-5Moderate+1 Previous CG Scenario was Dry
≥ 6Dry 

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.

drRESULTdrm
1-3No Wind-1 Night Scenario
4-6Mild Breeze1+2 Weather is Overcast
≥ 7Heavy Wind1+1 Previous CG Scenario was Clear & Gusty
1Determine Wind Direction per B26.52