3.6 REFIT PHASE: The following steps (3.601-3.623) 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/
> | 3.601 | Conclusion of Melee |
> | 3.602 | Marker Removal |
> | 3.603 | Rally and Unloading |
3.604 | Encirclement, Minefields, Bog, Shock, Fording, and Used OBA RGs | |
3.605 | Setup Area Determination | |
3.606 | Escape | |
3.607 | Equipment Possession, Hidden Fortifications, and Unit Withdrawal | |
3.608 | Prisoners | |
3.609 | Extinguishing Flames and Blazes | |
3.610 | Wounded Leaders | |
3.611 | Recombining and Battle Hardening | |
3.612 | New CG Date and SAN Adjustment | |
3.613 | Shift | |
3.614 | Equipment Repair and Replenishment | |
3.615 | Ammunition Shortage | |
3.616 | CPP Replenishment | |
! | 3.617 | Purchasing Reinforcement Groups |
! | 3.618 | RG Strength, Weapons, and Leaders |
! | 3.619 | Purchasing Fortifications |
! | 3.620 | Purchasing Reconnaissance |
! | 3.621 | Initiative Determination |
! | 3.622 | Unit Set Up |
! | 3.623 | Scenario Commencement |
3.601 CONCLUSION OF MELEE: All opposing units in the same Locations are now assumed to be in Melee,and must under go an (unlimited) number of Melee rounds until no more CC attacks can be made. Such units are free to perform any/
3.602 MARKER REMOVAL: All markers/
3.603 RALLY AND UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted. No DR is made. All Passenger/
3.604 ENCIRCLEMENT, MINEFIELDS, BOG, SHOCK/
3.6041 ENCIRCLEMENT: Each encircled unit [EXC: Prisoner] must take a separate 1TC (leadership DRM may apply if present and at owner's choice). If it passes its 1TC it remains in its present Location (Encircled markers are not removed until 3.6062). Failing the 1TC results in the unit's immediate Elimination [EXC: Encircled PRC of an Immobile vehicle are Eliminated, leaving the vehicle Abandoned]. 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.
3.6042 MINEFIELDS: Each Mobile vehicle (and its Vulnerable Inherent crew, if required; B28.43) in any type of minefield undergoes the appropriate type(s) of mine attack(s), fully resolved in the normal manner, as if it is attempting to exit the minefield Location [EXC: if the crew breaks, it is unloaded in Good Order into the minefield's Location]. Each Infantry unit in an A-P minefield hex (including a crew that just unloaded due to a minefield attack) must take a NTC (leader's DRM can apply); failure of the TC causes Casualty Reduction [EXC to both: A unit theoretically able to exit the minefield hex without being attacked by the mines and without having to enter a minefield/
3.6043 BOG: Each non-Abandoned, bogged/
3.6044 SHOCK/
3.6045 FORDING: All currently Fording infantry units must determine the shortest route to a non-enemy occupied non-river/
3.6046 USED OBA RGs: If an OBA RG has been used (See CG17 and CG19) remove its radio.
3.605 SETUP AREA DETERMINATION: Each side now determines its Setup Area(s) for the next CG scenario. Each side may, at any time during/
3.6051 NO-MAN'S LAND: As each side determines its Setup Area(s), there will be portions of the map where two opposing Setup Areas overlap. A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations is a No-Man's Land hex. A No-Man's Land hex can never be part of a Setup Area. A Strategic Location can never be No-Man's Land (though it can be Isolated). Each manned, Immobile vehicle without functioning MA in No-Man's Land becomes Abandoned, and its crew (if any) must attempt Escape per 3.606. See also 3.6056 and 3.6072.
3.6052 ISOLATED UNIT: An Isolated unit/
3.6053 UNCONTROLLED TERRITORY: Uncontrolled Territory refers collectively to all hexes that are neither No-Man's Land nor part of either side's Setup Area (i.e., ≥ three hexes from all Controlled Strategic Locations). Each Personnel/
3.6054 SURROUNDED HEXES: Each Uncontrolled-Territory hex, and each unoccupied Strategic Location that is currently completely enclosed within a Setup Area of only one side becomes part of that Setup Area [EXC: a Location vacated later due to the Escape of an enemy unit; 3.6131].
MARKING THE MAP: Included in the PBr 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 Strategic Location Controlled by them. Other Strategic Locations can be marked by an appropriate letter inside a square; e.g., "E" for Entrenchment, "F" for Fortification, "G" for a functioning Gun, "V" for a manned, Immobile vehicle with functioning MA.
Once all Strategic Locations have been indicated, mark all No-Man's-Land hexes using another color (suggestion: a yellow "highlighter"). Next, each side draws its Setup-Area boundaries, enclosing all non-Strategic Locations within two hexes of each friendly-Controlled Strategic Location (excluding No-Man's-Land).
After all Setup Areas have been determined, each side should record (on the reduced-size map) an ID for each one. Subsequent changes in the status of (potential) Strategic Locations (e.g., Blazing wooden rubble turned to shellholes [3.6092], a manned, immobilized vehicle with functioning MA that becomes Mobile [3.6141b], etc.) do not alter or otherwise affect either side's Setup Area(s) in any way; once all Setup Areas have been correctly marked, they remain thus until the start of the next CG scenario.
in in enemy Setup Area | must attempt Escape (3.606) |
in No Man's Land | must attempt Escape (3.606) |
in Uncontrolled Territory | is Retained into the nearest friendly Setup/ |
if Isolated | may attempt Escape or remain in place [EXC: if Overstacked]; 3.606 |
in in enemy Setup Area | is Captured or Eliminated (enemy's choice; 3.6071)* |
in No Man's Land | is left in place unpossessed (3.6072) |
in Uncontrolled Territory | is left in place unpossessed (3.6072) |
if Isolated | is Retained by the Controlling side (3.6071) |
in in enemy Setup Area | is Captured or Eliminated (enemy's choice; 3.6071)* |
in No Man's Land | is Abandoned; the crew (if any) must attempt Escape (3.6051)† |
in Uncontrolled Territory | is Abandoned (3.6053); the crew (if any) is Retained into the nearest Friendly-Setup/ |
if Isolated | is Retained by the Controlling side (3.6071) |
in Bypass of enemy-controlled Strategic Location | is Captured or Eliminated (enemy's choice; 3.6071)* |
in any other Location | becomes a Strategic Location |
* Capturing/
† Abandoning crew may Remove allowed Weapon(s) and/
3.6055 IN FRIENDLY SETUP AREA: Each unit/
IMPORTANT: Each Gun must (for now; see SSR CG10 [3.4] and 3.613) remain in its current Location, due to setup restrictions.
3.6056 NOT IN FRIENDLY SETUP AREA: Use the chart above to determine what happens to on-map units/
3.606 ESCAPE: Each Personnel/
Final DR | Infantry | Mobile Vehicle |
---|---|---|
≥ 8 | Escapes1 | Escapes |
9 | Escapes; Replaced2,3 | Abandoned;4,5 crew (if any) Escapes |
10 | Escapes; Casualty Reduced3 | Eliminated;6 crew (if any) Escapes |
11 | Escapes; Replaced, then Casualty Reduced2,3 | Abandoned; 5 crew (if any) is Eliminated |
≤ 12 | All units and Equipment Eliminated | Eliminated; crew (if any) is 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/ |
2 | A crew, or unit, that would become Disrupted is Eliminated instead. |
3 | Use Random Selection for a stack. |
4 | The surviving crew (if any) may turn the vehicle into a (Burnt-Out) Wreck in its current hex. |
5 | In current hex and VCA; the surviving crew (if any) may attempt to Scrounge the vehicle/ |
6 | The surviving crew (if any) may attempt to Scrounge the vehicle prior to its Elimination. |
-1 | If lone, unwounded SMC |
-1 | if CT AFV |
-1 | If current CG Date is Night* |
-2 | If adjacent to a friendly Setup Area (-1 if two hexes away from a friendly Setup Area) |
+x | (Armor-)Leader/ |
+1 | If in enemy Setup Area, or if it must trace a path through ≥ one enemy Setup Area to its intended Area of Retention |
+1 | per HS-equivalent > one HS using the same Escape DR* |
+1 | per PP > IPC being carried (unit with most excess PP determines this DRM for a stack; a stacked non-wounded leader may combine to increase a MMC's IPC)* |
+1 | If unarmed or Wounded |
+1 | If a Captured vehicle |
+1 | If stunned |
+2 | if Encircled* |
+2 | If Isolated |
* NA to vehicle Escape attempt.
3.6061 ESCAPE RESULTS: If a unit survives the Escape attempt, it and all Equipment it took with it are Retained into a friendly Setup Area or Eligible Entry Area - whichever is nearest in a path of contiguous, Enterable, Uncontrolled Territory/
3.6062 ENCIRCLED MARKER REMOVAL: All Encircled markers are now removed.
3.6071 IN SETUP AREA: Each piece of Equipment in a Setup Area is Retained (as Captured, if applicable) therein by the side Controlling that Setup Area. At its (new) owner's option, each such non-vehicle piece may be Eliminated by any Personnel (even an Abandoning crew) Retained in that Setup Area, and each such vehicle may be Abandoned, etc. exactly as per 3.61423. The Inherent crew of each now-Captured Immobile vehicle with no functioning MA is also Captured. Each unpossessed/
3.6072 NOT IN SETUP AREA: All unpossessed/
3.6073 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/
3.60741 BRITISH UNIT WITHDRAWAL7: During the RePh following the July 14 PM CG-scenario, if the Axis player controls all stone buildings and pillboxes north of the river(s), or Controls ≥ 3 building/
3.60742 GERMAN UNIT WITHDRAWAL8: When British units are removed pursuant to 3.60741 the Axis player must remove all remaining elements of RGs I4 and I5(and any captured support weapons and vehicles, captured Guns may be retained in eligible setup and entry areas) [EXC: Isolated portions of these RGs are exempt from withdrawal]. Withdrawn Axis units (and any captured support weapons and vehicles in the possession of these units) are retained by the Axis off map and may be returned to play after a CG Date ends with the British player in control of ≥ 5 hexes North of the river(s), at which time they become eligible for entry at an eligible entry area in the next CG Scenario [EXC: No more than three leaders, nine squad-equivalents of MMC, and one non-captured support weapon may be retained in this fashion; any excess units, owners choice, are removed from play without the award of CVP to the opponent].
3.608 PRISONERS: Each prisoner guarded by a non-Isolated unit is Eliminated. An Isolated Guard may retain possession of his prisoner(s), freely transfer them to another friendly unit (capable of being a Guard) in the same Isolated Area, or free them. If freed, a prisoner is automatically Retained (by the side friendly to it) into the nearest (in shortest path of contiguous Enterable Locations) friendly Setup/
3.609 EXTINGUISHING FLAMES AND BLAZES: Each building/
3.6091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that Wreck is in a building/
3.6092 WOODEN RUBBLE: Remove both the Rubble and Flame/
3.6093 STONE RUBBLE: Remove the Flame/
3.6094 BUILDING: Place the correct Rubble counter in all ground-level Locations of each building that has at least one Flame/
3.6095 ELIMINATIONS: All Fortifications/
3.610 WOUNDED LEADERS: Each side makes a dr on the following table for each currently wounded Retained Leader:
Final dr | Result |
---|---|
≤ 1 | Retained unwounded |
2-4 | Retained wounded |
≥ 5 | Eliminated (evacuated) |
drm: |
---|
+1 if Isolated |
-1 if Heroic |
-1 if part of British Airborne RG |
3.6111 RECOMBINING: All Retained same-class HS with the same strength factors within the same Setup/
3.6112 HEROES & MMC: On each side, each Retained Hero [EXC: Heroic Leader; 3.6113] 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/
3.6113 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].
3.6121 NEW CG DATE: Each passage of this RePh step represents the start of a new CG Date.
3.6122 SAN ADJUSTMENT: Each side must determine if the SAN of their side must be reduced for the current CG Date. A side whose SAN is currently < 2 has it automatically raised to 2 (no CPP expenditure is necessary). If a side has a SAN ≥ 4, a SAN adjustment dr must be made with a +drm equal to the current SAN minus 4. A Final dr ≥ 5 immediately reduces that sides SAN by two.
3.613 SHIFT: A Personnel/
Final DR | Result |
---|---|
≤ 8 | Shifted safely |
9-10 | No Shift* |
11 | Shifted with Casualties† |
≥ 12 | All units, Inherent Crews and Equipment Eliminated |
-1 | If that entire path can be traced on road hexes‡ |
+1 | Per five (FRD) Uncontrolled-Territory hexes along that path between the current Setup/ |
* Unit/
† Each Personnel unit suffers Casualty Reduction on a subsequent dr of ≥ 4. Each vehicle is Eliminated on a subsequent dr of ≥ 4; if it is Eliminated, make a CS DR for its inherent crew (if any; Casualty Reduction is NA). Roll separately for each unit.
‡ Not applicable to a Shift from one Entry Area to another.
3.6131 VACATED SETUP AREA: If the last unit in a friendly Setup Area is Eliminated or successfully Escapes/
3.6141 VEHICLES: Each side performs the applicable step(s) below for each vehicle in a friendly Setup/
a) ABANDONED: Each Abandoned vehicle may remain Abandoned, or may be remanned and operated (per A21.22 or D5.42/D6.631) by Personnel Retained within the same Setup Area.
b) IMMOBILIZATION REPAIR: Each non-Captured, non-Abandoned, immobilized vehicle must make a dr on the following table to determine if the immobilization is repaired:
Final dr | Result |
---|---|
≤ 2 | Becomes Mobile* |
≥ 3 | No change |
drm: | |
---|---|
+1 | if Isolated |
+1 | if only Non-Qualified Use (A21.13) possible |
+1 | if in a Front-Line hex |
* And is Retained in its current Setup Area. |
c) AFV RECALL: Each Mobile, non-Isolated Retained AFV under Recall. If Mobile, under Recall, and Isolated, such an AFV begins the next scenario under Recall (as well as suffering from Ammunition Shortage;A19.131).
d) STUNNED: A side Retaining a vehicle suffering the results of a stun (small stun, D5.34) must make a dr on the following table to determine if the vehicle recovers from the stun result:
Final dr | Result |
---|---|
≤ 2 | Recover, remove stun |
3-5 | Retain stun |
≥ 6 | Eliminated |
drm: | |
---|---|
+1 | if Isolated |
+1 | if German |
3.6142 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-Captured, Retained Weapon in each friendly Setup/
Final dr | Effect |
---|---|
≤ 1 | Repaired |
≥ 2 | Eliminated* |
drm: | |
---|---|
-1 | if vehicular-mounted |
-x | (Weapon Repair Number) |
+1 | if only Non-Qualified Use (A21.13) possible |
+1 | if Isolated |
* If vehicular-mounted, the Weapon is Disabled; if MA, the AFV is immediately Recalled (3.6141c applies).
3.61421 VEHICULAR-MG EXCHANGE: A Disabled, non-Captured, vehicular MG may be automatically repaired (even if disabled in step 3.6142) by Eliminating a friendly SW LMG. In all cases, the MG to be Eliminated must be Retained within the same Setup/
3.61422 CAPTURED EQUIPMENT: Each side makes a separate dr for each functioning, Captured, Retained Weapon in each friendly Setup/
3.61423 ABANDONING, SCROUNGING & REMOVAL: At the Controlling player's option ≥ one non-Recalled vehicle/
3.61424 SPECIAL AMMO: Each non-captured, non-Isolated weapon [EXC: British weapons prior to July 15 AM CG Date] 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:
Final dr | Result |
---|---|
≤ 3 | Restores special Ammunition type |
≥ 4 | NA, weapon still depleted for next CG Date |
3.61425 LOW AMMO: Each Low Ammo marker on each non-captured, non-Isolated vehicle is removed.
3.61426 BRITISH TANKS AT NIGHT: If this is a Night CG Date, all remaining mobile non-Isolated British tanks are retained in the closest (in MP, player's choice if equidistant) British Entry Area (See CG4);all mobile Isolated British Tanks must now attempt Escape.
3.61427 FT/
3.615 AMMUNITION SHORTAGE: See CG18.
3.616 CPP REPLENISHMENT: CPP are replenished according to the following formula: the CPP Base # (3.6161) plus CG Scenario Loss Points (3.6162) equals the final amount of CPP replenished. [EXC: On the July 14 PM date of CG III the British player may fore go all or a portion of the allotted CPP. The number of CPP fore gone is subtracted from the Axis CPP base.]
3.6161 CPP BASE NUMBER: The CPP Base # is given below for the current CG Date:
CG Date | Axis CPP Base | British CPP Base |
---|---|---|
July 14 AM | 39 | 17 |
July 14 PM | 29 | 12 |
July 14 N | 42 | 4 |
July 15 AM | 30 | 80 |
July 15 PM | 30 | 65 |
July 15 N | 44 | 65 |
July 16 AM | 25 | 62 |
July 16 PM | 25 | 60 |
July 16 N | 31 | 18 |
July 17 AM | 12 | 16 |
July 17 PM | 12 | 16 |
3.6162 CG SCENARIO LOSS POINTS: If the Casualty Victory Points (CVP) lost by a player for the prior CG scenario (only) are ≥ two times, and ≥ 8 more than, the CVP lost by the other Player, that player may make a dr and add this value to the CPP Base Number for the total amount of CPPs replenished.
3.617 PURCHASING REINFORCEMENT GROUPS: Each player now secretly allots CPP for the purchase of RG. All CPP expended are subtracted from the current CPP total. The CPP expended, those remaining, and the RG(s) purchased may all be kept secret. The player consults the RG chart for the different types of RG historically available, the CPP cost of each, the number of each that may be purchased during the course of the CG, and any applicable notes. As each RG is selected, record its ID (and the CPP expended to purchase it) in the "RG Purchased" column on the line for the current CG Scenario on the CG Roster. After all the RG are selected, write the total CPP expended in the "spent" column of the CG Roster for the current CG Date; then write the number of CPP remaining, even if zero, in the "Left" column for the current CG Date. Any CPP remaining may be used to purchase further RG in any subsequent RePh step 3.6171-.6178 [EXC: Any CPP remaining after this step on the 14 PM date are lost]t. The RG chart contains the following columns:
3.6171 ID: Provides an alphanumeric identification for each RG.
3.6172 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the RG Purchase Record (3.6179).
3.6173 FULL/
3.6174 UNIT TYPE(S): Lists the type(s) of units that each RG contains.
3.6175 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. If an Axis "I" or "G" type RG is purchased for 20% less (FRD) than its printed value the RG must be set up on-map in Reserve (SSR CG6; 3.4). If an Axis or British RG is purchased for its printed value it enters play during the course of the scenario (SSR CG4 and CG5). The Axis or British player may purchase "I" type RGs for Standard On-Map Setup by spending 20% more (FRU) than the printed value. Unless otherwise prohibited, each RG purchased for Standard On-Map Set Up may be set up on-map in a friendly, non-Isolated Setup Area in a scenario played on the same CG Date that it is purchased. An Axis RG purchased for Standard On-Map Setup is not set up in Reserve - and, if it can use an Eligible Entry Area, may instead be Retained in that Entry Area's Holding Box to enter as a reinforcement (see SSR CG4; 3.4). A British RG may be purchased for Standard On-Map Setup only if there is ≥ one Set Up Area on the Map. For set up purposes RG must be able to trace a path (of any length) of contiguous, Enterable (by all units of that RG) friendly-Setup/
3.6178 NOTES: Special restrictions or comments about the RG.
3.6179 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; 3.6176-.6177). The following listing explains how each column of the RG Purchase Record is used.
3.618 PURCHASING REINFORCEMENT GROUPS: The players now secretly allot CPP for the purchase of RG. All CPP expended are subtracted from the player's current CPP total. 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, even if zero, in the "Left" column for the current CG Date. Any CPP remaining may be used to purchase further RG in any subsequent RePh step 3.618.
CG Date: The CG scenario the RG is purchased.
RG ID: The RG's alphanumeric ID.
Group Type: The RG's name.
#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 3.6181. 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 and the unit type.
SW Received: As each SW for that RG is determined (RePh step 3.6182), record the number of each Weapon type received.
Leader(s): As each eligible RG's (armor) leader(s) is determined (RePh step 3.6183) record his A10.7/D5.4 Strength Factor.
Objective Hex: Record the Objective Hex of each Coy size RG (see 3.2).
Setup/
GERMAN/ITALIAN REINFORCEMENT GROUP CHART |
||||||||
---|---|---|---|---|---|---|---|---|
Full/ | CPP | CG Date | CG Max | |||||
ID | Group Type | Depl | Unit Type(s) | Cost | Max | I | II | III |
F1 | FB42 | 2 | FB42a | 1 (2) | 1 | 1 | 1 | 0 |
I1 | Fallschirmjäger Pioneer Coy | 12/9 | 4-6-8bckm | 21 | 1 | 3 | 2 | 0 |
I2 | Fallschirmjäger MG Pltn | 2;2/c | MMG;HMGcdgk | 8 | 1 | 4 | 4 | 0 |
I3 | Fallschirmjäger Pioneer Alert Coy | 12/9 | 4-6-8bckmn | 16 | 1 | 1 | 1 | 0 |
I4 | Fallschirmjäger Signal Coy | 12/9 | 4-6-7bclm | 15 | 1 | 1 | 1 | 0 |
I5 | Alert Infantry Coy | 12/9 | 4-4-7bclm | 14 | 2 | 2 | 0 | 2 |
I6 | Fallschirmjäger Coy | 12/9 | 5-4-8bcom | 17 | 1 | 1 | 1 | 0 |
I7 | Italian Infantry Coy | 12/9 | 3-4-6bcm | 12 | 1 | 3 | 3 | 0 |
I8 | Italian MG Coy | 2;2/c | MMG;HMGcdg | 6 | 1 | 1 | 1 | 0 |
I9 | Italian MTR Coy | 3/2 | 45mm MTRcdg | 6 | 1 | 2 | 2 | 0 |
I10 | Italian Blackshirt Coy | 12/9 | 3-3-6bcm | 8 | 1 | 1 | 1 | 0 |
G1 | RCL Section | 2/1 | 75 LG 40 RCLcegk | 4 | 1 | 3 | 3 | 0 |
G2 | INF Section | 2/1 | 75* IeIG 18 INFcegk | 6 | 1 | 2 | 2 | 0 |
G3 | MTR Section | 2/1 | 81* GrW 34 MTRcegk | 7 | 1 | 4 | 4 | 0 |
G4 | AA Section | 2/1 | 88L FlaK 18 AAcehg | 10 | 1 | 1 | 0 | 0 |
G5 | AT Section | 2/1 | 40LL lePaK 41 ATcegjk | 5 | 1 | 4 | 4 | 0 |
V1 | StuG Pltn | 2/1 | StuG IIIGbc | 12 | 1 | 2 | 2 | 1 |
O1 | Btln Mtr | 80+mm mortar OBA Modulefgik | 7 | 1 | 3 | 3 | 0 | |
O2 | Lgt Arty | 70+mm OBA Modulefgk | 6 | 1 | 3 | 3 | 0 | |
O3 | Med Arty 1 | 80+mm OBA Modulefg | 8 | 1 | 2 | 1 | 1 | |
O4 | Med Arty 2 | 100+mm OBA Modulefgk | 9 | 1 | 2 | 2 | 0 | |
M1 | Sniper | SAN Increase +1 | 2 | 1 | 8 | 6 | 2 | |
M2 | Recon | 3.620r | 1 (2) | 2 | 6 | 4 | 2 | |
M3 | Fortification | 20 FPP | 1 | 5 | 20 | 19 | 1 |
a | Determine arrival turn and presence/ |
b | SW and Leader types are determined as per 3.6182 and 3.6183, respectively. |
c | Each of these unit types are subject to depletion (See 3.6181). |
d | Each German MG is accompanied by a 2-4-8 HS. Each Italian MG and MTR is accompanied by a 1-3-6 HS. |
e | Each Gun is accompanied by a 2-2-8 crew. |
f | Each OBA module comes with a radio. O1 may fire HE, JR, and Smoke. O2, O3, and O4 may only fire HE. |
g | Available for on-map setup on CG Date of purchase at no extra cost. |
h | Each gun obtained with the purchase of this reinforcement group is accompanied by an Sdkfz 7. |
i | Receives a -2 DRM on its Radio Maintenance DR (C1.22). |
j | Each gun obtained with the purchase of this reinforcement group is accompanied by an Sdkfz 2. |
k | Only eligible for purchase after July 14 PM. |
l | Only eligible for purchase before July 14N. |
m | A total of no more than two coy type RG may be purchase on any given CG Date. Further, no more than 4 coy type RGs may be purchased on a given calendar day. |
n | May not be purchased until all 11 RG have been purchased. |
o | Only eligible for purchase after July 16 N. |
r | If purchased for 2 CPP the player receives a +5 drm to the Recon dr. |
CANADIAN REINFORCEMENT GROUP CHART |
||||||||
---|---|---|---|---|---|---|---|---|
Full/ | CPP | CG Date | CG Max | |||||
ID | Group Type | Depl | Unit Type(s) | Cost | Max | I | II | III |
F1 | FB42 | 2 | FB42AK | 1 (2) | 1 | 1 | 0 | 1 |
I1 | Lgt Inf Rifle Coy | 12/9 | 4-5-8;4-5-7;4-4-7 (4/3 each)bcpsl | 18 | 2 | 12 | 12 | 0 |
I2 | Airborne Pltn | 4/3 | 6-4-8bck | 7 | 2 | 2 | 0 | 2 |
I3 | Lgt Inf Assault Pltn | 3/2 | 4-5-8bcp | 7 | 1 | 3 | 3 | 0 |
I4 | Airborne Coy Cmd | 2/1 | 6-4-8bck | 4 | 1 | 1 | 0 | 1 |
I5 | MG Pltn | 2;2/c | MMG;HMGcdpf | 7 | 1 | 3 | 3 | 0 |
G1 | Lgt Inf AT Pltn | 3/2 | 57L OQF 6-Pounder ATcdgpf | 8 | 1 | 6 | 6 | 0 |
G2 | Airlanding AT Pltn | 2/1 | 57L OQF 6-Pounder ATcdq | 8 | NA | 0 | 0 | 0 |
G3 | Mtr Pltn | 2/1 | 3" MTRcdfp | 6 | 1 | 1 | 1 | 0 |
V1 | Med Tank Troop | 3/2 | Sherman III(a)bcp | 12 | 4 | 15 | 13 | 0 |
V2 | Carrier 3" Mtr Pltn | 2/1 | Carrier 3" MTRcp | 7 | 1 | 1 | 1 | 0 |
V3 | Carrier Pltn I | 3/m | Carrier A;Carrier B;Carrier 2" Mtrdlo | 6 | 2 | 6 | 6 | 0 |
V4 | Carrier Pltn II | 3/m | Carrier C;Carrier B;Carrier 2" Mtrcp | 6 | 2 | 6 | 6 | 0 |
V5 | AC Pltn I | 3/2 | Daimler ACcp | 4 | 3 | 3 | 3 | 0 |
V6 | AC Pltn II | 3/2 | AEC Icp | 5 | 1 | 1 | 1 | 0 |
O1 | Btln Mtr | 70+mm OBA Moduleefhp | 7 | 1 | 8 | 8 | 0 | |
O2 | Lgt Arty | 80+mm OBA Moduleefp | 8 | 1 | 4 | 4 | 0 | |
O3 | Med Arty | 100+mm OBA Moduleefp | 10 | 1 | 4 | 4 | 0 | |
O4 | Offboard Observer | Offboard Observerejp | 1 | 1 | 4 | 4 | 0 | |
B1 | Bombardment | Pregame Bombardmentip | 3 | 1 | 8 | 7 | 0 | |
M1 | Sniper | SAN Increase +1 | 3 | 1 | 4 | 3 | 1 | |
M2 | Recon | 3.620r | 1 (2) | 2 | 6 | 6 | 0 | |
M3 | Fortification | 20 FPP | 2 | 1 | 5 | 4 | 1 |
a | Determine arrival turn and presence/ |
b | SW and/ |
c | Each of these unit types are subject to depletion (See 3.6181) [EXC: RG entering play via paradrop are not subject to depletion]. |
d | Each Gun is accompanied by a 2-2-8 crew. Each MMG and HMG is accompanied by a 2-4-8 HS. |
e | Each OBA module comes with a radio. Use as a creeping barrage increases the cost of a module by 50% and is not convertible. Each Creeping Barrage must have east-west hex grain alignment (E12.11-12.2). All OBA modules may use HE. In addition, O1 may fire IR, O1, O2, and O3 may fire S, and O1 and O3 may fire WP. No more than 1 O4 may be in a sides OB at any given time. |
f | Available for on-map setup on CG Date of purchase at no extra cost. |
g | Each gun obtained with the purchase of this reinforcement group is accompanied by Lloyd Carrier. |
h | Receives a -2 DRM on its Radio Maintenance DR (C1.22). |
i | When the British player purchases a pre-game Bombardment, he records a secret Pre-Registered hex for it. To resolve each bombardment, after all on-map setup is completed he places an AR counter in the Pre-Reg hex and makes a C1.31 error DR (with the white dr halved; FRU) to determine the bombardment Center Hex. He then places a FFE:C counter in that center Hex. All hexes with the same numbered coordinate and any hex ≤ 2 hexes from these hexes now undergo Bombardment as per C1.82-.823. There are no "spared hexes". After the Bombardment has been fully resolved, its FFE:C is removed and that Bombardment RG is Eliminated. Each Bombardment is fully resolved before conducting another bombardment (if any). The maximum number of Bombardments useable per CG scenario is equal to the number of new CG Dates since the last CG-Scenario End (e.g. if one Idle Date occurred between scenarios, no > two Bombardments may be conducted for the current scenario). No Bombardment is resolved on an Idle Date. Throughout Game Turn 1 of any CG Date just prior to a bombardment has been conducted there is a LV hindrance for the remnants of the smoke and dust raised by the pre-attack bombardment which is equivalent to heavy rain (E3.51) (e.g. +1 LV Hindrance DRM at ranges ≤ 6 hexes, +2 LV Hindrance DRM at ranges ≥ 7) for any units firing into, through or out of the bombardment area. |
j | Off board observer is at level 2 in any friendly entry area board edge hex. Secretly record the hex prior to German setup. Cost is per module. Each Off board Observer is retained as long as the module he is assigned to is retained. |
k | May only be purchased on or before July 14PM. |
l | A total of no more than two coy type RG may be purchased on any given CG Date. Further, no more than 4 coy type RGs may be purchased on a given calendar day. |
m | If depleted make a Secret dr for each Carrier as if a SW per 3.6182. |
p | May only be purchased on or after July 14 N. |
q | Each Gun obtained with the purchase of this reinforcement group is accompanied by a Jeep (a) and a British Glider. |
r | If purchased for 2 CPP the player receives a +5 drm to the Recon dr. |
s | If depleted 1 less of each squad type is received. |
3.6181 RG STRENGTH: Each RG whose ID begins with "I", "V", or "G" is subject to Depletion. For each such RG the player has just purchased (as well as for each such RG he receives in an Initial-Scenario OB), the player must make one Secret DR on the RG Strength Table to determine whether it is received at Full or Depleted Strength [EXC: RG entering via Para drop]. A Full-Strength "I", "V" or "G" RG contains the number of specified units/
DR | RG Strength |
---|---|
≤ 9 | Full Strength |
≥ 10 | Depleted |
DRM | |
-1 | "G" and "V" type RG [EXC: British Airlanding] |
-1 | Non-Airborne/ |
+1 | British Airlanding/ |
3.6182 SUPPORT WEAPON ALLOTMENT: Each Full-Strength "I" RG receives all SW/
Unit | LMG | DC | FT |
---|---|---|---|
Fallschirmjäger Pioneer Coy | 3 | 6 | 3 |
Fallschirmjäger Pioneer Alert Coy | 1 | ||
Fallschirmjäger Signal Coy | 1 | ||
Fallschirmjäger Coy | 3 | ||
Alert Infantry Coy | 1 | ||
Italian Infantry Coy | 1 | ||
Italian Blackshirt Coy | 1 |
Unit | LMG | DC | FT | 51mm MTR | Piat |
---|---|---|---|---|---|
Lgt Inf Rifle Coy | 3 | 2 | 1 | ||
Airborne Pltn | 1 | 1 | 1 | ||
Lgt Inf Aslt Pltn | 2 | 1 | |||
Airborne Coy Cmd | 1 |
3.6183 LEADER ALLOTMENT: For each purchased/
Final dr | Personnel Leader | Armor Leader |
---|---|---|
≤ 2 | 10-2 | 10-2 |
3 | 9-2 | 9-2 |
4-5 | 9-1 | 9-1 |
6-7 | 8-1 | 8-1 |
8-9 | 8-0 | - |
10-11 | 7-0 | - |
≥ 12 | 6+1 | - |
DRM |
---|
+1 Alert Coy RG |
-4 1st Signal Coy RG Leader Roll |
-1 Airborne/ |
-1 Coy Cmd RG |
+1 Depleted RG |
-1 German "V" RG |
+2 British "V" RG |
+2 Italian RG |
3.619 PURCHASING FORTIFICATIONS: Fortifications, which are obtained by spending FPP, may be purchased on each CG Date if the player has the requisite FPP (purchased in 3.617). All FPP unspent upon completion of this step are forfeit. As Fortifications are selected, the specific type must be recorded in the "FORTIFICATIONS" area of the CG Roster.
Fortification Type | FPP Cost |
---|---|
Foxhole | 3/2/1(c) |
Roadblock | 10(f) |
"?" | 1 |
HIP (a,b) | 5/3/2/1 |
Trench (e) | 10 |
AT Mines (d) | 3/ |
a) Listed cost is per ⅝"-Counter/
b) No more than 10% (FRU) of a side's Retained Infantry squads may use HIP in a daytime Scenario.
c) 3S/
d) May only be purchased by the British when ≥ 1 airborne MMC is currently retained. No more than 6 AT mines may be purchased during any CG.
e) A trench may only be placed in a hex which contained a fox-hole on the previous CG date. When the trench is placed the foxhole is removed.
f) The Axis can purchase no more than 5 roadblocks during the course of any CG.
3.620 PURCHASING RECONNAISSANCE: Each side may now make a Recon dr, provided it first expends the required CPP for this purpose and the players are not preparing to play an Initial Scenario. If Recon can be purchased, that side deducts one (or two, for a beneficial drm on its Recon dr) from its current CPP total in the CG Roster's "Left" column, and records the new total in the "Start" column of the next CG Date. (The number in the "Start" column shows the side's CPP total at the start of that CG Date.) If a side cannot or opts not to use Recon, its current CPP total is simply copied in the "Start" column of that next CO Date.
A Recon Final dr is the number of Locations in which the opponent will have to reveal units and Fortifications, if he has in fact set up in them; see 3.6223. The Recon dr is modified by +5 if the purchaser spent 2 CPP for Recon.
The number of Locations that may be reconnoitered (3.6223) per CG Date is recorded on the CG Roster in the "Recon" column of the current CG Date line. The number recorded for each Idle CG Date is cumulative with the number recorded for each succeeding CG Date, but not beyond the next CG scenario.
3.621 INITIATIVE DETERMINATION: Each side selects its Initiative for the current CG Date, either to "Attack" or stand "Idle," representing its desired tactical plans.
3.6211 ATTACK-CHIT LIMIT: Each CG (3.51-.53) lists the maximum number of Attack Chits (3.6212) each side may select during the course of that CO. (There is no limit otherwise on selecting Attack Chits on consecutive CG Dates.) For purposes of this rule, neither side is considered to have selected an Attack Chit for an Initial Scenario.
3.6212 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 (Le., 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.
Chit Selected | British Attack | British Idle |
Axis Attack* | Dual Attack1 | Axis Attack |
Axis Idle | British Attack1 | Idle2 |
* | The Attack Chit cannot be selected by the Axis player if the British player currently has no on-map Retained units. |
1 | Scenario generated; consult proper scenario type below for further information. |
2 | No scenario generated for this CG Date; each side repeats RePh steps 3.612-.6212. |
a) DUAL ATTACK: Represents a CG Date when both sides have planned offensive action. The British player makes a dr to determine which side sets up first: if ≤ 3 the British do; otherwise the Axis does. The side moving first however, is not determined until after all setup is complete (step 3.623).
b) NIGHT DUAL ATTACK: If both sides choose Attack for a Night CG Date, both are considered Scenario Attackers. Both sides may use Cloaking as per SSR CG3 (3.4). Neither side is restricted by the use of No Move counters (E1.21), and neither side receives the benefits/
c) AXIS ASSAULT: On this CG Date the Axis side is attacking. The British set up first and the Axis moves first.
d) BRITISH ASSAULT: On this CG Date the British side is attacking. The Axis sets up first and the British move first.
3.6214 SCENARIO VICTORY CONDITIONS: In PBr, each individual CG Scenario does not have Victory Conditions. The CG Scenarios serve instead to position the players for the overall CG Victory Conditions. Neither side "wins" or "loses" a CO scenario, only the CG itself.
3.6221 ISOLATED UNIT SETUP: The side that sets up first (3.6213) in a given CG scenario now sets up all of its Retained units, Equipment, and new Fortifications which will go into an isolated Location, after which the other side does likewise. Each Isolated unit/
3.6222 NON-ISOLATED UNIT SETUP: The side which sets up first now sets up the remainder of its Retained units, Equipment, and new Fortifications in eligible Locations of the Setup Area each is Retained in [EXC: each Immobile vehicle must remain in its current Location and VCA (3.6071)]. Record the hex coordinates of new Fortification setup Locations on the CG Roster, in the appropriate line(s) and column(s) under "FORTIFICATIONS." See also SSR CG3, CG4, CGS, CG6, CG8, CG9, CGW, CG13, and CG15. Once the side setting up first has completed its setup, the other side follows the same (3.622) procedure.
3.6223 RECON INSPECTION: After all setup is complete(but prior to Bombardment, if any), each side may declare the Location(s) they wish to reconnoiter (3.620), if any. Each reconned Location must be within six hexes of a friendly Setup/
3.623 SCENARIO COMMENCEMENT: Players are now ready to begin the CG scenario. Each side announces its current SAN. If this is an Assault scenario, the side setting up second always moves first. If this is a (day/
dr | Moves First |
---|---|
≤ 3 | British |
≥ 4 | Axis |