3.6 REFIT PHASE

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/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 step3.609). Those steps listed below preceded by an "!" 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

> 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/all normal CCPh activities associated with Melee (Le., attack, Capture, Withdrawal, etc.). Consider the side that moved first in that scenario to be the ATTACKER. Following the conclusion of the first round of RePh Melee in a Location, each still-hidden/concealed unit therein is revealed, each pinned unit therein becomes unpinned, each CX counter is removed, each vehicle currently in Motion therein has its Motion counter removed, and each Stun counter on a vehicle therein is flipped over to its "+1" side (the vehicle is still subject to Recall, if applicable, and may be marked as CE if so desired). Resolve all Melees in alphanumeric sequence (e.g., A1, then B16, then B17, then C19, etc.).

3.602 MARKER REMOVAL: All markers/counters listed below are removed from the map at this time (Right of Inspection does not apply to revealed stacks):

3.603 RALLY AND UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted. No DR is made. All Passenger/Rider Personnel and Equipment are then unloaded [EXC: Guns hooked up to conveyance need not unhook] into their vehicle's Location (a unit unloading into an A-P mine-field is not immediately attacked, but 3.6042will apply). When step 3.603 has been completed, CG-Scenario End has occurred.

3.604 ENCIRCLEMENT, MINEFIELDS, BOG, SHOCK/UK, FORDING, and USED OBA RGS

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/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 3.605-.606.

3.6043 BOG: Each non-Abandoned, bogged/Mired vehicle must undergo ≥ one Bog Removal attempt (D8.3) until it is either unbogged or Immobilized (MP expenditure is immaterial). If Vehicle Note L applies to the vehicle, one squad-equivalent (as explained in the Note) in its Setup Area may be used to claim the -2 (-1 per crew or HS) drm to the colored dr of its Bog Removal DR.

3.6044 SHOCK/UK: Each Shocked/UK AFV must undergo ≥ one recuperation attempt (C7.42) until either the marker is removed or the AFV is Eliminated.

3.6045 FORDING: All currently Fording infantry units must determine the shortest route to a non-enemy occupied non-river/non-river-brush hex. Each such infantry unit must take a TC and suffer any consequences as detailed in PBr SSR 14.2 for each river/river-brush hex in this route (not including the unit's current location) to which such TC would apply.

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/after a CG scenario, place a friendly Location Control marker in a Strategic Location that it currently Controls, especially if that Location's Control might become disputed at some later point. A Control marker must be removed (or flipped) 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 also have friendly units Shifted into it unless it is Isolated.

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/Weapon is one in a friendly-Setup-Area Location from which that unit (or, for a Weapon only, a hypothetical Infantry MMC) would be unable to trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to an Eligible Entry Area. See 3.606 for Escape requirements and 3.6221 for setup restrictions and penalties. See also 3.6056.

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/Mobile-Vehicle unit in an Uncontrolled Territory hex at Scenario end is Retained into the nearest (along the shortest path of contiguous, Enterable, Uncontrolled-Territory hexes) friendly Setup Area (even if Isolated) or Eligible Entry Area; unit owner's choice of Area if equidistant. Each Personnel/Mobile-vehicle unit unable to trace such a path is required to attempt Escape (3.606). Each Immobile vehicle without functioning MA becomes Abandoned, and its crew (if any) is then either Retained (if it can trace such a path) or required to attempt Escape. See also 3.6056 and 3.6072.

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.

Personnel/Mobile Vehicle:

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/Eligible Entry Area or must attempt Escape (3.6053)
if Isolated may attempt Escape or remain in place [EXC: if Overstacked]; 3.606

Abandoned but otherwise Mobile Vehicle or Unpossessed Non-Vehicle Equipment other than Functioning Gun:

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)

Crewed, Immobile Vehicle without Functioning MA:

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/Eligible Entry Area or must attempt Escape (3.6053)†
if Isolated is Retained by the Controlling side (3.6071)

Crewed, Immobile Vehicle with Functioning MA-or Functioning Gun:

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/Eliminating side may Remove/attempt-to-Scrounge allowed Weapon(s) and/or turn vehicle into (Burnt-Out) wreck.

† Abandoning crew may Remove allowed Weapon(s) and/or turn vehicle into (Burnt-Out) wreck.

3.6055 IN FRIENDLY SETUP AREA: Each unit/Equipment currently in a friendly Setup Area is Retained therein.

IMPORTANT: Each Gun must (for now; see SSR 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/Equipment that do not end a CG scenario non-Isolated inside a friendly Setup Area. Note, however, that the actions listed are to be implemented in their proper RePh order (3.6).

3.606 ESCAPE: Each Personnel/Mobile-vehicle unit ending a scenario in No-Man's Land, or in an enemy Setup Area, or in Uncontrolled Territory from which it is required to attempt Escape (3.6053) must attempt Escape. Each Personnel/Mobile-vehicle unit ending a scenario Isolated may attempt Escape [EXC: each such Isolated, Overstacked units must attempt Escape (or be freely moved to another Location within that same Isolated Setup Area) until the Location is not Overstacked]. If > one Personnel unit 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. When attempting to Escape, each MMC may portage ≤five PP and each SMC may portage ≤ two PP [EXC: a wounded SMC can portage nothing]. Each squad stacked with a leader may freely Deploy. Prior to its possessor's Escape attempt, each SW/Gun may (must if the unit exceeds its allowed portage limit) be dropped or freely Eliminated/Transferred/dismantled-if-otherwise-possible. A non-dm Gun can never Escape.

ESCAPE TABLE
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/Battle Hardening results in Elimination of the unit(s).]
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/wreck.
6 The surviving crew (if any) may attempt to Scrounge the vehicle prior to its Elimination.

ESCAPE DRM:

-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/Hero DRM (NA to Personnel Leader/Hero if alone);
+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/enemy-Setup-Area Locations (Escapee's choice if ≥ two such Areas are equidistant, but always using as few enemy Setup-Area Locations as possible). If a unit is Eliminated by the Escape attempt, all Equipment it took with it is Eliminated on a subsequent dr of ≥ 4; on a dr of ≤ 3 the Equipment is left in the Eliminated unit's last-occupied Location. See also 3.6131.

3.6062 ENCIRCLED MARKER REMOVAL: All Encircled markers are now removed.

3.607 EQUIPMENT POSSESSION AND HIDDEN FORTIFICATIONS

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/abandoned Equipment piece in a Setup Area may remain unpossessed/Abandoned (in which case it retains its current CA) or may automatically be 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.

3.6072 NOT IN SETUP AREA: All unpossessed/abandoned Equipment in No Man's Land or Uncontrolled Territory must remain in its present Location (and vehicle/Gun CA) until Eliminated or repossessed/remanned in (or after; 3.6071) a subsequent scenario. Each Immobile vehicle must remain in its present location and VCA until such time as it becomes Mobile.

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/type. Each on-map Fortification (i.e., from a previous scenario) is controlled by the side (if any) controlling its Location.

3.6074: UNIT WITHDRAWAL

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/rubble hexes within 2 hexes of Q16 and has any Good Order units south of the river(s) in hexrows D through Y, the British player must remove all personnel and possessed support weapons and guns [EXC: Isolated (3.6052) units instead surrender and count as CVP]. Further, control of all strategic locations immediately reverts to the Axis player. In the event the Axis Control all strategic locations, in the subsequent CG Date no more than 6 MMC and no Guns may set up south of the river(s). Regardless of the above, after the 14N CG Scenario the British player must remove any remaining personnel and possessed support weapons and guns [EXC: Isolated (3.6052) units instead surrender, but do not count as CVP]. Removed units are not retained for future use.

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/Eligible Entry Area (of the Unarmed unit side's choice if ≥ 2 such Areas are equidistant) An unarmed MMC is Replaced by a Green/Conscript MMC of the same size; a freed SMC is Replaced by the original SMC type.

3.609 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 counter changes and Eliminations when performing the following sub-steps (3.6091-3.6094):

3.6091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that Wreck is in a building/rubble non-Bypass location, move the Blaze marker to the building/rubble so that it is now a terrain Blaze]. Replace the wreck with a Burnt-Out Wreck.

3.6092 WOODEN RUBBLE: Remove both the Rubble and Flame/Blaze marker, and place a Shellhole counter in the hex. All other previous terrain in the Location is eliminated (each vehicle/wreck in the hex becomes a Burnt-Out Wreck).

3.6093 STONE RUBBLE: Remove the Flame/Blaze marker. The stone rubble still exists (each vehicle/wreck in the Location becomes/remains a Burnt-Out Wreck), and the Location may catch fire again in a later scenario.

3.6094 BUILDING: Place the correct Rubble counter in all ground-level Locations of each building that has at least one Flame/Blaze in any of its Locations, removing each Flame/Blaze marker. Such rubble may catch Fire again in a later scenario.

3.6095 ELIMINATIONS: All Fortifications/Equipment in what were (as per 3.6092-.6094)building/rubble Flame/Blaze Locations (including all building Locations just rubbled as per 3.6094) areEliminated. All (Burnt-Out) Wrecks in buildings just rubbled as per 3.6094 are Eliminated. All Isolated units/Equipment that would have been confined to setting up in Locations (/rubbled-buildings; 3.6094) from which a terrain Flame/Blaze has just been removed are Eliminated.

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

WOUNDED LEADER TABLE
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

3.611 RECOMBINING AND BATTLE HARDENING:

3.6111 RECOMBINING: All Retained same-class HS with the same strength factors within the same Setup/Entry Area must now Recombine (A1.32) so that no more than one of each HS type is retained in that Area [EXC: each side may retain one HS per SW MTR Retained even if that SW is currently malfunctioned].

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/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.

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].

3.612 NEW CG DATE AND SAN ADJUSTMENT

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/Mobile-Vehicle unit (or group of such) Retained in a Setup Area may attempt to Shift to another friendly Setup Area, or Eligible Entry Area. A Personnel/Mobile-vehicle unit (or group of such) Retained in an Entry Area may attempt to Shift to the next Eligible friendly Setup Area. A unit/group that wishes to Shift from a Setup Area must be able to trace a path (of any length) of contiguous, Enterable (by all units of the Shifting group), Uncontrolled-Territory/friendly setup-Area/Eligible-Entry-Area hexes from any friendly Controlled hex of that Setup Area to any hex of the Area to which it is attempting to Shift. Each MMC may portage ≤ 5PP and each SMC may portage ≤ 2 PP [EXC: a wounded SMC can portage nothing]. Prior to its possessor's Shift (attempt), each SW may (must if the unit exceeds its allowed portage limit) be dropped or freely Eliminated/transferred/dismantled-if-possible. A Gun cannot be Shifted. Each squad stacked with a leader may freely Deploy. Make a separate Secret DR on the following table for each unit/group attempting to Shift [EXC: no DR is required if a unit/group Retained in a Setup Area wishes to Shift to an Eligible Entry Area that is part of/adjacent to that Setup Area; i.e., such a shift is automatically successful]. Only one Shift attempt may be made per unit/group per CG Date, and all units attempting to Shift from the same, and to the same new, Entry or Setup Area must do so as a single group. In addition, if shifting through River hexes [EXC:If a path of Bridged River Hexes is available] each unit must take the appropriate task checks for each River hex entered and any results indicated applied to those units.

SHIFT TABLE:
Final DR Result
≤ 8 Shifted safely
9-10 No Shift*
11 Shifted with Casualties†
≥ 12 All units, Inherent Crews and Equipment Eliminated
DRM:
-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/Entry Area and the desired new Setup/Entry Area‡

* Unit/group cannot Shift (the orders were not received or could not be carried out). It may not attempt to Shift again until the next CG Date, and must remain in its current Entry Area (if Retained off-map) or Setup Area (if Retained on-map), though it may participate normally in the next CG scenario.

† Each Personnel unit suffers Casualty Reduction on a subsequent dr of ≥ 4. Each vehicle is Eliminated on a subsequent dr of ≥ 4; if it is Eliminated, make a CS DR for its inherent crew (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/Shifts elsewhere, each Location of that Setup Area remains Controlled by the last Controlling (i.e., by the vacating) side.

3.614 EQUIPMENT REPAIR AND REPLENISHMENT

3.6141 VEHICLES: Each side performs the applicable step(s) below for each vehicle in a friendly Setup/Eligible-Entry Area.

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

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

IMMOBILIZATION REPAIR TABLE
Final 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:

VEHICLE STUN RECOVERY TABLE
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/Entry Area that contains Personnel (or, for a vehicular Weapon, an Inherent crew in that vehicle):

WEAPON REPAIR TABLE
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/Entry Area as the AFV.

3.61422 CAPTURED EQUIPMENT: Each side makes a separate dr for each functioning, Captured, Retained Weapon in each friendly Setup/Entry area that contains Personnel; if ≥ 4 it is Eliminated (disabled if vehicular). Each already malfunctioned Captured Weapon is Eliminated (disabled if vehicular). Disablement of MA by either means does not cause Recall. At its captor's option, a Captured vehicle may remain in play if it has any functioning weapon (even if MA is disabled); otherwise it is turned into a (Burnt-Out) wreck as per 3.61423.

3.61423 ABANDONING, SCROUNGING & REMOVAL: At the Controlling player's option ≥ one non-Recalled vehicle/non-Burnt-Out-Wreck in each friendly Setup Area may be Abandoned and/or turned into a (Burnt-Out) wreck. Likewise, he may attempt to Scrounge > one non-Recalled-vehicle/non-Burnt-Out-wreck in each friendly Setup Area. [EXC to all: Such actions are NA unless ≥ one Personnel unit (even an Abandoning crew) is Retained in that Setup Area.]

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:

SPECIAL AMMO RESTORATION TABLE
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/DC: Each non-captured FT/DC removed from play during the preceding CG scenario is retained by the owning player if the usage DR resulting in its removal was ≤ 10. Neither player may retain in this manner for each Setup/Entry Area more than 1 FT/3 elite squads and 1 DC/elite squad.

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/DEPL: List the number of units received in each RG.

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/Uncontrolled-Territory Locations from its Setup Area to an eligible Entry Area. This path may not cross any non-bridge river hexes [EXC: For "J" type RG the path may cross river hexes which are not subject to the TC provisions of SSR PBr 14.2]. 3.6176 CG DATE MAX: Lists the maximum number of RG of this type that may be purchased per CG Date. 3.6177 CG MAX: Lists the maximum number of RG of this type that may be purchased during the course of the CG. The player must keep a written record (using the 3.6179 RG Purchase Record) of each RG purchased during the CG in order to know if additional RG of that type are still available for purchase. RG given during any CG Scenario never count against this maximum.

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/Entry Area ID: On its CG Date of purchase, each RG must have a friendly, non-Isolated Setup Area or Eligible Entry Area recorded for it. Use the hex coordinate of each Entry Area's center (arrow) hex as the ID for that Area. 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/Uncontrolled-Territory Locations from its Setup Area to an eligible Entry Area. This path may not cross any non-bridge river hexes [EXC: For "I" type RG the path may cross river hexes which are not subject to the TC provisions of SSR PBr 14.2].

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

NOTES:

a Determine arrival turn and presence/lack of bombs as per E7.2-.21 (all bombs are HE). If purchased for 2 CPP the player receives a -2 drm to the arrival dr.
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

NOTES:

a Determine arrival turn and presence/lack of bombs as per E7.2-.21 (all bombs are HE). If purchased for 2 CPP the player receives a -2 drm to the arrival dr.
b SW and/or 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) [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.

3.618 RG STRENGTH, WEAPONS & LEADERS

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/Guns listed to the left of the "I" in the Full/Depl column of the RG chart, while such a Depleted RG contains the number listed to the right of the "I". For the support weapons of these RG see 3.6182.

RG STRENGTH TABLE

DR RG Strength
≤ 9 Full Strength
≥ 10 Depleted
DRM
-1 "G" and "V" type RG [EXC: British Airlanding]
-1 Non-Airborne/Airlanding British
+1 British Airlanding/Airborne9

3.6182 SUPPORT WEAPON ALLOTMENT: Each Full-Strength "I" RG receives all SW/personnel counters listed for it. If Depleted (3.6181), the player makes a Secret dr for each listed SW: an Original dr of 3 results in that SW being received (with its attendant HS); if ≥ 4 that SW (and its respective HS) is forfeit [EXC: Each Full Strength British RG I2 and I4 only receives its allotted SW on a dr 3; each Depleted British RG I2 and I4 only receives its allotted SW on a dr ≤ 2; each Axis RG I2 and I8 and each British RG I5 must receive a minimum of two SW, if less than two are received, re-roll for the entire RG until at least two are received].

AXIS INFANTRY-TYPE SW CHART10
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    
BRITISH INFANTRY-TYPE SW CHART1
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/OB-Given "I" or "V" type RG, make one Secret DR [EXC: Each RG specified as a coy may roll three times on the leader table] on the appropriate column of the following leader tables to determine the type of leader received by that RG. Each leader must setup/enter with a unit of his respective RG during the first (only) CG Scenario in which he participates [EXC: if Retained off-map for an entire Scenario].

LEADER TABLE
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/Fallschirmjäger RG
-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 PURCHASE TABLE
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/factor

a) Listed cost is per ⅝"-Counter/Squad/HS/SMC. SW may set-up with a HIP unit up to the legal IPC of that unit (leaders may lend their IPC to a MMC) or one 45mm or 51mm MTR SW per MMC.

b) No more than 10% (FRU) of a side's Retained Infantry squads may use HIP in a daytime Scenario.

c) 3S/2S/1S Foxhole costs.

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.

LEADER TABLE
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.

3.6213 SCENARIO TYPES

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/penalties of a Scenario Defender (E1.2; E1.22). The side moving first is still determined in step 3.623. See also SSR CG3.

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.

3.622 UNIT SETUP

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/Equipment piece may be set up only in its current Setup Area [EXC: in its current Location and VCA, if an Immobile vehicle.. 3.6071]. Each unit/Equipment piece set up in an Isolated Location is affected by Ammunition Shortages (A19.131) for the duration of the CG scenario. These units should be recorded to distinguish them from others not suffering the same penalties.

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/Eligible-Entry Area hex. The sides take turns declaring one Location at a time, with the British declaring first. Each hidden unit/Equipment in a reconned Location is placed on-map concealed, and all hidden Fortifications in the Location are revealed. All concealed (including Cloaked/Reserve) units/Equipment therein then lose their "?" (Eliminating Dummies) and the opponent receives Right of Inspection vs the Location (A12.16), regardless of LOS. All units/Equipment in Concealment Terrain in the Location then immediately regain any"?" (but not HIP) they previously had, regardless of LOS [EXC: all Reserve units/Equipment regain their Cloaked Reserve counter (and status), even if not in Concealment Terrain].

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/night) Dual Attack scenario, the side that will move first is determined by the British player making a dr on the following table:

dr Moves First
≤ 3 British
≥ 4 Axis