3.4 PRIMOSOLE BRIDGE SPECIAL RULES

The following CG SSR apply in all PBr CG Scenarios and RePh:

CG1. MAP: Each CG Scenario uses the entire PBr map.

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

CG3. CG NIGHT SCENARIOS: The side(s) selecting the Attack chit in a night Assault scenario (3.6213) is considered the Scenario Attacker (E1.4; despite usually II having units available to set up on-map); a side selecting the Idle chit is the Scenario Defender (E1.2). The Scenario Defender in a CG night Assault (3.6213) scenario has automatic Freedom of Movement (following any enemy attack besides a successful Ambush; E1.21) for his two best non-Reserve leaders. The Scenario Attacker may use normal Cloaking (E1.4-.43) for his Infantry, even if they set up on-map. (Axis Cloaking counters must be a different color than those used for any Reserves [SSR CG6; 3.4].) Cloaking-counter HIP is NA. On map Cloaked SW need not be dm. Scenario Defender reinforcements Retained off map may enter at an Eligible Entry Area only following a RPh reinforcement dr of < the current Game Turn number, or automatically once any Scenario Defender unit has been attacked by other than OBA/Sniper or has seen a Known enemy unit. A reinforcing AFV with a radio releases other friendly AFV with radio as per E1.21.

Mobile British Tanks are not available during Night Scenarios5. Any non-Isolated Tanks from the previous CG scenario as well as any newly purchased Tanks are retained for use in the next non-night CG scenario. During a Night Scenario, a non-Immobilized, abandoned British Tank that is re-crewed is immediately Recalled. During AM scenarios, British Tanks may not set up on board. They enter on or after Turn 1.

CG4. ENTRY AREAS: A large red arrow denotes the center hex of each nine hex wide Entry Area. If it is a British Entry Area, the arrow contains a British roundel. If it is an Axis Entry Area, the arrow contains a cross. The Axis Entry Areas on the East map edge may only be used on or after the July 14th PM CG Date. The Axis may never set up units in a British Entry Hex and the British Entry Areas are always eligible for British Unit Entry. The Axis entry hexes are only eligible so long as the British player did not Control (A26.11-.13) the entry hexes at the end of a CG Scenario. Once aAxis entry hex is controlled by the British at the end of a CG scenario this hex ceases to be part of an eligible entry area [EXC: All Axis Entry hexes remain eligible regardless of control up to and including the 15th AM CG Date].

CG5. RG SETUP/ENTRY: Each RG/unit listed in an Initial Scenario's OB is available for on-map-setup/entry as specified below. If set up on-map, units/Equipment of a RG must be set up in the friendly Setup Area they are Retained in (or as defined by Initial Scenario setup restrictions). All other units/Equipment enter on/after turn 1; if they set up off-map during the RPh (A2.51), but do not enter that same Player Turn, they are unavailable for use during the remainder of the current CG Scenario. Such units are, however, Retained for the next CG Scenario. All units/Equipment of the same RG must initially either be set up in the same Setup Area or enter at any hex(es) of the same Entry Area. Equipment of a just purchased RG must initially be possessed by a unit of that RG. On the July 17 PM CG Date of CG I and II no Axis units may enter6 after Turn 2. 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 PBr14.2].

CG6. RESERVE RG: Each Axis "I" or "G" type RG purchased for 20% less (FRD) than the listed CPP cost may be set upon map only if set up in Reserve using the principles of Cloaking (E1.4; see also below), even when the Axis is the Scenario Attacker/Defender at Night. If unable to be set up in Reserve, such a RG is instead Retained in the holding area of any Axis-Entry-Area and may enter on/after Turn 1. If the Axis player elects to not set up on map a RG purchased in Reserve, that RG may not enter until Turn 1 of the Following CG Date. For each Reserve RG purchased, the Axis receives one Reserve Cloaking counter (i.e., a ½" "?" of any unused nationality) for each MMC that will set up as Infantry, plus one for each vehicle, in that RG. Each Reserve RG purchased may, at its owner's option, also automatically include one Reserve Dummy Cloaking counter (usable in a day/night scenario). Each Reserve Cloaking counter may represent a maximum of one vehicle (plus its PRC and towed Gun or trailer) or one unit/stack (and its possessed Equipment), and must be set up at ground level in a non-Isolated, friendly-Setup-Area Location ≥ eight hexes from all British Setup-Areas and all British Entry Area hexes and ≥ four hexes from all river hexes.

Reserve Cloaking-counter HIP is NA. The pertinent CA/CE status information of each Reserve vehicle must be recorded (each Reserve is considered CE unless noted otherwise by the owning player; see also CG8). The Cloaking counter of a Reserve vehicle in Bypass is set up in the hex in the normal manner rather than straddling its hexside, but that and the vehicle's CAFP must be recorded. Reserves cannot DeploylRecombine, and are ignored for the purposes of Deployment/HIP/"?" limits. During a CG scenario, each Reserve unit/stack must remain cloaked and may conduct no action whatsoever until an enemy ground unit is in its LOS within six hexes, or until subjected to an enemy attack (including bombardment/WP/Sniper) that results in loss of the Cloaked Reserve unit's/stack's concealment, at which time its owner may (or must, if the Reserve Cloaking counter was so attacked or was revealed by Detection as per A12.15) reveal a Reserve Cloaking counter's contents (if any) by placing them on map unconcealed. In general, the contents (if any) of a Reserve Cloaking counter are considered to not exist until they are revealed. The following apply to Reserve Cloaking:

Each Dummy Cloaking counter is Eliminated at the end of play (3.602).

Each RG unit/Equipment piece that is still Cloaked at scenario end is revealed (3.602) and Retained (CGl9).

CG7. OPTIONAL VEHICULAR EQUIPMENT: Optional AAMG [EXC: Jeep(a)], Gyrostabilizers, and Schuerzen must be rolled for individually (H1.41 and H1.42). If so equipped, no additional CPP cost is assessed.

CG8. STATUS MARKERS: During its setup, each side may opt to secretly record the BU, CE, TCA, bogged, Immobilized, abandoned, malfunctioned, and/or disabled status of its vehicles/Guns in lieu of placing the appropriate marker(s) on them. Place the actual marker(s) when the piece is non-concealed and within 16 hexes of any enemy ground unit which has LOS to it.

CG9. CONCEALMENT: Each Infantry unit (and its possessed Equipment) setting up in concealment terrain may be set up concealed, regardless of enemy LOS. Vehicles may not be concealed unless out of enemy LOS. Such "?" need not be purchased; i.e., each is placed freely. Otherwise, A12.12 applies in the normal manner. Eligible units may be concealed prior to the opponent viewing the setup. For purposes of "?" placement, all Locations outside the LOS of all opposing Setup Area Locations are considered concealment terrain. "?" purchased in the RePh and those received at night (E1.2) are used as Dummies.

CG10. BORE SIGHTING AND GUNS: Bore Sighting is NA [EXC: Eligible SW MG may Bore Sight at night]. A12.34 applies in the normal manner. Each non-vehicular Gun that ended the last CG scenario on map must be set up within three hexes of the Location in which it ended that scenario [EXC: 81 mm MTR; 76 mm MTR; Escape (3.606); Shift (3.613); if at the start of setup (RePh step 3.622) it is hooked up to a Mobile Vehicle; if a CG Idle Date has been generated; instead it may set up anywhere in its current Setup Area, regardless of whether it will be set up (un)hooked]. If repositioned, none of the intervening hexes may be river hexes unless containing a bridge.

CG11. SNIPERS: Each side must use two Sniper counters. Each Sniper counter must be set up initially as per the first two sentences of A14.2, but with ≥ 10 hexes between them (or as far apart as possible if they cannot set up ≥ 10 hexes apart); when a Sniper attack can occur, make a dr to randomly determine which one actually attacks (assign numbers so that each has an equal chance). The SAN is never altered by the presence of > one friendly Sniper in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects all friendly Snipers. See also 3.6122.

CG12. TERRAIN CHANGES: Each alteration of printed terrain that occurs during a CG is permanent, barring subsequent Clearance/removal (as applicable). All Fortifications, Rubble, Breach, Trail break, Shellhole, and (Burnt Out) Wreck counters are left on-map from scenario to scenario (unless removed due to a Blaze or falling rubble, etc.; for Wrecks, see also the 3.2 definition of "Eliminated"). Each terrain Blaze is resolved in RePh step 3.609-.6095. No Wreck is removed from play due to being in a terrain Blaze, it remains on-map(still treated as a LOS Hindrance), and in RePh step 3.6091-.6093 it becomes/remains aBurnt-Out Wreck [EXC: 3.6095]. Whenever a vehicle is Immobilized, Abandoned, and all of its present Inherent Weapons are disabled (or it has no Inherent Weapons), it is immediately replaced by a Burnt-Out Wreck. Whenever a non-Burnt-Out Wreck is Scrounged (if it had any Scroungable Weapons), it is immediately replaced by a Burnt-Out Wreck. Regardless, vehicles which have no Wreck depiction can never turn into a (Burnt-Out) Wreck.

CG13. MAP EXIT: Each Personnel/Equipment piece that exits the map via a Friendly Entry Area during play cannot re-enter the map during that scenario but is Retained for use during the next CG scenario. However, each such broken Personnel unit must take a NTC (a GoodOrder leader's DRM can apply) immediately upon exiting; failing this NTC causes Casualty Reduction (if it is Eliminated, so is its possessed Equipment). Everything exited at any other location during play is Eliminated.

CG14. GAME END: A Turn Record Chart is printed on the map. Each CG scenario has a variable Game Turn Length. At the end of each Player Turn of Turn 5, and at the end of each Player Turn thereafter, the ATTACKER makes a Game End dr; if the result is ≤ the circled number in the current Turn's box on the CG Turn Record Chart, the scenario ends immediately. Additionally, a CG scenario ends immediately if both the ATTACKER and DEFENDER agree to end the scenario. There is a +2 drm to the CG Scenario End dr for the July 13 Night CG Scenario. In any 2 CG Scenarios the British Player may declare prior to the first Wind Change DR that there will be a +1 drm to the CG Scenario End drs for that CG Scenario.

CG SCENARIO TURN RECORD CHART

CG15. WEAPON/CREW REMOVAL: A retained carrier may begin (i.e., set-up/enter) a CG scenario with any/all eligible armament Removed (D6.631). A Retained vehicle may begin a CG scenario abandoned. Such are moved-weapon/crew counter must begin that CG scenario in the same Setup/Entry Area as the vehicle it came from.

CG16. GERMAN FANATICISM: For one CG scenario, on or after the July 15th AM CG Scenario. [EXC: if using the German Balance in CGIII], the II Axis Player may declare all of his German Personnel Fanatic for the entire scenario (including vs Bombardment). This must be declared immediately upon the conclusion of all on-map setup.

CG17. OBA: Each side's available OBA is limited to a maximum of two modules per CG Date [EXC: This limit does not apply to a Bombardment; a Bombardment is not an OBA module]. For the purposes of this rule, "available" means having the module's radio in play (or using its off board observer) at any time during a CG scenario. A radio counter (and its associated OBA module) is immediately eliminated when its OBA is exhausted, or in the RePh (3.6046) if its OBA was "used" as per SSR CG19 in the previous scenario. On an OBA RG's CG Date of purchase, its radio is placed in any non-Isolated Setup/Entry Area. See also SSR CG19. Note: All Axis OBA is considered to be German, and only German leaders can operate radios.

CG18. AMMO SHORTAGE AND REMOVAL: During the July 14th PM and N CG Scenarios, all British MMC and SW are subject to ammunition shortage for the duration of the scenario. When a Good Order Infantry unit suffering from Ammunition Shortage due to Isolation (3.6052) begins a friendly player Turn in the same Location as an armed, Good Order friendly Infantry MMC that is itself not suffering from Ammunition Shortage and whose US# is ≥ that of the other MMC, its Ammunition Shortage ceases to exist at the end of that player turn provided that both units become TI and remain Good Order throughout that Player Turn. A MG SW's Ammunition Shortage is removed whenever it is possessed by an armed, Good Order friendly MMC that is not suffering from ammunition shortage. All Weapons and units suffering from Ammunition Shortage lose that status by ending a CG scenario non-Isolated.

CG19. RETAINED RG: Regardless of whether it was used during a CG scenario, each purchased/OB-given RG (or part thereof, including each radio assigned to an OBA RG, even if that radio counter was Eliminated during play), is retained until Eliminated/Recalled in a CG scenario or its subsequent RePh. For purposes of this rule, an OBA RG is considered to have been used(and thus will be eliminated in the next RePh; SSR CG17) if ≥ one FFE:1 counter from that module was placed during the previous scenario. If Retained, an OBA's Draw Pile (C1.2110) is restored to the number of red and black chits it had at the start of the previous scenario, and its radio is restored (to any Eligible, non-Isolated entry area or setup area) if it was Eliminated. A FB RG is considered to have been used if ≥ one of its FB made a sighting TC DR; once so used, the entire FB RG is Eliminated at the end of the scenario. Each un-entered RG (or part thereof) is retained in the Holding Area of its Entry Area [EXC: if shifted 3.613].

CG20. SELF RALLY: Each side is allowed to attempt to self rally 2 non-Disrupted MMC, provided (as per A18.11) each such attempt is carried out before other friendly MMC Rally attempts.

CG21. INTERROGATION: Interrogation (including civilian) is in effect [EXC: Fallschirmjäger and British airborne units may not be interrogated]. Axis (even Italian) are considered in a hostile country and British are in a friendly country.

CG22. CONTROL: A side controlling a hex at CG Scenario end containing an unoccupied pillbox is assumed to control the pillbox location as well for purposes of future setup.