2.5 REFIT PHASE: The following steps (2.501-2.523) 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/
† | 2.501 | Conclusion of Melee |
† | 2.502 | Marker Removal |
*† | 2.503 | Rally, Unloading, CG Scenario End, and CG-LVP Totals |
2.504 | Encirclement, Minefields, Shock, and Bog | |
2.505 | Setup Area Determination | |
2.506 | Escape | |
2.507 | Equipment Possession and Hidden Fortifications | |
2.508 | Prisoners | |
2.509 | Extinguishing Flames and Blazes | |
2.510 | Wounded Leaders | |
2.511 | Recombining and Battle Hardening | |
* | 2.512 | New CG Date and SAN Adjustment |
* | 2.513 | Shift |
* | 2.514 | Equipment Repair and Replenishment |
* | 2.515 | Fortification, Wreck, and Immobile Vehicle Removal |
* | 2.516 | CPP Replenishment |
* | 2.517 | Weather Determination |
*†† | 2.518 | Purchasing Reinforcement Groups |
*†† | 2.519 | RG Strength, Weapons, and Leaders |
*†† | 2.520 | Purchasing Fortifications |
* | 2.521 | Purchasing Reconnaissance |
* | 2.522 | Initiative Determination |
2.523 | Scenario Commencement |
2.501 CONCLUSION OF MELEE: All opposing units in the same locations are now assumed to be in Melee [EXC: HtH-Melee if so marked]. Units in such locations must undergo an unlimited number of Melee rounds until no more CC attacks can be made. Such units are free to perform any/
2.5011 ORDER OF RESOLUTION: Resolve all Melees in alphanumeric order (e.g., hex A1, then A2, then D12, then EE4, etc.).
2.502 MARKER REMOVAL: All markers/
2.503 RALLY, UNLOADING, CG-SCENARIO END, AND CG-LVP TOTALS: When RePh step 2.503 has been completed, CG-Scenario End has occurred.
2.5031 RALLY & UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted. No DR are made. All Passenger/
2.5032 CG-SCENARIO END: Final hex/
2.5033 NEW CG-LVP TOTALS: The Canadian player now calculates his new CG-LVP Total by adding his Current-LVP Total to his preceding CG Date's CG-LVP Total, and records this number below his Current-LVP Total on his CG Roster.
2.504 ENCIRCLEMENT, MINEFIELDS, SHOCK AND BOG:
2.5041 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 2.5062). 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 re-armed (A20.551) and may automatically possess any Equipment dropped by its Eliminated Guard. Otherwise, any Equipment that an Eliminated Encircled unit possessed is left unpossessed in the Location.
2.5042 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 the 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/
2.5043 SHOCK/
2.5044 BOG: Each non-Abandoned, bogged/
2.505 SETUP AREA DETERMINATION: Each side now determines its Setup Area(s) (2.2) for the next CG scenario.
Each side may, at any time during/
A Setup Area may currently contain no units, but can still have friendly units Shifted into it unless it is Isolated.
2.5051 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 2.506. See also 2.5056 and 2.5072.
2.5052 ISOLATED UNIT: An Isolated unit/
2.5053 UNCONTROLLED TERRITORY: Uncontrolled Territory refers collectively to all hexes that are neither No-Man's Land nor part of either side's Setup Area. Each Personnel/
2.5054 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; 2.51312.5131].
2.5055 IN FRIENDLY SETUP AREA: Each unit/
2.5056 NOT IN FRIENDLY SETUP AREA: Use the chart (below) to determine what happens to on-map units/
in in enemy Setup Area | must attempt Escape (2.506) |
in No Man's Land | must attempt Escape (2.506) |
in Uncontrolled Territory | is Retained into the nearest friendly Setup/ |
in in enemy Setup Area | is Captured or Eliminated (enemy's choice; 2.5071)* |
in No Man's Land | is left in place unpossessed (2.5072) |
in Uncontrolled Territory | is left in place unpossessed (2.5072) |
if Isolated | is Retained by the Controlling side (2.5071) |
in in enemy Setup Area | is Captured or Eliminated (enemy's choice; 2.5071)* |
in No Man's Land | is Abandoned (2.5053); the crew (if any) must attempt Escape (2.506)† |
in Uncontrolled Territory | is Abandoned (2.5053); the crew (if any) is Retained into the nearest friendly Setup Area/ |
if Isolated | is Retained by the Controlling side (2.5071) |
in enemy-controlled Strategic Location hex | is Captured or Eliminated (enemy's choice; 2.5071)* |
in any other Location | becomes a Strategic Location [EXC: Panzer Lehr vehicles; CG5] |
* Capturing/
† Abandoning crew may turn vehicle into (Burnt-Out) wreck.
2.506 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. |
5 | In current hex and VGA; 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, un wounded SMC |
-1 | if CT AFV |
-1 | if current CG Date is Night* |
-2 | if adjacent to (-1 if two hexes away from) a non-ignorable 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 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 Leader may combine to increase a MMC's EPC)* |
+1 | if unarmed or Wounded? +1 if a Captured vehicle +1 if stunned +2 if Encircled* +2 if Isolated |
* NA to vehicle Escape attempt.
2.5061 ESCAPE RESULTS: If a unit survives the Escape attempt, it and all Equipment it took with it are Retained into a friendly Setup Area or off-map at an Eligible Entry Area-whichever is nearest in a path of contiguous, Enterable, Uncontrolled-Territory/
2.5062 ENCIRCLED MARKER REMOVAL: All Encircled markers are now removed.
2.5071 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 2.51423. The Inherent crew of each now-Captured Immobile vehicle with no functioning MA is also Captured. Each unpossessed/
2.5072 NOT IN SETUP AREA: All unpossessed/
2.5073 HIDDEN FORTIFICATIONS: Each still-hidden Fortification within a Setup Area of the purchaser's opponent is placed on-map. Each on-map Fortification (i.e., from a previous scenario) is controlled by the side (if any) controlling its Location.
2.508 PRISONERS: Each prisoner guarded by a non-Isolated unit is Eliminated. An Isolated Guard may retain possession of his prisoners), 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/
2.509 EXTINGUISHING FLAMES AND BLAZES: Players must remove each Flame/
2.5091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that Wreck is in a building/
2.5092 WOODEN RUBBLE: Remove both the Rubble and Flame/
2.5093 STONE RUBBLE: Remove the Flame/
2.5094 BUILDING: Place the correct Rubble counter in all ground-level Locations of each building that has at least one Flame/
2.5095 ELIMINATIONS: All Fortifications/
2.510 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 |
2.5111 RECOMBINING: All Retained same-type HS within the same Setup/
2.5112 HEROES & MMC: On each side, each Retained Hero [EXC: Heroic Leader; 2.5113] 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/
25113 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].
25131 VACATED SETUP AREA: If the last unit in a friendly Setup Area is Eliminated or successfully Escapes/
2.5121 NEW CG DATE: Each passage of this RePh step represents the start of a new CG Date.
2.5122 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 SAN is > 5, a SAN adjustment dr must be made with a +drm equal to the current SAN minus 4. A Final dr > 5 immediately reduces that side's SAN by two.
2.513 SHIFT: A Personnel/
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/
Make a separate Secret DR on the following table for each unit/
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/ |
+1 | per every five Uncontrolled-Territory hexes along that path between the current Setup/ |
* Unit/
† Each Personnel unit suffers Casualty Reduction on a subsequent dr ≥ 4. Each vehicle is Eliminated on a subsequent dr ≥ 4; if it is Eliminated, make a CS DR for its Inherent crew (if any; Casualty Reduction is NA). Roll separately for each unit.
2.5141 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 A22.22 or D5.42/D6.631) by Personnel Retained within the same Setup Area.
b) IMMOBILIZATION REPAIR: Each non-Captured, non-Abandoned, Immobilized vehicle (even Panzer Lehr vehicles retained off map; CG5) 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 [EXC: Disabled FT MA; 2.5142] is Eliminated. 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 Captured |
2.5142 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-Captured, Retained Weapon (or disabled FT MA15) in each friendly Setup/
Final dr | Effect |
---|---|
≤ 1 | Repaired |
≥ 2 | Eliminated* |
drm: | |
---|---|
-1 | if vehicular-mounted |
-1 | if FT MA |
-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 (2.5141c applies) [EXC: if 2.51421 is invoked].
2.51421 VEHICULAR MG EXCHANGE: A Disabled, non-Captured, vehicular MG may be automatically repaired (even if Disabled in step 2.5142) by Eliminating a friendly SW LMG. In all cases, the MG to be Eliminated must be Retained within the same Setup/
2.51422 CAPTURED EQUIPMENT: Each side makes a separate dr for each functioning, Captured, Retained Weapon in each friendly Setup/
2.51423 ABANDONING, SCROUNGING & REMOVAL: At the Controlling player's option > one non-Recalled-vehicle/
2.51424 SPECIAL AMMO: Each non-Captured, non-Isolated weapon which has some form of depleted ammunition type is automatically replenished.
2.51425 LOW-AMMO REMOVAL: Each Low Ammo marker on each non-captured, non-Isolated unit/
2.51426 AMMUNITION-SHORTAGE REMOVAL: Each non-captured, non-Isolated Infantry-unit/
2.51427 SW/
2.51428 CANADIAN TANKS AT NIGHT: If this is a Night CG Date, all remaining mobile non-Isolated Canadian tanks are retained in the Canadian Entry Area (see CG4); all mobile Isolated Canadian Tanks must now Escape (2.506).
2.515 FORTIFICATION, WRECK & IMMOBILE-VEHICLE REMOVAL: Attempts may be made to Eliminate (Burnt-Out) wrecks, Immobile non-Isolated vehicles, and Known minefields in friendly-Controlled Locations. Vs minefields, the number of removal attempts cannot exceed the number of squad-equivalents Retained within that Setup Area; vs (Burnt-Out-)wrecks/
Only one removal attempt dr may be made per completion of this RePh step (and does not create a Labor marker). If a Location contains > one of the above-mentioned items (all mines in the same Location are considered one minefield for this purpose), the side may roll once for each (if so allowed as per the preceding paragraph), but must announce which item it is currently rolling for [EXC: a Location must be devoid of mines before a removal dr may be made vs a (Burnt-Out) wreck, or Immobile vehicle; if in Bypass along a hexside, both ground-level Locations sharing that hex-side must be devoid of mines before its removal may be attempted].
Final dr | Result |
---|---|
≤ 3 | Eliminated* |
≥ 4 ** | No Effect |
drm: | |
---|---|
+2 | Minefield/ |
+1 | Minefield/ |
-1 | Per Assault Engineer HS-equivalent Retained in that Setup Area (vs. minefield only) |
* Vs a Known minefield, this result Eliminates all mines (A-P and A-T) in the Location.
** An Original dr of 6 results in Casualty Reduction of a non-Isolated Elite MMC within that item's Setup Area (Assault Engineer if possible, otherwise owner's choice; if no Elite MMC is available, Reduce a First-Line MMC, etc.).
2.516 CPP REPLENISHMENT: CPP are replenished according to the following formula: the CPP Base Number (see below) minus a secret DR equals the final amount of CPP replenished [EXC: no DR is made for 19AM]. This amount should be kept secret.
2.5161 CPP BASE NUMBER: Each side's CPP Base Number is given below for the current CG Date:
CG Date | Canadian Base # | German Base # |
---|---|---|
19 AM | 0 | 0 |
19 PM | 40 | 80 |
19 Night | 25 | 80 |
20 AM | 40 | 60 |
20 PM | 40 | 75 |
20 Night | 25 | 75 |
21 AM | 40 | 40 |
21 PM | 40 | 40 |
21 Night | 25 | 40 |
Interlude AM | 40 | 40 |
Interlude PM | 40 | 40 |
Interlude Night | 50 | 40 |
26 AM | 25 | 50 |
2.517 WEATHER DETERMINATION: Consult the following chart for RR weather:
CG Date | EC | Weather | Moon Phase/ Cloud Cover |
---|---|---|---|
19 AM | Wet/ |
Overcast | - |
19 PM | Wet/ |
Overcast | - |
19 Night | Wet/ |
Overcast | Overcast |
20 AM | Wet | Overcast/ V. Heavy Mist* |
- |
20 PM | Moist | Overcast | - |
20 Night | Moist | Overcast | Overcast |
21 AM | Moist | Clear | - |
21 PM | Moist | Clear | - |
21 Night | Moist | Clear | Half-Moon/ |
Interlude AM | Moist | Clear | - |
Interlude PM | Moist | Clear | - |
Interlude Night | Moist | Clear | Half-Moon/ |
26 AM | Moist | Clear | - |
* A LOS Hindrance exists at all levels at a range ≤ 2 hexes for all fire attacks and LOS. There is an additional +1 Hindrance DRM for each multiple of 2 hexes (FRU) beyond the initial 2 hex range. Unless all fire originates in-hex, all such Hindrance DRM are considered to be caused solely by conditions outside the target hex (A8.26). ERRATA: This last sentence applies to the footnote to the Kampfgruppe Peiper SSR KGP3 Chart. This Hindrance does not apply as a DRM to Fire Lane attacks. No Separate Mist LV exists.
2.518 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 2.518.
GERMAN REINFORCEMENT GROUP CHART |
||||||
---|---|---|---|---|---|---|
ID | Group Type | Full/ |
Unit Type | CPP Cost | CG Date Max | CG Max |
I1 | Para Inf Coy | 10/7 | 5-4-8deLo | 28 | 2 | 4 |
I2 | PzGr Coy (Lehr) | 10;4 / 7;2 | 4-6-8; SPW 25 1/ |
27 | 2 | 4 |
I3 | PzGr Coy | 10;3/7;2 | 4-6-7; SPW 251/ |
25 | 1 | 3 |
I4 | Eng Pltn | 3/2 | 8-3-8adelo | 14 | 1 | 1 |
V1 | Pz IV Pltn (Lehr) | 3/2 | Pz IVH/ |
12 | 3 | 6 |
V2 | Pz IV Pltn | 3/2 | Pz IVH/ |
14 | 1 | 2 |
V3 | Pz V Pltn (Lehr) | 3/2 | Pz VGdlo | 21 | 3 | 8 |
V4 | Pz V Pltn | 3/2 | Pz VGdlo | 25 | 1 | 1 |
V5 | JgdPz V Sect (Lehr) | 2/1 | JgdPzVdl | 11 | 2 | 6 |
V6 | SPAA Sect (Lehr) | 2/1 | FlakPz IV/ |
8 | 2 | 2 |
G1 | AT Sect 1 | 2/1 | 75L AT PaK 40bd | 8 | 1 | 2 |
G2 | AT Sect 2 | 2/1 | 88LL AT PaK 43bd | 13 | 1 | 2f |
G3 | AT Sect 3 | 2/1 | 88LL AT PaK 43/41bd | 11 | 1 | 2f |
HW1 | MG Pltn | 2;2 | HMG; MMGbdo | 12 | 1 | 3 |
O1 | Btln Mtr | 80+mm OBA (HE, Smoke, IR)mp | 5 | 1 | 6 | |
O2 | Heavy Mtr | 120+mm OBA (HE and Smoke)p | 8 | 1 | 3 | |
O3 | Medium Arty | 100+mm OBA (HE and Smoke)p | 7 | 1 | 3 | |
O4 | Heavy Arty | 150+ mm OBA (HE and Smoke)p | 9 | 1 | 3 | |
M1 | Fortifications | 15 FPP | 1 | 3 | 16 | |
M2 | Sniper | SAN Increase +1 | 2 | 1 | 8 | |
M3 | Reconr | 3 | 1 | 8 | ||
M4 | Activate A20 Entry16 | only available after 19PM | 2 | 1 | 6 |
a | Assault Engineers (A11.5;H1.22). |
b | Each MG is accompanied by a 2-2-8 crew; each Gun by a 2-2-8 crew. |
c | The German player may freely select Pz IV H or J, but each such Section must be of the same model. |
d | Subject to depletion. |
e | SW are determined on the Infantry-Type SW Charts. |
f | Maximum of 2 RG combined total for CG from G2 and G3. |
g | Each Full Strength PzKpfw IVH RG contains one vehicle with optional AAMG. |
L | Generate leaders on the company leader table. |
l | Generate leader on the platoon leader table. |
m | Receives the battalion mortar radio maintenance drm. |
o | Increase CPP Cost by 3 for on-map setup in Friendly non-Isolated Setup Area (increase by 8 for "I"-type companies) (2.5184). |
p | Increase CPP cost by one per Pre-Registered hex (C1.73) purchased with the module (no module may have > two Pre-Reg. hexes). Each Pre-Reg. Hex is Retained as long as the module it is assigned to is Retained. Barrage (E12.) is NA. |
r | May spend extra CPP (2.521). |
CANADIAN REINFORCEMENT GROUP CHART |
||||||
---|---|---|---|---|---|---|
ID | Group Type | Full/ |
Unit Type | CPP Cost | CG Date Max | CG Max |
I1 | Inf Coy17 | 5; 5/ |
4-5-8; 4-5-7deLo | 20 | 2 | 4 |
I2 | Inf Pltn (replacements)18 | 3 | 4-5-7 | 5 | 1 | 2 |
I3 | Assault Eng Pltn | 3/2 | 4-5-8adelo | 10 | 1 | 1 |
V1 | Tank Troop I | 1/1 3/ |
Sherman IIC(a) Sherman III(a)dlo |
14 | 1 | 1 |
V2 | Tank Troop II | 1/1 3/ |
Sherman VC(a) Sherman V(a)dlo |
13 | 1 | 1 |
V3 | Carriers Sect | 3/2 2/ 1/ |
Wasp Carrier A Carrier Cdo |
15 | 1 | 2 |
V4 | Transport Sect | 10/7 | Ram Kangarood h | 4 | 2 | 2 |
G1 | AT Sect I | 2/1 | 57L 6-pdr ATbd | 6 | 3 | 6 |
G2 | AT Sect II | 2/1 | 76LL 17-pdr ATbd | 10 | 2 | 4 |
HW1 | MG Pltn | 4 | MMGbdo | 10 | 1 | 3 |
O1 | Btln Mtr19 | 70+mm Btln Mtr OBA (HE, Smoke, IR)mp |
3 | 1 | 8 | |
O2 | Hvy Mtr | 100+mm OBA (HE & Smoke)p | 6 | 1 | 5 | |
O3 | Med Arty | 100+mm OBA (HE only)p | 5 | 1 | 5 | |
M1 | Fortifications | 15 FPP | 1 | 5 | 18 | |
M2 | Sniper | SAN Increase +1 | 2 | 1 | 8 | |
M3 | Reconr | 3 | 1 | 8 | ||
F1 | Typhoon | 1-3 | FB 44 | 2 | 1 | 5 |
a | Assault Engineers (A11.5;H1.22). |
b | Each MG is accompanied by a 2-2-8 crew; each Gun by a 2-2-8 crew. |
d | Subject to depletion. |
e | SW are determined on the Infantry-Type SW Charts. |
h | Each Full Strength RG will contain two Kangaroos with optional AAMG. Each Depleted RG will contain one such vehicle. |
L | Generate leaders on the company leader table. |
l | Generate leader on the platoon leader table. |
m | Receives the battalion mortar radio maintenance drm. |
o | Increase CPP Cost by 3 for on-map setup in Friendly non-Isolated Setup Area (increase by 8 for "I"-type companies) (2.5184). |
p | Increase CPP cost by one per Pre-Registered hex (C1.73) purchased with the module (no module may have > two Pre-Reg. hexes). Each Pre-Reg. Hex is Retained as long as the module it is assigned to is Retained. Barrage (E12.) is NA. |
r | May spend extra CPP (2.521). |
The RG chart contains the following columns:
2.5181 ID: Alphanumeric identification for each RG.
2.5182 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the player's RG Purchase Record (2.5188).
2.5183 (FULL/
2.5184 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 player's current CPP total in order to receive that RG. Unless otherwise prohibited, each RG whose ID begins with "I", "V", or "HW" may be set up on-map in a friendly, non-Isolated Setup Area in a scenario played on the same CG Date that is purchased if it has its listed CPP cost increased by three [EXC: eight for an Infantry company]. Each RG whose ID begins with "G", "O", or "M" and Canadian RG 12 may use Standard on-map setup with no additional cost. Panzer Lehr units and Canadian RG V4 may not set up on board.
2.5185 CG DATE MAX: Lists the maximum number of RG of this type that may be purchased this CG Date.
2.5186 CG MAXIMUM: Lists the maximum number of RG of this type that may be purchased during the course of the CG. Both players must keep a written 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 the CG Initial Scenario do not count against these maximums.
2.5187 ENTRY AREA: Canadian RG may enter anywhere along the north edge. German RGmay enter anywhere along the south edge, or within 4 hexes of TT19, or within 4 hexes of A20 if this area has been activated for the current scenario.
2.5188 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 CG maximums). The following listing explains how each column of the RG Purchase Record is used.
CG Date: The CG scenario the RG is purchased (EX: "19PM"). RG ID: The RG's alphanumeric ID (EX: II for Para Inf Coy). Group Type: The RG's name (EX: "Para Inf Coy"). Leaders Received: The type of each leader received.
#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) in the purchasing side's RG Chart.
Str: The RG's strength, as determined in RePh step 2.5191. Record "F' for a Full or "D" for a Depleted RG.
# Units: The number of units received in that RG of the Unit Type listed in the respective RG Chart (EX: 3 for a Full Strength Pz IV platoon) and the unit type.
SW Received: As each SW for that RG is determined (RePh step 2.5192), record the number of each Weapon type received.
Setup Area/
2.5191 RG STRENGTH: Each "I", "V", "G", and "HW" RG is eligible for Depletion [EXC: Canadian RG I2]. For each such RG the player has just purchased he must make one DR on the RG Strength Table to determine whether it is received at Full or Depleted Strength. A Full-Strength RG receives the number of specified units to the left of the "/", a Depleted RG receives the number of specified units to the right of the "/". See 2.5192 for HWRG.
Final DR | Result |
---|---|
≤ 8 | Full |
≥ 9 | Depleted |
-1 DRM if Canadian
2.5192 SUPPORT WEAPON ALLOTMENT: Determine the number of SW listed in the SW portion of the appropriate RG Chart received by each "I" or "HW" type RG. A Full-Strength RG automatically receives all SW listed. A Depleted RG must make a dr ≤ 4 to receive each SW. [EXC: At least two SW must be received with a HWRG; if the RG's final total is < 2 SW, ignore this result; roll again for each SWin the RG until a final total ≥ 2 are received after rolling for each.] Record each SW received in its appropriate column on the RG Purchase Record on that RG's line. Each SW received must set-up/
Unit Type | LMG | PSK | DC |
---|---|---|---|
Para Inf Coy | 3 | 1 | - |
PzGr Coy | 3 | - | - |
Eng Pltn | - | - | 3 |
Unit Type | LMG | PIAT | 51mm MTR | DC |
---|---|---|---|---|
Inf Coy | 3 | 2 | 1 | - |
Inf Pltn | - | - | - | - |
Assault Eng Pltn | - | - | - | 3 |
2.5193 LEADER ALLOTMENT:
Final DR | Leader Received |
---|---|
≤ 1 | 10-3, 9-1, 8-1 |
2 | 10-2, 8-1, 8-0 |
3 | 9-2, 9-1, 8-0 |
4 | 9-2, 8-1, 7-0 |
5 | 9-1, 8-1, 7-0 |
6 | 8-1, 8-0, 7-0 |
7 | 9-1, 8-0 |
8 | 8-1, 8-0 |
9 | 8-1, 7-0 |
10 | 8-0, 7-0 |
11 | 8-0, 6+1 |
≥ 13 | 7-0, 6+1 |
+2 DRM if Depleted; -2 DRM if Headquarters Pltn (2.42)
Final DR | Infantry Leader Received |
Armor Leader Received |
---|---|---|
2 | 10-2 | 10-2 |
3 | 9-2 | 9-2 |
4 | 9-2 | 9-1 |
5 | 9-1 | 8-1 |
6-7 | 8-1 | |
8 | 8-0 | |
9 | 7-0 | |
10 | 6+1 | |
≥ 11 | - |
+1 DRM if Depleted
All such RG Strength, Weapon, and Leader DR/
2.520 PURCHASING FORTIFICATIONS: Fortifications that are obtained by expending FPP may be purchased on each CG Date if the player has the requisite FPP (either given as a reinforcement or purchased). All FPP unspent upon completion of this step are forfeit. As Fortifications are selected, the specific type must be recorded in the "Fortifications" section of the CG Roster.
Fortification Type | FPP Cost |
---|---|
TrenchGi | 7 |
Foxhole1 | 3/2/1 |
A-P Mine FactorGi | 1.5 |
A-T Mine Factora | 4 |
WireGi | 15 |
Fortified Building Location | 10 |
"?" | 1 |
HIP2 | 3/2/1/1 |
1: | For 3-, 2-, and 1-squad capacity, respectively. |
2: | Squad/ |
G: | Only available for German purchase. |
i: | Only available for purchase during the Initial Campaign Game scenario. |
2.521 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 the Initial Scenario. If Recon can be purchased, that side deducts 3 CPP (plus additional CPP 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. If a side cannot or opts not to use Recon, its current CPP total is simply copied in the "Start" column of the next CG 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 2.524. The Recon dr is modified by the following cumulative drm:
+x | Spent x CPP extra (x ≤ 3) |
-1 | Attacked in the previous CG Scenario |
The number of Locations that may be reconnoitered is recorded on the CG Roster in the "Recon" column of the current CG Date line.
2.522 INITIATIVE DETERMINATION: Each side selects its Initiative for the current CG Date, either to "Attack" or stand "Idle", representing its desired tactical plans.
2.5221 ATTACK CHIT LIMITS: The Canadians are limited to 2 Attack Chits and the Germans are limited to 6 Attack Chits. For purposes of this rule, neither side is considered to have selected an Attack Chit for an Initial Scenario.
2.5222 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 ("Attack" or "Idle") 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 | CDN ATTACK | CDN IDLE |
---|---|---|
GER ATTACK | Dual Attack | German Assault |
GER IDLE | Canadian Assault | Idle Date |
a) DUAL ATTACK: Represents a CG Date when both sides have planned offensive action. The Canadian player makes a dr to determine which side sets up first: if ≤ 3 the Canadian does; otherwise the German does. The side moving first, however, is not determined until after all setup is complete (step 2.525).
b) NIGHT DUAL ATTACK: If both sides choose Attack for a Night CG Date, both are considered Scenario Attackers. Both sides may use Cloaking per SSR CG4. Neither side is restricted by the use of No Move counters (E1.21), and neither side receives the benefits/
c) GERMAN ASSAULT: On this CG Date the German is attacking. The Canadian sets up first, and the German moves first.
d) CANADIAN ASSAULT: On this CG Date the Canadian is attacking. The German sets up first, and the Canadian moves first.
2.523 SCENARIO COMMENCEMENT: Players are now ready to begin the CG scenario.
2.5231 CG SCENARIO VICTORY CONDITIONS: In RR, individual Scenarios do 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 CG scenario, only the CG itself.
2.52321 ISOLATED UNIT SETUP: The side that sets up first (2.5223) 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/
2.523211 AMMUNITION SHORTAGE REMOVAL: When a Good Order Isolated Infantry unit suffering from Ammunition Shortage begins a Friendly Player Turn in the same Location as a Friendly Good Order armed Infantry MMC (that is itself not suffering from Ammunition Shortage) whose US# is > that of the Isolated unit's, its Ammunition Shortage ceases to exist at the end of that Player Turn provided both units become TI and remain in Good Order throughout that Player Turn. A MG's Ammunition shortage is removed whenever it is possessed by a Good Order, armed MMC not suffering from Ammunition Shortage. All other units/
2.52322 NON-ISOLATED 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 that each is Retained in [EXC: each Immobile vehicle must remain in its current Location and VGA]. Record the hex coordinates of new Fortification Setup Locations on the CG Roster. See also SSR CG4-5 and CG16-17. Once the side setting up first has completed its setup, the other side follows the same procedure.
2.524 RECON INSPECTION: After all setup is complete, but prior to Bombardment (if any), each side may declare the Location(s) they wish to Reconnoiter (presuming they made the appropriate CPP expenditure). Each such Location must be within 6 hexes of a friendly Setup/
2.525 BEGIN PLAY: Each side announces its SAN. If this is an Assault Scenario, the side setting up second moves first. If this is a Dual Attack (day or night), the side that moves first is determined by a dr. On a dr > 4 the Canadian player moves first.
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