2.5 REFIT PHASE

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/lettered order given; those not applicable to the current situation may be omitted (e.g., if there are no Flames/Blazes on the map, skip RePh step 2.509). 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. Those preceded by a "*" are performed in repeated sequence until a new CG scenario is generated in RePh step 2.522.

RePh Sequence

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/all normal CCPh activities associated with Melee (i.e., Attack, Capture, Withdrawal, etc.). The side that moved first that scenario is considered the ATTACKER. Following the conclusion of the first round of RePh Melee in a Location, each still-hidden/concealed unit in the Location is revealed, each pinned unit in the Location becomes unpinned, all CX counters are removed from the Location, and each Stun counter therein is flipped to its "+1" side (the vehicle may still be Recalled, if applicable, and may be marked CE if so desired).

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

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/Rider Personnel and Equipment are then unloaded into their vehicle's Location (a unit unloading into an A-P minefield is not immediately attacked, but 2.5042 will apply). All Guns hooked up and in tow remain so (for now-see SSR CG20); if its vehicle is Eliminated in the RePh, so is the Gun that is being towed.

2.5032 CG-SCENARIO END: Final hex/building Control and Current-LVP totals are now determined. On its CG Roster the Canadian side records its Current-LVP Total in the upper half of the "LVP" column.

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/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 2.505-506.

2.5043 SHOCK/UK: Each Shocked/UK AFV must undergo > one recuperation attempt (C7.42) until either the marker is removed or the AFV is Eliminated.

2.5044 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).

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/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 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/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 2.506 for Escape requirements, 2.52321 for Setup restrictions and penalties. See also 2.5056.

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/Mobile-Vehicle unit, and its portaged/possessed/towed Equipment, in an Uncontrolled Territory hex at Scenario end, is Retained into the nearest friendly Setup Area, even if Isolated [EXC: ignore any Isolated Setup Area which would result in overstocking], or into the nearest Eligible Entry Area. 'Nearest' is defined as along the shortest path of contiguous, Enterable, Uncontrolled Territory hexes, unit owner's choice of Area if equidistant. Each Personnel/Mobile-vehicle unit unable to trace such a path is required to attempt Escape (2.506). 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 2.5056.

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/Equipment currently in a friendly Setup Area is Retained there in[EXC: Canadian tanks at night (CG4 and 2.51428) and Panzer Lehr units (CG5)].

2.5056 NOT IN FRIENDLY SETUP AREA: Use the chart (below) to determine what happens to on-map units/Equipment that do not end a CG scenario non-Isolated inside a friendly Setup Area. Note that the actions listed are to be carried out in order according to the RePh sequence.

Personnel/Mobile Vehicle:

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/Eligible Entry Area or must attempt Escape (2.506)

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; 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)

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

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/Eligible Entry Area or must attempt Escape (2.506)†
if Isolated is Retained by the Controlling side (2.5071)

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

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

† Abandoning crew may turn vehicle into (Burnt-Out) wreck.

2.506 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 (2.5053) must attempt Escape. Each Personnel/Mobile-vehicle unit ending a scenario Isolated may attempt Escape [EXC: overstocked units must attempt Escape or be moved to another non-overstocked Location in the same Isolated Setup Area]. 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. See CG5 for Panzer Lehr units.

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.
5 In current hex and VGA; 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.

DRM:

-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/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 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/No-Man's-Land/enemy-Setup-Area Locations (Escapee's choice if > two such Areas are equidistant, but always using as few enemy Setup Area Locations as possible) [EXC: ignore any Isolated Setup Area which would result in overstacking]. 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 2.5131.

2.5062 ENCIRCLED MARKER REMOVAL: All Encircled markers are now removed.

2.507 EQUIPMENT POSSESSION AND HIDDEN FORTIFICATIONS

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/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 VGA until such time as it becomes Mobile.

2.5072 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/re-manned in (or after; 2.5071) a subsequent scenario. Each Immobile vehicle must remain in its present location and VGA until such time as it becomes Mobile.

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/Eligible Entry Area (of the Unarmed unit side's choice if > 2 such Areas are equidistant) [EXC: Ignore any Isolated Setup Area which would result in overstocking]. An unarmed German MMC is Replaced by a Conscript MMC and an unarmed Canadian MMC is replaced by a Green MMC of the same size; a freed SMC is Replaced by the original SMC type.

2.509 EXTINGUISHING FLAMES AND BLAZES: Players must remove each Flame/Blaze counter and make the appropriate counter changes and Eliminations when performing the following sub-steps:

2.5091 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that Wreck is in a building/rubble hex, move the Blaze marker to the building/rubble so that it is now a terrain Blaze]. Replace the wreck with a Burnt-Out Wreck.

2.5092 WOODEN RUBBLE: Remove both the Rubble and Flame/Blaze marker, and place a Shellhole counter in the Location. All other previous terrain in the Location is eliminated (each vehicle/wreck in the Location becomes/remains a Burnt-Out Wreck).

2.5093 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.

2.5094 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.

2.5095 ELIMINATIONS: All Fortifications/Equipment in what were (as per 2.5092-.5094)building/rubble Flame/Blaze Locations (including all building Locations just rubbled as per 2.5094) are Eliminated. All (Burnt-Out) Wrecks in buildings just rubbled as per 2.5094 are Eliminated. All Isolated units/Equipment that would have been confined to setting up in Locations (/rubbled-buildings; 2.5094) from which a terrain Flame/Blaze has just been removed are Eliminated.

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

2.511 RECOMBINING AND BATTLE HARDENING

2.5111 RECOMBINING: All Retained same-type HS 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].

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/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 for the duration of the next CG Scenario (only, even if it is an Idle Date). No MMC may Battle Harden more than once per RePh.

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/Shifts elsewhere, each Location of that Setup Area remains Controlled by the last Controlling (i.e., by the vacating) side.

2.512 NEW CG DATE AND SAN ADJUSTMENT

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/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 unit (or group of such) Retained in an Entry Area may attempt to Shift to a non-Isolated 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 non-dm Gun cannot be Shifted. Each squad possessing > 5PP and stacked with a leader may freely Deploy when attempting to shift.

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 (it is automatically successful in this case)]. 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.

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/path/open-ground hexes
+1 per every five Uncontrolled-Territory hexes along that path between the current Setup/Entry Area and the desired new Setup/Entry Area

* Unit/group cannot Shift - 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 otherwise participate normally in the next CG Scenario.

† 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.

2.514 EQUIPMENT REPAIR AND REPLENISHMENT

2.5141 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 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:

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 [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:

VEHICLE STUN RECOVER TABLE
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/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
-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/Entry Area as the AFV.

2.51422 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 2.51423.

2.51423 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: described actions are NA unless there are Retained Personnel unit(s) in that Setup Area, including an Abandoning crew.]

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/Weapon is removed.

2.51426 AMMUNITION-SHORTAGE REMOVAL: Each non-captured, non-Isolated Infantry-unit/Weapon currently suffering from Ammunition Shortage now has that penalty lifted.

2.51427 SW/GUN DM/ELIMINATION: At the Controlling player's option, > one SW/Gun in each friendly Setup/Entry Area that contains Retained Personnel may be Eliminated/dismantled/assembled.

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/Immobile-vehicles, the number of removal attempts cannot exceed the number of Mobile tracked vehicles of > 30 tons Retained within that Setup Area.

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].

FORTIFICATION/WRECK/IMMOBILE-VEHICLE REMOVAL TABLE
Final dr Result
≤ 3 Eliminated*
≥ 4 ** No Effect
drm:
+2 Minefield/(Burnt-Out-)wreck/Immobile-vehicle is in a Front-Line Hex.
+1 Minefield/(Burnt-Out-)wreck/Immobile-vehicle is ADJACENT to, but not in, a Front-Line Hex.
-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/Soft Ground Overcast -
19 PM Wet/Soft Ground Overcast -
19 Night Wet/Soft Ground 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/No Cloud
Interlude AM Moist Clear -
Interlude PM Moist Clear -
Interlude Night Moist Clear Half-Moon/No Cloud
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/Depl 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 1/1deL 27 2 4
I3 PzGr Coy 10;3/7;2 4-6-7; SPW 251/1deLo 25 1 3
I4 Eng Pltn 3/2 8-3-8adelo 14 1 1
V1 Pz IV Pltn (Lehr) 3/2 Pz IVH/Jcdgl 12 3 6
V2 Pz IV Pltn 3/2 Pz IVH/Jcdglo 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/20d 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

NOTES:

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/Depl Unit Type CPP Cost CG Date Max CG Max
I1 Inf Coy17 5; 5/3; 4 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
3/2
Sherman IIC(a)
Sherman III(a)dlo
14 1 1
V2 Tank Troop II 1/1
3/2
Sherman VC(a)
Sherman V(a)dlo
13 1 1
V3 Carriers Sect 3/2
2/1
1/1
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

NOTES:

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

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/Entry ID: On its CG Date of purchase, each RG [EXC: O-, F- and M-type RG] must have a friendly, non-Isolated Setup Area or Eligible Entry Area recorded for it.

2.519 RG STRENGTH, WEAPONS, & LEADERS

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.

RG STRENGTH TABLE

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/enter stacked with (and possessed by) a unit of its respective RG (and such unit may only possess such a SW) during the first CG scenario in which its RG participates [EXC: if it is Retained off-map for an entire scenario].

GERMAN SW ALLOCATION

Unit Type LMG PSK DC
Para Inf Coy 3 1 -
PzGr Coy 3 - -
Eng Pltn - - 3

CANADIAN SW ALLOCATION

Unit Type LMG PIAT 51mm MTR DC
Inf Coy 3 2 1 -
Inf Pltn - - - -
Assault Eng Pltn - - - 3

2.5193 LEADER ALLOTMENT:

COMPANY LEADER ALLOTMENT TABLE (RG Note L)

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)

PLATOON LEADER ALLOTMENT TABLE (RG Note I)

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/dr are secret and need not be revealed until CG end.

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 PURCHASE TABLE

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/HS/crew/SMC cost respectively. No greater than 10% (FRU) of a side's Infantry squad equivalents (plus all SW/SMC set up with them in the same Location) may use purchased HIP in a daytime scenario [or as a nighttime ATTACKER. No greater than 35% (FRU) may use HIP as a nighttime DEFENDER.]
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

2.5223 SCENARIO TYPES:

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/penalties of a Scenario Defender (E1.2; E1.22). The side moving first is still determined in step 1.525. See also SSR CG4.

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.

2.5232 UNIT SETUP

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/Equipment piece may be set up only in its current Setup Area [EXC: in its current Location and VGA if an immobile vehicle; 2.5071]. Each unit/Equipment piece set up in an Isolated Location is affected by Ammunition Shortage (A19.131).

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/Equipment suffering from Ammunition Shortage lose that status only by ending a CG Scenario in a non-Isolated Location.

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/Eligible Entry Area hex. The sides take turns declaring one Location at a time, with the German player declaring first. Each hidden unit/Equipment in a reconned Location is placed on-map concealed. All concealed (including Cloaked) units/Equipment in a reconned hex lose their "?" (thus 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 "T (but not HIP) they previously had, regardless of LOS.

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.

GERMAN VEHICLE NOTES

Click here to view note about 37.1. Sturmtiger.