CG1. MAP: Each CG Scenario uses the entire RR map.
CG2. RR SSR: All RR SSR are in effect except as amended below.
CG3. ELR/
CG4. NIGHT SCENARIO: Mobile Canadian Tanks are not available during Night Scenarios.10 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 (see 2.51428). During a Night Scenario, a non-Immobilized, abandoned Canadian Tank that is re-crewed by Canadian forces is immediately Recalled. During AM scenarios, Canadian Tanks may not be set up on board. They enter on or after Turn 1.
The NVR of all night scenarios begins at 3. The side selecting the attack chit in a night assault scenario is considered the scenario ATTACKER (E1.4, despite having units available for on-map setup); a side selecting an idle chit is the scenario DEFENDER (E1.2). The scenario DEFENDER in a night assault scenario has automatic freedom of movement for his two best leaders. The scenario ATTACKER may use normal cloaking even if they set up on-map. Cloaking counter HIP is NA. Scenario DEFENDER reinforcements retained off-map may enter at an eligible entry area only following a RPh reinforcement die roll of < the current game turn number or automatically once any scenario DEFENDER unit has been attacked by other than mines/
The Majority Squad Type for Straying purposes is Normal for both sides.
CG5. PANZER LEHR SETUP: Panzer Lehr units are distinguished from other German units by using the color red for their alphanumeric Identity symbols. No units from Pz Lehr may setup on board. In scenarios where the German selected an Idle chit, units from the Pz Lehr Division may not enter before Turn 4. In scenarios where the German selected an Attack chit, units from the Lehr Division may enter on Turn 1. All Pz Lehr units in a non-Isolated Friendly Setup Area must be Retained off map (even if Immobilized). All other Personnel/
CG6. Crossroad hexes H10, AA24, andJJll are controlled by the last side to control the crossroads hex and all adjacent hexes.
CG7. GAME END: The Turn Record Chart for all CG scenarios is located on the RR map. All CG scenarios have a variable game length. Starting at the end of game turn 5, the Canadian player makes a Scenario End dr: if it is ≤ the circled number in the current turn's box on the RR CG Turn Record Chart the scenario ends immediately. There is a -1 drm in a night scenario and a +1 drm in the 19AM scenario and any PM scenario. Scenarios may also be ended by the mutual agreement of both players at the end of any player turn.
CG8. OBA: Each side is limited to using a maximum of two OBA modules per CG scenario (with "usage" of a module for this purpose being defined as having its radio, field phone, or Offboard Observer in play at any time during a CG scenario). When an OBA module is selected as a RG, the player may freely select a radio or field phone. Each Canadian Security Area must be traced to any friendly-Controlled north edge hex. Each German Security Area must be traced to any friendly-Controlled south edge hex. The ground-level location of each Security Area hex must be friendly-Controlled at scenario start. If Retained from a previous scenario, a new Security Area may be recorded for each CG Scenario. Preregistered hexes may also be re-assigned if the associated OBA module was Retained. OBA modules that have placed an FFE [EXC: IR] in the just played CG scenario are Eliminated. Any radios, field phones, Offboard Observers, and pre-registered hexes associated with that module are also Eliminated.
CG9. TERRAIN CHANGES: During the course of the same CG, alterations of printed mapsheet terrain are bound to occur, all of which become "permanent" (barring subsequent Clearance/
CG10. CONCEALMENT: All Infantry (and their possessed Weapon[s]) setting up in Concealment Terrain may do so concealed, regardless of LOS. Such "?" need not be purchased; i.e., they are placed freely. Otherwise, A12.12 and A12.34 apply. The side setting up first may conceal all eligible units before the other side views its setup; likewise, the side setting up second may conceal all eligible units before his opponent views that setup.
CG11. CIVILIAN INTERROGATION: Civilian (only) Interrogation (E2.4) is in effect. The Germans are in a friendly country. The Canadians are in a neutral country.
CG12. MAP EXIT: Each Personnel/
CG13. OPTIONAL SNIPER USAGE: Each side may use two Sniper counters per CG scenario. If > one sniper per side is in play, each must still be set up initially as per the first two sentences of A14.2, but with ≥ 15 hexes between them (or as far apart as possible if they cannot set up ≥ 15 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 simultaneously.
CG14. SELF-RALLY: Each side is allowed two non-Disrupted MMC Self rally attempts, provided (as per A18.11) each such attempt is carried out before other friendly MMC rally attempts.
CG15. GERMAN PF: For each CG scenario, the number of PF initially available to the German side is 2 times the number of German squads set up on-map. During play, whenever ≥ one squad enters as a reinforcement, the number of available PF is immediately increased by 2 per such squad.
CG16. RETAINED RG: Regardless of whether it was used during a CG Scenario, each purchased/
CG17. ENTRY AREAS: The Canadians may enter anywhere along the north board edge. The Germans may enter anywhere along the south board edge, within 4 hexes of TT19, and/
CG18. RG SETUP/
RGs whose ID begins with "I", "V", or "HW" may be purchased for on-map setup [EXC: Panzer Lehr RG and Canadian RG V4]. Canadian RG I2 and RGs whose ID begins with "G" may be setup on-map for no additional CPP cost.
CG19. DUSK: A +1 LV Hindrance applies to all non-CC/OBA attacks on any turn ≥ 7 during PM scenarios.
CG20. GUNS: 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: 81mm MTR; Escape (2.506-.5061); Shift (2.513); if at the start of setup (RePh 2.5232) it is hooked up to a Mobile vehicle; if a CG Idle Date has been generated since the last scenario; instead, it may set up anywhere in its current Setup Area], regardless of whether it will be set up (un)hooked. Each SW/
CG21. AIR SUPPORT: No greater than two FB RG may enter play per CG Scenario, and only one may be in play at any given time during the scenario, but a FB RG may be voluntarily Recalled at the end of any Player Turn. The use of Air Support is NA at night as well as when the Weather is Overcast. A FB RG is considered to have been used when ≥ one of its FB has made a Sighting TC DR; once so used, the entire FB RG is Eliminated at the end of the scenario.