1. CAMPAIGN GAME: A PLEASANT DIVERSION

CG DATES: December 6 Morning/Midday/Afternoon (3 CG dates)

CG VICTORY CONDITIONS: Provided the Germans have not amassed ≥ 105 CVP, the Americans win if their VP total is ≥ 150 at any CG-Scenario end and/or if they control all existing CGV Buildings.

CG SCENARIO VICTORY CONDITIONS: The following levels of victory apply for each of the first two CG-Scenarios:

1.1 CG BALANCE PROVISIONS: Should both players wish to play the same side (A26.4) the following Balance is used:

1.2: Players begin the CG by playing scenario SG1 (which serves as the Morning Scenario), but use the CG Scenario VC. Afterwards, the entire sequence below is followed at the end of each CG scenario to generate the next scenario. Both players (if applicable), American first, complete each step before moving on to the next step.

2. CLEAN-UP PHASE:

Note: CVP are recorded normally throughout this phase.

2.1 MELEE RESOLUTION/PRISONERS: Resolve all existing Melees, one at a time and using any number of additional rounds as necessary, until no Melees exist. The player who was the ATTACKER in the final Player Turn of the scenario is considered to be the ATTACKER during these CC rounds. All Prisoners are then removed from play.

2.2 MARKER REMOVAL: Remove all of the following markers: CX, Berserk, Fanatic, Wall Advantage, Dispersed SMOKE, Target Acquisition, Sniper and all OBA markers. SMOKE is then flipped to its Dispersed side.

2.3 RALLY: All currently broken units of both sides automatically Rally, even if Disrupted.

2.4 MOTION/UNLOADING: All Mobile vehicles may automatically change their current Stopped/Motion status [EXC: PzVG must still roll for Stall to gain Motion; a Stall precludes Motion status] and may change TCA as desired. All Riders may unload into their vehicle's Location. An unloading vehicle is now Stopped.

2.5 ENCIRCLEMENT: Each Encircled unit must take a 1TC (leadership applies normally). Failing the 1TC results in the unit's immediate Elimination [EXC: the Encircled Vulnerable PRC of an Immobile vehicle are Eliminated, leaving the vehicle Abandoned]. All Encircled markers are then removed.

2.6 BOGGED/MIRED: 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).

2.7 SHOCK/UK: Each Shocked/UK AFV must undergo ≥ one recuperation attempt (C7.42) until either the marker is removed or the AFV is eliminated and flipped over to its Wreck side.

2.8 FLAMES/BLAZES: All existing Blazes (including Wreck Blazes) and then Flames (in that order) are checked for Spread (A25.6). Infantry units in Blaze locations must immediately Withdraw as if from Melee. Vehicles in Blaze locations are eliminated and removed from play.

2.9 VICTORY DETERMINATION: The American player totals his amassed VP from all CG scenarios played. If the VP total is ≥ the required CG scenario total and/or the American achieved the scenario-specific CGV Building VC requirements then the American is the winner of the current scenario; otherwise the German wins. The winning side moves first in the following scenario.

2.91 VP DIFFERENTIAL: The amount of VP which the American has scored for each scenario played is totaled to compute his current CG VP total. This number is subtracted from the VP required to win the previous scenario to calculate the VP Differential. This can result in a positive or negative number, or 0.

2.92 PURCHASE POINTS: The American player adds the total of his CVP suffered in the CG thus far to his VP Differential to determine how many Purchase Points he receives for use in step 3.4. Negative Purchase Points are ignored.

EX: It is the Clean-Up Phase of the Morning Scenario, and the American player must calculate how many Purchase Points he receives for use in Step 3.4. He scored 63 VP in the scenario and needed 55 to win; subtracting the VP amassed from the VP required provides the VP Differential (in this case, 55 - 63 = -8). He suffered 41 CVP which is added to the Differential to determine the number of Purchase Points available (in this case, - 8 + 41 = 33). He thus has 33 Purchase Points to spend on reinforcements.

3. SETUP PHASE:

Note: CVP are NA for units/weapons eliminated in this phase.

3.1 WOUNDED LEADERS: The owning player rolls on the following Recovery Table to determine each wounded leader's fate:

RECOVERY TABLE
Final drEffect
1-3Retain Unwounded
4-6Evacuated*

* An Evacuated leader is permanently removed from play, but is immediately replaced with a 7-0 leader in the same location as the friendly MMC nearest (in hexes) to the last location that Evacuated leader occupied. The owning player may choose which location in the event of a tie. Any SW Possessed by an Evacuated leader is considered Transferred to the MMC as well.

3.2 HEROES/BATTLE HARDENING: Heroes (whether wounded or unwounded) are eliminated, but for each such eliminated Hero the owning player may Battle Harden [EXC: Fanatic status is NA] any one MMC. [EXC: If unable to Battle Harden any MMC, the Hero remains onboard unwounded instead]. Any SW Possessed by an eliminated Hero is considered Transferred to the Battle Hardened MMC.

3.3 REPAIR TABLE: Players may now roll on the Repair Table, making a dr per repair attempt for malfunctioned, non-captured weapons.

REPAIR TABLE
ActionRepairedNEEliminated
Repair MA/Gun1-456
Repair SW1-34-56
Repair vehicular MG1-23-56

3.31: In all cases, vehicles must not be Abandoned and Guns/SW must be Possessed to attempt Repair. Each weapon/Vehicle may make only one Repair attempt. A vehicle that rolls a 6 on a MA repair becomes BU if CE and is marked with a Recall counter (D5.431), while a Gun is removed from the board.

3.4 AMERICAN REINFORCEMENTS: The American player secretly spends his Purchase Points from step 2.92 on the American Reinforcement Table. He may purchase as many of each group as he has Purchase Points available, but the scenario maximum allowed for each group may not be exceeded. For each Armor Group purchased, make a dr to determine armor type. Unused Purchase Points may be retained for future use.

  1. Make one DR on the Leader Table per Group received.
  2. Make one DR on the M4 Table per group received.
  3. Make one DR on the H1.42 Gyrostabilizer Table per AFV.
  4. HE/SMOKE.

3.5 GERMAN REINFORCEMENTS: The German player now secretly makes three Reinforcement drs (one each on Rows A-C) to determine his reinforcements for the next scenario.

  1. Make one DR on the Leader Table per Group.
  2. Make one DR on the H1.42 Schuerzen Table per PzIV.
  3. HE/Smoke.
  4. HE (only).

3.6 LEADERS: For each American Armored Infantry Platoon and Armor Reinforcement Group, and for each German infantry (Row A) and armor (Row B) Reinforcement Group, make one secret DR on the appropriate column of the following Leader Table to determine the type of leader received by that Group. Each Leader must enter with a unit of his Group.

LEADER TABLE
GermanaAmerican
Final DRInfantryArmorInfantryArmor
≤ 29-29-210-210-2
39-19-19-29-2
4-58-18-19-19-1
6-88-0-8-18-1
9-107-0-8-0-
116+1-7-0-
12--6+1-
  1. -1 DRM for PzGr Platoon I/PzV Section.

3.7 U.S MEDIUM TANK MODELS: For each M4 Armor Reinforcement Group, make a secret DR on the following M4 Model Table to determine the tanks received by that Group.

M4 MODEL TABLE
Final DRModel Type(s)
22 x M4A3(76)W; M4A3E2(L)
3M4A3(76)W; M4A3(105); M4A3(75)W
4-52 x M4A3(76)W; M4A3(75)W
6-82 x M4A1(76); M4A3(75)W
9-10M4A1(76)W; 2 x M4A3
11-122 x M4A3(75); M4A3

3.8 ENTRY: All reinforcements enter on/after Turn 1 along the owning side's Friendly Board Edge. OBA is available to be used on Turn 1.

3.9 OBA: Any OBA module which had no FFE in play during the previous scenario may be used in the following scenario. Draw Piles are restored to their original composition. However, the Offboard Observer selected for rule SG8 may never direct ≥ 1 OBA module at a time. Should a player have ≥ 1 OBA module available, he must either permanently lose Battery Access or Cancel any module in use before attempting to use another.

4.0 NEXT CG SCENARIO: Sniper values are reset to their original numbers. The number of PF allowed to be fired per C13.31 is recalculated. Once invoked, No Quarter will remain in effect for the duration of the CG. Players now begin the next CG scenario by first determining Concealment for onboard units and then placing Snipers. Play then commences with the RPh of the player who won the previous scenario.