CG DATES: December 6 Morning/
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/
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.
Note: CVP are recorded normally throughout this phase.
2.1 MELEE RESOLUTION/
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/
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/
2.7 SHOCK/
2.8 FLAMES/
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/
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.
Note: CVP are NA for units/
3.1 WOUNDED LEADERS: The owning player rolls on the following Recovery Table to determine each wounded leader's fate:
Final dr | Effect |
---|---|
1-3 | Retain Unwounded |
4-6 | Evacuated* |
* 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/
3.3 REPAIR TABLE: Players may now roll on the Repair Table, making a dr per repair attempt for malfunctioned, non-captured weapons.
Action | Repaired | NE | Eliminated |
---|---|---|---|
Repair MA/ | 1-4 | 5 | 6 |
Repair SW | 1-3 | 4-5 | 6 |
Repair vehicular MG | 1-2 | 3-5 | 6 |
3.31: In all cases, vehicles must not be Abandoned and Guns/
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.
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.
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.
Germana | American | |||
---|---|---|---|---|
Final DR | Infantry | Armor | Infantry | Armor |
≤ 2 | 9-2 | 9-2 | 10-2 | 10-2 |
3 | 9-1 | 9-1 | 9-2 | 9-2 |
4-5 | 8-1 | 8-1 | 9-1 | 9-1 |
6-8 | 8-0 | - | 8-1 | 8-1 |
9-10 | 7-0 | - | 8-0 | - |
11 | 6+1 | - | 7-0 | - |
12 | - | - | 6+1 | - |
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.
Final DR | Model Type(s) |
---|---|
2 | 2 x M4A3(76)W; M4A3E2(L) |
3 | M4A3(76)W; M4A3(105); M4A3(75)W |
4-5 | 2 x M4A3(76)W; M4A3(75)W |
6-8 | 2 x M4A1(76); M4A3(75)W |
9-10 | M4A1(76)W; 2 x M4A3 |
11-12 | 2 x M4A3(75); M4A3 |
3.8 ENTRY: All reinforcements enter on/
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.