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A Bridge Too Far

PLANNING PHASE
Each player rolls a 1d6 to determine the # of battles:
2d6 2 3-4 5-6 7 8-9 10-11 12 # of Battles 6 7 8 9 10 11 12

BATTLE PHASE
1) Roll 1d6 for Initiative Allies add +1 during first turn Allies win ties 2) Player with initiative places a Battle Arrow from attacking area to defending area An empty area can attack an empty area 3) Each player commits up to two Troops and places them on the Battle Arrow No units need to be committed to have a battle Allied player can commit armored Troops up to 3 areas away if he has the initiative and is in supply An Airborne Supply Marker may be placed on a Battle Area to provide Airborne Artillery Support (counts as one Troop) Germans roll on the Variable Troop Table if applicable:
Die Roll 1 2 3 4 5 6 King Tiger StuG StuG Flammpanzer Tiger King Tiger King Tiger 88 Gun 88 88 88 88 StuG Jagdpanther Security Security Security Security Security Waffen-SS Waffen-SS

Troop Bonus Table Troop Type King Tiger, Tiger, Jagdpanther Sherman, Panther, Mk.IV, & StuG Flammpanzer Half track & Sexton Paratrooper & Fallschirmjager Glider, Mountain & Waffen-SS Security 88mm 5.5 Gun Typhoon FW190 AB Supply Marker

Open +4 +3 +1 +2 +2 +1 +1 +2 +2 +3 +2 -

Polder +1 +1 +1 +2 +2 +2 +1 +3 +2 +2 +2 -

Wood +2 +2 +2 +3 +3 +2 +1 +1 +2 +1 +1 -

Hill +1 +1 +2 +2 +3 +2 +1 +2 +2 +1 +1 -

Town +2 +1 +3 +3 +3 +2 +2 +2 +2 -

6) Roll to Destroy Troops Look up difference on the below table to determine the To Hit number for defending and attacking Troops then each player rolls one die for each of his opponents units committed to the battle Destroyed Troops are placed in the Reinforcement Pool
Die Roll Difference 0-2 # needed to Destroy losing Troops 6 # needed to Destroy winning Troops 6

3-4 5+

5+ 4+

4) Check for Supply by tracing a road back to a Supply Depot or remove an Airborne Supply Marker to Draw Supply Areas Adjacent to areas supplied by a road are also in supply unless the border is Impassable One Airborne Supply marker can supply all Paratrooper, Glider, Mountain, and Typhoon Troops in a battle (if Sherman, Sexton, and 5.5 Gun are committed, then Allied player must fight OOS) 5) Resovle the Battle Each player rolls 2 dice, adding Situation Modifiers and Troop Bonuses (use defenders terrain) Higher score wins Situation Modifiers Table
Situation Modifier Defender is defended by AA gun (pg. 20)* +1 Allied player using Parachute Artillery Support (pg. 23) +1 Out of Supply (pg. 22) -2 * An area containing a bridge or airfield but no Troops is defended by Anti-Aircraft guns.

7) Retreat defeated Troops (defender OR attacker) to any friendly adjacent area 8) If Troops are unable to retreat, they are Captured and removed from the game 9) If the Germans advance into an area with Airborne Supply Markers, they are removed from the board 10) Captured Troops are worth VPs 11) Advance Victorious Troops Place or change the Control Marker Advance up to 3 Troops from adjacent areas into area but must first include the surviving Troops that were committed to the battle Allied armor Troops may be advanced up to 3 friendly supplied areas connected by road into newly controlled areas

STRATEGIC PHASE
1) Air Allocation Allied player rolls on the Aircraft Availability Table: Aircraft Die Roll # of C-47s available One plane 2 Two planes 3 Three planes 4

Assign C-47 Skytrain markers to Air Drop or Air Resupply i) Air Drop: Place C-47 marker in an unoccupied friendly or enemy area or DZ or LZ ii) Air Supply: Place C-47 marker in friendly DZ, LZ, or Airfield Allied player may swap 2 C-47s for one additional Typhoon Assign Typhoon(s) and FW190 to Interdiction or Close Air Support Missions i) Place aircraft for interdiction on a German Supply Depot for the Allied player and LZ, DZ, or Airfield for the German player (Air Drop missions cannot be Interdicted) ii) Close Air Support aircraft is placed in a friendly area and stays to use for next turns battles 2) Air Resolution Allied Interdiction: i) Each player rolls a die ii) If the Allied score is than the Germans, that Supply Depot is unavailable until the following turn iii) Leave plane in area to signify a successful Interdiction until the next Strategic Phase German Interdiction: i) Each player rolls a die ii) If the German score is to than the Allies, the C47 marker is removed and the LZ/DZ/Airfield does not receive Airborne Supply markers iii) The FW190 is returned to the Reinforcement Pool Air Drops: i) Place one Troop and 2 Airborne Supply Markers for each Air Drop ii) Return the C-47 marker to the Allied Reinforcement Pool Air Resupply: i) Roll on the Air Resupply Table for each Air Resupply mission: Aircraft Die Roll # of AB Supply Markers available One plane 1 Two planes 2 Three planes 3 i) Place indicated number of AB Supply Markers in LZ, DZ, or airfield and return C-47 marker to the Allied Reinforcement Pool ii) LZs and DZs can hold a maximum of 6 AB Supply Markers Mountain Troops can be Air Dropped onto a German airfield if Deelen (Q2) or Soesterberg (C3) is held by the Allies i) Airfield may have friendly troops in it ii) An Air Dropped Mountain Troop doesnt receive AB Supply Markers iii) Mountain Troops may also enter game as normal reinforcements

2) Exploitation Movement May move In Supply Troops into unoccupied enemy areas starting with the Allied player then German Must be into unoccupied enemy area (no enemy Troops or Airborne Supply Marker) Airborne, Glider, and Mountain Troops must expend a Supply Marker to Exploit Move Mark with a Battle Area to show that you cannot do a Strategic Move there 3) Bring in Reinforcements Place Allied reinforcements in Supply Depots Roll Supply Depot for each German Reinforcement then place in designated Depot Paratroop, Glider Troops can only return to play vis an Air Drop FW190 only returns to play during the Air Allocation Step 4) Strategic Movement Allied player then German Road: Move In Supply Troops along any number of friendly roads March: Move any Troops that did not do Exploitation Movement may into adjacent friendly area regardless of supply status You cannot do a March move followed by a Road move 5) Total Your Victory Points Objectives i) VPs if OOS Captured Troops i) King Tiger, Panther, Paratroopers = 10 VPs ii) All others = 6 VPs Successful Attack into Allied Supply Depots i) 10 VPs

HOW TO WIN
By the end of turn 5: Strategic Victory: Win by 150 VPs Operation Victory: Win by 100 VPs Marginal Victory: Win by 50 VPs Draw: Both sides are within 50 VPs of each other

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