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- Reinforcement Phase -
Both Players
- Admin Phase -
Both Players
- Combat Phase -
Player 1 (Phasing Player)
- Reaction Phase -
Player 2 (Non-Phasing Player)
- Breakthrough Phase -
Player 1 (Phasing Player)
- Supply Phase -
Both Players
- Player 2 Turn -
Back to Admin Phase and repeat sequence with Player 2 the new Phasing Player
Notes: (1)
Generally, success on dice roll = 5
A dice roll of 10 is always a failure
A dice roll of 1 is always a success
(2)
Reusable Special Action can be used to affect any Higher Echelon
Single Use Action chit only affects units of matching Higher
Echelon
(3)
The orange German Strategic Reserve Units can use Assets/Events
of the Army whose zone they currently occupy (even if stacked with
Unit from different Higher Echelon (15.1))
The light blue US Strategic Reserve Units/Assets/Events can be
used with/receive support from other Higher Echelons without
penalty (15.2)
(4)
The German Player is the 1st Player in The Bulge
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Germans
o move one regular artillery Asset from Used to Eliminated box (16.12)
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2
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First Phasing Player then non-Phasing Player may use Available chits to perform:
(in all cases, the associated space must be supplied and friendly-controlled.
For bridge repair, at least one space adjacent to river must be friendly-
controlled and the other must be contested or controlled)
o Special Actions (8.25 & 8.26) (move Reusable Block to Used box / move
Single-Use chits to Eliminated box)
Rally the Troops: choose 1 supplied area. All friendly
disordered/recovering units within this area and all adjacent areas
recover fully.
Acquire Quality Replacements: add 1 step to a supplied
Infantry/Armour unit (even Elite)
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3
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Operational Movement Phase - Phasing Player (5.3)
Stacking rules - 2 units of each side per area. No voluntary overstacking.
o Unlimited Assets per area.
o Enforced at the end of each Phase
Options for each unit:
o Place unit in reserve.
place available reserve marker on eligible, supplied, non-disordered
unit. Remove if area becomes contested or after enemy players next
Supply Phase this unit can :
move normally during this movement phase;
Strat-move later in this turn;
Reaction-move later during opponents turn; or Breakthrough-
move later in this turn.
o Move unit
3MP allowance for Infantry, 6MP allowance for Armour
movement cost via road connection = 1MP
movement cost via field connection = 2MPs
movement cost across Blown Bridge = full MP allowance
+1MP if entering an area containing any other unit
+1MP if leaving a contested area
Germans:
+2MP if unit leaves its associated Army Zone (only during
Operational Movement)
Fuel Asset required to move a unit > 3MPs or to Strat Move a
unit. Not needed for a 1 area move. (NB. Additional Fuel Assets
are obtained via draw during Admin Phase or when Germans
first capture a Yellow Star Objective)
British:
Can only operate NW of Meuse River
Schnee Eiffel:
Infantry may cross during Operational Movement only (costs full
MP allowance). No armour unit may cross. No Strat Move may
cross.
units can always move 1 area regardless of MPs required
unsupplied and/or disordered/recovering units can only move to
adjacent area
reveal units if entering area containing other face-up units
must stop if entering enemy-occupied area or roadblock
if exiting contested area, first area entered must be friendly-controlled
and uncontested. Cannot enter contested or enemy-occupied area
later
only 1 unit can cross each river boundary into a contested or enemy
occupied area (regardless of Bridge condition) per Movement Phase
if a unit attempts to cross a river into a contested area, defender can
try to Blow Bridge. Optional. Succeeds on roll of 1-5. If unit started its
move from adjacent area, then may choose to complete move or lose
1MP and move elsewhere.
place River Assault marker in newly contested area if all units
crossed rivers and at least 1 unit crossed Blown Bridge.
o Build Field Works
supplied unit in good order in uncontested area uses all MPs
all friendly Units in the area benefit from the Field Works
removed after taking first hit in combat or if left behind when
all friendly Units leave the area
o Hold position
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4
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5
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Combat Phase - Phasing Player (6.0)
Phasing Player (Attacker) chooses any/all contested areas for a round of battle
o mandatory for newly contested areas
o disordered/recovering units may not attack or have losses assigned to them
o disordered/recovering units participate normally for Defender
Follow combat sequence strictly - combat is not simultaneous
o Defender decides whether to use Special Action chit to reinforce or retreat
from battle. Combat round ends if Defender retreats.
reinforcement
1 Unit in good order can be moved from adjacent area.
no overstacking
cannot reinforce area containing Assets only
cannot be declared as Point Unit until previous Point Unit is
eliminated.
retreat
Units do not become disordered
if Defender retreats, then Exploitation Opportunity arises as follows
(NB not if attack is River Assault):
- all attacking Armour Units make Morale roll (NB modifiers may
apply and hidden Units must be revealed if they participate)
- successful Units have an Exploitation marker placed on them
- this allows the Unit to carry out possible Breakthrough
Movement later
6
o Attacking Artillery Fires
1 die (with modifiers) per attacking Artillery Asset
Defender designates new Point Unit if previous one eliminated
Exploitation Opportunity and end of combat round if all non-Artillery
Defenders eliminated
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- Hit Allocation -
After applying Success Number Modifiers (Terrain, Unit Type, Troop Quality, Unit
Status, Field Works, River Assault, Supply Status - see Combat Tables)
Point Unit must be the first Unit to take a hit (although battle Assets may take hits before
this)
Each Unit and battle Asset (not Artillery) must take a single hit before additional hits can
be assigned to surviving Units (in any combination). In effect, all battle assets must be
nd
eliminated before any Unit takes a 2 hit.
Garrisons and Task Forces act as defended roadblocks if alone in an area (eliminate if
hit) or as a battle Asset if in an area with Units. A garrison or Task Force is eliminated if
hit, left behind after all friendly Units have retreated, or fails an unsupplied Morale roll.
Hits Against Attacker - apply in the following order
o Mandatory step loss from Point Unit or battle Asset (i.e. not Artillery)
o then Apply further step losses to battle Assets/Units or Abort
o if attack Aborted:
all further hits ignored
all Units become disordered in place
River-Assaulting Units become disordered and must also retreat to
original area
all associated Assets to Used Box
Retreats (6.6)
o each retreating Unit becomes disordered and must go to uncontested, friendly-
controlled area(s)
may cross Blown Bridge
if retreat leads to overstacking, retreat another space (etc)
Units unable to retreat must take losses
surviving Assets do not retreat: move to Used box
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Units marked with a reserve marker may move to enemy-free areas or existing battles (no
new battles can be created and no combat). Full MP allowance is available to each
participating unit.
Any participating Unit may build Field Works instead of moving
Remove reserve marker from any Unit that moves or builds
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Attacker can use Special Action chit to move 1 supplied Armour Unit 1 area
o not across a Blown Bridge, even if just blown in response to this move, in which
case Unit cannot move at all
Both players remove Field Works from contested areas, all roadblocks, all defended
roadblocks, all River Assault markers, all Exploitation markers, and all non-phasing
players reserve markers
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9
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Victory Check Phase - secure Objective Areas and eliminate large Units (19.0)
Objective Areas (must be friendly-controlled and supplied)
o German Areas - each symbol is a VP for the Allies
o Map-Edge Areas - each white star is a VP for the Germans
o Battlefield Areas - each yellow star is a VP for controlling player
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