Series Rules Summary
8 Player Aid Cards
Turn Record Chart and Weather Table
2 x combat Result Table/Terrain Effect Chart
4 Map Sheets (3 back printed with scenario maps)
3 Map Extensions
12 Counter Sheets
4 ten–sided dice
There are duplicate sets of Activation Chits. One set is the original 1” counters and the second set is smaller 5/8” counters. A few minor typographical errors crept into the 1” counters, and we corrected the errors in the 5/8” counters. Also, playtesters found that the 1” counters were difficult to randomize. The smaller counters correct these issues. You can play the game with either set.
The Unit counter symbols are shown on page two. The only Unit counter symbol that has any effect on the game is the engineer symbol. All other symbols are for historical interest because the values, the colors of the values, and the colors around the values define all the other game functions. Each Leg Unit is company size, with the exception of the Rearguard Units, which are platoon size.
The background color of each Unit counter shows the Division the Unit belongs to. The colors are red (1st Airborne Division), green (82nd Airborne Division), tan (Guards Armored Division), brown (43rd Wessex Infantry Division), grey (Division von Tettau), dark blue (Hohenstaufen Division), light blue (Korps Feldt) and black (Frundsberg Division).
The following are the exclusive rules for use with The Devil’s Cauldron game. These extend the Grand Tactical Series rules when playing The Devil’s Cauldron. There are also Special Rules that apply to just some of the scenarios.
The night turn begins the turn after the 1900 turn.
If fog was rolled on the Weather Table during the Check Weather Phase at the beginning of the day, there is a chance that it may clear in the morning. At the start of the 0900 turn, roll a die. If the result is equal to or less than the fog number, the fog clears and the weather is clear for the rest of the day; if the roll is more than the fog number the fog remains for the 0900 turn. Repeat this procedure on the 1100 turn. If the die roll on the 1100 turn does not clear the fog, the weather becomes overcast and stays that way for the rest of the day.
Example: The 0700 weather die roll is a 3, which produces fog with a “clear number” of 5. This means that a die is rolled on the 0900 turn, and if the roll is 5 or less, the fog clears. If the roll is greater than 5, the fog stays for that turn. If the fog stays, another roll is made on the 1100 turn.
The types of terrain in the game are:
Clear Roads City Crests Viaduct
Polder Railroad Fortified Impassable Ferry
Orchard Village Stream Bridge
Woods Town River Raised Road
All are described in full below. Each hex type is defined by the color of the dot in the center of the hex (and for City and Fortified hexes, the color of the hexsides). For example, if the hex has a green center dot, then it’s a woods hex.
Some hexes contain water features that have no effect. In other hexes, the water features do have an effect, and this is indicated by an impassable portion (grey) in the hex.
Play note: The map was drawn for realism so the terrain in certain hexes may not be obvious. We’ve identified a few confusing hexes: Units may not move from 56.71 to 55.72 because the fraction of a raised road, representing a dam that the Germans decided not to use, is impassable. As an example of how Units move into hexes with rivers, they can move from 35.60 to 34.60 because of the portion of land that extends into 34.60. However, Units cannot move from 34.60 to 33.61 without the use of an assault ferry. If the players are unable to agree on movement between other hexes they should roll a die.
Clear terrain has a white circle in the center of the hex. A Leg Unit can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a clear hex for 3 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter a clear hex for 2 movement points if not in Column, or 1 movement point if in Column. Clear terrain is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
Polder terrain has an aqua circle in the center of the hex. A Leg Unit can enter a polder hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a polder hex for 5 movement points if not in Column, or 3 movement points if in Column. Tracked Units can enter a polder hex for 3 movement points if not in Column, or 2 movement points if in Column. Polder is not Blocking Terrain, and does not modify the Fire Rating of Units firing into the hex.
Ooij Polder hexes cannot be entered by any Unit until the 0700 turn on the 22nd of September.
Orchard terrain has a yellow circle in the center of the hex. A Leg Unit can enter an orchard hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter an orchard hex for 8 movement points if not in Column, or 2 movement points if in Column. Tracked Units can enter an orchard hex for 4 movement points if not in Column, or 1 movement point if in Column. An orchard hex is not Blocking Terrain on its own, but a Line of Sight traced through two orchard hexes is blocked. (Line of sight can be traced through one orchard hex and into a second.) Orchards modify the Fire Rating of Units firing into the hex by -1.
Woods terrain has a green circle in the center of the hex. A Leg Unit can enter a woods hex for 3 movement points if not in Column, or 2 movement points if in Column. Wheeled and Tracked Units cannot enter or exit a woods hex unless they are in Column and travelling along a Road (in which case they pay the Road movement coat). Woods are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2. This modifier is ignored if the Weapon Class is Mortar, Indirect HE or Direct HE.
A Wheeled or Tracked Unit in a Woods hex may not leave Column.
Roads allow Units in Column to move faster. Any Unit in Column that enters a hex along a road can do so for ½ movement point. The Unit can decide not to use the road and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a road, must pay the base terrain cost.
Where two Roads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one Road to the other. The Roads have no effect on Line of Sight.
Play note: The capitalized word “Road” is a defined term in these rules that includes railroads, raised roads, and so on. The uncapitalized word “road” means the specific terrain type that is a road.
Railroads allow Units in Column to move faster. Any Leg Unit in Column that enters a hex along a railroad can do so for ½ movement point. A Wheeled Unit in Column pays 2 movement points, and a Tracked Unit in Column pays 1 movement point. The Unit can decide not to use the railroad and instead pay the base terrain cost, as indicated by the circle in the center of the hex. A Unit not in Column, or not entering or exiting the hex along a railroad, must pay the base terrain cost.
Where two railroads share the same hex but do not cross, a Unit must pay the base terrain cost to go from one railroad to the other. Railroads have no effect on Line of Sight.
Village terrain has a beige circle in the center of the hex. A Leg Unit can enter a village hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter a village hex for 6 movement points if not in Column, or 1 movement point if in Column. Tracked Units can enter a village hex for 4 movement points if not in Column, or 1 movement point if in Column. Villages are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -1.
Town terrain has a brown circle in the center of the hex. A Leg Unit can enter a town hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a town hex if not in Column, but may enter for 1 movement point if in Column. Towns are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -2.
A Wheeled or Tracked Unit in a Town hex may not leave Column.
City terrain has a black circle in the center of the hex and a white border around the hex. A Leg Unit can enter a city hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled and Tracked Units cannot enter a city hex if not in Column, but may enter for 1 movement point if in Column. City hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -3.
A Wheeled or Tracked Unit in a City hex may not leave Column.
Fortified terrain has a black circle in the center of the hex and a grey border around the hex. A Leg Unit can enter a Fortified hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units cannot enter a Fortified hex if not in Column, but may enter for 3 movement points if in Column. Tracked Units cannot enter a Fortified hex if not in Column, but may enter for 2 movement points if in Column. Fortified hexes are Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -4.
A Wheeled or Tracked Unit in a Fortified hex may not leave Column.
Streams are thin blue lines that run along hexsides. A Leg Unit that leaves a hex across a stream without using a Road pays 2 additional movement points if the Unit is not in Column, or 1 additional movement point if the Unit is in Column. Wheeled and Tracked Units may not cross streams except when using a Road (and must of course be in Column to do so). Note that the Roads that cross streams have map graphics showing bridges, but these are not considered bridges in game terms (i.e. they are not controlled, cannot be wired) and are treated just like Roads.
Rivers are wide blue lines, and can only be crossed at bridges or with ferries. If a single hex contains terrain on both sides of a river, one side will be marked as impassable, and the terrain of the other side will determine the terrain type of the overall hex. A Unit can enter such a hex providing it does not do so via a hexside portion that has impassable terrain.
Crest hexsides block Line of Sight unless the crest hexside is part of the firing Unit’s hex or the target Unit’s hex.
Crest hexsides have no effect on movement or fire combat (other than LOS).
Impassable terrain is grey. If an entire hex is impassable, it is entirely grey, does not have a center circle, and cannot be entered by any Unit.
If only part of a hex is impassable, the impassable portion is grey, meaning that no Unit can enter and/or leave the hex by passing over the impassable portion. An exception to this is if a Road or ferry is used to pass through impassable terrain, in which case a Unit using the Road or ferry legally can move through the impassable hex portion. Impassable hex portions are most commonly seen in hexes containing rivers. Impassable terrain has no effect on Line of Sight or fire combat.
Bridges in the game are all named, and have a marker to show whether they are wired or not. Note that the graphics on the map for roads that cross over streams are not considered bridges for the game in terms of the following rules. Any Unit in Column in a hex with a bridge hexside suffers an additional terrain modifier of +2 and ignores the hex’s original terrain.
2.15.1 Crossing Bridges
A Unit must be in Column to cross a bridge, and the cost is the same as for normal movement. This means only one Unit can Assault across a bridge, and if a Unit not in Column is forced to run away, it cannot do so across a bridge.
2.15.2 Road Blocks and Bridges
Road blocks cannot be placed in any same hex that has a bridge hexside.
2.15.3 Railroad Bridges
Vehicles cannot cross railroad bridges unless the railroad bridge is “improved.” To improve a railroad bridge, an engineer Unit must pass a Troop Quality Check in one of the two hexes sharing the railroad bridge hexside (this is an Engineer Action, so no Command Points can be spent on it, the engineer Unit can’t be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed).
If a Unit with Organic Transport crosses a railroad bridge that hasn’t been improved, the Unit forever loses its transport capabilities, and an abandoned transport marker is placed on the Unit as a reminder.
2.15.4 Control of Bridges
Why do you even want to control a bridge? Well, you can’t demolish it unless you wire it and you can’t wire it unless you control it. See below for the demolition rules.
Either you control a bridge, or your enemy controls the bridge, or neither of you controls the bridge, in which case the bridge is “contested.”
If you want to control a bridge, one of your Units must have been the last to enter both of the two hexes that share the bridge hexside, and neither of these two hexes can be in an enemy Fire Zone. Note that it doesn’t have to be the same Unit that enters the hexes, and the Unit doesn’t have to stay in the hex, nor do you have to move the Unit or Units through during the same activation. You can keep track of this with blank chits if you wish.
2.15.5 Bridge Demolition
You can only demolish a bridge if you first wire it for demolition. There are two ways a bridge is wired for demolition. The first is if the scenario rules tell you it is, in which case the rules will also say which side wired it. Remember, only the side that wired a bridge can demolish it.
The second way a bridge can be wired is by one of your engineer Units. To do this:
• You must control the bridge (see above).
• Your engineer Unit must begin its Action in one of the two hexes that share the bridge hexside.
• Your engineer Unit must pass a Troop Quality Check (no Command Point for an automatic pass here; the Unit cannot be in Column; a Men at Work marker may be placed in case of failure); this is an Engineer Action so it can trigger Opportunity Fire.
• If your engineer Unit passes the Troop Quality Check the bridge is “wired” for demolition. Flip the marker on the bridge to the wired side.
Once you have a bridge wired you may try to demolish it when an enemy Unit enters one of the two hexes sharing the bridge hexside. You need a die roll of 5 or less if you don’t project a Fire Zone into one of the two hexes that shares the bridge hexside, or a 6 or less if you do project a Fire Zone into one of the two hexes that shares the bridge hexside. If you demolish a bridge, place a destroyed marker on it, and the enemy Unit cannot get across. If you miss the roll, flip the bridge marker over to the non-wired side. You’ll have to start all over now, and you can only wire the bridge again if you regain control of the bridge.
Except for Campaign Games 2, 3 and 4, the Grave Bridge, Arnhem Road Bridge, Nijmegen Railroad Bridge, and the Nijmegen Road Bridge may not be wired during the game (however, if optional rule O4.0 is in play, the the Nijmegen Road Bridge does start wired).
2.15.6 Bridge Repair
Only the Allied Player may repair demolished bridges. To do so, he declares he is using the optional 128th Bridge Unit (part of the 43rd Infantry Division Independent Formation) at the start of any turn following a turn in which a bridge was demolished by the German player. The earliest this declaration can occur is the 1100 turn of September 20th. If the Allied player brings this Unit into play, it causes a four turn delay on remaining XXX Corps (43rd Infantry and Guards Armored Divisions) reinforcements for the rest of the game, and the Bridge Unit appears as a reinforcement at the start of Club Route on the third turn after the declaration. Start the delay the turn the Allied Player declares that he wants the Unit.
In order to repair a destroyed bridge the Bridge Unit must begin a turn, dismounted, in one of the two hexes that share the hexside of this bridge. In any subsequent activation the Unit must pass a Troop Quality Check as an Engineer Action (just like any other Engineer Action you may not spend a Command Point to pass, the engineer Unit can’t be in Column, it triggers Opportunity Fire, and Men at Work markers can be placed). If the bridge is repaired, remove the destroyed marker. The Bridge Unit now acts as the bridge, but unlike a normal bridge, it is a Unit and may be targeted by enemy fire. If the Bridge Unit becomes Suppressed or takes a Cohesion Hit, it cannot act as a bridge until it Rallies. If the Bridge Unit takes a Step Loss or is eliminated, remove it from play, and the destroyed marker returns.
Example: A bridge is demolished during the 0900 turn. On the 1100 turn the Allied player can declare that he is bringing in the 128th Bridge Unit. The 128th Bridge Unit will arrive on the 1700 turn. Any reinforcements that would have arrived on the 1100 turn will arrive on the 1900 turn, and all subsequent reinforcements are delayed by 4 turns for the rest of the game.
Should more than one bridge be destroyed, the Allied player may bring in an additional Bailey Bridge Unit (up to a maximum of three in total including the 128th Bridge Unit). At the start of any turn following a turn in which a bridge was demolished by the German player, the Allied player declares that a Bailey Bridge Unit will be entering, and this delays all XXX Corps reinforcements for three more turns. On the second turn after the declaration the Bailey Bridge Unit enters as a reinforcement, and on the following turn the delayed reinforcements may start arriving again. The second Bailey Bridge Unit cannot be declared as entering until the first one arrives as a reinforcement. The third Bailey Bridge Unit cannot be declared as entering until the second one arrives as a reinforcement.
2.15.7 Arnhem Pontoon Bridge
The Arnhem Pontoon Bridge may be assembled when an Allied engineer Unit is in one of the hexes sharing the pontoon hexside (either hex 48.28 or 47.29). This is an Engineer Action and this requires a successful Troop Quality Check (no spending a Command Point to pass, etc.). Should the attempt fail, the player may make no other attempts to build the Arnhem Pontoon Bridge and it may not be assembled for the remainder of the game. Replace the Pontoon? marker with a destroyed marker. The German Player may not assemble the Arnhem Pontoon Bridge.
If the Arnhem Pontoon Bridge has been assembled, any Allied Unit in Column in hex 48.28 or 47.29 suffers a terrain modifier of +2 when fired on.
Raised Roads/Railroads are elevated road and railroad tracks that pose a significant hindrance to movement and also block Line of Sight.
A Unit in Column can enter a hex with a Raised Road/Railroad if there is no road block in the Raised Road/Railroad hex, and the Unit enters the Raised Road/Railroad hex through a hexside that the Raised Road/Railroad touches. Similarly, a Unit in Column can only leave the Raised Road/Railroad hex through a hexside that the same Raised Road/Railroad touches. This means that if there are two Raised Roads/Railroads running through the same hex and they do not cross, you must remember which one the Unit is on, because it cannot jump from one to the other.
A Vehicle Unit on a Raised Road/Railroad cannot exit Column formation while in a Raised Road/Railroad hex. If the Vehicle Unit is forced to retreat, it must follow the Raised Road/Railroad and if it cannot do so, the Vehicle Unit is eliminated. The Vehicle Unit suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column. If a Unit dismounts from its Organic Transport while it is on a Raised Road/Railroad, the vehicles are lost. Place an abandoned transport Marker on the Unit after it dismounts. Note that Vehicle Units not in Column can never enter a hex with a Raised Road/Railroad.
A Leg Unit that is not in Column can enter a hex with a Raised Road/Railroad from any hexside (even if there is a road block in the hex), but it must pay double the terrain cost of the other terrain in the hex; when not in Column the Leg Unit can leave the Raised Road/Railroad hex by any hexside. If fired on when not in Column, the Leg Unit suffers the +2 terrain modifier for the Raised Road, and also benefits (or suffers from) the terrain modifier of the hex’s original terrain. A Leg Unit not in Column in a Raised Road/Railroad hex may get in Column for 1 movement point. Remember that Vehicle Units not in column can never enter a hex with a Raised Road/Railroad.
A Leg Unit may get off a Raised Road/Railroad by exiting Column formation; this costs one movement point or the Leg Unit must take a Cohesion Hit. Once the Leg Unit is not in Column, it may leave the Raised Road/Railroad hex by any hexside. If a Leg Unit in Column is forced to retreat from the Raised Road/Railroad hex, it must follow the Raised Road/Railroad and if it cannot, the Leg Unit is eliminated. A Leg Unit in Column in a Raised Road/Railroad hex suffers a terrain modifier of +2 when fired on, in addition to the +2 modifier for being in Column.
Raised Roads/Railroads create a special Line of Sight situation. A Raised Road/Railroad is Blocking Terrain, but only if the Line of Sight actually passes through the Raised Road/Railroad graphic. For this purpose a raised Road/Railroad in the same hex as a target Unit or a firing Unit is never blocking terrain. In addition a Line of Sight can pass through a hex with a Raised Road/Railroad as long as it does not cross the Raised Road/Railroad. For example, there is a Line of Sight from hex 37.54 to hex 37.58 (as the Line of Sight does not cross over the Raised Road outside of the start and end hexes), but the Line of Sight from 37.54 to 37.59 is blocked as it crosses the Raised Road in hex 37.58.
There are several viaducts located on the map; they run underneath Raised Roads/Railroads and your Units may use them to move under the Raised Roads/Railroads. The viaducts are marked with arrows that show which hexes are connected by the viaducts. Any Unit adjacent to a viaduct can move directly to the hex on the other side of the viaduct for the movement cost shown below in addition to the cost to enter the hex; remember to follow the arrows.
A Unit must be in Column to use a viaduct, and any Opportunity Fire provoked by its move through a viaduct must be resolved in the starting hex and never in the viaduct hex itself. The Opportunity Fire receives an additional +3 modifier in addition to the other modifiers that would normally apply (such as the +2 for being in Column). If the Unit triggers Opportunity Fire as it leaves the hex after the viaduct, this +3 modifier still applies.
Movement through a viaduct costs the following in addition to the terrain cost of entering the hex adjacent to the viaduct on its opposite side:
Leg: +2 movement points
Wheeled: +6 movement points
Tracked: +4 movement points
A Unit on one side of a viaduct can Assault an enemy Unit on the other side of the viaduct. The Assaulting Unit must be in Column, and suffers the +3 modifier to Opportunity Fire for moving through the viaduct (in addition to the +2 modifier for being in Column) at the start of the Opportunity Fire procedure.
2.17.1 The Culvert
The Para Culvert is a viaduct that was vital to the British paratroopers on the third day of the battle. It was the only North-South crossing point that the British held when they were forced to retreat after their failed offensive.
The Culvert is treated like any other viaduct except that only Leg Units can move through it because of how low it is. All other Units may not use this viaduct.
The height of the tunnel is about 4 feet.
Engineer Units can ferry other Units across otherwise impassable water hexsides by using the ferry hexes that are printed on the map. With the exception of an “assault ferry” (see below), only hexes marked as ferries can be used to create ferries. Leg Units can use a ferry. Both Leg and Vehicle Units can use an improved ferry.
2.18.1 Creating a Ferry
You can create a ferry in a hex that is not in an enemy Fire Zone. An engineer Unit must begin an activation in the ferry hex, or the hex pointed to across the river. Announce that your engineer Unit wants to be a ferry [insert your inappropriate joke here]. This is an Engineer Action. The engineer Unit now rolls a Troop Quality Check (a Command Point cannot be spent here). If it passes, it is now a ferry—put a ferry marker (not an improved ferry marker) on the actual hex that represents the ferry (the one with the arrow in it), and put the engineer Unit under the ferry marker.
The engineer Unit does not count towards the stacking limit of the hex now, but does count against the mass modifier if the hex is fired upon. The engineer Unit has now completed its Action for that activation and the ferry may begin ferrying Units from this point onward. If the engineer Unit fails the Troop Quality Check, it is done for the activation and it doesn’t get to be a ferry; you may place a Men at Work marker. Your engineer Unit may try again to become a ferry during its next activation.
2.18.2 Creating an Improved Ferry
You can try to upgrade an existing ferry to an improved ferry by using a second engineer Unit in the existing ferry hex. First, the ferry hex may not be in an enemy Fire Zone. Second, you need your second engineer Unit to begin its activation in the ferry hex. Announce that your second engineer Unit will try to improve the ferry. This is an Engineer Action. The engineer Unit now rolls a Troop Quality Check (remember, no Command Points can be spent here). If it passes, the ferry is now an improved ferry—flip the ferry marker over to the improved ferry side and put the second engineer Unit, with the first one, under the improved ferry marker. Neither engineer Unit counts against the stacking limit of the hex, but they both count against the mass modifier. Any combat results that the ferry takes are applied to both engineer Units (e.g. if the ferry takes a Step loss, remove the ferry and both engineer Units take a Step loss).
2.18.3 Using Ferries and Improved Ferries
Remember that only Leg Units may use a ferry. Leg and Vehicle Units can use an improved ferry. A friendly Unit in Column that begins its activation in a hex containing a ferry/improved ferry can move into the hex pointed at by the ferry symbol; alternately, a friendly Unit in Column that begins its activation in the hex pointed at by the ferry symbol across the river can move to the hex containing the ferry/improved ferry marker. This is the Unit’s entire activation and it is a Movement Action (so a Unit cannot move into a ferry/improved ferry hex and then use the ferry/improved ferry as a Second Action). Note that when a Unit uses a ferry/improved ferry it is not an activation for the ferry/improved ferry. Remember, the ferry/improved ferry does not work if the ferry/improved ferry is Suppressed.
Units that have Wheeled or Tracked Organic Transport may use a ferry but they must abandon their vehicles to do so. Place an abandoned transport marker on the Unit to show that it can never again use Organic Transport (this only applies to ferries, not improved ferries).
You cannot use a Command Point to ferry a Unit (so no Second Actions can be used to ferry Units).
The hex the Unit is being ferried into must not contain any enemy Units, otherwise the ferrying may not take place.
2.18.4 Removing a Ferry or Improved Ferry
A ferry (or improved ferry) remains in place until the (or one of the) engineer Unit(s) moves, or the ferry/improved ferry takes a Step Loss or Eliminated result.
A ferry/improved ferry can be the target of enemy fire just like any other Unit, and may be Assaulted as well. If the ferry/improved ferry becomes Suppressed, it remains in place, but it cannot actually ferry Units until it Rallies (place a Suppression marker on top of the ferry/improved ferry marker). If the ferry/improved ferry takes a Step loss, the ferry/improved ferry marker is removed, and the engineer Unit(s) takes the Step loss. If it suffers an Eliminated result, remove the ferry/improved ferry and eliminate the engineer Unit(s). If the ferry/improved ferry takes a Cohesion Hit, it is marked on the ferry/improved ferry, and if the engineer Unit(s) moves away, the result is transferred to the engineer Unit(s).
If one engineer Unit moves away from an improved ferry, the improved ferry is removed (it does not revert to a ferry). The remaining engineer Unit can try to build another ferry the next time it activates.
If a ferry (or improved ferry) is Assaulted, the ferry and engineer Unit(s) are eliminated at the same step in the Assault procedure when zero–step Units are eliminated.
2.18.5 Ferries and Opportunity Fire
If a Unit being ferried takes Opportunity Fire as it leaves its hex, it suffers a +2 modifier for being ferried (in addition to the +2 for being in Column). This fire does not affect the ferry.
2.18.6 The Allied Assault Ferry
Once during the game the Allied player may create an assault ferry. The assault ferry only lasts for one turn, and is removed when the barrage markers are removed at the end of the turn. The assault ferry is placed showing the appropriate color depending on which side built it (British or American).
An assault ferry may only be created at a full river hexside. To create an assault ferry you need to have two engineer Units in the same hex. When one or both of the engineer Units is activated, announce that your engineer Units want to be an assault ferry, and perform a Troop Quality Check for one of the Units. This is an Engineer Action, so no Command Points may be spent on this, and it triggers Opportunity Fire. If the Troop Quality Check is passed, both engineer Units are now an assault ferry—put the assault ferry marker on top of the Units that created the assault ferry, and point it towards the hex the assault ferry will ferry Units to. These engineer Units do not count towards stacking in the hex for the rest of the turn, but are included in mass modifier calculations (i.e., the Steps of both engineer Units). The engineer Units have now completed their Action for that activation and the ferry may begin assault ferrying Units for the rest of the turn. If the engineer Unit fails the Troop Quality Check, it is done for the activation and there is no assault ferry; the engineer Units (or any others) can try again and you may place Men at Work markers for the assault ferry on the engineer Unit that failed the Troop Quality Check.
Any Leg Unit, in Column or not, may use an assault ferry if it begins its activation in the same hex as the assault ferry marker and passes a Troop Quality Check. The Unit then transfers to the hex that the assault ferry points to. This is the Unit’s entire Action, though it may perform a Second Action (and this includes a Movement Action). This transferring from one hex to another does trigger Opportunity Fire from enemy Units. Note that this does not count as an activation for the assault ferry. The assault ferry does not work if it is Suppressed.
An assault ferry may never be improved to allow vehicles to use it.
If there is an enemy Unit in the hex that a Unit would be assault ferried into, the Unit can use the assault ferry, but the Unit must perform an Assault Action. The Assaulting Unit must pass a Bravery Check (in addition to the Troop Quality Check to use the ferry) as if it were Assaulting an Armored Unit or an entrenched Unit. Unlike a normal Assault, this Assault triggers Opportunity Fire from other enemy Units, not just the Units being Assaulted. However, the Units in the hex being Assaulted only get to attempt to perform Opportunity Fire once though, not twice.
If a Unit using the assault ferry takes Opportunity Fire, it suffers an additional +2 modifier; the effects are only applied to the Unit using the assault ferry. The assault ferry is a Unit and can be targeted by enemy fire and also Assaulted.
At the end of the turn in which it came into existence, the assault ferry is removed. One engineer Unit remains in place, and the other is placed in the hex into which any Units were successfully assault ferried—assuming the ferrying was successful, otherwise both engineer Units stay put (if the one that is moved has Organic Transport, it forever loses its transport capabilities and is marked with an abandoned transport marker). Any overstacking results in the elimination of the engineer Unit. Any combat result markers on the assault ferry stay with both engineer Units.
Play note: The tricky thing here is the unpredictability of Allied airborne reinforcements. There are two variables that affect their arrival: the availability of their assigned drop zones (the enemy might get in the way), and the weather. The reinforcement schedule tells you the order in which airborne troops must arrive and when they become available, but it won’t tell you exactly when they will arrive. So imagine a mass of airborne troops waiting in line for the word to go. The landing rules simulate this.
Each daily delivery of Allied airborne troops is called a “drop.” There is never more than one drop per day. Drop One always happens on the first turn of the game during the special first turn drop phase. All drops are numbered sequentially after Drop One, so the drop after Drop One is always Drop Two and so on. But Drop One is the only drop that must happen on schedule. All subsequent drops are scheduled but may or may not happen when they are supposed to. All of the Allied airborne Units are assigned “drop numbers” on the reinforcement schedule. A Unit’s drop number tells you which drop the Unit is in. So all Units designated with drop number two must arrive, if at all, in Drop Two.
Units scheduled to drop arrive during the reinforcement phase of their scheduled drop turn. As noted above, Drop One always happens on the first turn of the game during the special first turn drop phase. Thereafter, there is only one drop per day and it will occur, if it occurs, on the second or third turn after the first clear weather turn of that day.
Here’s what you do:
2. if the weather is rain or overcast, then move on, there will be no drop this day. Move all drops forward 1 day;
3. if the weather is clear, then the day’s drop will happen on the 0900 turn or the 1100 turn (it is the Allied player’s choice—see below for more on this)
4. if the weather is fog, then the drop happens only if the fog clears; if the fog clears, the drop will happen two or three turns after the fog clears (it is the Allied player’s choice—see below for more on this).
If there will be a drop, the Allied player always has the choice of when to make it (i.e., either the 0900 or 1100 turn in clear weather, or the second or third turn after the fog clears). The Allied player has two counters. Both counters say “Air Drop?” on one side. The flip side of one counter says “Air Drop!” and the other says “No Drop.” After the Allied player decides which turn he wants to drop he places the “Air Drop” counter “Air Drop?” side up on the Turn Record Track for that turn; he places the “No Drop” counter “Air Drop?” side up on the Turn Record Track for the other turn. When the time for the first possible drop comes, the Allied player flips the “Air Drop?” counter, reveals his intentions and conducts his drop or not. Both players now have a hearty chuckle to relieve the unbearable tension.
Play example: If the weather is clear on the weather check on the second day, Drop Two will happen on the 0900 turn or the 1100 turn (and the Allied player makes his choice and places his “Air Drop?” counters accordingly). But if the weather is fog, then the drop can only happen two or three turns after the fog clears (if the fog clears). Let’s say the fog clears on 0900 (i.e., 0900 is the first clear weather turn of the day). The next drop will be on the 1300 or 1500 turn (and the Allied player makes his choice and places his “Air Drop?” counters accordingly). If the weather had been rain, there would be no drop that day and the Allied player would have to wait until the third day to try and make Drop Two.
The map has numerous marked airborne zones, designated by letter, which are either drop zones (DZ—meant for paratroops; glider Units landing in drop zones may suffer), or landing zones (LZ—fine for either paratroops or glider troops) or combined drop zone/landing zones (DZ/LZ—also fine for either paratroops or glider troops). Every Allied airborne Division is assigned a number of airborne zones that its Formations (and only its Formations) can use.
The hexes for the drop zones are:
DZ/LZ Y: 12.12, 12.13, 13.13, 13.14, 13.15, 14.13, 14.14, 14.15, 15.13, 15.14, 15.15, 15.16, 16.13, 16.14, 16.15, 16.16, 17.14, 17.15, 17.16.
DZ/LZ S: 23.17, 23.18, 23.19, 24.16, 24.17, 24.18, 24.19, 25.17, 25.19, 25.20, 26.19, 27.19, 27.20, 28.19, 28.20.
DZ/LZ X: 18.22, 18.23, 18.24, 19.21, 19.22, 19.23, 19.24, 19.25, 20.21.
DZ/LZ Z: 21.24, 21.25, 21.26, 22.20, 22.21, 22.22, 22.23, 22.24, 22.25, 22.26, 23.21, 23.22, 23.23, 23.24.
DZ/LZ L: 31.21, 32.20, 32.21, 33.21, 33.22, 34.21, 34.22.
SDPV (DZ/LZ*): 41.22, 41.23, 42.21, 42.22, 42.23, 43.22, 43.23.
DZ/LZ* V: 36.28, 36.29, 37.29, 37.30, 38.28, 38.29, 38.30.
DZ/LZ* K(alt): 33.35, 33.36, 33.37, 33.38, 34.34, 34.35, 34.36, 34.37, 34.38, 35.35, 35.36, 35.37, 35.38, 35.39, 36.35, 36.36, 36.37, 36.38.
DZ/LZ* K: 46.34, 47.34, 47.35, 47.36, 48.33, 48.34, 48.35, 48.36, 49.34, 49.35, 49.36, 50.34, 50.35.
DZ/LZ O(alt): 11.87, 12.86, 12.87.
DZ/LZ O: 23.87, 23.88, 24.86, 24.87, 24.88, 25.86, 25.87, 25.88, 25.89, 26.86, 26.87, 26.88, 27.86, 27.87, 27.88, 27.89, 28.86, 28.87.
DZLZ P: 25.77, 26.75, 26.76, 26.77, 26.78, 27.76, 27.77, 27.78, 27.79, 28.77, 28.78.
DZ N: 50.88, 50.89, 51.88, 51.89, 51.90, 52.87, 52.88, 52.89, 52.90, 53.89.
LZ N: 53.85, 53.86, 54.85, 54.86, 54.87, 55.85, 55.86, 55.87, 55.88, 56.85, 56.86, 56.87, 57.85, 57.86, 57.87.
DZ/LZ T: 53.81, 53.82, 54.79, 54.80, 54.81, 54.82, 55.79, 55.80, 55.81, 55.82, 55.83, 56.79, 56.80, 56.81, 56.82, 57.80, 57.81, 58.80.
3.3.1 The Historical Drop Scenario
All drop numbers and airborne zones are on the reinforcement schedule—just follow that. Note that even though the term “sticks” is used to refer to all the drops in a hex, we are aware that these are not really sticks, rather the term is used to add flavor.
3.3.2 The Free Drop Scenario
Before the game starts, the Allied player secretly assigns all of his airborne Formations a drop number and a Division airborne zone. Only one Formation can use an airborne zone each turn! That means one Formation per airborne zone per drop number. (All Units of a Formation must of course drop in the same airborne zone on the same turn.) Units belonging to an Independent Formation may be designated to drop in any Division airborne zone as long as that airborne zone is being used that turn by another Formation of the Independent Formation’s Division; however, Units belonging to an Independent Formation do not all have to arrive in the same airborne zone.
Place one or more Units in any hex in the appropriate airborne zone. There are no stacking restrictions, but Units cannot drop in Column (they can drop mounted if they wish). Each Unit that drops gets a glider/paradrop marker placed on top of it (more on this below); in addition, a Unit receives an extra glider/paradrop marker for each delay it has suffered (more on this below as well). Dropped Units can be fired at during subsequent enemy activations, but the drop itself does not trigger Opportunity Fire.
3.4.1 The Drop Table
All Units that drop must have their fate decided with a die roll on the Drop Table. Roll for Units in Drop One as soon as they drop. Roll for Units in subsequent drops the first time they activate after the drop. The Drop Table has various results, which include elimination, Step loss, activation delays, and no effect.
Note the numerous modifiers on the Drop Table. Glider troops that are landing in drop zones (DZs) (instead of landing zones (LZs)) suffer a +2 modifier on the Drop Table. Note also that some airborne zones on the map are marked with an “*”; glider troops landing in these airborne zones suffer an additional +1 modifier on the Drop Table. A Unit landing in an airborne zone also suffers a +1 Drop Table modifier for every German Unit in the airborne zone, another +1 modifier for every German non-88 flak Unit that projects a Fire Zone into the airborne zone, and a further +2 modifier for every German 88 flak Unit that projects a Fire Zone into the airborne zone. All of these modifiers are cumulative.
3.4.2 Glider/Paradrop Markers
Each glider/paradrop marker on a Unit takes the Unit one Action to remove. Removing a glider/paradrop marker is an Action but does not trigger Opportunity Fire.
Every day, there is a supply drop for the 1st Airborne and 82nd Airborne Divisions. The drop takes place at the same time any reinforcements arrive that day for these Divisions. If the Division will not be receiving any reinforcements (either due to the weather or the reinforcement schedule) a supply drop will take place at either 1300 or 1500. Indicate the time of this drop using the “Air Drop?” markers. The scenarios will tell you which drop zone is designated as the supply drop zone.
If an enemy Unit is in the supply drop zone at the time of the supply drop, then the supply drop is interdicted. Place the SDZ Closed marker on the player aid chart for the Division whose supply drop was interdicted. All Units of this Division suffer a -1 Troop Quality Rating modifier until the next supply drop the next day.
You can try to change future drop locations for a Division during the reinforcement phase of any 0700 turn.
To change drop location, roll on the Drop Zone/Landing Zone Changing Table. If successful, you can replan all remaining drops for the rest of the game for the Division and also reassign the supply drop zone for the Division. All the rules for planning a free drop at the start of a game start (see Exclusive Rule 3.3.2) still apply. Any drops for that day that were replanned will come in on the 1500 or 1700 turn (the Allied player picks as described above). Future drops all take place at the normal time.
If you roll abort, you do not change your drops and all your scheduled drops are delayed 24 hours for that Division.
If you roll no effect, there is, well, no effect. Just carry out your drops as planned.
The Club Route is the name given to the road that the British XXX Corps used in the Market-Garden campaign. The Club Route was the advance route of XXX Corps as well as XXX Corps’ supply and communications lifeline, and is therefore of key importance in the game.
Historically, the British determined the Club Route as circumstances (i.e., demolished bridges and Germans) dictated, and you as the Allied player will do the same thing.
Play note: When you read the rules below, keep in mind that for the length of this campaign, the Club Route was crammed with supply vehicles that are not physically represented in the game.
The Club Route is either “open” or “closed.” If the Club Route is closed all Units of the 43rd Infantry Division and the Guards Armored Division suffer a -2 modifier to their Troop Quality Rating. If the Club Route is closed at any point in time, place the Club Route closed markers on the player aid sheets for the 43rd Infantry Division and the Guards Armored Division. As soon as the Club Route opens up again, remove these markers.
At the beginning of the 1100 turn of September 19th, the Allied player decides what the Club Route will be for the rest of the game; it never changes after that. To establish the Club Route, the Allied player can pick any road hexes that:
(i) are connected to each other; and
(ii) are connected by consecutive road hexes to both Club Route symbols on the map; and
(iII) are colored purple.
And yes, the Club Route, when chosen, can include demolished bridges, a barrage marker, or German Units—if so, the Club Route will begin its career closed (see below). The players can use the Club Route chits provided in any way that is helpful for them to mark the Club Route. The possible Club Route roads are colored purple to help in selecting a Club Route.
The Club Route is closed if a German Unit occupies a hex on it, there is a barrage marker on it, or a bridge on the Club Route is demolished.
The scenario may also state turns when the Club Route is automatically considered closed due to events taking place off–map.
Prior to the 1100 turn of September 19, all Guards Armored Division Units enter play in the reinforcement box on the Club Route that is marked by a XXX Corps symbol. With the two exceptions listed below, and those reinforcements relieving the garrison of Mook or Grave (see Special Rule 5.5), all Allied non-airborne reinforcements entering the game after Club Route has been declared may not leave the Club Route until they reach the end of it (that’s right!). When they get to the end of the Club Route at Nijmegen they are free to move normally. If a Unit on the Club Route is forced to retreat off the Club Route, it is eliminated.
The two exceptions are for the Sherwood Foresters and the 147th Field Artillery, which are attached to the 82nd Airborne Division when they arrive and may move normally as soon as they enter the game.
The following are special rules that are used in some scenarios. Each scenario will state which rules are to be used, and if they are modified in any way.
During the reinforcement phase any of these Divisions can place its artillery park marker on the map. An artillery park marker with a non-zero value must be placed in its Divisional reinforcement hex. An artillery park marker with a zero value can be placed in any hex that is within the Command Range of a Leader of its Division and not in an enemy Fire Zone.
When Indirect HE Units are in the same hex as the artillery park marker, they can be removed from the map and placed in the Artillery Park Box on the player aid chart. At their next activation they may start to perform Indirect Fire. Like the Roach Motel, Units can never leave an Artillery Park after they have entered it.
Units in an Artillery Park may never perform Direct Fire.
Units in the Artillery Park Box are always In Command. When calculating the range from an Indirect HE Unit in the Artillery Park Box to a target hex, count from the artillery park marker to the target, and add the number printed on the artillery park marker. Use this method to determine both maximum and minimum range.
If an enemy Unit enters the hex with an artillery park marker, all the Indirect HE Units in the Artillery Park Box are eliminated. Artillery parks are not Units, and may never be targeted by enemy fire.
During a reinforcement phase, a player can pay two Dispatch Points from a Division to remove the artillery park marker from this Division from the map (he can do this with as many artillery parks as he wishes as long as he pays the Dispatch Points). The player may then bring the artillery park (still comprising all the Units in the corresponding Artillery Park Box) back two turns later as a reinforcement, using the deployment restrictions described above.
Unless a scenario states otherwise, the number of road blocks and Rearguards available to a player is limited by the counter mix.
In some of the scenarios, random events are used. These come in the form of color-coded event markers that are placed blindly on the map according to the scenario rules. A hex containing an event marker is an “event hex.” At the instant an Allied Unit is in a hex adjacent to an event hex, the German player has the option of triggering the event (but he cannot look at the marker before he decides); if the German player decides not to trigger the event, the marker stays where it is until the next time an Allied Unit is in a hex adjacent to it, at which time the German player has the same option.
At the end of the night turn on September 17th remove all untriggered red event markers from the game. Remove all untriggered green event markers at the end of the night turn of September 18th.
The events are as follows:
• No Event – nothing happens. The marker is removed from the map.
• Ambush – the German player may make an immediate Direct Fire attack on the triggering Unit or stack, using the white box on the Combat Results Table and a Fire Rating of 6. Only negative modifiers apply to this attack. After resolution, the event marker is removed from the game.
• Tank Scare – any Unit in Column that is in or adjacent to the event hex must immediately leave Column and take a Cohesion Hit; this is not an Action and does not trigger Opportunity Fire. The event marker remains in place for the remainder of the game turn and affects any Unit in Column that moves adjacent to or into the event hex. If a Unit cannot leave Column due to terrain restrictions, the Unit just takes a Cohesion Hit.
• Lost – the triggering Unit (or, if a triggering stack of Units, randomly pick a Unit from the triggering stack) is moved by the German player in any manner he wishes up to the Unit’s full (not remaining) movement allowance and according to all normal movement and Opportunity Fire rules (Opportunity Fire would only take place if the lost Unit begins its movement by the German player in a German Fire Zone). However, this “lost movement” ends as soon as the lost Unit enters an enemy Fire Zone. At the end of movement and after any Opportunity Fire is resolved, the Unit is Suppressed. During this lost movement the German player can put the Unit into or out of Column but he may not force march the Unit. After this lost movement is completed, the Unit’s activation is over.
• Kompanie Weber appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
• SS-Pz.A.A. 9 appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the turn, after which it is removed from the game.
• SS-Pz.Jg.Abt. 9 appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
• KG Buttlar appears – this Independent Hohenstaufen Unit comes into play, and remains in play for the remainder of the scenario.
• Pz-Ers. appears – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
• Fusilier 39 – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
• Ers-PaK – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
• Flakbatterie Beck – this Independent Korps Feldt Unit comes into play, and remains in play for the remainder of the scenario.
• POW – the Unit that revealed this event is removed from the game and placed in the American supply drop zone two turns later during the reinforcement phase (place the Unit on the Turn Record Chart to help remember to bring it back). Should a stack of Units trigger the event, the Allied player selects which Unit is removed.
• KG Runge! – Remove the event from the map, and place the five Korps Feldt Independent Units of KG Runge either in the hex that contained the event, or in an adjacent hex that is not in the Fire Zone of the Unit that triggered the event (and this hex cannot contain another Allied Unit). The five Units of KG Runge are 4./Ers-Btl.6; Gr.W./Ers-Btl.6; 21 ULK HG A.u.E.; 4./Schiff.Abt.14; 5./Schiff.Abt.14 and can be identified as their formation name is in green lettering rather than black, and the back of the counters show “KG Runge!”
Play Note: When a Unit appears as an event, it must follow all regular rules applying to normal Units. For example, Vehicle Units may have to be placed in Column should the event hex be in a town.
All German Units in Germany add 1 to their Troop Quality Ratings for all purposes. Germany is on the eastern edge of the map and is depicted with a darker shade to help recognition.
If the Arnhem Road Bridge is not German controlled, all Hohenstaufen Division and Frundsberg Division Units south of the Rhine have their Troop Quality Rating reduced by 1 for all purposes. Mark this immediately on the Hohenstaufen and Frundsberg player aid charts with the Bridge Closed markers as a memory aid. If the Arnhem Road Bridge comes under German control, remove these markers; the effect is immediately removed.
First, the German player can only use his Air Units on hexes north of the Rhine. Second, the German player can only target Units that are in hexes that provide no negative terrain modifier to the targeted Units.
The German player receives three air Units, which he may or may not be able to use each day. On the 0700 turn of each day (or the 1500 turn of the first day of the game), the German player rolls three dice to see if he receives airpower for that day. Each die roll corresponds to the turn on which the German player will receive one air Unit that day:
Die Roll Turn Air Unit is Available
7, 8, 9 No Air Unit
For example, if the die rolls are 1, 1, and 8, then the German player gets two of his air Units on the 0900 turn and he doesn’t get the other one on this day. Remember—air strikes on clear weather turns only! So if, in this example, there were fog at 0900, the German player would lose the opportunity to use these air Units for that day.
Play note: Since the first turn of the game is 1500, the German loses the chance to use his air Units on rolls of 0, 1, 2 or 3 on the first day.
On September 17th to 20th (inclusive), when any non–Independent German Unit belonging to Korps Feldt or the Division von Tettau takes a Step loss, there is a chance that the Unit’s Formation may rout. Roll on the below table to see if the Formation routs. If it does, remove all of the Formation’s Units and its Leader from the map immediately (any conditional markers are removed). They return two calendar days later on the 0700 turn as reinforcements. If any Units were removed as two-Step Units reduced to one-Step Units, they return as one-Step Units, and Units that were eliminated do not return. In addition, remove all Independent Formation Units of that Division that are only within Command range of the routed Formation’s Leader, and no other Leader who could command the Unit. Those routed Independent Units return with the routed Formation.
If the routed Formation has any reinforcements scheduled to arrive before the routed Formation returns, these reinforcements are delayed, and arrive when the routed Units return.
|Day|| Die Roll Needed
For A Rout*
|September 17 or September 18||0-2|
|September 19 or September 20||0-1|
|After September 20||No rout possible|
*The German player can spend 1 Command Point to add 1 to the die roll, and 3 Command Points to add 2 to the die roll.
S4.5.1 KG Krafft
When KG Bruhn enters as a reinforcement on 1900 on September 18th, all the Units of KG Krafft can either remain as they are, or be replaced by identical Units under the command of Bruhn. Replacement counters are included for KG Bruhn for the command reorganization. Either all Units change command or no Units change command. The status of the Units (Suppressed, in Column, etc.) is not changed in any way.
S4.5.2 Hohenstaufen Division
At the start of the September 20th night turn the Hohenstaufen Division reorganizes. Replace the Sperrlinie Spindler Leader counter with the KG Spindler Leader counter. Remove the following Leaders from play: KG Harder, KG Krafft, and KG von Allwörden. All the Units that were originally under the command of these removed Leaders are now under the command of KG Spindler.
Play note: If the German player attached the KG Krafft Units to KG Bruhn (see 4.5.1), the original Units of KG Krafft are exempt from the Hohenstaufen reorganization.
S4.5.3 Frundsberg Division
At the start of the September 20th night turn the Frundsberg Division may reorganize. The German player may remove any Frundsberg Formation Leaders and replace them with the KG Frundsberg Leader. The German player may remove as many of these Leaders as he wishes, and those Formations that have their Leader removed are now under the command of KG Frundsberg. The German player stacks the KG Frundsberg Leader with any Unit under its command. Place the removed Leaders in the KG Frundsberg box on the player aid card.
S4.5.4 Ostuf. Hartung
The following German Independent reconnaissance Units can trace command to Leaders of either the Hohenstaufen Division or Frundsberg Division:
1./SS-Pz. A.A. 9
3./SS-Pz. A.A. 9
5./SS-Pz. A.A. 9
1./SS-Pz. A.A. 10
3./SS-Pz. A.A. 10
5./SS-Pz. A.A. 10
At the start of the game, the German player randomly places his immobile flak Units face down in the hexes designated in the scenario setup rules. The flak Units are flipped over on the first turn of the game during step 5 of the sequence of play.
Any reinforcements arriving in this hex are not placed on the map until after the reinforcing Units have been activated once (this can be with a Direct Command Chit).
Units of the Hohenstaufen Division cannot move south of the Rhine, unless the Arnhem Road Bridge is German controlled.
To activate normally Units of the Frundsberg Division must be (i) in Arnhem or Nijmegen (yellow tinted hexes) or (ii) north of the Waal and (iii) south of the Rhine. Frundsberg Division Units (including reinforcements) that do not conform to these restrictions must obey the Division activation restrictions, no matter how they are activated (i.e., treat any activation as resulting from a Division Activation Chit). As soon as a Frundsberg Unit is in the right area, the restriction is lifted—even during an activation (so a Frundsberg Unit that begins a movement Action south of the Waal and moves north of the Waal could then move into an enemy Fire Zone). The converse is also true—the restrictions kick in during an activation if a Frundsberg Unit moves out of the magic area.
All Units of the Division von Tettau must stay north of the Rhine at all times.
All Units of Korps Feldt must stay south of the Waal at all times.
Indirect HE Units of the Hohenstaufen and Frundsberg Divisions may not use spotter Formations from Korps Feldt or Division von Tettau. Indirect HE Units of Korps Feldt may not use spotter Formations from the Hohenstaufen or Frundsberg Divisions.
When the 1./ARKO 191; 2./ARKO 191; 3./ARKO 191; SS-Mörser Abt.102 artillery Units enter play, each Unit can either be assigned to the Hohenstaufen Division or the Frundsberg Division. The German player decides which Division they will all be assigned to (they may be assigned to different Division), and places the appropriate colored counters as reinforcements. There are two sets of counters for these Units, one for the Hohenstaufen Division and the other for the Frundsberg Division.
S5.1.1 Interdicted Drop Zones
If a German Unit occupies a hex in a Division’s supply drop zone at the time of the supply drop, then all Units of that Division have their Troop Quality Rating reduced by 1 until the next non-interdicted supply drop.
S5.1.2 Club Route Closed
For the 1st Airborne, 82nd Airborne, and 43rd Infantry Divisions, if the Allied player purchases two Formation Activation Chits of the same Division at the same time, he may add into the mug the Independent Formation and Artillery Formation Activation Chits of the Division at no additional cost in Dispatch Points.
For the Guards Armored Division, if the Allied player purchases both the Group Hot and the Group Cold Formation Activation Chits at the same time, he may add the Guards Armored Independent Formation and Guards Armored Artillery Formation Activation Chits at no additional cost in Dispatch Points.
The Poles proved to be very aggressive and effective fighters in this campaign but they did show a propensity to firing at anything and everything not Polish. Because of this, whenever a Polish Unit fails a Troop Quality Check for any reason, it must immediately fire at the nearest non-Polish Unit of the Allied player’s choice, even if the Unit is another Allied Unit (it is also the Allied player’s choice whether the Polish Unit will try to obtain the Company Bonus). Implement the results of the Troop Quality Check (who knows, maybe the unit will get Suppressed!) before the involuntary fire, but do nothing else until the involuntary fire is resolved. If the unit can’t fire per normal rules (it is Suppressed, or has no LOS, for example) it does not fire. This Direct Fire does not count as an activation. Note that the Polish Units have a * next to their Troop Quality Rating to help you to remember this.
The Allied player may not purchase any Formation Activation Chits for the Guards Armored Division and the 43rd Infantry Division to play it during a night turn. If one of those chits is drawn as the last chit on a 1900 turn it is wasted and not played during the night turn (and the first chit in play for that night turn is the first chit drawn from the mug).
By the beginning of the September 17th night turn the Allied player must garrison Grave if the Grave bridge is not demolished, and he must garrison Mook if the Mook bridge is not demolished. Each garrison must consist of all the in-play Units of an American battalion of the Allied player’s choice (that is, one battalion for each garrison). The Units of an American battalion all have the same number as the second part of their designation (i.e., the 2 in D/2/504). All Units of a garrison cannot move more than 5 hexes from the town they are garrisoning, and if outside this range when the garrison is declared, must use all activations to move within range. Americans garrisoning Grave or Mook are relieved by the British Units so designated on the reinforcement schedule. British garrisons are successively relieved by future reinforcements so designated on the reinforcement schedule. The relieving garrison must be in position before the relieved garrison can depart. These relieving Units are allowed to move off of the Club Route once they have crossed either the Grave Bridge or the Mook Rail Bridge. If all the Units of a battalion are eliminated, an alternate battalion must be selected to take its place.
As soon as the Grave bridge is demolished, the Grave garrison requirement is lifted; the same is true for the Mook bridge and the Mook garrison.
When the Allied player declares the Club Route, he only has to garrison Grave or Mook—selecting the town that Club Route passes through—for the rest of the game. This garrison requirement is independent of bridge status.
If enemy action causes Units of a battalion to be more than 5 hexes from the town they are garrisoning, the Units must counterattack to get back within range.
Units of the 1st Airborne Division may never move outside their deployment area, indicated by the red deployment line. If a Unit is forced to retreat outside this area, it is eliminated.
Units of the 82nd Airborne Division may never move outside their deployment area, east of the green deployment line and north of the Waal (except for the small area north of the Waal at Nijmegen, and south of the green deployment line). If a Unit is forced to retreat outside this area, it is eliminated.
Once the Club Route has been declared, all Units of the 43rd Infantry and Guards Armored Divisions must stay on the Club Route until they reach its end at Nijmegen. Once a Unit enters Nijmegen it is no longer subject to this restriction. If a Unit on Club Route is forced to retreat off Club Route, it is eliminated. These Units can also ignore the two-hex limit on approaching a Hohenstaufen/Frundsberg reinforcement entry hex. If a 43rd Infantry and Guards Armored Division Unit enters a Hohenstaufen/Frundsberg reinforcement hex, the hex cannot be used for the rest of the game, and any German Units in the hex are eliminated. If a 43rd Infantry and Guards Armored Division Unit is within 2 hexes of a Hohenstaufen/Frundsberg reinforcement hex, it cannot be used that turn. If a German Unit cannot arrive because all the reinforcement hexes are out of play, its entry is delayed until a reinforcement hex becomes available.
1st Airborne Division Units are considered In Command if they are within Command Range of any 1st Airborne Division Leader and not just their Formation Leader. However, if a 1st Airborne Division Unit is In Command by a Leader other than its Formation Leader, it must pay 2 Command Points for an Action that would otherwise cost 1 Command Point. Notwithstanding this rule, a 1st Airborne Division Unit that is out of its Formation Leader’s Command Range (but within the Command Range of another 1st Airborne Division Leader) does not become Active when its Formation Activation Chit is drawn; nor does it become Active if the Formation Activation Chit of the other 1st Airborne Division Leader is drawn.
This rule also applies to the 82nd Airborne Division: just read the above paragraph, substituting “82nd Airborne Division” for “1st Airborne Division”.
At the start of the September 23rd 0900 turn the Allied player must remove all of the Units and Leaders of two of the following four Formations: Welsh Guards, Irish Guards, Coldstream Guards, Grenadier Guards. He must also remove the Group Cold Formation Activation Chit from the game. The remaining two regiments become attached to Group Hot for the remainder of the game.
Infantry Units of the Irish Guards without Organic Transport may “piggyback ride” on Vehicle Units of their Formation. These Units can use piggyback mode only when arriving as reinforcements or if the scenario sets-up the Units in piggyback mode.
S5.11.1 Starting in Piggyback Mode
When a Unit starts in piggyback mode, the two Units move as one, but only when the Vehicle Unit is activated.
S5.11.2 Exiting Piggyback Mode
During the Vehicle (not the Infantry) Unit’s activation, the two Units can exit piggyback mode if the Vehicle Unit expends half of its printed movement allowance. The Infantry Unit is then dismounted and the Vehicle Unit completes its activation. The now dismounted Infantry Unit may not be in Column. Dismounting is a Movement Action performed by the Vehicle Unit and does trigger Opportunity Fire. The Opportunity Firing player gets to decide when to shoot, i.e., before or after the dismounting. If the Opportunity Fire takes place after dismounting, only the Infantry Unit is the target, otherwise the Vehicle Unit is the target and Rule 5.12.4 applies.
S5.11.3 Restrictions on Piggyback Mode
One Infantry Unit can piggyback on one Vehicle Unit at a time.
A Vehicle Unit cannot carry an Infantry Unit unless the Vehicle Unit has at least as many Steps as the Infantry Unit.
Vehicle and Infantry Units in piggyback mode together count as one Unit for stacking purposes, but both count against the mass modifier.
Infantry Units in piggyback mode can perform no Actions.
The Vehicle Unit cannot perform any Action other than move while in piggyback mode (and yes this restriction includes Assault and performing Opportunity Fire) and dismounting the Infantry Unit.
Infantry Units with an Organic Transport can never piggyback.
S5.11.4 Piggyback Mode and Combat
When fired on by Direct or Indirect Fire (and airstrikes), Units in piggyback mode both count for the mass modifier. Both the Infantry Unit and the Vehicle Unit suffer the same fire combat die roll as if they were fired on separately, i.e., just apply the roll first to one and then to the other. Any terrain modifiers or marker modifiers for the Vehicle Unit also apply to the Infantry Unit. If either Unit takes a fire result (remember that passing an “S?” is no effect), the Infantry Unit must dismount (this does not trigger Opportunity Fire) immediately, and the combat results are then applied. This mandatory dismount ends the Activation of the Vehicle Unit. If the dismount causes overstacking in the hex, eliminate the Infantry Unit. The Infantry Unit may not be in Column when it dismounts.
If the Units are Assaulted, the Infantry Unit must dismount (and this does not trigger Opportunity Fire) when the Assault is declared, and then perform the Assault procedure as normal, starting with Opportunity Fire from the Units being Assaulted. If this dismount causes overstacking, eliminate the Infantry Unit.
If the Vehicle Unit in piggyback mode is the target of Indirect Fire, and this causes a mandatory dismount, the Infantry Unit suffers the result of the Indirect Fire die roll along with the Vehicle Unit but does not also take the “S?” result that other Units in the hex have to take.
An American Unit is In Command if both the Unit and Leader are in a town, city, fortified hex, strongpoint or an observation post and the Leader has a telephone symbol on his counter. The two hexes can be anywhere on the map.
On the first 0700 turn that there are no German Units within the city limits (yellow tinted hexes) of Nijmegen, place the two Oranje-Bon Units anywhere within the city limits of Nijmegen. Treat these Units as Independent Units of the 43rd Division.
Allied player may make a limited number of airstrikes against any flak Units or Vehicle Units. The vehicle Units must be in Column in order to be targeted by an airstrike. When Drop One takes place, the Allied player may make nine airstrikes north of the Waal and eight airstrikes south of the Waal. During the turn that Drop Two takes place, the Allied player may make seven airstrikes north of the Waal and six south of the Waal. During the turns of all subsequent drop, the Allied player may make three airstrikes north of the Waal and three south of the Waal.
The following four Allied Units are always considered to be in Command, no matter how far they are from any Leader:
1 AB Recce Sqn
The following Allied Units of the Household Cavalry can be commanded by any Leader of the 43rd Division or Guards Armored Division:
The following are optional rules than may be used if both players agree to them.
On any September 20th turn the Allied player can place the five American glider pilot Units at the moment any German Unit comes within three hexes of a bridge that is on the Club Route. The glider pilot Units are placed in the two hexes on either side of the bridge hexside (3 in one hex and 2 in the other, Allied player’s choice).
When a Unit is activated, it can declare boresighting. The Unit may do this at any point in its activation, and this is not an Action. The owning player secretly picks one hex in the Unit’s Fire Zone as a boresighted hex and writes down where it is. The Unit’s Fire Zone is now restricted to that one hex.
If the Unit fires at an enemy Unit in this hex, reveal that this is the boresighted hex, and place a boresight marker in this hex. The firing Unit receives an additional +2 Fire Rating modifier.
If a Unit moves it loses its boresighted hex. During an activation the Unit may also freely cancel the boresighted hex and revert to a normal Fire Zone, or reselect which hex is boresighted.
The following three Hohenstaufen Independent Units are assault engineer Units:
The following three Korps Feldt Independent Units are also assault engineer Units:
2./ KG Höxter
3./ KG Höxter
Whenever these Units assault a city or fortified hex, they receive a +2 modifier to both their Fire Rating and Assault Rating.
After the September 18th 0700 turn he may at anytime come out. To do this the Allied player shouts “Run, Jan, Run” as loudly as possible (although historically he used a bike). The game pauses as Jan is activated and starts to move to hex 41.65 and then 41.64. If he makes it to 41.64 the Nijmegen Road Bridge becomes unwired. If he takes any result from Opportunity Fire (including an S?) he is removed from play. At the end of his activation he is removed from play. If this option is used, the Nijmegen Road Bridge must start the game wired.
This rule was suggested by David Hoskins, a playtester. We include it here as an optional rule. When a friendly unit triggers Opportunity Fire, if one or more friendly non-Mortar Units, that are not also triggering Opportunity Fire, are adjacent to the enemy Unit that is firing, a -1 modifier applies to the enemy’s Fire Rating.
The Grand Tactical Series game system was created to attempt to follow actual battlefield pacing as much as possible. We fully recognize that some of the system might strike the true cardboard warrior as a little too limiting. For those players that want more fighting and a more dynamic game, we offer this alternative way of playing. Discard the Direct Command chit from the game and disregard all the movement and fire restrictions on the Division Activation. Play the remainder of the game as per the rules. This will be a more “standard” wargame.
Losses should skyrocket so you might want to play this method with the replacements optional rule as well. No promises on historical accuracy and timing here but it should be a lot of fun to play.
The following rule is suggested in order to prevent some highly mobile German Units from roaming in an ahistorical manner.
Anytime a German Unit is more that twice the range from a Leader that can Command it, the Unit must make a Troop Quality Check each time it attempts to move to a hex that maintains or increases this distance. If the Unit fails the Troop Quality check it becomes lost, and the Allied player gets to move the Unit following the Lost random event rules. Once the Allied player starts moving the Unit, no more Troop Quality Checks need to be made.
O8.1 Ox and Bucks
The Ox and Bucks Unit and the 247 Field, RE Unit can be placed in hex 50.29 during the 1st Airborne Division Drop One. These arrive via glider with an additional -1 modifier on the Drop Table. If this optional rule is in play then the Hohenstaufen Division independent Units 1./SS-Pz.A.A.9; 3./SS-Pz.A.A.9; 5./SS-Pz.A.A.9 arrive at 1700 in reinforcement hex E or F on the 17th rather than at 1900.
O8.2 Airborne Tanks
Players can see if having armor would have mattered.
Included for the 1st Airborne and 82nd Airborne Division are 2 companies of both more plausible Tetrarch tanks, and more capable and less likely Locust tanks. One type of tank should be selected for use. These tanks land in Drop One in any landing zone in use during that drop, with each Unit arriving as a separate stick. Each Unit is placed under a delay marker.
O8.3 52nd Air Landing Division
At anytime that either the Deelen Airfield or Keent Airstrip (hex 04.86) has been captured (Allied Units occupy at least one hex of the airfield), and there are no enemy Fire Zones projected on any hexes of the airfield, the Allied player may decide to bring the Units of the 52nd Air Landing Division in as reinforcements. Three clear daylight turns after the next clear weather turn, bring in all the Units and place them in any hex of the airfield. Each stack must make a roll on the Drop Table as if entering by a glider, and treat every hex of the airfield as the landing zone in order to determine the modifiers. When the Division lands, it enters play with 0 Command Points and 0 Dispatch Points. Its Command Rating is 2 and the Dispatch Rating is 4 (track the Command and Dispatch Points on the 1st Airborne Division player aid chart).
If In Command, a Unit of the owning Division may use these assets. As an Action the Unit may mount just as if it had Organic Transport. Remove the Unit from the map, and replace it with either the Divisional Jeep or Truck. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, place the original Unit back on the map, and remove the Divisional Jeep or Truck. If eliminated or abandoned, these assets are removed from the game, otherwise they can be reused an unlimited number of times.
When this optional rule is in play, all Organic Transport trucks for the Hohenstaufen Division are removed from the game and these Divisional Trucks replace this Organic Transport. The Hohenstaufen Division Units may start mounted in a reinforcement hex by using the Divisional Trucks.
The counter mix is an absolute limit and players may not create more.
This optional rule should be considered if the Allied player is experiencing very heavy loss rates.
Whenever a paratroop Unit is eliminated, place it to one side. At the start of each night turn, one of these eliminated Units can be completely removed from play in order to flip over a one-Step paratroop Unit to make it a two-Step Unit. The Unit that receives the replacement cannot be in an enemy Fire Zone, must be In Command at the start of the night turn, and must be of the same Division as the permanently eliminated Unit.
The Team Claude and Team Clarence Units begin the game on their front sides as zero-Step Units. As an Action, these Units can flip to their reverse side, which is an ambush marker. Once flipped, they can never flip back. An ambush marker has the following characteristics:
1. It is not a Unit, it cannot move, it cannot be activated or perform Actions, it has no Fire Zone, it cannot Opportunity Fire, it cannot be fired at or Assaulted.
2. Any German Unit (or stack) that moves into an ambush marker’s hex must pause its activation while the Allied player executes a Direct Fire attack on the Unit (or one Unit in the stack) on the white box of the Combat Results Table and with a Fire Rating of 6.
3. It is removed only if the Allied player rolls a 9 on a Direct Fire attack.
4. It can never be flipped back over to its Unit side.