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where_eagles_dare

Where Eagles Dare: The Battle for Hell's Highway

Index

Background

Exclusive Rules

Components

Series Rulebook
Series Rules Summary
Exclusive Rulebook
6 Player Aid Cards
Turn Record Chart and Weather Table
2 x combat Result Table/Terrain Effect Chart
5 Map Sheets
11 Counter Sheets
4 ten–sided dice

Counter Symbols

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 green (101st Airborne Division), tan (Guards Armored Division), brown (43rd Wessex Infantry Division), light grey (Eindhoven Regional Command and later, KG Chill), blue (59th Infantry Division), and gray (KG Walther).

The 1900 Turn

Several new mechanics have been added to the game and are performed during the 1900 turn. Here is the updated applicable sequence of play for the entire 1900 turn:

1. Advance the Club Route Marker

2. Roll for XXX Corps release (not on the September 17th turn)

3. Set the Club Route Status marker on the Guards Divisional Display to “Open”

4. Move German Formations Off-Map

5. Roll for Allied Flank Corps advance

6. Spend Dispatch Points to buy Formation Activation Chits.

7. Place Reinforcements.

8. Put eligible chits into the coffee mug.

9. Perform the Activation Phase.

10. Remove all barrage markers.

11. Move the turn record marker up a box.

Exclusive Rules

The following are the exclusive rules for use with The Where Eagles Dare game. There are also special rules that apply to just some of the scenarios and special rules that combine The Devil’s Cauldron and Where Eagles Dare together for one grand campaign game of Market Garden.

1.0 Night and Weather

1.1 Night

The night turn begins the turn after the 1900 turn.

1.2 Fog

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.

2.0 Terrain

The types of terrain in the game are:

Clear Roads City Crests Culvert

Polder Railroad Fortified Impassable Sand Dunes

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. As an example of how Units move into hexes with rivers, they can move from 75.130 to 76.130 because of the portion of land that extends into 76.130. However, Units cannot move from 76.130 to 76.129. If the players are unable to agree on movement between other hexes they should roll a die.

2.1 Clear

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.

2.2 Polder

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.

2.3 Orchard

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.

2.4 Woods

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 a woods hex unless they are in Column and traveling 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.

2.5 Roads

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.

2.6 Railroads

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.

2.7 Villages

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 not Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -1.

2.8 Towns

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.

2.9 Cities

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.

Cities may be reduced to rubble. If an artillery attack rolls a “0” when attacking a City hex, place a rubble counter on that hex. If the hex as a OP, that OP is no longer considered to be in the hex. Additionally, add one to the defensive terrain value of the hex.

2.10 Fortified

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.

Fortified hexes may be reduced to rubble. If an artillery attack rolls a “0” when attacking a Fortified hex, place a rubble counter on that hex. If the hex has an Observation Post or a Strongpoint, that Observation Post or Strongpoint is no longer considered to be in the hex. Additionally, add one to the defensive terrain value of the hex.

2.11 Streams

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.

There are however 4 of these bridges over streams that might not be able to take vehicular traffic and players will have to check for their stability. They are in hexsides 55.202/56.201, 63.185/63.186, 76.127/77.12127 and 86.118/87.118, and they are marked with a graphic. The most southern of these will be checked by the “A RIde in the Country” scenario. If the Allied Player is unable to win this scenario, it is always considered unstable. The remaining three bridges are checked the moment a vehicle of any type (and either German or Allied) , or the instant Club Route is traced across that bridge. The crossing player rolls a die and should he roll a “9”, the bridge is considered unstable and in need of repair. Any other roll and the bridge is treated as any other bridge over a stream is treated. There are no modifiers to this roll. If a bridge is unstable, no vehicles may cross it nor may Club Route be traced through it until it is repaired.

To repair an unstable bridge, if there are no German Fire Zones on either hex of the unstable bridge, the Allied player may place one if his Bulldozer units on the southern hex of the bridge hexside during his next Guards Divisional Activation Impulse. Only one Bulldozer may be placed per unstable bridge. He may then (during that impulse) roll a die. Should he roll a 2, 1 or 0, the bridge is considered stable now and remains so for the remainder of the game. Should this roll fail, he may add a “Men at Work” counter and receive that marker’s modifier and roll every succeeding Guards Divisional Activation Impulse until the bridge is fixed. This is an Engineering action and is performed normally. The Bulldozer Unit may not be attacked but is eliminated the moment an enemy Unit moves into the hex. The Bulldozer marker(s) remains on the map until it has successfully repaired the bridge but remember to account for it’s modifier on the following 1900 turn for XXX Corps release.

2.12 Rivers

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.

2.13 Crests

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).

2.14 Impassable

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.

2.15 Bridges

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 Line of Sight

Bridges block Line of Sight in the same was as Raised Roads (see 2.16).

2.15.5 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.

2.15.6 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 and the bridge becomes contested. 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.

Note: he Best Railroad Bridge in hex 49.160 may never be wired for demotion and may not be destroyed. It may never be “Improved” to allow for vehicular traffic. All other rules apply.

2.15.7 Bridge Repair

Only the Allied Player may repair demolished bridges. To do so, he declares he is using a Bailey Bridge Unit (either the 11 Bridge, RE or the 14 Field Sqn, RE if no 43rd Infantry Formations have been released yet. After any Formation of the 43rd Infantry Division has been released, he may also used either the 128 Bridge, RE or the 15 Bridge, RE) at the start of any turn following a turn in which a bridge was demolished by the German player. During the next Guards Divisional Activation Impulse (if it is a Guards Bailey being used) or during the 43rd Infantry Divisional Activation (if a 43rd Infantry Bailey Bridge is being used), the Allied player simply places the Bailey Bridge counter on the southern hex of the Demolished Bridge hexside if there are no German Fire Zones on either hex of the bridge hexside. It is placed truck side up. This is considered a movement action.

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 might trigger enemy Opportunity Fire, and Men at Work markers can be placed). If the bridge is repaired, remove the destroyed marker and flip the Bailey Bridge counter to it’s Bridge side. 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 is eliminated, remove it from play, and the destroyed marker returns.

Example: A bridge is demolished during the 0900 turn after the 43rd Infantry Division Activation has passed. On the 1100 turn and during a 43rd Infantry Division Activation Impulse, the Allied player can declare that he is bringing in the 128th Bridge Unit. Just place the Bailey Bridge counter, truck side up and you may activate it and roll this impulse for repair (by paying a Direct Command of course as a second action).

The Allied Player may only bring in one Bailey Bridge per Impulse.

2.16 Raised Roads/Railroads

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 (and immobile) 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.

2.17 The Culvert

There is a Culvert in hexside 70.156/70.157. The Culvert is marked with arrows that show which hexes are connected by the Culvert. Any Unit adjacent to the Culvert can move directly to the hex on the other side of the Culvert 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 Culvert. Any Opportunity Fire against a Unit moving through the Culvert 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 Culvert, this +3 modifier still applies.

Movement through the Culvert 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 the Culvert can Assault an enemy Unit on the other side of the Culvert. The Assaulting Unit must be in Column, and suffers the +3 modifier to Opportunity Fire for moving through the Culvert (in addition to the +2 modifier for being in Column) at the start of the Opportunity Fire procedure.

2.18 Ferries

Engineer Units can ferry other Units across otherwise impassable water hexsides in a destroyed Bridge hexside (this applies only on the Where Eagles Dare map). Only hexes that are currently Destroyed Bridge hexsides can be used to create ferries. Only Leg Units can use a ferry. If a destroyed Bridge has been repaired and is now replaced by a Bailey Bridge, remove the Ferry counter from the map. There are no “improved Ferries” in Where Eagles Dare but the backs still have Improved on them for possible use in The Devil’s Cauldron.

2.18.1 Creating a Ferry

You can create a ferry in either hex in which the there is a destroyed bridge counterdestroyed bridge used to exist. An engineer Unit must begin an activation in the applicable hex. 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) and may be Opportunity Fired if applicable. If it passes, it is now a ferry—put a ferry marker on the one of the two hexes that the destroyed bridge spanned with the arrow pointing to the other hex of the former bridge span, 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 Using Ferries

Remember that only Leg Units may use a ferry. A friendly Unit in Column that begins its activation in a hex containing a 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 marker. This is the Unit’s entire activation and it is a Movement Action (so a Unit cannot move into a ferry hex and then use the ferry as a Second Action). Note that when a Unit uses a ferry it is not an activation for the ferry. Remember, the ferry does not work if the 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.

2.18.3 Removing a Ferry

A ferry remains in place until the engineer Unit moves, or the ferry takes a Step Loss or Eliminated result - or the Allies have successfully placed a Bailey Bridge.

A ferry can be the target of enemy fire just like any other Unit, and may be Assaulted as well. If the 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 marker). If the ferry takes a Step loss, the ferry marker is removed, and the engineer Unit takes the Step loss. If it suffers an Eliminated result, remove the ferry and eliminate the engineer Unit. If the ferry takes a Cohesion Hit, it is marked on the ferry, and if the engineer Unit moves away, the result is transferred to the engineer Unit.

If a ferry is Assaulted, the ferry and engineer Unit are eliminated at the same step in the Assault procedure when zero–step Units are eliminated.

The ferry is removed the instant a Bailey Bridge has been successfully places in the hex.

2.18.4 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.

2.19 Sand Dunes

Sand Dunes terrain has a light brown 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 4 movement points if not in Column, or 3 movement points if in Column. Tracked Units can enter a clear hex for 3 movement points if not in Column, or 2 movement point if in Column. Sand Dunes terrain is not Blocking Terrain, and modify the Fire Rating of Units firing into the hex by -1.

3.0 Paradrops and Glider Landings

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.

3.1 Drops and Drop Numbers

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.

3.2 When to Drop

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:

1. determine the weather for the day in accordance with the weather rules;

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.

3.3 Where to Drop

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).

The hexes for the drop zones are:

DZ A1: 70.124, 71.124, 71.25, 72.124, 72.125

DZ A: 71.129, 71.130, 71.131, 72.129, 72.130, 72.131, 73.130, 73.131, 73.132

DZ B: 57.149, 57.150, 57.151, 58.148, 58.149, 59.148, 59.149, 60.148, 60.149, 61.148, 61.149, 62.148, 62.149, 63.149, 64.149

DZ C: 57.150, 57.151, 58.150, 58.151, 59.150, 59.151, 59.152, 60.150, 60.151, 62.150, 63.150, 63.151, 64.150

LZ W: consists of both DZ B and DZ C combined.

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.

3.4 How to Drop

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 (except for the Units placed on Drop One); in addition, a Unit adds an extra glider/paradrop marker for each delay it has suffered (more on this below). Dropped Units can be fired at during subsequent enemy activations, but the drop itself does not trigger Opportunity Fire.

To help with stacking, orange glider/paradrop markers are included that represent two glider/paradrop markers. When instructed to remove a glider/paradrop marker, replace this orange marker with the normal yellow marker.

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. A Unit with a glider/paradrop marker on it may perform no other Actions until all the markers have been removed.

3.5 Supply Drop Zones

Every day, there is a supply drop for the 101st Airborne Division. The drop takes place at the same time any reinforcements arrive that day for the Division. 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.

Once the Sea Tail for an Airborne Division has be released, that Airborne Division is always in supply and the Supply Drop Zone Procedure is ended for that division.

To be released, the Club Route marker must have advanced to a specific Club Route Stop hex or farther to the north for the release to be successful. If the Club Route marker has not advanced to that hex or past and the Sea Tail has been released, just ignore the Sea Tail and move to the next Formation to be released. The Sea Tail will never arrive for that Division.

Sea Tail release hexes (either this Club Route Stop hex or beyond):

101st Airborne Division: 61.141

82nd Airborne Division: 41.64 or 38.63

1st Airborne Division: 49.30, 47.29 or 38.21

3.6 Changing the Drop Location

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.

4.0 The Club Route

Club Route is the vital road that the entire XXX Corps uses to travel north across the map and on to victory. The road that might be Club Route is marked on the map. The Allied Player will determine what the actual Club Route will be as the game is played. It is important to recognize the difference between those road hexes that could potentially be Club Route and those road hexes that have actually been designated as Club Route.

Club Route (and not potential Club Route) consists of all Club Route road hexes starting from one hex south of the End of Club Route Marker (hereafter Club Route Marker) and all contiguous Club Route hexes to the south of the marker to hex 41.232. For example, the Club Route marker starts the game in hex 42.229. Potential Club Route is hex 42.228 and all marked Club Route hexes to the north of the marker. Club Route itself consists of 41.230 and all connected Club Route road hexes to hex 41.232.

As the game progresses, the Allied Player moves the Club Route Marker northward and its placement determines all actual Club Route road hexes. Remember, the marker itself is not a Club Route hex. Club Route starts the first hex south of the marker.

Players should think of Club Route as a massive traffic jam with every Club Route road hex as packed with vehicles waiting to advance to the front of the line. The marker itself is a floating Reinforcement hex that the Allied Player uses to place his newly arriving reinforcements from XXX Corps (though there are exceptions to this—see the reinforcement schedule).

4.1 Terms

Potential Club Route: any Club Route road hex north of the actual Club Route marker.

Club Route: any Club Route road hex (as determined by the Allied Player) that is south of the Club Route Marker.

Club Route Marker: the counter that determines the farthest advance north on potential Club Route road hexes.

Club Route Stop hex: marked on the map and an eligible hex on which a Club Route Marker may be placed.

Formation Reinforcement Marker: the marker that goes on the Guards Armored Divisional Display to show the order of Formations currently on Club Route.

4.2 Establishing Club Route

During the 1900 turn of every game day, the Allied player determines where to place the Club Route Marker. To do this, find the Club Route Marker and its current placement. Then trace potential Club Route road hexes north to the next Club Route Stop hex. If that trace encounters an enemy Fire Zone, a destroyed bridge, an unstable bridge or an enemy unit, move the Club Route Marker back to the last Club Route Stop hex. Continue moving the marker north to the next Stop hex until it cannot be moved further north. The Allied player need not move the marker at all, or he may keep at it any intermediate Stop hex even if hexes further north are available, except if he has cleared the entire length of Club Route on the Where Eagles Dare map. Once established as Club Route, the Club Route can never change. Once placed, the Allied player may not “retreat” the Club Route marker to a hex farther south at any point during the game.

Note that there are two spurs for Club Route: one that uses the Best Bridge and one that uses the Son Bridge. The Allied player must choose which direction to take Club Route as the game progresses but the not chosen spur may never be Club Route later in the game.

4.3 Effects of the Club Route marker

4.3.1 Release of new units

On the 1900 turn of each game day (except the 1st day) during Step 5 of the play sequence (the Reinforcement Phase), new XXX Corps units may be released from the off-board Club Route display on the Guards Armored Divisional Display and placed on the map as reinforcements in the Club Route Marker’s hex. Players use the off-board display to determine which Formation is next in line, starting with Group Hot. The first Formation listed in line is always released automatically. On the 1900 turn of September 18th, the remainder of Group Hot would be released and the Allied player would roll for release of Group Cold. For the next Formation, roll one die and modify the die roll by the appropriate modifier listed below. Should that die roll with any modification be equal to or less than the number on the Formation Reinforcement Marker, that entire Formation is placed on the Club Route Marker and is treated as an arriving reinforcement Formation (note stacking limits are suspended for the reinforcement hex). If the Formation is “Auto”, you don’t roll for it, just release the Units and place them in the appropriate hex. You might have many Units in that one hex after this procedure. They must arrive in column and if fired upon, mass modifiers apply. All units must enter the game in the furthest advanced Club Route hex (the current hex in which the Club Route marker is placed (with certain exceptions listed on the reinforcement schedule - these are all the units that are noted as “Auto” on the Guards Armored Divisional Display). The Allied Player must roll for the second Formation in line on the off-board Club Route display - he may not delay entry. If that roll is successful, he must roll for the next Formation in line and may continue to roll until he fails an entry roll. After that, he must wait until the next 1900 turn to try again.

Place all released Formation Reinforcement Markers in the “Released Formations” box on the Guards Armored Divisional Display. Formations marked “Auto” on the display have no markers and do not count towards victory. Thus, there is no need to track which of these are released.

Note that only Guards Armored units may be placed on the maps for Where Eagles Dare. All 43rd Infantry Division units, Sherwood Foresters and The Royal Dragoons are for The Devil’s Cauldron only and may only be placed as reinforcements on that game’s maps. The Allied player still rolls for release of these 43rd Infantry Division formations as they are counted towards final victory in Where Eagles Dare. If the Club Route Marker has not advanced past the Where Eagles Dare map, no 43rd Infantry Division Units, the Sherwood Foresters, Royal Dragoons or the 82nd Airborne Sea Tail may be released. The Allied Player must suspend release until the Club Route marker is off the map. The Sea Tail for 1st Airborne Division is always bypassed and not used in Where Eagles Dare. It is assumed you have not reached the correct Club Route Stop hex. This may not be the case in a Devil’s Cauldron and Where Eagles Dare combined game.

Should the Allied player have all potential Club Route road hexes clear of enemy Fire Zones, destroyed bridges, unstable bridges and enemy units from hex 41.232 to hex 14.89 when he is advancing the marker , he must remove the Club Route Marker from the game and no more Guards Armored reinforcements may enter the Where Eagles Dare game (with exceptions noted on the reinforcement schedule). Note the day in which this happens as the Allied player will gain Victory Points.

The Allied player still releases Formations normally and earns victory points for each released Formation. The units themselves just no longer appear on the Where Eagles Dare maps.

Example: It’s the 1900 turn of September 20th and Guards Art. is the next Formation on Club Route on the Guards Armored Division Display. That one you get automatically (first one is automatic). 44 RTR, Sherwood Foresters and Royal Dragoons are “Auto” so those come into play on their reinforcement hex (this would likely not be on the Club Route marker). Nothing else releases until you can release the Auto ones in their correct hex. If you haven’t advanced the Club Route marker off the map, you stop here and have to wait until the Club Route marker catches up. If you have advanced the Club Route marker off the map, you would now be rolling for the 101st Sea Tail (with a -4 modification for all those others that were just released).

4.3.2 Die Roll Modifiers for Release

Placement of each Bailey Bridge Unit during the preceding Game Day: +2

Placement of each Bulldozer Unit during the preceding Game Day: +1

If the Club Route Marker is on its Cut side: +2

For each successful entry of a friendly Formation this turn (including the initial one): +1

For each Dispatch Point paid by the Parent Formation of the releasing unit (up to a maximum of 4): -1

In Where Eagles Dare, the 43rd Infantry Division has no Dispatch Points to spend but they always receive the benefit of -4 (for assumed Dispatch Points spent) when they roll for release.

Note: Dispatch Points paid only apply to the current unit that is attempting to be released. Each subsequent unit will need additional Dispatch Points paid for it to apply.

All modifiers are cumulative.

Some units are automatically released and no die roll is needed they do however require all those before them on Club Route to be released before they enter the game. These units do count as a successful entry of a unit for the modification above for any additional not automatic Formations rolled for later.

4.3.3 Attacking Club Route

The German Player may attack any hex of Club Route (not Club Route potential road hexes). Should he direct fire (and not roll a “9” on the Direct Fire) or place a Light Barrage marker on any Club Route hex, place a Club Route Attacked Marker in the Hell’s Highway box on the Guards Armored Divisional Display. If he successfully places a Heavy Barrage marker on any Club Route hex, or should he have an actual German unit (of any type) on a Club Route hex at any time during the Game Turn, place a Club Route Closed Marker in the Hell’s Highway box on the Guards Armored Divisional Display. Note that attacking empty hexes is perfectly acceptable. The German Player may receive a maximum of one Attacked and one Closed marker per Game Turn. Any additional markers are ignored (exception, the Eindhoven Air Raid).

Example, a German unit is currently on a Club Route hex and fires at an adjacent empty Club Route hex (without rolling a “9” in the fire) i. The German would get 1 Club Route Attacked Marker and one Club Closed Marker (for the one German on the Club Route hex at any point during the game turn). Even if the fire was at an Allied Unit and there was no effect from the Fire, it is the act of firing that matters here.

These markers accumulate Victory Points for the German player. See the scenario rules for their effect.

These markers are accumulated in the Hell’s Highway box until the German Player wishes to attempt a status check on Club Route. Anytime the Guards Armored Division Activation comes up and the German wants a status check, add up the number of Attacked markers and then double the number of Closed markers. Roll a die. Should the German Player roll that number or less, flip the Club Route Status marker on the Guards Display to it’s Cut side. All Guards Armored Units are now considered out of supply for rule S6.1.2

Once the German attempts the status check and regardless if he succeeds or fails, all the Closed and Attacked markers are placed to the side to note they can’t be used for a status check again. He must use all the markers in the box for this check (even if more than 9) and may not hold some back for later use.

For example, the German has 2 Closed markers and 3 Attacked markers in the Hell’s Highway box that have not been used to demand a status check on Club Route. It’s the 0900 turn and he’s hoping to cut the highway for the majority of the turn (the Allies won’t be able to flip it back until the 1900 turn). He adds up the markers and gets a value of 7. Anything but an 8 or 9 and Club Route will be Cut until the 1900 turn. Regardless if he succeeds or fails, all the markers are placed to the side to note that they may not be used again.

The Club Route marker is also immediately placed on its “Cut” side if there is a bridge that has been destroyed anywhere along Club Route and will continue to stay cut until that bridge has been repaired and under Allied control.

5.0 Off-Map Movement

On the three German Divisional Displays are off-map schematics to track the progress of the Allied XII and VIII corps on the flanks of the game map as well as German movement around the fringes of the map. This display is kept secret from the Allied Player although the Allied Player is always informed of the progress of his two friendly flanking corps. The schematics have the brownish areas that are directly east and west of the game map and have transit areas for the Germans to enter into the game. With the exception of the two markers representing the flanking Allied Corps, the Allied player may never enter the off-map display.

5.1 German Formation Movement on the Off-Map Display

The German player may move formations of the Eindhoven Regional Command, KG Chill and KG Walther during the 1900 Game Turn. All units that are in play (not counting any previously destroyed Units) must all stay in the same box on the off-map display. You may not split them up. You may move from one box to an adjacent box or you may move from the off-map box to the map display on the Divisional Chart (but not both). Units in the map display on the chart will automatically arrive on the 0700 turn of the next game day. The off-map display is kept secret from the Allied Player.

5.2 Tracking the Allied Flanking Corps Advance

At the start of play for the Campaign Game, place each Allied Corps in it’s respective start box. These two markers may advance from south to north on the chart as the game progresses.

On each 1900 turn of the Campaign Game and after the German Player has moved any formations on the off-map display, roll one die to see if the Corps advances to the next box. To succeed, each Corps must roll equal to or less than the number in the one way, reddish arrow (subject to modification below). Should the Corps pass, advance the Corps marker into the next space. Corps may only advance one box per 1900 roll.

No German reinforcements may arrive if the reinforcement hex is now behind the Allied Flanking Corps advance. For example, reinforcement B on the KG Chill display is behind the Allied advance if the Flank Corps marker occupies the Oirschot box.

Modifiers to the Allied Corps Advance Die Roll:

For each unsuccessful attempt to advance (use Men at Work counters to track this): -1

For each German Formation currently in the box that the Corps is attempting to advance into: +1

If the Club Route marker is off the map (advanced north onto the TDC map) : -4

Special Rules

The following are special rules that are used in some scenarios.

S1.0 Artillery Parks

Several Divisions have one or more artillery park markers.

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.

Once an artillery park marker has been placed on the map, it cannot be moved.

S2.0 Road Blocks and Rearguards

Unless a scenario states otherwise, the number of road blocks and Rearguards available to a player is limited by the counter mix.

S3.0 Random Events

Random Events occur when a Player rolls a “9” on the Combat Results Table to resolve a Unit’s fire (but not for any rolls triggered by or arising from an Assault Action). Complete any results from the Fire and then immediately draw an Event Chit from the Event Cup belonging to the Player that just rolled the 9. That player is termed the Friendly Player in the following rules.

At the start of play, place all the Where Eagles Dare Events in two opaque containers - tan for the Allies and grey for the Germans - and place both of these to the side so that each container is handy when needed. The fronts of these Chits are colored coded to determine to which side they belong. When a “9” is rolled by a player, that player draws an Event Chit and immediately applies the result. Note that in the scenarios, Events drawn from the Event Cup are not placed back in the drawing player’s Cup. In the Campaign game, they are returned back to that Cup according to the rules below.

S3.1 Events

Air Strike – Roll a die, halve the roll (rounding down) and give the Allied Player that number of Typhoons (he may receive no strikes should he roll a “1”). Immediately resolve any attacks and place the Chit back in the cup. If it is currently night, overcast, or foggy, treat as a no event and just return the Event back to the Event cup.

To resolve an Air Strike, choose a Allied Formation. You may then place one or more Typhoon Air Strikes (up to the total number you are allowed for this event) on any hex that is within 10 hexes of the leader of the chosen Formation. Resolve as a “6” white Fire Power attack on any unit on that hex. No modifiers apply to this attack. Place all Typhoons on chosen hexes before any attack rolls take place. You don’t have to declare your target (should multiple units be in the hex) but you do have to declare the hex you are attacking prior to any attack resolutions.

Rout – When this Event is picked, the enemy player picks a Formation and declares that formation has routed. He may chose either a friendly or an enemy formation. At least one Unit of the Formation must be in an Enemy Fire Zone to be chosen and that Formation must have at least one Step Loss on any one of it’s Units (not including Independent Units). All Units belonging to that Formation are now considered routed. Consult the descriptions below to determine what action to take. Any Independent Units that are stacked with the affected Formation are treated as Units of that Formation for this rule. Additionally, if a Unit must retreat by the rules below but cannot (i.e., it is in an enemy Fire Zone and can move one hex to a hex that isn’t in an enemy Fire Zone), it is eliminated (a gun with no movement or * movement for example).

If a 101st Airborne or a Guards Armored Formation is routed:

If the affected Unit is not in an enemy Fire Zone, it is not moved and does nothing and nothing is placed on it. All affected units that are in an enemy Fire Zone must move one hex so that they are not in a Fire Zone. The enemy may not Opportunity Fire at the Allied units during this one hex move. If a unit cannot leave a Fire Zone by moving one hex, the unit must stay in the hex it currently occupies. Place an “Entrenched” marker on it. The enemy may not Opportunity Fire on this unit when the marker is placed. Play continues normally after this is performed and the Rout Event is placed back in the Event Cup.

If any German Formation that isn’t part of the 59th Infantry Division is routed:

All German units that are routed are moved one hex so that they are not in an enemy Fire Zone. The enemy may not Opportunity Fire at the German units during this one hex move. All of these units (including any losses but remove any Cohesion or Suppression markers) are then taken off the map and placed to the side of the respective Division Display. These units may reenter play in any eligible off map box on their Division Chart of the owning player’s choosing on the following 7am turn. Note that if a unit routs on the 1700, 1900 or Night turn, it will be two days before it may return to the Off-Map display (you must wait for the second 0700 turn to come). Any German Units remaining from the routed Formation on the map (those that couldn’t retreat one hex and not be in an enemy Fire Zone) are now eliminated from the game.

If a Formation of the 59th Infantry Division is routed:

Count up the number of step losses that Formation has suffered to this point and roll a die. If you roll that number or less, the Formation has routed and is removed from play. All Independent Units within range of the Leader of that Formation are also removed from play. Once removed, 59th Infantry Division Units never return to play.

After the effects of the Rout have been completed, return the Rout Chit to the Event Cup.

Heroic – Place the Heroic Chit on any one friendly unit. That unit now has a TQ of one more and a defense of one less than its face value. This Chit stays with this one unit until the friendly player rolls another event. At that time, it is removed from the attached unit and placed back in the event cup before a new Event is chosen so that it may be drawn again. Once the Heroic Chit is removed from the Unit, its effects no longer apply to that unit.

Intelligence – The friendly player may add 6 command points and 2 dispatch points to any one parent formation. Place the marker back in the cup.

Rally – Remove any 4 suppression or cohesion steps from any one formation regardless of the presence of enemy fire zones. Any excess suppression or cohesion steps are ignored. Place the Rally Chit back in the cup.

Lost – The enemy player may pick one friendly stack or unit. The chosen stack (or Unit) is moved by the enemy player in any manner he wishes up to the Stack’s full 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 enemy player in an enemy Fire Zone). As different units move differently and pay different costs, this movement continues until one unit in the stack runs out of Movement Points. However, this “lost movement” ends as soon as the lost stack enters an enemy Fire Zone. At the end of movement and after any Opportunity Fire is resolved, all Units that were lost are Suppressed.

During this lost movement the enemy player can put the stack into or out of Column but he may not force march any Units in the stack. After this has been completed, return the Lost Chit back to the Events Cup.

Dutch – The friendly player may place the Dutch Chit in any city or town hex. Any Unit (friendly or enemy) that is currently in that hex, or enters the hex at any point in which the Dutch Chit is in that hex, may not leave that hex via a movement action. Stacking in this hex is unlimited while the Chit is in play. The Dutch marker stays in the hex in which it was placed until the next time the owning player rolls an event. When that happens, place the Dutch marker back in the cup before an event is drawn so that it may be drawn again. All effects of the Dutch Chit are removed the moment it is taken off the map.

Explosion – The enemy player may attack any friendly Artillery Unit or Artillery Park as if he had an artillery unit with a “3” white FP attack within range. No Modifiers apply to this attack. If there are other units in the hex (but only the attacked unit is not in an Artillery Park), they are subject to rule 16.4.1. If the attacked Unit is in an Artillery Park, only that Artillery Unit is attacked. Place a heavy barrage marker in the attacked hex (no Barrage is placed on an Artillery Park). After this effect has been completed, the event is placed back in the cup.

Minefield – The friendly player may place a minefield marker in any hex within 3 hexes of one of his units. All units (friendly or not) must pass a TQ check to leave that hex while it is in play. An engineering unit may remove the Minefield by performing an engineering action in the Minefield hex. If placed in a Club Route hex, the German player earns a Club Route Closed marker. Place the Minefield Chit back in the cup. The Minefield marker stays in the chosen hex until removed by an engineer unit.

Reinf – The friendly player may choose one formation and recover 2 step loses from any unit of that formation regardless of enemy fire zones. If there is one step lost in total from that Formation and the owner of the Chit is the 101st player, he may bring in one step of “Lost 82nd AB” units in his formation leader’s hex. He may bring in a two step unit if there are no losses in this particular formation. The number of “Lost 82nd AB” units is finite and new units may not be created. The German Player (and the 101st Player if all Lost 82nd units are in play) loses any additional recovered lost steps if there are none left to replace. After the players complete the event, the Event Chit is placed back in the cup.

Ambush – The enemy player may attack any friendly unit within 3 hexes of an enemy unit with a “6” white FP attack. No Modifiers apply to this attack. Place the event back in the cup.

S4.0 Piggyback Mode

Infantry Units without Organic Transport may “piggyback ride” on Vehicle Units of their Formation.

S4.1 Starting in Piggyback Mode

To mount up Piggyback, the two Units must start in the same hex and it takes an entire movement action by both units to Piggyback. When a Unit starts in piggyback mode, the two Units move as one, but only when the Vehicle Unit is activated.

S4.2 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.

The infantry Units being carried in piggyback mode are never active. When the active vehicle Unit dismounts the inactive infantry Unit, the infantry Unit cannot perform any Actions until its next Activation. The active vehicle Unit may perform a Second Action if eligible, after the infantry Unit dismounts

S4.3 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.

S4.4 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.

S5.0 German Special Rules

S5.1 German Reorganization

S5.1.1 Eindhoven Regional Command/KG Chill

Replace the Eindhoven Regional Command display with the KG Chill display at the start of the 0700 9/20 turn. Any Formations on the Eindhoven Display are placed in the same place on the KG Chill display. All German TQ ratings anywhere on the Where Eagles Dare map are all increased by one and all German white (and only white) assault ratings are increased by one.

S5.2 The Eindhoven Air Raid

At the start of the game, the German player secretly places his 3 raid markers on the game turn track on the 18th, 19th and 20th turns. Two are not raids and are decoys but one is the actual raid. Reveal each marker during the Reinforcement Phase on either the corresponding Night Turn of the 18th, 19th or 20th.

Until the Allied player spends a total of 4 Dispatch Points to stop this, each time an Allied player pulls the 101st Airborne or Guards Armored Division Activation chit, immediately (before he rolls for new Command or Dispatch Points) add a Club Route Closed marker to the Hell’s Highway box.

The Allied Player may spend Dispatch Points to stop this effect when an Allied Divisional Activation chit is picked from the cup and after he has rolled for more Dispatch Points.

When subsequent Divisional Activation chits (either the 101st or the Guards Armored) are picked, if the 4 total Dispatch Points have not yet been spent, add one more Club Route Closed marker to the Hell’s Highway box. The Dispatch Points do not all need to be spent at once but until a 4 total Dispatch Points are spent, the German will keep adding Club Route Closed markers to the Hell’s Highway box when either the 101st or Guards Division Activation is chosen. This Club Route Closed marker is in addition to a Club Route Closed marker that might occur from a German Unit or Heavy Barrage.

S5.3 Divisional Trucks

There is a series of Units labeled Divisional Trucks and these appear at the start of play or as reinforcements. These are kept off the map until used.

If In Command, a Unit of the owning Division may use these assets. As an Action the Leg Unit may mount just as if it had Organic Transport. Place the Divisional Truck on top of the Unit now mounted in the trucks. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, remove the Divisional Truck from the map, and it is kept off map until used again. If eliminated or abandoned, these assets are removed from the game, otherwise they can be reused an unlimited number of times.

The counter mix is an absolute limit and players may not create more.


:?: Q:If a unit dismounts from a Divisional Truck, can the truck be used by another unit in the same activation phase (say, a Div Act chit or a DC chit)? A: yes it can. As soon as the Unit dismounts, the Divisional Truck is returned to the pool of available TRUCKS and is available again. CSW


S5.4 German Flak Units

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.

S5.5 KG Huber

There are two sets of Units for KG Huber on the countersheet and they are marked with an asterisk. The Units of KG Huber can be either part of the 59th Infantry Division or KG Chill - but not both. On the Night, September 17th Turn, the German player choses which Division will control KG Huber. If he chooses the 59th Infantry Division, KG Huber enters on the 0700, September 17th and is considered a 59th Infantry Formation. If he chooses KG Chill, KG Huber enters on the Night, September 21st Turn and is considered a KG Chill Formation. Place the not chosen Formation to the side and it is not used in the game.

S6.0 Allied Special Rules

S6.1 Allied Supply

S6.1.1 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.

S6.1.2 Club Route Closed

If Club Route is closed, Guards Armored Division Units have their Troop Quality Rating reduced by 2.

S6.2 Allied Dispatch Point Discounts

For the 101st Airborne 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.

S6.3 Divisional Jeeps

There is a series of Units labeled Divisional Jeeps and these appear as reinforcements. These are kept off the map until used.

If In Command, a Unit of the owning Division may use these assets. As an Action the Leg Unit may mount just as if it had Organic Transport. Place the Divisional Jeep on top of the Unit now mounted in the jeeps. The Unit is now treated as an Independent Formation Unit until it dismounts. When it dismounts, remove the Divisional Jeep from the map, and it is kept off map until used again. If eliminated or abandoned, these assets are removed from the game, otherwise they can be reused an unlimited number of times.The counter mix is an absolute limit and players may not create more.


:?: Q:If a unit dismounts from a Divisional Truck, can the truck be used by another unit in the same activation phase (say, a Div Act chit or a DC chit)? A: yes it can. As soon as the Unit dismounts, the Divisional Truck is returned to the pool of available TRUCKS and is available again. CSW


S6.4 Night Turn Restrictions on Guards Armored and 43rd Infantry

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).

S6.5 44 RTR and the 15/19 KRH

These Units are Independent Units of the 101st Airborne Division in all ways.

S6.6 101st Airborne Non--Formation Command

101st Airborne Division Units are considered In Command if they are within Command Range of any 101st Airborne Division Leader and not just their Formation Leader. However, if a 101st 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. Not withstanding this rule, a 101st Airborne Division Unit that is in the Command Range of another 101st Airborne Division Leader does not become Active if the Formation Activation Chit of the other 101st Airborne

S6.7 American Telephones

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.

S6.8 Self Command

The following Allied Units are always considered to be in Command, no matter how far they are from any Leader:

A/2 HHC

B/2HHC

C/2 HHC

D/2 HHC

101 Recon

S6.9 Heroes

Only one Hero is included for Where Eagles Dare. The remainder are used in The Devil’s Cauldron. These markers are one time use markers. You use them for their effect and they are removed. The effect is immediate and may be played at any time during movement or after a die roll as been made as applicable.

Should a Unit of the 502 PIR suffer a 1 Step Loss or an E result in any combat, the Allied Player may play the PFC Joe Mann marker to negate the combat loss immediately after the roll has been made that caused the loss. Additionally, all disruptions or Suppressions that are in the Allied hex just fired upon are removed as well (even if from previous combat).

Mann may only be played in The Best Laid Plans scenario or the Campaign game.


:?: Does the term “disruptions” have an in-game effect? Was Cohesion Hits meant? This should be Cohesion Hits.


S6.10 231st Brigade

Units of the 231st Brigade may never move north of “Deployment Limit 231st Brigade” line on the Eindhoven Map for any reason. If for any reason they are north of this line, eliminate the Unit immediately as it crosses the line.

Additional, in Where Eagles Dare, while this Formation is a 43rd Infantry Division, the Guards Armored may pay Command Points and Dispatch Points for this Formation.

Optional Rules

The following are optional rules than may be used if both players agree to them.

O1.0 Covering Fire

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.

O2.0 Alternate Chit Draw Mechanism

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.

O3.0 German Lost Rule

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.

O4.0 Airborne Tanks

Players can see if having armor would have mattered.

Included for the 101st Airborne 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.

/var/chroot/home/content/36/4207436/html/gtswiki/data/pages/where_eagles_dare.txt · Last modified: 2016/02/14 12:04 by Ty Snouffer