Escolar Documentos
Profissional Documentos
Cultura Documentos
WEATHER
Condition
Clear
Overcast
Fo!
Mud
JullAug
1-69
70-88
89-91
92-97
98-100
NP'
M ud/Overca~ _
MONTH
Sep/Oct/Nov
Dec/Jan/Feb
1-44
1.:.Q.l.
62-72
45-50
73-75
NP
76-91
NP
92-97
51-58
59-100
98-100'
Mar/Apr
1-53
54-71
72-75
76-91
92-97
98-100'
Snow
NOTES :
1) Not possible.
2) March and November only, otherwise overcast. Check for severity of snow on Snow Table
below.
SNOW TABLE
IJi9
(Dec-Feb + 1; Mar, No v - 1)
Die Roll
Condition
Falling Snow
0-1
2-3
Ground Snow
Ground Snow and Falling Snow
4-5
Ground Snow
6-7
Deep Snow
8-9
Deep Snow and Falling Snow
10-11
WEATHER EFFECTS
no effect.
Clear weather:
Fog , lalling snow : (1) Spotting and combat possible at short range only ;
(2) Treat all direct fire as passin g throu gh smoke.
!JJ.
--'
SUNRISE-SUNSET CHART
r-I~
Sunrise
5:00
5:30
6:30
7:15
7:45
7:45
7:1 5
6:15
5:1 5
Sunset
19:1 5
18:1 5
17:15
16:15
16:00
16:30
17:30
18:00
19:00
Activity
Enter new area on improved road .
Enter new area on dirt road.
Enter new area on no road.
Combat occurs when entering a new area.
Check anyone additional area for estimated enemy resistance.
Attempt to replenish ammo- roll 10: 1-7 = arrives; 8-10 = fails.
Call lor artillery-roll 10: 1-7 =arrives ; 8-10 =fairs.
Call for air strike-roll 10: 1-4 =arrives; 5-10 =fai ls.
Replace incapacitated crewmen (19.3).
f~m .
30m.
45m.
15m.
15m.
60m .
1! 5m.
30m.
30m.
NOTES:
1) No air strikes possible with overcast , fog, or falling snow weather.
2) Movement + 15 minutes during mud , fog , rain , ground snow, or deep snow weather.
EXTRA AMMO
TIME TABLES
TIME ELAPSED TABLE
Month
July, August
September
October
November
December
January
February
March
April
AMMO AVAILABILITY
I!J
IfJ
AMMO TABLES
DEPLOYMENT TABLES
TABLE I (All
Deployment
Hull Down
StoPl!.ed
Moving
TABLE II
Deployment
Hull Down
StoPll.ed
Moving
1987 The Avalon Hill Game Company Division of Monarch Avalon, Inc . Printed in USA
A-7075
2/87
13689-3
8680004 (A)
\~
WOUNDS TABLE ~~__~ ~______~M~O~V~E~M~E~N~T~T~A~B~L~ES~____~I I
r-~~
________________
'b .. ~
Dice
Effect on
Roll
Wound
Effect
Bailing Out
1-42
Near Miss
None
None
43-47
Unconscious'
Incapacitated'
Cannot bailout
Light wound
48-72
None
None
73-87
Lig ht wou nd
None
Out 1 week'
Bail out +2
88-92
Serious wound
Out 10 weeks'
93 -97
Serious wou nd
Sent home'
Cannot bail out
98-100'
Killed
Incapacitated
Cannot bail out
Dice Roll Modifiers :
(?) See Hit location Effects Table for modifications to the dice rolls due to
the location of hits.
- (7) Crewman's rati ng wh en ro lling for wounds after bailout or wh en attempting a rescu e (see 19.1).
- 20 For Minefield attacks.
- 10 For rolls due to Harassing Fire if all non-US controlled close zones are
under Advancin g Fire and/or no en emy lW or MG units are nearer than
long range.
+ 5 For any crewman during an AA MG or Sub MG and rolling for wou nds due
to Collateral Damage .
NOTES :
Unconscious result applies to wounds caused only by gunfire knocking out your tank or
by minefield attacks. Otherwise treat this resu lt as a light wound with no other effect.
2) Unconscious men are temporarily incapacitated . During the Crew Actions Phase, 4.74 ,
attempt to recover consciousness . Roll 1 D: 1-5 = conscious ; 6 + = remain unconscious.
3) Crewman is incapacitated (see 19 .22) .
4) An unmodified roll of 100 always = crewman killed .
1)
HF
H FR
H BR
HFL
H BL
HB
NOTES :
.' f.R
Forward
or Reverse
NA
1-97
98-99
100
Reverse to
Effect
Hull Down
Hull dow.
1-10
No accident
11-97
1Thrown Track
98-99
Bogged Down
100
Dice Roll Modifiers :
- 7 Driver 's rating
- ? Commander's rating if commander directi ng movement from open hatch
- V2 Commander's rati ng (round down) if commander directing movement from
visi on cupola
- 2 Tank has HVSS suspension
+ 5 Driver buttoned up
+ 3 During ground snow weather
+ 6 During deep snow weather
+ 9 During mud weather
NOTES :
1)
NA = not applicable .
Movement Table. Once free it may move normally. A tank that throws a track or requires
assistance cannot move until the battle in this area ends . Thereafter a tank with a thrown
track is finished with combat for the day.
&
MOVEMENT DIAGRAM
NOTES:
-=Noeffect.
A
= Enemy units move one zone forward
as per the Movement Diagram and
recheck facing.
B = Enemy Units move one zone backward as
per the Movement Diagram and
recheck facing.
7111
( . ,1'_ ~, "
{\ \ \
r
r-
Die Roll
1-50
51-52
53-54
55-57
58-60
61-63
64-65
66-70
71-75
76-80
81-90
91-100
Effect
No effect
Driver .l?,eriscope broken
Assistant driver peri scope broken
Gunner periscope broken
l oader periscope broken
Commander periscope broken
Gunsight broken
.50 caliber AA MG broken
Driver possibly wounded if not buttoned up.
Assistant driver possibly wound ed if not buttoned up.
Loader possibly wounded if not buttoned up.
Commander possibly wound ed if not buttoned up.
NOTES:
1) Crewmen with broken periscopes can not spot, fire weapons (other than the smoke mortar,
2) If the gunsight is broken, the main gun cannot be fired again this day.
3) A broken AA MG may not be fired for the remainder of the day.
4) Roll on the Wounds Table for each possibly wounded crewmen.
fJa
;rgTANK
Die Roll
Result
1-10
Tank Free
11-80
No Effect
81-90
Tank Throws Track
91-100
Assistance Required
Unmodified Roll : 100 = Assistance required.
Die Roll Modifiers:
- (?) Driver rating
- (7) Commander's rating if command er directing movement from an open
hatch
- 5 If tan k has HVSS suspension
+ 10 Driver bu ttoned up
EXPLOSION TABLE
BREW UP TABLE
\~ ,
NOTES:
1) Ambu sh turns : DI CE RO LL + 10.
2) Ambush turns : DICE ROLL + 20.
3) Fires at your tank instead if you are firing at its front. If you are firing at its side or rear ,
it moves back (MOVE-B).
4) Fires at your tank instead if you are firing at it.
5) MG , and LW fire versus you r tank is resolved on the Collate ral Damage Table.
~~
40
66
88L
88Ll
To Kill Infantry Squad
SPGLTank
LW
MG
68
68
63
66
65
30
55
40 _ __
20
30
10
03
03
NOTES:
1) Du ri ng falling snow or fog weather, To Kill numbers are halved for bot h tables, and combat
beyond close range is prohibited.
2) When rolling To Kill an infantry squad, an unmodified roll of 01, 02, or 03 always kills.
3) To Kill numbers are halved for each Smoke marker the fire encou nters from the firer 's
zone to the target's zone, inc lusive.
NOTES:
1) Ambush turns : DIC E ROLL + 10.
2) Ambush turns : DIC E ROLL + 20.
3) Trucks do nothing .
4) Fires at your tank instead if you are firing at its front. If you are firin g at its side or rear,
it moves back (MOVE-B).
5) Fires at your tank in stead if you are firing at it.
6) PSW, SPW, MG, and LW fire versus you r tank is resolved on the Collateral Damage Table.
SPG/Tank/AT Gun
To Kill Sherman Tank
50L
75L
75LL
88L
88LL
To Kill Infantry Squad
SPG/Tank
SPW/LW
MG/PSW
Close
Ran e
15
52
68
68
68
40
66
63
66
22
61
43
61
6.5
30
55
40
20
30
10
03
03
NOTES:
1) During fall ing snow or fog weather, To Kill nu mbe rs are halved for both tables, and combat
beyond close range is prohibited.
2) When rolling To Kill an infantry squad , an unmod ified roll of 01 , 02, or 03 always kills,
3) To Kill numbers are halved for each Smoke marker the fire encounters from the firer's
zone to the target's zone, inclusive,
FRIENDLY ACTION
Roll 20 for each enemy unit on the Battle Board to see if the unit
is KO or obscured by smoke due to Friendly Action. If the number
rolled (after modification is within the range of numbers under KO,
the unit is eliminated. If the number is equal to the smoke number
or higher, place a Smoke marker in the unit's zone.
UNIT TYPE
KO
SMOKE
LW .MG
_ UO
1-20
AT GUN
80+
TRUCK
1-60
SPW/PSW
1-40
- 1-30
pz IV
90+
1-20
Pz V
80 +
1pz VI
10
60+
1-30
STuG Ilig
90+
MARDER it,JI!
1-50
I1-20
JdgPz IV
80+
JdgPz 381
1-20
80+
Dice roll modifiers (To KO only) :
- 10 Flanking Fire
- 10 Air Strikes versus vehicles
-3 For each sector marked US Control
-3 Artillery versus LW, MG , or AT gun targets in Woods
+1 Versus LW or MG for each friendly infantry squad lost
+2 Versus vehicle targets for each friendly tank lost
+ 10 For each smoke marker in the target's zone
+ 10 During fog or fall ing snow weather
+ 10 Advancing Fire or Artillery Fire versus vehicles (except truc ks)
.
~
SPG/Tank/AT Gun
To Kill Sherman Tank
50L
75L
1-~-~7~5~
Ll---
~~
.
\j');L
d'~
- -
r-------
NOTES:
1) A roll of 01 , 02 , or 03 is always a KO regard less oflnodifiers.
2) Dice roll modifiers apply only To KO numbers. The numbers rolled before any modifications determine whether smoke is placed or not.
3) During fog or falling snow weather , no Friendly Action of any type other than artillery
may be resolved against units in Sector 6-8 at either medium or long range.
ADVANCING FIRE: Place six Advance Fire markers anywhere in Sectors 4-5 and
9-10 , and in the close and medium range zones of Sector 6-8 . For every 3 friendly
tank losses (round up) omit one Advance Fire marker . Advancing Fire expends
1012 (round down) HE rounds and .30 calibre MG ammo boxes .
.
~
ENEMY ACTION:
COUNTERATTACK SCENARIO
For each enemy unit on the Battle Board roll 20 :
UNIT
ACTION
SPG/Tank
MG/LW
1-10
1-10
Do NQUlJng
11-40
Move-F
11-40
-f--L
41-50
..11-50
-R
51-60
51-60
-8
61 -70
61-70
iFire-Infantry
71- 75
71-75
na
Fire-Any T~11L76-9 '
96-100 + 2
-Your Tank
96-100 +
,-
NOTES :
1) Fi res at you r tank instead if you are firing at its fron t. If you are firing at its side or rear,
it moves back (MOVE-B ),
2) MG , and LW fire versus your tan k is resolved on the Collateral Damage Table,
,-Z!.l
Close
Range
Medium
Range
42
75LL
58
88l
58
88LL
58
To Kill Infantry Squad
SfGLIank
_ ,~~
LW
_
~__T.
20:;.-.~_~
MG
45
Long
Range
30
56_ __
53
56
30
10
20
12
51
33 -
5~~
05
-----i~~
NOTES:
1) Du ring falling snow or fog weather, To Kill numbers are halved for both tables, and combat
beyond close range is prohibited,
2) When roll ing To Kill an in fantry squad , an un modified roll of 01 , 02, or 03 always kills.
3) To Kill numbers are halved for eac h Smoke marker the fire encounters from the firer's
zone to the target's zone, inclusive.
A-7075
2/87
136893
8680004 (8)
ENEMY AP % TO KILL
Jf~
.
Armor
Class
I
II
III
Armor
Class
I
II
.~
III
Armor
Class
I
II
III
IlIJ
Determine first from which sector on the Battle Board the Panzerfaust attack is originating by rolling 1D according to rules section
5.12. If the sector rolled is US con trolled, no attack tak es place. If
the sector is not US controlled, place the Panzerfaust Attack marker
in the sector's close range zone. Roll on Table I to see if an attack
occurs. If an attack occurs, roll on Table II to see if the Panzerfaust
hits your tank. If it hits, roll on Table III to see if your tank is KO .
If no attack occurs, or the attack does not hit, or your tank is not
KO, the random event has no effect.
TABLE I: TO ATTACK
SCENARIO
Advance
{::~~erattack
ATTACK OCCURS
1-3
1-5
1-2
TABLE II TO HIT
Rear
95
95
T 83/72/ 58
H 95/95/92
NOTES :
1) T= Tu rre1; H= Hull.
2) 17/ 08 / 03 = Number needed To Kill at close
range/ medium ran ge/long range.
ENEMY AP TO HIT
, ' .. ~'>
Rear
T 95/92/83
H
95
T 95 / 92 / 83
H
95
T 42/28/1 7
H 83172/58
l0
Roll 1D for each hit by gunfire or Panzerfaust attack to determine location of hit:
NORMAL TARGET
HULL DOWN TARGET
Die Roll
Location
Die Roll
Location
Turret
1-5
Turret
1-4
Miss
5-9
Hull
6+
Track
10
NOTE: A track hit automatically disables the veh icle. Mark
it with a Thrown Track marker. Do not roll on a To Kil l table
for a track hit.
Under the column of the scenario being pla yed, roll2D to determine
which random event occurs :
Scenario
Counterattack
Battle
Event
Advance
01 -05
01-05
01-05
1) Time Passes
06-2 5
06 -20
06-1 5
2) Frie ndly Artillery
26-35
16-20
21 -30
3) Enemy Artillery
31 -35
21 -25
4) Mines
36-40
36-40
26-30
5) Panzerfaust Attack
41- 45
41 -45
31 -35
6) Harassing Fire
46-50
46-60
7) Friendly Advance
36-60
51-75
61-80
61
-80
8) Enemy Re inforcement
.
76-90
81 -85
9) Enemy Advance
91 -100 +
10) Flanking Fire
81-100 +
86-100 +
EVEN T DESCRIPTIONS
1) Time Passes: Mark off 15 minutes of time.
2) Friendly Artillery: Roll against each enemy un it on the Friendly Action Table .
3) Enemy Artillery: Roll 1D to KO friend ly infantry units: 1-6 = 1 KD ; 7-9 = 2
KO; 10 = 3 KO. Roll also on th e Collateral Damage Tabl e for any additional
effect on your tank or crew.
4) Mines : No effect if not moving; if moving see the Mines Table.
5) Panzerfaust Attack : See the Panzerfa ust Attack Table .
6) Harassing Fire : Your tank is sprayed with small weapons fire. Roll on the
Collateral Damage Table .
7) Friendly Advance : Place one US co ntrol marker in a sector of yo ur choice
that is empty of en emy units and adjacent to a sector already US co ntrolled.
Ignore th is event if no sector qualifies.
8) Enemy Reinforcement: Activate one ad ditional enemy unit for an Advance
Scenario and two additional units for Battle or Cou nterattack Scenarios.
9) Enemy Advance: Remove one US Control marker from a Battle Board sector
adjacent to an enemy unit. If two sectors are eligible , roll 1D: 1-5 = left hand
sector; 6-10 = right hand sector. Ignore this event if no sector qualifies.
10) Flanking Fire : Roll again st each enemy unit on the Fri en dly Action Tabl e with
a die roll modifier of - 10.
111
Mines have no effect if tank is not moving. If tank is moving roll 1D:
DIE ROLL'
EFFECT
0-1
One friendly tank knoc ked out
2
Your tan k disabled'
3-10
No effect
NOTES:
1) Beginning 1/ 1/ 45 die rolls are - 1.
2) A disabled tank is finished for the day when combat in this area is resolved . Mark a
disabled tank with a Thrown Track marker. Roll 10 for effect on crew : 1-8 = No effect ;
9 = Driver possibly wounded; 10 = Assistant driver possibly wou nded . Check for wounds
on WoundS Table.
.-
1987 The Avalon Hill Game Company . Division of Monarch Avalon, Inc . Printed in USA
TO HIT TARGET
>
~~
~~
.
Infantry targets are LW, MG, and AT. Roll the base number shown
or less To Kill.
MACHINE GUNS
Sub
AA
Co-Axial
Bow
Base # To KO Infantry Targets:
10
25
30
20
CLOSE RANGE
nc
20
20
MEDIUM RANGE
I~?
15
10
nc
LONG RANGE
00
Dice roll modifiers:
- (?)
-(7)
-(7)
-(7)
Crew Member's Rating
-5
-15
-15
-10
vs. LW Moving in Open
-10
+10
+10
Advancintiire
+10
+i o+10
+10
Sherman Moving or Pivoting
+10
+10
+10
+10
Target in Woods
r- +10
+15
+15
vs. AT Gun or Target In Building
+15
+15
+20
VS. Target In Fortification
+20
+20
+2~_
x1/2
xl/2
x1 / 2
x1/2
Per Smoke Marker
Firing' Through Fog or Falling Snow
xl/2
x1/2
><1/2
x1/2
P
Sherman Hull Down
Unmodified rolls:
Automatic Kill:
01, 02, 03
98, 99 , 100
Gun Malfunction:
NOTES:
1) P=Prohibited.
2) nc = No chance To Ki ll.
3) -= No effect.
4) Base numbers To Kill are halved for each Smoke marker the fire encounters from the firer 's
zone to the target 's zone, inclusive.
5) During fog or falling snow weathe r, base numbers To Kill are halved, and only targets at
close range may be fired on.
6) Ammo use: mark off one box of MG ammo if the colored die shows 1-3.
ADVANCING FIRE-Roll 20: 1-30 = one ammo box expended; 31 -97 = no special
effect ; 98-100 = MG malfunction.
A7075
2/87
136893
8680004 (C)
AP TO KILL (75)
iiJ:
~fJ
Target
pz IV
pz V
pz Vie
pz Vlb
--
STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
PSW, SPW
TRUCK
if~
.
Rear
NOTES:
1) T = Turret ; H = Hull ; nc = No chance To Kill.
2) 92/83/72 = Number needed To Kill at close rangelmedium range/ long range .
3) All Critical Hits are automatic ki ll s except for the 76L AP hits against the Front Hull of the pz Vlb where the numbers needed
To Ki ll are 58/ 42 / 28.
NOTES:
~
Target
pz IV
Front
nc
pz \t
pz Vie
nc
nc
pz Vlb
STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
SPW, PSW
TRUCK
1-
nc
nc
nc
nc
T17
H 08
T 28
H 17
nc
08
T 42
H 28
T 42
H 28
T 03
H 08
08
28
95
17
T 58
H 42
T 58
H 42
T 08
H 17
17
42
95
nc
28
95
NOTES:
1) T=Turret; H=Hull ; nc= No chance To Kill.
Front
T 58
H 42
nc
T nc
H 03
nc
1-
1-
1-
28
T 97
H 92
T 100
H 97
nc
nc
100
100
.~~
:I.S;'
Rear
T 08
H 17
nc
nc
TO KILL (76L)
For Critical Hits see note 3) below. For Normal Hits roll the number shown or less To Kill.
AP HITS
HVAP HITS
Target
Front
Side
Rear
Front
Side
Rear
pz IV
T 92/83172
T 95/92/83
T 95/95/92
T 95/95/92
95
95
H 72/58/42
H 95/95/92 H
95
H 95/95172
pz V
T 03/nc/nc
T 83/42/03
92/83/72
95/92/83
95/95/92
95
nc
H 28 /03/nc
H
pz Vie
T 03 / nc / nc
72158142
83172/58 T 83/42 / 03
95/95172
95/95/72
H 95/83 /28
pz Vlb
T 28/17/08
T 42/28/17
T 28/03/nc
T
nc
T 95/83/28
T 95/92/42
H72/58142 H 83172/58 H nc
nc
H 95/95172
H 95/95/83
H
STuG Ilig
95/95/72
72/58/42
83
95
95
95
MARDER II
95
95
95
95
95
95
MARDER III
95
95
95
95
95
95
JgdPz IV
03/nc/nc
T 95/95/92
95
83/42/03
95
95
H
95
83/42 /03
JgdPz 38t
03/nc/nc
95
95
95
95
SPW, PSW
95
95
95
95
95
75
75
75
TRUCK
75
75
75
CRITICAL HIT
Side
T 83
H 92
58
28
Rear
T 92
H 97
72
42
T 03
H 28
92
100
T 08
H 42
97
100
100
100
T 83
H 92
92
100
100
T 92
H 97
97
100
100
Target
pz IV
Front
nc
pz V
pz Vie
pz Vlb
nc
nc
nc
STuG Ilig
MARDER II
MARDER III
JgdPz IV
JgdPz 38t
SPW, PSW
TRUCK
nc
T 02
H nc
T 13
H 02
nc
nc
13
95
NOTES:
Rear
T77
H 82
57
27
T nc
H 27
82
100
100
T77
H 82
82
100
100
COMBAT CALENDAR
Month/
Day
Situation
7/ 27
7/ 28
7/ 29
7/ 30
7/3 1
8/ 1
8/ 2
8/ 3
8/4
8/5
8/6
8/ 7
8/ 8
8/ 9
8/ 10
8/ 11
8/ 12
8/ 13
8/ 14
8/ 15
8/ 16
8/17
8/ 18
8/ 19
8/20
8/ 21
8/22
8/23
8/ 24
8/ 25
8/ 26
8/ 27
8/ 28
8/ 29
8/ 30
8/ 31
9/ 1
A/ 3/ L
B/ 4/ M
A/ 2/ L
A/ 4/ M
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/2/L
A/4/H
A/ 2/ L
A/ 4/ H
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 4/ L
A/ 2/ L
A/2/L
A/ 2/ L
A/ 2/ L
A/ 3/ M
A/2/ L
A/ 2/ L
A/2/ L
A/2/L
A/2/L
A/2/L
A/ 2/L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/L
A/ 2/L
A/ 2/ L
A/ 4/ M
A/ 2/L
9/11
9/12
9/ 13
9/ 14
9/ 15
9/ 16
9/ 17
9/ 18
9/ 19
9/ 20
9/ 21
9/ 22
A/5/H
C/5/M
C/5/M
A/ 3/ M
B/ 9/ M
B/ 9/ M
A/ 3/L
A/3/L
B/ 9/M
A/ 3/ L
B/ 9/ M
B/9 / M
Historical
Notes
Cobra Breakout
Coutances
Avranches
Vannes
Lorient
Nantes
Monthl
Day
9/ 25
9/ 26
9/ 27
9/ 28
9/ 29
9/ 30
1011
1012
1013
1014
1015
1016
1017
10 /8
1019
10110
10/ 11
Historical
Notes
Situation
C/ 9/ H
C/ 9/ H
B/6/M
B/ 5/ M
C/ 9/ H
C/ 2/ L
C/ 2/ L
C/2/L
C/2/L
C/2/L
C/2/L
C/ 2/ L
Counterattack
Hill 318
Arracourt
c/2 / L
C/ 2/ L
C/2/L
C/ 2/ L
C/ 2/ L
RefittinQ
Orleans
Commercy
Refittino
Moselle Crossing
11 / 9
11 110
11111
11/12
11 / 13
11 114
11115
11116
11117
11 118
11 / 19
11 120
11 121
11 122
11 123
11 124
11 / 25
11 / 26
11 127
11/28
11129
11130
1211
12 / 2
1213
1214
12 15
12 /6
B/ 5/ M
A/ 3/ L
A/ 5/ M
C/8/H
C/2 / L
C/2/L
A/4/H
A/4/M
A/4/M
A/ 4/H
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 4/ M
CI7 IM
C/ 2/ L
A/ 3/ M
A/2/L
A/2/L
A/2/L
A/ 4/M
A/ 4/ M
A/ 2/ L
A/ 2/ L
B/ 9/ H
B/ 9/ H
12121
12122
A/ 2/ L
A/ 2/ L
Fonteny
Counterattack at Rodalbe
RefittinQ
Situation
12/ 23
12 / 24
12 / 25
12/ 26
12/ 27
12128
12129
12 / 30
12131
1/1
1/2
AI7I H
AI7IH
AI7IH
A/ 9/ H
A/ 4/ M
A/ 4/ M
A/ 4/ M
C/3/M
C/3/M
C/3/M
C/3/M
1/ 9
1/ 10
1/ 11
1/ 12
1/ 13
1/ 14
1/ 15
1/ 16
1/ 17
1/18
1/ 19
1/20
1/21
1/22
1/23
1/ 24
1/ 25
1/ 26
1127
1/ 28
1/ 29
1/ 30
1/ 31
211
2/ 2
A/ 2/ L
A/2/ L
C/2/L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/ 2/ L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/ 2/ L
2/22
2/23
2/ 24
2/ 25
B/8/M
B/6/M
A/2/L
B/ 5/ M
B/ 5/ M
B/ 5/ M
C/ 2/ L
C/ 2/L
C/ 2/ L
2126
Battle of Bining
Refitting
Arracourt
Monthl
Day
2/ 27
2/ 28
3/ 1
3/ 2
Historical
Notes
Defensive positions
c/2 / L
C/ 2/ L
C/ 2/ L
C/2 / L
C/2/L
CI2IL
C/ 2/ L
A/2/L
Hosdorf
Refitting
GeichlinQen
Sinspenlt
Rittersdorf
Bitburg
Matzen and Fleissen
Month/
Day
3/ 5
3/ 6
317
3/ 8
3/ 9
3110
3/ 11
Historical
Notes
Situation
A/ 2/ L
A/ 2/ L
A/2/L
A/ 2/ L
To the Rhine
AI'2 / L
A/ 2/ L
A/ 2/ L
3/14
3/15
3/16
3/17
3/ 18
3/ 19
3/20
A/9/M
AI7IM
A/5/L
A/3/L
A/2/ L
A/2/L
A/2/L
3/ 24
3/ 25
3/ 26
3/ 27
3/28
3129
3/30
3/31
4/1
4/2
413
4/4
415
4/6
417
4/ 8
4/9
4/10
4/ 11
4/ 12
4/13
4/14
4/15
4/16
4/17
4/ 18
A/ 2/ L
Al2/ L
C/ 2/ L
C/ 2/ L
A/4/L
A/2/L
A/2/L
A/2/L
A/4/L
Al2/L
A/2/L
Al4/L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/ 2/ L
A/2/L
A/2/L
A/2/L
A/2/L
A/2/L
C/2/L
C/2/L
C/2/L
C/2/L
C/2/L
CreuzburQ
Gotha
RefittinQ
Martelange
A-7057
2/87
144993