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Grand Operational

Simulation Series

GOSS System Rules

Contents

3.4.2b Mech Units & Fuel ................................ 9


3.4.3 Fatigue and ENA...................................... 9

INTRODUCTION................................................. 6
1.0 GAME COMPONENTS................................ 6
1.1.0 Game Rules............................................... 6
1.2.0 Game Map................................................ 6
1.2.1 Roads........................................................ 6
1.2.2 Rivers and Streams.................................. 6
1.2.3 Covering Terrain....................................... 6
1.3.0 Game Charts & Tables............................. 6
1.4.0 The Playing Pieces................................... 6
1.4.1 Unit Type Chart......................................... 6
1.4.2 Unit Breakdown Chart............................. 6
1.4.3 Informational Markers Chart................... 6
1.5.0 The Rounding Rule................................... 6
1.6.0 Glossary of Terms.................................... 6
1.7.0 Other Commonly Used Abbreviations..... 7
1.8.0 Game Scale.............................................. 8
1.9.0 Inventory of Game Parts ......................... 8
2.0 SETTING UP THE GAME............................ 8
2.1.0 Setting Up the Map & Pieces.................. 8
3.0 THE GAME TURN......................................... 8
3.1.0 Scenario First Turn Rules......................... 8
3.1.1 Game Turn Record Track........................... 8
3.2.0 Sequence of Play..................................... 8
3.2.1 Active Player............................................ 8
3.3.0 Game Turn Sequence Outline.................. 8
3.3.1 Air Point Allocation Phase (AM GTs)...... 8
3.3.2 Weather Determination Phase............... 8
3.3.3 Transport & Logistics Phase .................. 8
3.3.4 Command Phase (All GTs)....................... 8
3.3.5 US Player Turn (All GTs)........................... 8
3.3.5a US Player Mode Determination Phase.8
3.3.5b US Player Construction Phase.............. 8
3.3.5c US Player Movement Phase.................. 8
3.3.5d German Player Exploitation
Movement Phase.................................. 8
3.3.5e US Player Fatigue Recovery Phase....... 9
3.3.5f US Player Turn Combat Phase............... 9
3.3.5g US Player Exploitation Phase................ 9
3.3.5h US Player Administrative Phase........... 9
3.3.6 German Player Turn................................. 9
3.3.7 Game Turn Indication Phase.................... 9
3.3.8 Night Turn Exploitation Phase................. 9
3.4.0 Extended Night Activity.......................... 9
3.4.1 ENA Sequence of Play............................. 9
3.4.1a First ENA Player Turn............................. 9
3.4.1b Second ENA Player turn........................ 9
3.4.1c Mutual Fatigue Phase............................ 9
3.4.2 Activating Units for ENA......................... 9
3.4.2a Restrictions on ENA ............................. 9

GOSS System Rules

4.0 UNIT CHARACTERISTICS.......................... 9


4.1.0 Unit Size & Type....................................... 9
4.2.0 Unit Strength and Step Losses............. 10
4.2.1 Current Unit Combat Strength.............. 10
Step Losses & Combat Strength.................... 10
4.3.0 Unit Proficiency...................................... 10
4.3.1a Proficiency Check Procedure............... 10
5.0 Unit Modes.............................................. 10
5.1.0 Tactical Mode......................................... 10
5.1.1 Tactical Mode and Movement............... 10
5.1.2 Tactical Mode and Construction........... 10
5.1.3 Tactical Mode and Combat.................... 10
5.2.0 Prepared Assault Mode........................ 10
5.2.1 Prepared Assault Mode Movement...... 11
5.2.2 Prepared Assault Mode & Combat....... 11
5.2.3 PA Mode & Fuel Points.......................... 11
5.3.0 Exploitation Mode................................. 11
5.3.1 Exploit Mode & Formation.................... 11
5.3.2 Exploit Mode & Movement................... 11
5.3.3 Exploit Mode & Combat/Overrun......... 11
5.4.0 Maneuver Reserve Mode...................... 11
5.4.1 Placing Units into Maneuver Reserve... 11
5.4.1a Limitations............................................ 11
5.4.1b Maneuver Reserve & Fuel Points........ 11
5.4.2 Effects of Being in Maneuver Reserve.11
5.4.3 Maneuver Reserve Bonus .................... 11
5.4.3a MR Bonus & Combat........................... 11
5.4.3b Extended Night Activity & Fatigue..... 11
5.4.3c Entering Exploit Mode directly from
Maneuver Reserve.......................................... 11
5.4.3d Increased MA during MR

Bonus Period....................................... 12
5.5.0 Replacements & Mode.......................... 12
5.6.0 Artillery Units & Mode.......................... 12
5.7.0 Reinforcement Units & Mode................ 12
6.0 STACKING................................................... 12
6.1.0 Stacking Limits....................................... 12
6.1.1 When Stacking Limits Apply.................. 12
6.1.2 German AFV Company Stacking............ 12
6.1.3 Zero Step Units and Stacking................ 12
6.1.4 Engineer & AT Unit Special Stacking ... 12
6.2.0 Stacking Limits & Movement................ 13
6.3.0 Effects of Overstacking ........................ 13
6.3.1 Combat Effects...................................... 13
6.3.2 Other Stacking Penalties....................... 13
6.4.0 Stacking & Fog of War.......................... 13
7.0 MOVEMENT................................................ 13
7.1.0 Procedure................................................ 13

7.1.1 Movement Eligibility............................... 13


7.1.2 Unit Movement Order............................. 13
7.2.0 Movement Class.................................... 13
7.3.0 Movement Points................................... 13
7.3.1 Expending Movement Pts...................... 13
7.3.2 Minimum Movement.............................. 13
7.4.0 Movement Allowance (MA).................. 14
7.4.1 Reduced Movement Allowance............. 14
7.4.1a Movement Allowance Halved.............. 14
7.4.1b Movement Allowance Quartered........ 14
7.4.2 Increased Movement Allowance.......... 14
7.5.0 Movement Restrictions......................... 14
7.5.1 Movement Halt....................................... 14
7.5.1a Enemy Units, No Movement CT
& Red Hexagons.................................. 14
7.5.1b German Heavy AT or Flak
with Red Hexagons.............................. 14
7.5.1c Prepared Assault Movement
& Adjacent Enemy Units....................... 14
7.5.1d Enemy Units in Entrenchments
or Fortifications.................................... 14
7.5.1e Unsuccessful Overruns........................ 14
7.5.1f Air Interdiction & Movement Halt........ 14
7.5.1g Supply & Movement Halts................... 14
7.5.2 Extra MP Costs due to Enemy Units..... 14
7.5.3 Exploitation Mode &
Enemy PA Mode..................................... 14
7.5.4 Strategic Movement &
Friendly Units......................................... 14
7.5.5 Movement Adjacent to Enemy
Fortifications/Forts................................ 14
7.6.0 Tactical Movement................................ 15
7.6.1 Leg Units, Roads & Bridges................... 15
7.6.2 Rivers...................................................... 15
7.6.3 Major Rivers .......................................... 15
7.6.4 Constricted Terrain................................ 15
7.6.4a Constricted Terrain Penalty Cost........ 15
7.6.4b No Constricted Terrain Penalty........... 15
7.7.0 Prepared Assault Movement................. 15
7.8.0 Road Movement..................................... 15
7.8.1 Road Intersections................................. 15
7.8.2 Bridges & Road Movement................... 15
7.8.3 Friendly Mech Units &
Road Movement .................................... 16
7.8.3a Static Mech Units Road
Movement Stacking............................. 16
7.8.4 Strategic Road Movement .................... 16
7.8.4a Strat Move Eligibility........................... 16
7.8.4b Strat Move Benefit.............................. 16
7.8.4c Strat Move Restrictions....................... 16
7.8.4d Strat Move & Combat.......................... 16
7.8.4e Strategic Movement &
Assembly Areas.................................. 16
7.9.0 Changing Unit Movement
Classification.......................................... 16

7.9.1 Dismounting Mech Units....................... 16


7.9.2 Truck Point Motorization........................ 16
7.9.2a Truck Point Allocation ......................... 16
7.9.2b Truck Points Available.......................... 17
7.9.2c Allied Organic Divisional
Truck Points.......................................... 17
7.9.3 Special Movement Rules....................... 17
7.9.3a Combat Reserve Markers ................... 17
7.9.3b US Rangers & CW Commandos ......... 17
7.9.3c German Towed Light AT....................... 17
7.9.3d Allied AT Units & Leg Movement........ 17
7.9.3e Allied Engineers & Mech Movement.. 17
7.9.3f German Heavy Bridges......................... 17
7.10.0 Artillery Unit Movement...................... 17
7.10.1a In Battery One-Hex Movement.......... 17
7.10.1b Fortress Artillery &
Static Flak Movement......................... 17
7.10.1c German Horsedrawn Artillery............ 17
7.11.0 Movement During Night GTs................ 17
7.12.0 Overruns................................................ 17
7.12.1 Overrun Restrictions............................. 17
7.12.2 Resolving Overruns.............................. 18
7.12.3 Successful Overruns............................ 18
7.12.4 Unsuccessful Overruns........................ 18
8.0 OBSERVATION & UNIT VISIBILITY ...... 18
8.1.0 Line of Sight............................................ 18
8.2.0 Blocking Terrain..................................... 18
8.3.0 Line of Sight Range................................ 18
8.3.1 LOS Range & Rough Terrain.................. 18
8.3.2 Range & Visibility.................................. 18
8.4.0 Observation & Covering Terrain............ 18
8.5.0 US Air Observation................................ 18
8.6.0 Fog of WarExamining
Enemy Stacks........................................ 18
8.6.1 Exception: Fieldworks &
Fortifications ......................................... 18
8.6.2 Exception: Reconnaissance Units......... 18
8.6.3 Fog of War & Barrage............................ 19
9.0 COMMAND................................................. 19
9.1.0 Assignment & Command Capacity........ 19
9.1.1 Command Eligibility & Capacity............. 19
9.1.1a Army HQ Command.............................. 19
9.1.1b Allied Corps HQ Command................... 19
9.1.1c German Corps HQ Command................ 19
9.1.1d Formation HQ Command...................... 19
9.1.2 Formations.............................................. 19
9.1.2a Divisions............................................... 19
9.1.2b Subformations...................................... 19
9.1.2c Independent Subformations................ 19
9.1.2d Army & Corps Asset units................... 19
9.1.2e Attachments......................................... 20
9.1.2f German Mech Units &

GOSS System Rules

Leg Formations .................................... 20


9.1.2g German Rear Echelon (RE) Units......... 20
9.1.3 Strat Movement and Formations.......... 20
9.2.0 Command Boundaries........................... 20
9.3.0 Out of Command Penalties.................... 20
10.0 COMBAT.................................................... 20
10.1.0 Combat Phase Sequence..................... 20
10.2.0 Designating Attacking Units............... 20
10.3.0 Barrage Description............................. 20
10.4.0 Ground Assault Description................ 20
11.0 Barrages................................................ 20
11.1.0 Initiating a Barrage............................... 20
11.1.1 Target Hex............................................. 20
11.1.2 Barrage Observers................................ 20
11.1.2a Observer Spotting Capacity............... 21
11.1.2b Air Observed Barrage......................... 21
11.1.2c Unobserved Barrages......................... 21
11.2.0 Barrage Capacity................................. 21
11.2.1 Observed Barrage Capacity................. 21
11.2.1a Active Observers in FWs
or Fortifications................................... 21
11.2.1b Artillery Units Barraging
Adjacent Hexes................................... 21
11.2.1c Formation Requirements &
Barrage................................................ 21
11.3.0 Artillery Unit Participation................... 21
11.3.1 Barrage Range...................................... 21
11.3.2 Barrage Factors.................................... 21
11.3.2a Ammo Depleted Units &
Barrage Strength............................... 21
11.3.2b Defender Barrage Strength &
Surprise Attack.................................. 21
11.3.3 White Circle on Artillery Units............ 21
11.3.3a White Circle Behind
Barrage Strength............................... 21
11.3.3b White Circle Above
Barrage Strength.............................. 21
11.4.0 Volley Calculations............................... 21
11.4.1 Volley Die Roll Modifiers...................... 22
11.4.1a Mixed and Pure AFV Unit DRMs........ 22
11.4.1b Target Unit Density............................. 22
11.2.1c German NW Volley DRMs.................. 22
11.4.1d Other Volley DRMs............................. 22
11.4.1e Forest & Barrage DRMs..................... 22
11.5.0 Volley Die Rolls..................................... 22
11.5.1a Intensive Fire Volley (Optional).......... 22
11.6.0 Target Units.......................................... 22
11.6.1 AFVs, FWs & Populated Features....... 22
11.6.1a Protected & Unprotected
Target Units......................................... 22
11.6.1b Forts ................................................... 22
11.7.0 Barrage Results.................................... 22
11.7.1 AS Results............................................. 22

11.7.2 Numerical Hits...................................... 22


11.7.2a Step One: First Hit taken as a
Retreat or Step Loss........................... 23
11.7.2b Step Two: Barrage PR Checks........... 23
11.7.2c Step Three: Successful Barrage
PR Checks............................................ 23
11.7.2d Step Four: Failed Barrage PR
Checks & Retreat............................... 23
11.7.2e Step Five: Retreated Target Units
& Hit Resolution................................. 23
11.7.2f Step Six: Spillover Hits....................... 23
11.8.0 Advance After Barrage........................ 23
11.8.1 PA Mode Revert to Tactical Mode....... 24
11.8.2 Loss of Attack Designation.................. 24
11.9.0 Ammo Depletion (AD) Die Rolls........... 24
11.9.1 Split Fire & Ammo Depletion............... 24
11.9.2 On Hand Supply &
Ammo Depletion.................................. 24
12.0 Attacker Status Adjustment.... 24
12.1.0 Removing An Attack Marker................ 24
12.2.0 Retreat From Canceled Attacks.......... 24
13.0 Ground Assault (GA)........................ 24
13.1.0 Ground Assault Sequence................... 24
13.2.0 Declaring the Ground Assault............. 24
13.2.1The Defender Terrain Line.................... 24
13.2.2 Attacking From More Than
One Hex................................................ 24
13.2.3 Attacking Into Constricted
Terrain.................................................. 24
13.2.4 Defending Hex & Defending Units...... 25
13.2.5 Attack Participation............................. 25
13.2.5a Tactical & Prepared Assault
Mode Coordination............................ 25
13.2.5b Fatigue & Attack
Designation........................................ 25
13.2.5c When Units Cannot Attack................ 25
13.2.5d Overstacking & Ground Assaults...... 25
13.2.5e Unit Status & Ground Assaults......... 25
13.2.5f Defending Units & Retreats............... 25
13.2.5g Attacking Units & Bridge
Collapse/Demolition.......................... 25
13.3.0 Determining Final Unit
GA Strengths........................................ 25
13.3.1 Final Unit GA Strength......................... 25
13.3.1a Reductions to a Units
Current Attack Strength.................... 25
13.3.1b Reductions to a Defending
Units Current Strength ..................... 25
13.3.1c Attacking & Defending
Units Strength Reductions............... 25
13.3.1d Quartering a Units
Current Strength................................ 25
13.3.2 Ground Assault Strength..................... 25
13.3.2a Combined Arms Requirement........... 25

13.4.0 Ground Assault Table.......................... 26


13.4.1 Ground Assault Value.......................... 26
13.4.1a Comparing Attacker &
Defender GA Strengths..................... 26
13.4.1b Locating the GAV on the
Defender Terrain Line........................ 26
13.4.2 Ground Assault Value Shifts............... 26
13.4.2a Determining the Total
GA Column Shift................................ 26
13.4.2b Final Assault Value & Column
Shift Limits........................................ 26
13.4.2c Attacker Column Shifts..................... 26
13.4.2d Defender Column Shifts.................... 26
13.4.2e Leader Column Shifts........................ 26
13.4.3 Penalty Column Shifts......................... 26
13.4.3a Multi-Formation GA Penalty............. 26
13.4.3b Overstacked Units............................. 26
13.4.3c HQ Movement Penalty
Column Shift...................................... 26
13.4.3d Adjacent Defender Column Shifts.... 26
13.4.3e Engineer Column Shifts..................... 27
13.4.3f Low Ammo Depletion

Value Column Shifts........................... 27
13.4.4 Die Roll Columns & the GA Die Roll.... 27
13.4.4a Attacker & Defender

Die Roll Columns............................... 27
13.4.4b Die Rolls............................................. 27
13.5.0 DRM Bonuses...................................... 27
13.5.1 Combat Reserve Bonus........................ 27
13.5.1a Combat Reserve Restrictions............ 27
13.5.1b Combat Reserve Units that

are Attacked....................................... 27
13.5.2 Regimental Integrity Bonus (RIBs)...... 27
13.5.2a How RIBs are Awarded..................... 27
13.5.2b Unit Eligibility for RIBs....................... 27
13.5.2c German Panzer & PzGren

Formations......................................... 28
13.5.2d German Panzer Regiment & RIBs...... 28
13.5.2e US Armored Division

Combat Commands............................ 28
13.5.2f Commonwealth Armored Div............. 28
13.5.3 Armor & Anti-Tank (AT) Bonuses........ 28
13.5.3a Armor & AT Factors........................... 28
13.5.3b Armor & AT Comparisons.................. 28
13.5.3b Armor & AT Comparisons.................. 28
13.5.3c Terrain Effects Chart Armor

AT Modifiers....................................... 29
13.5.3d Armor or AT Bonus Award................. 29
13.5.3e Armor in a Standoff Role................... 29
13.5.4 Proficiency Bonus (PROB).................... 29
13.5.5 Calculating the Final Die Rolls............. 29
13.5.6 Final GA Die Rolls & Die

Roll Columns....................................... 29
13.6.0 Ground Assault Results....................... 29
13.6.1 GA Result Columns.............................. 29

GOSS System Rules

13.6.1a Favorable Attack Results................... 29


13.6.1b Unfavorable Attack Results............... 29
13.6.1c Attacker & Defender Columns........... 29
13.6.2 Reading the GA Result........................ 30
13.6.2a Proficiency Check............................... 30
13.6.2b Mandatory Hit Results...................... 30
13.6.2c Discretionary Hit Results................... 30
13.7.0 Applying the GA Results...................... 30
13.7.1 Make Any Proficiency Check................ 30
13.7.1a Resolve Mandatory Hits..................... 30
13.7.2a Inflicting a Mandatory Hit

as a Step Loss.................................... 30
13.7.2b Step Loss Priorities............................ 30
13.7.2c Maximum Step Loss........................... 30
13.7.3 Resolving Discretionary Hits............... 31
13.7.4 Retreat.................................................. 31
13.7.4a Units Affected by Retreat.................. 31
13.7.4b How to Retreat................................... 31
13.7.4c Retreat Priorities................................ 31
13.7.4d Maximum Retreat Distances............. 31
13.7.4e Artillery Units and Retreat................ 31
13.7.4f Enemy Units and Retreats.................. 31
13.7.4g Ground Assaults & Previously

Retreated Units ................................. 31
13.7.4h Unresolved Hits.................................. 31
13.8.0 Advances.............................................. 31
13.8.1 Who May Advance.............................. 31
13.8.2 Path of Retreat..................................... 31
13.8.3 How to Advance.................................. 32
13.8.4 Stopping an Advance........................... 32
13.8.4a Movement Halts Stop

an Advance........................................ 32
13.8.4b Terrain & Advances........................... 32
13.8.4c Recon Units & Road Advance........... 32
13.8.4d Mud & Advance After Combat......... 32
13.8.4e Night Ground Assaults &

Advance.............................................. 32
13.8.4f Mechanized Units, Fuel &

Advances............................................ 32
14.0 FATIGUE..................................................... 32
14.1.0 How Units are Fatigued ...................... 32
14.1.1 Fatigue Due to Unresolved Hits........... 32
14.1.2 Fatigue due to ENA.............................. 32
14.1.2a Unit ENA & Fatigue ........................... 32
14.2.0 Measuring & Recording Fatigue ........ 32
14.3.0 Effects of Fatigue ............................... 32
14.3.1 Effects of Fatigue 1.............................. 32
14.3.2 Effects of Fatigue 2............................. 32
14.4.0 Recovery From Fatigue .......................33
14.5.0 Maneuver Reserve & Fatigue ............ 33
15.0 SUPPLY......................................................33
15.1.0 General Supply (GenS).........................33

15.1.1 When General Supply is



Determined.........................................33
15.1.1a When HQ General Supply

is Determined.....................................33
15.1.1b When Unit Supply is Determined......33
15.1.2 How General Supply is

Determined.........................................33
15.1.2a Locating a Primary Supply Source

& Secondary GS.................................33
15.1.2b Tracing Supply for Army

HQ units..............................................33
15.1.2c Tracing Supply for Corps

HQ units..............................................33
15.1.2d Tracing Supply for Formation

HQs......................................................33
15.1.2e Tracing Supply For Independent

Subformations...................................33
15.1.2f Tracing Supply For

Combat Units......................................33
15.1.2g HQs & General Supply

Reminders..........................................34
15.1.2h Units Without A General

Supply Path.........................................34
15.2.0 Supply Paths........................................34
15.2.1 Supply Path Movement Class.............34
15.2.1a Mech Class Supply Paths..................34
15.2.1b Leg Class Supply Paths......................34
15.2.2 Maximum Unit Supply

Path Distance.....................................34
15.2.3 Maximum Corps/Army HQ

Supply Path Distance.........................34
15.2.3a On Hand Maximum SP Distance.......34
15.2.3b Weather & SPP Costs.......................34
15.2.4 Enemy Unit Affect on

Supply Paths.......................................34
15.2.5 Extended Supply Path Effects............34
15.3.0 Supply Capacity Limits........................34
15.4.0 Supply Status......................................34
15.4.1 In General Supply................................ 35
15.4.2 On Hand Supply................................... 35
15.4.2a HQs & On Hand Supply

Availability......................................... 35
15.4.2b HQs & Expending On

Hand Supply....................................... 35
15.4.2c HQs & On Hand Supply

Replenishment................................... 35
15.4.2e Units and On Hand Supply Usage..... 35
15.5.0 Out of Supply Status (OoS) Effects.... 35
15.5.1 Out of Supply Effects on

Unit Movement................................... 35
15.5.2 Out of Supply Effects on Combat....... 35
15.5.3 OoS Effects on HQs............................. 36
15.6.0 Isolation............................................... 36
15.6.1 Isolation Effects................................... 36
15.6.2 Surrender............................................. 36
15.6.2a Surrender DRMs................................ 36

15.6.2b Combat Surrender DRs..................... 36


16.0 Ammo / Fuel logistics
& Trucks................................................... 36
Ammo Points & Artillery Units (Overview).... 36
Fuel Points and Mech Movement (Overview).36
Truck points & the Logistic Table (Overview).36
16.1.0 Truck Points (TPs)................................. 36
16.1.1 Truck Availability................................... 36
16.1.2 Using Truck Points................................ 36
16.1.2a Truck Points Carrying Ammo............. 36
16.1.2b Truck Points Carrying Fuel................. 36
16.1.2c Truck Point Unit Motorization............ 36
16.1.2d Partial Truck Point Availability........... 36
16.2.0 Truck Points & Logistics Table............. 36
16.2.1 Truck Point Delivery of

Ammo & Fuel ..................................... 36
16.2.2 Logistic Table Results ......................... 36
16.2.3 Ammo Delivery Value ......................... 36
16.2.4 Fuel Point Delivery Value .................... 37
16.2.5 TP Delivery DRMs ............................... 37
16.3.0 Artillery Ammo..................................... 37
16.3.1 Barrage Ammo Depletion

Check (AD Check) ............................... 37
16.3.1a Volleys & DRMs to AD Check ........... 37
16.3.1b Intensive Fire ..................................... 37
16.3.2 Ammo Depletion Value ....................... 37
16.3.2a Basic AD Value ................................. 37
16.3.2b Conversion of AmPs &

Daily AD Value .................................. 37
16.3.3 Ammo Points (AmPs) .......................... 38
16.3.3a AmPs & Replenishment .................... 38
16.3.3b Transfer of AmPs

Between Armies ............................... 38
16.3.4 Artillery Unit Replenishment .............. 38
16.3.4a Artillery Unit Die

Roll Replenishment............................. 38
16.3.4b Replenishment By AmPs .................. 38
16.3.5 Ammo Depletion & On

Hand Supply........................................ 38
16.3.6 Low AD Values & Ground

Assaults.............................................. 38
16.4.0 Fuel....................................................... 38
16.4.1 Fuel Record Track (Fuel Stockpile)...... 38
16.4.2 Allocating Fuel Points.......................... 38
16.4.3 Fuel Status........................................... 38
16.4.4 Fuel Requirements............................... 38
16.4.4a Formations & Fuel ............................. 38
16.4.4b Army & Corps Mechanized

Assets ................................................ 38
16.4.5 Fuel Value & Movement

Allowances......................................... 38
16.4.5a When to Determine the

Fuel Value.......................................... 38
16.4.5b How is Fuel Value Determined ......... 38

GOSS System Rules

16.4.5c Fuel Value & Movement



Allowances ........................................ 39
16.5.0 PA Mode & Fuel Status....................... 39
16.6.0 Ground Assaults & No Fuel Status..... 39
17.0 ENGINEERS............................................... 39
17.1.0 Engineers & Ground Assaults.............. 39
17.2.0 Engineers & Water Obstacles............. 39
17.2.1 Streams & Minor Rivers....................... 39
17.2.2 Major Rivers......................................... 39
17.3.0 Engineers & Construction.................... 39
17.3.1 Bridge Construction/Repair................. 39
17.3.1a Starting & Completing

Bridge Construction........................... 39
17.3.1b GTs Required to Complete

Bridge Construction........................... 39
17.3.1c Delaying or Halting

Bridge Construction........................... 39
17.3.2 Bridges and Roads............................... 39
17.3.3 German Armor and Bridges................. 39
17.3.3a Dismantling a Heavy Bridge.............. 39
17.3.4 Bridge Collapse/Demolition................ 39
17.3.4a Prepared Bridge Demolition..............40
17.3.4b Hasty Bridge Demolition....................40
17.3.4c Bridge Collapse..................................40
17.3.5 Construction of Fieldworks (FWs).......40
17.3.5a Improved Positions.............................40
17.3.5b Level 1 Entrenchment........................40
17.3.5c Level 2 Entrenchment........................40
17.3.5d Halting FW Construction...................40
17.3.5e Removing Fieldworks.........................40
17.3.5f Quick Construction..............................40
17.3.6 Effect of Fieldworks (FWs)..................40
17.3.6a Who Benefits from Fieldworks..........40
17.3.6b Proficiency Rating

Increase For ETs.................................40
17.3.6c Recon and Movement

Halts & ETs.........................................40
17.3.6d FW Benefits For &

Against Barrages................................40
17.3.6e FW Benefits Against

Ground Assaults & Overruns.............40
17.3.7 Westwall Hexes (WW)........................40
17.3.8 Fortifications (Forts).............................40
17.3.8a Fort Effects......................................... 41
17.3.8b Forts and Artillery Barrages.............. 41
17.3.8c Destroying Forts................................. 41
18.0 UNIT BREAKDOWN &

RECOMBINATION.................................. 41
18.1.0 When Does Breakdown

or Recombination Occur..................... 41
18.2.0 Units Allowed to Breakdown

or Recombine...................................... 41
18.3.0 How Unit Breakdown Occurs.............. 41

18.4.0 Breakdown Unit Status, RIBs.............. 41


18.4.1 Detachments & Reverse Sides............ 41
18.5.0 Hybrid Units & Breakdowns................ 41
18.6.0 Breakdowns & Recombination............ 41
18.7.0 Zero-Step Detachments....................... 41
18.7.1 Z Step Unit Characteristics.................. 41
18.8.0 Breakdowns & Step Losses................ 41
18.9.0 Generic TO&E Battalions.................... 41
19.0 WEATHER.................................................. 41
19.1.0 When Weather Is Determined............. 41
19.2.0 How Weather Is Determined.............. 42
19.2.1 Historical Weather Determination...... 42
19.2.1a Atmospheric Condition

Historical Entry................................... 42
19.2.1b Ground Condition

Historical Entry................................... 42
19.2.2 Variable Weather Determination........ 42
19.2.2a Variable Atmospheric

Condition Determination.................... 42
19.2.2b Variable Ground Condition

Determination.................................... 42
19.2.2c Night Ground Condition

Determination.................................... 42
19.3.0 Atmospheric Conditions...................... 42
19.3.1 Clear...................................................... 42
19.3.2 Partial Overcast................................... 42
19.3.3 Overcast............................................... 42
19.3.4 Storm.................................................... 42
19.4.0 Ground Conditions (GC)....................... 42
19.4.1 Normal.................................................. 42
19.4.2 Mud...................................................... 42
19.4.3 Freeze................................................... 42
19.4.4 Snow.................................................... 42
20.0 AIRPOWER ............................................... 42
20.1.0 Air Point Availability............................. 42
20.1.1 Assignment of AirPs............................. 42
20.1.2 Using Air Points.................................... 42
20.1.3 Air Points and Mission Types.............. 42
20.2.0 Ground Support (GS) Missions...........43
20.2.1 How to Conduct Ground

Support Missions...............................43
20.2.2 Resolving a Ground

Support Mission.................................43
20.2.2a GS Mission Procedure.......................43
20.2.2b GS Mission Errors..............................43
20.2.2c GS Mission AP Limit of 8 or 4...........43
20.2.2d Defensive GS Mission

APs Halved.........................................43
20.3.0 Ground Interdiction (GI) Missions.......43
20.3.1 Ground Interdiction Results.................43
20.4.0 Supply Interdiction (SI) Missions........43
20.4.1 Conducting Supply Interdiction...........43
20.4.2 AA/Flak and Supply Interdiction........43

20.5.0 Air Superiority Missions......................43


20.5.1 When to Conduct Air Superiority........43
20.5.2 How to Conduct Air Superiority..........43
20.6.0 Air Supply Missions.............................43
20.6.1 When is Air Supply Conducted ..........43
20.6.2 How Air Supply is Conducted ............43
20.6.2a The Drop Zone Hex ...........................43
20.6.2b Resolving the Drop............................43
20.7.0 Anti-Aircraft (Flak)...............................44
20.7.1 AA/Flak and Supply

Interdiction Missions..........................44
21.0 REINFORCEMENTS.................................44
21.1.0 Arrival of Reinforcements....................44
21.1.1 Reinforcements & Entry Mode............44
21.1.2 Division Slice and Entry.......................44
21.2.0 Map Entry On Roads............................44
21.3.0 Master Reinforcement List..................44
21.3.1 Unit Abbreviations...............................44
21.3.2 Reinforcements & Step Losses...........44
21.4.0 Withdrawals........................................44
22.0 REPLACEMENTS.....................................44
22.1 Replacement Points................................44
22.1.1 How Replacement Points

are Received.......................................44
22.1.2 When RePs Are Received....................44
22.1.3 Replacement Table...............................44
22.2.0 Replacing Step Losses........................44
22.2.1 Units Eligible to Receive RePs ............45
22.3.0 Resurrecting Eliminated Units ...........45
22.3.1 How to Resurrect a Unit......................45
22.3.2 Where Resurrected Units Arrive........45
22.3.3 HQ Resurrection..................................45
22.3.3a HQ Rebuilding Restrictions...............45
22.3.3b Resurrecting German Units

with Rear Echelon Units....................45
22.4.0 Hybrid Steps........................................45
22.5.0 Unit Consolidation...............................45
22.5.1 German Rear Echelon Battalions

& Transfers.........................................45
22.5.2 German Reorganization ......................45
22.6.0 German Divisional Refit ......................45
22.6.1 Refit Eligibility .....................................45
22.6.2 Transfer of Steps.................................45
22.6.3 Refit Benefits.......................................45
22.6.4 Refit Restrictions & Triggered

Release...............................................45
22.6.5 Refit Voluntary Release.......................45
22.7.0 Recycling Step Losses (Optional)........45
23.0 LEADERS...................................................46
23.1.0 Activating Leaders...............................46
23.2.0 Activated Leader Benefits..................46

GOSS System Rules

23.2.1 Formation Leader Benefits..................46


23.2.1a Movement Leader Bonus...................46
23.2.1b Combat Leader Bonus .......................46
23.2.1c Leaders & Extended

Night Activation.................................46
23.2.1d Corps and Army Leaders...................46
23.3.0 Leader Casualties................................46
24.0 LULLS.........................................................46
24.1.0 When does a Lull Occur?.....................46
24.1.1 Mandated Lulls.....................................46
24.1.2 Voluntary Lulls......................................46
24.1.2a Request for Lull is Granted................46
24.2.0 Lull Effects...........................................46
24.2.1 Lulls & Movement................................46
24.2.2 Lulls & Combat.....................................46
24.2.3 Air Activity During Lulls.......................46
24.2.4 Lulls and Replacements &

Reinforcements..................................46
24.2.5 Lulls: Construction & Demolition........46
24.3.0 How a Lull Ends...................................46
24.4.0 Effects of Ending a Lull........................46
24.5.0 Counter Offensive................................ 47
24.6.0 Lull Redeployment (Optional).............. 47
25.0 Army Reserve....................................... 47
26.0 OPTIONAL RULES................................... 47
26.1.0 Multi-Formation Movement

Penalty................................................ 47
26.2.0 Bridge Bottlenecks.............................. 47
26.3.0 Artillery Group Holding Boxes............. 47
26.4.0 Tank Riders........................................... 47

Credits
Game Redesign: Joe Youst
Development Team: Eric Harvey, Doug Johnson, Dave Collins, Jeff Milliefoglie
Development Contributors: Scot McConnauchie, Mike Junkin, Gary Schaap, Nolan
Hudgens, Jonas Multing, Kristian Liff, Edmund
Hudson
Playtesters: Dick Sauer, Mark Malone, Bob
Eubanks, Ken Tee, Jim Arnold, Dave Wessman,
David Bolt, Bob Munns, Dave Mignerey, Robert
Vaughn.
Map Graphics: Joseph Youst
Counter & Chart Graphics: Joseph Youst
Rules Booklet Layout: Callie Cummins & Lis
Patterson
2012, Decision Games, Bakersfield, CA. Made
& Printed in the USA. [GOSS System_V9F]

INTRODUCTION
The games in the Grand Operational Simulation
Series depict WWII combat mainly at the battalion level. The games allow players to try different
strategies and tactics in an attempt to do better
than their historical counterparts.
If any parts are missing or damaged, please write
to:
Decision Games
Attn: Customer Support
P.O. Box 21598, Bakersfield, CA 93390-1598
Please register this game purchase on-line at:
www.decisiongames.com.
1.0 GAME COMPONENTS
1.1.0 Game Rules
Each games rules are presented in two booklets.
The first booklet contains the GOSS system
rules that are common to all games in the series;
consider these the basic rules set. The second
booklet is the exclusive rules booklet specific to
each particular game. This booklet contains all
of the special rules, scenarios, and setups that
pertain to that game.
The rules are presented in a numbered case
format, with higher numbered rules within the
same section always taking precedence over
lowered numbered rules. Additionally, rules in the
scenario booklet may modify, add to, and always
supersede any rules found in the basic rules set.
1.2.0 Game Map
Each game map in the series is a graphic representation of the geographic area in which a particular games battle occurred. The maps hexgrid
regulates distance and location for various game
functions. Each hex has a unique identifying
number printed within it. Terrain features exist
both within hexes and along hexsides; the Terrain
Key lists all of these features.
The defender always chooses which terrain
feature he is utilizing when defending in a hex.
When moving a unit, the highest terrain cost in
the hex or across a hexside is usedunless a
unit is using some form of road movement.
1.2.1 Roads
There are three types of roads in the game:
primary roads, secondary roads and trailsthe
term road encompasses all three.
1.2.2 Rivers and Streams
Rivers and streams are hexside terrain features
that affect movement and combat. For a more
natural look, these features do not conform
exactly to the hexsides. Apply their effects to
the hexside that is nearest to them. Where rivers
loop back on themselves, ignore land inside the
loop and treat that hexside as though it contained
a single river hexside feature. Bridges and fords
over minor rivers and major rivers are marked on
the map, while those over a stream are implied to
exist by a road crossing over the stream.

GOSS System Rules

1.2.3 Covering Terrain


Covering terrain represents terrain in which units
are more difficult to detect or engage. There are
two kinds of covering terrain (CT), movement
CT and observation CT. Terrain that is not CT for
a particular activity is considered open terrain
with regard to that activity. If a hex contains any
amount of CT, the entire hex is considered CT.
Note that open terrain does not necessarily mean
clear terrain only.
Movement CT affects movement (7.5.0, 7.12.0)
making it easier to move near adjacent enemy
units. Woods, forest, town, city and Westwall/
forts and entrenchment-2 hexes are movement
CT.
Observation CT (8.4.0) makes it harder to observe
enemy units. All movement CT (see above) and
hexes with a location, village or entrenchment are considered observation CT. During
night turns, all hexes are CT for movement and
observation.
Important: attack-designated units can always
observe into any kind of terrain in adjacent
hexes, and are also always observed by adjacent
enemy units regardless of terrain.

Command designation (if US). Independent units


attached to corps or armies use battalion IDs
and corps or army IDs. Corps HQ IDs are always
roman numerals. Army IDs have Armee or the
letter A at the end.

1.3.0 Game Charts & Tables


Charts and tables are used as explained in the
appropriate rules sections.

1.5.0 The Rounding Rule


When rounding off fractional numbers for such
things as ground assault strength and movement
allowances, round fractions greater than or equal
to 0.5 up, and less than 0.5, down. When a series
of values (e.g., when calculating ground assault
strength for combat) is added, round each units
values before adding it to any other values. Exceptions: Ground Assault Value (13.3.1) and Air
Interdiction Airstrike Results (7.4.1 & 20.3.1)

1.4.0 The Playing Pieces


The games cardboard pieces are called counters.
Unit counters, or simply units, represent
headquarters (HQs) and combat units that participated in the battle. Most units are identified
by historical designations found on the upper
corners of the counters. Company breakdown
units use generic ID numbers. The other numbers
on the units represent their combat or movement
capabilities. Units are color-coded by nationality,
political affiliation or branch of service.
Most units are double-sided, with the reverse
side showing the unit after it has suffered a
step loss. However, the reverse side of company
breakdown units may represent another unit
entirely if there is no zero step image of the
unit on this side. The front side of artillery units
shows the unit in battery (ready to fire), and
the reverse its out of battery (ready to move)
mode.
All other counters that are not units are collectively called markers. Markers are used to
record or keep track of information on the game
map or on off-map record tracks. Markers also
keep track of any change in a units supply status,
strength, or mode.
1.4.1 Unit Type Chart
The Unit Type Chart gives examples of every
type of unit, value, and symbol used on the
unit counters. A units historical ID is shown as
company/battalion/regiment (or brigade if British)/division designations. Sometimes a unit has
a kampfgruppe name (if German) or a Combat

1.4.2 Unit Breakdown Chart


The Breakdown Chart shows how a unit may
be broken down into smaller units (breakdown
companies). See rule 18.0.
1.4.3 Informational Markers Chart
This chart shows the informational marker counters used in the game. The use of each marker is
explained in the appropriate rules sections. The
ace of spades marker, which is used as a step
loss marker, is also used in many other ways
throughout the game.
Example: The ace of spades may be used to
designate stacks as attack eligible by placing
markers on top of those stacks until the resolution of combat.
Design Note: The ace of spades (hit) marker can
be used to signify many different things. As
long as it is agreed among the players what a
marker is being used for, thats fine.

1.6.0 Glossary of Terms


Active (side or units): the side performing the
activities listed during a segment or a phase
within a game-turn. An active unit is a unit
belonging to that side. The other sides units
are inactive.
Ammunition Depletion Value (ADV): a basic
numerical value that indicates the approximate level of ammunition supply available to
an army or a corps.
Anti-Tank (AT) Value: the strength of a defending units AT weapons against attacking AFV
units.
Armor Value: the rating of an AFV-equipped
units weapon and armor protection in battle.
Armored Fighting Vehicle (AFV): an armorprotected vehicle (usually tracked) capable
(at a minimum) of combat against the enemy
at close range. All units displaying an armor
silhouette contain AFVs and are either pure
armor units (if they contain only AFVs) or
hybrid units (if they also contain an infantry
or recon symbol.)
Attachment (or Attach): units of one formation are temporarily subordinated (for
combat, supply and movement) to another

formation.
Attacker: player initiating a ground assault or
barrage.
Battalion (Bn): any unit with a battalion
symbol.
Barrage: An attack conducted solely by artillery
units that use their barrage strengths against
an enemy-occupied target hex.
Breakdown Unit (BU): a company-sized, or
zero-step unit that has been created from a
larger parent unit.
Command: a corps or army. Also, the chain of
command that exists from HQ to unit. The
order goes from army HQ to corps/korps HQ
to formation HQ to subformation and, finally,
to a non-HQ unit.
Company(s): usually a one or two-step unit that
has a company-sized unit symbol. For AFV
units, the step indicator is in the place of the
company symbol.
Covering Terrain (CT): a terrain type that
inhibits enemy observation or influences
movement against friendly units in a hex.
Defender: player whose units are the target of a
barrage, airstrike, ground assault, or overrun.
Detachment: A unit that has been reassigned to
another formation.
Deployed Heavy Bridge: heavy bridge units
that are under construction or fully constructed.
1d10: indicates the need for rolling one ten-sided
die. A 0 is a result of zero. 2d10: indicates
the need to roll two ten-sided dice (with one
die representing the tens and the other die
the ones).
Fieldworks (FW): Entrenchments (ET) or
improved positions (IP).
Final Combat Strength: a units combat
strength after any modifications due to terrain, supply and other conditions.
Final Assault Value (FAV): The modified (if
any) basic assault value for a ground assault.
The basic assault value is the raw strength
comparison between attackers and defenders in a GA.
Formation: a division, an independent brigade,
a US armored cavalry group or an independent subformation. All units of a division or
independent brigade have a color box behind
their divisional or brigade ID to aid in sorting
and identifying the units of that formation on
the map.
General Supply (GenS): form of supply based
upon tracing a supply path to a primary or
secondary supply source.
Ground Assault (GA): the act of attacking
enemy units from adjacent hexes using nonartillery units; also referred to as an attack.
Hex: a hexagonal game space enclosed by
hexsides that regulates unit location and

GOSS System Rules

movement on the game map.


Hybrid Unit: a mech unit that is a mixture of
AFVs and infantry (and units with the recon
symbol).
Independent Unit: a unit that doesnt belong to
any formation (usually a corps or army level
asset), or one that has been detached from
its formation and made independent.
Initial Combat Strength: a units attack and
defense factors after any reductions due to
step losses but before any other modifications.
Infantry: units with the plain infantry symbol
(two crossed lines) appearing anywhere in
the unit-type box. Another symbol may also
be superimposed on the infantry symbol
(glider, parachute, armored). Most infantry
units are leg class units for movement,
although an armor oval or wheels under the
unit box signify that the unit is mechanized.
Combat engineers/pionere and machine gun
battalions are considered to be a specialized
form of infantry.
Leg Units: units that move predominantly on
footusually infantry. See the Unit Type
Chart for a graphic explanation.
Mechanized Infantry (MI): armored infantry/
panzer grenadiers and any combat infantry
that is motorized (i.e., has the wheeled
notation beneath their unit type box.)
Mechanized Units (MUs): units that move
using tracked or motorized vehicles. These
are all units classified as mechanized units
on the Unit Type Chart, but also include
all horse-drawn units and German heavy
bridge columns.
Movement Allowance (MA): the total number
of movement points (MPs) a unit can expend
in a Movement Phase.
Open Terrain: any terrain that is not covering
terrain. Note that clear terrain is open, but
that open terrain is not necessarily always
clear.
Proficiency (PR): a measure of a units performance-efficiency in combat. Unit proficiency
during an attack is quantified by their attack
proficiency rating, and during a defense by
their defense proficiency rating.
Pure Armor Unit: a unit that contains only
AFVs, with the exception of US armored cav
units, which are hybrids.
Road: any secondary or primary road or trail
(also includes autobahns).
Steps: a quantification of the strength (in
company equivalents) a unit has present for
combat. Most battalions start with three
steps.
Subformation: a subset of a distinct group of
units within a formation (usually a regiment,
non-independent brigade, combat command or kampfgruppe of the division). Some

subformations are Independent and are not


subordinated or supplied by any other formation HQ (usually a division).
Supply Path: a path of hexes not exceeding a
certain length that is traced from a unit to
its superior HQ, and then through a chain of
higher level HQs to a primary supply source.
Volley: increments of eight barrage factors (or
less) that each require a 1d10 to resolve.
Zero Step Unit: a detachment-sized unit that is
smaller than a company and is less than a full
step in strength.
1.7.0 Other Commonly Used Abbreviations
AD: Ammo Depletion
ADV: Ammo Depletion Value/Ammo Delivery
Value (used interchangably)
AFV: Armored Fighting Vehicle
AM: Morning Game Turn
AmP: Ammo Point
AP: Air Point
CR: Combat Reserve
DR: Die Roll
DRM: Die-Roll Modifier
ENA: Extended Night Activity
ET: Entrenchment
Exploit: Exploitation
FP: Fuel Point
FW: Fieldworks
GA: Ground Assault
GAT: Ground Assault Table
GD: Game Day
GT: Game Turn
HQ: Headquarters
IP: Improved Position
LOS: Line of Sight
MA: Movement Allowance
Mech: Mechanized
MP: Movement Point
MR: Maneuver Reserve
OoB: Out of Battery (artillery)
OoC: Out of Command (HQs)
OoS: Out of Supply
PA: Prepared Assault
PM: Afternoon-Early evening
Recon: Reconnaissance
RIB: Regimental Integrity Bonus
ReP: Replacement Point
SoP: Sequence of Play
SP: Self-Propelled (Artillery)
Strat: Strategic
TEC: Terrain Effects Chart
TP: Truck Point
WW: Westwall
Z-step Unit: a Zero step unit

1.8.0 Game Scale


One map hex is approximately one mile of actual
distance. Units represent a company, multiple
companies or a battalion. An AM or PM GT
equals about one-half of daylight time. The night
GT represents the hours of darkness. The extended night activity represents additional effort
on the part of troops at night when they normally
would be sleeping or refitting.
1.9.0 Inventory of Game Parts
A complete list of game components is provided
in each games exclusive rules.
2.0 SETTING UP THE GAME
The players choose which side they will play. The
US player controls all American, and British units.
The German player controls all German Army, SS
and Luftwaffe units.
2.1.0 Setting Up the Map & Pieces
Each games exclusive rules will explain how
maps are joined together if there is more than
one mapsheet.
The units and markers should be sorted by formations and usage.
Note: Units of the same formation usually have
a color-code behind their parent formations ID
to aid in identifying them for sorting and during
play. Once a scenario has been decided on, units
that begin the scenario on the map should be set
up according to the scenario rules. When setting
up units, note that a hex is identified by the letter
of the map it is on, and the number printed within
its borders.
3.0 THE GAME TURN
All game activity, and the order it occurs, is
governed by the sequential phases within a game
turn (GT). The order of these phases is called the
sequence of play (SoP). A phase may be further
subdivided into segments.
Each day of historical time is composed of three
GTs: the AM turn, the PM turn, and a night
turn. Night GTs can sometimes be prolonged by
extended night activity if either side desires it.
3.1.0 Scenario First Turn Rules
Some scenarios may begin with a GT that has a
non-standard SoP. The specific scenario rules will
explain when and how this occurs.
3.1.1 Game Turn Record Track
The Game Turn Record Track is printed on the
map (or sometimes on a stand-alone chart) that
contains the date, game day number, historical
weather, and number of airpoints available to
each side for each given game day in the game.
A Turn Record Track may also contain reinforcement and withdrawl information, and replacement tables for both sides.
In addition to the game day boxes, there are the
AM, PM and night game turn boxes, which is

GOSS System Rules

where the marker for each GT of the game day is


placed. Turn and game day markers are placed in
the appropriate boxes to record the passage of
days and GTs. When a new GD and/or GT starts,
the appropriate markers are advanced on the
Turn Record Track.
3.2.0 Sequence of Play
3.2.1 Active Player
A game turn usually consists of some preliminary
phases, an Allied player turn and then a German
player turn. During a player turn, one side is
designated the active player; the other side is
called the inactive player. Generally, only the active player performs tasks during his player turn,
although there are exceptions, as described in
the sequence of play.
3.3.0 Game Turn Sequence Outline
Each GT proceeds with the phases (and segments) occurring in the order listed in this
sequence of play.
3.3.1 Air Point Allocation Phase (AM GTs)
Both sides determine the number of air points
they have available for the entire game day. The
Game Turn Record Track lists the number of air
points that are available, before any weather
effects. Each side then allocates its air points
to armies on the map by adjusting the air point
marker for that army to reflect the number of
air points that have been assigned to it. These
points can then be used throughout the AM and
PM GT of that game day if the weather permits.
See 20.0.
Exception: due to earlier design issues, in
Wacht am Rhein, AP availability is determined
each GT before the Command Phase.
3.3.2 Weather Determination Phase
At the start of a game players will choose to use
either historical or variable weather (19.0). The
historical weather for each GT is found on the
Turn Record track. For variable weather, the US
side consults the Weather Table and uses die
rolls to determine weather conditions. Markers
are used on the appropriate tracks to record
these conditions.
3.3.3 Transport & Logistics Phase (AM GTs
Only)
Players assign truck points and determine the
items they will carry (ammo, fuel, or units). Both
players also receive and assign fuel points to
their mech formations; these assignments will
last until the next AM Truck Point & Logistics
Phase. Ammo points are also received and assigned to armies and army Ammo Delivery Values
are determined for the rest of the day. (See 16.0.)
3.3.4 Command Phase (All GTs)
During this phase, both players must check to
see if their units, formations and corps are in
command (see 9.0). Command assignments and
boundaries may be changed or created. Addition-

ally, during AM GTs, players check to see what


leaders are activated, and if any of their isolated
units surrender.
3.3.5 US Player Turn (All GTs)
The US side is the active player; the German side
is inactive.
3.3.5a US Player Mode Determination Phase
The Allied player chooses a mode for each of his
units to be in. See 5.0. The US player may also
motorize some of his non-mech units by assigning
truck points (TPs) to them (see 7.9.2). Allied artillery units are placed in battery or out of battery
(see 7.10.0) during this phase.
Note: Units that are to receive replacement
steps should either be marked with a blank
counter or oriented differently from other friendly
units.
3.3.5b US Player Construction Phase
The US player may start/finish construction of
fieldworks (IPs and ETs; see 17.3.5) and bridges
(see 17.3.1). First, all FW and bridge markers due
to be finished are flipped to their completed
sides. Next, advance the construction of FWs
and bridges by removing hit markers from under
construction markers. Finally, start construction
of new bridges and FWs by placing new under
construction markers of the appropriate type in
hexes where this construction is being initiated.
3.3.5c US Player Movement Phase
The US player moves his units in the order listed
here. The movement of a unit is not mandatory.
Units are moved in strict order (see 7.1.2). Move
all units in Tactical Mode (see 5.1.0), first those
using strategic road movement (see 7.8.4). Then,
those units using road movement (see 7.8.0).
Next, all units using Tactical Movement (7.6.0)
are moved. Finally, all units in prepared assault
mode (see 5.2.0) may be moved. Units in maneuver reserve (see 5.4.0) or exploitation mode (see
5.3.0) may not be moved. Eligible units that have
not moved may have combat reserve markers
placed on them (see 7.9.3a), and may be oriented
90 degrees counter-clockwise from other units to
show that they are eligible to receive replacements (see 22.0).
At the conclusion of all movement, The US
player may finish FWs due to quick construction
(see 17.3.5f), and engineer units may attempt
to destroy bridges prepared for demolition (see
17.3.4).
Note: The only form of combat that may occur
during this Movement Phase is enemy air interdiction attacks against moving units (see 20.3.0).
3.3.5d German Player Exploitation Movement Phase
German units in exploitation mode may move up
to one-half of their movement allowance, and
may conduct overruns (see 7.12.0). During night
GTs, a unit in exploitation mode may be moved
its full movement allowancebut each side

only gets one Exploitation Movement Phase (see


3.3.8).
3.3.5e US Player Fatigue Recovery Phase
US units in tactical mode (only) may be eligible to
remove one level of fatigue (see 14.0).
3.3.5f US Player Turn Combat Phase
The steps used to resolve combat occur in the
following order:
Attacker Designation Segment: The US
player designates which units will attack
(see 10.2).
Barrage Segment: Both players may perform
artillery barrages (see 11.0).
Defensive Barrage Segment: the German
player conducts barrages against US units.
Offensive Barrage Segment: the Allied player
conducts barrages against German units.
Attacker Status Adjustment Segment (12.0):
The US player removes attack designation markers from units that are no longer
adjacent to enemy units. Such units in PA
mode revert to tactical mode. The US player
may also attempt to retreat units that have
removed an attack declaration marker (Tac
or PA).
Ground Assault (GA) Segment: The US player
attacks German units using ground assault
(see 13.0). Hasty demolition (see 17.3.4b)
and collapse (see 17.3.4c) of bridges may
occur during GAs. Isolated defenders may
surrender (see 15.6.2b).
3.3.5g US Player Exploitation Phase
The US player conducts an Exploitation Movement Phase as described for the German player
in 3.3.5e above.
3.3.5h US Player Administrative Phase
The Administrative Phase activity occurs in the
following order:
Air Resupply Segment: (AM and PM turns) Either player may conduct air supply missions.
Supply Determination Segment: The supply
status of US units is checked. Mark units
with on-hand supply and out of supply
markers as required. See 15.0.
Mutual Ammo Replenishment Segment: the
US player may replenish depleted artillery
units by conducting DRs or expending ammo
points. The German player may only replenish
artillery units by expending ammo points.
See 16.3.4.
Replacement Segment: eligible US units may
receive replacement points (see 22.0). New
RePs are received during AM GTs only.
3.3.6 German Player Turn
The German player turn is conducted like the US
player turn, with the roles being reversed. Once
this player turn is over, the current GT is finished.

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GOSS System Rules

3.3.7 Game Turn Indication Phase


After the last turn in the scenario is finished, the
game is over; determine who won. If the scenario
being played has sudden death victory conditions, determine if those conditions have been
triggered; Otherwise, the GT marker is advanced
to the next turn, and a new GT begins.
3.3.8 Night Turn Exploitation Phase
The sequence of play for night GTs is identical
to AM and PM GTs except for the Exploitation
Phases. During night (and extended night activity
periods) GTs, each side may only conduct activity during one of the two friendly Exploitation
Phases of a GT, but they may move using their
full MA.
Example: The German player has a KG in exploitation mode and the US regular Movement
Phase for the November 17 Night turn has just
ended. The German player can now choose
to move the KG units up to their full MA in
an Exploitation Phase that occurs now, or he
could wait until his night player turn and take
an Exploitation Phase following the end of the
German November 17 Night Combat Phase.
The German player may not do both, however.
3.4.0 Extended Night Activity
At the end of the German player turn of each
night GT, either side may extend the GT with
extended night activity (ENA). This ENA period
uses a special SoP (see 3.4.1) that is a shortened
form of the regular SoP. Units that move or conduct combat may suffer fatigue (see 14.0). There
are no other phases during this period.
Note: There is no Mode Determination Phase.
3.4.1 ENA Sequence of Play
Each side conducting ENA must first make an
ENA die roll (1d10). The side with the higher DR
(Germans win any tie) will choose which side is
the first player in the ENA SoP listed below.
Note: Exclusive scenario rules may award one,
or both sides a positive modifier to the ENA DR.
Extended night activity then occurs in the following order:
3.4.1a First ENA Player Turn
First Player Movement Phase
Possible Second Player Exploitation Phase
(full MA)
First Player Combat Phase
Possible First Player Exploitation Phase
(full MA)
3.4.1b Second ENA Player turn
Second Player Movement Phase
Possible First Player Exploitation Phase (full
MA) if step 4 in 3.4.1a did not occur, the first
player may conduct this segment.
Second Player Combat Phase
Possible Second Player Exploitation Phase
(full MA) if step 2 in 3.4.1a did not occur, the

second player may conduct this segment.


3.4.1c Mutual Fatigue Phase
Each unit that was activated during an ENA
period has a fatigue marker placed upon it during
the Mutual Fatigue Phase. Units that left maneuver reserve during any GT of this day are exempt.
3.4.2 Activating Units for ENA
The ENA DR result (see 3.4.1 above) for each side
is the number of units that side may attempt to
activate for that ENA period. A unit cannot be
OoS and must be in tactical or exploitation mode.
A player must attempt to activate each unit for
ENA individually by rolling a 1d10 and comparing
the result to the units offensive proficiency rating. If the DR was less than the units PR, the unit
is activated for ENA. The activation DR for each
unit can be attempted at the start of any friendly
ENA Movement or Exploitation Phase. Each
units activation DR is a separate event, unless a
player chooses to just use the formation leader
for those units. That leader must be active. If the
leader passes his activation DR, all units of his
formation are activated for ENA. A leader uses
one-half of the allowable ENA activation capacity for that night GT.
Artillery units use their defensive PR for ENA
purposes. A unit that fails does not become
active and is not affected by fatigue. Units
that left maneuver reserve mode in the AM, PM
or night GT of that day are not subject to fatigue
(see 5.4.0).
3.4.2a Restrictions on ENA
No unit may use strategic movement or conduct
any type of construction using ENA. A unit may
attempt hasty bridge demolition using rule
17.3.4b.
3.4.2b Mech Units & Fuel
A mech unit uses the fuel status of its formation
in the immediately preceding night GT.
3.4.3 Fatigue and ENA
Units that conducted ENA or defended against
an ENA GA may suffer fatigue. See rule 14.1.2
for details.
4.0 UNIT CHARACTERISTICS
This section discusses unit size, type and
strengths.
4.1.0 Unit Size & Type
Unit size affects several game functions, primarily stacking (see 6.0). Units range in size from
zero-step units (the smallest) to battalions (the
largest). Battalions usually contain three companies and are marked with a battalion unit-size
symbol. Some units contain two companies. A
unit with just one company is simply a company.
Most units have a unit size symbol printed on
their counter. The Unit Type Chart displays the
unit size symbology used in the game. A battalion
will always have the battalion size symbol (two

vertical lines) on its unit counter. A company will


always have a white stripe behind the unit type
box, and will sometimes have a company size
symbol (a single vertical line). If two companies
are present, there will be a unit type box superimposed over another such box, with a white
stripe behind both boxes.
Note: An AFV company will display the AFV silhouette with a white stripe behind it. A zero-step
unit does not have a unit size symbol. Instead,
either a white or red circle will appear behind the
unit type box.
A units size remains the same regardless of the
number of step losses it has sustained. A twocompany hybrid unit that has suffered a step loss
is still considered to be two companies (of the
types shown on the counter), and a battalionsized unit that has suffered step losses is still a
battalion. Note that the two-company unit is still
just a single unit, even though it represents two
companies; it is not treated as a battalion.
Each unit in the game is also characterized by
being in one of two movement classes: leg or
mechanized. A units movement class determines
what terrain costs (in movement points) must be
expended by a unit as it is moved on the game
map. Leg units are generally slower and represent units moving on foot on the battlefield.
Mechanized units (MUs) move faster on roads
and open terrain, and represent units that are
riding in vehicles (tracked and wheeled). Leg
units can be mechanized by truck points (they are
riding in the trucks), and many MUs can dismount
(they leave their vehicles) and become leg units.
4.2.0 Unit Strength and Step Losses
The number of steps a unit has measures how
much of its original strength is still present. Most
units start with a strength of between one and
three steps. The number of steps in a unit at
full strength is usually equal to the number of
companies it contains.
Exceptions:
Rear echelon battalion and battalion-sized HQ
units have only two steps.

All artillery units (regardless of size)


have only one step.
Zero step units (no step dot) have no
steps.
The number of steps in a unit is reduced as the
unit takes losses in combat. The number of steps
in a unit is equal to the number of step dots
showing on the units counter. A loss marker
reduces this step value by one. When a unit loses
its last step, it is eliminated and removed from

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GOSS System Rules

the board. Zero step units are eliminated if any


step loss is inflicted against their hex due to GA
(see 18.7.1). This step loss does not satisfy any
other step loss requirement.
Note: Most eliminated units may be rebuilt,
although units eliminated while isolated may cost
more to rebuild (see 22.3.0).
One step units without a Z-step unit on the back
are eliminated when they take their first step
loss. Two and three steps units are inverted to
reveal their reduced strength side (indicated by
a color band behind the units strength values)
when they take a step loss. Two-step units are
eliminated when they take their second step loss.
Three step units that suffer a second step loss
have a hit (ace of spades) marker placed under
them, with the reduced strength side face up.
The combat strength of three step units with one
step remaining is explained in 4.2.1.
4.2.1 Current Unit Combat Strength
A units current combat strength depends upon
the number of step losses it has sustained. The
combat strength of a unit is always given by the
values on the side of the unit that is face up,
with the exception of three-step units that have
suffered two losses (indicated by the hit marker
placed under its reduced strength side.) When
a three-step unit suffers its second step loss,
its strength is calculated by halving the combat
values shown on the reduced side (round fractions up).

Units making proficiency checks use the following procedure. For each unit, a 1d10 is rolled, and
if the result is equal to or greater than the PR
value of the unit, it has failed its PR check. Use
the same procedure for leader PR checks.
The attack PR is used when the unit is on the active side during a phase or segment. The defense
PR is used when the unit is on the Inactive side.
In phases where both sides are simultaneously
active (e.g. the Command Phase; see 3.34) check
the specific use of the PR to determine whether
the attack PR or the defense PR is used.
5.0 Unit Modes
A military force organizes itself in different ways
to accomplish different tasks. In the game, a
units organization is represented by the mode
a player chooses for it during a friendly Mode
Determination Phase. Each mode is suited for
different activities; some combine movement and
combat functions in a flexible manner, while others sacrifice mobility for greater combat power.
This forces a degree of planning upon players.
The mode chosen for a unit may not voluntarily
be changed for a full GT (except when leaving
maneuver reserve).
Unit modes are chosen during a friendly Mode
Determination Phase. Units cannot be in more
than one mode at the same time. A unit is not
required to stay in the same mode from turn to
turn except by special scenario rules.
5.1.0 Tactical Mode
Tactical mode is the most flexible in terms of
maneuver and combat; a unit without a mode
marker is considered (by default) to be in tactical
mode.

Step Losses & Combat Strength


The hit markers are placed under the units
reduced side to record the second step loss.
The values under the hit marker show the units
actual combat strength.
Example: If a 7-8-6 three-step US infantry
battalion takes a step loss, it is flipped over
to its reduced strength side (the lighter color
band denotes this) and is now a 5-6-6. If it
were to take another loss a hit marker would
be placed underneath the unit, and its ground
assault strengths would now be 3-3-6.
4.3.0 Unit Proficiency
All units have attack and defense proficiency
ratings (PR) that measure training, morale, and
leadership. The Unit Type Chart shows the location of these ratings on the unit counters.
Exception: Units that cannot attack using
ground assault, such as artillery units, do not
have attack proficiency ratings.
Proficiency ratings affect combat, and are also
used when making proficiency checks for ENA,
surrender, and recall.
4.3.1a Proficiency Check Procedure

5.1.1 Tactical Mode and Movement


Units that are in tactical mode may use strategic
road movement, road movement and tactical
movement. A unit may use only one of the three
during a single Movement Phase. A unit in tactical mode may breakdown or rebuild (see 18.0)
during a Movement Phase. A unit that does not
move or fight may reduce its fatigue level (see
14.4.0). Engineer units in tactical mode can assist
other units in crossing rivers (see 17.2.0).
5.1.2 Tactical Mode and Construction
Units must be in tactical mode to perform any
kind of construction task (see 17.3.0), including
bridge demolition (see 17.3.4).
5.1.3 Tactical Mode and Combat
Units in tactical mode cannot participate in multihex ground assaults and may never advance after
combat more than one hex.
5.2.0 Prepared Assault Mode
Prepared assault (PA) mode
maximizes attack capability and
advance after combat. Units in this mode are
marked with a prepared assault marker. HQs
and artillery units can never enter PA mode, nor

can units that are overstacked, out of supply,


fatigued, or out of command.
5.2.1 Prepared Assault Mode Movement
Units that are in PA Mode move using prepared
assault movement (see 7.7.0). Engineer units
in PA mode can assist other units in cross-river
movement (see 17.2.0.) After advancing after barrage (see 11.7.0) into a hex containing observation CT, the owning player may choose to remove
a unit from PA mode (it reverts to tactical mode).
5.2.2 Prepared Assault Mode & Combat
Units in PA mode must participate in a GA if they
are adjacent to an enemy unit at the start of the
GA segment. They may combine with units in
other hexes that are also in PA mode to conduct a
multi-hex ground assault. They are not restricted
to a one hex advance after combat.
Units that are in PA mode receive a one-column
shift in their favor during a GA. A greater amount
of artillery and air support may be allocated to
a barrage if the spotting unit is in PA mode. All
units immediately revert to tactical mode at the
conclusion of the GA segment.
During the Combat Phase, units in PA mode
receive no benefit for terrain or FWs or fortifications. Additionally, covering terrain does not
prevent adjacent enemy units from spotting
units in PA mode. Units in PA mode may observe
enemy units in adjacent hexes regardless of the
terrain in those hexes.
5.2.3 PA Mode & Fuel Points
Units of mechanized formations cannot be
assigned to PA mode if their formation was not
allocated any FPs during the AM Transport and
Logistics Phase for that day. If a units fuel status
is low, it may only move one hex while in PA
modethis includes advances after combat, as
well.
5.3.0 Exploitation Mode
Units in exploitation mode are marked
with an exploitation marker. These units move
during friendly Exploitation Phases; they may not
voluntarily move in any other phase.
Only MUs may be placed in exploitation mode;
leg units that have been motorized with TPs
qualify as MUs for this rule. Units adjacent to
enemy units may not enter exploitation mode,
but are not forced to leave it by an enemy units
presence (except for 5.3.2 below, i.e., enemy
units in PA mode).
5.3.1 Exploit Mode & Formation
Units do not enter or exit exploit mode individually; they must do so as part of a formation or
subformation. To enter exploitation mode, all MU
(currently on the map) of a formation or subformation (regiment, brigade, combat command or
kampfgruppethis includes attached units) must
enter exploitation mode. Mechanized divisional
asset units can be placed in exploitation mode
along with a subformation of the same formation.

12

GOSS System Rules

A formation with no fuel cannot be placed into


exploitation mode, and must immediately revert
to tactical mode if fuel points are not allocated to
it during the AM Transport and Logistics Phase.
Units that have been forced out of exploitation
mode involuntarily, may re-enter it during a
subsequent Mode Determination Phase if their
formation (or subformation) is still in exploitation
mode.
Exception: Individual reconnaissance units with
the specific recon symbol (see Unit Type Chart),
this includes armored cars, but does not include
light tanks, may be put into exploit mode without
having to place the whole formation into exploit
mode. All other rules regarding entering exploit
mode are in effect.
Designers Note: This means that divisional recon can be used to screen or exp on their own
without having to place the whole division into
exp mode.
5.3.2 Exploit Mode & Movement
Each side has two Exploitation Phases in each
AM and PM GT. During the Night GT and the
extended night activity period, each side may
use one of its two available Exploitation Phases.
A unit may use half of its normal MA during any
AM/PM friendly Exploitation Phase and its full
MA during a night or ENA Exploitation Phase. A
unit in exploitation mode may not utilize strategic
road movement.
Units in exploitation mode pay no additional
MPs to move adjacent to enemy units if the hex
being entered contains movement CT. A unit in
exploitation mode adjacent to an enemy unit
in PA mode may not move, but may perform a
limited retreat once before a ground assault (see
7.5.3 & 13.7.4), but then reverts to tactical mode.
This retreat occurs during the GA segment. The
enemy unit may advance after combat, but its PA
marker is removed and replaced with a simple
attack declaration marker.
A unit with on-hand supply goes out of supply
after it moves during an Exploitation Phase. A
unit that is out of supply must leave exploitation
mode immediately.
5.3.3 Exploit Mode & Combat/Overrun
Units in exploitation mode may conduct overruns
(see 7.12.0) during movement. If all units in a defending hex are in exploitation mode, they suffer
a one-column CRT shift on the GA CRT.
5.4.0 Maneuver Reserve Mode
Maneuver reserve (MR) mode represents the retention of a reserve from
activity so that it can be introduced into battle
at a later time that is more advantageous to the
owning side.
5.4.1 Placing Units into Maneuver Reserve
Units are not placed in MR mode individually;
they enter as part of a subformation or formation
(for brevity, the term formation will include sub-

formations in this section of the rules.) To enter


MR mode all units (except for artillery units) of
a formation have to be placed in MR mode. This
can happen only if all units of the formation are
in supply, within six hexes of the formations
HQ unit, and at least six hexes away from the
nearest enemy unit. A maneuver reserve marker
is then placed on the HQ unit to show that all of
its units (with the possible exception of artillery
units) are in MR mode. Units attached to a formation may enter MR mode if the formation does so.
Example: Units of the 30 th Infantry Division
are attached to the 2nd Armored Division; If the
2nd Armored Division enters maneuver reserve,
the attached 30 th Infantry Division units would
enter also. Additionally, a player could place
just one regiment or KG or CC of a division into
MR.
5.4.1a Limitations
A formation cannot enter MR mode if fewer
than six AM GTs have elapsed since it was last
awarded a maneuver reserve bonus.
5.4.1b Maneuver Reserve & Fuel Points
Mechanized formations must receive enough
FPs to put them in normal fuel (not low fuel or no
fuel) status, if the player wishes to place them in
maneuver reserve. This allocation occurs during
the Mode Determination Phase when the formation is to be put in MR mode. When they leave
MR, they are fully fueled for three GTs.
5.4.2 Effects of Being in Maneuver Reserve
Once a formation is in MR, its units may not
move until the formation is released from MR
mode. For a formation to remain in MR mode, no
unit (except artillery units) of the formation can
1) move, or 2) be adjacent to any enemy unit. If
any non-artillery unit violates these restrictions,
the entire command immediately enters tactical
mode and receives no maneuver reserve bonus
(remove the MR marker from the HQ). Artillery
units can operate normally while the command is
in MR Mode.
5.4.3 Maneuver Reserve Bonus
After a formation that was in MR mode for
at least six GTs is released from MR mode it
receives a maneuver reserve bonus. This bonus
lasts for two full GTs. The effects of the bonus
are listed below.
5.4.3a MR Bonus & Combat
GAs involving units with an MR bonus receive
a one-column shift in their favor. The unit is
automatically in supply.
5.4.3b Extended Night Activity & Fatigue
A unit that is activated during the first ENA
Period that follows being released from MR is not
subject to Fatigue (see 14.0).
5.4.3c Entering Exploit Mode directly from
Maneuver Reserve
Formations and or individual reconnaissance

units (see 5.3.1) in an MR bonus period may enter


exploitation mode at the beginning of an Exploitation Phase. This is the only exception to the
rule that all voluntary mode changes occur during
the Mode Determination Phase. If a formation
and or individual reconnaissance unit enters exploitation mode in this manner, it may leave this
mode during another friendly Mode Determination Phase. A formation may only enter exploitation mode once during a maneuver reserve bonus
period (meaning that you cannot enter, leave, and
then re-enter exploitation mode while still in the
MR bonus period).
5.4.3d Increased MA during MR Bonus
Period
Formations or individual reconnaissance units
that move during a movement or Exploitation
Phase while in a MR bonus period roll on the
reserve release table (using the out of reserve
line) to determine their MA for the phase; the
resulting MA is halved during an AM/PM Exploitation Phase.
5.5.0 Replacements & Mode
In order to receive replacement steps during a
friendly Administrative Phase, a unit cannot have
moved or fought in any of the phases of that
player turn. This can be noted by either placing
a blank counter on the unit or orienting it 90
degrees counter-clockwise in relation to other
friendly units on the board.
5.6.0 Artillery Units & Mode
Artillery units are either in battery or out of
battery (OoB). Artillery units that are not selfpropelled (SP) must be in battery to participate in
barrages. Likewise, such artillery units must be
OoB to move (exception see 7.10.1a). Note that
all in battery artillery units are always in tactical
mode, while OoB artillery units may be in tactical,
MR, or exploitation mode.
5.7.0 Reinforcement Units & Mode
Units that are entering the map as reinforcements generally enter in tactical mode using
strategic road movement.
6.0 STACKING
The presence of more than one unit in a hex
constitutes a stack. The stacking limit is the
maximum number of units allowed in a hex at
the same time. The limit depends upon unit size,
unit mode and terrain. Markers and leaders dont
affect, and arent affected by stacking limits.
Strategic movement and road movement also
affect stacking (see 6.2.0 & 7.8.3).

If the number of units in a hex exceeds the stacking limit, those units are overstacked. Overstacks
must be corrected in the next friendly Movement
Phase.
6.1.0 Stacking Limits
The stacking limit in most hexes is three units,
two of which may be battalions. In constricted
terrain hexes, the limit is two units, with a maximum of one battalion.
Note: German AFV stacking (see 6.1.2), zero step
units (see 6.1.3) and engineer and AT Unit Special
Stacking (see 6.1.5) may also modify how many
units may be present in a hex.
Example: The stack of US units on the left
is composed of a battalion, a battalion-sized
hybrid unit, and a two-company hybrid unit.
It has reached its stacking limit. The stack
on the right shows maximum stacking for a
constricted terrain hex.
6.1.1 When Stacking Limits Apply
Stacking limits are in effect at all times except
during unit movement and combat displacement
(advance or retreat). A unit that is being moved
or displaced due to combat may temporarily
overstack, but a player may not voluntarily finish
a Movement Phase with the units overstacked.
Overstacks created due to retreats must be corrected by the end of the next Friendly Movement
Phase.
6.1.2 German AFV Company Stacking

Example: The German panzer company (AFV)


1.I/33 may stack for free with any of the types
of units shown above
A German AFV company (one step only) may
stack for free with one other unit from the same
formation if that unit has some type of infantry,
engineer, or recon symbol in its unit type box and
no AFV symbol; the two units are treated as a
single unit for all purposes (including, maximum
step loss; see 13.7.2c) as long as they remain
stacked together. When moving, use the MA of
the slowest unit. Treat the combined unit as a
MU for all movement and stacking purposes (See
7.9.2, 7.9.2c, 7.9.3c, d & e). The units steps are
still counted, however when determining any
barrage DRM for unit density and/or mix of pure
AFVs and other. The lowest PR of either unit is
used.
6.1.3 Zero Step Units and Stacking
Some companies (usually AT and AFVs) can be
broken down into two zero step (Z-step) units to

13

GOSS System Rules

provide a wider frontage of AT capability. This is


noted by the lack of a step dot on the unit. One Zstep unit is eliminated for each step loss inflicted
due to GA against the stack that contains any of
these units.
A hex containing no constricted terrain may
contain up to two Z-step units. Only one Z-step
unit may be present if a hex contains constricted
terrain. These units do not count towards stacking limits nor do they affect the road movement
of other MUs. A Z-step unit may occupy a hex by
itself, but any combat step loss eliminates the
unit.

Example: The Z-step unit above (the leftmost


unit with the large circular dot behind the unit
type symbol) could stack with a battalion or
company sized unit as shown above.
6.1.4 Engineer & AT Unit Special Stacking
For each battalion-sized unit in a hex, one (single
step) engineer company or AT company may
always stack for free and is considered part of
that battalion; the two units are treated as a
single unit for all purposes (including maximum
step loss; see 13.7.2c.) as long as they remain
stacked together. When moving, use the MA of
the slowest unit. If either the battalion or the coy
is an MU, treat the combined unit as a MU for
all movement and stacking purposes (see 7.9.2,
7.9.2c, 7.9.3c, d & e for Motorization of leg units)
The units steps are still counted, however, when
determining any barrage DRMs for unit density
and mix of pure AFVs and other. The lowest PR of
either unit is used.
Example: below lists show the maximum
allowable number of units allowed by stacking
rules in normal and constricted terrain.
Maximum stacking in normal terrain
German
Any btn + AFV coy from same formation + any,
1 AT or Eng coy
Any btn + AFV coy from same formation + any,
1 AT or Eng coy
Any non-btn sized unit
2 zero step units
Max of seven units
Note: If one or both of the battalions and or
coy listed above are not Infantry, engineer, or
recon types; or if they have an AFV symbol
displayed, then reduce the maximum stacking
by the AFV coy from the same formation for
that battalion or coy.
Allied
Any battalion sized unit + any, 1 AT or Eng coy
Any battalion sized unit + any, 1 AT or Eng coy
Any unit smaller than a battalion
2 zero step units

Max of seven units


Maximum stacking in Constricted terrain
German
Btn + AFV coy from same formation + any, 1
AT or Eng Coy
Any coy from same formation
1 zero step unit
Max of four units
Allied
Any Battalion sized unit + any, 1 AT or Eng coy
Any unit smaller than a battalion
1 zero step unit
Max of four units
6.2.0 Stacking Limits & Movement
Units are moved individually, not in stacks (exception: 6.1.2, 6.1.3 & 6.1.4).
6.2.1 Strategic Movement
Units using strategic movement may not enter a
hex already containing a MU nor may a MU enter
a hex with a unit that used strategic movement.
See 6.1.2, 6.1.3,& 6.1.4 apply.
6.2.2 Mech Units & Road Movement
MU cannot road move into, or out of, a hex
already containing two other MU. An MU may
use road movement to enter a hex containing
another MU, but the unit must end its movement
in that hex. Units starting their move overstacked
may not use road movement. Rules 6.1.2, 6.1.3,
and 6.1.4 apply. Exception: this case does not
apply when MU move into or out of clear terrain
(without a road). See 7.8.0.
6.2.2a Static Mech Units & Road Movement
In battery artillery units or HQ units that do not
move in the current Movement Phase are ignored
for the purposes of road movement by other MU
in the hexes they occupy. All other normal stacking restrictions still apply at the conclusion of the
Movement Phase. Any engineer unit(s) involved
in any construction in a hex are also ignored for
road movement stacking.
6.1.4 2.3 Mixed Mode Stacking
Units that are in different modes from each other
may be stacked together.
6.3.0 Effects of Overstacking
6.3.1 Combat Effects
Overstacked units suffer a one-column shift during ground assault when attacking or defending.
Overstacked units (owning players choice) do not
contribute in any way (attacking or defending) to
a ground assault.
6.3.2 Other Stacking Penalties
Overstacked units may not enter PA mode or use
road movement.
6.4.0 Stacking & Fog of War
An unobserved stack (see 8.0) of units cannot
be examined by the enemy player (see 8.6.0.) For
each stack, the owning player is free to choose
any non-HQ unit to be the topmost unit.

14

GOSS System Rules

7.0 MOVEMENT
Units are moved during the movement and
Exploitation Phases of each player turn. Each
side moves its units and movement is always
voluntary. Movement during these phases
(except for retreats due to overruns) differs from
retreats or advances which are displacements
after combat or barrage and are explained in
those rules sections.
7.1.0 Procedure
Units are moved individually (except, see 6.1.2,
6.1.3 & 6.1.4), their path of movement traced
through contiguous hexes on the mapskipping
hexes is not allowed. This process requires a unit
to expend either movement points (MPs) or hexes
from its movement allowance (MA) for that
phase. A unit must stop moving once it has either
exhausted its MA or encountered a condition
requiring a movement halt. A player is not forced
to move a unit up to its full MA. Unless special
rules state otherwise, there is no limit on how
many friendly units may move through a single
hex or hexside during a GT.
Three types of movement can be used to move
a unit: road, tactical, or prepared assault (PA)
movement. A unit can only use one type of
movement per phase. Movement of units can
be limited by a number of factors including unit
mode, enemy units, terrain, reduced MAs and
scenario rules.

How to move units: Units must move from


hex to hexthey may not skip over hexes.
The black arrows represent MPs that must be
expended to enter a hex. The outlined arrows
represent potential movement costs due to
crossing a hexside.
7.1.1 Movement Eligibility
During a friendly Movement Phase the active
player may move any number of his units, except
those in exploitation mode or maneuver reserve
mode. During Exploitation Phases, only units in
exploitation mode may be movedand they may
not use strategic movement.
7.1.2 Unit Movement Order
Units are moved in a strict order determined
by the type of movement they are using and
the mode they are in. Move all units in Tactical
Mode (see 5.1.0), first those using strategic road
movement (see 7.8.4), Then, those units using
road movement (see 7.8.0). Next, all units using
tactical movement (7.6.0) are moved. Finally, all
units in prepared assault mode (see 5.2.0) may
be moved.

Order of movement: The diagram shows a


hybrid unit (unit A) moving first down the road
(must use road movement for strategic move.)
Next, unit B uses the road to move two hexes.
Unit C then uses non-road tactical movement
to move two hexes. And finally, unit D moves
one hex in prepared assault mode.
7.2.0 Movement Class
Each units type determines whether it is a leg or
mechanized class unit for movement purposes.
See the Unit Type Chart; note that all units that
are not leg units are mechanized units (MUs).
For example, German horse-drawn artillery units
are considered MUs. A units movement class
determines which column of MP costs on the
Movement and Terrain Effects Chart (TEC) it uses
when moving.
Leaders may use mech or leg class MP costs in
the same phase at the owning players discretion.
Some units can change their movement class by
dismounting, remounting or being motorized by
truck points. This is further explained in rules
section 7.91 & 7.9.2.
7.3.0 Movement Points
All unit movement (exceptions: PA movement
(see 7.7.0), advance after combat (see 11.8.0 &
13.8.0), and retreat after combat (see 11.7.2 &
13.7.4), uses movement points (MP) to measure
how far a unit may be moved. A running total of
a units expended MP are kept during a phase as
the unit is moved from hex to hex. A unit cannot
enter a hex if this MP total would exceed the
units MA for that phase.
7.3.1 Expending Movement Pts
The MP cost to enter a hex depends on the movement class of the unit being moved, the terrain
in the hex being entered and/or hexside being
crossed and the presence (if any) of enemy units
in adjacent hexes. MP costs to enter a hex are
listed on the Movement and Terrain Effects Chart
(TEC). Use the single most expensive terrain MP
cost (based on the units movement class) to
enter a hex, unless road movement is being used
(7.8.0). Hexside terrain and the cost of moving
adjacent to enemy units are added to the cost of
terrain in the hex.
7.3.2 Minimum Movement
There is no minimum moveif a unit does not
have enough MPs to enter a hex, it may not do so

(note that units moving using PA movement will


usually be able to move at least one hex).
7.4.0 Movement Allowance (MA)
A units MA is the maximum number of movement points (MPs) it may expend in a single
phase. The basic MA of a unit is printed on its
counter in the lower right corner. A unit may not
spend more than one-half its basic MA during an
AM or PM Exploitation Phase.
Units are not required to expend their entire MA,
but unused MPs cannot be saved for use in later
phases or transferred to other units. A units MA
will sometimes be reduced or increased as listed
below.
The movement allowance for units in prepared
assault mode is expressed in hexes, not MPs, and
it is not printed on the unit counter. Depending
upon their movement class and fuel status (leg,
mech) units in PA mode move one or two hexes
(see 7.7.0).
7.4.1 Reduced Movement Allowance
A units basic MA may be reduced due to certain
conditions or events in the game. Fractions are
always rounded up, and a units MA is never reduced below a quarter of its original MA. If more
than one MA reduction affects a unit, quarter the
units MA.
Note: Ground condition may reduce a units MA
(19.4). This includes units in PA mode.
7.4.1a Movement Allowance Halved
A units MA is halved if it is out of supply, marked
with a fatigue-1 marker, moving during an AM
or PM Exploitation Phase, or is an in battery
SP-artillery unit.

players units. Something like pointing to an


artillery unit in range and revealing that a hex has
met the minimum requirements for a movement
halt as outlined below. Exception: movement
halts generated from a hex about to be overrun
are ignored (see 7.12.0).
7.5.1a Enemy Units, No Movement CT & Red
Hexagons
A unit encounters a movement halt if it enters a
hex without movement CT that is adjacent to at
least two steps of non-artillery, non-HQ enemy
units and that hex is within range of an enemy
artillery unit with a red hexagon that is not ammo
depleted.
7.5.1b German Heavy AT or Flak with Red
Hexagons
An Allied movement halt occurs in a hex containing no movement CT if that hex is also adjacent
to German Heavy AT or Flak units with a red
hexagon.
7.5.1c Prepared Assault Movement & Adjacent Enemy Units
A unit using PA movement encounters a movement halt as soon as it moves adjacent to any
enemy unit.
7.5.1d Enemy Units in Entrenchments or
Fortifications
A movement halt occurs whenever a unit moves
next to enemy units in entrenchments or fortifications (not IPs); terrain and or number of steps in
the entrenchment or fortification has no effect
on this.

7.4.1b Movement Allowance Quartered


A units MA is quartered if any two halving conditions in 7.4.1a affect the unit or the unit is marked
with a fatigue-2 marker. Fuel or adverse ground
conditions will also reduce a units MA.
7.4.2 Increased Movement Allowance
A units basic MA is increased (fractions are
rounded upward) if the unit is using strategic
movement (see 7.8.4b) or the unit is in a maneuver reserve bonus period see 5.4.3). Leaders can
increase a units MA (see 23.2.0). Note: All of
these increases are cumulative with the exception of strategic movement.
7.5.0 Movement Restrictions
Certain conditions or events may impede or stop
the movement of a unit. Most importantly, units
cannot enter hexes containing enemy units. The
other restrictions are listed below.
7.5.1 Movement Halt
A unit must immediately stop moving if it encounters a movement halt. A movement halt occurs
if any of the cases listed below applies. Note
that the opposing player must demonstrate the
existence of conditions generating a movement
halt in order to enforce such a halt on the moving

15

GOSS System Rules

Example: To clarify movement halts required


by adjacent units/entrenchments or fortifications the diagram shows two German units
moving near US units 1 (one step of infantry)
and 2 (two steps of infantry). The US 105mm
artillery battalions are within range of hexes
B and D (but not hexes A and C). Unit 1 is
entrenched. The black arrows denote hexes in
which the German units encounter Movement Halts. The outline arrows are hexes
that dont require a halt. Unit BB must stop in
hex A because US unit 1 is entrenched. Unit
AA would have to stop in hex D due to the
combination of being adjacent to an enemy
unit in open terrain and an enemy artillery unit
with a red hexagon within range of hex D. Unit
AA can enter hex C and keep moving because,
although the terrain is open, there is no enemy

artillery within range of Hex C. Unit AA would


have to stop in hex B because US unit 1 is entrenched (not because of artillery for hex B is
covering terrain). See 7.5.2 for MP cost when
moving adjacent to enemy units.
7.5.1e Unsuccessful Overruns
A movement halt occurs if an overrun is unsuccessful.
7.5.1f Air Interdiction & Movement Halt
A movement halt occurs if a unit suffers any
step losses or fatigue results due to enemy air
interdiction missions.
7.5.1g Supply & Movement Halts
With the exception of ranger/commando units,
units may not move into a hex that is in a location
from which it cannot trace general supply and
that is within two hexes of an enemy unit (i.e.,
one intervening hex). Exclusive game rules may
modify or suspend this rule.
7.5.2 Extra MP Costs due to Enemy Units
Leg units pay one extra MP to move adjacent to
any enemy units, while MUs must pay two extra
MPs to do so. A unit does not pay the additional
costs if it is 1) entering movement CT during an
Exploitation Phase or 2) the only adjacent enemy
units are pure AFVs and the hex being entered
contains movement CT. Note that multiple enemy
units do not increase this cost in a hex.
7.5.3 Exploitation Mode & Enemy PA Mode
A unit in exploitation mode that begins an
Exploitation Phase adjacent to an enemy unit
in PA mode may not move. The owning player
may retreat such units during the GA segment
(see 13.7.4). If this occurs, the enemy player may
advance units in PA mode. At the end of their
advance, the PA marker may be replaced with
a tactical attack designation marker (owning
players choice). The retreated unit reverts to
tactical mode immediately after retreating.
7.5.4 Strategic Movement & Friendly Units
Units with a strategic move marker may not enter
a hex containing another mech unit, nor may a
mech unit move into a hex with a strategic move
marker.
7.5.5 Movement Adjacent to Enemy Fortifications/Forts
A unit may never move into a hex adjacent to
an enemy-occupied intact fort/fortification hex
directly from another hex adjacent to that same
hex no matter what form of movement is used.
Exclusive rules may also add further restrictions.
German MUs must pay two extra MPs to enter a
WW hex unless they are using some form of road
movement.
Fortification and Enemy units: Unit 1
cannot move directly into the hexes with the
outline arrows because unit E is in a fortification and adjacent to both hexes. Units 2 and 3
may enter the indicated hexes (using the black

may treat any bridge just like a ford.) Leg units


may also cross an un-bridged or un-forded major
river if a friendly engineer unit is present in one
of the two hexes involved in the crossing. This
uses the units entire MA. Leg units may use
tactical movement to cross a bridge over a major
riverthe bridge is treated like a ford for this
purpose.
arrow movement paths) since they did not
move hex to hex adjacent to the same enemy
unit.
7.6.0 Tactical Movement
Tactical movement allows a unit to move
cross-country in an efficient manner ready for
enemy contact. Units must be in tactical mode
or exploitation mode to use tactical movement.
MUs using tactical movement cant use roads,
and any bridges are treated like a ford (they may
use fords).
Designers Note: It is important to remember that
tactical mode and tactical movement dont
mean the same thing. A unit in tactical mode
may use strategic movement or road movement as well.
7.6.1 Leg Units, Roads & Bridges
Leg units using tactical movement may enter
hexes through road hexsides as though those
hexes were clear terrain, i.e., at a cost of 1 MP
(day or night.) They may also treat bridges like
fords for purposes of crossing any kind of river.
7.6.2 Rivers
MUs may use tactical movement to move across
river hexsides only if there is a ford crossing the
river at that point. Treat bridges as fords.
Leg units may use fords to reduce or negate the
cost of crossing rivers. Leg units can use engineers to reduce the cost of crossing a river.

Mechanized Units and Rivers: Unit A


can use the road and bridge to move three
hexes (using road movement). The outline
arrow shows a river loop treated as one river
hexside. Unit B is crossing the ford (at a +3
MP cost) and must pay for the terrain on the
other side of the river. Unit A could cross the
bridge using tactical non-road movement, but
it would treat the bridge exactly like a ford.
7.6.3 Major Rivers
Mechanized units using tactical movement may
cross major rivers only at fords (however, they

16

GOSS System Rules

7.6.4 Constricted Terrain


Constricted terrain is depicted by dashed lines
drawn from one hexside to another in the same
hex; more than one line may be in a hex. A units
tactical mode movement can be penalized by
constricted terrain. Artillery (SP and towed) may
never enter constricted terrain using tactical
movement unless case 7.6.4b applies. Infantry
using a road to enter constricted terrain can still
treat it as clear terrain for movement.
7.6.4a Constricted Terrain Penalty Cost
If a units movement doesnt satisfy case 7.6.4b,
an MU must expend its entire MA, and a leg unit
must add one extra MP, to the cost of entering or
exiting that hex.
7.6.4b No Constricted Terrain Penalty
If a unit enters a constricted terrain hex through
a hexside connected to a dashed constricted
terrain line, there is no movement penalty (its
moving parallel to the obstacle). The unit may
continue moving without penalty if it follows the
dashed line (much like a road) when it exits the
hex. If multiple dashed lines exist in a hex, only
the one used to enter the hex can be used to exit
without penalty. Units that start their movement
in the hex may exit without penalty using any
dashed line in the hex.
7.7.0 Prepared Assault Movement
Units in prepared assault (PA) mode move using
prepared assault movement. This type of movement does not use MPs. Instead, leg units can
only move one hex, while MUs can move up to
two hexes. However, a unit cannot enter or cross
any terrain that would be prohibited to it using
tactical movement. An MU using PA movement
cannot enter more than one forest, woods,
marsh, or constricted terrain hex during movement unless it does so through road hexsides. If
it enters such a hex through a non-road hexside,
it must immediately stop moving. Note that PA
movement at night is restricted to one hex.
Note: A unit in PA mode must stop if it moves
adjacent to an enemy unit of any kind (7.5.1c).
There is also a fuel restriction when moving in PA
mode for mech units see 16.5.0. Low fuel means
a unit may only move one hex in PA mode.
Prepared Assault Movement: Two German
units in prepared assault mode move to attack
units 1 and 2. Unit B is a leg unit and therefore
may only move one hex. Unit A is a mech unit
capable of up to two hexes of movement.
Unit A can move to hex E even though D and
E are both woods, because a road connects

D to E (mech units may only move through


one woods, forest or constricted terrain hex
without following a road.) Unit A would not be
able to reach hex B because PA Mode units
must stop when they move adjacent to an
enemy unit. Note that during Night GTs, all PA
movement is restricted to one hex.
7.8.0 Road Movement
Road movement allows units to move using the
road network and road movement rates. Only
MUs and units that have been motorized (see
7.9.2) may use road movement. Units must be in
tactical or exploitation mode and begin movement in a hex containing a road in order to use
road movement. Road movement must be entirely
along contiguous road hexes through hexsides
connected by the road being used (see exception below). Trails are a form of road. Heavy
German AFV units may not use trails to enter
a constricted terrain hex. Strategic movement
is a specialized form of road movement and is
covered in rules section 7.8.4.
During normal ground conditions, clear terrain
hexes can be entered by a unit using road movement at a cost of one MP.
When a MU uses road movement to move out of
or into a clear terrain hex without the benefit of
a road, stacking rule 6.2.2 and 7.8.3 do not apply.
If a MU moves into a hex using clear terrain, and
exits the hex utilizing a road, the above rules
immediately apply (including the rule that MU
cannot road move into or out of a hex already
containing two other MU).
7.8.1 Road Intersections
A unit can only switch movement from one road
to another (in the same phase) in hexes where
the two road symbols actually intersect; it isnt
enough that the roads merely exist in the hex.
Designers Note: Unlike other games, in this one,
you cannot jump onto another road if there is
no road connection between the two.
7.8.2 Bridges & Road Movement
Units using road movement may only move
across streams and rivers using a bridge (not
fords).

Certain German armor units may cause a bridge


collapse and be unable to use them as a result
(see 17.3.4c).
7.8.3 Friendly Mech Units & Road Movement
An MU may use road movement to enter a hex
containing another MU, but this costs two
extra MPs and the unit must end its movement.
MUs cannot road move into, or out of, a hex
already containing two other MUs. (See 6.2.2.)
Remember that rules 6.1.2, 6.1.3 & 6.1.4 apply
here. Exception: this case does not apply when
MU move into or out of clear terrain without a
road (see 7.8.0).
Designers Note: The situation could occur where
two MUs enter a hex with prohibited terrain
using road movement. In this case, the only
way the units could leave or retreat from the
hex would be along a road. A third mech unit
could never enter such a hex, since road movement is not allowed into hexes already containing two such units.
7.8.3a Static Mech Units Road Movement
Stacking
In battery artillery units or HQ units that do not
move in the current Movement Phase are ignored
for the purposes of road movement by other MUs
in the hexes they occupy. All other normal stacking restrictions still apply at the conclusion of the
Movement Phase. Any engineer unit(s) involved
in any construction in a hex are also ignored for
road movement stacking.

movement to move greater distances along roads


of any kind.
7.8.4a Strat Move Eligibility
Units must start their movement in a road hex
and not be stacked with more than one other MU
(rules 6.1.2, 6.1.3, and 6.1.4 apply); they must also
be in supply, not suffering from any fatigue, and
their controlling HQ cannot be marked with a no
fuel marker. Strategic movement cannot occur
during ENA.
7.8.4b Strat Move Benefit
As soon as a unit starts using strategic movement, place a strat move marker on top of it. The
unit now has its MA increased by 50% (e.g., six
goes to a nine.) A unit with a strat move marker
is always in command. Strat move markers can
only be removed at the start of a Movement
Phase.
7.8.4c Strat Move Restrictions
The unit may only use road movement and may
not end its movement stacked with any other
MU (rules 6.1.2, 6.1.3, and 6.1.4 apply) nor may
it voluntarily end its move adjacent to an enemy
unit or in a hex in which it can be observed by an
enemy ground unit. Additionally, while the unit
is marked with the strat move marker, no other
MU may enter its hex. A unit with a strat move
marker may not conduct any type of construction
or demolition activity. A unit cannot combine
strategic movement with normal road movement
in the same phase.
7.8.4d Strat Move & Combat
A unit with a strat move marker may not attack, but may be attacked. It may not act as an
observer for artillery barrages or airstrikes and it
may not be used to gain RIBs. An attacker gains
a two-column shift in his favor if he attacks a
unit with a strat move marker. A unit with a strat
move marker may not retreat through a non-road
hexside, and is eliminated instead.

Road Movement: Unit C moves along the


road and enters unit Fs hex. Since F is a mech
unit, unit C would pay an additional 2 MPs to
enter and then be forced to halt its movement
in the hex. Unit A would no longer be able
to use road movement to enter Fs hex since
that would place three mech units in a hex.
Instead, unit A moves along the road into
and through Es hex. Since E is a leg unit, unit
A would pay no MP penalty nor would it be
forced to halt its movement. Note that if unit A
had desired to road move along the trail in hex
2, it would first have to move to the intersection in hex 1. Units B, D and G cannot use road
movement because they are three mech units
that start stacked together in one hex. A unit
that uses road movement may not use off road
movement in the same phase.
7.8.4 Strategic Road Movement
A MU in tactical mode may use strategic road

17

GOSS System Rules

7.8.4e Strategic Movement & Assembly


Areas
When units are marked with a strat move marker,
they must move toward a pre-designated assembly area. The owning player secretly writes down
the hex number location of this assembly area
and the identity of the units or formation (for multiple units) that are using that area. All units with
that assembly area cannot remove their strategic
move markers until they begin a Movement
Phase within three hexes of this assembly area.
A units assembly area may be changed at the
start of a friendly Movement Phase if it is occupied by enemy units, or is unreachable due to
terrain and/or enemy action or would place units
in immediate danger upon arrival at the area. Use
common sense and be fair to your opponent.
If a player chooses to move an assembly area,
the new assembly area must be within 10 hexes
from the previous one.

7.8.5 Leg Class Strategic Movement


A leg class unit may move up to eight hexes along
any type of secondary or primary road as long as
it does not conduct any part of this movement
within three hexes of an enemy unit. The unit
must also be in general supply throughout the
entire move.
7.9.0 Changing Unit Movement Classification
Mech units that have an equivalent leg type may
dismount. Similarly, leg units can be motorized
using truck assets.
7.9.1 Dismounting Mech Units
MI/PGr and mech engineer/pioneer units
(including breakdown companies) can dismount;
this requires the unit to expend one-half of its
MA, and can occur at any time during friendly
Movement Phases. Units being transported by
truck points can also be dismounted using this
rule. Note: do not forget to add the TP back into
the appropriate army truck points allocated to
truck point motorization total. The unit may still
move normally after dismounting. Place a blank
counter (or dismount counter if available in your
game) on top of the dismounted unit. Dismounted
units function exactly like leg units of the same
type. Subtract one from all combat values if the
unit was of an armored infantry/panzergrenadier
type.
Dismounted units may be mechanized again by
converting back to their mounted unit type (by
tracing a path not adjacent to enemy units no
longer than 12 mech MPs back to their parent
unit or their formation HQ.) If this path can be established, replace the leg unit with the mounted
unit type of the parent unit. This remount activity
costs the unit one-half of its MA.
7.9.2 Truck Point Motorization
During the Mode Determination
Phase players may allocate truck
points (TPs) to motorize units. These motorized
units move exactly like MUs with a MA of 12
MPsexcept they may not participate in overruns. Place motor unit markers upon the selected
units. It requires one-third of a TP from the
armys truck point pool to motorize one leg unit
or artillery battalion. See 7.9.1 for procedures on
how to dismount units transported by TP.
The US player may motorize any type of leg unit
(see glossary).
The German player may motorize any type of leg
unit. He may also motorize corps or army level
artillery units that have a zero MA. In fact, that is
the only way these units can move (see 7.10.1b).
7.9.2a Truck Point Allocation
When TPs are used to motorize units, reduce
the total number of TPs available to that army
by the amount required to motorize the unit.
When the motor unit marker is no longer being
used, increase that armys available TPs by the
equivalent amount.

7.9.2b Truck Points Available


Scenario rules will state how many TPs each side
starts with, and how many are gained or lost
during the course of the game.
7.9.2c Allied Organic Divisional Truck Points
Each Allied infantry division has one organic TP
that may be used to move Leg units of that division as though they were mechanized class units.
Each leg unit moved in this manner requires onethird point of the organic TP of that division.
Units moved using strategic movement are
marked with strategic move markers and are
treated like MUs.
Units using road movement may move adjacent
to enemy units. Immediately after such a unit
finishes its movement it is once again considered
a leg unit, even for other units that move later
during the same phase by road movement.
The same units do not have to be chosen to move
in this manner in later Movement Phases. More
than three leg units of the same US division may
be mechanized in the same Movement Phase, but
these additional units would require the use of
army truck points.
Designers Note: Even though US leg units fought
on foot, they usually only marched short distances when making administrative moves.
There was plenty of truck transport at the division/corps level to move these units by road
when necessary. What is happening is that the
leg unit is shuttled by motor assets to a location, where they debark and are still leg units.
While they are being moved, though, they must
follow mechanized unit movement restrictions.
Example: A US leg unit is picked up by a
divisions intrinsic truck point. It moves along
a primary road for a distance of 3 MP (six
hexes.) While doing so, it moves like a mech
unit. It would have to pay two extra MPs to
enter a hex with another mech unit and halt its
movement.
7.9.3 Special Movement Rules
7.9.3a Combat Reserve Markers
Units in tactical mode with an
infantry-type symbol that do not move and are
not adjacent to an enemy unit may be marked
with a combat reserve marker. This marker
comes off if the unit is committed to a ground
assault (attacking or defending), or at the start of
any later Movement Phase.
7.9.3b US Rangers and CW Commandos
US Ranger units and CW Commando units may
move up to two hexes in PA mode (they may not,
however, move into or through terrain that is
prohibited when using tactical movement.) Such
units pay no extra costs to move adjacent to
enemy units if the hex they enter contains movement CT. On a die-roll of 0-4, they may ignore
movement halts due to adjacent enemy units; roll
for each hex.

18

GOSS System Rules

7.9.3c German Towed Light AT


German AT units with a printed MA of 6 are a
special case: These are considered light AT units
and move like regular Leg units. However, a
player may move these units like mech units with
a MA of 6 (increased to 9 when using strategic
road movement).
7.9.3d Allied AT Units & Leg Movement
Allied AT units are normally mech units but they
may move up to one hex
as a leg unit either at the
start or the end of their movement. Such movement costs them six MPs and they are prohibited
from entering or crossing any terrain prohibited
to leg units. They may also retreat in the same
manner as other leg units.
7.9.3e Allied Engineers & Mech Movement
Allied leg engineer units are depicted as leg class
units, but they can move using either mech or leg
movement (but not both in the same phase.) If
moved as a mech unit, all mechanized movement
and stacking restrictions apply, and the units MA
is equal to 12. Once such a unit has completed its
movement, it immediately reverts to being a leg
unit, even for other units that move during the
same phase.
Note: this capability is in addition to the lift
capability granted by 7.9.2c.
Designers Note: Allied engineer units all had
their own motor assets, mostly trucks or halftracks. Allied AT units would conduct most
of their movement via motorized assets, but
would have a limited ability to be hauled by the
gunners by manpower alone.
7.9.3f German Heavy Bridges
A deployed heavy bridge (i.e., one under
construction or completed) is a bridge and is not
considered to be a unit for movement purposes.
Mechanized engineer units that have not moved
in the current phase that are stacked with a
deployed heavy bridge are treated as leg units
for the purposes of stacking and movement.
7.10.0 Artillery Unit Movement
All artillery units are MUs. At any given time an
artillery unit is either in battery (IB) or out of
battery (OoB). This status is chosen during the
friendly Mode Determination Phase and lasts until the next friendly Mode Determination Phase.
Towed artillery units may generally not move if
they are IB (except see 7.10.1a.) Self-propelled
(SP) artillery units that are IB can move one-half
of their normal MA. SP artillery units that are
IB may use road movement. German Motorized
150NW units are considered to be SP artillery.

7.10.1a In Battery One-Hex Movement


All artillery units consisting of (units must be
designated as such on
their counter; see Unit
Type Chart) 105H, 155, 150, Brit 25lb artillery, and
German 150NW units may move one hex while
in battery as long as they are not labeled with a
G following their gun size. This is an exception to
the rule that towed artillery units may not move
while in battery. The hex must not be prohibited
to the unit for tactical movement in any case.
7.10.1b Fortress Artillery &
Static Flak Movement
German artillery and AT units and static Flak
units with a zero MA may only be moved if allocated truck points.
7.10.1c German Horsedrawn Artillery
All German artillery units that are
not static (zero MA) or mechanized
(possessing wheel symbols or the
tracked oval) are considered to be
horsedrawn. They have a MA of nine followed by
the letter H. They move like MUs and have all
of the stacking characteristics of MUs but they
are unaffected by fuel requirements and move
slightly slower than MU artillery units.
7.11.0 Movement During Night GTs
A unit moving at night must pay an extra 1 MP for
each hex that is entered unless it is using road
movement or is a leg unit moving along a road
(see 7.6.1). Units in PA mode may only move
one hex.
7.12.0 Overruns
Overruns combine movement and combat and
allow exploiting forces to displace or destroy
enemy forces while on the move.
Overruns are allowed only during an Exploitation Phase by MU in exploitation mode. Artillery,
HQ and TP-motorized leg units may not conduct
overruns. A unit expending the required number
of MPs may overrun an adjacent enemy-occupied
hex. The overrunning unit must expend one MP
in addition to the MP cost of entering the overrun
hex. All normal terrain and movement costs apply. Exception: movement halts generated from
a hex about to be overrun are ignored, however
other units, not in the overrun hex can generate
a movement halt. An overrunning unit using road
movement uses road MP costs. A unit may begin
its movement by conducting an overrun.
7.12.1 Overrun Restrictions
Each overrun may be conducted by only one unit
at a time (exception, see 6.1.2, 6.1.3 & 6.1.4).
Units that are OoS may not overrun. All enemy
units in the hex being overrun (the overrun hex)
defend against the overrunup to combat stacking limits. A hex may be overrun more than once
per Exploitation Phase (see 7.12.4).
Units cannot overrun from a hex without move-

ment CT that is adjacent to more than one


enemy-occupied hex.
Designers Note: This is a very important condition that is easily overlooked. Also, note that
since night converts all terrain into movement
covering terrain, adjacent enemy units do not
affect overrun ability at night.

7.12.2 Resolving Overruns


After an overrun is declared, it is resolved using
the normal GA rules (see 13.0). Attacking units
with a maneuver reserve bonus (see 5.4.2) do
receive a favorable one-column shift. Neither
side may use combat reserves (13.5.1). Advances
do not occur during overruns; instead a unit that
successfully overruns may keep moving if it still
has MPs remaining.
There are no barrages or airstrikes while
resolving an overrun. Any enemy air interdiction
attacks (see 20.3.1) occur independently of overruns; count the number of hexes moved before
and after the overrun (but not the overrun hex
itselfairstrikes cannot occur there).
7.12.3 Successful Overruns
An overrun succeeds if the overrunning unit(s)
inflicts more hits and retreats (discretionary and
mandatory) than they suffered. If an overrun
succeeds, the units that conducted the overrun ignore any enemy units and their effects on
movement for the remainder of the current Exploitation Phaseeven if they retreat to another
hex. However, overrunning units may not end
their movement stacked with those enemy units.
Note: A successful overrun does not require
clearing enemy units from the Overrun hex.
A unit may keep moving after a successful overrun if it has MPs remaining. If successful without
clearing the overrun hex of enemy units, the overrunning unit must continue to move (starting from
the defenders hex) ignoring the overrun unit(s). If
it doesnt have the MPs to continue moving after
the overrun, it must stop in the hex from which it
launched the overrun.
7.12.4 Unsuccessful Overruns
An unsuccessful overrun requires the attacking
unit to undergo an immediate movement halt
in the hex from which the overrun attack was
launched.

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8.0 OBSERVATION &


UNIT VISIBILITY
Friendly units can observe enemy units in hexes
into which they can trace a valid line of sight
(LOS). Tracing a valid LOS depends on visibility,
distance (range), and the terrain that the LOS
traverses. If a valid LOS cannot be traced from a
friendly unit into an enemy units hex, the enemy
unit is unobserved. Unobserved units cannot
be examined by the opposing player, and they
receive a favorable barrage DRM on the Barrage
Results Table. A unit that can observe an enemy
unit is not automatically observed by that enemy
unit; that enemy unit must trace its own LOS to
observe the unit observing them.
Example: A unit on a vantage point in woods
can see an enemy unit two hexes away in
clear (open) terrain. The enemy unit in clear
terrain will not be able to observe the unit in
woods due to it being in observation covering
terrain.
8.1.0 Line of Sight

A valid Line of Sight (LOS) is the straight line


drawn from the center of the observing units hex
to the center of the target hex that does not pass
through any hex containing blocking terrain (see
8.2.0.) The LOS range (see 8.3.0) and terrain (see
8.4.0) may affect the LOS.
8.2.0 Blocking Terrain
Woods, forest, towns, cities and vantage points
are blocking terrain. An LOS that runs directly
along a hexside is blocked only if both hexes of
that hexside would block the LOS. A hex containing blocking terrain will block an LOS unless the
observing unit is in a vantage point hex, in that
case only a vantage point will block the LOS.
Note that blocking terrain is not the same as
observation CT (see 8.4.0).
8.3.0 Line of Sight Range
The LOS range is the distance in hexes from
the observer to the hex being observed (do not
include the observers hex). If this range exceeds
the maximum LOS range, the LOS is not valid.
The maximum LOS range depends on the terrain
in the observers hex, the terrain through which
the LOS passes and that in the target hex. LOS
range is also affected by visibility (see below).
The basic LOS range is one hex, which means

hexes adjacent to the observer. Village, town or


city hexes add one to the basic range, while a
vantage point adds two hexes (for a total of three
hexes).
8.3.1 LOS Range & Rough Terrain
A LOS traced through or into (but not from) any
rough terrain hex has its range reduced by one
hex (to a minimum of one).
Example: A unit on a vantage point cannot
observe a unit in rough terrain if the LOS range
is greater than two hexes; this is because the
rough terrain reduce the max LOS range by
one hex.
8.3.2 Range & Visibility
LOS range is reduced to one hex during night GTs
or if the atmospheric condition is snow or storm.
During overcast GTs the maximum LOS range is
two hexes.
8.4.0 Observation & Covering Terrain
A unit in observation CT can only be observed
from an adjacent hex; additionally, either the
observer or the unit being observed must be
attack designated. A player may have situations
where he has observed and unobserved units in
the same hex at the same time (if the hex has
observation CT); this has an effect on target
units if they are barraged (see 11.6.1).
A unit with a strategic movement marker can
always be observed by enemy units that are in
LOS rangethe presence of observation CT is
negated by the strategic movement marker.
8.5.0 US Air Observation
During a clear GT, any German stack that is not
in observation CT is considered observed if it is
within six hexes of a US ground unit that is in
supply. German units with a strategic movement
marker are observed even when in such CT. If the
weather is partial overcast, this range is reduced
to three hexes. During overcast, there is no air
observation.
8.6.0 Fog of WarExamining Enemy Stacks
Unobserved stacks cannot be examined by the
opposing player. When more than one unit is
present in a hex, the owning player is free to
choose any non-HQ unit to be the topmost unit in
the stack.
8.6.1 Exception: Fieldworks & Fortifications
Even if observed, units under a constructed
fieldworks marker may only be examined if
the observer is on a vantage point, or at the
beginning of ground assault resolution. Units in
fortifications may only be examined at the beginning of ground assault resolution. This rule has
precedence over rule 8.6.0.
Designers Note: This is another reason vantage
points are important.
8.6.2 Exception:
Reconnaissance Units
When an active recon unit ends its movement

adjacent to an enemy stack (even if unobserved)


the active player may examine the contents of
that enemy stack unless the enemy stack is in
fieldworks or a fortification. Note that the enemy
stack is still unobserved.
8.6.3 Fog of War & Barrage
If a stack that cannot be examined due to these
FoW rules is barraged, the owning player only
has to reveal the density modifiers and if there
are any mixed or armor modifiers to the barrage.

Line of Sight & Observation Examples


Unit A has a max LOS of one hex because it
is not in a village, town, city or vantage point
hex.
It can see:
Unit 1 because it is in range and not in covering terrain.
Unit 6 because it has an attack marker.
Nothing else is within range.
Unit B has a max LOS of two hexes.
It can see:
Unit 1, because woods or forest dont block
LOS.
Unit 2, because woods or forest dont block
LOS.
Unit 5, same as Unit 2 case above and because
the city runs along only one LOS hexside.
Unit 6, because the attacker marker negates
the cover.
It cant see:
Unit 8, because of the city (blocking).
Unit 7, because of the city (covering) and the
unit is not attacking.
Units 4, 9, & 10 are not within LOS range.
Unit C has a max LOS of three hexes.
It can see:
Unit 1, because woods, forest and town
arent blocking terrain and city does not block
vantage point.
Unit 2, because only another vantage point can
block this LOS.
Unit 5, because city doesnt block LOS from a

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GOSS System Rules

vantage point.
Unit 8, because it is in range and not in covering terrain.
Unit 10, because it is in range and not in covering CT.
It cant see:
Unit 4, because it is in covering terrain.
Unit 6, because of the woods or forest (unit C
is not adjacent).
Unit 7, because of the city (covering and
neither unit is attacking).
Unit 9 because the rough terrain reduces the
maximum observation range by one hex.

armored divisions. The corps HQ can also command up to 24 army or corps asset units. It must
command at least one division-sized formation.

9.0 COMMAND
Command represents the control hierarchy for
each sides forces, from armies all the way down
to individual units. All units, subformations,
formations (usually divisions), and corps must
be in command to operate without penalty. For
simplification, the term formation in this section
also includes independent subformations.
The two things that are critical for determining
HQ command status are assignment and command boundaries. If the requirement for either
of these is not met, an HQ is considered out of
command (OoC).
Units that are subordinated to a formation
(usually a division) are in command as long as
they can trace general supply to their formation
HQ, and that HQ itself is not OoC. If however, a
formation HQ is out of command (OoC), all units
subordinated to it are also OoC.

9.1.2 Formations
A formation is a discrete set of units that share
the same unique formation ID (usually a number)
on the upper right corner of their unit counter. A
patch of color behind this number helps to colorcode a formations units for easier identification.

9.1.0 Assignment & Command Capacity


The first requirement for being in command is
assignment to an HQ that is eligible to command
what a player has assigned to it. Each HQ has
a command capacity that limits how much can
be assigned to it. Once this capacity has been
reached, an HQ may not be assigned anything
else.
Assignments can be changed, and all such changes can only occur during the Command Phase of
a GT. Players may find it necessary to keep track
of assignments using pencil and paper. Scenario
rules may further enhance or restrict the ability
of players to assign and reassign their forces.
9.1.1 Command Eligibility & Capacity
The following rules explain what an HQ can command and the command capacity of that HQ. An
HQ never commands enemy forces.
9.1.1a Army HQ Command
An army HQ can command up to five corps HQs,
one formation HQ, and twelve army or corps
asset units. If an army HQ is on the map, at least
one corps HQ must be assigned to it.
9.1.1b Allied Corps HQ Command
An Allied corps HQ can command up to four
formation HQs; two of these formations may be

9.1.1c German Corps HQ Command


A German corps HQ can command up to five formation HQsthree of which may be mechanized
(Pz or PzGr), and must command at least one
formation. It may command up to 24 corps/army
asset units.
9.1.1d Formation HQ Command
A formation HQ technically commands all of
the units organic to that formation that arent
attached elsewhere, plus any non-organic units
that have been attached to it.

9.1.2a Divisions
Most formations are divisions and have their own
HQ unitsusually with the divisional emblem
printed on its counter. Any unit marked with that
formations ID belongs to that formation and is
considered organic to that formation. The formation commands the units that are organic to it,
and as long as the formation HQ is in command,
so are any of its units that can trace general
supply to it.
9.1.2b Subformations
A subformation is a smaller subset of units that
usually belong to a formation (division). Regiments, brigades, combat commands, and German
battlegroups (KGs) are all examples of subformations. Subformations generally dont have an HQ
unit.
9.1.2c Independent Subformations
Occasionally a subformation may be declared an
independent formation (independent subformation). When this happens, the independent
subformation behaves exactly like a formation
(in effect, it is its own mini division). Choose any
one unit (artillery units are the best choice) to act
as that independent subformations HQ.
Each side may create one independent subformation per corps, unless scenario rules state
otherwise. This subformation is always in
command as long as it operates within the corps
boundaries. It may trace general supply to any
of the corps subordinate formation HQs, or the
corps HQ itself.
9.1.2d Army & Corps Asset units
Army or corps assets are units that have corps
or army IDs printed on the upper right corner of
their unit counters. These units are not organic to
any formation, but instead are assigned to armies
and corps. A player does not have to explicitly
record their assignment; instead, as long as they

are operating within the boundaries of a corps or


army that has not exceeded its command capacity for asset units, these units are in command.
Note that for supply purposes, they may trace to
any nearby formation that is operating under the
same corps or armys command.
9.1.2e Attachments
+
Units organic to a particular formation may
be attached to other
formations. This can occur during the Command
Phase of each GT. When this happens, an attachment marker should be placed on at least one of
the units (if a subformation has been attached)
and noted on a piece of paper. No more than
six combat units may be attached to a formation, and no more than six organic units may be
detached to other formations. A subformation
may never have more than three units attached
to it, or two units detached from it.
Attached units function exactly like organic
units of the formation or subformation they are
attached to.
9.1.2f German Mech Units & Leg Formations
German MUs that are assigned or organic to Inf,
VG or FJ divisions must be stacked with or adjacent to some unit organic to the division to be in
command. When command status is determined,
if such a unit doesnt fulfill the above conditions,
it is immediately marked out of supply (skipping
on-hand supply status.) This is evaluated during
the Command Phase of each GT.
No more than three German MUs may be attached to a non-mech division. Breakdown units
from the same parent unit are counted as one
unit for the purposes of this rule.
9.1.2g German Rear Echelon (RE) Units
The exclusive scenario rules will identify what
units (if any) are German rear echelon units.
When they enter play, they are initially treated
like corps or army asset units, but they must be
attached to a formation HQ as soon as possible
to be in command.
Even after attachment, unless stacked with a
leader, they may not attack unless stacked with
other participating regular units. They never fulfill
combined arms requirements (see 13.3.2a).
As soon as they are attached to a divisional
formation, these units trace supply as though
they are organic to that division.
9.1.3 Strat Movement and Formations
A formation must be in command to be able to
initiate strategic road movement. Thereafter, the
formation is automatically in command until it
ceases strategic road movement. All formations
and independent subformations that are marked
with a strategic movement marker are automatically in command until the marker is removed.
The formation still requires and uses fuel points
(see 16.4.0).

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GOSS System Rules

Designers Note: The formation doesnt require


extensive corps command resources to execute
a basic administrative road march.
9.2.0 Command Boundaries
Units must be within the command boundaries
of the HQ they are assigned to. A formations
command boundary is its supply range from the
divisional HQ. Corps command boundaries are
designated by the owning player (or scenario
setup) at the start of each AM Command Phase.
Use as straight a line of hexes as possible with
no more than one dogleg, or designate any river
lines to form an area in which the corps may
operate. Once this is done, any unit of the corps
operating out of this area is not in command.
Army boundaries are handled in the same manner
as a corps boundary. Note that army and corps
Areas may not overlap with areas belonging to
another HQ of the same kind. (i.e. army with army
or corps with corps).
A corps or army boundary should also extend
some distance into enemy territory. When delineating these boundaries, extend them either on a
straight line or some clearly obvious geographic
feature for about 10 hexes beyond the frontline.
Use commonsense here.
Units that operate within one hex of a corps or
army boundary are in command no matter which
side of the boundary they are on.
9.3.0 Out of Command Penalties
A unit or formation that is out of command (OoC)
is immediately marked with an ace of spade
marker with the opposing sides color on top of
the unit or HQ; the marker is not removed until
it is placed back in command. An HQ that is OoC
cannot be traced to for general supply by its
subordinate HQs.
If an HQ is OoC, all other HQs or formations
subordinated to it are also OoC. An OoC formations units cannot be placed in PA Mode or
exploitation mode. An OoC unit may not act as
an observer for airstrikes or barrages that have
artillery units from other formations (or corps or
armies) participating in them. Formations/subformations may not attach or detach units to or from
their control (command).
10.0 COMBAT
Overview: Both sides use combat to inflict step
losses, retreats and fatigue on the opposing
sides units. Barrage, airstrike and ground assaults are all forms of combat and occur mainly
during the combat phase. Air interdiction and
overruns are the only forms of combat that occur
outside of the combat phase (they occur during
movement).
10.1.0 Combat Phase Sequence
The sequence of play for the combat phase (see
3.3.5f) lists the order of steps (segments) used
during this phase.

10.2.0 Designating Attacking Units

During the attack designation segment, the


active player places his ace of spade markers on
top of those units that he wishes to use in ground
assaults (hereafter: GA.) Units that are in PA
mode are already attack designated by being in
PA mode.
A unit that is not attack designated will not be
able to attack in the upcoming GA segment of the
combat phase. Note that attack designation (and
therefore, attacking) is not mandatory. Units are
only forced to conduct an attack after they have
been attack designated. Attack designated units
cannot remain in a fort (beneath its counter).
10.3.0 Barrage Description
A barrage (see 11.0) represents an attack by
artillery units against enemy units that are in
range, and occurs during the barrage segment.
A ground support air mission (see 20.2.0) is a
form of barrage that involves the use of airpoints.
Air interdiction (see 20.3.0) is a form of airstrike
that occurs during enemy movement. Airstrikes
and air interdiction are covered in the air rules
section.
10.4.0 Ground Assault Description
Ground assaults (see 13.0) represent an attack
by active non-artillery units against enemy units
in adjacent hexes, and occurs during the ground
assault segment. Overrun (see 7.12.0) is a form of
GA that occurs during unit movement.
11.0 Barrages
Artillery units attack enemy units by barraging
them, which is useful for softening them up
prior to GAs or even destroying or forcing them to
retreat from a hex.
Each barrage is an individual event and must
be concluded before initiating a new barrage. A
player is never forced to conduct a barrage.
11.1.0 Initiating a Barrage
A player initiates a barrage by informing the
opposing side that a new barrage is being
conducted. Each side may only initiate barrages
during its own friendly barrage segment.
11.1.1 Target Hex
A barrage is always directed against a single
enemy-occupied hexwhich is called the target
hex. A target hex cannot be subjected to more
than one barrage or ground support mission per
phase, unless a fort is present in the target hex
(see 11.6.1b); but a barrage may consist of more
than one volley.
11.1.2 Barrage Observers
After determining the target hex, the barraging
player designates one friendly unit to act as the
observer for the barrage against that hex. If no

observer is available, the barrage is unobserved


and can only be conducted if exclusive scenario
rules allow it, or if 11.1.2c applies.
The observer must be able to observe at least
one enemy unit in the target hex using the
criteria described in the observation rules section
(see 8.0.) An artillery unit can always observe
for its own barrages if it satisfies the observer
requirements.

11.2.1a Active Observers in FWs or Fortifications


The active sides observers during a combat
phase cannot use the FW or fortification barrage
capacity against inactive enemy units that are
in covering terrain. In this case, the active side
is considered to be the side that will conduct
ground assaults in the upcoming ground assault
segment.

11.1.2a Observer Spotting Capacity


The number of separate barrages a unit may
observe (spot) for depends on the units size
and location. A battalion-sized unit may observe
for up to two barrages. A hybrid unit with two
companies is treated like a battalion for the
purpose of barrage observation. A company-sized
unit may only observe for a single barrage. Zero
step units may not observe for barrages. No more
than two units may observe from a single hex
during a barrage segment.

11.2.1b Artillery Units Barraging Adjacent


Hexes
Artillery units that barrage a target hex from
adjacent hexes do not count against the barrage
capacity limit of a barrage.

11.1.2b Air Observed Barrage


The Allied player may use air observation (see
8.5.0) to observe for barrages. When doing so,
the mode of the air observer for purposes of
barrage capacity (see below) is considered to be
that of the nearest ground unit to that target hex.
11.1.2c Unobserved Barrages
A player may conduct an unobserved barrage
if the exclusive scenario rules allow it, or if the
following condition is met:
An unobserved barrage may be conducted
against any type of population feature (location,
village, town or city) if a friendly unit has an LOS
to that population feature, or the target hex is
adjacent to any friendly unit. The DRMs for an
unobserved barrage are in effect and are cumulative with any other barrage DRMs. The barrage
capacity (see 11.2.0) for an unobserved barrage
is always two units unless scenario rules state
otherwise.
11.2.0 Barrage Capacity
Barrage capacity limits the number of artillery
units that may participate in a single barrage.
It also imposes a formation requirement on
participating artillery units. The barrage capacity
varies according to the status and location of the
observer (if any) or if the barrage is unobserved.
11.2.1 Observed Barrage Capacity
If a barrage is observed, use the Artillery Barrage
Observer Capacity Table on side A of the Player
Aid Charts to determine the maximum number
of artillery units that may participate in that
barrage. Note that the Allied and German players
each use different columns, and that the size and
mode of the observer, plus terrain occupied by
that observer affects barrage capacity.
A units barrage capacity is increased if it occupies an IP, ET or fortification or vantage point (see
the Observer Capacity Table).

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11.2.1c Formation Requirements & Barrage


At least one barraging unit must be from the
same formation as the observing unit. If the
observer is a corps or army unit, the nearest
formation is used to satisfy this rule. However,
a single corps or army artillery unit may always
barrage by itself if the formation rule cannot be
met. Attached units may observe for the formation they are attached to only.
11.3.0 Artillery Unit Participation
An artillery unit must be within range of a target
hex and have barrage factors available for use to
participate in a barrage on that hex. There must
be sufficient barrage capacity (see 11.2.0) to allow the artillery unit to join in the barrage.
11.3.1 Barrage Range
Barrage range is the shortest distance (in hexes)
from the artillery unit to the target hexdo
not include the artillery units hex. If the range
(in number of hexes) exceeds the units printed
range (see the Unit Type Chart), the target hex
is not in range. Terrain has no effect on range.
An artillery units range is reduced to one hex
(adjacent hexes only) if an enemy unit is in an
adjacent hex and that unit is attack-designated.
Once such an enemy unit completes its attack
(and is no longer attack-designated) the artillery
units range is no longer restricted.

Artillery Range: The two US artillery units in


the illustration may both fire on unit A for total
barrage value of six factors (this would be one

volley). Unit B is out of range.


11.3.2 Barrage Factors
An artillery unit must have barrage factors
available to participate in a barrage. A barrage
factor can only be used once per friendly barrage
segment. After a player has used all of a units
barrage factors, that unit should either be rotated
ninety degrees or marked with an ace of spade
marker in such a way that it reminds players it
has fired already.
Note that Allied artillery units may split their fire
so that part of their barrage factors are used in
one barrage, and another part is used in a second
barragebut the same barrage factor can
never be used in more than one barrage. German
artillery units may never split unless exclusive
scenario rules allow it. Note that an artillery unit
always counts as one unit against the barrage
capacity of a barrage, even if it did not use all of
its barrage factors in a barrage.
Exception: 11.2.1b.
11.3.2a Ammo Depleted Units & Barrage
Strength
Ammo depleted artillery units have a barrage
strength of zero.
11.3.2b Defender Barrage Strength & Surprise Attack
On the first AM GT of a surprise attack (first AM
GT after a lull ends), the defenders barrage factors are halved (see 24.4.0).
11.3.3 White Circle on Artillery Units
11.3.3a White Circle Behind Barrage
Strength
A white circle behind the barrage strength of an
artillery unit means the unit has one less barrage
factor when barraging during an enemy combat
phase.
11.3.3b White Circle Above Barrage Strength
If there are no artillery units with a white circle
above their barrage strength participating in a
barrage against a fort or Westwall hex, then
each numerical hit result is converted into an AS
result instead.
11.4.0 Volley Calculations
For each barrage, the number of volleys and their
barrage values must be calculated for use during
the barrage resolution process. The number of
volleys is equal to the total number of barrage
factors participating divided by eight. If there are
factors remaining that eight does not fully divide
into, those factors constitute a volley with a
barrage value equal to the remaining factors. All
other volleys have a barrage value of eight.
Example: 45 Artillery points are participating
in a barrage. Eight divides into 45 five times,
with five factors left over. Therefore, there are
five volleyseach with a barrage strength of
eightand one volley with a barrage strength
of five.

11.4.1 Volley Die Roll Modifiers


After determining the number and value of
volleys in a barrage, the DRMs for that barrage
are calculated. These DRMs will be applied to
each volley of that barrage. The DRMs can be
found listed to the right of the barrage results
on the Barrage Results Table. The requirement
for each DRM is on the left, with the associated
DRM appearing to its right. Most of the DRMs
are self-explanatory and include items like terrain
and the number of steps present in the hex (unit
density.) DRMs are usually cumulative, but there
are exceptions, which are noted under the list.
11.4.1a Mixed and Pure AFV Unit DRMs
If all units in the target hex are pure AFVs, the
DRM is -3; if some but not all are pure AFVs, or at
least one is mixed, then the DRM is -2. Note that
if a target hex contains pure or mixed AFV units,
the defender may have to choose between using
FW DRMs or Population Feature DRMs.
11.4.1b Target Unit Density
The number of total unit steps in a target hex is a
DRM condition. Fewer steps in the hex are better
for the units being barraged. Units that are being
barraged separately from other units in the same
hex (due to the existence of a fort) do not include
those other units steps as part of any target unit
density DRMs.
11.2.1c German NW Volley DRMs
If a German Nebelwerfer (NW) unit is participating in a barrage against a target hex that
contains any enemy leg class units that are not
receiving any other negative DRM for terrain or
FWs/forts, the first volley receives a +1 DRM.
If the barrage is composed solely of NW units,
every volley receives the +1 DRM if the first
sentence condition is met.
11.4.1d Other Volley DRMs
Vantage points, population features, night
barrage, strategic movement markers, and unobserved barrages are all conditional volley DRMs.
11.4.1e Forest & Barrage DRMs
A defending unit (non-active) in a target hex that
contains forest or bocage receives a -1 DRM. If
the unit could also receive a DRM for any kind of
FW, the forest/bocage DRM is not awarded.
11.5.0 Volley Die Rolls
After the barrage DRM has been calculated, the
barraging player rolls a 1d10 for each volley of
that barrage. This DR is used to find the volley result. Additionally, for each barrage, a 1d10 DR is
made to check for ammo depletion. (see 16.3.1.)
The barraging player can make this roll at the
same time as the first volley. A +1DRM is made to
the ammo depletion DR for each additional volley
beyond the first.
The volley DRMs are applied to each separate
volley DR of a barrage. After applying the DRM,
cross-index the modified DR (if any) with the barrage value of the volley. The results will be AS,

23

GOSS System Rules

some hit number, or a combination of the two.


11.5.1a Intensive Fire Volley (Optional)
Note that if a player expends one ammo point for
a volley, he makes two DRs for that volley and
keeps both results.
11.6.0 Target Units
When a target hex is barraged, all units in that
hex (except for those occupying a fort; see
11.6.1b below) are subject to the effects of that
barrage. Note that a hex may only be subjected
to one barrage or airstrike once per barrage
phase, unless a fort is present. Units that
retreated due to a barrage/airstrike are affected
by any results inflicted by a subsequent barrage
against any hex they retreated into.
11.6.1 AFVs, FWs & Populated Features
When AFV units are present in a target hex that
contains fieldworks and any population feature
(location, village, town or city), the owning player
can only use the DRMs associated with one
of those features (see 11.4.1). If the target hex
contains an intact westwall feature, the AFV
DRM is ignored.
11.6.1a Protected & Unprotected Target Units
Units in a target hex may be protected, unprotected or in a fort. Units in a fort are ignored for
the purposes of this rule (they are covered in
rule; 11.6.1b) below.
A unit is an unprotected target unit if it cannot
use, or has no beneficial terrain or FW DRMs in
the target hex and is observed by an enemy unit.
Note that this includes any unit that is attack
designated, performing any type of construction,
or marked with a strategic movement marker. All
other units (except those in fortssee below;
11.6.1b) are considered protected target units. A
target hex may have a mixture of both when it is
barraged.
If a player barrages a hex that contains both
protected and unprotected target units, he must
state which of the two groups is the primary
target of the barrage. After doing so, the barrage
is resolved against that group in the normal
manner. Note that any unresolved hits may affect
target units that were not chosen as the primary
target (see spillover hits; 11.7.2f).
11.6.1b Forts
If a hex contains a fort (which has its own
counter), the opposing player must conduct a
separate barrage against it if he wishes to affect
the fort and any units inside it. This is the only
case in which a target hex may be subjected to
more than one artillery barrage or ground support
mission in the same barrage segment. Only units
in a fort (they are stacked under its counter) are
affected by a barrage against that fort; these
units are unaffected by barrages that are not
directed against the fort. Units in a fort have no
effect on barrage DRMs (such as unit density) for
a barrage that is not conducted against the fort,

and vice versa.


11.6.1c Attack Designated
Target Units & Barrage
If a target hex contains both attack-designated
units and units that are not attacking, all results
are first applied against the attack designated
units. Any remaining numerical hits are applied
to the other units according to the following
schedule: for every two negative barrage DRMs
(or fraction thereof), one remaining numerical hit
is subtracted from the unfulfilled barrage hits.
Any barrage hits that remain after accounting for
all negative barrage DRMs must be satisfied by
the non-attacking units in the target hex. Note
that positive barrage modifiers (if any) are still in
effect and increase the number of hits by one for
every two such modifiers.
11.7.0 Barrage Results
The number of hits and AS results from each
volley of a barrage is totaled into a single sum of
hits and AS resultsthis is the final result for
that barrage.
11.7.1 AS Results
Each AS result requires the placement of one
AS marker on the stack of affected units in the
target hex. Note that not all AS markers on a
stack will have an effect. Use red AS markers
for German units, and blue AS markers for Allied
units. Except for negating adjacent defender
shifts (see 13.4.3d), no more than two AS results
per ground assault can be applied against each
side during a combat.
11.7.2 Numerical Hits
The numbers that appear in the Volley Results
columns on the Barrage Results Table are the
numerical hits inflicted by a volley on target units
in the target hex. A barrage is resolved by totaling all of the numerical hits of each of its volleys
and converting them into a retreat, step losses,
fatigue, or some combination of the three.
The conversion of these hits into results is done
in the order presented below; at the end of each
step. For ease of use, numerical hits will be
referred to simply as hits and units that were affected by a barrage against a target hex will just
be called target units.
Initially hits are resolved only against the target
units (11.6.0) of a barrage. Other units in the
hex may not be affected by the barrage (11.6.1),
unless sufficient unresolved spillover hits remain
after step six (11.7.2f). The following notes will
be referred to, when applicable, within the barrage resolution steps below.
Note 1. If maximum step loss applies: hits are
resolved by converting each hit into one step
loss or an increase of fatigue by one level
for the entire target stack. No unit can be
forced to lose more than one step loss. A
unit may not suffer more than two levels of
fatigue (see 14.2.0). If at the end of any step
below, all hits have been resolved then the

procedure stops then and there; the barrage


has been resolved.
Note 2. If maximum step loss does not apply:
hits are resolved by converting each hit into
one step loss or an Increase to fatigue by
one level for the entire stack. Allocate step
losses equally among the target units; no unit
may have two more step losses allocated
against it than against any other unit, unless
the other unit has already been eliminated. A
unit may not suffer more than two levels of
fatigue (see 14.2.0). If at the end of any step
below, all hits have been resolved then the
procedure stops then and there; the barrage
has been resolved.
Note 3. If a stack retreats as a result of a barrage, using either step one (11.7.2a) or step
four (11.7.2d) then it will lose attack designation. If does not already have an AS marker,
it will gain one when it retreats. Retreats
are conducted according to rule (13.7.4),
including its subsections. However, in the
case of a barrage, the maximum distance of
a retreat is one hex. As a reminder, it is legal
to retreat into an overstack condition per
rule (13.7.4b). If a stack suffers losses due
to retreating adjacent to enemy units (see
13.7.4f) or because there is no hex to legally
retreat into (see 13.7.4h), these additional
losses will not resolve any hits suffered from
the barrage itself.
11.7.2a Step One: First Hit taken as a Retreat
or Step Loss
Place the number of AS markers called for in the
barrage results.
The first hit of a barrage can be inflicted on target
units as either a voluntary one hex retreat or a
step lossthe owning side chooses.
If the target units do not have a valid path of
retreat or if a step loss was voluntarily chosen; a
step loss is inflicted on one of the target units. If
there are unresolved hits remaining, proceed to
Step Two (11.7.2b).
If target units conducted a voluntary retreat,
(Note 4) and there are unresolved hits remaining,
proceed to Step Five (11.7.2e)
11.7.2b Step Two: Barrage PR Checks
The owning player must make a PR check (see
4.3.1a) to allow the target units to remain in the
target hex. In this case, the PR of the lowestrated affected unit is used to make the check for
the whole stack; units that are attack designated
use their attack PR. All other units (of both sides)
use the defense PR.
If the target units pass their PR check, proceed to
Step Three (11.7.2c).
If the target units fail their PR check, proceed to
Step Four (11.7.2d).

24

GOSS System Rules

11.7.2c Step Three: Successful Barrage PR


Checks
For each unresolved hit remaining in a barrage,
the owning player must inflict either one step
loss on a unit or one level of fatigue on the target
stack. Maximum step loss rules do not apply
(Note 2).
If unresolved hits remain (all target units have
been eliminated) proceed to Step Six (11.7.2f).
11.7.2d Step Four: Failed Barrage PR Checks
& Retreat
All target units must be retreated one hex (Note
3). Unlike a voluntary retreat, this one hex retreat
does not satisfy any of the unresolved hits that
remained at the end of Step Two.
If target units are unable to retreat; each target
unit that is blocked by terrain or enemy units
from performing this retreat automatically takes
a step loss AND increases its fatigue level by one
for each remaining hit. Maximum step loss rules
do not apply (Note 2). If unresolved hits remain
(all target units have been eliminated) proceed to
Step Six (11.7.2f).
If the target units are able to retreat, proceed to
Step Five (11.7.2e).
11.7.2e Step Five: Retreated Target Units &
Hit Resolution
If target units retreated voluntarily, the remaining
number of unresolved hits is halved (round fractions down, but not below one). Maximum step
loss applies (Note 1).
If target units retreated one hex due to a failed
barrage PR check, then the number of unresolved
hits at the end of step two is unchanged. Maximum step loss rules do not apply (Note 2).
In either case, if unresolved hits remain (all
target units have been eliminated) proceed to
Step Six (11.7.2f).
11.7.2f Step Six: Spillover Hits
If unresolved hits remain at this point, any set of
units in the hex that were not part of the original
target group (11.6.0) now become a new target
group. The priority for choosing the next target
group will be: unprotected units that were not
attack designated, protected units, and units in
forts. If a target group on this list does not exist,
or it was already treated as the target group for
this barrage, remove that group from consideration and proceed to the next group on this list.
If no new target group can be found, then the
barrage is resolved (discard the unresolved hits).
If a new target group can be found in the hex,
adjust the total of the remaining unresolved hits
using the adjustment factors of rule (11.6.1c).
After this adjustment, if unresolved hits remain
then resolve them by repeating this entire procedure starting at step one (11.7.2a) against the
new target group. If no unresolved hits remain
the barrage has been resolved.

Example: a barrage inflicts an AS result and


four hits on an attack designated battalion
with three steps. There is one other two-step
battalion in the hex (which contains an ET)
that is not attack designated.
The owning player chooses to retreat from
the target hex (three hits remain reduced
to 1 because of the voluntary retreat.) The
retreating unit is marked with an AS marker
and loses whatever attack designation it had.
The owning player could now choose to inflict
a step loss on the unit or increase its fatigue
level by one.
If the owning player had chosen to remain in
the hex, the target unit would have to initially
suffer one step loss and be marked with an AS
marker (due to the AS result). Next, the owning player would make a PR check for the unit
since there are three remaining unresolved
hits. If the unit passed the PR, the owning
player would be able to remain in the hex
and inflict any combination of fatigue or step
losses on the target unit to satisfy the three
remaining hits. In this case, the owning player
would choose to lose one additional step and
inflict two levels of fatigue on the target unit.
Note: The maximum step loss rules do not apply
if a player chooses not to retreat and passes its
PR check.
If the target unit failed its PR check, it would
have to retreat one hex (which would not satisfy any hits) and then have three unresolved
hits. The owning player could inflict one more
step loss on the unit and increase its fatigue
by two levels. If there were hits in excess of
this, they would be ignored. If this unit had
been unable to retreat, it would have automatically been forced to take a step loss and
increase its fatigue by one level. Then it would
have had to satisfy the remaining three hits
since the unit could now only absorb one more
hit and one more fatigue level, it would be
eliminated and one spillover hit would affect
the other unit still in the hex. Since that unit is
in an ET, however, the -3 DRM subtracts one
spillover hit, leaving none to affect the unit.
Because no retreat was conducted, the owning
player must make a PR check for the affected
battalion. It was attack designated so the offensive PR of the unit (6) is used. The DR is 7, so
the unit fails its check. It must now retreat one
hexwhich does not satisfy any of the remaining hits (4).
11.8.0 Advance After Barrage
If all enemy units in a target hex are retreated
due to a barrage, friendly units that are attackdesignated and in adjacent hexes may be immediately advanced into that hex using the advance
after GA rules (13.8.0). A unit may only advance
after barrage once per barrage segment, and if
it does so, it may not be used to observe for new
barrages in the same phase.

12.0 Attacker Status


Adjustment
During this segment, the active side may remove
an attack designation marker. The only requirement is that the units must pass a morale check
using their attack PR. Units that were in PA mode
simply revert to tactical mode if the PA marker
is removed. Additionally, if a unit has its attack
called off, it may retreat one hex voluntarily.

Advance After Barrage: Germans units A1,


A2 and A3 are all in PA mode and are adjacent
to US unit D2. D2 is barraged and retreats one
hex. The A1, A2 and A3 units may advance into
D2s original hex and retain their PA marker.
This enables A1, A2 and A3 to still conduct
GAs against US units D3 and D2. A1, A2 and
A3 could also remove their PA markers (as
a group or individually) after advancing and
refrain from further combat.
German unit G is in tactical mode. It may
advance into D1s original hex but has its tactical assault marker removed at the end of the
advance. It will not be able to subsequently
attack any US units in the GA segment.
11.8.1 PA Mode Revert to Tactical Mode
Units in PA mode that advance into a hex that
has movement CT may immediately revert to
tactical modewhich means the immediate
removal of the PA mode marker. Units with a PA
mode marker are not required to revert to tactical
mode-this is a player choice.
11.8.2 Loss of Attack Designation
Units that end their advance in tactical mote
(including those in 11.8.0) have their attack
designation markers removed; they will not be
able to conduct GAs in the immediately following
GA segment.
11.9.0 Ammo Depletion (AD) Die Rolls
For each barrage, the barraging
player must also roll a 1d10 once
to check for ammo depletion. For
detailed explanation; see rule 16.3.1.
11.9.1 Split Fire & Ammo Depletion
If a unit is splitting fire and it suffers ammo
depletion before participating in a second barrage, those barrage factors are lost and the unit
cant barrage again until it is replenished (see
16.3.4).
11.9.2 On Hand Supply & Ammo Depletion
Artillery units in on hand supply status (see
15.4.2) are automatically ammo depleted when
they barragethey may not split fire. Artillery
units tracing their general supply to an HQ that
has only on hand supply use the values listed in
16.3.5.

25

GOSS System Rules

12.1.0 Removing An Attack Marker


To remove a units attack designation, make a
morale check using the attack PR and take any
type of attack designation marker off of the unit
if it passes. Remember, that if a unit in a hex is in
PA mode, all units in a hex must be in PA mode,
so a player must remove the PA marker from all
units in a hex, and not just one.
12.2.0 Retreat From Canceled Attacks
Units that have an attack designation marker
removed are considered to have canceled an attack. Such a unit may retreat one hex immediately after the attack is canceled. Units that retreat
must follow the normal rules for retreat (13.7.4).
13.0 Ground Assault (GA)
After completing any attacker status adjustments, the active player conducts his GAs one
at a time, resolving each GA completely before
initiating a new GA.
The active player is always the attacker and the
Inactive side is always the defenderregardless
of the overall game situation. Note that the terms
assault, attack and attacker used in this rules
section mean the same thing. Also, the Ground
Assault Table is referred to frequently and is
often abbreviated as GAT.
13.1.0 Ground Assault Sequence
The active player picks which GA to resolve as
he wishes. Once he initiates a GA however, the
steps listed below must occur in the order they
are presented:
a. The active player indicates the defending hex
and locates its defender terrain line on the
GAT.
b. The active player indicates which units will
assault the defending hex.
c. Any required surrender checks are carried out
(see 15.6.1). both sides choose whether their
units will standoff, use on hand supply, or
defend at full strength during an ENA (see
14.1.2).
d. The inactive player checks for bridge collapse
or demolition (see 17.3.4).
e. The combat strengths of the involved units is
calculated and compared and the ground assault value (GAV) is located on the GAT.
f. The net column shift (if any) is determined and
the final assault value (FAV) is located on the
GAT.
g. DRM bonuses are determined for both sides

and the final DRM bonus is calculated.


h. Each side rolls a 2d10 and applies the final
DRM bonus to their DRs to see what results
are inflicted against the opposing side.
i. Each modified DR is cross-indexed with the GA
results column to locate the combat results
(see 13.6.2).
j. Combat results are applied to each sides
affected units, with the attacker doing so
before the defender.
k. The Attacker may advance after combat with
any of his eligible units that participated in
the GA (see 13.8.0).
This sequence is repeated for each GA being conducted, until all desired GA have been conducted
and resolved.
13.2.0 Declaring the Ground Assault
The active player starts a GA by picking a defending hex to attack and determining the Defender
Terrain Line for that GA. The attacker must have
friendly units that are eligible to attack in hexes
adjacent to that defending hex. Each GA may
only assault one defending hex.
13.2.1The Defender Terrain Line
There are four defender terrain lines arranged at
the top left of the GAT. They are, from top to bottom: city, forest, town and rough/woods; rough,
woods, village; and clear. The top line is the most
favorable to the defender, while the bottom line
favors the attacker.
The correct terrain line for a GA must be located
by comparing the terrain in the defending hex
with these four lines. If a hex contains multiple
types of terrain, the defender chooses which to
use.
13.2.2 Attacking From More Than One Hex
As long as terrain permits, a hex may be attacked
from all six adjacent hexes if the attacking units
are all in PA Mode. Units that are not in PA mode
may never combine with units from other hexes
to attack the same defending hex.
13.2.3 Attacking Into Constricted Terrain
No more than two unitsonly one of which may
be a battalioncan attack into a constricted
terrain hex from each adjacent hex. Exceptions:
see 6.1.2, 6.1.3, & 6.1.4.

Example: The German units A1, A2, A3 are


in a normal hex attacking the US units D1 and
D2. German units A5. A6 and A7 are also in a
normal terrain hex. All the German units are
in PA mode so they may attack together. One
German unit in each hex will not be able to
attack as it exceeds the constricted terrain
stacking.
Designers Note: The uneven nature of some
terrain and the steepness of slopes, gullies or
ravines, make deployment and attack into such
terrain very difficult, if not impossible.
13.2.4 Defending Hex & Defending Units
A defending hex may only be attacked once
per GA segment. All units in the hex (up to the
stacking limit) defend together against any GA
conducted against that hex.
13.2.5 Attack Participation
The attacking units must be attack designated
(see 10.2.0) and adjacent to the defending hex.
Units in the same hex are not required to attack
the same hexes, and units are not required to attack just because other friendly units in the same
hex are participating in an attack. Units that dont
participate in an attack are never affected by the
results of that attack.
A unit that is attack designated at the start of
a GA segment must attack some enemy unit. A
unit may never attack more than once per GA
segment.
13.2.5a Tactical & Prepared Assault Mode
Coordination
Tactical mode units and PA mode units cannot
participate in the same attack together.
13.2.5b Fatigue and Attack Designation
A unit that recovers a fatigue level (see 14.4.0)
may not conduct an attack in the same player
turnorient such units at a 90 degree angle
from other units to differentiate them from other
units. A unit with a fatigue level of two or more
may not attack.
13.2.5c When Units Cannot Attack
In addition to not being able to attack, if it is not
attack designated, a unit may not conduct a GA if
it is an artillery or HQ unit, or the terrain it would
attack into or across is prohibited to it using
tactical or prepared assault movement. If a unit
could only enter a hex using a road hexside, then
it may only attack that hex through such a hexside. Mechanized units may only attack across
rivers through a ford hexside or an undestroyed
bridge
13.2.5d Overstacking & Ground Assaults
Overstacked units cannot attack in any way in a
GA (6.4.1).
Ground Assault Participation: The German
units are labeled A, while the US units are labeled D. The German unit A1 is not in PA mode
or marked with a tactical assault marker so it

26

GOSS System Rules

13.3.1a Reductions to a Units Current Attack


Strength
An attacking units combat strength is halved if it
attacks across a minor riverbridges and fords
do not negate this effect. The GA strength of
any type of unit ground assaulting from or into a
marsh hex is halved.
may not participate in GA. Units A2, A3, and
A6 are have a tactical assault marker so they
may attack, but not in conjunction with other
friendly hexes. Unit A2 and A3 are attacking
Unit D1, while unit A6 attacks D2 separately
units A4, A5 and A7 are in PA mode so they
may combine to attack US units D3 and D4.
13.2.5e Unit Status & Ground Assaults
Once the attacker has selected his attacking
units, each side must declare whether any units
are going to stand-off (see 13.5.3e), use on
hand supply (see 15.4.2), or use their full combat
defense strength during an ENA (see 14.1.2a.)
The attacker always declares first.
13.2.5f Defending Units & Retreats
If a unit retreats into a hex that is subsequently
attacked in the same phase, those retreated
units contribute nothing to the hexs defense
unless they are the only units that occupy it, but
suffer any results inflicted on that hex.
13.2.5g Attacking Units & Bridge Collapse/
Demolition
Bridges are subject to hasty demolition (see
17.3.4b) if attacking units are attempting to use
them when attacking over rivers. Trail bridges
over minor rivers are subject to collapse (see
17.3.4c) if German heavy AFVs are attacking
using the bridge. If the bridge does collapse, the
AFV units cannot attack. Likewise, the defending player may attempt a hasty demolition of the
bridge in question. If the attempt is successful
the result is the same as that for bridge collapse.
Attacking armor that stands off (see 13.5.3e)
does not trigger bridge collapse, and may still
participate in a GA by standing off, even if the
bridge it intended to use has collapsed or been
destroyed.

13.3.1b Reductions to a Defending Units


Current Strength
A defending artillery unit stacked with other units
(including other artillery units) has its defense
strength halved. A unit defending during an ENA
that does not wish to suffer fatigue halves its
current strength.
13.3.1c Attacking & Defending Units
Strength Reductions
An attacking or defending units strength is
halved if the unit is out of supply, at fatigue level
1, has chosen to standoff, does not flip its on
hand supply, is a MU attacking into or defending
in a marsh hex, or is a pure armor unit in a woods,
forest, town or city hex without any accompanying infantry.
13.3.1d Quartering a Units Current Strength
A units combat strength is quartered if two or
more conditions listed in (13.3.1a), (13.3.1b), or
(13.3.1c) applies to it. A unit with fatigue level
2 or greater may not attack and has its defense
strength quartered. A unit is never reduced
below one (even if it is an ammo depleted artillery unit).
13.3.2 Ground Assault Strength
Each side calculates its ground assault strength
for a GA by adding all of the final GA strengths
of all units involved in that GA. The attackers
total is the attacking GA strength, while the
defenders total is the defending GA strength.
When totaling a stacks combat strength, total
all individual unit strengths in the hex (keeping
fractions) and round up any fractional sum to the
nearest whole number after the unit strengths
have been added together.
13.3.2a Combined Arms Requirement

13.3.0 Determining Final Unit GA Strengths


The final unit GA strength of each unit involved
in a GA (attacking or defending) must be
determined so that each side can calculate its
total final GA strength for that GA. This Final
GA strength will be compared to the opposing
players final GA strength for use on the GAT.
13.3.1 Final Unit GA Strength
The current combat strength of a unit was
defined in rules section 4.2.1. Each unit uses its
current combat strength with the modifications
listed below to calculate that units final GA
strength. Reductions are in the form of halving or
quartering a units current strengthfractions
are retained.

AFV units must have one of these symbols


stacked with them to satisfy the combined arms
requirement. The symbols may be accompanied
by a mechanized oval symbol or parachute/glider
symbol also. Hybrid units with an AFV silhouette
and one of the types listed below, qualify as
combined arms.

Units with an armor factor that attack into, or


defend in a hex with woods, forest, town, city,
or marsh terrain must be stacked with infantry,
engineers, or a recon type unit or their combat
strengths are halved. Additionally, their armor
factors are reduced to zero if they attack or
defend against an enemy stack that has any of
these units.

forts) are worth two or three shifts. Shifts are


cumulative.
Total all shifts in favor of the attacker and then
subtract the defenders total number of shifts.
The resulting value is the number of shifts the
GAV is affected by. A negative value moves it to
the left, while a positive value moves it to the
right (favoring the attacker).

13.4.0 Ground Assault Table


The Ground Assault Table (GAT) is used by the
attacker and the defender to resolve all GAs.
The GAT is composed of six major parts: the
Defenders Terrain Line; the Ground Assault
Values; the Attacker DR Columns; the Defender
DR Columns; the unfavorable results against the
attacker or defender; and the favorable results
against the attacker or defender.

13.4.2b Final Assault Value & Column Shift


Limits
A ground assault value may never be shifted
further that the rightmost or leftmost GAVs on
the defender terrain line for that GA. Excess
shifts are ignored. The resulting GAV after all
shifts have been made is called the final assault
value. Note that this limit is only applied at the
end of the GA shift calculation (meaning you subtract the fewer number of shifts from the larger
number and the difference is the total number
of shifts awarded to the side that had the larger
number to begin with. The shift limit applies after
this calculation.

13.4.1 Ground Assault Value


A GAs ground assault value (GAV) must be
calculated and matched with the GAV that it
corresponds with on the Defender Terrain Line
(see 13.2.1) used for this GA. This requires a
comparison of the attackers GA strength to that
of the defenders.
13.4.1a Comparing Attacker & Defender GA
Strengths
The attacker and defender GA strengths (see
13.3.2) are compared to each other and the
result is a ratio of the attack GA strength to the
defense GA strength, or the differential of the attack GA strength minus the defense GA strength.
In practice, players only need to calculate the
differential if the ratio is between 1 to 2 and 3
to 2those ratios always take precedence over
any differential.
13.4.1b Locating the GAV on the Defender
Terrain Line
On the defender terrain line for the ground assault being resolved, find the highest GAV that is
equal to, or less than the ratio/differential that
was calculated in 13.4.1a above. This is the GAV
for that attack.
13.4.2 Ground Assault Value Shifts
A number of conditions may affect the GAV by
shifting it to GAVs that are to the right or left of
the original GAV. Shifts to the right are positive
and benefit the attacker, while those to the left
are negative and benefit the defender. Some
conditions can be favorable to either the attacker
or defender (just remember that attacker shifts
are always positive and defender shifts are
always negative). Shifts are called column shifts
since they will affect what die roll columns will
be used.
13.4.2a Determining the Total GA Column
Shift
A condition may confer an award or penalty of
more than one column shift. Each shift equals an
incremental change of one GAV to the right or
the left. Note that some conditions (like FWs or

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GOSS System Rules

13.4.2c Attacker Column Shifts


Attacker shifts move the GAV to the right. Onecolumn shifts are awarded for units in PA mode,
if the defending hex has a combat reserve or
exploitation marker; or if the attacking units all
have a MR bonus. Two shifts are awarded if any
of the defenders have a strategic move marker.
One shift is awarded on the first AM GT that a
side ends a lull (see 24.4.0).
13.4.2d Defender Column Shifts
Defender shifts move the GAV to the left. One
column shifts are awarded to the defender
for vantage points, night GAs, and improved
positions. Level-1 entrenchments award a two
column shift, while level-2 entrenchments and
Westwall hexes give three columns.
13.4.2e Leader Column Shifts
A side that has an active leader committed to
a GA receives a one-column shiftalthough
some leaders may actually confer two shifts if
exclusive scenario rules allow it. There are additional restrictions on leaders (see 23.0) that are
explained in the leaders rules section.
13.4.3 Penalty Column Shifts
These shifts penalize the affected side by
awarding a one-column shift to the opponent. If
the affected side is the defender, the attacker receives a column shift in his favor. Likewise, if the
affected side is the attacker, the defender gets
the column shift to the left. Note that each side
could be awarded shifts for the same condition.
13.4.3a Multi-Formation GA Penalty
If a side has more than one formation participating in a GA (attacking or defending), it suffers a
one-column penalty shift for each formation participating beyond the first. Note that leaders may
negate this penalty. Attachments to a formation
are considered organic to it.

13.4.3b Overstacked Units


If any side in a GA has participating units that
are overstacked, that side suffers a one-column
penalty shift.
13.4.3c HQ Movement Penalty Column Shift
If a formation HQ moved more than six MPs or
used strategic movement in the previous Movement Phase, all units under its command suffer a
one-column shift whenever they attack or defend
in a GA. Note that this is a penalty shift. Mark
the HQ with an ace of spades marker placed on
top of the unit. The marker is removed at the
start of the next Movement Phase.
13.4.3d Adjacent Defender Column Shifts
During a ground assault, the attacker may be
subject to column shift penalties (the differential/odds column is shifted to the left) for each
enemy-occupied hex adjacent to any attacking
units participating in that GA.
To generate these column shift penalties against
an attacker, each hex must meet several requirements:
a hex must not have already defended against
an earlier GA in the same GA segment
if attacking units are in Movement Covering
Terrain, the hex must also be adjacent to the
hex defending against that GA (note that during a Night GT, all hexes are Movement CT).
a hex must contain at least one step (not a zero
step unit) of a non-HQ unit
a unit that retreated from a barrage in the immediately preceding barrage segment is not
eligible to award adjacent defender shifts
mark the unit with a fired/move marker or a
spade marker on top to signify this. Remove
the marker at the end of combat.
Each such hex that meets the above conditions
generates a two-column penalty shift if the
adjacent attacking units do not occupy movement
CT; if they do, the penalty is only a one-column
shift. If a hex contains a Vantage Point, the
penalty is increased by one column shift. There
is no limit on how many column penalty shifts
may be applied against a GA as long as the above
requirements are fulfilled. Note that a hex may
generate a Column Shift Penalty against only one
GA in each GA Segment. The penalty may not be
split (if greater than one shift) between multiple
GAs
Each Artillery Shift marker in a hex reduces the
number of penalty column shifts that hex may
generate by one shift. e.g., two AS markers in a
hex would take away two such shifts from that
hex.
To keep track of when an inactive hex has used
up its penalty shifts, the defending player can
mark such a hex with a fired/moved or spade
marker. Remove all such markers at the end of
the GA segment.

13.4.3e Engineer Column Shifts

In this example, there are two US combat


engineer units in each of the hexes assaulting the German unit that is entrenched. The
each engineer unit negates one shift of the
entrenchments. The presence of a defending
engineer unit would not change this.

one or two, all units under its command suffer a


one-column penalty shift whenever they attack
or defend during a GA. If the ammo depletion
value falls to zero, then all units in the armys
command suffer a two-column penalty shift
when attacking a one-column shift when defending during a GA.
13.4.3.g Artillery Shift Markers (AS)
Each AS marker on any units participating
(attacking or defending) in a GA penalizes the
owning side one column shift on the GAT. No
more than two such shifts can be applied against
each side for each GA.
13.4.4 Die Roll Columns & the GA Die Roll
The final assault value (see 13.4.2b) is used to
determine what DR columns will be used to
match GA die-rolls with their matching GA combat results. When the FAV has been determined,
both sides use the DR Columns located directly
beneath that FAV.
13.4.4a Attacker & Defender Die Roll Columns
The DR columns are split into attacker DR
columns and defender DR columns, with each
section containing either a set of attacker DR
results (the topmost section) or a set of defender
DR results (the bottom section.) There are eleven
rows of DR results in each column. Each row
contains a numerical range of possible values
that either the attackers or defenders DR could
fall within.

In this example, two US engineer units


would normally award the attacker one shift
each for attacking into a town or city, but
the presence of the defending engineer unit
negates this ability.
Engineer/Pionere (simply engineers from now
on) units may be used to generate or negate
column shifts in a GA. When a defender occupies
a FW or fortification, engineers negate defensive
column shifts due to those features by attacking
from an adjacent hex. Each attacking stack that
contains any engineer unit negates one such
defensive shift. Engineers can never negate
more shifts than are provided to the defenders
by those features. Engineer units must always
be stacked with a non-engineer unit to generate
these shifts.
In towns or cities, each hex with attacking
engineers generates one shift in favor of the attackers. If there are any engineers in the defending stack, the attacker cannot get any engineer
column shifts.
In both cases above, engineer units must always
be stacked with a non-engineer unit to generate
these shifts.
13.4.3f Low Ammo Depletion Value Column
Shifts
If an armys or corps ammo depletion value is at

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GOSS System Rules

13.4.4b Die Rolls


After all DRM bonuses have been calculated,
each side rolls two differently colored ten-sided
die to randomly generate combat results. One
of the colors is used to identify the tens value
(0, 10, 20, etc) while the other represents values
between 0 and 9. The player making the DR
specifies which color represents the tens value
before rolling the die.
13.5.0 DRM Bonuses
After the DRs have been made, players need to
calculate the total DRM bonus (if any) that will
affect the DR values that were actually rolled.
Attacker bonuses are always added to each
sides DR values, while defender bonuses are
subtracted. A bonus is calculated by totaling the
attackers DRM bonuses and then subtracting the
defenders total DRM bonuses. The result is the
total DRM bonus for that GA. Each bonus point
will add or subtract one percentile point from the
die-rolls made by both players to resolve the GA.
Note: The DRM Bonus can never exceed plus or
minus 60 pts.
13.5.1 Combat Reserve Bonus
Each unit with a combat reserve marker that is
near the defending hex of a GA awards five bonus points if committed to that combat. The unit
in reserve must belong to the same formation
as one of the attacking or defending units, and

it must be within three hexes of the defending


hex (whether it is attacking or defending.) The
unit must also have some type of infantry symbol
(mech or leg) in its unit box. Rear Echelon (RE)
units do not qualify for a CR bonus.
Combat reserve units committed to a GA are
unaffected by any results of that GA. Once the
unit is committed, the combat reserve marker is
removed (the committed unit remains stationary).
13.5.1a Combat Reserve Restrictions
A maximum of three combat reserve bonuses (15
bonus points) can be awarded to each side for
each GA. Combat reserve may not be used by
either side during an overrun.
13.5.1b Combat Reserve Units that Are Attacked
A unit that is itself attacked cannot generate a
combat reserve bonus for itself nor receive any.
A unit attacking a hex containing a unit with a
combat reserve marker receives a one-column
shift and forces the defender to remove he
combat reserve marker.
13.5.2 Regimental Integrity Bonus (RIBs)
Units of the same subformation are more effective when they operate near each other. Most of
these subformations are regiments, hence the
label regimental integrity; note though, that
a subformation could also be a brigade, KG, or
combat command. The term regiment will be
used in this rules section to mean all of those
subformations.
Each regimental integrity bonus (RIB) awards a
DRM of five bonus points and each regiment can
award no more than 3 RIBs per GA segment and
no more than six attacking RIBs per GA. A ground
assault can have up to two regiments awarding
attacker RIBs to it per side. The defender can
never have more than one regiment awarding
RIBs per GA (for a maximum of 3 RIBs15 Bonus
DRMs per GA).
13.5.2a How RIBs are Awarded
The attacker is awarded one RIB for each eligible
unit participating in the GA. At least two eligible
units must be attacking (therefore a RIB will
always be worth at least 10 bonus points).
The defender is awarded a RIB for each eligible
unit in the defending hex or adjacent to it. Defending units may not be used if they have been,
or will be attacked in the same GA segment.
13.5.2b Unit Eligibility for RIBs
To be eligible to contribute RIBs, a unit must
be in PA or tactical mode, and have some type
of infantry symbol if it is an Allied unit, or an
infantry, engineer, fusilier or recon symbol if it is
German. German divisional engineer, fusilier and
recon units are eligible to generate RIBs with any
regiment or KG of the same division.
A unit can only be used once per GA segment to
award a RIB. The unit cannot be out of supply/
command or fatigued, or reduced to its last step

of strength.
A unit does not have to be a bn-sized unit to
contribute RIBs, but breakdown companies can
never be used for RIB purposes.
13.5.2c German Panzer & PzGren Formations
In a panzer or panzergrenadier division, each panzergrenadier regiment is a subformation, which
means that each mech infantry battalion belonging to that regiment can be used to award a RIB if
eligible. Two battalions from the same regiment
would award two RIBs. Note that a KG of such a
division is also considered to be a subformation,
so that mech infantry battalions of that KG also
qualify to contribute RIBs.
The reconnaissance (aufklarungs, or Recon or
Auf) battalion of panzer or panzergrenadier
formations are treated like MI battalions of any
of the divisions regiments or KGs, as are any
pionere units of the division. The three RIB per
regiment limit is still in force when using these
units.
13.5.2d German Panzer Regiment and RIBs
The panzer (Pz) regiment is a special case. Each
panzer AFV company of that regiment that is
stacked with a MI, recon or pioneer unit from the
same division or brigade can award one RIB. A
panzer regiments AFV companies are considered
organic to all other regiments of its division for
RIB purposes. Remember that breakdown units
cant be used for RIB bonusesso you couldnt
breakdown a panzergrenadier battalion and use
the companies.
13.5.2e US Armored Division Combat Commands
For RIB purposes, each combat command of a US
armored division is considered to be a regiment.
Each unit in the combat command can contribute
a RIB, but the units and the combat command
are restricted by all of the rules above as they
pertain to regimentsexcept the requirement
that only battalions can contribute RIBs.
13.5.2f Commonwealth Armored Divisions
Commonwealth armored divisions have two
brigades that are each treated like regiments for
RIB purposes. All rules that apply to regiments
apply to these brigades and their units.

In the example above, the US 9 th infantry


regiment of the 2XX is PA assaulting the I/78
BN of the 26th VGXX. Because no unit in the
9 th is reduced to its last step, all three may

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GOSS System Rules

contribute to a RIB bonus for this attack since


they are all participating in it directly; there
would be 3 RIBs for this (15 total DRM bonus).
The German 1/78 BN is adjacent to the II/78
Bn and 1/26 pionere company from the same
26th XX. Both are eligible to generate RIBs with
1/78 Bn since they are in or an adjacent to the
assaulted hex and they are not under attack
themselves. These three units generate 3 RIBs
for the German side. Offsetting the RIBs of the
US player.

In the next example, the German units of


the 9 th panzer division are attacking the 1/9Bn.
The US side receives two RIBs (one for each
battalion). The German player may use the
recon bn from the 9 th panzer to generate RIBs
with the panzergrenadier battalion from the
9 th panzer division. Additionally, the 1/I panzer
company of the 33rd panzer regiment may also
be used to generate a RIB since it is with a
mechanized infantry unit from the same division. This gives the German side a total of 3
RIBs, which means the Germans get an overall
1 RIB bonus (after taking into account the US
RIBs).
13.5.3 Armor and Anti-Tank (AT) Bonuses
The effect of armor, or lack of it, against opposing enemy forces is an important part of the
games combat resolution process. The greatest
DRM bonuses are usually awarded due to armor
or AT bonuses.
Each side in a GA checks to see what kind of
armor or AT capability it has with its forces
participating in that GA. The attackers capability
is then compared to the defenders, generating
armor/AT bonuses for one side only. Each armor
or AT bonus is worth 10 DRM bonus points.

13.5.3b Armor & AT Comparisons

13.5.3a Armor & AT Factors


A units armor or AT capability is quantified by
armor or AT factors printed on the units counter.
These factors appear as printed superscript numbers accompanying the attack and/or defense
strengths of the unit. Many units only have a
superscript value that appears with their defense
strength, which means that the value is an AT
factor only. A superscript value next to a units
attack strength means that value is an armor
factorunless the unit is an artillery unit, which
makes the value a range factor.
Some AFV units have two armor factors: one
armor factor is associated with the attack
strength and the armor factor with the defense
strength. The unit uses its offensive armor factor
(the one adjacent to the attack strength) when it
is attacking, and uses the defensive armor factor
when defending. In most cases, the defending
armor factor is higher when a unit has two such
armor factors.
Note that it is important to remember that a unit
may have two armor factors and that in this case,
the factor associated with the defensive combat
strength of the unit is not an AT factor. Armor
and AT factors do differ from each other in their
relationships listed below.
Remember that armor units without combined
arms (see 13.3.2a) also have their armor factors
reduced in certain types of terrain.
Artillery units only have AT factors. Ammo depleted artillery units and out of battery artillery
units reduce their AT values to zero.
13.5.3b Armor & AT Comparisons
Shown below are the three applicable Armor/AT
comparisons explained below.
The comparison of attacking and defending armor and AT factors determines how many Armor/
AT bonuses are initially awarded to one side,
before taking into account terrain and/or FW or
fortifications.
There are four different cases that can occur
when comparing armor and AT factors. If the only
factors involved are AT factors, stop the process
herethere can be no bonuses without armor
factors. The other three situations are covered
below. Note that terrain and FW/fortifications

may affect these bonuses (see 13.5.3c).


Armor vs. Armor Factors: The attacker chooses his lead armor unit and uses its factors,
and the defender does the same. Terrain will
affect this bonus; FWs/fortifications do not.
Armor vs. AT Factors: As above with the
defender choosing a unit with an AT factor.
Terrain never affects the defender if he
receives an AT bonus. FWs/fortifications do
not affect any defender AT bonus.
AT vs. Armor Factors: The attacker cannot get
any bonuses. The defender can get an armor
bonus if the attackers AT rating is less than
the defenders armor rating and the attackingAT did not move; terrain will affect this.
After each side has chosen its lead armor/AT
unit, subtract the smaller of the two values from
the larger. The side with the greater value is
initially awarded a number of bonuses equal to
the difference. If the result was zerostop here,
no bonuses will be awarded.
13.5.3c Terrain Effects Chart Armor AT Modifiers
The bonuses awarded due to armor/AT comparisons in 13.5.3b are subject to further reductions
due to the modifiers listed on the TEC under the
Arm/AT mods column. These modifiers affect the
awarded armor bonuses by subtracting a number
of bonuses equal to the modifier associated with
terrain or FW/fortifications found in the defending hex. Note that even defender armor bonuses
may be affected.
FWs/fortifications only apply in the case of armor
factors vs AT factors, otherwise they are ignored.
In the case of a populated feature, the defender
may choose to use them or any other natural terrain modifier in the hex in addition to an IP or ET
modifier, but not both.

Example: A defender in a woods hex that also


contains a village and an ET may use the armor
reductions for the ET and either the village or
the woods.
In this example, the German units 2/506 and
I/10/9Pz are attacking a combat command
of 7th armor division. CCR1 occupies a hex
containing woods and a village. The German
attacking armor value is 7 vs a US defending
armor value of 4. This generates three armor
bonuses for the attacker. The defender may
choose to use either the woods or the village
modifierbut not both (see above.) Since
both modifiers subtract one from the overall

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GOSS System Rules

armor bonus (not AT) it does not matter which


is chosen. In the end, the German player
receives a net two armor bonuses (worth 20
bonus points DRMS) for the combat.
13.5.3d Armor or AT Bonus Award
After determining the effect (if any) of modifiers
from 13.5.3c, the resulting value, if greater than
zero, equals the total number of armor or AT
bonuses remaining from those originally awarded
in 13.5.3b. Remember, each bonus is worth 10
DRM bonus pts in favor of the side the bonuses
were awarded to, unless the clear terrain heavy
armor/AT rule that follows is in effect.
If one side in a ground assault has an armor/AT
value that is five or higher, each armor/AT bonus
is worth 15 DRM points (instead of 10) if any
AFV unit of the opposing side involved in that
GA occupies a clear terrain hex that contains no
covering terrain of any type.
No more than two armor/AT bonuses may ever
be awarded during a night GT or if the defending
hex contains city or forest terrainthis is after
accounting for the effects of the city, forest or
any FWs in the hex.
13.5.3e Armor in a Standoff Role
Attackers and defenders in a GA may choose
to have any of their participating units with an
armor factor adopt a stand-off role. Units that
do so are ignored for the purposes of armor/
AT comparisons and their combat strengths are
halved. This does not affect the use of any unit
with AT factors.
Standoff must be declared during step C of the
GA sequence. The attacker must always declare
first if he is having any unit standoff.
In a GA both sides must have at least one unit
that doesnt standoff. Standoff cannot be declared in clear terrain.
Note: Units that Standoff cannot advance after
combat.
13.5.4 Proficiency Bonus (PROB)
For each GA, each side chooses one of its participating units to be the lead proficiency (Lead-P)
unit. A player may choose any unit that is not in
a standoff role (see 13.5.3e). The side with the
higher Lead-P rating is awarded a number of proficiency bonuses equal to the difference. The attacker always uses his attack proficiency rating,
while the defender uses his defensive proficiency
rating. Each one is worth five points.
Units in entrenchments or fortifications increase
their defensive proficiency rating by one (to a
max of eight).
13.5.5 Calculating the Final Die Rolls
Once the overall DRM Bonus has been determined (thats what 13.5 was about) each side
applies its DRM Bonuses to the DRs made for
13.4.3b (die rolls.) If the DRM was an attacker
bonus, it is added to both sides DR. If the DRM
was a defensive bonus, it is subtracted from

both sides DRs. The results of these operations


are the final attacker and final defender ground
assault DR values.
13.5.6 Final GA Die Rolls and Die Roll
Columns
Each side consults the GAT and finds the row
containing the range of DR values (on the DR Columns) that its final GA DR was either equal to, or
within. The attacker uses the eleven rows listed
under Attacker DR Columns, while the defender
uses those listed under Defender DR Columns.
13.6.0 Ground Assault Results
Each of the 11 rows of die roll values that make
up an attacker or defender die roll column is associated with a GA result.
13.6.1 GA Result Columns
The rows of GA results are located on the GAT
just to the right of DR columns (counting from the
left) 1-8, and again to the right of DR columns
7-13. The GA results exist in two separate
columns because the results on the rightmost
columns favor the attacker, while the results
to the left of the vertical dashed line favor the
defender.
Each side cross-indexes the row of DR values it
located in 13.5.6 with a row in the GA result column according to the requirements listed below
in 13.6.1a or 13.6.1b.
13.6.1a Favorable Attack Results
If the FAV and DR columns being used for a GA
were located to the right of the vertical dashed
line, index the DR result with the rightmost GA
result column and row.
13.6.1b Unfavorable Attack Results
If the FAV and DR columns being used were
located to the left of the vertical dashed line, use
the GA results column and row located just to the
left of that dashed line.
13.6.1c Attacker & Defender Columns
Players must remember that the attackers DR
results are inflicted on the defenders forces and
that these results are displayed above the defender die roll columns label. Conversely, the defenders DR results are inflicted on the attackers
forces and these result columns are displayed
below the defender die roll columns label.
The following is a short narrative on the
use of the GA Table and the GA procedure.
A. The defender is in occupying a town hex
with a level-1 entrenchment. The terrain
line for this GA is line 3 (Forest/Town/
Rough+Woods).
B. The initial ground assault value is attacker:
7+7+2+(5 halved, rounded up to 3) = 19 to the
defenders defensive strength of 7. This rounds
down to a 2:1 ratio.
The defender gets two shifts to the left for the
ET marker. The PA markers shift the ratio one

have been used. Note that in this case, with


the same DRs, the attacker would have still
gotten just a 1(1) against the defender, but the
defender would have only gotten a *1 against
the attacker.
13.6.2 Reading the GA Result
Pictured below are the two sets of results
columns on the GA table. Note that the column
on the right is the favorable GA results column, while that on the left if the unfavorable
GA results column. The circled letters refer to
the GA example from above.

column to the right, as does the AS marker on


the defending unit. Additionally, the presence
of an engineer in one attacking stack can either negate one of the ET shifts (2 minus 1) or,
if no ET was present, award the attacker a one
column shift for engineers attacking a town
hex. Either way, the final assault value is 3:1.
C. Now DRM bonuses are calculated. No side
has units in combat reserve that can affect
the GA.
The attacker has the 9 th infantry regiment of
the 2nd division attacking with three battalions,
but one of them is reduced to its last step, so
only two qualify for the RIB DRM. This gives
the US player two 5 point bonus DRMs (10 total.) The German player has no RIBs available.
The attacker chooses the 2/9 as his lead
unit with an attack PR of 8. The defender
has only one unit so he must use the II/78s
defensive PR of 7, plus 1 for the ET = 8, thus
no DRM bonuses are awarded to either side
for proficiency since both sides have a final PR
value of 8.
There is no armor involved on either side so no
armor/AT bonus calculation is necessary.
Because the US side had an overall bonus
DRM of 10 (from RIBs), both sides will add 10
to the 2d10 DRs for this GA.
D. The attacker rolls a 67 and adds 10 for
a DR result of 77. This result falls within
the 75-85 DR result range (fifth line from the
top) under the 3:1 GA column of Line 3, in the
attacker DR columns section.
The defender rolls a 22 and adds 10 for a DR
result of 32. This result falls within the 31-45
DR result range (eighth line from the top) in
the defender DR columns section.
E. Each side cross-indexes the result in step D
with the results immediately to the right under
the unfavorable GA Line (because the GA
Column in B was to the left of the dashed line).
The attacker gets a result of 1(1) against the
defender, while the defender got a result of
*(1) against the attacker.
F. Had the GA FAV ratios been high enough,
the results favorable to the attacker would

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the proficiency check fails, one additional discretionary hit (see 13.6.2.c) is added to that sides
total GA result.
13.6.2b Mandatory Hit Results
The parenthesized result values equal the
number of mandatory hits inflicted upon the
affected side. Step losses are usually required to
satisfy these hits, although maximum step loss
rules (13.7.2c) may convert them to retreats and
fatigue (see 14.0).
13.6.2c Discretionary Hit Results
An unparenthesized result value equals the number of discretionary hits inflicted on the affected
side. Note that a failed proficiency check will add
one to this total.
13.7.0 Applying the GA Results
Each side applies GA results that were inflicted
upon its units until the total number of results
has been satisfied. The sequence for doing
this follows the order in which the rules are
presented below. The attacker always resolves
his GA results first.
13.7.1 Make Any Proficiency Check
See 13.6.2a. This is the first step for resolving a
sides GA results.
13.7.1a Resolve Mandatory Hits
All mandatory hits must be taken as step losses
up to the limit allowed by maximum step loss
(see 13.7.2c). Use the step loss procedure in the
order it is listed below.
13.7.2a Inflicting a Mandatory Hit as a Step
Loss
Each mandatory hit is first resolved by taking a
step loss. Players should note that one zero-step
unit in a hex is also eliminated (this does not satisfy any step loss requirement) for each mandatory hit suffered in the defending hex. Reference
rule 4.2.0 on how to record step losses.
Recon and ranger units can convert one mandatory hit into one hex of retreat.

Each GA result row (in the GA result column)


contains either a GA result or the notation
NEwhich stands for no effect. If a players
DR results in a NE, he has failed to inflict any appreciable kind of combat result on the opposing
side.
The other results are an asteriskwhich is a
proficiency check, an unparenthesized value
between 1 and 3, and a parenthesized value also
between 1 and 3. With the exception of an NE
result, the other three results may all appear
either separately or in combination with the other
two results.
13.6.2a Proficiency Check
The asterisked result is a proficiency check (see
4.3.1a) that the affected side is required to make
using the same Lead-P unit used for that GA. If

13.7.2b Step Loss Priorities


The lead-P unit (see 13.5.4) must be the first unit
to take a step loss. The next step loss comes
from any unit that used its attack armor factor,
followed by any engineer unit that used its capabilities for combat. No friendly unit may suffer a
second step loss until all friendly units involved in
the GA have suffered at least one step loss. Artillery and HQ units cannot be assigned losses until
all other unit types in the defending hex have
suffered at least one step loss.
13.7.2c Maximum Step Loss
No unit is generally forced to lose more than one
step per GA due to results on the GAT. Retreats
into hexes that are adjacent to enemy units or
the inability to retreat at all can force additional
losses above this limit. There are also rules that
allow a player to attempt to hold and optionally
take more than one step loss per unit.

If the final assault value of a GA was located on


either the rightmost or leftmost columns of the
GAT, these step loss limits are ignored and mandatory hits must all be taken as step losses.
After all units have taken their mandatory hits
(up to the limits above), any remaining mandatory
hits are converted into discretionary hits, which
are resolved next.
13.7.3 Resolving Discretionary Hits
Discretionary hits (see 13.6.2c) are resolved by
inflicting step losses and/or retreating the affected force at the owning players option. Note
that the maximum step loss rule may convert
some mandatory hits in discretionary hits.
Each hit can be taken as a step loss or one hex of
retreat. If retreat is physically impossible (due to
terrain or enemy units) all discretionary hits must
be taken as step lossesthey are not converted
to fatigue in this case.
Optional Rule: To convert a discretionary hit
into a step loss, the affected side must make and
pass a proficiency check using the Lead-P unit for
that ground assault. If the PR is not successful,
the hit must be taken as a retreat. Once the PR
has been passed, the affected stack may take
discretionary hits as retreats or losses in any
combination. Units occupying forts or Level-2 ETs
do not need to make a PR check to avoid retreatingthey may automatically take step losses
(see 17.3.7a).
Designers Note: This is tricky because even
though mandatory hits may be converted into
discretionary hits due to the maximum loss
rule, some or all of these converted discretionary hits might have to be taken again as step
losses if a force cannot retreat. Note that this
is optional as it creates more work in the GA
process.
13.7.4 Retreat
A retreat is displacement to the rear (generally
away from enemy units and toward friendly
supply) of a unit that occurs due to some form of
combat activity (although see 5.3.2). A retreat
may occur due to barrages (see 11.7.0), airstrikes
(see 20.2.2), overruns (see 7.12.0), attacker
status adjustment (see 12.0), or ground assaults
(see 13.0).
Retreat results are usually obtained by converting discretionary (and sometimes mandatory) hit
results into a number of hexes to be retreated.
The rules for conducting a retreat are the same
for all cases.
13.7.4a Units Affected by Retreat
All units in the target hex of a barrage or airstrike
(but not air interdiction) must retreat if the owning player chooses to convert the any hit into a
retreat result. For a GA or overrun, only the units
that physically occupied the defending hex or an
attacking hex, and were involved in that GA or
overrun must retreat, should any retreat occur.
However, overstacked units that werent involved

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GOSS System Rules

must retreat along with any affected units in that


hex.

mech unit. Note that German 150NW units are


considered SP artillery.

13.7.4b How to Retreat


The owning player always retreats his units,
choosing their retreat path (hexes entered and
exited as a result of retreat) according to the
retreat priorities listed in 13.7.4c.
A retreat can never be conducted into a hex that
a unit could not enter using some form of movement. If a unit could only move into a hex using
a road, then it can only retreat into that hex if a
road connects the two hexes.
Units stacked together must retreat as a stack.
Units in a retreating stack may not be dropped
off voluntarily before the stack has stopped
retreating, although maximum retreat distances
and terrain may require some units to end their
retreat sooner. Units in a stack may not be
retreated using different retreat paths.
Each hit taken as a retreat requires a unit to
displace one hex. Each hex of retreat must be,
if possible, at least one hex farther away from
the original occupied hexesespecially those
that participated in the GA or overrun. A unit
may retreat in violation of stacking restrictions
and end its retreat overstacked. The hexes that
a unit enters because of its retreat is its retreat
path; this is important for determining any enemy
advances after combat (see 13.8.0).

13.7.4f Enemy Units and Retreats


A retreating force that enters a hex without
movement CT that is also adjacent to enemy
units (except for HQs or out of battery artillery)
must take a step loss from some unit in the
retreating force (players choice). Maximum
step loss is ignored for the purposes of this rule.
Friendly units do not negate this condition for
units that retreat into their hex.

13.7.4c Retreat Priorities


Retreating player must follow these priorities
when conducting a retreat, number one being the
highest and number six being the lowest.
1 = Into a hex not adjacent to an enemy unit.
2 = Toward friendly supply (closer in hexes).
3 = Into a hex with observation CT.
4 = Along a road if any retreating unit is mechanized.
5 = To a hex thats the maximum possible distance in hexes from an enemy unit.
6 = Not into an overstack.
13.7.4d Maximum Retreat Distances
The number of hexes a unit may retreat is limited
by its movement class. Leg units may not retreat
more than two hexes, and MUs may not retreat
more than four hexes during any single retreat.
A MU may not retreat into more than one woods,
forest, marsh, or constricted terrain hex unless
the retreat path is along a road. Such a unit must
end its retreat if it enters any of these terrain
types through a non-road hexside.
A MU unit with no fuel status cannot retreat
more than two hexes (see 16.6.0)
13.7.4e Artillery Units and Retreat
Any mechanized (but not horse-drawn) towed
artillery units that are 105H, 150/155H, or 25lb
types may retreat one hex while in battery. After
doing so, they go out of battery.
Self-propelled artillery may retreat like any other

13.7.4g Ground Assaults & Previously Retreated Units


Units that retreat into a hex that is subsequently
attacked in the same segment contribute nothing to its defense and are subject to all GA
results inflicted on that hex.
13.7.4h Unresolved Hits
After retreating, if a force still has unresolved
hits remaining and cannot retreat any further,
all units in that force suffer fatigue (see 14.0).
Each remaining hit is converted into one level of
fatigue for the entire retreating force. Note that
this differs from a stack of units that physically
are unable to retreat from a defending hexin
that case the hits all become step losses. Also
note that a unit must take step losses after it
reaches fatigue Level-2. Units that were forced
to halt their retreat due to terrain and movement class limits also incur one level of fatigue
for each hex they could not retreat and for each
unresolved remaining hit after all units were
finished retreating.
13.8.0 Advances
Advances allow the active player to advance
friendly units into hexes vacated by the defending player during a friendly player turn.
The procedure used to advance is the same for
advances conducted due to barrage/airstrikes,
or ground assaults. An advance is a combat
displacementnot movement. Players should
note that units dont advance after overruns; they
simply keep moving if the overrun was successful.
13.8.1 Who May Advance
Any unit with a PA marker or attack designation
marker that is adjacent to a hex vacated by barrage/airstrike may advance into the target hex.
Any attacking unit in a GA is eligible to advance.
As few or as many of these units may advance if
no stacking rules are violated. The defender in a
GA may never advance.
13.8.2 Path of Retreat
The path of retreat consists of all the hexes
vacated by retreating units. If the defender was
eliminated before satisfying all hit results, a
hypothetical path of retreat (using the retreat
priorities) equal in distance to the remaining hits
must be declared.

13.8.3 How to Advance


Units are advanced individually and may advance
into any hex of the enemy path of retreat. The
first hex of advance must always be the defending hex or target hex. After that, leg units must
follow the path of retreat. Mech units can follow
the path of retreat or deviate from it into clear
terrain hexes or those connected by any type of
road.
If an enemy force is unable to continue retreating
and unresolved hits are converted into fatigue,
the advancing player may continue his advance
one hex for each level of fatigue that was inflicted on the retreating enemythe retreat path
in this case is declared by the attacker.
13.8.4 Stopping an Advance
The player conducting an advance may always
stop it at any point. Beyond that, certain conditions will force an advancing unit to stop.
No unit in tactical mode may ever advance more
than one hex. Leg units in PA mode may never
advance more than two hexes. Mech units in PA
mode may usually never advance more than four
hexes (however, see recon below).
13.8.4a Movement Halts Stop an Advance
An advancing unit must halt its advance as soon
as it enters a hex that would require a movement
halt (see 7.5.1) during regular movement. As a
reminder ETs, fortifications, and lack of movement CT when adjacent to enemy units are all
movement halt conditions.
13.8.4b Terrain & Advances
An advancing unit can never enter terrain that
would be prohibited to it during regular movement. It may do so along a road if that road
would allow such a unit to move into the hex.
Mech units cannot advance into more than one
constricted terrain, woods, forest, or marsh hex
unless the advance is along a road.
A leg unit that advances over a river must stop
after crossing the river unless an intact bridge
exists over that hexside.
13.8.4c Recon Units & Road Advance
A recon unit may advance one hex farther than
the GA results or path of retreat allows if advancing into hexes solely along roads or clear terrain.
The four-hex limit does not apply in this case.
13.8.4d Mud and Advance After Combat
No unit may advance more than one hex during
mud GT.
13.8.4e Night Ground Assaults & Advance
Attacking unit may never advance more than one
hex at night.
13.8.4f Mechanized Units, Fuel & Advances
An MU whose formation has no fuel allocated
may not advance, even if it had been able to use
its full MA in the preceding Movement Phase. A
MU unit with low fuel may advance one hex.

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GOSS System Rules

method for recording, recovering from, and the


effects of fatigue are the same for all units.
14.1.0 How Units are Fatigued
There are several ways for a unit to become
fatigued. The failure to fully resolve a retreat or
satisfy step losses will fatigue a unit. Conducting
ENA activity will fatigue a unit, as will defending
at full strength during an ENA. Exclusive scenario
rules may also list other ways in which a unit can
be fatigued.

The above graphic is used to demonstrate


a retreat and advance after combat. The two
battlions of the 9 th infantry regiment/2xx and
the two CCR teams from 7th Armored Division
are attacking the II/78 Bn and 126 PzJ Co of
the 26th German VG division. Lets assume that
the GA result left three remaining hits (two
discretionary and one mandatory) to fulfill as
a retreat. The II/78 Leg unit retreats with the
126 Co as shown by the white arrows. The
II/78 cannot retreat more than two hexes per
combat. It must therefore stop in hex 2528 and
take the remaining retreat hex as one level of
fatigue.
Note that had the Germans been forced to
retreat to hex 2428 instead, a step loss would
have been inflicted upon the retreating stack
since it is adjacent to an enemy unit and contains no movement CT. The 126Pzj company
continues its retreat the full three hexes and
ends its retreat in hex 2627. Note the retreat
was toward friendly supply, generally along a
road (the 126PzJ Co required this) and away
from the attacking units.
The US player may advance (the black arrows)
the 2/9 and 3/9 Bns up to two hexes but these
units can only enter hexes that the Germans
retreated through. The US player does so
and the 3/9 ends its advance in 2529 and the
2/9 stops in 2429. The two CCR units may
advance up to the full retreat path distance
(three hexes) because they are mechanized.
Additionally, they may deviate from the path
of retreat if they can enter a clear terrain hex
or follow a road. CCR2 does this and ends its
advance in 2428. Also note had there been any
movement halt encountered in 2429, the entire
advance after combat would have ended in
that hex.
14.0 FATIGUE
In the game, fatigue represents two things:
the physical limit of pushing soldiers and their
military organizations into, and beyond the
limits of human and material endurance, and the
disruptive nature of combat. In essence, fatigue
functions secondarily as a form of disruption.
Whatever the reason is for a units fatigue, the

14.1.1 Fatigue Due to Unresolved Hits


Due a barrage or GA, a unit may suffer (either
voluntarily or not), increases to its fatigue level.
Each hit taken as fatigue equals one level of
fatigue that is inflicted on the entire retreating
force (see the example above). Note that each
Air interdiction hit equals one level of fatigue.
14.1.2 Fatigue due to ENA
Units that conduct ENA, will suffer fatigue unless
they still have a maneuver reserve bonus, or
they only defend against a ENA GA at reduced
strength.
14.1.2a Unit ENA & Fatigue
A unit that activated for ENA suffers one level of
fatigue if it moved or attacked. A unit that moved
and attacked using ENA suffers two levels of
fatigue. Defending units suffer one level of fatigue if they defended at full strength. Note that
combat results may inflict fatigue levels. Artillery
units may barrage offensively and defensively,
but suffers one level of fatigue if they do. The
fatigue due to ENA is recorded after all combat is
finished. Thus, a unit could move and fight before
becoming fatigued during an ENA.
14.2.0 Measuring & Recording Fatigue
When a unit suffers fatigue, it is marked with a
Fatigue marker. A unit can accumulate or suffer
multiple levels of fatigue. Each level of fatigue
is represented by one increment, with fatigue
markers labeled with one increment of Fatigue
(Fatigue 1) on one side, and two increments of
Fatigue (Fatigue 2) on the other. A unit may not
suffer more than two levels of fatigue. Once a
unit is at Fatigue Level two, hits due to GA or
barrage must be taken as step losses.
14.3.0 Effects of Fatigue
Note that fatigued units operate at less than full
efficiency. A fatigued unit cannot generate RIBs,
or combat reserve bonuses. It may not conduct
construction or demolition of any kind. Fatigued
engineers lose all of their engineer capabilities
until they are no longer fatigued.
14.3.1 Effects of Fatigue 1
Units with a fatigue-1 marker suffer a 50%
reduction in MA and combat strengths.
14.3.2 Effects of Fatigue 2
Units with a fatigue-2 marker cannot attack and
their MA and defense strengths are quartered.

14.4.0 Recovery From Fatigue


Units recover fatigue levels during a friendly
Fatigue Recovery Phase. A unit may recover one
fatigue level if it did not move in the immediately
preceding friendly Movement Phase. A unit may
not recover fatigue if it is adjacent to an enemy
unit unless the recovering unit is a leg unit occupying a hex with observation CT. MUs can never
be adjacent to an enemy unit when recovering
from fatigue. Note that a unit that recovers a
fatigue level may not be attack designated in the
same player turn.
Fatigue-1 markers are removed and Fatigue-2
markers are flipped to Fatigue-1 when a unit
recovers one level of fatigue. A unit may not
recover more than one level of fatigue during a
single recovery segment. If a lull is in effect (see
24.0), all units on both sides recover from all
fatigue at the start of the GT that the lull ends
on, unless units of their formation have been attacking or defending on the previous GT.
14.5.0 Maneuver Reserve & Fatigue
Units that came out of maneuver reserve mode
are not subject to fatigue during an ENA that
immediately follows their release.
15.0 SUPPLY
Overview: Both sides units require supply to
function at full effectiveness. There are two
kinds of supply that players will use in the game:
general supply, which usually requires tracing
a supply path from a unit to a primary supply
source via intermediate HQs; and ammo/fuel
logistics, which is a point-based system requiring
the use of truck points to deliver ammo points
(needed mainly for artillery use) and fuel points
(required to move mechanized units.) Most units
in play must have their general supply status
checked at least once each day during an AM GT
supply determination segment.
If a player cannot trace normal general supply,
however, the use of on-hand supply points comes
into play. Players record all ammo and fuel point
values (and the associated ammo depletion
value) on their army record tracks. Any degradation of actual HQ or unit supply status is recorded
directly on the unit or HQ through the use of
markers.
The following rules section covers general supply
first, since it is the most basic form of supply
used in the game. Rule 16.0 covers the entire
ammo/fuel logistics system. Note that in most
scenarios, the Allied player does not always have
to use all (or any) of the ammo/fuel system.
15.1.0 General Supply (GenS)
General supply involves tracing a supply path
from a unit to its formation (usually division)
HQ, which in turn, traces to a corps HQ unit that
traces to an army HQ unit, and finally the army
traces to a primary supply source. The formation
HQ provides GS to all of its subordinated units,

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GOSS System Rules

in addition to asset units under the command of


a corps or army HQ that commands that same
formation, if those units can trace a supply path
to that HQ.
General supply does not use points if the supply
path is ultimately traced to a valid primary supply
source. The existence of a valid supply path
traced from a unit during the appropriate friendly
supply determination segment places the unit
in general supply at least until the next friendly
supply determination segment.
Being out of supply will affect an HQs ability
to provide supply to subordinate HQs and/or
units, in addition to reducing the movement and
combat strengths of all affected units. A unit
that is out of supply (OoS) operates at reduced
effectiveness and is in danger of surrendering if
it is isolated.
15.1.1 When General Supply is Determined
All general supply is determined by tracing supply paths during friendly supply determination
segments. The frequency and timing of tracing
general supply depends on if a unit is an HQ or
not.
15.1.1a When HQ General Supply is Determined.
All HQ units must always determine their
supply status during an AM GT friendly supply
determination segment or, during any friendly
supply determination segment if the HQ moved
at all in the immediately preceding movement or
Exploitation Phases of a friendly player turn.
15.1.1b When Unit Supply is Determined
All non-HQ units, with the exception of army and
corps artillery asset units must have their general
supply status checked during each friendly supply
determination segment. Army and corps artillery
asset units only check general supply status if
they or their corps/army HQ has moved in the immediately preceding movement or exploit phase,
or if the owning player wishes to replenish them
during any Administrative Phase (friendly or not).
Such a supply check is not necessary if it is obvious that the supply situation has not changed due
to non-movement of HQs and the artillery units.

15.1.2a Locating a Primary Supply Source &


Secondary GS
The first step in determining general supply is
for a player to locate his sides primary supply
source. Exclusive scenario rules will provide each
side with detailed information regarding the
existence and location of such supply sources.
Note that friendly mapedges with primary roads
are usually primary supply sources, in addition
to groupings of city hexes that are connected to
each other by roads.
A secondary supply source is any HQ unit that
can provide supply for another HQ unit or non-HQ
unit. Note that an HQ unit can receive general
supply from a secondary supply source and be
a secondary supply source in the same supply
determination segment.
15.1.2b Tracing Supply for Army HQ units
After locating a primary supply source, a player
determines if a supply path can be traced from
each of his army HQs to that PSS. See the supply
path rules (see 15.2.3) for details on how to do
this. If such a path can be traced from an army
HQ, it is in general supply.
15.1.2c Tracing Supply for Corps HQ units
Next, each side determines if its corps HQs are in
general supply by seeing if a supply path can be
traced from the corps HQ to a superior army HQ
that is in general supply. A superior HQ that is not
in general supply (or is without sufficient on hand
supply (see 15.4.2) cannot be traced to for supply.
Note that the command capacity (see 9.1.1) of the
army HQ limits how many HQs and/or formations
an army HQ may supply.
15.1.2d Tracing Supply for Formation HQs
After determining which of his corps HQs are in
general supply (either by supply path trace or
using on hand supply), a player must trace a supply path from the formation HQs to their proper
superior corps HQs. Subordination is important
a corps HQ can only be traced to by formations it
commands.

15.1.2 How General Supply is Determined


This illustration shows the direction and
hierarchy that a units Supply Path is traced
through. The unit labeled A represents either a
combat unit or a unit that has been designated
the HQ of an Independent Subformation.

15.1.2e Tracing Supply For Independent


Subformations
Independent subformations may trace supply
to any formation HQ that is subordinated to the
same corps that the independent subformation
belongs to. It may also trace supply to that corps
HQ. Choose one unit to act as the HQ (if there
was no HQ to start with) and place an independent marker under the unit.

Each side traces general supply from its combat


units via a chain of HQs (the secondary supply
sources) to a primary supply source (PSS) using a
supply path to do so.

15.1.2f Tracing Supply For Combat Units


A unit is in GS if a player can trace a supply path
from the unit to a superior formation HQ (usually
its division) that is not out of supply itself. Corps
and army asset units can trace general supply
to any formation HQ that is commanded by the
same corps or army those asset units belong to,
as long at that HQ is not out of supply.
Example: An artillery unit is a VII corps asset

unit. The 3rd armored division and the 1st infantry division are both subordinated to the VII
corps, therefore either of those two divisions
HQs could be traced to by the artillery unit.
Army or corps asset units do not count against
the command or supply capacity of the formation
HQ that provides them with GS.

only cross an unbridged, unforded major river


hexside if an engineer unit is present to ferry the
supply path over the major river hexside. Use
the leg SPP cost to measure the length of a leg
supply path. An Allied player may choose to trace
a mech class supply path from a leg class unit to
a formation HQ.

15.1.2g HQs & General Supply Reminders


Once a HQs supply status has been determined,
it doesnt change until the next friendly AM
supply determination phase. An HQ that is not
in general supply that has exhausted its on hand
supply is marked as out of supply; such an HQ
may not provide general supply.

15.2.2 Maximum Unit Supply Path Distance


When a combat unit other than an HQ traces a
supply path, the normal length of that path is
limited by the maximum supply path limits shown
below:
Leg class unit supply paths cannot exceed 12
SPPs.
German mech Class unit supply paths cannot
exceed 12 SPPs.
Allied mech class unit supply paths cannot
exceed 18 SPPs.
Note: An Allied leg unit can choose to trace a
mechanized class supply path.
A supply path can be lengthened by a third (12
to 18, or 18 to 24) but then it is considered to be
an extended supply path. If any part of a units
supply path is extended, its ammo depletion DR
check and fuel status may be affected.

15.1.2h Units Without A General Supply Path


Any unit (HQ or not) that cannot trace a general
supply path is immediately marked with an on
hand supply marker if it does not already have
one. Note that an HQ with such a marker can still
provide supply to subordinate HQs and units. This
is explained in detail in section 15.4.2.
15.2.0 Supply Paths
Tracing a supply path is necessary for keeping
units in general supply. The rules listed below
explain the restrictions and limitations placed on
how a supply path is traced.
A supply path is a series of contiguous hexes (a
path) that a player traces from a unit to its superior HQs, and then to a primary supply source.
The length of a supply path is measured using
supply path points (SPPs) and cannot exceed
a certain distance and still remain valid. The
movement class of the supply path determines
what the actual SPP cost is to trace the supply
path into a hex. Enemy units can also prevent the
tracing of a valid supply path.
15.2.1 Supply Path Movement Class
The movement class of a supply path that is
traced to a primary supply source, army HQs, and
Corps HQs must be mechanized. The movement
class of all other supply paths depends on the
movement class of the unit tracing the path. Both
mech and leg movement class units can trace
supply paths to formation HQs.
When calculating the length of a supply path, use
the SPP costs listed under the supply path columns on the TEC. There are two columns: one for
leg supply paths, and one for mech supply paths.
15.2.1a Mech Class Supply Paths
Mech class supply paths cant be traced through
terrain that is prohibited to MUs for normal
movement, unless a road is being used. Such a
supply path is measured using the SPP cost listed
under the mech column of the supply path cost
on the TEC.
15.2.1b Leg Class Supply Paths
Leg class supply paths can only be traced through
terrain that Leg units could enter using regular
movement. Note that leg class supply paths may

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GOSS System Rules

15.2.3 Maximum Corps/Army HQ Supply


Path Distance
When a corps or army HQ traces a supply path,
its normal length is limited as follows:
Allied corps or army HQ normal supply paths
cannot exceed 24 SPPs in distance.
German corps or army HQ normal supply paths
cannot exceed 18 SPPs in distance.
Note that in both of the above cases, supply
paths can only be traced through clear terrain or
along secondary or primary roads. Allied and German corps or army HQs may increase their supply
path length in the same manner as a combat unit,
but that supply path is then considered extended
and suffers the same affects.
15.2.3a On Hand Maximum SP Distance
Units that trace to an HQ with an on hand supply marker can only trace a supply path to this
HQ that is one-half of the normal maximum SP
distance.
15.2.3b Weather & SPP Costs
Whenever the ground condition is mud, all SPP
maximum distances (including those in 15.2.2)
are reduced by 3 SPPs unless the supply path
is being traced exclusively through primary or
secondary road hexes.
If any part of the supply path is traced through
non-road hexes during snow ground conditions,
that supply paths limit is reduced by one SPP
this includes the supply paths in 15.2.2.
15.2.4 Enemy Unit Affect on Supply Paths
A supply path may never be traced into enemyoccupied hexes. A supply path can be traced
from, but not through, a hex that would normally

generate a movement halt (see 7.5.1) against


friendly units moving into the hex. A supply path
may never be traced into more than two hexes
that are adjacent to any enemy units (they dont
have to be the same unit.) The presence of a
friendly unit in a supply path hex negates the
movement halt restriction (see first sentence) in
that hex but does not remove the restriction of
more than two hexes of adjacent enemy units.
Exception: Towed artillery units that are OoB
never affect an enemy supply path in adjacent
hexes.


 

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2-12

II/78

7




7-8 -6

26

6-7-6

2xx



 7A


II/78



26

10 -8-12

6-7-6




2xx

7-80-6

The above example shows part of the II/78


Bns supply path that is being traced to its
division HQ. Each of the secondary road hexes
used along the supply path (2329 to 2528) cost
0.5 supply path points of the normal 12 SPPs
that a German leg unit can trace. Enemy units
have no effect on the supply path of a friendly
combat unit in the hex the path originates
from. Thereafter, no more than two hexes
of the supply path may be adjacent to an
enemy occupied hex. Note that the US 929 FA
battalion (towed) does not affect the German
supply path because it is out of battery. The
supply path is not restricted by the presence
of CCR1/7Arm because one of the hexes
contains a friendly unit, and the other hex has
movement CT (Forest).
15.2.5 Extended Supply Path Effects
Extended supply paths affect truck point deliveries (16.2.5), barrage ammo depletion checks (see
16.3.1) and the determination of a formations
fuel value (see 16.4.5b).
15.3.0 Supply Capacity Limits
Only subordinate units can trace a supply path to
an HQ, and the number of units doing so cannot
exceed the command capacity (see 9.1.1) of that
HQ. In effect, the command capacity equals the
supply capacity of an HQ.
15.4.0 Supply Status
For general supply purposes, a unit is always in
one of three supply states: in supply, on hand
supply, or out of supply. If a unit is in general supply, it is not marked with any markers. As soon as
a unit fails to trace a valid supply path, a player
must mark it with an on hand supply marker if it
currently has none. If the on hand supply marker
is expended, flip the marker over to its out of
supply (OoS) side.

15.4.1 In General Supply


Units that are in general supply operate and function normally.
15.4.2 On Hand Supply
A unit with an on hand supply marker
continues in that supply status until
it has expended its on hand supply, or a valid
supply path can be traced to the unit during
any friendly supply determination segment. The
on hand supply will allow a unit to function as
though it was still in general supply (with exception of maximum supply path distances (see
15.2.3a). If a unit conducts activity that would
expend its on hand supply, the unit goes OoS.
HQs using on hand supply may operate normally
and provide general supply to subordinate units
until they go OoS. HQs that are pocketed by
enemy units can continue to supply the pocket
in this fashion.
15.4.2a HQs & On Hand Supply Availability
The instant an HQ goes into on hand supply
status, the owning side must determine how
much on hand supply is available to that HQ unit.
A 1d10 is rolled and if the DR is 0-3, the on hand
availability number is two. If the DR was 4-6,
the on hand number is four, and if it is higher the
number is six. Players can either write this number down on a piece of paper or use the pocket
supply counters and record tracks to record these
numbers for the affected HQ. Place a pocket supply marker on the HQ unit and another marker of
the same ID on the pocket supply record track in
a space whose value corresponds to the starting
on hand availability number.
There are several DRMs to the on hand availability DR:
if a formation is a division HQ, the DRM is -4.
if it is a corps HQ unit the DRM is -3.
a US HQ unit gets a DRM of +2.
if the HQ unit cannot trace a supply path of any
length, the DRM is -1.
if the HQ is located in a town or city hex, the
DRM is +1.
The above DRs are all cumulative as long as they
apply. Exclusive rules may list other DRMs for
this DR.
15.4.2b HQs & Expending On Hand Supply
HQ units with an on hand supply marker expend
their on hand supply as soon as they use their
last point of on hand supply. Each point of on
hand supply allows an HQ to be a supply source
for its subordinate HQs or units for one full
game day (three GTs). An on hand supply point is
expended each AM GT that it is used to keep the
HQ in supply; adjust the pocket supply markers
on the pocket supply record track accordingly.
When the pocket supply marker reaches zero, the
on hand supply is expended.
If an HQ is eliminated due to combat, all on
hand supply points currently with that HQ are

36

GOSS System Rules

eliminated. If an HQ with on hand supply markers


moves more than three MPs in the same phase, it
loses one-half the current number of its on hand
supply points.
15.4.2c HQs & On Hand Supply
Replenishment
A player can replenish the amount of
on hand supply available to an HQ unit while it is
not in regular general supply. By using air supply
missions or amphibious supply a player can add
on hand supply points to an HQs pocket supply
marker. The air supply mission is covered in more
detail in the air rules (section 20.6), while the
amphibious supply rules are covered by exclusive
rules included with games that feature naval
rules.
Each point of ASP equals half of on hand supply
point for an army HQ, one point for a corps HQ, or
two points of on hand supply for a formation HQ.
Players may choose to replenish whatever HQ
they wish if multiple HQs are located in the same
pocket. An HQ must be able to trace a supply
path no longer than three hexes to the hex the air
supply drop is conducted in.
If there is no HQ to receive the air resupply, one
air resupply point will allow a player to remove
10 out of supply markers from any units (except
HQs) within three hexes of the actual drop
zone hex and keep them in general supply for
three GTs. Artillery units are replenished but if
they barrage, they go out of supply until another
airdrop is made or they are put back in general
supply.
15.4.2d Independent Sub-formation HQ
An independent subformation HQ can act like a
formation HQ for the purposes of on hand supply
and replenishment if it cannot trace a supply path
to a higher formation HQ.

15.4.2e Units and On Hand Supply Usage


Non-HQ units with an on hand supply marker go
out of supply immediately after using more than
one-half of their normal MA or combat strength
in any activity. Units in exploit mode that use
more than three MPs go out of supply. A unit in
exploitation mode may conduct an overrun and
not go out of supply if it uses no more than three
MPs and participates in the GA using only onehalf of its attack combat strength. Artillery units
that participate in a barrage also go out of supply
immediately after the resolution of that barrage.
15.5.0 Out of Supply Status (OoS) Effects
Units that are found to be out of
supply suffer reductions to their
movement and combat strengths,
lose the ability to conduct barrages,
and lose all special engineering abilities they may
have. An out of supply unit may construct IPs, but
may not engage in any other type of construction
or demolition. Units that are out of supply may
not be placed into PA mode.
15.5.1 Out of Supply Effects on Unit Movement
The MA of all units that are out of supply is
halved (round fractions up.) Units in exploitation
mode must immediately revert to tactical mode.
A unit may not use strategic movement if it is out
of supply.
15.5.2 Out of Supply Effects on Combat
All out of supply units have their current combat
strengths (attack and defense) reduced by onehalf (round fractions up.) Out of supply units may
not be marked with a combat reserve marker,
and they may not enter PA mode. The armor/
AT values of units that are out of supply are not
affected.

15.5.3 OoS Effects on HQs


All out of supply HQ units suffer all of the effects
listed in 15.5.1 & 15.5.2 and they may not provide
general supply to subordinate units. An HQ that is
out of supply cannot count any of its subordinate
units as the nearest unit air observer for US air
observation (see 8.5.0).
15.6.0 Isolation
An out of supply unit that cannot trace a supply
path of any distance is isolated if there are no
friendly units in general supply within two hexes
of the unit. Record this by placing a hit marker
underneath the out of supply marker on the unit.
15.6.1 Isolation Effects
Isolation affects a unit by making it susceptible
to surrender and ineligible to observe for any
barrages. During the Command Phase of an AM
GT, each side checks to see if any of its isolated
units surrender. Isolated units may also surrender
during a GA. (See illustration on prior page.)
15.6.2 Surrender
To see if a unit surrenders, the owning player
makes a proficiency check using its defensive PR
value. If the PR check fails, the unit surrenders
and is immediately removed from play. If a formation HQ fails, all units assigned to it that are also
isolated surrender if they are all within six hexes
of the HQthese units are immediately removed
from play. Always check the HQ for surrender
firstsubordinate units do not need to check for
surrender if the HQ passes its PR check.
15.6.2a Surrender DRMs
Certain DRMs may apply to surrender DRs. Each
additional AM GT that a unit remains isolated
adds two to the DR. Players can use a bridge
bottleneck marker to keep track of this by placing
it under the units other supply condition markers.
If a unit surrenders, any adjacent isolated units
must add plus one (+1) to the DR; this is done for
each extra unit that surrenders.
15.6.2b Combat Surrender DRs
Defending units that are isolated must check
to see if they surrender during a GA. This
occurs at the beginning of step c of the GA
sequence.
16.0 Ammo / Fuel logistics &
Trucks
The ammo/fuel logistics rules model a field
armys need for artillery ammo and fuel in order
to fight at full effectiveness. Each side may control the flow of ammo points and fuel points as it
sees fit by adjusting the number of truck points
it assigns to haul ammo, fuel, or to motorize
subordinate units.
Exclusive scenario rules will list the number of
truck points available to each side, along with
any other special rules that pertain to ammo or
fuel usage. Note that most games in the system
may only require the use of some, or even none of

37

GOSS System Rules

the ammo/fuel rules listed in this section.


Ammo Points & Artillery Units (Overview)
A player can only conduct barrages with artillery
units that are not ammo depleted. Each barrage
requires an ammo depletion check DR. If the DR
for this check exceeds the army ammo depletion
(AD) value for this barrage, a number of artillery
units equal to the difference is ammo depleted.
Ammo depleted artillery units can be replenished
(the ammo depleted marker is removed) by expending ammo points or by successfully passing
a replenishment DR.
Fuel Points and Mech Movement (Overview)
Mech formations, corps HQs, and army HQs all
require fuel points (FPs) to allow their subordinate MUs to move in a normal fashion. If sufficient FPs are not allocated to HQs, subordinate
MUs will be have low or no fuel status which
will severely affect their movement.
Truck points & the Logistic Table (Overview)
Truck points (TPs) assigned to armies allow
players to adjust the mixture of ammo points,
FPs and motorization of leg units for an army for
the entire day. Each TP is tasked to carry ammo,
fuel or motorize units. The TPs assigned to ammo
or fuel are used in conjunction with the Truck
Logistics Table to determine how much ammo or
fuel is actually received by each army.
16.1.0 Truck Points (TPs)
Truck points (TPs) are an abstract design
mechanic used to represent a stressed logistical
transport system operating at less than optimal
efficiency. In all scenarios in the system, when
a side historically operated without severe
logistical transport constraints, the use of TPs
and the Logistic Table is either suspended, or not
required. The US side in Wacht Am Rhein is an
example, as the Allied player never needs to use
fuel points for his MUs in that game. exclusive
rules will cover these details as necessary.
16.1.1 Truck Availability
Each side is assigned a number of TPs by scenario instructions. Sometimes they are assigned
directly to an army, and sometimes their assignment is left to the players of each side. However
they are received, each TP must always be
assigned to one particular army. Do this by noting
the TP assignment on an armys TP record track
by moving the TP marker up or down one box for
each TP gained or lost.
16.1.2 Using Truck Points
During the truck point and logistic phase of
each AM game turn, players must assign each
available TP point to one army task for the
entire day (AM, PM, and night). There are three
possible army tasks for a TP. It may carry either
ammo or fuel, or it may be used to motorize units
subordinate to an army (sometimes this means
motorizing reinforcements so that they may enter
the map).

16.1.2a Truck Points Carrying Ammo


Up to seven TPs in any army may be used to
carry Ammo. These duties will help maintain or
increase an Armys AD Value, or its ability to accumulate ammo points for that army. An increase
in TPs carrying ammo means more ammo points
and a higher ammo depletion value for an army.
16.1.2b Truck Points Carrying Fuel
Up to eight TPs in an army may carry fuel. More
TPs carrying fuel means more FPs that arrive at
that armys fuel stockpiles. TPs carrying fuel are
recorded by adjusting the TP marker representing
those TPs carrying FPs for that army.
16.1.2c Truck Point Unit Motorization
TPs that are used to motorize units are recorded
using the army TP motor marker. A TP used this
way will allow a player to motorize three units in
that army. See 7.9.2 for details on motorization.
16.1.2d Partial Truck Point Availability
Scenario rules will explain assignments of TPs in
individual scenarios.
Pictured on the next page is a typical army
record track with truck assignment markers,
ammo depletion value, accumulated fuel
points marker, accumulated ammo points
marker, armor and infantry replacement points
markers, and an air resupply mission points
marker all placed in boxes representing their
current values. Note that every two ammo
points can be converted back into an increment of ammo depletion, and vice versa.
16.2.0 Truck Points and the Logistics Table
After TPs have been assigned to an army and
allocated tasks, the owning player determines
what has actually been delivered. The owning
player must make TP delivery DRs for each task.
16.2.1 Truck Point Delivery of Ammo & Fuel
On the Logistic Table, determine how many TPs
are performing each of the two tasks (carrying
ammo or fuel) and roll a 1d10 for each one of
them. Cross-index the number of TPs (along the
left column) assigned to ammo with the DR made
for that task (along the top row). The middle of
the Logistics Table is composed of columns of
ammo delivery results (on the left side of the
slash) combined with fuel point delivery results
(on the right side of the slash). Remember to roll
a 1d10 once for each delivery task.
16.2.2 Logistic Table Results
Rows zero through seven, counting from the
bottom up, contain a result consisting of the two
delivery values described in 16.2.1 above. The
results in row eight are fuel point delivery results
onlyTPs cannot be assigned for ammo delivery
tasks above 7 TPs.
16.2.3 Ammo Delivery Value
The ammo delivery modifier increases or reduces
an armys basic ADV by an amount equal to the
modifier. A plus sign means an increase in the

basic ammo depletion value, while a minus sign


indicates a reduction in that depletion value. A
zero delivery value means the basic ammo depletion value remains the same. These results last
until the next truck and logistics phase.
16.2.4 Fuel Point Delivery Value
The fuel point delivery value indicates how many
FPs have been delivered by TPs to an army.
16.2.5 TP Delivery DRMs
The TP Delivery DRs are modified by -2 if a supply path is at extended distance (see 15.2.2 &
15.2.3).
Continuing with the same example above
in 16.1 reference the chart. The First Army
has 4 TPs hauling fuel and 3 TPs carrying
ammo points. The fuel TPs are outlined with
a dashed line on the table and the ammo TPs
have a solid outline. For the fuel point delivery
value, if a 4 is rolled, the First Army receives
seven fuel points. If a six is rolled for the
ammo deliver value, the basic ammo depletion
value for that day may be increased by two
increments from four (where it started) up
to six. Note that the US player could convert
up to two increments of the ammo depletion
value into ammo pointswith each increment
yielding two ammo points.
16.3.0 Artillery Ammo
The supply of ammo for each sides artillery units
is handled by using an ammo depletion value (AD
value) and stockpiled ammo points (ammo points)
that are recorded on each sides army record
tracks.
16.3.1 Barrage Ammo Depletion Check (AD
Check)
When a barrage is conducted, the firing player
makes an AD check by rolling a 1d10. If the DR
result exceeds the daily AD value currently displayed on the Ammo Record Track of the barraging units army, a number of artillery units equal
to the difference between the DR and AD value
are ammo-depleted. The artillery units must have

38

GOSS System Rules

participated in that barrage. If any part of an


artillery units supply path to its primary supply
source is extended (see 15.2.2), two is added to
any ammo depletion check the unit must make.
All ammo depletion DRs are cumulative.
Optional Rule: If the AD value is one or less,
add one to the number of arty units that are
ammo depleted.

16.3.2 Ammo Depletion Value (AD Value)


The ammo depletion value is always kept track
of for each sides armies on the Record Track labeled Ammo. Use the AD value marker by placing it in the numbered box equal to the current
AD Value. As this value increases or decreases,
adjust the marker to the right or left as need to
reflect the correct AD value.

16.3.1a Volleys & DRMs to AD Check


Whenever a barrage consists of multiple volleys,
a DRM of plus one is made to the AD check for
each volley beyond the first.

16.3.2a Basic AD Value


Scenario rules will list the basic AD values of
all armies in play. If a new army arrives, players
will be given its basic AD value as listed in the
scenario rules. In some games, a sides basic AD
value will remain constant and will only change
if a player converts ammo points into AD value
increases or vice versa (see 16.3.3 and 16.3.4).
In other games, the basic AD values will vary
at times due to strategic conditions outside of
player control.

16.3.1b Intensive Fire


If a player expends one ammo point from his
ammo stockpile (the accumulated ammo points
on an armys Ammo Record Track), he may roll
twice for any one volley of a barrage. The volley
must have a barrage value of eight. The results
from both DRs are kept. The firing artillery units
must be able to have a GS supply path traced
to them at the time of the barrage. At least one
artillery unit must be ammo depleted in addition
to the results of the regular AD check.
Optional Rule: If the AD value is one or less, a
player may not use intensive fire.

16.3.2b Conversion of AmPs & the Daily AD


Value
A player determines his daily AD value by first
starting with the basic AD value of an army and
then calculating the effect, if any, of TP ammo
delivery. (see 16.2.2 thru 16.3.3). After doing this

a player has two options: the basic AD value may


be increased by one box for every two ammo
points expended from that armys ammo point
stockpile, or two ammo points may be accumulated for every increment the basic AD value is
reduced. The resulting AD value is the daily AD
value. Once this value has been determined,
it cannot be changed until the next AM truck
and logistics phase. A daily AD value can never
exceed eight.
16.3.3 Ammo Points (AmPs)
Ammo points can only be received by converting increments of an armys basic AD value for
ammo points voluntarily during the truck and
logistics phase as described above in 16.3.2b
or by specific scenario instructions. Move the
ammo point marker on the record track to the
right or the left as ammo points are accumulated
or expended. No more than four ammo points can
be created per AM logistics phase, and no more
than 10 total can be saved up in each armys
ammo stockpile.
16.3.3a AmPs & Replenishment
Ammo points may also be used to replenish
ammo depleted artillery units during any replenishment segment (enemy or friendly). See the
rules for replenishment under 16.3.4
16.3.3b Transfer of AmPs Between Armies
Ammo points can be transferred between armies
during an AM logistics phase. For every TP that
an army commits to this task, two ammo points
may be transferred. The TPs used for this task
are not available for other tasks for the entire
day. Adjust the ammo markers of both armies to
reflect the increase and decrease between the
two army stockpiles.
16.3.4 Artillery Unit Replenishment
Ammo depleted artillery units can be replenished
in two ways: by expending ammo points, or by
passing a ammo replenishment DR check. An
artillery unit must be in general supply to be
replenished.
16.3.4a Artillery Unit Die Roll Replenishment
Replenishing artillery units by DR may occur
only during a friendly replenishment segment. A
player makes a 1d10 DR for each unit trying to
replenish this way. If the replenishment attempt
fails, the unit may not be replenished using ammo
points in the same segment.
A DR replenishment succeeds if the DR is equal
to or less than the daily AD value of the army
that commands the artillery unit. The AD marker
is immediately removed from the unit. If the
attempt is unsuccessful, the AD marker stays on
the unitonly one such attempt may be made in
the same phase.
16.3.4b Replenishment By AmPs
Replenishment by ammo points may occur
during any replenishment segment. A player
may replenish up to three depleted artillery

39

GOSS System Rules

units per ammo point that is expended from the


commanding armys stockpile. If less than three
units are replenished, the remaining fraction of
ammo points are lost. Remember, a unit may not
attempt replenishment by DR and then replenish
using ammo points in the same segment.
16.3.5 Ammo Depletion and On Hand Supply
If artillery units can only trace their general supply to an HQ whose supply status is on hand, the
basic AD value is equal to the current on hand
supply value of that HQ. This value may never be
increased or decreased by ammo point conversion.
An HQ that has an on hand supply marker, may
still convert any on hand supply points to ammo
points. However, the size of the HQ affects the
number of ammo points received when such
a point is converted. An on hand supply point
from an army HQ yields two ammo points when
converted, while a corps HQs on hand supply
converts into only one ammo point. Formation
HQs (division or smaller) may not convert on hand
supply points into ammo points.
16.3.6 Low AD Values and Ground Assaults
Low AD values can affect ground assaults by
penalize the affected side with adverse column
shifts (see 13.4.3f).
16.4.0 Fuel
Armies need fuel; the game handles this through
the use of fuel points (FPs). Rules sections
16.1.2b and 16.2 explain how fuel is received and
stockpiled. Scenario rules list starting stockpiles
of FPs and any special rules concerning FP usage.
16.4.1 Fuel Record Track (Fuel Stockpile)
All FPs that an army receives are added to its FP
Stockpile represented by the Fuel Record Track.
Adjust the fuel point marker as needed to reflect
the current FP totals in the stockpile. An army
may only expend FPs from its fuel stockpile. No
more than ten FPs may be carried over on the
Fuel Record Track from one day to the next.
16.4.2 Allocating Fuel Points
At the end of the Truck Point & Logistics Phase
of each AM GT, players must allocate FPs to
their mech formations, corps HQs, and army HQs
as needed. As long as an HQ unit is in general
supply by a supply path trace, the FPs may be expended from the armys fuel stockpile. Adjust the
fuel marker as needed when FPs are expended.
If an HQ is using on hand supply, it has a number
of FPs equal to twice its current on hand supply
value.
16.4.3 Fuel Status
The fuel status of the HQ that a unit is subordinated to determines whether or not that unit is
affected by any fuel shortage. The fuel status of
army and corps HQs are important in determining
if army/corps asset units are affected by a fuel
shortage.

The fuel status of an HQ can be in one of three


states: Normal, Low and None. Using the fuel requirements listed in the rules (see below and also
in the exclusive rules for each game), a player
either allocates FPs to an HQ or he doesnt. The
HQs fuel status is marked with a No or Low
Fuel if appropriate at the end of the Truck &
Logistics Phase. An unmarked HQ is assumed to
have a normal fuel status.
16.4.4 Fuel Requirements
In general, German Mech Formations and all Allied Formations, plus Corps HQs of both sides will
need fuel. Exclusive rules will give a complete
list of a games fuel requirements. Note that leg
units do not need, and are never affected by fuel
requirements.
16.4.4a Formations & Fuel
A mech formations fuel status applies to all of
the mech units that are organic or attached to its
command. Again, leg units that may be part of
this formation are unaffected by fuel issues.
All German panzer or panzergrenadier or motorized formations are treated as mechanized for
fuel purposes.
All Allied divisions except the airborne are considered mechanized (including infantry divisions)
formations for fuel purposes. Armored cavalry
groups are considered to be mech formations, as
are CW independent armored/tank brigades.
16.4.4b Army & Corps Mechanized Assets
The corps and army asset units that are mechanized also require fuel. The scenario rules will
explain how much fuel is required for a particular
HQ. The HQ can provide fuel to a number of
such units up to its command capacity. The units
themselves only have to be in GS supply path
trace to any formation HQ subordinate to the
corps or army providing fuel. The unit does not
use the fuel status of the formationit uses
the fuel status of the appropriate corps HQ. The
corps HQ controls the movement in the same
manner as a formation does for its subordinate
units.
16.4.5 Fuel Value & Movement Allowances
After a player has determined a HQs fuel status,
the effect this has on all subordinate MU movement must be determined.
Note: Leg class movement is never affected by
fuel status.
The fuel status is used to determine the fuel
valuewhich is the actual numerical effect on
a MUs MA.
16.4.5a When to Determine the Fuel Value
A player determines an HQs fuel value for all of
its MUs using the Fuel MA & Reserve Release
Table just before any unit subordinate to that HQ
is moved.
16.4.5b How is Fuel Value Determined
A player determines fuel status by rolling a 1d10

and locating the result across the top of the


table. This result is cross-indexed with the fuel
status of the commanding HQ. The resulting
number is the formations fuel value. Formations
with normal fuel status do not roll on the Fuel
MA Table. If any part of the supply path traced
by the formation HQ to its primary supply source
is extended (see 15.2.2), two is subtracted from
that HQs Fuel Table DRs.
16.4.5c Fuel Value & Movement Allowances
A player can choose to use the fuel value in one
of two ways. He can either restrict all of the
affected MUs to a MA equal to the fuel value, or
he can choose to move a number of units equal to
that value up to their full MA.
Note: If a player chooses to use the second option above, the number of units in a formation or
subformation affects the fuel value as follows:
1) If the number of mech units in a formation is
10 or a fewer, the fuel value is halved (round
up).
2) If the number of mech units in a formation is
five or fewer, the fuel value is reduced to a
third (round up) of its normal value.
16.5.0 PA Mode & Fuel Status
Units of mechanized formations cannot be
assigned to PA mode if their formation was not
allocated at least one FP for that day. If a units
fuel status is low, it may only move one hex
while in PA modethis includes advances after
combat, as well. This does not apply to any units
that were chosen to have full MA.

In the example above, a formations fuel


status is low (circled line) and the DR for the
formation is a 4. Cross-indexing this with
the low fuel line yields a fuel value of 5. The
formation may either move all mech units of
the formation no more than 5MPs, or up to five
units of the formation may be chosen to have
their full MA.
16.6.0 Ground Assaults & No Fuel Status
A mech unit with no fuel status may never
advance after combat and it must always be
stand-off. Such a unit may also not retreat more
than two hexes. A PA unit with low fuel may only
advance one hex.
17.0 ENGINEERS
Engineers (the German term is Pionere) are a
special category of units. Any type of combat engineerarmored, airborne/parachute, or legis
an engineer for the purposes of these rules.
There are other types of engineers (construction
and general service) with more limited abilities, but those units are covered in each games
exclusive rules. The engineers in this rules

40

GOSS System Rules

section have three types of abilities: construction, demolition, and combat effects against FW/
fortifications and urban features.

ished bridge marker from this site if the bridge


was repaired.

17.1.0 Engineers & Ground Assaults


Engineer units and their effects on combat are
covered in rules section (see 13.4.3e), which
explains engineer column shifts in a GA.
17.2.0 Engineers & Water Obstacles
Engineers can assist leg units that are moving
across stream and river hexsides by ferrying them. The only requirements are that the
engineer unit cannot be out-of-supply or fatigued,
must be in PA or tactical mode, and is adjacent to
the hexsides being crossed. If the engineer unit
aids a unit in crossing, the engineer unit must remain stationary for the entire Movement Phase.
17.2.1 Streams & Minor Rivers
A leg unit being ferried by engineers may ignore
any stream MP costs, and any minor river costs
only one additional MP.
17.2.2 Major Rivers
One leg unit may cross over a major river hexside
if that is the only movement it will conduct for
the entire Movement Phase and an engineer is
ferrying the unit.
Ferrying engineers may allow a leg unit to
conduct a GA across a major river hexside (see
TEC). The engineer unit may join the GA if it is in
PA mode.
17.3.0 Engineers & Construction
An engineer unit in tactical mode that is in
general supply (Exception see 15.5.0) and not
fatigued may participate in one construction activity per GT. Construction may never be initiated
during an ENA nor do ENAs count as a GT toward
construction progress. An engineer commits to
supporting a construction activity during the
Construction Phase.
17.3.1 Bridge Construction/Repair
An engineer unit may start construction or repair
of a bridge during any friendly Construction
Phase. The unit must be adjacent to the hexside
that is being bridged, and no enemy units can be
adjacent to the engineer unit. Once it is built or
repaired, a bridge is neutral and both sides in the
game may use it.
17.3.1a Starting & Completing Bridge Construction
To begin bridge construction, a bridge construction marker is placed on top of any engineer
unit(s) involved in that construction. One hit
marker is placed under the construction marker
for each GT beyond the first that is required to
finish the bridge. As each GT required for completion elapses, one hit marker is removed from
the construction marker. When no hit markers
remain, the construction is complete in the next
friendly Construction Phase. Flip the marker to
the completed bridge side or remove the demol-

17.3.1b GTs Required to Complete Bridge


Construction
The number of GTs required to complete a bridge
depends on how many engineer steps are involved and what type of water feature the bridge
will cross.
A stream always takes only one GT to bridge for
any number of engineer steps. One engineer step
takes three GTs to bridge a minor river. See the
Engineer Construction Time Schedule for other
construction times.
17.3.1c Delaying or Halting Bridge Construction
If any of the unit steps that started construction
leave the hex, become fatigued or out of supply
before construction is complete, the construction marker is removed and the process must be
started all over.
17.3.2 Bridges and Roads
When roads (trails are included in this) are cut by
rivers, if a bridge is built or repaired, the bridge is
considered to carry the road over the river.
17.3.3 German Armor and Bridges
Some German armor units (see the Bridge Demo
Table) require heavy bridges, since other bridges
they cross are susceptible to bridge collapse (see
17.3.4c). Primary and secondary roads that cross
any type of river are considered to be heavy
bridges, and all bridges over streams are ignored
for bridge collapse purposes.
The Germans may build heavy bridges if the
heavy bridging units are available (exclusive or
scenario rules will state whether they are or not.)
The time to complete such a bridge is identical
to that of any other bridge listed on the engineer
construction schedule.
17.3.3a Dismantling a Heavy Bridge
A heavy bridge may be dismantled and moved to
be used elsewhere. Simply reverse the construction process using the same number of GTs it
took to complete the bridge.
17.3.4 Bridge Collapse/Demolition
Engineer units can demolish a bridge over any
type of river (but not streams) at the end of a
friendly Movement Phase or just after enemy

units are committed to an overrun or GA using


a bridge hexside. The engineer unit must be
adjacent to the bridge hexside at the time of its
attempted demolition. As long as an engineer
unit meets all other requirements, they may attempt to demolish as many bridges as are eligible
to be demolished.

A player attempting to demo a bridge rolls a 1d10


and consults the Demolition Table. There are
two lines: one for prepared demolition, and one
for hasty demolition. If the attempt succeeds, a
destroyed bridge marker is placed adjacent to
the affected hexside and the bridge is considered
destroyed before any overrun or GA is resolved.
17.3.4a Prepared Bridge Demolition
A prepared bridge demolition can only occur at
the end of a friendly Movement Phase. Use the
appropriate line on the Demolition Table to check
the results of the demolition DR. An enemy unit
must be within eight hexes of the bridge hexside
that is being destroyed. Only one demolition
attempt per GT is allowed, and the engineer units
attempting the demolition cannot have moved
during that Movement Phase.
17.3.4b Hasty Bridge Demolition
A hasty demolition attempt may be made
whenever the enemy attacks over a over a bridge
hexside over any type of river. Follow the same
procedures listed above but modify the DR by
plus two. Enemy proximity to the bridge is not a
factor in this case.
17.3.4c Bridge Collapse
Whenever a German heavy type of AFV unit
attempts to move, retreat, or attack across a trail
bridge over any type of river (but not a stream)
for the first time, the possibility of bridge collapse
must be checked. The Allied player rolls a 1d10
and consults the Bridge Demolition Table using
the bridge collapse line, noting the DRMs for the
specific AFV type. If the bridge collapses, treat
the event exactly like a demolished bridge. If a
bridge doesnt collapse, it never requires another
check.
17.3.5 Construction of Fieldworks (FWs)
Engineer units, and in some cases other units,
may construct Fieldworks (FWs) to improve
their defensive capabilities in a hex. Improved

41

GOSS System Rules

positions (IPs) and entrenchments (ETs) are


collectively referred to as Fieldworks (FWs). All
previous restrictions for engineer construction
still apply (see 17.3). Units involved in construction may not move while building FWs. FWs
may never be built in hexes already containing
fortifications.
Note: FW markers are color-coded for each side.
The Allies use the blue markers, and the Germans
use the red markers.
Construction of an ET cannot be finished if the
hex is observable by an enemy unit. Note that a
unit could initiate ET construction during a PM GT
(when it might be observable) and finish during
the night GT (when it is considered in covering
terrain).
Construction is initiated by placing a FW marker
with its build side (shown with picks and shovels)
face up on top of the units involved. When the
FW is complete, the FW marker is flipped to its
finished side (the side without the shovels and
picks).
17.3.5a Improved Positions
Two or more steps of any
non-HQ or non-artillery
types of units present in
a hex may start construction of an IP. The steps do not have to be from the
same unit. It takes one full GT to complete an IP
unless quick construction (see 17.3.5f) is used.
17.3.5b Level 1 Entrenchment
A level-1 ET requires engineer steps and a finished IP
in a hex before the ET can
be started. The construction process is similar to that used for an IP (see
above).
17.3.5c Level 2 Entrenchment
A level-2 ET is a special type of
ET that can be built or placed only
according to the exclusive rules of
each game.
17.3.5d Halting FW Construction
The construction of a FW must stop if the hex
is ground assaulted, the constructing units
retreat, or they are put out of supply (Exception
see 15.5.0). The construction process may be
restarted from the beginning as soon in the next
player turn.
17.3.5e Removing Fieldworks
A FW is removed at the instant its hex becomes
unoccupied by friendly units.
17.3.5f Quick Construction
If two or more steps of engineers participate in
the construction of a FW, the FW is considered
finished at the end of a regular Movement Phase.
The engineer steps must not have moved during
the Movement Phase. Additionally, if two or more
steps of non-HQ or non-artillery types of units

are present with one step of engineers, quick


construction can be used to build an IP.
17.3.6 Effect of Fieldworks (FWs)
Units that occupy FWs receive special defensive
benefits against enemy ground assaults and
barrages. Additionally, they may increase a
units barrage capacity. The TEC lists their full
effects under the GA, armor/AT and observation
columns. Also see the Artillery Barrage Observer
Contacts Table.
17.3.6a Who Benefits from Fieldworks
All units benefit from FWs except those in
prepared assault mode, exploit mode, or marked
with a strategic movement marker, or are attack
designated.
17.3.6b Proficiency Rating Increase For ETs
All defending units in an ET have their PR
increased by one (to a maximum of eight).
17.3.6c Recon and Movement Halts and ETs
An ET generates a movement halt against moving
enemy units. Additionally, recon units cannot
examine enemy units under ETs during the Movement Phase.
17.3.6d FW Benefits For and Against Barrages
All units observing from a FW increase their barrage capacity if they are not attack designated.
All units that are barraged gain DRMs in their favor against the barraging players volley DRs. The
Barrage Results Table lists the DRMs associated
with each FW on the barrage DRM columns.
17.3.6e FW Benefits Against Ground Assaults & Overruns
Defending units receive GA column shifts in their
favor when occupying FWs. FWs modify enemy
armor bonuses by reducing them. Units must stop
advancing when they move adjacent to enemy
units in ETs or fortifications (see 13.8.4.) Note
that engineer units have special abilities when
assaulting FWs (see 13.4.3e.) Units in a level-2
ET never need to make a PR check to convert
discretionary hits into losses.
17.3.7 Westwall Hexes (WW)
Westwall hexes represent
permanent entrenchments
and pillboxes that offer more
protection than FWs against
barrages and ground assaults. All units in an intact
Westwall hex receive its
combat benefits.
Westwall hexes are destroyed either by advance
after combat or by an Allied engineer unit in
tactical mode spending one full GT in the hex.
Players should note which Westwall hexes have
been destroyed by using either blank markers, or
noting the hexes down on a piece of paper.
17.3.8 Fortifications (Forts)
Fortifications offer greater protection against

barrages and GAs. Forts exist as explained in


the exclusive rules of each game. They may not
be constructed during the course of the game,
and once destroyed, they cannot be rebuilt. The
Westwall is one of the most prominent fortification features in most scenarios.
17.3.8a Fort Effects
Forts have all the same effects listed in 17.3.6 for
ETs. They also prohibit the movement of enemy
units from one hex adjacent to the fort directly
into another hex adjacent to the same fort (see
7.5.5). See the TEC and the barrage DRM Column
for a list of all defensive fort effects. A defending unit in a fort (or Westwall) does not need a
proficiency check to take a discretionary hit as a
step loss.
17.3.8b Forts and Artillery Barrages
Barrages against forts are always conducted
separately from other barrages directed against
other units in the same hex that are not occupying the fort (see 11.6.1).
17.3.8c Destroying Forts
Forts may consist of levels and special rules for
forts in the exclusive rules will explain how to destroy additional levels of a fort. Westwall hexes
are all considered to have just one level and do
not require any of those special rules other than
those listed below.
18.0 UNIT BREAKDOWN &
RECOMBINATION
Players have the ability to form company-sized
units from larger units using generic breakdown
companies. In some cases, companies may even
be broken down into separate zero-step units to
allow greater coverage of the frontline. When
this occurs, the unit that a breakdown was generated from is called the parent unit. The term
breakdown is used for the breakdown company
(or zero-step unit) that was formed, and should
not infer change of command.
This breakdown process can occur in reverse to
allow a breakdown unit to recombine with its
parent unit back to its former strength. Both units
must be in tactical mode and not fatigued to
conduct breakdown or recombination activity.
18.1.0 When Does Breakdown or Recombination Occur
A player may only conduct breakdown or recombination activity during a friendly Movement
Phase. This type of activity, while similar to
consolidation (see 22.5.0) is not the same, and
does not occur during a replacement segment
and vice versa. At no other time may breakdown
or recombination activity be conducted.
18.2.0 Units Allowed to Breakdown or
Recombine
All units, except for HQs, one-step artillery
units, and those marked with a red triangle may
breakdown or recombine. If players run out of

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GOSS System Rules

needed breakdown counters, they may feel free


to use any extras from other games in the series,
or make their own. Exclusive scenario rules may
make exceptions to this.
18.3.0 How Unit Breakdown Occurs
During a Movement Phase, a player chooses
a parent unit and reduces it a number of steps
equal to the number of breakdowns being
formed. These breakdowns may be placed in, or
adjacent to, any hex the parent unit occupies.
The breakdown units may not be placed into a
hex the parent unit could not have moved into. All
units involved are considered to have expended
one-half of their current MA. The parent and
breakdown units may continue moving with their
remaining MA. Note that a parent unit is allowed
to breakdown completely into breakdown units.
18.4.0 Breakdown Unit Status, RIBs
Breakdown units are still under the command of
the same HQ unit that the parent unit is subordinated to. The breakdowns retain the PR of the
parent unit. Players can remember this, write it
down, or use the attached/detached markers to
remind them. Breakdowns are supplied normally
by the superior HQ unit, or if the parent unit is in
general supply, by being within two hexes of the
parent unit, with no intervening enemy unit or
impassable terrain. A breakdown unit may not be
used to generate RIBs during a GA or overrun.
18.4.1 Detachments & Reverse Sides
Most breakdown units are backprinted with
another type of breakdown unit on the reverse
side. This was done to add more breakdown
companies to the countermix. These are not
reduced or alternate strength sides of the unit
printed on the front. The only case where the
reverse side represents the same breakdown
printed on the frontside is where Z-units (see
below) exist. These are actually breakdowns of
other breakdown units.
18.5.0 Hybrid Units & Breakdowns
A hybrid unit composed of AFV companies and
mech infantry may breakdown if it is not already
at reduced strength. The unit breaks down into
the type of companies that the parent unit was
composed of.
18.6.0 Breakdowns & Recombination
To recombine breakdown units back into the
parent unit, all breakdown units must be in or
adjacent to each other and not separated by any
type of water feature. The units may move prior
to the recombination, but one-half of their MA
must still remain to conduct the rebuild. A parent
unit may not continue moving after recombination is complete. The parent unit retains any
fatigue and the most severe supply status of any
breakdown unit that was recombined.
18.7.0 Zero-Step Detachments (Z Step Units)
Example: The 6/II/33Pz unit above has a
reduced side (shown by the color band behind

the units combat and movement values) that


is a zero-step unit.

Some companies may breakdown into two


zero-step units. These parent units are usually AT
companies, heavy panzer companies, and sometimes Flak (German AA) companies. If the unit
has a Z-step unit printed on its back, then it may
breakdown into this type of unit. Also, if such a
Z-step unit exists in the countermix, then companies of that type may also form Z-step units.
18.7.1 Z Step Unit Characteristics
Z-step units behave like any other breakdown
units in addition to the rules listed here. Z-step
units use the PR of any other units they are
stacked with. Each step loss in the defending hex
due to GA automatically eliminates one Z-step
unit in the same hex without satisfying any step
loss obligations. Should all the units in a hex be
eliminated, all Z-step units in that hex are also
eliminated. No more than two Z-step units may
ever occupy the same hex at one timeand
this limit is reduced to one if the hex contains
constricted terrain.
18.8.0 Breakdowns & Step Losses
When breakdowns are used to recombine with
the parent unit, the parent unit can only gain
back a number of steps equal to those being
absorbed. Two Z-step units are equal to one step
of strength. When a breakdown is eliminated, it
is placed in the Eliminated Units Box on the owning players Army Chart. A player may resurrect
the breakdowns, and may either place them in or
adjacent to the formation HQ or the parent unit.
The HQ or parent unit must be in general supply
with a supply path trace from a primary supply
source.
18.9.0 Generic TO&E Battalions
Some games provide generic battalion-sized
units that allow players to breakdown hybrid
units and reform them into their regular separate
armor or mechanized infantry battalions. All
normal rules for breakdown and buildup are used
for these units.
19.0 WEATHER
Weather has a pronounced effect on many game
activities. Players may choose to use historical
weather, or generate their own variable weather
conditions randomly by using the Weather Table.
Weather depends on two main factors: the
ground condition and the atmospheric condition.
19.1.0 When Weather Is Determined
Before starting the game, players must decide
if they are using historical weather or variable
weather. If they use historical weather the gameday or GT Record Track is referenced during the
weather determination phase of each GT. If the

variable weather option is chosen, players use


the Weather Table during the weather determination phase.
19.2.0 How Weather Is Determined
The details for historical weather and variable
weather determination are listed below. Some
game record tracks list the AM and PM weather
in the same Game Day Box, while other Game
Record Tracks may list each game turns weather
in its own box on the track.
19.2.1 Historical Weather Determination
The historical weather conditions are located in
the middle of the Game Day Turn Box (if there is
one) or the GT box (note that some games use a
different GT layout.) These conditions are listed
just below the day of the week label.
19.2.1a Atmospheric Condition Historical
Entry
The topmost weather entries are the atmospheric
conditions for the AM GT and PM GT portions
of this game-day, respectively. Note that the
two conditions are separated by a slash. The
abbreviations are POvr for Partial Overcast and
Ovr for Overcast.
19.2.1b Ground Condition Historical Entry
The condition to the right of the two atmospheric
conditions is the ground condition for AM and
PM GTs of this game-day. For night GTs, use the
procedure listed below in 19.2.2c.
19.2.2 Variable Weather Determination
Variable weather requires the use of the Weather
Table. Each weather condition requires a 2d10
DR, with the atmospheric condition being rolled
first (since it may modify the ground condition
DR.) Either player may roll for the weather condition. There are DRMs for specific game-day dates
listed next to each of the weather condition DR
results. Ground condition determination may also
require DRMs due to the current atmospheric
condition and DRMs for the GT date.
19.2.2a Variable Atmospheric Condition
Determination
One player rolls a 2d10 and applies the atmospheric DRMs according to the current game day
date. The modified result is indexed with one
of the four atmospheric conditions listed to the
right. Move the atmospheric condition weather
marker to the appropriate box on the Weather
Track to record the result.
19.2.2b Variable Ground Condition Determination
On AM or PM GTs, one player rolls a 2d10 and
applies the atmospheric/ground DRMs as listed
in the ground condition DRM list. There may also
be game day date DRMs and previous GT ground
condition changes to apply.
19.2.2c Night Ground Condition Determination
If the GT is night, and the PM ground was normal

43

GOSS System Rules

or freeze, there is no change in ground condition.


For mud or snow, the ground condition reverts to
normal or freeze respectively if a 1d10 DR equals
or is less than six. Record the ground condition in
the same manner used above in 19.2.2a.
19.3.0 Atmospheric Conditions
There are four atmospheric conditions in the
game: Clear, Partial Overcast, Overcast and
Storm. These conditions affect visibility (see 8.0),
ground condition DRMs (see 19.2.2b) and airpoint
availability (see 20.1.0).
19.3.1 Clear
There are no adverse effects. Maximum visibility
is in effect.
19.3.2 Partial Overcast
Visibility is unaffected, however only one-half of
the available air points are received by each side.
19.3.3 Overcast
Maximum visibility is two hexes and no air points
are available.
19.3.4 Storm
Same as overcast, but use night rules for visibility. Exclusive game rules may have special rules
for generating storm weather.
19.4.0 Ground Conditions (GC)
There are four ground conditions in the game:
Normal, Snow, Mud, and Freeze. The effects are
listed below with each condition. Adjustments
to unit MAs are always made to the printed MA
before considering the effect of any other such
as supply, fatigue and the halving of units MAs
during Exploitation Phases.
Ground conditions may increase the terrain cost
of supply point paths or reduce the supply ranges
of HQs (see 15.2.3b).
19.4.1 Normal
Normal ground condition has no adverse effect.
19.4.2 Mud
The worst ground condition is mud. All unit MA
are halved (round up) unless the unit is moving
entirely along secondary or primary roads and
using road movement (leg units also receive
this benefit along roads). A unit may still always
move one hex regardless of MP costs as long as
it does not violate rule 7.5.5 (movement adjacent
to enemy fortifications).
PA mode units advance after combat like leg
units. mech units subtract one hex from their MA
while in PA mode if they do not move entirely
along a primary or secondary road (yes, that
means some units with low fuel might not be
able to move if no such road is available).
Note that SPPs are also affected by mud (see
15.2.3b).
19.4.3 Freeze
Freeze is like normal GC, except that units using
road movement lose 1 MP from their MA. Also,

soft ground is treated like clear terrain and marsh


is treated like rough terrain.
19.4.4 Snow
Snow GC is like freeze except that any unit using
non-road movement loses one-third of its MA.
Infantry that moves along roads, but not trails,
may use their full MA even though it is not road
movement, per se. Note that SPP are also affected by snow (see 15.2.3b).
20.0 AIRPOWER
Airpower represents the application and effect
of each sides Air Resources on the battlefield
below. Players receive airpoints and use them on
air missions as they see fit. Adverse weather and
enemy anti-aircraft/flak will reduce the effect of
airpower to varying degrees.
Air points (APs) are used in distinct packets
called air missions, and these air missions are
confined to the same army sectors that the APs
are tasked to support each day.
20.1.0 Air Point Availability
Every AM GT, during the Air Point
Allocation Phase, both sides
consult the Game-Day (or GT) Record Track to
determine how many APs they will potentially
have available for use that day. These APs values
are located on the Game Day Record Track or
Game Turn Record Trackdepending on the
display. Note that these are the AP values before
any reductions due to weather, including historical weather.
20.1.1 Assignment of AirPs
Each AM GT, each available AP must be assigned
to the army it will support for the AM and PM
GTs of that day. A player adds the number of APs
he wishes to assign to an army to that armys
Airpoint Record Track. The total number of assigned APs cannot exceed the total number of
APs available to that side.
Exception: due to earlier design issues, in Wacht
am Rhein, AP availability is determined each GT
before the Command Phase.
20.1.2 Using Air Points
As each side flies air missions, it must allocate
APs to participate on that mission. These APs
must be available for use on the Airpoint Track of
the army the mission is being flown for. Players
deduct the AP value of the mission from the current AP total on that Army Track. When this AP
total reaches zero, no more air missions involving
those APs may be flown. Each AP can only fly on
one air mission per day. Unless specific scenario
rules allow it, no air missions are flown during
night GTs.
20.1.3 Air Points and Mission Types
APs can be assigned to five different types of air
missions. These missions are: ground support
(airstrike), ground interdiction, supply interdiction, air resupply, and air superiority. No more

than one-half of the available APs may fly any


one type of mission.
20.2.0 Ground Support (GS) Missions
Enemy units that can be observed may have
ground support air missions flown against them
during a friendly barrage segment. The term
airstrike is used to differentiate a ground support
attack using the Barrage Table and its mechanics
from an actual barrage conducted by artillery
units.
20.2.1 How to Conduct Ground Support Missions
To conduct a GS mission, the player picks any
observed target hex and states how many APs
he is using. The player resolves it exactly like an
artillery barrage. Air observation may be used
to observe the Target Hex. Each AP equals two
barrage factors (however, see 20.2.2c), and the
attack is referred to as an airstrike.
20.2.2 Resolving a Ground Support Mission
Before the actual airstrike is performed, the
targeted player may conduct AA/Flak fire (see
20.7.0) in an attempt to drive away some of
the airstrike APs. When this is finished and the
number of actual airstrike APs is known, resolve
the airstrike as explained below.
20.2.2a GS Mission Procedure
Each airstrike is resolved exactly like an artillery
barrage. No airstrike may have more than two
volleys. Units being attacked by airstrikes receive
all of the normal DRMs for barrage. A target hex
may not be subjected to an airstrike and artillery
barrage in the same segment.
20.2.2b GS Mission Errors
Due to the inherent problems of spotting targets
and then coordinating with the mission aircraft,
there is always a chance that a GS mission is
misdirected, or that there is pilot error; It may
even hit friendly units. Before a GS mission is
actually resolved, but after any AA fire, the mission player rolls a 1d10 for SNAFU. If the DR
result is 8 or 9, the GS mission has SNAFUed.
On a result of 8 the mission was either scrubbed
or they bombed way far awayno result, and
the mission has ended and the air points are
expended. If the result was 9 or greater, the mission came in, but it has not hit the intended hex.
In the latter case, roll a 1d10 for scatter: 0 equals
the hex directly north of the intended target, and
succeeding numbers move around the target hex
in a clockwise fashion. Reroll if the roll was 6-9.
The GS mission is resolved against the hex it
lands inno matter what side occupies the hex.
Terrain, weather, and exclusive rules may modify
the SNAFU DR.

The DRMs are:


+2
for woods
+3
for forest
+1
if the weather is partial overcast
+2
for city
+1
for town
+1
if more than 4 points of AA fire were

directed against the mission.
Note: Additional DRMs may be applied due to
exclusive game rules.
20.2.2c GS Mission AP Limit of 8 or 4
The maximum number of air points that may be
allocated to an airstrike is eight if the observer is
in PA mode, or four if not.
20.2.2d Defensive GS Mission APs Halved
If a GS mission occurs during the other sides
player turn, it is considered a defensive GS mission. In this case, each airstrike AP is equal to
only one barrage factor.
20.3.0 Ground Interdiction (GI) Missions
If an enemy unit moves more than six consecutive hexes using strategic movement or road
movement during a clear weather GT, the opposing player may conduct a ground interdiction mission against the moving unit. This is conducted
exactly like an GS mission except that no more
than four APs may fly on such a mission, and
there is no SNAFU DR. Woods, forests, towns
and cities prevent observation of moving units for
these purposes unless the unit is using strategic
movement along a road.
20.3.1 Ground Interdiction Results
All GI mission results inflict one level of fatigue
for an AS result, and all numbered results inflict
one-half of the result number (round down) as
step losses and the other one-half (round up) as
additional fatigue levels. All fatigue is cumulative and maximum step loss does not apply here.
Retreats do not apply to GI missions.
20.4.0 Supply Interdiction (SI) Missions
A player may attack the enemy logistic infrastructure by conducting supply interdiction
(SI) missions during the Truck Point & Logistics
Phase. Any time a player rolls on the Logistic
Table, the opposing player is told for what Army
but not what is being rolled for. The opposing
player may conduct one or more SI missions.
If the mission is successful, the number of TPs
available for that DR is reduced by one, and the
consumed TP cannot be assigned to another
role that day. TPs lost due to these missions are
available the next day, unless a new Interdiction
mission reduces TPs. The weather condition on
map is used as the current weather condition for
SI missions.
20.4.1 Conducting Supply Interdiction
An SI mission requires two APs to be allocated.
These APs can be from any army. A player may
allocate up to three APs to a mission; if three

44

GOSS System Rules

are allocated, subtract one from the die roll. The


interdicting player makes a 1d10 DR. The mission
is successful on a two or less.
20.4.2 AA/Flak and Supply Interdiction
AA/Flak may affect a Supply Interdiction mission.
See (20.7.1).
20.5.0 Air Superiority (AirS) Missions
Air superiority missions can be conducted to
either intercept or escort other air missions. No
more than one-half of the current AP total can be
allocated to an air superiority mission.
Friendly APs can intercept enemy APs that are
conducting any of the above missions against
friendly units. Likewise, a player conducting a
mission can send additional AirPs to escort the
mission, to protect it from intercepting enemy air
points.
20.5.1 When to Conduct Air Superiority
When a player initiates a GS, GI or SI mission he
must declare how many air points, if any, are escorting the mission. The opposing side may now
allocate air points to intercept the mission. Both
escorting and intercepting air points must come
from the same sector as the mission air points.
20.5.2 How to Conduct Air Superiority
Each escorting air point drives off one intercepting air point. Each remaining intercepting air
point prevents one air point from the GS, GI or
SI mission from being counted by the mission
player.
20.6.0 Air Supply Missions
Air supply missions can be conducted to replenish on hand supply to HQs (see 15.4.2c) and
remove out of supply markers from units. Air
supply uses air supply points (ASPs) from the Air
Point Track. Exclusive rules will list how many
such ASPs are available to each side.
20.6.1 When is Air Supply Conducted
Both sides may conduct air supply missions during any AM or PM supply determination segment
(friendly or not).
20.6.2 How Air Supply is Conducted
A player simply announces how many ASPs are
being used and the location of the drop zone
hex (DZ) to begin an air supply mission. No more
than two ASPs may be allocated to each mission
(although escort AirPs do not count against this
total), and once used, they are unavailable for the
rest of the day.
20.6.2a The Drop Zone Hex
The chosen drop zone hex (DZ), must be a clear
or rough terrain hex. It may contain a location or
village. There can be no enemy units adjacent to
the DZ.
20.6.2b Resolving the Drop
The air supply mission player makes a 1d10 DR
for each ASP. If the DR is eight or less one ASP
has been delivered. DRMs for this DR are: +1 for

every four enemy units within two hexes of the


DZ. AA/Flak units and HQs count as two units
each for this purpose. If the weather condition is
partial overcast, add +1. A mission always succeeds on a DR of zero.
20.7.0 Anti-Aircraft (Flak)
Whenever an air mission other than air superiority is conducted, it is subject to enemy flak. If the
air mission is in or adjacent to a flak unit or within
the AA range of an HQ, the opposing player
may execute AA fire against the mission. After
totaling all of the points of AA directed against
an enemy air mission, the defending player rolls
a 1d10. If the result is equal to or less than the
number of AA pts, a number of APs equal to the
difference are aborted and consider flown for the
rest of the day. A DR of 8 or 9 is always a miss.
All German HQs have an AA range of six hexes
and an AA strength of 2. German Flak units have
a range of 1 and an AA strength of 1. All German
city hexes contain 1 intrinsic point of AA. If a
German MU is in the target hex, one additional
point of AA is present.
All US HQs have an AA strength of 2 and a range
of six hexes. If any US artillery unit is present in
the target hex, two additional points of AA are
present. Unless stated otherwise, the range for
using these AA strengths is six hexes for an HQ
and one hex for the other features or units (in or
adjacent to it).
20.7.1 AA/Flak and Supply Interdiction Missions
AA/Flak units that have been removed from the
map and placed on an armys Airpoint Track are
used against supply interdiction missions. For
each step of AA/Flak on the Airpoint Track, one
point of AA/Flak is directed at the mission. AA/
Flak steps may conduct this fire as many times as
such missions are flown against the army.
The player flying the mission may allocate APs to
escort. If an escort is not driven off by intercepting air points, one escort air point will negate one
step of AA/Flak.

21.0 REINFORCEMENTS
Reinforcements are new formations and units
that appear for each side during the course of
play. Some reinforcements are conditional and
are only received if certain events are triggered
or conditions arise. Some units or formations may
be required to withdrawsometimes permanently. These reinforcements and withdrawals
will be listed on the Game Record Track, the
exclusive rules, or both.
21.1.0 Arrival of Reinforcements
Reinforcements enter play during the friendly
movement phase of the GT of arrival. Exclusive
rules will explain where the units enter on the
map, and any other conditions of their arrival. All
reinforcements arrive in general supply unless

45

GOSS System Rules

otherwise stated.
21.1.1 Reinforcements & Entry Mode
Reinforcements enter the map in any mode
a player wishes unless exclusive rules state
otherwise.
21.1.2 Division Slice and Entry
Division slice represents the equal apportionment of a divisions support assets among the
various subformations of that division. When
any subformation of a division enters the map
as a reinforcement, the engineers, recon and AT
and AFV assets may be broken down so that one
company of each asset arrives with a subformation reinforcement. Additionally, any one artillery
bn of the same formation may be brought on if it
is available.
21.2.0 Map Entry On Roads

When reinforcements enter a map edge using


any form of road movement, each arriving unit
must expend MPs equal to the number of MPs
expended by the previous unit using road movement to enter the same hex in the same phase,
plus the cost of the road hex. The first mech unit
entering the map on a road (using road movement) would expend x MPs to do so, the next 2x
MP, the third 3x MPs, and so on.
21.3.0 Master Reinforcement List
The Master Reinforcement Listings located on
the Game Record Track, a separate chart, or both,
list the arrival and withdrawals of all units for
each side. If a formation or subformation is listed,
all the units of that organization arrive.
21.3.1 Unit Abbreviations
The unit type abbreviations that appear on the
Master Reinforcement List are explained in the
setup abbreviation key next to the Game Record
Track and/or in the exclusive rules.
21.3.2 Reinforcements and Step Losses
Note that units that arrive at less than full
strength have the number of step losses indicated in parentheses next to their IDs. Formations with indicated step losses must enter with
those losses subtracted from either infantry or
AFV (non-recon) type units.
21.4.0 Withdrawals
Some units or formations must be withdrawn
from the game on certain GTs or when certain
conditions or events arise. As long as the units
are in supply they may be simply removed from
the map. If they are out of supply, the owning
player must do his best to move them back in
supply so that they may be removed from play.

22.0 REPLACEMENTS
Reduced or eliminated units may be brought back
up to strength or resurrected using the replacement process. Weakened units may also transfer
steps between themselves to consolidate into
fewer, but stronger units. These activities can
only occur during a friendly replacement segment. Note that a lull (see 24.0) may also allow
a player to either bring a unit back up to full
strength, or resurrect it from the Eliminated Units
Box.
Units may not receive replacements if they
moved or fought at any time during the player
turn.
22.1 Replacement Points
The heart of the replacement system is the
replacement point (ReP), of which there are two
types: infantry and armor. Every type of unit,
except leaders, can use RePs to regain lost steps,
or be resurrected from the Eliminated Units Box.
22.1.1 How Replacement Points are Received
Each side may receive RePs in several ways. The
most common way to get RePs is by the use of
the Replacement Table to determine how many,
and what type of RePs are received. German formations may also receive RePs by being placed
in refit. Units already in play may also sometimes
be used to generate RePs for other units. Finally,
the exclusive rules may list other ways of getting
RePs.
22.1.2 When RePs Are Received
RePs are always received during the Truck Point
& Logistics Phase of an AM GT. When RePs are
received, they must be allocated to an army
HQ for future use by that army. Adjust the ReP
markers on the armys record track to reflect the
correct total of RePs with that army.
RePs received due to recycling losses also
become available during the AM GT Truck Point &
Logistic Phase.
22.1.3 Replacement Table
Both sides use the Replacement Table to
determine how many RePs they receive of each
type. This is done during the AM Truck Point &
Logistics Phase. Each side rolls a 1d10 for each
type of ReP. There is an Allied section and a
German section on the Replacement Table; each
side uses its section. Note that there are usually
date DRMs for ReP DRs. Cross-index the modified
DR with either the infantry or armor columnthe
result is the number of RePs of that type that
are received. Remember to adjust the army ReP
markers.
22.2.0 Replacing Step Losses
During the replacement segment (3.35h), RePs
are used to replace step losses by removing
step loss markers or flipping reduced units back
over to their full-strength side. When a unit
receives the correct number and type of RePs (as

indicated on the Unit Replacement Table) it may


regain one step of strength. A unit may not have
more than one step replaced per GT.

does not require any armor replacement points.


This process may not be used for any type of unit
requiring armor replacement points.

22.2.1 Units Eligible to Receive RePs


A unit must be in tactical mode, in general supply
from a primary supply source, not fatigued, and
not adjacent to an enemy unit unless it is a leg
unit in observation CT to be eligible to receive
RePs. MUs must always be at least one hex
from the nearest enemy unit to receive RePs.
To receive RePs, a unit must not have moved or
engaged in combat during the current player turn.

22.4.0 Hybrid Steps


The first rebuild step loss of a hybrid unit is equal
to the ReP cost of the AFV type it contains. The
second step is equal to the cost of the infantry
component. If a third step exists, as in the case
of some of the US CC battalions, it is equal to the
cost of the other AFV. If the hybrid has more than
one AFV type, the last step is composed of the
cheaper AFV.

22.3.0 Resurrecting Eliminated Units


Units in the Eliminated Units Box can be brought
back into play by the use of RePsthis is called
resurrecting the unit.

22.5.0 Unit Consolidation


Players may transfer steps between units.
These transfers always occur during a friendly
replacement segment. The units involved must
be stacked or adjacent to each other and supply
status is ignored.
Units from the same formation may always transfer steps between each other as long as they are
of the same type. Attached units are considered
part of the formation. Units from different formations may not transfer steps if the proficiency
rating difference is greater than one.

22.3.1 How to Resurrect a Unit


A player selects an eliminated unit and first must
spend one-half of an infantry replacement if the
unit does not have an AFV or artillery symbol.
Any other unit requires one-half of an armor replacement. Next the player must expend enough
RePs to replace one of the units step losses. A
resurrected unit never enters play with more than
one step, although it can subsequently be built
back up to full strength.
Units that were isolated (see 15.6.0) at the
time of elimination require one extra infantry
replacement step when first rebuilt (this step of
infantry is in addition to the requirements listed
above). Players must keep track of units that
were eliminated while isolated by placing them in
a separate dead pile.
22.3.2 Where Resurrected Units Arrive
Resurrected units re-enter play by being placed
anywhere in general supply trace in or adjacent
to the HQ they are subordinated to. The unit is in
general supply when it arrives.
22.3.3 HQ Resurrection
An eliminated HQ unit must remain in the
Eliminated box for three full GTs before it can
be resurrected. When it arrives back in play, it
is placed in or adjacent to any of its subordinate
units, or if none exists, it is placed adjacent to its
superior HQ unit.
22.3.3a HQ Rebuilding Restrictions
HQs can only be resurrected using two infantry
RePs.
22.3.3b Resurrecting German Units with
Rear Echelon Units
German RE battalions may also be used to resurrect eliminated or missing battalions of other
formations in play. Only one battalion every two
game days may do this. Simply take the new unit
out of the counter tray or remove one from the
eliminated box and put the RE battalion back in
the counter trayit is permanently out of play. A
full strength RE battalion will allow the German
player to bring back a unit with one step if it

46

GOSS System Rules

22.5.1 German Rear Echelon Battalions &


Transfers
These battalions (see Unit Type Chart) may
transfer steps directly into infantry units of any
formation, ignoring proficiency ratings. However, it takes two rear echelon steps to replace
one-step loss in an infantry unit with a PR rating
of six or better. If the unit is a panzergrenadier
or motorized infantry unit, the normal one-half
armor ReP must also be spent to replace such a
step loss.
22.5.2 German Reorganization
German units of the same formation that have
step losses may exchange steps or combine into
a single unit as long as the same number of steps
exists after the exchange as before it. Units must
be completely of the same type (including type of
vehicle) and have a proficiency rating within one
level of the original.
22.6.0 German Divisional Refit
Entire German divisional formations may be
taken out of combat and refitted. A division in
refit receives RePs that are separate from those
generated by the Replacement Table. Note that
divisions in refit may still use RePs received by
other means. There is no limit on how many divisions may be refitting at any one time, but note
the requirements for voluntarily getting them
released from refit.
22.6.1 Refit Eligibility
The units of the formation, except for any two
artillery unitswhich can be treated like corps/
army asset unitsmust all be at least 20 hexes
away from the nearest enemy unit. They must
all have a general supply trace from a primary
supply source, but they do not count against any

HQs command capacity.


22.6.2 Transfer of Steps
Before they leave, the units of the division that
havent been eliminated may transfer all but
their last steps of strength to other divisions.
Armor and AT assets may be transferred to other
divisions by either transfer of steps or by simply
switching out the units from the dead pile or
counter tray. When transferred in this manner,
proficiency ratings may not differ by more than
one level.
22.6.3 Refit Benefits
Infantry, fallschirmjager, or VG divisions,
automatically receive three infantry RePs per
day when refitting. Panzer or panzergrenadier
divisions get two infantry RePs and one armor
ReP per day.
22.6.4 Refit Restrictions & Triggered Release
Units in refit may not move until released. Formations are released as soon as any Allied unit is
within eight hexes. Refitting stops immediately
if this occurs and all normal rules apply to the
division. A formation must wait for at least seven
game days before it can enter refit again.
22.6.5 Refit Voluntary Release
A refitting formation cannot be voluntarily
released until it has been in refit for at least five
consecutive AM Command Phases. A formation
is released voluntarily by announcing the release
during the Command Phase. A division in Refit
can only be voluntarily released if another division replaces it in Refit. A panzer or panzergrenadier formation can only be replaced by another
panzer or panzergrenadier formation.
22.7.0 Recycling Step Losses (Optional)
In all games, unless exclusive rules state otherwise, players may keep track of their step losses
by type (armor or infantry) and cull accumulated
losses to receive additional replacement steps.
This may be done during any friendly Administrative Phase during the replacement segment. Note
that it will require additional bookkeeping, as
both sides will have to record each turns losses
on paper. When a side recycles its step losses,
those losses become permanent and cannot be
used to cull any additional Repl steps (engineers are counted as infantry.) Any eliminated
battalion-sized artillery unit is considered to be
one step of infantry and one step of armor.
The US side receives one infantry Repl point for
every four that were lost and one armor Repl
point for every three armor steps lost.
The Germans get one infantry Repl point for
every three Infantry steps that were lost (do not
count RE step losses) and one armor Repl point
for every four armor step losses.
Recycled Repl points are treated exactly like any
other Repl point once they are determined to
have arrived.

23.0 LEADERS
Leaders have special abilities that enhance the
performance of the units under their command.
Some of these abilities are listed below, while
more specific leader rules are given in the
exclusive rules for each game. A leader must
be activated each AM GT during the Command
Phase. Inactive leaders confer no benefits and
must remain stacked with their HQ for the entire
day (AM, PM, night GTs).
23.1.0 Activating Leaders
During a Command Phase, a player should
attempt to activate his leaders. If he forgets to
activate any leadercest la viethey dont
activate, and you left your leader in bed.
The owning player makes an activation check
for each leader in play by making a 1d10 DR and
comparing it to the leaders initiative rating.
If the DR is less than the rating, the leader is
activated for the entire game-day, otherwise
he stays inactive and stacked with his HQ. The
activated side of the leader counter shows a
picture of that leader.
23.2.0 Activated Leader Benefits
All leaders, unless specifically stated otherwise
in exclusive or scenario rules, confer the benefits
listed below.
23.2.1 Formation Leader Benefits
Leaders can generate the benefits listed below
for their subordinate units.
23.2.1a Movement Leader Bonus
An activated Leader increases the MA of all subordinate units by one MP if the leader is stacked
with the formation HQ for the entire Movement
Phase.
23.2.1b Combat Leader Bonus
A leader in or adjacent to a hex with at least one
subordinate unit that is attacking or defending in
a ground assault gives a one-column shift bonus
on the GAT. Only one such bonus per ground
assault segment may be awarded per leader, and
only one such bonus can be awarded per side per
ground assault.
23.2.1c Leaders & Extended Night Activation
Units attempting to activate for extended night
activity may use an activated leaders initiative
rating instead of their own proficiency ratings.
The leader must either be in the units hex, or
in the same hex as the leaders HQ. Apply rule
3.4.2.
23.2.1d Corps and Army Leaders
The exclusive rules detail the list of effects of
these leaders.
23.3.0 Leader Casualties
If a leader is stacked with units that participate
in ground combat or are barraged, and the units
suffer a step loss, or if a leader is in a hex alone
when the hex is entered by an enemy combat
unit, that leader may become a casualty. Roll

47

GOSS System Rules

2d10; if the result is five or less the leader is


eliminated. If the leader survives his DR when
alone in a hex, he is displaced to the closest
friendly unit.

the AM GT, but their MA is doubled. Units may


not move adjacent to an enemy unit if no friendly
unit is not already adjacent to that enemy unit.
Combat active units may move normally.

24.0 LULLS
Armies cannot attack all the time and everywhere; at some point rest and regrouping is
necessary.

24.2.2 Lulls & Combat


During a lull only combat active units may
conduct activity during the PM and night GTs.
The rest of each sides units may not initiate any
combat or conduct barrages

24.1.0 When does a Lull Occur?


A lull occurs just after the Weather Determination Phase of each AM GT if requested by one
side and the opposing side grants the lull. A lull
may also be required by scenario rules in some
games. The side requesting the lull is Side One,
and the side that grants it is Side Two.
24.1.1 Mandated Lulls
Exclusive rules or scenario rules may require lulls
to occur at specific points in the game. Exclusive
rules will state who is Side One and who is Side
Two for a lull.
24.1.2 Voluntary Lulls
After the Weather Phase, each side must inform
the opposing side if they wish to request a lull.
If a lull is already in place, Side Two must inform
Side One if they attempt to break the lull by
launching a counter-offensive.
24.1.2a Request for Lull is Granted
If there was no lull, one goes into effect immediately if a player requests a lull and Side Two
grants it.
24.2.0 Lull Effects
During a lull, Side One may choose any one
division from each army to remain combat active.
That division may have up to three attached
units and up to six supporting corps/army asset
units. Also, no more than 8 APs may support that
division.
Side Two may choose up to two divisions plus ten
other units (attached and/or corps/army assets)
to remain combat active with one important
limitation: Side Twos combat active divisions
may only be used to conduct combat and barrage
against Side 1s combat active units. Side Twos
units may not enter hexes adjacent to any other
enemy units unless they are in observation CT.
They may never attack Side One units that are
not combat active. Side Two may choose one
other division to replace one of its two originally
combat active divisions, but this other division
must either come from refit or army reserve.
Side Two units not declared combat active will
become combat active for the next GT after they
have been attacked by a GA (including overrun)
and then revert to inactive status. Side Two artillery units may always barrage defensively (i.e.
during the other players combat phase).
24.2.1 Lulls & Movement
During lulls, inactive units may only move during

24.2.3 Air Activity During Lulls


Air activity other than supply interdiction is
confined to only the divisions that are active. No
more than 8 APs may ever fly ground support
mission for either side during a lull. There is no
air interdiction during lulls (the Germans are moving mostly at night and sleeping during the day,
and the Americans have too much air cover and
AA for the Germans to seriously threaten Allied
movement).
24.2.4 Lulls and Replacements & Reinforcements
Note that there are DRMs that increase ReP
rates during a lull. Supply and ReP activity
continue in a normal fashion with any PM or
night reinforcements being brought in during the
one AM GT these units are allowed to move.
Formations may be placed in maneuver reserve
during a lull.
24.2.5 Lulls: Construction and Demolition
During a lull, each side may place one ET 1
marker per inactive engineer unit (with at least
two steps) per game day in any hex that is not
adjacent to an enemy unit. Four engineer steps
will allow the placement of an ET 1 even in a hex
adjacent to enemy units.
All Westwall hexes in Allied-controlled territory
are considered destroyed after the lull has ended.
24.3.0 How a Lull Ends
To end a lull period, use the following procedure:
At the time Side One requests a lull, it must
secretly write down the end date that it wishes
to terminate the lull. If the lull has not been
broken before this game day, it must end on that
date. However, if the weather is not clear or the
ground condition is mud, Side One may postpone
the end date till the next day. Side One may do
this up to five times.
Side Two may end it at any time after at least
five lull game days have elapsed. Side Two must
launch a counter offensive to do so.
Units of both sides are automatically in GS for
one full game day starting with the GT the lull
ends.
24.4.0 Effects of Ending a Lull
The game day after the last day of a lull confers
some bonuses for Side One. On the first AM GT
after the lull, All unobserved barrages may have
up to three artillery units participating. Additionally, all GA by Side One are aided by an extra

one-column surprise shift. All of Side Twos artillery barrage factors are halved (but never below
1) during the AM GT.
If Side Two ended the lull with a counter offensive, they receive the benefits listed above,
not Side One.
24.5.0 Counter Offensive
After five full game days, Side Two may voluntarily end a lull by declaring and launching a
counter offensive (see below). If this occurs, it
takes place just after the Weather Phase. Side
One does not get a normal player turn, instead,
he rolls a 1d10 for each Army he has and one-half
of the DR result is the number of units he may
move during his friendly Movement Phases. This
happens for both the AM and PM GTs. Units that
were activated during the AM GT do not count
against the PM DR. Any units attacked by Side
Two may also move and fight.
Note the benefits to the player launching a counter offensive that are listed in 24.4.0 above.
24.6.0 Lull Redeployment (Optional)
Just before commencing a GT after a lull has
ended, both players may undertake what is called
a Redeployment Phase.
First, Side Two may redeploy its formations by
placing units anywhere within 12 hexes of their
current location. Next, Side One may do the
same. Units may not be placed on the enemy side
of the frontline and they cannot be placed adjacent to enemy units that are not already adjacent
to friendly units. Units must start in general supply to be eligible for such relocation. The original
frontline should be in effectmeaning that units
of both sides should have units in or adjacent to
it along its length.
Second, all Allied units are brought up to full
strength and any accumulated RePs are lost,
except for a 1d10 DR each for armor and infantry
replacement steps. German units may roll to see
what their accumulated ReP values would have
been (doing this for each game day that the lull
was in effect). They may then incorporate this
number of RePs into any existing units, with
no limit on how many steps a unit may replace.
Remember to account for any ReP DRM modifiers
due to the lull or refit. German units in refit may
accumulate and spend their RePs for each game
day of the lull using rule 22.6.3. German RE steps
may be transferred into units using rule 22.5.1.
All armies on both sides must account for how
many ammo points and fuel points they could
have accumulated for each game day while the
lull was in effect. No more than ten of each may
be carried over.
All reinforcements that would have arrived must
be placed on the map in reasonable locations
given their entry date.
25.0 Army Reserve
Only formations that are currently in the army

48

GOSS System Rules

reserve may be used to launch counter offensives. The units of the formation must be at least
six hexes away from the nearest enemy unit and
they must be in observation CT. They may also be
in maneuver reserve. A player writes down the
IDs of the formations that are in army reserve,
and does not have to place these units on the
map, unless an opposing unit moves within three
hexesin which case the units are immediately
placed on the map. Note the location of the HQ;
the other units of that formation are located
within three hexes of that HQ.
Note that only a formation in army reserve may
be used to replace one of Side Twos combat
active formations during a lull. The division being
replaced must be placed into army reserve as
soon as possible.
A formation in army reserve may be released any
GT that follows after a lull has ended. Additionally, after a formation has spent at least four full
game days in army reserve, the owning player
may release it. Army reserves are always activated if an enemy unit moves to within six hex of
any unit of the formation.
26.0 OPTIONAL RULES
This section provides a number of rules players
wanting more detail can choose, by mutual
agreement, to use.
26.1.0 Multi-Formation Movement Penalty
If a unit moves into a hex containing a friendly
unit from a different formation, one extra MP
must be expended by the moving unit to enter
that hex. Units moving in PA mode pay no extra
cost.
26.2.0 Bridge Bottlenecks
Only a certain number of units may cross a
bridge that does not have a primary road running
through it. Use the bridge bottleneck markers as
units move over the bridge. Turn the marker each
time a unit crosses. When it has reached the
maximum shown on the counter, no more units
may use the bridge during the current Movement
Phase.
26.3.0 Artillery Group Holding Boxes
Instead of placing artillery units directly on the
map, a player may use the Artillery Group Holding
Boxes to relieve unit congestion. The artillery
units are placed in the hex on the holding boxes
that corresponds to their actual location in relation to the Artillery Group Hold Box counter that
is on the map. Note that this is only a player aid,
and all normal rules are in effecteven while
the artillery unit is off map. The opposing player
may not examine his opponents Holding Boxes,
unless he moves a unit to a location that is within
two hexes of a holding box counter.
26.4.0 Tank Riders
Infantry units with an attack PR rating of 7 or
more may ride on AFV units when both units

are in PA mode. In this case, both units may move


as mech units (the infantry must accompany
the AFV unit it is riding.) Each step of AFV units
may carry one step of infantry. If such a unit is
barraged, a +1 DRM is applied to each volley of
that barrage.

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