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A. REINFORCEMENT PHASE B. GERMAN PLAYER TURN C. ALLIED PLAYER TURN D.

VICTORY CHECK
--von der Heydte it paradrops either in = 31 or 52, pro-
1/2. REUSABLE SPECIAL ACTION 1. ADMIN PHASE (both players) vided the = is vacant and AP controlled; otherwise place 1. ADMIN PHASE (both players) AREA VPs
--If it is in the Available Box, move any one asset from the --Assets/events are drawn from the Selection Cup and it in the Available Box as a regular battle asset. --Assets/events are drawn from the Selection Cup and An objective = must be both friendly controlled and
Used Box to the Available Box (keep the reusable in added to the Available Box according to the Turn Track. --Delayed Response directly to the Eliminated Box. added to the Available Box according to the Turn Track. be able to trace a valid SP for a player to be awarded
the Available Box for the current turn). --Players may do engineering functions, play events, and --Players may do engineering functions, play events, and its VPs. According to this:
--If it is in the Used Box or in the Reinforcement Card (of perform certain and (first the GP, then the AP). ENGINEERING FUNCTIONS perform certain and (first the AP, then the GP). --Each german-cross worth 1 VP for the AP.
this turn) move it to the Available Box. Each engineer asset in the Available Box may be used to --Each allied-star worth 1 VP for the GP.
2. OPERATIONAL MOVEMENT PHASE perform one of these functions. After the asset is used 2. OPERATIONAL MOVEMENT PHASE --Each yellow-star worth 1 VP for each player.
3. GP ELIMINATION* OF 1 REGULAR ARTILLERY ASSET Each German unit may move to another = or hold its po- (except for the Defended Roadblock), it is moved to the Each Allied unit may move to another = or hold its posi- ELIMINATED LARGE UNITS VPs
*From the Used Box if there is any. sition. If the unit is in-supply, GO and in an uncontested Used Box). tion. If the unit is in-supply, GO and in an uncontested =, Each eliminated unit which has or more is worth 1
=, it may instead do one of these things: Blow up bridges: each engineer asset may blow up to 2 it may instead do one of these things: VP to the opposing player.
4. USED ASSETS TO SELECTION CUP --Build a Field Work. --Build a Field Work.
bridges, provided both bridges are adjacent to a same
--Be placed under Reserve. in-supply, friendly controlled and uncontested =. Place a --Be placed under Reserve. SUDDEN DEATH (from Turn 4)
5. REINFORCING ASSETS* & EVENTS TO SELECTION CUP
Blown Bridge on the affected river boundaries. If the advantaged player's VP level is greater than or
3. STRATEGIC MOVEMENT PHASE (no cost MPs) 3. STRATEGIC MOVEMENT PHASE (no cost MPs) equal to that player's net VP value for the Turn, that
*Except American Task Forces. Turn 2-5 American
--1 GP unit in-supply under a Reserve may do SM: move Repair a bridge: each engineer asset may remove a --AP units in-supply under a Reserve may do SM: move player wins a Sudden Death Victory.
Task Forces must be placed in any uncontested friendly
to other friendly in-supply = through a continuous path Blown Bridge , provided the player either control both to other friendly in-supply = through a continuous path
controlled = in-supply.
of connections, not crossing a Blown Bridge or moving = adjoining the bridge or control one and contest the of connections, not crossing a Blown Bridge or moving
6. REINFORCING UNITS TO ENTRY AREAS into or through an enemy or a contested =. enemy controlled one. At least, one of the friendly-con- into or through an enemy or a contested =.
--Remove the Reserve from any unit that made the SM. --Remove the Reserve from any unit that made the SM. E. GAME TURN ADVANCE
trolled = must be both in-supply and uncontested.
Turn 4 these three German reinforcements units may
appear overstacked in Entry Area Z. 4. COMBAT PHASE (beginning of scenarios) Bridging functions of German Engineers 4. COMBAT PHASE

FAB: The Bulge


--Newly contested = compulsory combat. --Where an army boundary passes along a river, bridging --Newly contested = compulsory combat.
--If all indicated Entry Areas are currently blocked, the --Previously contested = combat at GP request. may be done by an engineer from either HE from its --Previously contested = combat at AP request.
unit's arrival is delayed by 1 turn and it then arrives at appropriate adjacent =, provided the = in that zone
5. REACTION PHASE (AP) 5. REACTION PHASE (GP)

Turn Aid
the nearest alternative =. meets all the other requirements.
--Allied units in-supply and in Reserve may move (not --German units in-supply and in Reserve may move (not
--These alternative = may be used with a to Reroute a --Any GP army that has had its engineer killed may have
creating a newly contested =) or build a Field Work. creating a newly contested =) or build a Field Work.
reinforcing unit. any friendly engineer do these functions w/i its zone.
--After each unit moves or builds a Field Work, its Reser- --After each unit moves or builds a Field Work, its Reser-
ALTERNATIVE GERMAN ENTRY AREAS ve is removed. Build a Field Work: each engineer asset may place a Field ve is removed.
5th Pz Army (gray) X-Z Work on any in-supply, friendly controlled and uncontes-
6th Pz Army (purple) Y or Z 6. BREAKTHROUGH MOVEMENT PHASE ted = containing at least one unit of the same HE. 6. BREAKTHROUGH MOVEMENT PHASE
7th Army (blue) X or Y GP may move in any order units: AP may move in any order units:
Strategic Reserve units (orange) Y or Z --In Reserve. Build a Roadblock: each engineer asset may place a --In Reserve.
--With Exploitation (only 1 = not across a Blown Bridge). Roadblock on any in-supply, friendly controlled and --With Exploitation (only 1 = not across a Blown Bridge).
ALTERNATIVE AMERICAN ENTRY AREAS --Activated via (only 1 =). vacant = that has a TDN of 1 or higher. --Activated via (only 1 =).
1st Army (light green) A-J (north and west map edges) GP may instead use these units to build a Field Work. AP may instead use these units to build a Field Work.
3rd Army (dark green) K-M (south map edge) After each unit moves or builds a Field Work, its Reserve Build a Defended Roadblock: each engineer asset may be After each unit moves or builds a Field Work, its Reserve
Strategic Reserve units (light blue) F-J (west map edge) or Exploitation is removed. placed in any in-supply, friendly controlled and vacant = or Exploitation is removed.
that has a TDN of 1 or higher.
ALTERNATIVE BRITISH ENTRY AREAS 7. BREAKTHROUGH COMBAT PHASE 7. BREAKTHROUGH COMBAT PHASE
British units (red orange) C-H --Newly contested = compulsory combat. EVENT PLAY --Newly contested = compulsory combat.
--Previously contested = combat at GP request via . --Players may elect to use an event to move 2 assets (not --Previously contested = combat at AP request via .
units, events or garrisons) of the owning player's choice
8. SUPPLY PHASE from the Eliminated Box into the Selection Cup. 8. SUPPLY PHASE
--Both players verify control of =. --Whether used for its printed purpose or to move 2 as- --Both players verify control of =.
sets, the event goes to the Eliminated Box after its use.
Both players check the SP of its units and =: Both players check the SP of its units and =:
DISORDERED (or RECOVERING) --Add an OOS to units and = that cannot trace a valid SP. SUPPLY PATH (from a unit or = to a valid supply source) --Add an OOS to units and = that cannot trace a valid SP.
--May move only 1 =, never to an = with enemy units/ --Remove the OOS from units and = previously marked SP may be traced: --Remove the OOS from units and = previously marked
assets (they may remain in such an = if already there). that now have a valid SP. --Through friendly controlled = (even contested). that now have a valid SP.
--May not move on the Reaction Phase. --Out of enemy controlled =, never into or through them.
--May not be put under Reserve. --Both players remove Recovering from units in-supply. --Only over a Blown Bridge if the tracing unit = is adjacent --Both players remove Recovering from units in-supply. AP: Allied Player SP: Supply Path
--May not build a Field Work. --Both players flip Disordered from units in-supply. to that Blown Bridge. --Both players flip Disordered from units in-supply. GO: Good Order TDN: Terrain Difficulty
--SNM = -1 on MCs and defending. --GP makes MCs to his OOS units. --AP makes MCs to his OOS units. GP: German Player Number
--May not attack. --Players remove: Field Work in contested =, Roadblock, GERMAN SUPPLY SOURCES --Players remove: Field Work in contested =, Roadblock, HE: Higher Echelon TPU: Target Point Unit
Defended Roadblock, River Assault and Exploitation. --Any friendly controlled German Entry Area. Defended Roadblock, River Assault and Exploitation. MA: Movement Allowance TQ: Troop Quality
OOS --AP moves its Reserve to the Available Box. --SP may cross army boundaries. --GP moves its Reserve to the Available Box. Marker: Marker VP: Victory Point
--May move only 1 =. max.: Maximum w/i: Within
--May not move on the Reaction Phase. ALLIED SUPPLY SOURCES MC: Morale Check : 1 step
--May not be put under Reserve. Any friendly controlled Allied Entry Area. n/a: Not Applicable : 2 steps
--May not build a Field Work. no.: Number ...
--SNM = -1 on MCs and firing. FIELD WORK (SNM = -1) OOS MORALE CHECKS (SNM = -1) MORALE CHECK (SN = 5) OOS: Out Of Supply =: Area
--May not have assets assigned.** A Field Work is removed when: --From Turn 6 to 9 2 MCs per OOS unit. Green units SNM = -2 PU: Point Unit : Special Action
--Must make a MC at the end of the friendly Supply Phase. --It absorbs the 1st hit in combat. --Fail of non Disordered Disordered Veteran units SNM = 0 SM: Strategic Movement : Staff function
--Disordered and Recovery may not be favorably adjusted. --The = has no friendly units at the end of any Phase. --Fail of Disordered loss Elite units SNM = +2 SN: Success Number
--Units and = may not be affected by friendly engineering --The = is contested during any Supply Phase. --Direct 8-10 on Disordered Green units Eliminate Disordered/Recovering units SNM = -1 SNM: Success Number
functions, events, or .** --By an attacker engineer in the ground fire of a combat. --Direct 10 on Disordered Veteran units Eliminate OOS units SNM = -1 Modifier
FAB The Bulge - Reference Sheets v0.97 by Carlos S. Olivares Prez
Ground Fire SNM EXPLOITATION OPPORTUNITY (ARMOR ATTACKER) ATTACKER HIT ACQUISITION PRIORITY ABORT COMBAT (ATTACKER) Combat Round ends
--After a Retreat via . --1st hit: the PU takes loss or a battle asset (not artillery asset) is moved from the combat --Aborting forces ignore all remaining hits.
Firing force is doing a River Assault -1 --After attaker artillery eliminates all non-artillery = to the Eliminated Box. --Aborting units are put under a Disordered.
defenders. --After the 1st hit the attacker must decide to either abort the attack or apply step losses. --Aborting units of a River Assault move back across the river(s) that they
Firing force is Disordered (or Recovering) -1
--After attaker ground fire eliminates all defending moved across.
forces with at least 1 unapplied hit remaining. DEFENDER HIT ACQUISITION PRIORITY --Aborting units not from a River Assault remain in the contested =.
Firing force is under OOS -1
--Exploitations never arise from a River Assault or in --1st hit: if present, a Field Works is eliminated. --Aborting assets are moved from the combat = to the Used Box.
Firing force is an Armor class +1 the Breakthrough Combat Phase. --One artillery hit may be absorbed by placing a Disordered on all defending units in GO or
PROCEDURE recovering; if all units are under Disordered or there are only defending assets, this option RETREAT (DEFENDER) Combat Round ends
Firing force is supported by a Combat Support Mission +2 may not be taken. --Retreating units must move to an adjoining, uncontested, friendly
--In-supply Armor units in the = make a MC: success
Different TQ between firing force and target PU -2/-1/+1/+2 the unit gains an Exploitation. --One ground hit may be absorbed by retreating all units and assets; if there are only defen- controlled =; they no consume MPs.
--A hidden unit may decline the MC to remain ding assets or the Retreat is impossible, this option may not be taken. --Retreating units may retreat to different =.
Target PU is Infantry under Field Work or an Armor unit -1 hidden. --Remaining hits are taken by applying step-losses (even to retreated units/assets). --Retreating units are put under a Disordered if the Retreat is not via .
--Surviving assets are moved from the combat = to the Used Box.
Target PU is doing a River Assault +1 AMERICAN STRATEGIC RESERVE (light blue symbol) STEP LOSSES RETREATING PATH
Units, assets and events of the Strategic Reserve --The 1st unit to suffer a step-loss must be the PU (but battle assets may suffer losses before --If there is a choice, the = chosen must contain 1 or no units.
Defender terrain (if the target is the defender) -TDN the PU).
may be considered part of any American HE. --If all adjoining = contain 2 units, the Retreat must continue to the
--Each friendly unit and battle asset present must receive loss before any unit receives nearest uncontested, friendly controlled = that contains 1 or no units.
Player may assign available assets to units in-su- German assets may a 2nd loss.
pply and with a valid SP, placing them in the =. only be played in their
UNITS FROM SAME HIGHER ECHELON own Army Zone --If the PU is eliminated, a new one must be
--Up to 2 artillery assets of that HE (up to 3 for chosen if any defenders remain.
US if there aren't no Defended Roadblocks; GP --If all non-artillery defenders are killed, there's
may only use 2 using regular + rocket artillery). an Exploitation Opportunity for Armor units.
--Up to 8 battle assets of that HE. --Each defender force rolls 1d10 per firing step

Combat Aid
-- 1 event of that HE. applying any SNM.
UNITS FROM DIFFERENT HIGHER ECHELONS ATTACKER ARTILLERY FIRE (SN = 5) --After all dice are rolled, hits are applied to the
--Up to 1 artillery asset from each involved HE. attacker.

1d10 per assigned artillery asset (all dice can be


ATTACKER ASSETS ASSIGNATION rolled together): DEFENDER GROUND FIRE (SN = 5)
--TPU is an Armor unit SNM = -1
END OF
DEFENDER SPECIAL ACTION POINT UNIT DESIGNATION --TPU is Infantry in a Field Work SNM = -1
Optional SNM: COMBAT ROUND
DEFENDER ASSETS ASSIGNATION --TPU is Infantry not in a Field Work SNM = +1 ATTACKER GROUND FIRE (SN = 5)
--The PU cannot be an asset unless there --Move surviving assets from
Defender may use a to Reinforce or to Re- --TPU is the defender SNM = -1
is no unit present. the = to their own Used Box.
treat (except in a Defended Roadblock).
--Defender designates its PU. --If both sides still have units
Player may assign available assets to units in-su- --An enginnering asset may, instead of firing,
--Attacker designates its PU. DEFENDER ARTILLERY FIRE (SN = 5) in the =, they stay face-up;
pply and with a valid SP, placing them in the =. eliminate a Field Work in the =.
--Reveal the unrevealed units. otherwise, remaining units
UNITS FROM SAME HIGHER ECHELON --Each attacker force rolls 1d10 per firing step
(plus any retreated units) are
--Up to 1 artillery asset (up to 3 for US defending applying any SNM.
--If the PU is eliminated, a new one must be tipped up.
a non Defended Roadblock =) of that HE. --After all dice are rolled, hits are applied to the
--Up to 5 battle assets of that HE. chosen if any attackers remain. defender.
In a Defended Roadblock 1 artillery asset from --The Combat Round ends afther the defender
the same HE is the only asset/event that may be -- 1 event of that HE. German assets may --If all defenders are eliminated with at least
UNITS FROM DIFFERENT HIGHER ECHELONS only be played in their artillery fire, if all non-artillery defenders are 1 unapplied hit remaining, an Exploitation
assigned to help the defending engineer. eliminated.
--Up to 1 artillery asset from each involved HE. own Army Zone Opportunity arise for Armor units.

BLOWN BRIDGE (1-5 success)


Type Cost Comments

Movement Aid
--If the bridge is blown, the crossing unit may still cross if STACKING LIMIT
When entering an enemy occupied =, only 1 unit per Movement it began the Phase adjacent to the bridge. If it doesn't or --Each = may hold up to 2 units of each side.
Blown Bridge All cannot cross, it doesn't pay the cost for the = it was to --No unit unit may voluntarily end its move overstacked.
Phase may cross that boundary.
When entering a newly constested = the defender may attemp the have entered, it loses 1 MP but may continue moving. --Stacking limit is checked at the end of each Phase and
Bridge +0 MPs blown of the bridge that wants to be crossed. --If the bridge is blown and the crossing unit is making an throughout each Combat Phase.
exploitation move, it cannot move at all. --Units unable to correct overstacking are eliminated.
Congestion +1 MP Enter an occupied = (by units or assets).
--A unit may always move from its = to a non-prohibited adjacent =, even if such a move would exceed its MA.
The 1st = entered must be friendly controlled and uncontested. --Units must stop when entering an = with enemy unit(s), asset(s) or a Roadblock.
Exit a contested = +1 MP From that 1st = the unit may continue moving but may neither --Units are revealed (placed face-up) when entering a contested = with already face-up units.
enter nor create another contested = during that Movement Phase. --OOS and/or Disordered/Recovering units are only permitted to move into an adjacent =.
Connection MPs
*The 1st enemy unit entering the = must pay this additional MP. --Units in a newly contested = lose its Reserve.
--Defender may not use a to Reinforce or Retreat. Road Connection 1 MP --A newly contested = where all attackers crossed a river and at least one crossed a Blown Bridge is a River Assault.
Defended Roadblock +1 MP*
--Only 1 artillery asset from the same HE may be assigned to the
Field Connection 2 MPs --British units may only operate northwest of the Meuse River (from = 57 in the north to = 96 in the west).
defending engineer (no events).
*The 1st enemy unit that enters the = must pay this additional MP, FUEL ASSETS
Roadblock +1 MP* Type MPs --German units that do SM or move more than 1 = spending more than 3 MPs must spend 1 fuel asset (moving it
and then end its movement. The Roadblock is then removed.
from the Available Box to the Used Box).
Army Boundary +2 MP Only to German units leaving its Army Zone. Infantry class units 3 MPs --Each time the GP captures, for the 1st time, a yellow-star =, roll 1d10 and apply the following result:
add 1 fuel asset to the Available Box (this can only happen once, treat subsequent "1" as a "2-5" result).
1
Schnee Eiffel Boundary All Armor units and units doing SM may not cross this boundary. Armor class units 6 MPs
move 1 fuel asset directly from the Used Box (or Selection Cup if none in Used Box) to the Available Box.
2-5
FAB The Bulge - Reference Sheets v0.97 by Carlos S. Olivares Prez
Name Type When Comments Name Type When Comments
Acquire Quality Allows the owning player to select an in-supply reduced unit (either unit class) to receive of Beginning of a --The defender retreats its forces and they do not become Disordered.
Replacements Admin Phase
replacements, even if the replacement step is elite.
Retreat Combat --Generates an Exploitation Opportunity.
Allows to perform one of the three following missions (may be played on OOS =): --Allows the indicated unit (orange symbol) to enter the game in either Entry Area Y or Z.
--Combat Support Mission (Combat Phases; may be played with mixed Allied HE present): it may be assigned as Strategic Reserve --These units do not pay the 2 MP penalty when crossing army boundaries.
Event Admin Phase
the allowable event used in one of these ways: Division Released --These units may have assets attached from and use the events of the army whose Army Zone

Firing with the AP artillery (it does not count against the limit of artillery assets). they are currently w/i.
Allied Air Mission Event
Giving a SNM = +2 to the ground fire of one unit present in the =. Reinforcement
--Interdiction Mission (Admin Phase): place it on an = . The GP must pay 1 extra MP to enter and to leave that = Task Force Asset Task Force assets are placed during the Reinforcement Phase and act exactly like garrison assets.
Phase
and may not do SM through it. The event is eliminated at the Supply Phase of the same player turn.
--Air Supply Mission (Supply Phase): place it on an OOS =. That =, the friendly units and any garrison there are --If landed, the AP may not do SM through or Retreat into that =; the 1st AP unit to move there
in-supply for all purposes (except **) . The event is eliminated in beginning of the next Supply Phase. must pay 1 extra MP and attack the asset in the next Combat Phase, causing the GP to roll 1d10:
1 asset works as a Defended Roadblock without artillery support (and doesn't go to the Used
--Allows to any in-supply, damaged (not eliminated) Infantry/Armor unit of the indicated HE to Box in the Supply Phase).
Armor/Infantry
Event Admin Phase increase . This may not result in a unit having elite TQ. von der Heydte as above with the exception that it doesn't fire back when attacked.
2-5
Replacement Asset Admin Phase
--The GP Strategic Reserve replacement may be applied to an eligible unit of any HE. Paratroop Drop
6-10 the asset is eliminated and the American unit may still moving if it has MPs.
Arriving Infantry Regi- Allows to increase to the in-supply specified unit. If the unit is eliminated, bring the unit back --The asset is relieved when a GP unit enter in its = (goes to the Used Box and becomes a regular
Event Admin Phase battle asset). Reveal the GP unit if the = is contested when it enters there.
ments (1st/4th Div) into play in an appropriate controlled Entry Area with .
--The asset may never initiate an attack nor be removed until it is eliminated or relieved.
Assets Pooled for Allows to lift the restrictions on assets only being able to support units of their own army and the --Only from Turn 4 the asset needs to check supply. If it fails an OOS MC, it is eliminated.
Crucial Battle Admin Phase restrictions on units from mixed HE in 1 designated =. Mark the = with the Pooled Assets and
(n/a to British) remove it during the Supply Phase of the current player turn. REUSABLE SPECIAL ACTION (wood block) SINGLE USE SPECIAL ACTIONS STAFF FUNCTIONS
--No HE restrictions. --Affect only to the matching HE. --No HE restrictions.
Allows 1 German unit to depart its Army Zone without paying 2 additional MPs. Mark the unit --After use is moved to the Used Box. --After use are moved to the Eliminated Box. --After use are moved to the Eliminated Box.
Boundary Crossing
Admin Phase with a Boundary Crossing and remove it after the unit next move or in the next friendly Supply
Pre-authorized
Phase, whichever occurs first. OPTIONAL RULES If both players want to play the same side make a bid applying this (roll
Breakthrough Allows 1 contested = to have a Combat Round in it during the friendly Breakthrough Combat MAINTAINING FIELD WORKS: instead of removing the Field Work from a die to determine the player with the opening bid; that may be 0):
Breakthrough Combat Phase Phase. This = may not have already a Combat Round during this same Phase. a contested = during a Supply Phase, the controlling player must make --For the AP: the bid will increase the initial fuel assets by the no. of the
a MC for 1 unit of his choice w/i the = during friendly Supply Phases; final bid. These extra fuel assets (use coins or the Bid) go directly to
Breakthrough Breakthrough Allows 1 in-supply Armor unit in GO that hasn't yet moved in the Breakthrough Movement Phase
Movement Phase to move 1 =.
the Field Work is only removed by taking a hit or by failure of this MC. the Eliminated Box when used.
--For the GP: the bid will lessen the initial fuel assets by the no. of the
--If fought alone, they act as Defended Roadblocks except that they are never sent to the Used KG PEIPER: once per game, during a Breakthrough Movement Phase, final bid (up to 5). At game start move this no. of fuel assets from the
Garrison Asset Set-up Box. If Allied unit(s) are present, the garrison acts as a battle asset. on or before Turn 3, KG Peiper may move with its full MA instead of just Available Box to the Used Box.
--They are eliminated by taking a hit, remaining behind in a Retreat, or failing an OOS MC. 1 =, when moving as an exploitation unit.
150th PANZER BRIGADE: the 1st time it participates in a battle, it must BRIDGE REPAIR LIMITS: GP is limited to repair a max. of 6 bridges. At
The event is placed on a river boundary and it stays there until either the bridge is blown or a GP be the PU, and just after both artillery fire, if it survives, the Allied PU game start, place the Remaining German Bridges on the 6 of the Gene-
unit crosses the river boundary, whichever occurs first. If the AP tries to blow the bridge: must make a MC with an additional +2 modifier: ral Information Track and slide it down 1 space for each reparation.
Greif Team Bridge Event Admin Phase --During an attempted German crossing, it will be blown on a roll of 1. --Fails it gets Disordered; if the PU is a Defended Roadblock, the
--Using an engineer in an Admin Phase, it will be blown on a roll of 1-5. The AP may not try to defending asset is eliminated, and an Exploitation Opportunity arises. OVERRUNNING ARTILLERY: if the Defender had an artillery asset in a
blow that bridge again during the same Phase if the 1st attempt fails. --If the Allied PU success or if it was already Disordered no effect combat and the = was vacated of defending units, the attacker rolls
AMERICAN AIRBORNE: these 3 units ignore the -1 OOS MC modifier. 1d10 for each defending artillery asset (including rocket) and:
Mark an American unit with the event. The AP must announce the intended activity of that unit --If defending units retreated, but at least survived, the defending
(move, Field Work or Reserve) and cannot change it until the event has been resolved. When the RANDOM REINFORCEMENTS: mix the unselected units scheduled to artillery asset is destroyed with a SN of 1.
unit try to do the activity, it's revealed and does a MC with an additional SNM=+2: arrive on or before the current turn with the units scheduled to arrive --If defending units and battle assets were killed, the defending artillery
Greif Team Interdict Event Admin Phase --If it fails, it remains where it is or move to an adjacent =. Any Reserve for this unit may not be on the following turn and randomly draw the no. of units you were to asset is destroyed with a SN of 1 (add 1 to the SN for each unabsorbed
reused on a different unit this Phase. Move the event to the Eliminated Box. have received this turn. The remaining units may either be left in a cup hit; if the defender was destroyed by artillery, make the ground fire as
--If it succeeds, the unit may do its activity and the event goes to the Eliminated Box. or placed face down with the next turn's reinforcements. if it was still there to know the unabsorbed hits to modify the SN).
If the unit's movement is caused by a friendly , the event is eliminated with no effect.
Intelligence Gathering Admin Phase Allows to reveal 1 enemy unit on the map until the end of the Admin Phase. --All = where Allied forces are set up and all = behind this front line are SCENARIOS
Allows to the GP to roll 1d10 for each Air Mission in the Allied Available Box and applies: Allied controlled. The Germans control all other =.
Operation --All the scenarios begin with the German Combat Phase of Turn 1; all COLD SHOULDER SCENARIO (Turn 1 - Turn 9; 6th Panzer Army Zone)
Event Admin Phase --1 the Air Mission is placed in the Eliminated Box. --Supply sources are the edges of the 5th Panzer Army Zone.
Bodenplatte contested = are newly contested = for the GP (compulsory combat).
--2-5 the Air Mission is returned to the Selection Cup. --GP regular artillery asset elimination begins on Turn 5.
INTRODUCTORY SCENARIO (Turn 1 - Turn 3; Nuts! map) --Reusable and HQ assets are delayed 1 turn after use before being
Rally Troops Admin Phase Allows to remove all Disordered/Recovering from an in-supply = and from all its adjacent =.
Supply sources are the edges of the play area. moved back to the Available Box or the Selection Cup.
Allows to perform one of the two following things: No Victory Check Phase in this scenario. Instead, at the end of Turn 3: At the end of Turn 9 (no Sudden Death Victory in this scenario) victory
Rebuild or Replace --Increase of any in-supply, damaged (not eliminated) appropiate class unit of the indicated --If a player has uncontested control of Bastogne DECISIVE VICTORY is determined by the no. of = in German control:
Event Admin Phase
(1st Army) HE, even in a contested =. This may not result in a unit having elite TQ. --If there is no unconstested control of Bastogne, each player counts the --11 = or more GERMAN VICTORY
--Move an eliminated non-elite unit of the appropriate class to a friendly =. strength points of their units there as VPs, and then the GP substracts --10 = DRAW
Beginning of a Allows 1 unit in GO to reinforce a declared combat (with at least 1 unit) in an adjacent uncontes- 2 VPs for each of these = not controlled: 36, 39, 48, 63 & 64. The --9 = or less ALLIED VICTORY
Reinforce a Combat Combat ted =; the unit may not overstack, nor be the PU unless the original PU is eliminated. player with more VPs MARGINAL VICTORY (AP wins ties)
TOURNAMENT SCENARIO (Turn 1 - Turn 5)
Replacements Admin Phase Allows to add to any in-supply Infantry non-elite unit. CAMPAIGN SCENARIO (Turn 1 - Turn 9) If a Sudden Death Victory was not achieved at the end of Turn 5, calcu-
If a Sudden Death Victory was not achieved at the end of Turn 9, calcu- late the difference of VPs and apply:
Reroute a Reinforcing Reinforcement Allows 1 reinforcing unit to be placed in any friendly-controlled or vacant enemy controlled appro-
Unit Phase priate Entry Area outside its listed Entry Area(s).
late the difference of VPs and apply: --4 VPs or more for the GP GERMAN OPERATIONAL VICTORY
--0 VP DRAW --2-3 VPs for the GP GERMAN MARGINAL VICTORY
Reserves Made Allows to put any in-supply, GO and in an uncontested = unit under an appropriate and available --1-3 VPs MARGINAL VICTORY (for the side with most VPs) --0-1 VPs for the GP ALLIED MARGINAL VICTORY
Admin Phase
Available Reserve. --4 VPs or more OPERATIONAL VICTORY (for the side with most VPs) --1 VPs or more for the AP ALLIED OPERATIONAL VICTORY
FAB The Bulge - Reference Sheets v0.97 by Carlos S. Olivares Prez

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