The Rules

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Nathangun

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Battle of the Bulge Campaign
Rules for playing




TURNS:


Each turn represents a day, the German side moves first.
The German player moves his units, (see movement rules below) and then selects which units are attacking and then combat is resolved using CMFI GL v.3
Then the Allies start their turn, issue movement/attack orders same as the Germans, and that will be one full turn complete.

So the turn sequence is:
a) Determining weather and the allocation of Air Assets.
b) German movement,
c) German attack,
d) Allied movement,
e) Allied Attack,
f) Reinforcement Purchase

How to win
There several objective hexes with victory points, see the 'Quick Reference Chart' at the bottom.
The campaign will last to 31 December and the side that holds the most victory points win.

VARIABLE WEATHER:

Historically the weather during the Battle of the Bulge was generally miserable, but often changed with variable effects on ground movement and air operations.
At the beginning of each turn the GM rolls to determine the weather for the coming turn, consulting the chart below.


THE PLAYING PIECES:



Starting positions for units and reinforcements:
In the two diagrams below show where each unit starts the game and where and when reinforcements enter the campaign game board.



4) GROUND UNITS:
Ground units represent a major combat formation such as divisions.
In this campaign using CMFB, each formation will be of Company strength.

Infantry Units in the campaign will have OOB like this
(All units will have off broad mortar support)

Infantry Division:
1x Inf Company
1x HvyMg
3x Med Mortar
1x spotter team
1x AT gun (Pak36 76mm/76mm)
2x breach teams

An Mechanized Division
1x Arm Inf Company (+ vehicles)
1x Hvy MG
3x Med Mortar
1x spotter team
(+ vehicles for guns and MGs and mortars)
2x breach teams

An Armored Division:
1x Arm Inf Company (+ vehicles)
1x Hvy MG
3x Med Mortar Half Track
1x spotter team
2 - 3 x Med tanks
1x Heavy Tank
2x breach teams

Airborne/ Fallschirmjager Division
1x Parachute Inf Company
1x Hvy MG
1x Med mortar
1x spotter team
1x ATG
2x breach teams

Kick ass artillery will be available for battles 2 battles per turn for each side, the caliber of which will be decided, make requests in your respected HQ's.

Task-force/Kampfgruppe units:
These are infantry platoons with added vehicles and guns etc..

Reinforcements

At the end of each turn each team can spend pionts on reinforcing their units.

(1)
When Panzer/Armoured Divisions suffer total tank losses, each division will have at least two Shermans/Pz IV's.
(2)
3 reinforcement points will be available per turn for each side to spend at the end of each turn.
Each point will add up to 40% 'Headcount' per Division and 2 points will add 2 Sherman's / Pz IV's to each armoured division (that's 2 added upon the minimum allocation to the 2 in point (1) .
1pt: +40% Headcount
1pt: + 3x ATG (57mm/pak 38 50mm) Bigger guns are available, put will cost extra points.
1pt: + 3x AA gun (Bofors 40mm/Flak 38 37mm) Bigger guns are available, put will cost extra points.
2pts: +2 Sherman's / Pz IV's
Units can only be reinforced if they meet the following conditions:
If the unit hasn't moved for that turn.
If the unit hasn't fought a battle that turn.
If the unit is in supply.
If the unit isn't within the ZOC of an enemy unit.
A unit may receive more than two reinforcement points.


MOVEMENT

Available movement factors:
Each unit has a printed number of movement points.

MOVEMENT TO ATTACK:
In order to be allowed to attack, a ground unit may expend no more movement points than the number shown on it's counter.

MOVEMENT WITH NO ATTACK:
Any infantry unit that starts in, ends in, and/or moves through an enemy zone (or zones) of control, but does not attack at the end of it's movement, has one more movement point available than it's printed number.
Any mechanized unit that starts in, end in , and/or moves through an enemy zone of (or zones) of control, but does not attack at the end of the movement, has twice its printed movement points available.
Units may save movement points and use the rest of their movement after the battles for the round have been fought, the movement orders must be plotted before the battles begin.


NO ZONE OF CONTROL MOVEMENT:
Any infantry unit that does not start in, end in, and/or move through an enemy zone (or zones) of control has twice it's printed movement points available.
Any mechanized unit that does not start in, end in, and/or move through an enemy zone (or zones) of control has triple it's printed movement points available.

MOVEMENT COSTS TO ENTER HEXES:

a)
N/A
b)
This movement cost changes to 1 in turns with gloomy, snow or sunny weather conditions.
c)
This applies only if moving by following the road route and the road hex is not in an enemy zone of control. Otherwise, the other terrain in the hex determines movement costs. Road movement may not be used in storm weather conditions.
d)
This movement cost changes to 1 in turns with gloomy or sunny weather conditions.
e)
The Meuse River is dark blue, while all other rivers are light blue.
f)
Add the +1 to the movement cost of the terrain in the hex entered unless using road movement.

ZONES OF CONTROL (ZOC):
All ground units have a Zone of Control, covering all adjacent hexes into which their combat factors extend, as shown below.


STACKING UNITS:
Two ground units of the same side may never end movement in the same hex. Ground units may be moved through hexes containing other ground units of their own side, as long as they don't end their movement there. Units may never be moved through or into hexes containing enemy units.
Only one Task-Forces, Kampfgruppe and other small units can stack with friendly units.
Several units may attack into a enemy occupied hex, however only one unit may be eligible to occupy the hex afterwards.

SUPPLY:

UNSUPPLIED UNITS:

At the end of the side's portion of a turn, unsupplied markers are placed on top all ground units that are considered to be 'unsupplied'.
A unit is considered unsupplied if a path of hexes, no matter how lengthy or roundabout , cannot be traced from the unit to a German (gray)/Allied (black) game-board edge.
This hex path cannot be traced through an enemy ZOC.
An unsupplied unit may not move or attack, but can defend normally.
Regardless of other criteria, any ground unit located in the same hex as a supply depot marker is automatically considered supplied.
Although a unit's ZOC is still present, it no longer cost enemy units extra movement point to enter or exit these hexes.
Allied units may have the unsupplied marker removed if the airdrop mission is used.

SUPPLY DEPOTS:

The depot markers represent the major Allied gasoline storage areas located on the gameboard, the number of fuel points each supply depot has is shown at the bottom right of the chit.. If they can be captured by the German side, their fuel points can be added to the German fuel reserves. A ground unit from one side or the other may be present in the same hex with a supply depot marker.

DESTROYING SUPPLY DEPOT MARKERS:
Obviously, the Allies wants to prevent the German side from capturing the supply depots. At the start of each Allied portion of the turn, the Allies may attempt to destroy any one eligible supply depot.
To be eligible, there must be at least one German ground unit within 2 hexes or less (but not the same hex) of the supply depot marker's hex.

SUPPLY DEPOT DESTRUCTION ATTEMPT PROCEDURE:
The GM, will roll a D6, if the numbers 1-3 are rolled the attempt fails and nothing happens. If a higher number is rolled the supply depot is destroyed.
If a German Commando unit(s) is in the same hex as the supply the die roll is modified by -1.

GERMAN FUEL SUPPLIES:

The German side starts with 20 fuel points at the beginning of the campaign, if the German side manage to capture any Allied fuel depots/markers, the value of the marker is added to the German fuel reserve.
The German side gets 3 fuel points at the start of every turn.
See the German fuel reserve in the 'Quick Reference Chart' at the end of this post.

SPENDING FUEL POINTS:
At the end of the German turn, the amount of Infantry and Panzer units that moved are counted and fuel points are subtracted from the German fuel reserve.
Up to 5 infantry units or 2 mechanized units use up 1 fuel point.


COMMANDO UNITS:

Organized by special operations expert Lieutenant Colonel Otto Skorzeny, these were small teams of German soldiers riding in captured American jeeps and trucks.
At least one soldier in each team could speak English fluently. These teams were intended to penetrate the lines to sow panic, perform sabotage misdirect traffic, etc., as well as aid in the capture of bridges or fuel dumps.
Although rumor had it that at least one team, (headed by Skorzeny himself?) was to assassinate Eisenhower, this was not one of their missions, Once it was realized that these teams existed, American rear areas became honeycombed with checkpoints asking all passerby various American trivia questions ('Who was Mickey Mouse's girlfriend?”) in attempts to detect anyone poorly initiated into American popular culture.

COMMANDO MOVEMENT:
Commando units are moved exactly the same as mechanized ground units, but may never attack or be attacked by enemy units. If entered by an Allied unit, commando units may end up in the same hexes with enemy units (if not eliminated-see below).
Although enemy ground units may enter or pass through a hex containing a commando unit, a commando unit may not enter or pass through a hex containing an enemy unit.
Commando units may be in the same hex as German units, and, if in the same hex as a friendly retreating unit, a commando unit must retreat with the ground unit.
If in the same hex as a friendly unit occupying a hex after combat and/or performing a mechanized exploitation (see combat resolution), a commando unit may be moved all or part of the movement with the friendly unit.

COMMANDO USES:
It cost an Allied ground unit one extra movement point to enter a hex containing a commando unit.A commando unit may not capture a supply depot, but, if a commando unit is in the same hex as a supply depot when an attempt to destroy the supply depot is made, the die roll for the attempt is modified by '-1'.

COMMANDO ELIMINATION:
Each time an Allied unit enters a hex with a commando unit during a turn, the GM makes a die roll. If that roll is '1- 3' the commando unit is eliminated. If not eliminated by the turn end of the December 21 turn, any surviving commando unit(s) are automatically removed from play at that time.

AIR OPERATIONS:

The Heydte Fallschirmjäger Regiment.

These parachutes, commanded by Colonel Heydte, were intended to block Allied reinforcements, but were dropped and badly scattered at night and historically accomplished very little. In this campaign we will give them a chance to redeem their fortunes.

At the start of the December 17 turn German Phases, the German Commander selects any one hex located in the "Q" through to "Y" rows on the map. This hex may not contain or be adjacent to an Allied ground unit and/or supply depot marker. Once the hex is selected, the GM will roll a die/dice to see how successful the landing is.
If the roll is 1-3, the roll is successful, the unit may operate as normal.
If the roll is 4-7 the unit is deemed to be scattered and may never move, used to attack or used to make entrenched positions.
If the roll is 8-10, the the drop is considered a disaster and the unit is eliminated.

AVAILABLE AIR UNITS:
The number of air units available to each side depends on the date, the weather and die rolls. Air units must be used during then same turn as they become available. Air units not used during a turn may not be accumulated for use on later turn; air units which are simply lost. Air units are reusable; air unit counters used during one turn are also available for repeated use during later turns.

AIR UNIT AVAILABILITY MODIFIERS:
At the start of a turn, immediately after rolling to determine the turns weather condition, look at the numbers (which are modifiers) on the line with the rolled weather condition in the 'Ailled Air' and 'German Air' columns.
For example, on the December 20 turn, a '6' gives a 'Wet' weather condition and '-4' Allied Air and '-6' German Air modifiers. These numbers are the 'air unit availability modifiers' that determine the number of air units available for each side.

DETERMINING THE NUMBER OF AIR FACTORS:
The GM will roll a dice for each side using the air availability modifier to obtain a final number that reveals the number of air units available for each side for the turn.
For example, the Allied side dice roll gets a '7' on a D10 with a '-4- air unit availability modifier the Allies get '3' air units available for use during the coming turn.

ALLOCATING AIR UNITS:
Once the number (if any) of air units is determined for both sides, the players decide on how they will be used in the coming turn and tell the GM accordingly.
The GM then displays these in the AIR ALLOCATION CHARTS, (see the quick reference chart at the beginning of the turn).
The mission boxes in the AIR ALLOCATION CHART, in which the air units are placed determines what can be done. In various weather conditions some or all types of air missions may not be possible, even if air units are available for use.

In the German Air Allocation Chart, there is no 'Interdiction' or Air Drop' boxes, so these mission may not be performed by German air units. In all cases, air units are removed from play at the end of the turn.
Both 'Air Superiority' and 'Air Drop' missions require air units to be used in pairs to have any effect. An odd air unit placed in these mission boxes would have no effect on the game turn.

AIR MISSION USES:

AIR SUPERIORITY:

After both sides have secretly told the GM their mission allocations, if a side has the most air units in their 'Air Superiority' mission box, wins Air Superiority. For every two extra air units the winning side has in their 'Air Superiority' mission box, they can nominate an enemy air unit to be removed from any of their mission boxes. Any air units removed from play in this manner may not be used for their intended use for the rest of the turn.

AIRDROP:

For every 2 air units placed in the Air Drop mission box, the Allied player at the start of the turn (ie., at the start of the German portion of the turn) and/or at the start of the Allied portion of the turn remove one unsupplied marker from play.
Note that it is possible to remove a unsupplied marker from a Allied unit at the start of the German portion of the turn and another from the same unit at the start of the Allied portion of the turn, requiring another two air units.

INTERDICTION:

At the start of the turn the Allied side nominates one or more German units they intend to attack using the Interdiction mission. One or more air units can attack a single German unit.
When selected the GM will roll a dice for both sides and for every air unit attacking a German unit there is a “+ 2” modifier. If the die roll is twice the amount of the German die roll. The German ground unit is marked with a 'unsupplied' marker and will be unable to move for that turn.

CLOSE SUPPORT:


After a side is finished it movement phase, and then starts it's combat phase the attacking side can nominate which units it will be giving Close Air Support in the CM battles.
For every air unit assigned to the attack, an additional 3 planes appear in the CM battle.

TASK FORCES (TF) AND KAMPFGRUPPES (KG):

Task forces and Kampfgruppes units represent small portions of large ground units that have been detached for independent service or to extend the 'parent' units frontage. These are platoon size units.

PREREQUISITES FOR CREATING A TASK FORCE AND KAMPFGRUPPE UNITS:
Units with more than 70% strength may create a TF or KG. Once created, both the 'parent' unit and the TF or the KG lose one movement point from it's printed movement points for the rest of the turn, ie., If the unit counter has 4 movement points printed on it's unit chit, it's movement points for that turn will be 3, it will still may take advantage of 'MOVEMENT WITH NO ATTACK' & 'NO ZONE OF CONTROL MOVEMENT'.

To rejoin units still has a '-1' movement plenty.

PREPARED POSITIONS:
Units who don't move during the movement phase of the turn are considered to be 'Digging in' and will have a Dug-in or Entrenched marker placed on the hex they occupy at the start of the next turn.

Dug-in positions.


Hexes with the 'Dug-in' (+1) will receive 20 foxholes and 4 barbwire, an extra FO and 1 TRP for the CM battle.

Entrenched


Hexes with the 'Entrenched' (+2) position will receive 20 foxholes, 4 trenches, 6 barbwire, 4 'mixed mines', two extra FO's and 2 TRP for the CM battle.

Fortified Hexes
Along the German border there are fortified hexes representing the Siegfried line or 'The Dragon's Teeth' these hexes (with the little red triangles) will have 10 trenches, 10 barbed wire, 5 hedgehogs 3 bunkers and 15 mixed mines in each hex.

At the end of a side's portion of the game turn any prepared positions that don't contain any friendly units are removed from the map (this excludes the SiegFried Line).
It is possible during the movement phase, if one ground unit moves out of a hex with prepared position and another ground unit moves into the hex to make use of the prepared positions.
Prepared positions cannot be captured.

Combat resolution
All battles are decided on the CM battlefield. Huzzar!
Each battle map will have a victory objective in the middle of the map. Attacking units will start on the side of the map which corresponds with the campaign map.
Several units may attack into the same hex, but only one may occupy the hex, the other attacking units will remain in the hexes they attacked from. If several units attack and win, one unit is nominated to occupy the hex and another (if it's mechanized) may pursue the defeated unit. If all the units are mechanized, they may all pursue the enemy.
Defenders may not use pre planned artillery strikes.

Retreat
If an attack into a hex is successful, the defeated unit, if it is still exists will have to retreat.
The retreating unit may not retreat into a hex that is already occupied or that is in an enemy ZOC, (see ZOC above), if there is no available hex the unit is considered destroyed and removed from play.
A retreat is now possible 20 minutes after the battle has started.
If the units are in a 'friendly' corner/side of the map at the 15 minute mark (there won't be an exit zone) the defender can inform the GM he wants to withdraw, the defender can wait till after the ten minutes if they want to save more men, then the player sends the GM the latest battle file, the GM will determine if the conditions are right for a withdrawal.


Casualties
Units that suffered 50% + casualties are deemed to be Task Force or Kampfgruppe (platoon) size formations, if they suffer a further 30% they are considered wiped out and removed from play.
Tanks will be tracked individually.
When a unit is destroyed the nearest friendly unit absorbs the remains.
Example: Allied unit A is attack by Axis unit B, Allied A suffers heavy casualties and has about a squad and a couple of jeeps left. The nearest friendly unit, unit B, absorbs the remains of unit A, adding a few bar teams and a couple of jeeps etc to unit's B OOB.
During this process the movement points will be deducted from the absorbing unit.
Example: Unit A is destroyed. The nearest friendly unit (unit B), is 3 hexes away, one hex rough terrain and two hexes road, a total of 3 movement points.
For Unit to B absorb these guys, they get a 3 movement points deducted in the next movement phase.

Fog of war (FOW)

At the start of each turn the GM will post a map with the friendly units on it and any 'spotted' enemy units.
The max distance to spot an enemy unit is 3 hexes.
1 Hex distance: unit ID (1ST Panzer Div etc)
2 Hexe distance: Type of Unit (Armour, Inf, PzGr).
3 Hexes distance: Type of Unit (Armour, Inf, PzGr).

Enemy unit strength will never be given, only guessed.

Quick reference chart.
I will use this chart below to display the 'current turn' weather, air support missions, German fuel stocks etc... and post it at the start of every turn.

Click on image for full view
 
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