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Battle for St. Vith
Campaign Rules and Procedures
Table of Contents
I.
Player Responsibilities
Corp Commanders
Each side (German/American) will have
one overall commander in the campaign who will be
responsible for coordinating the plans of their
respective sides. This will be LXVI Korp commander
for the Germans and the VIII Corp commander for the
Americans. They will control the air and artillery
assets for their respective sides and must have a
solid knowledge of the campaign rules. They may also
substitute for other players who are unable to play
any of their CM battles on any given turn.
They will also have the authority to
remove any player from their team who they deem to be
unresponsive, uncooperative, etc. So just like the
real army, you should obey commands and attempt to
make your commanding officer happy or suffer the
consequences of not doing so. The GM will have to be
notified when such a sacking is desired and the GM
will have to agree before the move is finalized, but
it would be rare for the GM to go against the Corp
commander's wishes.
Corps commanders my also re-assign
players to different commands. Each player may only
be re-assigned once and only if the unit he is
leaving is at 2/3 strength or better as judged by the
GM.
Other Commanders
All other players will be responsible
for issuing the movement orders for the units under
their command and commanding them in the CM battles.
They are also expected to step in and sub for a
fellow teammate who is temporarily out of action or
can't handle all of the games assigned to him. They
are also responsible for participating in any
strategy discussions initiated by their Corp
commander and being aware of what is going on, as
well as having a working knowledge of the campaign
rules.
For all Players
Since each player will be controlling
a battalion (force size will vary) they will more
than likely have more than one unit at a time in play
and therefore may have more than one battle to fight
per turn. The player who controls the units has the
right to command all of the battles his forces are
involved in or letting another player from his side
control some or all of his battles. The exception to
this is when more than one player from the same side
has forces in the battle. When this occurs the right
to command the battle goes to the player with the
largest force involved as determined by the GM. If
the forces are judged to be equal, the right to
command goes to the player who has commanded the
fewest battles previously.
There will be a six week time limit
on every round of campaign battles and the six week
deadline will not start until I send out the last
battle setup for a turn. If the battle is not
completed at the end of six weeks then the file must
be sent to the GM who will force a cease fire and
process it. If the GM decides that one side was
instrumental in causing a battle to be uncompleted
then that side will be forced to withdraw from the
hex regardless of the state of the battle when sent
to the GM. Not completing a battle on time is grounds
for the Corp commander and/or GM to remove the player
from the campaign. I know things come up that are
more important than CM, but if you are not going to
be able to finish the battle on time all I ask is
that you let the rest of us know so that we can find
someone to stand in for you who can complete it on
schedule.
Finally, each player will be
represented by the highest ranking headquarters unit
under his command. This will normally be a battalion
headquarter unit but not necessarily. If this unit is
eliminated in a battle then that player is considered
to have been killed in action and is eliminated from
the campaign. The player's headquarter is not to be
withdrawn off map except as part of a general
withdrawal by all forces on the map. If a player is
found to be violating this rule he will be removed
from the campaign. When the GM sets up the battle
that a player's headquarter unit is involved in, he
will change the name of that unit to the player's
name so there will be no doubt which headquarter
represents him. In the event that the player's name
is mistakenly not entered for the headquarter unit
then the player will be represented by the lowest
lettered and numbered headquarter unit in the CM
battle (normally A0). In the event that a player
takes over for another player in mid battle then the
first player is exempt from this rule for the rest of
the battle when he is not in direct control.
II.
Amending the Rules
Note: The term "rule change"
is used to mean any rule addition, deletion, or
modification that may be proposed.
The battle for St. Vith will be a long
campaign as far as real time goes so there will
undoubtedly be occasions when the rules are found to be
inadequate and in need of change. The following outlines
the steps that will be taken before any rule change is
adopted.
1. Only the Corp Commanders and the
GM may propose a rule change. Other players may do so
as well by going through their Corp Commander.
2. A proposed rule change will be
presented on the St. Vith discussion forum for all
players to see and provide their comments and
opinions. Discussion will take place for one week.
3. Following the discussion period,
the rule in its final form will be posted to the St.
Vith discussion forum. The Corp Commanders and the GM
will then post their vote for or against the rule
being adopted. The vote must be unanimously in favor
of the rule being adopted for it to go into effect.
4. If adopted, the new rule would go
into effect during the second subsequent organization
phase. This will give both sides time to react to the
new rule before it goes into effect.
III.
The Maps
Strategic Map
The Battle for St.
Vith concentrates on one area of the huge Battle of
the Bulge. The strategic map is used to give an
indication to the players of what is going on around
them outside of the St. Vith campaign area. Players
should keep an eye on what is happening on this map
because even though they may be doing well, the rest
of their fellow soldiers fighting the battle outside
of the campaign area may not. If the enemy outside
of the campaign area advances past your front line inside
the campaign area, you will need to guard against
enemy reinforcements entering the campaign in your
rear areas.
Operations Map
This is the map that
represents the campaign area and the one that will be
used to place forces and move them. The scale is
about one kilometer per hex. The map legend explains
how to read the terrain, but I want to point out that
the hexes containing tree symbols are considered
heavy woods and any hex with no tree symbols are
considered moderate woods.
IV.
Zone of Control (ZOC)
Artillery units, gun units, and units
smaller than company sized exert a zone of control only
in the hex they occupy. All other units exert a zone of
control in the hex they are located and each adjacent
hex.
A friendly unit negates an enemy ZOC in
the hex it occupies.
Any unit which is withdrawing from battle
exerts no zone of control until the start of the
next movement phase and must continue withdrawing
when placed in an enemy ZOC.
V. Unit
Experience
Each unit may gain experience by
surviving battles. The exact method of calculating the
experience points earned for each battle will not be
known by the players, but they will be able to see how
many points each unit has earned so they know how close
each unit is to advancing. The following chart shows how
experience points earned translates into the units
experience level. Headquarter units that have their
experience level increased will also have one of their CM
command bonuses, determined randomly, increased by one.
Units at the start and those that enter
later will begin at the lowest amount of experience
points for their assigned experience level. A green unit
begins with 0 experience points, a regular unit begins
with 150 experience points, etc.
| Experience
points |
Experience
Level |
| 0 - 149 |
Green |
| 150 - 449 |
Regular |
| 450 - 999 |
Veteran |
| 1000+ |
Crack |
VI. Units
and Stacking
Note: The term infantry company
refers to both infantry and engineer companies.
Units
Infantry, armor, artillery, gun, and
cavalry\reconnaissance units are the only units that
will appear on the operational maps. All units will
be of company size or smaller.
Stacking
Only one unit counter is allowed per
hex regardless of its size.
VII.
Intelligence
The two ways of gaining intelligence on
enemy units are ground unit reports and air
reconnaissance reports.
Ground Unit Reports
All ground units will detect any
enemy units within a two hex range of the unit. The
intelligence provided on adjacent enemy units will be
very good while the intelligence on enemy units two
hexes away will be much reduced.
Air Reconnaissance Reports
Air reconnaissance is covered in
section XI below.
VIII. Campaign Turn Sequence
Each campaign turn is
equal to roughly six hours of real time. This means there
are four turns per day which are played in the following
order. Dawn, Day, Dusk, and Night. These are also the
settings that will be used for any CM battles. Each turn
will be broken down into the following phases:
Organization
Phase
Any reinforcements
due to arrive during the phase are placed on the
operations map. Units within companies may be
moved between companies of the same battalion. If
it is the dawn organization phase, then units may
be moved between any other company. Movement
between companies may only occur if the companies
are in adjacent hexes. If this is the dawn
organization phase, then the weather for the
coming day is posted as is the general forecast
for the next day.
Supply Phase
The supply level
of each unit will be determined.
Air Phase
Air Units are assigned missions
and any air reconnaissance missions are processed
by the GM.
Movement Phase
Movement orders
are given to the GM for processing. Units that do
not move may be designated as reserve units.
Artillery units that move may not be assigned an
artillery mission during the battle phase.
Battle Phase
Any units that are
adjacent to an enemy unit must be given a battle
mission. Artillery units that have not
moved may be assigned artillery missions.
Results Phase
Battle results
will be applied to the forces involved.
Surrenders and withdrawals will be processed.
Breakthrough Phase
Units designated as reserve units
may perform breakthrough movement if their
designated battle was successful.
IX.
Organization Phase
Reinforcements and Replacements
All reinforcements are predetermined
by the GM and will arrive in the campaign area
according to a preset schedule. This schedule will
not be known by the players beforehand.
As part of the reinforcement process
both sides will receive replacement points that may
be spent to replace infantry losses only. These
points must be spent on the company level. One point
will replace up to nine squads for one infantry
company. See the movement rules for instructions on
how these points are spent.
Transfers and Attachments Rules
For attachment purposes there are
only two types of units. Those units that make up the
core of each player's infantry companies (core units)
and those that make up the units attached to those
core units (non-core units). Core units are
represented on the force pages by having a colored
background. Non-core units are represented on the
force pages by a white background. The core units may
only move between companies using the transfer rules
while the non-core units must use the attachment
rules.
Transfer Rules (Core Units)
Core units may be freely
transferred to/from any player's company within
the same battalion during any organization
phase providing the companies involved are in
adjacent hexes. Infantry squads being transferred
must be moved by platoon and not by individual
squads. The only limitation is that no infantry
company may have more than twelve infantry squads
nor less than three at any one time. If a company
is ever reduced to less than three squads then
the remaining units must be transferred to
another company as soon as possible.
Core units may be freely
transferred to/from any player's company regardless
of battalion during a dawn organization
phase only. The companies involved must be in
adjacent hexes and squad totals in all companies
may never exceed twelve or be less than three.
While transferring units between
companies, you may completely eliminate a company
if you desire so long as the squad count of the
companies you transfer the units to do not exceed
twelve. Any non-core unit platoons attached to
the company being disbanded must also be
reattached according to normal attachment rules
(see below).
Some infantry battalions have units available
for attachment at the start or when they enter
the campaign. These units, once attached to a
company of their battalion, do not count against
the five platoon limit and are considered to be
core units. However, normal squad limits of no
more than twelve and no less than three must be
maintained.
Attachment Rules (Non-Core units)
Non-core units may be freely attached to/from
any company during any organization phase
providing the companies involved are in adjacent
hexes. Attachments must be made at the platoon
level and not by individual units. Each infantry
company may have up to five additional non-core
unit platoons attached to it.
Non-core units may detach from a company and
move independently in order to reach a
destination where they may attach themselves to
another unit. While operating independently the
units will be under the control of the Corp
Commander. They will be considered a non-player
unit and, as such, may not accept transfers.
If an independent unit is of company size it
will be treated in all respects to movement as
any other player's company. They will be able to
stop enemy unit movements and have a normal ZOC.
Any unit that is less than a company in size
will have a ZOC over the hex it occupies only. If
the unit is placed in an enemy ZOC it must
withdraw automatically and may not stop enemy
unit movements. The exception is if the
moving enemy unit is also less than a company in
size then the withdrawal does not occur.
X.
Supply Phase
Supply Sources
Each side will have
two supply markers placed on their operations map
indicating the two edges of their supply source. The
Germans may trace a supply line to any map edge that
is east of their two supply markers while the
Americans may trace a supply line to any map edge
west of their two supply markers. The supply line may
include the hex occupied by the supply markers.
Supply Line
For a unit to be in
full supply they must be able to trace a supply line
free of enemy ZOC to a supply source.
The supply line may be
traced no more than five hexes (includes the unit's
hex) from the unit to a road hex or map edge supply
source. From there it must be able to follow a
continuous line of road hexes to a supply source.
If a supply line must
cross the Our River it must do so using one of the
bridge hexes at Steinebrück, Schönberg, Andler, or
hex C42 just east of Manderfeld. Remember, an enemy
ZOC over a hex will be negated if occupied by a
friendly unit.
Supply Levels and
their Effects
There are five levels
of supply possible for each unit (Full, Reduced,
Half, Limited, No Supply) and every unit begins in
full supply. Whenever a unit's supply level is
checked and it is determined to not be in full supply
it will have its supply level reduced by 1 step.
Units with decreased supply will be instantly
returned to full supply during the next supply phase
that finds them with a valid supply line.
Full Supply
- A unit that is in full supply
has no adverse affects placed upon it.
Reduced Supply
- A unit with reduced supply has
their ammo levels reduced to 75% of normal for CM
battles.
Half Supply -
A unit at half supply has their ammo levels
reduced to 50% of normal for CM battles.
Limited Supply -
A unit with limited supply has their ammo levels
reduced to 25% of normal for CM battles.
No Supply -
A unit that is at no supply must surrender and is
removed from the game immediately.
Note: The reduced
ammo levels will not take affect until after the unit
has been in combat. So a unit at full supply that
gets cutoff will be placed at the reduced supply
level for surrender purposes but will still have a
full ammo load. If this unit is attacked or withdraws
and remains at a decreased supply level it will then
suffer all ammo reductions normally.
XI.
Air Phase
While the weather during
this period of the real Battle of the Bulge was overcast
at best, both sides were able to fly some air missions on
certain days. So to enable this in the campaign I have
set the weather on a few turns to be clear to allow
fighter bombers to fly. Air units are only able to fly on
those turns when there is clear weather. All air missions
are assigned during the air phase and each side will be
informed of how many missions they may assign at the
start of the air phase.
There are two types of air
units, fighter-bombers and reconnaissance air units.
Fighter-Bombers and
their Missions
There are two
available missions which any fighter-bomber air unit
may be assigned. A third mission, interception, may
only be assigned to American fighter bomber units.
Ground Attack
- takes the form of fighter-bomber units which
are assigned to attack a specific hex during the
battle phase. If there is a battle in the
assigned hex then the fighter bomber units are
setup as reinforcements in the CM battle. If
there are no friendly units in the hex but there
are enemy units, then the enemy units are loaded
on the appropriate map by the GM and sent to the
owning player. The owning player then sets up his
units as if they were to defend the map against
attack and sends it back to the GM. The GM then
sets up the fighter bombers as he would for any
other CM battle and plays it hot seat all the way
through. The defender is then notified of the
effects of the attack while the attacker receives
a battle report from the pilots. Remember that
pilot reports where generally over-exaggerated.
Interdiction
- the air unit is assigned to a hex which it then
strafes and/or bombs thus slowing any movement
through that hex. There is a 70% chance of any
interdiction attempt being successful. A
successful interdiction attack against a road hex
negates any road benefit thus forcing any unit
entering the interdicted hex to pay the cost of
the other terrain in the hex. A successful
interdiction attack against a non-road hex adds
one movement point to the cost of entering that
hex.
Interception
- Only American air units may be assigned this
mission. Air units are assigned interception
missions to attempt to eliminate enemy air
missions. Each intercepting air unit has a 15%
chance of eliminating two German air missions, a
60% chance of eliminating one German air mission,
and a 25% chance of eliminating no German air
missions. If the intercepting air unit is
successful the eliminated German air missions are
determined randomly and may include
reconnaissance air missions.
Air Reconnaissance
Mission
Air reconnaissance
units are assigned to recon a three hex area of the
operations map. Each of the three hexes must be
adjacent to the other two hexes. Remember that
although the turn may be set to clear weather this is
only to allow fighter-bomber units to fly in CM. In
reality the skies are overcast at best. The results
are determined separately for each recon hex using
the following table:
10% chance of
identifying exact enemy composition
20% chance of identifying correct enemy force
size
30% chance of identifying enemy presence
40% chance of seeing nothing, regardless if enemy
is present or not
There is always a
chance that the air reconnaissance unit will crash or
be shot down during its mission and this is checked
for in each hex.
40% chance if 20 -
40mm AA guns present
10% chance otherwise
XII.
Movement Phase
Units move across the
operations map by expending movement points. Movement
points may not be saved and carried over to subsequent
turns. A unit's movement will end when it runs out of
movement points, reaches its assigned destination, enters
an enemy ZOC, or when further movement would be illegal.
Regardless of terrain costs, a unit may always move one
hex. When two or more units attempt to enter the
same hex at the same time the unit with the most movement
points gets the hex. If the movement points are equal
then the largest force as determined by the GM will get
the hex.
Units attached to infantry companies may
break off and move independently but stacking limits must
be met before the end of the movement phase (see unit
attachments above).
All units will be
designated as being mechanized or non-mechanized.
Mechanized units will have 12 movement points and
non-mechanized units will have 6 movement points. To be
considered mechanized the unit must be able to transport
all of the non-vehicular assets in the unit. Guns must
have tows to be able to move and guns (or any asset) may
be abandoned and removed from the game at any time.
There are 12 phases to
every movement phase and the chart below indicates on
which phases a mechanized and non-mechanized unit gets to
expend its movement points.
Phase
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
Non-Mechanized
6 MP |
|
X |
|
X |
|
X |
|
X |
|
X |
|
X |
Mechanized
12 MP |
X |
X |
X |
X |
X |
X |
X |
X |
X |
X |
X |
X |
Movement
Cost of Terrain
(Note: All hexes without
trees are considered Moderate trees. Hexes with tree
symbols are considered to be heavy trees. All artillery
units are considered mechanized since they are either SPA
or towed even though they only have six movement points.)
Terrain
Type
|
Mechanized\Artillery
|
Non-Mechanized
|
Dry, Damp
or Wet |
Mud
or Snow |
Dry, Damp
or Wet |
Mud
or Snow |
| Moderate Trees |
1 |
3 |
1 |
2 |
| Heavy Trees |
3 |
4 |
2 |
3 |
| Dirt Road (1) |
1 |
2 |
1 |
2 |
| Paved Road (1) |
1/2 |
1/2 |
1 |
1 |
| Cross River (2) |
Bridge only |
Bridge only |
3 |
3 |
| Moving through an
occupied hex |
+1 |
+1 |
+1 |
+1 |
Notes
1. Units may only use the road
movement rate if the movement crosses a road hex
side, otherwise it must pay the cost of other
terrain in the hex.
2. Vehicles and guns may only cross rivers by
using a bridge. If attached to an infantry
company that wishes to cross a river at a
non-bridge hex, they must be transferred to
another infantry company during the organization
phase or break off during movement.
Special Movement Rule
To simulate the surprise German
attack no American units may move during the movement
portion of the Dawn Phase on December 16th, 1944.
Furthermore, units of the U.S. 106th
Infantry Division were ordered to remain in their
positions in the Schnee Eifel until finally ordered
to withdraw on the 17th. To simulate this the
following restrictions on the U.S. 106th Infantry
Division are in effect until the dawn turn of
December 17th:
1. Any unit of the 422nd
Infantry, 106th Infantry Division; or the 1st and
3rd Battalions of the 423rd Infantry, 106th
Infantry Division, wanting to move more than 3
hexes away from the Schnee Eifel must get
permission to do so from the Army commander (GM).
There is a 25% cumulative chance per turn of this
permission being granted. (i.e.. On Dec 16th
there is a 25% chance during the day turn, a 50%
chance during the dusk turn, and an 75% chance
during the night turn. It is automatic at dawn on
the 17th.)
2. Any other 106th Infantry
Division unit that wishes to move west of the
village of Setz or the Our River south of Setz
must also get permission from the Army commander
with a 25% cumulative chance per turn of this
permission being granted. (i.e.. On Dec 16th
there is a 25% chance during the day turn, a 50%
chance during the dusk turn, and an 75% chance
during the night turn. It is automatic at dawn on
the 17th.)
3. One check is made and the
results applied to both restrictions.
The Schnee Eifel is defined as any of
the full or partial dark brown hexes in the area
labeled Schnee Eifel.
Replacement Points
Either side may opt to spend any
replacement points they have on an infantry company
during the movement process by indicating such in the
unit's movement orders. Replacement points must be
spent one per company. The receiving of the
replacement point will be considered successful so
long as all of the following conditions are met:
1. The unit must remain
stationary during the movement phase they are to
receive the replacement point.
2. The unit must be in supply at the start and
end of the movement phase.
3. The unit has not come into contact with an
enemy unit's ZOC during the movement phase.
If all of he above conditions are met
and the unit successfully receives the replacement
point, up to nine infantry squads will be replaced at
the conclusion of the movement process. The
replacements will have a green experience level.
Movement Orders
When issuing movement orders for a
unit you must specify the exact route, hex by hex,
that the unit will enter. You must also specify if a
unit will be given reserve status and if a unit is to
receive a replacement point.
Movement orders for a unit may only
be entered by the player controlling that unit or the
Corp Commander. If more than one set of orders is
received for a unit then the orders submitted by the
controlling player will take precedence as they have
the more direct control of the unit.
Reserve Units
A unit may be designated as a reserve
unit during the movement phase so long as the
following conditions are met:
1. The unit may not move during
this movement phase.
2. The unit is not in an enemy ZOC at the start
of the movement phase..
If a reserve unit finds itself in an
enemy ZOC at the end of the movement phase it loses
its reserve status.
A reserve unit essentially holds it
movement points to spend during the battle phase.
Once battles are determined a reserve unit has the
option of moving to a hex that has a battle and being
added to the attack or defense of that hex, or
staying in reserve and using its movement points
during the breakthrough phase. Obviously, the reserve
unit must have the necessary movement points to reach
the battle hex in order to be added to the battle. A
reserve unit that moves to support an attack or
defense is no longer considered a reserve unit but an
attacking or defending unit for breakthrough purposes
and will arrive as a reinforcement to the battle. No
more than two reserve units may be added to any one
battle.
Engineer Units
Engineer companies may perform the
follow special missions so long as the following
conditions are met:
They must begin in the hex
they wish to perform the mission.
They may not move during the
movement phase.
They must be in full supply.
They may not come into
contact with an enemy unit or ZOC.
If these conditions are met then the
results of the engineer unit's mission will take
effect at the conclusion of the movement phase.
Build Fortifications Mission
An engineer company may build 10
points of fortifications per full squad in the
company. The points may be used to build any type
of fortification except for pillboxes and TRPs.
The map will be sent to the player controlling
the engineer company and he will purchase and
place the fortifications on the map. Once placed,
the player saves the map and returns it to the GM
who will use it for any future battles in that
hex. The maximum fortification points that may be
spent in any one hex is 200. If the map hasn't been
created yet, then the points available for fortifications
will be noted in the hex on the sides OP map instead.
Clear Fortifications Mission
An engineer company may destroy
10 points of enemy fortifications in the hex it
occupies per full squad in the company. The
player controlling the engineer company should
specify the type of fortifications they are
concentrating on so the GM knows which type to
eliminate first. The player may specify more than
one type of fortification to destroy but should
list them in priority order.
Ex: The owner of an engineer
company gives it the clear fortifications mission
with an emphasis on minefields and then
roadblocks. The GM would then eliminate 10 points
per squad worth of minefields. If all minefields
have been eliminated with points remaining the GM
would move on to eliminate roadblocks.
Bridge Demolition Mission
Each engineer company may destroy
one bridge per campaign. At the end of the
movement phase a 6-sided die is rolled on the
following chart. A -1 modifier is applied for
each successive attempt providing the engineer
company has not moved since its previous attempt.
Ex. If the same engineer company
tries to destroy the same bridge three turns in a
row, it would have a normal attempt on the first
turn, a -1 attempt on the second turn, and a -2
attempt on the third turn.
Engineer
Experience
|
Succeeds
on roll of
|
| Crack |
1-4 |
| Veteran |
1-3 |
| Regular |
1-2 |
| Green |
1 |
Bridge Construction Mission
Each engineer company may
build one bridge per campaign. At the end of
the movement phase a 6-sided die is rolled on
the following chart. A -1 modifier is applied
for each successive attempt providing the
engineer company has not moved since its
previous attempt.
Ex. If the same engineer
company tries to build a bridge in the same
hex three turns in a row, it would have a
normal attempt on the first turn, a -1
attempt on the second turn, and a -2 attempt
on the third turn.
Engineer
Experience
|
Succeeds
on roll of
|
| Crack |
1-4 |
| Veteran |
1-3 |
| Regular |
1-2 |
| Green |
1 |
XIII. Battle Phase
How Battles Occur
Battles are not initiated during the
movement phase but during the battle phase. The
following steps are taken during the battle phase:
1. Units adjacent to enemy units
are given a battle mission.
2. Artillery units that have not moved are
assigned an artillery mission.
2a. Spotters that are not part of an artillery
unit will be identified as a battalion or
regimental spotter. They may be freely assigned
to any company in their battalion/regiment during
the battle phase so long as the company
they are being assigned to is no more than ten
hexes away from the company containing the
regimental or battalion commander's HQ unit.
3. Units designated as a reserve unit during the
movement phase may now move to support a battle
created in step 1, or they may remain as a
reserve in order to move during the breakthrough
phase.
Click
here to see an example of combat.
Battle Missions
Any unit that is adjacent to an enemy
unit at the start of the battle phase must be
assigned one of the following battle missions. Any
unit that is less than a company in size that finds
itself in an enemy ZOC must withdraw during the
battle phase.
Attack: The unit is
ordered to attack an adjacent enemy unit. When
giving the attack order to a unit the owning
player must include the hex the unit is located
in and the hex the unit will be attacking. The
only limit to the number of units that may attack
the same hex is the number of adjacent hexes, or
six.
Defend Hex: The unit is
ordered to defend only the hex it occupies and
will do so if attacked. If the enemy attacks a
friendly unit in an adjacent hex a unit assigned
the defend hex order will not participate.
Defend All: The unit is
ordered to defend its own hex plus any adjacent
hexes containing friendly units, with defense of
its own hex taking priority. When issuing the
order, the owning player must specify which
adjacent friendly unit's hex the unit will
defend, and if more than one is possible they
must be listed in priority order. If the enemy
attacks the hex of a defend all unit, the defend
all unit will defend normally. If a unit attacks
a friendly unit adjacent to the defend all unit
but the defend all unit is not attacked, the
defend all unit's forces will be added to the
defense of the adjacent friendly unit. If both
occur, then the defend all unit will defend its
own hex.
Withdraw: The unit is
ordered to withdraw before combat. When issuing
this order the owning player must specify the hex
the withdrawing unit will withdraw to using up to
half its movement points. When issued the
withdraw order the withdrawing unit ceases to
exert a ZOC until the start of the next movement
phase and must continue withdrawing when placed
in an enemy ZOC. The effects of issuing this
order on the withdrawing unit are:
1.. Any guns not having tows
will be eliminated.
2. Each unit will have an
"initiative" rating as indicated
below. The lower the number the faster the
initiative.
1. Cavalry\Recon
2. Armored or Motorized Infantry
3. Armor
4. SPA Artillery
5. Infantry or Engineer
6. Artillery or Guns
3. If the withdrawing unit's
initiative is faster than all of the
attacking units it may withdraw without loss.
4. If the withdrawing unit's initiative is
equal to or slower than any of the attacking
units then each CM unit has a 10% chance of
becoming lost during the withdrawal. Each
unit is checked individually.
5. Vehicles and guns that are
lost are lost permanently.
6. Lost infantry units have a chance of
finding their way back to their outfit in 1-4
turns. Those that don't are considered MIA
(Killed or Captured). The chances for return
are:
Elite 80%, Crack 70%,
Veteran 60%, Regular 50%, Green 40%
7. The attacker has the
option of continuing to move using his unused
movement points. He may still attack if he is
able to move adjacent to another enemy unit.
Artillery Missions
Artillery units represent the corp
and divisional artillery in the campaign. Each
artillery unit will be assigned a caliber and a range
and may fire in support of any unit within that range
of hexes. The artillery assignments to each unit will
be in the form of a spotter of the appropriate
caliber. Each artillery unit will have one spotter
available for each battery of guns that makes up the
unit. An artillery unit may only assign the spotters
if the following conditions are met:
1. The unit did not move in the
preceding movement phase.
2. The unit is not in an enemy ZOC.
3. The unit has not suffered an attack of any
kind, such as being in an air interdicted hex or
being barraged.
There are two missions that an
artillery unit may be assigned and they may be
assigned per spotter. So an artillery unit with four
spotters could assign two spotters a support mission
and the other two spotters a barrage mission.
Support Mission
A spotter that is assigned
a support mission will be attached to the company
they are ordered to support. This attachment is
for the duration of the battle only. If the
spotter is eliminated he is replaced with a green
experience level spotter of the same caliber.
Barrage Mission
When assigning a barrage mission
to a spotter the Corp commander must specify
which hex (within the range of the artillery
unit) is to be barraged. This hex may contain
known enemy units or be an empty hex that is
suspected of having enemy units. If their are
enemy units present then these units will be
loaded onto the proper CM map and sent to the
owning player. He will setup his units in a
defense position on the map and then send it back
to the GM. The GM will then randomly determine
the target point for all spotters assigned to
barrage the hex, setup the spotters so that their
target points are out of their line of
sight, and set them to target wide. The GM will
then run the game hot seat until the spotters are
out of ammo and report the effects to the
defending player. The barraging player will get
no feedback as to the effect of his barrage. A
barrage mission also counts as an interdiction
attack against the barrage hex with the same
effects as an air interdiction except that the
success is automatic.
The shells available to an artillery
unit will be the normal ammo allotted by the CM game
adjusted for its supply level. Once the number of
available shells is determined they may be split
between the artillery unit's spotters in any way the
Corp commander wishes. Ex. An American 105mm
artillery battalion would be represented by three
105mm spotters with 100 shells each for a total of
300 shells. These 300 shells could be assigned as 150
to the first spotter, 50 to the second spotter, and
100 to the third spotter, etc. Each spotter must be
assigned at least 20% (10% for rocket artillery).
Note: At the start, the Germans
will have 50% more ammo per spotter to represent the
stockpiling of ammo they did for the initial
bombardments. They retain the 50% bonus until the
artillery unit moves or until the organization phase
of the dawn turn of December 17th, whichever comes
first.
CM Battle Setups
Four
important notes regarding CM battles.
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1. When setting units up in CM
for battle, the players should always assume that
the enemy may be contacted immediately. So
setting units up in covered positions is
advisable.
2. There will be a six week time
limit on every campaign battle. If the battle is
not completed at the end of six weeks then the
file must be sent to the GM who will force a
cease fire and process it. If one side was
primarily responsible for causing the game to be
uncompleted then that side will be forced to
withdraw regardless of the state of the battle
when sent to the GM. Not completing a battle on
time is grounds for the Corp commander and/or GM
to remove the player from the campaign. I know
things come up that are more important than CM,
but if you are not going to be able to finish the
battle on time all I'm asking is that you let the
rest of us know so that we can find someone to
stand in for you and finish it on schedule.
3. The players are never to cease
fire a CM battle on their own as this would give
both sides too much information on each other's
units, nor should they play the battle to its
conclusion after sending the game file to the GM
for processing. See instructions in the Results
Phase rules for how to end a game early.
4. Crews are not to be used as
scouts. They should be moved to your rear area
whenever possible, and if that is not possible,
then they should find the nearest cover and
remain hidden. Using crews as scouts could cause
the GM to remove the offending player from the
campaign.
Combat
Mission Parameters
Battle
Password: Will be set by the GM to the
password being used for each side's web site and
message board HQs.
Date: Will
always be December 1944
Time: Will
be set according to what turn it is. Dawn, Day,
Dusk, Night.
Weather
& Ground Conditions: Will be set
according to the conditions in the campaign
weather report for the current day.
Game
Length: Game length depends on the type of
battle being fought.
Battle Type
|
End
on Turn |
|
|
| Meeting
Engagement |
40 |
| Attack/Defend |
40 |
| River
Crossing |
40 |
Example:
For
a PBEM attack/defend game the players
should play through turn 40. After the
second player has watched the turn 40
movie he should save the game and then
send the save game file to the GM. The GM
will then load the save game as a hot
seat game and perform a cease fire
request for both sides thus ending the
battle on turn 41.
For a TCP/IP attack/defend game the
players should play through turn 40.
After the turn 40 movie is finished one
of the players must save the game and
then send the save game file to the GM.
The GM will then load the save game as a
hot seat game and perform a cease fire
request for both sides thus ending the
battle on turn 41.
Type: Attacker,
Defender, Meeting Engagements
The battle type will be
determined based on the combat orders
assigned to the units involved. Obviously a
unit assigned the attack mission will be an
attacker and a unit assigned a defense
mission will be a defender.
Allied Attacker and
Axis Defender: The CM battle will be
an Allied Attack.
Axis Attacker and
Allied Defender: The CM battle will
be an Axis Attack.
Axis Defender and
Allied Defender: No battle is fought
Allied Attacker and
Axis Attacker: The battle is set up
as a meeting engagement with the
battle occurring in the hex of the unit
with the fewest movement points. If the
movement points are equal then it will
occur in the hex of the smaller force
which is determined by the GM.
Map Edges: Map edges will
be set to friendly for each side according to the
GM's interpretation of the situation.
Exit Points: Not used
Flag Type: No flags will
be used in an attack/defend battle. Three small
flags will be used in meeting engagement battles
to help determine the victor of the battle (See
battle results below).
Axis Bonus: Not used, set
to 0
Defending Vehicles: May
not dig in
Fanaticism: Not used
Terrain: Set to match the
terrain designated on the operational map the
battle is being fought in.
Combat Mission Forces
Note: The term force is used
to indicate the counters on the operational map.
The player will have at his
command all of the CM units listed on his side's
web site OOB for the counters in the battle.
The player may opt to hold from
the battle any CM units on his OOB he desires,
however, the CM units withheld suffer the same
fate as the CM units committed to battle. This
allows trucks and other tow vehicles with no
combat value, or any unit the player wishes to
protect, from being needlessly exposed to enemy
fire. The exception are meeting engagements when
any guns requiring tows must have tows present
and guns must begin the battle in towed status.
The player may also opt to setup
some of his CM units as reinforcements to enter
on whatever turn of the battle he wishes. He just
conveys his preferences to the GM. He may also
select the location on the map that the
reinforcements will enter as long as the entry
location is in his initial setup area.
Any reserve units that move
during the battle phase to reinforce a battle
must arrive as reinforcements to that battle. The
turn of the battle that they enter will depend on
what phase of the twelve movement phases they
arrive on (see movement phase chart). Although
the player may not decide what turn they arrive
on, he may select their entry point as long as
the entry location is in his initial setup area.
| Movement
Phase |
Battle
Turn Arrival |
| 1 |
4 or 5 |
| 2 |
6 or 7 |
| 3 |
8 or 9 |
| 4 |
10 or 11 |
| 5 |
12 or 13 |
| 6 |
14 or 15 |
| 7 |
16 or 17 |
| 8 |
18 or 19 |
| 9 |
20 or 21 |
| 10 |
22 or 23 |
| 11 |
24 or 25 |
| 12 |
26 or 27 |
Any fighter
bombers present in the battle will be setup by
the GM and the player will have no idea of when
or even if they will actually arrive.
The defender in an attack/defend
battle will get one Target Reference Point (TRP)
for each company headquarters unit in his
defending force. Each company headquarters unit
must have at least two full platoon equivalents
or five guns or tanks to qualify for the TRP. (This
rule effective starting Dusk-12/16/44)
XIV. Results
Phase
Only one side or the other may maintain
control of a hex following a battle.
Ending a CM Battle Early
There are two ways of ending a CM
battle before playing the full 30 turns. They are CM
withdrawal and the CM cease fire.
CM Withdrawal
Note: The CM withdrawal may
only be used by a player if his global moral is
above 35%. I don't want this being used to avoid
an auto-surrender.
There may be battles where a
player decides he is beat or badly outgunned and
wants to salvage as much of his force as he is
able. He may indicate his desire to withdraw by
emailing his request to both his opponent and the
GM in the same email. Please do not include a
game file with this email. The opponent should
then email his reply to both the requesting
player and the GM in the same email. If both
parties agree to the withdrawal then the latest
game file should be sent to the GM for processing
and, regardless of the numbers, the player
requesting the withdrawal loses the hex and must
withdraw. If the opponent will not allow the
withdrawal then the battle continues normally.
CM Cease Fire
Either player may request a cease
fire by emailing his wish to his opponent and the
GM in the same email. Please do not include a
game file with this email. The opponent should
then email his reply to both the requesting
player and the GM in the same email. If the cease
fire is agreed to then the latest game file
should be sent to the GM who will cease fire the
game and process it. Battle results are
determined normally.
Battle Results
Click here to
see how CM unit losses are calculated
Surrenders and Auto Surrenders
If a player surrenders during a
CM battle then his forces involved in that battle
are removed from the campaign. If the player's
headquarter unit is also involved in the battle
then the player is removed from the campaign as
well.
If Combat Mission auto-surrenders a player then the
units that have been destroyed or that are captured
are removed from play. The player is only removed from
the campaign if the player's headquarter has been
captured or destroyed. This rule is slightly different
from a regular surrender because when the sides moral
gets low enough the AI will cause the game to
auto-surrender. It is not allowed to move units off map
to escape capture or destruction.
Attack/Defend Battles
The attacker must end the battle
with a higher global morale than the defender to
win the hex. In addition one of the following
conditions must be met:
1. The defender's global
morale is 40% or less.
2. The attacker's global morale is at least
1.67 times greater than the defender's global
morale (rounded to nearest whole %).
If the above conditions are met
then the defender must withdraw and the attack is
considered a successful attack. If they are not
met then the attack has failed and the attacking
units must return to their pre-battle hexes.
Meeting Engagements
Meeting engagements will be set
up using three small flags. The winner of the
battle is determined as follows:
1. If both side's global
morale is 75% or above then the side
controlling the fewest flags must withdraw.
If there is still no clear winner then the
battle is considered to be indecisive and
both sides must break off combat and return
to their pre-battle hexes.
2. If one side or the other's
global morale is less than 75% then the side
with the lower global morale must withdraw.
If the global morale for both sides are
identical then the side controlling the
fewest flags must withdraw. If there is still
no clear winner then the battle is considered
to be indecisive and both sides must break
off combat and return to their pre-battle
hexes.
Withdrawals
Units forced to withdraw after combat
do the following:
1. May not enter an enemy
ZOC unless entering a hex occupied by a friendly
unit.
2. (removed)
3. Must move farther away from all known enemy
units if possible.
4. Must avoid over stacking if possible, but may
withdraw through friendly units if that is the
only route open.
5. Must continue to move until they are free of
enemy ZOC and are not over stacked.
6. Must continue to withdraw if placed in an
enemy ZOC prior to the next movement phase.
Any unit that is forced to withdraw,
but is unable to, surrenders to the enemy and is
removed from play. If the player's headquarter unit
is present then the player is also removed from the
campaign.
Note: A known enemy unit is
defined as any enemy unit that is within two hexes of
the withdrawing unit during any portion of the
withdrawal process.
XV.
Breakthrough Phase
All the normal movement rules are in
effect during the breakthrough phase.
Attacking units are assumed to have moved
into the battle hex for combat which means it is possible
to temporarily over stack your units. However, you may
not leave these units over stacked following the
breakthrough phase so at least some of your attacking
units will have to use breakthrough movement if the
attack was successful.
Defending units given the defend all
command that help in the defense of a hex other than
their own are considered to have moved into the battle
hex. If the hex was successfully defended then the defend
all unit must return to the hex they were in at the start
of the battle phase to prevent over stacking. A reserve
unit that moved in to help defend the hex must withdraw
until stacking limitations are met, however, in this case
the unit would retain its ZOC and may stop in the first
unoccupied hex regardless of enemy ZOC.
Breakthrough Movement
The only breakthrough movement
allowed by attacking units is to move backwards in
order to avoid stacking limitations.
Any unit designated as a reserve unit
during the movement phase that has not moved to this
point, may now conduct breakthrough movement. These
units have their full movement point allowance. While
conducting their breakthrough movement, however, a
reserve unit must pass within one hex of a successful
battle that has just been fought and the breakthrough
unit's side must have been designated as an attacker
in that battle .
XVI.
Victory Conditions
The side that controls the town of Saint
Vith at the end is the winner.
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