Battle for St. Vith
Campaign Rules and Procedures
Table of Contents
III. The Maps
IV. Zone of Control
VIII. Campaign Turn Sequence
X. Supply Phase
XI. Air Phase
XII. Movement Phase
XIII. Battle Phase
XIV. Results Phase
XVI. Victory Conditions
I. Player Responsibilities
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.
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
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.
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 - 499 Regular 500 - 999 Veteran 1000+ Crack
VI. Units and Stacking
Note: The term infantry company refers to both infantry and engineer companies.
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.
Only one unit counter is allowed per hex regardless of its size.
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:
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.
The supply level of each unit will be determined.
Air Units are assigned missions and any air reconnaissance missions are processed by the GM.
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.
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.
Battle results will be applied to the forces involved. Surrenders and withdrawals will be processed.
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.
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 organization 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.
X. Supply Phase
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.
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.
1 2 3 4 5 6 7 8 9 10 11 12 Non-Mechanized
X X X X X X Mechanized
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.)
|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|
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
2. Armored or Motorized Infantry
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 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.
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.
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.
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.
End on Turn
Meeting Engagement 30 Attack/Defend 30 River Crossing 40
For a PBEM attack/defend game the players should play through turn 30. After the second player has watched the turn 30 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 31.
For a TCP/IP attack/defend game the players should play through turn 30. After the turn 30 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 31.
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.
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. Rather than spending numerous turns trying to move his units off the battle map and making it harder for the GM to process the end game file, 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.
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 its possible for a player to withdraw his units off map to avoid destruction which will eventually cause the game to auto-surrender.
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 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.
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.
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.
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.