From: Roy Bartoo Subject: Vae Victis Ardennes stuff Alan, Attached should be four text files. These are translations of additional stuff for the Vae Victis "Ardennes 1944" game. The files are: Ard44analysis - An analysis & strategy article Ard44DesNotes - designer's notes for the game Ard44Q&Aerr - question & answer and analysis Ard44scen - an additional scenario for the game Note also that there is a bit of errata to my translation of the original game rules, I don't know whether you want to modify the original rules file. I simply included the errata (two items, having to do with some artillery markers on the order of appearance chart) at the top of the Q&A/errata file. Roy Bartoo Ardennes ‘44: Take the Offensive [Article from Vae Victis 49, translated by Roy K. Bartoo, translator’s notes in quare brackets like these - RKB] Vae Victis is evolving the system used for Arnhem 1944 (VV 13), Kharkov 1943 (VV 25) and Kippour 1973 (VV39). This new game offers a simulation of the last German offensive on the western front. Philippe GERMAIN Faithful readers of Vae Victis have certainly played and enjoyed the games of this series. While using original mechanics, the mechanics have been simplified, making games more fluid and more rapid. THE GAME SYSTEM • The Action Phase The principal concept of this series is the use of a single phase to resolve movement and combat. A ‘classical’ game sequence has a movement phase followed by a combat phase; here each unit has 2 or 3 Action Points (AP - 3 for mechanized and armored units) used to undertake, in any order, movement and combat actions. Thus an AP allows a unit to move with its movement allowance; a hasty attack costs 1 AP, a prepared attack costs 2 APs. The order of the actions is entirely free and, further, the player need not use all the points of one unit before proceeding to another. Further, the number of times a unit may attack or be attacked in a turn is unlimited! It is thus possible to prepare, during a single game phase, genuine offensives: some troops are tasked with breaking through the front, then others perform exploitation moves with possibly additional combat. Ideal for the offensive side, this mechanism is however compensated by other rules: - First of all, a player does not activate all of his units at once. They are organized into formations (army corps) each with from 2-12 units (7 on average for the Allies, 5 on average for the Germans). The player activates either a formation, or 3 assorted units (4 for the Allies); then it is his opponent’s turn to play. - In addition, the possibility of re-activating his units during the game turn; in which case they become fatigued (combat strength halved in attack and defense, and loss of an AP); the next turn it costs the unit 2 AP to recover from fatigue. These two rules allow some limited reaction to the enemy’s actions (note that the reaction rule - difficult to apply for a defender short of units in reserve - was eliminated: it allowed, under certain conditions, the movement of unengaged mechanized units, during an enemy activation, to reinforce a defending stack or to plug a gap). The defending side (the Allies) is also ‘helped’ by the supply and command rules. If the German player overly disperses his units, he will not be able to command them all (the command range is 4 hexes versus 6 for the Americans); if he pushes his units too far forward, he risks seeing them out of supply (not to mention the rule which randomly puts German units out of supply). The consequences of out-of-command and supply shortage are a reduction in the unit’s action points and/or its offensive and/or defensive combat values, thus of its ability to move and fight. Finally the defender (which may be the German in certain sectors of the front or at the end of the game) must use (and abuse!) PDP (prepared defense positions [improved positions]) which only cost 1 AP. As you will have guessed, the choice of which formation to activate or reactivate can be difficult; the choice of which actions to undertake (movement, normal or prepared attack) will give the German player much to think about ... • Movement There are two classes: infantry units, and mechanized or armored units. The first have 4 MP, the others 6 MP and they use different movement cost tables. Note particularly the 1/2 MP cost for armored/mechanized units: with 3 AP a unit could, in theory, move 36 hexes in an activation, which is across the map! Two specific aspects of this battle are simulated in a simple and elegant fashion. The problem of river crossings: armored/mechanized units cross only by bridges and it costs 1 AP for the germans versus 2 or 3 MP for the Allies. The bottlenecks on the narrow and congested roads of the Ardennes are simulated by the following rule: the road can only be used if the unit is alone in the hex. During his offensive the German player will have to skillfully manage the movement of his units in order to arrive as quickly as possible within range of his objectives. • Combat The Combat table uses the classic odds/ratio; the combat modifiers are of two types: column shift (to the left or right) and die roll modifier (positive or negative). Two types of attacks are possible: a normal attack, which costs 1 AP but is made from only one hex; and the prepared attack, which allows attacking from two or more hexes and, further, gives a bonus of two column shifts (only one for the Allies). Also very effective, the Support markers, allocated at the start of the turn to HQs, reinforce an attack or defense by column shifts or die roll modifiers. The may be lost as a result of their usage (the German player loses them more easily), otherwise they can be reallocated next turn. The quality differential also modifies the die roll; quality varying from 2 to 6, for the most part it is 4 or 5. The combat result is a number for each player which indicates how many step losses and/or the number of hexes to retreat; in some cases a step loss is mandatory. The Combat Results table favors the defender, because the results are not equal until 3:1 odds: to attack effectively you need plentiful forces! • Events One unique aspect of the game: each player has event markers which can be used (only once) at almost any time. Played at the right moment, an event can for example give the needed AP to a German unit to cross the Meuse, or take it away! Thus, an unpleasant surprise for your opponent who forgets this aspect of the game! • Combat tactics - Attacking Except for the weak American units holding the front lines at the start of the game, units have 3 or 4 strength steps each. Given that the typical combat result is one step loss (the maximum result, elimination, occurs only at 7:1 or 8:1 odds with a die roll of 8+ or 7+ respectively) since the rest of the result can be converted into retreats, eliminating a unit takes a long time. Attacks aim mainly to take ground. To seriously weaken a unit, you need to encircle it (retreating into ZoC makes the entire stack - not each unit - lose 1 strength step), to eliminate it you need to completely encircle it. To avoid unpleasant surprises, the attacker needs to use at a minimum the 4:1 column; and in that case support markers are essential. Keep an eye on your high-quality units (5 and 6) which give a non-trivial bonus. In conclusion, maximize maneuver, attack when it is certain or to take or advance toward an objective. • Defense Fundamental rule: stack! Certainly you need to avoid encirclement, but a stack forces the attacker to concentrate his forces which will then not be employed elsewhere. Conserve support markers for the critical combats. Hinder the attacker by playing them when the combat ratio is low. Avoid losing the “Tank” markers (especially for the German player) - they are irrevocably lost when they are used to absorb a step loss. Only the objectives and their surroundings should be defended strongly, retreat elsewhere. One trick for the American player: do not defend behind a river, but either in front, or one hex behind. If the German attack succeeds, the victorious unit can advance after combat and cross the river (in movement it would have cost him 1 AP). Example: defend in 1310 or 1111 rather than in 1211. • Conclusion With Ardennes 1944 the system has nicely evolved. Certainly victory (or defeat) depends upon the opening turns, but the game options are numerous for both sides: the German player must plan his offensive with the greatest of care; the Allied player must be ingenious in positioning his troops to slow down the German advance. We eagerly await the next games in the series! STRATEGIES Here are some thoughts on the strategies for the two sides. • German Strategy What are the victory conditions? Two possibilities: 1: an automatic victory by crossing the Meuse with a supplied unit (and maintaining it thus until the end of the turn); 2: a victory at game end by holding three of the following villages: St. Vith, Bastogne, Spa, Marche and Rochefort. In both cases, the first preoccupation of the German player is to crush the weak defensive screen in the center of the front, in order to advance rapidly. Crushing means looking for the ‘defender mandatory step loss’ combat results against the American regiments that have only one strength step, otherwise the unit will choose to retreat and slow your offensive. To achieve this result, the German player must make prepared attacks and use his precious support markers, notably the very effective NebelWerfers (see the example of play). But nothing prevents you from taking risks with normal attacks and/or limited support; if it works, your units will advance further! - The “Meuse” option If the German player chooses this option, he will have to move quickly, very quickly, before the numerous enemy reinforcements arrive. The panzer divisions of XXLVII and LVIII PzK. must drive towards the west in the region bounded on the north by the Warche River and on the south by the Ourthe, following the roads (1/2 MP per hex). He must correctly manage the movement of his units through the terrain (rivers, forests, rough terrain) and bottlenecks. And note that the unit which crosses the Meuse must be in supply. As a result he must protect the road net supplying it which will probably be along the route St. Vith - Vielsalm - Baraque Fraiture - Manhay. For that he must base his defense on the Warche and Ourthe and attempt to seal off this ‘bulge’ from American units (one or two well-placed American units will suffice to cut the German supply). The right flank (to the north) can initially be covered by the I SS PzK which must break through in the vicinity of the 394/99th and/or 14th Cav and drive on Amblève, Malmédy and Trois-ponts. As to the left flank you will have to await reinforcements for an effective screen. The goal is to cross the Meuse on the third turn ... afterward will be too late ... in addition a game-end victory will be difficult due to your chosen axes of advance: your units will be out of position for taking (and holding) the objective towns. - The “three towns” option The three towns closest to the front at the start are St. Vith, Bastogne, and Spa. Although the first can be taken on the first turn, it will require most of 5th Panzer Armee to take and hold Bastogne and certainly all the strength of 6th Panzer Armee for Spa. Also send units to threaten Marche, Rochefort and the Meuse to stretch the American defense. Speed is essential in the opening turns to get as close as possible to each of the towns. After that each hex will be dearly bought ... One last remark, the weak 7th Armee will have as its main task covering the southern front, but must also attempt (why not from the first turn) to capture hex 2921 which will delay for one turn the Allied reinforcements arriving from the south. • The Allied Strategy Given the victory conditions, the Allied task is to protect at all costs the objectives sought by the German. Thus cover the Meuse river bridges and occupy (and fortify) as soon as possible the 5 objective towns. During the early turns, you must survive the German offensive. Time is on your side: try to slow down the enemy progress in any way possible: use Roadblocks, cut the German supply, construct Improved Positions [PDP]! Guess your opponent’s intentions (race for the Meuse or drive for the towns) and adapt your defense as a result. On turns 1 and 2, place your reinforcements with care. Barring German error St. Vith will fall quickly (if the town is unoccupied on your first activation, hurry to it!), and Bastogne will be fought over. It will be impossible (and useless) to build a continuous front; assisted by the terrain, make a defensive zone north of Spa, one on the south along the Clef and around Bastogne, the last around Marche and Rochefort. You will not be able to launch counterattacks until turn 5, when the reinforcements and support markers will be numerous and the enemy will have suffered losses and lost the majority of his support markers. There is no need to take risks, attack only to recapture objective towns, push back enemy units which threaten them, or weaken the enemy with attacks at 7:1 or 8:1. If, in the middle of the game, the Meuse is secured and the towns of Spa, Marche and Rochefort held, the game is (almost) won! EXAMPLES OF PLAY [see figs 1 & 2 p. 15, 3, 4, 5 p. 16] These examples present a possible game opening for the German player, in order t give an idea of the richness of the system. This is not intended to be an ideal opening, both players have numerous possibilities notably by the type of attack (normal/prepared), the support markers, the events and reactivation. In order to illustrate our ideas, the German player decides to activate one of the two strong formations of 5th Panzer: the XLVII PzK or the LVIII PzK. Here are the results in each case. - Figure 1 The units in contact open the festivities with a prepared attack (2 AP cost) across the river. The strength ratio is 12 (attacking across the river halves the attack strength) versus 3, or 4:1. The defender gets two columns shifts (rough terrain and improved position), as does the attacker since it is a prepared attack. In addition the attacker has a +3 die roll modifier (+2 for quality and +1 for divisional integrity). The attacker decides to use a Nebelwerfer support marker and an artillery support, for three column shifts, while the defender doesn’t use any. The German player rolls the die and gets a 2, for a result of “-/3”. The American unit suffers a mandatory loss and is eliminated. The river limits the advance after combat to one hex (otherwise it would have been 2 hexes). Only the units of 2nd Panzer advance and spend all of their 6 MPs. The 26th Volksgrenadier Division has used all of its APs. - Figure 2 The rest of the ArmeeKorps advances in turn (movement continuity, see 6.1 and 13.1) but progress is slow (2 AP for crossing the two bridges) The units cannot move into contact with CCR of the US 9th Armored Division because in that case an attack would be required but the units have no more APs. The HQ moves so as to be in command of all its units next turn. • LV Pz Korps - Figure 3 First attack is with the units 156/116 and 60/116. It is a prepared attack at 15 versus 3 or 5:1; -2 columns (rough terrain and improved position); +2 columns for the prepared attack. The die roll modifier is +1 (divisional integrity, the quality ratings are equal). The attacker supports with a Nebelwerfer, the defender with one tank and one artillery. The final ratio is 6:1 with no die roll modifier. The German player rolls the die and gets a 4, for a result of “1/3” on the combat results table. The American must suffer 1 step loss and is eliminated. A German unit suffers one step loss but the stack can advance two hexes and cross the river! These two units still have 1 AP: toward the Meuse! One unit can advance to Manhay, while the other stops at Barraque Fraiture. the American player would be well advised at this point to play one of the Roadblock events! - Figure 4 As the previous combat achieved a breakthrough, the unit 60/116 can advance on the road ignoring the ZoC exerted by 424/106 in 2813 and 2712. But, it decides to make a normal attack at 4:1. Column shifts are: -1 for terrain, +2 for Nebelwerfer, -1 for Artillery. The die roll modifier is +2 for quality. The die rolls and stops on 3 which is a result of “-/2”. The regiment is eliminated and the nit advances 1 hex. With 2 AP remaining, the unit can advance to Vielsalm. - Figure 5 The 560th Volksgrenadier Division spends its 2 APs to occupy St. Vith and the HQ moves to be within command range of all its units. Designer’s Notes for Ardennes ‘44: Autumn Mist [The following Designer’s Notes were on the back of the map in Vae Victis 49, translator’s notes in square brackets like this - RKB] • The battle’s interest The Battle of the Ardennes is certainly not an original topic, but it is a particularly interesting subject at the three classic levels of simulation: Strategically, it is a vital military operation for both sides. Hitler wanted to change the course of the war, retake the initiative in the west, even force the western Allies to sign a separate peace. For their part the Allies began by panicking, even considering a vast retreat and losing their hope of being home by Christmas. Finally they annihilated the bulk of the German offensive capabilities, reducing the western Germans to total defensiveness until capitulation. Obviously, according to what we read, there is an oscillation between fantasy and reality: the Germans did not have enough resources to achieve their goals, and the Allies of ‘44 were not the French of 1940. And yet, with a wargame we can imagine other possibilities. Operationally the battle is interesting because it is fairly balanced. Three German armies with numerous tanks and tested weapons attack two weak corps, rapidly reinforced by numerous divisions. At the start, the Germans attack and the Allies defend, then little by little the initiative shifts. Even if strategically the game cannot be won, operationally the two sides have opportunities and can act, which is not the usual case in a wargame. Finally tactically, the equipment is effective and modern: Tiger II versus M-18 and M-36, the terrain offers good defensive possibilities and there are numerous troops on both sides. It is at this level that a simulation is most balanced. • Games on the subject With such an interesting battle, obviously there are many simulations. If we consider only the ‘whole battle’ scale, there are at least fifteen games comparable to Ardennes ‘44. For those who have lots of time (and money if they are buying it second-hand), Wacht am Rhein is the best in the great tradition of SPI. Otherwise Bitter Woods, Ardennes or The Last Blitzkrieg are good compromises between detail and duration. For more details, the two Historical ASL modules: Kampfgruppe Peiper I and II are the best choices. Game Turn Length Unit Size Hex Scale Ardennes (The Gamers) - 94 1 day Rgt 1 mile Ardennes Offensive (SPI) - 73 1 day Rgt 3.2 km Attack in the Ardennes (GDW) - 82 12 hrs Rgt/Div none (ptp) Battles for the Ardennes (SPI/TSR/DG) - 78, 84, 94 12 hrs Rgt/Div 2 miles Battle of the Bulge (AH) - 81 12 hrs Rgt Battle of the Bulge Smithsonian (AH) - 91 1 day Div 5 miles Bitter Woods (AH) - 98 Rgt 2 miles Bulge or Big Red One (SPI) 79 or 80 1 day Div 8 km Dark December (OSG) 78 12 hrs Rgt 2 miles Hitler’s Last Gamble (3W) - 89 Bttn Last Blitzkrieg (3W) - 94 12 hrs Rgt 2 miles One Page Bulge (SJG) - 80 1 day Rgt Tigers in the Mist (GMT) - 99 1 day Rgt/Bn none (ptp) Wacht am Rhein (SPI) - 77 4.5 hrs Bttn 1 mile Wave of Terror (XTR) - Command 41 - 97 1 day Bttn 1.5 miles • Peculiarities of Ardennes ‘44 For Ardennes ‘44 the first design choice was to use the game system already developed by Nicolas Stratigos for Arnhem, Kharkov and Yom Kippour, with simplifications. Instead of having eight or 12 operations points, units have two or three. The possibilities are about the same: flexibility and interaction but without the most tedious mathematics. Artillery has disappeared due to scale, and as disorganization was no longer useful, it was also removed. Numerous rules were rewritten or clarified but the basic system is the same and the rules for this version should be applicable to the prior games. The scale choices were simple enough: 4,5 km./hex to fit in the VV format, kampfgruppe/combat command for mechanized and division for infantry to fit within the counter mix limitations and last, two days per turn to keep it within a long evening’s play time. Contrary to what you might think considering the number of games that have appeared, coming up with the order of battle was difficult. Most sources are in agreement as to the divisions and regiments present, but few agree on the arrival dates and chain of command. On the US side especially, units regularly change corps, it was necessary to simplify and attach to one corps or else furnish several counters and add a table for reattachments. On the German side simplifications were also required, thus the German XXXIX corps which arrived at the end of December to recover units already on the map was omitted (except for scenario 3) and two German divisions historically attached to an already overburdened corps were left independent. Is the game balanced? Reading of historical sources and playing other games quickly shows that the Germans have no chance of reaching Anvers, or crossing the Meuse in force. Does this mean that a game using the historical parameters is uninteresting? You only need to adjust victory conditions to balance a game, but that is often to the detriment of its gaming interest. For Ardennes ‘44, we have chosen, through the game system, to slightly favor the attackers. This does not mean an unbalanced game, but only that an offensive-minded and mobile German with a good plan of attack, can reach and cross the Meuse perhaps more easily than in reality. The proof is left to the players ... • Bibliography Bruce Quarrie, The Ardennes Offensive Order of Battle #4, 5, 8, 9, 12, & 13 (Osprey Military). These six volumes are indispensable to understanding the battle in its least details and following each unit which took part. • Q&A [Translator’s Note: some at least of these Q&A were already integrated into the translated rules. Also I accidentally omitted two pieces of information from the translated order of battle (they are correct in the French original, thanks to Norbert Moehring for pointing out the omissions): On turn 5, the US 1st and 3rd Armies should each get 1 Heavy Artillery Support marker. The first XXXth Corps arty marker arrives at turn 5 not turn 4. RKB] §1.3 Headquarters: I assume that a HQ moves as a mechanized unit (in terms of MP and terrain costs)? Yes. §1.6.1 German artillery: “... only shifts one column to the right ...” does that mean that it shifts two, one, or zero columns to the left? No, one to the left and one to the right. §3.5 Fatigue: A fatigued infantry unit has only one AP, but to remove the marker it needs two? Actually, the marker takes 1 AP from the unit’s activation if it chooses to act, otherwise its two initial AP allow it to remove the Fatigue marker. §7.3 Attack Actions: “... summarized in Table 7.2” should be “... summarized in Table 7.3” since this is section 7.3. Yes. Attack Types Table, the reference is wrong, instead of 3.4.1 it should be 7.3. Yes, the editor will be shot at once! §7.4 Attack modifiers, I don’t recall seeing in the rules an indication as to how many support markers the defender may use? Same as attacker: 1 for a normal attack, 2 for a prepared attack. Status Effects Table, gives an incorrect reference to rule 12.3 for Isolated and unsupplied. 12.3 does not exist, that should be to rule 10.3. Right again, he’ll be shot a second time. §7.7.2 “Exception: armored, motorized or mechanized units ...” There are no ‘motorized units’ among the combat units on p. 32, this movement type does not exist on the Terrain Effects Table, and is never mentioned again in the rules. Simply ignore the word “motorized” in rule 7.7.2? Yes, that would be simplest. §7.7.2 and Attack Types Table. According to 7.7.2 in bold “Advance after combat is never required”. According to the Table, Prepared Attack, Advance after Combat is “Mandatory”. Which is correct, the rule or the table? The rule is correct, advance after combat is never required. §7.7.2 Advance after combat Suppose that a regiment (1 step) is attacked, it is supported by a Tank. The result is -/3 (3 in bold), the regiment is eliminated and the German may advance two hexes. Can the Allied player choose to lose his tank in order to limit the German to one hex? Yes. §7.7.2 Advance after combat: How does an infantry unit advance after combat when the defender has been eliminated if the advance is 2 or more hexes? Does the infantry stop in the hex or may it advance beyond? It may advance beyond like an armored unit. Snafu Tables and rule 9.5 Suppose an attack with support, either air or armor, which is ‘canceled’ by the Snafu Table. What do you do with the Support markers - are they returned to their HQ’s pool, automatically available for the next turn, or checked per rules 1.6.1 and 1.6.2 before being available for next turn? They are placed in next turn’s pool without being checked. Combat Results table, should a die roll of 3 under the 6:1 column give a breakthrough? Logically yes, someone else to be shot. Combat Modifiers Table, 4th line “Unit status”, the reference should be to 1.4, not 1.2. Yes. §10.1 “... unless this hex is controlled by a friendly unit ...”. Does this mean that in order to trace a Line of Supply you merely need to have a friendly ZOC, or do you need to have a friendly unit in the hex to negate the enemy ZOC? You need to have a friendly unit in the enemy ZOC. §10.2 British units which move east of the Meuse, doe they have no friendly board edge, or do they use the American edges? They use the American edges. §10.2 Supply: For the American edges from hex 3101 to 3121, you mean along the north map edge, then the west, then the south I assume? Yes. §13.1 River and Bridge crossing for the Germans. If I’ve understood the rules correctly, the German must pay an additional 1 AP to cross a river in addition to the AP spent for the move. If the German unit moves several hexes that seems reasonable, but what happens to a unit already adjacent to the river at the start of its movement and which wishes only to advance into a hex on the other side of the river? Must it spend 2 AP, one for the move and one to cross the river? In addition there are two possible situations since the unit may start in a ZOC or not: - if it is in a ZOC, since it must spend 1 or 2 MP to leave, clearly it seems normal to spend 1 + 1 AP in this case. - if it is not in a ZOC and considering the scarcity of APs available, it seems expensive to then have to spend 2 AP. The AP spent includes the cost of terrain and ZOC. §15.2 Stosser and Greif events: “ ... six hexes away ...” Does that mean ‘exactly six hexes’ or ‘six hexes or less’? Six hexes or less, another editor to be shot. Also, am I correct in assuming that these events are suppressed exactly like American roadblocks, by spending an AP from a friendly unit in an adjacent hex? - For Stosser, it can be removed by spending 1 AP or it automatically disappears at the end of the turn. - For Greif, placing it on an Allied unit eliminates it and costs the unit 1 AP. §15.2 150 Pz Bde event: “ Do the special rules for scenario 17.1 also apply to the full battle? Yes. US units which are adjacent to German units at the start of turn 1 and which retreat as a result of combat before being activated, are they still bound by the movement restriction for this turn? No. At the start of the game I noticed that the 352nd VG in 2819 is 5 hexes from its HQ in 2914, hence out of command. Is this intended? How do we handle it if it is not a mistake in the initial placement? Actually, there is an error, the LXXXV Korps HQ should be in 2917. Likewise for the 272nd VG in 3002 which is isolated by a river and hence unsupplied in the strict sense of the rule: how do we handle this? As above. Please confirm that the US 9th ID is really in 2901, a Westwall hex? Yes, it is due to a US offensive in progress. US reinforcements arrive by truck in Verviers, does this mean that a road from the north should be in hex 2101 on the map, because it makes no sense for the east-west road? Yes, add a road which exits off the north edge. • Counter errors. CCB/9th Armored has a maroon rather than yellow stripe. In addition it is not part of the US 1st Army as the initial placement suggests, but of the 3rd. There is no color error. It is due to a historical detachment of the Combat Command. CCB/10th Armored has a yellow stripe rather than black, which causes some confusion ... As above, it was a historical detachment, the counter is correct. All the detachments have the same quality as their parent unit, except the 212th VG detachment (3-1-3) which has a quality of 3 when the parent unit has a quality of 4 (8-3-4/2-1-4). Is this correct or an error? It is an error, should be 4 for the detachment. All the step losses are worth 3, except for the 272nd VG which is 4-2-3/2-1-3; is this an exception or an error, on the front or the back? Likewise an error, the back should be a 1. The 4th ID detachment is given as part of VIIIth Corps, 3rd Army, but according to the counter it is part of XIIth Corps, 3rd Army, I assume the counter is correct and the initial placement incorrect? Yes. The 1st SS PzK HQ has a support value of 4 on the front and 1 on the back, which is correct? The 4. The XLVII PzK HQ has a support value of 4 on the front and 3 on the back, which is correct? The 4. • Play Aid, German Order of Battle. Is it 5th Pz Armee, LXVI Panzerkorps, or (per the initial placement) LXVI Armeekorps? The play aid is wrong, it is the LXVI Armeekorps rather than Panzerkorps. • Map clarifications: there are some hexsides where it is unclear whether it is a river or not (river source). Particularly the case with hex 2210-2211, if it is a river then it is missing a bridge or the hexsides 2113-2213, 2116-2217. This can be a problem. Generally, there is no river unless the river is mostly shown in the hex. Thus between 2210-2211, there is a river which is missing the bridge, likewise for 2116-2217. However, there is no river in 2113-2213. A bridge is missing on the Lesse river for the Rochefort-Marche road at the junction of hexes 0913-1013. Luc Olivier [Two from the letters column, VV50] A few suggested errata for the issue 48 game (Battle of the Ardennes) - The bridge between 0205-0206 (Namur) cannot support the weight of tanks. The people of Namur called it ‘The Old Bridge”. It was not modernized until the 60’s; hex 0705 “Andenne” rather than “Ardenne”; Hex 0903 Huy should also be in hex 0904,the citadel which dominates the city is on that bank and the old city is admirably suited for defense. There should be a road from 0904 to 1105 - the Hoyoux valley had a heavy duty road (carriers and foundries) and a railroad line; Hex 1415 “Champlon” rather than “Champion”; Hex 1807 “Werbomont”; Hex 1901 “Herve” rather than “Hervé”; Hex 2508 “Ligneuville”. I know, I’m quibbling, but as your magazine is always open to discussion (bravo for that), I’ll take the opportunity. V. JORIS MARCHIN (who lives in hex 1006) In summer of 1975, bicycle touring with several friends somewhere south of Charleroi (Belgium), we halted before a gigantic dam construction project. Once finished, they would create immense water areas much appreciated these days by, among others, those who like water sports. Spring 1998, seeing the issue game in the March-April Vae Victis (Rommel’s crossing of the Meuse via Dinant in May 1940), I was indeed surprised to see in the center of the playing area, what appears to be a faithful reproduction of the famous and distinctive water area created by the dams ... 40 years after Rommel’s armored column passed through. Even if this geographic ‘anticipation’ had no effect on the game, it still made me smile. It must be said that in Belgium, theater of numerous battles, we are accustomed to discover these distortions in many simulation games: city names regularly mangled, canals which had not yet been dug at the time depicted, city sizes overstated ... And to think of what it must be like for Russian wargamers in discovering the names of their cities regularly massacred in the many games on the East Front and other Napoleonic campaigns on their territory. NEW STUFF IN THE ARDENNES [Scenario from Vae Victis 49, translated by Roy K. Bartoo, translator’s notes in square brackets like this - RKB] • New Rules - Optional German reinforcements The 11 Pz Div and 10th SS PzDiv, each with three units, are not used in the historical scenarios because they were in the general reserve for to strategically exploit the breakthrough that never happened. The German player may decide to bring them into the game via the east map edge on any game turn and may use them without restriction. As a balance, all of the units of the British XXXth Corps enter the game on the same turn and may freely cross the Meuse. - Random weather table Historically the weather conditions were terrible during almost the entire battle, as is generally the case in that area. However to avoid divine foreknowledge of the weather, the players may roll each turn on the following table. Exception: the first turn of scenarios 1 and 2 are automatically Overcast and the first turn of scenario 3 is automatically Clear. Die Roll Weather 1-4 Overcast 5-6 Clear Overcast: no planes Clear: air support is available (rule 14), the German second supply draw applies (rule 10.4), as well as Allied air supply (rule 10.5). • New scenario Scenario 3: the Allied counterattack from January 3-12 1945. The German offensive launched on 16 December did not reach the Meuse. Then combat centered around Bastogne and lasted to the year’s end. At the beginning of January, the Allied forces prepared to take the offensive to destroy the German “bulge”. Two plans were contemplated. The first, which was chosen, aimed only to retake the lost ground by way of two pinchers in the north and south. The second, more daring, sought to create an inverted bulge by taking advantage of the weakness of the enemy front to capture all of the enemy forces present. On January 3rd the offensive makes slow progress because the enemy is still strong. Houffalize falls on the 16th with the reunion of the northern and southern pincers and St. Vith is recaptured on the 23rd. At the end of the month, the starting line of the German attack is reached. 1 - Allied setup - US Vth Corps - 2501 9th Inf. Div. - 2803 393/99th Inf. Div. - 2805 in Improved Position 2nd Inf. Div. (-2 steps) - 2705 in Improved Position 1st Inf. Div. (-1 step) - 2706 in Improved Position - US XVIIIth Corps - 2104 30th Inf. Div. (-2 steps) + detachment 30th Inf. Div. (-1 step) - 2507 75th Inf. Div. (-2 steps) + detachment 75th Inf. Div. (-1 step) - 2307 82nd Airborne Div (-2 steps) + detachment 82nd Airborne Div (-1 step) - 2108 CCA/7th Armored Div -2104 - US VIIth Corps - 1807 83rd Inf. Div. (-2 steps) + detachment 83rd Inf. Div. (-1 step) - 2507 84th Inf. Div. (-2 steps) + detachment 84th Inf. Div. (-1 step) - 2507 CCA/3rd Armored Div. - 1810 CCB/3rd Armored Div (-1 step) - 1810 CCR/3rd Armored Div. (-1 step) - 1810 CCA/2nd Armored Div. - 1509 CCB/2nd Armored Div. (-2 steps) - 1610 CCR/2nd Armored Div. (-1 step) - 1610 - UK XXXth Corps - 0709 53rd Inf. Div. - 1110 6th Airborne Div. - 0913 29th Armoured Bde - 0914 33rd Armoured Bde - 1012 34th Armoured Bde - 1012 - US VIIIth Corps - 1320 CCB/9th Armored Div. (-2 steps) - 0815 87th Inf. Div - 1218 CCA/11th Armored Div. - 1717 CCB/11th Armored Div. - 1718 CCR/11th Armored Div. - 1619 17th Airborne Div. - 1419 101st Airborne Div. (-2 steps) + ‘NUTS!’ event marker - 1817 - US IIIrd Corps - 1921 CCA/4th Armored Div (-1 step) - 1818 CCB/4th Armored Div (-1 step) - 1818 CCR/4th Armored Div (-1 step) - 1717 CCA/6th Armored Div (-1 step) - 1817 CCB/6th Armored Div. (-1 step ) - 1817 CCR/6th Armored Div. - 1918 26th Inf. Div. (-2 steps) + detachment 26th Inf. Div. (-1 step) - 2220 - US XIIth Corps - 2720 80th Inf. Div. (-2 steps) - 2519 detachment 80th Inf. Div. (-1 step) - 2520 5th Inf. Div. (-2 steps) - 2920 detachment 5th Inf. Div. (-1 step) - 2720 detachment 4th Inf. Div. (-1 step) - 3121 - Allied Reinforcements Turn 3 UK 51st Inf. Div. in 0105 US 90th Inf. Div. in 2022 - Allied support US 1st Army: 6 artillery, 1 heavy artillery, 1 tank US 3rd Army: 6 artillery, 1 heavy artillery, 1 tank UK XXXth Corps: 2 artillery 2 - German Setup - LXXX Korps - 3118 276 VG Div (-2 steps) + detachment 276 VG Div - 2719 in Improved Position 212 VG Div (-2 steps) - 2919 in Improved Position detachment 212 VG Div - 3120 in Improved Position 246 VG Div - 3221 in Improved Position - LXXXV Korps - 2618 79 VG Div (-1 step) - 2419 in Improved Position 352 VG Div (-2 steps) + detachment 352 VG Div - 2519 in Improved Position - LIII Korps - 2218 9 VG Div - 2219 in Improved Position FGB (-2 steps) - 2319 in Improved Position 5 FJ Div (-2 steps) + detachment 5 FJ Div - 2019 in Improved Position - XXXIX Korps - 2017 1 SS Pz Div/KG Sandig (-1 step) - 2018 1 SS Pz Div/KG Hansen (-2 steps) - 1917 167 VG Div - 1917 - I SS Korps - 1915 12 SS Pz Div/KG Kuhlman (-2 steps) - 1916 9 SS Pz Div/19 - 1816 340 VG Div (-2 steps) + detachment 340 VG Div - 1916 - XLVII Korps - 1415 130 Pz Div/KG v. Fallois (-1 step) - 1217 in Improved Position 130 Pz Div/KG v. Hauser (-1 step) - 1418 in Improved Position 26 VG Div (-2 steps) - 1617 in Improved Position 3 Pzgr Div/8 - 1617 in Improved Position detachment 26 VG Div - 1618 in Improved Position FB Bde (-2 steps) - 1618 in Improved Position 15 Pz Div/115 - 1716 - LVIII Korps - 1312 2 Pz Div/KG v. Cochenhausen (-2 steps) - 1215 in Improved Position 2 Pz Div./KG Gutmann (-1 step) -1114 in Improved Position 9 Pz Div/11 - 1112 in Improved Position 9 Pz Div/33 (-1 step) - 1112 in Improved Position 9 Pz Div/10 - 1212 in Improved Position 116 Pz Div/156 - 1311 in Improved Position 116 Pz Div/60 (-1 step)- 1511 in Improved Position 116 Pz Div/16 (-1 step) - 1611 in Improved Position 560 VG Div (-1 step) - 1611 in Improved Position - II SS Korps - 2014 12 SS Pz Div/KG Krauss - 1811 in Improved Position 12 VG Div (-2 steps) + detachment 340 VG Div - 2109 2 SS Pz Div/KR Krag - 2010 in Improved Position 2 SS Pz Div/KG Wisliceny (-1 step) - 1811 in Improved Position - LXVI Korps - 2410 18 VG Div (-2 steps) + detachment 18 VG Div - 2508 in Improved Position 62 VG Div (-2 steps) + detachment 62 VG Div - 2308 in Improved Position - LXVII Korps - 3103 3 FJ Div (-2 steps) + detachment 3 FJ Div - 2707 in Improved Position 277 VG Div (-2 steps) + detachment 277 VG Div - 2906 in Improved Position 272 VG Div - 3002 in Improved Position 326 VG Div (-2 steps) + detachment 326 VG Div - 3004 in Improved Position - German Support: No artillery or panzers are available, only aircraft may appear per the usual rules. 3 - Scenario special rules - The scenario lasts 6 turns from 3 to 15 January - Counters not given in the initial setup or the Allied reinforcements are considered previously eliminated. - Weather is determined randomly per the furnished table. The standard aviation rules (section 14) apply normally. However the weather is automatically Clear for the first turn. - The German supply shortage rule (10.4) only applies during Clear weather turns, and only with one die. - All the events markers have been played. Only the US event “Nuts!” is still present on Bastogne. - The German armee korps have been completely reorganized. As we do not anticipate producing counters in the correct colors, either the German commander uses the setup to determine the composition of his corps, or he allows a HQ to command any unit within range regardless of color. 4 - Victory Conditions To win the Allies must occupy Houffalize (hex 2014) at the end of turn 6 with a unit in command and supply. To win the Germans must prevent this. The players may extend the game to turn 9, in which case the Allied victory conditions are to occupy at the end of the game, with a supplied and commanded unit, the cities of Houffalize, St. Vith and Wiltz. Luc OLIVIER