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© 2007 GMT Games, LLC GMT 0712 FAB: Bulge – Bonus Scenario P.1 Overview This scenario focuses on the sector that the German plan set as the primary point of attack. The least effective progress was made by the German offensive in this sector. The goal is simple: seize and control as much territory as possible. Enjoy the game! P.2 Scenario Length Play Game Turns 1 – 9. P.3 Area of Play Only Zone 6 is in play. All areas where Allied units are set-up (even contested areas) and all areas to the west of this front line are Allied-controlled. The Germans control all other areas. P.4 Deployment at Start See tables below—German on the left; Allied on the right. GERMAN FORCES AT START No Area Name Units / Assets Marker 5 Losheim Peiper Reserve 6 Blankenheim 1st SS(-) & 150th Pz 7 Schleiden 12th SS 8 Kesternich 326th VG 9 Udenbreth 12th VG & 277th VG 10 Bucholz 3rd FJ Turn 6th Pz Army Assets / Events Notes 1 Engineer / 3x Fuel / 3x Rocket Artillery / 3x Artillery Assets 2x Zone 6 Reserve Markers GERMAN REINFORCEMENTS Turn 6th Pz Army Reinforcements Notes 2 2x Armor / Von der Heydte Assets Replacement—Infantry Event German Special Action (reusable) Block 3 HQ Asset Greif Team Bridge / Greif Team Interdict Events 4 2nd SS Pz / 9th SS Pz / 3rd PG Entry Area 6 6th Panzer Army Special Action Event 5 Armor Asset 10th SS Pz Released / Replacement—Armor Events 6 Elite Armor Asset 6th Panzer Army Special Action / Non-Elite Replacement—Infantry Events 7 Delayed Response Event 8 246th VG Entry Area 6 Delayed Response / 17th SS PzGr Released Events 9 none ALLIED FORCES AT START No Area Name Units / Assets Marker 9 Udenbreth 99th Inf Field Works 10 Bucholz 14th Cav Field Works 25 Ligneuville CCB/9th Arm 27 Monschau 102nd Cav & 2nd Inf Field Works 32 Spa Garrison Asset Turn 1st Army Assets / Events Notes 1 2 x Zone 5/6 Reserve Markers other ALLIED REINFORCEMENTS [NOTE: All are US unless stated otherwise] Turn 1st Army Reinforcements Notes 2 1st Inf (1-step) / 7th Arm Enter at AC 2x Engineer / 3x Artillery / Task Force Assets Special Action (reusable) Block 3 9th Inf / 30th Inf Enter at AB Engineer / HQ Assets Delayed Response / Regiment for 1st Inf / Replacement—Infantry Events 4 Armor / Artillery / Task Force Assets Delayed Response / Regiment for 1st Inf Events 5 3rd Arm Enter at B 1st Army Special Action / Regiment for 1st Inf Events 6 84th Inf / 75th Inf Enter at CE British 43rd Inf Enter at DE Infantry / Engineer / British Armor Assets Air Mission / Replacement—Armor / Replacement—Infantry Events 7 4th Arm Cav Enter at CE British Guards Enter at DE Armor / 2x Artillery / British Artillery Assets 3x Air Mission / Replacement—Armor Events 8 Artillery Asset 2x Air Mission / Replacement—Infantry Events 9 Air Mission / Replacement—Armor Event P500 SCENARIO – COLD SHOULDER

P500 Scenario – cold Shoulder - GMT Games

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Page 1: P500 Scenario – cold Shoulder - GMT Games

© 2007 GMT Games, LLC GMT 0712FAB: Bulge – Bonus Scenario

P.1 OverviewThis scenario focuses on the sector that the German plan set as the primary point of attack. The least effective progress was made by the German offensive in this sector. The goal is simple: seize and control as much territory as possible. Enjoy the game!

P.2 Scenario LengthPlay Game Turns 1 – 9.

P.3 Area of PlayOnly Zone 6 is in play.

All areas where Allied units are set-up (even contested areas) and all areas to the west of this front line are Allied-controlled. The Germans control all other areas.

P.4 Deployment at StartSee tables below—German on the left; Allied on the right.

German Forces at startNo Area Name Units / Assets Marker5 Losheim Peiper Reserve6 Blankenheim 1st SS(-) & 150th Pz7 Schleiden 12th SS8 Kesternich 326th VG9 Udenbreth 12th VG & 277th VG10 Bucholz 3rd FJ

Turn 6th Pz Army Assets / Events Notes

1Engineer / 3x Fuel / 3x Rocket Artillery /

3x Artillery Assets

2x Zone 6 Reserve Markers

German reinForcementsTurn 6th Pz Army Reinforcements Notes

22x Armor / Von der Heydte Assets

Replacement—Infantry EventGerman Special Action (reusable) Block

3HQ Asset

Greif Team Bridge / Greif Team Interdict Events

42nd SS Pz / 9th SS Pz / 3rd PG Entry Area 6

6th Panzer Army Special Action Event

5Armor Asset

10th SS Pz Released / Replacement—Armor Events

6Elite Armor Asset

6th Panzer Army Special Action / Non-Elite Replacement—Infantry Events

7 Delayed Response Event

8246th VG Entry Area 6

Delayed Response / 17th SS PzGr Released Events9 none –

allied Forces at startNo Area Name Units / Assets Marker9 Udenbreth 99th Inf Field Works10 Bucholz 14th Cav Field Works25 Ligneuville CCB/9th Arm27 Monschau 102nd Cav & 2nd Inf Field Works32 Spa Garrison Asset

Turn 1st Army Assets / Events Notes1 2 x Zone 5/6 Reserve Markers other

allied reinForcements[NOTE: All are US unless stated otherwise]

Turn 1st Army Reinforcements Notes

21st Inf (1-step) / 7th Arm Enter at AC

2x Engineer / 3x Artillery / Task Force AssetsSpecial Action (reusable) Block

3

9th Inf / 30th Inf Enter at ABEngineer / HQ Assets

Delayed Response / Regiment for 1st Inf / Replacement—Infantry Events

4Armor / Artillery / Task Force Assets

Delayed Response / Regiment for 1st Inf Events

53rd Arm Enter at B

1st Army Special Action / Regiment for 1st Inf Events

6

84th Inf / 75th Inf Enter at CEBritish 43rd Inf Enter at DE

Infantry / Engineer / British Armor AssetsAir Mission / Replacement—Armor /

Replacement—Infantry Events

7

4th Arm Cav Enter at CEBritish Guards Enter at DE

Armor / 2x Artillery / British Artillery Assets3x Air Mission / Replacement—Armor Events

8Artillery Asset

2x Air Mission / Replacement—Infantry Events9 Air Mission / Replacement—Armor Event

P500 Scenario – cold Shoulder

Page 2: P500 Scenario – cold Shoulder - GMT Games

© 2007 GMT Games, LLC GMT 0712FAB: Bulge – Bonus Scenario

P.5 ReinforcementsSee tables on reverse side of this page—German on the left; Allied on the right.

All reinforcing units arrive full-strength for both sides except for the US 1st Infantry Division, which arrives with only one step.

P.6 Special Scenario RulesBoth sides may trace supply through any and all Areas of Zone 5, but neither side may enter them, nor Retreat or Strat-move into or through them.

The scenario begins with the Ger-man Combat Phase of Turn 1.

All contested areas are considered newly-contested for the German Combat Phase of Turn 1 and a round of combat must be fought in them during that Phase.

German artillery removal rules (16.12) take effect on Turns 5+.

Reusable Special Actions and HQ assets are delayed one turn after use before being moved back to the Available Box or the selection cup, as appropriate.

P.7 VictoryAt start of the scenario, Germans control 4 areas in Zone 6. Victory is determined by the number of areas in German control at the end of Turn 9:

11+ areas = German victory

10 areas = draw

9 or less areas = Allied victory

P.8 Historical OutcomeEight areas controlled—Allied victory.

chit draws For Both sides are as Follows:

Turn: T1 T2 T3 T4 T5 T6 T7 T8 T9

German

Chit Draws

0 5 5 4 4 4 3 3 2

0 2 2 2 2 2 2 1 1

allieD

Chit Draws

0 4 4 4 4 5 5 6 6

0 0 1 1 1 2 3 3 4