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Operational Combat Series: Beyond the (1.03) ©2015. Multi-Man Publishing, Inc. All Rights Reserved.

Game Design: Roland LeBlanc 1.1b Two-Step Units. All Series Design: Dean Essig 1.0 General Rules brigades and regiments with a Combat Mode strength of Developer: John Kisner 1.1 The Armies at least ‘10’ have two steps. Research: Roland LeBlanc, Perry Andrus, This is shown by a yellow band behind The Axis player controls the Wehrmacht the size designation instead of the usual David J. S. Hughes, Hans Kishel, and (field gray), Waffen-SS (black), Luftwaffe Tom Peters ‘2’ in a yellow circle, but they are handled (light blue), Kriegsmarine (dark blue), and like multi-step “mini divisions” of 2 RE. Playtesting and Proofreading: Perry An- Ost units (yellow). Collectively, these are This will affect their stacking, as well as drus, Allen Beach, John Bowen, Daniel called “German units.” combat-supply costs. Note that a “divi- Brown, Thomas Buettner, Steve Campbell, The Allied player controls the American sion” is never independent (OCS 3.2f) so Carl Fung, Lee Hanna, Ben Hitz, Scott (green), French (blue), British (brown), the multi-step panzer brigades cannot get Johnstone, Michael Junkin, John Leggat, Canadian (dark brown), Polish (red), “free fuel” from a marked HQ. John Madison, Carl Martz, Dave Mignerey, Belgian (green), and Dutch (orange). Air Jim Reasoner, Marty Sample, Angela Sut- 1.1c Breakdowns. This game has many and airborne units are different shades. nationalities and service branches. In ton, Marv Tierney, Shawn Tierney, Mark Note the pack mules and M-29 Weasels Veerman, and Tony Zbaraschuk addition to the regular restrictions (OCS in the Allied mix: they are somewhat ex- 20.0), use of breakdown units is further otic forms of transportation points (OCS limited as follows: Dedicated to the memory of 3.3) that are functionally very similar to • Axis breakdowns can only be created our good friend Jim Reasoner. wagons. Collectively, these are called “Allied units.” and absorbed by divisions of the same service branch (e.g., SS, Wehrmacht). Each side’s reserve markers are available Note this is especially important for in several colors, but the colors need not Luftwaffe units, which have a higher match the units placed in Reserve Mode. It combat strength than the others. Introduction is also allowed to freely swap one “color” for another. The Allied player’s trucks and • Allied breakdowns can only be cre- Beyond the Rhine depicts the campaign mules also come in several colors, but in ated and absorbed by divisions of the for Northwest Europe from September their case nationality does make a differ- same faction: United States, Com- 1944 to April 1945. It begins with the ence: a US truck cannot be exchanged for monwealth, and . German Army reeling from a string of a Commonwealth truck, etc. near-fatal defeats, in full retreat to the • For added (optional) flavor, treat in- fantry and mountain types as distinct, safety of the West Wall where it hopes Play Note: Because of the limited number to make a stand. The Allies, flush with and also differentiate between British of counters, it is suggested that both sides and Canadian breakdowns. victory, believe one more push will bring be given some latitude for consolidating them home for Christmas. trucks, wagons, and mules before bringing 1.1d Engineer Capabilities. HQs have Scale is 3.5 miles per hex with two turns in new arrivals or taking losses. engineer capabilities per OCS 13.8a, with per week. one exception: port repair is handled via 1.1a Allied Factions. There are three fac- 1.11e instead of the normal rule. Both Design Note: The ground scale was chosen tions (see 3.5) in the Allied command: sides also have Pontoon brigades that can due to the density of combat in the West; at American (abbreviated “US”), French perform the special bridging tasks noted in the usual 5 miles per hex the stacks were (abbreviated “FR”), and Commonwealth 1.10, but are otherwise lacking engineer too tall. The time scale did not undergo (abbreviated “CW”). Note that for game capabilities (so cannot build airfields, etc). a corresponding change from the norm, purposes the “Commonwealth” is defined 1.1e Nominal HQs. All major city hexes in however, due to the relatively slow pace as all British, Canadian, Polish, Belgian, have nominal German HQs for of operations (which can be blamed on a and Dutch units. These three factions are rebuilding units. The England Box and combination of factors, such as mines and (mostly) kept separate when it comes to Allied “arrival cities” (see 3.1) similarly chronic fuel shortages). combat, supplies, and replacements.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2015 All Rights Reserved. Page 1 Beyond the Rhine, OCS #14 contain nominal HQs for rebuilding units. tention to weather effects on air operations, Nominal HQs are otherwise insignificant: ground movement, and supply table rolls. 1.5 Fortifications they are not combat units, cannot throw Weather is determined each turn by rolling The map’s printed fortification are perma- supply, cannot absorb losses, etc. separately for Ground Conditions (one die) nent and cannot be destroyed. 1.1f Wagon/Mule/Weasel Capture. The Ger- and Flight Conditions (two dice). Use the 1.5a The West Wall. Each West Wall hex mans have no mules and weasels (see 3.4) line appropriate to the current date. Read contains a permanent German hedgehog in their mix; the Allies have no wagons. across the table to find the column with that can never be reduced below Level-1. When captured, such transport points are the range containing the result. The full Only place hedgehog markers in West Wall destroyed instead. effects of each weather type result are hexes that have been improved above this given on the Weather Table. minimum level. Weather on the first turn of scenarios is There is a German Repl Table result that 1.2 Reinforcements pre-determined (per General Information). improves a single West Wall hex by one The Allied and German arrival charts detail level (the hex must be in trace supply, but the comings and goings of units during no other construction requirements or costs the campaign. A few unusual things to 1.4 Terrain Notes apply). Note these “free” improvements keep in mind: to the West Wall can be to a maximum of 1.4a Switzerland. Some hexes on Map D Level-2. The can also use the 1.2a Breakdowns. If there is no available are part of neutral Switzerland and are normal construction rules to improve the breakdown regiment when an arrival is off-limits to both players. West Wall and/or build beyond Level-2. called for, the player can alternately add 1.4b Railroads. All railroads in this game The West Wall is close terrain (per TEC), a step to an appropriate reduced division are standard gauge and single-track. Con- in trace supply. but in combat the defender can choose version of captured rails is not required. some other terrain in the hex (OCS 9.4c) 1.2b Removals. Some units are called on and still benefit from the special West Wall Design Note: Rails shown are actually to be “Removed” by the arrival charts. effects below. Such units are literally removed from play, multi-track and the single-track lines on regardless of whatever situation they might this battlefield aren’t shown at all. Cap West Wall hexes differ from regular be in (on-map, holding box, destroyed) values have been adjusted to reflect this hedgehogs in several ways: and placed back in the counter-tray (see simplification. Filtering out the single- A) Exploit results are ignored when the also 2.9a). No supply is expended for units track lines doesn’t create a technically Allies attack these hexes. that would normally need fuel to move. exact representation of the rail system in Western Europe at this time, but works B) Only German units receive defensive Consolidation 1.2c . Players can substitute best for game play. benefit from the hedgehogs. Allied an exact unit (per OCS 13.9) for any sched- units in these hexes function as if uled exchange or removal. IMPORTANT: 1.4c Obscured Hexes. Hexes that are cov- there is no hedgehog present (but do This can be a unit in the Dead Pile. ered by objects such as the Normandy Box still benefit from the Close terrain 1.2d Exchanges. Numerous unit exchanges on Map A are out of play, but if a half-hex in these hexes). occur for organizational, equipment, or is showing the hex is okay to use. C) The Allies cannot build hedgehogs even simple nomenclature changes. What- 1.4d Dense Ruhr Zones. In the Ruhr east in a West Wall hex, but can reduce ever the reason, such exchanges are always of the Rhine there are clusters of con- an “improved” hex per OCS 16.0c handled the same way: simply pull out nected city hexes where roads and railroads (but of course not below Level-1). the old unit (from whatever its situation) “disappear” upon entering. In these zones D) Allied supply path movement (OCS from the game and replace it with the new players are asked to assume all of the one. The new unit acquires the same traits 12.3d) cannot be traced into or out adjacent city hexes are connected to one of a West Wall hex that is adjacent as the old unit: out of supply, exhausted another by railroads. (Exception: for hexes internals, in strat mode, etc. to a German combat unit. This is not separated by a river, this is only true if there dependent on a ZOC, and applies There are three special cases: is a bridge symbol.) This allows any and even if the West Wall hex is occupied all hexes in the zone to be detrainable if • The new unit will always arrive at full by an Allied unit. Note the Allies there is an open rail path back to a friendly can, however, still use the “adjacent strength, regardless of the earlier unit’s supply source. losses. is good enough” provision (OCS Treatment of the road net is different: 12.3c) to supply units occupying (or • If a replaced unit is in the Dead Pile, due to intense bombing the roads are of adjacent to) the West Wall. See the the replacing unit will arrive as if a marginal utility, so there are no “hidden” illustrated example on page 59. normal reinforcement. roads in a Dense Ruhr Zone. Thus move- 1.5b Maginot Forts. The old Maginot Line • If a replaced unit is in the Emergency ment between hexes is never less than 1 and some hexes in Belgium and Holland Pool, it remains there. MP per hex (and is more only if there is contain a permanent Level-1 hedgehog an unbridged river to cross). (that can never be reduced below that level). None of the other special features Example: Hex B29.20 has a) a road lead- 1.3 Weather of the West Wall apply to these hexes (so ing to the hex due E, b) a RR leading to the they can be used by both sides, exploit Weather played a critical role during the SW, W, and NW, and c) neither a road nor results are possible, etc.). Both players can campaign. The players should pay close at- RR leading to the hexes to the NE and SE. follow the normal series rules to improve printed forts above Level-1.

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“The Westwall did not at all offer 1.6b Interdiction Box. This air box is this time, the Germans lose the option to the support that the returning units handled much like the ones above, but destroy it until after they again control hoped for. It had deteriorated over can only be used by Allied planes marked both sides of the bridge (allowing them the past several years; the weapons with an X. See 3.7 for the pertinent rules. to reset the charges). had been removed; and the barbed 1.6c England Box. In addition to its air- Markers are provided to show which wire obstacles taken down. Sources fields, the England Box is an off-map bridges have been captured or blown. for electricity were partially rotted, holding area for Allied ground units. It is Since blown bridges along the frontline cable ducts flooded, and ventilation mostly used for airborne formations, which are the norm, only use markers when a equipment defective. The anti- po- can be loaded on transport planes based bridge’s status (captured, damaged, or sitions were originally built for 37mm in England, but also has nominal HQs for not yet checked) is potentially in doubt. anti-tank guns, and the 75mm guns did rebuilding units. Ground units can move not fit them. The dragon’s teeth were Per the TEC, a destroyed bridge acts like a between the England Box and functioning no longer sufficient as tank obstacles. ferry — still of limited use for Leg units, ports using Sea Cap (see 3.3). Fields of fire had to be cleared. No but not usable by Truck and Track units. construction staff for the fortifications Design Note: Historically, two of the air- Design Note: Blown bridge hexsides was present that could hand over the borne divisions were based near Paris in installations; sometimes there were no contain the best crossing points for small the spring of 1945 and flown from there to boats, and a partially destroyed span would keys.” — Heinz G. Guderian’s From Wesel. For simplicity all airborne opera- Normandy to the Ruhr. still be of limited use. Some engineering tions originate in the England Box. work is also being reflected. 1.5c Fester Platz. See 2.2. 1.6d Luftflotte Reich Box. This is a holding IMPORTANT: Some Rhine River hexsides 1.5d Special Hedgehog Reduction. All box for the German air units marked with have more than one bridge; these are blown varieties of hedgehogs are reduced by an “X” that are only available on certain (and repaired) individually. one level when captured (but West Wall turns. See 2.2 for the pertinent rules. 1.8b Bridge Check Markers. and Maginot forts can never be reduced below Level-1). The Allied player receives 1.7 Air Entry Points these markers via Repl Table. They can be saved (store In the North Sea and along the map’s them in the England Box) until spent, up 1.6 Off-Map Boxes edges are numerous Air Entry Point (AEP) to the counter mix limit of three. Each There are several types of off-map boxes. hexes. These mark hexes where air units spent marker forces the German player In these boxes… can transfer to and from the specified Air to roll for a bridge-blowing attempt (one Boxes, as well as the distance to the con- marker per bridge), introducing a measure • No combat or barrage is allowed. nected Holding Box. To move between of uncertainty that otherwise isn’t there. • Units are always in trace supply. a Holding Box and an AEP hex, pay the Roll two dice: listed range. • There exists an infinite supply dump 2-4 = Bridge is not blown that can be used to refit air bases and be Note that for AEP purposes, the Interdic- 5-12 = Bridge is blown flown to the map via Air Transport (see tion Box is in Normandy. 3.8). No other transport (via trucking/ Design Note: Think of Bridge Check railing/shipping) of this SP to the map markers as representing clever (and not so is allowed, however! 1.8 Rhine River clever) ruses designed to seize a bridge via surprise attack. Note there is an optional 1.6a Air Boxes. The Allied player has four The Rhine River is the major obstacle rule (5.6) for players who want to give off-map boxes containing air bases for between the Allies and their ultimate every bridge a chance of not blowing. planes based in England, Normandy, and objectives in Germany. In this game the This was the preferred method of most South France. Movement to and from these “Rhine River” includes all Rhine-Class playtesters, but we decided to keep this boxes is done via Air Entry Points (see rivers shown on the map, and a “Rhine method optional since it involves a lot of 1.7). There are some restrictions: French bridge” is any hexside where a road or rolls for snake-eyes. planes cannot use the England and Nor- railroad crosses a Rhine-Class river. mandy Airfields; Commonwealth planes 1.8c Attacking the Rhine. It is imperative cannot use the South France Airfields. The Note that the special rules below only apply to Rhine-class rivers. Bridges over that players understand that in OCS an at- Interdiction Airfields are a special case tack can be made only where movement is restricted per 1.6b. major and minor rivers, or over estuary/ blocked hexsides (such as the ones east of possible (OCS 9.1f). Per the Terrain Effects Air bases in all of these boxes are handled Middelburg and south of Dordecht), can Chart, this means that attacks across the abstractly. There are no restrictions on how never be blown or rebuilt. Rhine River are limited to certain hexsides many planes can stack, but refit in each and units… box is limited to 14 air units during Dry 1.8a Blowing Rhine Bridges. The German player has the option to destroy a Rhine • An intact (or repaired) bridge allows ground conditions, and to just 7 during any unit to move and attack normally. Mud or Snow. bridge when the first Allied combat unit moves adjacent. This is automatically • A Ferry marker (described in 1.10a) Design Note: The seemingly low refit rate successful unless he chooses (for tactical or blown bridge only allows units in England is due in part to these planes reasons) not to blow the bridge, or if the with Leg MA to move and attack. flying from what is essentially a different Allies spend a “Bridge Check” marker Furthermore, these cannot be used in weather zone. (see 1.8b). If the bridge isn’t blown at Snow weather.

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• A Rhine hexside lacking a Ferry The location of a failed attempt remains Marker or bridge never allows ground 1.10 Pontoon Units a secret, but tell the enemy player when units of any type to move or attack Both sides have Pontoon units a Ferry marker is placed (put the marker across. to facilitate river crossings. on top of the stack). 1.8d Defending the Rhine. Hitler didn’t These are especially valuable Remove the Ferry marker if the Pontoon want his armies to retreat behind the Rhine. when dealing with the formi- unit leaves the hex. Therefore, the German player isn’t allowed dable Rhine River barrier. Note that HQs 1.10b Bridge Repair. Successful repair to put Fester Platz (see 2.2) or hedgehogs cannot perform any of the special Pon- (per “B” above) is permanent (assuming in hexes that are adjacent to the Rhine toon functions described in this section. the Germans don’t recapture the bridge River and in Germany (so this doesn’t Major and Minor Rivers . When Engineer- and then blow it up), so the Pontoon unit apply in Holland). Capable (OCS 13.8a), a Pontoon unit is then free to move elsewhere. This defensive restriction is permanently creates new bridges across all adjacent The location of a failed attempt remains lifted when the Allies occupy both sides minor and major river/canal hexsides (as a secret, but tell the enemy player when a of an intact (or repaired) Rhine bridge if a “track” is crossing the river). There is bridge is repaired (hard to hide, and also inside (or along) the borders of Germany. no SP cost to do this. These bridges disap- pear if the Pontoon unit leaves the hex. important for Luftflotte Reich deploy- ment, 2.2). “An organized defense of the Rhine Rhine-Class Rivers. In addition to bridging and even the drafting of a plan to minor and major rivers per the above, on 1.10c Bridge Markers. These evacuate forces over the river was each non-Snow turn an Engineer-Capable markers (placed per “C” above) strictly forbidden. Hitler asserted that Pontoon unit that is adjacent to the Rhine create bridges across each if any plans were made and defenses can do one of the following during its adjacent Rhine hexside, with were constructed east of the Rhine, Movement Phase: an assumed track connecting the hexes. the troops would become obsessed The location of a failed attempt remains with the idea of falling back behind A) Attempt to put a Ferry marker in the a secret, but tell the enemy player when a these defenses and thus fail to mount hex. See 1.10a. There is no SP cost, Bridge Marker is placed (put the marker a tenacious defense of the Reich’s but roll two dice to see if the marker on top of the stack). western borders.” — Derek Zumbro’s is successfully emplaced: Battle for the Ruhr. 2-7 = Ferry Fails Remove the Bridge Marker if both Pontoon 8-12 = Ferry Succeeds units leave the hex. (It remains as long as one of the Pontoon units stays in place.) B) Attempt to repair one blown Rhine 1.9 The Roer River River bridge in the hex. See 1.10b. This requires no enemy combat During his Movement Phase, units be adjacent to the Pontoon 1.11 Ports the German player has the op- unit. There is no SP cost, but roll The game’s four major ports—the two tion to break the locks on the two dice to see if repair succeeds: in Antwerp plus Rotterdam and Amster- Roer River dams. Exception: dam—are important Allied objectives. By this cannot be done if Allied combat units 2-7 = Repair Fails 8-12 = Repair Succeeds capturing these ports and repairing dam- occupy (or were the last to occupy) the age, the Allies will increase the amount Roer River dam hex (B10.31). Breaking the C) In 1945 (only), two Pontoon units of supply that arrives each turn. locks is a one-time event with this effect: stacked together can make one 1.11a Antwerp. For the Allied player to • The Roer is flooded from B10.31 to combined attempt to upgrade an existing Ferry marker in the hex to control the approaches to Antwerp, none Roermond (inclusive) for the next four of these six towns along the Scheldt Es- Allied player turns. No movement or a Bridge marker. See 1.10c. This requires no enemy combat units be tuary can contain German combat units: combat is allowed across the flooded Breskens, Terneuzen, Middelburg, Vliss- hexsides (not even via roads). adjacent to the Pontoon units. There is no SP cost, but roll two dice to see ingen, Goes, and Antwerp (both major When the locks are broken, flip the Roer if upgrade succeeds: city hexes). Dam marker (which sets up in B10.31 as Important Note: Although they are other- a reminder to players of the hex’s impor- 2-7 = Upgrade Fails 8-12 = Upgrade Succeeds wise treated as separate ports, all mine hits tance) over to its Roer Flood side. Put it must be cleared from both of the Antwerp on the Turn Record Track as a reminder 1.10a Ferry Markers. When a ports for either to be used for shipping or of when the flooding will abate. When Ferry marker is successfully for Supply Table shifts. flooding subsides, the Roer River reverts placed (per “A” above), it cre- to normal for the remainder of the game. ates a limited crossing on all “Antwerpen by 1938 had ten square Note that historically the locks were adjacent Rhine River hexsides. (Note that miles of docks that were handling broken in early February 1945. prohibited hexsides are not considered some 60,000 tons of freight a day and to be part of the Rhine—these cannot be could berth a thousand ships at a time. crossed via these ferries.) Per the Terrain There were 26 miles of quays, 625 Effects Chart, a ferry crossing is function- cranes, marshaling yards, granaries, ally the same as a blown bridge (usable cold storage plants, coal hoists and for movement/combat only by Leg units oil tankage.” — J.L.Moulton’s Battle and only on non-Snow turns). for Antwerp.

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“Antwerp is useless unless the Scheldt Notes: D) Major ports never provide marginal estuary is cleared of the enemy.” — • Minor ports are not affected by mines. supply to either side’s units. (A Rear Admiral W. S. Chalmers. major port is potentially an Allied • Only roll for mine hits on a major port full supply source, but never one for 1.11b Rotterdam. For the Allied player to once per game. Additional mine hits German units.) control the approaches to Rotterdam, none can only be added via Random Event. of these four towns can contain German • Hits can be added to major and minor Example 1: A German corps is trapped in combat units: Hoek van Holland, Maas- ports using the Barrage vs. Facility NW Holland. This force has no rail link sluis, Brielle, and Rotterdam (both major Table and OCS 19.0c. to Germany, but does control the ports city hexes). of Beverwijk (A57.10) and Amsterdam 1.11e Port Repair. During his Movement (A54.07). Amsterdam is a major port, so 1.11c Amsterdam. For the Allied player Phase, a player can repair hits on ports that is useless to the Axis, but Beverwijk (with to control the approaches to Amsterdam, contain a combat unit that does not move zero hits) can give marginal supply to 8 RE none of these four towns can contain Ger- and is not in Reserve Mode. Port repair of combat units. Pocketed units in excess man combat units: Beverwijk, Haarlem, doesn’t have any engineer requirement of marginal supply will need to breakout, Zaandam, and Amsterdam (both major or cost, but does require a connection eat off the map, or suffer attrition. city hexes). (via either draw or throw) to a map edge 1.11d Approaches, Mines, and Damage. supply source. Example 2: During a previous Exploita- tion Phase, a British corps drove into NW For each of the four major ports to be fully The Allies can repair 1 hit on up to two Holland. This force is subsequently cut-off utilized, the Allied player must perform different ports each turn, but only one of from trace supply, but does occupy the the following steps in order: them can be a major port (which must have ports of Beverwijk and Amsterdam. Am- A) Control its approaches (listed in its approaches cleared). Since Antwerp is sterdam has mine damage, so it is useless 1.11a thru 1.11c). This must be done treated as two distinct major ports, only for trace (cap = 0), and a minor port like before a major port can be repaired. one of them can be repaired in a given turn. Beverwijk is never an Allied supply source. B) Sweep its mines. A major port with The Germans can repair just 1 hit on a Since mines don’t affect minor ports, the any mine hits automatically has a single minor port each turn (done for Allied player can ship some tokens into Cap of zero. marginal supply, 1.11g). Beverwijk (from England or another port), C) Repair its damage. Damage reduces a Note that the above rule replaces OCS allowing some of the Allied force to eat major port’s Cap (per damage tracks 19.0d (which is not used in this game). off the map. on map). 1.11f Minor Ports. A clear channel is not Design Note: Marginal supply reflects a When a major port’s approaches are cur- required to use minor ports. They can limited amount of German coastal ship- rently controlled and it has been fully function (and be repaired) even with ping that could move supplies around. swept/repaired the Allies gain important enemy units and/or mines downstream. It is not extended to German-controlled shifts on their supply tables. This allows, for example, the Allies to use major ports because we wanted to limit the Terneuzen before they control the Scheldt Mine Damage. Scenario special rules will potential for them becoming Stalingrads. and clear its mines. describe initial hits on major ports (minor The Allied relationship with ports is also ports never begin with damage). When a 1.11g Marginal Supply (Axis Only). Minor complicated; in this case we didn’t want major port hex is first captured by the Al- ports are not a source of trace supply even to make it too easy to seize a minor port lies, check for its variable level of mine if their capacity is 1 SP. Instead they pro- in Exploitation and then have a new base damage. Roll two dice: vide something called “marginal supply” of supply. So minor ports never give the to a number of Axis units determined by 2-3 1 mine Allies trace supply—they can, however, the minor port’s capacity: each token of 4-5 2 mines ship actual tokens into a minor port and current capacity can feed 2 RE of combat 6-7 3 mines “eat off the map” the regular way. units. This is treated as “eating off the 8-12 4 mines map” (OCS 12.6c), but no actual tokens Place a “Hits + Mines” marker are being shipped or expended. Marginal in the appropriate position on supply can be obtained by direct draw or 1.12 Economic Issues the port’s damage track. Mine supply throw, and an HQ can draw/throw The most important areas on the maps for levels are treated as extra marginal supply from multiple minor ports. the Germans are the Ruhr and the Saar. hits on a major port, above the normal Notes: Loss of these areas will affect the German maximum of 4. Until all of a major port’s player’s variable supply and replacement mine hits have been repaired, its capacity A) Minor ports never provide marginal arrivals (see tables). is always zero. supply to Allied units. Note that success of the Broadfront Strat- When all mine levels on a port have been B) Be aware that units getting marginal egy (see 3.10a), by pushing the Germans repaired, immediately flip the damage supply from a minor port are able to back to the Rhine River, has a similar im- marker to its “no mines” side and move Breakout, since they are technically pact on the German economy (see tables). it to the 4 Hits position to show the port not in trace supply. 1.12a The Ruhr. Cities of the Ruhr are is now functional (but heavily damaged), C) Enemy ZOC can be negated for colored yellow, and note there is special with the normal effects of hits on capacity delivery of Marginal Supply (as in handling of roads and railroads in the dense now taking effect. OCS 4.5a/F). zone east of the Rhine (1.4d).

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“The large-scale development of coal ‘Pressed by advancing enemy armies mining and heavy industry in the Ruhr 2.0 Axis Special Rules on both fronts, Adolf Hitler played his dates from the second half of the 19th final card in World War II by mobiliz- century. The iron and steel industry 2.1 Supply and Reinforcements ing all German civilian males between developed rapidly under the manage- sixteen and sixty and indoctrinating ment of such internationally famous Hexes on the east edge of Map B or Map them for a final apocalyptic defense firms as Krupp, Thyssen and Stynnes. D, and also hexes on the north edge of Map of the Reich.’ — David K. Yelton’s By virtue of its productive capacity, B, can be used as a source for trace supply. Hitler’s Volkssturm, The Nazi Militia the Ruhr was the core of the German Both sides of the Breskens Ferry (A37.29 and the Fall of Germany. war effort during WWII.” and A39.28) are trace supply sources dur- ing the month of September (only). Fester Platz Pool. When called 1.12b The Saar. All the cities of the Saar Major ports are never German supply for, a Fester Platz unit is se- are colored orange. sources, but all minor ports function as lected randomly and placed, sources of marginal supply per 1.11g. along with 1 SP of bonus/extra “From the German viewpoint, the supply, in any German-held city (major Saar-Palatine was important both for New air units appear active at any airfield or minor) or village. The placement hex its economic significance and for the in trace supply. New ground units (SP, must be in trace supply and cannot already military obstacle it posed to Allied reinforcements, Pax, etc.) normally ap- contain a Fester Platz or violate the Rhine armies. Based on the nearby iron ore pear in any city (major or minor) within bridge restriction (1.8d). Remove any of Lorraine and on extensive coal the borders of Germany that can trace to existing hedgehog marker from the hex. fields in the Saar River basin around a supply source. Alternately, each turn up Saarbrucken, the heavy industry of to four RE of arrivals for Map B each turn An eliminated Fester Platz is returned to the Saar contributed 10 percent of can appear at Amsterdam or Rotterdam the pool. Note they do not “leave behind” Germany’s iron and steel capacity. (assuming the city is in trace supply). Any a residual hedgehog. Coal production totaled 7,000,000 tons exceptions to these general rules will be Fester Platz effects on hedgehogs: annually.” — Charles MacDonald’s noted on the Reinforcement Chart. Fester Platz have a printed hedgehog The Last Offensive. Important Note: Pay close attention to level that cannot be improved. Ignore 1.2c when removing and exchanging units. any printed hog in the hex (but other West Wall effects still apply). Fester Platz effects on combat (when 1.13 Random Events 2.2 Variable SP and Repls involved in an attack or defense): Random Events are used in all Campaign The German player rolls on the Repl Table All Axis option results must be taken Games, but not in smaller scenarios. Roll and the Supply Table during each of his as step losses. A Fester Platz is 1 RE, on the Common Events Table (see p. 61) Reinforcement Phases. There are four and can be the “AR unit” only if it is at the beginning of each turn, right after special types of Variable Reinforcements the only Axis combat unit involved. determining the weather. Most events are that merit special mention: implemented immediately, but others not Fester Platz effects on movement: Emergency Reinforcements. A “Y” result until an indicated phase. allows up to two Emergency Pool units A unit entering a hex with a Fester Some random events may not be possible (player’s choice, without regard to size, Platz — whether by normal movement, due to weather or time considerations, type, or affiliation), to move from the retreat (remaining options must be failure to meet preconditions, or they are Unready to Ready side of the Emergency losses), or rail movement — must end one-time events that have already hap- Box. Ignore result if the Unready side of the phase in that hex. This only applies pened. In these situations, sometimes the box is empty. See 2.3 for further details. to entering; they can leave the hex at instructions substitute a different event but their next movement opportunity. Alarm Pool. The twelve Alert otherwise the event is ignored. battalions (9x Wehrmacht, 1x Fester Platz survival instinct: Players should keep a written record of Luftwaffe, 1x Navy, and 1x SS) A Fester Platz must be the last Axis events as a reminder of “one-time only” and the six Luftwaffe Flak bat- step eliminated in the hex. and “multiple turn duration” events. (A talions are placed in the Alarm Pool at the Fester Platz and Fog of War: form is provided on p. 60.) beginning of the campaign. The eighteen A Fester Platz is initially deployed 1.13a The Two-Map Campaigns. Some Volkssturm battalions (but not the 3-2-2 on its “?” side. Do not flip to reveal events, such as German Fuel Shortage, Volkssturm regiment “Sauer”) are added its AR until it is involved in combat, affect the entire map so no adjustments to this pool on 1 December. barrage, or attrition. are needed in the smaller campaigns. A “Y” result on the Repl Table allows Other events, such as Hitler Interferes, the German player to randomly draw one Player Note: Ideally, the exact value of only affect a single location so players will Alarm unit (until the supply has run out) Fester Platz is unknown to both sides. It need to make a 50-50 roll to decide if the from the pool. Place the new Alarm unit is hard for the German player to avoid ac- event “counts.” A third type of event uses with any Engineer-Capable (OCS 13.8a) cidentally “seeing” the hidden side when the roll of one or two dice to determine a or nominal (1.1e) HQ in trace supply. selecting the counter, however. quantity; halve these amounts in a smaller See 2.3a for Airdrop Alarms. campaign. When in doubt about what to The “Fortified Areas” will fulfill the do, just try and be reasonable! An eliminated Alarm Pool battalion is function of fortresses in former his- returned to the pool. torical times. They will ensure that the

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enemy does not occupy these areas of ing unit (or formation) stacked with any Design Note: Emergency and Alarm Pool decisive operational importance. They Engineer-Capable (OCS 13.8a) or nominal units are not “off map” but are being as- will allow themselves to be surrounded, (1.1e) HQ in trace supply, no more than sembled fairly close to the action. It is not thereby holding down the largest pos- one unit (or formation) per hex. The units so much a case of the Germans reacting to sible number of enemy forces, and are treated as released Reserves, allowing a crisis or airdrop as it is the Allies moving establishing conditions favorable for them to “fan out” (moving 1/2 their MA). into their assembly areas. successful counterattacks. Fortified Notes: area Commandants will pledge their honor as soldiers to carry out their • A division arriving from the Emer- duties to the last.” — from Fuhrer Or- gency Pool can spin off breakdown 2.4 German Rail and Shipping der No.11: Fortified Areas and Strong regiments (so it can deploy in multiple Rail cap starts at 10 RE but is reduced Points, March 11, 1944. hexes). over time by random events (keep track • The Germans are not required to re- on a sheet of scratch paper). Cargo can be Luftlotte Reich . There are ten spond to an Airdrop Alarm (2.3a), and “looped” off the east edge of Map B+D air units that start in this box, will be unable to fully respond if the and the north edge of Map B, and back the ones marked with a large Alarm, Emergency, and/or Luftflotte again on a different rail line on those edges. “X” on the counters. These Reich pools are empty. planes are released for occasional use on Sea Cap starts at zero but increases perma- the Western Front. • “Ready” units can be withheld from nently to 1 RE when the Breskens Ferry play indefinitely. The German player (2.5) ceases to operate. Note that minor At the end of any phase in which one or is encouraged to wait until a true ports can always be used to draw marginal more of the conditions below are met, all emergency develops! supply (2.1a), even in September. planes in the Luftflotte Reich Box im- mediately deploy (active) at any German 2.3a Airdrop Alarm. On a turn in which one Note that Rail Cap and Sea Cap cannot be air bases in trace supply. The planes are or more planned Allied airdrops occur, do used to bring in “extra” SP from off-map. returned to the Luftflotte Reich Box the the following before deciding whether to instant they go inactive, where they remain deploy any Emergency Pool units… until released again. Any reduced planes • Deploy the Luftflotte Reich planes. 2.5 Breskens Ferry automatically recover to full strength • “Ready” two Emergency Pool units. The important ferry between Breskens the instant they return to the Luftlotte (A37.29) and Vlissingen (A39.28) only op- Reich Box. • Roll a die to determine the number of erates in September; it no longer functions Luftflotte Reich planes are deployed… Alarm units (random draws) that can after 29 September. Only the Germans can be added to the “Ready” side of the use the Breskens Ferry. • If the Allies made a planned airdrop Emergency Box. Note you have the (see also 2.3a) during the phase. option to choose less than the actual Combat units and transport points must be in Combat or Move Mode, and can • If the Allies repaired a Rhine bridge number rolled. move 1/2 their MA to reach the port of (or captured a bridge intact due to a 2.3b Gotenbewegung. Beginning in Feb- embarkation. Fuel is only needed if a unit Bridge Check) during the phase. ruary the German player may declare the spends movement points before crossing • If the Repl Table said the Luftflotte “Movement of the Goths” at the beginning (no movement after crossing is allowed). Reich is available. of any Reinforcement Phase (before his Enemy ZOC never prevent a ferry’s use. Repl Table rolls). Doing this causes all • If Wacht am Rhein was declared (2.9d). units remaining in the Emergency Box No more than 3 RE (figured per OCS 4.7) When released by Wacht am Rhein, the (both Ready and Unready) and all units can be transferred across the Breskens Luftflotte Reich planes lose their special in the Alarm Pool to arrive immediately Ferry each turn. status; ignore the “X” on the planes for at any German HQs (and this includes the Remember that both sides of the Breskens the remainder of the game. The Luftflotte nominal HQs in Germany’s major cities) Ferry function as German trace supply Reich Box is no longer used, losses to these in trace supply. All future arrivals slotted sources during September (only). planes are not automatically replaced, and for the Emergency Pool are also received Note that the Allied player’s Ferry markers all future calls for release of the Luftflotte at this time. (1.10a) have completely different rules. Reich planes are ignored. Choosing this option comes at a price: after Gotenbewegung is declared the German “Crossings began on 4 September, by player gets just one last roll on the Repl the 8th 10,000 men had been ferried 2.3 Emergency Box Table. This roll gets a special +2 modifier, from Breskens to Flushing and by The initial contents of the Emergency Box and all normal modifiers are ignored. There the 26th, when the ferry operation are specified in the scenario setups. These will be no more German Repl Table rolls ended, 86,100 men, 616 guns, 6,200 units usually begin the game Unready, for the remainder of the game. horses and 6,200 vehicles had got and become Ready due to Variable Repl away across the Scheldt. Some eight “When the area around Paderborn Table results, Airdrop Alarms (see 2.3a), divisions crossed at various strengths, was declared a war zone at the end and Gotenbewegung (see 2.3b). or including the regiments of the 70 In- of March 1945, Hitler ordered the fantry Division which made the double During his Reaction Phase, the German ‘Gotenbewegung’ and all training crossing, nine.” — J.L.Moulton’s player has the option to bring in some or and replacement formations were sent Battle for Antwerp. all of the units on the Ready side of the to the front.” — Wilhelm Tieke’s SS- Emergency Box. Place each such arriv- Panzer-Brigade Westfalen.

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Starting 15 Oct and ending 29 Nov—or the panzer divisions cannot be placed 2.6 Railroad Artillery the declaring of WaR (2.9c), whichever in hexes adjacent to one another. German railroad artillery can comes first—the German player also has B) Panzer divisions on the Unready only move by rail when in the option to add combat units (not air units, side must each roll one die to see Move Mode. This does not SP, or trucks) to the WaR Box. This can be how many of their units (picked count against Rail Cap limits. done during the Movement Phase with no randomly) are placed in the Dead Four of the units have a limited ability to cost in fuel or rail cap—just pull the units Pile. The remainder arrive this turn move in Combat Mode; the fifth can only from the map. Here are the particulars: as regular reinforcements (2.1), and move by rail. If any of the railroad artillery A) Any number of units which are not are not a part of WaR. units is forced to retreat, it is destroyed. part of a multi-unit formation can be C) Deploy supply reserves. These are added to the WaR Box. Such units placed in any cities in Germany must be in trace supply and cannot be that are east of the Rhine. Amount 2.7 Hip Shoots & Pilot Quality in the Dead Pile. They retain current is based on when WaR is declared: step level, low ammo markers, etc. All German planes can conduct hip shoots. If 1 Nov to 12 Nov: 3 SP These units are always placed on If 15 Nov to 29 Nov: 6 SP German planes of a given type can have the Ready side of the box. different air or barrage ratings based on If 1 Dec to 12 Dec: 9 SP their general level of pilot quality. In the B) No more than three multi-unit If 15 Dec to 29 Dec: 12 SP set-ups this is the number in parentheses. formations can be added to the D) Deploy the Luftflotte Reich (which WaR Box: the 2nd, 116th, and Lehr no longer has special characteristics Design Note: Germany’s chronic lack of panzer divisions. An entire division per 2.2) and temporarily lift the US fuel made it hard to keep planes in the air (the on-map elements and units in Broadfront restrictions (per 2.9e). and to train new pilots. the Dead Pile) must be withdrawn at the same time. Note the German 2.9e Broadfront Effects. The Allied player’s player is encouraged to use Unit Broadfront restrictions (3.10) are lifted on Consolidation (OCS 13.9) before the turn WaR is declared, and for a number 2.8 Von der Heydte pulling units from the map! of additional turns based on when WaR is declared: The only German unit that These units are always placed on may airdrop is the von der the Unready side of the box. If 1 Nov to 12 Nov: 1 turn Heydte battalion. Furthermore, If 15 Nov to 29 Nov: 2 turns 2.9b Prep. Starting with the 19 October if the turn Wacht am Rhein is If 1 Dec to 12 Dec: 3 turns turn, and every Reinforcement Phase declared is No Flight, this unit can be air- If 15 Dec to 29 Dec: 4 turns thereafter until WaR declaration (2.9c), the dropped without using a Ju-52 (no flak, but “WaR” column on the Repl Table serves Place the provided marker on the Turn do roll normally for Air Transport Success) the important function of readying panzer Record as a memory aid. For example, within ten hexes of the HQ chosen in 2.9d. divisions for the offensive. (At other times if WaR is declared on 1 Nov, Broadfront in the game, this column has no effect.) restrictions are ignored until the end of the Each “Y” result allows the German player 5 Nov turn. Broadfront restrictions then go 2.9 Wacht am Rhein (WaR) to move one of these divisions to the Ready back into effect (assuming the Germans are Hitler was planning for a large offensive side of the Wacht am Rhein Box. still “Holding the Rhineland” per 3.10b). in the West even before our game begins. 2.9c Declaring. Declaration of WaR is made 2.9f Automatic Initiative (Optional). The His goal was to knock the Allies out of the during the German Player’s Aircraft Refit German player automatically wins initia- war so that he could concentrate his armies Phase. The specific turn is the German tive on the turn following WaR declaration. against the Soviet Union. To simulate this player’s choice, but the offensive must (This trumps the Ultra random event if that surprise offensive, a strong panzer army is begin in either November or December. happens to be rolled during WaR.) assembled off-map in the Wacht am Rhein Going early means the accumulation of Box. In the campaign game, some units supply and panzers will be less, but the Design Note: 2.9f was standard during setup in the box and are joined on 15 Oct extra operational surprise might be worth testing, but the developer ultimately de- by four panzer divisions and several inde- it. Note also that most of the assault troops cided it gives WaR a little too much oomph. pendent units that are withdrawn from play. will be sent to the East Front on 22 January, These comprise the core of the German so waiting too long to declare WaR results “All Hitler wants me to do is cross counter-offensive. During November or in a different set of problems. a river, capture Brussels, and then December, when preparations are finished go on and take Antwerp! And all this 2.9d Setup. On the turn WaR is declared, and the time seems right, the German in the worst time of the year through all units in the Wacht am Rhein Box must player will declare Wacht am Rhein (WaR) the Ardennes where the snow is waist be deployed (no saving of some units for and bring these units into play. deep and there isn’t room to deploy a later turn). Perform these steps: Keep the Wacht am Rhein Box, and the four abreast let alone armored Ready/Unready status of panzer divisions, A) Units on the Ready side are placed divisions! Where it doesn’t get light hidden from the Allied player. within 6 hexes of any single German until eight and is dark again at four HQ (itself not part of WaR) that is in and with re-formed divisions made up 2.9a Build Up. Some units setup in the trace supply. The placement hexes chiefly of kids and sick old men — and Wacht am Rhein Box. Other units are and the paths from the HQ must be at Christmas!” — Sepp Dietrich, com- added via Arrival Schedule. free of enemy ZOCs. Furthermore, mander Sixth Panzer Army.

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“Several officers were relieved of Play Note: In an exception to the normal 3.0 Allied Special Rules their commands for failure to address trio of Allied factions, there are only two trench foot effectively in the winter of when it comes to supply, repls, and trucks 3.1 Supply and Reinforcements 1944-45. A total of 46,107 cases were (3.5e and 3.5f). In these areas—and these reported in Bradley’s armies between areas alone—the US and French units are Commonwealth supply sources are hexes October 1944 and April 1945, around a combined faction. on the west edge of Map A. US/French 9.25 per cent of all casualties, the supply sources are hexes on the west edge equivalent of three combat divisions 3.5a Location. On-map Commonwealth of Map A or Map C, and hexes on the south lost to Eisenhower.” — Max Hastings’ units must remain in the Broadfront edge of Map C from hex C1.11 to C1.35. Armageddon. Northern Zone. Similarly, on-map French Major ports with a capacity of at least 1 units must remain in the Southern and SP are trace supply sources for all Allied Central Zones. French planes cannot use factions, but minor ports never function the England and Normandy Airfields; as Allied sources of supply. 3.3 Allied Rail and Shipping Commonwealth planes cannot use the Rail Cap and Sea Cap vary by month South France Airfields. Only American New air units arrive active at any airfield units can freely roam all maps and boxes. in trace supply. New ground units appear (see charts). (usually along a map edge) as specified by Cargo being railed can be “looped” off 3.5b Combat and Barrage. Multiple fac- the Reinforcement Chart. Any exceptions the west edge Map of A+C and the south tions of Allied combat units can stack to these general rules for arrivals will be edge of Map C (west of C1.06), and back together, and defend together without pen- noted on the Reinforcement Chart. again on a different rail line on those edges. alty. Multiple factions cannot participate in the same attack or barrage, however, Variable reinforcements (3.2) and units Note that Rail Cap and Sea Cap aren’t and the “correct spotter” for any barrage returning from Breakout can arrive at used in this game to bring in “extra” SP must be from the same faction. the cities listed below, a map-edge trace from off-map. It is used only for shipping supply source, or the England Box. Even between detrainable hexes, shipping units 3.5c Air Missions. Planes from different though no rail cap is actually used, if a between ports, and shipping units between Allied factions cannot be in the same mis- listed city is currently unable to unload ports and the England Box. sion. Note, however, that cargo carried in rail cargo (shipped from a valid supply an air transport mission does not have to source) it cannot receive reinforcements. be of the correct faction. The cities are: 3.4 Mules and Weasels 3.5d Headquarters. HQs can only throw supply to units of the same faction. CW: Brussels A US mule point arrives 12 US/FR: Liege, Metz, Verdun, September. It was used his- 3.5e SP & Repl Handling. Here there are Belfort, and Dijon torically in the mountainous only two factions: the Commonwealth Vosges region. and the combined US/French. The player See Broadfront Strategy (3.10) for impor- should always keep dumps and repls for the The Allies also have two M-29 tant restrictions on US/FR supply place- two factions in separate hexes. Note even Weasel counters (one American ment and usage during much of the game. though US and French share dumps, their and one Commonwealth) that HQ supply throw is still limited per 3.5d. are functionally identical to 3.2 Variable SP and Repls mules. It is the Allied player’s choice as When units from both of these “supply to when, or even if, the Weasels arrive. factions” undertake an allowed mixed During each of his Reinforcement Phases They are brought into play by swapping activity (such as defensive combat or refit the Allied player rolls separately for new them for a truck (1x Weasel for 1x Truck) of planes at a joint air base), supply has variable arrivals for both American and that starts the phase in a “reinforcement to be paid as if for two separate stacks. Commonwealth forces using their unique city” (Brussels, Liege, Metz, Verdun, Bel- Repl and Supply Tables. “Variables” fort, or Dijon). These swaps, once made, Play Note: Ideally, the Allied player will include SP, Pax, Eq, air steps, and so on. are permanent. seldom, if ever, mix American and Com- monwealth forces to the point where there Variables received by the Americans can Mules and Weasels are destroyed when is any possible confusion of dumps. only be used to supply/rebuild American captured (see 1.1f). and French units. Similarly, the Common- 3.5f Transport Restrictions. Allied truck, wealth cannot “share” its replacements and Design Note: These counters represent mule, and weasel points can only load SP with American or French units. There improvised transport (both pack animals and unload SP of the same supply faction is one exception: Bridge Check markers and M-29 Weasels). They can be useful in (3.5e). Note these factional restrictions do have no factional restrictions. rough and polder, and also in supplying not apply to air transport/drop missions, Note the England Box has nominal HQs Ferry crossings of the Rhine. Rail Cap, or Sea Cap. for rebuilding units. An understanding of the total picture 3.2a Trenchfoot. From the beginning of must embrace the fact that the two November to the end of March the US 3.5 Allied Cooperation national armies, British/Canadian Pax arrivals are sometimes reduced (per There are three factions in the Allied army: and American, had different supply the American Repl Table). Any reductions American, Commonwealth (British, Ca- requirements. Many items — am- are considered “wasted” replacing trench nadian, Polish, Belgian, and Dutch), and munition, weapons, wireless and foot losses (a serious problem). Note that French. Cooperation between factions is vehicle parts, even rations — were not CW Pax arrivals are not affected. restricted in various ways.

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interchangeable. Two separate supply 3.7c Limited Trainbusting. Allied Train- brigade/regiment in the Dead Pile and an organizations were set up to cater busting missions can only be flown by appropriate remnant battalion on the map. for these differing needs.” — Robin Interdiction Pool air units. Thus they are Drop failure is the only way remnant bat- Neillands’ The Battle For the Rhine. allowed only when the player decides talions enter play: they are not used as an to suspend interdiction (3.7b). Note the extra combat step or as breakdown units.

effects of interdiction and Trainbusting At the end of any phase when two remnants 3.6 Hip Shoots cannot be combined: remove any Allied of the same nationality, type, mode, and Trainbusting markers from the map the AR are in the same hex (or whenever both All American and Commonwealth air units instant interdiction goes back into effect. are in England), they must be exchanged can conduct hip shoots. French air units for a dead regiment or brigade. cannot conduct hip shoots. 3.8 Air Transport & Drops 3.9 Seaborne Assaults 3.7 Interdiction Regular C-47 units (no at- tached gliders) can fly all cargo The Allied player can execute a seaborne Roughly a sixth of Allied allowed by OCS 14.9c to the assault four times during the campaign, but fighter and tactical air units continent every turn weather never more than one per turn and never have been assigned to perma- permits. Most importantly, this allows on Snow turns. No advanced planning is nent interdiction duty, so those them to fly in “extra” Allied SP (via air needed. A seaborne assault allows troops counters are not in the counter mix. An- transport or air drop) on those turns. and SP in a port (or ports) to invade the other sixth, identical in composition, can C-47 units with attached glid- nearby enemy coast with a simplified choose between interdiction and on-map ers are only allowed to fly version of the OCS amphibious landing missions (per 3.7a). combat units as cargo. Fur- rules. Each of the following applies to Interdiction has these effects: thermore, these must always seaborne assaults: be planned missions (OCS 14.10b), even • When flight conditions are Normal, A) They are made during the Movement if the destination is an air base, and the the German player’s rail cap costs are Phase and are limited to no more than transported units must either begin or end x2, his air bases only refit one unit per 2 RE of cargo (figured per OCS 4.7). the move in the England Box. Note that level, and some of his road movement these special C-47 units do not double their B) To be used, a port must have a cap costs are changed per Terrain Effects towed glider points when flying at half of at least 1T, but otherwise capac- Chart (but this doesn’t affect supply range or less (OCS 14.10e), so capacity ity is not a limiting factor — any draw and throw). This effect is not remains 2T regardless of range. functioning port can embark the applied if the Interdiction Pool is being entire 2 RE. used on-map, per 3.7b. Only combat units marked with Com- mando, Para, or Glider symbols are drop- C) Units must be in Combat or Move • The German Supply Table has column capable. (The 52nd Air-Landing Division Mode and can move 1/2 their MA shifts reflecting weather-based inter- cannot be dropped, but two of its brigades to reach the port; unloaded SP must diction effects. This effect is always are “light” and therefore easy to move via have begun the phase in the port. applied, even if the Interdiction Pool air transport.) Note the two airborne HQ Fuel is only needed if a motorized is being used on-map. cannot be dropped or even moved via unit moves to reach its port. 3.7a Interdiction Pool. The fourteen Allied air transport (they function as an Allied D) The landing hex (or hexes) can be air units marked with a large “X” on the reserve HQ pool). of any terrain. (Note however that counters are considered to be based in 3.8a Planning Restriction. An airdrop may some terrain, such as polder, doesn’t Normandy for AEP purposes. The “nor- never be planned further than twenty hexes allow motorized units to exit a hex mal” use of these planes, for interdiction, from the nearest Allied HQ in trace sup- without a road, per OCS 6.1d.) is performed in the background: no regular ply, as determined at the time the drop is mission procedure or need to refit. E) Hexes being assaulted must be planned. This also applies on the turn it is within 10 hexes of the port (or Interdiction Pool air units can also do executed (drop must be delayed if there is ports) of embarkation. Count this regular missions, but this will cause some no qualifying HQ). distance as would a moving landing interdiction effects to be suspended (see craft, following the coastline and 3.7b). These planes can only fly during the Design Note: Why are so many C-47 units estuaries. The landing craft’s path Movement Phase, and are limited to Facil- unavailable to fly in SP? The Allies felt that to the destination hex must be free ity Table barrages (including Trainbusting) using air transport to bring supplies to the of enemy combat units. and Fighter Sweep missions. They return continent was, to say the least, extravagant. (inactive) to the Interdiction Box, and any They reasoned that transport planes were F) If a destination hex does not contain reduced planes automatically recover to better utilized for planned paratroop drops German combat units, the assault is full strength the instant they return. or emergency supply missions. like an Amphibious Landing with these exceptions: a) there is no ALT Suspending Interdiction 3.7b . If any planes 3.8a Remnants. When an Al- roll; b) success is automatic; c) all in the Interdiction Pool are currently lied regiment or brigade gets cargo can be unloaded in the landing inactive, the interdiction effects on rail a “failure” result on the Air hex (even SP); and d) no movement capacity, refit, and roads are immediately Transport Success Table, part is allowed after landing. suspended. This is the “cost” of using these of the unit survives as a remnant. Place the planes for regular missions.

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G) If a destination hex does contains • A muti-unit formation straddling two German combat units, the landing zones will either cost 2 SP (due to 3.11 Artillery Ammo & Divisions is like a Beach Assault with these the “different zone” penalty) to fuel Artillery Ammo Markers are exceptions: a) it is resolved at the the entire formation, or units in one acquired via Random Event. end of the current phase (not during zone or the other will not be able get There are three Ammo Mark- the Combat Phase); b) OCS 18.6b formation-marker fuel. ers in the pool, two for the US cannot be applied by the defenders; • A combined barrage made by artillery (one is also usable by French) and one for c) if successful, all units (even SP) units in two zones will always incur the CW. As noted on the backs of these advance into the destination hex. the “different zone” penalty. markers, each is limited to use either in the North (Maps A and B) or the South • The “adjacent is close enough” supply (Maps C and D). When a player receives 3.10 Broadfront Strategy provision (OCS 12.3c) should not be a marker, he chooses one of those from interpreted to avoid a possible “dif- the pool (effectively doing a bit of pre- For most of the campaign, US and French ferent zone” penalty. planning for its eventual use) and puts it operations are restricted by three zone 3.10a Duration. The Broadfront restrictions in the England Box to show ammo stocks. boundaries (drawn on the map). The are imposed on 12 Sep 44. They are lifted… Although there is no limit to how many Broadfront Zones (BZ) are: times the three markers can be acquired • During Wacht am Rhein. See 2.9f. Northern BZ is Map A/B and England. (and used) during a campaign, ignore the • At the start of an Allied player-turn event if the pool is currently empty (that Central BZ is Map C/D (32xx-62xx) when it is observed that the Axis is is, all of them are in the England Box). Southern BZ is Map C/D (1xx-31xx) no longer “holding the Rhineland” An Ammo Marker can be “spent” during See 3.10a for when Broadfront begins (see below) in at least two of the a Combat Phase. Remove it from the and ends. While the US and French are Broadfront zones. This triggers two England Box and place it on an Allied HQ operating under the Broadfront Strategy, permanent changes on the game: all that is both in Combat Mode and located the following restrictions on SP usage Broadfront restrictions are ended and on the portion of the map indicated by are in force: the Axis begins to suffer some negative the marker (North or South). The marker economic consequences (1.12). A) An SP can never be transported to a halves the cost for all artillery barrages different zone (by truck, rail, etc.). 3.10b Holding the Rhineland. To “hold the conducted during the phase that use SP Rhineland” in a zone, the Axis must oc- thrown by that HQ (rounding fractions up, Exception: US SP in England’s cupy at least one city hex in that zone on so a cost of 3T is halved to 2T). Remove intrinsic dumps can be flown to any Map B or Map D that is west of, but not the marker at the end of the phase (it can zone. adjacent to, the Rhine/Waal River. Even return later via Random Event). B) Supply in one zone can be used in a an airfield or dump counts for occupation Notes: different zone (for fuel, refit, combat, (it need not be a combat unit). barrage, etc.), but when this is done 1) If an Ammo Marker is spent during the cost is x2. Player Note: Keep in mind that the restric- an “Ammo Shortage” turn (another tions of Broadfront are lifted by clearing Random Event), the shortage effects Exception: The x2 penalty does not the Rhineland in just two of the three zones. on barrage costs are ignored if the apply during the Supply Phase, so Also pay careful attention to which city supply comes from the marked HQ. eating off the map and replenishing hexes count. For example… internals are always at normal costs. 2) All barraging artillery units must • The west end of Krefeld (B25.27) is conform to the map area and faction C) US variable SP arrivals must be important for Broadfront, but not the named on the reverse side of the divided between the three zones as part of the city adjacent to the Rhine. marker. (The “North Maps” are A evenly as possible. Do not split SP and B; the “South Maps” are C and • Dordrecht (A42.13) is west of the Rhine into tokens; player’s choice which D.) The barrage itself can be fired but doesn’t count since it is on Map A. zone(s) will get the uneven SP. into the “wrong” area. Example: The US gets 5 SP from the Supply 3.11a Artillery Divisions. The Allies have Table. Two of the zones will each get 2 SP, 3.10c Scenario Notes. Most scenarios use some 2- and 3-step artillery divisions. and one of the zones will only get 1 SP. The Broadfront restrictions, but some require Defense strength is the current RE value, Allied player decides to short change the special handling: and Barrage strength should be reduced Southern BZ, and ends up placing 1 SP at in proportion to losses. For instance, a • In the campaigns (6.1, 6.5, and 6.8) Dijon, 2 SP at Verdun, and 2 SP at Liege. 108-factor, 3-RE group with 1 loss has Broadfront is used normally. a Defense strength of 2 and a Barrage Notes: • In 2-map scenarios with just a single strength of 108 x 2/3 = 72. • It is always ok for draw/throw of trace zone in play (6.2 and 6.9), the Broad- supply to cross a zone boundary. front rules are not used. • Zone boundaries can be crossed with- • In 2-map scenarios with two zones in out penalty by fueled units, attacking play (6.3, 6.6, and 6.10), arriving US units, arty barrages, and by draw/throw supply is divided between them. Player paths. Only assess the “different zone” chooses which zone gets any odd SP. penalty when (and where) SP costs are • In the small scenarios (6.4 and 6.7) actually being paid. the Broadfront rules are not used.

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4.0 Victory Conditions 4.3 Collapse of Northern Flank 4.4 Collapse of Alpine Redoubt Historically Northwest Germany was the Here, defended by nature and by the By this point in the war Germany could British zone of operations; a lot of the no longer win a military victory. As the most efficient secret weapons yet in- push in this area (off the North Map Edge vented, the powers that have hitherto German player, it’s up to you to hold on as of Map B) was to deny it to the Russians long as possible and hopefully wear down guided Germany will survive to reorga- who seemed poised to overrun all of the nize her resurrection; here armaments the Allies into some sort of acceptable ports in Northwest Germany. peace. As the Allied player, your job is to will be manufactured in bombproof defeat Germany as quickly as possible with The Allied Player may declare the North- factories, food and equipment will be a minimum of casualties. If you move too ern Flank Collapse after meeting the exit stored in vast underground caverns slowly the war may be over before you get requirements (see 4.3a). The required and a specially selected corpus of Beyond the Rhine! units are simply removed from play, and young men will be trained in guerilla then the German Player must immediately warfare, so that a whole underground remove some units of his own (see 4.3b). army can be fitted and directed to liber- Note there are a few other changes trig- ate Germany from occupying forces. 4.1 Sudden Death Victory gered (see 4.3c). — Chester Wilmot’s The Struggle for Europe. The game ends early with a German De- This VP award is permanent (the Germans cisive Victory at the end of March if the cannot do anything later in the game to The possibility of the Germans fighting Allies do not have an HQ on Map B that deny this VP to the Allies). is across the Rhine, in Germany, and on a guerilla war from an Alpine Redoubt an Allied detrainable hex. 4.3a Allied Exit Requirements. The Allies was a very real concern for the Allies. must have six infantry divisions, three ar- In order to satisfy the victory conditions The game ends early with an Allied win if mor divisions, three armor brigades (must related to this, the Allies must exit strong they have earned 5 or more Victory Points be multi-unit formations), four artillery forces off Map D. (per the 4.2 schedule) at the end of any divisions, three HQs, and three Trucks The Allied Player may declare the Alpine month. It is counted as a Massive Victory in hexes along the east edge of Map B if they accumulate at least 5 Victory Points Redoubt Collapse after meeting the exit between B62.01 and B49.01 (inclusive). requirements (see 4.4a). The required units by the end of 1944, a Decisive Victory if These can be any combination of Com- they do so by the end March 1945. are simply removed from play, and then monwealth and American units (except for the German Player must then immediately The game also ends early when either side the armor brigades, since the only choices exit some units of his own (see 4.4b). Note concedes that the other will obviously win. are Commonwealth). there are a few other changes triggered 4.3b German Screen Requirements. When (see 4.4c). the Northern Flank Collapse is announced, 4.2 Campaign Game Victory This VP award is permanent (the Germans the German player must immediately cannot do anything later in the game to At the end of April, the game ends and the remove four infantry divisions and two deny this VP to the Allies). final point tally determines who wins. If HQs from anywhere on Map B. These units 4.4a Allied Exit Requirements. The Allies the Victory Points (VP) score is 5 or more must be in trace supply, but don’t need to must have 12 infantry divisions, six armor the outcome is an Allied Minor Win; if 3 literally move off the map (just pick them divisions, three recon groups, six artillery or less it is a German Minor Win. (4 VP up). Alternately, future reinforcements and groups, six HQs, and three Trucks in hexes is counted as a Draw.) units in the emergency pool may be used. along the east edge of Map D between Check current VP total at the end of every Design Note: The requirements of 4.3b hexes D31.01 and D1.01 (inclusive). These month. Points can go up and down; refigure (and 4.4b) may seem light, but remember can be any combination of American and the total each time. The Allies can win a by that point the Germans are just screen- French units (except for the recon groups, maximum of 6 VP: ing the Allied advance. which must be American). 2 VP for capturing all Ruhr hexes (or 4.4b German Screen Requirements. When 4.3c Other Collapse Effects. Remove all the if they are out of trace) the Alpine Redoubt Collapse is announced, Commonwealth air units permanently, and the German player must immediately re- 1 VP for capturing all Saar hexes (or the Commonwealth Supply Table has a -2 move four infantry divisions and two HQs if they are out of trace) shift for the rest of the game. The north from Map D. These units must be in trace edge of the map and the exit area on the 1 VP for Liberating Holland (all Dutch supply, but don’t need to literally move off east edge (north of B49.01) are no longer major cities must be either cap- the map (just pick them up). Alternately, supply sources for the Germans. tured or out of trace) future reinforcements and units in the 1 VP for Collapse of the Northern Important Note: For both 4.3 and 4.4, the emergency pool may be used. exiting requirements are very liberal. It’s Flank (See 4.3) 4.4c Other Collapse Effects. Remove all the ok for an infantry division to be down to French air units and the six US C-47+Gldr 1 VP for Collapse of the Alpine Re- its last step. Most of an armored division units permanently. The American Supply doubt (See 4.4) can be in the Dead Pile; just make sure Table has a -2 shift for the rest of the game. every element still in play gets exited. After the Alpine Redoubt Collapse, the exit area on the east edge (south of D31.01) is no longer a supply source for the Germans.

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5.0 Optional Rules 5.4 Luftwaffe Flak Divisions 5.9 American Refit All German Flak Rolls have a +1 bonus The Americans rarely pulled entire divi- 5.1 Panzer Kampfgruppen due to heavy flak assets. sions out of the line for rest and refit, airborne divisions being the notable Players can add one or both of the fol- Design Note: Use this option as a game- exception. Battered divisions were often lowing to handling of German multi-unit balancer. Allied plane replacements have sent to “quiet” sectors but were still in the formations (panzer divisions, etc.): been adjusted to reflect indirectly the heavy line resting and absorbing replacements. A) When a formation is fueled, it can German flak concentrations. To reflect this, Pax and Eq stacked with temporarily “attach” one indepen- an HQ can rebuild any reduced multi-step dent unit (OCS 3.2f). The attached unit within throw range of the HQ (using unit must be stacked with a unit of the 5.5 The 34th SS Division the same mechanic as if throwing supply). formation when the fuel cost is paid The receiving unit must be in Combat or and must try to remain stacked with This division and all its predecessors, Move mode and becomes DG the instant the formation. The attachment ends including the LN battalion and the 7th a new step is absorbed (reflecting time to when the fuel marker is cleaned up. SS Volunteer Brigade, may never leave assimilate replacements). This option is the . If forced to do so they for American units only. B) The cost of fuel is based on the are eliminated. formation’s current size, made on a per-step basis, counting only units 5.10 Allied Independents with Track/Truck MA (whether they 5.6 Universal Bridge Checks actually move or not). The modified Players can add one or both of the follow- fuel cost can never exceed 1 SP, Rhine bridges are never automatically ing to handling Allied independent (OCS however, so this option is designed blown when playing this option. Instead 3.2f) units that are either Yellow-Armor to only save on some costs. For 1.8a is changed to require a bridge-check or Red-Mech (OCS 3.2a). example, the 113th Pz Bde and 2nd roll every time. Roll two dice: Pz Div currently have three and five A) No more than one of these units per 2 = failure (the bridge doesn’t blow) units, so fuel costs just 3T for the hex can attack (no limit defending). 3-11 = success (the bridge is blown) Bde but the Div pays the usual 1 B) When in Move Mode orientation 12 = success unless a Bridge Check SP. Note an attached unit (per “A” these units must be fueled via the “1T Marker was spent (see below) above) does count for calculating per unit” method (OCS 12.5c(C)). this possible reduced cost. Bridge Check Markers (1.8b) are still used Note this second restriction does not when playing this option, but their impact prevent a fueled HQ from fueling Yellow- is changed. By spending one of the markers Armor or Red-Mech units that are in (before rolling) the bridge fails to blow on 5.2 No Retreat Combat Mode orientation, nor does it ever both a ‘2’ and a ‘12’. German units defending in any city (major restrict the fueling of “Other” class units or minor) inside the German border, a West Design Note: This option employs a lot (such as artillery). Wall hex (improved or not), or a Rhine more rolls, but since each is potentially a Design Note: The intent of this option is bridge hex must turn the first option result game-changer many players will prefer to reflect Allied doctrine. These units were into a step loss. The German player may this method. use the remaining option results normally. not used as shock and exploitation troops.

“...Every deserter will be prosecuted and will find his just punishment. Furthermore 5.7 Air and Para Coordination 5.11 Don’t Fence Me In! his ignominious behavior will entail the Allied paratroop and glider units cannot In the design prototype, Broadfront most severe consequences for his family. spot for Hip Shoots in 1944. They can Strategy (3.10) was an optional rule for Upon examination of the circumstances begin to do so in 1945. they will be shot.” — Heinrich Himmler, players wanting more realism. Ultimately 10 Sept. 1944 it was decided to make Broadfront part of the standard rules in order to put a brake 5.8 Allied Attachments on US operations—it helps prevent rapid Under this option, there are some refine- shifts in focus and direction that can be 5.3 Tigers are Thirsty ments to the Allied cooperation rules: very hard for the Axis to cope with. All German tank units marked with the • The FR 2nd Armored Division can This option frees the Allies from all restric- notation “Tgr” in the center must always be attached to the US faction (and be tions based on the zone boundaries. SP be fueled by the “1T per unit” method. treated as a US unit). arrivals do not need to be spread between zones, SP can be railed and trucked without Historical Note: The fuel consumption of • Two US independent units can be at- zone restrictions, and there are no “differ- a Tiger Tank was twice that of the Pz.IV tached to the FR faction (and be treated ent zone” penalties. and Pz.V. Tigers also required extra main- as FR units). This option does not, however, lift from tenance and engineering support (such as Attachment decisions and changes can be strengthened bridges). the Axis the burden of “holding the made during the Reinforcement Phase. Rhineland” and the negative economic consequences of 1.12.

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Unit Designation Abbreviations 6.0 Scenarios A - Armored F.Gren - Fuhrer Grenadier Princess Irene Page Scenario Abn - Airborne FvS - Ferdinand von Schill Rngr - Ranger 15 6.1: Grand Campaign Achn - Aachen Georg - Georgisches RR - Railroad 20 6.2: Fall of ‘44 (Montgomery) AG - Assault Gun GG - Grenadier Guards RS - Royal Scots Greys 22 6.3: Fall of ‘44 (Patton) AL - Airlanding Gr - Grenadier Rus - Russische 23 6.4: Al-Lo - Alsace Lorraine Grp - Group sar - South Alberta Regiment 24 6.5: Bulge Campaign Alg - Algerian Hamb - Hamburg Sauer - Sauerland 34 6.6: A Time for Trumpets Armen - Armenisches HQ - Headquarters Schaf - Schaffmann 41 6.7: Nordwind Arty - Artillery HC - Household Cavalry Scha - Scharnhorst 44 6.8: Endkampf Campaign AT - Anti-Tank H.G. - Hermann Goering Schluk - Schluckebier 53 6.9: Spring of ‘45 (North) Bty - Battery Holz - Holzer Schm - Schmitz 54 6.10: Spring of ‘45 (South) Bava - Bavaria Hum - Hummel Schw - Schwerin Baye - Bayern Inf - Infantry SG - Scots Guards Bde - Brigade Ioc - Inns of Court Stelt - Stelter Scenario Notes Berg - Bergen Jutl - Jutland St.Tr - St.Truidon a) The scenario being played will deter- Bn - Battalion KG - Kamfgruppe Thur - Thuringen mine who will setup and move first. Boeh - Boehm Kos - Kosaken Tk - Tank b) Reinforcements always come from Brit - British Kum - Kummersdorf TD - Tank Destroyer the order of arrival for campaign sce- narios, shorter scenarios will specify if Brkdwn - Breakdown LN - Landstorm Nederland UvH - Ulrich von Hutton any reinforcements will arrive. v.d.H - Von der Hydte Browd - Browdowski Lr - Lehr c) Any division that can support break- Can - Canadian Lw - Luftwaffe v.Frit - Von Fritzchen down regiments can setup with regi- Cav - Cavalry LN - Landstorm Nederland VAK - Volks-Artillerie Korp ments split off in any hex where the division itself could set up. Cdo - Commando Ltzw - Lutzow VG - Volksgrenadier CG - Coldstream Guards MG - Machine Gun VS - Volksstrurm d) Units in the Commonwealth setups are British unless otherwise specified. Clwtz - Clausewitz Mor - Moroccan v.Ben - Von Benningsen Units in the American/French setups Col - Colonial Mtn - Mountain v.Fritz - Von Fritzschen are US unless otherwise specified. Co - Company Mtrd - Motorised v.Hobe - Von Hobe e) Transport points can setup loaded if Com - Commonwealth Nord - Nordkaukas v.Hof - Von Hoffman there is a supply dump in the hex. Danu - Danube NY - Nottinghamshire W - Wackernagel (German) f) See 1.2 for notes regardings ex- Yeomanry Div - Division WRAC - Welsh Guards RAC changes, consolidation, and removals. Ober - Oberrhein Dunk - Dunkmann Wall - Wallenberg P - Poeschmann Ellwan - Ellwangen Werfer - Volkswerfer Pad - Paderborn Eng - Engineer West - Westfalen Para - Parachute ER - East Riding of Wik - Wiking Yorkshire Yeomanry PG - Panzer Grenadier Wolga - Wolgatatar Erd - Erdmann PJ - Panzerjager z.b.V - For Special Ferh - Fehrmann Pol - Polish (Red) Employment FJ - Fallschirmjager Pol - Police Fkl - Funklenk (radio- Pots - Potsdam controlled tanks) Pz - Panzer FP - Festerplatz (Fortified RAC - Royal Armoured Area) Corps Frank - Franken Rass - Rassler FF - Free French RD - Royal Dragoons Fr - French Rgt - Regiment Freiw - Freiwilligen Rmnt - Remnant (Volunteer) RNPI - Royal Netherlands F.Beg - Fuhrer Escort

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A21.20, within 1 hex: A21.35 (Tournai), within 1 hex: Scenario 6.1: Gds.Arm Div (all 4 units) 24-4-3 Inf Div (30) 2-4-2 Flm Tk Bn (743) Grand Campaign A22.32, within 1 hex: 6-3-6 Tk Bn (749) 22-4-3 Inf Div (53) 5-3-7 TD Bn (813) “A jubilant intelligence summary by British Second Army on 5 September A23.21 (Brussels): A15.29 (Mons), within 2 hexes: suggested that partisan activity against 5-3-3 Bel Inf Bde (1) 24-4-3 Inf Div (1) the Allies would henceforth pose a 72-2-3 Arty Div (5) 2.Arm Div (all 5 units) more serious threat to the Allied ad- Level-2 Air Base 5-3-7 TD Bn (702) vance than the wreckage of the German 2 SP Army.” — Max Hastings’ Armageddon. A15.29 (Mons): A24.22: Level-1 Air Base The Grand Campaign scenario starts on 22-4-3 Inf Div (50, less 2 steps) 1 SP September 5, 1944, christened by the Dutch as dolle Dinsdag (Crazy Tuesday). A25.25 (Aalst): A14.19: 5-3-3 Dutch Inf Bde (RN PI) 4-4-7 Mech Cav Grp (113) General Information Setup Order: Allied first A27.28, within 1 hex: A13.26 (Binche): First Player: Allied 7.Arm Div (all 4 units) 7 Corps HQ Weather: Dry, Limited Flight on 5 Sep 4-3-6 TD Bn (823, 635) First Turn: 5 September 1944 A28.19 (Kontich): 36-2-3 Arty Grp (107, 207) Last Turn: 29 April 1945 8.Arm Bde (all 5 units) 2 SP Total Turns: 70 (or less) 12-2-5 SP Arty Rgt (86) Reinforcements: Use campaign arrival A12.22 (Charleroi): schedules. Roll for variable reinforce- A29.19: 4-4-7 Mech Cav Grp (4) ments each turn. 11.Arm Div (15/19 Tk Bn) 5-3-7 TD Bn (803) Level-1 Air Base A29.20: Special Scenario Rules 11.Arm Div (29 Mech Bde, less 1 step + A11.19 and/or A12.19: Use all maps (A, B, C, D). low ammo) 3.Arm Div (CCA, CCR, 83 Rec Bn, Arty) Major Ports all begin with maximum dam- A29.25 (Lokeren): 5-3-7 TD Bn (703) age hits (4). Antwerp (A30.19), the only 1x 5-4-3 Brkdwn Bde 6-3-6 Tk Bn (745) major port under Allied control, also has 4 mine hits at start. A30.19 (Antwerp): A8.17: Unless using the Operation Comet option 11.Arm Div (159 Mech Bde, Arty) 24-4-3 Inf Div (9, less 1 step) (see sidebar on page 17), no Allied Air Level-2 Air Base 3.Arm Div (CCB) Transport or Airdrop can be planned before 1x (1)-0-0 Pontoon Bde the September 8 turn (so earliest possible England Box: 6-3-6 Tk Bn (746) execution would be September 15 turn). 1.Para Div (all 3 units) 36-2-3 Arty Grp (219) 4-4-3 Polish Para Bde (1) A8.16: Victory Conditions Normandy Airfields: 1x 5-4-3 Brkdwn Rgt 6x Spitfire IX 5-3-7 TD Bn (899) Use campaign game victory conditions 2x Typhoon (4.0). A7.21: England Airfields: Level-1 Air Base Allied Information 1x C-47 Rail Cap: Per Charts 3x C-47+Gldr A5.24 (Couvin): Sea Cap: Per Charts 2x Mosquito 24-4-3 Inf Div (79) Supply: Per Table (roll each turn) 1x Tempest Seaborne Assaults Available: 4 C60.31: 5 Corps HQ Arty Ammo Markers: 0 American/French Setup Bridge Check Markers: 2 4-4-7 Mech Cav Grp (102) Reserve Markers: 2 A21.35 (Tournai): 36-2-3 Arty Grp (105, 205) Dead Pile: None 19 Corps HQ 2T 4-3-6 TD Bn (634) 36-2-3 Arty Grp (119) C60.25, within 2 hexes: Commonwealth Setup 1x Truck point 5-3-7 TD Bn (628) A20.25 (Enghiem): 4x Pax 4-3-6 TD Bn (629) 1x 5-4-3 Brkdwn Bde 1 SP 5.Arm Div (all 4 units) 4.Arm Bde (all 5 units) 1 SP

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C59.23, within 1 hex: C33.13: 18-3-3 FJ Div (3) 24-4-3 Inf Div (4) 24-4-3 Inf Div (80, less 1 step) 5-3-3 FJ Rgt (21) (3)-2-3 TD Bn (801) 5-3-7 TD Bn (610) 4-4-6 FJ AG Bn (121) 4-3-6 TD Bn (893) 1.SS.Pz Div (1-1 Pz Bn, 1 PJ Bn, 1 Arty 4-2-8 Lt Tk Bn (759) C31.15, within 1 hex: Rgt, 1 Werfer Bn) 6-3-6 Tk Bn (70) 4.Arm Div (all 4 units) 2.SS.Pz Div (1-2, 2-2 Pz Bn, 4 Pz.Gr Rgt, 2 PJ Bn, 2 Arty Rgt) C55.33: C28.25, within 1 hex: 9.SS.Pz Div (1-9, 2-9 Pz Bn, 20 PzGr 24-4-3 Inf Div (28) 24-4-3 Inf Div (35) Rgt, 9 Arty Rgt) 4-2-8 Lt Tk Bn (744) 5-3-7 TD Bn (654) 10.SS.Pz Div (21 PzGr Rgt, 10 Arty 5-3-7 TD Bn (630) 36-2-3 Arty Grp (212) Rgt) 12.SS.Pz Div (1-12 Pz Bn, 26 PzGr Rgt, C54.34: C26.17: 12 PJ Bn, 12 Arty Rgt) Level-2 Air Base 4-4-7 Mech Cav Grp (106) 17.SS.PzGr Div (17 AG Bn, 17 PJ Bn)

C52.33: England Box: “Our seriously depleted forces and 24-4-3 Inf Div (90) 82.Para Div (all 3 units) the impossibility of quickly procuring 3-2-8 TD Bn (607) 101.Para Div (all 4 units) sufficient reinforcements do not allow 6-3-6 Tk Bn (712) 4-4-3 Para Rgt (501, 507, 508) the determination of a line which can 2-4-3 Para Bn (509, 551) be held with certainty. Therefore, it C44.23 (St.Menehould): is important to gain much time to 20 Corps HQ Normandy Airfields: establish and bring up new units, for 36-2-3 Arty Grp (120, 220) 3x P-47 the completion of the West (Wall) Posi- 2T 3x P-38 tion and to destroy enemy forces with 1x P-51 individual attacks.” — Adolf Hitler, C44.12: 1x B-26 3 Sep 1944 4-4-7 Mech Cav Grp (3) England Airfields: C43.31 (Chalons-sur-Marne): 2x B-26 3-2-8 TD Bn (704) 1x C-47 German Setup 4-4-7 Mech Cav Grp (6) 6x C-47+Gldr Prior to setup remove all of the Flak 1 SP units from the Alarm Pool. These will Normandy Interdiction Airfields: setup on the map. C43.18 (Verdun), within 3 hexes: 2x CW Spitfire IX 7.Arm Div (all 4 units; CCB and CCR 1x CW Typhoon A61.08 (Alkmaar): are both less 1 step) 1x CW P-51 1x 3-3-2 Naval Brkdwn Rgt 24-4-3 Inf Div (5) 3x US P-47 2-1-2 Ost Bn (803) (3)-2-3 TD Bn (774) 1x US P-51 5-3-7 TD Bn (814, 818) 1x US A-20 B61.01 (Oldenburg): 6-3-6 Tk Bn (735, 737) 1x US A-26 Level-2 Air Base 2x US B-26 C43.18 (Verdun): 1x Fr P-47 A60.01 (Enkhuizen): 1x Truck point 1x Fr B-26 2-1-2 Ost Bn (812) 4x Pax 2 SP B58.01: German Information Level-1 Air Base C42.15: Rail Cap: 10 Level-1 Air Base Sea Cap: Per Charts B57.22 (Hoogeveen): Supply: Per Table (roll each turn) 2-4-3 SS Bicycle Bn (LN) C35.29: Alarm Pool: 12x Alert and 6x Flak Level-1 Air Base (many are in setup) B57.03: 1x P-47 Reserve Markers: 5 Level-1 Air Base 1T Dead Pile: 2.Pz Div (1-3, 2-3 Pz Bn, 304 PzGr Rgt, A57.10 (Beverwijk): C35.12: 38 PJ Bn, 74 Arty Rgt) 1x Fester Platz (random from pool) 1x 5-4-3 Brkdwn Rgt 9.Pz Div (1-33 Pz Bn, 11 PzGr Rgt) 1 SP 6-3-6 Tk Bn (702) 11.Pz Div (1-15 Pz Bn) 21.Pz Div (1-22 Pz Bn, 192 PzGr Rgt, B53.09: C33.25 (St.Dizier): 200 PJ Bn) Level-1 Air Base Level-1 Air Base 116.Pz Div (1-16, 2-16 Pz Bn, 228 PJ Bn, 60 PzGr Rgt, 146 Arty Rgt) B51.11: C32.16 (Commercy): 6-5-6 PJ Bn (654) Level-2 Air Base 4-4-7 Mech Cav Grp (2) 4-4-6 AG Bn (394)

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A50.16 (Den Haag): B48.13: A34.31 (Maldegem): 2-1-2 Ost Bn (787) Level-1 Air Base Level-1 Air Base 1x (3)-2-3 Alarm Flak Bn B49.34: B48.08: 1x Alert Bn (random from pool) Level-1 Air Base B33.03 (Gutersloh): Level-1 Air Base B49.10: A46.15 (Rotterdam): Level-1 Air Base 2-1-2 Ost Bn (822) A32.29 (Eeklo): 1x (1)-0-0 Pontoon Bde 12-3-2 Inf Div (344, less 1 step) A48.18 (Hoek van Holland): Level-1 Hedgehog 1x (4)-3-7 Alarm Flak Bn 1x Fester Platz (random from pool) 1 SP B45.06 (Bramsche): A32.05 (Eindhoven): Level-1 Air Base Level-1 Air Base B48.21 (Almelo): 1x Me.262 (reduced) Level-1 Air Base B44.19 (Enschede): 2T Level-1 Air Base B48.16 (Nordhorn): A31.19 (Antwerp): Level-2 Air Base B44.12 (Rheine): 1x 3-3-2 Brkdwn Rgt 1x Ju.88 (12, reduced) Level-3 Air Base Within 13 hexes A31.19 (Antwerp)and 2T north of the Albert Canal: Operation Comet (optional) 3x Alert Bn (random from pool) Operation Comet is assumed to have been B44.07: 4-4-5 PJ Bn (741) cancelled at the start of the game, but if Level-1 Air Base 1x 3-2-2 Brkdwn Rgt both players agree it can be considered 1x 3-3-2 Brkdwn Rgt planned to go forward until either executed B43.31: 3-2-1 MG Bn (30) or cancelled. Level-1 Air Base 4-4-3 FJ Rgt (HG) 4-4-6 FJ AG Bn (Schm) The units involved in Operation Comet B39.33 (Nijmegen): 2-1-2 Ost Bn (600, 826 and 827) are the 1st British Parachute Div and the 3-2-1 MG Bn (29) 1st Polish Parachute Bde. A31.12 (Turnhout), within 2 hexes: The planned drop hexes are: A39.28 (Vlissingen): 16-3-3 Inf Div (85, less 3 steps) Level-1 Hedgehog A38.01: (Grave): 5-4-3 Para Bde (4) A30.33 (Tielt), within 3 hexes: B43.32: 5-4-3 Para Bde (1) A40.27 (Middelburg): 10-3-2 Inf Div (182) B39.34: 6-4-3 AL Bde (1 AL) 1x 3-3-2 Brkdwn Rgt 12-3-2 Inf Div (712) B39.34: 4-4-3 Para Bde (1 Pol) 2-1-2 Ost Bn (628, 680) They are ready to drop on Turn 1. A37.29 (Breskens), within 2 hexes and south of the estuary: A30.06 (Valkenswaard): “Montgomery initially suggested 89 Corps HQ 16-3-3 Inf Div (353, less 3 steps) Operation Comet, a limited airborne 4-4-3 Assault Inf Bn (15) coup de main operation that was to 2x 3-4-2 Brkdwn Rgt A29.29 (Gent): be launched on September 2, 1944. 1x 3-3-2 Brkdwn Rgt Level-1 Air Base Comet envisioned using the 1st Air- 4x Level-1 Hedgehog borne Division, along with the Polish 5 SP A29.29 (Gent), within 2 hexes: 1st Independent Parachute Brigade, Note: just one Hedgehog per hex. 12-3-2 Inf Div (70) to secure several bridges over the 1x (4)-3-7 Alarm Flak Bn River Rhine to aid the Allied advance B37.11 (Munster): into the North German Plain. The Level-1 Air Base B29.22: Divisional Headquarters for the 1st Level-1 Air Base Airborne Division, along with the 1st A35.26 (Terneuzen): 1x Fw.190a (5, reduced) Air landing Brigade and the Polish 1st 1x Fester Platz (random from pool) 1T Independent Parachute Brigade were 1 SP to land at Nijmegen, 1st Parachute A28.14 (Herentals), within 2 hexes: Brigade was to land at Arnhem, and A35.09 (Tilburg): 12-3-2 Inf Div (719) 4th Parachute Brigade was to land at 88 Corps HQ Grave. However several days of poor 5-4-3 FJ Rgt (v.Hof) B28.31 (Venlo): weather and Montgomery’s concerns Level-1 Air Base 16-3-3 Inf Div (84) over increasing levels of German resistance caused him to postpone the A34.33 (Brugge): B28.28: operation and then cancel it entirely on 1x (5)-4-3 Alarm Flak Bn Level-1 Air Base September 10, 1944.” — Christopher Hibbert’s Arnhem. B28.14: Level-2 Air Base

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B27.01: A19.20 (Wavre): A13.06: 1x Ju.52 9.SS.Pz Div (9 PJ Bn) 1x 3-3-2 Brkdwn Rgt Level-3 Air Base 1T A19.14 (Tienen): B13.22: 12-4-7 Pz Bde (105) Level-1 Air Base A26.34 (Kortrijk): 1x 3-3-2 Brkdwn Rgt A18.19: A12.18: 1x (5)-4-3 Alarm Flak Bn Level-2 Air Base 1x 3-3-2 Brkdwn Rgt 2T A18.11 (St.Truiden): A12.04: B25.27 (Krefeld): (4)-3-2 Flak Grp (St.Tr) 1x 3-3-2 Brkdwn Rgt Level-1 Air Base Level-2 Air Base 1x Fw.190a (5, reduced) A11.18: 1T A17.05 (Maastricht), within 1 hex: 12-3-2 Inf Div (347, less 2 steps) 16-3-3 Inf Div (275, less 1 step) A24.15 (Aarschot): Level-1 Air Base A11.05: 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt A16.17, within 1 hex: B24.34 (Roermond), within 1 hex: 116.Pz Div (156 PzGr Rgt, 116 Rec Bn) A11.04 (Verviers): 12-3-2 Inf Div (49, less 2 steps) 2T 16-3-3 Inf Div (89; less 3 steps) 10-3-2 Inf Div (176) Level-1 Air Base 2-2-2 FJ Bn (2/2) A16.08 (Tongeren): 26-2-2 Arty Rgt (621) 81 Corps HQ B11.23: 6-0-R RR Arty Bn (725) 4-4-3 Pio Bn (zbV 600) Level-1 Air Base 6-4-5 SP Arty Bn (217) A23.16: 4 SP A9.15, within 1 hex: 1x 3-3-2 Brkdwn Rgt 1.SS.Pz Div (1, 2 PzGr Rgt, 1 Rec Bn) A15.19 (): B23.29 (Monchengladbach): 1x 4-3-2 FJ Brkdwn Rgt A10.16: Level-3 Air Base 12.SS.Pz Div (25 PzGr Rgt, 12 Werfer 1x Bf.109 (5; reduced) A15.05: Bn) 1T 1x 3-3-2 Brkdwn Rgt B10.31: A22.17 (Leuven): B15.23 (Koln): Roer Dam Marker 5-3-2 KG (Fiebig) Level-2 Air Base A9.16: B22.29 (Rheydt): B15.35 (Aachen), within 1 hex: 12.SS.Pz Div (12 Motorcycle Bn) Level-2 Air Base 74 Corps HQ 1x Fw.190f (4; reduced) 10-3-2 Inf Div (526) A7.17: 1T 26-2-2 Arty Rgt (720) 2.SS.Pz Div (3 PzGr Rgt) 2x (3)-3-1 Flak Grp (Achn) 2-1-2 Ost Bn (669) B22.24 (Dusseldorf): 3-2-1 MG Bn (33, 34) 2-2-2 LW Inf Bn (15) 4x Pax A5.18: 1x (1)-0-0 Pontoon Bde 8 SP 2.SS Pz Div (2 Rec Bn) Level-1 Air Base A14.18: A6.17: B22.23 (Dusseldorf): 1x 4-3-2 FJ Brkdwn Rgt 3-4-2 Eng Bn (78) Level-1 Air Base 12-2-2 FJ Werfer Bn (121) A4.18 (Beauraing): A21.07 (Genk): A14.08: 2-4-2 Eng Bn (1031) 3-3-2 Inf KG (Riedel) 2-4-3 Inf KG (Schwer) A2.20 (Fumay): A20.09 (Hasselt), within 3 hexes: B14.30 (Duren): 2.Pz Div (2 PzGr Rgt) 2 SS Pz Corps HQ 4-4-6 AG Bn (341) 9-2-2 SS Arty Bn (502) B1.07 (Wetzlar): 12-2-2 SS Werfer Bn (502) A13.19: Level-1 Air Base 2-2-6 Lt Pz Co (224) 1x 3-3-2 Brkdwn Rgt 1x Fw.190a (5; reduced) 9.SS.Pz Div (19 PzGr Rgt, 9 Rec Bn) 1T 10.SS.Pz Div (22 PzGr Rgt, 10 PJ Bn, A13.07 (Liege): 10 Rec Bn, 1-10 Pz Bn) 2-4-5 Pz Co (319-Fkl) C62.21: 3 SP 2-4-5 SP Arty Bty (2/218) 2.Pz Div (2 Rec Bn) Level-1 Air Base A20.09 (Hasselt): 1x 3-2-2 Brkdwn Rgt

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C61.14 (Recongne): C51.06 (Luxembourg City): C36.08, within 2 hexes: 80 Corps HQ 4-4-3 Pio Bn (207) 3.PzGr Div (103 AG Bn, 29 PzGr Rgt, 2 SP Level-1 Air Base 103 PJ Bn, 103 Rec Bn, 3 Arty Rgt) 4 SP C60.20: D36.11: 1x 4-3-2 FJ Brkdwn Rgt D51.10: Level-1 Air Base Level-1 Air Base D60.04: C35.11 (Pont-a-Mousson): Level-1 Air Base C50.09 (Petange): 3.PzGr Div (8 PzGr Rgt) 1x Bf.109 (5; reduced) 12-4-7 Pz Bde (106) 1T C34.02 (Morhange): C49.10 (Longwy): 47 Pz Corps HQ C59.18: 1x 3-3-2 Brkdwn Rgt 2 SP Lehr.Pz Div (901 PzGr Rgt, 2-130 Pz Bn) D49.01: C33.11: Level-1 Air Base Level-1 Air Base C58.21: 1x 3-3-2 Brkdwn Rgt D48.08 (Darmstadt): C33.10: Level-1 Air Base 1x 4-3-2 FJ Brkdwn Rgt C58.15: 1x Bf.109 (5; reduced) 1x 3-4-2 Brkdwn Rgt 1T C32.10: Level-1 Hedgehog D57.03: C46.09 (Audun-le-Roman): 1x 4-3-2 FJ Brkdwn Rgt Level-1 Air Base 1x Alert Bn (random from pool) C32.07, within 1 hex: C56.19 (Sedan): C47.03: 15.PzGr Div (115 PzGr Rgt , 115 Rec 1x Alert Bn (random from pool) 82 Corps HQ Bn, 33 PJ Bn, 33 Arty Rgt) Level-1 Air Base 2 SP C31.10: D56.10: C45.07 (Thionville): 1x 3-3-2 Brkdwn Rgt Level-1 Air Base 2x 3-3-2 Brkdwn Rgt 1x Fw.190a (5; reduced) Level-1 Hedgehog C31.06: 1T 14-3-2 VG Div (553, less 1 step) C44.08, within 1 hex: C55.15: 12-3-2 Inf Div (48) C30.13 (Toul): 1x 4-3-2 FJ Brkdwn Rgt 1x Alert Bn (random from pool) C42.05, within 3 hexes and east of the C54.12: Moselle River: C30.10 (Nancy): 4-3-3 Bicycle Rgt (v.Frit) 14-3-2 VG Div (559) 2-2-2 LW Inf Bn (I/90)

D54.01: D42.23: C30.09 (Nancy): Level-2 Air Base Level-2 Air Base 1x 3-3-2 Brkdwn Rgt Level-1 Air Base C53.10: C40.09, within 1 hex: 1 SP 15.PzGr Div: (104 Inf) 17.SS.PzGr Div (37 PzGrRgt, 17 MC Bn) C29.10: C53.09: 8-4-2 Inf Div (462) Level-1 Hedgehog 1x 3-4-2 Brkdwn Rgt 1x 4-3-2 FJ Brkdwn Rgt C40.07: C52.08: 1x 3-4-2 Brkdwn Rgt C27.06 (Luneville): 1x Alert Bn (random from pool) 2-2-2 LW Inf Bn (IV/90) C39.08 (Metz): D52.32 (Trier): 2-3-2 SS Inf KG (Berg) C25.09 (Bayon): 14-3-2 VG Div (19, less 2 steps) 1x Fester Platz (random from pool) Level-1 Hedgehog 2-1-2 Ost Bn (642) 2 SP 1x 3-3-2 Brkdwn Rgt 26-2-2 Arty Rgt (1036) 1x (1)-0-0 Pontoon Bde C39.03 (Boulay): C24.17 (Neufchateau): 4 SP 13 SS Corps HQ 5-4-3 Pol Rgt (19 SS) 4-4-3 Assault Inf Bn (1) Level-1 Hedgehog D52.32 (Trier), within 2 hexes: 26-2-2 Arty Rgt (761) 1T 9.Pz Div (2-33 Pz Bn, 10 PzGr Rgt, 9 4 SP Rec Bn, 50 PJ Bn, 102 Arty Rgt) D23.05 (Stuttgart): C38.08: Level-2 Air Base Level-1 Air Base

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D22.24 (Strasbourg): C4.05 (Belfort): 1x (1)-0-0 Pontoon Bde 2-1-2 Ost Bn (654) Scenario 6.2: Level-1 Air Base 2-2-2 LW Inf Bn (III/90) Fall of ‘44 (Montgomery)

C21.26 (Chaumont): C3.30 (Dijon): This two-map campaign starts on Sep- 1x 3-3-2 Brkdwn Rgt 64 Corps HQ tember 5 and runs through the end of No- 1x Alert Bn (random from pool) 1x (3)-2-3 Alarm Flak Bn vember. Its focus is on the Allied attempt Level-1 Hedgehog 1x 3-1-2 SS Brkdwn Rgt to clear the Scheldt Estuary and advance 1 SP 3-2-3 Ost Rgt (4) toward the Rhine River. Level-1 Air Base D21.09: 1x Truck point Level-1 Air Base 2 SP General Information Setup Order: Allied first C20.11, within 2 hexes: C1.21: First Player: Allied 21.Pz Div (125 PzGr Rgt, 21 Rec Bn, 16-3-3 Inf Div (338, less 1 step) Weather: Dry, Limited Flight on 5 Sep 155 Arty Rgt) First Turn: 5 September 1944 3T Free Setup (with any German units): Last Turn: 29 November 1944 4 SP Total Turns: 26 D20.05: 3x Truck point Reinforcements: Use campaign arrival Level-1 Air Base 3x Wagon point schedules, ignoring entries for the 2x Panzer Division Fuel Markers South (Map C and Map D). Roll for C17.34 (Chatillion-sur-Seine): variable reinforcements each turn (as Note: The above can be divided as desired 1x 3-3-2 Brkdwn Rgt modified by Special Scenario Rule). (SP down to tokens; trucks and wagons 1x Alert Bn (random from pool) down to individual transport points). Fuel markers for the two chosen panzer C14.07 (Remiremont): Special Scenario Rules divisions are allowed to be hidden under 2-3-3 Bicycle Bn (608) combat units, so Allies won’t know which Use only the two North maps (A and B). are fueled at start. Random Events are used, but sometimes C14.23 (Langres): are modified per 1.13a. 66 Corps HQ Emergency Pool (Ready units marked 14-3-2 VG Div (16, less 2 steps) with asterisk; rest are Unready): Multiply all US and German Supply 4-4-6 AG Bn (902) 12-4-3 Inf Div (Tett)* Table results by x1/2 (CW results are 3 SP 10-3-2 Inf Div (180, 190)* unchanged). Round US fractions down 8-4-3 Inf Div (172, 406, 480) (so a 5 SP result would round to 2 SP) and D13.31 (Colmar): 8-3-3 Inf Div (471, 606, 616) round German fractions up. Level-1 Air Base 8-2-3 Inf Div (617) Multiply all US and German Repl Table 6-2-3 Inf Div (Bava) arrivals by x1/2 (CW repls are unchanged). C12.20: 3-3-2 SS Inf KG (Dunk) Round any resulting fractions in each 2-2-2 LW Inf Bn (II/90) category (Pax, Eq, etc.) individually by Luftlotte Reich: rolling a die (down on a 1-3, up on a C11.34: 8x Bf-109 (4) 4-6). Examples: EP readies 1 unit (down 5-3-2 Inf KG (Browd) 2x Fw-190a (4) from 2); LR results in 5 planes (player’s choice, down from 10); HH is a 50-50 roll D8.25: Wacht am Rhein Box (Ready side): to receive a hedgehog. Level-1 Air Base 39 Pz Corps HQ Broadfront rules (3.10) are not used. 53 Corps HQ C5.16, within 1 hex: 1SS Pz Corps HQ Wacht am Rhein does not take place in 10-3-2 Inf Div (159; less 1 step) 24-2-1 Arty Corps (402, 407, 408, 409) this scenario (unless using “The Great 26-2-2 Arty Rgt (617, 762) Argument” option), but the German player D5.33 (Mulhouse): 42-2-2 Werfer Bde (7, 9, 17, 18) must still withdraw units for WaR as given 16-1-3 SS Inf Div (30, less 3 steps) 12-2-2 SS Werfer Bn (508) on the Arrival Chart. 9-2-2 SS Arty Bn (501) Major Ports all begin with maximum dam- C4.22 (Gray): 9-5-4 SS Tiger Bn (501) age hits (4). Antwerp (B30.19), the only 1x 3-2-2 Brkdwn Rgt 8-3-3 Cdo Bde (150) major port under Allied control, also has 2-2-2 FJ Bn (v.d.H.) 4 mine hits at start. C4.30: 5x Reserve Markers 10-3-2 Inf Div (189, less 1 step) Unless using the Operation Comet option (see sidebar on page 17), no Allied Air Transport or Airdrop can be planned before —————————— the September 8 turn (so earliest possible execution would be September 15 turn). Extra supply sources: Axis can use RRs along the south edge of Map B; Allies can be use RRs along the south edge of Map A.

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Victory Conditions Allied Information German Information Rail Cap: 5 Check for a winner at the end of the 29 Rail Cap: Sept Oct Nov 0 1 2 Sea Cap: Per Charts Nov turn. The Allies win by achieving at Sea Cap: Per Charts Supply: Per Table (roll each turn) least 4 of the geographic objectives listed Supply: Per Table (roll each turn) Alarm Pool: 12x Alert and 6x Flak below. Otherwise, the Germans win. Seaborne Assaults Available: 4 Reserve Markers: 3 • Occupy Aachen (A15.01). Arty Ammo Markers: 0 Dead Pile: • Occupy the Roer Dam hex (1.9). Bridge Check Markers: 1 2.Pz Div (1-3, 2-3 Pz Bn, 304 Inf Rgt, • Occupy Roermond (B24.34). Reserve Markers: 1 38 PJ Bn, 74 Arty Rgt) Dead Pile: None 9.Pz Div (1-33 Pz Bn, 11 PzGr Rgt) • Clear Antwerp’s approaches (1.11a). 116.Pz. Div (1-16, 2-16 Pz Bn, 228 PJ • Repair/capture a Rhine bridge. Bn, 60 PzGr Rgt, 146 Arty Rgt) Commonwealth Setup 4-4-6 AG Bn (394) Setup units on Map A per 6.1. 5-3-3 FJ Rgt (21) 4-4-6 FJ AG Bn (121) England Box: 18-3-3 FJ Div (3) The Great Argument (optional) 1.Para Div (all 3 units) 1.SS.Pz Div (1-1 Pz Bn, 1 PJ Bn, 1 Arty 4-4-3 Polish Para Bde (1) Rgt, 1 Werfer Bn) “Ike has decided that a northern thrust 2.SS.Pz Div (1-2, 2-2 Pz Bn, 4.Pz toward the Ruhr under Montgomery Normandy Airfields: Gr.Rgt, 2 PJ Bn, 2 Arty Rgt) is not at the moment to have priority 6x Spitfire IX 9.SS.Pz Div (1-9, 2-9 Pz Bn, 20 Inf Rgt, over other operations.” 2x Typhoon 9 Arty Rgt) 10.SS.Pz Div (21 Pz.Gr. Rgt,10 Arty What if Ike had given Monty command of England Airfields: Rgt) a northern thrust? This option lets play- 1x C-47 12.SS.Pz Div (1-12 Pz Bn, 26 Pz.Gr ers explore that by changing “Fall of '44 3x C-47+Gldr Rgt, 12 PJ Bn, 12 Arty Rgt) (Montgomery)” per the following: 2x Mosquito A) To win, the Allies must occupy or 1x Tempest Emergency Pool (Ready units marked isolate (cutting them out of German with asterisk; rest are Unready): trace supply) all the hexes of the 12-4-3 Inf Div (Tett)* Ruhr. Nothing else matters. American Setup 10-3-2 Inf Div (180, 190)* Setup units on Map A per 6.1. 8-4-3 Inf Div (406, 480) B) American supply columns are shifted 8-3-3 Inf Div (471, 606, 616) up by 2. (CW supply is unchanged.) England Box: 8-2-3 Inf Div (617) German supply columns are shifted 82.Para Div (all 3 units) up by 1. 101.Para Div (all 4 units) C) Give the Allies 1 extra Bridge Check 4-4-3 Para Rgt (501, 507, 508) German Setup and Reserve marker at start. 2-4-3 Para Bn (509, 551) During setup only put the 12x Alert D) “Fractional” repls (see Special Sce- units in the Alarm Pool. When setup nario Rules to left) now round up on Southern France Airfields: is complete, add in the Flak units that a 3-6. Not in play aren’t part of the setup back to the Pool.

E) Both sides ignore any Arrival Chart Normandy Airfields: Setup units on Maps A and B per 6.1. entries that shift troops from “North 1x B-26 to South.” 1x P-38 Free Setup (with any German units): F) The first time the Allies repair/cap- 1x P-51 2 SP ture a Rhine bridge in Germany, it 2x P-47 2x Truck point triggers a change in the WaR column 1x Wagon point of the Repl Table... England Airfields: 1x Panzer Division Fuel Marker 2x B-26 • The next ‘Y’ result means the 1x C-47 Note: The above can be divided as de- entire 21st Pz. Division arrives 6x C-47+Gldr sired (SP down to tokens; trucks and as a “North to South” transfer. wagons down to individual transport • A second ‘Y’ result (the one after Normandy Interdiction Airfields: points). Fuel marker for the chosen pan- the panzer division gets trans- 2x CW Spitfire IX zer division is allowed to be hidden un- ferred) makes Wacht am Rhein 1x CW Typhoon der combat units, so Allies won’t know possible. The German player 1x CW P-51 which is fueled at start. controls its timing — it can be 2x US P-47 declared right away or in any 1x US A-26 Luftlotte Reich: subsequent Reinforcement Phase. 1x US B-26 4x Bf-109 (4) Because WaR is a possibility, the 1x Fw-190a (4) Germans must go through regular buildup and prep (see 2.9).

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the scenario (player’s choice). It can only the geographic objectives listed below. Scenario 6.3: be used to deliver supply from England. Otherwise, the Germans win. Fall of ‘44 (Patton) Extra supply sources: Axis can use RRs • Occupy Colmar (D13.31). along the north edge of Map B; Allies can • Occupy Luxembourg (C51.06). be use RRs along the north edge of Map A. “When you have an adversary stag- • Occupy Strasbourg (D22.24). gering and hanging on the ropes, don’t • Occupy Trier (D52.32). let up on him. Keep smashing, keep • Occupy Saar (all hexes, see 1.12b) him of balance and on the run until Victory Conditions you have knocked him out completely. If the Allies have repaired/captured a That is the way to get this dirty busi- Rhine bridge the game ends immediately ness over quickly and at the smallest in an Allied victory. Otherwise, check for cost.” —General George Patton. a winner at the end of the 29 Nov turn. Allied Information The Allies win by achieving at least 3 of Rail Cap: Sept Oct Nov This two-map campaign starts on Sep- 0 1 2 tember 5 and runs through the end of No- Sea Cap: None vember. Its focus is on the Allied attempt Supply: Per Table (roll each turn) to capture the Saar Region and advance Patton Gets His Chance (optional) Seaborne Assaults Available: NA toward the Rhine River. Arty Ammo Markers: 0 The Allied supply levels in this game are Bridge Check Markers: 1 based on the historical Broad Front Strat- Reserve Markers: 1 General Information egy. What if Ike had given Patton priority Dead Pile: None Setup Order: Allied first for a drive to the Rhine? This option lets First Player: Allied players explore that by changing “Fall of Weather: Dry, Limited Flight on 5 Sep ‘44 (Patton)” per the following: US/French Setup First Turn: 5 September 1944 A) To win, the Allies must now repair a Setup units on Map C per 6.1. Last Turn: 29 November 1944 Rhine bridge AND achieve at least Total Turns: 26 3 of the geographic objectives. England Box: Reinforcements: Use campaign arrival Not in Play schedules, ignoring entries for the B) Allies don’t halve their arriving SP and double the scenario rail cap. Also North (Map A and Map B). Roll for Normandy Airfields: variable reinforcements each turn give them 1 extra Bridge Check and Reserve marker. 2x P-38 (as modified by Special Scenario 1x P-47 Rule). C) Add 2x P-47 and 2x B-26 to US setup in Normandy Box. Normandy Interdiction Airfields: Special Scenario Rules D) Both sides ignore any Arrival Chart 1x US P-47 entries that shift troops from “South 1x US P-51 Use only the two South maps (C and D). to North.” 1x US A-20 Random Events are used, but sometimes 1x US B-26 E) “Fractional” repls (see Special Sce- are modified per 1.13a. 1x Fr P-47 nario Rules to left) now round up on 1x Fr B-26 Multiply all US and German Supply Table a 3-6. results by x1/2. Round US fractions up F) Germans don’t halve arriving SP, and (so a 5 SP result would round to 3 SP) their supply status is ‘5’ and rail cap and round German fractions down. Note German Information is ‘7’ for the entire scenario. in this scenario the Allied player cannot Rail Cap: 5 receive supply shifts for ports. G) If the Allies have either occupied the Sea Cap: None Saar Coalfields or repaired/captured Supply: Per Table (roll each turn) Multiply all US and German Repl Table a Rhine bridge, it triggers a change in Alarm Pool: 12x Alert and 6x Flak arrivals by x1/2. Round fractions in each the WaR column of the Repl Table... Reserve Markers: 2 category (Pax, Eq, etc.) individually by Dead Pile: rolling a die (down on a 1-3, up on a • The next ‘Y’ result means the 11.Pz Div (1-15 Pz Bn) 4-6). Examples: EP readies 1 unit (down entire 116th Pz. Division arrives 21.Pz Div (1-22 Pz Bn, 192 PzGr Rgt, from 2); LR results in 5 planes (player’s as a “North to South” transfer. 200 PJ Bn) choice, down from 10); HH is a 50-50 roll • A second ‘Y’ result (the one after 6-5-6 PJ Bn (654) to receive a hedgehog. the panzer division gets trans- 17.SS PzGr Div (17 AG Bn, 17 PJ Bn) Wacht am Rhein does not take place in ferred) makes Wacht am Rhein this scenario (unless using the “Patton possible. The German player Emergency Pool (Unready): Gets His Chance” option), but the German controls its timing — it can be 8-4-3 Inf Div (172) player must still withdraw units for WaR declared right away or in any 6-2-3 Inf Div (Bava) as given on the Arrival Chart. subsequent Reinforcement Phase. 3-3-2 SS Inf KG (Dunk) Because WaR is a possibility, the The Allies have use of 1x US C-47 (based Germans must go through regular in England) on up to three turns during buildup and prep (see 2.9).

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German Setup retreat out of the play area (if forced to B18.35: they are removed from the game). 24-4-3 Inf Div (102, less 1 step) During setup only put the 12x Alert 6-3-6 Tk Bn (771) units in the Alarm Pool. When setup German supply sources are detrainable hexes that lead off the North, East, or South is complete, add in the Flak units that B17.35: map edge. Arriving SP and ground units aren’t part of the setup back to the Pool. 2.Arm Div (all 5 units) can be placed in any cities (major or mi- 5-3-7 TD Bn (702) Setup units on Maps C and D per 6.1. nor) and detrainable hexes in trace supply. Allied supply sources are all road and B16.34: Free Setup (with any German units): rail hexes that exit the west map edge. 24-4-3 Inf Div (29) 2 SP Incoming SP are placed with any Combat 6-3-6 Tk Bn (747) 1x Truck point Mode HQs that are in trace supply; other 2x Wagon point arriving ground units are placed on any B16.35: 1x Panzer Division Fuel Marker supply source hexes. 19 Corp HQ Ignore 3.5e in this scenario and allow Com- 24-3-3 Inf Div (84) Note: The above can be divided as de- 36-2-3 Arty Grp (119, 219) sired (SP down to tokens; trucks and monwealth and US units to draw from a common SP pool. Note that all other Allied 18-3-3 Rocket Bn (18) wagons down to individual transport 3 SP points). Fuel marker for the chosen pan- Cooperation restrictions are unchanged. zer division is allowed to be hidden un- Allied air units are based in the Normandy B15.34: der combat units, so Allies won’t know Box with an assumed AEP number for the 24-4-3 Inf Div (30) which is fueled at start. west edge of 55. 2-4-2 FT Tk Bn (743) Strategic Interdiction (3.7) is in effect on 4-3-6 TD Bn (823) Luftlotte Reich: Normal Flight turns, affecting German 4x Bf-109 (4) movement costs. B15.35: 1x Fw-190a (4) 7 Corps HQ Ignore the Broadfront Strategy (3.10) 36-2-3 Arty Grp (107, 207) restrictions in this scenario. 1x Arty Div (9) Common Random Event #11 (Carpet 6 SP —————————— Bombing) is in effect on the Allied first Scenario 6.4: turn. Follow the instructions for this event. B14.33 (Stolberg): 24-4-3 Inf Div (104, less 1 step) Operation Queen 6-3-6 Tk Bn (750) Victory Conditions (3)-2-3 TD Bn (692) Bradley’s major autumn offensive, The Allies win by having a combat unit in Operation Queen, was envisioned as all three of the following hexes at the end B13.34: a replay of Operation Cobra. A mas- of the scenario: B14.30 (Duren), B17.31 3.Arm Div (all 5 units) sive air strike, paving the way for a (Julich), and B20.31. The units must also 5-3-7 TD Bn (703) quick US Army breakthrough out of be in trace supply. congested terrain into open country B13.33: for a deep envelopment of German The Germans win if the Allies fail to 24-4-3 Inf Div (1) defenses. — Steven Zaloga’s The achieve their victory conditions. 6-3-6 Tk Bn (745) Siegfried Line 1944-45. 4-3-6 TD Bn (634) Allied Information B13.35: General Information Rail Cap: 0 5 Corps HQ Setup Order: Allied first Supply: Receive 4 SP each turn 36-2-3 Arty Grp (105, 205) First Player: Allied Arty Ammo Markers: 1 6 SP Weather: Mud, Limited Flight on 15 Nov Bridge Check Markers: 0 First Turn: 15 November 1944 Reserve Markers: 2 B12.33: Last Turn: 12 December 1944 Dead Pile: None Total Turns: 9 5.Arm Div (CCR) Reinforcements: Use special scenario 24-4-3 (4, less 1 step) arrival schedules. Do not roll for Commonwealth Setup 5-3-7 TD Bn (803) variable reinforcements or supply B22.34 or B21.35: B12.34 or B11.35: arrivals in this scenario. 22-4-3 Inf Div (43) 24-4-3 Inf Div (28, less 2 steps) 2 SP 6-3-6 Tk Bn (707) Special Scenario Rules 4-4-7 Cav Grp (102) Use only a portion of Map B. The play American Setup B12.35: boundary is limited to the 23.xx hexrow B20.35: 5.Arm Div (CCA, CCB, Div Arty) in the north and the 11.xx hexrow in the 1x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (628) south. Hexes east of the Rhine River are 2T also out of play. Units may not move or 4-3-6 TD Bn (629)

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With any HQ: B17.34: B16.27: 1x Truck point Level-2 Hedgehog 18-3-3 FJ Div (3) 2x 3-3-2 Brkdwn Rgt Air Units: 2x B-26 B16.33: German Reinforcements 2x A-20 Level-2 Hedgehog November 22 3x P-38 3.PzGr Div (8 Inf Rgt, 103 AG Bn) 47 Pz Corps HQ 5x P-47 14-3-2 VG Div (363) B17.31: See Scenario Special Rule for basing 16-3-3 Inf Div (353) 81 Corps HQ 10.SS.Pz Div (21 PzGr Rgt, 22 Inf Rgt, 9-5-4 Tiger Bn (506) 10 Rec Bn, 10 PJ Bn, 10 Arty Rgt) 2-4-5 Fkl Co (319) Allied Arrivals 4-5-5 Fkl Bn (301) November 26 November 19 48-2-1 Arty Corps (766) 14-3-2 VG Div (340) 2x Reserve Markers 4 SP 24-4-3 Inf Div (8) November 29 B17.32: (5)-4-3 PJ Bn (682) December 5 3.PzGr Div (103 Recon Bn, 3 Arty Rgt) 24-4-3 Inf Div (9) December 1 2-5-3 Rngr Bn (2) B15.33: 15.PzGr Div (104 Inf Rgt, 115 Rec Bn, Level-2 Hedgehog 33 PJ Bn, 33 Arty Rgt) December 8 14-4-2 VG Div (12, less 1 step) (3)-2-3 TD Bn (802) 2-4-6 Pz Co (2-2/103) December 5 Remove 9.Pz Div (all units) B14.32: Remove 10.SS.Pz Div (all units) Level 1 Hedgehog German Information 16-3-3 Inf Div (275, less 2 steps) December 8 Rail Cap: 0 4-4-6 AG Bn (902) Supply: Receive 4 SP each turn B13.32: Reserve Markers: 4 Level-2 Hedgehog Dead Pile: None 2x 3-3-2 Brkdwn Rgt ————————— German Setup B12.32: Scenario 6.5: Level-2 Hedgehog B22.29 (Rheydt): 16-3-3 Inf Div (89, less 2 steps) 9.Pz Div (2-33 Pz Bn, 10 Pz.Gr Rgt, 11 Bulge Campaign Inf Rgt, 9 Rec Bn, 50 PJ Bn, 102 B11.30: Arty Rgt) 74 Corps HQ “Here, out of the Ardennes, with the 4-4-6 AG Bn (244) 14-3-2 VG Div (344) objective, Antwerp.” With those words, 1 SP 24-2-1 Arty Corps (405) Adolf Hitler set in motion prepara- 3 SP tions for a battle that was to assume B22.32: epic proportions, the greatest German 12 SS Corps HQ B11.33: attack in the West since the campaign 1x 2-4-3 Alert Bn Level-1 Hedgehog of 1940 had brought down the Neth- 36-2-1 Arty Corp (388) 1x 3-3-2 Brkdwn Rgt erlands, Belgium, Luxembourg, and 1 SP 4-4-6 AG Bn (667) France in swift and ignominious de- 2-2-2 LW Inf Bn (5) feat. It was destined to involve more B22.33: than a million men and to precipitate 1x 3-3-2 Brkdwn Rgt B11.32: an unparalleled crisis for the Allied 116.Pz Div (1-16 Pz Bn) armies. It was also to involve one of the B21.34: most egregious failures in the history Level-2 Hedgehog B11.34: of American battlefield intelligence. 16-3-3 Inf Div (176, less 1 step) Level-2 Hedgehog Yet it was also to become the greatest 14-2-2 VG Div (272, less 1 step) battle ever fought by the United States B20:34: army. — Charles B. Macdonald’s “A Level-2 Hedgehog B14.30 (Duren): Time for Trumpets.” 14-3-2 VG Div (183, less 2 steps) 14-3-2 VG Div (47) B19.35: During The Grand Campaign much rides B12.29: Level-2 Hedgehog on the preparation and timing of the 116.Pz Div (60 PzGr Rgt, 228 PJ Bn, 2x 3-3-2 Brkdwn Rgt Wacht am Rhein counter-offensive. This 146 Arty Rgt) campaign start is for players who want to 5-5-6 PJ Bn (519) B18.34: get right to it. 4-4-6 AG Bn (341) Level-2 Hedgehog 1 SP 14-3-2 VG Div (246, less 2 steps)

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General Information B39.33 (Nijmegen): A32.03 (Helmond): Setup Order: Allied first 22-4-3 Can Inf Div (3, less 2 steps) 8 Corps HQ First Player: German 1x All Bridges Intact Marker 3-4-8 Rec Bn (2 HC) Weather: Snow, No Flight on 15 Dec 6.Gd.Tk Bde (all 3 units) First Turn: 15 December 1944 B39.35: 12-2-5 SP Arty Rgt (86) Last Turn: 29 April 1945 3-4-7 Can Rec Bn (18) 72-2-3 Arty Div (8) Total Turns: 40 (or less) 72-2-3 Can Arty Div (2) 2 SP Reinforcements: Use campaign arrival 72-2-3 Arty Div (9) schedules. Roll for variable rein- A32.05 (Eindhoven): forcements each turn. A39.06: 1x Spit.IX 1x 5-4-3 Brkdwn Bde 2x Typhoon Level-2 Airfield Special Scenario Rules A39.10: 1 SP Use all maps (A, B, C, D). 4.Can.Arm Div (all 4 units) A31.01 (Deurne): All German-controlled major ports have 4 A39.14, within 1 hex: 11.Arm Div (29 Mech Bde) hits (mines haven’t been rolled). Antwerp 1.Pol.Arm Div (3, 10 Mech Bde, Arty) ports are both fully repaired. A30.19 (Antwerp): Wacht am Rhein (1.8) begins on 15 De- B38.32: 5-3-3 Dutch Inf Bde (RNPI) cember. Deployment from the WaR Box 1x 5-4-3 Can Brkdwn Bde 1x Tempest is reflected in the scenario setup. Level-3 Airfield B38.33: 2T Roer River Dam (1.9) locks have not yet 22-4-3 Can Inf Div (2, less 1 step) been broken. A29.29 (Gent): No Allied airdrops are pre-planned at the A38.01 (Grave): 1x Spit.IX start of the scenario. 2 Can Corps HQ Level-2 Airfield Allied units cannot setup in Reserve mode. 2.Can.Tk Bde (all 3 units) 1T 12-2-5 Can SP Arty Rgt (19) Remember that Broadfront restrictions 2 SP B28.32 (Maasbree): are temporarily lifted during Wacht am 22-4-3 Inf Div (15) Rhein (see 2.9e). B37.33: 1x 5-4-3 Can Brkdwn Bde B28.34: 4.Arm Bde (all 5 units) Victory Conditions A37.06 (Hertogenbosch): Use campaign game victory conditions 22-4-3 Inf Div (51, less 1 step) A28.06: (4.0). 34.Tk Bde (all 3 units) A37.19 (Bergen op Zoom): 5-4-3 Cdo Bde (4) A26.03 (Weert): Allied Information 12 Corps HQ Rail Cap: Per Charts A36.02 (Uden): 3-4-8 Rec Bn (1RD) Sea Cap: Per Charts 1x Spit.IX 72-2-3 Arty Div (5) Supply: Per Table (roll each turn) 2x Typhoon 2x Eq Seaborne Assaults Available: 2 Level-1 Airfield 2 SP Arty Ammo Markers: 1x CW 2T Bridge Check Markers: 2 A25.01: Reserve Markers: 16 B35.33: 22-4-3 Inf Div (53) Dead Pile: 22-4-3 Inf Div (3) CW: A24.03: 22-4-3 Inf Div (50) A35.09 (Tilburg): 8.Arm Bde (all 5 units) 1.Abn Div (all 3 units) 1 Corps HQ 2-4-2 Flm Tk Bn (1) 3-4-8 Rec Bn (Rac) A24.05 (Bree): 1.Pol.Arm Div (10 Tk Bn) 33 Tk Bde (all 3 units) 1x Spit.XIV 4-4-3 Pol Abn Bde (1) Level-1 Airfield Level-2 Airfield US: 2 SP 2T 6-3-6 Tk Bn (701, 748 761) A34.31 (Maldegem): A23.02: Commonwealth Setup 1x Spit.IX 7.Arm Div (all 4 units) Level-1 Airfield B40.32: 1T A23.21 (Brussels): 22-4-3 Inf Div (49) 1x Spit.XIV B32.32: 1x B-25 B39.32: 11.Arm Div (159 Mech Bde 15/19 Tk 2x Truck point 1x 5-4-3 Can Brkdwn Bde Bn, Arty) Level-3 Airfield 4 SP

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A23.22 (Brussels): A18.11 (Sint.Truiden): A13.05: 1 Abn Corps HQ 1x P-47 24-4-3 Inf Div (1, less 1 step) 1x (1)-0-0 Pontoon Bde Level-1 Air Base 6-3-6 Tk Bn (745) 36-2-3 Arty Bde (59) 1T 4-3-6 TD Bn (634) 2x Eq A18.19: A13.07 (Liege): A22.01: 2x P-47 3-2-8 TD Bn (643) 1x 5-4-3 Brkdwn Bde Level-2 Air Base 2x Truck point 2T Level-1 Air Base A22.02: 6 SP Gds.Arm Div (all 4 units) B17.34 (Alsdorf): 24-4-3 Inf Div (30) B12.31: A21.01: 4-2-8 Lt Tk Bn (744) 4-4-7 Mech Cav Grp (4) 22-4-3 Inf Div (43, less 1 step) 2-4-2 Flm Tk Bn (743) 4-2-8 Lt Tk Bn (759) 2-4-2 FT Tk Bn (141) 4-3-6 TD Bn (823) 4-3-6 TD Bn (635)

A21.02: A17.01 (Heerlen): B12.32: 30 Corps HQ (30) 19 Corps HQ 24-4-3 Inf Div (8) 3-4-8 Rec Bn (11HC) 4-4-7 Mech Cav Grp (113) 2-5-3 Rngr Bn (2) 72-2-3 Arty Div (3, 4) 36-2-3 Arty Grp (119, 219) 3-2-8 TD Bn (817) 2 SP A17.05 (Maastricht): B11.33: A20.02: 5-3-7 TD Bn (702) 24-3-3 Inf Div (78, less 1 step) 52.AL Div (all 3 units) 1x (1)-0-0 Pontoon Bde 4-3-6 TD Bn (893) 18-3-3 Rocket Bn (18) 6-3-6 Tk Bn (709) A12.07: 108-2-3 Arty Div (9) 2-3-3 Bel Inf Bn (5) A11.04 (Verviers): B16.31: 5 Corps HQ England Airfields: 24-4-3 Inf Div (104) 1x 5-4-3 Brkdwn Rgt 2x Mosquito 6-3-6 Tk Bn (750) Level-1 Air Base 1x B-25 (3)-2-3 TD Bn (692) 2 SP 1x C-47 3x C-47+Gldr A16.05: B10.33: 16 Corps HQ 4-4-7 Mech Cav Grp (102) 4-4-7 Mech Cav Grp (15) 1x 5-3-3 Brkdwn Rgt American/French Setup 36-2-3 Arty Grp (116, 216) A22.06: 2 SP A10.01: 1x P-47 36-2-3 Arty Grp (105, 205) Level-1 Air Base B15.31: 2T 24-4-3 Inf Div (9) B9.34: 6-3-6 Tk Bn (746) 1x 5-4-3 Brkdwn Rgt B20.34, within 1 hex: 24-3-3 Inf Div (84) A15.01 (Aachen), within 1 hex: B8.34: 7.Arm Div (all 4 units) 7 Corps HQ 2x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (814) 3.Arm Div (all 5 units) Level-1 Hedgehog 3-2-8 TD Bn (638) 5-3-7 TD Bn (703, 899) 3-2-8 TD Bn (705) A8.04: A20.01: 36-2-3 Arty Grp (107, 207) 3-4-6 Mech Bn (526) 13 Corps HQ 2 SP 2-2-3 Inf Bn (Norway) 4-4-7 Mech Cav Grp (11) 108-2-3 Arty Div (1) 36-2-3 Arty Grp (113, 213) B14.31: 2 SP 2 SP 24-4-3 Inf Div (83) 6-3-6 Tk Bn (774, 736) B7.34: B18.32 (Linnich), within 1 hex and 4-3-6 TD Bn (629) 2x 5-3-3 Brkdwn Rgt west of Roer River: Level-1 Hedgehog 24-4-3 Inf Div (29, 102) B13.31: 6-3-6 Tk Bn (771) 5.Arm Div (CCA, CCB) A7.01: 5-3-7 TD Bn (771) 24-4-3 inf Div (2, less 3 steps) 2-4-2 Flm Tk Bn (747) B13.32: 6-3-6 Tk Bn (741) 5.Arm Div (CCR, Arty) 4-3-6 TD Bn (644) A18.03: 5-3-7 TD Bn (628) 2.Arm Div (all 5 units) A7.03 (Malmedy): 9.Arm Div (CCB) 3-2-8 TD Bn (811)

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B6.33: C55.35: D39.34, within 1 hex: 24-3-3 Inf Div (99, less 2 steps) 2-4-3 Para Bn (551) 24-4-3 Inf Div (5, less 1 step) (3)-2-3 TD Bn (801) 4-4-7 Mech Cav Grp (6) Level-1 Hedgehog C54.01 (Echternach): 6-3-6 Tk Bn (735) 1x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (818) B5.34: (3)-2-3 TD Bn (807) 4-4-7 Mech Cav Grp (14) C54.34: 2-5-3 Rngr Bn (5) Level-1 Hedgehog 2x P-47 1x Mule point 1 SP Level-3 Air Base 2T C39.08 (Metz): A4.03 (St. Vith): 3 Corps HQ 1x 5-3-3 Brkdwn Rgt C52.01: 36-2-3 Arty Grp (103, 203) Level-1 Hedgehog 1x 5-4-3 Brkdwn Rgt 3x Truck point 1T Level-3 Hedgehog C52.04, within 2 hexes: 5 SP B3.34: 24-4-3 Inf Div (4, less 3 steps) 24-3-3 Inf Div (106, less 2 steps) 6-3-6 Tk Bn (70) C39.09: 3-2-8 TD Bn (820) 5-3-7 TD Bn (803) 24-4-3 Inf Div (26, less 2 steps) 2T (3)-2-3 TD Bn (802) 3-2-8 TD Bn (602)

A3.01: C51.06 (Luxembourg City): C38.08: 1x 5-3-3 Brkdwn Rgt Level-1 Air Base 1x P-47 1T Level-1 Air Base C51.34 (Reims), within 3 hexes: 18 Abn HQ D36.29: A3.04: 82.Abn Div (all 3 units) 24-4-3 Inf Div (44, less 1 step) 5-3-7 TD Bn (630) 101.Abn Div (all 4 units) 6-3-6 Tk Bn (749) 36-2-3 Arty Grp (108) 4-4-3 Para Rgt (501, 508) D36.30 (Sarreguemines): A2.03: C49.04: 24-3-3 Inf Div (87) 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (610) Level-1 Hedgehog 3-2-8 TD Bn (704) 2T C46.35 (Epernay): 2-4-3 Para Bn (509) D36.31: A2.05: 24-4-3 Inf Div (35) 9.Arm Div (CCR, Arty) C45.04, within within 1 hex and south 4-4-7 Mech Cav Grp (2) of Moselle River: 6-3-6 Tk Bn (737) C61.04: 10.Arm Div (all 4 units) 5-3-7 TD Bn (654) 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt Level-1 Hedgehog 4-4-7 Mech Cav Grp (3) D36.32 and/or D37.33: 1T 3-2-8 TD Bn (609) 6.Arm Div (all 4 units) (3)-2-3 TD Bn (691) C61.05: C45.07 (Thionville): 3-2-8 TD Bn (603) 6-3-6 Tk Bn (707) 20 Corps HQ 36-2-3 Arty Grp (120, 220) D35.25: C61.09 (Bastogne): 2 SP 24-4-3 Inf Div (45, less 3 steps) 8 Corps HQ 6-3-6 Tk Bn (101) 36-2-3 Arty Grp (208) C44.01, within 1 hex: 3 SP 24-4-3 Inf Div (90, less 1 step) D35.26: 6-3-6 Tk Bn (712) 1x 5-4-3 Brkdwn Rgt C57.04: 5-3-7 TD Bn (773) 5-3-7 TD Bn (645) 1x 5-4-3 Brkdwn Rgt 3-2-8 TD Bn (607) Level-1 Hedgehog D35.27: D42.34, within 1 hex: 24-3-3 Inf Div (100, less 2 steps) C56.05 (Ettelbruck): 24-4-3 Inf Div (95) 6-3-6 Tk Bn (781) 24-4-3 Inf Div (28, less 3 steps) 6-3-6 Tk Bn (778) (3)-2-3 TD Bn (774) D35.28: C56.19 (Sedan): 2x 5-3-3 Brkdwn Rgt Level-1 Air Base C42.15: (3)-2-3 TD Bn (824) Level-1 Airfield C55.03: D35.29: 9.Arm Div (CCA) 1x 5-4-3 Brkdwn Rgt 2T 5-3-7 TD Bn (776)

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C35.01: C30.09 (Nancy): D15.31: 24-4-3 Inf Div (80) 1x P-47 1x 5-4-3 Brkdwn Rgt 6-3-6 Tk Bn (702) Level-1 Air Base 5-3-7 TD Bn (808) 1T D15.33: 16-3-3 Fr Inf Div (3.Alg) D34.24: D29.18: 1x 5-4-3 Brkdwn Rgt 24-4-3 Inf Div (79) D12.34 (Munster): 6-3-6 Tk Bn (191) 1x Fr 3-3-3 Brkdwn Rgt D34.31 (Sarralbe): 12 Corps HQ D27.23 (Haguenau): C9.02: 36-2-3 Arty Grp (112, 212) 6 Corps HQ 1x Fr 3-4-3 Mtn Brkdwn Rgt 108-2-3 Arty Div (3) 36-2-3 Arty Grp (106, 206) 1 SP 14.Arm Div (CCR) C7.02: 2 SP 2x Fr 3-3-3 Brkdwn Rgt D33.31: 12.Arm Div (all 4 units) D26.28 (Saverne): D6.34: 2-4-7 Mech Cav Bn (117) 1x Fr 3-4-3 Mtn Brkdwn Rgt D33.24: 108-2-3 Arty Div (7) 1x 5-4-3 Brkdwn Rgt 1x (1)-0-0 Pontoon Bde C6.01: 4 SP 16-3-3 Fr Inf Div (2.Mor, less 2 steps) C33.11: 1x P-47 C24.17 (Neufchateau): D5.32: Level-1 Air Base 6-3-6 Tk Bn (740) 2x 3-2-3 Fr Brkdwn Rgt 1T D22.24 (Strasbourg): D5.33 (Mulhouse): C33.25 (Saint Dizier): 24-4-3 Inf Div (3, less 2 steps) 1 Fr Corps HQ (1) 1x P-47 6-3-6 Tk Bn (756) 5.Fr.Arm Div (5 Mech Bde) Level-1 Air Base 5-3-7 TD Bn (601) 36-2-3 Fr Arty Grp (1) 1T 4-3-6 TD Bn (636) 1x Truck point Level-1 Air Base 2 SP D32.21: All Bridges Blown Marker 1x 5-3-3 Brkdwn Rgt D5.34: (3)-2-3 TD Bn (614) D20.26 (Erstein): 16-4-3 Fr Mtn Div (4.Mor, less 2 steps) 2.Fr.Arm Div (CCR, Arty) D32.22: 24-4-3 Inf Div (103, less 3 steps) D18.25: 2.Fr.Arm Div (CCD) Hitler’s Bigger Gamble D32.23: These two optional formations can be 1x 5-3-3 Brkdwn Rgt D18.26: added to lend an even bigger punch to 2.Fr Arm Div (CCL) Wacht am Rhein. D32.34: 4.Arm Div (all 4 units) D18.27: The 6th.SS Mountain Division was a 2.Fr.Arm Div (CCV) veteran division accustomed to fighting D31.20: in arctic conditions. It was considered for 14.Arm Div (CCA) D17.28: use in WaR, but arrived too late. Here it is 1x 5-4-3 Brkdwn Rgt assumed the Germans transfer this division D31.21: from northern Finland sooner. Make the 1x 5-3-3 Brkdwn Rgt D17.29: following changes: 1x 5-4-3 Brkdwn Rgt • Replace either the 12 VG Division D31.31: (B6.32) or the 3 FJ Division (B4.33) in 15 Corps HQ D16.29 (Selestat): the front line with the 6th SS Mtn Div. 4-4-7 Mech Cav Grp (106) 1x 5-4-3 Brkdwn Rgt Move the division replaced and stack it 36-2-3 Arty Grp (115, 215) with 1st SS Corps HQ (B7.31). If this 2 SP D16.30: option is used ignore the reinforcement 2 Fr Corps HQ entries for the 3-5-2 SS Mtn Brkdwn D30.18: 5.Fr.Arm Div (4 Mech Bde) Rgt on December 26 and for 6 SS Mtn 1x 5-4-3 Brkdwn Rgt 3-2-3 Inf Bde (AL-LO) Div on January 8. 5-3-7 TD Bn (813) 36-2-3 Fr Arty Grp (2) • At the time WaR started, the 11th Pz 1x Truck point Div was in action with Army Group G. D30.19: 2 SP This option assumes it was sent north 14.Arm Div (CCB, Arty) to the Ardennes instead. Place all units D15.30: of the 11th Pz Div within one of hex 24-4-3 Inf Div (36, less 2 steps) of D62.33 (Army Group B Reserve). 6-3-6 Tk Bn (753)

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D4.31: German Information B57.03: 12-2-3 Fr Inf Div (9.Col, less 2 steps) Rail Cap: 10 Level-1 Air Base Sea Cap: Per Charts D4.33: Supply: Per Table (roll each turn) A57.10 (Beverwijk): 5.Fr.Arm Div (6 Mech Bde, Arty) Alarm Pool:12x Alert, 6x Flak, and 18x 1x Fester Platz (random from pool) VS (many are in setup) 2-1-2 Ost Bn (822) C4.01: Reserve Markers: 16 2 SP 1.Fr Arm Div (all 5 units) Dead Pile: 21.Pz Div (200 PJ Bn) B54.12 (Meppen): C3.30 (Dijon): 15.PzGr Div (115 Pz.Gr.Rgt) Level-1 Air Base Level-1 Air Base 25.PzGr Div (5 Pz Bn) 111.Pz Bde (all 3 units) A54.07 (Amsterdam): England Box: 112.Pz Bde (all 3 units) 1x 3-3-2 Naval Brkdwn Rgt 17.Abn Div (all 3 units) 113.Pz Bde (all 3 units) Level-1 Hedgehog 4-4-3 Para Rgt (507) 12-4-7 Pz Bde (105, 107, 108) 2T 2-4-3 Gldr Bn (550) 16-4-3 Inf Div (64) 14-3-2 VG Div (553) B53.09: England Airfields: 14-4-2 VG Div (462) Level-1 Air Base 2x B-26 12-4-3 Inf Div (Tett) 1x C-47 11-4-2 Inf Div (Boeh) B51.11: 6x C-47+Gldr 5-3-2 Inf KG (Fiebig, Browd) 1x Fw.190a (4) 3-3-2 Inf KG (Riedel) Level-2 Air Base Southern France Airfields: 2-4-3 Inf KG (Schwer) 1x P-47 4-4-6 AG Bn (394, 667) A51.15: 1x B-26 2-2-6 Lt Tk Co (224) 4-4-3 FJ Rgt (H.G.) 4x Fr P-47 2-4-5 Arty Bty (2-218) 2x Fr B-26 (4)-3-2 Flk Grp (St.Tr) A50.16 (Den Haag): (3)-3-1 Flk Grp (Achn x 2) 2-1-2 Ost Bn (803) Normandy Airfields: 3-4-2 Eng Bn (78) Level-1 Hedgehog 1x P-47 2-4-2 Eng Bn (1031) 3x P-38 26-2-2 Arty Rgt (761) B48.08: 4x B-26 2-3-3 Bicycle Bn (608) 1x Bf.109 (5) 1x A-20 4-3-3 Bicycle Rgt (v.Fritz) Level-1 Air Base 1x A-26 4-3-3 Naval Bde (Weber) 3-2-2 VS Rgt (Sauer) B48.13: Normandy Interdiction Airfields: 3-2-1 MG Bn (31, 33, 34) 1x Fw.190a (5) 2x CW Spit.IX 2-2-2 FJ Bn (2-2) Level-1 Air Base 1x CW P-51 2-2-2 LW Inf Bn (1 thru 22) 1x CW Typhoon 2-2-2 LW Inf Bn (I/90 thru IV/90) B48.16 (Nordhorn): 3x US P-47 10.SS.Pz Div (1-10 Pz Bn 10 PJ Bn) 1x Fw.190d (6) 1x US P-51 17.SS.PzGr Div (17 AG Bn) Level-2 Air Base 2x US B-26 3-3-2 SS Inf KG (Dunk) 1x US A-20 2-3-2 SS Inf KG (Berg) B48.21 (Almelo): 1x US A-26 1x Truck point Level-1 Air Base 1x Fr P-47 1x Fr B-26 A48.09 (Woerden): German Setup 1x 4-3-2 FJ Brkdwn Rgt B61.01 (Oldenburg): 1x Fw.190a (4) A48.18 (Hoek van Holland): 1x Bf.109 (4) 1x Fester Platz (random from pool) 1x Ju.88 (12) 1 SP Level-2 Air Base 1 SP A47.07 (Utrecht): 88 Corps HQ A61.08 (Alkmaar): 4-4-6 LW AG Bn (121) 1x 3-3-2 Naval Brkdwn Rgt 3-2-1 MG Bn (30) 2-1-2 Ost Bn (787) 1x Wagon point 3 SP B58.01: 1x Fw.190a (4) A47.12 (Gouda): 1x Ju.88 (9) 1x 2-3-3 Alert Bn Level-1 Air Base

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B46.11: B41.27 (Doetinchem): B30.28 (Geldern): 1x Bf.109 (5) 18-3-3 FJ Div (2) 10-3-2 Inf Div (526) Level-2 Air Base A41.06 (Geldermalsen): B28.14: A46.15 (Rotterdam): 1x 3-3-2 Brkdwn Rgt 1x Bf.109 (4) 1x 2-3-3 Naval Alert Bn Level-1 Air Base 1x (1)-0-0 Pontoon Bde A41.13: 1T 1x Wagon point 1x 3-3-2 Brkdwn Rgt Level-1 Hedgehog B28.28: 2T A40.06: 1x Bf.109 (4) 1x 3-3-2 Brkdwn Rgt Level-1 Air Base B45.06 (Bramsche): Level-1 Hedgehog 1T Level-2 Air Base 1 SP A40.10: B28.31 (Venlo): 1x 3-3-2 Brkdwn Rgt 10-3-2 Inf Div (180) A45.21 (Stellendam): Level-1 Hedgehog Level-1 Hedgehog 2-1-2 Ost Bn (812) B39.31: B27.01: B44.07: 1x 3-3-2 Brkdwn Rgt 2x Bf.109 (4) 1x Bf.109 (5) Level-2 Hedgehog 1x Ju.52 Level-1 Air Base Level-3 Air Base B38.31: 2T B44.12 (Rheine): 16-3-3 Inf Div (84, less 2 steps) 2x Bf.109 (5) Level-3 Hedgehog B27.28: 1x Bf.109 (4) 2 Para Corps HQ 1x Me.262 B37.11 (Munster): 4-4-6 LW AG Bn (Schm) Level-3 Air Base 1x Bf.109 (5) 5-3-3 FJ Rgt (21) 2 SP Level-1 Air Base 3-4-5 LW Mtrcycle Bn (12) 12-2-2 LW Arty Rgt (121) B44.19 (Enschede): B37.30 (Kleve): 12-2-2 LW Werfer Rgt (121) 1x Fw.190a (4) 1x 4-3-2 FJ Breakdown Rgt 3 SP Level-1 Air Base Level-1 Hedgehog B27.32 (Tegelen): A44.13 (Ridderkerk): B37.32: 2x 4-3-2 FJ Brkdwn Rgt 30 Corp HQ 1x 3-3-2 Brkdwn Rgt Level-1 Hedgehog 1x 2-2-2 Alert Bn 1x 2-2-2 Alert Bn 2 SP B25.27: (Krefeld): B36.32: Level-1 Air Base B43.31: 1x 3-3-2 Brkdwn Rgt Level-1 Air Base Level-2 Hedgehog B25.33: 18-4-3 FJ Div (7, less 2 steps) A43.02 (Rhenen): B35.32: 8-4-3 SS Bicycle Bde (7) 16-3-3 Inf Div (190, less 2 steps) B25.34: Level-1 Hedgehog 8-3-3 Inf Div (606) A43.06 (Culemborg): 12-3-2 Inf Div (712, less 2 steps) B34.30 (Goch): B24.23 (Ratingen): 3-2-1 MG Bn (29) 3-4-3 Inf Rgt (Brehm) 1x Truck point 2T 2x Wagon point B42.31 (Arnhem): 4 SP 18-3-3 FJ Div (6, less 1 step) B33.03 (Gutersloh): All Bridges Blown Marker Level-1 Air Base B24.31: 12 SS Corps HQ A42.01 (Kesteren): B33.27 (Xanten): 3-5-5 Tgr Co (Hum) 1x 3-3-2 Brkdwn Rgt 86 Corps HQ 9-5-4 Tgr Bn (506) 3-4-3 LW Assault Bn (1) 5-4-3 FJ Rgt (v.Hof) A42.09 (Gorinchem): 3 SP 24-2-1 Arty Corps (407) 16-3-3 Inf Div (711, less 1 step) 3 SP 2-1-2 Ost Bn (600) B32.24 (Wesel): 5-4-3 FJ Rgt (z.b.V.) B24.32: A42.13 (Dordrecht): 1x (1)-0-0 Pontoon Bde 15.PG Div (104 PzGr Rgt 115 Pz Bn, 16-3-3 Inf Div (346, less 1 step) 115 Rec Bn, 33 PJ Bn, 33 Arty Rgt) Level-1 Hedgehog B30.21: Level-1 Air Base

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B24.34 (Roermond): B15.23 (Koln): B10.32: 5-4-3 FJ Rgt (Hubner) 1x Fw.190f (4) 14-2-2 VG Div (326, less 1 step) 1x 4-3-2 FJ Brkdwn Rgt Level-2 Air Base 1 SP B9.27, within 1 hex: B23.29 (M.Gladbach): 2 SS Pz Corps HQ Level-1 Air Base B15.28: 2.SS.Pz Div (all 7 units) 81 Corps HQ 12-2-2 SS Werfer Bn (508) A23.01 (Wessem): 4-4-5 PJ Bn (741) 1 SP 16-3-3 Inf Div (176) 4-4-6 AG Bn (341) 2-2-2 Ost Bn (827) 26-2-2 Arty Rgt (621) B9.29: Level-1 Hedgehog 36-2-1 Arty Corps (403) 1x 4-3-2 FJ Brkdwn Rgt 1 SP B22.23: B9.31: 1x Bf.109 (4) B15.30: 67 Corps HQ Level-1 Air Base 1x 3-3-2 Brkdwn Rgt 4-4-6 AG Bn (902) 1T (5)-4-3 PJ Bn (682) (5)-4-3 PJ Bn (683) 24-2-1 Arty Corps (405) B22.29 (Rheydt): B14.28: 3 SP Level-1 Air Base 14-3-2 VG Div (344) B9.32: B22.30: B14.30 (Duren): 42-2-2 Werfer Bde (17) 9.Pz Div (all 7 units) 14-3-2 VG Div (47, less 1 step) 4-5-5 Pz Bn (301 Fkl) Level-1 Hedgehog B9.33: 2-4-5 Pz Co (319 Fkl) 1x 3-2-2 Brkdwn Rgt B13.22: B22.32: 1x Fw.190f (3) B8.31: 14-3-2 VG Div (183, less 2 steps) Level-1 Air Base 36-2-1 Arty Corps (388) Level-2 Hedgehog 24-2-1 Arty Corps (402) B13.30: 26-2-2 Arty Rgt (1020) B22.33: 16-3-3 Inf Div (353) 2x 3-3-2 Brkdwn Rgt 2-1-2 Ost Bn (627) B8.32: 12.SS.Pz Div (all 7 units) B22.34: B12.30: 16-3-3 Inf Div (59, less 1 step) 16-3-3 Inf Div (85) B8.33: Level-1 Hedgehog 14-2-2 VG Div (277) B11.23: B21.30: 1x Fw.190f (3) B7.31: 10.SS.Pz Div (21, 22 PzGr Rgt, 10 Rec Level-1 Air Base 1 SS Pz Corps HQ Bn) 9-5-4 SS Tgr Bn (501) 5-5-7 PJ Bn (655) B11.29: 9-2-2 SS Arty Bn (501, 502) 74 Corps HQ 1x (3)-2-3 Alarm Flak Bn B21.32: 5-4-3 Pio Rgt (1) 8-3-3 Cdo Bde (150) 1x 3-4-2 Brkdwn Rgt 24-2-1 Arty Corps (409) 6-5-6 PJ Bn (560) 1 SP 42-2-2 Werfer Bde (9) B20.31: 2 Truck point 14-4-2 VG Div (340, less 1 step) B11.31: 8 SP Level-1 Hedgehog 16-3-3 Inf Div (89, less 1 step) 4-4-3 Assault Bn (15) B7.33: B19.23 (Langenfeld): Level-1 Hedgehog 1x 3-4-2 Brkdwn Rgt 4 SP B11.32: B6.21 (Linz): B19.32: 14-2-2 VG Div (272, less 1 step) 5 SP 1x 3-3-2 Brkdwn Rgt 5-4-3 FJ Rgt (6) 3-2-3 Ost Rgt (4) B6.29: B18.31: 9.SS.Pz Div (all 7 units) 1x 3-3-2 Brkdwn Rgt B10.23 (Bonn): 5-5-6 PJ Bn (519) 6-5-6 PJ Bn (559) 9-2-2 SS Werfer Bn (502) B17.31 (Julich): 14-3-2 VG Div (363, less 1 step) B10.29: B6.32: (5)-3-1 PJ Bn (501) 3.PzGr Div (all 6 units) 14-4-2 VG Div (12, less 1 step) Level-1 Hedgehog 6-4-5 SP Arty Bn (217) B10.31: B16.30: Roer Dam Marker B5.31: 14-3-2 VG Div (246) 1.SS.Pz Div (all 7 units)

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B5.32: C61.01: D56.10: 42-2-2 Werfer Bde (4) 47 Pz Corps HQ 1x Fw.190a (5) 4-4-3 Pio Bn (z.b.V. 600) Level-1 Air Base B4.33: 1x (4)-3-7 Alarm Flak Bn 18-3-3 FJ Div (3, less 1 step) 26-2-2 Arty Rgt (762) D56.34: 7 SP 80 Corps HQ B3.33: 24-2-1 Arty Corps (408) 2x 3-3-2 Brkdwn Rgt C61.02: 1x (5)-4-3 Alarm Flak Bn 2.Pz Div (1-3, 2-3 Pz Bn, 2 Rec Bn, 38 4 SP B2.19 (Neuwied): PJ Bn, 74 Arty Rgt) 10 SP C56.02: C61.03: 14-3-2 VG Div (352) B2.32: 2.Pz Div (2 Pz.Gr.Rgt) 66 Corps HQ D55.34: 4-4-6 AG Bn (244) D61.32: 42-2-2 Werfer Bde (8) 10.SS.Pz Div (10 Arty Rgt) 39 Pz Corps HQ 2-2-2 FJ Bn (v.d.H) 2-4-6 Pz co (2-2/103) C55.01: 2 SP 4-4-3 Assaut Bn (5) 14-3-2 VG Div (212, less 1 step) 6-0-R RR Arty Bn (725) Note the rest of 10.SS is near Rheydt! 2x Truck point (empty) C55.02: 14-2-2 VG Div (276) B2.33: D60.04: 14-3-2 VG Div (18, less 2 steps) 1x Bf.109 (5) D54.01: 1x (3)-2-3 Alarm Flak Bn Level-1 Air Base 1x Fw.190a (4) 1T Level-2 Air Base B2.34: 14-2-2 VG Div (62) C60.02: D54.03 (Hanau): 42-2-2 Werfer Bde (16) Lehr.Pz Div (901 PzGr Rgt, 130 Rec 3 SP Bn, 130 PJ Bn, 130 Arty Rgt) A2.02: D54.34: 116.Pz Div (60 PzGr Rgt, 156 Inf Rgt) C60.03: 1x 3-3-2 Brkdwn Rgt 14-4-2 VG Div (26, less 1 step) (5)-4-3 PJ Bn (657) B1.07 (Wetzlar): Level-1 Air Base C59.02: D52.32 (Trier): Lehr.Pz Div (902 Inf Rgt, 2-130 Pz Bn) 53 Corps HQ A1.02: 1x Fester Platz (random from pool) 116.Pz Div (1-16, 2-16 Pz Bn, 116 Rec C58.01: 2 SP Bn, 228 PJ Bn, 146 Arty Rgt) 85 Corps HQ 42-2-2 Werfer Bde (7) (5)-4-3 PJ Bn (668) D52.34: 1x (5)-4-3 Alarm Flak Bn 1x 3-3-2 Brkdwn Rgt A1.03: 3 SP (5)-3-1 PJ Bn (503) 14-3-2 VG Div (560, less 1 step) Level-3 Hedgehog C58.02: Any West Wall hexes in Northern BZ: 42-2-2 Werfer Bde (18) D51.10: 3x Level-2 Hedgehog 1x Bf.109 (4) D57.03: Level-1 Air Base D62.33: 1x Fw.190d (5) 42-2-2 Werfer Bde (15) Level-1 Air Base D51.34: 1x 2-3-3 Alert Bn C62.01: D57.34 (Bitburg): (5)-3-1 PJ Bn (504) 58 Pz Corps HQ 4-4-3 Pio Bn (47) Level-3 Hedgehog 4-4-3 Pio Bn (207) 22-2-1 Mortar Bn (7) 1x (4)-3-7 Alarm Flak Bn D50.01 (Aschaffenburg): 24-2-1 Arty Corps (401) C57.01: 2 SP 1x (1)-0-0 Pontoon Bde 26-2-2 Arty Rgt (720) 3 SP 24-2-1 Arty Corps (406) C50.01: 1x 2-3-3 LW Alert Bn C62.02: C58.03: (5)-4-3 PJ Bn (681) 48-2-1 Arty Corps (766) 1x 4-3-2 FJ Brkdwn Rgt D49.01: C62.03: C57.03: 1x Fw.190a (5) 2.Pz Div (304 Inf Rgt) 18-3-3 FJ Div (5, less 1 step) 1x Bf.109 (4) 4-4-6 LW AG Bn (111) Level-2 Air Base

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C49.02: D40.29 (Sankt Ingbert): D35.17 (Landau in der Pfalz): 1x 3-3-2 Brkdwn Rgt 13 SS Corps HQ 8-3-3 Inf Div (Rass) 8-4-3 Inf Div (172) (6)-5-5 PJ Bn (93) D48.08 (Darmstadt): (2)-3-3 PJ Bn (484) 2-2-2 LW Inf Bn (51, 52) 1x Bf.109 (4) 10-0-1 Arty Bty (638) 4 SP Level-1 Air Base 3 SP D35.23: D48.34: D40.32 (Volklingen): 90 Corps HQ 82 Corps HQ 14-3-2 VG Div (347, less 2 steps) (4)-3-3 PJ Bn (487) 2-2-3 LW Inf Bn (41) 2 SP 2 SP D39.30: 17.SS.PzGr Div (17 Arty Rgt) D35.24: C48.02: 14-3-2 VG Div (361, less 2 steps) 16-2-3 Inf Div (416, less 2 steps) D39.31 (Saarbrucken): 2-2-3 LW Inf Bn (38) 1x Fester Platz (random from pool) D34.20: 1x VS Bn (random pick) 21.Pz Div (21 Rec Bn) C47.03: 1 SP 1x 2-4-3 Alert Bn D34.23: 2-2-3 LW Inf Bn (42) D39.32 (Forbach): 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt D46.34: D33.17: 1x 3-3-2 Brkdwn Rgt D38.26 (Zweibruchen): Grp Hohne HQ 25.PzGr Div (25 Arty Rgt) (5)-4-3 PJ Bn (686) C46.01: 26-2-2 Arty Rgt (1036) 36-2-1 Arty Corps (404) 1x 3-2-2 Brkdwn Rgt D38.27: D33.19: C46.02: 11.Pz Div (119 Arty Rgt) 21.Pz Div (1-22 Pz Bn, 155 Arty Rgt) 1x 3-2-2 Brkdwn Rgt (5)-4-3 PJ Bn (1) D33.21: D45.34 (Merzig): D38.31: 21.Pz Div (192 Inf Rgt) 14-3-2 VG Div (19, less 1 step) 14-3-2 VG Div (36, less 1 step) D33.22: D44.33: D37.24 (Primasens): 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt 8-4-2 Inf Div (Claer) 1x Wagon point D33.23: D43.33: 1x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (559, less 1 step) D37.29: 11.Pz.Dv (1-15 Pz Bn, 110 PzGr Rgt) D32.19: D42.20 (Kaiserslautern): 16-3-3 Inf Div (245, less 2 steps) 4-4-2 Inf KG (C/V) D37.30: Level-3 Hedgehog 17.SS.PzGr Div (37 Inf Rgt, 17 Rec Bn) D42.23: D32.20 (Wissembourg): 12-3-2 Inf Div (48, less 2 steps) D37.31: 21.Pz Div (125 Inf Rgt) 4-4-3 Assault Bn (1) 17.SS.PzGr Div (38 Inf Rgt 17 PJ Bn) (2)-3-3 PJ Bn (486) Any West Wall hexes in Central BZ: Level-2 Air Base D36.11: 6x Level-2 Hedgehog 4 SP Level-1 Air Base D31.17: D42.32: D36.24: 14-3-2 VG Div (256, less 2 steps) 12-3-2 Inf Div (719, less 1 step) 2x 3-3-2 Brkdwn Rgt Level-3 Hedgehog (5)-3-1 PJ Bn (502) D36.25: D31.18: D41.28 (Neunkirchen): 25.PzGr Div (35 Inf Rgt, 25 AG Bn) 1x 3-3-2 Brkdwn Rgt 89 Corps HQ Level-3 Hedgehog (2)-3-3 PJ Bn (483) D36.26: 10-0-1 Arty Bty (E/428) 25.PzGr Div (119 PzGr Rgt, 25 Rec Bn) D31.19: 2 SP 2x 3-3-2 Brkdwn Rgt D36.27: Level-3 Hedgehog D41.33: 11.Pz Div (2-15 Pz Bn, 11 Rec Bn) 2x 3-3-2 Brkdwn Rgt D30.15 (Karlsruhe): D36.28: 1x 3-2-2 Brkdwn Rgt D40.26 (Homburg): 11.Pz Div (111 Inf Rgt, 90 PJ Bn) 1x VS Bn (random pick) 8-3-3 Inf KG (Jais) 10-0-1 Arty Bty (Z/428)

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D30.16: D14.30: D6.33: 1x 3-3-2 Brkdwn Rgt 2x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt Level-3 Hedgehog 1x 2-3-3 Alert Bn D14.31: D30.17: 16-3-3 Inf Div (189, less 2 steps) D5.30 (Mullheim): 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt Level-1 Hedgehog D14.32: 1x VS Bn (random pick) 14-3-2 VG Div (16, less 1 step) D27.18 (Rastatt): D5.31: 1x 3-2-2 Brkdwn Rgt D13.31 (Colmar): 1x 3-3-2 Brkdwn Rgt 1x VS Bn (random pick) 1x 3-3-2 Brkdwn Rgt 2-3-3 Mtn Bn (201) All Bridges Blown Marker 4-4-3 Assault Bn (19) 2-1-2 Ost Bn (798) Any West Wall hexes in Southern BZ: D25.18 (Baden-Baden): (2)-3-3 PJ Bn (485) 3x Level-2 Hedgehog 14 SS Corps HQ Level-1 Air Base 2 SP 4 SP Emergency Pool (all Ready): 8-4-3 Inf Div (406, 480) D23.05 (Stuttgart): D12.33: 8-3-3 Inf Div (471, 616) 1x Bf.109 (5) 16-3-3 Inf Div (269) 8-2-3 Inf Div (617) Level-1 Air Base 6-2-3 Inf Div (Bava) 2 SP D11.29: 1x 3-3-2 Brkdwn Rgt D22.23 (Kehl): 1x 2-2-2 Alert Bn 8-3-3 Inf Div (405) —————————— 1x VS Bn (random pick) D9.26 (Freiburg): Scenario 6.6: All Bridges Blown Marker 16-1-3 SS Inf Div (30, less 3 steps) 1x 3-3-2 Brkdwn Rgt A Time for Trumpets D21.09: 1x (1)-0-0 Pontoon Bde 1x Bf.109 (5) 1x Wagon point This scenario covers the Battle of the Level-1 Air Base 3 SP Bulge. It lasts just nine turns and uses the special map for this gamette. D20.05: D9.33 (Guebwillwer): 1x Bf.109 (5) 63 Corps HQ Level-1 Air Base 1x 2-4-3 Alert Bn General Information 2-4-3 SS Inf Rgt (Ellwan) Setup Order: Allied first D17.26: 1-4-5 SS PJ Co (RF) First Player: German 1x 3-3-2 Brkdwn Rgt 6-5-6 PJ Bn (654) Weather: Snow, No Flight on 15 Dec 2 SP First Turn: 15 December 1944 D17.27: Last Turn: 12 January 1945 16-3-3 Inf Div (198, less 2 steps) D8.25: Total Turns: 9 Level-1 Air Base Reinforcements: Use special scenario D16.27: arrival schedules. Roll for variable 1x 3-3-2 Brkdwn Rgt C8.01: reinforcements each turn (as modified 1x 3-3-2 Brkdwn Rgt by special scenario rule’s -1 drm). D16.28: 14-3-2 VG Div (708, less 1 step) D7.29: Special Scenario Rules 18 SS Corps HQ D15.27: 1x 2-4-3 Alert Bn Use the “A Time for Trumpets” map. 12-4-7 Pz Bde (106) 1 SP The map has two Broadfront Zones, North- 4-4-6 AG Bn (280) ern and Central. The line is between the D7.34: 25.xx and 26.xx columns. D15.28: 2x 3-3-2 Brkdwn Rgt 64 Corps HQ Both sides have a -1 drm to their Repl Table 2-3-3 Bicycle Bn (602) C7.01 (Thann): and Supply Table rolls in this scenario. 2-2-3 Inf Bn (z.b.V. 291, z.b.V. 292) 16-3-3 Inf Div (159, less 2 steps) Note that Antwerp is fully repaired at start 2 SP of scenario. D6.31: German supply sources are hexes along the D15.29: 1x 3-3-2 Brkdwn Rgt east edge with any kind of road or railroad 16-3-3 Inf Div (716, less 2 steps) 2-3-3 Mtn Bn (202) leading off the map. Allied supply sources are hexes along the west or south edge D14.29: D6.32: with any kind of road or railroad leading 2x 3-3-2 Brkdwn Rgt 16-3-3 Inf Div (338, less 1 step) off the map, as well as the Antwerp ports (assuming a cap of at least 1 SP).

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Wacht am Rhein begins on 15 December. Commonwealth Setup T51.12/A26.03 (Weert): Deployment from the WaR Box is reflected 12 Corps HQ T62.07/B37.33: in the scenario setup. Remember that WaR 3-4-8 Rec Bn (1RD) 1x 5-4-3 Can Brkdwn Bde lifts the Broadfront restrictions for 4 turns 72-2-3 Arty Div (5) (per 2.9e). 2x Eq T62.14/A37.06 (Hertogenbosch): 2 SP Roer River Dam (1.9) locks have not yet 22-4-3 Inf Div (51, less 1 step) been broken. T50.09/A25.01: T62.27/A37.19 (Bergen op Zoom): The Allies cannot use the South France 22-4-3 Inf Div (53) Box, but other boxes are used normally. 5-4-3 Cdo Bde (4) T49.12/A24.03: No Allied airdrops are pre-planned at the T61.11/A36.02 (Uden): 8.Arm Bde (all 5 units) start of the scenario. 1x Spit.IX 2x Typhoon Allied units cannot setup in Reserve mode. T49.14/A24.05 (Bree): Level-1 Airfield The Germans should use the Wacht am 1x Spit.XIV 2T Rhein Box as an off-map Air Box (it is Level-2 Airfield divided into Ready and Unready sec- 2T T60.07/B35.33: tions). Use the AEPs labelled “Reich” 22-4-3 Inf Div (3) for movement between the map and this T48.10/A23.02: box. Refit each turn is limited to the sum 7.Arm Div (all 4 units) T60.17/A35.09 (Tilburg): of two dice. Note the Ju.52 can be used 1 Corps HQ to fly in extra supply. T48.29/A23.21 (Brussels): 3-4-8 Rec Bn (Rac) 1x Spit.XIV 33 Tk Bde (all 3 units) 1x B-25 Level-1 Airfield 2x Truck point Victory Conditions 2 SP Level-3 Airfield The Germans score 1 VP for each of the 4 SP following cities that is captured or un- T57.07/B32.32: able to get trace supply (via direct draw 11.Arm Div (159 Mech Bde 15/19 Tk T48.30/A23.22 (Brussels): or throw) during an Allied Supply Phase: Bn, Arty) 1 Abn Corps HQ Antwerp, Brussel, Liege, Metz, and Ver- 1x (1)-0-0 Pontoon Bde dun. Note for a multi-hex city, the entire T57.12/A32.03 (Helmond): 36-2-3 Arty Bde (59) city must be captured/cut-off for the VP 8 Corps HQ 2x Eq to be scored. The VP for each city can be 3-4-8 Rec Bn (2 HC) scored multiple times per game. 6.Gd.Tk Bde (all 3 units) T47.10/A22.01: 12-2-5 SP Arty Rgt (86) The Germans score 1 VP for every city 1x 5-4-3 Brkdwn Bde 72-2-3 Arty Div (8) or village west of the West Wall that is 2 SP occupied by a combat unit at the end of T47.11/A22.02: the 12 January turn. Gds.Arm Div (all 4 units) T57.14/A32.05 (Eindhoven): The Allies score 1 VP for every city or 1x Spit.IX T46.09/A21.01: village that is in or east of the West Wall 2x Typhoon 22-4-3 Inf Div (43, less 1 step) that is occupied by a combat unit at the Level-2 Airfield 2-4-2 FT Tk Bn (141) end of the 12 January turn. 1 SP

T46.10/A21.02: T56.09/A31.01 (Deurne): Allied Information 30 Corps HQ 11.Arm Div (29 Mech Bde) Rail Cap: 6 3-4-8 Rec Bn (11HC) Sea Cap: NA 72-2-3 Arty Div (3, 4) T55.28/A30.19 (Antwerp): Supply: Per Table (roll each turn, -1 2 SP 5-3-3 Dutch Inf Bde (RNPI) drm) 1x Tempest Seaborne Assaults Available: NA T45.11/A20.02: Level-3 Airfield Arty Ammo Markers: 1x CW 52.AL Div (all 3 units) 2T Bridge Check Markers: 2 Reserve Markers: 10 T37.16/A12.07: T53.07/B28.32 (Maasbree): Dead Pile: 2-3-3 Bel Inf Bn (5) 22-4-3 Inf Div (15) CW: 22-4-3 Inf Div (50) England Airfields: T53.09/B28.34: 1.Abn Div (all 3 units) 1x Mosquito 4.Arm Bde (all 5 units) 2-4-2 Flm Tk Bn (1) 1x B-25 1.Pol.Arm Div (10 Tk Bn) 1x C-47 T53.15/A28.06: 4-4-3 Pol Abn Bde (1) 34.Tk Bde (all 3 units) US: 6-3-6 Tk Bn (701, 748 761)

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American/French Setup T40.05/B15.31: T34.08/B9.34: 24-4-3 Inf Div (9) 1x 5-4-3 Brkdwn Rgt T47.15/A22.06: 6-3-6 Tk Bn (746) 1x P-47 T33.09/B8.34: Level-1 Air Base T40.09/A15.01 (Aachen), within 1 2x 5-4-3 Brkdwn Rgt 2T hex: Level-1 Hedgehog 7 Corps HQ T45.09/B20.34, within 1 hex: 3.Arm Div (all 5 units) T33.13/A8.04: 24-3-3 Inf Div (84) 5-3-7 TD Bn (703, 899) 3-4-6 Mech Bn (526) 7.Arm Div (all 4 units) 3-2-8 TD Bn (705) 2-2-3 Inf Bn (Norway) 5-3-7 TD Bn (814) 36-2-3 Arty Grp (107, 207) 108-2-3 Arty Div (1) 3-2-8 TD Bn (638) 2 SP 2 SP T45.10/A20.01: T39.06/B14.31: T32.08/B7.34: 13 Corps HQ 24-4-3 Inf Div (83) 2x 5-3-3 Brkdwn Rgt 4-4-7 Mech Cav Grp (11) 6-3-6 Tk Bn (774, 736) Level-1 Hedgehog 36-2-3 Arty Grp (113, 213) 4-3-6 TD Bn (629) 2 SP T32.09/A7.01: T38.05/B13.31: 24-4-3 inf Div (2, less 3 steps) T43.12/A18.03: 5.Arm Div (CCA, CCB) 6-3-6 Tk Bn (741) 2.Arm Div (all 5 units) 4-3-6 TD Bn (644) T38.06/B13.32: T43.20/A18.11 (Sint.Truiden): 5.Arm Div (CCR, Arty) T32.11/A7.03 (Malmedy): 1x P-47 5-3-7 TD Bn (628) 9.Arm Div (CCB) Level-1 Air Base 3-2-8 TD Bn (811) 1T T38.13/A13.05: 24-4-3 Inf Div (1, less 1 step) T31.08/B6.33: T43.28/A18.19: 6-3-6 Tk Bn (745) 24-3-3 Inf Div (99, less 2 steps) 2x P-47 4-3-6 TD Bn (634) (3)-2-3 TD Bn (801) Level-2 Air Base Level-1 Hedgehog 2T T38.15/A13.07 (Liege): 3-2-8 TD Bn (643) T30.08/B5.34: T43.07/B18.32 (Linnich), within 1 hex 2x Truck point 4-4-7 Mech Cav Grp (14) and west of the Roer River: Level-1 Air Base Level-1 Hedgehog 24-4-3 Inf Div (29, 102) 6 SP 1 SP 6-3-6 Tk Bn (771) 5-3-7 TD Bn (771) T37.06/B12.31: T29.12/A4.03 (St. Vith): 2-4-2 Flm Tk Bn (747) 4-4-7 Mech Cav Grp (4) 1x 5-3-3 Brkdwn Rgt 4-2-8 Lt Tk Bn (759) Level-1 Hedgehog T42.08/B17.34 (Alsdorf): 4-3-6 TD Bn (635) 1T 24-4-3 Inf Div (30) 4-2-8 Lt Tk Bn (744) T37.07/B12.32: T28.08/B3.34: 2-4-2 Flm Tk Bn (743) 24-4-3 Inf Div (8) 24-3-3 Inf Div (106, less 2 steps) 4-3-6 TD Bn (823) 2-5-3 Rngr Bn (2) 3-2-8 TD Bn (820) 3-2-8 TD Bn (817) 2T T42.09/A17.01 (Heerlen): 19 Corps HQ T36.07/B11.33: T28.09/A3.01: 4-4-7 Mech Cav Grp (113) 24-3-3 Inf Div (78, less 1 step) 1x 5-3-3 Brkdwn Rgt 36-2-3 Arty Grp (119, 219) 4-3-6 TD Bn (893) 1T

6-3-6 Tk Bn (709) T42.13/A17.05 (Maastricht): T28.12/A3.04: 5-3-7 TD Bn (702) T36.12/A11.04 (Verviers): 5-3-7 TD Bn (630) 1x (1)-0-0 Pontoon Bde 5 Corps HQ 36-2-3 Arty Grp (108) 18-3-3 Rocket Bn (18) 1x 5-4-3 Brkdwn Rgt 108-2-3 Arty Div (9) Level-1 Air Base T27.12/A2.03: 2 SP 1x 5-4-3 Brkdwn Rgt T41.06/B16.31: Level-1 Hedgehog 24-4-3 Inf Div (104) T35.08/B10.33: 2T 6-3-6 Tk Bn (750) 4-4-7 Mech Cav Grp (102) (3)-2-3 TD Bn (692) 1x 5-3-3 Brkdwn Rgt T27.14/A2.05: 9.Arm Div (CCR, Arty) T41.14/A16.05: T35.10/A10.01: 16 Corps HQ 36-2-3 Arty Grp (105, 205) 4-4-7 Mech Cav Grp (15) 36-2-3 Arty Grp (116, 216) 2 SP

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T24.12/C61.04: T5.09/D42.34, within 1 hex: December 19 1x 5-4-3 Brkdwn Rgt 24-4-3 Inf Div (95) CW) England or west edge Northern BZ: Level-1 Hedgehog 6-3-6 Tk Bn (778) 1T (3)-2-3 TD Bn (774) 6.Abn Div (all 4 units) US) west edge Northern BZ: T24.13/C61.05: T5.25/C42.15: 24-3-3 Inf Div (75) 6-3-6 Tk Bn (707) Level-1 Airfield 11.Arm Div (all 4 units) 4-3-6 TD Bn (821) T24.17/C61.09 (Bastogne): T2.08/D39.34, within 1 hex: 8 Corps HQ 24-4-3 Inf Div (5, less 1 step) US) west edge Central BZ: 36-2-3 Arty Grp (208) 4-4-7 Mech Cav Grp (6) 2-4-3 Para Bn (509, 551) 3 SP 6-3-6 Tk Bn (735) 5-3-7 TD Bn (808) 5-3-7 TD Bn (818) T20.12/C57.04: (3)-2-3 TD Bn (807) December 22 1x 5-4-3 Brkdwn Rgt 2-5-3 Rngr Bn (5) US) west edge Central BZ: 1x Mule point Level-1 Hedgehog 21 Corps HQ 6.Arm Div (all 4 units) T19.14/C56.05 (Ettelbruck): T2.16/C39.08 (Metz), within 1 hex: 24-4-3 Inf Div (80) 24-4-3 Inf Div (28, less 3 steps) 3 Corps HQ 24-4-3 Inf Div (26, less 2 steps) 36-2-3 Arty Grp (121, 221) T19.28/C56.19 (Sedan): 3-2-8 TD Bn (602) 6-3-6 Tk Bn (737) Level-1 Air Base 36-2-3 Arty Grp (103, 203) (3)-2-3 TD Bn (772) 3x Truck point US) south edge, west of T1.10: T18.11/C55.03: Level-3 Hedgehog 4.Arm Div (all 4 units) 9.Arm Div (CCA) 5 SP 6-3-6 Arm Bn (740) 2T T1.17/C38.08: 3-2-8 TD Bn (704) T17.10/C54.01 (Echternach): 1x P-47 1x 5-4-3 Brkdwn Rgt Level-1 Air Base December 26 US) west edge Northern BZ: England Box: T15.10/C52.01: 3-2-8 TD Bn (612) 1x 5-4-3 Brkdwn Rgt 17.Abn Div (all 3 units) 4-4-3 Para Rgt (507) 6-3-6 Tk Bn (784) T15.13/C52.04, within 2 hexes: 2-4-3 Gldr Bn (550) US) west edge Central BZ: 24-4-3 Inf Div (4, less 3 steps) 24-4-3 Inf Div (35) 6-3-6 Tk Bn (70) England Airfields: 5-3-7 TD Bn (654) 5-3-7 TD Bn (803) 1x B-26 3-2-8 TD Bn (603) (3)-2-3 TD Bn (802) 1x C-47 December 29 T14.14/C51.06 (Luxembourg City): Normandy Airfields: Level-1 Air Base 1x P-47 US) west edge Central BZ: 2x P-38 24-3-3 Inf Div (87) T12.12/C49.04: 2x B-26 1x 5-4-3 Brkdwn Rgt 1x A-20 January 1, 1945 1x A-26 Rail & Sea caps increase (see Tables) T8.12/C45.04, within 1 hex and south of Moselle River: Normandy Interdiction Airfields: CW) west edge Northern BZ: 10.Arm Div (all 4 units) 1x CW Spit.IX 5-4-3 Cdo Bde (1) 1x 5-4-3 Brkdwn Rgt 1x CW P-51 CW) Exchange: 4-4-7 Mech Cav Grp (3) 1x CW Typhoon 1x Spitfire IX becomes 3-2-8 TD Bn (609) 2x US P-47 1x US P-51 1x P-51 T8.15/C45.07 (Thionville): 1x US B-26 US) west edge Northern BZ: 20 Corps HQ 1x US A-20 22 Corps HQ 1x US A-26 36-2-3 Arty Grp (120, 220) 36-2-3 Arty Grp (122, 222) 2 SP 4-4-3 Para Rgt (517) 3-2-8 TD Bn (827) T7.10/C44.01, within 1 hex: Allied Arrivals 24-4-3 Inf Div (90, less 1 step) December 15 2x Truck point (loaded) 6-3-6 Tk Bn (712) US) west edge Central BZ: 5-3-7 TD Bn (773) 18 Abn HQ 3-2-8 TD Bn (607) 82.Abn Div (all 3 units) 101.Abn Div (all 4 units) 4-4-3 Para Rgt (501, 508)

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January 5 T58.01/B33.27 (Xanten): T47.05/B22.30: 86 Corps HQ 9.Pz Div (all 7 units) US) west edge Northern BZ: 3-4-3 LW Assault Bn (1) 4-5-5 Pz Bn (301 Fkl) 24-3-3 Inf Div (94) 3 SP 2-4-5 Pz Co (319 Fkl) US) Remove: 2-2-3 Inf Bn (Norway) T55.03/B30.28 (Geldern): T47.07/B22.32: 10-3-2 Inf Div (526) 14-3-2 VG Div (183, less 2 steps) January 8 Level-2 Hedgehog T53.03/B28.28: US) west edge Central BZ: Level-1 Air Base T47.08/B22.33: 8.Arm Div (all 4 units) 1T 2x 3-3-2 Brkdwn Rgt

January 12 T53.06/B28.31 (Venlo): T47.09/B22.34: No arrivals or withdrawals 10-3-2 Inf Div (180) 16-3-3 Inf Div (59, less 1 step) Level-1 Hedgehog Level-1 Hedgehog

T52.02/B27.28: T46.04/B21.30: German Information 2 Para Corps HQ 10.SS.Pz Div (21, 22 PzGr Rgt, 10 Rec Rail Cap: 10 4-4-6 LW AG Bn (Schm) Bn) Supply: Per Table (roll each turn) 5-3-3 FJ Rgt (21) 5-5-7 PJ Bn (655) Alarm Pool: 12x Alert, 6x Flak, and 3-4-5 LW Mtrcycle Bn (12) 18x VS (many are in setup) 12-2-2 LW Arty Rgt (121) T46.06/B21.32: Reserve Markers: 16 12-2-2 LW Werfer Rgt (121) 1x 3-4-2 Brkdwn Rgt Dead Pile: 3 SP 21.Pz Div (200 PJ Bn) T45.06/B20.31: 15.PzGr Div (115 Pz.Gr.Rgt) T52.06/B27.32 (Tegelen): 14-4-2 VG Div (340, less 1 step) 25.PzGr Div (5 Pz Bn) 2x 4-3-2 FJ Brkdwn Rgt Level-1 Hedgehog 12-4-7 Pz Bde (105, 107, 108) Level-1 Hedgehog 16-4-3 Inf Div (64) T44.06/B19.32: 14-3-2 VG Div (553) T50.01/B25.27: (Krefeld): 1x 3-3-2 Brkdwn Rgt 14-4-2 VG Div (462) Level-1 Air Base 12-4-3 Inf Div (Tett) T43.06/B18.31: 11-4-2 Inf Div (Boeh) T50.07/B25.33: 1x 3-3-2 Brkdwn Rgt 4-4-6 AG Bn (394, 667) 18-4-3 FJ Div (7, less 2 steps) 3-4-2 Eng Bn (78) 26-2-2 Arty Rgt (761) T50.08/B25.34: Hitler’s Bigger Gamble 2-3-3 Bicycle Bn (608) 8-3-3 Inf Div (606) 4-3-3 Bicycle Rgt (v.Fritz) These two optional formations can be added to lend an even bigger punch to 10.SS.Pz Div (1-10 Pz Bn 10 PJ Bn) T49.06/B24.31: Wacht am Rhein. 17.SS.PzGr Div (17 AG Bn) 12 SS Corps HQ 1x Truck point 3-5-5 Tgr Co (Hum) The 6th.SS Mountain Division was a 9-5-4 Tgr Bn (506) veteran division accustomed to fighting German Setup 5-4-3 FJ Rgt (v.Hof) in arctic conditions. It was considered for 24-2-1 Arty Corps (407) use in WaR, but arrived too late. Here it is T62.04/B37.30 (Kleve): 3 SP assumed the Germans transfer this division 1x 4-3-2 FJ Breakdown Rgt from northern Finland sooner. Make the Level-1 Hedgehog T49.07/B24.32: following changes: 15.PG Div (104 PzGr Rgt 115 Pz Bn, • Replace either the 12 VG Division T62.06/B37.32: 115 Rec Bn, 33 PJ Bn, 33 Arty Rgt) 1x 3-3-2 Brkdwn Rgt (T31.07) or the 3 FJ Division (T29.08) in the front line with the 6th SS Mtn 1x 2-2-2 Alert Bn T49.09/B24.34 (Roermond): Level-2 Hedgehog Div. Move the division replaced 5-4-3 FJ Rgt (Hubner) and stack it with 1st SS Corps HQ 1x 4-3-2 FJ Brkdwn Rgt T61.07/B36.32: (T32.05). If this option is used ignore the reinforcement entries for the 3-5-2 1x 3-3-2 Brkdwn Rgt T48.03/B23.29 (M.Gladbach): Level-2 Hedgehog SS Mtn Brkdwn Rgt on December 26 Level-1 Air Base and for 6 SS Mtn Div on January 8.

T60.06/B35.32: T48.09/A23.01 (Wessem): • At the time WaR started, the 11th Pz 16-3-3 Inf Div (190, less 2 steps) 16-3-3 Inf Div (176) Div was in action with Army Group Level-1 Hedgehog 2-2-2 Ost Bn (827) G. This option assumes it was sent Level-1 Hedgehog north to the Ardennes instead. Place T59.05/B34.30 (Goch): all units of the 11th Pz Div at T25.08 3-4-3 Inf Rgt (Brehmer) T47.04/B22.29 (Rheydt): (Army Group B Reserve). Level-2 Hedgehog Level-1 Air Base 2T

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T42.05/B17.31 (Julich): T34.03/B9.29: T27.07/B2.32, within 1 hex: 14-3-2 VG Div (363, less 1 step) 1x 4-3-2 FJ Brkdwn Rgt 66 Corps HQ (5)-3-1 PJ Bn (501) 14-3-2 VG Div (18) Level-1 Hedgehog T34.05/B9.31: 1x (3)-2-3 Alarm Flak Bn 67 Corps HQ 4-4-6 AG Bn (244) T41.05/B16.30: 4-4-6 AG Bn (902) 10.SS.Pz Div (10 Arty Rgt) 14-3-2 VG Div (246) (5)-4-3 PJ Bn (683) 2-2-2 FJ Bn (v.d.H) 24-2-1 Arty Corps (405) 2 SP T40.02/B15.28: 3 SP 81 Corps HQ Note the rest of 10.SS is near Rheydt! 4-4-5 PJ Bn (741) T34.06/B9.32: 4-4-6 AG Bn (341) 42-2-2 Werfer Bde (17) T27.11/A2.02: 26-2-2 Arty Rgt (621) 116.Pz Div (60 PzGr Rgt, 156 Inf Rgt) 36-2-1 Arty Corps (403) T34.07/B9.33: 1 SP 1x 3-2-2 Brkdwn Rgt T26.10/A1.02: 116.Pz Div (1-16, 2-16 Pz Bn, 116 Rec T40.04/B15.30: T33.06/B8.32: Bn, 228 PJ Bn, 146 Arty Rgt) 1x 3-3-2 Brkdwn Rgt 12.SS.Pz Div (all 7 units) 42-2-2 Werfer Bde (7) (5)-4-3 PJ Bn (682) T33.07/B8.31: T26.11/A1.03: T39.03/B14.28: 36-2-1 Arty Corps (388) 14-3-2 VG Div (560, less 1 step) 14-3-2 VG Div (344) 24-2-1 Arty Corps (402) 26-2-2 Arty Rgt (1020) T25.08/D62.33: T39.05/B14.30 (Duren): 42-2-2 Werfer Bde (15) 14-3-2 VG Div (47, less 1 step) T33.08/B8.33: Level-1 Hedgehog 14-2-2 VG Div (277) T25.10/C62.01: 58 Pz Corps HQ T38.04/B13.30: T32.05/B7.30: 4-4-3 Pio Bn (207) 16-3-3 Inf Div (353) 1 SS Pz Corps HQ 1x (4)-3-7 Alarm Flak Bn 2-1-2 Ost Bn (627) 9-5-4 SS Tgr Bn (501) 24-2-1 Arty Corps (401) 9-2-2 SS Arty Bn (501, 502) 1x (1)-0-0 Pontoon Bde T37.05/B12.30: 1x (3)-2-3 Alarm Flak Bn 3 SP 16-3-3 Inf Div (85) 8-3-3 Cdo Bde (150) 6-5-6 PJ Bn (560) T25.11/C62.02: T36.03/B11.29: 42-2-2 Werfer Bde (9) 48-2-1 Arty Corps (766) 74 Corps HQ 2 Truck point 5-4-3 Pio Rgt (1) 8 SP T25.12/C62.03: 24-2-1 Arty Corps (409) 2.Pz Div (304 Inf Rgt) 1 SP T32.07/B7.33: 1x 3-4-2 Brkdwn Rgt T24.06/D61.32: T36.05/B11.31: 39 Pz Corps HQ 16-3-3 Inf Div (89, less 1 step) T31.04/B6.29: 2-4-6 Pz co (2-2/103) 4-4-3 Assault Bn (15) 9.SS.Pz Div (all 7 units) 4-4-3 Assaut Bn (5) Level-1 Hedgehog 5-5-6 PJ Bn (519) 6-0-R RR Arty Bn (725) 9-2-2 SS Werfer Bn (502) 2x Truck point (empty) T36.06/B11.32: 14-2-2 VG Div (272, less 1 step) T31.07/B6.32: T24.09/C61.01: 5-4-3 FJ Rgt (6) 14-4-2 VG Div (12, less 1 step) 47 Pz Corps HQ 3-2-3 Ost Rgt (4) 6-4-5 SP Arty Bn (217) 4-4-3 Pio Bn (z.b.V. 600) 1x (4)-3-7 Alarm Flak Bn T35.04/B10.29: T30.05/B5.31: 26-2-2 Arty Rgt (762) 3.PzGr Div (all 6 units) 1.SS.Pz Div (all 7 units) 7 SP

T35.06/B10.31: T30.06/B5.32: T24.10/C61.02: Roer Dam Marker 42-2-2 Werfer Bde (4) 2.Pz Div (1-3, 2-3 Pz Bn, 2 Rec Bn, 38 PJ Bn, 74 Arty Rgt) T35.07/B10.32: T29.08/B4.33: 14-2-2 VG Div (326, less 1 step) 18-3-3 FJ Div (3, less 1 step) T24.11/C61.03: 2.Pz Div (2 Pz.Gr.Rgt) T34.01/B9.27, within 1 hex: T27.09/B2.34: 2 SS Pz Corps HQ 14-2-2 VG Div (62) T23.11/C60.02: 2.SS.Pz Div (all 7 units) 42-2-2 Werfer Bde (16) Lehr.Pz Div (901 PzGr Rgt, 130 Rec 12-2-2 SS Werfer Bn (508) Bn, 130 PJ Bn, 130 Arty Rgt) 1 SP

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T23.12/C60.03: T14.08/D51.34: T3.01/D40.26 (Homburg): 14-4-2 VG Div (26, less 1 step) 1x 2-3-3 Alert Bn 8-3-3 Inf KG (Jais) (5)-3-1 PJ Bn (504) 10-0-1 Arty Bty (Z/428) T22.10/C59.02: Level-3 Hedgehog Lehr.Pz Div (902 Inf Rgt, 2-130 Pz Bn) T3.07/D40.32 (Volklingen): T13.10/C50.01: 14-3-2 VG Div (347, less 2 steps) T21.10/C58.01: 1x 2-3-3 LW Alert Bn Level-2 Hedgehog 85 Corps HQ (5)-4-3 PJ Bn (681) (5)-4-3 PJ Bn (668) T2.05/D39.31 (Saarbrucken): 1x (5)-4-3 Alarm Flak Bn T12.10/C49.02: 1x Fester Platz (random from pool) 3 SP 1x 3-3-2 Brkdwn Rgt 1x VS Bn (random pick) 1 SP T21.11/C58.02: T11.09/D48.34: 42-2-2 Werfer Bde (18) 82 Corps HQ T2.06/D39.32 (Forbach): 2-2-3 LW Inf Bn (41) 1x 3-3-2 Brkdwn Rgt T21.12/C58.03: 2 SP 1x 4-3-2 FJ Brkdwn Rgt T1.01/D38.26 (Zweibruchen): T11.11/C48.02: 26-2-2 Arty Rgt (1036) T20.08/D57.34 (Bitburg): 16-2-3 Inf Div (416, less 2 steps) Level-2 Hedgehog 4-4-3 Pio Bn (47) 2-2-3 LW Inf Bn (38) 22-2-1 Mortar Bn (7) T1.02/D38.27: T10.11/C47.03: (5)-4-3 PJ Bn (1) T20.09/C57.01: 1x 2-4-3 Alert Bn Level-2 Hedgehog 26-2-2 Arty Rgt (720) 2-2-3 LW Inf Bn (42) 24-2-1 Arty Corps (406) T1.06/D38.31: T9.09/D46.34: 14-3-2 VG Div (36, less 1 step) T20.11/C57.03: 1x 3-3-2 Brkdwn Rgt 18-3-3 FJ Div (5, less 1 step) Saar Reserve (T3.01): 4-4-6 LW AG Bn (111) T9.10/C46.01: 17.SS.PzGr Div (all 5 units) 1x 3-2-2 Brkdwn Rgt This formation cannot be moved until T19.09/D56.34: released. It is released when the Allies 80 Corps HQ T9.11/C46.02: capture one or more of the following: 24-2-1 Arty Corps (408) 1x 3-2-2 Brkdwn Rgt Völkingen, Saarbrücken, Sankt Ing- 1x (5)-4-3 Alarm Flak Bn bert, Neunkirchen, and Zweibrüchen. 4 SP T8.08/D45.34 (Merzig): 14-3-2 VG Div (19, less 1 step) Reich Off-Map Bases: T19.11/C56.02: Level-2 Hedgehog 1x Me.262 14-3-2 VG Div (352) 5x Bf.109 (4) T7.08/D44.33: 5x Bf.109 (5) T18.08/D55.34: 1x 3-3-2 Brkdwn Rgt 3x Fw.190a (4) 42-2-2 Werfer Bde (8) 1x Fw.190a (5) T6.07/D43.33: 1x Fw.190d (5) T18.09/C55.01: 14-3-2 VG Div (559, less 1 step) 1x Fw.190d (6) 14-3-2 VG Div (212, less 1 step) 1x Fw.190f (3) T5.07/D42.32: 1x Fw.190f (4) T18.10/C55.02: 12-3-2 Inf Div (719, less 1 step) 1x Ju.88 (9) 14-2-2 VG Div (276) (5)-3-1 PJ Bn (502) 1x Ju.88 (12) Level-2 Hedgehog 1x Ju.52 T17.09/D54.34: 1x 3-3-2 Brkdwn Rgt T4.02/D41.28 (Neunkirchen): (See scenario special rules) (5)-4-3 PJ Bn (657) 89 Corps HQ Level-2 Hedgehog (2)-3-3 PJ Bn (483) 10-0-1 Arty Bty (E/428) Axis Arrivals T15.07/D52.32 (Trier): 2 SP 53 Corps HQ December 15 1x Fester Platz (random from pool) T4.07/D41.33: Northern BZ: 2 SP 2x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (9, 79, 167) 1x 3-3-2 Inf Brkdwn Rgt T15.09/D52.34: T3.04/D40.29 (Sankt Ingbert): 1x 3-3-2 Brkdwn Rgt 13 SS Corps HQ Central BZ: (5)-3-1 PJ Bn (503) 8-4-3 Inf Div (172) 14-3-2 VG Div (257) Level-3 Hedgehog (2)-3-3 PJ Bn (484) 10-0-1 Arty Bty (638) Remove: 3 SP 3-5-5 Tiger Co (Hum)

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December 19 January 8 German supply sources are hexes along the east edge of Map D, as well as hexes Northern BZ: Central BZ: D38.22, D38.16, and D38.13. Arriving 16-5-3 SS Mtn Div (6, less 1 step) 4-4-6 AG Bn (243) SP and ground units can be placed in any F.Gren.Bde (all 5 units) Remove: cities (major or minor) and detrainable 12-3-7 Pz Bde (F.Beg) 14-3-2 VG Div (344) hexes in trace supply. 42-2-2 Werfer Bde (19) The only off-map box usable by the Allies 1x Ar.234 January 12 in this scenario is South France.

December 22 Remove: The Allied C-47s can only fly four missions 1x Bf.109 (4) (each) during the scenario. Northern BZ: Allied units moving by rail may exit the 36-2-1 Arty Corps (410) West map edge and re-enter the game on Exchange: a West Map edge by rail. 1x Fw.190a (5) becomes —————————— Ignore the Broadfront Strategy (3.10) 1x Fw.190d (6) Scenario 6.7: restrictions in this scenario. Central BZ: Strategic Interdiction (3.7) is in effect on 6-5-6 PJ Bn (559) Nordwind Normal Flight turns, affecting German 1-5-5 Flm Pz Co (352) movement costs. “I want, therefore, in this hour, as December 26 spokesman of Greater Germany, to promise solemnly to the Almighty that Victory Conditions 1x Fw.190d (5) we shall fulfill our duty faithfully and If a German combat unit (in trace supply) unshakably in the New Year, in the occupies Strasbourg, the scenario ends im- Central BZ: mediately in a German sudden death win. 1x 3-5-2 SS Mtn Brkdwn Rgt firm belief that the hour will strike when victory will ultimately come to The Germans win if they have combat units Remove: him who is most worthy of it” —Adolf (in trace supply) in two of the following 42-2-2 Werfer Bde (17) Hitler, 1 January 1945. cities on the last turn of the game: D28.32 (Sarrebourg) December 29 The last German offensive of the Second World War in the West, Operation Nord- D26.28 (Saverne) 1x Me.262 (reduced) wind, has begun. D27.23 (Haguenau) Central BZ: D13.31 (Colmar) 4-4-5 PJ Bn (z.b.V ‘G’, 708) General Information 1-5-5 Flamm Pz Co (353) Setup Order: Allied first The Allies have two ways to win: First Player: German • If they occupy all four of the above January 1, 1945 Weather: Snow, Limited Flight on 1 Jan cities and there are no German combat First Turn: 1 January 1945 units (in trace supply) both west of the Central BZ: Last Turn: 12 February 1945 Rhine and below the 20.xx hex row. (2)-3-3 PJ Bn (468) Total Turns: 13 • If they occupy three of the cities named 22-2-1 Mortar Bn (20) Reinforcements: Use special scenario above and they hold at least one West arrival schedules. Do not roll for vari- Exchange: Wall hex (in trace supply). 12-3-2 Inf Div (719) becomes able reinforcements or supply arrivals in this scenario. If neither player achieves their victory 16-3-3 Inf Div (719) conditions the game is considered a draw. 10-3-2 Inf Div (180) becomes 16-3-3 Inf Div (180) Special Scenario Rules Remove: Use only a portion of Map D. The play boundary is limited to the 39.xx hexrow Allied Information 1x Fw.190a (5) Rail Cap: 3 in the north. Units may not move or retreat 1x Fw.190a (4) Supply: Receive 4 SP each turn in Janu- out of the play area (if forced to they are 1x Bf.109 (4) ary; 5 SP per turn in February. removed from the game). Arty Ammo Markers: 1 January 5 Allied supply sources are hexes on the west Bridge Check Markers: 0 edge of Map D with any kind of road or Reserve Markers: 4 Northern BZ: railroad leading off the map. Incoming SP Dead Pile: None 4-4-6 AG Bn (905) are placed with any Combat Mode HQs that are in trace supply. Other American Remove: American/French Setup 42-2-2 Werfer Bde (19) ground reinforcements are placed on any supply source hexes north of D25.xx; 4-4-6 LW AG Bn (Schm) D36.30 (Sarreguemines): French ground units arrive south of the 1x 5-4-3 Brkdwn Rgt D20.xx hex-row

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D36.29: D27.19: D16.29 (Selestat): Level 1 Hedgehog 1x 5-3-3 Brkdwn Rgt 24-4-3 Inf Div (3, less 3 steps) 24-4-3 Inf Div (44, less 2 steps) Blown Bridge Marker 6-3-6 Tk Bn (749) D15.30: D27.23 (Haguenau): 1x 5-4-3 Brkdwn Rgt D35.29: 6 Corps HQ 5-3-7 TD Bn (601) 1x 5-4-3 Brkdwn Rgt 2-4-7 Mech Cav Bn (117) 5-3-7 TD Bn (776) 36-2-3 Arty Grp (106, 206) D15.31: Level-1 Air Base 1x 5-4-3 Brkdwn Rgt D35.28: 4 SP 1x 5-3-3 Brkdwn Rgt D13.35: (3)-2-3 TD Bn (824) D26.28 (Saverne): 16-3-3 Fr Inf Div (3.Alg) 21 Corps HQ D34.27: 108-2-3 Arty Div (7) D8.35: 24-3-3 Inf Div (100, less 2 steps) 36-2-3 Arty Grp (121, 221) 1x 3-4-3 Fr Brkdwn Rgt 2 SP D34.26: D6.35: 1x 5-3-3 Brkdwn Rgt D28.25: 16-4-3 Fr Mtn Div (4.Mor, less 2 steps) 14.Arm Div (CCA, CCB, Arty Rgt) D34.25: D5.35: 5-3-7 TD Bn (645) D28.32 (Sarrebourg): 1x 3-4-3 Fr Mtn Brkdwn Rgt 15 Corp HQ D34.30: 4-4-7 Mech Cav Grp (106) D5.34: 36-2-3 Arty Grp (115, 215) 1 Truck point 1x 3-3-3 Fr Brkdwn Rgt 4 SP D33.25: D5.33 (Mulhouse): 14.Arm Div (CCR, less 1 step) D26.20: 1 Fr Corps HQ 1x 5-3-3 Brkdwn Rgt 36-2-3 Fr Arty Grp (1) D32.23: 16-3-3 Fr Inf Div (2.Mor, less 1 step) 1x 5-4-3 Brkdwn Rgt D24.22: 1x Mule point 6-3-6 TK Bn (101) 1x 5-3-3 Brkdwn Rgt 2 SP

D32.22: D22.24 (Strasbourg): D5.32: 24-4-3 Inf Div (45, less 2 steps) 24-3-3 Inf Div (42, less 2 steps) 12-2-3 Fr Inf Div (9.Col, less 1 step) Blown Bridge Marker D32.21: Level-1 Air Base D4.31: 1x 5-4-3 Brkdwn Rgt 1x 3-2-3 Fr Brkdwn Rgt 6-3-6 Tk Bn (191) D22.27: 2 Fr Corps HQ D2.31: D32.20: 3-2-3 Inf Bde (AL-LO) 1.Fr Arm Div (1, 2, 3, Mech Bds, each 1x 5-4-3 Brkdwn Rgt 36-2-3 Fr Arty Grp (2) less 1 step; 3 Rec Bn, Arty) 2 SP 1 SP D31.20: 24-4-3 Inf Div (79, less 2 steps) D19.26: Southern France Airfields: 1x 3-3-3 Fr Brkdwn Rgt 1x US P-47 D30.19: 1x US B-26 1x 5-4-3 Brkdwn Rgt D19.27: 2x US C-47 (limited to 4 missions each) 5-3-7 TD Bn (813) 1x 3-2-3 Fr Brkdwn Rgt 4x Fr P-47 2x Fr B-26 D30.18: D18.27: 1x 5-4-3 Brkdwn Rgt 12-3-3 Fr Inf Div (1.FF, less 1 step) Special Map C bases (see below): 3x US P-47 D30.17: D18.35, within 1 hex: 1x 5-4-3 Brkdwn Rgt 5.Fr.Arm Div (4, 5, 6 Mech Bde, each In addition to bases on Map D and South- 6-3-6 Tk Bn (781) less 1 step; Arty) ern France, these three P-47s (and only 1 SP these) can be based off-map on Map C. D30.31: When based off-map they refit at no cost 2.Fr.Arm Div (CCD, CCL, CCV, each D17.28: and have an AEP value to any west map- less 1 step; CCR, Arty) 1x 3-3-3 Fr Brkdwn Rgt edge hex of 10.

D29.18: D17.29: 1x 5-3-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt 6-3-6 Tk Bn (756)

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Allied Arrivals D37.24 (Primasens): D33.13: 39 Pz Corps HQ 5-5-7 PJ Bn (655) January 1: 1x Arty Rgt (621) 10.SS Pz Dv (1-10 Pz Bn, 21 PzGr Rgt, 1-5-5 Flm Pz co (352) 10 Rec Bn, 10 Arty Rgt) 3-2-8 TD Bn (827) 25.PzGr Div (35 Inf Rgt, 119 PzGr Rgt) 1 SP + 1T 1x Reserve Marker 1x Truck point 2 SP D31.17, within 1 hex: January 5: 18-4-3 FJ Div (7) D38.26 (Zweibruchen): 4-4-6 LW AG Bn (121) 12-2-3 Fr Inf Div (10) 13 SS Corps HQ 2x Reserve Markers 42-2-2 Werfer Bde (20) Level-3 Hedgehog in the following: 36-2-1 Arty Corp (410) D32.19, D31.17, D31.18 D31.19, January 8: 10-0-1 Arty Bty (638) D30.16 4-4-3 Assault Bn (1) 24-4-3 Inf Div (36) (5)-4-3 PJ Bn (1) D30.15: 4-3-6 TD Bn (636) Level-2 Hedgehog 8-3-3 Inf Div (Rass) 1x Reserve Marker 6 SP D27.18 (Rastatt): January 15: D37.30 and 37.31: 8-3-3 Inf Div (405) 14-3-2 VG Div (19, less 1 step) Level-2 Hedgehog 24-3-3 Inf Div (103) (2)-3-3 PJ Bn (486) Blown Bridge Marker 2x 3-2-8 TD Bn (609, 822) D37.29: D25.18 (Baden-Baden): January 22: 14-3-2 VG Div (36, less 1 step) 14 SS Corps HQ 14-3-2 VG Div (9, less 2 steps) 101.Para Div (all 4 units) D36.27, within 1 hex: 1x 3-2-2 Brkdwn Rgt 24-4-3 Inf Div (35) 17.SS PzGr Div (all 6 units) 2 SP 24-4-3 Inf Div (28, less 2 steps) 1-5-5 Flm Pz Co (353) 24-3-3 Inf Div (75) 5-3-7 TD Bn (630) D36.25: 10.Arm Div (all units) (optional) 90 Corps HQ Nordwind Options 4-4-5 PJ Bn (741) 6 SP 10 Armored Division February 1: The 10th Armored Division was supposed 12.Arm Div (all 4 units) D35.25, within 1 hex: to transfer to Devers, but in the end was 6-3-6 Tk Bn (709) 14-3-2 VG Div (559, less 1 step) committed elsewhere. This option assumes Receive 6 extra SP south of D20.xx that Eisenhower keeps his promise, and D34.24: the 10th Armored arrives on 22 January. Supply: start getting 5 SP per turn 14-3-2 VG Div (257) 6th SS Mountain Division The 6.SS-Mountain Division had not ar- February 5: D35.21: 89 Corps HQ rived in time for the opening attacks. This 6-3-6 TK Bn (784) (5)-3-1 PJ Bn (501) option assumes it arrives on time, and 5 SP the unit sets up (full strength) in D34.23 instead of just the 3-5-2 SS Brkdwn Rgt. German Information D33.24: Rail Cap: 3 14-3-2 VG Div (361, less 1 step) OKW Supply: Receive 4 SP each turn in Janu- Hitler wanted a clear breakthrough before ary; 3 SP per turn in February. D33.23: releasing Army Group G’s panzer reserve. Reserve Markers: 4 14-3-2 VG Div (256) If using this option, the German player must put the 21st Pz Div and the 25th D34.23: PzGr Div in Reserve Mode on the first German Setup 1x 3-5-2 SS Mtn Brkdwn Rgt turn. Both Divisions can be released from D38.25: reserve during the German exploit phase 21.Pz Div (125, 192 Inf Rgt, 1-22 Pz D33.21, within 1 hex: only if the German Player rolls a 5 or 6. Bn, 21 Rec Bn, 155 Arty Rgt) 16-3-3 Inf Div (245; less 1 step) This restriction is lifted after the first turn.

D38.30: D34.20: No Bodenplatte 14-3-2 VG Div (347, less 3 steps) 26-2-2 Arty Rgt (1036) The German planes that arrive on 5 January turn had participated in Operation Boden- D38.27: D32.19, within 1 hex: platte. This option assumes they did not Level-2 Hedgehog 14-3-2 VG Div (47) participate in the operation, and instead setup (active) on any German Air Base.

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D25.20: D9.33 (Guebwiller): January 5: 1x 3-2-2 Brkdwn Rgt 63 Corps HQ 2x Bf.109 (5) 1x VS Bn (randomly selected) 4-4-5 PJ Bn (z.b.V ‘G’) 1x Bf.109 (4; reduced) 2 SP Me.262 (reduced) D25.21: 14-3-2 VG Div (553) D11.28: 2-4-6 Pz Co (2-2/103) 18 SS Corps HQ January 8: 1x (3)-2-3 Alarm Flak Bn 16-1-3 SS Inf Div (30, less 1 step) 1x (1)-0-0 Pontoon Bde 1 SP 16-5-3 SS Mtn Div (6, less 1 step) Ferry Marker 25.Pz Gr Div (25 AG Bn, 5 Pz Bn) 2 SP D7.29: 4-4-6 AG Bn (394, 667) 1x VS Bn (randomly selected) D22.23: Remove: Level 2 Hedgehog D7.35 (Than) and/or 6.34: 16-3-3 Inf Div (269) 8-4-3 Inf Div (406) 16-3-3 Inf Div (269) 2x VS Bn (randomly selected) January 26: 2 SP D6.32, within 1 hex: 16-3-3 Inf Div (159, less 1 step) Remove: D20.22 (Offenburg): 25.PzGr Div (all units) 1-4-5 SS PJ Co (RF) D6.33: Level-1 Hedgehog February 1: D18.25 and/or 18.26: 1x 3-3-2 Brkdwn Rgt 16-3-3 Inf Div (198) 2-3-3 Mtn Bn (201) Supply: start getting 3 SP per turn 12-4-7 Pz Bde (106) D5.30 (Mullheim): 16-3-3 Mtn Div (2) D17.27: Level-2 Hedgehog (8)-5-4 PJ Bn (653) 16-3-3 Inf Div (716) 1x VS Bn (randomly selected) 8-2-3 Inf Div (805, 905) 4-4-6 AG Bn (280) D5.31: Remove: D15.28: 1x 3-3-2 Brkdwn Rgt 10.SS.Pz Div (all units) 64 Corps HQ 1 SP 2-4-3 SS Inf Rgt (Ellwan) February 5: 4-4-5 PJ Bn (708) D38.16 (Neustadt an der Weinstras- 4 SP se): Can arrive at any HQ in trace supply. Level-1 Air Base 3-5-3 SS Inf Bn (506) D16.27 and/or 16.28: 1 SP 2-3-3 Bicycle Bn (602) 14-3-2 VG Div (708) D36.11: Level-1 Air Base —————————— D15.29 and/or 14.29: 4-4-3 Inf Assault Bn (19) D26.10: 14-3-2 VG Div (16) Level-2 Air Base 2T D14.30: 1x 3-3-2 Brkdwn Rgt D23.05 (Stuttgart): Level-1 Air Base D15.33: 1x 3-3-2 Brkdwn Rgt D21.09: 2-3-3 Mtn Bn (202) Level-1 Air Base

D13.31 (Colmar): D20.05: 16-3-3 Inf Div (189, less 1 step) Level-1 Air Base 6-5-6 PJ Bn (654) 2T 2x Wagon point Level-1 Hedgehog D8.25: Level-1 Air Base Level-1 Air Base 1 SP

D12.34 (Munster): 16-3-3 Inf Div (338, less 1 step) German Reinforcements January 1: (2)-3-3 PJ Bn (468) 22-2-1-2 Mortar Bn (20)

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Scenario 6.8: Allied Information B38.33: Rail Cap: Per Charts 34.Tk Bde (9, 147 Tk Bn) Endkampf Campaign Sea Cap: Per Charts 12-2-5 SP Arty Bn (86) Supply: Per Table (roll each turn) 12-2-5 Can SP Arty Bn (19) Seaborne Assaults Available: 2 “The reality of defeat that permeated Arty Ammo Markers: 1x CW, 1x US B38.34: the German army in 1945 dictated that Bridge Check Markers: 2 30 Corp HQ its strategy would have to be one of Reserve Markers: 22 2-4-2 Flm Tk Bn (7) defense. It had been the best offensive Dead Pile: 3-4-8 Rec Bn (11 HC) army that the world has ever seen, but CW 72-2-3 Arty Div (4, 5, 9) events had overtaken the army of the 22-4-3 Inf Div (50) 18 SP ‘Blitzkrieg’ and it now had to employ 1.Abn Div (all 3 units) the same tactics that it had derided its 1.Pol.Arm Div (10 Tk Bn) A38.11 (Oosterhout): British and French enemies for prac- 4-4-3 Pol Abn Bde (1) 1.Pol.Arm Div (Arty) ticing during the glory days of 1940.” 2-4-2 Flm Tk Bn (1) The war had come full circle. —Tony US A38.06, within 1 hex: Bryan’s The Rhineland 1945. 23-3-3 Inf Div (106) 4.Can.Arm Div (all 4 units) 82.AB Div (505 Para Rgt) 1x 5-4-3 Brkdwn Bde The final battle for Germany in the West 2-4-3 Para Bn (509) starts on February 8, 1945. With most of 2-4-3 Gldr Rgt (550) A38.01 (Grave): its panzers now in Poland and Hungary, 6-3-6 Tk Bn (707) 3-2-3 Inf Bde (308) defense of the Ruhr depends increasingly 5-3-7 TD Bn (808) on the great barrier of the Rhine. 3-2-8 TD Bn (820) B37.33: 22-4-3 Inf Div (51, 53) General Information 2-4-2 FT Bn (141) Commonwealth Setup Setup Order: Allied first 34 Tk Bde (107 Tk Bn) First Player: Allied B40.31: Weather: Mud, Limited Flight on 8 Feb 1x 5-4-3 Brkdwn Bde A37.13 (Breda): First Turn: 8 February 1945 1 Corps HQ Last Turn: 29 April 1945 B40.32: 3-2-3 Inf Bde (307) Total Turns: 24 (or less) 22-4-3 Inf Div (49, less 1 step) 3-4-8 Rec Bn (RAC) Reinforcements: Use campaign arrival 2 SP schedules. Roll for variable reinforce- A40.10: ments each turn. 1.Pol.Arm Div (10 Mech Bde, less 1 A37.18: step) 5-4-3 Cdo Bde (4)

Special Scenario Rules A40.13: A36.02 (Uden): Use all maps (A, B, C, D). 1.Pol.Arm Div (3 Mech Bde, less 1 1x Tempest step) 2x Typhoon The Clarion Event has already reduced Level-1 Air Base German RR Cap. B39.32: 2T Rotterdam and Amsterdam are German- 22-4-3 Can Inf Div (2, 3) controlled and both have 4 hits (mines B35.33: haven’t been rolled). Antwerp ports are B39.33 (Nijmegen): 52.AL Div (all 3 units) both Allied-controlled and fully repaired. 2 Can Corps HQ A35.09 (Tilburg): Roer River Status (1.9): The locks are 3-4-7 Can Rec Bn (18) Gds.Arm Div (all 4 units) broken; place the Roer Dam marker on the 22-4-3 Inf Div (43) 3-2-3 Inf Bde (301) 15 February turn track (the effect subsides 8.Arm Bde (4/7, NY Tk Bn, 12 Mec Bn, after the Allied portion of that turn). 8 SP Arty Bn) 20 SP A34.31 (Maldegem): Note the two French divisions listed as 1x Spitfire IX being withdrawn on 8 Feb have already B39.34: Level-1 Air Base been removed from the setup. 6.Gd.Tk Bde (all 3 units) 2T No Allied airdrops can be pre-planned at 72-2-3 Can Arty Div (2) the start of the scenario. 72-2-3 Arty Div (3) A32.03 (Helmond): 6.Abn Div (all 4 units) B39.35: Victory Conditions 2.Can.Tk Bde (all 3 units) A32.05 (Eindhoven): 3-2-3 Inf Bde (305) Use campaign game victory conditions B38.32: 1x Spitfire IX (4.0). 3-4-8 Rec Bn (2 HC) 2x Typhoon 8.Arm Bde (13/18 Tk Bn) Level-2 Air Base 22-4-3 Inf Div (15) 1 SP

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B31.35 (Deurne): B21.34: B14.33 (Stolberg): 8 Corps HQ 24-4-3 Inf Div (35) 19 Corps HQ 72-2-3 Arty Div (8) 6-3-6 Tk Bn (784) 4-4-7 Cav Grp (113) 4.Arm Bde (all 5 units) 5-3-7 TD Bn (654) 36-2-3 Arty Grp (119, 219) 3 SP 4-3-6 TD Bn (821) 2 SP

A30.19 (Antwerp): B20.33, within 1 hex: B13.31: 5-3-3 Inf Bde (RN PI) 24-4-3 Inf Div (102) 24-4-3 Inf Div (8) Level-3 Air Base 6-3-6 Tk Bn (701) 1x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (771) 6-3-6 Tk Bn (740) A29.29 (Gent): 4-3-6 TD Bn (644) 1x Spitfire IX A20.02: Level-2 Air Base 16 Corps HQ A13.07 (Liege): 2T 36-2-3 Arty Grp (116, 216) 4-3-6 TD Bn (825) 2 SP 2x Truck point B28.32 (Maasbree): Level-1 Air Base 22-4-3 Inf Div (3) A18.03: 35 SP 5.Arm Div (CCA, CCB, CCR, Arty) B27.34 (Helden): 5-3-7 TD Bn (628) B12.31 and/or B11.31: 5-4-3 Cdo Bde (1) 24-3-3 Inf Div (78, less 1 step) A18.11 (St.Truiden): 7.Arm Div (CCR) A27.07 (Neerpelt): 1x P-51 4-4-3 Para Rgt (517) 12 Corp HQ 1x P-47 6-3-6 Tk Bn (774) 3-4-8 Rec Bn (1 RD) Level-2 Air Base 4-3-6 TD Bn (893) 2SP 2T A12.02 (Eupen): B25.35: A18.19: 5 Corps HQ 11.Arm Div (159 Mech Bde, 15/19 Tk 2x P-47 4-4-7 Cav Grp (102) Bn, Arty) Level-3 Air Base 6-3-6 Tk Bn (786) 1 SP 3-2-8 TD Bn (817) A24.05 (Bree): 108-2-3 Arty Div (1) 3-2-3 Inf Bde (306) B17.32: 36-2-3 Arty Grp (105, 205) 1x Spitfire XIV 24-4-3 Inf Div (29) 2 SP Level-1 Air Base 6-3-6 Tk Bn (747) 2T A12.22 (Charleroi): A17.01 (Heerlen): Level-1 Air Base B23.35 (Wessem): 13 Corps HQ 7.Arm Div (all 4 units) 36-2-3 Arty Grp (113, 213) A11.04 (Verviers): 2 SP 7.Arm Div (CCA, CCB, Arty) A23.21 (Brussels): Level-1 Air Base 1x Spitfire XIV A17.02 (Kerkrade): 1x B-25 8.Arm Div (all 4 units) A10.05: 2 Truck point 2.Arm Div (all 5 units) 2x (1)-0-0 Pontoon Bde A17.05 (Maasstricht): 5-3-7 TD Bn (702) Level-3 Air Base 4-4-7 Cav Grp (15) 4 SP Level-1 Air Base A10.07: 7 Corps HQ England Airfields: B16.33: 4-4-7 Cav Grp (4) 1x P-51 108-2-3 Arty Div (9) 5-3-7 TD Bn (899) 2x Mosquito 18-3-3 Rckt Bn (18) 36-2-3 Arty Grp (107, 207) 1x B-25 2 SP 1x C-47 (no glider) B16.31: 3x C-47 (w/ Gliders) 24-4-3 Inf Div (104) B10.31: 6-3-6 Tk Bn (750) 1x 5-4-3 Brkdwn Rgt (3)-2-3 TD Bn (692) American/French Setup (Note that Roer is flooded, per scenario special rules.) A15.01 (Aachen): B23.34: 2-4-2 Flm Tk Bn (743, 747) 4-4-7 Cav Grp (11) B09.32: 4-3-6 TD Bn (635) 24-4-3 Inf Div (9, less 1 step) (3)-2-3 TD Bn (801) A22.06: 2-5-3 Rngr Bn (2) 2x (1)-0-0 Pontoon Bde 2x P-47 6-3-6 Tk Bn (746) Level-2 Air Base 2T A15.29 (Mons): Level-1 Air Base

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A9.05: B4.34: C55.04, within 1 hex: 24-3-3 Inf Div (84) 1x 5-4-3 Brkdwn Rgt 24-4-3 Inf Div (5) 6-3-6 Tk Bn (771) 5-3-7 TD Bn (773) 1x 5-3-3 Brkdwn Rgt 3-2-8 TD Bn (638) 6-3-6 Tk Bn (737) A4.01: 5-3-7 TD Bn (803) B8.31: 11.Arm Div (CCA) 24-4-3 Inf Div (2) C54.33: 6-3-6 Tk Bn (741) A3.02: 24-3-3 Inf Div (69) 3-2-8 TD Bn (612) 11.Arm Div (CCB) C54.34: A8.02: A3.03: 2x P-47 24-4-3 Inf Div (1, less 1 step) 11.Arm Div (CCR, Arty) Level-3 Air Base 6-3-6 Tk Bn (745) 3-2-8 TD Bn (602) 1 SP 5-3-7 TD Bn (703) 4-3-6 TD Bn (634) A2.03: C51.04, within 3 hexes and west of the 6.Arm Div (CCA) Moselle River: A8.06: 3-2-8 TD Bn (603) 24-3-3 Inf Div (76, less 1 step) 24-4-3 Inf Div (83, less 1 step) 4-4-7 Mech Cav Grp (2) 6-3-6 Tk Bn (736) A2.05: (3)-2-3 TD Bn (691) 3-2-8 TD Bn (643) 24-4-3 Inf Div (95) 6-3-6 Tk Bn (761) C51.06 (Luxembourg City): A8.07: (3)-2-3 TD Bn (802) 12 Corps HQ 3.Arm Div (all 5 units) 108-2-3 Arty Div (3) A1.04: Level-1 Air Base B7.32: 6.Arm Div (CCR) 24-3-3 Inf Div (99) C51.07: 1x 5-3-3 Brkdwn Rgt C62.04: 4.Arm Div (all 4 units) 5-3-7 TD Bn (814) 6.Arm Div (CCB, Arty) C51.25 (Vouziers): A7.02: C61.04: 22 Corps HQ 18 Abn Corps HQ 17.Abn Div (513 Para Rgt) 36-2-3 Arty Grp (122, 222) 4-4-7 Cav Grp (14) 1 SP C61.09 (Bastogne): A7.19: 8 Corps HQ C45.05, within 2 hexes: Level-1 Air Base 36-2-3 Arty Grp (108, 208) 24-3-3 Inf Div (94) 4-3-6 TD Bn (629) 2-5-3 Rngr Bn (5) B6.32: 3-2-8 TD Bn (705) 6-3-6 Tk Bn (748) 24-3-3 Inf Div (87) 4-4-7 Cav Grp (6) 3-2-8 TD Bn (704) 6-3-6 Tk Bn (735) 4-2-8 Lt Tk Bn (759) (3)-2-3 TD Bn (774) 3-2-8 TD Bn (607) 2 SP C45.07 (Thionvile): B5.33: C60.04: 20 Corps HQ 24-4-3 Inf Div (4) 17.Abn Div (193 Gldr Rgt) 36-2-3 Arty Grp (120, 220) 6-3-6 Tk Bn (70) 2 SP 5-3-7 TD Bn (610) C59.05: 17.Abn Div (194 Gldr Rgt) C44.01, within 1 hex: A5.05: 24-4-3 Inf Div (26) 24-4-3 Inf Div (30) C57.04: 6-3-6 Tk Bn (778) 3-4-6 Mech Inf Bn (526) 24-4-3 Inf Div (80) 5-3-7 TD Bn (818) 4-3-6 TD Bn (823) 6-3-6 Tk Bn (702) 4-4-7 Cav Grp (3) 4-2-8 Lt Tk Bn (744) 3-2-8 TD Bn (811) C43.07: A4.05: C57.09 (Martelange): 9.Arm Div (all 4 units) 82.Abn Div (504 Para Rgt, 325 Gldr 3 Corps HQ Rgt) 36-2-3 Arty Grp (103, 203) D42.33 (Saarlouis): 4-4-3 Para Rgt (507, 508) 2 SP 24-3-3 Inf Div (70) 2-4-3 Para Bn (551) C56.05 (Ettelbruck): C42.15: B4.33: 36-2-3 Arty Grp (112, 212) 1x P-47 24-4-3 Inf Div (90, less 1 step) Level-1 Air Base 6-3-6 Tk Bn (712) 2T

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C39.08 (Metz): D28.25, within 1 hex: D11.30: 1x (1)-0-0 Pontoon Bde 101.Abn Div (all 4 units) 24-4-3 Inf Div (3, less 1 step) 2x Truck point 4-4-3 Para Rgt (501) 1x 5-3-3 Brkdwn Rgt 10 SP (3)-2-3 TD Bn (807) 6-3-6 Tk Bn (756)

D38.32, within 1 hex: C27.06 (Luneville), within 1 hex: D7.30: 24-3-3 Inf Div (63, less 2 steps) 24-4-3 Inf Div (75) 1x 3-2-3 Fr Brkdwn Rgt 3-2-8 TD Bn (822) 6-3-6 Tk Bn (709) (3)-2-3 TD Bn (648, 679, 772) D7.32: C38.08: 1x (1)-0-0 Pontoon Bde 1.Fr.Arm Div (all 5 units, each brigade 1x P-47 108-2-3 Arty Div (7) less 1 step) Level-1 Air Base D26.28 (Saverne): D6.30: C37.06: 6 Corps HQ 12-2-3 Fr Inf Div (9.Col, less 1 step) 10.Arm Div (all 4 units) 36-2-3 Arty Grp (106, 206) 3-2-8 TD Bn (609) 2-4-7 Mech Cav Bn (117) D5.31: 4-4-7 Mech Cav Grp (106) 16-3-3 Inf Div (2.Mor) D36.30 (Sarreguemines), within 1 hex: 2 SP 24-4-3 Inf Div (44, less 1 step) D5.33 (Mulhouse): 6-3-6 Tk Bn (749) D25.23, within 2 hexes: 1 Fr Corps HQ 5-3-7 TD Bn (776) 24-4-3 Inf Div (36) 36-2-3 Fr Arty Grp (1) 6-3-6 Tk Bn (753) 1 SP C36.09: 4-3-6 TD Bn (636) 24-4-3 Inf Div (79, less 1 step) (3)-2-3 TD Bn (614) C3.30 (Dijon): 5-3-7 TD Bn (813) Level-1 Air Base D25.28: D34.29, within 1 hex: 14.Arm Div (all 4 units, each Combat Southern France Airfields: 24-3-3 Inf Div (100) Command less 1 step) 4x Fr P-47 6-3-6 Tk Bn (781) 2x Fr B-26 (3)-2-3 TD Bn (824) D22.24 (Strasbourg): 16-3-3 Fr Inf Div (3.Alg) Normandy Interdiction Airfields: C33.09: Level-1 Air Base 2x CW Spit.IX 1x P-47 1x CW P-51 Level-1 Air Base D22.27: 1x CW Typhoon 2 Fr Corps HQ 3x US P-47 C33.25 (Saint-Dizier): 3-2-3 Fr Inf Bde (Al-LO) 1x US P-51 1x P-47 36-2-3 Fr Arty Grp (2) 2x US B-26 Level-1 Air Base 1 SP 1x US A-20 2T 1x US A-26 D20.26 (Erstein): 1x Fr P-47 D31.28, within 1 hex: 12-3-3 Fr Inf Div (1.FF) 1x Fr B-26 24-4-3 Inf Div (45) 6-3-6 Tk Bn (101, 191) D14.30: Normandy Airfields: 5-3-7 TD Bn (645) 5.Fr.Arm Div (all 4 units, each brigade 1x P-38 less 1 step) 2x A-20 D31.31: 1x A-26 15 Corps HQ D13.31 (Colmar): 4x B-26 36-2-3 Arty Grp (115, 215) 21 Corps HQ England Airfields: 2 SP 36-2-3 Arty Grp (121, 221) 2x B-26 5-3-7 TD Bn (601) 3x C-47 (no gliders) C31.06: 1x Truck point 6x C-47 (w/Gliders) 24-3-3 Inf Div (42, less 1 step) 1x Mule point 16-4-3 Fr Inf Div (4.Mor, less 1 step) D30.26: Level-1 Air Base 24-3-3 Inf Div (103) 2 SP

C30.09 (Nancy): D12.30: 1x P-47 24-4-3 Inf Div (28, less 1 step) Level-1 Air Base 5-3-7 TD Bn (630)

D12.31: 12.Arm Div (all 4 units) 3-2-8 TD Bn (827)

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German Information German Setup B45.06 (Bramsche): Rail Cap: 6 Level-1 Air Base Sea Cap: Per Charts B61.01 (Oldenburg): 1x Ar.234 Supply: Per Table (roll each turn) Level-2 Air Base 1T Fester Platz Pool: 18 (6 are setup) Alarm Pool: 12x Alert, 6x Flak, and A61.08 (Alkmaar): A45.15 (Rotterdam): 18x VS (many are in setup) 1x 3-3-2 Naval Brkdwn Rgt 4-4-3 FJ Rgt (H.G.) Reserve Markers: 16 2 SP Dead Pile: B58.01: 3.Pz.Gr Div (103 AG Bn) Level-1 Air Base B44.07: 2.Pz Div (2-3 Pz Bn, 2 Pz.Gr.Rgt) 1x Ju.88 (9) Level-1 Air Base 9.Pz Div (1-33 Pz Bn, 11 Pz.Gr.Rgt) 1x Ju.88 (12) 1x Bf.109 (5, reduced) 116.Pz Div (2-16 Pz Bn) 1T Lehr.Pz Div (2-130 Pz Bn, 130 Arty B57.03: Rgt) 1x Fw.190d (5) B44.12 (Rheine): 111.Pz Bde (all 3 units) Level-1 Air Base Level-3 Air Base 112.Pz Bde (all 3 units) 1T 2x Bf.109 (5, both reduced) 113.Pz Bde (all 3 units) 1T 12-4-7 Pz Bde (105 107, 108) A57.10 (Beverwijk): 2-4-6 Pz Co (2-2/103) 1x Fester Platz (random from pool) B44.19 (Enschede): 2-2-6 Lt Pz Co (224) 1 SP Level-1 Air Base (5)-4-3 PJ Bn (682, 686) 16-4-3 Inf Div (64) B53.09: A44.05: 16-3-3 Inf Div (189, 245) Level-1 Air Base 8-4-3 SS Bicycle Bde (7) 14-4-2 VG Div (462) 14-3-2 VG Div (361, 553) B51.11: A44.13 (Ridderkerk): 11-4-2 Inf Div (Boeh) 1x Fw.190d (6) 30 Corps HQ 8-4-3 Inf Div (172) Level-2 Air Base 1x Wagon point 8-3-3 Inf KG (Jais) 1T 5-3-2 Inf KG (Browd, Fiebing) B43.31: 4-4-2 Inf KG (C/V) A51.14 (Leiden): Level-1 Air Base 3-4-3 Inf KG (Brehm) 2-1-2 Ost Bn (822) 3-3-2 Inf KG (Riedel) A43.06 (Culemborg): 2-4-3 Inf KG (Schw) B48.07: 88 Corps HQ (2)-3-3 PJ Bn (483, 484) Level-1 Air Base 4-4-3 Assault Bn (25) (4)-3-3 PJ Bn (487) 1x Truck point (4)-3-2 Flak Grp (St.Tr) B48.13: (3)-3-1 Flak Grp (Achn) 1x Fw.190d (6) A43.13: 26-2-2 Arty Rgt (761) Level-1 Air Base 16-3-3 Inf Div (346, less 3 steps) 4-3-3 Bicycle Rgt (v.Frit) 1T 3-2-2 VS Rgt (Sauer) B42.31 (Arnhem): 3-2-1 MG Bn (31, 33, 34) B48.16 (Nordhorn): 18-3-3 FJ Div: (2, less 1 step) 4-4-3 Pio Bn (zbV 600) Level-2 Air Base 1x Fester Platz (random from pool) 2-4-2 Eng Bn (1031) 1x Fw.190d (6) 1x (1)-0-0 Pontoon Bde 3-4-2 Eng Bn (78) 1T Blown Bridge Marker (both) 2-3-3 Mtn Bn (202) 4-4-3 Assault Bn (15) B48.21 (Almelo): A42.01 (Kesteren): 2-3-3 Bicycle Bn (608) Level-1 Air Base 1x 4-3-2 FJ Brkdwn Rgt 17.SS.PzGr Div (17 PJ Bn) 3-3-2 SS-Inf KG (Dunk) A48.18 (Hoek van Holland): A42.09 (Gorinchem): 2-3-2 SS-Inf KG (Berg) 1x Fester Platz (random from pool) 1x Fester Platz (random from pool) 2-4-3 SS-Inf Rgt (Ellwan) 1 SP 1x 3-3-2 Brkdwn Rgt 2-2-2 LW Inf Bn (1 thru 22, 42) 1 SP 2-2-2 LW Inf Bn (I/90 thru IV/90) A47.07 (Utrecht): 5-4-3 FJ Rgt (v.Hof) 1x 3-3-2 Naval Brkdwn Rgt A42.13 (Dordrecht): 2-2-2 FJ Bn (2-2, v.d.H) 2 SP 1x Fester Platz (random from pool) 4-3-3 Naval Bde (Weber) 1x Truck point A47.18 (Maassluis): A42.16: 2-1-2 Ost Bn (803) 2-1-2 Ost Bn (826) Emergency Pool (All Ready): 8-4-3 Inf Div (480) B46.11: A41.06: 8-3-3 Inf Div (471, 616) Level-2 Air Base 3-2-1 MG Bn (30) 8-2-3 Inf Div (617) Me.262 18-3-3 FJ Div (6, less 3 steps) 6-2-3 Inf Div (Bava) 1T

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A41.13: B35.32: B27.31: 1x 3-3-2 Brkdwn Rgt 2x 3-3-2 Brkdwn Rgt 16-3-3 Inf Div (180, less 2 steps) Level-1 Hedgehog Level-1 Hedgehog 1 SP B27.32 (Tegelen): B34.27: 1x 3-3-2 Brkdwn Rgt A41.14: Level-1 Hedgehog 3-3-3 Naval Inf KG (Schindler) B25.27 (Krefeld): B33.31: Level-1 Air Base A41.16: 16-3-3 Inf Div (190, less 2 steps) 1x 2-3-3 Alert Bn B24.31: 1 SP B32.24 (Wesel): 18-3-3 FJ Div (8, less 3 steps) 4 SP A40.06: B24.33: 1x 4-3-2 FJ Brkdwn Rgt B32.25, within 1 hex: 2x 4-3-2 FJ Brkdwn Rgt Level-1 Hedgehog 47 Pz Corps HQ 3-4-3 LW Assault Bn (1) B24.34 (Roermond): B39.29: 5-4-3 Pio Rgt (1) 5-3-3 FJ Rgt (21) 1x 4-3-2 FJ Brkdwn Rgt 8-4-3 Inf Div (406) 1x VS Bn (randomly selected) 1 SP B23.29 (M.Gladbach): Level-3 Air Base B39.31: B32.28, within 1 hex: 1x 3-4-2 Brkdwn Rgt 86 Corps HQ B23.33: 1x VS Bn (randomly selected) 5-5-7 PJ Bn (655) 16-3-3 Inf Div (176, less 1 step) Level-2 Hedgehog 3x Level-1 Hedgehog 2-1-2 Ost Bn (827) 1T 1 SP B22.24: B38.28 (Emmerich): B30.28 (Geldern), within 1 hex: 7 SP 1x (4)-3-7 Alarm Flak Bn 18-4-3 FJ Div (7, less 2 steps) 1x Truck point 1T 1x 4-3-2 FJ Brkdwn Rgt B22.25: B38.31: B29.22 (Gladbeck): 1x (5)-4-3 Alarm Flak Bn 16-3-3 Inf Div (84, less 1 step) Level-1 Air Base 1x VS Bn (randomly selected) B22.28: Level-3 Hedgehog B28.14: 58 Pz Corps HQ 2T Level-2 Air Base 1x VS Bn (randomly selected) (5)-4-3 PJ Bn (657) B37.11 (Munster): B28.24: 4-4-6 AG Bn (244) Level-1 Air Base 5 SP 1 SP

B37.30 (Kleve): B28.25: B22.29 (Rheydt): 4-4-2 FJ Brkdwn Rgt 1x (5)-4-3 Alarm Flak Bn Level-2 Air Base 1x VS Bn (randomly selected) 1x Wagon point Level-2 Hedgehog B22.30: 2T B28.31: 12-SS Corps HQ 1x 3-3-2 Brkdwn Rgt 4-5-5 Fkl Bn (301) B37.31: 4-4-6 AG Bn (341) Level-2 Hedgehog B27.01: 36-2-1 Arty Corps (388) Level-3 Air Base B37.32: 1x Ju.52 B22.32: 2x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (183, less 2 steps) Level-3 Hedgehog B25.26, within 2 hexes: Level-2 Hedgehog 2T 2 Para Corps HQ 3-4-5 LW Rec Bn (12) B22.33: B36.31: 4-4-6 LW AG Bn (121) 1x 3-3-2 Brkdwn Rgt 1x 4-3-2 FJ Brkdwn Rgt 12-2-2 LW Arty Rgt (121) 2x VS Bn (randomly selected) 12-2-2 LW Werfer Bn (121) B21.24: 4-4-6 AG Bn (243) Level-1 Air Base B36.32: 4-4-5 PJ Bn (741) 2x 3-3-2 Brkdwn Rgt 6-5-6 PJ Bn (559) B21.27, within 1 hex: Level-2 Hedgehog 24-2-1 Arty Corps (401) 116 Pz Div (60, 156 Pz.Gr Rgt, 1-16 2T 42-2-2 Werfer Bde (16) Pz Bn, 116 Rec Bn, 228 PJ Bn, 146 4 SP Arty Rgt) B35.27: Level-1 Hedgehog

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B21.32: B10.23 (Bonn): B3.34: 2x 3-3-2 Brkdwn Rgt 1x 2-4-3 Alert Bn 14-2-2 VG Div (276, less 1 step) Level-1 Hedgehog 1x Wagon point 5 SP A3.01: B20.31: 14-2-2 VG Div (326) 16-3-3 Inf Div (59, less 3 steps) B10.27: Level-1 Hedgehog 1x 3-4-2 Brkdwn Rgt B2.19 (Neuwied): 2 SP B19.32: B10.30: 1x 3-3-2 Brkdwn Rgt 14-2-2 VG Div (272, less 2 steps) A2.01: Level-1 Hedgehog 14-3-2 VG Div (167, less 2 steps) B9.27 (Euskirchen): B18.31: 74 Corps HQ A2.02: 1x 3-3-2 Brkdwn Rgt 1x VS Bn (randomly selected) 2x 3-3-2 Brkdwn Rgt Level-1 Hedgehog 6-4-5 SP Arty Bn (217) 26-2-2 Arty Rgt (762) B1.06: B17.28, within 1 hex: 1 SP Fw.190a (5) 81 Corps HQ Level-1 Air Base 4-4-3 Assault Bn (5) B9.29, within 1 hex: 1T 48-2-1 Arty Corps (766) 3.PG Div (8, 29 Inf Rgt, 103 Rec Bn, 24-2-1 Arty Corps (407) 103 PJ Bn, 3 Arty Rgt) B1.33, within 1 hex: 42-2-2 Werfer Bde (4, 15) 2.Pz Div (304 Pz.Gr.Rgt, 1-3 Pz Bn, 38 1 SP B9.31: PJ Bn, 74 Arty Rgt) 14-2-2 VG Div (62, less 2 steps) B17.31 (Julich): 5-4-3 FJ Rgt (6) B1.34 (Prum): 14-3-2 VG Div (363, less 1 step) 26-2-2 Arty Rgt (621) Level-1 Hedgehog B8.30: 14-2-2 VG Div (277, less 1 step) A1.03: B16.23: 14-4-2 VG Div (340, less 1 step) 2 SP B7.25: (6)-5-5 PJ Bn (93) Any West Wall hexes in Northern BZ: B16.30: 6x Level-2 Hedgehog 1x 3-3-2 Brkdwn Rgt B7.29: 67 Corps HQ C62.03: B15.23: 4-4-6 AG Bn (902) 2x 3-3-2 Brkdwn Rgt 1x (1)-0-0 Pontoon Bde 1 SP Level-1 Air Base D61.27, within 1 hex: B7.31: 15.PzGr Div (all 6 units) B15.30: 16-3-3 Inf Div (89, less 2 steps) 1 SP 1x 3-3-2 Brkdwn Rgt B6.31: D61.29, within 1 hex: B14.30: 14-4-2 VG Div (26, less 1 step) 2-1-2 Ost Bn (627) 1x 3-3-2 Brkdwn Rgt 4-4-3 Pio Bn (207) Level-1 Hedgehog B5.32: 22-2-1 Mortar Bn (7) 14-3-2 VG Div (246, less 1 step) 42-2-2 Werfer Bde (8, 9) B13.22: Level-1 Air Base B4.28: C61.01: 66 Corps HQ 13 Corps HQ B13.30: 4-4-6 AG Bn (905) (5)-4-3 PJ Bn (683) 14-4-2 VG Div (12, less 2 steps) 4-4-3 Pio Bn (47) 9-5-4 Tgr Bn (506) 1 SP 4-4-6 LW AG Bn (111) B12.30: 2 SP 16-3-3 Inf Div (353, less 2 steps) B4.29, within 1 hex: (5)-3-1 PJ Bn (501) 9.Pz Div (10 Pz.Gr Rgt, 2-33 Pz Bn, 9 C61.03: Rec Bn, 50 PJ Bn, 102 Arty Rgt) 14-3-2 VG Div (79, less 2 steps) B11.23: Level-1 Air Base B4.32: D60.04: 14-3-2 VG Div (18, less 1 step) Bf.109 (5) B11.29: Level-1 Air Base 18-3-3 FJ Div (3) B3.31: 1T 18-3-3 FJ Div (5) B11.30: C60.03: 16-3-3 Inf Div (85, less 3 steps) B3.33: 1x 3-3-2 Brkdwn Rgt 1x 3-4-2 Brkdwn Rgt 1x 3-2-2 Brkdwn Rgt

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C59.04: D52.34: D40.26 (Homburg): 1x 3-3-2 Brkdwn Rgt 1x 2-3-3 Alert Bn (5)-4-3 PJ Bn (1) Level-3 Hedgehog 6-0-R RR Arty Bn (725) D58.03: 26-2-2 Arty Rgt (617) Level-1 Air Base D51.34: 10-0-1 SP Arty Bty (638) (5)-3-1 PJ Bn (504) 2 SP D58.33: Level-3 Hedgehog 24-2-1 Arty Corps (409) D40.32 (Volklingen): D49.01: (5)-3-1 PJ Bn (503) C58.01: 1x Me.262 1x VS Bn (randomly selected) 53 Corps HQ Level-2 Air Base (5)-4-3 PJ Bn (668) 1T D39.31 (Saarbrucken): 42-2-2 Werfer Bde (18) 14-3-2 VG Div (347, less 2 steps) 3 SP D49.34: 14-3-2 VG Div (256, less 1 step) D39.32 (Forbach): C58.02: 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt D48.08 (Darmstadt): 1x (1)-0-0 Pontoon Bde D38.27: C58.03: Level-1 Air Base 13-SS Corps HQ 14-3-2 VG Div (9, less 2 steps) 36-2-1 Arty Corps (410) D48.31: 24-2-1 Arty Corps (402) D57.34 (Bittburg), within 1 hex: 82 Corps HQ 42-2-2 Werfer Bde (7) Lehr.Pz Div: (901 PzGr Rgt, 902 Inf 4-4-3 Assault Bn (1) 3 SP Rgt, 130 Rec Bn, 130 PJ Bn) 5-5-6 PJ Bn (519) 1 SP 3 SP D38.30: 1x 3-3-2 Brkdwn Rgt C57.03: C48.01, within 3 hexes and between 14-3-2 VG Div (352, less 2 steps) the Saar and Moselle rivers: D37.24 (Primasens): 11.Pz Div (all 7 units) 8-4-2 Inf Div (Claer) D56.10: 26-2-2 Arty Rgt (1020) 26-2-2 Arty Rgt (1036) Fw-190d (5) 1 SP Level-1 Air Base D37.28: 1T C47.02, within 1 hex: 17.SS.PzGr Div (17 Rec Bn, 17 Arty 16-2-3 Inf Div (416, less 1 step) Rgt) D56.34: 80 Corps HQ D46.32, within 2 hexes: D37.29: 26-2-2 Arty Rgt (720) 2x 3-2-2 Brkdwn Rgt 17-SS.Pz.Gr Div (37 Inf Rgt) 2 SP 2-2-3 LW Inf Bn (38, 41) 2x VS Bn (randomly selected) D37.30: C56.02: 1x (4)-3-7 Alarm Flak Bn 14-3-2 VG Div (19, less 1 step) 1x 3-3-2 Brkdwn Rgt D43.30: D37.31: C55.02: 85 Corps HQ 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt 1x (3)-2-3 Alarm Flak Bn Level-1 Hedgehog 1x VS Bn (randomly selected) D36.11: 2 SP Bf.109 (5) C55.01: Level-1 Air Base 14-3-2 VG Div (560, less 3 steps) D42.20 (Kaiserslautern): 1T 1x (3)-2-3 Alarm Flak Bn D54.34: 1x Truck point D36.28: 14-3-2 VG Div (212, less 2 steps) 3 SP 17.SS.PzGr Div (17 AG Bn, 38 Inf Rgt)

D53.33: D42.23: D35.17 (Landau in der Pfalz): 1x 3-3-2 Brkdwn Rgt Hohne Grp HQ (8)-5-4 PJ Bn (653) 4-4-5 PJ Bn (z.b.V. G) 2-2-3 LW Inf Bn (51, 52) D53.34: 4-4-6 AG Bn (394, 667) 1x 3-3-2 Brkdwn Rgt (2)-3-3 PJ Bn (486) D35.26: Level-2 Air Base 90 Corps HQ D52.32 (Trier): 1x VS Bn (randomly selected) 1x Fester Platz (random from pool) D42.32, within 1 hex and east of the 42-2-2 Werfer Bde (20) 1x VS Bn (randomly selected) Saar River: 2 SP 2 SP 16-3-3 Inf Div (719, less 1 step) D35.28: 14-3-2 VG Div (559, less 1 step)

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D34.27: D26.21: D7.29: 1x 3-3-2 Brkdwn Rgt 8-2-3 Inf Div (905) 14-3-2 VG Div (16, less 2 steps) 2-3-3 Mtn Bn (201) D33.27: D23.05 (Stuttgart): All Bridges Blown Marker 2x 3-5-2 SS Mtn Brkdwn Rgt Level-1 Air Base D6.28: D32.19: D23.21: 63 Corps HQ (5)-3-1 PJ Bn (502) 16-3-3 Inf Div (716, less 3 steps) 2 SP Level-3 Hedgehog D22.21: D5.30 (Mullheim): D32.25: 64 Corps HQ 1x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (36, less 2 steps) 8-3-3 Inf Div (405) (2)-3-3 PJ Bn (468) 3-5-3 SS Inf Bn (506) 2-2-3 Inf Bn (zbV 292) All Bridges Blown Marker 2-3-3 Bicycle Bn (602) D32.26: 3 SP D4.29: 16-5-3 SS Mtn Inf Div (6, less 2 steps) 16-3-3 Inf Div (159, less 2 steps) D22.23 (Kehl): Any West Wall hexes in Central BZ: 4-2-3 Inf Bde (Baur) Any West Wall hexes in Southern BZ: 12x Level-2 Hedgehog (2)-3-3 PJ Bn (485) 3x Level-2 Hedgehog 1x VS Bn (randomly selected) D31.17: All Bridges Blown Marker Level-3 Hedgehog D21.06: —————————— D31.18: Bf.109 (5) Scenario 6.9: Level-3 Hedgehog Level 1-Air Base 1T Spring ‘45 (North) D31.19: 8-3-3 Inf Div (Rass) D21.09: This two-map campaign starts on 8 Febru- Level-3 Hedgehog Bf.109 (5) ary and runs through the end of April. Its Level-1 Air Base focus is on the Allied attempt to cross the D31.25: 1T Rhine River and encircle the Ruhr. 1x 3-3-2 Brkdwn Rgt D20.22 (Offenburg): D30.15 (Karlsruhe): 14-3-2 VG Div (708, less 2 steps) General Information 1x VS Bn (randomly selected) Setup Order: Allied first 1x (1)-0-0 Pontoon Bde D11.28: First Player: Allied 16-3-3 Mtn Div (2) Weather: Mud, Limited Flight on 8 Feb D30.16: First Turn: 8 February 1945 Level-3 Hedgehog D11.29: Last Turn: 29 April 1945 1x 3-2-2 Brkdwn Rgt Total Turns: 24 D30.20: Reinforcements: Use campaign arrival 89 Corps HQ D9.27, within 1 hex: schedules, ignoring entries for the 1-5-5 Flm Pz Co (352, 353) 16-3-3 Inf Div (338, less 2 steps) South (Map C and Map D). Roll for 3 SP 10-3-2 Inf Div (526) variable reinforcements each turn (as 8-2-3 Inf Div (805) modified by Special Scenario Rule). D30.24: 12-4-7 Pz Bde (106, less 1 step) 14-3-2 VG Div (47, less 2 steps) 6-5-6 PJ Bn (654) Special Scenario Rules 4-4-5 PJ Bn (708) D29.24: 4-4-6 AG Bn (280) Use only the two North maps (A and B). 1x 3-3-2 Brkdwn Rgt 4-4-3 Assault Bn (19) Rotterdam and Amsterdam are German- 2-1-2 Ost Bn (798) controlled and both have 4 hits (mines D28.23: 22-2-1 Mortar Bn (20) haven’t been rolled). Antwerp ports are 1x 3-3-2 Brkdwn Rgt 1x Wagon point both Allied-controlled and fully repaired. 4 SP D27.22: Roer River Status (1.9): The locks are 1x 3-3-2 Brkdwn Rgt D8.25: broken; place the Roer Dam marker on the 16-3-3 Inf Div (198, less 2 steps) 15 February turn track (the effect subsides D27.23 (Haguenau): Level-1 Air Base after the Allied portion of that turn). 14-3-2 VG Div (257, less 2 steps) Random Events are used, but sometimes Level-1 Air Base D7.28: are modified per 1.13a. Assume the 18-SS Corps HQ Clarion Event has already reduced Ger- D26.10: 1-4-5 SS-PJ co (RF) man RR Cap. Level-1 Air Base 2T

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CW gets their normal Supply Table result. Commonwealth Setup Multiply all German Supply Table results Scenario 6.10: Setup units on Map A and B per 6.8. by x1/2 (round fractions up). Multiply all Spring ‘45 (South) US Supply Table results by x1/3 (round England Box: fractions up). For example a 7 SP result on -- This two-map campaign starts on 8 Febru- the tables would round to 3 SP for the US ary and runs through the end of April. Its and would round to 4 SP for the Germans. England Airfields: focus is on the Allied attempt to cross the CW gets their normal Repl Table result. 1x P-51 Rhine River and drive toward Bavaria. Multiply all US and German Repl Table 2x Mosquito arrivals by x1/2. Round fractions in each 1x B-25 General Information category (Pax, Eq, etc.) individually by 1x C-47 (no glider) Setup Order: Allied first rolling a die (down on a 1-3, up on a 4-6). 3x C-47 (w/ Gliders) First Player: Allied Examples: EP readies 1 unit (down from 2); Weather: Mud, Limited Flight on 8 Feb HH is a 50-50 roll to receive a hedgehog. American Setup First Turn: 8 February 1945 Broadfront rules (3.10) are not used. Last Turn: 29 April 1945 Setup units on Map A per 6.8. No Allied airdrops can be pre-planned at Total Turns: 24 the start of the scenario. Reinforcements: Use campaign arrival Southern France Airfields: schedules, ignoring entries for the Extra supply sources: Axis can use RRs Not in play North (Map A and Map B). Roll for along the south edge of Map B; Allies can variable reinforcements each turn (as be use RRs along the south edge of Map A. England Box: modified by Special Scenario Rule). --

Victory Conditions Normandy Airfields: Special Scenario Rules 1x B-26 The Allies can earn four possible VPs (see Use only the two South maps (C and D). 1x P-38 4.0) in this scenario: Multiply all German Supply Table results 2 VP for capturing all Ruhr hexes (or if England Airfields: by x1/2 (round fractions down). Multiply they are out of trace) 2x B-26 all US Supply Table results by x2/3 (round fractions down). For example a 7 SP result 1 VP for Liberating Holland (all Dutch 1x C-47 on the tables would round to 4 SP for the US major cities must be either captured 6x C-47+Gldr and would round to 3 SP for the Germans. or out of trace) Normandy Interdiction Airfields: Multiply all US and German Repl Table 1 VP for Collapse of the Northern Flank 2x CW Spit.IX arrivals by x1/2. Round fractions in each (See 4.3) 1x CW P-51 category (Pax, Eq, etc.) individually by The game ends early with a German De- 1x CW Typhoon rolling a die (down on a 1-3, up on a 4-6). cisive Victory at the end of March if the 2x US P-47 Exception: all fractions from the German Allies do not have an HQ on Map B that 1x US B-26 EP column round up. is across the Rhine, in Germany, and on an Note in this scenario the Allied player Allied detrainable hex. The Germans win cannot receive any supply shifts for ports. a Minor Victory by preventing the Allied German Information conditions below. Rail Cap: 3 Multiply all US and German Repl Table arrivals by x1/2. Round fractions in each The game ends early with a Decisive Al- Sea Cap: Per Charts category (Pax, Eq, etc.) individually by lied Victory if they have earned 3 or more Supply: See Special Scenario Rule rolling a die (down on a 1-3, up on a 4-6). Victory Points (VP) per the schedule above Fester Platz Pool: 18 (6 are setup) Examples: EP readies 1 unit (down from 2); at the end of either February or March. It Alarm Pool: 12x Alert, 6x Flak, and HH is a 50-50 roll to receive a hedgehog. is a Minor Allied Victory if they have 3 18x VS (many are in setup) VP on the last turn of April. Reserve Markers: 9 Random Events are used, but some are Dead Pile: Per 6.8. modified per 1.13a. Assume the Clarion Event has already reduced Axis RR Cap. Emergency Pool (All Ready): Allied Information 8-4-3 Inf Div (480) The Allies have use of 1x US C-47 (based Rail Cap: 5 8-3-3 Inf Div (471) in England) on up to three turns during Sea Cap: Per Charts 8-2-3 Inf Div (617) the scenario (player’s choice). It can only Supply: See Special Scenario Rule be used to deliver supply from England. Seaborne Assaults Available: 2 Otherwise, the England Box isn’t used. Arty Ammo Markers: 1x CW, 1x US German Setup Extra supply sources: Axis can use RRs Bridge Check Markers: 1 Setup units on Maps A and B per 6.8. along the north edge of Map B; Allies can Reserve Markers: 13 be use RRs along the north edge of Map A. Dead Pile: Per 6.8.

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Victory Conditions German Setup tory project into a real game. For that I am truly grateful. John is a class act, a The Allies can earn two possible VPs (see Setup units on Maps C and D per 6.8. true gentleman, and one of the great guys 4.0) in this scenario: in the hobby. 1 VP for capturing all Saar hexes (or if Stephen Campbell is my closest friend. He they are out of trace) —————————— kept me sane throughout this project; he 1 VP for Collapse of the Alpine Redoubt had to that’s one of the jobs friends do! In (See 4.4) addition he helped me playtest BTR which The game ends with an Allied Victory if Designer’s Notes I’m sure to him was several lifetimes. In they have earned both Victory Points (VP) addition, if I needed to know the probability Beyond the Rhine (or BTR for short) can per the schedule by the end of the scenario. of a random event happening he was the trace its lineage back to GDW’s excellent Otherwise, it is a Minor German Victory. man! Thanks, Steve. game on the campaign in the West, Road to the Rhine, published in 1979. So in a Another one of the good guys in our little hobby is Dave Mignerey. He’s logged more Allied Information small way its designer, Frank Chadwick, is to blame for BTR! convention time with BTR than anybody Rail Cap: 5 alive (and more than anybody should have Sea Cap: Per Charts A comprehensive game covering the entire had to). Dave and his Ohio group’s input Supply: Per Table (roll each turn) Western Front for the same time frame as was invaluable. Nobody can whip up a Seaborne Assaults Available: NA BTR is hard to find (if you can find one at revised playtest kit faster than Dave, and Arty Ammo Markers: None all) and was long overdue. You can find any that also counts for something. Bridge Check Markers: 1 number of games on various Western Front Reserve Markers: 9 battles, but they don’t view those battles Thomas ‘The Hammer’ Buettner also Dead Pile: Per 6.8. in relation to the whole front. What makes spent many valuable convention hours some of these small (and what may seem play-testing BTR. Watching him in the role of Patton was a sight to behold. I should Allied Setup pointless) battles much more interesting, is how their outcome affected the entire front. know… I was the German facing him. For Setup units on Map C and D per 6.8. the record we beat each other to a pulp in The campaign in the West was by no means the Lorraine area ending at the West Wall, a foregone conclusion. The Allied advance Southern France Airfields: both of us exhausted by the experience. in 1944 and 1945 was not the walk-over 4x Fr P-47 many believe it was, and players will find In the last couple of years, a lot of testing 2x Fr B-26 either side a challenge. Allied material hours were done on computer via Vassal. superiority is (mostly) balanced by German Many of those hours were logged by John Normandy Airfields: tenacity, terrain, and weather. Leggatt, who kept meticulous spreadsheets 1x US P-38 of each turn’s activity. As of this writing, 1x US A-20 Defensive-minded players will be happiest John has completed at least two full cam- 2x US B-26 playing the Germans, but players of all paign games down to the last turn. temperaments will discover that there is Normandy Interdiction Airfields: still plenty of torque left in the Axis even Perry Andrus has an eye for details and 1x US P-47 at this late stage of the war. The Germans their long-term effects that are without 1x US P-51 will not go down without a fight. compare. We also had many lively discus- 1x US B-26 sions about the history behind BTR. It’s a I will leave further discussion of strategy better game for his involvement. 1x US A-20 to the player’s notes, and will have John 1x US A-26 (in his Developer’s Notes) address a Finally, Tony Zbaraschuk and Scott John- 1x Fr P-47 few decisions made regarding scale and stone played this game countless times over 1x Fr B-26 special rules. the years trying to break it. Sometimes they did, but always offered easy, histori- cal solutions. They would then start again German Information Special Thanks always trying to break the game yet again. Rail Cap: 3 Playtesting at its finest. There are so many people I would like to Sea Cap: None thank that contributed in ways large and Supply: See Special Scenario Rule small to BTR. Check the game credits: Fester Platz Pool: 13 are available (6 every one of those people spent time are in 6.8 setup; 2 are in 6.8 Dead testing BTR, a lot of it was their valuable Pile) convention time. Not mentioning them all Alarm Pool: 12x Alert, 6x Flak, and here does not lessen their contribution. But 18x VS (many are in setup) Selected Bibliography a few people went above and beyond the Reserve Markers: 7 normal call of duty: Dead Pile: Per 6.8. I thought about writing an historical over- Every good game has good developer. In view of the campaign (that would bore you Emergency Pool (All Ready): that BTR was truly blessed. John Kisner to tears), but ultimately chose not to do so. 8-3-3 Inf Div (616) put up with me and “just one last change” Published authors are far more articulate 6-2-3 Inf Div (Bava) for what seems I’m sure to him like an than I, and they wrote the books that in- eternity. He turned my high school his- spired this design. What follows is a list

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2015 All Rights Reserved. Page 55 Beyond the Rhine, OCS #14 of the best ones. The list is by no means Maps American/French comprehensive, but I think most players Shelby L. Stanton’s World War II Order will find in this sampling some interesting These are a sampling of the situation maps of Battle, An Encyclopedic Reference to and informative titles. I consulted for the various scenario setups. U.S. Army Ground Forces from Battalion Note that various unit histories were used through Division, 1939-1946. Stackpole to fill any gaps. Books, 2006. General Reading Lage West Stand: 5.9.44, 17.9.44, George F. Nafziger’s French Order of John N. Rickard’s Advance and Destroy, 15.12.44, 16.12.44, 17.12.44, 1.2.45, Battle In World War II, 1939-1945. The Patton as Commander in the Bulge. Uni- and 11.2.45. Nafziger Collection, 1995. versity Press of Kentucky, 2011. Lage Frankreich Stand: 2.1.45 and 8.2.45. Joachim Ludwig’s Ruckzug, The German Allied Twelfth Army Group: 4.9.44, Retreat from France, 1944. University 5.9.44, 6.9.44, 15.12.44, and 2.8.45. Press of Kentucky, 2012. Derek S. Zumbro’s Battle for the Ruhr, Developer’s Notes The German Army’s Final Defeat in the Army OBs BTR was in testing back when Bill Clinton West. University Press of Kansas, 2006. The following books were consulted to was president. It was an ugly duckling, Max Hastings’ Armageddon, The Battle research orders of battle. This list is also since this was way back when playtest for Germany 1944-1945. Alfred A. Knopf, abbreviated, as I have not included any maps were drawn (and colored) by hand. 2004. specific unit histories. These are not good Some years later, after finishing my work reading books but excellent for reference. on Baltic Gap, I was asked by Dean Essig J.L. Moulton’s Battle for Antwerp. Hip- to prep some of the promising prototypes pocrene Books, Inc. 1978. for publication, and we decided a priority Germany Mark Zuehlke’s Terrible Victory, First should be BTR. Canadian Army and the Scheldt Campaign Georg Tessin’s Verbande und Truppen der The design itself was fundamentally done September 13-November 6, 1944. Douglas Deutschen Wehrmacht und Waffen-SS, by then, but much work remained on & McIntyre, LTD, 2007. 1939-1945. Biblio Verlag, 1973. scenario research. I made one noteworthy Mark Zuehlke’s On To Victory, The Cana- J. Dugdale’s Panzer Divisions, Panzer Gr. command decision for BTR, altering its dian Liberation of the Netherlands March Divisions, Panzer Brigades of the Army scale. Stacks were too tall with the regular 23-May 5, 1945. Douglas & McIntyre, and the Waffen SS in the West Autumn 5-mile hexes, so that was no good, but if LTD, 2010. 1944-February 1945, Volume 1 (Part 1, changed to Sicily-scale (2.5-mile hexes) Sept.), Volume 1 (Part 2, Oct.), Volume 1 it would have way too many maps. Ulti- Samual W. Mitcham Jr.’s Retreat to the (Part 3, Nov.), Volume 1 (Part 4a, Dec.), mately, we picked an intermediate scale Reich, The German Defeat in France, Volume 1 (Part 4b, Dec.). Military Press for Western Europe of 3 1/2 miles per hex. 1944. Praeger Publishers, 2000. circa 2002 (varies by volume). This gave us a 4-map footprint for BTR; Harry Yeide and Mark Stout’s First to the big, but not crazy-big. Logic dictated a Dieter Robert Bettinger’s Die Geschichte Rhine, The 6th Army Group in World War corresponding shift in time—maybe to der HGru G Mai 1944 bis Mai 1945. II. Zenith Press, 2007 three turns per week—but that seemed Helios, 2009. Danny Parker’s To Win the Winter Sky, excessive for a long and (at times) static Kurt Mehner’s Die Geheimen Tagesberi- Air War over the Ardennes, 1944-1945. campaign. I recall discussing this problem chte Der Deutschen Wehrmachtfuhrung Combined Books, 1994. with Rod Miller, and coming away assured im Zweiten Weltkrieg 1939-1945 Vol. 11 that we could justify using standard OCS Danny Parker’s , Hitler’s and Vol. 12. Biblio Verlag, 1984. time scale because of the slow pacing. The Ardennes Offensive 1944-1945. Combined Samuel W. Mitcham Jr.’s German Order rest, as they say, is history. Books, 1991. of Battle, Volumes I, II and III. Stackpole Overall, the special rules probably length- Charles B. MacDonald’s A Time for Trum- Books, 2007. ened during testing. We tried to restrain pets, The Untold Story of the Battle of the ourselves from excess—and did indeed Bulge. Quill, 1985. The Commonwealth simplify some sections—but at the same Russell F. Weigley’s Eisenhower’s Lieu- time didn’t shy away from adding chrome David Hughes, James Broshot, and Alan tenants, The Campaign in France and to give the design that extra sparkle. Philson’s The British Armies in World War Germany, 1944-1945. Indiana University Two, An Organisational History, Vol. 1, 2, “The Allies have it too easy” was a constant Press, 1981. 3, 4, 6, 11. The Nafziger Collection, 1999. concern. A well-researched German OB Chester Wilmot’s The Struggle for Europe. combines with Allied supply shortages to David A. Ryan, Steve Rothwell, and David Wordsworth, 1997. show how the front stabilized in Septem- Hughes’ British Armies in World War Two, ber. Over time, though, the Allied mobility Major L.F. Ellis’ Victory in the West, Vol. An Organisational History, Supplement and ability to concentrate SP seemed an II. Uckfield, 1968, 2004. 4 (Orders of Battle 1944-1945). The unbeatable 1-2 punch. This led to a fairly Nafziger Collection, 2005. simple rule that reflects Ike’s guiding principle: Broadfront. The rule also catered toward producing smaller campaigns (so boundaries are along map edges), limit-

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 56 © 2015 All Rights Reserved. The Gamers, Inc. ing the power of a fueled HQ (since the The Good The Bad boundaries shorten their reach), and giving You begin with many advantages. Air Now, for the disadvantages. Your supply the German an integrated motivation to supremacy is the most obvious. The Luft- situation is abysmal. Clearing Antwerp is stay west of the Rhine. waffe will never be more than a nuisance, a very high priority, probably your first. Rhine-class rivers presented more chal- but suppress it anyway; that will free up There will be many opportunities pulling lenges. Initially, crossings were limited to more of your planes for ground support you eastward, but without Antwerp you printed bridges (blown or intact) because duty on subsequent turns. Don’t fear los- will not have the supply to exploit them the German position seemed impossible ing planes; you have more than enough properly. Resist the temptation, and realize if the Allies could cross anywhere. This replacements. that clearing Antwerp is likely to be a hard worked fine when tests concentrated on Consider carefully when to use the In- slugging match. If you can take one of the 1944, but testers didn’t like how this de- terdiction Box planes; their subtle sup- blocking points easily and cheaply, do it fied the historical 1945 crossings. It was pression of German movement and rail fast—that will save you the time and ca- a long, winding road to the current rules cap is worth a great deal, but sometimes sualties you take later. For a heavy assault, for Pontoon brigades! they can be useful for fighter sweeps and use two divisions, each with tank backing (yes it’s polder, but most of your targets Roland has mentioned most of the guys interdicting critical choke points (like the can be reached by local roads, and AR4 who did heavy lifting during development. rails around Dijon) on limited-flight turns. armor is easier to replace for one EQ than They’re quite a group, and I have had the A second advantage is the generally high AR4 infantry for two Pax). One attacks, pleasure of playing BTR with most of quality of your units compared to the while the second waits in reserve to finish them during the long development. Let Germans. Capitalize on this by destroying the job. Study the amphibious attack rules me add special thanks to three who helped high-AR German units whenever possible; carefully; Walcheren will need all the force proof the rules (Tony), maps (Perry), and the gap will widen. (Isolated AR5 units, in you can get, but you may have chances to counters (Steve). particular, should be killed on sight— the use them to speed up the process elsewhere. A few others lent critical support. When German player needs them to mount effec- You may be able to speed things up with I hit a dead end on the new maps, Hans tive attacks against you, and the long-term American help. Kishel was like a troop of cavalry gal- payoff is worth it.) The Broadfront rule has many quirks (such loping to the rescue. He researched and You are more mobile than the Germans, as only being able to move empty trucks drew a new four-map layout at 3.5-mile and much more so when the skies are between zones), and will require you to scale (and even roughed-out a connected clear. You can also defend quite well in build up separate stockpiles in each sector “Normandy” layout that was also contem- place—but you must alway remember before resuming sustained operations.Air plated). Hans had the knowledge, skill, and that not all German units are garbage supply should supplement your most im- talent to get BTR over a very high hurdle. garrison-line holders: they can and will portant drive (so probably all to the British We owe you big time, Hans! punish overextension, even if they cannot till Antwerp is cleared), but it will not solve Dean Essig, as always, was generous match you in a mobile air/armor battle. all your problems. Decisive operations with help and advice. He was a frequent Third, you have the strategic initiative. You will require saving up enough supply to sounding board, helping us through the have powerful and mobile forces which can keep the offensive going, which must be rough patches. go anywhere not actively defended. You balanced against the need to pressure the can, and must, make the German player Germans to keep them off-balance. Finally, I want to emphasize how much dance to your tune, and keep him reacting fun I had working (and playing) with The Arsenal of Democracy provides many to your moves and patching holes rather everyone. Roland has designed a great machines, but few men. Preserve your than giving him breathing room to plan game, and it is nice to reflect upon how our infantry; even for the Americans, losses and supply a counteroffensive. Threaten at- collaboration has deepened into friendship. will be hard to replace, and much more tacks everywhere; attack in strength where I’m very proud to have my name attached so for British and French. Use planes and you plan to make a breakthrough. Try to the project! tanks as much as possible (a one-EQ step not to settle for just pushing the Germans is easier to replace than a two-Pax step). back a hex. They have amazing powers of Keep armored divisions at full strength for reaction and recuperation. breakthrough and exploitation. Finally, your airborne reserve is a two- Finally, the sunny summer is nearly over. edged sword. Paratroops can seize bridges The weather will be as much an enemy as Allied Player Notes from the rear, isolate enemy units, and the Germans. Use airpower to the maxi- add considerably to the reach of a major mum extent possible, but you may need The Allies begin the game in pursuit mode, attack. But they are very fragile and cannot to use artillery sometimes to maintain the with glittering opportunities all along the carry out strategic envelopment on their advance or support a successful operation. line. Your chief task, in the early game, own. You may want to just ship most of This, of course, takes more supply—every will be to decide which of these must be them over (by airlift, or by sea once you barrage you fire means a division doing ruthlessly seized, and which reluctantly capture a port) and use them as additional nothing next turn. forgone. You have enough supply to move infantry—but the ability to drop three or to fight, but not both at once.Your infantry divisions at once in the German The Ugly (Operations) army is vast and powerful, but it takes rear provides dazzling opportunities if vast amounts of supply to get the Great you can figure out how to use them. An The opening September is a time for Beast lumbering forward, and even vaster airborne leap to victory—or a bridge too deep-driving boldness in pursuit. The amounts to keep it moving. far? You are in command. weather is (usually) good, the Germans

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2015 All Rights Reserved. Page 57 Beyond the Rhine, OCS #14 are (usually) thin on the ground, and you mobility to punish any German mistakes make sure you have artillery for backup, have (not quite enough) mobile units to and exploit any holes that develop in their and reserve artillery for use in exploit. pursue and surround. Bounce river lines defense. Making the war go mobile is your Try to surround enemy units whenever if you can. The English move is obvious: objective here. Study the Rhine bridge possible. If they try to break out or roll take Antwerp and clear the Scheldt. The rules CAREFULLY—you will need a on the Attrition Table, you may destroy Americans can help with this, or try to keep rail bridge across the river to avoid sud- them without using supply or risking up pressure on the Germans, but pick your den death, and you want to avoid getting losses. This will let you keep pressing line of operations carefully. Breaching the thrown back across the Rhine because you the offensive further and faster. Move Westwall on a wide front will be difficult attacked with insufficient force. infantry forward with tank/TD backing if it is defended (you need to take and March and April should be your months of and a minimum of fuel (one HQ for a lot hold three adjacent hexes to bring supply triumph, with better weather and adequate of units) to close the German line and through for operations beyond it). If you supplies, if the game lasts that long. (Bribe threaten offensives in many places; don’t cannot break through on the fly, you will the German player with burritos as big as move armored divisions unless they have have to wait and build up enough troops your head, if necessary.) The Great Green something important to do. and supply to make a full breach quickly, Beast is finally free to charge—see what and this will likely require a force of four the US Army and Army Air Force in full or five divisions with artillery support. Professionals Study Logistics force look like, and hope the British, As the pursuit sputters to a halt and the French, and Canadians are still around to Two things bear repeating: clear Antwerp German defensive lines thicken in late hold their flanks as Germany collapses. as fast as you can, and DO NOT SPEND September and through October, you will UNNECESSARY SUPPLY. The British need to consider operations on a different may have opportunities to drive east and Amateurs Study Tactics scale. Until Antwerp is open, the British do significant damage to the Germans, or have only 3-4 SPs per turn, and each Ameri- Most usual OCS tactics apply: study the even seize a crossing over the Rhine. No can zone only 2-3 — but major offensives terrain and use the appropriate troops to at- matter how great the opportunity, think require more than that. You will need to tack, try to DG the enemy before attacking long and hard before doing anything else build airfields, fuel HQs, move reinforce- (preferably with air), arrange your attacks but clearing the Antwerp approaches. Lack ments to the front — and accumulate the to ZOC-block enemies as they are forced of supply limits everything you will ever surplus to the point where you can do to retreat, have reserves ready to exploit do for a very long time. So since you have something worthwhile with it. You want successful attacks, and above all else DO so little, spend what you get wisely. to spread out all along the German line to NOT SPEND UNNECESSARY SUPPLY. Clearing either Dutch major port would force them to extend as well; you want to You want to destroy German units when- be extremely useful, but you have two concentrate hard for attacks to breach the ever possible, but unless you are in pursuit Rhine-class rivers to cross and taking Westwall (say around Aachen) or open a of a beaten enemy or exploiting a major Holland is unlikely to lead to significant hole through which armored divisions can breakthrough, you want to save supply to German casualties. Going for Holland or pour (say in Lorraine or the Belfort Gap), make major and meaningful attacks, not not is a major operational choice, and you but in either case a sustained offensive will just push the Germans back a hex or trade should carefully consider the requirements take at least 6-7 SP, and more likely 10 SP an AR4 armor battalion for an AR2 alert and the implications. or more. It will not be easy to accumulate battalion over and over again. supply while forcing the Germans to use all Still, even threatening an operation in this Lead with armor where you can; it’s easier area may force the Germans to keep troops their reinforcements and Emergency Pool to replace machines than men. Concentrate units to patch holes so they have nothing here that will not then be in position to intact divisions in vital areas and for major help guard the Westwall and the Rhine. left to stop a breakthrough. attacks, while you screen off areas where November and December should see an you aren’t planning to attack (the Vosges Allied reserve markers are very short improved supply situation, but also bad and the Ardennes are good candidates), early on -- save them ruthlessly for your weather and a German counter-offensive. though you may want to consider attack- most important operations, and do not (Yes, the historical Allies were not expect- ing through areas where the Germans bother with reserve artillery early in the ing Wacht am Rhein, but we can’t stop you have left inadequate garrisons. Remember, game—you should be able to use airpower from reading the rules, can we? Still, you mobility can be a major advantage and 1T against German counterattacks. As you get don’t know where or when it will happen.) will move one of your infantry divisions more reserve markers, you can do more Be wary, keep reserves handy, make sure a very long way. (particularly with infantry reserves near thin German front lines). By the time De- crossroads behind the lines are garrisoned, You have a superfluity of air; it is often and don’t let yourself get unbalanced. cember rolls around you should have a fair more useful to have pairs of planes at- amount of reserve artillery in position—it January and February are still bad weather, tacking all along the enemy line on the will be critical for defense against Wacht but the Germans have (probably) shot their 17+ column than to try and pile on the am Rhein. Try and keep a few move-mode bolt and you can start pressing forward air to guarantee a DG of any particular armored divisions in reserve to backstop with greater force. Airpower is still not hex— more attacks, more DGs, and then any areas threatened by German assaults. easily available, and the winter floods choose where to attack. If you must clear make the Rhine uncrossable much of the a particular hex (like one of the Scheldt time, but you should be trying to defeat the ports, or a particular bridge hex, or one of Finale Germans west of the Rhine before they can three adjacent Westwall hexes you need to Despite the overwhelming superiority of withdraw behind that formidable barrier. take), pile on the air. You can reach the 41+ your airpower, and the great strength of Remember, take ruthless advantage of your column if you try. But if it’s that urgent, your ground forces, you will spend much

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 58 © 2015 All Rights Reserved. The Gamers, Inc. of the game trammelled by supply short- Americans as far to the west as possible many of your units are small and will ages. Plan around them; learn to make to preserve ground to give up over time. quickly die when the Allied war machine every bit of supply count. Keep a close You must be very careful in the far south, revs into high gear. The German army eye for weaknesses in German deploy- since it is easy for your units to be cut off peaks in strength during Wacht am Rhein, ment, and sudden opportunities that will by the Allies that arrive on the South edge. but January’s sudden withdrawals to the be gone next turn. The key thing as the German player is to Eastern Front take a heavy toll. So look with care at the Arrival Schedule, and be Can you get Beyond the Rhine before the keep your nerve, since it always looks planning a few turns ahead. Russians reach it? Or before the Air Forces bleak early on. You are on the defensive eviscerate the German economy? This is and will be very busy just trying to get Generally speaking, you cannot defend your chance. enough forces on the map to have a solid everything so prioritize what needs to be front line. If the Allied player is a risk-taker held. Strive to keep the Allies far from the — Tony Zbaraschuk do not panic when he tries a deep penetra- Rhine, because this mighty river is not tion. Your reinforcements are coming and an impenetrable barrier; it is an obstacle German Player Notes you should see this as a chance to engage the Allies can and will overcome in time. overstretched Allied units. If the Allied You are on the strategic defensive, but that As it was historically, the Germans are go- player is cautious there will be fewer attack doesn’t mean you must fight passively. ing to have to slow down the Allied forces opportunities, but to compensate you will Remain alert for chances to inflict pain, until reinforcements can be rushed to the have more terrain to yield when the pres- and savor that one major offensive with Western Front. As the German player you sure becomes irresistible. Against every which to seriously disrupt Allied plans. start with the survivors of the retreat across kind of opponent there will be opportune And never give up. France falling back towards Germany. moments for small counterattacks—take — Stephen Campbell These forces are inadequate to form a solid advantage of those occasions to mess with front. The Allies, if they want to risk it, can the Allies’ head. But at the same time, be try and drive through the holes toward the patient and build up supply for the time Rhine. It is a perilous situation. when you can punch hard. Doggedness and The Germans are not without options. patience are cardinal virtues, but a touch Consider the Fifteenth Army, retreating to- of rabid dog won’t hurt either. wards the port and ferry at Breskens (these Strategically, the game’s first three months are the units that arrive on 5 September on seem to be dominated by preparation for Map A’s west edge). If it stays south of the Wacht am Rhein, and the game’s last three Schelde Estuary and adopts an aggressive are spent trying to hang on for a victory. posture, this army can tie down a significant What often separates victory and defeat is portion of Commonwealth forces that will how early the Allies are able to lift their otherwise be heading towards the vital port Broadfront Restrictions, and thus it is es- of Antwerp. Alternately, the army can be sential that the Germans “hold” at least moved via Breskens Ferry as rapidly as two of the zones as deep into the game possible to Middelburg, at which point the as possible. player must decide how many regiments When it comes time to launch Wacht am will try to redeploy to Germany and how Rhein you will have many choices. Is it many will stay behind to defend Festung best to focus on territorial gains, with an Breskens. (Carefully read OCS 4.7b to eye toward Broadfront or the capture of ensure you maximize your ability to ferry Antwerp? Or should the focus instead be on troops.) inflicting serious losses, attacking where While dealing with the escape of the 15th the Allies are most vulnerable, to hurt them Army, you must also defend Antwerp. It enough to ensure victory. This offensive is vital to delay the capture of the ports’ is Germany’s trump card, so don’t play it approaches while minimizing your own before the time is right. losses. The longer Antwerp is not func- The key is to have a plan from the begin- tioning, the longer the Allies will be ning. Will you fight hard for every hex? constrained by supply. Or, as river and canal lines are breached, The Americans on the Commonwealth will you retreat to the next defensible line? Contact Information flank will probably try and take Liege The first strategy attempts to make the To order other games from MMP, visit and Maastricht, or make a lunge for Allies spend supply for every hex, but at http://www.multimanpublishing.com/ Aachen. This area is easily bottled up by the same time risks pocketing. The latter For game errata and downloads, visit Germans using Aachen as an entry area for tries to maximize your defensive strength www.gamersarchive.net reinforcements, but note the Allies have by using terrain effects to inflict maximum many options in the North and these are losses on the enemy when they attack. To chat about OCS and obtain speedy just some of the obvious ones. answers to your rules questions, visit Force preservation is equally important. http://www.consimworld.com/ South of the Ardennes the German player It may seem like you have an unlimited should try and defend the Metz-Nancy line, supply of units—the Repl Table is pretty To contact the developer directly, email and generally try and keep the Franco- generous, as are the Arrival lists—but [email protected]

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In the short run the Allies could truck an Close-Up: SP to the 5-4-3’s hex—to let the armored The West Wall Effect on Supply cav eat off the map—or possibly move the HQ into that hex so it can lob supply from/to adjacent hexes (no further, since This is an illustration showing how hard it Draw/Throw is prohibited in a West Wall can be for the Allies to throw/draw supply hex adjacent to a German). A proper through the West Wall. (The important rule breakthrough, however, will require they being highlighted is 1.5a(D).) widen the gap in the West Wall, which can The two US breakdowns are ok, because be hard to do. the US HQ can easily throw supply to adjacent hexes (and “adjacent is good enough”). The HQ has enough Throw range to reach the armored cav unit, but since the path would have to go through West Wall hexes that are next to German combat units this is not allowed. Notice that the 4-4-2 is not in the West Wall and could even be DG (no ZOC); all that matters is that a German combat unit be adjacent to those West Wall hexes.

Campaign Event Record & Notes

1944 1 Nov 1945 1 Mar One-Time Events Checklist 5 Sept 5 Nov 1 Jan 5 Mar 8 Sept 8 Nov 5 Jan 8 Mar o Railway Strike (C36) o Elite Tank Destroyers (C41) 12 Sept 12 Nov 8 Jan 12 Mar o Luftwaffe Closes… (U11) 15 Sept 15 Nov 12 Jan 15 Mar o Truck Failure (U15) 19 Sept 19 Nov 15 Jan 19 Mar o Dutch Liberation (U21) 22 Sept 22 Nov 19 Jan 22 Mar o Operation Manna (U21) 26 Sept 26 Nov 22 Jan 26 Mar o SS Leopoldville Disaster (U23) 29 Sept 29 Nov 26 Jan 29 Mar o Pershings Arrive… (U43) 1 Oct 1 Dec 29 Jan 1 Apr o V-Weapons Hit Ports 2 (U45) 5 Oct 5 Dec 1 Feb 5 Apr o Operation (U51) 8 Oct 8 Dec 5 Feb 8 Apr o Operation Clarion (U53) o De Gaulle (U61) 12 Oct 12 Dec 8 Feb 12 Apr o Ground-to-Air Missiles (R1) 15 Oct 15 Dec 12 Feb 15 Apr o Norway (R2) 19 Oct 19 Dec 15 Feb 19 Apr o Courland (R3) 22 Oct 22 Dec 19 Feb 22 Apr o Dam Busters (R4) 26 Oct 26 Dec 22 Feb 26 Apr o Guderian Has His Way (R5) 29 Oct 29 Dec 26 Feb 29 Apr o Hitler Suspends… (R6)

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Common Events Table (11-66) 15 Luftwaffe Night Bombers. The Random Events German player selects a hex and Roll on the Common Events Table at the 11 Carpet Bombing. The Allied immediately conducts an 8-point beginning of each turn, right after deter- player can do a special carpet barrage on that hex. No shifts of mining the weather, and follow the table’s bombing mission. Designate 1 or any kind are ever applied. 2 target hexes (if two hexes are instructions from there. Most events are Exception: If a no-flight turn, barraged, they must be adjacent implemented immediately, but others change to Storms (see above). are delayed until an indicated phase or to one another) during the Allied 16 The Fuhrer is Ill. Roll a die to circumstance. Movement Phase (before conduct- ing any air missions). Don’t actu- determine the number of turns Random Events require an 11-66 roll; use ally resolve the barrages until the Hitler is ill (extend the illness the colored die as the tens digit and the Combat Phase, when each of the if he is already ill). During the white die as the ones digit. For instance, a designated hexes is hit by a free illness, the Germans can use the red ‘6’ and a white ‘5’ would be read as a 117+ barrage. Collateral damage five reserve markers that setup roll of ‘65’ — note the instructions for this is a risk: on barrage rolls of 4 or in the WaR Box, any event with event require a check for an Uncommon less, every adjacent Allied-occu- “Hitler” in the title is ignored, Event and a Frequent Event, so the dice pied hex suffers an 8-11 column and the No Retreat option (5.5) are rolled on each of those tables. barrage. No column shifts, flak, or is suspended. The extra reserve Notes: interception are applied to Carpet markers are returned to the WaR Bombing missions. Box at the very end of the last turn • Some events have weather or time of illness. considerations, situational precondi- Exception: In September change tions, or are one-time only. Sometimes to Event 12 below; on a no-flight Two exceptions: During WaR the there will be an event substituted (per turn, change to Storms’(below). Germans do not receive any ad- ditional reserve markers because the italicized instructions); sometimes Storms. The turn must be simul- the full allotment is already in no event at all. cast (OCS 2.4). Storms reduce the play. After the 22 Jan withdraw- MA of air and ground units to zero, • Events involving aircraft are some- als the reserve markers will come so the only possible movement times changed on no-flight turns, but from those withdrawn (not the is by rail or sea (including the sometimes occur anyway. The incon- WaR Box, which will be empty). sistency is intentional. Also note that Breskens Ferry). Also wait until when an event calls for a temporary both players have finished check- 21 Allies attack V-Weapon sites. withdrawal of planes, they must be ing trace supply before changing The Allies make it a priority to “in play” (not taken from Dead Pile). any unit modes. To reflect the tenu- attack V Weapon sites in Holland ous Allied logistical tail, reduce (or other similar targets). Roll a Examples: American and Commonwealth die to determine the number of The Common Events roll is ‘11’ (Carpet supply columns by 2, and modify non-Interdiction air units with a Bombing). This will be changed to the their Repl Table rolls by -2. barrage value of ‘8’ or more that the Allied player immediately special “Storms” event if the turn’s 12 Eighth Air Force Raids 1. Heavy removes from play (put them in weather is No Flight, and to the “Eighth raids by the Eighth Air Force help the Interdiction Box for safe-keep- Air Force Raids 1” event if it is September. maintain strategic interdiction ing). If possible, the planes being If unchanged, players will remember that over the maps this turn. Roll two removed must be from England something important will happen during dice for the number of planes in or Normandy. The planes return the Allied Movement Phase. the Interdiction Box that are al- to play Active at any appropriate lowed to fly Sweep and Facility The Common Events roll is ‘26’ (Upris- off-map box during next turn’s Table Barrage missions between ing). If there are no Allied units east of Reinforcement Phase. the Rhine, no event occurs. Otherwise, now and next turn’s Allied Refit this event occurs immediately. without triggering 3.7b. 22 Bad Weather Off-Map. Severe weather affects Allied air op- Exception: If a no-flight turn, The Common Events roll is “63” which erations. Roll a die to determine change to Storms (see above). is exciting since the result might lead to which off-map box cannot be used both a Frequent Event and an Uncom- 13 Eighth Air Force Raids 2. Heavy for missions this turn. (Note that mon Event. Two more rolls are needed. raids by the Eighth Air Force on refit, strategic interdiction, and First a ‘44’ is rolled on the Uncommon railroad marshaling yards. Roll a return-to-base are not affected.) Events Table (Pershings Arrive…). Per die to see how much the German 1-3 = England the italicized notes, if it is 1944 no event rail cap is reduced (for this turn 4-5 = Normandy occurs but if it is 1945 the players note only). that something important will happen 6 = South France Exception: If a no-flight turn, during the Allied Reinforcement Phase Pre-condition: Must be between change to Storms (see above). and will check-off this one-time event (it 15 Oct and 26 Feb (inclusive). cannot happen again). Second, a “6” is 14 Ocean Storms. Poor weather af- 23 US Rear Area Comb-Out. Roll rolled for the Frequent Event (Hitler In- fects the ability to unload ships at one die and immediately give the terferes) and players will remember that ports. Reduce both American and US that number of Pax. something important will happen during Commonwealth supply columns the German turn. by 1 for this turn.

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24 Hitler Declares a Fortress. The 34 Ultra. No initiative rolls this turn. 43 West Wall Construction. Roll Allied player must designate a The Allied Player gets to decide a die to determine the number of German-held city to be declared who will go first this turn. (Excep- West Wall hexes that are imme- a fortress. The German player tion during WaR: see 2.9e.) diately improved one level (Ger- immediately places an FP unit in Precondition: Must be 15 Septem- man player’s choice; hexes must the city (take one from the Dead ber or after. be in trace supply and hexes can Pile if the pool is empty). already be at Level-2 or Level-3). 35 Local Gauleiter. A local Gauleiter Precondition: The city must be No single hex can be improved (Nazi party leader) appropriates within 3 hexes of an Allied unit. more than one level. supply on his own authority. Re- 25 Dismissal by Hitler. A German duce the German supply column Exception: If 1945, change to West Army Commander has been by 1 for this turn. Wall Decay (below). dismissed by Hitler. Roll a die 36 Double Event! Both of the fol- West Wall Decay. Divide the and immediately remove that lowing occur: roll of a die by 2 (round fractions many German reserve markers up) to determine the number of from play. (German player takes Railway Strike. Dutch railway West Wall hexes that are immedi- units out of reserve if necessary workers go on strike. German ately reduced one level (German to satisfy the result.) The mark- rail cap costs for moves through player’s choice; hexes chosen can ers return to play in the German Holland are x2 for the remainder be anywhere but must have been reinforcement phase of the next of the game. improved above the minimum game turn. Railway Jam. The Allied player Level-1). No single hex can decay 26 Uprising. An uprising causes rolls a die and reduces his rail cap more than one level. a city to be declared “open” by by that amount, for a number of 44 German Fighters. The Luftwaffe insurgents. The Allied player turns equal to the same number. is called up to attack American immediately chooses an enemy- Rail Strike is a one-time event, strategic bombers. Divide the roll held city and inflicts a Do1. The but not Rail Jam. of a die by 2 (round fractions up) to Germans must retreat (cannot take determine the number of fighters the option as a loss) unless they Historical Note: In mid-Novem- the Germans must immediately are either totally surrounded, or ber, a serious jamming up of trains remove from on-map bases (put there is an SS or Fester Platz unit began to develop in the forward them in the Luftflotte Reich Box in the stack. area, and quickly extended back for safe-keeping). Withdrawn from the railheads. By November Precondition: The city must be planes that are not part of the 20, eastbound trains occupied Luftflotte Reich return Active at within 3 hexes of an Allied unit every block from the Belgian bor- that is east of the Rhine. any German air base during next der to Namur. Within another few turn’s Reinforcement Phase. 31 Partisans. Divide the roll of a days the entire Belgian rail system die by 3 (round all fractions up). became so choked with traffic that 45 Mutiny. Mutiny in an Ost battal- This is the number of Trainbusting it was necessary to clear selected ion: the German player removes markers the Allies immediately trains from the main track at sta- one from the map. place in unoccupied hexes that tions near the French border and Pre-condition: There must still be are outside Germany. The mark- release the crews and engines. an Ost battalion in play. ers clean-up at the end of the next 41 Elite Tank Destroyers. Imme- 46 V-Weapons Hit Ports 1. Every German player-turn, and their ef- diately upgrade any three of the major port hex in Allied control fect can be combined with effects American 5-3-7 tank destroyer takes 1 hit of damage. of Strategic Interdiction (ignore battalions (must be in trace supply 3.7c). or future arrivals) to the generic Note: Ignore any hits in excess of 4 (mine hits cannot be added). 32 Luftwaffe Drops Mines. Every 5-4-7 “Event” counters. major port hex in Allied control This is a one-time event. If this 51-56 Frequent Event. Roll for a Fre- takes 1 hit of damage. event is rolled again, change to quent Event (next page). Note: Ignore any hits in excess Extra Seaborne Assault (below). 61-66 Double Event! Roll for both a of 8 hits (4 mines + 4 damage). Extra Seaborne Assault. The Frequent Event (next page) and an Uncommon Event (next page). 33 Escort Help. Fighters are called Allies increase the number of upon to help protect strategic allowable assaults by one. bombers over Germany. Roll two 42 Black Market. Reduce the Com- dice to determine the number of monwealth and American supply US non-Interdiction fighters the columns by 1 this turn. Allies must immediately remove from play (put them in the Inter- “The cornucopia of American diction Box for safe-keeping). goods coming into a Europe that The planes return Active at any had been at war for five years led appropriate off-map box during to the greatest black market of all next turn’s Reinforcement Phase. time.” — Citizen Soldiers

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Frequent Events Table (1-6) 23-24 SS Leopoldville Disaster. Deduct two steps from the next arriving 1 Allied Arty Ammo Stockpile. Receive one Arty Ammo Marker (3.11). American division (infantry or Exception: Change to No Event if all three markers are currently in armored). Allies select randomly the England Box. if there is a choice. 2 US Arty Ammo Shortage. This turn the supply cost of US/FR artillery Precondition: Must be 15 October barrages is doubled to reflect shell shortages. (CW barrages are normal.) or after. 3 Double Trouble! Apply both “US Arty Ammo Shortage” and “German This is a one-time event. Fuel Shortage” (above and below). 25-26 Lack of Aviation Fuel. Roll a die. Exception: In 1945 change the above to: Apply both “Allied Arty Ammo The Germans cannot refit planes Stockpile” and “German Fuel Shortage.” for that number of player turns (extend the duration of the short- 4 German Fuel Shortage. The “1T per unit method” (OCS 12.5c) must age if this is already in effect). be used for fuel expenditures this turn. (Already fueled HQs and forma- tions are handled normally.) 31-32 Allied Intelligence Failure. No initiative roll this turn. The Ger- 5 Weather Forecast. The Allied player gets to immediately roll for the man player decides who will go next turn’s flight condition (not ground condition). The result is not first this turn. revealed to the German player until the next turn’s Weather Phase. 33-34 Lost Courier. A German courier 6 Hitler Interferes. During his turn the German player must attack a wanders into Allied lines seeking West Wall hex or named location (city or village). A ground combat of directions! After being taken pris- any size will satisfy this event. oner, detailed plans are found on Penalty for a non-attack: German player rolls a die during Clean-Up him. The game’s next German at- and removes that number of reserve markers from play. (Take units out tack that gains “attacker surprise” of reserve if necessary to satisfy the result.) The markers return to play is changed to “defender surprise.” in the German reinforcement phase of the next game turn. Note: If this event is rolled a second time, switch it to an Allied lost courier (reversing the effects). 21-22 Dutch Liberation. The Allies re- Uncommon Events Table (11-66) Alternate thereafter. ceives an extra VP if they liberate 11-12 Luftwaffe Closes the Fighter the Netherlands (4.2) by the end 35-36 Operation Annie. An Allied- Schools. Roll a die and imme- of 1944. operated radio station pretending diately give the Germans that to be inside Germany convinces Exception: If 1945, change to number of Pax. All future German the enemy to abandon a posi- Operation Manna (below). Ftr and Jet repls are halved (roll tion. At the end of his Combat a die to round resulting fractions, Dutch Lib. is a one-time event. Phase, the Allied player selects 1-3 = down and 4-6 = up). “The Dutch prime minister in a German-occupied hex west of Precondition: Must be 1945. exile pleaded with Eisenhower’s the Rhine and then rolls a die. On a 1-3, the stack is DG. On a 4-6, This is a one-time event. Chief of Staff, Bedell-Smith, for the liberation of his country by any Fester Platz is destroyed and 13-14 Captured Maps. The Germans December 1, before the worst of other German units retreat one hex find themselves in possession of winter came.” — Armageddon. (no option to take a loss unless Allied maps detailing upcoming totally surrounded). Operation Manna. The Allies movements. Roll a die during the Pre-condition: November or later. German Reaction Phase for the fly food into German-occupied number of combat units (must be Holland for the starving Dutch 41-42 Der Gross Schlag. The Luftwaffe in either Combat or Move mode) population. To reflect shifting air has all available fighters try and that can move as if they were assets, the Allies can no longer use turn the tide against the strategic released reserves. the Interdiction Pool for anything bombing campaign. All German other than strategic interdiction fighters are removed from play Note: If this event is rolled a for the remainder of the game. (put them in the Luftflotte Reich second time, switch it to captured Pre-condition: Must be 1945. Box for safe-keeping). Roll a die German maps (reversing the ef- to determine fighter steps lost fects). Alternate thereafter. Op. Manna is a one-time event. in this (futile) action; assign no 15-16 Truck Failure. Due to faulty en- Historical Note: the Allied bomb- more than one loss per unit, but gines, the Commonwealth loses a ers flew completely unarmed otherwise it is German player’s large part of its trucking capacity. because of an agreement between choice. Withdrawn planes that The Commonwealth supply col- Brigadier General Walter Bedell- are not part of the Luftflotte Reich umn is reduced by 1 for a number Smith, Eisenhowers’s Chief of return Active at any German air of turns equal to the roll of a die. Staff and Reichskommissar Dr. base during next turn’s Reinforce- ment Phase. This is a one-time event. Artur Seyss-Inquart whereby the Germans would not interfere with Precondition: May only occur the missions. prior to the launch of WaR.

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43-44 Pershings Arrive in Significant 55-56 Sabotage. German agents do 4 Dam Busters. The Royal Air Numbers. Immediately upgrade severe damage to one of the gas Force successfully attacks the CCA of both the US 3rd and 9th pipelines in France. Reduce both Roer River Dams (B10.31). See Armored Divisions to the Event the Commonwealth and American 1.9 for effects of locks being CCA counters (AR 5). supply columns by 2 this turn. broken. Pre-condition: Must be 1945. 61-62 De Gaulle. General De Gaulle Precondition: May only occur This is a one-time event. requests some divisions be pulled before the Germans break the out of the line in order to train new locks, and the Allies always have 45-46 V-Weapons Hit Ports 2. Every units. Allied Player must immedi- choice not to carry out this event. major port hex in Allied control ately remove three French infantry This is a one-time event. takes 2 hits of damage. divisions from the game. Just pick Note: Ignore any hits in excess up any three and put them in the 5 Guderian Has His Way. Wacht of 4 (mine hits cannot be added). counter tray. Units in the dead pile am Rhein becomes a lower pri- and/or future reinforcements can ority. The Germans cannot do Precondition: Must be 15 Septem- be used to satisfy the request. any more buildup (2.9a) or prep ber or after. (2.9b), and the extra SP received This is a one-time event. This is a one-time event. during WaR setup (2.9d) is halved. 63-64 Werewolf. A prominent city offi- Equally important, the Sixth Pan- 51-52 Operation Hammelburg. The cial who collaborated with the Al- zer Army (the Arrival Chart’s 22 Allied player selects a two-step lies is assassinated by Werewolf. January withdrawals) is removed American combat command In their Movement Phase, the Al- earlier and the game ends early: to immediately suffer a loss. If lies must move two attack-capable • If this event happens in Decem- possible, the unit chosen must be units to a captured major/minor ber, the withdrawal is made within 3 hexes of a German unit German city (German player’s 6 turns from now. If before and also full-strength. choice of city, not units) where December, the withdrawal is they cease movement for the turn. This is a one-time event. made on 22 December. Precondition: The Allies must On March 26, 1945 the XII Corps • If this event happens in Sep/Oct, control a major/minor city within of 3rd Army sent a Task Force from the game’s last turn is 22 March. Germany’s borders. the 4th Armored Division (Baum) If in Nov/Dec, the game’s last through German lines trying to 65-66 Rare Event! Roll a die to see turn is 22 April. liberate Offizierslager XIII-B, an which one… American Officers prison camp. Precondition: May only occur Task Force Baum was totally 1 Ground-to-Air Missiles. The prior to the launch of WaR. Germans develop ground-to-air destroyed in the attempt. This is a one-time event. missiles. Increase the German 53-54 Pluto Pipeline. Due to heavy un- supply column by 1 for the rest 6 Hitler Suspends the Geneva authorized tapping of the pipeline, of the game. Convention. Believing the Al- gasoline flows to a trickle where lies to be in violation of the Ge- Pre-condition: Must be 1945. they need it most. The Allies must neva convention, Hitler wanted use the “1T per unit method” (OCS This is a one-time event. captured Allied crews shot for 12.5c) to fuel units this turn. (Al- 2 Norway. Hitler authorizes the bombing German civilians. His- ready fueled HQs and formations torically he was talked out of this are handled normally.) evacuation of Norway! Reduce the German supply column by idea, but not here. Increase the Exception: If 1945, change to 1 for the remainder of the game. German supply column by 1 for Operation Clarion (below). German player immediately gets the remainder of the game (due four “Miscellaneous” rebuilds to resulting changes in strategic Operation Clarion. The Allied bombing). Air Forces launch an all-out effort (see Axis Repl Table; these can be to destroy the German transporta- saved for later) and a number of Pre-condition: Must be 1945. Pax equal to the roll of two dice. tion network. Immediately roll a This is a one-time event. die for the number of truck and/or This is a one-time event. wagon points removed to the dead “I order that all bomber crews pile (German player’s choice). 3 Courland. Army Group Courland shot down these last few months or German Supply Status and Rail is evacuated. German player in the future are to be turned over Cap are both set at ‘6’ for the re- immediately gets two “Miscel- to the SD at once and liquidated.” laneous” rebuilds (see Axis Repl mainder of the game. Neither side —Adolf Hitler, April 1945. is allowed to fly any air missions Table; these can be saved for later) this turn (but refit and strategic and a number of Pax equal to the interdiction are unaffected). roll of one die. This is a one-time event. This is a one-time event.

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