The Gamers, Inc.

Operational Combat Series: Beyond the (1.1)

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Game Design: Roland LeBlanc Introduction ish (red), Belgian (green), and Dutch Series Design: Dean Essig (orange). Air and airborne units are Beyond the Rhine depicts the cam- different shades. Note the pack mules Developer: John Kisner paign for Northwest Europe from and M-29 Weasels in the Allied mix: Research: Roland LeBlanc, Perry September 1944 to April 1945. It they are somewhat exotic forms of Andrus, David J. S. Hughes, Hans begins with the German Army reeling transportation points (OCS 3.3) Kishel, and Tom Peters from a string of near-fatal defeats, in that are functionally very similar to wagons. Collectively, these are called Playtesting and Proofreading: Perry full retreat to the safety of the West “Allied units.” Andrus, Allen Beach, John Bowen, Wall where it hopes to make a stand. Daniel Brown, Thomas Buettner, The Allies, flush with victory, believe Each side’s reserve markers are avail- Steve Campbell, Carl Fung, Lee one more push will bring them home able in several colors, but the colors Hanna, Ben Hitz, Scott Johnstone, for Christmas. need not match the units placed in Michael Junkin, John Leggat, John Scale is 3.5 miles per hex with two Reserve Mode. It is also allowed to Madison, Carl Martz, Dave Mignerey, turns per week. freely swap one “color” for another. Jim Reasoner, Marty Sample, Angela The Allied player’s trucks and mules Sutton, Marv Tierney, Shawn Tierney, Design Note: The ground scale was also come in several colors, but in Mark Veerman, and Tony Zbaraschuk chosen due to the density of combat their case nationality does make a in the West; at the usual 5 miles per difference: a US truck cannot be hex the stacks were too tall. The time exchanged for a Commonwealth Dedicated to the memory of scale did not undergo a corresponding truck, etc. our good friend Jim Reasoner. change from the norm, however, due to the relatively slow pace of operations Play Note: Because of the limited (which can be blamed on a combi- number of counters, it is suggested nation of factors, such as mines and that both sides be given some latitude chronic fuel shortages). for consolidating trucks, wagons, and v1.1 Rules mules before bringing in new arrivals or taking losses. The original rules were corrected and clarified. There have also been 1.1a Allied Factions. There are three changes. Some of the highlights… factions (see 3.5) in the Allied com- • Full Campaign setup was adjusted. 1.0 General Rules mand: American (abbreviated “US”), French (abbreviated “FR”), and Com- • Map-edge arrivals get free fuel on 1.1 The Armies monwealth (abbreviated “CW”). Note their turn of entry (see 1.2e). The Axis player controls the Weh- that for game purposes the “Com- • Events process was changed to rmacht (field gray), Waffen-SS (black), monwealth” is defined as all British, make Frequent Events more likely. (light blue), Canadian, Polish, Belgian, and Dutch • Luftflotte Reich planes now stick (dark blue), and Ost units (yellow). units. These three factions are (mostly) around for only one turn. Collectively, these are called “German kept separate when it comes to com- units.” bat, supplies, and replacements. • Namur is now a US hub (3.1). The Allied player controls the Ameri- 1.1b Two-Step Units. All brigades • Several new options were added. can (green), French (blue), British and regiments with a Combat Mode (brown), Canadian (dark brown), Pol- strength of at least ‘10’ have two steps.

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This is shown by a yellow are not combat units, cannot throw 1.2e Free Fuel. Reinforcements that band behind the size desig- supply, cannot absorb losses, etc. are entering along a map edge (such nation instead of the usual 1.1f Wagon/Mule/Weasel Capture. as “Map C, west edge”) get free fuel in ‘2’ in a yellow circle, but The Germans have no mules and wea- the Movement Phase via the Single- they are handled like multi-step “mini sels (see 3.4) in their mix; the Allies Unit Method (OCS 12.5c). Note this divisions” of 2 RE. This will affect have no wagons. When captured, such also includes the special edge arrivals their stacking, as well as combat- transport points are destroyed instead. in the two-map campaigns (such as supply costs. “Transfers from south to north”). • A “division” is never independent (OCS 3.2f), so the multi-step 1.2 Reinforcements panzer brigades cannot get “free 1.3 Weather The Allied and German arrival charts fuel” from a marked HQ or be a detail the comings and goings of units Weather played a critical role during Kampfgruppen attachment (5.1). during the campaign. A few unusual the campaign. The players should pay • Use 3.11a to handle Allied and things to keep in mind: close attention to weather effects on Axis multi-step artillery units. air operations, ground movement, and 1.2a Breakdowns. If there is no supply table rolls. 1.1c Breakdowns. This game has available breakdown regiment when many nationalities and service an arrival is called for, the player can Weather on the first turn of sce- branches. In addition to the regu- alternately add a step to an appropri- narios is pre-determined (per General lar restrictions (OCS 20.0), use of ate reduced division in trace supply. Information). On subsequent turns breakdown units is further limited as roll separately for Ground Conditions 1.2b Removals. Some units are called follows: (one die) and Flight Conditions (two on to be “Removed” by the arrival dice). Use the line appropriate to the • Axis breakdowns can only be charts. Such units are literally removed current date. Read across the table created and absorbed by divisions from play, regardless of whatever situ- to find the column with the range of the same service branch (e.g., ation they might be in (on-map, hold- containing the result. The full effects SS, ). Note this is ing box, destroyed) and placed back of each weather type result are given especially important for Luftwaffe in the counter-tray (see also 2.9a). on the Weather Table. units, which have a higher combat No supply is expended for units that strength than the others. would normally need fuel to move. • Allied breakdowns can only be 1.2c Consolidation. Players can 1.4 Terrain Notes created and absorbed by divisions substitute an exact unit (per OCS 1.4a Switzerland. Some hexes on of the same faction: United States, 13.9) for any scheduled exchange or Map D are part of neutral Switzerland Commonwealth, and France. removal. IMPORTANT: This can be and are off-limits to both players. a unit in the Dead Pile. • For added (optional) flavor, treat 1.4b Railroads. All railroads in this infantry and mountain types as 1.2d Exchanges. Numerous unit game are standard gauge and single- distinct, and also differentiate exchanges occur for organizational, track. Conversion of captured rails is between British and Canadian equipment, or even simple nomen- not required. breakdowns. clature changes. Whatever the reason, 1.1d Engineer Capabilities. HQs such exchanges are always handled the Design Note: Multi-track and single- have engineer capabilities per OCS same way: simply pull out the old unit track lines are treated the same on this 13.8a, with one exception: port (from whatever its situation) from battlefield due to the systematic bomb- repair is handled via 1.11e instead of the game and replace it with the new ing earlier in 1944. Treating all track the usual rule. Both sides also have one. The new unit acquires the same lines the same doesn’t create a techni- Pontoon brigades that can perform the traits as the old unit: out of supply, cally exact representation of the rail special bridging tasks noted in 1.10, exhausted internals, in strat mode, etc. system in Western Europe at this time, but otherwise lack engineer capabili- There are three special cases: but works best for game play. ties (so cannot build airfields, etc). • The new unit will always arrive 1.4c Obscured Hexes. Hexes that are 1.1e Nominal HQs. All major city at full strength, regardless of the covered by objects such as the Nor- hexes in Germany have nominal Ger- earlier unit’s losses. mandy Box on Map A are out of play, man HQs for rebuilding units. The • If a replaced unit is in the Dead but if a half-hex is showing the hex is England Box and Allied “arrival cities” Pile, the replacing unit will arrive okay to use. (see 3.1) similarly contain nominal as if a normal reinforcement. 1.4d Dense Ruhr Zones. In the Ruhr HQs for rebuilding units. Nominal east of the Rhine there are clusters of HQs are otherwise insignificant: they • If a replaced unit is in the Emer- gency Pool, it remains there. connected city hexes where roads and

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 2 © 2019 All Rights Reserved. The Gamers, Inc. railroads “disappear” upon entering. B) Only German units receive normal series rules to improve printed In these zones players are asked to defensive benefit from the forts above Level-1. assume all of the adjacent city hexes hedgehogs. Allied units in these 1.5c Fester Platz. See 2.2. are connected to one another by rail- hexes function as if there is no roads. (Exception: for hexes separated hedgehog present (but do still 1.5d Special Hedgehog Reduction. by a river, this is only true if there is benefit from the Close terrain in All varieties of hedgehogs are reduced a bridge symbol.) This allows any and these hexes). by one level when captured (but West all hexes in the zone to be detrainable Wall and Maginot forts can never be C) The Allies cannot build hedge- reduced below Level-1). if there is an open rail path back to a hogs in a West Wall hex, but can friendly supply source. reduce an “improved” hex per Treatment of the road net is differ- OCS 16.0c (but of course not 1.6 Off-Map Boxes ent: due to intense bombing the roads below Level-1). There are several types of off-map are of marginal utility, so there are D) Allied supply path movement boxes. In these boxes… no “hidden” roads in a Dense Ruhr (OCS 12.3d) cannot be traced Zone. Thus movement between hexes into or out of a West Wall hex • No combat or barrage is allowed. is never less than 1 MP per hex (and that is adjacent to a German • Units are always in trace supply. is more only if there is an unbridged combat unit. This isnot depen- • There exists an infinite supply river to cross). dent on a ZOC, and applies dump that can be used to refit Example: Hex B29.20 has a road lead- even if the West Wall hex is air bases and fly SP to the map ing to the hex due E, a RR leading to occupied by an Allied unit. Note via Air Transport (see 3.8). No the SW, W, and NW, and neither a road the Allies can, however, still use other transport (via truck, rail, or nor RR leading to the NE and SE. the “adjacent is good enough” shipping) of this SP to the map is provision (OCS 12.3c) to supply allowed, however! units occupying (or adjacent to) 1.5 Fortifications the West Wall. See the illustrated 1.6a Air Boxes. The Allied player example on page 68. has four off-map boxes containing The map’s printed fortification are air bases for planes based in Eng- permanent and cannot be destroyed. “The Westwall did not at all offer land, Normandy, and South France. 1.5a The West Wall. Each West Wall the support that the returning units Movement to and from these boxes hex contains a permanent German hoped for. It had deteriorated over is done via Air Entry Points (see 1.7). hedgehog that can never be reduced the past several years; the weapons There are some restrictions: French below Level-1. Only place hedgehog had been removed; and the barbed planes cannot use the England and markers in West Wall hexes that have wire obstacles taken down. Sources Normandy Airfields; Commonwealth been improved above this minimum for electricity were partially rotted, planes cannot use the South France level. cable ducts flooded, and ventilation Airfields. The Interdiction Airfields are equipment defective. The anti-tank There is a German Repl Table result a special case restricted per 1.6b. positions were originally built for that improves a single West Wall hex Air bases in all of these boxes are 37mm anti-tank guns, and the by one level (the hex must be in trace handled abstractly. There are no 75mm guns did not fit them. The supply, but no other construction restrictions on how many planes can dragon’s teeth were no longer suf- requirements or costs apply). Note stack, but refit in each box is limited ficient as tank obstacles. Fields of these “free” improvements to the to 14 air units during Dry ground fire had to be cleared. No construc- West Wall can be to a maximum of conditions, and to just 7 during Mud tion staff for the fortifications was Level-2. The Germans can also use the or Snow. present that could hand over the normal construction rules to improve installations; sometimes there were the West Wall and/or build beyond Design Note: The seemingly low refit no keys.” — Heinz G. Guderian’s Level-2. rate in England is due in part to these From Normandy to the Ruhr. planes flying from what is essentially a The West Wall is close terrain (per different weather zone. TEC), but in combat the defender can 1.5b Maginot Forts. The old Maginot choose some other terrain in the hex Line and some hexes in Belgium and 1.6b Interdiction Box. This air box (OCS 9.4c) and still benefit from the Holland contain a permanent Level-1 is handled much like the ones above, special West Wall effects below. hedgehog (that can never be reduced but can only be used by Allied planes below that level). None of the other West Wall hexes differ from regular marked with an X. See 3.7 for the special features of the West Wall apply hedgehogs in several ways: pertinent rules. to these hexes (so they can be used by A) Exploit results are ignored when both sides, exploit results are possible, 1.6c England Box. In addition to its the Allies attack these hexes. etc.). Both players can follow the airfields, the England Box is an off-

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 3 Beyond the Rhine, OCS #14 map holding area for Allied ground Allied combat unit moves adjacent. Design Note: Think of Bridge Check units. It is mostly used for airborne This is automatically successful unless markers as representing clever (and formations, which can be loaded on he chooses (for tactical reasons) not to not so clever) ruses designed to seize a transport planes based in England, but blow the bridge, or if the Allies spend bridge via surprise attack. Note there is also has nominal HQs for rebuild- a “Bridge Check” marker (see 1.8b). If an optional rule (5.6) for players who ing units. Ground units can move the bridge isn’t blown at this time, the want to give every bridge a chance of between the England Box and func- Germans lose the option to destroy not blowing. This was the preferred tioning ports using Sea Cap (see 3.3). it until after they again control both method of most playtesters, but we sides of the bridge (allowing them to decided to keep it optional since it Design Note: Historically, two of the reset the charges). involves a lot of rolls for snake-eyes. airborne divisions were based near Paris in the spring of 1945 and flown Markers are provided to show which 1.8c Attacking the Rhine. It is from there to Wesel. For simplicity all bridges have been captured or blown. imperative that players understand airborne operations originate in the Since blown bridges along the front- that in OCS an attack can be made England Box. line are the norm, only use markers only where movement is possible when a bridge’s status (captured, dam- (OCS 9.1f). Per the Terrain Effects 1.6d Luftflotte Reich Box. This is a aged, or not yet checked) is potentially Chart, this means that attacks across holding box for the German air units in doubt. the Rhine River are limited to certain marked with an “X” that are only Per the TEC, a destroyed bridge acts hexsides and units… available on certain turns. See 2.2 for like a ferry — still of limited use for the pertinent rules. • An intact bridge allows any unit to Leg units, but not usable by Truck and move and attack normally. Track units. • A Ferry marker (described in 1.7 Air Entry Points IMPORTANT: Some Rhine River 1.10a) or blown bridge only allows hexsides have more than one bridge. units with Leg MA to move and In the North Sea and along the map’s These are blown (and repaired) indi- attack. Furthermore, these cannot edges are numerous Air Entry Point vidually. be used in Snow weather. (AEP) hexes. These mark hexes where air units can transfer to and from the Design Note: Blown bridge hexsides • A Rhine hexside lacking a Ferry specified Air Boxes, as well as the dis- contain the best crossing points for Marker or bridge never allows tance to the connected Holding Box. small boats, and a partially destroyed ground units of any type to move To move between a Holding Box and span would still be of limited use. Some or attack across. an AEP hex, pay the listed range. engineering work is also being reflected. 1.8d Defending the Rhine. Hit- Note that for AEP purposes, the Inter- 1.8b Bridge Check Markers. The ler didn’t want his armies to retreat diction Box is in Normandy. Allied player receives these behind the Rhine, so the German markers via Repl Table. player isn’t allowed to put Fester Platz They can be saved (store (see 2.2) or build new Level-1 hedge- 1.8 Rhine River them in the England Box) hogs in hexes that are adjacent to the Rhine River and in Germany (so this The Rhine River is the major obstacle until spent, up to the counter mix doesn’t apply in Holland). between the Allies and their ultimate limit of three. Each spent marker objectives in Germany. In this game forces the German player to roll for a This defensive restriction is perma- the “Rhine River” includes all Rhine- bridge-blowing attempt (one marker nently lifted when the Allies occupy Class rivers shown on the map, and a per bridge), introducing a measure of both sides of an intact (or repaired) “Rhine bridge” is any hexside where uncertainty that otherwise isn’t there. Rhine bridge inside (or along) the a road or railroad crosses a Rhine- Roll two dice: borders of Germany. Class river. 2-4 = Bridge is not blown “An organized defense of the Rhine Note that the special rules below only 5-12 = Bridge is blown and even the drafting of a plan to apply to Rhine-class rivers. Bridges evacuate forces over the river was over major and minor rivers, or over strictly forbidden. Hitler asserted estuary/blocked hexsides (such as the that if any plans were made and ones east of Middelburg and south defenses were constructed east of the of Dordecht), can never be blown or Rhine, the troops would become rebuilt. obsessed with the idea of falling 1.8a Blowing Rhine Bridges. The back behind these defenses and thus German player has the option to fail to mount a tenacious defense destroy a Rhine bridge when the first of the Reich’s western borders.” — Derek Zumbro’s Battle for the Ruhr.

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1.9 The Roer River A) Attempt to put a Ferry marker The location of a failed attempt in the hex. See 1.10a. There is remains a secret, but tell the enemy During his Movement no SP cost, but roll two dice to player when a bridge is repaired (hard Phase, the German player see if the marker is successfully to hide, and also important for Luft- has the option to break the emplaced: flotte Reich deployment, 2.2). locks on the Roer River 2-7 = Ferry Fails 1.10c Bridge Markers. These markers dams. Exception: this cannot be done 8-12 = Ferry Succeeds (placed per “C” above) cre- if Allied combat units occupy (or were ate bridges for friendly units the last to occupy) the Roer River dam B) Attempt to repair one blown across each adjacent Rhine hex (B10.31). Breaking the locks is a Rhine River bridge in the hex. hexside, with an assumed one-time event with this effect: See 1.10b. This requires no enemy combat units be adjacent track connecting the hexes. • The Roer is flooded from B10.31 to the Pontoon unit. There is no The location of a failed attempt to Roermond (inclusive) for the SP cost, but roll two dice to see remains a secret, but tell the enemy next four Allied player turns. No if repair succeeds: player when a Bridge Marker is placed movement or combat is allowed (put the marker on top of the stack). across the flooded hexsides (not 2-7 = Repair Fails even via roads). 8-12 = Repair Succeeds Remove the Bridge Marker if both Pontoon units leave the hex. (It When the locks are broken, flip the C) In 1945 (only), two Pontoon remains as long as one of the Pontoon Roer Dam marker (which sets up in units stacked together can units stays in place.) B10.31 as a reminder to players of make one combined attempt to the hex’s importance) over to its Roer upgrade an existing Ferry marker Flood side. Put it on the Turn Record in the hex to a Bridge marker. 1.11 Ports Track as a reminder of when the See 1.10c. This requires no flooding will abate. When flooding enemy combat units be adjacent The game’s four major ports—the subsides, the Roer River reverts to to the Pontoon units. There is no two in Antwerp plus Rotterdam and normal for the remainder of the game. SP cost, but roll two dice to see Amsterdam—are important Allied if upgrade succeeds: Note that historically the locks were objectives. By capturing these ports broken in early February 1945. 2-7 = Upgrade Fails and repairing damage, the Allies will 8-12 = Upgrade Succeeds increase the amount of supply that arrives each turn. 1.10a Ferry Markers. When a Ferry 1.10 Pontoon Units marker is successfully placed 1.11a Antwerp. For the Allied player to control the approaches to Antwerp, Both sides have Pontoon (per “A” above), it creates a none of these six towns along the units to facilitate river cross- limited crossing for friendly Scheldt Estuary can contain German ings. These are especially units on all adjacent Rhine combat units: Breskens, Terneuzen, valuable when dealing with River hexsides. (Note that prohib- Middelburg, Vlissingen, Goes, and the formidable Rhine River barrier. ited hexsides are not considered to Antwerp (both major city hexes). Note that HQs cannot perform any be part of the Rhine—these cannot of the special Pontoon functions be crossed via these ferries.) Per the Important Note: Although they are described in this section. Terrain Effects Chart, a ferry crossing otherwise treated as separate ports, all is functionally the same as a blown mine hits must be cleared from both Major and Minor Rivers. When bridge (usable for movement/combat of the Antwerp ports for either to be Engineer-Capable (OCS 13.8a), a only by Leg units and only on non- used for shipping or for Supply Table Pontoon unit creates new bridges for Snow turns). shifts. friendly units across all adjacent minor and major river/canal hexsides (as if a The location of a failed attempt “Antwerpen by 1938 had ten square “track” is crossing the river). There is remains a secret, but tell the enemy miles of docks that were handling no SP cost to do this. These bridges player when a Ferry marker is placed some 60,000 tons of freight a day disappear if the Pontoon unit leaves (put the marker on top of the stack). and could berth a thousand ships the hex. Remove the Ferry marker if the Pon- at a time. There were 26 miles Rhine-Class Rivers. In addition to toon unit leaves the hex. of quays, 625 cranes, marshaling bridging minor and major rivers per 1.10b Bridge Repair. Successful yards, granaries, cold storage plants, the above, on each non-Snow turn an repair (per “B” above) is permanent coal hoists and oil tankage.” — Engineer-Capable Pontoon unit that (assuming the Germans don’t recap- J.L.Moulton’s Battle for Antwerp. is adjacent to the Rhine can do one ture the bridge and then blow it up), of the following during its Movement so the Pontoon unit is then free to Phase: move elsewhere.

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

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 6 © 2019 All Rights Reserved. The Gamers, Inc. supply will need to breakout, eat off the “From the German viewpoint, the map, or suffer attrition. Saar-Palatine was important both 2.0 Axis Special Rules Example 2: During a previous Exploi- for its economic significance and 2.1 Supply and Reinforcements tation Phase, a British corps drove into for the military obstacle it posed to Hexes on the east edge of Map B NW Holland. This force is subsequently Allied armies. Based on the nearby or Map D, and also hexes on the cut-off from trace supply, but does occupy iron ore of Lorraine and on exten- north edge of Map B, can be used as the ports of Beverwijk and Amsterdam. sive coal fields in the Saar River a source for trace supply. Both sides Amsterdam has mine damage, so it is basin around Saarbrucken, the of the Breskens Ferry (A37.29 and useless for trace (cap = 0), and a minor heavy industry of the Saar contrib- A39.28) are trace supply sources dur- port like Beverwijk is never an Allied uted 10 percent of Germany’s iron ing the month of September (only). supply source. Since mines don’t affect and steel capacity. Coal production minor ports, the Allied player can ship totaled 7,000,000 tons annually.” Major ports are never German supply some tokens into Beverwijk (from Eng- — Charles MacDonald’s The Last sources, but all minor ports function land or another port), allowing some of Offensive. as sources of marginal supply per the Allied force to eat off the map. 1.11g. New air units appear active at any 1.13 Random Events airfield in trace supply. New ground 1.12 Economic Issues Random Events are used in all units (SP, reinforcements, Pax, etc.) The most important areas on the maps Campaign Games, but not in smaller normally appear in any city (major or for the Germans are the Ruhr and the scenarios. Roll on the Frequent Events minor) within the borders of Germany Saar. Loss of these areas will affect the Table (see page 70) at the beginning of that can trace to a supply source. German player’s variable supply and each turn, right after determining the Alternately, each turn up to four RE replacement arrivals (see tables). weather. Most events are implemented of arrivals for Map B each turn can appear at Amsterdam or Rotterdam Note that success of the Broadfront immediately, but others not until an (assuming the city is in trace supply). Strategy (see 3.10a), by pushing the indicated phase. Any exceptions to these general rules Germans back to the Rhine River, Some random events may not be will be noted on the Reinforcement has a similar impact on the German possible due to weather or time con- Chart. economy (see tables). siderations, failure to meet precondi- Important Note: Pay close attention to 1.12a The Ruhr. Cities of the Ruhr tions, or they are one-time events 1.2c when removing and exchanging are colored yellow, and note there is that have already happened. In these units. special handling of roads and railroads situations, the instructions will sub- in the dense zone east of the Rhine stitute a different event or ask players to make a new event roll. (1.4d). 2.2 Variable SP and Repls Players should keep a written record “The large-scale development of coal of events as a reminder of “one-time The German player rolls on the Repl mining and heavy industry in the only” and “multiple turn duration” Table and the Supply Table during Ruhr dates from the second half of events. (A form is provided on page each of his Reinforcement Phases. the 19th century. The iron and steel 69.) There are four special types of Variable industry developed rapidly under Reinforcements that merit special 1.13a The Two-Map Campaigns. the management of such interna- mention: tionally famous firms as Krupp, Some events, such as German Fuel Emergency Reinforcements. A “Y” Thyssen and Stynnes. By virtue of its Shortage, affect the entire map so no result allows up to two Emergency productive capacity, the Ruhr was adjustments are needed in the smaller Pool units (player’s choice, without the core of the German war effort campaigns. Other events, such as regard to size, type, or affiliation), to during WWII.” Hitler Interferes, only affect a single location so players will need to make move from the Unready to Ready side 1.12b The Saar. All the cities of the a 50-50 roll to decide if the event of the Emergency Box. Ignore result if Saar are colored orange. “counts.” A third type of event uses the Unready side of box is empty. See the roll of one or two dice to deter- 2.3 for further details. mine a quantity; halve these amounts Alarm Pool. The twelve Alert bat- in a smaller campaign. When in doubt talions (9x Wehrmacht, 1x about what to do, just try and be Luftwaffe, 1x Navy, and 1x reasonable! SS) and the six Luftwaffe Flak battalions are placed in the Alarm Pool at the beginning of the campaign. The eighteen Volkssturm

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 7 Beyond the Rhine, OCS #14 battalions (but not the 3-2-2 Volkss- Fester Platz effects on combat (when Luftflotte Reich planes are deployed… turm regiment “Sauer”) are added to involved in a defense): • If the Allies made a planned air- this pool on 1 December. All Axis option results must be drop (see also 2.3a). A “Y” result on the Repl Table allows taken as step losses. A Fester Platz • If the Allies repaired a Rhine the German player to randomly draw is 1 RE, and can be the “AR unit” bridge (or captured a bridge intact one Alarm unit (until the supply has only if it is the only Axis unit. due to a Bridge Check). run out) from the pool. Place the new Fester Platz effects on movement: Alarm unit with any Engineer-Capa- • If the Repl Table said the Luft- ble (OCS 13.8a) or nominal (1.1e) A unit entering a hex with a Fester flotte Reich is available. HQ in trace supply. Platz — whether by normal move- • If Wacht am Rhein was declared ment, retreat (remaining options (2.9d). See 2.3a for Airdrop Alarms. must be losses), or rail movement An eliminated Alarm Pool battalion is — must end the phase in that hex. At the end of any phase in which one returned to the pool. This only applies to entering; they or more of the conditions above are can leave the hex at their next met, all planes in the Luftflotte Reich ‘Pressed by advancing enemy armies movement opportunity. Box immediately deploy (active) at on both fronts, Adolf Hitler played any German air bases in trace sup- his final card in World War II by Fester Platz survival instinct: ply. If released by Wacht am Rhein, mobilizing all German civilian A Fester Platz must be the last the Luftflotte Reich planes lose their males between sixteen and sixty Axis step eliminated in the hex. special status; ignore the “X” on the and indoctrinating them for a final Fester Platz and Fog of War: planes for the remainder of the game. apocalyptic defense of the Reich.’ — The Luftflotte Reich Box is no longer David K. Yelton’s Hitler’s Volkss- A Fester Platz is initially deployed used, losses to these planes are not turm, The Nazi Militia and the on its “?” side. Do not flip to automatically replaced, and all future Fall of Germany. reveal its AR until it is involved in calls for release of the Luftflotte Reich combat, barrage, or attrition. planes are ignored. Fester Platz Pool. When called for, a Fester Platz unit is selected Player Note: Ideally, the exact value of The planes are returned to the Luft- randomly and placed, along Fester Platz is unknown to both sides. flotte Reich Box at the end of the with 1 SP of bonus/extra It is hard for the German player to next Axis Clean-Up Phase, where supply, in any city (major or avoid accidentally “seeing” the hid- they remain until released again. Any minor) or village under Axis control den side when selecting the counter, reduced/eliminated planes auto- (use common sense). The placement however. matically recover to full strength the hex must be in trace supply and can- instant they return to the Luftlotte not already contain a Fester Platz or The “Fortified Areas” will fulfill Reich Box. violate the Rhine bridge restriction the function of fortresses in former (1.8d). Remove any existing hedgehog historical times. They will ensure marker from the hex. that the enemy does not occupy these 2.3 Emergency Box areas of decisive operational impor- An eliminated Fester Platz is returned The initial contents of the Emergency tance. They will allow themselves to the pool. Note they do not “leave Box are specified in the scenario to be surrounded, thereby holding behind” a residual hedgehog. setups. These units usually begin the down the largest possible number game Unready, and become Ready due Festerplatz can never move, be trans- of enemy forces, and establishing to Variable Repl Table results, Airdrop ported, or retreat after combat. They conditions favorable for successful Alarms (see 2.3a), and Gotenbewe- are shown as “Attack-Capable” to give counterattacks. Fortified area Com- gung (see 2.3b). them a ZOC when not DG, but are mandants will pledge their honor During his Reaction Phase, the Ger- never allowed to attack because they as soldiers to carry out their duties man player has the option to bring in are immobile. The counters only have to the last.” — from Fuhrer Order some or all of the units on the Ready one orientation, Combat Mode, and No.11: Fortified Areas and Strong side of the Emergency Box. Place can never move after placement. Points, March 11, 1944. each such arriving unit (or formation) Fester Platz effects on hedgehogs: Luftlotte Reich. There are ten air stacked with any Engineer-Capable Fester Platz have a printed hedge- units that start in this box, (OCS 13.8a) or nominal (1.1e) HQ hog level that cannot be improved. the ones marked with a in trace supply, no more than one unit Ignore any printed hog in the hex large “X” on the counters. (or formation) per hex. The units are (but other West Wall effects still These planes are released for treated as released Reserves, allowing apply). occasional use on the Western Front. them to “fan out” (moving 1/2 their MA).

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Notes: “When the area around Paderborn after crossing is allowed). Enemy • A division arriving from the Emer- was declared a war zone at the end ZOC never prevent a ferry’s use. gency Pool can spin off breakdown of March 1945, Hitler ordered the No more than 3 RE (figured per regiments (so it can deploy in ‘Gotenbewegung’ and all training OCS 4.7)can be transferred across the multiple hexes). and replacement formations were Breskens Ferry each turn. sent to the front.” — Wilhelm • The Germans are not required Tieke’s SS-Panzer-Brigade West- Note that the Allied player’s Ferry to respond to an Airdrop Alarm falen. markers (1.10a) have completely dif- (2.3a), and will be unable to fully ferent rules. respond if the Alarm, Emergency, Design Note: Emergency and Alarm “Crossings began on 4 September, and/or Luftflotte Reich pools are Pool units are not “off map” but are empty. by the 8th 10,000 men had been being assembled fairly close to the ferried from Breskens to Flushing • “Ready” units can be withheld action. It is not so much a case of the and by the 26th, when the ferry from play indefinitely. The Ger- Germans reacting to a crisis or airdrop operation ended, 86,100 men, man player is encouraged to wait as it is the Allies moving into their 616 guns, 6,200 horses and 6,200 until a true emergency develops! assembly areas. vehicles had got away across the 2.3a Airdrop Alarm. On a turn in Scheldt. Some eight divisions crossed which one or more planned Allied at various strengths, or including airdrops occur, do the following before 2.4 German Rail and Shipping the regiments of the 70 Infantry deciding whether to deploy any Emer- Division which made the double Rail cap starts at 10 RE but is reduced gency Pool units… crossing, nine.” — J.L.Moulton’s over time by random events (keep Battle for Antwerp. • Deploy the Luftflotte Reich track on a sheet of scratch paper). planes. Cargo can be “looped” off the east • “Ready” two Emergency Pool edge of Map B+D and the north edge units. of Map B, and back again on a differ- 2.6 Railroad Artillery ent rail line on those edges. • Roll a die to determine the num- German railroad artillery ber of Alarm units (random draws) Sea Cap starts at zero but increases can only move by rail when that can be added to the “Ready” permanently to 1 RE when the in Move Mode. This does side of the Emergency Box. Note Breskens Ferry (2.5) ceases to operate. not count against Rail Cap you have the option to choose less Note that minor ports can always be limits. Four of the units have a limited than the actual number rolled. used to draw marginal supply (2.1a), ability to move in Combat Mode; the even in September. fifth can only move by rail. If any of 2.3b Gotenbewegung. Beginning Note that Rail Cap and Sea Cap the railroad artillery units is forced to in February the German player may retreat, it is destroyed. declare the “Movement of the Goths” cannot be used to bring in “extra” SP at the beginning of any Reinforcement from off-map. Phase (before his Repl Table rolls). 2.7 Hip Shoots & Pilot Quality Doing this causes all units remaining in the Emergency Box (both Ready 2.5 Breskens Ferry All German planes can conduct hip and Unready) and all units in the The important ferry between Breskens shoots. Alarm Pool to arrive immediately at (A37.29) and Vlissingen (A39.28) German planes of a given type can any German HQs (and this includes only operates in September; it no have different air or barrage ratings the nominal HQs in Germany’s major longer functions after 29 Septem- based on their general level of pilot cities) in trace supply. All future arriv- ber. Only the Germans can use the quality. In the set-ups this is the num- als slotted for the Emergency Pool are Breskens Ferry, and remember that ber in parentheses. also received at this time. both sides of the Breskens Ferry func- Design Note: Germany’s chronic lack Choosing this option comes at a price: tion as German trace supply sources of fuel made it hard to keep planes in after Gotenbewegung is declared the during September (only). the air and to train new pilots. German player gets just one last roll Combat units and transport points on the Repl Table. This roll gets a must be in Combat or Move Mode, special +2 modifier, and all normal and can move 1/2 their MA to reach modifiers are ignored. There will be no the port of embarkation. Fuel is only 2.8 Von der Heydte more German Repl Table rolls for the needed if a unit spends movement The only German unit that remainder of the game. points before crossing (no movement may airdrop is the von der Heydte battalion. Further-

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 9 Beyond the Rhine, OCS #14 more, if the turn Wacht am Rhein is combat units (not air units, SP, or 2.9d Setup. On the turn WaR is declared is No Flight, this unit can trucks) to the WaR Box. This can be declared, all units in the Wacht am be air-dropped without using a Ju-52 done during the Movement Phase Rhein Box must be deployed (no (no flak, but do roll normally for Air with no cost in fuel or rail cap—just saving of some units for a later turn). Transport Success) within ten hexes of pull the units from the map. Here are Perform these steps: the HQ chosen in 2.9d. the particulars: A) Units on the Ready side are A) Any number of units which are placed within 6 hexes of any not part of a multi-unit forma- single German HQ (itself not 2.9 Wacht am Rhein (WaR) tion can be added to the WaR part of WaR) that is in trace sup- Hitler was planning for a large offen- Box. Such units must be in trace ply. The placement hexes and the sive in the West even before our game supply and cannot be in the paths from the HQ must be free begins. His goal was to knock the Dead Pile. They retain current of enemy ZOCs. Furthermore, Allies out of the war so that he could step level, low ammo markers, the panzer divisions cannot be concentrate his armies against the etc. placed in hexes adjacent to one Soviet Union. To simulate this surprise These units are always placed another. offensive, a strong panzer army is on the Ready side of the box. B) Panzer divisions on the Unready assembled off-map in the Wacht am side must each roll one die to see Rhein Box. In the campaign game, B) No more than three multi-unit formations can be added to the how many of their units (picked some units setup in the box and are randomly) are placed in the joined on 15 Oct by four panzer divi- WaR Box: the 2nd, 116th, and Lehr panzer divisions. An entire Dead Pile. The remainder arrive sions and several independent units this turn as regular reinforce- that are withdrawn from play. These division (the on-map elements and units in the Dead Pile) ments (2.1), and are not a part of comprise the core of the German WaR. counter-offensive. During November must be withdrawn at the same or December, when preparations are time. Note the German player is C) Deploy supply reserves. These finished and the time seems right, the encouraged to use Unit Con- are placed in any cities in Ger- German player will declare Wacht am solidation (OCS 13.9) before many that are east of the Rhine. Rhein (WaR) and bring these units pulling units from the map! Amount is based on when WaR into play. These units are always placed is declared: Keep the Wacht am Rhein Box, and on the Unready side of the box. If 1 Nov to 12 Nov: 3 SP the Ready/Unready status of panzer 2.9b Prep. Starting with the 19 If 15 Nov to 29 Nov: 6 SP divisions, hidden from the Allied October turn, and every Reinforce- If 1 Dec to 12 Dec: 9 SP player. ment Phase thereafter until WaR If 15 Dec to 29 Dec: 12 SP declaration (2.9c), the “WaR” column D) Deploy the Luftflotte Reich “All Hitler wants me to do is cross on the Repl Table serves the important (which no longer has special a river, capture Brussels, and then function of readying panzer divisions characteristics per 2.2) and tem- go on and take Antwerp! And all for the offensive. (At other times in porarily lift the US Broadfront this in the worst time of the year the game, this column has no effect.) restrictions (per 2.9e). through the where the Each “Y” result allows the German 2.9e Broadfront Effects. The Allied snow is waist deep and there isn’t player to move one of these divisions room to deploy four tanks abreast player’s Broadfront restrictions (3.10) to the Ready side of the Wacht am are lifted on the turn WaR is declared, let alone armored divisions! Where Rhein Box. it doesn’t get light until eight and and for a number of additional turns is dark again at four and with 2.9c Declaring. Declaration of WaR based on when WaR is declared: re-formed divisions made up chiefly is made during the German Player’s If 1 Nov to 12 Nov: 1 turn of kids and sick old men — and at Aircraft Refit Phase. The specific turn If 15 Nov to 29 Nov: 2 turns Christmas!” — Sepp Dietrich, com- is the German player’s choice, but If 1 Dec to 12 Dec: 3 turns mander Sixth Panzer Army. the offensive must begin in either If 15 Dec to 29 Dec: 4 turns November or December. Going early 2.9a Build Up. Some units setup in means the accumulation of supply Place the provided marker on the Turn the Wacht am Rhein Box. Other units and panzers will be less, but the extra Record as a memory aid. For example, are added via Arrival Schedule. operational surprise might be worth if WaR is declared on 1 Nov, Broad- it. Note also that most of the assault front restrictions are ignored until Starting 15 Oct and ending 29 troops will be sent to the East Front the end of the 5 Nov turn. Broad- Nov—or the declaring of WaR (2.9c), on 22 January, so waiting too long to front restrictions then go back into whichever comes first—the German declare WaR results in a different set effect (assuming the Germans are still player also has the option to add of problems. “Holding the Rhineland” per 3.10b).

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2.9f Automatic Initiative (Optional). 3.2 Variable SP and Repls shipping units between ports and the The German player automatically wins England Box. initiative on the turn following WaR During each of his Reinforcement declaration. (This trumps the Ultra Phases the Allied player rolls sepa- random event if that happens to be rately for new variable arrivals for both 3.4 Mules and Weasels rolled during WaR.) American and Commonwealth forces A US mule point arrives using their unique Repl and Supply 12 September. It was used Design Note: 2.9f was standard during Tables. “Variables” include SP, Pax, historically in the moun- testing, but the developer ultimately Eq, air steps, and so on. decided it gives WaR too much oomph. tainous Vosges region. Variables received by the Americans The Allies also have two can only be used to supply/rebuild M-29 Weasel counters (one American and French units. Similarly, American and one Com- the Commonwealth cannot “share” its monwealth) that are func- replacements and SP with American tionally identical to mules. It is the or French units. There is one excep- Allied player’s choice as to when, or tion: Bridge Check markers have no 3.0 Allied Special Rules even if, the Weasels arrive. They are factional restrictions. 3.1 Supply and Reinforcements brought into play by swapping them Note the England Box has nominal for a truck (1x Weasel for 1x Truck) Commonwealth supply sources are HQs for rebuilding units. that starts the phase in a “reinforce- hexes on the west edge of Map A. US/ 3.2a Trenchfoot. From the beginning ment city” (Brussels, Namur, Liege, French supply sources are hexes on the of November to the end of March the Metz, Verdun, Belfort, or Dijon). west edge of Map A or Map C, and US Pax arrivals are sometimes reduced These swaps, once made, are perma- hexes on the south edge of Map C (per the American Repl Table). Any nent. from hex C1.11 to C1.35. reductions are considered “wasted” Mules and Weasels are destroyed when Major ports with a capacity of at least replacing trench foot losses (a serious captured (see 1.1f). 1 SP are trace supply sources for all problem). Note that CW Pax arrivals Allied factions, but minor ports never are not affected. Design Note: These counters represent function as Allied sources of supply. improvised transport (both pack ani- “Several officers were relieved of mals and M-29 Weasels). They can be New air units arrive active at any their commands for failure to useful in rough and polder, and also in airfield in trace supply. New ground address trench foot effectively in supplying Ferry crossings of the Rhine. units appear (usually along a map the winter of 1944-45. A total of edge) as specified by the Reinforce- 46,107 cases were reported in Brad- ment Chart. Any exceptions to these ley’s armies between October 1944 general rules for arrivals will be noted and April 1945, around 9.25 per 3.5 Allied Cooperation on the Reinforcement Chart. Most cent of all casualties, the equiva- There are three factions in the Allied Allied arrivals get “free fuel” on their lent of three combat divisions lost army: American, Commonwealth turn of arrival, per 1.2e. to Eisenhower.” — Max Hastings’ (British, Canadian, Polish, Belgian, Variable reinforcements (3.2) and units Armageddon. and Dutch), and French. Coopera- returning from Breakout can arrive at the tion between factions is restricted in cities listed below, a map-edge trace various ways. supply source, or the England Box. 3.3 Allied Rail and Shipping Even though no rail cap is actually Play Note: In an exception to the used, if a listed city is currently unable Rail Cap and Sea Cap vary by month normal trio of Allied factions, there to unload rail cargo (shipped from a (see charts). are only two when it comes to supply, repls, and trucks (3.5e and 3.5f). In valid supply source) it cannot receive Cargo being railed can be “looped” these areas—and these areas alone—the reinforcements. off the west edge Map of A+C and the US and French units are a combined south edge of Map C (west of C1.06), The CW city is Brussels. faction. and back again on a different rail line The US/FR cities are Namur, Liege, on those edges. Metz, Verdun, Belfort, and Dijon 3.5a Location. On-map Common- Note that Rail Cap and Sea Cap aren’t wealth units must remain in the See Broadfront Strategy (3.10) for used in this game to bring in “extra” Broadfront Northern Zone. Similarly, important restrictions on US/FR sup- SP from off-map. It is used only for on-map French units must remain ply placement and usage during much shipping between detrainable hexes, in the Southern and Central Zones. of the game. shipping units between ports, and French planes cannot use the England and Normandy Airfields; Common-

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 11 Beyond the Rhine, OCS #14 wealth planes cannot use the South An understanding of the total pic- Interdiction Pool air units can also France Airfields. Only American units ture must embrace the fact that the do regular missions, but this will can freely roam all maps and boxes. two national armies, British/Cana- cause some interdiction effects to be 3.5b Combat and Barrage. Multiple dian and American, had different suspended (see 3.7b). These planes factions of Allied combat units can supply requirements. Many items — can only fly during the Movement stack together, and defend together ammunition, weapons, wireless and Phase, and are limited to Facility Table without penalty. Multiple factions vehicle parts, even rations — were barrages (including Trainbusting) and cannot participate in the same attack not interchangeable. Two separate Fighter Sweep missions. They return or barrage, however, and the “correct supply organizations were set up to (inactive) to the Interdiction Box, spotter” for any barrage must be from cater for these differing needs.” — and any reduced planes automatically the same faction. Robin Neillands’ The Battle For the recover to full strength the instant Rhine. they return. 3.5c Air Missions. Planes from dif- 3.7b Suspending Interdiction. If ferent Allied factions cannot be in the 3.6 Hip Shoots same mission. Note, however, that any planes in the Interdiction Pool cargo carried in an air transport mis- All American and Commonwealth air are currently inactive, the interdiction sion does not have to be of the correct units can conduct hip shoots. French effects on rail capacity, refit, and roads faction. air units cannot conduct hip shoots. are immediately suspended. This is the “cost” of using these planes for regular 3.5d Headquarters. HQs can only missions. throw supply to units of the same 3.7 Interdiction 3.7c Limited Trainbusting. faction. Allied Roughly a sixth of Allied fighter and Trainbusting missions can only be 3.5e SP & Repl Handling. Here tactical air units have been assigned to flown by Interdiction Pool air units. there are only two factions: the Com- permanent interdiction duty, so those Thus they are allowed only when the monwealth and the combined US/ counters are not in the counter mix. player decides to suspend interdiction French. The player should always keep Another sixth, identical in composi- (3.7b). Note the effects of interdiction dumps and repls for the two factions tion, can choose between interdiction and Trainbusting cannot be com- in separate hexes. Note even though and on-map missions (per 3.7a). bined: remove any Allied Trainbusting US and French share dumps, their markers from the map the instant Interdiction has these effects: HQ supply throw is still limited per interdiction goes back into effect. 3.5d. • When flight conditions are Nor- When units from both of these “sup- mal, the German player’s rail cap ply factions” undertake an allowed costs are x2, his air bases only refit 3.8 Air Transport & Drops one unit per level, and some of his mixed activity (such as defensive Regular C-47 units (no road movement costs are changed combat or refit of planes at a joint air attached gliders) can fly per Terrain Effects Chart (but this base), supply has to be paid as if for all cargo allowed by OCS doesn’t affect supply draw and two separate stacks. 14.9c to the continent throw). This effect is not applied if every turn weather permits. Most Play Note: Ideally, the Allied player the Interdiction Pool is being used importantly, this allows them to fly in will seldom, if ever, mix American on-map, per 3.7b. “extra” Allied SP (via air transport or and Commonwealth forces to the point • The German Supply Table has air drop) on those turns. where there is any possible confusion of column shifts reflecting weather- C-47 units with attached dumps. based interdiction effects. This gliders are only allowed to effect isalways applied, even if 3.5f Transport Restrictions. Allied fly combat units as cargo. the Interdiction Pool is being used truck, mule, and weasel points can Furthermore, these must on-map. only load and unload SP of the same always be planned missions (OCS supply faction (3.5e). Note these 3.7a Interdiction Pool. The fourteen 14.10b), even if the destination is an factional restrictions do not apply to Allied air units marked with air base, and the transported units air transport/drop missions, Rail Cap, a large “X” on the counters must either begin or end the move or Sea Cap. are considered to be based in the England Box. Note that these in Normandy for AEP special C-47 units do not double their purposes. The “normal” use of these towed glider points when flying at half planes, for interdiction, is performed range or less (OCS 14.10e), so capac- in the background: no regular mission ity remains 2T regardless of range. procedure or need to refit. Only combat units marked with Commando, Para, or Glider symbols

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 12 © 2019 All Rights Reserved. The Gamers, Inc. are drop-capable. (The 52nd Air- Each of the following applies to sea- 3.10 Broadfront Strategy Landing Division cannot be dropped, borne assaults: For most of the campaign, US and but two of its brigades are “light” and A) They are made during the Move- French operations are restricted by therefore easy to move via air trans- ment Phase and are limited to no three zone boundaries (drawn on the port.) Note the two airborne HQ can- more than 2 RE of cargo (figured map). The Broadfront Zones (BZ) are: not be dropped or even moved via air per OCS 4.7). transport (they function as an Allied Northern BZ is Map A/B and B) To be used, a port must have a reserve HQ pool). England. cap of at least 1T, but otherwise 3.8a Planning Restriction. An capacity is not a limiting factor Central BZ is Map C/D (32xx- airdrop may never be planned further — any functioning port can 62xx) than twenty hexes from the near- embark the entire 2 RE. Southern BZ est Allied HQ in trace supply, as is Map C/D (1xx- determined at the time the drop is C) Units must be in Combat or 31xx) planned. This also applies on the turn Move Mode and can move 1/2 See 3.10a for when Broadfront begins it is executed (drop must be delayed if their MA to reach the port; and ends. While the US and French there is no qualifying HQ). unloaded SP must have begun are operating under the Broadfront the phase in the port. Fuel is Strategy, the following restrictions on Design Note: Why are so many C-47 only needed if a motorized unit SP usage are in force: units unavailable to fly in SP? The Allies moves to reach its port. A) An SP can never be transported felt that using air transport to bring D) The landing hex (or hexes) can supplies to the continent was, to say the to a different zone (by truck, rail, be of any terrain. (Note however etc.). least, extravagant. They reasoned that that some terrain, such as polder, Exception: transport planes were better utilized for doesn’t allow motorized units to US SP in England’s planned paratroop drops or emergency exit a hex without a road, per intrinsic dumps can be flown to supply missions. OCS 6.1d.) any zone. 3.8a Remnants. When an Allied E) Hexes being assaulted must be B) Supply in one zone can be used regiment or brigade gets within 10 hexes of the port (or in a different zone (for fuel, refit, a “failure” result on the Air ports) of embarkation. Count combat, barrage, etc.), but when Transport Success Table, this distance as would a mov- this is done the cost is x2. part of the unit survives as ing landing craft, following the Exception: The x2 penalty does a remnant. Place the brigade/regiment coastline and estuaries. The land- not apply during the Supply in the Dead Pile and an appropriate ing craft’s path to the destina- Phase, so eating off the map and remnant battalion on the map. tion hex must be free of enemy replenishing internals are always Drop failure is the only way remnant combat units. at normal costs. battalions enter play: they are not F) If a destination hex does not C) US variable SP arrivals must used as an extra combat step or as contain German combat units, be divided between the three breakdown units. At the end of any the assault is like an Amphibious zones as evenly as possible. Do phase when two remnants of the same Landing with these exceptions: not split SP into tokens; player’s nationality, type, mode, and AR are in a) there is no ALT roll; b) success choice which zone(s) will get the the same hex (or whenever both are in is automatic; c) all cargo can uneven SP. England), they must be exchanged for be unloaded in the landing hex Example: The US gets 5 SP from the a dead regiment or brigade. (even SP); and d) no movement Supply Table. Two of the zones will is allowed after landing. each get 2 SP, and one of the zones will G) If a destination hex does contains only get 1 SP. The Allied player decides 3.9 Seaborne Assaults German combat units, the land- to short change the Southern BZ, and The Allied player can execute a sea- ing is like a Beach Assault with ends up placing 1 SP at Dijon, 2 SP at borne assault four times during the these exceptions: a) it is resolved Verdun, and 2 SP at Liege. campaign, but never more than one at the end of the current phase Notes: per turn and never on Snow turns. No (not during the Combat Phase); advanced planning is needed. A sea- b) OCS 18.6b cannot be applied • It is always ok for draw/throw borne assault allows troops and SP in by the defenders; c) if successful, of trace supply to cross a zone a port (or ports) to invade the nearby all units (even SP) advance into boundary. enemy coast with a simplified version the destination hex. • Zone boundaries can be crossed of the OCS amphibious landing rules. without penalty by fueled units, attacking units, arty barrages, and

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by draw/throw paths. Only assess 3.10c Scenario Notes. Most scenarios Combat Mode and located on the the “different zone” penalty when use Broadfront restrictions, but some portion of the map indicated by the (and where) SP costs are actually require special handling: marker (North or South). The marker being paid. • In the campaigns (6.1, 6.5, and halves the cost for all artillery barrages • A muti-unit formation straddling 6.8) Broadfront is used normally. conducted during the phase that use SP thrown by that HQ (rounding two zones will either cost 2 SP • In 2-map scenarios with just a (due to the “different zone” pen- fractions up, so a cost of 3T is halved single zone in play (6.2 and 6.9), to 2T). Remove the marker at the end alty) to fuel the entire formation, the Broadfront rules are not used. or units in one zone or the other of the phase (it can return later via will not be able get formation- • In 2-map scenarios with two zones Random Event). marker fuel. in play (6.3, 6.6, and 6.10), arriv- Notes: ing US supply is divided between • A combined barrage made by artil- them. Player chooses which zone 1) If an Ammo Marker is spent lery units in two zones will always gets any odd SP. during an “Ammo Shortage” incur the “different zone” penalty. turn (another Random Event), • In small scenarios (6.4 and 6.7) the shortage effects on barrage • The “adjacent is close enough” the Broadfront rules are not used. supply provision (OCS 12.3c) costs are ignored if the supply should not be interpreted to avoid 3.10d Shift (optional). The Allies can comes from the marked HQ. a possible “different zone” penalty. shift each printed Broadfront line by 2) All barraging artillery units must up to 3 hexes north or south on the 3.10a Duration. The Broadfront conform to the map area and first turn of each month (or start of faction named on the reverse restrictions are imposed on 12 Sep 44. a scenario). The shifted lines remain They are lifted… side of the marker. (The “North straight, and the combined number Maps” are A and B; the “South • During Wacht am Rhein. See 2.9f. of shifted hexes cannot exceed 6. (So Maps” are C and D.) The bar- • At the start of an Allied player- if one line is shifted six hexes the oth- rage itself can be fired into the turn when it is observed that the ers cannot be shifted at all.) Give SP “wrong” area. and restricted factions (that cannot Axis is no longer “holding the 3.11a Artillery Divisions. The 2- and Rhineland” (see below) in at least change zones) one turn to conform to a shifted boundary. 3-step artillery divisions defend with two of the Broadfront zones. This the strength of their current RE value, triggers two permanent changes and their Barrage strength is reduced on the game: all Broadfront 3.11 Arty Ammo & Divisions in proportion to losses. For instance, a restrictions are ended and the Axis 108-factor, 3-RE group with 1 loss has begins to suffer some negative Artillery Ammo Markers a Defense strength of 2 and a Barrage economic consequences (1.12). are acquired via Random strength of 108 x 2/3 = 72. 3.10b Holding the Rhineland. To Event. There are three “hold the Rhineland” in a zone, the Ammo Markers in the pool, Axis must occupy at least one city hex two for the US (one is also usable by in that zone on Map B or Map D that French) and one for the CW. As noted is west of, but not adjacent to, the on the backs of these markers, each 4.0 Victory Conditions Rhine/Waal River. Even an airfield or is limited to use either in the North (Maps A and B) or the South (Maps By this point in the war Germany dump counts for occupation (it need could no longer win a military victory. not be a combat unit). C and D). When a player receives a marker, he chooses one of those from As the German player, it’s up to you to Player Note: Keep in mind that the the pool (effectively doing a bit of pre- hold on as long as possible and hope- restrictions of Broadfront are lifted planning for its eventual use) and puts fully wear down the Allies into some by clearing the Rhineland in just two it in the England Box to show ammo sort of acceptable peace. As the Allied of the three zones. Also pay careful stocks. Although there is no limit to player, your job is to defeat Germany attention to which city hexes count. For how many times the three markers as quickly as possible with a minimum example… can be acquired (and used) during a of casualties. If you move too slowly campaign, ignore the event if the pool the war may be over before you get • The west end of Krefeld (B25.27) is is currently empty (that is, all of them Beyond the Rhine! important for Broadfront, but not are in the England Box). the part of the city adjacent to the Rhine. An Ammo Marker can be “spent” 4.1 Sudden Death Victory during a Combat Phase. Remove • Dordrecht (A42.13) is west of the it from the England Box and place The game ends early with a German Rhine but doesn’t count since it is on it on an Allied HQ that is both in Decisive Victory at the end of March Map A. if the Allies do not have an HQ on

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Map B that is across the Rhine, in ing the exit requirements (see 4.3a). 4.4 Collapse of Alpine Redoubt Germany, and on an Allied detrain- The required units are simply removed able hex. from play, and then the German The possibility of the Germans fight- ing a guerilla war from an Alpine The game ends early with an Allied Player must immediately remove some Redoubt was a very real concern for win if they have earned 5 or more Vic- units of his own (see 4.3b). Note there the Allies. In order to safeguard this, tory Points (per the 4.2 schedule) at are a few other changes triggered (see the Allies must exit strong forces off the end of any month. It is counted as 4.3c). Map D. a Massive Victory if they accumulate This VP award is permanent (the Ger- at least 5 Victory Points by the end of mans cannot do anything later in the The Allied Player may declare the 1944, a Decisive Victory if they do so game to deny this VP to the Allies). Alpine Redoubt Collapse after meet- ing the exit requirements (see 4.4a). by the end March 1945. 4.3a Allied Exit Requirements. The The required units are simply removed The game also ends early when either Allies must have six infantry divi- from play, and then the German side concedes that the other will obvi- sions, three armor divisions, three Player must then immediately exit ously win. armor brigades (must be multi-unit some units of his own (see 4.4b). Note formations), four artillery divisions, there are a few other changes triggered three HQs, and three Trucks in hexes (see 4.4c). 4.2 Campaign Game Victory along the east edge of Map B between B62.01 and B49.01 (inclusive). These This VP award is permanent (the Ger- At the end of April, the game ends can be any combination of Common- mans cannot do anything later in the and the final point tally determines wealth and American units (except game to deny this VP to the Allies). who wins. If the Victory Points (VP) for the armor brigades, since the only score is 5 or more the outcome is an 4.4a Allied Exit Requirements. The choices are Commonwealth). Allied Minor Win; if 3 or less it is a Allies must have 12 infantry divi- German Minor Win. (4 VP is counted 4.3b German Screen Requirements. sions, six armor divisions, three recon as a Draw.) When the Northern Flank Collapse is groups, six artillery groups, six HQs, announced, the German player must and three Trucks in hexes along the Check current VP total at the end of immediately remove four infantry east edge of Map D between hexes every month. Points can go up and divisions and two HQs from any- D31.01 and D1.01 (inclusive). These down; refigure the total each time. where on Map B. These units must be can be any combination of American The Allies can win a maximum of 6 in trace supply, but don’t need to liter- and French units (except for the recon VP: ally move off the map (just pick them groups, which must be American). 2 VP for capturing all Ruhr hexes up). Alternately, future reinforcements 4.4b German Screen Requirements. (or if they are out of trace) and units in the emergency pool may When the Alpine Redoubt Collapse is 1 VP for capturing all Saar hexes be used. announced, the German player must (or if they are out of trace) immediately remove four infantry Design Note: The requirements of 4.3b divisions and two HQs from Map D. 1 VP for Liberating Holland (all (and 4.4b) may seem light, but remem- These units must be in trace supply, Dutch major cities must be ber by that point the Germans are just but don’t need to literally move off the either captured or out of screening the Allied advance. trace) map (just pick them up). Alternately, 4.3c Other Collapse Effects. Remove future reinforcements and units in the 1 VP for Collapse of the Northern all the Commonwealth air units emergency pool may be used. Flank (See 4.3) permanently, and the Commonwealth 4.4c Other Collapse Effects. Remove 1 VP for Collapse of the Alpine Supply Table has a -2 shift for the rest all the French air units and the six US Redoubt (See 4.4) of the game. The north edge of the C-47+Gldr units permanently. The map and the exit area on the east edge American Supply Table has a -2 shift (north of B49.01) are no longer sup- for the rest of the game. The exit area 4.3 Collapse of Northern Flank ply sources for the Germans. on the east edge (south of D31.01) Historically Northwest Germany was Important Note: For both 4.3 and is no longer a supply source for the the British zone of operations; a lot 4.4, the exiting requirements are very Germans. of the push in this area (off the North liberal. It’s ok for an infantry division Map Edge of Map B) was to deny it to be down to its last step. Most of an to the Russians who seemed poised to armored division can be in the Dead overrun all of the ports in Northwest Pile; just make sure every element still Germany. in play gets exited. The Allied Player may declare the Northern Flank Collapse after meet-

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Here, defended by nature and by 5.2 No Retreat Instead 1.8a is changed to require a the most efficient secret weapons yet bridge-check roll every time. German units defending in any city invented, the powers that have hith- Roll two dice: erto guided Germany will survive (major or minor) inside the German to reorganize her resurrection; here border, a West Wall hex (improved 2 = failure (the bridge doesn’t blow) armaments will be manufactured or not), or a Rhine bridge hex must 3-11 = success (the bridge is blown) in bombproof factories, food and turn the first option result into a step 12 = success unless a Bridge Check equipment will be stored in vast loss. The German player may use the Marker was spent (see below) underground caverns and a specially remaining option results normally. selected corpus of young men will Bridge Check Markers (1.8b) are still be trained in guerilla warfare, so “...Every deserter will be prosecuted used when playing this option, but that a whole underground army and will find his just punishment. their impact is changed. By spending can be fitted and directed to liberate Furthermore his ignominious one of the markers (before rolling) the Germany from occupying forces. — behavior will entail the most severe bridge fails to blow on both a ‘2’ and Chester Wilmot’s The Struggle for consequences for his family. Upon a ‘12’. Europe. examination of the circumstances they will be shot.” — Heinrich Design Note: This option employs a lot Himmler, 10 Sept. 1944 more rolls, but since each is potentially a game-changer many players will prefer this method. 5.0 Optional Rules 5.3 Tigers are Thirsty All German tank units marked with 5.1 Kampfgruppen the notation “Tgr” in the center must 5.7 Air and Para Coordination Players can add one or both of the always be fueled by the “1T per unit” Allied paratroop and glider units can- following to handling of both German method. not spot for Hip Shoots in 1944. They and Allied multi-unit formations can begin to do so in 1945. (panzer divisions, etc.): Historical Note: The fuel consumption of a Tiger Tank was twice that of the A) When a formation is fueled, Pz.IV and Pz.V. Tigers also required 5.8 Allied Attachments it can temporarily “attach” extra maintenance and engineering one independent unit (OCS support (such as strengthened bridges). Under this option, there are some 3.2f). The attached unit must refinements to the Allied cooperation be stacked with a unit of the rules: formation when the fuel cost 5.4 Luftwaffe Flak Divisions • The FR 2nd Armored Division is paid and must try to remain can be attached to the US faction stacked with the formation. The All German Flak Rolls have a +1 (and be treated as a US unit). attachment ends when the fuel bonus due to heavy flak assets. marker is cleaned up. • Two US independent units can be Design Note: Use this option as a attached to the FR faction (and B) The cost of fuel is based on the game-balancer. Allied plane replace- be treated as FR units). formation’s current size, made ments have been adjusted to reflect on a per-step basis, counting Attachment decisions and changes are indirectly the heavy German flak only units with Track/Truck made in the Reinforcement Phase. concentrations. MA (whether they actually move or not). The modified fuel cost can never exceed 1 5.9 American Refit SP, however, so this option is 5.5 The 34th SS Division The Americans rarely pulled entire designed to only save on some This division and all its predecessors, divisions out of the line for rest and costs. For example, the 113th including the LN battalion and the refit, airborne divisions being the Pz Bde and 2nd Pz Div cur- 7th SS Volunteer Brigade, may never notable exception. Battered divisions rently have three and five units, leave the Netherlands. If forced to do were often sent to “quiet” sectors so fuel costs just 3T for the Bde so they are eliminated. but were still in the line resting and but the Div pays the usual 1 SP. absorbing replacements. To reflect Note an attached unit (per “A” this, Pax and Eq stacked with an HQ above) does count for calculat- 5.6 Universal Bridge Checks can rebuild any reduced multi-step ing this possible reduced cost. unit within throw range of the HQ Rhine bridges are never automati- (using the same mechanic as if throw- cally blown when playing this option.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 16 © 2019 All Rights Reserved. The Gamers, Inc. ing supply). The receiving unit must 5.12 Axis Attrition (new) divisions on Map C fueled (at no SP be in Combat or Move mode and cost). becomes DG the instant a new step is As the war winded down, more Ger- absorbed (reflecting time to assimi- man units chose surrender over fight- Design Note: The Allies have a very late replacements). This option is for ing for a lost cause. To reflect this… lean supply net in September, and this option gives them a somewhat higher- American units only. • Axis units apply a +1 DRM to octane opening in the South. Attrition rolls in 1945. 5.10 Allied Independents • Axis units cannot use Breakout in 1945. Players can add one or both of the Exception: Stacks containing Waffen- following to handling Allied indepen- SS and/or Fester Platz units ignore dent (OCS 3.2f) units that are either both of these changes. Yellow-Armor or Red-Mech (OCS 3.2a). 6.0 Scenarios A) No more than one of these units 5.13 Supply Caches (new) Page Scenario per hex can attack (no limit 18 6.1: Grand Campaign defending). Those wanting to use the Sup- ply Cache option, new to the v4.3 23 6.2: Fall of ‘44 (Montgomery) B) When in Move Mode orienta- series rules, will find them integrated 25 6.3: Fall of ‘44 (Patton) tion these units must be fueled into these living rules as fixed (non- 26 6.4: Operation Queen via the “1T per unit” method variable) reinforcements (see Arrival (OCS 12.5c(C)). Charts) and additions to the setups. If 28 6.5: Bulge Campaign Note this second restriction does not you don’t have the official markers, use 39 6.6: A Time for Trumpets prevent a fueled HQ from fueling coins or poker chips! 47 6.7: Nordwind Yellow-Armor or Red-Mech units • Note they are sometimes listed 51 6.8: Endkampf Campaign that are in Combat Mode orientation, as “US” or “CW” but this is just 61 6.9: Spring of ‘45 (North) nor does it ever restrict the fueling of to show which map set they are 62 6.10: Spring of ‘45 (South) “Other” class units (such as artillery). on in the 2-map campaigns. The Allied factions share a common Design Note: The intent of this option Supply Cache pool! Scenario Notes is to reflect Allied doctrine. These units were not used as shock and exploitation a) The scenario being played will troops. determine who will setup and 5.14 Ship Barrage (new) move first. The Allies have at their disposal a b) Reinforcements always come 5.11 Don’t Fence Me In! Ship Barrage (OCS 18.3a) with each from the order of arrival for Seaborne Assault (BTR 3.9). campaign scenarios, shorter In the design prototype, Broadfront • The barrage is resolved on the scenarios will specify if any Strategy (3.10) was an optional rule 25-40 column on the Barrage reinforcements will arrive. for players wanting more realism. Table as though ships are present. Ultimately it was decided to make c) Any division that can support Apply all the appropriate shifts. Broadfront part of the standard rules breakdown regiments can setup in order to put a brake on US opera- • The hex barraged must be on or with regiments split off in any tions—it helps prevent rapid shifts in adjacent to the landing site. hex where the division itself focus and direction that can be very could set up. Design Note: hard for the Axis to cope with. The Ship barrage repre- d) Units in the Commonwealth sents the British Battleship HMS War- setups are British unless oth- This option frees the Allies from all spite and the Monitors HMS Erebus zone boundary restrictions. SP arrivals erwise specified. Units in the and Roberts supporting the seaborne American/French setups are US do not need to be spread between landings in the Scheldt. zones, SP can be railed and trucked unless otherwise specified. without zone restrictions, and there e) Transport points can setup are no “different zone” penalties. 5.15 Patton’s Thrust (new) loaded if there is a supply dump This option does not, however, lift in the hex. from the Axis the burden of “hold- In Scenario 6.1: Grand Campaign or f) See 1.2 for notes regardings ing the Rhineland” and the negative Scenario 6.3: Fall of ‘44 (Patton), the exchanges, consolidation, and economic consequences of 1.12. Allied player may setup two armored removals.

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Allied Information A20.25 (Enghiem): Scenario 6.1: Rail Cap: Per Charts 1x 5-4-3 Brkdwn Bde Sea Cap: Per Charts 4.Arm Bde (all 5 units) Grand Campaign Supply: Per Table (roll each turn) 1 SP Seaborne Assaults Available: 4 “A jubilant intelligence summary by Arty Ammo Markers: 0 England Box: British Second Army on 5 Septem- Bridge Check Markers: 2 1.Para Div (all 3 units) ber suggested that partisan activity Reserve Markers: 2 4-4-3 Polish Para Bde (1) against the Allies would henceforth Supply Cache Markers (option): 4 pose a more serious threat to the Dead Pile: None Normandy Airfields: Allied advance than the wreckage of 6x Spitfire IX the German Army.” — Max Hast- Level-1 Air Bases: A15.29, A12.22, 2x Typhoon ings’ Armageddon. A7.21, C42.15, C35.29, C33.25 Level-2 Air Bases: A23.21, A30.19, England Airfields: The Grand Campaign scenario starts C54.34 1x C-47 on September 5, 1944, christened Level-3 Air Bases: None 3x C-47+Gldr by the Dutch as dolle Dinsdag (Crazy 2x Mosquito Tuesday). 1x Tempest Commonwealth Setup A30.19 (Antwerp): General Information American/French Setup 11.Arm Div (159 Mech, Arty) Setup Order: Allied first A21.35 (Tournai): First Player: Allied A29.19: 19 Corps HQ Weather: Dry/Limited on 5 Sep 11.Arm Div (15/19 Tk) 4-3-6 TD Bn (634) First Turn: 5 September 1944 36-2-3 Arty Grp (119) Last Turn: 29 April 1945 A29.20: 1x Truck point Total Turns: 70 (or less) 11.Arm Div (29 Mech, less 1 step + 4x Pax Reinforcements: Use campaign low ammo) 1 SP arrival schedules. Roll for variable reinforcements each turn. A29.25 (Lokeren): A21.35 (Tournai), w/i 1 hex: 1x 5-4-3 Brkdwn Bde 24-4-3 Inf Div (30) 2-4-2 Flm Tk Bn (743) Special Scenario Rules 6-3-6 Tk Bn (749) Use all maps (A, B, C, D). A28.19 (Kontich): 8.Arm Bde (all 5 units) 5-3-7 TD Bn (813) Major Ports all begin with maximum 12-2-5 SP Arty Rgt (86) damage hits (4). Antwerp (A30.19), A15.29 (Mons), w/i 2 hexes: the only major port under Allied con- A27.28, w/i 1 hex: 24-4-3 Inf Div (1) trol, also has 4 mine hits at start. 7.Arm Div (all 4 units) 2.Arm Div (all 5 units) Unless using the Operation Comet 5-3-7 TD Bn (702) option (see sidebar on page 19), no A25.25 (Aalst): A15.29 (Mons): Allied Airdrop can be planned before 5-3-3 Dutch Inf Bde (RN PI) the September 8th turn (so earliest 1 SP possible execution would be Septem- A24.22: A14.19: ber 15th). 22-4-3 Inf Div (50, less 2 steps) 4-4-7 Mech Cav Grp (113) The Axis player is allowed to fuel A23.21 (Brussels): two formations as part of setup. Fuel A13.26 (Binche): 5-3-3 Bel Inf Bde (1) markers for the chosen divisions 7 Corps HQ should be hidden under combat 72-2-3 Arty Div (5) 2 SP 4-3-6 TD Bn (823, 635) units, so only the Axis player knows 36-2-3 Arty Grp (107, 207) which are fueled at start. A22.32, w/i 1 hex: 2 SP Victory Conditions 22-4-3 Inf Div (53) A12.22 (Charleroi): Use campaign game victory conditions 4-4-7 Mech Cav Grp (4) (4.0). A21.20, w/i 1 hex: Gds.Arm Div (all 4 units) 5-3-7 TD Bn (803)

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A11.19 and/or A12.19: C43.18 (Verdun), w/i 3 hexes: England Airfields: 3.Arm Div (CCA, CCR, 83 Rec, 7.Arm Div (all 4 units; CCB and 2x B-26 Arty) CCR are both less 1 step) 1x C-47 5-3-7 TD Bn (703) 24-4-3 Inf Div (5) 6x C-47+Gldr 6-3-6 Tk Bn (745) (3)-2-3 TD Bn (774) 5-3-7 TD Bn (814, 818) A8.16: 6-3-6 Tk Bn (735, 737) 1x 5-4-3 Brkdwn Rgt 5-3-7 TD Bn (899) C43.18 (Verdun): 1x Truck point A8.17: 4x Pax 24-4-3 Inf Div (9, less 1 step) 2 SP Operation Comet (optional) 3.Arm Div (CCB) Operation Comet is assumed to have 1x (1)-0-0 Pontoon Bde C43.31 (Chalons-sur-Marne): been cancelled at the start of the 6-3-6 Tk Bn (746) 3-2-8 TD Bn (704) game, but if both players agree it can 36-2-3 Arty Grp (219) 4-4-7 Mech Cav Grp (6) be considered planned to go forward 1 SP until either executed or cancelled. A5.24 (Couvin): The units involved in Operation 24-4-3 Inf Div (79) C35.12: Comet are the 1st British Parachute 1x 5-4-3 Brkdwn Rgt Div and the 1st Polish Parachute C60.25, w/i 2 hexes: 6-3-6 Tk Bn (702) Bde. 5-3-7 TD Bn (628) 4-3-6 TD Bn (629) C35.29: The planned drop hexes are: 5.Arm Div (all 4 units) 1x P-47 A38.01: (Grave): 5-4-3 Para Bde 1T (4) C60.31: B43.32: 5-4-3 Para Bde (1) 5 Corps HQ C33.13: B39.34: 6-4-3 AL Bde (1 AL) 4-4-7 Mech Cav Grp (102) 24-4-3 Inf Div (80, less 1 step) B39.34: 4-4-3 Para Bde (1 Pol) 36-2-3 Arty Grp (105, 205) 5-3-7 TD Bn (610) They are ready to drop on Turn 1. 2T C32.16 (Commercy): “Montgomery initially suggested C59.23, w/i 1 hex: 4-4-7 Mech Cav Grp (2) Operation Comet, a limited air- 24-4-3 Inf Div (4) borne coup de main operation that (3)-2-3 TD Bn (801) C31.15, w/i 1 hex: was to be launched on September 4-3-6 TD Bn (893) 4.Arm Div (all 4 units) 2, 1944. Comet envisioned using 4-2-8 Lt Tk Bn (759) the 1st Airborne Division, along 6-3-6 Tk Bn (70) C28.25, w/i 1 hex: with the Polish 1st Independent 24-4-3 Inf Div (35) Parachute Brigade, to secure several C55.33: 5-3-7 TD Bn (654) bridges over the River Rhine to aid 24-4-3 Inf Div (28) 36-2-3 Arty Grp (212) the Allied advance into the North 4-2-8 Lt Tk Bn (744) German Plain. The Divisional 5-3-7 TD Bn (630) C26.17: Headquarters for the 1st Airborne 4-4-7 Mech Cav Grp (106) Division, along with the 1st Air C52.33: landing Brigade and the Polish 1st 24-4-3 Inf Div (90) England Box: Independent Parachute Brigade 3-2-8 TD Bn (607) 82.Para Div (all 3 units) were to land at Nijmegen, 1st Para- 6-3-6 Tk Bn (712) 101.Para Div (all 4 units) chute Brigade was to land at Arn- 4-4-3 Para Rgt (501, 507, 508) hem, and 4th Parachute Brigade C44.12: was to land at Grave. However 4-4-7 Mech Cav Grp (3) Normandy Airfields: several days of poor weather and 3x P-47 Montgomery’s concerns over increas- C44.23 (St.Menehould): 3x P-38 ing levels of German resistance 20 Corps HQ 1x P-51 caused him to postpone the opera- 36-2-3 Arty Grp (120, 220) 1x B-26 tion and then cancel it entirely on 2T September 10, 1944.” — Christo- pher Hibbert’s Arnhem.

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Normandy Interdiction Airfields: Level-1 Air Bases: A35.09, A34.31, B44.12 (Rheine): 2x CW Spitfire IX A32.05, A29.29, A17.05, A13.07, 1x Ju.88 (12, reduced) 1x CW Typhoon A11.04, B58.01, B57.03, B53.09, 2T 1x CW P-51 B49.10, B48.08, B48.13, B48.21, 3x US P-47 B45.06, B44.19, B44.07, B43.31, A40.27 (Middelburg): 1x US P-51 B37.11, B33.03, B29.22, B28.28, 1x 3-3-2 Brkdwn Rgt 1x US A-20 B25.27, B22.24, B13.22, B11.23, 1x US A-26 B1.07, C56.19, C51.06, C38.08, A39.28 (Vlissingen): 2x US B-26 C33.11, C30.09, D60.04, Level-1 Hedgehog 1x Fr P-47 D57.03, D56.10, D51.10, 1x Fr B-26 D49.01, D48.08, D36.11, B39.33 (Nijmegen): D22.24, D21.09, D20.05, 3-2-1 MG Bn (29) German Information D8.25, D13.31, C3.30 Level-2 Air Bases: A37.29 (Breskens), w/i 2 hexes and Rail Cap: 10 A18.19, A18.11, south of the estuary: Sea Cap: Per Charts B61.01, B51.11, B48.16, B28.14, Supply: Per Table (roll each turn) B22.29, B15.23, D54.01, 89 Corps HQ Alarm Pool: 12x Alert and 6x Flak D42.23, D23.05 4-4-3 Assault Inf Bn (15) Level-3 Air Bases: (many are in setup) B44.12, B27.01, 2x 3-4-2 Brkdwn Rgt Reserve Markers: 5 B23.29 1x 3-3-2 Brkdwn Rgt Supply Cache Markers (option): 2 4x Level-1 Hedgehog 5 SP Dead Pile: German Setup 2.Pz Div (1-3, 2-3 Pz, 304 PzGr, 38 Prior to setup remove all of the Flak Note: just one Hedgehog per hex. PJ, 74 Arty) units from the Alarm Pool. These will A35.09 (Tilburg): 9.Pz Div (1-33 Pz, 11 PzGr) setup on the map. 11.Pz Div (1-15 Pz) 88 Corps HQ 5-4-3 FJ Rgt (v.Hof) 21.Pz Div (1-22 Pz, 192 PzGr, 200 A61.08 (Alkmaar): 6-5-6 PJ Bn (559) PJ) 1x 3-3-2 Naval Brkdwn Rgt 116.Pz Div (1-16, 2-16 Pz, 228 PJ, 2-1-2 Ost Bn (803) 60 PzGr, 146 Arty) A35.26 (Terneuzen): 1x Fester Platz (random from pool) 6-5-6 PJ Bn (654) A60.01 (Enkhuizen): 1 SP 4-4-6 AG Bn (394) 2-1-2 Ost Bn (812) 18-3-3 FJ Div (3) A34.33 (Brugge): 5-3-3 FJ Rgt (21) A57.10 (Beverwijk): 1x (5)-4-3 Alarm Flak Bn 4-4-6 FJ AG Bn (121) 1x Fester Platz (random from pool) 1.SS.Pz Div (1-1 Pz, 1 PJ, 1 Arty, 1 1 SP Werfer) A34.31 (Maldegem): 1x (3)-2-3 Alarm Flak Bn 2.SS.Pz Div (1-2, 2-2 Pz, 4 PzGr, 2 B57.22 (Hoogeveen): PJ, 2 Arty) 2-4-3 SS Bicycle Bn (LN) 9.SS.Pz Div (1-9, 2-9 Pz, 20 PzGr, 9 A32.29 (Eeklo): 12-3-2 Inf Div (344, less 1 step) Arty) A50.16 (Den Haag): 1x (4)-3-7 Alarm Flak Bn 10.SS.Pz Div (21 PzGr, 10 Arty) 2-1-2 Ost Bn (787) 12.SS.Pz Div (1-12 Pz Bn, 26 PzGr A32.05 (Eindhoven): Rgt, 12 PJ Bn, 12 Arty Rgt) B49.34: 17.SS.PzGr Div (17 AG, 17 PJ) 1x Me.262 (reduced) 1x Alert Bn (random from pool) 2T “Our seriously depleted forces and the impossibility of quickly procur- A48.18 (Hoek van Holland): A31.12 (Turnhout), w/i 2 hexes: ing sufficient reinforcements do not 1x Fester Platz (random from pool) 16-3-3 Inf Div (85, less 3 steps) allow the determination of a line 1 SP which can be held with certainty. A31.19 (Antwerp): A46.15 (Rotterdam): Therefore, it is important to gain 1x 3-3-2 Brkdwn Rgt much time to establish and bring 2-1-2 Ost Bn (822) up new units, for the completion 1x (1)-0-0 Pontoon Bde of the West (Wall) Position and to Level-1 Hedgehog destroy enemy forces with indi- vidual attacks.” — Adolf Hitler, 3 Sep 1944

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A31.19 (Antwerp), w/i 13 hexes and A23.16: A15.05: north of the Albert Canal: 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt 3x Alert Bn (random from pool) 1x 3-2-2 Brkdwn Rgt B23.29 (Monchengladbach): A15.19 (Gembloux): 1x 3-3-2 Brkdwn Rgt 1x Bf.109 (5; reduced) 1x 4-3-2 FJ Brkdwn Rgt 3-2-1 MG Bn (30) 1T 4-4-3 FJ Rgt (HG) B15.35 (Aachen), w/i 1 hex: 4-4-6 FJ AG Bn (Schm) A22.16: 74 Corps HQ 2-1-2 Ost Bn (600, 826 and 827) 5-3-2 KG (Fiebig) 10-3-2 Inf Div (526) 26-2-2 Arty Rgt (720) A30.06 (Valkenswaard): B22.24 (Dusseldorf): 2x (3)-3-1 Flak Grp (Achn) 16-3-3 Inf Div (353, less 3 steps) 2-2-2 LW Inf Bn (15) 3-2-1 MG Bn (33, 34) 1x (1)-0-0 Pontoon Bde 4x Pax A30.33 (Tielt), w/i 3 hexes: 8 SP 10-3-2 Inf Div (182) B22.29 (Rheydt): 12-3-2 Inf Div (712) 1x Fw.190f (4; reduced) A14.08: 2-1-2 Ost Bn (628, 680) 1T 2-4-3 Inf KG (Schwer)

B29.22: A21.07 (Genk): A14.18: 1x Fw.190a (5, reduced) 3-3-2 Inf KG (Riedel) 1x 4-3-2 FJ Brkdwn Rgt 1T 12-2-2 FJ Werfer Bn (121) A20.09 (Hasselt), w/i 3 hexes: A29.29 (Gent), w/i 2 hexes: 2 SS Pz Corps HQ B14.30 (Duren): 12-3-2 Inf Div (70) 12-2-2 SS Werfer Bn (502) 4-4-6 AG Bn (341) 1x (4)-3-7 Alarm Flak Bn 2-2-6 Lt Pz Co (224) 3 SP A13.06: A28.14 (Herentals), w/i 2 hexes: 1x 3-3-2 Brkdwn Rgt 12-3-2 Inf Div (719) A20.09 (Hasselt): 1x 3-2-2 Brkdwn Rgt A13.07 (Liege): B28.31 (Venlo): 2-4-5 Pz Co (319-Fkl) 16-3-3 Inf Div (84) A19.03 (Beek): 6-4-5 SP Arty Bn (217) 9.SS.Pz Div (19 PzGr, 9 Rec) A13.19: 1x 3-3-2 Brkdwn Rgt B27.01: A19.14 (Tienen): 1x Ju.52 12-4-7 Pz Bde (105) A12.04: 1T 1x 3-3-2 Brkdwn Rgt A19.20 (Wavre): A26.34 (Kortrijk): 9.SS.Pz Div (9 PJ) A12.18: 1x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt 1x (5)-4-3 Alarm Flak Bn A18.11 (St.Truiden): 2T (4)-3-2 Flak Grp (St.Tr) A11.04 (Verviers): 16-3-3 Inf Div (89; less 3 steps) B25.27 (Krefeld): A17.05 (Maastricht), w/i 1 hex: 1x Fw.190a (5, reduced) 16-3-3 Inf Div (275, less 1 step) A11.05: 1T 1x 3-3-2 Brkdwn Rgt A17.06: A24.15 (Aarschot): 10.SS.Pz Div (22 PzGr, 10 Rec) A11.18: 1x 3-3-2 Brkdwn Rgt 12-3-2 Inf Div (347, less 2 steps) A16.08 (Tongeren): B24.34 (Roermond), w/i 1 hex: 81 Corps HQ A9.15, w/i 1 hex: 12-3-2 Inf Div (49, less 2 steps) 4-4-3 Pio Bn (zbV 600) 1.SS.Pz Div (1, 2 PzGr, 1 Rec) 10-3-2 Inf Div (176) 4 SP 2-2-2 FJ Bn (2/2) A10.16: 26-2-2 Arty Rgt (621) A16.17, w/i 1 hex: 12.SS.Pz Div (25 PzGr, 12 Werfer) 6-0-R RR Arty Bn (725) 116.Pz Div (156 PzGr, 116 Rec) 2T B10.31: Roer Dam Marker

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A9.16: C55.15: C40.07: 12.SS.Pz Div (12 Motorcycle Bn) 1x 4-3-2 FJ Brkdwn Rgt 1x 3-4-2 Brkdwn Rgt

A7.17: C54.12: C40.09, w/i 1 hex: 2.SS.Pz Div (3 PzGr) 4-3-3 Bicycle Rgt (v.Frit) 17.SS.PzGr Div (37 PzGr, 17 MC) 2-1-2 Ost Bn (669) 8-4-2 Inf Div (462) C53.09: A6.17: 1x 3-4-2 Brkdwn Rgt C39.03 (Boulay): 3-4-2 Eng Bn (78) 13 SS Corps HQ C53.10: 4-4-3 Assault Inf Bn (1) A5.18: 15.PzGr Div (104 Inf) 26-2-2 Arty Rgt (761) 2.SS Pz Div (2 Rec) 4 SP C52.08: A4.18 (Beauraing): 1x Alert Bn (random from pool) C39.08 (Metz): 2-4-2 Eng Bn (1031) 2-3-2 SS Inf KG (Berg) D52.32 (Trier): 1x Fester Platz (random from pool) A2.20 (Fumay): 14-3-2 VG Div (19, less 2 steps) 2 SP 2.Pz Div (2 PzGr) 2-1-2 Ost Bn (642) 26-2-2 Arty Rgt (1036) C36.08, w/i 2 hexes: B1.07 (Wetzlar): 1x (1)-0-0 Pontoon Bde 3.PzGr Div (103 AG, 29 PzGr, 103 1x Fw.190a (5; reduced) 4 SP PJ, 103 Rec, 3 Arty) 1T D52.32 (Trier), w/i 2 hexes: C35.11 (Pont-a-Mousson): C62.21: 9.Pz Div (2-33 Pz, 10 PzGr, 9 Rec, 3.PzGr Div (8 PzGr) 2.Pz Div (2 Rec) 50 PJ, 102 Arty) C34.02 (Morhange): C61.14 (Recongne): C51.06 (Luxembourg City): 47 Pz Corps HQ 80 Corps HQ 4-4-3 Pio Bn (207) 2 SP 2 SP 4 SP C33.10: D60.04: C50.09 (Petange): 1x 4-3-2 FJ Brkdwn Rgt 1x Bf.109 (5; reduced) 12-4-7 Pz Bde (106) 1T C32.07, w/i 1 hex: C49.10 (Longwy): 15.PzGr Div (115 PzGr, 115 Rec, 33 C60.18: 1x 3-3-2 Brkdwn Rgt PJ, 33 Arty) 2-4-5 SP Arty Bty (2/218) D48.08 (Darmstadt): C32.10: C60.20: 1x Bf.109 (5; reduced) Level-1 Hedgehog 1x 4-3-2 FJ Brkdwn Rgt 1T 1x 4-3-2 FJ Brkdwn Rgt

C59.18: C46.09 (Audun-le-Roman): C31.06: Lehr.Pz Div (901 PzGr, 2-130 Pz) 1x Alert Bn (random from pool) 14-3-2 VG Div (553, less 1 step)

C58.15: C47.03: C31.10: 1x 3-4-2 Brkdwn Rgt 82 Corps HQ 1x 3-3-2 Brkdwn Rgt 2 SP C58.21: C30.09 (Nancy): 1x 3-3-2 Brkdwn Rgt C45.07 (Thionville): 1x 3-3-2 Brkdwn Rgt 2x 3-3-2 Brkdwn Rgt 1 SP C56.19 (Sedan): Level-1 Hedgehog 1x Alert Bn (random from pool) C30.10 (Nancy): C44.08, w/i 1 hex: 2-2-2 LW Inf Bn (I/90) D56.10: 12-3-2 Inf Div (48) 1x Fw.190a (5; reduced) C30.13 (Toul): 1T C42.05, w/i 3 hexes and east of the 1x Alert Bn (random from pool) Moselle River: 14-3-2 VG Div (559)

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C29.10: C4.30: Level-1 Hedgehog 10-3-2 Inf Div (189, less 1 step) Scenario 6.2: 1x 4-3-2 FJ Brkdwn Rgt Fall of ‘44 (Montgomery) C4.05 (Belfort): C27.06 (Luneville): 2-1-2 Ost Bn (654) This two-map campaign starts on Sep- 2-2-2 LW Inf Bn (IV/90) 2-2-2 LW Inf Bn (III/90) tember 5 and runs through the end of November. Its focus is on the Allied C25.09 (Bayon): C3.30 (Dijon): attempt to clear the Scheldt Estuary Level-1 Hedgehog 64 Corps HQ and advance toward the Rhine River. 1x 3-3-2 Brkdwn Rgt 1x (3)-2-3 Alarm Flak Bn 1x 3-1-2 SS Brkdwn Rgt C24.17 (Neufchateau): 3-2-3 Ost Rgt (4) General Information 5-4-3 Pol Rgt (19 SS) 1x Truck point Setup Order: Allied first Level-1 Hedgehog 2 SP First Player: Allied 1T Weather: Dry/Limited on 5 Sep C1.21: First Turn: 5 September 1944 D22.24 (Strasbourg): 16-3-3 Inf Div (338, less 1 step) Last Turn: 29 1x (1)-0-0 Pontoon Bde Total Turns: 26 Free Setup (with any Axis units): Reinforcements: Use campaign C21.26 (Chaumont): 4 SP arrival schedules, ignoring entries 1x 3-3-2 Brkdwn Rgt 3x Truck point for the South (Map C and Map 1x Alert Bn (random from pool) 3x Wagon point D). Roll for variable reinforce- Level-1 Hedgehog ments each turn (as modified by The above can be divided as desired Special Scenario Rule). 1 SP (SP down to tokens; trucks and wagons down to individual transport points). C20.11, w/i 2 hexes: Special Scenario Rules 21.Pz Div (125 PzGr, 21 Rec, 155 Emergency Pool (Ready units Use only Maps A and B. Arty) marked with asterisk; the rest Random Events are used, but some- 3T are Unready): times are modified per 1.13a. 12-4-3 Inf Div (Tett)* C17.34 (Chatillion-sur-Seine): 10-3-2 Inf Div (180, 190)* Multiply all German Supply Table 1x 3-3-2 Brkdwn Rgt 8-4-3 Inf Div (172, 406, 480) results by x1/2 (round all fractions 1x Alert Bn (random from pool) 8-3-3 Inf Div (471, 606, 616) up). Multiply all US Supply Table 8-2-3 Inf Div (617) results by x1/3 (round all fractions C14.07 (Remiremont): 6-2-3 Inf Div (Bava) up). For example a 7 SP result on the 2-3-3 Bicycle Bn (608) 3-3-2 SS Inf KG (Dunk) tables would round to 3 SP for the US and to 4 SP for the Germans. C14.23 (Langres): Luftlotte Reich: Multiply all US and German Repl 66 Corps HQ 8x Bf-109 (4) Table arrivals by x1/2 (CW repls are 14-3-2 VG Div (16, less 2 steps) 2x Fw-190a (4) unchanged). Round any resulting frac- 4-4-6 AG Bn (902) tions in each category (Pax, Eq, etc.) 3 SP Wacht am Rhein Box (Ready side): individually by rolling a die (down 39 Pz Corps HQ on a 1-3, up on a 4-6). Examples: C12.20: 53 Corps HQ EP readies 1 unit (down from 2); LR 2-2-2 LW Inf Bn (II/90) 1SS Pz Corps HQ results in 5 planes (player’s choice, 24-2-1 Arty Corps (402, 407, 408, down from 10); HH is a 50-50 roll to C11.34: 409) receive a hedgehog. 5-3-2 Inf KG (Browd) 26-2-2 Arty Rgt (617, 762) Broadfront rules (3.10) are not used. 42-2-2 Werfer Bde (7, 9, 17, 18) C5.16, w/i 1 hex: 12-2-2 SS Werfer Bn (508) Wacht am Rhein does not take place 10-3-2 Res Inf Div (159; less 1 step) 9-2-2 SS Arty Bn (501, 502) in this scenario (unless using “The 9-5-4 SS Tiger Bn (501) Great Argument” option), but the D5.33 (Mulhouse): 8-3-3 Cdo Bde (150) German player must still withdraw 16-1-3 SS Inf Div (30, less 3 steps) 2-2-2 FJ Bn (v.d.H.) units for WaR as given on the Arrival 5x Reserve Markers Chart. C4.22 (Gray): Major Ports all begin with maximum 1x 3-2-2 Brkdwn Rgt damage hits (4). Antwerp (B30.19),

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 23 Beyond the Rhine, OCS #14 the only major port under Allied con- Normandy Airfields: Normandy Airfields: trol, also has 4 mine hits at start. 6x Spitfire IX 1x B-26 Unless using the Operation Comet 2x Typhoon 1x P-38 option (see sidebar on page 19), no 1x P-51 England Airfields: Allied Air Transport or Airdrop can be 2x P-47 planned before the September 8 turn 1x C-47 England Airfields: (so earliest possible execution would 3x C-47+Gldr be September 15 turn). 2x Mosquito 2x B-26 1x Tempest 1x C-47 Extra supply sources: Axis can use RRs 6x C-47+Gldr along the south edge of Map B; Allies American Setup can be use RRs along the south edge Normandy Interdiction Airfields: Setup units on Map A per 6.1. of Map A. 2x CW Spitfire IX The Axis player is allowed to fuel one England Box: 1x CW Typhoon formation as part of setup. The Fuel 82.Para Div (all 3 units) 1x CW P-51 marker for the chosen division can be 101.Para Div (all 4 units) 2x US P-47 hidden under combat units, so only 4-4-3 Para Rgt (501, 507, 508) 1x US A-26 the Axis player knows which is fueled 1x US B-26 at start. Southern France Airfields: Not in play Victory Conditions Check for a winner at the end of the 29 Nov turn. The Allies win by achieving at least 4 of the geographic objectives listed below. Otherwise, the Germans win. • Occupy Aachen (A15.01). • Occupy the Roer Dam hex (1.9). The Great Argument (optional) • Occupy Roermond (B24.34). • Clear Antwerp’s approaches “Ike has decided that a northern thrust toward the Ruhr under Montgomery is (1.11a). not at the moment to have priority over other operations.” • Repair/capture a Rhine bridge. What if Ike had given Monty com- F) The first time the Allies repair/ mand of a northern thrust? This capture a Rhine bridge in Ger- option lets players explore that by many, it triggers a change in the changing “Fall of '44 (Montgomery)” WaR column of the Repl Table... Allied Information per the following: Rail Cap: Sept Oct Nov • The next ‘Y’ result means the 0 1 2 A) To win, the Allies must occupy or entire 21st Pz. Division arrives Sea Cap: Per Charts isolate (cutting them out of Ger- as a “North to South” trans- Supply: Per Table (roll each turn) man trace supply) all the hexes of fer. Seaborne Assaults Available: 4 the Ruhr. Nothing else matters. • A second ‘Y’ result (the one Arty Ammo Markers: 0 B) American supply columns are after the panzer division gets Bridge Check Markers: 1 shifted up by 2. (CW supply transferred) makes Wacht am Reserve Markers: 1 is unchanged.) German supply Rhein possible. The German Supply Cache Markers (option): 2 columns are shifted up by 1. player controls its timing — it Dead Pile: None C) Give the Allies 1 extra Bridge can be declared right away or Check and Reserve marker at in any subsequent Reinforce- Commonwealth Setup start. ment Phase. Because WaR is a Setup units on Map A per 6.1. possibility, the Germans must D) “Fractional” repls (see Special go through regular buildup Scenario Rules to left) now round and prep (see 2.9). England Box: up on a 3-6. 1.Para Div (all 3 units) E) Both sides ignore any Arrival 4-4-3 Polish Para Bde (1) Chart entries that shift troops from “North to South.”

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German Information (down from 2); LR results in 5 planes Rail Cap: 5 Scenario 6.3: (player’s choice, down from 10); HH Sea Cap: Per Charts Fall of ‘44 (Patton) is a 50-50 roll to receive a hedgehog. Supply: Per Table (roll each turn) The Allies have use of 1x US C-47 Alarm Pool: 12x Alert and 6x Flak “When you have an adversary stag- (based in England) on up to three Reserve Markers: 3 turns during the scenario (player’s Supply Cache Markers (option): 1 gering and hanging on the ropes, don’t let up on him. Keep smashing, choice). It can only be used to deliver Dead Pile: supply from England. 2.Pz Div (1-3, 2-3 Pz, 304 Inf, 38 PJ, keep him of balance and on the run 74 Arty) until you have knocked him out Wacht am Rhein does not take place 9.Pz Div (1-33 Pz, 11 PzGr) completely. That is the way to get in this scenario (unless using the “Pat- 116.Pz. Div (1-16, 2-16 Pz, 228 PJ, this dirty business over quickly and ton Gets His Chance” option), but 60 PzGr, 146 Arty) at the smallest cost.” — General the German player must still withdraw 4-4-6 AG Bn (394) George Patton. units for WaR as given on the Arrival Chart. 5-3-3 FJ Rgt (21) This two-map campaign starts on Sep- 4-4-6 FJ AG Bn (121) tember 5 and runs through the end of Extra supply sources: Axis can use RRs 18-3-3 FJ Div (3) November. Its focus is on the Allied along the north edge of Map D; Allies 1.SS.Pz Div (1-1 Pz, 1 PJ, 1 Arty, 1 attempt to capture the Saar Region can be use RRs along the north edge Werfer) and advance toward the Rhine River. of Map C. 2.SS.Pz Div (1-2, 2-2 Pz, 4.PzGr, 2 The Axis player is allowed to fuel one PJ, 2 Arty) formation as part of setup. The Fuel 9.SS.Pz Div (1-9, 2-9 Pz, 20 Inf, 9 General Information marker for the chosen division can be Arty) Setup Order: Allied first hidden under combat units, so only 10.SS.Pz Div (21 PzGr,10 Arty) First Player: Allied the Axis player knows which is fueled 12.SS.Pz Div (1-12 Pz, 26 PzGr, 12 Weather: Dry/Limited on 5 Sep at start. PJ, 12 Arty) First Turn: 5 September 1944 Last Turn: 29 November 1944 Victory Conditions Emergency Pool (Ready units Total Turns: 26 If the Allies have repaired/captured a marked with asterisk; rest are Reinforcements: Use campaign Rhine bridge the game ends immedi- Unready): arrival schedules, ignoring entries ately in an Allied victory. Otherwise, 12-4-3 Inf Div (Tett)* for the North (Map A and Map check for a winner at the end of 10-3-2 Inf Div (180, 190)* B). Roll for variable reinforce- the 29 Nov turn. The Allies win by 8-4-3 Inf Div (406, 480) ments each turn (as modified by achieving at least 3 of the geographic 8-3-3 Inf Div (471, 606, 616) Special Scenario Rule). objectives listed below. Otherwise, the 8-2-3 Inf Div (617) Germans win. Special Scenario Rules • Occupy Colmar (D13.31). German Setup Use only Maps C and D. • Occupy Luxembourg (C51.06). During setup only put the 12x Alert • Occupy Strasbourg (D22.24). units in the Alarm Pool. When setup Random Events are used, but some- is complete, add in the Flak units that times are modified per 1.13a. • Occupy Trier (D52.32). aren’t part of the setup back to the Multiply all German Supply Table • Occupy Saar (all hexes, see 1.12b) Pool. results by x1/2 (round all fractions down Setup units on Maps A and B per 6.1. ). Multiply all US Supply Table results by x2/3 (round all fractions Allied Information down). For example a 7 SP result on Rail Cap: Sept Oct Nov Free Setup (with any Axis units): the tables would round to 4 SP for the 0 1 2 2 SP US and would round to 3 SP for the Sea Cap: None 2x Truck point Germans. Note in this scenario the Supply: Per Table (roll each turn) 1x Wagon point Allied player cannot receive supply Seaborne Assaults Available: NA The above can be divided as desired shifts for ports. Arty Ammo Markers: 0 Bridge Check Markers: 1 (SP down to tokens; trucks and wagons Multiply all US and German Repl Reserve Markers: 1 down to individual transport points). Table arrivals by x1/2. Round any Supply Cache Markers (option): 2 resulting fractions in each category Dead Pile: None (Pax, Eq, etc.) individually by roll- Luftlotte Reich: ing a die (down on a 1-3, up on a 4x Bf-109 (4) 4-6). Examples: EP readies 1 unit 1x Fw-190a (4)

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US/French Setup German Information Luftlotte Reich: Setup units on Map C per 6.1. Rail Cap: 5 4x Bf-109 (4) Sea Cap: None 1x Fw-190a (4) England Box: Supply: Per Table (roll each turn) Not in Play Alarm Pool: 12x Alert and 6x Flak Free Setup (with any Axis units): Reserve Markers: 2 2 SP Supply Cache Markers (option): 1 1x Truck point Normandy Airfields: Dead Pile: 2x Wagon point 2x P-38 11.Pz Div (1-15 Pz) 1x P-47 The above can be divided as desired 21.Pz Div (1-22 Pz, 192 PzGr, 200 (SP down to tokens; trucks and wagons PJ) Normandy Interdiction Airfields: down to individual transport points). 6-5-6 PJ Bn (654) 1x US P-47 17.SS PzGr Div (17 AG, 17 PJ) 1x US P-51 1x US A-20 Emergency Pool (Unready): 1x US B-26 8-4-3 Inf Div (172) 1x Fr P-47 6-2-3 Inf Div (Bava) 1x Fr B-26 3-3-2 SS Inf KG (Dunk) Scenario 6.4: Operation Queen German Setup During setup only put the 12x Alert Bradley’s major autumn offensive, units in the Alarm Pool. When setup Operation Queen, was envisioned is complete, add the Flak units that as a replay of Operation Cobra. A aren’t part of the setup back to the massive air strike, paving the way Pool. for a quick US Army breakthrough Setup units on Maps C and D per 6.1. out of congested terrain into open country for a deep envelopment of German defenses. — Steven Zaloga’s The 1944-45. Patton Gets His Chance (optional) General Information The Allied supply levels in this game Setup Order: Allied first are based on the historical Broad F) Germans don’t halve arriving SP. First Player: Allied Front Strategy. What if Ike had given Their supply status is ‘5’ and rail Weather: Mud/Limited on 15 Nov Patton priority for a drive to the cap is ‘7’ for the entire scenario. First Turn: 15 November 1944 Rhine? This option lets players explore G) If the Allies have either occupied Last Turn: 12 that by changing “Fall of ‘44 (Patton)” the Saar Coalfields or repaired/ Total Turns: 9 per the following: captured a Rhine bridge, it trig- Reinforcements: Use special scenario A) To win, the Allies must now gers a change in the WaR column arrival schedules. Do not roll for repair a Rhine bridge AND of the Repl Table... variable reinforcements or supply achieve at least 3 of the geo- • The next ‘Y’ result means arrivals in this scenario. graphic objectives. the entire 116th Pz. Division B) Allies don’t reduce their arriving arrives as a “North to South” Special Scenario Rules SP and double the scenario rail transfer. Use only a portion of Map B. The cap. Also give them 1 extra Bridge • A second ‘Y’ result (the one play boundary is limited to the 23.xx Check and Reserve marker. after the panzer division gets hexrow in the north and the 11.xx transferred) makes Wacht am hexrow in the south. Hexes east of C) Add 2x P-47 and 2x B-26 to US the Rhine River are also out of play. setup in Normandy Box. Rhein possible. The German player controls its timing — it Units may not move or retreat out D) Both sides ignore any Arrival can be declared right away or of the play area (if forced to they are Chart entries that shift troops in any subsequent Reinforce- removed from the game). from “South to North.” ment Phase. Because WaR is a German supply sources are detrainable E) “Fractional” repls (see Special possibility, the Germans must hexes that lead off the North, East, Scenario Rules to left) now round go through regular buildup or South map edge. Arriving SP and up on a 3-6. and prep (see 2.9). ground units can be placed in any cit-

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 26 © 2019 All Rights Reserved. The Gamers, Inc. ies (major or minor) and detrainable American Setup B12.33: hexes in trace supply. B20.35: 5.Arm Div (CCR) 1x 5-4-3 Brkdwn Rgt 24-4-3 (4, less 1 step) Allied supply sources are all road and 2T 5-3-7 TD Bn (803) rail hexes that exit the west map edge. Incoming SP are placed with any B18.35: B12.34 or B11.35: Combat Mode HQs that are in trace 24-4-3 Inf Div (102, less 1 step) 24-4-3 Inf Div (28, less 2 steps) supply; other arriving ground units are 6-3-6 Tk Bn (771) 6-3-6 Tk Bn (707) placed on any supply source hexes. 4-4-7 Cav Grp (102) Ignore 3.5e in this scenario and allow B17.35: Commonwealth and US units to draw 2.Arm Div (all 5 units) B12.35: from a common SP pool. Note that all 5-3-7 TD Bn (702) 5.Arm Div (CCA, CCB, Div Arty) other Allied Cooperation restrictions 5-3-7 TD Bn (628) are unchanged. B16.34: 4-3-6 TD Bn (629) Allied air units are based in the 24-4-3 Inf Div (29) Normandy Box with an assumed AEP 6-3-6 Tk Bn (747) With any HQ: number for the west edge of 55. 1x Truck point B16.35: Strategic Interdiction (3.7) is in effect 19 Corp HQ Air Units: on Normal Flight turns, affecting Ger- 24-3-3 Inf Div (84) 2x B-26 man movement costs. 36-2-3 Arty Grp (119, 219) 2x A-20 Ignore the Broadfront Strategy (3.10) 18-3-3 Rocket Bn (18) 3x P-38 restrictions in this scenario. 3 SP 5x P-47 Common Random Event #11 (Carpet See Scenario Special Rule for basing Bombing) is in effect on the Allied B15.34: first turn. Follow the instructions for 24-4-3 Inf Div (30) 2-4-2 FT Tk Bn (743) this event. Allied Arrivals 4-3-6 TD Bn (823) 19 November Victory Conditions B15.35: 2x Reserve Markers The Allies win by having a combat 7 Corps HQ 24-4-3 Inf Div (8) unit in all three of the following hexes 36-2-3 Arty Grp (107, 207) at the end of the scenario: B14.30 1x Arty Div (9) 1 December (Duren), B17.31 (Julich), and B20.31. 6 SP 2x Supply Cache (option) The units must also be in trace supply. B14.33 (Stolberg): 5 December The Germans win if the Allies fail to 24-4-3 Inf Div (104, less 1 step) 24-4-3 Inf Div (9) achieve their victory conditions. 6-3-6 Tk Bn (750) 2-5-3 Rngr Bn (2) (3)-2-3 TD Bn (692) Allied Information 8 December Rail Cap: 0 B13.33: (3)-2-3 TD Bn (802) Supply: Receive 4 SP each turn 24-4-3 Inf Div (1) Arty Ammo Markers: 1 6-3-6 Tk Bn (745) Bridge Check Markers: 0 4-3-6 TD Bn (634) German Information Reserve Markers: 2 Rail Cap: 0 Supply Cache Markers (option): 2 B13.34: Supply: Receive 4 SP each turn Dead Pile: None 3.Arm Div (all 5 units) Reserve Markers: 4 5-3-7 TD Bn (703) Supply Cache Markers (option): 1 Commonwealth Setup Dead Pile: None B22.34 or B21.35: B13.35: 22-4-3 Inf Div (43) 5 Corps HQ German Setup 2 SP 36-2-3 Arty Grp (105, 205) B22.29 (Rheydt): 6 SP 9.Pz Div (2-33 Pz, 10 PzGr, 11 Inf, 9 Rec, 50 PJ, 102 Arty) 4-4-6 AG Bn (244) 1 SP

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B22.32: B14.32: 5 December 12 SS Corps HQ Level 1 Hedgehog Remove 9.Pz Div (all units) 1x 2-4-3 Alert Bn 16-3-3 Inf Div (275, less 2 steps) Remove 10.SS.Pz Div (all units) 36-2-1 Arty Corp (388) 1 SP B13.32: 8 December Level-2 Hedgehog 4-4-6 AG Bn (902) B22.33: 2x 3-3-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt B12.29: B21.34: 116.Pz Div (60 PzGr, 228 PJ, 146 Level-2 Hedgehog Arty) 16-3-3 Inf Div (176, less 1 step) 5-5-6 PJ Bn (519) Scenario 6.5: 4-4-6 AG Bn (341) B20:34: 1 SP Bulge Campaign Level-2 Hedgehog 14-3-2 VG Div (183, less 2 steps) B12.32: “Here, out of the Ardennes, with Level-2 Hedgehog the objective, Antwerp.” With those B19.35: 16-3-3 Inf Div (89, less 2 steps) words, Adolf Hitler set in motion Level-2 Hedgehog preparations for a battle that was 2x 3-3-2 Brkdwn Rgt B11.30: to assume epic proportions, the 74 Corps HQ greatest German attack in the West B18.34: 14-3-2 VG Div (344) since the campaign of 1940 had Level-2 Hedgehog 24-2-1 Arty Corps (405) brought down the Netherlands, 14-3-2 VG Div (246, less 2 steps) 3 SP Belgium, Luxembourg, and France in swift and ignominious defeat. It B17.31: B11.32: was destined to involve more than 81 Corps HQ 116.Pz Div (1-16 Pz) a million men and to precipitate 9-5-4 Tiger Bn (506) an unparalleled crisis for the Allied 2-4-5 Fkl Co (319) B11.33: armies. It was also to involve one 4-5-5 Fkl Bn (301) Level-1 Hedgehog of the most egregious failures in 48-2-1 Arty Corps (766) 1x 3-3-2 Brkdwn Rgt the history of American battle- 4 SP 4-4-6 AG Bn (667) field intelligence. Yet it was also 2-2-2 LW Inf Bn (5) to become the greatest battle ever B17.32: fought by the United States army. 3.PzGr Div (103 Recon, 3 Arty) B11.34: — Charles B. Macdonald’s “A Time Level-2 Hedgehog for Trumpets.” B17.34: 14-2-2 VG Div (272, less 1 step) Level-2 Hedgehog During The Grand Campaign much 2x 3-3-2 Brkdwn Rgt German Reinforcements rides on the preparation and timing of B16.27: 22 November the Wacht am Rhein counter-offen- sive. This campaign start is for players 18-3-3 FJ Div (3) 47 Pz Corps HQ 14-3-2 VG Div (363) who want to get right to it. B16.33: 16-3-3 Inf Div (353) Level-2 Hedgehog 10.SS.Pz Div (21 PzGr, 22 Inf, 10 General Information 3.PzGr Div (8 Inf, 103 AG) Rec, 10 PJ, 10 Arty) Setup Order: Allied first First Player: German B15.33: 26 November Weather: Snow/No Flight on 15 Dec Level-2 Hedgehog 14-3-2 VG Div (340) First Turn: 15 December 1944 14-4-2 VG Div (12, less 1 step) Last Turn: 29 April 1945 2-4-6 Pz Co (2-2/103) 29 November Total Turns: 40 (or less) (5)-4-3 PJ Bn (682) Reinforcements: Use campaign B14.30 (Duren): arrival schedules. Roll for variable 14-3-2 VG Div (47) 1 December reinforcements each turn. 15.PzGr Div (104 Inf, 115 Rec, 33 PJ, 33 Arty) 1x Supply Cache (option)

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Special Scenario Rules Allied Information A38.01 (Grave): Use all maps (A, B, C, D). Rail Cap: Per Charts 2 Can Corps HQ All German-controlled major ports Sea Cap: Per Charts 2.Can.Tk Bde (all 3 units) have 4 hits (mines haven’t been Supply: Per Table (roll each turn) 12-2-5 Can SP Arty Rgt (19) rolled). Antwerp ports are both fully Seaborne Assaults Available: 2 2 SP repaired. Arty Ammo Markers: 1x CW Bridge Check Markers: 2 B38.32: Wacht am Rhein (1.8) begins on 15 Reserve Markers: 16 1x 5-4-3 Can Brkdwn Bde December. Deployment from the Supply Cache Markers (option): 4 WaR Box is reflected in the scenario Dead Pile: B38.33: setup. Use 2.9f, which allows the CW: 22-4-3 Can Inf Div (2, less 1 step) Germans to control the initiative on 22-4-3 Inf Div (50) 19 December. 1.Abn Div (all 3 units) A37.06 (Hertogenbosch): Roer River Dam (1.9) locks have not 2-4-2 Flm Tk Bn (1) 22-4-3 Inf Div (51, less 1 step) yet been broken. 1.Pol.Arm Div (10 Tk Bn) 4-4-3 Pol Abn Bde (1) A37.19 (Bergen op Zoom): No Allied airdrops are pre-planned at US: 5-4-3 Cdo Bde (4) the start of the scenario. 6-3-6 Tk Bn (701, 748 761) Allied units cannot setup in Reserve B37.33: mode. Level-1 Air Bases: A36.02, A35.09, 1x 5-4-3 Can Brkdwn Bde Remember that Broadfront restric- A34.31, A22.06, A18.11, A17.05, tions are temporarily lifted during A15.29, A13.07, A12.22, A11.04, A36.02 (Uden): Wacht am Rhein (see 2.9e). A7.21, C56.19, C51.06, C42.15, 1x Spit.IX C38.08, C35.29, C33.11, 2x Typhoon After both sides have finished their C33.25, C30.09, C3.30, D22.24 2T normal setup, the Allied player can Level-2 Air Bases: A32.05, A29.29, have six of his infantry divisions spin A24.05, A18.19 A35.09 (Tilburg): off breakdowns into adjacent hexes Level-3 Air Bases: A30.19, A23.21, 1 Corps HQ that do not contain enemy units. C54.34 3-4-8 Rec Bn (Rac) For example… 33 Tk Bde (all 3 units) • British 15th Div deploys break- Commonwealth Setup 2 SP downs in B29.32 & B27.33; 3rd B40.32: B35.33: Div deploys one in B36.33. 22-4-3 Inf Div (49) 22-4-3 Inf Div (3) • US 30th Div deploys a breakdown B39.32: in B16.33; 83rd Div deploys one A34.31 (Maldegem): 1x 5-4-3 Can Brkdwn Bde in B15.32; 78th Div deploys one in 1x Spit.IX B11.34; 1st Div deploys break- 1T downs in A13.06 & A13.04. B39.33 (Nijmegen): 22-4-3 Can Inf Div (3, less 2 steps) A32.03 (Helmond): 1x All Bridges Intact Marker 8 Corps HQ Victory Conditions B39.35: 3-4-8 Rec Bn (2 HC) Use campaign game victory conditions 6.Gd.Tk Bde (all 3 units) 3-4-7 Can Rec Bn (18) (4.0). 12-2-5 SP Arty Rgt (86) 72-2-3 Can Arty Div (2) 72-2-3 Arty Div (8) 72-2-3 Arty Div (9) 2 SP A39.06: A32.05 (Eindhoven): 1x 5-4-3 Brkdwn Bde 1x Spit.IX A39.10: 2x Typhoon 1 SP 4.Can.Arm Div (all 4 units) B32.32: A39.14, w/i 1 hex: 11.Arm Div (159 Mech, 15/19 Tk, 1.Pol.Arm Div (3, 10 Mech, Arty) Arty)

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A31.01 (Deurne): A22.02: B18.32 (), w/i 1 hex and 11.Arm Div (29 Mech) Gds.Arm Div (all 4 units) west of Roer River: 24-4-3 Inf Div (29, 102) A30.19 (Antwerp): A21.01: 6-3-6 Tk Bn (771) 5-3-3 Dutch Inf Bde (RNPI) 22-4-3 Inf Div (43, less 1 step) 5-3-7 TD Bn (771) 1x Tempest 2-4-2 FT Tk Bn (141) 2-4-2 Flm Tk Bn (747) 2T A21.02: A17.01 (Heerlen): A29.29 (Gent): 30 Corps HQ (30) 19 Corps HQ 1x Spit.IX 3-4-8 Rec Bn (11HC) 4-4-7 Mech Cav Grp (113) 1T 72-2-3 Arty Div (3, 4) 36-2-3 Arty Grp (119, 219) 2 SP A28.06: A17.05 (Maastricht): 34.Tk Bde (all 3 units) A20.02: 5-3-7 TD Bn (702) 52.AL Div (all 3 units) 1x (1)-0-0 Pontoon Bde B28.32 (Maasbree): 18-3-3 Rocket Bn (18) 22-4-3 Inf Div (15) A12.07: 108-2-3 Arty Div (9) 2-3-3 Bel Inf Bn (5) B28.34: B17.34 (Alsdorf): 4.Arm Bde (all 5 units) England Airfields: 24-4-3 Inf Div (30) 2x Mosquito 4-2-8 Lt Tk Bn (744) A26.03 (Weert): 1x B-25 2-4-2 Flm Tk Bn (743) 12 Corps HQ 1x C-47 4-3-6 TD Bn (823) 3-4-8 Rec Bn (1RD) 3x C-47+Gldr 72-2-3 Arty Div (5) A16.05: 2x Eq American/French Setup 16 Corps HQ 2 SP A22.06: 4-4-7 Mech Cav Grp (15) 1x P-47 36-2-3 Arty Grp (116, 216) A25.01: 2T 2 SP 22-4-3 Inf Div (53) A20.01: B16.31: A24.03: 13 Corps HQ 24-4-3 Inf Div (104) 8.Arm Bde (all 5 units) 4-4-7 Mech Cav Grp (11) 6-3-6 Tk Bn (750) 36-2-3 Arty Grp (113, 213) (3)-2-3 TD Bn (692) A24.05 (Bree): 2 SP 1x Spit.XIV A15.01 (Aachen), w/i 1 hex: 2T B20.34, w/i 1 hex: 7 Corps HQ 24-3-3 Inf Div (84) 3.Arm Div (all 5 units) A23.02: 7.Arm Div (all 4 units) 5-3-7 TD Bn (703, 899) 7.Arm Div (all 4 units) 5-3-7 TD Bn (814) 3-2-8 TD Bn (705) 3-2-8 TD Bn (638) 36-2-3 Arty Grp (107, 207) A23.21 (Brussels): 2 SP 1x Spit.XIV A18.03: B15.31: 1x B-25 2.Arm Div (all 5 units) 3x Truck point 24-4-3 Inf Div (9) 4 SP A18.11 (Sint.Truiden): 6-3-6 Tk Bn (746) 1x P-47 A23.22 (Brussels): B14.31: 1T 1 Abn Corps HQ 24-4-3 Inf Div (83) 1x (1)-0-0 Pontoon Bde A18.19: 6-3-6 Tk Bn (774, 736) 36-2-3 Arty Bde (59) 2x P-47 4-3-6 TD Bn (629) 2x Eq 2T B13.31: A22.01: 5.Arm Div (CCA, CCB) 1x 5-4-3 Brkdwn Bde

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A13.05: A7.01: C61.09 (Bastogne): 24-4-3 Inf Div (1, less 1 step) 24-4-3 inf Div (2, less 3 steps) 8 Corps HQ 6-3-6 Tk Bn (745) 6-3-6 Tk Bn (741) 36-2-3 Arty Grp (208) 4-3-6 TD Bn (634) 4-3-6 TD Bn (644) 3 SP

A13.07 (Liege): A7.03 (Malmedy): C57.04: 3-2-8 TD Bn (643) 9.Arm Div (CCB) 1x 5-4-3 Brkdwn Rgt 2x Truck point 3-2-8 TD Bn (811) Level-1 Hedgehog 6 SP B7.34: C56.05 (Ettelbruck): B13.32: 2x 5-3-3 Brkdwn Rgt 24-4-3 Inf Div (28, less 3 steps) 5.Arm Div (CCR, Arty) Level-1 Hedgehog 5-3-7 TD Bn (628) C55.03: B6.33: 9.Arm Div (CCA) B12.31: 24-3-3 Inf Div (99, less 2 steps) 2T 4-4-7 Mech Cav Grp (4) (3)-2-3 TD Bn (801) 4-2-8 Lt Tk Bn (759) Level-1 Hedgehog C55.35: 4-3-6 TD Bn (635) 2-4-3 Para Bn (551) B5.34: B12.32: 4-4-7 Mech Cav Grp (14) C54.01 (Echternach): 24-4-3 Inf Div (8) Level-1 Hedgehog 1x 5-4-3 Brkdwn Rgt 2-5-3 Rngr Bn (2) 1 SP 3-2-8 TD Bn (817) C54.34: A4.03 (St. Vith): 2x P-47 A11.04 (Verviers): 1x 5-3-3 Brkdwn Rgt 2T 5 Corps HQ Level-1 Hedgehog 1x 5-4-3 Brkdwn Rgt 1T C52.01: 2 SP 1x 5-4-3 Brkdwn Rgt A3.01: B11.33: 1x 5-3-3 Brkdwn Rgt C52.04, w/i 2 hexes: 24-3-3 Inf Div (78, less 1 step) 1T 24-4-3 Inf Div (4, less 3 steps) 4-3-6 TD Bn (893) 6-3-6 Tk Bn (70) 6-3-6 Tk Bn (709) A3.04: 5-3-7 TD Bn (803) 5-3-7 TD Bn (630) (3)-2-3 TD Bn (802) A10.01: 36-2-3 Arty Grp (108) 36-2-3 Arty Grp (105, 205) C51.34 (Reims), w/i 3 hexes: B3.34: 18 Abn HQ B10.33: 24-3-3 Inf Div (106, less 2 steps) 82.Abn Div (all 3 units) 4-4-7 Mech Cav Grp (102) 3-2-8 TD Bn (820) 101.Abn Div (all 4 units) 1x 5-3-3 Brkdwn Rgt 2T 4-4-3 Para Rgt (501, 508)

B9.34: A2.03: C49.04: 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt Level-1 Hedgehog A8.04: 2T C46.35 (Epernay): 3-4-6 Mech Bn (526) 4-4-3 Para Bn (517) 2-2-3 Inf Bn (Norway) A2.05: 108-2-3 Arty Div (1) 9.Arm Div (CCR, Arty) C45.04, w/i w/i 1 hex and south of 2 SP Moselle River: C61.04: 10.Arm Div (all 4 units) B8.34: 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt 2x 5-4-3 Brkdwn Rgt Level-1 Hedgehog 4-4-7 Mech Cav Grp (3) Level-1 Hedgehog 1T 3-2-8 TD Bn (609)

C61.05: 6-3-6 Tk Bn (707)

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C45.07 (Thionville): D36.32 and/or D37.33: D32.22: 20 Corps HQ 6.Arm Div (all 4 units) 24-4-3 Inf Div (103, less 3 steps) 36-2-3 Arty Grp (120, 220) (3)-2-3 TD Bn (691) 2 SP 3-2-8 TD Bn (603) D32.23: 1x 5-3-3 Brkdwn Rgt C44.01, w/i 1 hex: D35.25: 24-4-3 Inf Div (90, less 1 step) 24-4-3 Inf Div (45, less 3 steps) D32.34: 6-3-6 Tk Bn (712) 4.Arm Div (all 4 units) 5-3-7 TD Bn (773) D35.26: 3-2-8 TD Bn (607) 1x 5-4-3 Brkdwn Rgt D31.20: 5-3-7 TD Bn (645) 14.Arm Div (CCA) D42.34, w/i 1 hex: 24-4-3 Inf Div (95) D35.27: D31.21: 6-3-6 Tk Bn (778) 24-3-3 Inf Div (100, less 2 steps) 1x 5-3-3 Brkdwn Rgt (3)-2-3 TD Bn (774) 6-3-6 Tk Bn (781) D31.31: C39.08 (Metz): D35.28: 15 Corps HQ 3 Corps HQ 2x 5-3-3 Brkdwn Rgt 4-4-7 Mech Cav Grp (106) 36-2-3 Arty Grp (103, 203) (3)-2-3 TD Bn (824) 36-2-3 Arty Grp (115, 215) 3x Truck point 2 SP Level-3 Hedgehog D35.29: 5 SP 1x 5-4-3 Brkdwn Rgt C30.09 (Nancy): 5-3-7 TD Bn (776) 1x P-47 C39.09: 1T 24-4-3 Inf Div (26, less 2 steps) C35.01: 3-2-8 TD Bn (602) 24-4-3 Inf Div (80) D30.18: 6-3-6 Tk Bn (702) 1x 5-4-3 Brkdwn Rgt D39.34, w/i 1 hex: 5-3-7 TD Bn (808) 5-3-7 TD Bn (813) 24-4-3 Inf Div (5, less 1 step) 4-4-7 Mech Cav Grp (6) D34.24: D30.19: 6-3-6 Tk Bn (735) 1x 5-4-3 Brkdwn Rgt 14.Arm Div (CCB, Arty) 5-3-7 TD Bn (818) (3)-2-3 TD Bn (807) D34.31 (Sarralbe): D29.18: 2-5-3 Rngr Bn (5) 12 Corps HQ 24-4-3 Inf Div (79) 1x Mule point 36-2-3 Arty Grp (112, 212) 6-3-6 Tk Bn (191) 108-2-3 Arty Div (3) C38.08: 1 SP D27.23 (Haguenau): 1x P-47 6 Corps HQ C33.11: 36-2-3 Arty Grp (106, 206) D36.29: 1x P-47 14.Arm Div (CCR) 24-4-3 Inf Div (44, less 1 step) 1T 2 SP 6-3-6 Tk Bn (749) D33.24: D26.28 (Saverne): D36.30 (Sarreguemines): 1x 5-4-3 Brkdwn Rgt 2-4-7 Mech Cav Bn (117) 24-3-3 Inf Div (87) 108-2-3 Arty Div (7) 5-3-7 TD Bn (610) C33.25 (Saint Dizier): 1x (1)-0-0 Pontoon Bde 3-2-8 TD Bn (704) 1x P-47 4 SP 1T D36.31: C24.17 (Neufchateau): 24-4-3 Inf Div (35) D33.31: 6-3-6 Tk Bn (740) 4-4-7 Mech Cav Grp (2) 12.Arm Div (all 4 units) 6-3-6 Tk Bn (737) D22.24 (Strasbourg): 5-3-7 TD Bn (654) D32.21: 24-4-3 Inf Div (3, less 2 steps) 1x 5-3-3 Brkdwn Rgt 6-3-6 Tk Bn (756) (3)-2-3 TD Bn (614) 5-3-7 TD Bn (601) 4-3-6 TD Bn (636) All Bridges Blown Marker

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D20.26 (Erstein): D5.33 (Mulhouse): German Information 2.Fr.Arm Div (CCR, Arty) 1 Fr Corps HQ (1) Rail Cap: 10 5.Fr.Arm Div (5 Mech) Sea Cap: Per Charts D18.25: 36-2-3 Fr Arty Grp (1) Supply: Per Table (roll each turn) 2.Fr.Arm Div (CCD) 1x Truck point Alarm Pool:12x Alert, 6x Flak, and 2 SP 18x VS (many are in setup) D18.26: Reserve Markers: 21 2.Fr Arm Div (CCL) D5.34: Supply Cache Markers (option): 2 16-4-3 Fr Mtn Div (4.Mor, less 2 Dead Pile: D18.27: steps) 21.Pz Div (200 PJ) 2.Fr.Arm Div (CCV) 15.PzGr Div (115 PzGr, 115 Recon) C4.01: 25.PzGr Div (5 Pz) D17.28: 1.Fr Arm Div (all 5 units) 111.Pz Bde (all 3 units) 1x 5-4-3 Brkdwn Rgt 112.Pz Bde (all 3 units) D4.31: 113.Pz Bde (all 3 units) D17.29: 12-2-3 Fr Inf Div (9.Col, less 2 steps) 12-4-7 Pz Bde (105, 107, 108) 1x 5-4-3 Brkdwn Rgt 16-4-3 Inf Div (64) D4.33: 14-3-2 VG Div (553) D16.29 (Selestat): 5.Fr.Arm Div (6 Mech, Arty) 14-4-2 VG Div (462) 1x 5-4-3 Brkdwn Rgt 12-4-3 Inf Div (Tett) England Box: 11-4-2 Inf Div (Boeh) D16.30: 17.Abn Div (all 3 units) 5-3-2 Inf KG (Fiebig, Browd) 2 Fr Corps HQ 4-4-3 Para Rgt (507) 3-3-2 Inf KG (Riedel) 5.Fr.Arm Div (4 Mech) 2-4-3 Gldr Bn (550) 2-4-3 Inf KG (Schwer) 3-2-3 Inf Bde (AL-LO) 4-4-6 AG Bn (394, 667) 36-2-3 Fr Arty Grp (2) England Airfields: 2-2-6 Lt Tk Co (224) 1x Truck point 2x B-26 2-4-5 Arty Bty (2-218) 2 SP 1x C-47 (4)-3-2 Flk Grp (St.Tr) 6x C-47+Gldr (3)-3-1 Flk Grp (Achn x 2) D15.30: 3-4-2 Eng Bn (78) 24-4-3 Inf Div (36, less 2 steps) Southern France Airfields: 2-4-2 Eng Bn (1031) 6-3-6 Tk Bn (753) 1x P-47 26-2-2 Arty Rgt (761) 1x B-26 2-3-3 Bicycle Bn (608) D15.31: 4x Fr P-47 4-3-3 Bicycle Rgt (v.Fritz) 1x 5-4-3 Brkdwn Rgt 2x Fr B-26 4-3-3 Naval Bde (Weber) 3-2-2 VS Rgt (Sauer) D15.33: Normandy Airfields: 3-2-1 MG Bn (31, 33, 34) 16-3-3 Fr Inf Div (3.Alg) 1x P-47 2-2-2 FJ Bn (2-2) 3x P-38 2-1-2 Ost Bn (570, 675, 680) D12.34 (Munster): 4x B-26 2-2-2 LW Inf Bn (1 thru 22) 1x Fr 3-3-3 Brkdwn Rgt 1x A-20 2-2-2 LW Inf Bn (I/90 thru IV/90) 1x A-26 2-2-3 LW Penal Bn (z.b.V. 6) C9.02: 10.SS.Pz Div (10 PJ) 1x Fr 3-4-3 Mtn Brkdwn Rgt Normandy Interdiction Airfields: 17.SS.PzGr Div (17 AG) 2x CW Spit.IX 3-3-2 SS Inf KG (Dunk) C7.02: 1x CW P-51 2-3-2 SS Inf KG (Berg) 2x Fr 3-3-3 Brkdwn Rgt 1x CW Typhoon 1x Truck point 3x US P-47 C6.01: 1x US P-51 16-3-3 Fr Inf Div (2.Mor, less 2 2x US B-26 steps) 1x US A-20 1x US A-26 D6.34: 1x Fr P-47 1x Fr 3-4-3 Mtn Brkdwn Rgt 1x Fr B-26

D5.32: 2x 3-2-3 Fr Brkdwn Rgt

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Level-1 Air Bases: B58.01, B57.03, B48.08: A43.06 (Culemborg): B54.12, B53.09, B49.10, B48.08, 1x Bf.109 (5) 12-3-2 Inf Div (712, less 2 steps) B48.13, B48.21, B44.07, B44.19, 3-2-1 MG Bn (29) B43.31, B37.11, B33.03, B29.22, B48.13: B28.14, B28.28, B25.27, B23.29, 1x Fw.190a (5) A42.01 (Kesteren): B22.23, B22.29, B13.22, B11.23, 1x 3-3-2 Brkdwn Rgt B1.07, D60.04, D57.03, D56.10, B48.16 (Nordhorn): D51.10, D48.08, D36.11, 1x Fw.190d (6) A42.09 (Gorinchem): D23.05, D21.09, D20.05, 16-3-3 Inf Div (711, less 1 step) D13.31, D8.25 A47.07 (Utrecht): 2-1-2 Ost Bn (600) Level-2 Air Bases: B61.01, B51.11, 88 Corps HQ B48.16, B46.11, B45.06, B15.23, 4-4-6 LW AG Bn (121) A42.13 (Dordrecht): D54.01, D49.01, D42.23 3-2-1 MG Bn (30) 16-3-3 Inf Div (346, less 1 step) Level-3 Air Bases: B44.12, B27.01 1x Wagon point Level-1 Hedgehog 3 SP B42.31 (Arnhem): German Setup A47.12 (Gouda): 18-3-3 FJ Div (6, less 1 step) A61.08 (Alkmaar): 1x 2-3-3 Alert Bn All Bridges Blown Marker 1x 3-3-2 Naval Brkdwn Rgt 2-1-2 Ost Bn (787) A46.15 (Rotterdam): A41.06 (Geldermalsen): 1x 2-3-3 Naval Alert Bn 2-1-2 Ost Bn (826) B61.01 (Oldenburg): 1x (1)-0-0 Pontoon Bde 1x 3-3-2 Brkdwn Rgt 1x Fw.190a (4) 1x Wagon point 1x Bf.109 (4) Level-1 Hedgehog A41.13: 1x Ju.88 (12) 2T 1x 3-3-2 Brkdwn Rgt 1 SP B46.11: B41.27 (Doetinchem): B58.01: 1x Bf.109 (5) 18-3-3 FJ Div (2) 1x Fw.190a (4) 1x Ju.88 (9) A45.21 (Stellendam): A40.06: 2-1-2 Ost Bn (812) 1x 3-3-2 Brkdwn Rgt A57.10 (Beverwijk): Level-1 Hedgehog 1x Fester Platz (random from pool) B45.06 (Bramsche): 2-1-2 Ost Bn (822) 1 SP A40.10: 2 SP 1x 3-3-2 Brkdwn Rgt A44.13 (Ridderkerk): Level-1 Hedgehog A54.07 (Amsterdam): 30 Corp HQ 1x 3-3-2 Naval Brkdwn Rgt 1x 2-2-2 Alert Bn B39.31: Level-1 Hedgehog 2 SP 1x 3-3-2 Brkdwn Rgt 2T Level-2 Hedgehog B44.07: A51.15: 1x Bf.109 (5) B38.31: 4-4-3 FJ Rgt (H.G.) 16-3-3 Inf Div (84, less 2 steps) B44.12 (Rheine): Level-3 Hedgehog B51.11: 2x Bf.109 (5) 1x Fw.190a (4) 1x Bf.109 (4) B37.11 (Munster): 1x Me.262 1x Bf.109 (5) A50.16 (Den Haag): 2 SP 2-1-2 Ost Bn (803) B37.30 (Kleve): Level-1 Hedgehog B44.19 (Enschede): 1x 4-3-2 FJ Breakdown Rgt 1x Fw.190a (4) Level-1 Hedgehog A48.09 (Woerden): 1x 4-3-2 FJ Brkdwn Rgt A43.02 (Rhenen): B37.32: 8-4-3 SS Bicycle Bde (7) 1x 3-3-2 Brkdwn Rgt A48.18 (Hoek van Holland): 1x 2-2-2 Alert Bn 1x Fester Platz (random from pool) 1 SP

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B36.32: B25.34: B20.31: 1x 3-3-2 Brkdwn Rgt 8-3-3 Inf Div (606) 14-4-2 VG Div (340, less 1 step) Level-2 Hedgehog Level-1 Hedgehog B24.23 (Ratingen): B35.32: 1x Truck point B19.23 (Langenfeld): 16-3-3 Inf Div (190, less 2 steps) 2x Wagon point 4 SP Level-1 Hedgehog 4 SP B19.32: B34.30 (Goch): B24.31: 1x 3-3-2 Brkdwn Rgt 3-4-3 Inf Rgt (Brehm) 12 SS Corps HQ 2T 3-5-5 Tgr Co (Hum) B18.31: 9-5-4 Tgr Bn (506) 1x 3-3-2 Brkdwn Rgt B33.27 (Xanten): 5-4-3 FJ Rgt (v.Hof) 86 Corps HQ 24-2-1 Arty Corps (407) B17.31 (Julich): 3-4-3 LW Assault Bn (1) 3 SP 14-3-2 VG Div (363, less 1 step) 3 SP (5)-3-1 PJ Bn (501) B24.32: Level-1 Hedgehog B32.24 (Wesel): 15.PG Div (104 PzGr, 115 Pz, 33 PJ, 5-4-3 FJ Rgt (z.b.V.) 33 Arty) B16.30: 1x (1)-0-0 Pontoon Bde 14-3-2 VG Div (246) B24.34 (Roermond): B30.28 (Geldern): 5-4-3 FJ Rgt (Hubner) B15.23 (Koln): 10-3-2 Inf Div (526) 1x 4-3-2 FJ Brkdwn Rgt 1x Fw.190f (4) 1 SP B28.14: A23.01 (Wessem): 1x Bf.109 (4) 16-3-3 Inf Div (176) B15.28: 1T 2-2-2 Ost Bn (827) 81 Corps HQ Level-1 Hedgehog 4-4-5 PJ Bn (741) B28.28: 4-4-6 AG Bn (341) 1x Bf.109 (4) B22.23: 26-2-2 Arty Rgt (621) 1T 1x Bf.109 (4) 36-2-1 Arty Corps (403) 1T 1 SP B28.31 (Venlo): 10-3-2 Inf Div (180) B22.30: B15.30: Level-1 Hedgehog 9.Pz Div (all 7 units) 1x 3-3-2 Brkdwn Rgt 4-5-5 Pz Bn (301 Fkl) (5)-4-3 PJ Bn (682) B27.01: 2-4-5 Pz Co (319 Fkl) 2x Bf.109 (4) B14.28: 1x Ju.52 B22.32: 14-3-2 VG Div (344) 2T 14-3-2 VG Div (183, less 2 steps) Level-2 Hedgehog B14.30 (Duren): B27.28: 14-3-2 VG Div (47, less 1 step) 2 Para Corps HQ B22.33: Level-1 Hedgehog 4-4-6 LW AG Bn (Schm) 2x 3-3-2 Brkdwn Rgt 5-3-3 FJ Rgt (21) B13.22: 3-4-5 LW Mtrcycle Bn (12) B22.34: 1x Fw.190f (3) 12-2-2 LW Arty Rgt (121) 16-3-3 Inf Div (59, less 1 step) 12-2-2 LW Werfer Rgt (121) Level-1 Hedgehog B13.30: 3 SP 16-3-3 Inf Div (353) B21.30: 2-1-2 Ost Bn (627) B27.32 (Tegelen): 10.SS.Pz Div (21, 22 PzGr, 10 Rec) 2x 4-3-2 FJ Brkdwn Rgt B12.30: Level-1 Hedgehog B21.32: 16-3-3 Inf Div (85) 1x 3-4-2 Brkdwn Rgt B25.33: B11.23: 18-4-3 FJ Div (7, less 2 steps) 1x Fw.190f (3)

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B11.29: B8.33: B2.33: 74 Corps HQ 14-2-2 VG Div (277) 14-3-2 VG Div (18, less 2 steps) 5-4-3 Pio Rgt (1) 1x (3)-2-3 Alarm Flak Bn 24-2-1 Arty Corps (409) B7.31: 1 SP 1 SS Pz Corps HQ B2.34: 9-5-4 SS Tgr Bn (501) 14-2-2 VG Div (62) B11.31: 9-2-2 SS Arty Bn (501, 502) 42-2-2 Werfer Bde (16) 16-3-3 Inf Div (89, less 1 step) 1x (3)-2-3 Alarm Flak Bn 4-4-3 Assault Bn (15) 8-3-3 Cdo Bde (150) A1.02: Level-1 Hedgehog 6-5-6 PJ Bn (560) 116.Pz Div (1-16, 2-16 Pz, 116 Rec, 42-2-2 Werfer Bde (9) 228 PJ, 146 Arty) B11.32: 2 Truck point 42-2-2 Werfer Bde (7) 14-2-2 VG Div (272, less 1 step) 8 SP 5-4-3 FJ Rgt (6) A1.03: 3-2-3 Ost Rgt (4) B7.33: 14-3-2 VG Div (560, less 1 step) 1x 3-4-2 Brkdwn Rgt B10.23 (): Any West Wall hexes in Northern 6-5-6 PJ Bn (559) B6.21 (Linz): BZ: 5 SP 3x Level-2 Hedgehog B10.29: 3.PzGr Div (all 6 units) B6.29: C62.01: 9.SS.Pz Div (all 7 units) 58 Pz Corps HQ B10.31: 5-5-6 PJ Bn (519) 4-4-3 Pio Bn (207) Roer Dam Marker 12-2-2 SS Werfer Bn (502) 1x (4)-3-7 Alarm Flak Bn 24-2-1 Arty Corps (401) B10.32: B6.32: 1x (1)-0-0 Pontoon Bde 14-2-2 VG Div (326, less 1 step) 14-4-2 VG Div (12, less 1 step) 3 SP 6-4-5 SP Arty Bn (217) B9.27, w/i 1 hex: C62.02: 2 SS Pz Corps HQ B5.31: 48-2-1 Arty Corps (766) 2.SS.Pz Div (all 7 units) 1.SS.Pz Div (all 7 units) 12-2-2 SS Werfer Bn (508) C62.03: 1 SP B5.32: 2.Pz Div (304 Inf) 42-2-2 Werfer Bde (4) B9.29: D62.33: 1x 4-3-2 FJ Brkdwn Rgt B4.33: 42-2-2 Werfer Bde (15) 18-3-3 FJ Div (3, less 1 step) B9.31: C61.01: 67 Corps HQ B3.33: 47 Pz Corps HQ 4-4-6 AG Bn (902) 2x 3-3-2 Brkdwn Rgt 4-4-3 Pio Bn (z.b.V. 600) (5)-4-3 PJ Bn (683) 1x (4)-3-7 Alarm Flak Bn 24-2-1 Arty Corps (405) A2.02: 26-2-2 Arty Rgt (762) 3 SP 116.Pz Div (60 PzGr, 156 Inf) 7 SP

B9.32: B2.19 (Neuwied): C61.02: 42-2-2 Werfer Bde (17) 10 SP 2.Pz Div (1-3, 2-3 Pz, 2 Rec, 38 PJ, 74 Arty) B9.33: B2.32: 1x 3-2-2 Brkdwn Rgt 66 Corps HQ C61.03: 4-4-6 AG Bn (244) 2.Pz Div (2 PzGr) B8.31: 10.SS.Pz Div (10 Arty Rgt) 36-2-1 Arty Corps (388) 2-2-2 FJ Bn (v.d.H) 24-2-1 Arty Corps (402) 2 SP 26-2-2 Arty Rgt (1020) Note the rest of 10.SS is near Rheydt! B8.32: 12.SS.Pz Div (all 7 units)

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D61.32: D56.34: C48.02: 39 Pz Corps HQ 80 Corps HQ 16-2-3 Inf Div (416, less 2 steps) 2-4-6 Pz co (2-2/103) 24-2-1 Arty Corps (408) 2-2-3 LW Inf Bn (38) 4-4-3 Assaut Bn (5) 1x (5)-4-3 Alarm Flak Bn 26-2-2 Arty Rgt (617) 4 SP D48.08 (Darmstadt): 42-2-2 Werfer Bde (20) 1x Bf.109 (4) 6-0-R RR Arty Bn (725) C55.01: 2x Truck point (empty) 14-3-2 VG Div (212, less 1 step) D48.34: 82 Corps HQ C60.02: C55.02: 2-2-3 LW Inf Bn (41) Lehr.Pz Div (901 PzGr, 130 Rec, 130 14-2-2 VG Div (276) 2 SP PJ, 130 Arty) D55.34: C47.03: C60.03: 42-2-2 Werfer Bde (8) 1x 2-4-3 Alert Bn 14-4-2 VG Div (26, less 1 step) 2-2-3 LW Inf Bn (42) D54.01: D60.04: 1x Fw.190a (4) C46.01: 1x Bf.109 (5) 1x 3-2-2 Brkdwn Rgt 1T D54.03 (Hanau): 3 SP C46.02: C59.02: 1x 3-2-2 Brkdwn Rgt Lehr.Pz Div (902 Inf, 2-130 Pz) D54.34: 1x 3-3-2 Brkdwn Rgt D46.34: C58.01: (5)-4-3 PJ Bn (657) 1x 3-3-2 Brkdwn Rgt 85 Corps HQ (5)-4-3 PJ Bn (668) D52.32 (Trier): D45.34 (Merzig): 1x (5)-4-3 Alarm Flak Bn 53 Corps HQ 14-3-2 VG Div (19, less 1 step) 3 SP 1x Fester Platz (random from pool) 2 SP D44.33: C58.02: 1x 3-3-2 Brkdwn Rgt 42-2-2 Werfer Bde (18) D52.34: 1x 3-3-2 Brkdwn Rgt D43.33: C57.01: (5)-3-1 PJ Bn (503) 14-3-2 VG Div (559, less 1 step) 26-2-2 Arty Rgt (720) Level-3 Hedgehog 24-2-1 Arty Corps (406) D42.20 (Kaiserslautern): D51.10: 4-4-2 Inf KG (C/V) D57.03: 1x Bf.109 (4) 1x Fw.190d (5) D42.23: D51.34: 12-3-2 Inf Div (48, less 2 steps) D57.34 (Bitburg): 1x 2-3-3 Alert Bn 4-4-3 Assault Bn (1) 4-4-3 Pio Bn (47) (5)-3-1 PJ Bn (504) (2)-3-3 PJ Bn (486) 22-2-1 Mortar Bn (7) Level-3 Hedgehog 4 SP

C58.03: C50.01: D42.32: 1x 4-3-2 FJ Brkdwn Rgt 1x 2-3-3 LW Alert Bn 12-3-2 Inf Div (719, less 1 step) (5)-4-3 PJ Bn (681) (5)-3-1 PJ Bn (502) C57.03: 18-3-3 FJ Div (5, less 1 step) D50.01 (Aschaffenburg): D41.28 (Neunkirchen): 4-4-6 LW AG Bn (111) 2 SP 89 Corps HQ (2)-3-3 PJ Bn (483) C56.02: C49.02: 10-0-1 Arty Bty (E/428) 14-3-2 VG Div (352) 1x 3-3-2 Brkdwn Rgt 2 SP

D56.10: D49.01: D41.33: 1x Fw.190a (5) 1x Fw.190a (5) 2x 3-3-2 Brkdwn Rgt 1x Bf.109 (4)

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D40.26 (Homburg): D39.32 (Forbach): D34.20: 8-3-3 Inf KG (Jais) 1x 3-3-2 Brkdwn Rgt 21.Pz Div (21 Rec) 10-0-1 Arty Bty (Z/428) D38.26 (Zweibruchen): D34.23: D40.29 (Sankt Ingbert): 25.PzGr Div (25 Arty) 1x 3-3-2 Brkdwn Rgt 13 SS Corps HQ 26-2-2 Arty Rgt (1036) 8-4-3 Inf Div (172) D33.17: (2)-3-3 PJ Bn (484) D38.27: Grp Hohne HQ 10-0-1 Arty Bty (638) 11.Pz Div (119 Arty) (5)-4-3 PJ Bn (686) 3 SP (5)-4-3 PJ Bn (1) 36-2-1 Arty Corps (404)

D40.32 (Volklingen): D38.31: D33.19: 14-3-2 VG Div (347, less 2 steps) 14-3-2 VG Div (36, less 1 step) 21.Pz Div (1-22 Pz, 155 Arty)

D39.30: D37.24 (Primasens): D33.21: 17.SS.PzGr Div (17 Arty) 8-4-2 Inf Div (Claer) 21.Pz Div (192 Inf) 1x Wagon point D39.31 (Saarbrucken): D33.22: 1x Fester Platz (random from pool) D37.29: 1x 3-3-2 Brkdwn Rgt 1x VS Bn (random pick) 11.Pz.Dv (1-15 Pz, 110 PzGr) 1 SP D33.23: D37.30: 1x 3-3-2 Brkdwn Rgt 17.SS.PzGr Div (37 Inf, 17 Rec) D32.19: D37.31: 16-3-3 Inf Div (245, less 2 steps) Hitler’s Bigger Gamble 17.SS.PzGr Div (38 Inf, 17 PJ) Level-3 Hedgehog These two optional formations can be added to lend an even bigger punch to D36.24: D32.20 (Wissembourg): Wacht am Rhein. 2x 3-3-2 Brkdwn Rgt 21.Pz Div (125 Inf Rgt)

The 6th.SS Mountain Division was a D36.25: Any West Wall hexes in Central BZ: veteran division accustomed to fight- 25.PzGr Div (35 Inf, 25 AG) 6x Level-2 Hedgehog ing in arctic conditions. It was consid- ered for use in WaR, but arrived too D36.26: D31.17: late. Here it is assumed the Germans 25.PzGr Div (119 PzGr, 25 Rec) 14-3-2 VG Div (256, less 2 steps) transfer this division from northern Level-3 Hedgehog Finland sooner. Make the following D36.27: changes: 11.Pz Div (2-15 Pz, 11 Rec) D31.18: • Replace either the 12 VG Divi- 1x 3-3-2 Brkdwn Rgt sion (B6.32) or the 3 FJ Division D36.28: Level-3 Hedgehog (B4.33) in the front line with 11.Pz Div (111 Inf, 90 PJ) the 6th SS Mtn Div. Move the D31.19: division replaced and stack it with D35.17 (Landau in der Pfalz): 2x 3-3-2 Brkdwn Rgt 1st SS Corps HQ (B7.31). If this 8-3-3 Inf Div (Rass) Level-3 Hedgehog option is used ignore the rein- (6)-5-5 PJ Bn (93) forcement entries for the 3-5-2 SS 2-2-2 LW Inf Bn (51, 52) D30.15 (Karlsruhe): Mtn Brkdwn Rgt on December 4 SP 1x 3-2-2 Brkdwn Rgt 26 and for 6 SS Mtn Div on 1x VS Bn (random pick) January 8. D35.23: D30.16: • At the time WaR started, the 11th 90 Corps HQ Pz Div was in action with Army (4)-3-3 PJ Bn (487) 1x 3-3-2 Brkdwn Rgt Group G. This option assumes it 2 SP Level-3 Hedgehog was sent north to the Ardennes D35.24: D30.17: instead. Place all units of the 11th Pz Div within one of hex of 14-3-2 VG Div (361, less 2 steps) 1x 3-3-2 Brkdwn Rgt D62.33 ( Reserve). Level-1 Hedgehog

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

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German supply sources are hexes scored. The VP for each city can be T60.07: along the east edge with any kind of scored multiple times per game. 22-4-3 Inf Div (3) road or railroad leading off the map. The Germans score 1 VP for every city T60.17 (Tilburg): Allied supply sources are hexes along or village west of the West Wall that is the west or south edge with any kind occupied by a combat unit at the end 1 Corps HQ of road or railroad leading off the of the 12 January turn. 3-4-8 Rec Bn (Rac) map, as well as the Antwerp ports 33 Tk Bde (all 3 units) (assuming a cap of at least 1 SP). The Allies score 1 VP for every city or 2 SP village that is in or east of the West Wacht am Rhein begins on 15 Wall that is occupied by a combat unit T57.07/B32.32: December. Deployment from the at the end of the 12 January turn. WaR Box is reflected in the scenario 11.Arm Div (159 Mech, 15/19 Tk, setup. Remember that WaR lifts the Arty) Broadfront restrictions for 4 turns Allied Information T57.12/A32.03 (Helmond): (per 2.9e). Use 2.9f, which allows the Rail Cap: 6 Germans to control the initiative on Sea Cap: NA 8 Corps HQ 19 Decemeber. Supply: Per Table (roll each turn, -1 3-4-8 Rec Bn (2 HC) drm) 6.Gd.Tk Bde (all 3 units) Roer River Dam (1.9) locks have not Seaborne Assaults Available: NA 12-2-5 SP Arty Rgt (86) yet been broken. Arty Ammo Markers: 1x CW 72-2-3 Arty Div (8) The Allies cannot use the South Bridge Check Markers: 2 2 SP France Box, but other boxes are used Reserve Markers: 10 normally. Supply Cache Markers (option): 4 T57.14 (Eindhoven): 1x Spit.IX No Allied airdrops are pre-planned at Dead Pile: 2x Typhoon the start of the scenario. CW: 22-4-3 Inf Div (50) 1 SP Allied units cannot setup in Reserve 1.Abn Div (all 3 units) mode. 2-4-2 Flm Tk Bn (1) T56.09 (Deurne): The Germans should use the Wacht 1.Pol.Arm Div (10 Tk) 11.Arm Div (29 Mech) am Rhein Box as an off-map Air Box 4-4-3 Pol Abn Bde (1) (it is divided into Ready and Unready US: T55.28 (Antwerp): sections). Use the AEPs labelled 6-3-6 Tk Bn (701, 748, 761) 5-3-3 Dutch Inf Bde (RNPI) “Reich” for movement between the 1x Tempest map and this box. Refit each turn is Level-1 Air Bases: T61.11, T60.17, 2T limited to the sum of two dice. Note T47.15, T43.20, T42.13, T38.15, the Ju.52 can be used to fly in extra T37.31, T36.12, T32.29, T19.28, T53.07 (Maasbree): supply. T14.14, T5.24, T1.17 22-4-3 Inf Div (15) Level-2 Air Bases: T57.14, T49.14, After both sides have finished their T53.09: normal setup, the Allied player can T43.28 Level-3 Air Bases: 4.Arm Bde (all 5 units) have six of his infantry divisions spin T55.28, T48.29 off breakdowns into adjacent hexes T53.15: that do not contain enemy units. Commonwealth Setup 34.Tk Bde (all 3 units) For example, the British 15th Divi- T62.07: sion could deploy a breakdown into 1x 5-4-3 Can Brkdwn Bde T50.09: B29.32. There is an example of these 22-4-3 Inf Div (53) deployments on page 29. T62.14 (Hertogenbosch): 22-4-3 Inf Div (51, less 1 step) T51.12 (Weert): 12 Corps HQ Victory Conditions T62.27 (Bergen op Zoom): 3-4-8 Rec Bn (1RD) The Germans score 1 VP for each of 5-4-3 Cdo Bde (4) 72-2-3 Arty Div (5) the following cities that is captured 2x Eq or unable to get trace supply (via T61.11 (Uden): 2 SP direct draw or throw) during an Allied 1x Spit.IX Supply Phase: Antwerp, Brussel, 2x Typhoon T49.12: Liege, Metz, and Verdun. Note for a 2T 8.Arm Bde (all 5 units) multi-hex city, the entire city must be captured/cut-off for the VP to be

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T49.14 (Bree): T45.10: T40.09 (Aachen), w/i 1 hex: 1x Spit.XIV 13 Corps HQ 7 Corps HQ 2T 4-4-7 Mech Cav Grp (11) 3.Arm Div (all 5 units) 36-2-3 Arty Grp (113, 213) 5-3-7 TD Bn (703, 899) T48.10: 2 SP 3-2-8 TD Bn (705) 7.Arm Div (all 4 units) 36-2-3 Arty Grp (107, 207) T43.12: 2 SP T48.29 (Brussels): 2.Arm Div (all 5 units) 1x Spit.XIV T39.06/B14.31: 1x B-25 T43.20 (Sint.Truiden): 24-4-3 Inf Div (83) 2x Truck point 1x P-47 6-3-6 Tk Bn (774, 736) 4 SP 1T 4-3-6 TD Bn (629)

T48.30 (Brussels): T43.28: T38.05: 1 Abn Corps HQ 2x P-47 5.Arm Div (CCA, CCB) 1x (1)-0-0 Pontoon Bde 2T 36-2-3 Arty Bde (59) T38.06: 2x Eq T43.07 (Linnich), w/i 1 hex and 5.Arm Div (CCR, Arty) west of the Roer River: 5-3-7 TD Bn (628) T47.10: 24-4-3 Inf Div (29, 102) 1x 5-4-3 Brkdwn Bde 6-3-6 Tk Bn (771) T38.13: 5-3-7 TD Bn (771) 24-4-3 Inf Div (1, less 1 step) T47.11: 2-4-2 Flm Tk Bn (747) 6-3-6 Tk Bn (745) Gds.Arm Div (all 4 units) 4-3-6 TD Bn (634) T42.08 (Alsdorf): T46.09: 24-4-3 Inf Div (30) T38.15 (Liege): 22-4-3 Inf Div (43, less 1 step) 4-2-8 Lt Tk Bn (744) 3-2-8 TD Bn (643) 2-4-2 FT Tk Bn (141) 2-4-2 Flm Tk Bn (743) 2x Truck point 4-3-6 TD Bn (823) 6 SP T46.10: 30 Corps HQ T42.09 (Heerlen): T37.06: 3-4-8 Rec Bn (11HC) 19 Corps HQ 4-4-7 Mech Cav Grp (4) 72-2-3 Arty Div (3, 4) 4-4-7 Mech Cav Grp (113) 4-2-8 Lt Tk Bn (759) 2 SP 36-2-3 Arty Grp (119, 219) 4-3-6 TD Bn (635)

T45.11: T42.13 (Maastricht): T37.07: 52.AL Div (all 3 units) 5-3-7 TD Bn (702) 24-4-3 Inf Div (8) 1x (1)-0-0 Pontoon Bde 2-5-3 Rngr Bn (2) T37.16: 18-3-3 Rocket Bn (18) 3-2-8 TD Bn (817) 2-3-3 Bel Inf Bn (5) 108-2-3 Arty Div (9) T36.07: England Airfields: T41.06: 24-3-3 Inf Div (78, less 1 step) 1x Mosquito 24-4-3 Inf Div (104) 4-3-6 TD Bn (893) 1x B-25 6-3-6 Tk Bn (750) 6-3-6 Tk Bn (709) 1x C-47 (3)-2-3 TD Bn (692) T36.12 (Verviers): T41.14: American/French Setup 5 Corps HQ T47.15: 16 Corps HQ 1x 5-4-3 Brkdwn Rgt 4-4-7 Mech Cav Grp (15) 1x P-47 2 SP 36-2-3 Arty Grp (116, 216) 2T 2 SP T35.08: T45.09, w/i 1 hex: 4-4-7 Mech Cav Grp (102) T40.05: 24-3-3 Inf Div (84) 1x 5-3-3 Brkdwn Rgt 24-4-3 Inf Div (9) 7.Arm Div (all 4 units) 6-3-6 Tk Bn (746) T35.10: 5-3-7 TD Bn (814) 3-2-8 TD Bn (638) 36-2-3 Arty Grp (105, 205)

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T34.08: T27.12: T8.15 (Thionville): 1x 5-4-3 Brkdwn Rgt 1x 5-4-3 Brkdwn Rgt 20 Corps HQ Level-1 Hedgehog 36-2-3 Arty Grp (120, 220) T33.09: 2T 2 SP 2x 5-4-3 Brkdwn Rgt Level-1 Hedgehog T27.14: T7.10, w/i 1 hex: 9.Arm Div (CCR, Arty) 24-4-3 Inf Div (90, less 1 step) T33.13: 6-3-6 Tk Bn (712) 3-4-6 Mech Bn (526) T24.12: 5-3-7 TD Bn (773) 2-2-3 Inf Bn (Norway) 1x 5-4-3 Brkdwn Rgt 3-2-8 TD Bn (607) 108-2-3 Arty Div (1) Level-1 Hedgehog 2 SP 1T T5.09, w/i 1 hex: 24-4-3 Inf Div (95) T32.08: T24.13: 6-3-6 Tk Bn (778) 2x 5-3-3 Brkdwn Rgt 6-3-6 Tk Bn (707) (3)-2-3 TD Bn (774) Level-1 Hedgehog T24.17 (Bastogne): T2.08, w/i 1 hex: T32.09/A7.01: 8 Corps HQ 24-4-3 Inf Div (5, less 1 step) 24-4-3 inf Div (2, less 3 steps) 36-2-3 Arty Grp (208) 4-4-7 Mech Cav Grp (6) 6-3-6 Tk Bn (741) 3 SP 6-3-6 Tk Bn (735) 4-3-6 TD Bn (644) 5-3-7 TD Bn (818) T20.12: (3)-2-3 TD Bn (807) T32.11 (Malmedy): 1x 5-4-3 Brkdwn Rgt 2-5-3 Rngr Bn (5) 9.Arm Div (CCB) Level-1 Hedgehog 1x Mule point 3-2-8 TD Bn (811) T19.14 (Ettelbruck): T2.16 (Metz), w/i 1 hex: T31.08: 24-4-3 Inf Div (28, less 3 steps) 3 Corps HQ 24-3-3 Inf Div (99, less 2 steps) 24-4-3 Inf Div (26, less 2 steps) (3)-2-3 TD Bn (801) T18.11: 3-2-8 TD Bn (602) Level-1 Hedgehog 9.Arm Div (CCA) 36-2-3 Arty Grp (103, 203) 2T 3x Truck point T30.08: Level-3 Hedgehog 4-4-7 Mech Cav Grp (14) T17.10 (Echternach): 5 SP Level-1 Hedgehog 1x 5-4-3 Brkdwn Rgt 1 SP T1.17: T15.10: 1x P-47 T29.12 (St. Vith): 1x 5-4-3 Brkdwn Rgt 1x 5-3-3 Brkdwn Rgt England Box: Level-1 Hedgehog T15.13, w/i 2 hexes: 17.Abn Div (all 3 units) 1T 24-4-3 Inf Div (4, less 3 steps) 4-4-3 Para Rgt (507) 6-3-6 Tk Bn (70) 2-4-3 Gldr Bn (550) T28.08: 5-3-7 TD Bn (803) 24-3-3 Inf Div (106, less 2 steps) (3)-2-3 TD Bn (802) England Airfields: 3-2-8 TD Bn (820) 1x B-26 2T T12.12: 1x C-47 1x 5-4-3 Brkdwn Rgt T28.09: Normandy Airfields: 1x 5-3-3 Brkdwn Rgt T8.12, w/i 1 hex and south of 1x P-47 1T Moselle River: 2x P-38 10.Arm Div (all 4 units) 2x B-26 T28.12: 1x 5-4-3 Brkdwn Rgt 1x A-20 5-3-7 TD Bn (630) 4-4-7 Mech Cav Grp (3) 1x A-26 36-2-3 Arty Grp (108) 3-2-8 TD Bn (609)

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Normandy Interdiction Airfields: 29 December German Information 1x CW Spit.IX US) west edge Central BZ: Rail Cap: 10 1x CW P-51 24-3-3 Inf Div (87) Supply: Per Table (roll each turn) 1x CW Typhoon Alarm Pool: 12x Alert, 6x Flak, and 2x US P-47 1 January 1945 18x VS (many are in setup) 1x US P-51 Reserve Markers: 16 1x US B-26 Rail & Sea caps increase (see Tables) Supply Cache Markers (option): 2 1x US A-20 Supply Cache Markers (option): 4 Dead Pile: 1x US A-26 CW) west edge Northern BZ: 21.Pz Div (200 PJ) 15.PzGr Div (115 PzGr, 115 Recon) 5-4-3 Cdo Bde (1) Allied Arrivals 25.PzGr Div (5 Pz) CW) Exchange: 12-4-7 Pz Bde (105, 107, 108) 15 December 1x Spitfire IX becomes 16-4-3 Inf Div (64) US) west edge Central BZ: 1x P-51 14-3-2 VG Div (553) 18 Abn HQ US) west edge Northern BZ: 14-4-2 VG Div (462) 82.Abn Div (all 3 units) 22 Corps HQ 12-4-3 Inf Div (Tett) 101.Abn Div (all 4 units) 36-2-3 Arty Grp (122, 222) 11-4-2 Inf Div (Boeh) 4-4-3 Para Rgt (501, 508) 4-4-3 Para Rgt (517) 4-4-6 AG Bn (394, 667) 3-2-8 TD Bn (827) 3-4-2 Eng Bn (78) 19 December 2x Truck point (loaded) 26-2-2 Arty Rgt (761) CW) England or west edge 2-3-3 Bicycle Bn (608) 4-3-3 Bicycle Rgt (v.Fritz) Northern BZ: 5 January 10.SS.Pz Div (10 PJ) 6.Abn Div (all 4 units) US) west edge Northern BZ: 17.SS.PzGr Div (17 AG) 24-3-3 Inf Div (94) US) west edge Northern BZ: 1x Truck point 24-3-3 Inf Div (75) US) Remove: 11.Arm Div (all 4 units) 2-2-3 Inf Bn (Norway) Level-1 Air Bases: T53.03, T50.01, 4-3-6 TD Bn (821) T48.03, T47.04 US) west edge Central BZ: 8 January Level-2 Air Bases: None 2-4-3 Para Bn (509, 551) US) west edge Central BZ: Level-3 Air Bases: None 5-3-7 TD Bn (808) 8.Arm Div (all 4 units) German Setup 22 December 12 January T62.04 (Kleve): US) west edge Central BZ: No arrivals or withdrawals 1x 4-3-2 FJ Breakdown Rgt 21 Corps HQ Level-1 Hedgehog 6.Arm Div (all 4 units) 24-4-3 Inf Div (80) T62.06: 36-2-3 Arty Grp (121, 221) 1x 3-3-2 Brkdwn Rgt 6-3-6 Tk Bn (737) 1x 2-2-2 Alert Bn (3)-2-3 TD Bn (772) Level-2 Hedgehog US) south edge, west of T1.10: 4.Arm Div (all 4 units) T61.07: 6-3-6 Arm Bn (740) 1x 3-3-2 Brkdwn Rgt 3-2-8 TD Bn (704) Level-2 Hedgehog

26 December T60.06: 16-3-3 Inf Div (190, less 2 steps) US) west edge Northern BZ: Level-1 Hedgehog 3-2-8 TD Bn (612) 6-3-6 Tk Bn (784) T59.05 (Goch): US) west edge Central BZ: 3-4-3 Inf Rgt (Brehmer) 24-4-3 Inf Div (35) Level-2 Hedgehog 5-3-7 TD Bn (654) 2T 3-2-8 TD Bn (603)

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T58.01 (Xanten): T47.05: T39.05 (Duren): 86 Corps HQ 9.Pz Div (all 7 units) 14-3-2 VG Div (47, less 1 step) 3-4-3 LW Assault Bn (1) 4-5-5 Pz Bn (301 Fkl) Level-1 Hedgehog 3 SP 2-4-5 Pz Co (319 Fkl) T38.04: T55.03 (Geldern): T47.07: 16-3-3 Inf Div (353) 10-3-2 Inf Div (526) 14-3-2 VG Div (183, less 2 steps) 2-1-2 Ost Bn (627) Level-2 Hedgehog T53.03: T37.05: 1T T47.08: 16-3-3 Inf Div (85) 2x 3-3-2 Brkdwn Rgt T53.06 (Venlo): T36.03: 10-3-2 Inf Div (180) T47.09: 74 Corps HQ Level-1 Hedgehog 16-3-3 Inf Div (59, less 1 step) 5-4-3 Pio Rgt (1) Level-1 Hedgehog 24-2-1 Arty Corps (409) T52.02: 1 SP 2 Para Corps HQ T46.04: 4-4-6 LW AG Bn (Schm) 10.SS.Pz Div (21, 22 PzGr, 10 Rec) T36.05: 5-3-3 FJ Rgt (21) 16-3-3 Inf Div (89, less 1 step) 3-4-5 LW Mtrcycle Bn (12) T46.06: 4-4-3 Assault Bn (15) 12-2-2 LW Arty Rgt (121) 1x 3-4-2 Brkdwn Rgt Level-1 Hedgehog 12-2-2 LW Werfer Rgt (121) 3 SP T45.06: T36.06: 14-4-2 VG Div (340, less 1 step) 14-2-2 VG Div (272, less 1 step) T52.06 (Tegelen): Level-1 Hedgehog 5-4-3 FJ Rgt (6) 2x 4-3-2 FJ Brkdwn Rgt 3-2-3 Ost Rgt (4) Level-1 Hedgehog T44.06: 1x 3-3-2 Brkdwn Rgt T35.04: T50.07: 3.PzGr Div (all 6 units) 18-4-3 FJ Div (7, less 2 steps) T43.06: 1x 3-3-2 Brkdwn Rgt T35.06: T50.08: Roer Dam Marker 8-3-3 Inf Div (606) T42.05 (Julich): 14-3-2 VG Div (363, less 1 step) T35.07: T49.06: (5)-3-1 PJ Bn (501) 14-2-2 VG Div (326, less 1 step) 12 SS Corps HQ Level-1 Hedgehog 3-5-5 Tgr Co (Hum) T34.01, w/i 1 hex: 9-5-4 Tgr Bn (506) T41.05: 2 SS Pz Corps HQ 5-4-3 FJ Rgt (v.Hof) 14-3-2 VG Div (246) 2.SS.Pz Div (all 7 units) 24-2-1 Arty Corps (407) 12-2-2 SS Werfer Bn (508) 3 SP T40.02: 1 SP 81 Corps HQ T49.07: 4-4-5 PJ Bn (741) T34.03: 15.PG Div (104 PzGr, 115 Pz, 33 PJ, 4-4-6 AG Bn (341) 1x 4-3-2 FJ Brkdwn Rgt 33 Arty) 26-2-2 Arty Rgt (621) 36-2-1 Arty Corps (403) T34.05: T49.09 (Roermond): 1 SP 67 Corps HQ 5-4-3 FJ Rgt (Hubner) 4-4-6 AG Bn (902) 1x 4-3-2 FJ Brkdwn Rgt T40.04: (5)-4-3 PJ Bn (683) 1x 3-3-2 Brkdwn Rgt 24-2-1 Arty Corps (405) T48.09 (Wessem): (5)-4-3 PJ Bn (682) 3 SP 16-3-3 Inf Div (176) 2-2-2 Ost Bn (827) T39.03: T34.06: Level-1 Hedgehog 14-3-2 VG Div (344) 42-2-2 Werfer Bde (17)

T34.07: 1x 3-2-2 Brkdwn Rgt

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T33.06: T27.11: T22.10: 12.SS.Pz Div (all 7 units) 116.Pz Div (60 PzGr, 156 Inf) Lehr.Pz Div (902 Inf, 2-130 Pz)

T33.07: T26.10: T21.10: 36-2-1 Arty Corps (388) 116.Pz Div (1-16, 2-16 Pz, 116 Rec, 85 Corps HQ 24-2-1 Arty Corps (402) 228 PJ, 146 Arty) (5)-4-3 PJ Bn (668) 26-2-2 Arty Rgt (1020) 42-2-2 Werfer Bde (7) 1x (5)-4-3 Alarm Flak Bn 3 SP T33.08: T26.11: 14-2-2 VG Div (277) 14-3-2 VG Div (560, less 1 step) T21.11: 42-2-2 Werfer Bde (18) T32.05: T25.08: 1 SS Pz Corps HQ 42-2-2 Werfer Bde (15) T21.12: 9-5-4 SS Tgr Bn (501) 1x 4-3-2 FJ Brkdwn Rgt 9-2-2 SS Arty Bn (501, 502) T25.10: 1x (3)-2-3 Alarm Flak Bn 58 Pz Corps HQ T20.08 (Bitburg): 8-3-3 Cdo Bde (150) 4-4-3 Pio Bn (207) 4-4-3 Pio Bn (47) 6-5-6 PJ Bn (560) 1x (4)-3-7 Alarm Flak Bn 22-2-1 Mortar Bn (7) 42-2-2 Werfer Bde (9) 24-2-1 Arty Corps (401) 2 Truck point 1x (1)-0-0 Pontoon Bde T20.09: 8 SP 3 SP 26-2-2 Arty Rgt (720) 24-2-1 Arty Corps (406) T32.07: T25.11: 1x 3-4-2 Brkdwn Rgt 48-2-1 Arty Corps (766) T20.11: 18-3-3 FJ Div (5, less 1 step) T31.04: T25.12: 4-4-6 LW AG Bn (111) 9.SS.Pz Div (all 7 units) 2.Pz Div (304 Inf) 5-5-6 PJ Bn (519) T19.09: 12-2-2 SS Werfer Bn (502) T24.06: 80 Corps HQ 39 Pz Corps HQ 24-2-1 Arty Corps (408) T31.07: 2-4-6 Pz co (2-2/103) 1x (5)-4-3 Alarm Flak Bn 14-4-2 VG Div (12, less 1 step) 4-4-3 Assaut Bn (5) 4 SP 6-4-5 SP Arty Bn (217) 26-2-2 Arty Rgt (617) 42-2-2 Werfer Bde (20) T19.11: T30.05: 6-0-R RR Arty Bn (725) 14-3-2 VG Div (352) 1.SS.Pz Div (all 7 units) 2x Truck point (empty) T18.08: T30.06: T24.09: 42-2-2 Werfer Bde (8) 42-2-2 Werfer Bde (4) 47 Pz Corps HQ 4-4-3 Pio Bn (z.b.V. 600) T18.09: T29.08: 1x (4)-3-7 Alarm Flak Bn 14-3-2 VG Div (212, less 1 step) 18-3-3 FJ Div (3, less 1 step) 26-2-2 Arty Rgt (762) 7 SP T18.10: T27.09: 14-2-2 VG Div (276) 14-2-2 VG Div (62) T24.10: 42-2-2 Werfer Bde (16) 2.Pz Div (1-3, 2-3 Pz, 2 Rec, 38 PJ, T17.09: 74 Arty) 1x 3-3-2 Brkdwn Rgt T27.07, w/i 1 hex: (5)-4-3 PJ Bn (657) 66 Corps HQ T24.11: Level-2 Hedgehog 14-3-2 VG Div (18) 2.Pz Div (2 PzGr) 1x (3)-2-3 Alarm Flak Bn T15.07 (Trier): 4-4-6 AG Bn (244) T23.11: 53 Corps HQ 10.SS.Pz Div (10 Arty) Lehr.Pz Div (901 PzGr, 130 Rec, 130 1x Fester Platz (random from pool) 2-2-2 FJ Bn (v.d.H) PJ, 130 Arty) 2 SP 2 SP Note the rest of 10.SS is near Rheydt! T23.12: 14-4-2 VG Div (26, less 1 step)

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T15.09: T4.02 (Neunkirchen): Reich Off-Map Bases: 1x 3-3-2 Brkdwn Rgt 89 Corps HQ 1x Me.262 (5)-3-1 PJ Bn (503) (2)-3-3 PJ Bn (483) 5x Bf.109 (4) Level-3 Hedgehog 10-0-1 Arty Bty (E/428) 5x Bf.109 (5) 2 SP 3x Fw.190a (4) T14.08: 1x Fw.190a (5) 1x 2-3-3 Alert Bn T4.07: 1x Fw.190d (5) (5)-3-1 PJ Bn (504) 2x 3-3-2 Brkdwn Rgt 1x Fw.190d (6) Level-3 Hedgehog 1x Fw.190f (3) T3.04 (Sankt Ingbert): 1x Fw.190f (4) T13.10: 13 SS Corps HQ 1x Ju.88 (9) 1x 2-3-3 LW Alert Bn 8-4-3 Inf Div (172) 1x Ju.88 (12) (5)-4-3 PJ Bn (681) (2)-3-3 PJ Bn (484) 1x Ju.52 10-0-1 Arty Bty (638) (See scenario special rules) T12.10: 3 SP 1x 3-3-2 Brkdwn Rgt T3.01 (Homburg): T11.09: 8-3-3 Inf KG (Jais) 82 Corps HQ 10-0-1 Arty Bty (Z/428) 2-2-3 LW Inf Bn (41) 2 SP T3.07 (Volklingen): 14-3-2 VG Div (347, less 2 steps) T11.11: Level-2 Hedgehog 16-2-3 Inf Div (416, less 2 steps) 2-2-3 LW Inf Bn (38) T2.05 (Saarbrucken): 1x Fester Platz (random from pool) Hitler’s Bigger Gamble T10.11: 1x VS Bn (random pick) These two optional formations can be 1x 2-4-3 Alert Bn 1 SP added to lend an even bigger punch 2-2-3 LW Inf Bn (42) to Wacht am Rhein. T2.06 (Forbach): T9.09: 1x 3-3-2 Brkdwn Rgt The 6th.SS Mountain Division 1x 3-3-2 Brkdwn Rgt was a veteran division accustomed T1.01 (Zweibruchen): to fighting in arctic conditions. It T9.10: 26-2-2 Arty Rgt (1036) was considered for use in WaR, but 1x 3-2-2 Brkdwn Rgt Level-2 Hedgehog arrived too late. Here it is assumed the Germans transfer this division T9.11: T1.02: from northern Finland sooner. Make 1x 3-2-2 Brkdwn Rgt (5)-4-3 PJ Bn (1) the following changes: Level-2 Hedgehog • Replace either the 12 VG Divi- T8.08 (Merzig): sion (T31.07) or the 3 FJ Divi- 14-3-2 VG Div (19, less 1 step) T1.06: sion (T29.08) in the front line Level-2 Hedgehog 14-3-2 VG Div (36, less 1 step) with the 6th SS Mtn Div. Move the division replaced and stack it T7.08: Saar Reserve (T3.01): with 1st SS Corps HQ (T32.05). 1x 3-3-2 Brkdwn Rgt 17.SS.PzGr Div (all 5 units) If this option is used ignore the This formation cannot be moved until reinforcement entries for the T6.07: released. It is released when the Allies 3-5-2 SS Mtn Brkdwn Rgt on 14-3-2 VG Div (559, less 1 step) capture one or more of the following: December 26 and for 6 SS Mtn Völkingen, Saarbrücken, Sankt Ingbert, Div on January 8. T5.07: Neunkirchen, and Zweibrüchen. 12-3-2 Inf Div (719, less 1 step) • At the time WaR started, the 11th (5)-3-1 PJ Bn (502) Pz Div was in action with Army Level-2 Hedgehog Group G. This option assumes it was sent north to the Ardennes instead. Place all units of the 11th Pz Div at T25.08 (Army Group B Reserve).

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Axis Arrivals Exchange: Scenario 6.7: 15 December 12-3-2 Inf Div (719) becomes 16-3-3 Inf Div (719) Northern BZ: 10-3-2 Inf Div (180) becomes Nordwind 14-3-2 VG Div (9, 79, 167) 16-3-3 Inf Div (180) 1x 3-3-2 Inf Brkdwn Rgt “I want, therefore, in this hour, as Remove: spokesman of Greater Germany, to Central BZ: 1x Fw.190a (4) promise solemnly to the Almighty 14-3-2 VG Div (257) 1x Bf.109 (4) that we shall fulfill our duty faith- Remove: fully and unshakably in the New 3-5-5 Tiger Co (Hum) 5 January Year, in the firm belief that the Northern BZ: hour will strike when victory will 19 December 4-4-6 AG Bn (905) ultimately come to him who is most Northern BZ: Remove: worthy of it” —Adolf Hitler, 1 January 1945. 4-4-6 AG Bn (243) 42-2-2 Werfer Bde (19) F.Gren.Bde (all 5 units) 4-4-6 LW AG Bn (Schm) The last German offensive of the Sec- 12-3-7 Pz Bde (F.Beg) ond World War in the West, Opera- 42-2-2 Werfer Bde (19) 8 January tion Nordwind, has begun. 1x Ar.234 Central BZ: 22 December 16-5-3 SS Mtn Div (6, less 1 step) General Information Remove: Northern BZ: Setup Order: Allied first 14-3-2 VG Div (344) First Player: 36-2-1 Arty Corps (410) German Weather: Snow/Limited on 1 Jan Exchange: 12 January First Turn: 1 January 1945 1x Fw.190a (5) becomes Remove: Last Turn: 12 February 1945 1x Fw.190d (6) 1x Bf.109 (4) Total Turns: 13 Central BZ: Reinforcements: Use special scenario 6-5-6 PJ Bn (559) arrival schedules. Do not roll for 1-5-5 Flm Pz Co (352) variable reinforcements or supply arrivals in this scenario. 26 December 1x Fw.190d (5) Special Scenario Rules Use only the part of Map D that is North BZ: south of the 39.xx hexrow (which is 5-5-7 PJ Bn (655) out of bounds). Units may not move Central BZ: or retreat out of the play area. 1x 3-5-2 SS Mtn Brkdwn Rgt Allied supply sources are hexes on the Remove: west edge of Map D with any kind of 42-2-2 Werfer Bde (17) road or railroad leading off the map. Incoming SP are placed with any 29 December Combat Mode HQs that are in trace 1x Me.262 (reduced) supply. Other American ground rein- forcements are placed on any supply Central BZ: source hexes north of 25.xx; French 4-4-5 PJ Bn (z.b.V ‘G’, 708) ground units arrive south of the 20.xx 1-5-5 Flamm Pz Co (353) hexrow 1 January 1945 German supply sources are hexes along the east edge of Map D, as well Supply Cache Markers (option): 2 as hexes 38.22, 38.16, and 38.13. Central BZ: Arriving SP and ground units can be (2)-3-3 PJ Bn (468) placed in any cities (major or minor) 22-2-1 Mortar Bn (20) and detrainable hexes in trace supply. The only off-map box usable by the Allies in this scenario is South France.

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The Allied C-47s can only fly four Level-1 Air Bases: D27.23, D22.24 D30.18: missions (each) during the scenario. Level-2 Air Bases: None 1x 5-4-3 Brkdwn Rgt Level-3 Air Bases: Allied units moving by rail may exit None D30.19: the West map edge and re-enter the game on a West Map edge by rail. 1x 5-4-3 Brkdwn Rgt American/French Setup 5-3-7 TD Bn (813) Ignore the Broadfront Strategy (3.10) D36.29: restrictions in this scenario. Level 1 Hedgehog D30.31: Strategic Interdiction (3.7) is in effect 24-4-3 Inf Div (44, less 2 steps) 2.Fr.Arm Div (CCD, CCL, CCV, on Normal Flight turns, affecting Ger- 6-3-6 Tk Bn (749) each less 1 step; CCR, Arty) man movement costs. D36.30 (Sarreguemines): D29.18: 1x 5-4-3 Brkdwn Rgt 1x 5-3-3 Brkdwn Rgt Victory Conditions If a German combat unit (in trace D35.28: D27.19: supply) occupies Strasbourg, the sce- 1x 5-3-3 Brkdwn Rgt 1x 5-3-3 Brkdwn Rgt nario ends immediately in a German (3)-2-3 TD Bn (824) Blown Bridge Marker sudden death win. The Germans win if they have combat D35.29: D27.23 (Haguenau): units (in trace supply) in two of the 1x 5-4-3 Brkdwn Rgt 6 Corps HQ following cities on the last turn of the 5-3-7 TD Bn (776) 36-2-3 Arty Grp (106, 206) game: 4 SP D34.25: D28.32 (Sarrebourg) 2-4-7 Mech Cav Bn (117) D26.28 (Saverne): D26.28 (Saverne) 21 Corps HQ D27.23 (Haguenau) D34.26: 108-2-3 Arty Div (7) 1x 5-3-3 Brkdwn Rgt 36-2-3 Arty Grp (121, 221) D13.31 (Colmar) 2 SP The Allies have two ways to win: D34.27: 24-3-3 Inf Div (100, less 2 steps) • If they occupy all four of the D28.25: above cities and there are no 14.Arm Div (CCA, CCB, Arty) D34.30: German combat units (in trace 36-2-3 Arty Grp (115, 215) supply) both west of the Rhine D28.32 (Sarrebourg): and below the 20.xx hex row. 15 Corp HQ D33.25: 4-4-7 Mech Cav Grp (106) • If they occupy three of the cities 14.Arm Div (CCR, less 1 step) 1 Truck point and named above they hold at 5-3-7 TD Bn (645) 4 SP least one West Wall hex (in trace supply). D32.20: D26.20: If neither player achieves their victory 1x 5-4-3 Brkdwn Rgt 1x 5-3-3 Brkdwn Rgt conditions the game is considered a draw. D32.21: D24.22: 1x 5-4-3 Brkdwn Rgt 1x 5-3-3 Brkdwn Rgt 6-3-6 Tk Bn (191) Allied Information D22.24 (Strasbourg): D32.22: 24-3-3 Inf Div (42, less 2 steps) Rail Cap: 3 24-4-3 Inf Div (45, less 2 steps) Blown Bridge Marker Supply: Receive 4 SP each turn in January; 5 SP per turn in Febru- D32.23: D22.27: ary. 1x 5-4-3 Brkdwn Rgt 2 Fr Corps HQ Arty Ammo Markers: 1 3-2-3 Inf Bde (AL-LO) Bridge Check Markers: 0 D31.20: 36-2-3 Fr Arty Grp (2) Reserve Markers: 4 24-4-3 Inf Div (79, less 2 steps) 2 SP Supply Cache Markers (option): 4 Dead Pile: None D30.17: D19.26: 1x 5-4-3 Brkdwn Rgt 1x 3-3-3 Fr Brkdwn Rgt 6-3-6 Tk Bn (781)

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D19.27: D2.31: 5 February 1x 3-2-3 Fr Brkdwn Rgt 1.Fr Arm Div (1, 2, 3 Mech, each less 6-3-6 TK Bn (784) 1 step; 3 Rec, Arty) D18.27: 1 SP 12-3-3 Fr Inf Div (1.FF, less 1 step) German Information Southern France Airfields: Rail Cap: 3 D18.35, w/i 1 hex: 1x US P-47 Supply: Receive 4 SP each turn in 5.Fr.Arm Div (4, 5, 6 Mech, each less 1x US B-26 January; 3 SP per turn in Febru- 1 step; Arty) 2x US C-47 (limit 4 missions each) ary. 1 SP 4x Fr P-47 Reserve Markers: 4 2x Fr B-26 Supply Cache Markers (option): 2 D17.28: 1x 3-3-3 Fr Brkdwn Rgt Special Map C bases (see below): Level-1 Air Bases: D36.11, D23.05, 3x US P-47 D21.09, D20.05, D13.31, D8.25 D17.29: In addition to bases on Map D and Level-2 Air Bases: D26.10 1x 5-4-3 Brkdwn Rgt Southern France, these three P-47s Level-3 Air Bases: None 6-3-6 Tk Bn (756) (and only these) can be based off-map on Map C. When based off-map they German Setup D16.29 (Selestat): refit at no cost and have an AEP value D38.16 (Neustadt an der Wein- 24-4-3 Inf Div (3, less 3 steps) to any west map-edge hex of 10. strasse): D15.30: 1 SP 1x 5-4-3 Brkdwn Rgt Allied Arrivals 5-3-7 TD Bn (601) D38.25: 1 January 21.Pz Div (125, 192 Inf, 1-22 Pz, 21 D15.31: 3-2-8 TD Bn (827) Rec, 155 Arty) 1x 5-4-3 Brkdwn Rgt 1x Reserve Marker D38.26 (Zweibruchen): D13.35: 5 January 13 SS Corps HQ 16-3-3 Fr Inf Div (3.Alg) 12-2-3 Fr Inf Div (10) 42-2-2 Werfer Bde (20) 2x Reserve Markers 36-2-1 Arty Corp (410) D8.35: 10-0-1 Arty Bty (638) 1x 3-4-3 Fr Brkdwn Rgt 4-4-3 Assault Bn (1) 8 January (5)-4-3 PJ Bn (1) D6.35: 24-4-3 Inf Div (36) Level-2 Hedgehog 16-4-3 Fr Mtn Div (4.Mor, less 2 4-3-6 TD Bn (636) 6 SP steps) 1x Reserve Marker D38.27: D5.32: 15 January Level-2 Hedgehog 12-2-3 Fr Inf Div (9.Col, less 1 step) 24-3-3 Inf Div (103) 2x 3-2-8 TD Bn (609, 822) D38.30: D5.33 (Mulhouse): 14-3-2 VG Div (347, less 3 steps) 1 Fr Corps HQ 22 January D37.24 (Primasens): 36-2-3 Fr Arty Grp (1) 101.Para Div (all 4 units) 39 Pz Corps HQ 16-3-3 Fr Inf Div (2.Mor, less 1 step) 24-4-3 Inf Div (35) 1x Arty Rgt (621) 1x Mule point 24-4-3 Inf Div (28, less 2 steps) 1-5-5 Flm Pz co (352) 2 SP 24-3-3 Inf Div (75) 25.PzGr Div (35 Inf, 119 PzGr) 5-3-7 TD Bn (630) D5.34: 1x Truck point 10.Arm Div (all units) (optional) 1x 3-3-3 Fr Brkdwn Rgt 2 SP

D4.31: 1 February D37.29: 1x 3-2-3 Fr Brkdwn Rgt Start getting 5 SP per turn 14-3-2 VG Div (36, less 1 step) 12.Arm Div (all 4 units) D5.35: 6-3-6 Tk Bn (709) D37.30 and 37.31: 1x 3-4-3 Fr Mtn Brkdwn Rgt Receive 6 extra SP south of D20.xx 14-3-2 VG Div (19, less 1 step) 2x Supply Cache Marker (option) (2)-3-3 PJ Bn (486)

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D36.25: D35.21: D25.20: 90 Corps HQ 89 Corps HQ 1x 3-2-2 Brkdwn Rgt 36-2-1 Arty Corps (404) (5)-3-1 PJ Bn (501) 1x VS Bn (randomly selected) 4-4-5 PJ Bn (741) 5 SP 6 SP D25.21: D34.20: 14-3-2 VG Div (553) D36.27, w/i 1 hex: 26-2-2 Arty Rgt (1036) 2-4-6 Pz Co (2-2/103) 17.SS PzGr Div (all 6 units) 1x (3)-2-3 Alarm Flak Bn 1-5-5 Flm Pz Co (353) D34.23: 1x (1)-0-0 Pontoon Bde 1x 3-5-2 SS Mtn Brkdwn Rgt Ferry Marker D35.25, w/i 1 hex: 2 SP 14-3-2 VG Div (559, less 1 step) D34.24: 14-3-2 VG Div (257) D22.23: Level 2 Hedgehog D33.13: 8-4-3 Inf Div (406) 10.SS Pz Div (21 PzGr, 10 Rec, 10 2x VS Bn (randomly selected) Arty) 2 SP 1 SP + 1T D20.05: Nordwind Options D33.21, w/i 1 hex: 2T 16-3-3 Inf Div (245; less 1 step) 10 Armored Division D20.22 (Offenburg): The 10th Armored Division was sup- D33.23: 1-4-5 SS PJ Co (RF) posed to transfer to Devers, but in the 14-3-2 VG Div (256) end was committed elsewhere. This D18.25 and/or 18.26: option assumes that Eisenhower keeps D33.24: 16-3-3 Inf Div (198) his promise, and the 10th Armored 14-3-2 VG Div (361, less 1 step) 12-4-7 Pz Bde (106) arrives on 22 January. D32.19, w/i 1 hex: D17.27: 6th SS Mountain Division 14-3-2 VG Div (47) 16-3-3 Inf Div (716) The 6.SS-Mountain Division had 4-4-6 AG Bn (280) not arrived in time for the opening D31.17, w/i 1 hex: attacks. This option assumes it arrives 18-4-3 FJ Div (7) D16.27 and/or 16.28: on time, and the unit sets up (full 4-4-6 LW AG Bn (121) 2-3-3 Bicycle Bn (602) strength) in D34.23 instead of just the 14-3-2 VG Div (708) 3-5-2 SS Brkdwn Rgt. Level-3 Hedgehog in the following: D32.19, D31.17, D31.18 D31.19, D15.28: OKW D30.16 64 Corps HQ Hitler wanted a clear breakthrough 2-4-3 SS Inf Rgt (Ellwan) before releasing Army Group G’s D30.15: 4-4-5 PJ Bn (708) panzer reserve. If using this option, 8-3-3 Inf Div (Rass) 4 SP the German player must put the 21st Pz Div and the 25th PzGr Div in D27.18 (Rastatt): D15.29 and/or 14.29: Reserve Mode on the first turn. Both 8-3-3 Inf Div (405) 4-4-3 Inf Assault Bn (19) Divisions can be released from reserve Level-2 Hedgehog 14-3-2 VG Div (16) during the German exploit phase only Blown Bridge Marker if the German Player rolls a 5 or 6. D15.33: This restriction is lifted after the first D26.10: 1x 3-3-2 Brkdwn Rgt turn. 2T 2-3-3 Mtn Bn (202) No Bodenplatte The German planes that arrive on D25.18 (Baden-Baden): D14.30: 5 January turn had participated in 14 SS Corps HQ 1x 3-3-2 Brkdwn Rgt Operation Bodenplatte. This option 14-3-2 VG Div (9, less 2 steps) assumes they did not participate in the 1x 3-2-2 Brkdwn Rgt operation, and instead setup (active) 2 SP on any German Air Base.

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D13.31 (Colmar): German Reinforcements Scenario 6.8: 16-3-3 Inf Div (189, less 1 step) 1 January 6-5-6 PJ Bn (654) (2)-3-3 PJ Bn (468) Endkampf Campaign 2x Wagon point 22-2-1-2 Mortar Bn (20) Level-1 Hedgehog 1 SP “The reality of defeat that perme- 5 January ated the German army in 1945 D12.34 (Munster): 2x Bf.109 (5) dictated that its strategy would have 16-3-3 Inf Div (338, less 1 step) 1x Bf.109 (4; reduced) to be one of defense. It had been the Me.262 (reduced) best offensive army that the world D11.28: has ever seen, but events had over- 18 SS Corps HQ 8 January taken the army of the ‘Blitzkrieg’ and it now had to employ the same 16-1-3 SS Inf Div (30, less 1 step) 16-5-3 SS Mtn Div (6, less 1 step) tactics that it had derided its British 1 SP 25.Pz Gr Div (25 AG Bn, 5 Pz Bn) and French enemies for practicing 4-4-6 AG Bn (394, 667) D9.33 (Guebwiller): during the glory days of 1940.” The Remove: 63 Corps HQ war had come full circle. —Tony 16-3-3 Inf Div (269) 4-4-5 PJ Bn (z.b.V ‘G’) Bryan’s The Rhineland 1945. 2 SP 15 January The final battle for Germany in the West now begins. With most of its D7.29: 10.SS Pz Div (1-10 Pz) panzers now in Poland and Hungary, 1x VS Bn (randomly selected) defense of the Ruhr depends increas- 26 January ingly on the great barrier of the Rhine. D7.35 (Than) and/or 6.34: Remove: 16-3-3 Inf Div (269) 25.PzGr Div (all units) General Information D6.32, w/i 1 hex: Setup Order: Allied first 16-3-3 Inf Div (159, less 1 step) 1 February First Player: Allied Start getting 3 SP per turn Weather: Mud/Limited on 8 Feb D6.33: 1x Supply Cache Marker (option) First Turn: 8 February 1945 Level-1 Hedgehog 16-3-3 Mtn Div (2) Last Turn: 29 April 1945 1x 3-3-2 Brkdwn Rgt (8)-5-4 PJ Bn (653) Total Turns: 24 (or less) 2-3-3 Mtn Bn (201) 8-2-3 Inf Div (805, 905) Reinforcements: Use campaign arrival schedules. Roll for variable rein- Remove: D5.30 (Mullheim): forcements each turn. 10.SS.Pz Div (all units) Level-2 Hedgehog 1x VS Bn (randomly selected) Special Scenario Rules 5 February Use all maps (A, B, C, D). D5.31: Can arrive at any HQ in trace supply. 1x 3-3-2 Brkdwn Rgt 3-5-3 SS Inf Bn (506) The Clarion Event has reduced Axis 1 SP RR Cap, and effects Axis supply. Rotterdam and Amsterdam are Ger- man-controlled and both have 4 hits (mines haven’t been rolled). Antwerp ports are both Allied-controlled and fully repaired. Roer River Status (1.9): The locks are broken; place the Roer Dam marker on the 19 February turn track (the effect subsides after the Allied portion of that turn). Note the two French divisions listed as being withdrawn on 8 Feb have already been removed from the setup. No Allied airdrops can be pre-planned at the start of the scenario.

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Victory Conditions B39.33 (Nijmegen): A36.02 (Uden): Use campaign game victory conditions 2 Can Corps HQ 1x Tempest (4.0). 3-4-7 Can Rec Bn (18) 2x Typhoon 22-4-3 Inf Div (43) 2T Allied Information 8.Arm Bde (4/7, NY Tk, 12 Mec, 8 SP Arty) A35.09 (Tilburg): Rail Cap: Per Charts 20 SP Gds.Arm Div (all 4 units) Sea Cap: Per Charts 3-2-3 Inf Bde (301) Supply: Per Table (roll each turn) B39.35: Seaborne Assaults Available: 2 2.Can.Tk Bde (all 3 units) B35.33: Arty Ammo Markers: 1x CW, 1x US 52.AL Div (all 3 units) Bridge Check Markers: 2 B39.34: Reserve Markers: 22 6.Gd.Tk Bde (all 3 units) A34.31 (Maldegem): Supply Cache Markers (option): 8 72-2-3 Can Arty Div (2) 1x Spitfire IX Dead Pile: 72-2-3 Arty Div (3) 2T CW 22-4-3 Inf Div (50) A38.11 (Oosterhout): A32.03 (Helmond): 1.Abn Div (all 3 units) 1.Pol.Arm Div (Arty) 1 Abn Corps HQ 1.Pol.Arm Div (10 Tk Bn) 6.Abn Div (all 4 units) 4-4-3 Pol Abn Bde (1) B38.32: 2-4-2 Flm Tk Bn (1) 3-4-8 Rec Bn (2 HC) A32.05 (Eindhoven): US 8.Arm Bde (13/18 Tk) 3-2-3 Inf Bde (305) 23-3-3 Inf Div (106) 22-4-3 Inf Div (15) 1x Spitfire IX 82.AB Div (505 Para Rgt) 2x Typhoon 2-4-3 Para Bn (509) B38.33: 1 SP 2-4-3 Gldr Rgt (550) 34.Tk Bde (9, 147 Tk) 6-3-6 Tk Bn (707) 12-2-5 SP Arty Bn (86) B31.35 (Deurne): 5-3-7 TD Bn (808) 12-2-5 Can SP Arty Bn (19) 8 Corps HQ 3-2-8 TD Bn (820) 72-2-3 Arty Div (8) B38.34: 4.Arm Bde (all 5 units) Level-1 Air Bases: A36.02, A35.09, 30 Corp HQ 3 SP A34.31, A24.05, A17.05, A15.29, 2-4-2 Flm Tk Bn (7) A13.07, A12.22, A11.04, A7.21, 3-4-8 Rec Bn (11 HC) A30.19 (Antwerp): C56.19, C51.06, C42.15, 72-2-3 Arty Div (4, 5, 9) 5-3-3 Inf Bde (RN PI) C38.08, C35.29, C33.11, 18 SP C33.25, C30.09, D22.24, A29.29 (Gent): D13.31, C3.30 A38.01 (Grave): 1x Spitfire IX Level-2 Air Bases: A32.05, A29.29, 3-2-3 Inf Bde (308) 2T A22.06, A18.11 Level-3 Air Bases: A30.19, A23.21, A38.06, w/i 1 hex: B28.32 (Maasbree): A18.19, C54.34 4.Can.Arm Div (all 4 units) 22-4-3 Inf Div (3) 1x 5-4-3 Brkdwn Bde Commonwealth Setup A27.07 (Neerpelt): A40.10: A37.13 (Breda): 12 Corp HQ 1.Pol.Arm Div (10 Mech, less 1 step) 1 Corps HQ 3-4-8 Rec Bn (1 RD) 3-2-3 Inf Bde (307) 2SP A40.13: 3-4-8 Rec Bn (RAC) 1.Pol.Arm Div (3 Mech, less 1 step) 2 SP B27.34 (Helden): 5-4-3 Cdo Bde (1) B40.31: A37.18: 1x 5-4-3 Brkdwn Bde 5-4-3 Cdo Bde (4) B25.35: 11.Arm Div (159 Mech, 15/19 Tk, B40.32: B37.33: Arty) 22-4-3 Inf Div (49, less 1 step) 22-4-3 Inf Div (51, 53) 2-4-2 FT Bn (141) B39.32: 34 Tk Bde (107 Tk) 22-4-3 Can Inf Div (2, 3)

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A24.05 (Bree): A18.19: A12.02 (Eupen): 3-2-3 Inf Bde (306) 2x P-47 5 Corps HQ 1x Spitfire XIV 1 SP 4-4-7 Cav Grp (102) 2T 6-3-6 Tk Bn (786) A17.01 (Heerlen): 3-2-8 TD Bn (817) A23.21 (Brussels): 13 Corps HQ 108-2-3 Arty Div (1) 1x Spitfire XIV 36-2-3 Arty Grp (113, 213) 36-2-3 Arty Grp (105, 205) 1x B-25 2 SP 2 SP 3 Truck point 2x (1)-0-0 Pontoon Bde A17.02 (Kerkrade): B12.31 and/or B11.31: 4 SP 8.Arm Div (all 4 units) 24-3-3 Inf Div (78, less 1 step) 7.Arm Div (CCR) B23.35 (Wessem): A17.05 (Maasstricht): 4-4-3 Para Rgt (517) 7.Arm Div (all 4 units) 4-4-7 Cav Grp (15) 6-3-6 Tk Bn (774) 4-3-6 TD Bn (893) England Airfields: B17.32: 1x P-51 24-4-3 Inf Div (29) A11.04 (Verviers): 2x Mosquito 7.Arm Div (CCA, CCB, Arty) 1x B-25 B16.31: 2-3-3 Bel Inf Bn (5) 1x C-47 (no glider) 24-4-3 Inf Div (104) 3x C-47 (w/ Gliders) 6-3-6 Tk Bn (750) A10.05: (3)-2-3 TD Bn (692) 2.Arm Div (all 5 units) American/French Setup 5-3-7 TD Bn (702) B16.33: B23.34: A10.07: 4-4-7 Cav Grp (11) 108-2-3 Arty Div (9) 18-3-3 Rckt Bn (18) 7 Corps HQ A22.06: 4-4-7 Cav Grp (4) A15.01 (Aachen): 2x P-47 5-3-7 TD Bn (899) 2T 2-4-2 Flm Tk Bn (743, 747) 36-2-3 Arty Grp (107, 207) 4-3-6 TD Bn (635) 2 SP B21.34: (3)-2-3 TD Bn (801) B10.31: 24-4-3 Inf Div (35) 2x (1)-0-0 Pontoon Bde 6-3-6 Tk Bn (784) 1x 5-4-3 Brkdwn Rgt B14.33 (Stolberg): 5-3-7 TD Bn (654) Note that Roer is flooded, per scenario 4-3-6 TD Bn (821) 19 Corps HQ special rules. 4-4-7 Cav Grp (113) A20.02: 36-2-3 Arty Grp (119, 219) 2 SP A9.05: 16 Corps HQ 24-3-3 Inf Div (84) 36-2-3 Arty Grp (116, 216) A13.07 (Liege): 6-3-6 Tk Bn (771) 2 SP 4-3-6 TD Bn (825) 3-2-8 TD Bn (638) B20.33, w/i 1 hex: 4x Truck point 35 SP B09.32: 24-4-3 Inf Div (102) 24-4-3 Inf Div (9, less 1 step) 6-3-6 Tk Bn (701) B13.31: 2-5-3 Rngr Bn (2) 5-3-7 TD Bn (771) 24-4-3 Inf Div (8) 6-3-6 Tk Bn (746) 1x 5-4-3 Brkdwn Rgt A18.03: A8.02: 5.Arm Div (CCA, CCB, CCR, Arty) 6-3-6 Tk Bn (740) 4-3-6 TD Bn (644) 24-4-3 Inf Div (1, less 1 step) 5-3-7 TD Bn (628) 6-3-6 Tk Bn (745) 5-3-7 TD Bn (703) A18.11 (St.Truiden): 4-3-6 TD Bn (634) 1x P-51 1x P-47 A8.06: 2T 24-4-3 Inf Div (83, less 1 step) 6-3-6 Tk Bn (736) 3-2-8 TD Bn (643)

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A8.07: A2.03: C54.34: 3.Arm Div (all 5 units) 6.Arm Div (CCA) 2x P-47 3-2-8 TD Bn (603) 1 SP B8.31: 24-4-3 Inf Div (2) A2.05: C51.04, w/i 3 hexes and west of the 6-3-6 Tk Bn (741) 24-4-3 Inf Div (95) Moselle River: 3-2-8 TD Bn (612) 6-3-6 Tk Bn (761) 24-3-3 Inf Div (76, less 1 step) (3)-2-3 TD Bn (802) 4-4-7 Mech Cav Grp (2) A7.02: (3)-2-3 TD Bn (691) 18 Abn Corps HQ A1.04: 4-4-7 Cav Grp (14) 6.Arm Div (CCR) C51.06 (Luxembourg City): 12 Corps HQ B7.32: C62.04: 108-2-3 Arty Div (3) 24-3-3 Inf Div (99) 6.Arm Div (CCB, Arty) 1x 5-3-3 Brkdwn Rgt C51.07: 5-3-7 TD Bn (814) C61.04: 4.Arm Div (all 4 units) 17.Abn Div (513 Para) B6.32: C51.25 (Vouziers): 24-3-3 Inf Div (87) C61.09 (Bastogne): 22 Corps HQ 6-3-6 Tk Bn (735) 8 Corps HQ 36-2-3 Arty Grp (122, 222) 3-2-8 TD Bn (607) 36-2-3 Arty Grp (108, 208) 1 SP 4-3-6 TD Bn (629) A5.05: 3-2-8 TD Bn (705) C45.05, w/i 2 hexes: 24-4-3 Inf Div (30) 4-4-7 Cav Grp (6) 24-3-3 Inf Div (94) 3-4-6 Mech Inf Bn (526) 4-2-8 Lt Tk Bn (759) 2-5-3 Rngr Bn (5) 4-3-6 TD Bn (823) 2 SP 6-3-6 Tk Bn (748) 4-2-8 Lt Tk Bn (744) 3-2-8 TD Bn (704) C60.04: (3)-2-3 TD Bn (774) B5.33: 17.Abn Div (193 Gldr) 24-4-3 Inf Div (4) C45.07 (Thionvile): 6-3-6 Tk Bn (70) C59.05: 20 Corps HQ 5-3-7 TD Bn (610) 17.Abn Div (194 Gldr) 36-2-3 Arty Grp (120, 220) 2 SP A4.01: C57.04: 11.Arm Div (CCA) 24-4-3 Inf Div (80) C44.01, w/i 1 hex: 6-3-6 Tk Bn (702) 24-4-3 Inf Div (26) A4.05: 3-2-8 TD Bn (811) 6-3-6 Tk Bn (778) 82.Abn Div (504 Para, 325 Gldr) 5-3-7 TD Bn (818) 4-4-3 Para Rgt (507, 508) C57.09 (Martelange): 4-4-7 Cav Grp (3) 2-4-3 Para Bn (551) 3 Corps HQ 36-2-3 Arty Grp (103, 203) C43.07: A3.02: 2 SP 9.Arm Div (all 4 units) 11.Arm Div (CCB) 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) 2T 6-3-6 Tk Bn (712) C55.04, w/i 1 hex: 24-4-3 Inf Div (5) D42.33 (Saarlouis): B4.34: 1x 5-3-3 Brkdwn Rgt 24-3-3 Inf Div (70) 1x 5-4-3 Brkdwn Rgt 6-3-6 Tk Bn (737) 5-3-7 TD Bn (773) 5-3-7 TD Bn (803) C39.08 (Metz): 1x (1)-0-0 Pontoon Bde A3.03: C54.33: 4x Truck point 11.Arm Div (CCR, Arty) 24-3-3 Inf Div (69) 10 SP 3-2-8 TD Bn (602) C38.08: 1x P-47

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D38.32, w/i 1 hex: C27.06 (Luneville), w/i 1 hex: D11.30: 24-3-3 Inf Div (63, less 2 steps) 24-3-3 Inf Div (75) 24-4-3 Inf Div (3, less 1 step) 3-2-8 TD Bn (822) 6-3-6 Tk Bn (709) 1x 5-3-3 Brkdwn Rgt (3)-2-3 TD Bn (648, 679, 772) 6-3-6 Tk Bn (756) C37.06: 1x (1)-0-0 Pontoon Bde 10.Arm Div (all 4 units) 108-2-3 Arty Div (7) D7.30: 3-2-8 TD Bn (609) 1x 3-2-3 Fr Brkdwn Rgt D26.28 (Saverne): C36.09: 6 Corps HQ D7.32: 24-4-3 Inf Div (79, less 1 step) 36-2-3 Arty Grp (106, 206) 1.Fr.Arm Div (all 5 units, each bri- 5-3-7 TD Bn (813) 2-4-7 Mech Cav Bn (117) gade less 1 step) 4-4-7 Mech Cav Grp (106) D36.30 (Sarreguemines), w/i 1 hex: 2 SP D6.30: 24-4-3 Inf Div (44, less 1 step) 12-2-3 Fr Inf Div (9.Col, less 1 step) 6-3-6 Tk Bn (749) D25.23, w/i 2 hexes: 5-3-7 TD Bn (776) 24-4-3 Inf Div (36) D5.31: 6-3-6 Tk Bn (753) 16-3-3 Inf Div (2.Mor) D34.29, w/i 1 hex: 4-3-6 TD Bn (636) 24-3-3 Inf Div (100) (3)-2-3 TD Bn (614) D5.33 (Mulhouse): 6-3-6 Tk Bn (781) 1 Fr Corps HQ (3)-2-3 TD Bn (824) D25.28: 36-2-3 Fr Arty Grp (1) 14.Arm Div (all 4 units, each Com- 1 SP C33.09: bat Command less 1 step) 1x P-47 Southern France Airfields: D22.24 (Strasbourg): 4x Fr P-47 C33.25 (Saint-Dizier): 16-3-3 Fr Inf Div (3.Alg) 2x Fr B-26 1x P-47 2T D22.27: Normandy Interdiction Airfields: 2 Fr Corps HQ 2x CW Spit.IX D31.28, w/i 1 hex: 3-2-3 Fr Inf Bde (Al-LO) 1x CW P-51 24-4-3 Inf Div (45) 36-2-3 Fr Arty Grp (2) 1x CW Typhoon 6-3-6 Tk Bn (191) 1 SP 3x US P-47 5-3-7 TD Bn (645) 1x US P-51 D20.26 (Erstein): 2x US B-26 D31.31: 12-3-3 Fr Inf Div (1.FF) 1x US A-20 15 Corps HQ 1x US A-26 36-2-3 Arty Grp (115, 215) D14.30: 1x Fr P-47 2 SP 5.Fr.Arm Div (all 4 units, each bri- 1x Fr B-26 gade less 1 step) C31.06: Normandy Airfields: 24-3-3 Inf Div (42, less 1 step) D13.31 (Colmar): 1x P-38 21 Corps HQ 1x P-47 C30.09 (Nancy): 36-2-3 Arty Grp (121, 221) 2x A-20 1x P-47 5-3-7 TD Bn (601) 1x A-26 1x Truck point 4x B-26 D30.26: 1x Mule point 24-3-3 Inf Div (103) 16-4-3 Fr Inf Div (4.Mor, less 1 step) England Airfields: 2 SP 2x B-26 D28.25, w/i 1 hex: 3x C-47 (no gliders) 101.Abn Div (all 4 units) D12.30: 6x C-47 (w/Gliders) 4-4-3 Para Rgt (501) 24-4-3 Inf Div (28, less 1 step) (3)-2-3 TD Bn (807) 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 2-2-3 LW Penal Bn (z.b.V. 6) B48.13: Rail Cap: 6 5-4-3 FJ Rgt (v.Hof) 1x Fw.190d (6) Sea Cap: Per Charts 2-2-2 FJ Bn (2-2, v.d.H) 1T Supply: Per Table (roll each turn) 4-3-3 Naval Bde (Weber) Fester Platz Pool: 18 (6 are setup) 1x Truck point B48.16 (Nordhorn): Alarm Pool: 12x Alert, 6x Flak, and 1x Fw.190d (6) 18x VS (many are in setup) Emergency Pool (All Ready): 1T Reserve Markers: 16 8-4-3 Inf Div (480) Supply Cache Markers (option): 4 8-3-3 Inf Div (471, 616) A47.07 (Utrecht): Dead Pile: 8-2-3 Inf Div (617) 1x 3-3-2 Naval Brkdwn Rgt 3.PzGr Div (103 AG) 6-2-3 Inf Div (Bava) 2 SP 15.PzGr Div (115 Recon) 2.Pz Div (2-3 Pz, 2 PzGr) Level-1 Air Bases: B58.01, B57.03, A47.18 (Maassluis): 9.Pz Div (1-33 Pz, 11 PzGr) B54.12, B53.09, B49.10, B48.08, 2-1-2 Ost Bn (803) 116.Pz Div (2-16 Pz) B48.13, B48.21, B45.06, B44.07, Lehr.Pz Div (2-130 Pz, 130 Arty) B44.19, B43.31, B37.11, B33.03, B46.11: 111.Pz Bde (all 3 units) B29.22, B28.28, B25.27, B22.23, Me.262 112.Pz Bde (all 3 units) B13.22, B15.23, B11.23, B1.07, 1T 113.Pz Bde (all 3 units) D60.04, D57.03, D56.10, 12-4-7 Pz Bde (105 107, 108) D54.01, D51.10, D48.08, A45.15 (Rotterdam): 2-4-6 Pz Co (2-2/103) D36.11, D27.23, D26.10, 4-4-3 FJ Rgt (H.G.) 2-2-6 Lt Pz Co (224) D23.05, D20.05, D21.09, D8.25 2 SP (5)-4-3 PJ Bn (682, 686) Level-2 Air Bases: B61.01, B51.11, 16-4-3 Inf Div (64) B48.16, B46.11, B28.14, B22.29, B45.06 (Bramsche): 16-3-3 Inf Div (189, 245) D49.01, D42.23 1x Ar.234 14-4-2 VG Div (462) Level-3 Air Bases: B44.12, B27.01, 1T 14-3-2 VG Div (361, 553) B23.29 11-4-2 Inf Div (Boeh) A44.05: 8-4-3 Inf Div (172) German Setup 8-4-3 SS Bicycle Bde (7) 8-3-3 Inf KG (Jais) A61.08 (Alkmaar): A44.13 (Ridderkerk): 5-3-2 Inf KG (Browd, Fiebing) 1x 3-3-2 Naval Brkdwn Rgt 4-4-2 Inf KG (C/V) 30 Corps HQ 3-4-3 Inf KG (Brehm) B58.01: 1x Wagon point 3-3-2 Inf KG (Riedel) 1x Ju.88 (9) B44.07: 2-4-3 Inf KG (Schw) 1x Ju.88 (12) 2-1-2 Ost Bn (570, 600, 812) 1x Bf.109 (5, reduced) (2)-3-3 PJ Bn (483, 484) A57.10 (Beverwijk): 1T (4)-3-3 PJ Bn (487) 1x Fester Platz (random from pool) B44.12 (Rheine): (4)-3-2 Flak Grp (St.Tr) 1 SP (3)-3-1 Flak Grp (Achn x2) 2x Bf.109 (5, both reduced) 26-2-2 Arty Rgt (761) B57.03: 1T 10-0-1 Arty Bty (E/428) 1x Fw.190d (5) A43.06 (Culemborg): 4-3-3 Bicycle Rgt (v.Frit) 1T 3-2-2 VS Rgt (Sauer) 88 Corps HQ 3-2-1 MG Bn (31, 33, 34) B51.11: 4-4-3 Assault Bn (25) 4-4-3 Pio Bn (zbV 600) 1x Fw.190d (6) 1x Truck point 2-4-2 Eng Bn (1031) 1T 3-4-2 Eng Bn (78) A43.13: 2-3-3 Mtn Bn (202) A51.14 (Leiden): 16-3-3 Inf Div (346, less 3 steps) 4-4-3 Assault Bn (15) 2-1-2 Ost Bn (787, 822) 2-3-3 Bicycle Bn (608) A42.01 (Kesteren): 17.SS.PzGr Div (17 PJ Bn) A48.18 (Hoek van Holland): 1x 4-3-2 FJ Brkdwn Rgt 3-3-2 SS-Inf KG (Dunk) 1x Fester Platz (random from pool) A42.09 (Gorinchem): 2-3-2 SS-Inf KG (Berg) 1 SP 2-4-3 SS-Inf Rgt (Ellwan) 1x Fester Platz (random from pool) 2-2-2 LW Inf Bn (1 thru 22, 42) 1x 3-3-2 Brkdwn Rgt 2-2-2 LW Inf Bn (I/90 thru IV/90) 1 SP

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A42.13 (Dordrecht): B37.31: B28.31: 1x Fester Platz (random from pool) Level-2 Hedgehog 1x 3-3-2 Brkdwn Rgt

A42.16: B37.32: B27.01: 2-1-2 Ost Bn (826) 2x 3-3-2 Brkdwn Rgt 1x Ju.52 Level-3 Hedgehog A41.06: 2T B25.26, w/i 2 hexes: 3-2-1 MG Bn (30) 2 Para Corps HQ 18-3-3 FJ Div (6, less 3 steps) B36.31: 3-4-5 LW Rec Bn (12) 1x 4-3-2 FJ Brkdwn Rgt 4-4-6 LW AG Bn (121) A41.13: 2x VS Bn (randomly selected) 12-2-2 LW Arty Rgt (121) 1x 3-3-2 Brkdwn Rgt 12-2-2 LW Werfer Bn (121) Level-1 Hedgehog B36.32: 4-4-6 AG Bn (243) 1 SP 2x 3-3-2 Brkdwn Rgt 4-4-5 PJ Bn (741) Level-2 Hedgehog 6-5-6 PJ Bn (559) A41.14: 2T 24-2-1 Arty Corps (401) 3-3-3 Naval Inf KG (Schindler) 42-2-2 Werfer Bde (16) B35.27: 4 SP A41.16: Level-1 Hedgehog 1x 2-3-3 Alert Bn B27.31: 1 SP B35.32: 16-3-3 Inf Div (180, less 2 steps) 2x 3-3-2 Brkdwn Rgt B42.31 (Arnhem): Level-1 Hedgehog B27.32 (Tegelen): 18-3-3 FJ Div: (2, less 1 step) 1x 3-3-2 Brkdwn Rgt 1x Fester Platz (random from pool) B34.27: 1x (1)-0-0 Pontoon Bde Level-1 Hedgehog Blown Bridge Marker (both) B24.31: B33.31: 18-3-3 FJ Div (8, less 3 steps) A40.06: 16-3-3 Inf Div (190, less 2 steps) 1x 4-3-2 FJ Brkdwn Rgt B24.33: Level-1 Hedgehog B32.24 (Wesel): 2x 4-3-2 FJ Brkdwn Rgt 4 SP B39.29: B24.34 (Roermond): 1x 4-3-2 FJ Brkdwn Rgt B32.25, w/i 1 hex: 5-3-3 FJ Rgt (21) 1x VS Bn (randomly selected) 47 Pz Corps HQ 3-4-3 LW Assault Bn (1) B23.33: B39.31: 5-4-3 Pio Rgt (1) 16-3-3 Inf Div (176, less 1 step) 1x 3-4-2 Brkdwn Rgt 8-4-3 Inf Div (406) 2-1-2 Ost Bn (827) 1x VS Bn (randomly selected) 1 SP Level-2 Hedgehog B22.24: 1T B32.28, w/i 1 hex: 7 SP 86 Corps HQ 1x Truck point B38.28 (Emmerich): 5-5-7 PJ Bn (655) 1x (4)-3-7 Alarm Flak Bn 3x Level-1 Hedgehog B22.25: 1T 1 SP 1x (5)-4-3 Alarm Flak Bn

B38.31: B30.28 (Geldern), w/i 1 hex: B22.28: 16-3-3 Inf Div (84, less 1 step) 18-4-3 FJ Div (7, less 2 steps) 58 Pz Corps HQ 1x VS Bn (randomly selected) 1x 4-3-2 FJ Brkdwn Rgt 1x VS Bn (randomly selected) Level-3 Hedgehog (5)-4-3 PJ Bn (657) 2T B28.24: 4-4-6 AG Bn (244) 5 SP 1 SP B37.30 (Kleve): 4-4-2 FJ Brkdwn Rgt B28.25: 1x VS Bn (randomly selected) 1x (5)-4-3 Alarm Flak Bn Level-2 Hedgehog 1x Wagon point 2T

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B22.30: B14.30: B7.31: 12-SS Corps HQ 1x 3-3-2 Brkdwn Rgt 16-3-3 Inf Div (89, less 2 steps) 4-5-5 Fkl Bn (301) Level-1 Hedgehog 4-4-6 AG Bn (341) B6.31: 36-2-1 Arty Corps (388) B13.30: 14-4-2 VG Div (26, less 1 step) 14-4-2 VG Div (12, less 2 steps) B22.32: B5.32: 14-3-2 VG Div (183, less 2 steps) B12.30: 14-3-2 VG Div (246, less 1 step) Level-2 Hedgehog 16-3-3 Inf Div (353, less 2 steps) (5)-3-1 PJ Bn (501) B4.28: B22.33: 66 Corps HQ 1x 3-3-2 Brkdwn Rgt B11.29: 4-4-6 AG Bn (905) 18-3-3 FJ Div (3) 4-4-3 Pio Bn (47) B21.27, w/i 1 hex: 1 SP 116 Pz Div (60, 156 PzGr, 1-16 Pz, B11.30: 116 Rec, 228 PJ, 146 Arty) 16-3-3 Inf Div (85, less 3 steps) B4.29, w/i 1 hex: 1x 3-4-2 Brkdwn Rgt 9.Pz Div (10 PzGr, 2-33 Pz, 9 Rec, B21.32: 50 PJ, 102 Arty) 2x 3-3-2 Brkdwn Rgt B10.23 (Bonn): Level-1 Hedgehog 1x 2-4-3 Alert Bn B4.32: 1x Wagon point 14-3-2 VG Div (18, less 1 step) B20.31: 5 SP 16-3-3 Inf Div (59, less 3 steps) A3.01: Level-1 Hedgehog B10.27: 14-2-2 VG Div (326) 1x 3-4-2 Brkdwn Rgt B19.32: B3.31: 1x 3-3-2 Brkdwn Rgt B10.30: 18-3-3 FJ Div (5) Level-1 Hedgehog 14-2-2 VG Div (272, less 2 steps) 2-1-2 Ost Bn (4) B3.33: B18.31: 1x 3-2-2 Brkdwn Rgt 1x 3-3-2 Brkdwn Rgt B9.27 (Euskirchen): Level-1 Hedgehog 74 Corps HQ B3.34: 1x VS Bn (randomly selected) 14-2-2 VG Div (276, less 1 step) B17.28, w/i 1 hex: 6-4-5 SP Arty Bn (217) 81 Corps HQ 26-2-2 Arty Rgt (762) B2.19 (Neuwied): 4-4-3 Assault Bn (5) 1 SP 2 SP 48-2-1 Arty Corps (766) 24-2-1 Arty Corps (407) B9.29, w/i 1 hex: A2.01: 42-2-2 Werfer Bde (4, 15) 3.PG Div (8, 29 Inf, 103 Rec, 103 14-3-2 VG Div (167, less 2 steps) 1 SP PJ, 3 Arty) A2.02: B17.31 (Julich): B9.31: 2x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (363, less 1 step) 14-2-2 VG Div (62, less 2 steps) Level-1 Hedgehog 5-4-3 FJ Rgt (6) A1.03: 14-4-2 VG Div (340, less 1 step) B16.23: B8.30: 2 SP 14-2-2 VG Div (277, less 1 step) B1.06: Fw.190a (5) B16.30: B7.25: 1T 1x 3-3-2 Brkdwn Rgt (6)-5-5 PJ Bn (93) B1.33, w/i 1 hex: B15.23: B7.29: 2.Pz Div (304 PzGr, 1-3 Pz, 38 PJ, 1x (1)-0-0 Pontoon Bde 67 Corps HQ 74 Arty) 4-4-6 AG Bn (902) B15.30: 1 SP B1.34 (Prum): 1x 3-3-2 Brkdwn Rgt 26-2-2 Arty Rgt (621)

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Any West Wall hexes in Northern D57.34 (Bittburg), w/i 1 hex: D48.08 (Darmstadt): BZ: Lehr.Pz Div: (901 PzGr, 902 Inf, 130 1x (1)-0-0 Pontoon Bde 6x Level-2 Hedgehog Rec, 130 PJ) 1 SP D48.31: C62.03: 82 Corps HQ 2x 3-3-2 Brkdwn Rgt C56.02: 4-4-3 Assault Bn (1) 1x 3-3-2 Brkdwn Rgt 5-5-6 PJ Bn (519) C61.01: 3 SP 13 Corps HQ D56.10: (5)-4-3 PJ Bn (683) Fw-190d (5) C47.02, w/i 1 hex: 9-5-4 Tgr Bn (506) 1T 16-2-3 Inf Div (416, less 1 step) 4-4-6 LW AG Bn (111) 2 SP D56.34: D46.32, w/i 2 hexes: 80 Corps HQ 2x 3-2-2 Brkdwn Rgt C61.03: 26-2-2 Arty Rgt (720) 2-2-3 LW Inf Bn (38, 41) 14-3-2 VG Div (79, less 2 steps) 2 SP 2x VS Bn (randomly selected) 1x (4)-3-7 Alarm Flak Bn D61.27, w/i 1 hex: C55.01: 15.PzGr Div (104, 115 PzGr, 115 Pz, 14-3-2 VG Div (560, less 3 steps) D43.30: 33 PJ, 33 Arty) 85 Corps HQ 1 SP C55.02: 1x (3)-2-3 Alarm Flak Bn 1x 3-3-2 Brkdwn Rgt 1x VS Bn (randomly selected) D61.29, w/i 1 hex: 2 SP 2-1-2 Ost Bn (627) D54.34: 4-4-3 Pio Bn (207) 14-3-2 VG Div (212, less 2 steps) D42.20 (Kaiserslautern): 22-2-1 Mortar Bn (7) 1x (3)-2-3 Alarm Flak Bn 42-2-2 Werfer Bde (8, 9) D53.33: 1x Truck point 1x 3-3-2 Brkdwn Rgt 3 SP C60.03: 1x 3-3-2 Brkdwn Rgt D53.34: D42.23: 1x 3-3-2 Brkdwn Rgt Hohne Grp HQ D60.04: 4-4-5 PJ Bn (z.b.V. G) Bf.109 (5) D52.32 (Trier): 4-4-6 AG Bn (394, 667) 1T 1x Fester Platz (random from pool) (2)-3-3 PJ Bn (486) 1x VS Bn (randomly selected) C59.04: 2 SP D42.32, w/i 1 hex and east of the 1x 3-3-2 Brkdwn Rgt Saar River: D52.34: 16-3-3 Inf Div (719, less 1 step) C58.01: 1x 2-3-3 Alert Bn 53 Corps HQ Level-3 Hedgehog D40.26 (Homburg): (5)-4-3 PJ Bn (668) (5)-4-3 PJ Bn (1) 42-2-2 Werfer Bde (18) D51.34: 6-0-R RR Arty Bn (725) 3 SP (5)-3-1 PJ Bn (504) 26-2-2 Arty Rgt (617) Level-3 Hedgehog 10-0-1 SP Arty Bty (638) C58.02: 2 SP 1x 3-3-2 Brkdwn Rgt D49.01: 1x Me.262 D40.32 (Volklingen): C58.03: 1T (5)-3-1 PJ Bn (503) 14-3-2 VG Div (9, less 2 steps) 1x VS Bn (randomly selected) D49.34: D58.33: 14-3-2 VG Div (256, less 1 step) D39.31 (Saarbrucken): 24-2-1 Arty Corps (409) 14-3-2 VG Div (347, less 2 steps) C48.01, w/i 3 hexes and between C57.03: the Saar and Moselle rivers: D39.32 (Forbach): 14-3-2 VG Div (352, less 2 steps) 11.Pz Div (all 7 units) 1x 3-3-2 Brkdwn Rgt 26-2-2 Arty Rgt (1020) 1 SP

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D38.27: D32.25: D22.21: 13-SS Corps HQ 14-3-2 VG Div (36, less 2 steps) 64 Corps HQ 36-2-1 Arty Corps (410) 3-5-3 SS Inf Bn (506) 8-3-3 Inf Div (405) 24-2-1 Arty Corps (402) 2-2-3 Inf Bn (zbV 292) 42-2-2 Werfer Bde (7) D32.26: 2-3-3 Bicycle Bn (602) 3 SP 16-5-3 SS Mtn Inf Div (6, less 2 3 SP steps) D38.30: D22.23 (Kehl): 1x 3-3-2 Brkdwn Rgt Any West Wall hexes in Central BZ: 4-2-3 Inf Bde (Baur) 12x Level-2 Hedgehog (2)-3-3 PJ Bn (485) D37.24 (Primasens): 1x VS Bn (randomly selected) 8-4-2 Inf Div (Claer) D31.17: All Bridges Blown Marker 26-2-2 Arty Rgt (1036) Level-3 Hedgehog D21.06: D37.28: D31.18: Bf.109 (5) 17.SS.PzGr Div (17 Rec, 17 Arty) Level-3 Hedgehog 1T

D37.29: D31.19: D21.09: 17-SS.PzGr Div (37 Inf) 8-3-3 Inf Div (Rass) Bf.109 (5) Level-3 Hedgehog 1T D37.30: 14-3-2 VG Div (19, less 1 step) D31.25: D20.22 (Offenburg): 1x 3-3-2 Brkdwn Rgt 14-3-2 VG Div (708, less 2 steps) D37.31: 1x 3-3-2 Brkdwn Rgt D30.15 (Karlsruhe): D11.28: 1x VS Bn (randomly selected) 16-3-3 Mtn Div (2) D36.11: 1x (1)-0-0 Pontoon Bde Bf.109 (5) D11.29: 1T D30.16: 1x 3-3-2 Brkdwn Rgt Level-3 Hedgehog D36.28: D9.27, w/i 1 hex: 17.SS.PzGr Div (17 AG, 38 Inf) D30.20: 16-3-3 Inf Div (338, less 2 steps) 89 Corps HQ 10-3-2 Inf Div (526) D35.17 (Landau in der Pfalz): 1-5-5 Flm Pz Co (352, 353) 8-2-3 Inf Div (805) (8)-5-4 PJ Bn (653) 3 SP 12-4-7 Pz Bde (106, less 1 step) 2-2-3 LW Inf Bn (51, 52) 6-5-6 PJ Bn (654) D30.24: 4-4-5 PJ Bn (708) D35.26: 14-3-2 VG Div (47, less 2 steps) 4-4-6 AG Bn (280) 90 Corps HQ 4-4-3 Assault Bn (19) 1x VS Bn (randomly selected) D29.24: 22-2-1 Mortar Bn (20) 42-2-2 Werfer Bde (20) 1x 3-3-2 Brkdwn Rgt 1x Wagon point 2 SP 4 SP D28.23: D35.28: 1x 3-3-2 Brkdwn Rgt D8.25: 14-3-2 VG Div (559, less 1 step) 16-3-3 Inf Div (198, less 2 steps) D27.22: D34.27: 1x 3-3-2 Brkdwn Rgt D7.28: 1x 3-3-2 Brkdwn Rgt 18-SS Corps HQ D27.23 (Haguenau): 1-4-5 SS-PJ co (RF) D33.27: 14-3-2 VG Div (257, less 2 steps) 2T 2x 3-5-2 SS Mtn Brkdwn Rgt D26.21: D7.29: D32.19: 8-2-3 Inf Div (905) 14-3-2 VG Div (16, less 2 steps) (5)-3-1 PJ Bn (502) 2-3-3 Mtn Bn (201) Level-3 Hedgehog D23.21: All Bridges Blown Marker 16-3-3 Inf Div (716, less 3 steps)

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D6.28: effect subsides after the Allied portion schedule above at the end of either 63 Corps HQ of that turn). February or March. It is a Minor 2 SP Random Events are used, but some- Allied Victory if they have 3 VP on times are modified per 1.13a. The the last turn of April. D5.30 (Mullheim): Clarion Event has reduced Axis RR 1x 3-3-2 Brkdwn Rgt Cap, and effects Axis supply. (2)-3-3 PJ Bn (468) Allied Information All Bridges Blown Marker CW gets their normal Supply Table result. Multiply all German Sup- Rail Cap: 5 Sea Cap: Per Charts D4.29: ply Table results by x1/2 (round all Supply: See Special Scenario Rule 16-3-3 Inf Div (159, less 2 steps) fractions up). Multiply all US Supply Table results by x1/3 (round all frac- Seaborne Assaults Available: 2 Arty Ammo Markers: 1x CW, 1x US Any West Wall hexes in Southern tions up). For example a 7 SP result Bridge Check Markers: 1 BZ: on the tables would round to 3 SP for Reserve Markers: 13 3x Level-2 Hedgehog the US and to 4 SP for the Germans. Supply Cache Markers (option): 4 CW gets their normal Repl Table Dead Pile: Per 6.8. result. Multiply all US and German Repl Table arrivals by x1/2. Round any resulting fractions in each cat- Commonwealth Setup egory (Pax, Eq, etc.) individually by Setup units on Map A and B per 6.8. rolling a die (down on a 1-3, up on a 4-6). Examples: EP readies 1 unit England Box: Scenario 6.9: (down from 2); HH is a 50-50 roll to -- receive a hedgehog. Spring ‘45 (North) England Airfields: Broadfront rules (3.10) are not used. 1x P-51 This two-map campaign starts on 8 No Allied airdrops can be pre-planned 2x Mosquito February and runs through the end at the start of the scenario. 1x B-25 of April. Its focus is on the Allied 1x C-47 (no glider) attempt to cross the Rhine River and Extra supply sources: Axis can use RRs 3x C-47 (w/ Gliders) encircle the Ruhr. along the south edge of Map B; Allies can be use RRs along the south edge of Map A. American Setup General Information Setup units on Map A per 6.8. Setup Order: Allied first First Player: Allied Victory Conditions Southern France Airfields: Weather: Mud/Limited on 8 Feb The Allies can earn four possible VPs Not in play First Turn: 8 February 1945 (see 4.0) in this scenario: Last Turn: 29 April 1945 2 VP for capturing all Ruhr hexes England Box: Total Turns: 24 (or if they are out of trace) -- Reinforcements: Use campaign 1 VP for Liberating Holland (all arrival schedules, ignoring entries Normandy Airfields: Dutch major cities must be for the South (Map C and Map 1x B-26 either captured or out of trace) D). Roll for variable reinforce- 1x P-38 ments each turn (as modified by 1 VP for Collapse of the Northern Special Scenario Rule). Flank (See 4.3) England Airfields: The game ends early with a German 2x B-26 Special Scenario Rules Decisive Victory at the end of March 1x C-47 Use only Maps A and B. if the Allies do not have an HQ on 6x C-47+Gldr Rotterdam and Amsterdam are Ger- Map B that is across the Rhine, in man-controlled and both have 4 hits Germany, and on an Allied detrain- Normandy Interdiction Airfields: (mines haven’t been rolled). Antwerp able hex. The Germans win a Minor 2x CW Spit.IX ports are both Allied-controlled and Victory by preventing the Allied 1x CW P-51 fully repaired. conditions below. 1x CW Typhoon 2x US P-47 Roer River Status (1.9): The locks are The game ends early with a Decisive 1x US B-26 broken; place the Roer Dam marker Allied Victory if they have earned 3 on the 19 February turn track (the or more Victory Points (VP) per the

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German Information Extra supply sources: Axis can use RRs Rail Cap: 3 Scenario 6.10: along the north edge of Map D; Allies Sea Cap: Per Charts Spring ‘45 (South) can be use RRs along the north edge Supply: See Special Scenario Rule of Map C. Fester Platz Pool: 18 (6 are setup) This two-map campaign starts on 8 Alarm Pool: 12x Alert, 6x Flak, and February and runs through the end Victory Conditions 18x VS (many are in setup) of April. Its focus is on the Allied The Allies can earn two possible VPs Reserve Markers: 9 attempt to cross the Rhine River and (see 4.0) in this scenario: Supply Cache Markers (option): 2 drive toward Bavaria. Dead Pile: Per 6.8. 1 VP for capturing all Saar hexes (or if they are out of trace) Emergency Pool (All Ready): General Information 1 VP for Collapse of the Alpine 8-4-3 Inf Div (480) Setup Order: Allied first Redoubt (See 4.4) 8-3-3 Inf Div (471) First Player: Allied 8-2-3 Inf Div (617) Weather: Mud/Limited on 8 Feb The game ends with an Allied Vic- First Turn: 8 February 1945 tory if they have earned both Victory German Setup Last Turn: 29 April 1945 Points (VP) per the schedule by the Setup units on Maps A and B per 6.8. Total Turns: 24 end of the scenario. Otherwise, it is a Reinforcements: Use campaign Minor German Victory. arrival schedules, ignoring entries for the North (Map A and Map B). Roll for variable reinforce- Allied Information Rail Cap: ments each turn (as modified by 5 Sea Cap: Special Scenario Rule). Per Charts Supply: Per Table (roll each turn) Seaborne Assaults Available: NA Special Scenario Rules Arty Ammo Markers: None Use only Maps C and D. Bridge Check Markers: 1 Multiply all German Supply Table Reserve Markers: 9 results by x1/2 (round all fractions Supply Cache Markers (option): 4 down). Multiply all US Supply Table Dead Pile: Per 6.8. results by x2/3 (round all fractions down). For example a 7 SP result on Allied Setup the tables would round to 4 SP for the Setup units on Map C and D per 6.8. US and would round to 3 SP for the Germans. Southern France Airfields: Note in this scenario the Allied player 4x Fr P-47 cannot receive any supply shifts for 2x Fr B-26 ports. Multiply all US and German Repl Normandy Airfields: Table arrivals by x1/2. Round all frac- 1x US P-38 tions in each category (Pax, Eq, etc.) 1x US A-20 individually by rolling a die (down 2x US B-26 Contact Information on a 1-3, up on a 4-6). Examples: EP readies 1 unit (down from 2); HH is a Normandy Interdiction Airfields: To order other games from MMP, visit 50-50 roll to receive a hedgehog. 1x US P-47 1x US P-51 http://www.multimanpublishing.com/ Random Events are used, but some 1x US B-26 For game errata and downloads, visit are modified per 1.13a. The Clarion 1x US A-20 Event has reduced Axis RR Cap, and www.gamersarchive.net 1x US A-26 effects Axis supply. To chat about OCS and obtain speedy 1x Fr P-47 answers to your rules questions, visit The Allies have use of 1x US C-47 1x Fr B-26 (based in England) on up to three http://www.consimworld.com/ turns during the scenario (player’s To contact the developer directly, email choice). It can only be used to deliver supply from England. Otherwise, the [email protected] England Box isn’t used.

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German Information Defensive-minded players will be hap- hours play-testing BTR. Watching Rail Cap: 3 piest playing the Germans, but players him in the role of Patton was a sight Sea Cap: None of all temperaments will discover that to behold. I should know… I was the Supply: See Special Scenario Rule there is still plenty of torque left in German facing him. For the record Fester Platz Pool: 13 are available (6 the Axis even at this late stage of the we beat each other to a pulp in the are in 6.8 setup; 2 are in 6.8 Dead war. The Germans will not go down Lorraine area ending at the West Wall, Pile) without a fight. both of us exhausted by the experi- ence. Alarm Pool: 12x Alert, 6x Flak, and I will leave further discussion of 18x VS (many are in setup) strategy to the player’s notes, and will In the last couple of years, a lot of Reserve Markers: 7 have John (in his Developer’s Notes) testing hours were done on computer Supply Cache Markers (option): 2 address a few decisions made regard- via Vassal. Many of those hours were Dead Pile: Per 6.8. ing scale and special rules. logged by John Leggatt, who kept meticulous spreadsheets of each turn’s Emergency Pool (All Ready): activity. As of this writing, John has 8-3-3 Inf Div (616) Special Thanks completed at least two full campaign 6-2-3 Inf Div (Bava) There are so many people I would games down to the last turn. like to thank that contributed in Perry Andrus has an eye for details German Setup ways large and small to BTR. Check and their long-term effects that are Setup units on Maps C and D per the game credits: every one of those without compare. We also had many 6.8. people spent time testing BTR, a lot lively discussions about the history of it was their valuable convention behind BTR. It’s a better game for his time. Not mentioning them all here involvement. does not lessen their contribution. But Finally, Tony Zbaraschuk and Scott a few people went above and beyond Johnstone played this game countless the normal call of duty: times over the years trying to break Every good game has good developer. it. Sometimes they did, but always Designer’s Notes In that BTR was truly blessed. John offered easy, historical solutions. They Beyond the Rhine (or BTR for short) Kisner put up with me and “just one would then start again always trying can trace its lineage back to GDW’s last change” for what seems I’m sure to break the game yet again. Playtest- excellent game on the campaign in to him like an eternity. He turned my ing at its finest. the West, Road to the Rhine, pub- high school history project into a real lished in 1979. So in a small way its game. For that I am truly grateful. designer, Frank Chadwick, is to blame John is a class act, a true gentleman, for BTR! and one of the great guys in the Selected Bibliography hobby. A comprehensive game covering the entire Western Front for the same Stephen Campbell is my closest I thought about writing an historical time frame as BTR is hard to find (if friend. He kept me sane throughout overview of the campaign (that would you can find one at all) and was long this project; he had to that’s one of the bore you to tears), but ultimately overdue. You can find any number jobs friends do! In addition he helped chose not to do so. Published authors of games on various Western Front me playtest BTR which I’m sure to are far more articulate than I, and battles, but they don’t view those him was several lifetimes. In addition, they wrote the books that inspired battles in relation to the whole front. if I needed to know the probability of this design. What follows is a list of What makes some of these small (and a random event happening he was the the best ones. The list is by no means what may seem pointless) battles man! Thanks, Steve. comprehensive, but I think most players will find in this sampling some much more interesting, is how their Another one of the good guys in our interesting and informative titles. outcome affected the entire front. little hobby is Dave Mignerey. He’s The campaign in the West was by no logged more convention time with means a foregone conclusion. The BTR than anybody alive (and more General Reading Allied advance in 1944 and 1945 was than anybody should have had to). not the walk-over many believe it was, Dave and his Ohio group’s input was John N. Rickard’s Advance and and players will find either side a chal- invaluable. Nobody can whip up a Destroy, Patton as Commander in the lenge. Allied material superiority is revised playtest kit faster than Dave, Bulge. University Press of Kentucky, (mostly) balanced by German tenacity, and that also counts for something. 2011. terrain, and weather. Thomas ‘The Hammer’ Buettner also spent many valuable convention

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Joachim Ludwig’s Ruckzug, The Lage West Stand: 5.9.44, 17.9.44, Supplement 4 (Orders of Battle 1944- German Retreat from France, 1944. 15.12.44, 16.12.44, 17.12.44, 1.2.45, 1945). The Nafziger Collection, 2005. University Press of Kentucky, 2012. and 11.2.45. Derek S. Zumbro’s Battle for the Ruhr, Lage Frankreich Stand: 2.1.45 and American/French The German Army’s Final Defeat in 8.2.45. Shelby L. Stanton’s World War II Order the West. University Press of Kansas, Allied Twelfth Army Group: 4.9.44, of Battle, An Encyclopedic Reference to 2006. 5.9.44, 6.9.44, 15.12.44, and 2.8.45. U.S. Army Ground Forces from Bat- Max Hastings’ Armageddon, The Battle talion through Division, 1939-1946. for Germany 1944-1945. Alfred A. Stackpole Books, 2006. Knopf, 2004. Army OBs George F. Nafziger’s French Order of J.L. Moulton’s Battle for Antwerp. The following books were consulted Battle In World War II, 1939-1945. Hippocrene Books, Inc. 1978. to research orders of battle. This list The Nafziger Collection, 1995. Mark Zuehlke’s Terrible Victory, First is also abbreviated, as I have not Canadian Army and the Scheldt Cam- included any specific unit histories. paign September 13-November 6, 1944. These are not good reading books but excellent for reference. Douglas & McIntyre, LTD, 2007. Developer’s Notes Mark Zuehlke’s On To Victory, The Canadian Liberation of the Netherlands Germany BTR was in testing back when Bill March 23-May 5, 1945. Douglas & Georg Tessin’s Verbande und Truppen Clinton was president. It was an ugly McIntyre, LTD, 2010. der Deutschen Wehrmacht und Waffen- duckling, since this was way back when playtest maps were drawn (and Samual W. Mitcham Jr.’s Retreat to the SS, 1939-1945. Biblio Verlag, 1973. colored) by hand. Some years later, Reich, The German Defeat in France, J. Dugdale’s Panzer Divisions, Panzer after finishing my work on Baltic 1944. Praeger Publishers, 2000. Gr. Divisions, Panzer Brigades of the Gap, I was asked by Dean Essig to Harry Yeide and Mark Stout’s First Army and the Waffen SS in the West prep some of the promising proto- to the Rhine, The 6th Army Group in Autumn 1944-February 1945, Volume types for publication, and we decided World War II. Zenith Press, 2007 1 (Part 1, Sept.), Volume 1 (Part 2, a priority should be BTR. Oct.), Volume 1 (Part 3, Nov.), Volume Danny Parker’s To Win the Winter Sky, 1 (Part 4a, Dec.), Volume 1 (Part 4b, The design itself was fundamen- Air War over the Ardennes, 1944-1945. Dec.). Military Press circa 2002 (varies tally done by then, but much work Combined Books, 1994. by volume). remained on scenario research. I made Danny Parker’s , one noteworthy command decision Dieter Robert Bettinger’s Die for BTR, altering its scale. Stacks were Hitler’s Ardennes Offensive 1944-1945. Geschichte der HGru G Mai 1944 bis Combined Books, 1991. too tall with the regular 5-mile hexes, Mai 1945. Helios, 2009. so that was no good, but if changed to Charles B. MacDonald’s A Time for Kurt Mehner’s Die Geheimen Sicily-scale (2.5-mile hexes) it would Trumpets, The Untold Story of the Tagesberichte Der Deutschen Weh- have way too many maps. Ultimately, Battle of the Bulge. Quill, 1985. rmachtfuhrung im Zweiten Weltkrieg we picked an intermediate scale for Russell F. Weigley’s Eisenhower’s 1939-1945 Vol. 11 and Vol. 12. Biblio Western Europe of 3 1/2 miles per Lieutenants, The Campaign in France Verlag, 1984. hex. This gave us a 4-map footprint and Germany, 1944-1945. Indiana Samuel W. Mitcham Jr.’s German for BTR; big, but not crazy-big. University Press, 1981. Order of Battle, Volumes I, II and III. Logic dictated a corresponding shift in time—maybe to three turns per Chester Wilmot’s The Struggle for Stackpole Books, 2007. week—but that seemed excessive for Europe. Wordsworth, 1997. a long and (at times) static campaign. Major L.F. Ellis’ Victory in the West, The Commonwealth I recall discussing this problem with Vol. II. Uckfield, 1968, 2004. David Hughes, James Broshot, and Rod Miller, and coming away assured Alan Philson’s The British Armies in that we could justify using standard World War Two, An Organisational OCS time scale because of the slow Maps History, Vol. 1, 2, 3, 4, 6, 11. The pacing. The rest, as they say, is history. These are a sampling of the situa- Nafziger Collection, 1999. Overall, the special rules probably tion maps I consulted for the various David A. Ryan, Steve Rothwell, and lengthened during testing. We tried scenario setups. Note that various unit David Hughes’ British Armies in World to restrain ourselves from excess—and histories were used to fill any gaps. War Two, An Organisational History, did indeed simplify some sections— but at the same time didn’t shy away

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 64 © 2019 All Rights Reserved. The Gamers, Inc. from adding chrome to give the design Finally, I want to emphasize how skies are clear. You can also defend that extra sparkle. much fun I had working (and playing) quite well in place—but you must with everyone. Roland has designed alway remember that not all German “The Allies have it too easy” was a a great game, and it is nice to reflect units are garbage garrison-line holders: constant concern. A well-researched upon how our collaboration has they can and will punish overexten- German OB combines with Allied deepened into friendship. I’m very sion, even if they cannot match you in supply shortages to show how the proud to have my name attached to a mobile air/armor battle. front stabilized in September. Over the project! time, though, the Allied mobility and Third, you have the strategic initia- ability to concentrate SP seemed an tive. You have powerful and mobile unbeatable 1-2 punch. This led to a forces which can go anywhere not fairly simple rule that reflects Ike’s actively defended. You can, and must, guiding principle: Broadfront. The Allied Player Notes make the German player dance to rule also catered toward producing your tune, and keep him reacting to smaller campaigns (so boundaries are The Allies begin the game in pursuit your moves and patching holes rather along map edges), limiting the power mode, with glittering opportunities all than giving him breathing room to of a fueled HQ (since the boundaries along the line. Your chief task, in the plan and supply a counteroffensive. shorten their reach), and giving the early game, will be to decide which of Threaten attacks everywhere; attack German an integrated motivation to these must be ruthlessly seized, and in strength where you plan to make stay west of the Rhine. which reluctantly forgone. You have a breakthrough. Try not to settle for enough supply to move or to fight, just pushing the Germans back a hex. Rhine-class rivers presented more but not both at once.Your army is They have amazing powers of reaction challenges. Initially, crossings were vast and powerful, but it takes vast and recuperation. limited to printed bridges (blown or amounts of supply to get the Great intact) because the German position Beast lumbering forward, and even Finally, your airborne reserve is a seemed impossible if the Allies could vaster amounts to keep it moving. two-edged sword. Paratroops can cross anywhere. This worked fine seize bridges from the rear, isolate when tests concentrated on 1944, enemy units, and add considerably to The Good but testers didn’t like how this defied the reach of a major attack. But they the historical 1945 crossings. It was You begin with many advantages. Air are very fragile and cannot carry out a long, winding road to the current supremacy is the most obvious. The strategic envelopment on their own. rules for Pontoon brigades! Luftwaffe will never be more than a You may want to just ship most of them over (by airlift, or by sea once Roland has mentioned most of the nuisance, but suppress it anyway; that you capture a port) and use them as guys who did heavy lifting during will free up more of your planes for additional infantry—but the ability to development. They’re quite a group, ground support duty on subsequent drop three infantry divisions at once and I have had the pleasure of playing turns. Don’t fear losing planes; you in the German rear provides dazzling BTR with most of them during the have more than enough replacements. opportunities if you can figure out long development. Let me add special Consider carefully when to use the how to use them. An airborne leap to thanks to three who helped proof Interdiction Box planes; their subtle victory—or a bridge too far? You are the rules (Tony), maps (Perry), and suppression of German movement in command. counters (Steve). and rail cap is worth a great deal, A few others lent critical support. but sometimes they can be useful for The Bad When I hit a dead end on the new fighter sweeps and interdicting critical maps, Hans Kishel was like a troop choke points (like the rails around Now, for the disadvantages. Your sup- of cavalry galloping to the rescue. He Dijon) on limited-flight turns. ply situation is abysmal. Clearing Ant- researched and drew a new four-map A second advantage is the generally werp is a very high priority, probably layout at 3.5-mile scale (and even high quality of your units compared your first. There will be many oppor- roughed-out a connected “Normandy” to the Germans. Capitalize on this tunities pulling you eastward, but layout that was also contemplated). by destroying high-AR German units without Antwerp you will not have Hans had the knowledge, skill, and whenever possible; the gap will widen. the supply to exploit them properly. talent to get BTR over a very high (Isolated AR5 units, in particular, Resist the temptation, and realize that hurdle. We owe you big time, Hans! should be killed on sight— the Ger- clearing Antwerp is likely to be a hard slugging match. If you can take one of Dean Essig, as always, was gener- man player needs them to mount the blocking points easily and cheaply, ous with help and advice. He was a effective attacks against you, and the do it fast—that will save you the time frequent sounding board, helping us long-term payoff is worth it.) and casualties you take later. For a through the rough patches. You are more mobile than the Ger- heavy assault, use two divisions, each mans, and much more so when the

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 65 Beyond the Rhine, OCS #14 with tank backing (yes it’s polder, but surround. Bounce river lines if you garrisoned, and don’t let yourself get most of your targets can be reached by can. The English move is obvious: take unbalanced. local roads, and AR4 armor is easier to Antwerp and clear the Scheldt. The January and February are still bad replace for one EQ than AR4 infantry Americans can help with this, or try weather, but the Germans have (prob- for two Pax). One attacks, while the to keep up pressure on the Germans, ably) shot their bolt and you can start second waits in reserve to finish the but pick your line of operations pressing forward with greater force. job. Study the amphibious attack rules carefully. Breaching the Westwall on Airpower is still not easily available, carefully; Walcheren will need all the a wide front will be difficult if it is and the winter floods make the Rhine force you can get, but you may have defended (you need to take and hold uncrossable much of the time, but chances to use them to speed up the three adjacent hexes to bring supply you should be trying to defeat the process elsewhere. You may be able to through for operations beyond it). If Germans west of the Rhine before speed things up with American help. you cannot break through on the fly, they can withdraw behind that formi- The Broadfront rule has many quirks you will have to wait and build up dable barrier. Remember, take ruthless (such as only being able to move enough troops and supply to make a advantage of your mobility to punish empty trucks between zones), and full breach quickly, and this will likely any German mistakes and exploit any will require you to build up sepa- require a force of four or five divisions holes that develop in their defense. rate stockpiles in each sector before with artillery support. Making the war go mobile is your resuming sustained operations.Air As the pursuit sputters to a halt and objective here. Study the Rhine bridge supply should supplement your most the German defensive lines thicken in rules CAREFULLY—you will need important drive (so probably all to the late September and through October, a rail bridge across the river to avoid British till Antwerp is cleared), but it you will need to consider operations sudden death, and you want to avoid will not solve all your problems. Deci- on a different scale. Until Antwerp is getting thrown back across the Rhine sive operations will require saving up open, the British have only 3-4 SPs because you attacked with insufficient enough supply to keep the offensive per turn, and each American zone force. going, which must be balanced against only 2-3 — but major offensives March and April should be your the need to pressure the Germans to require more than that. You will need months of triumph, with better keep them off-balance. to build airfields, fuel HQs, move weather and adequate supplies, if The Arsenal of Democracy pro- reinforcements to the front — and the game lasts that long. (Bribe the vides many machines, but few men. accumulate the surplus to the point German player with burritos as big Preserve your infantry; even for the where you can do something worth- as your head, if necessary.) The Great Americans, losses will be hard to while with it. You want to spread out Green Beast is finally free to charge— replace, and much more so for British all along the German line to force see what the US Army and Army Air and French. Use planes and tanks as them to extend as well; you want to Force in full force look like, and hope much as possible (a one-EQ step is concentrate hard for attacks to breach the British, French, and Canadians easier to replace than a two-Pax step). the Westwall (say around Aachen) or are still around to hold their flanks as Keep armored divisions at full strength open a hole through which armored Germany collapses. for breakthrough and exploitation. divisions can pour (say in Lorraine or the Belfort Gap), but in either Finally, the sunny summer is nearly case a sustained offensive will take at Amateurs Study Tactics over. The weather will be as much an least 6-7 SP, and more likely 10 SP or Most usual OCS tactics apply: study enemy as the Germans. Use airpower more. It will not be easy to accumu- the terrain and use the appropriate to the maximum extent possible, but late supply while forcing the Germans troops to attack, try to DG the enemy you may need to use artillery some- to use all their reinforcements and before attacking (preferably with air), times to maintain the advance or Emergency Pool units to patch holes arrange your attacks to ZOC-block support a successful operation. This, so they have nothing left to stop a enemies as they are forced to retreat, of course, takes more supply—every breakthrough. have reserves ready to exploit suc- barrage you fire means a division cessful attacks, and above all else DO doing nothing next turn. November and December should see an improved supply situation, but also NOT SPEND UNNECESSARY bad weather and a German counter- SUPPLY. You want to destroy German The Ugly (Operations) offensive. (Yes, the historical Allies units whenever possible, but unless The opening September is a time for were not expecting Wacht am Rhein, you are in pursuit of a beaten enemy deep-driving boldness in pursuit. but we can’t stop you from reading or exploiting a major breakthrough, The weather is (usually) good, the the rules, can we? Still, you don’t you want to save supply to make Germans are (usually) thin on the know where or when it will happen.) major and meaningful attacks, not just ground, and you have (not quite Be wary, keep reserves handy, make push the Germans back a hex or trade enough) mobile units to pursue and sure crossroads behind the lines are

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 66 © 2019 All Rights Reserved. The Gamers, Inc. an AR4 armor battalion for an AR2 hard before doing anything else but alert battalion over and over again. clearing the Antwerp approaches. Lack German Player Notes of supply limits everything you will Lead with armor where you can; it’s As it was historically, the Germans ever do for a very long time. So since easier to replace machines than men. are going to have to slow down the you have so little, spend what you get Concentrate intact divisions in vital Allied forces until reinforcements can wisely. areas and for major attacks, while be rushed to the Western Front. As you screen off areas where you aren’t Clearing either Dutch major port the German player you start with the planning to attack (the Vosges and would be extremely useful, but you survivors of the retreat across France the Ardennes are good candidates), have two Rhine-class rivers to cross falling back towards Germany. These though you may want to consider and taking Holland is unlikely to forces are inadequate to form a solid attacking through areas where the lead to significant German casualties. front. The Allies, if they want to risk Germans have left inadequate gar- Going for Holland or not is a major it, can try and drive through the holes risons. Remember, mobility can be a operational choice, and you should toward the Rhine. It is a perilous situ- major advantage and 1T will move carefully consider the requirements ation. one of your infantry divisions a very and the implications. The Germans are not without options. long way. Still, even threatening an operation Consider the Fifteenth Army, retreat- You have a superfluity of air; it is often in this area may force the Germans to ing towards the port and ferry at more useful to have pairs of planes keep troops here that will not then be Breskens (these are the units that attacking all along the enemy line in position to help guard the Westwall arrive on 5 September on Map A’s on the 17+ column than to try and and the Rhine. west edge). If it stays south of the pile on the air to guarantee a DG of Allied reserve markers are very short Schelde Estuary and adopts an aggres- any particular hex— more attacks, early on -- save them ruthlessly for sive posture, this army can tie down a more DGs, and then choose where to your most important operations, and significant portion of Commonwealth attack. If you must clear a particular do not bother with reserve artillery forces that will otherwise be heading hex (like one of the Scheldt ports, or a early in the game—you should be able towards the vital port of Antwerp. particular bridge hex, or one of three to use airpower against German coun- Alternately, the army can be moved adjacent Westwall hexes you need to terattacks. As you get more reserve via Breskens Ferry as rapidly as pos- take), pile on the air. You can reach markers, you can do more (particu- sible to Middelburg, at which point the 41+ column if you try. But if it’s larly with infantry reserves near thin the player must decide how many that urgent, make sure you have artil- German front lines). By the time regiments will try to redeploy to Ger- lery for backup, and reserve artillery December rolls around you should many and how many will stay behind for use in exploit. have a fair amount of reserve artil- to defend Festung Breskens. (Carefully Try to surround enemy units when- lery in position—it will be critical for read OCS 4.7b to ensure you maxi- ever possible. If they try to break out defense against Wacht am Rhein. Try mize your ability to ferry troops.) or roll on the Attrition Table, you may and keep a few move-mode armored While dealing with the escape of the destroy them without using supply or divisions in reserve to backstop any , you must also defend Ant- risking losses. This will let you keep areas threatened by German assaults. werp. It is vital to delay the capture of pressing the offensive further and the ports’ approaches while minimiz- faster. Move infantry forward with Finale ing your own losses. The longer Ant- tank/TD backing and a minimum werp is not functioning, the longer the Despite the overwhelming superior- of fuel (one HQ for a lot of units) to Allies will be constrained by supply. close the German line and threaten ity of your airpower, and the great The Americans on the Common- offensives in many places; don’t move strength of your ground forces, you wealth flank will probably try and take armored divisions unless they have will spend much of the game tram- Liege and Maastricht, or make a lunge something important to do. melled by supply shortages. Plan around them; learn to make every bit for Aachen. This area is easily bottled of supply count. Keep a close eye for up by Germans using Aachen as an Professionals Study Logistics weaknesses in German deployment, entry area for reinforcements, but note Two things bear repeating: clear Ant- and sudden opportunities that will be the Allies have many options in the werp as fast as you can, and DO NOT gone next turn. North and these are just some of the obvious ones. SPEND UNNECESSARY SUPPLY. Can you get Beyond the Rhine before The British may have opportunities to the Russians reach it? Or before the South of the Ardennes the German drive east and do significant damage Air Forces eviscerate the German player should try and defend the to the Germans, or even seize a cross- economy? This is your chance. Metz-Nancy line, and generally try ing over the Rhine. No matter how and keep the Franco-Americans as — Tony Zbaraschuk great the opportunity, think long and far to the west as possible to preserve

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 67 Beyond the Rhine, OCS #14 ground to give up over time. You must Strategically, the game’s first three are breached, will you retreat to the be very careful in the far south, since months seem to be dominated by next defensible line? The first strategy it is easy for your units to be cut off preparation for Wacht am Rhein, and attempts to make the Allies spend by the Allies that arrive on the South the game’s last three are spent trying supply for every hex, but at the same edge. to hang on for a victory. What often time risks pocketing. The latter tries to The key thing as the German player separates victory and defeat is how maximize your defensive strength by is to keep your nerve, since it always early the Allies are able to lift their using terrain effects to inflict maxi- looks bleak early on. You are on the Broadfront Restrictions, and thus it is mum losses on the enemy when they defensive and will be very busy just essential that the Germans “hold” at attack. trying to get enough forces on the least two of the zones as deep into the Force preservation is equally impor- map to have a solid front line. If the game as possible. tant. It may seem like you have an Allied player is a risk-taker do not When it comes time to launch Wacht unlimited supply of units—the Repl panic when he tries a deep penetra- am Rhein you will have many choices. Table is pretty generous, as are the tion. Your reinforcements are coming Is it best to focus on territorial gains, Arrival lists—but many of your units and you should see this as a chance to with an eye toward Broadfront or the are small and will quickly die when engage overstretched Allied units. If capture of Antwerp? Or should the the Allied war machine revs into the Allied player is cautious there will focus instead be on inflicting serious high gear. The German army peaks be fewer attack opportunities, but to losses, attacking where the Allies are in strength during Wacht am Rhein, compensate you will have more terrain most vulnerable, to hurt them enough but January’s sudden withdrawals to to yield when the pressure becomes to ensure victory. This offensive is the Eastern Front take a heavy toll. So irresistible. Against every kind of Germany’s trump card, so don’t play it look with care at the Arrival Schedule, opponent there will be opportune before the time is right. and be planning a few turns ahead. moments for small counterattacks— The key is to have a plan from the Generally speaking, you cannot take advantage of those occasions to beginning. Will you fight hard for defend everything so prioritize what mess with the Allies’ head. But at the every hex? Or, as river and canal lines needs to be held. Strive to keep the same time, be patient and build up Allies far from the Rhine, because this supply for the time when you can mighty river is not an impenetrable punch hard. Doggedness and patience barrier; it is an obstacle the Allies can are cardinal virtues, but a touch of and will overcome in time. You are rabid dog won’t hurt either. on the strategic defensive, but that doesn’t mean you must fight passively. Remain alert for chances to inflict pain, and savor that one major offen- sive with which to seriously disrupt Allied plans.And never give up. — Stephen Campbell Close-Up: The West Wall Effect on Supply

This is an illustration showing how hard it can be for the Allies to throw/ draw supply through the West Wall. (The important rule being highlighted is 6.0 Scenarios 1.5a(D).) Page Scenario The two US breakdowns are ok, because the US HQ can easily throw supply 18 6.1: Grand Campaign to adjacent hexes (and “adjacent is good enough”). The HQ has enough Throw 23 6.2: Fall of ‘44 (Montgomery) 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 25 6.3: Fall of ‘44 (Patton) allowed. Notice that the 4-4-2 is not in the West Wall and could even be DG 27 6.4: Operation Queen (no ZOC); all that matters is that a German combat unit be adjacent to those 29 6.5: Bulge Campaign West Wall hexes. 40 6.6: A Time for Trumpets In the short run the Allies could truck an SP to the 5-4-3’s hex—to let the 47 6.7: Nordwind armored cav eat off the map—or possibly move the HQ into that hex so it can 51 6.8: Endkampf Campaign lob supply from/to adjacent hexes (no further, since Draw/Throw is prohibited 61 6.9: Spring of ‘45 (North) in a West Wall hex adjacent to a German). A proper breakthrough, however, will require they widen the gap in the West Wall, which can be hard to do. 62 6.10: Spring of ‘45 (South)

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Unit Designation Abbreviations A - Armored Fr - French RAC - Royal Armoured Corps Abn - Airborne Freiw - Freiwilligen (Volunteer) Rass - Rassler Achn - Aachen F.Beg - Fuhrer Escort RD - Royal Dragoons AG - Assault Gun F.Gren - Fuhrer Grenadier Rgt - Regiment AL - Airlanding FvS - Ferdinand von Schill Rmnt - Remnant Al-Lo - Alsace Lorraine Georg - Georgisches RNPI - Royal Netherlands Princess Alg - Algerian GG - Grenadier Guards Irene Armen - Armenisches Gr - Grenadier Rngr - Ranger Arty - Artillery Grp - Group RR - Railroad AT - Anti-Tank Hamb - Hamburg RS - Royal Scots Greys Bty - Battery HQ - Headquarters Rus - Russische Bava - Bavaria HC - Household Cavalry sar - South Alberta Regiment Baye - Bayern H.G. - Hermann Goering Sauer - Sauerland Bde - Brigade Holz - Holzer Schaf - Schaffmann Berg - Bergen Hum - Hummel Scha - Scharnhorst Bn - Battalion Inf - Infantry Schluk - Schluckebier Boeh - Boehm Ioc - Inns of Court Schm - Schmitz Brit - British Jutl - Jutland Schw - Schwerin Brkdwn - Breakdown KG - Kamfgruppe SG - Scots Guards Browd - Browdowski Kos - Kosaken Stelt - Stelter Can - Canadian Kum - Kummersdorf St.Tr - St.Truidon Cav - Cavalry LN - Landstorm Nederland Thur - Thuringen Cdo - Commando Lr - Lehr Tk - Tank CG - Coldstream Guards Lw - Luftwaffe TD - Tank Destroyer Clwtz - Clausewitz LN - Landstorm Nederland UvH - Ulrich von Hutton Col - Colonial Ltzw - Lutzow v.d.H - Von der Hydte Co - Company MG - Machine Gun v.Frit - Von Fritzchen Com - Commonwealth Mor - Moroccan VAK - Volks-Artillerie Korp Danu - Danube Mtn - Mountain VG - Volksgrenadier Div - Division Mtrd - Motorised VS - Volksstrurm Dunk - Dunkmann Nord - Nordkaukas v.Ben - Von Benningsen Ellwan - Ellwangen NY - Nottinghamshire Yeomanry v.Fritz - Von Fritzschen Eng - Engineer Ober - Oberrhein v.Hobe - Von Hobe ER - East Riding of Yorkshire P - Poeschmann v.Hof - Von Hoffman Yeomanry Pad - Paderborn W - Wackernagel (German) Erd - Erdmann Para - Parachute WRAC - Welsh Guards RAC Ferh - Fehrmann PG - Panzer Grenadier Wall - Wallenberg FJ - Fallschirmjager PJ - Panzerjager Werfer - Volkswerfer Fkl - Funklenk (radio-controlled Pol - Polish (Red) West - Westfalen tanks) Pol - Police Wik - Wiking FP - Festerplatz (Fortified Area) Pots - Potsdam Wolga - Wolgatatar Frank - Franken Pz - Panzer z.b.V - For Special Employment FF - Free French

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Campaign Event Record & Notes

1944 8 Dec 15 Mar

5 Sept 12 Dec 19 Mar

8 Sept 15 Dec 22 Mar

12 Sept 19 Dec 26 Mar

15 Sept 22 Dec 29 Mar

19 Sept 26 Dec 1 Apr

22 Sept 29 Dec 5 Apr

26 Sept 1945 8 Apr

29 Sept 1 Jan 12 Apr

1 Oct 5 Jan 15 Apr

5 Oct 8 Jan 19 Apr

8 Oct 12 Jan 22 Apr

12 Oct 15 Jan 26 Apr

15 Oct 19 Jan 29 Apr

19 Oct 22 Jan

22 Oct 26 Jan

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

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instructions). When an event is No Flight, and to the “ Random Events disallowed, players should start Raids 1” event if it is September. Random Events require an 11-66 roll; the event process over again The Frequent Events roll is “63” which use the colored die as the tens digit with a roll for Frequent Events. requires a check of the Common Events. and the white die as the ones digit. As a reminder, events with this This roll is a ‘52’, which is exciting For instance, a red ‘6’ and a white ‘5’ possibility are marked with a because now a roll for an Uncommon would be read as a roll of ‘65’ — note “†” symbol. Event is needed. That roll is a ‘44’ the instructions for this event require • Events involving aircraft are (Pershings Arrive…). Per the italicized a check for an Uncommon Event, so sometimes changed on no-flight notes, if it is 1944 this event cannot the dice are rolled again and that event turns, but sometimes occur any- occur so a new roll is made for Frequent listing is consulted. way. The inconsistency is inten- Events; if it is 1945 the event happens At the beginning of each turn, right tional. Also note that when an and players check-off this one-time event after determining the weather, roll on event calls for a temporary with- (it cannot happen again). the Frequent Events Table and follow drawal of planes, they must be “in the table’s instructions from there. play” (not taken from Dead Pile). Most events are implemented imme- Examples: Common Events (11-66) diately, but others are delayed until an The Frequent Events roll is ‘15’ so this 11 Carpet Bombing. The Allied indicated phase or circumstance. turn US and French artillery barrages player can do a special carpet Notes: cost twice the usual SP. bombing mission. Designate 1 or 2 target hexes (if two • Some events have weather or time The Frequent Events roll is ‘44’, which hexes are barraged, they must considerations, situational pre- requires a check of the Common Events. be adjacent to one another) conditions, or are one-time only. That roll is an ‘11’ (Carpet Bombing), during the Allied Movement Sometimes there will be an event which will be changed to the special Phase (before conducting any substituted (per the italicized “Storms” event if the turn’s weather is air missions). Don’t actually resolve the barrages until the Combat Phase, when each of the designated hexes is Frequent Events (11-66) — Start Here! hit by a free 117+ barrage. 11-13 Allied Arty Ammo Stockpile. Receive one Arty Ammo Marker (3.11). Collateral damage is a risk: on barrage rolls of 4 or Exception: Change to No Event (with no event re-roll) if all three markers less, every adjacent Allied- are currently in the England Box. occupied hex suffers an 8-11 14-16 US Arty Ammo Shortage. This turn the supply cost of US/FR artillery column barrage. No column barrages is doubled to reflect shell shortages. (CW barrages are normal.) shifts, flak, or interception are 21-23 Double Trouble! Apply both “US Arty Ammo Shortage” and “German applied to Carpet Bombing Fuel Shortage” (above and below). missions. Exception: In 1945 change the above to: Apply both “Allied Arty Ammo Exception: In September Stockpile” and “German Fuel Shortage.” change to Event 12 below; on a no-flight turn, change to 24-26 German Fuel Shortage. The “1T per unit method” (OCS 12.5c) Storms (below). must be used for fuel expenditures this turn. (Already fueled HQs and formations are handled normally.) Storms. The turn must be simulcast (OCS 2.4). Storms 31-33 Weather Forecast. The Allied player gets to immediately roll for the reduce the MA of air and next turn’s flight condition (not ground condition). The result is not ground units to zero, so the revealed to the German player until the next turn’s Weather Phase. only possible movement 34-36 Hitler Interferes. During his turn the German player must attack a is by rail or sea (including West Wall hex or named location (city or village). A ground combat of the Breskens Ferry). Also any size will satisfy this event. wait until both players have Penalty for a non-attack: German player rolls a die during Clean-Up finished checking trace supply and removes that number of reserve markers from play. (Take units out of before changing any unit reserve if necessary to satisfy the result.) The markers return to play in the modes. To reflect the tenuous German reinforcement phase of the next game turn. Allied logistical tail, reduce American and Common- 41-66 Common Event. Roll for a Common Event. wealth supply columns by 2,

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and modify their Repl Table Two exceptions: During WaR Precondition: The city must rolls by -2. the Germans do not receive be within 3 hexes of an Allied 12 Eighth Air Force Raids 1. any additional reserve markers unit. because the full allotment is Heavy raids by the Eighth 25 Dismissal by Hitler. A already in play. After the 22 Air Force help maintain German Army Commander Jan withdrawals the reserve strategic interdiction over has been dismissed by Hitler. markers will come from those the maps this turn. Roll two Roll a die and immediately withdrawn (not the WaR Box, dice for the number of planes remove that many German which will be empty). in the Interdiction Box that reserve markers from play. are allowed to fly Sweep 21 Allies attack V-Weapon sites. (German player takes units and Facility Table Barrage The Allies make it a priority out of reserve if necessary missions between now and to attack V Weapon sites in to satisfy the result.) The next turn’s Allied Refit Holland (or other similar markers return to play in the without triggering 3.7b. targets). Roll a die to deter- German reinforcement phase Exception: If a no-flight turn, mine the number of non- of the next game turn. Interdiction air units with a change to Storms (see above). 26 Uprising (†). An uprising barrage value of ‘8’ or more causes a city to be declared 13 Eighth Air Force Raids 2. that the Allied player imme- “open” by insurgents. The Heavy raids by the Eighth Air diately removes from play Allied player immediately Force on railroad marshaling (put them in the Interdic- chooses an enemy-held city yards. Roll a die to see how tion Box for safe-keeping). and inflicts a Do1. The much the German rail cap is If possible, the planes being Germans must retreat (cannot reduced (for this turn only). removed must be from take the option as a loss) England or Normandy. The Exception: If a no-flight turn, unless they are either totally planes return to play Active at change to Storms (see above). surrounded, or there is an any appropriate off-map box 14 Ocean Storms. Poor weather SS or Fester Platz unit in the during next turn’s Reinforce- affects the ability to unload stack. ment Phase. ships at ports. Reduce both Precondition: The city must 22 Bad Weather Off-Map (†). American and Common- be within 3 hexes of an Allied Severe weather affects Allied wealth supply columns by 1 unit that is east of the Rhine. for this turn. air operations. Roll a die to determine which off-map 31 Partisans. Divide the roll of 15 Luftwaffe Night Bombers. box cannot be used for a die by 3 (round all frac- The German player selects missions this turn. (Note that tions up). This is the number a hex and immediately refit, strategic interdiction, of Trainbusting markers the conducts an 8-point barrage and return-to-base are not Allies immediately place on that hex. No shifts of any affected.) in unoccupied hexes that kind are ever applied. are outside Germany. The 1-3 = England Exception: If a no-flight turn, markers clean-up at the end 4-5 = Normandy change to Storms (see above). of the next German player- 6 = South France turn, and their effect can 16 The Fuhrer is Ill. Roll a die Pre-condition: Must be between be combined with effects of to determine the number 15 Oct and 26 Feb (inclusive). Strategic Interdiction (ignore of turns Hitler is ill (extend 3.7c). the illness if he is already 23 US Rear Area Comb-Out. ill). During the illness, the Roll one die and immediately 32 Luftwaffe Drops Mines. Germans can use the five give the US that number of Every major port hex in reserve markers that setup Pax. Allied control takes 1 hit of in the WaR Box, any event 24 Hitler Declares a Fortress damage. with “Hitler” in the title is (†). The Allied player must Note: Ignore any hits in excess ignored, and the No Retreat designate a German-held city of 8 hits (4 mines + 4 damage). option (5.2) is suspended. to be declared a fortress. The 33 Escort Help. Fighters are The extra reserve markers are German player immediately called upon to help protect returned to the WaR Box at places an FP unit in the city strategic bombers over the very end of the last turn (take one from the Dead Pile Germany. Roll two dice to of illness. if the pool is empty). determine the number of

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US non-Interdiction fighters 41 Elite Tank Destroyers. 2 (round fractions up) to the Allies must immediately Immediately upgrade any determine the number of remove from play (put them three of the American 5-3-7 fighters the Germans must in the Interdiction Box for tank destroyer battalions immediately remove from safe-keeping). The planes (must be in trace supply, a on-map bases (put them in return Active at any appro- future arrival, or in Dead the Luftflotte Reich Box for priate off-map box during Pile) to the generic 5-4-7 safe-keeping). Withdrawn next turn’s Reinforcement “Event” counters. planes that are not part of Phase. This is a one-time event. If this the Luftflotte Reich return 34 Ultra (†). No initiative rolls event is rolled again, change Active at any German air base this turn. The Allied Player to Extra Seaborne Assault during next turn’s Reinforce- gets to decide who will go (below). ment Phase. 45 Mutiny (†). first this turn. (Exception Extra Seaborne Assault. The Mutiny in an during WaR: see 2.9e.) Allies increase the number of Ost battalion: the German Precondition: Must be 15 allowable assaults by one. player removes one from the map. September or after. 42 Black Market. Reduce the 35 Local Gauleiter. A local Commonwealth and Amer- Pre-condition: There must still Gauleiter (Nazi party leader) ican supply columns by 1 this be an Ost battalion in play. appropriates supply on his turn. 46 V-Weapons Hit Ports 1. own authority. Reduce the “The cornucopia of American Every major port hex in German supply column by 1 goods coming into a Europe Allied control takes 1 hit of for this turn. that had been at war for five damage. 36 Double Event! Both of the years led to the greatest black Note: Ignore any hits in excess following occur: market of all time.” — Citizen of 4 (mine hits cannot be Railway Strike. Dutch Soldiers added). railway workers go on strike. 43 West Wall Construction. 51-66 Uncommon Event. Roll for German rail cap costs for Roll a die to determine an Uncommon Event. moves through Holland are the number of West Wall x2 for the remainder of the hexes that are immediately game. improved one level (German “†” This symbol is a reminder that an event re-roll is Railway Jam. The Allied player’s choice; hexes must be in trace supply and hexes required if otherwise there player rolls a die and reduces would be No Event. his rail cap by that amount, can already be at Level-2 or for a number of turns equal Level-3). No single hex can to the same number. be improved more than one level. Rail Strike is a one-time event, Uncommon Events (11-66) but not Rail Jam. Exception: If 1945, change to West Wall Decay (below). 11-12 Luftwaffe Closes the Fighter Historical Note: In mid- Schools (†). Roll a die November, a serious jamming West Wall Decay. Divide and immediately give the up of trains began to develop the roll of a die by 2 (round Germans that number of Pax. in the forward area, and fractions up) to determine All future German Ftr and Jet quickly extended back from the the number of West Wall repls are halved (roll a die to railheads. By November 20, hexes that are immediately round resulting fractions, 1-3 eastbound trains occupied every reduced one level (German = down and 4-6 = up). block from the Belgian border player’s choice; hexes chosen to Namur. Within another few can be anywhere but must Precondition: Must be 1945. have been improved above the days the entire Belgian rail This is a one-time event. system became so choked with minimum Level-1). No single 13-14 Captured Maps. The traffic that it was necessary to hex can decay more than one Germans find themselves in clear selected trains from the level. possession of Allied maps main track at stations near the 44 German Fighters. The Luft- detailing upcoming move- French border and release the waffe is called up to attack ments. Roll a die during the crews and engines. American strategic bombers. German Reaction Phase for Divide the roll of a die by

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the number of combat units 23-24 SS Leopoldville Disaster (†). Luftflotte Reich Box for (must be in either Combat or Deduct two steps from the safe-keeping). Roll a die to Move mode) that can move as next arriving American divi- determine fighter steps lost in if they were released reserves. sion (infantry or armored). this (futile) action; assign no Note: If this event is rolled Allies select randomly if there more than one loss per unit, a second time, switch it is a choice. but otherwise it is German to captured German maps Precondition: Must be 15 player’s choice. Withdrawn (reversing the effects). Alternate October or after. planes that are not part of thereafter. the Luftflotte Reich return This is a one-time event. Active at any German air base 15-16 Truck Failure (†). Due to 25-26 Lack of Aviation Fuel. Roll a during next turn’s Reinforce- faulty engines, the Common- die. The Germans cannot refit ment Phase. wealth loses a large part of planes for that number of its trucking capacity. The Precondition: May only occur player turns (extend the dura- prior to the launch of WaR. Commonwealth supply tion of the shortage if this is 43-44 Pershings Arrive in Signifi- column is reduced by 1 for a already in effect). number of turns equal to the cant Numbers (†). Immedi- roll of a die. 31-32 Allied Intelligence Failure. ately upgrade CCA of both No initiative roll this turn. This is a one-time event. the US 3rd and 9th Armored The German player decides Divisions (retaining current 21-22 Dutch Liberation (†). The who will go first this turn. location and status, including Allies receives an extra VP if 33-34 Lost Courier. A German losses) to the ‘Event’ CCA they liberate the Netherlands courier wanders into Allied counters (AR 5). (4.2) by the end of 1944. lines seeking directions! After Pre-condition: Must be 1945. Exception: If 1945, change to being taken prisoner, detailed Operation Manna (below). plans are found on him. The This is a one-time event. This is a one-time event. game’s next German attack 45-46 V-Weapons Hit Ports 2 that gains “attacker surprise” (†). Every major port hex in “The Dutch prime minister in is changed to “defender Allied control takes 2 hits of exile pleaded with Eisenhower’s surprise.” damage. Chief of Staff, Bedell-Smith, for the liberation of his country by Note: If this event is rolled a Note: Ignore any hits in excess December 1, before the worst of second time, switch it to an of 4 (mine hits cannot be winter came.” — Armageddon. Allied lost courier (reversing the added). effects). Alternate thereafter. Operation Manna (†). The Precondition: Must be 15 35-36 Operation Annie. Allies fly food into German- An September or after. occupied Holland for the Allied-operated radio station This is a one-time event. starving Dutch population. pretending to be inside Germany convinces the 51-52 Operation Hammelburg To reflect shifting air assets, (†). The Allied player selects the Allies can no longer use enemy to abandon a position. At the end of his Combat a two-step American combat the Interdiction Pool for command to immediately anything other than strategic Phase, the Allied player selects a German-occupied hex west suffer a loss. If possible, the interdiction for the remainder unit chosen must be within 3 of the game. of the Rhine and then rolls a die. On a 1-3, the stack is hexes of a German unit and Pre-condition: Must be 1945. DG. On a 4-6, any Fester also full-strength. This is a one-time event. Platz is destroyed and other This is a one-time event. German units retreat one Historical Note: the Allied On March 26, 1945 the XII hex (no option to take a loss bombers flew completely Corps of 3rd Army sent a Task unless totally surrounded). unarmed because of an Force from the 4th Armored agreement between Brigadier 41-42 Der Gross Schlag (†). The Division (Baum) through General Walter Bedell-Smith, Luftwaffe has all available German lines trying to liberate Eisenhowers’s Chief of Staff and fighters try and turn the Offizierslager XIII-B, an Reichskommissar Dr. Artur tide against the strategic American Officers prison camp. Seyss-Inquart whereby the bombing campaign. All was totally Germans would not interfere German fighters are removed destroyed in the attempt. with the missions. from play (put them in the

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53-54 Pluto Pipeline. Due to heavy move two attack-capable 5 Guderian Has His Way (†). unauthorized tapping of the units to a captured major/ Wacht am Rhein becomes a pipeline, gasoline flows to minor German city (German lower priority. The Germans a trickle where they need it player’s choice of city, not cannot do any more buildup most. The Allies must use units) where they cease move- (2.9a) or prep (2.9b), and the “1T per unit method” ment for the turn. the extra SP received during (OCS 12.5c) to fuel units this Precondition: The Allies must WaR setup (2.9d) is halved. turn. (Already fueled HQs control a major/minor city Equally important, the Sixth and formations are handled within Germany’s borders. Panzer Army (the Arrival normally.) Chart’s 22 January with- 65-66 Rare Event! Roll a die to see drawals) is removed earlier Exception: If 1945, change to which one… Operation Clarion (below). and the game ends early: 1 Ground-to-Air Missiles Operation Clarion (†). • If this event happens in The (†). The Germans develop Allied Air Forces launch December, the withdrawal ground-to-air missiles. is made 6 turns from now. an all-out effort to destroy Increase the German supply the German transportation If before December, the column by 1 for the rest of withdrawal is made on 22 network. Immediately roll a the game. die for the number of truck December. and/or wagon points removed Pre-condition: Must be 1945. • If this event happens in to the dead pile (German This is a one-time event. Sep/Oct, the game’s last player’s choice). German turn is 22 March. If in Nov/ 2 Norway (†). Hitler autho- Supply Status and Rail Cap Dec, the game’s last turn is rizes the evacuation of are both set at ‘6’ for the 22 April. Norway! Reduce the German remainder of the game. supply column by 1 for Precondition: May only occur Neither side is allowed to fly the remainder of the game. prior to the launch of WaR. any air missions this turn (but German player immediately refit and strategic interdiction This is a one-time event. gets four “Miscellaneous” are unaffected). 6 Hitler Suspends the Geneva rebuilds (see Axis Repl Table; Convention (†). This is a one-time event. these can be saved for later) Believing the Allies to be in violation 55-56 Sabotage. German agents and a number of Pax equal to the roll of two dice. of the Geneva convention, do severe damage to one of Hitler wanted captured Allied the gas pipelines in France. This is a one-time event. crews shot for bombing Reduce both the Common- 3 Courland (†). Army Group German civilians. Historically wealth and American supply Courland is evacuated. he was talked out of this idea, columns by 2 this turn. German player immediately but not here. Increase the 61-62 De Gaulle (†). General De gets two “Miscellaneous” German supply column by 1 Gaulle requests some divi- rebuilds (see Axis Repl Table; for the remainder of the game sions be pulled out of the line these can be saved for later) (due to resulting changes in in order to train new units. and a number of Pax equal to ). Allied Player must immedi- the roll of one die. Pre-condition: Must be 1945. ately remove three French This is a one-time event. infantry divisions from the This is a one-time event. game. Just pick up any three 4 Dam Busters (†). The “I order that all bomber crews and put them in the counter Royal Air Force successfully shot down these last few months tray. Units in the dead pile attacks the Roer River Dams or in the future are to be and/or future reinforcements (B10.31). See 1.9 for effects turned over to the SD at once can be used to satisfy the of locks being broken. and liquidated.” request. Precondition: May only occur —Adolf Hitler, April 1945. This is a one-time event. before the Germans break the locks, and the Allies always 63-64 Werewolf (†). A prominent have choice not to carry out “†” This symbol is a reminder city official who collaborated this event. that an event re-roll is with the Allies is assassinated required if otherwise there by Werewolf. In their Move- This is a one-time event. would be No Event. ment Phase, the Allies must

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