Last Blitzkrieg Rules.Indd
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The Gamers, Inc. Battalion Combat Series: Last Blitzkrieg ©2016. Multi-Man Publishing, Inc. All Rights Reserved. Game and Series Designer: Dean Essig Scale 1.1b Atmosphere. This is a measure of Research Expert: Carl Fung The map scale for Last Blitzkrieg is 1 km visibility and ceiling. It directly influences the Compilation Map Research: Jerry Axel per hex. number of Air Points the Allied player gets Proofing: Lynn Brower and the turn’s Visibility. Ground condition VASSAL Module: Jim Pyle affects the Atmosphere result as, obviously, Playtesting: John Best, John Bowen, 1.0 Common the current Ground is the direct result of Lynn Brower, Jim Daniels, Ric van Dyke, what the Atmosphere must be doing. ( Yes, John Essig, Carl Fung, Tom Kassel, Hans Special Rules the cause and effect are backwards, but they Kishel, John Kisner, Mitchell Land, Joe 1.1 Weather align properly this way.) Linder, Rod Miller, John Rainey, Ken Determine the weather conditions each Schreiner, Mike Solli, Jim Stravers turn during the Reinforcement & Weather Atmosphere comes in three flavors: Good, Phase. This requires several rolls strictly Fair, and Poor. in order (since the result on one table can Introduction affect where you roll on another). 1.1c Visibility. Visibility is the distance units Last Blitzkrieg is a Battalion Combat Series can ‘see’. No Engagement Zone or Barrage (BCS) simulation of the Ardennes Offensive 1) Roll for the Ground conditions using mission spotting can extend beyond the (Battle of the Bulge) in December 1944. It the Ground result from the last turn (or from current Visibility value. is limited to the opening German Offensive the scenario if before the game began). and the initial Allied counterattack (it does 2) Roll for the new turn’s Atmosphere not cover the continued destruction of the using the newly determined Ground salient in the early weeks of 1945). result. 3) Roll to determine the new turn’s 1.1d Historical Weather. If you want the historical Visibility using the newly determined conditions instead of rolling your own, they are: Table of Contents Atmosphere. Page Items 4) The Allied player rolls one die using Date Ground Atmosphere Visibility 1 1.0 Common Special Rules the Atmosphere to determine his avaiable 16 Dec Normal Poor 1 hex 3 2.0 German Special Rules Air Points for the turn. 17 Dec Normal Fair Any 4 3.0 Allied Special Rules 18 Dec Mud Fair Any 5 4.0 Victory 1.1a Ground. There are three types of 19 Dec Mud Poor 1 hex Glossary Ground Condition: Normal, Mud, and 20 Dec Mud Poor 1 hex 6 Designer’s Notes Freeze. The current Ground Condition 21 Dec Normal Poor 1 hex 7 Historical Notes affects movement. 22 Dec Normal Poor 1 hex 20 5.0 Scenarios 23 Dec Freeze Fair 2 hexes 5.1 Last Blitzkrieg Campaign Exception: Do not roll for Ground 24 Dec Freeze Good Any 22 5.2 Breakthrough Campaign Conditions on 16 and 17 Dec 44, it is 25 Dec Freeze Good 2 hexes 23 5.3 Northern Campaign automatically Normal. 26 Dec Freeze Good 2 hexes 24 5.4 Southern Campaign 27 Dec Freeze Good 2 hexes 25 5.5 KG Peiper Normal: Use the standard Terrain Effects. 28 Dec Freeze Poor 1 hex 27 5.6 The Goose Egg 29 Dec Freeze Fair 1 hex 28 5.7 Bastogne Mud: Truck MA units are always x1/2 MA, 30 Dec Freeze Fair 2 hexes 29 5.8 Advance & Destroy all other unit types are normal. 31 Dec Freeze Fair 2 hexes 31 5.9 Tip of the Spear 32 5.10 Final Blitzkrieg Freeze: Use the Terrain Effects Chart’s bracketed MP costs. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2016 All Rights Reserved. Page 1 BCS Last Blitzkrieg Game Rules If the Bridge Blows, place a Blown marker to 1.2 Bridges indicate the destroyed bridge hexside. On any 1.7 Buddies There are a few locations where the Germans other roll, place the marker in the hex on its Formations in the same row below do not apply built bridges and other bridges the Allies can ‘Bridge OK’ side instead. Coordination (4.4), Mixed Formations (10.1e), attempt to destroy. or Crossing the Streams (10.2e) to each other. Important: Only bridges with a printed Plunger They do not apply Unit Traffic (5.1h) to each 1.2a Building Bridges. Only the Germans can be Blown. Remember, a roll must be done and other if the option is used. build bridges and this occurs on a schedule they can only be Blown the first time a German behind the scenes. The locations where unit moves adjacent to them. Germans: bridge building will occur are marked with a KG Peiper and 1 SS Pz (-) special Bridge symbol and a date. A “Bridge 1.3 Trace Supply KG vdH and Any German Formation Not Open” marker with the same date sets up in a hex adjacent to the bridge until such Sources US: time as it is completed. 1.3a German. Entry Areas A through E 2 Inf Div and 99 Inf Div and Q. 109/28, 110/28, and 112/28 At the start of the turn with the same date as the map notation and the marker, the marker 1.3b Allied. Entry Areas F through P. The US Armored Combat Commands (CCA’s, is removed and the bridge is available to use CCB’s, and CCR’s) are Buddies with each other for the rest of the game. 1.4 MSRs and and with all other Allied Formations. When completed, the bridge includes the Victory Point Design Note: vdH is in there because they necessary roads to connect to the roads are too small to create a Coordination on the other side of the river. If the roads Hexes issue with anyone. The 2 ID and 99 ID are on each side are of different types, use the Neither side can trace an MSR through a listed together because the 99 ID was placed ‘worse’ of the two as the connection. Victory Point hex (of either side) unless that under operational control of the 2 ID for the side currently controls that VP hex as per battle. The US Arm CC’s were all functioning No, there are no other requirements, the rules in 4.0. assigned to various divisions for the battle exceptions, restrictions, ability of the and could easily be switched from supporting Allies to interfere, or what-have-you—the 1.5 Replacement one to another. They are handled this way for bridge just becomes a map feature on the simplicity. designated turn. Steps Both sides obtain Replacement Steps from Other than the hexes above, the Germans the Replacement Steps Tables and schedule. 1.8 Recon Unit cannot build or rebuild any other bridges. Apply these according to the series rules (9.4). Types In addition to any unit with a ‘Cavalry Slash’ in 1.2b Blowing Bridges. The Allied player must its unit symbol, German VOR units (in 12 VG, 18 Do not roll for Repls on the first turn of any roll to blow any bridge marked with a ‘Plunger’ VG, and 26 VG Divisions) can apply 4.3d. the first time a German unit enters a hex which scenario. They have already been installed contains the bridge’s hexside and that hexside is in the set up. not already subject to a Bridge Blown or Bridge OK marker. 1.9 Major River 1.6 The West vs. River If that hex is made up of multiple hexsides The only Major River is the Meuse in the containing bridges, each hexside requires an Wall NW and west portion of Map A. All the other The West Wall hexes affect each side independent roll. ‘larger’ rivers on the map are Rivers, not Major differently. The Allies treat them as Stop Rivers. Before making the roll, the German player must terrain while the Germans only apply costs announce if he is going to use a Greif Team to of the hex’s other terrain. The Allies use influence it. See also 2.1b Golden Greif rule. the other terrain in the hex for combat, 1.10 Counter while the Germans can use the West Wall’s Roll one die. ‘Terrain’ combat benefits. Roads of any type Ownership The German player controls all Wehrmacht If NO Greif Team is used: do not negate the Stop effect on Allied movement. (grey), SS (Black), and Luftwaffe (Sky Blue) 1-2 Bridge OK, 3-6 Bridge Blown. units. If a Greif Team IS used: 1-4 Bridge OK, 5-6 Bridge Blown. The Allier player controls all US (Green), Commonwealth (Brown), and Belgian (Steel Blue units. There are no nationality restrictions between the Allied forces. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 2 © 2016 All Rights Reserved. The Gamers, Inc. 1.11 Salt and 1.11d More Flexible Airborne. Allow the Fortunately, the Rollbahn numbering system 101st Abn and 82nd Abn to arrive in any City was slected with the army boundary in Pepper Options or Village hex. All other rules and restrictions mind, so it allows a quick and easy read Use these to goose the balance a little one regarding their arrival apply and the chosen on where the two armies split. way or another as you feel the need. hex must be west of the 16 Dec 44 frotline and no German unit has yet passed through 1.11g Rigid V Corps. Operating under 1.11a No Echelons.