by Steve Newhouse
Ardennes is a fine game, but I wanted to explore some other areas than the original design allowed for. I decided to add the Attack Supply Rules from the latest SCS game, Gazala, to help increase the games' playability and our sense of perception of what really happens on a battlefield. One of the limitations of the earlier SCS titles (and scores of other games) was that there was no limit to the number of attacks a player could make. The player with initiative or the stronger position might make a lot of low-odds overruns and attacks just to wear down the off-balance or weaker player. As an example, I played the Axis in a game of Crusader that saw each possible Commonwealth unit overrun in its movement phase, attack in its combat phase, and overrun again with the surviving exploit capable units. I was overwhelmed by an extremely aggressive player before I could even react. I know that is the name of the game, but that could never have happened on the real battlefield. Now, a player is forced to direct supply points towards his objectives in a never ending stream just to keep the attacks rolling. Any wrong move could be fatal if the supply units are not where you need for your big attack. Nothing like a little strategy and planning ahead for your games, right? This really comes into play in Ardennes with its limited road net and prohibitive terrain costs. Also, at times the German player will have the dilemma of spending attack supply points just to keep his panzers in movement supply. Another problem for the players to solve is the vulnerability of both sides' rear areas to raids and the clutter of additional supply units in traffic jams along the narrow, icy roads. Glossary of Terms and AbbreviationsGerman Supply Unit (GSU): The supply units in the standard game. These become trace or movement supply units for this variant. Attack Supply Point (ASP): These supply units are used to place combat units in Attack Supply. US ASP are 0-0-10 and German ASP are 0-0-8. Both US and German ASP move at the Mechanized Movement Rates, not the Supply Unit Movement cost listed on the Ardennes Terrain Effects Chart. Supply Group (SG): One division or independent brigade for the Germans, plus one other independent unit such as artillery groups and assault gun battalions. For the US, it is one division or independent brigade, plus two independent units such as tank destroyer and armor battalions. All independent units that can trace to a single ASP are also considered a group for both sides. Reinforcement Group (RG): Basically the same definition as an SG, but for reinforcements. As an example, the German Turn 3 reinforcements consist of four RGs: Fuhrer Begleit Bde (1), 2 SS Pz Div (2), 9 SS Pz Div (3), and (KG Hauptman)-560 VG Div (4). A US RG could be made up of Turn 7 reinforcements from Entry Area K: 75 Inf Div and 517 Abn Rgt and 29 Inf Rgt (1), or Entry Area G: 4 Arm Div, plus the 155mm Arm Arty Grp (2). Note that the Arty Grp could be included as part of 26 Inf's RG, or it's own RG. German Mechanized Formation (GMF): One German mechanized division or brigade. Used as a measurement for special trace supply consumption. Attack Supply (AS): Defined below. Trace Supply (TS): Standard game movement supply, except attack strength is zero. Supply RulesSupply Units. Both sides receive ASPs, which are used for Attack Supply and (in hard times) for trace supply. They move using the mechanized rate but due to the winter conditions they cannot be placed in Reserve. Supply units can move and be used in the same phase. Supply units cannot take step losses and cannot retreat. If enemy units enter their hex, roll one die: 1-4 the Supply unit is destroyed, 5-6 it is captured. Each ASP is worth one stacking point and counts as a friendly unit for Ardennes rule 1.5a - the '1 MP effect for entering its hex during road movement. Note: If you don't own Gazala, you will have to make your own supply unit counters, or buy Gazala! Supply Units and Trace Supply. If a (potential) SG cannot trace to a supply source, but can trace (10 MPs or less) to an ASP, the ASP may be consumed (and removed from play) as a TS source. This places the SG in movement supply, but not Attack Supply. German Mechanized Trace Supply. Each GMF must trace supply to: a GSU or a captured Supply Dump, or the Eastern Zone. If a GMF cannot trace to one of these sources, it may expend an ASP to be placed in TS. The Eastern Zone can support any number of GMF, but the other sources can only support one GMF. In other words, one GSU or captured dump cab supply one GMF, the Eastern Zone can support any and all GMFs. The 150 Pz Bde is exempt. It can trace to any source, even one being used by another GMF. All three units of the 150 may be considered the -independent unit' of a GMF SG. Attack Supply. Only units in AS can make attacks, overruns and barrages (exception: US artillery can fire during the US Barrage phase of the German Turn 'for free'). Expend one ASP at or within 10 MPs of an SG to provide Attack Supply for the group. This can be done during any friendly phase. Supply Groups are defined above. Note: In both Attack and Trace Supply, the 10 MPs are counted from the ASP directly to each unit in the SG. As usual, the Supply Trace need only get to a hex adjacent to the unit. Turn One and Two Exemption. AS rules do not go into effect until turn three. This allows the Germans to use their entire army, including artillery, without restraint; it also reduces the players' bookkeeping considerably. Units without Attack Supply. These units cannot barrage (with the defensive exception), attack, or overrun. They defend and move normally. ** Change from Ardennes rule -1.14 effects of Being Out of Supply.' Attack strength is zero unless the unit in question is in AS. Acquiring ASPs. At the start of each player's turn they acquire ASPs. The German player starts rolling for ASP on turn one. The US player starts rolling on turn three. The German player rolls twice each turn on the German Army Supply Table, once for Fifth Panzer, and once for Sixth Panzer. These arriving ASP are placed anywhere in the 'Eastern Zone.' Fifth Panzer arrives on hexrow 31.xx or south, Sixth Panzer at hexrow 32.xx or north. The German player may also roll for any captured Supply Dump which has not lost its ASP capacity using the 'Captured Dump Table.' These arriving ASPs are placed on the Dump hex. The US player rolls once per turn on the 'US Supply Table.' These ASP may arrive on any Entry Hex or Supply Dump under US control. The Germans earn one ASP each turn for controlling Liege. Reinforcements and Attack Supply. On their turn of arrival, US reinforcements may expend off-map ASPs before entering the map. This allows the RG/SG to move on to the map and overrun in the same turn. Notes: Dean stated that to really get a feel for the frustration of the Germans at this stage of the war, the Germans must use supply points for Trace Supply. This would require a third layer of supply rules. In keeping with the spirit of that and keeping in mind that this is SCS, I decided to make trace supply more difficult than it was in the original game, but keep the number of ASPs on the map to a minimum. After several playtests with similar results I the early stages, I decided to ignore the AS rules on the first two turns. Initial playtests were conducted with fourteen German ASPs at the start, but this really limited an aggressive German player from using his army in an all out assault. Also, the exemption reduced bookkeeping and made for a more playable and I think historically accurate game. I allowed the Germans to use the Eastern zone freely for TS because they didn't have a supply shortage so much as a transportation (and distribution) shortage. Adequate supplies were accumulated behind the lines, but is was difficult to keep it moving to the front because of the Ardennes road net, the winter conditions, and the US air power. Notes: I gave the Germans two rolls to give them more of an ebb and flow of supplies. The US did not have much of a problem with their supply situation. The US player's problem is in placing the ASPs in the proper position for attacking. Once you commit several ASPs down a long road, they are pretty much stuck down there. I gave the Germans limited (and finite) opportunity to draw AS from captured dumps. This is mostly supplemental to -German' AS in the form of POL, food, medical and possibly transportation assets. These numbers are subjective and arbitrary, so feel free to change them as you see fit. If they seem too low, try the free overrun option below before you increase them. If they feel too high, just reduce them. Other Optional RulesRedirected Reinforcements: Two turns prior to their scheduled arrival, reinforcements can redirect to an Entry Hex -one letter' to the left or right of their scheduled Entry Hex. Example: on turn five the US reinforcements scheduled for Entry Hex G on turn seven may redirect to Entry Hex H or F. Notes: This rule allows the US player a more realistic response if the Germans bypass Bastogne and go for Paris via the Houffalize - St. Hubert route. Several Paris Victory Option games with Patton missing the action convinced me this was a useful rule. It also gives the Germans a bit more flexibility in where their very important follow up forces come on-map. US Delayed Reinforcements: At the start of each US turn roll one die for each RG scheduled to arrive. On a roll of 1 or 2 they are delayed. Try for release again next turn. On a roll of 3-6, the group arrives as scheduled. On a roll of 6, the group moves one and one-half of its movement rate for the arrival turn only. Example: On turn two, roll separately for 7 Arm Div with the independent artillery group attached (1), 1 Inf Div (2), and 5 Arm Div (3). Group (1) rolls a one and must try again next turn. Group (2) rolls a four and arrives normally and Group (3) rolls a six, arrives normally, but moves at a rate of twenty-one (14 x 1.5). Notes: Variety is the spice of life and delayed reinforcements the heartburn. This gives the Germans a bit of an edge and the US player gets to sweat just a little. SHAEF along with Bradley and Patton did an excellent job of responding to the Ardennes attack. They moved very swiftly. This rule explores the possibility of a slower command structure, or just plain bad luck. 'No Result' Combat Result: Convert NR results to -Reroll the dice, until a result other than NR is rolled.' Alternate: Convert NR to A1D1. Notes: I know Dean does not like rerolls, but a 'No Result' combat result is frustrating, especially when you burn a couple of ASPs in the process. The Attack Supply rules keep attacks to a minimum, so using this rule could make the losses a bit greater over the long run of the game than otherwise, but should still be lower than games played without Attack Supply. This can be a double-edged sword, so duck when you swing it! One Free Overrun: Each division or brigade, (no groups here) may overrun once per game turn with a single unit without spending an ASP. Notes: In playtesting a lot of panzer divisions spent a lot of ASP attempting to reduce small roadblocks. This will definitely speed up the tempo of the game, if you like it fast and loose. 11th Pz Div.: 'There's no special rule for 11th Pz Div. Just add it to German forces when and where you desire and start experiencing different what-ifs according to your choices (but I really recommend you first master the game with historical forces and then you will be prepared to fully realize the real impact of a new panzer division).' - Ernesto Sassot Notes: Ernesto posted this on the Gamers Mailing List in response to the question of what to do with the 1994 Christmas Counters of the 11 Pz Div. VarietyI added these optional rules to add variety to each game. Now every game can be different as supply limitations, delayed reinforcements and the fortunes of war force players to make difficult decisions. Some folks may not like them, but this being SCS, I believe in adding many random events into the mix as long as the game doesn't get bogged down. I am not a professional game developer and I have no -hard data' to support these rules, but there is logic and reason in them. For example, the US could have responded slightly slower to this offensive. A one in three chance of being delayed is not unrealistic. Being able to redirect reinforcements to a different location than their historical entry point, if the situation demands, it is an example of positive command control on both sides. The -One Free Overrun rule' was included because of the fact that Ardennes allows only single-unit overrun. I would suggest using the -NR = A1D1' combat result over a reroll option. Rerolls can drastically affect a game. On the other hand, if you like a wide range of results as well as new problems to solve, try all these options together. Back to Table of Contents -- Operations #35 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1999 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |