Dark December II Update

Q&A

by Bob Ryan

I have completed going over the list generated from our first two playtests. Below you will find each point and an answer or comment. I have incorporated about 90 percent of what was found / suggested. There are a few points that I have deferred until later and a few that I have decided to leave as is.

1. Defender's Reaction Phase needs to be added to rules and Player Aid card.
a. Done

2. Leader's having a ZOC?
a. No ZOC, changed.

3. Phasing Player determines Supply Status of all units?
a. Changed to 'the Players'. This was a hold over from the original.

4. State 'Beginning 20 AM game turn' on page 5 in Supply Determination Phase.
a. Changed.

5. CRT needs an explanation of results.
a. Skipped this for now, may return to it later. I feel it is apparent after playing the game once.

6. I like that the Allied player determines OOS Germans due to Fuel Shortage table.
a. This was left as is and is straight from the original.

7. Wording change - German Division's not eligible to be placed OOS due to Fuel Shortage table if only one unit on board.
a. Changed.

8. Can a Brigade be replaced?
a. I need your opinions on this one. I left it worded as is for now, but either way we'll have to define it better. I am inclined to not let them be replaced.

9. State explicitly that a Brigade cannot be replaced if that is the intent.
a. see number 8 above.

10. ZOC - need an exact explanation of what it is.
a. See page 11, what more do we need?

11. Armored units can pay 4 MF to cross a Bridge even though they would not be eligible to use the Road Rate?
a. Yes.

12. What is meant by 'moving outside of Army Boundaries'?
a. I have fleshed out the Boundary rules and would ask you two to go over them and give me more feedback.

13. Why can't units in Strategic Movement mode be placed in Reserve?
a. It is the nature of the movement mode. They are trying to reach the front to get into the fight. This is an arbitrary decision on my part and I'd like to leave it as is for now anyway.

14. Rules regarding Bridges are confusing re Road Rate vs. using Bridges to negate Rivers without being qualified for Road Rate.
a. I have cleaned these up and hope the problem is corrected. I'll need you two to go over them again and let me know.

15. Restrictions on British units and certain US units in regards to movement behind Meuse needs to be clarified.
a. Done.

16. Questions regarding viability of counting Dead Units to satisfy the 35 unit requirement.
a. I changed this to be 'steps eliminated' and left the threshold at 35. Admittedly this is only half that required before. We will need to re-visit this, but probably should wait until we get the system ironed out and can play a campaign game.

17. Can Tank units attack into Forest if not doing so along a road? What about unbridged rivers?
a. No and No. I added a negative to the wording.

18. Explicitly state that Leaders do not count for stacking limitations.
a. Done.

19. Assumption for playtest was that Tank units could attack into hexes that they had no ZOC on.
a. No. I added some negative text to the Armor Superiority seciton.

20. What is the Tactical Advantage column on the CRT?
a. This was left over from the original and I have removed the reference to it.

21. Do units in Strategic Movement have a ZOC in the hex they occupy?
a. Yes, added to rules.

22. What advantage does a Leader unit provide when in a Town hex? Units can already Standfast on their own?
a. Changed rules to need a Leader to Standfast in all cases.

23. Retreating via unbridged rivers by armored units needs to be clarified.
a. Simplified by removing ability of Armor units to end a retreat after crossing River.

24. Units may not end their retreat in violation of stacking limitations, but elsewhere the rules say units may never violate limitations - contradiction.
a. changed to allow overstacking while moving, but should it really be no overstacking at any time?

25. What happens when a unit is retreated into a hex that then suffers a CA?
a. The unit would become a part of the defending force in the battle that generated the CA. When making an attack, all units in the defending hex must be attacked. If a unit is retreated into a hex from a previous combat, it is then involved in combat again.

26. Elimination of one 'combatant' wording seems confusing.
a. Changed to elimination of defending force.

27. Definition of Retreat direction needs to be better defined.
a. Added lot's of text about this. Retreat has to be toward a Supply source ala BW.

28. Contradiction regarding Germans being eligible to use aircraft for Ground Support.
a. Corrected to allow German GS. This was my intent all along.

29. Explain units entering Strategic Movement during the Exploitation Phase.
a. John had the right interpretation on this one. A unit in Reserve can enter Strategic Movement during the Expliotation Phase, but a unit in Strategic Movement mode cannot be placed in Reserve.

30. Player Aid card is in conflict with the rules regarding Artillery Concentration. The Card says 6 factors, rules say 8.
a. John had an earlier version of the rules somehow. The right amount is 6.

31. Conflict between units in Towns being able to Standfast and units in a Town that has a Fortification marker being able to Standfast.
a. Corrected, see Leader rules.

32. Divisional Integrity needs to be better defined.
a. Done. Units can be in a line and still gain Integrity.

33. Player Aid card does not state the German can use aircraft for Ground Support.
a. Fixed.

34. Night turns need to be defined.
a. Done, they are PM turns.

35. When are Aircraft avalable.
a. Created a new table.

36. Allied Aircraft support is too generous.
a. Toned this down by outright copying of BW levels!

37. Amount of Aircraft support needs to be defined on Turn Track - Bob
a. Created new table instead - may have to add to Turn Track instead, wait and see for now.

38. Does a Fortification marker negate the Combined Arms effect?
a. Yes, changed. This goes along with Leader and Standfast rules per your suggestions.

39. If a unit cannot retreat and must take Step losses, how do I apply them? Does a retreat of 1 hex equal 1 Step loss?
a. Yes, one hex retreat equals one step lost. I added explanation.

40. Could not get a Tank unit into the attack on the Losheim Gap (14 CAV) during the 16 AM turn?
a. OK, as it should be.

41. Decided to attack 28/110 16 AM instead of leaving it alone to try to Flank it.
a. This will need to be studied as I do NOT want this to be an option. See number 43.

42. Only one unit could advance after combat vs. 9/CCA on a result that forced them back 2 hexes 16 AM?
a. S/B both 986/276 and 988/276.

43. Did not attack 28/109 16 AM in an attempt to surround it. Later changed to attacking.
a. This will need to be studied as I do NOT want this to be an option. - see number 41.

44. Sequence of play in rules is missing Exploitation Phase.
a. Added.

45. Sequence of play in rules does not put Bridge Repair before Exploitation.
a. corrected.

46. It is not possible to repair the bridge over the Our River 16 AM opposite 28/110 due to no Tank unit starting adjacent.
a. This is broken and will have to be fixed. The Germans will have to be able to build that Bridge. I'm not sure how I missed this one in my playtesting. I guess I was applying BW rules to it and letting the 78/26 build it. I suppose we'll either have to allow any unit of a German Mech./ Panzer Div. to repair / build or adjust the starting position of the 23/2.

47. Only Allied Engineer units may attempt to blow bridges 16 PM. Where's the Engineers?
a. eliminated reference. This was a holdover from the original that I wanted to keep, but seems like Engineers should be done away with. The US does not appear to need them and we don't have the counter space available for them anyway.

48. How much is the advance after combat when a defending unit must stand and take step loss(es) which result in its elimination?
a. Added to rules as if a one hex retreat.

49. I liked the prohibitions on US movement 16 AM and PM.
a. They are my modification to the original, which could have been abused. We'll need to watch 109/28 and 110/28 area per question 41 and 43.

50. Rules should state where Heydte drops.
a. Done.

51. When does US Air Interdiction get placed?
a. US Air Interdiction Phase at the start of each AM turn. I think this was already on the Player Aid Card as I did not have to add any wording.

52. Assumption was that advance after combat due to elimination of a surrounded unit was the same as outright elimination.
a. I changed to make it as if a one hex retreat. Should it be more?

53. Number of turns that Army Boundaries apply is too long and John
a. I added text to state outright that Boundaries are in effect through 19 PM. Let's leave as is for now and see what develops.

54. Need a rule stating that a unit must finish its movement before another unit can begin moving. and John
a. Done.

55. Can 150 Panzer attempt Infiltration during the Exploitation Phase?
a. Yes, added text.

56. US must be careful how they play the Southern Shoulder early in the game.
a. Agreed. This will be a live and learn kind of thing. I like it.

57. Assumption was that retreating toward a supply source took precedence over retreating either east or west.
a. Correct, change made.

58. 5th Panzer Army did not attack optimally on the 17th and found itself in a road jam situation that will take at least one turn to straighten out.
a. This is exactly the effect that I am looking for, exactly.

59. Can a unit attack outside the Army Boundary?
a. Added a lot of text for Boundaries.

60. US built a Fort in Bastogne 17 PM.
a. This works for me, you guys?

61. Suggestion made for a unit to take a Step loss for each hex retreated through an enemy ZOC even though they are retreating through a friendly unit.
a. I want to leave this as written for now, ie., a friendly unit negates the enemy ZOC for Retreat purposes.

62. Suggestion made to allow 5th Panzer Army units to share the road boundary with 6th Panzer.
a. I added the Boundary rules, but did not allow sharing of that road.

63. A Fort was built in Malmedy.
a. I had not contemplated a Fort in those Towns other than Bastogne, St. Vith, Vielsalm, etc. Admittedly this was an oversight on my part. We may have to re-think this and make it only certain Towns that can get the Fort ala Bulge '81 and BW, but I left it as is for now.

64. Attacks vs. Stavelot are hard to coordinate due to terrain.
a. I think this is ok.

65. An all out effort by the SS followed up by an All Out Assault led to a Hodges Standfast at Stavelot and the Germans were rejected.
a. I like it a lot. This is reminiscent of the US 2nd Infantry's stand vs. the 12th SS Hitler Youth in real life.

66. Bridge Blowing rules should require an enemy unit be in the vicinity.
a. Done, please check the wording.

67. Suggestion made to allow ZOC to ZOC movement to help the Germans.
a. I left this out for now and do not want to go here if posible. Danny and I shared thoughts a while back about dis-engagement and both felt it was too easy in these games. This fits right into those thoughts.

68. The Game is an excellent simulation of the battle, but needs to be made a better 'game'.
a. Agreed, we'll have to find the right balance with a definite lean toward simulation.


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