Академический Документы
Профессиональный Документы
Культура Документы
Simulation Series
Contents
INTRODUCTION................................................. 6
1.0 GAME COMPONENTS................................ 6
1.1.0 Game Rules............................................... 6
1.2.0 Game Map................................................ 6
1.2.1 Roads........................................................ 6
1.2.2 Rivers and Streams.................................. 6
1.2.3 Covering Terrain....................................... 6
1.3.0 Game Charts & Tables............................. 6
1.4.0 The Playing Pieces................................... 6
1.4.1 Unit Type Chart......................................... 6
1.4.2 Unit Breakdown Chart............................. 6
1.4.3 Informational Markers Chart................... 6
1.5.0 The Rounding Rule................................... 6
1.6.0 Glossary of Terms.................................... 6
1.7.0 Other Commonly Used Abbreviations..... 7
1.8.0 Game Scale.............................................. 8
1.9.0 Inventory of Game Parts ......................... 8
2.0 SETTING UP THE GAME............................ 8
2.1.0 Setting Up the Map & Pieces.................. 8
3.0 THE GAME TURN......................................... 8
3.1.0 Scenario First Turn Rules......................... 8
3.1.1 Game Turn Record Track........................... 8
3.2.0 Sequence of Play..................................... 8
3.2.1 Active Player............................................ 8
3.3.0 Game Turn Sequence Outline.................. 8
3.3.1 Air Point Allocation Phase (AM GTs)...... 8
3.3.2 Weather Determination Phase............... 8
3.3.3 Transport & Logistics Phase .................. 8
3.3.4 Command Phase (All GTs)....................... 8
3.3.5 US Player Turn (All GTs)........................... 8
3.3.5a US Player Mode Determination Phase.8
3.3.5b US Player Construction Phase.............. 8
3.3.5c US Player Movement Phase.................. 8
3.3.5d German Player Exploitation
Movement Phase.................................. 8
3.3.5e US Player Fatigue Recovery Phase....... 9
3.3.5f US Player Turn Combat Phase............... 9
3.3.5g US Player Exploitation Phase................ 9
3.3.5h US Player Administrative Phase........... 9
3.3.6 German Player Turn................................. 9
3.3.7 Game Turn Indication Phase.................... 9
3.3.8 Night Turn Exploitation Phase................. 9
3.4.0 Extended Night Activity.......................... 9
3.4.1 ENA Sequence of Play............................. 9
3.4.1a First ENA Player Turn............................. 9
3.4.1b Second ENA Player turn........................ 9
3.4.1c Mutual Fatigue Phase............................ 9
3.4.2 Activating Units for ENA......................... 9
3.4.2a Restrictions on ENA ............................. 9
Credits
Game Redesign: Joe Youst
Development Team: Eric Harvey, Doug Johnson, Dave Collins, Jeff Milliefoglie
Development Contributors: Scot McConnauchie, Mike Junkin, Gary Schaap, Nolan
Hudgens, Jonas Multing, Kristian Liff, Edmund
Hudson
Playtesters: Dick Sauer, Mark Malone, Bob
Eubanks, Ken Tee, Jim Arnold, Dave Wessman,
David Bolt, Bob Munns, Dave Mignerey, Robert
Vaughn.
Map Graphics: Joseph Youst
Counter & Chart Graphics: Joseph Youst
Rules Booklet Layout: Callie Cummins & Lis
Patterson
2012, Decision Games, Bakersfield, CA. Made
& Printed in the USA. [GOSS System_V9F]
INTRODUCTION
The games in the Grand Operational Simulation
Series depict WWII combat mainly at the battalion level. The games allow players to try different
strategies and tactics in an attempt to do better
than their historical counterparts.
If any parts are missing or damaged, please write
to:
Decision Games
Attn: Customer Support
P.O. Box 21598, Bakersfield, CA 93390-1598
Please register this game purchase on-line at:
www.decisiongames.com.
1.0 GAME COMPONENTS
1.1.0 Game Rules
Each games rules are presented in two booklets.
The first booklet contains the GOSS system
rules that are common to all games in the series;
consider these the basic rules set. The second
booklet is the exclusive rules booklet specific to
each particular game. This booklet contains all
of the special rules, scenarios, and setups that
pertain to that game.
The rules are presented in a numbered case
format, with higher numbered rules within the
same section always taking precedence over
lowered numbered rules. Additionally, rules in the
scenario booklet may modify, add to, and always
supersede any rules found in the basic rules set.
1.2.0 Game Map
Each game map in the series is a graphic representation of the geographic area in which a particular games battle occurred. The maps hexgrid
regulates distance and location for various game
functions. Each hex has a unique identifying
number printed within it. Terrain features exist
both within hexes and along hexsides; the Terrain
Key lists all of these features.
The defender always chooses which terrain
feature he is utilizing when defending in a hex.
When moving a unit, the highest terrain cost in
the hex or across a hexside is usedunless a
unit is using some form of road movement.
1.2.1 Roads
There are three types of roads in the game:
primary roads, secondary roads and trailsthe
term road encompasses all three.
1.2.2 Rivers and Streams
Rivers and streams are hexside terrain features
that affect movement and combat. For a more
natural look, these features do not conform
exactly to the hexsides. Apply their effects to
the hexside that is nearest to them. Where rivers
loop back on themselves, ignore land inside the
loop and treat that hexside as though it contained
a single river hexside feature. Bridges and fords
over minor rivers and major rivers are marked on
the map, while those over a stream are implied to
exist by a road crossing over the stream.
formation.
Attacker: player initiating a ground assault or
barrage.
Battalion (Bn): any unit with a battalion
symbol.
Barrage: An attack conducted solely by artillery
units that use their barrage strengths against
an enemy-occupied target hex.
Breakdown Unit (BU): a company-sized, or
zero-step unit that has been created from a
larger parent unit.
Command: a corps or army. Also, the chain of
command that exists from HQ to unit. The
order goes from army HQ to corps/korps HQ
to formation HQ to subformation and, finally,
to a non-HQ unit.
Company(s): usually a one or two-step unit that
has a company-sized unit symbol. For AFV
units, the step indicator is in the place of the
company symbol.
Covering Terrain (CT): a terrain type that
inhibits enemy observation or influences
movement against friendly units in a hex.
Defender: player whose units are the target of a
barrage, airstrike, ground assault, or overrun.
Detachment: A unit that has been reassigned to
another formation.
Deployed Heavy Bridge: heavy bridge units
that are under construction or fully constructed.
1d10: indicates the need for rolling one ten-sided
die. A 0 is a result of zero. 2d10: indicates
the need to roll two ten-sided dice (with one
die representing the tens and the other die
the ones).
Fieldworks (FW): Entrenchments (ET) or
improved positions (IP).
Final Combat Strength: a units combat
strength after any modifications due to terrain, supply and other conditions.
Final Assault Value (FAV): The modified (if
any) basic assault value for a ground assault.
The basic assault value is the raw strength
comparison between attackers and defenders in a GA.
Formation: a division, an independent brigade,
a US armored cavalry group or an independent subformation. All units of a division or
independent brigade have a color box behind
their divisional or brigade ID to aid in sorting
and identifying the units of that formation on
the map.
General Supply (GenS): form of supply based
upon tracing a supply path to a primary or
secondary supply source.
Ground Assault (GA): the act of attacking
enemy units from adjacent hexes using nonartillery units; also referred to as an attack.
Hex: a hexagonal game space enclosed by
hexsides that regulates unit location and
10
11
Units making proficiency checks use the following procedure. For each unit, a 1d10 is rolled, and
if the result is equal to or greater than the PR
value of the unit, it has failed its PR check. Use
the same procedure for leader PR checks.
The attack PR is used when the unit is on the active side during a phase or segment. The defense
PR is used when the unit is on the Inactive side.
In phases where both sides are simultaneously
active (e.g. the Command Phase; see 3.34) check
the specific use of the PR to determine whether
the attack PR or the defense PR is used.
5.0 Unit Modes
A military force organizes itself in different ways
to accomplish different tasks. In the game, a
units organization is represented by the mode
a player chooses for it during a friendly Mode
Determination Phase. Each mode is suited for
different activities; some combine movement and
combat functions in a flexible manner, while others sacrifice mobility for greater combat power.
This forces a degree of planning upon players.
The mode chosen for a unit may not voluntarily
be changed for a full GT (except when leaving
maneuver reserve).
Unit modes are chosen during a friendly Mode
Determination Phase. Units cannot be in more
than one mode at the same time. A unit is not
required to stay in the same mode from turn to
turn except by special scenario rules.
5.1.0 Tactical Mode
Tactical mode is the most flexible in terms of
maneuver and combat; a unit without a mode
marker is considered (by default) to be in tactical
mode.
12
If the number of units in a hex exceeds the stacking limit, those units are overstacked. Overstacks
must be corrected in the next friendly Movement
Phase.
6.1.0 Stacking Limits
The stacking limit in most hexes is three units,
two of which may be battalions. In constricted
terrain hexes, the limit is two units, with a maximum of one battalion.
Note: German AFV stacking (see 6.1.2), zero step
units (see 6.1.3) and engineer and AT Unit Special
Stacking (see 6.1.5) may also modify how many
units may be present in a hex.
Example: The stack of US units on the left
is composed of a battalion, a battalion-sized
hybrid unit, and a two-company hybrid unit.
It has reached its stacking limit. The stack
on the right shows maximum stacking for a
constricted terrain hex.
6.1.1 When Stacking Limits Apply
Stacking limits are in effect at all times except
during unit movement and combat displacement
(advance or retreat). A unit that is being moved
or displaced due to combat may temporarily
overstack, but a player may not voluntarily finish
a Movement Phase with the units overstacked.
Overstacks created due to retreats must be corrected by the end of the next Friendly Movement
Phase.
6.1.2 German AFV Company Stacking
13
14
7.0 MOVEMENT
Units are moved during the movement and
Exploitation Phases of each player turn. Each
side moves its units and movement is always
voluntary. Movement during these phases
(except for retreats due to overruns) differs from
retreats or advances which are displacements
after combat or barrage and are explained in
those rules sections.
7.1.0 Procedure
Units are moved individually (except, see 6.1.2,
6.1.3 & 6.1.4), their path of movement traced
through contiguous hexes on the mapskipping
hexes is not allowed. This process requires a unit
to expend either movement points (MPs) or hexes
from its movement allowance (MA) for that
phase. A unit must stop moving once it has either
exhausted its MA or encountered a condition
requiring a movement halt. A player is not forced
to move a unit up to its full MA. Unless special
rules state otherwise, there is no limit on how
many friendly units may move through a single
hex or hexside during a GT.
Three types of movement can be used to move
a unit: road, tactical, or prepared assault (PA)
movement. A unit can only use one type of
movement per phase. Movement of units can
be limited by a number of factors including unit
mode, enemy units, terrain, reduced MAs and
scenario rules.
15
16
17
18
19
20
vantage point.
Unit 8, because it is in range and not in covering terrain.
Unit 10, because it is in range and not in covering CT.
It cant see:
Unit 4, because it is in covering terrain.
Unit 6, because of the woods or forest (unit C
is not adjacent).
Unit 7, because of the city (covering and
neither unit is attacking).
Unit 9 because the rough terrain reduces the
maximum observation range by one hex.
armored divisions. The corps HQ can also command up to 24 army or corps asset units. It must
command at least one division-sized formation.
9.0 COMMAND
Command represents the control hierarchy for
each sides forces, from armies all the way down
to individual units. All units, subformations,
formations (usually divisions), and corps must
be in command to operate without penalty. For
simplification, the term formation in this section
also includes independent subformations.
The two things that are critical for determining
HQ command status are assignment and command boundaries. If the requirement for either
of these is not met, an HQ is considered out of
command (OoC).
Units that are subordinated to a formation
(usually a division) are in command as long as
they can trace general supply to their formation
HQ, and that HQ itself is not OoC. If however, a
formation HQ is out of command (OoC), all units
subordinated to it are also OoC.
9.1.2 Formations
A formation is a discrete set of units that share
the same unique formation ID (usually a number)
on the upper right corner of their unit counter. A
patch of color behind this number helps to colorcode a formations units for easier identification.
9.1.2a Divisions
Most formations are divisions and have their own
HQ unitsusually with the divisional emblem
printed on its counter. Any unit marked with that
formations ID belongs to that formation and is
considered organic to that formation. The formation commands the units that are organic to it,
and as long as the formation HQ is in command,
so are any of its units that can trace general
supply to it.
9.1.2b Subformations
A subformation is a smaller subset of units that
usually belong to a formation (division). Regiments, brigades, combat commands, and German
battlegroups (KGs) are all examples of subformations. Subformations generally dont have an HQ
unit.
9.1.2c Independent Subformations
Occasionally a subformation may be declared an
independent formation (independent subformation). When this happens, the independent
subformation behaves exactly like a formation
(in effect, it is its own mini division). Choose any
one unit (artillery units are the best choice) to act
as that independent subformations HQ.
Each side may create one independent subformation per corps, unless scenario rules state
otherwise. This subformation is always in
command as long as it operates within the corps
boundaries. It may trace general supply to any
of the corps subordinate formation HQs, or the
corps HQ itself.
9.1.2d Army & Corps Asset units
Army or corps assets are units that have corps
or army IDs printed on the upper right corner of
their unit counters. These units are not organic to
any formation, but instead are assigned to armies
and corps. A player does not have to explicitly
record their assignment; instead, as long as they
21
22
23
24
25
26
27
28
of strength.
A unit does not have to be a bn-sized unit to
contribute RIBs, but breakdown companies can
never be used for RIB purposes.
13.5.2c German Panzer & PzGren Formations
In a panzer or panzergrenadier division, each panzergrenadier regiment is a subformation, which
means that each mech infantry battalion belonging to that regiment can be used to award a RIB if
eligible. Two battalions from the same regiment
would award two RIBs. Note that a KG of such a
division is also considered to be a subformation,
so that mech infantry battalions of that KG also
qualify to contribute RIBs.
The reconnaissance (aufklarungs, or Recon or
Auf) battalion of panzer or panzergrenadier
formations are treated like MI battalions of any
of the divisions regiments or KGs, as are any
pionere units of the division. The three RIB per
regiment limit is still in force when using these
units.
13.5.2d German Panzer Regiment and RIBs
The panzer (Pz) regiment is a special case. Each
panzer AFV company of that regiment that is
stacked with a MI, recon or pioneer unit from the
same division or brigade can award one RIB. A
panzer regiments AFV companies are considered
organic to all other regiments of its division for
RIB purposes. Remember that breakdown units
cant be used for RIB bonusesso you couldnt
breakdown a panzergrenadier battalion and use
the companies.
13.5.2e US Armored Division Combat Commands
For RIB purposes, each combat command of a US
armored division is considered to be a regiment.
Each unit in the combat command can contribute
a RIB, but the units and the combat command
are restricted by all of the rules above as they
pertain to regimentsexcept the requirement
that only battalions can contribute RIBs.
13.5.2f Commonwealth Armored Divisions
Commonwealth armored divisions have two
brigades that are each treated like regiments for
RIB purposes. All rules that apply to regiments
apply to these brigades and their units.
29
30
31
the proficiency check fails, one additional discretionary hit (see 13.6.2.c) is added to that sides
total GA result.
13.6.2b Mandatory Hit Results
The parenthesized result values equal the
number of mandatory hits inflicted upon the
affected side. Step losses are usually required to
satisfy these hits, although maximum step loss
rules (13.7.2c) may convert them to retreats and
fatigue (see 14.0).
13.6.2c Discretionary Hit Results
An unparenthesized result value equals the number of discretionary hits inflicted on the affected
side. Note that a failed proficiency check will add
one to this total.
13.7.0 Applying the GA Results
Each side applies GA results that were inflicted
upon its units until the total number of results
has been satisfied. The sequence for doing
this follows the order in which the rules are
presented below. The attacker always resolves
his GA results first.
13.7.1 Make Any Proficiency Check
See 13.6.2a. This is the first step for resolving a
sides GA results.
13.7.1a Resolve Mandatory Hits
All mandatory hits must be taken as step losses
up to the limit allowed by maximum step loss
(see 13.7.2c). Use the step loss procedure in the
order it is listed below.
13.7.2a Inflicting a Mandatory Hit as a Step
Loss
Each mandatory hit is first resolved by taking a
step loss. Players should note that one zero-step
unit in a hex is also eliminated (this does not satisfy any step loss requirement) for each mandatory hit suffered in the defending hex. Reference
rule 4.2.0 on how to record step losses.
Recon and ranger units can convert one mandatory hit into one hex of retreat.
32
33
34
unit. The 3rd armored division and the 1st infantry division are both subordinated to the VII
corps, therefore either of those two divisions
HQs could be traced to by the artillery unit.
Army or corps asset units do not count against
the command or supply capacity of the formation
HQ that provides them with GS.
35
104
2-12
II/78
7
7-8 -6
26
6-7-6
2xx
7A
II/78
26
10 -8-12
6-7-6
2xx
7-80-6
36
37
38
39
40
section have three types of abilities: construction, demolition, and combat effects against FW/
fortifications and urban features.
41
42
43
44
21.0 REINFORCEMENTS
Reinforcements are new formations and units
that appear for each side during the course of
play. Some reinforcements are conditional and
are only received if certain events are triggered
or conditions arise. Some units or formations may
be required to withdrawsometimes permanently. These reinforcements and withdrawals
will be listed on the Game Record Track, the
exclusive rules, or both.
21.1.0 Arrival of Reinforcements
Reinforcements enter play during the friendly
movement phase of the GT of arrival. Exclusive
rules will explain where the units enter on the
map, and any other conditions of their arrival. All
reinforcements arrive in general supply unless
45
otherwise stated.
21.1.1 Reinforcements & Entry Mode
Reinforcements enter the map in any mode
a player wishes unless exclusive rules state
otherwise.
21.1.2 Division Slice and Entry
Division slice represents the equal apportionment of a divisions support assets among the
various subformations of that division. When
any subformation of a division enters the map
as a reinforcement, the engineers, recon and AT
and AFV assets may be broken down so that one
company of each asset arrives with a subformation reinforcement. Additionally, any one artillery
bn of the same formation may be brought on if it
is available.
21.2.0 Map Entry On Roads
22.0 REPLACEMENTS
Reduced or eliminated units may be brought back
up to strength or resurrected using the replacement process. Weakened units may also transfer
steps between themselves to consolidate into
fewer, but stronger units. These activities can
only occur during a friendly replacement segment. Note that a lull (see 24.0) may also allow
a player to either bring a unit back up to full
strength, or resurrect it from the Eliminated Units
Box.
Units may not receive replacements if they
moved or fought at any time during the player
turn.
22.1 Replacement Points
The heart of the replacement system is the
replacement point (ReP), of which there are two
types: infantry and armor. Every type of unit,
except leaders, can use RePs to regain lost steps,
or be resurrected from the Eliminated Units Box.
22.1.1 How Replacement Points are Received
Each side may receive RePs in several ways. The
most common way to get RePs is by the use of
the Replacement Table to determine how many,
and what type of RePs are received. German formations may also receive RePs by being placed
in refit. Units already in play may also sometimes
be used to generate RePs for other units. Finally,
the exclusive rules may list other ways of getting
RePs.
22.1.2 When RePs Are Received
RePs are always received during the Truck Point
& Logistics Phase of an AM GT. When RePs are
received, they must be allocated to an army
HQ for future use by that army. Adjust the ReP
markers on the armys record track to reflect the
correct total of RePs with that army.
RePs received due to recycling losses also
become available during the AM GT Truck Point &
Logistic Phase.
22.1.3 Replacement Table
Both sides use the Replacement Table to
determine how many RePs they receive of each
type. This is done during the AM Truck Point &
Logistics Phase. Each side rolls a 1d10 for each
type of ReP. There is an Allied section and a
German section on the Replacement Table; each
side uses its section. Note that there are usually
date DRMs for ReP DRs. Cross-index the modified
DR with either the infantry or armor columnthe
result is the number of RePs of that type that
are received. Remember to adjust the army ReP
markers.
22.2.0 Replacing Step Losses
During the replacement segment (3.35h), RePs
are used to replace step losses by removing
step loss markers or flipping reduced units back
over to their full-strength side. When a unit
receives the correct number and type of RePs (as
46
23.0 LEADERS
Leaders have special abilities that enhance the
performance of the units under their command.
Some of these abilities are listed below, while
more specific leader rules are given in the
exclusive rules for each game. A leader must
be activated each AM GT during the Command
Phase. Inactive leaders confer no benefits and
must remain stacked with their HQ for the entire
day (AM, PM, night GTs).
23.1.0 Activating Leaders
During a Command Phase, a player should
attempt to activate his leaders. If he forgets to
activate any leadercest la viethey dont
activate, and you left your leader in bed.
The owning player makes an activation check
for each leader in play by making a 1d10 DR and
comparing it to the leaders initiative rating.
If the DR is less than the rating, the leader is
activated for the entire game-day, otherwise
he stays inactive and stacked with his HQ. The
activated side of the leader counter shows a
picture of that leader.
23.2.0 Activated Leader Benefits
All leaders, unless specifically stated otherwise
in exclusive or scenario rules, confer the benefits
listed below.
23.2.1 Formation Leader Benefits
Leaders can generate the benefits listed below
for their subordinate units.
23.2.1a Movement Leader Bonus
An activated Leader increases the MA of all subordinate units by one MP if the leader is stacked
with the formation HQ for the entire Movement
Phase.
23.2.1b Combat Leader Bonus
A leader in or adjacent to a hex with at least one
subordinate unit that is attacking or defending in
a ground assault gives a one-column shift bonus
on the GAT. Only one such bonus per ground
assault segment may be awarded per leader, and
only one such bonus can be awarded per side per
ground assault.
23.2.1c Leaders & Extended Night Activation
Units attempting to activate for extended night
activity may use an activated leaders initiative
rating instead of their own proficiency ratings.
The leader must either be in the units hex, or
in the same hex as the leaders HQ. Apply rule
3.4.2.
23.2.1d Corps and Army Leaders
The exclusive rules detail the list of effects of
these leaders.
23.3.0 Leader Casualties
If a leader is stacked with units that participate
in ground combat or are barraged, and the units
suffer a step loss, or if a leader is in a hex alone
when the hex is entered by an enemy combat
unit, that leader may become a casualty. Roll
47
24.0 LULLS
Armies cannot attack all the time and everywhere; at some point rest and regrouping is
necessary.
one-column surprise shift. All of Side Twos artillery barrage factors are halved (but never below
1) during the AM GT.
If Side Two ended the lull with a counter offensive, they receive the benefits listed above,
not Side One.
24.5.0 Counter Offensive
After five full game days, Side Two may voluntarily end a lull by declaring and launching a
counter offensive (see below). If this occurs, it
takes place just after the Weather Phase. Side
One does not get a normal player turn, instead,
he rolls a 1d10 for each Army he has and one-half
of the DR result is the number of units he may
move during his friendly Movement Phases. This
happens for both the AM and PM GTs. Units that
were activated during the AM GT do not count
against the PM DR. Any units attacked by Side
Two may also move and fight.
Note the benefits to the player launching a counter offensive that are listed in 24.4.0 above.
24.6.0 Lull Redeployment (Optional)
Just before commencing a GT after a lull has
ended, both players may undertake what is called
a Redeployment Phase.
First, Side Two may redeploy its formations by
placing units anywhere within 12 hexes of their
current location. Next, Side One may do the
same. Units may not be placed on the enemy side
of the frontline and they cannot be placed adjacent to enemy units that are not already adjacent
to friendly units. Units must start in general supply to be eligible for such relocation. The original
frontline should be in effectmeaning that units
of both sides should have units in or adjacent to
it along its length.
Second, all Allied units are brought up to full
strength and any accumulated RePs are lost,
except for a 1d10 DR each for armor and infantry
replacement steps. German units may roll to see
what their accumulated ReP values would have
been (doing this for each game day that the lull
was in effect). They may then incorporate this
number of RePs into any existing units, with
no limit on how many steps a unit may replace.
Remember to account for any ReP DRM modifiers
due to the lull or refit. German units in refit may
accumulate and spend their RePs for each game
day of the lull using rule 22.6.3. German RE steps
may be transferred into units using rule 22.5.1.
All armies on both sides must account for how
many ammo points and fuel points they could
have accumulated for each game day while the
lull was in effect. No more than ten of each may
be carried over.
All reinforcements that would have arrived must
be placed on the map in reasonable locations
given their entry date.
25.0 Army Reserve
Only formations that are currently in the army
48
reserve may be used to launch counter offensives. The units of the formation must be at least
six hexes away from the nearest enemy unit and
they must be in observation CT. They may also be
in maneuver reserve. A player writes down the
IDs of the formations that are in army reserve,
and does not have to place these units on the
map, unless an opposing unit moves within three
hexesin which case the units are immediately
placed on the map. Note the location of the HQ;
the other units of that formation are located
within three hexes of that HQ.
Note that only a formation in army reserve may
be used to replace one of Side Twos combat
active formations during a lull. The division being
replaced must be placed into army reserve as
soon as possible.
A formation in army reserve may be released any
GT that follows after a lull has ended. Additionally, after a formation has spent at least four full
game days in army reserve, the owning player
may release it. Army reserves are always activated if an enemy unit moves to within six hex of
any unit of the formation.
26.0 OPTIONAL RULES
This section provides a number of rules players
wanting more detail can choose, by mutual
agreement, to use.
26.1.0 Multi-Formation Movement Penalty
If a unit moves into a hex containing a friendly
unit from a different formation, one extra MP
must be expended by the moving unit to enter
that hex. Units moving in PA mode pay no extra
cost.
26.2.0 Bridge Bottlenecks
Only a certain number of units may cross a
bridge that does not have a primary road running
through it. Use the bridge bottleneck markers as
units move over the bridge. Turn the marker each
time a unit crosses. When it has reached the
maximum shown on the counter, no more units
may use the bridge during the current Movement
Phase.
26.3.0 Artillery Group Holding Boxes
Instead of placing artillery units directly on the
map, a player may use the Artillery Group Holding
Boxes to relieve unit congestion. The artillery
units are placed in the hex on the holding boxes
that corresponds to their actual location in relation to the Artillery Group Hold Box counter that
is on the map. Note that this is only a player aid,
and all normal rules are in effecteven while
the artillery unit is off map. The opposing player
may not examine his opponents Holding Boxes,
unless he moves a unit to a location that is within
two hexes of a holding box counter.
26.4.0 Tank Riders
Infantry units with an attack PR rating of 7 or
more may ride on AFV units when both units