enemy action: ardennes gs rules

enemy action: ardennes gs rules
1
GS RULES
ENEMY ACTION: ARDENNES
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Table of Contents
10. ALLIED ACTIVATIONS AND ACTION CARDS
10.1 Allied Activation Sequence
10.2 Drawing Allied Action Cards
10.3 Allied Action Card Terminology
10.4 Performing Allied Actions
10.5 Action Card Combat Bonuses
10.6General Rules for Action Card Situations and
Actions
10.7 Activation Exceptions
10.8 Allied Units behind German Lines
ENEMY ACTION: ARDENNES
GS RULES
1. INTRODUCTION
2. GAME COMPONENTS
2.1 Map
2.2 Playing Pieces
2.3 Card Sets
2.4 Player Aids
2.5 Ten-sided Die
3. SETTING UP FOR PLAY
4. SEQUENCE OF PLAY
4.1 Special Rules on December 16
5. GERMAN DRAW PILE AND COMMANDS
5.1 Playing Cards from your Hand
5.2 Division Command Cards
5.3 Corps Command Cards
5.4 Army Command Cards
5.5 Army Group B Command Card
5.6 Discarding Cards
6. ACTIVATING GERMAN UNITS AND FORMATIONS
6.1 Activating a Corps
6.2 Activating a Division or Brigade
6.3 Activating One Unit
6.4 Activating a German Kampfgruppe
6.5 Consecutive Activation Restriction
7. GERMAN RESERVES
7.1 Deploying German Reserves
7.2 Multi-Unit Deployments
7.3 Delayed Reserves
7.4 German OKW Reserve
8. ALLIED DRAW PILE AND COMMANDS
8.1 Allied Commands
8.2 No Command Exception
9. ALLIED RESERVES
9.1 The Deploy Reserves Command
9.2 Allied Reserve Deployment Methods
9.3 Out-of-Contact Allied Units
9.4 Further Conditions of Allied Reserve Deployment
9.5 The Expedite Reserves Command
9.6 Deploying British XXX Corps
11. MOVEMENT
11.1 Effects of Other Units on Movement
11.2 Moving on Roads
11.3 Crossing River Hexsides
11.4 Bridge Demolition Check
11.5 Stacking Units
11.6 German Strategic Movement Bonus
11.7 German Army Boundaries
11.8 Allied Corps Boundaries
11.9 Exiting the Map (German Only)
12. ZONES OF CONTROL (ZOC) AND ALLIED LINES
12.1 Effects of Control
12.2 The Allied Front Line
13. COMBAT
13.1 Attack Eligibility
13.2 Undetected Allied Defenders
13.3 Combat Tactics
13.4 Drawing Combat Chits
13.5 Combat Hits
13.6 Applying Step Losses
13.7 Retreats
13.8 Advance after Combat
13.9 Dispersal
14. COMMUNICATION AND SUPPLY
14.1 Communication
14.2 Supply
14.3 Effects of Unsupply
14.4 Allied Air Resupply
14.5 German Fuel Shortages
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15. ALLIED ROADBLOCKS
15.1 Roadblock Check
15.2 Effects of Roadblocks
15.3 Roadblock Reserve Check
15.4 Placing a Roadblock Reserve Unit
17. REPLACEMENTS
17.1 Replacing Lost Steps
17.2 Assigning Allied Replacements
18. VICTORY CONDITIONS
19. SCENARIOS
INDEX
CALENDAR
ENEMY ACTION: ARDENNES
DAILY SEQUENCE OF PLAY
6.1 Corps Activation
6.4 Kampfgruppe Activation
7.1 Reserve Deployment
9.2 Allied Deployment Methods A & B
10.3 Danger of Surround
10.3 Proximate
10.4 Conducting Allied Action Card Checks
11.1 ZOC Effects on Movement
11.2 Movement
11.6 German Strategic Movement
12.0 ZOC Effects with Units
12.2 Allied Front Line
13.1 Attack Eligibility
13.4 Combat Chit Draw
13.4 Flank Attack Situations
13.5 Combat Hits
13.7 Retreats – General & Allied
13.8 Advance after Combat
13.8 Allied Advance Restrictions
14.1 Communication & Supply
14.2 Tracing Supply
15.1 Roadblock Check
15.3 Roadblock Reserve Check
GS RULES
16. TOWNS, CITIES, BRIDGES AND IPs
16.1 Towns and Cities
16.2 Bridges
16.3 Improved Positions
Table of Illustrations
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GS RULES
1. INTRODUCTION
Enemy Action is a series of card-driven wargames about
pivotal military operations in the 19th and 20th centuries.
Each game in the series may be played by two players or
one player, playing either side in the conflict simulated.
The focus of the games is on command and capabilities.
Ardennes is the first game in the Enemy Action series,
which portrays the German offensive launched against the
western Allies in December 1944, popularly known as the
Battle of the Bulge. Each player controls the German or
Allied (US and British) side. If playing solo, the game
system controls the other side.
ENEMY ACTION: ARDENNES
This rules volume covers the GERMAN SOLO version of
Enemy Action: Ardennes. You control the German armies
while the game system controls the Allies.
RECOMMENDATION FOR NEW PLAYERS: The Two
Player version of Enemy Action: Ardennes is a moderatecomplexity wargame, with several new play concepts.
We recommend playing the Two Player game first before
trying out the Allied and German Solo games. Doing so
will get you familiar with the game system before taking
on the additional complexity of the “paper AI” in the two
solo games. If you want to dive right into solo play, we
suggest starting with the German Solo game.
2. GAME COMPONENTS
Enemy Action: Ardennes
components:
includes
the
following

Three game maps, one each for the Allied Solo, German
Solo and Two Player games

504 playing pieces on three die-cut sheets

110 cards

Fifteen player aids, some of which are used in the German
Solo game (2.4)

Three rules booklets, one for each game

One ten-sided die

One box and lid set
DATE DEPENDENCIES: Throughout the rules, cards,
displays and player aids, date dependencies are highlighted
uniquely as follows:
 Individual dates – the rule, function, action, or process
applies to the particular date (game turn) only
 Example:1 18 8(the December 18 game turn)
 Starting dates – the rule, function, action, or process
applies both to the listed date and to every date after
that
 Example:1 18+ 8(starting on the December 18
game turn and continuing in effect every game
turn after that)
 Date ranges – the rule, function, action, or process
applies to the range of dates, inclusive of the first and
last one listed in the range
 Example:8 18-23 -2(starting on the December
18 game turn continuing in effect through the
completion of the December 23 game turn)
ORDER-DEPENDENT RULES: Rules that check the unit
selector number (2.21) in ascending (▲) or descending
(▼) order are marked with the appropriate arrow symbol.
ABBREVIATIONS: Throughout the rules, cards, displays
and player aids, certain abbreviations are frequently used
and may appear in advance of their formal definition as
follows:

FAR – Fixed Artillery Range – defined on the calendar
for the Fixed Artillery German combat tactic (see the
EVENTS & TACTICS player aid).

HV – Hold Value – defined in 2.1 for hexes on the map,
used for Allied activation terminology in 10.3 and used
for the Allied Hold Check in 13.52.

IP – Improved Position – defined in 16.3.

MP/MPs – Movement Point(s) – defined in 11.0.

OOC – Out of Communication – defined in 14.1 and
used for Allied action cards in 10.3.

OOS – Out of Supply – defined in 14.2.

RP/RPs – Replacement Point(s) – defined in 17.0.

VP/VPs – Victory Point(s) – defined in 18.0.

ZOC – Zone of Control – defined in 12.0 and also for
movement effects in 11.1.
ALLIED SYSTEM INTELLIGENCE: The German Solo
game uses a unique methodology for the Allied System
Intelligence, which is primarily documented in rule
sections 8.0, 9.0 and 10.0 (along with unique additions
in other sections). Special terminology is defined in the
Allied Action Card Terminology (10.3) rule section. Note
that two important terms – proximate and surround – are
also illustrated in that section.
2.1 Map
The map for the German Solo game portrays the Ardennes
Forest region of northwest Europe encompassing parts
of Germany, Luxembourg, Belgium and France, where
Germany’s Ardennes Offensive occurred in December of
1944. A hexagonal grid is superimposed over the terrain
features to regulate the placement and movement of the
playing pieces. Each hex is numbered for identification,
and represents an area four km (2.5 miles) across.
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Meuse River This river extends from the north map edge
to the west map edge as follows: it splits Liège along the
0116-0117 hexside then heads west, passing just north of
Huy, then just east of Namur along the 0625-0626 hexside,
then just west of Dinant, then just east of Givet, and finally
passing through the 1728-1729 hexside before exiting.
River Names Except for the Meuse River, historical river
names have been removed from the German Solo map to
reduce visual clutter. This does not impact game play.
HEX FEATURES SPECIFIC TO GERMAN SOLO
Allied Positions Every hex with a Hold Value in a yellow
circle is considered an Allied Position. Allied reserve units
and Roadblock markers appear in position hexes during
play. Once in play, an Allied unit may occupy any hex, not
just position hexes.
Allied Forward Arrows Most hexes include two advance
arrows, indicating the directions an Allied unit in the hex
is most likely to take when moving toward German forces
and objectives, and when advancing after combat. The
primary forward direction is indicated by a wide black
arrow and the secondary forward direction by a thin black
arrow.
Allied Withdrawal Arrows Most hexes include a blue
withdrawal arrow, indicating the preferred direction an
Allied unit in the hex will take when moving away from
German forces and when retreating after combat.
Secondary Forward Arrow
Primary Forward Arrow
Hold Value
Allied Position
Withdrawal Arrow
Operational Boundary Lines define operational areas for
the three German Armies and six US Corps. German and
US boundary labels border the east and west map edges
respectively. Note that some operational areas overlap
each other.
16-19 German army boundaries limit where German

units move and German reserves deploy, and are lifted
beginning with the December 20 game day.

Allied corps boundaries limit where Allied reserves
deploy for the entire game; they do not restrict Allied
movement.
German Exit Hexes Map-edge hexes with a road leading
off the west edge of the map or along the north edge of
the map west of the Meuse River are German exit hexes.
German units may move off the map from exit hexes.
Victory Point (VP) Hexes Towns and cities with a printed
Victory Point value are VP hexes. You earn the VPs listed
for holding each such VP hex.
The Calendar Each game is played in game days,
representing one day of historical time. The rules will
refer to these game days as days or by particular calendar
dates, for example, “starting on December 17”. You record
the passage of days by moving the Day marker along the
calendar on the map. Each day space of the calendar lists
card allotments, activation levels and other date-dependent
game information. Note that an enlarged copy of the
calendar appears at the end of the rule booklet.
Typical Calendar Entry
Max Range from Westwall For
German Fixed Artillery Tactic
DAY
Key Rules
starting or
ending on
this date
ENEMY ACTION: ARDENNES
Allied Hold Values (HV) A number from 1 to 6 appears in
the center of many hexes, representing the value the Allies
place on holding the hex. A hex with no printed value is
considered to have a Hold Value of 0.
OTHER MAP FEATURES
GS RULES
Terrain The map’s terrain and other key features are
identified in the map’s terrain key. The primary in-hex
terrain types are clear, broken, woods, forest and city.
Road, town and Westwall are terrain features that can
appear in the terrain types. The primary hexside terrain
feature is river. The map’s terrain key also includes hex
features specific to the German Solo game.
# German
Supplemental
Cards
Allied
Command
Level
19-23
Allied Action
Deck Additions
VP Ranges
(when applicable)
German Victory Point Track and Schedule As you gain
or lose Victory Points for the accomplishments listed in the
VP schedule, move the VP markers along the VP track to
indicate your current VP total.
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GS RULES
Unit Boxes Both sides have boxes to hold Reserve Units
and Eliminated Units. You also have boxes to hold your
OKW Reserve units, the von der Heydte unit, and units
that exit the map (Exited Units).
Allied Card Boxes Boxes hold the Draw Pile and cards
drawn from that deck (Discards), and the Action Deck and
cards drawn from that deck (Action Discards).
2.2 Playing Pieces
The 504 playing pieces consist of units, representing
specific German and Allied military forces; combat chits,
used to resolve combat; and markers, placed on units,
tracks, or the map to denote information or status.
2.21 UNITS:
Sample Unit: Front
[full strength]
ENEMY ACTION: ARDENNES
Designation
Setup Hex or
Date of Entry
Number of Steps
and Unit Quality
Movement
Allowance
Combat
Strength
German
Field Colors
6th Panzer Army
Light Gray
5th Panzer Army
Dark Gray
7th Army
Blue
OKW Reserve
Gray
A color stripe across the top of each unit denotes the unit’s
corps. A unit’s corps is also identified with roman numerals
in the rightmost part of the unit’s designation. Exception:
British units and units of the German OKW Reserve have
no corps stripe. Corps affiliations are as follows:

US 1st Army: V, VII and XVIII Corps

US 3rd Army: III, VIII and XII Corps

German 6th Panzer Army: I SS, II SS and LXVII Corps

German 5th Panzer Army: XLVII, LVIII and LXVI Corps

German 7th Army: LIII, LXXX and LXXXV Corps
Unit Types
Non-Mechanized Units
Infantry
Selector Number
Airborne, Glider, or
Parachute Infantry (1)
Sample Unit: Back
[reduced strength]
Mechanized Units
Corps Color
Reduced
Number of Steps
Unit Type
Reduced
Combat Strength
Mechanized Infantry
Army Color
Armor
Unit Colors Colors identify the army and corps to which
the unit belongs, used when determining which units are
activated by play of a command card.
A unit’s overall field color denotes the unit’s nationality
and army:
Allied
Field Colors
US 1st Army
Dark Green
US 3rd Army
Olive Green
British XXX Corps
Recon
Combined Arms (2)
Tan
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
Note 1: Airborne, glider, and parachute infantry are
functionally identical to infantry in all respects.

Note 2: Combined arms units include both armor and
mechanized infantry capabilities. Any unit with the two
unit symbols is a combined arms unit.

A unit with a three-part designation is a regiment or
brigade that is part of a division. The first part of the
designation identifies the regiment or brigade, the second
part is the division to which the unit belongs, and the
third part is the corps to which the division belongs,
always expressed as a roman numeral.

A unit with a two-part designation is a regiment, brigade
or entire division attached directly to a corps. The first
part of the designation identifies the regiment, brigade,
or division, and the second part is the corps to which the
unit belongs.
Examples:
501.101.VIII is the 501st Regiment of the 101st Airborne
Division in VIII Corps, and the 101st Airborne Division
appears on a command card.
14 Cav.XVIII is the 14th Cavalry Regiment attached
directly to XVIII Corps. This formation does not
appear on its own command card. However, its higher
echelon formation, XVIII Corps, appears on two
command cards.
Designation Abbreviations
A: Armored; Cav: Cavalry; F: Fallschirmjäger; GA:
Guards Armoured; P: Panzer; PG: Panzergrenadier; VG:
Volksgrenadier; FuhrBg: Führer Begleit; FuhGren:
Führer Grenadier; OKW: Oberkommando der Wehrmacht;
VDH: von der Heydte.
Combat Strength is a numerical expression of the unit’s
combat effectiveness, used when resolving combat. When
a unit takes a combat loss (but is not eliminated), its combat
strength is reduced and in some cases is both reduced and
bracketed. A bracketed combat strength indicates the
unit may not attack on its own and does not exert control
when by itself unless in a town or city, or if German, in
a Westwall hex. It also does not contribute a combat chit
when included in an attack (13.4).
Full
Front
Reduced
Back
Front
Back
Unit Quality Units with black step dots are regular line
units. Red step dots denote an elite unit. White step dots
denote a green, inexperienced unit. The quality of a unit
may change as it loses or gains steps.
Setup Hex Four-digit ID number of hex in which the unit
starts the game. An underlined ID number indicates that
the unit starts with an Improved Position marker. An
asterisked hex number or date of entry indicates a
special setup instruction in the German Solo game
(see 3.0).
ENEMY ACTION: ARDENNES
A brigade or division designation in large bold type
indicates the formation appears on a command card. All
corps appear on command cards.
Steps Each unit possesses one to four steps, as shown by
the number of step dots on the unit’s counter. Steps indicate
the unit’s overall manpower. Units lose steps as a result
of combat losses. A unit with one or two steps has one
counter with one or two printed sides. A unit with three
or four steps has two counters, with two printed sides on
one counter and one or two printed sides on a replacement
counter, distinguished by the replacement symbol R on the
counter. Only one counter for a given unit is in play at a
time.
GS RULES
Designation Every unit has a two-part or three-part
historical designation.
Movement Allowance is the number of Movement Points
(MP) the unit may spend to move during one activation
(see 11.0 and the TERRAIN EFFECTS CHART).
Date of Entry The two-digit calendar date in December
1944 on which the unit is available to enter play as a
reserve. Dates on certain Allied units are appended with an
S symbol indicating the unit is a strategic reserve. German
units with OR instead of an entry date enter per 7.4.
Unit Selector Number Each unit has a selector number
from 01 to 39, used when selecting a unit from a group or
to determine the order in which several units perform an
action.
Example: You may be called on to select Allied units in
ascending (▲) numerical order (starting with the lowest
selector number) or in descending (▼) numerical order
(starting with the highest selector number).
Note that a unit’s selector number changes as it loses steps.
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2.22 COMBAT CHITS: The sixty combat chits are drawn
randomly from a cup to resolve combat. An additional
identical set of sixty combat chits are provided with the
game to use if the first set become overly worn from use.
Isolated
Sample Combat Chit
GS RULES
[front]
Combat
Situation
Improved
Position
[back]
Attacker Hits
German
Out of Fuel
The following markers are placed on the map to indicate
special conditions:
Defender Hits
ENEMY ACTION: ARDENNES
Combat Situation A situation that may apply to the
combat being resolved.
Example: If the defending unit in a combat is in woods,
forest or city terrain, the front of the combat chit shown
above applies. If in clear terrain, the back of the chit
applies. If in broken terrain, the chit does not apply at all.
In most cases, the situations listed on the two sides of a
combat chit are mutually exclusive. However, when both
situations apply, the side of the chit with a Priority Symbol
P takes precedence (13.41).
Blown Bridge
Bridge Control
Ownership
Attacker Hits / Defender Hits The number of combat hits
applied to the attacker or to the defender if the situation
on the combat chit applies. A positive number indicates
hits added to the hit total. A negative number indicates hits
subtracted from the hit total.
Allied Roadblock
Blue combat chits operate like other combat chits and also
trigger a remixing of all combat chits (13.43).
Fuel Depot
Fuel: Yes/No
2.23 MARKERS: These are the markers used in the German
Solo Game. The following markers are placed on units to
indicate unit status:
German
Kampfgruppe
Dispersed
Allied Position
Low Supply
Out of Supply
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The following markers are placed and moved on tracks:
Day
2.3 Card Sets
Three sets of cards are used in the German Solo game: 37
German Command cards, 34 Allied Command cards, and
22 Allied Action cards. The German Setup cards are not
used in the German Solo game.

The Formation section displays one or more formations
(groups of units) and lists commands that you may
undertake by playing the card, including commands
involving the formation.

The Support section lists support functions for which
you can play the card at times other than as your command
card play for the impulse.
German Division Command Card
Higher Echelons
Date of
Entry
Command
Value (CV)
Number of
Component
Units
“No Fuel” Dates
German Mech.
Formations Only
Formation
Section
SPECIAL
EVENTS &
COMMANDS
& EVENTS
TACTICS &
REACTIONS
Support
Section
Functions marked with or
ONLY are available
Card ID
Number
Component Units If the command formation is a division,
the number of units in the division is given.
Higher Echelons indicate the larger formations to which
the command formation belongs. Formations are color
coded to match unit colors, for ease of identification.
Example: On Command Card 46, the 2nd Panzer
Division and Panzer Lehr Division belong to the XLVII
Panzer Corps, which in turn belongs to the 5th Panzer
Army.
Commands are functions you may undertake with the play
of a card on your impulse. Some commands apply to the
formation listed on the card, while others do not, as stated
in the command text. Commands are coded to show which
game they apply to. In the German Solo game:

Functions marked with an arrow or the
code (for
“German” Solo) are available.

Functions marked with an code are not available.
Some commands are marked with a date or date range,
limiting the days in which the command may be played.
Certain commands are “events”: the command events
and special events are fully described on the EVENTS &
TACTICS player aid.
ENEMY ACTION: ARDENNES
2.31 GERMAN COMMAND CARDS: Your cards drive
everything you do. You start each of your impulses (the
alternating player segments in the Command Phase of each
game turn) by playing a card from your hand to initiate a
command. Each card has two main sections:
GS RULES
Command Value Each card has a Command Value (CV)
ranging from 0 to 5. When the cumulative Command
Values of the cards you have played in a single impulse
equal or exceed the Allied Command Level for the current
day (see the Calendar), an Allied impulse is triggered.
German VP
Command Formations
Command Formation A command formation can be a
single unit, a division (one to four units), a corps (several
divisions), an army (several corps), or an army group (all
the player’s forces). Each card lists either (a) a single army
group, army or corps formation or (b) one to three divisions
or smaller unit formations.
The Support Section lists functions you may initiate by
playing the card at a time other than your command card
play for your impulse. Support functions include combat
tactics, playable when attacking or defending in combat,
and reactions, playable in immediate response to an enemy
card play or move. Some support functions are marked
with a date or date range, limiting the days in which the
function may be played. All support functions are fully
described on the EVENTS & TACTICS player aid. Support
functions are independent of the formation listed on the
card.
Date of Entry indicates when the card enters play,
expressed as a calendar date in December 1944. German
cards with OR instead of an entry date become available
per 7.4.
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ENEMY ACTION: ARDENNES
GS RULES
Primary Indication A card marked PRIMARY is available
to you every day. Cards without the primary indication are
supplemental and are available to you on a random basis.
“No Fuel” Dates appear on cards for German Mechanized
divisions and brigades indicating dates on which the
formation may be out of fuel (14.5).
The name of the formation’s commanding officer is listed
on all army and army group cards, for historical interest
only.
2.32 ALLIED COMMAND CARDS: You draw cards from
2.33 ALLIED ACTION CARDS: You draw Allied Action
Cards when an Allied formation is activated to determine
what actions the active units perform. If the situation listed
on the action card applies to an active unit or stack, those
units perform the action described on the card.
Allied Action Card
Action Type
Unit Selector
Number
the Allied Command deck to activate Allied formations,
bring in Allied reserves and perform other Allied functions.
Action Title
Allied Command Cards are identical in format to German
Command Cards. However, in the German Solo game:
Situation
Description

Allied Command Values are not used.

Functions marked with an arrow or the
code are
available.

Functions marked with the
or
code are not
available.

The Primary indication is disregarded on Allied
Command Cards.
Allied Corps Command Card
Higher Echelon
Text Uses
Key Nouns
& Verbs
Defined in
10.3
Combat
Tactic
If Action is an Attack
Command Formation
Command
Value (CV)
[NOT USED
on Allied
Cards]
Date of
Entry
SPECIAL
EVENTS &
COMMANDS
& EVENTS
Formation
Section
TACTICS &
REACTIONS
Primary
Indication
[NOT USED
on Allied
Cards]
Action
Instructions
Action
Number
Support
Section
Functions marked with or
ONLY are available
Card ID
Number
Action Type and Title Cards are categorized as actions
or offensive actions. Cards for offensive actions start the
game out of play.
Action Number A number from 1 to 22. Action cards are
drawn three at a time. The three cards are resolved in order
of their action number, from lowest to highest.
Unit Selector Order Active units with a selector number
within the range listed on the action card are eligible to
initiate the card’s action, if the cards situation applies to
them. Units are checked for eligibility in the order given.
Example: On Allied Action Card 06, units with selector
numbers from 01 to 19 are eligible and are checked in
ascending numerical order.
Situation Description An active unit is eligible to perform
an action, if the situation listed on the card applies to the
unit.
Action Instructions If the situation listed on the card
applies to an active unit, the unit (and perhaps other units)
perform the action in accordance with these instructions.
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Combat Tactics Actions involving an attack often include
combat tactics for the attack. These are in addition to
combat tactics that may be drawn on a command card.
2.4 Player Aids
Key reference aids for the German Solo game are at the
back of the rule book:

DAILY SEQUENCE OF PLAY

GERMAN SOLO CALENDAR
Other charts and summaries for the German Solo game are
included on the following player aids:
The German Solo game uses one command display:

GERMAN COMMAND CARD DISPLAY
All games use the following player aids:

TERRAIN EFFECTS CHART & MISCELLANEOUS

CARD & UNIT REFERENCE
2.5 Ten-sided Die
A ten-sided die is used for all die rolls in the game,
generating a number from 1 to 10.
If you should find yourself using a ten-sided die that is
numbered from 0 to 9, treat each roll of 0 as a 10.
Choose a Scenario to Play
Choose a scenario to play. All scenarios except Crisis
at the Meuse begin on December 16 and use the setup
instructions in this rules section.

The Initial Assault is an introductory scenario covering
the first day of the battle, December 16. See 19.1 for
modifications specifically for this scenario.

The Allies Surprised covers the first three days of the
campaign during which the German forces penetrated
the Allied lines and sought a meaningful breakout. This
scenario is recommended for tournament play, taking two
to three hours to complete. See 19.2 for modifications
specifically for this scenario.

The German Breakout covers the first six days of the
campaign as the Germans raced to exploit breakouts
in the face of rapidly arriving Allied reserves. This
scenario takes about five hours to complete. See 19.3 for
modifications specifically for this scenario.

The Battle of the Bulge presents the full campaign, from
December 16-29, taking about 10 hours to complete. See
19.4 for modifications specifically for this scenario.

Crisis at the Meuse covers the critical seven days from
December 22-28 as the Allies struggled to contain the
breakout of the 5th Panzer Army, taking about six hours
to complete. See 19.5 for complete setup instructions.
Card Preparation
ENEMY ACTION: ARDENNES

KEY RULES SUMMARIES

COMBAT PROCEDURES

EVENTS & TACTICS (German & Allied System)

ALLIED SYSTEM INTELLIGENCE (1, 2 & 3)
Lay out the map for the German Solo game so you are
sitting on the south side. Place the GERMAN COMMAND
CARD DISPLAY next to the map.
GS RULES
Removal Date (not shown on this sample card) Some action
cards are removed from play if drawn on or after the date
listed on the card. Another card is immediately drawn in
its place.
3. SETTING UP FOR PLAY
Sort the command cards by side – German and Allied.
Within each nationality separate the initial cards (those
with the date of December 16 in the upper right corner)
from the reinforcement cards (those with a later date or
the designation OKW). Then further separate the German
initial cards into two piles, those marked PRIMARY and all
others. Do not separate the Allied initial primary cards.
After sorting, card quantities should be as follows:
German
Allied
Initial
Primary
Cards
Initial
Supplemental
Cards
Reinforcement Cards
(primary and
supplemental)
7
Initial
Cards
12
18
12
Reinforcement
Cards
22
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GS RULES
12
After sorting, place the cards as follows:
4. SEQUENCE OF PLAY
1. Place your initial primary cards in the Draw Pile box
of the GERMAN COMMAND CARD DISPLAY.
2. Place your German reinforcement cards in the Cards
Entering Play box.
3. Place all reinforcement cards aside for later use.
4. Place the initial Allied command cards in the Allied
Draw Pile box on the map, face down.
5. Place the Allied reinforcement cards aside for use later
in the game.
Enemy Action: Ardennes is played in Days, each representing one day of the campaign. Each day consists of five
phases, conducted in sequence. In the first three phases
you prepare for the day’s operations by receiving reserve
units, preparing the German and Allied draw piles and
checking supply status of all units. The Command Phase
is the heart of the day, consisting of a repeating cycle of
German and Allied impulses in which you play German
cards or draw Allied command cards, to activate units
to move and attack, or to implement other functions. In
the End of Day Phase, you clear the game map of status
markers placed during the day.
Then prepare the Allied action deck as follows:
1. Remove the 10 actions cards titled Offensive Action
from the Allied action deck and set them aside.
2. Shuffle the remaining 12 cards to form the Allied
action deck for the first day and place it face down in
the Allied Action Deck box on the map.
ENEMY ACTION: ARDENNES
Unit Placement
Every unit has a placement designation on its front side:

Place each unit with a 4-digit hex number in the
indicated hex on the map.

Exception: Place the Allied 424.106.XVIII infantry
unit in the Reserve Units box, instead of its listed hex.

Place each unit with a 2-digit date in the indicated space
of the calendar. For ease of play, organize units into
stacks by corps.

Exception: Place the Allied 16.1.V infantry unit in hex
0608, instead of on the calendar.

Place aside each unit with an R (for replacement). These
will enter play as certain units lose steps.

Place German units with an OKW in the German OKW
Reserve box.

Place the German VDH unit in the von der Heydte box.
Marker Placement

Place Allied Improved Position markers on each of the
six US units with underlined hex placement numbers.

Mix up the five Fuel Depot markers face down, then
randomly place them in the five hexes on the map with a
fuel dump symbol, face down.

Place four Blown Bridge markers pointing to bridges
bordering hexes 1707, 1907, 2106 and 2303.

Place the Day marker in the December 16 space of the
calendar.

Place two German VP markers in the 0 space of the
German Victory Point Track.
Finally place one set of sixty combat chits in a coffee mug
or other wide-mouth container to draw from during play.
The other set of combat chits is not used in the game.
I. RESERVE PHASE
Take units from the calendar space for the current day and
place them in the respective Reserve Units boxes.
18+ You may deploy to the map from the Reserve Units

box any German units marked with a printed entry date
two days earlier than the current date. (7.3)

If the conditions for releasing the German OKW Reserve
are met, place the German OKW Reserve units in the
German Reserve Units box (7.4).
II. CARD PREPARATION PHASE
Using the GERMAN COMMAND CARD DISPLAY,
prepare the German draw pile for the day and draw
your initial hand, as follows:
1. Place German Reinforcement Cards scheduled to
enter play this date face down in the Draw Pile box if
Primary, or face down in the Available Supplemental
Card box if Supplemental.
2. Shuffle the Available Supplemental Cards. Draw
the number of cards indicated for this calendar date
and place face down in the Draw Pile box.
3. Place your German reinforcement cards in the Cards
Entering Play box.
4. Place all Primary Discards from the previous day
face down in the Draw Pile box.
5. Shuffle the draw pile and draw your initial hand for
the day: 16 draw nine cards on December 16 or 17+
draw six cards on all other days.
Prepare the Allied Command Deck: Add Allied
reinforcement command cards scheduled to enter play
this date to the Allied command deck. Shuffle the deck,
including discards from the previous game turn.
Prepare the Allied Action Deck. Shuffle the deck,
including discards from the previous game turn.
19-23 Add two random action cards from the group of
actions originally set aside at scenario start to the deck
each day before shuffling.
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13
the KG marker from the map at the end of the activation.
III. SUPPLY PHASE 17+
OR
Conduct the following steps in sequence:
Repeat German and Allied impulses until your draw pile
and hand are exhausted. Exception: skip the first German
impulse of the day if Allied Air Interdiction occurs (see
step 1, Supply Phase).
1. GERMAN IMPULSE
Play one card to initiate one command of your choice listed
on the card. Play of at least one card is required; you may
not pass. All the possible German Commands are listed
below. A given card possesses a subset of these.

Activate all units in the formation listed on the card
(6.1 & 6.2).
OR

Once per day, activate any one unit able to trace supply,
regardless of formation (6.3). This unit may not attack.
OR

Activate a Kampfgruppe – Place the KG marker in any
hex on the map (6.4). All units of the Army (or all units
in case of Army Group B card) that start the activation
within two hexes of the KG marker are activated. Remove
20+ Assign replacements to units in the formation

listed on the card (17.1).
OR

Implement the command event or special event listed
on the card, if any. See the EVENTS & TACTICS player
aids.
ACTIVATIONS: You may not activate a formation or unit
activated in the immediately preceding German impulse
(6.5). Activated units conduct operations in the following
sequence:
1. Roadblock removal and roadblock reserve checks
(15.3).
2. Movement (11.0). Check for roadblocks (15.1) and
17+ blown bridges (11.4) during movement.
3. Combat (13.0). You may play additional cards as
combat tactics, each in support of one combat.
4. Build improved positions (16.3).
5. Remove Dispersed markers (13.9).
After completing the command for the card you played,
total the Command Value of all the cards you played this
impulse, including cards for combat tactics.

If the total Command Value is less than the Allied
Command Level for this date and cards remain in your
hand, you may play another card and implement its
command or you may declare the German impulse over.

If the total Command Value equals or exceeds the
Allied Command Level, or if no cards are left in your
hand, the German impulse is over.
ENEMY ACTION: ARDENNES
IV. COMMAND PHASE
OR
GS RULES
1. 21+ Draw an Allied command card to conduct
Allied Air Interdiction (8.0). If it shows an Airpower
command event or is an Army or Army Group card,
discard the card from your hand with the highest
Command Value – your choice if more than one – and
skip the first German impulse of the day.
2. You may play a Bridge Engineers command event
from your hand to repair and build bridges.
3. Determine supply status of all Allied units and 19+ of
all German units (14.2). Remove all Low Supply, Out
of Supply and Isolated markers from units determined
to be in supply.
4. Adjust supply status (14.3): Place a Low Supply marker
on each unsupplied unit. If the unit is already in low
supply, place an Out of Supply marker. If already out
of supply, place an Isolated marker. If already isolated,
check for surrender (14.34).
5. Remove any Roadblock markers from the map that are
not in both German and Allied communication (14.1).
6. 20+ Check your hand for cards indicating German
formations are out of fuel, discarding any if required
and placing Out of Fuel markers on units on the map
(14.5). You may play the Fuel Priority command event
from your hand or spend a Fuel marker to prevent a
formation from being out of fuel.

Deploy reserve units in the formation listed on the card
by moving them from the Reserve Units box to the map
(7.1).
When the German impulse ends, draw cards from your
draw pile to bring your hand up to six cards, unless your
draw pile is exhausted.
20+ German Fuel Shortages (14.5). Check the cards

just drawn for cards indicating German formations are
out of fuel, discarding any if required and placing Out
of Fuel markers on units on the map. You may play the
Fuel Priority command event or spend a Fuel marker if
available.
2. ALLIED IMPULSE
Draw the top card from the Allied Command Deck. Conduct
just the first command listed on the card that applies. All
the possible Allied Commands are listed below. A given
card possesses a subset of these.
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GS RULES
14
1. Special event – if listed for the current date.
2. Deploy reserves – if any units in the card’s formation
are in the Reserve Units box (9.1).
3. Expedite reserves – if any units in the card’s formation
are in the calendar’s next day space (9.5). Such units
are sent directly to the map if ≤ 2 cards in German
draw pile (9.51).
4. 20+ Assign replacements (17.2).
5. Unit activation – if the card’s formation meets
prerequisites (10.0).
6. Command event.
Once a command function is completed, the Allied impulse
is over; conduct another German impulse. 22+ However,
starting December 22, if the first Allied command card
drawn is a No Command card, complete its function, then
draw another card.
After the first German impulse, your hand size is 6 for the
remainder of the game.
4.12 GERMAN TRAFFIC JAMS: The following rule is in
effect throughout all impulses of December 16:

Only one German unit may use a given bridge in a single
activation. Another unit may cross the bridge hexside,
but must do so as if crossing an unbridged river.
4.13 SLOW ALLIED REACTION: The following rules are
3. REPEAT IMPULSES
ENEMY ACTION: ARDENNES

Activated German units may not move; they may attack
and advance after combat. Exception: A unit may move
via the play of the Reinforce Battle combat tactic.

You may not play cards as command events or to deploy
reserves.

Do not draw command cards for Allied units under attack
– no Allied hidden defenders or combat tactics occur
during the first German impulse.
Repeat German and Allied impulses in the Command Phase
until you have no cards left in your hand and draw pile.
If all your cards run out during your impulse, complete
the impulse, then conduct one last Allied impulse to end
the day (even if the command value of your played cards
is less than the Allied Command Level). If all your cards
run out during the Allied impulse, complete that impulse
to end the day. The day ends even if cards remain in the
Allied draw pile.
V. END OF DAY PHASE
If the space for the current day on the calendar includes
Victory Levels, check to see if you have won or lost the
game (18.2). If not:

Return all combat chits to the cup.

Remove all Dispersed and Out of Fuel markers from the
map.

Advance the Day marker to the next day on the calendar
and start a new day.
4.1 Special Rules on December 16
To recreate the almost total surprise the Germans achieved
in their initial assaults, the following rules are in effect on the
first day of all scenarios beginning on December 16. These
rules supersede standard rules where they conflict.
4.11 GERMAN SURPRISE ATTACKS: On the first German
impulse of December 16 your hand starts with 9 cards
instead of 6. You must play cards with a total Command
Value of at least 10. Cards may be played to activate
formations and as combat tactics. Following the German
activation in which the Command Value of all cards played
equals or exceeds 10, the first Allied impulse is triggered.
During this first German impulse (only):
in effect throughout all impulses of December 16.

Allied non-mechanized units may move only one hex
when moving during an activation. This does not apply
to a unit moving via the Reinforce Battle combat tactic.

The Allies do not blow bridges. If conducting the Allied
Engineers command event, check for placement of a
roadblock or improved position but do not check for
blowing bridges.

Treat the Allied Artillery combat tactic as no tactic.
The Allied Corps Artillery combat tactic still occurs as
described.

When conducting the Allied Deploy Reserves command
function, deploy no more than one reserve unit, regardless
of how many eligible units are in the Reserve Units box.

Reserve units of the US 9th Armored Division, CCB.9A.
VIII and CCR.9A.VIII are deployed by the XVIII Corps
command card on this day only, in addition to the VIII
Corps or 9th Armored Division command cards, but must
be deployed in the VIII Corps area.
5. GERMAN DRAW PILE AND
COMMANDS
At game start, the primary and supplemental German
cards dated December 16 are available to you. More cards
become available to you over the course of the game per the
reinforcement card schedule on the GERMAN COMMAND
CARD DISPLAY.
From your available cards each day, you assemble a draw
pile consisting of all your primary cards plus a number
of randomly drawn supplemental cards indicated for the
current day on the calendar by following the procedure
in the Sequence of Play and the GERMAN COMMAND
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15
CARD DISPLAY. The supplemental cards in your draw pile
come from all available supplemental cards except those
that were in your draw pile on the previous day. Once the
draw pile is formed, you use it to draw and replenish your
command hand throughout the day.
The German hand size limit remains constant throughout
the game – six cards, except for the first impulse of
December 16, when your hand starts with nine cards.
5.1 Playing Cards from your Hand
In your impulse, you play cards from your hand to
initiate commands listed on the cards, such as activating a
formation, deploying reserves or implementing a command
event. You may also play your cards in other ways and at
other times, as follows:
Example: On December 17, the Allied Command
Level is 4. You start your first impulse by playing the
LVIII Panzer Corps command card (Command Value
2) to activate the units of that corps. In the course of
the units’ activation, they attack and you play a card
with a Combat Engineers combat tactic (Command
Value 1) to support the attack. After completing all
actions with the LVIII Panzer Corps units, you play the
I SS Panzer Corps (Command Value of 3) to activate
the units of that Corps. This puts the total value of
your card plays at 6 – two over the Allied Command
Level. Nonetheless, you can complete all actions with
the activated units of the I SS Panzer Corps, including
playing additional cards as combat tactics in support
of attacks by those units. Upon completing all actions
with the activated units, an Allied impulse begins.
ENEMY ACTION: ARDENNES
December 19:

As listed on the GERMAN COMMAND CARD DISPLAY,
four new cards become available to you on December
19 – one primary and three supplemental, giving you
a total of eight primary cards and 21 supplemental
cards potentially available.

However, the seven supplemental cards that were
in your draw pile on December 18 are now in the
Supplemental Discards box and are not available to
you this day, leaving you with 14 supplemental cards
available.

You shuffle those 14 cards and draw seven for this
day, as noted on the calendar.

Then you shuffle the seven supplemental cards
together with your eight primary cards to form your
draw pile for the day.

You then draw six cards to form your initial hand.
A German impulse consists of one or more card plays.
Keep a running total of the Command Values of all cards
played during the German impulse for any purpose –
commands, reactions or combat tactics. Upon playing a
card that puts the total Command Value of all cards played
in the impulse at or above the current Allied Command
Level (printed on the calendar), the German impulse ends.
If a card played as a command to activate a formation
or as a combat tactic puts the Command Value total at
or above the Allied Command Level, you may complete
the activation and play additional cards as combat tactics,
before ending your impulse.
GS RULES
Examples:
December 16:

You begin the game with seven primary cards and 18
supplemental cards available.

The December 16 space of the calendar indicates that
you receive nine supplemental cards this game turn,
so after shuffling your 18 supplemental cards, you
draw nine cards face down.

You then shuffle these nine supplemental cards
together with your seven primary cards and place
them face down on the GERMAN COMMAND
CARD DISPLAY to form your draw pile of sixteen
cards for the day.

From the draw pile, you draw nine cards to form your
initial hand for the first impulse of December 16, as
indicated on the calendar.

After the first impulse on December 16, the German
hand size is six cards for every subsequent impulse
of the game thereafter.

At the end of each of your impulses, you draw cards
from your draw pile to bring your hand back up to
six, until the draw pile is exhausted.

During your impulse, you may play additional cards as
combat tactics for attacks by your active units.

During the Allied impulse, you may play cards as combat
tactics for your units defending against Allied attack.

During the Allied impulse, you may play cards listing
the Operation Greif reaction in immediate response to an
Allied attempt to destroy a bridge (11.4).

During your impulse and during the Supply Phase as well
(see 4.0, Sequence of Play), you may play cards listing
the Bridge Engineers or Fuel Priority command event.
You may voluntarily end your impulse after playing at
least one card in the impulse, even if your card plays total
fewer command points than the Allied Command Level.
5.2 Division Command Cards
You may play a German division card for one of the
following commands of your choice during your impulse:

Activate all on-map units in one division or brigade listed
on the card (see 6.2).

Activate (once per day only) any one unit on the map
able to trace supply (see 6.3).

Deploy all available reserve units in the division(s) and/or
brigade(s) listed on the card (see 7.1). Cards for divisions
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16
GS RULES
with no units in reserve do not list this command.

Deploy any one reserve unit in the same corps as the
division listed on the card.

If the card lists a command event or special event valid
on the current date, play as an event.
5.21 NON-DIVISIONAL UNITS: The German Peiper /
150th Panzer Brigade command card functions like other
division cards, even though the listed units are not actually
divisions. 17-18 If you play the card to activate either
Peiper on December 17 or the 150th Panzer Brigade on
December 18 as indicated on the command card, the
activated unit may ignore enemy ZOCs while moving.
5.3 Corps Command Cards
ENEMY ACTION: ARDENNES
You may play a German corps card for one of the following
commands of your choice during your impulse:

Activate all on-map units in the corps listed on the card
(see 6.1).

Activate (once per day only) any one unit on the map
able to trace supply (see 6.3).

Deploy all available reserve units in the corps (see 7.1).
20+ Beginning December 20, assign the number of

Replacement Points indicated on the card to units in the
corps (17.0).

If the card lists a command event or special event valid
on the current day, play as an event.
5.4 Army Command Cards
You may play a German army card for one of the following
commands of your choice during your impulse:

Activate all on-map units in one corps of your choice in
the army listed on the card (see 6.1).

Activate a Kampfgruppe made up of units in the army
(6.4).

Deploy all available reserve units in the army (7.1).
5.5 Army Group B Command Card
You may play the German Army Group B card for one of the
following commands of your choice during your impulse:

Activate a Kampfgruppe made up of units in any armies
(6.4).

Deploy all available German reserve units (7.1).
5.6 Discarding Cards
Once you play a German card for any purpose and its
effects are implemented, discard it. The GERMAN
COMMAND CARD DISPLAY has two boxes for discards,
one for primary cards and one for supplemental cards. This
separation facilitates card preparation at the start of the
next day. You may want to keep discards for the current
impulse visible in front of you to keep track of accumulated
Command Value until you have played enough cards
to trigger an Allied impulse then place them all in their
respective discard piles.
6. ACTIVATING GERMAN UNITS
AND FORMATIONS
During your impulse, you may play a command card to
activate the on-map German units in the formation listed
on the card. Active units perform actions in the following
sequence.
1. Active units adjacent to roadblocks trigger roadblock
removal and reserve checks (15.3).
2. All active units may move (11.0).
3. All active units may attack adjacent enemy units
(13.0).
4. Active units that did not move or attack may build
improved positions (16.3).
5. Dispersed units in the active formation become
undispersed (13.9).
A German impulse may consist of more than one card
play to activate units, as long as the Command Value of all
cards played does not equal or exceed the Allied Command
Value (thus triggering an Allied impulse).
Complete one activation before beginning the next.

Activate all on-map units in any one corps (see 6.1).
Division
Command
Corps
Command
Army
Command
Army Group
Command
German Cards
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17
Illustration of Corps Activation
[6.1]:
1st US
Army Unit
The German player plays one of the
two I SS Panzer Corps command
cards for a corps activation. All
the units of that corps on the map
are activated, which covers units
of the 1st SS Division, the 12th SS
Division, the 12th VG Division,
the 3rd FJ Division, and three
independent armor units.
1st US
Army Unit
1st US
Army Unit
GS RULES
1st US
Army Unit
1st US
Army Unit
1st US
Army Unit
1st US
Army Unit
ENEMY ACTION: ARDENNES
1st US
Army Unit
1st US
Army Unit
1st US
Army Unit
6.1 Activating a Corps
6.3 Activating One Unit

A corps card activates all the units of the corps listed on
the card.

An army card activates all the units of one corps of your
choice within that army.

An army group card activates all the units of one corps
of your choice.
6.4 Activating a German Kampfgruppe
Activate all the on-map units of a corps by playing any of
the following cards:
6.2 Activating a Division or Brigade
Activate all on-map units of a division or brigade by
playing a division card listing the formation. If the card
lists more than one formation, choose just one formation
to activate.
Example: German Command Card 60: Activate either
the 12th VG Division or the 3rd FJ Division.
Once per day, activate any one unit able to trace supply at
the moment of activation, by playing a division or corps
card, regardless of the unit’s corps or division assignment.
A unit activated in this manner may not attack.
Play of an army card allows you to activate all on-map
units in the army within two hexes of a designated
command hex; this is instead of playing the card to activate
a corps in the army. Upon playing an army card to activate
a Kampfgruppe, place the KG marker in any hex on the
map (even if occupied by an enemy unit). All units in the
army that start the activation within two hexes of the KG
marker are activated, regardless of their corps assignment
and regardless of the presence of enemy units (Exception:
see 6.5). Remove the KG marker from the map at the end
of the activation.
Play of the Army Group B card allows you to activate all
on-map German units within two hexes of a designated
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18
ENEMY ACTION: ARDENNES
GS RULES
Illustration of Kampfgruppe
Activation [6.4]:
You play the Army Group B
command card and place the KG
marker on hex 0804. All German
units within two hexes regardless
of corps or army affiliation are
activated. This activation includes
divisions and attached units from
the I SS Panzer Corps of the 6th
Panzer Army and some of the
divisions and attached units from
the LXVI Corps of the 5th Panzer
Army.
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
Allied
Unit
command hex, regardless of corps or army assignment
(Exception: see 6.5).
6.5 Consecutive Activation Restriction
You may not activate a German brigade, division, corps, or
Kampfgruppe containing units that were already activated
in the current or immediately preceding German impulse.
You may not activate a unit in a formation that was
activated in the current or immediately preceding German
impulse. Thus, if you activate a division, (a) you could
not activate that same division in your next impulse and
(b) you could not activate the corps to which the division
is attached. If you activate a Kampfgruppe (6.4), it cannot
include any units already activated this impulse or in your
previous impulse, which are within the two-hex radius of
the placed KG marker. In the impulse following activation
of a Kampfgruppe you may not activate any corps or
division formation that includes units that were part of the
Kampfgruppe.
Examples:

You play the 6th Panzer Army card to activate a
Kampfgruppe made up of units of the I SS Panzer
Corps and II SS Panzer Corps. For the remainder
of the current impulse and throughout your next
impulse, you may not activate any units in either
corps. You could activate units in LXVII Corps (also
in 6th Panzer army), or any formations in your other
armies.

You play the 26th VG Division card to activate the
units of the 26th VG, a division in XLVII Corps.
After completing the activation your card plays have
not yet reached the Allied Command Level, so you
may play another command card. You may not play
a card to activate XLVII Corps throughout the rest of
this impulse and all of next impulse. You may play a
division card for a division other than the 26th VG in
XLVII Corps. If you play an army or army group card
to activate a Kampfgruppe during this impulse or the
next, the units of the 26th VG Division and XLVII
Corps may not be included in the Kampfgruppe,
even if within its Command Range.
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Bringing a unit into a combat via the Reinforce Battle
or Assault Coordination combat tactic card play is not
considered an activation and so is not subject to these
restrictions.
These restrictions do not carry over from the last impulse
of one day to the first impulse of the next.
7. GERMAN RESERVES
7.1 Deploying German Reserves
To deploy reserve units, place them in hexes of your choice
on the map within all the following restrictions:

Within the unit’s army area.

In a road hex that is a valid German supply head (14.2).

At least three hexes away from an Allied unit or Allied
town or city, excluding isolated Allied units. This distance
is reduced to two hexes if placing the unit in a map-edge
hex.
Within these restrictions, place the unit within three hexes
of a unit in the same division already on the map. If this is
not possible, then place the unit within three hexes of a unit
in the same corps. If this is not possible, then place the unit
within three hexes of a unit in the same army.
7.2 Multi-Unit Deployments
Units from the same division entering as reserves in the
same impulse must be placed in the same hex.
Example: Three units of the 9th Panzer Division are
in the Reserve Units box. If deployed at the same time,
they must all be placed in the same hex.
As your command card play for an impulse, you may play
a card to deploy all the reserve units in the formations
listed on the card.
Reserve units may be deployed in hexes with other friendly
units as long as stacking limits are observed (11.5).

Play a Division card to deploy reserve units in all
formations listed on the card. Alternatively, you may
When deploying reserve units from different divisions in
the same impulse, you may deploy them in any sequence.
O
Illustration of Reserve Deployment A [7.1]:
The 1129.560.LVIII unit is
available on December 20 in the
German Reserve Units box.
O
O
O
ENEMY ACTION: ARDENNES
Reserves are units that have not yet entered play. During
the Reserve Phase of each day, place newly arriving
German reserve units (those marked with the current date)
in your Reserve Units box. German reserve units stay in
the Reserve Units box until deployed onto the game map
by the play of a command card, or after two days have
passed since their scheduled day of arrival.
deploy any one unit in the same corps as the formations
on the card.

Play a Corps or Army card to deploy all reserve units in
the corps or army listed on the card, respectively.

Play the Army Group B card to deploy all reserve units.
GS RULES
Playing a command card to deploy reserves or assign
replacements for a formation are not activations and do
not prevent play of a card to activate that formation in the
same impulse or next impulse. Conversely, activating a
corps does not prevent deploying reserves or assigning
replacements for that formation in the same impulse or
next impulse.
O
P
Since a unit in its division is already in play
(hex 1709), it must be placed within 3 hexes
of that unit and at least 3 hexes away from
an enemy unit, per the standard deployment
method. Deployment hexes that meet these
criteria are marked with a check.
P
O
P
P
O
O
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P
ENEMY ACTION: ARDENNES
GS RULES
P
Illustration of Reserve
Deployment B [7.1]:
O
The attached panzer
battalion of LXXX
Corps is available
on December 17 in
the German Reserve
Units box.
O
O
P
P
P
O
P
P
P
O
It may be placed within 3 hexes
of any unit of the corps and at
least 3 hexes away from an enemy
unit, per the standard deployment
method. Note that the isolated
Allied unit behind the German
lines does not impact the available
placement hexes.
O
O
O
The moment a unit is placed it is considered in play when
determining where subsequent reserves may be placed in
the same impulse.
Example: If two divisions in a corps are being
deployed, you may place the units of one division
within three hexes of an on-map unit in the same corps,
and then place the second division within three hexes
of the just placed division.
P
and able to trace supply at that time. When this first
occurs:

move all units from the OKW Reserve box to the German
Reserve Units box;

add the four OKW cards to your available cards on the
Command Display, one Primary card to the draw pile
and the other three cards to the Available Supplemental
Cards.
7.41 DEPLOYING OKW UNITS: The OKW Reserve is not
7.3 Delayed Reserves 18+
During the Reserve Phase any units in the German Reserve
Units box with a printed date two days earlier than the
current date may be deployed to the map without a card
play, in accordance with the reserve placement rules.
Example: A unit with the date December 16 would be
deployed during the Reserve Phase of the December 18
game turn, if still in the Reserve Units box.
7.4 German OKW Reserve
P
The German OKW Reserve, consisting of
eight units in three mechanized divisions,
becomes available to you during the Reserve
Phase if at least one German unit is in a hex
adjacent to or across (west or north of) the Meuse River
attached to a specific army. Once in the German Reserve
Units box, all OKW units may be deployed by play of
the Army Group B card or the OKW Corps card, and
individual divisions of the OKW Reserve may be deployed
by playing their respective division cards. The first OKW
division to be placed on the map must be placed in a road
hex that is a valid German supply head, within three hexes
of any German unit, and at least three hexes away from a
non-isolated Allied unit or Allied town or city. Thereafter,
other OKW Reserve units must be placed within the above
restrictions and within three hexes of an OKW unit on the
map.
7.42 ACTIVATING OKW UNITS: Once on the map OKW
Reserve units are all considered to be in one corps – the
OKW. You may activate them as a corps by playing the
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Army Group B card or the OKW Corps card. OKW units
may also be activated by one of the three German army
cards, depending on the OKW units’ map location:
OKW units may be included in a Kampfgruppe activated
by any army or army group card, if within two hexes of
the KG marker. OKW units in a particular division may be
activated by playing the corresponding division card.
At game start, the Allied draw pile consists of all Allied
command cards dated December 16. You add more
command cards to the draw pile at the start of the days
listed in the reinforcement card schedule (in the Allied
Draw Pile box on the map).
During the course of the day you draw Allied command
cards from the draw pile for the following:

During each Allied impulse you draw one command card
and perform the first command listed on the card that
applies, as explained in this rules section.
22+ Beginning December 22, draw a second Allied

command card if the first card draw is a No Command
card.

During your impulse, when German units attack an
Allied unit, you draw an Allied command card to see if
the Allied defenders receive an undetected defender unit
or benefit from combat tactics (13.2).

During the Allied impulse, for each attack conducted
by Allied units, you draw a command card to see if the
Allied attackers benefit from combat tactics (13.3).
21+ ALLIED AIR INTERDICTION: Beginning December
21, during the Supply Phase, you draw a command card
to determine the effects of Allied Air Interdiction (see 4.0,
Sequence of Play). If it shows an Airpower command
event or is an Army or Army Group card, discard the card
from your hand with the highest Command Value – your
choice if more than one – and skip the first German impulse
of the day.

SPECIAL EVENT: Division and Corps cards only.
If the card lists a special event marked to occur on the
current day, implement the event (see the EVENTS &
TACTICS player aid).

DEPLOY RESERVES: Division, Corps, Army and Army
Group cards.
If any units in the formation shown on the card are in
the Reserve Units box, deploy all those units to the map
(9.0). 18+ Beginning December 18, check on-map
units in the listed formation that are out-of-contact for
re-deployment (9.3).

EXPEDITE RESERVES: Certain Corps cards only.
If any units in the formation shown on the card are in the
next day space on the calendar, move those units to the
Reserve Units box (9.5). If two or fewer cards remain in
the German draw pile, use this command for Late Day
Deployment (9.51).

ASSIGN REPLACEMENTS: 20+ Corps cards only.
If the corps shown on the card has at least two reduced
units in play, assign replacement steps (17.0).

UNIT ACTIVATION: Determine if the on-map units in the
formation shown on the card are activated (10.0). If so,
conduct the Allied Activation Sequence (10.1).
ENEMY ACTION: ARDENNES
8. ALLIED DRAW PILE AND
COMMANDS
Each Allied impulse you draw the top card from the Allied
draw pile and perform ONE command indicated by the
card. You must perform the first command that applies
in the order they appear on the card. If you are not able
to perform any command on the card drawn (Exception:
8.2), the Allied impulse ends.
Allied commands may include any of the following:
GS RULES

6th Panzer Army card – if all on-map OKW units are in
the 6th Panzer Army boundary.

5th Panzer Army card – if at least one on-map OKW unit
is within the area between the 6th Panzer Army boundary
line and the 7th Army boundary line, or if OKW units
occupy both army boundaries.

7th Army card – if all on-map OKW units are in the 7th
Army area.
8.1 Allied Commands

Division card. Activate all units in the listed divisions.

Corps card. Activate all units in the listed corps
(Exception: Shattered Corps, 10.71).

Army card or Army Group card. Activate all Allied
units within five hexes of a German unit designated
on the card.

COMMAND EVENT: Division, Corps and No Command
cards only.
Implement the card’s command event (see the EVENTS &
TACTICS player aid).
The Allied impulse ends after conducting just one of the
above commands. As you draw Allied command cards,
place each face up in the Allied Discards box on the map.
If the deck is exhausted in the course of the day, reshuffle
and start the deck over.
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8.2 No Command Exception 22+
ENEMY ACTION: ARDENNES
GS RULES
Beginning December 22, if the first command card drawn
in the Allied impulse is a No Command card, complete its
function (if possible), then draw one other command card.
Example: Allied Command
Card 13: From December
16 through December 20,
implement the Engineers
event and end the impulse;
on December 21, implement
the Airpower event and end
the impulse; from December
22 onward, implement the
Airpower event and draw
another command card.
9.2 Allied Reserve Deployment Methods
▲When conducting the deploy reserves command
function, Allied reserve units are deployed one at a time,
in ascending numerical order. That is, the eligible unit
with the lowest selector number in the Reserve Units box
is checked for deployment first, then the next lowest, and
so on. When two units have the same selector number,
deploy the unit in the lower numbered corps first.
9. ALLIED RESERVES
Units in the Allied Reserve Units box are eligible to enter
play as reserves. In certain circumstances on-map Allied
units that are out-of-contact with your units may be
eligible to be re-deployed as reserve units.
Allied reserve units enter play in several ways:

When you draw an Allied command card triggering
the Deploy Reserves command (9.1) if any units in the
formation listed on the command card are in the Reserve
Units box, and beginning December 18 if any on-map
units in the listed formation are out-of-contact (9.3).

When you draw an Allied command card triggering the
Expedite Reserves command late in the day (9.51), and
any units in the formation listed on the command card are
in the next space of the calendar.

When you end German movement adjacent to a roadblock,
the ensuing roadblock reserve check may result in the
placement of a reserve unit (15.3).

When you draw an Allied command card triggering
an Engineers event, the event may call for replacing
a Roadblock marker with a reserve unit (see the event
description).

When you draw an Allied command card during a
German attack, the card may result in the deployment
of a reserve unit as an undetected Allied defender (13.2).

If called for by the instructions of an Allied Action Card
(10.4).
9.1 The Deploy Reserves Command

Division card: enter all the reserve units in the divisions
listed on the card. If the card lists two or three divisions
enter reserves from all listed divisions.

Corps card: enter all reserve units in the corps listed on
the card.

Army: enter all the reserve units in the army listed on
the card.

Army Group: enter all Allied reserve units.
If conducting the Deploy Reserves command, reserve units
in the Allied Reserve Units box matching the formation
shown on the command card are deployed to the map as
follows:
A reserve unit is placed via one of two methods. Method
A tends to place reserve units to extend Allied lines and
contain German breakthroughs. Method B, available
beginning December 18, tends to reinforce existing Allied
lines and build counterattack forces.
Use the Allied Position markers to assist
marking potential deployment locations when
using the deployment processes and methods
below.
DEPLOYMENT PROCESS 16-17
1. METHOD A CHECK: Check every eligible unit in the
Reserve Units Box for deployment by Method A, one
at a time. Deploy those that meet the criteria. Those
that do not meet the criteria remain in the Reserve Units
Box. If any units are deployed, the Allied impulse is
over.
2. NEXT COMMAND: If no units can be deployed by
Method A, move on to the next command on the Allied
command card.
DEPLOYMENT PROCESS 18+
1. METHOD A CHECK: First check each eligible unit
in the Allied Reserve Units box for deployment by
Method A. Deploy those that meet the criteria.
2. OUT-OF-CONTACT CHECK: Check all eligible onmap Allied units that are out of contact with German
units for deployment by Method A. Redeploy those
that meet the criteria (from the current map location to
a new location).
3. METHOD B CHECK: If eligible units remain in
the Reserve Units box, check each such unit for
deployment by Method B. Out-of-contact units are
not deployed by Method B.
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23
If any units are deployed or re-deployed, the Allied impulse
is over. If no units can be deployed at all, proceed to the
next command on the Allied command card.
KEY DEPLOYMENT TERMS:
Position hex: a hex with a circled Hold Value.
Proximate: a unit is able to reach and enter the hex in a
single move (see 10.3 definition for more detail).
Danger of Surround: An Allied unit is in “danger of
surround” if German units are proximate to hexes that if
occupied by those German units, would result in German
units or their ZOCs in all six hexes around the hex.
Place the reserve unit in an empty position hex meeting
ALL the following criteria:

The position is in the reserve unit’s corps area;

A valid Allied supply line (14.2) could be traced to the
position, were it Allied-occupied;

A German unit is proximate to the position;

If placed in the position, the reserve unit would not be in
danger of surround;

The position is not a German town or city;

The position is not adjacent to an Allied unit with a ZOC
(12.0), unless either of the following is true:

The position has a Hold Value of 5 or 6.

The adjacent unit is out of communication (14.1) and
would be placed in communication by the placement
of the reserve unit.
Since there is more than one eligible position hex, the first priority is to place a reserve within 3 hexes of a unit in the same division
if possible. There is already a unit from the 1st Division on the map, so you should look into which of the two hexes (0608 and 0609
– note that hex 0308 is not yet eligible because it is in danger of surround) to deploy the 26.1.V unit. Hex 0609 is chosen because
it has the highest Hold Value
(4) (while still being within
3 hexes of a unit in the same
division), when compared
with hex 0608. If the choice
was only between hexes
0308 and 0608, you would
pick hex 0608 because it is
westernmost.
P
N
[X]
N
.
O
P
O
ENEMY ACTION: ARDENNES
Illustration of Allied Deployment Method A [9.2]: On December 17, two Allied units in V Corps (a 1st Division unit and a 9th
Division unit) are available in the Allied Reserve Units box to be placed. First look in the V Corps deployment area to find eligible
empty position hexes that are proximate to any German units. The illustration shows the eligible position hexes (marked with an
Allied Position marker). Note that some hexes are proximate but adjacent to an Allied unit and thus are not eligible (marked with
an “x” symbol). Other position hexes (marked with an “N” symbol) are just beyond the range of German unit movement.
N
GS RULES
Corps area: the boundaries of each corps deployment area
are marked on the western map edge.
Deployment Method A
Next, there is no 9th Division
unit on the map, so the
47.9.V unit can be placed
in an eligible position hex
within 3 hexes of any unit in
V Corps. There are currently
two choices (once the 26.1.V
unit is placed), both with
the same Hold Value (2).
Hex 0608 is westernmost,
but is now adjacent to a
friendly unit with a ZOC and
a German unit is no longer
proximate to the hex (due to
the placement of the reserve
unit in hex 0609). Therefore,
there is only one remaining
choice, hex 0308.
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Deployment Method B
ENEMY ACTION: ARDENNES
GS RULES
Place the reserve unit in a hex occupied by a unit in US
communication (14.1) and supply in the same division,
within stacking limits (11.5) and not in danger of surround.
If this is not possible, place the reserve unit in an empty
position hex meeting ALL the following criteria:

The position is in the reserve unit’s corps area;

A valid Allied supply line (14.2) can be traced to the
position, were it Allied-occupied;

The position is within three hexes of a unit in the same
army;

The position is within four hexes of a German unit
(regardless of the presence of Allied units and zones of
control);

If placed in the position, the reserve unit would not be in
danger of surround;

The position is not a German town or city.
MORE THAN ONE POSITION: If more than one position
meets all the criteria for Method A or Method B, place
the reserve unit within three hexes of a unit in the same
division if possible; if not, then within three hexes of a
unit in the same corps if possible; if not, then within three
hexes of a unit in the same army, if possible. If there is
still more than one eligible position, place the reserve unit
in the position with the highest Hold Value, then in the
westernmost position. If still more than one, place the
reserve unit in the position closest to a German unit.
NO POSITION: If no position meets the criteria for Method
A or Method B, do not place the reserve unit. Proceed
to check other eligible reserve units for placement. If no
reserve units can be placed in a given impulse, the reserve
command is not considered conducted -- move on to the
next command function on the Allied command card.
9.3 Out-of-Contact Allied Units
An on-map Allied unit is considered out of contact with
your forces (meaning you do not really know where it is)
in either of the following situations:

The Allied unit is in Allied communication and no
German unit is proximate to the unit and the removal of
the unit would not create a gap in the Allied line (12.2);
or
Illustration of Allied Deployment Method B [9.2]: On December 19, two Allied units in V Corps (one of them not able to
be placed earlier on December 17) are available in the Allied Reserve Units box to be placed. No position qualifies for reserve
placement using Deployment Method A, so you move on to Deployment Method B. Look in the V Corps deployment area to
find whether units of the same
division are already on the
map.
There are already two units
from the 1st Division on the
map. The 18.1.V reserve unit
can be stacked with either.
Both are in hexes with Hold
Value 4, so you place the unit
in the westernmost hex 0309,
with the 26.1.V unit.
Next, there is no 9th Division
unit on the map, so the
47.9.V unit can be placed in
an empty position hex within
three hexes of a unit within
the same army in the V Corps
area and within four hexes of
a German unit. The eligible
position hexes (marked with
an Allied Position marker) can
be adjacent to Allied units,
just not in danger of surround.
After identifying these, the
highest-valued position hex,
hex 0511, is selected.
P
P
O
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
The Allied unit is the lowest numbered unit in a stack
with at least five steps or eight strength points. The stack
must be in Allied communication. The stack may be
adjacent to German units, but may not be surrounded.
18+ as a reserve unit by deployment Method A beginning

December 18 (9.2),

as a roadblock reserve unit (15.4),

as an undetected defender in a combat (13.2),

or to be redeployed to an Allied attack as called for by an
Allied Action card (10.64).
An out-of-contact unit is not eligible to be deployed by
deployment Method B.
9.6 Deploying British XXX Corps
The deployment of reserve units of British
XXX Corps are governed by the following
special rules.
9.61 BASIC DEPLOYMENT: If a command
card calls for the deployment of a XXX Corps
formation when no XXX Corps units are on
the map and no German units are proximate
to a hex west of the Meuse River, place all
the deploying reserve units in the hexes listed
here, instead of using the normal deployment methods.
Unit
Hex
Unit
Hex
Unit
Hex
129.43.XXX
0117
130.43.XXX
0319
214.43.XXX
0420
5.GA.XXX
0422
32.GA.XXX
0424
–
–
9.41 PRIORITY OF STRATEGIC RESERVE: When strategic
71.53.XXX
0626
158.53.XXX
0826
160.53.XXX
0927
29A.XXX
1126
33A.XXX
1226
34A.XXX
1427
9.42 ROADBLOCK EFFECTS: A position occupied by a
Roadblock marker is considered an empty position when
checking for Allied reserve placement; German proximity
may be traced into but not through a hex occupied by a
roadblock. If an Allied reserve is placed in a hex with a
roadblock, remove the Roadblock marker.
9.62 DEPLOYMENT UNDER GERMAN THREAT: If a
command card calls for the deployment of XXX Corps
units when no XXX Corps units are on the map but one
or more German units are proximate to a hex west of the
Meuse River, place the first XXX Corps reserve unit in
an empty position hex in Allied supply meeting all the
following criteria, instead of using the normal deployment
processes:
9.43 INSTANTLY IN PLAY: The moment a reserve unit is

The position is west of the Meuse River.

A German unit is proximate to the position.

The position is not a German town or city.
9.5 The Expedite Reserves Command
If more than position qualifies, place in the position with
the highest Hold Value, then in the position closest to a
German unit, then northernmost.
placed, it is immediately in play and affects the placement
of reserve units placed subsequently in the same impulse.
Certain corps command cards list the Expedite Reserves
command. If this command occurs, check the next day
space in the calendar for any units belonging to the corps
listed on the command card. If there are any, move them
all to the Reserve Units box, where they become available
for deployment subsequently in the current day. If there
are no corps units in the next day’s calendar space, move
on to the next command on the card.
9.51 LATE DAY DEPLOYMENT: If the Expedite Reserve
command occurs when there are two or fewer cards
remaining in the German draw pile, deploy any units
eligible to be expedited directly to the map, per the
reserve deployment rules, instead of placing them in the
Reserve Units box. Exception: The Slow Allied Reaction
restriction on December 16 (4.13) – no more than one
ENEMY ACTION: ARDENNES
9.4 Further Conditions of Allied Reserve
Deployment
reserve units (units with an S next to their entry date) and
regular reserve units are available to be deployed, deploy
all strategic reserve units first, then deploy regular reserve
units.
GS RULES
As long as the unit meets all the other criteria for selection,
an out-of-contact Allied unit is eligible to be taken …
unit may be deployed by a Deploy Reserves command –
remains in effect, even though the eligible reserves have
been expedited to the Reserve Units box.
9.63 ONGOING UNIT DEPLOYMENT: If deploying a
reserve unit from British XXX Corps when at least one
XXX Corps unit is already on the map, use the normal
deployment processes depending on the date (9.2), treating
the unit as part of the US 1st Army, with the following
adjustments:

XXX Corps units must be deployed west of the Meuse
River.

XXX Corps units are not restricted by corps boundaries.
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ENEMY ACTION: ARDENNES
GS RULES
10. ALLIED ACTIVATIONS AND
ACTION CARDS
ACTIVATION CRITERIA: When an Allied command card
calls for the activation of units, determine if the formation
shown on the card is eligible to become activated. In order
to be activated, at least one unit in the formation must be in
one of the following situations:

“Wandering behind enemy lines” (10.8), or

In danger of surround, but not surrounded and not in a
VP hex, or

Out-of-contact (9.3), or

Dispersed, or

Eligible to receive an IP (Improved Position) marker
(that is, in supply and not in a hex with a town, city or IP).
19+ The following situation also triggers activation:

proximate (10.3) to a German unit/stack against which
the Allied unit has at least a simple 2:1 strength advantage.
Include the strengths of other active and inactive Allied
units proximate to the German unit in this assessment.
If any of the above criteria apply to at least one unit in the
formation, conduct the Allied activation sequence for all
on-map units in the formation.
If none of the above criteria apply to any units in the
formation, do not activate the formation; instead, move on
to the next command on the Allied command card.
ACTIVATION BY SPECIFIC FORMATION: Activation
applies to all on-map units in the formation listed on the
Allied command card, regardless of communication and/
or supply status.

Division card. Activate all units in the listed divisions.
If multiple divisions are listed, units in all those divisions
activate (this differs from German division activations
which activate just one division).

Corps card. Activate all units in the listed corps.

1st Army card. Activate all Allied units within five hexes
of the German unit closest to the city of Liège (hexes
0116 and 0117). Units are activated regardless of army
affiliation. If German units are equidistant from either
city hex, choose the westernmost German unit.
Example: The German units closest to Liège are both
three hexes away, in hexes 0416 and 0418. Since 0418
is further west, you activate all Allied units within five
hexes of 0418.
from the town, choose the westernmost German unit.

21st Army Group card. Activate all Allied units within
five hexes of the German unit closest to the city of Namur
(0626). If German units are equidistant from the city
hex, choose the westernmost German unit.
10.1 Allied Activation Sequence
Once you have determined that an Allied formation is
eligible to activate, conduct the activation in the following
sequence:
1. Conduct an action with each active non-dispersed unit
that is “wandering behind enemy lines”, per 10.8.
2. Draw three action cards. Check the cards in numerical
order, conducting each card’s action with nondispersed active units meeting the situations described
on the cards, per the procedures of 10.2. Actions
include moving and attacking. Units that performed an
action in Step 1 are not eligible.
3. Place an IP marker on each eligible non-dispersed
active unit. A unit is eligible if it did not perform an
action in Step 1 or 2 and is not in a hex with a town,
city or IP marker.
4. Remove Dispersed markers from active units that did
not participate in an attack in the current activation.
10.2 Drawing Allied Action Cards
When Allied units are activated, draw three Allied Action
Cards. Organize the three cards in Action Number order,
from lowest to highest. This is the sequence in which you
will check the three action cards.
Example: You draw cards with action numbers 18, 03
and 15. You would check them in the order 03, 15, 18.
Each action card lists a situation which may or may not
apply to the active Allied units.
HOW TO CHECK – BASIC: For each action card, check
every active Allied unit whose selector number falls within
the unit number range listed on the card. Check units
one at a time in the order indicated on the action card, to
determine if the listed situation applies to the unit. Do not
check units that have already conducted an action in the
current activation. The unit being checked is referred to as
the lead unit.

3rd Army card. Activate all Allied units, regardless of
army, within five hexes of the German unit closest to the
town of St. Hubert (1719). If German units are equidistant
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COMPLETION: When all three cards have been checked, or
Example: Action Card 01
(Fill the Gap) shows a unit
number range of 27-01,
meaning that units with
selector numbers ranging
from 27 to 01 are eligible to
be checked for this action,
and you will check the units
one a time in descending
numerical order beginning
with the unit numbered
closest to but not above 27.
all activated units have performed an action, the activation
is over.
10.3 Allied Action Card Terminology
Action A set of instructions listed on an Action Card performed by an Allied unit or group of units during an Allied
activation, such as movement, or movement and combat.
HOW TO CHECK – FIND THE ACTION SUBJECT: The
subject listed in an Action Card situation may be a single
Allied unit –the lead unit -- or a unit/stack including the
lead unit, or a unit/stack including the lead unit plus other
active units.
Active Unit An undispersed Allied unit in the activated
formation that has not yet performed an action in the
current impulse.
Avoid Surround When moving an Allied unit, do not
move into a hex in which the unit would be in danger of
surround. Does not apply to a unit beginning its move
unable to trace supply.
Break Off When conducting an Allied Attack, the point at
which you stop drawing combat chits. Break Off may not
occur until you have drawn the minimum required number
of combat chits.
Danger of Surround A hex is in danger of surround if
German units are proximate to hexes that, if occupied by
those German units, would result in German units or their
ZOCs in all six hexes around the hex.
Illustration of Danger of Surround [10.3]: The Allied
unit in Bastogne is in danger of surround since the German
infantry unit in hex 1713 could reach hex 1614, 1615 or 1715
in one move causing German units or their ZOCs to be in all
six hexes around Bastogne.
TAKE ACTION: If the situation applies, conduct the action
described on the card in its entirety. After completing the
action, or if the situation does not apply to the lead unit,
check to determine if the situation on the same Action card
applies to the next active Allied unit in sequence.
1
1
1
ENEMY ACTION: ARDENNES

If the card’s subject is a unit, check to see if the situation
applies to the lead unit by itself.

If the card’s subject is a unit/stack, check to see if the
situation applies to the lead unit together with all other
units in its hex. The units in the hex include other active
and unactivated units, even those with selector numbers
outside the range listed on the Action card. It does not
include units that have already performed an action in the
current activation.

If the subject is a unit/stack and other active units,
check to see if the situation applies to a group of units
together, consisting of the lead unit and units with which
it is stacked as defined above, plus all other active units
proximate to the target listed in the situation. This
includes active units (other than the lead unit) with
selector numbers outside the range listed on the Action
card. It does not include unactivated units (unless stacked
with the lead unit) and units that have already performed
an action in the current activation.
GS RULES
The Allied Action cards use several terms in the situation
and/or action text to define situations and actions. Proper
application of these terms is essential in determining if a
situation applies and in conducting the ensuing actions.
1
INF
[X]
.
X nn 3
CONTINUE CHECKING: Continue checking units in
sequence, and immediately conduct the action if it applies,
until all active eligible units have been checked. If after
completing all checks for one action card, active units
remain that have not yet performed an action this activation,
proceed to the next action card, and repeat this process,
checking active units according to the unit selector order
sequence given on the next card.
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28
ENEMY ACTION: ARDENNES
GS RULES
HV The Hold Value printed in the hex. A hex without a
printed HV has a Hold Value of 0.
Move Forward (Forward Direction) When moving a
unit, move as far as the unit’s movement allowance allows
in the direction indicated by the primary or secondary
forward arrows in each hex. If both the primary and
secondary direction are available, move in the direction
that will allow the unit to move furthest. If both directions
offer equal distance, move in the primary direction.
Move Back (Rearward Direction) When moving a unit,
avoid entering a German zone of control if possible. In any
case, move in the direction indicated by the withdrawal
arrow in each hex. If this is not possible, move in a
direction adjacent to the withdrawal direction. If none of
these three movement directions is available, do not move.
Movement restrictions imposed by terrain, enemy ZOCs,
roadblocks and army boundary lines, as well as stacking
limits in the destination hex and supply state are taken into
account when determining proximity (11.5).
Reinforce When conducting an Allied attack, an Allied
unit proximate to the German unit/stack under attack may
be eligible to reinforce the attack if called for by the action
description, even if its selector number falls outside the
range listed on the action card or it is not in the activated
formation. If so, move the unit adjacent to the German unit
to participate in the attack (10.63).
Situational Strength A calculation of Allied and German
combat strength made when called for by an Allied action
card, to determine if Allied units are eligible to conduct an
attack (see 10.61 for details).
OOC Out of communication; a unit that cannot trace a
line of communication to a friendly map edge is out of
communication (14.1).
Strongest The unit or stack with the highest total situational
Combat Strength. If tied, the unit or stack with the lower
selector number.
Preserve Line When moving an Allied unit, do not enter a
hex if doing so would create or enlarge a gap in the Allied
front line (see 12.2 for more information on Allied Lines).
Surround An Allied unit is surrounded when every hex
adjacent to its hex is occupied by a German unit or a
German ZOC, regardless of the presence of Allied units.
Protect VP Hex When moving an Allied unit, do not move
out of a VP hex within 2 hexes of a German unit or to
which a German unit is proximate, if doing so would leave
the hex vacant. Do not participate in an attack if in a VP
hex occupied by fewer than four steps total.
Unit/Stack A unit and any units it is stacked with, including
unactivated units.
Proximate A unit is proximate to a target hex or unit if it
has sufficient Movement Points to reach the target in one
move.

Proximate to a hex: A unit is proximate to an empty
or friendly-occupied hex if it has sufficient Movement
Points to move to and enter the hex.

Proximate to a unit: A unit is proximate to an enemy
unit if it is adjacent to the enemy unit or has sufficient
Movement Points to move to and enter a hex adjacent to
the enemy unit.
Illustration of Proximate
[10.3]: Infantry unit A is
proximate to hex 1513 (it
can enter it in one move)
but not proximate to hex
1514. Mechanized unit B is
proximate to the Allied unit
in hex 1614 (it can move
adjacent to the unit in one
move).
10.4 Performing Allied Actions
If an Action Card’s situation description applies to a
given lead unit, unit/stack, or unit/stack and other active
units, carry out the action for all those units together, in
accordance with the action instructions on the card.
ACTION COMPLETION: An action may consist of units
moving, or units attacking (preceded by movement to
reach the target if necessary), or units building improved
positions; conducted according to the rules for Movement
1
1
O
P
Weakest The unit or stack with the lowest total situational
Combat Strength. If tied, the unit or stack with the higher
selector number.
A
1
INF
P
1
X nn 3
2
2
MECH
X nn 5
B
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Illustration of Conducting Allied Action Card Checks [10.4]: The Allied VIII Corps was selected for activation (next command
card drawn from the deck) and three Allied Action Cards are drawn: “Strengthen” (card 15), “Fill the Gap” (card 01) and “Attack”
(card 10). These are resolved in ascending card numerical order (01, 10 and 15). We recommend you pull these cards from the deck
while you study this example.
Action B: Card 10 has a selector number range of 01-19. The lowest-numbered Allied unit (CCA.9A.VIII) has selector number
04 and is checked first to see whether it can “Attack” (it requires greater strength than a proximate German unit/stack). It has three
strength points and is proximate to the weaker German unit in hex 2213, thus the Situation on the card is met, now the action can
occur and thus the Allied unit moves to hex 2214. At this instant, if there are other active units proximate to this attack, they are
eligible to reinforce – which is the case for Allied unit 109.28.VIII even though its selector number (35) is outside the range for the
card. Once both have moved and the attack conducted, they are no longer eligible for action card checks.
The next unit to check is 506.101.VII
(selector number 13), but since this hex
contains a “stack”, both units in the hex
are considered to determine whether the
situation on the card can be met. With four
strength points together, it is proximate
(adjacent to) a German unit/stack with less
strength (4 > 3) in hex 1715. Since the
Situation on the card is met, now the action
can occur. In this case, other proximate
Allied units may reinforce the attack. Since
the 501.101.VIII is adjacent, it does not
move, but now participates. The CCB.9A.
VIII unit in hex 1517 and the 502.101.VIII
unit in hex 1915 are both proximate and
move to reinforce the attack as well. As
specified on the card, an attack takes place,
is resolved, and the action is complete.
Every unit in the selector range has been
checked (and all units but 110.28.VIII have
taken an action).
Action C: Card 15 has a selector number
range of 39-01. The only Allied unit
(110.28.VIII) remaining to be checked has
selector number 10 and so is checked to
see whether it can “Strengthen”. It is not
proximate to an Allied unit/stack with less
than or equal to 3 strength, which is itself
proximate to a German unit/stack with
greater than or equal to 7 strength. Since
the Situation on the card cannot be met,
the action cannot occur (and all action card
checking is now finally completed). This
unit receives an IP marker in step 3 of the
Allied Activation Sequence (10.1) since it
did not perform an action.
2 nn X
ANY
Reinforce
3 nn X
Reinforce
ANY
ANY
4 nn X
3 nn X
ANY
B
ENEMY ACTION: ARDENNES
The next unit (501.101.VIII) has selector number 07 and is checked next to see whether it can “Attack”( it requires greater strength
than a proximate German unit/stack). This is not the case. The next unit to check is 110.28.VIII (selector number 10) for this action.
Although it has greater raw strength than
the German unit across the river (hex 1614),
its situational strength (per 10.61) is only 1
ANY
due to the river, so it is not eligible to attack.
C
GS RULES
Action A: Card 01 has a selector number range of 27-01. The highest-numbered Allied unit (CCR.9A.VIII) that falls within the
range has selector number 24 and so is checked first to see whether it can “Fill the Gap” (the next Allied unit would be CCB.9A.
VIII with selector number 23 and so on). There is an empty position hex (hex 2015) that is both proximate to the unit and to
German units, so the Situation on the card can be met, so then the Action can occur (move the unit to hex 2015). Once moved, the
unit is no longer eligible for action card checks. Check the next active units with selector numbers in the range. In this case, the
Situation on card 01 applies to no other active units, so checks for that card are complete.
4 nn X
A
Reinforce
ANY
5 nn X
ANY
ANY
3 nn X
2 nn X
Reinforce
B
ANY
2 nn X
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GS RULES
(11.0), Combat (13.0) and Improved Positions (16.3) as
modified by the rules in this section. Complete an action
in its entirety for a given lead unit and those units acting
with it, before proceeding to the next Action Card situation
check.
Example: If conducting the Attack action (card 09)
you would move Allied units participating in the action
to the target, and conduct the combat and implement
its results, before checking other active Allied units for
situations and actions.
ENEMY ACTION: ARDENNES
RESTRICTIONS MAY OVERRIDE SITUATION: Many
action instructions include restrictions regarding the
movement of Allied units either in the body of the text or
as bullet points following the instructions. These include
restrictions such as Preserve Line, Avoid Surround and
Protect VP Hex, and are defined in the list of terms (10.3).
An active Allied unit that meets the criteria of an Action
Card’s situation may still be unable to perform the action
or may be limited in its movement when performing the
action due to restrictions in the Action instructions.
CONTINUED ELIGIBILITY: An active unit that does not
the situation on the Attack Action Card (09) reads “Unit/
stack strength > proximate German unit/stack.” This
means that the total combat strength of the lead Allied
unit and any units with which it is stacked must be greater
than the total combat strength of a proximate German unit/
stack in order to attack that German target. In making
this situational strength comparison, apply the following
adjustments to the Combat strengths of the participating
units:

Halve the total strength of all Allied units (rounded down)
that would be attacking the target across a river hexside.

Double the strength of German units defending in a city
hex or in a Westwall hex.

Add to or subtract any of the following that apply to the
defending units:
In non-VP town
In Forest terrain
In Improved Position
In Clear terrain
Out of Supply
Out of Fuel
Isolated
+1
+1
+1
-1
-1
-1
-2
meet the criteria for a situation on one action card, or that
meets the criteria but is unable to perform the action for
any reason, remains eligible for other action card checks in
the current activation. Once a unit performs an action it is
no longer eligible in the current activation.
Minimum situational strength is 1. The situational strength
ratio is used only to determine attack eligibility, not to
resolve the combat.
10.5 Action Card Combat Bonuses
10.62 ATTACK AND SUPPLY STATUS: An Allied unit
Allied Action Cards with combat-related actions often list
combat tactics that are automatically awarded to every
attack conducted by units performing the card’s action.
The combat tactic is applied to each attack and also gives
the attackers an additional combat chit draw in the attack,
just like a combat tactic appearing on a command card.
Example: The Major Offensive Action Card (#04)
provides the Airpower and Artillery Barrage combat
tactics to every Allied attack conducted with this Action
Card, and increases the maximum Allied combat chit
draw for each attack by two.
Combat tactics appearing on Action Cards are in addition
to any combat tactics appearing on an Allied command
card.
10.6 General Rules for Action Card Situations
and Actions
10.61 SITUATIONAL STRENGTH: Action Cards with
Attack actions include a comparison of Allied to German
strength in the card’s situation description. For example,
must be in supply in order to be the lead unit in an attack.
A unit in low supply may participate in an attack but not
as the lead unit. An out of supply or isolated Allied unit
cannot attack.
10.63 MOVEMENT ADJACENT TO GERMAN UNIT:
▲When an action instruction calls for Allied units to move
adjacent to a German unit, move the units one at a time, in
ascending numerical order.

When an Allied unit can reach more than one hex adjacent
to the German unit, move the unit to an empty hex, if any,
then to the hex that takes the most Movement Points to
reach, then to the hex with the fewest Allied units.

This also applies to units that start their move adjacent
to the target. Move such units if they are stacked with
other units and able to reach a different hex adjacent to
the target that is empty or has fewer units.
10.64 REDEPLOYING OUT-OF-CONTACT UNITS TO
ATTACK: Three attack cards – Major Offensive, Strong
Attack and Combined Arms Attack -- call for out-of-contact
units in the lead unit’s corps to participate in the attack.
▲Remove eligible out-of-contact units (as defined in 9.3)
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10.65 ACTION CARD DISCARDS: As you draw and
finish using an Action Card, place it in the Allied Action
Discards box printed on the map. If the Allied action deck
is exhausted during the day, immediately shuffle all the
discards and start the deck over.
10.66 ACTION CARD REMOVAL: Some Action Cards list
If not possible, then …
2. Move the unit into a Westwall hex and stop if the unit
can reach such a hex in a single move. If not possible,
then …
3. Move the unit into a town or city hex and stop if the
unit can reach such a hex in a single move. If not
possible then …
4. Roll the die. On a result of 1, move the unit back one
hex in a rearward direction, if able. On a result of 2–6,
place the unit on the calendar, a number of days ahead
equal to the die result – the unit has made its way back
to US lines and will re-enter play as a reserve unit. On
a result of 7 or more, the unit does nothing.
If more than one hex applies to a given action, move to the
hex closest to an Allied unit that can trace supply, then if
still more than one, the westernmost hex.
11. MOVEMENT
10.7 Activation Exceptions
Activated German and Allied units move during their
respective impulses.
activated has no units or just one unit on the map, do not
activate the corps. Instead, proceed to the next command
on the Allied command card.
10.72 XXX CORPS NOT YET RELEASED: If the activation
of XXX Corps units is called for when XXX Corps has
not been released to cross the Meuse River (see 11.82),
the formation is not activated. Instead proceed to the next
command on the Allied command card.
10.73 DISPERSED UNITS: Dispersed units in an activated
formation do not perform actions. They regain their normal
status after all action card checks and actions for the
formation are completed. Remove the Dispersed markers
at that time.
10.8 Allied Units behind German Lines
An Allied unit or stack is considered to be “wandering
behind enemy lines” if all the following are true:

The unit is out of communication (14.1);

The unit is not in a town or city hex;

The unit is able to move (that is, it is not surrounded).
If a unit or stack meeting the above requirements is
activated, it performs the first of the following actions that
applies:
1. Move the unit into a hex in Allied communication and
stop if the unit can reach such a hex in a single move.

During a German impulse, when you play a command
card to activate German units, you may move all, some
or none of those units.

During an Allied impulse, when units in the formation
listed on an Allied command card are activated, Allied
Action Cards may direct you to move some of those units
(10.4).
BASIC MOVEMENT: Each unit is moved individually
through one or more contiguous hexes, up to the limit of
the unit’s movement allowance. For each hex entered, the
unit pays one or more Movement Points. The Movement
Point (MP) cost to enter a hex varies with the type of
unit moving (infantry or mechanized), the terrain in the
hex being entered, and the presence of a river along the
intervening hexside, as specified on the TERRAIN EFFECTS
CHART.
ENEMY ACTION: ARDENNES
a calendar date along the bottom of the card. If you draw a
card listing the current date or an earlier date, immediately
remove the card from play without implementing its action,
and draw another Action Card to replace it.
10.71 SHATTERED ALLIED CORPS: If a corps to be
GS RULES
one at a time from their current map location in ascending
numerical order and place each in a hex (a) adjacent to
the target of the attack (b) not in danger of surround, (c)
within stacking limits and (d) from which Allied supply
can be traced. If more than one hex is eligible, place the
unit in a hex that causes the target to be surrounded, then in
a hex that causes the target to be flanked, then in an empty
hex, then in the hex with the fewest units. Your choice if
a choice remains.
BASIC RESTRICTIONS: A unit may not exceed its
movement allowance when moving.
A unit with
insufficient Movement Points to enter a hex may not do
so. The movement of one unit must be completed before
the next is begun. Any Movement Points left unused by
a unit are lost; they are not saved for a future activation
or impulse. Movement Points may not be transferred
between units.

Exception: A unit may always move at least one hex, as
long as the move is otherwise allowed.
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11.1 Effects of Other Units on Movement
ENEMY ACTION: ARDENNES
GS RULES
ZONE OF CONTROL (ZOC) EFFECTS: The movement of
units is affected by enemy units and their zones of control
(12.0). A unit must pay one Movement Point to leave an
enemy-controlled hex, in addition to the cost of the terrain
in the hex being entered. A unit may not move directly
from one enemy-controlled hex to an adjacent enemycontrolled hex. There is no additional cost to enter an
enemy-controlled hex, but the unit must stop moving upon
doing so.
Illustration of ZOC Effects on Movement [11.1]: Unit
A, adjacent to an enemy, shows movement options and
prohibitions. Note that moving out of an enemy ZOC costs
+1MP in addition to the cost of the terrain for the hex to be
entered.
P
+1
A
P
+1
Allied
Unit
O
German
Unit
German
Unit
11.2 Moving on Roads
A unit entering a hex through a connecting road hexside
(including an intact bridge) pays just one Movement Point
to enter the hex, regardless of the terrain in the hex.
11.3 Crossing River Hexsides
11.31 UNBRIDGED RIVER HEXSIDES: Units may move
across unbridged river hexsides with the following
restrictions:

A unit must spend its entire movement allowance to cross
an unbridged river hexside. That is, the unit must start its
move in a hex bordering the river hexside to be crossed
and end its move upon entering the adjacent hex across
the river hexside.

No more than one unit may cross a given unbridged river
hexside in a single activation. This limit applies to a
single river hexside, not the river overall. Two units in a
hex bordered by two or more river hexsides could each
cross different hexsides, as long as only one unit crosses
a specific hexside.

A bridged river hexside with a Blown Bridge marker is
considered unbridged.
11.32 BRIDGED RIVER HEXSIDES: There is no limit to
the number of units that may cross a bridged river hexside,
unless the hex being entered is in enemy control. Only
one unit may cross a given bridge hexside into an enemycontrolled hex in a single activation, even if the hex moved
into is friendly-occupied.
O
11.4 Bridge Demolition Check 17+
No ZOC-to-ZOC
HEX ENTRY RESTRICTIONS: A unit may never enter an
enemy-occupied hex. A unit may enter an unoccupied
enemy town or city, but not if using strategic movement
(11.6). Friendly units have no effect on the movement of
other friendly units.
German units may not enter a hex with an Allied Roadblock
marker. When an Allied unit enters a hex with a Roadblock
marker, the marker is removed.
MOVEMENT CHECKS: The movement of a German unit
Each time a German unit enters a hex bordered by an intact
bridge, and Allied supply can be traced to the hex directly
across the bridge hexside, conduct a bridge demolition
check. Roll the die. On a result of 1 or 2, the bridge is
destroyed; place a Blown Bridge marker. On any other
result, the bridge is intact.
11.41 OPERATION GREIF: You may play the Operation
Greif reaction immediately after the die roll to negate the
demolition.
11.42 SINGLE CHECK PER ACTIVATION: A given bridge
hexside is checked for demolition only once in a single
German activation, regardless of how many German units
enter a hex bordered by the bridge.
may be interrupted

by a roadblock check, each time the unit moves adjacent
to an empty Allied position hex from which Allied supply
can be traced (15.1) or

by a bridge demolition check each time the unit enters a
hex with an intact bridge hexside bordering a hex from
which Allied supply can be traced (11.4).
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Illustration of Movement [11.2, 11.3 and 11.4]:
GS RULES

A: The armor unit moves 6 hexes expending 6 MPs by using the road at a cost of 1MP per hex entered to threaten the main road
going southwest from St. Vith (or it could reach St. Vith directly expending 5 MPs). The mechanized unit movement costs for
entering forest and broken terrain (not using a road) are shown. Note that when the unit’s path enters a hex adjacent to a bridge
(hexes marked with the “?” symbol), you conduct a bridge demolition check at that instant.

B: The mechanized unit moves 2 hexes expending 5 MPs. The movement costs for entering woods and broken terrain (not
using a road) are shown. Note that when unit A triggered a bridge demolition check in hex 1406, unit B’s entry into that hex in
the same activation cannot trigger a second check.

C: The infantry unit moves 3 hexes expending 3 MPs. Unlike mechanized units, infantry movement costs 1 MP per hex unless
entering into forest.

D: A unit must start adjacent to an unbridged river to cross it.

E: Only one unit may cross an unbridged river hexside (including a blown bridge), so each of the four units must cross the river
at different hexsides.
C
1
1
1
O
2
D
P
ANY
X
X
?
1
1
P
3
All
1
All
X
All
ANY
X
X
X E
A
1
1
X
6
B
All
X
1
ENEMY ACTION: ARDENNES
1
X
X
1
ANYE
X
X
4
5
X
1
1
?
2
11.5 Stacking Units
More than one friendly unit may occupy a hex; this is
called stacking. The maximum number of units that may
occupy a hex is three units or six steps.
Example: If a four-step unit and a two-step unit occupy
a hex, a third unit could not stack with them. If three
one-step units occupy a hex, no more units can stack
with them.
3
2
Stacking limits must be observed at all times, except
during the movement portion of an activation and during
retreat or advance after combat. That is, units may move
through other units in violation of stacking limits but when
all movement in an activation is complete, stacking limits
are enforced. If German units are found to be in violation
of stacking limits after completing movement, retreat or
advance, you must reduce or eliminate units to meet the
limits.
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GS RULES
Illustration of German Strategic Movement [11.6]:

A: The German infantry unit (hex 1708) has 5 strategic MP allowance (3 MP plus bonus of 2 MP), but it cannot spend the last MP
available in hex 1713 since this would place it further west than any other unit in its army. It also cannot enter Wiltz (Allied town).

B: The German armor unit (hex 1906) has 10 strategic MP allowance (5 MP x 2). After expending 7 MP, it stops, since it cannot
cross an Allied bridge.

C: The German armor unit (hex 1607) has 10 strategic MP allowance (5 MP x 2).Two strategic movement options are blocked by
the well-placed (if weak) Allied unit at the crossroads southwest of St. Vith. Using 9MP, the unit follows a circuitous route to reach
adjacent to Vielsalm. It cannot proceed further because of the Allied roadblock. Regardless, it cannot enter Vielsalm (Allied town).
O
Allied 1st
Army Unit
German
5th Panzer
1
Army Unit
O
ENEMY ACTION: ARDENNES
1
1
1
German
5th Panzer
Army Unit
O
O
1
Allied 1st
Army Unit
1
[X]
O
German
5th Panzer
Army Unit
O
1
German
5th Panzer
Army Unit
1
1
German
5th Panzer
Army Unit
1
1
C
1
1
A
German
5th Panzer
Army Unit
German
5th Panzer
Army Unit
O
1
B
1
Allied 1st
Army Unit
O
1
1
German 7th
Army1Unit
Allied 1st
Army Unit
O
1
1
German 7th
Army Unit
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11.6 German Strategic Movement Bonus
An active German unit in supply that begins its move in a
road hex and not adjacent to an enemy unit may move with
an increased movement allowance as long as it conducts its
entire movement within the following restrictions:
Until movement restrictions are lifted, German 6th
Panzer Army units cannot move south of this boundary
(outside of the army’s area)
GS RULES

The unit must move through hexes connected by roads.

The unit may not move adjacent to a roadbock or an
enemy unit, even a unit that exerts no control.

The unit may not enter an Allied town or city.

The unit may not cross an Allied bridge.

The unit may not enter a hex further west than the
westernmost unit in its army.

The unit may not exit the map and may not enter a hex
on the map edge.
Example: If the farthest west unit in the 5th Panzer
Army is in hex 1316, a unit in the 5th Panzer army using
strategic movement may not enter any hex ending in a
number higher than xx16.

German armor and mechanized infantry: Movement
Allowance is doubled (to 10 or 12)

German infantry: Movement Allowance is increased by
two (to 5)
11.7 German Army Boundaries
German units are initially restricted in the areas they can
move on the map depending on the army to which the unit
belongs.
11.71 RESTRICTIONS: Boundary lines for the German 6
th
Panzer Army, 5th Panzer Army and 7th Army are printed
on the map. Until movement restrictions are lifted (11.72),
no German unit may move outside of its army boundary
(Exception: units of the OKW Reserve may move
anywhere on the map). The boundaries of the German
5th Panzer Army overlap the 7th Army to the south and the
6th Panzer Army to the north. Units of both armies may
operate in overlapping areas.
A German unit may attack across its army boundary but
may not advance across the boundary. A unit may retreat
across an army boundary only if that is the only possible
route of retreat for the unit. A unit that retreats across an
army boundary may subsequently move only if each hex
entered is across or closer to the unit’s army boundary line.
This requirement is immediately removed as soon as the
unit moves within its army boundary.
11.72 RESTRICTION DATES 16-19 : German Army
boundary restrictions are in effect at the start of December
16. All such restrictions are lifted beginning December 20.
Active US V Corps units in reserve may only be deployed
north of this line
11.8 Allied Corps Boundaries
Corps boundaries only affect where Allied reserve units
may be deployed.
ENEMY ACTION: ARDENNES
A unit conducting strategic movement has its movement
allowance increased as follows:
11.81 RESTRICTIONS: Boundary lines for the Allied corps
are printed on the map. Once deployed to the map, Allied
units may move, retreat or advance without restriction due
to corps boundaries (Exception: 11.82). See 9.4 for more
detail on Allied reserve unit deployment.
11.82 BRITISH XXX CORPS RESTRICTIONS: Units of the
British XXX Corps may not move or advance into a hex
east of the Meuse River until:

the moment a German unit enters a hex adjacent to the
Meuse River, or
26+ the game day is December 26 or beyond.

Once either of these occur, units of XXX Corps may move
anywhere on the map. Exception: if 29A.XXX is deployed
in 1126 (Dinant) per 9.61, the unit may move anywhere on
the map.
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11.9 Exiting the Map (German Only)
GS RULES
A supplied active German unit may exit the map from
any hex on the west map edge or north map edge west
of the Meuse River, containing a road leading off the
map. A supplied unit in a valid map edge hex spends one
Movement Point to exit the map.
11.91 RESTRICTIONS: A unit may not exit the map from
a hex controlled by an enemy unit. A unit may not exit the
map if using strategic movement, or if in low supply, out
of supply, or isolated.
11.92 EXIT VPS AND NO RE-ENTRY: You earn VPs for
exiting German units. Once a unit exits the map, it may not
re-enter play (see 18.1).
ENEMY ACTION: ARDENNES
12. ZONES OF CONTROL (ZOC)
AND ALLIED LINES
Every undispersed, non-isolated unit with a non-bracketed
combat strength exerts control into the six adjacent hexes.
Control inhibits enemy movement, retreat, advance and
the tracing of enemy supply.
BRACKETED COMBAT STRENGTH: Some units lose
the ability to exert control as they lose steps, noted by
their combat strength becoming bracketed. A unit with a
bracketed combat strength does not exert control unless in
a town or city hex or a German unit in a Westwall hex. Two
units with bracketed combat strengths stacked together in a
hex do exert control.
ISOLATED & DISPERSED: Units that are isolated or
dispersed do not exert control, even if in a town or city or
stacked with another unit.
12.1 Effects of Control

A unit must stop movement upon entering an enemycontrolled hex and cannot move further that activation.

A unit that starts its move in an enemy-controlled hex
must pay an additional Movement Point to exit the hex,
and may not move directly into an adjacent enemycontrolled hex. The presence of other friendly units in
the adjacent hex does not negate this effect.

Friendly communication and supply may be traced from
but not through an enemy-controlled hex, unless that hex
is occupied by a friendly unit.

A unit may retreat into an enemy-controlled hex, within
the retreat priorities of 13.7. If the hex is occupied by a
friendly supplied unit there is no penalty. If the hex is
unoccupied, or occupied only by a friendly unsupplied
unit, the retreating unit or stack must lose a step.

A unit may ignore enemy zones of control when advancing
one hex. If advancing a second hex, the unit may not
advance from one enemy-controlled hex to an adjacent
enemy-controlled hex. Exception: An advancing unit
following the path of retreat of a unit that retreated two
hexes may ignore enemy zones of control if following
the path of retreat into the second hex.

A hex may be mutually controlled by opposing units.
There is no additional effect when more than one unit
exerts control into a hex.
A
X
These undispersed units DO EXERT a ZOC:

A: unit with non-bracketed combat strength;

B: unit with bracketed combat strength in a town
or city hex;

C: unit with bracketed combat strength stacked with
any other undispersed units.
These units DO NOT exert a ZOC:

D: any unit that is dispersed or isolated;

E: single unit with bracketed combat strength not in
a town or city hex.
C
1st US
Army Unit
Illustration of ZOC Effects with Units [12.0]:
.
[X]
.
B
[X]
D
ANY
.
[X]
.
E
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12.2 The Allied Front Line
GAP IN THE LINE: If at any time, a German communication
path can be traced from the west to the east map edge, the
Allied front line is considered to have a gap. The game
system controls the Allies in such a way as to attempt to
keep the line free of gaps, and if gaps appear, to close them
or keep them from enlarging. Your goal as the German
player of course is to create gaps in the Allied lines, enlarge
them and drive through to your objectives.
Illustration of the Allied Front Line [12.2]: The front line
remains intact as long as there are no more than two hexes
between any pair of Allied units with ZOCs (each side of
the pair projects a ZOC into one of those two hexes). If
an action with the Preserve Line restriction or an advance
after combat would open up a three hex distance or force an
even wider separation, that action or advance could not be
performed. For example, if an action included the Preserve
Line restriction, the Allied unit in hex 2015 could not be
caused to move to either Bastogne or Martelange, since this
would cause a break in the line at hexes 2014 and 2115.
Such an action that caused the unit to move to hex 2114
or to enter hex 2014 to attack the German unit in hex 2013
would be allowed because it does not cause a gap in the line
(due to the ZOC).
ENEMY ACTION: ARDENNES
HOW TO LOOK FOR GAPS: At certain times during play,
you will be judging if a particular Allied unit movement or
advance after combat would create a gap in the line; that
is, create a path from a German unit to the western map
edge free of Allied towns and cities, and Allied units and
their ZOCs. At other times you will be judging if an Allied
movement would make an existing gap wider – that is,
increase the number of hexes counted between the Allied
units on either side of the gap.
O
Many Allied movements are not allowed if the move would
create or enlarge a gap in the Allied line. Specifically:

If a movement action on an Allied Action card includes
the Preserve Line restriction, a unit will not move into a
hex if doing so would create or enlarge a gap in the line.
Note that if the action instruction does not include the
Preserve Line restriction, Allied units will move without
regard to maintaining the line.

A unit will not advance after combat into a hex if doing
so would create or enlarge a gap in the line.
When checking for gaps in the Allied line remember that a
lone unit with a bracketed combat strength does not have
a ZOC unless in a town or city, and a dispersed unit does
not have a ZOC at all. A hex adjacent to such a unit is
a potential gap, unless in the zone of control of another
Allied unit.
GS RULES
At the start of play, the setup of Allied forces creates an
unbroken line of Allied units or their ZOCs from the north
map edge to the south – this is the initial Allied front line.
The Allied front line may shift, stretch and bulge, but is
considered intact as long as a German communication path
cannot be traced from a hex on the west map edge to a hex
on the east map edge free of Allied units or their zones of
control (14.1).
of the Meuse River. This definition is in addition to the
basic definition.
P
O
XXX CORPS AND THE ALLIED FRONT LINE: When any
units of XXX Corps are in play, the definition of a gap in
the Allied line is expanded: A gap exists if you can trace a
path of hexes from a German unit east of and not adjacent
to the Meuse River to a XXX Corps unit west of the Meuse
River; the path may not pass through an Allied town or
city, or a hex occupied or in the ZOC of an Allied unit east
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13. COMBAT
4. DRAW COMBAT CHITS
GS RULES
Combat occurs during your impulse, when your units
attack Allied units; and during the Allied impulse, when
Allied units attack your units.
GERMAN COMBAT SEQUENCE
After you have completed moving your active units in an
activation, you may have any of your active units attack
adjacent enemy units. Combats are declared and resolved
one at a time, in any order you choose. You are the attacker
and the Allies are the defender. Each combat is against all
the enemy units in one hex and is resolved in the following
sequence:
ENEMY ACTION: ARDENNES
1. DECLARE TARGET AND ATTACKING UNITS
Choose an enemy-occupied hex adjacent to at least one
active unit as the target of the attack, and choose which of
your active units adjacent to the target hex are participating
in the attack.
Draw combat chits from the combat chit cup.

Minimum Draw. Draw a number of chits equal to the
total number of steps in the defending units, at minimum.
You may then stop, or you may draw additional chits up
to a specified maximum.

Maximum Draw. If you continue, declare a total chit
draw up to the number of your attacking units. Other
factors may increase or decrease the maximum allowed
(13.4). You must then draw additional chits to reach your
declared maximum.

Examination. As each chit is drawn, check to see if the
situation on either side of the chit applies to the combat.
If so, the chit is retained for step 5. If not, the chit is set
aside (but still counts as a chit draw).
5. CALCULATE HITS
Once you stop drawing chits, add up the number of defender
hits and attacker hits listed on the retained combat chits to
arrive at hit totals incurred by the defender and the attacker.
6. APPLY HITS TO DEFENDING ALLIED UNITS
2. PLAY COMBAT TACTIC CARDS
You may play a number of cards as combat tactics for
the attack, but no more per activation than the Command
Value of the activating card (13.33). If the combat tactic
allows additional units to join the attack, select and move
those units.
3. DRAW ONE ALLIED COMMAND CARD
Draw one Allied command card if at least one Allied unit
is in supply (skip on the first German impulse of December
16).

If the card’s formation matches that of the defending
units, and the defending units are in communication,
check for an undetected Allied defender (13.2).

If the formation is not a match, and the card lists a combat
tactic, apply the tactic, even if the defending units are not
in communication (13.3).

If neither of the above applies, the card has no effect on
the combat.
Apply each hit incurred by the defending units as a step
loss or retreat, in accordance with the Allied hit application
priorities. If the defending units occupy an improved
position, the IP marker is removed to satisfy the first hit.
7. APPLY HITS TO YOUR ATTACKING UNITS
The first attacker hit must be applied as a step loss. The
second and third hit may be applied by dispersing all
attacking units or as step losses. All subsequent hits must
be applied as step losses.
8. ADVANCE AFTER COMBAT
If the defending units retreated or were eliminated and the
attacking units are not dispersed, you may advance your
attacking units into the hex vacated by the defending units
(13.8). If the defending units retreated two hexes or were
eliminated, attacking mechanized units may advance two
hexes.
9. CLEAN UP
Discard any combat tactic cards played and set aside all the
drawn combat chits.
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5. CALCULATE HITS
ALLIED COMBAT SEQUENCE
1. MOVE PROXIMATE ATTACKING UNITS TO THE
TARGET
If called for in an action card’s instructions, move eligible
active Allied units that are proximate to the target to hexes
adjacent to the target to participate in the attack. The
action description may include additional instructions for
bringing other Allied units to the attack.
Draw one Allied command card. If the card lists a combat
tactic, apply the tactic to the combat (13.3).
3. PLAY ONE GERMAN COMBAT TACTIC CARD
You may play one card as a combat tactic for your defending
units (13.3). If you play the Reinforce Battle combat tactic
you may move a German unit/stack proximate to your
defending units into their hex. Note that the total combat
strength of the reinforcing unit/stack may not exceed the
combat strength of the defending units.
4. DRAW COMBAT CHITS
6. APPLY HITS TO YOUR DEFENDING UNITS
Apply hits by removing one step per hit or retreating all
units one hex per hit. If the defending units occupy an
improved position, the IP marker is removed to satisfy the
first hit. Up to two defender hits may be satisfied by retreat;
all other hits must be satisfied by step losses
7. APPLY HITS TO ATTACKING ALLIED UNITS
The first attacker hit is applied as a step loss. Apply
additional hits by dispersing all attacking units or applying
additional step losses, per 13.53.
8. ADVANCE AFTER COMBAT
If the defending units retreated or were eliminated and the
attacking units are not dispersed, conduct advance checks
for Allied attacking units to see if any advance after combat
(13.8). If the defending units retreated two hexes or were
eliminated, attacking mechanized units may advance two
hexes.
9. CLEAN UP
Discard any combat tactic cards played and set all the
drawn combat chits aside.
ENEMY ACTION: ARDENNES
2. DRAW ONE ALLIED COMMAND CARD
Once you stop drawing chits, add up the number of defender
hits and attacker hits listed on the retained combat chits to
arrive at hit totals incurred by the defender and the attacker.
GS RULES
Allied units attack German units during the Allied impulse,
as called for by an Allied Action Card. Allied combats
are resolved one at a time. The Allies are the attacker
and you are the defender. Once you have determined
that a specific German-occupied hex is the valid target of
an Allied attack, per the instructions on an Action Card,
resolve the combat in the following sequence:
Draw combat chits from the combat chit cup.

First Minimum Draw. First, draw a number of chits
equal to the total number of steps in your defending units.

Continue to Maximum or Break Off. Then continue
drawing chits one at a time until you reach the maximum
number of chit draws allowed to the Allied Attackers
(13.4), or until the combat results on the chits drawn thus
far trigger a break off of the Allied Attack (13.42).

Examination. As each chit is drawn, check to see if the
situation on either side of the chit applies to the combat.
If so, the chit is retained for step 5. If not, the chit is set
aside (but still counts as a chit draw).
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GS RULES
13.1 Attack Eligibility
The attacker may attack only one hex at a time in a single
combat. Any number of activated units in hexes adjacent to
the target hex may participate in the attack. Units are not
required to attack. Some units in a stack may participate
while others do not. Inactive German units may not attack,
even if stacked with activated units, unless allowed by
the play of the Reinforce Battle or Assault Coordination
combat tactic card.
A unit may participate in only one attack in a given
activation. A defending unit may only be attacked once in
a given activation (however, see 13.74).
ENEMY ACTION: ARDENNES
Units that are dispersed, out of supply, or isolated may
not attack. German mechanized units that are out of fuel
(14.51) may not attack.
Illustration of Attack Eligibility [13.1]: This illustration
applies to both the German player and the Allied system
intelligence, but it does not illustrate how the Allied system
intelligence selects which attacks occur.

A: The attacker may attack only one hex at a time.

B: Units are not required to attack.

C: A unit may attack while another unit stacked with it
attacks a different hex or not at all.

D: A unit may participate in only one attack in an activation.

E: Inactive units may not attack unless allowed by a
combat tactic or Allied action card.

F: A defending unit may only be attacked once in an
activation and a unit that is dispersed or unsupplied may
not attack.
A
13.2 Undetected Allied Defenders
In Step 3 of a German attack, draw one Allied command
card if at least one Allied defender is in supply. If the
formation on the card matches that of any of the defending
units, and the defending units are in communication, not in
danger of surround and possess fewer than four steps in
total, check for an undetected Allied defender.
Example: You are attacking two reduced Allied
infantry units in US V Corps, 16.1.V and 393.99.V
(two steps total). You would check for an undetected
Allied defender if you drew a card with any of these
formations: the 1st Division, the 99th Division, V Corps,
1st Army or the 21st Army Group. If the two units are
full strength (four steps total), you would not check for
an undetected Allied defender.
If there is a match, check to see if a unit in the Reserve
Units box is eligible for placement as an undetected Allied
defender; if not, check all out-of-contact on-map units
for an eligible unit (see 9.3 for definition of out-of-contact
units).
ELIGIBILITY: A reserve or out-of-contact unit is eligible if:

In the division listed on a division command card; or

In the corps listed on a corps command card, with
preference given to units in the same division as the
defending units; or

In the army listed on an army command card, with
preference given to unit in the same division as the
defending units, then in the same corps; or

For the 21st Army Group command card, a unit is eligible
if in the same army as the defending units, with preference
given to unit in the same division, then in the same corps.
PLACEMENT: If a unit is eligible to be an undetected
defender, place it in the defending hex. The unit participates
in the current combat. If more than one unit is available
within the preferences listed above, take a reserve unit
before taking an out-of-contact unit, then take the lowest
numbered unit.
B
13.21 CHECK FOR COMBAT TACTICS: If the Allied
F
command card does not result in an undetected defender
for any of the following reasons, apply the card’s combat
tactic(s) to the combat, if any (13.3).
C
D
E

The defending units are out of communication.

The defending units are surrounded or in danger of
surround.

The defending units possess four or more steps.

None of the defending unit’s are in the card’s formation.

No reserve units or out-of-contact units are eligible for
placement as an undetected defenders.
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13.3 Combat Tactics
PLAYING GERMAN COMBAT TACTICS: In step 2 of a
DRAWING ALLIED COMBAT TACTICS: In step 3 of a
German attack and step 2 of an Allied attack, you draw one
Allied command card as long as at least one participating
Allied unit is in supply.
BENEFITS: Each combat tactic provides a specific benefit
described on the EVENTS & TACTICS player aid. In addition,
each combat tactic played by the attacker allows him to
draw an additional combat chit (13.4), even if that tactic
provides no other tangible benefit.
13.31 APPLIES TO ONE COMBAT: A card played as a
combat tactic applies only to the combat for which it is
played. Combat tactics benefit any supplied units of any
formation, regardless of the formation listed on the card.
13.32 COMBAT TACTIC WILD CARDS:

You may play a German Army or Army Group card
as a “wild” combat tactic. You choose any combat tactic
available to the Germans and declare its use in the combat
(whether attacking or defending) when you play the card.

If an Allied Army or Army Group card is drawn as a
combat tactic, the Allies receive two combat tactics for
the combat: Artillery and Airpower. If attacking, the
Allies also receive two additional combat chit draws.
13.33 GERMAN COMBAT TACTIC LIMITS:
The
maximum number of combat tactic cards you can play in a
given German activation equals the Command Value of
the activating card.
Example: When playing the XLVII Panzer Corps card
(Command Value 3) to activate units, a total of three
combat tactic cards can be played for all attacks by
those units. If you were to use three combat cards for
your first attack in the activation, you would not be able
to play any combat tactic cards for subsequent attacks
in the same activation.
following cases:

The Peiper / 150th Panzer Brigade command card has
a Command Value of 0; therefore, if played to activate
either unit, no combat tactics may be played for an attack
conducted by that unit in that activation.

You may not play combat tactics to support the VDH
unit, even if in supply. See the details for the von der
Heydte command event described on the EVENTS &
TACTICS player aid.
13.34 ADDITIONAL ALLIED COMBAT TACTICS: When
attacking, the Allies may receive combat tactics in addition
to a combat tactic gained from a command card draw.

The Action Card calling for the attack may list one or
two combat tactics. These apply to all attacks called for
by the card.

Every attack by a formation activated by an Army card
receives the Tank Battalion combat tactic.

Every attack by a formation activated by the 21st Army
Group card receives the Artillery and Airpower combat
tactics.
The effects of each Allied combat tactic are applied to
the combat and the Allies receive an additional combat
chit draw for each. If the Allies receive the same combat
tactic twice in a single attack (such as two Artillery combat
tactics) the specific effects of the two combat tactics are not
cumulative, however, the Allies still receive two additional
combat chit draws.
ENEMY ACTION: ARDENNES

If the Allies are attacking and the card lists a combat
tactic, apply it to the combat.

If Allies are defending and meet the requirements of
13.2, the command card is checked for an undetected
Allied defender first. If the check does not result in an
undetected Allied defender and at least one defending
unit is not dispersed, apply the combat tactic listed on the
card (if any).
PROHIBITIONS: You may not play combat tactics in the
GS RULES
German attack and step 3 of an Allied attack, you have the
opportunity to play a limited number of cards from your
hand as combat tactics, as long as at least one of your units
involved in the combat is in supply and not dispersed.
During the Allied impulse you may play only one combat
tactic card in response to each Allied attack.
13.4 Drawing Combat Chits
MINIMUM DRAW: Draw combat chits blindly from the
combat chit cup one at a time. The required minimum
number of draws equals the number of steps in the
defending units, regardless of any combat cards played or
other factors.
Example: If a hex under attack contains a two-step unit
and a one-step unit, you must draw three combat chits.
OPTION TO CONTINUE: When you are attacking and
have drawn the minimum number of combat chits required,
you may choose to stop there or to draw any number
of additional chits, up to a total equal to the maximum
allowed. You must choose the total number you will draw
prior to drawing any additional chits. Once you have
decided, draw that number of chits and only that number
of chits.
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When the Allies are attacking you continue to draw combat
chits one at a time up to the maximum number allowed or
until the Allies break off the combat (13.42), whichever
occurs first.
ENEMY ACTION: ARDENNES
GS RULES
MAXIMUM DRAW: The maximum number of combat
chits allowed equals the number of attacking units (not
steps) with non-bracketed combat strength, with the
following modifications:
+1 chit for every attacker combat tactic.
+1 chit if the attacking units include one or more elite units.
+1 chit for each attacking unit with three or four steps.
+1 chit if the defender is out of supply.
+2 chits if the defender is isolated.
-2 chits if the Screen combat tactic is in effect for the Allied
defender.
Illustration of Combat Chit Draw [13.4]: Five German
units are attacking an Allied unit with two steps. One of
the five units has bracketed combat strength. The German
player played two combat tactic cards and one attacking
unit is elite. A minimum of two chits must be drawn and
a maximum of seven chits may be drawn. After drawing
and inspecting the first two chits, the German player must
declare that he is drawing zero to five more chits. Once
declared, he must draw that number and abide by the results
of the drawn chits.
Minimum Draw: 2
▪ 2 steps defending
MANDATORY MINIMUM: If the calculated chit draw
maximum is equal to or less than the required minimum
draw, the attacker draws just the required minimum
number of combat chits. Never draw less than the required
minimum.
Maximum Draw: 7
▪ 4 units non-bracketed
combat strength
▪ 1 elite unit
▪ 2 combat tactics played
13.41 COMBAT CHIT SITUATIONS: As you draw each
combat chit, check the situation listed on the front and
back of the chit.

EITHER: If either situation applies to the combat, retain
the chit and place it in front of you with the applicable
side up.

BOTH: In some cases, both situations on the chit may
apply. If so, use the side with priority, indicated by a P
symbol.

NEITHER: If neither situation applies, set the chit aside;
it is not returned to the cup and still counts as a chit draw.
Combat chits list the following situations:
Combat Ratios are a comparison of the attacker’s combat
strength to the defender’s combat strength. To determine
if a combat ratio situation applies, add up the strength of
all attacking units and all defending units and compare
the two. The attacker’s strength is given first in the ratio.
Include bracketed combat strengths in the calculation.
Combat Ratio Examples:
> 3:1 The attack strength is at least three times the
defense strength e.g. 9:3
> 1:1 The attack strength is greater than the defense
strength e.g. 5:4
< 2:1 The attack strength is less than two times the
defense strength e.g. 5:3
> 8:1 The attack strength is at least eight times the
defense strength e.g. 16:2
< 1.5:1 The attack strength is less than one and a half
times the defense strength e.g. 7:5
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Terrain affects the calculation of combat ratios in the
following situations:
Example: If two units with a total strength of seven
are attacking across a river, their strength is halved and
rounded down to three.
Terrain such as clear, broken, woods, forest, town or
city applies if the defending units occupy a hex with one
or more of the terrain features listed on the combat chit.
Both natural terrain (clear, broken, woods, forest) and built
terrain (town or city) can apply in a combat situation.
Illustration of Flank Attack Situations [13.4]:

A: Unit A is flanked because enemy units are attacking it
from three hexes.

B: Unit B is not flanked because only one enemy unit is
adjacent to it.

C: Even though three enemy units are adjacent to Unit C,
it is not flanked because it is in a town.

D: Unit D is flanked because it is adjacent to two enemy
units which are not adjacent to each other.
A
Dec 16 or Dec 17 applies if the attack occurs on the listed
date.
ENEMY ACTION: ARDENNES
Example: An attack on Trois Ponts (hex 0812) gives
the defending unit(s) the benefit of both town and forest
terrain. If the attacker draws a combat chit that lists
either or both terrain features, the effect still applies
only once for that particular combat chit (13.5).
GS RULES

The strength of units defending in a city hex is doubled.

The strength of German units defending in a Westwall
hex is doubled.

The total strength of units attacking across a river hexside
is halved; round down any fractions to the nearest whole
number.
Flank Attack applies if the attacking units occupy at least
three hexes or occupy two hexes not adjacent to each
other; or if a German attack is supported by the Infantry
Infiltration combat tactic. Flank Attack does not apply if
the defender is in a town or city.
B
C
Allied or German Airpower applies if the attacker or
defender has played the corresponding combat tactic card.
Attacker or Defender Artillery applies if the attacker or
defender has played the corresponding combat tactic card.
D
Attacker or Defender Elite applies if any attacking or
defending units are elite.
Attacker or Defender Green applies if any attacking or
defending units are green.
Large Attack applies to any attack in which at least seven
combat chits are drawn.
Combat Engineers applies if the attacker (only) played
the Combat Engineers combat tactic.
Allied Attack applies to any attack by Allied units.
Defender Adjacent applies if the defender is adjacent to a
non-dispersed unit in supply and friendly to the defender,
and which has not yet been attacked in the current impulse.
Defender Recon applies if the Allied units defending
against a German attack include a recon unit type.
Dispersed or Unsupplied applies if all defending units are
dispersed, in low supply, out of supply, isolated or out of
fuel.
5 PZ Army Attack applies to a German attack in which
at least half the attacking units are in the 5th Panzer Army.
IP Crossfire applies if the defender occupies an Improved
Position.
One-Hex Attack applies if all the attacking units are in a
single hex. This situation is negated if a German attack is
supported by the Infantry Infiltration combat tactic.
Only Attacker or Defender Armor applies if only one
side has an armor unit in the combat. The Tank Battalion
or Panzer Battalion combat tactic card fulfills this
requirement.
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GS RULES
Only Attacker or Defender Combined Arms applies if
only one side has both armor plus infantry or mechanized
infantry unit types in the combat. All units with both
armor and mechanized infantry symbols possess combined
arms on their own. The Tank Battalion or Panzer Battalion
combat tactic card fulfills the armor part of this requirement.
Combined Arms?
NO
YES
YES
NO
for the current combat, including the blue chit. The combat
chit cup is also replenished at the end of the day; return all
chits to the cup at that time.
13.5 Combat Hits
After drawing combat chits and determining which ones
apply to the combat situation, calculate the total hits
incurred by the attacking and defending units. Each combat
chit lists an A (for attacker) or D (for defender) followed
by a numerical hit result, for example A1 or D2. Some
chits list hit results for both the attacker and defender, such
as A1 D1. Some chits list a hit result subtraction, such as
D-1. Still other chits list G for German or U for US/Allied
followed by a hit number, instead of A or D; these apply to
units of that nationality, whether attacking or defending.
ENEMY ACTION: ARDENNES
Calculate the hits (add and subtract as necessary) on all the
chits for the defender and attacker to arrive at a hit total for
each side.
13.42 ALLIED ATTACK BREAK OFF: Allied attackers
Illustration of Combat Hits [13.5]:
break off a combat (stop drawing combat chits) after
drawing the minimum required but before reaching the
maximum allowed number of chit draws in either of the
following situations.
ALLIED BREAKOFF: The conditions for breaking off the
combat described on the Action Card are met. Often an
action description will call for break off if the cumulative
attacker hit total is one or two hits.
GERMAN ELIMINATION: The cumulative total of
hits incurred by the German defenders is sufficient to
eliminate them. German defenders will be eliminated if the
cumulative defender hits exceed the number of steps in the
defending stack by two or more.
Example: If two steps are defending, a cumulative
defender hit total of four or more indicates the defenders
will be eliminated.

If the defenders are surrounded and not adjacent to
a supplied German unit, reduce the hits required for
elimination by one.

If the defenders occupy a town, city, Westwall or improved
position, increase the hits required for elimination by one.
13.43 REPLENISHING THE COMBAT CHIT CUP: Once
drawn, combat chits are kept out of the cup. After
resolving a combat, place the drawn combat chits to the
side with any previously drawn chits until replenishment
occurs. Replenishment is triggered when a blue combat
chit is drawn. Upon drawing a blue combat chit, return all
drawn chits from previous combats to the cup and resume
drawing chits for the current combat. Retain chits drawn
These three chits total A2 D2; two hits to the attacker
and two to the defender.
These five chits total A1 D2; although
the chits show four defender hits,
the two D-1 results reduce the total
defender hits to two. If the attacker had
stopped drawing with the fourth chit in
the sequence, the result would be A1 D3.
Given the combat situation(s) apply, if the German
player is attacking, these four chits total A1 D3; if the
German player is defending, these chits total A0 D4.
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HIT TOTAL ADJUSTMENTS: The hit total is adjusted in the
following situations:
HIT TOTAL LESS THAN 0: A hit total less than 0 (due to
subtractions) is treated as 0.
13.51 PROCESSING HITS: After calculating each side’s

Defending units may all retreat one hex to satisfy one hit,
or retreat two hexes and disperse all defending units to
satisfy two hits. All other defender hits must be satisfied
by step losses.

The first hit incurred by attacking units must be applied
as a step loss to one of those units. Up to two additional
hits may be satisfied by dispersing all attacking hits. All
other attacker hits must be satisfied by step losses.

You are not required to retreat or disperse German units;
you may choose to apply all hits as step losses.
13.52 ASSIGNING HITS TO ALLIED DEFENDERS: Each
hit is assigned to Allied units defending in combat either
as a one-hex retreat of all units, or a step loss to one unit.
Assign each hit one at a time in accordance with the first of
the following lettered priorities that applies. If the Allied
units are defending in a town, city or improved position
hex, reduce the total number of hits by one (and remove
the IP marker) before checking these priorities.
A. If the defender has already retreated two hexes in this
combat, apply a step loss for each remaining hit not yet
applied. If not, proceed to B.
B. If the number of hits remaining is equal to or greater
than the number of steps in the defending units, retreat
one hex. If the number of hits is less, proceed to C.
C. If losing a step would cause the defending unit to exert
no ZOC from the hex it occupies, retreat one hex. If
the unit would retain its ZOC, proceed to D.
D. Conduct a Hold Check to determine if the defending
units take a step loss or retreat. Calculate the defender’s
Hold Chance as follows:
Hold Value of hex
Steps in defending units
if all attackers are across a river
if defenders are surrounded or out of communication
if all retreat routes would require an extra step loss
(that is the defenders would have to retreat into
a hex in German control but not occupied by a
supplied Allied unit)
+2 if the defending units have already retreated one
hex
Roll the die; if the result is:

equal to or less than the defender’s Hold Chance,
apply a step loss;

greater than the Hold Chance, retreat one hex.
With each hit applied, repeat these priorities from the top,
beginning with Priority A.
Example: Five German units have attacked an Allied
armor unit with two steps, resulting in 2 hits to the
attacker and 2 hits to the defender. Defender hits are
assigned first, following by attacker hits. Hits assigned
to the Allied defender use the priorities in 13.52. Hits
assigned to German units (in this case attacker hits) use
the standard rules of 13.51.
Process the defender hits first by stepping through the
four priorities (A-D) selecting the first one that applies
(implementing it) and then returning to the top of the
list to continue downward again – repeat this process
until all hits are satisfied. The first priority that applies
is priority B. Retreat the unit one hex (per 13.7), which
satisfies one hit. The two-step unit has one more hit
to satisfy. Starting at the top of the list again, the first
priority that applies is priority D since the number of
hits remaining (1) is less than the number of steps in the
defending unit (2). Conduct a Hold Check to determine
if the unit takes a step loss or retreats. The Hold Chance
is 3 (assume this as the Hold Value of the hex) plus 2
(number of steps) plus 2 (unit already retreated) equals
7 total. The die roll is 10, greater than the Hold Chance,
so the unit retreats a second hex (per 13.7), satisfies the
second hit, and becomes dispersed.
ENEMY ACTION: ARDENNES
hit totals, apply defender hits to the defending units, then
apply attacker hits to attacking units. Apply each hit by
removing a step from a unit participating in the combat or
by retreating or dispersing all participating units, within
the following restrictions:
+
+
+2
-3
+4
GS RULES

If the defender occupies a town, city or improved
position, or Westwall hex in case of German defenders,
the total number of defender hits is reduced by one. The
IP marker is removed upon conferring this reduction.

If all defending units are any combination of dispersed,
out of supply or out of fuel, the total number of attacker
hits is reduced by one.

If all defending units are isolated, all attacker hits are
ignored.
ALLIED DEFENDER’S HOLD CHANCE
Next, the German player must apply the first hit to one
of the attacking units. Now he has two options: (1) if he
disperses all his attacking units, he can satisfy the one
remaining hit – only up to two hits after the first hit can
be satisfied this way; or (2) he applies the second hit to
another one of his attacking units (now satisfying both
hits as step losses) – if the defender retreated, then his
attacking units may advance.
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GS RULES
13.53 ASSIGNING HITS TO ALLIED ATTACKERS:
1st hit: The first hit incurred by Allied units attacking in
combat is assigned as a step loss.
2nd hit: If the attacking units now have less than four steps,
disperse all attacking units. Otherwise, assign the second
hit as a step loss.
3rd hit: If already dispersed, no further effect for this hit.
If not yet dispersed, disperse all attacking units.
4th hit: If the attacking units have incurred just one step
loss in this combat, assign a second step loss. Hits beyond
four are not applied to Allied attackers.
13.6 Applying Step Losses
ENEMY ACTION: ARDENNES
A combat hit assigned as a step loss is applied to one unit
that participated in the combat.

Apply a German step loss to a unit of your choice.

Apply an Allied step loss to the participating stack with
the most steps. Within that stack apply the loss to the
multi-step unit with highest selector number. If none,
then to the one-step unit with the highest selector number.
To apply a step loss, flip the unit from its full strength
side to its reduced strength side, or replace the unit with
its replacement counter (marked R), showing one less step
dot. A one step unit receiving a step loss is eliminated.
Step
Loss
Step
Loss
Step
Loss
RETREAT PRIORITIES: Retreats are conducted by moving
the units one hex away from the hex they occupied during
combat, observing stacking limits at the completion of the
retreat, in the following priority order:
1. Into a hex not in enemy control. If none available…
2. Into a hex in enemy control, occupied by a friendly
supplied unit. If none available …
3. Into an unoccupied hex in enemy control and in
friendly supply. This retreat requires the removal of
a step from one of the retreating units. The step loss
does not count toward satisfying a combat hit.
4. Into an unoccupied hex in enemy control and not in
friendly supply or into a hex in enemy control and
occupied only by friendly unsupplied units. This
retreat requires a step loss, as in Priority 3.
MORE THAN ONE CHOICE: Within any of these priorities,
retreat into any hex regardless of terrain. However, retreat
is allowed across an unbridged river or into a forest hex not
via road only if no other hex is available in that priority.

GERMAN: If there is still more than one choice available
when retreating German units, you choose.

ALLIED: If there is still more than one choice available
when retreating Allied units, retreat into a town or
city hex. If none, then in the direction indicated by the
withdrawal arrow in the hex. If not possible, enter the
hex in the direction closest to the withdrawal direction. If
not possible or more than one, then westernmost.
13.71 RESTRICTED HEXES: A unit may not retreat into
an unoccupied enemy town or city. An Allied unit may not
retreat into a Westwall hex unless occupied by an Allied
unit.
13.61 ASSIGN STEP LOSSES EVENLY: If you are assigning
more than one step loss to units in a given combat, no unit
may be assigned a second step loss until all participating
units have been assigned one step loss. Furthermore, when
assigning step losses to units that attacked from multiple
hexes, units in a given hex may not be assigned a second
step loss until one step loss has been assigned to every hex
containing attacking units.
13.72 AVOID ELIMINATION: If following the above
retreat priorities would result in a unit’s elimination when
another valid retreat route of lesser priority would not, take
the lesser priority route.
13.7 Retreats
13.74 ALREADY RETREATED UNITS: If a unit ends its
The defender (whether Allied or German) in a combat may
satisfy one hit by retreating all defending units one hex, or
two hits by retreating all defending units two hexes. The
attacker may not retreat. Exception: The German VDH
parachute infantry unit and out of fuel units may not retreat
at all.
13.73 STAY TOGETHER: When more than one unit in a
hex is retreating, all retreating units must retreat together
and end in the same hex.
retreat in a hex occupied by a friendly unit, and that friendly
unit is subsequently attacked in the same activation, the
retreated unit contributes nothing to the defense in the
attack, its steps are not counted in determining combat chit
draws, and its steps may not be removed to satisfy step
losses. If the defending unit retreats or is eliminated by the
attack, the retreated unit is eliminated.
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Illustration of Retreats [13.7]: General: Since combats are resolved one at a time, the order of resolution will affect the retreat
priorities available. Each of the attacking Allied units in this illustration will advance one hex in the direction of the attack arrow
(the triangle symbol shows how many defender hits have to be processed by the defending unit). Hits satisfied by retreat and/or
dispersal are noted by green checkmark symbols. Hits incurred are noted by red “x” symbols.
B: This three-step unit incurs two hits in combat and can satisfy both of them by retreating two hexes and becoming dispersed.
It uses retreat priority 1 to retreat across the bridge. For the second hex, retreat priority 1 allows retreat into the clear or woods
hex, the unit chooses the woods hex.
C: Two two-step units incur one hit in combat. If both units hold position, one step loss is taken. If a one-hex retreat is attempted,
both units must retreat together and end up in the same hex together. They cannot use retreat priority 1 to enter hex 1220 or hex
1420 because those hexes are now
in enemy ZOC. Nor may the units
enter hex 1320 because the overall
number of steps in the hex (seven
steps for three units) would exceed
the stacking limit. Therefore, the
two retreating units must now
use retreat priority 3, losing an
extra step for retreating into an
C
1
enemy ZOC. In the end, the two
C
units retreat one hex to hex 1220,
satisfying the original hit, and then
one of them incurs a step loss for
using retreat priority 3.
P
O
2
B
P
1
A
P
O
D
2
ENEMY ACTION: ARDENNES
P
P
D: This two-step unit incurs two
hits in combat. Note that the unit
which attacked unit A has advanced
and now occupies the hex formerly
occupied by unit A (blocking one
retreat path option). Normally, unit
D must use retreat priority 3 and
with more than one choice must
first enter the broken hex instead
of the forest hex. However, if it
follows this path (broken hex then
woods hex), it will have satisfied
the original two hits from the
combat, but will be forced to take
two additional step losses, one for
each hex using retreat priority 3 –
thereby being eliminated. In this
case, the alternate path (forest hex
then woods hex occupied by the
retreated unit A), only incurs one
additional step loss penalty. In the
end, unit D satisfies two hits by
using a two-hex retreat, suffers
only one penalty step loss when
it passes through the forest hex
adjacent to an enemy ZOC, and
survives as a dispersed unit.
GS RULES
A: This two-step unit incurs one hit in combat and can satisfy that hit by retreating one hex. Using retreat priority 1, its only
choice is to retreat directly across the unbridged river hexside to the woods hex.
P
O
O
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ENEMY ACTION: ARDENNES
GS RULES
Illustration of Retreats – Allied [13.7]: Although the
retreat priorities of 13.7 always apply to Allied units, the
number of hexes retreated is driven by the hit assignment
procedure (13.52) and resolution of more than one choice
of retreat hex is assisted by the withdrawal arrows.
Two two-step defending Allied units in hex 0908 are
attacked by German units and incur 3 hits. First, use the
hit assignment procedure to determine whether the hit is
assigned as a step loss or as a retreat.

Hit 1: Priority D is the first priority that applies (3 hits
remaining are less than 4 steps), so this hit is assigned as
a Hold Check. The defending units have a Hold Chance
of 4 (the hex has no Hold Value and the units possess 4
steps) and you roll a 7. Both units must stay together and
retreat into hex 0909, since this hex is the sole hex that
matches retreat priority 1 (13.7).

Hit 2: Priority D is still the first priority that applies
(2 hits remaining are less than 4 steps), so this hit is
assigned as a Hold Check. The defending units have a
Hold Chance of 9 (number of steps plus Hold Value of
hex plus 2 because the units have already retreated one
hex each) and you roll a 6. Now the hit must be applied to
one of the units as a step loss.

Hit 3: The number of remaining hits (1) is still less
than the number of steps (3) so another Hold Check is
conducted. This time the Hold Chance is 8, and you roll
a 9, so this hit is assigned as a retreat. There are three
equally valid hexes to retreat into (priority 1 of 13.7).
Since a town or city is not one of the choices, but the
withdrawal arrow in hex 0909 points to hex 0809, which
is a valid choice, both units finally complete a two-hex
retreat into hex 0809, reduced by one step and marked
with a Dispersed marker (for the two-hex retreat).
dispersed. A unit retreating two hexes may retreat through
friendly units in excess of the stacking limit. A two-hex
retreat must end two hexes away from the combat hex.
13.8 Advance after Combat
If the defender vacates the hex under attack, by retreat or
elimination, all undispersed attacking units may advance
into the hex, within stacking limits, and regardless of the
presence of enemy zones of control.

Victorious attacking units (whether Allied or German) use
the general advance rules (including 13.81 and 13.82).

Victorious attacking Allied units – if eligible to advance
– must also be checked using the Allied advance rules
(13.83) to see whether they actually advance.

The advance of victorious attacking German units may
trigger roadblock checks in each hex of the advance
(15.1)
13.81 TWO-HEX ADVANCE: If the defending units retreat
two hexes or are eliminated, attacking mechanized units
may advance two hexes, as long as stacking limits are met
when the advances are completed.

The first hex entered in the advance must be the attacked
hex.

The second hex entered in the advance may be any hex
adjacent to the attacked hex. However, when deviating
from the path of retreat, the advancing unit may not move
directly from one enemy-controlled hex to another, may
not cross an unbridged river and may not enter a forest
hex unless entering along a road.

When more than one unit is advancing two hexes, they
may advance into different hexes.
13.82 ADVANCING ACROSS RIVERS: This depends on
whether the river has a bridge or not (16.2).
advance across bridged river hexsides. A unit advancing
across a bridged river hexside may advance two hexes,
if otherwise allowed. However, no more than one unit
may advance across a given bridged river hexside into an
enemy-controlled hex in a single combat, even if the hex is
friendly occupied.
3
C
P
O
P
BRIDGED HEXSIDE: Any number of attacking units may
13.75 TWO-HEX RETREAT: The defender (only) may
retreat undispersed units two hexes to satisfy a second
combat hit. Upon doing so, the retreating units become
UNBRIDGED HEXSIDE: A unit may only advance across
an unbridged river hexside if it attacked across that hexside
or is following the path of retreat. A unit advancing across
an unbridged river hexside must stop in the hex across the
river, even if the unit is mechanized and has advanced only
one hex. Furthermore, only one unit may advance across a
given unbridged river hexside in a single combat.
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Illustration of
Advance after Combat (1) [13.8]:
A: The defending unit retreated two hexes,
allowing the mechanized and infantry unit to both
advance into the vacated hex. The mechanized
unit can advance a second hex and does not have
to follow the retreat path and has three options.
Note that it can enter hex 1509 because it is
not moving directly from one enemy ZOC to a
second enemy ZOC (otherwise, that option for
advance would be prohibited).
[X]
.
C
GS RULES
B: The defending unit retreated two hexes,
allowing both mechanized units to advance
across the bridge into the vacated hex. Since an
adjacent defending unit does not have a ZOC,
both can advance a second hex. If any of the
attacking units advance a second hex, none can
enter a forest hex (unless by a road).
X
X
5
B
[X]
.
A
X
X
D
3
5
ENEMY ACTION: ARDENNES
C: The defending unit retreated one hex, but
since an enemy unit still exerts a ZOC into the
just vacated hex, only one attacking unit can
advance across the bridge.
5
Illustration of
Advance after Combat (2) [13.8]:

D: Although the defending unit retreated
two hexes, only one attacking unit can
cross the unbridged hexside into the just
vacated hex and that unit must stop.
E

E: Since only one unit can advance
across an unbridged hexside, the attacker
decided to split his force into two separate
combats (both resulting in very unlikely
but possible retreats by the defender)
to gain the advantage of moving both
attacking units across the river (across two
different hexsides).
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GS RULES
50
13.83 ALLIED ADVANCE AFTER COMBAT: ▲Victorious
attacking Allied units advance one unit at a time, in
ascending numerical order. For each unit eligible to
advance, check the movement arrows in the unit’s hex to
determine if its advance into the hex vacated by the enemy
would be in the primary forward direction, secondary
forward direction or some other direction. Consult the
following table, cross referencing the route of advance
with the number of Allied units that have already advanced
into the hex (if any). Roll the die; if the die result falls in
the indicated range, the unit advances.
Number of Advancing Allied
Units Already in Hex
Route of Advance
0
1
2
Advance
1-7
No
Secondary forward route
or town
1-8
1-4
No
Other Route
1-3
No
No
ENEMY ACTION: ARDENNES
Primary forward route
or into a VP hex
If a unit advancing a second hex has a choice of hexes to
enter, check for advance into the hex with highest chance
of advance only.
ALLIED ADVANCE RESTRICTIONS:

An Allied unit will advance into a surrounded hex or
a hex in danger of surround only if the hex has a Hold
Value of 1 or higher

An Allied unit will not advance if doing so creates or
enlarges a gap in the Allied line unless advancing into a
VP hex.

A lone Allied unit without a ZOC (with a bracketed
combat strength) does not check for advance. Two or
three units without ZOCs stacked together check for
advance as if one unit.

A mechanized unit advancing a second hex will deviate
from the path of retreat to follow the primary or secondary
route, if able. Otherwise, check for advance along the
path of retreat.
EFFECTS: Place a Dispersed marker on the unit.
A dispersed unit:

does not exert control;

may not move, attack or build an improved position;

may not advance after combat.
A dispersed unit and any units stacked with it:

may retreat only one hex if attacked.
If all units defending in a combat start the combat dispersed:

the attacker subtracts one hit from his hits incurred;

the defender may not be the recipient of combat tactics.
REMOVAL: A dispersed unit becomes undispersed as
follows:

The unit is activated. After all other units in the activated
formation have completed their actions, the unit’s
Dispersed marker is removed. An attacking unit that
becomes dispersed does not become undispersed at the
end of the same activation.

All Dispersed markers are removed at the end of the day.
14. COMMUNICATION AND
SUPPLY
Units and hexes are considered to be either in communication
or out of communication (OOC) at all times. A unit or hex
can be in Allied communication, German communication,
or in communication with both sides.
A unit must be in supply in order to function at full
effectiveness. A unit becomes unsupplied if in a situation
where it cannot trace a supply line during the Supply Phase.
SUPPLY PHASE 17+ : All units start the game in supply.
Starting December 17, the Supply Phase is conducted each
day.
FRIENDLY MAP EDGES: For purposes of tracing
13.9 Dispersal
communication paths and supply lines, the following map
edges are friendly as follows:

The unit is defending in combat and retreats
two hexes.

The unit is attacking and becomes dispersed
to satisfy combat hits.

German-friendly: the east map edge plus those portions
of both the north and south map edges that contain or are
east of a Westwall hex.

Allied-friendly: the west map edge plus those portions
of both the north and south map edges that are west of a
Westwall hex.
A unit becomes dispersed in the following
situations:
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Illustration of Allied Advance Restrictions [13.83]: The advancing Allied units depicted use a simplified selector numbering
for ease of explanation only.
A ANY
X 01 X
ANY
X 02 X
?
?
?
B ANY
X 03 X
ANY
X 04 X
[X]
C
ANY
X 05 X
ANY
X 06 X
?
?
.

C: The German unit
has conducted a twohex retreat to hex 1814,
enabling the two Allied
mechanized units the
possibility of a twohex advance, however,
since the first hex of an
advance must be into
the hex of attack, only
one unit of the pair
can actually advance
a single hex across
the unbridged river
(13.82). Check unit 05:
it is eligible to advance
into the attacked hex
by crossing the river,
but this is neither the
primary nor secondary
route; since no other
Allied unit is in the hex,
unit 05 will advance
on a die roll of 1-3; the
roll is 7 and so it cannot
advance. Since unit 05
failed to advance, check
unit 06 (using the same
check conditions). The
die roll is 4, so it cannot
advance.
ENEMY ACTION: ARDENNES
B: The German unit has conducted a two-hex retreat to hex 1813, enabling the two Allied mechanized units the possibility of a
two-hex advance. First check unit 03: it is eligible to advance into the attacked hex, crossing the bridged river hexside (13.82),
following a direction marked with a secondary arrow; since no other Allied unit is in this hex, unit 03 will advance on a die roll
of 1-8; the die roll is 4 and so it advances. It is eligible to advance yet another hex, and may deviate from the path of the retreat
– note that if the German unit in hex 1613 projected a ZOC, then unit 03 would only be eligible to advance along the path of
the retreat (13.81). Since it may deviate from the path of retreat, its first choice must be in the direction of the primary arrow
and since no Allied unit is hex 1514, unit 03 advances directly into that hex. Next, check unit 04: like unit 03, it is also eligible
to advance; it must also check to see whether it advances on a die roll of 1-8; the roll is 8 and so it advances. But it may not
advance a second hex even though eligible to do so: if it leaves hex 1614 (either because it can follow unit 03 along the primary
route or in case the German unit projecting a ZOC forces it to follow the path of retreat into hex 1714), a gap in the line (13.83)
will appear passing through hexes 1615 and 1516.
GS RULES
A: The German unit has conducted a two-hex retreat to Houffalize, enabling the two Allied mechanized units the possibility of
a two-hex advance. First check unit 01: it is eligible to advance into the attacked hex (per 13.81); the route of advance is “other
route” (neither a primary nor a secondary arrow marks this route of advance); since no other Allied unit is in this hex, unit 01
will advance on a die roll of 1-3; the roll is 2 and so it advances. It is eligible to advance yet another hex and may deviate from
the path of the retreat; the only valid hex of advance is the one marked with a primary arrow and since no Allied unit occupies
that hex, it will directly advance without a die roll into the hex adjacent to the retreated defender in Houffalize. Next check
unit 02: like unit 01, it is also eligible to advance; it must also check to see whether it advances on a die roll of 1-3; the roll is
3 and so it advances. It will attempt to follow unit 01 (primary arrow) and will advance on a die roll of 1-7; the roll is 6 and so
it advances.
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ENEMY ACTION: ARDENNES
GS RULES
52
a bridge across a given river hexside, at least one hex
bordering that hexside must be in friendly supply.

To place a German reserve unit in a hex, the hex must be
a friendly supply head.

To place an Allied reserve unit in a hex, the hex must be
in Allied supply.

To assign replacements to a unit, the unit must be in
supply and able to trace supply from its hex.

To earn Victory Points for a German unit west of the
Meuse River, the unit’s hex must be in German supply
during the End of Day Phase.
14.1 Communication
Communication for a hex or a unit in the hex is determined
whenever called for. A hex is in friendly communication
if a path of hexes can be traced from the hex to a hex on a
friendly map edge with the following conditions.
1 The hex for which communication is being traced may
be in an enemy ZOC.
2.From there, the path may not pass through enemy town
or city hexes, or through hexes occupied or controlled
by enemy units, unless the hex is occupied by a friendly
unit.
3.The path may be traced through a hex adjacent to an
enemy unit that does not exert control.
4.Finally the path may be as circuitous as necessary and
may be traced through any terrain, including across an
unbridged river.
EFFECTS OF COMMUNICATION:

If German communication can be traced from a hex on
the western map edge, a gap is said to exist in the Allied
front line (12.2).

If German or Allied communication cannot be traced
to an Allied roadblock during the Supply Phase, the
roadblock is removed.

In order to be taken as an out-of-contact unit, the Allied
unit must be able to trace Allied communication.

In order to receive an undetected Allied defender, the unit
under attack must be able to trace Allied communication.
Additional supply requirements apply to the German Solo
game:

In order to release the OKW Reserve a German unit
must be adjacent to or across the Meuse River in a hex in
German supply during the Reserve Phase (7.4).

In order to play the German “Activate one Unit” command
(6.3) the unit must be in a hex in German supply.

In order to add an out-of-contact Allied unit to an attack
(13.2), the placement hex must be in Allied supply.

In order to interrupt German movement or advance with
a roadblock check (15.1) or bridge demolition check
(11.4), the hex in question must be in Allied supply.

To conduct a roadblock reserve check (15.3), the
roadblock must be in a hex in Allied Supply or in a VP
hex.
SUPPLY PATH CONSIDERATIONS: A unit or hex is in
supply if a path of no more than four hexes can be traced
from the unit or hex to a hex on a friendly map edge or to
a road hex that is a valid supply head.

First, the hex for which supply is being traced may be in
an enemy ZOC.

From there, the four-hex path may not pass through
enemy town or city hexes, across enemy bridges, or
through hexes occupied by enemy units.
Illustration of Communication & Supply [14.1 and 14.2]
14.2 Supply
SUPPLY FOR UNITS: Supply for all units in play is
determined during the Supply Phase of the day. Supply
determinations made for units in the Supply Phase apply
throughout the day. Exception: Allied Air Resupply (14.4).
SUPPLY FOR HEXES: Supply for a hex is determined at
the moment any one of the following functions is to be
performed in the hex:

In order for Allied Engineers to destroy a bridge, at least
one hex bordering the bridge hexside must be in Allied
supply.

In order for German Bridge Engineers to repair or build

In Supply and In Communication: Units A, B, C and E
meet both sets of requirements.

Out of Supply but In Communication: Units D and F are
out of supply (see above), but are still in communication:
unit D traces a communication path to hex 1411 (not in
enemy control), then into Houffalize (Allied town) and
then back to the friendly board edge; unit F traces a
communication path to unit E, then Houffalize and back
to the friendly board edge.

Out of Supply and Out of Communication: Unit G is
out of supply (see above) and is also out of communication
because the presence of enemy control affects the potential
path of communication.
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53
Illustration of Tracing Supply [14.2]: Hexes marked with a green check mark symbol are valid supply head hexes, whereas
those marked with a red “x” symbol are not.
P
ENEMY ACTION: ARDENNES
A
P
P
B
P
[X]
O
P
O
C
O
.
E
D
[X]
F
GS RULES

A: In Supply: this unit’s path exits an enemy ZOC and reaches a supply head in two hexes.

B: In Supply: this unit’s path exits an enemy ZOC into a hex adjacent to an enemy unit that does not project a ZOC (bracketed
combat strength) and so it reaches a supply head in two hexes.

C: In Supply: this unit’s path exits an enemy ZOC and immediately enters into a friendly-occupied hex in an enemy ZOC
followed by a hex adjacent to an enemy unit that does not project a ZOC (bracketed combat strength) and so it reaches a supply
head in three hexes.

D: Out of Supply: this unit’s supply path directly across an unbridged river hexside is only one hex; the hex the path enters is
not a supply head (it is one hex short of the road).

E: In Supply: this unit’s supply path directly across an unbridged river hexside is only one hex but the unoccupied hex the path
enters has a road and due to lack of enemy ZOC is a supply head.

F: Out of Supply: although the unit’s path gains the advantage of directly entering into a friendly occupied hex, its path did not
start immediately adjacent to an unbridged river hexside.

G: Out of Supply: this unit cannot trace a valid path to a supply head: it is within four hexes of Houffalize by two different
routes, but neither path is valid for unit G due to the presence of enemy control.
.
G
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ENEMY ACTION: ARDENNES
GS RULES
54

The path may be traced through a hex in an enemy ZOC
only if occupied by a friendly unit.

The path may be traced through a hex adjacent to an
enemy unit that does not exert a ZOC.

If the path crosses an unbridged river hexside, its allowed
length is shortened to one hex; that is, the unbridged river
hexside must border the unit’s hex and a valid supply
head must be in an adjacent hex across the river in order
for the unit to be in supply.
SUPPLY HEAD CONSIDERATIONS: A road hex is a valid
supply head if a path of connected road hexes can be
traced from the hex to a hex on a friendly map edge with a
road leading off the map.

The road path may be of any length but may not pass
through enemy town or city hexes, across enemy bridges,
or through hexes occupied by enemy units.

The road path may be traced through a hex in an enemy
ZOC only if occupied by a friendly unit.

The road path may be traced through a hex adjacent to an
enemy unit that does not exert control.
14.21 SUPPLY AT MAP EDGE: A unit in a hex along a
friendly map edge is always in friendly communication
and supply.
14.22 GERMAN INITIAL SUPPLY 16-18 : German
units are in supply throughout December 16, 17 and 18,
regardless of their situation. Exception: See the von der
Heydte command event.
14.23 SUPPLY AND WESTWALL: Allied supply may not
be traced through a Westwall hex unless occupied by an
Allied unit.
14.3 Effects of Unsupply
A unit that cannot trace supply during the Supply Phase
enters one of three successive states of unsupply: low
supply, out of supply (OOS) or isolated. A unit in any of
these three states is considered unsupplied.
14.31 LOW SUPPLY: An unsupplied unit that was in
supply before the current Supply Phase
receives a Low Supply marker. A unit in low
supply operates normally, except for the
following:
14.32 OUT OF SUPPLY: An unsupplied unit already in a
state of low supply during the Supply Phase
(from a previous day) receives an Out of
Supply marker. An out of supply unit
suffers the effects of low supply, plus the
following:

If mechanized, the unit may move only one
hex.

The unit may not build an IP, but may retain
one previously placed.

The unit may not attack.

Out of supply only: If attacked, the enemy attackers
may draw one extra combat chit and may disregard one
attacker hit.
14.33 ISOLATED: An unsupplied unit already out of
supply during the Supply Phase receives an
Isolated marker. An isolated unit suffers
all the effects of being out of supply, plus
the following:

The unit does not exert a ZOC, even if in a
town or city.

An infantry unit may move only one hex,
and if attacked may retreat only one hex.

A mechanized unit may not move or retreat.

The unit may not exit an enemy ZOC.

The unit may not enter an enemy town or city, and may
not cross an enemy bridge.

The unit does not affect the placement of enemy reserve
units (except in its own hex).

Isolated only: If attacked, the enemy attackers may draw
two extra combat chits and disregard all attacker hits on
all chit draws.

An isolated Allied unit may not enter an unoccupied
Westwall hex.
14.34 SURRENDER: An unsupplied unit already isolated
during the Supply Phase continues to suffer all the effects
of being isolated. In addition, roll the die and check for
surrender of the isolated unit. If the die result falls into the
die roll range for the unit quality, remove one step from
the unit. If this was the last step, remove the unit from
the map and place it in the Eliminated Units box. Check
surrender for each unit in an isolated stack separately.

No combat tactic may be played in the
unit’s support. If the combat includes other
friendly units in supply, combat tactics may
be played on their behalf.

The unit may not exit the map.

An Allied unit in low supply may not be the lead unit in
an attack.
UNIT TYPE
Green
Regular
Elite
SURRENDER
RESULT
1-6
1-4
1-2
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14.4 Allied Air Resupply
GS RULES
If the Airpower event occurs as a command event in the
Allied impulse, one Allied stack that is currently out of
supply or isolated is immediately placed in supply – remove
the Out of Supply or Isolated marker from the stack. If
more than one such unit/stack qualifies, select the stack
with the most steps. If still tied, select an isolated stack
before an out of supply stack, then select the stack with the
lowest numbered unit. During the next Supply Phase, the
unit/stack will again be subject to a normal supply check.
Fuel Depot marker, reveal the hidden side. If NO, discard
it. If YES, remove the marker from the map and keep it.
14.5 German Fuel Shortages 20+
Beginning on December 20, German mechanized units
are subject to fuel shortages. During the Supply Phase of
each day and each time you replenish your hand, check all
the division command cards in the hand to see if any of
the listed formations lack fuel on the current date. If so,
place Out of Fuel markers on all units of the formation, and
discard the card, without drawing another.
You may prevent a formation from being out of fuel by
playing the Fuel Priority command event (see the event
descriptions) or by spending a Fuel marker (14.52). If you
spend a Fuel marker, the card is not discarded.
14.51 EFFECTS OF NO FUEL: An out of fuel unit suffers
the following effects:

The unit may not move, retreat or advance
after combat.

The unit may not attack.

If the unit is attacked, the enemy attackers
may disregard one attacker hit.
15. ALLIED ROADBLOCKS
A Roadblock marker may appear in an empty
Allied position via two methods: when a
German unit moves or advances adjacent
to the position during your impulse, and as
a result of the Engineers command event
during the Allied impulse.
An Allied roadblock represents a small force of engineers
or other troops throwing up a hasty barrier across a road to
slow down the Germans when a conventional force is not
available. A roadblock is removed if adjacent to an active
German unit at the start of a German activation. However,
sometimes when a roadblock is removed, it is revealed to
be part of an Allied force and is replaced with an Allied
unit.
ENEMY ACTION: ARDENNES
Example: On December 23, you draw the command
card for the 1st SS and 12th SS Panzer Divisions,
indicating no fuel for the 1st SS on December 22 and
26, and no fuel for the 12th SS on December 23 and 29.
Since it is December 23, the 12th SS Panzer Division
has no fuel. Place Out of Fuel markers on the three
units of the 12th SS Panzer Division (if in play) and then
discard the command card.
USE OF FUEL DEPOTS: If you possess a fuel depot when
you draw a command card indicating a formation is out of
fuel, you may spend (discard) the fuel depot to ignore the
out of fuel effects. Keep the card and do not place Out of
Fuel markers on the units.
15.1 Roadblock Check
The effects of being out of fuel last throughout the day
incurred. Out of Fuel markers are removed during the
End of Day Phase. The effects of being out of fuel are
cumulative with the effects of being in low supply or out
of supply. An isolated unit may not also be out of fuel,
however, if its division card indicates the unit’s division is
out of fuel, the card is still discarded.
14.52 FUEL DEPOTS: Five Fuel Depot markers are placed
on the map at the start of play. Two of these say NO on
their hidden side (just a rumor of fuel) and three say YES
(available fuel). When a German unit enters a hex with a
Each time a German unit enters a hex that is adjacent to
an Allied position hex meeting all the following criteria
conduct a roadblock check:

The hex is unoccupied;

The hex has both a road and an Allied position symbol;

Allied supply can be traced to the hex;

The hex is not adjacent to any unit at the instant of the
check, Allied or German, other than the moving unit.
Exception: An empty position hex adjacent to an Allied
unit is eligible for a roadblock check if the position has
a Hold Value of 5 or 6, or if the only adjacent Allied
unit does not exert control at the moment of the check.
20+ Starting December 20, the hex must be a VP hex.

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ROADBLOCK CHECK PROCEDURE: Roll the die. If the die
15.11 CHECKS FOR EACH HEX ENTERED: A German unit
Less than or equal to the position’s Hold Value:
•Place a Roadblock marker in the hex.
•The German unit must stop moving if the hex it occupies
has a direct road connection to the hex with the roadblock.
•The unit may continue moving if there is no such road
connection.
15.12 ONCE PER HEX POSITION ONLY: A given position
GS RULES
result is:
Greater than the position’s Hold Value:
•No Roadblock marker is placed.
•The German unit may continue moving.
may trigger several roadblock checks as it moves, advances
or is reinforcing a battle, each time it moves adjacent to a
hex meeting the above criteria. If a German unit enters a
hex adjacent to more than one potential roadblock position,
check all such positions, beginning with the position with
the higher Hold Value, then the westernmost.
is checked for a roadblock only once in a single German
activation. If a roadblock check results in no roadblock
being placed and then another German unit moves adjacent
to that hex in the same activation, do not conduct another
ENEMY ACTION: ARDENNES
Illustration of Roadblock Check [15.1]: Three German units are activated to move on December 19 and may have to perform
roadblock checks.
A: When unit A enters the first hex of its depicted route, it is adjacent to an unoccupied, supplied Allied position hex with a road
and no other unit adjacent; on a die roll of 1-2, a Roadblock marker is placed; since the unit’s hex is connected by a road with
hex 1409, it would have to stop movement. However, as the roadblock is not placed, the unit may continue moving and does
so. When it enters the second hex of its depicted route, it is still adjacent to hex 1409, but once a position is checked during the
current activation it is not checked again. The unit is now adjacent to another unoccupied, supplied Allied position hex (hex
1511) but since this hex does not have a road, a roadblock check is not performed. The unit completes its movement.
B: When unit B enters the
first hex of its depicted route, it is
adjacent to two hexes eligible for
a roadblock check, but since hex
1409 was already checked, it is not
checked again. A roadblock check
is performed for hex 1309; on a
die roll of 1-2, a Roadblock marker
is placed; note that the unit could
continue along its depicted route
B
regardless, since there is no road
connecting its first hex with hex
1309. When it enters the second
hex of its depicted route, it does not
perform a roadblock check on hex
C
A
1409. When it enters the third hex
of its depicted route, it is adjacent
to one unoccupied, supplied Allied
position hex with a road and no
other unit adjacent; on a die roll of
1-3, a Roadblock marker is placed.
C: When unit C enters the
first hex of its depicted route, it is
adjacent to an unoccupied, supplied
Allied position hex with a road (hex
1708), but which is also adjacent to
another unit, therefore, a roadblock
check is not performed. This same
condition applies to the second
and third hexes of its depicted
route. The Allied unit in hex 1808
not only forces unit C to stop, but
prevents roadblock checks in hexes
1708 and 1709.
?
?
?
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roadblock check for the hex. If a German unit moves
adjacent to the hex in a subsequent activation (even in the
same impulse), and the hex still meets the requirements for
a roadblock check, conduct another check.
15.13 DATE RESTRICTIONS: 16-19 Roadblock checks
15.2 Effects of Roadblocks
A German unit...
Roadblock markers do not exert control and do not negate
German zones of control for purposes of tracing Allied
supply, communication and retreat routes. German supply
may be traced adjacent to but not through a roadblock.
ROADBLOCK REMOVAL: A roadblock remains on the map
until removed for any of the following reasons:

An Allied unit enters its hex.

A German unit starts an activation adjacent to a roadblock.
Remove the roadblock and, if the roadblock was in Allied
supply or in a VP hex, conduct a roadblock reserve check
to see whether an Allied unit is placed in the roadblock’s
hex (15.3).

An Allied Engineers command event calls for the
replacement of a roadblock with an Allied reserve unit.

During the Supply Phase, the roadblock is found to
be out of Allied communication or out of German
communication.
ROADBLOCK RESERVE CHECK PROCEDURE: Roll the
die. If the die result is:
Less than or equal to the Hold Value of the roadblock’s
position:
•Place an Allied Reserve unit in the hex (if available).
Greater than the Hold Value of the roadblock’s position:
•No effect.
15.31 SUPPLY REQUIREMENT: A Roadblock marker
must be in Allied supply or in a VP hex in order to trigger
a roadblock reserve check. If a supply line cannot be
traced to the roadblock in a non-VP hex at the instant the
roadblock reserve check is to be conducted, remove the
Roadblock marker.
15.4 Placing a Roadblock Reserve Unit
SELECT RESERVE UNIT: If a roadblock reserve check
calls for replacing a roadblock with an Allied reserve unit,
place a reserve unit in the position from the same army
as the Allied unit nearest to the position, and remove the
Roadblock marker. If possible, take a unit in the same
division as the on-map Allied unit closest to the roadblock;
if none, then in the same corps as the closest on-map unit.
If a choice remains, take the lowest numbered unit.
ENEMY ACTION: ARDENNES
•may not enter a hex with a Roadblock marker at any
time.
•must stop moving or advancing upon entering a hex that
is (a) adjacent to the roadblock’s hex and (b) has a direct
road connection to that hex with the roadblock.
•need not stop if it enters a hex adjacent to a roadblock but
not connected by a road, or if it is retreating.
•using strategic movement may not enter any hex adjacent
to a roadblock hex.
During your impulse, when one of your active units
starts adjacent to a roadblock, remove the roadblock. If
a roadblock was in supply or in a VP hex at the time of
removal, conduct a roadblock reserve check to determine
if the roadblock is replaced with an Allied reserve unit. If
conducting more than one reserve check, check the highest
HV hex first, then the westernmost.
GS RULES
are conducted for all position hexes meeting the criteria
of 15.1 during German impulses on December 16 through
December 19. 20+ From December 20 onward, roadblock
checks are conducted only for VP hexes. Exception:
Roadblocks may be placed in any position hex via the
Allied Engineers command event throughout play.
15.3 Roadblock Reserve Check
SELECT OUT-OF-CONTACT UNIT: If no reserve units are
available which meet the above criteria, take an out-ofcontact unit (9.3) from the map as the reserve unit to replace
the roadblock, following the same selection guidelines as
for a reserve unit (see above).
15.41 ELIGIBLE UNIT NOT AVAILABLE: If no reserve
units or out-of-contact units in the indicated army are
available when a roadblock reserve unit is called for, no
unit is placed and the roadblock is eliminated.
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ENEMY ACTION: ARDENNES
GS RULES
58
Illustration of Roadblock Reserve Check [15.3]: Three
German units are activated to move on December 19. Two
of them are adjacent to roadblocks, and thus must perform a
roadblock reserve check.
A: The roadblock adjacent to unit A has a Hold Value of
2. On a result of 1 or 2, the roadblock is removed and
replaced with an Allied reserve unit per 15.4. On a result
of 3 or more the roadblock is removed.
B: The roadblock adjacent to unit B has a Hold Value of
3. On a result of 1 to 3, the roadblock is removed and
replaced with an Allied reserve unit per 15.4. On a result
of 4 or more the roadblock is removed.
C: This unit is not adjacent to a roadblock and thus does
not conduct a roadblock reserve check.
16. TOWNS, CITIES, BRIDGES AND
IMPROVED POSITIONS
16.1 Towns and Cities
DEFINITION & OWNERSHIP: Every town and city hex
is considered owned by the Allies or the Germans, even if
not occupied by a unit. At the start of play, all towns east
of the line of Westwall hexes are German-owned, and all
towns and cities west of the Westwall are Allied-owned.
Ownership of a town or city changes the moment an enemy
unit enters the hex. From that point forward, the town or
city is owned by the side whose unit last entered the hex,
even if that side’s units subsequently leave the hex.
?
A
B
?
TOWN
C
CITY
EFFECTS: An enemy town or city has the following effects:

A unit may not retreat into an enemy town or city.

A German unit conducting strategic movement may not
enter an Allied town or city.

Communication and supply may not be traced through an
enemy town or city.

A German reserve unit must be placed at least three hexes
away from an Allied town or city.

An Allied reserve unit may not be placed in a German
town or city.
Ownership of a town or city is not affected by being in
an enemy zone of control or by being out of friendly
communication; an enemy unit must actually enter the
town or city to take ownership.
German and Allied Ownership markers are provided for
marking ownership. You may use these at your option to
mark towns or cities where ownership is not obvious.
16.2 Bridges
DEFINITION: Where a road depiction crosses a river
hexside, this hexside is defined as a bridged river hexside.

A bridged river hexside that is not marked with a Blown
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Bridge marker has an intact bridge, otherwise, if marked,
it has a blown bridge.
Where no road depiction exists crossing a river hexside,
this hexside is defined as an unbridged river hexside.
Engineers command event as long as the requirements in
the event description are met. When a new bridge is built,
place a Bridge Control marker (for the side that built it)
pointing toward the hexside crossed by the bridge. If later
destroyed, remove the Bridge Control marker.
CONTROL AT START: Every bridge is Allied or German
owned. At the start of play the four destroyed bridges
listed in the Terrain Key (at hexes 1707, 1907, 2106 and
2303 going west across the Our River) and the three intact
bridges behind the German lines (at hexes 1802, 1903 and
2202 going west across the Prüm River) are German. All
other bridges are Allied.
CHANGE OF CONTROL: A bridge changes ownership (i)
GS RULES

A bridged river hexside marked with a Blown Bridge
marker is considered an unbridged river hexside.
Controlled Bridge
Controlled New Bridge
When bridge ownership changes, place a German or Allied
Bridge Control marker in either hex adjoining the bridge. If
ownership of the bridge later reverts to the original owner,
remove the marker.

Supply may not be traced across an enemy bridge.

A German unit moving via strategic movement may not
cross an Allied bridge.
16.21 DESTROYED BRIDGES: Four bridges start the game
destroyed (see the map’s terrain key), noted by a Blown
Bridge marker. Other bridges may be destroyed by the Allies
via bridge demolition checks during German movement
(11.4) and via the Engineers command event. You may
repair a destroyed bridge by the play of a German Bridge
Engineers command event, as long as the requirements in
the event description are met. When a destroyed bridge is
repaired, remove the Blown Bridge marker; the bridge and
the road crossing the bridge are now intact.
16.23 CONNECTION BENEFITS: A new or repaired
bridge allows units to move across the hexside with no
river penalty and allows supply to be traced across the
river. A repaired bridge connects the roads leading to the
river hexside; a new bridge does not connect roads.
16.3 Improved Positions
DEFINITION: An improved position (IP)
is a defensive preparation that aids units
defending in combat.

When a unit with an Improved Position
marker is attacked, the total number of hits
incurred by the defender is reduced by one.

An IP marker confers this benefit just once –
the marker is removed when the IP absorbs a hit.
ENEMY ACTION: ARDENNES
when a non-owning unit crosses the bridge, or (ii) when a
non-owning unit begins its activation in a hex bordering
the bridge and no owning unit occupies the hex across the
bridge.
16.31 BUILDING IMPROVED POSITIONS: As noted in
the setup instructions, several Allied units start the game
with IP markers. In addition, units of either side may gain
an IP during play in the following ways:
Blown Bridge
16.22 NEW BRIDGES: A new bridge may be built
across any river hexside by the play of a German Bridge

At the end of a German activation, you may place IP
markers on active German units in supply or low supply
that did not move or attack in the activation.

If the Engineers combat tactic is drawn when Allied
units are defending in combat, place an IP marker on the
defending units, unless they occupy a town or city, or
already have an IP marker.

During a combat in which German units are defending,
you may play a Combat Engineers combat tactic to place
in IP marker on your defending units unless they occupy
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a town or city, or already have an IP marker.

An Allied unit may receive an IP marker if called for
by an Allied activation or an Allied Engineers command
event.
GS RULES
Dispersed units may not build an IP (13.9).
16.32 NOT IN A TOWN OR CITY: An IP marker may not
be placed in a town or city hex, or in a hex that already has
an IP marker.
16.33 ADDITIONAL EFFECTS: If a unit moves into a
hex occupied by a friendly unit with an IP marker, the
arriving unit gains the benefit of the IP, even if the unit
originally in the hex moves out. IP markers do not count
against stacking limits. An IP marker may remain in a hex
indefinitely, as long as friendly units occupy the hex.
16.34 REMOVING IMPROVED POSITIONS: An IP
ENEMY ACTION: ARDENNES
marker is removed in any of the following situations:

The hex with the IP marker is attacked and incurs at least
one hit – the marker is removed after reducing the number
of defender hits by one, before conducting retreats and
advances.

The hex with the IP marker is attacked and the attacker
is supported by the Engineers combat tactic (if Allied) or
the Combat Engineers combat tactic (if German). The IP
marker is removed before resolving the combat, negating
its benefit to the defender.

All units in a hex with an IP marker participate in a combat
as attackers – the IP marker is immediately removed.

A unit moves out of a hex with an IP marker, leaving the
hex unoccupied. An IP marker is removed if abandoned;
it never moves with a unit.
17. REPLACEMENTS
REPLACEMENTS START 20+ : Beginning on December
20, German and Allied units may receive replacements to
enable reduced units to regain steps.
You may play a corps command card during your impulse
to rebuild lost German unit steps via replacements. Playing
a command card for replacements is not considered a unit
activation, but the card’s Command Value does count
toward reaching the Allied Command Level.
In an Allied impulse, if the command card drawn triggers
a replacement command, check the on-map units in the
corps. If the corps has at least two reduced units in play,
the corps receives replacements.
17.1 Replacing Lost Steps
Each corps card lists a number of Replacement Points
(RP), which is the number of steps that may be replaced
within that corps per card play. Upon playing or drawing
a corps command card for replacements, assign a number
of replacement steps to units in the corps up to but not
exceeding the Replacement Points listed on the card.
Replacement steps are assigned by flipping a reduced unit
over so that it gains one step or by exchanging a reduced
unit with its original unit so that it gains one step. One
replacement step is expended for each step gained when
doing so.
Example: During your impulse you play the I
SS Panzer Corps card, allowing you to assign two
replacement steps to units in the corps. You decide
to flip the reduced armor unit of the 12th SS Panzer
Division from its one-step side to its two-step side, at a
cost of one replacement step. Then you flip a reduced
12th VG Division unit, increasing its steps from 1 to 2,
at a cost of one replacement step.
17.11 SUPPLY REQUIREMENTS: A unit must be in supply
and be able to trace supply in order to receive replacements.
The unit receiving replacements may be in an enemycontrolled hex, and may be dispersed.
17.12 GERMAN ELITE REPLACEMENTS: An elite
German unit may only receive an elite replacement step
if there are no non-elite units in the corps eligible to be
assigned non-elite steps.
17.13 RESTRICTIONS: A given unit may be increased
by no more than one step via replacements in a single
impulse. Eliminated units may not be returned to play by
replacement assignment. Unused replacement steps are
lost if not assigned in the impulse received.
17.2 Assigning Allied Replacements
▼If there are more reduced units in an Allied corps than
available replacement steps, assign replacements to units
in descending numerical order beginning with the highestnumbered reduced unit.
18. VICTORY CONDITIONS
Victory is determined by the number of German Victory
Points (VPs) you earn. The Allies do not earn VPs.
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18.1 German Victory Points
OWNING VP TOWNS AND CITIES: Certain town and
city hexes on the map contain a VP value. The moment a
German unit enters a VP hex, you earn the VPs listed. If
an Allied unit subsequently enters the VP hex, you lose the
VPs. Ownership markers may be placed on unoccupied
towns and cities as a reminder.
CROSSING THE MEUSE RIVER: If a German unit occupies
GERMAN UNIT EXIT: German units in supply may exit
the map in accordance with the restrictions of 11.9. Exited
units earn VPs at the moment of exit. Once gained, VPs
for exiting units may not be lost.
CONDITION
Infantry unit exits west of
the Meuse River
Mechanized unit exits west
of the Meuse River
AWARD
Offensive succeeds in smashing through the thin Allied
front. Disorganization and intelligence failures in SHAEF
result in piecemeal arrival of reserves, unable to stop the
onslaught of the 5th and 6th Panzer Armies. The Germans
pour across the Meuse River, driving toward Antwerp
in force, while destroying the fighting capability of four
US corps and rendering the Western Allies incapable of
offensive operations for at least a year.
GERMAN OPERATIONAL VICTORY: While the German
offensive lacks the depth to make a serious drive on Antwerp,
it holds the Meuse River and severs communication
between the US and British forces, decimating three US
corps in the process. Allied command and supply is thrown
into disarray, delaying the western drive into Germany by
six months.
GERMAN TACTICAL VICTORY: The Germans reach the
Meuse River and deliver a serious blow to Allied forces
and morale before running out of steam. Two US corps
are crippled, though at heavy cost to German armor.
Disorganized, Allied operations to reduce the bulge will
not get underway until late January, buying the Wehrmacht
a two-month respite in the west.
GERMAN TACTICAL DEFEAT (Historical Result):
1 VP per strength point
2 VPs per strength point
ALLIED UNITS ELIMINATED: Gain 1 VP for every two
Allied units eliminated.
VON DER HEYDTE RELIEF: If a German unit enters the
hex occupied by the von der Heydte airborne infantry unit,
remove the VDH unit from the map and gain 1 VP.
ALLIED UNIT IN A WESTWALL HEX 18+ : Starting with
the December 18 turn, you lose 5 VPs for each Westwall
hex that is owned by the Allies. You lose these VPs the
moment an Allied unit enters the hex and regain the VPs
if a German unit subsequently enters the hex. Ownership
markers may be used to show status.
18.2 Winning the Game
GERMAN STRATEGIC VICTORY: Hitler’s Ardennes
The scenario instructions in Section 19 state when to
conduct victory checks and the number of VPs that result
in German victory or defeat, as well as the level of victory
achieved. Levels of victory may be compared to the
historical outcome (18.3).
Overcoming their initial surprise and disorganization,
the Allies rally to stop the German offensive short of the
Meuse River. Three Allied divisions are shattered but the
Germans suffer much worse, as their offensive capabilities
and reserves in the west are depleted. Allied operations to
eliminate the bulge are underway in January, and broader
offensive plans resume in February. The war will end in
May 1945.
ENEMY ACTION: ARDENNES
a hex west of the Meuse River from which German supply
can be traced during the Victory Check (in the End of Day
Phase), you gain 10 VPs. Do not place or adjust a Supply
marker when making this special check. These VPs are
awarded just once per game regardless of how many units
cross the Meuse River, and once awarded cannot be lost.
18.3 Meanings of Victory Levels
GS RULES
You start the game with no Victory Points. As you gain
and lose Victory Points, adjust the VP markers on the VP
track to show your current total. Two markers, one for
single VPs and one for VPs x10, allows from 0 to 99 VPs
to be recorded. You gain and lose VPs for the following:
GERMAN OPERATIONAL DEFEAT: Recovering quickly
from the German surprise attacks, the Allies counter
the offensive with an effective response. The Germans
cannot capitalize on isolated breakthroughs and manage to
create only a shallow bulge in the line, a bowl in which
their armored might is destroyed. The end of the war is
accelerated by one month.
GERMAN STRATEGIC DEFEAT: After breaking the crust
of the thin Allied front line, the attacking Germans meet
a wall of rapidly arriving Allied reinforcements. With
Allied communication and logistics unaffected, a broad
counteroffensive against the depleted Wehrmacht destroys
the German reserves and rolls across the Rhein. The war
will end in March with the western Allies possibly reaching
Berlin before the Soviets.
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19. SCENARIOS
19.3 The German Breakout
GAME DURATION: Five or six days, December 16-21.
GS RULES
19.1 The Initial Assault
GAME DURATION: One day, December 16.
SETUP: Per Section 3 with the following adjustments:

Do not set up Fuel Depot markers.

Place only those reserve units dated December 16 and 17
on the calendar.

Use only those command cards dated December 16.

Skip rules for Replacements (17.0).
SPECIAL VP AWARDS: Each town initially held by the
Allies without a VP value is worth 1 VP in this scenario
only. In addition, all standard VP awards apply (18.1).
ENEMY ACTION: ARDENNES
VICTORY CONDITIONS: You win the game immediately
if a German unit enters a hex adjacent to the Meuse River
If this does not occur, determine victory during the End of
Day Phase based on German VPs accrued:
GERMAN VPs
8 or more VPs
7 or fewer VPs
VICTORY LEVEL
German Tactical Victory
German Tactical Defeat
GAME DURATION: Three days, December 16-18.
SETUP: Per Section 3 with the following adjustments:

Do not set up Fuel Depot markers.

Place only those reserve units dated December 16-19 on
the calendar.

Use only those command cards dated December 16-18.

Skip rules for Replacements (17.0).
VICTORY CONDITIONS: Determine victory during the
End of Day Phase on December 18 based on German VPs
accrued:
26 or more VPs
18 – 25 VPs
11 – 17 VPs
10 or fewer VPs

Place only those reserve units dated December 16-22 on
the calendar.

Use only those command cards dated December 16-22.
VICTORY CONDITIONS: Check for victory during the End
of Day Phase on December 20 and 21, as described in 19.4
scenario Victory Conditions. However on December 21,
use the following VP values instead of those shown on the
calendar:
GERMAN VPs
50 or more VPs
43 – 49 VPs
36 – 42 VPs
33 – 35 VPs
26 – 32 VPs
21 – 25 VPs
20 or fewer VPs
VICTORY LEVEL
German Strategic Victory
German Operational Victory
German Tactical Victory
Draw
German Tactical Defeat
German Operational Defeat
German Strategic Defeat
19.4 The Battle of the Bulge
19.2 The Allies Surprised
GERMAN VPs
SETUP: Per Section 3 with the following adjustments:
VICTORY LEVEL
German Operational Victory
German Tactical Victory
German Tactical Defeat
German Operational Defeat
GAME DURATION: Up to 14 days, December 16-29.
SETUP: Per Section 3.
VICTORY CONDITIONS: The game can end in victory or
defeat at the end of any day beginning December 20, if the
number of German VPs is sufficiently high or low.
At the end of each day, beginning December 20, compare
the current number of German VPs to the Victory Levels
shown for the current day on the calendar.

If the number of VPs equals or exceeds the value listed
for a German victory, the game immediately ends in a
German victory of the level listed.

If the number of VPs is equal to or less than the value
listed for an Allied victory, the game ends in a German
defeat of the level listed.

If the number of VPs falls between the two values, the
game continues.
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19.5 Crisis at the Meuse
GAME DURATION: Up to seven days, December 22-28.
SETUP: Follow the setup instructions below for units,
markers and cards.
LXXXV Corps (6 units)
GERMAN UNITS
LXVII Corps (5 units)
272-R 0205
326-R 0305
277-R, 8.3PG, 29.3PG 0604
0612 – Low Supply
0705
0810
0911
0809
0808
0806
0909
1215
Eliminated
II SS Panzer Corps (7 units)
9.9SS, 19.9SS, 20.9SS
2.2SS, 3.2SS
4.2SS
519
1010
1213
1312
1008
2015
2215 – IP
2314
2213 – IP
2208
2007
LIII Corps (3 units)
104.15PG, 115.15PG 1712
FuhGren 2010
LXXX Corps (5 units)
276-R
423.212
316.212-R
320.212
LXXX armor
2206
2404
2403
2503
2209
ENEMY ACTION: ARDENNES
14.5F
13.5F
15.5F-R
11-R
352-R
79
I SS Panzer Corps (15 units)
Peiper.1SS-R
48.12, 27.12-R, 89.12-R
1.1SS
2.1SS
150-R
5.3F-R, 8.3F-R, 9.3F
12.12SS-R, 26.12SS-R, 25.12SS
501-R
506-R
VDH
1008
1417
1518
1517
1715
1813
1816
2014
GS RULES
UNITS IN HEX LOCATIONS: Place the following units in
the hexes indicated. Units marked “-R” start the scenario
reduced by one step. Hexes marked “-IP” start with an
improved position. Hexes marked “-Low Supply” are
marked with a Low Supply marker. Place units listed as
Eliminated in their respective Eliminated Units box.
XLVII Panzer Corps (11 units)
FuhBg
304.2P-R
3.2P-R
2.2P
39.26-R, 78.26
243-R, 77.26-R
130.Lehr, 902.Lehr-R
901.Lehr
LXVI Corps (3 units)
18-R 1108
62-R 1207
244 1308
LVIII Panzer Corps (6 units)
16.116P
60.116P, 156.116P-R
560-R
LVIII armor
1129.560
1117
1116
1215
1316
1410
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ALLIED UNITS
XII Corps (6 units)
CCA.10A-R
CCB.10A-R
CCR.10A-R
12.4
8.4
22.4
V Corps (11 units)
GS RULES
102 Cav
39.9
47.9, 9.2, 38.2-R
395.99-R
393.99, 23.2
16.1
18.1-R, 26.1
394.99
0306
0405
0506
0507
0606
0607
0707
Eliminated
ENEMY ACTION: ARDENNES
XVIII Corps (12 units)
119.30
120.30
117.30
504.82
505.82
325.82, 508.82
CCA.7A
CCB.7A-R
CCR.7A
517
424.106-R
14 Cav, 422.106, 423.106
0512
0709
0711
0812
0912
1212 – IP
1111
1109
1311
0615
1208
Eliminated
VII Corps (7 units)
4 Cav
CCA.3A
CCB.3A
CCR.3A
333.84
334.84
335.84
INSTRUCTIONS FOR OTHER UNITS: Place the following
units as indicated.

Place the German OKW units in the OKW Reserve box.

Place all German and Allied units with an entry date of
December 22 in their respective Reserve Units boxes.
Place all other units on the calendar in their dates of
entry.
MARKERS:

Roadblock markers: 1014, 2410 and 2413.

Blown Bridge markers: 1118, 1515, 0812 (two), 2107.
All other bridges on the map are intact / repaired.

German Ownership markers: The Germans own all
unoccupied towns and bridges behind their front lines
plus St. Hubert (1719).

German VPs: 11 (St. Vith, Ettelbruck, La Roche, St.
Hubert, 7 Eliminated Allied units).

Day marker: December 22.
CARDS: Set up the command cards as described in Rules
Section 3, Card Preparation. However add all cards dated
December 22 and earlier to the initial decks. The Allied
command card deck should have 31 cards with three
reinforcement cards set aside. The GERMAN COMMAND
CARD DISPLAY should have the following quantities:
0617
0816
0513
1017
1219
1218
0521
Primary
cards
German
VIII Corps (7 units)
CCB.9A-R
CCA.9A-R
112.28
502.101, 327.101
501.101
2306
1815
2308
2505
2504
2603
1208
2307
1309
1814 – Low Supply
1915 – IP, Low
Supply
506.101-R 1815 – Low Supply
CCR.9A, 109.28, 110.28 Eliminated
9
Supplemental
cards
Reinforcement
cards
23
5 (inc OKW)
After preparing the German command deck, draw six cards
for your initial hand of the day.
Set up the Allied action deck with its ten original cards,
plus eight randomly selected offensive action cards. The
remaining two offensive action cards will be added to the
deck on December 23.
SPECIAL RULES: The scenario starts with Step 6 of the
Supply Phase on December 22 – the German fuel check.
The Allied side has already drawn one Airpower event
during the Supply Phase resulting in Air Interdiction.
Place Allied command card 13 in the Allied discard pile.
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Discard one card with the highest Command Value from
your hand, your choice if more than one. Then skip the first
German Impulse of the day. This completes the Allied Air
Interdiction.
GERMAN VPs
25 or more VPs
21 – 24 VPs
20 or fewer VPs
GS RULES
VICTORY CONDITIONS: You win an Operational Victory
if, at the end of any day, you have 35 or more VPs. You
suffer an Operational Defeat if, at the end of any day
beginning December 24, you have 15 or fewer VPs. If you
have not won or lost by December 28, use the following
victory thresholds at the end of that day:
VICTORY LEVEL
German Tactical Victory
Draw
German Tactical Defeat
ENEMY ACTION: ARDENNES
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INDEX
16 : Special Rules (4.1)
16-17 : Allied Reserve Deployment ENEMY ACTION: ARDENNES
GS RULES
Method A Only (9.2)
16-18 : German Full Supply (14.22)
16-19 : German Movement Restrictions (11.71, 11.72), Roadblock Check (15.13)
17+ : Start Supply Phase (14.0), German Bridge Demolition Check (11.4)
17-18 : Special activation of Peiper & 150th Panzer Bgd (5.21)
18+ : Delayed German Reserves (7.3), Check Out-of-Contact Units (8.1, 9.3), Allied Reserve Deployment Methods A & B (9.2), Allied Unit in Westwall (18.1)
19+ : Allied Activation Based on Strength (10.0)
19-23 : Allied Action Deck Additions (4.0)
20+ : German Fuel Shortages (14.5), Roadblock Check at VP Hex Only (15.1), Replacements (8.1, 17.0)
21+ : Allied Air Interdiction (8.0)
22+ : Start Second Allied Card if First is No Command (8.0, 8.2)
26+ : No British Mvmt Restrictions (11.82)
21st Army Group (Allied): 10.0
Activating Formations: 6.0, 10.0
Activation Exceptions (Allied): 10.7
Advance after Combat: 13.8
Advance, Two-Hex: 13.81
Advancing across Rivers: 13.82
Air Resupply (Allied): 14.4
Allied Action Cards & Terminology: 10.2,
10.3
Allied Actions: 10.1, 10.4, 10.6
Allied Activation: 10.0
Allied Advance Restrictions: 13.83
Allied Front Line: 12.2
Allied Replacements: 17.2
Allied Reserve Deployment Methods A&B:
9.2
Allied System Intelligence: Player Aid
Allied Units Behind German Lines: 10.8
Already Retreated Units (Retreats): 13.74
Army Group B (German): 5.5
Army: 5.4
Attack Breakoff (Allied Combat): 13.42
Attack Eligibility (Combat): 13.1
Avoid Elimination (Retreats): 13.72
Boundaries, Allied Corps: 11.8
Boundaries, German Army: 11.7
Bracketed Combat Strength: 12.0
Bridge Demolition Check (German
Movement): 11.4
Bridge Ownership: see Bridges
Bridged River Hexsides (Movement): 11.32
Bridges: 16.2
Brigade or Division: 5.2, 6.2
British XXX Corps Deployment (Reserves):
9.6
British XXX Corps Restrictions
(Activation): 10.72
Calendar: 2.1, Inside End Page, Map
Card Discards (German): 5.6
Card Play (German): 5.1
Combat Activation Bonuses (Allied): 10.5,
13.34
Combat Chit Cup: 13.43
Combat Chit Draw: 13.4
Combat Chit Situations: 13.41
Combat Chits: 2.22, 13.4
Combat Hits: 13.5
Combat Tactics Chit Draw: 13.3
Combat Tactics: Player Aid
Combat: 13.0, Player Aid
Combined Arms: 2.21, 13.41
Command Cards: 2.3, 5.0, 8.0, 9.1, 9.5
Command Events: Player Aid
Command Value (CV): 2.3, 5.1
Commands (Activation): 5.2 — 5.5
Communication: see Supply
Consecutive Activation Restriction: 6.5
Control: see Zones of Control
Corps: 2.2, 5.3, 6.1
Crossing River Hexsides (Movement): 11.3
Date Dependencies: 2.0
Date of Entry: 2.21, 2.31
Delayed Reserves (German): 7.3
Destroyed Bridges: 16.21
Dispersal (Combat): 13.9
Division or Brigade: 5.2, 6.2
Draw Pile & Hand Rules: 5.0, 8.0
Exiting the Map (German): 11.9
Flank Attack: 13.41
Friendly Map Edges: 14.0
Fuel Depots (German): 14.52
Gap in the Line (Allied): 12.2
Game Components: 2.0
German Fuel Shortages: 14.5
German Initial Supply: 14.22
German OKW Reserve (OR): 7.4
German Surprise Attacks: 4.11
German Traffic Jams: 4.12
Hold Check: 13.52
Hold Value (HV): 2.1, 10.3
Improved Positions: 16.3
Isolated (Unsupply): 14.33
Kampfgruppe (Activation): 6.4
Key Rules Summaries: Player Aid
Low Supply (Unsupply): 14.31
Map Edge (Supply): 14.0
Map: 2.1
Markers: 2.23
Maximum Draw (Combat Chit): 13.4
Meuse River: 2.1, 7.4, 9.6, 11.82, 11.9, 12.2,
18.1
Minimum Draw (Combat Chit): 13.4
Movement: 11.0
Movement Costs: Map Legend, Player Aid
Multi-Unit Deployments (Reserves): 7.2
New Bridges: 16.22
No Command (Allied): 8.2
No Fuel Effects (German): 14.51
Operation Greif (German Movement): 11.41
Out of Contact Units (Allied): 9.3, 10.64
Out of Supply (Unsupply): 14.32
Player Aids: 2.4
P (Priority): 2.22, 13.41
Proximate: 10.3
Reactions: Player Aid
Removing Improved Positions: 16.34
R (Replacement) Steps: 2.21
Replacements: 17.0
Replacing Lost Steps: 17.1
Reserves: 7.0, 9.0
Restricted Hexes (Retreats): 13.71
Retreats & Retreat Priorities: 13.7
Retreats, Two-Hex: 13.75
Roadblocks (Allied): 15.0, 15.2
Roadblock Check (German Movement): 15.1
Roadblock Reserve Check: 15.3, 15.4
Roads (Movement): 11.2
Scenarios: 19.0
Sequence of Play: 4.0, End Page
Setting up for Play: 3.0
Situational Strength (Allied): 10.61
Slow Allied Reaction: 4.13
Special Events: Player Aid
Stacking: 11.5
Standard Deployment (Reserves): 7.1, 9.1, 9.2
Stay Together (Retreats): 13.73
Steps: 2.21
Step Losses: 13.6
Strategic Movement Bonus (German): 11.6
Supply: 14.0
Supply Head: 14.2
Supply Path: 14.2
Surrender (Unsupply): 14.34
Surround: 10.3
Terrain Costs & Effects: Map Legend,
Player Aid
Town & City Ownership: 16.1, see Victory
Conditions
Towns & Cities: 16.1
Tracing Communication: 14.1
Tracing Supply: 14.2
Unbridged River Hexsides (Movement):
11.31
Undetected Allied Defenders (Combat): 13.2
Units: 2.21
Unit Activation: 6.3, 7.42, see Activating
Formations
Unit Values & Effects: 2.21, 12.1
Unsupply: 14.3
Victory Conditions: 18.0
von der Heydte: 13.33, 14.22, 18.1
Westwall: 10.61, 10.8, 12.0, 13.41, 13.5, 13.71, 14.23, 18.1
Wildcards (Combat Tactics): 13.32
ZOC Effects (Movement): 11.1
Zones of Control (ZOC): 12.0
© 2015 Compass Games, LLC.
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GS RULES
ENEMY ACTION: ARDENNES
© 2015 Compass Games, LLC.
EAA_GS_rules_1.0.indd 67
5/21/15 9:44 AM
© 2015 Compass Games, LLC.
EAA_GS_rules_1.0.indd 68
5/21/15 9:44 AM
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