*********

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The Project 64 etext fo the ~Breakthrough in the Ardennes manual~,
converted to etext by Vincent <vcsfu@is1.hk.super.net>.

ARDENN10.TXT, July 1997, etext #260#

*********

BREAKTHROUGH IN THE ARDENNES MANUAL
===================================

TABLE OF CONTENTS
-----------------
 1.0 INTRODUCTION
        Description of Action
        Talking to the Computer
        Saving a Game
        Game Scale and Map
        Units
        Starting the Game (Commodore 64)
        Starting the Game (Atari)
        Starting the Game (Apple)
        Parts Inventory
 2.0 SEQUENCE OF PLAY
        Determining Conditions of Play
        Historical Set-Up
        Sequence of Play
        Sequence of Play Exceptions
 3.0 AIR PHASE
        Air Point Schedule
        Air Mission Menu
        Interdiction
 4.0 SUPPLY PHASE
        Supply Trace
        Supply States
        Supply Effects
        Supply Exceptions
 5.0 REINFORCEMENT PHASE
        Entry Hexes
        Delayed Arrival
 6.0 UNIT ORGANIZATION PHASE
        Cursor Menu
        Unit Menu
        Unit Organization Menu
        Artillery Transfers
        Replacements
        Build-ups and Breakdown
        Bridges
 7.0 OPERATION PHASE
        Cursor Menu
        Unit Menu
        Command Menu
        Operation Point Allowances
        Moving a Unit
        Zone of Control, Movement Restrictions and Stacking
        Travel Mode and Road Movement
        Fortifications
        Plotting Combat and Advancing After Combat
        Exiting German Unit
 8.0 COMBAT
        Efficiency
        Combat Strength Modifiers and Bonuses
        Casualties
        Retreats and Advances
 9.0 WEATHER
10.0 VICTORY CONDITIONS
        Victory Points
        End of Game and Victory Levels
11.0 HISTORICAL COMMENTARY
12.0 STRATEGY & TACTICS
        German Player
        American Player
13.0 CHARTS, TABLES, AND EXAMPLES OF PLAY
        Unit Symbol Legend
        Order of Battle Chart
        Unit Statistics and Conditions Example
        Artillery Corps Table
        Operation Cost Table
        Combat Modifiers
        Supply Examples
14.0 DEDICATION


1.0 INTRODUCTION
================
On December 16, 1944 the Germans launched their final offensive in the
West.  Hilter planned to corss the Meuse River through the Ardennes
Forest and reach Antwerp, isolating several Allied division.  The
result could have very well ended in regionaled peace favoring the
Axis    offensive became known as the Battle of the Bulge.
BREAKTHROUGH IN THE ARDENNES is a regimental level simulation of
Germany's last effort on the western front.

1.1 Description of Action
-------------------------
Each game turn represents a full day of operations.  These operations
include supply, air strikes, allocating corps artillery, building-up
and breaking down regiments and divisions, constructing and destroying
bridges, fortifying, changing modes, moving units and allocating and
resloving combat.

1.2 Talking to the Computer
---------------------------
To enter a response to the computer that consists of numbers (such as
the number of artillery points) type in the number into the computer
and press the <RETURN> key.  To select a routine from a menu or answer
a Yes/No question just press the desired key.

1.3 Saving a Game
-----------------
At the end of the Reinforcement Phase and every phase thereafter the
computer will allow the player(s) to save the game in progress.  You
will need a scratch disk to store the saved game data.  Save game
disks for the Apple must be initialized for SSI use during a game by
following instructions included in the game program.  Atari and
Commodore 64 users may use any disk that has been properly formatted
for use on their computer.  Once a game is saved you will be able to
restart it at the point where you left off.

1.4 Game Scale and Map
----------------------
The game begins December 16, 1944 and ends December 27, 1944 for a
total of twelve turns.  Units in the game range from battalions to
divisions.

The map includes parts of France, Belgium, Luxembourg and Germany
superimposed on a 32 by 31 hexagon grid.  Each hexagon contains a
specific terrain type (clear, rough, forest, and town) and represents
an area of about two miles,  Hexagons with a small white dot in the
middle show German Ownership.  American ownership is shown by a
hexagon with no white dot.  Ownership changes when a unit moves into
an enemy hexagon (very important for supply).  Rivers are represented
by blue hexsides.  Hexagons connected by a road have white hexasides
in common (brown on C64).

The lower portion of the battle south of the Clerf and east of the
Alzette River is not depicted in the game.  Units of both sides that
fought in that general area are not included.  As a result of this
detection and also to allow ample room for American reinforcements to
deploy on the southern edge.  German units are not allowed to enter
the zero hexrow of the x coordinate.  Also, not depicted on the map is
the portion of the battlefield west of Rochefort (the tip of the
bulge).  This area is represented in the game by allowing units to
exit the northern portion of the west map edge.

The map is oriented to the German view of the battle which means that
the top of the screen is west, the right is north, the left is south
and the east is at the bottom.  German units start at the bottom of
the screen and fight their way to the top of the screen.  If you have
a difficult time envisioning this please refer to the map provided.

1.5 Units
---------
The various units depicted in the game are represented graphically, by
standard military symbols for type and size (see Unit Symbol Legend at
back of rules book).  Units are given a number of characteristics,
unit and parent unit designations, combat strength, efficiency,
fortification level, supply status, mode, artillery support content,
stacking value, and remaining operation points.  Units are either
module or non-module (see Order of Battle Chart).  Module units are
those such as tank or mechanized infantry that have transportation
organic or inherent to the unit.  Non-module units have little or no
such transportation and must rely on truck pools or travel by foot.

The standard unit of the game is the regiment/combat command.  These
regiments may build up into divisional units which in turn may
breakdown into component regiments.  Various armored support
battalions and independent brigades have also been included.
Abbreviations used in unit designations are listed below:

     PZ - Panzer
   PZGR - Panzergrenadier
    RCN - Reconnaissance
    ENG - Engineer
     VG - Volksgrenadier
    ARM - Armored
    CAV - Cavalry
    INF - Infantry
     AB - Airborne
    DIV - Division
    REG - Regiment
   BRIG - Brigade
   BATT - Battalion
     TD - Tank Destroyer
     FB - Fuehrer Begleit
      G - Glider

1.6 Starting the Game (Commodore 64)
------------------------------------
To begin the game, insert the game disk and type LOAD "*",8 and press
<RETURN>.  When READY appears type RUN and press <RETURN>.

1.7 Starting the Game (Atari)
-----------------------------
Remove all cartridges from your computer.  To begin the game, boot up
the Scenario side of the disk (800XL owners will have to hold down the
OPTION key when they turn on their computer to boot the game).  After
selecting the starting values for your game, you will be told to
insert the Game Side of your disk.

1.8 Starting the Game (Apple)
-----------------------------
To begin the game, boot your game disk and the game will start
automatically.

If you are using an Apple II with Pascal you must first use your
BASICS disk.

If you are using an Apple III you just first go into Apple II
emulation mode.

If you are using the Apple IIe, keep the CAPS LOCK key pressed down
throughout the game.

1.9 Parts Inventory
-------------------
Your game should contain the following parts:

a. Game box
b. Rule book
c. One 5-1/4" game disk
d. Two map cards

2.0 SEQUENCE OF PLAY
====================
BREAKTHROUGH IN THE ARDENNES is a two-sided game.  German vs American.
The German forces must be commanded by the human player.  The American
forces may be commanded by either a human or the computer.

2.1 Determining Conditions of Play
----------------------------------
At the start of the game the player(s) must determine the conditions
under which the game will be played from the menu below:

1. NEW GAME            SAVED GAME
2. LEVEL O PLAY           1 2 3 4
3. HISTORICAL      NON-HISTORIACL
4. SOLITAIRE           TWO PLAYER
5. COLOR      BLACK/WHITE (ATARI)
6. Scenarios
     First Seven Days (16th-22nd)
     Last Seven Days (21st-27th)
     Twelve Days (16th-27th)

If you choose a saved game all options will be pre-determined by that
saved game.

The level of play represents handicaps given to the German forces.
Level four is the easiest level and level one is the hardest.  Level
three is the historical level.  At level four the German player is
given one more air point when due air points, double the normal
replacement rate, and 50% more artillery points.  At level three no
modifications are made to either side.  At level two the American
player receives 25% more artillery points, double the amount of
replacements, and two additional air points.  At level one the
American receives 50% more artillery points, triple the amount of
replacements, and four additional air points.

The historical/non-historical option allows the player(s) to
experience the special command control problem the Americans had that
prevented them from blocking the advance of the 116th and 2nd Panzer
divisions to Houffalize and across the Ourthe River early in the
battle.  Hexrows 13 through 17 may be entered only by selected
American units (see Order of Battle).

The color option (Atari only.) gives the German player blue units and
the black/white option gives him white units.

Three scenarios have been provided to allow players in experience the
first or second half of the battle as well as the full twelve days.
Except for the Last Seven Days scenario the game begins with the
Supply Phase at the beginning of the turn.

2.2 Historical Set-Up
---------------------
At the start of the game the computer will assign all combat forces in
their locations, depending on the scenario, when the Germans launched
their offensive.

2.3 Sequence of Play
--------------------
1. Air Phase
2. Supply Phase
3. Reinforcement Phase
4. Unit Organization Phase
5. American 1st Operation Phase
6. American 1st Combat Phase
7. German 1st Operation Phase
8. German 1st Combat Phase
9. American 2nd Operation Phase
10. American 2nd Combat Phase
11. German 2nd Operation Phase
12. German 2nd Combat Phase

2.4 Sequence of Play Exceptions
-------------------------------
The first turn (December 16), the Americans have no unit Organization
Phase.  Only a few American units are given operation points.  The
Germans on December 16th (the first turn) may not move during the 1st
phase they may perform any other action (including allocating combat).
Some German units are given zero operation points and some receive
decreased operation point allowances.  On December 17th (turn two)
some American units have their operation points reduced.

The Americans are automatically supplied on December 16th and 17th
(turns one and two).  The Germans are supplied through December 18th
(turn three).

3.0 AIR PHASE
=============
During this phase, players will allocate and execute ground attack and
interdiction air missions.

3.1 Air Point Schedule
----------------------
The American player receives air points according to the weather:

     Clear - six points
       Fog - two points
  Overcast - zero points

The German player receives two air points on December 18th (turn
three) and receives the air point every turn with Fog weather.

3.2 Air Mission Menu
--------------------
Either or both players receive air points a menu will appear with the
following commands available:

  (0-6): 0, centers the screen, 1-6: moves
  the cursor in the indicated direction.

  (Q)uit: Exits the menu.

  (I)nterdiction: Adds an air point to interdiction of enemy movement.

  (G)round Attack: Executes an attack on the hex beneath the cursor.

3.3 Interdiction
----------------
Every air point allocated to interdiction acts as reduce operation
points received by enemy units.  The more points allocated the greater
the effect.  Enemy units are randomly effected.

3.4 Ground Attack
-----------------
Every enemy unit in the hex under attack has a 50% chance of being
disrupted.  In addition, units in travel mode have a 33% chance of
being strafed. Disrupted units use half of their efficiency. Strafed
units use 30% of their combat strength and are changed to normal mode.

3.5 Air Drops
Air points not used in the Air Phase may be used air drops in the unit
Organization Phase.  An air drop in a hex brings all units up one
supply level (isolated to unsupplied and unsupplied to supplied).

4.0 SUPPLY PHASE
================
Unit may be in three supply states: supplied, unsupplied, or isolated.
Units must have a supply line to a road that exits off a friendly map
edge.  See 13.7 for examples of supply.

4.1 Supply Trace
----------------
to be in supply a unit must be able to trace a line of supply no more
than two hexes, unblocked by enemy hexes, to a supplied road.  A
supplied road is one that can trace a line of mad hexes off a friendly
map edge, unblocked by enemy hexes. American friendly map edges are
the north, south and west edges.  The Germans have only the east map
edge.  An enemy hex is one that either contains an enemy unit or one
that was last entered by an enemy unit.  Players do not need to
concern themselves with the actual trace.  The computer does it for
all units.  Note that enemy zones of control (hexes next to enemy
units) do not block the supply trace.

4.2 Supply States
-----------------
A unit is supplied if its supply trace is successful.  A unit is
unsupplied if not successful.  A unit is isolated if it is unsupplied,
surrounded by enemy zones of control or units (zones of control must
be exerted by a adjacent enemy units to be effective), and not under
the command control of a division.  A unit is under the command
control of a division by being itself a divisional unit, or by being
on or adjacent to a hex containing a divisional unit.

4.3 Supply Effects
------------------
Unsupplied units have their operation points halved.  They not only
fail to recover efficiency, but also suffer an additional efficiency
loss.  They have their modified combat strength cut by 25% when
defending and 50% when attacking and may not transfer artillery in or
out.  Bridge blowing or building and fortifying may not be performed
by unsupplied units.  Isolated and unsupplied units may not change to
travel mode.  In addition such units are automatically changed to
normal mode if in travel mode when their status changes in the Supply
Phase unless their status changes due to the random fuel effect.

Isolated units suffer the same penalities as unsupplied units with
some differences.  Their modified combat strength is cut by 50% when
defending, they receive zero operation points, and three is a 40%
chance that they will surrender when attacked.  As implied, isolated
units may not attack.

4.4 Supply Exceptions
---------------------
American units are automatically considered in supply on December 16th
and 17th (the first two game turns).  German units are in supply
through December 18th (turn three).

Starting on December 20th (turn five) there is a 12% chance that any
isolated German unit will run out of fuel, such units are given an
unsupplied status.  In respective of the supply trace.

5.0 REINFORCEMENT PHASE
=======================
The computer will automatically enter reinforcements on the map edges
according to the Order of Battle Chart located at the back of the
rules book.

5.1 Entry Hexes
---------------
If the entry hex of a reinforcement unit is enemy occupied or its
entry would violate stacking the unit will enter a nearby map edge
road hex.  Entry hexes are listed on the Order of Battle Chart for
reinforcing units.

5.2 Delayed Arrival
-------------------
Each side is allowed only so many units on the map at one time.  The
American may have fifty-seven and the German seventy.  If a
reinforcing unit would violate this limit then the unit's arrival is
delayed that turn.  The player would have to build up units or through
combat, lose & unit in order for the reinforcing unit to appear the
next turn.  For every 50 combat points exited off the map by the
German player the American player has the very next reinforcing unit
on the north or west map edge permanently delayed.

6.0 UNIT ORGANIZATION PHASE
===========================
During the phase players may perform several operations including
artillery transfer, unit build-up and breakdown, bridge blowing and
building, inputing replacements, and exiting units from the map.

6.1 Cursor Menu
---------------
while in this menu a player may choose the following functions:

   (0-6): 0, centers the screen and 1-6, moves the cursor in the
   indicated direction.

   (G)et: Accesses the unitial in the hex beneath the cursor.

   (Q)uit: Exits the current player's Unit Organization Phase.

   (D)isplay: Pressing this key will change the time its takes for the
   computer to clear the screen after certain displays.  The number in
   parentheses is the current display time.  The higher the number,
   the longer the displays will stay on the screen.  Pressing the key
   will change the number by one.  When ten is reached, the next
   number accessed is zero.

   (T)errain: Removes all unit shapes from the map to expose the
   terrain under- neath.  Press any key to return units.

6.2 Unit Menu
-------------
When the (G)et function is used from the cursor menu and there is more
than one unit in the hex, a list of the units is displayed from one to
two or three.  Pressing a number will access that unit while pressing
(Q)uit will return to the cursor menu.

6.3 Unit Organization Menu
--------------------------
An accessed unit will have it's statistics and conditions displayed
(see example at end of rules book for explanation of display).  At the
bottom of the display is a list of actions of functions that may be
performed.

   (A)rtillery: Artillery transfers
   (M)ax Artillery: Gives the unit maximum artillery allowed.
   (R)eplacements: Replacement allocation Numbers indicate available
   replacement pools.
   (B)uild up Breakdowns: Allows building up and breaking down of
   regiments and divisions.
   (P)ools: Display artillery pools available in the corps for
   transfer.
   (D)estroying Bridges: Activates bridge blowing.
   (C)onstructing Bridges: Activates bridge building.
   (Q)uit: Returns to cursor menu
   (G)et: Accesses units in hex.
   (S)upply Air drop: Drops supplies (see 3.5 Air Drops)

6.4 Artillery Transfers
-----------------------
All units that belong to a division may transfer to or from their
corresponding Artillery Corps Pool (see Artillery Corps Pool Table).
Only units that belong to a division may contain artillery.  Isolated
units may not transfer artillery.  At the beginning of the turn all
artillery points contained by units are transfered back into the
Artillery Corps Pools.

American units may contain up to 30 artillery points per stacking
point.  German units may contain up to 33 points for the first three
turns and 15 points thereafter.  A unit automatically returns half of
its artillery to the pool for every hex moved into (except retreats).
Artillery points may be permanently lost due to combat.

Artillery Corps Pool may receive additional points as reinforcements
(see Artillery Corps Pool Table).  German pools actually use points
early in the game to reflect the ammobility of their artillery.

6.5 Replacements
----------------
Starting December 19th (turn four) both players may input replacements
into infantry and armored formations.  Independent units and battalion
formations may not receive replacements.  Units must be supplied to
receive replacements.  The American may input 15 infantry points and
10 armored points per turn.  The German may input 10 infantry and 15
armored points.  Replacements may not be accumulated from turn to
turn.  Replacements available are displayed on the Unit Organization
Menu.

6.6 Build-ups and Breakdowns
----------------------------
Two or three regiments of the same division may build-up into a
divisional unit.  A regiment may also build into its already present
divisional unit.  Units must be in the same hex to build-up into the
parent divisional unit.  A divisional unit may breakdown into a
component regiments.  Unit strengths, efficiencies, and fort level are
added together to averaged as appropriate in the build-up and
breakdown process.  A unit(s) assumes in supply status of the unit
issuing the command.  Built-up or broken down units assume a normal
mode.

Breakdown will not be permitted if the unit limit of the player would
be exceeded.  The remaining number of available unit slots is
displayed in parentheses, following the build-up Breakdown command.  A
divisional unit will have a stacking value equal to the number of
units built into it.  Some divisions contain four regiments.  Only
three of those may build up into the deivisional unit since only three
stacking points are allowed in a hex.

Divisional units may not change into travel mode.  They receive a 25%
combat strength bonus.

6.7 Bridges
-----------
Bridges may be blown and rebuilt at bridge sites (see map) by adjacent
units for an operation point cost (see Operation Costs Table).  Only
engineer units may build bridges for the Germans.  Any American unit
may conduct bridge operations.  Isolated units or units in travel mode
may not perform bridge operations.

A unit may only make a bridge blowing attempt once a turn.  Engineer
units have 50% chance of being successful and all others have a 35%
chance.  Bridge building is automatic.  Units cannot build bridges
when next to an enemy unit.

Mobile units except for engineers and panzergrenadiers may cross a
river only through a bridge when in travel mode.  The first German
unit across a bridge (that current turn) incurs no additional
operation point cost.  Each German unit thereafter has two more
operation point cost (+2) to cross that bridge than the previous unit.

7.0 OPERATION PHASES
====================
During these phases players expend operation points performing actions
that include: moving, changing mode, plotting combat and advances, and
fortifying.

7.1 Cursor Menu
---------------
While in this menu a player may choose the following functions:

  (0-6): 0, centers the screen and 1-6, moves the cursor in the
  indicated direction.

  (G)et: Accesses the unit(s) in the hex beneath the cursor.

  (C)ombat: Exits the Operations Phase and activates combat
  resolution.

  (T)errain: Removes all unit shapes from the map to expose the
  terrain underneath.  Press any key to return units.

7.2 Unit Menu
-------------
When the (G)et function is used from the cursor menu and there is more
than one unit in the hex, a list of the units is displayed, numbered
from one to two or three.  Pressing a number will access that unit
while pressing (Q)uit will return to the cursor menu.

7.3 Command Menu
----------------
An accessed unit will have a number of available commands displayed
with some unit statistics below the actual game map.  Below are listed
the commands from which the unit may choose.

  (A)dvance: Order unit to advance after combat.  An "Y" after this
  command signifies that the unit will advance while an "N" signifies
  that it will not.

  (0-6): Centers and moves unit under the cursor.

  (F)ort: Fortify one level.  The number following is the current fort
  level.

  (M)ode: Changes mode.  Letter indicate present mode (T=Travel and
  N=Normal).

  (D)isplay: Displays unit conditions and statistics.

  (G)et: Accesses units in the hex.

  (Q)uit: Returns to cursor menu.

  (T)errain: Removes units from the map.

  (E)xit: Exits German unit from eligible map edge.

7.4 Operation Point Allowances
------------------------------
Units of both sides receive operation points at the beginning of the
turn and then again at the beginning of the second operation phase.
The number of operation points received is dependent upon a unit's
base allowance, air interdiction mode, and supply state.  The
following are base allowances of the various unit types (#/#, first
number is operation points received at beginning of turn and second is
number received the second operations phase):

   German

   PZ divisions and regiments           - 24/10
   PZ brigades and PZGR untis           - 20/10
   Piper's PZ regiment                  - 32/10
   RCN (reconnaissance) units           - 28/10
   ENG                                  - 20/10
   VG, FJ, and ENG                      - 12/6


   American

   Armored units                        - 15/20
   Cavalry units                        - 20/20
   Infantry, Airborne, and ENG          -  9/9

In addition to the second phase's base allowance a unit will
accumulate a portion of the beginning allowance, unused in the first
phase.  American mobile units may have a maximum of 24 and German
mobile 20 operation points for the second phase and non-mobile units
12 points.  Non-mobile American units receive double their regular
allowance if in travel mode.  Operation point allowances are cut in
half for unsupplied units and reduced to zero for isolated units.
There is no second phase allowance on December 16th (the first turn of
the game).

7.5 Moving a Unit
-----------------
To move a unit simply press 1-6, correponding to the direction you
wish to move (as indicated by the compass on the display).  The
operation point cost of the hex moved into will be subtracted from the
unit's remaining operation points (see Operation Costs Table for
complete list of costs).

If a unit has insufficient operation points to move into a hex it will
not move unless the unit hasn't yet moved that turn and the hex being
moved into is not adjacent to an enemy unit.  The unit is then moved
and its operation points is reduced to zero.

7.6 Zones of Control, Movement Restrictions and Stacking
--------------------------------------------------------
The six hexagons surrounding a unit constitutes its zone of control
(ZOC).  Units must pay an additional operation point cost to enter or
leave an enemy ZOC.  Units moving in normal mode directly from one
enemy ZOC to another have their operation points reduced to zero.
Fortifying costs more when in an enemy ZOC.  To be isolated unsupplied
units must be surrounded by enemy ZOC (of enemy units adjacent to
them).  Bridge building may not be conducted in enemy ZOC.  Units that
must retreat into an enemy ZOC lose extra casualties.  The 150th
German Panzer Brigade does not pay ZOC costs through December 17th
(turn two).  This unit had a special infiltrating mission and was
composed mainly of captured American equipment.

German units may not move into the zero hexrow of the X coordinate of
the map (the leftmost vertical hexrow).  This rule exists to limit
unrealistic German control of the southern hexrow and allows ample
room for reinforcing American units.  American units except (or those
indicated on the Order of Battle Chart, may not enter X coordinate
hexrows eleven through seventeen inclusive through December 22nd (turn
seven).  This restriction is in effect only if the Historical option
is used when first setting up the game.  This restriction reflects the
command control and communications problems the Americans experienced
between the northern and southern portions of the battlefield that
allowed German Panzer formations to reach Houffalize and cross the
Ourthe River relatively early.

Units may not use road movement costs unless in travel mode (see 7.2
Travel Mode).  Mobile units except for engineers and Panzergrenadiers
may only cross a river in Travel mode at a bridge.  Engineer units
reduce operation point costs for units crossing rivers in normal mode
if the engineer unit occupies either hex of the river crossing.

Each non-divisional unit has a stacking value of one.  A divisional
unit has a stacking value equal to the number of units built into.  No
more than three stacking points may be in a hex at any one time.
Units in travel mode pay one more operation point to stack with
friendly units to normal mode.  Units in travel mode may not stack
together (except receiving reinforcements).

7.7 Travel Mode and Road Movement
---------------------------------
Unit may change from normal to travel mode or from travel to normal
mode at the cost of operation points (see Operation Costs Table).  An
unsupplied or isolated unit may not change to travel mode.  American
non-mobile units have their remaining operation points doubled when
they enter travel mode.  Units in travel mode change automatically to
normal mode when strafed.  Travel mode units have their modified
combat strength reduced by 40%.

Units may only use road movement costs when in travel mode.  Units in
travel mode may only move into a hex that hex a white hexside in
common with its current hex.  That white hexside represents a road
connecting the two hexes thrown on the C64).  Travel mode units expand
an additional point to stack.  Travel mode units may not stack with
each other except when first received as reinforcements.

7.8 Fortifications
------------------
Unit may fortify to five levels by expending the operation point cost
(see Operation Cost Table).  Fortification costs more when the unit is
next to an enemy unit.  Fortification costs less when an engineer unit
in normal mode is present.  When a unit moves its fortification level
returns to zero.  A unit's modified combat strength when defending is
increased by 30% per level of fortification.  A unit's chances of
retreating are also decreased when fortified.

7.9 Plotting Combat and Advancing After Combat
----------------------------------------------
Both the defender and attacker expend operation points in combat if a
unit attacks in the second operations phase all remaining operation
points are used.  A unit that attempts to move onto an enemy unit will
plot combat against that hex provided the unit has sufficient
operation points.  The direction that the unit attacked will now be
displayed whenever the unit is accessed.  Combat plots may not be
rescinded.

A unit may designate itself to advance after combat.  It will advance
if eligible.

7.10 Exiting German Unit
------------------------
The German player may exit units off the map from specific hexes (see
map) on the west and north map edges.  Such units may never reenter
the game.

Exited German units gain victory points every turn.  These points are
not added to the score until the end of the game, provided that the
hex exited from is still in German supply.  For every 50 combat points
of units exited the American player has his very next reinforcing unit
on the north of west map edge permanently delayed from entering the
game.

8.0 COMBAT
==========
When the Combat Phase is initiated each combat plotted by the player
is resolved in order of the actual plotting.  The combat strengths for
both sides are added up and modified by various factors to determine
the battle odds.  Losses are then determined and distributed among the
participating units.  Retreats and advances are executed by the
computer for eligible units.  Odds, losses, and retreat results are
displayed on the screen.  In addition, the approximate, unmodified
combat strength and hex location of the defender are also displayed.

8.1 Efficiency
--------------
Each unit has an efficiency that ranges from 40% to 100%.  A unit's
combat strength is directly modified by its efficiency (a combat
strength of 50 with 80% efficiency would have a modified strength of
45).  Efficiency represents fatigue and disruption incurred by a unit
from movement and combat.  A unit loses efficiency for every hex it
moves into (except when in travel mode).  A unit loses efficiency in
battle according to its losses.  Attacking units will lose more
efficiency than defending units on a per loss basis.  Isolated and
unsupplied units lose efficiency at the beginning of each turn.

Units supply regain some efficiency at the beginning of each turn.
Any unused operation points from the previous movement phase recover
efficiency on a point for point basis at the beginning of the turn.

8.2 Combat Strength Modifiers and Bonuses
-----------------------------------------
The terrain of the defender will modify his strength according to the
Combat Modified Table.  The attacker will be cut by 25% attacking
across a river hexside.  A units fortification level will increase its
strength when defending by 30% per level.  Unsupplied units have their
attack strengths cut by 50% and their defense cut by 25%.  Isolated
units may not attack and are cut by 50% when defending.

After the above modifiers are applied, the unit any divisional bonuses
are the applied.  Artillery points for the attacker and defender are
then added to the strength totals.  Artillery points for the attacker
are halved against towns and reduced by 10% per fort level.  A unit
may not be modified by more than triple its combat strength, excluding
divisional bonus and artillery.

8.3 Casualties
--------------
The attacker's losses are based on its unmodified combat strength, a
random and a constant.  The defender's losses are based on the
attacker's losses, odds and a random.  In addition losses are incurred
by artillery.  The defender loses one strength point per twenty enemy
artillery points and the attacker loses one strength point per ten
enemy artillery points.  Losses are distributed to units
proportionately based on combat strength.

8.4 Retreats and Advances
-------------------------
Retreats are based on the percent of casualties lost, unit
efficiencies, fortification levels and a random.  Units in towns and
units without retreat routes will not retreat, but will incur an
additional strength loss.  Unit retreating into an enemy ZOC will
incur additional casualties.

The computer will automatically retreat and advance units.  Generally,
units will retreat toward friendly lines away from the attacking
force.  The first unit to plot the attack will advance first if
eligible.  Units will not advance or retreat where normally prohibited
in regular movement.  Units expend operation points when retreating on
advancing (except ZOC costs).  A unit will advance or retreat even if
it has insufficience operation points.

9.0 WEATHER
===========
Weather affects the number of air points that each side receives.  A
ground freeze starting December 24th (turn nine) and lasting until the
end of the game is independent of the weather (see Operation Combat
Table).  Below is a chart that shows the chances of the various types
of weather occurring by turns:

  December 16th and 17th - 100% Overcast

  December 18th through 21st - 80% Overcast and 50% Fog

  December 22nd through 24th - 18% Overcast and 34% Fog and 50% Clear

  December 25th through 27th - 34% Fog and 66% Clear


10.0 VICTORY CONDITIONS
=======================
The German gains victory points taking the exiting units eliminating
American units, having a lesser percent of its combat strength
eliminated, and controlling road hexes north of St. Hubert and west of
the Ourthe River.  The German player loses points for eliminated
German units and having a greater percent of its combat strength
eliminated than the American.  The total points are used to determine
the level of victory.

10.1 Victory Points
-------------------
At the end of the game the German receives 25 point per town that he
controls (50 points for Bastonge).  He also will receive 25 points per
turn for holding the towns below the German receives 50 points per
turn for Bastgone 7.13).

               LOCATIONS                        LOCATIONS

 Rochefort       14,2          Hotten             18,7
 Marche          17,4          Ouffet             26,7
 Elsenborn       27,25         Durbuy             22,7
 St. Vith        19,23         Aywaille            8,13
 Malmedy         26,21         Spa                28,16
 Stavelot        24,19         Stoumont           25,16
 Trois Ponts     23,17         Havelange          24,1
 Manhay          20,13         Huy                30,3
 Aerbomont       23,12

German units that exit the eligible west or north map edges (see map)
receive points based on the turn they exit and combat strength.  A
unit receives one victory point per three combat point per turn that
it has exited provided the road hex it exited from is still in supply
at the end of the game.

The German receives 50 points per eliminated American stacking point
and loses 50 points per eliminated German stacking point.  Engineers
and battalion sized units do not count.

At the end of the game the percent of combat strength left for each
side will be determined.  For every percentage point that the German
has more than the American, he receives 20 points.  For every
percentage point less than the American, he loses 20 points.

At the end of the game the German will receive 3 points per
controlled, supplied road hex north of St. Hubert and west of the
Ourthe River.

10.2 End of Game and Victory Levels
-----------------------------------
When the game ends the program will continue to the next turn's Supply
Phase to calculate victory points.  At this time you will be allowed
to access units on both sides to examine them.

The German score at the end of the game is compared to the chart below
for the level of victory.

   (1)     (2)      Level of Victory

  1000    1600      American Strategic
  1100    1700      American Tactical
  1200    1800      Draw
  1700    2300      German Tactical
  1900    2700      German Strategic

The (1) column refers to the First Seven Day scenario and the (2)
column refers to the Last Seven Day scenario and the Twelve Day
scenario.  The points listed are the minimum needed to attain that
level of victory.

11.0 HISTORICAL COMMENTARY
==========================
In September 1944 the German army was on the verge of defeat.  On the
Western Front the Germans were outnumbered nearly 2:1 in divisions.
The British/U.S.  forces had reached the Westwall defenses on the
German border.  On the Eastern Front the Russians had driven to East
Prussia and had conquered most of Rumania.  In Italy the Germans had
been slowly pushed back to the Po Valley in northern Italy.  During
June, July and August the Germans had suffered tremendous losses in
manpower and there were shortages in tanks, ammunition and fuel.

Hitler then had an inspiration to launch a counterattack from the
Ardennes with the objective being the large port of Antwerp which the
British had captured intact.  If Antwerp could be taken, it would cut
off the entire British/Canadian Armies, the Ninth U.S. Army and part
of the First U.S. Army in Holland and Belgium.

During August and September the Western Allies had driven across
France and Belgium to the German border.  The Germans still held onto
some of the major ports on the coast which forced the Allies to haul
supplies from the Normandy beachhead.  The Allied supply line was
therefore extremely stretched and incapable of supplying all the
forces at once.  Hitler guessed that this would give him time to
prepare his defenses along the Westwall and build up his strength in
order to launch the counterattack.  The autumn rain and mud would also
help to slow down the Allied attacks.

Due to the powerful Allied airforce which controlled the skies.
Hitler needed a few days of overcast weather to begin this attack and
break through to reach Antwerp.  The Ardennes sector was thinly held
by both sides and was used as a resting place for worn out units which
had taken heavy losses (4th and 28th Infantry Divisions) or a place to
put newly arrived units in the line (106th Infantry Division).  By
concentrating the German forces on a narrow front.  Hitler hoped to
quickly pierce the front line and strike for the Meuse River crossings
and then take Antwerp.  The heavily wooded Ardennes area would provide
excellent cover to conceal the buildup of forces near the front line.

Initially the Germans had 13 Infantry and 7 Panzer Divisions in the
assault.  Against them were 5 Infantry Divisions, 3 Cavalry Regiments,
and 1 Armored Division.

During the early morning hours of December 16, 1944 the Germans
unleashed their long awaited counteroffensive.  A tremendous artillery
barrage was fired disrupting Allied communications and causing panic
in some of the green American units.  The Germans quickly infiltrated
through the scattered U.S.  positions and soon had overrun or
surrounded the 28th and 106th Infantry Divisions and the 14th Cavalry
Division.  Two regiments of the 106th Infantry were isolated, their
retreat route blocked by advancing German units.  They surroundered on
December 19th.

By December 19, the 2nd 99th, and 9th Infantry Divisions securely held
the line extending northward and from Elaenborn.  Any further attacks
would be repulsed with heavy losses.  Piper/1SS had managed to get to
Stoumont, but was now out of fuel and nearly surrounded by reinforcing
American units.  The 1st and 30th Infantry Divisions held the area
from Elsenborn to Stoumont.  The 7th Armored, 424/106, and 112/28 held
the Fortified Goose Egg which included the area around St. Vith
stretching to Vielsam.  The 82nd Airborne was deploying along the Salm
River from Trois Ponts to Vielsam and westward to a point a few miles
south of Manhay.  The 101st Airborne Division had just barely arrived
in Bastogne in time.

By the 19th the 116th Panzer Division had reached Houflalize and was
looking for a bridge site over the Ourthe River.  The 2nd Panzer
Division was north of Bastogne and Panzer Lehr was just to the east of
Bastogne.  The 5th Fallschirmjager Division was about to enter Wiltz
and the 352nd Infantry had taken Diekirch and was moving on
Ettelbruck.

By December 23, Bastogne was surrounded by the German 26th VG Division
and part of Panzer Lehr.  The 2nd Panzer Division was close to Marche.
The 116th Panzer was attacking the U.S. 3rd Armored in Hotton.  The
remnants of the American forces who had held the Fortified Goose Egg
had just withdrawn across the Salm River by Vielsam.  They had held
against German advance for a full week giving the Allies the precious
time needed to form a defensive line further to the west.  The 1st SS
and 9th SS Panzer Divisions were attacking from Trois Ponts to
Vielsam.

By December 27, the 2nd Panzer Division had been mauled by the U.S.
and 2nd Armored Division near Celles and had to retreat back to
Rockhefort.  The 9th Panzer was attacking the 84th Infantry near
Marche.  The 9th SS Panzer had pushed the 82nd Airborne which was now
holding a line from Trois Ponts to Manhay.  The U.S. 4th Armored
Division managed to open a narrow corridor into Bastogne and had
linked up with the valiant defenders of the 101st Airborne.  On the
south flank the Germans held positions across the Sure River against
attacks by the 80th, 26th and 35th Infantry Divisions.

On January 2 the Allies would begin their counterattack to reduce the
bulge created by the German offensive.  By the end of January the
front lines would be back to where they were on December 16.

The German breakthrough in the Ardennes failed for a number of
reasons.  The tenscious American defense at key road functions delayed
the German advance enough to allow American reinforcements to arrive
on the battlefield and deploy American reinforcements arrived much
sooner than the Germans thought possible whereas German reserves were
committed too late.  The road net quickly became very congeated,
traffic being jammed far behind the forward advancing units.  In
addition poor weather conditions created extremely treacherous roads.
American airpower proved devasisting to any German vehicles moving
along the roads during daylight hours in clear weather.  The failure
to capture key road centers also caused traffic to back up soon after
the initial German assault was made.  German stocks of fuel and
artillery ammunition were running low.  All of these factors doomed
the German breakthrough in the Ardennes and ended any hope of a quick
German victory.

12.0 STRATEGY & TACTICS
=======================
After playing the game several times the designers and playtesters
give the following suggestions:

German Player
-------------
Plan ahead where you wish to make your major attacks.  Earmark those
areas to receive fresh reinforceing divisions and artillery
assignments.  When units arrive at the front build up into divisions
for maximum penetrating power.  Make the most out of the first few
turns when American reaction is slow.  Taking the divisions at hand,
drive up the Houttalize corridor and cross the Ourthe River as soon as
possible.  Once across the Ourthe strike toward Rochefort and the edge
of the map.  As you do this, surround and contain Bastogne, bringing
up fresh divisions to wear down the defenses.  Allocate two or three
divisions to protect the southern flank from reinforcing American
units.  Remember that roads are the key to supplying your units.
Seize and maintain a good road net along your avenues of advance.
Examine the victory conditions carefully and plan accordingly.

American Player
---------------
You must use your forces at hand carefully to maximize slowing down
the German advance.  Holding key road junctions or placing road
junctions in your ZOC will most effectively slow the German advance.
Take special care in placing the independent units that are allowed to
enter the Houffalize corridor.  The German potential for deep
penetration and/or breakthrough is greatest in this area.  Blow the
bridges across the Ourthe River to slow the German advance.  If units
are being encircled by German forces either pull back or divisionalize
to prevent from being isolated.  Towns are potential strongpoints (and
worth victory points), so think twice before you abandon one.  When
your reinforce- ments have arrived at the front and the German advance
has been slowed, plan your counterattacks carefully, utilizing
divisionalized units, fresh units, air strikes, and artillery.  Attack
where the German is vulnerable and where a supply route can be
exposed.  Retake towns and push the German east of the Ourthe River
where possible.

13.0 CHARTS, TABLES, AND EXAMPLES OF PLAY
=========================================

13.1 Unit Symbol Legend
-----------------------


+--------+
| \    / |
|   \/   |     - Airborne or Fallschlemjager
|  / \   |
|/     \ |
+--------+


+--------+
|        |
|        |     - Infantry or Bolkagrenadier
|  / \   |
|/     \ |
+--------+

+--------+
| \    / |
|   \/   |     - Engineer
|  / \   |
|/     \ |
+--------+
+--------+
|    |   |

+--------+
| \----/ |
| | \/ | |     - Panzergrenader
| |/ \ | |
|/ ----\ |
+--------+
 o  o  o


+--------+
|  ____  |
| |    | |     - Panzer, Tank or Armored
| |____| |
|        |
+--------+

+--------+
|      / |
|    /   |     - Recon or Cavalry
|  /     |
|/       |
+--------+

  X - Brigade
 XX - Division

 || - Battalion
||| - Regiment


  X   X   <----- Size (Division)
+--------+
| \    / |
|   \/   |     - Type (Infantry)
|  / \   |
|/     \ |
+--------+


13.2 Order of Battle Chart
--------------------------

                         Com- Start-  Start-
   11,111/XX/XXX   Type  bat  Date    Loc.      Mob
   ------------------------------------------------
   American

   422/106/XVII    INF   40   16th    19,28     N
   423/106/XVII    INF   40   16th    18,28     N
   424/106/XVII    INF   40   16th    16,25*    N
   112/28/VII      INF   45   16th    13,24*    N
   -/28/VIII       INF   15   16th     2,26     N
   -/28/VIII       INF   15   16th     2,24     N
   -/28/VIII       INF   15   16th     4,25     N
   -/28/VIII       INF   15   16th     7,22     N
   -/28/VIII       INF   15   16th     9,22     N
   -/28/VIII       INF   15   16th     9,20     N
   -/IND           INF   30   16th    26,21     N
   9/2/V           INF   50   16th    29,27     N
   23/2/V          INF   50   16th    27,26     N
   38/2/V          INF   50   16th    28,28     N
   393/99/V        INF   40   16th    26,29     N
   394/99/V        INF   40   16th    25,28     N
   395/99/V        INF   40   16th    27,28     N
   CCB/9/VIII      ARM   55   16th    21,24     Y
   H/9/VIII        ARM   15   16th     7,15     Y
   R/9/VIII        ARM   15   16th     8,17     Y
   18/14/XVII      CAV   15   16th    22,30     Y
   30/14/XVII      CAV   15   16th    19,18     Y
   102/-/V         CAV   40   16th    30,27     Y
   1102/-/VIII     ENG   10   16th     7,13*    N
   1128/-/VIII     ENG   10   16th     6,19*    N
   1111/-/VIII     ENG   10   16th    23,17*    N
   1107/-/VIII     ENG   10   16th    19,23*    N
   CCA/7/XVII      ARM   55   18th    30,13     Y
   CCB/7/XVII      ARM   55   17th    30,15     Y
   CCR/7/XVII      ARM   55   18th    30,13     Y
   C/10/XII        ARM   15   17th     0,14     Y
   D/10/XII        ARM   15   17th     0,14     Y
   O/10/XII        ARM   15   17th     0,14     Y
   16/1/V          INF   50   19th    30,22     N
   18/1/V          INF   50   19th    30,22     N
   26/1/V          INF   50   17th    30,22     N
   TD-A/-/-        ARM   25   18th    30,9*     Y
   39/9/V          INF   45   18th    30,22     N
   47/9/V          INF   45   18th    30,22     N
   60/9/V          INF   45   22nd    30,16     N
   117/30/XVII     INF   45   18th    30,12     N
   119/30/XVII     INF   45   18th    30,13     N
   130/30/XVII     INF   45   18th    30,16     N
   TD-B/-/-        ARM   25   19th    30,12*    Y
   327G/101/VIII   AB    40   19th     1,0      N
   501/101/VIII    AB    40   19th     1,0      N
   502/101/VIII    AB    40   19th     3,0      N
   506/101/VIII    AB    40   19th     3,0      N
   327G/82/XVII    AB    40   19th    19,0      N
   504/82/XVII     AB    40   19th    19,0      N
   505/82/XVII     AB    40   19th    22,0      N
   508/82/XVII     AB    40   19th    22,0      N
   CCA/3/VII       ARM   65   21st    30,12     Y
   CCB/3/VII       ARM   60   19th    30,12     Y
   CCR/3/VII       ARM   55   20th    30,12     Y
   354/-/-         ENG   10   20th     9,0*     N
   1313/-/-        ENG   10   20th    19,0*     N
   333/84/VII      INF   45   21st    30,2      N
   334/84/VII      INF   45   20th    30,6      N
   335/84/VII      INF   45   21st    30,6      N
   TD-C/-/-        ARM   25   21st     0,14*    Y
   517/-/-         AB    40   22nd    30,9*     N
   317/84/XII      INF   45   22nd     0,23     N
   318/84/XII      INF   45   22nd     0,23     N
   319/84/XII      INF   45   22nd     0,23     N
   101/26/III      INF   45   22nd     0,20     N
   104/26/III      INF   45   22nd     0,20     N
   328/26/III      INF   45   22nd     0,20     N
   CCA/4/III       ARM   45   22nd     0,14     N
   CCB/4/III       ARM   45   22nd     0,14     Y
   CCR/4/III       ARM   45   22nd     0,14     Y
   CCA/2/III       ARM   65   22nd    30,2      Y
   CCB/2/III       ARM   65   22nd    30,6      Y
   CCR/2/III       ARM   55   22nd    30,9      Y
   1308/-/-        ENG   10   22nd    19,0*     N
   289/75/VII      INF   40   23rd    30,2      N
   290/75/VII      INF   40   23rd    30,6      N
   291/75/VII      INF   40   23rd    30,6      N
   TD-D/-/-        ARM   25   23rd    30,6      Y
   329/83/VII      INF   45   25th    30,2      N
   330/83/VII      INF   45   25th    30,6      N
   331/83/VII      INF   45   25th    30,6      N
   134/35/III      INF   45   25th     0,20     N
   137/35/III      INF   45   25th     0,20     N
   324/35/III      INF   45   25th     0,14     N



                         Com- Start-  Start-
   11,111/XX/XXX   Type  bat  Date    Loc.      Mob
   ------------------------------------------------
   German

   2/2/XLVII       PZGR  45   16th     9,23     Y
   3/2/XLVII       PZ    55   16th     9,24     Y
   304/2/XLVII     PZGR  45   16th     9,23     Y
   1/1SS/ISS       PZGR  65   16th    23,31     Y
   2/1SS/ISS       PZGR  65   16th    23,31     Y
   Piper/1SS/ISS   PZ    85   16th    23,31     Y
   39/26/XLVII     VG    55   16th     8,24     N
   77/26/XLVII     VG    55   16th     8,24     N
   78/26/XLVII     VG    45   16th     7,24     N
   16/116/LVII     PZ    55   16th    13,26     Y
   60/116/LVII     PZGR  45   16th    13,25     Y
   156/116/LVII    PZGR  60   16th    13,25     Y
   5/3/ISS         FJ    32   16th    23,30     N
   8/3/ISS         FJ    32   16th    24,31     N
   9/3/ISS         FJ    45   16th    24,30     N
   12/12SS/ISS     PZ    60   16th    28,31     Y
   25/12SS/ISS     PZGR  60   16th    27,30     Y
   26/12SS/ISS     PZGR  60   16th    28,31     Y
   190/LEHR/XLVII  PZ    32   16th     8,27     Y
   901/LEHR/XLVII  PZGR  32   16th     7,26     Y
   902/LEHR/XLVII  PZGR  32   16th     8,26     Y
   REC/LEHR/XLVII  CAV   40   16th     7,27     Y
   969/277/ISS     VG    25   16th    27,29     N
   990/277/ISS     VG    25   16th    26,30     N
   991/277/ISS     VG    15   16th    26,30     N
   914/352/LXXXV   VG    25   16th     3,26     N
   915/277/ISS     VG    25   16th     3,26     N
   916/277/ISS     VG    25   16th     3,26     N
   164/62/LXVI     VG    25   16th    16,26     N
   183/62/LXVI     VG    25   16th    15,25     N
   190/62/LXVI     VG    25   16th    16,26     N
   27/12/ISS       VG    25   16th    25,29     N
   48/12/ISS       VG    25   16th    25,29     N
   89/12/ISS       VG    25   16th    25,30     N
   1128/560/LVIII  VG    32   16th    12,25     N
   1129/560/LVIII  VG    15   16th    12,25     N
   1130/560/LVIII  VG    25   16th    12,25     N
   293/18/LXVI     VG    25   16th    17,27     N
   294/18/LXVI     VG    25   16th    22,31     N
   295/18/LXVI     VG    25   16th    21,30     N
   13/5/LXXXV      FJ    32   16th     5,25     N
   14/5/LXXXV      FJ    32   16th     5,25     N
   15/5/LXXXV      PZGR  40   16th     5,25     Y
   150-SK-SS-/-/-  PZ    40   16th    27,30     Y
   PZ/-/XLVII      PZ    25   16th     9,25     Y
   PZ/-/LVIII      PZ    25   16th    10,27     Y
   560/-/-         PZ    25   16th    22,31     Y
   11/-/LXXXV      PZ    25   16th     4,27     Y
   PZ/-/LXVI       PZ    25   16th    19,29     Y
   ENG/-/ISS       ENG   10   16th    27,30     Y
   ENG/-/IISS      ENG   10   16th    24,31     Y
   ENG/-/XLVII     ENG   10   16th     9,23     Y
   ENG/-/LXXXV     ENG   10   16th     7,24     Y
   ENG/-/LVIII     ENG   10   16th     2,31     Y
   ENG/-/LXVI      ENG   10   16th     5,27     Y
   -/272/LXVII     VG    25   16th    30,28     N
   751/326/LXVII   VG    25   16th    29,28     N
   752/326/LXVII   VG    25   16th    29,28     N
   753/326/LXVII   VG    20   16th    28,22     N
   JPZ/-/LXXX      PZ    40   17th    23,31     Y
   FB/-/-          PZ    99   19th    23,31     Y
   519/-/-         PZ    25   19th    19,31     Y
   9/9SS/IISS      PZ    60   19th    19,31     Y
   19/9SS/IISS     PZGR  60   19th    19,31     Y
   20/9SS/IISS     PZGR  55   19th    16,31     Y
   2/2SS/IISS      PZ    65   19th    16,31     Y
   3/2SS/IISS      PZGR  65   19th    16,31     Y
   4/2SS/IISS      PZGR  60   19th    14,31     Y
   8/3/IISS        PZGR  60   19th    14,31     Y
   9/3/IISS        PZGR  60   19th    14,31     Y
   FGR/-/-         PZGR  60   22nd    19,31     Y
   208/79/LXXXV    VG    25   23rd    23,31     N
   212/79/LXXXV    VG    25   23rd    23,31     N
   226/79/LXXXV    VG    25   23rd    23,31     N
   10/9/XLVII      PZGR  45   23rd    19,31     Y
   11/9/XLVII      PZGR  40   23rd    19,31     Y
   33/9/XLVII      PZ    45   23rd    19,31     Y
   104/15/XLVII    PZGR  45   23rd    16,31     Y
   115/15/XLVII    PZGR  45   23rd    16,31     Y

Note: All American engineer u nits have a combat value of 5 and TD
units have a combat value of 15 in two-pla yer games instead of values
listed above.

* = those American units allowed to enter the corridor (see 7.6).


13.3 Unit Statistics and Conditions Example
-------------------------------------------
When # unit is accessed during the Unit organization Phase or when a
unit is displayed within the command menu of the Operations Phase the
following statistics and conditions of the unit are displayed:

   GER 116 PZ DIV  ADVANCE-N
   COMBAT: 105 ARTILLERY: 30
   OPERATION: 20 FORT:2 EFF: 100%
   STACK: 2 NORMAL  SUPPLIED
   LVIII CORPS ARTILLERY: 40

In the example above the German 116th Panzer Division:

 - will not advance after combat
 - has 105 combat strength points
 - has 30 artillery points
 - has 20 remaining operation points
 - has a fortification level of two
 - has an efficiency of 100%
 - has a stacking value of two
 - is in normal mode
 - is in a supplied state
 - belongs to the LVIII Corps which has 40 remaining artillery points
   to distribute (this line will only appear in the Organization Phase
   if the unit belongs to a Corps Artillery Pool).

13.4 Artillery Corps Table
--------------------------

Corps            Composite Div.    Art. Pts.   Rein. Pts/Date

American
--------
V Corps          1,2,9,99            115         30/Dec 18
VII Corps        83,84,75,2A,3A        0         60/Dec 18
XVII Corps       14C,82,30,106,7A      0         90/Dec 18
III Corps        26,35,4A              0         60/Dec 21
VIII Corps       28,101,9A            40         45/Dec 19
XII Corps        80                    0         30/Dec 22

German
------
LXVII Corps      272,326             65
ISS Corps        12,277,3FJ,1SS,    130
                 2SS,12SS,3 PZGR
IISS Corps       2SS,9SS              0          15/Dec 19
LXVI Corps       18,62               25
XLVII Corps      26,2PZ,Lehr,        75
                 9PZ,15 PZGR
LVIII Corps      560,116 PZ          65
LXXXV Corps      79,352,5FJ          55


13.5 Operation Cost Table
-------------------------
                           Mobile             Non-Mobile
Terrain/Action              Units               Units

Clear (Freeze) 1            3(3)                3(3)
Rough (Freeze)              6(4)                3(3)
Town (Freeze)               4(4)                3(3)
Forest (Freeze)             8(6)                3(3)
Road (Town) 2               1(2)                1(2)
Bridge 3                    +2                  +2
River (Engineers) 4        N/A(3)               5(3)
Enter Enemy Hex              1                   1
Enter Enemy ZOC 3            2                   2
Leave Enemy ZOC (T. Mode)   4(6)                4(6)
Change Mode (American) 6    7(10)               3(6)
Construct Bridge            ALL                 ALL
Destroy Bridge              15                   5
Defend in Combat             3                   3
Attack in Combat 8           6                   6
Fortify (Eng.)             10(5)                6(3)
Fortify in ZOC (Eng.)      20(10)              12(6)

Notes
-----
(1) The ground freeze start DEC 24
(2) Units must be in travel mode
(3) +2 per German unit that crosses the bridge that turn.  No
    additional cost for American units.
(4) Engineer rate applies if engineer is at either side of river
    crossing
(5) If a unit in normal mode has just exited an enemy ZOC, its
    operation points are reduced to zero
(6) American non-mobile units incur double (twelve) the cost to leave
    travel mode
(7) Exception: Panzergrenadiers may cross rivers at a cost of 4 points
    with an engineer and 8 points without
(8) Units that attack in the second operation phase have their
    operation points reduced to zero


13.6 Combat Modifiers
---------------------

Terrain/Condition       Def. Modifier            Att. Modifier

Clear                      1.0                      1.0
Rough                      1.3                      1.0
Town                       2.0                      1.0
Forest                     1.7                      1.0
River                      1.0                       .75
Travel Mode                 .60                      .60
Fortification           1+(.3 x Level)              N/A
Divisional                 1.25                     1.25
Efficiency              EFF# x .01               EFF# x .01
Unsupplied                  .75                      .50
Isolated                    .50                     N/A


13.7 Supply Examples
--------------------

               _____         _____         _____
              /   Y \       /  Y  \       /  Y  \
        _____/   o   \_____/  Y    \_____/  Y    \
       / ||| \  Y  Y /  |  \ Y  Y  /  Y  \ Y   Y /
      /  ___  \_____/  / \  \_____/  Y    \_____/
      \ |_1_| / ||| \/     \/     \ Y  Y  / ||| \
       \__|__/  ---  \_____/   o   \_____/  ---  \    T - Town
       /  |  \ |_B_| / ||| \    T  / ||| \ |_5_| /
      / Y o   \_____/  ---  \_____/  ---  \_____/     Y - Forest
      \ Y | Y /   Y \ |_3_| / ||| \ |_C_| /  Y  \
       \__|__/  Y    \_____/  ---  \_____/  Y    \    o - German Hex
       /  |  \ Y  Y  /  Y  \ |_4_| / x x \ Y   Y /
      /  /|   \_____/  Y    \_____/  ---  \_____/
      \ / |   / ||| \ Y  Y  /   Y \ |_D_| / ||| \
       \__|__/  ---  \_____/   Y   \_____/  ---  \
       / ||| \ |_2_| /     \  Y  Y / Y   \ |_6_| /
      /  ---  \_____/   o   \_____/  __ / \_____/
      \ |_A_| /     \       /     \/   Y  /
       \_____/       \_____/       \_____/


Units numbered 1-6 are American and units lettered A-D are German.
American units 1,3,4,5 and 6 are supplied.  Unit 2 is unsupplied
because it cannot trace supply within two hexes of a friendly supplied
road hex.  German A is supplied.  Unit B is isolated and units C and D
are unsupplied.  Unit B is isolated because it is unable to trace
supply and is surrounded by enemy ZOC (of enemy units next to it).
Unit C is unsupplied due to a blocked supply trace.  It would be
isolated if it wasn't next to a divisional unit since it is surrounded
by enemy ZOC.  Unit D has a blocked supply trace and vould be isolated
if it wasn't a divisional unit.

14.0 DEDICATION
===============
We would like to give our appreciation to Joel Billings, whose
assistance and support helped make this game.



OPERATION COST TABLE
====================


                           Mobile             Non-Mobile
Terrain/Action              Units               Units

Clear (Freeze) 1            3(3)                3(3)
Rough (Freeze)              6(4)                3(3)
Town (Freeze)               4(4)                3(3)
Forest (Freeze)             8(6)                3(3)
Road (Town) 2               1(2)                1(2)
Bridge 3                    +2                  +2
River (Engineers) 4        N/A(3)               5(3)
Enter Enemy Hex              1                   1
Enter Enemy ZOC 3            2                   2
Leave Enemy ZOC (T. Mode)   4(6)                4(6)
Change Mode (American) 6    7(10)               3(6)
Construct Bridge            ALL                 ALL
Destroy Bridge              15                   5
Defend in Combat             3                   3
Attack in Combat 8           6                   6
Fortify (Eng.)             10(5)                6(3)
Fortify in ZOC (Eng.)      20(10)              12(6)

Notes
-----
(1) The ground freeze start DEC 24
(2) Units must be in travel mode
(3) +2 per German unit that crosses the bridge that turn.  No
    additional cost for American units.
(4) Engineer rate applies if engineer is at either side of river
    crossing
(5) If a unit in normal mode has just exited an enemy ZOC, its
     operation points are reduced to zero
(6) American non-mobile units incur double (twelve) the cost to leave
    travel mode
(7) Exception: Panzergrenadiers may cross rivers at a cost of 4 points
    with an engineer and 8 points without
(8) Units that attack in the second operation phase have their
    operation points reduced to zero


WEATHER
=======

December 16th and 17th - 100% Overcast

December 18th through 21st - 50% Overcast and 50% Fog

December 22nd through 24th - 16% Overcast, 34% Fog, and 50% Clear

December 25th through 27th - 34% Fog and 66% Clear



ARTILLERY CORPS TABLE
=====================

Corps            Composite Div.    Art. Pts.   Rein. Pts/Date

American
--------
V Corps          1,2,9,99            115         30/Dec 18
VII Corps        83,84,75,2A,3A        0         60/Dec 18
XVII Corps       14C,82,30,106,7A      0         90/Dec 18
III Corps        26,35,4A              0         60/Dec 21
VIII Corps       28,101,9A            40         45/Dec 19
XII Corps        80                    0         30/Dec 22

German
------
LXVII Corps      272,326             65
ISS Corps        12,277,3FJ,1SS,    130
                 2SS,12SS,3 PZGR
IISS Corps       2SS,9SS              0          15/Dec 19
LXVI Corps       18,62               25
XLVII Corps      26,2PZ,Lehr,        75
                 9PZ,15 PZGR
LVIII Corps      560,116 PZ          65
LXXXV Corps      79,352,5FJ          55



COMBAT MODIFIERS
================

Terrain/Condition       Def. Modifier            Att. Modifier

Clear                      1.0                      1.0
Rough                      1.3                      1.0
Town                       2.0                      1.0
Forest                     1.7                      1.0
River                      1.0                       .75
Travel Mode                 .60                      .60
Fortification           1+(.3 x Level)              N/A
Divisional                 1.25                     1.25
Efficiency              EFF# x .01               EFF# x .01
Unsupplied                  .75                      .50
Isolated                    .50                     N/A

*********

End of the Project 64 etext fo the Breakthrough in the Ardennes
manual.

*********
