Drive On Metz A4
Drive On Metz A4
1126
559
0304 0504 0704 0904
N 1–4 Moselle
357
90
The
The Drive
Drive on
0404 0604 0804
on
4–4
Metz
0305 0505 0705 0905
0505
Utrfhr
462
0405 0605 0805
C 2–4
CCA
Jean
462
Derouedle
2
Gravelotte d’Arc
0407 0607 0807
5–4 S 1–4 0807
Metz
10
17ss
37
7
17ss
St.
462
38
Driant Privat
0409 0609 0809
S 3–4 0609 2–8
Gorze St.
11
Blaise
0310 0510 0710 0910
5–4 S 2–8
CCB
7–10
Sei
By James F. Dunnigan
0411 0611 0811
Compiled by Christian
0611 Holm Christensen
29
2–8
Original credits
Design & development James F. Dunnigan
Graphic design assistance & inspiration Redmond A. Simonsen
Graphic production Ted Koller, Bob Ryer & William Morrow Production Department
Forbearance Susan Hanger
Playtesting Richard Bartucchi, Gary Gillette, Dave Rodhe, Bill Watkins & a
few other folks whose names I forgot to write down
Game mechanics
Period WWII
Level operational
Hex scale 4 km (2.5 miles)
Unit scale regiment ( )
Turn scale 1 day
# turns 7
Unit density low
Complexity 1 of 10
Solitaire 9 of 10
References
• Dunigan, J.F., The Complete Wargame Handbook, William Morrow & Company, 1980
This version all text, illustrations, graphics, and layout by Christian Holm Christensen.
Typeset in LATEX by Christian Holm Christensen using the package wargame. The sources of this
LAT EX document and supporting material is available from Gitlab.
10th
III
wargame © 2023 Christian Holm Christensen. This work is licensed under CC BY-SA 4.0. Last updated
4–3
August 6, 2023.
Preface
This is a revamp of The Drive on Metz published in Contents
James Dunnigan’s book The Complete Wargames Hand-
1 Components 4
book. All text and graphics is new in this edition. The
rules have been rewritten. For example, the optional 1.1 The board . . . . . . . . . . . . . . . . . . 4
rules have been integrated into the main text so that it 1.2 The units . . . . . . . . . . . . . . . . . . 5
is easier to find them at the relevant time in the flow of
2 Optional rules 5
the game.
2.1 Division command . . . . . . . . . . . . . 5
The rules are cross-referenced. As rules have been re-
structured, including the optional rules, the text is more 2.2 Tactical withdrawal . . . . . . . . . . . . . 5
verbose and with some repetitions here and there, but 2.3 US airborne . . . . . . . . . . . . . . . . . 6
the relevant information should be easier to find.
3 Setting up 6
Some additional illustrations have been added to help
understand the rules. 4 Turn sequence 6
5 Zone of Control 6
6 Stacking 6
7 Control 6
8 Movement phase 7
8.1 Movement . . . . . . . . . . . . . . . . . . 7
8.2 Reinforcements . . . . . . . . . . . . . . . 8
9 Combat phase 8
9.1 Combat factors and modifiers . . . . . . . 8
9.2 Combat resolution . . . . . . . . . . . . . 9
9.3 Retreat . . . . . . . . . . . . . . . . . . . 9
9.4 Elimination . . . . . . . . . . . . . . . . . 10
9.5 Advance after combat . . . . . . . . . . . 10
10 Victory points 10
10.1 US victory points . . . . . . . . . . . . . . 10
10.2 German victory points . . . . . . . . . . . 10
10.3 Victory determination . . . . . . . . . . . 11
4 1 COMPONENTS
Rules
Introduction Terrain
MF CRT
cost shift**
The game is played in turns which are further sub-
divided into phases. Once all phases of a turn has been Clear 2 –
completed, then the game moves on to the next turn Woods 4 ⇐2
until the end of the game as stipulated in the scenario
notes. Rough 3 ⇐1
Echelon Set up
N 0609 Type Game
Identifier Parent Turn
357
90
3
CF 4–4 2–8 MF
Figure 2: The game turn marker
Figure 1: Elements of units. The different parts of the
unit are highlighted. vehicles.
Units consisting of battle tanks (or panzer in Ger-
§1.2 The units man).
The counters in the game represent various ground units, Tactical withdrawal Normally, an engaged (§5)
such as infantry ( ), armoured, ( ), and panzer-granedier unit may not voluntarily disengage. However, with
( ) units, and a separate marker to mark the turn on this optional rule, armoured units ( and ) units
the turn track on the board. may at the cost of spending additional MFs.
The counters are colour coded according to the nation- In the following we will often use a short hand nota-
ality or command structure to which they belong. The tion to designate units. This short hand consist of the
colours are command of the unit (us for US units and de or ss for
German Heer (army) and Waffen Shutzstaffel (ss, German Heer or ssunits), the unit identifier, parent
armed protective staff), DE for short. formation identifier, and the unit type (i: infantry, a:
armoured, ab: airborne) and echelon (bde: brigade,
United States of Ameria units of the XX Corps un- regt: regiment). For example, the United States of
der the command of General Lieutenant Patton, US America 357th regiment of the 90th infantry division
for short. may be written us 357/90 iregt, while the 38th reg-
Figure 1 shows the elements of ground units. These are iment of the 17th ss panzer-granadier division can be
written ss 38/17 airegt.
Set up : The set up information of the unit. Letters
The ‘CC’ of the brigades of the US 7th armoured divi-
on the US units indicate that they arrive on turn 1 in
sion stands for ‘combat command’ and ‘A’, ‘B’, and
one of the set-up boxes as indicated on the map. Hex
‘R’ designates the A, B, and reserve brigades.
coordinates on DE units indicate that the unit starts
on the board at designated hex. A single number The German regiments ‘Fhnjkr’ and ‘Utrfhr’ of the
indicate which turn the unit arrives at. 462nd infantry division are Fahnenjunker (Flag Cadette)
and Unterfuhrer (Sub-commander), respectively, and
US airborne The optional us 502/101 abi unit
were build from the near-by officer and non-commissioned
has no set-up hex or turn. Instead this unit can
officer schools.
enter the map at any clear ( ) hex with no other
unit in it in any US faction movement phase (§8). Finally, the game turn marker, shown in Figure 2 is used
with the turn track on the board (§1.1) to keep track of
CF : Combat factor. This represents the units fighting
the current turn.
ability, both offensive and defensive. The higher the
number the stronger the unit.
MF : Movement factor. The manoeuvrability of the
§2 Optional rules
unit. The larger the number, the more mobility of There are three possible optional rules in this game. The
the unit. faction must mutually agree which of these rules should
Echelon : The size of the unit. There are two different be in use.
sizes of units in the game.
§2.1 Division command
Brigade.
Regiment. With this optional rule, if two or more units of the same
division (parent identifier, see §1.2) attack the same tar-
Identifier : The unit identifier.
get, then they benefit from the higher formation com-
Parent : The parent formation (division) of the unit. mand and gain a right column shift when resolving com-
Division Units belonging to the same division has bat. This only applies when attacking, but applies even
a distinct advantage when attacking if this optional if units of other division also attack the same target.
rule is in use. This optional rule slightly favours the US faction.
Type : The kind of unit. The unit types are
Infantry. Soldiers mainly travelling by foot and §2.2 Tactical withdrawal
equipped with small arms. Normally, an engaged unit (§5), that is a unit in an
German Panzer-Grenadier units. They are in- enemy unit’s ZOC, cannot disengage, or move out of
fantry transported by half-track and other armoured the enemy ZOC.
2
C
0106 0306 0506 0706
5–4
5 St. Privat
6 0206 0406 0606 7 CONTROL
0806
CCA
C
7–10
Ammanvilliers
Lorraine Gambetta
0107 0307 0507 0707
US Turn 7
Jean
Movement 0207 Gravelotte
0407 d’Arc
0607
Derouedle
0807
Combat
DE Turn 0108 0308 0508 0708
Turn 1
Movement MET
Mance
Combat 0208
S
0408 0608 0808
CCB
10
7
Table 2: Turn sequence. 0109 0309 0509 0709
5–4
7–10
5 St.
Driant
With this optional rule, armoured units11 ( and ) 0209 0409 0609
0609
Privat
0809
S
units may disengage enemy units by spending additional
5–4
Gorze St.
3
Blaise
0110 0310 0510 0710
MFs (see also §8.1.1). 5 2–8
This rule tends to benefit the German CCB
faction. S
7–10 5–10
lle
Sei
§2.3 US airborne 7
0111 0311 0511 0711
CCR
S
101
forcement in the form of us 502/101 abiregt areas. Note1944 1944 1944 1944 1944 and
that hex 0509 is in ZOC of both units,
Optional (see
3–4also 1944 1
§8.2). the ZOC extends into fortified hexes and across river
hex sides.
§3 Setting up
into or out of fortifications, towns, or cities. This is
The faction should first agree on the optional rules (§2) illustrated in Figure 3.
to use. Then, each faction sets up its units. A unit in an enemy units ZOC is said to be engaged with
The US faction places its units in the corresponding the enemy. A unit must stop movement when entering
slots on the board. enemy ZOC. A unit may not disengage from any enemy
US airborne The optional us 502/101 abi unit unit by leaving enemy ZOC voluntarily.
need only be placed if this optional rule is used. Tactical withdrawal If this optional rule is in use,
The German faction places all units in the set up hex then armoured ( and ) may disengage from enemy
indicated on the unit counter (§1.2), except de 106 units by expending additional MFs (§8).
aregt which is placed in the north reinforcement box.
The game turn marker is placed on Turn 1 of the turn §6 Stacking
track at the bottom of the board.
At the end of the movement (§8) and combat (§9) com-
After this, the game can begin in earnest.
bat phases at most one unit may occupy a hex.
Friendly units may temporarily violate stacking limita-
§4 Turn sequence
tions during the movement and combat phases when
The game runs over 7. Each turn corresponds to a day, moving through a friendly stack of units.
and is sub-divided into an US and German turn. Since Units of opposing sides may never occupy the same hex,
the US faction is the aggressor in this conflict, then it even temporarily.
goes first. If, at the end of any movement or combat phases, includ-
Each faction’s turn is divided into a movement phase ing opponents movement or combat phases, the stack-
(§8) and combat phase (§9). Each phase must be com- ing limitations are not observed, the controlling faction
pleted before moving on to the next phase. must eliminate (§9.4) units until the requirements are
The following sections, after a few definitions, expands met. The controlling faction may freely choose which
upon these phases in detail. units to eliminate.
n1
2–4
C 2
C
0106 0306 0506 07
5–4
7
5
5–4
5
1 0206
St. Privat
0406 0606
CCA
C
7–10
Ammanvilliers
1010
Jean
462
§8 Movement phase
Dero
5
Gravelotte d’Arc
0207 0407 0607
5–4 S 1–4
4
10
5
§8.1 Movement 0108 0308
5–4
0508 07
Turn 1
In a faction’s movement phase, the faction may move 1 0208 3 0408
Mance
0608
S
as many or as few units, in any order, as it pleases. A 2 7
CCR
S 10
7
0109 0309 0509 07
5–4
unit is moved from hex to adjacent hex, in any direction, 5–10
10
5
0509 0709
5–4
Fhnjkr
within the limitations described below. 3 S
462
5
38
Driant Pri
0209 0409 0609
S 11 S 3–4 0609 2–
S
Units of opposing sides may never occupy the same hex,
5–4
2 4
Gorze St.
11
11
3
Blaise
not even temporarily. 5–4
5
0110 0310
5–4 S
0510
2–8
07
1 7
CCB
S CCB
Stacking limitations (§6) must be observed by the end
7
7–10 5–10
0210 0410 Arnaville 0610
CCB
7–10
7
of the movement phase. During the movement phase, 7–10
7
6
however, they may be violated. If the stacking limita- S CCR
0111 0311 0511 07
S
tions are violated at the end of the movement phase, 2 5
CCR
7
0211 0411 0611
then the controlling faction must eliminate units (§9.4) 5–10
7 0611
29
until the limitations are observed.
3
2–8
Figure 4: Movement. us 5/2 iregt enters the board at
§8.1.1 Enemy ZOC 0106, and moves along the road to 0307, for a total cost
1 2 3 4 5
7 Sep 8 Sep 9 Sep 10 Sep 11
ofAny turn
502
101
When a unit enters enemy ZOC (§5), it must immedi- 3 MF. us 5/10 iregt enters on the road on 0108 and
Optional 3–4 1944 1944 1944 1944 19
ately stop and cannot move further that turn. likewise moves along the road to 0407 at a cost of 4 MF.
A unit may not leave enemy ZOC voluntarily. It can us 5/10 iregt likewise uses road movement (1 MF per
leave enemy ZOC if the enemy unit is retreated (§9.3) hex) to reach 0408. us 7/r abde enters on 0110, moves
or eliminated (§9.4), or the unit is itself retreated, all as along the road for 3 hexes at a cost of 3 MF, and then
a consequence of combat. moves into the woods hex in 0408 at cost of 4 MF. In
total it spends 7 MF. Finally us 7/b abde enters in
Tactical withdrawal If this optional rule is in ef- the clear hex 0111 (2 MF) then to 0211 (another 2 MF
fect, then armoured units ( and ) may disengage because the road in that hex does not connect to 0111),
from enemy ZOC, if and only if, upon the first hex and then along the road for three hexes to 0510 totalling
entered, 7 MF.
– it spends an additional 4 MF,
– does not enter into enemy ZOC, Roads If a unit follows a road, that is passes over a
– does not move closer to the enemy edge (East edge hex side with a perforating road connecting the source
for the German faction, West edge for the US fac- and target hexes, then only 1 MF is need irrespective
tion), and of other terrain in the hex entered. Roads connecting
hexes over a river hex side is assumed to represent
– does not cross a river hex side ( ).
bridges, and the normal full MF cost to cross a river
If the unit still has available MFs left, then it may hex side is nullified.
continue moving as per normal movement.
River Another natural feature of the map are the
Thus a unit may not move from enemy ZOC to enemy river hex-sides. These represent waterways which lim-
ZOC. its manoeuvrability. Units generally need to spend a
full turn (one day) to cross these.
§8.1.2 Movement allowance
Each unit has a movement factor (MF, §1.2). This is its Other features, such as towns or cities ( ) and forti-
base movement per turn. These MF cannot be trans- fications ( ) does not themselves impose an MF cost.
ferred between units nor can they be saved for later Instead, the cost of entering hexes with these features is
turns. determined by the other terrain in the hex.
To enter a hex a unit must spend the required MFs to See also Figure 4 for an example of movement.
enter that hex. The cost of entering a hex is summarised
in Table 1. §8.1.3 Exiting the board
Clear To enter a clear hex, 2 MF is required. A unit may be voluntarily moved off-map be expending
the same MFs as to enter the hex it leaves the map
Woods To enter a woods hex, the unit needs to from. If a road goes off-map, then a unit may use road
spend 4 MF. movement (1 MF) to leave the map. See Figure 5 for an
Rough 3 MF are needed to enter a rough hex. example.
0703 0903
8 9 COMBAT PHASE
0603 0803
0704 The
The Drive
0904 Drive on
on 2
Moselle
Metz
N
Metz Turn 2
106
357
90
0604 0804 1–8
4–4
0101 0301 0501 0701 0901
Turn 1
0705 0905
S
0201 0401
N
0601 0801 N
11
5
0605 0805 Thionville
5–4
358
357
90
N
0102 0302 0502 0702 0902
4–4 Trieux
4–4
0706 0906 90
0202 0402 0602 0802
358
Figure 5: Leaving the map. Both us 90/357 iregt and N
4–4
0606 0806
us 5/11 iregt in 0904 and 0905, 90 respectively,
0103
intends0303Figure 6: Reinforcements.
0503 0703 0903
The unit de 106 aregt is
to leave the
Lorraine
0707
map.Gambetta
Hex 09050907
is connect off-map by0203 a road, scheduled 0403 to enter the 0603map. Since us 080390/358 iregt
and us 5/11 iregt only need to spend 1 MF to leave occupies 0601, it cannot enter via that hex. It can enter
the map.
0607 Hex 0904
Derouedle
0807is not, however, connected
0104 off-map03040701 at the cost 0504 of 2 MF, but0704 then must stop0904 because
by a road so it will cost us 90/357 iregt 4 MF to leave it enters enemy ZOC. The German Moselle unit can also enter
0204 0404 0604 0804
the map.0708 0908
the map at 0401 or 0801 at the cost of 1 MF using road
METZ 0105 Abbeville movement, and
0305 0505 can then spend 0705its remaining0905 7 MF for
A unit that leaves
0608 the map voluntarily cannot reenter further movement. Hexes 0501 and 0901 are also valid
0808
Turn 1
in combat.
St.
PrivatInstead, the unit is eliminated (§9.4). defender.
0609 0809 5 St. Privat
0206 Combat 0406is entirely voluntary.0606 That is,0806the attacker does
§8.2 Reinforcements
St. CCA
C
7–10
enter the board as reinforcements. These units0207 start in is always againstd’Arc a single defending unit.
0807 Another way
Gravelotte Derouedle
0407 0607
Sei
specific 0711
reinforcement boxes 0911
(§1.1) and may enter the of saying this, is that a combat is attack into one hex,
board via any hex adjacent to the reinforcement box and all attackers must be adjacent to the target hex.
0108 0308 0508 0708 0908
Turn 1
METZ
which is not occupied
0611 0811 by an enemy unit. A unit 0208 entering An attacking 0408 unit may
Mance
0608only attack once 0808 during a turn,
the board must expend the MFs 10
to enter the first hex and a defending unit may only be attacked once during
S
3 4 5 6 7
5–4
MFs required to enter the entry hex. See also Figure 6 example.
Sei
7
for an example. 0111 0311 0511 0711 0911
CCR §9.1 Combat factors and modifiers
S
1 2 3 4 5 6 7
– possibly in enemy ZOC, Any turn 7 Sep 8 Sep 9 Sep 10 Sep 11 Sep 12 Sep 13 Sep
If the ∆ CF is smaller than −1, then it is treated as −1.
502
101
1010
Jean
462
Derouedle
2
5
Gravelotte d’Arc
0207 0407 0607 0807
5–4 S 1–4 0807 1 – D1 D1 D2 D2 D2 D1 D2
2 – – D1 D2 D2 D2 D1 D1
Metz
10
5
0108 0308 0508 0708 0908
5–4 1–1 3 A1 – – D1 D2 D2 D1 D1
Mance
METZ
0208
S
0408 0608 0808
0808
4 A1 A1 A1 D1 D1 D2 – D1
5 A1 A1 A1 D1 D1 D1 A1 –
CCR
17ss
37
7
Turn 2
106
17ss
St.
A1 Attacker retreat 1 hex
462
38
Driant Privat
0209 0409
S 3–4 1–8 06090609 2–8
0809
– No effect
Gorze St.
11
N
D2 Defender retreat 2 hexes, attacker advance
CCB
0210 0410
0601 Arnaville 06100801 0810
lle
0401
7–10 Retreat not into
Sei or across
0111 0311 0511
Thionville0711 0911
302 0502 0702 0902
Table 3: Combat resolution table.
0211 0411 0611 0811
Figure
0402 7: Combat. 0602 Continuing the 0611 situation
0802 after the
US movement shown in Figure 4. To the north, us 5/10 Units of other higher formations (divisions) may par-
29
2–8 take in the combat, and they may even share parent
303 iregt attacks de 462/1010 iregt in 0507. The com-
0503 0703 0903
bat difference is ∆ CF = 4, but since the German unit formation. However, no more than ⇒ 1 can be ob-
1 2 3 4 5 6 7
0403 7 Sep 8 Sep 9 Sep 10 Sep
0603 0803 11 Sep 12 Sep 13 Sep
tained, no matter how may divisions attack the tar-
101
101
Lorraine Gambetta
307 0507 0707 0907
3–4 0709 The result of the combat is then determined.
17ss
Jean
A1 All attacking units must retreat (§9.3) 1 hex away
38
308 0508 0708 0908 vance (§9.5) into one of the hexes vacated by the at-
3–8
Mance
METZ tackers.
0408 0608 0808
– No effect. Neither attacking or defending units need
to retreat.
309 0509 0709 0909
Figure 8: Column shift. The ss 17/38 airegt and D1 The defending unit must retreat (§9.3) 1 hex away
ss0409
17/37 airegtDriant attack
0609
us Privat
101/502
St.
abiregt in 0606,
0809 from the attacking units. One attacking unit may
which is woods and fortified hex. In this combat ∆ CF = advance (§9.5) into hex vacated by the defending unit.
Gorze St.
2, which gives 0510 the Blaise
column “0710 +2, +3” before adjust for
310 0910 D2 The defending unit must retreat (§9.3) 2 hex away
the target hex. Defending in a woods hex ( ) gives a from the attacking units. One attacking unit may
0410 Arnaville 0610 0810
lle
⇐ 2 shift, and from a fortified hex ( ) ⇐ 3. Thus, advance (§9.5) into hex previously occupied by the
Sei
311
the resulting 0511
column shift is ⇐
0711
3 and the CRT column
0911
defending unit.
becomes “≤ −1”.
0411 0611 0811
§9.3 Retreat
If more than one hex terrain or feature are applicable, A defending unit suffering a D1 or D2 result must retreat
then the largest column shift is used. See also Figure 8. away from the attacking units. In the case of a D1 result
Division If this optional rule is in effect, then if two or the defending unit must retreat 1 hex away. In the case
7 Sep more
8 Sepunits of the10
same
Sepparent attack of a D2 result the defending unit must retreat 2 hexes
5
formation
12 Sep (§1.2)
1 2 3 4 6 7
9 Sep 11 Sep 13 Sep
the same target, then the attack gain a column away.
1944 1944 1944 1944 1944 1944 1944 ⇒ 1
shift. Attacking units suffering a A1 result must all retreat one
462
Utrf
0205 0405 0605 0805
2–4
0106
10 0306 0506 0706 0906
10 VICTORY POINTS
St. Privat
0206 0406 0606 0806
Ammanvilliers US VP
0907 5/ East of Moselle for 3 consecutive turns
Lorraine Gambetta
0107 0307 0507 0707
C 0507
5/ Exit map on East edge
1010
Jean
462
Derouedle
2
5
Gravelotte d’Arc
0207 0407 0607 0807
5–4 S 1–4 0509 0807 5 Control Thionville (0701)
Fhnjkr
Metz
20 Control Metz (0807)
462
10
5
0108 0308 0508 0708 0908
5–4 3–4 1–1
Mance
METZ DE VP
0208 0408 S0608 0808
S 0509 0808 10/ Exit map on west edge
11
Fhnjkr
5
*
CCR
17ss
Exit map on East or south edges
462
37
7
0109 0309
5–10
S0509
0509
5–4
3–4
0709
0709 3–8
8 − turn/
0909
11
Fhnjkr
17ss
St.
462
38
Driant
0209
S
0409 5–4
3–4 0609
0609 Privat
2–8
0809
Gorze St.
11
lle
7–10
defending unit is retreated two hexes, then one attacking
Sei
0111 0311 0511 0711 unit
0911 may move into the hex occupied by the retreating
2–8
umn. The US faction rolls a 2 and the result is “–” i.e., faction has the option to advance the single defending
no effect. Both units stay where they are. To the south, unit into one of the hexes vacated by the attacking units.
1 2 3 4 5 6 7
7 Sep 8 Sep 9 Sep 10 Sep 11 Sep 12 Sep 13 Sep
101
∆ VP Victory
≥5 Marginal
≥ 10 Substantial
≥ 15 Decisive
Metz
US VP
5/ East of Moselle for 3 consecutive turns
5/ Exit map on East edge (09XX)
5 Control Thionville (0701)
Optional rules 20 Control Metz (0807)
Division command DE VP
Tactical withdrawal 10/ Exit map on west edge (01XX)
* Exit map on East (09XX) or south (XX11) edges
US airborne 8 − turn/
*
Only units. VP depends on turn exited (7 on first, 1 on last)
Turn sequence
US Turn Movement & combat effects Combat resolution table
Movement MF CRT ∆ CF
Terrain
Combat cost shift** Die +2 +4
+6 +8
≤ −1 0 1 ≥ 10
DE Turn roll +3 +5
+7 +9
Clear 2 –
Movement 1 – D1 D1 D1 D2
D2 D2 D2
Combat Woods 4 ⇐2 2 – – D1 D1 D1
D2 D2 D2
Rough 3 ⇐1 3 A1 – – D1 D1
D1 D2 D2
Victory conditions 4 A1 A1 A1 – D1
D1 D1 D2
∆ VP Victory River All ⇐ 3† 5 A1 A1 A1 A1 –
D1 D1 D1
≥ 5 Marginal Town/city – ⇐2 6 A1 A1 A1 A1 A1
– D1 D1
≥ 10 Substantial A1 Attacker retreat 1 hex
≥ 15 Decisive Fortified – ⇐3 – No effect
Reference – – D1 Defender retreat 1 hex, attacker advance
Unit types
D2 Defender retreat 2 hexes, attacker advance
Infantry Road 1 –
Airborne Retreat not into or across
Division – ⇒ 1*
infantry Withdrawal +4*‡ –
Echelon Set up
Armoured †
If all attack across N 0609 Type
infantry Identifier
‡
Parent
357
3
Armoured * 4–4 2–8
Optional CF MF
Regiment **
Not cumulative except ⇒
Brigade
N N C S S C S
CCA
CCB
357
358
90
90
10
11
2
7
4–4 4–4 5–4 5–4 5–4 7–10 7–10
S 0502 0403 0505 0507 0509
Fhnjkr
Utrfhr
1125
1126
1010
CCR
502
101
559
559
462
462
462
7
5–10 3–4 1–4 1–4 2–4 1–4 3–4
0609 0611 0807 2 0808 0709
Game
Metz
17ss
17ss
106
29
37
38
8
3
2–8 2–8 1–1 1–8 3–8 2–8 Turn
1125
357
559
90
4–4 1–4
N 0403
1126
358
559
90
4–4 1–4
C 0505
Utrfhr
462
2
5–4 2–4
S 0507
1010
462
10
5–4 1–4
S 0509
Fhnjkr
462
11
5–4 3–4
C 0609
Turn
CCA
7–10 2–8
S 0611
Turn
CCB
29
7
7–10 2–8
S 0807
Metz
CCR
5–10 1–1
2
502
101
106
3–4 1–8
0808
Control Turn
17ss
10 VP
37
Thionville 3–8
0709
Control Turn
17ss
20 VP
38
Metz 2–8
Total Total
Notes
The
The Drive
Drive on
on 2
Metz
Metz Turn 2
106
1–8
0101 0301 0501 0701 0901
Turn 1
Trieux
90
0202 0402 0602 0802
358
N
4–4
0105 Abbeville
0305 0505 0705 0905
Turn 1
2
C
5 St. Privat
0206 0406 0606 0806
CCA
C
7–10
Ammanvilliers
Lorraine Gambetta
7
0107 0307 0507 0707 0907
Jean
Gravelotte d’Arc Derouedle
0207 0407 0607 0807
Mance
METZ
0208 0408 0608 0808
10
S
5 St.
Driant Privat
0209 0409 0609 0809
11
S
5–4
Gorze St.
Blaise
5
0110 0310 0510 0710 0910
CCB
S
7–10 5–10
7
0111 0311 0511 0711 0911
CCR
S
7
0211 0411 0611 0811
1 2 3 4 5 6 7
Any turn 7 Sep 8 Sep 9 Sep 10 Sep 11 Sep 12 Sep 13 Sep
502
101