The TOCS (Tactical Operations Command System) is a double blind multi-player tactical operational level combat system that extends the core series by providing a framework to create operational-level campaign game modules based on different time periods. The TOCS system, by design, is highly scalable and extensible to cover any time period and theater of operations through game modules that utilize this set of Basic Rules and a set of time-period rules, such as the TOCS WWII rule set.
The fog of war is achieved by maintaining a perimeter boundary between opposing forces where all units remain hidden from the opponent. Only actions that affect the perimeter boundary or occur within the enemy perimeter are announced. Any action occurring within the friendly perimeter remains a secret. The result is a double-blind system that models limited intelligence with a high degree of fog of war.
Players are known as Commanding Officers and represent Corps, Divisional or Brigade commanders. The combined TOCS rule set abstracts much of the command staff work for communications and supply, allowing the Commanding Officer to focus on issuing orders and conducting operations.
The combined TOCS system includes a full set of land, air and naval actions that can be performed to create battle tactics that leverage intelligence gained through reconnaissance activities and through prisoner interrogation. At best, the Commanding Officer's understanding of the enemy's disposition and intentions will be vague as he no longer has an omnipresence view of the battle space. The TOCS system is unlike any other game and comes closer to accurately modeling combat during this time period and unit level.
The TOCS system has been under design since 1983 and has had several Operational Game Modules created based on this set of rules, such as: Utah Beach, Advance to the Moselle, Operation Market Garden — Nijmegen. Initially intended as a means to train military cadets and officers about the aspects of tactical operations command within the battle space, but subsequently implemented as a commercial game system. The TOCS system lends itself to many different time periods and map styles allowing it to scale to battles that took place over great distances. Refer to the TOCS articles on tips on playing.
The TOCS (Tactical Operations Command System) rules simulate the tactical command decisions made by Corps, Divisional and Brigade commanders conducting operations within the battle space. These basic rules lay down the concepts of the game system and the sequence of play and are extended by the time-specific rules (such as the TOCS-WWII rule set) that cover specific combat eras. TOCS Game Modules are always based on these Basic Rules and a specific set of time-period rules. Precedence is always, TOCS Game Module rules, then TOCS Time-period rules and last, these TOCS Basic Rules.
Players are referred to as Commanding Officers that represent the highest-ranking Officers in the military formations in play. The TOCS system is a collaborative system where one team will play against another, such as representing the Allies vs. the Axis. It is up to the team to decide the command hierarchy and areas of responsibility, such as Corps commander, Division or Brigade commanders.
Players will follow the interactive sequence of play, based on phases and impulses during each game turn. During each side's Operational Impulse they will spend Operational Points (OP), which are an abstracted form of logistical currency representing the organization's ability to plan and execute actions. The TOCS system provides the Commanding Officers an extensive set of ground, air and naval actions that can be combined to form a series of sequential actions. The concept behind sequential actions allows players to move one unit (playing piece or stack) at a time before committing how to spend the next OP. This results in battles being planned after discovery of enemy units, which is very different than most move and fight game mechanics.
The TOCS system is designed as a double-blind system, which means that each side only sees its own pieces and the enemy pieces are never revealed (until they are destroyed)1. Commanding Officers will discover the presence of enemy occupied hexes when they perform reconnaissance actions and can mark the hexes appropriately. During reconnaissance, the enemy must reveal whether the hex is empty, occupied, or in Zone of Control (known as ZOC). Players maintain the perimeter between friendly and enemy areas with game markers. Whenever an action affects hexes within the enemy perimeter it is announced. Whenever actions occur within the friendly perimeter they remain secret. This requires ‘trust' that the opponent is not cheating and has a good command of the rules, but that is one of the costs of playing a double-blind system without a 3rd party judge.
Some actions require the Commanding Officer (through a HQs unit) to issue orders for units to perform specific actions that they could not otherwise do. This is another deviation from standard games, in that HQs units act and serve as real units, providing Line of Communications (known as LOC), and Line of Supply (known as LOS), and the ability to enable units under its command to perform actions they otherwise cannot perform without orders. An example of this is to perform a withdrawal, or to call in air missions, or a naval or artillery bombardment.
Units degrade through a series of worsening states that become progressively harder to recover from. This is another area where the TOCS system deviates from traditional binary game systems where units are either good or not so good. The TOCS system allows Commanding Officers to drive their units into the ground, and also allows the opponent to pound enemy units into the ground. Logistics and troop degradation are an important aspect of overall command and control.
Play continues through a series of interactive game turns until the operational game clock expires. Victory Conditions (VCs) are known only to the individual sides, which add to the fog of war. Players then determine how they performed over the campaign to determine the side that has won. The advantage of this Victory Condition style of play is that players cannot and should not focus on the enemy's VCs; instead they should focus on there own VCs. This mimics real life, where the enemy's objectives are only known after the war was over. In TOCS this 20:20 hindsight simple does not exist, players must attempt to fulfill their Mission Brief Objectives to win, or risk the chance of losing.
Each TOCS Game Module will have a Mission Brief for each side. In order to obtain the highest degree of fog-of-war, players should refrain from reading or studying the opponent's Mission Brief, which goes against the basic human nature of needing to know every detail, such as knowing exactly how your opponent can lose, rather than focusing on what you need to do to win. Players should realize, that they are in essence, playing the part of their real world Commanding Officer, who was not privy to that information or a historical synopsis of the battle. In this regard, TOCS is more than, “just a game”. Players should embrace the role of playing that person with knowing only what was known at that time, and is described in their Mission Brief. To do otherwise, would be an injustice to the simulation of this campaign. This concept will be very foreign to many players who need to know everything, but in a double-blind experience the unknown is the best part of the experience. It our heartfelt recommendation, that players approach this system as if they where the actual combatant Commanding Officers and deal with things exactly as they would have, with what they knew and what they had available. It is in this context that players will fully understand what it is like to make the command decisions with only the scantest of limited intelligence in an extreme fog-of-war situation, which the TOCS system models extremely well.
The TOCS basic rules provide the underlying fabric to create any time-period Game Module game. The basic rules covers the game concepts and mechanics of the system that are generic to all modules. Time-period rules may supersede the basic rules, and just like module rules may supersede both the basic rules as well as the time-period rules.
The time-period rules will apply to a particular era, such as Ancients, Napoleonic, US Civil War, WWI, WWII, or Korean War. The system by design is flexible enough that any time period can be represented. Since the capabilities changed throughout history, the bulk of the rules (details) are defined in the rule set for that time period. The time-period rules can supersede the basic rules.
The TOCS system comprises of game modules that model a specific operation during a specific time-period, such as Advance to the Moselle, Utah Beach, or Operation Market Garden. Each of these game modules is based on the TOCS basic rules and the TOCS time-period rule sets, such as in this example, the TOCS-WWII rule set.
The TOCS system is a double-blind limited-intelligence game system with a high degree of fog-of-war. This concept may appear strange to players who are used to knowing everything in omnipresence games. This simply wasn't the case in most operational and tactical situations where very little was known until prolonged contact with the enemy produced a clearer picture through reconnaissance gathering activities, prisoners and combat.
Players units are always “hidden” from the enemy and are never revealed until they are destroyed. Likewise a Player's objectives, disposition and intentions are considered secret. Only when specific game rules dictate revealing information, such as interrogating prisoners, or through reconnaissance and probes will information be revealed. Players can, and are encouraged to, provide false information to add to the fog-of-war as long as no rules are broken in doing so2. “My Tiger Tanks are waiting for you, why don't you come a little closer”, is perfectly acceptable. In fact, all a player sees on his board, are his own units. Enemy units are tracked with markers, but the true identity and composition might never be known. Players often keep a ‘Commander Log' so that after the game they can compare battle stories. “When this was taking place, what were you doing”?
Only actions that affect the enemy perimeter must be announced. Any action within the friendly perimeter should not be announced3. Hexes are always either friendly owned, enemy owned, friendly owned but engaged, or owned by no one in the case of a meeting engagement.
Each game turn will follow the Sequence of Play that defines a series of phases and impulses that apply to each turn. The TOCS system is interactive, requiring both opposing Commanding Officer's to be cognizant of changes to the enemy perimeter.
At the start of each game turn players will determine who has the initiative and will take the first Operational Impulse. It is possible to achieve a back-to-back move, by having the last Operational Impulse of the previous turn, and then winning the Initiative of the current turn. Players must anticipate that this will occur and plan a defense accordingly.
During their Operational Impulse the phasing player will spend OPs (Operational Points), which are a form of military currency representing their ability to issue orders and perform operations, such as moving units. After each Operational Impulse battles are resolved by rolling on the CRT (Combat Resolution Table). Battles can result in step losses or units eliminated, degradation of unit capabilities, retreats and pursuits, or if indecisive, an engagement. Battles that are engaged are ‘locked' until the next turn. Players will continue to alternate taking Operational Impulses until the turn randomly ends. At the end of the game turn all units will recover from degraded states.
Units start out being in good-order and degrade to worsened states4 due to exertion performing actions or through combat. Units will transition from good-order, to becoming fatigued, to becoming disordered, to becoming disrupted, to becoming demoralized and finally to becoming dispersed, which represents a complete loss of unit cohesion such as desertion and routing. At each degraded stage the unit has one less AP (Action Point) and has reduced capabilities and performs worse in combat. The worse the degradation, the longer it takes to recover. While it is possible for Commanding Officers to drive their units into the ground, it has consequences.
During the Ground Sequence Phase of each game turn, players will alternate taking Operation Impulses, starting with the player who won the initiative. As the Phasing Player starts the Operational Impulse, the number of OPs points earned is determined. The TOCS Game Module dictates whether addition OPs are added to the 10d OPs dies roll, the total is added to the OP Pool. The Phasing Player can then spend none, some, or all OPs available in the OP Pool. If the Phasing Player spends more OPs than was earned this Operational Impulse they are granted up to three (3) deficit OPs, but these deficit OPs must be credited the non-Phasing Player's OP Pool. These are known as deficit OPs and represent the enemy's ability to take advantage of your overtaxed command/logistical system. Players may bank unspent OPs in the OP Pool as well as spend banked OPs, which provides the players the ability to save up for a big turn or series of turns. This represents the organizations ability to plan and conduct larger operations, or respond to events better. In order to spend additional OPs from the OP Pool, the three deficit OPs must first be spent. Spending OP points from the OP Bank abstracts the organization's ability to plan and conduct larger operations.
Once activated, units can perform actions that can be combined into sequences. Each good-order unit can perform three (3) actions during daytime and two (2) actions at night. For each level that a unit has been degraded it will loss one AP it could spend. Actions such as move and reconnaissance can be performed sequentially (back to back) so that their combined MPs can be utilized.
As players alternate taking Operational Impulses they roll at the end of each impulse to see if the game turn ends. If the turn ends, play continues with the End of Turn Sequence, and if the turn did not end coontinues with the next player Operational Impulse.
Units may perform some types of actions only when they are ordered to by a higher echelon unit, such as a HQs or Leader. This puts an importance on command and control as a means of enabling additional capabilities that the unit would otherwise not be capable of. For example, in the TOCS-WWII rules, artillery units would not perform bombardments that expended a large amount of ammunition, unless they had been ordered to do so. Therefore a HQ would need to order a number of batteries perform the bombardment. This simple concept allows organizational leadership to play a key role in developing battle plans.
Players retain ownership of hexes (or areas) until an enemy action takes that ownership away, even when contested by an engagement5. One or the other players own each hex on the map board. Hexes marked with Engagement Battles remain the possession of the defender until the hex is no longer engaged.
Therefore, a clearly established perimeter exists on the map boards that delineate the friendly from hostile perimeters. Actions that occur within the friendly perimeter are secret, whereas actions occurring within (or affecting) the enemy perimeter must be announced.
During play, it is considered proper game ediquette to announce changes to the opponents perimeter and allow the opponent adequate time to announce whether hexes are in EZOC, have Roadblocks, and Mines. It is a big map and the opponent might be looking at a different area, and it will take time to orient the map to the hex in question and decide on the proper course of action. Play needs to halt until the opponent responds. Units do not move into hexes until the opponent announces it, and then they pay any movement costs the EZOC presents.
If the scenario is a meeting engagement where both players enter the map, at Game Module discretion, it can establish two perimeters and a ‘no mans land'. The same rule above applies to the ‘no mans land' that anything that affects it is announced.
The terrain and the movement costs are defined in the time-period rules.
Combat between opposing units will occur within the hex, not across the hex sides. In this regard TOCS deviates from the traditional move and attack game mechanics. Combat is resolved on the Combat Resolution Table (CRT) with all appropriate DRMs (Die Roll Modifiers) applied. The possible results from combat are:
After resolving the battle, all attacking/defending units that are/were in the hex will degrade to the next lower state.
The TOCS system uses several die roll types to resolve probability. A d10 is a single roll of a ten-sided die. A d6 is a single roll of a six-sided die (aka dr). A 2d6 is a roll of two six-sided dice (aka DR).
Die role Modifiers (known as DRMs) unless otherwise stated are cumulative.
Some combat results require that damage be applied by random selection against a single target or perhaps affecting multiple targets. For example a d combat result applies to only a single unit randomly selected by the highest die roll amongst all units in that hex, with highest ties rerolled. Whereas a D result will effect all units (that tie) for the highest die roll.
If an error is made during play it can be corrected if it has no affect on previous events. If it is determined that the error would affect any other game sequence, the error stands.
Each player or group of players will select the side that they are playing. Players will be privy to their own Mission Brief that is specific to their side and should not have access to the opposing side's Mission Brief, field orders, OOB or objectives. Just like in real life, these are part of the fog of war. Players should then focus on their own field orders and objectives and become familiar with their own OOB. Unless superseded by the Time Period Rules or the Operational Game Module Rules, the TOCS Sequence of Play is as follows:
The Pre-Game Setup is dictated by the Game Module Rules and the Mission Brief for each side and specifies the OOB and starting location of all units initially placed on the board.
The Game Module Rules and Mission Briefs, cover things like initial paratroop/glider landings, pre-bombardments, and any other sequence that occurs before the players start the Ground Sequence Phase and dictate the Pre-Game Special Sequence.
Each player refers to their Game Module Mission Brief to determine whether reinforcements will arrive this turn and where they will appear. These units will remain ‘hidden' off board.
The Ground Sequence Phase covers all phases before and after players perform Operational Impulses until the game turn ends.
At the start of the Ground Sequence Phase the cloud cover and ground conditions are determined for the turn. The Operational Module will provide a chart for the historical weather conditions that existed during that period.
The effects of the weather are covered by the Time Period Rules so that mud in WWI may be handled differently than mud in WWII.
All previous battles marked with an Engagement Battle counter are resolved using the Combat Resolution Table (CRT). The defender is the side that initially has possession of the Engagement Battle hex.
Both attacker and defender can trade off combat losses for retreats and vice versa. Combat losses are taken as Step Losses (SL) where the first hit must be taken against a unit with the most SLs available. The remainder can be distributed to other units as the owning player sees fit. If a unit takes SLs equal to the number of steps it has remaining, it is destroyed and removed from play.
If either attacker or defender are forced to retreat, they may do so one unit at a time. If they retreat into an enemy occupied hex they are ambushed and destroyed and removed from play.
Pursuing retreating units cannot be performed in Engagement Battles; neither are exploitations possible.
If both opponents remain in the hex, the Engagement Counter remains on the top of the units.
Players then determine Initiative by rolling a d10 and applying any DRMs, the player with the highest value moving first and ties going to the player who had the initiative last turn. The die roll is modified by the amount of leadership each side has as well as any National Characteristics DRM, allowing the best-led force to most likely maintain the initiative. The Time Period Rules specify what these DRMs are. The winner will take the first Operational Impulse of the game turn.
Players should notice that it is possible for the turn to end on one player's Operational Impulse and the Initiative to be won by that same player during the next game turn, giving him a back-to-back move. Players should be prepared for this to happen and account for it as part of their overall planning.
Players will alternate taking Operational Impulses until the turn ends.
At the start of each player's Operational Impulse the phasing player will roll on the Weather Chart to determine the current atmospheric environmental conditions for the current impulse. These conditions then exist for that player's impulse only. This allows for fog, mist, rain, downpours, falling snow and whiteout blizzard conditions that can occur periodically. A DRM provides hysteresis so that bad weather conditions tend to last longer once they occur.
The TOCS Game Module rules and historic weather charts will dictate the specific conditions that can exist.
If the Time-Period Rules have aircraft, this phase transitions the aircraft counters through their operational mission states; otherwise, this phase is ignored. Planes are abstractly represented as aircraft counters that can be activated to perform Air Missions. The aircraft can originate from on-board airfields if they exist; otherwise, they will arrive from off board airfields. Aircraft will transition through various states of readiness as they perform missions before they are ready for the next mission. These states of readiness are: Landed, Refueling/Rearming, Ready, In-Flight and On-Station.
At the start of each friendly impulse, move all aircraft to the right one box, until they are in the Ready box. Aircraft performing missions from off board airfields will transition to the and In-flight box; however, aircraft from on-board airbases will transition to the On Station> box, resulting is a faster mission response. All air mission types must be predetermined before they are launched; meaning the air mission type or target cannot be changed once airborne. As soon as an air mission is completed the aircraft return to the Landed box.
If the Turn Ends with aircraft In-Flight, the aircraft will complete their mission on the following turn, unless the mission is aborted by weather conditions or night. Weather conditions and night will restrict what missions can be flown and those missions in progress that must be aborted.
Aircraft become available as part of the reinforcements or OOB as per the TOCS Game Module Mission Brief. Aircraft remain hidden from the enemy unless they are performing missions that affect the enemy perimeter.
The Time-Period Rules will define the air rules for that time period as well as the types of air missions they can perform. The TOCS Game Module Mission Brief will explain to each Commanding Officer what air missions are available during play.
During each Operational Impulse the phasing player will receive a random number of OPs earned that are added to their OP Pool. The total earned is based on three things, (1) the TOCS Game Module may specify a minimum number of OPs that are awarded each Operational Impulse, (2) plus a d10 die roll, (3) plus any deficit OPs6 awarded during the previous non-phasing player's Operational Impulse. The phasing player can never be awarded more than three deficit OPs from the non-phasing player. This total earned is added to the phasing players's OP Pool.
For example: The TOCS Game Module has set the minumum Allied OPs per Operational Impulse as 10, to which the Allied phasing player rolls a 5 on his d10 and adds this to the base of 10, and then adds 2 deficiet OPs granted by the non-phasing player, bringing the total to 17 OPs added to the phasing player's OP Pool7.
The phasing player can choose to perform no activations or actions and bank the earned OPs into his OP Pool (3.3), by declaring that he is “passing”. Play immediately proceeds to the End of Operational Impulse (3.11). Passing increases the chances that the turn will end by adding a +1 DRM to the turn end die roll (3.11). If the turn does not end, play continues with the non-phasing player's Operational Impulse (3.0). If the turn did end, play continues with the End of Turn Sequence (4.0).
The phasing player can spend none, some or all of the OPs in the OP Pool. When the phasing player's spending exceeds the OPs earned for this Operational Impulse, he may spend up to three additional deficit OPs, which must be awarded to the non-phasing player. Deficit OPs never carry over across game turns. If the turn ends, the non-phasing player is not awarded the deficit OPs.
It costs one OP to activate a unit, once activated the OP Pool is decremented. Each unit activated has three Action Points (AP) that it can use to issue orders or perform actions. Good Order units have 3AP during day turns and 2AP during night turns. All actions must be completed before activating the next unit. The activated unit can perform any combination of valid actions as long as it has AP left to perform them8.
The Time-Period Rules will define what actions are available. Depending on the time period, there are different sets of actions available for each type of unit in play. Actions available for infantry may be different than those for artillery, and so forth.
Battles in the TOCS system occur within the hex, although the attacking units do not enter until after the Combat Resolution. Each hex that is attacked is announced and a visible Battle Marker is placed in the hex. This notification allows the enemy to know the hex is being attacked, but not from which direction or from which units. Some of these facts are discovered when resolving the combat, but at this point all the enemy knows, is that he is being attacked.
The non-phasing (enemy) player can now freely activate any unit that had previously been placed in reserve. These activated reserve units can perform any valid set of actions that they could have performed, had it been that player's Operational Impulse, including entering the battle hex.
Combat is resolved using the CRT table by comparing the ratio of attacker vs. defender strength points and then modifying those strength points with the strength point modifiers of the Strength Modifiers section of the CRT. Following that a mathematical column is arrived at to determine the initial odds ratio, such as 2:1. This final odds column is arrived at by first comparing the final number of strength points of the attacker after Strength Modifiers have been applied, to the final number of strength points of the defender, after Strength Modifiers have been applied, adding, subtracting and multiplying those strength points by the Strength Modifiers column of the CRT. The results of these totals are then compared as attacker vs defender strength points to get an odds ratio. In all cases always round down to the next lowest odds column if the numbers are insufficient to exactly match an odds column. After having determined the initial odds column, the column shifts are now determined to raise or lower this odds column to its final odds column by using the Combat Shifts Column of the CRT.
The CRT Table is unique to the TOCS time period sepcific rules, along with all strength modifiers and column shifts. Regardless of time period, both the attacker and defender determine their combat strengths, then determine the odds ratio (FRD) to determine the starting odds column on the CRT, before applying column shifts for the level of support the attack/defense has. The column shifts provide a force multiplier that improves that side's odds, by shifting the CRT column in their favor, with the defender shifting to the left (lower odds) and the attacker shifting to the right (higher odds)9.
For example, in the TOCS WWII time period, each player totals their ground unit combat strengths and applies any strength modifiers to arrive at a total ground strength. Then both players total their ranged combat stengths, such as artillery missions fired in support as well as supporting OBA, and applies any strength modifiers. This total is added to the ground strength. The same is done for any supporting air missions that were conducted as part of the battle. The ratio of these final totals (FRD) determines the initial CRT odds column. Each player counts the number of column shifts that they qualify for. The final odds column is the difference between the attacker's and defender's column shifts. A
The combat results are different depending on the type of attack that had been performed10.
Units retreat one at a time and they can take different paths to different destinations as long as each hex retreated to increases the distance from the battle hex. Units that retreat into an enemy-occupied hex are ambushed and immediately destroyed and removed from play.
The attacker may pursue a retreating enemy, but only into unoccupied hexes and the first hex must be the first hex the enemy retreated through, the attacker can then exploit into any hex for each additional hex the enemy retreated. Attacking units that are exploiting and that attempt to enter an enemy occupied hex, will stop in the hex that they were last in prior to attempting to enter the enemy occupied hex.
For example, if the enemy retreated three hexes, the phasing player can pursue into the first hex retreated through as long as it was not occupied by enemy units and then exploit into two other hexes as long as they are also not occupied by enemy units.
If ALL enemy units in the original battle hex are destroyed, the attacker has achieved a breakthrough and can advance one hex FROM the original Battle Hex. Unlike exploitation, which is only into hexes that are not occupied by the enemy, a breakthrough advance MAY enter an enemy occupied hex. If the unit(s) performing the breakthrough advance do enter an enemy occupied hex, mark that hex with an Engagement Battle marker.
If the battle ends with neither the attacker or defender retreating or being destroyed, mark the hex with an Engagement marker.
The exploitation phase allows the phasing player to take advantage of local opportunities that have just occurred due to the combat phase, by activating units that had been previously placed in reserve.
The phasing player can freely activate units that had been placed in Reserve and perform any valid action, except launching a ground attack.
If an activated reserve unit attempts to move into an enemy-occupied hex, it will be forced to stop in the previous hex and forfeit any remaining AP.
At the end of the player's Operational Impulse the phasing player will roll a 2d6 to determine if the turn ends; therefore, game turn can end after each Operational Impulse with the odds increasing over time11. This 2d6 result is compared against the number on the Turn Ending Track located on the Game Module Turn Chart. If the number rolled is equal to or less than the number on the chart for that Operational Impulse the current turn ends. If the turn does not end, the phasing player moves the marker one box to the right on the Turn Ending Track.
If the current player has decided to perform no activations this Operational Impulse and decides to "pass" (3.4), this adds +1 to the 2d6 roll for the turn end. If the turn does not end, move the marker two boxes to the right after the 2d6 roll12.
If the turn does not end, the non-phasing player will now perform the next Operational Impulse. This process continues until the turn ends by the 2d6 roll or both players pass consecutively.
During the End of Turn Sequence the following activities occur in order to get ready for the next game turn.
During the unit recovery phase both player's will perform the similar actions on their counters (units and markers). Each unit recovers two states during the Unit Recovery Phase sequence:
At the end of the game the players will determine who won based on the victory conditions describe within the TOCS Game Module - Mission Briefs. Each TOCS module will have its own criteria for winning, which can be different for each player side.
Players will tally the VP (Victory Points) accumulated throughout the game as defined by the game module. Typically each side has a different set (or can choose from different sets) of victory conditions. Throughout the game, players should not know what the opponent's victory conditions are, as these objectives are secret to that side.
Only at the end of the game are these revealed and tallied.
Determining who won is based on the victory conditions established in the TOCS Game Module.
From the Designers:
The TOCS development team appreciates your interest in the TOCS game system and continued involvement in war-gaming as a hobby. It is our sincere hope that you enjoyed the TOCS system, as there are very few games that provide this level of fog-of-war experience quite like a double blind game system, especially when coupled with an extensive set of Actions that can be performed.
The TOCS (Tactical Operational Command System) is a double blind multi-player tactical operational level combat system that provides the framework for WWII/Korean War operational-level campaign game modules. Hereafter referred to as the TOCS WWII Rules, extend the TOCS Basic Rules to cover the time-period specific rules.
The fog of war is achieved by maintaining a perimeter boundary between opposing forces where all units remain hidden from the opponent. Only actions that affect the perimeter boundary or occur within the enemy perimeter are announced. Any action occurring within the friendly perimeter remains a secret. The result is a double-blind system that models limited intelligence with a high degree of fog of war.
Players are known as Commanding Officers and represent Corps, Divisional or Brigade commanders. The TOCS WWII rule set abstracts much of the command staff work for communications and supply, allowing the Commanding Officer to focus on issuing orders and conducting operations.
The TOCS system includes a full set of land, air and naval actions that can be performed to create battle tactics that leverage intelligence gained through reconnaissance activities and through prisoner interrogation. At best, the Commanding Officer's understanding of the enemy's disposition and intentions will be vague as he no longer has an omnipresent view of the battle space. The TOCS WWII system is unlike any other game system and comes close to accurately modeling combat during this time period and unit level.
The TOCS system has been under design since 1983 and has had several WWII modules created based on this set of rules, such as: Utah Beach, Advance to the Moselle, and Operation Market Garden — Nijmegen. Initially intended as a means to train military cadets and officers about the aspects of tactical/operational command within the battle space, but subsequently implemented as a commercial game system. The TOCS system lends itself to many different map styles allowing it to scale to battles that took place over great distances. Refer to the TOCS articles on tips on playing.
The TOCS WWII rules apply to all game modules that are based on WWII and/or the Korean War time period. The order of precedence for rules is always:
This ensures that any rule can be superseded by the time-period or a module specific rule. Reading the TOCS Basic Rules is a prerequisite before continuing.
Each WWII Game Module is a hybrid between a traditional virtualized board game with many aspects computerized to provide the fog of war experience. Each virtualize/computerized Game Module will include:
To be the most enjoyable (fog-of-war) experience, opposing players should not be privy to the opponents OOB or secret Mission Brief. Instead, they should rely on the Intelligence Report within their own Mission Brief, and perform intelligence gathering activities during the game.
The TOCS system can be based on many different map styles, such as hexagons, area zones, or point-to-point maps. The most common style is hexagon-based maps; however, this limits the battle space area, whereas area zones and point-to-point maps can span a much larger area.
The TOCS WWII hexagon map artwork within a hex is drawn in three aligned regions referred to as panels.
Hexagon-based maps are 1,200 meters per hex (roughly ¾ mile).
Playing pieces are referred to as either units or logistical markers. Units form the basic building blocks of all higher military formations, such as Battalions, Regiments, Brigades, Divisions and Corps. The TOCS WWII basic building blocks are Companies, Vehicle Platoons, Batteries, HQs and Assets. The TOCS WWII system highlights the capabilities of each of these unit types as well as specialized versions of these units, such as Engineering Companies and Paratroop Companies. In a similar note, reconnaissance units have special capabilities that other units do not1.
Units can take a certain number of Step Losses (SL) before they are destroyed. As an example, infantry companies represent 120 to 150 men and have four SLs, one for each platoon. Vehicle platoons will have 4 to 5 vehicles and have two SLs. Batteries will have 4 to 6 guns and 2 SLs. HQs, depending on their size, can have 1 SL to 4 SLs. Assets are small units, consisting of a few (1 to 2) vehicles or guns, or a platoon, and have only a single SL.
Game turns are 3 hours per turn unless superseded by a Game Module rule. Campaigns typically last for 3 or more days, although Game Modules can introduce ‘rest days' to extend the time frame.
Stacking within a hex is restricted to no more than four (4) Companies or Vehicle Platoons or Batteries, and/with no more than four (4) Assets. Any number of HQs can stack in a single hex.
A (non-asset) unit can have no more than four (4) Assets assigned to it. Assigned assets will move as a stack whenever the owning unit moves, and can retreat from combat as a stack. Assets cannot be assigned to other Assets.
Units expend Movement Points (MP) to enter hexes based on the terrain types defined on the COT (Cost Of Terrain) chart. The cost is measured from the hex side crossed to the center dot of the hex entered using the lowest terrain cost. Additional costs can occur when crossing streams or when ascending a slope contour line to a higher elevation.
The defender always has the defensive benefit of the most favorable terrain DRM in the hex.
In general, rivers are within hexes and typically not along hex sides, and the river divides the hex into opposite banks. Non-amphibious units cannot cross a non-frozen/non-fordable river unless there is a bridge or functioning ferry crossing. Units in river hexes (that have no means of crossing) are marked with a River Marker to indicate what bank they are on. Battles always occur within the enemy occupied hex; therefore, if that hex contains a river/canal the defender can decide which side (or both) he is defending across regardless of how small the area in the map artwork. The defender must announce which side of the river he is on before resolving the battle.
When damage occurs, units are marked with (SL) Step Loss markers, which are cumulative to any existing losses. Depending on the type of unit, it may have from 1SL to 4SL before it is destroyed and removed from play. As soon as the unit receives the maximum number of hits it can sustain, the counter is moved to the dead pile for Victory Condition purposes.
The TOCS WWII system uses three variations of ZOC (Zone Of Control) to restrict enemy movement within the battle space. Only Company units exert ZOC; no other unit is capable of exerting ZOC. Non-mechanized and non-armored units cannot move directly from one ZOC hex into another ZOC hex unless performing an Infiltration. The types of ZOC are described below:
In the TOCS WWII system, military formations are organized in a command and control hierarchy represented on the Game Module OOB (Order Of Battle) as Corps, Divisions, Brigades, Regiments, and Battalions. These unit formations are represented by Game Module counters and are the lowest level of units that when combined represent the organization of parent unit. TOCS WWII system can build any unit formation from the following counter types, each having unique capabilities and are described in the subsections below:
Each game module counter (unit) will be of a specific type; such as on foot, horse drawn, cavalry, motorized, mechanized, or armored as represented by the NATO symbol on the counter artwork. Further distinction of the counter types differentiate the gun types, such as Mortars, Rockets, AT, AA, and Artillery. The following rule set often refers to a broad class of units, such as Units on Foot and Tracked/Wheeled Units.
Headquarters (HQ) adhere to a chain of command between military organizations, in decreasing order: Army Group, Army, Corps, Division, Brigade/Regiment, and Battalion. Refer to the OOB of the Game Module for the reporting hierarchy. The amount of damage a HQ can take:
HQs have a printed LOC (Line Of Communication) Command Range that is measured in hexes. Only HQ can issue orders to subordinate units within LOC, allowing those units to perform specific actions that they would not otherwise be allowed to perform. An activated HQs can spend 1AP and order up to 3 assets to activate. Each activated asset has 3 APs. If the only actions that a HQ performs are to issue orders to subordinate units, that HQ does not degrade.
When an HQs activates, it has 3AP to spend, but the allowed actions do not have to be spent sequentially and can occur any time throughout the impulse. If they are not spent by the end of the impulse they are forfeit. Likewise, when the HQs activates up to 3 assets, the assets can activate at any time before the end of the impulse. If they are not activated by the end of the impulse, the activation is forfeit. This allows the sequencing of orders and asset activation to be very flexible, by having the right to perform these in any order throughout the length of the impulse.
HQ also acts as a LOS (Line Of Supply) so that units can trace supply back to a supply source. A HQ does not exert a ZOC (Zone Of Control) and must stop when entering an enemy ZOC.
Some nations had Battalion HQ known as a HQ-Company that consisted of the Battalion HQ and a company-strength unit amalgamated as a single unit. These units are treated as Battalion HQ for all purposes but have the additional capabilities of a Company. HQ-Companies exert ZOC, whereas HQ do not exert ZOC.
All units [EXC: Independent Units] report to their parent HQ as per the Game Module OOB, unless they have been reassigned.
Companies, depending on nationality and time period represent 90 to 150 men with weapons and vehicles/horses. The term Company refers to its size and basic capabilities. Companies can be specialized with different designations, such as: Airborne, Glider, Engineer, Bridging, Motorized, Mechanized, Cavalry, Partisan.
Regardless of type, all Companies exert a ZOC (Zone Of Control). Companies must stop when entering an enemy ZOC and non-mechanized Companies cannot move directly from one ZOC into another ZOC. Companies have 4SL.
Refer to the National Characteristics (18.0) to determine if the nations in play will have an inherent defensive AT bonus due to bazookas, panzerfausts, panzerschrek, and AT magnetic mines, if it is not already printed on the counter.
Vehicle Platoons represent 4 to 5 vehicles and have 2SL. Vehicle Platoons do not exert ZOC.
Batteries consist of 4 to 6 guns and can represent AA, AT, mortars, rockets, howitzers and artillery. Batteries have 2SL and do not exert ZOC. Batteries have a printed Artillery Range that is measured in hexes. Armored SPA (Self-Propelled Artillery) is considered both Vehicle Platoons and Batteries.
Batteries cannot fire any artillery mission out of an Engagement Battle. Batteries cannot perform Reconnaissance or Probe actions. If the Combat Value is underscored, only the defender can add the Combat Value within a battle.
Mortars fire at full Bombardment strength when called in as OBA during battles and at full strength when they are within a battle.
Assets are the smallest size units and are owned by their parent HQ and typically consist of 1 or 2 vehicles, or a platoon of infantry, or a small number of guns, and are distinguished by a band across the center of the counter. Assets have only 1 SL before they are destroyed. Assets do not exert ZOC.
When an Asset is assigned to a unit, it will stack with it and move whenever that unit moves.
Dozers, AA guns, AT guns and Artillery assets cannot perform Reconnaissance or Probe actions.
Some units were uniquely specialized with advantages that others did not, such as dozers, dozer tanks, fail tanks, commandos, etc.
Autonomous formations that acted independently do not report directly to HQs in play, but can freely draw LOS from them. These units are considered to be self-sufficient and can operate independently, even behind enemy lines. Examples of independent units are commandos, rangers and advanced landing parties. The OOB can define independent units to be of any size or composition.
Forward Observers (FO) are assets that can access artillery missions from any friendy artillery or mortar unit. FOs can be assigned to another unit as an assigned asset. FOs also act as observers when located at a higher elevation. FOs can call in Artillery Strikes and Artillery Interdiction missions at no additional AP cost by the HQ that activated and ordered the FO to perform the mission. The FO has the same capabilities that the HQ has if it had ordered the attack. A FO can also direct artillery bombardments but this must be authorized by the activated HQs spending an AP to authorize the ammunition usage. Artillery fire directed by an FO receives a bonus of the Artillery Strike and Artillery Bombardment tables. Once a FO is eliminated it is removed from play.
Reconnaissance units3 can move into an enemy occupied hex with a lower chance of being ambushed. Reconnaissance units can withdraw from combat, as attacker or defender, without requiring a MC (Morale Check) or degrading to a lower state.
Due to their higher movement point allowance, reconnaissance units typically outperform all other unit types while performing reconnaissance activities.
Engineering units can be Companies, Vehicle Platoons, Independent Units or Assets; and have distinct capabilities4 that distinguish them from other types of units.
Engineering companies have a distinct advantage in performing the Improve Position (10.9) action. Good Order and Fatigued Engineering Companies and Good Order engineering assets can perform the Improve Position action.
Only engineering companies or engineering assets can perform the Create Minefield (10.11) or Clear Minefield (10.12) actions. Engineering units entering a known minefield do not take a morale check (MC). Specialized engineering flail, roller, or dozer vehicle platoons or assets can perform the Clear Minefield action.
Only engineering or bridging companies can perform the Construct Bridge (10.13) or Destroy Bridge (10.14) actions. Specialized Bridging Companies can construct vehicle bridges, such as a Treadway Bridge or Bailey Bridge.
Engineering companies have inherent boats/pneumatic rafts in their baggage train and can create a temporary ferry crossing (12.1) in their hex across rivers and canals. An Engineering unit starting in a river/canal hex can at no activation cost convey other units (up to 4 Steps) that start stacked in the same hex to the opposite bank.
Only engineering companies can perform the Repair Facility or Destroy Facility (10.27) action.
Stacking is enforced for both practicalities of game play and to model the historical size of the combats during that time period. While battles may have ranged over miles involving huge number of units, individual combats within hexes must adhere to stacking limits.
Any combination of up to four (4) Companies or Vehicle Platoons or Batteries, plus up to four (4) assets, plus any number of HQs can stack in a single hex. Battalion HQ-Companies are counted as Companies for stacking purposes.
Units may temporarily over stack while moving, attacking, or withdrawing, as long as at the end of the current friendly Operational Impulse the hex is not over stacked [Exc: 3m-6m roads are so small that they prohibit use of the road if another tracked/wheeled unit is in that hex].
Units forced to retreat from combat may temporarily over stack as long as the hex is not over stacked at the end of the next friendly Operational Impulse, or the end of the game turn, whichever comes first.
Each over stacked hex must be reduced to legal stacking limits by either eliminating units (owners choice), or by moving units, or by attacking out of the hex, or by issuing a Disband action.
A unit's morale and experience indicates the level of willingness and capability of following orders and/or performing specific actions, as well as its ability to hold up under combat. Each military formation in the OOB has a Morale Level (ML) and an Experience Level Rating (ELR).
Neither the unit's ML nor ELR value is modified during the game, unless explicitly stated by a Game Module Rule. Although units may take combat losses SL that reduce its strength, the ML and ELR remain the same throughout the game regardless of the unit's current strength or degraded state.
Morale Level is an indication of the unit's willingness to follow orders and ability to withstand hardship in battle without suffering in performance and/or degradation.
When an action or order requires a unit to take a Morale Check (MC) it must make a 2d6 and apply any die roll modifiers. The resultant 2d6 must be less than or equal to the unit's ML in order to pass the MC.
The ELR represents the units training and ability to perform actions. The ELR value usually acts as a die roll modifier when performing certain actions, allowing better trained troops to be more likely to perform them, and poorly trained troops less likely.
Units degrade through a series of worsening states until all unit cohesiveness collapses5. TOCS WWII system allows Commanding Officers can continue to push units past the breaking point, which affects combat performance and their ability to perform actions and orders. Units can recovered over time until they return back to Good Order.
Units are always in one of the following states, in descending order: Good Order, Fatigued, Disordered, Disrupted, Demoralized or Dispersed (the latter are known as the four Ds).
Whenever a unit is activated [Exc: HQ that only issue orders], or is involved in combat, or attacked on a Combat Table resulting in a d or D result, or units that retreat from combat [Exc: reconnaissance units] it will degrade to a lower state. However, units performing a Withdrawal action from combat do not degrade.
Units that have degraded to the point that they have no remaining AP cannot be activated.
Good Order units suffer no adverse effects and are flipped to the good order (non-red band) side of the counter.
A good order unit has 3 AP during day turns and 2 AP during night turns.
Fatigued units are flipped upside down to the side with the red band around the edges of the counter.
Fatigued units have one less AP; therefore they have 2 AP during day turns and 1 AP during night turns.
Disordered units are marked with a Disordered marker.
Disordered units have two less AP; therefore, they have 1 AP during day turns and no AP during night turns.
Disrupted units are marked with a Disrupted marker.
Disrupted units have no AP and cannot perform any actions other than defend if attacked.
Demoralized units are marked with a Demoralized marker.
Demoralized units have no AP and cannot perform any actions other than defend if attacked.
Dispersed units are marked with a Dispersed counter and represent units that have lost cohesion and have become wildly scattered or are suffering desertion/rout.
Dispersed units have no AP and cannot perform any actions other than defend if attacked. No unit can degrade past the Dispersed level.
The TOCS WWII's game system uses a double-blind system that allows new opportunities to utilize ZOC (Zones Of Control) and EZOC (Enemy Zone Of Control) as a tactic within the battle space fabric.
Key Concept: Either opponent can decide when a Company will exert ZOC at any time during any phase, or can decide not to declare ZOC/EZOC at all. In addition, once announced, ZOC/EZOC continues to exist even if the Company moves away, until proven that it no longer exists6.
Only friendly good order, fatigued, or disordered Companies not locked in an Engagement Battle can exert ZOC. Only enemy good order, fatigued or disordered Companies not locked in an Engagement Battle can exert EZOC. ZOC/EZOC never extends into or out of an Engagement Battle hex. ZOC/EZOC extends one hex in all directions into adjacent hexes that the Company could have moved directly into; but does not extend beyond the far bank of a river, unless it either is fordable, bridged or frozen or is a functioning ferry site.
Friendly ZOC has no effect on friendly movement. EZOC remains in effect regardless if there are still enemy units capable to exerting it, until the EZOC is proven to not exist through movement or reconnaissance.
Whenever a unit moves or performs reconnaissance into a hex with EZOC the opponent must announce whether it still exists, and whether the hex is empty or enemy occupied. The EZOC exists only if there is a Company within range and capable of exerting it. If the EZOC still exists the moving unit must stop ending that action and forfeiting any remaining MP of that action. The unit may still spend any remaining AP.
Non-mechanized/non-armored units are prohibited from moving from one EZOC hex directly into another adjacent EZOC hex7 unless they had performed an Infiltration action. Mechanized and armored units that enter a EZOC hex can continue into another EZOC hex by paying 2xCOT (Double Cost Of Terrain) as long as they have sufficient MP to enter that hex.
Units in Extended Deployment (10.15) cannot project their extended EZOC into an enemy occupied hex, or through an adjacent enemy occupied hex.
Units in Extended Deployment have a ZOC/EZOC that extends two hexes deep in the three front hexes and has no ZOC/EZOC in the three hexes behind it, based on the extended deployment marker's direction. When moving units enter into an extended deployment EZOC hex they are forced to stop; however, the hex is not considered to be EZOC during the next Operational Impulse and the unit is not held by the EZOC-to-EZOC rules. The 1st line of extended deployment EZOC hexes can be thought of as ‘sticky' EZOCs, which are negated on the next impulse after a unit moves into and remains in them.
Example 1:
An enemy company in Extended Deployment will place EZOC in the three adjacent hexes in front of it, and its extended EZOC into the three hexes in front of those hexes, which makes a 6 hex EZOC region two hexes deep. If a Company moves into an outer extended EZOC hex, the enemy will announce the hex is in EZOC, causing the moving unit to forfeit any remaining MP of that AP. That unit will be blocked if it tries to move directly into another EZOC hex; again forfeiting it's AP. The extended EZOC remains in force until the end of the Operational Impulse when extended EZOC cannot extend into enemy occupied hexes.
Example 2:
Based on the above example, the phasing player now spends the Company's last AP to perform Reconnaissance into two adjacent hexes to determine if they are enemy occupied and when he learns they are not, realizes he has encountered a Company in extended deployment. He then activates an armored vehicle platoon and drives it into the extended EZOC hex with the Company and then pays 2xCOT to enter the adjacent recon'ed hex. Now that there is a friendly occupied hex between the unit exerting EZOC and the extended EZOC hex, it is immediately removed. If the vehicle platoon had additional AP, it could perform reconnaissance on adjacent hexes to determine which are enemy occupied.
Example 3:
The phasing player can now activate other units and freely move them through the removed extended EZOC hex and into any adjacent hex. If the vehicle platoon had identified the enemy occupied hex, a Hasty Attack could be launched, with the aim to lock the enemy Company within an Engagement Battle, which would eliminate its ability to throw any EZOC.
ZOC/EZOC have no effect during the resolution of a battle on the CRT, including any resulting retreats and possible pursuits and exploitations. After the combat has completed, all ZOC/EZOC are back in effect. Companies locked within an Engagement Battle are incapable of exerting ZOC/EZOC.
All units, except Independent Units, must adhere to a LOC to their parent HQ or a higher-level HQ of their parent formations. The LOC can be accomplished overland based on the command radius (measured in hexes) printed on the HQ counters, or by wireless radio8. The LOC rules abstract the work performed by the command staff, allowing the Commanding Officer to focus on conducting the battle.
Example:
A company can be in LOC if it can trace a route to its Battalion HQ, or the Battalion's Regimental HQ, or the Regiment's Divisional HQ.
Units that are out of LOC are hindered by having one (1) less AP, and are restricted from performing some types of actions, and cannot perform any action requiring orders9.
A unit out of LOC cannot receive Artillery Support while attacking or defending, as the LOC chain between the Unit-HQ-Battery must all be in LOC.
Independent units are immune to LOC penalties.
A unit traces overland LOC in hexes that it could legally move through to a parent HQs of its formation's organization, that fall within the command radius of that HQ. In other words, a HQ with a command radius of 4 hexes will keep all subordinate units in LOC as long as they can legally move through those hexes.
Overland LOC cannot be traced through enemy hexes whether occupied or not, nor can it be traced through an Engagement Battle but units within an Engagement Battle can trace LOC out of an Engagement Battle, nor can LOC be traced through impassible terrain, nor through EZOC unless a friendly unit occupies that EZOC'ed hex.
Overland LOC cannot be traced across rivers unless they are bridged, fordable, frozen, or have a functioning ferry site.
Wireless communications utilizes a line of sight route between the unit and a parent HQ, is measured in hexes that are traced from center to center of both hexes. Wireless communications allows units to stay in LOC when overland communications routes are not possible.
Full height intervening objects that are higher than the base level of both units reduces the wireless communications range by one hex for each blocking obstacle. Examples of such full hex intervening objects are hills, woods/forest, jungle, and cities/suburbs/towns. Units on hills are assumed to be one level higher for each crest line. Units in cities and suburbs are assumed to be one level higher to account for operating radios from upper levels and rooftops.
For purposes of HQ issuing orders to units, any combination of wireless ‘hops' can be made between the HQ issuing the order and the unit receiving the order, as long as all HQ ‘hops' are made within the same parent/subordinate formation.
Example:
A Battalion HQ can issue orders to one of its Companies that is beyond the HQ's wireless range, by using its own Regimental or Divisional HQ as a repeater, assuming that they are within wireless range.
Example:
A Division can issue an order to a unit that is beyond its overland or wireless LOC range, by using the unit's Regiment HQ and then the Battalion HQ as repeaters to ‘hop' the message over to the unit. When planned properly the wireless network becomes a meshed network with multiple redundant paths between endpoints. Advanced wireless communications was one of the many tactical advantages of the WWII time period, as especially demonstrated by the US Army's Artillery.
Supplies are consumable commodities such as victuals, ammunition, weapons, oil, gasoline, medical supplies and all other items that an Army needs to fight, such as bridging equipment, mines, wire, and replacement parts. The supply chain ensures that the Army has supplies in stock when it needs to fight, and has what it needs to fight with.
All units, except Independent Units must be able to trace an overland LOS (Line of Supply) to a supply source. Those that cannot, are considered to be Out Of Supply and penalized in combat and the actions they are allowed to perform, and are marked with a Out Of Supply marker.
Supply must eventually be traced back to a Supply Base, Supply Dump, Supply Depot, or a Mobile Supply Depot within the friendly perimeter. The difference is their size and whether they are a fixed position facility that might be known to enemy intelligence, or smaller fixed site facilities that the enemy is unaware of. A Mobile Supply Depot is transported or delivered by truck, aircraft, ship or boat, and can enter as reinforcements and can move supplies from one fixed facility to another.
Example:
In order to keep forces supplied after a breakthrough of the enemy lines, several Mobile Supply Depots can be created and assigned to units (as if they were assets), so that they travel with the advancing units.
Example:
Units that are cut off from their LOS can request that an Airborne Supply Mission deliver supplies into the isolated pocket. These can arrive by parachute, glider or by air transport to an airfield. Once supplies are delivered Mobile Supply Depot markers represent them.
All are fixed site non-movable facilities that are staging areas for supplies. The largest supply source is a Supply Base. Both sides due to prolonged aerial reconnaissance know the location of Supply Bases.
Next in size is a Supply Dump whose location is assigned during scenario setup by the owning player and its location remains secret until it is discovered during play.
A Supply Depot is a secret staging area that must be created during play, typically as an order within the Mission Command Brief. This limits the number of Mobile Supply Depots counters in place and forces Commanding Officers to set up non-movable Supply Depots instead of keeping them in trucks. It also means that the Mobile Supply Depot trucks are used to redistribute supplies between supply sources, and to project supplies forward to keep up with advancing troops.
A supply base/dump/depot that becomes enemy occupied [EXC: not in an Engagement Battle] is considered destroyed or captured. If captured the counter belongs to the opponent who had captured it. Remove it from the previous owners map and place in the same hex on the new owners map. A supply source can be captured or destroyed at the 'capturing' player's descretion.
The actual facility itself is also subject to damage that cannot be repaired during the campaign. This will be described later in the Facilities section of the rules (12.7).
Whereas all other supply sources are fixed position installations/facilities that can never move, although the supplies within them can be moved. A Mobile Supply Depot is a truck convoy loaded with supplies and uses the motorized COT movement costs.
Supplies can be transferred between bases/dumps/depots at the cost of 1 Operational Point (OP) by creating a mobile supply depot containing up to 4 SP and then moving it. This cost represents the logistical effort in transferring large amounts of supplies. Once the Mobile Supply Depot unit reaches the distination, the SPs are transferred to that facility.
Mobile Supply Depot units have no defensive strength and are destroyed or captured at the enemy's discretion. If captured, change the counter to the opposing (Axis/Allied) nationality. When stacked with another unit that it had been assigned to, it will suffer then same fate as the assigned unit. If the unit suffers a SL, the Mobile Supply Depot SP will be reduced by 25% FRD (Fractions Rounded Down).
If attacked by artillery or aircraft, the Mobile Supply Depot can be hit by random selection.
Supply is checked at the start of the players Operational Impulse. Units that are out of LOS are marked with a “Out of LOS” counter. Any time during the Game Turn if the unit regains LOS, it no longer suffers any adverse effect of being out of LOS and the marker is removed.
All units can trace supply overland directly to a Supply Base, Dump or Depot that is within range as long as the unit could legally move through those hexes. The range radiating from the supply source is defined by the SR# in the WWII National Characteristics (18.0) and is based on the availability of transport vehicles. All units within that range are automatically in supply as long as the route within the area could be legally traversed.
Units can also trace supply overland through a parent HQ, or a chain of parent HQ of that organization based on the printed command range of that HQ, as long as the unit could legally move through those hexes, and as long as that HQ can trace to either another HQ that eventually traces to a Supply Base, Dump, or Depot.
LOS can be traced out of an Engagement Battle, but cannot be traced through an engagement battle. LOS cannot be traced through the enemy perimeter, or through an EZOC unless a friendly unit occupies that hex.
Units cannot trace LOS across non-frozen water obstacles except at fords, bridges and functioning ferry sites.
Units that enter the map board from an edge can trace supply to that map board edge as if it were a Supply Base but will still draw down supply at the end of the day during the 2100 turn. In order to avoid using HQ units to create a LOS chain, players should bring supplies on as reinforcements as Mobile Supply Depots, thus freeing the HQ units to act as HQs.
Paratroopers, glider troops, seaborne assault troops and amphibious landings are always in supply for the first three game turns, before they need to trace to a LOS source.
Units that are out of LOS have the following disadvantages:
During the end of each day, at the conclusion of the 2100 hours turn, each Division HQ, Regiment HQ, Brigade HQ, and KG HQ (in LOS) will deplete (draw down) the nearest supply source by one Supply Point (SP). Any supply base/dump/depot that has dropped to zero SP cannot act as a source of LOS.
The rules for tracing LOS are also used when drawing down supply. Formations that fail to draw supply directly through a supply source, or a parent HQs will have their units marked as being out of LOS.
The TOCS WWII system utilizes a double-blind system consisting of two instances of the Game Module map regardless of what format it is in, be it physical or virtual. Each player sees only the counters for their side and never sees the opponent's counters. For physical versions of Game Modules, there would be two physical maps one for each opponent, which could be set up behind a blind, but just as easily could be set up in different geographical areas. Since the TOCS WWII system is so easy to play by phone, having the maps in different areas has advantages. This is because so few units actually affect the perimeter during any single Operational Impulse, making the double-blind aspects very manageable.
A perimeter delineates the boundary between opposing forces in a Game Module. To the phasing player, all friendly units must be within their friendly perimeter, while enemy units are outside the perimeter within the enemy perimeter. More than one perimeter can exist, such as the creation of pockets.
Since TOCS WWII is a double-blind system, the perimeter on both maps should be the same, meaning that each hex must be owned by one of the players.
Key Concept: It is important that every hex be ‘owned' by a single player and that each player knows who that is. When modifying the perimeter each play must adjust the boundary on their map in the same way. Sloppy perimeter adjustments can lead to misunderstanding later, so it is important to keep the perimeter in sync on both maps. When in doubt ask the other player who owns the hex.
Actions that alter the perimeter must be announced so that the opposing player can adjust the perimeter markers on their map if needed. Actions such as Reconnaissance, Probe, Move, Attack, Infiltrate,
Actions that occur within the friendly perimeter do not have to be announced; whereas, all actions outside the friendly perimeter must be announced10.
Key Concept: It is important to announce actions that can modify the enemy perimeter so that both maps can be accurately updated. It is equally important not to over communicate the activities occurring within the friendly perimeter that the opponent should not be privy too. Therefore, within the friendly perimeter, players have the right to remain silent; however, whether they have the ability is another thing.
Companies, Vehicle Platoons, HQ and reconnaissance Assets can move into the enemy perimeter.
Batteries are prohibited from moving into the enemy perimeter11. Assets [EXC: Reconnaissance assets] and Mobile Supply Bases are prohibited from entering the enemy perimeter unless assigned and stacked with a unit that can.
Hexes that are Engagement battles remain owned by the defender not the attacker.
Example:
The American Commanding Officer has pushed the 1st Battalion of the 318th Infantry Regiment into the German perimeter creating the bulge seen above. The American's counters are now Fatigued after having performed all their actions. While they were performing reconnaissance the minefield in hex 11.08 and the roadblock in hex 13.10 were discovered. The hexes in pink are in EZOC that the opposing Commanding Officer announced; therefore, remaining part of the enemy perimeter. During recon of hexes 12.08 and 13.09 the enemy did not declare them to be in EZOC and since they were empty they became part of the Allied perimeter. Based on the location of the EZOCed hexes and the fact that only Infantry, Mechanized Infantry or an Engineering Company is capable of exerting EZOC that he is up against at least four German Companies, where two of them are most likely located in hexes 11.07, 14.10. The American is in a strong position because the minefield and roadblock help him by negating the roads as much as they do the German Commanding Officer. The American Commanding Officer can start ‘planning the battle' now that he has located the enemy line.
TOCS WWII system has an extensive array of ground actions to perform a wide variety of battlefield activities. Only units that have been activated by spending OPs can perform actions and only if that unit has remaining APs at its disposal. Units cannot perform an action that exceeds the number of APs they have available.
Units are activated one at a time, and must spend their AP performing actions before the next unit can be activated. Therefore, activations are sequential until all available OPs are spent or banked.
Some actions can only be performed if an activated HQ (from that or a parent formation) within LOC issues an order to that unit.
Units will degrade after performing actions [EXC: Withdrawal, HQ only issuing orders]. HQ units do not degrade if they only issue orders and do not perform any actions themself.
Actions can be performed in any sequence, such as Move, Reconnaissance, and then Hasty Attack. An activation that will include an attack action must be the last AP(s) spent.
An activated unit capable of spending AP can move along with assigned assets stacked with it up to its full movement based on the COT for each hex entered. If the move actions are sequential the MP allowance is totaled. The movement costs will be based on the type of unit being moved, where the cost of terrain is listed in the column for that unit type on the COT chart.
Environmental conditions can affect movement costs and are described in the section of Weather (13.0).
Units on foot and armor and mechanized units that spend the entire AP moving along a road receive an additional 1 hex road bonus after each AP is spent, as long as all MP are spent using the road rate COT. The unit is always considered moving in column (units on foot) or convoy (armored units) for ambush purposes.
A unit can never move out of an Engagement Battle hex, instead it must Withdraw (10.3) from it. A unit can move directly into an Engagement Battle hex, but it must stop and become part of that battle. Place the unit beneath the Engagement Battle marker. This action should remain secret and not be announced.
A unit that moves outside of its own friendly perimeter must announce the hex entered. A unit moving within its own friendly perimeter never announces it is moving, unless moving through an area under enemy Aerial Observation (15.3).
Bypass movement cannot be used to enter the enemy perimeter; it can only be used with the friendly perimeter. Bypass movement is used to traverse around higher COT within a hex by traveling along one or two adjacent hex sides to reach an intended adjacent hex. The bypass MP cost is based on the terrain along the hex sides and not to the center of the bypassed hex. To enter the intended adjacent to the bypassed hex will cost the full COT to the hex center.
The unit must have enough movement points to enter the intended hex, or the move is invalid. There must be enough space between the hex-side bypassed and the inherent terrain artwork for a counter to fit on edge, for the hex to be considered bypass-able. If the hex cannot be bypassed, the unit either remains in the current hex and the MP are forfeit, or if it has enough MP it may enter the hex.
Bypass Movement cannot be used in jungle, forest, bocage or city hexes.
Any unit performing a Move action that enters an enemy occupied hex is immediately ambushed and is immediately resolved on the CRT (0) before any other play continues. The unit that was ambushed forfeits any remaining AP it has.
No indirect artillery or aircraft on either side are involved in determining the odds or the column shifts. The defender gains a two-column shift advantage against ambushed units. If the ambushed using road rate the attackers strength is ½ FRU due to being in column or convoy. Once the ambush battle is resolved play continues normally.
There are several occasions that cause troops to become disoriented when performing a Move action that results in straying, such as movement from bocage, forest, jungle, or at night, or due to environmental conditions, unless the unit is following a road, railroad, stream, canal, river or coastline. Refer and resolve on the Straying Table.
Units that move are subject to straying only for the first hex moved into; thereafter, the unit is no longer subject to straying and can move normally. Roll a 2d6 and apply all DRMs to determine if the unit strays. If the unit strays roll a d6 to determine in which adjacent hex the unit strays into. If that hex is a map edge, or impassable, or there are not enough MPs to reach it using all AP, the unit remains in the present hex. Each unit exiting by a different direction will roll for straying when they activate.
Several factors minimize straying, such as the other units it may be stacked with and whether friendly units are adjacent. In addition, the unit's training, based on it's ELR (Experience Level Rating) can minimize straying. Straying only affects the first unit activating as long as all other units follow the same path. If the straying unit enters into an enemy unoccupied hex, the hex become friendly owned and the perimeter markers are updated. If the straying unit enters an enemy occupied hex, an immediate Ambush Battle occurs. If the straying unit enters and Engagement Battle, the unit is placed under the Engagement Battle marker and becomes part of that battle.
Check the National Characteristics (18.0) of the nations in play to determine if their vehicles are affected by mechanical reliability, which can occur due to design issues, temperature, terrain, or inadequate ability to keep them repaired.
Axis forces prior to October 1941 suffered from mechanical reliability due to the heat and dust while fighting in the deserts in North Africa. All tracked/wheeled units will degrade a second level each time they move using all their MP to move (10.1).
An activated HQ can spend 1 AP to order a good order subordinate Company12 in LOC to activate and spend all of its AP to perform an infiltration from a hex in EZOC into an adjacent enemy owned hex
Infiltrations are never announced until the start of the Resolve Combat Phase, which means the enemy does not have the opportunity to react to it in the Reserve Units Commitment Phase.
If the hex is empty the unit moves into it and the perimeter is adjusted on both maps to be friendly owned. If the hex is enemy occupied the unit infiltrating will lead the battle. The infiltration must be the first ground unit attacking the hex and other units that are attacking will be delayed 1AP to allow time for the infiltration itself.
Key Concept: The infiltration attack must be ordered and allows the Commanding Officer to launch an attack from an adjacent hex and not give the enemy the opportunity react with units in reserve. In effect a successful infiltration attack is a sudden surprise for the defender, but if it was detected can actually put the attacker in a worse predicament.
A 2d6 is made to determine whether the infiltration is successful by comparing the value rolled against the Infiltration Table and applying all DRMs that apply. In general, experienced (ELR) and motivated troops (ML) should surprise a poorly trained unmotivated enemy, and night visibility and weather conditions can modify the attacker's probability of success.
The combat column shift goes to the attacker if successful and goes to the defender if unsuccessful.
An activated parent HQ can order one or more subordinate units in LOC to withdraw from an Engagement Battle hex to adjacent hexes, if the unit successfully passes a MC. If a unit has assigned assets stacked with it, they may retreat with it, but must withdraw with the unit it is assigned to and stacked with. Unassigned assets must pass their own MC in order to withdraw.
Units are retreated one at a time after passing their MC and then spending an OP to activate. Reconnaissance units and armored units do not take MCs before withdrawing. The withdrawal action consumes all of the retreating units AP, but the unit does not degrade. Failing the MC has no detrimental effects, other then the HQ would need to spend another action to issue the order again. Regardless of success or failure, neither the units nor the HQs will degrade after withdrawing.
EZOC has no effect on units that are withdrawing. If the engagement battle hex is vacated, the hex will immediately become enemy occupied and must be announced. Units that withdraw from one engagement battle directly into another engagement battle are done in secret. Units that withdraw into the friendly perimeter are done in secret. Units withdrawing into hexes within the enemy perimeter are always announced as each unit (stack) withdraws. If the enemy hex is empty it immediately becomes a friendly occupied hex. Units withdrawing into enemy occupied hexes are immediately destroyed and removed from play.
An activated (Company, HQ, Vehicle Platoon, armored or reconnaissance asset) unit spends 1AP to project reconnaissance into a chain of adjacent hexes. The unit must pay the full non-road-rate COT movement cost to reach the center of the hex without using roads, but can use roads and bridges to cross the hex-sides or rivers. Reconnaissance cannot be performed if the hex could not be legally entered using a Move action.
Reconnaissance is an intelligence gathering activity that provides the means to determine whether a hex within the enemy perimeter either empty or enemy occupied, and at the opponent's discretion whether it is in EZOC.
Key Concept (Revealing Information): It is important to announce only that the hex is empty or occupied and not divulge additional information, other than whether it is currently being EZOCed. All ‘fixed' position attributes of the hex must be announced, such as bridges that have been destroyed, built or repaired, as well as any defensive improvements made to the hex. Facilities are also announced as these can become captured if occupied by the enemy.
Reconnaissance will discover the presence of minefields, roadblocks, improved positions, facilities, destroyed or newly built/repaired bridges, and enemy units but not their strength or composition. Reconnaissance will discover minefields and roadblocks in empty hexes13, but these do not block further reconnaissance. Enemy EZOC does not block reconnaissance; however, reconnaissance can never penetrate through an enemy occupied hex.
Key Concept (Performing Reconnaissance): Units performing reconnaissance remain stationary and do not move from the hex they are in, but project reconnaissance patrol activities out into adjacent hexes. Units performing reconnaissance ignore EZOC and therefore can penetrate through EZOC-to-EZOC hexes, but cannot penetrate through enemy occupied hexes. Reconnaissance is performed on a chain of adjacent hexes where each new hex must be adjacent to the previous hex. Multiple back-to-back reconnaissance actions can be combined to keep the previous chain going. Reconnaissance does not occupy the hexes and therefore cannot capture hexes containing facilities.
During the reconnaissance process the phasing player announces the hexes sequentially and the non-phasing player announces the state that the hexes are in. Hexes that are empty and not in EZOC immediately become part of the friendly perimeter as long as they connect to the friendly perimeter. Empty hexes that are in EZOC remain owned by the enemy perimeter. The opposing player must announce hexes that are enemy occupied. Therefore, only empty hexes not in EZOC will change the perimeter.
If the hex will be attacked, the phasing player will secretly mark the hex with a Recon marker as a reminder to apply the CRT column shift.
Key Concept (Reconnaissance in Battles): Performing either a reconnaissance or a probe will enforce a sequential time-continuum rule to ensure that the ‘combat' occurs after the reconnaissance or probe action has completed, if units entering that combat had performed the Recon action and the phasing player wants to claim the CRT column shift. In effect all higher level Intensive/Deliberate Attacks will be reduce to the same attack level of the lowest unit that had performed the reconnaissance or probe action.
Combat always uses sequential-time continuum, so that reconnaissance does not occur after the battle has started. Any unit performing reconnaissance that becomes part of the battle will dictate the length of the battle based on the AP remaining of that unit. Combat duration occurs after the AP is spent, regardless of what other units spend14.
A probe is an aggressive reconnaissance action against an adjacent hex to determine the enemy disposition as to composition, size and whether the area has Improved Positions, minefields, roadblocks, destroyed-repaired-built bridges and facilities. A probe is similar to a Reconnaissance except it can be conducted against only a single adjacent hex per AP spent.
An activated (Company, HQ, Vehicle Platoon, armored asset or recon asset) unit spends 1 AP and announces that a probe has been launched into a single adjacent enemy hex. The opponent must announce whether the hex is empty, occupied or in EZOC. If occupied, the non-phasing player discloses the type of units that occupy the hex, but not the specifics as to their strength or formation.
Key Concept (Probe): A probe differs from reconnaissance in that it is a planned intelligence gathering activity designed to learn more that can be accomplished in a quick reconnaissance action. The probe is applied to a single adjacent hex and will discover the same information as a reconnaissance action, plus the unit composition of an enemy occupied hex, but not the strength or number of enemy units present. The probe action provides an additional CRT DRM to be applied to the battle resolution. If a probe was applied to an enemy empty hex, like reconnaissance it will become friendly unless it is actively being EZOCed.
The types announced are Infantry (Company, HQ), Vehicles (Vehicle Platoon, armored assets), and Guns (Batteries, gun/mortar assets or anything towed). In the case of armored infantry (Panzergrenadier/Mechanized-Infantry/Motorized-Infantry) both Infantry and Vehicles are reported.
Combat always uses a sequential time continuum. Any unit performing a Probe that becomes part of the battle will dictate the length of the battle based on the AP remaining of that unit. Combat duration occurs after the AP is spent, regardless of what other units spend.
An activated unit spending 3 AP can launch an intensive attack into an adjacent hex. Any number or type of activated units can be included in the attack up to the stacking limit, but at least one of those units must have a positive, non-zero attack strength on their TOCS WWII counter.
During the Combat Resolution Phase if the hex is enemy occupied the battle is resolved on the CRT. If the hex is empty the unit moves into that hex. The units degrade after the combat (or move) is resolved.
An activated unit spending 2 AP can launch a deliberate attack into an adjacent enemy hex. A deliberate attack is the same as an intensive attack, except in duration. The deliberate attack action must be the last action performed (last 2 AP spent).
During the Combat Resolution Phase if the hex was empty the units involved in the combat move into the hex. The units involved will degrade.
An activated unit spending 1 AP can launch a hasty attack into an adjacent enemy hex. A hasty attack is the same as a deliberate attack, except in duration. The hasty attack action must be the last action performed (last AP spent).
During the Combat Resolution Phase if the hex was empty the units involved in the combat move into the hex. The units involved will degrade.
A good-order activated Company spending all of its AP can improve their position; afterwards the Company degrades. Companies that are deployed into half-companies can still improve positions.
A unit can only improved a hex one level per game turn. Subsequent efforts create entrenched, then a strongpoint, and finally a fortified area. Each improved position provides additional combat strength points on the CRT. Each company under an entrenched improvement adds +2 on the CRT. Each company under a strongpoint improvement adds +4 on the CRT. Each company under a fortified area improvement adds +6 on the CRT.
Key Concept: Digging in was an important battlefield tactic as it adds a significant amount to the defenders strength. Each company beneath an improved position marker will benefit by the added strength bonus. Two companies, one beneath a Strongpoint and the other beneath a Fortified Area will add (4 + 6) for a total of 10 strength points to their defense regardless of the strength printed on their counters or the number of Step Losses they currently have. So digging in is an integral part of defense.
Improved positions are marked with an appropriate marker and are only available as long as the hex remains friendly. If the hex becomes enemy occupied the marker is removed and the fortifications are immediately lost, even if a friendly unit reenters the hex.
TOCS WWII Module rules can declare hexes to already contain improved positions, or provide a number of points that can be spent on improving hexes as part of the game setup.
A good-order Company or Engineering Platoon spending 1AP can create a roadblock in its own hex or an adjacent hex within the friendly perimeter. Roadblocks can never be created or removed from within an engagement battle hex, or a hex that the unit could not move to. Once created, place a roadblock counter secretly in that hex.
Roadblocks have no affect on units performing reconnaissance or probe, although both reconnaissance and probe actions will discover the roadblock within empty hexes. Roadblocks provide no combat advantage in battles, other than to deny the road-rate for a moving unit that is about to be ambushed.
Roadblocks always inhibit road movement into a hex, never exiting the hex. If a unit enters a hex containing a roadblock, the movement reverts to using non-road rate movement. If it does not have enough MF to enter the hex using non-road-rate cost, it is returned to the previous hex that it had entered from. In effect, roadblocks deny the enemy the use of road-rate as if the road was not there.
If a roadblock exists in a hex containing a bridge, the bridge cannot be used by vehicles or for LOS until the roadblock is cleared.
A good-order Engineering Company/Platoon (2.6.4) in LOS spending all of its AP can create a minefield in its hex or an adjacent hex within the friendly perimeter15. Minefields can never be created in or removed from an enemy occiped hex, or from within an engagement battle hex, or a hex that the Company/Platoon could not move into, or if the minefield is unknown (meaning it has not been revealed yet). When created, place a secret minefield marker in the hex. In combat minefields adds a +2 strength modifier to the defender on the CRT.
If an enemy unit enters a hex [EXC: for actions to initiate combat] containing a minefield it must stop, losing any remaining MF for that AP and must immediately take a MC [EXC: engineering units entering a known minefield], and if it fails, it degrades and forfeits any remaining AP. All enemy units leaving a minefield hex pay additional 1AP to exit and must pass a MC [EXC: Engineering Units]. Failing the MC results in the unit degrading and remaining in the minefield, forfeiting any remaining AP. Friendly minefields have no affect on friendly units except they cannot use road-rate. As with all activated units, the unit always degrades normally for performing the action(s) after it's activation completes regardless of any minefield MC results.
Minefield hexes have no affect on units performing reconnaissance (10.4) or probe (10.5), although both reconnaissance and probe actions will discover minefields.
A good-order Company (or Engineering Platoon) can remove a known roadblock from an adjacent (or same) hex within the friendly perimeter by expending 1 AP. A good-order Engineering Company/Platoon can remove a known minefield from an adjacent (or same hex) within the friendly perimeter or an adjacent unoccupied enemy hex not under Artillery Interdiction fire by spending all of its AP.
Special engineering vehicles such as Dozers, Flails and Rollers are Engineering Units capable of clearing known minefields within their own hex. A good-order dozer can eliminate a known roadblock in its own hex within the friendly perimeter by expending 1AP. During daytime, a good-order dozer/flail/roller can remove a known minefield from its own hex within the friendly perimeter by spending 2AP [EXC: when deep snow or blizzard conditions exist; or in a flooded area; and dozers cannot remove minefields if the ground is frozen].
A good-order Engineering Company or a unit designated as a Bridging Company in LOC and LOS can start construction or repairs of a bridge (if it has the bridging equipment), and can continue the operation while good-order, or fatigued, or disordered. Bridging operations stop if the unit becomes disrupted, or demoralized, or dispersed. Only single-lane vehicular pontoon bridges and footbridges can be constructed16. Only special units that are designated as Bridging Companies can construct two-lane vehicular bridges (11.3). The Game Module rules can allow other types of bridges or bridging operations.
Only good-order Engineering Companies and Bridging Companies are capable of building and repairing bridges by spending all of its AP to perform the action. A footbridge can be constructed in 2 Turns and a single-lane pontoon bridge can be constructed in 4 Turns. Two-lane vehicular bridges can be constructed in 4 Turns. Bridge progress is evaluated at the end of the Turn before units recover from degraded states; therefore, a bridge could be started but had made no progress if by the end of the turn the unit's state did not qualify.
Destroyed bridges can be repaired17 on a d6 ≤ 1. A Bridging Company rolls twice for each bridge repair attempt. A damaged bridge can be repaired on a d6 ≤ 4.
The Game Module may provide a finite number of bridging equipment counters in inventory that Engineering Companies will consume to construct bridges; otherwise the bridging equipment is inherent. Bridging Companies are motorized units for cost of terrain purposes.
Bridges do not need to connect to roads on opposite banks, but if they don't, then units may not utilize road-rate through that hex in order to cross. Traffic can utilize the bridge immediately after construction has finished.
A good-order Engineering Company/Platoon or Bridging Company can dismantle or destroy a bridge. Success of these actions depends on the type of bridge.
A footbridge, single-lane pontoon bridge or two-lane vehicle bridge can be dismantled in the opposite method of construction18, but in half the time.
Only Good-order Engineering Companies and Bridging Companies are capable of destroying bridges. It requires the unit spending all of its AP to perform the action. Only built bridges during play can be destroyed, all other bridges can only be destroyed by special Game Module rules19. If the Game Module rules allow bridge destruction, wooden bridges are destroyed on a d6 ≤ 5 and a stone/metal bridge is destroyed on a d6 ≤ 4.
An activated HQ spending 1 AP in LOC can order a subordinate Company to go into extended deployment. The subordinate unit now exerts a (total of 6) ZOC hexes, two hexes deep on it's front three hexes of its position20, based on the direction of the extended deployment counter, and exerts no ZOC in any other hex. The unit extending its ZOC does not degrade.
Extended Deployment cannot project ZOC beyond the first enemy owned hex or through an enemy occupied hex. Once an enemy unit enters an extended deployment EZOC it is forced to stop [EXC: armored/mechanized units], the ‘sticky' EZOC will not exist during the following Operational Impulse if the hex entered remains friendly occupied. If a unit in extended deployment moves, it's ZOC returns to normal ZOC.
Example:
The German Commanding Officer activates the 2nd Battalion HQs located off map in hex 13.07, and as one of its three actions orders the 6th Company located in hex 11.05 into Extended Deployment. Just prior to executing the order, the 6th Company exerts a ZOC in all six adjacent hexes: 11.04, 12.04, 12.05, 11.06, 10.05 and 10.04. The Commanding Officer decides that the extended deployment shall be centered on hex 10.04 projecting ZOC out into hex 09.04 and then places the Extended Deployment marker on the unit. Therefore, once in extended deployment the 6th Company exerts ZOC into hexes 10.04 09.04, and 11.04 10.03, and 10.05 09.05; in addition, it no longer exerts ZOC into 12.04, 12.05 or 11.06. The 6th Company does not degrade to perform this order and can still perform actions itself. If it moves/infiltrates or attacks or is attacked (resulting in a battle) it will no longer be in extended deployment. The Commanding Officer never discloses that the unit is in Extended Deployment, but can announce EZOC in any of the six hexes it projects into.
An activated HQ spending 1 AP can order up to three subordinate assets or Mobile Supply Depots in LOC to be assigned or reassigned to subordinate units. Each asset now freely activates and can spend its available AP to move towards the unit it is being assigned to. Once they enter the same hex, the asset will stack and move with that unit whenever it moves, at the OP/AP cost of that unit. This is a means of reducing the logistical OP cost of managing assets, by assigning them to be subordinate to specific units; hence when the unit moves the asset freely moves with it. The asset also immediately shares the same state as the unit it is assigned to.
If the Game Module has Forward Observer (FO) assets, an activated good-order (Army, Corp, Division, or Brigade/Regiment) HQ can spend 1 AP to assign/reassign an available FO to a Company or Vehicle Platoon that is in LOC.
An activated higher-level (Army, Corps, Division, Brigade) HQ spending 1 AP in LOC can order a Formation, Company, Vehicle Platoon or Battery to be assigned or reassigned to another HQ, even one from another formation21. This is a means of forming battle groups (kampfgruppe/task force). The units now draw LOC from the new HQs, and LOS from the new HQ as well as any of the original parent HQ. The Formation or units being assigned/reassigned do not degrade due to this action.
A unit can report and receive orders from only one formation, which will always be the one that it is currently assigned to, until it is reassigned.
Example:
The 80ID HQ assigns one of its infantry battalions to 4AD CCA, and from that point on that infantry battalion reports and follows orders only from the CCA HQ or the 4AD HQ, until it is reassigned back to 80ID HQ control.
If the Game Module supports it, an activated HQ spending 1 AP can order a subordinate good-order Company in LOC to deploy into two ½ companies [EXC: not HQ Companies].
While operating as ½ companies, they each have 2SL and each unit activates independently. Deployed companies can operate as if they were full companies. Neither the HQ nor the Company degrades due to this action.
The two half-Companies can freely recombine back into its original company (the degraded state of the worst of the two ½ companies) whenever they are stacked together in the same hex.
An activated HQ spending 1 AP per hex within overland LOC range to rally disrupted, demoralized or dispersed subordinate units stacked within that hex. Neither the HQ nor units degrade due to this action regardless of success/failure.
Each unit (assigned assets use the same result) must pass own MC rally attempt by rolling equal to or less than its ML (Morale Level) with the following DRMs:
If the rally attempt is successful:
A unit can only recuperate its state once each Operational Impulse; therefore it would take a minimum of two separate operational impulses to change a unit from the dispersed state to the disordered state if the rally attempts were successful.
If unsuccessful, no change occurs. A HQ can make additional rally attempts as long as it has AP to spend. Each attempt is paid for and rolled before the next action is spent/performed.
Example:
Since fatigued and disordered units will become good-order during the Unit Recovery Phase, the rally action allows units that are disrupted or demoralized to fully recover to good-order in a single game turn. Whereas a dispersed unit would need two successful rally attempts in separate Operational Impulses to become good-order within a single game turn22.
An activated HQ spending 1 AP can order a subordinate unit within LOC to disband and remove its TOCS WWII counter from play23. The HQ does not degrade due to this action.
Each unit on foot step disbanded can decrement a SL marker by one on a surviving unit on foot counter stacked with it, or be added to the Replacement Pool total if the disbanded unit is within LOS.
Each Tracked/Wheeled SP disbanded can decrement a SL marker by one on a surviving Tracked/Wheeled unit's counter stacked with it, or be added to the Motor Pool total if the disbanded unit is in LOS.
Otherwise, if the conditions above cannot be met the unit is disbanded, all guns and vehicles are rendered inoperable and the counter is removed from play.
The disbanded counter is removed from the map and placed in the dead pile and the enemy is awarded the VPs as if the unit were destroyed.
An activated HQ can spend 1AP and order a subordinate unit in LOC that is out of EZOC into reserve at the cost of 1 prepaid OP. The unit entering reserve does not degrade until after it activates as a reserve and all actions have been performed.
HQs can put artillery batteries in reserve so that they can fire during the Reserve Commitment Phase at the same cost for those missions but marking the batteries with a Reserve marker instead of firing. During the Reserve Commitment Phase, batteries in reserve can fire any valid mission type.
Once a unit enters into reserve it remains indefinitely stationary until activated. Activation (as a reserve) can occur only during the Reserve Commitment Phase or the Exploitation Phase and does not cost any additional OPs. If voluntarily activated in any other phase the unit immediately (forfeits the pre-paid OP and) loses its reserve status and must pay the normal 1 OP to activate.
If the reserve unit is EZOCed or Probed (10.5) or attacked on the CRT by ground forces, it immediately loses its reserve status.
An activated HQ can order a subordinate unit in LOC and in LOS to refit. The unit successfully refits at the end of the game turn as long as it remains out of EZOC and is neither attacked on the CRT by ground forces or is probed. If successful, the unit can gain 1 step to replace a SL (Step Loss). A unit can never regain more steps than the maximum number of steps the unit has.
The refit action is the means that units on foot can regain steps to replace SLs from the Replacement Pool (12.8) and tracked/wheeled units from the Motor Pool facilities (12.8) if they are in LOS. This allows Game Modules to limit the number of replacement steps available as a means of slowly introducing replacement troops, vehicles and ordinance back into play.
When there are no replacement steps available, units that are refitting can draw from the walking wounded from the Hospital (12.9) and the Field Repair Center (12.10) facilities, but run the risk that it is not guaranteed and will remain in refit mode until successful, or the unit forfeits or if forced out of the refit action.
The recovery mechanics are defined by either the Game Module rules or the TOCS MASL rules.
An activated HQ can spend 1AP and order the recovery of vehicles and guns from within the friendly perimeter. The HQ does not degrade.
Vehicles and guns recovered are added to the inventory of the Motor Pool facility and can be returned when the unit performs a refit action.
An activated HQ can spend 1 AP to order a good-order artillery battery (not Asset) in LOC and LOS to perform an artillery strike (as targeted or harassing fire) against a specified hex within range, and is resolved as a single roll on the Artillery Strike Table. The action does not cost any additional OP points, but the battery consumes all its APs and becomes fatigued. The HQ does not degrade. The non-phasing player can commit artillery batteries that are in reserve (10.21) to fire during the Reserve Commitment Phase.
Harassing artillery fire missions are unspotted and select targets (units, facilities, bridges) by random selection until all damage has been assigned. Even if spotted, a harassing fire mission can be selected.
Targeted artillery fire missions are directed by either a FO or an Aerial Spotter (15.3) that can see the hex, and can specify a single target (units, facilities, bridges) for the attack.
If an artillery strike is ordered as part of a ground combat battle the strength of the full strength of the battery is added to the total combat strength.
An activated Brigade/Division/Corps/Army HQ can spend 1 AP and order a number (minimum of 3) of good-order artillery batteries (not Assets) in LOC and LOS to perform a bombardment/barrage of a hex within range, and is resolved as a single roll on the Bombardment Table using the combined strength of all batteries firing. Targets are always determined by random selection until all damage has been assigned. All batteries consume all their AP and become disordered. The HQ does not degrade.
If ordered as part of a ground attack battle the bombardment adds 2X the full strength of all firing batteries on the CRT. Batteries in reserve can fire during the Reserve Commitment Phase, and if fired into a battle it is referred to as a defensive barrage.
A Time On Target (TOT) Bombardment was a uniquely American capability that allowed multiple Batteries to coordinate the flight time of their ordinance so that all rounds landed at the same time. This required effort to coordinate this type of mission; therefore, it costs an extra OP to order this mission type, and it is resolved as double strength on the Artillery Bombardment Table. It is only available to the American forces starting in December 1942. All participating American batteries degrade to fatigued when firing a normal Bombardment and degrade to disordered when firing a TOT Bombardment, which illustrates how advanced the American Artillery Network was in WWII.
An activated HQ spending 1AP can order a good-order or fatigued artillery battery in LOC and LOS to perform artillery interdiction of a target hex within artillery range. The battery consumes all of its AP and degrades. The target location hex is announced and is marked with an Interdiction marker on the game map and lasts until the start of the next friendly Operational Impulse, even if it is on the next turn.
The non-phasing player can commit artillery batteries that are in reserve (10.21) to fire during the Reserve Commitment Phase.
All units moving into or out of an interdicted hex must immediately pay +1 MP and cannot use bypass movement or roads or road-rate. If forced to retreat into an interdicted hex, units automatically degrade another level.
Example:
The phasing player wants to limit the enemy's ability to move through a road junction, and orders an artillery interdiction mission to fire into the town. During the Reserve Commitment Phase and all units that the non-phasing player moves in or out of that hex will pay the additional +1MP. The mission lasts until the next friendly Operational Impulse; therefore, during the non-phasing player's Operational Impulse any unit (enemy or friendly) that moves in or out of that hex will pay the +1MP cost.
Units that attack out of an interdicted hex are reduced by 1AP, and turn an Intensive Attack into a Deliberate Attack, and turn a Deliberate Attack into a Hasty Attack, and cancels a Hasty Attack.
Example:
The non-phasing player had placed several batteries into reserve so that they can fire during the Reserve Commitment Phase to counter enemy activities. The phasing player announces several hexes that have battles to resolve. During the Reserve Commitment Phase, the non-phasing player activates the batteries held in reserve and can either fire Artillery Strikes, Bombardments or defensive Barrages, but decides to fire Interdiction instead. The non-phasing player chooses to fire the Interdiction mission directly into the battle hex, immediately causing all enemy units attacking into the hex to lose 1AP, and dropping all attacks down one level. Had it been a Hasty Attack, it will have been called off.
The same would have been true if the interdiction had been fired into the hex the enemy units were attacking out of, but firing directly into the battle ensures that all enemy units will be affected.
An activated good-order Engineering Company can repair or destroy a facility. Very few facilities can be repaired within the timeframe of the game or due to their complexity, while most can be damaged or destroyed by demolition. Refer to the section on Facilities (12.0) and the Game Module specific rules. The engineering company becomes disordered after the attempt.
The TOCS WWII rules support a wide range of terrain types, which can be extended by the Game Modules. As units become activated and either move or perform actions like reconnaissance they will spend their movement point allowance to enter hexes according to the COT (Cost Of Terrain), which is the MP cost needed to enter the hex. Refer to the Cost Of Terrain chart for the terrain costs based on the unit type moving.
Key Concept: Terrain costs (in MPs) are measured from the hex side crossed to the center of the hex. The MPs spent depends on the terrain traversed to reach the center of the hex24.
Key Concept: Hexes may contain many different terrain types in various combinations. Units pay the COT of terrain only for the terrain types that were traveled through from the hex side to the hex center and will pay the highest COT to reach the center plus any streams crossed or contour lines they ascend. If the unit is prohibited from moving through that terrain type, the unit cannot enter the hex from that hex side direction.
Many terrain types are impassible to motorized, mechanized and armored unit unless using roads and bridges, or if they are frozen, or considered dry. The term ‘units on foot' means that they are non-motorized, non-mechanized, non-armored units for movement cost purposes. The term ‘tracked/wheeled units' refers to motorized, mechanized and armored units.
Units on foot, armor and mechanized units moving along a road can claim a one hex road bonus if the entire move action was along the road. All units moving along a road pay the road rate COT and are considering to be moving using column/convoy movement [EXC: Reconnaissance units] if the road is utilized. Any hex that exceeds the stacking limit will restrict the use of its roads, causing any unit entering a congested road network to pay the COT to enter as if the road did not exist. Stacking has no effect on exiting a hex via the road.
A highway is depicted as a paved road and in cities represents a large boulevard. A highway can support two-way vehicular traffic even if the hex is at maximum stacking capacity.
Paved roads (8m+ width) are depicted in grey with black shoulders. Paved roads support two-way vehicular traffic as long as the hex has less than the maximum stacking limit.
A 6-8m dirt road is depicted by tan with brown shoulders and supports two-way vehicular traffic as long as there are not more than two Vehicle Platoons or Mechanized Company units in that hex.
The smallest roads are akin to country lanes are 3-6m dirt roads, and are depicted by solid brown. All vehicle traffic on 3-6m dirt roads is one-way, where all vehicle traffic is blocked if another tracked/wheeled unit is in that hex.
Example:
Hex 22.17 consists of woods and both a 6-8m and 3-6m dirt road. If a tracked/wheeled unit is already in the hex, vehicular traffic entering on the 6m-8m dirt roads will be unaffected. However, vehicular traffic attempt to enter via the 3m-6m dirt roads must do so using the normal COT for entering woods. Units leaving may exit any road normally using the road-rate.
Railroads are depicted by slate gray with brown shoulders and can support rail traffic. Units on foot and Tracked/Wheeled units can travel along railroads as if they were 3-6m dirt roads. Trains (12.3) can only travel on railroads.
Example:
Hex 20.11 contains a Town named Groesbeek that contains paved roads, 6-8m dirt roads and a railroad that crosses the stream (right) and exiting into the Woods (left).
Unless otherwise depicted or described in the Game Module rules, all paved roads and highways have 2-lane stone or metal bridges capable of carrying all vehicle weights. 6-8m dirt roads have 2-lane wooden bridges capable of bearing 30 tons. All 3-6m dirt roads have single lane wooden bridges capable of carrying 20 tons. All railroad bridges can carry any weight. All streams have culverts capable of carrying any vehicle weight.
Artillery Strikes/Bombardments and/or Aerial Ground Strikes/Bombing that score damage points on a bridge can destroy the bridge. The bridge is not usable until it is repaired. Pontoon footbridges and single-lane pontoon bridges can sustain two hits before they are considered destroyed. Wooden bridges and railroad bridges can sustain 4 damage points before they are destroyed. Stone bridges can sustain 6 damage points before being destroyed. Any metal bridge and any bridge considered to be a highway bridge can sustain 8 damage points before being destroyed.
A flooded area is a shallow water obstacle that may or may not have roads depicted. Tracked/Wheeled units are prohibited from entering or exiting except along roads using the road-rate, or if the ground conditions are considered frozen. Roadblocks prohibit tracked/wheeled units from entering by road until the roadblock is removed (10.12). All units on foot pay the COT to enter, or the road rate. Depicted roads are considered to be elevated above the water level in effect making them causeways.
Tracked/Wheeled units attacking into or out of a flooded area are considered to be attacking across a bridge (11.3).
A swamp/marsh terrain is similar to a flooded area and is impassible by tracked/wheeled units unless moving along a road, or if the ground conditions are frozen, or if they are considered dry. Units on foot enter swamp/marsh according to the COT unless using a road.
Tracked/Wheeled units attacking into or out of a swamp/marsh hex are considered to be crossing a bridge.
Ponds and lakes are large bodies of deep water that are impassible to all units except when bridged, frozen or by watercraft or amphibious vehicles.
Units can move into a hex that has impassible water in the center of the hex and pay the COT of the terrain they entered.
Example:
A unit moving overland could enter hex 08.14 from hexes 07.14, 08.13 and 09.14 and would pay the COT of moving into woods, even though the COT is measure to the center of the hex. Unless frozen or the unit had boats or amphibious vehicles, no unit could enter from hexes 07.15, 08.15 or 09.15.
Oceans are large bodies of water that are impassible to all units except if shallow, or if bridged, or by watercraft, or by amphibious vehicles. The terrain between the ocean and the land is considered the coastline. The COT table dictates the movement cost from the ocean to the coastline, or from the coastline to the ocean. Refer to the Naval Rules section.
Example:
Hex 04.18 is a deep-ocean hex, capable of any size ship. Hex 05.19 is a Normal ocean hex, capable of any boat, landing craft or amphibian. Hex 06.18 transitions from normal-ocean to shallow-ocean as it approaches a rocky shoreline. Only units designated as Commandos can land on rocky shorelines; however, if it were a Beach, any unit could land there.
Oceans and Lakes abutting landmasses will have either Beaches or Rocky shorelines.
Beaches are a coastline terrain feature that can support vehicle traffic and are suitable invasion/landing sites. Beaches are gradual slope if the water is Shallow, and moderate slope if the water is Normal. Deep water will have either no beach at all or it will be steeply sloped. All forms of landing craft can land on beaches.
Example:
Hex 32.43 has a beach with a gradual slope. The Water approaching the beach is normal and then becomes shallow resulting in the beach slope being gradual.
No landing craft except those carrying Commandos can land on a Rocky coastline. Any unit attempting to do so is eliminated from play.
Example:
A seaborne approach to Hex 04.44 consists of normal-ocean that transition to shallow-ocean and to a rocky coastline. Only Commando units are allowed to land on a rocky coastline.
Major rivers are depicted in dark blue and appear wider on the TOCS WWII map artwork and are considered deep. Major rivers are impassible to all units except over bridges, or when frozen, or by watercraft or amphibious vehicles. Ships and boats may operate on major rivers.
Regardless of the river's size or the amount of space shown on the TOCS WWII artwork the defender can decide what side, or both, his forces are defending on. If he claims the river DRM on the CRT it is assumed he is on the far side. Once decided, they cannot switch to the other bank without a means to do so.
Medium rivers are depicted in blue with brown riverbanks and are considered variable depth. Medium rivers are impassible to all units except if bridged, frozen, or by watercraft or amphibious vehicles, or at fords that are depicted on the Game Module map. Boats may operate on medium rivers.
Defenders can claim the river DRM as long as they are all on the opposite side of the river and the attacker has 50% or more of his attack-strength on the far side.
Example:
Hex 02.25 has two sides to the river. Each unit (counter) must be on one side or the other and cannot cross to the far bank without a bridge being built or an Engineering unit provides a temporary ferry crossing, or the scenario dictating that the river is frozen.
Minor rivers are depicted in light blue and appear narrower on the TOCS WWII artwork and are considered variable depth. Minor rivers are impassible to all units except if bridged, frozen, or fordable, or by small watercraft or amphibious vehicles. To cross a minor river the unit must roll on the Fording Rivers table.
Streams only affect movement cost on the game maps25 when crossing a hex-side. Non-hex side streams that appear within the hex are ignored. A dry stream is considered a Gully.
It cost wheeled units 2MP and all other units 1MP to cross a stream/gully hex-side, unless using a road or railroad. When units cannot use road rate the road can still be used to negate the hexside costs of crossing streams and gullies. Road rate only applies within the hex, not the cost to cross the hexside.
Example:
Units entering hex 37.09 from 37.10 enter using the normal COT. Non-wheeled units entering across any other hex side that are not traveling on the road will pay COT+1 to cross the stream. Wheeled units would pay COT+2 to cross the stream. Units traveling using the road do no pay the cost of crossing the stream.
Polder and Paddies are represented by a hex with streams on all six hex-sides with irrigation ditches within. Units entering and exiting a Polder/Paddie hex pay +1 to cross the hex side unless traveling along a road.
Example:
Units entering hex 20.06 will pay +1 in addition to the COT to enter unless they are using the roads, and will pay +1 to cross the hex-side when exiting the hex unless using a road. This hex has both a paved road and a 6-8m dirt road.
Fords are shallow sections of rivers with riverbeds firm enough and free of obstacles for all unit types to cross. Fords can either be depicted by the Game Module as a sandy shaded area across the river, or can be represented as a game marker. Fords that are discovered during play remain secret, unless the opponent performs reconnaissance of a discovered fording site.
A unit must be good order to cross a ford and it consumes all of the units AP.
Cities are heavily built-up areas containing many buildings and are depicted by hexes with gray buildings. Combat in the city will use the City/Suburb row on the CRT. Armored units fighting within a city are reduced to ½ strength FRU.
City hexes cannot be bypassed using bypass movement. For line of sight purposes cities are a level-2 obstruction.
A suburb is a heavily built up area depicted by many small brown buildings, typically adjacent to cities, but can also be stand-alone. Suburbs cannot be bypassed. For line of sight purposes suburbs are a level-2 obstruction. Combat in the suburb will use the City/Suburb row on the CRT. Armored units fighting within a suburb are reduced to ½ strength FRU.
Example:
Hex 14.25 consists of a suburb called Toul and a minor river on the right. The paved road negates the cost of moving across the river into hex 14.26.
Towns are built-up areas depicted by both brown and gray buildings. All units can use bypass movement around towns if the width of the counter can fit between the buildings and the hex-side. For line of sight purposes towns are a level-1 obstruction. Combat in the town will use the Town/Village row on the CRT.
Example: Hex 11.10 consists of a hill on the left and a town called Bernecourt in the center and right. A stream is depicted along the right hand hex sides. The paved road negates the cost of moving across the stream into hex 12.10.
Villages are the smallest built-up areas in the TOCS WWII system and are depicted by brown buildings. All units can use bypass movement around villages if the width of the counter can fit between the buildings and the hex-side. Villages for all practical purposes can be thought of as small towns. For line of sight purposes villages are a level-1 obstruction. Combat in the village will use the Town/Village row on the CRT.
Example:
Hex 31.30 consists of a hill with a village on it. A 6-8m Dirt Road and 3-6m Dirt Road runs through the village. A unit entering from 31.31 not using the road would pay +1 to cross the stream and +1 to ascend the slope and COT to enter the village. Moving using the road would negate the cost to cross the stream but would still pay +1 to ascend the slope, but would use road-rate as the COT. If a tracked/wheeled unit were in the hex, the 3-6m road could not be used.
Hills are elevated terrain features depicted by contour lines and a change in map hex colors and pose an increased movement cost when ascending. Mountains are huge in size with much steeper and abrupt contour line transitions. The Game Module will define what the contour elevation change is for each line.
Contour lines define the shape and slope of an elevation. Since movement is always from the hex-side to the center of the hex, it is the number of contour lines crossed to get to the hex center that determines the additional cost and slope.
When a unit ascends across a contour line it pays an additional +1 MP for each line crossed in addition to the COT until it reaches the hex center. A unit must have enough movement points to reach the hex center, or it cannot enter that hex from that hex-side. Only Commandos and Mountain units can cross a cliff hex-side.
Tracked/Wheeled units cannot ascend/descend more than two contour elevations unless on a road.
Whenever there is a two contour line height advantage over any (line of sight) obstacle, the wireless communication range is increased by two26.
If the Game Module has Forward Artillery Observer units in the OOB and they are located on hills with sufficient height advantage over line of sight obstacles, they can direct artillery out to the limit of the visibility range. A HQ does not have to issue orders for the artillery units to fire, as they fall under the control of the Forward Artillery Observer27. The FO must be 1 level (or more) higher than the intervening terrain obstacle to see over it. The standard visibility range is 4 hexes during day, but environmental conditions can reduce this.
HQ, Companies, Vehicle Platoons and Reconnaissance units on a hill must have a +1 contour level height advantage over the height of any intervening obstruction that do not perform any action, are entitled to one free observation check of a hex within their line-of-sight to a max range of 4 hexes [EXC: weather, night]. The opponent only says whether the observed hex is empty or occupied28.
Example:
Hex 35.11, known as Hill 340, consists of the village of Belleau at the bottom and two contour lines to the top. A FO at the top would have a 1 level height advantage over the village of Belleau and would allow hex 35.12 to be observed for artillery fire. In addition, other units in the hex could perform a free observation check of hexes within the 4 hex ranges, if they had a height advantage over any terrain in between.
Units entering hex 35.11 from 35.12 would pay +1 to cross the stream and +1 to ascend the first contour line in addition to the COT. They would not pay for the second contour line because it is past the center of the hex. A unit leaving 35.11 into 35.10 pays only the COT because movement is from the hex-side to the center of hex 35.10; therefore the second contour line in hex 35.11 is free and abstracted into the overall movement mechanics of the game system29.
Open ground is considered any hex that is devoid of other terrain features. Combat in the open will use the Farmland/Open row on the CRT.
Example:
Hex 15.04 consists of an area devoid of any other terrain type is considered ‘open' regardless of elevation.
Yellow fields on the map artwork depict farmland. Combat in farmland will use the Farmland/Open row on the CRT.
Example:
Hex 13.12 consists of farm fields. Units crossing the stream must pay +1 MP additional to enter. Yellow fields depict farmland.
Bocage is a form of farmland where the fields are divided by multiple hedgerows. A hedgerow is an earthen berm with hedges and bushes growing on top of it used for flood and wind control and property boundaries between farmers. For line of sight purposes bocage is a level-1 obstruction. Combat in the bocage will use the Bocage row on the CRT.
Units on foot can enter bocage hexes, but wheeled vehicles and mechanized units may only enter/exit on roads or railroad tracks. Good-order fully tracked vehicles can move into a bocage hex without a road by expending all of its available AP. Rhino Tanks (Sherman M4) equipped with Cullin Devices or fully tracked vehicles accompanied by a dozer asset pay COT+1 to enter a Bocage hex.
Units performing a Move action in bocage at night (13.1) or in fog (13.4.1), rain (13.4.3), heavy falling snow or blizzard (13.4.4) is subject to straying (10.1.3).
Example:
Hex 12.22 consists of Bocage. All vehicles entering along the dirt road would cost the road-rate. Only good-order fully tracked vehicles can enter without using the road by will expend all of its APs. However, “Cullin Equipped” fully tracked vehicles, or fully tracked vehicles with a dozer asset will pay COT+1 to enter.
Desert is depicted by a sandy gravel texture on the map artwork. Combat in the desert will use the Open row on the CRT.
Example:
Hex 16.42 consists of a Desert hill centered in the hex. Entering the hex from 17.42 would cost +1 to cross the stream and +1 to ascend the slope to the hex center plus COT. Entering from 17.43, 15.42 or 15.43 would only cost COT to enter because no elevation contour lines are crossed from the hex side to the center. Entering from 16.41 or 16.43 would cost +1 to cross the elevation contour line plus COT.
Orchards and groves are depicted by the map artwork as a series of individual cultivated trees. For line of sight purposes orchards/groves are a level-1 obstruction. Combat within an orchard or grove will use the Farmland row on the CRT.
Example:
Hex 18.26 consists of Bocage (top) and an Orchard (bottom). Entering from 18.27 costs COT for Bocage because it is higher than that of the Orchard. Entering from any other hex side costs the COT for Bocage and +1 if the unit crossed the stream.
Woods are depicted in green with black outlines of some trees. Woods hexes are densely populated with trees of various heights and represent a level-1 line of sight obstruction. Woods that are completely surrounded by other woods hexes are considered forests; therefore, if adjacent to any other terrain type, they are woods. Woods hexes can be bypassed if the counter width can fit between the woods and the hex side being bypassed. Combat within a woods hex will use the Woods row on the CRT.
Example:
Hex 14.14 consists of woods. Units entering hex 14.14 from any direction pay the COT for woods. Hex 14.14 can be bypassed along the 13.14 and 14.13 hex sides because it appears that a counter on edge could fit between the woods depiction and the hex side. Players are encouraged to actually test it in order to confirm the move is legal.
Any interior solid woods hex (surrounded on all hex-sides by other woods hexes) is considered a forest. A forest hex cannot be bypassed even if it has open ground depicted. Forest is a level-2 line of sight obstruction. Combat within a forest will use the Forest/Jungle row on the CRT. Armored units fighting within a forest are reduced to ½ strength FRU.
For each forest hex that wireless radio communication travels through reduces the wireless communication by 1.
Units moving within a forest are subject to straying (10.1.3).
Jungle is a dense tropical terrain feature that is a level-2 line of sight obstruction. Jungle hexes cannot be bypassed. Combat within a jungle will use the Forest/Jungle row on the CRT. Armored units fighting within a jungle are reduced to ½ strength FRU.
For each jungle hex that wireless radio communication travels through reduces the wireless communication by 2.
Units in a jungle are subject to straying (10.1.3).
Facilities provide logistical support for military operations such as transportation hubs, ports, railyards, hospitals, field repair centers, airbases, supply dumps, and POW camps30. Facilities are fixed location installations that cannot move and are vulnerable to damage from naval gunfire, artillery, air strikes, aerial bombing and intentional demolition by ground units or capture by enemy ground units.
The Game Module will indicate which facilities are in play and how many DP (Damage Points) each one can sustain until it is considered destroyed. While attacks and deliberate demolition (10.27) can destroy a facility, some can be repaired during play, although most facilities are too intricate to repair with what is on hand.
If captured, the benefits of the facility might be of value, such as capturing a supply depot, or repair center, or port. However, capturing a V2 rocket site would provide no benefit except for excellent museum artifacts. It is up to the player capturing the facility as whether to start the demolition process. Either player can capture or recapture a facility an unlimited number of times.
Any road terminating at a pond, lake, river or ocean is considered a Boat Launch if there is no mating road depicted on the far bank. Small boats that are towed and amphibious vehicles can move in either direction between land and water paying only the COT. Amphibious units can move to/from water/road without having to pay the additional +1 MP to cross the riverbank inherent crest line.
Example:
Hex 58.26 is considered a boat launch because the road terminates at the river. If the road had been on the other side of the river (without a bridge), it would have been considered a ferry crossing.
Any road that terminates from opposite banks of a non-bridged river is considered to be a ferry crossing. Each ferry crossing has a weight limit and portage capacity, indicating the types of vehicles it is capable of transporting. Typically a ferry can transport up to 4 steps of units per Operational Impulse.
In the event that the ferry had been destroyed or is inoperable, an Engineering Company (2.6.4) can improvise a temporary ferry crossing at no AP cost to ferry up to 4 (unit) steps across rivers and canals. There is no associated activation or AP cost, other than the engineering company must start in the hex to establish the temporary ferry and does not degrade to ferry other units across, but if it ferries itself across it will need to activate and degrade. Any number of units can be ferried across as long as the total number of their remaining steps does not exceed 4. The units being ferried must start in the hex with the engineering company, and will spend all of their AP to cross and will degrade. While establishing a temporary ferry, the engineering company can perform other tasks, such as bridge building, smoke generation (if capable), improving positions, clearing minefields, performing refit, or any other action that does not require the engineering counter to leave the hex.
Railyards and railheads can act as supply distribution centers, whereas railheads also act as the terminus of a rail line. Units can be transported by rail to/from railyards and railheads, or to/from any city, town or village in a hex containing a railroad. Supplies can be transported, based on the Game Module rail transport capacity to/from a railhead/railyard from/to a supply base/dump/depot in or adjacent to the hex.
Supply points are transferred between source and destination as long as the rail line is not destroyed, or that enemy ground units do not block the rail line by creating a roadblock on the rail line.
The Game Module will define whether trains are in play and the rail capacity, and train schedule and/or availability.
Trains are a contiguous series of cars behind an engine(s) that travel exclusively on railroads and are used to transport supplies and units. Trains move up to 20 MP per Operational Impulse but do not require an activation to move.
Trains can only move along railroads31 that are free of Roadblocks or destroyed bridges. If a rail line is damaged, destroyed, or contains a roadblock, the train will stop in that hex.
Trains move along railroads at the COT of 1 for each hex and pay the +1 cost to go to a higher elevation when crossing slope lines. Trains can only move along rail lines and must stop if the hex contains a roadblock until it is removed (10.12).
If the train enters an engagement battle hex it passes directly through it catching the enemy off guard; however, if the hex contains a roadblock the train stops in the engagement hex and becomes part of the engagement battle. On units on foot, light AA guns and mortars can be added to the combat strength of the battle, all motorized/mechanized infantry can add half their strength, and tracked units cannot participate as they have no means of offloading.
Vehicles can be recovered from a train that is not at a rail station or railyard via a Recovery (10.23) action and a successful Refit (10.22) action.
If the train enters an enemy owned empty hex not containing a roadblock or destroyed Railroad Bridge the train passes through the hex, but the hex remains enemy owned.
If the train enters an enemy occupied hex or an engagement battle not containing a roadblock or destroyed Railroad Bridge, it catches the enemy off guard and passes through the hex and no ambush battle occurs.
If the train enters an enemy occupied hex containing a roadblock or a destroyed Railroad Bridge an immediate ambush battle occurs with only units on foot riders participating in the combat strength. Tracked/Wheeled units riding on a train add nothing to the combat strength.
If a train enters an engagement battle hex containing a roadblock or destroyed Railroad Bridge the train stops in the engagement hex and becomes part of the engagement battle, adding only the units on foot to the combat strength.
Tracked/Wheeled vehicles can only unload at either a City, Railyard or Railhead facility (12.2), or perform a Recovery action (10.23) to unload the vehicles. Trains that are blocked by roadblocks or destroyed bridges can reverse direction in order to find another route.
Example:
Hex 20.11 contains a Town named Groesbeek that contains a railroad. If the hex were enemy owned but did not contain a roadblock, all trains would pass through the hex regardless if the hex were occupied or locked in an engagement battle. However if the hex did contain a roadblock the train would be compelled to stop. If the hex was empty the train could stay in the hex or reverse direction. If it was enemy occupied the train would be ambushed. If it were marked with an engagement battle marker it would become part of the engagement battle.
On-board air fields/bases/strips allow on-board Ready aircraft to be On-Station the Operational Impulse that they are activated; unlike off-board Ready aircraft that must first move to the In Flight box and won't become On-Station until the next friendly Operational Impulse. On-board aircraft benefit from quicker tactical response time, at the risk of being vulnerable to ground attacks, artillery strikes, artillery bombardments or aerial attacks against the facility. Damage can occur to both the facility (reducing aircraft stacking) or against aircraft on the ground.
Artillery and aerial attacks against airbases, airfields and airstrips are conducted on the Artillery Strike or Bombardment table or Aerial Strike or Bombing table. Damaged on-board aircraft are removed from play.
On-board airbases have hardened tarmacs and can operate all air mission types in all ground conditions. Both airfields and airstrips are known as “fair weather” fields due to the lack of a hardened tarmac. On-board airfields have dirt tarmacs that can fly all air mission types, but cannot operate during soft ground or mud. On-board airstrips are small grass fields that can support only some air mission types and cannot operate in soft ground, mud or ground snow conditions.
Ports are larger facilities within a city or town or village adjacent to a major river, lake, or ocean. A harbor differs from a port in capacity and the ability to offload cargo more efficiently. Ships and boats can dock and load/unload and rearm/refuel at functional port/harbor facilities. Each port/harbor has a naval stacking capacity printed on it. Damage to the facility can reduce the naval stacking capacity by one for each damage point.
Naval bases are ports that can resupply and refuel all forms of naval vessels.
Supply bases and dumps are fixed position facilities. These facilities will have a number of supply points governed by the Game Module rules that can be transported by mobile supply depots at the logistical operational cost of spending OPs.
Supply base/dump facilities can be destroyed by friendly or enemy units, and can be damaged by artillery or aerial attacks. The number of damage points reduces its supply capacity proportionally.
The Replacement Pool and Motor Pool facilities are abstracted as off-board facilities that track the amount of steps available for Refit actions (10.22). Each time a unit successfully performs a refit action the pool is decremented by one and the unit regains one step by decrementing the SL (Step Loss) marker on that unit.
Units on foot can replace SLs from the Replacement Pool on a one for one basis; by decrementing the total steps in the Replacement Pool and then reducing the SL counter by one.
If the total steps in the Replacement Pool is zero (0), units on foot can rely on walking wounded from a friendly functional Hospital (12.9) during the refit action.
Likewise tracked/wheeled units can draw from the Motor Pool by decrementing the total steps and the decrementing the SL counter for a successfully refit action. If the Motor Pool total is zero (0) units that perform a refit will rely on the Field Repair Center (12.10).
Hospitals can be fixed map position facilities or field hospital counters. Captured hospitals can be used by whichever side currently owns the hex. When the Replacement Pool (12.8) for units on foot is zero, units performing refit actions can rely on walking wounded from the Hospitals.
When the Game Module has Hospitals in play and they are friendly owned and functional:
When the Game Module does not have Hospitals in play or when they are enemy owned or not functional:
Each damage point applied to a enemy Hospital facility is considered one VP (Victory Point) for the opponent, due to propaganda and political implications.
A field repair facility can be a fixed map position facility or a counter that allows tracked/wheeled units that successfully perform a Refit to regain vehicle and guns.
When the Game Module has Field Repair Centers in play and they are friendly owned and functional:
When the Game Module does not have Field Repair Centers in play or when they are enemy owned or not functional:
POW Camps are a fixed location facility for detaining prisoners of war. If the Game Module has POW Camps in play, they are worth VPs (Victory Points) if captured and liberated.
If a liberated POW Camp contains prisoners that were captured during play, add half the total number of steps FRU to the Replacement Pool total (12.8)32.
The Game Module will provide the possible weather conditions that existed throughout the operation, which can be either historic, or variable.
The TOCS WWII system weather rules simulate developing weather patterns and environmental conditions that evolve and progress over a period of Operational Impulses. There are several aspects to environmental conditions in the TOCS WWII system:
Visibility changes throughout the dawn, day, dusk, and night turns as well as due to atmospheric conditions and due to precipitation.
The Turn Track indicates whether each game turn is considered to be day or night, and the dawn/dusk transitional period between day/night. Day turns are indicated by not being shaded and do not have dawn or dusk.
During day turns, all good order units in LOC and LOS have 3 AP when activated.
During night turns, all good order units in LOC and LOS have 2AP when activated.
During night turns, the movement cost of terrain (COT) for all units is doubled 2xCOT; however, road movement is not affected by this cost increase.
Units moving during night, unless on a road, railroad, or following a canal or river have an increased chance of straying (10.1.3) when in hedgerows, woods, forest or jungle.
The only Air Missions allowed at night are Bombing, Carpet Bombing, Pathfinder, Aerial Supply Drop/Landing, Transport, Rebase, and Paratroop/Glider Landing (only if full moon and clear skies and no fog).
Refer to the National Characteristics (18.0) for the nations in play to determine if they suffer a penalty during night turns. If so, the affected units are further reduced by 1AP during night turns.
Dawn and Dusk delineates when certain air missions are allowed/prohibited. Fog (13.4.1) is more likely to form after dusk and burn off after dawn. The Turn Record Track indicates which turns include dawn and dusk.
On any game turn marked as dawn the first two (2) Operational Impulses for each player are considered dawn with subsequent impulses considered day. Dawn reduces the observation visibility range to two hexes.
On any game turn marked as dusk the first two (2) Operational Impulses for each player are considered day with subsequent impulses considered dusk. Dusk reduces the observation visibility range to two hexes.
The Game Module will define what the historic moon phase was for each day. Of the eight phases of the moon the ones of significance are the new moon, quarter moon, and full moon periods, as these will affect the observation visibility range and what air missions are allowable. The others have been extrapolated into this smaller set.
Visibility range during a new moon period is 0. During a quarter moon period the range is 1. During a full moon the range is 2.
All units are subject to straying (10.1.3) on a New Moon period in any terrain. A full moon on a clear or scattered cloudy night negates units from straying, except in interior woods/forest, hedgerow or jungle hexes.
The moon phase is indicated on the Turn Record Chart for night turns as a new moon [●], or a quarter moon waxing [☽], or a full moon [○], or quarter moon waning [☾].
The temperature is managed as part of the Game Module rules and is primarily determines whether the Ground Conditions (13.5) are frozen and whether rivers, swamps, marshes and ponds are frozen. Temperature also controls when Extreme Winter conditions exist.
Extreme winter conditions caused by extremely low temperatures affected men, animals and machines alike. Refer to the National Characteristics (18.0) to determine whether the nations in play are penalized during extreme winter conditions. All units not in a village, town, suburb, city or facility must take a MC if they move, and if they fail will degrade an additional level.
The atmospheric conditions are controlled by the Game Module rules and are rolled at the start of every Operational Impulse33. It consists of wind speed/direction and cloud cover. The Game Module table introduces hysteresis to weather that allows weather patterns or systems to continue once they have started, taking longer to clear once inclement weather starts.
Air Missions can be affected by atmospheric conditions. The Atmospheric conditions for each Sea Zone is rolled separately and marked on the board.
Aircraft are grounded during heavy winds and gusty conditions.
Clear skies have no detriment to visibility and all air missions are allowed (when permissible).
Scattered cloud conditions are required for mist, rain squalls and snow squalls. All air missions can be flown in scattered cloud conditions.
This section deals with the weather precipitation based on the temperature (13.2) and cloud cover, which can produce mist, rain, downpours and snow. The Game Module rules will dictate what the historic weather temperatures were, so that the precipitation becomes a function of the cloud cover.
Snow is only possible if temperatures are cold enough and there are scattered clouds (snow squalls) overcast conditions. It is possible to snow and not accumulate as ground snow.
Air missions cannot be ordered/activated during rain, snow, or blizzard conditions. Aircraft that are already in-flight might be forced to abort and land based on the mission type. Those that are already on-station might also be required to abort. Any air mission allowed during inclement weather that arrives at their intended target location might fail in fulfilling their mission.
Fog is more prevalent at lower altitudes and from dusk until dawn, when eventually the fog will lift or burn off as the sun comes out. All Ready aircraft are grounded during fog, all In-Flight aircraft remain in flight, and all On Station aircraft are recalled to base.
Fog negates the road bonus for all unit types. All units are subject to straying (10.1.3) when in fog. Observation visibility range in fog is zero.
Mist can only occur when overcast conditions exist and make the Ground Conditions moist.
Rain can only occur when there are overcast conditions and makes the Ground Conditions wet.
In-Flight air missions that are on-station may be canceled or may be off target due to rain over the target area. There is a chance that rain may affect the air mission once it arrives on station. Roll a d6, where 1-2 the mission proceeds according to plan, 3-4 the mission is inaccurate by a 2d6 (direction and distance) and 5-6 the mission is aborted.
All movement during rain costs COT+1 when moving across a contour line except along a road.
Observation visibility range during rain is reduced by 2.
Falling snow can only occur when there are overcast conditions. Snow intensity can be light, moderate, heavy and blizzard conditions. A blizzard is defined as near ‘white-out' conditions.
Observation visibility range is reduce by 1 for light falling snow, by 2 for moderate faling snow, and reduced to zero for heavy falling snow or blizzard.
Heavy falling snow costs COT+1 and blizzard costs COT+2, in addition to ground conditions.
All units are subject to straying (10.1.3) when in blizzard conditions.
All Ready aircraft (15.0) are grounded during falling snow conditions or blizzard conditions, all In-Flight and On-Station aircraft will abort and return to base.
The ground conditions are controlled by the Game Module rules and are either historic or randomized. There are several states of ground conditions: very dry, dry, moist, wet, firm, soft, mud, frozen, ground snow and drifts.
Very dry, dry, moist and wet are controlled by the Game Module rules.
When the ground conditions are soft, all tracked/wheeled vehicular ground movement off of roads or railroads costs COT+1.
On-board aircraft are grounded if located at a fair weather field.
Once the ground becomes saturated it becomes mud. When the ground conditions are mud, all tracked/wheeled vehicular ground movement off of paved roads or railroads costs COT+2. All units on foot pay COT+1 when not on a paved road or railroad.
All on-board aircraft are grounded if located at a fair weather field.
The Game Module rules will dictate whether the ground conditions are frozen and whether water obstacles are frozen. When temperatures are below freezing for a prolonged period the ground becomes frozen. In addition, marsh, swamp, rivers and ponds can freeze and support the weight of units on foot and if thick enough tracked/wheeled units.
Only Engineering Companies/Platoons can perform the Improve Positions action when the ground is frozen.
Accumulated ground snow can be light, normal or deep. Light ground snow cover has no effect on play except that it will lead to normal ground snow.
All non-tracked units moving through normal ground snow pay COT+1 unless moving along a plowed road.
All wheeled units are prohibited from moving in deep ground snow unless on a road and will pay COT+2 if the road is not plowed.
All units on foot and tracked units moving through deep ground snow pay COT+2 unless moving along plowed roads.
Example:
If the ground conditions were deep snow, a tracked vehicle would expend COT+2 unless on a paved road, wheeled vehicles are road-bound and would pay COT+2 unless the road is paved, and units on foot would pay COT+2 unless on a paved road.
If it were also blizzard conditions an additional +2 would be added to the movement cost of all units regardless of whether they were on a road, and any movement that isn't following a road, railroad, stream, river, canal or coastline would be subject to straying.
Had the unit been equipped with skis, it would move at COT and gain a MP for each crest line descended; however, skiing in blizzard conditions would still add +2 to the COT.
In normal and deep ground snow, all units on foot equipped with skis can increase their movement capabilities by paying only the COT, and adding a bonus of one MP for each contour line descended. The skis are inherent capabilities of the unit and cannot be transferred.
The air rules cover the basic mechanics of the air mission sequence from orders to takeoff, performing the mission, and then landing and refueling/rearming from off-board airbase facilities and from on-board airbases, airfields and airstrips.
The TOCS WWII Game System abstracts aircraft into air missions and air capabilities and not into specific aircraft types. The Commanding Officer was concerned with the air mission and less about what type of aircraft had performed it. To be true to the Commanding Officer the TOCS system has abstracted aircraft details into air mission types that can be ordered (requested) by Army, Corps or Division HQs air liaison staff.
Aircraft are always in one of the following states on the Aircraft Ready Chart:
Each Operational Impulse aircraft will advance to the next state, Landed → Rearming/Refueling → Ready. When an OP is spent for an air mission, off-board aircraft will move to In-Flight and will arrive On-Station during the next friendly Operational Impulse. On-board aircraft immediately move to On-Station.
If the current turn ends with aircraft In-Flight they will arrive On-Station during the first friendly Operational Impulse of the next game turn. If the target hex was an engagement battle the In-Flight aircraft will become part of the engagement battle.
Aircraft On-Station will perform the air mission during the current friendly Operational Impulse. Aircraft that have completed their air mission must return to any off-board or qualified on-board facility into the landed box.
Some air missions are so intricate that they require designing a flight plan, which serves the purpose of not being able to deviate from it by information learned en route. The flight plan defines the path (in hexes) that the aircraft will follow to the target hex and allows AA units to fire as the flight moves from hex to hex towards the intended target. The effects of AA fire and environmental conditions can cause aircraft to abort the mission, be destroyed, or to go off target and be inaccurate.
For each air mission requiring a flight plan, the phasing player must record the aircraft flight paths from the board edge to the intended target hexes. Once the mission at the target hex is completed remove the aircraft and return it to the landed box.
Examples of air mission types requiring flight plans are: Paratroop Drop/Glider Landing, Air Transport, Bombing, Carpet Bombing, and Air Supply Drop/Landing. All other air missions do not require that level of logistical planning.
When aircraft are lost through combat damage, remove the aircraft counter for the rest of the Game Turn. When an aircraft retreats from combat, or voluntarily aborts the mission, the mission is canceled and the aircraft will return to base and the aircraft has landed.
Weather can adversely affect air missions. Each air mission will list the weather conditions required for launch or how it might affect success. In general, fair-weather grass airfields and airstrips cannot be used when the ground is soft (13.5.2) or mud (13.5.3) or there is ground snow (13.5.5). Whereas airbases have paved runways and are plowed.
All Ready aircraft are prohibited from launching air missions during high winds, fog (13.4.1), rain (13.4.3), falling snow or blizzard conditions (13.4.4). Air missions that are in-flight will continue. Air missions that are on-station will abort the mission and return to base and land. Air missions can be aborted due to bad weather, at any time.
All good-order AA (Anti-Aircraft) Batteries and AA assets can defensive fire at en route enemy aircraft performing air missions34. The combat is resolved on the AA-Combat Table. AA units that maintain their ROF (Rate of Fire) can fire again as the aircraft enter another hex. AA units that fail their ROF will degrade to the next lower state. The combat can result in aircraft being eliminated, aircraft aborting the mission, or cause aircraft on flight plans to veer off course. AA units are defined as Light-AA and Heavy-AA gun types, designed to be effective against different altitude (low, medium, high) enemy air missions.
Light AA units with guns less than or equal to 50mm, can only fire at low-altitude aircraft missions. Light AA units have a ROF located in the yellow box and it has a range of one hex. Light AA units can fire on the following low altitude air mission types: Aerial Reconnaissance, Aerial Obeservation/Spotter, Air Transport, Aerial Propaganda Drop, Combat Air Patrol, Escort, Aerial Interdiction, Tactical ground Support, Aerial Ground Strike, Pathfinder, Paratroop Drop/Glider Landing, and Aerial Supply Drop/Landing.
Heavy AA units are depicted by the solid bar on the left side of the unit symbol, and have guns greater than 50mm, and can fire only at medium/high altitude aircraft missions. Heavy AA units have a ROF located in the yellow box and has a range of two hexes. Heavy AA units can fire on the following medium/high altitude air missions (e.g. above 1500m): Bombing, and Carpet Bombing.
Whenever friendly and enemy aircraft occupy the same hex, air-to-air combat will occur if either performed Escort, Combat Air Patrol, Ground Strike, or Interdiction. The air combat is fought in rounds using the Air Combat Table until either one side is destroyed, or is driven off, or voluntarily aborts the mission. The surviving aircraft then performs the air mission.
All on-board airbase, airfield and airstrip facilities (12.4) are vulnerable and can be attacked by any combination of ground units, air missions or artillery strikes/bombardments. Facilities have no inherent defenses and must be provided by the AA units (14.5) and aircraft on Combat Air Patrol (15.7).
If attacked by enemy aircraft, resolve any air-to-air combat first (14.6) against defending CAP (Combat Air Patrol) missions, and then against the facility's AA defense. Then resolve the attack against the facility and any landed, rearming/refueling and ready aircraft applying damage in the same order. The non-phasing player can now launch ready aircraft for either a Rebase air mission, or a Combat Air Patrol mission. Continue with air-to-air combat until one side or the other breaks off or is destroyed. Aircraft that break-off can return and land at any facility except the one they are at.
If attacked by artillery/bombardment, resolve the attack evenly against all landed, rearming/refueling, and ready aircraft. After the attack, all ready aircraft can immediately perform a Rebase air mission.
TOCS WWII game system provides a rich set of air missions that augment the Commanding Officer's ground action capabilities. In general, each air mission must be ordered and requires spending OPs to activate. Once activated the air mission is planned and recorded as to its specific objective.
Any number of available Ready aircraft can participate in the air mission, or provide a supporting role such as Escort, Pathfinder or Aerial Spotter to another mission type.
Example:
The American Commanding Officer orders an Aerial Supply Drop of two aircraft each with a capacity to drop one SP, and provides one aircraft to act as an Escort and one aircraft as a Pathfinder.
The flight of four aircraft encounters a hit by light-AA fire along the flight plan en route to the drop zone that causes a one hex drift.
In addition, a single German aircraft CAP intercepts the flight, causing the Escort to conduct Air-to-air combat, resulting in the German aircraft aborting and returning to its airbase.
The flight continues to the DZ, where the Pathfinder negates one drift, meaning that it arrived accurately at the DZ, but each SP is now subject to drift on the Descending Drift Table.
When the SP lands it become a Mobile Supply Depot owned by whoever owned the hex. All aircraft return to base and are placed in the landed box.
Once planned and recorded, air missions cannot be altered or canceled while In-Flight or On-Station and will arrive on target as recorded, even if it results in attacking friendly units35
An activated good-order Company spending all of its AP can work to create an airstrip in open ground. The airstrip is completed after 5 OPs have been spent constructing it. Good order Engineering Companies and those that are fatigued can also contribute towards the construction effort.
Once completed the only missions capable of operating from an airstrip are: Aerial Reconnaissance, Aerial Observer/Spotter, and Rebase from an airstrip.
A good-order Divisional HQ (or higher) in LOC spends 1AP can order an Aerial Reconnaissance mission and pays 1 OP to activate it.
Reconnaissance aircraft perform recon on either a 7 hex radius centered on the target hex, or a 7 hex straight line following the grain or alternating grain on the map board. The non-phasing player must announce whether each hex is empty or occupied, and the type of unit(s) discovered as infantry (Companies/HQ), vehicles (vehicle platoons/assets) or guns (batteries/assets) [EXC: motorized or mechanized infantry are reported as both infantry and vehicles]. Aerial reconnaissance performed on interior woods/forest/jungle hexes results in no information gained.
If aerial reconnaissance is performed on a hex that is attacked resulting in a battle, the CRT reconnaissance column shift applies.
A good-order Divisional HQ (or higher) in LOC spends 1AP to order an aerial observation plane or spotter aircraft to be flown.
If it is flown as an aerial spotter, it improves accuracy (DRM) on any Aerial Ground Strike mission or Artillery Strike action or Bombardment action. The defender must specify the targets (facilities and units types present) and the attacker may select a specific target, or utilize random selection.
If flown as an aerial observer into a battle, the aircraft will appear as an observation plane resulting in a favorable column shift on the CRT.
An aerial observer mission can be flown to a target hex within the enemy perimeter and remain on-station throughout the enemy's next Operational Impulse and can observe all enemy movement in that hex and all adjacent hexes, as well as any artillery unit that fires. If any unit moves into or within the 7-hex zone, it must be announced as if aerial reconnaissance (15.2) had been performed. Any unit moving at non-road-rate at 2xCOT is unobserved and does not have to announce their movement. Movement within forest/jungle is unobservable unless moving by road or railroad.
The phasing player can spend 1 OP to perform an air transport mission between two friendly airbases/airfields. The unit(s) being transported must start its turn located at the facility that has Ready aircraft. The unit does not degrade upon reaching the transported destination; however, he unit cannot be activated during the Operational Impulse that it was transported.
Only units on foot are air transportable. Vehicles cannot be air transported unless in gliders (15.15).
The phasing player may freely rebase Ready aircraft at no OP cost to any friendly airbase/airfield. Upon arriving at the destination facility they are moved into the landed box. Aircraft can never rebase to an airstrip (12.4).
The phasing player can spend 1 OP and perform an aerial propaganda drop on a target hex. The leaflets dropped will cause a MC for units out of LOC within the target hex, or a 1MC if the target hex is out of LOS within a pocket. Units that fail the MC will degrade to the next lower state and units that fail the 1MC will degrade two levels.
The phasing player can spend 1 OP for a combat air patrol mission of a 19-hex zone emanating (2 hexes out) from the target hex. The phasing player must announce that CAP is being exerted from the target hex.
Any aircraft in or entering the zone can be intercepted on the Air Interception Table, and will result in air-to-air combat resolved on the Air Combat Table.
The CAP mission remains on-station until the end of the opponent's Operational Impulse.
The phasing player can freely assign aircraft at no additional OP cost to any other air mission type. The escort aircraft are there solely for air-to-air fighter protection of the primary air mission. Once that mission completes the escort aircraft can return to any friendly airbase/airfield and are placed in the landed box.
The phasing player can spend 1 OP for an aerial interdiction mission to be flown to a designated target hex where it will remain On-Station until the end of the opponents next Operational Impulse. The aircraft will interdict enemy ground units moving within the 19-hex zone emanating (2 hexes out) from the target hex. Once the aircraft is on-station it must be announced that it is performing aerial interdiction.
Any enemy ground unit that moves into or within the interdiction zone is subject to an aerial interdiction attempt on the Aerial Interception Table. If interdiction is successful, at least one aircraft (if stacked) is immediately converted to an Aerial Ground Strike (15.11) against the moving unit. After the attack that aircraft will return to base into the landed box.
If the enemy units [EXC: trains, boats/ships] spend 2xCOT for each hex entered and do not use road rate, the moving unit(s) are unobserved and do not announce that they are moving within the interdiction zone. However, all other movement must be announced for each hex entered, and the type of unit (train, boat/ship, vehicle, infantry, guns). Units moving within forest or jungle are unobserved unless moving along a road or railroad.
A good-order Brigade HQ (or higher) in LOC spends 1 AP to order a tactical ground support mission to be coordinated with a battle and activates it at cost of 1 OP. Tactical Ground Support provides a 1-column shift advantage, and a 2-column shift advantage when using napalm.
American and British have a special tactical ground support advantage that is available in July 1944 or later that allows ground support aircraft to stack with and accompany moving units, by assigning the aircraft to a unit as if it were an asset. When the unit moves, the ground support aircraft move with it. If a battle or ambush results, the aircraft provides a favorable column shift on the CRT36. This air mission ends at the end of the opponent's Operational Impulse.
The phasing player can spend 1 OP per aerial ground strike mission. The target can be enemy ground units, railroads, bridges, facilities or supply dumps/bases/depots37. Resolve the attack on the Aerial Ground Strike Table, and then return the aircraft to the landed box at any airbase/airfield.
If there is more than one target type, the attacker may choose the target type (units on foot, tracked/wheeled units, bridges, facilities). If there is more than one target counter of that type, apply the damage by random selection among those counters.
There is no OP cost to assign Pathfinder aircraft to other missions to identify and mark targets with smoke or illumination flares for the following air mission types: Bombing, Carpet Bombing, Paratroop Drop/Glider Landing, Aerial Supply Drop.
Each Pathfinder aircraft improves the accuracy of the mission they accompany at the target hex by negating drift by one, or by providing a DRM for accuracy on the Aerial Ground Strike Table or Bombing Table.
There is no OP cost for bombing missions because this is handled at a higher level. The Game Module rules will define when bombing missions occur. The phasing player is required to record a flight plan (14.2) to the target hexes.
Unless part of the Pre-Game Special Sequence, bombing missions always start from off-board bases and move to the In-Flight before arriving On-Station. Resolve the combat on the Bombing Table.
Because of the altitude Light AA guns cannot attack bombing missions, only Heavy AA guns en route to the target hex (14.5).
Pathfinders (15.12) will improve the mission accuracy by adding a DRM on the Bombing Table. Damage is always assigned by Random Selection.
Carpet bombing missions are the same as bombing missions and require a Flight Plan (14.2). Game Module rules will specify a number of hexes that can be hit in a rectangular pattern. A flight plan must be registered. Due to the magnitude and saturation of a carpet-bombing attack, resolve each attack twice on the Bombing Table. Damage is always assigned by Random Selection.
Carpet bombing missions were often inaccurate and resulted in accidental ‘short bombings' that hit friendly troops. Roll a d6 to determine the accuracy adding +1 for each Pathfinder (15.12) accompanying the mission. The mission is accurate if the d6 of 4-6. If inaccurate, roll a 2d6 where the colored die is the direction of inaccuracy and the white die is the distance (1-5 is one hex off, 6 is two hexes off).
Paratroop Drops and Glider Landing missions do not cost any OPs as they are organized at a higher level and originate from off-board airbases, or will be part of the Pre-Game Special Sequence.
The phasing player must record a flight plan to specify how each flight will reach its specific target drop zone. Each HQs unit must be assigned an individual drop zone target hex. Each HQs and the units under its command are considered a flight and require the path to the drop zone to be identified in the flight plan. Each flight will move hex-by-hex until it reaches their intended drop zone.
Unless part of the Pre-Game Special Sequence, paratroop drop/glider landing missions always start from off-board bases and move to the In-Flight before arriving On-Station.
All vehicle counters and towed guns must land in gliders.
Paratroopers/gliders can only be attacked by low altitude only Light AA Fire (14.5) that haven't lost ROF can attack on the AA Combat Table or enemy aircraft performing Combat Air Patrol missions. Players should track the number of AA ‘hits' each formation flight has accumulated en route to its intended drop zone, as this will affect the extent of drift. Once the aircraft is at the DZ, perform the drift procedure once for each ‘hit' to determine the landing hex.
Regardless of AA fire ‘hits', en route paratroopers and gliders are always subject to descending drift on the Descending Drift Table over the final DZ hex.
AA-fire adjacent to or over the landing hex does not cause drift; instead each ‘hit' causes units in the flight formation to degrade to the next lower state selected by Random Selection.
Landing in a hex containing any forest, jungle, or city causes the unit to land disrupted. Landing on a river or canal causes the unit to land dispersed. Glider Landings in a Bocage (11.22) or Polder/Paddies (11.13) hexes cause the unit to land degraded one level. Landing in an all water (pond, lake, ocean) hex causes the unit to be eliminated.
Paratroops/gliders landing on enemy occupied hexes are subject to ambush (10.1.2). Landing within an engagement battle will join the battle as fatigued.
Paratroopers cannot call in any Artillery Missions including defensive OBA/NOBA until the beginning of their 2nd Impulse. Paratroopers do not exert ZOC until the beginning of their 2nd Impulse38.
Example:
A Paratrooper Battalion HQ and all of its subordinate units are following their flight plan en route to the landing zone and are fired on by light-AA guns from one hex away. The AA gun can continue to fire as the flight moves to the next hex as long as the AA gun has not exceeded its ROF. Each hit results in drift to the flight causing it to deviate from the landing zone by one hex, with a random direction. Upon arrival at the LZ each drift ‘hit' is rolled sequentially to determine the final hex the unit will land in. Roll the random direction and move the stack one hex, then repeat until all hits have been resolved.
If light-AA fires at the unit in or adjacent to that final hex and scores hits, each hit will degrade unit(s) randomly selected, to the next lower level before landing.
Descending paratroopers and gliders are subject to a final drift on the Descending Drift Table.
If the hex is a forest, jungle or city hex the unit lands one level further degraded. If the hex was a river or canal the units land in the worst possible state, dispersed. If the hex was an all water hex, the units are eliminated.
If the unit(s) land on top of an enemy occupied hex, they will be ambushed. If the battle results in both opponents remaining within the hex, the hex is marked as an engagement battle.
The phasing player can spend 1 OP to order an aerial supply drop or an air supply landing mission, which will originate from an off-board airfield. The phasing player must file a flight plan. The mission will deliver one SP (Supply Point) per aircraft in the mission to the target hex.
Air Supply Drop is subject to drift due to light AA fire en route to the target drop zone. Each SP dropped is subject to drift on the Descending Drift Table. Any SP falling within the enemy perimeter becomes enemy owned. Once on the ground place a Mobile Supply Depot counter where each SP landed.
Air Supply Landing requires a friendly functional airbase, airfield or airstrip and becomes a Mobile Supply Depot once landed.
The TOCS WWII game system abstracts large areas of navigable water into Sea Zones, where each sea zone contains a series of numbered boxes [0][1][2][3] that represent the available actions that naval units can perform when in that sea zone. These sea zone boxes serve to abstract distance, location, time and ability that units have within a large geographical area. These boxes are also used to determine whether an interception has occurred. It is possible for both sides to have naval and air units in the same sea zone and not detect each other for possible interception. Whenever any naval or air unit enters a sea zone it is announced to the opponent, then both sides at their discretion can attempt an interception. Opponents always keep their forces within a sea zone hidden and secret, unless an interception results in a combat.
At the owner's discretion, units within a sea zone can be rearranged during any friendly Operational Impulse into lower sea zone box numbers in order to keep fleets combined within the same box number. This abstracts the entire fleet consuming the same time during operations.
Some sea zones can contain all-water or partial-water hexes adjacent to land, for purposes of landing or transporting ground units between landmasses and sea zone boxes. The sea zone extends to the coastline or to the line that divides an adjacent sea zone. Amphibious ground units can traverse water hexes, but cannot enter a sea zone box [EXC: Embarkation].
It does not cost any OPs to activate naval units (because they are controlled by another military branch and not the Commanding Officers), but they can only activate once per Operational Impulse. For each action they perform (AP Spent) they will be move into a lower sea zone box. Naval units in the [0] sea zone box have no AP to spend and cannot be activated to perform actions.
Naval units can perform a Move action only once each Game Turn and can either move individually or as a combined fleet from the current sea zone to the destination sea zone, except for any units in the [0] as they are incapable of performing actions.
Naval units/fleets can either:
Once a naval unit moves, the counter is flipped to the moved side and cannot move any further during that Game Turn. If the move from one sea zone to another sea zone is successful, the units are moved into the next lower box of that sea zone. A combined fleet makes one die roll (d6) based on the lowest sea zone box of the moving units.
Activated naval units can perform as many actions as they AP to spend, until they end up in the [0] box. The actions can include firing at targets on shore, or unloading troops, or moving.
At the end of the phasing player's Operational Impulse naval units that have not performed any actions or have been involved in any interception or combat, may advance one sea zone box to the right.
At the end of each Game Turn all naval units are flipped back to their normal side and are moved to the next higher box in the sea zone. All air units are returned to base and/or ships.
All aircraft originate from either off-board bases, or from on-board bases, or from ships capable of launching aircraft. The term ‘base' is used loosely to mean any airbase, airfield, or airstrip or seaplane base, or ships.
Aircraft are limited to two sea-zone move actions; after the second move the aircraft flips to the moved side. The move into the first sea zone is analogous to the In-Flight characteristic of aircraft, except they can intercept or be intercepted within that zone. Aircraft do not have to roll to determine if they can move the second sea zone, it is automatic [EXC: aircraft in the [0] sea zone box]
Aircraft cannot be launched from ships that are in port facilities (12.5). Aircraft launched from ships within a non-zero sea zone box are placed into the [3] box. The ship spends an action to launch aircraft; however, it does not when recovering landing aircraft. Aircraft entering a sea zone from a land airbase are placed into the [2] box of the sea zone.
Each ship capable of launching aircraft is treated as an airbase for tracking its landed, rearming/refueling and ready aircraft.
Example:
An aircraft carrier in the [3] box spends 1 AP to launch an aircraft to patrol within another sea zone, the aircraft carrier is moved into the [2] box, and the aircraft is placed in the [3] box and it now has 3 AP to spend. The first AP is spent moving into the current sea zone [2] box (hence In-Flight) and if enemy aircraft does not intercept it, can spend a second AP to move to an adjacent sea zone, where it would end in the [1] box, where enemy aircraft in that zone could intercept it.
Aircraft can move only one location per Operational Impulse:
Example:
An aircraft at an on-board airbase wants to rebase to an aircraft carrier in the [2] box of adjacent sea zone. The aircraft spends 1 AP to fly from the base into the sea zone [2] box and spends 1 AP to land on the carrier. Since it has a third unused AP, it could have searched to see if it located any enemy units before landing on the carrier.
Each time the phasing player's units move into or out of a sea zone containing enemy naval or air units that are not in the [0] box, the opposing player can attempt an interception.
Each time that aircraft within a sea zone performs a Search (17.2) or ships perform a Patrol (17.3) that detects the presence of enemy aircraft or ships within that sea zone the non-phasing player must announce whether aircraft or ships or both have been located. The phasing player may decide whether to attempt an interception.
Players at their discretion determine if they want to attempt an interception and if either or both do, then they each roll one d6 on the Naval Air and Surface Interception Table and apply the appropriate DRMs. Since sea zones are blind to both opponents, neither will know what forces they may encounter during the interception until the battle is resolved.
A successful interception will result in a combat.
Example:
In the previous enemy ?Operational Impulse the enemy had announced that units had moved into a friendly occupied sea zone; however, interception attempts failed to locate the other player's forces. Unless another unit enters the sea zone to trigger another interception attempt, both sides coexist without knowledge of each other's disposition. The PP (Phasing Player) launches a ready aircraft from a carrier in the sea zone and moves the carrier from box [3] into box [2] and decides to move the carrier escorts with it into box [2] to protect it. The aircraft now spends 1AP to search the sea zone and find nothing and moves into the [2] box. It spends another 1AP to search again and finds that enemy ships are in the sea zone, and the aircraft now moves to the [1] box. This triggers an interception opportunity that the PP will take. The PP launches all remaining ready aircraft on the carrier and places them in the [3] box and moves the carrier and its escorts into the [1] box.
The PP roles a d6 3 and the NPP (Non-Phasing Player) rolls a d6 5, resulting in the NPP being surprised, but only by the units in box [3]. The PP has to decide whether the aircraft in the [3] box will attack enemy boxes [0], [1], [2] or [3], or any combination of them. If the selected boxes have enemy units the combat will be resolved.
Ships and aircraft not in a [0] box can attack land-based facilities (12.0) and enemy land units adjacent to that sea zone. The attack is a Shore Bombardment mission and counts as an action for all participating ships and they are moved to the next lower sea zone box following the attack.
Ship attacks against land targets are performed a Shore Bombardment mission, and is resolved on the Bombardment Table.
Aircraft that have only moved one sea zone can perform air missions over land as their second move. Afterward the aircraft are returned to the landed box after the mission completes.
Example:
An aircraft carrier in the [3] box launches an aircraft to perform a reconnaissance mission beyond the established beachhead and then is moved to the [2] box. The aircraft moves into the In-Flight box and in the next Operational Impulse will move into the On-Station box ready to perform the reconnaissance flight. After the reconnaissance mission completes, the aircraft is returned to the carrier's landed box.
Combat within sea zones only occurs when a successful interception occurs and the player wishes to perform the attack.
The maximum number of battles that can result from a successful interception is two, where both sides succeeded to intercept and each player chose a different sea zone boxes to attack. In this case the highest box number is resolved first.
Battles are always resolved in the following order:
Disabled ships are immediately moved to the 0-box within the sea zone. Damaged ships are marked with the number of hits. Damage is cumulative and ships exceeding their number of damage points are sunk. Ships that sink are removed from play.
Naval aircraft that are destroyed are removed from play. Land-based aircraft that are destroyed are removed for the remainder of the Game Turn.
Aircraft that have no ship to return to, can land on another ship that has available capacity, or can land at any friendly airbases adjacent to the sea zone. Otherwise they will ditch and be destroyed.
Combat within the sea zone is blind, where both players allocate aircraft to screen and attack. Aircraft allocated to attack must attack all screening enemy planes first, and excess aircraft can attack Surface (non submarine) ships.
Attacks against enemy aircraft are performed on the air-to-air CRT.
Aircraft that were not part of the air-to-air combat can now attack ships. This is resolved on the Air-to-Surface CRT.
Combat within the sea zone is blind, where each player allocates ships that can screen for others. There is no limit to the number of groups that can be created.
Players then assign a specific target priority to accomplish, the default order is: Carriers, Transports, Battleships, Cruisers and then Destroyers.
Screening ships are used to help protect more valuable ships by randomizing hits (damage points) to the group. When damage occurs on the Air-to-Surface CRT, randomly determine which ship within the group takes the damage for each hit.
After all aircraft attacks are resolved, ships can attack ships. At this point the battle is not blind and ships can be seen.
If one player has more ships than the other, some ships can screen for other ships. Each screening ship must first be attacked, before extra ships can attack those being protected.
Ships that are being protected cannot fire back unless they are attacked.
Combat is resolved for each ship attacked on the Surface-to-Surface CRT.
Each aircraft that was assigned to a naval patrol mission that rolls less than or equal to the sea zone box it is in may locate and attack an enemy submarine in that box. This is resolved on the Air-to-SUB CRT and the results are immediate.
At the end of the game turn any ships allocated to a naval patrol mission rolls (less than or equal to its sea zone box) to locate and attack enemy submarines. This is resolved on the ASW (Anti-Submarine Warfare) CRT and the results are immediate39.
Hits on subs result in either them being disabled and moved to the [0] box or they are sunk.
Any remaining subs that roll less than or equal to their sea zone box can attack opposing ships. The combat is resolved on the SUB-to-Surface CRT to determine if it causes damage, sinks, or disables a targeted ship in that sea zone box. After subs attack, they are moved to the next lower sea zone box.
Ships and aircraft can perform naval missions within sea zones by spending actions and moving to the next lower sea zone box for each action spent.
Ships and Subs can move only once per game turn, and only to/from an adjacent sea zone or from to and adjacent port facility (12.5). Ships can move to a lower sea zone box, within the same sea zone, at no cost.
Aircraft can be assigned to search a sea zone box for enemy units. The enemy player must reveal they type of units located (Aircraft, Surface, Subs). This immediately triggers an interception attempt (d6), where all units in sea zone boxes less than or equal to the d6 may attack. After the search mission the aircraft will land.
Each cruiser, destroyer, flotilla, patrol boat that performs a patrol mission can detect and attack submarines within its sea zone, if it rolls less than or equal to its sea zone box. It can also detect enemy Surface ships and aircraft in its sea zone box, immediately triggering a successful interception. The only knowledge the non-phasing player provides is the type of units found (Surface, Subs, Aircraft). The phasing player can decide to attack or not. After performing the mission, move the ships to the next lower box.
Surface ships and some Subs are capable of laying minefields within shallow areas within sea zones as indicated by partial or full water hexes. Typically these occur between adjacent sea zones or constricted areas between sea zones and landmasses. For each ship performing this mission can add or remove one minefield factor from that water hex. Enemy ships and submarines that move through a mined are subject to attack during the transition into/out of the sea zone. Resolve the combat on the Minefield CRT.
Ships performing this mission can attack facilities or enemy units that are within naval gun range (in hexes) to the sea zone. Resolve the combat on the Bombardment Table.
Ships performing this mission are available for providing NOBA support (akin to Artillery Strike or Bombardment except provided by naval guns on ships) for combat occurring on land. This support can be called in to support either offensive or defensive battles. The ship counter specifies the range of the ships guns, 14-16”, 8-13”, and 5-7” guns have different ranges. Some ships are equipped with multiple gun sizes and can provide multiple fire missions.
It cost one action for ships or submarines to move to a port facility and one action to dock. Ships/Subs do not pay to undock, instead they move into the 2-box of the sea zone. Ships in port must be docked.
Units and/or supplies are considered cargo and can only be unloaded while docked at a port. Each transporting ship may either unload/load during this mission at a port or harbor facility (12.5) or naval base (12.6) for the cost of one action. The transport capacity is the total number of steps (TOCS WWII counter steps) it can carry. The Transfer Rate is the maximum number of steps that can be loaded or unloaded for each action spent. These values can either be on the ship counter artwork or on the sheet that is used to mark the Damage Points. Typically this sheet provides boxes for the game markers to be placed. When a ship sinks all units being transported by it are lost.
This mission allows units to move from/to ships to/from landing craft, covering both landings and evacuations. The ships Transfer RateM is the maximum number of steps that can be transferred for each action spent. Vehicles must be either amphibious or use an appropriate landing craft capable of transporting it. The total available landing craft are provided as part of the Game Module.
Whenever ships receive damage, the infantry units on it can be transferred at sea to other ships that have available capacity. All vehicles and ordnance guns [EXC: mortars] belonging to those transferred/rescued units are lost.
Each nation demonstrated different characteristics throughout the war. This section consolidates and summarizes these differences into a common set of rules that apply to Game Module game mechanics. The NC#NC# is the National Characteristic DRM for that nation. The SR# is the Supply Range in hexes from a vaild supply source for that nation.
The following countries fought for the Axis Powers.
The German army, navy and air force have the following TOCS WWII special characteristics.
The Italian army, navy and air force have the following TOCS WWII special characteristics.
The Finnish army, navy and air force have the following TOCS WWII special characteristics.
The Hungarian army and air force have the following TOCS WWII special characteristics.
The Romanian army, navy and air force have the following TOCS WWII special characteristics.
The Bulgarian army, navy and air force have the following TOCS WWII special characteristics.
The Vichy French army and navy have the following TOCS WWII special characteristics.
The Japanese army, navy and air force have the following TOCS WWII special characteristics.
The following countries fought for the Allied Powers.
The US army, navy and air force have the following TOCS WWII special characteristics.
Before the fall/capitulation of France, the French army, navy and air force have the following TOCS WWII special characteristics.
The British army, navy and air force along with their Commonwealth allies and Free French forces have the following TOCS WWII special characteristics.
The Soviet army, navy and air force have the following TOCS WWII special characteristics.
The Chinese G.M.T. army, navy and air force have the following TOCS WWII special characteristics.
The Chinese Red army, navy and air force have the following TOCS WWII special characteristics.
The Western European Allied Minor nations (Holland, Belgium and Norway) army, navy and air force have the following TOCS WWII special characteristics.
The Eastern European Allied Minor nations (Poland, Greece and Yugoslavia) army, navy and air force have the following TOCS WWII special characteristics.
The CRT (Combat Resolution Table) is the method of resolving battles by determining the strength of the opposing forces to determine the combat odds, and then applying column shifts for each advantage a side has. The results are dependent on a 2d6 roll and the type of attack that was in progress; where longer and better ‘planned' attacks result in more casualties and shorter duration combats do not. Combat occurs within the enemy occupied hex40.
Combat occurs when any of the following conditions exits:
Whenever the above conditions exist the highest-level attack (Infiltration, Intensive, Deliberate, Hasty and lowestAmbush) will take precedence when deciding which column shifts and combat losses and retreats to apply.
Key Concept: Attacks are time-sequenced based on all units having either 3AP (day) and 2AP (night); therefore, the unit(s) that spent the highest AP cost dictates the level of attack, all other units that spent less AP attacking are arriving as reinforcements to the battle. Units that spent AP to perform reconnaissance or probe can also join the attack as long as they spent AP afterwards to join the battle.
Both attacker and defender must calculate their combat strength in order to determine the combat odds. The attacker must have at least 1 strength factor to be able to attack, unless ambushed. No side's strength can be reduced below 1.
This total Attacker/Defender strength determines the basic odds with FRD. This is cross-referenced on the appropriate CRT terrain row, based on the terrain of the defending hex.
Some hexes have mixed terrain; use the terrain that is most beneficial to the defender.
A number of Combat Shift Modifiers can change the Basic Odds in favor of the attacker or the defender. Text in RED are not available during an Engagement Battle even when they were part of the original battle.
The following combat column shifts only apply to the attacker.
The following combat column shifts only apply to the defender.
The CRT table results are listed as (#R#/#R#) and means (Attacker/Defender) results where #R# is the number (#) of SLs and the number (R#) of hexes retreated. A “-“ means no effect.
The defender always suffers losses and retreats first, followed by the attacker. The attackers losses must first be taken from the units (with the most number of remaining steps with the highest printed strength value) that had performed the longest attacks (Infiltration, Intensive, Deliberate, then Hasty attack). Otherwise, the first SL must be taken from the unit with the most number of remaining steps with the highest printed strength value. Any additional losses can be allocated to any other counters.
Any counter reduced to having no remaining steps is destroyed and removed from the map and put into the dead pile.
During retreats (and any subsequent pursuits or exploitation) all ZOC/EZOC are temporarily suspended. Each hex retreated must always be further away from the battle hex unless forced into a known minefield. Units cannot retreat through enemy units, if entering an enemy occupied hex; they are destroyed and removed to the dead pile.
The attacker or defender can trade-off hexes retreated for SL taken. Likewise SL beyond the first SL can be traded-off for hexes retreated (refer to the CRT)44. However, if any counter retreats the entire force must retreat. Attackers will always degrade for activating, and defenders will always degrade as part of the battle regardless of results; however, Engagement Battles are different because it is a continuation of a previous battle and no activation has yet occurred. Any units retreating from an Engagement Battle will degrade, otherwise units remain in their current state.
When the CRT results in a defender retreating #R#/#R# or when the defender tradeoff losses for hexes retreated, if the attack allows, the attacker may Pursue and possibly Exploit. The defender can never pursue a retreating attacker. The attacker may never exploit further than the defender has retreated.
The defender always resolves losses and retreats first then the attacker performs his second. All ZOC/EZOC is ignored until all retreats, pursuits and exploitation for the current battle are resolved.
If neither the attacker nor defender retreat or are eliminated, then all counters end up in the hex and are marked with an Engagement Battle marker.
If the attacker retreats they will return back to the adjacent hex that they had attacked from, and if that is not possible will then retreat into a friendly owned hex. The attacker's units will degrade [EXC: reconnaissance units].
If the defender retreats, the defender can choose the path they retreat as long as each hex is further away from the battle hex than the previous hex. If the defender retreats all retreating units will degrade.
Units that performed a Hasty Attack cannot pursue/exploit. Units that performed a Deliberate Attack can pursue and cannot exploit. Units that performed an Intensive Attack can pursue and exploit.
Attacking units may not pursue or exploit out of or through an Artillery Interdiction hex 10.26. A pursuing attacker may advance into the adjacent hex the enemy had retreated into/through. After pursuing into that adjacent hex, attacking units capable of exploiting can enter adjacent hexes that are not enemy occupied. If an exploiting unit attempts to enter an enemy occupied hex, it immediately stops in its current hex45.
An attacker that pursues into an enemy occupied hex is immediately placed under an Engagement Battle marker.
Prisoner Interrogation and Civilian Interrogation were intelligence-gathering activities that could provide useful information about the enemy's disposition. The TOCS WWII system provides an abstracted method of gleaning additional information based on each combat.
Each combat SL the enemy suffers, allows for a roll on the Prisoner Interrogation Table. The opponent must answer truthfully.
Each combat that results in the defender retreating from a City, Suburb, Town or Village allows for a roll on the Civilian Interrogation Table. The opponent must answer truthfully.
Welcome to Operation Market Garden— Nijmegen (OMG-N) Macro ASL (MASL) Operational Game based on the Macro ASL Basic Rules set. Operational Game rules take precedence over the MASL Basic Rules. The MASL Basic Rule set provides a framework that scales battles on the operational map into ASL scenarios and reflects the outcome back into the operational game. In a simplistic view of it, MASL is an ASL scenario generator that produces limited intelligence scenarios, whose results have lasting consequences. The MASL system is a double blind multiplayer (team) game system that extends the ASL world beyond the historical HASL modules through an operational level game map and an interactive sequence of play. It therefore, extends ASL scenarios into a rich world of fluid operational combat, complete with all of the fog of war uncertainties.
Operation Market Garden was one of the most spectacular air assaults of the war, planned in seven days, involving three entire airborne divisions and a number of attached units. Dropped as an airborne carpet extending sixty miles behind enemy lines from Eindhoven (Holland) to Arnhem (Germany), in which the British XXX Corps would pass and secure the German Ruhr Industrial Base. The gamble required that all key bridges be taken with "thunder clap" surprise and that each airborne division, the American 101st at Eindhoven, the American 82nd at Nijmegen, would pass the XXX Corps ground units led by the Guards Armored Division on to the British 1st Airborne at Arnhem. Once at Arnhem the British would occupy the Ruhr. The plan, like so many in wars before it, was designed to bring the boys home by Christmas.
The battle space for OMG-N portrays the area where the American 82nd Airborne Division dropped; from Grave (in the south) to Nijmegen in the North, where scenario 1 covers the initial drop from Sept 17th through Sept 20th 1944, and scenario 2 extends the operaton through to Sept 23rd. OMG-N is ideal for team play at the MASL operational level, and exceptional for having battles resolved (through ASL scenarios) by a large number of ASL players. OMG-N players are either Allied, consisting of elements of the 82nd Airborne Division, Dutch Resistance fighters, and the British XXX Corps; or they are German, consisting of elements of the 9th SS and 10th SS Divisions as well as a mixed bag of hastily formed Kampfgruppes.
MASL is not a new concept. It was originally designed shortly after SL/ASL was created and spun into several MASL Operational Games: The Battle of the Chir River, Budapest, Cherkassy Pocket, Operation Market Garden — Nijmegen in 1983, and now Advance to the Moselle and Utah Beach. MASL has gone through several refinements and play tests, adding air/naval rules, CRT combat resolution, and weather. The MASL Basic Rules provides the framework for any Operational Game module in any theater of WWII/Korean conflict.
All right, let's see how all this is accomplished.
All MASL Basic Rules are referred to by (M#.#), for example, (M11) for Combat and (M11.14) for Recording Losses.
The OMG-N game module has been designed as a double blind multiplayer (team) operational game (M7), which requires two operational map boards with either a blind separating them, or in different geographical locations. The MASL game turn mechanics are simple and small enough to play over speakerphone or Internet VOIP (Voice Over IP), as there is nothing to ‘see' in a blind game. Having the maps set up in different locations also minimizes any possible chance of accidental looking at the opponent's side, while allowing the team to discuss their strategy and tactics outside of earshot. It also increases the chances of finding more players and increases the opportunities to play, because the Operational Impulses are so short and don't take much time to complete. Once combat occurs on the MASL board, the players can resolve the combat either by using the MASL CRT Table or through dynamically generated ASL scenarios.
There are two classes of MASL players; Commanding Officers control the Operational game, while Field Commanders resolve the ASL scenario battles. These players can be one in the same, but this split-level command and control hierarchy adds a logistical component to a tactical game system that isn't common in most board games, that of issuing and following orders and accurately recording the battle's After Action Report. Anyone who has served in the Military may have already experienced this, MASL tries to be true to this by offering a similar experience to the gamer, that is, to contribute and be part of something bigger. Embrace the concepts of the command and control mechanics and immerse yourself into the realm of C&C role-play, in other words, you've been given a part to play, play the part.
The following sections only apply to multiplayer teams. Although the game requires only two players, the multiplayer team play with Commanding Officers running the MASL game and Field Commanders fighting out the scenarios adds an entirely new dimension to operational level gaming. If you have the opportunity to participate in team play, you will find this to be a totally different experience.
MASL requires a minimum of two players for the Operational Game; one will play the Allies (American, British, Dutch), while the other plays the Germans; however, the game excels at being a multiplayer (team) operational game. The following sections only apply when playing MASL as team play. If playing multiplayer it is up to the players on how to assign responsibilities. It is recommended that there always be a single Commanding Officer that all others are subordinate to who can countermand and resolve bickering, such as the Division commander and the Regimental commanders. At the operational game level there is a certain level of role-play required unless everyone is like-minded and having a chain of command helps establish a cohesive strategy. It's all right to disagree and raise concerns, but at the end of the day your superior commander, just like in real life, is in charge, period.
As a Commanding Officer, your responsibilities are to conduct operations on the MASL game board and to draft the mission briefs for Field Commanders to implement. It is important at the MASL level that you provide the Field Commander with the appropriate tools to successfully accomplish his mission objectives, such as reconnaissance, artillery and/or air support, and reinforcements. It is important that the mission brief be concise as to what is expected to be accomplished, and possible contingencies in the event that the unexpected occurs. Once you have issued the mission brief, it is now out of your hands and it is the responsibility of the Field Commander to implement it. Good Commanding Officers will draft mission briefs that provide overall objectives yet leave the Field Commander leeway, by keeping in mind that he is the boots on the ground and has a better perspective of the battle resolution.
When combat occurs on the MASL game, it can be resolved through either CRT (Combat Resolution Table) method, or through a dynamically generated ASL scenario. The CRT table is often used when there are too many combats to resolve (expediency) or the battle would be trivial. Most big battles are fought out mano e' mano with ASL by the appointed Field Commanders. Field Commanders have a huge responsibility within the MASL system, as it is solely their responsibility, the boots on the ground to turn their Commanding Officer's orders into action and results. For a number of grueling ASL turns the Field Commander must deal with whatever situation occurs often with only the slightest information on the terrain, enemy disposition or his intentions. In MASL there are no scenario cards to study to death and most often the Field Commander is advancing into an unknown situation, where he will be expected to do his best to fulfill his orders while maintaining the fighting effectiveness of the units he is in charge of. As in real life, the Field Commander is expected to ‘think on his feet', and deal with whatever situation arises.
The Field Commander has an important responsibility once the scenario has been resolved, by filling out an accurate After Action Report that describes the current combat strength of his units, reconnaissance and intelligence on the enemy units and a detailed description of the combat that occurred. These facts will be utilized by the Commanding Officer to plan future actions on the MASL operational game. Without this vital feedback the Commanding Officer is fighting blind; however, with good reporting a proper assessment of the overall operation will eventually become clearer. The team that demonstrates the best operational and logistical strategy often wins at MASL, it also helps to win the majority of the battles. Therefore better intelligence gathering, results in more thoroughly planned attacks/defenses, and often yielding better combat outcomes.
One last aspect of ASL play is to understand that MASL is a campaign game and conservation of combat strength is critical. In the big scheme of things a suicide charge on the last turn might win a scenario- card battle, but in MASL it results in the decimation of unit strength. As a Field Commander, the style of ASL play is tempered by the understanding that your actions within the scenario have lasting consequences at the MASL level. If your Commanding Officers deem you reckless, you might find out that they only assign you to easy battles where you are expected to easily win. To be assigned the toughest battles and to achieve the mission objectives and still have an effective fighting force, will usually go to those Field Commanders with proven capabilities. Focus on achieving results at minimal cost.
The Commanding Officer will record each battle regardless of whether it is resolved by the CRT or ASL. Those scenarios delegated to Field Commanders require a Mission Brief to be sent to the ASL player. A scenario mission brief is analogous to limited-intelligence ASL scenario card that has only your forces and objectives listed and the enemy's forces and objectives are unknown.
The Mission Brief contains the following common information:
The Attacker's Mission Brief contains:
The Defender's Mission Brief contains:
A key factor is only the Attacker knows the ASL scenario length, the Defender must plan accordingly.
It is important that the Commanding Officer provide clear instructions as to what is to be accomplished during the scenario, because once the battle starts it's in the hands of the Field Commander to carry out those orders. Often the CO won't know the enemy disposition and will implicitly trust the Field Commander to think on his feet (which is totally different than studying and analyzing a scenario card to death before playing it). The CO should describe in terse terms what it is he is trying to accomplish; here are some examples:
“This is only a probe. I needed to know what I'm up against. Send me a detailed report along with any prisoners you take.”
“I need you to pin these guys in place and fight them to an Engagement. I know you will probably be grossly outnumbered, but keep bluffing that your reinforcements are due on turn 4. I don't want these guys to get away. Report back what you're up against and I'll send reinforcements.”
“I suspect this is a deliberate attack (7-turns). I need you to delay without taking casualties and disengage on/after turn 5 so that you can't be pursued. Exit everyone off to the southeast edge. If you are pursued, record what units (yours and enemies) exited on each turn. If it ends in engagement, report back your perimeter line and regardless of outcome report back what you were up against.”
“I really need this bridge, don't let them blow it up. If you can get to the far bank, dig in; I'll reinforce you next turn. Just don't let them blow it up.”
Another reasonable order is, “We've been kicking this enemy unit all the way down this road, I'm sick of it. Push the issue and finish it off! I want this road open so that our reserves can exploit. Make it happen and push the issue!”
Then there's the infamous, “There's nowhere to retreat, here's we're we make our stand! Best of luck and God save the Queen.”
The Field Commander should expect the unexpected as most scenarios will initially appear unbalanced, until put in context that your CO didn't expect that either. Fight skillfully to fulfill your COs objectives, perform reconnaissance, take prisoners and feed this information back up to your CO (in the After Action Report). In time, a clearer picture will emerge at the MASL level.
After the completion of each scenario the Field Commander must fill out the After Action Report:
It is the responsibility of the Commanding Officer(s) to update the MASL map and the Unit Composition Sheet with the current unit composition after each battle and update the map counters. This includes all aspects of the Combat section (M11.15, M11.16) of the MASL Basic Rules.
When playing multiplayer, it is unfair to leave subordinate players in the dark as to what is going on at the higher level. The Commanding Officer's Intel Report is a roll up of the previous Operational Game Turn that includes the After Action Reports, a synopsis of the enemy situation and a set of global objectives for the next turn. Ideally this report is usually sent to the entire team before the next game turn starts, but often this is not practical in a fast paced game. However, the Commanding Officer should make an effort to keep everyone informed of the overall situation.
The Commanding Officer, back on the operational map will take these ‘after-action' reports and will perform the Unit Seasoning on the units involved (M11.15), and then update the Unit Composition Sheet. He will adjust all counters on the operational map to reflect their new location/state. After reading a number of After Action Reports, a CO may realize which Field Commanders always seem to fulfill the objectives without heavy losses and start relying on these Field Commanders for the toughest of assignments. When the stakes are really high, it calls for sending in the best. As a Field Commander, your CO is really counting on you, and your team is counting on you. The bottom line is to do what you think is best given the current situation, balancing mission objectives with losses that affect the combat effectiveness of your units. As you will find out, MASL requires a different mindset on how to accomplish mission objectives yet keeping your forces intact.
There are two Battle Plans, one for the Allied and one for the German player. If you want to play a realistic operational campaign, it is suggested that you refrain from looking at the Battle Plan and OOB of the opposing side. The more fog-of-war you can introduce the better the gaming experience will be. Keep in mind that it is a dual blind game, and you have to ask yourself then why should you have an omnipresence understanding of the opposing forces and capabilities.
The German player(s) set up first all units that start on-board (M8.1). Refer to the German Commander's Battle Plan to determine hex locations of the MASL units. The Allied Player moves first.
The American player records the flight plan during the Pre-Game Special Sequence (M8.2), for each paratroop drop and resupply mission for the entire operation, including each reinforcing wave. Refer to the Allied Commanders Battle Plan to determine the time that each airborne wave arrives.
Each Paratroop Drop/Glider Landing air mission (M15.14) can consist of multiple aircraft following the same flight plan, and drop at the assigned drop zones (DZ). All missions must enter from the board edge and proceed through adjacent hexes until their mission is complete (either dropping their paratroops/gliders or arriving on station for interdiction). A series of mini-maps (photocopies of the operational map) are used for each initial and subsequent reinforcement/supply drop for the entire operational game campaign. On each map, draw the flight plan for each flight and the intended hex where each unit will be dropped. Typically drops are performed as a Battalion sized unit; therefore, only requiring that the Battalion DZ hex be designated.
The Allied player must file a flight plan for all airborne drops including all reinforcement waves.
Each flight plan arrives as scheduled and follows the assigned flight plans without deviation. As each DZ flight moves the American player calls out each hex entered. The German player then decides whether his light-AA guns will fire. If they do the combat is resolved before the flight moves on to the next hex, if hit the flight might drift one hex. Flights that drift will follow this new course as if they were on the previous course, except that it is now skewed. Light-AA batteries/assets that retain their rate of fire (ROF) can continue to shoot as aircraft enter a hex within range.
Once over the drop zone, the gliders and paratroop will be released. At this point the transport and tug have no further meaning in the game. Once released the effects of drift are taken into account, which worsens if taking AA fire over the drop zone, refer to the Paratroop/Glider Drift Table.
Drifting into an unoccupied hex containing all woods, all hills, or city will cause the unit to become disrupted. Drifting onto an unoccupied river/canal hex will cause the unit to become dispersed. If the descending paratroops or gliders descend into an enemy occupied hex, it results in an Engagement scenario against descending paratroops/gliders.
After each airborne unit lands the German player will mark each landing with a perimeter marker on his map board, and the Allied player will place the unit on his map board.
All reinforcing units require OPs to be spent in order to enter onboard [EXC: Airborne Paratroops/Gliders entering as reinforcements and Dutch Resistance Fighters]. Once onboard all reinforcement units requires OPs to perform actions. A parent HQ already on board can spend OPs to move off-board subordinate assets to enter play. British assets may enter play already pre-assigned to units.
Both sides throughout the battle receive reinforcements; refer to the Allied and German Battle Plan for details about the reinforcement schedule.
The Nijmegen area of Holland is considered friendly to the Allies for the purposes of Civilian Interrogation (M11.7, E2.4) during ASL scenarios taking place in Holland. German civilians are considered friendly to the German player for all scenarios taking place in Germany.
The dashed red line delineates the border between the Netherlands (Holland) and German. All hexes west (left) of the line are in Holland. All hexes to the east (right) of the line are in Germany.
American, British and German all have Reserve OP Pools (M9.5) that allow OPs to be accumulated and spent as the Commanding Officer chooses. The total OPs in the Reserve OP Pool are secret and are tracked separately by each side. The total in the Reserve OP Pool does not have to be disclosed to the enemy, only the number of OPs being spent. Players do not have to announce whether OPs spent are being banked in the Reserve OP Pool.
The Reserve OP Pool abstracts the logistical coordination to perform bigger activations by planning and conserving resources. The pool can be used to compensate for some unlucky roles, or to unleash the hounds by planning a big attack. In a game where there are never enough OPs to go around, banking OPs preserves future capabilities.
All airfields are considered to be off board (M14.1), meaning that the player spends the OP to order the mission, and then the aircraft is placed in the In-Flight box, which will show up on-board during the next Operational Impulse.
Weather conditions during Operation Market Garden were marked by fog that formed in the evening and lingered throughout the morning, which had an affect on ground combat and air missions. In some cases it was extreme enough to leave aircraft grounded and canceling of some air missions.
The rivers and canals are deep (B21.122, M12.5-6) and cannot be forded (M12.9) and no ferries exist (M12.12.1). The Maas and Waal Rivers (B21.12) are medium rivers (M12.6) flowing towards the West with moderate current where the river shows turbulence and normal current in all other hexes. The Mass-Waal Canal (B21.11) has no current flow and is considered a Medium River (M12.6). Streams (B20) in all scenarios are considered shallow (M12.8).
If the MASL depiction has a River or Canal as an outside (non-center) ASL board, MASL SSR3 in effect, and adds an extra (fourth) board to make it a four-board set if the attacker enters from the river board, or if the defender needs the extra board as part of the defense. The column used to generate the extra fourth board should match the terrain in the adjacent MASL hex. This exception prevents the attacker/defender from having their setup area being reduced to just the far side of the river/canal. This is the only case in MASL that uses four boards in a scenario.
All bridges connecting 6m-8m dirt roads are 2-lane wooden construction and have unknown weight limits within ASL scenarios for vehicles above 30 tons. All bridges connected to paved roads are 2-lane stone bridges capable of carrying all vehicle weights. All bridges on the Eindhoven-Nijmegen-Arnhem highway are 2-lane metal and are capable of carrying all vehicle weights [EXC: Honinghutje Bridge]. All railroad bridges are single-lane wooden bridges capable of carrying all vehicle weights.
The Eindhoven-Nijmegen-Arnhem highway is considered a Boulevard (B7) on both the MASL map and during ASL scenarios.
Grave Bridge as it looked in 1944
Grave Bridge depicted on the OMG-N Map at 08.12. The odd angles of the road follow exactly how the road approached and left the bridge.
Grave Bridge is a paved two-lane vehicular metal bridge capable of carrying all vehicle weights. The town (barely seen) in the hex to the right is Grave.
Honinghutje Bridge as it looked in 1944
Honinghutje Bridge depicted on the OMG-N Map at 12.07.
An interesting side note is that the bridge is not named after a town or village. Instead, when the 82AB inquired upon its name, it decided to name it after the “Honey Hut” that was near the bridge, hence the Dutch translation of “Honinghutje” became the English “Honinghutje”. Since then, every English translation has copied it verbatim, including some games that have gone so far as to included a village where none existed in 1944. In MASL treat the Honinghutje Highway Bridge as a two-lane metal vehicular bridge that can carry all vehicle weights.
All Railroads (M12.14) are considered to be Elevated Railroad (EEIR B32.1) for scenario purposes. The primary reasons for this is the relatively low elevation of the area in Holland and the need to pass water traffic beneath the rail bridges on the rivers and along the Mass-Wall Canal.
When generating the ASL scenario board layout, it is important that MASL Highway/Roads (M12.13) and Railroads (M12.14) draw a continuous path across the ASL board-set that matches the MASL artwork depiction. If the board-set fails to meet this requirement, follow the instructions in the Board Generation section (M11.1).
The Mook Railroad Bridge, destroyed by the Germans on September 17th, 1944
Mook Bridge depicted on OMG-N Map at 16.13. The village (barely seen) in the hex to the right is Mook.
The Mook RR Bridge is a single-lane elevated RR Bridge capable of carrying all vehicle weights.
The Railroad Bridges at Honinghutje, Mook and Nijmegen were metal trestle bridges at the height of an Elevated-RR and are treated as infantry footbridges. In ASL scenarios, infantry pontoon footbridges depict them.
The area in and around Nijmegen was a built up urban city/suburb area (M12.11.1-2). Sewers (B8) are not in play. Rooftops (B23.8) are in play within Nijmegen city hexes. All buildings with interior hexes are considered factories (B23.74). Fires (B25) cannot be intentionally set within the city/suburb. Within a scenario, the Eindhoven-Nijmegen-Arnhem highway is considered a Boulevard (B7).
Nijmegen Highway Bridge over the Wall River as seen in 1944
Nijmegen Highway Bridge over the Waal River as seen from the northern bank in 1944
Nijmegen Highway Bridge as depicted on the OMG-N Map at 16.05. Notice the sharp bend in the river can be seen in the top photograph.
The Nijmegen Highway Bridge is a paved two-lane (boulevard) metalized bridge that can support all vehicle weights.
The city of Nijmegen as seen from aerial reconnaissance in 1944, including the rotary (round-about). The RR Bridge in the top of the aerial photograph is obscured and the highway bridge can barely be seen in the bottom.
The Nijmegen Railroad Bridge
Nijmegen Bridges and Rotary as depicted on the OMG-N Map at 15.06. The small rotary at the bottom of the aerial photograph was not included in the map artwork.
As true to any blind game system, each side has different set of victory condition objectives that are privy only to that Commanding Officer and are listed in their Battle Plan. Focus on accomplishing the victory conditions set forth in your Battle Plan as the best means of winning. Keeping in mind that the Allies are attempting to link up with the British 1st Airborne forces in Arnhem, and the Germans are trying to stop this from happening. One advantage of not knowing your opponents victory conditions or point total, is that it keeps players from ‘throwing in the towel' prematurely, which is something that the real-life counterparts would not have done. Remember to play the part even if things are going badly and that the British 1st Airborne is counting on the success at Nijmegen.
Each team keeps track of their own victory point total and at the completion of the Sept 20th 1800 turn these totals are compared to determine the winner. Until then simply enjoy the experience and may be best strategy prove the victor.
Anyone intentionally starting fires (EXC: within a city/suburb) can do so at the cost of 1 VP for each successful attempt. Subtract the VP cost from the players total.
Defense and protection of vital bridges across the Waal River at Nijmegen, canal bridges along the Maas-Waal Canal and the highway bridge across the Maas River near the town of Grave. Keep the Arnhem-Nijmegen-Eindhoven highway open for supplies and reinforcements to reach the Eindhoven front line. Deal with any situation caused by the Dutch Resistance with the harshest of measures. Keep the LOC to the city of Kleve open for traffic.
The Nijmegen area is to be a staging area for reinforcements and supplies, as it sits along the main highway. Units will form up in and around Nijmegen before moving to the front.
In the event of an enemy breakthrough from the south, block and deny access at the bridges and hold until reinforcements can counterattack. In the event of an enemy paratroop and/or glider landing, defend the bridges and immediately counterattack. All available reinforcements will be sent to eradicate the enemy airhead before a linkup with their ground forces is possible.
All units that setup on-board derive LOC/LOS from KG Henke. All units initially report to Corp Feldt (highest HQs in play) until the 10th SS KG Reinhold enters play. At that point command is split with Corp Feldt controlling all units that entered from the Kleve and Gosh and KG Reinhold controlling all force in Nijmegen and those entering from the Pannerden Ferry (off map). Units can trace LOS to either headquarters.
The Allied advance across France has slowed and appears to be at the end of their supply capabilities. During this period, units should dig in where they are and prepare for the Allied advance to restart. Many units are in the process of reorganizing and rearming, and will be moving through the Nijmegen area, as they become battle worthy. Once the Allied supply situation improves, it is expected that they will continue to push of a broad front as they have before.
The supply situation is adequate for defensive operations.
Defend the bridges, as they are vital to provide LOC and LOS to the Eindhoven area front line and for reinforcements to move through to the front. The Dutch Resistance has increased activity in the Nijmegen area; deal with this swiftly when it arises. If the enemy breaks through at Eindhoven, defend each river line, at Grave, the Maas-Waal canal and then Nijmegen at all costs. In the event of an enemy airborne assault, they most likely will land east of Nijmegen and west of the Maas- Waal Canal. Do not allow a linkup between any airborne units and enemy ground units that will fight their way up the Eindhoven-Nijmegen highway.
The German player has two supply bases, one in the city/suburb of Nijmegen and the other in city/suburb of Kleve. The German player must record the hex that each supply base is located during setup. No other facility can be collocated in the same hex.
This location does not have to be announced if the Americans perform Aerial Reconnaissance (M15.1), but does have to be announced if the Americans perform ground Reconnaissance (M10.10). The Germans may transfer supplies out of either supply base as per M6.10.8 during play.
All supplies that arrive by reinforcement will be added to the supply base as long as there is a path to it from the West edge of the map. Otherwise they enter along the east board edge as Mobile Supply Depots (M6.10).
The German player has two Field Hospitals (M12.12.7), one in the city/suburb of Nijmegen and the other in city/suburb of Kleve. The German player must record the hex that each field hospital is located during setup. No other facility can be collocated in the same hex.
This location does not have to be announced if the Americans perform Aerial Reconnaissance (M15.1), but does have to be announced if the Americans perform ground Reconnaissance (M10.10).
This is the location that all wounded leaders and recovering troops are located. If this location falls the German player can no longer recover wounded leaders and replacements when that unit performs a Refit (M10.27) action. Once destroyed the German player can establish another on-board field hospital in any town or suburb location with LOS to the east board edge. Once a hospital location is captured, all recovering troops within it are lost.
The German player has two Field Repair Centers (M12.12.10), one in the city/suburb of Nijmegen and the other in city/suburb of Kleve. The German player must record the hex that each field repair center is located during setup. No other facility can be collocated in the same hex.
This location does not have to be announced if the Americans perform Aerial Reconnaissance (M15.1), but does have to be announced if the Americans perform ground Reconnaissance (M10.10).
This is the location that all Recovered (M10.26) vehicles and guns are sent in order to be repaired and returned when that unit performs a Refit (M10.27) action. If this facility is captured, then all vehicles and guns being repaired within it are lost.
Fort Lent, also known as Fort Hof van Holland, located in hex 15.05 is represented by castle overlay X30 located in the center scenario board. The single lane railroad bridge is capable of carrying all vehicular weight and is located at the road on the right hand side of the scenario river board. Since hex 15.05 has a river board at the bottom scenario board MASL SSR3 rule applies, and it will have an extra fourth scenario board added to the bottom that will be a city board based on the MASL artwork in hex 15.06.
Fort Lent depicted on the OMG-N Map at 15.05.
If the attacker is entering hex 15.05 from 15.06. The scenario board set for hex 15.05 will has an Open board (top), then an Open board with the X30 Fort Lent overlay located in the center of the board (defenders choice of location), then a River board that has a single lane railroad bridge located where the road on the right-hand side of the river board abuts the river. A City board is added at the bottom as a fourth board because the river board in 15.05 is not centered. When the City board is rolled, keep rolling until a city board with at least one hill because of the crest line between the City board and the river board indicates that the City is a hill. This is a special case because the City board became part of the (hex 15.05) scenario battle due to the direction of the attack. The pond in 15.06 is ignored and can be considered an embellishment. Units located in hex 15.06 can freely setup on the City board and units in hex 15.05 can freely setup on the other three boards.
If the attacker is entering hex 15.05 from 14.05 he is penalized by the river going down the hex spine, by having the scenario board set being three boards instead of four. In this case the attacker must enter/setup south of the river between the road on the left hand side of the River board and the southern side of the river itself. This forms a very restricted area as indicated by the MASL art depiction, and a poor choice for a river crossing.
The German high command forbade destroying bridges in the Nijmegen region because they were needed to supply the Eindhoven front, as well as a retreat path when the front retires towards the next defensive line along the Maas River.
German units can destroy stone, wooden or railroad bridges only during scenario combat only after an enemy unit is within 3 hexes of the bridge. The Grave, Honinghutje, Nijmegen highway bridges can only be destroyed during scenario combat after an armored vehicle (tank) has entered any bridge hex of that bridge. DC cannot be set (A23.7) during scenario setup for purposes of bridge demolition (A23.17) for the following bridges: Nijmegen Highway Bridge, Nijmegen RR Bridge, Grave Bridge, Honinghutje Highway Bridge. DCs can be set during setup for all other bridges. A set demo charge during scenario setup is always hidden.
German ENG units can construct bridges as per M10.18 if they have the bridging equipment (counters). German ENG units are capable of establishing footbridges and single-lane road traffic pontoon bridges. As well as ferry operations.
A pontoon footbridge is located on the left, and a single-lane vehicular pontoon bridge is located on the right.
The German Player can mark any two bridges over the Maas-Waal Canal as destroyed except to the bridges at Honinghutje. Historically, the bridges at Weurt (hex 13.05) and at Neerbosch (hex 12.06) had already been dismantled or destroyed and were impassible. When the Allies perform reconnaissance on them, or enter the hex, announce that the bridges have been destroyed.
Place a Strongpoint marker on the remaining (undestroyed) Maas-Waal Canal bridges (at Honinghutje Bridge, Hatert, Malden, Heuman Bridge, Molenhoek) and the Mook RR Bridge, Guyk Bridge, and Gennep Bridge; these will have a limited number of BVP points available at each bridge to purchase fortifications during scenarios. Refer to the scenario setup for the points at each bridge. These BVP points can only be spent on: foxholes, trenches, concealment, HIP, increased SAN, wire, mines and roadblocks. If using the MASL CRT treat the hex as a Strongpoint. If the German Player chooses bridges other than Weurt and Neerbosch the units and strongpoint BVP values can be reassigned to those bridges.
Troop trains are in play (M12.14). Reinforcements entering by train do not spend OPs unit after they have disembarked.
Each train consists of 8 railcars and one engine that travel at 20 MP per Operational Impulse at a cost of 1 MP per hex. Trains can only travel on undestroyed and non-blocked rail lines. Troop trains can ignore EZOC, and can pass through Engagement Battles, and cannot be held in an Engagement Battle and can retreat from one (M11.10).
An immobilized train blocks the rail for any other trains. Trains do not change the MASL perimeter markers. Trains will enter from off board and will terminate at the city of Nijmegen. Depending on the unit being transported, the cars will either be boxcars (infantry) or flatbeds (guns and vehicles).
If entering an enemy occupied hex an immediate ambush scenario occurs (M11.17, M12.14). If the train encounters a blown track (via a DC) or a roadblock, it is considered immobilized in that hex.
German units draw their supply from either the Nijmegen of Kleve Supply Base (GSR-1), or on-board Mobile Supply Depots (M6.10) that are brought into play, or a parent HQ of their organization that can trace supply to a base or depot.
German units draw a Line of Supply (LOS) (M6.9) to either a parent HQ in supply or a Supply Base, or Mobile Supply Depot counter (M6.10). Unit failing to trace a LOS (M6.9.4) to a forward supply base will be marked as being Out of Supply (OoS).
The supply marker is decremented at the start of each new day, during the beginning of the 2400hr turn. The following units (if in play and in LOS) will consume one supply point each day:
GERMAN [9 SP] = Corps Feldt, KG Henke, KG Reinhold, KG Jenkel, KG Goebel, KG Furstenburg, KG Becker, KG Grieschick, KG Hermann.
The German Reserve OP Pool (M9.5) starts at 30 points and can be used for all organizations. Unused OPs (M8.4.6) can be banked in the Reserve OP Pool during any friendly Operational Impulse (M8.4.3). The German player cannot draw from the Reserve OP Pool for the first two game turns, to simulate the initial surprise.
Allied air dominance over the area was so complete that no German air missions are available.
The German victory conditions are based on controlling and holding towns, bridges and the City of Nijmegen. Points are also awarded for destroying enemy units.
| Condition | Victory Points |
|---|---|
| Nijmegen Highway or Railroad Bridge (each) | 5 |
| Each City Hex Controlled | 5 |
| Groesbeek, Beek Controlled (each) | 5 |
| Each Bridge Owned or Destroyed: Mook RR, Molenhoek, Heumen, Malden, Hatert, Honinghutje | 2 |
| Each Town Hex Controlled | 2 |
| Each Enemy Division HQ Destroyed | 3 |
| Each Enemy Regiment or Brigade HQ Destroyed | 2 |
| Each Enemy Battalion HQ Destroyed | 1 |
| Each Enemy Company or Vehicle Platoon Destroyed | 2 |
| Each Enemy Battery or Asset Destroyed | 1 |
Tally VP count, highest total Game End wins.
(September 17, 1200 hours): sets up at the specified locations:
The German victory conditions are based on controlling and holding towns, bridges and the City of Nijmegen. Points are also awarded for destroying enemy units.
| Condition | Victory Points |
|---|---|
| Nijmegen Highway or Railroad Bridge (each) | 5 |
| Each City Hex Controlled | 5 |
| Groesbeek, Beek Controlled (each) | 5 |
| Each Bridge Owned or Destroyed: Mook RR, Molenhoek, Heumen, Malden, Hatert, Honinghutje | 2 |
| Each Town Hex Controlled | 2 |
| Each Enemy Division HQ Destroyed | 3 |
| Each Enemy Regiment or Brigade HQ Destroyed | 2 |
| Each Enemy Battalion HQ Destroyed | 1 |
| Each Enemy Company or Vehicle Platoon Destroyed | 2 |
| Each Enemy Battery or Asset Destroyed | 1 |
Tally VP count, highest total Game End wins.