WARGAMESOSD

Bitter Woods

 

THE BATTLE OF THE BULGE (AVALON HILL VERSION)
Bitter Woods is a mid-complexity wargame on the last great German offensive in Dec 1944, commonly known as the "Battle of the Bulge". The map depicts the area of operations, the Ardennes area at the borders of Germany, France, Belgium, and Luxemberg. Prominent features like roads, rivers and cities are depicted. A hexagonal grid is superimposed over the map to regulate game play. Each hexagon is 2 miles across, unit size is brigade and regiments. Each turn represents 12 hours of real time.

Game features include morale, prominent leaders, blitzkrieg tactics, German army boundaries, initial surprise, Allied air power and much more.

Game components include one 22 x 32" unmounted map, 320 counters including markers, 16-page rulebook.

The game was originally published by Avalon Hill. The second edition is published by Multi-Man Publishing.

PREPARE FOR PLAY

The Allied player controls elements of the U.S. and British Armies, and aircraft units. The German player controls all German Army, SS, Luftwaffe ground units, and aircraft units. Players place their "At Start" units on the map in accordance with their respective Order of Appearance Cards. The remaining unit counters are reinforcements that enter the game on the game-turn specified. After completing set-up, play may begin.

SEQUENCE OF PLAY


Each game-turn consists of a German Player Turn and an Allied Player Turn. The sequence of each game-turn must be strictly followed.


A. GERMAN PLAYER TURN


1. Mutual Supply Phase: Each player checks the supply status for all of his units in play (rule 12).
2. German Reserve Phase: German mechanized units may be placed in reserve (14.1).
3. Allied Interdiction Phase: The Allied player places any available air units to interrupt German movement (11.3).
4. German Movement Phase: The German player may conduct movement (rule 5), build improved positions (8.1) and begin to repair bridges (13.3). Any German reinforcements scheduled to arrive this turn may enter play at this time.
5. German Combat and Demolition Phase: The German player conducts combat (rule 9) in any order desired. Bridges may be blown at the end of this phase (13.1).
6. German Mechanized Exploitation Phase: German mechanized units placed in reserve (rule 14) may move their full movement allowance.
7. German Bridge Construction Phase: Bridge construction may be completed at this time.


B. ALLIED PLAYER TURN


The Allied Player turn is identical to the German Player Turn (switching the term German for Allied), except for the following differences:
· There is no German Air Interdiction Phase.
· The Allied player may also build fortifications during his movement phase.
· The Allied player may perform air drops (12.5) during the mutual supply phase of his Player Turn.
C. RECORD KEEPING PHASE
Record the completion of a game-turn by advancing the Game Turn Marker one box along the Game Turn Record Track.


MOVEMENT


5.1 Procedure
During the appropriate movement phase, a player may move as many or as few units as desired. Units are moved from hex to adjacent hex. A hex may never be skipped or jumped. A friend
ly unit may never move through or end movement in a hex occupied by an enemy unit.
5.2 Movement Allowances
Each ground unit has a "movement allowance" printed on the counter. This allowance is the maximum number of movement points (MPs) that may be expended during the movement phase. As each unit enters a hex, the unit expends MPs from its movement allowance. Unused MPs may not be accumulated from game-turn to game-turn, nor may they be transferred to other units.
GUARANTEED ONE HEX MOVEMENT: A unit may always move at least one hex regardless of the movement cost as long as the movement is not into prohibited terrain, nor across prohibited hexsides, nor from one hex in the ZOC of an enemy unit directly to another hex in the ZOC of the same enemy unit (exception, bridge construction, rule 13).
5.3 Terrain Effects on Movement
The Terrain Effects Chart located on the map identifies the types of terrain and the costs incurred when moving into each type. Units expend MPs based on the terrain of the hex entered as explained below:
· Roads: Road movement is accomplished by moving units through connecting road hexes. The road movement rate (except for German infantry and German artillery) is onefourth of a movement point (1/4 MP) per hex entered, regardless of the other terrain in the hex or connecting hexside. German infantry and German artillery have a road movement rate of 1/3 MP per hex entered.
*Forest: All units (except those with an armor silhouette) entering a hex containing a forest expend two MPs; those units with an armor silhouette are allowed in forest hexes only on roads, and they can enter and leave forest hexes only along the path of a road. Example: armor units may only exit hex 0812 by moving directly into hex 0912.
· Broken: Units entering a broken terrain hex expend two MPs. Broken terrain depicts rolling hilly ground with occasionally steep draws near running bodies of water.
· Town: All units entering a town hex expend only one MP.
· Light Woods: Non-mechanized units entering a light woods hex expend only one MP; mechanized and artillery units expend two MPs. A ground freeze occurs beginning with the 23AM December game-turn. At this time, all units entering a light woods hex expend only one MP.
· Clear: Units entering a clear hex expend only one MP. Mud conditions exist on the December 18AM through 19PM game-turns.



Various examples of crossing a river hexside.


During these turns, mechanized and artillery units entering a clear hex expend 2 MPs.
· River Hexside: Units may not cross an unbridged river hexside unless they began their movement next to a river hexside and their first move is to cross that river hexside (exception, Panther, Tiger, or Jagdtiger units may never cross unbridged river hexsides). An infantry or armored infantry unit that begins its turn next to a river hexside may cross that river hexside and continue movement without penalty. Armor, armored cavalry and artillery units that start their turn next to a river hexside may cross that river hexside and end their movement (they may proceed moving on the following turn).
· The Meuse: Armor, armored cavalry, and artillery units may cross a Meuse River hexside only at a bridge. An infantry or armored infantry unit that begins its turn next to an unbridged Meuse River hexside may cross that river hexside and end its movement. The unit may proceed the following turn.

5.4 Army Boundaries
For the first three days (six game-turns), mechanized units of the 5th Panzer Army and 6th Panzer Army may not violate each other's army boundaries. In effect, mechanized units of the 6th Panzer Army may not attack into, move into, or move south of the road beginning at hex 0915 and ending at hex 2417. Mechanized units of the 5th Panzer Army may move along this road and attack out of it, but may not move north of the road. Mechanized units of both armies may use the road from 0714 to 0914 (inclusive). Army boundary restrictions are removed beginning with the 19AM game-turn.
5.5 Exiting the Map
German mechanized units may exit the map only from road hexes across the Meuse River on the western and northern map edges. Exiting the map is calculated at the road movement rate. Allied units with no other retreat route other than off the northern, southern, or western map edges, and out of supply Allied units that voluntarily exit the northern, southern, or western map edges may return to the game along the same map edge on any road hex containing a boxed letter by remaining off the map for at least one complete game-turn and entering during any subsequent game-turn. For purposes of retreat, German ZOCs extend off the map edge so that retreating Allied units forced to exit the map may be eliminated. Towns bordering the map edges are considered to have a road leading off the map.

Game Mechanics

Time Scale:
12 hour turns, 2 turns per day (Dec 16 to Dec 26)
Map Scale: 2 miles per hex
Unit Scale: Regiments and brigades
Players: Two - Intermediate Complexity
Solitaire Suitability: Medium complexity

Playing Time: 8+ hours

Scenarios

1) 22 Turn campaign game
2) 8 Turn Tournament scenario
3)
Optional Rules: Flanking Attack and Coordinated Defense: Attrition: Bombardments; Attack on the Move; Interdiction; Leader Units; Fuel Dumps; Surrender

Game components:

320 Die-Cut Counters
1 Map one 22" x 32"
1 Rules booklet
2 OB - Allies And Axis charts
1 Game Reference chart
1 Die

Game Strategy

Classic hexagonal play game, map shows woodland, roads and rivers in great detail for classic play of the battle.

Bitter Woods as an easy to learn, smooth-running game with enough detail to interest the seasoned wargamer.
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