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02. Game components

[2.1.0]? The Game Map
The game map consists of four map sheets that form the Ardennes battlefield when placed together. The hex grid on the map is used to control placement and movement
[2.4.0]? Glossary of Terms

Here are some terms that are commonly used throughout the rules.

Active Side or Units: the side allowed to perform the activities listed during a segment or a phase within a Game-Turn. An active unit is a unit belonging to that side. The other sides' units are inactive.

Anti-Tank Value: the rating of the effectiveness of a unit's weapons against attacking AFV units.

Armored Fighting Vehicle (AFV): an armor-protected vehicle (usually tracked) capable (at a minimum) of combat against the enemy at close range.

Anti-Tank Value:

Armor Value: the rating of an AFV-equipped unit's weapon and armor protection in battle.

Attachment (or Attach): units of one formation are temporarily subordinated (for combat, supply and movement) to another formation.

Attacker: player initiating a Ground Assault or Barrage.

Barrage: the act of attacking enemy units in a hex by using artillery units.

Breakdown Unit: a company-sized unit that has formed by the breakdown of a larger unit.

Chain of Command: the order in which units and HQs? are subordinate to one another. Usually expressed in the order: unit-division-corps-army. It affects supply and artillery spotting.

Command: the Corps or Army that a formation or independent unit is subordinated to.

Covering Terrain: a terrain type that affects an enemy unit's influence on friendly units in the hex. Fortifications, Woods, Forest, Town and City are covering terrain for all purposes. Locations and Villages are covering terrain for Observation. Locations, Villages and Fieldworks are covering terrain for combat purposes.

Defender: player whose units are the target of a Barrage or Ground Assault.

Detachment (or Detach): units that have been removed from the control of their parent formation.

d10: indicates the need for rolling one ten-sided die. A "0" is a result of zero. A 2d10 indicates the need to roll two ten-sided dice (with one die representing the tens and the other die the ones). If both dice show "0" ten it is a result of "0".

Exploitation Movement: A Movement Mode

Fieldworks: Improved Positions and Entrenchments.

Formation: the particular division or independent brigade a combat unit belongs to. Note that all formations (and their units) have a color box behind their divisional or brigade ID to aid in sorting and identifying the units of that formation on the map.

Ground Assault: the process of attacking enemy units from adjacent hexes using non-artillery units. Another term for this is simply "attack".

Hex: the space encompassed by hexsides. Kind of like a checkerboard square in a different shape.

Hybrid Unit: a Mech unit that is a mixture of AFVs? and infantry (and sometimes recon).

Independent Unit: a unit that doesn't belong to any formation (usually a Corps or Army level asset), or one that has been detached from its formation and made independent.

Isolated: A unit that cannot trace a Supply Path of any length to any supply source or in-supply parent HQ.

Leg Units: units that move predominantly on foot-usually infantry and engineers.

Mechanized Units: units that move predominantly by using tracked or motorized vehicles.

Movement Modes: Strategic, Tactical Road, Tactical, Exploitation, Preparade Assult.

Open Terrain: is any terrain that is not Covering Terrain.

Populated Hexes: City, Town, Village and Location

Prepared Assult: A Movement Type. 5.5.0

Proficiency: a measure of a unit's training, morale, and leadership efficiency in combat.

Roads: any trail, secondary road, or primary road.

Steps: basically, the number of company-sized units that are still combat effective in a unit.

Sub-formation: a sub-grouping of units within a division (usually a regiment, brigade, combat command, or kampfgruppe of the division).

Supply Path: A trace of continuous hexes traced between a unit and a in-supply parent HQ or a Supply Source.

Supply Soruce: Any hex designated as such in the scenario booklet.

Volley: increments of eight Barrage factors (or less) that each require a d10 to resolve.

Design Note: One term needs to be discussed. In the game, the term Zone of Control (ZOCs?) does not explicitly occur. This is because of an early effort to not have traditional ZOCs? in the game, but instead, have their effects generated by the presence of artillery and ETs? and fortifications. As the game developed, more and more effects became layered in that came to resemble ZOCs?. Being rather stubborn, I still refused to put in explicit terms for ZOCs?, but if it makes you feel more comfortable, you can still refer to the idea and terminology of ZOCs? to play the game. In essence, any effects that make you completely stop moving a unit due to adjacent enemy units can be referred to as a rigid ZOC (what it was in the old game). Any effect that slows movement because of adjacent enemy units can be referred to as a fluid ZOC. Likewise, you could say a rigid ZOC entirely prevents some functions, while a fluid ZOC attenuates (but does not prevent) others. Keep in mind though, that the actual effects are not due to some artificial concept of the Zone of Control, but instead are caused by the interaction of patrolling, terrain, and ranged heavy weapons of the enemy.

[2.5.0]? Commonly Used Abbreviations
AFV: Armored Fighting Vehicle (Silhouetted unit symbol)

AM: Morning AP: Air Point AT: Anti-Tank CR: Combat Reserve DRM: Die-Roll Modifier ET: Entrenchment Exploit: Exploitation FP: Fuel Point GA: Ground Assault GAT: Ground Assault Table GT: Game Turn HQ: Headquarters IP: Improved Position LOS: Line of Sight MA: Movement Allowance Mech: mechanized MP: Movement Point MR: Maneuver Reserve OoB?: Out of Battery (artillery) PA: Prepared Assault PM: Afternoon-Early evening PR: Proficiency Rating ?Retreat: Possible Retreat Recon: Reconnaissance RIB: Regimental Integrity Bonus RP: Replacement Point SP: Self-Propelled Strat: Strategic TEC: Terrain Effects Chart TP: Truck Point

[2.6.0]? Game Scale
A hexagon on the map equals approximately one mile on the actual battlefield. Each unit represents a company, multiple companies, or a battalion. An AM or PM Game-Turn equals about 4 hours of daylight time. The Night Game-Turn represents the hours of darkness. The Extended Night Activity is an abstract period of time, representing additional effort on the part of troops at night, when they normally would be resting or refitting.
[2.7.0]? INVENTORY OF GAME PARTS
A complete game of Wacht am Rhein includes:

Four mapsheets: NE, NW, SW and SE maps. Four US-Allied Countersheets (1120 counters) there are German units on this sheet Three German Countersheets (840 counters) Two identical Utility Countersheets (560 counters) Two Game-Turn Record Tracks (one US & one German) Use the Master Rein. Chart instead of those listed on these Tracks. Two Army Level Record Tracks (one US & one German) Two 11 x 17 inch Game Charts (two-sided) Two letter-sized Unit Breakdown Charts/Unit Type Charts(backprinted) One letter-sized Gameplay Flowchart/Master Reinforcement List (backprinted. One letter-sized Random Events Table & German Transport Table/Miscellaneous Table (backprinted). One Rules Booklet One Scenario Booklet Two ten-sided dice

2.4.0 Definition of Terms --Scipio, Fri, 17 Nov 2006 22:29:48 +0100 reply

Should add as many defenitions of terms as possible and replace complex repetitions of rules with the terms instead. Example: Find all rules that defines Isolation and add that defintion of Isolation to "Definition of Terms" instead and just put the term Isolation into the rule instead.

Some concepts found in RIB rule --quest, Sat, 18 Nov 2006 11:58:15 +0100 reply

regiment, brigade, combat command, kampfgruppe, segment. I think at least the last three should be included.