You are here: Home Wargaming Wacht am Rhein II - Rules improvement project 06. Unit Modes
06. Unit Modes

[6.0]? Unit Modes

Unit modes represent various mission configurations a player may assign his units. Each mode is suited for different activities; some allow rapid movement across the map, while others sacrifice mobility for greater combat power and coordination. This forces a degree of planning upon players. The mode chosen for a unit may not voluntarily be changed for a full GT (except when leaving Maneuver Reserve for Exploitation Mode). Some require more than one GT of inactivity. Choose wisely.

Each unit's mode is chosen individually or as part of a larger formation during a friendly Mode Determination Phase. Units can not be in more than one mode at the same time. Although an artillery unit's status of In Battery or Out of Battery is not considered a mode, the choice of being in or out of battery is made during the Mode Determination Phase. A unit is not required to stay in the same mode from turn to turn except by special scenario rules.

[6.1.0]? Tactical Mode

Tactical Mode is the most flexible in terms of maneuver and combat. A unit without a mode marker is, by default, considered in Tactical Mode.

Characteristics:

  • Units in Tactical Mode may breakdown or build-up during the Movement phase.
  • Units in Tactical Mode cannot participate in multi-hex Ground Assaults (as the attacker) and may never advance more than one hex after combat.
[6.2.0]? Prepared Assault Mode

Prepared Assault (PA) Mode maximizes attack capability and advances after combat at the expense of mobility. Units in this mode are marked with a Prepared Assault marker. At the end of the friendly Ground Assault segment, all PA markers are removed (the units revert to Tactical Mode).

Eligibility:

  • Artillery and H.Q. units can never be placed in PA Mode.
  • Units in an overstacked hex may not enter PA Mode.
  • Unit may not be in Fatigue or Resting status.

Characteristics:

  • Unit's in PA move without expending MPs?. Leg units may move a maximum of one hex while Mech units may move a maximum of two (see restrictions in 5.2.1).
  • Enemy units in adjacent hexes do not affect a unit's ability to enter PA.
[6.2.1]? Prepared Assault Mode & Combat

Characteristics:

  • Units in PA lose the advantages of covered terrain (i.e., if adjacent to an enemy unit they are considered to be in open terrain - see 9.1.1a).
  • Units in PA may combine with other units in other hexes that are also in PA to conduct a multi-hex Ground Assault and may advance more than one hex after combat.
  • A greater amount of artillery and air support may be allocated if attacking units are in PA (12.1.6a & 19.3.2).
  • Units in PA conducting a Ground Assault receive a one column shift in their favor.

Design Note: If you're going to launch a heavy assault, this is the mode to do it in.

[6.3.0]? Strategic Mode

Strategic (Strat) Mode increases mobility on roads and is used for administrative movement over long distances. Units in this mode are marked with a Strategic Move marker.

Eligibility:

  • Only Mech units (or Leg units allocated a TP - i.e., marked with a Motor Unit marker) may be placed in Strat Mode.
  • Must occupy a hex with a road.
  • An artillery unit must be in OoB? status.

Characteristics:

  • A unit has its MA increased by 50% (round up).
  • May only move using Road movement.
  • May not end their movement phase stacked with any other Mech units, nor may other Mech units using Road Movement enter a hex containing a unit in Strat Mode, nor may other Mech units end their movement phase stacked with a unit in Strat Mode.
  • May not voluntarily move adjacent to an enemy unit.
  • May not conduct any construction or demolition.
  • May not receive or contribute a RIB.
  • May not move during Extended Night Activity.
[6.3.1]? Strategic Mode and Combat

Characteristics:

  • Units in Strat Mode may not attack, but may be attacked.
  • They cannot be used to observe for artillery barrages.
  • May not gain the benefit of Fieldworks.
  • Attacking units are awarded a two column shift in their favor if the defending hex contains any unit in Strat Mode.
  • If a unit in Strat Mode is forced to retreat through a non-road hexside (see retreat priority) the Strat Mode marker is removed and the unit enters Tactical Mode.
[6.3.2]? Leaving Strategic Mode and Assembly Areas
Units (or entire formations) that enter Strat Mode must be given a secret assembly area. Write down a hex ID on a piece of paper when the units go into Strat Mode. The units may not voluntarily leave Strat Mode until the next Mode Determination Phase after they reach that hex or any hex within two hexes. If it is physically impossible (due to enemy action) to reach the assembly area, a player may write down a new location at the beginning of a movement phase.
[6.4.0]? Exploitation Mode

Units in Exploitation (Exp) Mode may move and overrun during the friendly exploitation phases only; they may not voluntarily move in any other phase. Each side has two exploitation phases on AM and PM GTs?, and a single exploitation phase during the Night GT and Extended Night Activity. A unit may use half of its normal MA during any AM/PM friendly Exploitation Phase, and its full MA during a Night Exploitation Phase. Units in this mode are marked with an Exploitation marker.

Eligibility:

  • Only Mech units may be placed in Exploit Mode. (Leg units with a TP marker are not eligible.)
  • Units may not be placed in Exploit Mode if adjacent to an enemy unit.
  • Units that do not receive required FP's may have to leave Exploit Mode (see exclusive rules).

Characteristics:

  • Units in Exploit Mode pay no additional MPs? to move adjacent to enemy units. However they may only move adjacent if the hex contains covering terrain or if they intend to conduct an Overrun (5.10.0).
  • A unit with On HandSupply? immediately goes Out of Supply if it moves more than three MPs? during an exploitation phase. A unit that is Out of Supply must leave Exploitation Mode immediately.
  • A unit in Exploit Mode adjacent to an enemy unit in PA Mode may not move.
[6.4.1]? Exploitation Mode & Formation
Units may not enter or exit Exploit Mode individually; they must do so as part of a formation or sub-formation. To enter Exploit Mode ALL remaining Mech units of a formation (division or independent brigade) or sub-formation (regiment, British brigade, combat command or Kampfgruppe) have to be placed in Exploit Mode. Mechanized divisional asset units can be placed in Exploit Mode along with a sub-formation of the same formation (they are considered attached to the sub-formation).
[6.4.2]? Exploitation Mode & Combat/Overrun

Characteristics:

  • Units in Exploit Mode conducting a Ground Assault or Overrun are penalized by a one column shift against them.
  • Active units in Open Terrain (10.1.1a) are not required to attack an adjacent hex containing enemy units solely in Exploit Mode.
  • Attacking units are awarded a one column shift in their favor if the defending hex contains any unit in Exploit Mode.
  • May not gain the benefit of Fieldworks.
  • The maximum number of artillery units that a unit in Exploit Mode may observe for is two for the US and one for the Germans.

Design Note: Units in Exploitation Mode are attempting to move rapidly through enemy-held areas. They are likely to avoid heavy combat with units of equal size and weaponry, but will usually attempt to overrun or "bounce" small enemy forces out of their path. Your Mech units should be in this mode when you expect to rupture the enemy's main line of resistance and need to have a force ready to exploit this "hole" in the enemy line.

[6.5.0]? Maneuver Reserve Mode

Maneuver Reserve (MR) Mode represents the withholding of fresh formations from combat so that they can be introduced into battle in such a manner that takes advantage of their rested and supplied state, and to catch the enemy off-guard. Units must spend several days out of combat to rest and refit before they can receive MR Mode benefits.

Characteristics:

  • Units in MR Mode may not move during the movement phase.
  • For a formation to remain in MR Mode, no unit of the formation (except artillery units) can, (1) move, or (2) be adjacent to any enemy unit. If any non-artillery unit violates these restrictions, the entire command immediately leaves Maneuver Reserve and receives no Maneuver Reserve Bonus (remove the MR marker from the HQ). Artillery units can operate normally while the command is in MR Mode.
[6.5.1]? Placing Units into Maneuver Reserve
Units may not enter MR Mode individually; they must do so as part of a formation (division or independent brigade). To enter MR Mode ALL remaining units of a formation have to be placed in MR Mode. A formation may only do so if all of its units are in supply, within four hexes of the formation's HQ unit and at least six hexes away from the nearest enemy unit. A Maneuver Reserve marker is then placed on the HQ unit to show that the entire command (with the possible exception of artillery units - see below) is in MR Mode. Units attached to a formation may enter this mode along with that command. Example: Units of the 75th Infantry division are attached to the 2nd Armored Division; If the 2nd Armored Division enters Maneuver Reserve, the attached 75th ID units would enter also.
[6.5.1a]? Limitation
A formation (or individual unit) cannot enter MR Mode if fewer than three AM GTs? have elapsed since it was last awarded a Maneuver Reserve Bonus. Example: A panzer division comes out of Maneuver Reserve on the 17th AM turn. The earliest it could be placed back into Maneuver Reserve would be on the 21st AM turn. After remaining in Maneuver Reserve for six full turns, it could be released and receive another Maneuver Reserve Bonus on the 23rd AM turn (at the earliest).
[6.5.2]? Maneuver Reserve Bonus

When a formation that was in MR Mode for at least six GTs? leaves MR Mode during the Mode Determination Phase it qualifies for a Maneuver Reserve Bonus. A Maneuver Reserve Bonus lasts for two full GTs? and confers the following benefits to the units of the formation that just left MR Mode:

  • The entire formation is eligible to change mode into Exploit Mode during any exploitation phase (see 6.5.3).
  • Those units conducting a GA receive a one column shift in their favor.
  • The formation consults the Fuel & Reserve Release Table (14.62) to determine how many MPs? its units may add to their normal MA.
  • All units of the formation are automatically in supply.
  • Units of this command are not subject to fatigue due to actions taken during the first (possible) Extended Night Activity after leaving MR Mode.

Players must record and keep track of how many turns a unit has spent in Maneuver Reserve and how many turns its Maneuver Reserve Bonus will remain in effect.

[6.5.3]? Maneuver Reserve directly to Exploitation Mode
Formations that qualify for a Maneuver Reserve Bonus may enter Exploit Mode at the beginning of any exploitation phase. This is the only exception to the rule that all voluntary mode changes occur during the Mode Determination phase. Units that enter Exploit Mode during an AM or PM GT must split any MA increase gained from the Reserve Release Table between the GTs? two exploitation phases.
[6.6.0]? Combat Reserve Mode

Units are placed in Combat Reserve (CR) Mode to generate Combat Reserve Bonuses for units belonging to the same formation (division or independent brigade) that are involved in a Ground Assault. Units in this mode are marked with a Combat Reserve marker. As soon as a unit in CR Mode provides a Combat Reserve bonus, remove the CR marker (the unit reverts to Tactical Mode).

Eligibility:

  • Only infantry battalions (armored, motorized or Leg), and hybrid units, with at least two-step strength can be placed in CR Mode.
  • Units must be in supply, not fatigued or resting and not adjacent to any enemy unit.

Characteristics:

  • Units in CR Mode may not move during the movement phase.
  • Attacking units are awarded a one column shift in their favor if the defending hex contains any unit in CR Mode. The combat reserve marker is removed as soon as the combat is over.
[6.7.0]? Reinforcements & Mode
Reinforcements generally enter the map in Strategic Mode. A player may choose to bring reinforcements on to the map in Tactical or Prepared Assault Mode, but if so, a one turn delay of entry occurs. Note: Reinforcements entering in Strat Mode must designate an Assembly Area (6.3.2).

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[6.3.2]? Strat move --Scipio, Fri, 17 Nov 2006 21:04:42 +0100 reply

To be added: "Assign an assembly area. The whole division must arrive there before you can assign another assembly area. The division must also deploy from strat mode into tactical mode. Once you have done all this, you can go back into strat mode in subsequent turns and reassign a new assembly area."