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	<title>Game: Panzer Grenadier: Battle of the Bulge</title>
	<link>http://www.boardgamegeek.com/boardgame/7176</link>
	<language>en-us</language>
	<lastBuildDate>Thu, 20 Nov 2008 21:34:54 -0600</lastBuildDate>
	<pubDate>Thu, 20 Nov 2008 21:34:54 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>&lt;b&gt;Shad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I probably rolled for friendly fire 6 or 8 times. It &quot;hit&quot; once as I recall, but on the subsequent roll to see how strong it was it missed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That's about what the odds seem to favor, we just always get so &lt;i&gt;unlucky&lt;/i&gt; with artillery near friendly units.  Or, when occasion necessitated firing on the same hex as friendly and hostile forces, the friendlies took many times the casualties of the enemy.&lt;br&gt;&lt;br&gt;Our running joke was that the artillery 'spotter' was actually Fritz (or Ivan, depending on who was firing the artillery at the moment), running ahead of the infantry platoon holding a flare as high as he could... &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2716147#2716147</link>
	<pubDate>2008-10-10T02:07:29+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>The board layout is all 4 boards, but you never use the southernmost one. The American artillery was crammed into a village on the northern edge of the second board, giving it range over all of the third board. 2 guns in one hex, 1 gun and the 81mm in the other, with an officer coordinating fire with a +1 combat modifier.&lt;br&gt;&lt;br&gt;They never got the self-spotting bonus, but they were many hexes away from any possible German retaliation and were essentially firing as offboard.&lt;br&gt;&lt;br&gt;I probably rolled for friendly fire 6 or 8 times. It &quot;hit&quot; once as I recall, but on the subsequent roll to see how strong it was it missed.&lt;br&gt;&lt;br&gt;It's a good scenario, just mind the turn limit - only 18 turns forces the Americans to push hard.</description>
	<link>http://www.boardgamegeek.com/article/2715924#2715924</link>
	<pubDate>2008-10-09T23:59:02+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>All onboard?  Wicked!  I got to crack out my copy and check this scenario - that's a tough fight, then.  All in or near to the same hex, though?  Could the Germans not get a leader up to seriously disrupt them with their offboard fire (I guess they were pretty far away)?  6.41 notes that units in a hex can combine fire with units in &lt;i&gt;one&lt;/i&gt; adjacent hex, so at least one of those artillery stacks much have had 3 units in the hex (well, unless the officer has a fire mod of '2', then you could split those up better).  If so, that's +2 column modifiers, so would have made a TEMPTING target for me!&lt;br&gt;&lt;br&gt;Did the Allies suffer much from 9.52?  We tend to almost completely quit bombarding targets as our forces near the hex, as...well, 'friendly fire &lt;i&gt;isn't&lt;/i&gt;', as they say.</description>
	<link>http://www.boardgamegeek.com/article/2715124#2715124</link>
	<pubDate>2008-10-09T19:09:50+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Re: TEC road movement rates</title>
	<description>&lt;b&gt;Squirejames359 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;And also is it really more difficult for a platoon to walk on a road than across open ground?  &lt;/i&gt;&lt;br&gt;&lt;br&gt;Bear in mind that open ground, unless you're walking through salt flats in the middle of a desert, is NEVER going to be level and smooth like a road. There will be ruts, holes, shrubbery, the occasional odd tree, tall grass, etc. -- all of which will force infantry to break formation and look downwards as they move rather than forwards. In light of this, the difference in movement penalties is appropriate.</description>
	<link>http://www.boardgamegeek.com/article/2713616#2713616</link>
	<pubDate>2008-10-09T10:08:42+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>Those artillery units are all onboard, and were firing as one with the help of a Lt. That's a 64 base value, down to the 30 column for a town, and sometimes back up to the 42 column for 3 units in the target hex as the Germans struggled to hold the lines.&lt;br&gt;&lt;br&gt;The supporting infantry was using combined fire from two hexes and was usually rolling on the 22 column, being adjacent canceling out the -2 shift for town defenses.&lt;br&gt;&lt;br&gt;Once the German defenders took morale hits the ENG|ENG|HMG squad dove in for assault on the 18 or sometimes 24 column. &lt;br&gt;&lt;br&gt;Remember, the town morale bonus is only for recovery rolls - not for initial checks. I was able to grind them down and smash them at a rate of almost one stack per turn once I got the engineers into the town.</description>
	<link>http://www.boardgamegeek.com/article/2713370#2713370</link>
	<pubDate>2008-10-09T05:54:17+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>&lt;b&gt;Shad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;if that didn't provide enough of an effect the Americans would follow up with a massive artillery barrage (10 &amp; 3 x 18 firing together from their emplacement in the next town),&lt;/i&gt;&lt;br&gt;&lt;br&gt;Hmmm...I can't see the '10' doing anything.  That only makes the '8' column, and with -2 columns for being in a town...kinda useless.  3x18 is definitely rougher, but 2 columns down from the '42' is in the '21' set.  There are a &lt;i&gt;few&lt;/i&gt; kill opportunities, here, but the odds are only 1 out of 18, and only single step losses.  That's some DAMN lucky rolling for the Americans.&lt;br&gt;&lt;br&gt;&lt;b&gt;Shad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;and lastly would assault with the ENG | ENG | HMG force led by a 10 morale, 2 morale mod ... Lt?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Definitely true that ENG in assaults are useful for towns.  Not a situation that seems to come up often in our games, I suppose.&lt;br&gt;&lt;br&gt;Still...wow.  Germans had to be feeling REALLY betrayed by the dice, there!  &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2713348#2713348</link>
	<pubDate>2008-10-09T05:35:53+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>Neither have I, here's a bit more detail into how it happened...&lt;br&gt;&lt;br&gt;The town is your standard PG 7 hex circular village. The German guns were placed on the southernmost hex, with infantry flanking them on either side. Units were held in reserve in adjacent hexes to the north.&lt;br&gt;&lt;br&gt;The Americans drove straight north up the road to the German guns and then fanned out, with a little more emphasis on the eastern side of town, creating a 4 hex front and began adjacent direct fire attacks.&lt;br&gt;&lt;br&gt;They were getting pounded by the Germans for about an hour like this without making any progress, the Germans easily recovering any morale hits like you said, until the German guns blew a hole in the American line directly in front of themselves.&lt;br&gt;&lt;br&gt;The 2 American engineer platoons held in reserve were immediately sent forward to plug the gap and on their next attack were able to steploss the guns. With only one gun remaining and that disrupted, the engineers assaulted with an additional HMG platoon on the following turn. The assault was over as soon as it began.&lt;br&gt;&lt;br&gt;Now that they were actually IN the town, things collapsed like dominoes. The Americans still outside the town would pin the Germans with adjacent direct fire coordinated from 2 hexes, if that didn't provide enough of an effect the Americans would follow up with a massive artillery barrage (10 &amp; 3 x 18 firing together from their emplacement in the next town), and lastly would assault with the ENG | ENG | HMG force led by a 10 morale, 2 morale mod ... Lt?&lt;br&gt;&lt;br&gt;It was a sledgehammer, the ferociousness of which was only compounded by 2 excellent German leaders falling as casualties.</description>
	<link>http://www.boardgamegeek.com/article/2713335#2713335</link>
	<pubDate>2008-10-09T05:12:21+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Thread: Re: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>The collapse of the town so rapidly in your scenario report rather surprised me, too.  Usually that +1 to recovery in a town keeps morale up - especially with good leaders.&lt;br&gt;&lt;br&gt;What I tend to do in such cases is just continue hunkering down.  If I'm on defense, and my units are already IN the town, I don't bother attacking enemy units that seize their own town hexes.  If they want me out of the town, it forces them to keep assaulting &lt;i&gt;into&lt;/i&gt; hexes with my units - that -2 modifier just being a mess.  Hex after hex after bloody hex.&lt;br&gt;&lt;br&gt;Certainly bad rolls make a difference, but I don't think I've ever seen a town fall quite that fast...</description>
	<link>http://www.boardgamegeek.com/article/2713138#2713138</link>
	<pubDate>2008-10-09T03:19:45+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Scenario 22 - Wiltz, 19 December; AM</title>
	<description>Panzer Grenadier: Battle of the Bulge&lt;br&gt;Scenario 22 - Wiltz, 19 December; AM&lt;br&gt;19 December 1944&lt;br&gt;&lt;br&gt;Although willing to withdraw his division HQ from Wiltz, General Cota refused to give up the town. To the north Panzer Lehr Division sped west. Concerned that the American presence in Wiltz would interfere with the panzer division's flank, German commanders tasked the 39th Regiment of the 560th Volksgrenadier Division to contain them.&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Length:&lt;/b&gt; 18 turns&lt;br&gt;&lt;b&gt;First Turn:&lt;/b&gt; 0745&lt;br&gt;&lt;br&gt;&lt;b&gt;German OOB&lt;/b&gt;&lt;br&gt;&lt;b&gt;39th Regiment, 560th Volksgrenadier Division&lt;/b&gt;&lt;br&gt;&lt;i&gt;Set up second, on Board 11 no further south than the hex column 08XX or anywhere on Board 10. At least 8 units must begin play on Board 11.&lt;/i&gt;&lt;br&gt;&lt;br&gt;12 x Gren&lt;br&gt;3 x Gren (R)&lt;br&gt;3 x HMG&lt;br&gt;1 x HMG (R)&lt;br&gt;1 x 50mm&lt;br&gt;1 x 75mm&lt;br&gt;3 x 81mm&lt;br&gt;2 x truck&lt;br&gt;3 x wagon&lt;br&gt;&lt;br&gt;&lt;b&gt;Leaders:&lt;/b&gt; MAJ, 3 x CAPT, 5 x LT, SGT&lt;br&gt;&lt;br&gt;&lt;b&gt;Panzer Division Lehr Baggage Train&lt;/b&gt;&lt;br&gt;&lt;i&gt;Each turn the following units enter the east edge of Board 11 at hex 0717 (two more trucks EACH turn). They must remain on the road and exit Board 11 at hex 0701 as quickly as possible.&lt;/i&gt;&lt;br&gt;&lt;br&gt;2 x truck&lt;br&gt;&lt;br&gt;&lt;b&gt;Morale:&lt;/b&gt; 8/7&lt;br&gt;&lt;b&gt;Initiative:&lt;/b&gt; 2 (lowered by 1 every 6 steplosses)&lt;br&gt;&lt;b&gt;OBA:&lt;/b&gt; 2 x 16&lt;br&gt;&lt;br&gt;&lt;b&gt;American OOB&lt;/b&gt;&lt;br&gt;&lt;b&gt;Elements, 44th Engineer Battalion, 707th Tank Battalion, 630th Tank Destroyer Battalion, 687th Field Artillery Battalion, 447th AAA Battalion, and 28th Infantry Division&lt;/b&gt;&lt;br&gt;&lt;i&gt;Set up first, anywhere on Boards 9 &amp; 12.&lt;/i&gt;&lt;br&gt;&lt;br&gt;5 x ENG&lt;br&gt;1 x ENG (R)&lt;br&gt;6 x INF&lt;br&gt;3 x INF (R)&lt;br&gt;2 x HMG&lt;br&gt;1 x 81mm&lt;br&gt;1 x M4 (R)&lt;br&gt;1 x M4-105 (R)&lt;br&gt;2 x 3 inch&lt;br&gt;1 x 40mm&lt;br&gt;1 x M16&lt;br&gt;3 x 105mm&lt;br&gt;1 x M8&lt;br&gt;8 x truck&lt;br&gt;&lt;br&gt;&lt;b&gt;Leaders:&lt;/b&gt; COL, LtCOL, MAJ, 3 x CAPT, 5 x LT, 2 x SGT&lt;br&gt;&lt;br&gt;&lt;b&gt;Morale:&lt;/b&gt; 8/7&lt;br&gt;&lt;b&gt;Initiative:&lt;/b&gt; 3 (lowered by 1 every 6 steplosses, tanks count double)&lt;br&gt;&lt;b&gt;OBA:&lt;/b&gt; none&lt;br&gt;&lt;br&gt;&lt;b&gt;Special Rules:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Each time an American M4 moves the American player must roll two dice. On a result of 2 or 3, the unit is reduced one step (counts against VPs).&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Victory Conditions&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;German VPs&lt;/b&gt;&lt;br&gt;	-	each eliminated American tank &amp; artillery step, 2 VPs&lt;br&gt;	-	each other American step eliminated, 1 VP&lt;br&gt;	-	each German-controlled town hex on Board 10 at the end of play, 2 VPs&lt;br&gt;&lt;br&gt;&lt;b&gt;American VPs&lt;/b&gt;&lt;br&gt;	-	each American-controlled town hex on Board 11 at the end of play, 2 VPs&lt;br&gt;	-	each American-controlled town hex on Board 10 at the end of play, 1 VP&lt;br&gt;	-	each Panzer Lehr Division truck eliminated, 2 VPs&lt;br&gt;	-	each other German step eliminated, 1 VP&lt;br&gt;&lt;br&gt;Most VPs at the end of play wins.&lt;br&gt;&lt;br&gt;&lt;b&gt;**********&lt;br&gt;Deployment&lt;br&gt;**********&lt;/b&gt;&lt;br&gt;The Germans left most of the reduced troops in the northernmost town to fulfill the Board 11 garrison requirements and settled in for a fight to the death in the southern town on Board 10. A small scout force with a particularly brave sergeant was sent to a lightly-wooded ridgetop SE of town to slow the flank and force the Americans up the road.&lt;br&gt;&lt;br&gt;Within town, the Germans placed their two artillery pieces at the gates to town covering the road intent to fight to the last man. The trucks were dispatched northward, there would be no retreat this day. The rest of the men took position throughout the town with a reserve of HMGs and the ranking officer. If the town could not be held the exposed baggage train behind it would mean little.&lt;br&gt;&lt;br&gt;The Americans loaded every last man they could into their fleet of trucks, set up the full complement of their artillery on the edge of town in Board 12, and prepared for a frontal assault with only a small detachment sent up the right flank. Traffic was going to be a problem, but the armor would lead the way and attempt to draw as much fire as possible giving the infantry time to unload and assemble.&lt;br&gt;&lt;br&gt;&lt;b&gt;***********&lt;br&gt;Battle Begins&lt;br&gt;***********&lt;/b&gt;&lt;br&gt;As the Germans lay in wait, the American convoy set out straight into the maw of the beast. The armor made it to the walls of the town but would go no further. Well-placed AT fire from within the town quickly destroyed them. However, they had done enough and the convoy was given time to fan out and unload. Everywhere infantry, engineers, and HMGs ran towards the southern edge of the village. The Germans quickly found themselves with the unusual problem of having too many targets - there were simply too many men to shoot at for the defenders and by virtue of sheer numbers the Americans were gaining ground.&lt;br&gt;&lt;br&gt;On the flank the American commander sensed weakness and committed his reserve of two small platoons to try and rout the German scouts. If they could be removed the town's defenders would be vulnerable to a quick flanking sprint cutting off their retreat.&lt;br&gt;&lt;br&gt;The German scouts held though, hunkering down under withering pointblank fire only to pop back up and repeatedly land deadly shots against the rapidly closing Americans.&lt;br&gt;&lt;br&gt;&lt;b&gt;*********&lt;br&gt;Body Count&lt;br&gt;*********&lt;/b&gt;&lt;br&gt;90 minutes passed in the blink of an eye, and the only visible differences on the battlefield were the piles of American bodies. Despite the fanatical supporting artillery fire, the American infantry found themselves time and time again on the wrong end of tightly coordinated German fire. Unable to enter the town proper, men were dieing by the dozens on its outskirts. &lt;br&gt;&lt;br&gt;In the forest outside of town the German scouts, now all but surrounded, continued to inflict appalling casualties on the Americans. The sergeant and his tiny band of men were only finally silenced when the American Lt. Col arrived on the scene and directed a total envelopment of the position.&lt;br&gt;&lt;br&gt;Time was already beginning to become an issue, American casualties were outpacing German ones 3 to 1, and not a single block of the village had been pried from German hands...  the attack would not last much longer at this rate, things were looking bleak.&lt;br&gt;&lt;br&gt;&lt;b&gt;***********&lt;br&gt;Turning Point&lt;br&gt;***********&lt;/b&gt;&lt;br&gt;And then it happened - 2 platoons of engineers, brought out of reserve to plug a hole in the line and maintain pressure on the town's defenders, were able to rout the German guns in one swift attack. The first crack in the dam proved to be the last, as more engineers and the best American officers flooded in behind them and dove on any Germans they could find in bloody house-to-house assaults. &lt;br&gt;&lt;br&gt;Finally able to take cover in the town, rather than fight from the fields beyond, the maniacal engineers smashed through the village. A battle which felt like a near-certain German victory only minutes earlier was now characterized by German platoons scattering in all directions and running for the hills and forests.&lt;br&gt;&lt;br&gt;&lt;b&gt;**********&lt;br&gt;Pressing On&lt;br&gt;**********&lt;/b&gt;&lt;br&gt;The relieved American infantry quickly chased after and mopped up the German stragglers, while the heavy artillery in the American rear mobilized for redeployment forward. With the town completely under control and only a small band of German soldiers remaining in a nearby forest, the Americans reorganized their lines and advanced on the smaller town on Board 11. &lt;br&gt;&lt;br&gt;The American infantry advanced slowly on the few Germans remaining in the northern town in order to screen their artillery installations. Their guns were quickly deployed on a hilltop overlooking the Panzer Lehr baggage train's highway, and suddenly convoy truck after convoy truck was exploding in flames.&lt;br&gt;&lt;br&gt;&lt;b&gt;**************&lt;br&gt;Game End&lt;br&gt;Turn 15 of 18&lt;br&gt;German VPs: 17&lt;br&gt;American VPs: 39&lt;br&gt;**************&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Closing Thoughts:&lt;/b&gt;&lt;br&gt;&lt;br&gt;This was an extraordinarily tense scenario in the beginning as the Americans struggled to bring their superior numbers to bear in unfavorable terrain. For the first half of the game I was expecting a very close finish, or an outright German victory. The total collapse of the German town defense over only ~3 turns was completely unexpected. Both sides drew excellent leaders, the German leaders perhaps a bit better than those of the Americans, so combined fire and morale rallies against incredible odds were the norm.&lt;br&gt;&lt;br&gt;Having swept the southern town the Americans gathered themselves together again and moved in force against the northern town with the intent of establishing AT guns on a ridge and OpFiring on trucks moving down the highway. They succeeded in doing just this and no truck (with -1 armor!) is going to stand any chance against a 3 inch gun with an AT value of 6. Truth be told, victory was already out of reach for the Germans before the Americans began obliterating the convoy due to horrific steplosses and the total loss of the southern town.&lt;br&gt;&lt;br&gt;I picked this scenario because of the interesting mechanic of attacking the convoy, but in hindsight I don't think the Americans need to destroy a single truck to win... unless the German player yields the southern town from the beginning and stacks on Board 11.&lt;br&gt;&lt;br&gt;Nevertheless, this was a very fun scenario with tremendous swings in momentum. It's listed as requiring 4 maps, but in reality you needn't place a single unit on Board 9. I highly recommend this scenario to any Battle of the Bulge players out there, either for solo or face-to-face play.&lt;br&gt;&lt;br&gt;Lastly, and curiously, my result was quite opposite the historical account, which saw the entrenched Germans easily stonewall and then drive back the American attempt at capturing the town and interdicting the baggage train.</description>
	<link>http://www.boardgamegeek.com/article/2712882#2712882</link>
	<pubDate>2008-10-09T01:06:31+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Image</title>
	<description>
		High resolution pic of retail box back &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic378100_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/378100</link>
	<pubDate>2008-09-29T05:40:18+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Image</title>
	<description>
		Highest resolution image of 'Battle of the Bulge' box cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic378099_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/378099</link>
	<pubDate>2008-09-29T05:32:08+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Re: TEC road movement rates</title>
	<description>The movement rate is 2/3rds of an MP per road hex entered, so a platoon with 3 MP could move 4 hexes along a road</description>
	<link>http://www.boardgamegeek.com/article/2649145#2649145</link>
	<pubDate>2008-09-16T02:22:22+00:00</pubDate>
	<dc:creator>toku42</dc:creator>
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	<title>Thread: TEC road movement rates</title>
	<description>Howdy all,&lt;br&gt;&lt;br&gt;My question is for the road movement rates on the TEC. Infantry have a 2/3 movement rate etc. Maybe I can't see for looking but I can't see a reason anywhere for the dual rates listed. When do you use which movement rate? And also is it really more difficult for a platoon to walk on a road than across open ground? I fear I am missing something (probably really easy!).&lt;br&gt;&lt;br&gt;PS only just purchased BotB and Beyond Normandy and I am working out how to play (solo).&lt;br&gt;&lt;br&gt;Cheers,&lt;br&gt;&lt;br&gt;Squire </description>
	<link>http://www.boardgamegeek.com/article/2648954#2648954</link>
	<pubDate>2008-09-16T00:46:13+00:00</pubDate>
	<dc:creator>Squirejames359</dc:creator>
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	<title>Thread: Re: Assault hex with engineers</title>
	<description>&lt;b&gt;Filip wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;To make things short, which chart is the (official) right one ????? &lt;br&gt;&lt;br&gt;Cheers, Filip&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Hi Filip! I'm of the opinion that the most recent chart is the one to go with.&lt;br&gt;&lt;br&gt;&lt;i&gt;* +1 side includes ENG unit in town or entrenchment hex ==&gt; &lt;A target='_blank' href=&quot;http://www.avalanchepress.com/pdf/PG3Assault.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.avalanchepress.com/pdf/PG3Assault.pdf&lt;/A&gt; I understand this as ATTACKING AND DEFENDING engineers benefit from the modifier, in a town hex as well as in an entrenchment hex.&lt;/i&gt;&lt;br&gt;&lt;br&gt;The reason I feel this way is that an engineer unit's ability to wreak havoc with explosives &amp; such wasn't only limited to a defensive capacity during the war. That assault modifier should go both ways, and now does.</description>
	<link>http://www.boardgamegeek.com/article/2562233#2562233</link>
	<pubDate>2008-08-16T23:10:43+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
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	<title>Thread: Re: Component List</title>
	<description>Thanks for covering this! I just opened up my new copy with the same questions. Now I'm off the fight!</description>
	<link>http://www.boardgamegeek.com/article/2471807#2471807</link>
	<pubDate>2008-07-14T23:03:13+00:00</pubDate>
	<dc:creator>orionstars</dc:creator>
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	<title>Thread: Scenario 30 - Kampfgruppe Kunkel</title>
	<description>While the 901st Panzer Grenadier Regiment was attacking the eastern side of the Bastogne perimeter, the 26th Volks Grenadier Division Reconnaissance Battalion was attacking the western side. Defending were the 460th Armored Field Artillery Battalion and some Sherman tanks of the 10th Armored Division.&lt;br&gt;&lt;br&gt;Game lenght: 24 turns&lt;br&gt;&lt;br&gt;First turn: 1230&lt;br&gt;&lt;br&gt;Ignore all elevation lines, fields and woods (both types) on both maps.&lt;br&gt;&lt;br&gt;German OOB: 11 x GREN, 1 x GREN (reduced), 3 x HMG, 1 x StuG IIIG, 3 x 81 mm, Off-Board artillery 1 x 16.&lt;br&gt;&lt;br&gt;American OOB: 3 x M7, 1 x INF, 3 x M4, 1 x M4 (reduced). Reinforcements (turn six): 3 x INF, 1 x HMG.&lt;br&gt;&lt;br&gt;Victory conditions: The German player wins if at the end of play no American unit is within 2 hexes of a town hex. The American player wins if a the end of play 8 or more German steps have been eliminated OR no German unit is within 2 hexes of a town hex. If both or neither player wins, the result is a draw.&lt;br&gt;&lt;br&gt;German tactics: The Germans will advance in the open  (there are no hills, fields nor woods in this game). They will advance towards the extreme western point of the town, in a blind space for the other town hexes. Once near the town they will cause the opportunity fire of the American tanks, that will blow their cover. At this moment the StuG IIIG platoon will shoot at American tanks and will destroy them. The greater StuG IIIG range will allow it to shoot the tanks without being reached by American AT fire. At the same time the German infantry forces will advance towards the town to assault it. Next the American self-propelled artillery  will be easily destroyed by the StuG IIIG platoon and infantry assaults.&lt;br&gt;&lt;br&gt;American tactics: The American objective will be to destroy  8 or more German steps. In order to obtain it, the Americans will combine the fire of their three armored self-propelled batteries  (M7). This allows them to fire in the deadly column 42 of the Bombardment Table. In addition their tanks and infantry will &quot;stick&quot; to the town hexes and will try eliminate German units in the inevitable assaults.&lt;br&gt;&lt;br&gt;We can see the development of the battle in he following pictures:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342132"><img src="http://images.boardgamegeek.com/images/pic342132_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342134"><img src="http://images.boardgamegeek.com/images/pic342134_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342137"><img src="http://images.boardgamegeek.com/images/pic342137_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342138"><img src="http://images.boardgamegeek.com/images/pic342138_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342141"><img src="http://images.boardgamegeek.com/images/pic342141_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342144"><img src="http://images.boardgamegeek.com/images/pic342144_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/342147"><img src="http://images.boardgamegeek.com/images/pic342147_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;In the end the Germans can not expel the Americans from the town. Only two American infantry platoons survived the German assault. On the other hand, the Germans lost 10 steps. &lt;br&gt;&lt;br&gt;The Americans win. &lt;br&gt;&lt;br&gt;Very exciting game, since the victory was decided the last turn. &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2391186#2391186</link>
	<pubDate>2008-06-12T19:23:25+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 18:00 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342147_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342147</link>
	<pubDate>2008-06-11T19:38:46+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 16:00 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342144_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342144</link>
	<pubDate>2008-06-11T19:37:41+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 15:30 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342141_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342141</link>
	<pubDate>2008-06-11T19:36:35+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 15:00 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342138_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342138</link>
	<pubDate>2008-06-11T19:35:37+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 14:30 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342137_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342137</link>
	<pubDate>2008-06-11T19:34:31+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Situation at 13:45 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342134_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342134</link>
	<pubDate>2008-06-11T19:33:04+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Image</title>
	<description>
		Scenario 30 - Battlefield &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic342132_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/342132</link>
	<pubDate>2008-06-11T19:30:40+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Thread: Re: A faster, bloodier varient</title>
	<description>Of course everyone should play the game the way they have the most fun, and experimenting with variant rules is often fun for its own sake. However I personally enjoy the rules as they are.&lt;br&gt;&lt;br&gt;I think they deliver a very subtle but dynamic game due to the interaction of leaders, morale, activations and modes of combat. I find that very realistic tactics and results come out quite naturally, i.e. needing to prep assault hexes with artillery or direct fire before piling in, or being able to effectively harass an advance with skirmishers but not inflicting many casualties. If the VCs don't require enemy step losses, then just delaying them is a valid and much safer tactic. The proposed changes, particularly in lowering morale values, are too extreme for me, and I think would dramatically alter the scenarios' intent.&lt;br&gt;&lt;br&gt;But as long as you are enjoying it, pay no attention to detractors! </description>
	<link>http://www.boardgamegeek.com/article/2236881#2236881</link>
	<pubDate>2008-04-16T12:56:36+00:00</pubDate>
	<dc:creator>scrane</dc:creator>
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	<title>Thread: Re: A faster, bloodier varient</title>
	<description>Interesting debate: recall, though that the hexes represent 200m not 150 and that mg's DO NOT have a range of 750 hexes (!). Otherwise I agree with that geezer Ethan: casualties mount up heavily over a few 15 minute turns. </description>
	<link>http://www.boardgamegeek.com/article/2133900#2133900</link>
	<pubDate>2008-03-05T08:42:58+00:00</pubDate>
	<dc:creator>nickp</dc:creator>
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	<title>Thread: Re: Component List</title>
	<description>&lt;b&gt;Jason Rahman wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It sounds like you have all the components, Battle of the Bulge has three counter sheets, one German, one American and one marker sheet. Counter sheet 3 is a misprint and so you have everything you need, for some reason Avalanche Press has been running out of dice lately and so none of the PG games I have bought have dice included.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Cool, thanks Mark and Jason for clearing this up... I was a little worried to start punching anything until I knew I had everything.</description>
	<link>http://www.boardgamegeek.com/article/2085855#2085855</link>
	<pubDate>2008-02-15T21:07:55+00:00</pubDate>
	<dc:creator>mcwookie</dc:creator>
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	<title>Thread: Re: Component List</title>
	<description>It sounds like you have all the components, Battle of the Bulge has three counter sheets, one German, one American and one marker sheet. Counter sheet 3 is a misprint and so you have everything you need, for some reason Avalanche Press has been running out of dice lately and so none of the PG games I have bought have dice included.</description>
	<link>http://www.boardgamegeek.com/article/2083519#2083519</link>
	<pubDate>2008-02-14T23:25:54+00:00</pubDate>
	<dc:creator>Jason Rahman</dc:creator>
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	<title>Thread: Re: Component List</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;I have the 2nd edition copy of PG:  Battle of the Bulge.  It looks like all the counters and most of the componets are the same accept I did get 2 dice.&lt;br&gt;&lt;br&gt;Mark</description>
	<link>http://www.boardgamegeek.com/article/2081245#2081245</link>
	<pubDate>2008-02-14T04:57:04+00:00</pubDate>
	<dc:creator>MKHom</dc:creator>
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	<title>Thread: Component List</title>
	<description>I just received my copy of PG:BotB, and i'm concerned i'm missing some items.  Can someone who owns a copy confirm that I have what i'm supposed to have?&lt;br&gt;&lt;br&gt;Here is what was in the box:&lt;br&gt;&lt;br&gt;* 16 page third edition rulebook&lt;br&gt;* Countersheets 1, 2, and 4 (containing 165 counters per sheet... the box says it comes with 435 counters, but by my count i have 490 counters).&lt;br&gt;* Direct Fire Table/Bombardment Table sheet&lt;br&gt;* Hour tracking sheet (1/2 page)&lt;br&gt;* Terrain Effects Chart/Assault Combat Chart sheet&lt;br&gt;* 72 page scenario book&lt;br&gt;* Maps 9, 10, 11, and 12&lt;br&gt;&lt;br&gt;What I didn't get in the box:&lt;br&gt;&lt;br&gt;* Dice&lt;br&gt;* Counter sheet 3 (is it supposed to be included?)&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2081144#2081144</link>
	<pubDate>2008-02-14T04:10:16+00:00</pubDate>
	<dc:creator>mcwookie</dc:creator>
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	<title>Image</title>
	<description>
		Up close and personal... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic237971_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/237971</link>
	<pubDate>2007-08-15T13:27:54+00:00</pubDate>
	<dc:creator>Lawrence Hung</dc:creator>
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	<title>Thread: Re: Battle of the Bulge Scenario 1: Interruption</title>
	<description>An excellent AAR and a good resume of the system as good as any  detailed review or rule reading.</description>
	<link>http://www.boardgamegeek.com/article/1591352#1591352</link>
	<pubDate>2007-07-05T21:55:48+00:00</pubDate>
	<dc:creator>bluekingzog</dc:creator>
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	<title>Thread: Re: After Action Report Scenario 21- Wiltz</title>
	<description>Tu ingles es muy bien. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1471118#1471118</link>
	<pubDate>2007-04-28T15:07:41+00:00</pubDate>
	<dc:creator>Kleves</dc:creator>
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	<title>Thread: After Action Report Scenario 21- Wiltz</title>
	<description>&lt;br&gt;&lt;br&gt;In this scenario the Americans must repulse a German attack on three towns: Erpeldange, Weidingen and Wiltz. The game is played on 4 boards (from south to north: 12,10,11 and 9). The Germans have elements of 2 divisions (Panzer Lehr and 560th Volksgrenadier). Altogether, 35 platoons of GREN, HMG and ENG, 3 artillery batteries (50 mm and 75 mm), 6 mortars (81 mm), motorcycles, transports (trucks, wagons and SPW 251), 4 tank platoons (PZ IVF2, StuG IIIG and StuG IIIH) and 4 platoons of armored cars (Sdkfz 234/4 and 234/3). They have too a powerful off-board artillery (4 X 16, 2 x 24). &lt;br&gt;&lt;br&gt;The Germans enter by the East of the board of the North end (9). The Americans unfold in 3 remaining boards: 6 units in boards 11 and 10 and the rest in board 12. They cannot move until the Germans have entered board 11. The Americans (elements of several armored and artillery battalions and infantry division 28th) have 18 units of ENG, INF and HMG, 7 artillery batteries (3-inch, 40 mm and 105 mm), 1 mortar (81 mm), 4 tank platoons (M4 - reduced -, M4 -105- and M16), 2 platoons of armored cars (M8) and some trucks. They do not have off-board artillery. &lt;br&gt;&lt;br&gt;Win the player that obtained more victory points. Score the enemy casualties, the German units that exit the west edge of board 9 before certain hour and the towns that remain completely in American hands at the end of the game. The Americans unfold first. They put all his armored forces in board 11, along with some leaders as artillery observers. The platoon of M16 is in the edge of board 11, to cover with his Direct Fire a road hex in board 9. The Americans locate their heavy artillery (3 batteries of 105 mm) in the town of board 10 (Weidingen). The rest of their forces is located in board 12, in the environs of Wiltz. &lt;br&gt;&lt;br&gt;The scenario lasts 32 turns (it begins at 1200). The Germans begin to enter by the East of board 9 with orders to exit as rapidly as possible the west edge. SPW 251 transport by road units of infantry from an edge to another of the board. Some quick platoons of motorcycles are able to exit the west edge as well. American heavy artillery beats the road causing some losses. The platoon of M16 makes a powerful Opportunity Fire in the road hex and inflict losses to the Germans as well. Some German units that cannot be transported in SPW 251 move slowly towards the west, covering itself as far as possible in the woods. &lt;br&gt;&lt;br&gt;The powerful German off-board artillery cannot respond, since the Americans are perfectly camouflaged or outside the reach of the artillery observers. Until the 1400 the Germans are able to exit 12 units by the west edge (GREN, HMG, ENG and motorcycles). In the meantime, German armored units had penetrated in board 9 and had been placed to attack the American tanks and armored cars located in the town of the board 11 (Erpeldange) and its environs. A ferocious combat break out between the armored forces of both sides. The Americans have unfolded their units to certain distance each other, in the town, the heights and some dug in. They look for the the crossfire bonus. The Germans, more numerous, with better shield and firepower, attack in groups. &lt;br&gt;&lt;br&gt;After little more than one hour of intense cannonade and fast movements, the Americans lose all their armored units. The Germans lose a platoon of StuG IIIG, another one of Sdkfz 243/3 and one step of StuG IIIH. In the course of the tank battle, the Germans enter board 11, and the Americans can finally move. The Americans transfer by road in trucks to Erpeldange 3 batteries of 3-inch and 1 of 40 mm. The town appears now spiny of anti-tank guns. This brake the armored German advance, but it starts the movement of the division Panzer Lehr infantry to assault the town and to neutralize the antitank batteries. The approach of the infantry, that has to move in discovered field, is prevented by the American heavy artillery, that arouse some losses. &lt;br&gt;&lt;br&gt;The American main forces begins to concentrate in board 10 (in or next to Weideingen), to go at full speed by road in trucks to Erpeldange. This movement is anticipated by the Germans, who send part of their armored forces (2 platoons of Pz IVF2 and 3 of SPW 251) to intercept the road between Weidingen and Erpeldange. The march of tanks and SPW 251 is by the margin of the board, to avoid the lethal anti-tank guns of Erpeldange. Some trucks with American infantry arrive at this town and prepare to resist the imminent German assault. Other trucks, nevertheless, do not have as much luck and undergo long distance anti-tank fire from the Pz IVF2. &lt;br&gt;&lt;br&gt;Some trucks and the platoon they transport are destroyed; the rest disperses in all directions. The Germans are on the verge of cutting the vital American artery of communication! The American commander does not lose the calm. He orders that a battery of 105 mm is transferred to another hex of Weidingen, to obtain the crossfire bonus when the German tanks are near. He orders in addition that another battery of 105 mm moves to the board 12 town (Wiltz), that is almost unguarded. In the meantime, in the board 11 Germans already are closely together at Erpeldange and undergo the American Direct Fire, but the German artillery observers are now able to see the American locations of artillery. A fire deluge falls on the American positions. A battery of 3-inch is destroyed and some units of infantry are disrupted. The German assault is imminent. &lt;br&gt;&lt;br&gt;At 1500 units of the 560th Volksgrenadier Division enter the East edge of board 9. At the same time, the fire of the German off-board artillery decreases, since the the ammunition begin to be in short supply. In addition, their units of infantry continue suffering losses before the American mortar and HMG fire. At this moment (1530), the Americans are losing the game (Germans: 45 Victory Points; Americans: 16 VP). The Americans need to conserve complete the 3 towns if they want to gain the game. &lt;br&gt;&lt;br&gt;American AT cannons are frightful. A group of SPW 251 marched by the East of the board believing to be at safe distance. Nevertheless, a battery of 3-inch destroys one of them with Opportunity Fire. Almost at the same time (Opp. Fire as well), an 40 mm antiaircraft battery destroys another one. Luckyly for the Germans they were empty. In a later turn, a battery of 3-inch destroys 1 step of a platoon of StuG IIIG, that believed it was at safe distance. &lt;br&gt;&lt;br&gt;At 1600 two platoons of PzIVF2 cut the road between Weidingen and Erpeldangen. The American forces have been divided in two. They will be isolated all the game. Now the Germans will be able to attack each group separately. After it, the first assaults take place on Erpeldangen. German infantry attacks hexes north of the city. The Germans are more, but the combats are very balanced, since many American units are ENG and have bonus in urban assaults. Nevertheless, after more than one hour of combats without decisive result, the Germans are able to coordinate a combined group of assault with 1 tank platoon (reduced), 1 ENG and 1 GREN, supported by leaders with combat and morale modifiers. &lt;br&gt;&lt;br&gt;Now everything changes. The Germans have started a &quot;road roller&quot; that advances north-south and expels slowly the American forces. The German assault group undergoes losses as well, but they are replaced quickly with adjacent platoons. The assault is synchronized with the German off-board artillery, that previously crushes the hex that is going to be assaulted. Everything works like clockwork, but soon the German artillery stops. The ammunition is finished. Quickly the Germans form a great mortar battery (4 units), that returns to beat the American hexes that still resist. &lt;br&gt;&lt;br&gt;In the other side, the American heavy artillery, still intact, continues bombing very insistently the hexes invaded by the Germans and the units that approach the town. The fire in the town (Friendly Fire) produces losses (1 American unit destroyed and some disrupted). The American artillery also shoot counterbattery fire against mortars. Some are disrupted or demoralized. The Americans in Weidingen are inactive, for that reason the 2 platoons of Pz IVF2 in the road now attack the south of Elperdange. They are supported by 1 SPW 251 and 1 GREN. &lt;br&gt;&lt;br&gt;At 1845 the German attack has occupied the center and the south of the town. The battered American forces resist as they can isolated in 2 hexes. Erpeldange is a smoky ruin. The German armored units go now towards Weidingen, protected by the increasing dark. Great part of the German infantry continue in Erpeldange cleaning the last pockets of resistance. The German tanks and armored cars approach Weidingen by the west, the side nonprotected by the American artillery. Taking advantage of a negligence and the almost total dark, a StuG IIIG is able to infiltrate in a hex of the town. Then (2000) the game finishes. &lt;br&gt;&lt;br&gt;Result: German victory. Victory Points: Germany 68, US 43. Losses (steps): Germany 25, US 38 (Tanks count double). Duration of the game: 9-10 hours. (Solo play). Tense and fun game.&lt;br&gt;(I apologize for my poor english).&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt; &lt;br&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1470937#1470937</link>
	<pubDate>2007-04-28T12:29:14+00:00</pubDate>
	<dc:creator>Enrique Eknes</dc:creator>
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	<title>Thread: Re: A faster, bloodier varient</title>
	<description>JasonC from the Battlefront forum?  We're in for some good WWII info and analysis here!&lt;br&gt;&lt;br&gt;I'm interested in your choice of tactical boardgames - how does this one compare with ASL, ATS, etc.  Have you tried them?</description>
	<link>http://www.boardgamegeek.com/article/1332990#1332990</link>
	<pubDate>2007-02-10T21:28:18+00:00</pubDate>
	<dc:creator>ekrommen</dc:creator>
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	<title>Thread: Re: A faster, bloodier varient</title>
	<description>This sounds like an interesting variant to try.&lt;br&gt;&lt;br&gt;I'd like to point out another variant designed by &lt;b&gt;Karl Laskas&lt;/b&gt; called the &quot;&lt;b&gt;Laskas Rock-n-Roll&lt;/b&gt;&quot; variant, which was also created for faster games, or for those who want more &quot;Rock-n-Roll&quot; in their action. (historical considerations aside)&lt;br&gt;&lt;br&gt;The variant is located here at the Avalanche Press Site:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.avalanchepress.com/Panzer_Laskas.php&quot; rel=&quot;nofollow&quot;&gt;http://www.avalanchepress.com/Panzer_Laskas.php&lt;/A&gt;&lt;br&gt;&lt;br&gt;I havent had a chance to try it yet, but in essence it eliminates the &quot;demoralized&quot; state.&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1327641#1327641</link>
	<pubDate>2007-02-08T00:02:19+00:00</pubDate>
	<dc:creator>Morgan</dc:creator>
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	<title>Thread: Re: A faster, bloodier varient</title>
	<description>&lt;b&gt;JasonC wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;The main problem I have always found with the Pz Gdr series is the relative indecisiveness of the combat.  &lt;br&gt;&lt;br&gt;This is particularly true in the lower counter denisty or infantry heavy scenarios - the AFV combat rules are comparatively bloody and work fine.  To inflict actual loss on units with very high morale that rally every turn requires piling on attacks in sequence, or endless monster melees by entire companies stacked in contested hexes.  This makes for unhistorical tactics and a dice fest, and mars an otherwise promising game system.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I must disagree with you, especially when you call the tactics &quot;unhistorical.&quot; You're probably suffering from some common misconceptions about PG and about WWII combat.&lt;br&gt;&lt;br&gt;First, remember the hex scale. These are 150 m hexes, which means that most infantry units have a range of 450 m and MGs 750 hexes. Rifle fire is simply not very effective beyond 100 m. MGs are effective against moving infantry at ranges of 500 m and retain some effectiveness out to a kilometer. However, they will do very little damage to infantry that &quot;hits the dirt,&quot; much less to infantry in stone buildings, foxholes, or entrenchments. Even tank gun fire is relatively ineffective against infantry in cover. There's no reason for you to expect infantry fire to inflict many casualties beyond one hex range.&lt;br&gt;&lt;br&gt;Second, remember the step loss scale. Two hits kills an infantry unit! Infantry platoons may have their morale shattered in fifteen minutes, but it's rare that they're wiped out in even half and hours, unless they've been overrun (close assaulted).&lt;br&gt;&lt;br&gt;Third, &quot;melees&quot; were the primary means &lt;b&gt;for attackers&lt;/b&gt; to inflict casualties and drive defenders out of their positions. As an example, German counter-attack units were equipped with sub-machine guns and lots of grenades, not with rifles or even light machine guns. These counter-attack forces had zero combat capability beyond &quot;melee&quot; range.&lt;br&gt;&lt;br&gt;In summary, the correct tactics for WWII infantry combat are &quot;fire and maneuver.&quot; One element lays down suppressive fire, while the other element advances. They reverse roles and then continue the sequence. The objective is to either get the defenders in a cross-fire or to close assault, so that grenades and the like can clear the defenders from their fortifications (&lt;b&gt;there's&lt;/b&gt; a euphemism).&lt;br&gt;&lt;br&gt;Of course, you're free to play with any rules you want. After all, you bought the game! Your money: your game. Your variant may actually make PG a better game. I'm simply arguing that the historical case in favor of your variant is lacking.</description>
	<link>http://www.boardgamegeek.com/article/1326824#1326824</link>
	<pubDate>2007-02-07T18:31:33+00:00</pubDate>
	<dc:creator>elbmc1969</dc:creator>
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	<title>Thread: A faster, bloodier varient</title>
	<description>&lt;br&gt;The main problem I have always found with the Pz Gdr series is the relative indecisiveness of the combat.  &lt;br&gt;&lt;br&gt;This is particularly true in the lower counter denisty or infantry heavy scenarios - the AFV combat rules are comparatively bloody and work fine.  To inflict actual loss on units with very high morale that rally every turn requires piling on attacks in sequence, or endless monster melees by entire companies stacked in contested hexes.  This makes for unhistorical tactics and a dice fest, and mars an otherwise promising game system.&lt;br&gt;&lt;br&gt;Here is my house rules solution, a variant I call &quot;brittle Panzergrenadier&quot;.  Most rules are unchanged, in particular all the AFV combat rules are unchanged.  The biggest changes are to the morale rules and secondarily to leaders - there are way too many of them in the scenarios.&lt;br&gt;&lt;br&gt;1 - all stated morales are reduced by 2, across the board&lt;br&gt;&lt;br&gt;2 - a unit that barely *makes* a morale check is disrupted.  Units recovering from demoralized status are also disrupted, of course.&lt;br&gt;&lt;br&gt;3 - a unit that fails a morale check, even by a single pip, is demoralized.&lt;br&gt;&lt;br&gt;4 - a disrupted unit that is demoralized suffers no further ill effects, it is just demoralized as usual&lt;br&gt;&lt;br&gt;5 - a demoralized unit that suffers an additional demoralization result is step reduced, as usual&lt;br&gt;&lt;br&gt;6 - rally attempts for demoralized units other than AFVs require the presence of a leader, in or adjacent and activating the unit&lt;br&gt;&lt;br&gt;7 - the stated number of leaders in all scenarios is reduce by half. Odd leaders are dropped at the low end first.&lt;br&gt;&lt;br&gt;8 - every game turn automatically ends (in &quot;fog of war&quot; fashion) after a maximum of 10 impulses, whichever side takes them.  Yes, multiple initial impulses due to a large initiative win all count against this total.&lt;br&gt;&lt;br&gt;9 - every demoralized &quot;leg&quot; unit in a melee hex at the end of a melee combat resolution automatically &quot;routs&quot; out of the melee, expending its full movement allowance.  Demoralized towed units are eliminated.  Demoralized AFVs must withdraw to a location no longer adjacent to any enemy units.  Lone leaders remaining check for leader loss then displace.&lt;br&gt;&lt;br&gt;10 - disrupted units in a melee hex at the end of a melee resolution must withdraw one hex.  They are not subject to fire for exiting melee.&lt;br&gt;&lt;br&gt;This makes for much faster games, with losses much easier to inflict and morale failures much harder to recover from.  It becomes much more sensible to avoid multiple units checking morale due to high stacking, if you can avoid it.  Victory hexes change hands repeatedly rather than sitting in a long dice rolling and rally contest.  You have to pick where you will have leaders and having them makes a difference, because most locations will not.  And you have to pick which units to activate each turn, because you will frequently not move them all before the impulse limit is reached.&lt;br&gt;&lt;br&gt;I am having a lot more fun with the series since adopting these house rules.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1325817#1325817</link>
	<pubDate>2007-02-07T05:17:51+00:00</pubDate>
	<dc:creator>JasonC</dc:creator>
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	<title>Thread: Re: Is this a good module to learn the game?</title>
	<description>&lt;i&gt;Absolutely make sure you download the latest rules and tables--3rd Edition--because BotB does not ship with those rules (unless they've recently started including them).&lt;/i&gt;&lt;br&gt;&lt;br&gt;The copy I purchased from AP in late November had the third edition rules in it.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1249258#1249258</link>
	<pubDate>2006-12-31T02:34:46+00:00</pubDate>
	<dc:creator>cratex</dc:creator>
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	<title>Thread: Scenario Nine - Reuler</title>
	<description>16 Dec 1944&lt;br&gt;1015 hrs&lt;br&gt;&lt;br&gt;As the details of the German advance emerged, General Norman Cota, commander of the 28th Infantry Division, sent a large part of his small reserve to defend the village of Reuler. Reuler was just east of Clervaux, a village on the Clerf river with valuable bridges the Germans needed to capture if they hoped to continue their drive west.&lt;br&gt;&lt;br&gt;Elements of the 2nd Panzer Division&lt;br&gt;   8 x GREN&lt;br&gt;   2 x HMG&lt;br&gt;   1 x 81mm mortar&lt;br&gt;   1 x ENG&lt;br&gt;   2 x CAPT, 3 x LT&lt;br&gt;&lt;br&gt;Battery B, 109th Artillery Bn and elements of 447th AAA Bn&lt;br&gt;   1 x 105mm&lt;br&gt;   1 x INF (reduced)&lt;br&gt;   1 x M16 halftrack&lt;br&gt;   3 x Truck &lt;br&gt;   2 x LT&lt;br&gt;Reinforcements:&lt;br&gt;Company D (reinforced), 110th Infantry Regiment&lt;br&gt;   4 x INF&lt;br&gt;   1 x INF (reduced)&lt;br&gt;   1 x HMG&lt;br&gt;   1 x HMG (reduced)&lt;br&gt;   1 x CAPT, 2 x LT&lt;br&gt;&lt;br&gt;The American 105mm battery was set-up deep in the heart of Reuler, anxiously awaiting the arrival of reinforcements from the south (preferably before the Germans arrived). The Germans would come from the east in unknown strength.&lt;br&gt;&lt;br&gt;Victory Conditions:&lt;br&gt;The German player wins if the 105mm unit is eliminated or all town hexes are German controlled at the end of play. The American player wins if the German does not.&lt;br&gt;&lt;br&gt;Replay:&lt;br&gt;The Germans had initiative on their side and were able to amass a relatively large initial force. They opted to advance under cover of the heavy and light woods on the hill to the south of Reuler. A north and south road bisected the hill and the hoped to make it to the road as they came into range of Reuler. Unfortunately, the American reinforcements had the same idea. The Americans hit the road and hoped to make it to Reuler before the Germans, and they did. They came upon one another in the light woods and a fierce firefight broke out. Casualties were light on both sides until the shelling started. The 105mm pounded away at the Grenadiers while the German mortar proved suprisingly effective at stalling any hopes of an American assault. Before long, the Germans had demoralized the American leaders and things were looking grim. Suddenly, the M16 halftrack charges up the road, machine guns spitting out a hail of fire. The combined efforts of the M16, INF and HMG were more than enough to push the Germans back from Reuler. The Germans conceded defeat after 8 turns, realizing that they had no hope of achieving victory and sustaining 6 step losses (the Americans suffered one step loss).&lt;br&gt;&lt;br&gt;Historical Outcome:&lt;br&gt;The reserve force arrived in time to prevent the overrunning of the artillery battery. Against largely unsupported infantry, the American defensive measures were proving effective, but the placement of German bridges on the night of the 16th mean armor would spearhead the attacks on the 17th.&lt;br&gt;&lt;br&gt;Personal Notes:&lt;br&gt;This scenario played out with historical accuracy, which is always entertaining. However, it wasn't a very exciting scenario. The initial contact and clash was fun, but then it dissolved into a back-and-forth battle, the Germans losing the advantage with every turn (the scenario called for 13 turns). Were there more turns until completion, the Germans might have had a chance, but once battle was initiated far from Reuler, the writing was on the wall.&lt;br&gt;&lt;br&gt;It's doubtful we'll replay this scenario, preferring to move onto something different.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1222151#1222151</link>
	<pubDate>2006-12-13T06:45:18+00:00</pubDate>
	<dc:creator>Neffchiro</dc:creator>
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	<title>Thread: Re: Is this a good module to learn the game?</title>
	<description>Definitely.&lt;br&gt;&lt;br&gt;I reviewed this PG game a little while back, specifically as an intro game.  There are exceptions to the maps for some scenarios, but they tend to be global--as in ignore the hills, or ignore the fields, etc.  There are very few &quot;special rules.&quot;  This module is far better for learning the system than the Airborne, intro scenario they sell.&lt;br&gt;&lt;br&gt;Absolutely make sure you download the latest rules and tables--3rd Edition--because BotB does not ship with those rules (unless they've recently started including them).&lt;br&gt;&lt;br&gt;The combination of low price and great scenario selection makes this my recommended starter module.  For sheer value though, Deluxe East Front is even better, but you have to be interested in fighting on the East Front rather than in the west.</description>
	<link>http://www.boardgamegeek.com/article/1124330#1124330</link>
	<pubDate>2006-10-14T08:31:47+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Re: Is this a good module to learn the game?</title>
	<description>Here are some thoughts on the subject at Consimworld&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://talk.consimworld.com/WebX?8@292.zMgKcozloZk.16@.ee6d2ce&quot; rel=&quot;nofollow&quot;&gt;http://talk.consimworld.com/WebX?8@292.zMgKcozloZk.16@.ee6d2...&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1123889#1123889</link>
	<pubDate>2006-10-13T23:38:08+00:00</pubDate>
	<dc:creator>mwindsor</dc:creator>
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	<title>Thread: Re: Is this a good module to learn the game?</title>
	<description>I'm interested in the answer to this one.  Maybe someone could help out.</description>
	<link>http://www.boardgamegeek.com/article/1123475#1123475</link>
	<pubDate>2006-10-13T18:55:41+00:00</pubDate>
	<dc:creator>mwindsor</dc:creator>
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	<title>Thread: Is this a good module to learn the game?</title>
	<description>I am contemplating getting the Battle of the Bulge version of PG. Any thoughts? &lt;br&gt;&lt;br&gt;I am relatively new to the PG system and wargaming as a whole, and I recently purchased &quot;Semper Fi: Guadalcanal&quot; but I don't think it is a very good intro system (too many exceptions and little rules for hidden units, jungle, etc.).&lt;br&gt;&lt;br&gt;So I want to get another one that will help me learn the system a little better before I take a whack at Guadalcanal. Plus, I see that Jungle Fighting can combine the Bulge and Guadalcanal....&lt;br&gt;&lt;br&gt;Any thoughts? Is the Bulge a pretty good way to learn the system? Are there enough varieties of scenarios that I will enjoy it?&lt;br&gt;&lt;br&gt;Thanks.&lt;br&gt;&lt;br&gt;-Colin</description>
	<link>http://www.boardgamegeek.com/article/1115986#1115986</link>
	<pubDate>2006-10-09T19:56:28+00:00</pubDate>
	<dc:creator>colinkun</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>In PG BotB you're simulating the individual engagements which, taken all together, would make up some of Battle of the Bulge.  With Bitter Woods, you're simulating the whole battle from start to finish.  The PG version uses geomorphic maps--meaning the terrain will not be very accurate except perhaps in a very general sense.  With BW you're playing on a very large and accurate map of the actual terrain.  In PG there is no concern with supplies simply because the engagements are typically less than a single day, whereas with BW supply is important.&lt;br&gt;&lt;br&gt;I would highly recommend both games, as they are both exceptionally fun and tense to play, and it is very interesting to see so directly the differences in playing tactical vs. operational games.  After playing both, you might find your interests lie in one game type more than another...or you could end up like me, liking both and having a chronically empty wallet as a result.</description>
	<link>http://www.boardgamegeek.com/article/1094088#1094088</link>
	<pubDate>2006-09-24T19:39:14+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>Thanks all for the comments... that is exactly what i'm looking for.&lt;br&gt;&lt;br&gt;i just received my first PG game (the Airborne Intro), so i can definitely see what you mean... it is fun, but it is on a smaller platoon-level scale.&lt;br&gt;&lt;br&gt;Thus, i may end up getting both as they offer different perspectives.  However, i do think DBW might be more what i'm looking for at first.&lt;br&gt;&lt;br&gt;Thanks again!!</description>
	<link>http://www.boardgamegeek.com/article/1058862#1058862</link>
	<pubDate>2006-09-01T13:48:46+00:00</pubDate>
	<dc:creator>the_grip</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>The thing of it is that each game portrays the battle in a different scale.  D. Bitter Woods is operational level (so what's that? Battalions?) and all Panzer Grenadier games are tactical level, depicting platoons of men and vehicles.  As Mr. Schulz states, DBW provides an excellent overview of the entire Battle of the Bulge over a period of days and weeks, whereas any PG game concerns itself with a much smaller aspect of the battle broken down to 15-minute chunks of time.</description>
	<link>http://www.boardgamegeek.com/article/1058522#1058522</link>
	<pubDate>2006-09-01T04:29:46+00:00</pubDate>
	<dc:creator>moly19</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>Hi Matt&lt;br&gt;&lt;br&gt;Like Ethan I think your asking us to compare apples to organes.&lt;br&gt;&lt;br&gt;Both games may cover the Battle of the Bulge but as far as being a game that deals with the Battle of the Bulge you will  have to go with Bitter Woods.&lt;br&gt;&lt;br&gt;If you want to play parts of the battle on what might be terrain that looks like it is from the area with some what correct forces then go with PG BotB.&lt;br&gt;&lt;br&gt;I don't own PG BotB but I do own BW.  So my .02 cents worth is just that.&lt;br&gt;&lt;br&gt;Really though give us a better question about what your trying to play/game and it would help us answer your question.&lt;br&gt;&lt;br&gt;Feel free to email me direct through BoardGameGeek in case this message gets hidden away as I don't check in here as often as I should.&lt;br&gt;&lt;br&gt;In short go to the PG BotB game site here and the Bitter Woods one espically the updated game from L2 not the AH/MMP version and compare what you read and see in the pictures.&lt;br&gt;&lt;br&gt;Hope I helped.&lt;br&gt;&lt;br&gt;Earl Schultz</description>
	<link>http://www.boardgamegeek.com/article/1058493#1058493</link>
	<pubDate>2006-09-01T03:57:06+00:00</pubDate>
	<dc:creator>Earl_8Minus0</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>i'm confused, maybe i should rephrase...&lt;br&gt;&lt;br&gt;Would you recommend DBW over PG:BotB, or do you prefer PG:BotB, and why?</description>
	<link>http://www.boardgamegeek.com/article/1056963#1056963</link>
	<pubDate>2006-08-30T20:57:46+00:00</pubDate>
	<dc:creator>the_grip</dc:creator>
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	<title>Thread: Re: How does this compare to Deluxe Bitter Woods?</title>
	<description>It doesn't.&lt;br&gt;&lt;br&gt;Ok, &lt;b&gt;they&lt;/b&gt; don't compare.</description>
	<link>http://www.boardgamegeek.com/article/1056811#1056811</link>
	<pubDate>2006-08-30T19:55:57+00:00</pubDate>
	<dc:creator>elbmc1969</dc:creator>
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	<title>Thread: How does this compare to Deluxe Bitter Woods?</title>
	<description>Any words on how PG:BotB compares to DBW?</description>
	<link>http://www.boardgamegeek.com/article/1056740#1056740</link>
	<pubDate>2006-08-30T19:36:00+00:00</pubDate>
	<dc:creator>the_grip</dc:creator>
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	<title>Thread: Re: Battle of the Bulge Scenario 1: Interruption</title>
	<description>yeah I am gonna grab all of them and take them</description>
	<link>http://www.boardgamegeek.com/article/1018017#1018017</link>
	<pubDate>2006-08-02T23:30:21+00:00</pubDate>
	<dc:creator>BattleZone</dc:creator>
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	<title>Thread: Re: Battle of the Bulge Scenario 1: Interruption</title>
	<description>Jason, are you taking Bulge to Gencon?  </description>
	<link>http://www.boardgamegeek.com/article/1017927#1017927</link>
	<pubDate>2006-08-02T22:25:14+00:00</pubDate>
	<dc:creator>wargamer66</dc:creator>
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	<title>Thread: Re: Battle of the Bulge Scenario 1: Interuption</title>
	<description>Great session report!  I like the pictures you included, it really helps show the flow of the game.  </description>
	<link>http://www.boardgamegeek.com/article/1014221#1014221</link>
	<pubDate>2006-08-01T00:02:31+00:00</pubDate>
	<dc:creator>wargamer66</dc:creator>
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	<title>Thread: Re: Battle of the Bulge Scenario 1: Interuption</title>
	<description>&lt;i&gt;NOTE: I got this rule wrong, reinforcements entering count as a move and they would not be able to shoot&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, I missed this the first time also.&lt;br&gt;&lt;br&gt;Great session, keep up the work. </description>
	<link>http://www.boardgamegeek.com/article/1013678#1013678</link>
	<pubDate>2006-07-31T18:36:36+00:00</pubDate>
	<dc:creator>ronster0</dc:creator>
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	<title>Thread: Battle of the Bulge Scenario 1: Interruption</title>
	<description>23 December, 1944&lt;br&gt;&lt;br&gt;Elements of the 212th Volks Grenadier Division &lt;br&gt;vs&lt;br&gt;Company E, 2nd Battalion, 10th Infantry Regiment, 5th Infantry Divison&lt;br&gt;&lt;br&gt;This is the introductory scenario for Battle of the Bulge expansion for Panzer Grenadier&lt;br&gt;&lt;br&gt;American Army Company E advances on the left and attacks north&lt;br&gt;&lt;br&gt;The game length is only 8 turns and there are some special rules. The goal is for the Americans to advance forward and take 3 hexes that the Germans must defend&lt;br&gt;&lt;br&gt;The Germans get reinforcements on turn Turn One, which enter from the West of the map. 2 Grenadier Platoons and one Heavy machine gun platoon and a Captain and one Lieutenant&lt;br&gt;&lt;br&gt;Turn 1, 0930 hours&lt;br&gt;&lt;br&gt;Americans win the initiative roll 6-3, that gives them 2 actions (difference divided by 2 rounded up) before the Germans can go.&lt;br&gt;&lt;br&gt;One of special rules is that the Americans cannot move on turn one, so this first turn will be all shooting.&lt;br&gt;&lt;br&gt;The Americans activate all the infantry they have with the Lieutenant in 0603 and declare a fire action.&lt;br&gt;&lt;br&gt;The 3 American Infantry Platoons in Hex 0602 will take pot shots at the German platoon and sergeant in 0903. The Germans are staked out on a hill, that is limiting terrain but the Americans can see them because they are within 3 hexes. &lt;br&gt;&lt;br&gt;The Americans open fire, combining their Direct Fire strengths of 6 to make a 18 point attack. The leader next to them cannot add his attack bonus because he is not in the same hex. &lt;br&gt;&lt;br&gt;The attack is made on the 16 column, but at -1 column due to the Germans being on the hill. So the dice are rolled on the 11 column. The Americans roll a 5, that means a morale check for the German platoon. Leaders must check morale first, so the German Sergeant must roll under a &quot;9&quot;. He passes. The platoon rolls next, they need an 8 or less, but the Sergeant adds +2 (look at his counter, lower right corner) The platoon rolls a 10, barely made it!&lt;br&gt;&lt;br&gt;The last American unit to activate is the Heavy Machine Gun platoon. It is with a Lieutenant that has a combat modifier of +1. The HMG unit has a STR of 10, so he opens fire at a STR of 11. The column is dropped to the 7 column and the Americans roll a &quot;10&quot;. This forces ANOTHER morale check on the poor Germans on the hill and again they PASS!&lt;br&gt;&lt;br&gt;The Americans cant move and have no one else to shoot, so that Action Segment is done. Remember they get one more. However no units are left. They are forced to pass the last action segment.&lt;br&gt;&lt;br&gt;The Germans FINALLY get to go!&lt;br&gt;&lt;br&gt;The Germans finally have one segment this turn. Reinforcements are allowed to enter from the West edge, 2 hexes within 0501. The Germans enter, and then activate and combine Direct Fire on the Americans in the light woods. SURPRISE! That is a lot of attack power, but the woods shift the column -2 down and weaken the attack. Even with the German Captain adding his +1, the Germans still miss and have no effect.&lt;br&gt;&lt;br&gt;NOTE: I got this rule wrong, reinforcements entering count as a move and they would not be able to shoot&lt;br&gt;&lt;br&gt;Since the Americans have no one they want to activate they pass. They decide to keep their leaders in the woods. The Germans are now up again and they decide to activate the men on the hill that have taken so much fire.&lt;br&gt;&lt;br&gt;The German Grenadier Platoon on the hill activates and takes a pot shot at the American HMG crew. Due to the weak attack strength and -2 column shift because the Americans are in the woods, the shot has no effect.&lt;br&gt;&lt;br&gt;The Americans pass since they are out of activations, and the Germans are out of range of the Americans with the other two units. &lt;br&gt;&lt;br&gt;That ends the first turn!&lt;br&gt;&lt;br&gt;TURN 2, 0945 hours&lt;br&gt;&lt;br&gt;15 minutes has now passed. Turn 2 is starting!&lt;br&gt;&lt;br&gt;Note that even though some Americans are in Limiting terrain, they fired last turn and are now spotted. That makes them visible from 12 hexes instead of 3. Unless they move into the woods further, they will be spotted and able to be hit. The JIG IS UP!&lt;br&gt;&lt;br&gt;With a roll of 5 to 4, the Americans win the initiative this turn, and get to take the first action segment&lt;br&gt;&lt;br&gt;Americans activate the Lieutenant in the woods and he in turns activates all the American units. &lt;br&gt;&lt;br&gt;He declares a fire with everyone but the 1-1 Lieutenant and the Captain, who will move. The 1-1 Lieutenant moves onto the stack of American Infantry at the edge of the Light Woods (cost 2MP out of 4), and the Captain shifts over (costs 2MP out of 4). Now it is time to open fire on the German Reinforcements.&lt;br&gt;&lt;br&gt;The American Infantry stacked 3 high will now open fire, one of them adding the 1-1 Lieutenants Fire bonus to his Strength. So that is one unit at STR7 one at STR6 and another at STR6. Combined fire total = 19. There are 3 German units stacked in the hex so the Americans get a +1 Column shift to the 22 column!&lt;br&gt;&lt;br&gt;The bullets fly and the Americans roll a 5 and force a Morale check at +2 to the roll on that hex of Germans!&lt;br&gt;&lt;br&gt;The German Captain makes his morale check, barely. He needed a &quot;7&quot; and rolls a 7&lt;br&gt;The German Lieutenant misses his morale check and rolls a 8. He becomes disrupted!&lt;br&gt;&lt;br&gt;Now for the infantry to roll. Remember on Morale Checks all Leaders must roll first THEN the troops roll. Since the Captain passed he can use his +1 modifier on the troops.&lt;br&gt;&lt;br&gt;Every German Platoon needs 7. (8 -2 for the combat result, +1 for the Captain). Rolls are: 7,7,7. 3 in a row. All the Platoons clear.&lt;br&gt;&lt;br&gt;Next the American Heavy Machine Gun Platoon opens fire across the way and rolls an 11! Thats a forced Morale check, normal modifiers. The German sergeant in that hex has a +2 modifier, he is quite the motivator! The Germans need 10 or less to pass. They pass easily. The Americans are out of units and it is now the Germans turn!&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://battlezone.invisionzone.com/battlereports/pg2/turn2a.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The 2 German infantry platoon reinforcements and their heavy machine gun platoon move into the light woods to prepare to assault the American positions next turn. After that the Americans pass due to all units being done, then the Germans take each next segment and beging to dig in the units on the hill (scenario rules state they cannot move until Americans are within 2 hexes)&lt;br&gt;&lt;br&gt;Pretty uneventfull, so we move now to turn 3.&lt;br&gt;&lt;br&gt;TURN 3&lt;br&gt;&lt;br&gt;1000 hours (10:00 am)&lt;br&gt;&lt;br&gt;It is time to roll Initiative again. Germans win 6-2!&lt;br&gt;&lt;br&gt;That means the Germans get 2 Action Segments in Turn 3 before the Americans even get to go. That is just what they needed to ensure they can assault that hex. &lt;br&gt;&lt;br&gt;The German platoons charge in and assault the Americans in the light woods hex.&lt;br&gt;&lt;br&gt;The assault strengths are German 21, American 19. The Germans suffer a -1 column shift due to the woods, but then get it back for having a regular undemoralized leader in the stack. The Americans get a +1 column shift and use the 24 table!&lt;br&gt;&lt;br&gt;Germans roll a 3 and get a M2 result, the Americans roll a 6 and inflict TWO step losses!&lt;br&gt;&lt;br&gt;The effects are simultaneous so lets get the American morale check out of the way first, it has a penatly of 2 to the roll.&lt;br&gt;&lt;br&gt;The American Lieutenant fails! Disrupted&lt;br&gt;The American Infantry platoon fails! Disrupted&lt;br&gt;The American Infantry platoon FAILS! DEMORALIZED&lt;br&gt;The American Infantry platoon passes&lt;br&gt;&lt;br&gt;The Germans now take 2 step losses. &lt;br&gt;Also the German player must make a Morale check at -2 on the survivors&lt;br&gt;One German unit fails and is disrupted, the German HMG fails and is DEMORALIZED. &lt;br&gt;&lt;br&gt;The Germans got really beat up there, and that is not all. Now we must check and see if the leader got killed. The rules for this are: roll two dice, subtract one for each step loss in the hex (2 in this case) if its below a 2 then the leader dies. The Germans roll a 8 all is well.&lt;br&gt;&lt;br&gt;That turned out ugly for the Germans, but they still have one more free action segment. Not much to do here but finish digging in on the hill. &lt;br&gt;&lt;br&gt;The Americans get to go now, and the first thing to do is sort out that ugly Assault hex. Each side had so much morale damage that they wont be able to attack and the Americans have an demoralized unit that must be tended to. Needless to say they activate the units in the assault hex. &lt;br&gt;&lt;br&gt;The Americans manage to get the Rifle Platoon from Demoralized to Disrupted, and the other Disrupted Platoon recovers fully to normal. The lieutenant fails to clear his disruption.&lt;br&gt;&lt;br&gt;The HMG platoon is also activated this segment and rakes fire across the Germans on the hill across the way. This forces a morale check but the Germans pass easily. &lt;br&gt;&lt;br&gt;The Germans take an action segment and finish digging in one platoon. The Americans pass. The Germans take one more action segement and dig in the last platoon. The Americans pass, the Germans pass. We now go to TURN 4&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://battlezone.invisionzone.com/battlereports/pg2/assault.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;TURN 4&lt;br&gt;&lt;br&gt;1015 hours (10:15 am)&lt;br&gt;&lt;br&gt;Here we go again with Initiative. 3-2 a German win. The Germans get one free action segment before the Americans go.&lt;br&gt;&lt;br&gt;I remove all the Moved/Fired markers&lt;br&gt;&lt;br&gt;&lt;br&gt;The Germans activate the Assault hex and opt to recover morale. The Demoralized HMG crew goes to disrupted and the Infantry platoon fails to recover and stays at disrupted. Play now passes to the Americans&lt;br&gt;&lt;br&gt;The Americans activate the Captain in the woods and he in turn activates the Lieutenant in the Assault hex. The HGM crew with the other Lieutenant is also activated. &lt;br&gt;&lt;br&gt;The assault hex now contains some beat up Germans, the Americans will go over to the attack and assault the Germans in that hex. Remember each hex is 200 meters, so that is quite a bit of space.&lt;br&gt;&lt;br&gt;The Americans add up all STR and it comes to 18, +1 for the leader = 19&lt;br&gt;The Germans are down quite a bit, but with their leader they come up with a 14 STR&lt;br&gt;&lt;br&gt;The Americans will have a -1 column modifier for counter assaulting in the woods, but they get +1 for having a undemoralized friendly NON AFV leader. &lt;br&gt;The Germans have no column modifiers on defense so far. The Americans use column 18 and the Germans use table column 13.&lt;br&gt;&lt;br&gt;The Americans roll a &quot;3&quot; and force all Germans to make morale checks at +2&lt;br&gt;The Germans roll a &quot;1&quot; and miss with all defensive fire.&lt;br&gt;&lt;br&gt;This could spell trouble for those weakened German units.&lt;br&gt;The weakened German Infantry fails morale check by 3 and becomes Demoralized!&lt;br&gt;The others all pass their checks. The next activated unit is the Heavy Machine gun platoon and it will fire again at the Germans on the hill, but now they are dug in. It is a -2 column shift and this time they roll a &quot;2&quot; and force another morale check. The Germans clear it with a 7.&lt;br&gt;&lt;br&gt;That is it for the Americans action segment. &lt;br&gt;&lt;br&gt;The Germans pass across the board and so do the Americans. We go to Turn 5. However a special scenario rule states:&lt;br&gt;&lt;br&gt;&quot;Starting at the end of Turn 4, roll a die. If a 6 is rolled, the Americans call in Artillery on the Germans and drive them back, ending the game prematurely.&quot;&lt;br&gt;&lt;br&gt;A 6 is rolled!&lt;br&gt;&lt;br&gt;Artillery rains down on the Germans on the hills and they are forced to retreat. The game ends in a draw, as the Americans have not taken 2 step losses and they have not captured the 3 hill hexes!&lt;br&gt;&lt;br&gt;RESULT: DRAW&lt;br&gt;&lt;br&gt;All in all this was the smallest battle you can play with Battle of the Bulge. The battle took about 45 minutes in game time to unfold, and was a small firefight.</description>
	<link>http://www.boardgamegeek.com/article/1012571#1012571</link>
	<pubDate>2006-07-30T22:26:54+00:00</pubDate>
	<dc:creator>BattleZone</dc:creator>
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	<title>Thread: Re: Review of Panzer Grenadier: Battle of the Bulge, 3rd Ed.</title>
	<description>&lt;b&gt;ricmadeira wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thanks for the Review!&lt;br&gt;&lt;br&gt;&lt;b&gt;Sprydle wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;let Avalanche Press know you are a VASSAL player who would like to be able to enjoy their games with more people!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, man, we all need to unite and give the AP guys a smack in the head. I know it's well within their rights to forbid the distribution of Vassal/Cyberboard modules&lt;/i&gt;&lt;br&gt;&lt;br&gt;It was done for Lock'n'Load and Down in Flames.  This was being discussed on the Vassalengine Yahoo newsgroup about a year ago.&lt;br&gt;&lt;br&gt;They just need to follow a similar model to the one used by Mark Walker and Dan Verssen.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1004725#1004725</link>
	<pubDate>2006-07-25T16:57:09+00:00</pubDate>
	<dc:creator>alsandor</dc:creator>
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	<title>Thread: Re: Quick Comments</title>
	<description>Great game just picked it up, I will be posting battle reports here&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://battlezone.invisionzone.com/index.php?showforum=44&quot; rel=&quot;nofollow&quot;&gt;http://battlezone.invisionzone.com/index.php?showforum=44&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1001718#1001718</link>
	<pubDate>2006-07-23T20:58:26+00:00</pubDate>
	<dc:creator>BattleZone</dc:creator>
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	<title>Thread: Re: Review of Panzer Grenadier: Battle of the Bulge, 3rd Ed. Rul</title>
	<description>Great review, but I disagree with the map comment and the counters&lt;br&gt;&lt;br&gt;In this day and age, if I pay 50 for a wargame, it better not have some sorry excuse for a paper map that I can use a tablecloth&lt;br&gt;&lt;br&gt;Counters are nice, the info is clean the images are great. &lt;br&gt;&lt;br&gt;Artwork on the map is nice and does what it needs to do&lt;br&gt;&lt;br&gt;As for people moaning about the turns well, there are other games that are worse than this game, and let us not forget its an Origins Nominee. </description>
	<link>http://www.boardgamegeek.com/article/1001714#1001714</link>
	<pubDate>2006-07-23T20:47:48+00:00</pubDate>
	<dc:creator>BattleZone</dc:creator>
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	<title>Thread: Re: Review of Panzer Grenadier: Battle of the Bulge, 3rd Ed. Rul</title>
	<description>Good points, Wargamer66--scenario morale in PG is great, lowered initiative based on unit step-loss is great, leadership effects are great.  I hope I was clear in saying that one of the main reasons for generic units, generic maps, is to allow the HUGE number of scenarios that come with the game.&lt;br&gt;&lt;br&gt;You make a good and valid comparison with Squad Leader (also a generic&quot;ish&quot; game with geomorphic maps and identical squad stats), and I think that PG is a better game from what I remember (I haven't played the original SL in over 20 years).  The leadership rules and effects in PG are fantastic and unique, and the overall rules are MUCH tighter and more streamlined than SL.&lt;br&gt;&lt;br&gt;Morale, in PG, which does indeed vary from scenario to scenario, however is the same for every non-leader unit.  If the American's have a starting morale of 8, then every unit has a morale of 8.  If it's only 6 for the Germans, then every German (non-leader) unit has a morale of 6.&lt;br&gt;&lt;br&gt;What makes the game feel somewhat generic in presentation is also one of its greatest strengths which you mention, its flexibilty.  I also think that it helps the game's playability--another of PG's strengths.  The variable leaders help make the game even more replayable because your leader's abilities might change--but neverthless it makes me feel one more step removed from the situations being modeled.  I really think the generic qualities, are not a result of bad game design, but rather the opposite.  The generic qualities all serve a deigned purpose to improve the game AP is trying to make--keeping the flexibility of modeling a wide variety of situations at the scenario level.&lt;br&gt;&lt;br&gt;Road to Berlin and Airborne are both on the way to me right now, so I'll soon have the opportunity to take a look at two of the other modules first-hand.  I have feeling the system is going to continue to grow on me.  Still though...gimme my VASSAL permission, AP!!!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/981718#981718</link>
	<pubDate>2006-07-10T07:34:14+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Re: Review of Panzer Grenadier: Battle of the Bulge, 3rd Ed. Rul</title>
	<description>Good review, but I sort of disagree about how the units feel generic.  Maybe this is true in this module, but there are many different types of troops in other games.  In fact, I think PzG is actually more flexible and less generic than many tactical games because of variable morale levels for each scenario.  In Squad Leader most US squads are 6-6-6...all the time.  In Panzer Grenadier they have firepower and range stats, but will fight very differently depending on their morale.  </description>
	<link>http://www.boardgamegeek.com/article/981688#981688</link>
	<pubDate>2006-07-10T06:05:27+00:00</pubDate>
	<dc:creator>wargamer66</dc:creator>
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