Schwerpunkt in The Ardennes
Schwerpunkt in The Ardennes
As with many of the ‘Quadrigames’ published by SPI, you get a collection of four games with additional
campaign games therein. As I stated in a sister article about Napoleon’s Last Battles Quad, they were
(and still are) good value, utilising a very simple but workable system that enabled you to re-enact some
great moments in history. The game system in ‘Battles for the Ardennes’ Quad is a degree more
complex but still relatively straightforward and playable.
‘Battles for the Ardennes’ Quad came either in a box or grip-top (depending on your source of supply)
with 400 die-cut counters, 4 maps and two sets of rules, one for the basic game system and the other
covering special rules dealing with the Campaign games, utilising appropriate colours for the counters
and a set of very attractive and clear maps.
With a very playable and (in my view) reasonably accurate game system, you can try out a myriad of
strategic options and some tactical nuances, whether it be the capture of St. Vith or the final dash to the
Meuse. In addition, the designer has cleverly allowed you to re-create the 1940 Ardennes offensive with
a small scenario (one of the best ever in my view) concerning the battle around Sedan.
I don’t propose to analyse all of the facets of the Quad in detail. Rather, the purpose of this article is to
suggest improvements and look at the game system, the scenarios and the ways in which players can
get ‘just that little bit extra’ from the Quad.
The Maps
The four folio maps are joined together to form the campaign map and unless you purchase a second
copy of the game or buy the folios as individual games, you may as well join the maps together as it
doesn’t prevent you playing any one of the folios separately, once the four maps are assembled.
Some cosmetic alterations will enhance the visual appearance of the assembled map. I shaded all of the
town hexes with red crayon and put coloured stickers (representing s ford symbol) on all the fords.
They’re not clear to see so some ‘enhancing’ is definitely required.
I also covered the assembled map with transparseal (available from any good stationers) which will
ensure that your campaign map survives more than a few playing sessions.
Unit types
There are thirteen different unit types in ‘Battles for the Ardennes’ Quad. They are:-
Armour, Reconnaissance, Armoured Infantry, Artillery, Rocket Artillery, Armoured Engineers, Engineers,
Infantry, Parachute Infantry, Glider Infantry, Mountain Infantry, Fortress Infantry and Cavalry.
It is as well to be aware of their different capabilities and to that end I devised a chart to highlight this
fact. Readers can obtain a copy from me (see end of article for details). Bear in mind that the chart I use
incorporates all of the rule corrections and changes (both published changes and my own).
The emphasis will not totally be on armour in this game as some of the other unit types are particularly
useful, though there isn’t much difference between the artillery types so I wouldn’t have complained if
these had been expressed more as Factors. The designer clearly wants to get the history right though,
so he’s incorporated all the historical units as per the respective orders of battle. It’s good to have a
game designed by someone who has such a good knowledge and understanding of the history; other
prospective designers – take note and research your facts carefully.
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Rules and Errata
The rules are well laid out and straightforward but the starting point for all players must be the inclusion
of all errata and suggested rule changes, the source of which is 1) Fire & Movement magazine #20 and
2) SPI’s published errata from October 1979. With all these inclusions, you will then have a more
balanced and more accurate game. [Note: I have a copy of ALL the errata you need. Please see end of
article for details on how you can get a copy.]
In addition, I suggest the following rule changes. These have been incorporated from SPI’s ‘Wacht Am
Rhein’ and add just a little more ‘flavour’ to the game whilst not adding much to the complexity.
U.S. infantry units may not move in the turn in which they are placed in March Mode. Due to this delay,
they do not have to pay the half movement allowance cost to enter March Mode.
1 U.S. reinforcements and British infantry units are not subject to this rule.
2 There is no penalty to pay when U.S. infantry units change from March Mode to Combat Mode.
Armoured Infantry units may be 'dismounted', provided they are in Combat Mode. Such units may be
moved as per regular infantry. The unit has a movement allowance of 3 MPs but may still ignore enemy
artillery ZOCs. They may revert to their original status on the next player turn. However, they can only
cross non-bridge or ford river hexsides at the cost of their full movement allowance.
With all the rule errata and additions included you have a splendid representation of both the 1940 and
1944 battles. To maximise their strategy and tactics players need to understand the value of combining
units in both attack and defence and how priceless the engineer units are, particularly for the German
player in the 1944 scenarios.
In my experience, taking the Battle of the Bulge 1944 campaign game, each turn averages about 75
minutes but don’t be put off. Two experienced players can lighten the load and shorten the time by
judicious planning and a thorough knowledge of both the unit capabilities and the game system.
Obviously, for the scenarios, you can allow less time as the number of units involved will be far less.
Certainly the scenarios are playable in a few hours but the campaign games will require a few sessions
so I would advise either somewhere set aside where the game can be left set up or a system for
recording units at the end of each session.
I’ve always found to get the best out of any game, think in terms of the Sequence of Play and ally any
thoughts around it. That way, you can use the rules to your best advantage. In this game, a good
knowledge of the terrain is essential so I prepared some maps of my own to use as playing aids. This
way you can perform hex counts without disrupting the game and you can also use them to plan ahead
when selecting your strategy.
I also found it useful to have tables to hand showing the reinforcement timetable; which units enter the
game and where from. To that end, I have drawn up separate tables for each of the scenarios plus all
the campaign games and their variants. As regards the Battle of the Bulge 1944 campaign game, I
found it useful to have separate columns for the northern map edge Allied reinforcements and the
southern map edge Allied reinforcements.
Players may also wish to mark some of the counters to emphasise the divisions, so that they can apply
divisional integrity without a frantic and time-consuming search through various stacks of units. If players
use hand drawn maps they can more easily mark where the critical units are positioned. Indeed there
are all sorts of mechanisms players can adopt to make the flow of the game that much more streamlined
and I have mentioned but a few.
With rule changes (both errata and suggested) included, the Sequence of Play now looks like this:-
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Sequence of Play
Ardennes Quad - Sequence of Play
1. SUPPLY Both players, Allies first. Twice per game turn.
Supply Lines and Sources
Supply Status
Isolation - Elite and Green units
German Supply Shortage 1944 only
Allied Air Supply 1944 Campaign only
Replacements 1944 Campaign only
2. AIR POWER Air Interdiction
3. BUILDING Not in town or city hexes or by
German units in Westwall hexes.
Bridge Building 1st turn - start
Improved Positions 2nd turn - complete
(Engineers take one turn
less)
4. BATTERY Battery Status of Artillery
5. MODE ADJUSTMENT March to Combat Mode or vice versa.
U.S. Infantry Limitation 1944 only
6. MOVEMENT Designate Reserves
Forced March
Armoured Infantry Movement
Exiting the map
March Mode Movement
Reinforcements
7. REACTION Opposing Reserves – reaction
8. COMBAT Armour Superiority Shift CRT 1 to right
Divisional Integrity Shift CRT 1 to right or left
Air Combat Support Shift CRT 1 to right or left
Improved Positions Shift CRT 2 to left
Second Combat
Retreats
Advance after Combat
Artillery - Barrage and FPF
9. EXPLOITATION Reserves – Exploitation
10. BRIDGES Complete Bridge Building
Blow Bridges
Player's Notes
The following notes are an amalgam of the published player’s notes that come with the game and some
of my own thoughts. Thus, the wording has been changed in places but the principles are still intact.
March Mode
When there are a number of units to be moved in March Mode, plan the sequencing of those moves
beforehand. Usually, with proper planning, all units in March Mode can be moved where a player
desires. Conversely, hasty movement inevitably results in a crucial road junction being blocked by a unit
in March Mode that has already moved.
If it looks like a unit could benefit from March Mode movement in the next turn, make sure it is on a road
and not stacked with other units. Keep in mind that a unit in March Mode may move adjacent to another
unit in March Mode; the rule merely prohibits the units from being adjacent at the end of the movement
phase (note that this applies to units in March Mode on roads; units in March Mode on non-road hexes
may be stacked adjacent to each other).
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Also, remember that a unit in March Mode only exerts a ZOC into connecting road hexes; don't be
caught out by an enemy unit sneaking through your line because you tried to hold it with a unit in March
Mode.
Offensive Tactics
Most of the time the German player is on the offensive and must try to maintain the initiative as long as
possible so these comments are directed mainly at him. If there is a weak spot in the enemy line, forget
about anything else; attack it with all you can muster, especially armour. A good combat result and the
subsequent advance will devastate your opponent.
The importance of getting armour into such an attack cannot be over-emphasised; the advance after
combat of such units must be utilised to its fullest extent. The game system rewards powerful attacks to
such a degree that a good advance can move you faster than an entire Movement Phase. Do not make
1-1 and 2-1 attacks up and down the line; mass your forces for a few strong attacks in one or two areas
with the aim of creating breakthroughs.
It is usually not wise to attack a strong defensive line, especially if it is located behind a river; there is not
time to wear such a line away. Players often ignore this advice when they see valuable objectives
beyond a strong enemy line, but it pays in the long run to attack the weak part of the line, even if it
doesn't seem to lead directly to victory. When making such an attack, include at least one "junk" unit
(such as a volksgrenadier regiment or panzer brigade) to take a step loss in the event of a split result. It
is never pleasant to lose a step from a strong mechanised unit if retreating is unattractive. Keep your
strong, mobile units in the force of the attack; don't waste them defending an inactive part of the line.
Defensive Tactics
When setting up a defensive line, try to avoid placing units in clear or broken hexes, unless there is a
town or improved position in the hex. Even strong units will be hard pressed to repel concentrated
enemy attacks when in such hexes.
Never place armour or reconnaissance units in such a position that they could get caught between
enemy units and an unbridged river. Their inability to retreat will make them easy pickings for the enemy
(or easy to by-pass). On the other hand, defending in front of a river with infantry units is a fine idea; they
can retreat across the river and the enemy cannot always follow up. Defending behind a river is even
better; even if the enemy gets across the river in one spot he will be hard pressed to expand his
bridgehead.
When forced to take an adverse combat result, carefully weigh up the options you are faced with.
Remember, you can take a combination of retreat and step loss to fulfil a result. Always keep in mind the
enemy's ability to advance when making such a decision.
Divisional Integrity
When attacking it is crucial to have at least one complete division participating so that the column shift
can be applied. When attacking a division in two places in one Combat Phase, try to conduct the
operation such that the first attack makes the defending division ineligible for divisional integrity (either
by eliminating a unit or pushing it away) so that the second attack does not have to contend with a
defensive column shift.
Artillery
When planning future attacks, keep in mind that an artillery unit that starts the player-turn in March Mode
cannot be put in Battery during that turn. Once the marker is removed, the artillery unit can be moved up
to the front in Combat Mode and involved in an attack on the next turn.
The German player, especially, should never forget to move an artillery unit that is not being used in
combat. The intolerably slow movement allowance of most of his artillery can be partially compensated
for by keeping the units plodding forward. Never put an artillery unit in a position exposed to enemy
units; its limited ZOC may lead to unpleasant results.
When the enemy is on the offensive do not wait a turn to blow an enemy-threatened bridge; the sooner
the bridge is destroyed, the less chance of a bad die roll ruining your day. When the German player is on
the offensive he should not use engineers to defend a flank or take a step loss. They should be right up
front where they can help a stalled German drive across an unbridged river line.
Tactical Tips
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1. Keep divisions together as much as possible. Ensure that all units of a division are within a move
of each other, preferably with two units (at least) of the division being stacked or within one hex of
each other.
2. In any given attack, a combined force is the ideal thus avoiding heavy losses to the armoured
units. Try and put at least one infantry or "junk" panzer unit (these units should ideally be non-
divisional or unassigned corps units) in with any attack involving armoured divisions. This latter
unit can then take any required step loss as opposed to losing steps of the divisional units.
3. Try and use engineers as they should be used - building or blowing bridges or building improved
positions. They don't make very good combat troops due to their low unit strengths. They need to
be ‘kept up’ with the main units to be of effective use. This way, they can not only perform repairs
but they will also be protected.
4. Units in March Mode are heavily penalised in combat so don't keep units in March Mode other
than for 'strategic' movement.
5. Zones of Control are crucial. In any given attack, try and cut off the retreat of the enemy unit(s).
This will force step losses in most cases.
6. Where possible, use artillery to assist units making "soak off" attacks. For the Germans, this is
going to very difficult after the first few moves as their artillery will probably be unable to keep up
with the other units.
7. When attacking, try and ensure that you have an odds ratio that falls about midway across the
CRT. If you mean to win a given combat, odds of at least 3:1 on Clear terrain are recommended
(higher odds will be required for the less favourable terrain types).
1. On Turn 1, attack the 18/14 battalion in hex 1022 using 1LAH Pz. As the American unit is in an
Improved position there will be –2 Column shift on the CRT, but the German player can get a 7:1
attack (including the Turn 1 (+1) shift on the CRT) using 17 strength points so this is well worth a
go.
2. Capturing the crossroads in hexes 1117 and 1214 will slow American reinforcements in the
southern part of the front.
3. Don’t let the two regiments of the US 106th division in hexes 0620 and 0721 pin down important
units for too many turns.
4. Decide what to do with the 12HJ Pz at the start. Either, use it to assault the Monshau-Elsenborn
line or use it to support the 1LAH Pz in the main drive westwards.
1. On Turn 1, attack Vianden (hex 1417). As the American unit is in a town there will be –2 Column
shift on the CRT, but the German player can get a 4:1 attack (including the Turn 1 (+1) shift on the
CRT) AND Divisional Integrity so this is a good first turn attack.
2. On Turn 1, attack hex 2317. As the American unit is in an improved position there will be –2
Column shift on the CRT, but the German player can get a 3:1 attack (including the Turn 1 (+1)
shift on the CRT) AND Divisional Integrity so this is another good first turn attack.
Due to the increased scope, the campaign game demands greater thought to both the overall strategy
and specific proposed engagements. The German player must avoid heavy attrition. He simply doesn’t
have the ability to ‘soak up’ losses. In most cases, the units he commits to combat are irreplaceable.
The overwhelming Allied strength and air power mean a more judicious approach is required both to
planning and execution of the main thrusts.
The four possible victory plans are all difficult to achieve with a degree of success. A good German
player will harness any drive to the west using the panzer divisions as spearheads but with the
appropriate infantry and artillery in support. As was the case historically, the panzers will likely as not
outrun the slower units but chances must be taken. I personally think that if the German player captures
the key centres of St. Vith and Bastogne and has chances for further advances by Turn 20 when a
victory check is taken, he has achieved somewhat of a moral victory. The later turns will see a rapid
Allied retribution so time is one thing the German player does not have on his side.
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Conversely, for the Allied player, I recommend a mobile defence. You cannot expect to withstand the
initial onslaught so be prepared to give ground and marshal forces for counter attacks when and where
possible. After the first 10 turns (if not before) the balance will inexorably shift in your favour so patience
should pay off in both the medium and the longer term.
Initially, the German player should adopt the relevant tactics from the St.Vith and Clervaux scenarios (as
suggested earlier). Thereafter, once you have decided on a course, then stick to it. You won’t have the
luxury of changing your mind or the ease of changing direction once the battle is in full swing.
It is also useful for both players to have access to a turn summary chart. I have prepared one which I will
happily pass on so please see the end of the article for contact details.
To assist with planning I use a chart which summarises the main play sequence. Players can then use
this chart to write on with any tactical notes (or otherwise) during the current turn and for use in later
turns.
In the basic campaign game, the German player has a choice of four Victory Plans. The German player
can choose one of these plans ‘in secret’, the revelation of the plan chosen not being obvious to the
Allied player for the first few turns until certain of the special rules ‘kick in’, thus making the chosen plan
clear to see. Of the four, the Historical Plan has to be considered the most difficult to achieve. As the
German player, this was the plan I tried when first attempting the campaign. I’m proud to say I achieved
a Draw on turn 20 (when there is a check for victory) but other than having a strong ‘bulge’ there was
little chance of me reaching the Meuse. Therefore, this plan must rank the most difficult.
The Small Solution envisages a swing to the north. The main problem with this plan is that the Allied
reinforcements on the northern edge enter early in the game and the terrain is difficult, a myriad of rivers
and forest hexes. Expect a slugging match with a nervous German player forever looking to the south as
Patton’s 3rd army start to sweep northwards from turn 10 onwards. Operation Luxembourg I found the
most enjoyable to play as it really does offer an alternative strategy. It is also the plan which leaves the
Allied player guessing for longer. The easier terrain to the centre and south will give the German player
more room to manoeuvre too, which will enhance the feeling of roving panzers.
The Spoiling Attack is merely 10 turns long and offers a limited campaign with more emphasis on unit
destruction. Unless you’ve played the game a few times and want to try it out I can’t really recommend it
as the limitations of the plan do dampen the thrill somewhat.
To add yet more variation, there are three additional variants to the 1940 campaign game and four
additional variants to the 1944 campaign game, so there is plenty of scope for players to investigate
some what-ifs and maybes.
Final Thoughts
There have been about 40 published board wargames that have dealt with the Ardennes Offensive,
some of which are now almost impossible to find. ‘Battles for the Ardennes Quad’ must be rated about
medium in terms in complexity when compared to say the SPI monster ‘Wacht Am Rhein’ but when
looked at in terms of playability it ranks very high indeed. The choice of scenarios, the variations in
strategy, the colourful presentation, the differing unit types all contribute to make this quad one of the
best.
Excluding ‘Celles’, three of the folios are excellent games in themselves whereas the campaign games
offer that extra dimension, one that gives players a chance to manage large armies and where they have
to make constant choices as to unit placement and objectives. This is the secret of a good board
wargame; the more options it gives the player, the more of a game it is, as the emphasis with any good
game must be to mesh choice with historicity. Yes, you can re-fight history but you must be given a
chance to explore alternatives provided that the conditions of the battle or campaign are taken into
account.
Some criticism could be levelled at the game for putting too much emphasis on the capture of towns but
certainly as far as the 1944 games are concerned, seizure of key towns and road junctions was a critical
issue even though those seizures in themselves would not have guaranteed victory for either side.
However, the victory points to be gained can be used as a measure of relative success, i.e. how well you
are doing in terms of making westward progress with the Germans or minimising that progress from the
Allied perspective. This game does at least restore some play balance; if the Germans could only win by
reaching and crossing the Meuse in strength, then every game would be an Allied strategic victory, as
this is almost impossible to achieve.
The crucial question – ‘do you ever get a bulge?’ can be answered. Yes, you do. I’ve played the 1944
campaign several times and without really trying, in each case, a bulge in the Allied lines appeared.
How? Well, when advancing as the Germans, you initially need to ‘shore up’ both the northern and
southern flanks as neither offers a real option for strategic gain if the advance was channelled in either a
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northern or southerly direction. Once the Our river is crossed in strength you could conceivably ‘swing’ in
either direction to ‘roll up’ the Allied forces there but you wouldn’t get any real strategic advantage from
this course of action. The Allied player would be rubbing his hands with glee as it gives him more time to
move up reinforcements to the critical areas in the centre of the map.
Having ‘shored up’ the flanks, the German player has to make good use of the more open terrain in the
centre as the ‘prizes’ are greater in that direction. In pursuing this course, flanks will need to be
maintained. Thus, a bulge in the line will form, in most cases bearing some resemblance to the historical
‘bulge’ that formed.
The challenges for the 1940 games are quite different altogether as the Germans have such
overwhelming strength that the challenge is more from the point of view of a Chief of Staff officer, being
able to marshal and organise the forces in such a way that they reach the western map-edge when and
where required.
Anyone who wants a copy of the full errata, my playing aids or anything else you would find useful, then
please email me at paulsheppard@msn.com and you are welcome to a copy!
IMPORTANT: YOU WILL NEED WINZIP INSTALLED ON YOUR PC TO ACCESS THE FILES AND
PREFERABLY OFFICE 2000 OR A MORE RECENT VERSION.
Or, as I have said before, if you live within striking distance, let’s have a game!.
Historical Research
The Battle of the Bulge and the 1940 Ardennes Offensive have had so many books written on the
respective campaigns, it’s hard to know where to begin. Suffice to say, the best books on the subjects I
have come across are:-
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Gaming Magazines
I can recommend the following magazine articles with respect to rule changes, game replays and
general comments all dealing with ‘Battles for the Ardennes Quad’.
CAMPAIGN Magazine
Campaign #92
Once More into the Woods: A Review of Battles for the Ardennes: Tyrone Bomba (Analysis)
Campaign #95
Dark December and Battles for the Ardennes: Parker vs Parker: Kevin Pollock (Analysis)
GRENADIER Magazine
Grenadier #27
Shorttakes: Battles for the Ardennes (Review)
MOVES Magazine
Moves #46
Good Woods: Battles for the Ardennes is a Player: Karl E. Wiegers (Analysis)
Moves #47
Moves in English: Battles for the Ardennes: David Bolton, Peter Bolton, John Flynn, and William M. Orr:
(Analysis)
Moves #53
Forty-Four, Forty, and Fight: The Campaigns in the Ardennes: Karl G. Wiegers (Strategy)
Moves #83
Variants for the Ardennes: A Baker's Dozen in the Bulge: James E. Meldrum (Variant)
Moves #85
The Day We Lost the War: James E. Meldrum (Variant)
WARGAMER Magazine
Wargamer Vol.1 #26
Race to the Meuse – Historical Notes: Bob McWilliams (Historical)
Wargamer Vol.1 #33
Briefings: Battles for the Ardennes (Review)
Wargamer Vol.2 #17
Battle of the Bulge Games Anthology: Jeff Petraska (Review)