The Battle of the Bulge: Tigers in the Snow manual
- The Battle of the Bulge: Tigers in the Snow
- tigers in the snow manual
TIGERS IN THE SNOW
2.0 GETTING STARTED
3.0 SEQUENCE OF PLAY
4.0 ZONES OF CONTROL
9.0 STRATEGY OPTIONS
15.0 COMBAT STATE
17.0 BRITISH MOVEMENT RESTRICTIONS
18.0 EXITING THE MAP
19.0 VICTORY CONDITIONS
20.0 SAVING A GAME
21.0 STRATEGY AND TACTICS
22.0 HISTORICAL COMMENTARY
TIGERS IN THE SNOW is a computer simulation of the Battle of the Bulge which
took place during World War II in December, 1944. The program allows you to recreate
this famous battle assuming command of either the Allied or German forces. You have
the option of choosing either the computer or another player as an opponent. You can
also play both sides or have the computer play against itself. The simulation contains
the following features.
Detailed Terrain Map Supply
Historical Units Combat Readiness
Attack/Defense Strategies Second Combat
Air Power Fuel Limitations
The program gives you the option to save the game at the end of each turn.
Careful attention to detail and accuracy truly makes TIGERS IN THE SNOW a tense and
exciting game as Germany desperatetly tries to regain the offensive.
2.0 GETTING STARTED
2.1 Please refer to the enclosed card and follow the instructions carefully. Located
on the card is a brief overview of the game for those of you who wish to get into the
game quickly. Also on the card are loading instructions, scenario options, terrain
map, terrain costs, unit information, symbol key, saving the game instructions, and
2.2 The game begins on December 16, 1944 and ends Decembers 27, 1944. Each game turn
represents one day of actual time. There are a total of 12 game turns.
3.0 SEQUENCE OF PLAY
The game has been divided into several phases. Your input into each phase depends
on which forces you control. Listed below are the phases which are explained in greater
detail in later sections.
A. German Player Turn
1. German Movement Phase
2. German Combat Phase
a. Unit selection segment
b. German artillery segment
c. Allied artilley segment
d. German strategy segment
e. Allied strategy segment
f. Combat resolution segment
g. Retreat/Advance segment
B. Allied Player Turn (repeat steps 1 and 2 of the German Players Turn
using Allied units)
C. Reinforcement Phase
D. Victory Status Phase
E. Save Game Phase
4.0 ZONES OF CONTROL
4.1 The six map positions that surround a combat unit make up that unit's zone of
4.2 Zones of Control affect movement, combat, and supply.
4.3 All units must expend 4 movements points upon entering an enemy ZOC. Movement
from one enemy ZOC directly into another enemy ZOC costs an additional 4 movement
4.4 Zone of Controlmovement costs are in addition to terrain costs to enter the
map position. A position may not be entered if a unit does not have sufficient
4.5 German infantry and Allied mechanized units must stop after entering an enemy
ZOC. They are allowed to move from one enemy ZOC directly to another.
4.6 Allied infantry units must stop upon entering an enemy ZOC. They are allowed
to move from one enemy ZOC directly into another enemy ZOC only in directions 4,5
4.7 German mechanized units may move through enemy ZOC up to the limit of their
4.8 Units are isolated if there are not 3 or more consecutive positions within the
unit's ZOC free of enemy units. (See Supply)
4.9 The isolated supply state changes to limited supply if one friendly unit is in
the unit's ZOC.
4.10 Limited supply changes to supplied if two or more friendly units are located
within the unit's ZOC.
4.11 Isolated units may not attack. Supply states also modify a unit's combat strength.
4.12 While advancing after combat, units may retreat/advance into an enemy ZOC. Upon
retreat, units entering a ZOC will lose a random number of combat points. When
advancing, units must stop upon entering an enemy ZOC.
5.1 During the Movement Phase, you may move as many of your units as you desire.
A unit begins each turn with a certain number of Movement Points (MP) which depends
on the type of unit, weather (German only), fuel (German only), ZOC (Allied only),
supply, and a random factor.
5.2 See the Terrain Effects Chart on the enclosed card. Each map position contains
a specific type of terrain (i.e., forest, rough, clear, etc.). To enter each
position, a unit must pay a certain number of MP (e.g. to enter a forest costs 6 MP
in comparison to 2 MP for entering a clear position).
5.3 When a unit's MP reaches zero the computer will automatically end the unit's
movement for that turn and proceed to the next unit. A unit cannot exceed its MP
allowance. (Example:If a unit had only 1 MP left it could not enter a forest which
costs 6 MP.)
5.4 A unit must pay 4 additional MP to move into an enemy ZOC. Movement from enemy
ZOC to enemy ZOC costs an additional 4 MP for a total of 8 MP plus the cost of the
terrain to enterthe position. (See Zones of Control).
5.5 Allied units are prohibited from leaving the map, either during normal movement
or during retreat/advance. German units automatically exit the map during the
Victory Status Phase if located on specific map edges and are free of enemy ZOC
(See enclosed card)
5.6 No stacking (two or more units on the same map position) is allowed during
any phase of play.
5.7 There is no movement phase for the German Player during the first game turn.
Allied units are reduced in movement on the first turn.
5.8 When a unit moves, information will be displayed on the screen as shown in the
example below. Terrain and MP will be updated as the unit is moved.
GERMAN 277 VG COMBAT:46 COMBAT STATE:7 SUPPLIED TERRAIN:TOWN *MP LEFT:19*
The above information shows that the German Unit 277 VG has 46 combat points
remaining, is in combat state 7 (See Section 7.0), is supplied (See section 10.0),
is in a town, and has 19 movement points remaining. Note: The CP value displayed
during a human phase is actually 1-5 points higher than the unit's true strength
(1-15 during a computer phase).
5.9 Movement is accomplished by pressing one of the numeric keys "1-6". The direction
of movement corresponds to the position shown on the diagram at the lower right of
the display screen. For example "1" moves your unit to the NE, "2" moves you E,
"3" moves you SE, "4" moves you SW, "5" moves you W, and "6" moves you NW. If you
are finished with your movement phase, type "E" to end the phase.
5.10 During computer movement, the following information will be displayed as
shown in the example below:
ALLIED 4 INF COMBAT:60 COMBAT STATE:7 SUPPLIED
COMPUTER MOVEMENT PHASE
TERRAIN: FOREST *MP LEFT:20*
6.1 During combat, both players are given the opportunity to allocate artillery
points to the battle. Each artillery point allocated adds 10 combat points to the
total of the side which allocated the artillery.
6.2 There are two artillery segments during each combat. First the attacking
player allocates artillery and then the defender allocates artilley. If a player
does not have any remaining artillery points, the computer will skip that player's
6.3 After the attacker has chosen the defending unit and the attacking units, the
computer will ask, "ATTACKER"S ARTILLERY PHASE (0-3)". This means that the
attacker can allocate from 0 to 3 artillery points. The number of artillery
points available for the attack will equal the number of attacking units or the
total remaining artilley points, which ever is less. Then the computer will ask
"DEFENDER'S ARTILLERY PHASE (0-2). At this point the defender allocates his
7.1 All attacking units must be adjacent to the defending unit which is under
attack. Attacking is completely voluntary. As many as six units may participate
in any one attack.
7.2 There is only one defending unit per attack. A unit can attack/defend only
once per combat phase, except any unit that can advance 3 or more hexes
(whether he actually advances or not) may be able to attack again in the same
7.3 When the human player is attacking, the computer will flash on the map, one
by one, each enemy unit eligible to be attacked. For each unit indicated, the
computer will display the information in the format below:
ALLIED 4 INF COMBAT:54 COMBAT STATE:7 SUPPLIED
DO YOU WISH TO ATTACK ALLIED UNIT? Y/N
If you wish to attack press "Y"; otherwise, press "N". If you press "N" the
computer will continue to the next eligible unit. If you wish to end your combat
phase type "E". If "Y" is pressed, the computer will display:
GERMAN 116 PZ COMBAT:95 COMBAT STATE:4 SUPPLIED
DO YOU WISH TO ATTACK WITH THIS GERMAN UNIT? Y/N
When it asks the above question, it will flash the candidate attacking unit.
Press "Y" if you wish the unit to attack. The computer will scan each of the six
positions around an enemy unit to be attacked. You will be given the opportunity
to include any friendly units in those positions in the attack.
7.4 After all of the attacking units have been selected, you will be asked to
select one of four attack strategies as shown below:
1 = MAJOR 2 = MEDIUM 3 = LIGHT 4 = RECON (See 9.0 for an explaination of effects
7.5 When the computer decides to attack, you will be asked to select one of four
defense strategies shown below:
1 = COUNTER-ATTACK 2 = HOLD POSITION 3 = WITHDRAWAL 4 = DELAYING ACTION
(See 9.0 for explaination of effects on combat).
7.6 After strategies have been chosen, the computer will display all of the
attacking and defending units by name at the bottom of the screen. On the map
itself, attacking units will be numbered "1-6" and the defending unit will be
shown as "D". The names remain for some seconds unless you press any key to
continue. The combat results will then be displayed as in the example below:
MAJOR VS DELAYING ACTION
ODD:11.05 ATTACKER LOSSES:0 DEFENDER LOSSES: 13
*DEFENDER RETREAT 3 HEXES* (HIT KEY)
In the example, the attacker chose a "MAJOR" strategy and the defender
chose a "DELAYING ACTION" strategy. The odds are determined by dividing the
total attacker's modified combat points by the defenders modified combat
points. In the example, the attacker lost 0 combat points and the defender
lost 13 combat points. If the attacker had lost combat points in the battle,
they would have been distributed evenly among the attackers according to
strength. The defender is required to retreat 3 map positions or take
7.7 The unit's combat points are modified by terrain, supply, supply state,
combat state, and artillery support.
7.8 Losses are based on the attacker/defender combat points ratio (odds),
attack/defense strategies, airpower (for Germans only, see 13.0), and a
7.9 During the combat phase, you may recieve various messages as a result of
the combat situation and/or results:
* STRATEGY ALTERED *
* UNIT ELIMINATED *
The message "STRATEGIES ALTERED" will appear occasionally and causes the
strategy to be selected randomly. This simulates the "fog of war" in which
orders are not always followed or carried out as expected. The message
"UNIT ELIMINATED" indicates that one of units in battle has been eliminated.
7.10 When a unit's CP falls below 20 there will be a chance that the unit
will be eliminated at any time it suffers losses in combat.
8.1 Units may be required to retreat/advance as a result of combat. If the
unit does not retreat the full number of hexes (map positions) required, the
unit will suffer additional losses based on the number of retreat hexes
remaining and a random factor. Pressing "F" will abort the retreat and incur
8.2 During retreat, the human player will be asked to input a direction in
the same manner as in the movement phase.
8.3 If a unit retreats into an enemy ZOC, it will suffer additional losses.
8.4 Units cannot retreat off the map or onto another unit.
8.5 After all retreating units have completed their movement, the other
player will have the opportunity to advance his unit(s). The first position
to be moved into must be the enemies vacated hex. The advancing unit may then
move into any position. In the case of the defender advancing, with more than
one retreating attacker, the defender must advance into the position vacated
by the attacker closest to the number 1 position (moving clockwise). There will
be no confusion on this position, as it will be the only one that the computer will
allow you to advance into. If the retreating unit is eliminated, the advance result
is increased by one hex. If an attacker retreat is called for, and one of the
attacker units is eliminated or does not retreat the full result, the advance is
correspondingly increased or decreased.
8.6 The computer will retreat/advance its own units. The computer may not advance
at all times depending on a random factor and the strategic mode that it is
9.0 STRATEGY OPTIONS
9.1 For each attack both sides must choose a combat strategy.
9.2 The choice of each player will impact the number of losses on both sides
the extent of the retreat and advance. The strategy selected represents the
player's commitment to the battle. The smaller the commitment, the smaller the
losses. The final impact on losses is the mixture of both player's strategy.
9.3 During combat, after both sides have chosen their strategy, a message will
occasionally appear: STRATEGY ALTERED The new strategy, which has been chosen
at random by the computer, will be displayed with the combat results. The
chances of receiving this message depends on the strategy selected and a
random factor. The greater the commitment, the greater the chance of the options
being changed. The German player has a lower chance of change.
10.1 There are two types of supply in TIGERS IN THE SNOW: general supply and
local supply. General Supply affects combat. The lower the level of supply, the
greater the chance that the combat points of a unit will be cut in half during
combat. The lower the local supply state, the less effective the units combat
points are during a battle.
10.2 General supply represents the overall theatre combat supply state. A certain
amount of supply is made available each game turn. Supply is then consumed
during combat and is a function of the unit's combat points and the combined
strategies selected by the players. The more intense the combat strategies,
the greater the amount of supply that is consumed.
10.3 As General supply is depleted, the chances of that unit not receiving
supplies will increase. When this occurs, the "UNIT DID NOT RECEIVE SUPPLIES"
message will appear. The unit's CP will be halved for that particular battle.
Please note that a unit may be in SUPPLIED state, but not receive supplies
for a given battle. This rule simulates the difficulty both sides experienced
with the muddy roads and traffic jams. All units will automatically receive
supplies if the General supply is zero.
10.4 Local supply represents the state of supply of a unit based on the combat
situation of that unit. It is used to reflect the fact that some units are
harder to keep in supply because of the position and activity of the enemy.
In this game, local supply is simulated by examing the six positions around
a unit. If a unit does not have 3 or more consecutive positions in its ZOC
free of enemy units, then that unit is considered ISOLATED. If one friendly
unit is adjacent to an isolated unit, then that unit's supply state is considered
to be LIMITED. Two friendly units adjacent to an isolated unit cancel the effect
of isolation and that unit is again considered to be SUPPLIED . Isolated units
have both movement points and combat points halved, and they are not allowed
to attack. They are also not allowed to retreat, so they must pay the combat
point penalty if forced to retreat. Units in LIMITED supply have their
movement and combat points reduced by 1/4.
10.5 The Allied units may have their local supply state increased by one
through airdrops. Airdrops can only occur during clear or scattered weather.
The Allied player has no control over airdrops, each Allied unit is eligible
for an airdrop during good weather(clear or scattered). The computer will
randomly decide if the airdrop has been successful for each unit. As would
be expected, the chances for successful airdrop are better during clear weather.
If the airdrop is successful, the supply state of isolated units increases to
limited or supplied.
10.6 Local supply is determined at the instant of movement and combat. It
is possible for a unit to be isolated at the beginning of a phase and supplied
by the end, or vice-versa.
11.1 The German mechanized forces had a limited fuel supply. As German units
move, fuel points will be consumed. Fuel is also consumed during combat.
11.2 As the Fuel point allotment decreases the chances that a given unit will
run out of fuel increases. When this happens the unit will receive less
11.3 Allied units have no fuel restrictions.
12.1 Weather is simulated in TIGERS IN THE SNOW to reflect the actual weather
of the battle. The weather will be different each time you play the game, but
it will always follow a pattern simular to the weather of December 1944.
12.2 Weather influences Allied airpower. In this game all airpower effects
are a function of weather. Generally speaking, the better the weather the more
effect air power has on the game (See 13.0 for the effects of airpower.).
Weather is simplified to four possible conditions: CLEAR, SCATTERED, CLOUDY,
13.1 Airpower effects combat, supply, and movement.
13.2 The german player may suffer greater losses during good weather combat
due to the effects of airpower. The better the weather the greater the chances
of additional losses.
13.3 Airpower can improve the Allies local supply state through the use of
airdrops. See 11.4 for details.
13.4 The effect of airpower on movement (air interdiction) takes the form of
reduction of German unit's movement points. The better the weather, the greater
the possible movement point losses.
14.1 At the end of every turn the computer will check to see if any reinforcements
are due. Those that are will be placed on the map, unless the entry position is
occupied. In that case the computer will wait one turn and select a new position.
14.2 A unit, beggining its movement free of enemy ZOC, will recieve replacement
combat points at that time.
15.0 COMBAT STATE
15.1 The Combat State of a unit ranges from 0 to 7.
15.2 A unit's Combat State is increased by one each turn. Two points are subtracted
for each new hex entered.
15.3 Combat State reflects the amount of time that a unit remains in one location.
It simulates fortifications, improved positions and the time needed to lay out a
successful attack/defense. It also simulates the loss of unit integrity suffered
with frequent and long marches.
16.1 Bridges are not physically located on the map. They are, however, reflected
in the movement costs to enter a river.
16.2 Check the data card for costs to move through rivers. If a German Unit has
an insufficient number of MP's to move through a river, the message BRIDGE BLOWN
17.0 BRITISH MOVEMENT RESTRICTIONS
17.1 British units cannot enter and thereby cross the Meuse River (See enclosed card)
until a German unit exits the map. Exception: The British 29th armored brigade
may move freely.
18.0 EXITING THE MAP
18.1 See the enclosed card and note the areas indicated where German units may
exit the map.
18.2 German units automatically exit the map (and receive the victory points) when
they are located on an eligible map edge free of enemy ZOC during the Victory
19.0 VICTORY CONDITIONS
19.1 The victory status will be displayed at the end of the last seven turns of
the game at the bottom of the screen.
19.2 Please refer to the enclosed card which explains how victory points are
awarded and gives the victory level breakdown.
20.0 SAVE GAME
20.1 A game may be saved at the end of each turn. Please see the enclosed card.
21.0 STRATEGY AND TACTICS
21.1 German Strategy
The burden of attack is on the German player. He has very little time and
cannot afford any costly mistakes. He must constantly attack at major and medium
strategies to force high retreat results. If he can achieve an advance of 3 or more
he is able to attack again. If there are strong panzer units in the battle, this
can be a tremendous advantage. The German's major objective is to exit a minimum
of two panzer units off the Northwest or west map edges receiving 200-400 victory
points per unit depending on the turn it exits and its combat strength. To be
able to cross the Meuse before 12/22/44 the German must breakout of the bulge
with sufficient forces to cover the flanks of units about to exit (units do not
receive victory points nor are allowed to exit if in an enemy ZOC). The towns
of bastogne, Marche, and Rochefort are worth sizable victory points and must be
taken for any major victory to be achieved. Bastogne is usually heavily defended.
The German must decide to leave it alone and cross the Ourthe River heading for
the map edge or concentrate on taking Bastogne.
Watch your fuel and supply levels as their depletion will slow and eventually
stop your offensive.
21.2 ALLIED STRATEGY
For the most part the Allied player is in a defensive mode during the majority
of the game's turns. The northern flank has enough units and strength to be held.
The southern flank can usually be held only in the area around the 4th Division
and CCR/10. Deploy units carefully in front of the German's expanding bulge to
slow his advance. Avoid getting surrounded and thereby isolated. The Allied
basic objective is to deny the Germans the towns worth victory points and
prevent their crossing the Meuse. Protect the map edges worth victory points.
If the German manages to breakthrough, try to isolate his forward units.
Counterattack where the German is weak. If possible, break through to the east
edge which is worth considerable victory points to the Allied player. Beware of
retreating during combat. If the Germans are given 3 or more advance hexes they
will be able to attack again.
22.0 HISTORICAL COMMENTARY
The Battle of the Bulge was Germany's last major counter-offensive on the
Western front in World War II. Code named Wacht am Rhein(watch on the Rhine),
the offensive was launched in the early morning hours of December 16, 1944.
Opening the battle, the Germans unleashed a devastating artillery barrage
which created havoc and confusion among the green American combat units.
Outnumbering the defenders by a three to one margin, the German infantry quickly
infiltrated many of the American outposts.
During the first two days the veteran 28th U.S. Infantry Division and
the 14th Armored Cavalry Group were completely overrun. The 106th U.S. Infantry
Division was isolated and expected no help. The 106th surrendered on December
19, 1944. The stubborn defense by the 7th Armored Division of the St. Vith
sector kept the German panzer units from breaking out to the west in the
northern part of the battlefield. The valiant St.Vith defenders finally withdrew
across the Salm River into the 82nd Airborne's sector on the 23rd of December.
By December 21st, Bastogne was encircled with the 101st Airborne, CCB/10,
CCR/19, and other remnants holding the perimeter. Part of Panzer Lehr, and
the 26 VG Divisions began assaulting the town. While the north and south flanks
were in a stalemate, the German 116th Panzer, Panzer Lehr, and 2nd Panzer
Divisions had crossed the Ourthe River and were heading for the Meuse River.
Allied reinforcements met the German advance, stopping them from reaching
their goal of crossing the Meuse River. Running out of fuel and supplies, the
final German offensive on the western Front lost its momentum and came to a halt.
Game design/Rules - David A Landrey, Charles J. Kroegel,Jr., and David Walker
Art & Graphic Design - Louis Saekow and Kevin Heney
Typesetting - Abracadabra Type
Printing - A & a Printers & Lithographers
Customized Disc Operating System - Roland Gustaffson
APPLE PLAYER'S AID CARD
QUICK START RULES
A. Loading the Program
Boot your game disk. If you are using an Apple III, you must first
enter Apple II Emulation Mode. If you have an Apple II with Pascal,
you must use your basic disk. You will be required to answer the
DO YOU HAVE A COLOR MONITOR Y/N?
HEX DRAW Y/N?
DEMO GAME Y/N?
COMPUTER AS ALLIED Y/N?
COMPUTER AS GERMAN Y/N?
ST. VITH BASTOGNE SCENARIO 12/16-12/22 Y/N?
See the Victory Conditions section on the data card for details about the
St. Vith-Bastogne Scenario.
Historical ratings are 5 for both sides. Three combat points per unit are
added per level above 5 and subtracted per level below 5. See the chart below.
Rating Change to CP/unit
1 -12 Note: if you save a game and wish to keep
2 -9 the CP unchanged be sure to give both sides
3 -6 a rating of 5 regardless of their original
4 -3 ratings when you startup again to play the game.
The map will be displayed with the question, NEW GAME Y/N? If you answer N,
follow the instructions which will be displayed.
B. PLAYING THE GAME
There is no German Movement Phase the first turn so play proceeds to the
German Combat Phase. If you are playing the German you will be asked if you
wish to attack a particular Allied unit flashing on the screen. If you answer
Y to the question, you will be given the opportunity to include or not include
each adjacent German unit in the attack. You will be given the chance to
attack all Allied units adjacent to German units. Press E at anytime to exit
the combat phase completely. After the units are selected for a battle the
computer will ask the number of Artillery points you wish to commit (if
available) and the attack strategy you wish to follow. If you are playing the
Allied and you are attacked by the Computer German you will be asked to input
the number of artillery points and the defense strategy. During combat you may
be required to retreat or given the option to advance. Simply press the number
of the direction in which you desire to move. See drawing.
1 = North East, 2 = East, 3 = South East, 4 = South West, 5 = West, 6 = North West
When advancing you must first move into the defender's vacated position. If
you do not wish to advance or retreat a particular unit press F. Retreating
units who cut short their retreat have additional losses. Play now proceeds to
the Allied Movement Phase. To move a unit simply press 1-6 of the direction you wish to go as
you did during retreats and advances. Pressing the F key for any particular unit
will end its movement. Pressing the E will end the movement phase completely for
all units. Play now passes to the Allied Combat Phase which is identical to the
German Combat Phase with roles reversed. Reinforcements appear on the map, victory
points are assessed, and the turn ends with the option to save the game at this
C. SAVING THE GAME
When the question, SAVE GAME Y/N appears answer Y and follow the displayed
instructions. You will be allowed to save the game and immediately continue if
you so desire.
Each side is awarded victory points according to the following schedule:
German Allied German
1 1 1 per casualty point inflicted
3 0 6 per unit on south edge of map
10 0 20 per unit on north edge of map
0 20 0 per unit on east edge of map
50 0 100 each turn a unit is in bastogne
25 0 50 each turn a unit is in Marche or
Rochefort(points awarded for each
CP(16-Turn#/4) 0 CP(16-Turn#/4) per unit exiting the map
See the map for specific locations of map edges, town, and exit position.
At the end of each turn victory points are assessed. The last few turns the
victory status will be displayed. Victory levels are determined by the score
as shown in the chart below: (score = German VP - Allied VP)
Score Victory Status or Level Score
50 or less Allied Strategic Victory 50 or less
51 to 299 Allied Operational Victory 51 to 174
300 to 699 Allied Marginal Victory 175 to 324
700 to 949 German Marginal Victory 325 to 424
950 to 1199 German Operational Victory 425 to 699
1200 or more German Strategic Victory 700 or more
Combat Date of Entry/
INF - Infantry NAME Points Entry Hex
ARM - Armor(Mechanized)
AIRB - Airborne 2nd INF DIV 80 At Start
CALV - Armored Cavalry(Mechanized) 99th INF DIV 75 " "
FJ - Fallschirmjager(Parachute) 4th INF DIV 75 " "
PZ - Panzer(armor)(mechanized) 106th INF DIV 55 " "
PZGR - Panzer Grenadier (armd inf mech) 112/28 INF REG 20 " "
VG - Volksgrenadier(infantry) 110/28 INF REG 20 " "
FGR - Fuehrer Grenadier 109/28 INF REG 30 " "
FBE - Fuehrer Begleit 9th INF DIV 75 " "
REG - Regiment CCA/9 ARM REG 45 " "
DIV - Division CCB/9 ARM REG 35 " "
BRIG - Brigade CCR/9 ARM REG 35 " "
BATT - Battalion 14th CALV REG 30 " "
CCA - Combat Command A CCA/10 ARM REG 40 16th/18
CCB - Combat Command B CCB/10 ARM REG 40 16th/20
CCR - Combat Command R CCR/10 ARM REG 40 16th/17
XXX/XX - XXX REG of XX DIV CCA/7 ARM REG 40 16th/10
(Br)- British CCB/7 ARM REG 40 16th/9
GERMAN CCR/7 ARM REG 40 16th/8
Combat Date of Entry/ 82nd AIRB DIV 70 16th/28
Name Points Entry Hex 101st AIRB DIV 70 16th/24
1st INF DIV 75 17th/10
277th VG DIV 55 At Start 30th INF DIV 70 19th/8
272nd VG DIV 50 " " 3rd ARM DIV 100 20th/6
326th VG DIV 50 " " 4th ARM DIV 100 20th/21
12th VG DIV 55 " " 43rd INF DIV (Br) 65 20th/7
560th VG DIV 50 " " 29th ARM BRIG (Br) 45 21st/26
18th VG DIV 35 " " 80th INF DIV 70 21st/20
62nd VG DIV 50 " " 5th INF DIV 70 21st/19
26th VG DIV 65 " " 84th INF DIV 70 21st/5
352nd VG DIV 65 " " 26th INF DIV 55 21st/22
276th VG DIV 55 " " 2nd ARM DIV 100 22nd/2
212th VG DIV 65 " " GDS ARM DIV (Br) 100 22nd/1
3rd FJ DIV 70 " " 53rd INF DIV (Br) 65 22nd/27
5th FJ DIV 70 " " 33rd ARM BRIG (Br) 35 22nd/3
116th PZ DIV 100 " " 75th INF DIV 70 23rd/25
2nd PZ DIV 100 " " 51st INF DIV (Br) 65 24th/4
LEHR PZ DIV 100 " " 35th INF DIV 70 25th/23
1st SS PZ DIV 115 " " 83rd INF DIV 70 25th/6
12th SS PZ DIV 115 16th/13
3rd PZGR DIV 75 16th/12
150th PZ BRIG 45 16th/11
9th SS PZ DIV 115 18th/14
2nd SS PZ DIV 115 18th/13
FBE PZ BRIG 50 18th/12
79th VG DIV 60 22nd/16
15th PZGR DIV 75 22nd/14
9th PZ DIV 100 22nd/15
FGR PZ BRIG 45 22nd/13
167th VG DIV 55 24th/15