Copyright © 2009, Decision Games, Bakersfield, USA and Decision Games, Fortrose UK.
The WestWall game system is an operational simulation of the battles on the frontiers of the Reich in 1944-45. Each game in the system represents a clash between the German Army and the American and British Armies, which had pursued it across France to the barrier of the WestWall fortifications. The Playing Pieces represent the actual units which participated in the battles and the maps represent the actual terrain over which those unit fought. There are two sections to the rules. The first Standard Rules, which are common to all the games in the WestWall system. The second contains Exclusive Rules for each game in the system and Initial Department and Reinforcement Rules.
The game has been designed to insure maximum playability and maximum reality (in that order). In order to achieve these goals, the physical components, as well as the game rules, have been designed to make the game easier to understand and play.
The standardization makes it easier for the gamer to go from one game to another within the series. It also enables the games' designer to concentrate on the realism aspect of the game (the standardization generally takes care of any playability problems).
Each of the maps portrays the battle area. A hexagonal grid is superimposed over the terrain features on the map sheet in order to regularize movement and positioning of the playing pieces.
Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Combat Results Table, the Terrain Effects Chart and the Reinforcement Charts.
The numbers and symbols on the pieces represent strength, movement capability and type of unit represented by the pieces. These playing pieces will hereafter be referred to as "units."
I = company; II = battalion; III = regiment; X = brigade.
Units may be identified by a single number or by a multi-part designation. In multi-part designations, the number to the right is the unit's superior formation. This may be either a division, regiment, or brigade. Battalion-sized units are numbered consecutively within the regiment. As a general rule, there are three battalions per regiment, and three brigades or regiments per division. Numbers to the right of the unit type symbol denote divisional identity.
Attack Strength is the relative strength of a non-artillery unit with regard to attacking other units, expressed in terms of Attack Strength Points.
Defence Strength is the relative strength of a unit with regard to defending against the attacks of Enemy units, and is expressed in terms of Defence Strength Points
Barrage Strength is the relative strength of an artillery unit when attacking Enemy units, and is expressed in terms of Barrage Strength Points.
Final Protective Fire (FPF) Strength is the relative ability of an artillery unit to add to the Defence Strength of Friendly units, and is expressed in terms of FPF Strength Points.
Movement Allowance is the maximum number of clear terrain hexes through which a unit may be moved in a single Movement Phase; each such hex requires on Movement Point of the Movement Allowance. More than one Movement Point may be expended for some hexes
Range Allowance is the maximum number of hexes from the hex of a artillery unit using its FPF or Barrage Strength (exclusive), to the defending unit's hex (inclusive)
The Scenario Special Rules indicated which Player is the First Player. The Victory Conditions tell how the game is won. Play proceeds according to the Sequence of Play for the number of Game-Turns specified in the Scenario.
This game is played in successive Game-Turns, composed of alternate Player-Turns. During each Game-Turn, the Players manoeuvre their units and resolve combat in sequence, according to the following outline and within the limits provided by the rules which follow. At the conclusion of the last Game-Turn, the Victory Conditions are consulted and a winner is determined.
The Game-Turn is divided into a First Player-Turn and a Second Play-Turn. The player whose Player-Turn is currently in progress is termed the "Phasing Player." The activity, which may take place during each Phase is outlined below.
A. Movement Phase: The Phasing Player may move all, some or none of his units as he desires, within the limits and restrictions of the rules of Movement, Zone of Control, Terrain Effects and Exclusive Rules of the game. The Phasing Player may bring Reinforcements onto the map as allowed by his Reinforcement Schedule and the Reinforcement Rules. The non-Phasing Player may not move his units.
B. Combat Phase: The Phasing Player uses his units to attack the non-Phasing Player's units. The Phasing Player may execute his attacks in any order he desires. Each attack follows this subsequence, where appropriate:
a. The Phasing Player states the number and strength of his attacking ground units.
b. The Phasing Player allocates Barrage Strength Points (if he wishes) from both Artillery units and Ground Support Points.
c. The non-Phasing Player allocates Final Protective Fire Strength (if he wishes) from non-adjacent Artillery and Ground Support Points.
d. The Combat Differential (total attacking strength minus total defending strength) is calculated, the terrain type occupied by the defending unit is found and the combat differential column from that line is consulted. The die is rolled under that heading (see Combat Results Table) and the indicated result is immediately applied.
During the Combat Phase, neither Player may move his units, except when called for as a result of combat.
The Second Player now becomes the Phasing Player and executes Movement and Combat in the sequence described above.
The Game Turn is advanced signalling the start of a new Game-Turn.
During his Movement Phase, the Phasing Player may move as many or as few of his units as he desires. The units may be moved in any direction or combination of directions.
Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit enters a hex, the unit pays one or more Movement Points from its Movement Allowance.
Movement may never take place out of sequence. A Player's units may be moved only during his own Movement Phase. During the Combat Phase, a unit which is either attacking or defending may be called upon to advance or retreat after combat is resolved. During the Enemy Player's Movement Phase and during both Players' Combat Phases, except when advancing or retreating as a result of combat, Friendly units must not be moved.
A Friendly unit may never enter a hex containing an Enemy unit.
A unit may never expend more Movement Points than its total Movement Allowance in any one Movement Phase. A unit may expend all, some or none of its Movement Points in any one Game-Turn, but unused Movement Points may not be accumulated until another Movement Phase or transferred to another unit.
A unit may never exit an Enemy-controlled hex during any Movement Phase. An Enemy-controlled hex may be left only during a retreat or advance as a result of combat (unless otherwise noted in the Exclusive Rules).
There are no supply rules (unless otherwise noted in a specific game's Exclusive Rules). Units are considered to be "in supply" at all times. Isolation has no effect on movement or combat.
A unit must expend one Movement Point to enter a clear terrain hex. To enter other types of hex, a unit must expend more than one Movement Point. When the Terrain Effects Chart calls for a Movement Point expenditure to cross a terrain hex sides, this cost is in addition to the terrain cost for entering the hex. Movement Point costs are summarized on the Terrain Key on the map. Movement Point costs are cumulative.
A unit which moves from one road hex directly to an adjacent road hex through a road hex sides expends only ½ Movement Point, regardless of other terrain in the hex.
A unit which moves from one trail hex directly into an adjacent trail hex through a trail hex sides expends one Movement Point, regardless of other terrain in the hex.
Armored, reconnaissance, mechanized and self-propelled artillery units may never enter a rough, broken or forest hex, or pass through a river or stream hex sides, except through road or trail hex sides. If forced to retreat through a non-road, non-trail hex sides into a rough, broken or forest hex or across a river or stream hex sides, units of the type listed above are eliminated instead.
A unit may not enter a hex if it does not have sufficient Movement Points remaining to pay the Movement Point cost to enter the hex itself and the hex sides being crossed.
A Friendly unit may move through hexes occupied by other Friendly units (at no extra Movement Point cost), but may not end the Movement or Combat Phases stacked in the same hex with another Friendly unit. Stacking is prohibited.
There is no limit to the number of Friendly units that may pass through a single hex in a Game-Turn.
Friendly-controlled hexes never interfere with Friendly movement.
The six hexagons immediately surrounding a hex constitute the Zone of Control (ZOC) of any unit in that hex. Hexes upon which a unit exerts a Zone of Control are called Controlled Hexes and inhibit the movement of Enemy units. All units must cease movement when they enter an Enemy-controlled hex.
All units exert a Zone of Control at all times, regardless of the Phase or Player-Turn, during the entire Game-Turn. The presence of Zones of Control is never affected by other units, Enemy or Friendly.
Units do not pay any additional Movement Points to enter an Enemy-controlled hex.
There are only two ways to exit a hex in an Enemy Zone of Control: Either by retreat or advance as a result of combat, or by removal of the Enemy unit exerting the Zone of Control as a result of combat.
If there are both Enemy and Friendly Zones of Control cast over a given hex, they have no affect on each other; both Zones co-exist and the hex is mutually controlled by both Players.
There is no additional effect when more than one unit casts its Zone of Control onto a given hex.
Obviously, if a given unit is in an Enemy controlled hex, the Enemy unit is also in its controlled hex. The two units are equally and mutually affected.
Zones of Control extend into all types of terrain hexes and across all types of terrain hex sides, except those prohibited to all unit types.
Zones of Control of armored, reconnaissance, mechanized and self-propelled artillery do extend into broken, rough and woods hexes, and these units may attack into these terrain types, even though they may not enter them.
Zones of Control never extend through non-bridge river hex sides, and non-Artillery units may never attack across non-bridge river hex sides. All Zones of Control do , however, extend across non-bridge stream hex sides, and units may attack across them. (Ferry's are non-bridge hex sides.)
Combat between adjacent opposing units is mandatory. Artillery units (8.0) are the only units which may attack units to which they are not adjacent. See also Ground Support Rules (9.0). The Phasing Player is termed the attacker; the other Player, the defender, regardless of the overall strategic situation.
Total the Attack Strength, Barrage Strength and Ground Support Strength of all attacking units involved in a specific attack; total the Defence Strength and the Final Protective Fire of all units which are the object of a specific attack. Subtract the total Strength of the defending units from the total Strength of the attacking units. The result is the Combat Differential expressed in Points. It may be either a positive or a negative number. Consult the Combat Results Table, and find the terrain-type which the defending unit occupies. Directly across that line, find the appropriate Combat Differential Column. Roll the die under that column heading, and then apply any Combat Results immediately, before resolving any additional attacks that are being made in the same Combat Phase. Example: If thirteen Strength Points were attacking a unit with four Strength Points in a Town hex, the Combat Differential would be +9. The attack would be resolved at +9-11 on the line corresponding to Town terrain. (A die roll of five would result in a D1.) Having determined the proper column on the Combat Results Table (7.61), the attacker rolls the die. The result indicates a line which is cross-indexed with the proper column. The intersection of line and column yields a Combat Result. This will be immediately applied to the involved units, before going on to resolve any other combat. Separate combats may be resolved in any order that the attacker wishes, so long as all combats are resolved during that Combat Phase.
Every non-Phasing unit that has a Phasing unit adjacent to it must be attacked by some Phasing unit during that Combat Phase. The Phasing Player may resolve these attacks in any fashion desired, as long as all adjacent units are attacked within the requirements of Case 7.2.
All of the Phasing Player's units which end the Movement Phase in an Enemy-controlled hex must attack some Enemy unit during the ensuing Combat Phase. The Phasing Player may choose which units will attack each defending unit, as long as all adjacent Friendly units participate in an attack.
A defending unit may be attacked by as many as six adjacent units, with possible additional Artillery Barrage Strength (see 8.0) and Ground Support (see 9.0).
No unit may attack more than once per Combat Phase and no Enemy unit may be attacked more than once per Combat Phase.
Non-Artillery units may only attack if in a hex adjacent to the defending unit(s).
If a Phasing Player's unit is in the Zone of Control of more than one Enemy unit, it must attack all those adjacent Enemy units which are not engaged by some other attacking unit.
Units in two or more different hexes may combine their Combat Strengths and attack a single hex, if all the attacking units are adjacent to (or within range of) the Enemy-occupied hex.
Attacks may involve any number of attacking or defending units. For the attacks to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units, with the addition of Barraging Artillery units, which need not be adjacent.
A given unit's Attack and Defence Strengths are always unitary. That is, a unit's Strength may not be divided among different combats, either for attack or defence.
Defending units, only, benefit from the terrain in the hex they occupy and/or that hex's perimeter hex sides. Terrain in hexes occupied by attacking units has no effect on combat.
Defending units do not benefit from Stream hex sides unless all units attacking that defending unit are attacking across Stream hex sides.
The effect of terrain (on combat) has been integrated into the Combat Results Table.
A defending unit always benefits from the most advantageous terrain to which it is entitled. Example: An attack against a unit in rough terrain behind a stream hex sides would be resolved on the rough terrain line of the Combat Results Table.
When two or more defending units are being attacked in a single combat and are on two different types of terrain, each having a different Combat Differential line, then all defending units benefit from the applicable terrain most favourable to the defender.
In making a series of attacks, a Player may allocate his attacking units so that some attacks are made at "poor" Differentials, so that adjacent attacks may be made at more advantageous Differentials (by allotting most of the attacking force to the major objectives). These attacks are known as diversionary or holding attacks.
The Phasing Player may never voluntarily reduce the Differential of any given attack.
(See Exclusive Rules.)
D1, D2, D3 or D4 = Defender Retreats the indicated number of hexes (1, 2, 3, 4). Each Player retreats his own units. He must retreat his units in accordance with the Retreat Rules (See Case 7.7). Units may not retreat across prohibited hex sides (see Terrain Key).
A1 or A2 = Attacker Retreats the indicated number of hexes.
Br = Both the attacking and defending units must retreat one hex. The defender retreats first [Thus, if the defending unit is surrounded by units or Zones of Control, it is eliminated.] The attacking units then retreat.
Ae = Attacker Eliminated. All attacking units are eliminated. Defender may advance into the hex.
De = Defender Eliminated. All defending units are eliminated. Attacker may advance into the hex.
Defender retreat is always executed by the computer AI, otherwise when the Combat Result requires a Player's units be retreated, the Owning Player must immediately move those units the indicated number of hexes away from their combat position. This movement is not normal movement and is subject to the following restrictions. If the unit is unable to retreat within these restrictions, it is eliminated instead.
In retreating, a unit may initially leave an Enemy-controlled hex; thereafter, it may not enter an Enemy-controlled hex. Friendly units do not negate Enemy Zones of Control for purposes of retreat.
A retreating unit may not cross a prohibited hex side (see Terrain Key and Case 5.24).
Where possible, a retreating unit must retreat into and through vacant hexes. If no other route is available, the retreating unit may move through Friendly occupied hexes, displacing every Friendly unit whose hex it moves through or into (see Case 7.8).
In all cases, the retreating unit must terminate its retreat the Combat Result-indicated number of hexes away from it former combat position. If it cannot, and can retreat only a portion of the number of obligated hexes, it is eliminated in the last hexes to which it is able to retreat. The retreat path (see Case 7.91) terminates in the hex a unit is eliminated in.
If Friendly units occupy hexes in the only possible retreat route available to a retreating unit; those Friendly units are displaced (moved out of their hexes) by the retreating unit. The displaced unit is moved one hex (by the Owning Player) as if it were itself retreating. Then, the retreating unit enters the vacated hex and, if necessary, continues its retreat. The retreating unit may displace as many units as necessary to retreat the indicated number of hexes.
If the displacement would cause any of the displaced units to be eliminated, the retreating unit is eliminated instead. Displaced units can themselves displace other Friendly units in a sort of chain reaction of displacement, if that is the only permitted path of displacement open to them. A unit may be displaced more than once per Combat Phase, if that is the only alternative. Displaced Artillery units which have not yet engaged in combat, may not fire during that Combat Phase. Units may not displace other Friendly units if they have other paths of retreat open to them.
If a retreating unit displaces a unit in a hex which the Phasing Player had intended to Barrage Attack, the attack against that hex may not take place. Of course, the displaced unit may be Barrage Attacked in its new hex.
Whenever an Enemy unit is forced to retreat (or is eliminated) as a result of combat, it will leave a path of vacant hexes behind it called the Path of Retreat (this includes hexes vacated pursuant to Case 7.74). Any or all Friendly victorious units which participated in the combat and were adjacent to the retreated unit are allowed to advance along the Enemy Path of Retreat.
The advancing victorious units may cease advancing at any hex along the Path of Retreat.
Advancing victorious units may ignore Enemy Zones of Control.
Only victorious units which were adjacent to the retreating unit during the combat and participated in that combat may advance. Non-adjacent Artillery units may not advance after combat.
An advancing unit may not stray from the Path of Retreat.
The option to advance must be exercised immediately, before any other combat resolution. Units are never forced to advance after combat. After advancing, units may neither attack nor be attacked in that Phase (see Case 7.14), even if their advance places them next to Enemy units whose battles are yet to be resolved, or who were not involved in combat. However, advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.
Example: A defeated unit retreating three hexes may be followed by up to three victorious units in its Path of Retreat.
Artillery units may participate in combat from adjacent and non-adjacent hexes. The artillery unit's Barrage Attack Strength may be used to attack Enemy units. The Artillery unit's Final Protective Fire Strength may be used to supplement the Defence Strengths of other Friendly defending units. In either case, Artillery units need not be adjacent to, but must be in range of the defending unit. An Artillery unit may use both its Barrage Strength and Final Protective Fire Strength in a single Game-Turn. When attacked, an Artillery unit defends itself with its own Defence Strength.
Artillery units may attack non-adjacent Enemy units up to the extent of their Range Allowance, but they are never forced to attack an Enemy unit merely because it is within range. Artillery units are not subject to Line of Sight restrictions.
Range from the Barraging Artillery unit to the defending unit is counted by including the target hex (defending unit's hex), but not the Barraging unit's hex.
Artillery units may only attack a single Enemy-occupied hex when Barraging, except when making a Combined Attack with other units attacking from adjacent hexes (see Case 8.2).
Barraging Artillery (Artillery attacking from non-adjacent hexes) suffer no Combat Results; they are never destroyed or retreated as a result of their own attacks. Of course, other units cooperating with the Barraging Artillery units from an adjacent position would be affected by Combat Results.
In attacks made solely by Artillery and/or Ground Support Points, only Combat Results of D2, D3, D4 and De affect the defending unit.
Artillery units may attack alone, in concert with other Barraging Artillery and/or Ground Support, or in concert with any Friendly units making adjacent attacks, adding their bombarding Combat Strength to the attack. These attacks are called Combined Attacks.
When Friendly units are attacking adjacent Enemy units in more than one hex, the Barraging Artillery units need be within range of only one of the defending units to add their Barrage Strength to the attack.
When adjacent to an Enemy unit, Artillery units must participate in an attack against adjacent Enemy units (exception: see Case 8.34). In making this attack, the Artillery unit uses its Barrage Strength.
When attacking from an adjacent hex, Artillery units may attack as many units as they are adjacent to, but may not attack non-adjacent units.
Artillery units attacking from adjacent hexes must suffer all the Combat Results of their attacks.
Friendly Artillery units that are adjacent only to Enemy units across river hex sides are not forced to attack adjacent units and may attack non-adjacent Enemy units. When attacking across a River hex sides, Artillery units suffer no Combat Results.
A non-Phasing Artillery unit, which has not yet been subject to a successful attack in the current Combat Phase, had suffered no adverse Combat Results in the previous Combat Phase, had not been displaced, and is not adjacent to an Enemy unit (except across a River hex sides), may use its Final Protective Fire Strength (FPF) to supplement the Defence Strength of a Friendly unit which is under attack. If a non-Phasing Artillery unit has been displaced, had suffered a Combat Result in the current or previous Combat Phase, or is adjacent to an Enemy unit, it may not use its FPF during the current Enemy Combat Phase.
The Friendly defending unit receiving Final Protective Fire must be in range of the Artillery unit providing the FPF. This range is computed to the hex occupied by the defending unit [the Friendly unit], not to the hex occupied by the attacking unit [the Enemy unit].
FPF Strength Points are simply added to the Defence Strength of the unit receiving Final Protective Fire.
When an Artillery unit supplies FPF, it neither benefits nor suffers from the Combat Result.
FPF may not be used to supplement the Defence Strength of a Friendly unit which is under attack solely by Enemy Artillery (either adjacent or non-adjacent) and/or Ground Support.
Each Artillery unit may use its Final Protective Fire only once per Game-Turn.
When an Artillery unit is attacked in any fashion, it uses its Defence Strength not its FPF.
An Artillery unit may use its Barrage or FPF Strength anywhere within its Range Allowance, regardless of intervening terrain or units (either Friendly or Enemy).
Defending units benefit fully from terrain in the hex they occupy when attacked by Artillery (regardless of range). Defending units do not receive any hex sides benefits if attacked solely by artillery and/or Ground Support. Defending units do receive hex sides benefits if they are subject to a Combined Attack involving non-Artillery units, all of which are attacking across the terrain hex sides type in question.
Some Artillery and/or Air Power in the game are not represented by units, but rather by the allocation of Ground Support Points on a Game-Turn by Game-Turn basis. These Points are allotted in the Scenario. Ground Support Points are presumed to come from off the playing area and do not have any range limitations (unless otherwise stated in the Exclusive Rules).
Ground Support Points may be used during any Combat Phase, exactly as if they were Artillery, and can function as Barrage and FPF. Example: A Player has ten Ground Support Points allocated in a given Game-Turn. When he is the Phasing Player, he may use these Points as Barrage Strength Points. When he is the non-Phasing Player, he may use these same Points as FPF.
One Ground Support Point equals one Artillery Strength Point (both Barrage and FPF).
A Player may assign all available Ground Support Points to one target unit, or he may split them up between as many targets as he sees fit.
Ground Support Points have unlimited range. They may attack any Enemy unit on the map.
Ground Support may not be accumulated from Game-Turn to Game-Turn. If they are not used in the Game-Turn allocated by the Scenario, they are lost.
Ground Support may not be used on its own. It must be used to support an attack or defence by a ground unit