COPYRIGHT 1992 JAMES F. DUNNlGAN
[1.1] INVENTORY OF GAME PARTS
[1.2] GLOSSARY OF GAME TERMS
[1.3] THE GAME SCALE
[1.4] THE GAME MAP
[1.5] THE PLAYING PIECES[2.1] GENERAL COURSE OF PLAY
[2.2] LAYING OUT THE GAME COMPONENTS
[2.3] WHO SETS UP FIRST
[2.4] HOW TO WIN
[2.5] PLAYER'S NOTES[3.0] BASIC PROCEDURE
[4.0] THE MOVEMENT OF UNITS
[5.0] COMBAT PRECONDITIONS
[6.0] COMBAT RESOLUTION
[7.0] REINFORCEMENTS
[8.0] OPTIONAL RULES[8.1] COMMAND CONTROL
[8.2] TACTICAL WITHDRAWAL
[8.3] OPTIONAL SCENARIO
The Drive on Metz is a two-player game re-creating General George Patton's attempt to seize the key city of Metz and get across the Moselle River before the retreating Germans could form an effective defense. The American forces [three divisions of the XX Corps] had just completed an epic pursuit across northern France after the Allied breakout from the Normandy beachhead. Allied forces were at the end of an exhausted supply line and had barely enough resources for one last push. If they had been able to get across the Moselle River they would have compromised the entire German Westwall defenses. This would have enabled Patton to make an attempt at crossing the Rhine before the end of 1944 and possibly ending the war months earlier. The defending German forces, four divisions of the 82nd Korps of the German 1st Army, were a combination of hastily collected and organized units, including fresh units from the interior and remnants of units that Patton had pursued across France from Normandy. The battle, which began on 7 September and lasted for about a week, was a one-time chance that could have gone either way. Historically, the Germans won. But just barely.
The game has a slight bias to the German player, to reflect the reality of the historical situation. It is a real test of your decision making ability. Time pressure is on both players. The game is very unforgiving of mistakes. Both sides must never forget the victory conditions. One moment's inattention is sure to bring disaster.
After playing the game a few times, try adding the optional rules in Section 8.0. These rules add more balance to the game and are an accurate reflection of choices available to commanders in battle.
All of the game components are contained in this book. They consist of:
A game map:
Playing pieces:
Game rules (you're reading them)
Game charts and tables:
TERRAIN EFFECTS CHART
Terrain | Example Hex Number | Effect on movement [MP's to enter] | Effect on combat [Leftward column-shifts on CRT] |
Clear | 0406 | 2 | None |
Forest | 0404 | 4 | 2 |
Rough | 0306 | 3 | 1 |
Town | 0206 | Same as other terrain in hex | 2 |
Fortified | 0507 | Same as other terrain in hex | 3 |
Road | 0405 | 1 | None |
River | 0804 | Must be adjacent at start of movement, uses all MP's to cross | 3 [Only if all attackers are attacking across] |
COMBAT RESULTS TABLE
Die Roll | Differential [attacker's strength minus defender's strength] |
-1+ | 0 | +1 | +2,+3 | +4,+5 | +6,+7 | +8,+9 | +10+ | |
1 | - | DR | DR | DR | DR2 | DR2 | DR2 | DR2 |
2 | - | - | DR | DR | DR | DR2 | DR2 | DR2 |
3 | AR | - | - | DR | DR | DR | DR2 | DR2 |
4 | AR | AR | AR | - | DR | DR | DR | DR2 |
5 | AR | AR | AR | AR | - | DR | DR | DR |
6 | AR | AR | AR | AR | AR | - | DR | DR |
-: No result, DR: defender retreat one hex, AR: attacker retreat one hex, DR2: defender retreat two hexes.
Also needed to play the game is a six-sided die, which you will have to supply yourself. Lacking a die, you can use six pieces of paper numbered 1 through 6 and drawn from a container. You're better off with a die.
There are no special terms used in this game that are not found in the "Technical Terms of Wargaming" section of this book.
The game scale for the map is 1:250,000 [one hexagon - 4 km across]. Each game turn represents one day of real time.
The game map represents the area of Lorraine [France] just east of the Moselle River in the vicinity of the ancient fortified city of Metz. The area of the game map is 44 x 36 km. A hexagonal grid has been superimposed to regularize movement and the position of units.
The playing pieces represent the combat units that actually took part in the original battle. Below is a description of the symbols found on the playing pieces:
The unit type symbol is that of an infantry unit.
To actually play Drive on Metz you will have to make a photocopy of or remove page xxx. The playing pieces are another matter. You could tear out the page with the playing pieces [page xxx] or photocopy that page. You must then cut out the pieces. Normally, they are die cut on thick cardboard.
So if you have a wargame or two, just scrounge together twenty blank counters and make your own counters for Drive on Metz. Another good idea is to paste the page with the playing pieces to a piece of cardboard. Then cut the pieces out. All the other game components are contained in the book (see above for graphic files)
The German player sets up his units on the map. Then the American player and the German player move alternately for seven turns. At that point you consult the victory conditions to determine who, if anyone, has won the game.
[2.2] LAYING OUT THE GAME COMPONENTS
All but one of the German units are placed on the game map at the beginning of the game. All American units enter the map from the west edge of the map as listed in Rule 7.0. Lay the map flat on a hard surface, using tape if you like, to keep it in place.
The German player sets up the following units first [units are identified as follows: division ID/regiment ID/combat strength movement allowance/set-up hex]:
559/1125 1-4/0502
559/1126 1-4/0403
462/UTRFHR 2 4/0505 Unterfuhrer [NCO school staff and students]
462/1010 1-4/0507
462/FHNJKR 3 4/0509 Fahnenjunker [Officer Candidate School]
3PG/ 8PG 2-8/0609 PG - Panzergrenadier [motorized infantry]
3PG/29PG 2-8/0611
1755/3855 2-8/0709 SS = Schutzstaffel [Nazi party troops]
1755/3755 3-8/0808
Metz/0807 Metz Garrison
See Rule 7.0 for American Units and German Reinforcements.
Players win by obtaining more victory points than their opponent. Victory points are obtained as follows:
For the Americans:
For the Germans:
Victory is determined by adding up each side's points at the end of the game and comparing the totals. If one side has five more points than the other it has won a marginal victory. Ten points is a substantial victory and 15 or more points is a decisive victory.
The victory conditions represent the goals of the two sides. The Americans wanted to get across, and beyond, if possible, the Moselle. In addition, the Americans wanted to seize the two key cities in the area to deny the Germans access to their key locations as transportation centers. The Germans wanted to prevent the Americans from achieving their goals while at the same time getting their valuable mobile units out of the battle so they could be used as reserves and/or be rebuilt. The Germans would also seize any opportunity to get into the American rear area. German doctrine, even on the defense, was very aggressive.
American. Since the game has a slight bias toward the Germans, the Americans must work very hard to gain a victory. The German can gain victory points quickly at the beginning. These must be offset and victory points built up. There are three major routes of advance for the American: toward Thionville in the north, toward Metz in the heavily defended center and across the Moselle in the south. Don't make the mistake of concentrating on one axis of advance. That's too easy for the Germans to block. Go where the victory points are. Keep in mind the "Principles of War": maintenance of the objective, concentration of force, economy of force and security. It is easy for the American to become involved in side issues. Don't allow that to happen. There isn't time for anything that doesn't move units directly toward the main objectives.
German. Careful planning is the key to German victory. Holding the American off is not enough. You have to build up victory points quickly by moving units off the map. Don't be misled by the victory conditions. Moving too many units off early will build up victory points. However, that can make it impossible to hold off American assaults. Note that you want weaker units to move off the map. Victory points are given when units move off, not for their size. Tactically, terrain will be your best friend and worst enemy. Avoid being trapped with your back to a river. That's one of the easiest ways for units to be eliminated.
The sequence of play
The players take turns moving their units and making attacks. The order in which they take these actions is described in this sequence of play outline. One completion of the sequence of play is called a game turn. Each game turn consists of two Player Turns.
Each Player Turn consists of two phases.
The American Player Turn:
Phase one: the American movement phase
The American player may move his units. He may move as many or as few as he wishes, one after another, within the limitations of the rules of movement.
Phase two: the American combat phase
The American player may attack adjacent enemy units. He may perform these attacks in any order he wishes, applying the results immediately as each attack is made.
The German Player Turn:
Phase three: the German movement phase.
The German player may move his units. He may move as many or as few as he wishes, one after another, within the limitations of the rules for movement.
Phase four: the German combat phase
The German player may attack adjacent enemy units. He may perform these attacks in any order he wishes, applying the results immediately as each attack is made.
These two Player Turns are repeated seven times. The game is then over and the players determine the victor.
General rule:
Each unit has a movement allowance number printed on it which represents the basic number of hexes it may move in a single movement phase. Each player moves only his own units during the movement phase of his Player Turn, as outlined in the sequence of play.
Procedure:
Units move one at a time, hex by hex, in any direction or combination of directions that the player desires. The movement phase ends when the player announces that he has moved all of his unit that he chooses to.
Cases:
[4.1] A unit may never exceed its movement allowance. During its movement phase each unit may move as far as its movement allowance permits. Basically, each unit spends one or more movement points of its total allowance for each hex that it enters. Individual units may move less than their movement allowance. Units are never forced to move during their movement phase. Units may not, however, lend or accumulate unused movement points.
[4.2] Units must spend more than one movement point to traverse some terrain types. The basic cost to enter a clear terrain hex is two movement points. The basic entry cost to enter some terrain hexes, however, are higher. These costs are specified in the Terrain Effects Chart. If a unit does not have sufficient movement points to enter a given hex, it may not do so.
A hex containing more than one type of traversable terrain is entered at the higher of the two costs.
When a unit enters a hex through a road hexside, it pays only the cost for moving one hex along the road, regardless of the type of terrain entered. Conversely, a road has absolutely no effect on movement if the hex is entered through a nonroad hexside.
[4.3] A unit may never enter or pass through a hex containing an enemy unit.
[4.4] A unit may never end its movement phase in the same hex as another friendly unit.
One or more units may move through a hex containing another friendly unit, but the moving units may never end the movement phase in the same hex as another unit. If this should inadvertently happen, the opposing player gets to choose which of the illegally placed units are to be destroyed (so that only one remains in the hex).
[4.5] A unit must stop upon entering a hex adjacent to an enemy unit. Whenever a unit enters a hex that is directly adjacent to any of the enemy player's units, the moving unit must immediately stop and move no farther. Note that there are six hexes adjacent to most hexes on the map. The six hexes adjacent to an enemy unit are called the Zone of Control of that unit.
If a unit begins its movement phase of its turn adjacent to an enemy unit (i.e., in its Zone of Control) it may not leave that hex except as a result of combat (either the enemy unit is destroyed or retreated or you are retreated).
[4.6] Units may not leave the map as a result of combat If forced to do so by the Combat Results Table, they are eliminated instead. Units may leave the map to obtain victory points. When they do leave they may not return.
Eligibility requirements for attacking units
General rule:
Each unit has a combat strength number printed on it which represents its basic power to attack and defend. During its combat phase each unit may participate in an attack against an adjacent enemy-occupied hex.
Procedure:
The player examines the positions of his units, determining which are adjacent to enemy units. These are the units that are eligible to conduct attacks during that combat phase. Attacks are conducted using the Combat Results Table and the procedures detailed in the section on combat resolution.
Cases:
[5.1] A unit is never forced to attack. Attacking is a purely voluntary action. In a given combat phase, some of the eligible units may attack and others may not. Indeed, the player may totally pass up the chance to make any attacks at all during a given combat phase.
[5.2] Only one enemy-occupied hex may be the object of a given attack. Even though an attacking unit may be adjacent to more than one enemy-occupied hex, it may conduct an attack against only one such hex in its combat phase.
[5.3] No unit may participate in more than one attack per combat phase.
[5.4] No unit may be the object of more than one attack per combat phase. Regardless of how many attacking units are adjacent to it, a given enemy unit may only be subjected to one attack per combat phase. It must defend against this attack, unlike the attacker, the defenders participation is involuntary.
[5.5] More than one unit may participate in a given attack. As many units as are adjacent to an enemy-occupied hex may combine their strengths into one attack against that hex. Remember, however, that if one or more such units attack, this does not obligate any of the other adjacent units to participate.
How attacks are evaluated and resolved.
General rule:
An "attack" consists of the comparison of the strength of a specific attacking force with that of a specific defending force resolved by the throw of the die in connection with a Combat Results Table. The results may affect either the attacker or the defender.
Procedure:
The attacking player totals up the combat strength of all his units that are involved in a given attack and subtracts from that total the combat strength of the enemy unit being attacked. The resulting number is called the combat differential. The player locates the column heading on the Combat Results Table that corresponds to the combat differential. He then consults the Terrain Effects Chart to see if the column of combat resolution is to be shifted because of the terrain the defending unit is on. If more than one type of terrain exists on that hex only the worst (for the attacker) is used.
He rolls the die and cross indexes the die number with the combat differential column and reads the result. The indicated result is applied immediately, before going on to any other attacks. When he has made all of his attacks, the player announces the end of his combat phase.
Cases:
[6.1] The attacking player must announce which of his units are involved in a given attack against a specific defending unit. He must calculate and announce the combat differential, specifying which of his units are participating in the attack before it is resolved. He may resolve attacks in any order he chooses. Once the die is thrown, he may not change his mind.
[6.2] The calculated combat differential is always determined to to represent a specific column of results on the Combat Results Table. If the combat differential in an attack is higher (or lower) than the highest (or lowest) shown on the table, it is simply treated as the highest (or lowest) column available.
[6.3] The abbreviations on the Combat Results Table will indicate which units are retreated.
Ar: Attacker retreats; all the units involved in the attack are forced to move one hex away from the defender. Defending unit has the option to advance after combat.
Dr: Defender retreats; the defending unit is forced to move one hex away from the attacking unit(s). One of the attacking units may advance after combat.
Dr2: Same as dr except the defending unit must retreat two hexes (see 6.4).
[6.4] Movement as a result of combat
When a unit is retreated it may retreat only if it does not have to enter a hex containing another unit (enemy or friendly) or enter a hex adjacent to an enemy unit (enemy Zone of Control hex). Retreating units may not cross rivers when retreating. Any unit that cannot retreat because of the above is destroyed and removed from play.
Whenever a unit vacates a hex as a result of combat, one of the victorious units may enter the vacated hex(s).
[6.5] Effects of terrain on combat
The Terrain Effects Chart shows how many columns the combat is shifted when the defender is on certain types of terrain. If more than one type of terrain exists on a hex only the worst (for the attacker) is used. The effects of more than one type of terrain (like a fortress in the woods) are not cumulative.
How additional units enter the game.
General rule:
In addition to the force with which they start the game, both players receive units during the movement phases of specified game turns (see the schedule of reinforcements on the game-turn record track).
Procedure:
At any time during the specified movement phase, newly arriving units may enter the map in the hexes indicated.
Cases:
[7.1] When reinforcements arrive on the map, they behave identically to units already on the map. The arrival (into the proper hex) costs the reinforcing units the appropriate number of movement points for that terrain type. If entering on a road, it is assumed that they are entering the map through a road hexside. The units move (and they may participate in combat) in the Player Turn of arrival.
[7.2] If the entry into the arrival hex cannot be performed as a legal move, the reinforcing units may be brought in at the closest hex at which it would be legal to place them.
If, for example, the arrival hex is enemy occupied, the reinforcing units would be diverted to the closest hexes not occupied by enemy units. If possible, however, units must enter in the hexes specified. Note that if the entry hex were enemy controlled, only one unit could enter there (and would stop in that hex).
[7.3] The entry of reinforcements may be delayed for as long as the player wishes. Should the player so desire, he may hold back all or part of the reinforcements due him in any game turn. He should keep a record of any such delayed reinforcements. He need not reschedule their appearance; they may be brought in at will in any of his subsequent movement phases.
[7.4] American reinforcement schedule
The following American units enter the game map on Turn one. They are identified as follows: division ID/regiment ID combat strength-movement allowance entry hexes (which hexes units may enter map on).
90/358 4-4/0101-0104
90/357 4-4/0101-0104
7A/CCA 7-10/0105-0107
5/2 5-4/0105 0107
7A/CCR 5-10/0108-0111
7A/CCB 7-10/0108-0111
5/11 5-4/0108-0111
5/10 5-4/0108 0111
A-Armored, CCA-combat command A[7.5] German Reinforcement Schedule
The following German units enter the game on the turns indicated [see 7.4 for how to read the listing].
Turn two
1O6PzB 1-8/0401-0901 PzB-Panzer [tank] Brigade
The basic game is biased somewhat toward a German marginal victory in order to reproduce the result of the historical campaign. You can balance the game by agreeing to use one or both of the following optional rules before the game starts. Try these after you feel comfortable with the basic game.
This optional rule will usually help the Americans. It stipulates that if in a given attack the attacking forces contain more than one unit from the same division, the attacker receives a one-column shift to the right on the Combat Results Table. This rule reflects the benefit of having units that are used to working with each other fight together, and from having higher level commanders present.
This rule usually helps the Germans, although it can be very useful to the Americans. The rule is: Armored units (units with a movement allowance of eight or more) may, in their movement phase, withdraw from the Zone of Control of an enemy unit. They do this by paying four additional movement points (in addition to the normal terrain costs) to move to a hex not in the Zone of Control of an enemy unit. The first hex moved to may not be toward the enemy's edge of the map (east for the Germans, west for the Americans), nor may it be across a river. The unit exercising tactical withdrawal may continue to move after the first hex, if it has any movement points remaining.
Most games have a number of additional setups for the game. These are called scenarios and this is an example based on the Drive on Metz.
Scenario: Screaming Eagles over Lorraine. Patton convinces Eisenhower that a regiment of the 101st Airborne Division would be more useful dropped near Metz than used (as it historically was) in the Netherlands for Operation Market Garden. On any turn of the game, the US player receives the 502nd parachute regiment of the 101st Airborne division (a 3-4 unit). This unit may be placed on any clear terrain hex on the map.
Design and Development: James F. Dunnigan.
Playtesting: Richard Bartucchi, Gary Gillette, Dave Rodhe, Bill Watkins ad a few other folks whose names I forgot to write down.
Graphic Design Assistance and Inspiration: Redmond A. Simonsen.
Graphic Production: Ted Koller, Bob Ryer and the folks in the William Morrow Production Department.
Forbearance: Susan Hanger (the Wm Morrow & Co editor of the Wargames Handbook.).
Why the Rules Are the Way They Are
Chapter 5 - History of Wargames