Striking the Anvil Rules
Striking the Anvil Rules
1. Overview
number for the combat strength and a number
for the movement capacity.
This game needs one six sided die (1d6). • A combat unit has two steps. The unit counter
is flipped to its reduced side when the unit suffers
1.1 Map a loss of combat strength (see 5.6 Taking Hits).
The map is divided into areas.
Areas are delineated by the lines on the map and 1.3.2 Support Units
by all the major and minor rivers. • The counter’s border on these units have
There are three terrain types: Clear, Rough and a dotted pattern.
Mountain. • The support unit counters have a tactical
Each terrain type has an influence on unit symbol, a unit name and an attached division
movement and combat (see the terrain effect chart (pertinent only for historical interest), a combat
on the map and modifiers). bonus (with a “+”) and a gray number for the
German units entering Italy are considered to movement capacity.
have exited and can’t re-enter the game. • When a support unit loses a step,
it is eliminated.
1.2 Scales • A support unit can’t move by itself. It can move
One game turn represents two days of actual time. up to all of its movement capacity only when
The counters represent brigades or accompanying another combat unit of its side,
regiments for the combat units, and batallions when they are activated together. The support
for the support units. One centimeter on the map unit must stop its movement along with the
represents about 10 kilometers. accompanying combat unit and can’t be left
behind during the movement.
1.3 Units • A support unit can’t attack or defend by itself.
German units have a black background. US units It adds his combat bonus to the die roll (not to
have a green background. French units have a the combat strength) for the combat resolution in
green background with a light blue stripe. which it participates.
British units have a green background with a dark • If a support unit is alone in an area without
blue stripe. combat units of its side, it is immediately
All units have two statuses: Good Order or eliminated.
Disorganized. When a Good Order unit is
example of support unit : 645TDB/45US
Disorganized, rotate it 180°. A unit executing an
action (movement, combat, or mobile combat) Attached
is always placed in Disorganized status at the Division
conclusion of the action. A Disorganized unit Designation Combat Bonus
Credits cannot perform any other actions until the end of Type Movement Capacity
the game-turn.
Designer
Luc Olivier There are three unit types: 1.3.3 Special Units
Developer & Graphics
Olivier Revenu 1.3.1 Combat Units Coastal Defense (CD)
Editing & Proofreading • Combat units are multi-battalion regiments • A Coastal Defense unit can’t move.
Laurent Guenette, Darren Hines or brigades. They are the only units allowed to • Like a combat unit, a CD unit has two steps.
Playtesting initiate attacks or defend against them. Combat The CD counter is flipped when the unit takes a
Alexandre Adelet, Guillaume Adelet, Thomas unit counters have a symbol which determines hit (see 5.6 Taking Hits).
Besnard, Eneko Echegarrai, Thomas Varley the troop type (infantry, armored, etc.), the name • A CD unit can’t initiate combat by itself.
translation of the unit, the name of the parent division, a Like a support unit it adds its combat bonus to the
Noël & Anne Haubry die roll (and not to the combat strength) for the
example of combat unit : 180IR/45US combat resolution in which it participates.
© Battles Magazine & Nuts! Publishing
example of CD : Fort St Tropez
Designation
Division Type
Alternative title
Designation Combat Bonus
Operation Dragoon : Fuck Churchill !
Combat Strength Movement Capacity
Reduced unit Reduced unit
• A CD unit alone in an area without friendly of each turn, after the first one, the Allied player as the fortifications are not completely destroyed
combat units is able to exert friendly control over can try to place up to two FFI markers in enemy (even if there are no German units in the area).
this area. areas without enemy units or fortifications and • Entering or exiting a fortified area does not cost
adjacent to at least one friendly area. The Allied additional movement points.
Transport Units player rolls 1D6. On a 1-4 result, he places one
• Only the Allies have transport marker. On a 1-2 result, the marker is placed fight- Fortification Level
units. French have one and the US ers side visible. On a 3-4 result, it is placed control
have three. side visible.
• Each transport unit’s role is to • An area containing a FFI marker is controlled by
motorize a maximum of one Movement the Allied player.
combat unit plus a maximum Capacity • When an area is controlled by the Allied player
of two support units, allowing the during the game, immediately place a FFI marker DRM
transported units to move at the rate of in it (control side visible).
the transporting unit. • If an area with a FFI marker happens to be
• A transport unit can only transport units from without Allied units and a German unit enters, 1.6 Control of areas
its own nationality. the FFI marker is immediately removed. It can be At game start, all the areas (except the ones
• the loading and unloading does not cost re-used later as many times as necessary. containing a FFI marker – see scenarios) on the
additional movement points. The loading unit • A FFI control marker has no influence on map are controlled by the German player.
must be in Good Order. combat. • An area is controlled either by the German or
• A transported unit ends its impulse • A FFI fighters marker adds 1 to the die roll of all the Allied player.
in disorganized status, unless it is involved Allied combat resolution occuring in its area. • The control of an area is checked after every
in mobile combat. • A FFI marker can’t take hits. activation.
• Transport units move (loaded or empty) using • A German or Allied unit gains control of an
the motorized terrain costs (see chart). example of FFI units enemy area by crossing it or stopping in it when
• They have no influence on combat, can’t take there are no enemy combat unit(s), special unit(s)
hits and are automatically eliminated when there or enemy fortification levels in it at the time.
are no other friendly units in an area containing • A controlled area is called a friendly area, an
enemy units. area controlled by the enemy is called an enemy
• A loaded unit can attempt mobile combat after it Control Fighters
area.
moves (see 5.3 Mobile Combat and Example 1).
Side Side • An area occupied by units of both sides is still
controlled by the player who was previously
Armoured Train controlling it.
• The German EAA640 is a heavy Both areas contain a FFI marker and are thus
railroad artillery unit. controlled by the Allied. The FFI marker in 06 is a 1.7 Stacking
• This unit must be activated alone. fighters unit and adds 1 to all Allied combat die There’s no stacking limit. It’s possible (but
• It moves through as many areas as Combat rolls in this area. ill-advised) to stack the whole army of a side in a
desired by the player, with the following Bonus single area.
restrictions: 1.5 Fortifications
- It can’t enter an enemy area. • The Toulon and Marseille areas are fortified. 1.8 Supply
- It can move only in costal areas or areas They have a fortification track printed on the • In order to supply an area, a supply line must
adjacent to the Rhine. map, showing the area fortification level (upper be traced from an area through friendly areas to a
- It can never cross an unbridged major or
minor river.
number)
• The bombed! marker is placed at game start
supply source.
by Luc Olivier
• The Allied supply sources are one of the two
• It is rotated in Disorganized status when its on the first box at the left of the track and will be landing areas (01 and 02), or Toulon or Marseille
movement ends. moved towards the right when fortification levels (if the Allied player controls one of these areas).
• It adds 1 to all die roll of each German combat are lost. When the marker is in the level 0 box, the • The German supply sources are the Northern
occuring in its area when it is in Good Order area fortifications are permanently destroyed. map edge, or Italy, or Toulon, or Marseille (if the
status. • Each fortification level corresponds to a DRM German player controls one of these areas).
• It has only one step and is eliminated when it (lower number). • When an area is out of supply, place an out of
takes a hit. • Apply this DRM to the combat die roll of Allied supply marker of the adequat nationality in it. The
units attacking this area. marker is removed immediately when the supply
1.3.4 French Forces of the Interior (FFI) • If, when the turn ends, the fortification level conditions are satisfied.
• FFI counters represents the actions of the is lower than 6, the Allied player can seek the • An out of supply marker affects only units of its
French Resistance, which allowed the allied troops surrender of the area if he has combat units in nationality.
to advance in a faster and more efficient way by this area. To seek surrender, he makes a die roll • A non supplied unit can’t move and its combat
liberating and scouting German sectors. and must obtain a result higher than or equal strength is halved (rounded up) when attacking.
• An area can be controlled by the Allied player to the current level. If he succeeds, all the units
with the placement of a FFI marker in any area in the area are eliminated and the fortifications
free of German units and fortifications. At game are considered destroyed. If he fails, the current
start, some areas without Germans are marked fortification level is increased by one.
with FFI markers (see scenarios). At the start • The area is controlled by the Germans as long
2. Sequence of play
Striking the Anvil is played in a variable number
of game turns, as stated in the scenarios. Each C
turn is composed of several phases which must B
be played in the following order.
1) Planning (if this variant is used - see 10.0).
2) FFI area control attempt phase
(all game turns after turn 1 – see 1.5.4). A
3)Bombing Phase.
4) Operations Phase - Players alternate the
activation of their units. The Allied player
always goes first. The paradrops are resolved
first.
6) Surrender phase for the fortified areas .
7) End of turn.
example 1 : Movement and Transport Units
Allied activation:The Allied player wishes to move his units from the 08 area to the 03 area. The TF Butler
3. Activation and the 753 TkB units can do it by their own means (3 MP) but not the 180 IR, the 179 IR, nor the 509 PIB units
• The phasing player chooses an area where he (1 MP). Fortunately there are two US transport (trucks) in the area. The player activates his 3 combat units, two
will activate his units. He can activate up to three support units, and two transport units. The 180 IR and the 179 IR each loading in a transport unit, accompanied
good order combat units during a single by the 509 PIB (a transport unit can load up to one combat unit and two support units - see 1.3.3). All the units
activation, or four if at least two of the activated now have 3 MP.
units belongs to the same division. He may also A Movement:The group enters the 07 area. It is a friendly area (FFI marker), the Rough Terrain (yellow area ID
activate as many special and support units as number) is ignored because it is a road movement. 1 MP is spent so far.
wanted, whatever the attached divisions are. B Movement:The group now enters the 02 area. Despite the presence of enemy units, it is a friendly area (FFI
• Activated units can either attack the enemy marker). 1 MP is spent, for a total of 2 MP so far.
units in their area, move and/or attempt a mobile C Movement : The group continues to the 03 area. It is a friendly area. 1 MP is spent for a total of 3 MP.
combat. Note:The units group don’t have troubles when leaving the 02 area containing enemy good order units, because
• When an activated unit has finished its action, it after the move, there are still more good order Allied units strength points (143 IR:6 strength points) than enemy
is rotated 180° to Disorganized status. good order units strength points (33 Pzr:3 strength points).
• All the units activated during the same impulse End of activation:The group has spent all its movement points and does not initiate mobile combat. The
must perform the same action. transported units unload and all the units are rotated in disorganized status.
• A player can pass instead of activating units. If
both players pass in a row, the Operations Phase can be subject to pursuit (see 5.5 Pursuit Combat) • The player adds the strength points of the
is ended if the player does not leave Combat Strength activated combat units. He rolls a die and modi-
points in the area equal to the Combat Strength fies the result with various modifiers (see 5.7
points of the total good order enemy units that combat modifiers). Then the final result is read on
4. Movement are in the area. If the player leaves enough Combat the CRT.
• Each unit allowed to move has a movement Strength points, pursuit is not allowed. • When a 1 is obtained on a die roll (without
capacity (1 or 3) allowing it to move according • A unit can always move into one adjacent modifiers), the attacker automatically suffers one
to the movement costs as shown on the terrain area, regardless of the movement point cost. step loss (except if the CRT also gives a step-loss
effect table. to the attacker; in this case, only use the CRT
• A move from an area to an adjacent area using a result). (See example 2).
road allows motorized units to ignore the 5. Combat
additional movement cost of the Rough Terrain. Combat is not mandatory. 5.3 Mobile Combat
• Motorized units can only enter a mountain area • A unit or a group of units can attack at the end
along a road. 5.1 Combat Result Table (CRT) of its move. This is called a mobile combat. The
• Some German units (those with an “E” instead • The CRT is located on the map. attacker must declare his mobile combat when he
of a movement capacity) begin the game It is used to resolve combat with the strength starts to move. He must halve his strength points
“entrenched”. They can move only after taking a points of the attacking units involved plus or total (rounding up) to resolve the assault. Before
hit (counter flipped back). The German player minus any DRM. the attack takes place, he can be counter-attacked.
can voluntarily reduce the unit when activated • The upper line shows the strength points • If the attacking unit or stack has to cross a major
in order to allow it to move. involved. The first column shows the modified die or minor river bordering the entered area in order
• A unit must stop its movement immediately roll. The numbers at the intersections of lines and to attack, apply the major or minor river modifier
after entering an enemy area. columns give the number of steps losses: left for (see 5.7 combat modifiers).
• A unit must spend one additional movement the attacker, right for the defender.
point to enter an enemy area. 5.4 Counter-attack
• A unit must spend one additional movement 5.2 Combat resolution • The good order units of a mobile combat target
point to exit an enemy area. • Activated units can only attack the enemy units area may be activated (subject to activations
• A unit leaving an area containing enemy units present in their area, never in an adjacent area. limits - see 3. Activation) and attack the units
attempting mobile combat, before the mobile -Rough Terrain : -1 if the combat is occuring example 2 : Taking hits
combat resolution. in a Rough Terrain area.
• The combat is resolved in the mobile combat -Mountain :-2 if the combat is occuring in a
target area. Mountain terrain area.
• Never apply the terrain modifiers during a -Major River (mobile combat only) -4 if the
counter-attack. major river is unbridged, -2 if it is bridged.
The German player must take 5 hits with this units
• The counter-attacking units are then rotated to -Minor River (mobile combat only) -2 if the
group. He has various ways of doing this.
disorganized status. major river is unbridged, -1 if it is bridged.
Here are some of them:
• The possible steps losses of the counter-attack
are only applied to the mobile combat units and/ 5.8 Taking Hits
or to the counter-attacking units. The result at the intersection of the strength
• After the counter-attack resolution, the mobile points total and the modified die roll gives the
combat is resolved with the still good order number of hits. The number on the left is for
attacking units. (See example 3). the attacker, the number on the right is for the 1- Eliminate the 33 PzR (5 strength points) : 5 hits.
defender. The hits are distributed by the player
5.6 Pursuit Combat who owns the units suffering the hits:
When a unit or a stack of units exit an area • A combat unit changing from good order
containing good order enemy units, the enemy status to disorganized status (not allowed to
player may declare a pursuit combat, and stop the support or special units): 1 hit. 2- Eliminate the 326 GR (4 strength points) : 4 hits.
movement, if he has more strenght points in the • Elimination of one step of coastal defense: 1 hit. Eliminate the 50 PzJ : 1 hit. 5 hits total.
area than the other player. • Elimination of one support unit : 1 hit.
• If he chooses to declare a pursuit combat, he • Elimination of one fortification level : 1 hit.
must activate the units he wants to (subject to • Reduction or elimination of combat unit : 1 hit
activations limits - see 3. Activation) and attack per strength point eliminated (in this case, the
the units attempting to exit the area. owning player can lose more hits than stated in
3- The 33 PzR is placed in disorganized status : 1 hit.
• Never apply the terrain modifiers during a the combat result chart. He must eliminate at least
The 326 GR is placed in disorganized status : 1 hit.
pursuit combat attack. as many strength points as stated in the result
the 326 GR is flipped on its reduced side (loss of 2
• The possible steps-losses of the pursuit combat chart. For example, a US regiment with 8 strength
strength points) : 2 hits. Eliminate the 50 PzJ : 1 hit.
are only applied to the moving units and/or to the points is attacked by a German regiment and
5 hits total
attacking units. suffers a result of “2”. It is flipped on his reduced
etc.
• After the pursuit combat resolution, movement side, downgrading from 8 to 4 strength points, as
resumes for the units that are still in good order if it had suffered 4 hits).
status. The other units stay in the area.
enter an area, a minimum of one movement point
5.7 Combat modifiers 6. Naval and Air Bombings must be spent.
They are added to or subtracted from the die roll • The Allied player has two bombing markers (air • Landings are treated like movements (at least 1
(never to the strength points). and naval). He can place them in the area of his MP spent to enter the area). The landing units are
• Support bonus : Each support or special unit choice at the beginning of each turn. setup in the landing zones and are activated in the
involved in the attack adds his inherent bonus to • If a bombing counter is placed in an area other landing zone with the normal activation rules.
the die roll (+1 or +2 as stated on the counter). than Marseille (10) or Toulon (09), it is directly • Reinforcements or landing units may use
• Combined Arms bonus : Adds one to the die placed “support +1” side visible. mobile combat.
roll if ; 1) At least one airborne unit is included • If a bombing counter is placed in the Marseille
in the attack, 2) At least 1 commando unit is (10) or Toulon (09) area, it may reduce the fortifi-
included in the attack, 3) At least one artillery or cation level with a die roll on the bombing table. 8. Paradrops
anti-tank unit is included in the attack, 4) At least • When the bombing phase ends, the markers are The paradrops occur as stated in the scenarios.
one armored unit is included in the attack. flipped (side support +1 visible) and stay in • Paradrops are not considered as movement.
These bonuses are cumulative, but you can’t the area until the end of the turn (unless the • All units from a single paradrop are setup at
accumulate attack bonuses of the same type bombing result specifies otherwise). the beginning of the operation phase, before any
(ie. just add +1 if you have two or more armored • The markers offer an additional bonus to the activations, during the turn in which they enter
units involved in the attack). combat die roll as stated in the combat modifiers the game.
• Bombing bonus : +1 to the Allied player for section, for all the Allied combats in this area until • The paradropping player rolls 1D6. On a 1-4
each air or naval support counter in the area the end of the turn. result, the units are placed in good order status.
(see Bombings). • The bombing table is located on the map. On a 5+ result, the units are placed in
• Fortifications modifiers : As stated on the disorganized status. Roll the die only once for all
fortifications track (see 1.5 fortifications). the units of a single paradrop. Add one to the re-
• Landing modifier : -2 for the Allied units 7. Reinforcements and Landings sult if the landing area is an enemy area. Add one
landing during the first turn and each time an Both sides receive reinforcements during the to the die roll if the landing area contains enemy
Allied unit lands in an enemy area without course of the game, as stated in the scenario. units. Both modifiers are cumulative.
friendly units already in it. • Reinforcements enter in the area stated in the
• Terrain modifiers :(they are never included in scenario and immediately spend movement
a counter-attack or pursuit combat) points when they enter the area. Therefore, to
example 3 : Mobile Combat and Counter-attack
figure A - Allied activation
The Allied player decides to activate the 07 area to lead a mobile combat in the 06 area. He chooses to activate 9. Bridges
two combat units (TF Butler and 1 Bde) and three support units (753 TkB, 1 GCA, 509 PIB). He declares his • All the bridges on the map are considered de-
intention to the opponent player and moves his activated units in the 06 area. The German player then declares a stroyed. Crossing a river with a destroyed bridge is
counter-attack. He activates the 33 PzR combat unit accompanied by two support units (HAA 1196 and PzJ 50). the same as crossing an unbridged river.
figure B - German counter-attack
• According to the scenarios, the game can start
with or without intact bridges. When the bridges
The German player stops the Allied assault and initiates an attack on the Allied units in mobile combat with his are not destroyed, place bridge markers on the
activated units. correct locations.
Strength points calculation : 5 (PzR 33)
Modifiers determination : +1 because the 33 PzR is an armored unit, +2 for the HAA 1196 (+1 with the inherent • During the game, a player can activate a combat
unit in a friendly area to destroy a non-destroyed
printed modifier, +1 because it is an artillery unit), +2 for the PzJ 50 (+1 with the inherent printed bonus, +1 bridge in its area. If the areas on both sides of the
because it is an anti-tank unit). bridge are friendly, the destruction is automatic
The Rough Terrain modifier for the 06 area is not added because it is a counter-attack. Total modifier : +5. (remove the bridge marker). If the area on the
The German player then rolls a die and obtains a two and adds the +5 modifier for a final result of 7. On column other side of the bridge is an enemy area, roll a
“5” of the CRT (corresponding to the 5 German strength points), at the intersection of the “7” die roll line, the die : 1-2 means the destruction has failed. In both
result is : 2 hits for the defender. The German units having participated in the counter-attack are pivoted of 180° cases, the unit is placed in disorganized status.
in order to be placed in disorganized status. The Allied player takes the hits (only for the mobile combat units) :
the 1 Bde is placed in disorganized status (1 hit) and the 509 PIB is eliminated (1 hit), for a total of two hits. • During the game, a player may activate a combat
unit in a friendly area to try to repair a bridge in
figure C - The Allied activation resumes and ends: its area. If the areas on both sides of the bridge are
The Allied player can now continue his mobile combat. friendly, the repair is automatic. Place a bridging
Strength points calculation : 6 (TF Butler) (the 1 Bde can’t participate because it is disorganized). The total is marker on the bridge to be repaired then roll 1D6.
halved because it is a mobile combat. Total : 3. The result gives the number of Allied or German
Modifiers determination : +1 because the TF Butler is an armored unit, +2 for the GCA (+1 inherent bonus, +1 activations to wait for before flipping the marker
because it is a commando unit), +1 for the 753 TkB (+1 inherent bonus, the armored bonus is not added because it on its bridge side. If the area on the other side of
has already been added with the TF Butler), -1 because the attack is in Rough Terrain. Total modifier : +3. the bridge is an enemy area, a die roll of 1-2 fails
The Allied player then rolls a die and obtains a “4” and adds the +3 modifier for a final result of 7. At the to repair the bridge. In both cases, the repairing
intersection of column “3” (the total strength points) and of line “7” (modified die roll), the result is 2 hits for unit is placed in disorganized status.
the defender. All the Allied units having participated in the attack are rotated 180° to be placed in disorganized • A marker on the bridge side enables to ignore
status. The German player takes the hits (all the area units can take hits). The 308 GR and the 326 GR units are major and minor rivers effects for the movement.
placed in disorganized status, for a 2 hits total.
This is the end of the Allied activation. It is now a German impulse...
10. variant
• In order to simulate a command and planning
system, the players must form combat groups
Scenarios
with their units at the start of each turn.
• To do so, a player may stack up to three combat
units, or four if there are at least two units from
the same division, and as many support units as
he wishes.
• Each stack represents a combat group.
• Combat groups can’t be broken down during the
game turn.
• When a unit is activated, its whole group is I - Historical scenario : August 15th, 1944
activated too.
• More than one combat group can be activated
at the same time, only if the activation rules are II - What-IF scenario 1 : June 6th, 1944
not broken. As initially evocated.
This variant can slow down the game pace and
make the game less open but, nonetheless, it
raises an interesting problem. II - What-IF scenario 2 : August 15th, 1944
After German redeployement, as evocated in the Kriegspiel of end of July.
ABBREVIATIONS
- 1Bde = 1ere Brigade - 1DB = 1ere Division
Blindée - 1DFL = 1ere Division de la France
Libre - 3DIA = 3e Division d’Infanterie
Algérienne - 3US = 3e Division d’Infanterie US
- 9DIC = 9e Division d’Infanterie Coloniale
- AB = Airborne - CC = Command Combat
- Choc = Bataillon de Choc - EAA = Eisenbahn
Artillerie Abteilung - FFS = Special Service
Force - FliR = Flieger Regiment - GIB = Glider
Infantry Battalion - GCA = Groupe de
Commandos d’Afrique - GNA = Groupe Naval
d’Assaut - GTM = Groupement de Tabors
Marocains - GR = Grenadier Regiment
- HAA = Heeres Artillerie Abteilung
- HKAR = Heeres Küsten Artillerie Regiment
- ID = Infanterie Division - IPB = Independent
Parachute Brigade - IR = Infantry Regiment
- Lw = Luftwaffe - MAA = Marine Artillerie
Abteilung - PIB = Parachute Infantry Battalion
- PIR = Parachute Infantry Regiment
- PzD = Panzer Division - PzG = Panzer
Grenadier Regiment - PzR = Panzer Regiment
- SF = Special Forces - RCA = Régiment de
Chasseurs d’Afrique - RCP = Régiment de
Chasseurs Parachutistes - RD = Reserve
Division - RGeR = Reserve Gebirge Regiment
- RGR = Reserve Grenadier Regiment
- RSAR = Régiment de Spahis de
Reconnaissance - RTA = Régiment de
Tirailleurs Algériens - RTS = Régiment de
Tirailleurs Sénégalais - TD B = Tank Destroyer
Battalion -TF = Task Force - TkB = Tank
Battalion -