Battle of the Bulge

AP Series | Panzer Grenadier |
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Designers | Bennighof, Knipple |
Game Type | Standalone |
Format | Boxed |
Release Date | 2003-02 |
Availability | Out of Print |
Scenarios | 51 |
Counters | 495 |
Counter Type | Die-cut |
Maps | 4 |
Overall Rating, 573 votes |
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3.17
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Standalone Rank: 33 of 42 |
Popularity: Ownership & Activity | ||||
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Status | Owned by 48% | Played by 28% | AAR'd by 23% | Medaled by 1% |
Rank | 3rd of 173 | 5th of 162 | 5th of 158 | 80th of 98 |

Total | |
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Side 1 | 305 |
Draw | 92 |
Side 2 | 186 |
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In one last attempt to stave off defeat, the German high command flung their panzer divisions at the Americans in what became known as the Battle of the Bulge. Now re-fight this heroic stand of the American fighting man. Fifty-one scenarios cover the vicious tank battles and infantry fights of December 1944 that decided the course of modern history. Players take command of platoon-sized units representing American and German infantry, paratroopers, tanks, and artillery. |
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AFV Rules Pertaining to this Game's Order of Battle |
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34 Errata Items | |
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The trees lining the roads are just there to be pretty, and so the U.S. Army can march in the shade. (campsawyer
on 2010 Apr 29)
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For the Germans, some scenarios say "Luftwaffe", other scenarios "Para". These are the same units, the light blue pieces. (campsawyer
on 2010 Apr 29)
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NOTE - this rule postdates Battle of the Bulge, but is period appropriate. Its use is recommended. -- Infantry AT-fire in assault: Roll one die for each full strength, good order INF, GREN, PARA and ENG unit in the hex - defending units must be unactivated to attempt AT fire. On a result of 5 or 6, the unit gets to make a strength 6 AT attack against any enemy AFV in the hex - the only applicable modifier is +1 if there are no enemy infantry units in the hex (other than mortars and non-combat units). This fire occurs simultaneously with the assault, and units that fire AT still get to fire in the assault roll. Apply results of the AT fire after normal assault combat results. (Nick
on 2010 Jun 08)
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Scen 14 -The German renforcements (part 2) state a result of 11 or better to deploy unit, I believe that this should be an 8. Also the Mot/Mech statement is moot. (Grognard Gunny
on 2023 Mar 11)
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Scen 19 |
Setup instructions tell the American player to place Company B on board 8. Board 8 is not included in this game or the scenario setup. I believe this should be board 9. (triangular_cube
on 2021 Jan 27)
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Scen 19 |
Visibility chart is missing from this scenario, unless it is intended to be daylight through the whole scenario starting at 0430? I used the visibility chart from scenario 18 which takes place on the same day to determine dawn. (triangular_cube
on 2021 Jan 27)
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Scen 20 |
Setup instructions tell the American player to place Company B on board 8. Board 8 is not included in this game or the scenario setup. I believe this should be board 9. (triangular_cube
on 2021 Jan 30)
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Scen 20 |
Special rules indicate .. Beginning with Turn Fifty-Eight (1945)... Turn 58 is not 1945. (triangular_cube
on 2021 Jan 30)
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Scen 22 |
The 560th set up instruction makes a lot more sense if you swap the references to boards 10 & 11 (triangular_cube
on 2021 Feb 11)
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Scen 24 |
American reinforcement rolls begin on "Turn Twenty-Five (1000)". 1000 is turn 26. (triangular_cube
on 2021 Feb 16)
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Scen 25 |
Terrain instructions only mention ignoring town on B11. In Team Desobry #1 these were treated as roads. Special rule 3 indicates "turn 16 (1645)". Turn 16 is not 1645. (triangular_cube
on 2021 Mar 15)
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Scen 26 |
Panzer Lehr's onboard procedure calls for rolling a die on every turn, as well as every full hour. I believe the every turn mention was copy-pasted and is erroneous, otherwise the special per hour instruction makes no sense. The eponymous LT Col Cherry does not appear in this scenario. Team Cherry's highest leader is a CAPT. I dont know if this is intentional, but it seems incorrect. (triangular_cube
on 2021 Mar 21)
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Scen 27 |
Confusing set up directions for Germans: "...within 3 hexes of the east edge and withing 3 hexes of the north edge." Could mean within 3 hexes of the entire north edge and within 3 hexes of the entire east edge. Or it could mean a 3 hex by 3 hex zone in the very northeast corner. Since even triple stacking all the German units wouldn't fit in the little northeast zone, I interpret the instruction to mean all across the north and east edges. (arixius
on 2014 Sep 03)
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Scen 28 |
Replace the German "SPW250/9" unit with a "Sdkfz 234/2". (campsawyer
on 2010 Apr 29)
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Scen 38 |
For all reiinforcements except the American M4, the turn numbers and times do not match correctly given the 0815 start time for the scenario: Second German group listed as Turn 28 (1530) but T-28 is 1500 American Company C listed as Turn 39 (1815) but Turn 39 is 1745 American Company F listed as Turn 55 (2215) but Turn 55 is 2145 I used the turn, not the time, for all (splat99
on 2012 Feb 04)
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Scen 39 |
As with Scenario 38, there are two time-turn conflicts given the 1115 start: Second American group is listed as Turn 18 (1600) - Turn 18 is 1530 American OBA listed as Turn 12 (1430) - Turn 12 is 1400.I used Turn for reinforcements, time for OBA. (splat99
on 2012 Feb 04)
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Scen 40 |
The Turn(time) instructions for reinforcements and artillery rules are out of sync by two turns. I used the turn indicated rather than the time indicated. (triangular_cube
on 2021 May 01)
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Scen 42 |
There is a desync of 2 turns between the turn(time) indicators for reinforcements and special rules. I used the turn indicator rather than the time. (triangular_cube
on 2021 May 07)
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Scen 43 |
Scenario has a major river but no ENG units, so the river crossing numbers should be ignored, unless players wish to invoke the 3rd edition optional rule that in such cases you can use the crossing numbers without ENG assistance. The crossing numbers of 5/3 are from the era of 1d6 (not 2d6). (petermc
on 2017 Jul 31)
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Scen 43 |
There is a desync of 2 turns between the turn(time) indicators for reinforcements and special rules. I used the turn indicator rather than the time. (triangular_cube
on 2021 May 08)
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Scen 44 |
There is a desync of 2 turns between the turn(time) indicators for reinforcements and special rules. I used the turn indicator rather than the time. (triangular_cube
on 2021 May 08)
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Scen 48 |
Turn/time indicator for the Turn 16 German reinforcements are out of sync. (triangular_cube
on 2021 May 12)
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Scen 48 |
Countermix does not have enough Heer officers to fully support this scenario. I used the included Luft leaders to fill in the gaps. (triangular_cube
on 2021 May 12)
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Scen 49 |
Reinforcement Turn(time) indicators are out of sync by two turns. (triangular_cube
on 2021 May 13)
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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play. (plloyd1010
on 2015 Jan 30)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter. (Shad
on 2010 Dec 15)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice." (Shad
on 2010 Dec 15)
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Nations at War - Scenario Appearance Percentages | ||
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Germany |
100%
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Germany |
United States |
100%
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United States |
Battle Types - Scenario Appearance Percentages | ||
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Urban Assault |
94%
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Urban Assault |
Inflict Enemy Casualties |
27%
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Inflict Enemy Casualties |
River Crossing |
20%
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River Crossing |
Exit the Battle Area |
18%
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Exit the Battle Area |
Rural Assault |
6%
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Rural Assault |
Rescue |
4%
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Rescue |
Covering Action |
2%
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Covering Action |
Meeting Engagement |
2%
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Meeting Engagement |
Surprise Attack |
2%
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Surprise Attack |
Conditions - Scenario Appearance Percentages | ||
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Terrain Mods |
94%
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Terrain Mods |
Off-board Artillery |
90%
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Off-board Artillery |
Reinforcements |
53%
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Reinforcements |
Severe Weather |
4%
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Severe Weather |
Entrenchments |
2%
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Entrenchments |
Hidden Units |
2%
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Hidden Units |