VICTORY IN THE WEST

INTRO:
Victory in the West is a set of regiment/battalion level simulations of critical campaigns that occurred on the western German frontier in the fall and winter of 1944-45. Each of the games in this set simulates an engagement between the Allied and German forces in a period that was to mark the beginning of the end for Hitler's Third Reich. Three games are in the Victory in the West series; Patton's 3rd Army, Operation Grenade and Sicily.


PATTON'S 3rd ARMY:
The Lorraine Campaign 8 Nov - 1Dec '44

INTRO:
Patton's 3rd Army is a simulation of the U.S. Third Army's November 1944 Offensive in the Lorraine area of France. Each Game-Turn represents one day of real time and each hex represents approximately 2.6 miles from side to side.


CREDITS
Publisher: SPI, 1979
Designer: Joseph M. Balkoski
Graphics: Redmond A. Simonsen


GAME SCALE:
Each Game-Turn represents one day of real time, and each hex represents 2.6 miles from side to side.


MINI-REVIEW:
Patton's 3rd Army transports you to the border of France and Germany near Metz. In the North is Saarbrücken, in the East is Nancy, on the West edge is Trier, Luxembourg and the Ardennes Forest. In the center is Metz . Stretching from North to South as well as surrounding Metz and Eastward is the Maginot Line. In the North-West corner is the West Wall fortifications. As the U.S. Player you must attack through this mess while crossing the Moselle, Seille and Saar Rivers. If that isn't enough to make you want to play the Germans, you must keep track of you limited Support Points. The U.S. Player starts with 75 Support Points and expends 1 for each attack made by a Corps. (If two Corps attacks together, that's two Support Points.) With two Corps of five Divisions each on the map, 75 Support Points do go far in a twelve-turn game. If playing the extended scenario you must go twenty-four game turns. You can collect Support Points by resting a division, (taking it out of the line of fire for R&R). Each Corps is allocated a portion of those 75 Support Points at the beginning of the game and can't transfer them between each other later on. If a Corps runs out of Support Points all units in that Corps are considered out of supply or isolated if already out of supply, artillery may not provide support bonuses and no divisional integrity bonuses may be awarded. Wipe your eyes Yank. You also have to worry about mud and overcast skies reducing movement, Air Support and your odds on the Combat Results Table while changing streams to rivers. The German Player only has to worry about having lower class units and if the 15th Panzergrenadier Division will enter play. In all a fairly tough game for both sides. (By the way, that makes for a good game.)


SEQUENCE OF PLAY:

A. ALLIED PLAYER-TURN
	1. Mutual Supply Determination Phase
	2. Movement Phase
		A. Tactical Movement Segment
		B. Strategic Movement Segment
	3. Combat Phase

B GERMAN PLAYER-TURN
	1. Mutual Supply Determination Phase
	2. Movement Phase
		A. Tactical Movement Segment
		B. Strategic Movement Segment
	3. Combat Phase

C. GAME-TURN INDICATION STAGE
	

COUNTER LIST:
In case you need to replace a counter.

GERMAN:

Infantry		Panzer			Panzergrenadier
B-1-4/1-4               1-12                    B-3-12/1-12
951/361/89     [1629]   15/11P/13  (b) [1618]   110/11P/13     [1618]
952/361/89     [1528]   15/11P/13  (b) [1518]   111/11P/13     [1518]
953/361/89     [1426]   243/82     (b) [C5]
127/48/13      [1223]   100/21P/82 (b) [C5]     B-1-12/1-12
713/416/82     [1602]   100/21P/82 (b) [C5]     125/21P/82     [C5]
713/416/82     [1307]   130/Lr/13  (b) [B15]    192/21P/82     [C5]
774/416/82     [1404]   130/Lr/13  (b) [B15]
M/25/82        [0818]   5/25/13    (b) [A3]     B-2-12/1-12
M/22/13        [0816]   115/15/13  (b) [?]      901/Lr/13      [B15]
                        130/Lr/13  (b) [B15]    902/Lr/13      [B15]
B-2-4/1-4
1125/559/13    [1423]   Infantry                A-2-12/1-12
1126/559/13    [1325]   3-4                     104/15/82      [?]
1127/559/13    [1425]   43/13      (b) [1629]   115/15/82      [?]
59/19/82       [1212]   M/48F/82   (b) [0816]   37/17/13       [0920]
73/19/82       [1011]   M/45/82    (b) [0816]   38/17/13       [1021]
74/19/82       [1209]   M/53/82    (b) [0817]          
1215/462/82    [0916]   M/82       (b) [1404]   A-3-12/1-12
1216/462/82    [1013]                           35/25/13       [A3]
1217/462/82    [0817]   2-4                     119/25/13      [A16]
                        1431/13    (b) [1022]   
B-3-4/1-4               43F/82     (b) [1118]   Artillery
87/36/13       [A4]                             1-2
118/36/13      [A4]     1-4                     1/401/13   (d) [1521]
165/36/13      [A4]     M/55/82    (b) [0919]   2/401/13   (d) [1521]
                                                1/381/82   (d) [1408]
C-1-4/1-4               Anti-Tank               2/318/82   (d) [1114]
126/48/13      [1022]   2-3                     1/404/13   (d) [B16]
128/48/13      [1322]   111/13     (b) [1528]   2/404/82   (d) [B16]
M/1010/82      [0919]   M/811/82   (b) [0817]   
                        485/82     (b) [1010]                        
A-1-4/1-4               486/82     (b) [1412]
860/347/13     [A5]                             
861/347/13     [A5]                             
                                                
                                                


U.S.

Infantry                 Mech Infantry          Armor
A-1-4/1-4                (C)-1-12/1-12          1-12
377/95/20      [0812]    A/10A/20 (d) [0615]    761/12 (b)
378/95/20      [0715]    B/10A/20 (d) [0615]    737/12 (b)
379/95/20      [0617]    R/10A/20 (d) [0615]    702/12 (b)
101/26/12      [1329]                           704/12 (b)
104/26/12      [1328]    (C)-3-12               654/12 (b)
328/26/12      [1429]    A/4A/12  (d) [1129]    602/12 (b)
                         B/4A/12  (d) [1129]    603/12 (b)
A-2-4/1-4                R/4A/12  (d) [1129]    712/20 (b)
357/90/20      [0708]    A/6A/12  (d) [1027]    778/20 (b)
358/90/20      [0708]    B/6A/12  (d) [1027]    735/20 (b)
359/90/20      [0708]    R/6A/12  (d) [1027]    818/20 (b)
329/83/20      [1402]                           773/20 (b)
330/83/20      [1203]    Artillery              609/20 (b)
331/83/20      [1106]    1-2                    705/20 (b)
134/35/12      [1226]    404      (d)
137/35/12      [1126]    182      (d)           Recon
320/35/12      [1227]    410      (d)           A-3-12
317/80/12      [0924]    183      (d)           3Cav       [1008]
318/80/12      [1024]    177      (d)
319/80/12      [1125]    193      (d)           A-2-12
                         195      (d)           2Cav       [1330]
A-3-4/1-4                40       (d)
 2/5/20        [0822]    203      (d)           B-2-12
10/5/20        [0821]    204      (d)           106        [D14]
11/5/20        [0720]
                         Self-Propelled Arty    Anti-Tank
                         1/12                   2-3
                         5/20     (d)           691    (b)
                                                808    (b)
                                                610    (b)
                                                807    (b)
                                                774    (b)
                                                614    (b)
                                                802    (b)

Counter List Format:

Unit Type Counter Values Unit ID (Special Identifiers) [Setup Hex, Turn of Arrival, Variable Arrival or Optional Arrival]

Special Identifiers: b=Battalion d=Brigade s=Special Coastal Battalion [See rule 17.0 Setting Up The Game]

Strength Chits:

Morale Rating 1:         Morale Rating 2:          Morale Rating 3:
1) A10-B8-C5/A5-B4-C2    1) A13-B10-C8/A6-B5-C4    1) A16-B12-C11/A8-B6-C5
1) A9-B7-C4/A4-B3-C2     2) A12-B9-C7/A6-B4-C3     1) A15-B11-C10/A7-B5-C5
2) A8-B6-C4/A4-B3-C2     3) A11-B8-C6/A5-B4-C3     2) A14-B10-C9/A7-B5-C4
2) A8-B6-C4/A4-B3-C2     4) A10-B7-C5/A5-B3-C2     2) A13-B9-C8/A6-B4-C4
3) A7-B5-C3/A3-B2-C1     4) A9-B6-C4/A4-B3-C2      2) A12-B8-C7/A6-B4-C3
4) A6-B4-C2/A3-C2-C0     4) A8-B5-C3/A4-B2-C1      2) A11-B7-C6/A5-B3-C3
3) A5-B3-C1/A2-B1-C0     3) A7-B4-C2/A3-B2-C0      2) A10-B6-C5/A5-B3-C2
3) A4-B2-C1/A2-B0-C0     2) A6-B3-C1/A3-B1-C0      2) A9-B5-C4/A4-B2-C2
1) A3-B1-C1/A1-B0-C0     1) A5-B2-C1/A2-B0-C0      1) A8-B4-C3/A4-B2-C1
1) A2-B1-C1/A0-B0-C0

Format: Number of chits) front side of counter/back side of counter.

An example: Look at the first counter in the column with a Morale Rating of 1. If you had a unit with A-1-12 as its counter values, your unit would have a combat strength of 10. When this unit takes a step loss the combat strength becomes 5. NOTE: In Sicily each time a unit has combat you must pick a new chit randomly from a cup. The time span of a Game-Turn is longer in Sicily than the other two games in the Victory in the West series. During this time replacements were received by units, men were lost to combat, desertion and other operational problems so the unit strengths varied. Remember to keep the new counter with the proper orientation, i.e. flipped or not when choosing a new counter. The only problem with this rule comes into play when an Italian Coastal Regiment with a good combat rating has to draw a new counter, comes up with a zero requiring your to flip over the unit to cadre status.


Other Counters: 

9 Out of Supply/Isolated
1 Game-Turn
1 Mud
1 12th Corps Support Pts
1 20th Corps Support Pts
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