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Living Rules - GMT Games

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Ardennes ‘44 : The Battle of the Bulge — SECOND EDITION<br />

9. ZONES OF CONTROL (ZOC)<br />

9.1 General Rule<br />

The six hexes immediately surrounding a hex occupied by one or more<br />

combat units constitute the Zone of Control (ZOC) of those units. All<br />

combat units exert a ZOC (even Disrupted units [18.3], and Artillery<br />

Units). Multiple Enemy ZOCs give no additional effect. A hex can<br />

have friendly ZOCs and Enemy ZOCs simultaneously.<br />

9.2 ZOCs and Movement<br />

Units must stop upon entering an enemy Zone of Control (EZOC).<br />

Units that start their movement in an EZOC may move away. It costs<br />

all units one additional Movement Point (+1 MP) to exit an EZOC. It<br />

costs no additional movement points to enter an EZOC.<br />

9.3 ZOC to ZOC Movement<br />

A unit that starts its move in an EZOC may move directly into another<br />

EZOC (and stop) of the same or different enemy unit as long as it does<br />

not cross or enter a ZOC Bond (10.2).<br />

9.4 ZOCs and Silhouetted Tank Units<br />

ZOCs from Silhouetted Tank Units do not extend into or out of a<br />

Wooded Rough hex except along a road (any type).<br />

9.5 Other Effects of ZOCs<br />

• EZOCs and Retreats: see 17.1, 17.2<br />

• EZOCs and Advances: see 19.3<br />

• EZOCs and Supply Paths: see 23.3<br />

10.3 ZOC Bonds and Terrain<br />

A ZOC Bond cannot extend ACROSS two river hexsides or two<br />

Wooded Rough hexsides or any combination of those two. A ZOC<br />

Bond can extend along a Wooded Rough hexside as long as that<br />

hexside does not join two Wooded Rough hexes. A ZOC Bond may<br />

extend across a Lake hexside.<br />

EXAMPLES: ZOC Bonds that are not possible are shown with a dashed<br />

line. Legal ZOC Bonds are shown with a solid line.<br />

10. ZOC BONDS<br />

10.1 General Rule<br />

> When two friendly non-Artillery Units are two hexes apart (with<br />

one vacant intervening hex), they create a bond between them that no<br />

enemy unit may enter or cross. (Artillery Units have ZOCs but may<br />

not form ZOC Bonds.) Due to the pattern of a hex grid, there are two<br />

types of ZOC Bonds—Hex Bonds and Hexside Bonds.<br />

10.2 Effects of ZOC Bonds:<br />

• Units may not enter an enemy Hex Bond or cross an enemy Hexside<br />

Bond during the Movement Phase.<br />

• Units forced to Retreat into an enemy Hex Bond or across an enemy<br />

Hexside Bond are eliminated (17.2).<br />

• Supply can never be traced into an enemy Hex Bond or across an<br />

enemy Hexside Bond.<br />

Silhoutted Tank Units in a Wooded Rough hex never form ZOC Bonds;<br />

they may, however, form ZOC Bonds with non-Silhouetted Tank Units<br />

in such hexes. Roads leading in and out of the Wooded Rough hex<br />

have no effect on this restriction.<br />

10.4 Negating ZOC Bonds<br />

A Hexside Bond is negated when enemy units are located on each<br />

side of the intervening hexside (as with units D and E in the diagram<br />

below). A Hex Bond is negated when the intervening hex contains an<br />

enemy unit (as with units E and F in the same diagram).<br />

10.5 Intersecting ZOC Bonds<br />

If both players have intersecting ZOC Bonds, then neither player may<br />

cross the other’s ZOC Bond until it is negated.<br />

10.6 ZOC Bonds With the Map Edge<br />

A unit can form a ZOC Hexside Bond with the map edge, but not a<br />

ZOC Hex Bond.<br />

EXAMPLES OF ZOC BONDS: Black lines indicate friendly ZOC<br />

Bonds, red lines indicate enemy ZOC Bonds. Dashed lines indicate<br />

negated ZOC Bonds (D-E and E-F). Note that Units F and G still have<br />

a ZOC Bond even though it is intersected by the enemy ZOC Bonds.<br />

Also note how Unit H has Hexside Bonds with the map edge.<br />

© 2012 <strong>GMT</strong> <strong>Games</strong>, LLC

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