The Ardennes offensive, 16-31 December 1944. One player against the computer, or two computer opponents watched. A full campaign runs 45-90 minutes.
Three German armies attack westward through the Ardennes. The German player is racing a clock: surprise lasts two days, the fuel pool shrinks every turn, and once the weather clears the Allied air forces make movement expensive. The Allied player starts with the front torn open and reinforcements arriving from three directions, and wins by making the German player spend days he does not have.
Each of the sixteen turns is one day, and runs in this order:
The button at the bottom of the right-hand rail always says what ending the current phase will do. Enter does the same thing.
Click one of your formations - on the map, or in the list on the right - and every hex it can reach is shaded. Move the pointer over one and the route it would take is drawn. Click to go.
Results run from AE, AL and AR - the attack is hurt or thrown back - through EX, where both sides pay, to DR, DL and DE, where the defence gives ground, loses a step doing it, or is destroyed. Attackers who clear a hex advance into it.
A defender in a town or a city does not retreat. A result that would push it back costs it a step instead and the position holds. This is why Bastogne, St. Vith and Elsenborn have to be taken rather than walked into.
Supply is traced from each side's own rear. A formation that cannot be reached attacks and moves at half effect, and after 4 consecutive turns out of supply it loses a step. A red dot on a counter means it is cut off. Isolated Allied garrisons in towns can be supplied by air when the weather allows.
| Terrain | Defence | Movement |
|---|---|---|
| Open | x1 | 1 |
| Woods | x1.5 | 2 |
| Broken ground | x1.5 | 2 |
| Forested ridges | x2 | 3 |
| Moor | x1.5 | 3 |
| Town | x2 | 1 |
| City | x3 | 1 |
| Scenario | What it is |
|---|---|
| The Ardennes Offensive 16 December 1944 - 31 December 1944 | The full sixteen days. Three armies go in through the fog and the Allied command has to work out what is happening while it happens. |
| Breakthrough 16 - 21 December 1944 | The first six days only. Can the panzer armies get clear of the Ardennes before the weather lifts? Objectives west of the Ourthe count double. |
| Race to the Meuse 22 - 31 December 1944 | Begins with the salient already driven in and the skies clearing. The spearheads are low on fuel and the Allies are arriving in strength. |
| The Shoulders 16 - 23 December 1944 | Elsenborn in the north and Echternach in the south. The Sixth Panzer and Seventh Armies only - the centre is left to its own devices. |
| Hold Bastogne 18 - 27 December 1944 | The road hub and the ring around it. The Fifth Panzer Army must take Bastogne and keep going; Third Army has to reach it. |
The German player scores victory points for the towns and junctions held at the end of the last turn, 12 points for every formation west of the Meuse, and one point for every 3 Allied steps destroyed - less one for every 3 German steps lost. The Allied player wins by keeping that total down.
| German points | Result |
|---|---|
| 111 or more | German decisive victory |
| 89 or more | German victory |
| 69 or more | German marginal victory |
| 48 or more | Draw |
| 30 or more | Allied marginal victory |
| 12 or more | Allied victory |
| anything less or more | Allied decisive victory |
For calibration: the salient as it actually stood on 31 December 1944 scores about 67 points, which is a draw. Beating history is what a German victory means here.
There is no sudden defeat and no elimination - the campaign always runs its full length and is then scored, so a bad opening can still be retrieved. As the German player you lose by spending formations on ground that is not worth points, running the fuel pool dry before you are clear of the forest, or letting the towns hold you up until the weather clears. As the Allied player you lose by defending everywhere instead of at the junctions, or by counterattacking early at odds that spend the divisions you will need in the second week.
Press Save on the right-hand rail at any point and the whole position - every
counter, the weather, the fuel pool, the score and the running report - is written to
browser local storage under the key tronsoft_battle_of_the_bulge_save. The game keeps one saved
position, so saving again replaces it. Resume saved game on the title screen puts
it back exactly as it stood, down to the die-roll sequence.
If the browser refuses storage - private browsing, a full quota, or the file opened directly from disk in some browsers - the game still plays. The save buttons grey out and say so rather than failing quietly.
Quit on the right-hand rail returns to the title screen, where you can set
up a fresh game with a different scenario, side or opponent. When a game ends, the
result card offers Fight it again, which does the same. Starting a new game does
not erase a saved position - only pressing Save replaces it. The game keeps one
saved position, under the key tronsoft_battle_of_the_bulge_save.
| Action | How |
|---|---|
| Pan | Drag the map, or the arrow keys |
| Zoom | Scroll, pinch, or + and - |
| Inspect a hex | Tap or click it |
| Select a formation | Click its hex again to cycle, or click its row |
| End the phase | The button on the rail, or Enter |
| Clear a selection | Esc |