Overview
Battle of the Bulge (‘Bulge’) is a divisional-level simulation of the German Ardennes Offensive on the Western Front in December 1944. Published by SPI in 1979, two players (German and Allied) maneuver their units across the Ardennes region, conducting combat to determine control of key objectives. The game features weather and air power rules, road and mechanized movement, allied bridge interdiction, and detailed combat resolution using Primary and Secondary Combat Results Tables. Each hex represents 8 kilometers and each game turn represents one day.
Components
- Hexagonal game map of the Ardennes region
- Die-cut counter sheets with combat and support units
- Rules booklet
- Combat Results Tables (Primary and Secondary)
- Terrain Effects Chart
- Weather and Air Power Table
- Turn Record Track
- Two dice
Setup
Players set up units according to the scenario’s Initial Deployment chart. German units are placed in their starting positions for the offensive. Allied units are deployed in defensive positions across the Ardennes. The Game-Turn marker is placed at the start of the Turn Record Track. Weather conditions for the first turn are determined.
Turn Structure
Each Game-Turn represents one day and follows this sequence:
- Weather/Air Determination: Roll to determine weather conditions and Air Points available to each side.
- Ground Support/Combat Air Patrol Resolution: Allocate air support.
- German Pre-Movement Combat Phase: Germans may attack before moving.
- German Movement Phase: Move German units.
- German Post-Movement Combat Phase: Germans may attack after moving.
- Allied Player-Turn: Allied Pre-Movement Combat, Movement, and Post-Movement Combat phases.
- Victory Point Determination: Check if the differential falls within victory conditions.
- Fire/Gas Turn/Interdiction Markers: Remove temporary markers.
- Game-Turn Record: Advance the turn marker.
Actions
- Movement: Units move one at a time, hex by hex. Each unit has a Movement Allowance (basic number of hexes it may move). Road movement and mechanized movement provide faster options. A unit moving by road pays only one Movement Point per hex along a road. Mechanized movement (for armor, mechanized infantry, and reconnaissance units) costs 1.5 Movement Points per hex. Only German units may leave the map via exit hexes.
- Combat: Combat occurs in Pre-Movement and Post-Movement phases. The attacking player totals combat strength of all attacking units against the defender’s total, modified by terrain. Results are determined by rolling on Combat Results Tables. The Primary CRT handles most combat; the Secondary CRT is used when the combat differential is within certain ranges.
- Allied Bridge Interdiction: All Allied-controlled bridges within three hexes of the front are interdicted for German movement and supply. German units crossing an interdicted bridge pay extra movement costs.
- Combat Pre-Conditions: Specific requirements must be met before attacks can be launched, including adjacency and zone of control considerations.
- Air Power: Weather determines available Air Points each turn. Air Points can be allocated to ground support (modifying combat) or air interdiction (hampering enemy movement).
- Road and Mechanized Movement: Two types of road movement exist. First, normal road movement usable by all units. Second, mechanized movement usable only by armor, mechanized infantry, and reconnaissance units. Mechanized movement provides faster movement but restricts entry into certain terrain.
Scoring / Victory Conditions
The Victory Point Differential is determined at the end of each turn. If it falls within either the German or Allied Victory Level, the game ends immediately. The German player wins by achieving territorial objectives (capturing key towns and road junctions) before the Allied player can mount an effective counteroffensive. The Allied player wins by containing the German advance and inflicting sufficient casualties.
Special Rules & Edge Cases
- Weather: Weather conditions change each turn, affecting air availability, movement costs, and combat modifiers. Clear weather favors the Allies (more air support); overcast/snow favors the Germans.
- German Airdrops (Optional Rule): Germans may conduct limited airborne operations to seize key positions behind Allied lines.
- German First Turn Surprise: Special rules may apply to the first turn representing the initial German surprise attack.
- Supply: Units cut off from supply lines suffer combat penalties.
- Stacking: Limits on the number of units per hex apply.
- Terrain Effects: The Ardennes features dense forests, rivers, towns, and road networks, each affecting movement and combat differently. River crossings are particularly significant.
- Allied Reinforcements: The Allied player receives reinforcements on scheduled turns, representing the historical buildup of forces to contain the German offensive.
- Exit Hexes: Only German units may exit the map (representing breakthrough objectives).
Player Reference
| Movement Type |
Cost per Hex |
Available To |
| Normal |
1+ MP (terrain dependent) |
All units |
| Road |
1 MP |
All units |
| Mechanized |
1.5 MP |
Armor, Mech Inf, Recon |
| Terrain |
Movement Effect |
Combat Effect |
| Clear |
1 MP |
No modifier |
| Forest |
2+ MP |
Defender advantage |
| Town |
Varies |
Defender advantage |
| River |
Extra cost to cross |
Defender advantage |
| Road |
1 MP |
No modifier |
| CRT Result |
Effect |
| A= |
Attacker eliminated |
| Ar |
Attacker retreats |
| Ex |
Exchange |
| Dr |
Defender retreats |
| D= |
Defender eliminated |