Overview
FAB: The Bulge is the first volume in the Fast Action Battles series from GMT Games, recreating the Battle of the Bulge in December 1944. Players use wooden blocks (providing fog of war) for major combat formations and die-cut counters for supporting assets. The game emphasizes fast play while capturing the key decisions of the campaign: when to commit reserves, how to use limited Special Actions, and managing supply lines. The phasing system gives each player a complete turn of movement, combat, reaction, and breakthrough phases.
Components
- Map sheet (area-based map of the Ardennes region)
- Wooden blocks with unit labels (infantry, armor, etc.)
- Die-cut counters (assets, events, markers)
- 10-sided dice
- Selection cups (opaque containers for random draws, not included)
- Player-aid cards with combat tables
- Scenario booklet
Setup
Per scenario instructions:
- Place the map sheet.
- Apply unit labels to wooden blocks per the scenario’s order of battle.
- Deploy units to starting areas as specified.
- Place assets and events in each player’s selection cup per the scenario setup.
- Set the game turn marker and determine the First Player.
- Note scenario-specific victory conditions and special rules.
Turn Structure
Each game turn follows this sequence:
1. Reinforcement Phase (Both Players)
- Move reusable Special Actions from Used Box to Available Box.
- Move remaining assets from Used Box to selection cup.
- Place reinforcing units at entry areas (at full strength unless noted).
- Place reinforcing assets/events in the selection cup.
2. First Player Turn
Performed in order:
- Admin Phase — Draw assets/events from selection cup into Available Box; play engineering assets and events.
- Operational Movement Phase — Move units, build field works, hold positions, or mark units as reserves.
- Strategic Movement Phase — Move reserve units via strategic movement.
- Combat Phase — Resolve combats in newly contested and desired areas (one round per area).
- Reaction Phase — Non-phasing player moves reserve units.
- Breakthrough Movement Phase — Phasing player moves exploitation and reserve units.
- Breakthrough Combat Phase — Mandatory combat in newly contested areas; optional combat via Special Action.
- Supply Phase — Verify area control, check supply, adjust disordered markers, make unsupplied morale checks.
3. Second Player Turn
Same phases as above with roles reversed.
4. Victory Check
Calculate Victory Points; check for sudden death victory.
5. Game Turn Advancement
Advance the turn marker or determine final victory.
Actions
Movement
- Units have movement allowances (infantry: 3, armor: 4 typical).
- Entering an area with other units/assets costs +1 movement point.
- Stacking limit: 2 units per area per side.
- Reserve markers allow units to move during Reaction or Breakthrough phases.
Combat
- Phasing player selects contested areas for combat (one round per area).
- Both sides designate a point unit (leading the attack/defense).
- Each firing unit compares its combat strength against the target’s defense, modified by terrain difficulty, troop quality, and other factors.
- Success Number = 5 (base), modified up/down. Roll a d10; success on the number or less. A roll of 1 always succeeds; 10 always fails.
- Results: step losses (rotate block 90 degrees counter-clockwise), retreat, or disorder.
Assets
- Artillery assets (indirect fire support) add fire during combat.
- Battle assets (independent formations) provide direct combat support.
- Assets are drawn randomly from the selection cup each turn.
- Up to 8 battle assets and 5 artillery assets per combat (limits added in errata).
Special Actions
- Represent extraordinary command effort.
- Uses include: activating units for breakthrough movement, initiating extra combat rounds, rerouting reinforcements, and other special functions.
Scoring / Victory Conditions
Per scenario. Typically involves:
- Victory Points for controlling key areas.
- Sudden death victory if VP threshold is reached during any Victory Check.
- Final victory determined by VP comparison at game end.
Special Rules & Edge Cases
- Fog of war: Blocks face away from opponent; only revealed when combat occurs.
- Troop quality: Red pips = elite, black = veteran, white = green. Quality can change as step losses accumulate.
- Disordered units have reduced capabilities until they recover. Recovering takes one full turn.
- Supply: Units must trace a supply path to a friendly supply source. Unsupplied units must pass morale checks or suffer additional step losses.
- Field works: Built during the Movement Phase; provide defensive combat bonuses.
- Morale checks: Units check against troop quality when stressed (unsupplied, certain combat results).
- Exclusive Rules (game-specific) override Series Rules when they conflict.
- Die roll extremes: 1 always succeeds, 10 always fails, regardless of modifiers.
Player Reference
| Item |
Details |
| Players |
2 |
| Dice |
10-sided |
| Base success number |
5 |
| Stacking limit |
2 units per area per side |
| Unit representation |
Wooden blocks (fog of war) |
| Asset draw |
Random from selection cup |
| Troop quality |
Elite (red), Veteran (black), Green (white) |
| Series |
Fast Action Battles (FAB) Vol. 1 |