The Lorraine Campaign I, Sept. 1944 Designers Notes
Patton at the Moselle


Bridges:
	There needed to be some way of reflecting the overall importance of bridging efforts across the rivers in the area. While many of them would not usually be considered 'major rivers', they did present major obstacles to the wheeled and tracked vehicles of the US Army. The neccesity to bridge several rivers by several divisions put a huge strain on 3rd Army's engineering abilities. While it is odd in the scenario to have these little bits of rail at crossing points, they accurately represent the innability to move across these obstacles at will. Note that supply is not traced across major rivers that are bridged by rail lines only, so the player must make good use of the two Heavy Bridge units. Pay attention here - this means that if you move across a river that is 'bridged' only by a Rail Line, your units will be 'unsupplied'. Pay attention again - the only time that supply will be traced across a Major River is when that hex is occupied by one of the 'Heavy Bridge' units. This represents the need for heavy bridges and ferries to get supplies across these river obstacles. While technically unsupplied, units in good condition will suffer little or no penalty as there is unused Air Transport that will represent a minimal supply level considered to be walked across treadway bridges or ferried in small boats. This means that your units may get across a river, but may not be able to hold out if attacked heavily and will not be able to sustain a high level of attacks. So, pay attention to the map and plan where you will use the two bridge units. 
	As the German side had occupied the area for several years and was very familiar with the terrain, they were much better prepared to meet these challenges. This is reflected in many of their units having fording capability. On the US side intelligence was very poor. Large scale Michelin road maps were relied on, and these had no terrain features. Therefore the recon units were usually the first to report about conditions at the various waterways. 


News items that are specific to one side appear as Theater Options. These TO's will begin with 'News' and require no action, they are information generally taken from intelligence sources. See the News sections for each side below. 


Notes Specific to the US Human:

	As the offensive was staggered, some US units remain in reserve status until later turns. Check the Formation Reports for Activation Turns.

7th Armored Division:
	The US 7th AD was on loan to Patton until his 6th Armored Division returned from Brittany. In the scenario the 7th will withdraw on turn 21. There is a warning on turn 20. 
	Reinforcing success: If the US Player captures either of the Victory Point Locations at 51.18, 59.22 or 61,27 by turn 20, the 7th AD will not be withdrawn. 

	The US Heavy Bridge Units are the only units that will reconstitute. It takes at least two weeks for these units to reconstitute, so it is best to take precations against their loss.


Bridge notes and Tactics:
	Rail only Major River hexes are considered Bridges. Use US Infantry and Recon units to initially enter them (other unit types cannot enter them). There is an 80% chance that the bridge will be destroyed. If destroyed, there is a percentage chance they will be repaired on any subsequent turn that their hex is occupied by a friendly unit. Once repaired you can use the rail capacity to ferry units across. Note that the PO is set to agressively conterattack any bridge that the US player captures, so look out!
	This works well enough in the scenario but its not perfect. The inability for the rail line alone to provide supply is a hassle. However, the overall effect is to limit the US in what they can do, and also creates the need for a little planning in the use of the Heavy Bridge units. There are only two of these (one for XX Corp at 19,30 and one for XII Corp at 21,58) but they will allow any unit and supply to cross at their location. 
	None of the above are 'house rules', they are all built-in functions of TOAW and the scenario.
	Note that most German units contain Ferry-Bridge Teams, so they will not face these restrictions (and the PO will cross major rivers, a lot).


Attachments:
	Most US divisions had independant battalions attached to them. Tank (Tk) and Tank Destroyer (TD) battalions are shown below. Anti-Aircraft Automatic Weapons (AAAW) battalions are included in the Heavy Weapons companys of each division as are Chemical Mortar battalions. 	
	Historical attachments are as follows -
		90th ID		712 Tk		607 TD	
		5th ID		735 Tk		818 TD
		7th AD				814 TD
		35th ID		737 Tk		654 TD
		80th ID		702 Tk		808 TD
		4th AD			none
		7th AD				814 TD
		79th ID		749 Tk		773 TD
		83rd ID		774 Tk		802 TDt


Air Units:
	The US Air Units that begin the scenario at the airfields located at 4,33 to 4,38 are the only air units in the scenario. These units were actually still operating in Brittany at this time, so they are at 0% Shock and remain that way until turn 7. On turn 7 the shock goes to 50% as planes started arriving in the area, and on turn 8 the air shock ends and air units operate at 100%. Weather will affect further air operations (see below).


News:
	On Sep. 7th the 106th Panzer Brigade attacked the 90th Division in a spoiling attack. Intelligence warned the 90th Division that more attacks could be expected on the 8th, and this caused the 90th to take a defensive stance until the 9th when the reports were discounted. Therefore, the US player will get 'news' warning of further attacks. There is no effect in the scenario, but the player can choose to brace for an attack. 

	When the US crossed the Moselle Hitler ordered an immediate counterattack by the then forming 5th Panzer Army. US Intelligence reported the assembly of panzer forces to the southeast but believed these would be used against 7th Army. The US player will be informed of this intelligence during the scenario.


106th Panzer Brigade:
	At the start of the scenario the 106th Panzer Brigade will attack the 90th Infantry Division on the north flank. This was historical, Hitler ordered it, and the Brigade was mauled. Lest anyone think the PO is stupid, I made it that way for the sake of history, so its all my fault (well, Hitler's fault).


Weather:
	Rain, low clouds and fog obscured the area and prevented air support on several occasions. Therefore, on turns 11, 14 and 15, US Theater Recon will be zero and US Air Shock will also be zero. 



Notes Specific to the German Human:

	The German player will get a Theater Option on turn 2 that will enable him to pick the type of US Advance, either Historical or Alternate. The Historical advance will be rather easy to defeat, the Alternate Advance would assume that Patton heeded his intelligence reports and opted to concentrate his effort. Pick one option only. These have no effect on a pbem match.


Historical Note:
	If you hadn't read any on this subject, Patton attacked Metz on a wide front with 5th Infantry Division while holding the 7th Armored Division in reserve for exploitation. The 80th Infantry Division also attacked on a wide front around Nancy in an attempt to get across the Moselle at several areas, with the 4th Armored Division in reserve. 80th ID had some success and so did 4th AD in exploitation, but the 5th ID and 7th AD bashed against the Germans for several days with no success. Meanwhile, the Germans gathered several of the new Panzer Brigades along with elements of 11th Panzer and 15th PanzerGrenadier Divisions to counterattack the US 4th AD [the Battle of Arracourt] which stopped Patton. Historians have theorized that Patton could have been more successful by making a concentrated effort in one area. This scenario gives the player the opportunity to try. 


