Each side will be assigned an objective(s). The Allies will not know the German objectives and vice versa. Each side starts out with 1000 points.
The umpires will take care of the hits. It is not your job to help the umpire.
When taking a hit, you must stay down and act dead for 10 minutes. Take off your helmet, drop your weapon or sit up if you need to but do not stand up or walk around. Do not speak to anyone. Stay alert and keep looking around and make sure no one runs you over or fires to closely to you. After the 10 minutes are up, get up and retreat at least 40 paces or beyond any advancing enemy you may see. Then you may put your helmet back on and become tactical.
If the enemy gets to your position while you are still dead they will force you to retreat out of the area. Leave the area with your helmet off.
You have an unlimited number of lives in each scenario until a specified time is reached or the air horn is sounded. After this happens you have one life left. When you get hit take off your helmet and stay in place. Do not leave the battle area. Because you cannot come back to life you do not have to retreat if the enemy gets to your position.
If you are shot at by someone you cannot see then you will not be penalized. The umpire will let you know you have been hit.
You do not own your position. If you spent 4 hours building it and someone takes it, it is theirs until you can take it back. If you have a heavy weapon in the position that you cannot leave unattended then youcan stay with your weapon as a prisoner.
- Grenades do not have to be lit or have an explosion to count as having exploded.
- Mortar rounds do not have to have a secondary charge, they explode on impact. If a mortar round hits a tree or branch it is considered to have exploded.
Grenades and rifle grenades kill zone: 5 meters.
Certain actions or lack of action taken by individuals and/or tactical units can incur penalties. Penalties are negative points, they reduce the score of the side that committed the penalty.
-50 Failure to start the scenario in your assigned area (per tactical
- 5 Failure to take a hit from small arms
-10 Failure to take a hit from a grenade
-15 Failure to take a hit from a 5 cm mortar
-25 Failure to take a hit from an 8 cm mortar
-10-35 Failure to take a hit from a mine (depends on the type of mine)
-10-35 Tripping off a mine after you have already been killed. So if you
are killed by a mine carefully retrace your steps.
-10 Giving information to your live comrades after you have died.
-10-35 Failure to take a hit from an assault charge (depends on size)
-15 Calling hits
-25 Arguing hits
-30 Arguing with a umpire
-10 Not taking your helmet off after being hit (except for safety)
-10 Not returning to your aid station after being hit.
-15 Failure to take a hit for a car
-15 Failure for a car to display a hit flag
-20 Failure for an armored car to take a hit
-20 Failure for an armored car to display a hit flag
-25 Failure for a tank to take a hit
-25 Failure for a tank to display a hit flag
-20 Failure to react to machine gun fire
-20 Failure to react to mortar fire
Only the umpires assess penalties. If there are no umpires present then each side will have to rely on fair play.
There are 6 Germans hiding in the woods. One hundred meters away there are 4 Americans hiding in a field behind earthen berms. The Germans can clearly see the American's helmets and faces sticking up. The Americans can see the Germans prone in the woods. Both sides fire at each other but no side is advancing, NO umpires are in sight to call the action. RESULT: STALEMATE. No one needs to take a hit because no one is advancing and the forces are too far apart without an umpire to call the action.
Everything is the same as in the first example except the Germans attack from the woods. The Americans fire at them from cover. RESULT: The Germans take their hits even though no umpire is present.
An 8 cm mortar round lands 5 feet from an American. The American ignores the hit because there are not any umpires around to call hits. Unknown to him an umpire is watching. RESULT: - 25 points Failure to take a hit from an 8 cm mortar. The umpire has the soldier take his hit.
-55 Purposely shooting a prisoner.
-55 Not accepting a surrender.
-55 Shooting directly at someone when they are less than 75 feet away.
- All safety rules of the TSG apply.
Do not fix bayonets for any reason. If you have a bayonet keep it on your belt and if you come close enough to the enemy you can pretend stab him with it.
Time is important, we will not stop the scenario to wait for a unit to get in its correct starting position. Points will be deducted and the scenario will continue.
This does not count in the outcome of the battle. The most authentic units will be listed on the Siegfried Line Battle Website. No mention will be made of any authenticity offender or his unit nor will any photos of them be shown.
Most authentic unit organization (TO&E for the Americans, KStN and KAN
for the Germans)*
Most authentic basic soldier impression (i.e. a rifleman)*
Most authentic advanced soldier impression (i.e. a Pak gunner with all
the specialized accouterments).*
Most authentic rations*
Best inter-unit cohesion also a rating the German and Allied commanders will consult with the umpires. The rating will come from the umpires so the unit dont get mad at their commanders.
Best intra-unit cohesion umpires rate this. The unit that worked the best together.
* Will be used at the next Siegfried Battle.
Bonus points do not count in the outcome of the battle.
German Unit Bonus multiplied by the number of unit members present
-Speaking nothing but German 100 pts.
-Using mostly German some English 75 pts.
-Using some German and English 50 pts.
-Using only English 0 pts.
-Staying in person 50 pts.
-Points for not using any modern references 50 pts.
Allied Unit Bonus multiplied by the number of unit members present
-Using slang (and accents for British and Commonwealth units) 100 pts.
-Points for not using any modern references 50 pts.
-Staying in person 50 pts.
Points for authenticity may be awarded to troops who perform a specialized function AND wear the insignia and carry the equipment for the specialty they represent. Specialty troops included, but not limited to, in this list are Pioniers/engineers, snipers, signal troops and field medics. The specialties allowed will vary according to each event; in every case these troops must perform or simulate a useful function in the field.
Authenticity Point List
5 to 20 Authenticity Points may be awarded for every specialty troop that is authentically equipped and uniformed.
10 to 50 Authenticity Point bonus for Unit/Detachment impression. A unit or detachment of specialty troops will score bonus points if a leader for the unit can explain the differences in the duties and equipment of each member of his unit and how their impression is appropriate for the particular front, season of the year and point in the war. The points will be awarded according how much the umpires are impressed by the research and work put into the impression.
20 Authenticity Points may be awarded for every fighting position that is dug prior to the start of each exercise, provided that the scenario calls for any static positions. Each fighting position must be at least deep enough to provide cover for its occupant while sitting or kneeling.
Authenticity Penalty List
In strong points or fortified camps:
-10 point penalty for every non-period item of camp equipment visiblethis includes but is not limited to modern blankets, sleeping bags, air mattresses, plastic tarps, modern furniture, and modern boxes or containers.
-30 point penalty for every cooler visible or noticed
In the Field
-20 point penalty per instance of every non-period item worn in the field, such as non-WW II era glasses or shoes. Exposure of non-period undergarments, such as T-shirts or tube socks, will be assessed a penalty per occurrence.
-10 point penalty for inappropriate speech. Every loud exclamation in the field that distracts from the period atmosphere will be penalized 10 points per occurrence.
-15 point penalty for saying "Take a hit" or "I got you" or similar utterances, or arguing with an opponent over taking a hit. This is also listed above in the combat penalties sections
Umpires will wear white arm bands. When possible they will try to wear
1940's style clothing or uniforms.
Small units should form into squad sized groups of 9-12 men. Whatever unit you decide to join you must stay with for the duration of the battle.
Take it or defend it and you win. Penalty points from each side are then compared.
Total victory All objectives taken or held
Major Victory 70-99% of objectives taken or held
Minor Victory 51-70% of objectives taken or held
Draw 50% of objectives taken or held
Minor Defeat 51-70% of objectives lost
Major Defeat 70-99% of objectives lost
Total Defeat Loss of all objectives
Having 10% more penalty points than the enemy decreases the victory status by one. So if you had a Total victory you would end up with a Major victory.
Having 11- 20% more penalty points than the enemy decreases the victory status by two. So if you had a Total victory you would end up with a Minor victory.
Having 21-30% more penalty points than the enemy decreases the victory status by three. So if you had a Total victory you would end up with a Draw.
Having 31-40% more penalty points than the enemy decreases the victory status by four. So if you had a Total victory you would end up with a Minor Defeat.
Having 41-50% more penalty points than the enemy decreases the victory status by five. So if you had a Total victory you would end up with a Major Defeat.
Having 51% or more penalty points than the enemy decreases the victory status by six. So if you had a Total victory you would end up with a Total Defeat.
If one side has 0 penalty points and the other a few a decision will have to be made by the umpires regarding the outcome.