Mini-Game (Postcard Game) "Counterattack at Arras"

This is English rules of "Counterattack at Arras", a free postcard game presented by Command Magazine Japan Edition (CMJ) in 2009 and republished by Banner of War Studio (China) in 2016. Original webpage is here.


This game reproduces the counterattack for the German Army by the Allied Army performed on 21 May 1940.

To a person who does not have the game (postcard):
Please download the game from the following, print it, and use it. In addition, there is a module for the people using VASSAL.
Game download (4.3MB)
Module download (3.0MB)


Please make them yourself or use playing pieces (units, markers) included in CMJ #89.


The players place units on the hexes which a unit name is printed. The hex row southernmost edge is used as the Turn Record Track, but they are a part of the map, and units may enter into them. The player holds 88 marker outside the map.


If a German Army unit breaks through from the west map edge by Turn 8, the German Army win. If the Allied Army prevent it, the Allied Army win.


The players repeat the Allied Army Turn (first) and the German Army Turn each turn. In the German Army Turn, the German Army player sequentially performs phases: 1. movement 2. combat 3. recovery, but in the Allied Army Turn, the Allied Army player may perform these phases in free order .


All units have Zones of Control (ZoC) in 6 adjacent hexes, but disrupted units (reversed to signify it) do not have a ZoC. If a unit enters into an enemy ZoC (EZoC) in the movement phase, it must stop. The player may take combat with an enemy unit in the ZoC optionally. No unit may move from an EZoC to another EZoC directly in the movement phase, but it may move from an EZoC to another EZoC in advance after combat. However, if a Tank unit moves from an EZoC to another EZoC in advance after combat, it may not move any longer. Disrupted units are automatically recovered in the friendly recovery phase (even if in an EZoC).

Disrupted units may take neither movement nor combat, may retreat. They do not have a ZoC, but they may be taken combat (defend).


[7.1] Basics of the Movement
It costs 1 movement point to enter into a clear terrain hex. If it is a movement along a road, it costs 0.5 movement points. A movement beyond a river costs +1 movement point, but when the unit moves along a road, the effect of the river is ignored.

[7.2] Stacking
Both sides may not do stacking. The stacking restrictions are applied at the end of each phase.

[8.0] COMBAT

[8.1] Basics of the Combat
In the friendly combat phase, the player may attack an enemy unit adjacent to the friendly unit. Attacking is optional. The player calculates the combat ratio of the attacker's combat strength : the defender's combat strength (when a fraction occurred, the ratio is rounded up / down so that the defender becomes advantageous), rolls 1d6 and results the combat by using the Combat Results Table. Under 1:2 use a column of 1:2, and over 4:1 use a column of 4:1. Column shifts are applied by the upper / lower limit. It is not necessary to declare the combination of all combat beforehand.

[8.2] Column Shift
In the Allied Army Turn, if the Allied Army player takes the combat phase earlier than the movement phase, it becomes a 1 column shift to the right.

[8.3] Modifying of the Die Roll
When the defender is in Arras, the die roll is subtracted 1.

[8.4] Combat Results
Ar: Attacker retreats 1 hex.
C: Contact; No result.
D1: Defender retreats 1 hex.
D2: Defender retreats 2 hexes.
De: Defender eliminate.
Ex: Exchange; Players eliminate each 1 unit.

[8.5] Retreats
Attacking player always performs retreat (attacking player always may retreat both attacker / defender units which have to retreat). The unit which retreated becomes disrupted state. If the Allied Army performs the recovery earlier than the combat, the unit that received a result of the Ar may not be recovered in the Turn. Please be careful. The unit may not retreat into an EZoC and outside of the map. A unit without the hex which may retreat is eliminated.

[8.6] Rommel's Panic
Whenever a German Army unit retreats 1 hex, the Turn marker advances 1 Turn. Whenever a German Army unit is eliminated, the Turn marker advances 3 Turns (the German Army player's victory becomes difficult that much).

[8.7] Advance After Combat
Infantry units may advance 1 hex. Tank units may advance 2 hexes (see 6.0).

[8.8] Flak 88
Only once a game, immediately after the Allied Army declared combat in the Allied Army combat phase, the German Army may use the 88 marker. It attacks the Tank which participates in the combat with "8" combat strength, and the result is applied promptly. The attacker's damage is ignored. After the result for the Tank was applied, the Allied Army's attack is solved.

Last-modified: Sun 01-Jul-2018 04:05:20 PM +0900 JST