First, I want to thank djensen for thinking this held enough merit to be posted to
the main site. Second, I want to thank Imperious Leader for his request for Allied
strategies. That request motivated me to type this up. Finally I want to thank my
usual opponent whose skillful execution of this strategy gave us hope that the
Allies have a chance. This is still an unproven strategy and I am in the “the game
is slanted to the Axis camp” but it is the only thing that we’ve tried that has
come close (perfect dice on the last roll for the axis win close) of beating
Germany. Discuss this strategy in the forums.

To me these are the key goals of Allied strategy.

  1. The Allies must prevent the Germans from commandeering supplies and trucks.
  2. The towns of Eupen, Verviers and Liege must be denied to Germany.
  3. The Allies must prevent the fall of Bastogne.
  4. Allied aircraft should be used to attack German hexes with both supplies and trucks in them.

Point 1
The Axis will have supply and trucking problems if you can extend the game long
enough. Do not ease that burden by sharing Allied trucks and supplies.

Do not bring unneeded supply tokens or trucks onto the board during
reinforcement. Calculate the supplies needed to conduct the next turn’s combats
and movements and bring only that many supplies into play. Position them in
hexes that will not fall into enemy hands and that require the least number of
trucks. Avoid placing supplies and trucks in hexes adjacent to German units.

The Allies should take pains to use every supply in a hex that might fall into
German hands. It may be worthwhile to attack several hexes from one hex just
to use supplies.

The Germans have fewer trucks than the Allies. They get two less supply tokens
a turn and must use far more for moving and attacking. Units that overrun your
supply laden hexes will not need supplied by truck. This will allow Germany more
flexibility in placing supplies and moving INF and ART that must move further
than one hex. A single supply token can be the difference between your units
being destroyed because they have no where to retreat and living to
counterattack and move back into a key hex.

It is tempting to put trucks in hexes to increase that hex’s unit count in an
attempt to preserve your combat units. This should only be done if the trucks will
not be commandeered. If you are the gambling sort bringing a truck into St. Vith
to evacuate the supplies might appeal to you. The Axis trouble is two fold, too
few trucks and too few supplies. Again do not ease this burden by sharing.

Point 2
The towns of Eupen, Verviers and Liege are worth 9 points. That is over a third
of what Germany needs for victory. Infantry and Artillery units may be placed in
these hexes directly from the Northern reinforcement chart. They do not need to
be brought to the front lines by trucks (remember Point 1.)

The key to holding these cities is the hex central to Eupen, Malmedy, Trois-
Ponts, and Verviers. The central hex can prevent Eupen from being flanked. By
preventing Eupen from being flanked units that must retreat from German
assault will be able to fall back into Verviers. If Germany holds this hex those
units would be destroyed. If the Allies manage to maintain units in Eupen the
retreating units are easily marched back from Verviers.

This hex also exerts zone of control over the road from Malmedy to Werbomont.
Slowing use of that road or forcing Germany to use extra supply for a blitz move.
Should you hold this hex and Eupen falls the defense of Verviers is aided by
allowing Germany to attack only from Eupen. The Allies then have two hexes to
counterattack the sieging units. For a hex with neither city nor road it is vitally
important. Contest control of that hex as bitterly as you fight for Eupen and
Verviers and Liege and the city in Point 3.

Point 3
Bastogne is a 4 point city and directly to its West is Ortheuville a 3 point city.
Just like the real Battling Bastards of Bastogne the Allied player must fight for
this crossroads city.

Key to doing this are the hexes to the NW and SW. Control of these hexes allows
supply to be based in Ortheuville (less trucks again.) Supplying three hexes from
one is very efficient. Holding these hexes will keep Bastogne from getting flanked
and allow units that are forced to retreat a place to go and from there an
opportunity to move back into Bastogne. The theory here is similar to Point 2.
Keeping this three hex line around Bastogne allows it to be reinforced in most
circumstances with units from any of the reinforcement charts.

Stack Bastogne as high as possible and don’t be afraid to attack from Bastogne
in all three easterly directions. If initiative is won consider a spoiling attack of this
sort as a first strike.

The hex to the NW of Bastogne exerts ZOC over La Roche, the unnamed hex to
its east and Houffalize. This should keep the Axis from trying to come in behind
Bastogne and hamper their supply if they march on Werbomont. Especially if you
are holding at Eupen.

The hex to the SW will help keep the Axis from bypassing Bastogne and moving
on to Neufchateau and Libramont.

By maintaining these hexes the Axis will not be able to supply a bypass or siege
attempt from a central hex. Germany can not supply a three hex assault on
Bastogne from a single hex. When the planes hit the skies Germany will have to
leave units out of the assault to provide additional AA dice or bring his trucks into
the front lines (risking not being able to return them off board for resupply
duties) or hope the Allied pilots are lousy at strafing. This brings us to Point 4.

Point 4
The Allies must hold out until air power can tip the balance to their favor. When
the weather clears German supplies and trucks will be vulnerable to Allied air
attacks.

Germany is faced with this dilemma beginning with the movement and
reinforcement phase of turn 4-“Do I risk leaving trucks and supplies only in
hexes or do a I risk bringing trucks to the front where I may not be able to
remove them to the off board area?” Ideally both sides want to keep their
supplies and trucks out of front line hexes. In front line hexes supplies and trucks
are at risk of being captured or destroyed. With the three to one superiority in
Allied air power Germany is faced with a no win decision.

Germany wants his trucks and supplies in hexes with the greatest variety of
units. During the AA phase each player gets one die for each type of unit in a
hex for a possible 5 dice (armor, artillery, infantry, trucks and supplies.)
Unfortunately this type of hex is usually in an Allied zone of control. Trucks in
such a hex can not return to the off board area for the next turn’s resupply.
Germany can not cover all trucks and supplies with aircraft as they have to few.
They must cover them with a variety of units. They can do this by moving them
to the front lines or holding units back from the front to cover supplies. Both of
these options work to the Allied favor-the no win situation.

If the Allies choose key supply and truck hexes when placing aircraft the best
Germany can do is match the Allied commitment even if Allied aircraft are split
into three groups. I do not recommend splitting your aircraft into more than
three groups of 3 fighters and 1 bomber each. I advocate using massed aircraft
on the key point of supply for assault on a hex you want to keep. Pulverize one
spot as opposed to trying to chip several. Destruction of one supply depot can
shut down a whole thrust of Axis assault.

By destroying supplies and trucks you can neutralize far more units than you can
by combating those units. If Germany doesn’t have enough supplies they will not
be able to attack from all of their hexes or be able to move into a hex they have
cleared of Allied units. Denial of supplies is as effective if not more so than the
destruction of combat units.

If Germany moves trucks into hexes that will provide additional AA dice don’t be
afraid to go after it especially en-masse. Whatever aircraft survive will hit
something Germany doesn’t have enough of. And unlike other A&A games you
get all the planes back next turn if they happen to be shot down.

Final Thoughts
I have left unspoken that a continuous line should be maintained if possible.
While I feel it obvious it shouldn’t be left unsaid.

As this game is far more fluid and subject to many more vagaries of the dice
specific move recommendations aren’t really applicable beyond recommendations
for first turn retreats. You must concentrate on and bear in mind overall goals.
The first thought should be, “Does this hold the Axis until air power can even
things up?” The second thought or question you must ask for each decision is,
“Does this deny Germany supplies.”

Again this strategy is largely unproven but my experience shows this to be the
most successful approach so far. Please come to the Battle of the Bulge forum
board and discuss your thoughts on this outline or to share any success you
might have using it.

Finally, here are my first turn recommendations for Allied units that are forced to
retreat:

Units in the 99th INF hex in the Northern most hex when forced to retreat should
retreat to Eupen.

Units in the 2nd INF, 99th INF, and 106th INF hexes should fall back on the Part
of 9th Armor hex to the East of Malmedy.

The 28th if it survives should fall back due west toward Houffalize. Alternately
the unit could go to St. Vith.

Units in Clervaux and Diekirch if forced to retreat should link up with the other
part of 9th Armor west of Diekirch.

The 4th INF should fall back due west if it survives to retreat.