Documenti
Giochi e attività
Videogiochi
ASL 1st Edition Rulebook (Advanced Squad Leader Boardgame)
Caricato da
Paul Maullin
100%
(26)
Il 100% ha trovato utile questo documento (26 voti)
13K visualizzazioni
626 pagine
Informazioni sul documento
fai clic per espandere le informazioni sul documento
Descrizione:
ASLRLB 1st edition
Copyright
© Attribution Non-Commercial (BY-NC)
Formati disponibili
PDF o leggi online da Scribd
Condividi questo documento
Condividi o incorpora il documento
Opzioni di condivisione
Condividi su Facebook, apre una nuova finestra
Facebook
Condividi su Twitter, apre una nuova finestra
Twitter
Condividi su LinkedIn, apre una nuova finestra
LinkedIn
Condividi via e-mail, apre il client di posta elettronica
E-mail
Copia link
Copia link
Hai trovato utile questo documento?
100%
Il 100% ha trovato utile questo documento, Contrassegna questo documento come utile
0%
Il 0% ha trovato inutile questo documento, Contrassegna questo documento come inutile
Questo contenuto è inappropriato?
Segnala questo documento
Descrizione:
ASLRLB 1st edition
Copyright:
Attribution Non-Commercial (BY-NC)
Formati disponibili
Scarica
in formato PDF o leggi online su Scribd
Segnala contenuti inappropriati
Scarica ora
Salva
Salva ASL 1st Edition Rulebook (Advanced Squad Leader Bo... per dopo
100%
(26)
Il 100% ha trovato utile questo documento (26 voti)
13K visualizzazioni
626 pagine
ASL 1st Edition Rulebook (Advanced Squad Leader Boardgame)
Caricato da
Paul Maullin
Descrizione:
ASLRLB 1st edition
Copyright:
Attribution Non-Commercial (BY-NC)
Formati disponibili
Scarica
in formato PDF o leggi online su Scribd
Segnala contenuti inappropriati
Salva
Salva ASL 1st Edition Rulebook (Advanced Squad Leader Bo... per dopo
100%
Il 100% ha trovato utile questo documento, Contrassegna questo documento come utile
0%
Il 0% ha trovato inutile questo documento, Contrassegna questo documento come inutile
Incorpora
Condividi
Stampa
Scarica ora
Salta alla pagina
Sei sulla pagina 1
di 626
Cerca all'interno del documento
intro | INTRODUCTION ADVANCED SQUAD LEADER (heteafer referred to as ASL) is somewhat ‘f misnomer che connotation of “Advanced” suggesting that whichis ‘ore dffcak, While t's tr tet ASL in ll ite depth ry well be more ‘etiled in any respects dan the original basic game, its out bie that Iris for simpler in application than the whole of alts predecessor's part To the purist, ASL should play Tar more smoothly than even basle SQUAD LEADER. For ASL is moce than just a compilation ofthat which as gone before (although reorganization plays asignificant role in he greater play silty ofthe game). Rather, AST is new game forged from corabat tals ‘f nine years of anstant evolution ex simulation gaming's wide'y ‘ckaowedged leader in te fel, Veteran squad leaders will find thatthe systom itself hes changed in myriad ways and thar rules and conseqyent lacus employed cautless times inthe past may no longer apply. ASL ‘ill require caretil serutiny by veteran apd novice players ale; those expecting to use it merely asa handy reference book toa sytem already Teamed willbe surprises by the extent of inherent change. ASE is @ new ‘game complete unto izelf and entirely separate from its predecessors. Do hot blond old and new rides. When you play AST sou should wse only that Sahih ir tachi hero Wehave tried to keep 0a minimum the vast amount of verbiage required to thoroughly cover Such an enormous system by beral use of sbbrevia- thors and elimination cf sich commen caveat “"onles specified other= wise”. Readers should chock the Gosia) forthe meaing of a unforiiar term or phrace (the Glossary always cefine/reeronces any abbreviated or capitalized term) and keep in rind that any SSR always wakes prece ‘dence Over the game system. References to the Desgner’s Notes found the end ofeach chapter are made in ihe form of footrowes to applicable rules. In this way, the historical relevance or design intent of a tule cn te given in considerable deta without interference vith the prevetaton ‘ofthe ris themselves. Players should find it hell in learning the gare to rfer to these Designer's Notoe ae they come other. Thereater, they teed rarely be consulted Although we have spared no expense in illastrating these cule, certain practical limitations were athered to. The player should be alert rom the ftir tha al statins posed spins the aekpreand of the full-color ‘apboard lack the red and white symbology acualy proved on mary ofthe vehicle counters. Therefore, most vehicle counters depsted th ‘rll appear somewhat dfferet tram the actual countere but ate stil Considere te represent the counters provided in the game system without ASL does nct bear the burden of mary of the nial design exroes that Plagued SQUAD LEADER and ts progeny. Maay cummbersonic concepts ff the orginal game have heen removed w alow for a more detalled, yet ‘Smpler, handling of cormbat at this level. This, an TUrE, has allowed the deletion of entire rule sections whose main contribution wo the od system ‘was measure in terms of complexiy and increase playing ime. The cope ‘ofthe psme system has heen narrowed to move manageable proportions fndone more in keeping witha gamecon this scale Therefore, if distant ‘ocaod rate isnt foun hers it hasn's been forgotton it has een re ‘moved! While dis wil dovbcns cause contertation to giognards who Find tele favorite bit of rules wrivia removed from play, the end result fs that ASL plays sooner and ion evel more nveasoe to he majerhy of players. CCoscentrate on what the ral de allow; nat on what they dont specifically [rOAIIL For example ia rue sates tata MMIC can perform a paricalar fection, then only that unie type ean perform it—don't think tax several 'SMC Can ¢o it simply because te rules don st that type as being unable to doit. Play by what the rues specifically allow or disallow, sot by what thes don't specially prohibit. For example rule C13.8 prohiits bazooka Fire ata tafget two oF more levels higher in an adjacent hex. "The rules ‘sy nothing about firing» bazooka ata Lower elevation target or ata target tivo or mcee levee highor in a nom adjacent hex; therefore such Fre is allowed, ASL is sll a bit much for the uninitiated. Without the comforts of Programmed Instruction, the wealth of detail is likely to be too much for the nevice. ASE assumes at leas a working knowledge ofthe game system ty the reader, so possession and mastery of asic SQUAD LEADER should te considered 1 prerequisite, However, for those who have ignored the ‘emings on the bo and purchased SL without fist having played SQUAD LEADER, » special chapter will eventually be included to help the Urintistel through what ust sem to them «maze of ech res with 4 humorous, easy reading approach. Ifyou find yourself overwhelmed by ASE, wait fr the SQUAD LEADER TRAINING MANUAL Chipier to get a firmer grasp on the basic fundamentals of the game system. oF purchase the base SQUAD LEADER gate a benef from is Programred Instcion approach, ‘ASL comes in only owo Mavors: a complete tase system, and ‘Optional rales hicn can Re incorporated imo the ormer Dy muiuel consent. The Ist of Optional rule inthe Index should be checked and agred upon before choosing sides in any scenario, should also be pointed cut hat SL isnot kecessarilycornpatible with previously Published sceraros. Alincugh yeu may well beable to play such scemros ‘th ASL, we make no clams sto play balance, design validity, oF com pletcness of auch atoms, ASZ is'a distinct game in ks own right and Sur design die was jadged beer spent with scenarios designed aad play tested exclusively for this sytem. Therefore, wien purenasing additonal Scenarios or mosules for use with the ASL system, the buyer woud Jo well to look for the distinctive ASL logo on the product be sure that ithas heen designed and playest for use with ASE rules ar component ‘ASL incorporates an update and improverneat of no less thas four major previously published games and several new ones in one package. Future faditons tothe sytem (suchas Japanese ASL) wll ls be accomodated inthis binder format as simple chapter additions or changes fo the pases tea present. Ini. we strove to inch as many othe ereial con ponents of the SQUAD LEADER seas at posible to redace the cost of the ew game systersto the established player. However, at development progressed and the me system continaed to improve omits old founds tions, became increasingly obvicus that neurly all the original counters had tobe replaced. To attempt anything less would have been to resort to the 1ype of ‘pach job” mentality that necesitated the need for ASL Inthe first place. Italso would have been a consiat source of confusion taphiyers sho bad to fice ordering and separating defunct counters from wali ones.‘Thetefore, we decided to establich a iem foundation for ASE ‘with an entirely new sot of counters spetialy designed for the insove {doa ofthe new system, The only previously pablished components com Dletely usable in ASL ae te mapbourds which can be purchased separately by ml. However, many old counters (such as the Target Acquisition urters) can be Used unchanged in ASL and others (Sach as the squad ‘courters) can be pressed into service for large DY soensrios with oly ‘minor inconvenience. Players ae urge to make ASL Module #1 BEYOND VALOR ther first acquisition as it contains athe updated counters for ‘0 oppering nationalities ar well ae the informatinal counters needed toplay the ASE game ayster, Those 20 wishing to purchase this mode ‘may mail-order the individual counter sheets therein as befits thoir own ‘heeds. A reduced illustration (frock und tack) ofall such eemponents is nce herein, “The loosleat binder format isa frst for our compeny and acknowledges the ils of s constantly evolving system. Although we would like (> say ‘tha hiss the final word, experience has aught us thr perfection is a eisive target an amos impossible on ascae this large. Hewever, players Should find it easy to augment any additions to ASL by posing them to the binder as new modules become available, Errata and changes, the inevitable miscreants of a system a rch in deal as this, may be cleanly ‘ncorporsted into the binder by simply replacing obwodet pages with nest, ‘ones containing bath the cld rules andthe hanges iphlighves with a gray Scroen. Such medications wil be made avelale by mail atthe specified ‘ate in exchange for the Regisiretion ecupor locate herein us pe the i ‘structions prited thereon. Nevertheless, those atcipaing frequent pay ‘would do well to reisforce te icivigual pages with Pinder rng supPOrS ‘whieh are available in mos: stationery stores. Although ASL isnot designed with poeta play in mind, we have noticed the efor of SQUAD LEADER enthusiast inthe past who have tented tw play iby mail, We still don't advocat- postal play of ASL; the game ‘system has io many phases o make the game easy played in that medium. However, for those 50 inclined, we will evemualy provige a chapter on postal play suggestions so that al irterested partes wil atleast have & ‘common backpround when aterpting todo bate through the mail. You ‘will also Find insige chapter entities DELUXE ASL which provides the iecessry tale modifeatione(cwslly simplifications) for laying ASL on ‘ mapboard scale roughly 2.5 ums the andard sce. DELUXE AS allows (he use of pancram miniatre figures with ity 2.2” hexes and, moreimportantly tall but eliminates stacking and counter facing dffculies, thereby grouly increasing playebility, DELUXE ASL rapbeoards are ld in boxed modules containing four 11°27" mounted, goemorphic boards and a pid of 10 specally designed seenanos By simplifying the game eystem aad making it more socossible, we expect to bsue new mapboards, cotatios, and « host of ether accessories in far less time thn in Years pet, For thoos who ake the Une to learn ASL, 4 lifeime of rch gaming experiences les shead. We have spared no x= Fetse in cur atempt to make ASE. the cefiative tactical WIL combat Sysem. BEYOND VALOR ERRATA: ASL Scenario 9 Russian radio should have coveact values 6/7/8, not S167 SRA German HMG may be Bere Sighted ‘THE NUMRERING SYSTEM: ASL is divided into major chapters lettered from A through M. Mastery ofthe firs four chapters is all ats necessary play mest ASL. scemaros The remsining chapters are primarily sccessories ans pertain to special {meres Esch chapter is eparatd rom the cher by aheavy stock divider ge which Its i Table of Contonss as well av pertinent gover rules fra all the chars and tables referred 1 in that chapter. The individual ‘ules ofthat chapter are given numeral case and subcase reference codes Ir reeretce Is made to rule without referring to a chapter leter, the reference is toa rule in the same chapter. Ifa numerical cade is receded by alter, then the reference is toa rule in another chapter as idersified by that letter. Lastly. whenever @ seeming commadiction appears berwren Pale cases, the higher alpho.mumeric rule cave lwaye takes precedence, barring mention ofa specific excepion (eg., BI 3-2 higher numbered fale eon AD TABLE OF CONTE) INFANTRY & BASIC GAME RULES Persoanel Counters ‘The Mapboard Basic Sequence of Pay Infancy Moversent, Sincking Limits Line of Sight (LO8) Fire Atwcks| Detemsive Fire Principles Machine Guns &e SW Malfunction Morale Clove Combet (Comealintt Cavalry ‘TERRAIN RULES (Open Ground ‘Shellholes Road Sanken Road Elevated Rosd Bridge Sewers & Tunes Walls & Heoges| Hill its Brush Woods Orchard Grain . ORDANCE & OFFBOARD ARTILLERY Cormpoure Artitery (OBA) Gus Classifications The To Hit Process Gun de Ammo Type Basic TH? Med Firer Raed To Hit DM Target Based To Hit DRM. 7. To Kill Tobles ii 14, Snipers 15) Heat of Rate 16. Battlefield Integrity 17, Wounds: 18, Field Promotions 18, Unie Substitution Prisoners 21. Coptured Equipment 22, Flamethrower & Moiotovs 23, Demolition Charges 24, Smoke 2S, Nationality Distinctions 26, Victory Conditions Marsh Crag Graveyard Galles Stream & Crest Stats ‘Water Obstacles Valley Buildings Rubble Fire Wire Ertrenchments Minefiele Roadblock Pillbox 8. Special Ammunition 8. Moras, 10. Gun & Ammo Moverent TL, Gun as Targets 12) Recelless Ries 13, Light Ani-Tenk Weapon (LATW)sae <> a zeae ) Tai nee NORTH AFRICA 1H. DESIGN YOUR OWN 1. Purchasing an Order of Bate 13, Russian OB 20 2: German OB 7 ToBe Continued 1. CAMPAIGN GAME, Availble (+. peLuxe ast. ( S4 ) 1. Miniasres 1 2. Converting ASL Rules to Deluxe ASL 2 (os SQUAD LEADER TRAINING MANUAL iiiL. POSTAL ASL Available Later M. ASL ANALYSIS ‘Avallable Later N. ASL ARMORY To Be Continued (0. Ren Onnricnbes ¥. KamPF@ruPPr PEPER —indies | @ INDEX & GLOSSARY: ‘When mumeraus refeences ar even fra single entry, abrief parenthetical
AF (Armor Factor): D1,6 [Achieving Final TK#: C7.11} [Aerial AF: (€7.12) [CC NA. A11.612] vs Minefield: B28.42; A-T Mines: B28.52] [Ds OBA: C135], AFPh (Advancing Fire Phase): A3.5 ‘AFPh Fire (bal! FP for non-ordaunce weaposs or To Hit Cate BIC for ordnance): A7.24 [Case B TH: C5.2] [Case CTH: C3.3} ‘AFPh SW/Gan Fire Limits: A441 & C52 (8 Bounding (First) Fre: 'D3.31] IMG: 9.2] [Moved Gans: C2.8] AEY (Armored Fighting Vehicle): D1.2 fs Unarmaored (vs ins): B28,42 ‘& 126.52] ‘AFV Combat: D3 [Infantry Advance vs AFV: A$.71] ABV Destruction Table: C7.7 APY Radio: Did APY Smoke Dispensers: DI3 ‘AFV/Wreck LOS Hindrence: D9.4 ‘AFV/Wreck TEM: 09.3 Air Burs: BI3.3 [Entrenchments: 827.3} [Residual FP: A826) (WP: ‘424 31) ‘Air Suppor: E ALL MPIMF Expenditure: D2.7 Allied Minors: A25.9 Allied Troops: A10.7 Alpine Fill Option: BIO.211 ‘Aternate Hex Grain (see Hex Grain for iDustration); 49.221 > Ambush: A114 {Attacks first in CC: A11.32] [Hand-o-Hand CC: 32.31] (Parisans: A25 241) {Suret Fightin: 11.8) American: A253 ‘Ammo Depledon: D3.71 ‘Ammo PP Reduction: C10.13 [Rider PP NA: D6.2} ‘Ammo Type TH Modifications: C4 ‘Ammunition: C8 [PlntifulSeatce: C1.211] Battle Hardening ‘Ammunition Depletion: C8.9 [2BLL & 4OLL EXC: C4.3 & C7.32) 3m Shortage: A19.131 Battery Access: C1,211] (Captured SW: I Residual FP: 8.221) Amphibians: D16 (Dei: B21.121) (Marsh: B16 42] (MP Allotment D1.1) [ond hexside: 821.13) Animal Drava Transport: D.2 & D12 (Bypass: D.2] ‘Aati‘Tank Ditch: 827.56 Amti-Tank (A-T) Mines: 828.5-.53 (Briges: H6.6) (Unhiden: 828.53) Anti-Tan Rifle: soe ATR ANZAC: 425.44 AP: Ant-Personsel AP (Armor Percing): (vs Guns: C11.$2} [HE Equivalency & Residual FP NA: CE.3I] [Limited Stowage: C8.8) [To Kill Table: C731} APCR/APDS: C8.1-2 [German 28LL & 4OLL EXC: C4,3 & C732} [Vs (Guns C11.52] [HE Equivalency: C531] [THA Moaicaton: C83 (To Kill Table! C132) [Residual FP NA:C8.31] |APh (Advance Phase): AA.7 (Board Entry Delay: A2 5} (Building Levels 'B23.422] [Sequence of Play: A3.7] ‘AR (Artillery Request): CL3 ‘Area Fire: A7.23 (Crest Infantry fring through Non-Crest Sats hexsides: 1320.94] [vs Dash A463} [vs Fording® 821.42} [rom Marsh: BI6.22] [Ordaaace: C4) [from Stearn: B20.5] ‘Area Target Acquistion: C5.521 ‘Ares Target Type: C3.33-.332 ‘Armored Hualfracks: sce Halfracks Anmor Ficior see AF Armor Leader: D3.6-.44 [DYO: 11.43) (Recall: DS.341) =P Armored Assault: D9.31 Armored Cupola: D9.5 ART (Anilloy): C2.2 [Conditional ROF: C25] (Gun Type: C2.22], ‘Amtifical Terrain (AFV, wreck, SMOKE): B.9 ‘Assault Engineers: H1.22 > Amul Fire: A736 (SS: 25.11] Assault Movement: A4.61 [Human Wave NA: A25.251) [Search NA: ‘812.152] [Wire: B25.4] ALT. Ant-Tanke AT Gun (Ani-Tank Gur): C2.2 (Gan Type: C2.22] [NT Conditional ROF: €2.5), ATMM (Anti-Tanit Magnetic Mine): C13.7 ATR (Anti-Tank Rife): C132 [vs Gun: C11.52, C1923) [HE ‘Bquivaiency: C8.31) [OVR FP NA: D7.11] [Residual FP NA: C13.25] ‘Auack DRM: 4.5 ATTACKER (the player whose Player Turn is curreatly being played): Al ‘Availabilty Table, DYO: H13 Axis Minors: A25.8 [Berserk EXC: A1S.1] B BA (Breakdown Number; weapon Is repaliable}: A9.7 [Ammo Shorage: ‘A19.131] [Guns: C2.28} [Inexperienced: A132] [Intensive Fie: 3.62] [Low Ammo BY : 3.71] [Sasiained Fire: A9.3}[Vebicalar: D371 XP: ALI] Backblast: C13.8 (RCL: C12.3-.4) —> Bailing Out: D6.24 (Bypass: 6.5] (Cavalry: A13.51] [Motoreyciisis: ‘D13.93} (ave io Terraia: DS.2i} Balance: A26.5 Barrel Length: 4.1 ‘Base Level (Usually the lowest level Location other thar seweritunne in 1 bex: however ifthe lowest level Location in a balding bex doesnt Allow VBM alorg a least one hexsie of that hex, the Base Level is that of the highest building level in that hex; EX: The Base Level of 20CT is 2.5; that of 20D7 is 0.): C1.323 ‘Batery Access: C121 > Bute Hardening: A153 (Batlefild Integrity: 416.3) 1index | Battlefield Integrity “7 Battlefield Integrity: A16 [Prisoner Rejection: A20.3} BAZ (Bazooks): C13.4 (HE Equivalency: C8:31) Berserk: A1S.4 [Commissar; A2S.223} {Concealment NA: A12.12, 14] IFG: A1.54] (Fortified Bulding: B23.922] [Hand-to-Hand CC: 32.31], {Heat of Bate NA: ALS. 1] [Human Wave NA: 415.1] [experienced ‘A19.31] [Massacre: A20.4] {Opportunity Fire NA: A1S.432] [Pillhot: 1830.44) [Pin EXC: C13.31) [BF (counter abbreviation for Bow Flamethrower) Bicycles: D13.8 [DYO: 11.45] Blast Area: C1.S —SBlast Height (two levels higher than Base Level of hex): C1.223 Blaze (fully developed Fire): B25.) [Falling Rubble vs: 524.6] Blind Hex: A6.4 [Crest Line: B1023] Bad (F) F: counter abbreviation for Bounding (First) Fie) Bouts: {Crossing Frigid Stream: B20.7) [Drift B21.121] [Marsh NA: 16.42] Bocage: 19.5 [Uncerbelly Hit: D4.3) BMG (Bow MG): DI.8I [CC: AlL.61} ‘og: DB.2-.4 [Armor Leader: D3.48) (Bocage: B9. $4) (Breach: B9.S41] (Buildings: 823.41] [Bulldorer: 824.71} (Factory: 823.742] [Ford 1820.82] (Graveyard: B1S.41] (Marsh: B16.43] [Motorcycles NA: DAS.47] (Mudflat: B16.72] [OVR: D7.11] (Rabble: B24.121 & 326.4] [Stceam: 820.46] [Temporary Crew: A21.22] [VCA Change: C5.11] (Wire: 826.43) (Woods: B13.41-.42} Bombardment: C1.8 (DYO Cost: H1.33} ‘Bombs. Aerial: E (Heavy Payload: C.7] [vs Mines: B28.62] (Shelthole (Creation: B2.1} [vs Wire: H26.52) Booty Traps: B28.9 [Motoreyclists NA; D15.54] Bote Sighting: C6.4 (RCL: C12.24 (Resifual FP: A8.26| [Underbelly ite D4.3) —PBounding Fire (fire by 1 vehicle in the AFPh after movement to a new hex during the MPh): 5.3 ~PBounding First Fire (lite by a vehicle during its own MPh which enables 4 Vehicle to both move and fire in the same phase): C5.13 & D3.3 Bonus Infantry, DYO: H1.71 & HI.73 Bow MG: see BMG [BPV (Basic Poin. Value: the relative value of one unit or OBA battery for DYO/Ratlefield Integrity purposes): [Pervonnel: Al.4] (Batlfield Integrity: AL6.1) —paracketing: 6.52 Breach: (Bocage: B9 Sé1} [Fortified Building: 823.0271] [Rowhouse: 323.711] Breakdown: see BA ‘Bren Carriers: see Carriers Brew Ups: DS.7 ‘Bralge: BO (Bombardment vs: C1822] [Crest status NA: 820.9) [Falling ‘Rubble: B24.121] (Galles: BI9.1, .3 & B6.1} [Streams: B20.3} Bridge Collapse: BS 42 (Falling Rubble: 824.121] Bridge Demolition: A23.71 British: A2S.4 Broken Units: A10. [Battle Hardening: AIS.3) (Berserk: A1S.4] [Broken/shocked Passengers BU: D6.61] [CC: A11.16] [Concealment NA: A1212 & 14] (Crest status: B20.96] [ELR Replacement Na: A19.1) [FFMO/FENAM: 8.14] (Hero: 15.21] [Pin NA: 7.8] [Riders Bail Out: D6.23-.24] [TT NA: A4.8] Brush: B12 [Path BI3.6] BU (Buttoned Up): DS.2 {Interdicion NA: 410.532] [OT AFV: D661] [Pinsng: A7.82] [TH Penalty: C5.9] Builcings: B23 (Cavalry: A13.3] (Mineelds: B28 44) {Moworeycle: Is.45) [Rally DRM: A101) [Schuerzen Loss: D122) (TH 7 MultiLevels: €3.32-.33] [Towing NA imo: C10.1 & 4] ulldosert: BM.7..71 Bocage: B9. 541) Bunkers: B30.8 ‘Burble Terain (brush, buildings, grain, orchard, rubble, woods): B2S.1 Collateral Attack Burning Wreck: B2S.14 [Creation: AFV C7.6; Usarmored: 7.308] [TEM NA’ DIO] Buttoned Up: see BU ‘Bypass, Intatey: Aé.3 [Concealed enemy: 12.151] [EXK Flaying Area: ‘A2.6] (Grié Coorinates: A2,2] (Horses! Animal-Drawn: D,2) [Residual FP: 8.21) [Steam rermants NA: B20.1] Bypass, Vebicear: soe VBM c (C#: Canister Depletion Number (CA Covered Are, ifused in reference toa vehicle it refersto VCA/TCAY: (€2.2 [ecage: BO S31] (Changer ve Dash NA“ Ad 63) [Changes for fire ‘vs own hex! CS.S1] (Changing TCA without fio: D3.13} (Changing, ‘without fie: C3.22 & C1023) [Firing Within: C3.21} [Maintaining CA: D331] [MG: 9.21] [Pinned Gus: AT-81] [TCA/VCA: D.§] [Nehicular: D3.1-.12], CCAFP (Covered Ars Focal Point: the vertex of a hexside in front of « staddling VBM vehicle): D2.32 Caliber Size: see Gun Caliber Size Canal: B21.11 Canister: C84 Captures Equipment: A21 {Motoreysies NA: D1S.7} [Muliple ROF: ‘A2L. 12) Carriers: DS 8.84 [DYO: H1.43] Casualty MC: A10.31 Casualty Redaction (A combat result which eliminstes« HS or crew, and ‘wounds any SMC italics. A squad is Reduced to = HS.): A7.302 Toby Trap: BOR 9] (Casitty ME" A10.31} (CC: AIT. 11} [Crew Sol ‘Acme: A1I.621] (Fae: A1O.64] [laterdicton: A103} [PF To Hit DR: 13.36 (Cavalry (Personnel on horweback—not those on Wagons) 13 (Heat of Buttle NA: A1S.1) in Wire: 826.42} [Stationary Bypass: D2] CC (Close Combat): ALI [Armor Lender. D3.44] (Berserk: AIS 43) (BU: DS.2} [Bypass imo "7": AI3.151] [Cavaley: AL3.61] [CMG NA VCA: DI.82) (Cowsring NA: A7.9] (Creet= 820.94) [Hand-o-Hend 432.31] [Maman Wave: A25.291) [Infantry OVR: AS. 152] (On Wire: 1826.31] [Pltox: B30.6} [Reaction Fie: D7 2} [Unarmped Unis: A20 34), CCPh (Close Combat Phase): A3.8 CCT (Close Combat Table): ALL IL (CCV (Close Combat Value; CC Kill Number vs vehicles: squed 5, crew: 4, HS: 3, SMC: 2): AILS (CB (Crew Exposed): DS.3-.342 [Air Bursts BI3.3} [Halftrack Passengers: Det) (CB TEM: D5.31 & D9.1 DP cellars: 823.41 [Factory NA: R23.742] [Rubble NA: B24 4} (CH (Critical Hip: C3,7 (Bombardment NA: C18) [Deliberate Immobili- zation NA: C3.72} [vs Gun: C1i.4) [Harassing Fire: C3.75] (HD: (C3.9} (Improbable Hi: C3.0) [indirect Fire: C1.53} (Momar: C9.5] [BMattiple Hits: C3.8)[Plbox: 830,113] Rubble: C373] [WP: A24 31] ‘Charge (Special Cavalry Attcl): A13.6 [Woods Road: B13.4] Class, Personnel Types (E: Ble; 1: Is Line; 2: 2ad Line; GiC: ‘Green/Conscrpt): A1 25 Clearance (of rabble, mines, Wire, roadblock. Set DC, Flame): 824.7 (Prisoners: A20.5} (Roadhioce by HE: B20 $] [Wire by vehicles, DC, FFE: B26.51-.53] (Gifts: BL1 [Cres: NA: 820.9} [HD NA: D4.222} Climbing (ie at of ascending or descending a Cif hexsde): B11. 4 (Heat ‘of Batle NA: A1S.1] [Scaling Bridge & Buildings: 523.424] ‘Close Defense Weapon System (Nahvereidigungswafley Al1.622 [Smoke ‘Capablity: DI3.24) (CMG (Coaxial MG): D1.82 [AA use: C2.6] Acquisition Lose: C6 5) fia Bypass: D1-221) (CC: Al1.62] (Mandatory Fire Direction NA* A9.d] [Seabilzed: D113), Coin (as oversy): (Destroyed Bridge: B6.331) (Moe: 821.6) ~Dollateral Auack: A.14 [CH: C3.74] [Residual FP NA: A822] 2indies | Commando Coramando: 11.24 (Cinbing: B11.433] [DYO: 11.24] (Gurkha: A254) [Scaling: B23.424) Commissar: A25 22 [Disruption NA: A19.12] (RIPh Surrender NA: 420.211 Concealment: A12 (Bacage: B9.55} [CC: AI1.14-18; A11.19] [Effects ‘02 Rout: A10.533) (Mandatory Fle Dicection. 49.4 [Observer: Cl.6] [Pallbox: 30.7] (RCL: C12.22] [Residusl FP: A8.224] [Roofop: 1323.82) (Target Acquistion: 0.5, 21, & .57) [TH DRM: C6.2], (Trench; 527-54] [Voiding Dash: 4.63] (WP Loss: 24.31] Concealment Termin, nial Quilding, bush, rubble, woods, gran, marsh, corehard): A122 CConcenation FFE (an OBA Fire Mission with a seven hex Blast ‘Area): C15 Conditional ROF: C25 Conseripts: A19.2-3 Continuous Slope: B.S (Fire Lane: A9.22) (Height Advantage: B1.14} Control: A26.1 Correcting Fire: C1. COT (Cos of Terniin): B2 Counter (any of the diceut square pisces of the geme) Covered Are: see CA 9 Cowering: A7.9 rth @XC: AIS 45) [Fanatic NA: ALO.) (FT: 422.1] [Hero FG: A15.24] fiexperenoed Personal: A19.33][Retdaal FP NA: {A822} [SMC SW Usage: A.(2] crag: B17 Crest Line: B1011 (Bypass along: A434] [Rlevated Rosd: BS 21) Valley: 822.2) (crest Status: B20.9 [FFE ys: C152] Leadership: 42.8} [OVR: D7. 15] [Seup: A2.9} (Crow! A1.123.& C2. [Broken inherent crew: DS.311] [DYO: 1.212, W123, 11.4] [ELR & Hest of Batle NA: A1S.{] [Cun Movement 16.111) flaheren Vehicle: DS) (Survival: DS.6] (Temporary: A21.22] [Urproteced: D5.311) > Crew Small Arms: A11.621 Creal Hit: ace CH (CS# (Crew Survival Number forall PRC): DS.6 & DS. [Brew Up: DS.7) ‘of (Survival Number for Passengers/Riders only): DS.6 & D6.9 CT (Closed Topped; a fully-armored AFV which is not OT): DI.24 [BUICE Firing Restrictions: DS.2-3] CCulin Hedgerow Device: 89.541 [Underbelly Hit NA: Dé.34) Cumulative Terrain Effect: A. Cupola: see Armored Cupola Current: 21.121 CX (Counter Exhaustion) A451 [Advance into Difficult Terai: 4.72] [Assault Movement NA: At.61] [Berserk NA: Ai5.42] (Climbing B11.434] [CX DRM NA to Cavalry Charge: A13.6) (Deep Stream Eny: 620.43) [[nerdition NA: 410.333}, Cycle (4 metoeeyle without a sidecar): DIS.1 D Df APDS Depletion Number. See APCR Daisy Chala: B28.531 > Dah: A463 DC Demolition Charge): A23 {ys AFV: C7.246) (Assuut Movernent ‘A4.61] (Bersctk: 13.431} (Cowering NA: A7.9} [¥s Gun: C114] [vsitrom Pilibex: B30/31/830.46] [Pinned tucker NA: A781) [vs ‘Roadblock: 829.5} [Throw from: (Halftrack: D9.63) (Sidecar: D13.6)} [vs Wire: B26.45,.51] ee also Thrown & Set DC DD Task: DIS Deep Snow: {A-P Minefield: 828.3] (A-T Minefield: 828.51) (Brush BIZ.6) (Marsh: B1O.8} [Smoke NA: C1.71] DEFENDER (he yer whose Payer Turns nt resent Being payed: AL > Dey: D2.17 Elevation Change Deliberate immabilization Atempt: C8.7 Demolition: 423.7 Depletion Numbers: C89 [28LL & 40LL NA: C4.3) [Ammunition Shorage: A19.13 1) Depioyment: Al.31 [Automatic (Guard/Prsener/Scrounging Wrecks): "A20.5 & A212 & D10.5] [Pinns: A23.7) [OrTboatd: A2.$2) (Ruslan NA: AZ5.2} (Setup: A29} Depression Clif: BII.1=21 [Crest status NA: 820.9) Depressions (Gally, Stream, Sunken Read): A6.3 [Hill Depressions BI9.3) [ININTO: A.6} [Woods: 513.2} [Leadership: 42.8] Depih: B21.122 Desperation: C13.81 Desperation Mcrae: see DM Destruction, Self: see Seif Destruction Destruction, SW: A9.73-.74 DF (Defensive Fite): AS [DFPh (Defensive Fire Phase): A3.4 Diiclt Terrala (any hex which costs = four MP or all of « uni’s availabe non-Double Time MF allounen © enter In MP}: A4.72 Direct Fie: Any fre atack requiring LOS from te fier which des not tise Indirect Fie, See C1 and C91 Directing Fire: A7.53 Direct Hit (a KIA/K resl: onthe IFT Eifects Final DR of any hit) C11.4 Direction, Random: BE Directional Aid Counter (any counter depicting «ex wit each hess ‘numbered from 1 10.610 ald In assessing the cirecion from that pon: fof the mapboard in aceordance with « dr such as Sniper Target Selestion, AR, Parachate Drift, SR, FFE) Disabled (Vehicular armament hich hae malfunctioned and cannot be repair is marked with « Disabled counter because cannot be removed Sepacie from the vehicle). D3.7 [Abundoned: D6.631) [Scrounging NA: 10.3] Disembarking: see Unloading Dispersed Smoke: A24.5 & .61 [Breczo: 525.63] [Smoke Grenades NA 824.11] > Disruption: A19.12 [Heat of Battle Surrender: ALS.5) dm (Darsaatled}: A9.8[75-K2mm MTR Passenger PP Reduction: C10.13) [76-H2mm MTR Rider PP Reduction: Ds.2) DM (Desperation Morale): A10.62 (BU Halfrack: D6,66} [Commissar 'EXC: A25.222] [blocked LOS NA: AB.1I} [ntenditon: AI0.$3] (Set Rally: A182] Double ‘Cresta: BIO.52 [HD NA: D4.222] Double Time: A8.5 [Pushing Gun: C10.3)[Wagon: D12.4}[Wire: 825.46) see aso CX doubles came number on each dr of a DR): [Bombarément Casualty Redaction: Cl.8} [Cowerisg: A7.9] (Mulipl> Hits: C3.8) 4 (Gie rol; a oll of one die): 1 DDR (dice vol; a rll of rwo oF more dicey A.1 Drift: [River: B21,121) (Smoke: A24.61 & B2S.2] [Smoke Grenades NA: A241] dm (die roll modifi) (Cumulative: A.17] DRM (dice roll modifier) (Carmuiatve: A.17} [TH: C3.4, C5-6] Dropping SW: see SW, Dropping > dud: €7.38 ‘Durnay (a? coumer wid to represet afk, unknown ni): A211 [CC: A11.19) [vs OVR: A1Z-41 DYO (Design Your Owa): H E [BC (Environmental Conaitons); 825.5 levated Rood: BS levation Change: A4.133 [Vehices: B10.4]index: | Elevation Effects levatoa Eflects: B9.33 [BU Halftrack: 5.61) [CE DRM: D5.31] [vs ‘HD Amphibian. D16.2) (Maximum Gun Elevation/ Depression: C2.6] [PPIPSR/BAZ/US RCL: C13.8] [PIAT: C13.61] FFLR (Experience Level Rating): A19.! [DYO: Hi 28) (Increase due to Massacre: A204} (Lots A16.2] (Regaining: 216.3} Emplaced Gun: Any Gun which has noe been hooked up to a vehicle ‘and fis not been moved trom its setup hex during the scenario [EXC: {it set up on a paved road). Such «| Gun (and it: maaning Infantry) are enitled to a +2 Emplacement TEM), C1.2-.3 [Air Bursis EXC: 3133) Encrcloment: A7.7 (Pllbex EXC; 820.32] (Rout Effecis: A20.21) Enesching: 27-11 [CX: 4.91] [Prisoners: A20.5] [Russans: A2S.21} Wire: 526.4) Envenchmenss (foxhole, torch): B27 (Air Bursts: B13.3) (Elevation ‘Advantage vs: 39.33] [Stacking: A5.6] Environmental Coneitoes: ste EC guivaleney. DYO: 1.74 Errore: A.2 ESB (Excessive Speed Breakdowr): D2.$ [Platoon Move NA: D14.21) cape: A20 55 EX (Example) EXC (Exception) Exit of mapboard: A2.6 [Extinguishing Attemprs; 824.72 [Falling Rubble: 24.0] Extent of Eror: C14 F (9 French manufecure counter symbol: D2.3 Factory: B23.7$ [Backblast peraltes NA: C13.8) Fail t Rost: A10.5 [RtPh Surrender: A20.21] [Withdraw from Mele: ‘AL 16] Fanaticism: A10.8 [Bate Hardened: 15.3] Fas: Turret Traverse: DI.31 Fue: 410.64 FF: counter abbreviation for Defensive First Fire FFFE (Fite For Effet; used to resclve OBA fre): C1.5 (Mises: 828,62} {Offboard Effect: A2.51, C32] Routing: A10.51}[Shelloles: B21] [WallHede: 9.34) (Wire: 826.52) see also Inatrect Fire FFE Vision Effects: C157 FFMO (First Fire Movement in Open Grosnd; a —1 DRM. vs ioving Infantry in Open Ground, provided no other DRM beneficial o the tacgct applies): A46 [vs Broken units: 8,19) (Bypass: 8.32), FFE: Ci.51) (HA: B10.31) [Loadirg/Unloading: D6.5] [Road Use: ‘A4.132] [Woods Road: B13.31) PENAM (First Fie Noa-Atsault Movement; « —1 DRM vs moving Infantry, provided the target i ot using Aseaslt Movers): AM.5 [PFE 1.81) (Unloading: D6-5] FG (Fire Group): A7.5-55 [Bore Sighting DRM: 6.44] (Halftrack (Carrer: D6.64- 65] (Heavy Payload NA? C.7] [Letdership: A753] MOL: 22.6111 [Spraying Fire: A9 52} [Vehicular AT 81 & DS 68) Field of Fie: A9.21 Field Phones: C123 Field Promotions: A18 Final DR/de (a DR/dr afterall xpplicable modification ty DRM/
2 whlch prevents Flame from becoring w Blaze): B24,721 Hand-to-Hand CC: 12:31 Harassing Fire: C1.72 (CH: €3.75] [FFE indrance NA: C1.57] [Pre- Registered Fie: C1733) Hizardous Movement: A4.62 [To Hit DRM: C6.5) HD (Hull Down): 4.2. [Bocage:B9 $22] [Bow Mounted. Weapons: 'D4.223) [CH C3.7) [Elevated Read NA: BS.21] [Elevation Bifects vs wall: B9.22,-33) [Setup on Cre: D4.221) [Tresch: B27. $2] (Wall 4.21} (Water Otstacle: D163} HD Maneuver Attempt: D4.22 [Armor Leader: D344) [Setup: D421] HE (High Explosive; «type of stack including DC, aerial bombs, end al forms of Indirect Fire): (rs CE: D331) (CH! C133, C3.7-.74) [German 28LL & 40LL EXC: 4:3) (FT Use: C.6) [Limited Stow: age: C8.8} (Marsh: 16.31] [To Kill Table: C7.34] HE Equivalency (ase of AP/APCR/APDS/ATRIHEAT on TFT): C8.31 HEAT (High Explosive Ani
Gonage oi): Aad (CX FC. hi] (IPC: At 42 [Vein ‘Capacity: D6.1-2) [Vehicular PP Reduction: C as A16] eae 1] (LUMC/LLTC: A102} [Residual FP vs: A8.22] [TPBF vs: A7.211] re-Regitered Fre: C1,73 [Battery Access: C1.211] [DYO Cost H1.53] Prisoners: A20 [Forced Labor: A20.5] [Sequential CC: A133] PSK (Panzerschreck): C13.5 [HE Equivalency: C8.31) PTC (Pin Tasc Check): 7,305 Pushing (ee also Gun & Ammo Movemen): C10.3 [Minimass Move NA: ‘A4.134) (Wrecks: 10.42]indie | su QSU (Quick Set-Up): C10.23 R © (Radiol: AFV): DIA Re (Repair Number) A9.72 (Hull Rear MG: D1.81] (Ordnance: C2.25) [ebieular Armament: D3.7) Radio: Cl [AFV: Dis] [Capeored Use NA: A211] Radio Contact: C1.2 Rally: A10.6 (Berserk: 15.4) (Commissar: A2S.221-.222) (Field Promotion: A18.11] (Leader: 10.71} (Lamberyard NA: 323.211] [Pitibex: 830-5) [Roof B23. 83} Random Direction: B.S ‘Random Event (an event caused by 2 DR resolving some other function sich as SW malfunction, Ammunition Shortage, Sniper Atiack, Field Phone tos, ete) FRandem Selection: A. Random SW Destruction: A9.14 (CC: All. 14) [Powed Gans: C10,1) Range: A1 22 [Maximum Hindrance: A6.7] [Normal Ordnance; A10.532] [eo Vertex: C.SC] [Ordnance Limits; €2.25] vs TKA: C7.24] fof Zero: see Piring Within Hex) Rate of Fie: see ROF Rarity Factor: see RF RCL (Recoilless Rifle: C12 [Gua Type: C2.22} Reaction Fie: D7.2 (Bypass: Al2. 151] (Close Defense Weapon System: ALL 622] Rear MO: see RMG Rearming: A20.551 Recall DS.341 [Disabled MA: D3.7] (IMT: 1.322) (Sniper: A143} Reciprocity (LOS): A6.5 Recombining HS: AL.32 (Horses: A13.12) {Motoreycies: DIS 44] Recovery, SW: Ad.44 [Broken NA: A10.4] [Cavalry NA: A13.33] [CX: ‘A4S1} (Motoreyele: D15.7] [PRC NA: D6.31) {Tunvcl. B86!) Redaction (the changing of a squad to a HS due to casualties incurred) see Casulty Reduction Reinforcements, DYO: HI.7 & K1.84 ‘Removal, SW (j crew taking with it a vehicle's MGMTR armament as i voluatarty abandons that vehicle): D6.631 Removal, Weeck: D10.4..£2 [Sunken Lane: B4.43] Repair. [SW: 49.72} (Vehicular Armament: D).7) Replacemeat (the changing of a Personnel unit to another Personnel unit ‘with atleast one lesser nurber init Strength Factor and 10 prester ‘number init Strength Facto): AIG.13 A1.3 Resilual FP: A82 [AP/APCR/APDS/ATR NA. C8.31}[Beresghting NA: ‘A6.26] (Dash: A4.63] (Long Range MG Fire: A9.4] (PF/PFK NA: ‘A825) [Rejeced Hex Entry: 412.13 & B23,921] [Saap Shot NA: ‘A8.223) [Spraying Fire: A952] [Surviving PRC: DS.) REV (counter abbreviston for Reverse) [Reverse Movement: D2.2 /breach NA: B9.54-541] [Minimam Move NAi D2.13] [OVR NA: D7.13] [Wooes Entry: B13.41] RF (Rarity Factor: HI.3 IRFNM (Restricted Fire, No Movement): C10.25 ‘Rider (Personnel iransported on the cutsde of an AFV, Cavalry, ot 1 motorcycis): D6.2-25 (Amphibian: D16.7 [Bocags NA: B9.S4) [Carvier: D6.81] (CC: A11.611] [Hero wih AMG: DS 34] (Survival 16.8) [Wall/Hedge TEM NA: 29.3] [Woods TB NA: BI43) Right of Inspection: [Before Pray: 42.9} (During Play: 12.16] {Pubox: 830.7) River: B2.12 RMG (Rear MG): hull D1.81; turret: D1.8 (CC: A11.€2] [OVR NA. Dr.AI} mv (counter abbreviation for Removal) Shock Rood: 3 {Dash:_A4.63] [Effect on Open Groant: BI.!1) [FFMO: ‘A4.132] [Gun Emplacement NA on Pred Roa: C11.2} [Mapboard Entry: A2.S1} [Vehicular Passing Penalty: D2. 14) Roadblock: B29 Rocke: OBA: C1.9 [DYO: HI.SI1 ROF (Rte of Fire; soe Multiple ROF) ‘Rooftop: 823.8 [ys Indirect Fire: B23,32) Routitg: A10.5 {Concealmen:: 410.533} {Crest Infantry: B20.96) (FFE: 1.51] [Offboard: 42 6} [Pascengers: D6.1] [Plloox: 830.5] (Row. house: B23.71] (Surrender: A20.21] (Tunaels: BE.62) [Unproteced Crews: DS.311) [Voluntary Leader: A10,711} (Wiis: B26] ‘Rowhouse: 823.71 (Spreacing Fire: B25.62] RPh (Rally Phase): A3.1 RST (Resuicted Slow Traverse: BI,321 RIPh (Rout Phase): A3.6 [OBA during: Cl.81] Rubble: B24 [AFV Building Entry: B23.41} (Rooftop: B23.86) Runway: B7 Rassian: A2S.2 (Massacre: A20.4] (Temporary Crew Driving Ability ‘A21.22), Ss 5: ste Smoke ‘Same-Hex Fire: see Firing Within Hex SAN (Sniper Activation Number): AL.1 (DYO: Hi.29) Seppets: B28.8 [Clearance DRM: 824.7] {DYO: H1.23] Scaling: B23.424 Scarce Ammunition, OBA; C1.211 [DYO: H1.52] Scenario Anacker/Defender: The Scenario Defender isthe side that sets up wholly or party on-board and does net have to capture terrain (on other than its setup boards) in ceder to fulfil its Victory Cond tions, while facing an opposing side that enters wholly from offoard This later side ie termed the Scenario Attacker, The Soenaio Defender and Atacker ots exist or neither docs ocnasio cane have fone without having the cher. In scenarios where neler exists, Me tse of rules pertaining specifically to ther respective roles 18 not allowes. (Bombardment: C1.8] [Booby Traps: B28.9] Bore Sighting: Co.41] [Pre-Registered Fire: C1.73} Sehuernen ($2): DIL2 [D¥O: 1.42] Serounging: [Gencral: A20,552][Volumarlly Abandoning Crew: DS.41) TWrecks: 10.5), SCW (Shaped-Charge Weapons: PF/PF, PSK, PLAT, BAZ): C13.0 (FG WA: ATS] [HE Equivalency: C8.31) sD (Vebicular Smoke Discharger: D13.1 & D13.31 [Depletion Number NA: C83] Searching: A12.152 (Minefiel: 412.33] (Rooftop: 823.82) ‘Season (monthly vacitions): (BC: B2S.5)[Orsin: B15.6]{Orchard: B14.2} (River Depth: B21, 122) [Seam Depth: 520.4] Secret DR/Gr: DS Security Area: C125, Seif-Destruction: (SW: A9.73] [Vehicles: D3.411] ‘Seif-Raly (the capability ofa broken unt to rally ise: A10.63 [Com- tmissrs: A25.221) (Disrupeed: A19.(2) [Feld Promotions: AV® 11] (Heat of Batie NA: A1S.1] Sequence of Play, Basic: A3 Set DC: A23.7 (Removal: B24.75] Sensp Limitations: A2.9 [Concealment: A12.12} (Crest, 820.91) (HD: ‘4.221 [MIP: A12.3..34] [FIP Deployment: AS.5}[Offboerd Actions ‘A2.52} [Ordnance: 823,93 & C2. 7] ‘Sewers: BB [SCW Fire: C13.8] (Stacking: AS.6] ‘SF (counter abbreviation for side-mounted FT) ‘Shetliole: 2 (Elevation Advantage: B9.33} [Motorcycle Wreck Check: 13.46) ‘Shock (the contin of any APV crew Passenger curreity beneath Shock ‘F Unconfirmed Kill counter): C7.4- 42 [Aomude BU: 5.61) [Cartier EXC: Ds.84]index | Sidecar Sidecar (4 motoreycle with a Passenger pod): D1S.1 ‘Single Story House: B23.21 Sissi: 28.73 ‘Slee. soe Target Size Stedze: DI2.5 ‘Slope (Continuous Siope): B.S Slow Turret Traverse: see ST sM (Smoke Mortar): DIS.1 & DI3.32 ‘Small Arms Fire @he inborn: FP of any personnel counter) ‘SMC (Single Man Counter): A1.11 [Caprured AFV use: AZ1.22} [CC ‘ALL14} (Pring crew-served Weapon: A21.13) SMG (Submachine Gun): An Tafaniry vespon isherenty represented by a squad's Asualt Fire and Spraying Fie capabilities SMOKE (Collective term for smoke & WE): A24 & CBS Srroke(s: A24 (Acquistion: C6 56} (Blaze: B25 2 [Deplesion Nuribers (C8) [Fred Round: C8.5] [Gur H25.651] OBA: C1. 71] [Strength & Placement phases: A24.5 & C8.5] [TH Modification: C44] [Wing Force: B23.63] ‘Smoke Discharger: see sD ‘Smoke Dispensers (aD, 8M, sP, sN). DIS [Using & “7 Smoke Mortar: see sM Smoke Placement Exponent (tke FP exponent of a squad which is used to place smoke grenades: A121 & AD4.1 ‘Smoke Pot: see SP SN (Nahvertidigangswaffe; German AFV Clove Defensa Weapon Syste): ALL622 & DI3.36 Snap Shot: A8.15 (Depression: BI9.4 EX) [Emrance ofrebutTed fron Enemy hex: A2.15) [Loss of Concealment: A12.141] [Residual FP NA: A8.223] [rough Wall/Hedge: B9.2] Sniper Check: A144 Snipers: Ald [Ammunition Shortage NA: 419.131] [DM: 410.62], AP (Gnoke Pots): DIS.1 & DI3.33 Special Ammunition: C8 Spliting Cycles: D1S.44 seo Recembine Split Level Building: 823.72 Spotted Fie: C9.31 Spoters: €9.3| Spraying Fire: A9.5-52 [Bore Sighting NA C6.44] [Residual FP; A8.24] Squad: A734] Sued: AL121 Squad Equvalene wo crews/HS or one crew /HS and five SMC): A3.5 SK Gpoting Round): C131 SS: A2S.11 [Macesore: A20.4] SSK (een Spenal Roe): Aways kes pestenes over Came System rules. ST Glow Turret Traverse): D1.32 (IMT: 1.322} Sublized CMO: D1I.13 Subilized Gun (any AFV equipped with a Gyrostbilzer: DT.1-.12 Stacking Limit AS Cpesig: so Righ of Inpeton [xhone ‘Suuirwell; 823.2 {LOS: 823.26} (Rubble: 524.4] Stall: Rules are given in a chapter H Vehicle Note if a nationaity's AFV ‘ae subject 9 Stall; for example, German Vehicle Noto H. [Platoon Moverrent: BI4.422) Suarhell: E Starting: D2.12 (Reversing: D2.21] Sutionary Bypass: D2.34 (Horse/Animmal Drawn Transport: D.2) Stakh: ALL. 1? [nexperenced Persarel NA: A192) (Searching: AI2.152 & AI2.154) ‘Stopping: D2.13 [Reversing: D2.21 & 28) Steam: 520 (Exit; Underbelly Hit: B43] [Motoreyele Wreck: 15.46] [Low Craw! NA in pos-dey: A10.52] [SW Possoation: A4.43] ‘Sceet Fighting: ALI.8 (Reaction Fire: DY.2} Loss: A122) 10 ‘Thrown DC Sucngth Factor: 1.2 [BA2/PIATIPSR/MO: FP-Range) (Leaders: Moralc- ‘Leadership} [MMC & Hero: FP-Range-Nocal], ‘Stun D5.34 [Carrier EXC: D6.84] (Halftrack Passengers NA: D6.62] Subsequent Fire: Fire: ARS Sunken Lane: 84.43 Sunken Rowd: 5 Superior Turret (AP in oquar): D163 Surr (Counter abbreviation for Surrender) Surrender: AISS Survival: DS.9, D5.6 Sustained Fie: A9.3 {AFPh Restriction: Ad.41)[BAIX#: A.11] [Final Fire Restriction: AB.41) [Subsequent First Fire: AB.3} SW (Support Weapon; any wespon depisted on « half inch counter) [YO Alloment, 11.83.84], ‘SW, Dropping: A443 [Prsoners: 420.21] SW Malfunction: A9.7 [Bail Out: D6.24] (Matiple SW: A971] 'SW Possession: see Possession, SW SW Recovery: see Recovery, SW SW Removal: see Removal, SW SW Seli-Destuction: A9.73 [Motoreycles: D15.5] [Rendom Destruction: A974) SW Usage: A7.35 [AFPh Limite: A4.41] Berserk: A1S.431] (CC NA: ALL-13] (Cavalry NA: A13.4] (Leadership: A7-531] (Loading? D6.4] {Motoreyelists: D15.6) [Multiple Targets: A7-33] [Passongers: D6.1] Possession: Ad.43] (Recovery: ad.44) [Transfer: A&.431] Se (Sebuerzen): DIL.2 tT ©) (Czech maanwiactre counter aboreviation): D2.5 T (Fast Turret Traverse): D131 TH (Towing Number): C10.1 & DLS Target-Based Hi Determination DRM: C5 Target Determination: A7.4 Target Facing: D3.2 [VBM: 02.32) ‘Target Hic Deermination DRM: C6 ‘Target Selection Limite: A7.212 ‘Target Size: 06.7 (Gur: C2.271} (Revealing when Concealee: 12.2] TWebieular: Di.7] ‘Target Types (Vehicle, Infantry, Area): C3 31.332 (Undeclared: C.9} 7D (Tal Break): BI3.421. (Minefield: B24.74} [Mlnes: 828.61] (Rubble: 74.71 & BI3-4712} [Vehicle 12 Woods-Road: 13.31) [Woods: 813.421) ‘TC CTatk Check): 410.1 (Rog: DR.22] (Rooby Traps: 828.9} [Deploy ing: A131] (immobilization. DS.5) [Infantry OVR: A4.15} (Kindling 35.11) [LLTC: A102] [PAATC: A116] [Prisoner etching Guard ‘A20.55] [PTC: A7.303} {Set DC: 423.7) TCA (Turret Covered Are): D3.12 (Bypass: D2.32] [TCA change with Riders: D6.21] ‘TEM (Terrain lee: Moir: « DRM caused by terran) A7.6 (Ordnance: 6.8) ‘Temporary Crew: 21.22 [Temporary Driver: A21.21] ‘Terrsin Modification to Ani-Vehicle Fine: Di ‘Terran Overlays: A2.7 ‘TF (counter abbreviation for Turret FD) ‘THY (To Hit Number): C3.3, ‘Basle THF: derived ty crostindexing Target Type & Range on ‘To Hit Teble Modified THW- Basic THY ples any modifienions for Gun and ‘Ammo Types ‘Third Level Structures: 923.24 360° Mount: €2.3, ‘Thrown DC: A23.6 [vs AFV: C7.346][Beesesk: A15.431] [Cavalry EXC: ‘Al3.4) (Passenger: D6.1] (Sidecar: D13.6)index TI TI (Temporary Immobilized): A4.8 (Berserk NA: A13.42] [Clearance ‘Atempis: 824.7) [Hooking/unhooking/pushing: C10. 11.31 [Mopping Up: A12.153} (Scrounging: D10.5} (Searching: A13.152), TKE (To Kil Number): C7.11 Basic TKR: Number beneath Gan Caliber & Length on applicable To Kill Table Modified TR#: Basic TA plus epplicable To Kill Modifications (Cases AD) ‘ral TK#: The Most TK mimus the AF of the Target Facing Ait To Hit Number: see TH# To Hit Process: C3 [Armor Leader: D3.44) To Kill Number: soe TK To Kill Tablet: C7 Towing: see TH ‘TPBF (Tripied Point lank Fire): A7.21-.212 [AFV in CCNA: 11.62] (Bersore: A15.432} Bypass. A12.1S1] [CC NA: AI]. 13] [DC EXC: ADS] [FT EXC: A221} [MOL: 22.611] [Ondnarce NA: C351] [Pilbox: 830.44) [Reaction Fire: D7.2} (Spraying Fire NA: A9.5] Trail Bresk: see TS Transfer, SW: A443 ([Prisosers: A20.5] Trailers: C10.4-41 Transporting Personnel: Db Trench: B27.5 Trucks: D6.7 Tunnels: BR. [Stacking: AS.6] wen Record Chart: A3.9 Turret Hi; C3.9 [Wall HD TH dr: 89.33], Two Story House: B23.22 U UK (Unconfirmed Kil; the contition of an AFV and its crew Passengers ‘Mithas filed to recuperate from Shock): C7.4 [Unarmored NA: D6. 71} Unarmed: A20.5 [Heat of Bate NA: A151] [laherent Driver: DS.1] Unurmored Vehicles: D121 {AFV (vs A-P mines; B28.«2) (98 A-T mines: 26.52) [AirbursBi3.3] [Crew Morde: DS.1) [Crew Protecton DS.AI1] [HalReack:D6.6) [IFT vs: A7 308) (MG: 9.6] [Ordnance Hits vr: D6.71] [Spraying Fire: A 51) (Target Selection Limts:A7.212} [Wreck TEM NA: B9.3] Unconfirmed Kill: see UK Underbelly Hits: D4.3 [Bocage/Breached: BD.S4-.541] [OVR: D7.1] Utooking Guns: C10.12 [Bogged/Tramobilized Vehile: D852] Unit (Any game piece oF counter with its ov ME/MP alloument capable ‘of moverrent without being poraged, pushed, or towed. Infantry, Cavalry (but not unpossessed horses}, Dummy slacks, and vebcles are al different types of nits) Unit Substation: A19 Unlikely Kill: 7.308, A1L.S01 Ualimbering: C10.2 Unloading: D6.5 [Green/Inexperienced: A19.31} [Minimum Move NA ‘A4.138) Unprotected Crew: DS.311 Upper Levels: B23.421 US# (Unit Size Number, SMC: L, Crew/HS: 2, Squad: 3, %” counter: 4, Large vehicle or Gun: 5). A1.6 Usage Number (he mumber which must be rlled = 1 fire a Smoke Dispenser: D13.1 v Valley: #22 VBM (Vchivular Bypass Movement: D2.3 [Burning Wreck Spread ing Fire: 125.6) [Concealed Bremy: A12.42) [Fre within Hex: C3.5] [lde)Hooking Gun NA: C1012} [MineieKl: B28 44] (OVR NA: D7. 13] [Reacien Fire: D7.2} [Sationary Bypass: D2.34) [Street Fighting AALS] [Unloading Bailing Out: D6.5] i X# ‘CA (Vehicular Covered Are): D3.11 [Motion VCA Change: 2.401] [WCA Changes: D2.11] \Vebioslar MG Armament: D1.8..83 ‘Venlcular MG Fire: D3.5-.34 [Bounding First Fire: D3.3-32] (Fixed Mount: DI.61) [Malfunction D3.7) (Motion: D2.42] (Muluple MG Malfunction: A9.71) Ranges: D1.81-83] [Spraying Fie: A9.5] [Sus- tained Fire NA unless MA: A9.31 Vehicular Morale: DS.1 (Armor Leader: 3.4143] Vehicalar Mirimam Move: D213 Vehicalar Movement: D2 Vebicalr Smoke Dispensers (9D, «Ms Depleion NA: €8.3), Vehicular Target Hits vs PRC: D.6 Vehicle Counters: D1 [DYO Purchase: HI.4-.465] Vehicle Crew Coumers (Distinct from Infuntry crew by its FP of one} 1.123, DS.1 (Captureé AFV: A21.22) Vehicle Listings: H lee also D.1] ‘Vehicle Target Type: C3.31 (CH vs AFV Location: C3.74), Vehicles as Cover: D9 ester (a peint in every hex where one hexsie meets another; every ‘hele hex has six vertices of its ows; when writen as a tree Det hnumber coordiaae the fst number is aways the hex actully con twining the unit referred to): C.3 Vigory Contin: AIG (seaped Prvners: A205] [aloes Voluntary Break: A10.41 [DM: 410.62] Voluntary Rout: A10.711 ‘Vulnerable PRC (any PRC subject ro specified atack if thett vehicle 1s not eliminated or shocked/stunned; all CE PRC are Vulnerable as areal units conveyed by an unarmored vehicle and those inan AFV ‘which for a particular reason is rested as urarmored for that ttck) w ‘Wagons: see Horse-Drawn Transpert ‘Walls: BO (Bypass LOS across: infantry: AS.24): (Vehicle: D237) [HD: 'D4.21] (OVR TEM: D718) [PRC, TEM NA: BO.3] [Turret Hi dem 19.33) [Undertelly Bit: B4.3} Wall Hedge Advantge: BP.32 [VBM: D2.37] ‘Water Obstacles (river, pond, frigid steam, canal, lake, ocean), B21 (Frigid/Frozen Stearn” 820.7] {Low Crawl NA" AIO32] [SW Pos. session: AL 43) nite Counters: 4.12 Wind: £25.€3-.651 Wire: B26 (Bombardment vs: C1.£22] [Bypass At] (Clearance: B24.73] [Pushing Oun: C10:3) Withdrawal: A1L.2 (AFV: ALT] (Ambush: A147] lfiraion: A11.22) [Plbox EXC: 30.6] [Vehicls, Cavalry, Cyclists, Skiers, PRC: AILTL ‘Woods: B13 [Rally DRM: A10.61] [Schuersen Loss: 11.22) Woods-Rotd: B13.31-41 ‘Wounds: A17 (Berserk: A1S 431} [Climbing NA: B11.41..42) [Mote eyelet: DIS.S6} WP: White Phosphorous 24,3 {DM: A10.62] [Ordnance/OBA: C'.6} Wreck: DIO [IN Water Obstace: B2.122| Sunken Lane: B44] [7 13.4211) Wreck Check, Motoreycle: D15.46 (Wagon: D12.4) ‘Wreck Blaze: B25.14 [Smoke DRM replaces Wreck DRM: D9.4) Wreck Removal: see Removal, Wreck x 2X0 (Breakdown Number; weapon is not repirable): A9.7 & A.1 [ABV! 'D3.7} [BAZ: C13.47] [DC: A23.8] [FT A22.5] [OVR: D7.17)Linden | Symbols SYMBOLS >: Greater Than ‘=: Less Than 2: Greater Than oF Equal to =! Laue Than of Baul 10 A CLessership DRM(crm does net apply): A.19 # Number 1 Inherent Terrain: entre hex affecte LOS/TEM act asi the terrain symbols within thet hex): B.G £2 Not Lows Ths 12 Symbols 1: Not Greater Than (: and/or 4: Unarmored 2ochdr: (wo tines lover d) coanter abbreviation for Moti Fire (C5.38) 1S: counter abbreviation for one squad capscity 2S; counter abbreviation for two squad capecty 3S: counter atbreviaion for three squad capacity “7°: Concealment CounterA 4 A. INFANTRY & BASIC GAME RULES ORDER OF PRESENTATION: 1 Personnel Courters 1a, Snipers 2, The Mapbeard 15, Hea of Bate 4. Basic Sequence of Play 15, Baleield Trxegriy Infantry Movernest 17. Wounds Sucking Lists 18. Field Promotions Line of Sight (LOS) 19. Unit Substiution | Fire Attcks 20. Prisoners Defensive Fire Principles 21. Capeured Equipment Machine Guns & 22) Flamenrowers & ‘SW Malfunction ‘Molotov Cocktails . Morale Demolition Charges Close Combat ‘SMOKE 12. Concealment Rationality Distinctions 13. Cavalry 126. Victory Conditions ALA DICE: The rules ofen require use of a colored dle 0 differentiate ‘tfrom the otter di muse. A setof four dice of aterent coors is included In ASL Module 1; BEYOND VALOR. A whit die and one of the colored dice are rolled simultaneously and summed normally for most parposes, but occasicnally the colored dr will tke on added significance either by itelf or in comparison tothe white dr, Players may also find it beneficial to get in the habit of roling three doe, and using the third colored die 15 th automatic "subsequent dr" for any sitaton requiring ome (sae ‘5.132, 7.209, 9.74, 11-13, 11.501, 24.1). The tem "ae" refers dic tol whites teem “DR in ali CAPITAL Lesers refers to Dice Roll “The term Original DRIdt refers to one before the adition of modifiers, Fanal DR Fefers 10 a ORIdr afer the addiion ofall modifiers a — — ‘assed hat pen, the gate cannot be Backes Upto correct the ero, even IMsuch error is in violation of rule." For example, assume an attack ‘resolved wihout the aplication of «proper DRM, and a subsequent attack isresolved, o anther urit moved, or play proceeds to another phase be- {erea player remembers he was eniied toa DRM inthe previous attack, ‘thas changing the salt. His lure to apply that DRM atthe time of com ‘mission bas eos. him hs right to claim that DRM. Or perhaps 1 player ‘mpves a unit before remersbering hat he wanted over unis 0 atempt {Rally nthe RPh or fre or entrench inthe PEP, Once the Phase for {execution ofa particalar ation has fassed, the player bas lost any clara {o that capability: ‘A.3 MOVE/ADVANCE: Whenever are refers (0 noa-vebicuar unit's {nab 10 move, refers only to movement in the MPA. If unit sadvance ‘capability during the APh is also restricted, the rule wll specifically pro- Ibi bork mevemen end advance. ‘A.8 OPTIONAL RULES: Rale cases precede by an asters ncrease real ‘sm ata heavy price i playablty. Players may consder such nul opcinal land agree on their wse prior 0 play. Players are encouraged to se all ‘on-ontional rues to preserve the integrity of the ASL game system 45 whole. Omission of aay nomoptional rte could have adverse con fequences on both play Balance and design validity A\S ATTACK DRM: Whenever anatack s made against mukiple defend> {ngrunts. if a modifier applies to some but not al of the defending nits, {Qutattacks mide with only one-DR by-applying the appropriate DRN* corly'to those urits—thus getting two or more Final DR. from the same (Oxiginal DR. Conversly,wheneveranratiack is made by multile tack ing nisweaporif motels some bt no al ofthe etacking itapplies wo the tack only f detrimental tothe atacker, This oftes jvocaes the breaking up Of a FG ino separa: atacks—oot al of Which are 10 penalized [A.6 IN/INTO: Deprosion hexes have the capaility of containing units ‘a both ground Jel (Crest stata) and ai the boom of dhe Depress (e., notin Crest status). Rules referring specially to te bottom of a Depression hex use the words IN/INTO with all CAPITAL letters as ‘opposed 10 normal usage with lower case leters. A unit IN a Depression ig atthe betiom of i, but one fx a Depression is in Crest status in it A.7 GOOD ORDER: This tects refers to « Pervoanel unit which i 90 broken, Derserk, captured, stunned, shocked, or held Ia Melee. Aun can be pinnec, CX, TI, and/or unarmed and sll be considered in *Goos ‘Graer"”. When used it regard to 4 SW Ht refers to 8 SW avhich Fly ‘manned by a Good Order Personnel unt and is net malfunctioned ot restticied by Ammunition Shoriages. ‘The wore “ADIACENT™ will be printed in all CAPITAL leters when tis sdled restriction is necessary so as 1 eifleren tate ftom the more common usage with lower case letters, ‘IBRDOU SERCH ‘Whenever an event occurs calling for the jom Selection of one or more units ina hen,» drs made foreach such unit therein tat vert there fa ‘ehh rolled thst number are affected equaly. The process can be speeded up by the application of assorted “House Rules” of the player's chowe. We Fecommend using our dice of diferent hues wo festive Raton Selection witha single DR. The lightest colored dr apples to te top applicable unit many stack, the next darkest to the next applicable unit in the stack, ee, ne Be nd Rebs oa HS Te rev ad hah HS ae TNC ‘Random Selection anong concealed units to sclet which unt are revealed ‘mast includ edt for everycounter beneath the op "counter in sack ‘any Dummy unt selects eliminated anc the Rendon Selection process Continues using the next Jower dro the same DR until a noa-Duriy nit is revealed. Ifa SWeis picked to be revealed, reveal ts posessorinstead> [the SW is unpossessed, use the next lower dr ofthe Rarniom Seleston DR modifiers, which are usual sive, permit a However, leadership ratings do not modify the DRidr of certain actions/wesponstypes of atack. These are iderti- fied by a trargleayinbol "AQ" on ther counter, pertinent result tables, or rules A.11. PERMANENT BREAKDOWN: When a weapon uses a foom offre hich increases ite Breakdown Frequency by decreasing the BAIX# (Sis- tained Fie, Inexperienced Personnel [19.32], Arsmunition Snorage, In- tensive Fire, Captured Weapons, unqualified crews 21.13), it aho Itansforns dhe weapon's Original B40 an X# daring that se. Muliple causes of Breakdown frequency increase are cumulative. ‘hacer ine find 82 na eB ore an ay |A.A2 WHITE COUNTERS: Ait courvers printed on | | CC] a white background ean te used by any nationality and are oftea informational ce memory devices ony ‘Those printed ina color oer than black ona white background are color~ keyed to he automaticaly flipped over removed atthe end ofthe Phase represented by that color on the Sequence of Play’ Chart [EXC: Target [Acquistion counters) For example, Pin courters(whichare red on white) are romored a the end of each CCPH. AAAS _ATTACKERIDEFENDER: These terms. when printed in all CAPITAL letters, each refer to one ofthe (wo players. The ATTACKER tthe player whexe Player Turn is curently being played ands therefore capable of movement. The other player isthe DEFENDER. Generally, when a vehicle i in a Location ‘subjected to incoming FP 0: « To Kill DR, thet vehicles bs lected by tha tack Thi et ‘vs Vulnerable PRC 186 aid cat Gccur In tWO ‘ways, The fist is via an attack that designated target e.g. Small Arms Fire, OBA, ‘Type this ype of attack fees the PRC rormallyld Collateral Attack since it applies equally wo all occupant ofthat Location 4). The second way is Via an attack that must "specify" the vehicle {ak its predsignated target (e.g, ondnance, MG vs AFV. minefield ec), “this type of attack primarily affects the vchicl withthe PRC receiving the secondary effect. of that atack at « Specific Collateral Attack. A (Collateral Atak (whether General or Specific is revolved as a separate back vs the vehicle's Vulnerable PRE inmmodiatsly aubacquert to the fescluion ofthe ataek vs the vehicle, using de atacking weapess/ammo ‘ype’ IFT FP (whieh Inclades HE Equivalency; 8.91) and the same Grigiral Effects DR that resolved the atack vi the vehicle [EXC: No Collateral Attack occurs if the vehicle is desireyed outright (5.6). Ifthe yew Passengers) arefbecome shocked“C7.42)scr stunned (DS.34), 2 Collateral Attack eles only tothe vehicle Riders (25.22). See D6 RE for crews that cannct be BU]. Muliplo Hits (C3.8) donot cause extra Collateral tacks. A Collateral Atack receives a0 i ‘benefit due to Multiple Hits, nor does it leave Resigual FP (8.2). Whes 2 vehicle is attacked (such that a DR is made ‘onthe IFT ora To Kil Tob) asa predesignated carget but not destroyed, ‘., any Vulnerable PRC invon it are subject toa fll strength Specific Collateral Atack per -14 above, The cnly DRM which applics iy tat fer un appicabic CE sais. No other itn the sarve Location a afected 1 he FP ofa Spreifie Collateral Aitack”A‘Deliberate Immobilization Int sever causes @ Specific Collateral tack ‘ALALD CENERAL!When a vehicle ie subjoced to (bu not destoyed, ee '99) FP whichis ae regured to precsgnats ian the arg, any Valnerable PRC in/an it are subject to a General Collateral Atuack us pet 16 above, but modified normally or range, Hindrances, TEM/CE DRM, et. —just as ifthe Vulnerable PRC wece the only target being atiched. Additonal, the Vulnerable PRC of any other vehicle in the same Location ae also Subject to the same Gereral Collateral Attack (ht possibly with different ‘modifiers due to their CE/Motion satus ets). A General Collateral Atak {jut «special name For theapplcation of the criginal tack oa vehicle's Vulnerable PRC. 4 Cet Min aoe far van ney ad ea ce Me oe tresuser 9s FP spetie Cara sack wth $B orang CF, O85 wg ‘Geror Canta! tact he Try gad a deo, ‘CPP, bl win "1 DR de w he beet have (D9.3 COLLATERAL ATTACK TABLE? Weapon ‘Target: __AFV__Unarmored Vehicle MGIFESmall Arm o ¢ rT 3s 6 be s o MOL SiG 6 ANP Minest/A-T Mines!© ‘S| 8 (OBArArea Target ‘Type'Caniser ic 6 Ordnancet s s S: Specife Callers! Arack spies vs Vulnerable PRC of ha vehicle G: General Colineral Atk epplies all PRC i tat Lecain. Colatera tacks NA vehicles destroyed Il cren/Pasergesaetbecame sured ef shocked, Colateral Atack apie ely tothe veces Riders Inclaes ATR wher wed ay Small Arms (C1824, Feingat Vlrerable PRC ciety 9 te IFT Gather dn making To HiT LDR vs the AFV) is ermet « Cereal Collateral Atuck anesthe AFV is tnuffecel 73, 9.661). + Apis en if using the Vehicle Target Types, Cllr Acack is NA it hit fess im Dod (C7 35, + Coiater! Atack is NA if age is motoreyclists) Colmer! Atak is NA Hf OnpinalEfecs OR 2121 Fal Postion DR C746) was = 9, anew DR i made to eslve the Coed atu 1 Coiter tack applies as Germaned by Postion DR (C7345). Tite MOL Chek (22.611 i saceesii, toe ensing Sal Aes MOL atack is resolved vs the APY by means of a'Te Kill DR onthe MOL cola ofthe (C738 HE & Flume To KU Table Thi same DR age serves as a Specie Colatera’ tack (sing bom te Small Aras FP and the NOL 4 FP) vathe AAFV'sValnerable PRC, ané a anormal JF atack using on he Small As >) v9 al eherson-anvored unite inthe AFV's Locator Gly apis it vile becmessraooilze crew ony) rot Vulnerable i vehele fe AF vid ll ull AF > 0 (B21.3), "© Collateral Antackis 16 FFs PRC (NA vs ere i eile js AFW with al Dal AE > 0; 30833), A |AWIS.FIRST/FINAL FIRE: Even though Defensive First Fie occurs dar ing the MPh end Delersive Final Fite usually occurs during the DFPh, ‘ualfying units may fire in both without violating the gevoral rule that to unit ean Fre in mows than ore pha per Player Turn (7.1) EX: A445: gat ig rig he opposes Mh as fee Bs Be ysl ee eum Drews age orsame rt a efit Pl Part © ad) Sci Sine nen fie cnn EE THR A.16 SMOKE: The term SMOKE when spelled completely in CAPITAL leters refers to an artifical LOS Hindrance cased by aay chemical agent ‘or Blazs and thecefore refers collectively to both Smoke and WD type ALL7 DRM: Unless the rules specifically state ctherwise, all spplicable DRM or drm are cumulave, ‘A.18. MORALE LEVEL CEILING: Regardless of citcumrstances,s unis “Morale Level can never be incressed beyond 10. Ths x tnie even i the tunic is Fanatic, heroic, with 2 Commissar, anifor part ofa Human Wave nore) ange (.22) Spal Fee 7.34) Seely (05 1, PERSONNEL COUNTERS 1.1 There are two kins of Prsbane counters with several ares of ach. The values ef each uit wil vary fom. one raion To anoer fn are listed onthe Natoral Capaiies Char (425) 1.11 SINGLE-MANY COUNTER (SMC): SMC se lite units which deat 4 single silhouette and represent sone man. There ae Owe pes of SMC: Teacet snd hero, Each described in deal ater. 1.12 MULT-MAN COUNTERS (MMC): MMC re unis which tear the slitoveteof more than one man an represent x ramber of men wo pet form asa group. There are the types of MMC: squad, HS, nd crew ANvehile’ erent crew i ot a MMC unt i Teves the Vehicle and fates the form of counter GE) 21,2004: 9 oye ume ene wee ie EASE ened tor seme pipoes represents aporoxtatl ten Men, $288] “athough historically the sqaad might range in sie from seven ‘0 15 men (sending upon naionliy, date, and circumstances). Each tatlnaly fsa lens tree types of sands defined ws ber Be, Fist Tine, Second Une, Green, or Corecrp. 1.122 WALF-SQUAD (HS): AHS counter bears the SINGELE OWA snd represents roughly five men who perform as a groep. A HS comes lino play when 2 squad is Reduced or Deploys inta two HS. A broken HS hus 4 printed Morale Level one < that atsigned to broken sad of the sare Clats and nationality. 123 CREW: A crow counier bears the ‘tig metiand represents rough ive men wth special raining tho pecionn ats group te operas special weapon counters. ‘Screw alo represent pleted men who are te best of her ermpany ‘Ryans oft Morale Level at evden by Wel Si Ralycapabity {G0.63). ns sh, fy crew ceurtes ar away consid ele woxpa Swims pnten Morse Level egal to that of het ona s Good Orcer Sie squads as wll as FP and Range factors of two. This Sength Factor server to diferente Infant cow counters from dismounted veeular Grew counters (D5A 1.2. MMC CAPABILITIES: Bach MIMC and hero counter contains a tree digit hyphenated number called its Steength Factor which quentfies is capabilities in the game f the Strength Facior represents the FP i. can atack with ie eomabat pear to ay modification. ‘The numerical exponent listed after the FP numer on some squsd Iypes isthe Smoke Placement Exponent (24.1). Ifthe FP eumber is undetined, the unit may use the Assault FP bonus (7.36) during is APP 3 the Strength Factor isthe number of hexes away from the hex occupied by tat unit which can reach with {6s FP uncer normal conditions (hereafter refered to as Normal Range)! ‘The range toa target is always the least number of exes from the fring hex tthe target her (inclusive of only the later), regardless ofthe actual numberof axes erosted by the LOS. fthe Rangs numbers usderlined, the nit may use the Spreying Fire Opticn (7:34), of the Strength Fector is the relative rating of aunit's ably to withstand panishment before breaking’ This Morale Level is the poist at vhich i wil t survive overcomes dscpline nd, consequently, the player's control over the uni, When th point is ‘xcceded during « MC the unit sipped over to its broken side (ree 10.4) Ifthe Morale Number i underlined the unit is given an ELR of Sand ‘€ subject fo ELK fale (19.13) 1s either Replaced by two brocen HS (ta uquad) of Disrupted (if a HS) [EXC: SSR-detied units; 19.132}. each squad or HS to provide a means of distinguishing ie foc siniler units. Crews sre enue by a numeral above de Sihpuat. A corresponding alpha numeri symbol is also listed on the back (broken) side of each uni, ry Squad/HS contains a letter of number fa the upper ‘thi defines its Clan, ranging in descending oroet from: E (Elie), 1 (Ist Line), 2 Gn Line), G Green), to © (Conserip). (Occasionally a eccie or square encases the letternumber to differentiate ‘etween different types ofthe same Class (see A25; National Capabilities Char). These Classes are important in that they affect a unis capabilities sand also determine what units can be sibstte foe them daring Deploy ‘meat, EL Replacerent, of Bate Hardening, 1.3 COMPONENT PARTS: Wnenever 1 squad must be repliced by one ‘cr wo HS, thecomponent HS must be the corresponding HS for that Class and type as Listed onthe A25 chart and represented by the same Casstype symbol. Any excess FP, Range, ce Morale loet in the exchange ae forfeit Aue to the lesconed confidence and efficiency of a elit squad at it fata to equal HS by having that squad EXC: Finns @5.7), Guarde, Carrier HS and unarmed units 20.5) do not roqute leader direction to Deploy]. ‘A leader may atemgt to Depley only one Good Order squat in that Locator PECRPh, and a squad may be subject to only one Deployment attempt ‘et RPhs(ec aso Setup Limitations; 2.8). A'squad’s possessions can be freely rearranged among is HS when Deployed. Regardless ofthe ou ‘come, neitherleadec ror squad may attempt any ther ation in that RPA. may automaticaly Recombine a their ‘acton in that RPH inco a squad ofthe same fpe and Class mt 32 sume Location and ierrain(ste 2.8) (C" Finns, Guards, Carier HS and ‘armed HS do not nesd lender presence to Recorsine) ‘The sole stiviy ‘ofthat leader daring the RPhis to permit the Recombination of any eligi Seen . EXC: Hero (15.2)] is its (eader), two (HS/eren), oF thice (quad) prone oF kaceing shouetes to Meaty is size, The large number In the lower right-hara corner is ‘is broken Morale Level (see 104). If the broken Morale Level i encased in square thatunitis capable of Sei-Raly(10.63). Tae smaller purabor in theupper left-hand comers its Basic Foint Vale (RPV) for Balled Ineprity and DYO uses, 1.8 SPECIAL STATUS: In addition to the capabilities given to an Infan- uy counter by its Strength Factor, a SSR or DYO purchase can specify that certain counters have unique capabilites du to their specialized role 22-1 24), 22 LS ONT Si NUMBER (OSA Fach wits anderen Unt Size Num ‘ber which approximate its relative size in terms of bulk, number of men, and/or difficulty to conceal whichis used for certain rules (Concealment, 12.12; Guarding Prisoners, 20.5; Set DC. 25.7), Personnel unis Nave a GMC: 1; Crews: equal tothe amber of hoses on their counter J orice and all other 4” coustore heve a USF of 4 us do ‘hele Riders or attendant crews [EXC: Any vehicle or Gun classified as lange oF very lage (fed #, AF, or MI) hus a USA of 5} 23 A contain Begran oo : 2, THE MAPBOARD 2.1 BOARD CONFIGURATION: The mapboard consists ofall speciied bard sections depicted ie th seenario Board Configuration Diagram, bites together to form one playing surface. Each ofthe separate boar nections is geomorphic wnd can be buted together with echers in many Ways 10 form differen playing ateas. The comer of each board depiction in the Diagram contains 2 board nurcber that correspords to the yellow board ‘umber printed in hex BS of each board, and indicates precisely how each ‘oud shouldbe positosed. The leier Nand an aceompanging arrow on the Diagram inieate North with respect tothe mapbosr. Superimposed ‘over the napboatd isa hexagonal grid wid t9 measire movement ange. to ss abursctad scale Each hexagon conan a specie {ope of terrain which effets movemcnt and atacks in or trough tat hex, a8 well asa white do (or square) which mark the center ofthe hex. As ‘attacks are measured from center Of hex to center of hex, these ds are usually the reference poins for detertuaing LOS. 2.2 GRID COORDINATES: Each hex contains is own idewitying ard tees na "Woeneer two beads ne tutes together, the hal-hexes of each board edge combine to form an cetie her. If only one of these hal-hexes costains a prid coordinate, use that grid coordinstet refer tothe combined ex, If nether or both hex contain a printed grid coordinate, the hex derives is board number and ‘ox letter rom the northeastern ron bosrd of thove two in die mapboard Configuration, The row positon number would be eller 0 or 10 depend ‘ng on the coordinate of the adjacent hex in the ieetiying row. I sch combined nexes contain two hex center drs, the dot used is the one be- longing tothe board used to designate the conipesitehex. fo hex eater dots visible in a composie hex, the hex center must be estimated If it is necessary to pinpoint a vertical level (other than the ground level wehin hex, a lowercase “h'" (for height should be suffsad tothe coordinate, ‘long with the elevation level ofthe Location within te hex. A unit imide fan enureachnneat or pillbox (ater than just in ie sarie hex) should be ‘ted by the sulle “En™-or "PI". Ania a Wite or Bridge hex should be ani by recording Wire” Or “Bridge” before the corsa if beneath the Wire or Bridge counter; otherwise, itis considered on top ofthe counter, A unit that isa Passenger ce Rider is noted by the suffix “P™ or “RY and the name and ID of the vehicle coaveying it A unit in Crestor HD status adds a tfix consisting of '/CR" of "HD" and the grid coordinate ofthe hox which the ceater ofthat Cresi/HD counter faces. In some instances, a record should also incleat the CA of a unt within a hex; this ean be added merely by sufixing “ca xi” where xly ‘defines the hexspine ofthe CA. When staling Bypass Moverent, te frst ‘of the two coordinates (or three inthe case ofa Vertes) given is always {he hex actually being passed through (BX: Bypass in F3 slong the F3-E hexside is always exprested a6 F'-E3; aot B5-F3). EX; Iba esto ee ot ing Bt Ee tod sever elbee,23 ot buted tozeer to form ul hex fand have the sme effect ae full hexes, Unite Slowed to tt up anywhere on a given hoard ray setup on that board's half hoses only ifthe hal hox ie thor part of ancther board on which itis also allowed to set por is not buted agairat another halen, Siti lay, occupation of 2 boars hale-hexes will satisfy occupation oF that bard for any applicable Vietory Conaitiens only If they ae not hated against over hall-Hexes. Inthe tare instance in Which an Opes Ground halts is buted together vita another terran type half-het, the com bined hex i considered that non-Open Groand terrain tye, ‘Terrale effects and movement oss of hexes contain more than one terra Tere (eich ae 219) sre umulanve unless specified ctherwise by the Tues governing the involved lerain types ee cacy iy be aaed unl et ny a1 anc Den vt seta ‘erin dat her ccc a eau ator here ied tier Ba eos fe vite or Sew ui per be tos Ses at ot non vein of bow ouey xerbre Eutcpcunond mnfwitin far ets of he vacate po, Se Gems ie nt tral eens checooey sl ot Ferman ny is extends ance fur hes i rete {Sr of ante ns aay ano, However: Spe ny oper ‘oumaryand can never be wed sppet Goth abr eee 8 ‘reveual ven of sd gnly hed Units designated by a scenario (rather than setting up oni enter the map ‘Ths is dane by placing any randomly chosen amused boned) adjacent to the mapboard edgets) the ATTACKER'« units are to enter. The off tard plaser ther places all forces scheduleé to arive during that turn ‘many whole Ken) (not bueted half exer) of that boards), serving ‘onmal stacking ints, Fireand LOS between the mapboard and any setup toard.ismmoballowed (including the overlapping Blast Area of a FFE) nlf hexes whic ore butted again’ ahalf hex’ "errain typeenc hsx rows Y, Qy and which are road exes Ifthe boned is buted lengbwise I the board is buted widthwis, all f= toardhenes with a coordinate of' are corsdered road foxes. Rosas share the same sats as the majoriy of on-board roads ofthe adjacent beard (ie. paved, plowed, or muddy). Entrarce ofan offboard setup hen ca the ay fo entering the mapboard always cots the standard Open Ground MEMP rate per hex (or standart roa movemeer eae ifn a read) except where scenario weather conditions inereais the cost of sch Basie aval ingens ite BP eo Setup Limitations (1.9)}. However ‘SWrordnance may sat dismanted/limbered, and wp AV may stert CE oF BU, Vehicles muy start loaded up to their octal capacly aad are assuired to be in Movin (D2.4). Unis seting up on-beard nave these Same options except that éh-bcard vehicles may not setup ia Meton uns 0 stated by SSR. Sie my eee eee eter ee ‘a Enaginary off-toare hex wales the mltror Imager the ane they cute ‘enily occupy. Bypass can be claimed to exit a hex (suet as 2X0) only ithe unit has one addtional ME/MP in excess of that needed for Bypass. Units which leave the map board EXC: dropping parachutist} may not reuen’ Se ae aeuea cetera Smceeaat See erences mers a Seater mean So - & es Soames med Coatgsrtas a ee Sepeaeee ee {bree napoud dey estoy oe fas an OS a cosa Secon become reece Soy cee ee eee tres pl Coe becghadnr oy 2.7 OVERLAYS: A scenario may require {he modiieaion of « mapboard prior to play ty the placement of an overiay on that board in specific Toeation. Such a placement neei not be mestioned by SSSR: iis indicated by a bhck fasimilo 2.71 Players designing their own aecnarion ay win use overlays ia hnexesoter than wise comtlniry dhe sure ged coordinates asthe er Jay. When referring to such hexes the letter "0" followed bythe Overlay 1D etter should be inserted berween the boacd number and hex row letter inthe grid coordinate (.e. H4oAK7) to cisinguish between an actual beard coordinate and an at-of place overiay conedinate 2.72 tn some cases, overlays will contain terrain (elutes such as woods ‘hich extend tothe hexsie separating the overlay from the mapboard In sich cases. that hexside [EXC: wals/hedges) is not considered to be composed of the terrain feature aad does rot block LOS taced exactly slong that hexane, However, Bypass of th a woods hetede fs not slowed. Ge., units may oceapy the same hex but stil be in separate Locations ‘within that hex) The most common pplication af thie k when additional Yerlcal levels exist within the horizontal dimensions of « hex. This sowern/tunaels below ground level and/or upper building levels above {round level bridge, andra pillbox create addin Locations, exch costs, and confined ve 4 Crest leader cannot aflect ins IN a Depresion). Even when sudional vertical levels or a pillbox do nt exist within hex, units in te same hex ean be subject viflerent movement cosa or TEM duc (0 ‘occupation ar aiferent fentares within that hex. Fee example, its in an ‘entrenchment or AF are subject to cferent effects than oe: Uns Which Stare the same Location, bat are n different terrain features within that Location, Eatenchment an vehicles are not considered ferent Locations within ‘the hex they occupy.A ‘vehicles ean Set up ree of Bog!trimobil zation im hexes whose entry might cause Bog ‘Soe Dt.221 for the possibilty of vehicles keting up ie HD statu. Infant always st up in Crest tats (820.9), also 12.128 12.3) ved by a natinaliy (witout eaderFC) priori setup wheter on- o of 3. BASIC SEQUENCE OF PLAY Each Game Turn represen two miawes of actual time and consist of {wo Player Ture, each consisting of eig Phases. The player capable of ‘overeat in his Payer Turn is termed the ATTACKER; his oppotent isthe DEFENDER. A basic Sequence of Pay comprising a Game Turn ‘presented below, anda more detailed version is providedon the Chapter D divider, ‘SM1-RALLY PHASE (RPI); Both players may attempt repaie weapons, rally broken uns, etc. Each unt may attrap only one typeof ation ia RPh. EX: as as ring I, got ale Delay in ee RED een ‘ica eee ate, ‘The ATTACKER may fre SMOKE with ‘onirance/ORA, fire any of his ults capable of ir, designate Opportsnity Fires, or porfoem labor tatks. Pace a Prep Firs counter on these unit which ire, 4 Bounding Fite counter on Opportunity Fiers, axl a TT counter (on those units whick perform labor tai ‘The ATTACKER may move any wits ‘apsble of movement which, during the PEPh neither fired, nor become marked for Opporturig Fire, nor atempted a labor sk. Unis are subject {0 the effect of the DEFENDER s Firs Fite as they move. The [DEFENDER places a Fist Fee counter on any of hi unity which fire ‘less it reins 8 Multiple ROF (9.2), ‘The DEFENDER miy fre any ‘fis units thut are capable of fie, ane noc yet marked with a Prs Fire ‘cuter at any enemy unis currenty wid thet LOS. He paces Final Fire counter on ary of hs uns whieh fife. He may also ie thse units ‘marked with a First Fire counter, but only at adjacent eneny units and ‘only under the constraints of Fina Fire. Fp their First Fire markers over tothe Final Pre side asthe fre. Remove ll Fire an Final Fie counters tthe end of ths phase The ATTACKER’s units which ‘id not Bie inthe PEPh or attempy to perform a task requiring Tl satus may fire at half FP (see C.4 for ondaarce/vehicular fire) [EXC: FT/DC (22-23) and Opporunicy Fires (7.28) atockat fll tength), Remove al Prop Fire are Bounding Fire couaters tthe end of this phase. ny Seok cover, ‘3.6 ROUT PHASE (PW Broken wnt of bath ides ‘with the ATTACKER ronting his units frst (10.8). Urite need n0t rout Unless ADJACENT to an enemy uni! [EXC: Passengers; D6.!], oF it ‘Open Ground ard in the LOS ang Nortmal Range ofa Keown ceceny unt The ATTACKER may move any of his Infantry units capable ef movement (47) one hex (even ifthe hex moved into scurreatly eccuped by enemy units) or he may change Location within icurrent het. Aunt may never change Location wihin a hex and exter fnew hex in the sare APM. 3.8 CLOSE COMIRAT PHASE (CCPH nts of bot sides oceupyieg he same Location salve their CC aac any survivors which have not with drawa ate considered in Melee, The ATTACKER places « "2" coumter fon aay of his eligible unconcealed units 48 per 1212-122. Remove all ‘ThPin courte. Flip CC counters over to Melee side br remove them. 1f2[3fa[s[e[7[s TAN], [TERN] 3.9 TURW RECORD CHART: Step 3.8 ends the RSS| 88] ATTACKER’. Player Turn. The previous WO} LOO] DEFENDER now becomes the ATTACKER, inverts 4.132 the Turn ccurcer on the Turn Revord Chart, and repeats steps 3.13.8 ‘At that poet one complete Game Turn is finished and the Tura Courier {Steimverted and leaned one bor on the Soenerio Turn Record Chit ‘When the Turn Counveris placed on the “END” hox, the tcear is over, EXC. Ifa Scenario Turn Record Charthas numbered ten bones beyond the “END™ bon, then the scenario does not ead tae Turn counter mst advance off he end ofthe Turn Record Chat, back o he Denning, ad then on t the “END” box apain before the scemano ends.] Ifa Turn umber and END" are printed in gray instead of black those turns and cconserently the end of the pare ae provisional based on some cecurrence Specified by a SSR. Is Tur box & halved disgenally ang printed in red iindicates tat only the first side t9 move has a Player Turn during that Game Turn. Other syrabology ex aumbers appearing in 2 Tarn box are reminders t9 check for reinforcements cr the spplieation of a SSR forthe indicated side daring tha! Game Tur, 4, INFANTRY MOVEMENT Ie en Gata i iy Reha tone up fo the limit of thie movement allotment, whichis measifod in Movement Facters nfntry unite may move over and sack ep of other friendly unis, although thee ality to do so with enemy units during the IMPh is resirited io a few specific cases (see 4.14). Each unit's move- ment allotment may be increased, decreased, or restriced by certain [EXC: tee if Inerperiereed] ard ith which to move in is MPh [EXC. The MF allotment of a SMC is reduced foar MF ift mounts, rides er dismount? Any form of convevance during that Player Turn. Wounded SMC (172) And Inexperienced Infantry have their MF allotment inereasedto four NC {they mount, rie, oe Samoustany conveyance cucng ts Pager Tar] ‘AM Kon oo canbe ned rad meen ee BE) AM ‘eanot be traaferred between unl or eant be accursed foo urn totum, AllPersomel and Horse Drawn ranspon se MI 3 opposed fo ‘ene counters which tse Movement Posrs (MP) ‘ide, or dismoure any form of conveyance. Bonus MF are always the last to be expended by'a movingamnit.? 4.13 TERRAIN EFFECTS: Whenever moves into a hex during he MPR, thin ‘hat hex is listed onthe Infantry column of the MF Erirance Cost portion of the Terrain Chart, unless using Bypass movement. ‘Road movement are not cumulative with that of other terran nthe same ) any LOS Hindrance (ach st SMOKE) or Artificial Tervain (ouch.e™ARY/ wreck) is present, FFMO is nogatd ven though the unit uses Road movement, Otherwise, ii pays enly the oud erty cos, iis subject to FFMO DRM (4. hn hat hex I the LOS ‘an be treed to eter OF the two target poinisayd below) in that hex without crossing a obstruction i that hex. I the target eters a he road ‘ate, the frer has the option of tracing LOS to ether: .) the hex center -do.’oeb.) the point where the hexside crossed ntersecis the road. Ifthe LOS to ane target pei is locked, the free can sil re atthe other with no additional penalty4.132 1: A nul een a he Sums eee Te Hert want eal or whe 11 FPO BR Ge ‘heFeMio OW (ra nb eos Sceeoer © 4.133 ELEVATION CHANGE: The MF cost for Infantry, Cavalry, and Horse-Dravn anspor entering many terran ype s doubled while moving into a rew hex at & higher devaton than that previously occupied (see 8.2), There is ne penalty for moving along the same level of high ceva ion hexes, nos there Iessened cost fr moving from hgh to lower slevatiens[EXC: bieyeles (D1S.41), skis]. Ther i no peraly for mov ing te alower elevation hex xcept in he case of Abrupt Elevation Changes (1033) A 4.134 MIVIMUM MOVE: An Infantry uait retaining atleast one MF wer’ deducting for porage costs exceeding is IPC, may make a Minima Nove ‘fone hex duting ts MPh, even if CX or lacking the MF to pay the fll ‘entry cost of the hes [EXC: Infarery pushing a Gun orloading/snloading Iiuy ever Minimiam Move]. After a una bas entered hex by Miaimun ‘Move und uadergone all First Fre, all survivors become both pinned aad GX GveMIFCK previously). 1Fthe ent cost of ahex is defied ay "al for aunt's MF and there sl Yet another costo Be paid Beyond Ih, Minimum Move can sl be mae, However, a Minigium Move cannot bhemade to enter terrain whose entrance cost is listed as NA (Net Alloee) 414 ENEMY UNITS: Infantry may net move ito th sare Locator taining a Known enemy unit during the MPh (EXC: Berserk (15.43), Human Wave (25.23), Disropted (19.12), Urarmed (20.54), and Taey OVR (4.15), tut may do so during the APh. However, PRC(7-211, D6.5) snd charging Cavalry (13.51) ean dismount in suck a hex during the NPA. 4.18 IVFANTRY OVR® An Iafuniry MMC may enter in the MPh at Tosation containing only one Known enemy SMC (anlese that SMC sccupies 2m AF) at debe the normal ME cost provid it has paaed "NTC to enable it to onter the hex. A leader may exempt al MMC he 5 stacked with and moves with from that NTC by passing it himself but ite fals, no unt in his sack may atempt a NTC individually nor may any of tose units move or ake any other action daring that phase (10.1). ‘Aunt may take ts NTC at any time during is MPh prior 0 entering the enemy hex (or in the eneray hex in the case of entry of 2 bex conaiing ‘only 2 concealed SMC), bit must add a DRM equal tothe TEM (and aay applicable LOS Hindrance in-not between —that bex such ss SMOKE. {t8in, or orchard) ofthe enem-cccipied hex he wishes to emer (hexside [TEM apply only ifthe present LOS erosses thet hexside). IF other (con sealed) Us ae inthe same bea, 12.13 would apply. More than one SMC ‘ust be revealed to deny ahex i an exenty MMC capable of OVR. Other ‘MMIC coule attempt subsequent Infantry OVE attacks but each would require a separate NTC, 4181 SMC OPTIONS: The SMC being OVE bas two options if ix Gos (Order. Ic may atack the moving uals on the IFT woxmally (noa-herole leaders wath no SW have 1o such FP) with PBFVTPBF as applicabe, and thea, ifthe MMC is in the SMC’s hex, engage in immediate CC during’ thar MPhsor the SMC ray immediately emer (fee ofall enerny fire) nto any adjacent Accessible Location of the ATTACKER's choice which is sotozeupied by an enetry uit. Tae ATTACKER anay net force the SNC ino ¢ minefield, FFE, Wire cr Open Ground hex if analiemate choice 's availabe as the ATTACKER’s MMC enter ils hex. Ifthe SMC is brcken, pinned, ready held in Melee, TTor otherwise incapable of move~ reat it does not have this movement option, and ts atack options are festricted as befits is sul, This movernen or attack option can be used ty the same SMC again daring that MPh i i is OVR by Infantry again, provided it not now held ip Melee 4152 CC: If te SMC remains nit hex withthe enering MMC, sorral CCC immediately ensues during that MPb, Should the SMC be eliminated ‘or captured, the OVR units) which defeated it may continue their MPh fom that hee with any remaining MF allowwent. Other unis which have rotary ended their MP may then sl tans the hex daring fat MPD ‘Should the SMC survive this nial CC, # and the OVR units are 203: sidered in Mele, marked wit a Meles counter, ané subject to CC agein In that hes in tht trn's CCPh: Stould another MMC aunt w OVR: i while the SMC isin Melee, tat MIM may attack in CC (even hough the SMC has already been attacked during that Mh snd may rot atacky ‘back in that MPR) but only the newly arriving atacking units) is eligible to continue movement with any reraining MF in that MPh if succeeful 42. MECHANICS OF MOVEMENT: Whenever «player ves uit due inghis MPh howtates cloud the MF expended by tht unit ncrering each hhox or ia performing any other activity witha i current ex. I te unit is going to end ts MP there it must sate 89 before moving another un. The player Is not allowed 1o ale the unit hack co a previously occupied hex and begin again [EXC: I! a unit's move is egal either player may te the legal move and demane the move be retraced from the last epally tstered het unless ancther unit hat moved, fired, or performed any otherA action nthe inerim]. Once a unit moves, ops, and another unit moves, the original unit ay move no farther during thai MPh, Infantry is moved ‘one unit at a ime ules bersork (15.83). ce MMC is using bonus MF [ired by being purt ofa Hunan Wave (15.23), or moving with leader, ‘Sr gaining added TEM (D9.31) for moving with an AF (in which eace the leader/AFV must accompany the moving yi) in a sack throughoat the MPI). Osher units may choose to move together ay a stack ot their ‘ows risk and’ break up the stack during the MP to coninue to move ‘Sepitatey bu all members ofthat meving stack must end ther MPh before ffother Unit notin tat stack may move.* 4.3 BYPASS: Bypass enables unbroken Infintry to move throvgh a aild- jing or woods her without entering the obstacle in tet he (and conoquenty having t pay die two MP cost of actually entering a balding or wood), whenever that obstacle does not physically touch the heaside being Bypassed. Bypass cannct be used to skirt the edges of any oie terrain feature, nor an obstcle whichis burning or contains a Known enemy urit (nies that unit Disrupted: 19.12). Heres conaining rubble or Wire tanner be Bypassed, mor ean roadoleck verices (828.4). Hexsids form™- Inga part ofa Wire or covered by a Water Obstacle @4L9-MO) way not be Byparsed (B26.14) on thor side ofthe hexsde;roudBlocks alo have Bypass restrictions (B29.4). SMOKE does not prevent Bypass but ads tw the MF cost 24.7) of transit through che hex. Bypass may be used it ‘4 mined woods hex bat does not prevent mine atacks. Bypess must be ‘announced with the expenditure of MF as the unit moves inside the bullding/ woods hex. 431 The movement cos of Bypass besomes that of the other teria in thehex. wich is usually one MF for Oper Ground or two ME to enter higher eleva tion Open Ground. [EXC: The building in bulding ‘woods ex 21 can be Bypassed along the 1919/1918 ‘Open Ground hexsides aa cent of one MF, or along {wo OF Is f0uT Woods hexsides ata cost of two MIF (for moving arcand the building through the woods), rather than paying the normal entry cost Of four MF for the hex.] Bypass miy consis: of one or two contiguous unblocked hexsides ofthe building or woods hex being traversed. Bypass ‘ay exceed two cortigdous unblocked hexsices per hex. but in so doing the Bypass cost for that hex is doubled. Remember thatthe uni is moving found the obstacle within the hex-nct moving through i, Should there bbe any question whether a building oF woods symbel touches a hers, ‘Bypass in Ua exis blocked (9 noc allowed) along tha: hens, Walls aad hedges are considered exensions of hexsides (or purposes of apply- ing the mechanics of ths re; therefore ia walVhedze depicton touches a buildingiwoods depiction, Bypass is blocked alorg that hexside. ‘esis he DEGSS wre Tne won co wt mone ho any her er tr CSS 432 BROKEN IN BYPASS: Infurury which voluntarily ends te MPb in fan obstacle hex must pay the full MF cont ofthat obstacle unis i entered {te road moversent rate (4-132); Infary may nor volun end is, ‘move asing Bypass. Ifthe unt breaks wile using Bypass, it remains in ‘ths open portion ofthe obstacle hex unt trend ofits MP and is subject to FEMO/FENAM DRM for mull-hex movement it the open for add- tional First Fire stacks made against it to or through the hessides ttaversed daring that MPh. The broken unit and all portaged equipment fare assumed to_be inthe obstacle itelf during and after Final Pte. AT 4.43 433 PIVNED IN BYPASS: Any Ifontry uni that becomes pinned while ‘using Bypass is assumed to be inthe non-obstacle portion ofthe obstcle- her for the remainder of te MPh."After ite MPh is considered inthe ‘obtuce iuelf and ented to ite protective TEM for al subvoquent fire ‘Concealed enemy units inthe Location immediately lose ta tats (12.151) ar the end of @& moving unk" NPh, 434 BYPASS LOS: Infantry using Bypass are subject to special tertain ‘modifiers nd LOS rules. Aunit frig at a Bypassing unt does not be tw trace his LOS ro the target hex center, but as the eption to make his ‘one allowed LOS cheek por attack 10 either hex vertet along a hexside inaversed by a unit moving in Bypass (thus a choice of two vertices for ‘one hers Bypass, thre verices fortwo hexsides Bypassed, ei) instead ‘Should the LOS ofa tring unit reach an Open Ground Bypass hexside ‘vertex unobstructed, that unit can claim a LOS anda Firs Fite ~2DRM. for non-Assault Movement inthe opea (see also C.5), A wall or hedge inthe target hex js net an obstacle 1o LOS even though the ‘arpet may bre in Bypass onthe other side cf that sare target hex Gathough is TEN ‘would apply iferotaed by the LOS). Ifthe fer iraces his LOS tothe hex center, it must cross a bypassed hexside (hes usally qualifying for 8 —2 [DRM for Nov-Assault Movement in Open Ground) before reaching that hex center or dhe LOS is blocked. 1¢aunit wing Bypass Incuding VEM) ‘long a Crest Line, and the obstace its Bypassing ison Me higher level (Of that Crest Line, thea the unit is also at that higher level (since a Crest Line iself cannot be Bypassed: 4,3), EX: Ug ev cap de Dy 2 i fr FENAM FPO yer 08 Fo Cr eh f-C4D No he eC Srp ea verte dere: BEEN DCE, Yowee 8 oa 9 LOS Pom C) TREBLE vote tease tree a tah he ulin Te ee {ln cr i LOFtothe DEES, DDS ES. orth Duc ree ft be FFMO DRL TEM seit awe ey an al ep 7) athena a Ce 44 PORTAGE: A SW may not move by iself: it must be cartied or placed ‘ona vehicle by Infantry/Cavalry at some cos tothe liter’s MF allotment ‘The various SW portage cess are listed on each SW causter inthe fore '#PD", Portage cout i assed por itr carried, not distance traveled, even if unit caries « SW for only ons hex before dropping it thet unit ‘nay not ceroupahe portage cost used for dha SW fr ase lathe remaines of its MPh, Otherwise, an unbroken Infantry unit can pick up and drop ‘Meas a€ any point in ts move provided it has sufficient MF too 50 (sub- ject 104.431 & 4.44). No lem can be portaged move than once per phase except as allowed by combined Infantry and vehicle portage within a single phase 4.41 AFPA SW FIRE LIMITS: No MMG, HMG, morur, o° %° non vehicular ordnance counter which changed Location éuring the MPA may fire during the ensuing AFPh (EXC: German dm MMG/HMG mey fire a LMG: 9 8], However, such weapons remained sationary while ther ‘ew owners moved ino their hex. they can be fted daring the ensuing ‘APPA with the normal penalties for firs inthe AFPh-—assuming they wore Recovered during that MPA (4.44). Such weapons cannot use Sustained ‘or Imensive Fire during dha AFPh and ate lited to one shot regardless fof their KOF (EXC: Opportunity Fire not limites to one shot is AFPh; 725} 442 INHERENT PORTAGE CAPACITY (IPO): A MMC bus a IPC of three FP, and a SMC has an IPC of one PP.* An Infancy uait loses one [ME for each PP carrot in excess of ss IPC, A SMC nay never portage more than two PP although one SMC can add its IPC 1o that of any one Good Order Infantry unit to increase the IPC of the later. provided the ‘wo units start the phave together and move together as 1 stack. Other. ‘vies Infantry nite may aot combine their IPC. A beckon ant may not portage anything in excess of ts TPC to ancaher Location {sec 10.4) even raccompanied by « Teade. ‘bya alert sme gud hn sx MP remington he MP ele eer ars {obotasowain ich cue hey ve ve MF ht w xen in hee MP) 4.43 POSSESSIOV: All SW/Gun cousters belong to the it Personnel bit stacked beneath them. A SW/Gun must be possessed (ie) on Yop of «a Personel unl) be fred or portaged (or pashed). unit can posses ‘any numer of SW, but may use ne more than two SW per fie phase (7351). Ifa unit breaks and rallies in the samme Location, possession of its own SW/Gun is always retained. An wnroken anit may drop posses sion ofa SW during ite MPh as aninherest part of any MF expersiure +4.43 Unis also drop SW before they surrender oF ate captured (20.28), ‘Caposiessed SW in amarsh, sallow oF deep stam, or any Water Otsiacle hex (unless on a boat, vehicle, oF Bridge) are removed from play Pa Wimacn Tr remove fan on ottawa ues nT 4431 TRANSFER: Stacks may be freely ceurranged within & Location 10 ‘change possession of SW/Cuns between different Good Order units only ‘uring a RPh, ot the star of their APH, oF asa result ofthe creation of ‘sub-unit from a MMC. Transfer is contingent on being inthe samme Location within a hex (@g., units outside of ¢ pillbox cannot change possession of SW/Guns with units inside the pillbox as they are in diferent [cations ef te seme hex). When 4 Personnel unit i eliminated (or rete spd cannot carry away ite SW), ke SW/Gum i oft wnattendod tn the sare hex oron the same vehicle, and must be Recovcred to be possessed unless 18 Good Order, ampianed SMC possessing 90 PP at that time is sacked ‘iret above (.e., on top of aid pysically touching) that SW/Gun (in \wnich case itis immediately placed above that SMC). Possession of a ‘SWiGun o8 a vehicle in Motion may change only smone Good Order assengers/Riers of the same vehicle. Only unpinned, Good Order unis may Recover/Transfer SW/Guns (even ifthe urit ony shares posession — 1g. with anether SMC that is ct an uapinred, Good Order unt). 4.44 RECOVERY: Unpinned, Goot Order Infentry may chim possession ‘of any unpossesied SW/Gun in the same Location TEXC: Wite, 826.4] atthe slat of any RPh as their sole acticn during that RPh, provided they make 9 Recovery dr < 6. Infantry may alo Recover ary unpossessed 'SW/Gen in the same Location during the MPh on a dr <6 aller an ex penditire of coe extra MP (init of ove atterapt por unit per Localion por Mh) even if toy attempted Recovery inthe RPh. In bot cases, Recovery Isallowed only i there are so Known enemy unis ia Uist Location. Only ‘1 Good order, uapinned SMC can Recover any SW/Gun possessed by & Droken unit, snd Joes this by rolling a Final Recovery er of <6 4:5 DOUBLE TIME: Any Infantry capable of movemen std neither broken, wounded, nor CX, may Double Time by is owner announcing the aptioa at the start ofits MPh and placing a CX (4.51) courte on the unit. Double Time snereases the MF allotment of Infantry by two, A Double ‘Timing leader (and any units accompanying him) have eight MF—ihe highest possible allotment for Infimury [EXC: Only seven ME if Conscript (eight MF if Green) Perioanel; one exes MF is possi if the enti move isalong s road; B3.4), Double Time may not be used by any uni which wil mount ride, ef dismouat any form of eonveyanee daring tha Player ‘Turn, or Which will aterp co move beneath a Wire counter (026,46). | COUNTER EXHAUSTION (CX): CX writs must ad one to any labor lak or attack DR they make or direct (+1 10 Te HitDR for ocdnance; +1 to IFT DR forall others). CX write ‘musta one to any inherent SW (ATMM, MOL, PF) or SMOKE Grenide Arallablity Creck dr they make. CX units must also add one to any CC attack they make, and deduct one from any CC alack made against them. CX unts must ald one to theie Search/Recovery dr (12.152: 4.48), and ‘Ambush Stutus de (11.4), and may not advance int cific eran (472). ‘Alors CX counter i removed ifthe nit breaks, of ns next Player ‘Turn as soon as it Prop Fires, or is designated as en Opporesrity Fire, ‘or moves (uales due to « Misimim Move or Deep Steam Esty & bocorses ‘CX again), or at the conchision of ks next MPh—whichever comes fs ACK counier removed a the sat of a MPh does abt affect hat unt during ‘hat MPh otter than prohibiting is use of Double Time during tht MPh, 452 PORTCEEFFETS Ck ty hea Cone «ih tart nun ota eed eS ates Sy fom ei inch Betcoteneaet nag Weer terres Brita Ue Movesewr voDitRsispHo re: iy wt Sette opto inane ese wat Dee ee cpu Pe sere nd ot Spe Me ec Sic, "Ongar fees ee ‘psusgetma stati he Sen pe Sevier PO bu Bn sre ned Mintode due ge Fe 108 senso ek TRIS Aree Coes edna ot SEONG Sls es AS A 4.5 ASSAULT MOFEENT: Any tomb Inet hich mie titted hes cent Bi Sle ic Ranch Setics mage “1 hot rma NA DAN Rik Mzenen it be mat dees plea anc af ay Cuan wn pps tala pany sn fie Les rescues ars Petts sake shneoftencs rpms SMORE emus orb ds met Keto vec dee et ME cei by a fchntaion nung sumtemnl t ores CX sabe Movant ovat at rt) ann ts it expsaie una mor enn ar vag it tscte#tNO inert Opa Cran As org Nat Mote hb a eu of Bete He fe net Seu ng tat Montsant 1 NAR DRM See ees cir eaemeaern eee ‘hin tee noes Ground wiht At Movenen rccnesa DAN to twomig Fst rrresaaerae' armani irc tian Seeds Ska eee ae {Suton rs ms ecrta) ava oven] Heras bearing NOPE SetSowes mee eee ters re 4.62 HAZARDOUS MOVEMENT: Cerwin activities are so dangerous tat they awionsticaly incur a ~2 IFT DRM to ary atacks against unis 80 ‘engaged regardless o fire phase nil they are pinned (assuming they are subject to Pin resus), FFMO/FFNAM do not apply to shots alfected by Hazardous Movement: owever, Hazardous Movement i curulative with allotherterraia DRM. Hazardous Movement acs include: rushing 8 Gun, removal of adblocks, Flame cr rutle Clearance, descending pareroops, fording, preparing Set DC, Climbing, and sewer movement 4:63 DASH: tnfaney ay declare a Dash through a road he i kdecares 2 Dash move prior w moveret, and thee mores Com 1 mom-Open Ground hes on one side ofthe road directly into the road and then irecly #nt0 4 non-Cpen Ground hex onthe othe side ofthe read provied the normal MP expenditure for this two-hex move is = 4 MF (evea iF Wounded ot Inexperieaced). For purposes of determining the legality of Dash move, ny hes out of he LOS ofa fer is considered n nen-Oper Grou hex ‘The Dashing unit may aot have expended any MF prior tothe Desh and most end ts MPh inthe nn-Opeu Greurd het k Dashed 0 (ualess plans Grroken inde road het in which cist Dash benefits imuedistely cease). ‘The unit may notexpend MF for any other purpose durig that MPR. All son-ordnance Defensive First Fire vs a Dashing unt is considered Area Fire excep! for Fire Lanes and. pre-existing Residual FP, bat FFMO/FFNAM DRM apply normally. Any seapon with a specified CA ‘may not fre an Dashing unit in the road hex i It mst change ite CA. to do so. Any otdaaice Weapon which osn fre on the Dashing unit in the road ben mst se the Case 7 To Hit DRM (Cases and F'do not ‘apply Ifblocked from ersering a ron-Open Ground hex ty a cosctaed unt therein (12.15), the nits considered 40 have expended the edeitonal MF used in estering the n02-Open Ground hex in the ood hex instead ‘where itends jis MPhand is apn subject to possible First Fire—this time ‘ithout the apliesble Dach penalties to the fire, ‘Because the existance of an Open Ground hex can be dependent os the LOS of any potental fire into that hex, its possible that Dash may ‘e declared whic does not qualify as Dash vs ene or more DEFENDING: ‘nis. Insuch acese, the benefits of « Dash move ray be sppicabe against Some nits and inapplicable vs others, However, once « Dash is des 0 otter moveren! options ars available 40 the Deslng ut. EX The Gaon 467 Oden Dato ANAT shih ales he Ff te £47 in £9 ‘hi ror. However, Rusa 28 wat hen 9 Ct a ov dpe HP ods infec antedtTin ato AAT Tue svg Fos Dain onstage eS tome nn oan Open Oro bextou fret meee. Boenfieste mee fe er ne4.7 ADVANCE PHASE: Infotry units which are reither broken. pinned. ‘nor TI may ute the AP to move one hex horizontally or vertically 4a different ADJACENT building level Location of the tame hex) bat not both. A unit may not change beth is Location within sex and also the dex is In during the same APh although it could change both elevacion and hex man APh by advancing 19 an adjacent hex of different elevzion ‘ich a5 «hill or Depression. The one hex advance may even be from in- side an entrenchment io inside another in an Accessible hex (even if an diferent levels). A unit's IPC is unchanged daring the APh except 38 restricted by Diffialt Terrain (472). 4.71 vs AN AFV: An Infantry advance into a hex containing an enemy [AFV is contingent on the uit first pasting a PAATC (11.6) “4.72 vs DIFFICULT TERRAIN. An advance inv any hex whose MF vost (Gxcluding SMOKE) is = four MF oral ofa unt’ available nor-boubie ‘Time MF allotment (whichever isles) may not be made if the unt i already CX [EXC: Climbing, BI1.432: Deep Steam Eaty, 820.43]; ctherwise ittmay advance hut Becomes CX in the process. [BCA Romi a ung ea ono Ma une at PeaeC ae {noe ex retin i er ge Ph lene spied yaar = sine a ate I wtp ery tng ve 4.8 TEMPORARILY IMMOBILIZED (1); TI satis is incurred ‘by Infantry engaged in various tasks roquring prolonged esfor Unroughowt the Player Tura. When a unit is aferted by T status ‘is marked by placing a TI couater on top of i, which is removed at the ead of is CCPa (or ifthe unit breaks). A TH unit may not mov advance, fre. or perform ether bor tasks anytime during is Prayer Tarn engaged in CC, & mut add +1 '> any CC attack DR it x involved in (limit of one per atack), and eubwact one from ary CC attack DR made against ie (4.9). Xo T saa sone o mate «CE cde 1 DRM » tas. o ‘ans oe ne wick phen he 1 AM fr at ples ony 5. STACKING LIMITS S.1INFANTRY/CAVALRY. Fach sde may stack upto three squads er their ‘suivant (5-8) plus upto four SMC per Laestion wthout penalty Hexes hich have aédkions! vertical Locations within their horizontal hex [parameters ar erttog tothe ovn separate tacking limits on euch eval GT dat bes, Stacking lite can be encoded only a increased rise and Inconvenienceo all the frendly unis therein, end never during inital or offboard setup 5.6 5.11 MOVEMENT: Entrance ofa Location oerstacked by Personnel even if oversicked only due te the moving units entry) wos one aditonal IME for each squad (or its equivalent, FRU) inthe Locacicn that exceeds normal Personnel sacking limits. Vehicles must pay one ME Tor each over- Stacked squad or equivalent (FRU), in addition to any overstacking move- ment cost for vehicles (D2.14). Personnel movement into a Location ‘overstacked by vehicles is nat penalized. Overstacking movement penltes fan cause use of Minimum Move (4 134) or Difcult Tersin Advance am, cours Mr ‘tector he ing, ps me en stow cesta Lacan) noe S12. ATTACK PENALTY: All unit stacking from of withis a Location Which their side as currently overstocked must add one to their IFT/CC DR (or +1 totheir To Hi DR for ordrance) foreach vchicle end squad cequivalert (FRU) hy which they exceed normal stacking lms ‘8.13. DEFENSE PENALTIES: Overstacking penltes apply only to mov- ing units during First Fie although te presence of non moving ants in the target Location will probably be the determining factce in Whether & moving unit is overstacked at the instant of atsce S.13L PERSONNEL: All Personnel uns (except PRC) being attacked in 4 Location their side has overstacked surfer a ~1 To Hit ORM when attacked by ondnance (or =] IPTICC ORN when tacked by ary other means) fr ect squad equivalent (FRU) by which their side excess normal Personne stacking limits SA32 VEHICULAR: Ifa vehicle is being atacked in a Location whose Yehiuiar tacking limit is sie has exceeded, it no rcuy penalized However, any Venicle Target Type Final To Hit DR which exceeds its “Modified To Hit Number (C33) by < the amount of vehicles in that hex (excluding any out ofthe firer’s LOS, wrecks, and the firer ise if in the same hex) may stil pecibly hit ancther vehicle in that vebicule- Dptenticled hex: Make a subsequent de if tae cr je < the ttl somber fof vehicles in that hex other than the fiter, wrecks, or vehicles out ofthe fers LOS, one of them hes beca hit (ase Random Selon if thse oF ‘more target exist therein-—modifying each vehicle's dr by Ue reverse of its size modifer if they have different size classifications, Overstacking enaltles do nt apply to attacks resolved onthe Vehicle ine of te IFT. XA Paty FV ak a Sat tae AT Cun Oa ‘Tae Number of 8 Only te +1 TEM cf the wont wl sft fe BR. vei 4 ton Reet teed ToiitDR 27 However a Oral Hae Fo wl ‘5.2. VEHICULAR: Fach side may have only one vehicle in exch Location Without suffering oversscking penalties. The presence of a weeck(s) ie ‘hex doce not affect sacking penalties 8.3. PRC: Many vehicles have te capucty to transport Persone! in various ‘guantiies se specified on the vehicular couater. Ta addition, some AFV ‘ther 1942 may cerry Riders (see D6,2). PRC and their SW are placed (on top of the eansporting vehicular counter and do not count agaist Persotmel Location sacking limits as long a they remain mounted on thet transport. PRC may never overstack on their Vehicles, 3.4 COMBINED ARMS: Tue presence ofa vehicle(s) in Hex does 201 fer Personnel stacking limits. There is no stacking lims for orduance ‘or SW, although the munter of crews/HS which may funcin as Gun crews {na Location (5.5) limit the effective use of Guns ina Locatio w three 55 EQUIVALENTS: Five SMC equal a HS, and two erews/HS equal 1 scuad. However, ifan Infantry eew/HS is manning a Gunits considered ‘equal io a squad for stacking purposes." A squad's equivalene canbe sab ftited for m auad which hax been given special capabilities by « SSR So as to share thove special eapubiiis (og, ifa SSR species that a squad fay set up hidden, two hidden HS can be used instead provided that iionaly is allowed to Deploy HS). 586 LOCATION RESTRICTIONS: Alinough a Location conning «pillbox Jentzenchmest car bo oversacked, the pllboxientrenchment therein an never be oversticked; ie, they ean hold oaly their specified amount of Tnfanury per side. Similarly, a sewer or tunnel may never eootain > three squads (plus four SMC) or their equivaleme per sie6 6. LINE OF SIGHT (LOS) 6.1 CHECKING 105: The ability of a unit "see" end “fir directly At arother uni in different ex is dependent on having a LOS between those uns. Whether a unit has » LOS to a given hex is usally doer mined by twexhing «sewing thread tue betveen the center of the fring hex and te center of he target hex. I the thread does not cross a terrain depiction capable of obstructing the LOS between the tage: and fring Ihexes (with the obstruction visible on both sider of the thread) [EXC Iereat Terrain hexes(B 6) bock or hinder LOS if races exactly slong theirhexside even though the termin depictions ot visible en both sides ofthe thread] there a clear LOS erween the two hexes. IF players sil ‘Sannnt agree whether a LOS is blosked or no, the matter is reroived by 2 13 105i ot Hocked, 46 i js Hocked, Hisusualy Dut not always; ‘e2 B.6& BS.) he wats depiction which ean poxemaly block or hinder [LOS—aot the hex containing that terrain type. 6.11 LOS CHECKS; Neither player may make potewial LOS checks to ‘termine f LOS exists for am sttack-unel after that atack hes been ‘declared (EXC: Concealment Removal (12.14), Road entry cost 4.132)] Stould the LOS check for an attack reveal a tlocked LOS, the uats which were to have made the attack are sill considered to have fired forall pr poses (hey thought they saw something); tha ie would act generate DM, aus aor affect unis inthe cstacle that blocked the LOS, although a [BR must ei be made ta check for powible Rardom Events andthe eter tion of any Maple ROF, 6.12 ATYPICAL 105: Occasionally, the rales wil specify that x hexeie Wortex ofan entre hexside be weed or tracing LOS voifrm afreritarget instead ofthe hex enter dot. This oovurs during Bypass (4.34, D2.32), Climbing (B11.42), Underbelly Hts (Ds.3), Snap Sho (8.13), and mover ment between Kownouses (823.71) 6.2 OBSTACLES: Esch terain type [EXC: Depressions 6.3] is defined sto whether or not t presents an obstacle er Hindaace to LOS ara, if snobstack, de height ofthat obxscte, LOS extetds eto or out of atic, >but mot through them into hexes beyond the obstacle except in certain cases Wherein the targetfizer are at an elevation = the heigh of the absacle ‘or ae adjacent to a hess obstacle. The terrain ina fire's hen never blocks LOS traced from its hex center det, although it may block LOS ced from a vertex of it hex acrons the interior of i om ex 1; Won oe vc LS. nw a wt 3c ath Soe yaruporie smi pony ous et oe en pan oe 21 HALF-LEVEL OBSTACLES: Any erin feature defined sw half level bstaceHacks all sume-evel LOS sang (not ino ou of tha terrane Halferelebuaces never orm Bind Hees ror Bok 08 tao s higher level hex 6.3 DEPRESSIONS: Certain terain types are defined as being relatively narrow slits carved into the surface below ground level. Although they present na chstacle te LOS between unite ator above ground level, unite IN Daprersions are often oxtof LOS of even relatively acurby higher level ‘rite Aunt must beat least one Level higher for every hx of range 0 units IN « Depression to have a LOS to them (EXC: Unity with» tear [LoS between tem through oer continacus Depression hexsides exclusive fof veruces) need not count tose intervening Depression bexes in dter- runing the nesessary elevation advantage). A unt in x grourd level hex always has a LOS INTO an adjacent level ~1 Depression hex, but a unit two hexet away mast be at level for higher t have 8 LOS INTO that hex, ard a ant thiee hexes away must be st level 2 or higher. Boards 24 snd 25 contain Depressions that change slevation along thei length, thas creating teveral addtional LOS possibilies; see BID.S. Alo A (644 BLIND HEXES: Assuming an ctherwise clear LOS, ever if a fring (or target) units atan elevation > the height equivalent of any interven- ing full level cbsacle, 2 numberof potenial target hexes that are both siretly behind that obstacle and also equa tothe fll evel beight equiva lent (ie, ignoring any halflevel) of that obstacle are considered Blind ‘exes tothe fre. Blind Hexes cannot be scan by the fect urls the Blt ris tan clovation = the bight of the cbatacle (in which case it nota Blind Hex afterall, Ths "bing area can increase as the range {0 the obstcle increases (6-41), and/or decrease according tothe exeat of elevation advantage over the obstacle (6.42) {61 For every multiple of fve hexes (FRD) to fll level obstcle, ia- ‘cease by ove the number of Blind Hexes created by tht Obstacle 6.42 For every elevation advantage > one level over an obstacle, decrease {he umber of Blind Hones creat by that cbstacle by ene, w a mirimum of one (EXC: noa-CHIt Creat Lincs may have their Blind Hexes reduced to none by sufficient elevation advantage; BI0-23) The dng evel obtace 2 tene, Teas nee inl id He: 64) +1 feu Mn Hn 6 1] ceed th coc forse ove 2 to id fete rete yt sce fr n't eel Sa he ne aged oon ng hot (Sta ya nace er unt evel ot hgh a a age, {6.48 The sumber of Blind Hexes created by an obstacle can be changed bythe height ofthe hexee directly bohind the obstacte along the LOS. f ‘hex behind ax cbstacle isa «lower level ae the clevaton of the es ‘containing the obstacie (aot the cbsace itself), the aiference in elev ‘ion oF ose two exes is added to the numberof Blind Hexes which are ‘tested by that obstacle to determine if that hex behind the obstacle Is actually 4 Blind Hex. However, ifthe Blind Hex is created solely by a (Crest Line (B10.23). only any difference > one is added since a differ cence of one level ie ceutary fora Cree Lin 9 even exist. alex being fan obstacle i at «higher level than the elevation of the hex contain the obstacle, the difference in elevation of thse two hencs is swacte! ‘om the suinber of Bliad Hexes which are created by dst obstacle 10 termine if that hex behind the obstacle actslly @ lind Hex. on na ey, I essere fe ind 8 OW sod 6. RECIPROCITY. As highto-low LOS protedures are the converse of -to-igh, I folows that whenever higher unit can see a ower URE thatthe lower unt can slso see te higher Unit {6.6 UNITS: The presence of Personnel uals in ¢ hex dees not bleck LOS Ubrcugh dat bex (although te presence ofan AFY wreck may hinder (and ‘thereby modify) fire through the hex; D9.4), Direct Fire atacks can be traced through units in intervening hexes witncut affecting them anless specified ccherwise, (6.7 LOS HINDRANCE: Some train types are not uriformly high ce sub Stuntal enough to be considered a complete obstacle to same-level LOS, andar ised as LOS Hindranoe hexes becanse each one hinders such Gre ‘raced through is hex to another bex but not sifficienly to prevert tently (Gee Termin Chart). All sie-level Direct Fie and spotting stems traced ‘hraugh (not just into or out of) xn effective LOS Hindrance hex are ‘moifed by 4 +1 DRM to either the IFT or To Hit DR, or the Arllery Teiual Accuracy dr. The presence of such « Hindrance always negates {nterdiction end FFM. Belng ina LOS Hindrance nex (EXC: SMOKE (@4.2) and FFE Hindrance (C157) does not hinder the LOS of a firingA Cr target unit; i is only the presence of a LOS Hindrance hex berwean the seme lovel firing and target unit (regardless of whether sither/both face Personnel or vetcles) that forms LOS Hindrance [EXC: SMOKE ane FFE Hindrarees are effective Hindrances to LOS even if they are in ‘he viewer or target exes rather tan Between tent}. Ualice range, which i alays the least number of hetes from fret to target regardless of LOS, LOS Hindrances are incurred whenever the LOS erosses a Hindrance— regarless of how small a portion of tha hex it may he. However. a iedrance DRM ean never exceed the range unless the excess i dUe 10 SMOKE or AFV/Wrecks. EX: Benth LOS fom 4V3 © WI tons seen LOS Hse es ‘Soin tomanpe oti hes, be Harn DRO =. At = 1X: A467 sud in Taig Dtnive Feat Foe Now Anat ming qual V2 {cet r Lo argh Hane the psa U2 The Fats med 7 forte Low tern, or at Gage) ans 1 fr PENADM ole oot ms fe eink nid baw’ to sled wou any DRM |-1 HENAN + 1 Cudge Even units in adjacenthexes do not always have a clear LOS to each ‘ther, This is especially trae of unis using Bypass 1o transit an obstacle tex with the obtacle Between the mover and the Gre. Seer tpt eet sad corey aoc ae Soe tea 2 {Los tm nee 08 Bypsung the ost eae 7.26 7. FIRE ATTACKS 7A. Fie atacks are the main process by which a unit atacks enemy unt, Fire attacks can occur in the PFPh and AFP by the ATTACKER and in the MPh and the DFPh by the DEFENDER. bat no unit can fie its Jnheret FP/SW in more than one fire phase (A. 18) per Player Turn Other- wise, players muy fie all, come, of sone ofthe Units i any applicable fire phase. 7.2 FIREPOWER MODIFIERS: he EP factor of an atecking unit can be doubled, tripled, andior halved du to.a variety of circumstances Fractions of haved FP factors are not dropped or rounded off they are retained and subjest © further modification, oF ned to the fractional EP factors of other units ievelved in the same attack. FP modifers ate ‘cumulative, an atacker’s FP can be both doubled and led (wih the ‘et res that it retains is normal FP), andlor it canbe halved ané then halved again several times. 721 POINT BLANK FIRE (PBF):"The FP ofan stacking unit's doubiod walle elier ADTACENT co is target or adjacent wo and either within one level of or higher than ts target." I adjacent but witheut a LOS toi (such as units IN non-connecting gully heses 12AAS and BBA) no attack can bbe made. On those rare instances wher fie attacks are allowed vs urits inthe same Location asthe attacker or vs PRC in the samme hex 7211) the FP ofthe stacking unit ie tripled (hereater referred to as TPBF). As IFT attacks are rot allowed by units in Mele, such cccurrences are limited (o iastances it which Infantry ofc allewed to enter an exemy-oveupred ‘Location daring the MPh (4,14). Ordnance weapons do noc double thelt FP for PBF, but may have a greater chance of scoring a CH (C3.7) AML TBF vs PRC: Aay PRC not BU in a CT AFV which enter a ceemy-oscapied hex daring the MPA are subject to TPBF attacks (both ‘Firs Fre and Final Fie) fron eaemy unis in that Location or any higher ‘Location in that hex, regardless of whether oF not the PRC have diem barked see also D6). Halftrack Pasengers and OT AF crews ae subject tosuch an atack even if act CE, but receive the +2 CE DRM (DS.31) ‘The moving units may atack first as part af an OVR or in turn duping their AFPh with both Area and TPB if they are able 1. Any survivors Ite not considered held in Meee rel ater the CCPh (PRC of Mobile ‘Vehicles are never hel in Melee; 11.71) and are marked with « CC courter land are therefore able to rou aveay ithe RIP 7212 TARGET SELECTION LIMITS: Whenever a units eligible for TPA ‘vt Known enemy unite, it can aftack only those unite, It does not have the fradom to aac units other Rexes wile oun Location cosspied by a Known cnemy unit (even If broken) unless the unit in its Location Ian unarmored vehicle. Sinlarly, ordnance cannot ie ouside is own ‘Location while a Known enemy unit (EXC: urarored venile} occupies that same Location, 722. LONG RANGE FIRE: A nit may atack beyond its Normal Range ‘ata distance upto and including double that range, but it does so a al FP [EXC: FT, DC, Ordnance} 723 AREA FIRE: The FP of aa stacking unt is halved ifthe arg! is ‘conceded of for any application of the Area Fite penaty, and is halved igaln for each addivonal applicable use 1724 AFPh FIRES The FP ofan atacking units halved if the wack ccests inthe AFPh—even ifthe fring unit did not move in that Payer Tara Unless itis using Opportunity Fire, aFT, ora DC (ice C4 fr ordnance), 7.28 OPPORTUNITY FIRE: Any Good Onder Ifartry/Cavalry which hax ‘not et fred or become TI curing that Player Tura mey be placed beneath ‘Bounding Fire counter during ils PFPh, altough such placement te moves any concealment status may have had, if tis within 16 hexes ‘ofa Good Order enemy Ground unit (12.14), Such a ant cannot tre dur ing the PFPh or move during the MPh, but if stil unbroken (tnpinned, inthe case of FT/DC/MOL} may fie during the AFPh without the penalty (of AFPh Fire (7.24), Once a unit Opportunity Fires and exhausts its Naitiple ROF, Ml 4s Bounding Fire marker over tothe Prep Fite side ‘An Opportunity Fier isthe oaly nt tht can use s Malle ROP, Ststained, or Intensive. Fire dung the AFPh.'© Ordnance can ase ‘Opportuniy Fie ony if fred by Tafoncy, and cannot change is CA wat ctunly resolving Its To Hit attempt daring the AFPh wher it would be ‘subjec. 10 applicable Case A'To Hit DRM. 7.26 MISCELLANEOUS: Several other relatively rare circumstances serve © modify FP and are listed beneath the IFT and in their respective le sections13 7.3 RESOLUTION: Fite atacks are resolved by checking to see if any FP modifiers ler the FP ofeach acing uit anf then adding he austed FFP factors ofall uns attacking the same target (se 7-4-3) to determine the (cal FP strength of the attack. Make a DR and, ater adding any spplicable DRM dve to the effec of terrain, Hindrances, target char- Eerie, andlor leadership, crost-index the adjusted DR with the “pplicable FP coluran of the IFT to determine the resalts of the stack “The atacker uses the rightmost column of the IFT whove listed FP (in old type) doesnot encoed the otal adjasied FP ofthe atock. Any exsess FP factors have to effec [EXC: Heavy Paylouds; C.7]. The results = Personnel targets are apoted as flows: 7.301 ARIA: At lone as many target unit as the number indicated (Aare climinstd (as detrrized by Random Sclcton) al termining argc nits [reautomtcally broken, Berserk and heroic units which eannet be broken fnsead sutTer Casualty Reduction, The number of units eliminated can ‘exceed the nutber specified if Random Selection results ina tie forthe Tas unit tobe eliminated, bu in no eave are more units affected than are saject ro that attack, 17.302 Kf: One target unit suffers Casuary Reduction ang all oer target ‘Unis (including any just Reduced HS) mustiakea MC adding the number indicated (# tothe MC DR. Random Selection is use to determine which ‘of multiple targets suffer Casualty Reduction, Casualty Reduction ciminates ny HS or crew (EXC: Recall: DS.344], and woueds any SMC it applies {© (the wound may become an outright elimination, depending an the ‘Wound Severity dr 17-11). A squad is Redueed to « HS with he caro brcken/ne broken status of the squad it was Reduced from, 7.203 MC. Fach target unit most atempt 10 pass a Morale Check by ‘making a DR = tho Morale Level of the unit, best leaders frst; those Shick fil are broken, 7.204 4#(1,2,3,0r 4) Same as NMC bat the #is added tothe MC DR. 1.308 PTC: A~PTC" result forces an unbroken Personne target 10 take NTC (qoving tm are subject wo leadership modification ony if mo%~ ingasa sch) hose which fal se pinned—aot broker. Broken units never take Pin TC, athough they can become pinned daring interdiction (10.53) by passing a MC (7.8) with the highest DR possible (se 7.421 for Pin «fot ve veicle and PRC) 7.306 —: No Etest x Astra, MG, nner ip end ‘Extage rows ol cane FP taro, The Cruz IFTDR nan whch smote 15 Forte ages Geson of re, renithg Na FINAL OR of 4 gen oe 8 FP ‘Shin ofthe IF wena IMC cahof the far eenig i nae eka 1.301 16 ARMORED TARGETS: Small Atmos end nor-ordnance stacks, EXC: FT. DC, MOL, ATMM] have no effect vs armored targets. Ary Vulnersblé PRC in or on auch vehicles are affected normally « Personnel ‘urges [se Stun (DS, 34), Recall (DS.341), Unproreced Crews (DS.311), and Bailing Out (D6.25}} 7.408 ¥s UNARMORED VEHICLES: All nen-ordmance Direct Fie atacks ‘yeunarmored yehcleshorse counters are resolved on the % Vehicle line ofthe IFT using the same IFT DR (after any applicable modifica !any Personnel target in the same Lecation. Unless using Defer Fire, romordaaace attacks vs urammored vahiclathorses affect all coaupants of the Target Location incliding Infantry and other vehicles! horses whieh are presen lathe sume Location (EXC: & vehicle In Bypass {nd cutof the firer’s LOS caanot be affected, nor can more vehiclerhorse founters be allected by a DR than the highest KIA of that column as determined by Random Selection (.g.,8 6, 8 oF 12 FP atack vs the Vehicle Line could affect no more than tree vehicle: a2 or 4 FP attack. cul affect only to vehicles a1 FP attack could affect oly one vehicle] If that Final DR is < the Kill Number listed for che TFT FP column used, the vehicle is elimioated (EXC: Unlikely Kill 7.209); i equal the Kill Numi, the vehicle is immobilized (EXC: i HD the vehiee is unatfected byan Immobilization res}; ifthe Final DR is = half of te Kil Nurrber, the vebicle is elrinated as a burning wreck and all of i PRC are eliminated. Otierwis, the PRC ofan eliminated vehicle must check for survival (DS.6. The surviving PRC of an eliminated vehicle are not subject 'o further effects from that atack. However, the Vulnerable PRC of a Vehicle that hat not heen eliminated may stil be subject to Collateral ‘each (4.14), ‘excess syn nd rs at anporing ns Pasmget The Orga TFT DR (COSTThe SFr sa roe apa eek wi o DRM bee be TEM of ‘Sipiteony 0 bio ts Fal ea Pomnuniee we ret anne ater ‘her nee ene Cola Atk. wut, te sg ale ROC ne ‘Reshabote vt TEM hse he Diwan Ona OR an Se ‘keri hire tens need rs neg sr sina te Parma ag Tikie ie pnd nh shee rte Opal Rha ne 6c wai ant ‘ininaed ad HS Page wold nt ud pss Survn Gc orb len cd ped vac ane acl he ol ae 7.308 UNLIKELY KILL: Any Original? IFT resolution DR on the Vebi- ‘le line ofthe IFT always vields the poribiliy of damage even if applicable DRM raise the Final DR above the indicated Kill Number for that FP colums. In such acese, te fier can make @ ubequent dr even ifthe Original 2 DR vould have resulted in an elimination or Inmvobilization. On adr of the vebicle becomes a burning wreck; ona de of 2 ii eli. nated; ona dr of 3 itis immobilized (unless HD); on a dr of 4-6 (3-6 if HD) there iso effect. However. regardless of the subsequent dr. ifthe Original 2 DR would have resalted in elimiration or Immobilization that resuk cecurs instead, less cancelled by abate (Le, elimination or burn ing) rosa Srom the subeequeat de 7A A target may be aticked any namber of times during a fre phase (depending on th type and phase ofthe stack), but when a result is called for by the IPT ici scaolvel prior to making any ther atackon that target 7.22 A player need not predesignateatack: he may witness the ont come of each atack before committing other writs tre 7.33 MULTIPLE TARGETS: & Personnel unit may not spit its inherent FP between diferent targets [EXC: 7.34], but 2 squad can fire one ot wo af its SW separately at different targets provided itdces so i the same Fire phase (7.1). A sciod which ha fired its inherent FP but not yet used ‘te SW (or the SW's final sho inthe case of Defensive Fist Fire) shovld be marked withthe proper Prop Fire/Fist Pire/Final ire counter, but wih the SW on top OF that counter uncestrained by i 17.34 SQUAD SPRAYING FIRE: Spraying Fize i limited to tote squads (ith an inherent LMG, enakiple SIG, andor superior tactical training ‘Any squad sth a Spraying Fie option i identified by the underscore beneath the Range portion af is Suength Factor. Squad Spraying Pie Is Idemica wo MG Spraying Five (9.3) excepethat tis imitedtoa maximum ange of tree exes, I Spraying Fie at hee bes range exceeds the Normal Range ofthe un, any target hex beyond Normal Range would halve the FP agein as Long Range Fire “ten gil DR ot wed rh oe Ck a ME 7.35 SW USAGE: All weapons on " counters are SW [EXC: Goliath] tad must be possesed by an unbroken Personnel unit in order to fire. "age lrtations foreach type of SW are iste on the SW Chart, Hever, twoigeneral ules aply 10 all SW ASL A squad may fire any one SW without the squad losing its inherene FP; this inherent FP can be added to the $W attack inthe case of a MG, fr wed fora separate attack inthe samme fire phase. A squad may neve? fire more than two SW inthe same fire phase although it may fire wo diferent ype A squad using wo SW loses inherert FP uri the CCP TEXC: 7.383)e A 7.382 A crew/HSISMC which fres aay SW loses is mberemt FP unt aatacksd/atacking in CC orthe end of tha: ayer Turn (whichever comes firs) (EXC: 7.353] 7.353 11 both of te above cases, Subsequere Fist Fite (8.3), FPF (8.31), ‘and Final Fie vs adjacent ures by units waich have aiready First Pied fetain halved inherent FP for those atacks regardless of how they were used during First Fire. 17.36 ASSAULT FIRE: Avssul Fire is restricted to suds sre primarily With SMG or semi-automatic rifles, a6 well as appropriate caning in the ‘se thereo!. Such squads are identified ty the Underscoring of their FP factor. Assault Fire capability allows any squad using its inherent FP ut- ing the AFPh to add ore FP tots Swall Armas Fire atac aftr all modif- ction to the sqiad’s Inherent FP: any fraction in its FP is then rounded up. The Assault Fire bonus isnot applicable to Opportunity Fie or Long ‘Range Fire, but is still applicable to pinned irea/Spraying Fire in the APPA. EG AS66 od ine 4 wee fur ees ha ane AFP us ous FPG A el Seo St tring dr the AFP tn ADJACENT eta tet ate Ci Pros ies Say aE te Sslmena ge = Hs ace 17.4 TARGET DETERMINATION: Except during Defensive First Fie (hat portion of the DFP which occurs during an enemy MPh when oaly moving Init ae considered targets). all the Personnel units/unarmored vehicies! ‘Vulnerable PRC in the same Locetion are considered targets of ire thst door not have 1 mpecity a particular target, wth the outceme of such Bre ‘affecting all those unis in the wrget Location. Although al sarge are affected by the reslls of such fire combat, some may escape hart emirely While otters are eliminated, broker, or ptned. A MC/PTC result equres all target units to tke an independent MC'TC with a separate DR foreach 7.5 FIRE GROUP (FG): Two oF mote units joining together to make a combined fire stack area FC, Two SMC manning the same SW are nat ‘AFG as they ae considered cne combine firing unit. A FC may corsist ‘f unis from more than one Location ony if each participating unit oe=upies ‘Location ADJACENT to another participating unit of the same FG. It is possible © have a FG cempoced af a vitally ualimied string of ADIACENT Locations, provided each Location in the FG contains FFersonnel nit which is participating inthe attack, A leader alone in a ‘Location cannot be a link in a FG (ualess itis Heroic or firing « SW) ‘because cach het of a must peta inte atacand leader normally has no attack capability. Unis inside 2 pillbox may not form a FG with ‘unis outside the pillbox. A squad cannot combine is inherent FPand any ‘ardaance hit ito combined stack. 1151. VEHICLESIORDNANCE: Vehicles! Pasiengers/Riders may be part of 2 FG within certain resiritions; see D6.04. Ordnance may ‘ot form a FG with any other unit including other weapons ef the sume ‘ni (e.g. a tank may not combine its ordrance MA and MG armament ito a single atack [but see D3.8D. 7.52 All member ofa FG must be able to tace LOS 0 the target. Shoult the LOS of any member ofthe FG be subjec to a LOS Kindrance or TEM (or additional Cowering or CX penalties), the worst possible case applies to ll members ofthe FG (A-S). Fortis reason iis often wise to break Up aich a FG and have it componeey pars attack: separately A multichex FO making marserous LOS chacks (6.11) which discovers that ene oF more of those LOS is blocked forfeits the re opportunity of only thoae par ‘eipang unis in that fring Location whose LOS was blocked. The other ‘unis inthe FG. With a Valid separate LOS must sl atack the same target (ness i was eliminates by previous attack, in whien case their attack is forfeit and they are marked with an appropriate fre pie courer after resolving the blocked fire's DR (6.11), bur asa smaller FG if ili the ‘ime or ADJACENT Lasations ora separate tacks atthe fire's option 17483 FIRE DIRECTION: A single leader cannot direct more than one ‘veaponlusit per phase atess they are part of the samme FG. Thus a scued ‘hich elects to we it inherent FP in a differet attack then that of the MG i ivimanning does not pe the leadership benef if piven to the MC instead. However, leadership fitor ured with a MG may be used 15 ‘any times asthe MG can fire, even if it also directed other units ws part tf + PO is the NG's previous atch. A Ieadetship benefit used during, Defeesive Firs: Fire cim be wed again in Subsoquete Fist Fle, FPF, ot Fal Fee, bat agulnoaly for one fing unitor FG—althoogh tha univ SW may be diferent from the one he directed during First Fire. Similarly, AB 1 ‘leader may notaffect more han one To Hltatempt pe Sire phse except for a multiple ROF weapon) regardless ofthe number of SW the ring unit is eligible to fire. See also 9.4 and 10.7 7.531 A leader may use his leadership rating to modify she IFT DR of sy ne attacking unit or FG per Player Ture, provided all frag units the FG are nthe same Locauon. a leadership mociner may be employes ‘with a multshexiLocation FG only is leader directing that attack i presen inevery Location; the leadership DRM in effects that ofthe lowest quai participating leader. A Leader affects the To Hit DR of an ordnance SW— fat the effect of thoxe hits onthe TPT or AFV Kill Table. nr the chasoe ff a weapon malfictio, 7.84 BERSERK: A berserk unit may never be part of a FG. 1.85 MANDATORY FG: If Good Order units in the same Location are going to fire athe sare tarpet (i.e. athoth the sare Location are the Same uni; see D3.) daring the same phase they mus form 2 FG [EXC Fire Lane; 9.22] uhey may not attacks repartaly unless they 60 0 with fondrarce/FT/DC or the subsequent shot of Muleple ROF wespors (9.2). 7.6 TEM & LOS HINDRANCES: The teers of the target he often alters the effectiveness of Fire Atacks by adding 8 DRM t the IFT DR. The [DRM applicable t each terran type listed onthe TEM columa of the ‘Terrain Char ang in the applicae rule section. Most such DRM are cumulative. Any LOS Hindranes (6.7) between the target and fire also lessens the effectiveness of Fire atacks by adding a Hindrance DRM to te IFT DR, 17.7 ENCIRCLEMENT: Any ror-aeral Infantry of Vulnorable PRC of an Iiamobile vehicle Gred upon consecutively daring the sume fre phave (Enetrctemen curr occur due to Bounding First Fre) by cor mare ‘om-erial unis using their inherent FP anclor $Wiardnance t= Normal Range (1.22, 10.532) i subject pessble Encirclement [EXC: pillbox: 1830-32}. The attack(s} constiuing an Encitclement must be resolves consecutively: ifa player ftes ata different target in the interim, he ean- fot te previous attacks st the bari for his clsim to Enciriement Eacircement occurs if the Rrst's LOS eters the target Location ether 1) through opposite hexspines; .) with exactly thre targsthex vertices bermeen them in bow elockwise and counter clockwise dictions, oF ©) trough any thee non-contiguous hexsies. An Eneitslement can also be crested by a LOF from bots the Location directly above and below itn ‘building hex. Tobe considered vale re, ordaaace weapens mus secure shit onthe target, ané other fiers must exert enough FP to render an (Gxigial DR af? (ples any applicable modifestion other than Comrie) copable of inflicting a lest an Mresalton the target, Aqualfying target Laeationisthereater marked with an Encirclement counter ang aay non berserk, aon-hevoie Pessonsel unit therein suffers an immediate one level ‘rop in morale o tote the atack that ested is Eneitlemert and aay other latagks mace against that Location as ong a itis so marked, All fie from ‘an Encircled Location is subject toa +1 DRM on the IFT (or To Hit DR ifordnance). The MF cosis of the first Location entered frem an Eacrced [Location is doubled. Should other friendly units enter at Encirclement Taeation they are immediately Encicled. Regardless of the Encitcle's subesquent ations, the Encireled ceunter romans onthe cation affect fil carey Infuey unis and Vulnerable PRC of ex Immebile vehicle i ‘Gut Location antl hey Have de es (even If dey return wo tie the same Pr), are eliminated, or are capued. Being Encrces has adverse effets Unies ability to avoud capture (20:21). A unit Encicled more than force does not siffer additional penalties for multiple Enciclement OQ 7.71 FG: The LOS of a FO may penexre the urget ex through more than one hexside; all such hexsides crossed count toward possible En- circlemeat, Its even possible for a single FG to cause Encirclemert. BX Ried * >)‘EXIF i 2 fe 73,7. ere fe et aH a pase om ‘Sige Sta pn of Tor Iogh toh Oe SETS me TT exis ur reise USS sng own ecoagy Pio sete or eer rat ce a] ‘748 PIN: Pinning (7.305) also occurs whenever any unit is attacked resting in. an TFT MC which is passed by rolling the highest DR possible tht still ‘oslls na passed MC [EXC' Cavalry, vehicles, descending purstoops, ‘units in Water Obstacles, and units which are borer, Broken, heroic, ‘or Climbing are not subjec: wo pinning). A unit Is also pinned If falls A PAATC (11.6). Pinllig hes no effect on broken anits except curing Interdictoa (10.3); aad even ten thre is no need to plage Pin couriers ‘n broken units because the Pin eects are immediate. A pnned nit has its inherent FP halved fr the remainder of that Player Turn (in addition fo any cther halving ofits FP for other reatons) and may aot rove! falvance further dicing that Payer Turn (althoagh it may rout if Tate broken, even voluntary), Place a Pin counter ontop of the affected unit “The halving of FP ofa pinned unitin CC applies only toi attack value, notioits defense. Pio effect ate not cumulative, aunt sulering multiple in results has ts FP halved only once, so an slreagy pinned unit does rotiabea NTC due t "PTC "result on he IFT. Remove all Pin counters a the end ofthe curent Player Tura or ifthe unit subsequertly breaks (ichever conmes firs), 1.81. FIRE LIMITATIONS: A pinned unit fires a MG/IFE as Atea Fire Ieannot attack with « FI/DC. All ordnance whore manning Infaatry is pinned mot add +2 to their To Hit DR (To Hit Case D) Any pirmed Un with adefined CA 0.21) may not change its CA ualessit i an AFV. 'spinaed una may not use Intensive Fire, nor may ituse « Multiple ROP although k may ase Subsequert Pst Fie FPF (8.31) 1.92 AFV- The CE crew of aCT AFV whichis pinned mast BU iemed- tly and remain BU dusing that Player Turn, The APY is not considered ined tuts subject to Case T(BU) To Hit DRM fer the rest ofthat Player FTurm. The pinned crew of an OT AFY may remain CE but is subject © Case D To Hit DRM Ter ordnance, and the halving ofall MGITFE FP ‘uring that Player Turn 7821. VEHICLEVPRC: A PIN resulthas no effect vs a vehicle, but pinned Passengers must BU if CE and are considered Pinned for fire purposes, although they may continue to be tanspored by their vehicle and may ‘ven unload (DB. 5) at her option although they ray not leave the dismount hex during thar MPh, Pinaed AFV Riders must Bull Out (D6.25). 1S. MOVEMENT/ADVANCE: Pinned Init is ot sabjectto any fanher DRM for FFNAM/FFMO during that Player Tura. However, ifa pinned tut is subsequently broken during Defensive Fist Fire, Jose ts pinned. stats and is subject to FFNAM/FFMO DRM (if applicable) for further Defessive Firs Fire attacks agaist it in its MPh (keeping in mind that “teokenuni's MP ends as soon as another unit moves). pinned anit TEXC: PRC] is coneidered a noer roving ut for purposes of alleubenquest ordnance To Hit werrpts during that Player Turn. A urit which is pinned ‘while moving trough an entrenchment hex without actually having paid ‘he one MF necessary to enter tut entrenchnteats nox cotsidered In iy ‘and must remain or top ofthat entrenchment counter nl such time as itcan use MF or the APh to enter beneath it 9] AM 2X Auge Nor AsmtMoverat nr an Open Gra ex ae tc Dele she tee via FMOI ah Or ein ese a. Aah ove NPh cult den be att the"? DRUC However nos meter oe ‘oe the been ws MP eran eb lotto FEMOIFENAM DRM 7.831 LEADERS: moving lode who bosomes pinned doss net force sy Jnfarery in the seme moving siack to ake a LLTC, but does cancel the eve MF (if not already used, see 4.12) andéor portage (6.42) bors ‘hat i€ might otherwise have given to ote Infanery in te same moving stack. Being pied reduces all negative leadership modifiers 0 0 immedi- ately and prevents a pinned leader from using Voluntary Rout (10.711; although it may stl voluntary break {10.41} to rou). This means that 4 leader pinned by an attack cannot aid other unite with their respective MCITC taused by that same atc, 7.9 COWERING: IFT ataces are adversely affected by any IFT revolu- ‘don DR hich results in Original “Doubles” unless «leader directs that attack. The penalty for rolling Doubles without leadership direction is that ‘he atack ie reselved on the next lower eolums of the IFT. Am atack 90 ‘he fowos:colaran which cowers is redicad 0 no offct a ll alchough malfunction result san still occur. Im addon, any unit which cower during First Fre is automatially mavked with @ Fina! Fite count and loses any remaining Fine Fite, Final Fire, Subsequent Fest Fire, or voluatary FPF opportunities including those due to Maile ROE. However, involuntary FPF (8 312) must sil be carted out, Cowering affects ali fre except that from 2 $MC, berserk or Fanatic unit, British elite and First Line unts, Finns. Sniper, ordnance. OBA, or any form of vchiular fre. Cowering FP perales are doubled (ie. resolved 10 olumss lower on the IFT) for any atack by Tnexperienced (19.53) ‘Personnel {even in conjunction wih other troop), Coweting doce not affect CC or DC revolution. 8. DEFENSIVE FIRE PRINCIPLES 8.1. FIRST FIRE: Defensive Fire is unique in tha it can occur during the themy MPb as well a during ts own DFPh, The porion occuring dur- ing the exemy MP1 is called Defensive First Fite and cat te used only ‘vs. moving unt(s). During the ATTACKER's MPh, the DEFENDER should keep careful watch asthe ATTACKER counts alond the MF/MP txpended at each unitnack he moves enters x new hex or performs some lane requiring the expenditure of ME/MP in is cucrent hex. Anytime © unit expends « MF/MP inthe LOS of one of his units, the DEFENDER has the option temporarily halt movement while he fies a that unstack Indhat nex sity ss many stacks a he can bring to Dear, Th: DEFENDER must place “Furst Fire" counters above all uaits which have fired and exhausied their ROF (being sure to place any $W which ace sil eligible to fire above that First Fire courder) these units may not fire again dur- ing that Ph (EXC: Subsequent Firs Fire ard FPP: ® 331). Fit Fire stacks affect only the moving unitstak regardless of ether uate which nay oeupy the same or imerveninghexes a the ita of wack, Although ' Nehicle which emers anew hex is considered a "moving arg” rough. bu: the DFP for purposes of Ordnance To Hit Case 1(Cb.1), only ene Veleleata ume is ever considered“ moving” for Firs Fire purposes [EXC: Radioless AFV Plstoon; D1S.2], Once another unit begins movement or the MPh is declared over. previously moved units areno longer subject to First Fire atic 8.11 FACING: Defeasive First Firs must be resclved before the moving ‘aniistack leaves the intendes target hex (or, if fing ata particular Target Facing of an AFV, before that AFV changes lis cucrent Targei Facing) ‘The DEFENDER may aot request that a moving unit be Tewrnod te 8 previous posit to undergo atack. However, tie ATTACKER nist give ‘he DEFENDER ample cpportunity (as previously defined berween the players) t declare his fre before moving on, and must declare the end ‘Of dat uri's moverere before moving another usit Vehicular Facing ‘hanges (D2. 11) must be declared aloud and followed by an appropriate pause before finher movement. Similarly, any vehicle planning to ualcad Pansengero/Riders may do 0 only after an adequate passe following ite ‘entry ino the hex. Once Hie ATTACKER announces ha he i uioading Passengets, Is to late (Or the DEFENDER ro ammounce an atack oD ‘he vehicle with is Passenger’ Rides sil leaded—even ifthe disembarking declaration isthe frst MP/MF expended in that MPA,A 8.12 MOVING WITHOUT LEAVING HEX: Any actioa tha rquites the expenditure of a MF/MP in a hex qualifis it asa target for Defensive First Fire even though it my not have ertred that hex during that MPh Examples of sich eapenditres include vehicle changing VCA of ‘unloading Passengers, Infancy leaving an enienchmeat wichout leaving the hex, or placing a DC. 8.13 FIRST FIRE DRM: The ~1 DRM for FFNAN/FFMO agply only to Defensive Fist Fire atacks, as d all Ta Hit Cats of J[EXC: vehicle fn Motion, 2.4} of the Terget Hit Determination DRM (C6.1) for cordance, 8.14 FOLLOW-UP ATTACK: A vnit broken or pinned by First Fce sn bs fred om again in its earent Location by other same-phase First Fire stacks, uti attacked in ts broken or pinned state. A unit which survives {Defensive Fist Pireatack with no effect can be fired om again in that Same Location during tat First Fire Phase before expending addtional [ME/MP, but only by differeet auackers or if t expended more than one IMF in that ex (see 9.2}. A moving unk sabjet 9 FFNAM/FFMO which ‘breaks is sill subject to these DRM in that hex for subsequent Defensive Fist Fire atacks ul is MPh ends even ifpreviously pinned (see A‘.61 for Assault Movernen) 8.15 SNAP SHOT: Any unit wishing to make a Small Anms/MG Defen- ‘Sve First Pre atack may claim « Snap Shot if it can trace a LOS to an ‘outire hexside (even iftht hexide ix part ofa Blind hex) thar was crossed 1 the moving usit in entering a hex (even ifthe cenor dot ofthat hex in cut of the fiers LOS) [EXC: A Snap Shot caanot be ken ata Uri ‘shile emering the fers hex). The Fis Fre moder for FENAM/FFMO is notin effect (even f the emits length of the nexside is along Open Siemenairioeet ‘Stop Shot atthe 4 sere at SESE Chea 8.23 Ground), and neither i the TEM of any other terrain in the target hex. Sap Shis are resolves Area Fire. If affected bya Stap Sot, the moving ‘nits considered inthe hex entered thereafter. Nether e vehicular MG ‘which must change CA. nor an ordnance wespen, nor Gun using FE ‘can make Snap Shots (eee alro BY.? and C.8), Sa] IPF) [eeelo[Saa] 92 assum nacrowen PTSIo) 324] [SM Slo| Se] Seente era — AJ Defensive First Fire/Subsequen Firs FFP, ie mspet Lacsion wii eau recive) et iTinBypaw) imate wits Raia FE comer ep tw half po Ernuxpuim of (2, PRD) af TTP clone esac Aho ale Bust 826 rife tick neues To KITDR wes seins Rossin FD serene athe vame manner EXC, {FAP faces Ere by MONO), ATRCAPCR @° APDS was seers Des (0799 ele {2 Resin Crh mel Terao yh corey tates Cas In de sune Mm patucal cute FT vin Ge PF opraened oy a Nesidal Fe coumer anew FT DR. and ay epplicbieFPNIO FFA DEM A at expedig MEME wo ners Loodon nt wes Resstali anc tt Caton kins: hewser coun apne ig Mw Lares plc rvs font bre eens asd Many Redd EP in teres, Al urchrese TEM ote eget bet poly 0 say Ratha FP stack. (en's Bypesig ls). Rocore al Hekea TY concn wie ead Src Mie 8.21 No more then one Resicual FP.couster canbe placed in # Location (Githough Fire Lane Resitul FP isnot a Residual FP counter ant there fore can co-evst with otter Fire Lane counters or Residual FP counters 9.222). However, a larger Residual FP courte subsequently carme from slang qualifying IFT atack can veplace a sales Residual FP counter ‘Residual FP can atack even units using Bypass (or those who must be stacked ata particular vertex) inthe Residval FP Location, '® Similarly fire at aunt using Byoass leaves Residual FP in the entire obstacle Location 8.22 RESTRICTIONS: Residual FP con never form a FG, L.., it must always atack lone. A Resilual FP attack isthe frst Defensive Fis. Fire attack allowed against a moving unit in is current Location during that MPI. Vulnerable PKC atacked by Residual FP when their vehicle enters, ‘a hex are not subject to attack from that same Residual FP for unloading in thathex unless the applicable DRM became more sdvantzgeous 1 the Residual FP attack as # result ofthat comted movenient within th hex (eg, CE hallrack pastenger with a +2 DRM wwheoquently unloading ‘with a0 DRND, uni planting continued movement within « Resi FFP Location which will make it subject o anothes Residual FP attack nay ‘declare is plans prior tothe Residual FP attack and thereby suspend ine ‘Residual FP atack unt later so that it onl has to undergo one Residual FP attack in that Location stead of two, A Collateral Atack never leaves ‘Residual FP. OBA and minefields never leave Residual FP because they tac any unit hich ener the mine othe Blast Ares ofa FFE (C15) 8.221 MALFUNCTION: Residual FP is not gained for an atack by « ‘malfunctioning weapon/by « unit suffer from Aramutition Shortage ot ‘an Original 12 IFT Resolution DR (To Hit DR for ordnance). Attacks by Residual FP (EXC: MG Fire Lane; 9.223) sre naver subject to malfuse- tion or Ammunition Shortage. 8.222 vs AFY: Residual FP has no effect vs an AFV except vs any Vulnerable PRC. 8.229 SNAP SHOT: A Smap Shot does wot leave Residual FP 8.224 COWERING: Residual FP atacks are not subject to Cowering However, the amouat of Residual FP formed by a Cowering stuck is naturally reduced since Cowering rdvces the IPT FP column vsed for Ue atch. Once placed, Residual FP ls never halved oF reduced for any ‘reason (including Dashing of concealed targets), 8.23 ROF: A weapon with a Multiple ROF dees not automatically leave Residual FP if it sill has cher aon-Intensive Fire Firs: Fire epportani- Wis, In eusence, placement oft Rescial FP counter always ends nuns [Defensive First Fire attacks for that MPA. The decision t forfeit posible romining Fit Fie capability inorder to leave Residual PP un be ade Jinmediately after resolving is atack. Ifa player decides 00 10 leave [Residual FP fora weapor so wo preserve ts Muluple ROF, « Resdsal [FP counter can still be placed inthe hex atacked ifthe Neapon was usec as part of @ FG, but the Residual FP is based upoa the FP used by any ‘fer unis in that FG which do aot have a Multiple ROF (or choose not tose it8.23 2% Ass 7 mda a mab 9 Pk Hem ki pen a Te ‘ire win ry Resa Fe MO, hue ul eae ne Reade FP 5.28 SPRAYING FIRE: Any squad, Gun, or MG allowed w place Residual EP may place an appropriate Residual FP counter in each ofthe aested hexes when using Spraying Fire—even if those hexes do rot conain an enemy unit (9:52). 8.25 ORDNANCE: Aa erdnance weapon must secure hitn order to exert, Resioual FP. However, once the Residual FP has Deen placed its effect, 's automatic; rewly arriving units do not have to be “hit” again to be affecied by it (see 823). Neiter APAtype ammo (C8.31) nor PRPFK (C13 4) leave Residial FP. 3.26 EFFECT OF DRM: The amount of Residual FP left by any atack 'S reduced by one IFT column foreach postive DRM caused solely by conditions ouside dincluding hexside TEM of the rarget hex which mod~ Jied the To HIJIET DR but excluding Height Advantage) te target hex ‘es. "26 Residual FP counter ie Mipped ovee 9 the 4 FP side for a +1 DRM or changed to 2 Residual FP counter for s +2 DRM [EXC: Fire Lane; 9.22)). Negative DRM (such as. those for leadership. FFMO:FFNAM, and Bore Sigiting) never affect the amount of Residual FP let na hex except in the case of Air Bursts whuch actially increase ‘he amount of Residual FP lef by one IFT colums, Sele Traspte te + 5X, A447 sa 3X1 PCT daar) Ses FP prs oy ‘Sonics igs wieca} ORM tor remo DRO teense Ses hn se ee ay ee Sinteeaerons XA tek enced teh ll eve eldg 9 42 TEM lees to Rel FP Saal sete» | oa PW 1 FEW eo al Fy be AIG {8.3 SUBSEQUENT FIRST FIRE: Any DEFENDING unit already marked ‘ith a Fes Fire counter may op io Fist Fire again during that MPD as ‘Area Fire by flipping its Firs Fie counter over to the Final Fireside fire can leave Residual FP but if using a MG/IFE is treated as Sustained Fire and is penalized accosdingly. Ordnance, MOL. DC. and PT may net be used ac Subseqgent "iret Fire, but Guns (not SW) may tse Intnuive Fite instead. Subsequent Fist Fire cannot be atompled agaist ny target ot «range > that te the closest Kaown enemy unk ror ouside the firer's Nornal Range. Naturally, any oni already eared with «Final Fire counter may nct fre curing Final Fire (EXC: TPF, 8.312]. Like Defensive Fist Fire, Subsequent First Fie options are MF/MP depen- dent; ie, if the moving unit expends one MF to enter a hex, and draws Defensive First Fire, that Defensive First Firer cannot immediacy use Subsequent First Fire at uni it expends ancther ME. A unit can never Defensive Fist Fire! Subsequent Fist Fire on a moving uni in the same Location more times than the number of MPIMP exporded in thet Location during that MP (se 9.2). Whenever uni uses Subsequent First Fie ‘tamas use al SW in ts possession or forfeit dei use durigg that wur's ‘Subsequent First Fite;a squad may not spit i inberent FP from that of its SW daring Subsequent First Fie unless it ops 0 nct use the remsin- ing FP/SW atall. A Multple ROF weapon cannot be fred more than once during Subsequent First Fire 48.31 FINAL PROTECTIVE FIRE (RPE): PPE is 2 Subsequent CC | First Fire option available only to DEFENDING lnfairy already tarked with a Final Fire counter” which wish (0 attack ADIACENT or same-hex moving ground units inthe ATTACKER's MPh. Ordnance, MOL, DC, and FT weapons cannot be wsed hy a unit using FPF, butany MGITFE ofthat unit mustbe (even if act previcusly marked ‘with a Finl Fie counter) und are subject to Sustained Fire penalties. A Unit using FPF may form a FO with units notusing FPP, but only those ‘sing units aswally using FPF are affecea by its adverse affects. FPF ‘sa combination of Area Fire and PBE (or TPBF), and also involves con- sidecable risk to the fre. Immediately after normally resolving the FPF tack vs the moving unis, the firer’s Original IFT DR is modified only bby any applicable lesership DRM and suse asa NIC against the ring Unite using FPF (incudieg any direcing leader). The target of the FPF atack is atacked normally even if the FPF DR also breaks or pins the Firer. Provided it docs nt brea, there is limit tothe numer of FPF tacks aunit may make, other dun he tunber of moving units ad the ME they expend (es n92) moving ADJACENT to or into the fire's hex (Cus affording the DEFENDER the opportunity o stack them). Any MG ‘possessed bya unit using FPF is marked with « Final Fire counter regard Tess ofits ROF—even if it had not fired previously in that MPh. Unis ‘broken by FPF ina hex containing enemy units are eligible o rout ot inthe ensuing RPh. Allo-cccupants of ahex after a sane-hex FPF attack are marked with aC counter to syrabolize that they arenot yet in Mel, 8311 RESTRICTIONS: FPF carmot be used vsanadjacenthex if Known ‘enemy unit other than sn anarmored vehicle pressmly occupies the Hirer hex (7.212) 8312 TPBF: An unbroken DEFENDER must immeciately attack any Infatey/Cavaity MMC ant which enters its Location daring the NP whether i uses Defensive First Pine, Subsequent Fire Fire, or PE FPP ‘must immediately be ured by any DEFENDING Infantry srvady marked ‘ith a Final Fire courter vs any unbroken MMC fnfantryCavalry unt (ct OVRing AFV;D7.21) ast enters the DEFENDER’ Location curing that MPR, All sich FPF and any Fist Fite or Subsequent Fist Fire must bbe combined into ore Mandatory FG (7.55). crew manning ordnance ‘ano fire the ordnance during FPF (EXC: OVE Prevention; C5.68] but must adé their inherert FP to the FPF attsck. ‘8a FINAL FIRE: Tha portion of Defensive Fire which occurs during the DFPh is called Final Fire. During Final Fire any of the DEFENDER’ ‘units whick are nor marked with & First Fire counter and have a LOS to ‘atarget hex may fire. Ary ofthe DEFENDER's units which are marked with a Fits Fire counter may aso fire again (by flipping their First Fire marker over tothe Final Fireside), but ae Area Fire and only at units {nan adjacent (r care) hex, threforealio benefiting for PBF (or TPEF. Final Fire affects all applicable units in a target Lacation—oot jst those ‘which may have moved™-but without aay madifier: for FNAM:FFMO. 841 MULTIPLE ROF: Any weapon with » Multiple ROP marked with 1 First Fire counter is limited wo only one addtional atack duriag Final Fire and only vs adjacent or same hex targets, That shot must be treated as Intensive (C5.6) or Sustained Fire (9.3). Any Multiple ROF weaponA (© that ix not marked with a Firs, Final. Intensive or No Fire counter (even ‘hough it may have fred during First Fir) irl ented to mule atace pansies during Final Fire, and! asy target, ot jst adjacent ones Xi te Fo falseg 2.8 HS uber i prc Rea Fd Ste CEA “re ter 4 tu ne ge 2p ey a et iri comr eur fe etme payed sotto ant LG i ES, ‘an flee relng a tar rr eas Hl sow er en ofr an PP 9. MACHINE GUNS & SW MALFUNCTION [EMG counter represents @ weapon additional to he ierent complement Df steh weapons presert in squad and accounted for by that squad's FP. ‘The inherent LMG of a squad counter is nt subject 1o ay of the folowing rules ror can i ever become a LMG couster Ag] 9.1 COUNTERS: A sh" MG counter i a SW depeedent on Ferson- ‘elf pontage and fire Hach SW MC Bas a two-aumber hyphen ated Seeagth Facer he oumber on the eft i 6 FP and the num eran the ih sits Normal Range in bexes. See also4.4, 9.2, an6 97-72 (© 9.11 MMC USAGE: 4 squad may fie any one SW MG at no cost ots ov, Inheret FP, or any two SN MG at ther oral MG FP ellect at the cost of forfeiting iu ews Inbecent FP forte erent and any remaining fee phases in that Phyer Tum {EXC: 7353), Any otker MMC may fice only one SW (MG (regardless of ype) with Tall FP, bu ie so doing fortis is tnherem FP fo all eraiing Tire phases in that Player Turn [EXC: 7.353) (© 9.12. SMC USAGE: Unless otherwise protiited,a single leader may fre sey ‘ope SW MG as Area Fre, while twe SMC sacked together may fire any one SSW MG at full EP. If leader ires/uses a SW-MGJany-other SW (either ‘ingly or in combinatoa with another SMC), he loses any ieadersbip DRM fhe may have otherwise exerted during that fie phase bat that MG is exernot ‘om Coweting. See 15.24 for Hero tage (© 9. MULTIPLE ROF: Each SW (or veticalar MA) MG has a number encased ina square to denote its Mutile ROF. and therefore may conceivably fee 9.22 remy times each Player Turn (whether teparatelyof ak part of a FO), depend Ey on how long its apersor engages euch tel. This tre factir tb ‘tracthy represented by the Original colored de of the NG's IFT. Resluton/F11-(96) DR. if at colored dis the MG's applicable ROF, the MO reais is Maldpie ROP and may be fred again during da: Faye: Turn (A.15) However, datiig the MPh a DEFENDER MG canpox fire ate stne ‘ic inthe sume Loan more ties than the number 9¢ M/A expented by the target in that Location (PRD, but a minim of ance per hex) Once a (MG tas lst its Multiple ROF, iis marked wit an appropriate Prep, PISt or Fital Fire cours, Fach MG in a mit MG FG retains of oes is on MU ‘ple ROF sed on the Orginal colored dr of the FG IFT DR (eg. if a FG wlth s MMG and a LMG rolls 22 colored dr oa is [FT DR, the LMG has ex aust its Maple ROF bu the NMG hus 202). See also 441 and 2112-13. Frecoonen See Teele ane beast inoue Ror neeaee he dear ngee we May Mk ome [nb dus Sena: 9) Tet aera sta spporunce ve Seo Pager EA_, | 9:21 FIELD OF FIRE: Normally, a SW may fre in any drecsion “A, | with no deuiment dus to the facing ofthe counter. However, ia 4 | Sw’ MiMGMiNG in a woodsirsbtetbulding hes fies snd i eal TedW another soe tay Connge to Fe during that phase only Laide the CCA of the prior shot (which, une te CA of Gun (C32, techs the MG's own Location epurdess of the exside [i any] crossed by the target tant entering that Location). If fired up ce down a stuevell ns eX, 1s CCA is defined vertically and subsequent shots durng that phase other han Sits owt Location are limited tothe sme direion yp or down the sti age. Ifnecessary, place a CA counter on the MG (or aleaaively two hexes fay to relieve any congestion caused by stacking), pointing (othe ceater hetspine of that CA as a reminder of is noweflued CA. Remove the CA Confer al te end of the current phase [EXC: a SW MMGIHMG with a Fixed CA, and whose operaior was pinned ia the PEPhIMPh, retains that fixed CA wnt the end of the DEH] The reticied.CA principes of 6.21 to apply te SW ofthe INE, RCL and 201. ATR type. (© (BEDI) 9.22 FIRE LANE: Whenever the DEFENDER declares a Defen- | sive Fret Fre stack wth a Good Order SW MG tht is manned [ZX] by onpinnes Pfentry Coven ne part of» FG), be my alsa declare a Fire Lane with that MG if i is po already marked with a PietFnal Fire ounier and is Firing within its Normal Range (but is sot use TPBF) and at same level (D5) target If he oe desler a Fee Lene, be must glace a Fist Fico enter on the MG aed, alter eeselving that Pars Fie tack inthe formal manner, must also plce a Fite Lane Residual FP counter in one ex ‘long Hex Grain tal ex Grain musi lnclude Gee MG's hex ad 16 Fst Fire target ex, tut he may place he Fire Lane counter in or beyond tela ler hex [EXC:NO Fie Live Is placed if te MG's runing Tfanty Cow red, andor used Subsequent Firs-Fie/FPF, during that ital Fis ie a tack) Fite Late FC see Na‘ each MG mast create a separate Fire Lane ven if using the same Hex-Grain/FT-DR as another. An illegally placed Fire Lane counter is reroved but the MG is sill marked with Fist Fire coum. Each Fire Lane Residual FP counter conta an ID letter ro mutea AIT?9.22 the A-P ID leter of its MG counter, and shouldbe placed so tac the arow points back along the Fite Lane Hex Grain tthe fing MG, A Fce Lane Residual FP couster exes unique frm of Resa FP in Location, anc in every sam-level (B.S) Location of the Fe Lane Hex Grin ‘baeea thal ccurtr andthe MC, chat is within the MG's Normal Rage ain the LOS of ts manning Infny (when teacing their LOS othe hex cee Go, Howover, aeither NVR ELI sor any SMOKELbrunyranimantvFREALN- QE. IYDLN(F1.6yDos-(F1.79$)mhu-(G5.21) Hindranceallecs LOS for Fee Lane placemenvatack purpows. A Fire Late’s Residual TP i al tthe FPcolumt © uelet of he FP clan sexually wsed by dat MG EXC: FBP ‘uuties te educed FP in the ADJACENT hes; Fire Lane Residual FP TPE ISNA @223)). A MG tht has establshed a Fe Lane may nt Tite again unt {he DEP (EXC: ICs Location is entered by an enemy uni 9223]; 6893. EOE] 9.201 ALTERNATE HEX GRAM: A Fre Lane may as be declared sng aa Allertat Hex Gran, which i a stg ef connected exes In Which ihe Fire Lane's LOF te, a ine craw tetween te Sst and as ex center dot) es slong texspine ofthe ist Pex. Whenever that LLOF lies along a hexsie, the Alert Hex Crain includes the ex ether © the eft or to he cght of that hexside. LF that LOF lies along rare than one sich hexsde, the Altemate Hex Grain consistent includes the hexes on one Side eter tor att. When plasixg a Fire Lare Residil FP couneer along fn Altenite Hex Grain, the DEFENDER must declare whether tat Abersate Hex Gra will inclede the leo ight side exes. tt mist pave the counter Jsifina ec with aeaspin that posts directly Baek i the NIE ‘A unit erostig hexside to eateiest a Location where an Alternate Hex Grin Fire Lane ener Residual FP inay be atucked by tas © Soap Shot, provided the hexside being erossed lies along the Fire Lane": LOP (EXC! the Say Shot s NA if that Fie Lane hus alvedy sachs hat unit bt {he Location i Is exuing the Shap Shot FP of Fie Late isto halved ‘Afea Fite). Ifthe DEFENDER opts forthe Snap Shot, ts target incucing ny element ofa target stack) cannoc be attacked again by that Fire Lane It the Locator i eteriep ueas i expends fanher ME/ATP Chat regardless of any +/ change in DRM) therein. If he forgoes the Snap Shot, the anit ‘wl sl be subject attck as per 9.22 if entering a Fre Lane Lccaion Bre Wat cnt es eee Sis mal He Ln tek cats" EM DJ The tere ter a alg hectic ek enter gue Sa de hehe Sortcstatstet dati 878 aches AOR oe (©9222 RESIDUAL FP. Fire Lane Residue FP ig cated ronal Res FP eveept as stated oberwise. The Resicual FP of a Fre Lane i never re duced by the effects of DRM (8.26). Beeause Fire Lane Renusl FP is ae ays teed fom is source, the effets of Hinerance/Ressigenage DRM ae reseed as DRM w the Resa FP slack (EXC: SMOKEigran/orashy- mmatsi/FFe/Heavy-or denser) Dust(F11.794yhut-(GS.21) Hindrances do not apply as DRM bot do cancel FFMO: LV-(E3.1)/DLV-IF11 6) Hine
the Morale Level after modification) resalts in the ‘reaking Reducion‘liminaion ofthe unit Ifaurit checks morale in order to te allowed to perfor sorte action itis termed a Tase Check (TC), Failice of a TC resale i the inability of te nit t0 perform that tsk ‘during that phase and prohibits the unit from stempting any olber action ‘during that phase [EXC. FPF PAATC; D721}. See 11.6 for effets of fling a PAATC. 10.2 LEADER LOSS MORALE CHECK (LLMC)/LEADER LOSS TASK (CHECK (LLTC): Whenever a MC is required, leaders must check before ‘aher ant with higher Morale Level leaders checking before lower Morale [Level leaders. For each leader eliminaved (whether ty breaking when slready broken, a portal wound, or aay other cause), al other friendly Persoanel units with a currenty lower Morale Level and in the same Location (or in the samme moving stack during Defensive First Fire) must take 2 LIMC (EXC: Rider: (13.82, D1S.$5), Passengers (D6.681), Climter: (BLI42), and unis ia CC (LL-L41) aether tke or cause LLMC/LLTC (as « rerit of thoi bresking or sliminaticn). Passengers takefoune LLMC/LLTC vnly to fellow passengers ofthe sane vehicle (06.651). A LLMC is always based on the uals current Morale Level (ven if Mt unt Is BrcKen OF has a seduced or increased Morale Level ‘Rny negative leadership modifier ofthe elminsted Teader rust be reversed toa postive DRM and added each LLMC. A leader eliminated/broken ‘ring Defesive First Fire does nce cause other unis inthe same Location to take a LLMICILLITC unless they were mosing with him 38 one combined ack Should an unbroken leader break, all unbroken ftiendly Personnel units ‘ith # lower Morale Level inthe Same Location (or moving stack éuring Defensive First ite) mast take a LTC. This LETC is handled in the same manner at + LLMIC except that if the LLTC i failed, the unt is Plated nad of broken 10.21 LEADERSHIP DRM: The only applicable DRM to a MC’TC DR [EXC LLMCILETC] isthe leadership medi of one available unbroken Ieader in the same Lacation or moving stack in the case of Defensive Fist Firs). The leadership modifier of mallple leaders in a Location or mox- ing stuch are not cumulative; the owner ant choote which Isadratip DRM. {o apply (10,72), Normal leadesship DRM and oer leaders ta he samme Location are not applicable LLMCILLTC, ‘Me asate a HC mls LEME’ Tf be lesa arcane. ede? eld ve oe 10.2 leadermay nc apply his on leadership DRM to his wn MC/TC, lthough he may apply the leadership DRM of en anbroken leader of higher rnorale which happens to be inthe same Location or moviag stack 103 MC FAILURE: Units which pass their mandated MC are unharmed {although possibly pianed; 7.8), but those which fall are iramediately Jnvered and become broken (EXC: heroes: 17.1]. An already broken unt that files MC waffere Corulty Reduction (7-X02) 10.31 CASUALTY MC: Af an unboken uni rolls an Originat £2 during NIC, suffers Casualty Reducdom andi broken [EXC n hero is wounded {ng must ad +1 his Wound Severity das faleady wounded 17.11]— {fer any unt Replacement which ma) also be required by ELR Failure (48:13) 1fa broken uit oll an Original 12 during a MC, itis eliminate. A20 10.4 BROKEN UNITS: Broken unis are faverted and henceforth use the Mora Level printed on thei reverse side for MC'TC and Rally atempts they make until rallied and returned to their normal side. Broken units may neither attack in any way nor move except fo rout during the RtPh or withdraw from CC. A broken wnt may not [Portage anything in excous of ts IPC, and prior to oUt mut abanon any Item in excess of ts IPC i i trent Location but mu rout with any SW = Is IPC links ik possessed such ems whea i beoke itis earring {wo or more SW which togeter are > its IPC, it must rat with a com bination of SW ofits choice exactly equal toits IPC or, fling tht, equal to the highest numberof PP it can portage which is also < is IPC, Once it sunts ts rou. a unk may aether Recover nor Abazdon SW, 10.41 VOLUNTARY BREAK: Unis may voluntarily break (ever ipianed) during the RIPE so as to be able to move during that REPh (Dut oaly i breaking will not cause their immediate Reduction or elimination. 10.8 ROUTING: During the RePh a broke unit may 901 retain in the same Open Ground hex inthe Normal Range and LOS of aKaown enemy unit, nor—regardless of tezain—may end a RIPE ADJACENT to or in the same Location with 1 Known enemy unit cat is both unbroken and armed. leader with ne SW is sll considered "armed" for purposes ‘of dteriing lees rat paths and enforcing File to Rout eliminazens Broken units mitt ost aemay (ATTACKER Sire-—one arta a time [EXC: Voluntary Reut) 10.711) cusing thet RtPh or be eliminated for Failure to Rout [EXC: Surrender; 20.21), Otherwise, « brokea unit mat rou: caly ina Blaze (823.4). A broken unit may out if currently unde DN All broken unis (including Cons:fpts) other than wounded SMC have six [ME for use in the RUPh; this aroun: can never be increased. A broken uit may ead its RtPh in an Open Grourd hex in the LOS and Normal Range of a Kaown enemy unit without Interdition only it has used Low (Cea (10.52) to itcreaethe distance between self ane the nearest Known fvomy unit during that REPh, bat i stil may not be ADJACENT to an lusbroken and aed Knowa enety unit athe end of the RPh or it will be eliminated for Faslurero Rout, Broken units may not use Bypass (43). 10.51 DIRECTION: A routing usit may never tout toward ¢ Known enemy uit (ve if het enemy ante broken, disrupted, or unarmed), while ia {Gat enemy unit's LOS, in any way shich deeretses the range in hexes between the routing unit and the Known enemy unit [EXC: Passengers, {a nic ta teeter Wad be elated apart fr Pate to RoA 6.1); nor may it move toward such an enemy unit after leaving its LOS during that UP; nor, ADJACENT wo a Known ener unt, may it rout into ancther hex ADJACENT to that seme enemy unit. A roatngunit may ever move ADIACENT to Known enemy oni, unless in doing 40 it Ie naving that enemy unt’s Lacation, Otheraea a routing unit may move toward an enemy un, Assuming & can abide by the previous require rents, fouirg unit must move t the nearex (in MF) building or woods hen (even if overstacked) unless dat reue Is tirougha Blaze or unbridged ‘Water Otstice. A routing unit can rout latovout of/witin «known Iminefieid or FFE at option, but i tot forced todo so merely to reach the closest woods/building hex. Upon reaching a building/ woods hex not ADJACENT to 2 Known enemy unit, a routing unit must stop aad end its RIPh in that building/woods het even if overstcked nls the unit an direc enter another buding/woode box in ie aext ener hex (not teceesarily the same building or throagh » cortinuous woods hexside), EXC: A brokca unit in a allding need not consider hex of the same ‘ulldng in which it egies the REPh as ts closes. building hex iit prefers 10 rout out of at aliding alogeter and toward another building/Woods hex—even if it mast cross Open Ground or another building hex of the same building to do so. routing unit may also ignore a buildingvoods hex ifthathex no father fren a Known enemy unit than its prsert hex] Shr set hve wih God f cecoonine aioe |A broken uit may continve 4s rout voluntarily ina subsequent RPh osly ifunder DM. If 0 building woods hex ean be reached daring that RePh, 4 broken unit may rout to any tres hex consistent withthe above exe ‘retina, Any anit which rou through the Blast Area ofa FFE i atackod ineach hex ofthe Blast Area into which it routs ay i it were a moving get during Defensive Fir Fire 10.52 LOW CRAWT: Low Craw! is a rout of one hex which requires the entre MF allerrent ofthe rating anit (bat ie sill considered form of ‘Assult Movernent should the routng unit eater « FFE Blast Arsa). A rout ing unit using Low Craw! cannos te Inendicted. Low Crawl carnct be sed to erter Marsh or a Water Obsticle, oF in any stream urless dry. Low Craw cannot be used to exit an enemy-occupied Location. All other Rout provisions apply unchanged to Low Crawl 10.53 INTERDICTION: A routing uni which emers an Open Ground hex without Low Craw, in both the LOS arid Nermal Rarge ofan airoken Chem unt capable of fre of i ia that hex With atleast one FP wituat {ny form of LOS Hindrance, is subject to a NMC and everything that normally entails (sce 527.41 Sorappicaens ofa change of Location within the samme ex). A routing usit whch fails its Inerdiction NMC surfers ‘Casualty Reouction, hough any remaining HS may continue ts rou there- after Imterdiction does act affect other ants in the same Location ether ‘han to possibly cause DM (10.82). Units are capable of Interdiction even ifthey have already exhausted their fre capability during tat Player Turn ‘An Imerdited unit is nis subject o pinning (78). 10 the extent that if Ploned,itmay not rout furtor during that RPh and if pinned while stil ADIACENT toe Knows, armed, unbrokes, enemy uni is eliminated for Failure to Rout. A brokes unk may net be Tmerdicted more than once pet Open Ground hex entered, reyaidless of he numberof epposing waits ‘which can claim tnerdiction, Once a unt begins its rout, 1s expending ME; ic cannot begin anew. Whenever a unit routs, its restricted by the mechanics of movement (42) and must fice te consequences ofthat move. AQ 10.531 10.531 OPEN GROUND: For purposes of rout determination, Dash com cealmentgain/oss, and Inerdtetion, an Oper Ground hex is any ein [Normal Range in which any Interditor could app. duting hypothetis! Defensive Fist Fie oppertunity, the ~ | FEMO DRM without any pose DRM. Note, however that Fit Flve dove not actully occur during the [RuPh and that routing units, unlike units in the MP, may pay combined entry costs to enter Open Ground heaes covuaning extycachisents or a Pillbor face B27-41), The cost to enter‘ent Forunicavons witin @ hex fre not part of the total MF cost Used When calculating the nearest building woods hex. Whether 2 broken unit pays such MF costs éuring its RIPhis up tothe owning player and the speed with which he wishes {o enter such terran; he des not have to igere te safer and higher MF fost option inorder to reach cover inthe samme RIPh although thie hic ior Ne Omer nin fc The ken sa ray rat any ot et10.532 10522 INTERDICTOR: One unit may Intersict any number of routing sand may Interdit the same routing ait in more than one hex. NO ‘weapon is elective for Inerdcton (or Encirclemedt) purposes beyond 4s Normal Range or 16 heres (whichever sles). Ifa Gun woald have to change CA in orderta ire ifthe wore fre pass), a postive DAM. ‘woald tavelly come int effect and thereby dimallow ie Interdit, Similarly, CX unk or one in Melee carmot interdict en enemy unit duc tp hone liiatioes mits fire An APY cannot Interdic fk would have 1b change is VEAVTCA or use armament which is currently penalized bythe #1 BU ORM, A leader without a SW his 20 range and therefore ‘nce Interdit a rout hex. Any unit whose FP is halved [EXC: mortars] (Pin, Motion, Mourted Fier, ec.) may not Ieterdict. Nawrally. in order fora SW ot ordnance to Intercict # rast hes, that weanon ust he fanetining 10533 CONCEALMENT: Conceited urits, since they sre not Kaown, st he znoced by the routing player in determining his egal rot coate “The presence ofa cemcesied enemy nit nthe closest building“wonds hex (notin the direction of « Knoven eoeeny) to a unit tat mut roat, does rot fe the broken unit from is nermal obligation fo rout to that Hen ‘Upon entrance of the concealed ni's Location, one concsled noa-Duriny uk erin must become Know (Le, lose lis concealment, esing Reto Selecton) in repulsig the routing unk (or in aceeping it surrender, 20-21) ‘o the last oezupied hex (wherein the routing unk rst end iis RIPh—and te climinaed for ending the RtPh ADIACENT toa Keown enemy unit 12.15). A concealed unit ean possibiy claim Intericton or force & rout ingunitto aris route by becoming Keown (i.e, by forfeiting its cor cualiert) drieg tut RIPh while in the LOS of the ruring unit. 1X: The tatenut aso ‘mune ee 100 Se Soph crainas i iV del a Tite al wr fot Sere pane ‘Pesce tyme men 8 conse re ri zr ma ext es he i Poo ‘eat othe Snead Germans hx: Reveing i posi aber the Res rece wl oti te Rane besum il pot ote ADJACENT fon Koma enemy wok th ttn of har The bese at en tf RUD sie Cig ie 10.6 RALLY’: Broken unts of both sides may sttempt orally during any RPh fa Geos Order tren leader is preset inthe same Locaton [EXC ‘Armor Leader (D3.4)]. In addition, Finns, broken leaders and cce™s as ‘well as one MMC per Player Turn (8.11) may aterpeSel-Rally without the presence of a Cond Order leader. To rally. a broken unit must make DR = the morale number on ts broker side. The leadership modifier ‘St any Gocd Order hader attempting t rally 4 broken anit medifies the Rally OR. Thore iso penalty or falling « Rally atone (EXC: Fac 19.64}. Nounit may atempt orally more han once per Player Turn regard- less of any Sef-Raly capubiliyeader acces, However, one leader may ‘tem to individually rally all the broken unis in his Location, A22 10.61 TERRAIN BONUS: ‘There is a ~1 DRM to ary Infantry Rally tempt which oceurs in a builing, pillbox, trench, or woods. Di ] 10:62 DESPERATION MORALE (DM): DM Is a condition Ra | which atnicis uny unit during she Player Turn breaks (even | itictreaks voluntarily) orto any already broken unt which is ‘ibsequenty atacked by WP, or erough FP to possibly inflict atleast @ NMC result on the target. Ain effective Sniper atack causes DM to all ‘broken enemy units in the same Location a8 the unit stacked—net jist the attacked nit. To he considered Fired upon by ordnance, « Me nmi hhave been achieved against tho unt regardlees of is FP effect, of & non ‘Smoke FFE must have teen resolved in the her. A broken ui is also suicmatically under DM wheaever a. Knows enemy unit tecomes ‘ADJACENT to it (even if it does not end the phase ADJACENT 10). Pace « DM marker on any unit under DM and remove it atthe end of every RPh [EXC: A unit may opt to retain its DM staus provided i x not na woods/building/pillbox/tench so aso guararee is sbi again in the next RIPh If overstacked in a woodebailding, stray also opt io esa ts DM status | DM has no effect on any un taking « MC, br docs require a wai attempting te rally to add a +4 DEM (plus any teadership, terrain, andior Self Rally modification) 10.68 SELF RALLY: All Perscntel units whose Morale Level or tek ‘ght of ther broken sde is encased Ina squarehave Seif Rally eapablay In.addtion, one MMC may stempt Meld Promotion (18.11) a5 the firs ‘MMC Rally atlempt ofits own Player Tur. Any unit atempting Selt- Rally (ce, aerating to Rally withour the presence ofan unbroken leace) ‘must add a +1 DRM. Self Rally can never occur in a Location contain: ing 1 Good Onder friendly leer 10.64 FATE: Abroken ust wih roll an Original 12 DR while atoning Bee ees fg tibterrad teins renee fete ap a a eee ore Seale eer Nae tal neater scccnmnac ns aemtee yr meagre sane semen eed emaaer teas ‘ipeeig walsaniear coe eae eas pees ee ae a ae a ead ites cacenirm Seon eoaentaeey sce tay cs oe any cae Sheen ee a nin ot bine aR see Scdehathie aie aue'eae ton gett eke ormnee at cat MCA Gans Been ae esas ares i meee nese Se oe a et eee ae eee ge eyed oleae ected op 10.71 RALLY: A broken leader may attempt Sel-Rally less inthe same Location [EXC: Passeager/Riter leader a per 10.7 [EXC] with another unbreken loader. If more than one usbroken frilly leader is present n « Location, the player may chcose which cme will influence any Rally auenps inte Locator. If te only leader stckec wih a broken unit) is himself broken, these unity may not attempt to rally (earring Se-Relly capatality) unless the leader succeeds in rallying himself first: Having rallied himself, the leader may then aterpt co ally ‘ny remaining broken ants in his Lacation during that RPh 10.711 VOLUNTARY ROUT: A non-berser, son-pinned leader areaty stacked with broken unit before it routs may ele: to rout wih the broken tnt even though he is not broken. If he dees so, the leader shares the broken unit's vulnerability to lteriction and, although hedoes not have ‘otake any Interdition NMC bimalf, hei liminated i the broken unit he is sacked on tep of fails an Tnterdiction MC. He must semain with the broken unit dutoeghout the RIPh, but Is not considered broken and ‘may ads leadership DRM tos Inerdcuon NMIC, The leader, falteady in possession of a SW, may portage it, but cennot improve the broken at's portage capacity 10.7 LEADERSHIP: Leaders have & two-number StrengthA 10.72, MANDATORY LEADERSHIP: A player cannot desine use ofa poot (+1 leadership modifier in the same Location or movirg stack when per- forming a MCITC or Rally atempt unless there is another leader present in the Location or moving stack whose leadership modifier he oan sab- stitute, However, a player con always opt to exclade poor leadeeshio ‘modifier in any attack it makes [EXC Armor Leader (D3.45), Lewlet Creation (18.12), MG Mandatory Fire Direction (9.4). (oMBj,| 10.8 FANATICISM: Fanaticism is evoked only by | trtus | SSR or Bate Hardening to depict paricalarly beroic THU] or desperate performance in particular stuation. ‘Any unit classified as Fanatic has bath its normal and brolen Morale Levels ‘created by one and inet subject to Cowering, surrendering by the R.Ph ‘ethod (15.5), or PAT. Fanatic oops are not subject to Discuption, although dy ean be Redced/brcken normally forall purposes of Unk Substiuion (18.13) 11, CLOSE COMBAT (CO. 11.1 CC ipa form of atack which can cecur only during the CPR [EXC: vs Unarmed unts (20.54), Reaction Fire (D7.2), Infantry OVR (4.152)] between opposing units in the sme Location [EXC: CC with units in a pillbox never occurs in the same Location athough it des occur between Unis in the sire hex: B80.6). Unit in differere terrain Features of the ‘seme Location (ach at foxhole) sil engagein CC with ech otter. Thort ‘ae no TEM of LOS Hindrance modifications to a CC atack DR, nor does PBE/TPBF ever apply wo CC. Unlike Fire attacks, CC fs usualy sn ‘uneows, so bot sides atack the otter even if one OF Bot Is thereby ‘eliminated 11.11 RESOLUTION: The FP of auackiog units is compared to the FP fof those enemy units being attacked in onder to achieve ari of anack- {defense FP stengih called odes. For example, (Wo 6-2-8 squads com Dine to atack a 4-0-7 sad the odds are 12-4, which shen rounded down to the nearest corresponding. odds ratio printed on the CCT. (EX: 7 t0 4 would be 32; 11 fo 2 would be 4-1, 4 10 15 would be I-4). Once the ‘odds have been determined, 4 DR ie rade for each atack. If the Final [DR is < the Kill Number listeg on the CCT under the applicable odds column, the etached units are eliisated. A Final DR which equals the Kill Number listed onthe CCT is « Partial Kil: one (or mors) defending suffers Casualty Reduction as deterralsed by Ranom Selection. A Final DR. > the Kill Number has no effect. Normally the black Kill [Nambers are used; te Hare-1o-Hand CC (J2.31) for use ofthe red Kill Numbers 11.12 MECHANICS: The ATTACKER species the order in which tmulliple Locations coatzining CC situations are to be resolved; cach LLocatin’s CC for that Pier Turn must be completely resolved before resolving CC in another Location, Barring sequential CC. each side in ‘2 Leestion must designate al of its attacks in that Lacation pie «the Fesolution of any-of them (ATTACKER designating kis fr), The DEFENDER then designates al of his attacks, after whish thy ATTACKER resolves all of his previously declased acacks. The DEFENDER then Fesolves all of his atachs-even If those units have been elimiated, ‘Reduced, © captured. Units may atsck any unit or combination of units ‘nthe same nex [EXC: SMC: 11.14}, song a no unt atacks or atached EXC! Infantry OVR (4.152) or CC vsiby a vehicle} more than once per CCPh, All units in the hex do not have to be atacked, nor do all urls Ihave to make ay attack. Seo ale 11-19. 2X: Atami th payer bv tee qua i FP ofr exh par tee act pape sn ch Sc ha cont sy ote tal ws [A Ove big 1 tak (1212) ivi alsin ot. or Three sine aps one 1.11 11.18 SW: 4 SWiordnance courier may not hesed in CC. Fach Gun/SW carter postetaed by a unit eliminated in CC may also be eliminated if colored dr ofthat CC DR iea 1, The atacker makes « subse for each GuniSW pessesiod by the eliminated unit adi this
its Usage Naber there is no effect (see DI3.34). Despte the ase of the IFT, SMOKE other LOS Hincrances never apply tothe resolution of aC atiack, ei ae oe eres otetben econ perro na Se ete eenae Eee) (13) TesGrga Dt maa Ge uot har tere nmobliaed Teme {6 esos Ce Dees Weapon Set satan he FY ath FP eieeremneermenerem nose Bes iceeratenninieets aera Sole eee aetanie ‘ore oman L185 rset Bor 12 Ghd) nuns mic ovie 6) ana A ee ear. 4 (16) or ‘eons tottch a ear ss 1, any Aeose he ptst 2 DRO ihe ee kes Sach) Oo 2 aceon ade te ees “Give ner side he woyhrg no stack with which balay bee we oh pane. ‘ASG imposed Grnan AFV cnn moe, wl ba oe Remar sn See fe Me te we Crh ofan new sa ac Wim ow Wee er mat 11.7 ABV WITHDRAWAL FROM CC: A Mobile AFV is never held in “Melee atd may move cut of aCC hex rormaly in its MPA. An Immob AFV or an AFV which ops to sty ina hex in which it started it tar ‘sith Known enemy Infanrs/Cavalry may fre ory atthe enemy Infantry Cavalry inthat hee (7.212), and mae! uke To Hit Case fer any ordnance stacks, Even though a vehicle cannot be had in Melee, hol all Known fctemy Tafatry ovcapying the sare Location ater « CCPh in Melee as Tong a it remains ia the bex (unless in Motion) 11.71 OTHER WITHDRAWAL FROM CC: Cavalry, cycles, skies, ‘Mobile vehicles and their FRC who survive their initial round of CC are ‘ot require to remain n Medes. These units hae the choice of dsmounting ‘ring their nex! MP stealing in Mele= withost ter prior haneap, ‘or moving out ofthe Melee hex in their mounted mode normally during their next Mh, Should they dismount, thet form of conveyance remains with them and is subject to capture [EXC: A manted AFV is never sub- Jeet to capture]. Whenever any ofthe ATTACKER’ s units leave a Melee hex he must declare whether any uns wil remain behind to preserve the [elee. Shoull ao finaly unit remain behind to keepthe enemy in Melee, ‘ote enemy units are fred from Melee end may Defensive First Fire on the moving unks in axy ADIACENT hex as they leave 11.8 STREET FIGHTING: Any vehicle ina road hex ard! ADJACENT. to abuilding hex on both sides of that oad is expecially vulreribe to CC in that hex” All [nntry advancing into that rond Location from ground Ievel of one ce more of those adjacem building hexes qualify auromatially for Amtaish benells even if te vehicle I accompanied by escorting Per sonnel. The unit(s) wculd be moved oato the vehicles inthe road ex to118 mae their CC atack()ané following any CC atack retumed othe samme Loeatots they came from. I broken or pinned by a Close Defense Weapon System, they would not be returned io their bullding Location and woul hesubjeet to TFT attack wile inthe read hex. Furthermore, ony vehicle in auch a road ben may be stack with Resction Fire (D7-2) by Infantry ‘on ground level of those buildings as their Defensive Firs Fire or Subse ‘quent Firs Fire stack, Reacion Fire is identical to Siect Fighting CC [procedures excep that he Tebcle may not atack back; Le. thas 90 CC stack options during Reation Fire ahough Crew Small Ars sil applies; 11.621). Any yebcle in stationary Bypass or using VBM is also subject to Street Fighting rales from any Infanty inthe Bypassed obstacle of their hes. Normal PAATC requirements (11.6) apply in all cases. 12, CONCEALMENT 12.1 Concealment refers to a condition in which units are fat seen by ether units in ply even though the oraiscient, hex, To °°) is placed abore such units so as te hide their true nature ‘roride them with several pertinent advantages, No unt an be com ‘more than once at any One time, although one or more Dut ‘counters (12.11) can be placed atop a unit's). Generally spesking, loss car occur due to ar action performed while in the LOS of a Good Onder enemy ground unt, wheceas'""" gain can be denied while in the LOS ofanunbroken enemy ground unit hekich includes Dues). Nose the distinction: Goed Onder for" loss; unbroken fad Duis) for denial of "2" gain. A vehicle tha hao neither an inherent crew, nOr Passenger(s), bor Riders), is considered broken" or"? gainloss purposes (Such a vehice can ntmer fore loss of "aor totk pace ment of 7°), I2.LL_ KNOWN/DUMMY ENEMY UNIT: A unitor stack of units beneath °°?" isnot a Known enemy ust and cannot be inspected by the oppos- ing player. Ife hex contains both concealed and unconcealed unis, the ‘nconcealed units mus. be placed on top. Ifa scenario alleeates a nunrhee ff "9" available for setup atthe start the scenario, those "?" can bo laced stop each other to act az Dummies thus giving the mistaken [ipresion of astack of real counters benenh a"? A stack of Dummies ‘cntining no real unit may be moved as if it comains areal unit (even (o theexent of being ableto move with leadr/Double Tims MF bonuses), tut it is removed 3 it moves without Assault Movement (or into Oven Ground) in the LOS of » Good Order enemy as pet 12.14. A" Dummy stack can claim to be an Erplaced Gun or 1 vehicle. Before announcing any mine atacks exposed ty the movement ofa stack topped by 2 "7" the DEFENDER may fore the ATTACKER to reveal anon Damumy anit fn that wack to show that an actual force exists there, If he cane, the Dumny stack is removed. Dumniy stacks can be ereated aly ring ini Setup and arvong,OB-designaed "7" reinforcements daring their inti {arn o entry. Muple concealed units ca combine ito a concealed stack tut must remove the top" counter from all but the original concealed ‘wack. A concealed stack under a single ™"" can spit nto separate sac teach pew stack is topped with is oan newly crested "A SW or other Shomainit” hereatha*?" cannot move unless carried by a non-Demsny 12.12 PLACEMENT: The player sting op fit in sero does 10.8 teeta clin cgpesion acho sg oy evap eels wap lace coly sraio GRaedgned "a tut ols in Concent Frain fond rbble, bul, brash, rain mar or orchard) Aer hi ppc seu inthe ate ai, sch uncon nf ode stheniseimereut of me LOS oa nbroken enemy ground unt within ions oat 17 hee om al en, iy ane ite OB pacdon i EXC. ely one non OB-Jvianaed nbs pac per etc of ul herons ead beean wth to ferns Onto. the her ole wilbe lee place “Pon al of wx unt ‘er placing we ut fr th oppor ay atc ard). Thee ater"? may be plaed ontop of ay non conceal Gaed Order an tetas tects the abou rhs fine ine Dang poy end onto al oer esetins se 12-121) a ary can gn cnly iit no-coneald ann Good Order nd ony atthe the end ‘ison Plyer Tarn Aten ever pain" wie ken ober. Beenie sch «uni fs notin Good Onder A26 A pan caNerALaE Lp AE eye i bt ot sere“ a re cnt Scone ae Wind fp sel Ee ew ial tifupernie ines el age Sia wah orpe neice renee sonst at Tet Eta ecg teSce Sae gS, sath won tcp Conese Toe Sh ies Wit oe pea siege er sa shape on cea ar eRe wats ate Rucldeitononio tusancnh apvotsastn lepers Caer ner nyo ch Te Gancina Titian ete dal fap meeres oer ema eee 5 nate aroma cat seh tear ae eon eter a Scams ae ieuserieee ica eerretnea ee Remit Eicon 12,122 CONCEALMENT de: There ere two instances when «dr must be made to decermine if "2" can be gined, These ere ‘+ Aa Infunnry walt (not manning a Gan) that i within 16 bexes oF lan unbroken enemy groutd unit, isner in Concealmert Terrain, land is out of the LOS of all unbroken enemy ground units (Gee the applications of Case K in the Concealmeat abl) = Avsitthats beyond 16 hexss from all unbroken enenay ground tunits but dn the LOS of at feast ene of then, and is Cone ‘cealment Terrain (See the application of Case Tin the Con: ‘cealment Tab). ‘Such aurit can reesive a "2" only by rolling = 5 on a Conccalinent Fil 4. All soch uns in a Stack deck fer conccaimene lodividally using & Separate dr foreach unt, The Concealment aris subject to the following amalstive cro C ony etna enw teen +224 Leaeroip of beat ender in une Location ules oe eee ce ie dts aan ude aes Se cba eet litem Rio nelds! ec iiersier tia phan mae aa Sena para ees eos 12.13 EFFECT: All fre ard CC vs conceal untae halved as Ares Fire EXC: Residual FP.OBA, orcnnce. Shier, and misefiel stacks). Ordaasce stacks apply the Cate K Te Hit DRM instead of halving the FP of any rel ing ht The effects of Arcs Fite for cemceaiment are comulaive with other fuses of Aca Fe. I! a target Locaon coouuns both conceded und uacan- Sealed uns, any tack capable of afecting bmn types mast be resolved orce foreach type, wsiaga ditfeest FP colunn (or To Hit Number for ordnance) but the same DR. See also 12.16 and 12.7, forthe elects of concealment in CC wee 11-19 and 114-41 ‘SPV woe TEM Treaties cs od C2 oi 4 PP tend Ne Issn (se & ofthe Covcedmeat Tien be cise ef when ii, he ems Cor ‘lee mu a be sie rey Tove eH aoe SB dSertren ese cena ats coe iene tem uae ita Saas seaiel usce aracevsmsaere12.44 REMOVAL: The specific situations that cause ss of “7 ate listed inthe Concealment Table, and are determined using the principles gven in 12.1215 note however that any LOS necessary 1o canst“? oss must ‘be from a Goed Order (not ust unbroken) enerny ground urit. When a unit loses concealment (See 12.31 for HIP Toss) its "2" 8 removed iumadiately. When a concealed uit breaks or besomes Wounded Reduced i loses is "7, regardless of the range to any enemy units in ite LOS, ‘or ven out of the LOS ofall nomey units. Wherover any ofthe follow lng happens oa concealed unit while i the LOS of « Qood Order cnemy ground unit (regardless of range), Ic loses is | tecomes berserK/oversncted, is stackeo resuluing In atleast a FIC (or is corresponding DR Ys-a vehicle; see 12.2) on the IFT [EXC: A-P Mine attacks; BOI 1+ is attacked by a Sper @e | oF 2514.3) ‘A concealed unit's "is also lost immediately if it does any of the following in LOS of Gond Order exemy ground nit shin 16 hexes ‘Guch potential LOS checks are foe and requir no attack o penalty for 2 blocked LOS) uses NomAtsauk Movement, ss + mover/advanoes into aa Open Ground bes (defined in 10.53, 43s Wounded oF Reduced, Soe ‘directs fire or fires ois desigaated at an Opportunity Fier in Srehu * Seiten cg ee nee vers + an enemy Infarry/Cavary rit aterpts to enter its Location (see 12.15) during the MPhiRP, passing: see the Concealment Table for other castes oes ‘A concealed Infantry unit may otherwise eian ts concealment during AAsiault Movement or an advance even if enters 4 non-Open Creind het ADIACENT to Good Order enemy, or even if advances into CC {ran enemy unit advances imo its non Open Ground Location). The osm lng player con voluntarily emove any conecalment at anytime daring bin ‘or ls opponent's Player Tura. Ith oaly Good Order enemy ground unit Jn LOS is tseif concealed when a concealed ‘iendly unit makes. @ ‘concealment iss action (other than breaking or being Reduced Wounce0), thar enemy unit must forfeit its?” momentary (to prove that iis not bi 1% Rn eed ea oP Te Rei ad Aen gh ey ‘wie {shee Ht oS tnd onl orb caso te Rss ‘aus inold ve "7" ave epg MF 8 Open Grant NE LOL of 8 God ‘tr ey prot. eer tte Aue Novo ee 0361) Cae 8 he ‘oyednent fe he run ceeds neat Pc ies oie Ga Sad However, im resin atthe ed ft Player Tro oot Ger and hare ‘unten omy pnd unt a LOS dite le ee (Ca AQT ‘4 Dummy) if opts forve he fiend unit lose his; the viewing w ‘momentary forfeiture of concealment is istaity repaired. The presence ‘Of LOS Hindrazces or beneficial defensive DRM (such as TEM and CA ‘change DRM) slong the LOS to the concealment unit does not prevent loss of concealment (EXC: ifa toil LOS Hinirance elec is > +6. 8.10} [Loss of concealment by one unit does not necessarily case loss of con covaliaent to other uty ta the eases Location, tea rentt pats tin Daeg tr Siar ovimeearoomemtaanaciae EELS ae SS 124141 ACTIONS: Any otter activity which a concealed wa engages EXC: operation of radio ild phone, aking a PAATC; attempted repait ‘ofa SW/Gun; Spoting: and application ofa kadership modifier to another ‘concealed uni's PAATC (EXC: 12.41)] causes loss of concealment tat ‘nt is curren) in the LOS and within 16 henes of a Good Order enemy ‘round uni. Aterapts to entrench sts Fre, Deploy, Recombine, make a Sniper Check or PF/MOL/ATMM check, rally broken unt. engage in Clearance atiorpts, change CA, apply a leadership modifier to any thing chor than a PAATC, or place SMOKE grenades are examples of ‘actions that caine css of concealment, A Sap Shot altack opportnity ‘snot sucient to cause the moving unit te lose is concealmen unless the atack generates a “PTC or beter ces 12,18 DETECTION: Concealment can also be lost dus te enemy move ‘ment (90 advance) into a concealed wns Location. Whenever an ene) Tntanry/Cavalry unt aterpts to move imo a Location conning = com ‘eafed unit during the MPh (EXC: Bypass; 12.151), the DEFENDER mist Jimmeciatey reveal atleast one concealed unit in that Location and there by force the meving unit back (even from a Wire hex ert) 1 the last Eheation oseupied before entering his Lacation (EXC: units allowed ste an enemy Location during the MP 4.1} where it will end te MPR ‘and be subject to posible Defensive Firs Fre attack (or, in the case of ‘rosting unit, eliminated or caprured for Failure to Rovt; 10-833). IF the ATTACKER Is concesled, the DEFENDER can (oefore he reveals any ‘unl force him to reveala noa-Dummy unitinthat stack; the ATTACKER ‘cannot, his Dury’ stack is removed. ‘Tae MF expended in aterptng omove int the concealed unis Location are sill sed, but ae considere¢ ‘expended i the hex is tured toy such re-entry would cause any already ‘Susting Residual FP in the raunned-ta hex to attack the retraing uni ven if hag already attacked thet unt in tht phaes, Similarly, «nit freed beck ito a PFE or munefield hex would be subject to FFEninefiel attack ws it re-emere that hex, A wit orcs back into a Wire hex aco ‘beneath the Wire sounter i tye hex tis retumed to, At Torced back to its previous Location isnot subject to atack (even by a minefield or FFE) during ts brie’ perio inthe previously concealed unit's Location, ror can it be the subject ofa Snap Shot from the fire's hex wale attempt ing to emer the conceales unit's Location, hut it can (atthe option ofthe DEFENDER} be tohject to 2 PBF Saap Shot (see CSC) when being returned to its previously cocupied Location. Random Selection is used {o determine which of malipie concealed units must lose their conceal ‘rem, bu ll Mden units in te Locaiton rast be placed onboard Benet a" prior wo that Rencom Selection. If the DEFENDER ts unable to reveal a non-Dummy uniz in tha: Location because thre are none, all of his "7" in the Location are removed and the moving unk may contgue ite move from that Location without ever having been forced oat oF it Ifthe only cencesled unit revealed is» SMC, the ATTACKER may, at his option, immediatly ater an Infiniry OVR (4.15 if possible, thereby Torcing the DEFENDER to immediately reveal ancther non Dury wnt {nthe Location (i he has om). TRASH BYPASS: A unt concealed in a wool/uilding hex does $C] sot necessarily tose that status due to.an opposing infartey unit ‘using Bypam in at hex. The opposing Infantry unit mast ‘tally attempt to occupy the concculed unit's obstcls and Location (and this isnot voluntarily dose while using Bypass) 10 cause loss of covceal iment. However, should Defensive Fite, ie presence of oter unknown12.151 units in the planned exit hex, oF other unforeseen circumstances force a Bypass Infatry uni (or anyother Infantry uni which Legally ends its MP in the same Location) to end its MPh prematurely in the Bypass Lacation With concealed eneeny unit, af concealment in that Location is lost. The previoatly concealed DEFENDING units) may use TPBE aginst any enite Inthe same Location and is also ented to [EXC: ithe targets are already Piuned; 783} 4 ~2 Fist Fire DRM for both FFNAM end FFMO uless the Bypass through other Gun Open Ground (uch as 19-H8 in 219), This FFMO DRM and the lack of TEM apply to uns in an cosacle hex only if they were inthe actof Bypass therein when First Fred upon e.8-, «berserk urit entering the same hex in noa-Bypass mode would be su- Ject cay to FENAM andthe neeral TEM af that hex). Daring Final Fre the moving unite would be eated to full TEM forthe obstacle ara may ack in tum during their AFPh (Area & TPBF} if they are able. Any furvivors are not considered held in Melee unt after the CCP and are therefore able rou away inthe RIPh. Mark the stack witha CC counter vo indicate ta Mee rales do not yet apply. Any AFV wing VBM in ‘he hex can be actacked using Reaction Fie (D7.2). 12482 SEARCHING: As each Good Order Infaatry/Cevslry MMC of moving stuck ends Ks more, It may atempt to Feveal concealed enesty nts Minefield; 12.33) in adjacent Acoessblehexes by expending one adivocal MF in its present hex and making a Search de, provided that all units making the atempt ate neither Pinned nor using Assault Move- ment. Regardless ofthe outcome, that voit oF moving stack is TI forthe remainder of that Payer Tara. The Final dr indicates the numberof adn ‘eat Accesuble heterof the ATTACKER'« choice which the un/tack may not Search, Such henes may inch those which the ATTACKER. {hows conten ao hides units (uch as Open Ground or a jst-traversed he), This ér is modified as follows: oper Hsteqeonen sore HE Sorching WW ktracr bine Cpe eteasioy [All Searched hoxas (iecluding all above-ground Locations ia thors hexes) ‘utoratclly reveal their content, including the prosence of minefields (bat not thee type and stengeh) and Forties Buildings. All enemy com sealel unis revened bse their"? (rif hidden ae placed on baad with est) 12.453 MOPPING UP: Dori it PFPh, 4 Good Order Ifantry MMC ‘a a aultshex/malt-level building (Note! cach hex [not Location level] ‘fa Rowhouse must be Mopped Up separately) that does not contin & Knovin unbroken enemy unit, may declare that iis becoming TL so that {may secure the building, provided it is within two hexes of every ground Jove hex of that building which kor afrendly unt does potacualy Contr (26.11). I necestary, two o7 more uit indifferent hexes may declare “Mopping Up simultaneously (e.g 50 that between them they canbe within ‘wa tense of every ground eve! hex ofthat building which their side does sotconro), Any hidden enemy uni) inte building immediately placed ‘hview beneath a", and all enemy Dummies aze removed. Concealed units remain concealed. If no concealed enemy units remain, the building 'S considered secured, and any broken ener? unis therein immediately furender to units of the ATTACKER's choice inside tha building Mopping Up can be atempted only once per building per Player Turn burcente attempted even iro stairwell aveilblet reach upper levels ‘Set a ert A 12.184 SEARCH CASUALTIES: I either Searching or Mopping Up finds ‘unit, he DEFENDER may make a dein an effort to cause casualties to the Searching uni). This Casualty dr is in addition to, not in lew of, say stack made by the DEFENDING utis) Any Fina dr =| causes ‘4 Caalty Reduction tothe Searching unit (or unite if Randa Se ‘ells ia se). This Castaly dr is modified as fellows prea ea ‘+1 Per Lax concealed DEFENDING unit 12.16 RIGHT OF INSPECTION: If a stack i not corcealed after lay ‘bepins (2.9), the opposing player ray inepect te comtants-—inlse the sack is ont of the LOS ofall of his Goon! Grder ground units, in which case he may only demand vertiation of aton(s taken. The required response to this demand is limited t showing only the information needed fr vert tation, Since tis in effect often reveals Dutrmy sacks ts soon a they ‘move its urged tha players adopt ax honor system House Rule to protect the integrity of concealed moving ums. Such a House Rule can be as simple snot asking for verification of MF expended in exchange fr not exceecing the MF capability of any concealed unit 12.2 CONCEALED %" COUNTERS: The rules of conceslmest apply ‘equally to vehicles (and their PRC), Cavalry, nots, bicycles, and non Bnplaced Guns excep tat sach concealment los imrveditely (ezardess ‘of range) whenever tie unit isin the LOS ofa Geod Grder enemy grovnd ‘unt and 20t in Concealment Terean (Case H ofthe Concealment Table), and is lost immediately if the unit moves (or is iz Motion) in any way Within 16 hexes and inthe LOS of « Good Order enemy ground unit— {exer to change ts TCA within the stme hex. regardless ofthe terrain it ‘Sccupos (Cases B and). A concealed vehicle inthe LOS ofa Goes Order ‘cnemy ground wnit(rogardiss of range) lene is concealment if bit om fe Te Hit Table, or by at Jeasta "PTC" result (or its corresponding DR, ‘Ot the Vehicle line or for OBA), or by an A-T Mine axack [mmmobilzation rerun oF beter, on te IFT. Any Target Size DRM for ‘a concealed vehicular/Gun target is nt revealed until afer the To Hit DR is made—and then only if i turas a mis into a hit (or vice versa). If» just-revealed Srnall Target Size (+1 or +2)DRM tums a hit eto amiss, the vehicle'Gun does nat lote fis concealment, Only stecessfilly fring Smoke Dispenier nck jst ax atemge to doo causes los of thal AFV's 1)" (e DI3.2). Ifa Gan, vehicle, Cavalry, horse, or bieycle counter loner its hiddeweoncealed status (regardless of range) 8 does is ear hing Infantry or PRC, and vice versa. See also 12.34 12.3 HIDDEN INITIAL PLACEMENT (HIP): A SSR may allow HIP for ‘one of more units. HIP is & form of concealment wherein player may ‘secretly record the location of his rits in Concealment Train (inlad> ing their CA for 4" ordnance weapons) by written side record rather tan ‘hic them on hoa heneath 7". Hidden satus is eonstered the equal Df concealment except at otherwice specified. 12,31 Once revested, « hidden unit may never regain nigcen sams, ‘abhough it can gein concealed status. A revealed hndden unit is totally ‘iscovered, iti not placed on board beneath a?" unless soecifcally ‘tated by a rule covering that parca situation (.g.. 1119.12.15. .152, 183, 32, 39). 12.32 Hidden units may not move (even within their hex orto change 44CA) or advance and remain hidden. Ifahidden unit to moveladvance itm fies be placed an the mapboaré beneath a": normal eoaceal- tment rales then aply to ie scvity. A hidden uni may sucrifice its biden atu and become concealed to prevent an opposing unit in LOS from [ining coaccalment. 12.33 FORTIFICATIONS: Foritfcatons in Concealment Terrain may jaye sat up hidéen and reat hidden ureil use oft protective DRM claimed, oF aunt therein loses its concealment, o « Good Order enemy ground ynitgaine # LOS to ts Location and is within 16 hexes (EXC: ‘Mieflelis|. Forications set up in ron-Conecaimene Terrain are seated 8 If et up in Concealment Terrain [EXC: they also lose their HIP status {due to enemy LOS regardless of range). The presence (but not the tctusl ‘sreagth) of mireDelds can be discovered by a suecesstul Search (12.152).(© (12.152). A ani enteringesting aden Fortification pays so MFP t do 4o, provided tat Fectieatonremales biden Hidden Forefieatonsceveued 5y LOS during setup are placed onboard jal prior o placing 209-08 = © 1234 HIDDEN GUNS: An Emplaced (C11.2) non-vebicvlr Gan may al- ‘ays use HIP if ets up (Le. starts the sear) in Concealment Terrain, ven fine LOS of an enemy unit. An Emplaced Gun may sho always se IP 'f notin Concealment Terrain provided i ets up out ofthe LOS of all enemy ground urits—but must be placed aboard urder a"? as soon 183 Good Geer enemy ground unit hss 1 TOS wo ft epardens of range: An Em placed hiddemcomeraled Cun that fies ie cevedied ifthe colored dof Onginal TH DR ie > end the nearest Good Order enemy ground unit with A LOS tot is within 16 hener, ofthat de ya 6 and the nearox auch ait ‘vith a LOS tot iat 17 hexes;ofnerwie that Gan fs placed (or remain) Seneath a"? [EXC if hidden it ccluiny HIP Hf'no God Order enemy round unit has a LOS to it when it fies atoiber than a FBVDB (ET) « RCL (C1222), or a Gun fing atzerorangefasing-IFE. is always revedied ‘irs while i te LOS of any Good Order enemy ground unit). See 122 for ‘he HIP" fos-gun relationship between 3 Gur and its manniag Taft. 124 VEHICULAR MOVEMENT THROUGH CONCEALMENT: ‘Tae poes- ence f ay concealed unite) in Location does not itself proves an enemy ‘obit fom enterieg that Location, © 1241 ove: Should an “unbroken” (12.1) vehicle enter a conceaea enemy's ‘Location without using Bypass or a woods roa, all concealed ener Per sonnel (EXC: those exempt fom PAATC| i that Location must stanly either be revealed voluntarily (12-14) or take one combined PAATC UIPAATC if any of them are Inexpescaced) using the lowest curren: Morale Level among them, modified by the DRM of the best unpinned friendly Geo Order leader presen. A Durany stack takes is PAT with « Nerale Level of 7-1 tha! PRATC is failed. ll dose sijected o it se immediately Pied and revealed. Ifthe Laeation contained ro Keown exery nit wien Uhe'vehile enered it, OR expondiore is NA uni the combined PAATC (itary) has been recoived, after ohich the vehicle may conduct an OVE. thie fo (DT.1). Tn ll cate, i the PAATC ie pased, those 2oncoaled units femain concealed and thus can bo OVR only sx Arce Firs if no OVR is tmode, the vehicle is stil subject to ata. including CC Reaction Fire; 72) by any eligible uni) inthe norna mauhes 1242 BYPASS: A vehicle entering a concealed enemy's Location using Bs- ass may not attemp an, OVR as part of that entry or even be infermed cf {ny Hidden ants) therein. Concealed unit’) in the Location ae teveslel fhe the vehicle's preseece only voluntarily. or the vebicletePasson- geusURiderts) end the MDa i that Location [EXC! a "hroken” vehicle car- ot enuse concealment loss 12.1] Since a Bypastine vebscle secures only the hex conning the terrin being Bypassed (C.SC). thas no effect on tbe concealment of any unit) imam adjacent he, 13, CAVALRY 134 Cuvalry" is any Personae unit Riding » horse, and is symbolized by placing th Persontel counter drecily ap the Horse counter The Inst Cavaty dismount tis treated as Infantry with a separate Horse coumer. ‘Any Pessonrel unit that mounts a horse is considered qualified Cavalry. 132 STACKING: Cavalry stacking limits are equal to those for Infantry. There is no mito he amount af unmeusted hors a hex ©133 MOVEMENT: Cavalry is wo vehicuge in natu; It has no VCA, and expends MP (not MP) as per the Cavalry column of the Tertain Char. This ohumn also lists all aa Wypes in which Cavatryhoses ste NA (Chouph movement trcugh puting Feves va Iniantey Bypass alowec; soe D2) The roma cost for Cavaly 1o move along a TH a Woods 1, MF. Caxe ry may make a Minimum Move lke Invaity (EXC: bo the Cavey nit ind is home become CX: Caray does not pin (13:52), Cavalry cannot re- ceive a leader-MP bonus (se also 83.4) buta Cavalry leader may povige a leader-M bonus (4.12) to Infantry if they all move asa sack throughout theie MPA See also 13.5 aed (37. (© 1331 MF COSTS: (Disymourcng 4 Horse counter coms one MF of te bask: “¢24F alloment of any Tafantry unit (411), duc is NA during the AP. When (alsymeuneieg, te unit also feses one MMF of As basic MF allotment for ‘very 25% of the horse's curren! ME allomnent (ie, 12, 16 20 MF; 13.34, 13:36) thatthe lter has lreacy usedlost durieg that MP, and the ers loses 25% of is current ME allooment foreach MF expended (001 Test) by the Infantry/Cavalry unit n that MPh prior t ane during tis (is mounting (©.2< As nara SC mses ta Opes Cond er one MP nga SMC Hee 2x Ace ant nn fn rt ee Stata Sa See omens sn "seen 13.6 FB) FRB] FB] 1322 arse a tone ccames Ro] RE] | gS") mite te depts a ers ae ~ ‘only one squad-equivalent plus any funeral Ss ats oe hoe ‘ie Spin as ary Jaa Tiveguten parc ow Se tain fore ne ptr) a cyt oe othe SMC. See so 1388 esnge liaicy ten nd aes o uses Howe eo tar soe Tage ie ons evans leu mimaneay Guin Seren oe iS oneccurter ft Ianay aot 8 FS cew) orceacs SMC Hagecumer tht any nt SMC [EXC SIC hese EIT Gr Sc wil mane» Hone site ater car bots tacky FMM sdeto, 1 Chat SMC muy ceae SNC Hose fount ty MMC Horeca eye dng mdr ‘So eel Co aa Caco el coc ee be IL tov Is Hameootnae ca m tay eae Bs he oped iaog © Deploys Hee coutes ny Beco ene HS Re So Meade ine pope tacos cay as ear aceon omed a ccnp 3, (©1333 PORTAGE: The IPC of Covey caus ht of tne te asim sou of SW my cay Cay nym 8S a tems ben tf yan potas Gay er Revove SG, but ay Taner SW tence en ene ethene lovely & Ce thy Buca sos eTFC ht anaes ut I334MPALLOTHENT. A Hove comes bse MP ames 12 MF (61335 ENEMY UNITS A Cava ant tay tre ita an ney Sipe Lovano ig te Moy al ceany aie were hcdamedemcesee oe In 196 OrortitChaging 16) 6613384 FF DEFENDER nanny wine TPB vs Cai ee abo cons (fol be ang FFP and tn aes Pie) tay mang Gok ne ‘vn evn (s-seb an ieteCoaey nia ek wee de conuiing snOvR (1336 641207: Cava may incre iv MF amen by dato by seis Gag ne SEDC A, arty fry cee Gey wg rn mney Cotaae oe ten aoe thn a bby ockctior uous nih ap ecm oordive We Oe meieta the Cayce carey ext cahpng Cty nay Spree ee in mech (low ons aden cap eve S25 sos fae Wan Otc ator a Airs aoe Gibpr cetacean ge 134 FRE EFFECTS: Coal FP aed a Mout Fie exert a CC ta Charge, Cary anne wse SW TEXC: MOL (2h; hapwe De oy caroeuss komleSraying Pea caoe ace SORE 9138 rezwnmorciy, Coat bens sate 04-2 FT dace 5) at whe ted won (Ente ack ower hs DEM Zoli oh ig FHMCHFPTNAST DRA Cail Bt eps fr ‘Sasut Moveneny nor cn my ne Susann ue in fe sane {Sh wage TEM fs NA tr Coy. senleencne TEN ed Httatam Nena) NA to Cava sn se 1351 HC. Hones ave no fahren one Level and are nt feted by Hea Gay Tete tocar bal oe sein ie ans ae (Sind bold Sen Sncrepe! tr omered fo ay TEXG fey cra wt meer eae BS cone fo nieee bon eavaramoe Caves San © 73S11 Hers, whether mau ont ae acts ssn te * Vee He ae ifr tars ce tine mx freteanity Ca fy ani nding he reas sae nipe-3 DRM on Coy SD SFMOIETNAMT Te Ral FE DE eee Vehite ils ane ferod Hose coms tee heat RUA # fed aoa 250) ‘re simi ithe Fal IPED gual e Veta Kil 9 Se ‘Senor (is Racy Belen ain) ret Carly ser Eee they ce mire mensia siicer altesmee ae uote outer) act and canis os ft ave jut hed G25 dee SMe we ee Rey The Riles ef emit tore ous Ba Ot {D524} ar al MORelusio camel by tha sane mack Be tee fe Sic ifs mad feet Reawea roy erat we Horecou ea SC RMS an Ridge he Gund Rin Hore core sme ty at uc, tact Deploys node Coton ot fs Hanan eee a Cu 138271 & HEAT OF BATTLE: Cavary and horas do 24 take FTC! LLMeILE rand ar ot jet to Pea Bl oe, © 136 crane: caraty ony Chage 4 Knvenenemy opis Loto, pout aon {Chai tat ocans ome on os aoa fine 2 tee hese fot Cally (or dara Gay wae Gens te Charge, ca Cl ite tht Latin spy ie taney th ht to ee teeta fo wake este ‘Ter uneing al Btendelsneuet Fst Ere te 1333) A2913.6 ‘itthen if sil able) attacks is tage(s) with TPBF/MOL {if available, ne ther halved for Mounted Fie no penalized by the horse's CX status. There- afer it need not declare a further Charge during tht (Ph uri t actly tulsa tigi bans Each Chirgiog nat sta eepertely inler nov ing aa tack (Cavalry Wave: 1362) with > ono olper Cavalry wat which case hey aac Cogethes ume} mat ke Cte he Fina GFT DR a wih i pune. Denlare ino 358 ous 1S rafal Ot ate Rac ee shin mananry FR wick (san (3981 enh Peas 13.61 POST-RESOLUTION: iter resolving is Charge wack, Cavaly may femain mounted in ks curren hex, ismnouat, of enter anotier Loeaien (even ceca ances Charge agalsi tat Location, provided i tas suff- ‘lent MP rematning te do so. If remains tn an enemy-accupied Location t snot yeteensidered in Mele (altuough t may atuek aad ean be attacked in the apeomiag CCP) and should be marked vith CC couater. A unit hat declared Charge in its MPh may not atac, etc, duriag the ensuing AF ven if carenly dismounted, and atthe end of iy MPh is marked wilh a Prep Fire courier as aremincer ofits satus. (© 13.62 CAVALRY WAVE: Cavalry may make Human Wave etuchs as por 2523-231 (and E1423) except as stated otterwise. Any aalonality may make ¢ Cavalry Wave attack. To declare # Cavalry Wave, a lest One Squai-eguialent of Cavalry must eapy each hex of the cn, n> an it {he chan can te within tee exes ofan enemy unl, a leat ene uni ine hain ust e within 16 MF of ang have # LOS to an enemy unit, and all Sits must immedistely Gallop. An average of > one MM per ex of the chain and at least one Teades must participate The morale of Cavalry does net increase during 4 Cavalry Wave, Atleast one participating unit must Chase an enemy unit daring tat MP. Fach Cearping unit need not end its MPh en eneenng an enemy-occupied hex. Cavaly ard Invaney cannot ‘make scombined Human Wave stack (©1327 HORSES: Morse ae nits, but are never considered enemy wait. A ‘Hore couner may be capri te sme macner ax SW vt Recovery (445), botnet oe Recovered y he le tat st possessed I. Ne hae ‘maybe taped by vile [EXC”Le: G12 12}, petged or moved athe ‘APhorby Asi Movement Asie fom LC ovement an nmoaned ore ‘may move ony i sccompaned by TnfnayiCaaly and des wo at no ext IME cot wo ether te Infantry (otis Infantry MF cos) or the heseCavaly (sig Cavalry MIP cet) bu sll may no ene ean pohited to Cavaliy ‘cent ia By. ach Inarer/Cavaley tea ea Hse counts eal {ole one (ce. SMC ay lel ree SMC Horas counters HS ‘rere may Ted wad Homesceurter pons 8 Home-counter ete) Ami Inediga Hero envoy slants tt count se 8 were SW A bee [lf Sinaorcary a SW (EXC: Aral Pack, C10) and fu bag CX door mot tft Rites (oon JEX sat eg nen-CX Caley on aC hone would St ercsioa 1.0K Anus dot pr 14). Se aio 142-82 14, SNIPERS (© 14.01 Snipers ae an inherent part of every seenutio OB that has a desig- nated SAN (14,1 of © 2, Snipers are not represented by Personnel counters, And are not Subject 1 te comprete contro of eter player. A Stipe counter Ismet a unit and cannot be used to Gaim LOS" (©:14.1 SNIPER ACTIVATION NUMBER (SAN): Fach sée's SAN i piven in Drackers in its scenario OBA SAN is never > 7.07 subject 10 inerease EXC: at Nigh (£1.76); DVO Seahorne Ansaule(C14251)} lex SAN ee deced fo) <2, that Sniper counter i semoved from play aod tht side may ‘make ro (further) Seiper attacks. A player is subject to Sniper aac ding {ty PFPL, MDPb, DFPh or AFPh whenever he makes « TH. MC, TC, #00" ‘OBA IFT, or Enirenching, Original DR equal to the enomy SAN. Any such DDR that cur yiekl no gems result her thin « SAN feet made [EXC: he DR required for at atuck tegated by blocked LOS (6.11) mae). The Sniper atack occurs afer resting al effec of Ue DK thus wcUvated buttotbefere revotving (14.3) all (any) Salpesaacks mae pir to A . 14.2 TARGET SELECTION: Prioe to te star of play, ech player (DEFENDER firs) plies one friendly Saiper counter in Ln anoccupied hex sithin sx hexes of > six enemyroceuped im luding enemy "2", but excluding the enemy Sniper counts) exes if possible. If this a not posse, t mist be picod ip an unoccupied ‘ex wild six hetes of ®ve eey-oecepid henes et has itmuy bese ‘pasyshere If mo enemy wit sets up onboard). Thereaier, cay be repost tioned by the Sniper player (win the tame placement requiremems) Hf he fovels an fective Saigerauack dr (ar ce 2 folowlrg 1 DR equal to his SAN) price w seeing the hex for that forfeited Sniper tack. Wheneves Snyper alah i ealled for, a (2) is made to determine the rest of he tack (143) I thc de 1 oF 2 (and the Snipe: player doesnot foret his {ce), he must then (but ot before al Super atacks made prior 1 his have ‘een solved as per 14.3) make a Rendom Location DR to determine the a= set hex (i asf determining where a SR (C1 31] wil land, but with ro Ini dial Accuracy ef and move his Sniper coante to at hex. If that new tage hex corttine > one Lacition occupied hy an eligible (14.22) enemy its) the Sniper player selects which of tose ncatont tack. Should fhe target Lation te ocupied by > one eligible (4.22) target, use Random Selecion to devermine the targe() in that Location (EXC: prior to Random Sector, the Sniper may ckoote ose ofthe folowing if prsent in tht Location) as 3 urge: the enemy Sniper counter, a Valneabe Inherent Crew, oa Una” meted elise) I the Random Sekcton eal in multiple target, only one (Snipers choice) i atticked by te intl Sper stack dy the others ae ech sult roa new Shiper dl. The Sper atch I fespived again the selected ‘enemy trp), wih be excepuons (© 1421 ALTERNATE TARGET: If the preset target tex contains neither an clizile target (1412) nor the enemy Sriper courte, he stacking Sniper Counter moved t, and wil aac, the ber cloves (a hexes) a that target tex which doce contain eat/both of thom. Should 2 two euch henes be ‘avidstrt, the Location withthe lowest TEM isthe target. Oly the lowest {toa minum of cre) iahex TEM/SMOKE-DAM applicable to any cigs ie trgst curendy occupying thar hex egasdess of LOS, is cousidced ia the comparinon [EXG: he +1 HA TEM, and the +1 Factory (but nt that ‘bulding) TEM, are NA]. Ite target hex is stil undetermined, the Sriper layer chooses which of tose equidistant hexes v0 ack (© 1422 NOV.TARGETS: Only AFV with no Vulaerable PRC. wtecls. part hte, gliders, horses, unt i subteranean [EXC: ceve: GUA] oe Ineon- Buileing Location, prisnery iden, friendly, and Aerial uit ae nei Me Sniper targets. Eoemny PRC are Valnerablo to Sniper stack if they ae CCE andlor occupy « Parually Armored AFV or unarmored vehicle. Ap una mmored yeicie with ne PRC (14.33) oa be considered un ineligible tavget at the option of the Sper player, (© 143 RESOLUTION: A Sniper atack is resolved bythe same “I” oe “2° or that caused, There are no modifications to a Sniper attack, wor does cor- ‘ealmest/cowering affect it. A Sniper atack never causes Collateral Attack brleaves Residual FP, bu alway’ inflicts DM on sll broken enemy vats in ‘he tack Location (10,62) Orherwite, a Sniper atack is eslved follows dr 1: Bhinsinates SMC, Dummy stack, oF (= per 18.4 Sipe; Stars td Recalls CE crew; beaks MM (or Reduces NIMC thi Joss net break); breaks Inberen! crew of unarmored-vehicle/Partially-Ar- ‘nored- AFV: inmobilizes unsrmored velvole Gee 13.33), dr 2: Biminates Dany stack: Woands SMC: Stuns CE crew: pins MMC not iimute to Pin eslis, Inherent crew of unermoed-veh= clePartally-Armored-AFV. or Sriper 1431). In adn, the Sniper atack is considered resolved only after the ful reo ‘tion ofall urhoe Sniper aracks generaes by Randowe Selection (142) all LIMCALLTCieatof-Batde DR, ce @[ reson | 1431 15 SNIPER: An enemy Sniper can be attacked only by RoE2on | Sniper Check (14.4) ae if ts Sniper counter ig telectd ag the ie aan] 86" of an every Sniper atack. An every Saiper counter = foasidered pavt of every Location in the hex it occupies. A Planed Sniper has its counter lipped toi red-on-white side, and fore all, farther atack and vepestoning (14.2) opportunities during thot Player Tur. 41432 vs CC: A Snper atuck 1s he only way to wtack an enemy Unis) Melee without als poss tarming te endly unit(s) in tat Nile. (© 14.33 vy UNARMORED VEHICLE: Av armored vehisle and its PRC can- 1p be attacked by the sume Sniper dr Sniper atack vs an waurmored ve hicte self can only immobilize it, aed oely if te Sniper dr were a “1 There it no further effet vs an aleads-immobilized unarmeeed vehicle i it 'simmoblized again. See ssn 14.22 44 SNIPER CHECK: Aftorcoslving (14.3) an effective Sriper tack (de | 02), ny uxpinred, nor Tl, armed Gone Order Inanty/C target Location which hus not yet fires/moved dung tat ‘tempt to eliminate tat Siper, and will do m9 on Sriper Check Final DR of 2 A Sniper Check Final DR of} pins the Snipe. All eligible pavlpa= ing uns inthe urges Locaton become TI, and must make one combined Sniper Chock DR seas © maximize bene irom those Sniper Check DRM A307ee A DRM CAUSE “He Leadership factor of one leailer Gireolng any uni her than Fim sel making the Sriper Check <1 Bach participating hero 1 Bach participating crew/HS equivalent [A Sniper Check or attack vs a Sniper (14.3) which eliminates a Sniper reduces that side's SAN by’ ofe for te duration of the scenario. Mark the new SAN on the SAN tack of the Scenario Aid Card, Ifthe SAN is reduced to I, remove the Sniper Target Selection cour from the gare, 18, MRAT OF BATTLE 15.1 HEAT OF BATTLE: The cauldron of ttle, which destroyed so many ‘unis that fall the test of arms, could also Forge beter seers anor 20 of desperation horn of eroiem oe despair Thi prover ie relected by a Heat of Battle DR which fellows any Crigival MC o Rally (nc Salt Rally) DRof2. Uncrmed units, Cavalry, PRC, Heroes, cows (includieg both inerent and Temporary Crews; 21 22), partcipan ina Human Wave slack, already berserk unis, Climbing urits, and units im Beas/on Paraciute coumters are not subject 1 Heat of Bite. The Heat OF Bate DRissubjectto the lowing cumulative DRM. The ~1 DRM fora broken ‘nit applies even ifthe unt rallied as result ofthe 2 DR which allowed the Heat of Battle DR. A Final Heat OF Batle DR of § or 6 resilts both Hero Generation and Bate Hardening HEAT OF BATTLE HEAT OF BATTLE DRM DR_Rewt Broken, experienced (eac) 54° atte Harderiag (13.3) French, Paresen SL, Bewerk (18.4 Rissa Allied Minor Elz Sumer (18/5 Asis Minor. Sagnee Sea or ac 9} a Sirength Factor of 1-4-9. If it fails a MC, the hero. See eee ee ee ne eee ree Peete ce armas ae Serene oe the time of creator; ie. ifthe MMIC was marked with a Prep Tite oF ‘Trecutter, 50 is the hero, 18.22 PIN! If he has already expotded thre or more NF when he be comes wounded (172) by Delemive Firet Fre, a hero may move no father uring thot MPh ard is considered pinned ia his eurent es 15.23 WEAPONS USE: A hero may fire and carry a SW as if he were leader. In addition, a hero may use 4 SW romtally requiring to men {fire by adding +1 to it To Hit or IFT DR as appropriate (which is equa byte here DRM. er ori somber FP vig 1 phase in which he uses + SW. A hero may fire any Gun 82mm hac tory veges «crew ab STH were capes ane lng fea ty ‘enemy erew (21-11 12), bat his heroic DRM does act aly, I fit 8 Gun > 82mm, i¢may fre only once per Game Turn and only during ry 15.21 CREATION: A herois randonly created from A31 15.431 the MP2/DEPE. & hero canaot change the CA of a NT weapon [EXC: At ils Me (C2.27) is = 9}, Ahevo is he only unt which may fireat AV ‘AAMG while a Rider 18.24 HEROIC DRM: A hevoiary FG (even if just arother SMC) he far of (providing the nero is ng at Noval Range ofether his ereet FFP or his weapon counter) may deduct one from its IFT/CC resolution DR. This DRM is cimulatve with that of ay applicable leadership DRMVaddicnal heroes present nthe same stack. Unike leader, aero TET DRM is not contingent ‘on being in the same Location with all her members of the FG or in combination with a MMC. A hero it sluaye onsigered Stthy, and may ute hs DRM for Clearance ater. hero = Participation does vot exempt other members of FG fron Covering 183 BATTLE HARDENING: An armed Persorne anit can slso benefit fom a form of Unit Substitution whenever k rolls a 3-2 Final Heat of ‘Bate DR (see also 15.44). Tis Battle Hardening effect improves te unk in Class (even i broken) by exchanging it fr an unbroken, unpinned unit ‘of the seme size but the nest higher quality. Wher sabstiuing 2 unit of the next higher quality. none of the numbers ofits Strength Factor can decrease and, i given choice brtweon two different usit types of the ‘next higher clase, must we the one which gine the lest (6-4 German 24-7HS runt be exchanged for s 2-4-8 15; not a 3-4.888 HS). Bate Hardening ean be refused. A leader which becomes Bate Hardened {s ‘changed for the next higher grade leader, 1.,, 6-1 Desomes a 7-0, ‘an 8-0 becomes an 8-1, oF 19-2 becomes 10-2. An already elite MMC (or best possible leader or partisan) which is Batle Hardened becomes FFanatic (10.8) and is marked with a Fanatic counter. It remains Fanatic forthe remainder of the game even ifsubcequertly Replaced or Reduced ‘but cannot aan any lotr status due to yet another Bat Herdening 18.41 LEADER CONSEQUENCES: After the fee which caused a lealer te go berserk evsolved ngnine: any remaining targets fn that Location, the berserk leader must attempt te change any ether fienly wits (even ‘broken and rot subject that ste atch in he same Location o berserk. satus also. Bach such uit ust take a NTC sujet the berserk leader's ‘modification. I they pass the Berserk TC they become berserk; If there sno change their status, After the Berserk TC, the leader forfeits his leadership DRM until he returns 10 normal 18.42. MORALE: Bors units assume 4 base Morale Level of 10, 8 berserk squad fils 2 MC itis not broken, but sufers Casualty Reduction. AA berserk unit never takes @ PAATC, tor a LLMC/LLTC, and never breaks. cowers, or becomes pinred excere dus to PEIATMIM Checks (C1341, C137). A berserk unit never ae its Morale Level lowered hy ny cause and auomatically loves any CX, TI, Concealment or pinned afar, However, a berserk unit never receives the leadership bene of fend leader 18.43 CHARGE: Daring its MPh, bers nie most charge the nearest CGmeces, 48 ME) Knoan soemy drt mite LOS a mt i fe Giort MIE) erst fw Location (EXC: pillbox, 820.42; Foried Building, 423,022] during that MPa in an aterp te destoy tin CC. W equidistant the ATTACKER may coos hic of tone Actes he will charge Ir rmutiple bersere ums oF the sme se occupy the same Location they must move together as one combined stack unless they wll rege di ferent ME expencturs to ext their Lacation (units ini and out Side foxhole in the same Location), 415.491 ll berserk units have eight MF (EXC: Wounded sill have only three MF (17.2)}~atoal which can peser be increased EXC. road bors: 3,4] A unit which becomes berserk yhile sll moving (.e., not pinned ‘oF wounded) must use the remainder ofits MPh fo charge. The unit's MF allotment. forthe rest ofthat MPh sight minus whtever MF it has already ‘expended during that MP. Atthe start ofits MDa, a berserk unit rust ‘abtndon any SW iwhich individually cents more than one PP or which in ‘combinetcn with other I PP SW isn exces ofits IPC, but may use thera Ie the DFPIVAFPh prior 0 tat, and must sl carry thse ican retain (DC ean only be Thrown—rot Placed or Set) A berserk uns never quaies tor Assault Movement even itis "charge" consis of just one Rex, nor ‘ay it move in the APh."! The charging unit must take the shortest route 15.4 BERSERK: Bervetk units are created from Infantry by a15.431 Ga MP) to te enemy unit, including the wse of Bypas. {fin the act of ‘charging the neates! Known enemy in is LOS, the berserk unit meves Into the LOS of a closer (i Rexes) Keown enemy unit, ne charges thot ‘uni fom that poi instead. Sialaly ft moves into a concealed enemy's ex (12.19) wile charging another unit, it must renain in this hex and ste elimiate all enor units tharen instead. Should the only Known ‘nem unt fo loager be ia hit LOS im the interim, the berserk sit ei ‘charges toward the hex originally oosupied by that unit. If, ater entering that hex, its sees no Known enemy unit, itends its movetard the bert ‘aus enoved atthe end of hat curters phase. Otherwise, I eomeinues discharge tothe now nearest Known enemy Unit 169: bk le ee Ka ee st GC | tec duving tc en rt he sot eros coach ay Foss ies any DEFENDING tify tert w nace fiom via Per iturin beer ot my elo wack ih TBE ng AFP le TPEs aed de on pace APR Stvifon ar tye i Malet nc Ee wae CE ees oe tauren veceeee surg ret fans never Br rng ts PEPh-svenf ADJACENT the Lecton ty autge reer way fs areg te APP tar Oper Fepan DbpWveppee MIP ABemniniom we ac piocen 1544 NO ENEMY IN LOS: f 4 vniesufets a beresk result, But bas 1 \Knoven enemy Unit ins LOS a that Ue, the reall schaaged to Battle Hardening, 1545 TERRAIN RESTRICTIONS. a bersetk unit will yor charge thrcugh ‘unbridgea Water Obstacles, nora cliff nora Blaze, it wil charge the aext searest Krown eremy unit instead ualss an alternate route fo the nearest [inown enemy unt is sill closer than the next nearest known enemy unit. Ifthere is no otter Known enery unt, 15.48 applies. However. «berserk tnt will neve into minefielis, FEE/Wine during & charge 1546 RETURN TO NORMAL: A berserk uni loses ite hereark ests ard {eturts 19 Good Order whenever it (or the group it attacks wit) eliminates All (bata east one) Kagwa enemy unt it ts Location with ether TPBE (alved) dating the AFPh of CC, or Ifa the eod ofa charge there is po Knoven enemy unit in is LOS (13.431), 15.5 SURRENDER: A Firal Heat of Bate DR 2 12 causes me atectod unt 1 become broten if iis not already, and wo Surrender by the RIP method (20.21).2" IF o Knowa enemy unit is ADJACENT, the unit is Disrupted (19.12) instead [EXC: Japanese, Gurkhas. Partisans, Fanatics, snd Commitsis never surrender by the RIPE method (aor do SS. vs Russians; 20.21); nor do they become Disrupted whether thusly ADJACENT or not, Tey ineoad become bersré om 4 Final Heat of Bale DR = 12) 1°16, BATTLEFIELD INTEGRITY {Tn recognition that even simple record keene is offensive to many, this rule consiered optional. Bllefed Integrity rules are never used in ny soonario where either side Regine play with lore than ton squads However, oecanicnally, Batlefield ltegry sl apply to only one sio—as _nicstel bythe presence or sbsence ofthe bracketed total amber of MMC [BPY in the starting OB for each side on the Turn Record Chart) Nt INTEGRITY BASE the eqeay Besisthe ames 0! MMC points {.Sde an lose before it must check for Butefed [meprity. The Integrity Base for each side is |0% (FRU) ofthe number printed 10 the Teo the ‘Turn I box on the Turn Record Chart. In DYO scenaries, players must, ‘um the BPV ofall MMC (sot inherent crews) in heir strting OB ard divide by tea (FRU) to detemiae thle Taegrity Base. As play proceeds, ‘cath player is responsible forkeeping #resing Canuaty Tally ofthe BPV Tall eliinatedcaptured enemy MMC [EXC: Rejected Prisoners, 20.3] ‘onthe Casualty Tally Track of the Scenario Aid Card. Mark the Imegrity Base for each sie by placing thes Imerisy Buse counter on the proper ‘bor ofthe Castaty Tally Track, Whea the Casualty Tally marker passes or lands cn its Itepety Base counter, the Inegrcy Base is immediately fubrited from the Casualty Tally to start anew Casualty Tally tha side's Inari marker s moved ove box tothe right on the Provious Integrity Bre Loss Track of the Scenario Ald Card, and the opposing player must Immediately check fer Baclefild Ines A 16.11. BPY losses due to Deployment or Unt Substitution (19.13) or the rejection/massacre of prisoners are ignored, Only the BPV of eliminated) Captured MMC (oot laherent crews unt they take counter form) 1s recorded. When a squad is Reduced to a HS, the difference in BPV of the squad ard Sis added tothe Casualty Tally. Point vahies for prisoners ‘te not doubled nor are they counted again for elimination after already being counted orce ar prisoners, nor are they restored due o escape. The [PV of any MMC lov mst be tded tothe Casualty Tally, even if those unis were aoc present at the start of a scenario * 16.12 Whenever a player receives reinforcements, he eds 10% (FRU) ofthe EDV of all MMIC in thooe naw arrivals to hie Tntegrty Base to derive * new Integrity Base for uss thereafter and moves the Iteriy Base coswer tong the Casualty Tally Track accordingly. ‘ou MOE ete Casal Tay heer he ee Bae ign wth eC Tally of, nes See eg Chek He ‘ht in miner 7 MMe RPV hl open an rake hte tar ree only Faly Track Tree te ipa of wiforcemans wi ee hin on BAM ‘Sheena ea FUR 8 16.2 INTEGRITY CHECK: Wnenevers player's Casualty Tally is = his Integrity Base he must make an Integrity Check DR. If ths Final DR is 2-12 the current ELR of ll his forces i immediately lessened by one tn changed by another Integrcy Check. The Imegrity Check DR issthject to the following cumulative DRM ‘ae _DEM Came ‘A <1 Pat lng Baie Lou Gg H1 OF 10R leans, 42 fr 20% = . 1B ~) Enemy Unoppesed Arcee™ or Alr Suppor (#2 i both spe) +8 xs tessermip moainer or pest fenaty Gooe Onser leader” 1D ~1 Fen Unoppsee Amor** or A Suppor (2 bot set) E41. Side has 0 Good Orr eer + Renee tt sep ir ely epi hs DRM info ‘Unoppesed Armor is define as any Known Mile ans tursioning AFV with {ima TK# < 5 wen theeetically Rt at 12 hee range by ase evel shot ¥9 ‘te weaken side Target Faciag AF witout terett ct! CH bythe best cppOSE |AEViGi (ings horral AP ce HE aauen) cern on the mapboad norpese Arora Supp mut be ely rs on hen wag 16.21 ELK can contin to drop—due to subsequent Battlefield Integrity ‘Checks—toa minimum of 0. Any change in ELR iakes effect immediately res prior to the next MC resolution 16.3 REGAINING BLR: & player may occasionally tempt t regain Lost EELR (one level at a time) by making ancther Inegrty Check Finel DR = 2, However, he may ignore all postive DRM snd spy all negative [DM he qualifies for. player may immediately atempt 10 regain ELR inthis manner once per Payer Turn asa result of rosiving MIM. ce armor reinforcements during that Player Turn (or Air Support o: an OBA FFE sucessfully placed onan opposing force so that at least one Know enemy sit and no fiendly unite he within is Blast radios: Harassing Fire & SMOKE NA) ard once per Bale Hardening of a fendly leader immed stely ater tht event. The arrival of MMC reinforcements qualifies the receiving player for a —1 DRM for euch 10% [FRU increment ofthe ‘curren! Inegity Base hat is reinforcemenis amount to. A side My Do. {in ELR ithas or lost, nor can it save opportunities to regain ELK unt flute time. [fan ELR Final Integrity Check DR is. 2, all previous ‘cumlativeincegrity Base Loss DRM are eliminated ané the correspond: ‘ng ELR marker is reared 100 on the Previous Integrity Base Loss Track ‘ofthe Scentrio Aid Card, Thece‘ore, a player may atemptto regain ELR- {thar ot Tost evea though it cannot regain that ELR yet, merely inthe hhope of voiding all previous cumlaive Imegrty Base oes DRM if & fs SuccessaE A 17, WOUNDS AML OCCURRENCE: Wounds are sccounced for oaly when they ovcur oa SMC, thereby airiishing thelr ables but stil leaving them in pay. A. weurd occurs as a result of Casualty ‘Relustion oF Sniper attack. In addivon, an unswouaded hero is considered ‘wounded instead of broken whenever it fils a MC. A wounded leader must be marke ky 2 “Wound” counter: a wennel hero mere ipped ver to ie 18 de ITAL SEVERITY: Whenever a SMC is wounded, another dt must be ‘immediately made o determine the severity of the wound. On a dr of 5 or 6, the wound is considered mortal and is treated asa KIA instead. On {of I-, the wound is minor. A wounded min who ie wounded agsin ‘must adda +1 dm io his Wound Severty dr, There ie no addtional penalty for bsing wounded more than oxee. 172 MOVEMENT. A wounded man is reduced to throe MF (even if hemerkiduring the RtPh) except while being carried by any form of ‘conveyance (in which cate he is considered have 4 ME), has no IPC, tnd cannot Double Time. The wounded ran maybe carried by aay MMC "cost of five PP. A wounded leader's two MF bens for accompaniment ‘throughout the MPh stl applies 173 EFFECTS: A wounded man hat bis Morale Level and leadership {nce his hercie DRM) modifier reduced by one (a leadership adifcr of O'tecorsing +1, one of +1 becoming +2, ete). However, he Is oher- Wise unimpaired: he may fre a SW oF use a racio normaly and does At Tequire other unis in is hex to pass @ LLMC/LLTC due to his woand, ‘A SMC never loses more than one Morale Level and one Leadership DRM due to wourds—even if wounded several times 18, FIELD PROMOTIONS R.A Leader creation during play may aceur in either of two ways IBA SELF-RALLY: The fire MMC Rally atienp of «player's ov RPh ‘nay be perfertcd a Sel Rally regards of Self Rally capability (10.69) ‘nanavemp to rally hat MMC, provide there is no Good Order leader in that Location and the broken units not Disrupted (19.12) I this Se= Rally atemge results in an Original 2 DR, the MMC is rallied und, in addition, the ATTACKER may roll on the Leader Creation Table with 2 +1 drm for having been broken crior tthe Self Rally 2 DR. Any Original DR other than? during the Sel-Rally stern is hanced ax normal Self= ‘Droken unit can sill rly withouta Field Prometion itis not normally capable of Self Rally. 18.12 CCPA: Anytme 1 MMC atacking in CC rolls an Original 2 DR, te player makes an immediate de on the Leader Creation Table. If this results n the creation of a leader, that leader must add his leadership co the Original 2 CC DR that ereatd him (even if the modifier is 2 +1), and possibly changing is odds due to his one Inherent FP. 18.2 The qualty of louder crenad is based ona don the Leader Creation “Table plus any comlative drm for netionclity, unit type, and statue (ncloding he Morale Level of the unit a the Une of crea). If more than one type of MMIC made the CC attack which clested the leader, the MMC with the highest BPV involved is used to determine any Leader Creation crm, The exstence of DM is na a facior. A created leader can- rot be refused. The creation of leader does aot harm the base MMIC ‘nit from which its derived. ata LEADER CREATION arm fen _Cavse =i Anwrcan Bah, Garman <1 CE veAFV oF Par odds soturin as vo pad 2 st i Restate Mee inet = 6 3) shane siaapara nee emo ee ececontes inked ier acroraneraea oS eg ken so 19.2 19, UNIT SUBSTITUTION 19.1. EXPERIENCE LEVEL RATING (ELR, Al OB forces in cach scenario will specify a given number of elte, Ist Line, 2id Line, or Green’ CConscriptsquadsiHf3 with which each player sur te game. However, daring the coarse of ply, each of hese uns is subject to possible Relice- ‘ment by poorer quality squads/HS, depending on the iteaction offre, fate, and the prior experience level of the unit Each scenario OB will list an ELR for that group af nits as 8 murser ranging from: Oto This number represen the macimum simovt ty which sn uabrakes squad HS/eeder may fail any MC (after mocifiatcn) withowt being Replaced by « lower qualty squad/HSAeader, ‘Thas, an usbrokes squad HS/cader with an ELR of 1 would auronsaicaly be downgraded Wibroke with a MC DK two or more > the number t seeded 0 avoid breaking. Mark the current ELE level foreach OB on the ELR Track of the Scenario Aid Card with any approprisiely colored Infantry counter rot in use 19.11 ELR IMMUNITY: All crew-sypes and broken us ae never sub Jeet to Replacement due to ELR failure. 19.2 DISRUPTION: Stould an wabroten sqadHS/6~ 1 leader which cannot be Replaced by a lower qualiy uit fal a MC Dy more than is ELK. itis broker aad marked witha Disrupted ‘Counter [EXC: Partisans, Commissars, Gurkhas, Japanese (and SS then ‘opposed by Russlns), Fanatic units, and PRC are never Disrupted: cal brokea). Crews and non-6 +1 leaders hecome Disnspted only by Heat of Bale (15.5). A Disrupted unit may not Self Rally. Unless rallied by leader et, a Dsrapted unit wil surender atthe star of any REP it begin, ADIACENT to, of during aay phase it oecupies the same Location ‘Good Order eeny Personnel uit Disrapied Infantry de not rut unless in an Open Ground (as per 10-531) or Water Obstacle hex (as per B21.43), ‘or ADJACENT oan enemy vehicle 20.21) and may never ase Low Cra Disrupted Perscntel remain Disrupted snl rallied oe captured, Disrupted ‘units do not prevent enemy movement into or through thelr ex (4.18), bit do prevent reut towards or through them (10'S!) 9.13 REPLACEMENT: An unbroken Personnel ant which fais 1 MC by an amount > is ELRis immeciately Replaced by a broken Persone unit of lester quality bu te same size. [EXC: A squod with ar under Scored Morale Factor is Replaced by its wo hreken HS (even its ELR. hs dropped Seiow 8): HS with an underscored Morale Factor fe Di rupted instead. A Casualty MC (10.31 fallre which ako enconde a squad's TELR causes that quad to be Reduced 10a broken HE of lesser quality. | ‘When Replacing « Personnel unit wih one of lesser qualay, nore of the Individual pans of we Stren Factor may increase, ah at east cne mus ‘decrease, Whet replacing a MMC, the unt's Class mus also decrease (Ge, Ist Line sqaad/HS cannot replaced by another Ist Line squad/HS ‘even if all of the indvicual factors ofits Strength factor are less. An Lunbrokes leader which fils o MC by more thar ie ER is snmeditely Replaced with « broken leader of the next lower quality (he., 9 it Replaced ty a 9-1, a 9 is Replaced by an 81, et)2* 19.131, AMMUNITION SHORTAGES: Unit Replacement can also occur ifa SSR cites side's on hoard OB as being afflcted by Ammuniion Shoe ges, in which cate any atacking MMIC of that side which rls an Original 12 DR on the IFT suffrs Unie Replacement to a lesser quality unit ofthe same sige efter he attack which cussed its resolved. Any NMC subject {, but incapable of, furder quality oss i broken afer reslusan ofthe atack, unless berserk. Not all remmbers of FG would be subject @ Un Replacement: determine the MMC afeted by Random Seleston ater ‘malfunction or elimination of applicable SW. Unit Replacement does not ‘cur as a result of a 12.To Hit DR. but A.11 would apply because al [BY and Ammunition Depletion Numbers are decreased by one daring an Ammunition Shortage. All vehicles and Guns are considered to have Circled BM (D3.71) ore lower than their inherent BY during en Arama fntlon Shonage. These whichalready have a circled B# sae ply with Low Ammo counter already in place. Ammurition Shortages have no etfect on CC, Sniper, oF Residual FP atacks. 19.132 Whenever a SSR (vot just an OB) specifically assigns en ELR = 4 tounits with an underscored Morale Factor, they safes Unk Replace: ‘mene norinalyreparcess of be severity of te quality drop thereby resalng (eg. 4 German 6-5-8 9 4-4-7; a Briish 6-38 > 043-9) 19.2 GREEN & CONSCRIFT TROOPS. During WWI many nations were forced to use hasty raised and poorly tained toops.2© Green and Con- Script troops represent the bottom rang ofthe quality ladder, ani bh are19.2 _poeraed by the rules for inexperienced Personnel, Nether Green nor Com SEript oops fay ever use’ Sealth advantages (even a Green squad ccomipanitd bya leader; 19.3), SMCicrews are never considered Green fr Consent 19.3 INEXPERIENCED PERSONNEL RESTRICTIONS: & Green MMC sacked with an unbroken leader is exempt from the restrictive rules of Inecperinced Perseapel. which always apply to Comerips regardless of wader presence 19.31 MOVEMENT: Except ina Payor Ture when being cased by or ‘moutting/dlamounting any form of conveyance, Inenperienced Personnel have & basic MF allotment of tree—nor our, But can Sl use the two [ME bons for movernent in astack witha leader, Green Infany moving in sucha Sack have the nota six MF—net five. Berserk Inesperenced Infinny sill receive eight ME 19.32 SW: The Breakdown Number (even inherent BAKA: 9.7) of any [SW used by Inexperienced Personnel is reduced by one, 19.33 COWERING. Inexperienced Pecsonel or» FG containing tex pefienced Personvel which cowers (7-9) aust shift (wo columns 10 the Teflon the IFT for that aiack. A mixed FG of regular and Inexperionced Fersonnel may ths prove tobe a lablity because the presence ofthe later ‘nay penalize the performance of the PG as a whole 19.34 PAATC:Inexporionced Infartey ting a PATE mut pase TC rota NTC. The CCV of inexperienced Infantry is always ono les (11.5) 19.38 CAPTURE: The atacker may apply a ~1 DRM Ginstead ofthe ~1 DRM for s normal capture atempt) when atempting to capture an Inexperinced Personel unit 20.22) in CC. 19.36 LAK: Inexpecienced Personnel ate Lax whenever checking for Ambush situs 20, PRISONERS 20.1 VALUE: Every unit which surrenders or is captured and stil under [puted al the end of scenaia i worth dou is normal Victory Comin valve 202. CAPTURE: Berserk uns can nites take prisoners, or be capture, ‘Otherwise, uns can be caprured In any of tree way 2021 RiPh: Any broken Infantry unit during its REP that is BoM ADJACENT to Known, Good Order, armed enemy Infrcry/Cavalry ard tnabl rou way fTem it wihoot being subject wo Ineeditien or eso te Low Cras, il out t hat enemy un a ie prisoner instead, (expr = ‘choice of unit receiving surrender if mere than ene unit qualifies) «fer Firat cbandoning al is SW. Ifthe only adjacent enemy uni ica vehicle, the broken un hist foot day (eveh If Danipted) or be elisianted for Failure to Rou—sveh elination does oe incur No Quarter peraies. 5 the broken units also Disrupted, Encireled, ox surrendering due to a Heat of Bate DR (15-5), i wil instead rout to that enemy unt as its Disoner even iit hada legal rout path not requiring Iterdction cr Low Cat Prtsars (25-28), rks (25,43), Commissirs O8.72), SS reaps facing Russians 5.11), Fatatcs (108), and Japanese never surrender via the RIPh method; they always use Law Cea or ak Interditon 10 avoid surrerder. I unable todo any of these, they are eliminated eather than surrender 20.22 CCPh: Any non-vehialar,non-berserk unit atacking anything but 2 manned AFV in CC may predesignate is CC attack es an anempt 10 take prisoners by adding a +1 DRM 10 ts CC DR. If the Fisal CC DR ‘c= the CC Kill Number forthit attice, all defending uns are captred; Jf he Fine CC DR is equ o the CC Kill Number for that stack, ore defending anit f the detender's chose is captured (ene HS ifthe defend Ing units squad; the ether HS remains uncapeard). The +1 DRM for 4 capure atempt is lstea a —1 vs Inexperinced Persoanel (19.33), PX AGoman 6: sas uo Rana 425 aed 47 nd iC 1212) ‘Duaouarcr te wl arg w pace then W aeOrpralCe Dk a. he ai aT ‘Petherton of wh nese nes 2 aguas ae ape The SEPM tattonptiey sap beau te epee stem DRM pp A 20.221 Whenever any side in « CC oF Melee Location is completely ‘liminatedcaptured in simutaneous CC, any nici had captured during that phase is unchanged (.c., all of tht do's Caprare anacks resolved in that Lecatin during the phase are treated at ineffectual), If all pes: ing ton prisoner unit ina CC/Meles Location completely eliminate or faptere cach ole in their simalanceus CC, all maining wnarwed prisoners remain in that Location bat are exchanged for Green/Cemseript nis as por 20.531, regardless ofthe number of unit elisnated In hat LCecation of what uit eiinated ther. Should tis leave opposing, newly trmed units of toth sides alone in the same Location, thy all main in Melee, All SW in such « hex are considered abandoned. 20,28 MOPPING UP: See 12.193 20,24 Whenever a unit surrenders or is captured, jt Fist abandons alts SW. Those SW mut be Recovered aormully to be pestesed by the eapoe 30.3 NO QUARTER: The captor may opt co roost a RPh surcondering nit ac the instant ofits capture and eliminate i instead, but if he docs Soall cther enemy units will subsequendy alveys use Lew Crawl or sk Inverdiction to void sartendering—even if Disrupted. A rejected sut- rendering unit does net count toward the Butltield Imegrity Casualty Tally 20.4 MASSACRE: Only 88, Jepanese, Partisan, Ruslan, or berserk troops—it notin Melee—may eliminate an unarmed unit notin the act of scape. They do so ia ther ire phase by declaring the prisoners a their target which aurortically ciminate ther. Aty Berserk unit in the same Lecation with prisoners. whether guarding them or not vil eclse its hargerequiremens and elimirate tive prisoners (andi berserk status) In dho next fre phase insted. If not inthe tame Location wits przonecs, sborserk unit wil gnore ther in determining the closest enemy usit to Gharge. Should s Massacre occar, the BLR ofall cnemy unis ia that Scenario i increased By ene (once only) to 4 maiaum of 6, ia adction {o the applicaon of all the penalties of 20:3 rT] 20.5 GUARDS & UNARMED UNITS: & Personas! Ie nit 18 eapmored as (he., exchanged for) a white 98 | Live | narmed counter of tx appropnate size, andi placed ‘howe the unit that captured it eeptor's choice if more than one capturing lnib. An unarmed SMC must be aoted on a side record, but maintains itsnormal morale and leadership levels. Allunarmed units have a FP faior of 1)", which ean be used only in CC ve Personnel, The capior wait beoomes the Gustd until relieved of that sk during eny friendly RPIAPh ‘which the prisoners nt involved in Melee wa te Guar—are either ‘tansferred sbove aner guarding Uniti the sare mare: as a SW (8 431) lr anandoned. Such transfer dees not penalize ether units APh/RPD Capabilities. Any armed Personnel unit even a brotea SMC or Cavalry) may act as 2 Guard. Only one unit per Location, the ene direstly beneath the prisoner uni(), ithe Guard, Should no Gear unit be beneath hers to mainsin possession, any unit above them in the same Location lermedately ausmres the Guard postion. Should no enorsy nit be i that ‘Location, the unarmed uits ace ne longer prisoners and may be moved normally by ter previous over except that unarmed units ay not cet {Location containing a Krown enemy rit, Ifthe an} Personnel unt wi able to assume Gusta duties is instTiien, i guards all hese units i handle (20.51) and the remainder may be moved by their previous owner asif there vere no Gunirl unit presenti the hex. An unbroken Guard fad can Deploy into HS atomatically at ary time, regardless of ntion- Aly or lender seouirerents, A plarded priorer docs not afoct rout. A Guard can force ary prisoner to attempt eatrenchment (B2T.L), or leat ‘ube Flamesroadbtock (28.7), 20,51 STACKING: & single Guard unit can guard prisoners with a total USP up to five ties ite own USA, and can automatically exchange (vo prisoner HS/erew for an Unarmed squad and vice verss, Unarmed units {Ose al previcus armed Hesuiy and classification (Le, actew becomes an urarmed HS). Oversacking penatles never apply to prisoners, although they apply to their Guards ifthe captor side (excluding prisoners) is over stacked. 20.82 GUARD FP: A Guasd muy not atk or Inesdit any unit oder ian its prisoners except in CC (EXC: « Guard whse USA Is = the tal USi#fof its prisorers does rot have is FP. stack, or Interdichon capabilities restricted by thse prisoners}. A Guard's FP is halved for aac (but not defense) purposes when atticking non-prisoners in CC.20.83 MOVEMENT: All prsoners move at the foot rate (rotthe Cavalry ‘ate) of thei accompanying Guard as one combined stack, and are moved ‘luring the captors MPa/APh atthe éirection of the captor. Prisoners do fot roat while guarded unless their Gusrd routs—in which cate they ‘ccompaay the Guard. Guards abarden thie prisoners oaly by choice end ‘only by leaving those prisoners behing es they enit a hex. Abandoned prisoners ae stl subject to the protection of 20.34 (i.e, an dbandoned pilsoner subsequent eliminates by te ske that abandoned ic cause the ‘No Quarter rule to tke immediate erect). Abandoned prisorers are ‘represented by Unarmed counters and the rules applicable thereto. Guards ‘may escort their prisoners cffa Friendly Board Edge weathout the Guards boeing corsdereelimirated for Victory Conditions. Unless defined ther ‘wiceby SSR, a Frendly Rouré Edge ie one fre which that side's forces ‘rtered the gare. Ifa side's forces set up on board and hive received no reinforcement, its Freely Bourd Edge i any side it was allowed to Se upin fron of with ao edemy unis beiween ls ores ao that BOAT fe0ge and through which no enemy units have entered 20.84 ATTACK EFFECTS, Fire into a hex cortining prisoners ‘oF unarmed anits from ouside the es affects both the Guard fan the prscmers/unarened units iF hey were coments Ie a -Melee, excep. that privoners are never broken and do- oak the LUMCILLTC usualy fequired (or the elurination’breaking ota leader inthe same Location. A prscner/anarmed unit which falls 2 MC isnot ‘broken: i suffers Casualty Reducion instead. A CC attack against a Guard doesnot affects pesoners, Pricanere/Inarned units eliminate by fre from their own side will cunt double fo Victory Conditions. The Casual Redaction portion of «'"K#” result can affect ether the Guard or the pisoners us determined by Random Selection. Sitwary, the wits) ‘limites by a" AKIA™ esulture chosen by Rundom Selection. Unarmed Unis ae not an obstacle to movement, and ean be recaptured normally ‘bs CC or ty any InlarryCavairy uoit entering thelr hex and engaging in aa immediare CC attack during the MPh. If they fail to eliminate or recapture those unarmed units uring the MPA, they ae considered in Meee thereafter and may move ne fariher. Place + Melee counter on the stack 1 indicate their satas A n0% prisoner, unarmed unit may not enter a Known encmy-oecupled hes. 20.85 ESCAPE: Unless a Melee exis inthe Location, prisoners st passa NTC before the cama er Gaur. This takcan ony csr Shrine he CCPh snd ony ithe Ged broken. Once a Melee exists st the Sexe patonere may ring the CCPH. tet vitor psig INTC! Pracner smite tr Guard Bore they ea atc a Sac sind Loca ne they atc tet Orda ke wits inte same Locations part ofthe same CC atack. Once Melee exis ‘witha Guned,prsorers ay temp Withsawal ftom Mele na sse- {uext CCPh. Prisoner CC auch ar sequential in hat the prisoners ray fake all of ther CC atucls before they ean be attacked tn era by the cries and any other enemy uns in that Lacaton. Escape sees ‘Bl only fier are eo egemy uate inthe sume Location (other than Frise) orby sacs Withdrawal fom Melee (1.2) entation (1133) im wicca te former prisoner unit ha edo action tere ster an rape, Prisoner linia lean eseape ater oo et iu ay pais spon he cap, nt te i ues aah Ret ‘uted fr Vietry Coon yurpeses (20.1. An escaped prone es ttc wal van Vcr Condens been enna Ov recptre. lan apaes. al now Finish Axis Minors (EXC: Hur heane in Hogar! to 8 wil ne erp kp ile sande STustpaan cla nkn ws ened ono pen oars Se Nw ‘Sele te a eo ee ial darn sme tuneup art rae 2.551 REARNINVG: One attacking unarmed fiendly unit of equal or tlle size is reanmed inaeditely for cach armed cary ait eliminate apured in CC (or by any wher means if a0 otter enemy unk is currently ‘ne same Location), bat the unarmed unk is replaced with 2 Green ot ABS 21.22 Consort squaliS offs size and nationally. An unarmed waitin the same Lacation Wh an armed eremy unt hat surrenders tou endl aed unit can be immediately rearmed ex per the preceding sentence 20,552 SCROUNOIVG: Stal arms capable of rearing any one Tan try counter may be scrounged from uny power mush hen occupied Dy the unarmed unt atthe end ofa MPA in Which Khas expended ai of {ts MF in movement not necessarily sn the same nex), and sable to roll 2°20. Serounging DR (Z\). There is limut ef one Scrounging DR per hex per MPh, regardless of the number of units conttned therein. The harmed unit i veplaced with + Green o ConscrptsquadlHS of is sie nf tationality ae per 20.581, Scrounging wrecks (DID 5) affers «beter hance of success 21, CAPTURED EQUIPMENT 21.1 POSSESSION: Any SW counter EXC: radio} possess by an enemy ‘unit may be used by ts sow our, subject wo certain restrictions. Posses- tion of an enemy SW can cocur only by Recovery (444). 21,11 MALFUNCTION: A captured Gun/SW (or vebile) has is BAI “ecreasea by two de w lace of aman wit he equipment and diieuly fof resupply (ee A.I1). Ammunition Shorge (19151) penalties do moe apply t capued Gun SW, 21.12 PERFORMANCE: Capured weapons must reduce ty Muliple ROF pability by one. All attacks ty captured ordnance must use the red To it Nambert and adda +3DRM soall To Hitters (Case H).Coprired soa-ordnunce weapons are potalized only bythe decreae in hele brea down mimber aed ROF- 21.13 NON-QUALIFIED USE: An exénance weapon which reqates a crew to man it may be operated by non-qualified friendly MMC or qualified enemy MMIC by applying the21-11- 12 penalties to thei se, Non-aualified tnsmy MMIC may use these pein weapons bs doubling these penalties. ‘Two or mote SMC may fre a orew-served wespon ar a non-qualified MMC, alone, SMC may fir acre served weapon oly ithewoie (15.23) EXC: w lore SMC may fire ammorar = Rmmon iP were aight mor ta, €9,2}, 21.2 VEHICLE: A vehicle can be captured only in the CCPh. An AFV au be captured onl i Abendored (DS 42). Ifhete are no enemy Personnel inthe Location with an Abandoned eneray AV. tray be captured auto- matically by ay Infantry astm the sare Location atthe end of a CCPh Otherine, an Abandoned AFV in a CC Location can bo captured only by w CC attack eaptre etmpt—even though itis Abandoned. Bot sides ‘could astempe io eaptare Itand therefore the (fant of bo ides in that [Cecaion wuld quaily as a""Persormel Escort Tor te Abandoned AFV's deterse unt it controls by one sie or the ether. An atack against tn Abancored AFV (\shether to capture or eliminate i) i entitled to & “DRM because iti a vehicle with o manned MC. as well asthe DRM listed in 1161 Ghe APV is ascumed to be CE and immobile a long as ite unmanned), 21.21 TEMPORARY DRIVER: An unwed vehicle which iscapered hes ‘ma new interent driver &€ no cost toa MMC captor anc canbe operated by himeven tothe exten of leaving a Melee hex sper 11.71. If the vehicle was captured by a SMC, that SMC is removed unt the vehicle takes on A ew erew (5.42) oF is Abandoned 21.22, TEMPORARY CREW: An AEV which i captured takes on new inherent crow by removing the MMC that crtered (or exchanging Capturing squad for a3). Shoald the APW be manned by anow-eemoved ‘Vehicular cree counter, normal capmured weapon (21.1112) and red MP (Dz.S1) penales appl. Should it be manned by « now-removed HS or Iniarry crew counter, its MP allotments haved, and each attempe 10 Sart the AFV must be preceded by a dr = 4. A dr of S results inne mowe- ‘ment allowed during this phase although the atemp sill counts as move- ‘ment esata asi prchibits/penslizes ay other fre of movement tmp by that APU); adr = 6 resis in Bog in that hex. A RussianJepanese Captor reseives# = I demo this dr, Should it be manned by a HS rather than t vetuce crew, bot the above movement asl doubid esptured weapon21.22 enaies (21.18) apply. Should ite ames by an tetany erew counter, Only the above moverient and normal captared weapon peralies 21.12) ‘pals. AN APY eaptted bs aSMC is botn Irobie end limited to AAMG. attacks while be i CE in the AFV. IFBU, the vehicle may move. or fire slther ix BMG or CMG [EXC: CMGIMA if an AEV with a one man turret}, bet may never both move ard fire in the same Player Ture. Such fire not halved due to fire by » SMC, but captured weapon penaltas do apply. I'two oF more SMC capture and man ua AFV, itis considered ‘be tnained ty an frastry HS unless all ofthe SMC ae heroes, in wc, case the AFV Is Considered manned by aa Infantry crew 22, FLAMETHROWERS & MOLOTOV COCKTAILS 22.1 FP MODIFICATION: & FT counter is In- 6 fantey SW with a Nocmal Range of one hex and a FP factor of 4A FT may atack at Long Range (0 hexes) with 12 FP, but is never increased for PBE'TPBF. Long Range Fire for & FT (even vehicular F7) is always limited to one hex beyond its Normal Range. FTP is affected by LOS Hindrancss ard is halved for all forms of Area Fire (but not for ase in the AFPh) and is reduced hy cowering (7-9) bu it never increated for ary reason. Some vehicle PT (DL) have a Normal Range of (iprified by the FP factor being. underscored) 22.2 DRM: FT auacks vs Tnfanry ae resolved on de IFT but receive ‘no DRM du to leadership ot defencer's TEM except for LOS Hindrances and 208-CA attacks on a pillbox (830.113) 22.3 USAGE: Nom-elite Personnel must use the caprured SW X# penalty (21-11) when fing a FT. That penalty i: doubled f ring» captured FT. 22.31 FO: A FT may not combine FP with any ther wnit—inclading the Unit fring k ce even another FT [EXC: OVR, D7. 11}, 22,32 LINE OF FIRE (LOM: Infaury FT seldom had a range in excess oF 40 meters; nerefore, use at long range required use of “looping” re Similar to (but not counted as) Indirect Fire (ie. all FT fire is considered Direct Fire) to extend is range. Consequently, a FT cannot apply bath its Normal and Long Range FP. and cannot atack at Long Range ifthe LOSis abstncted. Otherwise, a FT can atack either an ADJACENT hes fll EP or Location two hexes aay with Long Range Fire. A vehicular PT with « Normal Range of two hots can attack ether an ADJACENT. he or one two hexcs amy with full FP, or one thre bencs aay with halved (Long Range) FP. No FT may stack nore han one Location at ume, AFT may never fire at atarget > two levels higher ower than, its own elevation. A FT which fires at an unarmored target two levels higherlower than its own elevation uses 12 FP at one hex range and 6 FP ai two Pex range, 22.33 RESTRICTIONS: \ FT cannot be used to fre at desoonding para oope 22.34 ye AFV: A FT atack against an AY is resolved om the C7.34 HE, 1 Flame To Kil Table, but only if the AF is predesignated as the main large. Ifthe AFV is not dearoyed, iy Vulnerable PRC ae stil subject to's Specitie Collateral attack (A. 14). AP do not affect a FT ataek, bat the FI's Basic TRA is halved a Long Range, The FT's Basic TK# is in- creased by one ifthe target AFV is CE, and by two sf OT (or by three it bom CE and OT). 22.38 oe TERRAIN: Under centin conditions 4 FT may crete a Flame in the target hex (825.12), 224 VULNERABILITY. Any Pervonnel unt posessing a FF mit deduct lone (per FT possessed im the IFT resolution DR of any atack (includ ‘ng ordnance hit) agatrst it. The PRC of a vehele equipped with » FT fare not penalized by the presence of that vehiulat FT, of by wansporting an otherwise unpossessed FT SW, 22.8 MALFUNCTION: Ifthe Original resolution DR for any FT aac by Infantry i = 10, hat FT has ue ut of ful and is removed from play afer resolving thar aac. A 22.6 MOLOTOV COCKTAILS (MOL|: MOL are available only when ‘specified by SSR or DYO purchase. 22.61 AVAILABILITY: & MOL inno represorted bya counter, bat is com- ‘dered an inherent SW of any Personnel rit. A MOL can be ised at {ie option of any uapinned, Good Order Personne unit as a SW in ote ff dtee ways. It cannot be used in CC 22.611 vs UNARMORED TARGETS: Any Personnel unit may make & ‘MOL Check drafter declaring a PBF/TPBF attack but prio: to resolving it, provided the attack is nt through a woods or orchard hexside (anless that hexsie is erosied by a road). Using a MOL in a PBPOTPBF stack fenttles the frer 10 add four FP to thet attack, oven if it oscars se pat of ¢ Final Fie or TPBF attack. The MOL 4 FP bonus is always eed ster any modifescion of FP; eis not subject w mosifcaien. In order {a havea MOL and be in positon 19 use f, a unit must rell a I-3 on @ OL Caeck di. Theres 2 +1 crm the units a HSicrew aad a +2 ‘dem ifthe units SMC. There is also a cumulative +1 dem tothe MOL, Check dr i itis being used in FPF, or by a CX unit. oF vs a non-AFV. ‘A MOL. Check dr can be made in Bath Defensive Fist Fire snd late in Sobsequort Fist Fire or Final Fire whether MOL sere actually wed in inst Fire oF not. A uni taking © MOL Check must desire any FG it willbe part of, as well as its atge, prior to making the MOL Cesk dr. ‘The declared FG must mmediealy auack the annoanced target even it the MOL Check ar is 201 passed. A FG may make oaly ene MOL Check dd per attack. A MOL Check dr counts as use of a SW. so a HSicrew ‘wbeh fails a MOL Check dr may not atack all bocause it has exhausted its only attack eppontnity fr that Plyer Tur: this would not negate ary FFG including i, however. A squed which makes a MOL Check dr may not fire any other SW end runt ad its herent FP t the attack (Seo Mandatory FG; 7.55). A SMC may attack alone with « MOL without ‘combining ino a FG. 22.6111 There ate several possible consequences oa MOL atack. Ifthe ‘Original colored dr ofthe 1° DR is 16, the unitusing the MOL broken (oniy one unt if being used ty a FG) and both the FP of the unit and the "MOL. it contributed to the attck are voided, and a Fame is placed in the thrower's Location. The breaking ofthe unit does not void its FG. the (Original colored dr ofthe (FT DR is 1,1 Flame ix paced inthe eget Location. Inboth cas, the Flame ie placed only ifthe Lacstion contains Burnable Terrain. Ifthe Locatioa containing th Flame is a Foried Build ing ot @ non building Location subject wo adverse westher, the EC dem must alo te consuled to determine ifthe Flame is placed. For purposes ‘of Flame determination only, the wht dr ofthe MOL attack DR is modi- fied by — if ina Fortified Building (B23.94) or by the appropriate EC [DRM (825.5) for adverse weather; a Flame is placed onl ifthe Final hae dr > 1 ‘icons Suet te cions Norny Se tet oe eae a ‘in puns oto Fa epic fe ie) “2 fs ool Batic aes) 22.612 1s ARMORED TARGETS: Use of a MOL against armored target is identical 922.611.6111 except as follows: The AFV mast be pre ‘designated as the speeific target If the MOL Check dr i succesful, the ‘easing Seall Arms MOL atiack ip revolved vs the AFV by means of ‘To RI DR on the MOL cohimn of the C7-34 HE & Flame To Kill Table. “This sume DR also serves as 4 Specific Colatoral Atack (using both the Small Arms FP ard the MOL's 4 FP) vs the AFV's Vulerable PRC, and ‘anormal IFT stack (usiag only the Small Arms FP) vs ll other non armored units in the AFV's Location. If the MOL Check dis not ‘uecesefal, the IFT aac (mis the MOL 4 FP bone) i caeried out ‘gine all non armored unite in that Location. The AFV is turned into ‘burning wreck by a To Kill DR < tho AFV Find! TK, ad elinunated {vith PRC Survival possiles) by 4 To Kill DR equa the ital TKA, ‘There is no armor mocitiation; nowever, te AFV’s Basic TK# s mod fied by +2 for an OF AFV or by ~1 for a CE AFV (unlike a FT attack ‘where both OT and CE mocifirs can apply, only one ofthe two can apply fa MOL attics). A MOL’s Basic TIA is reduced by (90 sa moving! ‘Motion vehicle. When attacking feom the same hex, 2 MO. assumed tohave Gored a rearhit; otherwise the Target Facing determines the facing Int. The Rear Armor and Elevation Advantage To Kil Meifatons (Cases ‘A aod B, C7.21-22) can apply «9 8 MOL altack vs an AFV,A 22613 vs TERRANY: Any infartry unit with a MOL (ascertained by making the MOL Check dr of 22.611) may add +2 to its Kindling Atempt DR (B25.11), Unlike the other uses of a MOL. the user i in to jeopardy of breaking for using it to enhance his Kindling Amempe DR 22.62 LEADERSHIP: Leadership modifiers do Hot apply to a MOL To Kill DR, or tothe MOL Check dr, but do apply to any FG sttack cone ing more than four FP factors from a MOL, bevbrs feuz|eary wens Srponn= io) The ong tre atte mety te 1TH st he azine ve 4.7 eu Fane i W9 air (1 OR cea 2 ow amet te 87 adi eat hr Pan sol mh et Pee “un eng Xing ts MIN The Party Sea tac eT eee ae Define Pat Pe Asan top ome MOL atc nth pas MOL Ck Shy nlings |or} wail Boek 12 FPatak wih meesion’G FE eS TBSE] ". PPM am) = 1) FoF UDR woe Ei] (FERASH = € DR) 4 Te iene ther ofc iPP OK wet atest a C736 econ hl s OF ttn le Pal Tw Kl Ne of beste APV ‘Stonaes os humee eek Te 08 wn mtd wee sh OF (PRY ead SAR 7a mh cana he MOL oe 23. DEMOLITION CHARGES 23.1 ADC is SW which explodes in the targethex 9} ‘with 30 FP factors on the IFT [EXC: Set DC: 23.71 Ics not subject to FP tiodifcation for PBF/T PRE, sein the AFPh, oF for aay form of Area Fite oer than concealment Conceaimenccatsed Arta Fire does not apply when determsning the pos sibliy of Rabble Creation (B24.11), A DC attack may nor combine FP ‘ith anyother unit, The defender's TEM (not LOS Hindrances) applies 1D the resolution of the atack, but leadership modifiers do nx 23.2 USAGE: Nonelte Personnel mut ute the captured SW X# ponalyy 1.11) to atack wih a DC. The penalty is doubled if etscking with @ captured DC. A squad atacking with « DC may use it inherent FP, but fly inthe sane phase during Which the DC explodes 233 PLACEMENT: & DC is Placed on an ADJACENT target hex dur- ing the MPh by a carrying Infitry unit expending extra MG the hee ‘the DC is Plieed from) aqual te the number of MP t woud soguire that ‘itt dgedy enter that target hex were it todo so Gurng that MPR without Bypass (se Wire; B26.43), Theat of Placag the DC i considered move- ment expended in the Placement hex ihe hex accepted by the Placing dant—not the hex in which the DCis actualy Placed) and therefore wait ‘amet Plaen DC if it fired daring the PFPA or vas tinned prior to Place- ‘meat during that MPh, Furthermore, ifan enemy AFV aceules the target hex, most Placing unis must pess a PATE (16) in order to Place the DBC: Should the Placing writ survive (unbroken and anpinned) all enemy Delonsive First Fire, Subsequent Fire Fite, and FPP in the Placeineat ex (including any fesulting from the expenditare of MF inthe Place= ‘nent of that OC), the weapon is considered operably Paced. Thereater, A37 23.61 Ge Placing unit may move away or suer adverse results with no eect tothe DC. However, If te Placing unit is troken, pinned, ce eliminates before or during Placement, the DC isnot operably Paced, remains with the Placing unt (or in the Pacing unit's Location ifthe units elinate), fand may not aftock—alhough itis sil usable for futre Recovery Placoment attempts. A unit may not Place (or Throw; 23.6) a DC toa adjacent hex out of ite LOS (7-21), Nave snc kept en aed by beter Fire Ee ap pi Be ces Pest my oe ‘ee per Bn ‘Yotomne Bn eve of XS se Piceer tet et Bete pred of one eta state Rca te Dl 23.4 DETONATION: Ifthe Placing/Throwing Uniti CX, the +1 DEM {for a CX attack is applied wo the Attack Resolution DR. A DC operably laced during the MPh cetorates during the AFPA on ary Original DR < 12 (or 10 fora captured DC) and is removed from play. An Original malfunction DRof 12 (or = 10 fesptured) fora Placed/Thrown DC tack fn the IFT also removes it fos play. but without dctoeation ‘23.41 vs TERRAIN: Under ceri conditions a DC may create Flame Jn the target hex 825.13) and/or cause a Building to rusbie (F211) 23.8 vs APY: In order for a DC atack (lke all ordnance Direct Fire vs ‘ex containing an AFV in combination with unermored targets) affect 'AEV. itrnust be predesignated as being made agains! the AFV. A DC can affect an AFV only if i the primary target of that DC attack, 1 the attacker chooses to atack the AFV, he dees vo cm the C7 34 HE & Flame To Kill Table using the DC coluren-—but only ater »spesial DC ‘Posion DR (C7.346). The Target Pacing ofthe AFV is based cn tn hen side though which he DC was Placed/Thrown, evenitihe APY changes Its CA prior to the dewnation of de DC ia the AFPB, 23.6 THROWN DC: A DC may be Throws (hereby constnating vse of {8 SW; 7.38) ite an adjacem Location in ite LOS or down to the net low: fr level of the Thrower's ben via u sultwel, or 1 the ground lexel of ‘4 non-inerior Building hex froma higher level Location ofthat hex [even {ugh there may be imervening billig levels) by any unpinees, Good (Order Personnel capable of SW use daring any fiend fire phise (or Defensive First Fire) instead of Paced during the owner's MPh. However, a Thrown DC is less accurste than a Placed DC and may aot be Thrown {oa fll-evel higher elevation. A Thrown DC aust add an aéttionsl = 2 DRM (43 if Thrown fom 4 2ox-opped Motion vehicle or by Cavalry) to the attack revolution (EXC: vs at AFV the = 2/43 DRM apples to the DC Position DR instead, C7-346) in che target hex, and is resolved immediately on the 30 FP column. Since the Throwing range of 4 DC ‘sles han tsi rads (and since a wide varesy of results can oceur— ‘including the target tossing it back, both the target's end thrower’s Loe tions are immediately atacked by the DC: the Throwers Leation receives 44-3 DRM (dif Thrown from a non-copped/Mtion vehicle/Cavalry) TEXC: Ifa BC is Thrown from an slevation two or more levels higher than the target, the Throwing love! i not affected bythe DC unless iesubbiee the lower level (B24.11)]_ A separate DR is used to resolve the altck of {Thrown DC on each hex. A Dc Thrown from an APV does not stfect but does atack any Vulnerable PRC of that AE. 23.61 A DC may not be Thrown or Place inthe same Location occapid by the unt possessing it—unless the uit Japanese or the targets weicle in Bypass In die same bes ws the Placing/Throwing unit In such a case, the Placement cost isalways one MF; the DRM for « Thrown DC reraits Oe sane.23.62 33.82 4FPh: A DC Thrown in the AFPh sufers an additional +1 DRM. tb the IFT DR wy tou te ret and he towing Locations (unless virown yan Opponurity Firen, A‘DC Thrown at aa AFV inthe AFP suffers #1 Postion DRM instead 123.63 FINAL FIRE: A DEFENDING uni already marked by a First Fits counter may not throw © DC (aor ean it do so during Subsequent First Fire o FPF, 83-0), 23.7 SET DEMOLITION: A DC which is nether Placed nor Thrown ‘orsidered a Ser DC and his special advantages and requirements. A Set DC is ene which has been Set prior 19 play by SSR, or which was Set and declared ding play by an Tafantry unit which sper all of is ME {sing Hazardous Movement to Set te DC in its Locaton during ite MP nd made a dr = its USF (ubject to leadcrship drm by any leader assis. ing another ana w Set the BC) without being pinned or broken. A Set DC nay be detonated using the 36 TFT culuma Guring any frend fre phase ina subsequent Payer Turn by that Good Order unit (Or one of iis derivative HS, if a squad which has been Reduced or Deployed), ‘revided iis within six hexes and LOS of the DC (bit at least two exes Sway), and passes a NTC. A Set DC malfinctions en an IFT DR of 12, bt there = 1 DRM to this DR, fer malfunction only) purposes for ‘ch coniny lalstty concer cxreeetly a fie hen 23.71 A cetonated Set DE i resolved on the 36 FP coluren ofthe LPT ‘with » ~3 DRM ard no TEM. A Final KIA result on a Set DC attack ‘sult in the destruction of any bridge or bung in tat hex (See Rabble, 324.11). When a multi-het bridge isthe urget of @ Set DC. a number of spans ate eliminited eal to the KIA #-A'Set DC ithe ony weapon Which ean destroy more than one beidge counter sn this fashion. Esch span to be climinated must i turn be as close tothe original DC as possible with tes tesolved by the owner of the DC. A Set DC which detonats ‘widiou destoying a ridge hex hus no effect on nits of oF beneath the bridge. 23.72 SET DC CLEARANCE: & Set DC i removed dus t« malfunction results per 23.7) oF by St DC Clearance (824.75) 24, SMOKE ‘rate 24.1 INFANTRY USAGE: SMOKE placemere may mel be tempted via inherent SMOKE grenades by any Tnfatey squad having aSMOKE Placer Exporert ‘nd sll capable of mewemen Gating is MPh, x 4 cost oF two MP Ifthe latempt is fo place SMOKE in an ADIACENT Location, or one MF if the atierp is 10 place SMOKEE in its own Location, Units atempting 10 place SMOKE grenades must specify the hex they ish to plase then in ‘efor aking the placement de, but ate otherwise fee o observe the pice ‘eat attempts of previ mewving nis hefore designating thee own place hon attempt. No unit may attempt to place SMOKE more than once per (MPM, but nother an atempt nor acta! placement is considered uss of 3 SW, The Soke Paccriem Exponent i he numerical exponert of = aued's FP rating, aad is the bighest umber the unt can ral eh one die (A) ‘an sl place Smoke during tht Player Turn. I the SMOKE Placer ‘or$16, the unit mist iweditely end its MPh in is current Location. ‘A squad may not place SMOKE in Water Obstacles (EXC: Bridges inct {oor bridges). sever, or marsh hexes. Placement in an ADIACENT hex ie prmisaible if thre tao wind. I there tea ld breeze, SMOKE can ‘ot be placed inthe three hones adjacent othe plasing nit in an upwind ‘rection, Placement in aa ADJACENT hex of higher elevation i allowe ‘nly across «single Cres Line or bullding Level stairwell (not across a ‘iT an only on a subsequent dr of 1-3, If he subsequent df 5 4-5, the SMOKE must be placed inthe placing units Location instead. SMOKE srenades can never be placed in an adjacent Location if tht Location is two oF more levels higher. SMOKE grerades can be placed dovn to the ‘next Tower level ofthe unit's building hex via stairwell or tothe ground level of noe Iterior building hex. SMOKE grenades canals be placed serosa cliff or Double-Crest Line into an edjucent lower hex, A38 A 24.11 Any SMOKE screen caused by SMOKE grenades" is represented by i" counters ands immediately repovedat the end ofthe ATTACKERS MPh in which ic is placed, afer all opposing Fist Fire but Before any Defensive Final Fire. A” SMOKE counters never Dispersed or subject ‘to Drift, and cannot be placed in Heavy Winds 242 EFFECT: AN iret Fre sid on-board mortar re ted eto, through iti or on of five 24:8) « SMOKE hex inact by 6 Hindranos DRM of “1, "2, cr'v3 depending upon the pe OF SHORE, ‘naon oy tora TENLOS Hiarence eects of hex SMOKE hos no ees on mined, OBA, and DC acts other than the alee (MF set pic the DC (or the aed iia of pling or coeeting OBA: C1t2) The splienton of SMOKE Hincrins DAM om tite for ech EMCKE coum encuntna long te fring unis LOS ‘Tove ano lini fo the narnber of $MORE courte ehh eb placed ina hex bu the total Hinde DRO of SMOKE for any one het can ever be ore than +3 TENG, Ogi LOS Hindranss 24.8), A LOS ‘Toca cual along + SMOKE heslce 1B ised by at SMOKE EMO doer nt apply 1 a treet shrouded by SMOKE, atough PENA uses IIB | Siocon wate ontote Sper gh | eee eee ee reales inte Sony Too rs ponomit sf WP pes Re ap oemecar a oss ee es oe ere es Spenco le efenacrgine ope WW hee ame Eoenecieal oneritt eieterh exact er ba 24.31 CASUALTIES: The chemical agents in WP caused discomfor: and ‘ould result in demoralizaton/casuaties. All nts (including friendly ones) except a non-CE, CT AFY ina Location with w WP counter must take NMC when the WP is placed in that Location ot when it drifs). The NMC causes DM status (10.62), and also enuses lost of concealment if the fected unt isn LOS ofa Good Order enemy grourd unt. Both leader ship ane TEM apply as negative DRM to the NMC. However. if a CH (or Air Burst whon vsing Indvoct Fite) is cbtaned with WP, TENC sre appli to the NMC as postive DRM instead, A CH with WP grenades tocwurs ifthe olored dr ofthe MC DR is a 6. Only dnts in a Location Uiben WP is placed therein must wke a NMC dc w that WP. 24.32 FIRES. WP can caise Fires only if Favironmental Ceaditions are sither Dry or Very Dry. The player who places the WP must make 4 DR = the Kinuling Nambcr ofthe terain daring bis MPh (even if places ring that phase) to start a Flame in the WP hex. Normal EC DRM do not apply, But there's a —) DRM if Environmental Conaitons are not ‘Very Dry. A —2 DRM always apples w buildings. WP may not be used to burn vehicles or wrecks, Le : A €] and does not Hinder LOS cecurring above that } +2} clevation. W? in a four level LOS Hindrance, ‘SMOKE does not lock LOS (EXC: B.10].In a mild breeze all pes of ‘SMOKE (includiag tertainywreck Fics, B25.2) are two level LOS “incrancss. White Disfersos SMOKE is removed atthe sa of the owning player's nest PFPA. His white SMOKE counters ate then Mipped over to the white Dispersed sid. 24.8 STRENGTH A snoke counter has x fallsteagih Hindrance effec ‘of +3; a WP counter has a full-strength Hindrance effect of ~2. These ‘urte’s can be placed with thet fall strength side face-up only if placed by ordaanes/OBA as the frst resolved atack of their PFPh (ie, hefoee ‘non-SMOKE atacks are mad). All ether ordrance/OBA placement uses the reverie (Dispersed SMOKE) side ofthe ennter which basa Hindrance tffect of one lent. Smcke grenades have a Hindrance effect of = 2: WP ironades eve a Hindrance effect of V1. A Mil Breere does nor lower the Hindrance DRM of « SMOKE source. 24.6 WEATHER: SMOKE has no effect where vision ie lea Hindered by fog. SMOKE is removed immediately for ran or heavy winds and hat fo effet in Mu or Deep Snow [EXC: SMOKE grenade placed inside building trom eliher the sue Location of an ABTACENT Location of the same bailing acress @ hexsid oF tat uileing) 24.3 WHITE PHOSPHORUS (WP): WP is a special form of 24.4 HEIGHT & DURATION: Convessional ‘smoke sreated asa two-level Hindrance to LOS24.61 DRIFT: Original SMOKE sources (ther than SMOKE Grenades which do no ast kang ‘enough to drift) ae diferemtated from deiting Dispersed SMOKE by using white counters for ‘orginal SMOKE (EXC: a Wreci/Terain Blaze needs no originsl Stoke counter! and ay ‘counters for difing SMOKE. Whenever there is « Mild Breese, Dispersed SMOKE drifts from any orignal SMOKE source atthe stat of the game's first RPh and atthe start of every AFPh, Drifting SMOKE consists ofan bor of Dispersed SMOKE counters equal to th Hindrance DRM ofthe org ral SMOKE placed gitect'y downwind from the original SMOKE source {even ithe original SMOKE source was Dispersed). All drifting Smoke is Hindrance upto two levels higher. and dnfing WP up to four levels higher, than the Location occupies, bu never a Hindance at eels Below the Loc tion of the onginal SMOKE sourse. Dnting SMOKE is removed immed ely when the orignal SMOKE sousee i remoned or when the wind changes dirction or force Whenever the original SMOKE source bocomes Dispersed SMOKE. the numberof gray Dispersed SMOKE coustersdtngfrom iis creme hy emoval of the furest Dispersed SMOKE counter emanating from (thus keeping the number of deifng SMOKE counters equal wo the Hindrance DRM of that orginal SMOKE source). Smoke drifting fom a \Wreck/Terrsin Blaze is treated Aentically 40 tht fom an original white Smoke counter (6 2462 GUSTS: During Gusts (25,651), remove Diggered SMOKE and then fp the remning SMOKE counters to their Dispersed sg, sti the RPS tnd then again in the AFP 24.7 MOVEMENT: 1 coss one ional MFMP 0 enter SMOKE (nc ing Dispersed SMOKE] Location daring the MPIRIPh (se 8.2), 24.8 OUTGOING LOS HINDRANCES: Regardless ofthe ype of SMOKE Place othe method by shich it is placed, SMOKE is always more effec {rn obseuring the sire of units ise the SMOKE cation than units ot side the SMOKE Location Fig int it Amy LOS/pon Residual: fire Which is traced out of o within ot through o inl) & SMOKE Loestion musta +1 indrance DRM (19 ss IFT or To Tit DR if a fre atack) im adn to te rma effects ofthat SMOKE 25, NATIONALITY DISTINCTIONS 25.1 GERMAN: In general, , elite stound troops prior to 1944 should be represented by 46-8 squads: 5-48 squads shouldbe used in 19445 or : represent parasoops. The 46-8 must un ergo three ELR Replacements to reach Inexpericaced status, whereas the Su il do 0 in two Replacements . 2S.LL SS: $8 squadUHS (65-87 34-8) are elt Css troops if erent by the $8 insignia on the counter and ther increased Morale Level on their broken side? Harly-ar SS squad (46-82-48) also have the SS insignia and incteasod broken Mera Level SS crews sod [SMC do mot receive the sneessed Morale Level op thar broken Side, an are therefore represented by normal German ere and SMC counter. SS ar en tied to Assault Fie capabiies in any scenario during 14-4. 85 wil not Surender to Russians via the RiPh method (20.1), do not become Discpted ‘hile opposing Russians, and may peeform Massacre (20.4). Any ‘weaponAPV identified na scenario Orier of Bale 3: Belonging (0 SS for Imation has ts Depletion Numbers increased by one de to being Elite (C82) . 28:12 COMBAT ENGINEERS 8:3 squats reps peal ats acne Cob Epes of eet @ Shon and ne an EAR wgeos be ELR Somer Corman MMC the seenan, However 8 are not astomatclly considered Assault Engineers: ay elite unit ean be designate aban Assault Engineer in a DYO seenano (HI. 22). 85 Combat [Engineers ae silferentated by the SS iasgnia om the counter an thet in ceased Morale Level on their broken side: SS res (25.11 also apply 25.23 spat eae Sisal Eecacer eer erent i 28.2 RUSSIAN: Use of elite I Status troops should be re Served for hore formations lassfied ss GUARDS qu ity, Any weaporvAFV sented in a soenario Order of Bat belonging to {/GUARDS formation has its Depletion Numbers increased by one die 10 being Elite (C82) Rusian squat may not Deploy (EXC: 20 & 21.22), a though they can take HS loses and Recombine into squats again, A 426 squid Bale Hardens to 9 $27; 822-7 HS toa 3-28 25.21 ENTRENCHING: Rosson units are enlted to = 1 DRM when en trenching. This DRM does not apply to prisoners of any nationality ° 25.22 COMMISSAR: A Commissar is 89:0 10-0 leader wth Special capabilities. At the start of any scenario (including DYOIRussan Partisans) during or peor 'o 10/42, the Russian player may replace up to one 80 leader witha 9-0 Plitcal Corn misar and/or one 8-1 Teer with x 100 Poliieal Commissar provided the Scenario sno begun with more Commissar than othr leaders nthe OB, No SSRs required to make this subsiution (025.221 A Commissar is superior. ll Tears gutless of More Level nd therefore fs the first unit a Location to tke an [FT-tictated MC (10.3) 1s fevempt from LLMCILLTC. and can even cause LLMCILLTC to leaders of higher morale. An anpinned. unbroken Commissar increases the Morale [Lvel ofall oer friendly Infuntey(Cavlry units inthe same Location by one EXC: Comms and nits wth Morale Level of 10), while probing the ‘pplication af another leader's DRM to morale activities A brbken Com Sar aways atemp Self-Rally, even if with another leader. Commisst ‘never receives the leader DRM of anther leader when performing any action Godin MCPTC), an isnot subject to Unit Sabttation (A). (925.222 RALLY: A Commissar mas temp wo rally broken wits in its Loe tion. A units immune to DM stats while being rallied by 4 Commissi—in addin othe Morale Level increase 25.221). Any MMC which al. rally Under the direction of a Coramissaris Replaced bythe next ower qui unit of is ie aeady the lowest qual, a squad is Casualty Reduced. A ro- [en erm, SMC. or HS that cannot he Replaced is limited, 28.223 BERSERK: Should « Commissar go berserk, all flay Infanuy in ‘te same Location automatically become berstk also [EXC: unis immune to Hest of Bat ° 25.23 HUMAN WAVE (HW): Human Wate may only be con ducted by Russians and Chinese (G15), but it also forms the basis for Cavalry Wave (13.62) and Banzai (G1.8). The AT TTACKER my declare a HW allsck during his MPh by selecting 2 | putipaing MMC (and an average ofa least two MMC pet hex) from A309"25.23 ach hex of a chain of thee or more adjacent contiguous exes 2s well a2 1 leader fom any of these exes All he participating units mus be i 3 con tiguous chain of ADJACENT Locations, must be in Good Order. tee to toe, ad caiot have started shelr MP yet No unt in tbe HW chain can be 2 Guard, PRC [EXC: Cavalry Wave (13.62), or ADJACENT vin he sane hex-s an enemy unit [EXC GS}. Atleast one unit inthe HW chain mast, have a LOS co an enemy unt (the "Yarge") within eight heres which the chao ‘wll move wwatds during that MPh. The units participating in the HW ae termed HW Units they lose any concealment ac are exempt from Heat of ‘Bale, PAATC, apd any pn esuls [EXC: Minimum Move 4134), Collapsed huts (G5. wile they sre pot ofthe HW: forthe remainder ofthat Player “Turn they have tee Morale Level increased by one (EXC! if bokea) and a Lax ‘oralermate Hex Grain that includes the target enemy unit and that isas close as possible to a HW Unit hat has LOS to, and is within igh boxes of, te target enemy unit. This HW altrnato) Hex Grin should he marked th HW Direction unter. The iestion along the TW Galles} Hex Grain towards, and beyond, the wrpet enemy unit sth [HW Direction (EXC: a unit conducting a Banzai Charge (G15) against an enemy unt i the same hex cannet be used 1 stabish the HW Digction: if fo other unit can establish the HW Direction, then ony uit the ex may Parcipae inthe Banzai Charge. (© 25.2311 FORWARD AND SIDE LOCATIONS: During the HW, 160 or throw fof the Rexes adjacent to a HW Unit ae considered forward hexes. Given & ‘unitna HW Hex Grin, the hex aacet toa HW unit in the HW Direction i {Torward hes sae the two hex adjacent wo oth this hex ani the FT uni. Given am sternte HW Hex Grain the to adjacent hexes i the HW Dire tom ae forward exes, andthe two exes adjacent to the HW unit and one of the forward hexes are sie hexes, The Locations in forward hexes that ae AADIACENT to the HW Lint are Forward Locations andthe Locations i side ‘exes tht ate ADIACENT tothe HW Unit are Sie Lacstions, . =| 25.291 DIRECTION: The ATTACKER most choose a Hex Grain ‘Normal HW Hex Grain Alrnate HW Hex Grin waeton (©-25.232 MOVEMENT: All HW Unitshave 8 MF [EXC: a wounded SMC hs 3 IMF! (which ean nove be increase) and can enter enamy-cccupied Locations, but cannot Assault Move. Dash, Search, cary more than ther IPC, oF Sse Column movement. All HW Urits mast move to anew Location as a mull he stack before any may make a new MF expenditure, Ths rations part of the HW Unit” MPhivelled an Inpulse. For ech pals, all HW Ls ex pend the same number of Ma the HW Unit which expends the most MF ‘at lipase [EXC i 3 wounded SMC bas enough MI to eter the next Lo ‘ation, ul pot ak many MF ase being expend by the ret of the HW that Impulse, it instead expends its remaining MP to enter the new Location as ifit sere mskinga Minimum Move (A4:134)—ie, t becomes pinned and CX— ‘even i already entered x ew Location this MPR) For etch impulse, each HW Unit mat Gt posible) do one ofthe following and canoe expend MEF for ay other reason: move to 4 Forward Location; move toa Side Location thar contains an enemy unit: move up or down in 4 building while moving ‘loser tthe Ground Lavel andr an enemy unit in that ex; move beneath PanjvWire (with individl Exit defor each IW unit, move above an Em ‘wenchmenupibox couner; move Below an Enuenshment counter containing fan enemy uit: move below an Enienchment counter or into Crest satus if Tackingsufcioot ME wo enter «now Location. Aay PaajiWireEntenchmen movernent may te in addon o entering a new Locaton during an Impulse, Prieto, anda the end of, each Impulse after ll Defensive Fist Fre) 2 unit ay perform any ops ction that costs no MF Ce. dropping 2 SW). A . 25.2321 RANGE: If MW Unit increases its Range to the HW (a= termae} Hex Gran 5.281), to the closet hex of that Hex Grain itm be marked witha Range counter. As ong a i850 marked, i cannet agai incteise the ange to the (aerate) Hex Grin. The Range counter is removed s soon asthe HW Unit decreases the range ina lates pulse (ca the end ofthe MPD. (9252322 A HW Unit may emer ait 2 Location that it lft in a por In pulse that MPh nor a Location ADJACENT to such a Location. I the HW Uniti unable to move to anew Location, it must spend is remaining Ine pulse ints cuent Location (25,233 DEFENSIVE FIRST FIRE: Mincfiel\OBA/Residul-FP stacks inthe Location hati being lft are resolved immediately av each HW Unit moves, ‘wile such attacks in the Location being entre ae resolved afer all HW Units have finished moving that Impulse, The DEFENDER cam then Fist Fire on any Location(s) presently occupied by HW Us before the Impulse ends (9 25234 ENEMY UNITS: 1 » Forward Location enferable by 8 HW Units d= ‘oid of armed, fenlly units and cootains an armed, Knowa, noa-Disruped
‘apuring a SMC/UnarmedDisupied unit 25.234). When thre are no HW Unis lett o no HW Units able enter a new Location the HW ens. unit that hasbeen par of HW may use Advancing Fine andlor Advance iether wise able [EXC: if in a Location containing a Known enemy unit iis marked with « CC counter (ora Melee counters appopeate; 41522054) und cannot advance ou ofthat Loeation a8 lng a th CCMelee contin) 25.24 PARTISANS Partisans can belong t0 say no ‘ional but ae Tisted ace and represented by Russian ‘ors Rec they were most prevalent om the Eastern Front Panisane ae represented by 337 squads with a broken Morale Level of 6, and are considered Stealthy while in Good Order. Parsons are not affected by the special rules fr thet rationality: Russian Panisah uit fs reuted asa Paris unit, nota Ruslan whit [EXC: Russian Panisans may’ use Commissars: 25.221. Partisan leaders have no leadership effet whatsoever over non partisan uit (and vice versa. Unless specifically ‘indeed otherwise, Partaans have am ELR of 5 regardless of the ELR of ‘om Partisan allied forces in the scenario, Partisans never surrender by the RP metho, are considered nether eite inluding SMC) nor Inexperienced {or any purpose, and never become Diseuped 25.241 MOVEMENT: Pasisans may be subject to SSR which grant them spe- ‘if movement advantages in wooded or urn eas Parison tat ae mo ing as 4 combined stack ogehor vith non-Patisan tits way eno the rep Tar ois with whiter SSH-endowed movernent advantages hey have. 26.202 Oui sed y Pasa ay wes he ed To Hit Nomex EXC: ATRIMG! 25.3 AMERICAN: U.S. Infantry squads havea printed ‘broken Morale Level one higher than that used on hee Good Order side except for Ist Line Infantry, which have broken Morale Level two higher than thee Good ‘Ontersie. Seeond Lin Infantry should penrally be wsed (0 represent Amer ican ute which were not prepared fr compet 25.31 PARATROOPS: 747 squads ate an ELR 5p a Ofte ELK oe US. NIMC he scene, (©2532 ORDNANCE: All US.-twilt AFViordnance {EXC: ATR/MG}, includ ing such equipment used by ether nationalities (ientiied by the (a) in the Ado”A ame), uss rd To Hit Numbers prior to 1988 bck To Hit Numbers 25.33 AMMUNITION: No fighting men were beter supplied than the Amer cats, who excelled in fogistcs. American OBA batteries ae assumed to bave Pletfol Ammunition ules speifiedatherse 25.M SMOKE: An American squad may place either WP oe conventional Stoke grenades tis option, br placing WP is move diicuk (see 243) 2844 RITISH: Bish 00s also ee ral i (ie) and other liberated forces. Guardsmen Gurkha, ANZAC (Australian and New Zealand), and Free FrenchiPoish twoope, as shoold Canadian units—sll of which were composed of volunters rather than drafts, Colonil troops auch asthe King’s African Rifles snd pre-{ Indian toops in India and Burma should be considered 2nd Line troops represented by 2541 GREEN: British 4-3-6 squads (and their HS) are Gre troop. They are considered Consrits only in hypothetical sce. harios depicting the British Home Guard or poor quality colonial 4-7 aguas See Fs for Free French. . 2542 AIRBORNE: The 6-48 squads represent Airborne tr and have an ELR of 5, regardless of the ELR of other Bits MMC inte scenario (925.43 GURKHA: Gurkha tops were feared in CC dic to thee handiwork ‘rth ther famed Kuk iver (which were a combination Kaife-hathet Sword), Wicnever 2 one unbroken Gurkha lfanry units the ATTACKER in CCMcle Ares the enemy in CC that COM may become Hand ‘To Hand (12.31) atthe option of the Guskha player uless every such Gus unit participating init was Ambushed in that phase andor is withdrawing pinned, However, Hand-To-Hland CC can never be used by/vs any ‘eiele/PRCiploox occupant). Each Gurkha Hand-To-Hand CC stack re ives an extra -1 DRM unless every Gurtha lnfanry unit paricipating in that atack is pinned Unarmed. Hund To-Hand Melee counters ar provided in Code of Bushido, Gurkhas are Commandos (HI.24) unless Green. Gurkhas ‘ill ot sumender via the RPh netod (20.21) or become Disrupted. 2544 ANZAC; Good Onder ANZAC (Australian and New Zealand) forces are Staly unless Green, 25.45 COWERING: British troops were renowned for their marksmanship Sand caloiness under fire (oc *Moral Fibre” they termed i), Therefore, her lite and Ist Line units are imimane to Comering elects (EXC: Fee French Fa} 2846 WP: A British squad may place only normal (i... not WP) smoke This restction doesnot apply to ordnance WP smo eee ED ot tacminicaptts gay 2551 GREEN: French 4-3-7 squads are considered Green 1 | Servists (not Conserpt), and should ordinarily be Brought into FUE | pay by ELR Unt Sustation 452 ORDNANCE: French vehicles ose red To MA other French ordnance wes black To Hit Numbers, Nambers JEXC: MG. Adi”25.6 25,6 JTALIAN: Malian ordnance uses the red To Hit Numers [EXC ATRMG)® 25.61 ELITE: 45-7 squads, tei 2-4-7 HS, and 2-2-7 crews are the only elite Malian MMC. Only elite talan squads may Deploy TEXC: 205,21.23). A447 which suffers ee 25.63 SURRENDER: The +1 CC DRM for «capture atemp does nt apply non-life Haan defenders. Once captured, m0 Haan unit wil tempt es cape 20388), 25.64 LAX: Nonvlite Kian units are always Lax 25.65 PAATC: Nonceite Nalin troops (ncloding inexperienced units) must fast a IPAATC rather than a normal PAATC whenever required tke 2 PAATC. 257 FIANISH: Fass Personal may stem Sl (tie [fae Allyn any Rh eine Coueig rt, se Stahy whe Good Oder wless Gren Fina my ao Dolo wat ete by psig» TTC instead of a NTC (131) Fans do no fequte leadership presence 10 Re- combine (132) [EXC wal 28 72) 25.71 LEADERS: Finnish units wally take less severe LLMCILLTC (the most severe being & IMC/ITC) because Finnish leaders have a unique rank strocture descending in ede as fllows: 101,100, 91,90, 80, Finns ar igi for Fick Pro ‘ouon. leadership i present, Finns may Deploy normaly (131. 25.72 The Finns use Geeman crews, heroes, and SW counters where neces: ‘ary. The Finns refed o follow German dicts to operte oie thet re aprured stare Borders.” Thereoe, ia any seman taking place outside Finland's 1939 borders (as noted by SSK), Finns are represemted by 5-8 squads and 257 doesnot pp. 28.73 SISSI: The 8-3-8 squads and 33-8 HS represent Sissi elite units whieh were ski-trained and spectaly esuipped (© 25.74 BATTLE HARDENING: Fionish leaders Bale Harlen and are Re placed acording othe unique Finish rank stucture 25.71), Fiansh Ts ine Units Become Fanatic if ectving a Batt Hantening esl, 25.8 AXIS MINORS: The Rumanian, ‘ Hungarian, Slovakian, and Bulgarian troops which composed Germany's Minor Alice were nether wel quipped ror particularly aideat practitioners of Hitler's war As such, the broken “Morale Level ofall uci squads is ene less than their normal Morale Level (EXC: elite squats} Hungasins fighting io Hungary should be represented by elite squads also see 20°55) 2581 PAATC: Nonslite Axis Minor oops (ocing Inexperienced units) ‘must always pas IPAATC rather than 4 normal PAATC shen called pon toake aPAATC, . 25.9 ALLIED MINORS: The broken (fee ie) isc Level roomy sph tee les than tn ane orn Mae Use EXC. re aps vin forces opposing an al-talian OB have the broken Morale Level oftheir MMC inereated by One|. Polish and Belgian elite and Ist Line Infantry sods should generally be asigned Assault Fie via a SSR A 28091 PAATC: Non-lte Allied Minor toups (including lexpericoced uns) ‘must pas IPAATC rather than anormal PAAT when called pont take PAATC: 2592 Alter the conquest oftheir own county, Allied Minor forces are often ‘repescned by the Briish or Russian forces by whom they were organized and sophie, and ae therefore governed by thse ints o Russian nationale iyrates 26.01 ORY CONDITIONS. (©26.1 CONTROL VICTORY CONDITIONS: Coto} of Locations, hexes, oF ‘biking often determines scenario Vitory Conditions Control of Loctons/ ‘eesPouilaings is accomplished by gaining Control of them at Scenario sat andor during the game ‘Once Control of @ Locatiowhewbuildng has been gained, that side reins Condo of even ifthe cumstances that allowed the side to gain Contol no longer apply [EXC: 26.12) unl te opponent actively gains Comodo (926.11 GAINING CONTROL: At scenario sta side gains Control ofall Lo ‘uions/hexesuildings within is soup wea [EXC:M within Doh ides” st lp srs), sk well yall Lacationsmenewitings on board if that sides ‘he omy side which may setup om that oat at scenario sar. iring play a side gains Consol of @ Locatonfbex/bilding by occupying t with an armed Good Onder Infantry MMC without he presene of an armed enemy ground unit (EXC: subterranean units) in that same Lecationfhectuiding (se also 2613-14 for exfulging Cont). Conta feu be gained during the et of movement unit ned not end 8 phase (or even survive Defensive Fist Fire) inthe Locaton/hexbulding to gain Com tol ort However, Conol canna be gained via Bypass, ‘A vehicle (or ts PRC) can never gain Control of builing. but may gsin onto of ts Loctionen as per 26.12. A noo-bypassing armed vehicle (or armed PRC) prevents the opponent {rom gaining Control of the Locatiowherbulding it occupies An armed vehicle in bypass of a building reves the opponent fom gaining Conrol ofthe Locaia/es, but not fm fining Control of te balding After successfully securing a building by Mopping Up (12.153), player ‘ins Control o the building ad al ts hekes and Locations (EXC: any Loca iontex containing an armed enemy vehicle including atmned PRC) in by: Pas) See G11.84 for onto of eves, (926.12 VEHICULAR CONTROL: An armed, non-bypassing vehicle tempera ty gains Conol ofthe Location it peseilyoceupies if that Location i de- void oF ame enemy unis. Control immediately reverts ots pir sats (te ther un-Coetrlled o enemy-Contoled) the vehicle leaves te Location, A ‘vohile which Contos the only Location ina hex also Contos tithes, 1X the mip ele an ae Lctle L3CES eeCateye atans. ‘Shaler be anenprry gen Cont sac ge nace Sedum wine Aa ert aye Coe ne Lone ‘hi ed i an rst comm yr (©26.13 HEX CONTROL: Only 4 Good Order Infantry MMC st round level, an gain Conrlof the bx it occupies (EXC: Mopping Up: Bridge hex: a ve- Tele Conoling the only Location within the hey, (©26.181 BRIDGE HEX: A Good Order Infantry MIMIC in ether the Bridge Lo- tation o the Depression Location af abridge tex can gain Coma ofthe he (926.132 PILLBOX HEX: Coetol ofa pillbox hex is pained by Contoling the pillbox Location and occupying the Rex with an armed Good Order Infantry IMC while he hex i devoid of armed enemy grind ums (830.91) (€26.14 BUILDING CONTROL: An armed, Good One Infetry MMC at any ‘now-roofo, non-subteanean level in any hex ofa building can ain Conta ‘ofthe building: aside need not physically occupy all levels or all exes of building to gan Consol of itas fog asthe conditions of 26.11 ae flied The diferent hexes of 4 Roshouse stucture (2371) sre considered one tuilking for building Control purposes. (© 26.15 CONCEALMENT: Dummy units cannot pain Contr, but a concealed Stack containing real units may if otherwise able to. Likewise, «dummy nit cannot prevent the opponent from gaining Contl, Buta concealed of HIP Adz”@ e A ‘armed unit can In all cases, control of « Lacationiewbuilding by a concealed ‘or HIP armed unit need net be declared ul game end. Contre of a Loca Tiwheefnlding may be serfied by Searching, Mapping Up, oe physically ‘occupsing (at he start ofthe CCPA 3° apes) all Locations of the build: Inge, but thee sno requirement to do so. enh tg 208 47 a nl ene (© 26.16 CONTROL FORFELTURE: A player fortis to his opponent Conta! of any Lecaionuewuilding which he hes deliberately ston fre by Kin Gling (825.11)~evea if that Fire (Le, Flame or Blaze) spread from else ‘where If, dic toa Fire delitertly Kinda hy a player, par of the playing rea become toally unenterable by armed enemy ground wats the opponent inmediately gains Control of every Locstonhexbuilding completely within ‘hat area, even if e aca is unestrable parly by oor causes vex, Rubble, non: Kindled Blazes. et). A player gaining Control due toa deliberately. Stated Fire dows so even i he has nouns the area and ropardles of the pretence of enemy units. A plyer who forfeits Conlin this manner may fot regaia Congo unl the Fie causing forfeiture is extinguished, othe ire {slater considered to ave been accidentally stated because Fie sated by both sides has become joined (25162), (© 26.161 & payer soo held responsible fr Fes started randomly wile fing (ecg, with HE. FT, MOL, WP. or vers Hus [65.6] or by causing a Boring ‘Wreck, or for Fites existing a the start of ply. An accidentaly-sared Flame counter Joos wot affect Consol in any Was, Dut such Blaze counters ‘mays the ground level Location(s) of one of more adjacent henes ae unen rable hy both sides heease of sch Blaze coumter(), the side tht Contras ‘5 majonty of exes adjacent otis ate also gains Control of all exes of this rea Any Location thal unemerable due to nach a Blaze o Rubble is Con ‘wolle by the side Contolling is hex. Cont of &builing that is unente able dus to such a Blaze is gained by the side Comolling all of the building exes per the fir part ofthis le. The Lacabonhexewbuings must be un ‘trae by all Ground unis of both ides To this rl apply. (© 26.162 Ifa hox or a chain of adjacemheves contains Fire (ie, FumelBlaze) ‘eliberaely started hy both players, te Fir is considered accidental sare find 26.161 applies. IF 1 hex or «chain of adjacent hexes contains Fre act dentally stated (26.161) and Fie deliberately started by one player, ll that Frei considered deliberately tated by tha player 26.222 soseen tare Scere SPentnswesn cocoate tee as ere Kinin yh Germ ie. he Resin ly wo nt ‘ar de mas eng wef i i ant et a fit. ‘Hie en cal Pree arcane Ric ° 262 VICTORY POINTS: Victory Conditions ae often ‘| decided om the basis of points awarded for the elimina ‘on, capture, or exit of wnitequipmen. These points are termed VP (Victory Points) (©2621 VICTORY POINT VALUE: The total VP vale of «side's OB may be altered during play due to circumstances eter than sliminain/captrelext (eg. Leader Creation, a leader being Replaced, malfunction of MA, et) the ‘VP vale of such unisequipment sre awarded normally according 1 eit new VP vale if eliminaied/capuredenited thereafter (026.211 INFANTRY & PRC: Each squad or crew is wort two VP [EXC: 2 LC ‘crew is worth ane VP; G12114]. Each HS is wort one VP-A ae into ‘ing armor leader) is worth one VP pls one VP foreach native leadership ‘Modifier it pssesses (a leader with a 2er0 oF positive leadership modifier is ‘worth one Vl a wounded leader is worth fll VP as if unwounded (EXC: Japanese leaders; G1.65], A Hero s worth one VP, but ony for exit VP pa poses in a Seaborne Evacuation (G14). (026.212 VEHICLES & EQUIPMENT. Bach Aiscraf [EXC: Gliders] and pon ‘vehicular Gun is worth two VP. Eich vebisle including Wagon/Sledgs, but excluding motoreycle/GoliadvAmino DumpiGlide) is woeth one VP plas: fone VP fora MA which i nt malfunctionedisbled oe VP for every mul tiple of five AF (FRU: aU AF is worth one VP) based on the AFVs single sMrongest AF (VP for any PRC are determined 4 per 26211), See G12,84 for the VP value of LC and 3 forthe VP valve of Guns/ehiles in deer sce ‘Sumer me pss infor 10 Ak so pe as (026.213 All SMC/IMC/Guns ae worth the same amount of VP gales of ‘Whether they are in counter form o inherently present in ay way (EXC: Car Fler HS are won two VP when inerenly resent in a Cae (D.82} Guns are worh one VP when MA ofa vehile (26212), (026.22 CASUALTY VICTORY POINTS: Whenever a scenario vss Casual ‘Victory Points (CYP), cach player receives CVP for climinatedcaptored enemy univequpment, and should keep side record of his CVP by simply recording an appropiate number of slash marks ss each piece is removed ftom play or by appropriately moving is VP marker along the Viciry Point Track ofthe Scenario Aid Cad (026.221 A player receives CVP equal to the VP value forall enemy ‘nivequipment that ae eliminated. Uniseguipment that leave the mapbeard ‘ae considered eliminated for puposes of CVP (EXC: if under Recall, Guards ‘comting peaoners 20-5), Parazoope/Gliders landing ofboard, of satis Ing Vielory Conditions of « SSR by such exit, CVP are not awarded for Uunislequipment which are merely broken, wounded, dieupted, malfune ‘one, shocked or Immobile, nr fora disabled MA, (926222 CAPTURE: A leader MMC is captured foe Victory Condition pur poses curently a prisoner A GunivehiclerLC i considered captured ifthe ‘pponent she last to have Recovered the weapon oF captured he vehicle a3”26.222 (21.2, even if the GunvvehicleL.C is curremly not manned. A player eceves (CVP for an enemy unequpment whea is eaprre. IF cis no longer cap tore, thete CVP are immediatly lost, During the course of pay Citluding Setrminaton of immediate Victory Conditions), captured unisfequipment ‘ze wort their normal VP value. As son a the scenario has ended, eaptred Unitfegupmentaze worth double their normal VP to thet captor (EXC: at fame end, the VP value of captured Chinese Gunsvchicles is quadrupled, 1834}. ‘Should any captured univequipment be eliminate, it sno longer considered captured, altiough the elimination of that univeguipment grants the capturing side normal CVP (26221) instead of the CVP forthe capture EXC: if prisoners eliminated due to an atack by its own sie, the cau ing ide immediatly receives double CVP forthe eliinstion), EX: When he MA of iin VIE Sec ln eran ies a CVF fpr CU is chor a er ng ik ae oe CTR cerey sone Rian pgs eva shins eR te nan nc ne Cv he iS song 8 A) wee Caan ea ewe ‘nara rasan CoP wena hepa ate co E E 2623 EXIT VICTORY CONDITIONS: Some Vitory Conditions ar based on the ex of ase number of VP (2621 fom te mapbourd trough specified uit area. A player receives Exit VP equal (o the curent VP valve for tunitequipment exited according tothe Viewry Conditions TEXC: player re Eeives no cut VP for vehicles under Recall o broken Persone! (unless ex ited in Seaborne Evacuation, G14.42), Captured enemy unis/equpmnent cxtedaccocding tothe Victory Conditions count normal VP during play and ‘double ext VP at cemirio end (26.222), 263 AVOIDANCE: Whenever the Victory Conditions of a scenario lists the ‘Victory requirements for oly one side, the other side wins by avoiding those ‘Veto Conditions. 264 BALANCE: Each scenario contains 2 section ented “Balance” which ‘proposes a aration tothe basic seenaio format which is advantageous for {he sted side, Whenever bo payers wish to play the same side ia a Sce- hao, they decide the matter witha drand ie loner of the d et oa te Balance provision ofthe sceario for his side as «consolation “CHAPTER A FOOTNOTES 1.2 ERRORS: To the wraps, hese mechanics for handing eos might be sched ces ol We dont ean srt ta ebsing fe seb te ‘vor t bchng up spe asm frgten rust dg om ‘i. essence the payer knowledge fhe sem an medodeappcton fs ofa pps rn hice becouse el a eter ws inp sis of tm eyeeeed hated commande Ultimate oly pei ‘tain cheer ot 0 ay, 2.122 RANGE: Range is fr more tan spy a messre ofthe dintance sun's ‘respons cant tao tn arated meso te wit clin fre oie, ‘nnd lings enpege ncory The player ho ane ha sw fre at ny eam fey can sep ther he ent f Lr mre he nt fivetendencor than they eel) ones Fie Sr fie im eae, snd moe as Sought dk aight hao ek one 415 INDUSTRY OFF: Th nimion of an Inftry OVR rl was auc of betel “cit none cur peter many sf whim oppo a9 racer comple ton Oe pone rhe En Gane bie a ning SMC a ue ater “rick mover hese reed for Vitor Canons. The estig ream. feet odeal ots wi te arial ue consi of Gare Toro and og owe SSM toque pring wy ore vere force te eke chin sioner cape 4.42 MECHANICS OF MOVEMENT: Payer who Et cal remember whieh tha ety moved soul et te hb of turning al wis oe whe aig i ‘pot ace Noah afer movement on ee ouee rt, al sou 8 Thbocdtarns Atte ofthe Mal cw shoul tured ace i 5.442 IPC: Payers oy question why qua hs no more IPC than crew HS stich eeen als may men, Hovevera gud doc hve tice mich TB a TS wer yo comer he sua on be Deployed nt HS 0 Sue pra py Deploying agua in HS Screen capacity, however, ch nde rhe wise PCA sql wih frets ome FP Range orate 'SIPC by Deploying nto HS easly burdened by he excess ogee ans A {64.43 POSSESSION: ve fen ound Chumash ie vy pole who oman Shout he overwhelming omnes oe plaer Le, the sab to ach fermion ort ack fog of War") are ua the ito wiper when le Sach te Spe ae uke conto ou of he hac an ete fo ane ec at ‘lyn fulfill commande cold ines och te ese het Boke wis ite ommicon pliers cone! ovr ote ts aR bold vee 0 cn 1 Allowing wont n #40 meter hex fo astmately know tat» SW there oa Seton nd go man it assume hal Does he wn even a where oe SW ‘Sorwhy ius fn: would ewig wo leave us ov psu oan wo be Sroten ent even give sap I wor een go i esc ofan pret terre ro. emt hich os bat us he psence of indo ow where spf SW so Balt an be ecveed by el ores 7.55 EQUYVALENTS: Ifa crews macning Gus ae ete as sas fe ‘tio siking proses ile the icy tt mp Gus weld hae fo ‘ees of ate spel coneaeat and se When sre ogee inthe are {ocaton, Toe inet stark ad eles perales of he overtaking res cma [apes teadop mor aio acts neta aay weep pera 48.721 PBF; Adjcent ad same ex fie tack given dole il FP mt oly ic ot lo groximty bu case prada nom acored i he FP eer ‘kon Ts bem eon why anit wo ror Tees Been an ene Lacon “es tot gai for PBF. while he Mgr unt fing down, des: seit op & ‘gemde dan 0 dow up-aod $ou is Whe Boppy a cae I dos cae Folin ack apt you: Pape sel a elie that Defensive Fst Fe atch stan ‘Spicer enemy oes nt messy mean Wal he stacker held hs fie ah ees Ite within 4 ces he tack cul ao repre he Seale fico ev ‘he uot ait moves ung the MPR, elminsing ms et sn ease he. 9.724 APPA FIRE: The onl fo pealiing the AFPM ff was whi ne move trig tnt Payer Tre wold Te oboe beet ht nce playeh Jit chming te payer's bac of romembering vo shes ae wich ut ae Securing a ae mea here ot ing he al quant f FP asus 0 Be ‘sod dng Prep Fr By aber volute of fie he rout of age ikl toca ‘opondngy leu. Tie "ome" ere oe wich comely gpd ought he ‘les andthe main reson why Mulsple ROP at alowed dann he AFP 17.25 OPPORTUNITY FIRE: Athoueh Opportunies enced daring the AEP {scm frm of Prep Fe rl tre stato AFP pena ease PFeh when they were inated x Oppo Fer Only the mechanics of st fie Ive eco changed by allowing hem to pck ei gets deg the AFP soa 0 be ee mone ay at ely score ene us, Wels af tease Oppose Deca of Ui ected lof tin and bcs the the only wie capable of bth movement and fe im ei wm MP Beading Pt Feo) 11,743 PIV: Remember that ren ui dos ees oat est Fit an ‘eral des 0 wt th player sul hea a lw Spline nd my functhun making cce ai sujet 10 FFMOVFFNAM reales ds Detese Frat Piro Subsguen Fi Fr. (0 1.821 RESIDUAL FP Resid! Ff sfc tan onl FP Besa iol, tale, tm i dle a nts sig Upto a poste, at ‘ore of esl F andar ens art hex sch at fen apes nh Ing ata Bypsr un the Gncomfang eft of nearby fieeven te vey sou ‘te “can be tvgh to ase unt fe aod seu te ATTACKER comand farer movement Ths eesed by slouies al Resa FP stacks cur Be fmoring coups she eu of LOS tothe ginal eee wh eh at Reha Ph aio ard the cesace TEM to Bypassing us 13.87 FPF: FPP avery alts oly thn ing ie ey mh with Fiat Fe coumer because ely hose uit ar sumed to have bee ested othe rer is ‘of ek bekig ps A unt which wes Defensive Fin ire Fina Pe aod ‘ea mune denge feig overhelned Pease ae ack fa ihe vel hints oe vol ffi. Aunit wach ss FP bower eng pres be Son semaine maybe onde he prem emo her rao han 14,93 dS Ul eae nana, wich sed eal erent Weapons ine Ii and meine machine gn sen te German MC 3 (nner so he MG {yeas the ist gee purpose MG: Ie. weld Pe ued a ether LMG or (ih he rope staeioa) as 2 MMGINMG. AS LMG ie MG 34 was fesse 2d ‘end fed wheres the HM version as simply the LMO muted oie fo. sipped wi lec ph snd usualy ul al of wih npr he isang, crc, an one of ie). Ths when 2 German NMIGITSIG he y enon te pada ts ae po mound LMG sl one Ik Sees HNIC nega ons's HN wi os amen 15,115 MELEE shuld be remenete ot Mele ean tan for eer evens tan ‘he comm bell wns of deal) resting teh wih espe men eating Ine pom, Melo canab eet tuauon when pou sae hs rsh au”A ‘iy and sare of each oer's presence, ft ot dees in Vw. and ot ies we Mra to mae he fst ove an est of wll Tost vid example ef oe Fghing i Sting were wl toon ccd adjacent rm fh ee ‘agerhart were aid ren ae + lt one wan a eo ‘The ighing muy indeed arvana cn ao be eeled witha hand pene ce bast form « SMG. an may wel epresent no acl smb al te ‘ne whicheecnely removes al vole tm cosets teen tele 16,822 CLOSE DEFENSE WEAPON SYSTEM: Th 92 mm seni ogc i eto wc yall ang tacked in CC fc player one tell athe CC ‘fone mechan ter tha ether ean which Int csouage «player go bung CC oporniswith biasing tink cemmander ook peat aime oso By rong at he Hk or a epg: ine ecb anced frst, we urate Gt hepsi ting ed gust eh Ing toupee a le eer holes 1711.8 STREET FIGHTING: Ax AFV was sie issdvanae in these gue te coma pose byte ao cy sues of Bop, The ated mapbosrs of he fame sytem 6 a ie algun epreenates of he ufotingcnfemet o set Fishing ery requring special emet 1. 12. CONCEALMENT: § moe reinicsernive for pages bo a wing to saeiioe seed of play is secre reced the “cele” each" and erp ane Pwr fund 0 oF sgh ened Each ped wih an eer a his fupose A" can ext sone i's hex nly when this system ne Welly of ‘Sure te het Pp af War or concealment ules vee ie etal wi pron {Sing tt eee. The pliges ale tar move in oper emt on epee Ga ‘tees sere he meester he set ol the nes ad siacks whic he odes he appeal be bt ce Play y pone seers th the jogs sen an metal mse wie potning al tects Ce Rs tds ‘he senon anf Bt passing on oly tose mons which he jes to ata LOS ‘tan oppo ntroses ue me asian, some ent sons of (019,121 CAVALRY White cma payed arelvely sine wen WHI renee sation one une we ate ih ey vernal hat ck pa a The cept of German, Rassan and Pca ae al nck et le ‘soe writen comeing eres up by alin, Hurgrn Rumanian ans Greek panes cor ermine un nly se fhe eigen a ed Done soles OF couse msl etal ches Rae le nd lve orn he ‘tar propre, the etl of sbomaieweapoor in welled dete poss ‘er case the suger of both met and Raney Unde he at cons ever ‘Sawing more suse acs cava unis oop on ke Blanes onthe Es ‘rom unt the very esto foxes. Teva, aay Sa vata of WIL Infant combat The le wich lon a naty unten eat by 2 hone cout san adie snpifeton 9 avd the Red Tor write wear: Ince else appear would tt i eat api! speci unt y reco ‘ng the ID leters f those ants er ning intatry covnter cm the tue SQUAD TEADER gue tem whieh ca be csingushed fom ASL cours Sena desi {Ho ao Li cava apa oo one ie 23 14 SNIPERS Snipers eed ap roche serge sald Stata ince fn cry i as ipertin w msmastap They rk abe fen Ino a's do fen blind enemy lnc nd are abet oly te ere svval A sapere tly when he ets sued ea doo io Big ected ad may pa up cens ‘ack prunes wating for a eer apt AS sich, oper st be fe of emo ind oblous afal vet a eet rated the om sul ad the at of = ‘ean Consguey sper avy a0 ce ha theft of mn race an ire cer tier doc stk ein ugt hse, uy Wa fr DO ‘iene sty lad hi etre slecing tse gt, adele ser euvay ceed "bebind te ne” gute requets Some payers wl eae object {ste depcton of eis beso thy cam ago ew sass, Bat el ie n> Dated sora cubs contr «sper tars Saracen a, nd pte in format whee per cn care we hey wl ocr woul be ‘eaemely aol Aig eae therm pst oem tat Watt ‘ot ulin chase the lye tinge many fhe gud Dn hs kl 0 Ie sutjt io mre Srigr stacks 3 comegunce. Fuerst oorage te ol "pots meaty when payer ll the defor evry conceteabl 1 FP anak cae te had nothing tos Now they So, Anetra sta lye such nace by andor epi a pers aust player ees Knows "wre they oe and therefore cannot he subeomsciously thing reac conmcresers. {iy same muy complain a earshot rst rings Lactose fnouphThey se the fat that pers ee tied let ears ‘nly point oat tha leaker ina hex with aad epreseting ee en ha 10058 [pene chance flag th airs tae! than any eof he men sees Wy that ‘esd. Sniper Checks ue ot lowed folloiagIaefstve spe aac tly to ‘peed up ply th eth of» Sper Ck an bev conepandl and ab Sey mle ther such ater lone nefetne ier tacks, 21, 15421 BERSERK CHARGE: Berek unis lose tet APh capability beste the "me normaly aloe fo that ci dich ain sed the EP {rash F ME Ka rls wel i ced edb ong ey {ring the MP (bere TPB an FP cme pater hn lowing thr ake thermore cautious te allowed by an APY apr 22.155 SUIRENDER Some players become inant whe 82 DR on ME o aly ‘Xvempt aimaely rslaton nen Ox sou Hest fate Fl DR ‘ees up 12 Such prope el heat so wed ae the he concep ta om DR is fod waar wey to a eae rat conser that he 2 DR sey cove en aca firth ery ofthe ler Ss eve porn eal ony en fo rng of post ress ta ar geeraly favored sin ish obo sus ts pou He! of Bate DAM, mea deta ce Ie Way rom the prcenigee ht the unt ssid Rave fen fsb acted by & IMC or ay Amp DR of 2 nthe is place The arrive, making wit sujet 0 eat of Bale ely a eran pr of MC subequal cond ‘on shay Wor Fhe ame "ae 2.16 ATTLEIELD INTEGRITY: a mest nazanes. ie often ets. thes ‘outer earls of the sete paren! oration hn ake I ea howeve {isis dom De case. A combat formaton, sa Who wil ake on so mech peas ‘pet tlre dtgracs spr ben may Th fst heme ial. ‘Serhave ben dsp glamng he aes 24,1611 APU LOSSES: Las of BPV eo Ui Sutin pay ance by Ba ‘ Madning, bt mute y he fat da ats at et abe bea on epee ‘ten so chat teens sun hc as ot cnt eae tas be ‘Sm erie n pame erm tot esecsrly ss ale ese esd They ‘Sl be aggre mound, prisoners ot We Ps auviser—menateting ‘Sidhe ene rate han ek i a 2101 cu Sono Ue NOE a, wien wal es ferent 0 an het cay sled when 9 MC aed the Replace eto adr eee th ls of pe by hi pee for eshine ws wae 26.192 GREEN & CONSCRIPT TROOPS: Even if thee men were pope xpd (dal they ‘fen were et hey remem wt gape er Ria aeons ‘ih enemy oe wee ta sett wespns een. Thee unite te Co Sens dicen ony y Toner aay Seth Fact By wel ane fale well Even the mone ih, ee Hine se eu, ot toil ac oc, wre cnt comming te aed an ute pe ‘he oreing maied nis acon cae eens Who, der he press of nem cul ever ck level performance ty Reping ih to ng ss Cahipment. These untae cased a Geet an wee ery anette Sul ‘Sg like a stne wall one ay ad be diver Bie chp te et ven were woop ould be eee 0 sling shadows oe orm sees aed eng ae ‘ing Feepower Teeter Green rope ei corsa byline any wis ‘ith te capac of toning Grey hen toupht under fie whe Cnr eo Shar a cearo esc, alg hey to ana een de te ga of net lity tcp oly to be vepaced fo mascara fy pcre Gut tl dhe tone of» hey veteran rom win rinks Tete meal nl an net trope ate eine loss al Uae fe ey Wl acme ls nein Shetodte piers command 27,2038 ESCAPE: For the most par lian ane oon-Fiish Axe Ms mee itd oe at ofthe tog opcaly thy were are by he Western Ak. "nh mr tnces hen pes we pee, thy wer a aed (oie oon ake flag a eon hasan lame her 24. 225 MOL: I the sence of mote sophisti weapons pans and ber Poor-eqnged unis oe wied on sprain, br ecm eect, mee ‘ty kiown be Melo Cock The main antag theft man pt bomb was seal Any te some pel ands wb wick ld he rd ino a angerow meapon in he hard af on expences courant oe. Tone MOL, one merely ithe wick an heed te one mt he tage Mowe sobs Types eed no ame the besa om ing pen cot wh hen Hope fly ce toe broke upon pat and he contents Dc a sat ernst ‘Sf quick or cny toe ast han rena, but Comrie gat 28.2411 SMOKE GRENADES: SMOKE qreaes (8 opposed to canines shall Pal by OBA, Gans, of AFV whieh a tepescted 8) SMOKE cami ere "ed smoke for cay hot 30 seo nd crt aetna ges esl ih ‘mae smate coe of sho dan, 325. NATIONALITY DISTINCTIONS: Naosity Disney top caabiin ina oe sates Wo anode, wise pte anlar inthe apps of sero) nd over smplied ate tal woap of» rury wast excep one So fergie the ame mich of vce Al arto om ase Eee ae Icemte in an aces ovat ot the Nan panies Cha nda lad 9 in section 25 oly whee speci ates may take cain Gs The Leaet ‘Geran LG) sl fica td oly fr he const of BYO scene Sadiesplane in HU, (©2511: Etna 88 formations ul er pre1944 SS formations wich ae in edo ent ander refit can be rspeseal hy the 6872-4888 uals Clas (930, 25.297 sa Wave: The cig ME amet fr «Human Wave stack doesnot tecrrily fet allot fate ovate De snemy,Olervers fhe Enters Foot ‘oui ist sy ember he ery uss Harun Wane stale forthe sey ropes oe ike arms nt det nts ie Te epht Malet cose ply anit wo fate paper ed ens reenter he ME espe Ads”FOOTNOTES he tna whole, rae ttf isin! exe) a et olan init he Haran Wave ries Bad shown tat many players were confsed By the fo ause Te ype ues replace tt phrase and ater Yo ead fine ie betwee aly Wve and Janse antl atrk The upd es bosely Hehe HW aie Boer ey ly ce ee peng a rn ied adequate subtttes only a the war progressed. 2256 FALIAN: aly was couse wot nop forte wl war ino which ‘Soest onc to ge aead with he ew Reman Fp bere He sebinea) of amore Givoins an one pent of ach mend an ca fined oy fr el ware sass to mance thoy Tan oe ‘tems of Honclant te ne 0 19944, Ee bein pata Cally superior bi oe and nai hin resistance. The supe of We Fin Sty This tut av evidcoced in combat whete the Finnish solr rallied quiclly and '.V ALLIED MINORS: The Bhar never realy eve he foes Tesourees to withstand he supedoe ficepower of the enemy ia pitched bate, these ERRATA: Ad6 Don’t Get BURNED BY NOT KNOWING! Forte latest and greatest in ASL. news an prt inf plese point your web browser wo waadvancedsquadleadercom (Or elias an order to the following umber Phone Order: 410-519-4411 Fax Order: 410-519-415] (Or you can doit the od fashioned way MMP PO.Box 601 Gambzils, MD 21084-0601 CREDITS DESIGN: Don Greenwod & Bob McNamara GAME DEVELOPMENT: Don Greenwood HISTORICAL RESEARCH: Bob McNamara ‘SPECIAL PRODUCTION ASSISTANT: Charles Kibler ‘COVER ART: Rodger MacGowan |MAPBOARD & COUNTER ART: Charis Kibler (MVP: Naan Wallace [BEYOND VALOR SCENARIOS: Dea Grenood, Rex Marin, Jon Misco, (Charles Kibier| PLAYTESTING: Nuun Wallace with David Quaky, Dan Risch, & Bil Sos- sick; Howard Sylvester wih Jeff Cebu, Rich Mirza, Jum Smith, George Se- ‘dy, & Dave Ramis: Jon Mishon with Joe Sochar, fim Sule wids Denis Latterly, Jeny Cotell, & AI Puke, James Colles with Doo. Clouse; Bob Medrow wit Dave Thompson: Mark Nixen with Bil and Dave Sidr, Chas ible wih Hay Scutel, Tom MeKerener, Rex Maria, & Tom Muy: John Logsdon with Rick Wise, Alan Yague,& Greg Poep Don Chappel with ‘Ene Waller Jay Urban; Richard Kindl: Kevin Duke; Dwight Kuba Andrea Contre, Eugene Manel: Jim Burnet Antony Basis; Bob Safin; Bd Walex, "TYPESETTING: Colonist Composition PREP DEPT. COORDINATOR: Elune M. Adkins PRINTING: Monarch Serviceswe . i ee © (qora) pouums 20 nat 1+ te _xogund ‘orien “ayes Tp : 7508) Wp a (€ wse9y ae XG ap Kuraua > HSV ¢TIV 3 eu ‘duel = 4 AUNpUTY = Oa + AO CH'STH) MoNWarD owe “A SesME YC LA PUTO voi=s = Sia a = = = = = = = Eo ifinistes ” pepurom= FT AP ‘NT OWN aL =, = on ae a _ a ee (9 oly) ord one | ont | ont | OWN | oud [= ete eet) LL 31 wz | owe | wt | wt | On OT 4M nr | One | one | owe | OW! | OW! | OWN | Sua | — P= were) rai omy | ome | one | ont | ont | owt | OWN | ua | s soars |vDWCere® VIXL*res | WDHl tee] ce | THe | zte | owe | OWI | OMT | sf a " 1% ans VI Dev V Tol €L L WL oO 6 $ ped: a s | SPA eae Tene Teena Tone Tor Ter 1 ane — one enor ae ara Sd PS oa NS L SPPUUN dV 1 Tow LY wu" - aspera (was) ome on dg (aw) 8d AT Gap ATAVL Fu AWLNVANI LV AVTd 40 AONANDAS ev e @) e| AIS.1 HEAT OF BATTLE 4| 3202 a6 DR fol 7 68 79 810 911 101 DRS CCV “CCV: Squat 5, Crew 4, HS 3, SMC2 TP: ~1 (per each appicstion) “tx Leadership modifier of dest Good Orde 1 Friendly Unopposed Armor or Air Support Al4.4 SNIPER CHECK DRM: Lesdership, Hero: —1; per HS. —1 Regaining ELR Level: DR s 2; only negative DRM apply SUPPORT WEAPONS CHART Ga) (at | IPC @ FP Max) Operation CapabilitiesA25 NATIONAL CAPABILITIES CHART ‘ORDNANCE NATIONALITY ‘THY Color \T OF CREW Le |cLass| SQUAD | BPV pv | OBA ACCESS | BATTLE DRM | Smoke | MISCELLANEOUS ‘GERMAN 7s Black T Soke] S5 squads Assault Fi ie r ine PF ince afer 9 7 ie 2-2-8 G) E ATMM inherent in 1944-45. Bro E 1 2 tl c ROSTAN 3} ei 2 fee E ook = 22816 j 1a iam ¢ "AMERICAN SS E Predt: Red o “J * ie" zB Post-43, Black ie 1 wna 2 ' hee s|e sk Te] BF nN Co E sak TEP | Gk & ANZAC Seah aos @) t nam FRENCH 6 T 2s)12,121 CONCEALMENT LOSS/GAIN TABLE, 4 LOS RANGE FROM NEAREST GOOD ORDER OR UNBROKEN ENEMY / =16 207 CD iwone in 105) ms Wy OTN WY NOTIN WN] NOT GatNED | CONCEALMENT | CONCEALMENT | CONCEALMENT | CONCEALMENT | CONCEALMENT | CONCEALMENT TERRAIN TERRAIN ERRAIN TERRAIN TERRAIN TERRAIN INFANTRY o 4 (oot manning / j Gun) / ~ Isa wal | K o a i EMPLACED 4 J GUN Gand o ancing Infantry) / / 4 | K VEICLE (and As Z Ti PRC\UNEM y PLACED GUN Z / / tard manning 7 y Ing/CAVALRY’ si Z HORSE/BICYCLE| inal | NAL Nal FORTIFICATION Y J (HP Loss 4 J e Gain only) ‘ ey Lee wa | INA) wa |Z wal 7 INA] [Reo pol IR ihc: rks Medical Nomdedinarkvesariipirl_ in Now Avcak Mien tack CC EXC’ a Ask tenes cpr al eee ATTA ‘on Lot tt sey Inanry'Gory ater cer ony te MSRM, an occ eer ene née he Pn yas (ATS, ated ea et es {ye orm wysesording DR. co he # Vac Le for CBS ft or ag A-T Me Inpoaton esl ww ehiel one TPTTENC: AP Me Arad, BS 41.1 ve ‘ity onan ss Lacon scesfuly Sew be em 2 Dann Sud stcesly oqo Up #y the ery. as PAATC caused by a eis ey of {i ican ais) or staid oy 2 Soper dr (416.3 WP NMC (A2L3}), Bi ot PRC amine Ir meweaeances no am Onen Crna ee (10-51. 6 Moon, gens ay vehi MBM es or dies Te ois tuts teh 2 Soe Dacha a a nan eh ster [EXC ng radi ied pene Spon: kings PAATC tnd eae DMTapi Swiccrtesaannpel er nems mente kine ae, Depy. Reentne, make ee PE MOL ATS Choc ‘Amor sir ise Cx, pce SHORE pas Bit i Pa arming If degrada Oppo rer (7 2S ages CA ora ang Bly Be rnb Flay SE Ei, teens olan acl Wounded ie atacedrvng olla PTC or IFT [FNE™A-P Moe tack. BO IT], 1 ached» Sper GeCATE Hil ing Locatn fay abvlen ut api Lefer DRM EXC: PAATE Sika ese ea ee oo we of Tb fens witha cloned dr'= Sine Onghel TH DR or t= Then wid uch a coord Jr (EXE | "NCL, wend analy ler ke“? E1219 th ange tf the muss Grad Ser ney rn a he Gane acer at er he tre © Gin) TMP fora fonteaion Lx acral [spe oy Be ne Gos Orde no at ma ‘opine he a Goad Ore "Sipe the unt ff Good Orler [EXC Cra Bake a Fal Coa a lam EAA Le witer las #2"? HIP, or wt of prteine DRM cael —— “2° Growth drm: USH + Leavership — TEM +1 (Lax) or —1 (Stealthy), 12.122 A12,152 SEARCHING: (ac only) fz] _ dr=number of hexes which CANNOT be searched rm_Cause ‘Searcher is Stealthy: Per HSlcrew > one HS Searching ar es +1 Searcher is Lax or CX (per each case) 12.154 SEARCH & MOPPING UP CASUALTIES ér =B B. TERRAIN ORDER OF PRESENTATION: 1. Open Ground 16, Marsh 2. Shllholes 17. Crag 3. Road 18. Graveyara Sunken Read 19, Gules 5. Elevated Road 20, Stream & Crest Status 5. Bridge 21. Water Obstacles 7. Runway 22. Valley 8, Sewers & Tunsels 3 Buildings 9, Walle & Hedger 24. Rubble 10, Hil 25. Fire M1, Glifts 26. Wire 12. Brush 27. Entrenchment 1, Woods 28. Minefield 14; Orehaed 29. Roudotock 15, Grain 40. Pillbox BI SYMROLOGY: For aesthetic purpose, tersin symbology may extend ‘marginally cut ofa hex into an adjacent hex of another type, but mest henes are ominuted by ove specific terran type and ae governed by We ‘les for hat specie terrain type. Usually, he dontinux werrain ype includes the hex ceater det, but occasionally building hexes have a hex center dotin Open Ground; an Open Ground es center dot sever changes ‘hex containing a building to an Oper Ground hex. Ie some cases ahey, “vill eostain more-tuan.one-erain type with, pither-dominant ove. the “ether in‘which-case"he terran’ effec of both type are cumlative.", [Rv nd bt ae sot 90 at SiSurnerioe 1 Minos Bordon Se eta Senter nen T4F dB of ee ASL 7 8 ‘Seset tc he uls eae nes ees ‘fan fay tre Open God ees hey fe ing ene tugs OS my bead povelethig poi tree 2 COT: This term means “Cost of Terrain” and refers to the normal -MEIMP cost fr entrance ofa hex plus the movernent cost of uny Artificial ‘Termin therein Therefor, ifTafaatry must pey double the COT to eater higher elevation hex abo containing SMOKE it costs 2 x 2 = 4 MF, bot x T= 2+ 1 = 3 MF (EXC. Abrupt Elevation Changes; 10:5). (COT is usually used in conjunction with an added cost 10 enter 2 Nex; Ii ests Infantry one MF plus the notmal cost of entry ini the ext hhexto cross a wall besside. Therefore, o squad crossing a wall hexside ‘moan Open Ground hex pays two MF (1 + 1 [COT] = 2), while squad crossing a wall hexside into woedshex pays three MF (I +2 [COT] = 3), B3 MP COSTS: To avoid seedless repetition, vehicular movement costs {oe each terrain type ae ised caly on the MP Entrance Cost column of the Terrain Chart for ench ofthe tix penera classifications of vehicles, and alluded to in che written rules only where farther clarification ay prove helpful B.4 HINDRANCE LEVEL: In the course of relating LOS rules, the word “through willbe use only in elation to a LOS whichis actully traced tHe thal terre type a an elevation wherein te tera har some efit. ‘Tracing « LOS over terrain type such thatthe terrain type has ro effect, {s assumed to be understood and detefore Is wot continually referred to. Sinulaly, any wreck, AFV, or LOS Hinirance na Bind Hex does net affect LOS over that ind Hex wo a target beyond uniess te Hindrance is of sich 2 height (SMOKE) 0 be able to affect a LOS over that hex. [B.S CONTINUOUS SLOPE: A Comiquous Slope isa charge in clever ‘lon soch that, in each hex successively crosses by the LOS, dhe elevation ‘charges by one level in a continuous gradient. Al rues peraining 0 same level LOS also apply to Coatinscus Slope LOS even though the later term i not mentioned BL 1d {Los tisracs i howe Nas. A LOS toe fom Yow V6 ms pots Comlmow Soge LOS Mie SAL cedar = aitlcsenstarets esteem ce nes ae nea BT 0S 4 TERRAIN CHECKS: To make LOS checks eaier and to aso clearly se terrain depictions withost having ta shift cosreers onthe board is miggested that a duplicaio mapbosrd configuration be laid ou ancent tothe boarés in play. Duplivate bosres may be purchased by mail direc fom The Avalon Hili Game Co. Request an updated ASL Pars Lis tefore ‘ordering BB RANDOM DIRECTION: Whenever a dr is clled for 1 determine «4 Random Direction not involving a Divestional Aid Counter already to place, ary board's chosen as a reference point and a dr is made, A dt ‘Of [refers co the hensie containing che grid coordinate, dr of 2 refers to the next hexside in a clockwise direction, ts B9 ARTIFICIAL TERRAIN: Any exter oter than an eatrenchanent, pls box, anor snelihole placed in a hex which affects he TEN of thet tex iG Artilicial Terran, Any AFY, wreck, SMOKE (or roadblock along the LOS) can increase the TEM ofa hex.'The TEM of entrenchment pl: ‘box. oF shellole counters are dependent on MF expended upon entry and therefore ae not considered Artificial Terrain B10 LOS HINDRANCE BLOCKAGE: Any combinaion of SMOKE, ‘vision (weather), and/or tercin LOS Hindrance DRM. +6 blocks tha, LOS completely. |. OPEN GROUND 1.1. Open Gros i ny hex devoid of other printed eran festures which ‘would affec fie oF LOS into that hex. The most common form is aay hex covered uniformly in ight green such as 2B1. However, there are many other types of Open Ground hexss. 1.1L ROADS: The presence ofa road modifies an Open Ground hes for ‘movement purposes through a road hexsie only. Otherwise, 2 road (uch 3s 2W8) devoid of she terain is considered an Open Grourd hex.112 1.12 RUNWAY: A runway hex is reated as Open Ground for most par- ‘ses with an additienal TEM aed prohbiten agsist most Forfesions 1.13 SHELLHOLES: Shelintes are treated as Open Ground only during Defensive First Fire and the RtPh, and only ifthe unit moving into thers ‘paid Open Ground entry coss as opposed to shellhole entry costs. 4.14 127225: Any hill hex devok of othe verre is also an Open Ground hex: 2L4, 2L5, and 2K5 are examples of Open Ground hexes. However, the “1 FFMO DRM does not apply (due to the -+1 TEM for Height ‘Advartage) for most fire traced froma lowe elevation, and therefore that hex isnot considered unmedified Open Ground (410-531) for that type fof Intecicion claim unless the routing uni enters » Crest hex through the same hexside erosied by the firer's LOS (eee 10-31). The presence of e Continuous Slope has no effect on Height Advantage LAS BRIDGES: A bridge is considered Open Ground (setsally a read) ifthe LOS of the frieglinterdicting unit eter the bridge hex only dhegh the road depiction of that bridge. 1.16 HEXSIDES: The presence of a wal, hedge, crest, of cliff hexside in.an Open Ground hex doesnot changeit rom an Open Ground hex unless the LOS crosses tha hexside. A FFNAM DRM snd any hexsige TEM fare curlaive, but any beneficial DRM means the ~ | FFMO DRM dost ‘x aply thereby preventing any Inercton atm eerote whens 117 ARTIFICIAL TERRAIN: The placement of Artificial Terrain in (oe along the LOS to) sn Opea Ground hex provides cumulative TEM or Hindeunce bonuses which negate Intercicuon and FFMO claim (even i sting Read Movement rate), EX: Dele Fit Fire atc on un mang Ault ve it Opes Gund es omg a wreck dv otc gue DAN for FPMO ave tothe FEM © te ‘Sea rt end ot al TaNeot 1.2 Opes Grousd presants to obstruction of Hindeance to LOS, although those heres which ae alo hill, or contain non-Open Oround eases oF Artiila Terrain may, consisiest wiih the rues for hove other rman ‘pes. 1.3. The oly TEM for Open Ground is the ~1 FFMO DRM vs moving Iefanry, which is voided By any applicable postive DRM o fire into dat hes 2, SUELLHOLES 24 Stethotes ar repressed by drown spioch marks with 4 dark brown core, 2U5 isan exanpc of shane. shel holes canbe created fo smasimim atone per hex daring play by placing asteholecourter in Open Ground orchard; brush, or granfeld immediately ater any Oxgaal’KIA result during. 3 PEPNDEPH reaslton of «Concentrated HE-FER (or aerial barby {oskat) stack of > 1Stmnl Such placement Tenover all entrenchment Sour in dat hex although not necessarily thee comes) even i the fox was already a stalls hex 2.2 A shell presents no cbtacle os Hirdrance to LOS through its hex 2.3 The conditional TEM ofa shelicle is 1. Ieaplies ony to Inf fn a0 cumulauve wih any oler possible TEM 244 Infarry ray entra shall hex a a cost of 060 oF to ME. It capends one MF w enter selols hes may be subject FFMO (or Imerdicton inthe REPH) in that hex ducing that MPh unt pinned. 1 t expend two ME in entering the hes, o tts the pase tren, itis con- ‘ire ins shehole nd not subj: to FFMO penalties Cavalry and here-enwn wehiles rt entra the wo MF rate even though they never ‘ereive the prtetve TEM benefia of shell hex 3. ROADS ‘3. Ronds represent either paved or drt surfaces. A road represented by ' broad browa stripe suchas IY 104s adit road; abroad gray’ stipe such 1 128 isa paved roud. A road hex containing both paved and dirt rode Is considered paved roa het, although ary of fae hex is based on the type of hexsde ertared (e.g, 12M isa paved road hex but entry of through the M4-L3 hensie spor adit road hexside). Entry of 23Y1 from “AY 10s per paved road hexside; entry of 4¥10 from 23¥1 Is perdi road hhexside. 3.2 Roads are not obstacles or Hindrances to LOS, although other terrain inacoad hex may be. A zoud hex devoid of other trrain features i con. sidered Open Ground for all purposes except movernent across the road helde, 43.3 The other terran in a road hex determises any TEM of that hex However, ifa unit moves into a hex vis the road rate t would be subject to Interdicton/FFMO (in the case of Infanty instcad of the TEM ofthe ‘other terran inthe hex unless the LOS was uaced ough ether non-Open ‘Ground terrain between the fier and targe points. The possible target points are increased when firing at an Infantry unit using the oad move- ‘meni rate in a combination road-Non-Open Ground terrain hex (os per 4.132). 3.4 Infantry may cross any road hexside a a cost of one MF (wo ME ‘if mave is to higher elevation), Infantry, Cavalry, and Horse-Drawn units hich xgss only. road hexsides throughout their MPh arcentild to: ‘extra ME provided they do'not encounter mines. baring wrecks," Ws ‘mud rable: roadblocks, or Blaze in those road exes ad are no push ng: Gune (C103) ra yrs e118 farm cette Hid ot Paling w ene SCocoltwo baie: ‘ty the eral oe ‘uf energy a ‘herve, ee oe Saeco Fen ti {te al epcton cog tia hei 05) 3.41. A vehicle may cross any road hexside at 1 cost of I MP (unless ‘BU; DS.2) EXC! Graveyard Ronde; 18.41). The four MP surcherge for 4 vehicle entering higher tersin is halved to two MP while crossing = road hexside. 3.42 The one MP penalty for entering a hex alteady cortaining « vehicletwreck is doubled to two MP per vehicle/wreck if entering that ho scross «road hexside even if wot claiming the road movement rte. 3.8 Ervrenchmeats and hidden mines may not be place in a paved read fox due tothe urban natore of the terrain4. SUNKEN ROAD 4.1. Sunken Roads ae relatively narrow sls carved ou of rataral depres sons inthe ground, and have steeper sides than a gully. A hex such as 4T3 containing 2 road symbol bordered on two sides by two-tone brown
their cur ret weight limit, The fist cime the iota weight of vehicles/ wrecks on 4 wooden bridge reparcess of length exceeds tenitensté Bridge Collapse *B Ramis be made, The DRis modified by +1 for every five ion incremert, ox faction teen is exces of he cure beige weigh It. Cte Fim, je Collapce Dis > 12, the entire bridge cllapues with the eli i Rubble is placed ae per 6.331 hth sc reraine act and its ‘current weight lit isthe cusrent weighcjastohpskedThis now weight limit is marked oa a side record, The bridge does nat have to ccck for collapse again urs this new’ currert weight li i exceeded, fie] 6.43 WIDTH: All MP peaaltietfor entering a hex contains ime _| i wreckivehiolo on a oat, or for changing VCA acres 4 now Tune} fad hexsde, ate doubled. vhilesom. bridge Once.a.reic' ‘moves across. a One-Lans brie n arecion opposite tase bya ‘aick chat aig ung mek ale Sumbet ecat Tae, ‘ments allowed across tha bridge seit erection during that Player “Turn.0The direction of vehicular traffic on 2 One-Lane bridge thus far in a Player Turn can be marked with a One-Lane coanier fom CRESCENDO OF DOOM. 61 A OneLave bie acted aera Wy he presence ta wok o reel ae coca exc nl. Nene ida soomodifreodmooryeee ai ere ceke), Norm ‘Wrest Remora ar iOaleney emotes Ger na soe pet CHnlaes Sug wl mich pay FY iecg ee, ese AE eo havotocbent er oe: Wale ona Oaelae Sge: Soc ieret mera) eleeagk cen Ghatoaerser ‘Tilatows Gangog COA tet opin ony ren oc es of rat tO oan A, Dron ts oe os Pod fs Ces] {Mt FOOT BRIDGES: ot gee omon Wis See Gy eee ens eee ae [PHY]: senecltceenornce ony chee matiine nema NaC bull cpclyofs her ths basemen perbets {648 UNDERWATER: Ocal pontoon bigs may be defined fig id blo sure fh oda Such reper veo TENE He pipetinis igeinies Saige ore a aos Tretiar seats aes 65 BURNING. Swe Bridges do nt tam. A Widen by SSR x SN eae os eee ee 66 Entrenchmentshidden mines (see 28.13) cunsot be placed ona beige. 7. RUNWAY “The following rules apply only to hard surface runways or SSR designated wide city boulevards.® 7A Any hex contining« gray road aurfacecronted by two parallel white lines (uch as 14M) is 2 Funway hex 7.2 Runways ave neither an obstscle aor Hindsarce to LOS, 73 Any.unarmored unit inascunway.bex receives a ~1 TEM to al IFT, fire resolved agaisst it regardless of fie phus®, This TEM sin ation ‘oany applicable DRM for FFMOIFFNAM, A runway hex is considered ‘Open Ground forall Interdicion purpotes (barring the prevence of any ‘Anificial Terra). ‘7A Movement costs for entering a runway hex are identical to that of ‘paved road if entered through arunway hexsie: identical to that of pe (Ground if enered through a non-runveay hexside 75 The only Foricanons alowed isa runway hex are Wire, roadblocks, andior unhidden AT Mines (28.5). 8. SEWERS & TUNNELS .L_ Sewers represent large drainage systems found beneath ground level ‘nmajor cities and createa possible vertical Location below each ground level hex of ety bans. This additional dimension allows fancy to move 8.42 beneath the surface of the playing board free from the effets of enemy presence or fire at higher levels. Errance to and ext from this special tlimension i limited to Mathole Locatiors. A unit may never start play altedy in sever. A Manfole Location is any grou level hex marked witha black circle (auch a8 1AAS or 21S) or any paved road hee which Tnverrecs sith any other road such that at least thee hexsides of tht hex are crossed bya road, sch as 19 (or rod hetesconaining a sewer symbol Such as dG3 and dA3 of Delue ASL). Sewness are not usable unless sot specitied by SSR 8.2 Anunitina sewer is atJevel_—1,ané,antof:08 of all unis other, shan arysoosupying an adacest ore name (Cony aewerhex. andioa, “yaanyaunitdizeatyaboxeiting Manhole Location which has discovered vine Sewer Emergence dra unl is either in sewer (level —1) or Mantole Location (level 0), fot both. A urit ina sewer is always con- cealed by being placed bentath a “Sewer 1" counter, even if not con cealed prior 0 eniry of the sewer 8.3 A unit ina sewer can ony be atacked by & unit with LOS Wit ‘Al irevs a uitina seve" ls PBF and subject the ~2 Hazardous Move ‘ment DRM regardless of fire phase. Neither a vehiele nor ordnancit IFE/OBA may fire into 2 sowel. {8.4 Only Good Onder ntutry may entera sewer system and only the SMart of ther MPh. Furthermore, only those unis gremed sewer move ‘nent capabiliy by SSR, oF who are accompanied by Leader who pases °C atthe start of Gat MPa while in x Manhole hex, may enter the sewer. The latter method of entrance is available only when SSR has specified sewers usable and rit of either sie not granted the capability With totem enrasce. Unis in a sewer may aot porage mere than thet TPC nor push a Gun, Sewer morement cannot be uscd to owe eseath any Wate Oracle he {8.41 Sever movement must stain oe beneath Ut | aManhole Location ad end beneath a Manhole tram | Leestion starher than three heres eway! Sewer movement must be performed ab one Sccmbined sak whenever more than coe units ne same sewer Location Ad musi be declared es Sewer moverner and symbolized by placement ot a"'Sener "courte abeve the moving unis. However, pit ata ‘movement adr (A) is made to determine who moves te Sack: ond (f 67 the urits Become lost and mast move during ta MPh io a Sewer ‘Location beneath a Manbole within tre hexes of its presen postion desi tated by the DEFENDER, aad the "Sewer? soueer it Figped 10 the Lost? sid. This des repeats a the atc of the stack’s MPh during very frimlly MPh thatthe unit remain in de sewer ote, bul with Ff erm the urts in question ae ucremly fost. Whenever aos sack’s Final ris 5, the “Lost” counter 'sMipped back 0 te "Sewer 7 sie andthe ATTACKER moves the stack tatturn Uns ina sewer must ‘move during their MPs the cannot remain motioness althcugh hey san feturn to a hex occupied during a previcus tare. Units in a sewer ay Use the APh only to advance vecticaly out ofthe sewer system and ito 8 Manhole Location (or to advance into an adjacent sewer hex for CC; 8.48, 8.42 UponendingibsicMPh, sntsins sexe must make a op the Sewst Enaergsnce Chart and perform the resale for tho-entie sacs SEWER EMERGENCE CHART fe Aetion Reguied 4 May energe conssalesw oveersopion airing be APA 00, fubex to Detensive Fire in te ini. 546 Carnet energe during ths Game Tum: net ject Deen sive Fre in eri = 7 Dinanerd. Chaat enerae dri ths Gane Tur: sic oly fe Defenve Fre foo any oppeing Tout f Manole Looaton bt witout beset of sonceanet ‘Te flowing cunuitve dim apply to te Sewer Eneretce <1" Manote tection oeupiel by oer Fen nite 1 Mantas nina balding Locsin ssceopie by enemy unto indeed ty = +2 1, Sewer unit re current lox 1 Per Knowe enemy Goo Order MMC in Minto Location 21° Brey wisi in aden Sever hex A uit (21a Duma) mst tally be nomena reveled earn8.43 8.43 A unit ina yewer can acack unis inthe Manhole Location atove iC only during he AFPh arer having been "discovered" by a Sewer Emergence dr = 7, Such fie is PBF (halved for Area Fire) and subject to the TEM of the Manele Location, St 4Ph: Opp tmtheae ye i As a a 3 secu ‘ADJACENT onlyit they are ott beaeah adjacent Mantolehexest Should this stuaton occur, fre attacks between the adjacent units are allowed 41 PBF, and the APh can be used by the ATTACKER to move either 0 the Mathole Location above it (if allowed by the Sewer Emergence dr) oF 10 erter into CC withthe adjscent sewer uate) 18.45 Any unt which becomes broken or berserk in a sewer i eliminated, ‘An aeady broken or berserk unit may never enter & sewer Location, Simaly, because units in a Manhole Location are usualy unaware of ‘unis ina'sewer teteath them, they ignore them for parposes of rout or charge. 8.5 No Frets alowed ina sever coveet ty nibble or Blaze & ada lao aetna attberei erent ores unt inte seer mylar te MP breath Sold Biase sover ein ble ma at ar wile toot beneath a sewer counter, no Sewer Movernent is allowed into that hen 8.6 TUNNELS: A tunnel exists only by SSR of DYO, orf plaer for- {eis a specified Fonified Building Location (23.9) capability inorder 10 have access to a tinned. Tunnels are-nocdug during play they mat be serely recorded prior to setup. sstunaelesitmm the entraren/exit must bejnatbuildingpllboa, brush nO Fas beaeat: any hex whose’ bass ‘evation eiffers trom tutors eniranvelenithexes (which must both be a the same elevation). Rules for tunnels are identical to thove [or sewers except as modified below, Behe lee reed wie i lens ree eee tne APh (even if that ex is occUpied by enemiy-ua tunnel entrance/exit See a en SS eee i Unlike sewer, broken units may esters tunnel daring their sa ‘ee it to-rou, provided they exit tin the samme RDPB, Routing unit’ must begin their rout inthe tuanel entrance Location and end it the ext Locator: Rouingunits ae mmane to Interdicioa while in urnel and may we it to move adjecont i or fowards'e Kagwn exemy ual, ‘provided hat when ty emerge they ae noeloge toa Known armed enemy ‘nitthin when they entered te tunnel and are nct ADJACENT to a Know, ‘unbroken ered enemy unit. Routing unis are not concealed when they emerge from a tunnel. 9. WALLS & HEDGES 9.1 A wall represents a stone fence varying in height between one and two meters, end conforms to hensides rather than the interior of « ben, ‘Any hexside ht overprints « ick gray line such 38 2B4-B5 fs 4 yall hnexide. A hedge represents nedges one to two meters High ané also con- forms o hexsdes. Any hewsde containing a thick green line such as 2T1-U2 isa hedge hersde. The thick terain depiction, as well asthe hessde itself (inclusive of vertices) represents the wall/hedge and will affect any LOS through it except for abviour breaks for reads inthe depiction such at {6XSIW9 (ce illustration below). {2x Au 0 7 any i gee 7 eh eet 9.2 Walls and hedges'are-Half-Level obstacles 10 LOS (6.21) even if they Tie lengthwise (on a hexspine) exzetly along a LOS unless the ‘ewing/arget hex is formed by that hexsidefhexspine. This ie trae ven ifthe Rexspine torfrom the targeiving hex also cirecty consects with other wallhedge hexside veries which are not pst of cher Ue rer/arget hex. A wall/bedge hexsige never blocks LOS to any portion of ts om hex even in the case cf Snap Snot ¥s Bypassing unis on the opposite side of dat hex. $i ls —— a, |) foeceaeemer et seceGetSimilaty, « frer omot tace a LOS t 1 unt beneath an SSeeete era BaarSocks Los ay pone ois Gace | eee Assocs Gee Soha by te 2308 hedge Peek meer fee es reper ange ten he c8 9 sy a ge, woo seeaheke Subghescs 9.22 HULLDOWN: Any vebicula target fired on by Direct Fite through a wall hexside which affects that fire is considered HD (see 9.22.38), Hedges'do aot create HD satuss 9.3 Fite fromthe same (or lower) level traced through a wallfhedge hex- se or hexspine is subject ta TEM for that wallMedge ifthe defender 'Sin the hex formed by tat hexsde/beaspie [EXC: Wall Advantage (2.32) and differing elevation (9,39). Ufa: LOS crosses'a wall/aedge nexside Shroush-aczoadsdepiction\such es 609/010) the wall/hecge TEMILOS ebstaced the DEFENDER is «non-moving unk which can claim Wall Advantage 3PRC never receive a TEM fora wallhedge The TEM of a wal is +2; the TEM of a hedge is +1 9.31 The TEM of hexsides ina target exis not cumulative wit that of other terrain in the same hex, although itis cumulative with LOS indrances. The defender in such z hex may chooee which of the applic: thie TEM to we agnnst incoming fire I'he chooses a now-heaside TEM, ‘he unit automaticaly loses any Wall Advantage status iad ua wt east the next Payer Turn. 9:32 WALL ADVANTAGE: "The TEM af walle hexsite tae sotapply to 4 moving ai ibs hei fn oh ‘oth the rere and argt OWA Hiay nce aTSERR fx valhoige I arse pase sasng hat wallnedge hesside wih tn remy unltaaleseitis mukedoni* Wall yan’. counec(EXC: ani enters a wal/hedge nex conainiag etrhaly-unt'WEN a Wall ‘Advantage; the movirg unit suonatially qualifies for that Wal ‘Advantage Aovaseouneanbe Wace on at sie athe wailhedaeviuchowatlas ezapled Without aa opposing i Om the cther sde'claiming'that TEM? and should be placed a8 soon st an opposing unt enters an adjacent hex. ‘Note: the-TEM of a wallhhedge hex EX The Geman sua i 3Y3hs Wat favanaye svete Resin gad ch Ucn $3 wt ve yt a B7 9.33 spina such a9 3V3-U5 always applies to fre between 3V3 ard US sions ‘hac henspine regardless of Wall Acvantage. A unin Melee may oeaher ‘ain nor retin Wall Advantage. tetapiy os msgs tase 6 ca ite Stat tng oben Ta! | Siting “2 down ao Oy Sowers toner \ sae, be Orman tea see ABIACENT Resa ‘SaTTEM es ei atc a Bl Lesremarene ome 9.33 ELEVATION EFFECTS: Is nowaeral fier i at an elevation above the wallhedge > the distance in hexes tothe target het, reduce the TEM.» of that walled. esse by one foreach fll Jevel by which the heights ‘exceeds therdstnce (o-aminimurTEM0f0) If « wal/bedge hensige "TEM is reduced 100 in an otherwise Open Ground hex, Inierdition and FFMO are allowed and any HD status i wegated, Ifthe TEM of a wall 4s reduced to +1 by elevation effects, any HD target is subject 0 a —1 ‘rm fo the colore cr of the To Hit DR ofany such Direct Fite shot agaist it for Location of Hit purposes only. ThecTEM ef shellholes and entrench ‘meats canbe reduced in a similar maneerby a fiers elevation advantage? Sia 31 eat tehetgetome tet hag Wine Be Rede lnctia oY rg not woud tien ins ahr e9.34 3.34 INDIRECT FIRE: The TEM of a wal/bedge hexside is lowered bf ‘he for incirect Fe. "bt this TEM applies event hat hese snot crossed ty the incoming fire. Only one wallhedge TEM can be applied to the resolution of such fire, regardless of the aumber of such Teatures present ine target hex. A target is never HD to Indirect Fire (D4.2), 9.88 A allege provides no TEM to a Location tar is atthe same ‘oF higher elevation tan the obstice height ofthe wallhedge hexside. For ‘example, see diagram 9.32; a unt in 3V4 (evel 1) is net affocied by ‘he V4-Us, Va-Us hessies (Half Level obstacles on Level ground), nor ie uni is YS affected by a L4-VS wall hexspine when sttcked from a, but a ust in Ll would be affected by the UA-VS wall exspine if sttscked trom V5; 9.4 The cost for Infantry/Cavelry to ros a vallfhedge hexside is one MF pit the COT of the hex moves into Wal/kedge/roadbiock hexsider aro never expressed a2 8 COT, but rather ‘san addtion COT, Therefore, when ‘unit must pay double fs sonal ME Cost to eras a Crest Lite pays double the COT of the ex plus the one ME fori hexsde, Some wal hedge tenses such as 6W9-XS have obvias gaps in ther which ean be crossed without paying the wallihedge MF penalty 9.5 BOCAGE: Bocage (or hedgerow isa special form of hedge grown op of low earthen mounds to form a natural wall. All rubs pertaining {0 hedges are applicable to bocage except as modified below (BSL Bocage is depicted by wall/hedge hexsdes as specified by SSR. 9.82 ocage isa ote level LOS'obstacle'wit’a difference, Although a ‘ounter Desi (latin the hex form by) a hocage hexside may be in 1LOS, the-aeat he aleng the LOS trough’a Bocage’besside is a Blind Hex w@highePlavelifiredt(A6.42). lx cther words, a LOS can sill be tuaced the bovage hexside and theiefore Ore can be traced ino (but ac larough) the hex Formed by that Rexside 9.521 Surelevel LOS maybe traced oa froma hex formed by & bongs hensive, bainowalon canbe dove with huge (3.2). Furthermore ‘nave Wall Advantage io fre UMoUgt INA Bocage REXSIEE TS AYE formed by tht bocage bexside 9.822 Vehicular args dicectly Behind bocage hexside are HD. 9.53 incoming Diret Fite traced Urrough « bocage hexside is subject to Tem of +2; Indie Pe Is modived by FT 9.591 Direct Fire ordnance ray ast change CA and fire through a bocage hossie of ts hex ata ror-ajacent target inthe sume Fir phase (counting Delemive First Fie and Final Fice as the same fire phase). 9.512 evan aavaptapey (733) have o elect onlhe'TEM of bocaget 9.88. The cost for Infantry to cross 2 bocage heasde is two MF plus the COT oft hes move no ACR Dn ‘wos ] 9.541 BREACH: A Doser tank, bulldoze, or ARV designated Bead] S88 fete spt wih he Ct heer device o Air equipment ater 1725/4), ray beach a hedgerow vee and paslng SBOPDRAPallre to pats the Bog DR leas te vehick Hogged tenet X sared In and Teaves te ocage unaTeted. Such ‘etiles engage is clearing edperow mayne dso ing Reverse mover ‘men, but are not subject to Underbelly Hits. Mark the affected nexside with & Bresch counter so thatthe arow poins tothe affeced herside. ‘Theteafjer, movement across that hexside is ieated as if wete Oped {Ground} but a Breach has no other effect on bocage rues Sn Second eel sou so tee 18 K9 at nat Br KB du othe Bing He huis de can te dK an eon no RL cy win Wal vamp) A sat is sane aK, ud wih Wal Advrge ond w Y,17 an t,t wt eon "ele te oro son ase(, hr i 31 Pease CCS amen De tet 9.85 CONCEALMENT: Ifa usitisin hex that has one (or more) bocege hexside(), and ial possible enemy ground LOS to that unit are deawe Through that hexsid(s), chat unt sweated as being ou ofall enemy groune LOS for determining both 8 ability 1 gain 7" and its possible Loss of “7° due io MF/MP expenditures, ad is tested as being fo Concealment Terrain for al other‘? loss purposes {including Mtion and all CA changes) 10, HILLS 10.1 Fils represeat terrain elevations which rise above ground level, and any terain upor them eses normally Irom this new level {0 form new height equivalen. For example, # one evel obstacte ona level | il hex becomes a level 2 obstacke 10 the LOS of a unit at level 0. A hill mass iS depicted in various shades of brown’ the lightest shade in ay eroup Sfcontguocs heown hezes eng level 1 the next darker shade beieg level 2, and so on, The spocifc shades often vary from one board 13 another tnd are relevant only is comparison to the ethorshases ofthe same bill tans. For aeatesic purposes, any hexcs contain cobb preset, re than one elevatien, but uns therein are always considered at the elevation level coniining the hex cester do,10.11 CREST LUNE: A Crest Line is formed in every hex where two d= ferent full-level elevations meet. Crest Lines are importa both for determing meverneneosis and defining the slops ofa hill for possible LOS obtrctions 10.2 DIFFERENT LEVEL LOS: A lower level anit may trace 2 LOS into only the initial Crest Line Bex fide of each Tevel above i Like- wise, aunit may trace # LOS wa Tower level only if che higher anit trace it LOS through a Crest Line J leaves its hex and thin LOS © ever tectostes another Cres Line Of the same or higher elevation os TEX: A-unit may always tace a LOS through a Crest Line in nad {acent hex of lower elevation TY ‘an fire though ¥3 to ¥2 bat it ean- pot fire though 23 to AA3)) Eves fa LOS serves this te itcan stil be blocked by oder requirements sc as 10.23, EX: A wit in 3 cin vt + LOS oes 1H Nees G0, 9,7 Fara burnt any ere fl $34 10.21. SAME LEVEL LOS: Use a the same level can trace @LOS to ach ‘other (barring intervening LOS otstacies~including higher Cres Line) epardiess ofthe presence of inervening equal oF lower elevation Crest Lines. ‘10211 ALPINE HILL OPTION: The previous rae tess hil as series cof plateaus raher than consantly rising ane rolling terrain. Those wish- Ing to simlate the late style of errain can invoke. §SB-forAlpine Hil? by allowing equsl-elevaton hil exes o block'LOS trough (nono) here 10.22 A writ always requires a height at last equ tthe eight equivalest ot an obstacle to soe pull hte a sae-lovel target. Therefore, at on ‘8 Level | hill ex or on the first level of « building is high enaagh fo soe ‘Over ground level woods (or any other level } obstacle at grou leved symbol to level | or higher target. Ir also high enough wo see over A Wicck/AFV or Half-Level Otsticle (such as a wal/hedge) at ground Tevel and thereby negate the elfects the? exert on a samelevel LOS, although TEM mey apply as per 9.33. BO 10.51 10,23 BLIND HEXES: A lower level non-cliff Crest Line reales Bling Hex toa higher level viewer only i hat Crest Lane i at least ive exes vay from that viewer athe nex! hex along his LOS has aiower eleva tion han that of the Crest Line hex [EXC: Ifthe elevation level difference teased by that Crest Line end the next hex along the LOS is = to, at Teact one Blind Hex is created (unless adjacen) even if within ive exes ff the higher level firing hex}, One Blind Het ie crested foreach eleva tien level difference caused by that Crest Line. Ia suramary, the nominal effect ofa one-elevation change Crest Line toa higher level viewer i310 ‘create no Blind Hexen ats range of -4, one Blind Hex at a range of 5.9. ‘Wo Blind Hetes a a range of 10-14, three ata range of 15-19, te. The Blind Hexes created by these Crest Lines ean be reduced toa muninivm ‘of zero by 6.42 oF increased by AG.83. {Ste res outya se elon level dopant ech wie faurhees of Ye hs a= Gv Vasa HE on og he Ct ie BON oe hae en 410.3 The TEM ofa hill hexis dependent on the otver terrain inthe hexthe [LOS of the fier. Baring oer terrain inthe hex or an applicable Height Advaniage, a hil hex is considered Open Ground for TEM. Inerdicion, fand Rout purposes, provided s LOS to exit, 10.31 HEIGHT ADVANTAGE: Any usit in a hex receiving Direct Fre froma lower elevation i emiled to 2 + TEM, provided tN unit is 201 eligible to receive any other postive TEM or CF DRM other than those caused by LOS Hiedrances [EXC-@\ moving siting finston.ay Defeps a a Bier routeaaGreu'Line"ihvough the ume"hocade that it 5 emsieoseati’ Inerscted by the firer's LOS}. A vnit eligible forthe +1 TEM for Height ‘Advantage s a0 subject Interdiction/EFMO by an attack t which that FE TEM applies. ice ne tye 8 10.4 Units crossing Crest Line into higher terrain mast pay anincreased ‘movement cos! Infanry, Cavalry, and Horse-Drawnunitserosinga Crest Line into higher terrain must pay double the COT of the hex entered ‘vehicles ust pay four MP dt COT (unless they enter via a road hexside, i which case they pay two MP phis the COT ofthe hex entered). Bicycles and ski unis caa gain ME by twoving (0 @ hex of lower elevation, tut Dtherwise movement cost for entering ail hex is dependent onthe other terrain inthe hex. 10.5 ABRUPT ELEVATION CHANGES: Aa Abrupt Blevation Change ccurs when aunitentes (wo or more levels while cressng one nowt hexside; e.g. 15R3/RS, of BCC8/DDS, of 13LSVLD, oF ISEBS/AAY oF IBYAYS (ie 19.4 sample). Abrap Eevaon esis hve pc move 10.51 Whea « unk crosses an Abrupt Elevation hexside, dhe caulaed ‘errain cost ofeach level entered becomes cumulative, Each itermesite level (Le, each level erveen the units inital and final levels occupied during the move) aicended costs (wo MP/four MP, each intermediate level10.51 descended costs ope MFitwo MP. The lat level entered covts both the formal terrin MF’MP amount for being swered from a difercet level lus any exira MF’MP caused by AUifelal Terain in the hex, level gstws NF» mcrae fn ve nwo MEty ore Mc eR ese Moe ‘ernie pu ne MF ee 3) ec ane ME wwe ae {noe w ano ner dosnt el pur wn Ste sen ee) (0) ce ‘hes TE SMORE tins nob teenth Sen mond De 10 MEW x0 tp td ic ME 10.52 DOUBLE-CRESTS: When ausit crosses an Abrupt Elevation hexside and, in $0 doing, crosses two hillside (aot gully, marsh, ec.) Crest Lines of different I¢velsithascossed& Double- Crest hewside (eg., 1504.05). A. vehicle may nee eros a Double-Crest Ihamalde encept vin « rood, nor may Cavalry charge across a Double-Crest enside 11, CLIFFS {L.A Tl hexsies overprinting a darker, serrated, brownish-black color are cif hexsides represerting near vertical Milsies, Examples of eift hexsies are 2W5-V4, 3D3.C3, 8X5-¥6, SEED-EE3, and ISNS-NO. Clif tensides can also occur along Depression hersides (such as 24E6:E7 cr GFI-G1 of Deluxe ASL) B10 B 11.2 The serrated edge of x lifts no more ofan obstacle to LOS waved along tat Pease tan te elevaon level separates from te higher ill hhex. For LOS purposes, the black art depiction of a Depression cif is treated as part of the Depression artwork. 11.21 Unlice normal Crest Lines (10.23), the Blind Hexes caused by + Cliff hexside 0.2 non-adjacent viewer san never be redused below one regardios of elevation advantage, 2 Awan 47 od eset. fe DET eile we mt epson it 11.3 There sno adltional TEM fora cliff exside beyond that normally autriburable toa hill Cres Line. However, fire across a cliff hexsid hat Several resrictons which do aot apply (0 other Crest Lines. 3I_No vehicle armament, FE, o7 ordnance may fire through a cliff hhetside to un acjacont lower level hex [EXC: LATW other than PIAT; C13.61}. Other SW and Small Arms Fire are not so restricted 11.32 Only an AA weapon, MG counter, ATR, FIAT sdlce inherent Smal Anos Frey Bre Gowph a cl beat toa jc nghar ae oi oe of Climbing. A Climbing unit may not use, EEE] sraer (itn or rput a SW. Prep ie, oF perform ay other form ovement or aranc (EXC. 11430) 6 ies ing uni is not subject to Pinning. Climbing is also used to veal buildings (23.424) of bridges 64). L.A FALLING DR: An Infantry unit must meke aDR (A) < 9 in order {oascend or descend a cliff hexside duting that MPh. Ifa 100° 11 Fil DDR is rolled, the unit may not move from it present position during that [phase even though its considered to bein the at of Climbing/destend: Ing. I'a 12 or higher rolled on the Falling DR, the anit ana any SW its posesscn eliminated. Theres eumuladve > 1 DRM tote Falling DR if rain, snow of any Kind, or heavy winds are currendy in effect, A broken/ wounded unit may not Climb. A Climbing unt may portaze only its CX TPC (ie, one Jess PP than jis normal IPC; Ad.52) 11.42 A Climbing unit is using Hazardous Movement, but a LOS may ‘ot be drawn to. Climbing unit through the cif hexside it Chmmbing tnless the fire occupying a hex formed by that cliff hexside, All fre ‘oa Climbing unit must be ticed to a vertex ofthe hexske being Cimbe The correct Climbing veres is desipnated by placing the Climb counter sothat the arrow teuches the vertex. Ifthe counter is ambiguously placed. the opponent has his choice ef which vortex te fr at. Climbing units never receivea favorable TEM (ever Height Advantage) but Hinrances So apply 11144 CLIMBING: Only Good Order Infantry ‘may crois a cliff hexsidend only in the actB ‘© incoming fie. Any un broken or wounded while Climbing is elimi- tuted, but Ciimbing unis need aot ake any type oF MC that i nee cirecdly dicted by the IFT (including LLMC/LLTC). Climbing unis at level 1 or higher are immune to Indirect Fire unless the tack crosses the lower- tlevation hexside opposite the cliff when being paced i that target hex, Fr ths purpese, OBA is considered traced from the center of the roud coctng the fee's Friendly Board Edge at her row Q, oF AS/6, or GOS/6 ts appliccble. EX: A Climbing sit none the ITT i bese. A mar fring nt 7 wl ‘Hct he Camo wt ony LOF 6 tcl tras te 77TH heat 11.43 Climbing requices ALL of «unit's MF allotment. Infantry atempt- ing w traverse a cliff hexsde 1s placed on an appropriate (e., equal the units present height on that cif hexsie) Climb counter on the lower side of the cif hexside. Daring its MP, ifthe unt scsesfally descends, itis plaed om a Climb counter ove level lower than previously occupied. Ifthe units ascending. itis placed on s Climb counter one level higher ‘than previously occupied. Normal stacking lite apply to each level of the cif eirface 11.431 Climbing units may fre only during their AFPh and never beyond their Normal Range (although combining AFPh Fire with PBF will return their atack to nocmal strength) and trace their LOS from their Climbing 11.432 APhe Climbing may not be attempied during the APh. However, ifin the MPh a Climbing unit reaches «level equal in height toits desing tion it may advance across the clfThexsde if ascending Cheredy eliminating the Climb counter) or. if descencing, it may remove the Climb counter ‘A.Climbing unit is never restrict bythe Ad. 72 APA rules for advancing Into citficl train. scaling a balding, the Climbing unit merely removes the Climb counter and substtutes the proper building level ceurter 11.433 COMMANDO: Gurkhas, or any unit specified by SSR or DYO special porchate as Commandos are specially tained and equipped for Climbing. Corsmandor are prevented from Clinbiag a cif heaside only ‘ona Final Falling DR of 12 and eliminated only on & Final Falling DR = 13 diab). 434 CX: Clirsbing unite ae always considered CX while on a Clim counter Once the Climbing unitadvances of the Climb counter it's marked witha CX counter, Be pergct teme Ct Cnee Sarasa pce ares cre Sree em ercenra weeea Ricccnnsanres cacetane mares aoe ier Lene aar mene Peel resets, 12, BRUSH. 12.4 Brush epreseas athinly wooed aes with dense undergrowth. Any hex containing grass symbols ona dare green background is & brush hex. T2AAID, 133, 14W9, and ISCC9 are examples of brush. 122 Brush isa LOS Hinérance. Being ina brush hex dees not aflect the {LOS of a firing or target unt; iis oaly the presence of brush in a hex between the same-tevel firing (or odserving/spotting) and target hex that forms a LOS Hindraace resuling in a +1 DRM per brush hex [EXC: see A6.7 to any IFT, or To Hit (or artilery placement) DR. 123 Brush has no TEM, but because & is ot Open Ground i negates Ierdicten and FEMO, 124 Infantry/Cavaley enter a brush hex ata cott of two MF. 12.5 Brush may be kindled ona DR > 9 and Fire will spread it from anadjacett Blze on a DR = 6 (both subject to modification: se Section 23) 12.6 Deep Snow conditions transform a brash hex to Open Ground. Bu 13. Woops 13.1 Woods representa forested ares with dense undergrowh. A cark [ren background covered with black woods symbols such a 1C9 or 1813, 4s considered a woods hen, as is 19X1 which also contars a road, 13.2 Wools ae a one level obstacle to LOS (EXC: Forest; 13.7}. Like ‘most LOS obstacles, the level ofthe dbsiace Is added tothe level of the ‘ex; therefore a woods Rex on & level | hil ex is actully level? LOS ‘bsacle. However, a woods hex in# Depression hex stil level | LOS ‘bsacle because the woods occurs on the higher fringes of the Depres- sion hex e8 well as IN it 13.3_AIR BURSTS: There is a1 TEM for all Direct Fite io a woods bet. All Indirect Fite vs unarmored, CE, or OT (ever if BU) urges in a woods hex receives a
10 and Fite wll spre to fos imadjacert Blaze on @ DR = 6 (both subject to modification; see section 25) 156 SEASON; Grain docs not exist and is treated 4s Open Grourel out ‘de Hs growing season which, iPotherwse undefined extends fom June to September (inclusive The effect of plowed felis in April and May reuirs the inceased movement cost of gran, but is considered Open Ground forall eer purposes asa Cn 16, MARSH 16.1 A marsh represents pockets of alternating ankle-to-Wals high water and swanpy ground overgrown with Vegetation. Any hex whese center {ovis inside a dark bluish-preen background conning black swamp sym- hols such as 7R6 or 13X7 i amarsh hex. Any urpossessed ported eaui- sent ina marsh hex is eliminated 16.2. marsh hex is a Hindrance to same-level LOS and causes a ~1 DEM forevery mush hex TEC: A6.7} between sameeve urgt and firing hex. 16.3 4 marsh hex has no TEM for fre waced iat i, bur because 118 01 Open Ground st aepates Interdiction/FEMO for fire traced ito. 16.31. Ary HE stack isto a marsh hox [EXC: vs a bridge or units 01 the bridge] is halved die to the meffling effects of sft ground’ water on te explosion BI 17.8 16.32 Only the iaherent FP of Inanty, thelr LATW, sny LMG, DC, FV or inherent SW may be used from a marsh hex and are resolved as ‘Area Fite [EXC: A urit on a bridge may fire from s marsh hex with no sich detriment) 416.8 tntarery/Cavairy may ertetamarsh nex only athe cost of her ei Miallotment (inclusive ofa oroken ust’ RIP allotmen). A marsh ex cannot be enzered during the APh, nor can it be entered vie Low Crawl {(A10.52), Entey of a marsh hex fram a Tower elevation is a Minimum Move (Ad. 134), 16.41 No ncn-amphitious vehicle, owel or pushed ordnance may enter ‘amar hex ualess on a bride. 16.42 AMPHIBIANS: Amphibious vehicles may cross ary hexsie con taining Open Ground’ water’marsh into a matsh hex during the MPh as ‘Hit were entering a waterhex. but mustpay double the normal amphibious NP (D16.2) cou (is wo MP) todo so. sich MP experdiure chides the soit of beth the hexride terrain and of moving toa higher elevation Boats cannot be used as ecaveyanee in 4 maysh hex unless the hex has ben flood (16.6), ia which case itis Weated ab ver hes 16.43 206: Any ground tovl or level ~1 ox adjacont 4 marcha then isa Bog he requiring Bog Check of any vehicle entering i along 4 non-oad hexside [EXC: 16.8} 16.5. No Fortifications are alowed in marsh unless ona bridge (6.9) 16,6 WATER DEPTH; The scenario-defired water depth of astremrivee canalter th effcis of « marsh, When esteariver flooded, all marsh hhexes adjacent of consectd to the srear/river by a continuous string ‘march henes a treated ae renm/rverhexes instead (1648 sil spies {4 if they wore March. Ifthe sreamiriver is dry fordabe respectively they are tried so muds 16.7 MUDFLATS: A muatfatis mursh wits «lower water evel, All marsh rales apply except where moaiied below 16.71 Tafanty!Cavaley may enter 4 rout hex ata cost of tao ME. Unpossessed portaged oqupmsent in a miafat is ct lost. 16.72. Amphibious vehicles may aot enter a muda inthe water mover rent mode but must use lard moverest capabilities aed rll for Bog tea. 16.8 WEATIER: Marsh hexos are tested 38 Open Grouad hexes during sccnatlo-defind Snow, Deep Snow, oraub-eerotemperatures (16:43 does ‘ot apply). 17, CRAG. 17.1. & crag cepresents rough terran srewn with boulders, crevices, and the debra of aumercu rockldes. Any hex coatzinng four gray, regular boulder symbols suchas 18X0 or HBiseerg hex. ris not the boulder Symbol ave, but ratir the entire crag hex (incasve of hexsides) which ‘fects sy LOS drawn ino or hreugh I 17.2 A-crag is not « LOS obstacle, bat it dees Hinder same-level LOS by adding a+ Hind-ance DRM for every orag hex (EXC: A6.7] be- ttecon the fier and targst W7.3 A crag hex has a TEM of =I to any fire traved int it 7.8 16 costs Infantry wo MP and Cavalry/animals four MF wo enter crap hex. Vehicles and " ordnance counters may never occupy 8 crag hex [EXC: dm morars may be portaged imovout ofa crag hes, an may also be assombled/fired fom i) A7.$ Forcincavons other than Wire are not allowed ln a crag hes.18. 18, GRAVEYARD IB.L_A graveyard represents West European syle cemetery with densely concentrated stone gravemarkers and mausoleum. Any hex containing fray/white rectangular shapes—such ax 12Wa ce 2115—is considered 4 braveyard hex. Itt rol the graveyard symbols, but rather the entire grave Yard hes (inclusive of non wall hedge hexsides) which affects any LOS Jrawn into or through it. 18.2 A graveyard is rot a LOS obstacle. but it does Hinder same level LOS ty adding » +1 Hincrance DRM for every graveyard hex (EXC! ‘A6'7] between the finer and target AB A graveyard hex has a TEM of +1 to any fire traced into it 18.4 Movesnon costa for entry ofa graveyard through a graveysed road heraie (a graveyard rea isthe thie dare brow line passing tnrough every sraveyard hex of board 12 except 124) are different than those listed fn the Movement Coss Chart for roads, 18.41 Infany entra graveyard ata MF cost of one regaress of whet: they enter visa graveyard Toad hexside. Al vecies ay enter a grave- ‘yard though a graveyard road hexside ata cost of one MP (60 MP if BU) and without checking for Bog. Otherwise, ony fully-tracked vehicles ‘nay enter a graveyard and they must expend hal their MP allotment plus heck fer Bog (D8.21) with a +3 DRM [EXC: motorcycles may’ enter ‘ia a ton-roai hersde ata cost of four MP, except acroes a wall, hedge, or roadblock} 18.42 A graveyard road does nt bestow any bonus for movement hough graveyard road Hesside 3 4)—etheraloneo7 in combination wth ther oad movement 18.43 No ordnance may be moved inio a graveyard while in the form ‘of 8%" counter, excep vin «graveyard road hexside. Dismantled morars nay be poraged in/out of any graveyard hex and may also be Sembledifired from one. 19. GULLIES 19.1 Gailies are relatively nartow sits carves into the earth by once power: fl streams. A hex such a8 12CCs containing a thin, meandering black line enclosed ina light brown background which, in urn, is enclosed in a dark green background is a gally. Unlike a siream, the gully symbol ‘eed only appesr in hex for ety be contidered a gully hex. A golly hx is treated ae gully rgardles of the cthererrain nthe hex, although ‘aie ine glly bridge hex (2OTS or alll) are assured to be on the bridge andinet IN the gully unless they are benewh x bridge counter hich mms be placed in the Bex to denore such ras), Bid B 419.2 A gully is usualy 2 level ~1 Depresscn hex (AS.3), although it isalways.a—1 level Depression; ie, auait IN i one eve lower than it would be ifthe gully'were not present. A unit IN'a gully cannet see any other Depressi hex unless it adjacent and connected by a Depees on hexside, oF the LOS cam be driumn o another gly hex without lew: ing the combination brown, dark green backgrourd. See 19.8 for LOS to gully tht crosses « Crest Line. Scenes Ife NED cnt sn # NebscasmeneLosiaewce B Stoctett ow a oe 19.21 A combicatior gully woods hex (528) is ail «ove level obstacle, sande conbinaion guly-brish hex 12CC9) is stl Olerel LOS Hindrance. 19.3 Barring other terrae in the hex. a gly is considered Open Ground for TEM and Rent porposss, provided a LOS INTO i exit (oe bridges 6.22). 19.4 Infantry move INTO a gully hex at 2 cos of two MF regardless of whether the move is made trough a gully hexsie or not. Movement costs for entry INTO a gully hex containing cthorterrsin types are camulatve (ie. itcosts four MF 10 emer a gully woods hex). There is no cost for leaving «gull tex ocr than the doubling of MF (or the inereme of four MP) when moving 10a higher elevation (EXC: Abrupt Elevation Change: 10.5, teats tiny far MF to me fan IN MP ener ents sul eee sch fase GO). Crosing the Weber seraton beers fissure hast bp Ss tor at between hexes DB and D9. DB is termed a Hill Depression ben, since it contsins hth a Depression and 4 Crest Line, Hexside DB-D9 ia termed 4 Crest Line-Depression heisile, which i always assumed to be athe fame elevation a 4 unit IN the higher level Hil Depression nex. 19.51 LOS can be traced INTO a Hill Depression hex from an elevation = that ofa unt in tha hen, previded the otherwise unblocked LOS eaters that bex va ts Crest Line-Depression hexside (exclisve of veries) and does not cross any Crest starus level (20-91) terrain in tha hex (prior £0 reaching that hex's center dv) £2 sate hve UOS to O9 du theif ase in E711 21). Aoki BE cant ioe uO Bette Ls ron of RDF es Ue Drones 19.82 Tho ability of aunt at = the Crest sats level of « Hill Depres- siom hex to have a LOS INTO that hex is governed by A6.3 (EXC: such {Cunt that is sow-adjacent toa Hll Depression bex can ignore the AG.3 ‘one level per bex of range" requirement for having & LOS INTO that tet i his cherie nooehed LOS ents hat hein conomy wih (95.B 20.48 ‘cian tontsrntany Ive Ove, Cr sansleay tran Thre eno LOS wh Cet nt a une NE : and connected by a stream hexside. ofthe LOS can be drawn to another ‘Steam hex without leaving the layeree blue-white brown ark gra steam ‘epetion. A flooded stream is ually level 0; eee 20-48 20.3 Baring other terrain inthe he, a streams considered Open Ground {for TEM and Rout purposes. provided a1LOS to icessts (see brie: 6.32) 20, STREAMS & CREST STATUS 20.4 DEPTH: The depth of wate: in a steam i the ony thing which “isting roma gully hex. & tear may bedi woe of oat 20.1 A sueam i gully containing asa rivet. A hex such as ise istnauihest rome gully ho A szean may be defined as one o fou containing athn meandering blue line enclosed ayered wit, Brow, ee te et et as niceties i and dark pee background which extend trough two Hesiex of {Me Sutsomn, cant resolved with single sn per te flowing hart x isasteamhex ae notaeambenes because the steam ‘umerwnica bessoeed ih ingle symbol crosses only one hexside therein. Non-stream remnants such as Kaper I aaa thoe 2330 and X10 donot Sock ox pede yp: movement of te SOK beside de Deon 202 A stream i usally level ~1 Depesion nex (A6.3) our it Sine faa x at ve level lever nn tit ef ay erro tna, At ccainalan Bo Na stream cannot see any other Depression het unless iis ADTACENT Te 7 20.41 DRY: fa stream is dry. it does not exist: rather, its considered 8 gully forall purposes, and li marsh hexes onthe sare board are con Silered mudfate 20,42 SHALLOW: Wa stream is shallow, Infantry/Cavalry enter ata cos, ‘of three MF regardless of whether the move is trough a steam hexside or tot 20.49 DEEP: I astream i dep, ifantry/Cavalry enter 2a ost of four IMF and become CX (A4.72 would apply oan advance enry)rezardless fof whether the move is trourh a steam hexside oF ot, or whether the ‘unit was previcusly CX or not 20.44 FLOODED: If x stream is flooded, itis one level higher than ‘would normally be (.e., usually level O), ahd is Weated a focded pod, {All mapboare-depicied ponds ina scenario that has a floeded stream are also one level higher than normal, a per 21.21. See 16,6 fora flooded Stream’s effect on marsh, 20,48 EXIT: There sno cos for leaving a stream hex ether han the normal Goubling of ME (ora four MP increase) when moving 10 hex of highet Nor bcm he LS he Hockey hort Ope Sra sapenon, elevation [EXC: Abrupt Elevation Change: 10.51 Bis20.46 20.46 VEHICLES: Vehicies tans a stream hex as i it were a gully, ‘ogandless of water depth (EXC: Flocded] All vehicles leaving a seam hhox vis ahighor elevation henside are subject Bog in that stroam hex Motorcycles may not drive into a deep stream, Weeeks do not appear in a flooded seat 20.8 No Fortifications are allowed in » steam except Wireimineicts, Gnd even these are nt allowed if the stream is deep oF flooded 20.6 FIRE: Only the inherent FP of Infantry, theit LATW, inherent SW. DC, LMG, of FT may be used while IN a shallow or deep steam and isresolve as Area Fire The only cther weapons which may fie IN such ‘thhec must be vekicoar-mourted 20.7 FRIGID FROZEN: I a steam is designated as frozen, its treated ‘as. dry stream regardless of depth [EXC: a flooded steam is sill one level higher 20.44). If nondry stream snot fozen, ht srow is present. the steam is frigid Water Obstacle. If Infartey/Cavaly wnits emer Frigid Water Onsacle without abridge they are Replace by the nx! Lower ‘Chass unitor Disrupted os per AIS, 12-13. Any boat capable of conveying that saz uni can be asel fo eros a frigid stream atthe aorual MIP cost ‘of the Passenger fcr entry of that type of steam. ‘There are no teasing’ Uunlosding costs of other Bout res to consider when crossing a steam, unless itis Headed 20.8 FORDS: A ford represents an area within a sieam or tll hex where the Depression’s sides have a gentler slope {nd the seamed self is level and les near the sarlace, but ‘he fod ie sil athe same elevation ss that stream hex, and iS ond a a stream/suly hex except as amended below. Fords ere not ‘rinted on the maptoord, tat wre represented by fore cousters which ca he placed on a steam or guly hex only by SSR 2081 Movernen into a ford stream hex from any direction i vested as {fhe water doph wereone clasficaton shallower (dry rather han shallows seep rather dn flooded), 20.82 Moveren fom a ford ex does not requires Rog DR even ifthe ‘nove is aero a higher level hexsde, hut does require the normal dh ‘iona) MFIMP costs if moving te a higher elevation 20.9 CREST STATUS: Crest sttus can be gained by Infantry in any Depression hex that soneains nether a ford nor a bridge However, Crest status is aever allowed along a Depression Cif hexside (such o9 24E7-B6). One Creat ouster may Seivce all unity n'a hex or multiple Crest counters ean be placed in & hes 10 allow different units Crest sits in oiterentcirectons 30.91 Any Good Order infatey already INa Depression muy claim Crost ‘tars in that same hex during ts APh by remaining inthe sane hex and placieg w Crest counter beneath I, of BY expensing two MF tn It NPI {9 do 0. Good Order Infantry ouside a Depression muy claim Crest tats in he Depression hex it enters along the hexsiée it emers by expending fone less MF than the normal COT of that hex but its Crest courter rust be placed so that the mide of the three hexsies it could conceivably pect the hexsige crossed. Therefore this option cel not he used ‘whom entering a Depression vis a Depression hexside. Units may Begin { soosaro already aot up in Cres tt. Inastry im Cros tts are 28 fidotedonrrenched one level higher than the Depression agains all Diet Fire attacks acoss tay of te fot three hexsdes of that Depression Nex (as idemited by plucemens of the Crest counter) which are no crossed bya Depression Pexside. Crest couniers must be placed so that the mide ofthethree besides itcculd conceivably protect does notcover a hexsice lersecie by the Depression terrain. Once placed, 4 Crest counter can- sot be altered ui it removed to i 2 e200 Han) ct Fe in 20,92 TEV: The entrenchment hensfts of Crest sats 4o not apply 40 Indirect Fite or OVR, oF to Dirsct Fie fom any postion that s+ LOS (6.3) INTO the Depression hex, or to Fire atthe Cres target which is ot taced thre ohe of the protective Crest hexsdes. All De craved INTO a Depression hex affects unis bedh IN he Depression and unis ‘in Crest satus inthe same hex with che suse DR. However, same level, sor-adjacent Direct Fie which s valid against Crest status Invantry does sot alfext units TN that Depression Bi6 ‘etn Werte beth win het sate icer rth wer eae estoy ‘ultras noe fan ofthe ern ra seta sng ac eee ‘tt wou sk her LOS TheSb inetd oi apie re aos ee Tits ants comune veoeieang Seren ntl 20.93 MPH/APh: Infntey may not move directly from one Crest state to ancther (even inthe APh). Cvost Fafanry are slays considered on one specific sde ofthe Depression terrain feture as indicated by the place ‘ent of the Crest coumter beneath themn withthe word “Crest” on the ‘veuplet side of the Depression. Crest Infantry may exit the Depressica hex toa non-Depression hex along the same sie of the Depression which they cocupy a if hey were leaving 2 foxhole (one MF & COT or poral ‘APS caput). Crest Infantry moving to any cther hex mast first move (or advance) out of Crest statue within the ears hex they presently occupy fb iF they were entering it from an adjacent non: Depression he. nse prs drm til eto MF (bow me rhe £67 © ove mat | ‘wal it ny two Mt ve cay tah Sr tnana 33, 42 US won ee 20.94 FIRE/CC: Cres Infamy firing at any tasget not within tele pro lected Cres front mst ite as Area Fie, Cres Iafanty in are subiect toa ~2 DRM forall attacks against them and a +2 DRM for any stacks they make (unless he atackes hd just emered the hex through a protected (Crest hexside, but if they survive their initial eaund of CC, they must Immediately drop their Cret satis i held in Melee 20.95 SW: Other than thei inherent FP, a Cros Infantry unit may fire ‘oly LMG, DC, LATW, PT/inherent SW. Any unpossesed SW previously in Crest stats Tails INTO the Depression hex 20.96 BROKEN UNITS: If broten, Cres Infantey mus! lave their Crest Satis during the follbwing REPh, 20.97 FORTIFICATIONS: Fortifications ina Depression hex are assumed fe be IN the Depression rather than in Crest status 20.98 STACKING: Despite the different slevation levels of unite IN a Depression and these in Crest status, both coun toward te tora hex wack= ing limits ofthat ex. 21. WATER OBSTACLES 21.1. A Weter Obstacle is a body of water large enough 1 stop the normal Inovenent of mon and vehicles, which cannet enter without special assistance. Any non-sream hex whose cemter dot iy emplaced in a bas ‘background is/a Water Onsiacle hex. There are four types of Water Obstacles—all of which have very similar characteristics.21.11 CANAL: A canal is a man-made waterway one Nex in wid used for commercial trarspor between larger aural waterways, and ows into «river o off the bourd end edge. 23H2 isan example of 2 canal hex, 21.12 RIVER: A ner is a larger waterway usuelly of mult:hex width, ‘which extends ina continuous How of water hexes off the Board ea. 7E2 is an example of a river hex. ae] [oor ] 21.121 CURREWT AI the ouset of any iver 2 él BH | scenario, the Current direction and force should be jeoman] [een] Gefined In DYO scenarios where these factors sre no known they are resolved with a dr Place the Current counter in any ‘pplicable direction. Ifthe dr is odd, reverie it: if even, leave i a8 Is. ‘This same de, modified bythe current EC (28.8), determines the Current force a por the fllowing table fa Ee Bs Fore = 6 Slow lace the Current couster in a river hex proper side up as a constant reminder of prevailing Current conditions, Curret does no affet des lrany river hex bordered on opposite sdes by non island ground (nash inclusive) hexes (FX: 7CC4, TK2, THD), Currencaffects fordng Infantry only inthat defines “downstream” Roh moderize and heavy ureente affect bouts and amphibious vehicles, except during the Player Turn in ‘which ey are hunched or landed; slow current has no effec. Boats ane Anpiltious uals TN aver hex with moderate current ust drift one ex ‘owasire during their APR; in aheavy current they FIR one Nex dur Jing each APh, If there is more than one agjaceatdowastear hex to dit {o, pover boats and non-immobile amphibious vehicles may chcose the drift hex if manaed by non-broken/shocked/stunaed PRC. The deft hex ff all paddled or abandoned boas, and abandoned or shocked'stnned) rmolilieed waphibians, is dtertined by 4: 1-3 lower hex esordiate, 44% higher hee cooréinate. A unit doce not drift into/out of marsh 21.122 DEPTH: At the cuset of any rver scenario the depth shouldbe ‘efined as fordable, dep. or looded, I fordable aftr units may atempt to ford wthout use of heats. Wrecks appear IN water hexes cl in fordable ver. Mundefined by SSR, 4 river is considered to be deep. In DYO ‘Scenarios where this information is not known it can be resolved with = Gr 1 ~ loosed, 25 ~ deep, = 6 ~ fordable. Ths dis woditied by the current EC dr (29.2). A Mooded river wansforms adjacene mash toriver terran ((0.0} freable river vanstorms such marsh mudflats «16. 21.18 POND: A pond for gsme purpones is exsentally a led lock tv lacking the natural low paterns ofa tiver because it iy surreunded by and ofall sides. 2CC9 and 177 are examples of pond hex. No dr is ‘made to determine the depth of a pond; 21.2 apples instead. A pond can BIT 21.41 exist without containing a hoe center dot (uch asthe one in 4L0-NE), Inu inthis ase the her Is rot considered a Water Obstacle hex (slough the pon hensive i Water Obstacle) and canbe entered neous any 100 lal-water henside, An amphibaous vehicle aterpung © eres ay all wat hexsie imp a nos-Water Obstacle hex [EXC: murs; 16.42] must expe ‘one amphibious mode MP plus the normal ron-amphbious MP cos of thathex. Wrecks appear ina pond orly fits dined by SSR as fordabl BLAM LAKE/OCEAN: A laksiocsan is « body’ of wator se lage thet it ‘extends unimpeded across the eative length ofa maptoard ard covers that Tmapboard edge with Water Obsticl Rexes. 21.2 All Water Obstcles ate one lovel Beneath the surrounding tern (osually level —1, 30 # Crest Line is formed where a Water Obstacle Fox meets a ground level or higher terrain feature (EXC: 21.21]. There- fore aunt IN 2 Water Obstacle hex may trace a LOS into ony the inital box ofeach level above it, howeres, this LOS can be blocked by other LOS requirements (suchas distance froma Crest Line: 10.28) Similarly aunitona higher level ray trace » LOS INTO a Water Ofstacle hex only if tetweon itand the Water Obstacle hea, there are no other intervening hoxsder (other than is own) cf equal or higher elevation to it 21.21 Ifa river is defined as flooded itis one level higher thar normal (4. usually evel ©) All ponds in scenario that has & flooded river are also ene level higher than norral. Such increases in the kvel of a Water Obstacle (or steam 20-44) de not probit nermal movement under 2 bridge 21-4) im that water es: 21.3 Provided a LOS to i exists, « Water Obstacle is considered Open Ground for TEN and Rout purposes (See bridges; 6.32) 21.4 Entrance of a Water Obstacle tex is usually limited to nits on & trie, bot, oramphibicus vehicle. Oderws, entrance i limited to swim ring or fording by Pervoanel uits. The rules for swimming ané boas tre highly specialized and therefore described separately in chapter E 21.41 FORDING: Forsing may be attempted by Intancry\Cavalry only in Fiver hexes defined as both shallow and non-trigid. Pushing motor) cles/Guns is not allowed whi feeding. Entrance of such a hex cost the ‘ns entire MF allotment and is coesidered Kazardcus Movement. There ie'no pansiy for leaving + Witer Obstacle hex her than the doubling FMF for esch higher elevation entered (EXC: Abrupt Elevation Chana 105]. Fonding unit ray wot mave upattean directly againtaheavy cur rere. Forcing units are immune t Pin effects. A Water Obstacle cannot te ented (Va fording) uring the AP, but canbe left in he APH. Mora, MMGG, and HM rust be dm to be portage by fording Infant Cavalry21.42 21.42 Fording units may fire ony ther isherent FP and only ws Arca Fire CGobich wal be halved again for AFPM fire), 21,43 Fording units which break may not use Low Crawl and are there- fore very valterable wo Ierdiction.Breken ands in a Water Obstacle must out: they may not remain in their current Location even if Disruped 21,8 No Foritieations ate allowed in a Water Oostacte 21.6 ICE: ll Water Obstacles (except sn ocean) feeeze in eub-2er0 twriperaure scenarios, When feesn, Water Obstacle hexes are treated 2 (Gpen Ground forall purposes. ie is removed from any hex ia which an (Original HE eaack DR scores « KIA onthe IFT. Mark such hexes as lear ‘water by the placement of x coin (unt! sien tine as ie counters can be [Provided forthe sytem). The ice may collapse under the weight of ary ‘hile of = five tons as per the euls for bridge collapse (6.42; treating ‘he Wight Lit fo all fee hexes at equal to that of the highest weight ustaied thus fi by any ice heu), causing the eliiation ofall unit in that hex. Wire and vnkidden mines are the only Fortifications allowed in 22. VALLEY 22.1 A valley occurs at an elevation below ground level and represents an fares rach lager then & Depression, A “alley is depicted by dare green back ‘ound Is ebvions contact tote ightor sreen used to represent ground fvel (Open Grounclon the sare board, 2809 Islan example of a valley hes 22.2 A valley hex is at level ~1. Any terrain ina valley hex rises (or ‘raps. inthe case of ilies) sormally from this level to form nev height squvilens; c.g, wood hex which sommallys level Tobstce, becomes level € obstaceina valley. A hill” Crest Line formed im every hex ‘here to different elevation leven meet, andthe LOS rules pertaining thereto ae handled i the same martacr as thoxe fer hills, When net dest= ‘ng with oer board coraiing hls, payers may find easier to visualize LOS relationships by treating al valley terrain as level O and the gat freon hexes as level hil. 22.8 Baerng ther wrain in he hex, a valley is considered Oper Grouea for TEM and Rout purposes, provided a LOS to it exists 22.4 Movement coms for emering «valley hex are solely dependert on {he omer fervan in the hex (except for bleyeles {D13.81] and sks unis ‘whch may gain MF by moving toa hex of lower elevation), 23. BUILDINGS 2B.d Buildings represent man-made dwellings of various size, shapes ‘and constuction, Any hex coniaiaing one or more orown ‘or Bray ‘eetargular overview building depictions is 2 building hex—even if the ex concer dot does not couch that building depiction B i rene hia Ma 23.2 A building isan obstacle t0 LOS. and its elevation is dependent on ‘he combination of ite height and the elevation level it oceupse. For texample,« Single Story House on a level O en isa level | obaacte; 4 Single Story House ina valley a kvel O obstacle; and a Single Story House on a level Hil is a level 3 obstacle. The height ofthe building ‘tse is based slely on the aumber of Reyes it occupies andthe presence Dr absence ofa stairwell symbol within te bulcing. A stairwell smbol ‘isthe smal white square which replaces the hex center dot of some build- Ing heres. Remember thet ether the firing arcarget unit needs an eleva- en sdvactage ever te bight event of ny betice to ve putt that fbrtacle toa lower level, but an intervening same level obstacle never blocks the LOS of mame level unit 23.21 SINGLE STORY HOUSE: All cngle hes buildings which do not oman a saicease symbol ate considered one level cbstaclest9 LOS. All ‘nits in such buildings ave atthe level of the ether terrain nthe hex. 14 Ian example of a Single Story Howse 23.211 LUMBERVARD: Any hex contining numerous brown rectangular ‘ariped shapes i « lamberyard hex. Hex 24Q6 land eD4 of Deluxe 4.5L) isan example of lumberyard fex. A lumberyard is considered iemical to a wooden Single Story Howse inal respects except for Rally purposes (410.51), the ailty to fire moras and AA Gussthereffom, andthe hex fuay nat be OVR by vehicles. Vehicles may enter alumberyard only via Bypass [EXC: motoreyies may be pushed. Paths never exis throurh & lumnberyard 23.22 TWO STORY HOUSE: A mult- inex building which contains no sai swell symiba is considered a 1}, loved obstacle to LOS despite also having fnother vertical evel in each hex be ies the ground level inthe form of ‘level | eapacty. All budings of tis {ype havea inherent stairwell present ineach hex tallow movement betwees levels, Unison a Level | counter ate consileredt9 heat level one higher thaa the surrounding train even though the building itself i ony 1%; levels higher than the surrounding terait, IFI-GI isan example of two story house BIS23.23 MULTI.STORY BUNDING: Any baile ing comtaningasuarwet symbol is considered a 2h level obstacle 19 LOs." Sich buildings contain ath level Land level? Lacstion nadie tion tothe ground level hoe: Sich billings have fo herent stalls Other tha those repre Seated by the white squire stairwell symbol, Movement between levels inside he bung may ‘only be accomplished in a stairwell hex. 1U3 isan example of a mult story building 23.24 THIRD LEVEL STRUCTURES: A bullding with thece levels constitutes a3 leve obstacle, exists ony By SSK, anc is identified thereafter by placement of a Level 3 counter on an aporopriate hex. The Level 3 height can apply to either the emi tullding ora specific hex ofthat building 36 spectied by SSR. WaSsRorthe balding iself doesnot specify the presence of sai cach hex of the bullding containing third level Location i esturned {oman an inherent stairwell 23.28 ADJACENT BUILDING HEXES: \ unit in a building hex/tevel is ‘ADIACENT to an adjacent bailing hexevel of the sume building cay it both are ether on the same level [EXC: Rowhousey 23.71], 00 are verically connected by 4 stairwell (printed or inherent). Otherwise, no LOS exists between acjacent anit inthe sae buidiag, nor docs » LOS cit tetcen nomradjacent uits i te sane bullding witess & LOS clear Ofte bile depiction canbe traced through ietervening hex{es)—sich as from IMS to N3 (see 23.1 ilustration, 23,26 STAIRWELL: Actacks vp or down x stairwell hex to cher vertical levels of the same building hex are limited to the next higher or lower level. A ground level and second (or higher) level of the same building hex ae never ADJACENT. 23.3 The TEM of a building hex is dependent on th construction type ‘ofthat building. Gray buildings represen stone consruction nd have & ‘TEM of +3. Brown buildings represeat woodea construction and have TEM of +2. Ifthe color of paricalar building's such that players unsot agree on the constuction pe of that building, tea as wooden 23.31 The TEM is determined by the building occupied by the target und is no atered for fie from within the sare building [EXC: Factory 25/341). A Bypassing unit does not qualify for a building TEM. 23.82 INDIRECT FIRE: fire: Fie Is resolved simultaneously withthe Same Original Resolution DR vs each level ofa building (provided itis ‘ot an Inter Building Hex), bu: there san addtional +1 DRM for eich ‘non-rcoftop level ofthe building above it even if being atacked by WP) ian Interior Building Hex is ht, only the roofiop and highewt level of that builling hex are effected [EXC: Rubble; 2.11121] 23.6 234 Unless using Bypass, Infuy spend wo MF to emtera building hex EXC: vin Road (Aa 12) algo ithe Bypass portion of the hex conan bier thas Open Ground suchas 219 (A2-4)} and one MF to change levels within a tuiding ina stairwell hes (whether petted er inheren). A vehicle ‘may entra building ex oaly ia VBM (D2.5),Factey Sitwell 3.74, oy risking rubble/cellar collapse (23.41) EXC: Marketplace: 23.73] And may never secupy ar upper bailing tevel, Sieve on ground level unless they 0 ave placed on op oa Level courier The Level counter in effec forms the fbor between the levels, Level cunters ae not placed onthe board uni cecupied by aunt (EXC: Level 3:23.24]. The flor remains inherenty present despite the absence of the Level counter. The Level counter suse only to show nits on tha pec upper level. Movement aed aac costs ae the same forthe oper levels as they are for the ground level. Floor Level counters ate color coded by elevation so thar they canbe rocogaized a a glance without displacing jeunes on top of them. 23.422 Units in non-starwell hexes may’ not engage in CC with enemy nits above or below them on diferent level. Unite which tart their [ADh already in stairwell hex tay engage in CC orly if they advance Grieg the APb up or down stairs one level uod enter into CC with oppes: Ing unls i that Cacation, A nic may never advance Roth ito «new Mex And up or down into a new verical Locstion inthe same APM, 28.421 UPPER LEVELS: Unite in 8 mualt-level bulling hes are er 23.423 GUNS: No weapon depicted on a "counter may occupy a upper level ofa building [EXC: Mortars (23.85); ortfed Building (23.93), A-non-vehicuat weapon op & ” counler may 20% he vet up or pushed moa uulding/rabole unless itis ener a small target (2.271) or an AT or INF Gun which isnot a large target 23.424 SCALING: Scaling is allowed only by spechilly-rained and ‘ipped oops designated as Comusandos by SSR oF DYO purchase, AtY Good Order Commando may descendascend the cusige Of a building bridge by Climbing (11.4) and placing a Clim courier inthe building bridge hex withthe artow pointing 1 a vertex of the building Bex not Touched by the building depiction, Scaling units nesd not take a Falling DR (11.41) they automaticaly ascend of excend one level during each Gare Tura with the option of advancing off the Clim counter te sure level ofthe building they occupy in thei APD, Sealing a building level containing « Blaze iv the Location being catered ir no allowed 2341 CELLARS: Only atl qrackeo, CT, BU APY without Riders may enier a building obstacle [EXC: Marketplace 23.73). Factory Stirwelt (23.742) and does so at 3 total MP cost qual 10 half of Hs printed MP alotment (pus the addional one-fourth of is MP allotment Tt makes in OVR attack; DTD. Sich nor-VBM entry ofa building hex eequiree §nimmdiae Bog Check DR with a +3 DRM tothe Bog Chock only C1 for stone buildings). Ifthe AFV ells = 0 en the colored ofthe Bog. Check DR, the building hex hes bezn rubbled, A ~1 drm othe colored eof the Bog Check DR applis the bulding Is Wooden's single Story use (per each applicable case) only for purpeses of determinig rubble éreaton. Rubblig a Single Story House his 10 effect upon any cocupants ofthe buiding, but ia ruled building as an upper level, 24-11-11 applies. I the AFV rolls an Original 6 on the colored of the Bog Check DR the AFV has fallen through the Ror tothe cell and is removed Should the AV crew survive itmay depart the calar asf t had a inherent sairvell. Cellars have no other use in the gute, An AFY falling into & ‘ellar does notin itself ceate rabble, aor does have any effect on Mae holes, sewers, of umts therein, 23.42 A multilevel building hex contains ansher vertical Location for «ach level ofthe building—each with its own normal stacking lets. NO thie may occupy ote then one Tevel at omee. 23.5 The only Forifcation alowed ina building tex isa minefield or the forifieation of the building iset (23.9) 236 A Fame canbe kindle in 1 wooden builtng on a DR 2 7 and can later spread to adjacor exes ofthe sare build ingona DR = 8. A Flame canbe kindled ina stone building ona DR > 8 and can later spread tocadjiacent (ace 25.6) hexss B1923.6 ofthe same building on a DR 2 9, These DR ace all subject to modifica fn cee Section 25.A mali-level building hex which contains « Blare Snevety level ie maced witha burning balding couster from the base SQUAD LEADER game rather than placing « Blaze counior om cach level ofthe building en 237 SPECIAL BUILDING TYPES: There are feurrare building types ith special roles peraning only t9 ther 23.71 ROWHOUSE ‘Any rules bldg svih thick black ber ‘over any. hexside it ronses (ouch as 23K7 fs considered 4 ROW house. sructire com posed of separate Rowhowses. As # mulki-hex building, Rowhouses eve tr upper levels) ai are considered either 1); level obstacles 19 LOS if they have only an inherent stsirwall (23.22) sich ax 20N6, oF 25 level ‘botacles if they have a pitied stairwell such se 1204 (23.22), The thick black tar blocks ll LOS through iat all levels [EXC: Rowhowse rooftop unis tain Dee ral LOS}. Rubble es no eet en this back bar unless both hexes formed by tat Netsie are rubbed, 1m which Case It eeases tess, Infantry in ¢ Rowhouse may not meve/rou: directly ino another Rowhouse hex ofthe sare building Uses they do 50 at the ground or Rooftop (23.8) level fat the ground level they must specify which side ofthe building they are moving along. Such unite moving on the ground evel expen lof their MF and sanbe Interdited or Defensive Fist ted ‘pon ity FEMO/FFNAM BRM by any unit eapeble of tracing a LOS tts eee B20 B to the vertex of the hexsige costed by the moving’rcuting unit on that Side of the building. However, a unit may adiarce (or withdraw from CC: A112) fromone ground level hex of a Rowhousediretly to ancther ‘eam advance Into Dihcalt Termin (A8.72), Units in different Row ‘hay aot form a FG unless they ate ADJACENT to another uit ‘tRowheuse wbich spurt ofthe same PG, Each hex of Rewhoues balding Ii always considered separote building for Rout ani Moppiag Up nares P| eae ay Mies ne he Mack ra br Bacon ATC: dhring ts MP an declaring he Rescue bale atc. tng, The DC mck iresclved normaly rng tae APH exo tat if REDE deus. Breach the wal wih ty NMC otter res ertin IFT sdatacc any mans Aw oensencog acer Rovers Tnvadonw Arc ie 2 FP) wih al TENE. Pe a Brsch cour {ic poet Loctilon wih de sow posing ward the bested head “Tera, somal uding wo puing LES and mavens cpr ex tecveon at vel andthe sane level Ste treached ADIACENT row: feuve A Bread slo crenod woeneve on AFV dies trough 4 ek ir wi cash polo sper 23.711 BREACH; Any unbroken Iefuny with & DC in 8 Row 23.72 SPLIT LEVEL BUILDINGS: ‘Multshex buildings located on ifferent ‘levation levels ch a 1SQ3-RE and outaning only one ststeare symbol in the lower elevation hex are seealy a ‘Combination of It end 2ad Level bald fing bexes, Whit the build epreseats 4 level obstacle in Roth hexes ihe building hex containing the star- ‘wel is a 2 level obstacle on ground level, while the building bex not Coataining thestairwell is» T3sleve obsacleon aleve 1 hex), thal bull ing hex loaiee on higher terrain setoaly hs oe less level than the parton {Seated on lower terrain. The fist level of the higherhex connect: direcly to the second level of the lower hex. Movement within the building £0 the ground level of de higher hex muse be made from Level ofthe lower hex, et CUTAWAY SECTIONAL VIEW OF SPLIT LEVEL BUILDING ismq_ SHOWING FLOOR CONNECTIONS 23.721. Maliches bailing: lost on dlferen:clevation levels and conan ing. starwell symbol in both hexes sca 24U4-V3 have the same tus ‘er of bulking levels in each hex, but that building hex located on higher terrain presens a higher obstace toB LOS than the building hex on ewer terrain. Mewement within the buld- ing from the higher hex tothe lower hex rust be made fom a building level which ise lower tan the hulding level moved intoand vice vers. 28,722 Similar. whenever & mult-rex buliding is defined by SSR as having tigher Puiding levels leone Nex than i sncther,a speci LOS restriction apples in thatthe tep level ofthe higher bex canner eee the top level of the lower hexes (and vice Yersa) [EXC: ans on Toeftops] Ieause the oof of the iower level building exis between them, CUTAWAY SECTIONAL VIEW OF SPLIT LEVEL BUILDING SHOWING FLOOR CONNECTIONS 23.73 MARKETPLACE: Building hex TORT is ueique i that it has no bl ing abstacie at groune level, as sia fied hy the white dashed ines on the RF building depiction. Ground level LOS may be enininned through this Tex (achive of hesides) in any see ion, ually of al types ous” move through tat ground fevet'be heed on init at proued lev a i were open sreund. CUTAWAY SECTIONAL VIEW OF MARKETPLACE a as 28731 The muckeblace ben costains an overhead tuilding Level 1 Tsaion which can he reached directly rom ground level only by he herent (exterior) stirase in the het, Unite moving fom graved lve) to Level 1 (and vice wera) in the MPR via ths inkorert satease ate con dered ts be xving in the open at groune lev 24,732 The 1a level of the marketplace is considered to overhung the fraud lousl eructore tthe extn! that fire to and Fon the Level 1 of aR? can be securely raced to the hex cent dot. Groando-pround LoS through or int te marketplace ground lvel exists normally, Baring ther LOS abtacles. LOS froma frst love. en exist nt both vets forthe mackerpace Du rough etter. LOS froma level 207 ex ext 23.742 into both levels of the marketplace ad wlio over it ito hoses beyond bucring Blind Hees catsed by the {1 level obstacle of de ratketplace ee Ab) 23,733. Due woth lack of a ground level busing nthe marksplace. ary exceptions to rcrmalbutdieg les apply Wire!roudbioks cul be aaced ints hex and roving ams could e Intercicied st groura evel In & 23.74 FACTORY: A Factory exist only by SSR, aad represents ary ‘varehouselnashine shop «ype aructare with high eiings and large work bays lacking interior walls or sabaivisions, & Fawory Is #2! level LOS jeit It has 4 primed starwel, or 1% level LOS obstace I «does fot In ether case, ithas no upper level Moors—sll occupants are at yroue evel (EXC: roots} 2NTAL LOSITEM: A Factory ter does net block LOS between uals i ‘Me same busing, provided chat LOS ts taced eraiely within whe bul ing depeetion—atnough each such hex a LOS is traced through is a Hidrance to LOS, The TEM of a Factory hex to fire traced completely theough the same balding ie +1 28.782 MEMP: Movement sicily from a Factory hex toanother Factory fe of the same puiding though a Faclor) hecside costs only one ME A tlly-racked AFV alresds within @ Facors hex may move iasde the Same building at one-fourth (FRU) ofits MP alonment yer hex but must take 4 Hog Check with a ~1 Factory DRM fer eich sich hex entre tnd ut pay normal Building enance costs (3,41) othe Pal TEXC: Any vehicle may erterfex a Factory hex containing pintd ai Well ytnbol a Open Grund costs provided the hex is contol by en forces the stairwell syenbol In thls case representing a veliula-sa tentrance}|. Otherwsc,« vehicle my not mave decoy in a non-8ypass fashion from a Factory hes to another hex ofthe same Factry. Factores so net have cellars (23.41)23.8 23.8 ROOFTOPS: Rooftops come eto ply only by SSR. and, for purposes of uni occupation, do aot exist on Single Story oes: Reotops ar eat the same a acct tuding Mor level a the next higher hulf deve! elevation except as amended [slow All playable rooftop hexes ae assumed 19 have an Inierent sti. ‘wel the level below. The MF cess for enance of a drecty contested ootop Location is two MF for eatrance of another roafiop cf one ME for ascendingidesteading a sairwel, ie , the same cost as for normal billing Locationto-building Location movement. Ant may not move ‘ret from one motte Laetion to roto Location of non connected hailing or one at a different elevation. In the care of Split Level bud ings such as 24U4 (see 23.72 illustration), « unl could wave direct from the UE rooftop to V3I2 ata cost of two MF, Dut I eOULd not move realy w the V3 Foote. DALAL TEM: A unit on & rooftop receives ne building TEM, tat does Teceive the +1. DRM for Height Advantage if applicable, Furthermore, itis considered be n Open Ground for FFMO, Rout, ad Taterdiction purposes trom an equal or higher LOS. A rooMop may eot be fried G39), 23.82 CONCEALMENT: A unit can romain hidden or concealed on & rooftop only s there ate no Good Order ehemy ground units within 16 Thexes of it that are athe same or higher level with a LOS toy these same resins ply 10 gain" on aroRop (EXC: te enemy units ‘ed only be unbrkeh (as oppose to God Orde’) o prohibit sich gai), ‘A-uniton a reotion is considered in the buiing for Searching Mopping Up surposes 23.89 RALLY: There is no verrain bonus (A 10.61) for a Rally attempt on 8 Roorten, 23.84 OBSTRUCTION: The presence of « Rooftop level doesnot make the builing 2 higher cbse wo LOS, 2 AS GUNS: No" counter weapon may accupy a ronfiop, except for fort of S2eym which mustbe dm to'be ported to'from the roo (or betwsen diferent levels of it) Suoh mortars may Gre frow those reokops 23.86 RUBBLE: A rootop never hocomes rubble exits util ay lev Tenet in the tamehex becomes mit, a€ which me the roafop simply 23.9 FORTIFIED BUILDINGS. Gives salficien time, material and n= ination, buildsgs can be convened ite miniature forresses, The act ties might vary widely (depending on the materials avaiable}, but are eneralized as follows 2391 Ne counters ae used to indicate a Fortifed Building. Only build ings can be feted, ad only by SSR’ oF DYO purchase 22.911 The number of Fortified Builing levels is specifid by SSR o¢ DVO purchase. If the specific bulleing Locations are not specified, they cnustbe selected an sewely recorded prior to the start pay. Baling anor be Fortified during psy. A Fortified Bung s nt revealed ani an erenty unit attempts to enter it, or i fred on with @ result which ‘Would be different duc to the increased TEM of a Fortified Building. 23.912 All non zoctop lovee in given hex of sui eve buling my be fortified by DYO purchase (1.6) 04 SSR. Inprovemenss must be nade, ‘nany one hex, from the ground up. Thus, a fortified Level 1s possible only ifthe ground level directly below is also fortified. Improvements, brthe lack theres, in adlacers exes ofthe same buds do no afect his 23,92 Except xs mould below, Fortified Buildings ave treated the same as oer buldings. 22,921 TEM: The TEM of a Fortified Building Location = +4 fora stone building end +3 for awooden balding. Shoulda CH cocur,ehe modifier becomes “4 or —3 respectively for the resolution of thar CH. 23.922 EVRY: Infuny way not eat Fonied Bulling Location during ny phase if an unpirned, Gocd Order enemy squid (oF is equivalent) 's imide (EXC: Breach; 23.9221]. A berserk Unit must remain Hn the ‘gjacent ex atacking it its AFP}YDFPh unt the occupants have been, pinned, broken, or Reduced saffciny to allow it wo enter Cor unt smother enemy unit becomes adicent 10 it. im which case the berserk unit must sharge this new unit An Infantry unit which atempts to move or ad Vance into a Porified Building Location occupied by vuch a squad loses that MPh or APK capability for that turn and must semnsin in ts present B22 B hx duein that phase. The MF expended (nt lot in an uneveconfl entry sttempt ae corsidered expended in its present hex for purposes of Resa FP (A113), Defemive Fist Pie, Subsequent Fst Fite, © FPF; however, ‘once ll sich ie is complete, the unit's MPh s over andi sro onger 2 target for such attacks. Loss of concealment rules (AT2.15) apply even Soares Ra ee eee Bester caer heeun oe 23.5221 BREACH: A Breach may de crested in a Foruied 23.93 GUNS: A Forsifed Building differ from a building in that any ARTIAT/INE Guns = 76mm muy set up in the fortified upper levels of ' mul-leyel sone Fortified Buildieg. Such x weapon cannot be moved from that Location during play. See C2.6 forthe minimum distance at which such 2 Gun can fire ata diffeent-level target. Aay typetarget size ‘of Gun may setup inthe ground level of a Fortified Building but may tot fire at Aerial targets or use Indirect Fire, No” weapon counter msy te moved ineo a Fortified Building daemng play 23.94 All atempte to sar Flame in « Fortified Building Location oF to have anexising Blaze spread such alex are ponalzel by « ~1 DRM TEXC. Flunes caused by MOL altcks are. penslzed” dierently; A2.OLLI} 24, RUBBLE, 24.1 Rabble represents shatered remnants of ° 8 tuding and is represented by a %" rubble counter which is brown if the building was ‘wooden, oF pray if # wae dene. A building totally reduced to rabble a0 longer considered a building [EXC: for Rubble Clearance purposes: 24.71} 24.11 CREATION: Any HE (only) atack = 70ram azains s bultng hex ‘sith st Original IFT DR hich eases a KIA result cautee sictral lamoge which mey pessibly cause the affected building lve in that hex te collapse and be replaced by a rutble counter (see aleo Fire Collapse; 25.06), Before normally resolving the HE attack against ary affected ‘cupanis, make a sutsequert dr, adding a +1 drm if the building Is of ‘tore consirucuor. I the result is = the KIA# ofthe Orginal DK, that ‘building Level (and all levels above i in that hex) has been rubbled, ‘Ths is indscaed by placement of a ratble counter or top ofthe proper Level Counter 6 show thatthe Tower [evel still exis. I the being Location ‘Snot rubhlee, wee the Ongina TFT DR ant any applicable DRA to esse the atadk on the target. All unarmored oceopant: (including SW) of a rabpled buicing leva are eliminated (see 24 21 for fleets o8 an AF) [Even i've KIA oscars a higher building kvel, her stl poss ‘athe enre building vill cclapse. Roll one die. On adr 2 6 theertite building hex is runble. There a ~ I dim for every nor-rocfep Sul: ing level above the one in which the rubble occurted seth stn Cae Te Oral FTDR aS thu esas ns SIA Tebalae e drm so be Garman tea Zona tac fo its Lae ae ‘ate tg mr tnd sts eg TOR 24.12 FALLING RUBBLE: Whenever sn upper level building hex is rubbled by any means there is chance that he rubble will fall nts an Aacent hex. Make 1 DR: colored dr = Tindicals that the rule will fall: the white die indicates the direction in hich it wil fall (B 8). The colcred dris modified by + 1 for sach non rooftop lvel of the bling hex above ground level which as subbled by that shot
Interessi correlati
Videogiochi
Tempo libero
Wizards Of The Coast
Divertimento
giocattoli
Potrebbero piacerti anche
vftt90.pdf
vftt90.pdf
Paul Maullin
The General Vol 30 No 1
The General Vol 30 No 1
Paul Maullin
The General Vol 25 No 6
The General Vol 25 No 6
Paul Maullin
Videogiochi
Tempo libero
Wizards Of The Coast
Divertimento
Toaw3 Manual [eBook]
Toaw3 Manual [eBook]
Paul Maullin
Unity of Command Manual
Unity of Command Manual
NewMaxx
The Subtle Art of Not Giving a F*ck: A Counterintuitive Approach to Living a Good Life
The Subtle Art of Not Giving a F*ck: A Counterintuitive Approach to Living a Good Life
Mark Manson
The Yellow House: A Memoir (2019 National Book Award Winner)
The Yellow House: A Memoir (2019 National Book Award Winner)
Sarah M. Broom
Shoe Dog: A Memoir by the Creator of Nike
Shoe Dog: A Memoir by the Creator of Nike
Phil Knight
Hidden Figures: The American Dream and the Untold Story of the Black Women Mathematicians Who Helped Win the Space Race
Hidden Figures: The American Dream and the Untold Story of the Black Women Mathematicians Who Helped Win the Space Race
Margot Lee Shetterly
The Little Book of Hygge: Danish Secrets to Happy Living
The Little Book of Hygge: Danish Secrets to Happy Living
Meik Wiking
Never Split the Difference: Negotiating As If Your Life Depended On It
Never Split the Difference: Negotiating As If Your Life Depended On It
Chris Voss
Grit: The Power of Passion and Perseverance
Grit: The Power of Passion and Perseverance
Angela Duckworth
Elon Musk: Tesla, SpaceX, and the Quest for a Fantastic Future
Elon Musk: Tesla, SpaceX, and the Quest for a Fantastic Future
Ashlee Vance
Yes Please
Yes Please
Amy Poehler
A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story
A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story
Dave Eggers
On Fire: The (Burning) Case for a Green New Deal
On Fire: The (Burning) Case for a Green New Deal
Naomi Klein
The Emperor of All Maladies: A Biography of Cancer
The Emperor of All Maladies: A Biography of Cancer
Siddhartha Mukherjee
Devil in the Grove: Thurgood Marshall, the Groveland Boys, and the Dawn of a New America
Devil in the Grove: Thurgood Marshall, the Groveland Boys, and the Dawn of a New America
Gilbert King
The Hard Thing About Hard Things: Building a Business When There Are No Easy Answers
The Hard Thing About Hard Things: Building a Business When There Are No Easy Answers
Ben Horowitz
Team of Rivals: The Political Genius of Abraham Lincoln
Team of Rivals: The Political Genius of Abraham Lincoln
Doris Kearns Goodwin
Principles: Life and Work
Principles: Life and Work
Ray Dalio
Fear: Trump in the White House
Fear: Trump in the White House
Bob Woodward
The Outsider: A Novel
The Outsider: A Novel
Stephen King
The Sympathizer: A Novel (Pulitzer Prize for Fiction)
The Sympathizer: A Novel (Pulitzer Prize for Fiction)
Viet Thanh Nguyen
The Handmaid's Tale
The Handmaid's Tale
Margaret Atwood
The Light Between Oceans: A Novel
The Light Between Oceans: A Novel
M.L. Stedman
The Alice Network: A Novel
The Alice Network: A Novel
Kate Quinn
The Woman in Cabin 10
The Woman in Cabin 10
Ruth Ware
Life of Pi
Life of Pi
Yann Martel
Brooklyn: A Novel
Brooklyn: A Novel
Colm Tóibín
A Man Called Ove: A Novel
A Man Called Ove: A Novel
Fredrik Backman
Wolf Hall: A Novel
Wolf Hall: A Novel
Hilary Mantel
The Perks of Being a Wallflower
The Perks of Being a Wallflower
Stephen Chbosky
Manhattan Beach: A Novel
Manhattan Beach: A Novel
Jennifer Egan
Little Women
Little Women
Louisa May Alcott
The Art of Racing in the Rain: A Novel
The Art of Racing in the Rain: A Novel
Garth Stein
A Tree Grows in Brooklyn
A Tree Grows in Brooklyn
Betty Smith
The Lord of the Rings: One Volume
The Lord of the Rings: One Volume
J.R.R. Tolkien
Sing, Unburied, Sing: A Novel
Sing, Unburied, Sing: A Novel
Jesmyn Ward
Everything Is Illuminated
Everything Is Illuminated
Jonathan Safran Foer
Her Body and Other Parties: Stories
Her Body and Other Parties: Stories
Carmen Maria Machado
The Constant Gardener: A Novel
The Constant Gardener: A Novel
John le Carré
Phil Ivey - Poker Fundamentals
Phil Ivey - Poker Fundamentals
greg poker123
Un Manual Para Unjugador in Expert o
Un Manual Para Unjugador in Expert o
Sandra Gabriela Coca Ortiz
Mangala Story Manga
Mangala Story Manga
S. Mangala Satyan
Boggle Sheets 1-20
Boggle Sheets 1-20
Mathmath Teachers
Strategies for Beating Small Stakes Poker Tournament - Jonathan Little.epub
Strategies for Beating Small Stakes Poker Tournament - Jonathan Little.epub
DouglasLerner
Vachanave Devaru by Ramjan Darga
Vachanave Devaru by Ramjan Darga
naveensunag
D&D5 Manual Del Jugador Español v.5.PDF
D&D5 Manual Del Jugador Español v.5.PDF
Enrique
253291234-5e-Player-s-Handbook-improved-pdf.pdf
253291234-5e-Player-s-Handbook-improved-pdf.pdf
FishMge Private
Tatou 26
Tatou 26
Yor
159 -PokerBank Articles
159 -PokerBank Articles
Jerry Monaco
Atari 2600 - Retroarch Playlist (Complete)
Atari 2600 - Retroarch Playlist (Complete)
ESGaringo
upswingpoker-com-cash-game-strategy-quiz-answers-explanations-.pdf
upswingpoker-com-cash-game-strategy-quiz-answers-explanations-.pdf
Nikita Nikita
manifest
manifest
Scott DeVos
Export Holdem Manager 2.0 09092019234424.txt
Export Holdem Manager 2.0 09092019234424.txt
ArielPedernera
2013 LA Poker Series Event 21 - The Bicycle Casino
2013 LA Poker Series Event 21 - The Bicycle Casino
The Bicycle Casino
HHs poker
HHs poker
Scalabrin Matheus Girardi
Reglas Básicas D&D 5ª v2 v0.7ESP
Reglas Básicas D&D 5ª v2 v0.7ESP
lamedidadelatiza
Poker Tips
Poker Tips
Bartdude9876
Yahtzee Score Sheets
Yahtzee Score Sheets
Rosanna Bertalmio
Battle Tech Product List - FASA (CGL)
Battle Tech Product List - FASA (CGL)
Spy_Smasher
POPCAP GAMES KEYS AND SERIALS
POPCAP GAMES KEYS AND SERIALS
Terrance Thien
PS_23734_2019_3_15_CEPV-013
PS_23734_2019_3_15_CEPV-013
Scalabrin Matheus Girardi
Butcher's Bill MES VtM
Butcher's Bill MES VtM
Preston Halcomb
The Sinister Spire.pdf
The Sinister Spire.pdf
Fernando Luis Clavo Ferro
9th kannada
9th kannada
srinivas
Skilled Online Poker
Skilled Online Poker
nahuel5canda
full-preflop-charts
full-preflop-charts
jasonwandling
Poker NLHE Hand Charts and Bet Sizing.pdf
Poker NLHE Hand Charts and Bet Sizing.pdf
ab
Crash Bandicoot Target Times
Crash Bandicoot Target Times
TheOGB
Poker Glossary [Gripseed].pdf
Poker Glossary [Gripseed].pdf
James Darren Adkins