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LEADERSHIP
3.1 Command Control
3.1.1 166 Despite our best efforts to recreate
the uncertainties of the battlefield in the form of
fate, men under fire, battlefield integrity, and
like rules which limit the control of the player
over his forces, the game still receives criticism
from realism advocates who cite the over
willingness of its troops to perform feats of
daring-do. While it is arguable that more
restrictions on a player's command of his forces
may make for a better game, such rules do
create a more realistic simulation of the tactics
of small unit actions. Despite our best efforts to
thwart the well-laid plans of armchair squad
leaders, the player retains a degree of control
over his troops that would be the envy of any
true-life commander. Players should decide
amongst themselves prior to play whether they
are more interested in playing a game or a
simulation, and then choose whether or not to
use this optional rule.
3.1.2 All MMC on foot must be in Command
Control at the end of their RPh in order to
function normally during their player turn.
SMC's, vehicles, and infantry on vehicles/boats
are always in Command Control.
3.1.3 Command Control is determined once
per game turn at the end of each side's
respective RPh. Units not in Command Control
at that time may not move or fire during that
player turn (they may advance and engage in
CC), and are so indicated by placement of a
Prep Fire counter on the unit during that RPh.
[Players not averse to keeping written records
may prefer to note this condition on a side
record so as not to give away which units are so
restricted-provided both players agree.]
Infantry which are stacked with or
adjacent to hexes of a friendly unbroken leader
at the end of a friendly RPh are in Command
Control for that turn. A crew manning
functioning ordnance of any kind, or a berserk
unit, is never subject to Command Control. The
absence of Command Control never affects a
unit's ability to rout.
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3.2 Leaders
3.2.1 15.1 All leader units have a leadership
rating which may affect a squad's performance.
These ratings are usually expressed as a
negative number, or simply 0 indicating no
change to the dice roll. There are even leaders
with the dubious leadership rating of +1 who
add a +1 detriment to the dice roll performance
of any units they is stacked with. In all cases,
leader units must be stacked in the same hex
with a squad to influence its performance.
3.2.2 15.2 The leadership rating may be used
to modify the Fire Combat dice roll of any single
Fire Group per player turn, provided all firing
units of the Fire Group are in the same hex as
the leader and that the leader does not move in
the Movement Phase after giving such benefit in
the Prep Fire Phase.
3.2.3 15.3 Leadership ratings do not modify
the die rolls of certain support weapons. These
weapons are identified in their descriptions.
3.2.4 15.4 Two leaders may not combine their
leadership ratings in order to get a larger Fire
Combat modifier. No more than one leader can
direct the fire of any Fire Group.
3.2.5 15.5 If a leader breaks or is eliminated
he immediately ceases to give any morale or fire
direction benefit.
3.2.6 15.6 The leadership-rating modifier of a
leader applies to all Morale Checks taken by
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A. No. {COI4-70}
76.6 Can non-armour leaders modify the repair attempt
dice rolls of infantry support weapons?
A. No. {COI4-70}
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3.6.1.2 RANDOM CLOSE COMBAT PHASE any time a MMC engaged in Close Combat
rolls a '2' prior to modification it may create
a leader in the melee hex.
3.6.4 A player must accept a new leader he may not decline a leader whether it was
created randomly or deliberately.
3.6.5 A newly created leader is treated as
a "reinforcement" for purposes of
determining Battlefield Integrity.
3.6.6 Finns are not eligible for Field
Promotions due to their ability to self-rally.
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2,3
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Close Combat
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3.7 Scouts
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3.7.15 Scouts are not an obstacle to movement. Enemy units may move through or on
them during their Movement Phase without
attacking them as the scout is assumed to
be hiding within the hex. Scouts may never
initiate Close Combat. Opposing units in
their Close Combat Phase may elect to
engage in Close Combat with a scout if they
wish, but if they fail to eliminate the scout
they are held in melee until they do, or are
eliminated themselves.
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3.7.18.2
XE - The scout is eliminated;
all concealed/hidden units lose their
concealed/hidden status if the Scout is in
the LOS of any friendly unit which is not
broken, stunned, or shocked.
3.7.18.3
E - All concealed/hidden
units lose their concealed / hidden status.
3.7.18.4
CC - The scout must enter
into Close Combat with all units in the same
hex during the Close Combat Phase; any
unit in the same hex loses its
concealment/hidden status.
3.7.18.5
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A. Yes. {OAF}
116.51 May a scout destroy support weapons or
ordnance in its hex?
A. Yes, unless specifically stated otherwise, scouts
have the same capabilities as other infantry units.
{17.3-46}
116.6 May scouts take prisoners or force adjacent
broken units (or broken units in the same hex) to
rout?
A. Yes. {17.3-46}
SCOUTING TABLE
Die
Roll
Same Hex*
Adjacent Hex
CC
CC
XE
XE
3.8 Heroes
*Add 1 to the die roll for the "Same Hex" column if scout
is using bypass movement.
116. & 114. Can a scout be generated from a ski unit,
and would he contain his skis?
A. Yes to both. {KM}
116.1 & 123.9 May scouts be created by an off-board
force during the Rally Phase of the Player Turn they are
scheduled to enter? Does a scout created from a
motorcycle squad retain cycle experience?
A. Yes, provided the scout enters on the same hex as the
squad and leader that created it; Yes. {COD106}
116.2 Can a side create scouts ad infinitum as long as
they don't have more than 1/4 the number of squads on
board at any one time?
A. No. Scout creation is limited to a maximum of four per
side per scenario regardless of how many are in play at
any one time. {17.3-46}
116.2 & 25.4 May scouts be created from and reform with
concealed/hidden squads?
A. Yes, but the act of creation and/or reforming eliminates
the concealed/hidden status of the squad. {COD106}
116.4 Does a scout exist for purposes of Rout - enemy
units may not rout toward or end in a hex containing only
a scout?
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3.10
Americans
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3.11
Unit Composition
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3.12
Allied Troops
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3.13
SS Units
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3.14
Partisans
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3.15
French Troops
3.16
British Troops
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3.17
Finnish Troops
3.17.10 104.57 German cavalry squads (5-48) can be used to represent 2nd line Finnish
squads, and German assault engineers (8-3-
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3.18
Neutral Troops
3.19
3.20
Morale
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3.21
Broken Units
A. No. {SL4-23}
83.3 & 12.22 Assume an SS squad (or any unit with a
different morale factor when broken) must make a double
morale check due to a broken leader in the same hex; is
the "normal" MC taken at the unbroken morale level (8),
or if already broken by the combat MC - at the broken
morale level (9)?
A. The "normal" MC would be at the unbroken morale
level regardless of the result of the combat MC. {COI470}
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13.4 & 53.4 May a broken unit rout into a wire hex?
A. No. {COI4-38}
13.4 & 116. Do scouts satisfy as "known enemy position"
or "enemy unit" and thereby affect broken and routing
units?
A. Yes. {COD-104}
13.41 Can a routing unit rout towards an enemy position
which is out of its LOS at the beginning of the rout phase,
but which is in the LOS of other friendly units?
A. Yes. {SL4-23}
13.41 Is the following a correct alternative phrasing of
13.41? "A broken unit in the LOS of an enemy unit may
not move closer to it even if it moves out of the enemy's
LOS."
A. Yes. {SL4-23}
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3.22
Nationality
Rating
German
SS
British
American SP Guns*
1940 French*
A. No. {15.6-34}{COI4-38}{COD-104}
Minor Neutrals
A. 16 hexes. {KM}
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3.23
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3.24
Pinning
3.25
Berserk Units
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A. No. {COI4-68}
18.42 May a berserk unit already adjacent to an enemy
unit at the beginning of the Movement Phase move to
another hex if it remains adjacent to the original adjacent
enemy unit?
A. No. {OAF}
A. It dismounts. {COI4-38}{COD-104}
18.42 What happens if a berserk unit in order to move to
the closest unit in LOS, must move out of its LOS to get
there?
A. It still continues to charge the same hex. {KM}
18.43 If a berserk unit must take the shortest route in
MFs to the enemy unit, wouldn't it always have to use
Bypass Movement if such a manoeuvre resulted in a MF
savings?
A. Yes, but if presented with several routes of equal MF
costs, the berserk unit may choose which to use. {COI438}{COD-104}
110.1 Must berserk units use bypass movement when
charging to fulfill shortest routes (18.42) requirements?
A. Yes, if it will reduce the number of MFs expended in
the charge. {COD-106}
110.2 What if a berserk unit charges an enemy but before
it can reach the enemy hex, the enemy is eliminated or
moves out of the berserk unit's LOS?
A. If no other enemy unit is in its LOS, the berserk unit
will continue to charge the hex last occupied by the
enemy in its LOS. Once there it ends its Movement
Phase and must remain in that hex until it sees an enemy
unit. {COD-106}
110.3 If a berserk unit moves through the LOS of a firer
and the firer chooses to return the berserk unit to a target
hex for his defensive fire, is the berserk unit subject to a 1 DRM for every hex it entered in the firer's LOS during
the Movement Phase or only for those entered up to the
target hex in which it is attacked?
A. The latter. {COD-106}
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73.9 & 20. When using rule 73, does a berserk unit
always have a -1 DRM to all Close Combat made
against it?
A. Yes. {COI4-70}
73.9 & 110.3 Rule 73.9 states that berserk units
must always double- time when moving, and rule
110.3 states berserk units, when charging through
open terrain, are subject to the normal -2 DRM as
well as an additional -1 DRM. Is this -1 DRM
applicable only to berserkers?
A. Yes. {OAF}
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Green Units
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3.27
Battlefield Integrity
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3.28
Surrender
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3.29
Prisoners
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3.30
Interrogation
3.30.1 120 During each RPh in which an unbroken leader starts his player turn in the same
hex with prisoner, he may opt to interrogate the
prisoner. In so doing, that leader is temporarily
immobilized (TI) and forfeits its right to move
(including APh), fire or direct other activities
during that player turn regardless of the
succe ss or failure of the interrogation attempt.
The prisoner must also remain in the interrogation hex for the balance of that player turn.
3.30.2 A prisoner unit may be interrogated only
once per player turn but the interrogating leader
may interrogate as many prisoner units as
occupy his hex during his RPh.
3.30.3 A prisoner which is being interrogated
must pass a normal MC using his broken side
printed morale level, failure to do so does not
eliminate the prisoner but forces him to reveal
useful information to the enemy.
3.30.4 If a squad and leader are being interrogated while together in a hex, the leader's
modifier is automatically subtracted (in effect
added if negative) from the squad's morale
level, unless the leader breaks first, in which
case his modifier is then added (in effect
subtracted if negative) to their morale level.
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Interrogation Chart
dr
Benefit
-1, -2
Prisoner informs captor of the existence of all minefields and / or booby trap hexes
and will lead captor through minefields or disarm booby traps as per dr of 1 OR
Prisoner collaborates with enemy psychological warfare team and helps entice
comrades to surrender. All enemy units in good or broken order within 5 hexes of the
prisoner reduce morale level by -1 for the balance of the scenario. A unit may never
lose more than one level of morale due to this result.
The captor is informed of the arrival time and location of entry of any reinforcements
of which he is unaware. OR If the prisoner is moved to the security area of a field
phone, that line is automatically cut OR Captor locates ford in gully or river of his
choice.
Prisoner leads his captor through a known minefield or disarms a known booby trap.
The prisoner must actually occupy the hex involved but in so doing allows
accompanying enemy infantry to traverse the hex free of minefield attack. Such
movement is accomplished at double the normal movement factor cost.
Prisoner leads his captors through the sewers; thus conveying his side's sewer
movement capability (if any) to the captor. The prisoner must actually accompany
such movement.
Prisoner must reveal closest hex containing undiscovered mines or booby traps. If
two such hexes are equidistant he must reveal the site with the largest mine factors
or their equivalents.
Prisoner must reveal by removing their concealment counter(s) all concealed units in
any one hex containing same which is the closest to the prisoner at that time. If two
or more hexes are equidistant, the order of priority for revealing is the same as that
ex lamed for die roll "6".
If partisans are present, the captor may designate any one hex during any player turn
of his choice to be free of special partisan combat effects during that player turn. He
may save this option for use at any time but must declare it before the affected
combat is resolved.
Prisoner must reveal and place on board under concealment counters all hidden
units in any one hex containing them which is the closest to the prisoner at that lime.
If two or more hexes containing hidden units are equidistant the hex to be revealed is
determined in the following order of priority based on its contents: 1. armour, 2.
vehicles, 3. ordnance of any type, 4. squads, 5. Crews/HS, 6. leaders, 7. snipers. If
necessary to decide between equal content types, ties are resolved first on the basis
of quantity, then NPV if necessary, and finally at the owner's option.
None
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