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Rules of Play

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GAME PIECE KEY
Light Infantry Weapon (Light Machine Gun) Personnel Unit (squad) Heavy Crew Served Weapon (AT Gun)
Unit ID Rate of Fire (if >1) Number of 21 Unit ID Carrying Class
figures used for (H = Heavy)
Carrying Class Stacking Value
Gunfire Factors (L = Light) (e.g., value = 3) Weapon Type
Unit ID# (AT = AT Gun)
Weapon Type Gun Size Range Limit (only
Range (MG = Machine Morale Level
Gunfire Factors one number listed
Gun) Range Gun Class = maximum range)
Medium Crew Served Weapon (Medium Mortar) Personnel Unit (Officer) Rate of Fire (if >1)
Unit ID Number of 9 Armored Fighting Vehicle (AFV)
Carrying Class figures used for
(M = Medium) Unit ID Cross Country
Range Limit Stacking Value Movement |
(minimum- Weapon Type (e.g., value = 1) Unit ID# Assault
Gun Size
maximum) (MTR = Mortar) Movement
Morale Level Turret DRM (dashed
Gun Size Gun Class Gunfire Factors circle = +2 for first BMG
Range hexspine facing
Light Anti-Tank Weapon (Panzerfaust) Personnel Unit (crew) change) CMG
Number of 4
Unit ID Carrying Class figures used for Transport Vehicle
(L = Light) Stacking Value Unit ID Cross Country
Range Limit (e.g., value = 2)
(year of scenario: Unit ID# Movement |
Weapon Type Assault
maximum) (AT = Anti-Tank) Cover State of
Morale Level Movement
Gunfire Factors passengers
Gun Size * = Special Gun Class (listed on (S = Stationary)
Range
Ammo Table as Panzerfaust)
BAR Gunner
Passenger Capacity
Light Infantry Weapon (Flamethrower) Range (in Stacking Points)
Unit ID Carrying Class Number of 9 Watercraft (WC) Water
(L = Light) figures used for Unit ID Movement
Range Limit Stacking Value
(maximum) Weapon Type (e.g., value = 1) Morale Level
(FT = Flamethrower) Cover State of Carrying Class
passengers (M = Medium)
Casualty Table GF 1 = Flamethrower Range Rate of Fire (S = Stationary)
Gunfire Factors
Equivalent = 30
Passenger Capacity
Heavy Crew Served Weapon (AA Gun) Armored Fighting Vehicle (AFV) (in Stacking Points)
Unit ID Carrying Class Unit ID Cross Country
(H = Heavy) Movement | Aircraft (Stuka)
Fast Traverse Assault Unit ID
Weapon Type (cut to indicate Movement
(AA = AA Gun) no TCA to rear
Gun Size allowed)
Anti-Aircraft
360 gun traverse Fire value (= 8) 30 FT in
circle (solid = Gun Class turret AAMG Bomb value
CMG
FAST) BMG
Rate of Fire (= 3) Range =
2 for FT (5 = ROF/number of
Small bombs ALL bombs; thus 1 x
500 + 4 x 50)

THE AFV CARDS


Machine Guns available: Ammunition types available:
Turret
modifiers for Bow (BMG)
Name Coaxial (CMG)
changing High Explosive Values
turret facing: Antiaircraft (AAMG) (HE Penetration vs. vehicles) | HE Fragmentation
1st hexspine Factors (vs. personnel)
| 2nd and
subsequent Rate of Fire of Main Armament (50C)
Turret Information (Close Top | Turreted)
Movement
Factors: Main Armament Type (50C gun; circle denotes turreted)
Cross Morale Level of vehicle crew
Country |
Assault Target Size Modifier for Hit Probability Table
Movement Classification
Armor
Factors at Penetration Numbers at Ranges 0-2 through
different 60 hexes for each Armor Piercing ammunition
facings and type available to that AFV
aspects

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all hexes on desert maps have a ‘height’ value able for the combatants. Instructions for set
1.0 INTRODUCTION of Level ‘0’. Terrain and Levels rise in rela- up are also provided, including the order of
The ADVANCED TOBRUK SYSTEM (ATS) tive heights to Levels +5, +10, +20, etc. set up. When more than one of a particular
recreates tactical-level combat in a detailed and fall, to Levels -5, -10, -20, and so on. counter is provided, the number printed
and realistic manner. The ATS game sys- Non-desert maps have topographic height under the counter indicates the quantity.
tem was launched in 2002 with the release notations printed on them. All terrain of the See 6.7.5 for Dummy units.
of “Advanced Tobruk”, a remake of the ear- same color is treated as on the same level Example: An EIGHT under a 7|6|8 squad
lier AH classic board wargame. These rules in game terms. means that side receives 8 x 7|6|8 squads.
a r e i n t e n d e d f o r u s e w i t h ADVANCED 3.1.12 Terrain types—Most hexes depict a When the Fog of War (FOW) side of a counter
TOBRUK and ALL subsequent ATS system single, particular type of terrain, for example, is shown in an OOB, that combatant sets up
games. Woods. Some hexes combine two or more the indicated quantity of dummies of the
A copy of this rulebook is provided with each types of terrain, for instance, a Road through specified type (vehicle or gun).
complete ATS game. This edition of the ATS Woods. The terrain rules outline the effects 3.4.11 Units and Markers not pictured—
rulebook is version 3.0 and replaces all pre- of each type of terrain. Before beginning play, add the following
vious versions. An online document has been 3.1.13 Hex Locations—Most hexes show a units to the printed OOB:
prepared to focus on important changes single ‘Location’—units in that hex are all in a) One 2|3|8 Crew counter for each Me-
found in this edition. Check in at the same physical place. Some hexes have dium and Heavy weapon;
www.Criticalhit.com to obtain a copy. more than one location. A building may have b) ONLY if NO weapons pits are provided in
ATS scenarios recreate historical small-unit a ‘ground level’ at Level 0, and ‘upstairs’ any portion of that side’s OOB, players may,
actions that depict two or more combatants levels at Levels +10 and +20. Each of these at their option, add one Weapons Pit for each
conducting combat operations until time levels are separate locations, although they Heavy weapon that begins a non-desert sce-
runs out or one side meets specified vic- are all in the same hex. Units in them may nario on map.
tory conditions. have different Lines-of-Sight (LOS) and c) Also note that other weapons may be used
Basic Game Rules—To assist you in get- stacking limits, and may be targeted sepa- that are not depicted on a scenario card
ting into the game quickly, a separate BA- rately by enemy fire. In the case of Linear such as Smoke Grenades (6.4.72), and
SIC GAME rulebook and training mapsheet Depressions (LD) and Emplacements, dif- Flares (only during night Spotting Condi-
are provided in all boxed ATS games. New ferent positions, like ‘Up’ and ‘Down’, or tions, see 6.9.6) during a scenario although
players should begin with the Basic Game ‘Under’ and ‘On top’, are NOT considered not pictured in a side’s OOB.
before delving into the main rulebook. Ba- separate locations but separate positions 3.4.2 Set Up Order
sic Game concepts work directly with the within the same location). Players set up in the order listed for their
main game; there is nothing to ‘un-learn’ Example: A Personnel unit in a building may OOB, with the side setting up first com-
between the two. The Basic Game is espe- be on the ground level, at Level 0, or one level pleting all set up before the side setting up
cially useful for understanding Line-of-Sight ‘upstairs’ at Level +10. Each represents a second places any units on the map. In any
principles. separate location within one hex. scenario that has all units of one side en-
3.2 OVERLAYS tering play from off-map, the non-entering
Overlays are cards with printed terrain pro- player sets up first. In any scenario lacking
2.0 GAME SCALE AND TERMS
vided in ADVANCED TOBRUK. Scenario the set up order for units of one or both
2.1 PERSONNEL, VEHICLES, TIME AND
Special Rules (SSRs) specify overlay place- sides setting up on map, make a pre-game
DISTANCE
ment on maps. Initiative die roll. The lowest roll wins, and
Each weapon or vehicle counter represents
3.2.1 Placement the winner may set up first OR second.
one weapon or vehicle. Personnel units vary,
Each overlay is identified by a letter -num- 3.4.3 Set Up Area
representing squads, crews, artillery for -
ber ID. Simply match the X and Y coordi- Units may set up anywhere in their desig-
ward observers, BAR gunners, noncommis-
nates found on the specified overlay with nated area(s), including in half-hexes.
sioned officers and officers. NCOs and of-
the matching hexes on the map. 3.4.4 Map Entry and Exit
ficers are referred to as LEADERS in the
3.2.2 Overlays do not contain their own Some units enter the game from off-map.
game. Each game turn represents about
coordinates. Use the hex
ninety seconds of real time. Each hex rep-
resents 50 yards of terrain.
coordinate found on the
map hexes beneath the
TABLE OF CONTENTS
2.2 GAME TERMS AND ACRONYMS
These rules use a number of acronyms. The
overlay. 1.0 INTRODUCTION...........................................................3
3.3 CHARTS AND TABLES
full word is spelled out at the first use of an 2.0 GAME SCALE AND TERMS.........................................3
Tables on Play Aid Cards 1-
acronym, followed with the acronym in pa-
8 have a unique ID, usually 3.0 COMPONENTS............................................................3
rentheses. Refer to Appendix B for a com-
plete list of acronyms.
found in the upper right- 4.0 SEQUENCE OF PLAY........................................5
hand or left-hand corners.
5.0 STACKING............................................................7
See Appendix A for an over-
3.0 COMPONENTS view of all system charts
6.0 LINES OF SIGHT AND FIRE.........................................7
3.1 MAPS and tables. 7.0 GENERAL TERRAIN RULES.....................................10
The game maps depict historical battlefields. Example: ‘F2’ is the Casu- 8.0 TERRAIN TYPES..................................................12
Labels for street and building names are alty Table.
occasionally affixed to add historical flavor.
9.0 EMPLACEMENTS................................................21
3.4 SCENARIO CARDS
Each map hex has a unique coordinate iden- Each ATS game or expan- 10.0 MORALE.......................................................24
tifier, and a center (or sighting) dot used for sion contains several cards 11.0 MOVEMENT.................................................26
tracing Line-of-Sight (LOS). Half hexes are
in play. Some scenarios use only a portion
providing a collection of his-
12.0 COMBAT.....................................................29
torical scenarios. Each sce-
of the map. Others use more than one map. nario contains an historical
13.0 SPECIAL TROOP TYPES.................................46
When laying out maps for play, orient them s u m m a r y , a n O r der - O f - 14.0 SPECIAL WEAPON AND CREW RULES...............47
in keeping with the ‘Map Layout’ for that Battle (OOB) for the com- 15.0 SPECIAL VEHICLE RULES...............................50
scenario, and note any limitations on the batants, a turn record
playing area listed in the ‘Map Configura-
DETAILED LOS EXAMPLES..................................53
track, any special rules
tion’ section. unique to that scenario, per- APPENDIX A: CHARTS AND TABLES.................54
3.1.1 Topography tinent map information, and APPENDIX B: ACRONYMS..............................54
ATS maps use colored topography LEVELS victory conditions.
APPENDIX C: OPTIONAL RULES................................55
to represent 3D land-forms on a 2D map 3.4.1 Order of Battle
surface. The OOB provides the type
INDEX................................................................................56
3.1.11 Levels—Unless marked otherwise, and number of units avail-
3
All units enter within the listed instructions 3.5 COUNTERS 3.5.34 Commissar —Repre-
provided in the scenario. Units listed as The die-cut playing pieces, variously called sents one man, a political advi-

entering during a certain turn must enter units, markers, or counters, show individual sor to tactical commanders; has

on that turn but may otherwise enter freely vehicles, weapons, or small groups of Per - a Wounded side like a leader

using any listed entry hexes (i.e., they need sonnel. Counters consist of purely combat counter. A Commissar may never

not set up off map prior to actually using a units (Personnel; vehicles; weapons) and lead attacks or be part of a Firegroup, but

movement impulse to enter). Entering units markers (emplacements; smoke; FFE; etc.) is otherwise treated as a Leader. The mo-

follow all rules of movement. Once exited, Printed on each counter is information per- rale value of a Commissar is shown as an

units may not return. tinent to the play of the game. Armored Fight- ‘*’, indicating specials rules apply (see

3.4.41 Platoon and Convoy Entry—If us- ing Vehicles (AFV) and some other vehicles 10.3.3). Note: Japanese officers also have

ing Platoon Movement or Convoy Movement also use cards to present information. Ad- an ‘*’ morale value but are NOT considered

to enter, treat the map hexgrid as if it con- ditional information relating to units is found Commissars. Commissars receive a move-

tinues off-map in continuous open ground on various Play Aids. The ammunition types ment bonus in the same manner as leaders

(Exception: Roads and waterways are con- available to gun counters are found on the (see 13.1.41).

sidered to extend straight off the map in Gun & Ammo Table for each nationality (Play 3.5.35 Forward Observer
their current hexrows). These units then Aid 5 for each). (FO) —Represents one officer
move through these ‘imaginary’ hexes to 3.5.1 Counter Size from an artillery unit; has a

enter play but may not be fired on until they Counters come in three sizes: Wo u n d e d s i d e l i k e a l e a d e r

reach a hex that is in play. a) Personnel—5/8"; counter; all FO counters have a

3.4.5 Victory Conditions b) Weapons and vehicles—both 5/8" and black triangle on their counters. FOs re-

Victory usually involves seizing terrain or 3/4" sizes; ceive a movement bonus in the same man-

causing enemy casualties. To win, a side c) Markers—both 1/2" and 3/4" sizes. ner as leaders (see 13.1.41). An FO may

must COMPLETELY fulfill the stated Vic- 3.5.2 Nationalities never lead a Firegroup or provide a leader-

tory Conditions. If only one side has victory Personnel, weapons, and vehicles are pre- ship shift/DRM.

conditions, failure to fulfill these conditions sented in a different color for each nation- 3.5.36 BAR Gunner —Repre-
results in victory for the other side. Draws ality: Blue-Gray for Germans; Bright Green sents one man armed with a

are sometimes possible. for Italians; Olive Drab for Americans; Khaki Browning Automatic Rifle and

3.4.51 Victory Points—Some scenarios call for British; Brown for Russians; and so on. has a wounded side like a leader

for one side or the other to earn Victory Emplacements use a 3/4” counter in a dusty counter. Each BAR Gunner has

Points (VP). Players tally VP using the val- yellow, as do all truck counters (colored a 2 Rate-of-Fire (ROF) for its 2 Gunfire Fac-

ues provided on the Victory Point Table. yellow to denote these counter types may tors. BAR Gunners receive a movement

Victory Points are awarded, or ‘earned’, be used freely by any side). bonus in the same manner as leaders (see

immediately when the listed action is ac- 3.5.3 Personnel —There are six types of 13.1.41). A BAR Gunner may never lead a

complished. Personnel counters in the game. All use 5/ Firegroup or provide a leadership shift/

3.4.52 Exit Victory Points—Units exited 8" counters and have three values repre- DRM.

to meet scenario Victory Conditions are senting: Gunfire Factors | Range | Morale. 3.5.4 Weapons
worth the same value to the exiting side as 3.5.31 Squad—Rep- There are three types of weapon counters.

if they were destroyed by the other side. resents 7-12 men Place weapon counters on top of the Per -

Move these units off the map from the exit and have three fig- sonnel unit that is crewing or carrying it

hexes listed in a scenario, paying one move- ures on their front (referred to as ‘manning’ in both cases).

ment point to move off the map from any side; the back of the 3.5.41 Light (L) Weapons— Represent one
map-edge hex. Exit is only available as an counter, bearing two figures, represents a Light weapon that Personnel counters can

option for earning VP if so-stated by SSR or Reduced squad, with lower values for Gun- carry and fire. These weapons are usually

Victory Conditions. fire Factors and Morale. among the standard armament of an infan-

3.4.53 Control—Some Victory Conditions 3.5.32 Crew—Represents 2-4 try company, such as anti-tank rifles

call for a side to control terrain. A side con- men trained to fire Medium and (L|ATR), Light machine-guns (L|MG), light

trols a hex LOCATION if ANY of the follow- Heavy weapons, like mortars mortars (L|MTR), Flamethrowers (FT) and

ing applies: and anti-tank guns, and have Shaped Charge Weapons (L|AT). Light in-

a) The hex is in its original set up area and two figures on the front AND fantry weapons use 5/8” counters.

no enemy unit has ever entered it; back of the counter (one figure is always 3.5.42 Medium (M) weapons —Includes
b) It was the last to enter the location with peering through field glasses); the back of medium mortars (M|MTR), medium ma-

non-Broken/Surrendered Personnel units the counter represents a reduced Crew with chine-guns (M|MG), medium anti-tank guns

totaling at least two Stacking Points (applies lower Gunfire and Morale values. (M|AT) and medium anti-tank rifles

to ANY terrain hex); 3.5.33 Leader—Rep- (M|ATR). Add one crew per M weapon pro-

c) It was the last to enter the location with a resents one man, ei- vided in the OOB listed for each side on a

non-M/F-KILLed AFV/APC (applies to non- ther a noncommis- scenario card (see 3.4.11). All Medium weap-

Building terrain hexes). sioned officer (re- ons must set up with this manning crew.

A side can only control a HEX if it controls ferred to as an NCO Medium weapons use 5/8” counters.

ALL locations in the hex. in game terms) or a commissioned officer 3.5.43 Heavy (H) weapons—Includes anti-
3.4.6 Game Turn Record Track—A group (referred to as an Officer in game terms); tank guns (H|AT), anti-aircraft guns (H|AA),

of rectangular boxes on each scenario card the back of the counter has a reduced Mo- heavy anti-aircraft machine-guns (H|AA),

shows how many turns the scenario lasts. rale value and a ‘red cross’, denoting howitzers (H|HOW), and field artillery

Place the Turn marker in the correct box Wounded status. In all cases an OFFICER (H|GUN). Add one crew per H weapon pro-

for each turn. is represented by the leader counter with vided in the OOB listed for each side on a

3.4.7 Friendly Map Edge—Some rules re- the HIGHEST printed morale value (Excep- scenario card (see 3.4.11). All Heavy weap-

fer to the ‘Friendly Map Edge’ (FME). If this tion: Japanese officers show an ‘*’ instead ons must set up with their manning crew.

information is not listed by SSR, any edge a of a morale value; see 10.3.3 for details) for These heavier -caliber guns are the only

side entered from or the closest edge to that each nationality. An NCO is represented by weapon units that use 3/4” counters.

side’s set up area is considered a FME. the leader counters with morale values that 3.5.5 Vehicle Types and Armor Factors
3.4.8 Scenario Special Rules—The Scenario are lower. There are three types of 3/4" vehicle

Special Rules (SSR) detail unique rules for Example: German Personnel represent an counters. The color of the movement class

each scenario. SSR normally add restric- Officers as 1|1|8s and NCOs with 1|1|7s. icon (printed behind a vehicle’s movement

tions or abilities to a side just for that sce- See 13.1.41 for leader movement bonuses. point rating on the counter’s upper right

nario and sometimes override rules. hand corner) indicates the type of vehicle.

4
3.5.51 Gray —Ar mored Fighting Vehicles well as rounds exploding on the battlefield
(AFV), a vehicle type that includes Tanks, (see 12.12 and 12.13).
self-propelled guns (SPGs), and armored 3.5.101 CFF—Call For Fire marker is placed 4.0 SEQUENCE OF PLAY

cars (wheeled vehicles with gray movement in the target hex on the map when the own- 4.1 OVERVIEW

icons). All AFVs have their own AFV Cards ing player calls for off-map artillery. ATS is played in turns. Each turn repre-

(note that most ATS games include bonus 3.5.102 FFE —Fire For Effect, represents sents about 90 seconds of elapsed time and

AFV counters included for future expan- the delivery of an artillery payload on the follows a strict order of play, consisting of

sions, without their own AFV Cards). battlefield; attacks units IN and adjacent to four Segments that are further divided into

3.5.52 Yellow —Armored Personnel Carri- the FFE counter (with a wider or longer at- Phases and/or Actions. It is possible that

ers (APC), a vehicle type that includes half- tack radius possible in some instances, e.g., nothing happens in a segment or phase. In

tracks and Carriers. ALL APCs have an Ar- Barrage; Line Barrage). that case simply skip it. For instance: if

mor Factor (AF) of ‘0’ (zero). 3.5.103 Barrage Limit —These show the there is no off-map artillery in a scenario,

3.5.53 White—Soft-skinned transport such extent of an artillery barrage. players skip the Indirect Fire Segment.

as trucks, Jeeps and staff cars. This ve- 3.5.104 Counter Battery and Neutralized— 4.1.1 Impulses

hicle type is referred to as truck type ve- These markers are not placed on the map; During the Indirect Fire Segment, Fire &

hicles, and ‘armed trucks’ if armed. All Truck they are used to keep track of off-map bat- Movement Segment, and Close Assault Seg-

type vehicles have an AF of ‘-1’ (negative teries on Play Aid 2. ment, players ALTERNATE committing their

one) for game purposes (although they are 3.5.11 Markers units to action. Each act of firing and/or

not technically ‘armored’ vehicles). Markers use mostly 1/2" counters, and moving is called an ‘impulse’, and usually

3.5.54 Open-Topped Vehicles—Some AFVs record game functions and unit status. consists of firing or moving one unit at a

and APCs lack a fully enclosed compartment These include: Suppressed markers, Fire time. In some cases, players may move or

for the crew. These are ‘Open-Topped’ (OT) For Effect (FFE), Collateral Fire, Movement, fire more than one unit while using ONE

vehicles, and have a white outline surround- Wrecks, Burning Wrecks, Wire, Turret, impulse (e.g., Firegroups; Platoons). Addi-

ing the vehicle art on the counter (e.g., Ger- Winded, and Courage (shown by various tionally, certain rules (e.g., Assault fire) also

man Sd 250-1 half-track). Truck type ve- medals, e.g., Iron Cross; Silver Star). offer the possibility of firing AND moving in

hicles are never classified as OT for game 3.5.12 Emplacement ONE impulse.

purposes. Emplacements use both 3/4" and 1/2" 4.1.2 Pass

3.5.6 Movement Class counters, and include Mines, Weapons Pits, A player may CHOOSE to Pass instead of

There are three movement classes for ve- Bunkers, AT Trenches, Sangars, Cave Dug- using an impulse; play then passes from

hicles, indicated by the SHAPE of the gray, outs and Hedgehogs. that player to the opponent. After the oppo-

yellow or white movement icon. 3.6 AFV CARDS nent executes an impulse or passes, play

a) Tracked Vehicle—Oval movement icon. Each AFV used in a scenario in a particular comes back to the previous player who may

b) Half-Tracked —Oval plus small circle game receives its own card that provides now either execute another impulse with a

movement icon. Armor Factors and other pertinent informa- unit or pass again. There is no limit to the

c) Wheeled—Movement icon consists of two tion. Trucks and APCs are all considered to number of times a player may pass, but if

large circles. have ‘armor factors’ of ‘-1’ and ‘0’ (respec- both players pass two times in a row the

3.5.7 Target Size HPT DRM tively) for game purposes and do not re- Phase or Segment ends immediately. A

Some vehicles and Heavy weapons receive quire cards. player MUST pass if there are no more units

a Target Size modifier on the Hit Probability 3.7 FATE that can perform any impulse activities.

Table (HPT), including tables A2 and A3. Ten-sided ‘percentile’ dice are used to rep- 4.1.3 Turn End

Target size modifiers are NEVER used as resent fate. When one die is used, a ‘1’ is Once play reaches the End of Turn Seg-

column shifts on the Casualty Table. A color the lowest roll and a roll of ‘0’ is read as ment, one complete turn is over.

circle behind the unit ID letter/# on a ve- ten. When two dice are rolled together to 4.1.4 Game End

hicle/H weapon counter indicates the size obtain a value ranging from 1-100, the dark A game ends as soon as one side or the

modifier as follows: colored die is used as the tens die and the other achieves its Victory Conditions OR at

a) Black ID—Large target: -1 HPT DRM; lighter die as the ones die. A black ‘7’ and a the end of the last turn of a scenario (as

b) White ID—Small target: +1 HPT DRM; white ‘2’ is read as ‘72’. Read a roll of ‘00’ as printed on the Scenario Card).

c) Red ID—Very Small target: +2 HPT DRM. ‘100’.


3.5.8 Turrets and 360 traverse guns 3.7.1 Rounding
Some vehicles have turrets, while some guns Unless stated otherwise, round
are capable of firing in all directions (360- ALL fractions DOWN. Round
degrees). A circle around the Gun Size indi- down the TOTAL of a Firegroup,
cates that a weapon can fire 360-degrees. not each individual unit.
A solid circle denotes a ‘fast’ turret or gun Example, 3.45 rounds down to 3
traverse. A dashed-line circle denotes a ‘slow’ and 4.8 rounds down to 4. A
turret or gun traverse. Firegroup consisting of three
3.5.9 Ammunition Limitations squads using Assault Movement,
A colored square or circle behind the Gun each with 7 GF, rounds down to
size reminds players that these units face TEN.
some limitations in the ammunition types 3.7.2 Die Roll Modifiers
they may fire. Always refer to the Gun & (DRM)/Column Shifts Typically, the first action taken when a player announces
Mortar Ammo Table (Play Aid 5 for each Attacks are usually modified by he'll be using an impulse to fire at the enemy is a check of
nationality) and the AFV Card for each unit DRM or column shifts, depend- the Line-of-Sight to the target hex. A straight edge is simu-
for all of the types of ammunition each gun ing on their resolution, in the lated by the dashed line above and it should be noted the
may fire (use of different types of ammuni- form of: [modifier +#/#L or -#/ LOS touches Crops in hex QQ6 and RR5 before arriving
tion is described later). #R]. DRM modify attacks using in hex SS6. A check of the Play Aid 7, the TERRAIN
a) Gray—High Explosive (HE) only; the HPT by adding the DRM to CHART, indicates Crops are 'Obscuring' terrain, but no
b) Gold—HE and Smoke only; the die roll; the modified roll cover benefit is obtained for stationary units IN a Crops
c) White—Armor Piercing (AP) only; must be less than or equal to the hex. However, EACH Crops hex ALONG an LOS (i.e., we
d) Yellow—Armor Piercing Composite Rigid Hit Probability Number (HPN) to do not count the target hex when considering hexes along
(APCR) only; obtain a hit. Column shifts an LOS, only the hexes BETWEEN target and firing unit)
e) Red—Flamethrower; modify attacks using the Casu- creates a ONE column shift LEFT on the Casualty Table.
f) Purple—Smoke ONLY. alty Table by shifting the speci- A 1L shift provides a +1 HPT DRM if a gun is being fired,
3.5.10 Artillery markers fied number of columns to the but NEVER a shift AND a DRM.
Artillery markers depict off-map actions as Left or Right.

5
4.1.5 Speed of Play and Tactical Advan- 4.4.2 FIRE & MOVEMENT SEGMENT C. MELEE PHASE — Players resolve Melee
tage A. Roll for Initiative (4.2) in all hex locations containing units from
ATS games should be played ‘hard and fast’, B. FIRE & MOVEMENT PHASE—Players both sides (see 12.15.3 for Melee versus
with tactics determining more of the out- alternately use impulses (4.1.1) to fire and/ Personnel, 12.15.4 for Melee versus Ve-
come than luck. When moving a unit(s), al- or move some, none, or all of their eligible hicles).
low your opponent a moment to decide if he Personnel, guns and vehicles, in any order. 4.4.31 One action per unit—Both players
wants to use Opportunity Fire against your The following actions are possible, to be are free to choose which of their units act
unit(s) in its current hex (or location within performed in any desired order: in the Infiltration Phase, and in what order.
a hex). Once attacks are resolved and play a) Direct Fire (12.5) and on-map Indirect Each acting unit is, however, restricted to
proceeds, the result stands—even if play- Fire (12.11); only ONE action, EITHER a Grenade Attack
ers subsequently decide they inadvertently b) Assault movement (11.3.12) and Assault OR Infiltration.
made a mistake in a previous attack. Play Fire (12.8); 4.4.4 END OF TURN SEGMENT
cannot be ‘backed up’ or ‘reversed’ if an error c) Cross-Country Movement (vehicles, A. Both players perform the following ac-
is discovered to have occurred in an earlier 11.4.1); tions:
part of the game. C’est la guerre… d) Running movement (11.3.13); 1. Remove Melee, Overrun (12.14), and
4.2 INITIATIVE e) Crawling Movement (11.3.11) and Assault Cease Fire markers (12.16.83); Remove
To determine which side has the Initiative, Fire (12.8). movement arrows, Flares, ‘2’ Smoke and ‘F’
each player rolls a die at the beginning of C: Remove all ‘C’ Collateral Fire Markers markers;
each of the following phases and Segments: (12.5.10). 2. Check for Intimidation (10.2.3);
Indirect Fire Segment; Fire & Movement 4.4.21 Eligible units—Only eligible units 3. Decide whether to remove movement
Segment; and Close Assault Segment. may fire and/or move. Eligible units include arrows from vehicles (4.4.41);
4.2.1 Initiative Choices those that have not already moved (marked 4. Flip ‘1’ Smoke markers to ‘2’ side (6.4.6);
The player rolling lowest receives the ‘Ini- with a movement ‘arrow’ marker) or fired Spread Flame one building level UP (8.8);
tiative’. Re-roll any ties. The player with the their entire Rate of Fire (ROF, 12.6.2) 5. Flip FFE markers to their CFF side
Initiative chooses to go first or second. Play- (marked with an ‘F’ marker). Units using (12.12.2);
ers then alternate using impulses (firing, Continued Movement (still marked with a 6. Flip eligible counters to the Fog of War
moving, etc.) until the end of the Segment movement marker from a previous turn, see (FOW) side (6.7).
or phase. 11.4.5) may move, but may not use Direct Any face-up unit with a yellow Fog of War
4.3 ELIGIBILITY or Opportunity Fire (they may use Assault side on the back, such as an L|MG, may
To participate in a certain activity in a game Fire if using Assault movement). be flipped back to its FOW side if it is in
turn, a unit must be ELIGIBLE for that ac- 4.4.22 Marking used units—To keep track terrain providing cover of at least ONE LEFT
tivity by meeting all criteria outlined in the of units that have already fired and/or SHIFT and out of LOS to all enemy units.
rules. Unless stated otherwise, Broken and moved, place an ‘F’ marker on top of units 7. All other markers remain.
Surrendered units are never considered ‘eli- that fire and a movement marker on or be- B. Both players perform the following Rally
gible’. hind those that move. actions:
4.3.1 During any Segment or Phase both 4.4.23 Multiple unit actions—The use of 1. Attempt to Rally Broken and Surrendered
players may perform actions with all, some, a direct fire and/or movement impulse can Personnel units in the same location as a
or none of their eligible units. Players are involve MORE THAN ONE unit at the same leader (10.8);
never required to commit all their units. time, by using Firegroups (12.5.4) or Pla- 2. Attempt to restore Surrendered units to
4.4 THE FULL TURN toon Movement (11.3.2). Broken status for all Surrendered units in
This section summarizes the sequence of 4.4.24 Multiple Firing Units—Multiple ROF the Morale Support Range (10.2) of a friendly
play of a full ATS game turn. More detailed weapons may ‘save’ remaining ROF for use non Broken/Surrendered Personnel unit (no
descriptions of the various activities and later in the same Fire & Movement Segment leader needs to be present) or a friendly
terminology can be found in the sections (using Direct Fire, Opportunity Fire or Gun non K-, F- or M-KILLed AFV, APC, or armed
listed. One full game turn consists of four Duels). truck;
Segments, to be resolved in the following 4.4.25 Smoke Grenades —Squads may 3. Roll to remove Suppressed markers
game turn order: place Smoke Grenades (6.4.7) while in the (12.5.176).
1. Indirect Fire Segment; act of moving. C. Move the Game Turn marker to the next
2. Fire & Movement Segment; 4.4.26 Enemy activity—Enemy units may box on the scenario card’s Turn Record
3. Close Assault Segment; (under defined circumstances) use Oppor - Track.
4. End of Turn Segment. tunity Fire (see 4.5 and 12.7) and initiate 4.4.41 Continued Movement—Players may
Each of the Segments consists of one or Gun Duels (4.6 and 12.9). Opportunity Fire choose to keep movement arrows on VE-
more Phases and/or actions, as listed in and Gun Duels do NOT require the use of HICLES in step A3. Such vehicles will con-
the following sections. an impulse. tinue to be marked as moving at the start of
4.4.1 INDIRECT FIRE SEGMENT 4.4.3 CLOSE ASSAULT SEGMENT the next Fire & Movement Segment, which
A. Roll for Initiative (4.2). A. Initiative Roll (4.2) makes the vehicle harder to hit. A non-mov-
B. Players alternately use impulses (4.1.1) B. INFILTRATION PHASE— Players alter - ing vehicle may NOT BEGIN moving during
in the following order: nately use impulses (4.1.1) to perform the the End of Turn Segment, i.e., only already
1. On-board guns fire Smoke (6.4.3); Mor- following actions: moving vehicles may use continued move-
tars and Personnel place Flares (6.9.5). Note a) Grenade Attacks (12.15.2) OR ment.
that Personnel may NOT place smoke gre- b) Infiltration (12.15.1) 4.5 OPPORTUNITY FIRE—During the Fire
nades (this is part of the Fire & Movement Infiltration refers to the act of entering an & Movement Segment, the non-moving
Segment). adjacent hex or location, including those player may fire upon the opposing player’s
2. Aircraft Attacks (12.16.3); occupied by enemy Personnel units. All non- moving units using ‘Opportunity Fire’. Op-
3. Off-map Indirect Fire (12.12); Broken Personnel units, even those marked portunity Fire does not require the use of
4. Counter -Battery Fire (12.13). with movement arrows and ‘F’ markers, may an impulse; once the non-moving player
Finish all fire of each step before beginning use Infiltration. Personnel may also exit Full completes all desired Opportunity Fire at-
the next one. Place an ‘F’ marker on units Cover positions (e.g. under a Hedgehog, see tacks, the moving player continues the
that fire, unless hidden (6.8) or off-map. 12.5.66) using Infiltration. Vehicles never movement impulse with any surviving units.
4.4.11 One Unit at a time—The use of an use Infiltration, although Passengers can The non-moving player receives use of the
Indirect Fire impulse ALWAYS represents use a limited form of it (11.5.5). If units next impulse as usual.
the fire of ONE unit at a time. There are no from both sides are in the same location, 4.5.1 Mark all units that use Opportunity
Platoon firing or Firegroup opportunities ‘Melee’ takes place in the next phase of this Fire with an ‘F’ marker. Units not otherwise
when using Indirect Fire. Segment. eligible to fire, may not use Opportunity Fire.

6
4.5.2 The outcome of an Opportunity Fire hex; two vehicles or two Heavy weapons
attack is applied immediately to the target. does. The presence of vehicular units and 6.0 LINE OF SIGHT AND FIRE

The firing player may then choose to use Heavy weapons does not affect Personnel 6.1 TERRAIN/TOPOGRAPHY

additional Opportunity Fire attacks against unit stacking in any manner or vice-versa. 6.1.1 Visualization —Landforms and the

the same target (during that same moment Wrecks and F-KILLed H weapons count as terrain forms that sit upon them are repre-

of ‘suspended play’ when the target unit ONE of each type for the purposes of stack- sented like a stack of pancakes. The battle-

moved or conducted the activity [e.g., turned ing-based entry costs ONLY. field has a ‘sea level’, or floor, known as

a turret] that ‘triggered’ the Opportunity 5.3 PERSONNEL UNITS ‘Level 0’ in game terms. Stacked on this are

Fire). Example: A squad carrying a L|MG 5.3.1 The stacking limit is TWELVE Stack- found levels, easily visualized as one, two

could use only the machine-gun, wait for ing Points (SP) of Personnel in a location or more pancakes stacked on the floor. A

the outcome, and then choose to make a (Exception: A handful of terrain types specify person standing on a stack of two pancakes

separate additional shot with its own printed lower limits for specific hex locations [e.g., can see over a one pancake-high obstacle

Gunfire Factors or save its own GF (OR Steeples] and stacking vs. OBA is dealt with to his Line-of-Sight (LOS). A person stand-

combine both in one shot). as per 5.3.11 and 12.11.24). The number ing on one pancake cannot see past a stack

4.5.3 Each individual opportunity firing unit of figures depicted on a counter determines of two or more pancakes along his LOS.

may fire only ONE Opportunity Fire shot its Stacking Points value. Some of these ‘pancakes’ may have Wadis,

per MP spent by the targeted unit in the a) A full size squad numbers 3 figures—3 Ravines, Creeks, Rivers and Sunken Roads

targeted location (MP spent in previous lo- SP; that cut into them.

cations in this impulse are not counted). b) Reduced squad—2 SP; 6.2 TOPOGRAPHY AND LINE-OF-SIGHT

However, there is NO limit to the number of c) Crews—2 SP (exception: crews manning 6.2.1 Line-of-Sight—A straight line drawn

separate units that can use Opportunity Fire H weapons do not count toward stacking); between the center -dot of the firing unit’s

against the same target following the expen- d) Leaders, BAR gunners, Commissars and hex and that of the target hex represents a

diture of a specific Opportunity Fire ‘trig- Forward Observers—1 SP. Line-of-Sight (LOS). Use a thread or a

ger’ like movement. This includes the use 5.3.11 Versus OBA—In any location exceed- straight-edge touching the center -dot of both

of Firegroups. ing SIX Stacking Points of Personnel, the hexes to trace LOS. Depending on the ter-

4.6 GUN DUELS —Under special circum- target location is penalized in the form of an rain and other ‘obstacles’ along this line, LOS

stances (see 12.9.1) the non-active player additional roll on the Casualty Table in any may be BLOCKED or OBSCURED. When

may also return fire with gun-armed vehicles hex attacked by an FFE (see 12.11.24). Spotting Range rules are in play, it IS pos-

and H weapons using a ‘Gun Duel’. Return- 5.3.2 Exceptions sible for a unit to have a LOS to another but

ing fire via a Gun Duel does not require the 5.3.21 The following units never count when be unable to fire at it due to the desired

use of an impulse. Once it is completed, computing stacking limits: Passengers, target being beyond Spotting Range.

the non-firing player receives use of the next crews manning H weapons (i.e., crews are 6.2.11 With a few exceptions, terrain in the

impulse as usual. A Gun Duel may also be counted if not manning a weapon or if their firing and target hexes does not block LOS—

used by a firing player to assert his ‘right’ weapon is eliminated [not F-KILLed]); L and only terrain in intervening hexes, along the

to fire prior to any Opportunity Fire taking M weapons; aircraft; towed weapons (and LOS. If the LOS to a hex is blocked, no

place. Full rules for Gun Duels can be found towed vehicles); and markers. direct or Indirect Fire may be fired into it

in 12.9. 5.3.22 Emplacement counters do not affect (with the exception of spotted fire, a unit

4.7 OPTIONAL RULES stacking. However, units stacked under and spotting for another unit, such as an FO

Players may wish to experience additional on top of emplacement counters and in Lin- spotting for Indirect Fire).

uncertainty and excitement during play by ear Depression hexes are totaled for stack- 6.2.12 Obscuring Terrain—Some interven-

using optional rules. The Optional Rules ing purposes in a location, noting that some ing terrain types (e.g., Orchards; noting this

Appendix (Appendix C) provides rules for Emplacement types have their own stack- terrain type creates Blind hexes), as well as

Variable Impulses, optional sequence of play ing limits (e.g., Blockhouse). Smoke and Dust, do not completely hide

and more. 5.4 OVERSTACKING PENALTIES the target from view, but obscure visibility.

5.4.11 In any location that is overstacked Although firing at an obscured target is al-

(by any quantity) double the usual entry cost lowed, penalties do apply (see 6.4.5 for
5.0 STACKING
for all units of the overstacked unit type. A Smoke and Dust; and 7.1 for Obscuring
5.1 Overview—Stacking refers to the maxi-
location is considered overstacked the mo- terrain; 6.2.64 for LOS blocked by Obscur-
mum number of Personnel units and/or the
ment a unit in excess of stacking enters, ing terrain). In some circumstances obscur-
maximum number of vehicles and heavy
e.g., upon entry of a second vehicle into a ing may be so severe, that the LOS is ob-
weapons allowed in any one LOCATION
hex containing one already or when any other structed (see 6.2.64) and no firing at the
within a hex (as defined in 3.1.13; e.g., the
Personnel unit enters a hex already con- target is allowed. Note that LOS is also ob-
top floor of a multi-story building) before
taining 12 SP of Personnel. scured by Smoke and Dust in the firing and/
OVERSTACKING occurs.
5.4.12 Spotting and OBA: Overstacked lo- or target hex (not just the intervening hexes).
5.1.1 Having more than the maximum num-
cations are easier to spot as defined in the When firing along a hexside with Obscur -
ber of units in a location is called
Spotting Range rules (see 6.3.4). See ing terrain on BOTH sides, only ONE +1/
Overstacking. Overstacking is not forbid-
12.11.24 for OBA attacks. 1L is applied.
den, but results in penalties (see 5.4). A
5.4.13 Vehicle/H Weapon Specific Penal- 6.2.2 Reciprocity—LOS is reciprocal even
unit may enter a hex location in excess of
ties—In overstacked locations apply a HPT if the unit being spotted is ‘only’ a leader or
stacking limits but penalties for overstacking
DRM of –1 PER vehicle or H weapon IN
apply if units in the location are fired upon
EXCESS OF ONE per type against
or a spotting attempt is made against units
overstacked vehicles and/or H weapons.
in the location.
Wrecks/F-KILLed H weapons NEVER
5.1.2 Limits—Stacking always applies to
cause overstacking for TARGET purposes
each location separately. Stacking limits
(i.e., they only provide movement penalties
refer to each side, not the total of the two
for overstacking).
sides (e.g., during infiltration and melee).
5.4.14 Personnel Specific Penalties—For
5.2 VEHICLES AND HEAVY WEAPONS
all attacks that utilize the Casualty Table,
5.2.1 The stacking limit for vehicular units
apply a -1R shift (only, no HPT DRM is
and Heavy weapons is ONE of each type
applied) per additional 3 SP of overstacked This example illustrates the difference be-
per location—two or more of one type vio-
Personnel (or fraction thereof) in a location. tween a “hexside” and a “hexspine”. Most
lates this limit except for a vehicle towing
references in the rules refer to hexsides,
another vehicle. One vehicle plus one Heavy
the name for the six sides that are found
weapon does not create overstacking in a
around each hexagon.

7
The CHI HA tank may move in
REVERSE into either of the rear The M18 AFV may move FOR-
two hexes in its rear VCA. Using WARD into either of the front two
reverse movement costs hexes in its VCA. It must pivot
DOUBLE the normal MP cost to to enter other hexes outside its
enter a hex. If this was a TRUCK VCA.
type vehicle, the cost would be 1.5
x the normal MP.

FO. If a firing unit can see a target, then or greater (Exception: See 6.2.621 for the on whether a LOS exists. Any scenario that
the target can also trace a Line of Sight to effects of +5 Level Hillock terrain). The hori- does not state Spotting Conditions by SSR
the firing unit, including units spotting for zontal axis represents the range in hexes is assumed to have ‘Optimal’ Spotting Con-
artillery (e.g., FO). Unlike LOS, reciprocity from the firing unit to the intervening ter- ditions.
does not apply to spotting range. rain. Cross indexing these two values re- 6.3.2 A Spotting Ranges Table (Play Aid 6)
6.2.3 Exact LOS—A hex containing block- sults in a number that represents the num- is included with the game. It indicates how
ing or obscuring terrain only affects LOS if ber of blind hexes behind the intervening many hexes one unit may be from another
the thread or straight edge touches any part terrain. LOS is blocked if the lower unit is and still see or ‘spot’ that unit, depending
of the terrain depiction or contour artwork. within this range of hexes. on the actual battlefield conditions.
AFVs, APCs, and wrecks (further described 6.2.621 Level +5 Terrain—Being in the UP 6.3.3 Observation Limits—No unit may be
in 6.2.7) as well as smoke (6.4) and Dust location of a FULL or PAR TIAL Hillock pro- fired on unless it is within LOS and Spot-
(6.5.2) affect any LOS drawn into or through vides an LOS over +5 level terrain (e.g., ting Range. Units marked as Fired may be
their hex, including a LOS that runs exactly Walls; Hedges; Crops). Level +5 Blocking spotted to an unlimited range if within LOS.
along one of its hexsides. and Obscuring terrain NEVER create blind A target marked with a BOT marker may
6.2.4 Adding Heights—Some hexes contain hexes to units at a higher level (Exception: also be spotted to an unlimited range by
a combination of land and terrain forms, 8+ shifts/HPT DRM along a Continuous the firing unit that placed the BOT marker.
such as Buildings, Hillocks, and Woods. The Slope). They only block LOS along the SAME Spotting Ranges are never automatically
height of any terrain form is added to the level. reciprocal.
hex’s terrain level. Height is always mea- 6.2.63 Tracing LOS—Blind hexes are cre- 6.3.31 Aircraft Limits—An LOS (and the
sured in levels. ated along the LOS, starting in the hex di- ability to spot) always exists to and from
Example: A building that is +10 levels high, rectly behind the terrain form, and continu- aircraft noting the Line-of-Sight exceptions
sitting on a Level 0 hex, produces an overall ing toward the lower unit UNLESS the Blind listed in the rules for Aircraft Attacks.
obstacle to LOS drawn through its hex of +10 Hex is created by a HILL contour of the 6.3.4 Using the Spotting Ranges Table
levels if a LOS thread hits the building art. ‘same hill’, which reduces blind hexes by 1) Match the condition in the left column:
Otherwise, the terrain is only Level 0 for LOS one (see 8.13.21). Optimal; Average; Hazy;
purposes. 6.2.64 Obstructed LOS Due to Obscuring Night|Khamsin|Fog—with that listed in that
6.2.5 Unit Location—Treat a unit in a hex Terrain —If HPT DRM/LEFT shifts are scenario’s SSR. Use Optimal for any sce-
containing more than one NON BUILDING EIGHT or greater (including the firing and nario that does not list Spotting conditions
level as at the level of the center dot in the target hex for smoke/Dust but Obscuring by SSR; all fire at buildings as targets, us-
hex. Units in BUILDINGS may be at the terrain BETWEEN only), no unit may fire ing smoke and ALL Indirect Fire uses the
‘ground level’ (same level as the hex the into the hex, including placing (flipping CFF B|SM|I column (as does any unit spotting
building sits ON), or in higher levels, de- to) an FFE. for Indirect Fire/mortars);
pending on the existence of additional lev- 6.2.7 Vehicles and Wrecks 2) Find the Status column—use the ‘SUP |
els (or ‘stories’ a.k.a. ‘floors’) in a building. 6.2.71 Treat AFVs and APCs (ONLY) and FOW’ row for firing units that are Sup-
6.2.6 Higher Level Obstacle Along LOS— NON BURNING WRECKS in the same man- pressed or for VEHICLE and H E AVY
In situations where the firing unit and its ner for LOS and for the purpose of entering WEAPON (ONLY; NOT L OR M) TARGET
target are on the SAME level, any BLOCK- a hex containing a wreck/vehicle. These rise units that are Fog of War side up;
ING terrain at least +5 levels higher along +5 levels in height and affect any same-level 3) Check the cover state of the Target Unit
the LOS blocks it. LOS (or LOS along a continuous downward using only Moved status and Terrain related
6.2.61 Blind Hexes—Blocking terrain (e.g., or upward slope) traced into or through their cover states: Moved|Running|Assault; Sta-
Woods) and land forms (e.g., Hills) higher hex (including directly along their hexside), tionary (includes Crawling units); Good;
than the target location and along an LOS whether they have moved or not. They af- Improved; and Full. If more than one state
may create ‘blind hexes’, one or more hexes fect LOS by adding a +1/1L per vehicle/ of a target applies, use the highest (easiest
directly beyond the obstacle. They lie in the wreck through which an LOS passes OR to spot) Spotting Range available. A unit is
‘shadow’ of a terrain form (e.g., building; enters. Wreck/vehicle cover is not cumula- only considered Moved if marked with a
woods). LOS to a unit in a blind hex is tive with terrain in a hex. Vehicles and Moved marker;
blocked. Only terrain and/or land forms (or wrecks never create blind hexes (see 6.4.5) 4) Find the column under that cover state
a combination of them) that rise +10 levels and do not incur additional entry costs un- for the target’s unit type;
or higher than the target unit (compared to less Overstacking occurs. Burning wrecks 5) Cross-reference to find the maximum
the height of the firing unit) create blind produce smoke and cost 1 + (2 x CoT) to Spotting Range for that unit. No unit may
hexes. Level +5 terrain (e.g., Rubble; Wall; enter. be spotted beyond the listed range;
Hedge) and land forms NEVER create blind 6.3 SPOTTING Example: A Stationary squad in the open
hexes. 6.3.1 Spotting determines whether a unit being spotted by a Suppressed tank in Hazy
6.2.62 LOS Blind Hex Creation Table— can actually ‘see’ another unit in its Line of conditions would have to be 4 or fewer hexes
Consult the LOS Blind Hex Creation Table Sight. Use Spotting for all scenarios in Ad- away from the tank to be Spotted. If the
to determine the number of Blind Hexes vanced Tobruk and its expansion modules squad had fired (and thus was marked with
created. The axis on the left, labeled set in desert terrain. While Spotting Condi- an ‘F’ marker), the Spotting Range is unlim-
‘HEIGHT DIFF’ represents the elevation dif- tions are provided in non-desert ATS sce- ited.
ference between the higher unit and the narios, this rule is Optional for all non- 6.3.41 Exceptions— Apply the following:
intervening blocking terrain. This difference desert scenarios unless Night or Fog Spot- Unlimited Spotting Range to any target units
must be at least +10 in levels in order for a ting Conditions are used. When not using marked as Fired or marked with a BOT
line of sight to exist over intervening terrain this rule, the ability to fire is determined by marker (except for smoke). Treat an
or land forms that are +10 levels in height the ability to ‘see’ a target unit, based only OVERSTACKED location as if all units are

8
moving. Add any applicable Height Advan- a smoke counter is placed face-up in the dust storms, or ‘Khamsin’, that occasion-
tage the firing unit has over the target unit(s). target hex displaying its ‘1’ side. Smoke fired ally take place.
When firing at buildings as targets instead from on-map units lasts for ONE turn. When 6.5.2 Dust
of the units inside, firing Smoke, or using fired by these, place a smoke counter in 6.5.21 Vehicles moving across the dry and
Indirect Fire, use the “B-SM-I’ column for the target hex with the ‘2,’ side up. dusty battlefields of North Africa and the
the current Spotting Conditions indicated 6.4.62 Removal—During the End of Turn Russian Steppe raised plumes of dust be-
(see 6.3.5). Segment, remove all smoke counters dis- hind them that caused severe visibility prob-
6.3.5 Height Advantage—A unit at a higher playing a ‘2’ from the map. All smoke lems. Dust is only used in a scenario when
level than Level ‘0’ adds any level differ - counters on the map displaying their ‘1’ side provided by SSR.
ence between the spotter and target to its are flipped to display the ‘2’ on the reverse 6.5.22 Vehicles create Dust ONLY when
Spotting Range unless the Spotting Condi- side. using cross-country movement to enter
tions are NIGHT/KHAMSIN/FOG. A unit 6.4.7 Smoke Grenades Open Ground and Scrub hexes. Place a
that adds to its Spotting Range with height 6.4.71 Usage—Any SQUAD (including re- Moved arrow behind the vehicle in the hex
advantage may also be spotted at the in- duced) may place ONE Smoke Grenade in it just exited to represent Dust and ‘follow’
creased range. Also note that for spotting its own or an adjacent hex during a move- the vehicle with the marker, always keep-
purposes levels are relative. ment impulse at the cost of ONE additional ing it directly behind.
Example, a unit in a +20 hex has a +10 height Movement Point (or while in the act of crawl- 6.5.23 Road and Track—Vehicles moving
advantage over a unit on a +10 hex. ing). When placement is announced before along a road do not raise dust. Dust IS
6.4 SMOKE a unit moves from its current hex/location, raised in track hexes.
Smoke is produced by burning wrecks, ter- it is still considered an Opportunity Fire trig- 6.5.24 Removal —Dust markers are re-
rain, smoke shells fired indirectly by on- ger. The smoke counter may be placed be- moved during the End of Turn Segment
map guns and mortars or off-map artillery, fore a unit moves or while in the act of mov- unless a vehicle Continued Movement be-
and from Smoke Grenades. ing and Opportunity Fire takes place AF- tween turns.
6.4.1 Spotting—When firing smoke use the TER the unit places a smoke grenade once 6.5.25 Dust obscures LOS in the same
‘B-SM-I’ column on the Spotting Range Table the owning player announces a MP expen- manner as Smoke.
to find the maximum range. Ignore the cover diture for this purpose. 6.5.26 FFE/Aircraft Bombs Hindrance and
state of the target unit(s) in this case. 6.4.72 Availability— American and Brit- Dust—All hexes of an FFE are treated as
6.4.2 Target hexes—Smoke shells, unlike ish (and Engineers) OOBs receive ONE +1/1L Obscuring terrain. If Dust is speci-
HE Indirect Fire, may be fired into hexes Smoke grenade per 3 Stacking Point unit in fied by SSR, Dust is created in every hex
occupied by friendly units. Smoke may also their OOB (including reinforcements). Ger - affected by an FFE AND/OR aircraft bomb.
be fired into empty hexes. man, French, and Italian OOBs receive one Place a Smoke counter in such hexes with
6.4.3 On-map units —Fire Smoke shells grenade for every TWO 3 SP units. Other its ‘2’ side facing up. The dust created by
indirectly during the Indirect Fire Segment OOBs receive Smoke grenades only by SSR. an FFE is ignored for the purposes of main-
using the HPT in exactly the same manner Smoke grenades do not have to be assigned taining an LOS to the already-placed FFE
as HE rounds, except they are fired at hexes to specific units, they may be used freely. that created the dust.
instead of individual target units and receive 6.4.73 Placement —Smoke grenades are 6.5.3 Sun Glare
a -2 HPT DRM. LOS may be traced to the placed in the ground level of the target hex. 6.5.31 The difficulty of looking east, i.e.,
highest terrain height of a hex and still al- 6.4.8 White Phosphorus (WP) Smoke into the rising sun during the morning, or
low smoke to be fired into it, noting any Shells and Grenades west, into the setting sun, is represented
smoke ‘hits’ are considered to land at the 6.4.81 Scenario SSR may provide a certain by a fire modifier to re-create this effect.
ground level of the hex. A miss does not number of ‘White Phosphorus’ grenades Sun Glare is only used in a scenario by SSR.
place a smoke counter. A BOT is not placed and/or WP Smoke ammunition. WP ammu- 6.5.32 When sun glare is in effect, any Line-
when firing smoke ammunition, but any nition is ONLY available for weapons speci- of-Sight that leaves the firing unit’s hex
existing BOT DRM is used for the firing unit fied on the GUN & MORTAR AMMO TABLE through the two (or three, depending on the
attempting to land a smoke round in a hex. (GM) for each nationality. WP grenades may map orientation for that scenario) hexsides
On-map units may fire smoke into ONE hex be used ONLY by SSR. WP Grenades func- facing directly east or west receives a +2/
per phase, but may use their full ROF at- tion in the same manner as normal Smoke 2L for fire using the Casualty Table only.
tempting to place one or more smoke Grenades with the following exceptions. Whether sun glare is created by LOS facing
counter(s) in one hex. 6.4.82 Check Morale—Any unit in a hex east or west will be stated by SSR. A +2
6.4.4 Off-map Ammunition—All Off-Board location where White Phosphorus smoke is HPT DRM applies for all fire no matter the
Artillery (OBA) batteries may fire smoke placed in must immediately perform a mo- range.
ammunition unless restricted from doing so rale check. 6.5.33 Sun glare creates no effect on OBA
by SSR. Each off-map battery may place 6.4.83 Flame —When White Phosphorous FFE or aircraft fire.
smoke into as many hexes as its FFE would smoke is placed, make a separate die roll 6.5.4 Heat Shimmer or Haze
affect (e.g., a Concentration may place smoke in any terrain eligible for the placement of a 6.5.41 Heat shimmer is a form of aerosol
in its FFE hex and six adjacent hexes; Bar- Flame marker. On a die roll of ‘1’, place a that hinders LOS dependent on range. Heat
rages may place smoke in every FFE hex of Flame marker in the ground level of the hex. shimmer is only used in a scenario by SSR
a Barrage). 6.4.9 AFV and Armed APC Smoke Candles and may also be used to depict haze or fall-
6.4.5 Smoke Effects— Smoke and Dust rise 6.4.91 AFVs and APCs carry smoke candles ing rain effects.
to Level +30 above the ground level of their for self-defense. 6.5.42 When Heat Shimmer is in effect ap-
hex (or the highest level a building rises to 6.4.92 AFVs and APCs may place one smoke ply a +1/1L for each FRACTION of ten hexes
above ground level when burning). Smoke counter in its hex upon the expenditure of (fractions rounded UP) in range between fir-
markers (including smoke created by Burn- a Movement Point, even if F-KILLed. Smoke ing unit and target.
ing wreck and Flame counters) create a +4/ Candles may only be used once during a Example, an LOS of 12 hexes would receive
4L modifier. Each smoke-producing counter scenario (they are considered to be auto- a +2/2L for fire not using the HPT. At a range
along an LOS is counted, including the fir- matically replenished between campaign of 21, a +3/3L applies; and so on.
ing and target hex. Smoke and dust effects game scenarios). Place a smoke counter with 6.5.5 Khamsins
are added to any terrain found in their hex its ‘2’ side up in the vehicle’s hex. 6.5.51 Khamsins (desert dust storms) could,
as an additional HPT DRM. 6.5 WEATHER AND AEROSOLS and did, sweep across battlefields with blind-
6.4.51 Entry—Note any amount of smoke 6.5.1 Overview ing suddenness. Khamsins are only used
adds ‘1’ to the normal cost of terrain for Aerosols are airborne factors such as haze, in a scenario by SSR. When in use, the SSR
units entering it. dust and heat shimmer that affect the abil- will specify when and what die roll is needed
6.4.6 Smoke Duration ity of men to observe on the battlefield. These for their implementation. A Khamsin has the
6.4.61 Smoke fired from off-map batteries are used in addition to the use of the Spot- effect of reducing Spotting Conditions to
lasts for TWO turns. When fired by these, ting Table to depict weather such as intense ‘Khamsin’ for the remainder of the scenario.

9
6.6 LIMITED INTELLIGENCE Spotting Range and LOS—or just LOS if not 6.8.52 Random Placement—Players may
6.6.1 The following rules reflect the lack of using Spotting—of an enemy unit. Use any also wish to place weapons for the ‘enemy’
accurate detailed information a field com- extra 5/8” counter to provide a dummy crew in a cup and place them randomly during
mander would have concerning enemy units for Heavy weapons if they are placed on set up with the FOW side up in order to
and defensive positions. map with their FOW side up. If a dummy conceal their identity. A dummy or two can
6.6.2 Full/Under—The opposing player may counter is forced to flip to its non-FOW side be added when using this approach to add
never examine Personnel units UNDER an (see 6.8.3) it is removed from play (along flavor during solitaire gaming.
emplacement (or marked with an FC marker) with any dummy crew). 6.9 NIGHT RULES
unless it moves out of a Full cover position 6.8 OPTIONAL HIDDEN SET UP 6.9.1 Spotting—Spotting at night is slightly
or an opposing unit enters their hex loca- Hidden set up is OPTIONAL with the ex- different. Fired units are still spotted at any
tion. ception of units allowed to set up hidden by range.
6.6.3 The opposing player may also not look SSR. See 6.8.5 for solitaire play when SSRs 6.9.2 Firing—Apply the +2/2L FOW DRM
at: specify units as setting up hidden. See the to all Night fire unless the target is in/adja-
a) Any units under the top unit in a stack ‘Hide’ column of Table TC for terrain that cent to a Flare hex.
unless those units are within Spotting Range allows units within to set up hidden. 6.9.3 Morale Support Range—The Morale
AND LOS and move or fire; 6.8.1 Heavy Weapons and FOs— Heavy Support Range is 0—only units in the same
b) The other side of any counters currently weapons and their manning crews and FOs location affect morale.
showing their FOW side UP. may set up hidden. Other units may only 6.9.4 Platoons and Fire Groups—Only same
6.7 FOG OF WAR set up hidden if allowed to do so by SSR. hex firegroups are allowed. Personnel Pla-
6.7.1 Vehicles and weapons have a yellow Hidden set up may only be used in terrain toon movement is only allowed for units start-
blank or generic tank or gun icon known as that allows such set up. Hidden units are ing in the same hex (although they are al-
their ‘Fog of War’ (FOW) side that conceals not set up on the map, (nor are the man- lowed to move into separate hexes once they
their identity. Players may set up all such ning crews/Personnel carrying hidden begin moving). Multiple locations within a
units with their FOW side up. Units that weapons [and any leaders in the same stack hex are permitted for both platoons and
enter from off-map also enter with their FOW at the owning player’s option] OR any em- firegroups. Vehicle convoys and platoons
side up. placements the hidden unit(s) is set up in). operate normally.
6.7.2 Removal–A unit flips from its FOW 6.8.11 Terrain—ONLY non-hexside terrain 6.9.5 Flares—Flares may be used during
side when it FIRES or MOVES within the that provides at least a 1L shift for any LOS all scenarios with NIGHT Spotting Condi-
LOS (and Spotting Range if in use) of a non- traced into or through it, such as Brush, tions (whether Spotting is in use or not).
Suppressed/Broken/Surrendered enemy may be used for Hidden set up. Exception: During the Indirect Fire Segment, an un-
unit. A unit does not lose FOW simply for Units that set up with a Bocage hexside broken unit with Flares may place an ‘F’
being within Spotting Range. Enemy aircraft between them and ALL enemy units may (Fired) marker in the ground level location
never benefit from their FOW side; this side set up Hidden. of any hex within its LOS AND within
is simply provided if players wish to ran- 6.8.2 Set Up THREE hexes. On board mortars may place
domly choose among different aircraft Make a side note of hidden units, including a Flare marker anywhere within its mini-
counters during solitaire play. covered arc for any crew-served weapons mum and maximum range limits. After ANY
6.7.21 Vehicle and H Weapon FOW DRM— and vehicles (include turret-covered arc if eligible unit places a Flare marker, roll on
Any VEHICLE or HEAVY weapon (including it differs from the vehicle-covered arc) and the Accuracy Diagram (IA) (applying a -20
the crew of such a weapon) with its FOW any other unique parameters (e.g., FO in- Accuracy DRM for flares placed by Person-
side up receives a +2 HPT DRM. There is side a particular vehicle). nel units ONLY). Place an ‘F’ marker in the
NO Casualty Table column shift for such 6.8.3 Revealing Hidden and Dummy H resulting hex. Flares are removed during
targets (e.g., when firing to attempt to Sup- weapons and Vehicles the End of Turn Segment of the turn they
press a vehicle [presumably an AFV] show- Place Hidden units on map and remove were placed.
ing its FOW side up). dummy weapons and vehicles for the fol- 6.9.6 Flare Allotment —Unless another
6.7.22 Night, Khamsin and Fog FOW Shift/ lowing reasons: quantity is provided by SSR, ONE Flare is
DRM—When Night|Khamsin|Fog Spotting a) Conducting any fire or movement action, provided for every LEADER, BAR Gunner,
Conditions are in effect, ALL units receive including changing vehicle or turret covered and Commissar in the OOB for each side.
a +2/2L FOW modifier for ALL attacks (Ex- arc if the hidden unit’s location is otherwise They may be used by ALL friendly Person-
ception: Units in/adjacent to Flare hexes within LOS and Spotting Range (if the latter nel units (i.e., they are not restricted to lead-
during Night Spotting Conditions). is in use); ers; count leaders among any reinforce-
6.7.3 Flip to FOW—During the End of Turn b) An enemy unit attempts to enter their ments; all flares are immediately available).
Segment, face-up units may be flipped back location; 6.9.7 Flare Effects—Ignore the night FOW
to their FOW side if the unit is (all three): c) A ‘C1’ or better result is obtained on the +2 DRM for all units in or adjacent to a
a) In any terrain that provides at least one Casualty Table against an ‘empty’ hex in any Flare hex. All units in/adjacent to a Flare
column shift LEFT for LOS traced into or manner. When firing at an EMPTY hex loca- hex may be Spotted as if they fired.
through it AND; tion treat it as if a FOW unit is therein (i.e., 6.9.71 OBA Illumination Rounds—If ‘Illu-
b) Not Surrendered or Broken; AND; apply +2 HPT DRM to any fire) AND HALVE mination Rounds’ ammunition is made avail-
c) Out of LOS or Spotting Range of all non- the GF (or FRAG Factors from any HPT hit). able to an off-board battery by SSR all seven
Suppressed/Broken/Surrendered enemy When firing directly on the Casualty Table hexes normally attacked by an FFE and ALL
units. all GF are halved. adjacent hexes are affected as per 6.9.7 ( a
6.7.4 Light and Medium weapons—Light 6.8.4 Revealing Hidden Emplacements total of 19 hexes). All other OBA rules are
and Medium weapon counters are flipped Emplacements containing hidden units are applied normally for illumination rounds.
to their FOW side only if their carrying Per- not placed on map until the units under or
sonnel units meet the above conditions. The on them are revealed. An emplacement may
7.0 GENERAL TERRAIN RULES
ONLY purpose of FOW side L and M weap- set up hidden if only units eligible to be
7.1 Terrain Chart-This play aid provides
ons is to conceal from the opponent the hidden are set up stacked on or under it
the following data about each terrain type:
exact weapon carried/set up. (ON only applies for emplacements that pro-
Terrain—The name of the terrain type.
6.7.5 Dummies—Some scenarios provide vide cover of +1/1L or better for units on
Type-A terrain type may be Clear, Obscur -
dummy Heavy weapon and vehicle counters top).
ing or Blocking. Terrain may affect LOS when
that set up or enter from off-map. Vehicle 6.8.5 Suggestions for Solitaire Play
touching the terrain art, known as PAR TIAL
dummies ONLY may be moved as if they 6.8.51 For solitaire play, place all units on
and considered the default type, or it may
are any vehicle–there is no limitation on their map but do not allow enemy units to fire
affect the ENTIRE hex at ground level, in-
Movement Points. A moving dummy vehicle upon friendly units that would be Hidden
cluding hexsides, noted on the Terrain Chart
will be removed the moment it enters the until they fire or move.
with a superscript ‘e’ to the ‘B’ or ‘O’ label.

10
a) Clear (C)—No effect on LOS; by exploding HE rounds (see 12.5.654). ered a ‘Continuous Slope’ and is treated in
b) Obscuring (O)—LOS can go through but H-D —Indicates if the terrain or terrain the same manner as an LOS along the SAME
fire will be less effective. Apply a +1/1L hexside allows for automatic Hull Defilade level for the purposes of applying Blocking
shift for every hex with obscuring terrain or a die roll may provide H-D status. and Obscuring terrain (including blind hexes
art touched along an LOS (noting the LOS Hide—Indicates terrain where a unit may created by Blocking terrain).
must actually TOUCH the terrain art in some set up Hidden. Units may set up Hidden in 7.3 Linear Depressions (LD)—Some terrain
cases, each noted in the rules for that ter- SCRUB and any terrain providing at least a types represent narrow valleys, and are
rain type and on the Terrain Chart as ‘e’ for 1L shift INTO them and/or obscuring for termed ‘Linear Depressions ’ (e.g., Ravine;
Obscuring terrain that affects the entire hex fire THROUGH them. Wadi; Sunken Road) for game purposes.
at ground level [or higher in the case of Notes—Some brief notes to remind players Units in LD hexes may be in one of two
Smoke]); of rules that apply to the terrain. positions:
c) Blocking (B)—The terrain blocks LOS com- 7.2 In Hex and Hexside terrain—Terrain a) UP (at Ground level, indicated by placing
pletely if touched; all Blocking terrain is located in a hex is referred to as ‘In-hex’ the unit on a LOS +10 marker with the ar-
considered ‘partial’ (i.e., the LOS must touch terrain. Some terrain is ‘Hexside’ terrain, row pointing toward two hexsides NOT
the terrain art) with the exception of and appears along hexsides. Even if that crossed by LD or CLIFF art [if possible; oth-
RUBBLE, noted with an ‘e’ superscript on hexside terrain blocks LOS, same-level LOS erwise at least ONE must be available or
the chart); can still be traced to the hex bordered by there is no UP position]); and;
d) Special (S)—Some unique terrain rules that hexside terrain, but not beyond it (Ex- b) DOWN (inside the Depression, consid-
apply to this kind of terrain. ception: Level +10 hexside terrain creates ered at -10 levels lower than the ground
Height—The ‘obstacle’ height of the terrain, an in-hex blind hex for LOS from a higher level of the hex).
expressed in LEVELS. unit). If the LOS runs exactly along a hexside When a unit enters an LD hex it is consid-
Cover—Indicates the cover provided by the containing hexside terrain, it can still be ered to be in the DOWN position (i.e., an
terrain, whether it is none, Good, Improved, traced to the hex just behind that hexside UP position in an LD hex may ONLY be
Masonry and Full. Multiple cover states may terrain, and units behind it receive the ap- entered from that hex’s DOWN position; a
apply in some terrain as per the rules for plicable cover for the hexside terrain (Ex- unit may EXIT an UP position as per 7.3.42).
each. ception: Level +10 hexside terrain, e.g., High Both positions count as ONE hex location
Entry cost—These four columns list the Walls). for stacking and entry but are targeted as
entry cost for each type of unit (Personnel; 7.21 Level +10 Hexside Blind Hex—If the separate locations for non-OBA attacks.
Fully Tracked; Half-Tracked; or Wheeled). Hexside terrain is at least Level +10 high 7.3.1 Entry—It costs 2 MP to enter a Lin-
An entry cost of ‘1+CoT’ means that the unit (e.g., High Wall; Bocage), consider the hex ear Depression hex, even if moving along a
must pay 1 MP AND add the entry cost of sharing the hexside terrain that shares the continuous LD, noting the following excep-
the terrain in the hex. An entry of ‘2 x CoT’ +10 hexside and on the ‘other side’ of an tions:
means DOUBLE the Cost of Terrain. A dia- LOS to be a Blind hex from HIGHER LEV- i) When entering the END of a Wadi (see
mond indicates the need to check for Im- ELS if the target unit(s) in the hex are sta- 8.29.41-2);
mobilization when entering the terrain or tionary and have not fired. Blind hexes are ii) Moving along a road in an LD;
crossing the hexside. Sometimes, there are created beyond a +10 hexside normally (us- iii) If there is any other terrain depicted in
two entry costs, such as 1+CoT|Road, ing the hex sharing the +10 hexside as the the LD hex (e.g., Woods; Brush), in which
meaning the unit must pay 1 MP plus the ‘first’ blind hex). LOS is blocked directly case entry costs 2 MP + CoT.
cost of the other terrain in the hex if it ALONG a Level +10 hexside. 7.3.2 Exit to a Non LD Hex—Exiting from
doesn’t follow a road. In this case the term 7.22 Cover Denied—There is no cover (i.e., an LD costs 1 + CoT.
‘Road’ may also apply to a Track, Path, or column shifts on the Casualty Table pro- 7.3.3 Immobilization Check— Entering
Railroad for Sunken Roads and Embank- vided by hexside terrain against OBA or air- AND exiting an LD hex requires a roll on
ments that contain these terrain types. craft attacks that do NOT include the hexside the Immobilization Table for Wheeled vehicles
Im—Indicates if a roll on the Immobilization terrain along their flight path. Nor is cover unless moving along a road (or railroad/path)
Table is required Before (B) or After (A) en- provided by hexside terrain against Direct with the following exceptions. Sunken Road
tering the hex or crossing the hexside. Any Fire from an adjacent unit at least +20 lev- terrain calls for a roll for ALL vehicle types
resulting M-KILL leaves the vehicle in ex- els higher than the height of the hex shar- unless using a road. Wadi end hexes do not
actly the SAME facing it was in at the time ing the hexside terrain. HPT DRM apply for require a roll for ANY vehicle type. If exiting
it entered AND requires a roll on the Bail on-board Indirect Fire if the LOS crosses one LD hex to enter another a roll is ONLY
Out Table (Table E). Note: M-KILLed vehicles hexside terrain made in the hex ENTERED (i.e., two rolls
are NOT considered ‘moving’ for the pur - Example: A ‘0’ level unit behind a Hedge are not made if moving along a continuous
poses of HPT DRM (i.e., do NOT apply a +2 hexside gets no cover from the Hedge against LD) unless exiting one Level -10 location to
DRM). a unit at Level +20 in a building in the adja- enter another -10 location between two NON-
Cu—Indicates this terrain creates ‘Cushion’ cent hex. continuous LD hexes. All other vehicles may
effects, representing the absorption of HE 7.23 Entire Hex and Partial Terrain—Most enter and exit without rolling on the table.
explosions. Any Personnel unit in Cushion terrain of the Blocking AND Obscuring type 7.3.4 UP Cover—Units in UP positions re-
terrain has its Cover shifted 1L for all Di- is considered to be ‘partial’. When tracing ceive Good cover (including for H Weapons
rect or Indirect HE Fire. This Cover modi- LOS, the ‘thread’ must actually TOUCH the [or H-D status] for Wadis, since these allow
fier applies ONLY on the Casualty Table, terrain art to be affected. Hexside terrain is vehicles and H Weapons to be in UP posi-
even if the fire used the HPT. Cushion does ALWAYS partial. Some Obscuring (e.g., Or - tion) for DIRECT Fire across the two
not provide a 1L against Personnel units in chard hexes containing four or more or - hexsides pointed to by the Level +10 marker
Full Cover in APCs (marked with ‘F’ on their chard symbols) and ONE Blocking terrain (Exception: No cover benefit [or H-D] is pro-
counter), Bunkers or Blockhouses (Build- type (rubble) are considered to affect LOS vided if the LOS also crosses Depression
ings also negate cushion effects for units in the ground level of the ENTIRE hex; they art). Unless eligible for GOOD cover against
within). affect LOS tracing through and alongside DIRECT fire by being UP, no cover benefits
Flam-Indicates if the terrain is flammable. any part of the hex containing the terrain. are created by Linear Depressions unless
It can burn for two reasons: By SSR or by a Flame and Smoke (including when created there is other terrain (e.g., Woods) also in
FT|HE attack (including White Phosphorus, by Burning Wrecks and Smoke Grenades) the hex (i.e., UP units derive NO cover ben-
see 6.4.83). Such an attack must obtain a is ALWAYS considered to affect the entire efits against indirect fire, OBA, etc.
C6+ on the Casualty Table to create a Flame hex (up to the maximum height of Smoke). 7.3.41 Entering/Exiting UP/DOWN Posi-
in an applicable terrain hex (see Table FR). 7.24 Continuous Slope—An LOS that rises tions—A Personnel unit may enter an UP
AirB-Indicates the terrain creates Airbursts. or falls in even increments of +10 or +5 position via crawling, Infiltration or at the
Certain terrain represented additional dan- levels PER HEX along an LOS in continu- cost of 4 MP via movement impulse. It costs
ger due to fragments being thrown about ous downward or upward slope is consid- ONE MP to enter a Down position from an

11
UP position of the same hex. See 8.29.41-2 which two adjacent hexes the X and Y hexes Bocage hexside to ALL enemy units after
for vehicles and H Weapons in Wadi LD. should cover. both sides have set up (remove any FC
7.3.42 Exiting an UP Position—A unit in 7.6 Floorpan Armor Hits—An AFV cross- markers if an LOS can be traced).
an UP position may ONLY enter the DOWN ing some hexsides (e.g. Walls) or exiting 8.1.4 Movement —It costs 2 MP for Per -
location of its hex OR move across either of certain emplacements (e.g., Sangars) is sub- sonnel units to cross a Bocage hexside (in
the two GOOD cover hexsides. Moving from ject to a Floorpan Armor Hit for Direct Fire addition to the CoT of the hex entered), and
an UP position across a GOOD cover hexside when in the act of crossing/exiting. 4 MP + CoT for Fully Tracked vehicles. Ve-
costs 1 + CoT and is otherwise treated as 7.6.1 Floorpan Hits—If an AFV receives a hicles must check for Immobilization BE-
normal movement. Lower Hull (LH) hit when fired on by Op- FORE crossing the Bocage hexside unless
7.3.5 LOS and Hidden Set Up—A Linear portunity Fire as it crosses a hexside creat- using a gate. Other vehicles may not cross.
Depression doesn’t block or obscure LOS ing the possibility of a Floorpan hit, roll a If a tracked vehicle successfully crosses, a
through its hex. An LOS exists to units in a subsequent die. If this roll is 1-5, treat the Lane marker (same as minefield lane) is
DOWN location ONLY in the following cases: Armor Factor for that hit as ‘1’ (i.e., ignore placed across the hexside. All vehicles that
a) An adjacent, continuous LD hex; the AF provided on the vehicle’s AFV Card). enter later may cross THAT hexside with-
b) An adjacent unit in a NON LD hex; 7.7 Hull-Defilade (H-D)—Some terrain may out Immobilization checks ONLY if using As-
c) Along a continuous LD if the LOS does AUTOMATICALLY (i.e., as compared to H- sault movement.
NOT leave the LD art, including from a higher D provided via a die roll) provide vehicles a 8.1.41 Floorpan Hits—Floorpan hits may
level hex adjacent to the LD. ‘Hull-Defilade’ advantage. In other terrain, occur when AFV crosses a Bocage hexside
If otherwise allowed, a unit may set up hid- vehicles need to roll equal to or lower than (even if across a Lane but not when moving
den in the DOWN location of an LD if out of a given number to obtain H-D status. Place through a gate).
the LOS of all enemy units. a Hull-Defilade marker to indicate this sta- 8.2 BRUSH
7.4 Multiple Terrain Effects—All terrain tus unless the vehicle is in terrain that al- 8.2.1 Description—Brush is
that provides a cover benefit for units oc- ways provides H-D (e.g., behind a Wall), in depicted as small, irregular
cupying a hex (or behind hexside terrain) which case marker placement is unneces- green foliage pieces.
may provide a shift/HPT DRM. In the case sary. If the roll fails to gain H-D, a vehicle 8.2.2 LOS—Brush is Level +5
of multiple IN HEX shifts/HPT DRM, the must exit the hex and re-enter before it may Obscuring terrain that affects
targeted player may choose which to apply. roll to attempt H-D again. HPT fire against the entire hex at ground level.
Unless moving along a road/railroad/path/ turreted vehicles in Hull-Defilade must roll 8.2.3 Cover—Brush provides no cover for
track entry of a location containing more a turret hit (a die roll of 1-3 on the Hit Loca- units within but allows Hidden set up.
than one type of terrain requires the expen- tion Table) in order to hit the vehicle. Non- 8.2.4 Movement—It costs 2 MP for all types
diture of MP for ALL accessible terrain. Only turreted vehicles must roll an UH on the of units to enter a Brush hex.
one +1/1L DRM applies for any OBSCUR- table to be hit. Any other aspect rolled is 8.3 BUILDINGS
ING terrain hex (Exception: Smoke; see considered a ‘miss’, even if the HPN was 8.3.1 Description—Buildings
7.4.1). successfully rolled for on the HPT. are found on maps and over -
Example: If a hex has a hexside terrain and 7.71 Turreted Truck Type and APC—Tur - lays, the latter bearing a ‘V’
in-hex terrain, a Building behind a wall reted APCs and Trucks may also use H-D (for ‘village’) in their ID. Build-
hexside, the targeted player must choose ei- positions. When in Hull Defilade, a roll IS ings are either depicted as
ther the hexside or the in-hex terrain when made on the Hit Location Table. Non-TUR- brown or gray structures, and
fired on. If entering a building + woods hex RET hits are ignored when using DIRECT it is this coloring that determines the kind
along a non-road hexside a Personnel unit fire. of COVER the building (or its Rubble) pro-
must expend 4 MP. If fired on in a building + 7.72 H-D Sponson Vehicles—When in H-D vides. Treat all buildings on overlays as Ma-
woods hex, the targeted player may apply positions, Sponson vehicles are hit on tur- sonry unless stated otherwise by SSR.
cover benefits (and detriments, e.g., Airbursts ret AND UH hits on the Hit Location Table. 8.3.11 Building Colors and Cover—Brown
for woods) of one of the two terrain-types, at 7.73 Terrain DRM—When in Hull Defilade, buildings (and their Rubble) are considered
his choice. HPT DRM for terrain (including hexside ter- somewhat less substantial and provide IM-
7.4.1 Along LOS—Any terrain along an LOS rain) are applied normally. PROVED cover (i.e., 2L or +2 HPT DRM).
that is NOT a hexside of the firing or target They are referred to as ‘Wooden’ buildings.
hex affects LOS normally. For each HEX 8.0 TERRAIN TYPES Gray buildings (and their Rubble) are con-
containing at least one occurrence of Ob- 8.1 BOCAGE sidered more substantial, and provide MA-
scuring terrain BETWEEN firing and target 8.1.1 Description —Bocage SONRY cover (i.e., 3L or +3 HPT DRM).
unit add a cumulative +1/1L. The excep- terrain is depicted by an ir - 8.3.12 Levels—A Building always contains
tion to this is Smoke: If an LOS enters/ regular brown hexside ‘bank’ a ground level and may have higher ‘floors’
passes through/exits (i.e., the firing unit’s with green foliage on top. representing additional locations that rise
hex contains smoke) an OBSCURING hex 8.1.2 LOS —Bocage is Level +10 or more levels above the ground level
(or hexside) containing Smoke, apply ONLY +10 Blocking HEXSIDE terrain. of the hex. A wide variety of other types of
the Smoke modifier; if the target occupies a 8.1.3 Cover—Bocage provides IMPROVED Buildings are depicted on historical maps
hex containing a terrain providing a cover cover to any LOS crossing its hexside. LOS and overlays, ranging from small cottages,
modifier AND a Smoke, apply both. traced directly down a Bocage hexside be- to churches, large factories and urban ca-
Example: A unit fires on the HPT along an tween same-level units is BLOCKED (or thedrals. Buildings vary by height and other
LOS that has a Brush hex with a Smoke Blind hexes are created for LOS from higher features noted below. STAIRWELLS exist
marker in it applies a +4/4L. levels). Ignore ALL column shifts RIGHT for in all multi-hex Buildings (and all building
7.5 Overlays—Overlays are added to some Personnel units using Assault or Running hexes containing a larger than normal cen-
maps to change the terrain used in a sce- movement for fire that crosses a Bocage ter -dot, or in some cases center square [e.g.,
nario. They provide landforms—Hillocks, hexside. Bocage hexsides create Hull-Defi- Stalingrad map]).
and depressions—Deirs and Wadis, as well lade for all vehicles (i.e., roll for Hit Loca- 8.3.12.1 HOUSE—A House is a Single hex
as Rock-Strewn terrain, villages, desert tion for all if using the HPT). See 7.2 for the Building that has a small white center dot.
tracks, etc. Trim individual overlays from ability of higher level ADJACENT units to It is Level +10 Blocking terrain and only
the sheets they are provided on—being sure negate cover. Units may set up Hidden (if contains a ground level. Note: If specified
to cut right along the ‘colored’ edge—leav- otherwise allowed or by SSR) if behind a as a flat-roofed building it has an inherent
ing no white space around the edge of each Bocage hexside to ALL enemy units after Stairwell that leads to its ROOF level.
overlay. Overlays don’t have any hex num- both sides have set up (reveal any units if 8.3.12.11 Flimsy Huts—In Pacific Theater
bering, so use the map numbering. Over - an LOS can be traced after the opponent games small brown building depictions may
lays have two adjacent hexes named X and has set up his units). They may always set be specified to represent ‘Flimsy Huts’.
Y. SSRs give overlay placement by saying up marked with an FC marker if behind a These are treated as Wooden HOUSE type

12
8.3.6 Movement—All eligible units pay 2 level) between the location of the building
buildings with no roof level. Flimsy Huts
MP to enter any level of a Building hex or 1 that IS in the LOS of the firing unit and the
provide GOOD cover. Tracked vehicles have
MP to move up or down to the next existing attacked location.
the option of entering Flimsy Hut hexes with-
level through a Stairwell. A unit may only 8.3.83 BOT Placement—For the purposes
out making a roll on the Immobilization Table
exit a Building from a Ground level loca- of BOT placement, a BOT marker may be
at DOUBLE the usual entry MP cost or in
tion. From a level other than the Ground placed in ANY level of the building that has
the same manner as a wooden building.
level, it can only move Up or Down to the enemy units within the firing unit’s LOS. If
8.3.12.2 TOWER—A Tower is a SINGLE hex
next connected level of the same hex none are in LOS, no BOT marker may be
Building with a large yellow or white center
through a Stairwell or enter a connected, placed. All other BOT rules apply normally.
dot or square. It has a Ground level and an
adjacent hex of the same level of the same 8.3.9 Building Destruction —Any hit ob-
additional Level +10 location (or story) if a
Building (or may move across adjacent con- tained by direct or indirect fired HE, OBA,
DOT; two additional levels if a SQUARE,
nected rooftop hex locations). Aircraft Bomb or Satchel Charge may de-
and is Level +20 (dot) or +30 (square) Block-
8.3.61 Movement Restrictions —Only stroy a building location (Exception: Direct
ing terrain. It contains a Stairwell.
Close Topped TRACKED AFVs and APCs (in- fire against a rooftop location). When a ‘C5’
8.3.12.3 LARGE BUILDING—A multi-hex
cludes half- and fully-tracked) AND Heavy or greater is rolled on the Casualty Table in
Building with normal center dots in EACH
weapons may enter or set up only in the a building location (including un-occupied
hex. It has a Ground level AND an addi-
Ground level of a Building (and only in the locations attacked by Indirect fire; make a
tional level (+10) AND Stairwells in EACH
ground level). Any eligible vehicle that EN- die roll for EACH location to randomly se-
hex leading ‘upstairs’. It is Level +20 Block-
TERS a Building location during play must lect the rubbled location when multiple build-
ing terrain.
roll on the Immobilization Table AFTER en- ing locations are attacked by OBA; highest
8.3.12.4 STAIRWELL BUILDING—A Stair-
tering. Vehicles that SET UP in Buildings roll is rubbled; multiple levels in the case of
well Building is also a multi-hex Building,
do not risk Immobilization. ties), the Building location is marked with a
but at least ONE hex contains a large RED
8.3 .7 FLAT-ROOFED BUILDINGS —All rubble marker. When using Direct fire at a
center dot/any colored square. It has a
Buildings in desert scenarios, unless stated unit on a specific level, all units in that lo-
Ground level and two additional levels (+10
otherwise by SSR, are Flat-Roofed and thus cation and ABOVE (including any roof loca-
and +20), and is level +30 Blocking terrain.
have a top level called a Rooftop. Buildings tion) are eliminated and no other levels are
It has a Stairwell ONLY in hexes with a large
in other theaters are Flat-Roofed only by rolled for. Rubble at the Ground level also
red center dot/ square.
SSR or as specified in the Battlefield eliminates any Cellar location, the building
8.3.2 LOS—All Buildings are Blocking ter -
Walkaround booklet for a specific game. The is now considered Ground level rubble with
rain of varying height. Units in an upper
level of the Rooftop is the same as the ob- no other locations. Rubble is Level +5 Block-
level (or floor) or rooftop location trace their
stacle level of the Building. ing terrain. Place a Rubble marker in the
LOS from that level. A LOS exists between
8.3.71 Rooftop Spotting —Use the Im- HEX if all levels are rubble, otherwise place
one level and the NEXT up or down in the
proved/Full column on the Spotting Range it on top of a Level +10 or +20 marker as
same hex only if a Stairwell connects the
Table to spot units in Buildings unless oc- appropriate.
locations. Thus, there is no LOS between
cupying a Rooftop, which is considered 8.3.10 Flame—Make a subsequent die roll
the Ground level and Level +20 of the same
GOOD cover from same and lower level on a ‘C6’ or greater result on the Casualty
hex, or between Ground level and Level +10
units and Stationary to higher firing units. Table from an attack that is eligible to cause
if there is no Stairwell connecting the hexes.
8.3.72 Rooftop Cover—Rooftop positions rubble (and in non Building flammable ter-
There is also no LOS between different lev-
provide GOOD Cover, fr om lower/same rain). On a die roll of 1-3, place a Flame
els of adjacent locations of the same build-
level fire ONLY and do not block LOS from marker in the location(s), along with the
ing or the same level of non-adjacent loca-
along the same-level (e.g., roof to roof LOS). rubble marker if in a building. On a C6+ a
tions of the same building unless the LOS
8.3.73 Rooftop Firing Restrictions—Only Flamethrower may also place a Flame
leaves the building (and re-enters in the tar -
Personnel and their Light and Medium weap- marker in a building or flammable terrain
get hex).
ons may fire from Rooftop level. Mortars location attacked. Table FR is provided as a
8.3.3 Level Markers—3/4”-sized ‘Level +10’
and SCW may fire without restrictions. reminder.
and ‘Level +20’ markers are provided. Place
8.3.74 Rooftop Movement Restrictions— 8.3.11b Interior Walls—Some
Personnel inside Buildings on top of a Level
Units may move from one Rooftop location Buildings have a black bar
marker according to its current level.
to an adjacent one of the same Building (un- Running along the interior
8.3.4 Cover—Buildings provide Improved
less roofless) at a cost of 1 MP. Units may hexsides of some hexes. No
or Masonry cover (Exception: Flimsy Huts).
move from a Rooftop location to the next movement (including Infiltra-
Personnel units may set up marked with
lower level of the same hex and vice-versa tion) or fire is permitted across or ALONG
FC markers in a multi-hex Building hex.
via a stairwell. these hexsides and they block same-level
8.3.41 Indirect Fire Effects—Any unit in a
8.3.8 Buildings as Targets—A player may LOS. Units are not considered ‘adjacent’
Building attacked by INDIRECT FIRE re-
opt to use the HPT to fire at a Building IN- across black bar hexsides for the purposes
ceives an ADDITIONAL 1L on the Casualty
STEAD of any units within. When firing at of Morale Table modifiers, Platoon Movement
Table for each ‘floor’ (i.e., +10 in levels) of
the Building (including forts) itself, use the or Firegroups. Note: The moniker ‘b’ has
non rooftop locations ABOVE its location.
Spotting Range found in the “B SM I” col- been appended to this rule to differentiate
Example: A unit on the Ground level of a Large
umn on the Spotting Table and the appro- it from 8.3.11, Building Colors.
Building adds one additional column shift
priate HPT row/column for the firing gun. 8.3.12b CELLARS—If stated by SSR, some
LEFT to its cover because of the +10 non roof-
Do NOT apply any HPT DRM for the build- Buildings have a building location level be-
top levels above it.
ing itself (but do use any obscuring terrain/ low their Ground level known as a Cellar.
8.3.5 Fire Restrictions—Mortars, Bazoo-
smoke along the LOS [or smoke in the build- In addition to other Stairwells in the build-
kas, Panzerfausts, and Panzerschrecks may
ing hex]). ing, buildings with Cellars are treated as if
not fire from a non-Rooftop building loca-
8.3.81 LOS—When firing at the building an they contain a Stairwell in each ground level
tion (Exception: Emergency use; see
LOS may be established to ANY level of the hex, heading into the cellar. Cellars are at
14.4.41). Vehicle ar mament and Heavy
building, i.e., no specific unit must be seen. Level –10. Place units in a Cellar UNDER a
weapons may not fire at a different location
8.3.82 Attack Resolution—For any hit ob- +10 LOS marker (with no other counters
of the building hex they are in (i.e., may not
tained attack ALL units in any non cellar on TOP of the Level +10 marker). Note: The
fire ‘up-’ or ‘downstairs’). Only Personnel and
location of the building at HALF the FRAG moniker ‘b’ has been appended to this rule
their Light and Medium weapons may fire
factors and apply column shifts for Im- to differentiate it from 8.3.12.
at units occupying the next level above or
proved/Masonry (or 1L for Flimsy Huts) on 8.3.121 Cellar Fire Restrictions —Only
below in the same Building hex and only
the Casualty Table with one exception: If Direct Fire is allowed from a Cellar, and then
through a Stairwell, treating those targets
the units being attacked in this manner are only between the Cellar and Ground level
as if inside a Building normally (even if oc-
out of the LOS of the firing unit, apply an of the same Building hex, or against adja-
cupying the roof location above).
ADDITIONAL 1L shift for each ‘floor’ (i.e., cent units in hexes that are not part of the
13
same building. This same restriction applies for an ATS game). Known as ‘Roofless’ hexes, move from one once set up.
for Direct Fire INTO a Cellar location. Only there is no Rooftop in these hexes. Roofless 8.3.1521 Cover—Units in a Rampart are
Light weapons and Personnel Gunfire Fac- hexes may not be created during play. For considered in Improved Cover to fire from
tors, including Grenades/Satchel Charges/ fire from the roof or within the Factory, treat OUTSIDE the Fort. They may not ‘Drop’
Gammon Bombs may be fired from a Cel- these hexes according to the other terrain from a Rampart when fired on.
lar. Add ALL levels above the Cellar for In- in the hex, usually Debris (Airbursts may 8.3.1522 LOS and Spotting From Out-
direct Fire column shifts against Cellar oc- occur). Mortars may fire from within roofless side—Units in a Courtyard location are con-
cupants. hexes. LOS to (and from, i.e., within the sidered out of LOS from any hex outside
8.3.122 Cellar Movement Restrictions— building) roofless hexes is treated as if across the Fort, except for Indirect Fire, from which
Only Personnel and their carried Light and a CONTOUR hexside. they receive no cover benefits. Indirect Fire
Medium weapons may set up in or enter a 8.3.1441 Other Roofless Buildings—Treat may fire IN a Courtyard that would be oth-
Cellar. A Cellar may be entered from the non-Factory buildings that are roofless NOR- erwise out of LOS. Use the column B-SM-I
Ground level of the same hex (and vice-versa) MALLY for all purposes with the exception when spotting a Fort on the Spotting Table.
at a cost of 2 MP. Units may also move di- of any LOS that is created into a Roofless 8.3.1523 Rubble Creation—A Rampart hex
rectly to a Cellar location from an adjacent hex due to the hole in the roof. may be destroyed and changed into Rubble
Hedgehog, AT Trench, Blockhouse or Bun- 8.3.145 Interior —Factories are different like a building. Units in a Courtyard loca-
ker directly from UNDER those Emplace- from other Buildings in that as long as a tion are out of the LOS of units outside the
ments. No movement or fire is allowed be- LOS INSIDE the same building does not Fort and may set up hidden if out of LOS of
tween adjacent Cellar hexes. cross any ‘black bar’ hexside, it is NOT all enemy units during set up.
8.3.13 STEEPLE—A building blocked. Unless rubbled, or filled with De- 8.3.16 Other Building Types-Occasionally
Hex that contains a white bris in the case of a Roofless hex, treat all an SSR will specify that a particular Build-
cross depicts a ‘Steeple’. A interior hexes within a Factory as JUNKYARD ing is a ‘tomb’, a ‘mosque’ or some other
Steeple is treated as a Build- for inside-to-inside fire ONLY. For fire from type not covered in these rules. Rules for
ing location Level +10 higher outside, a Factory is treated as a building such Building types will be provided entirely
than the highest non-Steeple Building level normally. by SSR or in the Battlefield Walkaround
in its hex. A Stairwell leads to it. A Steeple 8.3.146 Entry and Exit—Personnel enter booklet.
adds +10 levels to the LOS Obstacle height Factory hexes normally from the outside 8.4 CROPS
of the Building in the Steeple hex ONLY. (i.e., like other buildings). When moving 8.4 .1 Description —Crops
Example: A House is Level +10 Blocking ter- from one interior hex to another, treat each terrain is depicted by yellow-
rain with a Steeple it is +20 Blocking terrain. non-Rubble or Debris hex as if it is a brown mass with irregular
A new level is created in the Steeple hex. JUNKYARD hex. Unlike normal Buildings, edges filling most of one or
There is never a Rooftop location in a Steeple all vehicles may enter Factories using Road more hexes. A Flame marker
hex. or Railway ‘entrances’, ignoring ‘junkyard’ may be created in Crops.
8.3.131 Steeple Stacking Restrictions— terrain in the first hex they enter (i.e., a roll 8.4.2 LOS—Crops are level +5 Obscuring
Stacking is limited to TWO Stacking Points. is ONLY made if the hex is Rubble or De- terrain. Harvested Crops are Clear Terrain
Overstacking is not permitted. bris). Vehicles already inside a Factory move (and no Flame may be created).
8.3.132 Steeple Fire Restrictions— to new interior hexes as if entering 8.4.3 Cover—Crops provide no cover ben-
Steeples are treated as building locations JUNKYARD hexes. Vehicles enter non-en- efits (Exception: Running benefit), but units
for the purposes of fire restrictions (e.g., trance Factory hexes from OUTSIDE in the may set up Hidden in them. Treat RUN-
mortars may not fire from Steeple locations). same manner as normal buildings. NING Personnel units in a Crops hex as if it
8.3.133 Steeple Movement Restrictions— 8.3.15 FORT —Several Beau Geste style is using ASSAULT movement and an Assault
Only Personnel may enter a Steeple loca- Turkish Forts were found in North Africa, moving Personnel unit as if it was Station-
tion. Place Personnel on an appropriate and are depicted by the overlay with the ‘F’ ary. A Crawling unit derives no extra ben-
Steeple Level marker (or use a Level +10 ID. A Fort is a Building with one Gate and a efit. Harvested crops are ignored for LOS
and +20 marker [two markers] to denote Courtyard in its center surrounded by a and attack purposes.
units at Level +30). Rampart. 8.4.4 Movement—It costs 2 MP for all units
8.3.14 FACTORIES 8.3.151 Fort Movement restrictions—The to enter a Crops or Harvested Crops hex.
8.3.141 Factory Defined—A Rampart hexside next to hex ‘X’ on a Fort 8.4.5 Rice Paddies—Rice Paddies are an-
‘Factory’ is any Building with overlay is the ‘Gate’ hex. Units may only other form of ‘crops’ terrain that is depicted
a Road or Railway physically exit/enter the interior ‘Courtyard’ through on some ATS maps and specified via Battle-
depicted as ‘entering’ it at some the Gate, and only if it is ‘open’. Placing a field Walkaround.
point. Factories are treated in movement arrow in the Gate hex facing IN 8.4.51 Personnel Units—Personnel units
the same manner as Buildings for all pur- to the Fort signifies an open Gate. Only the (on foot) treat Rice Paddies as if they are
poses except where noted below. Personnel unit in the Gate hex may open or Crops hexes for movement purposes.
8.3.142 Levels —Factories ONLY have a close the Gate. The Gate may be opened or 8.4.52 Non Personnel—All other units treat
Rooftop location above Ground level and it closed during the End of Turn Segment by Rice Paddies in the same manner as Swamp
is located at their highest Obstacle level. any Personnel unit in the Gate hex. hexes for movement purposes.
Factories with at least one large RED cen- 8.3.152 Rampart and Courtyard—The Fort 8.4.53 LOS and Attack—Rice Paddies are
ter dot (representing the Stairwell; or a large consists of one center Courtyard hex, sur - treated in the same manner as Crops hexes
white square) are Level +20 Blocking ter - rounded by Rampart hexes. Units in the for all LOS and attack purposes (i.e., no
rain. All other Factories are Level +10 Block- Courtyard center hex may only be at Ground cushion effect).
ing terrain, with a Stairwell in each hex that level and are treated as if in Open ground 8.4.6 Elephant Grass— Some Pacific The-
connects to the Rooftop. As there is no level (including allowing the placement of emplace- ater games use Crops artwork to depict El-
above the Ground level, Factories do not ments therein). Units in a Rampart hex may ephant Grass. Treat Elephant Grass in the
provide additional Fire modifiers against be in a Courtyard location (at Ground level) same manner as Crops (Exception: Person-
Indirect Fire for units in the Ground level. inside the Fort or on a Level +10 marker, to nel may not use Running Movement in El-
8.3.143 Rooftops—Factories ALWAYS have signify they are in a Rampart location. Per- ephant Grass; the placement of lanes
Rooftops (Exception: Roofless hexes); they sonnel units and their L, M, weapons may through crops may not be placed [see Op-
need not be specified by SSR. set up and enter a Rampart location. They tional Rules Appendix C]).
8.3.144 Roofless Factories— may also enter from a same-hex or adjacent 8.5 DEBRIS
Factories may be depicted with Rampart location within by Crawling or via 8.5.1 Description —Debris
some Rooftops bearing battle Infiltration. NON-large target size H weap- terrain is depicted by random
damage (in effect only if stated ons may SET UP in a Rampart (and may specks.
in the Battlefield Walkaround change their covered arc); they may not 8.5.2 LOS—Debris is level +5

14
Obscuring terrain that affects the entire hex 8.8 FLAME for LOS traced across their hexsides. See
at ground level. 8.8.1 Description—Flame exists 7.2 for the ability of higher level ADJACENT
8.5.3 Cover —Debris provides Good cover only in the form of a marker units to negate cover.
to units within and create Airbursts. Units placed in a hex or location by SSR 8.10.4 Movement—All eligible units pay an
may set up hidden in Debris. or created during play. If in a additional 1 MP + CoT to cross a Hedge
8.5.4 Movement—Debris terrain costs 2 building level Flame never ‘spreads’ DOWN hexside. Wheeled Vehicles may cross Hedge
MP to enter. Personnel may not use Run- from its current location; it spreads UP one hexsides but must roll on the Immobiliza-
ning movement in a Debris hex. Vehicles level (up ONLY; not to adjacent hexes) dur- tion Table BEFORE crossing the Hedge.
must roll on the Immobilization Table AF- ing each End of Turn Segment starting on Heavy weapons may never be Pushed or
TER entering Debris. the turn it was placed. Burning Wrecks are Towed across a Hedge hexside unless
8.6 DEIR NOT treated in the same manner as Flame through a Gate. When an opening in the
8.6.1 Description—Deirs de- markers but instead as a Wreck with a per- Hedge hexside art is depicted, represent-
pict slight depressions in the manent Smoke marker. ing a Gate, all units may cross the Hedge
desert and are represented by 8.8.2 LOS—Flame is treated as Smoke for without any restrictions and without MP cost
any overlay with a ‘D’ ID. LOS purposes and rises to Level +30 above supplement. A Gate is treated for all other
8.6.2 LOS—Deir contours rep- the level of its location. It affects the entire purposes as a Hedge hexside.
resent a gentle slope in level hex to +30 levels above ground level. 8.11 HIGH WALL
down to Level -5 open ground (barring other 8.8.3 Cover—Flame provides no cover. 8.11.1 Description —A High
terrain in the hex). An LOS is created DOWN 8.8.4 Movement—No unit may enter a LO- Wall is depicted with Wall art-
into a Deir in the same manner as any lower CATION containing a Flame marker and any work containing two or three
level terrain, i.e., requiring a contour hexside units in a newly created Flame location must large black squares.
from a higher level, including a Deir con- exit by the End of Turn Segment of the NEXT 8.11.2 LOS—A High Wall is
tour. A non-burning Wreck or vehicle in a turn or they are eliminated (Vehicles are Level +10 Blocking Hexside terrain.
Level -5 location in a Deir is ignored for replaced by burning wreck markers although 8.11.3 Cover—High Wall hexsides BLOCK
LOS purposes if the LOS is between units no additional smoke effect is created in such same-level LOS across them. Units behind
at Level 0 or higher. hexes). them receive Improved cover from higher
8.6.3 Cover —Personnel in a Level 0 hex 8.9 GRAVEYARD level fire. See 7.2 for the ability of higher
adjacent to a Deir contour are in Good Cover 8.9.1 Description —Grave- level ADJACENT units to negate cover.
if fired at from a unit IN the Deir (i.e., from yard terrain is depicted by nu- 8.11.4 Movement—No Vehicle may cross a
Level -5 locations across a hexside to a merous small headstones. High Wall unless using a Gate opening. Per-
higher unit at Level 0). Units IN a Level -5 8.9.2 LOS—Graveyard is level sonnel may only use Crawling or Infiltration
Deir are also in Good cover for any LOS +5 Obscuring terrain that af- to cross a High Wall hexside.
that crosses the Deir down contour along a fects the entire hex at ground level. 8.12 HILLOCKS
hexside of the target hex unless the firing 8.9.3 Cover —Graveyards provide Good 8.12.1 Description—Hillocks
unit is ADJACENT. cover to units within. They create Airbursts. are found on some hexsides
8.6.31 Hull-Defilade—Deir contours auto- Units may set up Hidden in Graveyards. (although they are not techni-
matically create Hull-Defilade for Vehicles 8.9.4 Movement—Graveyard terrain costs cally ‘hexside terrain’) and rep-
on a Deir hex adjacent to a contour for all 2 MP to enter. Vehicles must check Immo- resent a small rise in eleva-
non-adjacent LOS traced from higher level bilization AFTER entering a Graveyard hex tion insufficient to constitute a hill. Hillock
hexes and crossing that contour. Being ‘up’ unless moving on a road. terrain is depicted by elevation ‘hachure’ art
across the contour (i.e., from fire emanat- 8.9.41 Graveyard Roads—Roads may run along a hexside. There are two types of Hill-
ing from IN the Deir) does NOT create H-D. through Graveyard hexes, often entering ocks, Full (desert overlays only) and Partial
8.6.4 Movement—There is no additional through Gates. Units may move along Road (all others). The following rules apply to both
movement point cost to move Down onto a hexsides through a Graveyard to avoid the types unless expressly stated to be a rule
Deir location. Moving Up (crossing a hex cost and risk of entry but are otherwise for FULL or PAR TIAL Hillocks.
side with a contour to a Level 0 hex) costs 1 treated as being IN the Graveyard hex. 8.12.11 Unit Location—Units located in a
MP + CoT of the hex entered. 8.10 HEDGE hex into which the hexside hachure con-
8.7 EMBANKMENT 8.10.1 Description —Hedge tour ‘fingers’ point are situated on the DOWN
8.7.1 Description—Embank- terrain is depicted by an ir - side of the hexside. Those on the flat side
ment terrain represents a regular green hexside. are in the UP side. Units located within a
raised road or railroad. It is 8.10.2 LOS—Hedge is level +5 complete circuit of a FULL desert Hillock
depicted as a light back- Blocking Hexside terrain. are in UP hexes regardless of their location
ground, with a darker back- 8.10.3 Cover—Hedges provide Good cover with reference to the Hillock’s hexsides.
ground and Road or Railroad terrain de-
picted in the center.
8.7 .2 LOS —Embankment is Level +10 In the example at left, Pzkw If ‘C’ is in a hull-
Blocking terrain. defilade position across the down contour
8.7.3 Cover —Vehicles are automatically hexsides in its hex (the front two hexes cor-
considered in Hull-Defilade position in an responding with its VCA). If squad ‘15’ was
Embankment hex from a lower level firing an enemy AFV, Pzkw IIf ‘C’ would NOT be in
unit. All other units receive Good Cover in hull-defilade to its fire.
the same situation. Squad ‘15’ can see all units in the deir. If it
8.7.4 Movement—In each case movement was one hex back (away from the deir), it
is allowed along the Road, Path, or Railroad could NOT see ‘13’. Also, if ‘15’ was back
normally, noting any elevation changes if the away from the deir contour, squad ‘21’ would
Embankment enters or exits to lower -level get the benefit of being in GOOD cover. Be-
terrain. ing adjacent to ‘21’ denies this benefit (mak-
8.7.41 Non Road Movement—Units mov- ing it in STATIONARY cover).
ing into or out of embankment hexes with-
If squad ‘15’ was backed away from the deir
out moving along a Road/Railroad pay 1 MP BUT was up on Level +5 or greater it could
plus the cost of any terrain entered. Any see into all hexes of the deir.
Vehicle using Non-Road movement must roll
for Immobilization BEFORE entering or AF-
TER exiting the Embankment.

15
8.12.2 LOS—Any LOS traced from Level +5 cover, including from adjacent firing units. Blind hexes are created, so the firing squad
Hillock terrain may see OVER any +5 ter - 8.12.51 Hull Defilade—Vehicles in DOWN has a LOS to the enemy squad. If the enemy
rain (e.g., Wall; Crops) unless a Continuous hexes automatically receive H-D across a was 19 hexes away, the LOS would be
Slope applies (see 7.24). In the case of a FULL Hillock hexside (from non adjacent blocked, due to the three Blind hexes. If the
PAR TIAL Hillock, the firing unit must be in fire). Vehicles in any UP/+5 Hillock hexes LOS contained Hill hexes of the same hill
an UP position to be considered at +5 lev- may roll for H-D status for fire crossing (in- ONLY, one less Blind Hex would be created.
els. All UP (i.e., Level +5) portions of a FULL cluding directly along) a Hillock hexside from 8.13.3 Cover—Vehicles are automatically
Hillock impart this LOS advantage. Treat units at lower levels by making a die roll of considered in Hull-Defilade position from
Level +10 and higher portions of a FULL ‘1’. A vehicle may only roll for H-D when any lower level firing unit if occupying a Hill
Hillock as HILL terrain. using ASSAULT movement (or during set hex containing a contour, i.e., the LOS
8.12.3 Partial Hillock Effects— Hillock up). H-D in a Hillock UP hex is lost if the crosses a HILL contour in the target unit’s
hexsides of a PAR TIAL Hillock do not block vehicle leaves the hex or changes VCA hex. All other units receive Good cover from
or obscure LOS in ANY way. (changing TCA without leaving does not re- lower level fire UNLESS receiving in-hex
8.12.4 Full/Desert Hillocks—A series of sult in the loss of Hull Defilade). cover from ANY other terrain or Emplace-
connecting Hillock hexsides that form a 8.12.6 Movement—All units must pay a cost ment in their hex location.
COMPLETE circuit of Level +5 hexes on a of 1+CoT to move UP across a Hillock 8.13.31 Adjacent H-D—A higher level ve-
DESER T overlay represent a Full Hillock. hexside (Exception: Moving along a Road or hicle IS considered H-D across a Hill hexside
Hillocks on desert overlays are the ONLY Path). There is no additional cost when from an adjacent, lower level firing unit.
full Hillocks in the system. Treat ALL other moving down (Exception: Precipitous Ter - 8.13.4 Movement —It costs 1 MP+CoT to
Hillock hexsides, even if part of a ‘ring’ of rain). Crossing a Hillock hexside to a higher move UP when entering a hill hex; other -
connected hexsides, as PAR TIAL Hillocks. or lower level may constitute Precipitous wise pay CoT when moving down.
8.12.41 FULL Hillock LOS Effects—LOS Terrain (see 8.13.6). 8.13.5 Cliffs—A rough dark-brown hexside
from the Level +5 portion of a FULL Hillock 8.13 HILLS on a Hill hex depicts a ‘Cliff’. Cliffs separate
may be traced from units in UP/+5 hexes 8.13.1 Description—Histori- some Hill hexes, usually along hexsides
to all other units in UP/+5 hexes. LOS may cal maps depict Hills and Hill- when the change in elevation represents
also be traced from an UP/+5 Hillock loca- ocks using relative topographi- more than a +10 or -10 Level change (they
tion to the first DOWN hex of another FULL cal ‘levels’, each printed in a may also be used with lesser elevation
Hillock along a firing unit’s LOS. Both cases different color. In the above ex- changes). Cliff hexsides are impassable. No
assume there is no higher intervening Block- ample, hex G35 is a HILL hex; hexside unit may move across a Cliff hexside.
ing terrain (or Obscuring terrain of 8+ shift/ G35/G36 is a HILLOCK contour hexside 8.13.6 Precipitous Terrain—A unit must
HPT DRM) along the LOS (i.e., it is from a ON a Hill. On non-desert maps Hillock pay 4 MP + CoT to enter an adjacent hex
unit on a Hillock to a unit on [or one hex hexsides represent Level +5 contours ON that entails changing levels by +15 or more,
behind] another Hillock along its LOS). No TOP of the colored levels. Unlike Hillock whether moving up or down in levels.
blind hexes are created by Hillock hexsides terrain, which is depicted using artistic con- Winded units may not do so, including dur-
on the SAME Hillock of a firing unit. tour depictions that face out from along a ing Infiltration. Note that Hillocks on Hills,
8.12.5 Cover—Non-vehicle units in lower hexside, the contours for Hill terrain is found as well as Ravines and Creeks may create
level hexes receive GOOD cover against at- inside a hex in a similar manner to Deirs precipitous terrain—always use the actual
tacks crossing (INCLUDING directly along) (except the terrain surrounding the hex cen- level the unit is entering when it crosses a
a FULL Hillock hexside of their hex (Excep- ter dot slopes UP instead of DOWN). hexside or enters a new hex. All non Fully-
tion: Units in lower hexes do not receive Example: A Level +30 Hill will have a “+30” Tracked Vehicles must roll on the Immobili-
any cover benefits from an adjacent UP hex). appended to one or more of its hexes, as ref- zation Table when moving entails entering
A unit that is in a Hillock hex and UP/+5 erence, somewhere on the mapsheet. All other precipitous terrain, prior to entering the new
levels above a firing unit(s) receives GOOD hexes of that color found on the map are con- hex.
sidered the same height. Hillocks are NOT 8.13.61 Hillock—Precipitous terrain is cre-
marked with height information—only Hills ated whenever a Hillock hexside is printed
are. along a hexside that ALSO has a Hill con-
8.13.2 LOS—Hills depict more substantial tour within.
terrain undulations than Hillocks do and 8.13.62 Roads and Paths —Any Road or
vary in height. The default change in eleva- Path (not Track) that crosses a Precipitous
tion of a Hill is +10 LEVELS. Hills block terrain hexside cancels the Immobilization
LOS to units at a lower level than the firing Table roll for vehicles moving along them
unit. and reduces the cost for vehicles to 2 +
8.13.21 Blind Hexes —Hills create Blind CoT. A road or path reduces the cost for
hexes in keeping with the relative height Personnel by ONE MP to 3 + CoT and al-
difference between firing and target units. lows Winded units to Infiltrate into precipi-
Non-Cliff crest lines (contours) create one tous terrain.
LESS Blind hex (to a minimum of ZERO blind 8.13.7 Razor-Back Ridge—Another form of
hexes) from a hex that is part of the SAME Hill contour is the ‘Razor-Back Ridge’ (e.g.,
hill regardless of the shape of the hill. To ATS Okinawa map). A Razor -Back Ridge
be part of the same hill, there must be con- exists along hexsides containing Hillock art
nected hexes above Level 0, making up one along adjacent hexsides (i.e., BOTH sides
‘hill’. (Exception: When TERRACED hills are of one hexside).
in effect a Blind Hex is always created by a 8.13.71 LOS—A Razor-Back Ridge hexside/
crest line). SUBTRACT ONE from the num- hexspine is a Level +5 Obstacle just as if it

Above is the Fort overlay provided with AD- ber of Blind Hexes specified on the LOS were a wall hexside. A unit in Full cover

VANCED TOBRUK. The gate hex is found Blind Hex Creation Table. Example: A squad UNDER an Emplacement can see past a

along the hexside between the ‘X’ hex and in a Level +20 Hill hex tries to see past a Razor -Back Ridge that forms a hexside or

the one directly under it. The three hexes Level +10 Hill (on a different hill) hex 16 hexes hexspine of its own hex to non-adjacent

directly under the ‘X’ hex, and the two ad- away to see an enemy squad in Level 0 open hexes. Units directly behind a Razor -Back

jacent hexes on either side of these repre- ground 20 hexes away. Using the ‘13-18’ Ridge hexside or hexspine receive IM-

sent the ‘courtyard’ of the fort. Personnel column, the row used is the ‘+10’ row, since PROVED cover as if it were a wall. It is
may be ‘up’ in all hexes of the fort EXCEPT the firing unit has a +10 Height Advantage otherwise treated as a Hillock contour
the one hex directly in the center of the (Height DIFF) over the +10 Hill and is 16 across the hexside for purposes of tracing
courtyard. hexes away from the blocking terrain. Three LOS by units sighting across a Razor -Back

16
Ridge hexside (i.e., they receive a +5 levels
8.16.21 Orchard Roads—Any SAME LEVEL
LOS height advantage across the hexside
LOS (including Continuous Slope) that en-
[in both directions]).
8.14 JUNKYARD
ters and exits an Orchard hex ALONG a A C
road, never leaves the road art, and does
8.14.1 Description —The
NOT touch an orchard art symbol, is NOT
Junkyard terrain is depicted
affected by the Orchard terrain.
by a pile of irregular objects.
8.16.3 Cover —An Orchard provides no
8.14.2 LOS—Junkyard is
cover to units IN its hex. However, units
level +5 Obscuring terrain that
may set up hidden in orchards.
affects the entire hex at ground level.
8.16.4 Movement—All units enter Orchards B D
8.14.3 Cover —Junkyard provides Good
at the cost of 1 MP.
cover. It creates Airbursts. Units may set
8.17 PALM GROVES
up Hidden in Junkyard.
8.17 .1 Description —Palm
8.14.4 Movement—Junkyard terrain costs
All Personnel units in this example are on the
Groves are found on any Over-
2 MP to enter. Personnel may not use Run-
same terrain level. Squad A has a LOS to C.
lay with a ‘P’ ID and green
ning movement in Junkyard hexes. Vehicles
It does NOT have one to D. Squad B has a
must check Immobilization AFTER entering
‘palm tree’ artwork.
LOS to both C and D. If B fired on C or D it
8.17.2 LOS—A Palm Grove is
a Junkyard hex.
would use the ‘4’ column on the Casualty
8.15 OPEN GROUND
Level +10 Obscuring terrain that affects the
Table, applying its usual ‘8’ Gunfire factors,
8.15.1 Description—All clear
entire hex at ground level and +10 levels
with a 2L shift, reducing it to a ‘4’.
above. Palm Groves create Blind hexes with-
or ‘blank’ terrain, containing If the thick black hexsides were instead
out reference to the number of palm tree
no other terrain art depiction BOCAGE terrain, A and C do NOT have a
terrain symbols in the hex.
within is considered Open LOS to each other. Nor would B and D as
8.17.3 Cover —A Palm Grove provides no
Ground. Bocage is Level +10 hexside terrain and
cover to units in its hex. However, units
8.15.2 LOS—Open Ground is Level 0 Clear blocks any LOS drawn exactly along the
may set up hidden in Palm Groves.
Terrain.
hexside.
8.17.4 Movement —All units enter Palm
8.15.3 Cover—Open Ground provides no
Grove at the cost of 1 MP.
If these were BLACK BAR hexsides inside a
cover.
8.18 RAILCARS
building, squads A and B do NOT have a LOS
8.15.4 Movement —All units enter Open
8.18.1 Description—Railcars
to C or D (and vice-versa) as the hexsides
Ground at the cost of 1 MP.
are found on maps depicting
would block ALL LOS.
8.16 ORCHARD
industrial complexes, such as
8.16.1 Description—Orchard
in Stalingrad.
8.19 RAVINE
terrain is depicted by rows of
8.18.2 LOS—A Railcar is Level
8.19.1 Description—A Ravine
medium foliage pieces that do
+10 Blocking terrain. The traced LOS must
is depicted by green and
not touch one another.
actually touch a Railcar artistic depiction
brown terrain art similar to a
8.16.2 LOS —An Orchard is
within the hex to be affected.
Wadi. Ravine is a Linear De-
Level +10 Obscuring terrain that affects the
8.18.3 Cover —A Railcar provides Good
pression.
entire hex at ground level and +10 levels
cover to units in the hex. ONLY Personnel
8.19.2 LOS—Ravine follows the LOS rules
above if there are 4+ orchard art symbols
and their carried L and M weapons (not H
for Linear Depression terrain.
in the hex. Orchard hexes with three or less
weapons) may set up Hidden in Railcar
8.19.3 Cover —Ravine follows the Cover
symbols ONLY affect LOS if touched by the
hexes.
rules of Linear Depressions normally not-
LOS ‘thread’. Orchards create Blind hexes
8.18.4 Movement—Personnel enter a Rail-
ing the restriction below on which units may
if the LOS traced actually touches a part of
car hex at a cost of 2 MP. Only fully tracked
be in UP positions.
the artistic Orchard depiction in a hex OR
vehicles may enter at the cost of 2 MP and
8.19.4 Movement —Ravine follows the
any part of the hex that contains four or
they must roll on the Immobilization Table
movement rules for Linear Depression ter-
more Orchard symbols. See the exceptions
AFTER entering a Railcar hex.
rain.
created by Orchard Roads.

In the Wadi (also illustrates Ravines and other LD)


LOS example at left, squad ‘13’ only has a LOS to
‘21’, ‘15’ and the Pz IIf ‘C’ (and vice versa).
Squad ‘9’ UP in the wadi (along with its MG 34
L|MG) can SEE but has no LOS to FIRE at squad
‘10’ (ignore ramifications for same nationality for
this example) or ‘15’. Squad ‘10’ CAN see and
fire at (i.e., has a LOS) squad ‘9’ with no restric-
tion as can ‘15’.
Pzkw IIf ‘C’ is also UP in its wadi hex. It has a
LOS to squad ‘10’ but no ability to fire at any
other unit in the example. Its line-of-fire to ‘15’
crosses a wadi hexside; squads ‘13’ and ‘21’ are
down in the wadi and can be seen but not fired
at. Its LOS to squad ‘9’ would NOT cross the two
allowable hexsides the Panzer’s LOS has to cross
from a hull-defilade position in a wadi. If squad ‘10’
was an enemy tank instead, Pzkw IIf ‘C’ would be
in hull-defilade to its direct fire.
Squad ‘10’ cannot see squads ‘13’ and ‘21’ down
in the wadi. If it was in the hex with the “W13”
overlay ID text, it COULD see along the continu-
ous wadi to squad ‘13’.

17
tering hexes with hexside Roads. They must
pay to change VCA to follow the hexside

In the example at left the Covered Arc (CA) of Road. The facing hit when a vehicle is fired

the PaK 40 H|AT gun is traced through its front at is determined normally as if the hex con-

two hexsides, continuing out to include all tained no terrain. LOS may be blocked by

hexes within the area enclosed by the arrows. terrain in the hex sharing the hexside, how-

To fire outside of this Covered Arc, the gun ever, and is based on where the vehicle

will have to pivot to face a new hexspine, thus entered the hexside in relation to where the

changing its CA. If it turned ONE hexspine, building is in the hex. Vehicles may end the

add a +3 HPT DRM. Movement Segment in hexside Road loca-

This example also describes Vehicle Covered tions and may use Continued Movement

Arc (VCA). Non-turreted vehicles MUST pivot along them.

to engage targets outside their Covered Arc. 8.20.65 Vehicles Entering In-Hex Terrain—

Turreted vehicles may instead pivot their turret A vehicle may not enter in-hex terrain once

ONLY (i.e., change Turret Covered Arc [TCA]). it moves along a hexside Road location of
that hex. It must exit the hex first.
8.20.66 Limitations—No more than ONE
vehicle may be in the Hexside Road loca-
8.19.41 Up and Position Restriction—Only the ‘clear’ portion of the hex) by entering tion of a hex. Any vehicle with a Gun Size of
Personnel and their carried L and M weap- and exiting through connected hexsides 75 or greater, and an ‘A’ Gun Rating may
ons may be in the UP location in Ravine crossed by the contiguous art depiction. ONLY move along the hexside if its turret is
hexes. Personnel pay ONE MP for all three types, facing toward the FRONT covered arc (usu-
8 . 2 0 R O A D S , T R A C K S , PAT H S , A N D when moving along. In ALL other movement ally NO turret marker placed unless the
RAILROADS cases, use the OTHER terrain in the hex vehicle is Suppressed) or REAR covered arc.
8.20.1 Description —These (usually Open Ground if ONLY Road, Rail- 8.20.661 Range Limit—Any firing unit in
are depicted on maps and road, or Path terrain art is depicted in the either hex sharing a hexside Road fires at a
overlays by brown, gray or hex). target along a shared hexside at a range of
hatched stripes. Overlays with 8.20.5 Mines Set Up restrictions—Mines ‘0’ (zero).
an ID beginning with ‘Tr’ are may NOT be set up Hidden in Paved Roads; 8.20.67 Personnel Movement—Personnel
Tracks. Overlays that begin they must be set up on-map if set up in a units may move along the hexside Road of a
with the letter -number ID ‘RR’ Paved Road, with their density value facing hex that has NO enemy unit in its Ground
are Railroad terrain. Roads (in- UP. level. A Personnel unit may not voluntarily
cluding Paved and Unpaved 8.20.6 Hexside Roads and Buildings with END the Movement Segment in a Hexside
Roads as well as Paths) are Roads —Some Roads run along hexsides Road.
depicted on non-desert maps. Paved Roads (e.g., L32-L33 hexside on the Scottish Cor- 8.20.68 Personnel Entering In-Hex Ter-
are depicted in gray. Non-paved Roads are ridor mapsheet 1; G21-H20 hexside on the rain —A Personnel unit moving along a
printed in light brown or tan. Paths are de- Arnhem map) or in the same hex as a Build- hexside Road may enter the terrain in the
picted by squiggly brown lines. Unless stated ing, but not directly along a hexside (e.g., hex by paying the appropriate MP cost nor-
otherwise, there is no difference in game hex A5 on the Combat Rangers map; hex mally (unlike a vehicle). A Personnel unit
terms between ‘paved’ and ‘un-paved’ roads. H6 on the Arnhem map). The rules treat that must end its movement involuntarily is
8.20.2 LOS—Tracks, Roads, Railroads and both of these Road situations in the same considered IN the terrain, not along the
Paths themselves are Clear terrain, noting manner. A unit may move along such Roads, hexside, and no Hexside Road may be en-
other terrain in their hexes. moving from one Road hex to another, with- tered by a Personnel unit if it does not have
8.20.3 Cover —Tracks, Roads, Railroads out entering other terrain in the hex. Place enough MP available to do one of the follow-
and Paths have NO effect on LOS or cover, a movement arrow OFF the unit, pointing ing:
noting other terrain in the same hex is AWAY from the terrain as a reminder of this a) Continue along the hexside road to end
treated normally for the purposes of cover. in-hex location status. its movement impulse in a non Hexside Road
8.20.4 Movement—When moving ALONG 8.20.61 LOS—LOS is traced to non moving location;
a Road or Track, vehicles pay a HALF MP units normally (Exception: Opportunity Fire, b) Enter the terrain in the hex after enter-
(Exception: WHEELED vehicles pay ONE see 8.20.63). If the LOS hits any terrain in ing one or more Hexside Road locations.
MP when moving along a Track). Railroad the hex shared by the hexside Road before 8.21 ROCK-STREWN TERRAIN
costs ONE MP for all units moving ALONG it touches the Road art depiction in the hex, 8.21.1 Description —Rock-
a Railroad. Personnel pay ONE MP unless it is blocked. Treat a LOS directly along a Strewn terrain is found on
changing levels, in which case the MP cost hexside as touching a Road that crosses any Overlays and is depicted by a
is reduced by ONE. Movement costs are part of a hexside it is connected to. collection of gray stones.
NEVER reduced to ‘zero’. The minimum cost 8.20.62 Entry and Exit—A unit using a 8.21.2 LOS—Rock-Strewn
is always ½ MP or 1 MP if only moving one Hexside Road to enter a new hex (i.e., in- terrain is Level +5 Obscuring terrain that
hex. stead of entering the other terrain in the affects the entire hex at ground level.
8.20.41 Paths —Paths ONLY hex) may only enter a new hex across a 8.21.3 Cover —Rock-Strewn terrain pro-
affect Personnel movement. hexside physically touched by the Road. A vides Good cover and creates Airbursts.
They reduce by ONE the cost unit exiting a hex along a hexside Road may Units may set up hidden in Rock-Strewn
for Personnel moving to a only enter new hexes connected to the Road. hexes.
higher level across a hexside 8.20.63 Opportunity Fire —When using 8.21.31 Hull-Defilade —Turreted vehicles
crossed by a Path. Paths also allow Person- Opportunity Fire at a unit newly entering a may attempt to gain Hull-Defilade on a roll
nel to move through other terrain along a hex along a hexside Road or Road + Build- of ‘2’ or less in Rock-Strewn terrain.
Path as if moving through Open Ground. ing Road, a LOS is valid if any part of the 8.21.4 Movement —Rock-Strewn terrain
Pay the other cost of entering the terrain Road art can be touched on a hexside the costs 2 MP points to enter. All vehicle types
otherwise. Hex N3 (above) is an example of unit moved across to enter the hex before must make a roll on the Immobilization Table
a Path hex. hitting any terrain that would block it. AFTER entering Rock-Strewn terrain. There
8.20.42 Moving Along—To be considered 8.20.64 Vehicle Movement—Vehicles may is no roll made for vehicles that set up
moving ALONG these terrain types, a unit only use Assault movement on Hexside within.
must be moving along the SAME Track, Roads and pay ONE MP instead of HALF a
Road, Railroad or Path (or Open Ground to MP for entering along a Hexside Road. They
one of these across a hexside that points to make all VCA changes normally when en-

18
8.22 RUBBLE
8.22.1 Description —Rubble
represents shattered build-
ings, printed on-map or de-
picted by rubble markers. A In the example at left the two hexes to
Rubble location is treated as the front of the turret marker define its
a building location for Victory Condition pur - Turret Covered Arc (TCA). Use the cov-
poses. ered arc of the turret (TCA), not that of
8.22.2 LOS—Rubble is Level +5 Blocking the vehicle (VCA), when a TURRET
terrain that affects the entire hex at ground aspect is struck by a hit.
level. It rises +5 levels above the ground All rules for facing apply to turrets, spe-
level if ALL levels of a building are rubbled cifically the exceptions to FRONT/
(which is the case for all rubble PRINTED FLANK and REAR/FLANK hits for mov-
on map) or +5 levels above any level marker ing vehicles.
a rubble marker is placed on if only an up-
per floor is affected. In the case of rubble
in building levels ABOVE ground level, use
the building art to determine if LOS through
the hex is affected (i.e., rubble at higher +5 (i.e., like a Wall), but they may be speci- 8.25.3 Cover —Shellholes provide Good

levels is NOT considered to affect the EN- fied as Level +10 (i.e., treat like a High Wall cover to Personnel units and their Light and

TIRE hex). for LOS but allow all units to cross) by SSR. Medium weapons (i.e., not to Personnel man-

8.22.3 Cover—Rubble provides Masonry, For LOS purposes, treat Level +5 Sand ning Heavy weapons or vehicles).

Improved or Good cover based on the build- Dunes hexsides as if a Hillock contour runs 8.25.4 Movement—Shellhole terrain costs

ing color/type (gray/brown/Flimsy Huts). along both sides of the hexside; +10 Sand 2 MP to enter. Wheeled Vehicles must make

Units may set up Hidden in Rubble and it Dunes as if a Hill contour runs along the a roll on the Immobilization Table AFTER

creates Airbursts. hexside. entering a Shellhole hex. There is no roll

8.22.4 Movement—Entry costs 2 MP. Only 8.23.3 Cover —Sand Dunes provide the made when setting up within. Any hex con-

Personnel and their Light and Medium weap- same cover benefits as a Wall/High Wall as taining A ROAD hex containing Shellholes

ons, and FULLY tracked vehicles may set well as LOS advantages of Hillock and Hill is treated as a SHELLHOLE hex INSTEAD

up in and enter Rubble. Heavy weapons may contours. (i.e., NO road movement bonuses apply; treat

SET UP in Rubble hexes but may not EN- 8.23.31 Floorpan hits—A Floorpan Armor as Shellholes instead).

TER during play. Personnel may not use Hit may occur when an AFV crosses a Sand 8.26 SOFT SAND

Running movement to enter and vehicles Dune hexside. 8.26.1 Description—Soft

must use Assault movement. A roll is re- 8.23.4 Movement—Crossing a Sand Dune Sand terrain is represented

quired on the Immobilization Table AFTER hexside costs DOUBLE the normal entry by any Overlay with an ‘S’ ID

vehicle entry. cost for the hex. Vehicles roll on the Immo- and pale yellow terrain.

8.22.5 Creation—Rubble is cre- bilization Table when crossing Level +10 8.26 .2 LOS — S o f t S a n d i s

ated by HE (including aircraft Sand Dunes (i.e., not Level +5 dunes; note, Clear Terrain.

bombs) and is noted on the map this check is in addition to any called for by 8.26.3 Cover—Soft Sand provides no cover.

using rubble markers. See the the entry of soft sand terrain; roll AFTER It creates a Cushion effect.

building rules for the creation of rubble. the unit crosses the hexside). 8.26.4 Movement—Soft Sand costs 2 MP

8.23 SAND DUNES 8.24 SCRUB for all units to enter. All Vehicles must roll

8.23.1 Description —Sand 8.24.1 Description —Scrub on the Immobilization Table AFTER enter-

Dunes are found on Overlays terrain is found on AD- ing. There is no roll made when setting up

with an ‘Sd’ ID. They are VANCED TOBRUK (e.g., hex within. A Vehicle may not tow another Ve-

hexside terrain. Soft Sand is QQ20) maps and Overlays and hicle into a Soft Sand hex, but may tow one

found on Sand Dune overlays. on other maps when stated via out.

8.23.2 LOS—Sand Dune hexsides are Block- Battlefield Walkaround. 8.27 SUNKEN ROADS, PATHS AND RAIL-

ing Hexside terrain treated in the same 8.24.2 LOS—Scrub is Clear Terrain. ROADS

manner as a Wall or High Wall. The default 8.24.3 Cover—Scrub doesn’t provide any 8.27.1 Description —This

height of any Sand Dune hexside is Level cover. Units may set up Hidden in Scrub. form of Linear Depression

8.24.31 Hull-Defilade— depicts Roads, Paths and Rail-

Eligible vehicles set up in roads cut into the surround-

In the example at left a path in T18- or entering Scrub via As- ing terrain. These terrain types

7 T19-T20 runs through woods sault movement may at- are depicted with a dark background with

hexes. tempt to gain Hull-Defilade lighter, jagged sides facing ‘downhill’ and

on a roll of ‘1’ or less in rules referring to Sunken ‘Roads’ refer to


Squad 7 has no LOS to squad 5
Scrub terrain. Paths and Railroads also.
due to the intervening woods art
8.24.4 Movement— 8.27.2 LOS—While treating a Sunken Road
in T19, along the LOS between the
Scrub terrain costs 2 MP normally as a Linear Depression, note the
sighting dots of T18 and T20.
to enter for ALL unit art is wider than a Ravine or Wadi when
If squad 7 moves into hex T19, it tracing LOS between units down in the ter-
Woods art pays only 1 MP due to the path
types.

blocksLOS in the hex. If there was no path,


8.25 SHELLHOLES rain, making it easier to maintain an LOS.

8.25 .1 De- 8.27.3 Cover—Personnel units may be in


it would pay 2 MP for entering a an UP position in keeping with the LD rules.
scription —
Woods hex. 8.27.4 Movement —Movement along a
A Shellhole
Assume hex T19 was a HILL at hex is de- Sunken Road, Path, or Railroad is handled
+10 levels higher than T20. picted as as per the rules for Linear Depressions (Ex-
Squad 5 would STILL only pay 1 two or more ‘holes’, with ception: ALL vehicles must roll on the Im-
5 MP to move uphill due to the a dark brown center and mobilization Table when entering [roll AF-
Path. Any fire at 5 will still apply light brown, irregular TER entering the hex] and exiting [roll BE-
WOODS cover state, even though edges. FORE exiting] along a non ROAD hexside)
it is moving along a Path. 8.25.2 LOS —Shellholes and the road/path/railroad rules.

are Clear Terrain.

19
8.28 SWAMP may move between UP and
8.28.1 Description—Swamp DOWN positions normally.
If ‘D’ pivots its VCA one
terrain is depicted by a irregu- 8.30 WALLS
hexspine to fire, a +3 HPT
lar blue-green ‘grass’. 8.30.1 De-
DRM will be applied for the
8.28.2 LOS—Swamp is level scription—
75|B gun. A three column
+ 5 Obscuring terrain that af- Some map and
shift LEFT will be applied to
fects the entire hex at ground level. o v e r l a y
any Casualty Table fire us-
8.28.3 Cover—Swamp provides no cover. hexsides con-
ing the ‘4’ factor BMG if it
It creates a Cushion effect. Units may set tain Wall artwork.
fires during the SAME im-
up hidden in a Swamp hex. 8.30.2 LOS—Walls are Level
pulse the VCA changed. If
8.28.4 Movement—It costs 2 MP for Per - +5 Blocking Hexside terrain.
the BMG was fired during a
sonnel units and any Light and Medium 8.30 .3 Cover —Personnel
later impulse it would NOT
weapons carried to enter a swamp hex. Per- units and Heavy weapons
pay the 3L shift called for by
sonnel may not use Running movement in behind Wall hexsides receive
pivoting the VCA one
Swamp hexes. A non FULLY Tracked ve- Improved cover. Walls cre-
hexspine.
hicle entering a Swamp hex is automatically ate Hull-Defilade for all eli-
are found printed on (or abut in the case of
M-KILLed upon entry. Fully Tracked Vehicles gible vehicles. See 7.2 for the ability of
a river). Water hexes themselves do not af-
pay 4 MP to enter a Swamp hex and must higher level ADJACENT units to negate
fect LOS in any way.
roll on the Immobilization Table AFTER en- cover.
8.31.3 River and Pond Entry—No unit may
tering. There is no roll for vehicles setting 8.30.4 Movement —Unless using a Gate,
enter a river or pond hex unless on a Bridge
up within. Heavy weapons may not set up all eligible units pay ONE MP + CoT when
or utilizing a Ford, Wading, or via Water -
or enter a Swamp hex (nor may they be crossing a Wall hexside and wheeled vehicles
craft.
towed in unless using a road). may not cross except through a Gate. Half-
8.31.4 Fords— Personnel and vehicles may
8.29 WADI Tracked vehicles may cross but must roll
enter Pond and River hexes in any hex speci-
8.29.1 Description Wadi ter- on the Immobilization Table BEFORE cross-
fied by SSR (or Battlefield Walkaround) to
rain is represented by any ing. Heavy weapons may never be pushed
be a ‘Ford’. Entry costs 4 MP per water hex
Overlay with a ‘W’ identifica- or towed across a Wall hexside.
entered via Fording. Towing is allowed and
tion letter -number combina- 8.30.41 Gates—An opening in a Wall hexside
vehicles do not require a roll on the Immo-
tion. Wadis are Linear Depres- represents a ‘Gate’. All units may use Gates
bilization Table when entering a Ford. Per-
sions. to cross Wall hexsides without extra MP cost
sonnel units may NOT use Running move-
8.29.2 LOS—Wadis follow the LOS rules of or risk of immobilization. A Gate is treated
ment in a Ford hex.
Linear Depression except where noted be- for attack purposes as a Wall hexside.
8.31.41 Wading —In some cases a water
low. 8.30.42 Floorpan hits—Unless using a Gate
obstacle may be defined as ‘shallow’, or entry
8.29.3 Cover —Wadis follow the rules of AFVs are subjected to Floorpan Armor Hits
may be allowed in some or all water hexes
Linear Depressions (see 8.29.41-2 for ve- (see 7.6) when crossing a Wall hexside.
via Wading. When using wading in a NON-
hicles and H weapons) 8.31 WATER OBSTACLES
Ford water hex, all vehicles must roll on
8.29.4 Wadi End Hexes—The END of a Wadi 8.31.1 Description —Water
the Immobilization Table in EACH water hex
(where the wadi art meets non-wadi terrain) obstacles represent rivers,
entered. Entry via wading costs 4 MP for
is considered to slope gradually up to level creeks, and ponds.
entering (i.e., FOUR Movement Points per
‘0’, creating an entrance into the Wadi that 8.31.11 Water Terrain Depic-
hex) for both vehicles and personnel. Tow-
does not increase the movement cost to enter tions—Each category of wa-
ing is NOT allowed in NON-Ford water hexes
or exit (i.e., treat it as OPEN GROUND un- ter obstacle is depicted using unique art-
and Personnel units may NOT use Running
less other terrain is also in the hex) and work. All water terrain contains BLUE in
movement.
does not require a roll on the Immobiliza- the ‘water’ portion of the art.
8.31.5 Bridges —A bridge is treated as a
tion Table for vehicles. The Wadi art is still 8.31.12 Pond Terrain—A Pond is depicted
Road crossing water terrain. Unless stated
considered to be at Level –10; however, the by an irregular blue shape covering one or
otherwise by SSR, bridges are considered
‘gradual’ slope is represented in game terms a small number of hexes.
to be at the same level as any road that
ONLY by the absence of a roll for Immobili- 8.31.13 River Terrain—A River is depicted
crosses them (Exception: see 8.31.51).
zation. A unit may STILL be UP in an end by an irregular blue shape with a blue por-
8.31.51 Bridge Hexsides —Treat all non-
hex normally. tion at least two hexes wide.
Road hexsides between bridge and non-
8.29.41 Vehicles In UP Position —TUR- 8.31.14 Creek—A creek is depicted in the
bridge hexes as if a Wall is present where
RETED and FULLY tracked vehicles may same manner as a Ravine with the excep-
the LOS hits the hexsides.
set up in or enter an UP position in a Wadi tion that a blue ‘water’ element is found in
8.31.52 Under Bridge—Place a LOS +10
at a cost of 4 MP. BOTH of the two (or one the middle.
marker ON TOP OF any unit that is in the
if two are not available) GOOD cover 8.31.141 Creek Description—A Creek is a
terrain UNDER a bridge to signify this sta-
hexsides must be eligible entry hexsides for Linear Depression.
tus. LOS is blocked to/from units directly
the vehicle BEFORE the 4 MP expenditure 8.31.142 Creek LOS —Creeks follow the
above, on the bridge. Treat all other LOS to
is made (often requiring the vehicle to LOS rules for Linear Depression terrain.
a unit under a bridge normally (i.e., usually
chance its facing). A cost of 4 MP x 2 (i.e., 8 8.31.143 Creek Cover—Creeks follow the
down in an LD). When attacked by Indirect
MP, as the vehicle is considered to be using Cover rules of Linear Depressions normally
Fire/OBA, the bridge overhead adds one
reverse movement) is paid to exit, to a noting the restriction below on which units
column shift LEFT if under a ‘dirt’ road or
DOWN position. Simply announce the move- may be in UP positions.
TWO shifts LEFT for a paved road. Other -
ment expenditure and remove the Level +10 8.31.144 Creek Movement—Creeks follow
wise, units under a bridge may only be at-
marker. Turrets may be pointed in any di- the movement rules for Linear Depression
tacked by units ON the bridge using Gre-
rection. terrain UNLESS the water depth is stated
nades (including Satchel/Gammon Bombs),
8.29.411 Opportunity Fire—For the pur- to be ‘deep’ by SSR, in which case treat
with no ‘under bridge’ shift applied. A unit
poses of Opportunity Fire HALF of the ex- affected Creeks in the same manner as a
may NOT move directly from on top to un-
penditure of MP is considered in the UP River.
der a bridge unless stated otherwise by SSR.
position when a vehicle enters OR exits UP. 8.31.145 Creek Up Position Restriction—
8.31.53 Pontoon Bridge—Counters for Pon-
8.29.42 H Weapons In Up and Down Posi- Only Personnel and their carried L and M
toon Bridges are provided in some ATS
tion —Heavy weapons may SET UP (only; weapons may be in the UP location in Creek
games. These are placed as per SSR and
they may not enter UP positions during play) hexes.
are treated normally as bridges with the
in UP positions and receive GOOD cover 8.31.2 LOS—All water hexes are considered
following exceptions.
across UP hexsides. Their manning crews to be at -10 levels below the terrain they

20
8.31.531 Stacking Limit—A Pontoon Bridge Emplacement marker by Crawling, Infiltrat- 9.3.3 Occupant Restrictions—No unit may
may never be overstacked. No unit may ever ing, or moving normally. In some cases, a fire (or serve as an FO) when UNDER a
be in a position under a Pontoon Bridge. Personnel unit UNDER an Emplacement may Blockhouse.
8.31.532 Destruction—A Pontoon Bridge move to an adjacent Emplacement, and re- 9.3.4 Attacking Blockhouse Occupants—
counter is removed by any attack in its hex main underneath. Example: A unit in Open Units under a Blockhouse counter may not
that would otherwise create rubble. Ground moves into a hex containing a Hedge- be attacked by Small Arms Gunfire or Gre-
8.32 WOODS hog. It is placed on top. It then moves under nades, even from adjacent or same-hex
8.32.1 Description —Woods the Hedgehog. If it wants to leave this Hedge- units.
terrain is depicted by large hog and enter an adjacent one, it may enter 9.3.5 Destruction —A Blockhouse is de-
foliage pieces that touch one directly to UNDER the adjacent Hedgehog. stroyed in the same manner as a Bunker
another. Woods is flammable 9.1.4 Set Up Restrictions-Only one Hedge- (see 9.4.6).
terrain. hog, Bunker, Blockhouse or Foxhole marker 9.4 BUNKER
8.32.2 LOS—Woods is Level +10 Blocking may be placed in a hex. NO Emplacement 9.4.1 Description —Bunkers
terrain (Exception: Forest). may be set up in a Swamp or Water Ob- represent weapons pits covered
8.32.21 Forest—In some scenarios some stacle hex. with reinforced roofs. Bunkers
or all Woods hexes are defined as ‘Forest’. 9.1.5 Stacking Limits—Emplacements do have two positions:
Forest is treated as Woods in all cases with not affect stacking. The stacking limit ap- On Top Effects—Units on top
the exception that it is Level +20 Blocking plies for all units in the hex, whether on top of a Bunker occupy the other terrain in the
terrain. of or under an Emplacement marker. hex and receive no cover benefits.
8.32.22 Jungle—In some scenarios some 9.1.6 Destroying Emplacements—Some Under Effects —Units under a Bunker
or all Woods hexes are defined as ‘Jungle’. Emplacements may be destroyed by differ- marker are assumed to be in FULL cover.
Jungle is treated in the same manner as ent means. When destroyed they are re- However, they may fire OUT to their maxi-
Forest (e.g., Airbursts apply; +20 Blocking moved from the map. mum range (Exception: Indirect fire may not
terrain) with the following exceptions. Per- 9.2 ANTI-TANK TRENCH be used from under a Bunker marker [spot-
sonnel may ONLY enter Jungle hexes by 9.2.1 Description —An Anti- ting from under is otherwise allowed]). See
Crawling or via Infiltration Movement. Only Tank (AT) Trench is a steep-sided 12.5.661 for rules on targeting units in
Tracked (i.e., NOT half-tracks or wheeled) ditch used to block vehicular FULL cover.
vehicles may enter Jungle hexes but pay movement. An AT Trench is 9.4.2 Set Up Restriction—Bunkers may not
DOUBLE the normal MP to enter. All types treated like a Hedgehog with the be placed in a building or LD hex.
of units may SET UP in Jungle hexes nor- following exceptions. 9.4.3 Stacking Restrictions—ONE Heavy
mally as if in Woods (including hidden set 9.2.2 Movement Restrictions—No vehicu- (no restriction on target size) or Medium
up). lar units of any type may enter hexes con- weapon AND a crew OR Personnel units and
8.32.23 Bamboo— O n s o m e m a p s t h e taining AT Trenches. their Light weapons totaling no more than
Battlefield Walkaround will state certain 9.2.3 Destruction—An AT Trench may be THREE Stacking Points may be placed un-
hexes represent another tropical terrain eliminated only by a Dozer. See the rules der a Bunker marker. Units inside a Bun-
similar to Jungle called ‘Bamboo’. These relating to the Demolition Table. ker may not be Overstacked.
hexes are treated in the same manner as 9.3 BLOCKHOUSE 9.4.4 Movement restrictions—Units on top
Jungle, with the following exceptions. Bam- 9.3.1 Description —Block- of a Bunker never ‘drop’ into Full cover un-
boo is considered a Level +5 Blocking ter - houses are concrete defensive der a Bunker. They may move under the
rain that affects the ENTIRE hex. Foxholes structures built in defensive Bunker using Movement (at the cost of 1
may not set up in Bamboo. Units may set strongpoints. They are in use MP) and via Infiltration. Friendly units may
up hidden in Bamboo. only by SSR. Use Bunker not move under a Bunker that is already
8.32.24 Optional—If using Optional Hid- counters as Blockhouses and treat them as occupied by enemy units, even by Infiltra-
den Set Up all units that set up in Jungle or Bunkers except as stated below. tion. Enemy and friendly Personnel may
Bamboo hexes may set up Hidden. 9.3.2 Stacking—Up to SIX Stacking Points occupy the same hex if one side is UNDER
8.32.3 Cover—Woods provide Good cover. of Personnel and any Light and Medium a Bunker.
Woods creates Airbursts. Units may set up weapons (not Heavy weapons) they carry 9.4.5 Bunker Target and Location—Bun-
hidden in Woods hexes. may be stacked under a Blockhouse marker. ker occupants are treated as being in FULL
8.32.4 Movement —It costs 2 MP for all A Blockhouse may not be Overstacked. cover (Exception: Under Effects, see 9.4.1;
units to enter Woods. All Vehicles roll on
the Immobilization Table AFTER entering.
In the example at left the two hexes
They may set up within with no penalty.
to the front of the vehicle marker
define its front target FACING also
known as Vehicle Covered Arc
9.0 EMPLACEMENTS (VCA). The term ‘aspect’ is used to
9.1 OVERVIEW define the portion of a vehicle
9.1.1 Emplacements are man-made field struck and requires use of the Hit
works, used to strengthen defensive posi- Location Table.
tions. They include Anti-Tank Trenches,
HPT hits from within its VCA, as
Blockhouses, Bunkers, Foxholes, Hedge-
well as exactly along the hexsides
hogs, Minefields, Roadblocks, Sangars,
marked ‘Front’ are FRONT facing
Weapon Pits, and Wire.
hits. Hits from within the FLANK
9.1.2 Emplacements Positions—All Em-
and REAR facings are also de-
placements except Minefields, Roadblocks
fined.
and Wire have two distinct Positions: ON
The exception to the example at
TOP and UNDER. Together, both positions
left is if the target is MOVING. If
count as one Hex location for Stacking pur-
the LOS is traced exactly between
poses. Unless otherwise restricted, units
the flank and the front, the facing
may move between positions during Move-
is FRONT if the target is MOVING
ment by spending 1 MP or by Infiltrating.
and flank if it is STATIONARY. If
9.1.3 Emplacement Entry and Exit —A
the LOS is traced exactly between
unit may enter or exit a hex with an Em-
the flank and rear, it is rear if
placement. Usually, a unit enters an Em-
STATIONARY and flank if
placement hex by moving on top of the
MOVING.

21
Same Hex Fire, see 9.4.52; AP Fire, see top of a Hedgehog. Units UNDER a Hedge- 9.6.621 exception) into its hex or other
9.4.51) for targeting purposes. The Bunker hog receive Full cover. hexes of the same level unless the LOS
and its occupants are attacked as if it is a 9.6.2 Set Up restrictions—Hedgehogs may crosses a hexside with -10 or lower terrain
SEPARATE location within the hex. not be placed in a Building, Linear Depres- (i.e., it may ONLY trace LOS across hexsides
9.4.51 AP Fire—Direct Firing Guns using sion, or on a Bridge. with lower level terrain, including on more
AP (any form of AP, e.g., APCR, but not 9.6.3 Entry—Personnel may move under a than one ‘side’ of the hex, assuming the hill
SCW) may be used to depict firing of solid Hedgehog at the cost of 1 MP or via Infiltra- ‘drops off’ on more than one hexside).
shot through the Bunker’s vision slits. A tion. When moving from Hedgehog to 9.6.621 Satchel Charge Same Hex At-
special +4 HPT DRM (replacing the +3 DRM) Hedgehog, the unit may remain in the same tacks—A Satchel Charge MAY be used to
is applied. AP fire has no effect on the Bun- position (i.e., under or on top of the marker), attack from the same hex as a Cave Dugout
ker itself. It targets H weapons normally including during Infiltration. Personnel un- marker IF the unit carrying the SC is on a
(i.e., use the C4 table for guns of 20mm or der a Hedgehog may also move and Infil- HIGHER level than the actual location of
less); (Exception: No Target Size DRM is trate to an adjacent AT T rench, Bunker, the Cave. A SC may NOT be used (including
applied) OR Personnel, the latter using a Blockhouse, Weapons Pits, and a Building by Cave occupants) against units in a higher
FRAG equivalent of 4 GF. Units firing AP at Cellar and vice-versa. When UNDER, and level location.
a Bunker do not use or place BOT. moving between Hedgehogs (or allowable 9.6.63 Tunnel Infiltration—Any Japanese
9.4.52 Units in the same hex—Units oc- emplacements/terrain as per the immedi- Personnel unit UNDER a Cave Dugout
cupying the same hex as a Bunker reduce ately preceding sentence), ignore the cost counter (including marked with FC as per
the cover of enemy units under the Bunker of any hexside terrain (e.g., Bocage; Wall). 9.6.64) that is eligible to use Infiltration may
to IMPROVED (+2/2L) cover to THEIR FIRE 9.6.4 Movement restrictions—Hedgehogs do so to move UNDER any Cave Dugout
ONLY. There is no Melee allowed against do not affect movement for FULLY or HALF- counter within FOUR hexes noting the fol-
units in a Bunker unless the unit(s) UN- tracked vehicles. Wheeled vehicles must lowing restrictions. This type of Infiltration
DER the Bunker marker Infiltrate out. check Immobilization AFTER entering a is called Tunnel Infiltration and may also be
9.4.53 Flamethrower Attacks—FT may be Hedgehog hex (Exception: Treat Cave Dug- used by Japanese Personnel to/from UN-
used to attack bunker occupants HOW- outs as the hex terrain, i.e., no roll is made). DER Blockhouse, Bunker, Cave Dugout and
EVER the 3L shift for FULL cover IS ap- To pick up a weapon left un-attended un- Hedgehog counters. If the Infiltrating unit
plied. der a Hedgehog, a Personnel unit must is marked with an FC marker (i.e., in CAVE
9.4.6 Bunker Destruction—A Bunker is move under the marker. Personnel may not INTERIOR COVER) it may remain marked
destroyed by HE (Direct or Indirect Fire) or use Running movement when moving from in a new Cave location or remove the marker
by a Satchel Charge attack following a C6+ under one emplacement to under another. upon placement in its new hex.
result. When a Bunker is destroyed, all oc- 9.6.5 Morale effect—Hedgehogs add ‘1’ to 9.6.631 Tunnel Infiltration Restrictions—
cupants (including their weapons) are de- the Morale value for Personnel units that No unit may Infiltrate under a Cave Dugout
stroyed. Remove the Bunker marker from receive cover benefits from the Hedgehog. in violation of stacking limits. A path of
play. Personnel units in Full cover under a Hedge- hexes must be traced that does NOT cross
9.4.7 Morale and Overruns—Bunkers add hog counter do not suffer the -4 DRM to a level that is LOWER in levels than BOTH
‘2’ to the Morale value for Personnel units their Morale during an Overrun. They still Cave Dugout counters.
beneath them. Personnel units beneath Bun- check morale when being Overrun. 9.6.64 Cave INTERIOR Cover—Japanese
kers ignore Overruns. 9.6.6 Cave Dugouts—Cave Dug- Personnel/Heavy Weapons under a Cave
9.5 FOXHOLE outs are treated as the terrain Dugout may set up or ‘drop’ into a special
9.5.1 Description —Foxholes in the hex for vehicles. Person- for m of CAVE INTERIOR COVER. Being
depict individual holes dug by nel treat Cave Dugouts in the under a Cave marker does NOT provide this
soldiers. Foxholes have two po- same manner as Hedgehogs, form of special cover. This ‘drop’ may ONLY
sitions: with the exceptions in 9.6.61-7. be conducted by units ALREADY under a
On Top Effects —Units receive 9.6.61 Entry Restrictions—Only Japanese Cave Dugout counter (mark them with an
no cover from the Foxholes. units may enter/set up UNDER a Cave FC marker after they drop or mark them
Under Effects—Only Personnel units and Dugout counter. Unless using Infiltration, during set up) in the same manner as drop-
their Light and Medium weapons may move moving UNDER a Cave Dugout may only be ping into FULL cover when stacked on a
under a Foxhole marker. Units Under a accomplished from the hex the counter is hedgehog. A unit that drops into CAVE IN-
Foxhole marker receive Good cover. in and/or any adjacent LOWER level hex TERIOR cover may ONLY be attacked by
9.5.2 Set Up Restrictions—Foxholes may that does not involve moving more than +10 DIRECT fire from ADJACENT hexes.
not be placed in Buildings, Linear Depres- levels across a hexside. No vehicle may set 9.6.65 Sealing Cave Dugouts—A Cave is
sions, Bamboo, Paved Roads, or on a Bridge. up or move UNDER a Cave Dugout emplace- ‘sealed’ by an HE (Direct or Indirect Fire)
9.5.3 Movement restrictions—Foxholes do ment and ONLY Japanese Personnel and attack following a C9+ result (see Table FR)
not affect movement for vehicles. Person- their carried Light and Medium weapons may or by a Satchel Charge C6+ (see Table DT).
nel must pay 1 MP to move under a Foxhole MOVE under, including when using Tunnel Remove the Cave marker and all units un-
counter after entering the hex. They may Infiltration. Heavy weapons may also SET der it.
also enter via Infiltration. UP under Cave Dugouts, and may be pushed 9.6.66 SCW Attacks —Shaped Charge
9.5.4 Morale effect —Personnel units un- out, but never into the SAME HEX as the Weapons may fire at units under Cave Dug-
der a Foxhole marker do not suffer the -4 Cave and NEVER back under a Cave Dug- out markers and apply a FULL cover HPT
DRM to their Morale during an Overrun. out once exited. Heavy weapons exit is al- DRM for units stacked under a Cave marker
They still check morale when Overrun. lowed ONLY to an adjacent hex, across a (including HALVING Frag factors as per
9.6 HEDGEHOG hexside that involves a change in levels of 12.5.6611).
9.6.1 Description —Hedgehogs no more than -10 levels. 9.6.67 Fire to Full Range—Unless marked
represent a network of trenches 9.6.62 Set Up and Multi-Level LOS—A Cave with an FC marker as per 9.6.64, a unit
that provide all-round protection Dugout counter may ONLY be set up in a under a Cave marker may fire/receive fire
for Personnel units. Hedgehogs hex that has an LOS to LOWER level ter - to/from its maximum normal range.
have two positions: rain along at least ONE hexside that is at 9.7 MINEFIELDS
On Top Effects—Personnel and their Light least -10 (minus ten) Levels. Any unit UN- 9.7.1 Description —Minefield
and Medium weapons are in Improved cover. DER a Cave Dugout traces its LOS (and vice markers depict a combination of
No other units receive a cover benefit. versa) FROM the level of the hex’s center - AP and AT mines. Some depict AT
Under Effects—Only Personnel units and dot and/or the lower level of any adjacent mines only.
their Light and Medium weapons may be hex (noting Precipitous Terrain and Cliff 9.7.2 Set Up Restrictions—Minefields may
placed Under a Hedgehog marker during hexsides allow multiple LOS levels). How- be set up in hexes containing other types of
movement and Infiltration. Personnel may ever, a unit under a Cave Dugout marker emplacements.
also ‘drop’ into Full cover when stacked on has no LOS (and thus may not attack; see 9.7.3 Minefield Density—On the back of

22
each Minefield marker, the field Density is being attacked by the mines. Place a may one be placed in a Building hex unless
indicated in the form of a number. The Den- Minefield Lane marker in the hex. there is a Building + Road combination. If
sity is never revealed to the Opponent. 9.7.9 Minefield Attacks—Units unsuccess- placed in a Building Road hexside or on a
9.7.4 Minefield Quantity —In some sce- ful in Forcing a mine hex or attacked auto- Bridge, only the hexside crossed by the
narios the Defender is given a quantity of matically while entering suffer the following Road contains the ‘Wall’.
Mines in his OOB. This quantity corre- damage: 9.8.3 Movement restrictions—No Vehicle
sponds to the total density of mines the 9.7.91 AFVs—Are M-KILLed and must per- may cross a Roadblock hexside.
player may set up. Any quantity of Mine form a check on the Bail Out Chart. Any 9.8.4 Clearing Roadblocks—A Roadblock
markers may be used, as long as this num- Personnel units transported on that AFV are marker is removed by any C6 or better re-
ber is not exceeded. Once a total quantity placed on the hex, and suffer automatic sult obtained by Indirect Fire in its hex OR
of markers is selected, up to the quantity minefield attack unless the mines in the hex via Demolition/Dozer OR if the Roadblock
given for that scenario, the markers are then were ONLY AT mines. itself is targeted for an attack by Direct Fire
placed on the map (unless set up Hidden) 9.7.92 APC and Trucks—Are K-KILLed and HE (treat it as a Building target) and a C6+
by the Defender with the number face replaced by burning wrecks. Any units be- is obtained.
down. ing carried are placed in the hex and suffer 9.9 SANGAR
9.7.41 AT Minefields —Some an attack unless the mines in the hex were 9.9.1 Description—A Sangar is
Minefield markers only show ONLY AT mines. Units being Towed are oth- an emplacement constructed
Anti-Tank Teller mine art (a round erwise unaffected (they remain in the hex), above the earth by piling stones.
‘pie-plate’) on them. AT mines ALL unless a Towed Gun, which is marked with Treat Sangars as Weapons Pits
have a strength of ‘3’ and when depicted as an F-KILL marker. with the following exceptions.
part of a side’s OOB, represent the quan- 9.7.93 Personnel Units—They are attacked On Top Effects—Units on top of a Sangar
tity of AT mine COUNTERS provided. Per - on the Casualty Table by FRAG Factors do not occupy the Emplacement and receive
sonnel units ignore such AT Minefields, i.e., equal to the Minefield Density number mul- no defensive advantages.
they are not attacked when entering. Only tiplied by four, using STATIONARY cover. Under Effects—Personnel and Heavy weap-
Vehicles are attacked. These attacks are conducted immediately ons are in Good cover. Vehicles receive Hull-
9.7.42 Remove Non Hidden Mines—A Per- upon entry, and may ALSO take place dur- Defilade status.
sonnel unit of at least two Stacking Points ing the Infiltration Phase. 9.9.2 Set Up Restriction—Sangar markers
may ‘pick up’ non-hidden mine markers set 9.7.10 Dummy M i n e f i e l d s —Dummy may not be placed in a building hex or a
up in bridge/paved road/airfield locations Minefields, marked fields containing no Linear Depression.
as if it is a Light weapon. The mine marker mines, were often laid between real ones to 9.9.3 Stacking Restrictions—Each Sangar
is immediately removed from play. increase coverage. To simulate this, some may hold one Heavy weapon and its crew
9.7.5 Units entering a friendly Minefield— scenarios provide ‘Dummy’ minefield mark- OR one vehicle OR up to THREE Stacking
Most Minefields contained secret lanes ers by SSR. If enemy units attempt to Force Points of Personnel and their Light and
through which the laying side could safely a Dummy Minefield, the true nature of the Medium weapons. A Sangar may not be
pass. Crawling, Infiltrating or Assault mov- Minefield marker must be revealed. The Overstacked.
ing Personnel units, or Assault moving ve- marker stays in place, face down, challeng- 9.9.31 K-KILL and F-KILL Units in
hicles, enter a friendly minefield hex with- ing the Opponent to remember its location. Sangars —A unit continues to occupy a
out any effect. Running Personnel units or 9.7.11 Hidden Minefields—Minefields are Sangar regardless of its damage status. A
Cross-Country moving Vehicles must make set up Hidden by SSR only. The location of vehicle that is K-KILLed while in a Sangar
a Forcing attempt when entering a friendly Hidden Minefields is recorded, including the stays there (replaced by the appropriate
minefield. Minefield Density in the hex. A Hidden wreck counter, i.e., Burning or non-Burn-
9.7.6 Entering Enemy minefields—Crawl- Minefield is treated normally in every re- ing) and prevents other units from occupy-
ing, Assault moving or Infiltrating Person- spect and is placed on map when an enemy ing that Sangar. Likewise, a Heavy weapon
nel units, or Assault moving Vehicles, enter unit enters the hex or finds it via search- unit that is F-KILLed while in a Sangar stays
an enemy Minefield hex without any effect ing. Apply a –1 DRM for any Forcing at- there, preventing other units from occupy-
if moving along a Minefield Lane as do Per- tempt in a Hidden minefield. Dummy ing the Sangar. Heavy weapons, vehicles and
sonnel using non Running movement from Minefields may not be set up Hidden. Wrecks Under a Sangar may be Towed out
under -to-under an emplacement. All other Minefields may not be Hidden in Paved Road normally by Vehicles in the hex (i.e., on top
units that are not Running or using Cross- hexes or on a Bridge. of the Sangar marker) without the towing
Country movement require a ‘Forcing’ die 9.7.12 Searching For Mines—Any Person- vehicle having to move under the Sangar.
roll upon entry of a mine hex. nel unit may spend a full Movement Seg- Personnel may move under a Sangar to push
9.7.61 Automatic Attack—Running Person- ment in its current hex to ‘search’ for Hid- a Heavy weapon out using normal move-
nel units and Cross-Country moving vehicles den minefields. The unit is considered to ment rules and a cost of 2 MP.
are automatically attacked by the Minefield use Crawling movement although it does not 9.9.4 Movement Restrictions —Vehicles
when entering an enemy Minefield hex. exit its hex. Any Hidden Minefield marker(s), and Heavy weapons may never move under
9.7.7 Forcing a Minefield—When resolv- adjacent to the Searching unit, is (are) placed a Sangar during play; they may only set up
ing a Forcing attempt, roll a die immedi- on map. No attack is made against the under one. When overruning a Sangar hex
ately. A die roll greater than the Minefield Searching unit—it does not enter the Mine attacking vehicles do not move under the
Density value means the unit has success- hex. emplacement. Sangars do not affect move-
fully ‘Forced’ the Minefield. If the die roll is 9.7.13 Mine Clearance—Remove any mines ment through their hex.
equal to or less than the Minefield Density, in a hex attacked by Indirect Fire obtaining 9.9.5 Floorpan Hits—AFVs exiting a Sangar
the Forcing attempt has failed and any unit(s) a ‘C6’ or higher result in its location. are subject to Floorpan hits in the same
entering that triggered the forcing roll is 9.8 ROADBLOCK manner as if crossing a Wall hexside, with-
attacked by the Mines. If more than one 9.8.1 Description—A Roadblock out reference to hexside.
Personnel unit enters, ONE forcing roll is is a form of Emplacement de- 9.9.6 Sangar Destruction—A Sangar is re-
made and the resulting casualties are dis- signed to stop vehicles. A Road- moved from play when any target within is
tributed normally. block marker has three arrows hit by HE ammunition, either by direct or
9.7.71 Hidden Minefield —There is a -1 on it. When setting it up, point indirect fire, that results in a C4 or greater
DRM for any Forcing attempt when enter - the arrows at three hexsides. The Roadblock on the Casualty Table. Overrun of a unit in
ing an enemy Hidden Minefield. is actually considered ON the hexsides, treat a Sangar by any fully-tracked AFV removes
9.7.8 Creating Lanes —Assault moving these three hexsides as if they contain a the Sangar AND any Heavy crew-served
FULLY tracked vehicles may create a WALL with the following exceptions. weapons (and Light and Medium weapons
Minefield Lane. A Lane is created if a ve- 9.8.2 Set Up Restrictions—Roadblocks may NOT carried by a Personnel unit) in it. Any
hicle successfully enters the hex without not be placed in a Linear Depression. Nor Personnel (including the manning crew of

23
the H weapon) receives no additional pen- from occupying that Weapons Pit. Likewise, and successfully enters AND exits the Wire
alty from the overrun that destroys the a Heavy weapon unit that is F-KILLed while hex. There is no effect to the Wire when a
Sangar (i.e., they check morale during Over- under a Weapons Pit prevents other units vehicle enters and becomes M-KILLed.
runs, applying the normal morale penalty from occupying the Weapons Pit. Heavy
with no increase). weapons, vehicles and wrecks under a 10.0 MORALE
9.10 WEAPONS PIT Weapons Pit may be towed out normally by 10.1 OVERVIEW
9.10.1 Description —Weapons vehicles in the hex without having to move Each Personnel unit has a morale value that
Pit counters depict dug-in gun under the Weapons Pit. Personnel may represents combat worthiness. The morale
positions providing partial pro- move under a Weapon Pit marker for 2 MP value is the third number displayed on each
tection for weapons, Personnel, to Push an H weapon out. Personnel counter. This value is used as
and vehicles. Weapons Pits have 9.10.4 Movement restriction —Vehicles the unit’s base morale value when morale
two positions: and Heavy weapons may never move Un- checks are called for due to various cir -
On Top—Units on top of a Weapons Pit do der a Weapons Pit during play; they may cumstances (e.g., casualties; overrun).
not occupy the Emplacement and are con- only set up under one. A vehicle may exit 10.1.1 Axis and Allied Leaders
sidered in the hex’s terrain. from under a Weapons Pit by paying ONE For all Morale purposes, including rallying
Under Effects: MP, and is placed on top of the marker; it Broken and Surrendered units, German
Personnel units—Receive Improved cover. may then move normally. Weapons Pits do leaders are considered ‘friendly’ to all Axis
Heavy weapons may not set up or move in not affect movement through their hex, not- Personnel (e.g., Italian; Romanian; Hungar-
Full cover, but their crew may. ing the ability to enter from an adjacent ian). Non German Axis leaders are only con-
Heavy weapons—Improved cover, and they Hedgehog (and vice-versa) while staying sidered friendly to Personnel of their own
benefit from an additional +1 HPT DRM for under each Emplacement (and thus still in nationality. British/American leaders are
Direct Fire. Their crew, like any Personnel Full cover). considered friendly to Allied troops.
unit, receives Improved cover, but may also 9.10.5 Morale effect—Personnel units in 10.2 MORALE SUPPORT RANGE (MSR)
move or drop into Full cover like a Hedge- Full cover under a Weapons Pit counter do Some friendly and most enemy units within
hog. When the crew is in Full cover, it may not suffer the +4 DRM during an Overrun. Morale Support Range alter a unit’s current
not fire its Heavy weapon. They still check morale during Overruns. morale value. Units in all accessible loca-
NON-Very Small Vehicles—Are in H-D po- 9.11 WIRE tions of its current hex or an adjacent hex,
sitions. They may not use a BMG (bow ma- 9.11.1 Description—Wire repre- in both cases within LOS (i.e., not across
chine-gun). sents rolled or staked concertina interior building ‘black bar’ hexsides, Cliff
Very Small Vehicles—Are in FULL cover. wire used to hinder enemy move- hexside, or upper levels of a building out of
They may not fire ANY weapons except ment on the battlefield. a unit’s LOS) and able to be reached via
against adjacent units and aircraft. 9.11.2 Set Up restrictions—Wire may not crawling and/or Infiltration, modify morale.
9.10.2 Set Up Restrictions—Weapons Pit be placed in a Building hex. Wire may be These include Passengers, as long as they
markers may not be placed in a building placed in the same hex as other Emplace- are NOT in FULL cover in the vehicle trans-
hex, or on a bridge. ments (e.g., Mines). porting them.
9.10.3 Stacking Restrictions—Each Weap- 9.11.3 Movement r e s t r i c t i o n s —No 10.2.1 Morale Modifiers
ons Pit may hold ONE Heavy weapon unit Wheeled vehicle may enter a hex contain- Some friendly and most enemy units within
and its crew OR one vehicle OR up to ing Wire. Tracked and Half-Tracked Vehicles MSR alter a unit’s current morale value, as
THREE Stacking Points of Personnel and must check for Immobilization AFTER en- well as some conditions (e.g., in a minefield).
their Light and Medium weapons. A Weap- tering a Wire hex. Personnel units may only There is no ‘maximum’ morale value.
ons Pit may not be Overstacked. enter Wire hexes by Crawling or Infiltra- 10.2.2 Morale Table
9.10.31 K-KILL and F-KILL Units IN Weap- tion. All may EXIT freely. The Morale Table (Table M) provides morale
ons Pits —A unit continues to occupy a 9.11.4 Clearing Wire—A Wire counter is modifiers related to friendly and enemy units
Weapons Pit regardless of its damage sta- removed by Indirect Fire HE receiving a ‘C6’ within MSR. The entry for “Each 3 Stacking
tus. A Vehicle that is K-KILLed while in a result or greater. A LANE may be created Point Personnel unit” implies that only full
Weapons Pit is replaced by the appropriate through a Wire hex by a TRACKED (not Half- Squads influence morale value (Exception:
Wreck counter, which prevents other units Track) vehicle that uses Assault Movement USMC). Additionally, a maximum of ONE

In the example at left, Crusader ‘C’ is in a Hull-


Defilade position to Pzkw IIf ‘C’ (and vice versa).
It can ONLY be hit in the turret, which is show-
ing the Crusader a FRONT facing. The Cru-
sader is not in defilade from ATR ‘C’—it can be
hit in the hull REAR or turret SIDE.
Squad ‘9’ has no LOS to squad ‘21’. Squad ‘15’
has a LOS to all the units shown and is at Level
+5.
Squad ‘10’ can see squad ‘21’ and is in GOOD
cover to ‘21’, Pzkw IIf ‘C’, Stuart ‘K’, and Cru-
sader ‘C’. If squad ‘15’ was an enemy unit, it
would deny the GOOD cover when firing at ‘10’
due to being ADJACENT.
Stuart ‘K’ is not automatically in Hull-Defilade—
it may roll when in a hex up on a hillock—after
setting up in or entering the hex. If squad ‘21’
was ALSO on a hillock, it could NOT see ‘9’ since
‘9’ is beyond the first hex of the new Hillock along
21’s LOS.
If ‘10’ was in FULL cover in a hedgehog, it would
be out of LOS of all units in the example except
‘9’ and the adjacent ‘15’.

24
friendly Leader may affect morale. No other 10.3.3 Commissars and Japanese ‘*’ Of- Broken) passes a morale check by rolling
friendly units (e.g., reduced squads; crews) ficers equal to its morale value it must immedi-
increase morale, but ONE surrendered Commissars and Japanese officers with a ately stop moving unless a non-broken
friendly 2+ Stacking Point unit (i.e., non morale value denoted by an asterisk NEVER leader is also in the location. Treat such
leader/BAR Gunner/FO/other 1 SP unit) check Morale. Friendly units stacked with units as temporarily ‘pinned down.’ They may
within MSR reduces morale (Exception: these Personnel units only fail MC on a DR Infiltrate normally during the Infiltration
USMC/Japanese ignore surrendered of 0 and each of those failing their MC then Phase if otherwise eligible.
friendly units within MSR; Italian units re- suffers a C1 (no subsequent MC following Example: A 7|5|8 squad that rolls an ‘8’
duce morale -2 for EACH surrendered unit). this C1) instead of being Broken AND Cour - while moving must immediately stop mov-
10.2.21 Morale Table Modifiers —The age may not result. ing.
modifiers listed on the Morale Table reduce 10.4 COURAGE 10.7 SURRENDER
or increase morale (i.e., they are NOT used 10.4.1 Any Personnel unit that 10.7.1 Place a ‘Surrender’ marker on a unit
as DRM). rolls a 0 (zero) during any MC (in- when any of the following occurs:
10.2.3 Intimidation cluding while attempting to Rally) a) An already broken unit fails a non-rally
During the End of Turn Segment, check for immediately makes a subsequent MC;
Intimidation for all Personnel units within die roll. Another 0 results immediate rallies b) The unit fails a non-rally MC while in MSR
MSR to at least one enemy unit. If, using all the unit and marks it with a Courage marker. of ANY non-broken/surrendered enemy
applicable morale modifiers, such a unit’s Mark it with a ‘medal’ marker (a handful of Personnel unit (Exceptions: Overrun and
morale value is less than zero, it immedi- historical medals are provided; they are all Melee, see 10.5.24).
ately surrenders (and is removed from play) the same in game terms). If a second 0 is 10.7.2 Surrender Effects
UNLESS a non-Broken/Surrendered not rolled after the first 0, the unit fails its A Surrendered unit is treated like a Broken
friendly leader is in its location or within MC normally. unit, with the following additional restric-
MSR. Leaders ignore Intimidation. 10.4.2 Courage Benefits tions:
10.2.4 Morale Check (MC) Order Units marked with a medal are immune a) It may neither move nor Infiltrate;
Check morale in the following order when from MC for the remainder of the scenario. b) Surrendered units may not be targeted
the listed units are present: Double their Melee Value against Vehicles for fire unless other enemy units are in their
1) Officer and Personnel (including doubling of leader location or another enemy unit is targeted
2) NCO benefits). They may also fire any type of by FFE that also hits the surrendered units;
3) All other units at the owning player’s dis- weapon with no penalties for reduced Crews, c) Enemy units may freely enter their loca-
cretion (Exception: Commissars do not etc., including leaders manning weapons and tion if no non Surrendered friendly units
check). serving as crews. Do not mark them as are present;
10.2.5 Adjusted Morale Winded when using Running Movement; d) Surrendered units reduce the morale of
When checking morale, use the adjusted they may use running movement each turn friendly units within MSR (Exception:
value, which includes all morale modifiers and do not suffer from exhaustion penal- USMC/Japanese units).
from the Morale Table. The adjusted mo- ties. 10.7.3 Automatic Elimination—Automati-
rale value changes immediately if friendly 10.5 BROKEN UNITS cally eliminate a unit marked as Surren-
units modifying morale either break or sur- 10.5.1 Restricted Use dered if any of the following occurs:
render. Broken units may not fire or infiltrate. i) It fails a non-rally MC;
Example: If a leader fails a Casualty MC or a 10.5.2 Reaction ii) An enemy Personnel unit moves into or
friendly unit surrenders, other friendly units Broken Personnel react as follows. Infiltrates into its location;
in their MSR that subsequently check their 10.5.21 In Emplacement—They ‘drop’ into iii) It is still Surrendered at the end of the
morale must immediately adjust their mo- Full cover when first becoming Broken (even End of Turn Segment.
rale. if they already moved or fired) if the Em- 10.8 RALLYING
10.3 CHECKING MORALE placement allows them to do so, and re- Broken and Surrendered units may be re-
The following situations cause Personnel to main there for the remainder of the turn. stored to their normal function by a friendly
check morale. 10.5.22 Passengers—Mark them with a FC (noting 10.1.1 restrictions) NON-Broken
a) Casualty MC: Casualties cause all friendly marker when first becoming Broken if the leader via the ‘rally’ process. Surrendered
Personnel units in a Location to check mo- Transport Vehicle provides Full cover; if not, units may also ‘improve’ their state to Bro-
rale (see 12.5.95); they immediately unload in the current hex. ken without a leader being present. A NON-
b) Collateral Fire MC : Personnel must 10.5.23 Enemy Entry—Immediately elimi- leader Personnel unit is only eligible to at-
check morale when entering a Location con- nate a Broken unit if an enemy unit enters/ tempt to rally if a NON-Broken friendly
taining a Collateral Fire ‘C’ marker (see Infiltrates into its location (see the excep- leader is in its location
12.5.101); tions in 10.5.24). 10.8.1 Self Rally —A Broken leader does
c) Overrun MC: Overrun attacks cause tar- 10.5.24 Overrun & Melee vs. Vehicle— not need another leader to attempt Rally and
geted Personnel units to check morale (see Broken units may remain in the same hex may BEGIN the segment broken. If it ral-
12.14.61); with an enemy vehicle after breaking as a lies it may immediately attempt to rally other
d) Surrender MC: Surrendering Personnel result of an Overrun attack (see 12.14.61) friendly units. Crews (see 14.2.7) and all 1
units check morale to avoid being eliminated or by failing a Melee vs. Vehicle morale check SP Personnel units (e.g., BAR Gunner) may
(see 10.8.1); (see 12.15.47). also attempt to rally without a leader present
e) Rally MC: Broken Personnel units trying 10.5.3 Broken Unit Movement but do NOT rally other units.
to recover (see 10.8). Broken Units may never Infiltrate. A Per - 10.8.11 Rally Attempt Limit—With the
10.3.1 Die roll sonnel unit may not move during the turn it exception of LEADERS, one morale check
Check morale by rolling one die and com- breaks. Those that broke during a previous for rally purposes may be made per unit
paring its result to the unit’s adjusted mo- turn MAY move, subject to the following per turn (i.e., rallying takes place during
rale value. If the result exceeds the adjusted restrictions. the End of Turn Segment ONLY).
value, the morale check failed. If it is less a) They may only use Assault or Crawling; 10.8.2 Rally Failure and Success
than or equal to the adjusted value the mo- b) They may not move closer (or adjacent in Any unit that fails to Rally simply remains
rale check succeeds. Note: In some cases a multi-location hex) to enemy units within Broken (Exception: Surrendered units
rolling EQUAL to the adjusted morale value their LOS and Spotting Range. If they are checking morale as per 10.8.4 are elimi-
may Pin Down a unit (see 10.6). ineligible to move due to LOS to enemy units, nated; if attempting rally with a NON Bro-
10.3.2 Automatic Results they may always crawl one hex or location ken leader they remain in play marked as
A MC automatically succeeds on a DR of 1. in any direction otherwise eligible for move- Surrendered). Surrendered units that rally
Conversely, a MC automatically fails on a ment. are returned to their normal function (i.e.,
DR of 0 (Exception: Unless Courage results 10.6 PINNED DOWN UNITS they are NOT marked as Broken).
in a ‘00’, see 10.4). If a moving Personnel unit (even if already

25
10.8.3 Rally Order tured automatically if they are in a location Each MP spent is deducted from the total
When rallying, units use morale modifiers at the End of Turn Segment (only) with a MP allowance of the unit. A unit may
based on units PRIOR to the outcome of non-moving enemy AFV, APC, or non-bro- NEVER spend more MP than this allowance.
ANY rallies (e.g., A Broken friendly squad ken Personnel unit. They may be used with- The Terrain Chart (Table TC) specifies all
within MSR is treated as BROKEN for other out penalty once captured. costs for entering hexes and crossing
friendly units that attempt to rally later in 10.9.4 Bailed Out APCs/AFVs—Bailed Out hexsides.
the segment). Enemy units within MSR are vehicles are captured automatically. The 11.1.21 End of Move— Once a player takes
also applied prior to the rally of ANY unit, procedure is the same as for weapon units his hand off of a moving unit this ends its
friendly or enemy. with the exception that only CREW Person- move and it may not be changed or reposi-
10.8.4 Surrendered Unit Morale Check— nel units may capture these vehicles and tioned. Place a Moved arrow on or behind it
During the END OF TURN SEGMENT, all they may only be captured during the End (based on the type used).
Surrendered units MUST attempt a limited of Turn Segment. A captured vehicle may 11.1.3 Entering Enemy Hexes— Person-
form of rally to improve their condition and/ fire its weapons normally (Exception: Un- nel may only enter an enemy-occupied lo-
or avoid elimination. less F-KILLed). Captured vehicles may never cation during Infiltration or if all enemy units
10.8.41 Eligible to ‘Improve’— Surren- move or change VCA/TCA. within are marked as surrendered. Vehicles
dered units in the MSR of any NON-Broken 10.9.5 Armed Vehicles— Non-Bailed Out may enter enemy-occupied hexes freely. (Ex-
friendly Personnel unit and/or non F- or M- armed vehicles may not be captured. ception: A TRUCK type vehicle may never
KILLed vehicle are marked as BROKEN upon 10.9.6 Towing Captured Units—Captured stop in one unless forced to by enemy fire).
passing their End of Turn Segment morale H weapons and vehicles may be towed nor- Note: If a hex has more than one LOCA-
check (Exception: Leaders, crews and all 1 mally. TION (e.g., BUILDING hexes with multiple
SP units Self Rally and are returned to nor- 10.9.7 Victory Point Bonus—In those sce- ‘floors’, including rooftop and cellar locations)
mal if they pass, they are eliminated upon narios using victory points, captured units Personnel units may enter non enemy-oc-
failure as per 10.8.42). are worth double the normal VP value. cupied locations within that hex even if one
10.8.42 Elimination—Eliminate all Surren- 10.10 CROSSFIRE or more other locations in the hex are en-
dered units that fail their End of Turn Seg- 10.10.1 Creation and Effects—When two emy-occupied. If Hidden enemy units are
ment MC. consecutive (i.e., two impulses) enemy GF in a location about to be entered by a friendly
10.9 CAPTURING ENEMY UNITS or Grenade Attacks cross two directly op- unit, place the Hidden unit(s) on-map and
10.9.1 Any weapon unit or non-K-KILLed posing hexsides of the target unit’s location, all friendly PERSONNEL units must stop
vehicle may be ‘captured’ and used as if it a ‘Crossfire’ exists. From the second attack their movement in the last hex location they
were a friendly piece of equipment. on, morale is reduced by TWO for all CA- were in before entering the hidden unit’s
10.9.2 Weapon units—L, M, and H weap- SUALTY morale checks for the remainder hex or location.
ons are captured if they are alone in a loca- of THAT turn in THAT location. HPT/OBA Example: A unit moving ‘downstairs’ from a
tion when an enemy unit enters. They may attacks NEVER create a Crossfire. Mark Level +20 to a Level +10 location in a build-
be picked up normally and subsequently affected locations with two moved markers. ing must stop in the +20 location if a Hidden
used by the new owners. There is no addi- unit is in the +10 location. For Opportunity
tional penalties applied for use of enemy Fire, the unit is considered to have moved
11.0 MOVEMENT
units. only in the first location, in this case, the +20
11.1 OVERVIEW—In any one turn, a player
10.9.3 Unarmed Trucks—Unarmed trucks level location. Note: When Personnel are us-
may move some, all or none of his eligible
(always YELLOW vehicle counters with ing Platoon movement, ONLY the entering
units during the Fire & Movement Segment.
white movement icons; armed trucks are unit(s) must back up one MP expenditure; if
Moving requires the use of an impulse in all
always the color of one nationality) are cap- otherwise eligible the rest of the Platoon may
cases. Units may
continue moving.
use any amount, up
11.2 MOVEMENT ELIGIBILITY—Units not
to the available
The turret marker placed on Movement Points
already marked as Moved, Fired, M-KILL,
Pzkw IIIg ‘A’ in the top example (MP) for the unit be-
Bail Out, newly broken or Surrendered are
is there to illustrate placement ing moved.
ELIGIBLE to move.
oriented in the same direction 11.1.1 Movement
11.3 PERSONNEL MOVEMENT—Personnel
the AFV is. ‘A’ and ‘B’ are ex- Type—Before physi-
units do not have a movement allowance
actly the same as regards sta- cally moving a piece
printed on their counters. The MP provided
tus. A turret marker is not the owning player
are the same for all Personnel units and
needed for this facing UNLESS announces what type
based on the movement type used (Excep-
the AFV is Suppressed. of movement is being
tion: Leaders add 1 MP for their own move-

If ‘A’ chose to turn its turret ONE used (i.e., Crawling,


ment and any other units moving with them

hexspine during the Direct Fire Assault Movement or


in the same stack/Platoon, see 13.1.41).

Phase, a +1 HPN DRM would Running). Unless


11.3.1 Movement Types—Personnel may
be added to its to hit attempt. A stated otherwise,
use one of the following Movement types

one column shift LEFT would units are always con-


during a Fire & Movement Segment.

also apply to any Casualty Table sidered to be using


11.3.11 Crawling Movement—Allows Per-
fire using its coaxial machine- Assault movement.
sonnel to enter an accessible adjacent loca-

gun ONLY (it is in the turret) in 11.1.2 Movement In


tion, including the next higher or lower lo-

the same impulse. If the turret General —A moving


cation of the same hex. Units may never

was turned another hexspine, a unit expends MP for


Crawl more than ONE location within a hex
+2 HPN DRM (and two column each hex location it
(e.g., from Ground to +20 using Crawling
shift LEFT) would be applied. If enters (usually 1 or
as this represents a move of TWO levels).
this was a slow turret, a +2 HPN 2 MP). Crossing
Units may also Crawl one-hex-and-under an
DRM would apply for the FIRST hexside terrain (e.g.,
Emplacement providing Full cover, when
TCA change (and TWO column Wall; Hedge) adds an
entering an adjacent hex. A unit may not
shifts LEFT) and a +1 HPN DRM extra cost (usually 1
Crawl ‘down’ to the ground if ‘upstairs’ in a
for each additional hexspine MP) to the cost of the
Building, then to an adjacent hex or vice-
change that impulse. Note, a hit entered terrain
versa. Personnel using Crawling movement
from ‘C’ at ‘A’ that strikes the tur- (CoT). To move under
receive Stationary Cover and are considered
ret aspect is a FLANK hit. some emplacements
to use ALL their movement points in the act
of crawling (Note: a 1 MP expenditure may
also costs 1 M P.
be made to place a smoke grenade prior to

26
leaving its hex). Place a Moved arrow marker Movement may not enter a hex in
on top of Personnel units using Crawling violation of stacking at any time
movement. A Crawling Personnel unit may during the move. If the Platoon
use Assault Fire DURING its move, before leader is unable to continue mov-
or after entering the new hex or location ing for any reason, (e.g., no MP left
using half its GF (and/or any carried L|MG due to a Wounded result; Broken;
or L|ATR). pinned-down; Eliminated) all units
11.3.12 Assault movement—Allows a Per- in the Platoon must immediately
sonnel unit to use up to FOUR MP. Person- stop moving unless there is another
nel using Assault movement receive Assault leader moving in one of the Platoon The squad in the example above uses FIVE move-
cover. Place a Moved arrow marker behind hexes. When moving as a Platoon, ment points, one to enter the first hex, OPEN
Personnel units using Assault movement. all units expend MP simultaneously GROUND, and two MP to enter each SCRUB hex.
An Assault moving Personnel unit may Fire hex-by-hex (and location-by-location This move may ONLY be made by using Running
during its move, before OR after expending within hexes). Exception: All units movement since it exceeds the 4 MP available for
a movement point, using half GF (for small in the Platoon pay the SAME MP Assault movement. Mark the squad with a Winded
arms or any L MG/ATR ONLY). Medium and cost as the HIGHEST expenditure marker. If a leader accompanied the squad it COULD
Heavy weapons may NOT be fired by mov- of ANY Platoon unit. use Assault movement to make this move.
ing Personnel. 11.3.23 Cohesion—Once Platoon
11.3.13 Running movement—Allows a Per- movement is initiated, individual units may 11.3.33 Pick Up and Carry Routine—Units
sonnel unit to use up to SEVEN movement not voluntarily ‘break off’ from the Platoon spend one MP to ‘pick up’ weapons in their
points. Personnel using Running movement that turn. All units must move to the next location (or position, e.g., on top of or un-
are considered to be in Running cover for adjacent hex or location together, and all der an emplacement) at any point during
Opportunity Fire ONLY, while the player is units must stay adjacent to one another in movement. A unit that intends to use Crawl-
moving the counter. Use Assault cover for no more than three hexes. If any unit(s) of ing movement may pick up a weapon dur-
any fire at them later in the Fire & Move- the Platoon are unable to continue moving, ing the same Fire & Movement Segment and
ment Segment. Place a Moved arrow marker the remainder must use their next MP ex- still move one hex (i.e., it does not have to
behind the unit(s) at the end of their move, penditures to ‘close up’ and qualify for multi- be carrying the weapon already to carry it
in the same manner as Assault moving Per- hex Platoon status again before any other to a new hex or location that turn).
sonnel. Personnel using Running movement movement is conducted (otherwise all im- 11.3.331 Transfer—Weapons may also be
may not fire during the Fire & Movement mediately stop). transferred between units in the same lo-
Segment. Personnel carrying Medium weap- 11.3.24 With AFV/APC Vehicles—Person- cation if neither unit is moving or marked
ons may not use Running movement. nel using Platoon Movement may also com- as moved. The unit that ‘gives up’ the Weapon
11.3.131 Winded —A ‘Winded’ marker is bine with AFVs and APCs using Vehicle Pla- is still free to move. The transfer of a weapon
placed on Running Personnel. A Personnel toon Movement or any type of vehicle in a from one unit to another is not considered
unit already marked as Winded may not use Convoy, creating one mixed unit Platoon. movement by BOTH units, just the one re-
Running movement (Exception: Courage). All Personnel and vehicles must follow their ceiving the weapon, and costs 1 MP to the
Remove previously placed Winded markers Platoon (or Convoy) movement rules, and at receiving unit. The receiving unit IS treated
from units using an impulse or at the end least ONE vehicle of the Platoon must be in as moving for the purposes of triggering
of the Fire & Movement Segment if they do the same hex of at least ONE Personnel unit Opportunity Fire.
not move or fire. at all times, including ‘closing up’ to con- 11.3.332 Close Assault Segment—A unit
11.3.132 Exhausted Infantry—Any Person- tinue to qualify as a Platoon if any vehicles may also pick up a weapon in its location
nel unit marked as Winded applies a +1/ or Personnel are unable to move further. during Infiltration or after all Melee is com-
1L modifier to all fire it takes part in (only An Elite Tank Commander allows the Per- pleted in a hex without expending MP.
ONE 1L shift is applied, not one PER sonnel portion of the Platoon to continue 11.3.34 Pushing Guns —Heavy weapons
Winded Personnel unit in a Firegroup and moving even if other Leaders aren’t present. may be moved, or ‘Pushed’ (Exception: Large
there is no modifier/shift AGAINST Winded 11.3.241 Cover Bonus—An AFV/APC pro- target type; they must be towed) during the
units). There is no effect on Melee. vides cover for any fire into or through its Fire & Movement Segment by their crew (or
11.3.2 Platoon Movement hex, including during Platoon movement. manning Personnel unit). Heavy weapons
11.3.21 Platoon Formation—A Movement Trucks provide no cover to accompanying may not be moved during Infiltration and
Impulse may also be used to create a ‘Pla- Personnel. may never enter a Water or Swamp hex.
toon’, to allow Personnel units in up to 3 11.3.25 Leader Bonus—Any Platoon using For H weapons that have NO target size
accessible adjacent hexes to move simulta- non Crawling movement may add one MP modifier, treat the pushing unit as if using
neously (using the same movement impulse). to their available total if accompanied by a Running movement (i.e., mark as Winded;
To qualify for multi-hex Platoon movement, Leader. apply Running cover for Opportunity Fire),
at least one location must contain a LEADER 11.3.3 Carrying Light and Medium however, the gun may ONLY be pushed ONE
moving with the rest of the Platoon. In or- weapon —Weapons never move by them- hex. Personnel pushing a SMALL or VERY
der to take part, each hex needs to be adja- selves. Each Personnel unit may carry a SMALL target size Heavy weapon may use
cent to at least one of the other hexes (or number of Light and Medium weapons equal Assault movement to Push it ONE hex, with-
locations) in the Platoon at the start of the to its Stacking Points value. A Light weapon out being marked as Winded, or Running
Fire & Movement Segment and it must be has a Stacking value of 1, a Medium of 2. movement to Push it TWO hexes (mark as
possible to move BETWEEN all hexes ‘con- Any two 1 Stacking Point units may com- Winded), treating each movement type ac-
necting’ the Platoon. bine to carry a Medium weapon. cordingly.
Example: A Platoon cannot be formed be- 11.3.31 Movement Restrictions —Light Example: A Personnel unit stacked with a
tween hexes separated by a Cliff. Players Weapons may be carried by any Personnel leader pushing a SMALL H weapon may not
should announce all units of the Platoon that unit using Crawling, Assault, or Running enter a hex that would cost SIX or more MP
will be moving prior to moving ANY. movement. Personnel units may not use while using Assault movement as it only has
11.3.211 Same Stack Platoon—Personnel Running movement when carrying MEDIUM FIVE MP available (4 for Assault movement
units stacked in the SAME location may al- weapons. + 1 bonus MP from the leader).
ways move together as a Platoon. No leader 11.3.32 Assault Fire Restrictions—Me- 11.4 VEHICULAR MOVEMENT
is needed. dium and Heavy weapons may not fire us- 11.4.1 Movement Types —Each vehicle
11.3.22 Movement—When using multi-hex ing Assault Fire. However, any remaining counter has a set of two Movement Point
Platoon Movement, all Personnel units must Gunfire Factors (after deducting for the car- values printed on it in the following format:
use the same movement type (e.g., Assault; ried Weapon) left to the carrying Personnel ‘Cross Country’ movement | Assault move-
Running; Crawling). Units using Platoon unit may be used. ment. Assault movement is used to allow a

27
moving vehicle to conduct a variety of ac- pay for the pivot made during the earlier im- toon at all times. A Platoon may use Contin-
tions, e.g., load or unload Personnel for pulse. ued movement.
transport; Overruns; move and fire during 11.4.5 Continued Movement—A vehicle 11.4.71 Starting Limitations—Platoons are
the same impulse using Assault Fire. Cross marked as Moved may opt to ‘continue’ created at the beginning of each Fire &
Country movement is used mainly for ve- moving during the marker removal portion Movement Segment by an appropriate num-
hicles wishing to travel from one place to of the End of Turn Segment. Keep the ex- ber of adjacent vehicles. Each must be ad-
another as quickly as possible, eschewing isting Moved marker on or behind the ve- jacent at all times during that Fire & Move-
all fire and Overrun capabilities. hicle (and treat it as a moving target during ment Segment. If one or more of the AFVs
11.4.11 Markers—Place a Moved arrow on the next Fire & Movement Segment). Dur- in the Platoon are unable to continue move-
top of a vehicle using assault movement and ing the next Fire & Movement Segment, so- ment (e.g., due to M-KILL, K-KILL, or F-
behind a vehicle using cross-country move- marked vehicles must use a movement im- KILL results) all remaining AFVs in the Pla-
ment. When placing a Moved arrow behind pulse, but may move using ANY movement toon may continue moving. Any ‘gap’ be-
a moving vehicle, place the marker in the type. Vehicles using Continued Movement tween remaining AFVs must be ‘closed up’
hex just vacated by the unit. may not use a fire impulse during the sub- by immediate movement to bring them ad-
11.4.2 Facing and Covered Arc—Each ve- sequent Fire & Movement Segment. They jacent again. No AFV may voluntarily ‘break
hicle has a Front, Rear, and Flank orienta- may Assault Fire if using Assault movement. off’ from a Platoon once using Platoon Move-
tion determined by the hexspine to which They may not take part in a Gun Duel nor ment in a Fire & Movement Segment (Ex-
the front of the unit’s silhouette is pointed. may they use Opportunity Fire. ception: An F-KILLed AFV is no longer re-
This is known as its ‘facing’, also referred 11.4.51 Stalling—The owning player is free stricted by the AFVs in the Platoon and stops
to as ‘Covered Arc’ (CA). A separate Cov- to use MORE than the necessary MP for a immediately; it will have to exit normally,
ered Arc is used for any turret, and is known VEHICLE to enter a location. beginning with the next available movement
as ‘Turret Covered Arc’ (TCA). The facing of 11.4.52 Minimum Move—In the rare event opportunity, i.e., the following turn).
a VEHICLE, usually referred to when being a vehicle lacks the needed MP to enter an 11.4.72 Overrun and Fire Restrictions—
differentiated from its turret facing, is known adjacent hex but is OTHERWISE eligible to AFVs using Platoon Movement may conduct
as ‘Vehicle Covered Arc’ (VCA). Note TCA enter, a one-hex ‘minimum move’ is allowed overruns and use Assault Fire, and they may
and VCA may be different from one other. as its only movement. A vehicle may NEVER conduct Overruns and use Assault Fire at
Both TCA and VCA must always face to- fire a weapon nor conduct an Overrun when different times and at different targets dur-
wards one definite hexspine. When a tur - using a minimum move (but it may be con- ing the course of moving as a Platoon. Each
reted vehicle has NO turret marker placed sidered Assault Movement if that type of AFV is marked individually after it fires.
on it, the turret is always considered to face movement is called for, e.g., when towing). 11.4.73 MP Expenditure—When moving as
toward the FRONT VCA (unless stated to 11.4.6 Convoy Movement—When allowed a Platoon, all AFVs expend MP simulta-
be a rear -facing weapon, via an ‘R’ super - to by SSR, vehicles may set up or enter neously, hex by hex, paying the same cost
script on the value on that counter). play using ‘Convoy Movement.’ Convoy ve- as the highest expenditure of any AFV in
11.4.3 Movement Direction Vehicles may hicles must set up or enter play in adjacent the Platoon for any location entered and
move FOR WARD into one of the two hexes, with no more than ONE vehicle per action conducted.
hexsides it is facing. Vehicles may also use hex. A Convoy moves in the same manner Example: One AFV may spend one MP to
REVERSE movement, to enter one of the as a Platoon, remaining adjacent, never ex- enter a new hex while another spends one
two hexsides to its rear. Reverse movement ceeding one vehicle per hex and using As- MP to change VCA, at the same time, at a
costs DOUBLE the normal MP expenditure sault movement (only) of the SLOWEST ve- cost of ONE Movement Point for the Platoon.
(Exception: wheeled vehicles move in reverse hicle in the Convoy. 11.5 TOWING AND TRANSPORTING PER-
at 1.5 x CoT per hex). A Vehicle may use 11.4.61 Off-road Movement—Convoys are SONNEL
both Forward and Reverse movement in the not required to remain on Roads. 11.5.1 Carrying Capacity—Vehicles that are
same Fire & Movement Segment. 11.4.62 Disbanding—No Vehicle may move used primarily for TRANSPOR T have a maxi-
11.4.4 Pivoting—A Vehicle may change its independent of the Convoy, including the mum capacity in Stacking Points listed on
VCA/TCA to any hexspine within a hex dur- voluntary loading or unloading of transported their counters in the following format: [Cover
ing a movement or fire impulse. During a Personnel or Towed weapons, until at least State] | [Stacking Points]. Other vehicles
movement impulse, a unit may ‘pivot’ to face one unit in the Convoy is fired on or has a (without printed transport capacity) may also
its VCA to any other hexspine at the cost of LOS (within Spotting Range when the Spot- transport Personnel and ALL have a maxi-
ONE MP per hexspine change. Pivoting is a ting Table is in use) to a non FOW-side en- mum of THREE Stacking Points. Trans-
‘trigger’ for Opportunity Fire whether con- emy unit. Once a Convoy disbands, its ve- ported or Towed units are referred to as
ducted during a firing or movement impulse. hicles may remain in Convoy or may move ‘passengers’ (for those that ride IN a vehicle)
When using an impulse to fire, a unit may normally. In the event the Convoy has al- and ‘riders’ for those that ride on (e.g., a
also pivot one (including turret) or more ready begun moving when first disbanded, tank) a vehicle.
hexspines before firing. Note: The act of fir- the owning player may continue to move ONE 11.5.11 Riding IN Transport—Personnel
ing itself does not trigger Opportunity Fire; eligible vehicle during the movement impulse ride IN vehicles that have S (usually trucks)
pivoting does (including turret). When piv- the Convoy disbanded. Make note of MP or G-F (usually APC) printed on them. They
oting, the shot taken during THAT impulse already expended; the remaining vehicles receive Stationary, Good, or Full cover
pays the appropriate HPT DRM or Casualty of the Convoy may be moved, using one states.
Table shift. For fire using a subsequent movement impulse for each, during subse- 11.5.12 Riding ON Transport—Personnel
impulse (i.e., an additional ROF use for the quent impulses that turn. ride ON vehicles that lack any S, G, or F
weapon or another weapon in the turret), 11.4.63 Continued Movement—All units in notation (usually tanks).
as long as the facing is not changed AGAIN, the Convoy MUST use Continued Movement 11.5.13 Transporting Leaders and L/M
the penalty for the pivot is not paid. Note: A between turns until the Convoy is eligible Weapons—Vehicles may also carry (i.e., not
turret or vehicle may NOT be pivoted with- to move independently. tow) leaders as well as LIGHT and MEDIUM
out at least ONE weapon firing unless it is 11.4.7 AFV/APC Platoon Movement—A weapons. These are carried within the
moving (or marked as moved if all it does is group of 2-5 adjacent Russian, American, vehicle’s listed Carrying Capacity. However,
pivot). Italian, Japanese, or German or 2-3 British the Carrying Capacity of a vehicle is applied
Example: A fast turreted tank with a gun or French AFVs/APCs (not trucks) may SEPARATELY for Personnel and weapons/
and CMG in the turret pivots its turret one move together as a multi-unit ‘Platoon’. This leaders.
hexspine during an impulse to fire at a squad, form of Platoon movement represents the Example: A vehicle capable of Carrying
firing its CMG. It pays the applicable ONE use of ONE Movement Impulse during the THREE Stacking Points may ALSO carry three
LEFT shift. It may choose NOT to fire its main Fire & Movement Segment. The Platoon (or ‘L’ weapons AND three leaders OR one ‘M’
armament during that impulse. Later during ‘Troop’ for British AFVs) must use the MP weapon, one ‘L’ weapon and three leaders.
the turn, it may fire its gun, and does NOT allowance of the slowest vehicle in the Pla- 11.5.2 Towing capacity-Vehicles may also

28
TOW Heavy weapons. Note H weapons may in the turn of Unloading by the transport- APC are not affected by small arms attacks
also be pushed by Personnel (Exception: ing Vehicle once it Unloads its Passenger. A against their transporting vehicle. Excep-
LARGE target type H weapons may only Heavy weapon can be Unloaded with any tion: Grenade Attacks affect them normally
move via towing). The Tow | Carry Person- CA. even when marked ‘FC’.
nel Table lists the ability of each vehicle type 11.5.4 Broken 11.5.72 In Truck Type Vehicle—Person-
to carry personnel and tow an H weapon. Any Personnel unit that is Broken or Sur - nel in ‘S’ vehicles are in Stationary cover.
Note: An H weapon’s crew is counted to- renders when attempting to load or hook a 11.5.73 On AFV—Units riding on AFVs re-
wards Personnel carrying limits when trans- Heavy weapon up for towing may not do so ceive Assault cover.
ported. Vehicles towing other vehicles may and remains in the hex. Any Personnel unit 11.5.74 Towed Heavy weapons —Towed
only use Assault movement. Units towing that fails a morale check while being trans- Heavy weapons must be targeted separately
Heavy weapons may use Cross Country ported must drop into Full cover in the ve- for hits using the HPT, using any appropri-
movement ONLY when moving along a Road. hicle if available (i.e., denoted by an ‘F’) or ate modifiers. They are not fired on as part
11.5.21 Towing Vehicles—Vehicular units unload in the hex immediately. Place an FC of an attack against the towing vehicle or
may hook up to tow another vehicle, regard- marker on Personnel units that drop into ‘F’ its passengers.
less of their apparent facing in respect to vehicle cover. Vehicles carrying Broken or 11.5.8 Passengers’ Fate
the unit being towed. Once hooked up, turn Surrendered Personnel are not restricted See 12.5.82 for procedures on determining
the towed vehicle counter so the VCA of the from moving closer to enemy units. the fate of Passengers when their vehicle is
vehicle being towed matches that of the tow- 11.5.5 Infiltration attacked.
ing vehicle and place it on top of the towing Personnel may unload from a vehicle into 11.5.9 Riding ON Automatic Unload
vehicle. There is no cost for this change in the ground level of their OWN hex as a form Whenever an AFV is hit by an AP hit from a
VCA. of Infiltration during the Close Assault Seg- weapon of a Gun Size of 20 (i.e., 20mm) or
11.5.22 Towing Restrictions —A vehicle ment of the same turn, even if the vehicle larger, any Personnel riding ON the AFV
may never tow a ‘larger’ (measured by tar- used Cross Country Movement that turn. must immediately suffer the specified at-
get size modifier) vehicle. Exception: Wheeled They may NOT unload and Infiltrate out of tack and then immediately unload. Person-
vehicles may tow larger WHEELED vehicles their hex or into a non ground level location nel units riding on an AFV also unload im-
when moving along a Road. Otherwise, of their hex. mediately when it fires any non-AAMG
Wheeled vehicles may only tow normal (no 11.5.6 Transport and Passenger Fire and weapon. This unloading does not require
target size modifier) or SMALL tracked or Movement Restrictions use of a movement impulse but IS consid-
half-track vehicles, in addition to other non- Passengers may NOT fire or move during ered using Running movement (mark accord-
wheeled vehicles that do not exceed the size the Fire & Movement Segment they are ingly) for the unloading unit(s). They are oth-
of the towing vehicle. loaded/unloaded. Towed Heavy weapons erwise treated normally as units that used
11.5.3 Loading and Unloading Procedures may never fire while being Towed. Person- Running movement (e.g., may Infiltrate that
Loading and Unloading procedures are the nel units and Light weapons may use direct turn).
same for Passengers, Riders, H weapons fire when in GOOD cover in half-tracks.
and Towed Vehicles. Vehicles previously carrying or towing are
12.0 COMBAT
11.5.31 Loading—To Load a Passenger, the still eligible to fire using Assault Fire during
12.1 OUTLINE
transporting Vehicle and its Passenger must the Fire & Movement Segment they load/
While complex in appearance, vehicles, Per-
be in the same hex Location. The transport- unload.
sonnel, guns, and aircraft use intuitive, com-
ing Vehicle must use Assault movement 11.5.7 Passengers as Targets
mon routines to conduct ATS battles. Com-
during the turn it wishes to ‘pick up’ a Pas- Small arms attacks against their vehicle also
bat consists of the following categories:
senger; it is then placed on top of the trans- attack Passengers, noting their cover state,
a) Direct Fire—The firing unit can see the
porting Vehicle counter. No movement is independent of their transport vehicle, as
target unit (see 12.5).
allowed in the turn of Loading by the trans- follows.
b) Indirect Fire—The firing unit is off-board
porting Ve h i c l e once it enters the 11.5.71 In APC—Personnel units in ‘G-F’
artillery or on-board guns that cannot (or
Passenger’s location. vehicles are considered in Good cover, but
do not need to) see the target unit to fire at
11.5.32 Unloading—Place Unloaded units may drop into Full cover (in the same man-
it (see 12.11).
under the transporting Vehicle. Only Ve- ner as a Hedgehog) when fired on. Mark
c) Overrun—An AFV enters an enemy loca-
hicles using Assault movement may willingly them with an ‘FC” marker. Personnel already
tion (see 12.14).
Unload Passengers. No movement is allowed marked as ‘FC’ when riding in any eligible
d) Close Assault —Personnel units make

German squad ‘15’ and Italian squad ‘1’ may


form a same-hex firegroup because German
leader ‘7’ is eligible to lead the Firegroup (other-
wise, German and Italian units may not form
Firegroups).
The Axis player may instead opt to use the
1|1|7 ‘7’ to form a Firegroup with Sd 250 ‘B’ and
6|5|7 ‘9’ (or 2|3|8 ‘8’, noting the crew can only
use its 2 GF in the firegroup since a mortar
requires the HPT to fire and may not be part of
a Firegroup) to fire at any ONE of the British
squads. Squad ‘9’ is reduced by 1 GF for car-
rying the MG 34, but the MG may add its 5 GF to
the attack of the firegroup. The Sd 250 half-
track IS allowed to firegroup with Personnel.
The Axis player may also choose to make a
series of separate attacks instead of one large
firegroup. Squad ‘10’ and ATR ‘C’ may fire at
British squad ‘21’, OR squad 3 using 6 GF (5 +
1). If the German player chose to fire at British squad ‘13’, the attack would fire using 3 GF due to the range of SIX hexes, which reduces the printed
GF by HALF (6 MINUS 1 HALVED = 2.5 [round fractions down]); the ATR is still within its range of 16 and provides 1 GF. If any unit fires on British
squad ‘13’ it may ‘drop’ into FULL cover under the hedgehog and avoid the attack. The firing unit(s) is still marked as fired.

29
Grenade Attacks or enter enemy locations 12.3.4 Close Assault Attackers as ONE unit. The attacker chooses which
to conduct Melee (see 12.15). Eligible Personnel units may choose ONE units he overruns if he does not (or cannot)
e) Aircraft Attacks—Aircraft attack ground of two actions during the Close Assault Seg- expend Assault MP to overrun all eligible
units, and anti-aircraft units attack aircraft ment: targets in a location.
(see 12.16). a) Grenade Attack—A Personnel unit may 12.4.5 Close Assault
12.2 ATTACK CLASSIFICATION make a Grenade Attack if it is not Broken Grenade and Melee attacks affect all eligible
All on-board units are classified as either or Surrendered, and is not marked as Fired; Personnel units or any ONE vehicle in a lo-
small arms or guns. b) Infiltration—Any Personnel unit may use cation.
12.2.1 Small Arms Infiltration if not Broken or Surrendered. 12.5 DIRECT FIRE ATTACK ROUTINES
The term ‘small arms’ refers to the values 12.4 ELIGIBLE TARGETS Use the following routines to conduct a Di-
for Gunfire Factors (GF) printed on Person- Whether a unit is an eligible target depends rect Fire attack.
nel, Light machine-guns (L|MG), Medium on the type of unit and the type of attack. 12.5.1 Attack Routine for Small Arms
machine-guns (M|MG) and Light anti-tank All Personnel (except surrendered units), a) Determine the range from the firing unit
rifles (L|ATR). Many vehicles and aircraft vehicles, and weapons are eligible targets. hex to the target hex (see 12.5.3);
are also equipped with machine-guns, and There are five exceptions: b) Determine GF of each attacking unit,
have GF values printed on their counters. a) Armor Piercing (AP)—Guns capable of modified by any applicable conditions, and
Flamethrowers, while different in use from firing AP ammunition may use it to attack total all GF (see 12.5.4 and 12.5.5);
small arms, also have a GF value. Personnel units in bunkers, H weapons, and c) Use the Cover State Effects Table to de-
12.2.2 Guns vehicles (this ammunition limitation is indi- termine applicable column shifts for each
The term ‘Gun’ refers to all weapons that cated by a white circle or square behind unit in the target location (see 12.5.6);
must obtain a hit on the HPT before affect- the unit’s Gun Size, and on the available d) Determine the final column to use on the
ing a target. Guns always have a Gun Size ammunition portion of an AFV Card and the Casualty Table for each target unit, roll a
(representing their bore in millimeters, e.g., Gun & Mortar Ammo Table for each nation- die, and cross-reference the result on the
‘75’ depicts a 75mm gun) and Gun Value (A- ality). appropriate column (see 12.5.7);
D) instead of a GF value on their counters. b) Shaped Charge Weapons (SCW)/L|AT— e) Apply casualties among ALL Personnel
Vehicular -mounted main armament (MA) In addition to H weapons and vehicles, SCW units in the targeted location, INCLUDING
and H weapons are always Guns (Excep- may attack Personnel in non rooftop build- Passengers (exception: do not apply casu-
tions: when a vehicle’s MA is an MG). Rules ing locations, under Bunker/Cave Dugout alties against those passengers that are not
that apply to Guns also refer to L and M markers or behind Wall (including High Wall) eligible to be targeted by Small Arms; i.e.,
weapons such as M|MG and L|AT when hexsides (Exception: Personnel denied wall those in FULL cover; the fate of these units
using their own HPTs (found directly under cover, see 7.22). depends on the effects [if any] of the attack
the main HPT). c) Units in Full cover—These are only eli- against their vehicle, usually a Half-track),
12.3 ELIGIBLE ATTACKERS gible targets for Indirect Fire, direct firing riders (i.e., Personnel units being trans-
Whether a unit is an eligible attacker de- guns using the HPT (HE/FRAG is halved ported on a vehicle [usually a tank or SP
pends on the type of unit and the type of against Full cover units), and adjacent and Gun] that does not provide GOOD or FULL
attack it will use. same-hex attackers (see 12.5.661 for ex- cover), and crews manning H weapons (see
12.3.1 Direct Fire Attackers ceptions). 12.5.9);
Any on-map unit, except a mortar, may use d) Air Attacks—Aircraft may not attack tar - f) For vehicles and H weapons in the target
Direct Fire if it: gets in building or woods hexes if all six location, use the Small Arms (GF) vs. Ve-
a) Has an LOS to the target; adjacent hexes are also Woods or building hicles and H Weapons Table (C6) to see if
b) Is within Spotting Range of the target (if hexes (Exception: If the target hex is an the Casualty Table roll has any effect on
using Spotting); Open Roofed building; also see 12.16.2). these units (see 12.5.8);
c) Is not Broken or Surrendered; e) AA Fire—Only anti-aircraft (AA) guns, anti- g) Place a Collateral Fire (‘C’) marker in any
d) Has not moved except by Crawling or aircraft machine-guns (AAMG), and medium hex that receives at least SIX NON
Assault move; machine-guns (M|MG) may attack aircraft. FLAMETHROWER Gunfire Factors (see
e) Is not F-KILLed; and They may do so only from hexes aircraft 12.5.10).
f) It has not used up its entire Rate-of-Fire can attack as per ‘d’ above. 12.5.2 Attack Routine for Guns
(ROF). 12.4.1 Non-Eligible Targets—Units may not Guns make attacks using a two-step rou-
Example: A gun has a ROF of ‘2’ (and is not fire into locations containing friendly units, tine: first determine if the gun hits the tar-
using a BOT marker). It is marked as Fired to nor those containing surrendered enemy get, and then determine the hit’s effect on
show it fired once. It still has one ‘shot’ left, units, unless the target location also con- the target.
and may fire again. Once it fires twice, no fire tains at least one non-surrendered enemy 12.5.21 Using the HPT—Use the following
opportunities remain for that turn. unit. routine to determine if a gun hits a target.
12.3.2 Indirect Fire Attackers 12.4.2 Direct Fire Targets a) Determine the range from the firing unit
On-board mortars (MTR), howitzers (HOW), Small Arms attack all eligible units in a lo- hex to the target hex (see 12.5.3);
and off-board artillery batteries use Indi- cation. Guns firing at a vehicle do not affect b) Determine the Hit Probability Number
rect Fire if the manning crew or an eligible other units in the vehicle’s location, except (HPN) (see 12.5.11);
FO or spotter: its Passengers. Guns firing HE at Person- c) Determine applicable HPT DRM;
a) Has an LOS to the target hex; nel units do not affect any vehicles in the d) Roll a die, and apply any HPT DRM to
b) Is within Spotting Range of the target (if target location. the die roll;
using Spotting); 12.4.3 Indirect Fire Targets e) If the DRM-modified die roll is less than
c) Is otherwise eligible to fire, and is not Indirect Fire and aircraft bombs attack ev- or equal to the HPN, the attack hits the tar-
moving. ery location in a hex. get; if greater, the attack missed and has
12.3.3 Overrun Attackers Example: Indirect Fire hits a hex that has a no effect.
An AFV/Armed APC/Armed Truck may con- building with two levels. Make ONE roll on 12.5.22 Gun Attacks vs. Personnel—After
duct an Overrun if it: the Casualty Table for EACH level and ap- obtaining a hit on a Personnel target, use
a) Is eligible to move; ply any resulting casualties normally for each the following routine:
b) May enter the overrun hex (note that en- roll. a) Determine the appropriate column to use
tering terrain that entails a check on the 12.4.4 Overrun Targets on the Casualty Table for the Gun’s HE
Immobilization Table may render the vehicle The only eligible targets for overrun are equivalency (see 12.5.7);
unable to move, and thus unable to make Personnel units, H weapons and for FULLY b) Apply column shifts for Airbursts if in
an Overrun attack in the hex it just entered); TRACKED AFVs, Truck type vehicles. The applicable terrain (see also Time Fuzed HE,
c) Has enough Assault MP to enter and vehicle must expend 1 MP for each unit it 14.11);
spend 1 MP per enemy unit being Overrun. overruns, counting an H weapon and its crew c) Determine the final column to use on the

30
Casualty Table for each target unit, roll a ZERO or less due to HPT DRM (on the HPT ing the fire impulse. The leader’s shift is ap-
die, and cross-reference the result on the ‘-’ denotes a zero per -cent chance of obtain- plied to this attack. Later in the same seg-
appropriate column; ing a hit). A die roll is NOT made on the ment the second squad fires an L|AT it is
d) Apply Casualties to Personnel units in HPT in this case. carrying. Its also receives an HPT DRM from
the target location, followed by the required 12.5.4 Firegroups the leader. If instead the second squad
morale check (see 12.5.9). Two or more units may combine their GF to wished to form a NEW Firegroup with an-
e) Place a Collateral Fire (‘C’) marker in any attack the same target with small arms fire other, third squad adjacent to it, the original
location that is attacked by SIX FRAG fac- (i.e., the HPT is never used in a Firegroup). leader could NOT be part of (or form) that
tors or more on the Casualty Table (see This combination of units is known as a new Firegroup. However, the squad COULD
12.5.10). Firegroup. A Firegroup may attack only one still fire, including as part of a Firegroup, if
12.5.23 Gun Attacks vs. Vehicles—After location. AFVs may not form Firegroups with another leader was available.
obtaining a hit on a vehicle target, use the other units, but all of an AFVs MG (includ- 12.5.442 Leader-Only Firegroups—Two or
following routine: ing a gun using semi-automatic fire) may more leaders may form a Firegroup by them-
a) Make a roll on the Hit Location Table (B) combine their GF to form a one unit selves. If another leader (in addition to the
to determine the target aspect struck (see ‘Firegroup’. two required to form a Firegroup) provides
12.5.12); 12.5.41 Eligibility—All units in a Firegroup leadership (i.e., does not contribute any GF
b) Determine the firing weapon’s Penetra- must be in the same location, or in adjacent or fire a weapon), the Firegroup receives
tion (PEN) value using the Gun Penetration accessible locations. Axis units of different applicable leadership column shifts.
Values Table for that nationality (repeated nationalities may form a Firegroup together 12.5.5 Modifications to Small Arms
on each AFV Card) and the target vehicle’s only if a German leader is part of the The following rules describe conditions that
Armor Factor (AF), and calculate the AF to Firegroup (Exception: Finnish leaders may modify Gunfire Factors.
PEN Differential (DIFF); form Firegroups with German Personnel). 12.5.51 GF Reduction—A Personnel unit
c) Make a die roll on the appropriate DIFF Allied units may form Firegroups together subtracts inherent GF equal to the SP of
column of the K-KILL Table (C1) (see freely. CARRIED L and M weapons (even if the
12.5.13); 12.5.42 Multi-Hex F i r e g r o u p s —A weapon is not fired, the reduction is made
d) Apply the result of the die roll using the Firegroup may be made of a maximum of for all carried weapons). To fire, an M
K-KILL Table; THREE contiguous hexes and each hex weapon must be manned by at least 2 SP of
e) Resolve effects on passengers in accor - must contain at least one unit that is part of Personnel (e.g., two leaders; a crew; a
dance with 12.5.82; the Firegroup. Each location containing at squad). Reductions for weapons are made
f) Make a roll on the Suppression Table if least one unit of the Firegroup must be ad- before any modifications for Long Range and
applicable (see 12.5.17). jacent and accessible to at least one other Assault Fire. There is no penalty for carry-
12.5.24 Gun Attacks/L|AT vs. H Weap- location containing another unit of the ing weapons during Melee, but there is for
ons—After obtaining a hit on an H weapon, Firegroup. Grenade attacks (see 12.15.21). A Person-
use the following routine: 12.5.421 Leadership—There must be a non- nel unit may not fire its printed GF or any L
a) Guns greater than 20mm automatically Broken/Surrendered friendly leader in at or M weapons if crewing a HEAVY weapon.
eliminate any H weapon they hit; least one hex of a multi-hex Firegroup. At 12.5.52 Long Range Fire—Personnel Gun-
b) Resolve attacks by L|AT, ATR, and guns least one unit in each location must be eli- fire Factors, L|MG, M|MG, and vehicular-
≤ 20mm on Table C4 (see 12.10.5); gible to fire and take part in the Firegroup mounted MG may fire at a range greater
c) If the attack F-Kills or eliminates the H (Exception: A leader may be alone in a hex; than their printed range. This is known as
weapon, attack any manning crew on the instead of firing, he may provide his lead- Long Range Fire. They may fire at half GF
Casualty Table using the AP column (4 GF) ership shift to the Firegroup’s attack). Ap- (total all of the attack’s GF, and then divide
if firing AP or the column for the HE equiva- ply the highest number of left shifts for in half) for hexes beyond normal range and
lent (exception: use the 1 GF column for Obscuring terrain along the LOS of any up to double the printed range (see 15.2.45
L|ATRs); if the attack made a roll on Table unit(s) in the Firegroup. for the range of vehicular -mounted MGs).
C4, use the same die roll on the Casualty 12.5.43 Impulse Use —A Firegroup uses Other weapons may NOT fire beyond the
Table. ONE impulse for all units and weapons in maximum range printed on their counter,
12.5.3 Range and LOS the Firegroup to fire once (or use one ROF). designated by a number following a ‘#’ on
Determine the range by counting the num- Units in the same location that wish to fire L|ATR, L|AT. L|MTR, M|MTR, and L|FT
ber of hexes in the shortest contiguous path at the same target hex need NOT utilize a counters (and vehicles equipped with these
from the firing unit to the target hex. Do Firegroup. Same location units may com- weapons).
not include the firing unit’s hex, but include bine freely, using separate fire impulses. 12.5.53 Assault Fire—Firing during move-
the target unit’s hex. When firing at a ve- 12.5.44 Leaders and Firegroups —One ment is known as Assault Fire. Personnel
hicle that is in the same hex or location as friendly leader (only) may apply its leader- using Crawling or Assault movement may
the firing unit, the range is zero. Determine ship to a Firegroup attack. A leader must fire their Gunfire Factors and any carried L
if there is an LOS between the firing unit have a LOS to the target and be otherwise weapons while in the act of moving. Vehicles
and its intended target. If the LOS is found eligible to fire; he may not use his GF or using Assault movement may also fire their
to be blocked after declaring intent to fire, fire/crew a weapon. Additional leader units weapons. GF are halved during Assault Fire
do not mark the firing unit as fired. The provide no additional benefit, but they may (calculated before applying any reduction for
firing player is considered to have ‘passed’, add their printed GF or that of any weap- Long Range Fire). Personnel firing L|AT and
i.e., his impulse is lost and reverts to the ons they fire to the Firegroup’s attack. L|ATR on the HPT using Assault Fire must
opponent. The units he wished to fire are 12.5.441 Leader Effects —Once a leader apply a +3 HPT DRM. Vehicles must apply
free to fire or move during a later impulse if applies its shift/DRM to any unit in a a +5 HPT DRM.
otherwise eligible (e.g., have not been de- Firegroup it may continue to modify any fire 12.5.6 Cover States
stroyed in the interim). later in the SAME segment, by units that Cover State represents vulnerability to an
12.5.31 Range Limits—Personnel and MG were part of the Firegroup AND any eligible attack. Some cover states affect both Per -
have an effective range printed on their weapons they carry. It may not lead any sonnel and vehicles. Others affect only Per -
counters, their maximum range being double additional units that were not part of the sonnel.
this value. Some other weapons (e.g., L|AT original Firegroup and must remain other- 12.5.61 Cover State Modifiers—Cover state
and L|ATR) have a maximum range printed wise eligible to provide leadership (e.g., it modifies EITHER :
on their counters. Mortars have a ‘#mini- may not be Broken in the interim). a) The column used on the Casualty Table;
mum-maximum’ range printed on their Example: An NCO and two squads, each car- or
counters. Other guns do not have a maxi- rying an L|MG, form a Firegroup to fire dur- b) The chance of obtaining a hit on the Hit
mum or minimum range limit. They may fire ing an impulse. The owning player decides Probability Table (HPT).
at any range, unless the cumulative HPN is to fire one squad and TWO L|MG ONLY, dur- Exception: Apply the modifier for certain

31
states (e.g., Air Bursts) only on the Casu- 12.5.633 Running—Personnel units using Airburst terrain has its Cover treated as ‘1R’
alty Table after obtaining a hit. Running movement are in Running cover, on the Casualty Table for all mortar/OBA/
12.5.62 Cover State Effects Table (F1) but only when targeted by Opportunity Fire. aircraft bomb/Indirect fire attacks AFTER
Table F1 provides Casualty Table column Personnel units pushing H weapons may a hit is obtained on the HPT. The normal 1L
shifts and HPT DRM for different cover also be considered to be in Running cover Casualty Table shift is NOT applied. Note:
states. On the HPT, each ‘L’ shift equals a (see 11.3.34). Running cover provides a - HPT DRM ARE APPLIED normally. Airbursts
+1 modifier to the die roll; each ‘R’ shift 2/2R modifier. Once a Running unit com- do not provide a 1R shift against Personnel
equals a -1 modifier. pletes its movement impulse, it receives units in Full Cover in APCs (marked with ‘F’
Example: A unit in Good cover benefits from assault cover for the purposes of modifiers on their counter), Bunkers, Blockhouses or
a shift of ‘1L’. For an attack using the ‘14’ and being targeted, until the end of the turn. Buildings.
column on the Casualty Table, resolve the 12.5.64 Cover & Terrain—The terrain rules 12.5.655 Cushion—An HE attack against
fire one column to the left, in the ‘10’ column. and Terrain Chart provide the cover state Personnel in cushioning terrain receives a
If the attack instead requires a roll on the for each terrain type. Emplacements may 1L modifier. Cushion does not produce HPT
HPT to obtain a hit, apply a +1 DRM to the supersede the cover state of terrain for units DRM; it only provides a column shift on the
HPN. If a hit results, do not apply a column in or on them. The use of the term “appli- Casualty Table after a hit is obtained by HE
shift to the subsequent Casualty Table roll. cable terrain” specifies cover provided by or aircraft bombs.
12.5.621 Table Usage—Refer to Table F1 terrain and emplacements. 12.5.656 Fog of War—Fire at the following
to obtain a cover state’s applicable column 12.5.641 Good Cover—Provides a +1/1L units receives a +2/2L modifier:
shifts and HPT DRM. modifier; a) An H weapon with its FOW side up;
a) Cover states denoted with a ‘P’ only apply 12.5.642 Improved Cover—Provides a +2/ b) The original manning crew under an H
to Personnel units; 2L modifier; weapon with its FOW side up;
b) Apply all applicable shifts cumulatively, 12.5.643 Masonry Cover—Provides a +3/ c) A vehicle with its FOW side up (noting
but apply only one shift for hex terrain, 3L modifier; that it must be non-moving, since moving
hexside terrain, and emplacements. Excep- 12.5.644 Full Cover —Provides a +3/3L within an enemy LOS [or a moving enemy
tion: AFVs/APCs and non-burning wreck modifier (there are restrictions on firing at unit moves within LOS and Spotting Range]
markers provide Good cover in the ground units in Full cover; see 12.5.661). will flip a vehicle to its non-FOW side in all
level of their hex, but only if no other ter- 12.5.65 Other Cover Modifiers cases).
rain in the hex provides a cover DRM/shift Other factors affect cover state. In addition 12.5.66 Full Cover—A unit under a Full
(see 6.2.71). to those listed below, there are modifiers Cover (FC) marker or eligible Emplacement
Example: A Personnel unit using Running listed below the HPT that refer only to fire is in Full cover.
movement is fired on while in Good cover. on that table (and how Casualty Table shifts 12.5.661 Firing at Units in Full Cover—
The modifiers are –2/2R for Running and are applied as HPT DRM). Units marked as ‘FC’ or in FULL cover un-
+1/1L for Good cover, the combination of 12.5.651 Obscuring—Some terrain types der an emplacement are only eligible tar -
which results in –1/1R. disrupt fire through them. (e.g., Rock gets for Indirect Fire, direct-fire using the
12.5.63 Personnel Movement—The follow- Strewn terrain; Crops). Each obscuring ter- HPT, and fire from adjacent hexes (e.g., GF;
ing cover states only apply to Personnel rain type (or in some cases the hex contain- Grenade attacks). A unit in FC in a non-
units: ing the terrain or any hexside touched, as emplacement may be attacked using Melee
12.5.631 Stationary—A Personnel unit that per the rules for individual terrain types) normally. Units need not move UNDER an
is Crawling, not moving, or transported by along an LOS provides a +1/1L modifier. emplacement providing FULL cover to ini-
a Vehicle affording S cover to Passengers is 12.5.652 Smoke—If a unit fires into, out tiate Melee with enemy units stacked be-
in a Stationary cover, which provides a modi- of, exactly along a hexside, or through a neath. See the rules for each emplacement
fier of zero (no shift or DRM). hex with smoke in it, apply a +4/4L modi- type for restrictions on Melee.
12.5.632 Assault—Personnel units using fier. Burning wrecks, flame markers, and 12.5.6611 Direct Fire—When using direct
Assault movement are in Assault cover, smoke markers create smoke. Multiple fire, apply a +3 HPT DRM. FRAG factors
which provides a -1/1R modifier. Note: A sources of smoke in the same hex do not are HALVED on the Casualty Table for any
Personnel unit riding on an AFV is in As- increase the smoke modifier. hit obtained. SCW may also attack using
sault cover; guns firing HE on the HPT may 12.5.653 Leader directed—Eligible attacks direct fire against bunker occupants, ap-
not separately target such units. Any hit by receive a –1/1R modifier if directed by an plying the +3 and halving effects.
HE on the AFV also affects riding Person- NCO and –2/2R if directed by an Officer. 12.5.66111 GF/Grenade Attacks—When
nel units, using the Casualty Table for the Commissars do not ‘direct’ attacks (i.e., they using GF directly on the Casualty Table,
latter AND applying a 1R shift INSTEAD of provide no benefit). including Grenade attacks, a 3L shift ap-
a -1 HPT DRM in this special case. 12.5.654 Airbursts—Any Personnel unit in plies.

It is the German impulse of a Fire & Movement Segment. The German


player decides to combine the GUNFIRE FACTORS of Squad ‘6’ (a 6|5|6 squad)
with his MG 34 L|MG (a 5|8 Light Weapon). Instead of 11 GF, this attack comes
to a total of 10 since 1 GF is deducted from the squad for carrying the L|MG.
Use the 10 GF column on the Casualty Table. The targeted hex, SS2, is OPEN
GROUND, and thus, the Russian 1|1|7 NCO and 6|4|8 squad derive no column
shift benefit when fired on in this terrain type. The German player marks BOTH
the squad AND the L|MG with a 'Fired' marker to denote that each unit has fired
ONCE during the turn. Immediately after rolling for the shot, a Collateral Fire 'C'
marker is placed in the hex since the firepower meets the requirement of 6 GF
or more needed for the placement of this marker. Note, the 'C' marker is placed
in the HEX, not on the units fired on. There is no connection between the
outcome of the attack and the placement of a 'C' marker. The German L|MG may
use another ROF to fire AGAIN at SS2 during the same impulse OR it may use
its 5 GF during a later impulse. If a leader was stacked in RR3, its column shift
benefit would apply to BOTH shots by the L|MG, even if the second ROF was
used in a later impulse. Since the L|MG is in a building, as per 12.6.33 it could
NOT change its COVERED ARC this turn to fire on hex QQ2 as its CA would
have to be set to RR2/SS3 to fire on SS2.

32
a) The unit exits the location in which it set f) BT: A Bangalore Torpedo attempting to
12.5.6612 Indirect Fire—All HE/FRAG at-
up marked with an FC marker; destroy emplacements make a roll on the
tacks resulting from INDIRECT fire (includ-
b) The unit spends 1 MP or uses crawl/ ‘40’ column on the GF|FRAG row and use
ing OBA and aircraft bombs) are HALVED
Infiltration to remove the FC marker or to the result on the Demolition Table (DT) (see
as per 12.5.71c. Exception: Indirect fire
move on top of an emplacement marker. 14.13.12).
attacks against units marked as ‘FC’ due
12.5.67 HE vs. Personnel Cover State 12.5.73 Determine the Final Column—
ONLY to being behind Bocage/High Wall
When using the HPT to attack a hex loca- Apply
hexsides (see 12.5.663) do so at full strength
tion containing multiple Personnel units in all applicable column shifts on the Casualty
(i.e., do NOT halve).
differing cover states, some may be hit and Table for the cover state of the target unit(s).
12.5.662 Units Firing From Full Cover—
others missed depending on the applicable Column shifts are listed in the ‘Sh’ column
A unit in Full cover may fire at adjacent units
HPT DRM. Make one die roll on the HPT of Table F1; corresponding HPT DRM (for
only. Exception: Mortars may fire normally
and apply the appropriate DRM to deter - attacks using the HPT) are listed in the ‘HPT
from Full cover when under a hedgehog or
mine the units hit, noting that Casualty Table DRM’ column (they are also listed below the
AT -Trench; mortars may also fire normally
shifts are not applied since the DRM are HPT). Cover States that are only used on
from Full cover in ‘down’ Linear Depression
used on the HPT (except in the case of Cush- the Casualty Table have ‘na’ listed in the
hexes, but doing so requires using a Spot-
ion, Air Bursts, and other column shifts that HPT DRM column. Apply any left or right
ter.
are only applied on the Casualty Table). Note: column shifts to derive the attack’s final
12.5.663 Set Up in Full Cover— Person-
When targeting Opportunity Fire against column.
nel may set up in Full cover under eligible
Running Personnel units the attack does not Example: A Firegroup totaling 12 GF, directed
emplacements. Vehicles and Personnel may
affect non-Running units in the location, nor by an NCO fires on a target in Improved cover.
set up marked with an FC marker in the
do any resulting morale checks resulting The starting column is the ‘10’ column on the
following types of terrain:
from casualties. GF|FRAG row. The improved cover gives two
a) Any non-roof location of a multi-hex build-
12.5.7 Casualty Table (F2) shifts left (2L) and the leader provides one
ing;
The Casualty Table is used for all fire ex- shift right (1R) for a final modifier of one shift
b) Behind Level +10 hexsides (e.g., High
cept when guns and FT fire at vehicles, H left. Use the ‘8’ column.
Wall/Bocage hexsides) if all enemy units with
weapons and buildings (i.e., instead of at 12.5.731 Final Column Off Table—If shifts
LOS to the hex trace LOS ACROSS a Level
the building’s occupants). result in a final column to the left of the ‘1’
+10 hexside. Remove the FC marker when-
12.5.71 Determine the Initial Column column on the GF|FRAG row, an announced
ever an enemy unit has an LOS to the hex
a) Gunfire and FRAG Factors: Use the high- attack has no effect (mark attacking units
(and is in Spotting Range), and the LOS is
est numbered column in the GF|FRAG row as fired). If shifts move an attack to the
not traced across a Level +10 hexside.
that is not greater than the attack’s total GF right of the ‘50’ column, use the ‘50’ column
A unit never PLACES an FC marker for ‘a’
or FRAG Factors (see 12.5.661 for excep- (Exception: Heavy Payload).
and ‘b’ above during the course of play. FC
tions). 12.5.732 Heavy Payload—In the case of
markers are ONLY placed in terrain hexes
Example: A Firegroup totaling 28 Gunfire HE direct and indirect fire hits of 300+mm
during set up. After set up, units may only
Factors uses the ‘24’ column. (including aircraft bombs) apply a -1 DIE
obtain Full cover under an emplacement or
b) Indirect Fire and Guns Firing HE: Use ROLL MODIFIER on the Casualty Table for
in a vehicle affording FULL (as denoted by
the highest numbered column in the HE row EACH fraction of 100mm in excess of
an F on the vehicle counter) cover.
that is not greater than the attacking unit’s 200mm. Treat modified rolls less than ‘1’
12.5.664 Dropping Into Full Cover—Eli-
Gun Size. Example: An 88|A Gun uses the as ONE.
gible Personnel units may ‘drop’ into Full
‘80’ column (equivalent to the ‘20’ GF|FRAG Example: A ‘300’ Gun Value HE hit receives a
cover when an enemy unit fires on them.
column). -1 DRM on the Casualty Table, i.e., a roll of
12.5.6641 Eligible Units—Units are eligible
c) HE-Half FRAG Equivalent: When re- ‘7’ on the 50+ column is modified to a ‘6’.
to drop into Full cover when not already
quired to use half the FRAG Factors for an 12.5.74 Roll the Result
marked with a fired or moved marker, if
HE attack, find the GF|FRAG column Cross-reference a die roll on the appropri-
they are fired on by any direct fire, aircraft,
equivalent to the Gun Size, and then use ate column. A ‘-’ means the fire has no ef-
or NON mortar OBA and indirect fire and
the highest column which is not more than fect. A ‘C#’ means the fire generates casu-
they are:
one half that value. alties equal to the number represented by
a) on top of Hedgehogs or other emplace-
Example: A 76mm mortar fires in a case that the ‘#’ following the ‘C’.
ments specifically listed as providing full
requires use of half the FRAG Factors. Nor- 12.5.741 Multiple Targets
cover in their rules;
mally the mortar would use the ‘75’ column Note that small arms attack all eligible tar -
b) Passengers in a Vehicle affording F cover.
on the HE row, which is the same as the ‘14’ gets in the targeted location. Make ONE roll
Units NEVER drop into full cover in build-
column on the GF|FRAG row. Half of 14 is 7. on the Casualty Table and distribute any
ings.
Use the ‘6’ column in the GF|FRAG row. resulting casualties among ALL Personnel
12.5.6642 Sequence —Use the following
12.5.72 Notes Row—The top row contains (to include crews manning H weapons and
sequence when firing on units eligible to drop
abbreviations to remind players of the col- eligible passengers/riders). Use the Casu-
into Full cover:
umn used for certain attacks. alty Table result on Table C6 to determine
a) Enemy unit declares an attack using ANY
a) AP: An AP attack that K-KILLs a vehicle, effects on vehicles and H weapons.
type of fire except MOR TAR (including mor-
targets Personnel in a bunker, or destroys 12.5.8 Small Arms (GF) vs. Vehicles And
tar OBA);
an H weapon attacks passengers, manning H Weapons Table (C6)
b) The owning player of the targeted Per -
crews, and Personnel in a bunker on the ‘4’ Use this table to determine damage when
sonnel unit declares if it will drop into Full
column in the GF|FRAG row (see 11.5.82). Small Arms attack locations containing ve-
cover;
b) CF: Place a Collateral Fire marker in a hicles and H weapons. Small Arms GF
c) Fire is resolved if any effect can be ob-
location that receives Direct Fire from at NEVER use vehicle size (e.g., Very Small)
tained. If the Personnel unit dropped into
least six GF or FRAG factors (see 12.5.10). or Moving Vehicle DRMs as shifts on the
Full cover, it benefits from that cover state
c) SC: Satchel Charges attack Personnel on Casualty Table. After resolving the attack
against the just-declared fire.
the ‘20’ column in the GF|FRAG row (see on the Casualty Table, use the appropriate
12.5.6643 Movement—Units use Crawling
12.15.22). row of Table C6 for the target type to deter -
movement when dropping into Full cover,
d) FT: Flamethrowers attack Personnel on mine any results:
but dropping into Full cover is not an Op-
the ‘30’ column in the GF|FRAG row (see a) AFV/APC: A C1 or greater calls for a roll
portunity Fire trigger. Mark the unit with a
14.7). on the Suppression Table (see 12.5.175).
movement marker; it may not move or fire
e) DOZ: Dozers attempting to destroy ter - For effects on passengers, see 12.5.82;
during that turn’s Fire & Movement Seg-
rain, emplacements, and wrecks make a roll b) Truck Type: A Casualty Table result equal
ment after dropping into Full cover.
on the ‘50’ column in the GF|FRAG row, to a C1 results in an M-KILL; a C2-3 re-
12.5.6644 Leaving Full Cover—A unit may
and use the result on the Demolition Table sults in a K-KILL; a C4+ a Burning wreck.
exit Full cover in the following ways:
(DT) (see 14.13.12); For effects on passengers, see 12.5.82;

33
c) H Weapon: A Casualty Table result of C8+ Gun Firing HE: Use the die roll from the K- 12.5.911 Squads—Squads have four steps.
calls for a roll on the F-KILL Table (see KILL Table on the Casualty Table, using the 1st step loss: Place a Casualties marker
12.5.15). gun’s HE equivalent and the column shift on the squad.
12.5.81 Small Arms F-KILL—A large vol- for the passenger’s cover state (see 11.5.7). 2nd step loss: Remove the Casualties
ume of small arms fire may damage an AFV’s Small Arms: Use the die roll from the small marker and flip the squad to its reduced
optics. If a small arms attack against the arms attack that caused the K-KILL, apply- side (the back side, with two figures).
front facing of an AFV/APC (must be front ing the column shift for the passenger’s 3rd step loss: Place a Casualties marker
of the turret for turreted AFV/APC) results cover state. on the reduced squad.
in a C8+ make a roll on the F-KILL Table ATR/MG Using an HPT: Transported Per - 4th step loss: Remove the reduced squad
(see 12.5.15). sonnel and weapons are not affected. Place from play.
12.5.82 Passengers’ Fate them in the hex with the wreck; 12.5.912 Other Personnel Units—Crews,
If a transport vehicle is targeted, Passen- d) Transport Not K-KILLed —Attack Per - FOs, BAR gunners, commissars, and lead-
gers (including those that survive or are oth- sonnel units as follows, depending on the ers have two steps.
erwise unaffected by Small Arms fire) suf- type of weapon that attacked the vehicle: 1st step loss: Flip the unit to its reduced
fer the following fates: Gun Firing AP: Transported Personnel and side (the reduced side of leaders, FOs, com-
a) Transport Vehicle Burned by Direct weapons are not affected. missars, and BAR gunners is called its
Fire —Eliminate Personnel and L and M Gun Firing HE: Use the same die roll from Wounded side).
weapons. Place H weapons in the hex with the K-KILL Table on the Casualty Table, 2nd step loss: Remove the reduced/
the burning wreck, marked with F-KILL using the gun’s HE equivalency and the col- Wounded unit from play.
marker; umn shift for the Passenger’s cover state 12.5.92 Casualty Effects
b) Transport K-KILLed or Burned by Indi- (Exception: Personnel in ‘F’ cover are unaf- Casualties affect Personnel units as follows:
rect Fire or Aircraft Bombs —Eliminate fected). a) The placement of a Casualties marker
Personnel and L and M weapons. H weap- Small Arms: Use the die roll from the Small reduces printed Gunfire Factors and mo-
ons undergo separate attacks (see 12.11.2b); Arms attack vs. the vehicle, applying the rale level of squads and reduced squads by
c) Transport Vehicle K-KILLed by Direct column shift for the Passenger’s cover state. ONE (Exception: Only the GF of Japanese
Fire—Place H weapons in the hex with the ATR/MG Using an HPT: Transported Per- Personnel is reduced).
wreck. Eliminate L and M weapons. Attack sonnel and weapons are not affected. b) A wounded leader, FO/Commissar/BAR
Personnel units as follows, depending on 12.5.9 Personnel Casualties gunner may not use Running movement.
the type of weapon that produced the K- Use the following routine to apply casual- c) The ROF of H and M weapons is reduced
KILL (place surviving passengers in the hex ties to Personnel units. to ONE if manned by a reduced crew.
with the wreck after resolving the attack): 12.5.91 Personnel Units and Steps—Per- d) A non-small arms attack that eliminates
Gun Firing AP: Make a roll on the Casualty sonnel units have a number of ‘steps,’ each a Personnel unit also eliminates any L or M
Table using the AP row of the Casualty Table representing a state of combat effectiveness. weapons the unit was carrying.
for K-KILLs from AP/APCR/APDS/HEAT Each time a unit ‘absorbs’ a ‘C1’ in casual- 12.5.93 Targets in the Same Cover State—
ammunition. ties, it takes one step loss. The owning player chooses the units to ab-

C AS U ALT Y TAB L E MOD IF IE D GU N F IR E E X AMP L E L IN E OF S IGH T E X AMP L E


ID 1 2 3 4 5 6 7 8 9 ID 1 2 3 4 5 6 7 8 9
GF GF GF GF GF GF GF GF GF 1 ● ● ● ● ● ● ●
- -
1 - 4 - 4 2 - - 1 2
2 ● ● - ● ● ● ● ● ●
2 6 - - 6 6 1 6 6 6
3 - - ● - ● - - - -
3 - - - - 4 - - - -
4 ● ● - ● ● ● - ● -
4 8 8 - - 6 2 - 8 -
5 ● ● ● ● ● ● ● ● ●
5 4 6 6 4 - 1 6 2 6
6 ● ● - ● ● ● ● ● -
6 2 6 - 4 1 - 6 6 -
7 - ● - - ● ● ● - ●
7 - 8 - - 8 2 - - 4

8 1 4 - 4 1 - - - - 8 ● ● - ● ● ● - ● -

9 6 8 - - 8 2 4 - - 9 ● ● - - ● ● ● - ●

N u mb er = C asu alty Tab le co lu mn u sed fo r attack ● = L OS IS GOOD

The tables above use the example at right (on page 35). The Line of Sight P38. When an LOS between two hexes of terrain goes right down the
Example provides for a simple review of the inter-relationships of differ- hexside, only ONE Obscuring terrain hex is added to the shot, i.e., not a
ent terrain on varying levels. The Casualty Table Modified Gunfire Example TWO column shift LEFT.
table uses the actual Casualty Table column used for each GF attack. For The Wall hexsides in hex O35 have no impact on fire at or by squad ‘6’
example, squad ‘8’, with ‘5’ printed Gunfire Factors, uses the ‘4’ column on since it is at Level +10, above the +5 level walls on ground level. For the
the table prior to any shifts due to terrain. same reason, Squad ‘2’, UP on a partial hillock, can see Squad ‘7’ and fire
Squad ‘3’ only has a LOS to ‘5’ due to its LOS following the continuous at it ignoring the hedge in R37/Q38 as well as any Crops that may be along
Sunken Road from R36 to R37, then as it exits the sunken road to R38, its LOS. Squad ‘6’ cannot exit its hex from its current location. It will have
with the R37/R38 hexside acting as a Linear Depression contour between to use 1 MP (or Infiltration) to move ‘downstairs’ to the ground level loca-
the lower and higher levels. It would also have a LOS to any adjacent units tion. If ‘6’ was in the ground level now, the only squads it could see would
(e.g., hex S37; Q37). A unit in any hex adjacent to ‘3’ would fire at hex R36 be ‘8’ and ‘7’ AND ‘2’ (since it is UP on the Hillock at Level +5). Note fire at
as if it were open ground. A squad in Q37 would receive the one column ‘6’ would either receive the benefit of the wall OR the building (squad ‘6’
shift LEFT for the hedge on the Q37-R36 hexside if fired at by ‘3’ in R36. owning player’s choice), not both.
Squad ‘7’ cannot see ‘8’ due to the SAME LEVEL Blocking terrain in the If squad ‘3’ was in hex R35, it could exit the sunken road moving along the
form of the +5 levels-high Hedge on the Q36-R35 hexside. road, into Q35, at the cost of 1 MP. Hex R35 is at the same level as Q35.
Squad ‘4’ fires at ‘1’ using its full ‘8’ Gunfire factors since it’s up on a hillock, If it wanted to move from R35 directly to R34, it would pay 1 MP + CoT.
providing an unobstructed LOS over the Obscuring terrain, Crops, in O38-

34
sorb casualties among targeted units in the tunity Fire; Full cover Personnel units who Examples: A gun firing at a range of 2 hexes
same cover state. are not eligible targets or are missed by an uses an HPN of 9. A 57|B gun firing at a
12.5.94 Targets in Different Cover HPT shot ignore combat results, including range of 18 hexes uses an HPN of 4; a 76|B
States—If Personnel units (including trans- morale checks resulting against other units gun firing at a range of 18 hexes uses an
ported Personnel and manning crews of H in the hex or location. HPN of 6.
weapons) in the targeted location are in more 12.5.10 Collateral Fire—Place a Collateral 12.5.112 Die Roll Modifiers (DRM)—There
than one cover state, use the following rou- Fire (‘C’) marker in any hex that receives at are a variety of HPT DRM. DRM are listed
tine: least 6 GF (or their equivalent in FRAG Fac- beneath the HPT. Most are self-explanatory;
a) Cross reference the die roll with the ap- tors) on the Casualty Table, after applying others are explained below.
propriate column on the Casualty Table for all shifts, from a STATIONARY firing unit 12.5.1121 Moving Vehicle—If the target is
the units in the least beneficial cover state; using Direct Fire on the Casualty Table. a moving vehicle, there is a +2 modifier.
b) All Personnel in the least beneficial cover 12.5.101 Entering a ‘C’ Marker—Any Per- Exception: if the range to the target is 16+
state absorb all casualties called for; sonnel unit that enters a ‘C’ marker hex hexes and the firing unit previously placed
c) If all Personnel units in the least benefi- without using Crawling movement must take a BOT marker on the target, there is no
cial cover are eliminated and there are still an immediate morale check. The unit suf- moving vehicle modifier.
casualties to be absorbed, cross reference fers casualties equal to the amount by which 12.5.1122 Burst On Target (BOT)—Any H
the original die roll with the column for the it fails the check. Treat all Collateral Fire weapon, mortar, ATR, and vehicle Main Ar -
least beneficial cover among all surviving morale checks as normal morale checks for mament acquires its target when it secures
units. Apply this result (if any), less any all other purposes. a HIT on the HPT. Place a Burst on Target
casualties already absorbed; Example: A unit may receive a Courage re- (BOT) marker of the firing player’s choice of
d) Continue this process until no further sult from a ‘C’ marker morale check; morale color (Note: No other weapons, including
casualties need to be absorbed, or no modifiers apply normally (e.g., friendly and aircraft, place BOT markers). When hit us-
friendly units remain in the attacked loca- enemy units within MSR). ing direct fire, place the BOT in the specific
tion. 12.5.11 Hit Probability Table (A1) location of the target. When hit using indi-
12.5.95 Casualty Morale Check— Person- Guns use this table to determine if their rect fire, place the BOT in the hex. A spe-
nel units that survive a C# result must shots hit the target. MG and L|AT use their cific weapon only benefits from BOT mark-
check morale, as must other same-location own HPTs, Tables A2 and A3 (see 12.10.1 ers it places via hits on the HPT. Subse-
friendly Personnel units. Use the C# as a and 12.10.2). Roll once on the HPT each quent shots at a BOT -marked target receive
morale check +DRM, and apply any other time a weapon fires. a -3 HPT DRM.
applicable Morale Table modifiers (Excep- 12.5.111 Determining the Hit Probabil- 12.5.1123 BOT Removal—Remove a BOT
tion: Japanese Personnel do not use the C# ity Number (HPN)—Cross-index the range marker if the firing weapon fires at a target
as a DRM). If target units are in different with the Gun Rating. Guns have a rating of outside the current target’s location, moves,
cover states, use the C# obtained with the A, B, C or D (L|ATRs use the D row; becomes newly suppressed, is rendered
least-protective cover state modifier as a M|ATRs use the B row). If the range is 17 ineligible to fire, or the LOS to the hex is
morale check +DRM for ALL survivors. hexes or greater, use the appropriate col- blocked for any reason (e.g., smoke along
Exceptions: Non-Running units do not have umn according to the Gun Size of the firing the LOS). If the BOT -marked unit is de-
to check morale if they are in the same lo- unit. Use the resulting HPN to determine if stroyed or leaves the location, the placing
cation as Running units targeted by Oppor- a target is hit. player may:

7
The example at left is used for the Line Of Sight
Example and the Casualty Table Modified Gun-
LOS +10 marker fire Example on page 34. The map used in this
example is Scottish Corridor mapsheet 1.
6
Squad ‘1’ is in a crops hex on Level +10. It has no
LOS to squad ‘3’ since the latter is down in a
sunken road. It also cannot see ‘7’ due to the
hedge in the R36-Q37 hexside. The hedge is +5
levels high and blocks same level (or lower) LOS.
Squads ‘1’ and ‘7’ are both on Level +10.
8 3
Squad ‘6’ has a LOS to ‘1’, ‘2’, ‘4’, ‘5’, and ‘8’ be-
cause it is up in the steeple in hex O35. It has to
pay for the crops in hexes O37 and O38 when
firing on ‘1’, with each reducing its fire by one
column LEFT. Its shot on ‘4’ is reduced by one
column due to the crops in P36. It ignores the
hedge on the P36-O36 hexside as it is lower than
4
the firing and target unit. The hedge is on Level
0. Squad ‘6’ does not pay for any crops along the
LOS to ‘2’ since the latter is on a hillock in hex
9 Q39, raising it up +5 levels and allowing it to see,
and be seen, over +5 terrain like crops, hedges,
walls, and wrecks.
Squad ‘3’ can ONLY see ‘5’ since the former is
5 down in a sunken road. And since a sunken road
is -10 levels below the terrain it cuts into, ‘5’ is
treated as if fire from ‘3’ crosses a +10 hill hex,
1 2 providing a one column shift LEFT from ‘3’. If
squad ‘3’ was a gun instead, a +1 HPN DRM
would be applied against ‘5’ instead of the col-
umn shift.

35
Trucks/H weapons. These AF do not vary
a) Remove the BOT marker; if the HPN is less than ZERO (after apply-
with facing/aspect.
b) Leave the BOT marker in the current ing all HPT DRM) or ‘-’.
12.5.133 Non-HE Penetration Number
LOCATION for use against newly entering 12.5.1141 AP/HEAT—Whenever any form
(PEN) —When firing non-HE ammunition,
enemy units; of AP or HEAT (i.e., includes L|AT) is fired
determine the Penetration Number of the
c) If eligible, transfer the BOT marker to a the PEN number is DOUBLED for use on
weapon by cross-referencing the Gun Size,
new target in the same location, or track a the K-KILL Table.
ammunition, and range on the Gun Penetra-
moving target (see 12.5.1127). 12.5.1142 HE—When firing HE (including
tion Values Table (Play Aid 5) provided for
12.5.1124 BOT & Spotting—When using OBA/aircraft bombs and all forms of air -
each nationality (this information is repeated
the Spotting Rules, targets marked with BOT craft and Indirect Fire that utilize the HPT)
on individual AFV Cards for convenience).
may be spotted at any range by the BOT - ignore all applicable LEFT cover shifts (in-
Example: An American 75|B gun using AP
placing units. cluding those for bunkers/blockhouses) on
ammunition and firing at a range of 2 hexes
12.5.1125 BOT & Hit Location—When fir- the Casualty Table AND apply a 2R column
has a PEN of 10.
ing at targets in Hull Defilade, apply a -3 shift to the attack.
12.5.1331 HE Penetration Number
BOT DRM on the Hit Location Table after 12.5.12 Hit Location Table (B)
(PEN)—The HE Penetration Table (HE) pro-
obtaining a hit on the HPT (this is in addi- Use this table after hitting an AFV or a Hull-
vides the Penetration Number for HE am-
tion to the -3 BOT HPT DRM). Defilade (H-D) APC/truck (use NON-TUR on
munition from all guns. This PEN does not
12.5.1126 BOT & ROF—As long as a Gun the table for ALL non-turreted vehicles). Roll
vary by range. Note that HE PEN is doubled
fires at its BOT -Marked target, double its one die on the appropriate column (Non-
when targeting APCs and trucks.
ROF (including any remaining ROF for the Turreted or Turreted). The result is the as-
12.5.134 K-KILL Results—Make a roll on
turn in which it places the BOT marker). pect struck: Turret, Upper Hull (UH), Lower
the appropriate DIFF column. The die roll
Exception: some units, as shown on their Hull (LH), or Track. If the target is H-D,
must be less than or equal to the number
AFV cards, do not receive an increase in modify the die roll for target size and BOT.
for a result to apply from the following:
ROF because they have a BOT (e.g., Ger - 12.5.121 Track Hit—When a Track aspect
BURN —The target vehicle is ‘brewed up’.
man sIG II SPG). However, such units still is hit, immediately make a roll on the M-
Replace the target vehicle with a burning
receive the BOT –3 HPT DRM. KILL Table (see 12.5.14); do not make a
wreck marker (the back side of a wreck
Example: A ROF 2 weapon fires at, hits, and roll on the K-KILL Table.
marker, with red flames).
K-KILLs an AFV. The gun may use its remain- 12.5.13 K-KILL Table (C1)
K-KILL—The crew or multiple vehicle sys-
ing ROF of one, now doubled to two, in the Use this table for non-track hits on AFVs,
tems are out of action. The vehicle is
BOT marker hex if other units are in the same and for all hits on APC and trucks. This
knocked out permanently, but not burning.
location as the just-hit AFV. It may fire again, table has two sections: one for attacks us-
Replace the target vehicle with a wreck
twice, this impulse against these other units ing AP, APCR, APDS, HEAT, and L|AT (SCW)
marker. For ef fects on passengers, see
(or at the AFV if it was not K-KILLed). If it ammunition, and one for attacks using HE
12.5.82.
decides to use its second ROF to fire at a ammunition (MGs and ATRs use the AP sec-
POSS K-KILL—A portion of the crew or ve-
target outside the BOT-marked location, its tion).
hicle system may be out of action. POSS K-
remaining ROF would be ONE and it will lose 12.5.131 PEN vs. AF Differential (DIFF)—
KILL results are always treated as K-KILLs
the just-placed BOT. If it keeps firing at the Subtract the target’s AF from the gun’s PEN
for APCs and Trucks. For AFVs use the
same BOT-marked location the next turn, its to obtain the Differential (DIFF). Use the
POSS K-KILL Results Matrix (PK) to cross-
ROF is doubled from 2 to 4. appropriate DIFF column on the K-KILL
reference the Vehicle Type with the Aspect
12.5.1127 BOT Tracking and Transfer—A Table, using the AP or HE section of the
& Facing hit to determine the result:
BOT placed by DIRECT fire may remain on table depending on the type of ammunition
a) Immediate K-KILL : The target is K-
the target if the target moves (or follow one, that secured the hit (if the DIFF is less than
KILLed;
owning player’s choice), unless the target ‘–1’, the shot has no effect).
b) Roll for M-KILL: Make a roll on the M-
exits the LOS of the placing unit. In that 12.5.132 Armor Factors (AF)—The armor
KILL Table (D2). See 12.5.14;
case, remove the BOT unless there is an- factor of an AFV varies for each aspect and
c) Roll for F-KILL: Make a roll on the F-
other enemy unit(s) in the last location the facing combination (AF for APC/trucks does
KILL Table (D1). See 12.5.15.
originally targeted unit occupied, in which not vary by aspect/facing, see 12.5.1322).
Note that some results on the POSS K-KILL
case the firing unit may transfer the BOT to Determine an AFV target’s facing in relation
Results Matrix call for rolls on both the M-
another target. If the original unit is elimi- to the firing weapon. By definition, this is
KILL and F-KILL Tables.
nated, any Direct fire-placed BOT marker the target’s hexside that the LOS crosses.
12.5.14 M-KILL Table (D2) —An M-KILL
may also be transferred to another same- If the LOS is traced exactly between the
result destroys a vehicle’s mobility, i.e.,
location target. BOT markers placed by In- flank and the front, the facing is front if the
suspension or track integrity is lost. Use
direct fire may never be transferred or track target is MOVING and flank if it is STA-
this table when specified on the POSS K-
a moving unit. TIONARY. If the LOS is traced exactly be-
KILL Results Matrix AND whenever a roll
12.5.113 HPT Die Roll—Make a die roll on tween the flank and rear, it is rear if sta-
on the Hit Location Table results in a Track
the HPT for each shot. Apply any cumula- tionary and flank if moving. On the AFV
hit and in any instance a roll on the M-KILL
tive HPT DRM to the die roll (i.e., these DRM Card, cross-reference the target facing and
Table is called for. An M-KILLed vehicle is
never modify the HPN, just the die roll that aspect to determine the AF (remember that
NOT considered a ‘moving’ HPT target.
is compared to the HPN needed for a hit). If facing is different from aspect: the LOS as
12.5.141 Procedure—Use the column for
the resulting DRM-applied die roll is equal it enters the target hex determines the
the aspect struck. A roll less than or equal
to or less than the HPN needed, the shot former; the Hit Location Table determines
to the number provided results in an M-
hits the target. If a shot fails to hit the tar- the latter). If an AFV has a black dot for an
KILL; mark the vehicle with an M-KILL
get, it is a miss and has no effect. AF, the AF for that aspect & facing is con-
marker. If the target is M-KILLed, also make
Example: An HPN of ‘6’ receives a +2 HPT sidered ‘un-armored’ and is always -1.
a roll on the Bail Out Table (see 12.5.16; if
DRM. The firing player rolls a ‘5’. Adding the 12.5.1321 Facing of Same Hex Vehicle
an M-KILLed vehicle has already received
+2 DRM results in a final die roll of ‘7’, greater Targets—When firing at a vehicle that is in
an F-KILL, the crew AUTOMATICALLY bails
than the HPN. The shot is a miss. If a ‘4’ was the same hex or location as the firing unit,
out) and the Suppression Table (see
rolled instead, the +2 HPT DRM would result determine the target facing by using the
12.5.17).
in a ‘6’, and a HIT would have occurred. direction the vehicle was moving when it
12.5.142 M-KILL Effects—Vehicles may not
12.5.114 Critical Hit (CH)—Whenever an entered the hex. If both units occupy the
move or pivot for the remainder of the game.
HE or AP attack is made a devastating ‘Criti- same hex at the beginning of an impulse,
Any turret or 360 degree gun with which
cal Hit’ may occur. Following an original HPT use the facing when the last moving unit
the vehicle is equipped may still rotate, al-
or OBA die roll of ‘0’, make another roll. If entered the hex.
though the vehicle counter itself may not
another 0 is rolled (i.e., 00), a Critical Hit 12.5.1322 APC and Truck AF—APCs and
move or change its vehicle covered arc.
has occurred. Players may not ‘roll for’ CH Trucks use generic AFs: 0 for APCs; -1 for
12.5.143 Failure to M-KILL—A roll on the

36
M-KILL Table that does not result in an M- table). On a roll less than or
KILL instead generates: equal to the required number,
a) a K-KILL result for non-track hits; mark the target with a Sup-
b) a no effect result for TRACK hits; make a pressed marker, orienting the
roll on the Suppression Table. marker with the turret facing
12.5.15 F-KILL Table (D1)—An F-KILL re- (or ignoring facing for non-tur -
sult represents a unit’s loss of firepower. In reted vehicles).
addition to using this table when specified 12.5.171 Elite Tank Com-
on the POSS K-KILL Results Matrix, use mander DRM—Vehicles with
this table if a small arms attack against the an Elite Tank Commander (see
FRONT facing of an AFV (must be FRONT 15.6) receive a +1 DRM on
of the turret for turreted AFVs) or against Table D3 when checking for
an H weapon results in a C8 or greater. their own suppression.
12.5.151 Procedure—Use the row on Table 12.5.172 Turret Aspect Au-
D1 appropriate for the attack (the ‘C8+ GF tomatic Suppression—Auto-
F-KILL’ row for small arms attacks, the ‘F- matically suppress an AFV
KILL’ row for all others). A roll less than or when it is hit in the Turret by
equal to the number provided results in an HE/AP of 75mm or greater.
F-KILL; mark the vehicle with an F-KILL 12.5.173 Suppression Ef-
marker. If the target is F-KILLed, also make fects —A Suppressed vehicle
a roll on the Bail Out Table (see 12.5.16; if uses the Suppressed row on
an F-KILLed vehicle has already received the Spotting Table (if Spotting
an M-KILL, the crew AUTOMATICALLY bails is in effect), has a maximum
out) and the Suppression Table (see ROF of ONE, loses any BOT it
12.5.17). PREVIOUSLY placed on a tar -
12.5.152 F-KILL Effects—F-KILLed units get unit, may not fire its
may not fire ANY weapon for the remainder AAMG, and incurs a +2/2L
of the game. If the F-KILLed vehicle passes modifier. Note: This 2L modi-
the Bail Out check, it exits along the near- fier is ALSO applied to FT at- The above AFV 'standoff' example will be used to illumi-
est friendly map-edge at its earliest oppor- tacks by vehicles. Note that nate a number of points. It is the German Impulse and his
tunity. already suppressed vehicles StuG IIIg is parked up on a Hill hex, +10 levels higher than
12.5.153 Failure to F-KILL—A roll on the may place new BOT markers two American M4A1 Shermans. If the StuG fires on the
F-KILL Table that does not result in an F- on targets they hit. M4A1 in hex R14, the latter is in Hull Defilade to the SP-
KILL instead generates: 12.5.174 Additional Suppres- gun's fire. Thus, the facing of the Turret ONLY is consid-
a) a K-KILL result for HPT attacks; sion Effects—Passengers car - ered AND only a Turret (TUR) aspect will result in a hit.
b) a no effect result for small arms attacks. ried by a suppressed vehicle The StuG IIIg is also in H-D position, up on the Hill, for return
12.5.16 Bail Out Table (E) are also suppressed; they may fire from both M4A1 'C' in hex R14 and 'D' in hex O13. To
Use this table when an AFV, APC, OR not fire in any manner, nor may obtain an effective hit on the H-D M4A1 'C' in hex R14, a TUR
ARMED TRUCK has been M-KILLed or F- they serve as an FO or Spot- aspect must be rolled. Table 'B' is consulted after a hit is
KILLed. Cross-reference the M- or F-KILL ter. A suppressed OT vehicle obtained using the HPT. On a die roll of 1-3, a Turret aspect is
Result with a die roll. A ‘B’ result on this may not fire any of its weap- struck, resulting in a hit. However, there are some die roll
table means the vehicle crew has bailed out; ons. modifiers provided on Table B, for use only on that table. One
mark the vehicle with a ‘Bail Out’ marker. 12.5.175 Casualty Table Sup- is for target size. The M4A1 is a 'Large' target, and a -1 DRM
Vehicle crews are not represented by a pression—When FRAG or HE is applied, making it EASIER to obtain a TUR hit (and thus hit a
counter and never appear on the battlefield. attack an AFV/APC, roll on the large H-D tank). Thus, on an aspect die roll of 1-4, the Sherman
A vehicle marked with a ‘Bail Out’ marker appropriate row of the Casu- is hit in its turret. An aspect die roll of 5-0 results in an ineffec-
may not move or fire for the remainder of alty Table. On a C1 or greater tive result and is treated in the same manner as a 'miss'.
the scenario, except if re-manned. While it result, ALSO make a roll on
is not considered K-KILLed for Victory Point the Suppression Table using
purposes, the same quantity of VP are the ‘C# Result*’ row. A roll less than or equal one hit attempt on the HPT between two
awarded (note that another attack that K- to the ‘#’ portion of the C# results in Sup- different target hexes, but units with a ROF
KILLs a bailed-out AFV earns ANOTHER 6 pression. greater than one, vehicles with multiple
VP). Example: On a C2 result a roll of two or less weapons, and Personnel carrying weapons
12.5.161 Re-Manning Bailed Out Ve- will result in Suppression. may target different hexes.
hicles—A friendly full strength crew may Non Suppressed AFVs and APCs may also 12.6.1 Impulse Use
enter a Bailed Out vehicle in the same man- be attacked on the Casualty Table by GF in When one unit or Firegroup uses direct fire,
ner as Personnel entering a vehicle for trans- an attempt to Suppress them, as may OT it uses one impulse, even if using multiple
port. The vehicle remains marked as Bailed vehicles at ALL times (even if already marked weapons.
Out (place the marker to the side of the as Suppressed). Example: An AFV may fire its main arma-

vehicle, and remove the Personnel crew from 12.5.176 Removing Suppressed Markers— ment and its machine-guns during one im-

the map). If the vehicle is not F-KILLed, the During the End of Turn Segment, vehicles pulse, and may target more than one hex in

new crew may fire its weapons. The vehicle may remove Suppressed markers by pass- the process.

may NOT move, or change the vehicle or ing a morale check. No morale modifiers Note: A unit so-used may draw a Gun Duel

turret covered arc. If the re-manned vehicle apply to Suppression removal morale checks. before it can finish using its weapons during

sustains another Bail Out result, do not place AFVs have their morale levels listed on their an impulse.

the Personnel crew back on the map; elimi- AFV Cards. All APCs have a morale level of 12.6.2 Rate of Fire
nate it in the same manner as a Bailed Out 7. Personnel inside a suppressed APC do Units may not fire more than their available
vehicle crew. not roll to remove suppression; they become ROF. Units lacking a ROF value (provided
12.5.17 Suppression Table (D3)—When- unsuppressed when the APC passes its mo- in a blue square) have a ROF of ‘1’. A Per -
ever a hit fails to K-KILL an AFV or APC rale check. sonnel unit may thus fire its GF only once
(including after M-KILL and F-KILL results), 12.6 FIRE RESTRICTIONS per turn. Units with multiple weapons (e.g.,
make a roll on the Suppression Table, us- Certain restrictions limit fire opportunities an AFV with gun, CMG and BMG weapons)
ing the appropriate row for Gun Size or C# and reduce ROF and GF during attacks. No may fire each weapon separately during one
(for casualties-produced checks on the unit or weapon may split one ‘shot’ of GF or impulse (or Opportunity Fire attack), noting

37
any ROF restrictions that apply to that unit or under a Bunker, all multiple ROF weap- during the Fire & Movement Segment. The
or weapon type. ons have a special covered arc restriction. firing player may check if he has an LOS to
12.6.21 ROF Restrictions —All L and M The weapon’s first attack determines its CA. the moving unit; there is no penalty if none
weapons, as well as any AA weapon, may Orient the weapon to face any CA that in- exists (unlike when using an impulse to fire,
fire any available ROF during the same im- cludes the target hex (noting there is no shift which results in a pass when no LOS ex-
pulse (noting covered arc ROF restrictions; or HPT DRM for setting the CA for a L or M ists). The following actions ‘trigger’ Oppor-
see 12.6.33). All other weapons may not weapon). The weapon may not change its tunity Fire:
use more than one ROF per impulse, un- CA, or fire at targets outside its CA, during a) Any expenditure of a Movement Point;
less it places a BOT on its target. Excep- the remainder of the current phase or seg- b) Transport Loading/Unloading Personnel;
tions: Assault Fire (see 12.8.21), Opportu- ment (Exception: They may fire at vehicles c) Pivoting vehicles, turrets, and Heavy
nity Fire (see 12.7.2), Gun Duels (see 12.9). that enter their hex from any hexside with- weapons (see 12.9.4 for First to Fire re-
12.6.3 Covered Arc out reference to this set CA). strictions on the use of Opportunity Fire in
All H and vehicle-mounted weapons have a 12.6.4 Counter Orientation these instances). Opportunity Fire may not
restricted field-of-fire known as a Covered When pivoting, turn the entire gun or ve- be used until after the triggering unit makes
Arc (CA). These weapons must pivot to fire hicle counter to face its new covered arc, a minimum of one hexspine change in its
at any target outside of their current CA: or rotate the turret of a vehicle that has facing/covered arc/turret covered arc.
the FRONT two hexes for all vehicles, un- one. A player may change a vehicle’s CA 12.7.1 Opportunity Fire Eligibility
less marked with a TURRET marker (in even when the vehicle has a turret (e.g., to A unit that wishes to use Opportunity Fire
which the CA of the turret is used instead), face its stronger frontal armor to an enemy must be otherwise eligible to use Direct Fire.
and the front two hexes of all Guns. All L threat); any combination of vehicle AND tur- All rules for Direct Fire apply normally. Note
and M weapons may fire in any direction ret CA changes apply cumulatively to any that only the non-impulse player may use
(Exception: Terrain-based CA restrictions; shot taken immediately following the pivot. Opportunity Fire.
see 12.6.33). 12.6.5 DRM for Changing CA 12.7.2 Opportunity Fire ROF Limit
12.6.31 Vehicle and H Weapon Cover Arc— The DRM for changing CA varies by type. A unit may not use more Opportunity Fire
During Direct Fire (or Opportunity Fire), a a) Non-turreted units incur a +3/3L modi- ROF against a moving unit than the target
vehicle or H weapon may change its Vehicle fier for the first hexspine change, with an unit spends in MP while:
Covered Arc (VCA; separate from that of its additional +1/1L per hexspine change there- a) entering the targeted location it is first
turret) and/or rotate its turret any number after; fired on in using Opportunity Fire;
of hexspines before it fires. Apply appro- b) Units with a dashed-line circle around b) using MP to pivot or change any CA (e.g.,
priate HPT DRM (or Casualty Table column their Gun Size (‘Slow’ traverse turrets) in- VCA) of a vehicle or turret.
shifts for non-HPT fire) to any fire conducted cur a +2/2L modifier for the first hexspine 12.7.3 Opportunity Fire Routine
during the impulse (or Opportunity Fire change, and +1/1L per hexspine thereaf- Opportunity Fire takes place in the follow-
shot). When moving, a vehicle pays one ter; ing order:
Movement Point for each hexspine it pivots c) Units with a solid circle around their gun 1) Enemy unit triggers Opportunity Fire per
its VCA. It may independently rotate its tur- Size (‘Fast’ traverse turrets/guns) incur a 12.7 above;
ret one hexspine for each MP it spends while +1/1L modifier for the first and all subse- 2) Opportunity firing units use ONE avail-
IN a hex (not total MP spent during the quent hexspine changes. able firing opportunity (unlike firing during
move). 12.6.6 Covered Arc DRM and ROF an impulse, which may allow a unit to fire
12.6.32 Changing Covered Arc Without When a stationary weapon with multiple all of its ROF);
Firing—Vehicles and H weapons may change ROF changes its CA, apply the HPT DRM 3) Surviving moving unit may continue its
their CA without firing. A unit that changes for a pivot only on the FIRST HPT die roll movement impulse (to include firing one shot
its CA without firing is considered to have following the CA change. Subsequent shots using Assault Fire, if eligible);
moved (crawling movement for H Weapons, receive no HPT DRM, unless the unit 4) Repeat 1-3 above as long as Opportunity
assault movement for vehicles); mark the changes CA AGAIN before making a new and Assault firing unit(s) want to use re-
unit with a Moved marker. If hidden, a unit die roll on the HPT. Treat any vehicle- maining ROF. Place a Fired ‘F’ marker nor-
changing CA without firing may stay hidden mounted MG with multiple ROF in the same mally on units that use Opportunity Fire.
if not in the LOS (and Spotting Range if in manner when changing CA. 12.7.4 Target Using Running Movement
use) of an enemy unit. 12.7 OPPORTUNITY FIRE Opportunity Fire against Running Person-
12.6.33 Terrain-Based ROF Covered Arc Eligible units may use Opportunity Fire to nel units (including Personnel pushing guns)
Restrictions—When in a Building (Excep- attack enemy units that move in the firing does not affect other non-Running Person-
tion: Rooftop), Rubble, or Woods location, unit’s LOS (and Spotting Range if in use) nel units in the location, including morale

In the example at left, the Tiger tank pays 1 Movement Point to enter
hex BB5. It enters the hex across the AA5-BB5 hexside, following the
road as if entering the hex normally (i.e., as if no building was present).
Once it enters BB5 it may head into CC5, reverse back into AA5, or
follow the road along the hexside, entering CC6. For our example, the
tank moves into CC5, spending another 1 MP. Once there, it continues
to DD4, spending another 1/2 (half) MP. When moving along a road +
building hex (or a hexside road) the cost is DOUBLED (to 1 from 1/2 MP
on a road) and ONLY Assault movement may be used.
The 6-pdr in BB6 does NOT have a LOS to the Tiger tank when it moves
along the road in hex BB5 since the LOS, drawn normally by using a
straight-edge between the sighting dots of BB6-BB5, hits the building in
BB5 before touching the road. When the tank continues to CC5, the 6-
pdr can see it, since the LOS can be drawn to touch BOTH a hexside
crossed by the tank when it entered CC5 AND the road IN hex CC5.
Opportunity Fire ONLY could be used when the Tiger first entered CC5.
If it stopped there, the LOS would have to be traced normally to the
sighting dot in CC5 (i.e., not to the hexside as can be done against a
moving target). The ability to trace a LOS to the hexside also applies
against personnel.

38
checks following Casualties results. ing unit must be able to fire without pivot-
12.8 ASSAULT FIRE ing vehicle or turret.
In certain cases, units using Assault move- 12.9.2 Gun Duel Routine
ment may move AND fire. This is known as Use the following routine to conduct a Gun
Assault Fire. An Assault moving unit may Duel.
use Assault Fire before moving, during its a) A gun initiates direct fire on a unit eli-
move (after it spends any MP), or in the last gible to declare a Gun Duel:
hex it enters. A unit may use Assault Fire b) The responding player declares a Gun
only during its movement impulse; it can- Duel following the announcement of the fir-
not save its Assault Fire for later use. ing player’s shot, but before the firing player
12.8.1 Personnel Assault Fire makes a roll on the HPT;
Personnel units utilizing Crawling or Assault c) Both players simultaneously make their
Sponson-mounted guns (e.g.,
movement may fire their printed Gunfire HPT die roll;
75|C in Grant and Lee tanks)
Factors at half their normal Gunfire (note d) The player rolling lowest (use the FINAL,
suffer from a restricted Field-of-
that Running units may never use Assault i.e., modified die roll) fires first (i.e., if the
Fire HPT DRM. Any hex on the PORT side
Fire). shot renders the enemy unit unable to fire
of the VCA adds a +1 HPT DRM.
12.8.11 Platoon Use—Personnel units mov- for any reason, the enemy’s shot is consid-
ing as a Platoon may use Assault Fire as a ered to have never taken place). If the roll (apply the Casualty Table result to Person-

Firegroup, but units in a Platoon are NOT is a tie, the firing player fires first; nel in the targeted location normally).

required to all fire at the same time, nor at e) If still able to fire, the losing unit’s attack 12.10.4 Flamethrower vs. Vehicles and H
the same target. An Assault firing Platoon then takes place; Weapons Table (C3)
may not form a Firegroup with other units. f) The opposing player’s unit may fire again Use this table to determine damage when a

12.8.13 Light Weapons and Assault Fire— if eligible, and so on. flamethrower attacks a vehicle or H Weapon.

A Personnel unit carrying an L weapon may 12.9.3 Sponsons And Multiple Weapons Flamethrowers do not use the HPT or K-

fire the weapon using Assault Fire, although For Gun Duels involving AFVs with spon- KILL Table. Make a roll directly on this table,

the L weapon does NOT have to fire at the son-mounted (e.g., Grant; Lee) or turret MA using the appropriate row for the target;

same time as the unit, nor at the same tar- and hull-mounted Guns (Char B1 bis; Pzkw any roll less than or equal to the listed num-

get, as long as ALL Assault Fire is con- B2), BOTH weapons may duel indepen- ber results in a burning wreck (i.e., the

ducted during the unit’s movement impulse. dently with two different targets (or one tar- equivalent of a BURN result on the K-KILL

When fired using Assault Fire, L Weapons get) if they have BOT markers in place. Table) or H weapon elimination (AND place

fire at half their normal Gunfire Factors for 12.9.4 First to Fire—If an opponent de- a Flame marker in any location that is Flam-

non-HPT attacks, have a reduced ROF of clares the use of a Gun Duel or Opportu- mable (see 7.1, under ‘Flam’). Automatically

one, and must add a +3 HPT DRM for at- nity Fire against a H weapon/turreted gun/ Suppress any vehicle that survives a

tacks on the HPT. vehicle using the HPT, the friendly unit may flamethrower attack. Note: When

12.8.2 Vehicle Assault Fire fire FIRST if its total DRM for pivoting/ flamethrowers attack manned H Weapons

Vehicles may fire all available weapons when changing Covered Arc is less than the Op- and vehicles with passengers, make one die

using Assault Fire. Vehicle weapons must portunity Firing unit. roll and use the result on both the FT Col-

add the Assault Fire +5 HPT DRM; the GF 12.10 ADDITIONAL COMBAT TABLES umn of the Casualty Table (to determine the

of non-HPT fire is HALVED. This section provides detailed explanations result for Personnel) and Table C3 (to de-

12.8.21 Vehicle ROF—Vehicles with mul- of some of the other tables used to conduct termine results for H weapons or vehicles).

tiple ROF weapons may use their entire ROF combat. When firing a flamethrower there is always

during Assault Fire, but may only use ONE 12.10.1 MG Hit Probability Table (A2) the possibility it will run out of fuel (see

shot of its ROF for each MP spent in the This table is a separate HPT for MG attacks 14.7.5).

hex from which it fires. Any combination of against vehicles. This table may be used 12.10.5 H Weapon Destruction Table HPT
different weapons may fire during the same for M|MG and ALL vehicle MG when firing Hits By Weapons ≤ 20mm (C4)
MP expenditure. Vehicles may spend more against vehicles. The HPT DRM found un- Use this table to determine damage when

MP than a hex requires for entrance to in- der the HPT (A1) apply normally. Note that non-MG weapons (e.g., ATR; 20|B H|AA

crease ROF opportunities MGs using Small arms fire on the Casualty guns) of 20mm or less obtain a hit on the

12.8.22 Platoon Use—AFVs moving as a Table against vehicles may opt to use the HPT against an H weapon. Use the row for

Platoon may use Assault Fire. AFVs of a Pla- HPT (the A2 table) or use their GF on the the type of ammunition that hit the H

toon are neither required to all fire at the Casualty Table and compare any C# results weapon and roll a die; an ‘F’ result on this

same time, nor at the same target. obtained there with the appropriate target table F-KILLs the H weapon.

12.9 GUN DUELS row on the Small Arms (GF) vs. Vehicles 12.11 INDIRECT FIRE
In some cases, a gun-armed vehicle or H and H Weapons Table (C6). Indirect Fire takes place when a firing unit

weapon may initiate a ‘Gun Duel’ and re- 12.10.11 MG PEN Value—Machine-guns use cannot (or does not need to) see its target.

turn fire immediately when fired on using a PEN value of ‘1’ for calculating the PEN Mortars and off-board artillery ALWAYS fire

the HPT during the Fire & Movement Seg- vs. AF Differential (DIFF) and are treated using Indirect Fire. Howitzers (HOW) may

ment. The unit returning fire is the ‘respond- as K-KILL Table AP. use either Direct or Indirect Fire. All other

ing’ unit. A player initiating a Gun Duel does 12.10.2 L|AT Hit Probability Table (A3) Guns may use Indirect Fire only if autho-

not use an Impulse. A unit that is firing may This table is a separate HPT for Light AT rized by SSR.

also use the Gun Duel process to assert his Weapons. Use this table when L|AT fire at 12.11.1 Indirect Fire Attack Routines
‘right’ to fire BEFORE any Opportunity Fire vehicles or eligible Personnel targets (see There are three attack routines for Indirect

may take place. Mark ‘responding’ units that 14.4.3), and use any applicable HPT DRM Fire (resolve all in accordance with 12.11.2):

fire in a Gun Duel with an ‘F’ marker. Once from the HPT (A1). a) Gun with LOS to target: Use the routine

initiated, complete a Gun Duel before any 12.10.3 Indirect HE | FFE | Aircraft outlined in 12.5.21 to determine hits. A

other actions. Bomb | Rocket Attacks vs. Vehicles and minimum range of TEN hexes applies (Ex-

12.9.1 Eligibility H Weapons Table (C2) ception: Mortars; see 14.6.5); vehicle tar -

To initiate a Gun Duel, the responding unit Use this table to determine damage when gets must be non-moving;

must be otherwise eligible to fire AND cur- FFE, on-board indirect fire, Aircraft Bombs b) Gun without LOS to target: In addition

rently have a BOT marker on the firing en- or rockets attack a vehicle or H weapon on to the requirements of 12.11.1a, there must

emy unit (Exception: Command Tanks may the Casualty Table. Use the row for the be a Spotter (see 14.6.7) or assigned FO

initiate a Gun Duel without having a BOT appropriate target type; a Casualty Table with LOS to the target;

marker on the firing unit) AND not restricted C# result equal to a C# on Table C2 gener - c) Off-board artillery battery: Use the rou-

by First to Fire (see 12.9.4). The respond- ates the indicated M-/F-/K-KILL or Burn tine outlined in 12.12.2 to determine hits.

39
There must be an assigned FO with LOS to others the FFE attack requires; apply any from smoke and Obscuring terrain between
the target. results as casualties and morale checks the FO and target hex is eight or greater,
12.11.2 Indirect Fire Attack Resolution ONLY (i.e., ignore rubble, flame, etc.) the battery or gun may not fire into the hex.
Consult the Indirect Fire Effects Table (G) 12.11.3 Forward Observers (FO) If the LOS to a target hex becomes ob-
to determine the number of separate HEXES FOs (one man Personnel units [usually structed (8+ HPT DRM) after an FO places
an Indirect Fire attack affects (e.g., an FFE 1|1|8] with an FO triangle icon) direct off- an FFE, the battery may still fire normally
usually attacks six adjacent hexes, centered board artillery fire. Each off-board battery (e.g., smoke FFE is placed); the FO may
around one target hex, for a total of seven in a scenario has one FO counter (if an OOB not shift an existing CFF out of that hex
hexes). Indirect Fire attacks units in ALL lists a battery but no FO, add an FO to that until the HPT DRM is seven or less (i.e., a
locations of a hex; make ONE roll on the side’s OOB). FOs are treated as Leaders new CFF may be placed instead).
Casualty Table for EACH location that con- for carrying/firing L and M weapons, and 12.11.34 FO Movement & Melee—If an FO
tains a friendly/enemy unit (or terrain that being used as an alternate crew ONLY (i.e., moves, including Infiltration (and taking part
may result in rubble/flame) within a hex. they may not lead Firegroups or otherwise in Melee), an existing CFF/FFE it placed
Apply the die roll results on: affect an attack by another friendly unit). remains in its current hex.
a) Personnel units (including non FULL cover They may self-rally. 12.11.35 Leaders as FOs—Leaders (and FOs
Passengers and crews manning guns); 12.11.31 Battery Assignment—Assign one assigned to other batteries) may call in Bar-
b) H weapons; FO to a battery or gun on a side note. These rage attacks (see 12.12.62) regardless of
c) Vehicles (Note the effects on Passengers assignments are permanent. An off-board whether or not the firing battery has an
when a vehicle is destroyed), noting any battery may not fire for the remainder of assigned FO. Leaders may not function as
shifts from the Indirect Fire vs. Vehicle Shifts the game if the battery’s FO is eliminated an FO for ANY other purpose (and do not
table; (Exception: A battery may fire if a leader or receive the additional Spotting Range of
d) Unoccupied building locations (for cre- FO assigned to a different battery calls in a 12.11.331). Mark leaders that call in Bar -
ation of rubble and Flame). Barrage; see 12.11.35). rages with ‘F’ markers, except when in Full
Absorb casualties suffered by Personnel 12.11.32 Set Up—If optional hidden set up cover or hidden (make a side note instead).
units; refer results from the roll against rules are in use an FO may always set up 12.11.4 Observation Post (OP) Vehicles
other targets to the Indirect hidden in allowable terrain. FOs may spot while being transported by
HE|FFE|Aircraft Bomb Attacks vs. Vehicles 12.11.321 Off-Map Set Up—FOs may set vehicles. When an FO is adjusting fire from
and H Weapons Table (C2) (see 12.10.3). up off-map by SSR. Set up the FO in a map- an OP vehicle, the vehicle may not move or
12.11.21 Indirect Fire vs. Vehicle Shifts edge hex in accordance with the SSR; the fire any turret weapons that turn. An FO
Table (IS) —This table specifies Casualty only function of an FO’s hex is to serve as may not adjust fire from a Suppressed ve-
Table shifts for Indirect Fire attacks against the source of the FO’s LOS; the FO cannot hicle or when transported in ASSAULT cover
vehicles. These shifts are cumulative with be attacked in any way. (i.e., riding ON a tank).
all applicable cover state modifiers. 12.11.33 FO Spotting—FOs must be sta- 12.11.41 Loading/Unloading —An FO
12.11.22 Full Cover Units—Units in Full tionary to observe their targets. They may loads/unloads from a vehicle normally. When
cover under an emplacement receive a HE- not observe and then move in the same turn. loaded on an AFV or APC, the FO is INSIDE
Half FRAG Equivalent for indirect fire. Units Mark an FO with an ‘F’ marker when their the vehicle; remove the FO counter from
in Full cover in an APC share the fate of corresponding battery or gun fires. Note: the map and make a side note of the FO’s
their vehicle. Units under FC markers re- Being marked as ‘Fired’ does not change OP Vehicle. An FO using a truck as an OP
ceive NO additional cover benefit. See the range at which units may Spot an FO. If vehicle adheres to all normal passenger
12.5.661 for exceptions. the FO is in Full cover or hidden, do not rules.
12.11.23 Terrain—Hexside terrain does not place a marker (thus giving away its loca- 12.11.42 OP AFV/APC K-KILL, Bail Out,
provide cover against Indirect Fire. In-hex tion); make a side note instead. & F-KILL —Eliminate FOs when their OP
terrain provides cover normally. 12.11.331 Spotting Range—An FO’s Spot- AFV/APC is K-KILLed. For a Bail Out re-
12.11.24 FFE vs. 7+ SP of Personnel— ting Range is double the result listed on the sult, place the FO in the hex in which the
Make an additional roll on the Casualty Table Spotting Table in all columns (due to the vehicle rolled the Bail Out. If a vehicle is
when OBA attacks a location containing 7+ assumed use of binoculars or other optics). forced to exit due to an F-KILL, remove the
SP of Personnel. Make this roll AFTER all 12.11.332 Obstructed LOS—If HPT DRM FO from play.

The example at left depicts the limitations


of the starboard side machine-gun turret
on the A9 (and A9 CS) cruiser tank. The
‘4’ Gunfire Factors of the starboard side
bow machine-gun may fire into any hex
marked with a ‘B’. It may NOT fire into
any hex marked with an ‘A’. The port side
machine-gun is likewise restricted, with
a ‘mirror image’ to the left of the AFV as
regards ‘A’ and ‘B’ marked hexes.

The example above right serves two purposes. It depicts the eligible hexes for machine-gun fire using the ‘A’ and ‘B’ method from the above example.
It also depicts the LIMIT the machine-gun sub-turret on an A9 may turn. In this example the starboard side turret is shown. The port side turret is treated
in the same manner, transposing all ‘A’ and ‘B’ marked hexes in a ‘mirror image’ to the other side of the AFV.
Thus, the machine-gun sub-turrets in an A9 (and A9 CS) cruiser tank may not pivot their facing more than one hexspine AND each sub-turret may
ONLY pivot to the side it is on, i.e., the port sub-turret may only turn to the left and the starboard (depicted in the example) to the right.
Note also the machine-gun sub-turrets on an A9 pay +1 for each hexspine pivoted when changing facing to fire. In keeping with the ‘chrome’ provided
in the ATS in the form of model-specific turret markers, a supply of A9 turrets is provided with TOBRUK EXPANSION #1: Wavell’s 30,000.

40
12.12 OFF-BOARD ARTILLERY SUPPORT 12.12.31 Ammunition Supply DRM rage is a Line Barrage that has the follow-
Many factors influencing a tactical battle A battery may have a level of ‘ammunition ing movement rules.
occur beyond the physical limits of the map. supply’ designated by SSR. If a battery has 12.12.641 Movement—The seven-hex long
Off-Board Artillery (OBA) rules represents ‘High Ammunition Supply’, apply a -1 DRM barrage must be set up in keeping with a
Indirect Fire from artillery batteries located to its Battery Contact rolls; ‘Low Ammuni- map orientation listed in the SSR providing
off-map. OBA is not represented on map tion Supply’, generates a +1 DRM the rolling barrage capability. The SSR will
except for their FO counters and CFF/FFE 12.12.4 Results out of FO’s LOS—Once also state how many turns the barrage
markers. OBA support is only provided by an FFE has been resolved a newly-flipped moves forward, how many hexes per turn,
SSR. Players fire their OBA batteries dur- CFF is removed during the End of Turn and in what direction if accurate. A Rolling
ing the Indirect Fire Segment using alter - Segment if it is outside of the LOS of its Barrage only attacks the hexes in its line
nating impulses. There is no limit to the FO. For the purposes of seeing a CFF (after after it moves, not all those between the
number of attacks an OBA battery may initial placement; the FO must be able to two lines. A Rolling Barrage moves and at-
make during a scenario. see a location of the hex it wishes to place a tacks FIRST during the Indirect Fire Seg-
12.12.1 Registration CFF in), a CFF is considered to rise to a ment.
SSRs may provide one or more ‘Registra- ‘blast height’ +20 levels higher than the 12.12.642 Accuracy and Duration—A Roll-
tions’ for an OBA battery or on-map gun. A ground level of the target hex (or the high- ing Barrage never flips to its CFF side. As
registration is a target hex the battery or est obstacle level of a building hex entirely long as it is in play, its FFE and end-hex
gun has ‘ranged’ and may hit more easily. surrounded by building hexes of the same markers remain on the map. During the End
Before play begins, but after all set up, play- building). of Turn Segment of the turn it is to be ‘lifted’
ers make a side note of their registered tar- 12.12.41 FFE Lands Out of Play—If a CFF/ (removed permanently), a Battery Contact
get hexes and the battery/gun to which they FFE lands out of the playing area (i.e., off roll must be made for removal. Otherwise,
belong. Players may not change registration map or beyond the playing area listed for a the Rolling Barrage continues into the next
hexes or battery/gun assignments after play scenario) it is immediately removed from turn, when another lift attempt must be
begins. play UNLESS one or more of the hexes at- made, and so on. Until lifted, the Rolling
12.12.11 Registration DRM—When OBA tacked by an FFE are IN play. Barrage continues to move and attack. It
targets a registration hex, apply a -20 DRM 12.12.5 Using an Existing CFF Marker— does not roll for accuracy after an initial
to the roll on the Accuracy Diagram (IA). An FO may use an existing CFF placed dur- accuracy roll when its FFE is first placed.
12.12.2 Attack Routine ing a previous turn. However, it may not be Note: The Registration DRM no longer ap-
OBA batteries may fire HE or smoke (see placed OR REMAIN in a hex that has no plies once a Rolling Barrage has moved from
6.4.4). Use the following routine to make location within the LOS of the FO. Thus, if a Registration hex.
an OBA attack: the CFF blast height is the ONLY part of 12.13 COUNTER-BATTERY FIRE
a) Make Battery Contact by rolling less than the current hex within the FO’s LOS, the OBA (and aircraft; see 12.16.9) may con-
or equal to the Battery Contact number (Ex- CFF must be moved to a hex with an in- duct ‘counter-battery fire’ to engage enemy
ception: Barrage attacks do NOT require a LOS location and is further subject to the OBA and attempt to interrupt their fire.
contact roll). See 12.12.3; following: Counter -battery fire takes place during the
b) Place a Call for Fire (CFF) marker in the a) Use CFF in current or adjacent hex: Do Indirect Fire Segment.
intended target hex and announce the type not make an accuracy roll when a CFF 12.13.1 Battery Limits
of ammunition employed (HE or smoke) (see marker remains in its current hex, or moves Batteries may only use counter-battery fire
12.12.4); to an adjacent hex within the FO’s LOS. The against certain types of enemy OBA. Con-
c) Make a roll on the Accuracy Diagram (IA) CFF simply remains in its hex or is moved sult the Off-Board Counter -Battery Matrix
using two dice. Align the chart in any man- to an adjacent hex and attacks normally, (CB) to determine counter -battery fire eligi-
ner so players agree on the direction it faces assuming no other limitations prohibit use bility.
on the game map. Roll two dice, one for (e.g., failed contact die roll; newly blocked 12.13.2 Counter-Battery Effects and Pro-
‘tens’ and the other for ‘ones’. Apply any LOS). cedure
applicable Registration DRM AND DRM for b) Move CFF two to six hexes: Apply a -20 Counter -battery fire does not destroy en-
obscuring terrain along the LOS between DRM to the accuracy roll. This DRM is NOT emy OBA; it temporarily neutralizes their
the FO and the target hex; modifiers that cumulative with a Registration DRM. fire.
create results less than one are treated as c) Move CFF seven hexes or more: Roll for 12.13.21 Locating Enemy OBA—Enemy
a roll of ‘1’. accuracy as if newly placing a CFF. batteries must be located before they may
d) Move the CFF to its final hex. If the final 12.12.6 Types of OBA Attacks be affected by counter -battery fire. Only
hex (or an adjacent hex) has one or more There are four types of OBA attacks: Con- enemy OBA that fires (i.e., places a FFE)
locations within the FO’s LOS that contain centration, Barrage, Line Barrage, and Roll- during a turn may be located in that turn.
enemy units the owning player MUST flip it ing Barrage, the last three provided by SSR. Locating attempts are conducted at the end
to its Fire for Effect (FFE) side (even if the 12.12.61 Concentration—Attack all units of the Indirect Fire Segment in which the
attack will also affect friendly units); other- in the FFE hex and adjacent hexes (7 hexes enemy OBA fires. Roll one die for each en-
wise, it remains a CFF and the impulse is total). emy battery that fired. A die roll of 1-2 means
over; 12.12.62 Barrage—A Barrage requires the the enemy battery has been located. Once
e) Resolve attacks as specified in 12.11.2; use of a Registration hex. Do not roll for located, an enemy battery remains located
FFE also attack any units (friendly and en- Battery Contact or place a CFF; simply place for the remainder of the game. Make a side
emy) in its multi-hex blast area and that later the FFE in the Registration hex. Roll for note or use the provided markers.
enter any attacked FFE hex; accuracy and place the FFE in its final hex. 12.13.22 Acquisition—A friendly battery
f) Flip the FFE back to its CFF side during Attack all units in the FFE hex and within may initiate counter -battery fire against lo-
the End of Turn Segment. two hexes of the FFE hex (19 hexes total). cated enemy OBA as an attack during the
12.12.3 Battery Contact 12.12.63 Line Barrage—Attack a line of Indirect Fire Segment. Counter -battery fire
The Accuracy Diagram provides a Battery seven adjacent hexes, centered on the FFE has a two-turn acquisition procedure. At the
Contact number for each nationality. A Bat- marker (three on each side). A Line Barrage beginning of the second turn after declar -
tery Contact roll must be made each turn a is otherwise identical to a Barrage (e.g., no ing counter -battery fire, the enemy OBA is
player wishes to place a new CFF, new FFE, contact needed, and requires a Registration neutralized and may not fire. Make a side
or move an existing CFF. Roll a die, and hex). Place the barrage FFE and two Bar - note or use the provided markers to indi-
apply any ammunition supply DRM. If the rage Limit markers (one in each of the end cate this status.
modified result is greater than the Battery hexes of the seven-hex string of the Line 12.13.23 Duration—Batteries remain neu-
Contact number, the FO may not place a Barrage) and attack units in these seven tralized while the counter -battery fire is
new CFF marker, and must remove a previ- hexes ONLY. maintained, and for two turns after it ends.
ously placed CFF marker. 12.12.64 Rolling Barrage—A Rolling Bar- If the friendly battery resumes counter -bat-
tery fire, it must re-acquire (via 12.13.22)

41
the target OBA. Once a friendly battery is the weapon does NOT have to pivot to face hex enemy vehicle must adhere to
no longer maintaining counter -battery fire, the hex the Overrunning vehicle used to 12.14.41.
it may be used normally. Markers are pro- enter the H weapon’s hex. H weapons may 12.14.71 Continuing Overruns—After com-
vided to make note of the status of locating take a Final Defensive Fire shot even when pleting an Overrun attack, a vehicle may
and neutralizing enemy OBA. already marked as fired, if otherwise eli- Overrun the same location the next turn by
12.14 OVERRUN gible to fire. Prior to making the Final De- remaining in the hex and announcing Con-
Overrun attacks take place when a non-F- fensive Fire HPT roll (but prior to resolving tinued movement during the End of Turn
KILLed AFV/APC/Armed truck enters a hex the Overrun attack) a die roll is made—on a Segment. Do not remove the Overrun
occupied by enemy Personnel or weapons roll of 5-0, mark the H weapon with an F- marker during the End of Turn Segment.
and declares an Overrun attack. Overrun KILL marker, following which ONE HPT to The same vehicle cannot overrun the same
has no effect on other unit types. hit die roll may be made. On a roll of 1-4, a unit more than once during the same im-
12.14.1 Overrun Attack Routine surviving H weapon is free to use Final pulse. If a vehicle does NOT declare a con-
Use the following routine to make an Over- Defensive Fire against new Overrun attacks tinued Overrun, it must exit the hex and
run attack: by the same or other enemy vehicles. Final re-enter to Overrun it again during the fol-
a) Impulse player moves an eligible vehicle Defensive Fire applies a +2 HPT DRM. lowing turn.
into an enemy-occupied hex using Assault 12.14.6 Overrun Resolution 12.15 CLOSE ASSAULT
Movement and places an Overrun marker 12.14.61 Overrun vs. Personnel—Overrun During the Close Assault Segment, eligible
(see 12.14.3); attacks affect targeted Personnel (to include Personnel units may Infiltrate OR conduct
b) Vehicle spends an additional MP in the crews manning H weapons) by causing them Grenade Attacks. Players make a roll to
target hex for each unit/unmanned weapon to take a morale check. Apply a -4 Morale determine which side receives the Initiative
it wishes to overrun; modifier for each vehicle Overrunning the at the start of the Infiltration Phase. The
c) Eligible units may use Opportunity Fire Personnel unit that turn, to a maximum Close Assault Segment consists of the Infil-
against the vehicle (see 12.14.4); modifier of -8 in any one turn (one Overrun tration Phase and the Melee Phase.
d) Eligible H weapons in the target hex may marker indicates a -4 modifier; two mark- 12.15.1 Infiltration
execute Final Defensive Fire (see 12.14.5); ers indicate a -8 modifier). This modifier is Even if marked as moved or fired, a Per -
e) If the vehicle does not suffer a K-KILL, cumulative with other Morale Table modifi- sonnel unit (or stack of Personnel units in
M-KILL, or Bail Out due to Opportunity or ers (Exception: Do not count the Overrun- the SAME location) that is otherwise capable
Final Defensive Fire (or due to Immobiliza- ning vehicle; the -4 modifier accounts for of moving may Infiltrate as follows:
tion upon entering a hex requiring a roll on it). An Overrun Morale modifier remains in a) Move into an accessible location of the
the Immobilization Table), resolve the Over- force for the remainder of the turn, even same hex or an adjacent hex;
run attack (see 12.14.6); after the Overrunning vehicle has exited the b) Move under or on top of an emplacement
f) The vehicle may end its impulse in the hex, at which time enemy vehicles once again counter;
target hex or, if eligible, exit the hex and affect MV of a Personnel unit for any mo- c) See 11.5.5 for Passengers.
continue its movement impulse. It may con- rale checks not caused by an Overrun. Units Notes: A unit may Infiltrate into an adjacent
duct additional Overrun attacks against that fail the MC are broken, but they do not hex but may NOT move under an emplace-
other hexes (see 12.14.7). surrender solely due to the overrunning ment in the newly entered hex. A unit may
12.14.2 Assault Fire Restriction vehicle being in their hex. Already broken not enter an adjacent building hex at ground
Overrunning vehicles may conduct Assault units that fail a morale check due to over- level AND move to a higher level of newly
Fire before entering an enemy hex; upon run surrender. entered hex.
entering an enemy hex, the overrunning 12.14.62 Overrun vs. Weapons— Automati- 12.15.2 Grenade Attacks
vehicle may not fire any weapons for the cally eliminate any H weapon, and any un- Personnel units may make grenade attacks
remainder of its movement impulse. possessed L/M weapons not in FULL cover against accessible ADJACENT enemy units
12.14.3 Movement into an Enemy Hex under an Emplacement marker, that an over- during the Infiltration Phase if the Person-
Vehicles that conduct overruns must use running FULLY TRACKED AFV/APC (only; nel unit meets the following criteria:
Assault movement. After entering an enemy- not Truck type, halftrack or wheeled) at- a) It did not fire during the Combat Seg-
occupied hex, the vehicle must pass any tacks. ment;
required check on the Immobilization Table 12.14.621 Track Damage—When a fully b) It is otherwise eligible to fire; (it may be
for terrain in the hex. It may then place an tracked AFV/APC destroys an H weapon in marked as Moved and still make a grenade
Overrun marker and spend one additional an Overrun, there is a chance of track attack);
MP for each Personnel unit and un-manned breakage. After resolving the Overrun, roll c) It did not Infiltrate in the current Infiltra-
H weapon it wishes to Overrun. A vehicle a die for each H weapon eliminated. On a tion Phase;
in an enemy-occupied hex is not required die roll of ‘1’, the AFV/APC is M-KILLed in d) It is not in a location containing an en-
to conduct an Overrun, nor must it Over - the target hex; check for Bail Out normally. emy vehicle (see 12.14.7);
run all eligible enemy units. 12.14.7 Vehicle Ends Impulse in Overrun e) The target location is not more than level
12.14.4 Opportunity Fire vs. Overrunning Hex +10 higher than the attacking unit’s loca-
Vehicle If the vehicle ends its impulse in the Over- tion.
Enemy units may use Opportunity Fire run hex, all Personnel and weapon units in 12.15.21 Grenade Attack Routine—Use the
against an Overrunning vehicle for each MP the overrun location may not move out of following routine, including c-e, below, to
it uses in the target hex. Opportunity Fire the location during the remainder of that conduct grenade attacks:
attacks that do not use the HPT affect all turn’s Fire & Movement Segment, make a a) The impulse player selects the attacking
units in the Overrun location (friendly and Grenade attack, or Infiltrate out of the hex. units, indicates the target location, and an-
enemy), even those not targeted by the They may engage the vehicle in Melee nor- nounces the type of weapons employed;
Overrun attack. mally. Units that broke as a result of an b) Calculate the attack’s FRAG factors:
12.14.41 Personnel Fire Restriction —A Overrun attack may attempt to rally even if Grenades: Multiply the Stacking Points of
Personnel unit may use Opportunity Fire or the vehicle remains in the location at the the unit by THREE. Deduct any Stacking
Direct Fire vs. a same-hex vehicle only if it end of the End of Turn Segment. A hex with Points for carried weapons. Personnel units
is otherwise eligible to fire. It may NOT fire an overrunning enemy vehicle does not af- in the SAME location may combine their
outside of its location while an enemy ve- fect units in another in-hex location, i.e., FRAG Factors for one attack, or may use
hicle is within. outside of the Overrun location UNLESS ALL their FRAG Factors separately to attack dif-
12.14.5 Final Defensive Fire positions/locations of the hex are consid- ferent hexes (noting only ONE impulse is
H weapons in an Overrun hex may use a ered ONE for stacking purposes (e.g., Wadi). used per location of attacking units);
restricted form of Opportunity Fire against Personnel and vehicles may move and fire Satchel Charge: Attacks with 20 FRAG fac-
the overrunning vehicle. An H weapon may normally the following turn unless the ve- tors (see 12.15.22). May also be used to
fire one ‘Final Defensive Fire’ HPT shot (only hicle declares it is continuing the Overrun seal CAVE DUGOUT emplacements (see
HPT) at the Overrunning vehicle as long as as per 12.14.71. Personnel firing at a same- 9.6.65).

42
Gammon Bomb: Adds four FRAG factors a Grenade attack that includes a Gammon ready in the location due to entering during

to a normal Grenade attack (see 12.15.23); Bomb also places a FLAME marker in the an earlier segment or turn);

c) If the attack includes a Satchel Charge, target location if in applicable terrain. b) Additional units from both sides may In-

one enemy Personnel unit may attempt Hurl 12.15.3 Melee vs. Personnel filtrate into the Melee location. If an enemy

Back (see 12.15.24); Whenever a Personnel unit enters a loca- Personnel unit infiltrates into the Melee lo-

d) Resolve the attack (see 12.15.25); tion occupied by an enemy Personnel unit, cation, Melee may not be conducted against

e) Place Rubble and Flame markers as ap- they must Melee (i.e., engage in hand-to- the vehicle (see 12.15.42);

propriate (see 12.15.26-27). hand combat). All Personnel units in the c) If the enemy vehicle is an unarmed truck

12.15.22 Satchel Charges—Some scenarios Melee location must take part in the Melee. without passengers, the Personnel unit cap-

provide Satchel Charges in a specific quan- 12.15.31 Melee vs. Personnel Attack Rou- tures the truck (see 12.15.43);

tity by SSR. Each Satchel Charge may be tine— Use the following routine to engage d) In the Melee Phase, attacking units con-

used only once, and is not assigned to a in Melee vs. Personnel: duct Melee vs. vehicle morale checks (see

specific unit. A Personnel unit eligible to a) The impulse player moves Personnel units 12.15.44);

make a Grenade Attack may instead make into an enemy-occupied location during the e) Resolve Melee by calculating the Melee

a Satchel Charge attack. A unit making a Infiltration Phase and places a Melee marker Value (MV) of each attacking unit (or unit

Satchel Charge attack may not combine this in the location; plus leader combination) and rolling a die;

attack with other attacks taking place dur- b) Additional units from both sides may In- if the die roll is less than or equal to the

ing the impulse. filtrate into the Melee location (there is no final MV, the attack is successful (see

12.15.221 Engineer Use—A Personnel unit penalty for overstacking); 12.15.45);

designated as a ‘Combat Engineer’ by SSR c) Resolve Melee attacks by calculating a f) If an attack against a vehicle carrying

receives a 2R modifier when using a Satchel ratio of GF Factors for each side and rolling Passengers is not successful, the Passen-

Charge. a die on the Melee Table (see 12.15.35); gers unload. A Melee vs. Personnel then

12.15.222 Satchel Charge Counters— d) Recalculate the Melee odds at the new takes place (see 12.15.46).

Satchel Charge counters are provided in strength levels for surviving participants and 12.15.42 Enemy Personnel in Location—
some ATS scenario OOBs. A scenario will conduct another round of Melee. Continue Melee vs. a vehicle cannot occur if there

list the total number of Satchel Charges that until one side is eliminated; are non-transported enemy Personnel units

may be used during play in a side’s OOB e) If there is more than one Melee hex in in the same location as the vehicle, to in-

portion of the scenario card; these counters play, they are resolved in the order they clude when enemy units Infiltrate into a lo-

are simply used as markers during Satchel were initiated or by mutual player consent. cation in which a Melee marker has already

Charge attacks and their reference in the 12.15.32 Frozen In Melee—All enemy units been placed. Instead of attacking the ve-

OOB serves the same purpose as SSR in- in a location with a Melee marker may not hicle, use the routine outlined in 12.15.31

formation. Infiltrate, or make a Grenade/Satchel to resolve the Melee vs. Personnel (Person-

12.15.23 Gammon Bombs —Some sce- Charge attack. Units in a bunker may use nel friendly to the vehicle are the defender).

narios provide Gammon Bombs by SSR. Infiltration to exit the bunker and move into Even if the enemy Personnel units are elimi-

Each Gammon Bomb may be used only once, a Melee location in the hex. nated in the Melee, no Melee attack takes

and is not assigned to a specific unit. Use 12.15.33 Attacker and Defender Designa- place against the vehicle.

of a Gammon Bomb adds to an otherwise tion—The player that first enters the en- 12.15.43 Trucks— A Personnel unit (of any
normal Grenade Attack and has additional emy hex is the attacker. The other player is size) may automatically capture an unarmed

effects against terrain and vehicles. the defender. Place all attacker units on top truck when it Infiltrates into the truck’s lo-

12.15.24 Hurl Back —An eligible enemy of defender units. cation. The capturing player simply takes

Personnel unit in an attacked hex may at- 12.15.34 Melee vs. Personnel Resolution— control of the vehicle. If the truck is armed

tempt to ‘Hurl Back’ a Satchel Charge prior Total each side’s Personnel Gunfire Factors or carrying Passengers, resolve Melee in the

to the attack’s resolution. If the Hurl Back in the Melee location. Use only the GF same manner as vs. an Open Topped ve-

roll is successful, the Satchel Charge in- printed on Personnel units; reduce GF for hicle. If there are non-passenger enemy

stead affects the attacking unit’s location. Casualty markers, but NOT for carried Personnel units in an unarmed truck’s lo-

If the Hurl Back fails, the unit that at- weapons. State the totals as a ratio, attacker- cation, resolve as Melee vs. Personnel. The

tempted Hurl Back suffers an ADDITIONAL t o - d e f e n d e r, and round down in the side that wins captures the truck.

1R modifier (this additional modifier does defender’s favor to obtain a ratio that con- 12.15.44 Melee vs. Vehicle Morale Check—
not affect other units in the target location forms to the columns on the Melee Table Personnel units conducting Melee vs. a ve-

or rubble creation) on the Casualty Table. (ME). If Melee odds are worse than 1 to 2 hicle must undergo a morale check. There

Hurl back attacks do not receive Engineer or greater than 4 to 1 (after rounding), au- are NO modifiers to morale EXCEPT those

2R shifts. tomatically eliminate the weaker side. provided by LEADERS (i.e., use the unit’s

12.15.241 Hurl Back Die Roll—To be suc- 12.15.351 Melee Casualties—Roll one die. printed morale). A leader may affect ALL

cessful, a Hurl Back die roll must be less Cross-index the roll on the appropriate Me- friendly Personnel units in a location that

than or equal to the Stacking Point value of lee Table column. The result is each side’s are making a Melee vs. Vehicle Morale

ONE of the Personnel units being attacked casualties. Check. If the morale check is unsuccess-

(owning player’s choice of unit). There may Example: A roll of 9 on the 4 to 1 column ful, mark the failing Personnel unit as Bro-

be only one Hurl Back attempt per Satchel results in a ‘AC1 | DC2.’ This means the ken; they may NOT attack and remain Bro-

attack. attacker sustains one casualty and the de- ken in their current location.

12.15.25 Grenade Attack Resolution — fender sustains two. The owning player may 12.15.45 Melee vs. Vehicle Resolution—
Resolve grenade/Satchel Charge/Gammon distribute casualties in any manner. Melee resolution involves a comparison be-

Bomb attacks as follows: 12.15.4 Melee vs. Vehicles tween an attacking unit’s Melee Value (MV)

a) Resolution vs. Personnel: Use the ap- Personnel have a chance of destroying AFVs, and a die roll. Personnel units always at-

propriate column on the GF|FRAG row on APCs, and armed Trucks, or capturing un- tack vehicles separately, but a leader can

the Casualty Table, applying applicable shifts armed Trucks in their location. A vehicle aid an attack. Not all Personnel in a hex

from the Cover State Effects Table; may undergo more than one Melee attack must take part, but all units that declare an

b) Resolution vs. other units: Use the in a segment, noting Personnel units may attack and pass their morale check MUST

Small Arms (GF) vs. Vehicles and H Weap- not combine their MVs against vehicles and attack.

ons Table (see 12.5.8). must attack separately. 12.15.451 Melee Value (MV)—The MV of a
12.15.26 Satchel Charge Rubble and Flame 12.15.41 Melee vs. Vehicles Attack Rou- Personnel unit is equal to its Stacking Points.

Creation —Satchel Charge attacks create tine—Use the following routine to engage Modify the MV in the order specified be-

Rubble and Flame in the same manner as in Melee vs. a Vehicle: low:

an HE attack (see 8.3.9). a) The impulse player Infiltrates Personnel a) Courage—Double the MV if the Person-

12.15.27 Gammon Bomb Flame Cre- units into an enemy vehicle’s location and nel unit (including any accompanying leader)

ation—Any Casualty Table die roll of ‘1’ by places a Melee marker (or a vehicle is al- is marked with a Courage marker;

43
b) CT AFV and APC —If the attacked ve- MGs. SSR may allow aircraft to exchange aircraft in its current hex (see 12.16.6);

hicle is a close-topped (CT) AFV/APC, HALVE bombs for Napalm. Aircraft counters may d) If there are any units within three hexes

the MV, rounding fractions up; also be used to represent unarmed OBA of the target, determine if an Accidental At-

c) Moving Vehicle—If the attacked vehicle Spotter planes. A GF on the counter indi- tack occurs (see 12.16.7);

is MOVING, HALVE the MV, rounding frac- cates the aircraft is armed with MG (e.g., e) If no Accidental Attack occurs, roll on the

tions up. Thus, an attack against a moving the P-47 has a -|10 MG denoting a fixed Aerial Accuracy Chart (NR) and place the

Close Topped AFV/APC would be QUAR- CA machine-gun that may only fire along its aircraft in the resulting Final Target Hex;

TERED, (halved, then halved again, then flight path). A Gun Size that uses a Gun f) Resolve the aircraft attack using the pro-

rounding fractions up); value of A-B indicates an aircraft is armed cedures for each type of attack (see

d) Leader—Add two to the MV for an ac- with cannon (e.g., the Russian IL 2M has a 12.16.8). Attacks against hexes [e.g., open

companying officer and one for an NCO (AND 37|B cannon). A Gun Size that uses Gun ground] that are empty and otherwise do

double the MV of the non-leader Personnel values of C-D indicates ROCKET armament not contain terrain subject to rubble or

unit if the leader is marked with a Courage (e.g., the 127|D F4U-4; see 12.16.824). flame, are ignored;

marker); this MV addition is applied even The SSR may also specify an aircraft is g) Place Cease Fire markers on attacked H

for leaders that assisted in Melee vs. Ve- armed with Napalm (see 12.16.812). and M weapons (see 12.16.83);

hicle Morale Checks; 12.16.1 Entry and Duration h) Remove the aircraft from the board (un-

e) Explosives—Add two to the MV for an Aircraft enter the game on the first turn less it has unused weapons remaining, in

available Satchel Charge, or one for a unless specified otherwise by SSR. Ground- which case it may attack during a subse-

Gammon Bomb (not both). Vehicles may not attack aircraft are available on the turn of quent impulse [or a later turn unless re-

attempt to Hurl Back Satchel Charges; entry and are removed (not eliminated; they moved due to time limit on board]).

f) High Morale—Add one to the MV if ALL are assumed to return to their base) when- 12.16.4 Placement
attacking Personnel units (e.g., two 7|5|8 ever they have dropped all available ord- When not attacking, place aircraft aside, out

squads + an accompanying 1|1|8 leader) nance or SSR-specified Napalm has been of play. They may not be attacked in any

have a printed (i.e., the value printed on used or after two turns have elapsed after manner when out of play.

the counter; not modified) Morale Value of their FIRST attack, whichever comes first. 12.16.41 Aircraft Placement for ALL
eight or greater; Spotter aircraft remain in play as long as Ground Attacks—Align the Aerial Accuracy
g) Combat Engineer—Add one to the MV if their battery is available to place a CFF or Chart (Table NR) with the intended target

the attacking Personnel unit(s) (i.e., either make a barrage attack, or until shot down. hex (even if making a bomb attack) and the

the Personnel unit or an accompanying 12.16.11 Off-Board Interceptors—In any flight path chosen, place the aircraft in the

leader) is specified by SSR to be Combat scenario that has Interceptors provided by intended target hex and announce the type

Engineers. SSR, roll one die for each group of three of attack to be made. This represents the

12.15.452 Attack Resolution—Roll one die, enemy aircraft entering the game. A die roll completion of step ‘a’ above. Each aircraft

and compare the result to the MV. of 1 means that group has been intercepted may only bomb one hex per turn, but other

a) Result is less than or equal to half the en route to the target and may not enter the forms of armament (e.g., rockets; Napalm;

MV: K-KILL the vehicle and replace it with game (they are not destroyed for victory point strafing) may attack multiple hexes during

a burning wreck; purposes). one aircraft attack impulse. Aircraft may not

b) Result is less than the MV: K-KILL the 12.16.12 Aircraft Impulse Use—One air - choose a target in a hex for bomb attack

vehicle and replace it with a non-burning craft may use multiple impulses during the that has friendly units in any of the hex’s

wreck (Exception: If an attack uses a same turn, one to make a strafing attack, locations within LOS of the aircraft.

Gammon Bomb, all K-KILLs result in burn- and yet another to use Cannon or rockets 12.16.42 Flight Path—An aircraft’s flight
ing wrecks); on the HPT. However, only ONE of each path is the row of hexes immediately along

c) Result equals the MV: M-KILL the ve- type of attack may be made per turn and the hexgrain in front of and behind an air -

hicle and roll for Bail Out; ONLY MG and cannon GF may be combined craft once placed. This is the path of the

d) Result is greater than the MV: the ve- in the same strafing attack. Note: MG and aircraft’s movement across the map.

hicle is unaffected. rockets may be used during the same im- 12.16.5 On-Board Interceptors
12.15.46 Melee & Passengers/Riders — pulse, along the same flight path. If both sides have ground-attack aircraft,

Passengers cannot participate in Melee. 12.16.2 Aircraft LOS the non-impulse player may declare that one

Eliminate them if their vehicle is K-KILLed. Aircraft have a LOS to all hexes on the map or more of his aircraft will make an Inter-

If their vehicle survives the Melee attack, a except: ceptor attack after the impulse player de-

modified Melee vs. Personnel takes place a) Any Woods hex entirely surrounded by clares an aircraft attack. Stukas (and any

as follows: adjacent Woods/building hexes; other aircraft denoted as ‘non interceptors’

a) Unload the Passengers (Exception: FOs b) A building hex entirely surrounded by by SSR) may not make Interceptor attacks.

do not unload) in the Melee location. The adjacent building/Woods hexes, unless the 12.16.51 Impulse Use—An Interceptor at-
unloaded Personnel units always represent target unit is on the roof or if the target hex tack is a form of Opportunity Fire, and does

the defender; and at least ONE adjacent hex is roofless not count as an impulse used. An aircraft

b) Resolve the Melee vs. Personnel. Defend- (i.e., aircraft have LOS to two adjacent that conducts an Interceptor attack may not

ing units defend at half their normal GF in roofless building hexes but not to one such conduct a normal Aircraft attack that turn

the first ‘round’ after they unload. If they hex); and is set aside after its use in the manner.

survive the first round, they use their nor- c) The cellar of a building. 12.16.52 On-Board Interceptor Resolu-
mal strength in any subsequent rounds; 12.16.3 Aircraft Attack Routine tion—Place one or more Interceptor aircraft
c) If the Passengers were in an unarmed Use the following routine to make an air - in the same hex as the attacking aircraft

truck, the side that wins the Melee controls craft attack: and roll a die for each Interceptor, applying

the truck. a) During the Aircraft Attacks portion of the results from Table C8 as follows:

12.15.47 Unsuccessful Melee vs. Vehicle— Indirect Fire Segment, the impulse player a) Die roll of 1: Eliminate the target aircraft;

Personnel and vehicles left in a hex follow- places an aircraft in its target hex for all b) Die roll 2-3: The target aircraft is driven

ing an unsuccessful Melee may move and forms of attacks and announces the weap- off. Remove intercepted aircraft from the

fire normally the following turn. Personnel ons/bombs that will make an attack; the map, but it may attack during a subsequent

firing at a same-hex enemy vehicle must aircraft also needs to face a specific turn;

adhere to 12.14.41. HEXSIDE representing the owning player’s c) Die roll 4+: Interceptor attack fails.

12.16 AIRCRAFT choice of ‘Flight Path’ (see 12.16.41); 12.16.53 DRM—Apply a -2 DRM when an
Some scenarios provide aircraft in the OOB b) The non-impulse player may declare that Interceptor without a bomb load attacks an

of one or both sides. Aircraft counters rep- one or more of his aircraft will attempt an aircraft with a bomb load. Apply a cumula-

resent ground-attack aircraft armed with a Interceptor attack (see 12.16.5); tive -1 DRM when an Interceptor attacks

combination of bombs, rockets, cannon, and c) Resolve all anti-aircraft fire against the a Stuka (or other SSR designated non-in-
terceptor).

44
12.16.6 Anti-Aircraft (AA) Fire non (using Semi-Automatic fire, noting the
hex, using it as the new target hex. After
Anti-aircraft fire is a form of Opportunity method for determining strafing PEN for
placing the aircraft for the accidental attack
Fire conducted during the Aircraft Attacks cannon, see 12.16.823) may use an impulse
the owning player chooses the flight path in
portion of the Indirect Fire Segment. Mark to make a strafing attack.
the new target hex. Following a roll on the
weapons that use AA fire with an ‘F’ marker 12.16.821 MG/Semi-Automatic Strafing—
Aerial Accuracy Chart (found on the Aerial
normally. During one impulse aircraft armed with MGs
Attack Diagrams [Table NR] on Play Aid #2)
12.16.61 Eligible Weapons—H|AA weap- may use their MG/Semi-Automatic (see 14.8)
the aircraft attacks using its originally an-
ons with a PRINTED AA VALUE (only), the GF to attack the target hex and a number
nounced armament.
AA machine-guns on Vehicles, and M|MGs of adjacent consecutive hexes along the flight
12.16.8 Aircraft Attack Resolution
are eligible to use AA fire if in a hex an air - path, traced forward from the final target
Aircraft may attack during one impulse us-
craft is eligible to attack (e.g., AA weapon is hex (found as per 12.16.3 ‘e’). The total
ing bombs OR strafing by MG/cannon, rock-
not surrounded by woods or building hexes; number of HEXES attacked by one ‘straf-
ets OR Napalm
see 12.16.2 a, b, and c). Note: some weap- ing run’ is equal to HALF the MG/Semi-Au-
12.16.81 Bomb Attacks —Some aircraft
ons that historically were anti-aircraft guns, tomatic GF for that aircraft (round fractions
have a bomb-load on their counter, listed in
such as the 88mm Flak 36, are not classi- down), noting ALL hexes are attacked by
HE factors. Two HE factors separated by
fied as AA Guns in ATS; these guns were the FULL MG/Semi-Automatic GF and if one
the ‘|’ pipes symbol indicates the aircraft
used for high-altitude anti-aircraft fire, type of attack exceeds the other, continue
has TWO sizes of bombs on board (referred
which is beyond the scope of the game. the attack into the additional hexes apply
to as ‘large’ and ‘small’ [or ‘bomblets’] with
12.16.611 Continued Movement —AA ONLY that weapon.
the smaller of the two ALWAYS to the right
weapons mounted on Vehicles that are Example: A P-47 10 GF MG strafes five hexes,
of the ‘pipes’ symbol. An ROF to the imme-
marked with a continued movement marker and each are attacked by 10 GF on the Ca-
diate right of the bomb-load indicates the
are NOT eligible to conduct AA fire. sualty Table.
TOTAL number of bombs, with ONE ROF
12.16.62 AA Range & ROF —An eligible 12.16.822 Aircraft Cannon HPT Use—Air -
always representing the large bomb and THE
weapon may attempt to ‘shoot down’ any craft cannon are treated in the same man-
REMAINDER representing bomblets. In the
enemy aircraft in any hex of its Flight Path ner as GUNS. All cannon-armed aircraft may
absence of bomblets, ROF represents mul-
that is within AA range. The maximum AA fire either HE or AP (and may use semi-
tiple large bombs.
range in hexes for each weapon is as fol- automatic fire, see 14.8) at the owning
Example: Stuka aircraft have a bomb load
lows: player’s option. When using the HPT to fire,
listed as 500|50 with a 5 ROF, indicating
a) Maximum range of 3 for M|MGs; check for Accidental Attack (12.16.7) ONLY
that this aircraft has one large bomb (500
b) Maximum range of 4 for 20mm AA H (i.e., they hit or miss the chosen target based
HE factors) and four smaller bombs (50 HE
weapons; on the HPT roll only).
factors each). In a bomb attack impulse, an
c) Maximum range of 8 for 37mm+ AA guns 12.16.8221 HPT Fire— Aircraft cannons
aircraft may drop its large bomb, or ALL
and is marked on all AA-eligible H weap- must apply a +3 HPT DRM to all HPT hit
smaller bombs, or all available bombs. There-
ons. attempts. All other target DRM are applied
fore, each Stuka may make, at most, two
A unit may fire at as many aircraft as its normally and the full ROF available to an
bombing attacks per game (although only
ROF will allow, but may fire at a particular aircraft cannon may be used against ANY
ONE bomb attack IMPULSE per turn).
ground-attack or Spotter aircraft only once targets within range, in LOS and along its
12.16.811 Bomb Attack Resolution—Air -
per aircraft attack impulse, in its current flight path using ONE impulse.
craft bombs attack all locations in the tar-
hex. 12.16.8222 Aircraft Range—When count-
get hex (similar to Indirect Fire; see 12.11.2)
12.16.63 Changing Covered Arc—An AA ing hexes to the target hex, count each hex
and are resolved as follows:
Gun may pivot any number of hexsides to outside the final target hex as TWO hexes
a) Conduct the actions in 12.16.3 until step
bring an aircraft into the Gun’s covered arc. for the purposes of ALL range calculation.
‘f’ is reached;
However, this CA change does NOT gener - 12.16.823 Aircraft Attack vs. Vehicles
b) Attack the FINAL target hex by making a
ate HPT DRM. Resolution—Resolve hits from aircraft can-
roll directly on the Casualty Table for EACH
12.16.64 AA Fire Resolution—Resolve AA non vs. vehicle targets using the Attack
bomb (e.g., four rolls on the ‘50’ column
fire by rolling a die on the Anti-Aircraft Fire Routine for Guns (12.5.2). Modify routine
[same as 6 GF] for a Stuka bomb attack
Table (C5), applying a +1 DRM if the firing as follows:
using the four ‘50’ bombs or once on the
weapon is an M|MG, and apply the results a) Deck Armor: To reflect the thinner Deck
‘200+’ [same as 50 GF and noting the Heavy
as follows: Armor on close-topped AFVs and APCs, dis-
Payload DRM] AND four times on the ‘50’
a) Die roll of 1: Eliminate the aircraft; regard the Vehicle’s AF for the aspect and
columns), using the appropriate HE column
b) Die roll of 2-3: The aircraft is driven off; facing hit. Instead, HALVE the target’s low-
and applying appropriate column shifts for
remove from play with no attack made; Note: est AF (rounded down to a minimum of ‘0’).
terrain and emplacements. if the hex is de-
Driven off aircraft are not considered elimi- ALL OT vehicles (including AFVs) have Deck
void of units, roll on the Casualty Table
nated for Victory Point purposes and may Armor of 0. All trucks have ‘Deck Armor’ of
ONLY if there is any terrain that may be
be used again during a subsequent turn; -1.
affected by rubble or flame results; note
c) Die roll of 4-9: The aircraft may make its Example: a CT AFV with a 2 as its lowest AF
the DRM for Heavy Payloads;
attack, but must add a +10 DRM on the uses Deck Armor of 1; a 5 lowest AF pro-
c) For Vehicles and H weapons in the target
Aerial Accuracy Chart (NR) (or the Accuracy duces Deck Armor of 2.
hex, refer Casualty Table results to the In-
Diagram [IA] for the CFF/FFE placed by b) Strafing PEN: For MG, use the MG PEN
direct HE | FFE | Aircraft Bomb Attacks
Spotter aircraft). of ‘1’ when strafing. Cannon using semi-
vs. Vehicles and H Weapons Table (Table
d) Die roll of 0+: No effect on the aircraft’s automatic fire use HALF their normal PEN
C2, see 12.10.9).
attack. (noting the manner aircraft attack ranges
12.16.812 Napalm Strike—A Napalm Strike
12.16.7 Accidental Attack are calculated, see 12.16.822). Both attacks
is available by SSR only. If available, air -
If there are any on-board units, friendly or use Deck Armor AF for an attacked vehicle.
craft may exchange their bomb load for
enemy, within three hexes of the target hex 12.16.824 Rocket Armed—Rocket-armed
Napalm. A Napalm Strike attacks ALL units
and within the aircraft’s LOS, roll a die. On aircraft uses their armament in the same
in all locations of three adjacent hexes (the
a roll of ‘1’, the aircraft has mistaken the manner as Aircraft Cannon on the HPT (Ex-
Final Hex and the next two adjacent hexes
target. Align the Accuracy Diagram (IA) with ception: Rockets are considered HE only)
along its Flight Direction) in the same man-
the target hex and make a roll. If the result and may use Aerial Rocket Strike and Rocket
ner as a Flamethrower (i.e., 30 GF and no
is a hex that contains ANY units of EITHER Strafe attacks (owning player’s choice). MGs
terrain shifts). Each aircraft may only make
side, the resulting hex becomes the NEW may also be fired by aircraft using rockets,
ONE Napalm Strike per scenario and is re-
target hex. Otherwise the OPPONENT may and MGs and cannon may be fired using
moved IMMEDIATELY after using Napalm.
choose the nearest hex (that contains ANY the same final target hex obtained as per
12.16.82 Strafing Attack—Ground-attack
units without reference to side) to the re- 12.16.821.
aircraft armed with machine-guns or can-
sulting hex and the aircraft is placed in THAT 12.16.8241 Aerial Rocket Attacks—When

45
not using the HPT an aircraft armed with sult listed on the Spotting Table (if in use) are eliminated.

127|D Rocket Armament must attack in the or in LOS. 12.17.35 Off-Board Crash—Any glider that
form of an Aerial Rocket Strafe OR Rocket 12.17 Gliderborne Assault: lands ‘off-board’ is treated normally and may
Strike. crash in its final landing hex. Treat ALL ‘off-
12.17.1 Gliders—These aircraft are treated
a) Rocket Strafe—Each hex listed on the board’ hexes as Open Ground and apply
as TRUCK type vehicles for all purposes
AERIAL ROCKET STRAFE diagram receives crash casualties normally. Surviving units
except MOVEMENT. In any scenario where
an attack by the quantity of FRAG Factors may enter from off-map on the following turn
one side enters via a Gliderborne assault,
listed for each hex. Treat Rocket FRAG in within THREE hexes of the last on-map hex
the OOB provided glider counters enter play
the same manner as an HE FFE attack. of the glide path that took the glider off-
using a unique sequence.
b) Rocket Strike—Each hex listed on the map.
12.17.2 Troop Loads—Before any gliders
AERIAL ROCKET STRIKE diagram receives
enter play, the owning player makes a side 12.17.36 Opportunity Fire—Enemy units
an attack by FRAG Factors listed for each
note of the unit(s) carried in each glider. No may conduct normal Opportunity Fire against
hex. Treat Rocket FRAG in the same man-
glider may enter play empty. The reference gliders and the units they carry in any hex
ner as an HE FFE attack.
S|5 on each glider counter refers to its stack- along the Glide Path, including the original
12.16.83 Cease Fire—An aircraft attack (re-
ing limits in the same manner as a TRUCK placement hex. Treat gliders and their pas-
gardless of outcome) forces all M and H
counter. sengers as trucks for the purposes of tar -
weapons in the target hex to cease fire for
geting them, and noting a glider is ALWAYS
that turn. Mark such units with a ‘Cease 12.17.3 Entry—Units carried by gliders do
considered to use ONE MP in its placement
Fire’ marker, and remove all BOT markers not enter play by setting up or entering from
hex and any hex entered along its glide path.
they have placed. Also remove any BOT off-board. They ‘land’ on the map. After all
A glider moving along its Glide Path is al-
markers placed by L|MTR or L|ATRs tar - enemy units have set up, the player mak-
ways considered to be +10 levels higher than
geted by aircraft attacks. ing the gliderborne assault places his glider
the highest level terrain in the hex. If a glider
12.16.9 Aircraft Counter-Battery Attacks counters in their intended hexes within his
is ‘wrecked’ it is still placed in its final hex,
Ground attack aircraft may make counter- set up area, with no more than ONE glider
representing a glider ‘wreck’, and has flame
battery attacks against OBA batteries. Air- per hex and each pointing in a Flight Path
marker placed on it to represent a burning
craft assigned to counter -battery operations (Exception: ALL gliders must point toward
glider if a burning wreck results from en-
may not make any on-board attacks. Re- the SAME hexside, i.e., their Flight Path may
emy fire. All passengers in a burning wreck
move them from play after they locate an NOT vary). Play then begins on turn one
glider are eliminated.
enemy OBA battery. with the side making a gliderborne assault
12.16.91 Aircraft Required—One aircraft receiving the Initiative automatically. His first 12.17.37 Morale Checks—Personnel car -
is required to make a counter -battery at- impulse must be used to land ALL his glid- ried inside a glider (including once landed,

tack against one enemy battery. More than ers. Opportunity Fire is allowed normally at but prior to exiting via Infiltration), no mo-

one aircraft may be assigned in order to gliders during this landing impulse, includ- rale check is taken following casualties.

increase the likelihood of locating a battery. ing their original placement hex and all hexes 12.17.38 Exiting—After landing, place Per-
12.16.92 Counter-Battery Attack Rou- along their Flight Path. sonnel units on TOP of the glider counter
tine—To conduct a counter -battery attack, carrying them. All Personnel must de-plane
12.17.31 Landing —The owning player
use the following routine.
makes a roll for each glider, in the order of during the immediately following Infiltration
a) The owning player assigns one or more
his choosing, using the Aerial Accuracy Chart phase. They may Infiltrate into the glider
available aircraft to counter -battery duty (at
(NR). On a roll of 01-55 the glider lands in hex or an otherwise eligible adjacent hex
least ONE non-MG weapon/ordnance must
its original hex safely (Exception: Unless it (e.g., across a cliff is not an eligible adja-
be announced as being used by each air -
is a NON open ground hex). If it lands out- cent hex to enter). Treat glider passengers
craft for counter -battery);
side its original target hex (or if the original as if in a separate location (in the same
b) During the Aircraft Attacks portion of the
hex is not open ground) make a roll as per manner as a blockhouse) of the hex for any
Indirect Fire Segment, the impulse player
12.17.32 to determine if a crash landing enemy units in the same hex; Infiltration
makes one location attempt (see 12.13.21)
occurs. must occur before Melee can take place,
for EACH assigned aircraft. Aircraft may
i.e., the units are not considered to be in
attempt to locate enemy batteries that have 12.17.32 Crash Landing —Whenever a
the same location until AFTER Infiltration
not yet fired and more than one aircraft may glider fails to land safely a crash landing
occurs (i.e., enemy units are free to move
be used against a particular battery; may occur in its final landing hex. The glider
out if Melee hasn’t occurred already [i.e.,
c) Neutralize a located enemy battery for the is considered to move through a glide path
an enemy unit has entered their location]).
current and following turn, after which the of connected adjacent hexes indicated by
the Aerial Accuracy Chart (NR) die roll, not- 12.17.39 Landed Gliders —Treat landed
battery may resume normal function;
ing that rolls of 91-95 and 96-00 do not gliders in the same manner as non-burning
d) Aircraft used for counter -battery attacks
represent moving in reverse (these results or burning wrecks for the purposes of LOS.
return to play normally if otherwise allowed
represent a ‘short’ landing). Note any ter - Once Personnel have exited a glider, it may
(i.e., have NOT used all ordnance).
rain in the hexes in and between the origi- NOT be re-entered during play.
12.16.10 Spotter Aircraft
Some scenarios have Spotter aircraft in the nal and final hexes (taking into account the

OOB, or provided by SSR. Certain ATS hexes a glider does NOT travel through on
13.0 SPECIAL TROOP TYPES
products provide counters for Spotter air - a short landing—ONLY apply the landing
13.1 OVERVIEW
craft; otherwise use any spare aircraft hex) and add the cumulative DRM found
In some scenarios an SSR will state that all
counter. under the Glider Crash Landing Table. On
or a portion of a side’s OOB is made up of
12.16.101 Battery Assignment —Assign a modified roll of ‘0’, a crash occurs.
special troop types. Elite troops receive a
Spotter aircraft to an OBA Battery in the 12.17.33 Casualties—When a glider beneficial DRM to their MV without the need
same manner as an FO (see 12.11.31). ‘crashes’, roll a die as the base number of of an SSR.
12.16.102 Aerial Spotting for OBA—Place Casualties. Divide by 4 (divide by 2 for a 13.1.1 Elite Troops —Personnel with a
a Spotter aircraft on-board in any hex dur- Horsa glider), rounding down fractions to printed Morale of EIGHT or greater add ONE
ing the Aircraft Attacks Segment of the turn obtain the number for C# to apply to per- to their Melee Value against vehicles.
it is available. It may move to any hex dur- sonnel units the Glider carried. Exception: 13.1.2 Combat Engineers—Personnel des-
ing the Aircraft Attacks Segment of later When a HORSA glider crashes, HALVE the ignated by SSR as ‘Combat Engineers’ add
turns. Spotter aircraft may place a CFF die roll (round down) to determine casual- 1 to their Melee Value against vehicles (no
marker in any hex the aircraft has an LOS ties). Weapons carried by any Personnel unit matter their current morale). They also use
to. ELIMINATED are also eliminated. Satchel Charges with a 2R column shift.
12.16.103 Spotting Range —A Spotter 12.17.34 Water Crash—A glider and its oc- 13.1.3 Gurkhas—SSR may designate all or
aircraft’s Spotting Range is double the re- cupants landing in a non-fordable water hex some portion of a British OOB as Gurkhas.

46
ken Japanese Personnel may DEFEND in
Gurkhas double their Melee Value against eligible for entry, e.g., not across a Cliff
Melee as if they are NOT marked as Bro-
Personnel. hexside) is considered a ‘trigger’ for this form
ken. They may not Infiltrate.
13.1.4 Leaders—An NCO pro- of attack.
13.2.5 Japanese Leaders—Japanese Offic-
vides +1 morale/1R/-1 HPT 13.2.71 Attack Resolution and Attacker
ers are provided a 1|1|* value and are
DRM. Officers provide +2 mo- Casualties—For each Tank Hunter attack
treated as Commissars (Exception: They
rale/2R/-2 HPT DRM. The HPT made, the attacking Personnel unit absorbs
MAY form Firegroups and affect fire) for
DRM is only used for HPT at- a ‘C1’ result and immediately attacks the
morale and rally purposes. Japanese NCOs
tacks for L and M weapons (using the HPT same hex/adjacent enemy vehicle in Melee
are provided a 1|1|9 value (as are FOs)
as well as tables A2 and A3) in a stack or as if the equivalent of a 1|1|9 NCO marked
and are treated normally unless stated oth-
Firegroup that includes the directing leader. with Courage is making the attack. How-
erwise.
Only ONE leader may benefit a specific at- ever, the Tank Hunter is removed from play
13.2.51 Morale Checks and Rallying —
tack and the listed DRM are provided even immediately after resolving the attack us-
Japanese leaders automatically Rally.
if the leader is wounded. Leaders check ing the Melee Table. Players may wish to
13.2.6 Banzai Charge—Japanese Person-
morale first during Rally and may also be place an un-used Japanese 1|1|9 (marked
nel may declare a ‘Banzai Charge’, a special
used as crews or to supplement reduced with a medal marker) in the attacked hex
form of Platoon Movement that creates
crews. as a reference. For each MP or ROF used
‘Overrun’ attacks immediate Melee by Japa-
13.1.41 Leader Movement Bonus—All non- in an eligible hex for Tank Hunter attack,
nese Personnel. A Banzai Charge may be
wounded leaders provide a ONE Movement ONE such attack may be made by a Per -
made when at least SIX Stacking Points of
Point bonus to THEIR OWN MOVEMENT sonnel unit.
non Leader Personnel are eligible to use
and other Personnel moving in the same 13.3 USMC Personnel
Platoon Movement, even after movement
stack or platoon. This one additional MP is The United States Marine Corps faced
has already begun by the Platoon. Normal
added for all non-Crawling movement, even unique challenges on the battlefields of the
Platoon Movement rules apply except where
if the leader is marked as Winded. All 1 SP Pacific Theater of Operations, at all times
stated otherwise below.
Personnel units are treated as ‘leaders’ for
13.2.61 Running Targets—Japanese Per-
the purpose of adding 1 MP to THEIR OWN
sonnel conducting a Banzai Charge are con-
movement allowance (i.e., BAR Gunners may
sidered to be using Running movement (and
use 5 MP when using Assault Movement; 8
may do so even if already marked as
MP when running).
Winded). Treat Personnel making a Banzai
13.2 Japanese Personnel
Charge as if using Running movement for
The soldiers of the Japanese Empire brought squaring off against a determined, even sui-
the remainder of the turn (i.e., even AFTER
a unique military code, known as ‘Bushido’, cidal foe that needed to be killed before re-
the Platoon has completed its move).
to the battlefields of Asia and the Pacific. linquishing contested ground.
13.2.62 Overrun Morale Check—All enemy
USMC squads are all 9|6|9 (and 7|6|7
Personnel units ADJACENT to Banzai Charg-
reduced squads). Their Officers (and FOs)
ing units eligible (e.g., not across a Cliff
are 1|1|9 leaders and NCOs are 1|1|8s.
hexside) to enter their location make an IM-
USMC crews receive a value of 2|3|9.
MEDIATE morale check as if being Over -
13.3.1 Morale Table Effects—USMC Per -
run (i.e., apply a +4 DRM per Banzai Charge
sonnel receive a morale modifier of +2 for
to a maximum of +8 and mark such units
The rules below depict these unique com- each 3 Stacking Point Personnel unit and
with an Overrun marker). Units that fail are
batants without resorting to caricature. Play- +1 for EACH non Leader 2 SP Personnel
marked as Broken. Movement by the units
ers will note the morale of Japanese Per - unit. They are not penalized for Surrendered
in the Banzai Charge platoon then contin-
sonnel does NOT reduce as they receive units and suffer a -2 modifier for Overruns.
ues. Reminder: Entry of the location of a
casualties/flip or when leaders become 13.3.2 Weapons Use—Any USMC Person-
Broken enemy unit ELIMINATES it immedi-
wounded. nel unit (or combination of units) totaling 2
ately.
13.2.1 Morale Effects—Japanese Person- Stacking Points or more may serve as the
13.2.63 Banzai Halt and Immediate Me-
nel are immune to the effects of Casualties crew of a HEAVY weapon without penalty.
lee—Personnel using a Banzai Charge may
on morale checks and do NOT reduce their There is NO REDUCTION made to the
enter enemy locations (i.e., they do NOT have
printed Morale value when marked with a printed GF for non Leader/non Crew USMC
to wait until the Infiltration Phase) but each
Casualties marker. They are still forced to Personnel using Light or Medium weapons.
entering unit/stack must immediately STOP
check morale when casualties result on the 13.4 Volkssturm/Conscript Personnel
once the first enemy location has been en-
Casualty Table, however, no DRM is applied In the last days of the Third Reich old men
tered. Other Banzai Charging units of the
for the ‘#’ portion of a ‘C#’ result. Japanese and boys were pressed into service with
Platoon may continue moving in keeping with
Personnel ignore Morale Table modifiers to little training. The troops of other nations
Platoon Movement rules until they have ei-
morale checks (Exception: They still check
ther expended any remaining Movement
morale when Overrun, see 13.2.2).
Points the owning player wishes to use OR
13.2.2 Overruns—When attacked by Over-
entered an enemy location. Once ALL units
runs, Japanese Personnel apply a -2 mo-
of the Banzai Charge Platoon have completed
rale modifier.
their movement, and all enemy Opportunity
13.2.3 Japanese Off-Board Artillery — may also be specified by SSR to be ‘Con-
Fire has been conducted, play is halted and
When provided Off-Board artillery support scripts’.
Melee is conducted in hexes containing units
by SSR, unless stated otherwise an FFE only 1.34.1 Penalties—Add a +2 HPT DRM for
of both sides.
attacks the hex it is in. any Volkssturm/Conscript Personnel unit
13.2.7 Japanese Tank Hunters—A special
13.2.4 Surrender —Japanese Personnel firing a weapon on ANY Hit Probability Table
form of ‘Opportunity Fire’ Melee (represent-
never Surrender. In any case that the rules (i.e., including M|MG, SCW and L|AT).
ing Japanese Tank Hunters, described by
call for a unit to Surrender, treat them as
the US Army in Intelligence Bulletin Vol. III,
BROKEN instead (even if already Broken,
No 5. [January 1945]) may be conducted 14.0 SPECIAL WEAPON AND CREW RULES
i.e., there is no additional effect).
against same hex or adjacent enemy VE- 14.1 DUG-IN HEAVY WEAPONS —Heavy
13.2.41 Already Broken Units —Broken
HICLES by Japanese Personnel units of weapons that begin a non-Desert scenario
Japanese Personnel remain Broken upon
TWO Stacking Points or greater. Movement set up in hexes eligible for the placement of
failing another morale check or when adja-
(including entering a Japanese Personnel a Weapons Pit Emplacement are provided
cent to enemy units.
hex to conduct an Overrun but BEFORE one if NO Weapons Pits counters are pro-
13.2.42 Broken Units and Melee—Japa-
the effects are considered applied, i.e., be- vided in ANY portion of that side’s OOB.
nese Personnel units are NOT eliminated
fore a morale check is taken) AND fire while The only units that may set up in these Weap-
when enemy units enter their location. Bro-
in the same or adjacent hex (and otherwise ons Pits are the Heavy weapon and its man-

47
ately following the HPT die roll, the oppos-
ning Crew. Weapons Pits provided as part Table and comparing the result to the At-
ing player must apply casualties in the form
of a side’s OOB may have ANY unit set up tack results vs. Vehicles And H Weapons
of a C2 result to ANY Personnel unit(s) in
within. Table. M|MG and vehicular MG may also
the same location (or in the same vehicle).
14.2 WEAPON CREWS fire on the A2 MG HPT, using all appropri-
Casualty morale checks follow for all units
14.2.1 Overview- Crews are ate HPT DRM. After securing a hit, use the
in the location. A SCW may only be fired in
Personnel units and function K-KILL Table to obtain a result. When fir-
this manner from a non-moving vehicle by
within all previously cited rules ing at AFV using the HPT, MG use their
a unit in S|G|F cover.
in regards to stacking, gunfire, PEN of ‘1’.
14.4.5 Panzerfaust and Bazooka Range—
movement, etc. Crews are used 14.3.4 BOT Restriction —Machine-guns
The range for Panzerfaust and Bazooka
to operate Medium and Heavy weapons but never place BOT or have their ROF increased
weapons varies by year. In 1943-44, the
may also operate Light weapons. To fire, a for any reason.
maximum range for Bazookas is 4 hexes; in
Medium or Heavy weapon must be 14.4 SHAPED CHARGE L|AT WEAPONS
1945 it is 5. In 1943-44 the maximum range
‘manned’, i.e., set up with its crew (or other (SCW)
for Panzerfausts is one hex; in 1945 it is
Personnel unit later in the game if the origi-
two.
nal crew has been eliminated or moved away)
14.5 ANTI-TANK RIFLES
or using the pick up and carry routine be-
fore it may be fired in the current turn.
14.2.2 OOB Crews—Before beginning play,
assign one Crew counter to EACH Medium 14.4.1 Overview—Shaped Charge Weapons
and Heavy weapon provided in the OOB for (SCW) are Light Anti Tank Weapons (L|AT)
that side. that represent the American Bazooka, Brit-
14.5.1 Overview—Anti-tank rifles (ATR) are
14.2.3 Fire Options—A Crew may NOT fire ish PIAT and German Panzerfaust (Pf) (and
Light weapons (Exception: The Italian
its printed Gunfire Factors or make a Gre- Panzerschreck (PsK) weapons. Apply a +3
Solothurn M|ATR is a Medium weapon).
nade Attack in the same turn it fires a Me- HPT DRM for Personnel units firing SCW
They may fire against Personnel directly on
dium or Heavy weapon. They may, however, while using Assault Movement.
the Casualty Table using their ‘1’ GF or
engage in Melee in the normal manner and 14.4.11 Panzerfaust Removal— The
against vehicles on the HPT. In all cases
are subject to normal Personnel restrictions Panzerfaust is a one-use only weapon. A Pf
ATRs may not fire beyond the maximum
when using Light weapons. L|AT counter is removed from play after it
range listed on each ATR counter after the
14.2.4 Crew Casualties —Crew counters is fired the first time.
‘#’ notation.
have two sides, full strength and reduced. 14.4.2 Anti Vehicular/H weapon Usage—
14.5.2 Casualty Table Use—An L|ATR may
They flip to their reduced side upon taking Fire at vehicles using the L|AT HPT (A3).
fire using its ‘1’ GF directly on the Casualty
one Causalities result (i.e., on a ‘C1’) and All normal HPT DRM apply. After a hit against
Table, including against vehicles and their
are eliminated after absorbing TWO Casu- a vehicle is secured, SCW use the AP por-
riders and passengers.
alties (i.e., immediately on a ‘C2’ or greater tion of the K-KILL Table.
14.5.3 HPT Use—ROF, BOT, HPT DRM and
result), or upon receiving another ‘C1’ if al- 14.4.3 Anti Personnel/H Weapon Usage—
other Direct Fire rules apply to ATRs using
ready flipped to their reduced side. SCW may fire HE at Personnel in the same
the HPT. Use the ‘D’ row (Exception: The
14.2.5 Reduced Crew Penalty—Any Heavy manner as a H weapon—but ONLY against
20|B ATR uses the ‘B’ row) on the HPT for
or Medium weapon fired by a reduced Crew Personnel in a building location, UNDER a
ATRs. ALL L|AT weapons use a +3 Assault
fires with a reduction in its printed ROF. bunker, blockhouse, Cave Dugout, or BE-
Fire HPT DRM.
The ROF of all H and M weapons is reduced HIND a Wall/High Wall hexside that pro-
14.5.4 Anti Vehicle Attacks—After obtain-
to 1, even if a BOT marker has been placed. vides cover (i.e., no fire allowed by SCW in
ing a hit, use the PEN of ‘1’ listed for ATRs
The –3 HPT DRM for BOT is still received. the case of denial of Wall cover), noting the
on the Gun Penetration Values table (Play
14.2.6 Alternate crews—Two Leaders (or exception for targeting H weapons in
Aid #5) for each nationality. The line excep-
BAR Gunners, Commissars, or FOs; BAR 14.4.31. SCW may create rubble and Flame
tion to this is the Italian Solothurn 20|B
Gunners may NOT use their printed GF and in building locations like other weapons fir-
ATR. It may only fire out to the maximum
a weapon) or a squad (including reduced) ing HE.
range listed on the counter, but uses the
may be used as an alternate crew. They are 14.4.31 vs. H Weapon—Any hit against an
20|B listing on the Italian Gun Penetration
treated as the equivalent of a REDUCED H weapon eliminates the weapon (and re-
Values table.
Crew with the following exception: In the solve HE results against any manning crew
14.5.5 Anti Personnel Attacks—Any Per-
absence of a leader, squads add +1 to any or Personnel in the same location as per
sonnel riding on a TANK are attacked by
HPT hit attempt for an M weapon and +2 14.4.3). An SCW may always fire at an H
the same die roll used for the K-KILL Table
for any H weapon. Three Leaders (or FOs) weapon (in any terrain) and any manning
roll, but using the ‘1’ column on the Casu-
or a Leader AND a full strength squad are crew is attacked on the Casualty Table ONLY
alty Table (unlike AP from H weapons, which
treated as the equivalent of a full-strength if the weapon is hit. In the case of a weapon
use the ‘4’ GF column) and using Assault
Crew. When manning weapons, these units in terrain eligible for SCW attack, the firing
cover. Passengers in S cover in vehicles are
function as Crew units and must abide by player must specify that he is attacking the
also attacked by 1 GF following a hit. No
Crew rules. H weapon INSTEAD and any hit obtained
separate FRAG attack is made against pas-
14.2.7 Self Rally—As per 10.8.1 Broken/ ONLY affects the weapon and any manning
sengers in G and F cover following an ATR
Surrendered crews may attempt to Rally crew unless the target location may other-
hit; use the K-KILL Table against the ve-
without a leader present. wise be attacked (e.g., building location).
hicle and apply any wreck results to the
14.3 MACHINE-GUN DIRECT FIRE 14.4.4 Firing Restrictions —Only a PIAT
passengers normally.
14.3.1 Overview—There are two types of L|AT may fire safely from inside a building
14.6 MORTARS
Machine-guns used in the game: Light and or under a bunker/cave. All SCW may fire
Medium 5/8" weapon units and those freely from rubble locations. Personnel be-
mounted on vehicles. ing transported by vehicle may not fire any
14.3.2 Long Range Machine-Gun Fire— form of L|AT. A PIAT may not fire at a tar-
Light and Medium Machine-guns may fire get that is ADJACENT and +20 or more lev-
beyond their printed range at HALF Gun- els lower than the PIAT hex. Non ATR L|AT
14.6.1 Overview —Mortars are on-board
fire Factors, to a maximum of DOUBLE their weapons do not place BOT markers.
Indirect Fire weapons and are either Light
normal range (Exception: Long Range fire 14.4.41 Emergency Use—In the event the
or Medium weapons, or mounted on ve-
may not be applied when a MG uses an owning player wishes to fire a SCW from a
hicles.
HPT). location otherwise restricted in 14.4.4, he
14.6.2 CA—Light and Medium Mortars have
14.3.3 Anti-vehicle Machine-Gun fire—All may do so (Exception: PIAT +20 level re-
a 360-degree field-of-fire. Only those
Light and Medium MGs may fire at vehicles striction always applies). However, immedi-
mounted in vehicles have a CA. Their ve-
by using their GF directly on the Casualty
48
hicle must pivot to fire at targets outside its
14.7 FLAMETHROWERS Table C6 against vehicles and H weapons).
VCA.
14.8.3 Range—Semi-Automatic Guns may
14.6.3 Fire Type—Mortar fire by on-board
fire out to a range equal to half the Gun
units is considered Indirect Fire, but it is
size. Example: A 37mm AA Gun may fire up
conducted during the Fire & Movement Seg-
to 18 hexes away.
ment. Mortars use the HPT and place BOT
14.9 SPIKING WEAPONS —Any type of
markers. When attacking vehicles refer to
14.7.1 Overview—Flamethrowers refer to Weapon unit may be ‘spiked,’ or rendered
Table C2 after making a roll on the Casu-
both infantry weapons and vehicular - useless, by any Personnel unit that carries
alty Table following each HIT obtained on
mounted versions. FT use the same proce- or picks it up. The weapon may be spiked
the HPT.
dure as small arms fire against Personnel instead of fired by any unit that could oth-
14.6.4 Fire and BOT Restrictions—Mor -
but may NEVER be included in a Firegroup, erwise fire it. Remove Spiked Light and
tars may not fire from inside Buildings (ex-
and use their own procedure against ve- Medium weapons from the map. Place an
cept from roof or roofless locations), bun-
hicles. F-KILL marker on spiked Heavy weapons.
kers, blockhouses, from water hexes, or,
14.7.2 Fire restrictions—A Flamethrower 14.10 ALTERNATE AP AMMUNITION
unless vehicular -mounted, by Personnel
may never combine its fire with any other 14.10.1 Ammunition Types—During World
transported by vehicles. BOT markers
unit or be used in a Firegroup. Leaders do War II new forms of Armor Piercing (AP)
placed by mortars may never be moved to
not provide any shifts to FT attacks nor is ammunition was created in an effort to deal
‘follow’ a target.
an FT halved during Assault Fire use. with the thicker plates armoring new tank
14.6.5 Minimum and Maximum Range—
14.7.3 Cover State exception—Fire from models. In game terms, these alternate
Mortars have a minimum and maximum
an FT ignores any Cover State produced by ammunition types are listed on each AFV
range as indicated on their counter in the
the terrain in the target hex or hexside, in- Card or for each gun on the Gun & Mortar
format minimum-maximum following the “#”.
cluding any cover state column shift af- Ammunition Table (Play Aid 5 for each na-
Example: The British 3 inch M|MTR has a
forded by vehicles and wrecks. Only tionality). Treat each form of alternate AP
minimum range of TWO and a maximum
SMOKE cover is applied, and then ONLY ammunition as a form of ‘AP’—they use the
range of 32 hexes.
when attacking NON-vehicle targets. AP portion of the K-KILL Table.
Mortars may not fire at targets beyond their
14.7.4 Range—The range of a Flamethrower 14.10.2 Dates of Availability—During the
maximum range or less than their minimum.
is stated as 30|1 with ‘1’ serving as the war, the Axis produced a limited supply of
14.6.6 Full Cover—Mortars may fire from
range. The normal ‘#’ is also used to denote Armor-Piercing Composite Rigid (APCR) and
Full cover when located in a hedgehog/AT -
range. High Explosive Anti-Tank (HEAT) ammuni-
Trench (always), or from ‘down’ in a Wadi or
14.7.5 Flame and Fuel—Roll 2 dice when tion, which had markedly superior penetra-
Ravine, the latter two only when using a
attacking with an FT. Use the colored die tion capabilities. HEAT may not be used for
Spotter that has an LOS to the target hex.
for the attack. If the target unit is any ter - any scenario set before June 1942. Italian
14.6.7 On Board Indirect Fire Spotter—
rain eligible for Flame placement (Building; 75mm and 65mm guns had HEAT available
Mortars and howitzers (H|HOW) may fire
Woods, etc.), place a Flame marker in the beginning in September 1942. The Allies
without an LOS to their target by using a
attacked hex following a result of C6 or manufactured a limited supply of Armor
‘Spotter’, a Personnel unit functioning in a
higher. On a white die roll of 9-0, the Piercing Discarding Sabot (APDS). APDS may
similar manner to an FO. Any adjacent Per-
Flamethrower is ‘out of fuel’ and the Weapon not be used for any scenario set before June
sonnel unit may act as a Spotter. A Person-
is removed from play AFTER the attack is 1944.
nel unit may only act as a Spotter for one or
resolved. If the FT is a vehicle’s MA, mark 14.10.3 Special Ammunition Penetra-
more mortars/HOW in ONE hex (mortars
the vehicle with an F-KILL marker, unless tion—When firing APCR, HEAT, or APDS
in multiple locations of a hex are allowed,
the vehicle is also equipped with another ammunition, use the appropriate entry (e.g.
e.g., on top of AND under a Hedgehog).
MA, for example a Gun, whereas the ve- APDS) on the Gun Penetration Table for those
When spotting for multiple weapons, each
hicle may continue to operate normally with ammunition types.
weapon may attack a different hex. To indi-
its other weapons. A side note is suggested 14.10.4 Determine number available—To
cate it is not eligible to move, mark the Per-
to keep track. determine the number of ‘rounds’ for each
sonnel unit with an ‘F’ marker when spot-
14.7.6 Sd 251-16—This vehicle has ammunition type available during a scenario,
ting (or make a side note if the Personnel
Flamethrowers mounted on both its left and add the number of ‘APCR,’ ‘HEAT’ and APDS
unit is hidden; spotting does not in itself
right sides. Treat each as a separate capable units in the Order Of Battle and
reveal the unit). A Personnel unit acting as
Flamethrower that may only fire at target use one third (round fractions down) of this
a Spotter is considered to have fired one L
hexes adjacent to the vehicles left or right total as the base number for that ammuni-
weapon (no matter how many weapons are
FLANK aspect. Each Flamethrower may run tion type. Note the modifier on the table if
spotted for) for the purposes of restricting
out of fuel separately. The vehicle is not the opponent’s order of battle includes cer -
their ability to use other weapons. Placing
removed from play for being F-KILLed un- tain tanks, such as the Grant and Tiger.
an F marker for Spotting is not an Opportu-
less both Flamethrowers are out of fuel. The base number, plus the total from the
nity Fire trigger.
Make a side note of the side out of fuel when Alternate Ammunition Availability Table
14.6.71 Full Cover Usage—If an LOS oth-
placing one F-KILL marker on a Sd 251-16. (found on Play Aid #5 for each nationality
erwise would exist, mortars may be fired
14.8 SEMI-AUTOMATIC GUNS that has weapons eligible for alternate am-
from FULL cover position in an Emplace-
14.8.1 Overview—Some small caliber Guns munition types) roll equals the number of
ment, without the need for another unit to
(e.g., Pzkw IIf turreted MA) have a high rate- each type of APCR, HEAT, and/or APDS
serve the function of a Spotter. Firing a
of-fire and may directly attack on the Casu- shots available for the scenario.
mortar in this manner does not ‘reduce’ the
alty Table in the same way as a MG used 14.10.5 Assign Special Ammunition—The
FULL cover protection of the firing unit in
without rolling for a hit on the HPT. Known owning player must specify the identity of
any way.
as ‘Semi-Automatic Fire’, this form of fire the AFVs or Guns ‘carrying’ the alternate
Example: A British 51mm Mortar down in a
consumes all available ROF of the weapon rounds resulting from the calculation above.
Ravine wishes to attack a German squad
for that turn. Apply any column shifts for Make a side note of the ID letter of the unit’s
assault moving in an Open Ground hex 9
pivoting normally. allotted APCR, HEAT or APDS ammunition
hexes away. A 1|1|8 leader in a Brush hex
14.8.2 Procedure—For any H|AA Gun of and quantity available for each. Only the
adjacent to the ravine is spotting for the mor-
40mm or less and ANY Gun of 20mm or noted units may use this ammunition. Each
tar. The Mortar is a D gun type, which at 9-16
less (including 20|B ATRs), multiply the ‘round’ is equal to one hit attempt die roll on
hexes needs a 4 to hit on the HPT. The Ger-
normal FRAG Factors for that gun by its the HPT.
mans have Assault Cover, so the British
ROF to obtain a GF equivalent. This GF value 14.11 TIME-FUZED HE AMMUNITION—
player subtracts one from the roll; he needs
can be used against any target directly on When firing the 88mm Flak using Direct
a 5 or less to hit. If a hit is obtained, the
the Casualty Table, and is treated in the HE, or when an SSR specifies a ‘Variable
result is unmodified. Use the ‘6’ column on
same manner as Small Arms fire (e.g., use Timed Fuse’, airbursts are produced in ter -
the Casualty Table and place a BOT marker.

49
rain that does not normally produce air - (e.g., 75|B with a circle around it). These
bursts (but does NOT produce airbursts in 15.0 SPECIAL VEHICLE RULES Guns rotate with the turret, and thus can
hexes/locations specifically negated, e.g., 15.1 AFV TYPES change covered arc independent of the ve-
buildings). There is no additional effect in AFVs have gray movement point back- hicle.
hexes that already provide airbursts (no HPT grounds, and are differentiated by move- 15.2.12 Hull-Mounted MA—Hull-mounted
DRM is created). ment type, armor, open- or closed-top, and MA are indicated by a vehicle’s Gun Size
14.12 CANISTER AMMUNITION turret. not being circled. Hull-mounted Weapons
Canister ammunition is listed on the Gun & 15.1.1 Tanks use the same covered arc as the vehicle
Mortar Ammo Table under the ‘C’ column. A Tank is a fully armored (gray movement (VCA). The vehicle must pivot to fire these
Canister is fired in the same manner as a icon and AFV Card provided), turreted, fully weapons at a target not already within its
Gun using Semi-Automatic Fire with the tracked AFV. Tanks may be open-topped VCA.
exception that it may fire at any TWO adja- (OT) or close-topped (CT). 15.2.13 Sponson-Mounted MA—Sponson-
cent hexes (or two locations within one hex) 15.1.2 Armored Cars (AC) mounted MA are indicated by a superscript
within the LOS and covered arc (CA) of the Armored Cars are turreted or non-turreted, ‘s’ appended to the Gun Size (e.g., Grant/
firing weapon. Apply pivoting normally as wheeled vehicles and are sometimes suffi- Lee, M11/39). Sponson- and turret-
column shifts when using Canister ammu- ciently armored to be considered AFV (gray mounted weapons may fire at different tar-
nition. movement icon and AFV Card provided). gets. Each Gun acquires its target separately
14.13 SPECIAL WEAPONS They are treated as AFV or APC or truck for BOT purposes.
14.13.1 Demolitions —Certain weapons normally based on their movement icon and 15.2.131 Limited Traverse —Sponson-
allow units to destroy terrain, emplacements may move in reverse at the reduced cost mounted weapons fire in the same manner
or other special targets during play. Satchel for wheeled vehicles. as SPG but pay a +1 HPT DRM for targets
Charges may be used to attack combat tar- 15.1.3 Self-Propelled Guns (SPG) within their VCA but in any hexes on the
gets, emplacements, and terrain. Bulldoz- A Self-Propelled Gun is a fully armored, tur- POR T side of center.
ers and Bangalore Torpedoes never attack ret-less, fully tracked AFV, either open- or 15.2.132 F-KILL Exception—Weapons on
enemy troops. close-topped. An SPG may only fire its main a Sponson AFV are destroyed separately.
14.13.11 Dozer —Bulldozers (or Dozers) armament at targets within its VCA. An F-KILL resulting from a Turret hit F-Kills
come in three varieties: unarmed (and 15.1.4 Open Topped vehicles turret-mounted weapons. An F-KILL from
unarmored) types with a white movement OT vehicles have a white outline behind the any other front hull hit F-Kills Sponson and
icon; armored types with a yellow icon; and vehicle art on the counter (e.g., German Sd hull-mounted weapons.
tanks equipped with dozer blades. All three 251-1). An OT vehicle is more vulnerable to 15.2.2 Machine-guns
have a special form of Assault movement Indirect Fire, Grenades, Melee and Person- Vehicles have the following types of machine-
that may be used for ‘Dozing’. The dozing nel Fire due to the exposed nature of the guns. All are considered M|MG, except the
value is printed in this format Cross Coun- crew compartment. The crews of OT ve- L|MG with which Carriers are armed.
try | Assault Dozing MP. All Dozers per - hicles may be attacked by GF and Grenades, 15.2.21 Coaxial (CMG) —Mounted in the
form Dozing tasks the same way. using the Casualty Table (followed by the turret, the CMG shares the turret’s Cov-
14.13.12 Dozing—Dozers affect certain ter- Suppression Table) in an effort to Suppress ered Arc (also referred to as ‘TCA’).
rain, emplacements and remove non-burn- them or force Bail Out (see 15.1.41). Sup- 15.2.22 Bow (BMG)—Mounted in the front
ing wrecks from play. They ‘doze’ moving pression (and any Bail Out roll required by Hull, the BMG shares the vehicle’s covered
normally to enter the hex in question. They suppressing an already Suppressed OT ve- arc.
then may spend their ONE Dozing MP AF- hicle) is the only additional result possible. 15.2.23 Anti-Aircraft (AAMG)— Mounted
TER already entering the hex, in order to 15.1.41 Suppression and Bail Out—Sup- on top of the vehicle in an external mount,
conduct a Dozing activity. Dozing triggers pressed OT vehicles may not fire. If an al- the AAMG may fire at any target within range
Opportunity Fire and the dozing results only ready Suppressed OT vehicle receives a regardless of the turret or vehicle covered
apply AFTER any fire is completed against NEW Suppression result, make a roll on the arcs. It is capable of fire only if the vehicle
the Dozing vehicle. Although not considered Bail Out Table using the M-KILL row. is NOT Suppressed.
firing, Dozing requires a roll on the ‘50’ col- 15.2 VEHICLE WEAPONS 15.2.24 MG Format on counter—Machine-
umn of the Casualty Table to attempt an Most vehicles have multiple weapons, con- guns are listed in the following format: CMG
affect on the terrain, emplacement or wreck. sisting usually of a Main Armament (MA) and | BMG | AAMG. Some vehicles have only
After rolling on the Casualty Table, refer to machine-guns. Some vehicles have multiple two MG and use the format CMG | BMG.
the Demolition Table (DT) for results. If the MA, a FT, or some combination thereof. A Others have multiple MG of a specific type
C# is high enough, the terrain, emplace- vehicle may use all of its weapons once per listed as ‘x2’ (two times) or ‘S+P’ (starboard
ment or wreck is affected. Otherwise, there Fire & Movement Segment during different [right] and port [left] side) or limited cov-
is no effect. Upon obtaining a result, ONE impulses OR all during the SAME Impulse. ered arc (e.g., ‘P’ for port side only). The
Bunker, Beach Obstacle, Roadblock, Wreck When marking a vehicle with an ‘F’ marker, absence of a particular MG vehicle mount
or Wire counter in the hex (or along one of note if any of the vehicle’s various weapons is indicated by a ‘-’.
its hexsides in the case of a Roadblock) is are still available to fire. All of a vehicle’s 15.2.25 MG Range—CMG and AAMG, as
removed from play. Mark a Bocage, Hedge weapons are unusable if it suffers an F- well as BMG mounted on APC, have a nor-
or Wall (including High Wall) hexside with a KILL result (Exception: TURRET - and SPON- mal range of ‘10’ hexes. Other BMG have a
Minefield Lane counter to signify all forms SON-mounted weapons are F-KILLed sepa- normal range of ‘6’ hexes. All types may fire
of units may now cross the hexside (LOS is rately). out to double their normal range using Long
still treated normally). Replace an AT Trench 15.2.1 Main Armament (MA) Range Fire (see 12.5.52).
or Hedgehog with a Foxhole counter. A Gun Size printed in the lower left corner 15.2.3 Rear Facing
14.13.13 Bangalore Torpedo (BT)—Banga- of a vehicle counter indicates the vehicle’s Some vehicles have weapons that face to
lore Torpedoes are special 1/2" Light weap- MA. In the absence of such a weapon, treat the rear. Rear -facing guns have a super -
ons that may only be used once and then any MG marked with a circle around the script ‘R’ appended to the Gun Size (e.g.,
are removed from play. Normally used by MG value as that vehicle’s MA. No other Portees); rear -facing MGs have an ‘R’ su-
Engineer units, Bangalore Torpedoes are vehicles have an MA (thus they are not forced perscript appended to the MG value (e.g.,
used to remove Roadblocks, Wire and Mines to exit if any other vehicle armament is F- Italian AB 40 APC). These weapons are con-
from the map. A BT attacks on the ‘40’ col- KILLed). MA can be mounted in three ways: sidered to face to the rear VCA (or rear tur-
umn of the Casualty Table and refer to the Turret, Hull, or Sponson, or a combination ret covered arc [TCA]).
Demolition Table for results. of turret and hull or sponson. 15.3 TURRETS
15.2.11 Turret-Mounted MA —Turret- 15.3.1 Turrets and 360-degree H weapons
mounted MA are indicated by a solid or have fast (power) OR slow (hand-crank) ro-
dashed circle around a vehicle’s Gun Size tation capabilities.

50
mander’. Simply make a side note of the ID
15.3.11 Fast Traverse—Have a solid black from a lower elevation hex if on a Hill or
of the AFV.
circle around the Gun Size (e.g., Crusader Embankment, or higher elevation hex if in
15.6.1 HPT DRM—Apply a -1 on HPT DRM,
II; Pz IVh; Bofors H|AA). a Wadi or Deir. Non-small vehicles in Weap-
Immobilization checks, and Hull-Defilade
15.3.12 Slow Traverse —Have a dashed ons Pits also receive H-D status (Very Small
checks, and apply a +1 on Suppression die
black circle around the Gun Size (e.g., Pzkw target size vehicles in Weapons Pits are con-
rolls for the AFV. Elite tank Commanders
IIf; Pz IVj). sidered in FULL cover).
may move from one AFV to another. Pre 1943
15.3.2 Turret Covered Arc (TCA) 15.4.2 Die Roll Hull-Defilade Terrain
ELITE Russian tanks IGNORE the +2 HPT
Instead of turning a turreted vehicle’s VCA, Scrub, UP positions on Hillocks, and Rock-
DRM specified in 15.5.
a turreted vehicle may pivot its turret to Strewn Terrain MAY provide Hull-Defilade,
15.6.2 Initiative Modifier
fire turret-mounted weapons in a new TCA. but acquiring H-D status will require a die
If only one side in a scenario has a non M/
15.3.3 Turret Marker roll, which may be made following a sepa-
K-KILLed Elite Tank Commander, that side
Place a turret marker on the AFV to indi- rate H-D expenditure of 1 MP while mov-
has a -1 modifier to all of its Initiative die
cate its TCA whenever the TCA and VCA ing. Place a Hull Defilade marker on vehicles
rolls if both OOBs contain vehicles only.
are not identical. Any hit on the turret as- that roll successfully. Only one vehicle per
15.6.3 Bail Out Modifier
pect strikes the front, side, or rear of the hex may obtain H-D status via the die roll
If the Elite tank is K-KILLed, F-KILLed or
turret according to the turret marker fac- method. When H-D status is obtained VIA
M-KILLed, add 1 to the die roll for all Bail-
ing. A DIE ROLL, the vehicle is H-D only through
Out checks for the remaining AFVs for that
15.3.4 One Man Turret—Some AFV Cards its FRONT VCA and if the vehicle leaves the
side for the rest of the game (making bail-
note the vehicle has a “One man turret” or hex or changes its VCA, the H-D marker is
ing out more likely) UNLESS one or more
other information restricting turret-mounted immediately removed. If the vehicle pivots
Elite Tank remain for that side.
weapons, usually stating they may not fire only and does not leave the hex, a new roll
15.6.4 Commander Relocation
more than ONE turreted armament during may be made. Changing TURRET covered
If the Elite tank commander spends an en-
the same segment. arc does not remove the H-D marker.
tire Fire & Movement Segment with another
15.3.5 Turret Rotation—An AFV may ro- 15.4.21 H-D Weapon Use
AFV in the same hex, without either mov-
tate its turret while moving, and as part of Vehicles in H-D terrain positions or marked
ing, the Commander may be placed in the
firing. Place a turret marker on the vehicle as H-D may not fire Bow-mounted weap-
new AFV. Make a secret side note to this
accordingly. ons. Sponson-mounted weapons may fire.
effect.
15.3.51 Turret Rotation While Moving— 15.4.3 Flank HPT DRM
15.7 APC UNITS
An AFV may rotate its turret one hexspine Do not apply the -1 Flank HPT DRM when
APC are lightly armored, usually Open-
per movement point that it spends during a firing on a turreted H-D vehicle. Apply the -
Topped Transport vehicles. APC have yel-
Movement Impulse. It may expend MP to 1 Flank HPT DRM when firing on a H-D
low movement icons on their counters and
rotate its turret without leaving its hex. non-turreted vehicle.
all receive an AF of 0. Half-Tracks and Car -
Turning a turret without leaving a hex is an 15.4.4 Vulnerable Vehicle Aspects
riers are the most common types of APC.
Opportunity Fire ‘trigger,’ but one hexspine When firing at a H-D vehicle, only hits on
15.7.1 Inherent Crew—APCs contain inher-
change in turret facing occurs before the certain aspects actually hit the vehicle. Ig-
ent Crews in the same manner as AFVs—
vehicle may be fired on. nore hits against all other aspects.
they never take counter form (Exception:
15.3.52 Turret Rotation While Firing— a) Non-sponson, turreted vehicle: Turret
Carriers) as per the rules for Bail Out (i.e.,
During a direct or indirect fire impulse or hits only;
they may Bail Out; see 12.5.16).
when using opportunity fire, an AFV may b) Non-turreted vehicle: UH hits only;
15.7.2 APC as targets—APCs may be at-
rotate its turret to any hexspine prior to fir- c) Sponson AFV: UH and turret hits only;
tacked by using the Casualty Table (see
ing. Turret rotation adds HPT DRM. Rotat- Note: Usually hit location is not rolled for
Tables C2 and C6) and on the HPT followed
ing one hexspine incurs a DRM of +1 for APCs or armed trucks. When these vehicle
by the K-KILL Table for each hit obtained.
Fast traverse and +2 for Slow traverse. Each types are H-D, use the Hit Location Table
15.7.3 APC Passengers—Personnel units
hexspine of rotation past the first incurs an to determine if the round has struck a vul-
being transported in APC whose counters
additional +1 DRM for both turret types. nerable aspect.
include a ‘G’ or ‘F’ notation are in Good Cover
Each DRM for turret rotation also provides 15.4.41 Vehicle Size DRM for Hit Loca-
and (if an ‘F’ notation is present) may drop
a one column shift LEFT for any of the tion—When firing at a H-D vehicle, vehicle
into Full Cover, marked with a FC marker.
vehicle’s turret-mounted weapons that fire size is used as a DRM on the Hit Location
If the vehicle counter does not contain a ‘G’
directly on the Casualty Table. Table. Large vehicles receive a -1 DRM;
or an ‘F,’ treat the cover state as Stationary.
Example, a +2 DRM for turret rotation gener- Small a +1; and Very Small a +2.
15.7.4 APC Firegroups—All APCs and their
ates two LEFT shifts on the Casualty Table 15.4.42 BOT DRM for Hit Location—For
Passengers may form firegroups with other
when firing a CMG during the same impulse H-D targets marked with BOT, a -3 DRM
APC and Personnel, following the standard
a turret pivoted. applies on the Hit Location Table (in addi-
Firegroup rules.
15.4 HULL-DEFILADE tion to applying the -3 HPT DRM). Note: BOT
15.7.5 Half-Tracks-Half-Tracks are usually
markers are placed on H-D vehicles only
APC with a yellow movement point icon in
when a hit strikes a vulnerable aspect.
the shape of an ‘oval plus small circle’. Some
15.5 PRE 1943 RUSSIAN VEHICLE MA
are unarmored white icon vehicles.
15.5.1 Rationale: This rule simulates the
15.7.51 Half-Track MG—Many Half-Track
relative inexperience of Russian tank com-
APCs such as the 251/1 are equipped with
manders prior to 1943. The following rule
one BMG. Some have AAMG or BMG that
15.5.2 applies in ALL scenarios set before
may only fire from a REAR VCA, and are
January 1, 1943 (i.e., no SSR is required).
marked with an ‘R’ superscript. The ‘stan-
15.5.2 HPT DRM—A +2 HPT DRM is ap-
dard’ BMG has a front field-of-fire and fires
Vehicles positioned behind or in certain plied when a Russian vehicle fires on the
like an AFV BMG.
types of terrain and emplacements receive Hit Probability Table. No shifts are applied
15.7.52 Half-Track APC Passenger Fire—
(or may roll to receive) partial cover that on the Casualty Table due to this HPT DRM
Personnel units transported in a Half-Track
makes the lower part of the vehicle invul- nor is non MA fire affected. Non vehicle (e.g.,
may fire their printed Gunfire Factors and
nerable to direct fire. This is called Hull- H weapons) HPT use is not affected.
any ONE carried L|MG while in Good Cover.
Defilade (H-D). Example: A Suppressed Russian tank in a
This L|MG is fired through the rear and
15.4.1 Automatic Hull-Defilade terrain and September 1941 scenario needs to roll a FIVE
side facings of the Half-Track only, but Per-
Emplacements or less to obtain a hit at a range of TWO hexes.
sonnel Gunfire Factors may be fired through
Vehicles are automatically in Hull-Defilade 15.6 ELITE TANK COMMANDERS
the front facing too. If the Half-Track uses
if incoming direct fire crosses a wall or In some scenarios, SSR will specify that one
Assault movement, passenger fire is halved.
bocage hexside of its hex, or a crest-line or more AFVs have an ‘Elite Tank Com-
Passengers in a Half-Track may not fire if

51
Portee is armed with a captured German TER hexes only and do NOT need Person-
the vehicle uses Cross-Country movement.
PaK 36. nel on them in order to move (Exception:
15.7.6 Carriers—The Carrier is a small fully
15.9 WATERCRAFT Raft WC may also move one hex using Infil-
tracked lightly armored APC usually used
tration if Personnel of at least 2 SP are on
by British and Commonwealth forces. It
board). When Personnel move via Infiltra-
carries an inherent Crew. Unlike other ve-
tion, their one hex may include entering an
hicle Crews, a Carrier’s Crew may exit nor-
adjacent LAND hex. RAFT type watercraft
mally and take counter form as a 2|3|8
may not use Infiltration when carrying a ve-
Crew counter.
hicle or H weapon.
15.7.61 Weapon Mounts—Carrier weaponry
Watercraft transport Personnel, weapons 15.9.5 Target Status
functions in the same manner as the main
and vehicles in Stationary cover in the same When firing at Personnel in watercraft while
armament and machine-guns of AFVs. Ex-
manner as trucks. The values on watercraft in WATER hexes, treat them as in Station-
ception: The Carrier machine-gun functions
counters are in the following format: Cover ary cover and apply Casualties normally.
in the same manner as a British L|MG, in-
State | Stacking Points they may carry in However, NO morale check is taken follow-
cluding when removed (e.g., 3 GF; 6 range),
WATER hexes. Personnel carry watercraft ing a ‘C’ result when in a water hex. Water-
with one exception. When mounted in a
in the same manner as M weapons (as de- craft may not be ‘sunk’, only their passen-
carrier this BMG only has a ROF of ONE.
noted by the value on the counters as gers are attacked.
Carrier weapons may only fire through their
‘M|WC’), and thus never move on their own. 15.9.6 Rafts and S-Boats
VCA. All other ATR and BMG rules apply to
They may be carried in APCs providing G The only difference between ‘Raft’, ‘Raft (L)’
Carrier armament normally.
or F cover or in trucks, as if they are M and ‘S-Boat’ counters in game terms is their
15.7.62 C r e w / We a p o n R e m o v a l —A
weapons. speed and Stacking Points limits, including
weapon may be removed from a Carrier by
15.9.1 Personnel Usage the ability of ‘L’ rafts to transport vehicles.
its inherent crew, which must also exit.
Personnel units carry watercraft in the same All are considered Watercraft.
Removal of any weapon and unloading of
manner as M weapons, including firepower 15.9.7 Amphibious Ve -
the crew is done using normal loading and
reduction for carrying units. A watercraft hicles—The American LVT4 is
unloading procedures. If the Carrier is K-
may be placed in a water hex by a carrying a fully tracked amphibious
KILLed, all weapons are destroyed. A side
Personnel unit ONLY if using Assault move- APC. Unlike watercraft, it is a
note must be maintained as to which weap-
ment and the carrying unit may be stacked vehicle and is never carried by
ons are removed from Carriers—or mark
ON TOP OF the watercraft to signify it is Personnel.
with F-KILL and Bail Out markers (noting
riding IN it in the water hex. Any Personnel 15.9.8 Water Entry and Exit— Amphibi-
these do not count as Victory Points for the
unit(s) moving with the carrying unit as a ous vehicles are denoted by having a back-
opponent). A Carrier may no longer fire or
Platoon may also enter the watercraft at this side WATER movement icon. They may en-
Overrun if its Personnel crew unloads but
time. Adjacent Personnel units may also use ter a water hex using Assault movement but
it may still move. Any Carrier machine-gun
Infiltration to enter a watercraft. Once must stop upon reaching the first water hex
removed enters play as a Bren L|MG
placed in its FIRST water hex, a watercraft entered. Flip the vehicle counter over to its
counter. A British Boys L|ATR and/or Bren
may be moved no further during that move- water movement side upon entering. Once
L|MG may be removed from a Carrier B by
ment impulse. flipped, the vehicle may enter water hexes
its crew. A Bailed Out result does NOT place
15.9.2 Vehicle Usage at the cost of 1 MP each but may NOT use
a crew in play nor are any weapons removed.
The only watercraft that may transport a water MP to enter a non-water hex. Once
15.8 PORTEES
vehicle is a ‘Raft (L)’. If using Assault move- adjacent to a non-water hex, the vehicle may

ment, ONE vehicle may be placed ON TOP exit, using Assault movement, and is flipped

OF an ‘L’ Raft in an adjacent water hex or back to its ‘land’ movement side.

may exit one to an adjacent non-water hex. 15.9.9 Target Status—When targeting an
A watercraft may never be carried by Per - amphibious vehicle in a water hex, treat it

sonnel until any vehicle on the raft has ex- as if it is in Hull Defilade, without reference

ited. A vehicle uses ALL Stacking Points of to its facing. It is also considered a moving
Portees are gun armed trucks (i.e., -1 AF)
a watercraft (i.e., no other unit may be target at ALL times.
with a Gun mounted on the bed (most in a
placed on it with the exception of any H 15.9.10 LVT4 MG—The LVT4 is armed with
REAR Covered Arc). Trucks mounting AT
weapon towed or passengers and their L a 10 GF MG on each of the port and star-
guns in Portee may not tow H weapons nor
and M weapons carried in or on the vehicle). board sides. These may never fire at tar -
carry any passengers except its inherent
15.9.3 Carrying Heavy Weapons gets directly in the front or rear of the ve-
Crew. AT guns mounted in Portees have
Rafts are treated in the same manner as hicle.
their guns facing to the rear two hexsides
(as indicated by the ‘R’ superscript on the normal transport (Exception: They are en-

gun value on the counter) unless marked tered FROM and exited TO adjacent, non- The example at left il-
with a Turret traverse circle. water hexes by pushing; large target size H lustrates the principles
15.8.1 Crew weapons can only be TOWED onto a water- of a Crossfire. Two
craft). One Heavy weapon and its crew may
consecutive Gunfire or
Portees carry an ‘inherent’ Crew, treated in
Grenade Attack im-
be carried in the same manner as a vehicle
the same manner as an AFV Crew—as per pulses (i.e., HPT attacks
the rules for Bail Out (i.e., they may Bail on a Raft (L). never create a
Out; see 12.5.16). A Portees’ Crew receives 15.9.4 Water Movement Crossfire) across op-
Stationary Cover. AT Guns and Crews in Once in water hexes, watercraft use the MP posing hexsides like ‘A’
printed on the WC movement icon (waves
create a Crossfire. Hexside combinations like
Portee on K-KILLed Trucks are destroyed.
‘B’ and ‘C’ do NOT create a Crossfire.
15.8.2 Unloading over a white background) to move in WA-

An AT Gun may be Unloaded from a Portee


in a two turn Unloading procedure during
The example at left illustrates Or-
F chard LOS principles. Unit ‘A’ cannot
which the Gun, Truck, and Crew may not
see ‘B’ due to the Blind Hex created
move or fire. A Crew or larger unit is re- by hex P3, which contains more than
quired to Unload the Gun. If the Portee re- FOUR Orchard symbols. Unit ‘A’ can
ceives an attack by Gunfire or FRAG Fac- A see ‘C’ and ‘D’ since the LOS is along
tors, the Unloading process must halt. Make B C D
a road into both hexes. Unit ‘B’ does
NOT have to apply a DRM/shift for
a side note after the first turn of Unloading. E
Obscuring terrain through ‘C’s hex
Replace the Portee counter with the appro- due to the Orchard Road effect. Unit
priate Gun, a Crew and a LT Tr vehicle ‘E’ does have to add a +1/1L for ‘B’s hex when firing at ‘F’, even if it did NOT touch any Orchard
counter once unloaded. Note: The ‘37’ symbols, since its LOS is NOT along a road and there are greater than FOUR symbols in the hex.

52
vening Woods in hex N6. If hex N7 were a level
+20 Hill instead, it would still not be able to see
hex N5, as N5 would be a blind hex created by
K the Woods in hex N6. Assuming that hex N7 was
a level +20 hill, a unit would have LOS to hex N4,
G as it could see over the Level +10 LOS obstacle
represented by the Woods in N6.
e) Unit ‘J’, which is ‘Up’ in the ‘Partial’ Hillock in hex
Q R7 has an LOS to unit ‘V’ in O3, ‘L’ in R4 and ‘M’ in
T3, with NO Obscuring Crops applied to its at-
V tack. ‘V’ still receives the +1/1L cover for the
Hedge hexside in O4/P3. ‘J’ has no LOS to ‘K’ in
N1 due to a Blind Hex created by Orchards in O2.
C M Explanation: The LOS for ‘J’ is in a +5 Hillock
hex. This +5 level position allows it to see over
ALL the intervening level +5 terrain (Crops). The
P U D Orchard terrain in hex O2 creates a Blind Hex in
N1 since the ENTIRE hex is treated as Orchard
B S L due to 4+ art symbols.
f) Unit ‘N’ in hex P7 has an LOS to ‘O’ in hex T7.
Explanation: The Hillock in hex R7 is consid-
ered a ‘Partial’ Hillock, and it does NOT block
LOS in ANY way. If this were instead a Desert
F I R map, then hex R7 would be considered a ‘Full’
Hillock, and would block the LOS. Crops along
the LOS will Obscure it.
T g) Unit ‘P’ in hex M4 has no LOS to ‘Q’ in hex P2.
Explanation: The N3-O3 Hedge hexside blocks
LOS on the same level. LOS that runs directly
along level +5 hexside terrain can only be traced
to the hex just behind that hexside terrain. Thus,
E an LOS exists from hex M4 to hex O3, but not
beyond to P2.
A H N J O h) Unit ‘F’ in hex L5 has no LOS to ‘R’ in hex P5.
Explanation: Since there are four or more Or-
chard art depictions in hex O5, the ENTIRE hex
is considered Orchard terrain and a Blind Hex
is created to fire from a higher level, even though
the LOS does not actually touch the Orchard art.
i) Unit ‘S’ in hex N4 has an LOS to ‘R’ in hex P5. It
a) Unit ‘A’ in hex L7 has an LOS to ‘B’ in hex L4. is exactly ALONG a hexside with Obscuring ter- does NOT have an LOS to ‘T’ in hex Q6.
It does NOT have an LOS to ‘C’ in hex L3. rain in EACH hex, only ONE Obscuring hex is Explanation: The same level Hedge hexsides of
Explanation: A Hillock on a Hill creates a con- applied to the LOS (the highest, in the case of ‘S’ and ‘R’ are in the actual hexes of the firing and
tour, getting rid of the ‘pancake’ effect and al- Smoke and a +1/1L hex along the same hexside). target units. In the case of the blocked LOS to ‘T’
lowing for LOS across the Hillock contour c) Unit ‘F’ in hex L5 has an LOS to unit ‘G’ in hex in Q6, the intervening O5-P5 Hedge hexside
hexside. The intervening Woods in hex L4 O2. blocks LOS as it is not in the firing or target
blocks LOS to L3. Explanation: ‘F’, on a Level +10 Hill, can see units’ hex.
b) Unit ‘D’ in hex Q4 has an LOS to ‘E’ in hex S7, over ALL the intervening level +5 terrain (Crops j) Unit ‘U’ in hex O4 has no LOS to ‘H’ in hex N7.
and has to pay +1|1L for the Crops hex in R5 and Hedge) for a clear, unobstructed shot at hex Explanation: The intervening Woods in hex N6
and +1|1L for the Crops hexside S6-R6, for a ‘G’ in hex O2. blocks LOS. If the building in hex O4 had a
total of +2|2L. d) Unit ‘H’ in hex N7 has no LOS to hex ‘I’ in hex Level +10 location, LOS would still be blocked
Explanation: Crops are Obscuring terrain and N5. due to the creation of a Blind Hex in N7 by the
add +1/1L per hexside along an LOS. If an LOS Explanation: LOS is blocked due to the inter- Woods in N6.
k) Unit I in hex N5 has an LOS to unit R in P5. The
Orchard terrain in O5 acts as Obscuring terrain,
since firing and target unit are both on the same
level. If ‘I’ fires on ‘R’, +1/1L cover is applied.
Explanation: The Hedge in hexside O6 is Ob-
scuring terrain, as is the Orchard in O5. How-
ever, only ONE instance of Obscuring terrain is
used when firing along a hexside. If there was a
Smoke marker in O5, the total cover ‘R’ would
receive is +4/4L (i.e., +1/1L + +3/3L = cumula-
tive +4/4L).

The example at left illusrates Cave Dugout LOS principles. Cave ‘A’
can establish LOSs across ALL six hexsides of its hex. However, it
A D cannot see a unit IN hex M10. Cave ‘B’ can see across three
hexesides, but cannot see into hex L9, nor may it see M9, L10, or
M10. It does have an LOS into hex K11, since the LOS is traced
exactly across any portion of a hexside to lower terrain and an LOS
can be traced to K11 without touching higher hill terrain art (it is a
‘downhill’ shot). Squad ‘1’ in P11 can see units stacked under ‘A’, ‘C’
and ‘D’ but NOT ‘B’. Squad ‘1’ could also NOT see units under a Cave
Dugout marker in N9.

C 1

53
BOT..............................................Burst On Target L|MG........................................Light Machine Gun

APPENDIX A. CHARTS AND TABLES C..................................................Casualties; Clear L|MTR...............................................Light Mortar

IA....................................Accuracy Diagram CA.......................................................Covered Arc M..............................................................Masonry


CFF......................................................Call For Fire M|AT................................Medium Anti-Tank Gun
NR......................................Aerial Attack Diagrams
CH..................................................Critical Hit M|ATR................................Medium Anti-Tank Rifle
DA........AFV AF (Armor Factors) vs. Aircraft Attacks
CMG.....................................Coaxial Machine Gun M-KILL..........................................Mobility KILL
E...............................................AFV Bail Out Table MA..............................................Main Armament
CoT..................................................Cost of Terrain
AFV.......................................................AFV Cards DRM...........................................Die Roll Modifier MG....................................................Machine Gun

AA..........Alternate Ammunition Availability Table e.................................................ENTIRE hex terrain M|MG...................................Medium Machine Gun

F-KILL..........................................Firepower KILL M|MTR..........................................Medium Mortar


C5.......................................Anti-Aircraft Fire Table
FFE..................................................Fire For Effect NCO............................Non-Commissioned Officer
C7......................................APC/Truck AF Table
FO...............................................Forward Observer O.........................................................Obscuring
TP...............Attack vs. Transported Personnel Table
FOW.....................................................Fog Of War OOB.................................................Order of Battle
BT....................................................Building Table FRAG................................Fragmentation Factors OT.....................................................Open Topped

F2................................................Casualty Table F........................................................Full Cover PaK......................................Panzer Abwehr Kanone


(superscript)
FT..................................................Flame Thrower R ..................................................Rear CA
F1...............................Cover State Effects Table
G...........................................................Good Cover ROF......................................................Rate Of Fire
DT..............................................Demolition Table
(superscript)
GF..................................................Gunfire Factors S ........................................Sponson
EC........................................Emplacements Chart
H-D.....................................................Hull Defilade S...................................................Stationary Cover
D1..................................................F-KILL Table H|AT.................................Heavy Anti-Tank Gun SCW..................................Shaped Charged Weapon
C3........Flamethrower vs. Vehicles and H Weapons HE...................................................High Explosive SPG............................................Self Propelled Gun

CC.....................................Glider Crash Casualties HEAT............................High Explosive Anti-Tank SSR......................................Scenario Special Rules

HOW .......................................................Howitzer TCA.........................................Turret Covered Arc


GC............................................Glider Crash Table
HPN...................................Hit Probability Number TD.................................................Tank Destroyer
GA.................................Grenade Attack Table
HPT.......................................Hit Probability Table TR................................................................Tracks
GM............................Gun & Mortar Ammo Table TUR....................................................................Turret
I......................................................................Improved
BP................................Gun Penetration Table K-KILL.....................................Catastrophic KILL UH.........................................................Upper Hull

C4..............................................H Weapon De- LD...............................................Linear Depression VCA.......................................Vehicle Covered Arc

struction Table HPT Hits by Weapons ≤ 20mm LH.........................................................Lower Hull ...............Amphibious vehicle/Watercraft icon

LOS....................................................Line Of Sight ...........................Fully-tracked vehicle icon


HE.........................................HE Penetration Table
L|AT................................Light Anti-Tank Weapon ...........................Half-tracked vehicle icon
B.............................................Hit Location Table
L|ATR...................................Light Anti-Tank Rifle .................................Wheeled vehicle icon
A1.........................................Hit Probability Table
L|FT......................................Light Flame Thrower
I...........................................Immobilization Table

IS...............................Indirect Fire Vs Vehicle Shifts

C2.................................Indirect HE | FFE | Air -

craft Bomb Attacks Vs Vehicles And H Weapons Table


E
G................................Indirect Fire Affects Table

C8................................................Interceptor Table

C1....................................................K-KILL Table

K D
L...........................LOS Blind Hex Creation Table

ME.......................................................Melee Table
B
C
A2.....................................MG Hit Probability Table

D2...................................................M-KILL Table

M......................................................Morale Table

CB.....................Off-Board Counter-Battery Matrix

OA..................................OOB Addition Table

P................................Personnel Movement Table


A
FR.........................Rubble | Flame | Removal Table

A3...................................SCW Hit Probability Table


I
C6.....Small Arms vs. Vehicles and H Weapons Table

S......................................Spotting Ranges Table

D3..........................................Suppression Table

TS.........................................Target Size HPT DRM G F


TC.................................................Terrain Chart

T...................................Tow/Carry Personnel Table H


U.................................................Underbelly Hits

V.........................................Victory Point Table


a) Unit ‘A’ in hex Q6 applies the +1/1L Obscur- d) Unit ‘A’ has an LOS to ‘E’ and ‘B’.
ing Crops terrain in R5 when tracing an LOS to Explanation: No Blind Hex is created by the
‘C’ in S5. same Hill the firing unit is on, creating an LOS
Explanation: The LOS drops in even incre- to ‘E’. The effects of Continuous Slope makes
APPENDIX B. ACRONYMS
ments of +10 PER HEX. ‘A” is in Level +30 the Orchard in S5 Obscuring terrain.
terrain; the next hex along the LOS, R5, drops e) Unit ‘A’ has no LOS to ‘K’ in hex N4.
A............................................................After
to +20, and the target hex, S5, is Level +10 Explanation: Continuous Slopes create SAME
AA.....................................................Anti-Aircraft
terrain. The same effect applies between ‘A” LEVEL LOS; the Hedge on hexside O5/P5
AAMG........................Anti-Aircraft Machine Gun
and ‘I’, as well as ‘A” and ‘D’. blocks same level LOS beyond O5.
AFV.................................Armored Fighting Vehicle
b) Unit ‘A” has an LOS to ‘G’ in hex N7. f) Unit ‘C’ has no LOS to ‘E’; unit ‘D’ does.
AP..................................................Armor Piercing Explanation: Because of the effects of Con- Explanation: The ‘pancake effect’ of Hills re-
APC.............................Armored Personnel Carrier tinuous Slope, this LOS is treated as a SAME quires a contour hexside in order to see to
APCR ..................Armor Piercing Composite Rigid LEVEL LOS. Thus, the Orchard terrain in O7 another level. The Hillock hexside in R4 acts
APDS..................Armor Piercing Discarding Sabot is treated as OBSCURING terrain. as a contour hexside for this purpose.
ATR...............................................Anti-Tank Rifle c) Movement by ‘F’ to hex S7 represents Pre- g) ‘A’ has no LOS to ‘H’ or ‘F’.
B...................................................Blocking; Before cipitous Terrain (8.13.6). Explanation: Blocking terrain (Woods in N7)
BAR..............................Browning Automatic Rifle Explanation: Combine the Hillock hexside with always creates Blind Hexes. The Woods in R6
BMG..........................................Bow Machine Gun the Hill in S7 for a level change of +15. rise to Level +30, the same height as ‘A’.

54
Roadblock hexside, applying die roll results as in the LOS of the firing unit (e.g., two buildings
APPENDIX C. OPTIONAL RULES follows: that are not connected, i.e., have open ground

The rules below are presented for use upon the between them) may be fired on using the Casu-

mutual agreement of both players.


ROADBLOCK CRASHING TABLE alty Table and uses the OTHER terrain instead

D1.0 No Hand Grenades—Before making a Gre- DR Result IF the entire hexside between the terrain is in

nade Attack (including grenade variants, e.g., the LOS of the firing unit. This fire is HALVED
Roadblock removed; vehicle enters
Gammon Bombs), a unit must FIRST roll for
1-2 adjacent hex on the Casualty Table and HPT attacks may NOT

Grenade availability. A die roll less than or equal Roadblock removed; vehicle enters use Alley Fire.
3-4 adjacent hex marked with M-KILL
to its PRINTED morale must be made to have D 1 6 . 0 I n e x p e r i e n c e d G u n a n d Ve h i c l e

grenades available. A unit that fails a Grenade


Roadblock NOT removed; vehicle marked Crews—Any crew designated as ‘inexperienced’
5-6 with M-KILL in current hex
Attack availability roll is NOT considered to have adds a +2 HPN DRM to all HPT hit attempts.
Roadblock NOT removed; vehicle replaced
made an attack (i.e., it may Infiltrate). 7-8 D17.0 Supplemental Armor Plating—Crews in
with non-Burning wreck in current hex
D2.0 Hidden Movement—Any unit that is hid- the field occasionally added to their AFV’s armor
Roadblock NOT removed; vehicle replaced
9-0 with Burning wreck in current hex with bogie wheels, logs, and concrete. Any AFV
den may move from a hex/location to an adja-
cent/same hex location using Crawling Move- with Supplemental Armor adds +1 to its Front

ment and remain hidden if no enemy unit (or D7.0 Path Through Crops—Any tracked (in- UH and LH Armor Factors.

‘C’ marker) is in the newly entered hex/loca- cluding half-tracks) vehicle that enters a Crops D18.0 No Quarter—‘No Quarter’ may be declared

tion. Make a side note of this form of movement. hex places a LANE marker in the hex. Any Crops to be in effect at any time (by voluntary player

D3.0 Bayonet Charge—When using Personnel hex marked with a Lane marker is treated as declaration, just call out, “no quarter!”) Once in

Platoon Movement, a leader may declare a Bayo- Open Ground for LOS (only) purposes. effect, Surrendered units of both sides may be

net Charge at any point when it and at least D8.0 Bocage Spider Hole—Any Hedgehog or fired on.

one other non-leader personnel unit is other - Foxhole that begins play adjacent to a Bocage D19.0 Ramming—Vehicles may ram one an-

wise still able to move. A special Bayonet Charge hexside also serves as a passage to the other side other in an attempt to M-KILL the opposing ve-

Morale Check is made by the leader, with a +4 of any connected Bocage hexside for personnel hicle ONLY if the targeted vehicle is NOT already

DRM (making it harder to pass). If the leader units moving from UNDER the Emplacement. The moving or marked as Moved. A ramming attempt

passes the check, it and all other units cur - cost to enter the adjacent hex is treated nor- may be announced from an adjacent hex by a

rently moving as part of the Platoon are eligible mally IGNORING the Bocage hexside (i.e., pay vehicle of the same size or one that is a larger

to make a ‘Bayonet Charge’. ONLY for the other terrain in the adjacent hex). (i.e., a small vehicle may not ram a normal sized

D3.1 T reat all personnel as if temporarily D9.0 High Timber—A Forest hex may be de- or large vehicle) target size. The ramming vehicle

marked with a Courage marker (i.e., ignore fined to be Level +30 or higher. must be using Assault Movement. An immediate

morale checks) and treat ALL units as if Run- D10.0 Gun Jamming—Any time a weapon of die roll is made upon entry. On a roll of ‘1’, the

ning, even if previously marked as Winded. Per - any kind (including H weapons and vehicle MGs target vehicle ONLY is M-KILLed. One a ‘9-0’ ONLY

sonnel executing a Bayonet Charge may IMME- but excluding personnel printed Gunfire Factors the ramming vehicle is M-KILLed. On a ‘2’, BOTH

DIATELY enter enemy PERSONNEL hexes. and Grenades) fires, roll an extra die to represent vehicles are M-KILLed. Any M-KILLed vehicle re-

Once all units taking part in the Bayonet Charge the possibility of ‘jamming’. Original DOUBLES mains in its current facing.

cease moving, Melee may be conducted nor - results in a weapon ‘jam’. Place an F-KILL marker D20.0 Command Detonated Explosives—Hid-

mally with the following exceptions: The Bayo- on a jammed weapon, including on infantry den mines may be set up in any hex and may be

net Charging units do NOT take melee morale weapons. automatically detonated by a pre-designated

checks. At the end of the Movement Segment D10.1 Clearing Jammed/F-KILLed Weapons— (make a side note) non-Broken/Surrendered Per-

remove all temporary Courage markers from The breech of any ‘jammed’ (including weapons sonnel unit that passes a morale check when it

Bayonet Charging units. They are treated nor- F-KILLed normally) weapon may attempt to be wishes to immediately detonate the minefield

mally thereafter, including marking all units ‘cleared’. Only weapons currently manned/car - (usually when an enemy unit enters). Treat this

that took part in a Bayonet Charge with a ried by non-Broken/Surrendered units and those usage as Opportunity Fire/Fire impulse for the

Winded marker. of NON Suppressed vehicles may roll. A die roll of ‘triggering’ unit as if it used a L weapon.

D3.2 Target Panic—A friendly personnel unit(s) ‘1’ during the End of Turn Segment clears the D21.0 Enemy Turned the Road Signs—Any

adjacent to an enemy personnel conducting a weapon (i.e., removes the F-KILL marker). time a vehicle comes to a road hex with a ‘fork’ in

Bayonet Charge may ‘panic’ at the approach of D10.2 Jammed Turret—Any turreted vehicle it a die roll is immediately made. On a roll of ‘1’

the enemy IF the total enemy units making the hit by an HE/AP round in the turret may result the vehicle is considered ‘lost’ and the opposing

charge in the LOS of the friendly unit(s) exceeds in a ‘jam’. A subsequent die roll is made and on player may choose the road hex (Exception: Can-

their Stacking Point value by DOUBLE or more. a roll of ‘1’ the turret is considered jammed. It not enter a just-exited hex) it next enters. The

Play is immediately halted in the same manner may no longer change turret covered arc.Once vehicle, and any others in a platoon or convoy it

as Opportunity Fire and an immediate Panic jammed, a turret may not be ‘freed up’ during is moving as part of, must continue down this

morale check is made by so-affected friendly play. When this rule is used during an ATS cam- road until coming to another fork (at which time

unit(s). Any unit(s) that fails is immediately paign, all jammed turrets are automatically freed the same routine is repeated) or its Movement

marked as Broken and may IMMEDIATELY up at the end of a scenario. Points for that turn are expended. Any friendly

move as a Broken unit normally BEFORE the D11.0 AFV Crew Survival—Any AFV crew that vehicle entering the SAME fork during that Move-

enemy Bayonet Charge can continue. Bails Out is placed on the board in the AFVs hex ment Segment applies a ‘-2’ DRM (making it easier

D4.0 Night Vulnerability—Any personnel unit in the form of a Reduced-side crew of that na- to get lost) after at least one vehicle has become

with a PRINTED morale level of 7 or less must tionality. When first placed in play, treat it as if lost that turn.

pass a morale check in order to move at night using Running Movement (including the place- D22.0 Command Control—Unless ADJACENT

(Exception: Unless stacked with a NON Broken ment of a Winded marker). It is treated normally to a non-Broken/Surrendered friendly leader at

leader or entering from off map). Units that fail as a crew for all other purposes. the time it wishes to move, no Personnel unit

this morale check are marked as moved but oth- D12.0 Closed Transport—The personnel car - may use Running or Assault Movement (it may

erwise suffer no additional consequences. ried in any half-track or truck may be removed Crawl) during the Movement Segment unless it

D5.0 Blowing Bridges—A Satchel Charge may from the map and a side note made of the units passes a morale check.

be used to blow a bridge hex (exception: NOT the being carried. D23.0 Snipers—Any leader provided in a sce-

Arnhem Bridge). The attack must be announced D13.0 Re-grouping—Players may ‘re-group’ nario may instead be designated as a ‘sniper’,

against the bridge ONLY and is otherwise Reduced Squads/crews/Tank Hunter using its morale as its RANGE and Gunfire MUL-

handled normally. On a C6 or greater result place Teams of the SAME value to create full- TIPLIER also (e.g., a 1|1|8 may fire 8 Gunfire

a Rubble marker in the hex. The rubble is con- strength squads and remove Casualties Factors to a Range of ‘8’, or 4 Gunfire Factors out

sidered to be down in whatever terrain the bridge to 16 hexes. A Sniper may ONLY fire on leader
markers. As long as ALL Casualties are ac-
formerly crossed, at the level of the terrain (usu- counters, and may set up hidden. Otherwise,
counted for the owning player may freely
ally -10), and no longer affects LOS at the previ- treat sniper fire against leaders normally (i.e.,
flip/remove units from play.
ous level. use the Casualty Table; apply terrain column
D14.0 On Board Artillery—An FO may direct
D6.0 Crashing a Roadblock—Any non-small shifts).
the Indirect Fire of any on-board mortar or Heavy
(or very small) AFV/APC may attempt to crash D24.0 Looting—Any personnel unit that newly
crew-served weapon instead of off-board artil-
through (eliminate) a roadblock. The vehicle enters a building location rolls one die. On a die
lery.
must be using Assault Movement and must roll roll of ‘0’, it is ‘looting’ the interior and immedi-
D15.0 Alley Fire—Any unit moving BETWEEN
immediately upon entering a hex that shares a ately ceases its movement impulse.
two terrain types that have other terrain that is

55
D25.0 Fanatic Resistance Nest —Any one D37.0 GR-6 Sound Locator Device— New
INDEX
building may be declared a ‘Fanatic Resistance sound locator devices were used on Okinawa.
Nest’ by a player that sets up on board if Victory Sound Locator teams were rushed from Fort
A
Conditions call for one side or the other to con- Benning at the last minute to join the invasion.
trol one or more buildings or building hexes to If the American player is provided the GR-6 Loca- 360 mounts..........................3.5.8, 12.5.142, 15.3.1

win. Treat all non-Broken/Surrendered person- tor device by SSR, locating enemy batteries takes AA, Anti-Aircraft Fire............................12.16.6, 12.4

nel in any ONE secretly recorded building (in- place on a die roll of 1-4 and the American player AAMG, Anti-Aircraft MG.................15.2.23, 12.5.173
AC, Armored Cars.........................15.1.2, 3.5.51
cluding all hexes and locations of a multi-hex need not assign a friendly battery to neutralize a
Acronyms...........................................................2.2
building) as if they are marked with Courage Japanese battery. All other Counter Batter rules
Adding Height (to the level of a hex).....................6.2.4
markers until at least ONE enemy unit (includ- apply normally. Once located, the American
Aerial Accuracy Chart....................12.16.41, 12.16.3
ing vehicles) enters any building location of that player may neutralize ONE Japanese battery us-
Aerosols..............................................................6.5
building. ing the GR-6 Locater, treating the American bat-
AF......................12.5.132, 3.5.5, 3.6, 7.6.1, 12.5.23
D26.0 Random ROF—A weapon with a ROF of tery as a 149+ GUN on the OFF-BOARD
AFV Bail Out Table (E)...........................12.5.16, 7.1
greater than one may only fire again if its attack COUNTER BATTERY MATRIX.
AFV Cards.................................3.6, 3.5.51, 12.5.23
resulted in a die roll equal to DOUBLE its ROF or D38.0 U.S.M.C. M1A1 75mm PACK ARTIL- AFV K-Kill Table (C1)....................................12.5.13
less (e.g., a ‘2’ ROF M|MG may only use its sec- LERY—The American M1A1 H|HOW game piece AFV Platoon Movement......................11.4.7, 11.3.24
ond ROF if its first attack resulted in a die roll of may be moved in the same manner as a ME- AFV Smoke Candles.........................................6.4.9
‘4’ or less). DIUM weapon using the following rules. AFV, Armored Fighting Vehicles......15.1, 3.5.51, 3.5
D27.0 Camouflage Smocks—During scenarios AFV/APC Assault Fire.....................................12.8.2
D38.1 Dismantling/Moving/Firing—If other -
set in 1944-45 all German squads with a AirB, Airbursts....................................7.1, 12.5.654
wise eligible to use Direct Fire, the gun may be
PRINTED morale level of 8+ receive a one column Aircraft and spotting..........................6.3.31, 12.16.2
readied for movement (i.e., NOT fired during the
shift LEFT or +1 HPN DRM when fired on in Woods Aircraft attacks................................................12.16
same turn). The crew is considered to be ‘dis-
or Brush hexes. Aircraft Bombing Attacks.............................12.16.81
mantling’ and ‘packing’ the weapon for move-
D28.0 Mulligan Roll—The player that receives Aircraft Cannon........................................12.16.822
ment. Mark the weapon with both F-KILL and
Aircraft Counter Battery Fire..........................12.16.9
the first ROLLED FOR Initiative also receives a
No Fire markers instead of an ‘F’ marker. Once in Aircraft Interceptors......................................12.16.5
‘mulligan’, i.e., the opportunity to re-roll any ONE
this state the H weapon may be moved as if it is Aircraft MG...............................................12.16.821
die roll. Once a mulligan is used, it is ‘passed’ to
an M weapon. It may ALSO fire, but is treated as Alternate AP ammunition..................................14.10
the opponent for him to use once, and so on.
if it has a ROF of ONE and may NOT double its Alternate crews...............................................14.2.6
D29.0 Hasty Mines—Add a +1 DRM (making it
ROF following the placement of a BOT marker. Ammunition limitations......................................3.5.9
easier to roll greater than, i.e., pass through)
When so-marked, the gun is treated as an H Amphibious vehicles.......................................15.9.7
mines that are Hasty Mines.
weapon for ALL other purposes and may be re- Anti-Aircraft Fire (AA)..........................12.16.6, 12.4
D30.0 Ditches—All non-Paved road (not Paths) Anti-Aircraft MG (AAMG)...............15.2.23, 12.5.173
verted to its normal state in the same manner
hexes (i.e., not gray) are considered to have Anti-tank rifles, ATR...........................................14.5
(i.e., use of a Direct Fire opportunity; may fire
‘ditches’ on either side. Treat these hexes as if a Anti-tank trench..................................................9.2
normally the NEXT turn) as used for ‘disman-
Foxhole counter is within ONLY when a person- Anti-vehicle MG fire........................................14.3.3
tling’ the gun. ONLY American and British Per -
nel unit wishes to ENTER the ‘Ditch’ by placing it AP/HE DIFF................................................12.5.131
sonnel may dismantle an M1A1 H|HOW.
under a Foxhole marker (which is removed from APC as targets...................15.7.2, 12.5.1322, 3.5.52
D39 Sherman Wooden Supplemental Armor—
play when no unit is in the ditch). APC, Armored Personnel Carriers...........15.7, 3.5.52
Marine tank regiments utilized wooden supple-
D31.0 Wide Boulevards—Any paved road hex APCR..........................................................14.10
mental armor to help reduce the effectiveness of APDS..........................................................14.10
(i.e., gray) that is adjacent to at least FOUR other
Japanese close combat techniques. These wood Armor Command................................................15.5
paved road hexes is considered a ‘wide boule-
casings proved marginally effective. In any sce- Armor Factor.......12.5.132, 3.5.5, 3.6, 7.6.1, 12.5.23
vard’. An ADDITIONAL one RIGHT column shift
nario providing one or more M4A1/M4A2/POA Armored Cars (AC)..............................15.1.2, 3.5.51
(but NOT an additional -1 HPN DRM) is applied
tanks, the American player may mark ONE THIRD Armored Fighting Vehicles (AFV).....15.1, 3.5.51, 3.5
to any personnel in such hexes when fired on
of his tanks as equipped with wood supplemen- Armored Personnel Carriers (APC)..........15.7, 3.5.52
using the Casualty Table, INCLUDING resolving
tal armor. Tanks with supplemental armor must Artillery................................................3.5.10, 12.12
HE (including artillery and aircraft bombs)
be revealed as soon as an enemy unit estab- Artillery Accuracy.........................................12.12.2
against the personnel.
lishes a LOS. When tanks with supplemental Artillery Accuracy Diagram............................12.12.2
D32.0 Concrete Trenches—Treat Anti-Tank
Artillery Ammunition Supply.......................12.12.31
armor are attacked in Close Assault (regardless
Ditch and Hedgehogs with a +3 FULL Cover ben- Artillery Procedure.......................................12.12.2
of facing), deduct ONE from the Melee Value of
efit. Assault Fire, Restrictions...............................11.3.32
the attacking unit(s). Wooden supplemental ar -
D33.0 Pre-Game Massive Bombardment—This Assault Fire, ROF............................12.8.21, 12.8.13
mor has no other effect on play.
is along the lines of the bombing of St. Lo, not to Assault Fire, Personnel.....................12.8.1, 12.5.53
be over -used. The attacking player places a CFF Assault Fire, Vehicles......................................12.8.2
in any hex on the map. Roll for accuracy nor - Assault Movement, Personnel.........11.3.12, 12.5.632
mally. Every hex within FIFTEEN hexes of the Assault Movement, Vehicles.............................11.4.1

resulting FFE is attacked by 200+ HE (otherwise AT minefields.................................................9.7.41

treated normally as OBA). ATR, Anti Tank Rifles..........................................14.5

D34.0 Civilians on the Battlefield—Any battle- Attack Routines......................12.5, 12.12.2, 12.11.1


Automatic morale results.................................10.3.2
field still containing its civilian population is
Automatic unload............................................11.5.9
treated as follows. Buildings may only be entered
in their ground level. No vehicle may enter a build- B
ing location (it may use the street outside). If one
side is entering all of its personnel from off-board, B-SM-I ............................... 6.4.1, 6.3.41, 8.3.152
Bail Out .................................. …12.5.16, 9.7.91
no building may be entered unless an enemy per-
Bamboo .................................................. 8.32.23
sonnel unit was in the building hex and in the
Bangalore Torpedoes ............................ 14.13.13
LOS of a friendly unit first.
a) The 1|1|9 leader leading the MG 42 + 8|5|9 in Banzai Charge .......................................... 1 3 . 2 . 6
D35.0 Flooded Terrain—Treat ALL of the low-
hex O4 may provide its 2R shifts to ALL three BAR Gunner ............................................. 3 . 5 . 3 6
est non-Ravine/River/Stream terrain level on the
Casualty Table ROF ‘shots’ by the MG 42, us- Barrage ............................................ … 1 2 . 1 2 . 6 2
map as ‘mud’ or ‘flooded’ terrain. Roads still cross ing three separate impulses OR unlike an H Barrage limit ....................................... . 1 2 . 1 2 . 6 3
such terrain, but are considered Embankments weapon, all in one impulse. After the first ROF Battery contact .................................... . . . 1 2 . 1 2 . 3
in those hexes. In the case of Mud, treat all such is used, the M|MG must set its covered arc Battery limits ...................................... . . . 1 2 . 1 3 . 1
hexes as Swamp. Otherwise, treat them as ford- due to being in a building location (see 12.6.33). Bazooka .......................................... .14.4, 14.4.5
able pond hexes. Players may instead (or addi- b) If the MG 42 fires on the Russian 1|1|8, it Black dot AF ......................................... 12.5.132
tionally) treat all Woods or Crops hexes as mud
may ONLY fire on the 8|2|8 and/or 6|4|8 during
Blind hexes .................................... ………6.2.61
the same turn. The 8|5|9 COULD fire on the
or flooded. When either of these exists, ALL Ra- Blockhouse .................................................. 9 . 3
enemy 4|3|6 using its PRINTED GF, but the ‘8’
vines are treated as Creek terrain instead.
will be reduced to a ‘6’ due to the carried M Blocking Terrain ......................... 7.1, 6.2.3, 6.2.61

D36.0 FO Hides—All FOs set up on map may weapon (see 12.5.51). The leader MAY ALSO BMG, Bow MG ...................................... 1 5 . 2 . 2 2

automatically set up hidden in any eligible ter - apply its 2R leadership to the squad’s attack Bocage ............................................. .8.1, 6.8.11

rain. (see 12.5.441). Bomb dust .............................................. 6 . 5 . 2 6


Bomb load .......................... .12.16.81, 12.16.53

56
INDEX continued

Bombing attacks ................................. 12.16.811 D Full Cover, exiting ................................. 12.5.667


BOT and Gun Duels ................................ 1 2 . 9 . 1 Full Cover, firing mortars from........14.6.6, 14.6.71, 12.5.662
Deirs ............................................................ 8 . 6
BOT, Burst On Target ............. 12.5.1122, 15.4.42 Full Cover, Terrain ........................................ 7 . 1
Demolitions ........................................ 14.13.1-13
Bow MG (BMG) ..................................... 1 5 . 2 . 2 2 Full Hillock (desert only) ........................... 8 . 1 2 . 4
Destroying emplacements .... 9.2.4, 9.8.4, 12.5.72
Bren Carriers ............................... 15.7.6, 15.2.2
Dice ............................................................. 3 . 7 G
Bridges .................................................. 8 . 3 1 . 5
Die Roll Modifiers, DRM .............................. 3 . 7 . 3
Broken units .................................. .10.5, 11.5.4 Game end ................................................... 4 . 1 . 4
Direct Fire .......................................... 12.1, 12.5
Brush ......................................................... . 8 . 2 Game scale ................................................... 2 . 0
Direct Fire range and LOS ....................... 1 2 . 5 . 3
Buildings as targets ........................ .8.3.8, 6.3.41 Game Turn Record Track .......................... ...3.4.6
Direct Fire Targets ...................... 12.5.22, 12.5.23
Building colors ....................................... . 8 . 3 . 1 1 Gammon Bombs .................. 12.15.23, 12.15.21
Dozers .................................... 12.5.72, 14.13.11
Building Cover ............................... 8.3.11, 8.3.4 GF Reduction ...................................... . . . 1 2 . 5 . 5 1
DRM, Die Roll Modifiers .............................. 3 . 7 . 3
Building destruction ................................. 8 . 3 . 9 Gliders ....................................................... 12.17
Dropping To Full Cover ....10.5.21, 11.5.4, 12.5.664
Building LOS ............................................ 8 . 3 . 2 Good Cover ......................................... . 1 2 . 5 . 6 4 1
Dug-in heavy weapons ................................ 1 4 . 1
Buildings ................................................... 8 . 3 Grant/Lee ............................... ..15.2.13, 14.10.4
Dummies .......................................... 3.4.1, 6.7.5
Buildings with roads ............................... 8 . 2 0 . 6 Graveyard ..................................................... 8 . 9
Dummy minefields .................................... 9 . 7 . 1 0
Bulldozers .......................... ...14.13.11, 14.13.1 Grenades, attacks ....................... .12.15.2, 12.3.4
Dust ................................................. 6.2.8, 6.5.2
Bunker ................................... ...... .............. 9 . 4 Gun Duels .............................. .12.9, 12.6.21, 4.6
Dust height and LOS ................................... 6 . 2 . 8
Burst On Target (BOT) ............ 12.5.1122, 15.4.42 Guns ............................................ .12.2.2, 3.5.43
E Guns vs. H Weapons ........................... . . . 1 2 . 5 . 2 4
C
Guns vs. Personnel ............................. . . . 1 2 . 5 . 2 2
Elephant Grass ......................................... ..8 .4 .6
C2 (table) ............................................. . 1 2 . 1 0 . 3 Guns vs. Vehicles ............................... . . . 1 2 . 5 . 2 3
Eligibility.........…..4.3, 11.2, 12.5.41, 12.7.1, 12.9.1
CA, Covered Arc...11.4.2, 12.6.3, 12.16.63 Guns, pushing .................................... . . . 1 1 . 3 . 3 4
Eligible to move ................................ 11.2, 4.4.21
Call for Fire, CFF ........................ 3.5.101, 12.12.2 Gurkhas ................................................... .13.1.3
Eligible attackers .............................. 12.3, 4.4.21
Canister ammunition ................................. 1 4 . 1 2
Eligible targets ............................................ 1 2 . 4 H
Cannon (aircraft) ................................. 12.16.821
Elimination of Surrendered units ....... 1 0 . 8 . 4 2
Capturing weapons, vehicles ......... 10.9, 12.15.43 Half FRAG factors .................... .12.5.71, 12.5.661
Elite tank commanders .... .15.6, 11.3.24, 12.5.171
Carried weapons ................. ……11.3.3, 12.5.51 Half-Tracks, HT .......................... ...15.7.5, 3.5.52
Elite troops ............................................... 1 3 . 1 . 1
Carriers, Bren .............................. .15.7.6, 15.2.2 H-D, Hull-Defilade ................................ .15.4, 7.7
Embankment ................................................ 8 . 7
Casualties .......................... ……12.5.9, 12.5.74 H-D, APC vehicles ...................................... 7 . 7 1
Emergency SCW use ............................... 14.4.41
Casualties, crew ....................................... 1 4 . 2 . 4 H-D terrain...7.7, 7.1, 15.4.1, 15.4.2
Emplacement counters .............................. 3 . 5 . 1 2
Casualties, indirect fire ......................... … 1 2 . 4 . 3 H-D, Truck Type vehicles ........................... 7 . 7 1
Emplacements .............................................. 9 . 0
Casualty Effects ...................................... 12.5.92 HEAT .......................................................... 14.10
Empty hexes ............................................. ..6 .8 .3
Casualty Morale check .................. .12.5.95, 10.3 Heat shimmer ............................................. 6 . 5 . 4
End of Turn Segment .................................. 4 . 4 . 4
Casualty Table (F2) ................................... 1 2 . 5 . 7 Heavy Payload .................................... . 1 2 . 5 . 7 3 2
Engineers, Combat......13.1.2, 12.15.221, 12.15.451
Cease Fire.......... ............ . … … … … . 1 2 . 1 6 . 8 3 Heavy Weapons ......................................... .3.5.43
Entering enemy hexes ..... ..11.1.3, 10.5.23, 10.7.3
Cellars ................................................... 8.3.12b Heavy Weapons as targets ......................... .12.5.8
Entire Hex Terrain ...................................... 7 . 2 3
CFF, Call For Fire ................... ..3.5.101, 12.12.2 Heavy Weapons on Rafts ............................ .15.9.3
Entry cost ..................................................... 7 . 1
CH, Critical Hit AP ................................ 12.5.114 Heavy Weapons, Set Up ..................... 8.3.61, 14.1
Exact LOS ................................................... 6 . 2 . 3
CH, Critical Hit HE ................................ 12.5.115 Heavy Weapons, stacking ............................ .5.2.1
Examining opponent’s stacks .......... …6.6.2, 6.6.3
Checking morale ....................................... ...10.3 HE Critical Hit ...................................... 12.5.115
Exhausted Infantry .............................. . 1 1 . 3 . 1 3 2
Clear terrain ............................................... . . . 7 . 1 Hedge ....................................................... … 8 . 1 0
Exit victory points ................................... ..3.4.52
Cliffs ........................................................ 8 . 1 3 . 5 Hedgehog ..................................................... 9 . 6
Close Assault ...................... ..12.15, 12.1, 12.4.5 F Height................................3.1.11, 6.2.4, 6.2.63, 7.1
Close Assault attackers ....................... . 1 2 . 1 5 . 3 3 Height advantage ........................................ 6 . 3 . 5
Close Assault segment ................................ 4 . 4 . 3 F-Kill Table (D1) ............................... ……12.5.15
Hex ID .......................................................... 3 . 1
Close Assault, vehicles ............... 12.15.4, 10.4.2 Facing..........................11.4.2, 12.5.132, 12.5.1321
Hex locations ............................................ 3 . 1 . 1 3
CMG Coaxial MG ................................. … 1 5 . 2 . 2 1 Factory ..................................................... 8 . 3 . 1 4
Hexside roads ........................................... 8 . 2 0 . 6
Coaxial MG (CMG) ............................... … 1 5 . 2 . 2 1 Fast Turret ..................... …15.3.11, 3.5.8, 12.6.5
Hexside terrain ........................................... . . . 7 . 2
Collateral Fire ....................................... . 1 2 . 5 . 1 0 FFE dust .................................................. 6 . 5 . 2 6
Hidden minefield ........................ ...9.7.11, 9.7.71
Collateral Fire (marker) ....................... . 1 2 . 5 . 1 0 1 FFE, Fire For Effect ............. ……3.5.102, 12.12.2
Hidden set up ............................................... 6 . 8
Combat ....................................................... . 1 2 . 0 Final defensive fire ............................... ..12.14.5
Hide ............................................................. 7 . 1
Combat engineers.….13.1.2, 12.15.221, 12.15.451 Fire & Movement Segment ..................... … . . 4 . 4 . 2
High ammunition supply ..................... . 1 2 . 1 2 . 3 1
Combat Tables ............................................ 12.10 Fire For Effect, FFE ............. ……3.5.102, 12.12.2
High wall .................................................... . 8 . 1 1
Command tank ......................................... .15.5.2 Firegroups .......................... ..12.5.4, 6.94, 13.2.5
Hillocks ...................................................... . 8 . 1 2
Commissars…………3.5.34, 5.3.1, 10.3.3, 12.5.653 Firegroups, APC ....................................... 1 5 . 7 . 4
Hills ........................................................... . 8 . 1 3
Concentration ............................. .6.4.4, 12.12.61 Flam notation ................................................ 7 . 1
Hill, same hill LOS ................................ . 8 . 1 3 . 2 1
Conscripts .......................................... .........13.4 Flame marker ................. 8.8, 6.4.5, 6.4.83, 8.3.10
Hit Location Table (B) .......................... . . . 1 2 . 5 . 1 2
Contact ............................................... . . . 1 2 . 1 2 . 3 Flamethrowers............14.7, 12.2.1, 12.5.72, 12.10.4, 12.5.173
Hit Probability Table (A1 aka HPT)......12.5.11, 3.5.7
Continued Movement............11.4.5, 4.4.41, 11.4.63, 12.14.71 FT AFV, Suppression Effects ................. 12.5.173
Hit Probability Table, using ................... . 1 2 . 5 . 2 1
Continuing overruns ......................... … 1 2 . 1 4 . 7 1 Flank.................................11.4.2, 12.5.132, 15.4.3
House ................................................... 8 . 3 . 1 2 . 1
Continuous Slope ....................................... 7 . 2 4 Flares ......................................................... 6 . 9 . 5
HPN determination ............................ … 1 2 . 5 . 1 1 1
Control ..................................................... 3 . 4 . 5 3 Flat-roofed buildings .................................. 8 . 3 . 7
HT, Half-Tracks .......................... ...15.7.5, 3.5.52
Convoy movement ..................................... 1 1 . 4 . 6 Flimsy Huts ........................................ 8 . 3 . 1 2 . 1 1
Hull mounted MA .................................. . 1 5 . 2 . 1 2
Counter battery fire ................................... . 1 2 . 1 3 Floorpan armor hits ...................................... 7 . 6
Hull-Defilade (HD) ................................ .15.4, 7.7
Counters .................................................. . . . 3 . 5 FO spotting ........................................... 12.11.33
Hurl back, Satchel Charge ................ … 1 2 . 1 5 . 2 4
Courage ...................................................... 1 0 . 4 FO, Forward Observer.... ............. 12.11.3, 3.5.35

Cover state ..................... 2.5.6, 7.1, 6.3.4, 11.5.1 Fog of War, FOW ......................... 6.7, 3.4.1, 6.3.4 I
Cover state, different ............................. . 1 2 . 5 . 9 4 Forcing a minefield ..................................... 9 . 7 . 7
Impulse........... ………4.1, 12.5.43, 12.6.1, 12.16.51
Cover state, same .................................. . 1 2 . 5 . 9 3 Fords ....................................................... 8 . 3 1 . 4
Immobilization .......................................... … . 7 . 1
Cover & movement ...................... 11.3.1, 12.5.63 Forest ..................................................... 8.32.21
Improved Cover .................................. . 1 2 . 5 . 6 4 2
Covered Arc, CA ............. 11.4.2, 12.6.3, 12.16.63 Forts ...................................................... ..8.3.15
Indirect Fire ............................................. . 1 2 . 1 1
Crawling ................................. 11.3.11, 12.5.631 Forward Observer (FO) ................ 12.11.3, 3.5.35
Indirect Fire Accuracy Diagram ......... ……12.12.2
Creek ................................................. . . . 8 . 3 1 . 1 4 FOW, Fog of War ......................... 6.7, 3.4.1, 6.3.4
Indirect Fire attackers ............................... 1 2 . 3 . 2
Crews ............................................. .14.2, 3.5.32 Foxhole ........................................................ 9 . 5
Indirect Fire casualties ........................... 12.11.2
Critical Hit AP ....................................... 12.5.114 FRAG Factors .......................................... 12.5.71
Indirect Fire, cover denied ............ 7.22, 12.11.23
Critical Hit HE ...................................... 12.5.115 Friendly map edge ...................................... 3 . 4 . 7
Indirect Fire segment .................................. 4 . 4 . 1
Crops ......................................................... . . . 8 . 4 Front…...............................11.4.2, 3.5.31, 12.5.132
Indirect Fire targets .................................. 1 2 . 4 . 3
Cross Country .......................................... 1 1 . 4 . 1 Frozen in melee ................................ … 1 2 . 1 5 . 3 2
Indirect Fire vs. Buildings ........................ 8 . 3 . 4 1
Crossfire ................................................ 10.10.1 Full Cover................... .... ...12.5.66, 12.5.644, 7.1
Infiltration..........12.15.1, 4.4.3, 7.3.1, 11.1.3, 11.5.5
Cushion ....................................... .12.5.655, 7.1 Full Cover, Dropping.......... 12.5.664, 10.5.2, 11.5.4
Inherent crew ........................................... 1 5 . 7 . 1
Full Cover, Indirect Fire .................... ...12.5.661

57
INDEX continued

Initiative ....................................................... 4 . 2 Mortars ........................... ...14.6, 12.3.2, 12.5.662 Rally, order of ......................................... 1 0 . 8 . 3
Interceptor aircraft .................. 12.16.11, 12.16.5 Movement overview ..................................... 1 1 . 1 Rate of Fire, ROF ............. …12.6.2, 4.4.24, 12.3.1
Interior walls .......................................... 8 . 3. 1 1 b Movement class ........................................ . 3 . 5 . 6 Ravine ........................................................ 8 . 1 9
Intimidation .............................................. 1 0 . 2 . 3 Multiple firing units .................................. 4 . 4 . 2 4 Razor-Back Ridge ..................................... 8 . 1 3 . 7
Multiple targets ..................................... 12.5.741 Re-Manning Bailed Out AFV .................. 12.5.161
J
Multiple terrain effects ...................... … … … . . 7 . 4 Rear ....................................... ..11.4.2, 12.5.132
Multiple vehicle weapons .................. 15.2, 12.9.3 Rear -facing weapons ..................... 15.2.3, 11.4.2
Japanese leaders .......................... 13.2.5, 10.3.3
Reciprocity (LOS) ........................................ 6 . 2 . 2
Japanese Personnel .................................... 1 3 . 2
N
Reduced crew penalty ............................... 1 4 . 2 . 5
Japanese OBA .......................................... 1 3 . 2 . 3
Napalm ........................... …12.16.114, 12.16.112 Registration ............................................ 12.12.1
Jungle .................................................... 8 . 3 2 . 2 2
Neutralize enemy batteries ...... 12.13.22, 3.5.104 Removing suppression .......................... 12.5.176
Junkyard .................................................... 8 . 1 4
Neutralized markers ................................ 3.5.104 Revealing hidden emplacements ................ …6.8.4
K Revealing hidden units ............................... 6 . 8 . 3
Night rules ................................................... 6 . 9
Notes Row ............................................. . 1 2 . 5 . 7 2 Reverse Movement .................................... 1 1 . 4 . 3
Khamsins ................................................... 6 . 5 . 5
Rice Paddies ............................................... 8 . 4 . 5
K-Kill Table (C1) ................................. . . . 1 2 . 5 . 1 3
O Riders .................................................. … … 1 1 . 5

L River ...................................................... 8.31.13


OBA, Off-Board Artillery .............................. 12.12
Roadblock .................................................. . . 9 . 8
OBA procedure ..................................... . 1 2 . 1 2 . 2
L|AT, Light Anti Tank Weapons ............... … . 1 4 . 4 Roads ......................................................... 8 . 2 0
Obscuring Terrain ...................... .6.2.12, 7.1, 7.4
L|M Weapon Firepower Reduction ....... ….12.5.51 Rock-strewn terrain .................................... 8 . 2 1
Observation Limits ...................................... 6 . 3 . 3
L|M weapons .................................. 3.5.4, 11.3.3 Rockets, strike and strafe .................. . 1 2 . 1 6 . 1 1 3
Observation Post (OP) Tanks ............. … . 1 2 . 1 1 . 4
Lanes ......................................................... 9 . 7 . 8 Rolling Barrage ..................................... 12.12.64
Obstructed LOS ...................... .6.2.64, 12.11.332
Large building ...................................... 8 . 3 . 1 2 . 3 Roofless factory ....................................... 8.3.144
Off-Map Artillery Types ....................... . . . 1 2 . 1 2 . 6
Large target ................................... .3.5.7, 15.4.41 Rooftop ....................................................... 8 . 3 . 7
Off-map Forward Observer .................. 12.11.321
Leaders ...................................... ...13.1.4, 3.5.33 Rounding dice rolls ..................................... 3 . 7 . 1
OOB, Order of Battle ................................... 3 . 4 . 1
Leader Bonus ............................. 11.3.25, 13.1.4 Rubble ....................................................... . 8 . 2 2
Open ground .............................................. . 8 . 1 5
Leaders and Firegroups .......................... 12 . 5 . 4 4 Rubble creation ............................ 8.3.9, 8.22.5
Open-Topped Vehicles (OT) ........... 15.1.4, 3.5.54
Leaders as FOs ..................................... 12.11.35 Running ............................. 1 1 . 3 . 1 3 , 12.5.633
Opportunity Fire ............................... .12.7.2, 4.5
Level markers ............................................. 8 . 3 . 3
Levels ............................................. 3.1.11, 6.2.4
Optional turn rules ....................................... 4 . 7 S
Orchards .................................................... . 8 . 1 6
Level +5 terrain ................................. ……6.2.621
Orchard Roads ................................ 8 . 1 6 . 2 1 S-Boat .................................................... 1 5 . 9 . 6
Light Anti Tank Weapons (L|AT) .................. 1 4 . 4
Overlays ................................................. .3.2, 7.5 Same hex vehicle facing .................. . 1 2 . 5 . 1 3 2 1
Light infantry weapons .................. 3.5.41, 11.3.3
Overrun .......................... 12.14, 11.4.72, 12.3.3 Same hex fire (range 0)...........12.5.1321, 12.16.81, 12.5.3
Limited intelligence ................................... … 6 . 6
Sand dunes .............................................. . 8 . 2 3
Overrun attackers ................................. . . . 1 2 . 3 . 3
Line barrage ......................................... 12.12.63
Overrun personnel .............................. . 1 2 . 1 4 . 6 1 Sangar ...................................................... . . 9 . 9
Line of Sight, LOS ................................. .6.2, 3.1
Overrun resolution .............................. . . . 1 2 . 1 4 . 6 Satchel Charges .................. …12.15.22, 12.5.72
Linear depression ....................................... . 7 . 3
Overrun targets ..................................... . . . 1 2 . 4 . 4 Satchel Charges against vehicles ..... . 1 2 . 1 5 . 4 5 1
Loading ................................................ . 1 1 . 5 . 3 1
Overrun weapons ................................ . 1 2 . 1 4 . 6 2 Satchel Charges, Hurl Back .......... … . 1 2 . 1 5 . 2 4
Locating enemy batteries ....................... 12.13.21
Overrunning Track Damage ............. …12.14.621 Scenario Cards ......................................... . . 3 . 4
Locations .................................................. 3 . 1 . 1 3
Scenario Special Rules (SSR) ................... . 3 . 4 . 8
Overstacking penalties .................................. 5 . 4
Long range fire ...................................... . 1 2 . 5 . 5 2
Scrub ..................................................... 8 . 2 4
Long range MG fire .................................. 1 4 . 3 . 2
P SCW Hit Probability Table (A3) .......... … 1 2 . 1 0 . 2
LOS, Line of Sight ................................. .6.2, 3.1
SCW, Shaped Charge Weapons ............... … 1 4 . 4
LOS, obstructed ...................... 6.2.64, 12.11.332 Palm Groves ............................................... 8 . 1 7
Searching for mines ................................ 9 . 7 . 1 2
Low ammunition supply ........................ 12.12.31 Panzerfaust, Pf .................................. 14.4, 14.4.5
Segments .......................................... . 4 . 4 , 4 . 1 . 1
LVT4 amphib ........................................ 1 5 . 9 . 7 Partial Hillock ........................................... 8 . 1 2 . 3
Self-propelled guns (SPGs) ................... . 1 5 . 1 . 3
Partial Terrain ............................................ 7 . 2 3
 M Self-Rally ............................................ . 1 0 . 8 . 1 2
Pass ........................................................... .4.1.2
Semi-automatic guns ................................. 1 4 . 8
Passenger fire restrictions ........... 11.5.6, 15.7.52
M 11/39 ................................................. 15 . 2 . 1 3 Sequence of play overview ................... 4 . 1 , 4.4
Passengers as targets ................................ 1 1 . 5 . 7
M-Kill Table (D2) .............................. ……12.5.14 Set Up area ............................................... 3 . 4 . 3
Passengers fate ........................... 12.5.82, 11.5.8
MA, main armament ...................... 15.2.1, 12.2.2 Set Up order ............................................. 3 . 4 . 2
Passengers in/on APC/AFV.11.5.71, 11.5.73, 15.7.3
Machine Guns, vehicle .............................. 1 5 . 2 . 2 Set Up, Heavy Weapons ... .3.5.43, 3.4.11, 5.2.1
Passengers in melee ............................. 12.15.46
Machine-guns, MG ...................................... 1 4 . 3 Shallow water ....................................... 8 . 3 1 . 4 1
Paths ...................................................... 8.20.41
Main armament (MA) ..................... 15.2.1, 12.2.2 Shaped charge weapons, SCW ................ … 1 4 . 4
Penetration number ................ 12.5.131, 12.5.23
Map entry and exit ...................................... 3 . 4 . 4 Shellholes ................................................ 8 . 2 5
Personnel ................................................... 3 . 5 . 3
Maps ............................................................ 3 . 1 Slow turret/traverse ........ 15.3.12, 3.5.8, 12.6.5
Personnel assault fire ................. .12.8.1, 12.5.53
Marines, US ................................................ . 1 3 . 3 Small arms ............................................. 1 2 . 2 . 1
Personnel movement ................................... 1 1 . 3
Marker counters ........................... 3.5.11, 5.3.21 Small target .............................................. 3 . 5 . 7
Personnel units and steps ....................... 12.5.91
Masonry Cover ...................................... 12.5.643 Smoke ...................................................... . . 6 . 4
Personnel stacking ..................................... 5 . 3 . 1
Medium weapons .......................... 3.5.42, 11.3.3 Smoke and LOS ............................ 6.4.5, 6.2.71
Personnel vs. vehicles/H weapons ........ … 1 2 . 5 . 8
Melee12.15, 10.3, 10.4.2, 10.5.24 Smoke Candles ......................................... 6 . 4 . 9
Pf, Panzerfaust .................................. 14.4, 14.4.5
Melee and passengers/riders .............. . 1 2 . 1 5 . 4 6 Smoke duration ........................................ 6 . 4 . 6
PIAT ........................................................... 1 4 . 4
Melee vs. Vehciel Morale Check.....12.15.44, 13.2.63 Smoke effects ........................................... 6 . 4 . 5
Pick up and carry ................................... 11.3.33
Melee stacking .............................................. 5 . 1 Smoke grenades ........................... 6.4.7, 4.4.25
Pinned down units ...................................... 1 0 . 6
Melee vs. personnel ............................ ….12.15.3 Smoke removal ....................................... 6 . 4 . 6 2
Pivoting ........................................ 11.4.4, 12.6.4
Melee vs. vehicles ................................... 12 . 1 5 . 4 Smoke, OBA ............................................. 6 . 4 . 4
Platoon movement ................................... . 1 1 . 3 . 2
Melee value .................................... … 1 2 . 1 5 . 4 5 1 Smoke, on-map weapons ........................... 6 . 4 . 3
Platoon movement, AFV/APC ................. … 1 1 . 4 . 7
MG, terrain based CA restrictions ........ ….12.6.33 Soft sand .................................................. 8 . 2 6
Platoon, Personnel and vehicles .......... … 1 1 . 3 . 2 4
MG Hit Probability Table (A2) ............ ……12.10.1 Solitaire play suggestions .......................... 6 . 8 . 5
Pond .................................................... . 8 . 3 1 . 1 2
MG, Machine-guns ...................................... . 1 4 . 3 Special troop types overview ................... . . 1 3 . 1
Poorly Armored Vehicle Facings .......... ….12.5.132
MG strafing, aircraft ............................ . 1 2 . 1 6 . 8 2 Special vehicle rules ................................. 1 5 . 0
Portees ....................................................... 1 5 . 8
MG, vehicle .............................................. 1 5 . 2 . 2 Special weapon and crew rules ............... … 1 4 . 0
Pre 1943 Russian MA ......................... .........15.5
Minefield ...................................................... 9 . 7 Speed of play .......................................... . 4 . 1 . 5
Precipitous Terrain (Hill) ......................... . 8 . 1 3 . 6
Minefield clearance ................................... 9 . 7 . 1 3 SPGs, Self-propelled guns .................... . 1 5 . 1 . 3
Pushing guns ....................................... . 1 1 . 3 . 3 4
Minefield lanes ........................................... 9 . 7 . 8 Spiking weapons ...................................... 1 4 . 9
Mines on roads ......................................... 8 . 2 0 . 5 Sponsons ............................................. 1 5 . 2 . 1 3
R
Mines, searching for ................................. 9 . 7 . 1 2 Sponsons in Gun Duels .......................... 1 2 . 9 . 3
Morale overview .......................................... 1 0 . 1 Rafts ............................................. 15.9.6, 15.9.3 Spotter aircraft ................................ . . . 1 2 . 1 6 . 1 0
Morale check .................................. .10.3, 10.2.4 Railcars ...................................................... 8 . 1 8 Spotting .................................................... . . 6 . 3
Morale modifiers ....................................... 1 0 . 2 . 1 Railroad .............................................. .8.20, 8.27 Spotting Ranges Table ............................. . 6 . 3 . 4
Mortar spotter ................. 14.6.7, 14.6.6, 12.5.662 Rallying .......................................... …10.8, 4.4.4 Squads ................................... .3.5.31, 12.5.911

58
GAME PIECE SAMPLES

EMPLACEMENTS TANKS (TURRETED AFV) TRANSPORT

Weapon Pit Bunker AT Trench AFV AFV AFV Light Truck Carrier Staff Car

SELF PROPELLED GUNS (NON TURRETED AFV)

Sangar Hedgehog Cave Dugout Sidecar Wheeled Half Track


Motorcycles APC APC
SPG AFV SPG AFV Open
Topped SPG ARMED NON TRANSPORT TRUCK TYPE VEHICLES
GUNS

Roadblock Blockhouse

360-degree 360-degree Armed Truck


Gun w/slow AA Gun w/ Heavy Portee Portee
traverse ‘8’ AA value Howitzer
OTHER ARMED VEHICLES
Minefield Mines AT Mine Wire
Lane

MARKERS

Heavy AA w/ AT Gun Medium Gun-armed Armored Flamethrowing


no AA value Howitzer Half Track Car w/AA SPG
AIRCRAFT
Collateral Courage Turret Suppressed PERSONNEL
Fire Marker Medal Marker Marker

FO BAR Commissar Stuka DFS 230 Sturmovik


Burning Wreck Flame Full Cover Gunner Glider
Wreck Marker Marker
LIGHT AND MEDIUM WEAPONS

German German Wounded


Smoke ‘1’ Melee Moved Fired Officer NCO NCO
Side Up Marker Marker Marker
Light Medium Light
Mortar Mortar ATR

Reduced Gurkha Squad


Squad NCO
Satchel
Charge Level +10 Pontoon
marker Bridge Satchel Light MG Medium MG
Charge

Japanese USMC Crew


Officer NCO

Flamethrower Bazooka Panzerfaust


Fire For FOW Tank FOW Gun
Effect

59
INDEX continued
A BRAND NEW ATS MAGAZINE AWAITS YOU!
SSR, Scenario Special Rules .................... . 3 . 4 . 8
Stacking overview ..................................... . . 5 . 1 Advanced Tobruk has evolved into an acclaimed and extensive new tactical-
Stairwell, Stairwell building ............ . . . 8 . 3 . 1 2 . 4
level game system known as ‘ATS’. What’s more, the system has attracted a
Stationary ........................................... 1 2 . 5 . 6 3 1
Steeple ................................................. . 8 . 3 . 1 3
following in the form of involved enthusiasts that continue to leave their mark on
Step losses ........................................... 1 2 . 5 . 9 1 the system via their feedback at the CH Message Board, a FREE online commu-
Sun glare ................................................ . 6 . 5 . 3 nity created especially for their use. And YOURS!
Sunken roads/lanes/railroads ................ … 8 . 2 7
SUP | FOW on Spotting Table ............... . . . 6 . 3 . 4
We’ve also created a print magazine for ATS hobbyists—each issue crammed
Suppression ....................................... . 1 2 . 5 . 1 7 with relevant game-related articles, variants and scenarios. And that means NEW
Suppression effects ............................ 1 2 . 5 . 1 7 3 DIE CUT COUNTERS in every issue! The second issue of ATS Briefing includes
Surrender ................................................. 1 0 . 7
Swamp ..................................................... 8 . 2 8
an awesome Arab-Israeli Wars1948-1956
variant, complete with new die cut counters
T
depicting various Israeli, Arab Army of Salva-
Tanks ..................................................... 1 5 . 1 . 1 tion, Moslem Brotherhood and Egyptian per-
Target size ................................................ 3 . 5 . 7
sonnel and their weapons and AFVs. What’s
TCA, Turret Covered Arc ............. 1 5 . 3 . 2 , 1 1 . 4 . 2
Terms, acronyms ........................................ 2 . 2
more, a collection of compelling scenarios de-
Terrain based CA restrictions .......... … . 1 2 . 6 . 3 3 picting battles from the 1948 War of Indepen-
Terrain Chart ................................................ 7 . 1 dence, early 1950’s action in the Arava, and
Terrain rules ................................................ 7 . 0
armored thrusts from the Sinai War of 1956
Terrain types ................................................ 8 . 0
Time-fuzed HE ammunition ..................... …14.11
come in this jam-packed new issue.
Topography .......................................... 6.1, 3.1.1 The best place to keep up with the latest ATS
Tower ................................................... .8.3.12.2
Towing ....................................................... . 1 1 . 5
action is at our website, www.Criticalhit.com.
Tracked vehicle .......................................... 3 . 5 . 6 Be sure to sign up for the CH Message Board
Tracks ........................................................ . 8 . 2 0 at www.Criticalhit.com/Invision. The message
Transporting ............................................... . 1 1 . 5
board has already attracted twenty thousand
Trucks as targets...12.5.8, 3.5.53, 12.5.1322
Tunnel Infiltration ..................................... 9 . 6 . 6 3
posts and 1000+ members...and counting.
Turns ..................................................... 4.1, 4.4
Turret Covered Arc, TCA ............... 15.3.2, 11.4.2
Turret marker ........................................... 1 5 . 3 . 3 DESIGN CREDITS
Turret mounted armament ....................... 15.2.11 Game and System Design: Raymond J. Tapio.
Turrets ............................................... 15.3, 3.5.8 Development: Drew Dorman, Lieutenant Colonel Mark Johnson, George Anderson,

U Jack Westman, Marc Adda, Kurt Martin, Hans Korting, Jim Jensen, Al Berke, Donald
Carlucci, Mark Porterfield, Mike Nagel, P. J. Norton, Brian Laethem, Pedro Ramis,
Under, emplacements....... ........9.1.2, 5.3.22, 6.6.2
Charlie Willmer, Dave Lamb, Jim Thompson, Bob Davis, Michael Stephan, Robert Z.
Under, bridge ......................................... 8.31.52
Gunn, Jr., Terry M. Simo, Danny Secary, John D. DiPonio, David Clark, Christophe
Unloading ............................................... 11.5.32
USMC Personnel ......................................... . 1 3 . 3 Annen, Rob Fabbro, Kevin Grimsley, Florian Altendorfner, Randolph Boyd, Charles
Myers, Joseph Kelly, Lyonel Reinhardt, Karl Bodenheimer, Dave Cooke, Kim Meints,
V
James Shelton, John Hovey, Ellis Simpson, David Love, C. Donald Sebolt, John
Variable turn rules ...................................... . . . 4 . 7 Carroll, Dave Cheever, Dan Garrett, Dean Halley, Guy Handley, Oliver McClintock ,
Vehicle Covered Arc, VCA .......................... 1 1 . 4 . 2
Tony Nash, Paul Smith, Roger Symonds, and Tim Weber.
Vehicle dust .............................................. 6 . 5 . 2 1
This game is dedicated to the life work of Harold E. ‘Hal’ Hock and the innovations
Vehicle movement ....................................... 1 1 . 4
he brought to tactical-level gaming.
Vehicle stacking .......................................... . . . 5 . 2
Vehicle weapons ......................................... 1 5 . 2 Special Mention: Lorrin Bird, author of World War II Ballistics: Armor and Gunnery;
Vehicles ...................................................... 3 . 5 . 5 George Bradford, Publisher of AFV News and creator of the AFV views used in the
Vehicles and wrecks, LOS effects ............... …6.2.7 game.
Very small target ......................................... 3 . 5 . 7
©1976, 2002, 2003, 2004, 2005, 2006 Critical Hit, Inc. ALL RIGHTS RESERVED
Victory conditions ....................................... 3 . 4 . 5
REPLACEMENT PAR TS COST: For a replacement parts price list, send a self-ad-
Victory points ............................... 3.4.51, 10.9.7
Volkssturm........ ................................. .........13.4
dressed stamped envelope to: Parts Department, Critical Hit, Inc., PO Box 279,
Croton Falls, NY 10519 or drop us a line by E-mail to Maureen@Criticalhit.com.
W
Our design department will be happy to take the time to answer queries through
Wadi ........................................................... 8 . 2 9 the contact page at our website www.Criticalhit.com.
Wading ................................................... 8.31.41 ACKNOWLEDGMENTS
Walls .......................................................... 8 . 3 0
Much time and effort went into the research effort upon which the Advanced Tobruk
Water obstacles ........................................... 8 . 3 1
System was based. Without kindly assistance from personnel from the following
Watercraft. .................................................. 1 5 . 9
Weapons ................................................... . 3 . 5 . 4 organizations, however, nowhere near the required amount of data could have been
Weapons pit (and provision) .... 9.10, 3.4.11, 14.1 assembled. For this reason, the publisher is highly in debt to:
Weather ........................................................ 6 . 5 The U.S. ALMC Library, Ft. Lee, Virginia
Wheeled vehicle ......................................... 3 . 5 . 6
The Ballistic Research Laboratories, Aberdeen, MD.
White Phosphorus ...................................... 6 . 4 . 8
The U.S. Airforce Academy Library
Winded Personnel ................................ 11.3.131
Wire ........................................................... 9 . 1 1
The West Point Library
Woods ........................................................ 8 . 3 2 The Morris Swett Technical Library, Ft. Sill, Oklahoma
Wrecks and LOS……………………………….6.2.7, 6.45 Donovan Research Library, Ft. Benning, Georgia
The Armor School Library, Ft. Knox, KY
The Library of Congress
The National Archives and
Center of Military History, United States Army
Bird Library at Syracuse University

without whose assistance ADVANCED TOBRUK could never have been designed

60

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