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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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notations printed on them. All terrain of the side receives 8 x 7|6|8 squads. When the
1.0 INTRODUCTION same color is treated as on the same level Fog of War (FOW) side of a counter is shown
The ADVANCED TOBRUK SYSTEM (ATS) in game terms. in an OOB, that combatant sets up the indi-
recreates tactical-level combat in a detailed 3.1.12 Terrain types—Most hexes depict a cated quantity of dummies of the specified
and realistic manner. The ATS game sys- single, particular type of terrain, for example, type (vehicle or gun).
tem was launched in 2002 with the release Woods. Some hexes combine two or more 3.4.11 Units and Markers not pictured—
of “Advanced Tobruk”, a remake of the ear- types of terrain, for instance, a Road through Before beginning play, add the following
lier AH classic board wargame. These rules Woods. The terrain rules outline the effects units to the printed OOB:
a r e i n t e n d e d f o r u s e w i t h ADVANCED of each type of terrain. a) One 2|3|8 Crew counter for each Me-
TOBRUK and ALL subsequent ATS games. 3.1.13 Hex Locations—Most hexes show a dium and Heavy weapon;
A copy of this rulebook is provided with each single ‘Location’—units in that hex are all in b) ONLY if NO weapons pits are provided in
complete ATS game. This edition of the ATS the same physical place. Some hexes have any portion of that side’s OOB, players may,
rulebook is version 3.07 and replaces all more than one location. A building may have at their option, add one Weapons Pit for each
previous versions. Visit www.criticalhit.com a ‘ground level’ at Level 0, and ‘upstairs’ Heavy weapon that begins a NON-DESER T
for a download version of the latest edition levels at Levels +10 and +20. Each of these scenario on map.
of these rules. levels are separate locations, although they c) Also note that other weapons may be used
ATS scenarios recreate historical small-unit are all in the same hex. Units in them may that are not depicted on a scenario card
actions that depict two or more combatants have different Lines-of-Sight (LOS) and in such as Smoke Grenades (6.4.72), and
conducting combat operations until time some cases different stacking limits (e.g., Flares (only during night Spotting Condi-
runs out or one side meets specified vic- Steeples), and are be targeted separately tions, see 6.9.6) during a scenario although
tory conditions. by direct fire. In the case of Linear Depres- not pictured in a side’s OOB.
Basic Game Rules—To assist you in get- sions (LD) and Emplacements, different po- 3.4.2 Set Up Order
ting into the game quickly, a separate BA- sitions, like ‘Up’ and ‘Down’, or ‘Under’ and Players set up in the order listed for their
SIC GAME rulebook and training mapsheet ‘On top’, are NOT considered separate loca- OOB, with the side setting up first com-
are provided in all boxed ATS games. New tions but separate positions within the same pleting all set up before the side setting up
players should begin with the Basic Game location). second places any units on the map. In any
before delving into the main rulebook. Ba- Example: A Personnel unit in a building may scenario that has all units of one side en-
sic Game concepts work directly with the be on the ground level, at Level 0, or one level tering play from off-map, the non-entering
main game. The Basic Game is especially ‘upstairs’ at Level +10. Each represents a player sets up first. In any scenario lacking
useful for understanding Line-of-Sight prin- separate location within one hex. the set up order for units of one or both
ciples. 3.2 OVERLAYS sides setting up on map, make a pre-game
Overlays are sheets with printed terrain pro- Initiative die roll. The lowest roll wins, and
vided in ADVANCED TOBRUK. Scenario the winner may set up first OR second.
2.0 GAME SCALE AND TERMS
Special Rules (SSRs) specify overlay place- 3.4.3 Set Up Area
2.1 PERSONNEL, VEHICLES, TIME AND
ment on maps. Units may set up anywhere in their desig-
DISTANCE
3.2.1 Placement nated area(s), including in half-hexes.
Each weapon or vehicle counter represents
Each overlay is identified by a letter -num- 3.4.4 Map Entry and Exit
one weapon or vehicle. Personnel units vary,
ber ID. Simply match the X and Y coordi- Some units enter the game from off-map.
representing squads, crews, artillery for -
nates found on the specified overlay with All units enter within the listed instructions
ward observers, BAR gunners, noncommis-
the matching hexes on the map. provided in the scenario. Units listed as
sioned officers and officers. NCOs and of-
3.2.2 Overlays do not contain their own entering during a certain turn must enter
ficers are referred to as LEADERS in the
coordinates. Use the hex coordinate found on that turn but may otherwise enter freely
game. Each game turn represents about
on the map hexes beneath the overlay. using any listed entry hexes (i.e., they need
ninety seconds of real time. Each hex rep-
3.3 CHARTS AND TABLES not set up off map prior to actually using a
resents 50 yards of terrain.
Tables on Play Aid Cards 1-8 have a unique movement impulse to enter). Entering units
2.2 GAME TERMS AND ACRONYMS
ID, usually found in the upper right-hand follow all rules of movement. Units may only
These rules use a number of acronyms. The
or left-hand corners. See Appendix A for an exit the map without penalty if exit is speci-
full word is spelled out at the first use of an
overview of all system charts and tables. fied by SSR or in the Victory Conditions.
acronym, followed with the acronym in pa-
Example: ‘F2’ is the Casu-
rentheses. Refer to Appendix B for a com-
plete list of acronyms.
alty Table. TABLE OF CONTENTS
3.4 SCENARIO CARDS
Each ATS game or expan- 1.0 INTRODUCTION...........................................................3
3.0 COMPONENTS sion contains several cards 2.0 GAME SCALE AND TERMS.........................................3
3.1 MAPS providing a collection of his-
The game maps depict historical battlefields. torical scenarios. Each sce-
3.0 COMPONENTS............................................................3
Labels for street and building names are nario contains an historical 4.0 SEQUENCE OF PLAY........................................5
occasionally affixed to add historical flavor. s u m m a r y , a n O r der - O f - 5.0 STACKING............................................................7
Each map hex has a unique coordinate iden- Battle (OOB) for each com-
tifier, and a center (or sighting) dot used for batant, a turn record track,
6.0 LINES OF SIGHT AND FIRE.........................................7
tracing Line-of-Sight (LOS). Half hexes are any special rules unique to 7.0 GENERAL TERRAIN RULES.....................................10
in play and treated as full hexes for all pur - that scenario, pertinent 8.0 TERRAIN TYPES..................................................12
poses. Some scenarios use only a portion map information, and vic-
of the map. Others use more than one map. tory conditions.
9.0 EMPLACEMENTS................................................20
When laying out maps for play, orient them 3.4.1 Order of Battle 10.0 MORALE.......................................................23
in keeping with the ‘Map Layout’ for that The OOB provides the type 11.0 MOVEMENT.................................................25
scenario, and note any limitations on the and number of units avail-
playing area listed in the ‘Map Configura- able for the combatants. In-
12.0 COMBAT.....................................................28
tion’ section on each scenario card. structions for set up are 13.0 SPECIAL TROOP TYPES.................................45
3.1.1 Topography also provided, including the
14.0 SPECIAL WEAPON AND CREW RULES...............46
ATS maps use colored topography LEVELS order of set up. When more
to represent 3D land-forms on a 2D map than one of a particular
15.0 SPECIAL VEHICLE RULES...............................48
surface. counter is provided, the DETAILED LOS EXAMPLES..................................53
3.1.11 Levels—Unless marked otherwise, number printed under the
APPENDIX A: CHARTS AND TABLES.................54
all hexes on desert maps have a ‘height’ value counter indicates the quan-
of Level ‘0’. Terrain and Levels rise in rela- tity. See 6.7.5 for Dummy
APPENDIX B: ACRONYMS..............................54
tive heights to Levels +5, +10, +20, etc. units. APPENDIX C: OPTIONAL RULES................................55
and fall, to Levels -5, -10, -20, and so on. Example: An EIGHT under
INDEX................................................................................56
Non-desert maps have topographic height a 7|6|8 squad means that

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Otherwise, units MAY exit along a friendly 3.5 COUNTERS lead attacks or be part of a Firegroup, but
map edge but are counted as Victory Points The die-cut playing pieces, variously called is otherwise treated as a Leader. The mo-
earned by the opponent. Once exited, units units, markers, or counters, show individual rale value of a Commissar is shown as an
may not return. vehicles, weapons, or small groups of Per - ‘*’, indicating specials rules apply (see
3.4.41 Platoon and Convoy Entry—If us- sonnel. Counters consist of purely combat 10.3.3). Note: Japanese OFFICERS also have
ing Platoon Movement or Convoy Movement units (Personnel; vehicles; weapons) and an ‘*’ morale value but are NOT considered
to enter, treat the map hexgrid as if it con- markers (emplacements; smoke; FFE; etc.) Commissars. Commissars receive a move-
tinues off-map in continuous open ground Printed on each counter is information per- ment bonus in the same manner as leaders
(Exception: Roads and waterways are con- tinent to the play of the game. Armored Fight- (see 13.1.41).
sidered to extend straight off the map in ing Vehicles (AFV) and some other vehicles 3.5.35 Forward Observer
their current hexrows). These units then also use cards to present information. Ad- (FO) —Represents one officer
move through these ‘imaginary’ hexes to ditional information relating to units is found from an artillery unit; has a
enter play but may not be fired on until they on various Play Aids. The ammunition types 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. available to gun counters are found on the counter; all FO counters have a
3.4.5 Victory Conditions Gun & Ammo Table for each nationality (Play black triangle on their counters. FOs re-
Victory usually involves seizing terrain or Aid 5 for each). ceive a movement bonus in the same man-
causing enemy casualties. To win, a side 3.5.1 Counter Size ner as leaders (see 13.1.41). An FO may
must COMPLETELY fulfill the stated Vic- Counters come in three sizes: never lead a Firegroup nor provide a lead-
tory Conditions. If only one side has victory a) Personnel—5/8"; ership shift/DRM.
conditions, failure to fulfill these conditions b) Weapons and vehicles—both 5/8" and 3.5.36 BAR Gunner —Repre-
results in victory for the other side. Draws 3/4" sizes; sents one man armed with a
are sometimes possible. c) Markers—both 1/2" and 3/4" sizes. Browning Automatic Rifle and
3.4.51 Victory Points—Some scenarios call 3.5.2 Nationalities has a wounded side like a leader
for one side or the other to earn Victory Personnel, weapons, and vehicles are pre- counter. Each BAR Gunner has
Points (VP). Players tally VP using the val- sented in a different color for each nation- a 2 Rate-of-Fire (ROF) for its 2 Gunfire Fac-
ues provided on the Victory Point Table. ality: Blue-Gray for Germans; Bright Green tors. BAR Gunners receive a movement
Victory Points are awarded, or ‘earned’, for Italians; Olive Drab for Americans; Khaki bonus in the same manner as leaders (see
immediately when the listed action is ac- for British; Brown for Russians; and so on. 13.1.41). A BAR Gunner may never lead a
complished. Emplacements use a 3/4” counter in a dusty Firegroup nor provide a leadership shift/
3.4.52 Exit Victory Points—Units exited yellow, as do all truck counters (colored DRM.
to meet scenario Victory Conditions are yellow to denote these counter types may 3.5.37 Additional Personnel Types—Some
worth the same value to the exiting side as be used freely by any side). ATS games include additional Personnel
if they were destroyed by the other side. 3.5.3 Personnel —There are six types of types in their Battlefield Walkaround (BW)
Move these units off the map from the exit Personnel counters in the game. All use 5/ rules (e.g., Suomi Gunners are included in
hexes listed in a scenario, paying one move- 8" counters and have three values repre- MANNERHEIM’S CROSS).
ment point to move off the map from any senting: Gunfire Factors | Range | Morale. 3.5.4 Weapons
map-edge hex. Exit is only available as an 3.5.31 Squad—Rep- There are three types of weapon counters.
option for earning VP if so-stated by SSR or resents 7-12 men Place weapon counters on top of the Per -
Victory Conditions. and have three fig- sonnel unit that is crewing or carrying it
3.4.53 Control—Some Victory Conditions ures on their front (referred to as ‘manning’ in both cases).
call for a side to control terrain. A side con- side; the back of the 3.5.41 Light (L) Weapons— Represent one
trols a hex LOCATION if ANY of the follow- counter, bearing two figures, represents a Light weapon that Personnel counters can
ing applies: Reduced squad, with lower values for Gun- carry and fire. These weapons are usually
a) The hex is in its original set up area and fire Factors and Morale. among the standard armament of an infan-
no enemy unit has ever entered any loca- 3.5.32 Crew—Represents 2-4 try company, such as anti-tank rifles
tion of it; men trained to fire Medium and (L|ATR), Light machine-guns (L|MG), light
b) It was the last to enter the location with Heavy weapons, like mortars mortars (L|MTR), Flamethrowers (FT) and
non-Broken/Surrendered Personnel units and anti-tank guns, and have Shaped Charge Weapons (L|AT). Light in-
totaling at least two Stacking Points (applies two figures on the front AND fantry weapons use 5/8” counters.
to ANY terrain hex); back of the counter (one figure is always 3.5.42 Medium (M) weapons —Includes
c) It was the last to enter the location with a with field glasses); the back of the counter medium mortars (M|MTR), medium ma-
non-M/F-KILLed AFV/APC (applies to non- represents a reduced Crew with lower Gun- chine-guns (M|MG), medium anti-tank guns
Building terrain hexes). fire and Morale values. (M|AT), medium howitzers (M|HOW) and
A side can only control a HEX if it controls 3.5.33 Leader—Rep- medium anti-tank rifles (M|ATR). Add one
ALL locations in the hex. However, if a side resents one man, ei- crew per M weapon provided in the OOB
controls ONE non rooftop location of a hex ther a noncommis- listed for each side on a scenario card (see
and the enemy has never controlled ANY sioned officer (re- 3.4.11). All Medium weapons must set up
non rooftop location of it in the manner de- ferred to as an NCO with this manning crew. Medium weapons
scribed in ‘b’ above, the entire hex is con- in game terms) or a commissioned officer use 5/8” counters.
sidered controlled by the side that last en- (referred to as an Officer in game terms); 3.5.43 Heavy (H) weapons—Includes anti-
ters it. the back of the counter has a reduced Mo- tank guns (H|AT), anti-aircraft guns (H|AA),
3.4.6 Game Turn Record Track—A group rale value and a ‘red cross’, denoting heavy anti-aircraft machine-guns (H|AA),
of rectangular boxes on each scenario card Wounded status. In all cases an OFFICER howitzers (H|HOW), and field artillery
shows how many turns the scenario lasts. is represented by the leader counter with (H|GUN). Add one crew per H weapon pro-
Place the Turn marker in the correct box the HIGHEST printed morale value (Excep- vided in the OOB listed for each side on a
for each turn. tion: Japanese officers show an ‘*’ instead scenario card (see 3.4.11). All Heavy weap-
3.4.7 Friendly Map Edge—Some rules re- of a morale value; see 10.3.3 for details) for ons must set up with their manning crew.
fer to the ‘Friendly Map Edge’ (FME). If this each nationality. An NCO is represented by These heavier -caliber guns are the only
information is not listed by SSR, any edge a the leader counters with morale values that weapon units that use 3/4” counters.
side entered from or the closest edge to that are lower. Example: German Personnel rep- 3.5.5 Vehicle Types and Armor Factors
side’s set up area is considered a FME. resent an Officers as 1|1|8s and NCOs with There are three types of 3/4" vehicle
3.4.8 Scenario Special Rules—The Scenario 1|1|7s. See 13.1.41 for movement bonuses. counters. The color of the movement class
Special Rules (SSR) detail unique rules for 3.5.34 Commissar —Repre- icon (printed behind a vehicle’s movement
each scenario. SSR normally add restric- sents one man, a political advi- point rating on the counter’s upper right
tions or abilities to a side just for that sce- sor to tactical commanders; has hand corner) indicates the type of vehicle.
nario and sometimes override the system a Wounded side like a leader 3.5.51 Gray —Armored Fighting Vehicles
rules. counter. A Commissar may never (AFV), a vehicle type that includes Tanks,

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self-propelled guns (SPGs), and armored
3.5.102 FFE —Fire For Effect, represents Segments that are further divided into
cars (wheeled vehicles with gray movement
the delivery of an artillery payload on the Phases. It is possible that nothing happens
icons). All AFVs have their own AFV Cards
battlefield; attacks units IN and adjacent to in a segment or phase. In that case simply
(note that most ATS games include bonus
the FFE counter (with a wider or longer at- skip it. For instance: if there is no air sup-
AFV counters included for future expan-
tack radius possible in some instances, e.g., port in a scenario, players skip that portion
sions, without their own AFV Cards).
Barrage; Line Barrage and only one hex for of the Indirect Fire Segment.
3.5.52 Yellow —Armored Personnel Carri-
On Board units). 4.1.1 Impulses
ers (APC), a vehicle type that includes half-
3.5.103 Barrage Limit —These markers During the Indirect Fire Segment, Fire &
tracks and Carriers. ALL APCs have an Ar-
show the extent of an artillery barrage. Movement Segment, and Close Assault Seg-
mor Factor (AF) of ‘0’ (zero) at all facings.
3.5.104 Counter Battery and Neutralized— ment, players ALTERNATE committing their
3.5.53 White—Soft-skinned transport such
These markers are not placed on the map; units to action. Each act of firing and/or
as trucks, Jeeps and staff cars. This ve-
they are used on the Off-Board Counter moving is called an ‘impulse’, and usually
hicle type is referred to as truck type ve-
Battery Matrix on Play Aid 2. consists of firing or moving one unit at a
hicles, and ‘armed trucks’ if armed. All Truck
3.5.11 Markers time. In some cases, players may move or
type vehicles have an AF of ‘-1’ (negative
Markers use mostly 1/2" counters, and fire more than one unit while using ONE
one) at all facings (although they are not tech-
record game functions and unit status. impulse (e.g., Firegroups; Platoons). Addi-
nically ‘armored’ vehicles).
These include: Suppressed, Fire For Effect tionally, certain rules (e.g., Assault fire) also
3.5.54 Open-Topped Vehicles—Some AFVs
(FFE), Collateral Fire, Movement, Wrecks, offer the possibility of firing AND moving in
and APCs lack a fully enclosed compartment
Burning Wrecks, Wire, Turret, Winded, and ONE impulse.
for the crew. These are ‘Open-Topped’ (OT)
Courage (shown by various medals, e.g., 4.1.2 Pass
vehicles, and have a white outline surround-
Iron Cross; Silver Star). A player may CHOOSE to Pass instead of
ing the vehicle art on the counter (e.g., Ger-
3.5.12 Emplacement using an impulse; play then passes from
man Sd 250-1 half-track). Truck type ve-
Emplacements use both 3/4" and 1/2" that player to the opponent. After the oppo-
hicles are not classified as OT for game
counters, and include Mines, Weapons Pits, nent executes an impulse or passes, play
purposes.
Bunkers, AT Trenches, Sangars, Cave Dug- comes back to the previous player who may
3.5.6 Movement Class
outs and Hedgehogs. now either execute another impulse with a
There are three movement classes for ve-
3.6 AFV CARDS unit or pass again. There is no limit to the
hicles, indicated by the SHAPE of the gray,
Each AFV used in a scenario in a particular number of times a player may pass, but if
yellow or white movement icon.
game receives its own card that provides both players pass two times in a row the
a) Tracked Vehicle—Oval movement icon.
Armor Factors and other pertinent informa- Phase or Segment ends immediately. A
b) Half-Tracked—Small oval plus small circle
tion. Trucks and APCs are all considered to player MUST pass if there are no more units
movement icon.
have ‘armor factors’ of ‘-1’ and ‘0’ (respec- that can perform any impulse activities.
c) Wheeled —Two large circles movement
tively) for game purposes and do not re- 4.1.3 Turn End
icon.
quire cards. Once play reaches the End of Turn Seg-
3.5.7 Target Size HPT DRM
3.7 FATE ment, one complete game turn is over.
Some vehicles and Heavy weapons receive
Ten-sided ‘percentile’ dice are used to rep- 4.1.4 Game End
a Target Size modifier on the Hit Probability
resent fate. When one die is used, a ‘1’ is A game ends as soon as one side or the
Table (HPT), including tables A2 and A3.
the lowest roll and a roll of ‘0’ is read as other achieves its Victory Conditions OR at
Target size modifiers are NEVER used as
ten. When two dice are rolled together to the end of the last turn of a scenario (as
column shifts on the Casualty Table. A color
obtain a value ranging from 1-100, the dark printed on the Scenario Card).
circle behind the unit ID letter/# on a ve-
colored die is used as the tens die and the 4.1.5 Speed of Play and Tactical Advan-
hicle/H weapon counter indicates the size
lighter die as the ones die. A black ‘7’ and a tage
modifier as follows:
white ‘2’ is read as ‘72’. Read a roll of ‘00’ as ATS games should be played ‘hard and fast’,
a) Black ID—Large target: -1 HPT DRM;
‘100’. with tactics determining more of the out-
b) White ID—Small target: +1 HPT DRM;
3.7.1 Rounding come than luck. When moving a unit(s), al-
c) Red ID—Very Small target: +2 HPT DRM.
Unless stated otherwise, round ALL frac- low your opponent a moment to decide if he
3.5.8 Turrets and 360 traverse guns
tions DOWN. Round down the TOTAL of a wants to use Opportunity Fire against your
Some vehicles have turrets, while some guns
Firegroup, not each individual unit. unit(s) in its current hex (or location within
are capable of firing in all directions (360-
Example, 3.45 rounds down to 3 and 4.8 a hex). Once attacks are resolved and play
degrees). A circle around the Gun Size indi-
rounds down to 4. A Firegroup consisting of proceeds, the result stands—even if play-
cates that a weapon can fire 360-degrees.
three squads using Assault Move-
A solid circle denotes a ‘fast’ turret or gun
ment (which halves Gunfire Fac-
traverse. A dashed-line circle denotes a ‘slow’
tors) each with 7 GF, rounds down
turret or gun traverse.
to TEN.
3.5.9 Ammunition Limitations
3.7.2 Die Roll Modifiers
A colored square or circle behind the Gun
(DRM)/Column Shifts
size reminds players that these units face
Attacks are usually modified by
some limitations in the ammunition types
DRM or column shifts, depend-
they may fire. Always refer to the Gun &
ing on their resolution, in the
Mortar Ammo Table (Play Aid 5 for each
form of: [modifier +#/#L or -#/
nationality) and the AFV Card for each unit
#R]. DRM modify attacks using
for all of the types of ammunition each gun
the HPT by adding the DRM to
may fire (use of different types of ammuni-
the die roll; the modified roll
tion is described later).
must be less than or equal to the Typically, the first action taken when a player announces
a) Gray—High Explosive (HE);
Hit Probability Number (HPN) to he'll be using an impulse to fire at the enemy is a check of
b) Gold—HE and Smoke;
obtain a hit. Column shifts the Line-of-Sight to the target hex. A straight edge is simu-
c) White—Armor Piercing (AP);
modify attacks using the Casu- lated by the dashed line above and it should be noted the
d) Yellow—Armor Piercing Composite Rigid
alty Table by shifting the speci- LOS touches Crops in hex QQ6 and RR5 before arriving
(APCR);
fied number of columns to the in hex SS6. A check of the Play Aid 7, the TERRAIN
e) Red—Flamethrower;
Left or Right. CHART, indicates Crops are 'Obscuring' terrain, but no
f) Purple—Smoke ONLY.
cover benefit is obtained for stationary units IN a Crops
3.5.10 Artillery markers
hex. However, EACH Crops hex ALONG an LOS (i.e., we
Artillery markers depict off-map actions as 4.0 SEQUENCE OF PLAY
4.1 OVERVIEW
do not count the target hex when considering hexes along
well as rounds exploding on the battlefield
ATS is played in turns. Each turn
an LOS, only the hexes BETWEEN target and firing unit)
(see 12.12 and 12.13).
represents about 90 seconds of
creates a ONE column shift LEFT on the Casualty Table.
3.5.101 CFF —A Call For Fire marker is
elapsed time and follows a strict
A 1L shift provides a +1 HPT DRM if a gun is being fired,
placed in the target hex on the map when
the owning player calls for off-map artillery. order of play, consisting of four
but NEVER a shift AND a DRM.

5
ers subsequently decide they inadvertently c) Cross-Country Movement (vehicles, movement arrows, Flares, ‘2’ Smoke and ‘F’
made a mistake in a previous attack. Play 11.4.1); markers;
cannot be ‘backed up’ or ‘reversed’ if an error d) Running movement (11.3.13); 2. Check for Intimidation (10.2.3);
is discovered to have occurred in an earlier e) Crawling Movement (11.3.11) and Assault 3. Decide whether to remove movement
part of the game. C’est la guerre… Fire (12.8). arrows from vehicles (4.4.41);
4.2 INITIATIVE C: Remove all ‘C’ Collateral Fire Markers 4. Flip ‘1’ Smoke markers to ‘2’ side (6.4.6);
To determine which side has the Initiative, (12.5.10). Spread Flame one building level UP (8.8);
each player rolls a die at the beginning of 4.4.21 Eligible units—Only eligible units 5. Flip FFE markers to their CFF side
each of the following Segments: Indirect Fire may fire and/or move. Eligible units include (12.12.2);
Segment; Fire & Movement Segment; and those that have not already moved (marked 6. Flip eligible counters to the Fog of War
Close Assault Segment. with a movement ‘arrow’ marker) or fired (FOW) side (6.7).
4.2.1 Initiative Choices their entire Rate of Fire (ROF, 12.6.2) Any face-up unit with a yellow Fog of War
The player rolling lowest receives the ‘Ini- (marked with an ‘F’ marker). Units using side on the back, such as an L|MG, may
tiative’. Re-roll any ties. The player with the Continued Movement (still marked with a be flipped back to its FOW side if it is in
Initiative chooses to go first or second. Play- movement marker from a previous turn, see terrain providing cover of at least ONE LEFT
ers then alternate using impulses (firing, 11.4.5) may move, but may not use Direct SHIFT and out of LOS to all enemy units.
moving, etc.) until the end of the Segment or Opportunity Fire (they may use Assault 7. All other markers remain.
or phase. Fire if using Assault movement). B. Both players perform the following Rally
4.3 ELIGIBILITY 4.4.22 Marking used units—To keep track actions:
To participate in a certain activity in a game of units that have already fired and/or 1. Attempt to Rally Broken and Surrendered
turn, a unit must be ELIGIBLE for that ac- moved, place an ‘F’ marker on top of units Personnel units in the same location as a
tivity by meeting all criteria outlined in the that fire and a movement marker on or be- leader (10.8);
rules. Unless stated otherwise, Broken and hind those that move. 2. Attempt to restore Surrendered units to
Surrendered units are never considered ‘eli- 4.4.23 Multiple unit actions—The use of Broken status for all Surrendered units in
gible’ to make an attack or serve as a Spot- a direct fire and/or movement impulse can the Morale Support Range (10.2) of a friendly
ter/FO. involve MORE THAN ONE unit at the same non Broken/Surrendered Personnel unit (no
4.3.1 During any Segment or Phase both time, by using Firegroups (12.5.4) or Pla- leader needs to be present) or a friendly
players may perform actions with all, some, toon Movement (11.3.2). non K-, F- or M-KILLed AFV, APC, or armed
or none of their eligible units. Players are 4.4.24 Multiple Firing Units—Multiple ROF truck;
never required to commit all their units. weapons may ‘save’ remaining ROF for use 3. Roll to remove Suppressed markers
4.4 THE FULL TURN later in the same Fire & Movement Segment (12.5.176).
This section summarizes the sequence of (using Direct Fire, Opportunity Fire or Gun C. Move the Game Turn marker to the next
play of a full ATS game turn. More detailed Duels). box on the scenario card’s Turn Record
descriptions of the various activities and 4.4.25 Smoke Grenades —Squads may Track.
terminology can be found in the sections place Smoke Grenades (6.4.7) while in the 4.4.41 Continued Movement—Players may
listed. One full game turn consists of four act of using a movement impulse. choose to keep movement arrows on VE-
Segments, to be resolved in the following 4.4.26 Enemy activity—Enemy units may HICLES in step A3. Such vehicles will con-
game turn order: (under defined circumstances) use Oppor - tinue to be marked as moving at the start of
1. Indirect Fire Segment; tunity Fire (see 4.5 and 12.7) and initiate the next Fire & Movement Segment, which
2. Fire & Movement Segment; Gun Duels (4.6 and 12.9). Opportunity Fire makes the vehicle harder to hit. A non-mov-
3. Close Assault Segment; and Gun Duels do NOT require the use of ing vehicle may NOT BEGIN moving during
4. End of Turn Segment. an impulse. the End of Turn Segment, i.e., only already
Each of the Segments consists of one or 4.4.3 CLOSE ASSAULT SEGMENT moving vehicles may use continued move-
more Phases and/or actions, as listed in A. Initiative Roll (4.2) ment.
the following sections. B. INFILTRATION PHASE— Players alter - 4.5 OPPORTUNITY FIRE—During the Fire
4.4.1 INDIRECT FIRE SEGMENT nately use impulses (4.1.1) to perform the & Movement Segment, the non-moving
A. Roll for Initiative (4.2). following actions: player may fire upon the opposing player’s
B. Players alternately use impulses (4.1.1) a) Grenade Attacks (12.15.2) OR moving units using ‘Opportunity Fire’. Op-
in the following order: b) Infiltration (12.15.1) portunity Fire does not require the use of
1. On-board guns fire Smoke (6.4.3); Mor- Infiltration refers to the act of entering an an impulse; once the non-moving player
tars and Personnel place Flares (6.9.5). Note adjacent hex or location, including those completes all desired Opportunity Fire at-
that Personnel may NOT place smoke gre- occupied by enemy Personnel units. All non- tacks, the moving player continues the
nades (this is part of the Fire & Movement Broken Personnel units, even those marked movement impulse with any surviving units.
Segment). with movement arrows and ‘F’ markers, may The non-moving player receives use of the
2. Aircraft Attacks (12.16.3); use Infiltration. Personnel may also exit Full next impulse as usual.
3. On Board Spotted Fire and Off-map In- Cover positions (e.g. under a Hedgehog, see 4.5.1 Mark all units that use Opportunity
direct Fire (12.12); 12.5.66) using Infiltration. Vehicles never Fire with an ‘F’ marker. Units not otherwise
4. Counter -Battery Fire (12.13). use Infiltration, although Passengers can eligible to fire, may not use Opportunity Fire.
Finish all fire of each step before beginning use a limited form of it (11.5.5). If units 4.5.2 The outcome of an Opportunity Fire
the next one. Place an ‘F’ marker on units from both sides are in the same location, attack is applied immediately to the target.
that fire, unless hidden (6.8) or off-map. ‘Melee’ takes place in the next phase of this The firing player may then choose to use
4.4.11 One Unit at a time—The use of an Segment. additional Opportunity Fire attacks against
Indirect Fire impulse ALWAYS represents C. MELEE PHASE — Players resolve Melee the same target (during that same moment
the fire of ONE unit at a time. There are no in all hex locations containing units from of ‘suspended play’ when the target unit
Platoon firing or Firegroup opportunities both sides (see 12.15.3 for Melee versus moved or conducted the activity [e.g., turned
when using Indirect Fire. Personnel, 12.15.4 for Melee versus Ve- a turret] that ‘triggered’ the Opportunity
4.4.2 FIRE & MOVEMENT SEGMENT hicles). Fire). Example: A squad carrying a L|MG
A. Roll for Initiative (4.2) 4.4.31 One action per unit—Both players could use only the machine-gun, wait for
B. FIRE & MOVEMENT PHASE—Players are free to choose which of their units act the outcome, and then choose to make a
alternately use impulses (4.1.1) to fire and/ in the Infiltration Phase, and in what order. separate additional shot with its own printed
or move some, none, or all of their eligible Each acting unit is, however, restricted to Gunfire Factors or save its own GF (OR
Personnel, guns and vehicles, in any order. only ONE action, EITHER a Grenade Attack combine both in one shot).
The following actions are possible, to be OR Infiltration. 4.5.3 Each individual opportunity firing unit
performed in any desired order: 4.4.4 END OF TURN SEGMENT may fire only ONE Opportunity Fire shot
a) Direct Fire (12.5) and non Spotter on map A. Both players perform the following ac- per MP spent by the targeted unit in the
Mortar Fire (12.11); tions: targeted location (MP spent in previous lo-
b) Assault movement (11.3.12) and Assault 1. Remove Melee, Overrun (12.14), and cations in this impulse are not counted).
Fire (12.8); Cease Fire markers (12.16.83); Remove However, there is NO limit to the number of

6
separate units that can use Opportunity Fire ing TWELVE Stacking Points of Personnel, be unable to fire at it due to the desired
against the same target following the expen- the target location is penalized in the form target being beyond Spotting Range.
diture of a specific Opportunity Fire ‘trig- of an additional roll on the Casualty Table 6.2.11 With a few exceptions, terrain in the
ger’ like movement. This includes the use in any hex attacked by an FFE (see firing and target hexes does not block LOS—
of Firegroups. 12.11.24). only terrain in intervening hexes, along the
4.6 GUN DUELS —Under special circum- 5.3.2 Exceptions LOS. If the LOS to a hex is blocked, no
stances (see 12.9.1) the non-impulse player 5.3.21 The following units never count when direct or Indirect Fire may be fired into it
may also return fire with gun-armed vehicles computing stacking limits: Passengers, (with the exception of spotted fire, a unit
and H weapons using a ‘Gun Duel’. Return- crews manning H weapons (i.e., crews are spotting for another unit, such as an FO
ing fire via a Gun Duel does not require the counted if not manning a weapon or if their spotting for Indirect Fire).
use of an impulse. Once it is completed, weapon is eliminated or F-KILLed); L and 6.2.12 Obscuring Terrain—Some interven-
the non-firing player receives use of the next M weapons; aircraft; towed weapons (and ing terrain types as well as Smoke and Dust,
impulse as usual. A Gun Duel may also be towed vehicles); and markers. do not completely hide the target from view,
used by a firing player to assert his ‘right’ 5.3.22 Emplacement counters do not affect but obscure visibility. Although firing at an
to fire prior to any Opportunity Fire taking stacking. However, units stacked under and obscured target is allowed, penalties do
place. Full rules for Gun Duels can be found on top of emplacement counters and in Lin- apply (see 6.4.5 for Smoke and Dust; and
in 12.9. ear Depression hexes are totaled for stack- 7.1 for Obscuring terrain; 6.2.64 for LOS
4.7 OPTIONAL RULES ing purposes in a location, noting that some blocked by Obscuring terrain). In some cir-
Players may wish to experience additional Emplacement types have their own stack- cumstances obscuring may be so severe,
uncertainty and excitement during play by ing limits (e.g., Blockhouse). that the LOS is obstructed (see 6.2.64) and
using optional rules. The Optional Rules 5.4 OVERSTACKING PENALTIES no firing at the target is allowed. Note that
Appendix (Appendix C) provides rules for 5.4.11 In any location that is overstacked LOS is also obscured by Smoke and Dust
Variable Impulses, optional sequence of play (by any quantity) double the usual entry cost in the firing and/or target hex (not just the
and more. for all units of the overstacked unit type. A intervening hexes). When firing along a
location is considered overstacked the mo- hexside with Obscuring terrain on BOTH
ment a unit in excess of stacking enters, sides, only ONE +1/1L is applied.
5.0 STACKING
e.g., upon entry of a second vehicle into a 6.2.12 Orchard Variance—Orchards are
5.1 Overview—Stacking refers to the maxi-
hex containing one already or when any other considered Obscuring terrain for SAME
mum number of Personnel units and/or the
Personnel unit enters a hex already con- LEVEL/CONTINUOUS SLOPE LOSs only
maximum number of vehicles and heavy
taining 12 SP of Personnel. and otherwise create Blind Hexes in the
weapons allowed in any one LOCATION
5.4.12 Spotting and OBA: Overstacked lo- same manner as Blocking Terrain.
within a hex (as defined in 3.1.13; e.g., the
cations are easier to spot as defined in the 6.2.2 Reciprocity—LOS is reciprocal even
top floor of a multi-story building) before
Spotting Range rules (see 6.3.4). See if the unit being spotted is ‘only’ a leader or
OVERSTACKING occurs.
12.11.24 for OBA attacks. FO. If a firing unit can see a target, then
5.1.1 Having more than the maximum num-
5.4.13 Vehicle/H Weapon Specific Penal- the target can also trace a Line of Sight to
ber of units in a location is called
ties—In overstacked locations apply a HPT the firing unit, including units spotting for
Overstacking. Overstacking is not forbid-
DRM of –1 PER vehicle or H weapon IN artillery (e.g., FO). Unlike LOS, reciprocity
den, but results in penalties (see 5.4). A
EXCESS OF ONE per type against does not apply to spotting range.
unit may enter a hex location in excess of
overstacked vehicles and/or H weapons. 6.2.3 Exact LOS—A hex containing block-
stacking limits but penalties for overstacking
Wrecks/F-KILLed H weapons NEVER ing or obscuring terrain only affects LOS if
apply if units in the location are fired upon
cause overstacking for TARGET purposes the thread or straight edge touches any part
or a spotting attempt is made against units
(i.e., they only provide movement penalties of the terrain depiction or contour artwork.
in the location.
for overstacking). AFVs, APCs, and wrecks (further described
5.1.2 Limits—Stacking always applies to
5.4.14 Personnel Specific Penalties—For in 6.2.7) as well as smoke (6.4) and Dust
each location separately. Stacking limits
all attacks that utilize the Casualty Table, (6.5.2) affect any LOS drawn into or through
refer to each side, not the total of the two
apply a -1R shift (only, no HPT DRM is their hex, including a LOS that runs exactly
sides (e.g., during infiltration and melee).
applied) per additional 3 SP of overstacked along one of its hexsides.
5.2 VEHICLES AND HEAVY WEAPONS
Personnel (or fraction thereof) in a location. 6.2.4 Adding Heights—Some hexes contain
5.2.1 The stacking limit for vehicular units
a combination of land and terrain forms,
and Heavy weapons is ONE of each type
such as Buildings, Hillocks, and Woods. The
per location—two or more of one type vio- 6.0 LINE OF SIGHT AND FIRE
height of any terrain form is added to the
lates this limit except for a vehicle towing 6.1 TERRAIN/TOPOGRAPHY
hex’s terrain level. Height is always mea-
another vehicle. One vehicle plus one Heavy 6.1.1 Visualization —Landforms and the
sured in levels.
weapon does not create overstacking in a terrain forms that sit upon them are repre-
Example: A building that is +10 levels high,
hex; two vehicles or two Heavy weapons sented like a stack of pancakes. The battle-
sitting on a Level 0 hex, produces an overall
does. The presence of vehicular units and field has a ‘sea level’, or floor, known as
obstacle to LOS drawn through its hex of +10
Heavy weapons does not affect Personnel ‘Level 0’ in game terms. Stacked on this are
levels if a LOS thread hits the building art.
unit stacking in any manner or vice-versa. found levels, easily visualized as one, two
Otherwise, the terrain is only Level 0 for LOS
Wrecks and F-KILLed H weapons count as or more pancakes stacked on the floor. A
purposes.
ONE of each type for the purposes of stack- person standing on a stack of two pancakes
6.2.5 Unit Location—Treat a unit in a hex
ing-based entry costs ONLY. can see over a one pancake-high obstacle
containing more than one NON BUILDING
5.3 PERSONNEL UNITS to his Line-of-Sight (LOS). A person stand-
level as at the level of the center dot in the
5.3.1 The stacking limit is TWELVE Stack- ing on one pancake cannot see past a stack
ing Points (SP) of Personnel in a location of two or more pancakes along his LOS.
(Exception: A handful of terrain types specify Some of these ‘pancakes’ may have Wadis,
lower limits for specific hex locations [e.g., Ravines, Creeks, Rivers and Sunken Roads
Steeples] and stacking vs. OBA is dealt with that cut into them.
as per 5.3.11 and 12.11.24). The number 6.2 TOPOGRAPHY AND LINE-OF-SIGHT
of figures depicted on a counter determines 6.2.1 Line-of-Sight—A straight line drawn
its Stacking Points value. between the center -dot of the firing unit’s
a) A full size squad numbers 3 figures—3 hex and that of the target hex represents a
SP; Line-of-Sight (LOS). Use a thread or a
b) Reduced squad—2 SP; straight-edge touching the center -dot of both
This example illustrates the difference be-
c) Crews—2 SP (exception: crews manning hexes to trace LOS. Depending on the ter-
tween a “hexside” and a “hexspine”. Most
H weapons do not count toward stacking); rain and other ‘obstacles’ along this line, LOS
d) Leaders, BAR gunners, Commissars and may be BLOCKED or OBSCURED. When
references in the rules refer to hexsides,
Forward Observers—1 SP. Spotting Range rules are in play, it IS pos-
the name for the six sides that are found
5.3.11 Versus OBA—In any location exceed- sible for a unit to have a LOS to another but
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.

hex. Units in BUILDINGS may be at the NON BURNING WRECKS in the same man- using only Moved status and Terrain related
‘ground level’ (same level as the hex the ner for LOS and for the purpose of entering cover states: Moved|Running|Assault; Sta-
building sits ON), or in higher levels, de- a hex containing a wreck/vehicle. These rise tionary (includes Crawling units); Good;
pending on the existence of additional lev- +5 levels in height and affect any same-level Improved; and Full. If more than one state
els (or ‘stories’ a.k.a. ‘floors’) in a building. LOS (or LOS along a continuous downward of a target applies, use the highest (easiest
6.2.6 Higher Level Obstacle Along LOS— or upward slope) traced into or through their to spot) Spotting Range available. A unit is
In situations where the firing unit and its hex (including directly along their hexside), only considered Moved if marked with a
target are on the SAME level, any BLOCK- whether they have moved or not. They af- Moved marker;
ING terrain at least +5 levels higher along fect LOS by adding a +1/1L per vehicle/ 4) Find the column under that cover state
the LOS blocks it. wreck through which an LOS passes OR for the target’s unit type;
6.2.61 Blind Hexes—Blocking terrain (e.g., enters. Wreck/vehicle cover is not cumula- 5) Cross-reference to find the maximum
Woods) and land forms (e.g., Hills) higher tive with terrain in a hex. Vehicles and Spotting Range for that unit. No unit may
than the target location and along an LOS wrecks never create blind hexes (see 6.4.5) be spotted beyond the listed range;
may create ‘blind hexes’, one or more hexes and do not incur additional entry costs un- Example: A Stationary squad in the open

directly beyond the obstacle. They lie in the less Overstacking occurs. Burning wrecks being spotted by a Suppressed tank in Hazy

‘shadow’ of a terrain form (e.g., building; produce smoke and cost 1 + (2 x CoT) to conditions would have to be 4 or fewer hexes

woods). LOS to a unit in a blind hex is enter. away from the tank to be Spotted. If the

blocked. Only terrain and/or land forms (or 6.3 SPOTTING squad had fired (and thus was marked with

a combination of them) that rise +10 levels 6.3.1 Spotting determines whether a unit an ‘F’ marker), the Spotting Range is unlim-

or higher than the target unit (compared to can actually ‘see’ another unit in its Line of ited.

the height of the firing unit) create blind Sight. Use Spotting for all scenarios in Ad- 6.3.41 Exceptions— Apply the following:
hexes. Level +5 terrain (e.g., Rubble; Wall; vanced Tobruk and its expansion modules Unlimited Spotting Range to any target units
Hedge) and land forms NEVER create blind set in desert terrain. While Spotting Condi- marked as Fired or marked with a BOT
hexes, they only block LOS along same tions are provided in non-desert ATS sce- marker (except for smoke). Treat an
level/continuous slope LOSs. narios, this rule is OPTIONAL for all non- OVERSTACKED location as if all units are
6.2.62 LOS Blind Hex Creation Table— desert scenarios unless Night or Fog Spot- moving. Add any applicable Height Advan-
Consult the LOS Blind Hex Creation Table ting Conditions are used. When not using tage the firing unit has over the target unit(s).
to determine the number of Blind Hexes this rule, the ability to fire is determined by When firing at buildings as targets instead
created. The axis on the left, labeled the ability to ‘see’ a target unit, based only of the units inside, firing Smoke, or using
‘HEIGHT DIFF’ represents the elevation dif- on whether a LOS exists. Any scenario that Indirect Fire, use the “B-SM-I’ column for
ference between the higher unit and the does not state Spotting Conditions by SSR the current Spotting Conditions indicated
intervening blocking terrain. This difference is assumed to have ‘Optimal’ Spotting Con- (see 6.3.5).
must be at least +10 in levels in order for a ditions. 6.3.5 Height Advantage—A unit at a higher
line of sight to exist over intervening terrain 6.3.2 A Spotting Ranges Table (Play Aid #6) level than Level ‘0’ adds any level differ -
or land forms that are +10 levels in height is included with the game. It indicates how ence between the spotter and target to its
or greater (Exception: See 6.2.621 for the many hexes one unit may be from another Spotting Range unless the Spotting Condi-
effects of +5 Level Hillock terrain). The hori- and still see or ‘spot’ that unit, depending tions are NIGHT/KHAMSIN/FOG. A unit
zontal axis represents the range in hexes on the actual battlefield conditions. that adds to its Spotting Range with height
from the firing unit to the intervening ter- 6.3.3 Observation Limits—No unit may be advantage may also be spotted at the in-
rain. Cross indexing these two values re- fired on unless it is within LOS (and Spot- creased range. Also note that for spotting
sults in a number that represents the num- ting Range if in use). Units marked as Fired purposes levels are relative.
ber of blind hexes behind the intervening may be spotted to an unlimited range if Example, a unit in a +20 hex has a +10 height

terrain. LOS is blocked if the lower unit is within LOS. A target marked with a BOT advantage over a unit on a +10 hex.

within this range of hexes. marker may also be spotted to an unlimited 6.4 SMOKE
6.2.621 Level +5 Terrain—Being in the UP range by the firing unit that placed the BOT Smoke is produced by burning wrecks, ter-
location of a FULL or PAR TIAL Hillock pro- marker. Spotting Ranges are not automati- rain, smoke shells fired indirectly by on-
vides an LOS over +5 level terrain (e.g., cally reciprocal. map guns and mortars or off-map artillery,
Walls; Hedges; Crops). Level +5 Blocking 6.3.31 Aircraft Limits—An LOS (and the and from Smoke Grenades.
and Obscuring terrain NEVER create blind ability to spot) always exists to and from 6.4.1 Spotting—When firing smoke use the
hexes to units at a higher level (Exception: aircraft noting the Line-of-Sight exceptions ‘B-SM-I’ column on the Spotting Range Table
8+ shifts/HPT DRM along a same level/con- listed in the rules for Aircraft Attacks. to find the maximum range. Ignore the cover
tinuous slope). They only block LOS along 6.3.4 Using the Spotting Ranges Table state of the target unit(s) in this case.
the SAME level. 1) Match the condition in the left column: 6.4.2 Target hexes—Smoke shells, unlike
6.2.63 Tracing LOS—Blind hexes are cre- Optimal; Average; Hazy; Night | Khamsin | HE Indirect Fire, may be fired into hexes
ated along the LOS, starting in the hex di- Fog—with that listed in that scenario’s SSR. occupied by friendly units. Smoke may also
rectly behind the terrain form, and continu- Use Optimal for any scenario that does not be fired into empty hexes.
ing toward the lower unit UNLESS the Blind list Spotting conditions by SSR; all fire at 6.4.3 On-map units —Fire Smoke shells
Hex is created by a HILL contour of the buildings as targets, using smoke and ALL indirectly during the Indirect Fire Segment
‘same hill’, which reduces blind hexes by Indirect Fire uses the B|SM|I column (as using the HPT in exactly the same manner
one (see 8.13.21). does any unit spotting for Indirect Fire/ as HE rounds, except they are fired at hexes
6.2.64 Obstructed LOS Due to Obscuring mortars); instead of individual target units and receive
Terrain —If HPT DRM/LEFT shifts are 2) Find the Status column—use the ‘SUP | a -2 HPT DRM. LOS may be traced to the
EIGHT or greater (including the firing and FOW’ row for firing units that are Sup- highest terrain height of a hex and still al-
target hex for smoke/Dust but Obscuring pressed or for VEHICLE and H E AVY low smoke to be fired into it, noting any
terrain BETWEEN only), LOS is blocked. WEAPON (ONLY; NOT L OR M) TARGET smoke ‘hits’ are considered to land at the
6.2.7 Vehicles and Wrecks units that are Fog of War side up; ground level of the hex. A miss does not
6.2.71 Treat AFVs and APCs (ONLY) and 3) Check the cover state of the Target Unit place a smoke counter. A BOT is not placed

8
when firing smoke ammunition, but any (GM) for each nationality. WP grenades may 2L for fire using the Casualty Table only.
existing BOT DRM is used for the firing unit be used ONLY by SSR. WP Grenades func- Whether sun glare is created by LOS facing
attempting to land a smoke round in a hex. tion in the same manner as normal Smoke east or west will be stated by SSR. A +2
On-map units may fire smoke into ONE hex Grenades with the following exceptions. HPT DRM applies for all fire no matter the
per phase, but may use their full ROF at- 6.4.82 Check Morale—Any unit in a hex range.
tempting to place one or more smoke location where White Phosphorus smoke is 6.5.33 Sun glare creates no effect on OBA
counter(s) in one hex. placed in must immediately perform a mo- FFE or aircraft fire.
6.4.4 Off-map Ammunition—All Off-Board rale check. 6.5.4 Heat Shimmer or Haze
Artillery (OBA) batteries may fire smoke 6.4.83 Flame —When White Phosphorous 6.5.41 Heat shimmer is a form of aerosol
ammunition unless restricted from doing so smoke is placed, make a separate die roll that hinders LOS dependent on range. Heat
by SSR. Each off-map battery may place in any terrain eligible for the placement of a shimmer is only used in a scenario by SSR
smoke into as many hexes as its FFE would Flame marker. On a die roll of ‘1’, place a and may also be used to depict haze or fall-
affect (e.g., a Concentration may place smoke Flame marker in the ground level of the hex. ing rain effects.
in its FFE hex and six adjacent hexes; Bar- 6.4.9 AFV and Armed APC Smoke Candles 6.5.42 When Heat Shimmer is in effect ap-
rages may place smoke in every FFE hex of 6.4.91 AFVs and APCs carry smoke candles ply a +1/1L for each FRACTION of ten hexes
a Barrage). for self-defense. (fractions rounded UP) in range between fir-
6.4.5 Smoke Effects— Smoke and Dust rise 6.4.92 Usage—Each AFV/APC may place ing unit and target.
to Level +30 above the ground level of their one smoke counter in its hex upon the ex- Example, an LOS of 12 hexes would receive
hex (or the highest level a building rises to penditure of a Movement Point, even if F- a +2/2L for fire not using the HPT. At a range
above ground level when burning). Smoke KILLed. Smoke Candles may only be used of 21, a +3/3L applies; and so on.
markers (including smoke created by Burn- once during a scenario (they are considered 6.5.5 Khamsins
ing wreck and Flame counters) create a +4/ to be automatically replenished between 6.5.51 Khamsins (desert dust storms) could,
4L modifier. Each smoke-producing counter campaign game scenarios). Place a smoke and did, sweep across battlefields with blind-
along an LOS is counted, including the fir- counter with its ‘2’ side up in the vehicle’s ing suddenness. Khamsins are only used
ing and target hex. Smoke and dust effects hex. in a scenario by SSR. When in use, the SSR
are added to any terrain found in their hex 6.5 WEATHER AND AEROSOLS will specify when and what die roll is needed
as an additional HPT DRM. 6.5.1 Overview for their implementation. A Khamsin has the
6.4.51 Entry—Note any amount of smoke Aerosols are airborne factors such as haze, effect of reducing Spotting Conditions to
adds ‘1’ to the normal cost of terrain (1 + dust and heat shimmer that affect the abil- ‘Khamsin’ for the remainder of the scenario.
CoT) for units entering it. ity of men to observe on the battlefield. These 6.6 LIMITED INTELLIGENCE
6.4.6 Smoke Duration are used in addition to the use of the Spot- 6.6.1 The following rules reflect the lack of
6.4.61 Smoke fired from off-map batteries ting Table to depict weather such as intense accurate detailed information a field com-
lasts for TWO turns. When fired by these, dust storms, or ‘Khamsin’, that occasion- mander would have concerning enemy units
a smoke counter is placed face-up in the ally take place. and defensive positions.
target hex displaying its ‘1’ side. Smoke 6.5.2 Dust 6.6.2 Full/Under—The opposing player may
fired/placed by on-map units lasts for ONE 6.5.21 Vehicles moving across the dry and never examine Personnel units UNDER an
turn. When fired by these, place a smoke dusty battlefields of North Africa and the emplacement (or marked with an FC marker)
counter in the target hex with the ‘2,’ side Russian Steppe raised plumes of dust be- unless it moves out of a Full cover position
up. hind them that caused severe visibility prob- or an opposing unit enters their hex loca-
6.4.62 Removal—During the End of Turn lems. Dust is only used in a scenario when tion.
Segment, remove all smoke counters dis- provided by SSR. 6.6.3 The opposing player may also not look
playing a ‘2’ from the map. All smoke 6.5.22 Vehicles create Dust ONLY when at:
counters on the map displaying their ‘1’ side using cross-country movement to enter a) Any units under the top unit in a stack
are flipped to display the ‘2’ on the back. Open Ground and Scrub hexes. Place a unless those units are within Spotting Range
6.4.7 Smoke Grenades Moved arrow behind the vehicle in the hex AND LOS and move or fire;
6.4.71 Usage—Any SQUAD (including re- it just exited to represent Dust and ‘follow’ b) The other side of any counters currently
duced) may place ONE Smoke Grenade in the vehicle with the marker, always keep- showing their FOW side UP.
its own or an adjacent hex during a move- ing it directly behind. 6.7 FOG OF WAR
ment impulse at the cost of ONE additional 6.5.23 Road and Track—Vehicles moving 6.7.1 Vehicles and weapons have a yellow
Movement Point (or while in the act of crawl- along a road do not raise dust. Dust IS blank or generic tank or gun icon known as
ing). When placement is announced before raised in track hexes. their ‘Fog of War’ (FOW) side that conceals
a unit moves from its current hex/location, 6.5.24 Removal —Dust markers are re- their identity. Players may set up all such
it is still considered an Opportunity Fire trig- moved during the End of Turn Segment units with their FOW side up. Units that
ger. The smoke counter may be placed be- unless a vehicle Continued Movement be- enter from off-map also enter with their FOW
fore a unit moves or while in the act of mov- tween turns. side up.
ing and Opportunity Fire takes place AF- 6.5.25 Dust obscures LOS in the same 6.7.2 Removal–A unit flips from its FOW
TER the unit places a smoke grenade once manner as Smoke. side when it FIRES or MOVES within the
the owning player announces a MP expen- 6.5.26 FFE/Aircraft Bombs Hindrance and LOS (and Spotting Range if in use) of a non-
diture for this purpose. Dust—All hexes of an FFE are treated as Suppressed/Broken/Surrendered enemy
6.4.72 Availability—American and British +1/1L Obscuring terrain. If Dust is speci- unit. A unit does not lose FOW simply for
(and Engineers) OOBs receive ONE Smoke fied by SSR, Dust is created in every hex being within Spotting Range. Enemy aircraft
grenade per SIX Stacking Points of SQUAD/ affected by an FFE AND/OR aircraft bomb. never benefit from their FOW side; this side
REDUCED SQUAD Personnel in their OOB Place a Smoke counter in such hexes with is simply provided if players wish to ran-
(including reinforcements). German, French, its ‘2’ side facing up. The dust created by domly choose among different aircraft
and Italian OOBs receive one grenade for an FFE is ignored for the purposes of main- counters during solitaire play.
every NINE SP. Other OOBs receive Smoke taining an LOS to the already-placed FFE 6.7.21 Vehicle and H Weapon FOW DRM—
grenades only by SSR. Smoke grenades do that created the dust. Any VEHICLE or HEAVY weapon (including
not have to be assigned to specific units, 6.5.3 Sun Glare the crew of such a weapon) with its FOW
they may be used freely. 6.5.31 The difficulty of looking east, i.e., side up receives a +2 HPT DRM. There is
6.4.73 Placement —Smoke grenades are into the rising sun during the morning, or NO Casualty Table column shift for such
placed in the ground level of the target hex. west, into the setting sun, is represented targets (e.g., when firing to attempt to Sup-
6.4.8 White Phosphorus (WP) Smoke by a fire modifier to re-create this effect. press a vehicle [presumably an AFV] show-
Shells and Grenades Sun Glare is only used in a scenario by SSR. ing its FOW side up).
6.4.81 Scenario SSR may provide a certain 6.5.32 When sun glare is in effect, any Line- 6.7.22 Night, Khamsin and Fog FOW Shift/
number of ‘White Phosphorus’ grenades of-Sight that leaves the firing unit’s hex DRM—When Night|Khamsin|Fog Spotting
and/or WP Smoke ammunition. WP ammu- through the two (or three, depending on the Conditions are in effect, ALL units receive
nition is ONLY available for weapons speci- map orientation for that scenario) hexsides a +2/2L FOW modifier for ALL attacks (Ex-
fied on the GUN & MORTAR AMMO TABLE facing directly east or west receives a +2/ ception: Units in/adjacent to Flare hexes

9
during Night Spotting Conditions). c) A ‘C1’ or better result is obtained on the If firing at a unit in the adjacent hex to an
6.7.3 Flip to FOW—During the End of Turn Casualty Table against an ‘empty’ hex in any Illumination Zone, night modifier (i.e., +2/
Segment, face-up units may be flipped back manner. When firing at an EMPTY hex loca- 2L) still applies.
to their FOW side if the unit is (all three): tion treat it as if a FOW unit is therein (i.e., 6.9.71 OBA Illumination Rounds—If ‘Illu-
a) In any terrain that provides at least one apply +2 HPT DRM to any fire) AND HALVE mination Round’ ammunition is made avail-
column shift LEFT for LOS traced into or the GF (or FRAG Factors from any HPT hit). able to an off-board battery by SSR all seven
through it AND; When firing directly on the Casualty Table hexes normally attacked by an FFE and ALL
b) Not Surrendered or Broken; AND; all GF are halved. adjacent hexes are considered a Flare hex
c) Out of LOS or Spotting Range of all non- 6.8.4 Revealing Hidden Emplacements (19 hexes). All other OBA rules are applied
Suppressed/Broken/Surrendered enemy Emplacements containing hidden units are normally for illumination rounds. The Illu-
units. not placed on map until the units under or mination Zone thusly extends to each hex
6.7.4 Light and Medium weapons—Light on them are revealed. An emplacement may adjacent to the outer ring of these 19 hexes.
and Medium weapon counters are flipped set up hidden if only units eligible to be

to their FOW side only if their carrying Per- hidden are set up stacked on or under it
7.0 GENERAL TERRAIN RULES
sonnel units meet the above conditions. The (ON only applies for emplacements that pro-
vide cover of +1/1L or better for units on
7.1 Terrain Chart-This play aid provides
ONLY purpose of the FOW side of L/M
the following data about each terrain type:
weapons is to conceal from the opponent top).
Terrain—The name of the terrain type.
the exact weapon carried/set up (i.e., there 6.8.5 Suggestions for Solitaire Play
6.8.51 For solitaire play, place all units on Type-A terrain type may be Clear, Obscur -
is no DRM).
ing or Blocking. Terrain may affect LOS when
6.7.5 Dummies—Some scenarios provide map but do not allow enemy units to fire
touching the terrain art, known as PAR TIAL
dummy Heavy weapon and vehicle counters upon friendly units that would be Hidden
and considered the default type, or it may
that set up or enter from off-map. Vehicle until they fire or move.
affect the ENTIRE hex at ground level, in-
dummies ONLY may be moved as if they 6.8.52 Random Placement—Players may
cluding hexsides, noted on the Terrain Chart
are any vehicle–there is no limitation on their also wish to place weapons for the ‘enemy’
with a superscript ‘e’ to the ‘B’ or ‘O’ label.
Movement Points. A moving dummy vehicle in a cup and place them randomly during
a) Clear (C)—No effect on LOS;
will be removed the moment it enters the set up with the FOW side up in order to
b) Obscuring (O)—LOS can go through but
Spotting Range and LOS—or just LOS if not conceal their identity. A dummy or two can
fire will be less effective. Apply a +1/1L
using Spotting—of an enemy unit. Use any be added when using this approach to add
shift for every hex with obscuring terrain
extra 5/8” counter to provide a dummy crew flavor during solitaire gaming.
art touched along an LOS (noting the LOS
for Heavy weapons if they are placed on 6.9 NIGHT RULES
must actually TOUCH the terrain art in some
map with their FOW side up. If a dummy 6.9.1 Spotting—Spotting at night is slightly
cases, each noted in the rules for that ter-
counter is forced to flip to its non-FOW side different. Fired units are still spotted at any
rain type and on the Terrain Chart as ‘e’ for
(see 6.8.3) it is removed from play (along range.
Obscuring terrain that affects the entire hex
with any dummy crew). 6.9.2 Firing—Apply the +2/2L FOW DRM
at ground level [or higher e.g., Smoke]);
6.8 OPTIONAL HIDDEN SET UP to all Night fire unless the target is in/adja-
c) Blocking (B) —The terrain blocks LOS
Hidden set up is OPTIONAL with the ex- cent to a Flare hex.
completely if touched; all Blocking terrain
ception of units allowed to set up hidden by 6.9.3 Morale Support Range—The Morale
is considered ‘partial’ (i.e., the LOS must
SSR. See 6.8.5 for solitaire play when SSRs Support Range is 0—only units in the same
touch the terrain art) with the exception of
specify units as setting up hidden. See the location affect morale.
RUBBLE, noted with an ‘e’ superscript on
‘Hide’ column of Table TC for terrain that 6.9.4 Platoons and Fire Groups—Only same
the chart);
allows units within to set up hidden. hex firegroups are allowed. Personnel Pla-
d) Special (S)—Some unique terrain rules
6.8.1 Heavy Weapons and FOs— Heavy toon movement is only allowed for units start-
apply to this kind of terrain.
weapons and their manning crews and FOs ing in the same hex (although they are al-
Height—The ‘obstacle’ height of the terrain,
may set up hidden. Other units may only lowed to move into separate hexes once they
expressed in LEVELS.
set up hidden if allowed to do so by SSR. begin moving). Multiple locations within a
hex are permitted for both platoons and
Cover—Indicates the cover provided by the
Hidden set up may only be used in terrain
terrain, whether it is none, Good, Improved,
that allows such set up. Hidden units are firegroups. Vehicle convoys and platoons
Masonry and Full. Multiple cover states may
not set up on the map, (nor are the man- operate normally.
apply in some terrain as per the rules for
ning crews/Personnel carrying hidden 6.9.5 Flares—Flares may be used during
each.
weapons [and any leaders in the same stack all scenarios with NIGHT Spotting Condi-
tions. During the Indirect Fire Segment, an
Entry cost—These four columns list the
at the owning player’s option] OR any em-
entry cost for each type of unit (Personnel;
placements the hidden unit(s) is set up in). unbroken unit with Flares may place a Flare
Fully Tracked; Half-Tracked; or Wheeled).
6.8.11 Terrain—ONLY non-hexside terrain marker in the ground level location of any
An entry cost of ‘1+CoT’ means that the unit
that provides at least a 1L shift for any LOS hex within its LOS AND within THREE
must pay 1 MP AND add the entry cost of
traced into or through it, such as Brush, hexes. On board mortars may place a Flare
the terrain in the hex. An entry of ‘2 x CoT’
may be used for Hidden set up. Exception: marker anywhere within their minimum and
means DOUBLE the Cost of Terrain. A dia-
Units that set up with a Bocage hexside maximum range. After ANY eligible unit
mond indicates the need to check for Im-
between them and ALL enemy units may places a Flare marker, roll on the Accuracy
mobilization when entering the terrain or
set up Hidden. Diagram (IA) (applying a -20 Accuracy DRM
crossing the hexside. Sometimes, there are
6.8.2 Set Up for flares placed by Personnel units ONLY).
two entry costs, such as 1+CoT|Road,
Make a side note of hidden units, including Place a Flare marker in the final hex. Flares
meaning the unit must pay 1 MP plus the
covered arc for any crew-served weapons are removed during the End of Turn Seg-
cost of the other terrain in the hex if it
and vehicles (include turret-covered arc if ment of the turn they were placed.
doesn’t follow a road. In this case the term
it differs from the vehicle-covered arc) and 6.9.6 Flare Allotment —Unless another
‘Road’ may also apply to a Track, Path, or
any other unique parameters (e.g., FO in- quantity is provided by SSR, ONE Flare is
Railroad for Sunken Roads and Embank-
side a particular vehicle). provided each side for every LEADER, BAR
ments that contain these terrain types.
6.8.3 Revealing Hidden and Dummy H Gunner, and Commissar currently in play
Im—Indicates if a roll on the Immobilization
weapons and Vehicles and one per turn for on board mortars. They
Table is required Before (B) or After (A) en-
Place Hidden units on map and remove may be used by ALL friendly Personnel units
tering the hex or crossing the hexside. Any
dummy weapons and vehicles for the fol- (i.e., they are not restricted to leaders). Mark
resulting M-KILL leaves the vehicle in ex-
lowing reasons: mortars (ONLY) that place a Flare as FIRED.
actly the SAME facing it was in at the time
a) Conducting any fire or movement action, 6.9.7 Flare Effects—All units in/adjacent
it entered AND requires a roll on the Bail
including changing vehicle or turret covered to a Flare hex (known as the Illumination
Out Table (Table E). Note: M-KILLed vehicles
arc if the hidden unit’s location is otherwise Zone) may be Spotted as if they fired. The
are NOT considered ‘moving’ for the pur -
within LOS and Spotting Range (if the latter night FOW +2 DRM for all target units is
poses of HPT DRM (i.e., do NOT apply a +2
is in use); ignored. Units which are within the Illumi-
DRM).
b) An enemy unit attempts to enter their nation Zone of a flare only have a LOS within
Cu—Indicates this terrain creates ‘Cushion’
location; the Illumination Zone and adjacent hexes.

10
effects, representing the absorption of HE type (rubble) are considered to affect LOS the hex (i.e., UP units derive NO cover ben-
explosions. Any Personnel unit in Cushion in the ground level of the ENTIRE hex; they efits against indirect fire, OBA, etc.
terrain has its Cover shifted 1L for all Di- affect LOS tracing through and alongside 7.3.41 Entering/Exiting UP/DOWN Posi-
rect or Indirect HE Fire. This Cover modi- any part of the hex containing the terrain. tions—A Personnel unit may enter an UP
fier applies ONLY on the Casualty Table, Flame and Smoke (including when created position via crawling, Infiltration or at the
even if the fire used the HPT. Cushion does by Burning Wrecks and Smoke Grenades) cost of 4 MP via movement impulse. It costs
not provide a 1L against Personnel units in is ALWAYS considered to affect the entire ONE MP to enter a Down position from an
Full Cover in APCs (marked with ‘F’ on their hex (up to the maximum height of Smoke). UP position of the same hex. See 8.29.41-2
counter), Bunkers or Blockhouses (Build- 7.24 Continuous Slope—An LOS that rises for vehicles and H Weapons in Wadi LD.
ings also negate cushion effects for units or falls in even increments of +10 or +5 7.3.42 Exiting an UP Position—A unit in
within). levels PER HEX along an LOS in continu- an UP position may ONLY enter the DOWN
Flam-Indicates if the terrain is flammable. ous downward or upward slope is consid- location of its hex OR move across either of
It can burn for two reasons: By SSR or by a ered a ‘Continuous Slope’ and is treated in the two GOOD cover hexsides. Moving from
FT|HE attack (including White Phosphorus, the same manner as an LOS along the SAME an UP position across a GOOD cover hexside
see 6.4.83). Such an attack must obtain a level for the purposes of applying Blocking costs 1 + CoT and is otherwise treated as
C6+ on the Casualty Table to create a Flame and Obscuring terrain (including blind hexes normal movement.
in an applicable terrain hex (see Table FR). created by Blocking terrain). 7.3.5 LOS and Hidden Set Up—A Linear
AirB-Indicates the terrain creates Airbursts. 7.3 Linear Depressions (LD)—Some terrain Depression doesn’t block or obscure LOS
Certain terrain represented additional dan- types represent narrow valleys, and are through its hex. An LOS exists to units in a
ger due to fragments being thrown about termed ‘Linear Depressions ’ (e.g., Ravine; DOWN location ONLY in the following cases:
by exploding HE rounds (see 12.5.654). Wadi; Sunken Road) for game purposes. a) An adjacent, continuous LD hex;
H-D —Indicates if the terrain or terrain Units in LD hexes may be in one of two b) An adjacent unit in a NON LD hex;
hexside allows for automatic Hull Defilade positions: c) Along a continuous LD if the LOS does
or a die roll may provide H-D status. a) UP (at Ground level, indicated by placing NOT leave the LD art, including from a higher
Hide—Indicates terrain where a unit may the unit on a LOS +10 marker with the ar- level hex adjacent to the LD.
set up Hidden. Units may set up Hidden in row pointing toward two hexsides NOT If otherwise allowed, a unit may set up hid-
SCRUB and any terrain providing at least a crossed by LD or CLIFF art [if possible; oth- den in the DOWN location of an LD if out of
1L shift INTO them and/or obscuring for erwise at least ONE must be available or the LOS of all enemy units.
fire THROUGH them. there is no UP position]); and; 7.3.43 Fire from UP Position—Units in UP
Notes—Some brief notes to remind players b) DOWN (inside the Depression, consid- position may only fire across hexsides that
of rules that apply to the terrain. ered at -10 levels lower than the ground provide cover/Hull Defilade benefits.
7.2 In Hex and Hexside terrain—Terrain level of the hex). 7.4 Multiple Terrain Effects—All terrain
located in a hex is referred to as ‘In-hex’ When a unit enters an LD hex it is consid- that provides a cover benefit for units oc-
terrain. Some terrain is ‘Hexside’ terrain, ered to be in the DOWN position (i.e., an cupying a hex (or behind hexside terrain)
and appears along hexsides. Even if that UP position in an LD hex may ONLY be may provide a shift/HPT DRM. In the case
hexside terrain blocks LOS, same-level LOS entered from that hex’s DOWN position; a of multiple IN HEX shifts/HPT DRM, the
can still be traced to the hex bordered by unit may EXIT an UP position as per 7.3.42). targeted player may choose which to apply.
that hexside terrain, but not beyond it. If Both positions count as ONE hex location Unless moving along a road/railroad/path/
the LOS runs exactly along a hexside con- for stacking and entry but are targeted as track entry of a location containing more
taining hexside terrain, it can still be traced separate locations for non-OBA attacks. than one type of terrain requires the expen-
to the hex just behind that hexside terrain, 7.3.1 Entry—It costs 2 MP to enter a Lin- diture of MP for ALL accessible terrain. Only
and units behind it receive the applicable ear Depression hex, even if moving along a one +1/1L DRM applies for any OBSCUR-
cover for the hexside terrain. See 7.21. continuous LD, noting these exceptions: ING terrain hex (Exception: Smoke; see
7.21 Level +10 Hexside Blind Hex—If the i) When entering the END of a Wadi (see 7.4.1).
Hexside terrain is at least Level +10 high 8.29.41-2); Example: If a hex has a hexside terrain and
(e.g., High Wall; Bocage), consider the hex ii) Moving along a road in an LD; in-hex terrain, a Building behind a wall
sharing the hexside terrain that shares the iii) If there is any other terrain depicted in hexside, the targeted player must choose ei-
+10 hexside and on the ‘other side’ of an the LD hex (e.g., Woods; Brush), in which ther the hexside or the in-hex terrain when
LOS to be a Blind hex from HIGHER LEV- case entry costs 2 MP + CoT. fired on. If entering a building + woods hex
ELS if the target unit(s) in the hex are sta- 7.3.2 Exit to a Non LD Hex—Exiting from along a non-road hexside a Personnel unit
tionary and have not fired. Blind hexes are an LD costs 1 + CoT. must expend 4 MP. If fired on in a building +
created beyond a +10 hexside normally (us- 7.3.3 Immobilization Check— Entering woods hex, the targeted player may apply
ing the hex sharing the +10 hexside as the AND exiting an LD hex requires a roll on cover benefits (and detriments, e.g., Airbursts
‘first’ blind hex). LOS is ALWAYS blocked the Immobilization Table for Wheeled vehicles for woods) of one of the two terrain-types, at
directly ALONG a Level +10 hexside. unless moving along a road (or railroad/path) his choice.
7.22 Cover Denied—There is no cover (i.e., with the following exceptions. Sunken Road 7.4.1 Along LOS—Any terrain along an LOS
column shifts on the Casualty Table pro- terrain calls for a roll for ALL vehicle types that is NOT a hexside of the firing or target
vided by hexside terrain against OBA or air- unless using a road. Wadi end hexes do not hex affects LOS normally. For each HEX
craft attacks that do NOT include the hexside require a roll for ANY vehicle type. If exiting containing at least one occurrence of Ob-
terrain along their flight path. Nor is cover one LD hex to enter another a roll is ONLY scuring terrain BETWEEN firing and target
provided by hexside terrain against Direct made in the hex ENTERED (i.e., two rolls unit add a cumulative +1/1L. The excep-
Fire from an adjacent unit at least +20 lev- are not made if moving along a continuous tion to this is Smoke: If an LOS enters/
els higher than the height of the hex shar- LD) unless exiting one Level -10 location to passes through/exits (i.e., the firing unit’s
ing the hexside terrain. HPT DRM apply for enter another -10 location between two NON- hex contains smoke) an OBSCURING hex
on-board Indirect Fire if the LOS crosses continuous LD hexes. All other vehicles may (or hexside) containing Smoke, apply ONLY
hexside terrain enter and exit without rolling on the table. the Smoke modifier; if the target occupies a
Example: A ‘0’ level unit behind a Hedge 7.3.4 UP Cover—Units in UP positions re- hex containing a terrain providing a cover
hexside gets no cover from the Hedge against ceive Good cover (including for H Weapons modifier AND a Smoke, apply both.
a unit at Level +20 in a building in the adja- [or H-D status] for Wadis, since these allow Example: A unit fires on the HPT along an
cent hex. vehicles and H Weapons to be in UP posi- LOS that has a Brush hex with a Smoke
7.23 Entire Hex and Partial Terrain—Most tion) for DIRECT Fire across the two marker in it applies a +4/4L.
terrain of the Blocking AND Obscuring type hexsides pointed to by the Level +10 marker 7.5 Overlays—Overlays are added to some
is considered to be ‘partial’. When tracing (Exception: No cover benefit [or H-D] is pro- maps to change the terrain used in a sce-
LOS, the ‘thread’ must actually TOUCH the vided if the LOS also crosses Depression nario. They provide landforms—Hillocks,
terrain art to be affected. Hexside terrain is art). Unless eligible for GOOD cover against and depressions—Deirs and Wadis, as well
ALWAYS partial. Some Obscuring (e.g., Or - DIRECT fire by being UP, no cover benefits as Rock-Strewn terrain, villages, desert
chard hexes containing four or more or - are created by Linear Depressions unless tracks, etc. Trim individual overlays from
chard symbols) and ONE Blocking terrain there is other terrain (e.g., Woods) also in the sheets they are provided on—being sure

11
to cut right along the ‘colored’ edge—leav- negate cover. Units may set up Hidden (if Stairwell that leads to its ROOF level.
ing no white space around the edge of each otherwise allowed or by SSR) if behind a 8.3.12.11 Flimsy Huts—In Pacific Theater
overlay. Overlays don’t have any hex num- Bocage hexside to ALL enemy units after games small brown building depictions may
bering, so use the map numbering. Over - both sides have set up (reveal any units if be specified to represent ‘Flimsy Huts’.
lays have two adjacent hexes named X and an LOS can be traced after the opponent These are treated as Wooden HOUSE type
Y. SSRs give overlay placement by saying has set up his units). They may always set buildings with no roof level. Flimsy Huts
which two adjacent hexes the X and Y hexes up marked with an FC marker if behind a provide GOOD cover. Tracked vehicles have
should cover. Bocage hexside to ALL enemy units after the option of entering Flimsy Hut hexes with-
7.6 Floorpan Armor Hits—An AFV cross- both sides have set up (remove any FC out making a roll on the Immobilization Table
ing some hexsides (e.g. Walls) or exiting markers if an LOS can be traced). at DOUBLE the usual entry MP cost or in
certain emplacements (e.g., Sangars) is sub- 8.1.4 Movement —It costs 2 MP for Per - the same manner as a wooden building.
ject to a Floorpan Armor Hit for Direct Fire sonnel units to cross a Bocage hexside (in 8.3.12.2 TOWER—A Tower is a SINGLE hex
when in the act of crossing/exiting. addition to the CoT of the hex entered), and Building with a large yellow or white center
7.6.1 Floorpan Hits—If an AFV receives a 4 MP + CoT for Fully Tracked vehicles. Ve- dot or square. It has a Ground level and an
Lower Hull (LH) hit when fired on by Op- hicles must check for Immobilization BE- additional Level +10 location (or story) if a
portunity Fire as it crosses a hexside creat- FORE crossing the Bocage hexside unless DOT; two additional levels if a SQUARE,
ing the possibility of a Floorpan hit, roll a using a gate. Other vehicles may not cross. and is Level +20 (dot) or +30 (square) Block-
subsequent die AFTER the vehicle enters If a tracked vehicle successfully crosses, a ing terrain. It contains a Stairwell.
the new hex. If this roll is 1-2, treat the Lane marker (same as minefield lane) is 8.3.12.3 LARGE BUILDING—A multi-hex
Armor Factor for that hit as ‘1’ (i.e., ignore placed across the hexside. All vehicles that Building with normal center dots in EACH
the AF provided on the vehicle’s AFV Card). enter later may cross THAT hexside with- hex. It has a Ground level AND an addi-
7.7 Hull-Defilade (H-D)—Some terrain may out Immobilization checks ONLY if using As- tional level (+10) AND Stairwells in EACH
AUTOMATICALLY (i.e., as compared to H- sault movement. hex leading ‘upstairs’. It is Level +20 Block-
D provided via a die roll) provide vehicles a 8.1.41 Floorpan Hits—Floorpan hits may ing terrain.
‘Hull-Defilade’ advantage. In other terrain, occur when AFV crosses a Bocage hexside 8.3.12.4 STAIRWELL BUILDING—A Stair-
vehicles need to roll equal to or lower than (even if across a Lane but not when moving well Building is also a multi-hex Building,
a given number to obtain H-D status. Place through a gate). but at least ONE hex contains a large RED
a Hull-Defilade marker to indicate this sta- 8.2 BRUSH center dot/any colored square. It has a
tus unless the vehicle is in terrain that al- 8.2.1 Description—Brush is Ground level and two additional levels (+10
ways provides H-D (e.g., behind a Wall), in depicted as small, irregular and +20), and is level +30 Blocking terrain.
which case marker placement is unneces- green foliage pieces or ‘grass It has a Stairwell ONLY in hexes with a large
sary. If the roll fails to gain H-D, a vehicle pieces’ in a blue-green back- red center dot/ square.
must exit the hex and re-enter before it may ground. 8.3.2 LOS—All Buildings are Blocking ter -
roll to attempt H-D again. HPT fire against 8.2.2 LOS —Brush is Level +5 Obscuring rain of varying height. Units in an upper
turreted vehicles in Hull-Defilade must roll terrain that affects the entire hex at ground level (or floor) or rooftop location trace their
a turret hit (a die roll of 1-3 on the Hit Loca- level. LOS from that level. A LOS exists between
tion Table) in order to hit the vehicle. Non- 8.2.3 Cover—Brush provides no cover for one level and the NEXT up or down in the
turreted vehicles must roll an UH on the units within but allows Hidden set up. same hex only if a Stairwell connects the
table to be hit. Any other aspect rolled is 8.2.4 Movement—It costs 2 MP for all types locations. Thus, there is no LOS between
considered a ‘miss’, even if the HPN was of units to enter a Brush hex. the Ground level and Level +20 of the same
successfully rolled for on the HPT. 8.3 BUILDINGS hex, or between Ground level and Level +10
7.7.1 Turreted Truck Type and APC—Tur - 8.3.1 Description—Buildings if there is no Stairwell connecting the hexes.
reted APCs and Trucks may also use H-D are found on maps and over - There is also no LOS between different lev-
positions. When in H-D, a roll IS made on lays, the latter bearing a ‘V’ els of adjacent locations of the same build-
the Hit Location Table. Non-TURRET hits (for ‘village’) in their ID. Build- ing or the same level of non-adjacent loca-
are ignored when using DIRECT fire. ings are either depicted as tions of the same building unless the LOS
7.7.2 H-D Sponson Vehicles—When in H- brown or gray structures, and it is this col- leaves the building (and re-enters in the tar -
D positions, Sponson vehicles are hit on tur- oring that determines the kind of COVER get hex).
ret AND UH hits on the Hit Location Table. the building (or its Rubble) provides. Treat 8.3.3 Level Markers—3/4”-sized ‘Level +10’
They may fire their Sponson weapon when all buildings on overlays as Masonry unless and ‘Level +20’ markers are provided. Place
in Hull Defilade position. stated otherwise by SSR. Personnel inside Buildings on top of a Level
7.7.3 Terrain DRM—When in Hull Defilade, 8.3.11 Building Colors and Cover—Brown marker according to its current level.
HPT DRM for terrain (including hexside ter- buildings (and their Rubble) are considered 8.3.4 Cover—Buildings provide Improved
rain) are applied normally (EXCEPTION: +1 somewhat less substantial and provide IM- or Masonry cover (Exception: Flimsy Huts).
Hill cover is REPLACED by Hull Defilade PROVED cover (i.e., 2L or +2 HPT DRM). Personnel units may set up marked with
and is NOT applied). They are referred to as ‘Wooden’ buildings. FC markers in a multi-hex Building hex.
Gray buildings (and their Rubble) are con- 8.3.41 Indirect Fire Effects—Any unit in a
sidered more substantial, and provide MA- Building attacked by INDIRECT FIRE re-
8.0 TERRAIN TYPES
SONRY cover (i.e., 3L or +3 HPT DRM). ceives an ADDITIONAL 1L on the Casualty
8.1 BOCAGE
8.3.12 Levels—A Building always contains Table for each ‘floor’ (i.e., +10 in levels) of
8.1.1 Description —Bocage
a ground level and may have higher ‘floors’ non rooftop locations ABOVE its location.
terrain is depicted by an ir -
representing additional locations that rise Example: A unit on the Ground level of a Large
regular brown hexside ‘bank’
+10 or more levels above the ground level Building adds one additional column shift
with green foliage on top.
of the hex. A wide variety of other types of LEFT to its cover because of the +10 non roof-
8.1.2 LOS —Bocage is Level
Buildings are depicted on historical maps top levels above it.
+10 Blocking HEXSIDE terrain.
and overlays, ranging from small cottages, 8.3.5 Fire Restrictions—Mortars, Bazoo-
8.1.3 Cover—Bocage provides IMPROVED
to churches, large factories and urban ca- kas, Panzerfausts, and Panzerschrecks may
cover to any LOS crossing its hexside. LOS
thedrals. Buildings vary by height and other not fire from a non-Rooftop building loca-
traced directly down a Bocage hexside be-
features noted below. STAIRWELLS exist tion (Exception: Emergency use; see
tween same-level units is BLOCKED (or
in all multi-hex Buildings (and all building 14.4.41). Vehicle ar mament and Heavy
Blind hexes are created for LOS from higher
hexes containing a larger than normal cen- weapons may not fire at a different location
levels). Ignore ALL column shifts RIGHT for
ter -dot, or in some cases center square [e.g., of the building hex they are in (i.e., may not
Personnel units using Assault or Running
Stalingrad map]). fire ‘up-’ or ‘downstairs’). Only Personnel and
movement for fire that crosses a Bocage
8.3.12.1 HOUSE—A House is a Single hex their Light and Medium weapons may fire
hexside. Bocage hexsides create Hull-Defi-
Building that has a small white center dot. at units occupying the next level above or
lade for all vehicles (i.e., roll for Hit Loca-
It is Level +10 Blocking terrain and only below in the same Building hex and only
tion for all if using the HPT). See 7.2 for the
contains a ground level. Note: If specified through a Stairwell, treating those targets
ability of higher level ADJACENT units to
as a flat-roofed building it has an inherent as if inside a Building normally (even if oc-

12
cupying the roof location above). attacks that use BUILDING targets (unless place a Flame marker in a building or flam-
8.3.6 Movement—All eligible units pay 2 rubble results). Apply the appropriate col- mable terrain location attacked, subject to
MP to enter any level of a Building hex or 1 umn shifts for Improved/Masonry (1L shift the same subsequent 1-3 die roll. Rubble
MP to move up or down to the next existing for Flimsy Huts) normally on the Casualty creation is NOT required for a Flame marker
level through a Stairwell. A unit may only Table. to be placed. See Table FR.
exit a Building from a Ground level loca- 8.3.83 BOT Placement—For the purposes 8.3.11b Interior Walls—Some
tion. From a level other than the Ground of BOT placement, a BOT marker may be Buildings have a black bar
level, it can only move Up or Down to the placed in ANY level of the building that has Running along the interior
next connected level of the same hex enemy units within the firing unit’s LOS. If hexsides of some hexes. No
through a Stairwell or enter a connected, none are in LOS, no BOT marker may be movement (including Infiltra-
adjacent hex of the same level of the same placed. All other BOT rules apply normally. tion) or fire is permitted across or ALONG
Building (or may move across adjacent con- 8.3.9 Building Destruction/Rubble Cre- these hexsides and they block same-level
nected rooftop hex locations). ation —A Casualty Table result of ‘C3’ or LOS. Units are not considered ‘adjacent’
8.3.61 Movement Restrictions —Only greater obtained by direct or indirect fired across black bar hexsides for the purposes
Close Topped TRACKED AFVs and APCs (in- HE, OBA, Aircraft Bomb or Satchel Charge of Morale Table modifiers, Platoon Movement
cludes half- and fully-tracked) AND Heavy may destroy a NON rooftop building LOCA- or Firegroups. Note: The moniker ‘b’ has
weapons may enter or set up only in the TION and ALL levels above it. Before apply- been appended to this rule to differentiate
Ground level of a Building (and only in the ing casualties for the attack, a subsequent it from 8.3.11, Building Colors.
ground level). Any eligible vehicle that EN- rubble determination die roll is made. If this 8.3.12b CELLARS—If stated by SSR, some
TERS a Building location during play must roll is less than or equal to the number of Buildings have a building location level be-
roll on the Immobilization Table AFTER en- casualties, i.e. the C#, (after adding the low their Ground level known as a Cellar.
tering. Vehicles that SET UP in Buildings rubble modifier as per 8.3.92) place a rubble In addition to other Stairwells in the build-
do not risk Immobilization. marker in the location. All Personnel and ing, buildings with Cellars are treated as if
8.3 .7 FLAT-ROOFED BUILDINGS —All Open Topped AFVs, and non AFV vehicles they contain a Stairwell in each ground level
Buildings in desert scenarios, unless stated in the newly destroyed rubble location are hex, heading into the cellar. Cellars are at
otherwise by SSR, are Flat-Roofed and thus eliminated. Close topped AFVs are automati- Level –10. Place units in a Cellar UNDER a
have a top level called a Rooftop. Buildings cally Suppressed. When using Direct fire +10 LOS marker (with no other counters
in other theaters are Flat-Roofed only by at a unit on a specific level, all non Close on TOP of the Level +10 marker). Note: The
SSR or as specified in the Battlefield Topped/Personnel units in that location are moniker ‘b’ has been appended to this rule
Walkaround booklet for a specific game. The eliminated. Place a Rubble marker on top to differentiate it from 8.3.12.
level of the Rooftop is the same as the ob- of a Level marker to signify that level has 8.3.121 Cellar Fire Restrictions —Only
stacle level of the Building. been rubbled (see 8.3.93 for levels above). Direct Fire is allowed from a Cellar, and then
8.3.71 Rooftop Spotting —Use the Im- A rubble determination roll is NEVER made only between the Cellar and Ground level
proved/Full column on the Spotting Range in a location that already contains rubble. of the same Building hex, or against adja-
Table to spot units in Buildings unless oc- Any stairwell in a rubble location is elimi- cent units in hexes that are not part of the
cupying a Rooftop, which is considered nated. same building. This same restriction applies
GOOD cover from same and lower level 8.3.91 Indirect Fire—When a building hex for Direct Fire INTO a Cellar location. Only
units and Stationary to higher firing units. is attacked by Indirect Fire and a rubble Light weapons and Personnel Gunfire Fac-
8.3.72 Rooftop Cover—Rooftop positions result occurs make a die roll for EACH non tors, including Grenades/Satchel Charges/
provide GOOD Cover, fr om lower/same rooftop location (including un-occupied lo- Gammon Bombs may be fired from a Cel-
level fire ONLY and do not block LOS from cations) to randomly select the rubbled lo- lar. Add ALL levels above the Cellar for In-
along the same-level (e.g., roof to roof LOS). cation. The location with the LOWEST roll direct Fire column shifts against Cellar oc-
8.3.73 Rooftop Firing Restrictions—Only is rubbled. The number of building LEV- cupants.
Personnel and their Light and Medium weap- ELS ABOVE each level, divided by TEN, is 8.3.122 Cellar Movement Restrictions—
ons may fire from Rooftop level. Mortars added to this roll as a DRM (making it more Only Personnel and their carried Light and
and SCW may fire without restrictions. likely to rubble upper levels of a building). Medium weapons may set up in or enter a
8.3.74 Rooftop Movement Restrictions— If this roll is the same for multiple building Cellar. A Cellar may be entered from the
Units may move from one Rooftop location locations, those locations ALL receive a Ground level of the same hex (and vice-versa)
to an adjacent one of the same Building (un- rubble result. at a cost of 2 MP. Units may also move di-
less roofless) at a cost of 1 MP. Units may Example: A Level +30 hex adds a +3 DRM rectly to a Cellar location from an adjacent
move from a Rooftop location to the next to the ground level location roll. Hedgehog, AT Trench, Blockhouse or Bun-
lower level of the same hex and vice-versa 8.3.92 Rubble Modifiers—The cover state ker directly from UNDER those Emplace-
via a stairwell. for a building location (including any addi- ments. No movement or fire is allowed be-
8.3.8 Buildings as Targets—A player may tions created by Dug-In markers) is ADDED tween adjacent Cellar hexes.
opt to use the HPT to fire at a Building IN- to the roll needed to create rubble in 8.3.9. 8.3.13 STEEPLE—A building
STEAD of any units within. When firing at Example: A die roll of 1-2 is needed to rubble Hex that contains a white
the Building (including forts) itself, use the a Masonry building location for a C3 result cross depicts a ‘Steeple’. A
Spotting Range found in the “B SM I” col- on the 80 column due to a +3 DRM added Steeple is treated as a Build-
umn on the Spotting Table and the appro- by the Masonry cover. ing location Level +10 higher
priate HPT row/column for the firing unit. 8.3.93 Building Collapse—Whenever a lo- than the highest non-Steeple Building level
Do not apply HPT DRM for the building it- cation is rubbled, all HIGHER same-hex lo- in its hex. A Stairwell leads to it. A Steeple
self. Any HPT DRM for obscuring terrain/ cations will ‘collapse’, placing a rubble also adds +10 levels to the LOS Obstacle
smoke along the LOS or smoke in the build- marker at the highest remaining level and height of the Building in the Steeple hex
ing hex ARE applied. eliminating all building levels above. All units ONLY.
8.3.81 LOS and Eligible Targets—When fir - within a rubble location are eliminated. Example: A House is Level +10 Blocking ter-

ing at the building an LOS must be estab- Rubble at the Ground level also eliminates rain with a Steeple it is +20 Blocking terrain.

lished to a NON roof location (i.e., a level) of any Cellar location. Place a Rubble marker A new level is created in the Steeple hex.

the building, i.e., no specific unit must be (a +5 level OBSTACLE) in the highest NON There is never a Rooftop location in a Steeple

seen. However, the ONLY units inside a tar- rubble level. hex.

geted building that may be affected are those 8.3.10 Flame—Make a subsequent die roll 8.3.131 Steeple Stacking Restrictions—
in NON cellar/rooftop locations (i.e., levels) on a ‘C6’ or greater result on the Casualty Stacking is limited to TWO Stacking Points.
within the firing unit’s LOS. Table (prior to applying rubble creation Overstacking is not permitted.
8.3.82 Attack Resolution—For any hit ob- modifiers listed in 8.3.92) from an attack 8.3.132 Steeple Fire Restrictions—
tained attack ALL units within LOS in any that is eligible to cause rubble (and in non Steeples are treated as building locations
NON cellar/rooftop location of the building Building flammable terrain). On a die roll of for the purposes of fire restrictions (e.g.,
at HALF the FRAG factors. Units in Rooftop 1-3, place a Flame marker in the location(s), mortars may not fire from Steeple locations).
locations are attacked at FULL FRAG fac- along with the rubble marker if in a build- 8.3.133 Steeple Movement Restrictions—
tors. Units in Cellars are NOT affected by ing. On a C6+ a Flamethrower may also Only Personnel may enter a Steeple loca-

13
tion. Place Personnel on an appropriate 8.3.151 Fort Movement restrictions—The field Walkaround.
Steeple Level marker (or use a Level +10 Rampart hexside next to hex ‘X’ on a Fort 8.4.51 Personnel Units—Personnel units
and +20 marker [two markers] to denote overlay is the ‘Gate’ hex. Units may only (on foot) treat Rice Paddies as if they are
units at Level +30). exit/enter the interior ‘Courtyard’ through Crops hexes for movement purposes.
8.3.14 FACTORIES the Gate, and only if it is ‘open’. Placing a 8.4.52 Non Personnel—All other units treat
8.3.141 Factory Defined—A movement arrow in the Gate hex facing IN Rice Paddies in the same manner as Swamp
‘Factory’ is any Building with to the Fort signifies an open Gate. Only the hexes for movement purposes.
a Road or Railway physically Personnel unit in the Gate hex may open or 8.4.53 LOS and Attack—Rice Paddies are
depicted as ‘entering’ it at some close the Gate. The Gate may be opened or treated in the same manner as Crops hexes
point. Factories are treated in closed during the End of Turn Segment by for all LOS and attack purposes (i.e., no
the same manner as Buildings for all pur- any Personnel unit in the Gate hex. cushion effect).
poses except where noted below. 8.3.152 Rampart and Courtyard—The Fort 8.4.6 Elephant Grass— Some Pacific The-
8.3.142 Levels —Factories ONLY have a consists of one center Courtyard hex, sur - ater games use Crops artwork to depict El-
Rooftop location above Ground level and it rounded by Rampart hexes. Units in the ephant Grass. Treat Elephant Grass in the
is located at their highest Obstacle level. Courtyard center hex may only be at Ground same manner as Crops (Exception: Person-
Factories with at least one large RED cen- level and are treated as if in Open ground nel may not use Running Movement in El-
ter dot (representing the Stairwell; or a large (including allowing the placement of emplace- ephant Grass; the placement of lanes
white square) are Level +20 Blocking ter - ments therein). Units in a Rampart hex may through crops may not be placed [see Op-
rain. All other Factories are Level +10 Block- be in a Courtyard location (at Ground level) tional Rules Appendix C]).
ing terrain, with a Stairwell in each hex that inside the Fort or on a Level +10 marker, to 8.5 DEBRIS
connects to the Rooftop. As there is no level signify they are in a Rampart location. Per- 8.5.1 Description—Debris
above the Ground level, Factories do not sonnel units and their L, M, weapons may terrain is depicted by ran-
provide additional Fire modifiers against In- set up and enter a Rampart location. They dom specks.
direct Fire for units in the Ground level. may also enter from a same-hex or adjacent 8.5.2 LOS—Debris is level
8.3.143 Rooftops—Factories ALWAYS have Rampart location within by Crawling or via +5 Obscuring terrain that
Rooftops (Exception: Roofless hexes); they Infiltration. NON-large target size H weap- affects the entire hex at ground level.
need not be specified by SSR. ons may SET UP in a Rampart (and may 8.5.3 Cover —Debris provides Good cover
8.3.144 Roofless Factories— change their covered arc); they may not to units within and create Airbursts. Units
Factories may be depicted with move from one once set up. may set up hidden in Debris.
some Rooftops bearing battle 8.3.1521 Cover—Units in a Rampart are 8.5.4 Movement—Debris terrain costs 2
damage (in effect only if stated considered in Improved Cover to fire from MP to enter. Personnel may not use Run-
in the Battlefield Walkaround OUTSIDE the Fort. They may not ‘Drop’ ning movement in a Debris hex. Vehicles
for an ATS game). Known as ‘Roofless’ hexes, from a Rampart when fired on. must roll on the Immobilization Table AF-
there is no Rooftop in these hexes. Roofless 8.3.1522 LOS and Spotting From Out- TER entering Debris.
hexes may not be created during play. For side—Units in a Courtyard location are con- 8.6 DEIR
fire from the roof or within the Factory, treat sidered out of LOS from any hex outside 8.6.1 Description —Deirs
these hexes according to the other terrain the Fort, except for Indirect Fire, from which depict slight depressions in
in the hex, usually Debris (Airbursts may they receive no cover benefits. Indirect Fire the desert and are repre-
occur). Mortars may fire from within roofless may fire IN a Courtyard that would be oth- sented by any overlay with
hexes. LOS to (and from, i.e., within the erwise out of LOS. Use the column B-SM-I a ‘D’ ID.
building) roofless hexes is treated as if across when spotting a Fort on the Spotting Table. 8.6.2 LOS—Deir contours represent a gentle
a CONTOUR hexside. 8.3.1523 Rubble Creation—A Rampart hex slope in level down to Level -5 open ground
8.3.1441 Other Roofless Buildings—Treat may be destroyed and changed into Rubble (barring other terrain in the hex). An LOS is
non-Factory buildings that are roofless NOR- like a building. Units in a Courtyard loca- created DOWN into a Deir in the same man-
MALLY for all purposes with the exception tion are out of the LOS of units outside the ner as any lower level terrain, i.e., requir-
of any LOS that is created into a Roofless Fort and may set up hidden if out of LOS of ing a contour hexside from a higher level,
hex due to the hole in the roof. all enemy units during set up. including a Deir contour. A non-burning
8.3.145 Interior —Factories are different 8.3.16 Other Building Types-Occasionally Wreck or vehicle in a Level -5 location in a
from other Buildings in that as long as a an SSR will specify that a particular Build- Deir is ignored for LOS purposes if the LOS
LOS INSIDE the same building does not ing is a ‘tomb’, a ‘mosque’ or some other is between units at Level 0 or higher.
cross any ‘black bar’ hexside, it is NOT type not covered in these rules. Rules for 8.6.3 Cover —Personnel in a Level 0 hex
blocked. Unless rubbled, or filled with De- such Building types will be provided entirely adjacent to a Deir contour are in Good Cover
bris in the case of a Roofless hex, treat all by SSR or in the Battlefield Walkaround if fired at from a unit IN the Deir (i.e., from
interior hexes within a Factory as JUNKYARD booklet. Level -5 locations across a hexside to a
for inside-to-inside fire ONLY. For fire from 8.4 CROPS higher unit at Level 0). Units IN a Level -5
outside, a Factory is treated as a building 8.4 .1 Description —Crops Deir are also in Good cover for any LOS
normally. terrain is depicted by yellow- that crosses the Deir down contour along a
8.3.146 Entry and Exit—Personnel enter brown mass with irregular hexside of the target hex unless the firing
Factory hexes normally from the outside edges filling most of one or unit is ADJACENT.
(i.e., like other buildings). When moving more hexes. A Flame marker 8.6.31 Hull-Defilade—Deir contours auto-
from one interior hex to another, treat each may be created in Crops. matically create Hull-Defilade for Vehicles
non-Rubble or Debris hex as if it is a 8.4.2 LOS—Crops are level +5 Obscuring on a Deir hex adjacent to a contour for all
JUNKYARD hex. Unlike normal Buildings, terrain. Harvested Crops are Clear Terrain non-adjacent LOS traced from higher level
all vehicles may enter Factories using Road (and no Flame may be created). hexes and crossing that contour. Being ‘up’
or Railway ‘entrances’, ignoring ‘junkyard’ 8.4.3 Cover—Crops provide no cover ben- across the contour (i.e., from fire emanat-
terrain in the first hex they enter (i.e., a roll efits (Exception: Running benefit), but units ing from IN the Deir) does NOT create H-D.
is ONLY made if the hex is Rubble or De- may set up Hidden in them. Treat RUN- 8.6.4 Movement —There is no additional
bris). Vehicles already inside a Factory move NING Personnel units in a Crops hex as if it movement point cost to move Down onto a
to new interior hexes as if entering is using ASSAULT movement and an Assault Deir location. Moving Up (crossing a hex
JUNKYARD hexes. Vehicles enter non-en- moving Personnel unit as if it was Station- side with a contour to a Level 0 hex) costs 1
trance Factory hexes from OUTSIDE in the ary. A Crawling unit derives no extra ben- MP + CoT of the hex entered.
same manner as normal buildings. efit. Harvested crops are ignored for LOS 8.7 EMBANKMENT
8.3.15 FORT —Several Beau Geste style and attack purposes. 8.7.1 Description—Embank-
Turkish Forts were found in North Africa, 8.4.4 Movement—It costs 2 MP for all units ment terrain represents a
and are depicted by the overlay with the ‘F’ to enter a Crops or Harvested Crops hex. raised road or railroad. It is
ID. A Fort is a Building with one Gate and a 8.4.5 Rice Paddies—Rice Paddies are an- depicted as a light back-
Courtyard in its center surrounded by a other form of ‘crops’ terrain that is depicted ground, with a darker back-
Rampart. on some ATS maps and specified via Battle- ground and Road or Railroad terrain de-

14
picted in the center. additional 1 MP + CoT to cross a Hedge Hillock impart this LOS advantage. Treat
8.7 .2 LOS —Embankment is Level +10 hexside. Wheeled Vehicles may cross Hedge Level +10 and higher portions of a FULL
Blocking terrain. hexsides but must roll on the Immobiliza- Hillock as HILL terrain.
8.7.3 Cover —Vehicles are automatically tion Table BEFORE crossing the Hedge. 8.12.3 Partial Hillock Effects— Hillock
considered in Hull-Defilade position in an Heavy weapons may never be Pushed or hexsides of a PAR TIAL Hillock do not block
Embankment hex from a lower level firing Towed across a Hedge hexside unless or obscure LOS in ANY way.
unit. All other units receive Good Cover in through a Gate. When an opening in the 8.12.4 Full/Desert Hillocks—A series of
the same situation. Hedge hexside art is depicted, represent- connecting Hillock hexsides that form a
8.7.4 Movement—In each case movement ing a Gate, all units may cross the Hedge COMPLETE circuit of Level +5 hexes on a
is allowed along the Road, Path, or Railroad without any restrictions and without MP cost DESER T overlay represent a Full Hillock.
normally, noting any elevation changes if the supplement. A Gate is treated for all other Hillocks on desert overlays are the ONLY
Embankment enters or exits to lower -level purposes as a Hedge hexside. full Hillocks in the system. Treat ALL other
terrain. 8.11 HIGH WALL Hillock hexsides, even if part of a ‘ring’ of
8.7.41 Non Road Movement—Units mov- 8.11.1 Description —A High connected hexsides, as PAR TIAL Hillocks.
ing into or out of embankment hexes with- Wall is depicted with Wall art- 8.12.41 FULL Hillock LOS Effects—LOS
out moving along a Road/Railroad pay 1 MP work containing two or three from the Level +5 portion of a FULL Hillock
plus the cost of any terrain entered. Any large black squares. may be traced from units in UP/+5 hexes
Vehicle using Non-Road movement must roll 8.11.2 LOS—A High Wall is to all other units in UP/+5 hexes. LOS may
for Immobilization BEFORE entering or AF- Level +10 Blocking Hexside terrain. also be traced from an UP/+5 Hillock loca-
TER exiting the Embankment. 8.11.3 Cover—High Wall hexsides BLOCK tion to the first DOWN hex of another FULL
8.8 FLAME same-level LOS across them. Units behind Hillock along a firing unit’s LOS. Both cases
8.8.1 Description—Flame exists them receive Improved cover from higher assume there is no higher intervening Block-
only in the form of a marker level fire. See 7.2 for the ability of higher ing terrain (or Obscuring terrain of 8+ shift/
placed in a hex or location by SSR level ADJACENT units to negate cover. HPT DRM) along the LOS (i.e., it is from a
or created during play. If in a 8.11.4 Movement—No Vehicle may cross a unit on a Hillock to a unit on [or one hex
building level Flame never High Wall unless using a Gate opening. Per- behind] another Hillock along its LOS). No
‘spreads’ DOWN from its current location; sonnel may only use Crawling or Infiltration blind hexes are created by Hillock hexsides
it spreads UP one level (up ONLY; not to to cross a High Wall hexside. on the SAME Hillock of a firing unit.
adjacent hexes) during each End of Turn 8.12 HILLOCKS 8.12.5 Cover—Non-vehicle units in lower
Segment starting on the turn it was placed. 8.12.1 Description—Hillocks level hexes receive GOOD cover against at-
Burning Wrecks are NOT treated in the are found on some hexsides tacks crossing (INCLUDING directly along)
same manner as Flame markers but instead (although they are not techni- a FULL Hillock hexside of their hex (Excep-
as a Wreck with a permanent Smoke cally ‘hexside terrain’) and rep- tion: Units in lower hexes do not receive
marker. resent a small rise in eleva- any cover benefits from an adjacent UP hex).
8.8.2 LOS—Flame is treated as Smoke for tion insufficient to constitute a hill. Hillock A unit that is in a Hillock hex and UP/+5
LOS purposes and rises to Level +30 above terrain is depicted by elevation ‘hachure’ art levels above a firing unit(s) receives GOOD
the level of its location. It affects the entire along a hexside. There are two types of Hill- cover, including from adjacent firing units.
hex to +30 levels above ground level. ocks, Full (desert overlays only) and Partial 8.12.51 Hull Defilade—Vehicles in DOWN
8.8.3 Cover—Flame provides no cover. (all others). The following rules apply to both hexes automatically receive H-D across a
8.8.4 Movement—No unit may enter a LO- types unless expressly stated to be a rule FULL Hillock hexside (from non adjacent
CATION containing a Flame marker and any for FULL or PAR TIAL Hillocks. fire). Vehicles in any UP/+5 Hillock hexes
units in a newly created Flame location must 8.12.11 Unit Location—Units located in a may roll for H-D status for fire crossing (in-
exit by the End of Turn Segment of the NEXT hex into which the hexside hachure con- cluding directly along) a Hillock hexside from
turn or they are eliminated (Vehicles are tour ‘fingers’ point are situated on the DOWN units at lower levels by making a die roll of
replaced by burning wreck markers although side of the hexside. Those on the flat side ‘1’. A vehicle may only roll for H-D when
no additional smoke effect is created in such are in the UP side. Units located within a using ASSAULT movement (or during set
hexes). complete circuit of a FULL desert Hillock up). H-D in a Hillock UP hex is lost if the
8.9 GRAVEYARD are in UP hexes regardless of their location vehicle leaves the hex or changes VCA
8.9.1 Description —Grave- with reference to the Hillock’s hexsides. (changing TCA without leaving does not re-
yard terrain is depicted by nu- 8.12.2 LOS—Any LOS traced from Level +5 sult in the loss of Hull Defilade).
merous small headstones. Hillock terrain may see OVER any +5 ter - 8.12.6 Movement—All units must pay a cost
8.9.2 LOS—Graveyard is level rain (e.g., Wall; Crops) unless a Continuous of 1+CoT to move UP across a Hillock
+5 Obscuring terrain that af- Slope applies (see 7.24). In the case of a hexside (Exception: Moving along a Road or
fects the entire hex at ground level. PAR TIAL Hillock, the firing unit must be in Path). There is no additional cost when
8.9.3 Cover —Graveyards provide Good an UP position to be considered at +5 lev- moving down (Exception: Precipitous Ter -
cover to units within. They create Airbursts. els. All UP (i.e., Level +5) portions of a FULL rain). Crossing a Hillock hexside to a higher
Units may set up Hidden in Graveyards.
8.9.4 Movement—Graveyard terrain costs
2 MP to enter. Vehicles must check Immo-
bilization AFTER entering a Graveyard hex In the example at left, Pzkw If ‘C’ is in a hull-
unless moving on a road. defilade position across the down contour
8.9.41 Graveyard Roads—Roads may run hexsides in its hex (the front two hexes cor-
through Graveyard hexes, often entering responding with its VCA). If squad ‘15’ was
through Gates. Units may move along Road an enemy AFV, Pzkw IIf ‘C’ would NOT be in
hexsides through a Graveyard to avoid the hull-defilade to its fire.
cost and risk of entry but are otherwise Squad ‘15’ can see all units in the deir. If it
treated as being IN the Graveyard hex. was one hex back (away from the deir), it
8.10 HEDGE could NOT see ‘13’. Also, if ‘15’ was back
8.10.1 Description —Hedge away from the deir contour, squad ‘21’ would
terrain is depicted by an ir -
get the benefit of being in GOOD cover. Be-
regular green hexside.
ing adjacent to ‘21’ denies this benefit (mak-
8.10.2 LOS—Hedge is level +5
ing it in STATIONARY cover).
Blocking Hexside terrain.
8.10.3 Cover—Hedges provide Good cover
If squad ‘15’ was backed away from the deir
for LOS traced across their hexsides. See
BUT was up on Level +5 or greater it could
7.2 for the ability of higher level ADJACENT
see into all hexes of the deir.
units to negate cover.
8.10.4 Movement—All eligible units pay an

15
or lower level may constitute Precipitous Ter - crest line). SUBTRACT ONE from the num- zor -Back Ridge that forms a hexside or

rain (see 8.13.6). ber of Blind Hexes specified on the LOS hexspine of its own hex to non-adjacent

8.13 HILLS Blind Hex Creation Table. Example: A squad hexes. Units directly behind a Razor -Back

8.13.1 Description—Histori- in a Level +20 Hill hex tries to see past a Ridge hexside or hexspine receive IM-

cal maps depict Hills and Hill- Level +10 Hill (on a different hill) hex 16 hexes PROVED cover as if it were a wall. It is

ocks using relative topographi- away to see an enemy squad in Level 0 open otherwise treated as a Hillock contour

cal ‘levels’, each printed in a ground 20 hexes away. Using the ‘13-18’ across the hexside for purposes of tracing

different color. In the above ex- column, the row used is the ‘+10’ row, since LOS by units sighting across a Razor -Back

ample, hex G35 is a HILL hex; hexside the firing unit has a +10 Height Advantage Ridge hexside (i.e., they receive a +5 levels

G35/G36 is a HILLOCK contour hexside (Height DIFF) over the +10 Hill and is 16 LOS height advantage across the hexside

ON a Hill. On non-desert maps Hillock hexes away from the blocking terrain. Three [in both directions]).

hexsides represent Level +5 contours ON Blind hexes are created, so the firing squad 8.14 JUNKYARD
TOP of the colored levels. Unlike Hillock has a LOS to the enemy squad. If the enemy 8.14.1 Description —The
terrain, which is depicted using artistic con- was 19 hexes away, the LOS would be Junkyard terrain is depicted

tour depictions that face out from along a blocked, due to the three Blind hexes. If the by a pile of irregular objects.

hexside, the contours for Hill terrain is found LOS contained Hill hexes of the same hill 8.14.2 LOS—Junkyard is
inside a hex in a similar manner to Deirs ONLY, one less Blind Hex would be created. level +5 Obscuring terrain that

(except the terrain surrounding the hex cen- 8.13.3 Cover—Vehicles are automatically affects the entire hex at ground level.

ter dot slopes UP instead of DOWN). considered in Hull-Defilade position from 8.14.3 Cover —Junkyard provides Good
Example: A Level +30 Hill will have a “+30” any lower level firing unit if occupying a Hill cover. It creates Airbursts. Units may set

appended to one or more of its hexes, as ref- hex containing a contour, i.e., the LOS up Hidden in Junkyard.

erence, somewhere on the mapsheet. All other crosses a HILL contour in the target unit’s 8.14.4 Movement—Junkyard terrain costs
hexes of that color found on the map are con- hex. All other units receive Good cover from 2 MP to enter. Personnel may not use Run-

sidered the same height. Hillocks are NOT lower level fire UNLESS receiving in-hex ning movement in Junkyard hexes. Vehicles

marked with height information—only Hills cover from ANY other terrain or Emplace- must check Immobilization AFTER entering

are. ment in their hex location. a Junkyard hex.

8.13.2 LOS—Hills depict more substantial 8.13.31 Adjacent H-D—A higher level ve- 8.15 OPEN GROUND
terrain undulations than Hillocks do and hicle IS considered H-D across a Hill hexside 8.15.1 Description—All clear
vary in height. The default change in eleva- from an adjacent, lower level firing unit. or ‘blank’ terrain, containing

tion of a Hill is +10 LEVELS. Units on Hills 8.13.4 Movement —It costs 1 MP+CoT to no other terrain art depiction

cannot see to a lower level unless the unit move UP when entering a hill hex; other - within is considered Open

is in a hex that contains a contour and/or wise pay CoT when moving down. Ground.

Hillock hexside. See the example on page 8.13.5 Cliffs—A rough dark-brown hexside 8.15.2 LOS—Open Ground is Level 0 Clear
54. on a Hill hex depicts a ‘Cliff’. Cliffs separate Terrain.

8.13.21 Blind Hexes —Hills create Blind some Hill hexes, usually along hexsides 8.15.3 Cover—Open Ground provides no
hexes in keeping with the relative height when the change in elevation represents cover.

difference between firing and target units. more than a +10 or -10 Level change (they 8.15.4 Movement —All units enter Open
Non-Cliff crest lines (contours) create one may also be used with lesser elevation Ground at the cost of 1 MP.

LESS Blind hex (to a minimum of ZERO blind changes). Cliff hexsides are impassable. No 8.16 ORCHARD
hexes) from a hex that is part of the SAME unit may move across a Cliff hexside. 8.16.1 Description—Orchard
hill regardless of the shape of the hill. To 8.13.6 Precipitous Terrain—A unit must terrain is depicted by rows of

be part of the same hill, there must be con- pay 4 MP + CoT to enter an adjacent hex medium foliage pieces that do

nected hexes above Level 0, making up one that entails changing levels by +15 or more, not touch one another.

‘hill’. (Exception: When TERRACED hills are whether moving up or down in levels. 8.16.2 LOS —An Orchard is
in effect a Blind Hex is always created by a Winded units may not do so, including dur- Level +10 Obscuring terrain that affects the

ing Infiltration. Note that Hillocks on Hills, entire hex at ground level and +10 levels

as well as Ravines and Creeks may create above if there are 4+ orchard art symbols

precipitous terrain—always use the actual in the hex. Orchard hexes with three or less

level the unit is entering when it crosses a symbols ONLY affect LOS if touched by the

hexside or enters a new hex. All non Fully- LOS ‘thread’. Orchards create Blind hexes

Tracked Vehicles must roll on the Immobili- (unless firing and target unit are at the SAME

zation Table when moving entails entering level) if the LOS traced touches a part of

precipitous terrain, prior to entering the new the artistic Orchard depiction in a hex OR

hex. any part of the hex that contains four or

8.13.61 Hillock—Precipitous terrain is cre- more Orchard symbols. See the exceptions

ated whenever a Hillock hexside is printed created by Orchard Roads.

along a hexside that ALSO has a Hill con- 8.16.21 Orchard Roads—Any SAME LEVEL
tour within. LOS (including Continuous Slope) that en-

8.13.62 Roads and Paths —Any Road or ters and exits an Orchard hex ALONG a

Path (not Track) that crosses a Precipitous road, never leaves the road art, and does

terrain hexside cancels the Immobilization NOT touch an orchard art symbol, is NOT

Table roll for vehicles moving along them affected by the Orchard terrain.

and reduces the cost for vehicles to 2 + 8.16.3 Cover —An Orchard provides no
CoT. A road or path reduces the cost for cover to units IN its hex. However, units

Personnel by ONE MP to 3 + CoT and al- may set up hidden in orchards.

lows Winded units to Infiltrate into precipi- 8.16.4 Movement—All units enter Orchards
tous terrain. at the cost of 1 MP.

Above is the Fort overlay provided with AD- 8.13.7 Razor-Back Ridge—Another form of 8.17 PALM GROVES

VANCED TOBRUK. The gate hex is found Hill contour is the ‘Razor-Back Ridge’ (e.g., 8.17 .1 Description —Palm

along the hexside between the ‘X’ hex and ATS Okinawa map). A Razor -Back Ridge ex- Groves are found on any Over-

the one directly under it. The three hexes ists along hexsides containing Hillock art lay with a ‘P’ ID and green

directly under the ‘X’ hex, and the two ad- along adjacent hexsides (i.e., BOTH sides ‘palm tree’ artwork.
8.17.2 LOS—A Palm Grove is
jacent hexes on either side of these repre- of one hexside).
Level +10 Obscuring terrain that affects the
sent the ‘courtyard’ of the fort. Personnel 8.13.71 LOS—A Razor-Back Ridge hexside/
entire hex at ground level and +10 levels
may be ‘up’ in all hexes of the fort EXCEPT hexspine is a Level +5 Obstacle just as if it
above. Palm Groves create Blind hexes with-
the one hex directly in the center of the were a wall hexside. A unit in Full cover
out reference to the number of palm tree
courtyard. UNDER an Emplacement can see past a Ra-
terrain symbols in the hex.

16
8.17.3 Cover —A Palm Grove provides no
ginning with ‘Tr’ are Tracks. Overlays that
cover to units in its hex. However, units
begin with the letter -number ID ‘RR’ are Rail-
may set up hidden in Palm Groves.
road terrain. Roads (including Paved and A C
8.17.4 Movement —All units enter Palm
Unpaved Roads as well as Paths) are de-
Grove at the cost of 1 MP.
picted on non-desert maps. Paved Roads
8.18 RAILCARS
are depicted in gray. Non-paved Roads are
8.18.1 Description—Railcars
printed in light brown or tan. Paths are de-
are found on maps depicting
picted by squiggly brown lines. Unless stated
industrial complexes.
otherwise, there is no difference in game
8.18.2 LOS—A Railcar is Level
terms between ‘paved’ and ‘un-paved’ roads. B D
+10 Blocking terrain. The
8.20.2 LOS—Tracks, Roads, Railroads and
traced LOS must touch a Railcar depiction
Paths themselves are Clear terrain, noting
within the hex to be affected. All Personnel units in this example are on the
other terrain in their hexes.
8.18.3 Cover —A Railcar provides Good same terrain level. Squad A has a LOS to C.
8.20.3 Cover —Tracks, Roads, Railroads
cover to units in the hex. ONLY Personnel It does NOT have one to D. Squad B has a
and Paths have NO effect on LOS or cover,
and their carried L and M weapons (not H
noting other terrain in the same hex is
LOS to both C and D. If B fired on C or D it
weapons) may set up Hidden in Railcar
treated normally for the purposes of cover.
would use the ‘4’ column on the Casualty
hexes.
8.20.4 Movement—When moving ALONG
Table, applying its usual ‘8’ Gunfire factors,
8.18.4 Movement—Personnel enter a Rail-
a Road or Track, vehicles pay a HALF MP
with a 2L shift, reducing it to a ‘4’.
car hex at a cost of 2 MP. Only fully tracked
(Exception: WHEELED vehicles pay ONE If the thick black hexsides were instead
vehicles may enter at the cost of 2 MP and
MP when moving along a Track). Railroad BOCAGE terrain, A and C do NOT have a
they must roll on the Immobilization Table
costs ONE MP for all units moving ALONG LOS to each other. Nor would B and D as
AFTER entering a Railcar hex.
a Railroad. Personnel pay ONE MP unless Bocage is Level +10 hexside terrain and
8.19 RAVINE
changing levels, in which case the MP cost blocks any LOS drawn exactly along the
8.19.1 Description—A Ravine
is reduced by ONE. Movement costs are hexside.
is depicted by green and
brown terrain art similar to a
NEVER reduced to ‘zero’. The minimum cost If these were BLACK BAR hexsides inside a
Wadi. Ravine is a Linear De-
is always ½ MP or 1 MP if only moving one
building, squads A and B do NOT have a LOS
pression.
hex.
to C or D (and vice-versa) as the hexsides
8.20.41 Paths —Paths ONLY
8.19.2 LOS—Ravine follows the LOS rules
would block ALL LOS.
affect Personnel movement.
for Linear Depression terrain.
They reduce by ONE the cost Open Ground if ONLY Road, Railroad, or
8.19.3 Cover —Ravine follows the Cover
for Personnel moving to a Path terrain art is depicted in the hex).
rules of Linear Depressions normally not-
higher level across a hexside 8.20.5 Mines Set Up restrictions—Mines
ing the restriction below on which units may
crossed by a Path. Paths also allow Person- may NOT be set up Hidden in Paved Roads;
be in UP positions.
nel to move through other terrain along a they must be set up on-map if set up in a
8.19.4 Movement —Ravine follows the
Path as if moving through Open Ground. Paved Road, with their density value facing
movement rules for Linear Depression ter-
Pay the other cost of entering the terrain UP.
rain.
otherwise. Hex N3 (above) is an example of 8.20.6 Hexside Roads and Buildings with
8.19.41 Up and Position Restriction—Only
a Path hex. Roads —Some Roads run along hexsides
Personnel and their carried L and M weap-
8.20.42 Moving Along—To be considered (e.g., L32-L33 hexside on the Scottish Cor-
ons may be in the UP location in Ravine
moving ALONG these terrain types, a unit ridor mapsheet 1; G21-H20 hexside on the
hexes.
must be moving along the SAME Track, Arnhem map) or in the same hex as a Build-
8 . 2 0 R O A D S , T R A C K S , PAT H S , A N D
Road, Railroad or Path (or Open Ground to ing, but not directly along a hexside (e.g.,
RAILROADS
one of these across a hexside that points to hex A5 on the Combat Rangers map; hex
8.20.1 Descrip-
the ‘clear’ portion of the hex) by entering H6 on the Arnhem map). The rules treat
tion —These are
and exiting through connected hexsides both of these Road situations in the same
depicted on maps
crossed by the contiguous art depiction. Per- manner. A unit may move along such Roads,
and overlays by
sonnel pay ONE MP for all three types, when moving from one Road hex to another, with-
brown, gray or
moving along. In ALL other movement cases, out entering other terrain in the hex. Place
hatched stripes. Overlays with an ID be-
use the OTHER terrain in the hex (usually a movement arrow OFF the unit, pointing

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
the hex is affected (i.e., rubble at higher
levels is NOT considered to affect the EN-
TIRE hex).
In the example at left the Covered Arc (CA) of
8.22.3 Cover—Rubble provides Masonry,
the PaK 40 H|AT gun is traced through its front
Improved or Good cover based on the build-
two hexsides, continuing out to include all
ing color/type (gray/brown/Flimsy Huts).
hexes within the area enclosed by the arrows.
Units may set up Hidden in Rubble and it
To fire outside of this Covered Arc, the gun
creates Airbursts.
will have to pivot to face a new hexspine, thus 8.22.4 Movement—Entry costs 2 MP. Only
changing its CA. If it turned ONE hexspine, Personnel and their Light and Medium weap-
add a +3 HPT DRM. ons, and FULLY tracked vehicles may set
This example also describes Vehicle Covered up in and enter Rubble. Heavy weapons may
Arc (VCA). Non-turreted vehicles MUST pivot SET UP in Rubble hexes but may not EN-
to engage targets outside their Covered Arc. TER during play. Personnel may not use
Turreted vehicles may instead pivot their turret Running movement to enter and vehicles
ONLY (i.e., change Turret Covered Arc [TCA]). must use Assault movement. A roll is re-
quired on the Immobilization Table AFTER
vehicle entry.
8.22.5 Creation—Rubble is cre-
AWAY from the terrain as a reminder of this hex that has NO enemy unit in its Ground
ated when building locations are
in-hex location status. level. A Personnel unit may not voluntarily
destroyed as the result of an at-
8.20.61 LOS—LOS is traced to non moving END the Movement Segment in a Hexside
tack as per 8.3.9. Rubble is noted
units normally (Exception: Opportunity Fire, Road.
on the map using rubble markers.
see 8.20.63). If the LOS hits any terrain in 8.20.68 Personnel Entering In-Hex Ter-
8.23 SAND DUNES
the hex shared by the hexside Road before rain —A Personnel unit moving along a
8.23.1 Description —Sand
it touches the Road art depiction in the hex, hexside Road may enter the terrain in the
Dunes are found on Overlays
it is blocked. Treat a LOS directly along a hex by paying the appropriate MP cost nor-
with an ‘Sd’ ID. They are
hexside as touching a Road that crosses any mally (unlike a vehicle). A Personnel unit
hexside terrain. Soft Sand is
part of a hexside it is connected to. that must end its movement involuntarily is
found on Sand Dune overlays.
8.20.62 Entry and Exit—A unit using a considered IN the terrain, not along the
8.23.2 LOS—Sand Dune hexsides are Block-
Hexside Road to enter a new hex (i.e., in- hexside, and no Hexside Road may be en-
ing Hexside terrain treated in the same
stead of entering the other terrain in the tered by a Personnel unit if it does not have
manner as a Wall or High Wall. The default
hex) may only enter a new hex across a enough MP available to do one of the follow-
height of any Sand Dune hexside is Level
hexside physically touched by the Road. A ing:
+5 (i.e., like a Wall), but they may be speci-
unit exiting a hex along a hexside Road may a) Continue along the hexside road to end
fied as Level +10 (i.e., treat like a High Wall
only enter new hexes connected to the Road. its movement impulse in a non Hexside Road
for LOS but allow all units to cross) by SSR.
8.20.63 Opportunity Fire —When using location;
For LOS purposes, treat Level +5 Sand
Opportunity Fire at a unit newly entering a b) Enter the terrain in the hex after enter-
Dunes hexsides as if a Hillock contour runs
hex along a hexside Road or Road + Build- ing one or more Hexside Road locations.
along both sides of the hexside; +10 Sand
ing Road, a LOS is valid if any part of the 8.21 ROCK-STREWN TERRAIN
Dunes as if a Hill contour runs along the
Road art can be touched on a hexside the 8.21.1 Description —Rock-
hexside.
unit moved across to enter the hex before Strewn terrain is found on
8.23.3 Cover —Sand Dunes provide the
hitting any terrain that would block it. Overlays and is depicted by a
same cover benefits as a Wall/High Wall as
8.20.64 Vehicle Movement—Vehicles may collection of gray stones.
well as LOS advantages of Hillock and Hill
only use Assault movement on Hexside 8.21.2 LOS—Rock-Strewn
contours.
Roads and pay ONE MP instead of HALF a terrain is Level +5 Obscuring terrain that
8.23.31 Floorpan hits—A Floorpan Armor
MP for entering along a Hexside Road. They affects the entire hex at ground level.
Hit may occur when an AFV crosses a Sand
make all VCA changes normally when en- 8.21.3 Cover —Rock-Strewn terrain pro-
Dune hexside.
tering hexes with hexside Roads. They must vides Good cover and creates Airbursts.
8.23.4 Movement—Crossing a Sand Dune
pay to change VCA to follow the hexside Units may set up hidden in Rock-Strewn
hexside costs DOUBLE the normal entry
Road. The facing hit when a vehicle is fired hexes.
cost for the hex. Vehicles roll on the Immo-
at is determined normally as if the hex con- 8.21.31 Hull-Defilade —Turreted vehicles
bilization Table when crossing Level +10
tained no terrain. LOS may be blocked by may attempt to gain Hull-Defilade on a roll
Sand Dunes (i.e., not Level +5 dunes; note,
terrain in the hex sharing the hexside, how- of ‘2’ or less in Rock-Strewn terrain.
this check is in addition to any called for by
ever, and is based on where the vehicle 8.21.4 Movement —Rock-Strewn terrain
the entry of soft sand terrain; roll AFTER
entered the hexside in relation to where the costs 2 MP points to enter. All vehicle types
the unit crosses the hexside).
building is in the hex. Vehicles may end the must make a roll on the Immobilization Table
8.24 SCRUB
Movement Segment in hexside Road loca- AFTER entering Rock-Strewn terrain. There
8.24.1 Description —Scrub
tions and may use Continued Movement is no roll made for vehicles that set up
terrain is found on AD-
along them. within.
VANCED TOBRUK (e.g., hex
8.20.65 Vehicles Entering In-Hex Terrain— 8.22 RUBBLE
QQ20) maps and Overlays and
A vehicle may not enter in-hex terrain once 8.22.1 Description —Rubble
on other maps when stated via
it moves along a hexside Road location of represents shattered build-
Battlefield Walkaround.
that hex. It must exit the hex first. ings, printed on-map or de-
8.24.2 LOS—Scrub is Clear Terrain.
8.20.66 Limitations—No more than ONE picted by rubble markers. A
8.24.3 Cover—Scrub doesn’t provide any
vehicle may be in the Hexside Road loca- Rubble location is treated as
cover. Units may set up Hidden in Scrub.
tion of a hex. Any vehicle with a Gun Size of a building location for Victory Condition pur -
8.24.31 Hull-Defilade—Eligible vehicles set
75 or greater, and an ‘A’ Gun Rating may poses.
up in or entering Scrub via Assault move-
ONLY move along the hexside if its turret is 8.22.2 LOS—Rubble is Level +5 Blocking
ment may attempt to gain Hull-Defilade on
facing toward the FRONT covered arc (usu- terrain that affects the entire hex at ground
a roll of ‘1’ or less in Scrub terrain.
ally NO turret marker placed unless the level. It rises +5 levels above the ground
8.24.4 Movement—Scrub terrain costs 2
vehicle is Suppressed) or REAR covered arc. level if ALL levels of a building are rubbled
MP to enter for ALL unit types.
8.20.661 Range Limit—Any firing unit in (which is the case for all rubble PRINTED
8.25 SHELLHOLES
either hex sharing a hexside Road fires at a on map) or +5 levels above any level marker
8.25.1 D e s c r i p t i o n —A
target along a shared hexside at a range of a rubble marker is placed on if only an up-
Shellhole hex is depicted as
‘0’ (zero). per floor is affected. In the case of rubble
two or more ‘holes’, with a
8.20.67 Personnel Movement—Personnel in building levels ABOVE ground level, use
dark brown center and light
units may move along the hexside Road of a the building art to determine if LOS through
brown, irregular edges.

18
8.25.2 LOS—Shellholes are Clear Terrain.
8.25.3 Cover —Shellholes provide Good
cover to Personnel units and their Light and
Medium weapons (i.e., not to Personnel man-
ning Heavy weapons or vehicles). In the example at left the two hexes to
8.25.4 Movement—Shellhole terrain costs the front of the turret marker define its
2 MP to enter. Wheeled Vehicles must make Turret Covered Arc (TCA). Use the cov-
a roll on the Immobilization Table AFTER ered arc of the turret (TCA), not that of
entering a Shellhole hex. There is no roll the vehicle (VCA), when a TURRET
made when setting up within. Any hex con- aspect is struck by a hit.
taining A ROAD hex containing Shellholes
All rules for facing apply to turrets, spe-
is treated as a SHELLHOLE hex INSTEAD
cifically the exceptions to FRONT/
(i.e., NO road movement bonuses apply; treat
FLANK and REAR/FLANK hits for mov-
as Shellholes instead).
8.26 SOFT SAND
ing vehicles.
8.26.1 Description —Soft
Sand terrain is represented
by any Overlay with an ‘S’ ID 8.28 SWAMP Position—TURRETED and FULLY tracked
and pale yellow terrain. 8.28.1 Description —Swamp vehicles may set up in or enter an UP posi-
8.26 .2 LOS —Soft Sand is terrain is depicted by a irregu- tion in a Wadi at a cost of 4 MP. BOTH of
Clear Terrain. lar blue-green ‘grass’. the two (or one if two are not available)
8.26.3 Cover—Soft Sand provides no cover. 8.28.2 LOS—Swamp is level GOOD cover hexsides must be eligible en-
It creates a Cushion effect. + 5 Obscuring terrain that af- try hexsides for the vehicle BEFORE the 4
8.26.4 Movement—Soft Sand costs 2 MP fects the entire hex at ground level. MP expenditure is made (often requiring the
for all units to enter. All Vehicles must roll 8.28.3 Cover—Swamp provides no cover. vehicle to chance its facing). A cost of 4 MP
on the Immobilization Table AFTER enter- It creates a Cushion effect. Units may set x 2 (i.e., 8 MP, as the vehicle is considered
ing. There is no roll made when setting up up hidden in a Swamp hex. to be using reverse movement) is paid to
within. A Vehicle may not tow another Ve- 8.28.4 Movement—It costs 2 MP for Per - exit, to a DOWN position. Simply announce
hicle into a Soft Sand hex, but may tow one sonnel units and any Light and Medium the movement expenditure and remove the
out. weapons carried to enter a swamp hex. Per- Level +10 marker. Turrets may be pointed
8.27 SUNKEN ROADS, PATHS AND RAIL- sonnel may not use Running movement in in any direction.
ROADS Swamp hexes. A non FULLY Tracked ve- 8.29.411 Opportunity Fire—For the pur-
8.27 .1 Description—This hicle entering a Swamp hex is automatically poses of Opportunity Fire HALF of the ex-
form of Linear Depression M-KILLed upon entry. Fully Tracked Vehicles penditure of MP is considered in the UP
depicts Roads, Paths and Rail- pay 4 MP to enter a Swamp hex and must position when a vehicle enters OR exits UP.
roads cut into the surround- roll on the Immobilization Table AFTER en- 8.29.42 H Weapons In Up and Down Posi-
ing terrain. These terrain types tering. There is no roll for vehicles setting tion—Heavy weapons may SET UP (only;
are depicted with a dark background with up within. Heavy weapons may not set up they may not enter UP positions during play)
lighter, jagged sides facing ‘downhill’ and or enter a Swamp hex (nor may they be in UP positions and receive GOOD cover
rules referring to Sunken ‘Roads’ refer to towed in unless using a road). across UP hexsides. Their manning crews
Paths and Railroads also. 8.29 WADI may move between UP and DOWN positions
8.27.2 LOS—While treating a Sunken Road 8.29.1 Description Wadi ter- normally.
normally as a Linear Depression, note the rain is represented by any 8.30 WALLS
art is wider than a Ravine or Wadi when Overlay with a ‘W’ identifica- 8.30.1 Description —Some
tracing LOS between units down in the ter- tion letter -number combina- map and overlay hexsides con-
rain, making it easier to maintain an LOS. tion. Wadis are Linear Depres- tain Wall artwork.
8.27.3 Cover—Personnel units may be in sions. 8.30.2 LOS—Walls are Level
an UP position in keeping with the LD rules. 8.29.2 LOS—Wadis follow the LOS rules of +5 Blocking Hexside terrain.
8.27.4 Movement —Movement along a Linear Depression except where noted be- 8.30.3 Cover—Personnel units and Heavy
Sunken Road, Path, or Railroad is handled low. weapons behind Wall hexsides receive Im-
as per the rules for Linear Depressions (Ex- 8.29.3 Cover —Wadis follow the rules of proved cover. Walls create Hull-Defilade for
ception: ALL vehicles must roll on the Im- Linear Depressions (see 8.29.41-2 for ve- all eligible vehicles. See 7.2 for the ability
mobilization Table when entering [roll AF- hicles and H weapons) of higher level ADJACENT units to negate
TER entering the hex] and exiting [roll BE- 8.29.4 Wadi End Hexes—The END of a Wadi cover.
FORE exiting] along a non ROAD hexside) (where the wadi art meets non-wadi terrain) 8.30.4 Movement—Unless using a Gate,
and the road/path/railroad rules. is considered to slope all eligible units pay ONE MP + CoT when
gradually up to level ‘0’, crossing a Wall hexside and wheeled vehicles
In the example at left a path in T18-
creating an entrance into may not cross except through a Gate. Half-
7 T19-T20 runs through woods
the Wadi that does not in- Tracked vehicles may cross but must roll
hexes. on the Immobilization Table BEFORE cross-
crease the movement cost
Squad 7 has no LOS to squad 5 to enter or exit (i.e., treat ing. Heavy weapons may never be pushed
due to the intervening woods art it as OPEN GROUND un- or towed across a Wall hexside.
in T19, along the LOS between the less other terrain is also 8.30.41 Gates—An opening in a Wall hexside
sighting dots of T18 and T20. in the hex) and does not represents a ‘Gate’. All units may use Gates
If squad 7 moves into hex T19, it require a roll on the Im- to cross Wall hexsides without extra MP cost
Woods art pays only 1 MP due to the path mobilization Table for ve- or risk of immobilization. A Gate is treated
blocksLOS in the hex. If there was no path, hicles. The Wadi art is still for attack purposes as a Wall hexside.

it would pay 2 MP for entering a considered to be at Level 8.30.42 Floorpan hits—Unless using a Gate

Woods hex. –10; h o w e v e r, the AFVs are subjected to Floorpan Armor Hits
‘gradual’ slope is repre- (see 7.6) when crossing a Wall hexside.
Assume hex T19 was a HILL at
sented in game terms 8.31 WATER OBSTACLES
+10 levels higher than T20.
ONLY by the absence of 8.31.1 Description —Water
Squad 5 would STILL only pay 1
a roll for Immobilization. obstacles represent rivers,
5 MP to move uphill due to the
A unit may STILL be UP creeks, and ponds.
Path. Any fire at 5 will still apply 8.31.11 Water Terrain Depic-
in an end hex normally.
WOODS cover state, even though tions—Each category of wa-
8.29.41 Vehicles In UP
it is moving along a Path. ter obstacle is depicted using unique art-

19
work. All water terrain contains BLUE in TWO shifts LEFT for a
the ‘water’ portion of the art. paved road. Otherwise, If ‘D’ pivots its VCA one
8.31.12 Pond Terrain—A Pond is depicted units under a bridge may hexspine to fire, a +3 HPT
by an irregular blue shape covering one or only be attacked by units DRM will be applied for the
a small number of hexes. ON the bridge using Gre- 75|B gun. A three column
8.31.13 River Terrain—A River is depicted nades (including Satchel/ shift LEFT will be applied to
by an irregular blue shape with a blue por- Gammon Bombs), with no any Casualty Table fire us-
tion at least two hexes wide. ‘under bridge’ shift applied. ing the ‘4’ factor BMG if it
8.31.14 Creek—A creek is depicted in the A unit may NOT move di- fires during the SAME im-
same manner as a Ravine with the excep- rectly from on top to under pulse the VCA changed. If
tion that a blue ‘water’ element is found in a bridge unless stated oth- the BMG was fired during a
the middle. erwise by SSR. later impulse it would NOT
8.31.141 Creek Description—A Creek is a 8.31.53 Pontoon Bridge— pay the 3L shift called for by
Linear Depression. Counters for Pontoon pivoting the VCA one
8.31.142 Creek LOS —Creeks follow the Bridges are provided in hexspine.
LOS rules for Linear Depression terrain. some ATS games. These are
8.31.143 Creek Cover—Creeks follow the placed as per SSR and are tions. They include Anti-Tank Trenches,
Cover rules of Linear Depressions normally treated normally as bridges with the follow- Blockhouses, Bunkers, Foxholes, Hedge-
noting the restriction below on which units ing exceptions. hogs, Minefields, Roadblocks, Sangars,
may be in UP positions. 8.31.531 Stacking Limit—A Pontoon Bridge Weapon Pits, and Wire.
8.31.144 Creek Movement—Creeks follow may never be overstacked. No unit may ever 9.1.2 Emplacements Positions—All Em-
the movement rules for Linear Depression be in a position under a Pontoon Bridge. placements except Minefields, Roadblocks
terrain UNLESS the water depth is stated 8.31.532 Destruction—A Pontoon Bridge and Wire have two distinct Positions: ON
to be ‘deep’ by SSR, in which case treat counter is removed by any attack in its hex TOP and UNDER. Together, both positions
affected Creeks in the same manner as a that would otherwise create rubble. count as one Hex location for Stacking pur-
River. 8.32 WOODS poses. Unless otherwise restricted, units
8.31.145 Creek Up Position Restriction— 8.32.1 Description —Woods may move between positions during Move-
Only Personnel and their carried L and M terrain is depicted by large ment by spending 1 MP or by Infiltrating.
weapons may be in the UP location in Creek foliage pieces that touch one 9.1.3 Emplacement Entry and Exit —A
hexes. another. Woods is flammable unit may enter or exit a hex with an Em-
8.31.2 LOS—All water hexes are considered terrain. placement. Usually, a unit enters an Em-
to be at -10 levels below the terrain they 8.32.2 LOS—Woods is Level +10 Blocking placement hex by moving on top of the
are found printed on (or abut in the case of terrain (Exception: Forest). Emplacement marker by Crawling, Infiltrat-
a river). Water hexes themselves do not af- 8.32.21 Forest—In some scenarios some ing, or moving normally. In some cases, a
fect LOS in any way. or all Woods hexes are defined as ‘Forest’. Personnel unit UNDER an Emplacement may
8.31.3 River and Pond Entry—No unit may Forest is treated as Woods in all cases with move to an adjacent Emplacement, and re-
enter a river or pond hex unless on a Bridge the exception that it is Level +20 Blocking main underneath. Example: A unit in Open
or utilizing a Ford, Wading, or via Water - terrain. Ground moves into a hex containing a Hedge-
craft. 8.32.22 Jungle—In some sce- hog. It is placed on top. It then moves under
8.31.4 Fords— Personnel and vehicles may narios some or all Woods the Hedgehog. If it wants to leave this Hedge-
enter Pond and River hexes in any hex speci- hexes are defined as ‘Jungle’. hog and enter an adjacent one, it may enter
fied by SSR (or Battlefield Walkaround) to Jungle is treated in the same directly to UNDER the adjacent Hedgehog.
be a ‘Ford’. Entry costs 4 MP per water hex manner as Forest (e.g., Air - 9.1.4 Set Up Restrictions-Only one Hedge-
entered via Fording. Towing is allowed and bursts apply; +20 Blocking terrain) with the hog/Bunker/Blockhouse/Foxhole may be
vehicles do not require a roll on the Immo- following exceptions. Personnel may ONLY placed in a hex. NO Emplacement may be
bilization Table when entering a Ford. Per- enter Jungle hexes by Crawling or via Infil- set up in a Swamp or Water Obstacle hex.
sonnel units may NOT use Running move- tration Movement. Only Tracked (i.e., NOT 9.1.5 Stacking Limits—Emplacements do
ment in a Ford hex. half-tracks or wheeled) vehicles may enter not affect stacking. The stacking limit ap-
8.31.41 Wading —In some cases a water Jungle hexes but pay DOUBLE the normal plies for all units in the hex, whether on top
obstacle may be defined as ‘shallow’, or entry MP to enter. All types of units may SET UP of or under an Emplacement marker.
may be allowed in some or all water hexes in Jungle hexes normally as if in Woods (in- 9.1.6 Destroying Emplacements —Some
via Wading. When using wading in a NON- cluding hidden set up). Emplacements may be destroyed by differ-
Ford water hex, all vehicles must roll on 8.32.23 Bamboo— O n s o m e m a p s t h e ent means. When destroyed they are re-
the Immobilization Table in EACH water hex Battlefield Walkaround will state certain moved from the map.
entered. Entry via wading costs 4 MP for hexes represent another tropical terrain 9.2 ANTI-TANK TRENCH
entering (i.e., FOUR Movement Points per similar to Jungle called ‘Bamboo’. These 9.2.1 Description —An Anti-
hex) for both vehicles and personnel. Tow- hexes are treated in the same manner as Tank (AT) Trench is a steep-sided
ing is NOT allowed in NON-Ford water hexes Jungle, with the following exceptions. Bam- ditch used to block vehicular
and Personnel units may NOT use Running boo is considered a Level +5 Blocking ter - movement. An AT Trench is
movement. rain that affects the ENTIRE hex. Foxholes treated like a Hedgehog with the
8.31.5 Bridges —A bridge is treated as a may not set up in Bamboo. Units may set following exceptions.
Road crossing water terrain. Unless stated up hidden in Bamboo. 9.2.2 Movement Restrictions—No vehicu-
otherwise by SSR, bridges are considered 8.32.24 Optional—If using Optional Hid- lar units of any type may enter hexes con-
to be at the same level as any road that den Set Up all units that set up in Jungle or taining AT Trenches.
crosses them (Exception: see 8.31.51). Bamboo hexes may set up Hidden. 9.2.3 Destruction—An AT Trench may be
8.31.51 Bridge Hexsides —Treat all non- 8.32.3 Cover—Woods provide Good cover. eliminated only by a Dozer. See the rules
Road hexsides between bridge and non- Woods creates Airbursts. Units may set up relating to the Demolition Table.
bridge hexes as if a Wall is present where hidden in Woods hexes. 9.3 BLOCKHOUSE
the LOS hits the hexsides. 8.32.4 Movement —It costs 2 MP for all 9.3.1 Description —Block-
8.31.52 Under Bridge—Place a LOS +10 units to enter Woods. All Vehicles roll on houses are concrete defensive
marker ON TOP OF any unit that is in the the Immobilization Table AFTER entering. structures built in defensive
terrain UNDER a bridge to signify this sta- They may set up within with no penalty. strongpoints. They are in use
tus. LOS is blocked to/from units directly only by SSR. Use Bunker
above, on the bridge. Treat all other LOS to counters as Blockhouses and treat them as
9.0 EMPLACEMENTS
a unit under a bridge normally (i.e., usually Bunkers except as stated below.
9.1 OVERVIEW
down in an LD). When attacked by Indirect 9.3.2 Stacking—Up to SIX Stacking Points
9.1.1 Emplacements are man-made field
Fire/OBA, the bridge overhead adds one of Personnel and any Light and Medium
works, used to strengthen defensive posi-
column shift LEFT if under a ‘dirt’ road or weapons (not Heavy weapons) they carry

20
may be stacked under a Blockhouse marker. 9.4.6 Bunker Destruction—A Bunker is not be placed in a Building, Linear Depres-
A Blockhouse may not be Overstacked. destroyed by HE (Direct or Indirect Fire) or sion, or on a Bridge.
9.3.3 Occupant Restrictions—No unit may by a Satchel Charge attack following a C6+ 9.6.3 Entry—Personnel may move under a
fire (or serve as an FO) when UNDER a result. When a Bunker is destroyed, all oc- Hedgehog at the cost of 1 MP or via Infiltra-
Blockhouse. cupants (including their weapons) are de- tion. When moving from Hedgehog to
9.3.4 Attacking Blockhouse Occupants— stroyed. Remove the Bunker marker from Hedgehog, the unit may remain in the same
Units under a Blockhouse counter may not play. position (i.e., under or on top of the marker),
be attacked by Small Arms Gunfire or Gre- 9.4.7 Morale and Overruns—Bunkers add including during Infiltration. Personnel un-
nades, even from adjacent or same-hex ‘2’ to the Morale value for Personnel units der a Hedgehog may also move and Infil-
units. See 9.4.52 for Melee attacks. beneath them. Personnel units beneath Bun- trate to an adjacent AT T rench, Bunker,
9.3.5 Destruction —A Blockhouse is de- kers ignore Overruns. Blockhouse, Weapons Pits, and a Building
stroyed in the same manner as a Bunker 9.5 FOXHOLE Cellar and vice-versa. When UNDER, and
(see 9.4.6). 9.5.1 Description —Foxholes moving between Hedgehogs (or allowable
9.4 BUNKER depict individual holes dug by emplacements/terrain as per the immedi-
9.4.1 Description —Bunkers soldiers. Foxholes have two po- ately preceding sentence), ignore the cost
represent weapons pits covered sitions: of any hexside terrain (e.g., Bocage; Wall).
with reinforced roofs. Bunkers On Top Effects —Units receive 9.6.4 Movement restrictions—Hedgehogs
have two positions: no cover from the Foxholes. do not affect movement for FULLY or HALF-
On Top Effects—Units on top Under Effects—Only Personnel units and tracked vehicles. Wheeled vehicles must
of a Bunker occupy the other terrain in the their Light and Medium weapons may move check Immobilization AFTER entering a
hex and receive no cover benefits. under a Foxhole marker. Units Under a Hedgehog hex (Exception: Treat Cave Dug-
Under Effects —Units under a Bunker Foxhole marker receive Good cover. outs as the hex terrain, i.e., no roll is made).
marker are assumed to be in FULL cover. 9.5.2 Set Up Restrictions—Foxholes may To pick up a weapon left un-attended un-
However, they may fire OUT to their maxi- not be placed in Buildings, Linear Depres- der a Hedgehog, a Personnel unit must
mum range (Exception: Indirect fire may not sions, Bamboo, Paved Roads, or on a Bridge. move under the marker. Personnel may not
be used from under a Bunker marker [spot- 9.5.3 Movement restrictions—Foxholes do use Running movement when moving from
ting from under is otherwise allowed]). See not affect movement for vehicles. Person- under one emplacement to under another.
12.5.661 for rules on targeting units in nel must pay 1 MP to move under a Foxhole 9.6.5 Morale effect—Hedgehogs add ‘1’ to
FULL cover. counter after entering the hex. They may the Morale value for Personnel units that
9.4.2 Set Up Restriction—Bunkers may not also enter via Infiltration. receive cover benefits from the Hedgehog.
be placed in a building or LD hex. 9.5.4 Morale effect —Personnel units un- Personnel units in Full cover under a Hedge-
9.4.3 Stacking Restrictions—No more than der a Foxhole marker do not suffer the -4 hog counter do not suffer the -4 DRM to
THREE Stacking Points of Personnel and DRM to their Morale during an Overrun. their Morale during an Overrun. They still
ONE Light, Medium or Heavy weapon may They still check morale when Overrun. check morale when being Overrun.
be placed under a Bunker marker (Excep- 9.6 HEDGEHOG 9.6.6 Cave Dugouts—Cave Dug-
tion: One 1 SP unit may be added freely). 9.6.1 Description—Hedgehogs outs are treated as the terrain
Units inside a Bunker may not be represent a network of trenches in the hex for vehicles. Person-
Overstacked. that provide all-round protection nel treat Cave Dugouts in the
9.4.4 Movement restrictions—Units on top for Personnel units. Hedgehogs same manner as Hedgehogs,
of a Bunker never ‘drop’ into Full cover un- have two positions: with the exceptions in 9.6.61-7.
der a Bunker. They may move under the On Top Effects—Personnel and their Light 9.6.61 Entry Restrictions—Only Japanese
Bunker using Movement (at the cost of 1 and Medium weapons are in Improved cover. units may enter/set up UNDER a Cave
MP) and via Infiltration. Friendly units may No other units receive a cover benefit. Dugout counter. Unless using Infiltration,
not move under a Bunker that is already Under Effects—Only Personnel units and moving UNDER a Cave Dugout may only be
occupied by enemy units, even by Infiltra- their Light and Medium weapons may be accomplished from the hex the counter is
tion. Enemy and friendly Personnel may placed Under a Hedgehog marker during in and/or any adjacent LOWER level hex
occupy the same hex if one side is UNDER movement and Infiltration. Personnel may that does not involve moving more than +10
a Bunker. also ‘drop’ into Full cover when stacked on levels across a hexside. No vehicle may set
9.4.5 Bunker Target and Location—Bun- top of a Hedgehog. Units UNDER a Hedge- up or move UNDER a Cave Dugout emplace-
ker occupants are treated as being in FULL hog receive Full cover. ment and ONLY Japanese Personnel and
cover (Exception: Under Effects, see 9.4.1; 9.6.2 Set Up restrictions—Hedgehogs may their carried Light and Medium weapons may
Same Hex Fire, see 9.4.52; AP Fire, see
9.4.51) for targeting purposes. The Bunker In the example at left the two hexes
and its occupants are attacked as if it is a to the front of the vehicle marker
SEPARATE location within the hex. define its front target FACING also
9.4.51 AP Fire—Direct Firing Guns using known as Vehicle Covered Arc
AP (any form of AP, e.g., APCR, but not (VCA). The term ‘aspect’ is used to
SCW) may be used to depict firing of solid define the portion of a vehicle
shot through the Bunker’s vision slits. A struck and requires use of the Hit
special +4 HPT DRM (replacing the +3 DRM) Location Table.
is applied. AP fire has no effect on the Bun-
HPT hits from within its VCA, as
ker itself. It targets H weapons normally
well as exactly along the hexsides
(i.e., use the C4 table for guns of 20mm or
marked ‘Front’ are FRONT facing
less); (Exception: No Target Size DRM is
hits. Hits from within the FLANK
applied) OR Personnel, the latter using a
and REAR facings are also de-
FRAG equivalent of 4 GF. Units firing AP at
fined.
a Bunker do not use or place BOT.
9.4.52 Units in the same hex—Units oc- The exception to the example at
cupying the same hex as a Bunker reduce left is if the target is MOVING. If
the cover of enemy units under the Bunker the LOS is traced exactly between
to IMPROVED (+2/2L) cover to THEIR FIRE the flank and the front, the facing
ONLY. There is no Melee allowed against is FRONT if the target is MOVING
units in a Bunker unless the unit(s) UN- and flank if it is STATIONARY. If
DER the Bunker marker Infiltrate out. the LOS is traced exactly between
9.4.53 Flamethrower Attacks—FT may be the flank and rear, it is rear if
used to attack bunker occupants HOW- STATIONARY and flank if
EVER the 3L shift for FULL cover IS ap- MOVING.
plied.

21
MOVE under, including when using Tunnel Weapons may fire at units under Cave Dug-
fully ‘Forced’ the Minefield. If the die roll is
Infiltration. Heavy weapons may also SET out markers and apply a FULL cover HPT
equal to or less than the Minefield Density,
UP under Cave Dugouts, and may be pushed DRM for units stacked under a Cave marker
the Forcing attempt has failed and any unit(s)
out, but never into the SAME HEX as the (including HALVING Frag factors as per
entering that triggered the forcing roll is
Cave and NEVER back under a Cave Dug- 12.5.6611).
attacked by the Mines. If more than one
out once exited. Heavy weapons exit is al- 9.6.67 Fire to Full Range—Unless marked
Personnel unit enters, ONE forcing roll is
lowed ONLY to an adjacent hex, across a with an FC marker as per 9.6.64, a unit
made and the resulting casualties are dis-
hexside that involves a change in levels of under a Cave marker may fire/receive fire
tributed normally.
no more than -10 levels. to/from its maximum normal range.
9.7.71 Hidden Minefield —There is a -1
9.6.62 Set Up and Multi-Level LOS—A Cave 9.7 MINEFIELDS
DRM for any Forcing attempt when enter -
Dugout counter may ONLY be set up in a 9.7.1 Description—Minefield
ing an enemy Hidden Minefield.
hex that has an LOS to LOWER level ter - markers depict a combination of
9.7.8 Creating Lanes —Assault moving
rain along at least ONE hexside that is at AP and AT mines. Some depict AT
FULLY tracked vehicles may create a
least -10 (minus ten) Levels. Any unit UN- mines only.
Minefield Lane. A Lane is created if a ve-
DER a Cave Dugout traces its LOS (and vice 9.7.2 Set Up Restrictions—Minefields may
hicle successfully enters the hex without
versa) FROM the level of the hex’s center - be set up in hexes containing other types of
being attacked by the mines. Place a
dot and/or the lower level of any adjacent emplacements. See 8.20.5 for road set up
Minefield Lane marker in the hex.
hex (noting Precipitous Terrain and Cliff restrictions.
9.7.9 Minefield Attacks—Units unsuccess-
hexsides allow multiple LOS levels). How- 9.7.3 Minefield Density—On the back of
ful in Forcing a mine hex or attacked auto-
ever, a unit under a Cave Dugout marker each Minefield marker, the field Density is
matically while entering suffer the following
has no LOS (and thus may not attack; see indicated in the form of a number. The Den-
damage:
9.6.621 exception) into its hex or other sity is never revealed to the Opponent.
9.7.91 AFVs—Are M-KILLed and must per-
hexes of the same level unless the LOS 9.7.4 Minefield Quantity —In some sce-
form a check on the Bail Out Chart. Any
crosses a hexside with -10 or lower terrain narios the Defender is given a quantity of
Personnel units transported on that AFV are
(i.e., it may ONLY trace LOS across hexsides Mines in his OOB. This quantity corre-
placed on the hex, and suffer automatic
with lower level terrain, including on more sponds to the total density of mines the
minefield attack unless the mines in the hex
than one ‘side’ of the hex, assuming the hill player may set up. Any quantity of Mine
were ONLY AT mines.
‘drops off’ on more than one hexside). markers may be used, as long as this num-
9.7.92 APC and Trucks—Are K-KILLed and
9.6.621 Satchel Charge Same Hex At- ber is not exceeded. Once a total quantity
replaced by burning wrecks. Any units be-
tacks—A Satchel Charge MAY be used to of markers is selected, up to the quantity
ing carried are placed in the hex and suffer
attack from the same hex as a Cave Dugout given for that scenario, the markers are then
an attack unless the mines in the hex were
marker IF the unit carrying the SC is on a placed on the map (unless set up Hidden)
ONLY AT mines. Units being Towed are oth-
HIGHER level than the actual location of by the Defender with the number face
erwise unaffected (they remain in the hex),
the Cave. A SC may NOT be used (including down.
unless a Towed Gun, which is marked with
by Cave occupants) against units in a higher 9.7.41 AT Minefields —Some
an F-KILL marker.
level location. Minefield markers only show
9.7.93 Personnel Units—They are attacked
9.6.63 Tunnel Infiltration—Any Japanese Anti-Tank Teller mine art (a round
on the Casualty Table by FRAG Factors
Personnel unit UNDER a Cave Dugout ‘pie-plate’) on them. AT mines ALL
equal to the Minefield Density number mul-
counter (including marked with FC as per have a strength of ‘3’ and when depicted as
tiplied by four, using STATIONARY cover.
9.6.64) that is eligible to use Infiltration may part of a side’s OOB, represent the quan-
These attacks are conducted immediately
do so to move UNDER any Cave Dugout tity of AT mine COUNTERS provided. Per-
upon entry, and may ALSO take place dur-
counter within FOUR hexes noting the fol- sonnel units ignore such AT Minefields, i.e.,
ing the Infiltration Phase.
lowing restrictions. This type of Infiltration they are not attacked when entering. Only
9.7.10 Dummy M i n e f i e l d s —Dummy
is called Tunnel Infiltration and may also be Vehicles are attacked.
Minefields, marked fields containing no
used by Japanese Personnel to/from UN- 9.7.42 Remove Non Hidden Mines—A Per-
mines, were often laid between real ones to
DER Blockhouse, Bunker, Cave Dugout and sonnel unit of at least two Stacking Points
increase coverage. To simulate this, some
Hedgehog counters. If the Infiltrating unit may ‘pick up’ non-hidden mine markers set
scenarios provide ‘Dummy’ minefield mark-
is marked with an FC marker (i.e., in CAVE up in bridge/paved road/airfield locations
ers by SSR. If enemy units attempt to Force
INTERIOR COVER) it may remain marked as if it is a Light weapon. The mine marker
a Dummy Minefield, the true nature of the
in a new Cave location or remove the marker is immediately removed from play.
Minefield marker must be revealed. The
upon placement in its new hex. 9.7.5 Units entering a friendly Minefield—
marker stays in place, face down, challeng-
9.6.631 Tunnel Infiltration Restrictions— Most Minefields contained secret lanes
ing the Opponent to remember its location.
No unit may Infiltrate under a Cave Dugout through which the laying side could safely
9.7.11 Hidden Minefields—Minefields are
in violation of stacking limits. A path of pass. Crawling, Infiltrating or Assault mov-
set up Hidden by SSR only. The location of
hexes must be traced that does NOT cross ing Personnel units, or Assault moving ve-
Hidden Minefields is recorded, including the
a level that is LOWER in levels than BOTH hicles, enter a friendly minefield hex with-
Minefield Density in the hex. A Hidden
Cave Dugout counters. out any effect. Running Personnel units or
Minefield is treated normally in every re-
9.6.64 Cave INTERIOR Cover—Japanese Cross-Country moving Vehicles must make
spect and is placed on map when an enemy
Personnel/Heavy Weapons under a Cave a Forcing attempt when entering a friendly
unit enters the hex or finds it via search-
Dugout may set up or ‘drop’ into a special minefield.
ing. Apply a –1 DRM for any Forcing at-
for m of CAVE INTERIOR COVER. Being 9.7.6 Entering Enemy minefields—Crawl-
tempt in a Hidden minefield. Dummy
under a Cave marker does NOT provide this ing, Assault moving or Infiltrating Person-
Minefields may not be set up Hidden.
form of special cover. This ‘drop’ may ONLY nel units, or Assault moving Vehicles, enter
Minefields may not be Hidden in Paved Road
be conducted by units ALREADY under a an enemy Minefield hex without any effect
hexes or on a Bridge.
Cave Dugout counter (mark them with an if moving along a Minefield Lane as do Per-
9.7.12 Searching For Mines—Any Person-
FC marker after they drop or mark them sonnel using non Running movement from
nel unit may spend a full Movement Seg-
during set up) in the same manner as drop- under -to-under an emplacement. All other
ment in its current hex to ‘search’ for Hid-
ping into FULL cover when stacked on a units that are not Running or using Cross-
den minefields. The unit is considered to
hedgehog. A unit that drops into CAVE IN- Country movement require a ‘Forcing’ die
use Crawling movement although it does not
TERIOR cover may ONLY be attacked by roll upon entry of a mine hex.
exit its hex. Any Hidden Minefield marker(s),
DIRECT fire from ADJACENT hexes. 9.7.61 Automatic Attack—Running Person-
adjacent to the Searching unit, is (are) placed
9.6.65 Sealing Cave Dugouts—A Cave is nel units and Cross-Country moving vehicles
on map. No attack is made against the
‘sealed’ by an HE (Direct or Indirect Fire) are automatically attacked by the Minefield
Searching unit, it doesn’t enter the Mine hex.
attack following a C9+ result (see Table FR) when entering an enemy Minefield hex.
9.7.13 Mine Clearance—Remove any mines
or by a Satchel Charge C6+ (see Table DT). 9.7.7 Forcing a Minefield—When resolv-
in a hex attacked by Indirect Fire obtaining
Remove the Cave marker and all units un- ing a Forcing attempt, roll a die immedi-
a ‘C6’ or higher result in its location.
der it. ately. A die roll greater than the Minefield
9.6.66 SCW Attacks —Shaped Charge Density value means the unit has success-

22
Full cover under a Weapons Pit counter do
9.8 ROADBLOCK hit by HE ammunition, either by direct or
not suffer the +4 DRM during an Overrun.
9.8.1 Description—A Roadblock indirect fire, that results in a C4 or greater
They still check morale during Overruns.
is a form of Emplacement de- on the Casualty Table. Overrun of a unit in
9.11 WIRE
signed to stop vehicles. A Road- a Sangar by any fully-tracked AFV removes
9.11.1 Description—Wire repre-
block marker has three arrows the Sangar AND any Heavy crew-served
sents rolled or staked concertina
on it. When setting it up, point weapons (and Light and Medium weapons
wire used to hinder enemy move-
the arrows at three hexsides. The Roadblock NOT carried by a Personnel unit) in it. Any
ment on the battlefield.
is actually considered ON the hexsides, treat Personnel (including the manning crew of
9.11.2 Set Up restrictions—Wire may not
these three hexsides as if they contain a the H weapon) receives no additional pen-
be placed in a Building hex. Wire may be
WALL with the following exceptions. alty from the overrun that destroys the
placed in the same hex as other Emplace-
9.8.2 Set Up Restrictions—Roadblocks may Sangar (i.e., they check morale during Over-
ments (e.g., Mines).
not be placed in a Linear Depression. Nor runs, applying the normal morale penalty
9.11.3 Movement r e s t r i c t i o n s —No
may one be placed in a Building hex unless with no increase).
Wheeled vehicle may enter a hex contain-
there is a Building + Road combination. If 9.10 WEAPONS PIT
ing Wire. Tracked and Half-Tracked Vehicles
placed in a Building Road hexside or on a 9.10.1 Description —Weapons
must check for Immobilization AFTER en-
Bridge, only the hexside crossed by the Pit counters depict dug-in gun
tering a Wire hex. Personnel units may only
Road contains the ‘Wall’. positions providing partial pro-
enter Wire hexes by Crawling or Infiltra-
9.8.3 Movement restrictions—No Vehicle tection for weapons, Personnel,
tion. All may EXIT freely.
may cross a Roadblock hexside. and vehicles. Weapons Pits have
9.11.4 Clearing Wire—A Wire counter is
9.8.4 Clearing Roadblocks—A Roadblock two positions:
removed by Indirect Fire HE receiving a ‘C6’
marker is removed by any C6 or better re- On Top—Units on top of a Weapons Pit do
result or greater. A LANE may be created
sult obtained by Indirect Fire in its hex OR not occupy the Emplacement and are con-
through a Wire hex by a TRACKED (not Half-
via Demolition/Dozer OR if the Roadblock sidered in the hex’s terrain.
Track) vehicle that uses Assault Movement
itself is targeted for an attack by Direct Fire Under Effects:
and successfully enters AND exits the Wire
HE (treat it as a Building target) and a C6+ Personnel units—Receive Improved cover.
hex. There is no effect to the Wire when a
is obtained. Heavy weapons may not set up or move in
vehicle enters and becomes M-KILLed.
9.9 SANGAR Full cover, but their crew may.
9.9.1 Description—A Sangar is Heavy weapons—Improved cover, and they
an emplacement constructed benefit from an additional +1 HPT DRM for 10.0 MORALE
above the earth by piling stones. Direct Fire. Their crew, like any Personnel 10.1 OVERVIEW
Treat Sangars as Weapons Pits unit, receives Improved cover, but may also Each Personnel unit has a morale value that
with the following exceptions. move or drop into Full cover like a Hedge- represents combat worthiness. The morale
On Top Effects—Units on top of a Sangar hog. When the crew is in Full cover, it may value is the third number displayed on each
do not occupy the Emplacement and receive not fire its Heavy weapon. Personnel counter. This value is used as
no defensive advantages. NON-Very Small Vehicles—Are in H-D po- the unit’s base morale value when morale
Under Effects—Personnel and Heavy weap- sitions. They may not use a BMG (bow ma- checks are called for due to various cir -
ons are in Good cover. Vehicles receive Hull- chine-gun). cumstances (e.g., casualties; overrun).
Defilade status. Very Small Vehicles—Are in FULL cover. 10.1.1 Axis and Allied Leaders
9.9.2 Set Up Restriction—Sangar markers They may not fire ANY weapons except For all Morale purposes, including rallying
may not be placed in a building hex or a against adjacent units and aircraft. Broken and Surrendered units, German
Linear Depression. 9.10.2 Set Up Restrictions—Weapons Pit leaders are considered ‘friendly’ to all Axis
9.9.3 Stacking Restrictions—Each Sangar markers may not be placed in a building Personnel (e.g., Italian; Romanian; Hungar-
may hold one Heavy weapon and its crew hex, or on a bridge. ian). Non German Axis leaders are only con-
OR one vehicle OR up to THREE Stacking 9.10.3 Stacking Restrictions—Each Weap- sidered friendly to Personnel of their own
Points of Personnel and their Light and Me- ons Pit may hold ONE Heavy weapon unit nationality. British/American leaders are
dium weapons. A Sangar may not be and its crew OR one vehicle OR up to considered friendly to Allied troops.
Overstacked. THREE Stacking Points of Personnel and 10.2 MORALE SUPPORT RANGE (MSR)
9.9.31 K-KILL and F-KILL Units in their Light and Medium weapons. A Weap- Morale Support Range is defined as the hex
Sangars —A unit continues to occupy a ons Pit may not be Overstacked. occupied by the unit or any hex adjacent to
Sangar regardless of its damage status. A 9.10.31 K-KILL and F-KILL Units IN Weap- the unit. Some friendly and most enemy
vehicle that is K-KILLed while in a Sangar ons Pits —A unit continues to occupy a units within Morale Support Range alter a
stays there (replaced by the appropriate Weapons Pit regardless of its damage sta- unit’s current morale value. There must be
wreck counter, i.e., Burning or non-Burn- tus. A Vehicle that is K-KILLed while in a LOS (i.e., not across interior building 'black
ing) and prevents other units from occupy- Weapons Pit is replaced by the appropriate bar' hexsides, Cliff hexside, or upper levels
ing that Sangar. Likewise, a Heavy weapon Wreck counter, which prevents other units of a building out of a unit’s LOS) and able to
unit that is F-KILLed while in a Sangar stays from occupying that Weapons Pit. Likewise, be reached via crawling and/or Infiltration,
there, preventing other units from occupy- a Heavy weapon unit that is F-KILLed while modify morale. These include Passengers,
ing the Sangar. Heavy weapons, vehicles and under a Weapons Pit prevents other units as long as they are NOT in FULL cover in
Wrecks Under a Sangar may be Towed out from occupying the Weapons Pit. Heavy the vehicle transporting them.
normally by Vehicles in the hex (i.e., on top weapons, vehicles and wrecks under a 10.2.1 Morale Modifiers
of the Sangar marker) without the towing Weapons Pit may be towed out normally by Some friendly and most enemy units within
vehicle having to move under the Sangar. vehicles in the hex without having to move MSR alter a unit’s current morale value, as
Personnel may move under a Sangar to push under the Weapons Pit. Personnel may well as some conditions (e.g., in a minefield).
a Heavy weapon out using normal move- move under a Weapon Pit marker for 2 MP There is no ‘maximum’ morale value.
ment rules and a cost of 2 MP. to Push an H weapon out. 10.2.2 Morale Table
9.9.4 Movement Restrictions —Vehicles 9.10.4 Movement restriction —Vehicles The Morale Table (Table M) provides morale
and Heavy weapons may never move under and Heavy weapons may never move Un- modifiers related to friendly and enemy units
a Sangar during play; they may only set up der a Weapons Pit during play; they may within MSR. The entry for “Each 3 Stacking
under one. When overruning a Sangar hex only set up under one. A vehicle may exit Point Personnel unit” implies that only full
attacking vehicles do not move under the from under a Weapons Pit by paying ONE Squads influence morale value (Exception:
emplacement. Sangars do not affect move- MP, and is placed on top of the marker; it USMC). Additionally, a maximum of ONE
ment through their hex. may then move normally. Weapons Pits do friendly Leader may affect morale. No other
9.9.5 Floorpan Hits—AFVs exiting a Sangar not affect movement through their hex, not- friendly units (e.g., reduced squads; crews)
are subject to Floorpan hits in the same ing the ability to enter from an adjacent increase morale, but ONE surrendered
manner as if crossing a Wall hexside, with- Hedgehog (and vice-versa) while staying friendly 2+ Stacking Point unit (i.e., non
out reference to hexside. under each Emplacement (and thus still in leader/BAR Gunner/FO/other 1 SP unit)
9.9.6 Sangar Destruction—A Sangar is re- Full cover). within MSR reduces morale (Exception:
moved from play when any target within is 9.10.5 Morale effect—Personnel units in USMC/Japanese ignore surrendered

23
friendly units within MSR; Italian units re- 10.3.1 Die roll Full cover when first becoming Broken (even
duce morale -2 for EACH surrendered unit). Check morale by rolling one die and com- if they already moved or fired) if the Em-
10.2.21 Morale Table Modifiers —The paring its result to the unit’s adjusted mo- placement allows them to do so, and re-
modifiers listed on the Morale Table reduce rale value. If the result exceeds the adjusted main there for the remainder of the turn.
or increase morale (i.e., they are NOT used value, the morale check failed. If it is less 10.5.22 Passengers—Mark them with a FC
as DRM). than or equal to the adjusted value the mo- marker when first becoming Broken if the
10.2.3 Intimidation rale check succeeds. Note: In some cases Transport Vehicle provides Full cover; if not,
During the End of Turn Segment, check for rolling EQUAL to the adjusted morale value they immediately unload in the current hex.
Intimidation for all Personnel units within may Pin Down a unit (see 10.6). 10.5.23 Enemy Entry—Immediately elimi-
MSR to at least one enemy unit. If, using all 10.3.2 Automatic Results nate a Broken unit if an ARMED enemy unit
applicable morale modifiers, such a unit’s A MC automatically succeeds on a DR of 1. enters/Infiltrates into its location (see the
morale value is less than zero, it immedi- Conversely, a MC automatically fails on a exceptions in 10.5.24).
ately surrenders (and is removed from play) DR of 0 (Exception: Unless Courage results 10.5.24 Overrun & Melee vs. Vehicle—
UNLESS a non-Broken/Surrendered in a ‘00’, see 10.4). Broken units may remain in the same hex
friendly leader is in its location or within 10.3.3 Commissars and Japanese ‘*’ Of- with an enemy vehicle after breaking as a
MSR. Leaders ignore Intimidation. ficers result of an Overrun attack (see 12.14.61)
10.2.4 Morale Check (MC) Order Commissars and Japanese officers with a or by failing a Melee vs. Vehicle morale check
Check morale in the following order when morale value denoted by an asterisk NEVER (see 12.15.47).
the listed units are present: check Morale. Friendly units stacked with 10.5.3 Broken Unit Movement
1) Officer these Personnel units only fail MC on a DR Broken Units may never Infiltrate. A Per -
2) NCO of 0 and each of those failing their MC then sonnel unit may not move during the turn it
3) All other units at the owning player’s dis- suffers a C1 (no subsequent MC following breaks. Those that broke during a previous
cretion (Exception: Commissars do not this C1) instead of being Broken AND Cour- turn MAY move, subject to the following
check). age may not result. restrictions.
10.2.5 Adjusted Morale 10.4 COURAGE a) They may only use Assault or Crawling;
When checking morale, use the adjusted 10.4.1 Any Personnel unit that b) They may not move closer (or adjacent in
value, which includes all morale modifiers rolls a 0 (zero) during any MC (in- a multi-location hex) to enemy units within
from the Morale Table. The adjusted mo- cluding while attempting to Rally) their LOS and Spotting Range. If they are
rale value changes immediately if friendly immediately makes a subsequent ineligible to move due to LOS to enemy units,
units modifying morale either break or sur- die roll. Another 0 results immediate rallies they may crawl one hex or location in any
render. the unit and marks it with a Courage marker. direction otherwise eligible for movement.
Example: If a leader fails a Casualty MC or a Mark it with a ‘medal’ marker (a handful of 10.6 PINNED DOWN UNITS
friendly unit surrenders, other friendly units historical medals are provided; they are all If a moving Personnel unit (even if already
in their MSR that subsequently check their the same in game terms). If a second 0 is Broken) passes a morale check by rolling
morale must immediately adjust their mo- not rolled after the first 0, the unit fails its equal to its morale value it must immedi-
rale. MC normally. ately stop moving unless a non-broken
10.3 CHECKING MORALE 10.4.2 Courage Benefits leader is also in the location. Treat such
The following situations cause Personnel to Units marked with a medal are immune units as temporarily ‘pinned down.’ They may
check morale. Place a BROKEN marker on from MC for the remainder of the scenario. Infiltrate normally during the Infiltration
units that fail. Double their Melee Value against Vehicles Phase if otherwise eligible.
a) Casualty MC: Casualties cause all friendly and Personnel (including doubling of leader Example: A 7|5|8 squad that rolls an ‘8’
Personnel units in a Location to check mo- benefits). They may also fire any type of while moving must immediately stop.
rale (see 12.5.95); weapon with no penalties for reduced Crews, 10.7 SURRENDER
b) Collateral Fire MC : Personnel must etc., including leaders manning weapons and 10.7.1 Place a ‘Surrender’ marker on a unit
check morale when entering a Location con- serving as crews. Do not mark them as when any of the following occurs:
taining a Collateral Fire ‘C’ marker (see Winded when using Running Movement; a) An already broken unit fails a non-rally
12.5.101); they may use running movement each turn MC;
c) Overrun MC: Overrun attacks cause tar- and do not suffer from exhaustion penal- b) The unit fails a non-rally MC while in MSR
geted Personnel units to check morale (see ties. of ANY non-broken/surrendered enemy
12.14.61); 10.5 BROKEN UNITS Personnel unit (Exceptions: Overrun and
d) Surrender MC: Surrendering Personnel 10.5.1 Restricted Use Melee, see 10.5.24).
units check morale to avoid being eliminated Broken units may not fire or infiltrate. 10.7.2 Surrender Effects
(see 10.8.1); 10.5.2 Reaction A Surrendered unit is treated like a Broken
e) Rally MC: Broken Personnel units trying Broken Personnel react as follows. unit, with the following additional restric-
to recover (see 10.8). 10.5.21 In Emplacement—They ‘drop’ into tions:

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 showing the Crusader a FRONT facing. The Crusader 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 Crusader ‘C’. If squad ‘15’ was an enemy unit, it
would deny the GOOD cover when firing at ‘10’ due to being ADJA-
CENT.
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
a) It may neither move nor Infiltrate; dered units that fail their End of Turn Seg- and crossing hexsides.

b) Surrendered units may not be targeted ment MC. 11.1.21 End of Move— Once a player takes
for fire unless other enemy units are in their 10.9 CAPTURING ENEMY UNITS his hand off of a moving unit this ends its

location or another enemy unit is targeted 10.9.1 Any weapon unit or non-K-KILLed move and it may not be changed or reposi-

by FFE that also hits the surrendered units; vehicle may be ‘captured’ and used as if it tioned. Place a Moved arrow on or behind it

c) Enemy units may freely enter their loca- were a friendly piece of equipment. (based on the type used).

tion if no non Surrendered friendly units 10.9.2 Weapon units—L, M, and H weap- 11.1.3 Entering Enemy Hexes— Person-
are present; ons are captured if they are alone in a loca- nel may only enter an enemy-occupied lo-

d) Surrendered units reduce the morale of tion when an enemy unit enters. They may cation during Infiltration or if all enemy units

friendly units within MSR (Exception: be picked up normally and subsequently within are marked as surrendered. Vehicles

USMC/Japanese units). used by the new owners. There is no addi- may enter enemy-occupied hexes freely. (Ex-

10.7.3 Automatic Elimination—Automati- tional penalties applied for use of enemy ception: A TRUCK type vehicle may never

cally eliminate a unit marked as Surren- units. stop in one unless forced to by enemy fire).

dered if any of the following occurs: 10.9.3 Unarmed Trucks—Unarmed trucks Note: If a hex has more than one LOCA-

i) It fails a non-rally MC; (always YELLOW vehicle counters with TION (e.g., BUILDING hexes with multiple

ii) An enemy Personnel unit moves into or white movement icons; armed trucks are ‘floors’, including rooftop and cellar locations)

Infiltrates into its location; always the color of one nationality) are cap- Personnel units may enter non enemy-oc-

iii) It is still Surrendered at the end of the tured automatically if they are in a location cupied locations within that hex even if one

End of Turn Segment. at the End of Turn Segment (only) with a or more other locations in the hex are en-

10.8 RALLYING non-moving enemy AFV, APC, or non-bro- emy-occupied. If Hidden enemy units are

Broken and Surrendered units may be re- ken Personnel unit. They may be used with- in a location about to be entered by a friendly

stored to their normal function by a friendly out penalty once captured. unit, place the Hidden unit(s) on-map and

(noting 10.1.1 restrictions) NON-Broken 10.9.4 Bailed Out APCs/AFVs—Bailed Out all friendly PERSONNEL units must stop

leader via the ‘rally’ process. Surrendered vehicles are captured automatically. The their movement in the last hex location they

units may also ‘improve’ their state to Bro- procedure is the same as for weapon units were in before entering the hidden unit’s

ken without a leader being present. A NON- with the exception that only CREW Person- hex or location.

leader Personnel unit is only eligible to at- nel units may capture these vehicles and Example: A unit moving ‘downstairs’ from a

tempt to rally if a NON-Broken friendly they may only be captured during the End Level +20 to a Level +10 location in a build-

leader is in its location of Turn Segment. A captured vehicle may ing must stop in the +20 location if a Hidden

10.8.1 Self Rally —A Broken leader does fire its weapons normally (Exception: Un- unit is in the +10 location. For Opportunity

not need another leader to attempt Rally and less F-KILLed). Captured vehicles may never Fire, the unit is considered to have moved

may BEGIN the segment broken. If it ral- move or change VCA/TCA. only in the first location, in this case, the +20

lies it may immediately attempt to rally other 10.9.5 Armed Vehicles— Non-Bailed Out level location. Note: When Personnel are us-

friendly units. Crews (see 14.2.7) and all 1 armed vehicles may not be captured. ing Platoon movement, ONLY the entering

SP Personnel units (e.g., BAR Gunner) may 10.9.6 Towing Captured Units—Captured unit(s) must back up one MP expenditure; if

also attempt to rally without a leader present H weapons and vehicles may be towed nor- otherwise eligible the rest of the Platoon may

but do NOT rally other units. mally. continue moving.

10.8.11 Rally Attempt Limit—One morale 10.9.7 Victory Point Bonus—In those sce- 11.2 MOVEMENT ELIGIBILITY—Units not
check for rally purposes may be made per narios using victory points, captured units already marked as Moved, Fired, M-KILL,

unit per turn (i.e., rallying takes place dur- are worth double the normal VP value. Bail Out, newly broken or Surrendered are

ing the End of Turn Segment ONLY). Once 10.10 CROSSFIRE ELIGIBLE to move.

rallied, leaders may allow other units to at- 10.10.1 Creation and Effects—When two 11.3 PERSONNEL MOVEMENT—Personnel
tempt to rally during the same End of Turn consecutive (i.e., two impulses) enemy GF units do not have a movement allowance

Segment. or Grenade Attacks cross two directly op- printed on their counters. The MP provided

10.8.2 Rally Failure and Success posing hexsides of the target unit’s location, are the same for all Personnel units and

Any unit that fails to Rally simply remains a ‘Crossfire’ exists. From the second attack based on the movement type used (Excep-

Broken (Exception: Surrendered units on, morale is reduced by TWO for all CA- tion: Leaders add 1 MP for their own move-

checking morale as per 10.8.4 are elimi- SUALTY morale checks for the remainder ment and any other units moving with them

nated; if attempting rally with a NON Bro- of THAT turn in THAT location. HPT/OBA in the same stack/Platoon, see 13.1.41).

ken leader they remain in play marked as attacks NEVER create a Crossfire. Mark 11.3.1 Movement Types—Personnel may
Surrendered). Surrendered units that rally affected locations with two moved markers. use one of the following Movement types

are returned to their normal function (i.e., during a Fire & Movement Segment.

they are NOT marked as Broken). 11.3.11 Crawling Movement—Allows Per-


11.0 MOVEMENT
10.8.3 Rally Order sonnel to enter an accessible adjacent loca-
11.1 OVERVIEW—In any one turn, a player
When rallying, units use morale modifiers tion, including the next higher or lower lo-
may move some, all or none of his eligible
based on units PRIOR to the outcome of cation of the same hex. Units may never
units during the Fire & Movement Segment.
ANY rallies (e.g., A Broken friendly squad Crawl more than ONE location within a hex
Moving requires the use of an impulse in all
within MSR is treated as BROKEN for other (e.g., from Ground to +20 using Crawling
cases. Units may use any amount, up to
friendly units that attempt to rally later in as this represents a move of TWO levels).
the available Movement Points (MP) for the
the segment). Enemy units within MSR are Units may also Crawl one-hex-and-under an
unit being moved.
also applied prior to the rally of ANY unit, Emplacement when entering an adjacent
11.1.1 Movement Type—Before physically
friendly or enemy. hex. A unit may not Crawl ‘down’ to the
moving a piece the owning player announces
10.8.4 Surrendered Unit Morale Check— ground if ‘upstairs’ in a Building, then to an
what type of movement is being used (i.e.,
During the END OF TURN SEGMENT, all adjacent hex or vice-versa. Personnel using
Crawling, Assault Movement or Running).
Surrendered units MUST attempt a limited Crawling movement receive Stationary Cover
Unless stated otherwise, units are always
form of rally to improve their condition and/ and are considered to use ALL their move-
considered to be using Assault movement.
or avoid elimination. ment points in the act of crawling (Note: a 1
11.1.2 Movement In General—A moving
10.8.41 Eligible to ‘Improve’— Surren- MP expenditure may be made to place a
unit expends MP for each hex location it
dered units in the MSR of any NON-Broken smoke grenade prior to leaving its hex). Place
enters (usually 1 or 2 MP). Crossing hexside
friendly Personnel unit and/or non F- or M- a Moved arrow marker on top of Personnel
terrain (e.g., Wall; Hedge) adds an extra cost
KILLed vehicle are marked as BROKEN upon units using Crawling movement. A Crawl-
(usually 1 MP) to the cost of the entered
passing their End of Turn Segment morale ing Personnel unit may use Assault Fire
terrain (CoT). To move under some emplace-
check (Exception: Leaders, crews and all 1 DURING its move, before or after entering
ments also costs 1 MP. Each MP spent is
SP units Self Rally and are returned to nor- the new hex or location.
deducted from the total MP allowance of the
mal if they pass, they are eliminated upon 11.3.12 Assault movement—Allows a Per-
unit. A unit may NEVER spend more MP
failure as per 10.8.42). sonnel unit to use up to FOUR MP. Person-
than this allowance. The Terrain Chart (Table
10.8.42 Elimination—Eliminate all Surren- nel using Assault movement receive Assault
TC) specifies all costs for entering hexes
cover. Place a Moved arrow marker behind

25
Personnel units using Assault movement. at least one location must contain a LEADER
Trucks provide no cover to accompanying
An Assault moving Personnel unit may Fire moving with the rest of the Platoon. In or-
Personnel.
during its move, before OR after expending der to take part, each hex needs to be adja-
11.3.25 Leader Bonus—Any Platoon using
a movement point, using half GF (for small cent to at least one of the other hexes (or
non Crawling movement may add one MP
arms or any L MG/ATR ONLY). Medium and locations) in the Platoon at the start of the
to their available total if accompanied by a
Heavy weapons may NOT be fired by mov- Fire & Movement Segment and it must be
Leader.
ing Personnel. possible to move BETWEEN all hexes ‘con-
11.3.3 Carrying Light and Medium
11.3.13 Running movement—Allows a Per- necting’ the Platoon.
weapon —Weapons never move by them-
sonnel unit to use up to SEVEN movement Example: A Platoon cannot be formed be-
selves. Each Personnel unit may carry a
points. Personnel using Running movement tween hexes separated by a Cliff. Players
number of Light and Medium weapons equal
are considered to be in Running cover for should announce all units of the Platoon that
to its Stacking Points value. A Light weapon
Opportunity Fire ONLY, while the player is will be moving prior to moving ANY.
has a Stacking value of 1, a Medium of 2.
moving the counter. Use Assault cover for 11.3.211 Same Stack Platoon—Personnel
Any two 1 Stacking Point units may com-
any fire at them later in the Fire & Move- units stacked in the SAME location may al-
bine to carry a Medium weapon.
ment Segment. Place a Moved arrow marker ways move together as a Platoon. No leader
11.3.31 Movement Restrictions —Light
behind the unit(s) at the end of their move, is needed.
Weapons may be carried by any Personnel
in the same manner as Assault moving Per- 11.3.22 Movement—When using multi-hex
unit using Crawling, Assault, or Running
sonnel. Personnel using Running movement Platoon Movement, all Personnel units must
movement. Personnel units may not use
may not fire during the Fire & Movement use the same movement type (e.g., Assault;
Running movement when carrying MEDIUM
Segment. Personnel carrying Medium weap- Running; Crawling). Units using Platoon
weapons.
ons may not use Running movement. Movement may not enter a hex in violation
11.3.32 Assault Fire Restrictions—Me-
11.3.131 Winded —A ‘Winded’ marker is of stacking at any time during the move. If
dium and Heavy weapons may not fire us-
placed on Running Personnel. A Personnel the Platoon leader is unable to continue mov-
ing Assault Fire. However, any remaining
unit already marked as Winded may not use ing for any reason, (e.g., no MP left due to a
Gunfire Factors (after deducting for the car-
Running movement (Exception: Courage). Wounded result; Broken; pinned-down;
ried Weapon) left to the carrying Personnel
Remove previously placed Winded markers Eliminated) all units in the Platoon must im-
unit may be used.
from units after using a movement or fire mediately stop moving unless there is an-
11.3.33 Pick Up and Carry Routine—Units
impulse or at the end of the Fire & Move- other leader moving in one of the Platoon
spend one MP to ‘pick up’ weapons in their
ment Segment if they do not move or fire. hexes. When moving as a Platoon, all units
location (or position, e.g., on top of or un-
Removal does not require the use of an im- expend MP simultaneously hex-by-hex (and
der an emplacement) at any point during
pulse. location-by-location within hexes). Excep-
movement. A unit that intends to use Crawl-
11.3.132 Exhausted Infantry—Any Person- tion: All units in the Platoon pay the SAME
ing movement may pick up a weapon dur-
nel unit marked as Winded applies a +1/ MP cost as the HIGHEST expenditure of
ing the same Fire & Movement Segment and
1L modifier to all fire it takes part in when ANY Platoon unit.
still move one hex (i.e., it does not have to
marked (only ONE 1L shift is applied, not 11.3.23 Cohesion—Once Platoon movement
be carrying the weapon already to carry it
one PER Winded Personnel unit in a is initiated, individual units may not volun-
to a new hex or location that turn).
Firegroup and there is no modifier/shift tarily ‘break off’ from the Platoon that turn.
11.3.331 Transfer—Weapons may also be
AGAINST Winded units). There is no effect All units must move to the next adjacent
transferred between units in the same lo-
on Melee. hex or location together, and all units must
cation if neither unit is moving or marked
11.3.2 Platoon Movement stay adjacent to one another in no more than
as moved or fired. The unit that ‘gives up’
11.3.21 Platoon Formation—A Movement three hexes. If any unit(s) of the Platoon are
the Weapon is still free to move. The trans-
Impulse may also be used to create a ‘Pla- unable to continue moving, the remainder
fer of a weapon from one unit to another is
toon’, to allow Personnel units in up to 3 must use their next MP expenditures to
not considered movement by BOTH units,
accessible adjacent hexes to move simulta- ‘close up’ and qualify for multi-hex Platoon
just the one receiving the weapon, and costs
neously (using the same movement impulse). status again before any other movement is
1 MP for the receiving unit. The receiving
To qualify for multi-hex Platoon movement, conducted (otherwise all immediately stop).
unit IS treated as moving for the purposes
11.3.24 With AFV/APC
of triggering Opportunity Fire.
Vehicles—Personnel us-
The turret marker placed on 11.3.332 Close Assault Segment—A unit
ing Platoon Movement
Pzkw IIIg ‘A’ in the top example may also pick up a weapon in its location
may also combine with
is there to illustrate placement during Infiltration or after all Melee is com-
AFVs and APCs using Ve-
oriented in the same direction pleted in a hex without expending MP.
hicle Platoon Movement or
the AFV is. ‘A’ and ‘B’ are ex- 11.3.34 Pushing Guns —Heavy weapons
any type of vehicle in a
actly the same as regards sta- Convoy, creating one
may be moved, or ‘Pushed’ (Exception: Large

tus. A turret marker is not mixed unit Platoon. All


target type; they must be towed) during the

needed for this facing UNLESS Personnel and vehicles


Fire & Movement Segment by their crew (or

the AFV is Suppressed. must follow their Platoon


manning Personnel unit). Heavy weapons
may not be moved during Infiltration and
If ‘A’ chose to turn its turret ONE (or Convoy) movement
may never enter a Water or Swamp hex.
hexspine during the Direct Fire rules, and at least ONE
For H weapons that have NO target size
Phase, a +1 HPN DRM would vehicle of the Platoon
modifier, treat the pushing unit as if using
be added to its to hit attempt. A must be in the same hex
Running movement (i.e., mark as Winded;
one column shift LEFT would of at least ONE Person-
apply Running cover for Opportunity Fire),
also apply to any Casualty Table nel unit at all times, in-
however, the gun may ONLY be pushed ONE
fire using its coaxial machine- cluding ‘closing up’ to con-
hex. Personnel pushing a SMALL or VERY
gun ONLY (it is in the turret) in tinue to qualify as a Pla-
SMALL target size Heavy weapon may use
the same impulse. If the turret toon if any vehicles or
Assault movement to Push it ONE hex, with-
was turned another hexspine, a Personnel are unable to
out being marked as Winded, or Running
+2 HPN DRM (and two column move further. An Elite
movement to Push it TWO hexes (mark as
shift LEFT) would be applied. If Tank Commander allows
Winded), treating each movement type ac-
this was a slow turret, a +2 HPN the Personnel portion of
cordingly.
DRM would apply for the FIRST the Platoon to continue
Example: A Personnel unit stacked with a
TCA change (and TWO column moving even if other
leader pushing a SMALL H weapon may not
Leaders aren’t present.
shifts LEFT) and a +1 HPN DRM enter a hex that would cost SIX or more MP
11.3.241 Cover Bonus—
for each additional hexspine while using Assault movement as it only has
An AFV/APC provides
change that impulse. Note, a hit FIVE MP available (4 for Assault movement
cover for any fire into or
from ‘C’ at ‘A’ that strikes the tur- + 1 bonus MP from the leader).
through its hex, including
ret aspect is a FLANK hit. 11.4 VEHICULAR MOVEMENT
during Platoon movement.
11.4.1 Movement Types —Each vehicle

26
counter has a set of two Movement Point pay for the pivot made during the

values printed on it in the following format: earlier impulse.

‘Cross Country’ movement | Assault move- 11.4.5 Continued Movement—A


ment. Assault movement is used to allow a vehicle marked as Moved may opt
moving vehicle to conduct a variety of ac- to ‘continue’ moving during the
tions, e.g., load or unload Personnel for marker removal portion of the End
transport; Overruns; move and fire during of Turn Segment. Keep the exist-
the same impulse using Assault Fire. Cross ing Moved marker on or behind the
Country movement is used mainly for ve- vehicle (and treat it as a moving
hicles wishing to travel from one place to target during the next Fire & Move-
another as quickly as possible, eschewing ment Segment). During the next The squad in the example above uses FIVE move-
all fire and Overrun capabilities. Fire & Movement Segment, so- ment points, one to enter the first hex, OPEN
11.4.11 Markers—Place a Moved arrow on marked vehicles must use a move- GROUND, and two MP to enter each SCRUB hex.
top of a vehicle using assault movement and ment impulse, but may move using This move may ONLY be made by using Running
behind a vehicle using cross-country move- ANY movement type. Vehicles us- movement since it exceeds the 4 MP available for
ment. When placing a Moved arrow behind ing Continued Movement may not Assault movement. Mark the squad with a Winded
a moving vehicle, place the marker in the use a fire impulse during the sub- marker. If a leader accompanied the squad it COULD
hex just vacated by the unit. sequent Fire & Movement Segment. use Assault movement to make this move.
11.4.2 Facing and Covered Arc—Each ve- They may Assault Fire if using As-
toon at all times. A Platoon may use Contin-
hicle has a Front, Rear, and Flank orienta- sault movement. They may not take part in
ued movement.
tion determined by the hexspine to which a Gun Duel nor may they use Opportunity
11.4.71 Starting Limitations—Platoons are
the front of the unit’s silhouette is pointed. Fire.
created at the beginning of each Fire &
This is known as its ‘facing’, also referred 11.4.51 Stalling—The owning player is free
Movement Segment by an appropriate num-
to as ‘Covered Arc’ (CA). A separate Cov- to use MORE than the necessary MP for a
ber of adjacent vehicles. Each must be ad-
ered Arc is used for any turret, and is known VEHICLE to enter a location.
jacent at all times during that Fire & Move-
as ‘Turret Covered Arc’ (TCA). The facing of 11.4.52 Minimum Move—In the rare event
ment Segment. If one or more of the AFVs
a VEHICLE, usually referred to when being a vehicle lacks the needed MP to enter an
in the Platoon are unable to continue move-
differentiated from its turret facing, is known adjacent hex but is OTHERWISE eligible to
ment (e.g., due to M-KILL, K-KILL, or F-
as ‘Vehicle Covered Arc’ (VCA). Note TCA enter, a one-hex ‘minimum move’ is allowed
KILL results) all remaining AFVs in the Pla-
and VCA may be different from one other. as its only movement. A vehicle may NEVER
toon may continue moving. Any ‘gap’ be-
Both TCA and VCA must always face to- fire a weapon nor conduct an Overrun when
tween remaining AFVs must be ‘closed up’
wards one definite hexspine. When a tur - using a minimum move (but it may be con-
by immediate movement to bring them ad-
reted vehicle has NO turret marker placed sidered Assault Movement if that type of
jacent again. No AFV may voluntarily ‘break
on it, the turret is always considered to face movement is called for, e.g., when towing).
off’ from a Platoon once using Platoon Move-
toward the FRONT VCA (unless stated to 11.4.6 Convoy Movement—When allowed
ment in a Fire & Movement Segment (Ex-
be a rear -facing weapon, via an ‘R’ super - to by SSR, vehicles may set up or enter
ception: An F-KILLed AFV is no longer re-
script on the value on that counter). play using ‘Convoy Movement.’ Convoy ve-
stricted by the AFVs in the Platoon and stops
11.4.3 Movement Direction Vehicles may hicles must set up or enter play in adjacent
immediately; it will have to exit normally,
move FOR WARD into one of the two hexes, with no more than ONE vehicle per
beginning with the next available movement
hexsides it is facing. Vehicles may also use hex. A Convoy moves in the same manner
opportunity, i.e., the following turn).
REVERSE movement, to enter one of the as a Platoon, remaining adjacent, never ex-
11.4.72 Overrun and Fire Restrictions—
two hexsides to its rear. Reverse movement ceeding one vehicle per hex and using As-
AFVs using Platoon Movement may conduct
costs DOUBLE the normal MP expenditure sault movement (only) of the SLOWEST ve-
overruns and use Assault Fire, and they may
(Exception: wheeled vehicles move in reverse hicle in the Convoy.
conduct Overruns and use Assault Fire at
at 1.5 x CoT per hex). A Vehicle may use 11.4.61 Off-road Movement—Convoys are
different times and at different targets dur-
both Forward and Reverse movement in the not required to remain on Roads.
ing the course of moving as a Platoon. Each
same Fire & Movement Segment. 11.4.62 Disbanding—No Vehicle may move
AFV is marked individually after it fires.
11.4.4 Pivoting—A Vehicle may change its independent of the Convoy, including the
11.4.73 MP Expenditure—When moving as
VCA/TCA to any hexspine within a hex dur- voluntary loading or unloading of transported
a Platoon, all AFVs expend MP simulta-
ing a movement or fire impulse. During a Personnel or Towed weapons, until at least
neously, hex by hex, paying the same cost
movement impulse, a unit may ‘pivot’ to face one unit in the Convoy is fired on or has a
as the highest expenditure of any AFV in
its VCA to any other hexspine at the cost of LOS (within Spotting Range when the Spot-
the Platoon for any location entered and
ONE MP per hexspine change. Pivoting is a ting Table is in use) to a non FOW-side en-
action conducted.
‘trigger’ for Opportunity Fire whether con- emy unit. Once a Convoy disbands, its ve-
Example: One AFV may spend one MP to
ducted during a firing or movement impulse. hicles may remain in Convoy or may move
enter a new hex while another spends one
When using an impulse to fire, a unit may normally. In the event the Convoy has al-
MP to change VCA, at the same time, at a
also pivot one (including turret) or more ready begun moving when first disbanded,
cost of ONE Movement Point for the Platoon.
hexspines before firing. Note: The act of fir- the owning player may continue to move ONE
11.5 TOWING AND TRANSPORTING PER-
ing itself does not trigger Opportunity Fire; eligible vehicle during the movement impulse
SONNEL
pivoting does (including turret). When piv- the Convoy disbanded. Make note of MP
11.5.1 Carrying Capacity—Vehicles that are
oting, the shot taken during THAT impulse already expended; the remaining vehicles
used primarily for TRANSPOR T have a maxi-
pays the appropriate HPT DRM or Casualty of the Convoy may be moved, using one
mum capacity in Stacking Points listed on
Table shift. For fire using a subsequent movement impulse for each, during subse-
their counters in the following format: [Cover
impulse (i.e., an additional ROF use for the quent impulses that turn.
State] | [Stacking Points]. Other vehicles
weapon or another weapon in the turret), 11.4.63 Continued Movement—All units in
(without printed transport capacity) are listed
as long as the facing is not changed AGAIN, the Convoy MUST use Continued Movement
on the TOW | CARRY TABLE. Transported
the penalty for the pivot is not paid. Note: A between turns until the Convoy is eligible
or Towed units are referred to as ‘passen-
turret or vehicle may NOT be pivoted with- to move independently.
gers’ (for those that ride IN a vehicle) and
out at least ONE weapon firing unless it is 11.4.7 AFV/APC Platoon Movement—A
‘riders’ for those that ride on (e.g., a tank) a
moving (or marked as moved if all it does is group of 2-5 adjacent Russian, American,
vehicle.
pivot). Italian, Japanese, or German or 2-3 British
11.5.11 Riding IN Transport—Personnel
Example: A fast turreted tank with a gun or French AFVs/APCs (not trucks) may
ride IN vehicles that have S (usually trucks)
and CMG in the turret pivots its turret one move together as a multi-unit ‘Platoon’. This
or G-F (usually APC) printed on them. They
hexspine during an impulse to fire at a squad, form of Platoon movement represents the
receive Stationary, Good, or Full cover
firing its CMG. It pays the applicable ONE use of ONE Movement Impulse during the
states.
LEFT shift. It may choose NOT to fire its main Fire & Movement Segment. The Platoon (or
11.5.12 Riding ON Transport—Personnel
armament during that impulse. Later during ‘Troop’ for British AFVs) must use the MP
ride ON vehicles that lack any S, G, or F
the turn, it may fire its gun, and does NOT allowance of the slowest vehicle in the Pla-
notation (usually tanks).

27
11.5.13 Transporting Leaders and L/M from moving closer to enemy units. howitzers using On Board Spotted Indirect
Weapons—Vehicles may also carry (i.e., not 11.5.5 Infiltration Fire (see 14.6.7 and 12.11).
tow) leaders as well as LIGHT and MEDIUM Personnel may unload from a vehicle into c) Overrun—An AFV enters an enemy loca-
weapons. These are carried within the the ground level of their OWN hex as a form tion (see 12.14).
vehicle’s listed Carrying Capacity. However, of Infiltration during the Close Assault Seg- d) Close Assault —Personnel units make
the Carrying Capacity of a vehicle is applied ment of the same turn, even if the vehicle Grenade Attacks or enter enemy locations
SEPARATELY for Personnel and weapons/ used Cross Country Movement that turn. to conduct Melee (see 12.15).
leaders. They may NOT unload and Infiltrate out of e) Aircraft Attacks—Aircraft attack ground
Example: A vehicle capable of Carrying their hex or into a non ground level location units, and anti-aircraft units attack aircraft
THREE Stacking Points may ALSO carry three of their hex. (see 12.16).
‘L’ weapons AND three leaders OR one ‘M’ 11.5.6 Transport and Passenger Fire and 12.2 ATTACK CLASSIFICATION
weapon, one ‘L’ weapon and three leaders Movement Restrictions All on-board units are classified as either
in addition to a squad. Passengers may NOT fire or move during small arms or guns.
11.5.2 Towing capacity-Vehicles may also the Fire & Movement Segment they are 12.2.1 Small Arms
TOW Heavy weapons. Note H weapons may loaded/unloaded. Towed Heavy weapons The term ‘small arms’ refers to the values
also be pushed by Personnel (Exception: may never fire while being Towed. Person- for Gunfire Factors (GF) printed on Person-
LARGE target type H weapons may only nel units and Light weapons may use direct nel, Light machine-guns (L|MG), Medium
move via towing). The Tow | Carry Person- fire when in GOOD cover in half-tracks. machine-guns (M|MG) and Light anti-tank
nel Table lists the ability of each vehicle type Vehicles previously carrying or towing are rifles (L|ATR). Many vehicles and aircraft
to carry personnel and tow an H weapon. still eligible to fire using Assault Fire during are also equipped with machine-guns, and
Note: An H weapon’s crew is counted to- the Fire & Movement Segment they load/ have GF values printed on their counters.
wards Personnel carrying limits when trans- unload. Flamethrowers, while different in use from
ported. Vehicles towing other vehicles may 11.5.7 Passengers as Targets small arms, also have a GF value.
only use Assault movement. Units towing Small arms attacks against their vehicle also 12.2.2 Guns
Heavy weapons may use Cross Country attack Passengers, noting their cover state, The term ‘Gun’ refers to all direct firing M
movement ONLY when moving along a Road. independent of their transport vehicle, as and H weapons that must obtain a hit on
11.5.21 Towing Vehicles—Vehicular units follows. the HPT before affecting a target. Guns al-
may hook up to tow another vehicle, regard- 11.5.71 In APC—Personnel units in ‘G-F’ ways have a Gun Size (representing their
less of their apparent facing in respect to vehicles are considered in Good cover, but bore in millimeters, e.g., ‘75’ depicts a
the unit being towed. Once hooked up, turn may drop into Full cover (in the same man- 75mm gun) and Gun Value (A-D) instead of
the towed vehicle counter so the VCA of the ner as a Hedgehog) when fired on. Mark a GF value on their counters. Vehicular -
vehicle being towed matches that of the tow- them with an ‘FC” marker. Personnel already mounted main armament (MA) and H weap-
ing vehicle and place it on top of the towing marked as ‘FC’ when riding in any eligible ons are always Guns (Exceptions: when a
vehicle. There is no cost for this change in APC are not affected by small arms attacks vehicle’s MA is an MG). Rules that apply to
VCA. against their transporting vehicle. Excep- Guns also refer to L and M weapons such
11.5.22 Towing Restrictions —A vehicle tion: Grenade Attacks affect them normally as M|MG and L|AT when using their own
may never tow a ‘larger’ (measured by tar- even when marked ‘FC’. HPTs (found directly under the main HPT).
get size modifier) vehicle. Exception: Wheeled 11.5.72 In Truck Type Vehicle—Person- 12.3 ELIGIBLE ATTACKERS
vehicles may tow larger WHEELED vehicles nel in ‘S’ vehicles are in Stationary cover. Whether a unit is an eligible attacker de-
when moving along a Road. Otherwise, 11.5.73 On AFV—Units riding on AFVs re- pends on the type of unit and the type of
Wheeled vehicles may only tow normal (no ceive Assault cover. attack it will use.
target size modifier) or SMALL tracked or 11.5.74 Towed Heavy weapons —Towed 12.3.1 Direct Fire Attackers
half-track vehicles, in addition to other non- Heavy weapons must be targeted separately Any on-map unit (except mortars) may use
wheeled vehicles that do not exceed the size for hits using the HPT, using any appropri- Direct Fire if it:
of the towing vehicle. ate modifiers. They are not fired on as part a) Has an LOS to the target;
11.5.3 Loading and Unloading Procedures of an attack against the towing vehicle or b) Is within Spotting Range of the target (if
Loading and Unloading procedures are the its passengers. using Spotting);
same for Passengers, Riders, H weapons 11.5.8 Passengers’ Fate c) Is not Broken or Surrendered;
and Towed Vehicles. See 12.5.82 for procedures on determining d) Has not moved except by Crawling or
11.5.31 Loading—To Load a Passenger, the the fate of Passengers when their vehicle is Assault move (may only fire during the im-
transporting Vehicle and its Passenger must attacked. pulse it is moving);
be in the same hex Location. The transport- 11.5.9 Riding ON Automatic Unload e) Is not F-KILLed; and
ing Vehicle must use Assault movement Whenever an AFV is hit by an AP hit from a f) It has not used up its entire Rate-of-Fire.
during the turn it wishes to ‘pick up’ a Pas- weapon of a Gun Size of 20 (i.e., 20mm) or Example: A gun has a ROF of ‘2’ (and is not
senger; it is then placed on top of the trans- larger, any Personnel riding ON the AFV using a BOT marker). It is marked as Fired to
porting Vehicle counter. No movement is must immediately suffer the specified at- show it fired once. It still has one ‘shot’ left,
allowed in the turn of Loading by the trans- tack and then immediately unload. Person- and may fire again. Once it fires twice, no fire
porting Ve h i c l e once it enters the nel units riding on an AFV also unload im- opportunities remain for that turn.
Passenger’s location. mediately when it fires any non-AAMG 12.3.2 Indirect Fire Attackers
11.5.32 Unloading—Place Unloaded units weapon. This unloading does not require On-board mortars (MTR), howitzers (HOW),
under the transporting Vehicle. Only Ve- use of a movement impulse but IS consid- and off-board artillery batteries use Indi-
hicles using Assault movement may willingly ered using Running movement (mark accord- rect Fire if the manning crew or an eligible
Unload Passengers. No movement is allowed ingly) for the unloading unit(s). They are oth- FO or Personnel unit serving as a Spotter:
in the turn of Unloading by the transport- erwise treated normally as units that used a) Has an LOS to the target hex;
ing Vehicle once it Unloads its Passenger. A Running movement (e.g., may Infiltrate that b) Is within Spotting Range of the target—if
Heavy weapon Unload with any CA. turn). using Spotting Rules—not used in non
11.5.4 Broken desert scenarios unless NIGHT/FOG Spot-
Any Personnel unit that is Broken or Sur - ting Conditions are in effect or by mutual
renders when attempting to load or hook a
12.0 COMBAT
player agreement;
Heavy weapon up for towing may not do so 12.1 OUTLINE
c) Is otherwise eligible to fire, and is not
While complex in appearance, vehicles, Per-
and remains in the hex. Any Personnel unit moving.
sonnel, guns, and aircraft use intuitive, com-
that fails a morale check while being trans- 12.3.3 Overrun Attackers
ported must drop into Full cover in the ve- mon routines to conduct ATS battles. Com-
An AFV/Armed APC/Armed Truck may con-
bat consists of the following categories:
hicle if available (i.e., denoted by an ‘F’) or duct an Overrun if it:
a) Direct Fire—The firing unit can see the
unload in the hex immediately. Place an FC a) Is eligible to move;
marker on Personnel units that drop into ‘F’ target unit (see 12.5).
b) May enter the overrun hex (note that en-
b) Indirect Fire—The firing unit is off-board
vehicle cover. Vehicles carrying Broken or tering terrain that entails a check on the
artillery or on-board mortars or mortars/
Surrendered Personnel are not restricted Immobilization Table may render the vehicle

28
unable to move, and thus unable to make can attack as per ‘d’ above. Passengers (exception: do not apply casu-
an Overrun attack in the hex it just entered); 12.4.1 Non-Eligible Targets—Units may not alties against those passengers that are not
c) Has enough Assault MP to enter and fire into locations containing friendly units, eligible to be targeted by Small Arms; i.e.,
spend 1 MP per enemy unit being Over - nor those containing surrendered units un- those in FULL cover; the fate of these units
run—not ALL enemy units in the hex must less the target location also contains at least depends on the effects [if any] of the attack
be Overrun. one non-surrendered enemy unit. against their vehicle, usually a Half-track),
12.3.4 Close Assault Attackers 12.4.2 Direct Fire Targets riders (i.e., Personnel units being trans-
Eligible Personnel units may choose ONE Small Arms attack all eligible units in a lo- ported on a vehicle [usually a tank or SP
of two actions during the Close Assault Seg- cation. Guns firing at a vehicle do not affect Gun] that does not provide GOOD or FULL
ment: other units in the vehicle’s location, except cover), and crews manning H weapons (see
a) Grenade Attack—A Personnel unit may its Passengers. Guns firing HE at Person- 12.5.9);
make a Grenade Attack if it is not Broken nel units do not affect any vehicles in the f) For vehicles and H weapons in the target
or Surrendered, and is not marked as Fired; target location. location, use the Small Arms (GF) vs. Ve-
b) Infiltration—Any Personnel unit may use 12.4.3 Indirect Fire Targets hicles and H Weapons Table (C6) to see if
Infiltration if not Broken or Surrendered. Indirect Fire and aircraft bombs make one the Casualty Table roll has any effect on
12.4 ELIGIBLE TARGETS die roll to attack every location in a hex. these units (see 12.5.8);
Whether a unit is an eligible target depends Example: Indirect Fire hits a hex that has a g) Place a Collateral Fire (‘C’) marker in any
on the type of unit and the type of attack. building with two levels. Make ONE roll on hex that receives at least SIX NON
All Personnel (except surrendered units), the Casualty Table and apply casualties to FLAMETHROWER Gunfire Factors (see
vehicles, and weapons are eligible targets. units on any level in the hex. 12.5.10).
There are five exceptions: 12.4.4 Overrun Targets 12.5.2 Attack Routine for Guns
a) Armor Piercing (AP)—Guns capable of The only eligible targets for overrun are Guns make attacks using a two-step rou-
firing AP ammunition may use it to attack Personnel units, H weapons and for FULLY tine: first determine if the gun hits the tar-
Personnel units in bunkers, H weapons, and TRACKED AFVs, Truck type vehicles. The get, and then determine the hit’s effect on
vehicles (this ammunition limitation is indi- vehicle must expend 1 MP for each unit it the target.
cated by a white circle or square behind overruns, counting an H weapon and its crew 12.5.21 Using the HPT—Use the following
the unit’s Gun Size, and on the available as ONE unit. The attacker chooses which routine to determine if a gun hits a target.
ammunition portion of an AFV Card and the units he overruns if he does not (or cannot) a) Determine the range from the firing unit
Gun & Mortar Ammo Table for each nation- expend Assault MP to overrun all eligible hex to the target hex (see 12.5.3);
ality). targets in a location. b) Determine the Hit Probability Number
b) Shaped Charge Weapons (SCW)/L|AT— 12.4.5 Close Assault (HPN) (see 12.5.11);
In addition to H weapons and vehicles, SCW Grenade and Melee attacks affect all eligible c) Determine applicable HPT DRM;
may attack Personnel in non rooftop build- Personnel units or any ONE vehicle in a lo- d) Roll a die, and apply any HPT DRM to
ing locations, under Bunker/Cave Dugout cation. the die roll;
markers or behind Wall (including High Wall) 12.5 DIRECT FIRE ATTACK ROUTINES e) If the DRM-modified die roll is less than
hexsides (Exception: Personnel denied wall Use the following routines to conduct a Di- or equal to the HPN, the attack hits the tar-
cover, see 7.22). rect Fire attack. get; if greater, the attack missed and has
c) Units in Full cover—These are only eli- 12.5.1 Attack Routine for Small Arms no effect.
gible targets for Indirect Fire, direct firing a) Determine the range from the firing unit 12.5.22 Gun Attacks vs. Personnel—After
guns using the HPT (HE/FRAG is halved hex to the target hex (see 12.5.3); obtaining a hit on a Personnel target, use
against Full cover units), and adjacent and b) Determine GF of each attacking unit, the following routine:
same-hex attackers (see 12.5.661 for ex- modified by any applicable conditions, and a) Determine the appropriate column to use
ceptions). total all GF (see 12.5.4 and 12.5.5); on the Casualty Table for the Gun’s HE
d) Air Attacks—Aircraft may not attack tar - c) Use the Cover State Effects Table to de- equivalency (see 12.5.7);
gets in building or woods hexes if all six termine applicable column shifts for each b) Apply column shifts for Airbursts if in
adjacent hexes are also Woods or building unit in the target location (see 12.5.6); applicable terrain (see also Time Fuzed HE,
hexes (Exception: If the target hex is an d) Determine the final column to use on the 14.11);
Open Roofed building; also see 12.16.2). Casualty Table for each target unit, roll a c) Determine the final column to use on the
e) AA Fire—Only anti-aircraft (AA) guns, anti- die, and cross-reference the result on the Casualty Table for each target unit, roll a
aircraft machine-guns (AAMG), and medium appropriate column (see 12.5.7); die, and cross-reference the result on the
machine-guns (M|MG) may attack aircraft. e) Apply casualties among ALL Personnel appropriate column;
They may do so only from hexes aircraft units in the targeted location, INCLUDING d) Apply Casualties to Personnel units in

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
the target location, followed by the required attack the same target with small arms fire another leader was available.
morale check (see 12.5.9). (i.e., the HPT is never used in a Firegroup). 12.5.442 Leader-Only Firegroups—Two or
e) Place a Collateral Fire (‘C’) marker in any This combination of units is known as a more leaders may form a Firegroup by them-
location that is attacked by SIX FRAG fac- Firegroup. A Firegroup may attack only one selves. If another leader (in addition to the
tors or more on the Casualty Table (see location. AFVs may not form Firegroups with two required to form a Firegroup) provides
12.5.10). other units, but all of an AFVs MG (includ- leadership (i.e., does not contribute any GF
12.5.23 Gun Attacks vs. Vehicles—After ing a gun using semi-automatic fire) may or fire a weapon), the Firegroup receives
obtaining a hit on a vehicle target, use the combine their GF to form a one unit applicable leadership column shifts.
following routine: ‘Firegroup’. 12.5.5 Modifications to Small Arms
a) Make a roll on the Hit Location Table (B) 12.5.41 Eligibility—All units in a Firegroup The following rules describe conditions that
to determine the target aspect struck (see must be in the same location, or in adjacent modify Gunfire Factors.
12.5.12); accessible locations. Axis units of different 12.5.51 GF Reduction—A Personnel unit
b) Determine the firing weapon’s Penetra- nationalities may form a Firegroup together subtracts inherent GF equal to the SP of
tion (PEN) value using the Gun Penetration only if a German leader is part of the CARRIED L (-1 GF) and M (-2 GF) weapons
Values Table for that nationality (repeated Firegroup (Exception: Finnish leaders may (even if the weapon is not fired, the reduc-
on each AFV Card) and the target vehicle’s form Firegroups with German Personnel). tion is made for all carried weapons). To
Armor Factor (AF), and calculate the AF to Allied units may form Firegroups together fire, an M weapon must be manned by at
PEN Differential (DIFF); freely. least 2 SP of Personnel (e.g., two leaders; a
c) Make a die roll on the appropriate DIFF 12.5.42 Multi-Hex F i r e g r o u p s —A crew; a squad). Reductions for weapons are
column of the K-KILL Table (C1) (see Firegroup may be made of a maximum of made before any modifications for Long
12.5.13); THREE contiguous hexes and each hex Range and Assault Fire. There is no penalty
d) Apply the result of the die roll using the must contain at least one unit that is part of for carrying weapons during Melee, but
K-KILL Table; the Firegroup. Each location containing at there is for Grenade attacks (see 12.15.21).
e) Resolve effects on passengers in accor - least one unit of the Firegroup must be ad- A Personnel unit may not fire its printed GF
dance with 12.5.82; jacent and accessible to at least one other or any L or M weapons if crewing a HEAVY
f) Make a roll on the Suppression Table if location containing another unit of the weapon.
applicable (see 12.5.17). Firegroup. 12.5.52 Long Range Fire—Personnel Gun-
12.5.24 Gun Attacks/L|AT vs. H Weap- 12.5.421 Leadership—There must be a non- fire Factors, L|MG, M|MG, and vehicular-
ons—After obtaining a hit on an H weapon, Broken/Surrendered friendly leader in at mounted MG may fire at a range greater
use the following routine: least one hex of a multi-hex Firegroup. At than their printed range. This is known as
a) Guns (including L|AT; e.g., 88mm PF) least one unit in each location must be eli- Long Range Fire. They may fire at half GF
greater than 20mm automatically eliminate gible to fire and take part in the Firegroup (total all of the attack’s GF, and then divide
any H weapon they hit; (Exception: A leader may be alone in a hex; in half) for hexes beyond normal range and
b) Resolve attacks by ATR, and guns ≤ instead of firing, he may provide his lead- up to double the printed range (see 15.2.45
20mm on Table C4 (see 12.10.5); ership shift to the Firegroup’s attack). Ap- for the range of vehicular -mounted MGs).
c) If the attack F-Kills or eliminates the H ply the highest number of left shifts for Other weapons may NOT fire beyond the
weapon, attack any manning crew on the Obscuring terrain along the LOS of any maximum range printed on their counter,
Casualty Table using the AP column (4 GF) unit(s) in the Firegroup. designated by a number following a ‘#’ on
if firing AP or the column for the HE equiva- 12.5.43 Impulse Use —A Firegroup uses L|ATR, L|AT. L|MTR, M|MTR, and L|FT
lent (exception: use the 1 GF column for ONE impulse for all units and weapons in counters (and vehicles equipped with these
L|ATRs); if the attack made a roll on Table the Firegroup to fire once (or use one ROF). weapons).
C4, use the same die roll on the Casualty Units in the same location that wish to fire 12.5.53 Assault Fire—Firing during move-
Table. at the same target hex need NOT utilize a ment is known as Assault Fire. Personnel
12.5.3 Range and LOS Firegroup. Same location units may com- using Crawling or Assault movement may
Determine the range by counting the num- bine freely, using separate fire impulses. fire their Gunfire Factors and any carried L
ber of hexes in the shortest contiguous path 12.5.44 Leaders and Firegroups —One weapons while in the act of moving. Vehicles
from the firing unit to the target hex. Do friendly leader (only) may apply its leader- using Assault movement may also fire their
not include the firing unit’s hex, but include ship to a Firegroup attack. A leader must weapons. GF are halved during Assault Fire
the target unit’s hex. When firing at a ve- have a LOS to the target and be otherwise (calculated before applying any reduction for
hicle that is in the same hex or location as eligible to fire; he may not use his GF or Long Range Fire). Personnel firing L|AT and
the firing unit, the range is zero. Determine fire a carried weapon. Additional leader units L|ATR on the HPT using Assault Fire must
if there is an LOS between the firing unit provide no additional benefit, but they may apply a +3 HPT DRM. Vehicles must apply
and its intended target. If the LOS is found add their printed GF or that of any weap- a +5 HPT DRM.
to be blocked after declaring intent to fire, ons they fire to the Firegroup’s attack. 12.5.6 Cover States
do not mark the firing unit as fired. The 12.5.441 Leader Effects —Once a leader Cover State represents vulnerability to an
firing player is considered to have ‘passed’, applies its shift/DRM to any unit in a attack. Some cover states affect both Per -
i.e., his impulse is lost and reverts to the Firegroup it may continue to modify any fire sonnel and vehicles. Others affect only Per -
opponent. The units he wished to fire are later in the SAME segment, by units that sonnel.
free to fire or move during a later impulse if were part of the Firegroup AND any eligible 12.5.61 Cover State Modifiers—Cover state
otherwise eligible (e.g., have not been de- weapons they carry. It may not lead any modifies EITHER :
stroyed in the interim). additional units that were not part of the a) Column used on the Casualty Table; OR
12.5.31 Range Limits—Personnel and MG original Firegroup and must remain other- b) The chance of obtaining a hit on the Hit
have an effective range printed on their wise eligible to provide leadership (e.g., it Probability Table (HPT).
counters, their maximum range being double may not be Broken in the interim). Exception: Apply the modifier for certain
this value. Some other weapons (e.g., L|AT Example: An NCO and two squads, each car- states (e.g., Air Bursts) only on the Casu-
and L|ATR) have a maximum range printed rying an L|MG, form a Firegroup to fire dur- alty Table after obtaining a hit.
on their counters. Mortars and some guns ing an impulse. The owning player decides 12.5.62 Cover State Effects Table (F1)
have a ‘#minimum-maximum’ range (and to fire one squad and TWO L|MG ONLY, dur- Table F1 provides Casualty Table column
some simply a #maximum) printed on their ing the fire impulse. The leader’s shift is ap- shifts and HPT DRM for different cover
counters. Other guns do not have a maxi- plied to this attack. Later in the same seg- states. On the HPT, each ‘L’ shift equals a
mum or minimum range limit. They may fire ment the second squad fires an L|AT it is +1 modifier to the die roll; each ‘R’ shift
at any range, unless the cumulative HPN is carrying. Its also receives an HPT DRM from equals a -1 modifier.
ZERO or less due to HPT DRM (on the HPT the leader. If instead the second squad Example: A unit in Good cover benefits from
‘-’ denotes a zero per -cent chance of obtain- wished to form a NEW Firegroup with an- a shift of ‘1L’. For an attack using the ‘14’
ing a hit). A die roll is NOT made on the other, third squad adjacent to it, the original column on the Casualty Table, resolve the
HPT in this case. leader could NOT be part of (or form) that fire one column to the left, in the ‘10’ column.
12.5.4 Firegroups new Firegroup. However, the squad COULD If the attack instead requires a roll on the
Two or more units may combine their GF to still fire, including as part of a Firegroup, if HPT to obtain a hit, apply a +1 DRM to the

30
HPN. If a hit results, do not apply a column per the rules for individual terrain types) 12.5.662 Units Firing From Full Cover—
shift to the subsequent Casualty Table roll. along an LOS provides a +1/1L modifier. A unit in Full cover may fire at adjacent units
12.5.621 Table Usage—Refer to Table F1 12.5.652 Smoke—If a unit fires into, out only. Exception: Mortars may fire normally
to obtain a cover state’s applicable column of, exactly along a hexside, or through a from Full cover when under a hedgehog or
shifts and HPT DRM. hex with smoke in it, apply a +4/4L modi- AT -Trench; mortars may also fire normally
a) Cover states denoted with a ‘P’ only apply fier. Burning wrecks, flame markers, and from Full cover in ‘down’ Linear Depression
to Personnel units; smoke markers create smoke. Multiple hexes, but doing so requires using a Spot-
b) Apply all applicable shifts cumulatively, sources of smoke in the same hex do not ter (14.6.7).
but apply only one shift for hex terrain, increase the smoke modifier. 12.5.663 Full Cover Set Up—Personnel may
hexside terrain, and emplacements. Excep- 12.5.653 Leader directed—Eligible attacks set up in Full cover under eligible emplace-
tion: AFVs/APCs and non-burning wreck receive a –1/1R modifier if directed by an ments. Vehicles and Personnel may set up
markers provide Good cover in the ground NCO and –2/2R if directed by an Officer. marked with an FC marker in the following
level of their hex, but only if no other ter- Commissars do not ‘direct’ attacks (i.e., they types of terrain:
rain in the hex provides a cover DRM/shift provide no benefit). a) Any non-roof location of a multi-hex build-
(see 6.2.71). 12.5.654 Airbursts—Instead of the normal ing;
Example: A Personnel unit using Running LEFT shift(s), any Personnel unit in Airburst b) Behind Level +10 hexsides (e.g., High
movement is fired on while in Good cover. terrain has its Cover treated as ‘1R’ on the Wall/Bocage hexsides) if all enemy units with
The modifiers are –2/2R for Running and Casualty Table for all mortar/OBA/aircraft LOS to the hex trace LOS ACROSS a Level
+1/1L for Good cover, the combination of bomb/Indirect fire attacks AFTER a hit is +10 hexside. Remove the FC marker when-
which results in –1/1R. obtained on the HPT. HPT DRM are applied ever an enemy unit has an LOS to the hex
12.5.63 Personnel Movement—The follow- normally. Airbursts do not provide a 1R shift (and is in Spotting Range), and the LOS is
ing cover states only apply to Personnel against Personnel units in Full Cover in not traced across a Level +10 hexside.
units: APCs that provide FULL cover (marked with A unit never PLACES an FC marker for ‘a’
12.5.631 Stationary—A Personnel unit that ‘F’ on their counter), Bunkers, Blockhouses and ‘b’ above during the course of play. FC
is Crawling, not moving, or transported by or Buildings (must be UNDER Bunker/ markers are ONLY placed in terrain hexes
a Vehicle affording S cover to Passengers is Blockhouse or MARKED with a green Full during set up. After set up, units may only
in a Stationary cover, which provides a modi- Cover (i.e., ‘F’) marker. obtain Full cover under an emplacement or
fier of zero (no shift or DRM). 12.5.655 Cushion—An HE attack against in a vehicle affording FULL (as denoted by
12.5.632 Assault—Personnel units using Personnel in cushioning terrain receives a an F on the vehicle counter) cover.
Assault movement are in Assault cover, 1L modifier. Cushion does not produce HPT 12.5.664 Dropping Into Full Cover—Eli-
which provides a -1/1R modifier. Note: A DRM; it only provides a column shift on the gible Personnel units may ‘drop’ into Full
Personnel unit riding on an AFV is in As- Casualty Table after a hit is obtained by HE cover when an enemy unit fires on them.
sault cover; guns firing HE on the HPT may or aircraft bombs. 12.5.6641 Eligible Units—Units are eligible
not separately target such units. Any hit by 12.5.656 Fog of War—Fire at the following to drop into Full cover when not already
HE on the AFV also affects riding Person- units receives a +2/2L modifier: marked with a fired or moved marker, if
nel units, using the Casualty Table for the a) An H weapon with its FOW side up; they are fired on by any direct fire, aircraft,
latter AND applying a 1R shift INSTEAD of b) The original manning crew under an H or NON mortar OBA and indirect fire and
a -1 HPT DRM in this special case. weapon with its FOW side up; they are:
12.5.633 Running—Personnel units using c) A vehicle with its FOW side up (noting a) on top of Hedgehogs or other emplace-
Running movement are in Running cover, that it must be non-moving, since moving ments specifically listed as providing full
but only when targeted by Opportunity Fire. within an enemy LOS [or a moving enemy cover in their rules;
Personnel units pushing H weapons may unit moves within LOS and Spotting Range] b) Passengers in a Vehicle affording F cover.
also be considered to be in Running cover will flip a vehicle to its non-FOW side in all Units NEVER drop into full cover in build-
(see 11.3.34). Running cover provides a - cases). ings.
2/2R modifier. Once a Running unit com- 12.5.66 Full Cover—A unit under a Full 12.5.6642 Sequence —Use the following
pletes its movement impulse, it receives Cover (FC) marker or eligible Emplacement sequence when firing on units eligible to drop
assault cover for the purposes of modifiers is in Full cover. into Full cover:
and being targeted, until the end of the turn. 12.5.661 Attacking at Units in Full a) Enemy unit declares an attack using ANY
12.5.64 Cover & Terrain—The terrain rules Cover—Units marked as ‘FC’ or in FULL type of fire except MOR TAR (including mor-
and Terrain Chart provide the cover state cover under an emplacement are only eli- tar OBA);
for each terrain type. Emplacements may gible targets for Indirect Fire, direct-fire b) The owning player of the targeted Per -
supersede the cover state of terrain for units using the HPT, and fire from adjacent hexes sonnel unit declares if it will drop into Full
in or on them. The use of the term “appli- (e.g., GF; Grenade attacks). A unit in FC in cover;
cable terrain” specifies cover provided by a non-emplacement may be attacked using c) Fire is resolved if any effect can be ob-
terrain and emplacements. Melee normally. Units need not move UN- tained. If the Personnel unit dropped into
12.5.641 Good Cover —Provides a +1/1L DER an emplacement providing FULL cover Full cover, it benefits from that cover state
modifier; to initiate Melee, they may attack in Melee against the just-declared fire.
12.5.642 Improved Cover—Provides a +2/ from on TOP of the emplacement. See the 12.5.6643 Movement—Units use Crawling
2L modifier; rules for each emplacement type for restric- movement when dropping into Full cover,
12.5.643 Masonry Cover—Provides a +3/ tions on Melee (e.g., Blockhouses). but dropping into Full cover is not an Op-
3L modifier AND halves ALL HE/FFE/OBA/ 12.5.6611 Direct Fire—When using direct portunity Fire trigger. Mark the unit with a
Aircraft Bomb attacks as per 12.5.71c, fire, apply a +3 HPT DRM. FRAG factors movement marker; it may not move or fire
EXCEPT FOR the purpose of possible cre- are HALVED on the Casualty Table for any during that turn’s Fire & Movement Seg-
ation of rubble (see 8.3.9); hit obtained. SCW may also attack using ment after dropping into Full cover.
12.5.644 Full Cover —Provides a +3/3L direct fire against bunker occupants, ap- 12.5.6644 Leaving Full Cover—A unit may
modifier (there are restrictions on firing at plying the +3 and halving effects. exit Full cover in the following ways:
units in Full cover; see 12.5.661). 12.5.66111 GF/Grenade Attacks—When a) The unit exits the location in which it set
12.5.65 Other Cover Modifiers using GF directly on the Casualty Table, up marked with an FC marker;
Other factors affect cover state. In addition including Grenade attacks, a 3L shift ap- b) The unit spends 1 MP or uses crawl/
to those listed below, there are modifiers plies. Infiltration to remove the FC marker or to
listed below the HPT that refer only to fire 12.5.6612 Indirect Fire vs. Full Cover— move on top of an emplacement marker.
on that table (and how Casualty Table shifts All HE/FRAG attacks resulting from INDI- 12.5.67 HE vs. Personnel Cover State
are applied as HPT DRM). RECT fire (including OBA and aircraft When using the HPT to attack a hex loca-
12.5.651 Obscuring—Some terrain types bombs) are HALVED as per 12.5.71c. Ex- tion containing multiple Personnel units in
disrupt fire through them. (e.g., Rock ception: Indirect fire attacks against units differing cover states, some may be hit and
Strewn terrain; Crops). Each obscuring ter- marked as ‘FC’ due ONLY to being behind others missed depending on the applicable
rain type (or in some cases the hex contain- Bocage/High Wall hexsides (see 12.5.663) HPT DRM. Make one die roll on the HPT
ing the terrain or any hexside touched, as do so at full strength (i.e., do NOT halve). and apply the appropriate DRM to deter -

31
mine the units hit, noting that Casualty Table d) FT: Flamethrowers attack Personnel on 12.5.741 Multiple Targets
shifts are not applied since the DRM are the ‘30’ column in the GF|FRAG row (see Note that small arms attack all eligible tar-
used on the HPT (except in the case of Cush- 14.7). gets in the targeted location. Make ONE roll
ion, Air Bursts, and other column shifts that e) DOZ: Dozers attempting to destroy ter - on the Casualty Table and distribute any
are only applied on the Casualty Table). Note: rain, emplacements, and wrecks make a roll resulting casualties among ALL Personnel
When targeting Opportunity Fire against on the ‘50’ column in the GF|FRAG row, (to include crews manning H weapons and
Running Personnel units the attack does not and use the result on the Demolition Table eligible passengers/riders). Use the Casu-
affect non-Running units in the location, nor (DT) (see 14.13.12); alty Table result on Table C6 to determine
do any resulting morale checks resulting f) BT: A Bangalore Torpedo attempting to effects on vehicles and H weapons.
from casualties. destroy emplacements make a roll on the 12.5.8 Small Arms (GF) vs. Vehicles And
12.5.7 Casualty Table (F2) ‘40’ column on the GF|FRAG row and use H Weapons Table (C6)
The Casualty Table is used for all fire ex- the result on the Demolition Table (DT) (see Use this table to determine damage when
cept when guns and FT fire at vehicles, H 14.13.12). Small Arms attack locations containing ve-
weapons and buildings (i.e., instead of at 12.5.73 Determine the Final Column— hicles and H weapons. Small Arms GF
the building’s occupants). Apply all applicable column shifts on the NEVER use vehicle size (e.g., Very Small)
12.5.71 Determine the Initial Column Casualty Table for the cover state of the or Moving Vehicle DRMs as shifts on the
a) Gunfire and FRAG Factors: Use the high- target unit(s). Column shifts are listed in Casualty Table. After resolving the attack
est numbered column in the GF|FRAG row the ‘Sh’ column of Table F1; corresponding on the Casualty Table, use the appropriate
that is not greater than the attack’s total GF HPT DRM (for attacks using the HPT) are row of Table C6 for the target type to deter -
or FRAG Factors (see 12.5.661 for excep- listed in the ‘HPT DRM’ column (they are mine any results:
tions). Example: A Firegroup totaling 28 Gun- also listed below the HPT). Cover States that a) AFV/APC: A C1 or greater calls for a roll
fire Factors uses the ‘24’ column. are only used on the Casualty Table have on the Suppression Table (see 12.5.175).
b) Indirect Fire and Guns Firing HE: Use ‘na’ listed in the HPT DRM column. Apply For effects on passengers, see 12.5.82;
the highest numbered column in the HE row any left or right column shifts to derive the b) Truck Type: A Casualty Table result equal
that is not greater than the attacking unit’s attack’s final column. to a C1 results in an M-KILL; a C2-3 re-
Gun Size. Example: An 88|A Gun uses the Example: A Firegroup totaling 12 GF, directed sults in a K-KILL; a C4+ a Burning wreck.
‘80’ column (equivalent to the ‘20’ GF|FRAG by an NCO fires on a target in Improved cover. For effects on passengers, see 12.5.82;
column). The starting column is the ‘10’ column on the c) H Weapon: A Casualty Table result of C8+
c) HE-Half FRAG Equivalent: When re- GF|FRAG row. The improved cover gives two calls for a roll on the F-KILL Table (see
quired to use half the FRAG Factors for an shifts left (2L) and the leader provides one 12.5.15).
HE attack (e.g., vs. Full Cover units; shift right (1R) for a final modifier of one shift 12.5.81 Small Arms F-KILL—A large vol-
12.5.6612) find the GF|FRAG column left. Use the ‘8’ column. ume of small arms fire may damage an AFV’s
equivalent to the Gun Size, and then use 12.5.731 Final Column Off Table—If shifts optics. If a small arms attack against the
the highest column which is not more than result in a final column to the left of the ‘1’ front facing of an AFV/APC (must be front
one half that value. column on the GF|FRAG row, an announced of the turret for turreted AFV/APC) results
Example: A 76mm mortar fires in a case that attack has no effect (mark attacking units in a C8+ make a roll on the F-KILL Table
requires use of half the FRAG Factors. Nor- as fired). If shifts move an attack to the (see 12.5.15).
mally the mortar would use the ‘75’ column right of the ‘50’ column, use the ‘50’ column 12.5.82 Passengers’ Fate
on the HE row, which is the same as the ‘14’ (Exception: Heavy Payload). If a transport vehicle is targeted, Passen-
column on the GF|FRAG row. Half of 14 is 7. 12.5.732 Heavy Payload—In the case of gers (including those that survive or are oth-
Use the ‘6’ column in the GF|FRAG row. HE direct and indirect fire hits of 300+mm erwise unaffected by Small Arms fire) suf-
12.5.72 Notes Row—The top row contains (including aircraft bombs) apply a -1 DIE fer the following fates:
abbreviations to remind players of the col- ROLL MODIFIER on the Casualty Table for a) Transport Vehicle Burned by Direct
umn used for certain attacks. EACH fraction of 100mm in excess of Fire —Eliminate Personnel and L and M
a) AP: An AP attack that K-KILLs a vehicle, 200mm. Treat modified rolls less than ‘1’ weapons. Place H weapons in the hex with
targets Personnel in a bunker, or destroys as ONE. the burning wreck, marked with F-KILL
an H weapon attacks passengers, manning Example: A ‘300’ Gun Value HE hit receives a marker;
crews, and Personnel in a bunker on the ‘4’ -1 DRM on the Casualty Table, i.e., a roll of b) Transport K-KILLed or Burned by Indi-
column in the GF|FRAG row (see 11.5.82). ‘7’ on the 50+ column is modified to a ‘6’. rect Fire or Aircraft Bombs —Eliminate
b) CF: Place a Collateral Fire marker in a 12.5.74 Roll the Result Personnel and L and M weapons. H weap-
location that receives Direct Fire from at Cross-reference a die roll on the appropri- ons undergo separate attacks (see 12.11.2b);
least six GF or FRAG factors (see 12.5.10). ate column. A ‘-’ means the fire has no ef- c) Transport Vehicle K-KILLed by Direct
c) SC: Satchel Charges attack Personnel on fect. A ‘C#’ means the fire generates casu- Fire—Place H weapons in the hex with the
the ‘20’ column in the GF|FRAG row (see alties equal to the number represented by wreck. Eliminate L and M weapons. Attack
12.15.22). the ‘#’ following the ‘C’. Personnel units as follows, depending on

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 QQ3/RR2 to fire on QQ2.

32
the type of weapon that produced the K- a Personnel unit also eliminates any L or M hexes or greater, use the appropriate col-
KILL (place surviving passengers in the hex weapons the unit was carrying. umn according to the Gun Size of the firing
with the wreck after resolving the attack): 12.5.93 Targets in the Same Cover State— unit. Use the resulting HPN to determine if
Gun Firing AP: Make a roll on the Casualty The owning player chooses the units to ab- a target is hit.
Table using the AP row of the Casualty Table sorb casualties among targeted units in the Examples: A gun firing at a range of 2 hexes
for K-KILLs from AP/APCR/APDS ammu- same cover state. uses an HPN of 9. A 57|B gun firing at a
nition. 12.5.94 Targets in Different Cover range of 18 hexes uses an HPN of 4; a 76|B
Gun Firing HE and HEAT: Use the die roll States—If units (including transported Per- gun firing at a range of 18 hexes uses an
from the K-KILL Table on the Casualty sonnel and manning crews of H weapons) HPN of 6.
Table, using the gun’s HE equivalent and in a targeted location or hex are in more 12.5.112 Die Roll Modifiers (DRM)—There
the column shift for the passenger’s cover than one cover state, use the following rou- are a variety of HPT DRM. DRM are listed
state (see 11.5.7). The shifts and halving tine: beneath the HPT. Most are self-explanatory;
effects of GOOD (‘G’) and FULL (‘F’ receive a) Cross reference the die roll with the ap- others are explained below.
HALF FRAG and 3L shift) cover positions propriate column on the Casualty Table for 12.5.1121 Moving Vehicle—If the target is
apply for passengers in these cover states the units in the least beneficial cover state; a moving vehicle, there is a +2 modifier.
in vehicles that are K-KILLed. b) All Personnel in the least beneficial cover Exception: if the range to the target is 16+
Small Arms: Use the die roll from the small state absorb all casualties called for; hexes and the firing unit previously placed
arms attack that caused the K-KILL, apply- c) If all Personnel units in the least benefi- a BOT marker on the target, there is no
ing the column shift for the passenger’s cial cover are eliminated and there are still moving vehicle modifier.
cover state. casualties to be absorbed, cross reference 12.5.1122 Burst On Target (BOT)—Any H
ATR/MG Using an HPT: Transported Per - the original die roll with the column for the weapon, mortar, ATR, and vehicle Main Ar -
sonnel and weapons are not affected. Place least beneficial cover among all surviving mament acquires its target when it secures
them in the hex with the wreck; units. Apply this result (if any), less any a HIT on the HPT. Place a Burst on Target
d) Transport Not K-KILLed —Attack Per - casualties already absorbed; (BOT) marker of the firing player’s choice of
sonnel units as follows, depending on the d) Continue this process until no further color (Note: No other weapons, including
type of weapon that attacked the vehicle: casualties need to be absorbed, or no aircraft, place BOT markers). When hit us-
Gun Firing AP: Transported Personnel and friendly units remain in the attacked loca- ing direct fire, place the BOT in the specific
weapons are not affected. tion. location of the target. When hit using indi-
Gun Firing HE: Use the same die roll from 12.5.95 Casualty Morale Check— Person- rect fire, place the BOT in the hex. A spe-
the K-KILL Table on the Casualty Table, nel units that survive a C# result must cific weapon only benefits from BOT mark-
using the gun’s HE equivalency and the col- check morale, as must other same-location ers it places via hits on the HPT. Subse-
umn shift for the Passenger’s cover state friendly Personnel units. Use the C# as a quent shots at a BOT -marked target receive
(Exception: Personnel in ‘F’ cover are unaf- morale check +DRM, and apply any other a -3 HPT DRM.
fected). applicable Morale Table modifiers (Excep- 12.5.1123 BOT Removal—Remove a BOT
Small Arms: Use the die roll from the Small tion: Japanese Personnel do not use the C# marker if the firing weapon fires at a target
Arms attack vs. the vehicle, applying the as a DRM). If target units are in different outside the current target’s location, moves,
column shift for the Passenger’s cover state. cover states, use the C# obtained with the becomes newly suppressed, is rendered
ATR/MG Using an HPT: Transported Per- least-protective cover state modifier as a ineligible to fire, or the LOS to the hex is
sonnel and weapons are not affected. morale check +DRM for ALL survivors. blocked for any reason (e.g., smoke along
12.5.9 Personnel Casualties Exceptions: Non-Running units do not have the LOS). If the BOT -marked unit is de-
Use the following routine to apply casual- to check morale if they are in the same lo- stroyed or leaves the location, the placing
ties to Personnel units. cation as Running units targeted by Oppor- player may:
12.5.91 Personnel Units and Steps—Per- tunity Fire; Full cover Personnel units who a) Remove the BOT marker;
sonnel units have a number of ‘steps,’ each are not eligible targets or are missed by an b) Leave the BOT marker in the current
representing a state of combat effectiveness. HPT shot ignore combat results, including LOCATION for use against newly entering
Each time a unit ‘absorbs’ a ‘C1’ in casual- morale checks resulting against other units enemy units;
ties, it takes one step loss. in the hex or location. c) If eligible, transfer the BOT marker to a
12.5.911 Squads—Squads have four steps. 12.5.10 Collateral Fire—Place a Collateral new target in the same location, or track a
1st step loss: Place a Casualties marker Fire (‘C’) marker in any hex that receives at moving target (see 12.5.1127).
on the squad. least 6 GF (or their equivalent in FRAG Fac- Assault Moving units NEVER place BOT
2nd step loss: Remove the Casualties tors) on the Casualty Table, after applying markers.
marker and flip the squad to its reduced all shifts, from a NON MOVING firing unit 12.5.1124 BOT & Spotting—When using
side (the back side, with two figures). using Direct Fire on the Casualty Table. the Spotting Rules, targets marked with BOT
3rd step loss: Place a Casualties marker 12.5.101 Entering a ‘C’ Marker—Any Per- may be spotted at any range by the BOT -
on the reduced squad. sonnel unit that enters a ‘C’ marker hex placing units.
4th step loss: Remove the reduced squad without using Crawling movement must take 12.5.1125 BOT & Hit Location—When fir-
from play. an immediate morale check. The unit suf- ing at targets in Hull Defilade, apply a -3
12.5.912 Other Personnel Units—Crews, fers casualties equal to the amount by which BOT DRM on the Hit Location Table after
FOs, BAR gunners, commissars, and lead- it fails the check. Treat all Collateral Fire obtaining a hit on the HPT (this is in addi-
ers have two steps. morale checks as normal morale checks for tion to the -3 BOT HPT DRM).
1st step loss: Flip the unit to its reduced all other purposes. A unit with a morale of 12.5.1126 BOT & ROF—As long as a Gun
side (the reduced side of leaders, FOs, com- ‘10’ or greater need not roll when entering a fires at its BOT -Marked target, double its
missars, and BAR gunners is called its ‘C’ marker hex. ROF (including any remaining ROF for the
Wounded side). Example: A unit may receive a Courage re- turn in which it places the BOT marker).
2nd step loss: Remove the reduced/ sult from a ‘C’ marker morale check; morale Exception: some units, as shown on their
Wounded unit from play. modifiers apply normally (e.g., friendly and AFV cards, do not receive an increase in
12.5.92 Casualty Effects enemy units within MSR). ROF because they have a BOT (e.g., Ger -
Casualties affect Personnel units as follows: 12.5.11 Hit Probability Table (A1) man sIG II SPG). However, such units still
a) The placement of a Casualties marker Guns use this table to determine if their receive the BOT –3 HPT DRM.
reduces printed Gunfire Factors and mo- shots hit the target. MG and L|AT use their Example: A ROF 2 weapon fires at, hits, and
rale level of squads and reduced squads by own HPTs, Tables A2 and A3 (see 12.10.1 K-KILLs an AFV. The gun may use its remain-
ONE (Exception: Only the GF of Japanese and 12.10.2). Roll once on the HPT each ing ROF of one, now doubled to two, in the
Personnel is reduced). time a weapon fires. BOT marker hex if other units are in the same
b) A wounded leader, FO/Commissar/BAR 12.5.111 Determining the Hit Probabil- location as the just-hit AFV. It may fire again,
gunner may not use Running movement. ity Number (HPN)—Cross-index the range twice, this impulse against these other units
c) The ROF of H and M weapons is reduced with the Gun Rating. Guns have a rating of (or at the AFV if it was not K-KILLed). If it
to ONE if manned by a reduced crew. A, B, C or D (L|ATRs use the D row; decides to use its second ROF to fire at a
d) A non-small arms attack that eliminates M|ATRs use the B row). If the range is 17 target outside the BOT-marked location, its

33
remaining ROF would be ONE and it will lose or OBA die roll of ‘0’, make another roll. If 12.5.131 PEN vs. AF Differential (DIFF)—
the just-placed BOT. If it keeps firing at the another 0 is rolled (i.e., 00), a Critical Hit Subtract the target’s AF from the gun’s PEN
same BOT-marked location the next turn, its has occurred. Players may not ‘roll for’ CH to obtain the Differential (DIFF). Use the
ROF is doubled from 2 to 4. if the HPN is less than ZERO (after apply- appropriate DIFF column on the K-KILL
12.5.1127 BOT Tracking and Transfer—A ing all HPT DRM) or ‘-’. Table, using the AP or HE section of the
BOT placed by DIRECT fire may remain on 12.5.1141 AP/HEAT—Whenever any form table depending on the type of ammunition
the target if the target moves (or follow one, of AP or HEAT (i.e., includes L|AT) is fired that secured the hit (if the DIFF is less than
owning player’s choice), unless the target the PEN number is DOUBLED for use on ‘–1’, the shot has no effect).
exits the LOS of the placing unit. In that the K-KILL Table. 12.5.132 Armor Factors (AF)—The armor
case, remove the BOT unless there is an- 12.5.1142 HE—When firing HE ignore all factor of an AFV varies for each aspect and
other enemy unit(s) in the last location the applicable LEFT cover shifts (including those facing combination (AF for APC/trucks does
originally targeted unit occupied, in which for bunkers/blockhouses) on the Casualty not vary by aspect/facing, see 12.5.1322).
case the firing unit may transfer the BOT to Table AND apply a 2R column shift. Determine an AFV target’s facing in relation
another target. If the original unit is elimi- 12.5.1143 OBA/Aircraft Bombs—To deter - to the firing weapon. By definition, this is
nated, any Direct fire-placed BOT marker mine if a CH results, roll two dice; on a roll the target’s hexside that the LOS crosses.
may also be transferred to another same- of ‘00’ a Critical Hit results. If the LOS is traced exactly between the
location target. BOT markers placed by In- 12.5.12 Hit Location Table (B) flank and the front, the facing is front if the
direct fire may never be transferred or track Use this table after hitting an AFV or a Hull- target is MOVING and flank if it is STA-
a moving unit. Defilade (H-D) APC/truck (use NON-TUR on TIONARY. If the LOS is traced exactly be-
12.5.113 HPT Die Roll—Make a die roll on the table for ALL non-turreted vehicles). Roll tween the flank and rear, it is rear if sta-
the HPT for each shot. Apply any cumula- one die on the appropriate column (Non- tionary and flank if moving. On the AFV
tive HPT DRM to the die roll (i.e., these DRM Turreted or Turreted). The result is the as- Card, cross-reference the target facing and
never modify the HPN, just the die roll that pect struck: Turret, Upper Hull (UH), Lower aspect to determine the AF (remember that
is compared to the HPN needed for a hit). If Hull (LH), or Track. If the target is H-D, facing is different from aspect: the LOS as
the resulting DRM-applied die roll is equal modify the die roll for target size and BOT. it enters the target hex determines the
to or less than the HPN needed, the shot 12.5.121 Track Hit—When a Track aspect former; the Hit Location Table determines
hits the target. If a shot fails to hit the tar- is hit, immediately make a roll on the M- the latter). If an AFV has a black dot for an
get, it is a miss and has no effect. KILL Table (see 12.5.14); do not make a AF, the AF for that aspect & facing is con-
Example: An HPN of ‘6’ receives a +2 HPT roll on the K-KILL Table. sidered ‘un-armored’ and is always -1.
DRM. The firing player rolls a ‘5’. Adding the 12.5.13 K-KILL Table (C1) 12.5.1321 Facing of Same Hex Vehicle
+2 DRM results in a final die roll of ‘7’, greater Use this table for non-track hits on AFVs, Targets—When firing at a vehicle that is in
than the HPN. The shot is a miss. If a ‘4’ was and for all hits on APC and trucks. This the same hex or location as the firing unit,
rolled instead, the +2 HPT DRM would result table has two sections: one for attacks us- determine the target facing by using the
in a ‘6’, and a HIT would have occurred. ing AP, APCR, APDS, HEAT, and L|AT (SCW) direction the vehicle was moving when it
12.5.114 Critical Hit (CH)—Whenever an ammunition, and one for attacks using HE entered the hex. If both units occupy the
HE or AP attack is made a devastating ‘Criti- ammunition (MGs and ATRs use the AP sec- same hex at the beginning of an impulse,
cal Hit’ may occur. Following an original HPT tion).

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
use the facing when the last moving unit KILL results are always treated as K-KILLs 12.5.143 Failure to M-KILL—A roll on the
entered the hex. for APCs and Trucks. For AFVs use the M-KILL Table that does not result in an M-
12.5.1322 APC and Truck AF—APCs and POSS K-KILL Results Matrix (PK) to cross- KILL instead generates:
Trucks use generic AFs: 0 for APCs; -1 for reference the Vehicle Type with the Aspect a) a K-KILL result for non-track hits;
Trucks/H weapons. These AF do not vary & Facing hit to determine the result: b) a no effect result for TRACK hits; make a
with facing/aspect. a) Immediate K-KILL : The target is K- roll on the Suppression Table.
12.5.133 Non-HE Penetration Number KILLed; 12.5.15 F-KILL Table (D1)—An F-KILL re-
(PEN)—When firing non-HE ammunition, b) Roll for M-KILL: Make a roll on the M- sult represents a unit’s loss of firepower. In
determine the Penetration Number of the KILL Table (D2). See 12.5.14; addition to using this table when specified
weapon by cross-referencing the Gun Size, c) Roll for F-KILL: Make a roll on the F- on the POSS K-KILL Results Matrix, use
ammunition, and range on the Gun Penetra- KILL Table (D1). See 12.5.15. this table if a small arms attack against the
tion Values Table (Play Aid 5) provided for Note that some results on the POSS K-KILL FRONT facing of an AFV (must be FRONT
each nationality (this information is repeated Results Matrix call for rolls on both the M- of the turret for turreted AFVs) or against
on individual AFV Cards for convenience). KILL and F-KILL Tables. an H weapon results in a C8 or greater.
Example: An American 75|B gun using AP 12.5.14 M-KILL Table (D2) —An M-KILL 12.5.151 Procedure—Use the row on Table
ammunition and firing at a range of 2 hexes result destroys a vehicle’s mobility, i.e., D1 appropriate for the attack (the ‘C8+ GF
has a PEN of 10. suspension or track integrity is lost. Use F-KILL’ row for small arms attacks, the ‘F-
12.5.1331 HE Penetration Number this table when specified on the POSS K- KILL’ row for all others). A roll less than or
(PEN)—The HE Penetration Table (HE) pro- KILL Results Matrix AND whenever a roll equal to the number provided results in an
vides the Penetration Number for HE am- on the Hit Location Table results in a Track F-KILL; mark the vehicle with an F-KILL
munition from all guns. This PEN does not hit and in any instance a roll on the M-KILL marker. If the target is F-KILLed, also make
vary by range. Note that HE PEN is doubled Table is called for. An M-KILLed vehicle is a roll on the Bail Out Table (see 12.5.16; if
when targeting APCs and trucks. NOT considered a ‘moving’ HPT target. an F-KILLed vehicle has already received
12.5.134 K-KILL Results—Make a roll on 12.5.141 Procedure—Use the column for an M-KILL, the crew AUTOMATICALLY bails
the appropriate DIFF column. The die roll the aspect struck. A roll less than or equal out) and the Suppression Table (see
must be less than or equal to the number to the number provided results in an M- 12.5.17).
for a result to apply from the following: KILL; mark the vehicle with an M-KILL 12.5.152 F-KILL Effects—F-KILLed units
BURN —The target vehicle is ‘brewed up’. marker. If the target is M-KILLed, also make may not fire ANY weapon for the remainder
Replace the target vehicle with a burning a roll on the Bail Out Table (see 12.5.16; if of the game. If the F-KILLed vehicle passes
wreck marker (the back side of a wreck an M-KILLed vehicle has already received the Bail Out check, it exits along the near-
marker, with red flames). an F-KILL, the crew AUTOMATICALLY bails est friendly map-edge at its earliest oppor-
K-KILL—The crew or multiple vehicle sys- out) and the Suppression Table (see tunity.
tems are out of action. The vehicle is 12.5.17). 12.5.153 Failure to F-KILL—A roll on the
knocked out permanently, but not burning. 12.5.142 M-KILL Effects—Vehicles may not F-KILL Table that does not result in an F-
Replace the target vehicle with a wreck move or pivot for the remainder of the game. KILL instead generates:
marker. For ef fects on passengers, see Any turret or 360 degree gun with which a) a K-KILL for non-Mortar HPT attacks;
12.5.82. the vehicle is equipped may still rotate, al- b) a No Effect result for small arms attacks;
POSS K-KILL—A portion of the crew or ve- though the vehicle counter itself may not c) a No Effect result for Indirect HE/FFE/
hicle system may be out of action. POSS K- move or change its vehicle covered arc. Bomb/Rocket attacks.

7
The example at left is used for the Line Of Sight
Example and the Casualty Table Modified Gun-
LOS+10marker 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
12.5.16 Bail Out Table (E) be attacked on the Casualty Table by GF in Movement Point for each hexspine it pivots
Use this table when an AFV, APC, OR an attempt to Suppress them, as may OT its VCA. It may independently rotate its tur-
ARMED TRUCK has been M-KILLed or F- vehicles at ALL times (even if already marked ret one hexspine for each MP it spends while
KILLed. Cross-reference the M- or F-KILL as Suppressed). IN a hex (not total MP spent during the
Result with a die roll. A ‘B’ result on this 12.5.176 Removing Suppressed Markers— move).
table means the vehicle crew has bailed out; During the End of Turn Segment, vehicles 12.6.32 Changing Covered Arc Without
mark the vehicle with a ‘Bail Out’ marker. may remove Suppressed markers by pass- Firing—Vehicles and H weapons may change
Vehicle crews are not represented by a ing a morale check. No morale modifiers their CA without firing. A unit that changes
counter and never appear on the battlefield. apply to Suppression removal morale checks. its CA without firing is considered to have
A vehicle marked with a ‘Bail Out’ marker AFVs have their morale levels listed on their moved (crawling movement for H Weapons,
may not move or fire for the remainder of AFV Cards. All APCs have a morale level of assault movement for vehicles); mark the
the scenario, except if re-manned. While it 7. Personnel inside a suppressed APC do unit with a Moved marker. If hidden, a unit
is not considered K-KILLed for Victory Point not roll to remove suppression; they become changing CA without firing may stay hidden
purposes, the same quantity of VP are unsuppressed when the APC passes its mo- if not in the LOS (and Spotting Range if in
awarded (note that another attack that K- rale check. use) of an enemy unit.
KILLs a bailed-out AFV earns ANOTHER 6 12.6 FIRE RESTRICTIONS 12.6.33 Terrain-Based ROF Covered Arc
VP). Certain restrictions limit fire opportunities Restrictions—When in a Building (Excep-
12.5.161 Re-Manning Bailed Out Ve- and reduce ROF and GF during attacks. No tion: Rooftop), Rubble, or Woods location,
hicles—A friendly full strength crew may unit or weapon may split one ‘shot’ of GF or or under a Bunker, all multiple ROF weap-
enter a Bailed Out vehicle in the same man- one hit attempt on the HPT between two ons have a special covered arc restriction.
ner as Personnel entering a vehicle for trans- different target hexes, but units with a ROF The weapon’s first attack determines its CA.
port. The vehicle remains marked as Bailed greater than one, vehicles with multiple Orient the weapon to face any CA that in-
Out (place the marker to the side of the weapons, and Personnel carrying weapons cludes the target hex (noting there is no shift
vehicle, and remove the Personnel crew from may target different hexes. or HPT DRM for setting the CA for a L or M
the map). If the vehicle is not F-KILLed, the 12.6.1 Impulse Use weapon). The weapon may not change its
new crew may fire its weapons. The vehicle When one unit or Firegroup uses direct fire, CA, or fire at targets outside its CA, during
may NOT move, or change the vehicle or it uses one impulse, even if using multiple the remainder of the current phase or seg-
turret covered arc. If the re-manned vehicle weapons. ment (Exception: They may fire at vehicles
sustains another Bail Out result, do not place Example: An AFV may fire its main arma- that enter their hex from any hexside with-
the Personnel crew back on the map; elimi- ment and its machine-guns during one im- out reference to this set CA).
nate it in the same manner as a Bailed Out pulse, and may target more than one hex in 12.6.4 Counter Orientation
vehicle crew. the process. When pivoting, turn the entire gun or ve-
12.5.17 Suppression Table (D3)—When- Note: A unit so-used may draw a Gun Duel hicle counter to face its new covered arc,
ever a hit fails to K-KILL an AFV or APC before it can finish using its weapons during or rotate the turret of a vehicle that has
(including after M-KILL and F-KILL results), an impulse. one. A player may change a vehicle’s CA
make a roll on the Suppression Table, us- 12.6.2 Rate of Fire even when the vehicle has a turret (e.g., to
ing the appropriate row for Gun Size or C# Units may not fire more than their available face its stronger frontal armor to an enemy
(for casualties-produced checks on the ROF. Units lacking a ROF value (provided threat); any combination of vehicle AND tur-
table). On a roll less than or equal to the in a blue square) have a ROF of ‘1’. A Per- ret CA changes apply cumulatively to any
required number, mark the target with a sonnel unit may thus fire its GF only once shot taken immediately following the pivot.
Suppressed marker, orienting the marker per turn. Units with multiple weapons (e.g., 12.6.5 DRM for Changing CA
with the turret facing (or ignoring facing for an AFV with gun, CMG and BMG weapons) The DRM for changing CA varies by type.
non-turreted vehicles). may fire each weapon separately during one a) Non-turreted units incur a +3/3L modi-
12.5.171 Elite Tank Commander DRM— impulse (or Opportunity Fire attack), noting fier for the first hexspine change, with an
Vehicles with an Elite Tank Commander (see any ROF restrictions that apply to that unit additional +1/1L per hexspine change there-
15.6) receive a +1 DRM on Table D3 when or weapon type. after;
checking for their own suppression. 12.6.21 ROF Restrictions —All L and M b) Units with a dashed-line circle around
12.5.172 Turret Aspect Automatic Sup- weapons, as well as any AA weapon, may their Gun Size (‘Slow’ traverse turrets) in-
pression—Automatically suppress an AFV fire any available ROF during the same im- cur a +2/2L modifier for the first hexspine
when it is hit in the Turret by HE/AP of pulse (noting covered arc ROF restrictions; change, and +1/1L per hexspine thereaf-
75mm or greater. see 12.6.33). All other weapons may not ter;
12.5.173 Suppression Effects —A Sup- use more than one ROF per impulse, un- c) Units with a solid circle around their gun
pressed vehicle uses the Suppressed row less it places a BOT on its target. Excep- Size (‘Fast’ traverse turrets/guns) incur a
on the Spotting Table (if Spotting is in ef- tions: Assault Fire (see 12.8.21), Opportu- +1/1L modifier for the first and all subse-
fect), has a maximum ROF of ONE, loses nity Fire (see 12.7.2), Gun Duels (see 12.9). quent hexspine changes.
any BOT it PREVIOUSLY placed on a target 12.6.3 Covered Arc 12.6.6 Covered Arc DRM and ROF
unit, may not fire its AAMG, and incurs a All H and vehicle-mounted weapons have a When a stationary weapon with multiple
+2/2L modifier. Note: This 2L modifier is restricted field-of-fire known as a Covered ROF changes its CA, apply the HPT DRM
ALSO applied to FT attacks by vehicles. Note Arc (CA). These weapons must pivot to fire for a pivot only on the FIRST HPT die roll
that already suppressed vehicles may place at any target outside of their current CA: following the CA change. Subsequent shots
new BOT markers on targets they hit. the FRONT two hexes for all vehicles, un- receive no HPT DRM, unless the unit
12.5.174 Additional Suppression Effects— less marked with a TURRET marker (in changes CA AGAIN before making a new
Passengers carried by a suppressed vehicle which the CA of the turret is used instead), die roll on the HPT. Treat any vehicle-
are also suppressed; they may not fire in and the front two hexes of all Guns. All L mounted MG with multiple ROF in the same
any manner, nor may they serve as an FO and M weapons may fire in any direction manner when changing CA.
or Spotter. A suppressed OT vehicle may (Exception: Terrain-based CA restrictions; 12.7 OPPORTUNITY FIRE
not fire any of its weapons. see 12.6.33). Eligible units may use Opportunity Fire to
12.5.175 Casualty Table Suppression— 12.6.31 Vehicle and H Weapon Cover Arc— attack enemy units that move in the firing
When FRAG or HE attack an AFV/APC, roll During Direct Fire (or Opportunity Fire), a unit’s LOS (and Spotting Range if in use)
on the appropriate row of the Casualty Table. vehicle or H weapon may change its Vehicle during the Fire & Movement Segment. The
On a C1 or greater result, ALSO make a roll Covered Arc (VCA; separate from that of its firing player may check if he has an LOS to
on the Suppression Table using the ‘C# Re- turret) and/or rotate its turret any number the moving unit; there is no penalty if none
sult*’ row. A roll less than or equal to the ‘#’ of hexspines before it fires. Apply appro- exists (unlike when using an impulse to fire,
portion of the C# results in Suppression. priate HPT DRM (or Casualty Table column which results in a pass when no LOS ex-
Example: On a C2 result a roll of two or less shifts for non-HPT fire) to any fire conducted ists). The following actions ‘trigger’ Oppor-
will result in Suppression. during the impulse (or Opportunity Fire tunity Fire:
Non Suppressed AFVs and APCs may also shot). When moving, a vehicle pays one a) Any expenditure of a Movement Point;

36
b) Transport Loading/Unloading Personnel; 12.8.2 Vehicle Assault Fire
c) Pivoting vehicles, turrets, and Heavy Vehicles may fire all available
weapons (see 12.9.4 for First to Fire re- weapons when using Assault
strictions on the use of Opportunity Fire in Fire. Vehicle weapons must
these instances). Opportunity Fire may not add the Assault Fire +5 HPT
be used until after the triggering unit makes DRM; the GF of non-HPT fire
a minimum of one hexspine change in its is HALVED.
facing/covered arc/turret covered arc. 12.8.21 Vehicle ROF —Ve-
12.7.1 Opportunity Fire Eligibility hicles with multiple ROF
A unit that wishes to use Opportunity Fire weapons may use their entire
must be otherwise eligible to use Direct Fire. ROF during Assault Fire, but
All rules for Direct Fire apply normally. Note may only use ONE shot of its
that only the non-impulse player may use ROF for each MP spent in the
Opportunity Fire. hex from which it fires. Any
12.7.2 Opportunity Fire ROF Limit combination of different weap-
A unit may not use more Opportunity Fire ons may fire during the same
ROF against a moving unit than the target MP expenditure. Vehicles may
unit spends in MP while: spend more MP than a hex re-
a) entering the targeted location it is first quires for entrance to increase
fired on in using Opportunity Fire; ROF opportunities
b) using MP to pivot or change any CA (e.g., 12.8.22 Platoon Use —AFVs
VCA) of a vehicle or turret. moving as a Platoon may use
12.7.3 Opportunity Fire Routine Assault Fire. AFVs of a Platoon
Opportunity Fire takes place in the follow- are neither required to all fire
ing order: at the same time, nor at the
1) Enemy unit triggers Opportunity Fire per same target.
12.7 above; 12.9 GUN DUELS
2) Opportunity firing units use ONE avail- In some cases, a gun-armed
able firing opportunity (unlike firing during vehicle or H weapon may ini-
an impulse, which may allow a unit to fire tiate a ‘Gun Duel’ and return
The above AFV 'standoff' example will be used to illumi-
all of its ROF); fire immediately when fired on
nate a number of points. It is the German Impulse and his
3) Surviving moving unit may continue its using the HPT during the Fire
StuG IIIg is parked up on a Hill hex, +10 levels higher than
movement impulse (to include firing one shot & Movement Segment. The
two American M4A1 Shermans. If the StuG fires on the
using Assault Fire, if eligible); unit returning fire is the ‘re-
M4A1 in hex R14, the latter is in Hull Defilade to the SP-
4) Repeat 1-3 above as long as Opportunity sponding’ unit. A player initi-
gun's fire. Thus, the facing of the Turret ONLY is consid-
and Assault firing unit(s) want to use re- ating a Gun Duel does not use
ered AND only a Turret (TUR) aspect will result in a hit.
maining ROF. Place a Fired ‘F’ marker nor- an Impulse. A unit that is fir -
mally on units that use Opportunity Fire. ing may also use the Gun Duel
The StuG IIIg is also in H-D position, up on the Hill, for return
12.7.4 Target Using Running Movement process to assert his ‘right’ to
fire from both M4A1 'C' in hex R14 and 'D' in hex O13. To
Opportunity Fire against Running Person- fire BEFORE any Opportunity
obtain an effective hit on the H-D M4A1 'C' in hex R14, a TUR
nel units (including Personnel pushing guns) Fire may take place. Mark ‘re-
aspect must be rolled. Table 'B' is consulted after a hit is
does not affect other non-Running Person- sponding’ units that fire in a
obtained using the HPT. On a die roll of 1-3, a Turret aspect is
nel units in the location, including morale Gun Duel with an ‘F’ marker. struck, resulting in a hit. However, there are some die roll
checks following Casualties results. Once initiated, complete a Gun modifiers provided on Table B, for use only on that table. One
12.8 ASSAULT FIRE Duel before any other actions. is for target size. The M4A1 is a 'Large' target, and a -1 DRM
In certain cases, units using Assault move- 12.9.1 Eligibility is applied, making it EASIER to obtain a TUR hit (and thus hit a
ment may move AND fire. This is known as To initiate a Gun Duel, the large H-D tank). Thus, on an aspect die roll of 1-4, the Sherman
Assault Fire. An Assault moving unit may responding unit must be oth- is hit in its turret. An aspect die roll of 5-0 results in an ineffec-
use Assault Fire before moving, during its erwise eligible to fire AND cur - tive result and is treated in the same manner as a 'miss'.
move (after it spends any MP), or in the last rently have a BOT marker on
For Gun Duels involving AFVs with spon-
hex it enters. A unit may use Assault Fire the firing enemy unit (Exception: Elite Tank
son-mounted (e.g., Grant; Lee) or turret MA
only during its movement impulse; it can- Commanders may initiate a Gun Duel with-
and hull-mounted Guns (Char B1 bis; Pzkw
not save its Assault Fire for later use. out having a BOT marker on the firing unit)
B2), BOTH weapons may duel indepen-
12.8.1 Personnel Assault Fire AND not otherwise restricted by failing to
dently with two different targets (or one tar -
Personnel units utilizing Crawling or Assault be the First to Fire (see 12.9.4) unit due to
get) if they have BOT markers in place.
movement may fire their printed Gunfire comparing HPT DRM.
12.9.4 First to Fire—In the event of a Gun
Factors at half their normal Gunfire (note 12.9.2 Gun Duel Routine
Duel or Opportunity Fire against an H
that Running units may never use Assault Use the following routine for a Gun Duel.
weapon/turreted gun/vehicle using the
Fire). a) A gun initiates direct fire on a unit eli-
HPT, a unit may fire FIRST if its total DRM
12.8.11 Platoon Use—Personnel units mov- gible to declare a Gun Duel:
for pivoting/changing Covered Arc is less
ing as a Platoon may use Assault Fire as a b) The responding player declares a Gun
than the opposing unit.
Firegroup, but units in a Platoon are NOT Duel following the announcement of the fir-
12.10 ADDITIONAL COMBAT TABLES
required to all fire at the same time, nor at ing player’s shot, but before the firing player
This section provides detailed explanations
the same target. An Assault firing Platoon makes a roll on the HPT;
of the other tables used to conduct combat.
may not form a Firegroup with other units. c) Both players simultaneously make their
12.10.1 MG Hit Probability Table (A2)
12.8.12 Light Weapons and Assault Fire— HPT die roll;
This table is a separate HPT for MG attacks
A Personnel unit carrying an L weapon may d) The player rolling lowest (use the FINAL,
against vehicles. This table may be used
fire the weapon using Assault Fire, although i.e., modified die roll) fires first (i.e., if the
for M|MG and ALL vehicle MG when firing
the L weapon does NOT have to fire at the shot renders the enemy unit unable to fire
against vehicles. The HPT DRM found un-
same time as the unit, nor at the same tar- for any reason, the enemy’s shot is consid-
der the HPT (A1) apply normally. Note that
get, as long as ALL Assault Fire is con- ered to have never taken place). If the roll
MGs using Small arms fire on the Casualty
ducted during the unit’s movement impulse. is a tie, the firing player fires first;
Table against vehicles may opt to use the
When fired using Assault Fire, L Weapons e) If still able to fire, the losing unit’s attack
HPT (the A2 table) or use their GF on the
fire at half their normal Gunfire Factors for then takes place;
Casualty Table and compare any C# results
non-HPT attacks, have a reduced ROF of f) The opposing player’s unit may fire again
obtained there with the appropriate target
one, and must add a +3 HPT DRM for at- if eligible, and so on.
row on the Small Arms (GF) vs. Vehicles
tacks on the HPT. 12.9.3 Sponsons And Multiple Weapons
and H Weapons Table (C6).

37
12.10.11 MG PEN Value—Machine-guns use guns) of 20mm or less obtain a hit on the b) H weapons;
a PEN value of ‘1’ for calculating the PEN HPT against an H weapon. Use the row for c) Vehicles (Note the effects on Passengers
vs. AF Differential (DIFF) and are treated the type of ammunition that hit the H when a vehicle is destroyed), noting any
as K-KILL Table AP. weapon and roll a die; an ‘F’ result on this shifts from the Indirect Fire vs. Vehicle Shifts
12.10.2 L|AT Hit Probability Table (A3) table F-KILLs the H weapon. table;
This table is a separate HPT for Light AT 12.11 INDIRECT FIRE d) Unoccupied building locations (for cre-
Weapons. Use this table when L|AT fire at On Board Mortars and off-board artillery ation of rubble and Flame).
vehicles or eligible Personnel targets (see ALWAYS attacks during the Indirect Fire Absorb casualties suffered by Personnel
14.4.3), and use any applicable HPT DRM Segment. Howitzers (HOW) may use either units; refer results from the attack roll
from the HPT (A1). Direct or Spotted Indirect Fire. On board against other targets to the Indirect
12.10.3 Indirect HE | FFE | Aircraft mortars may also use Spotted Indirect Fire. HE|FFE|Aircraft Bomb Attacks vs. Vehicles
Bomb | Rocket Attacks vs. Vehicles and All other Guns must use Direct Fire. and H Weapons Table (C2) (see 12.10.3).
H Weapons Table (C2)—Use this table to 12.11.1 Indirect Fire Segment Attack Rou- 12.11.21 Indirect Fire vs. Vehicle Shifts
determine damage when FFE, on-board in- tines Table (IS) —This table specifies Casualty
direct fire, Aircraft Bombs or rockets at- There are three types of attacks that take Table shifts for Indirect Fire attacks against
tack a vehicle or H weapon on the Casualty place during the Indirect Fire Segment: vehicles. These shifts are cumulative with
Table. Use the row for the appropriate tar- a) On-Board Mortar with LOS to target: all applicable cover state modifiers.
get type; a Casualty Table C# result equal Use the routine outlined in 12.5.21 to de- 12.11.22 Full Cover Units—Units in Full
to a C# on Table C2 generates the indicated termine hits using the HPT. See 14.6 for cover under an emplacement receive a HE-
M-/F-KILL chance (roll on the correspond- additional rules relating to the use of mor- Half FRAG Equivalent for indirect fire. Units
ing M-/F-KILL table) OR an automatic K- tars; in Full cover in an APC share the fate of
KILL or Burn (apply the Casualty Table re- b) On Board Mortar/Howitzer Using Spot- their vehicle. Units under FC markers re-
sult to Personnel in the targeted location ted On Board Indirect Fire: There must be ceive NO additional cover benefit. See
normally). an adjacent Spotter (see 14.6.7) or FO with 12.5.661 for exceptions.
12.10.4 Flamethrower vs. Vehicles and H an LOS to the target; use the routine out- 12.11.23 Terrain—Hexside terrain does not
Weapons Table (C3) lined in 12.12.2 (i.e., place CFF/FFE and provide cover against Indirect Fire. In-hex
Use this table to determine damage when a attack one target hex); A minimum range of terrain provides cover normally.
flamethrower attacks a vehicle or H Weapon. TEN hexes applies for howitzers (M|HOW 12.11.24 FFE vs. 12+ SP of Personnel—
Flamethrowers do not use the HPT or K- and H|HOW weapons). See 14.6 for addi- Make an additional roll on the Casualty Table
KILL Table. Make a roll directly on this table, tional rules relating to the use of mortars when OBA attacks a location containing 12+
using the appropriate row for the target; and howitzers; SP of Personnel. Make this roll AFTER all
any roll less than or equal to the listed num- c) Off-board artillery battery (OBA): Use others the FFE attack requires; apply any
ber results in a burning wreck (i.e., the the routine outlined in 12.12.2 (i.e., place results as casualties and morale checks
equivalent of a BURN result on the K-KILL CFF/FFE and attack a seven hex cluster). ONLY (i.e., ignore rubble, flame, etc.)
Table) or H weapon elimination (AND place An FO assigned to the battery must have 12.11.3 Forward Observers (FO)
a Flame marker in any location that is Flam- an LOS to the target. FOs (one man Personnel units [usually
mable (see 7.1, under ‘Flam’). Automatically 12.11.2 Spotted Indirect Fire/OBA Attack 1|1|8] with an FO triangle icon) direct off-
Suppress any vehicle that survives a Resolution board artillery fire. Each off-board battery
flamethrower attack. Note: When Consult the Indirect Fire Effects Table (G) in a scenario has one FO counter (if an OOB
flamethrowers attack manned H Weapons to determine the number of separate adja- lists a battery but no FO, add an FO to that
and vehicles with passengers, make one die cent HEXES an Indirect Fire attack affects side’s OOB). FOs are treated as Leaders
roll and use the result on both the FT Col- (e.g., an FFE usually attacks six adjacent for carrying/firing L and M weapons, and
umn of the Casualty Table (to determine the hexes centered around one target hex, for being used as an alternate crew ONLY (i.e.,
result for Personnel) and Table C3 (to de- a total of seven hexes; an on board mortar they may not lead Firegroups or otherwise
termine results for H weapons or vehicles). or howitzer [HOW] attacks one hex). All FO affect an attack by another friendly unit).
When firing a flamethrower there is always directed/Spotted Indirect Fire uses the They may self-rally.
the possibility it will run out of fuel (see 12.12.2 routine and makes ONE roll on the 12.11.31 Battery Assignment—Assign one
14.7.5). Casualty Table for each target HEX (includ- FO to a battery or gun on a side note. These
12.10.41 Smoke in target hex or along ing empty hexes that contains terrain that assignments are permanent. An off-board
LOS—Apply a +4 DRM for EACH smoke hex may result in rubble/flame). Casualties are battery may not fire for the remainder of
in/along the LOS to the target location. applied normally among units in the entire the game if the battery’s FO is eliminated
12.10.5 H Weapon Destruction Table HPT hex. Indirect Fire attacks the following units (Exception: A battery may fire if a leader or
Hits By Weapons ≤ 20mm (C4) in a hex: FO assigned to a different battery calls in a
Use this table to determine damage when a) Personnel units (including non FULL cover Barrage; see 12.11.35).
non-MG weapons (e.g., ATR; 20|B H|AA Passengers and crews manning guns); 12.11.32 Set Up—If optional hidden set up

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
rules are in use an FO may always set up
SSR. Players fire their OBA batteries dur-
hidden in allowable terrain.
ing the Indirect Fire Segment using alter -
12.11.321 Off-Map Set Up—FOs may set
nating impulses. There is no limit to the
up off-map by SSR. Set up the FO in a map-
number of attacks an OBA battery may
edge hex in accordance with the SSR; the
make during a scenario.
only function of an FO’s hex is to serve as
12.12.1 Registration
the source of the FO’s LOS; the FO cannot
SSRs may provide one or more ‘Registra-
be attacked in any way.
tions’ for an OBA battery or on-map gun. A
12.11.33 FO Spotting—FOs must be sta-
registration is a target hex the battery or
tionary to observe their targets. They may
gun has ‘ranged’ and may hit more easily.
not observe and then move in the same turn.
Before play begins, but after all set up, play-
Mark an FO with an ‘F’ marker when their
ers make a side note of their registered tar-
corresponding battery or gun fires. Note:
get hexes and the battery/gun to which they
Sponson-mounted guns (e.g.,
Being marked as ‘Fired’ does not change
belong. Players may not change registration
75|C in Grant and Lee tanks)
the range at which units may Spot an FO. If
hexes or battery/gun assignments after play suffer from a restricted Field-of-
the FO is in Full cover or hidden, do not
begins. Fire HPT DRM. Any hex on the PORT side of
place a marker (thus giving away its loca-
12.12.11 Registration DRM—When OBA the VCA adds a +1 HPT DRM.
tion); make a side note instead.
targets a registration hex, apply a -20 DRM
12.11.331 Spotting Range—An FO’s Spot- CFF is removed during the End of Turn
to the roll on the Accuracy Diagram (IA).
ting Range is double the result listed on the Segment if it is outside of the LOS of its
12.12.2 OBA Attack Routine
Spotting Table in all columns (due to the FO. For the purposes of seeing a CFF (after
OBA batteries may fire HE or smoke (see
assumed use of binoculars or other optics). initial placement; the FO must be able to
6.4.4). Use the following routine to make
12.11.332 Obstructed LOS—If HPT DRM see a location of the hex it wishes to place a
an OBA attack:
from smoke and Obscuring terrain between CFF in), a CFF is considered to rise to a
a) Make Battery Contact by rolling less than
the FO and target hex is eight or greater, ‘blast height’ +20 levels higher than the
or equal to the Battery Contact number (Ex-
the battery or gun may not fire into the hex. ground level of the target hex (or the high-
ception: Barrage attacks do NOT require a
If the LOS to a target hex becomes ob- est obstacle level of a building hex entirely
contact roll). See 12.12.3;
structed (8+ HPT DRM) after an FO places surrounded by building hexes of the same
b) Place a Call for Fire (CFF) marker in the
an FFE, the battery may still fire normally building).
intended target hex and announce the type
(e.g., smoke FFE is placed); the FO may 12.12.41 FFE Lands Out of Play—If a CFF/
of ammunition employed (HE or smoke) (see
not shift an existing CFF out of that hex FFE lands out of the playing area (i.e., off
12.12.4);
until the HPT DRM is seven or less (i.e., a map or beyond the playing area listed for a
c) Make a roll on the Accuracy Diagram (IA)
new CFF may be placed instead). scenario) it is immediately removed from
using two dice. Align the chart in any man-
12.11.34 FO Movement & Melee—If an FO play UNLESS one or more of the hexes at-
ner so players agree on the direction it faces
moves, including Infiltration (and taking part tacked by an FFE are IN play.
on the game map. Roll two dice, one for
in Melee), an existing CFF/FFE it placed 12.12.5 Using an Existing CFF Marker—
‘tens’ and the other for ‘ones’. Apply any
remains in its current hex. An FO may use an existing CFF placed dur-
applicable Registration DRM and DRM for
12.11.35 Leaders as FOs—Leaders (and FOs ing a previous turn. However, it may not be
obscuring terrain along the LOS between
assigned to other batteries) may call in Bar- placed OR REMAIN in a hex that has no
the FO and the target hex; modifiers that
rage attacks (see 12.12.62) regardless of location within the LOS of the FO. Thus, if
create results less than one are treated as
whether or not the firing battery has an the CFF blast height is the ONLY part of
a roll of ‘1’.
assigned FO. Leaders may not function as the current hex within the FO’s LOS, the
d) Move the CFF to its final hex. If the final
an FO for ANY other purpose (and do not CFF must be moved to a hex with an in-
hex (or an adjacent hex) has one or more
receive the additional Spotting Range of LOS location and is further subject to the
locations within the FO’s LOS that contain
12.11.331). Mark leaders that call in Bar - following:
enemy units the owning player MUST flip it
rages with ‘F’ markers, except when in Full a) Use CFF in current or adjacent hex: Do
to its Fire for Effect (FFE) side (even if the
cover or hidden (make a side note instead). not make an accuracy roll when a CFF
attack will also affect friendly units); other-
12.11.4 Observation Post (OP) Vehicles marker remains in its current hex, or moves
wise, it remains a CFF and the impulse is
FOs may spot while being transported by to an adjacent hex within the FO’s LOS. The
over;
vehicles. When an FO is adjusting fire from CFF simply remains in its hex or is moved
e) Resolve attacks as specified in 12.11.2;
an OP vehicle, the vehicle may not move or to an adjacent hex and attacks normally,
FFE also attack any units (friendly and en-
fire any turret weapons that turn. An FO assuming no other limitations prohibit use
emy) in its multi-hex blast area and that later
may not adjust fire from a Suppressed ve- (e.g., failed contact die roll; newly blocked
enter any attacked FFE hex;
hicle or when transported in ASSAULT cover LOS).
f) Flip the FFE back to its CFF side during
(i.e., riding ON a tank). b) Move CFF two to six hexes: Apply a -20
the End of Turn Segment (see 14.6.72 for
12.11.41 Loading/Unloading —An FO DRM to the accuracy roll. This DRM is NOT
Spotted units). Make a side note of the bat-
loads/unloads from a vehicle normally. When cumulative with a Registration DRM.
tery each CFF/FFE marker represents (or
loaded on an AFV or APC, the FO is INSIDE c) Move CFF seven hexes or more: Roll for
on board unit(s) using Spotted Indirect Fire).
the vehicle; remove the FO counter from accuracy as if newly placing a CFF.
12.12.3 Battery Contact
the map and make a side note of the FO’s 12.12.6 Types of OBA Attacks
The Accuracy Diagram provides a Battery
OP Vehicle. An FO using a truck as an OP There are four types of OBA attacks: Con-
Contact number for each nationality. A Bat-
vehicle adheres to all normal passenger centration, Barrage, Line Barrage, and Roll-
tery Contact roll must be made each turn a
rules. ing Barrage, the last three provided by SSR.
player wishes to place a new CFF, new FFE,
12.11.42 OP AFV/APC K-KILL, Bail Out, 12.12.61 Concentration—Attack all units
or move an existing CFF. Roll a die, and
& F-KILL —Eliminate FOs when their OP in the FFE hex and adjacent hexes (7 hexes
apply any ammunition supply DRM. If the
AFV/APC is K-KILLed. For a Bail Out re- total).
modified result is greater than the Battery
sult, place the FO in the hex in which the 12.12.62 Barrage—A Barrage requires the
Contact number, the FO may not place a
vehicle rolled the Bail Out. If a vehicle is use of a Registration hex. Do not roll for
new CFF marker, and must remove a previ-
forced to exit due to an F-KILL, remove the Battery Contact or place a CFF; simply place
ously placed CFF marker.
FO from play. the FFE in the Registration hex. Roll for
12.12.31 Ammunition Supply DRM
12.12 OFF-BOARD ARTILLERY SUPPORT accuracy and place the FFE in its final hex.
A battery may have a level of ‘ammunition
Many factors influencing a tactical battle Attack all units in the FFE hex and within
supply’ designated by SSR. If a battery has
occur beyond the physical limits of the map. two hexes of the FFE hex (19 hexes total).
‘High Ammunition Supply’, apply a -1 DRM
Off-Board Artillery (OBA) rules represents 12.12.63 Line Barrage—Attack a line of
to its Battery Contact rolls; ‘Low Ammuni-
Indirect Fire from artillery batteries located seven adjacent hexes, centered on the FFE
tion Supply’, generates a +1 DRM
off-map. OBA is not represented on map marker (three on each side). A Line Barrage
12.12.4 Results out of FO’s LOS—Once
except for their FO counters and CFF/FFE is otherwise identical to a Barrage (e.g., no
an FFE has been resolved a newly-flipped
markers. OBA support is only provided by contact needed, and requires a Registration

39
hex). Place the barrage FFE and two Bar - 12.13.21 Locating Enemy OBA—Enemy e) If the vehicle does not suffer a K-KILL,
rage Limit markers (one in each of the end batteries must be located before they may M-KILL, or Bail Out due to Opportunity or
hexes of the seven-hex string of the Line be affected by counter -battery fire. Only Final Defensive Fire (or due to Immobiliza-
Barrage) and attack units in these seven enemy OBA that fires (i.e., places a FFE) tion upon entering a hex requiring a roll on
hexes ONLY. during a turn may be located in that turn. the Immobilization Table), resolve the Over-
12.12.64 Rolling Barrage—A Rolling Bar- Locating attempts are conducted at the end run attack (see 12.14.6);
rage is a Line Barrage that has the follow- of the Indirect Fire Segment in which the f) The vehicle may end its impulse in the
ing movement rules. enemy OBA fires. Roll one die for each en- target hex or, if eligible, exit the hex and
12.12.641 Movement—The seven-hex long emy battery that fired. A die roll of 1-2 means continue its movement impulse. It may con-
barrage must be set up in keeping with a the enemy battery has been located. Once duct additional Overrun attacks against
map orientation listed in the SSR providing located, an enemy battery remains located other hexes (see 12.14.7).
the rolling barrage capability. The SSR will for the remainder of the game. Make a side 12.14.2 Assault Fire Restriction
also state how many turns the barrage note or use the provided markers. Overrunning vehicles may conduct Assault
moves forward, how many hexes per turn, 12.13.22 Acquisition—A friendly battery Fire before entering an enemy hex; upon
and in what direction if accurate. A Rolling may initiate counter -battery fire against lo- entering an enemy hex, the overrunning
Barrage only attacks the hexes in its line cated enemy OBA as an attack during the vehicle may not fire any weapons for the
after it moves, not all those between the Indirect Fire Segment. Counter -battery fire remainder of its movement impulse.
two lines. A Rolling Barrage moves and at- has a two-turn acquisition procedure. At the 12.14.3 Movement into an Enemy Hex
tacks FIRST during the Indirect Fire Seg- beginning of the second turn after declar - Vehicles that conduct overruns must use
ment. ing counter -battery fire, the enemy OBA is Assault movement. After entering an enemy-
12.12.642 Accuracy and Duration—A Roll- neutralized and may not fire. Make a side occupied hex, the vehicle must pass any
ing Barrage never flips to its CFF side. As note or use the provided markers to indi- required check on the Immobilization Table
long as it is in play, its FFE and end-hex cate this status. for terrain in the hex. It may then place an
markers remain on the map. During the End 12.13.23 Duration—Batteries remain neu- Overrun marker and spend one additional
of Turn Segment of the turn it is to be ‘lifted’ tralized while the counter -battery fire is MP for each Personnel unit and un-manned
(removed permanently), a Battery Contact maintained, and for two turns after it ends. H weapon it wishes to Overrun. A vehicle
roll must be made for removal. Otherwise, If the friendly battery resumes counter-bat- in an enemy-occupied hex is not required
the Rolling Barrage continues into the next tery fire, it must re-acquire (via 12.13.22) to conduct an Overrun, nor must it Over -
turn, when another lift attempt must be the target OBA. Once a friendly battery is run all eligible enemy units.
made, and so on. Until lifted, the Rolling no longer maintaining counter -battery fire, 12.14.4 Opportunity Fire vs. Overrunning
Barrage continues to move and attack. It it may be used normally. Markers are pro- Vehicle
does not roll for accuracy after an initial vided to make note of the status of locating Enemy units may use Opportunity Fire
accuracy roll when its FFE is first placed. and neutralizing enemy OBA. against an Overrunning vehicle for each MP
Note: The Registration DRM no longer ap- 12.14 OVERRUN it uses in the target hex. Opportunity Fire
plies once a Rolling Barrage has moved from Overrun attacks take place when a non-F- attacks that do not use the HPT affect all
a Registration hex. KILLed AFV/APC/Armed truck enters a hex units in the Overrun location (friendly and
12.13 COUNTER-BATTERY FIRE occupied by enemy Personnel or weapons enemy), even those not targeted by the
OBA (and aircraft; see 12.16.9) may con- and declares an Overrun attack. Overrun Overrun attack.
duct ‘counter-battery fire’ to engage enemy has no effect on other unit types. 12.14.41 Personnel Fire Restriction —A
OBA and attempt to interrupt their fire. 12.14.1 Overrun Attack Routine Personnel unit may use Opportunity Fire or
Counter -battery fire takes place during the Use the following routine to make an Over- Direct Fire vs. a same-hex vehicle only if it
Indirect Fire Segment. run attack: is otherwise eligible to fire. It may NOT fire
12.13.1 Battery Limits a) Impulse player moves an eligible vehicle outside of its location while an enemy ve-
Batteries may only use counter-battery fire into an enemy-occupied hex using Assault hicle is within.
against certain types of enemy OBA. Con- Movement and places an Overrun marker 12.14.5 Final Defensive Fire
sult the Off-Board Counter -Battery Matrix (see 12.14.3); H weapons in an Overrun hex may use a
(CB) to determine counter-battery fire eligi- b) Vehicle spends an additional MP in the restricted form of Opportunity Fire against
bility. target hex for each unit/unmanned weapon the overrunning vehicle. An H weapon may
12.13.2 Counter-Battery Effects and Pro- it wishes to overrun; fire one ‘Final Defensive Fire’ HPT shot (only
cedure c) Eligible units may use Opportunity Fire HPT) at the Overrunning vehicle as long as
Counter -battery fire does not destroy en- against the vehicle (see 12.14.4); the weapon does NOT have to pivot to face
emy OBA; it temporarily neutralizes their d) Eligible H weapons in the target hex may the hex the Overrunning vehicle used to
fire. execute Final Defensive Fire (see 12.14.5); enter the H weapon’s hex. H weapons may

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
take a Final Defensive Fire shot even when The same vehicle cannot overrun the same per Grenade Attack.
already marked as fired, if otherwise eli- unit more than once during the same im- 12.15.22 Satchel Charges—Some scenarios
gible to fire. Prior to making the Final De- pulse. If a vehicle does NOT declare a con- provide Satchel Charges in a specific quan-
fensive Fire HPT roll (but prior to resolving tinued Overrun, it must exit the hex and tity by SSR. Each Satchel Charge may be
the Overrun attack) a die roll is made. On a re-enter to Overrun it again during the fol- used only once, and is not assigned to a
roll of 1-4, a surviving H weapon is free to lowing turn. When using Continued Over- specific unit. A Personnel unit eligible to
use Final Defensive Fire against the Over - run a vehicle may NOT use Assault Fire prior make a Grenade Attack may instead make
running vehicle. On a roll of 5-0, it is not. to exiting the hex. It may once it leaves. a Satchel Charge attack. A unit making a
Final Defensive Fire applies a +2 HPT DRM. 12.15 CLOSE ASSAULT Satchel Charge attack may not combine this
12.14.6 Overrun Resolution During the Close Assault Segment, eligible attack with other attacks taking place dur-
12.14.61 Overrun vs. Personnel—Overrun Personnel units may Infiltrate OR conduct ing the impulse.
attacks affect targeted Personnel (to include Grenade Attacks. Players make a roll to 12.15.221 Engineer Use—A Personnel unit
crews manning H weapons) by causing them determine which side receives the Initiative designated as a ‘Combat Engineer’ by SSR
to take a morale check. Apply a -4 Morale at the start of the Infiltration Phase. The receives a 2R modifier when using a Satchel
modifier for each vehicle Overrunning the Close Assault Segment consists of the Infil- Charge.
Personnel unit that turn, to a maximum tration Phase and the Melee Phase. 12.15.222 Satchel Charge Counters—
modifier of -8 in any one turn (one Overrun 12.15.1 Infiltration Satchel Charge counters are provided in
marker indicates a -4 modifier; two mark- Even if marked as moved or fired, a Per - some ATS scenario OOBs. A scenario will
ers indicate a -8 modifier). This modifier is sonnel unit (or stack of Personnel units in list the total number of Satchel Charges that
cumulative with other Morale Table modifi- the SAME location) that is otherwise capable may be used during play in a side’s OOB
ers (Exception: Do not count the Overrun- of moving may Infiltrate as follows: portion of the scenario card; these counters
ning vehicle; the -4 modifier accounts for a) Move into an accessible location of the are simply used as markers during Satchel
it). An Overrun Morale modifier remains in same hex or an adjacent hex; Charge attacks and their reference in the
force for the remainder of the turn, even b) Move under or on top of an emplacement OOB serves the same purpose as SSR in-
after the Overrunning vehicle has exited the counter; formation.
hex, at which time enemy vehicles once again c) See 11.5.5 for Passengers. 12.15.23 Gammon Bombs —Some sce-
affect MV of a Personnel unit for any mo- Notes: A unit may Infiltrate into an adjacent narios provide Gammon Bombs by SSR.
rale checks not caused by an Overrun. Units hex but may NOT move under an emplace- Each Gammon Bomb provided may be used
that fail the MC are broken, but they do not ment in the newly entered hex. A unit may only once, and is not assigned to a specific
surrender solely due to the overrunning not enter an adjacent building hex at ground unit. Use of a Gammon Bomb adds to an
vehicle being in their hex. Already broken level AND move to a higher level of newly otherwise normal Grenade Attack and has
units that fail a morale check due to over- entered hex. additional effects against terrain and ve-
run surrender. 12.15.2 Grenade Attacks hicles.
12.14.62 Overrun vs. Weapons— Automati- Personnel units may make grenade attacks 12.15.24 Hurl Back —An eligible enemy
cally eliminate any H weapon, and any un- against accessible ADJACENT enemy units Personnel unit (i.e., NON Broken/Surren-
possessed L/M weapons not in FULL cover during the Infiltration Phase if the Person- dered) in an attacked location may attempt
under an Emplacement marker, that an over- nel unit meets the following criteria: to ‘Hurl Back’ a Satchel Charge prior to the
running FULLY TRACKED AFV/APC (only; a) It did not fire during the Combat Seg- attack’s resolution. If the Hurl Back roll is
not Truck type, halftrack or wheeled) at- ment; successful, the Satchel Charge instead af-
tacks. b) It is otherwise eligible to fire; (it may be fects the attacking unit’s location. If the Hurl
12.14.621 Track Damage—When a fully marked as Moved and still make a grenade Back fails, the unit that attempted Hurl Back
tracked AFV/APC destroys an H weapon in attack); suffers an ADDITIONAL 1R modifier (this
an Overrun, there is a chance of track c) It did not Infiltrate in the current Infiltra- additional modifier does not affect other
breakage. After resolving the Overrun, roll tion Phase; units in the target location or rubble cre-
a die for each H weapon eliminated. On a d) It is not in a location containing an en- ation) on the Casualty Table. Hurl back at-
die roll of ‘1’, the AFV/APC is M-KILLed in emy vehicle (see 12.14.7); tacks do not receive Engineer 2R shifts.
the target hex; check for Bail Out normally. e) The target location is not more than level 12.15.241 Hurl Back Die Roll—To be suc-
12.14.7 Vehicle Ends Impulse in Overrun +10 higher than the attacking unit’s loca- cessful, a Hurl Back die roll must be less
Hex tion. than or equal to the Stacking Point value of
If the vehicle ends its impulse in the Over- 12.15.21 Grenade Attack Routine—Use the ONE of the Personnel units being attacked
run hex, all Personnel and weapon units in following routine, including c-e, below, to (owning player’s choice of unit). There may
the overrun location may not move out of conduct grenade attacks: be only one Hurl Back attempt per Satchel
the location during the remainder of that a) The impulse player selects the attacking attack.
turn’s Fire & Movement Segment, make a units, indicates the target location, and an- 12.15.25 Grenade Attack Resolution —
Grenade attack, or Infiltrate out of the hex. nounces the type of weapons employed; Resolve grenade/Satchel Charge/Gammon
They may engage the vehicle in Melee nor- b) Calculate the attack’s FRAG factors: Bomb attacks as follows:
mally. Units that broke as a result of an Grenades: Multiply the Stacking Points of a) Resolution vs. Personnel: Use the ap-
Overrun attack may attempt to rally even if the unit by THREE. Deduct any Stacking propriate column on the GF|FRAG row on
the vehicle remains in the location at the Points for carried weapons. Personnel units the Casualty Table, applying applicable shifts
end of the End of Turn Segment. A hex with in the SAME location may combine their from the Cover State Effects Table;
an overrunning enemy vehicle does not af- FRAG Factors for one attack, or may use b) Resolution vs. other units: Use the
fect units in another in-hex location, i.e., their FRAG Factors separately to attack dif- Small Arms (GF) vs. Vehicles and H Weap-
outside of the Overrun location UNLESS ALL ferent hexes (noting only ONE impulse is ons Table (see 12.5.8).
positions/locations of the hex are consid- used per location of attacking units); 12.15.26 Satchel Charge Rubble and Flame
ered ONE for stacking purposes (e.g., Wadi). Satchel Charge: Attacks with 20 FRAG fac- Creation —Satchel Charge attacks create
Personnel and vehicles may move and fire tors (see 12.15.22). May also be used to Rubble and Flame in the same manner as
normally the following turn unless the ve- seal CAVE DUGOUT emplacements (see an HE attack (see 8.3.9).
hicle declares it is continuing the Overrun 9.6.65). A unit may only use ONE Satchel 12.15.27 Gammon Bomb Flame Cre-
as per 12.14.71. Personnel firing at a same- Charge per Grenade Attack. ation—Any Casualty Table die roll of ‘1’ by
hex enemy vehicle must adhere to Gammon Bomb: Adds four FRAG factors a Grenade attack that includes a Gammon
12.14.41. to a normal Grenade attack (see 12.15.23); Bomb also places a FLAME marker in the
12.14.71 Continuing Overruns—After com- c) If the attack includes a Satchel Charge, target location if in applicable terrain.
pleting an Overrun attack, a vehicle may one enemy Personnel unit may attempt Hurl 12.15.3 Melee vs. Personnel
Overrun the same location the next turn by Back (see 12.15.24); Whenever a Personnel unit enters a loca-
remaining in the hex and announcing Con- d) Resolve the attack (see 12.15.25); tion occupied by an enemy Personnel unit,
tinued movement during the End of Turn e) Place Rubble and Flame markers as ap- they must Melee (i.e., engage in hand-to-
Segment. Do not remove the Overrun propriate (see 12.15.26-27). hand combat). All Personnel units in the
marker during the End of Turn Segment. A unit may only use ONE Gammon Bomb Melee location must take part in the Melee.

41
When conducting melee between Person- an earlier segment or turn).
c) Moving Vehicle—If the attacked vehicle
nel apply all appropriate cumulative MV b) Additional units from both sides may In-
is MOVING, HALVE the MV, rounding frac-
modifiers identified as ➀ (the list of modifi- filtrate into the Melee location. If an enemy
tions up. Thus, an attack against a moving
ers is found directly beneath the Personnel Personnel unit infiltrates into the Melee lo-
Close Topped AFV/APC would be QUAR-
Vs. Vehicle Melee Table). cation, Melee may not be conducted against
TERED, (halved, then halved again, then
12.15.31 Personnel vs. Personnel Attack the vehicle (see 12.15.42).
rounding fractions up);
Routine— Use the following routine to en- c) If the enemy vehicle is an unarmed truck
d) Leader —Add two to the MV for an ac-
gage in Melee vs. Personnel: without passengers, the Personnel unit cap-
companying officer and one for an NCO (AND
a) The impulse player moves Personnel units tures the truck (see 12.15.43).
double the MV of the non-leader Personnel
into an enemy-occupied location during the d) In the Melee Phase, attacking units con-
unit if the leader is marked with a Courage
Infiltration Phase and places a Melee marker duct Melee vs. vehicle morale checks (see
marker as per ‘a’ above); this MV addition
in the location. 12.15.44).
is applied even for leaders that assisted in
b) Additional units from both sides may In- e) Resolve Melee by calculating the Melee
Melee vs. Vehicle Morale Checks;
filtrate into the Melee location (there is no Value (MV) of each attacking unit (or unit
e) Explosives—Add two to the MV for an
penalty for overstacking). plus leader combination), applying any modi-
available Satchel Charge, or one for a
c) Resolve Melee attacks by calculating a fiers listed for table ➁, and rolling a die; if
Gammon Bomb (not both). Vehicles may not
ratio of GF Factors for each side (after ap- the die roll is less than or equal to the final
attempt to Hurl Back Satchel Charges;
plying modifiers and rounding as per MV, the attack is successful (see 12.15.45).
f) High Morale—Add one to the MV if ALL
12.15.34) and rolling a die on the Melee f) If an attack against a vehicle carrying
attacking Personnel units (e.g., two 7|5|8
Table. Passengers is not successful, the Passen-
squads + an accompanying 1|1|8 leader
d) Recalculate the Melee odds at the new gers unload. A Melee vs. Personnel then
[noting only ONE squad may attack a ve-
strength levels for surviving participants and takes place (see 12.15.46).
hicle at a time]) have a printed (i.e., the value
conduct another round of Melee. Continue 12.15.42 Enemy Personnel in Location—
printed on the counter; not modified) Mo-
until one side is eliminated. Melee vs. a vehicle cannot occur if there
rale Value of eight or greater;
e) If there is more than one Melee hex in are non-transported enemy Personnel units
g) Combat Engineer—Add one to the MV if
play, they are resolved in the order they in the same location as the vehicle, to in-
the attacking Personnel unit(s) (i.e., either
were initiated or by mutual player consent. clude when enemy units Infiltrate into a lo-
the Personnel unit or an accompanying
12.15.32 Frozen In Melee—All enemy units cation in which a Melee marker has already
leader) is specified by SSR to be Combat
in a location with a Melee marker may not been placed. Instead of attacking the ve-
Engineers.
Infiltrate, or make a Grenade/Satchel hicle, use the routine outlined in 12.15.31
12.15.452 Attack Resolution—Roll one die,
Charge attack. Units in a bunker may use to resolve the Melee vs. Personnel (Person-
and compare the result to the MV.
Infiltration to exit the bunker and move into nel friendly to the vehicle are the defender).
a) Result is less than or equal to half the
a Melee location in the hex. Even if the enemy Personnel units are elimi-
MV: K-KILL the vehicle and replace it with
12.15.33 Attacker and Defender Designa- nated in the Melee, no Melee attack takes
a burning wreck;
tion—The player that first enters the en- place against the vehicle.
b) Result is less than the MV: K-KILL the
emy hex is the attacker. The other player is 12.15.43 Trucks— A Personnel unit (of any vehicle and replace it with a non-burning
the defender. Place all attacker units on top size) may automatically capture an unarmed
wreck (Exception: If an attack uses a
of defender units. truck when it Infiltrates into the truck’s lo-
Gammon Bomb, all K-KILLs result in burn-
12.15.34 Melee vs. Personnel Resolution— cation. The capturing player simply takes
ing wrecks);
Total each side’s Personnel Gunfire Factors control of the vehicle. If the truck is armed
c) Result equals the MV: M-KILL the ve-
in the Melee location. Use only the GF or carrying Passengers, resolve Melee in the
hicle and roll for Bail Out;
printed on Personnel units; reduce GF for same manner as vs. an Open Topped ve-
d) Result is greater than the MV: the ve-
Casualty markers, but NOT for carried hicle. If there are non-passenger enemy
hicle is unaffected.
weapons. State the totals as a ratio, attacker- Personnel units in an unarmed truck’s lo-
12.15.46 Melee & Passengers/Riders —
to-defender, apply any modifiers, and round cation, resolve as Melee vs. Personnel. The
Passengers cannot participate in Melee.
down in the defender’s favor to obtain a ratio side that wins captures the truck.
Eliminate them if their vehicle is K-KILLed.
that conforms to the columns on the Melee 12.15.44 Melee vs. Vehicle Morale Check—
If their vehicle survives the Melee attack, a
Table (ME). If Melee odds are worse than 1 Personnel units conducting Melee vs. a ve-
modified Melee vs. Personnel takes place
to 2 or greater than 4 to 1 (after rounding), hicle must undergo a morale check. There
as follows:
automatically eliminate the weaker side. are NO modifiers to morale EXCEPT those
a) Unload the Passengers (Exception: FOs
12.15.341 Melee Casualties—Roll one die. provided by LEADERS (i.e., use the unit’s
do not unload) in the Melee location. The
Cross-index the roll on the appropriate Me- printed morale). A leader may affect ALL
unloaded Personnel units always represent
lee Table column. The result is each side’s friendly Personnel units in a location that
the defender;
casualties.Casualty Morale Checks are NOT are making a Melee vs. Vehicle Morale
b) Resolve the Melee vs. Personnel. Defend-
taken following Melee casualties. Check. If the morale check is unsuccess-
ing units defend at half their normal GF in
Example: A roll of 4 on the 1 to 1 column ful, mark the failing Personnel unit as Bro-
the first ‘round’ after they unload. If they
results in a ‘AC1 | DC1.’ The attacker AND ken; they may NOT attack and remain Bro-
survive the first round, they use their nor-
the defender sustain a C1. The owning player ken in their current location.
mal strength in any subsequent rounds;
may distribute casualties in any manner. 12.15.45 Melee vs. Vehicle Resolution—
c) If the Passengers were in an unarmed
12.15.4 Melee vs. Vehicles Melee resolution involves a comparison be-
truck, the side that wins the Melee controls
Personnel have a chance of destroying AFVs, tween an attacking unit’s Melee Value (MV)
the truck.
APCs, and armed Trucks, or capturing un- and a die roll. Personnel units always at-
12.15.47 Unsuccessful Melee vs. Vehicle—
armed Trucks in their location. A vehicle tack vehicles separately, but a leader can
Personnel and vehicles left in a hex follow-
may undergo more than one Melee attack aid an attack. Not all Personnel in a hex
ing an unsuccessful Melee may move and
in a segment, noting Personnel units may must take part, but all units that declare an
fire normally the following turn. Personnel
not combine their MVs against vehicles and attack and pass their morale check MUST
firing at a same-hex enemy vehicle must
must attack separately. Melee Values are attack.
adhere to 12.14.41.
NOT rounded down when attacking vehicles 12.15.451 Melee Value (MV)—The MV of a
12.16 AIRCRAFT
and all applicable modifiers are listed for Personnel unit is equal to its Stacking Points.
Some scenarios provide aircraft in the OOB
table ➁, directly beneath the Personnel Vs. Modify the MV in the order specified be-
of one or both sides. Aircraft counters rep-
Vehicle Melee Table. low:
resent ground-attack aircraft armed with a
12.15.41 Melee vs. Vehicles Attack Rou- a) Courage —Double the MV (prior to any
combination of bombs, rockets, cannon, and
tine—Use the following routine to engage other MV modifiers) if the attacking Per -
MGs. SSR may allow aircraft to exchange
in Melee vs. a Vehicle: sonnel unit (and/or an accompanying leader)
bombs for Napalm. Aircraft counters may
a) The impulse player Infiltrates Personnel is marked with a Courage marker;
also be used to represent unarmed OBA
units into an enemy vehicle’s location and b) CT AFV and APC —If the attacked ve-
Spotter planes. A GF on the counter indi-
places a Melee marker (or a vehicle is al- hicle is a close-topped (CT) AFV/APC, HALVE
cates the aircraft is armed with MG (e.g.,
ready in the location due to entering during the MV, rounding fractions up;

42
and place the aircraft in the resulting Final
the P-47 has a -|10 MG denoting a fixed AA machine-guns on Vehicles, and M|MGs
Target Hex;
CA machine-gun that may only fire along its are eligible to use AA fire if in a hex an air -
f) Resolve the aircraft attack using the pro-
flight path). A Gun Size that uses a Gun craft is eligible to attack (e.g., AA weapon is
cedures for each type of attack (see
value of A-B indicates an aircraft is armed not surrounded by woods or building hexes;
12.16.8). Attacks against hexes [e.g., open
with cannon (e.g., the Russian IL 2M has a see 12.16.2 a, b, and c). Note: some weap-
ground] that are empty and otherwise do
37|B cannon). A Gun Size that uses Gun ons that historically were anti-aircraft guns,
not contain terrain subject to rubble or
values of C-D indicates ROCKET armament such as the 88mm Flak 36, are not classi-
flame, are ignored;
(e.g., the 127|D F4U-4; see 12.16.824). fied as AA Guns in ATS; these guns were
g) Place Cease Fire markers on attacked H
The SSR may also specify an aircraft is used for high-altitude anti-aircraft fire,
and M weapons (see 12.16.83);
armed with Napalm (see 12.16.812). which is beyond the scope of the game.
h) Remove the aircraft from the board (un-
12.16.1 Entry and Duration 12.16.611 Continued Movement —AA
less it has unused weapons remaining, in
Aircraft enter the game on the first turn weapons mounted on Vehicles that are
which case it may attack during a subse-
unless specified otherwise by SSR. Ground- marked with a continued movement marker
quent impulse [or a later turn unless re-
attack aircraft are available on the turn of are NOT eligible to conduct AA fire.
moved due to time limit on board]).
entry and are removed (not eliminated; they 12.16.62 AA Range & ROF —An eligible
12.16.4 Placement
are assumed to return to their base) when- weapon may attempt to ‘shoot down’ any
When not attacking, place aircraft aside, out
ever they have dropped all available ord- enemy aircraft in any hex of its Flight Path
of play. They may not be attacked in any
nance or SSR-specified Napalm has been that is within AA range. The maximum AA
manner when out of play.
used or after two turns have elapsed after range in hexes for each weapon is as fol-
12.16.41 Aircraft Placement for ALL
their FIRST attack, whichever comes first. lows:
Ground Attacks—Align the Aerial Accuracy
Spotter aircraft remain in play as long as a) Maximum range of 3 for M|MGs;
Chart (Table NR) with the intended target
their battery is available to place a CFF or b) Maximum range of 4 for 20mm AA H
hex (even if making a bomb attack) and the
make a barrage attack, or until shot down. weapons;
flight path chosen, place the aircraft in the
12.16.11 Off-Board Interceptors—In any c) Maximum range of 8 for 37mm+ AA guns
intended target hex and announce the type
scenario that has Interceptors provided by and is marked on all AA-eligible H weap-
of attack to be made. This represents the
SSR, roll one die for each group of three ons.
completion of step ‘a’ above. Each aircraft
enemy aircraft entering the game. A die roll A unit may fire at as many aircraft as its
may only bomb one hex per turn, but other
of 1 means that group has been intercepted ROF will allow, but may fire at a particular
forms of armament (e.g., rockets; Napalm;
en route to the target and may not enter the ground-attack or Spotter aircraft only once
strafing) may attack multiple hexes during
game (they are not destroyed for victory point per aircraft attack impulse, in its current
one aircraft attack impulse. Aircraft may not
purposes). hex.
choose a target in a hex for bomb attack
12.16.12 Aircraft Impulse Use—One air - 12.16.63 Changing Covered Arc—An AA
that has friendly units in any of the hex’s
craft may use multiple impulses during the Gun may pivot any number of hexsides to
locations within LOS of the aircraft.
same turn, one to make a strafing attack, bring an aircraft into the Gun’s covered arc.
12.16.42 Flight Path—An aircraft’s flight
and yet another to use Cannon or rockets However, this CA change does NOT gener -
path is the row of hexes immediately along
on the HPT. However, only ONE of each ate HPT DRM.
the hexgrain in front of and behind an air -
type of attack may be made per turn and 12.16.64 AA Fire Resolution—Resolve AA
craft once placed. This is the path of the
ONLY MG and cannon GF may be combined fire by rolling a die on the Anti-Aircraft Fire
aircraft’s movement across the map.
in the same strafing attack. Note: MG and Table (C5), applying a +1 DRM if the firing
12.16.5 On-Board Interceptors
rockets may be used during the same im- weapon is an M|MG, and apply the results
If both sides have ground-attack aircraft,
pulse, along the same flight path. as follows:
the non-impulse player may declare that one
12.16.2 Aircraft LOS a) Die roll of 1: Eliminate the aircraft;
or more of his aircraft will make an Inter-
Aircraft have a LOS to all hexes on the map b) Die roll of 2-3: The aircraft is driven off;
ceptor attack after the impulse player de-
except: remove from play with no attack made; Note:
clares an aircraft attack. Stukas (and any
a) Any Woods hex entirely surrounded by Driven off aircraft are not considered elimi-
other aircraft denoted as ‘non interceptors’
adjacent Woods/building hexes; nated for Victory Point purposes and may
by SSR) may not make Interceptor attacks.
b) A building hex entirely surrounded by be used again during a subsequent turn;
12.16.51 Impulse Use—An Interceptor at-
adjacent building/Woods hexes, unless the c) Die roll of 4-9: The aircraft may make its
tack is a form of Opportunity Fire, and does
target unit is on the roof or if the target hex attack, but must add a +10 DRM on the
not count as an impulse used. An aircraft
and at least ONE adjacent hex is roofless Aerial Accuracy Chart (NR) (or the Accuracy
that conducts an Interceptor attack may not
(i.e., aircraft have LOS to two adjacent Diagram [IA] for the CFF/FFE placed by
conduct a normal Aircraft attack that turn
roofless building hexes but not to one such Spotter aircraft).
and is set aside after its use in the manner.
hex); d) Die roll of 0+: No effect on the aircraft’s
12.16.52 On-Board Interceptor Resolu-
c) The cellar of a building; attack.
tion—Place one or more Interceptor aircraft
d) A unit under a Cave Dugout may not be 12.16.7 Accidental Attack
in the same hex as the attacking aircraft
attacked if the aircraft’s LOS crosses the If there are any on-board units, friendly or
and roll a die for each Interceptor, applying
same or higher level than the Cave. enemy, within three hexes of the target hex
results from Table C8 as follows:
12.16.3 Aircraft Attack Routine and within the aircraft’s LOS, roll a die. On
a) Die roll of 1: Eliminate the target aircraft;
Use the following routine to make an air - a roll of ‘1’, the aircraft has mistaken the
b) Die roll 2-3: The target aircraft is driven
craft attack: target. Align the Accuracy Diagram (IA) with
off. Remove intercepted aircraft from the
a) During the Aircraft Attacks portion of the the target hex and make a roll. If the result
map, but it may attack during a subsequent
Indirect Fire Segment, the impulse player is a hex that contains ANY units of EITHER
turn;
places an aircraft in its target hex for all side, the resulting hex becomes the NEW
c) Die roll 4+: Interceptor attack fails.
forms of attacks and announces the weap- target hex. Otherwise the OPPONENT may
12.16.53 DRM—Apply a -2 DRM when an
ons/bombs that will make an attack; the choose the nearest hex (that contains ANY
Interceptor without a bomb load attacks an
aircraft also needs to face a specific units without reference to side) to the re-
aircraft with a bomb load. Apply a cumula-
HEXSIDE representing the owning player’s sulting hex and the aircraft is placed in THAT
tive -1 DRM when an Interceptor attacks
choice of ‘Flight Path’ (see 12.16.41); hex, using it as the new target hex. After
a Stuka (or other SSR designated non-in-
b) The non-impulse player may declare that placing the aircraft for the accidental attack
terceptor).
one or more of his aircraft will attempt an the owning player chooses the flight path in
12.16.6 Anti-Aircraft (AA) Fire
Interceptor attack (see 12.16.5); the new target hex. Following a roll on the
Anti-aircraft fire is a form of Opportunity
c) Resolve all anti-aircraft fire against the Aerial Accuracy Chart (found on the Aerial
Fire conducted during the Aircraft Attacks
aircraft in its current hex (see 12.16.6); Attack Diagrams [Table NR] on Play Aid #2)
portion of the Indirect Fire Segment. Mark
d) If there are any units within three hexes the aircraft attacks using its originally an-
weapons that use AA fire with an ‘F’ marker
of the target, determine if an Accidental At- nounced armament.
normally.
tack occurs (see 12.16.7); 12.16.8 Aircraft Attack Resolution
12.16.61 Eligible Weapons—H|AA weap-
e) Roll on the Aerial Accuracy Chart (NR) Aircraft may attack during one impulse us-
ons with a PRINTED AA VALUE (only), the

43
ing bombs OR strafing by MG/cannon, rock- down), noting ALL hexes are attacked by weapons in the target hex to cease fire for
ets OR Napalm the FULL MG/Semi-Automatic GF and if one that turn. Mark such units with a ‘Cease
12.16.81 Bomb Attacks —Some aircraft type of attack exceeds the other, continue Fire’ marker, and remove all BOT markers
have a bomb-load on their counter, listed in the attack into the additional hexes apply they have placed. Also remove any BOT
HE factors. Two HE factors separated by ONLY that weapon. markers placed by L|MTR or L|ATRs tar -
the ‘|’ pipes symbol indicates the aircraft Example: A P-47 10 GF MG strafes five hexes, geted by aircraft attacks.
has TWO sizes of bombs on board (referred and each are attacked by 10 GF on the Ca- 12.16.9 Aircraft Counter-Battery Attacks
to as ‘large’ and ‘small’ [or ‘bomblets’] with sualty Table. Ground attack aircraft may make counter-
the smaller of the two ALWAYS to the right 12.16.822 Aircraft Cannon HPT Use—Air- battery attacks against OBA batteries. Air-
of the ‘pipes’ symbol. An ROF to the imme- craft cannon are treated in the same man- craft assigned to counter -battery operations
diate right of the bomb-load indicates the ner as GUNS. All cannon-armed aircraft may may not make any on-board attacks. Re-
TOTAL number of bombs, with ONE ROF fire either HE or AP (and may use semi- move them from play after they locate an
always representing the large bomb and THE automatic fire, see 14.8) at the owning enemy OBA battery.
REMAINDER representing bomblets. In the player’s option. When using the HPT to fire, 12.16.91 Aircraft Required—One aircraft
absence of bomblets, ROF represents mul- check for Accidental Attack (12.16.7) ONLY is required to make a counter -battery at-
tiple large bombs. (i.e., they hit or miss the chosen target based tack against one enemy battery. More than
Example: Stuka aircraft have a bomb load on the HPT roll only). one aircraft may be assigned in order to
listed as 500|50 with a 5 ROF, indicating 12.16.8221 HPT Fire— Aircraft cannons increase the likelihood of locating a battery.
that this aircraft has one large bomb (500 must apply a +3 HPT DRM to all HPT hit 12.16.92 Counter-Battery Attack Rou-
HE factors) and four smaller bombs (50 HE attempts. All other target DRM are applied tine—To conduct a counter -battery attack,
factors each). In a bomb attack impulse, an normally and the full ROF available to an use the following routine.
aircraft may drop its large bomb, or ALL aircraft cannon may be used against ANY a) The owning player assigns one or more
smaller bombs, or all available bombs. There- targets within range, in LOS and along its available aircraft to counter -battery duty (at
fore, each Stuka may make, at most, two flight path using ONE impulse. least ONE non-MG weapon/ordnance must
bombing attacks per game (although only 12.16.8222 Aircraft Range—When count- be announced as being used by each air -
ONE bomb attack IMPULSE per turn). ing hexes to the target hex, count each hex craft for counter -battery);
12.16.811 Bomb Attack Resolution—Air- outside the final target hex as TWO hexes b) During the Aircraft Attacks portion of the
craft bombs attack all locations in the tar- for the purposes of ALL range calculation. Indirect Fire Segment, the impulse player
get hex (similar to Indirect Fire; see 12.11.2) 12.16.823 Aircraft Attack vs. Vehicles makes one location attempt (see 12.13.21)
and are resolved as follows: Resolution—Resolve hits from aircraft can- for EACH assigned aircraft. Aircraft may
a) Conduct the actions in 12.16.3 until step non vs. vehicle targets using the Attack attempt to locate enemy batteries that have
‘f’ is reached; Routine for Guns (12.5.2). Modify routine not yet fired and more than one aircraft may
b) Attack the FINAL target hex by making a as follows: be used against a particular battery;
roll directly on the Casualty Table for EACH a) Deck Armor: To reflect the thinner Deck c) Neutralize a located enemy battery for the
bomb (e.g., four rolls on the ‘50’ column Armor on close-topped AFVs and APCs, dis- current and following turn, after which the
[same as 6 GF] for a Stuka bomb attack regard the Vehicle’s AF for the aspect and battery may resume normal function;
using the four ‘50’ bombs or once on the facing hit. Instead, HALVE the target’s low- d) Aircraft used for counter -battery attacks
‘200+’ [same as 50 GF and noting the Heavy est AF (rounded down to a minimum of ‘0’). return to play normally if otherwise allowed
Payload DRM] AND four times on the ‘50’ ALL OT vehicles (including AFVs) have Deck (i.e., have NOT used all ordnance).
columns), using the appropriate HE column Armor of 0. All trucks have ‘Deck Armor’ of 12.16.10 Spotter Aircraft
and applying appropriate column shifts for -1. Some scenarios have Spotter aircraft in the
terrain and emplacements. If the hex is de- Example: a CT AFV with a 2 as its lowest AF OOB, or provided by SSR. Certain ATS
void of units, roll on the Casualty Table uses Deck Armor of 1; a 5 lowest AF pro- products provide counters for Spotter air -
ONLY if there is any terrain that may be duces Deck Armor of 2. craft; otherwise use any spare aircraft
affected by rubble or flame results; note b) Strafing PEN: For MG, use the MG PEN counter.
the DRM for Heavy Payloads; of ‘1’ when strafing. Cannon using semi- 12.16.101 Battery Assignment —Assign
c) For Vehicles and H weapons in the target automatic fire use HALF their normal PEN Spotter aircraft to an OBA Battery in the
hex, refer Casualty Table results to the In- (noting the manner aircraft attack ranges same manner as an FO (see 12.11.31).
direct HE | FFE | Aircraft Bomb Attacks are calculated, see 12.16.822). Both attacks 12.16.102 Aerial Spotting for OBA—Place
vs. Vehicles and H Weapons Table (Table use Deck Armor AF for an attacked vehicle. a Spotter aircraft on-board in any hex dur-
C2, see 12.10.9). 12.16.824 Rocket Armed—Rocket-armed ing the Aircraft Attacks Segment of the turn
12.16.812 Napalm Strike—A Napalm Strike aircraft uses their armament in the same it is available. It may be placed in a new
is available by SSR only. If available, air - manner as Aircraft Cannon on the HPT (Ex- hex during the Aircraft Attacks Segment of
craft may exchange their bomb load for ception: Rockets are considered HE only) later turns. Spotter aircraft may place a CFF
Napalm. A Napalm Strike attacks ALL units and may use Aerial Rocket Strike and Rocket marker in any hex the aircraft has an LOS
in all locations of three adjacent hexes (the Strafe attacks (owning player’s choice). MGs to.
Final Hex and the next two adjacent hexes may also be fired by aircraft using rockets, 12.16.103 Spotting Range —A Spotter
along its Flight Direction) in the same man- and MGs and cannon may be fired using aircraft’s Spotting Range is double the re-
ner as a Flamethrower (i.e., 30 GF and no the same final target hex obtained as per sult listed on the Spotting Table (if in use)
terrain shifts). Each aircraft may only make 12.16.821. or in LOS.
ONE Napalm Strike per scenario and is re- 12.16.8241 Aerial Rocket Attacks—When 12.17 Gliderborne Assault:
moved IMMEDIATELY after using Napalm. not using the HPT an aircraft armed with 12.17.1 Gliders—These aircraft are treated
12.16.82 Strafing Attack—Ground-attack 127|D Rocket Armament must attack in the as TRUCK type vehicles for all purposes
aircraft armed with machine-guns or can- form of an Aerial Rocket Strafe OR Rocket except MOVEMENT. In any scenario where
non (using Semi-Automatic fire, noting the Strike. one side enters via a Gliderborne assault,
method for determining strafing PEN for a) Rocket Strafe—Each hex listed on the the OOB provided glider counters enter play
cannon, see 12.16.823) may use an impulse AERIAL ROCKET STRAFE diagram receives using a unique sequence. A glider is AL-
to make a strafing attack. an attack by the quantity of FRAG Factors WAYS considered to use ONE MP in its
12.16.821 MG/Semi-Automatic Strafing— listed for each hex. Treat Rocket FRAG in placement hex and any hex entered along
During one impulse aircraft armed with MGs the same manner as an HE FFE attack. its glide path.
may use their MG/Semi-Automatic (see 14.8) b) Rocket Strike—Each hex listed on the
GF to attack the target hex and a number
12.17.2 Troop Loads—Before any gliders
AERIAL ROCKET STRIKE diagram receives
enter play, the owning player makes a side
of adjacent consecutive hexes along the flight an attack by FRAG Factors listed for each
note of the unit(s) carried in each glider. No
path, traced forward from the final target hex. Treat Rocket FRAG in the same man-
glider may enter play empty. The reference
hex (found as per 12.16.3 ‘e’). The total ner as an HE FFE attack.
S|5 on each glider counter refers to its stack-
number of HEXES attacked by one ‘straf- 12.16.83 Cease Fire—An aircraft attack (re-
ing limits in the same manner as a TRUCK
ing run’ is equal to HALF the MG/Semi-Au- gardless of outcome) forces all M and H
counter.
tomatic GF for that aircraft (round fractions

44
12.17.3 Entry—Units carried by gliders do 12.17.37 Morale Checks—Personnel car - 13.2 Japanese Personnel
not enter play by setting up or entering from ried inside a glider (including once landed,

off-board. They ‘land’ on the map. After all but prior to exiting via Infiltration), no mo-

enemy units have set up, the player mak- rale check is taken following casualties.

ing the gliderborne assault places his glider 12.17.38 Exiting—After landing, place Per-
counters in their intended hexes within his sonnel units on TOP of the glider counter
set up area, with no more than ONE glider carrying them. All Personnel must de-plane
per hex and each pointing in the same Flight The soldiers of the Japanese Empire brought
during the immediately following Infiltration
Path. Play then begins on turn one with the a unique military code, known as ‘Bushido’,
phase. They may Infiltrate into the glider
side making a gliderborne assault receiving to the battlefields of Asia and the Pacific.
hex or an otherwise eligible adjacent hex
the Initiative automatically. His first impulse The rules below depict these unique com-
(e.g., across a cliff is not an eligible adja-
must be used to land ALL his gliders. Op- batants without resorting to caricature. Play-
cent hex to enter). Treat glider passengers
portunity Fire is allowed normally at gliders ers will note the morale of Japanese Per -
as if in a separate location (in the same
during this landing impulse, including their sonnel does NOT reduce as they receive
manner as a blockhouse) of the hex for any
original placement hex and all hexes along casualties/flip or when leaders become
enemy units in the same hex; Infiltration
their Flight Path. wounded.
must occur before Melee can take place,
13.2.1 Morale Effects—Japanese Person-
12.17.31 Landing —The owning player i.e., the units are not considered to be in
nel are immune to the effects of Casualties
makes a roll for each glider, in the order of the same location until AFTER Infiltration
on morale checks and do NOT reduce their
his choosing, using the Aerial Accuracy Chart occurs (i.e., enemy units are free to move
printed Morale value when marked with a
(NR). On a roll of 01-55 the glider lands in out if Melee hasn’t occurred already [i.e.,
Casualties marker. They are still forced to
its original hex safely (Exception: Unless it an enemy unit has entered their location]).
check morale when casualties result on the
is a NON open ground hex). If it lands out- 12.17.39 Landed Gliders —Treat landed Casualty Table, however, no DRM is applied
side its original target hex (or if the original gliders in the same manner as non-burning
for the ‘#’ portion of a ‘C#’ result. Japanese
hex is not open ground) make a roll as per or burning wrecks for the purposes of LOS.
Personnel ignore Morale Table modifiers to
12.17.32 to determine if a crash landing Once Personnel have exited a glider, it may
morale checks (Exception: They still check
occurs. NOT be re-entered during play.
morale when Overrun, see 13.2.2).
12.17.32 Crash Landing —Whenever a 13.2.2 Overruns—When attacked by Over-
glider fails to land safely a crash landing runs, Japanese Personnel apply a -2 mo-
13.0 SPECIAL TROOP TYPES
may occur in its final landing hex. The glider rale modifier.
13.1 OVERVIEW
is considered to move through a glide path 13.2.3 Japanese Off-Board Artillery —
In some scenarios an SSR will state that all
of connected adjacent hexes indicated by When provided Off-Board artillery support
or a portion of a side’s OOB is made up of
the Aerial Accuracy Chart (NR) die roll, not- by SSR, unless stated otherwise an FFE only
special troop types. Elite troops receive a
ing that rolls of 91-95 and 96-00 do not attacks the hex it is in.
beneficial DRM to their MV without the need
represent moving in reverse (these results 13.2.4 Surrender —Japanese Personnel
of an SSR.
represent a ‘short’ landing). Note any ter - never Surrender. In any case that the rules
13.1.1 Elite Troops —Personnel with a
rain in the hexes in and between the origi- call for a unit to Surrender, treat them as
printed Morale of EIGHT or greater add ONE
nal and final hexes (taking into account the BROKEN instead (even if already Broken,
to their Melee Value against vehicles.
hexes a glider does NOT travel through on i.e., there is no additional effect).
13.1.2 Combat Engineers—Personnel des-
a short landing—ONLY apply the landing 13.2.41 Already Broken Units —Broken
ignated by SSR as ‘Combat Engineers’ add
hex) and add the cumulative DRM found Japanese Personnel remain Broken upon
1 to their Melee Value against vehicles (no
under the Glider Crash Landing Table. On failing another morale check or when adja-
matter their current morale). They also use
a modified roll of ‘0’, a crash occurs. cent to enemy units.
Satchel Charges with a 2R column shift.
12.17.33 Casualties—When a glider 13.1.3 Gurkhas—SSR may des- 13.2.42 Broken Units and Melee—Japa-

‘crashes’, roll a die as the base number of ignate all or some portion of a nese Personnel units are NOT eliminated

Casualties. Divide by 4 (divide by 2 for a British OOB as Gurkhas. when enemy units enter their location. Bro-

Horsa glider), rounding down fractions to Gurkhas double their Melee ken Japanese Personnel may DEFEND in

obtain the number for C# to apply to per- Value against Personnel. Melee as if they are NOT marked as Bro-

sonnel units the Glider carried. Weapons 13.1.4 Leaders—An NCO provides +1 mo- ken. They may not Infiltrate.

carried by any Personnel unit ELIMINATED rale/1R/-1 HPT DRM. Officers provide +2 13.2.5 Japanese Leaders—Japanese Offic-

are also eliminated. morale/2R/-2 HPT DRM. The HPT DRM is ers are provided a 1|1|* value and are

12.17.34 Water Crash—A glider and its oc- only used for HPT attacks for L and M weap- treated as Commissars (Exception: They

cupants landing in a non-fordable water hex ons (using the HPT as well as tables A2 and MAY form Firegroups and affect fire) for

are eliminated. A3) in a stack or Firegroup that includes morale and rally purposes. Japanese NCOs

the directing leader. Leaders do NOT modify are provided a 1|1|9 value (as are FOs)
12.17.35 Off-Board Crash—Any glider that
their attacks when firing ALONE, only as and are treated normally unless stated oth-
lands ‘off-board’ is treated normally and may
part of a Firegroup. Only ONE leader may erwise.
crash in its final landing hex. Treat ALL ‘off-
benefit a specific attack and the listed DRM 13.2.51 Morale Checks and Rallying —
board’ hexes as Open Ground and apply
is provided even if the leader is wounded. Japanese leaders automatically Rally.
crash casualties normally. Surviving units
Leaders always check morale first and may 13.2.6 Banzai Charge—Japanese Person-
may enter from off-map on the following turn
also be used as crews or to supplement re- nel may declare a ‘Banzai Charge’, a special
within THREE hexes of the last on-map hex
duced crews. form of Platoon Movement that creates
of the glide path that took the glider off-
13.1.41 Leader Movement Bonus —One ‘Overrun’ attacks immediate Melee by Japa-
map.
non-wounded leader may provide a ONE nese Personnel. A Banzai Charge may be
12.17.36 Opportunity Fire—Enemy units Movement Point bonus to THEIR OWN made when at least SIX Stacking Points of
may conduct normal Opportunity Fire against MOVEMENT and other Personnel moving non Leader Personnel are eligible to use
gliders and the units they carry in any hex in the same stack or platoon. This one ad- Platoon Movement, even after movement
along the Glide Path, including the original ditional MP is added for all non-Crawling has already begun by the Platoon. Normal
placement hex. A glider moving along its movement, even if the leader is marked as Platoon Movement rules apply except where
Glide Path is always considered to be +10 Winded. All 1 SP Personnel units are treated stated otherwise below.
levels higher than the highest level terrain as ‘leaders’ for the purpose of adding 1 MP 13.2.61 Running Targets—Japanese Per-
in the hex. If a glider is ‘wrecked’ it is still to THEIR OWN movement allowance (i.e., sonnel conducting a Banzai Charge are con-
placed in its final hex, representing a glider BAR Gunners may use 5 MP when using sidered to be using Running movement (and
‘wreck’, and has flame marker placed on it Assault Movement; 8 MP when running). may do so even if already marked as
to represent a burning glider if a burning Winded). Treat Personnel making a Banzai
wreck results from enemy fire. All passen- Charge as if using Running movement for
gers in a burning wreck glider are elimi- the remainder of the turn (i.e., even AFTER
nated. the Platoon has completed its move).

45
13.2.62 Overrun Morale Check—All enemy are 1|1|9 leaders and NCOs are 1|1|8s. 14.2.5 Reduced Crew Penalty—Any Heavy
Personnel units ADJACENT to Banzai Charg- USMC crews receive a value of 2|3|9. or Medium weapon fired by a reduced Crew
ing units eligible (e.g., not across a Cliff 13.3.1 Morale Table Effects—USMC Per - fires with a reduction in its printed ROF.
hexside) to enter their location make an IM- sonnel receive a morale modifier of +2 for The ROF of all H and M weapons is reduced
MEDIATE morale check as if being Over - each 3 Stacking Point Personnel unit and to 1, even if a BOT marker has been placed.
run (i.e., apply a +4 DRM per Banzai Charge +1 for EACH non Leader 2 SP Personnel The –3 HPT DRM for BOT is still received.
to a maximum of +8 and mark such units unit. They are not penalized for Surrendered 14.2.6 Alternate crews—Two Leaders (or
with an Overrun marker). Units that fail are units and suffer a -2 modifier for Overruns. any 1 SP Pesonnel units) may be used as
marked as Broken. Movement by the units 13.3.2 Weapons Use—Any USMC Person- an alternate crew. They are treated as the
in the Banzai Charge platoon then contin- nel unit (or combination of units) totaling 2 equivalent of a REDUCED Crew for ROF
ues. Reminder: Entry of the location of a Stacking Points or more may serve as the purposes with the following exception: NON
Broken enemy unit ELIMINATES it immedi- crew of a HEAVY weapon without penalty. leader Personnel adds +1 to any HPT hit
ately. There is NO REDUCTION made to the attempt for an M weapon and +2 for any H
13.2.63 Banzai Halt and Immediate Me- printed GF for non Leader/non Crew USMC weapon. Three Leaders (or FOs) or a Leader
lee—Personnel using a Banzai Charge may Personnel using Light or Medium weapons. AND a squad (full strenth or reduced) are
enter enemy locations (i.e., they do NOT have 13.4 Volkssturm/Conscript Personnel treated as the equivalent of a full-strength
to wait until the Infiltration Phase) but each Crew for ROF purposes. See 14.2.61 for
entering unit/stack must immediately STOP Leadership.
once the first enemy location has been en- 14.2.61 Leadership—Alternate crews that
tered. Other Banzai Charging units of the consist of 3+ SP of Personnel and include
Platoon may continue moving in keeping with leaders may receive leadership benefits.
Platoon Movement rules until they have ei- Examples: A reduced squad + NCO may use
ther expended any remaining Movement In the last days of the Third Reich old men full ROF and apply a 1R shift to its fire on
Points the owning player wishes to use OR and boys were pressed into service with the casualty table. Two + one Officer firing
entered an enemy location. Once ALL units little training. The troops of other nations a M|MG may use full ROF and apply a 2R
of the Banzai Charge Platoon have completed may also be specified by SSR to be ‘Con- shift to their fire on the Casualty Table.
their movement, and all enemy Opportunity scripts’. 14.2.7 Self Rally—As per 10.8.1 Broken/
Fire has been conducted, play is halted and 13.4.1 Penalties—Add a +2 HPT DRM for Surrendered crews may attempt to Rally
Melee is conducted in hexes containing units any Volkssturm/Conscript Personnel unit without a leader present.
of both sides. firing a weapon on ANY Hit Probability Table 14.3 MACHINE-GUN DIRECT FIRE
13.2.7 Japanese Tank Hunters—A special (i.e., including M|MG, SCW and L|AT). 14.3.1 Overview—There are two types of
form of ‘Opportunity Fire’ Melee (represent- Machine-guns used in the game: Light and
ing Japanese Tank Hunters, described by Medium 5/8" weapon units and those
14.0 SPECIAL WEAPON AND CREW RULES
the US Army in Intelligence Bulletin Vol. III, mounted on vehicles.
14.1 DUG-IN HEAVY WEAPONS —Heavy
No 5. [January 1945]) may be conducted 14.3.2 Long Range Machine-Gun Fire—
weapons that begin a non-Desert scenario
against same hex or adjacent enemy VE- Light and Medium Machine-guns may fire
set up in hexes eligible for the placement of
HICLES by Japanese Personnel units of beyond their printed range at HALF Gun-
a Weapons Pit Emplacement are provided
TWO Stacking Points or greater. Movement fire Factors, to a maximum of DOUBLE their
one if NO Weapons Pits counters are pro-
(including entering a Japanese Personnel normal range (Exception: Long Range fire
vided in ANY portion of that side’s OOB.
hex to conduct an Overrun but BEFORE may not be applied when a MG uses an
The only units that may set up in these Weap-
the effects are considered applied, i.e., be- HPT).
ons Pits are the Heavy weapon and its man-
fore a morale check is taken) AND fire while 14.3.3 Anti-vehicle Machine-Gun fire—All
ning Crew. Weapons Pits provided as part
in the same or adjacent hex (and otherwise Light and Medium MGs may fire at vehicles
of a side’s OOB may have ANY unit set up
eligible for entry, e.g., not across a Cliff by using their GF directly on the Casualty
within.
hexside) is considered a ‘trigger’ for this form Table and comparing the result to the At-
14.2 WEAPON CREWS
of attack. tack results vs. Vehicles And H Weapons
14.2.1 Overview- Crews are
13.2.71 Attack Resolution and Attacker Table. M|MG and vehicular MG may also
Personnel units and function
Casualties—For each Tank Hunter attack fire on the A2 MG HPT, using all appropri-
within all previously cited rules
made, the attacking Personnel unit absorbs ate HPT DRM. After securing a hit, use the
in regards to stacking, gunfire,
a ‘C1’ result and immediately attacks the K-KILL Table to obtain a result. When fir-
movement, etc. Crews are used
same hex/adjacent enemy vehicle in Melee ing at AFV using the HPT, MG use their
to operate Medium and Heavy weapons but
as if the equivalent of a 1|1|9 NCO marked PEN of ‘1’.
may also operate Light weapons. To fire, a
with Courage is making the attack. How- 14.3.4 BOT Restriction —Machine-guns
Medium or Heavy weapon must be
ever, the Tank Hunter is removed from play never place BOT or have their ROF increased
‘manned’, i.e., set up with its crew (or other
immediately after resolving the attack us- for any reason.
Personnel unit later in the game if the origi-
ing the Melee Table. Players may wish to 14.4 SHAPED CHARGE L|AT WEAPONS
nal crew has been eliminated or moved away)
place an un-used Japanese 1|1|9 (marked (SCW)
or using the pick up and carry routine be-
with a medal marker) in the attacked hex
fore it may be fired in the current turn.
as a reference. For each MP or ROF used
14.2.2 OOB Crews—Before beginning play,
in an eligible hex for Tank Hunter attack,
assign one Crew counter to EACH Medium
ONE such attack may be made by a Per -
and Heavy weapon provided in the OOB for
sonnel unit.
that side.
13.3 USMC Personnel
14.2.3 Fire Options—A Crew may NOT fire
14.4.1 Overview—Shaped Charge Weapons
its printed Gunfire Factors or make a Gre-
(SCW) are Light Anti Tank Weapons (L|AT)
nade Attack in the same turn it fires a Me-
that represent the American Bazooka, Brit-
dium or Heavy weapon. They may, however,
ish PIAT and German Panzerfaust (Pf) (and
engage in Melee in the normal manner and
Panzerschreck (PsK) weapons. Apply a +3
are subject to normal Personnel restrictions
HPT DRM for Personnel units firing SCW
when using Light weapons.
The United States Marine Corps faced while using Assault Movement.
14.2.4 Crew Casualties —Crew counters
unique challenges on the battlefields of the 14.4.11 Panzerfaust Removal—Remove a
have two sides, full strength and reduced.
Pacific Theater of Operations, at all times Pf L|AT from play after it is fired once.
They flip to their reduced side upon taking
squaring off against a determined, even sui- 14.4.2 Anti Vehicular/H weapon Usage—
one Causalities result (i.e., on a ‘C1’) and
cidal foe that needed to be killed before re- Fire at vehicles using the L|AT HPT (A3).
are eliminated after absorbing TWO Casu-
linquishing contested ground. All normal HPT DRM apply. After a hit against
alties (i.e., immediately on a ‘C2’ or greater
USMC squads are all 9|6|9 (and 7|6|7 a vehicle is secured, SCW use the AP por-
result), or upon receiving another ‘C1’ if al-
reduced squads). Their Officers (and FOs) tion of the K-KILL Table.
ready flipped to their reduced side.
14.4.3 Anti Personnel/H Weapon Usage—

46
SCW may fire HE at Personnel in the same the HPT. Use the ‘D’ row (Exception: The range when using DIRECT fire.
manner as a H weapon—but ONLY against 20|B ATR uses the ‘B’ row) on the HPT for 14.6.6 Mortar Fire From Full Cover—If an
Personnel in a building location, UNDER a ATRs. ALL L|AT weapons use a +3 Assault LOS otherwise would exist, mortars may be
bunker, blockhouse, Cave Dugout, or BE- Fire HPT DRM. fired from FULL cover position in an Em-
HIND a Wall/High Wall hexside that pro- 14.5.4 Anti Vehicle Attacks—After obtain- placement, without the need for another unit
vides cover (i.e., no fire allowed by SCW in ing a hit, use the PEN of ‘1’ listed for ATRs to serve the function of a Spotter. Firing a
the case of denial of Wall cover), noting the on the Gun Penetration Values table (Play mortar in this manner does not ‘reduce’ the
exception for targeting H weapons in Aid #5) for each nationality. The line excep- FULL cover protection of the firing unit in
14.4.31. SCW DO NOT create rubble in tion to this is the Italian Solothurn 20|B any way.
building locations nor remove Bunkers/ ATR. It may only fire out to the maximum 14.6.7 On Board SPOTTED Indirect Fire—
Sangars and their FRAG are always range listed on the counter, but uses the On Board Mortars and howitzers (H|HOW)
HALVED vs. Personnel. SCW may cause 20|B listing on the Italian Gun Penetration as well as vehicle-mounted ‘C’ and ‘D’ guns
Flame results normally. Values table. of 75mm+ may fire without an LOS to their
14.4.31 vs. H Weapon—Any hit against an 14.5.5 Anti Personnel Attacks—Any Per- target by using a ‘Spotter’, a Personnel unit
H weapon eliminates the weapon (and re- sonnel riding on a TANK are attacked by functioning in a similar manner to an FO.
solve HE results against any manning crew the same die roll used for the K-KILL Table Any adjacent NON Broken/Surrendered Per-
or Personnel in the same location as per roll, but using the ‘1’ column on the Casu- sonnel unit may act as a Spotter. A Person-
14.4.3). An SCW may always fire at an H alty Table (unlike AP from H weapons, which nel unit may only act as a Spotter for one or
weapon (in any terrain) and any manning use the ‘4’ GF column) and using Assault more mortars/HOW in ONE hex (weapons
crew is attacked on the Casualty Table ONLY cover. Passengers in S cover in vehicles are in multiple locations of a hex are allowed,
if the weapon is hit. In the case of a weapon also attacked by 1 GF following a hit. No e.g., mortars on top of AND under a Hedge-
in terrain eligible for SCW attack, the firing separate FRAG attack is made against pas- hog).
player must specify that he is attacking the sengers in G and F cover following an ATR When spotting for multiple weapons, each
H weapon INSTEAD and any hit obtained hit; use the K-KILL Table against the ve- weapon may attack a different hex while
ONLY affects the weapon and any manning hicle and apply any wreck results to the using the same Spotter. To indicate it is not
crew unless the target location may other- passengers normally. eligible to move, mark the Spotter with an
wise be attacked (e.g., building location). 14.6 ON BOARD MORTARS AND HOWIT- ‘F’ marker when spotting (or make a side
14.4.4 Firing Restrictions —Only a PIAT ZERS note if the Personnel unit is hidden; spot-
L|AT may fire safely from inside a building ting does not in itself reveal the unit). A
or under a bunker/cave. All SCW may fire Personnel unit acting as a Spotter is con-
freely from rubble locations. Personnel be- sidered to have fired one L weapon (no
ing transported by vehicle may not fire any matter how many weapons are spotted for)
form of L|AT. A PIAT may not fire at a tar- for the purposes of restricting their ability
get that is ADJACENT and +20 or more lev- to use other weapons. Use the 12.12.2 rou-
els lower than the PIAT hex. Non ATR L|AT 14.6.1 Overview —Mortars are are either tine in the same manner as OBA for SPOT -
weapons do not place BOT markers. Light or Medium weapons (may also be TED Indirect Fire (i.e., place CFF/FFE
14.4.41 Emergency Use—In the event the mounted on vehicles, usually half-tracks) markers and roll on the Accuracy Diagram)
owning player wishes to fire a SCW from a that use Indirect Fire. Mortars may never with the following exceptions: a) On Board
location otherwise restricted in 14.4.4, he use Assault Fire. Medium and Heavy weap- Indirect Fire ONLY affects the hex the FFE
may do so (Exception: PIAT +20 level re- ons denoted as Howitzers (M|HOW and lands in; b) No battery contact roll is re-
striction always applies). However, immedi- H|HOW) may fire using Spotted Indirect Fire quired.
ately following the HPT die roll, the oppos- as may mortars. 14.6.71 Indirect Fire Segment Only for
ing player must apply casualties in the form 14.6.2 CA—Light and Medium Mortars have Spotted Fire—All Weapons firing using On
of a C2 result to ANY Personnel unit(s) in a 360-degree field-of-fire. Mortars mounted Board SPOTTED Indirect Fire must fire
the same location (or in the same vehicle). in vehicles use the VCA to fire. Howitzers during Step #3 of the INDIRECT FIRE SEG-
Casualty morale checks follow for all units are treated in the same manner as other MENT (i.e., the same step as Off-map Indi-
in the location. A SCW may only be fired in guns for Covered Arc purposes. rect Fire).
this manner from a non-moving vehicle by 14.6.3 Mortar Attacks—Mortar fire by on- 14.6.72 CFF/FFE Removal—If the firing
a unit in S|G|F cover. board units is considered Indirect Fire, but unit becomes Broken/Surrendered/Sup-
14.4.5 Panzerfaust and Bazooka Range— it is conducted during the Fire & Movement pressed remove any CFF/FFE immediately
The range for Panzerfaust and Bazooka Segment. Mortars use the HPT and place (i..e, NOT during the End of Turn Segment).
weapons varies by year. In 1943-44, the BOT markers. When attacking vehicles re- 14.7 FLAMETHROWERS
maximum range for Bazookas is 4 hexes; in fer to Table C2 after making a roll on the
1945 it is 5. In 1943-44 the maximum range Casualty Table following each HIT obtained
for Panzerfausts is one hex; in 1945 it is on the HPT. See 14.6.7 for the use of Spot-
two. ted fire by mortars and howitzers.
14.5 ANTI-TANK RIFLES 14.6.4 Fire and BOT Restrictions—Mor -
tars (and Howitzers using Spotted fire) may
not fire from inside Buildings (except from 14.7.1 Overview—Flamethrowers refer to
roof or roofless locations), bunkers, block- both infantry weapons and vehicular -
houses, from water hexes, or, unless ve- mounted versions. FT use the same proce-
hicular -mounted, by Personnel transported dure as small arms fire against Personnel
by vehicles. BOT markers placed by mor - but may NEVER be included in a Firegroup,
14.5.1 Overview—Anti-tank rifles (ATR) are tars may never be moved to ‘follow’ a tar - and use their own procedure against ve-
Light weapons (Exception: The Italian get. hicles.
Solothurn M|ATR is a Medium weapon). 14.6.5 Minimum and Maximum Range— 14.7.2 Fire restrictions—A Flamethrower
They may fire against Personnel directly on Mortars have a minimum and maximum may never combine its fire with any other
the Casualty Table using their ‘1’ GF or range as indicated on their counter in the unit or be used in a Firegroup. Leaders do
against vehicles on the HPT. In all cases format minimum-maximum following the “#”. not provide any shifts to FT attacks nor is
ATRs may not fire beyond the maximum Howitzers all use a minimum range of TEN an FT halved during Assault Fire use.
range listed on each ATR counter after the for Indirect Fire if no minimum range is 14.7.3 Cover State exception—Fire from
‘#’ notation. printed on the counter. Unless a maxmimum an FT ignores any Cover State produced by
14.5.2 Casualty Table Use—An L|ATR may range (e.g., Japanese Type 92 has a maxi- the terrain in the target hex or hexside, in-
fire using its ‘1’ GF directly on the Casualty mum range of 75 hexes) there is no maxi- cluding any cover state column shift af-
Table, including against vehicles and their mum range limit in game terms for Howit- forded by vehicles and wrecks. Only
riders and passengers. zers. Mortars may not fire at targets be- SMOKE cover is applied, and then ONLY
14.5.3 HPT Use—ROF, BOT, HPT DRM and yond their maximum range or less than their when attacking NON-vehicle targets.
other Direct Fire rules apply to ATRs using minimum. Howitzers ignore their MINIMUM 14.7.4 Range—The range of a Flamethrower

47
is stated as 30|1 with ‘1’ serving as the tion, which had markedly superior penetra- 14.13.12 Dozing—Dozers affect certain ter-
range. The normal ‘#’ is also used to denote tion capabilities. Note the dates appended rain, emplacements and remove non-burn-
range. to Play Aid #5 for each nationality in the ing wrecks from play. They ‘doze’ moving
14.7.5 Flame and Fuel—Roll 2 dice when format month/year. The listed ammunition normally to enter the hex in question. They
attacking with an FT. Use the colored die type may not be used in scenarios set BE- then may spend their ONE Dozing MP AF-
for the attack. If the target unit is any ter - FORE the listed date. TER already entering the hex, in order to
rain eligible for Flame placement (Building; 14.10.3 Special Ammunition Penetra- conduct a Dozing activity. Dozing triggers
Woods, etc.), place a Flame marker in the tion —When firing APCR, HEAT, or APDS Opportunity Fire and the dozing results only
attacked hex following a result of C6 or ammunition, use the appropriate entry (e.g. apply AFTER any fire is completed against
higher (on a subsequent die roll of 1-3 as APDS) on the Gun Penetration Table for those the Dozing vehicle. Although not considered
per Table FR). On a white die roll of 9-0, ammunition types. firing, Dozing requires a roll on the ‘50’ col-
the Flamethrower is ‘out of fuel’ and the 14.10.4 Determine number available—To umn of the Casualty Table to attempt an
Weapon is removed from play AFTER the determine the number of ‘rounds’ for each affect on the terrain, emplacement or wreck.
attack is resolved. If the FT is a vehicle’s ammunition type available during a scenario, After rolling on the Casualty Table, refer to
MA, mark the vehicle with an F-KILL marker, add the number of ‘APCR,’ ‘HEAT’ and APDS the Demolition Table (DT) for results. If the
unless the vehicle is also equipped with capable units in the Order Of Battle and C# is high enough, the terrain, emplace-
another MA, for example a Gun, whereas use one third (round fractions down) of this ment or wreck is affected. Otherwise, there
the vehicle may continue to operate nor - total as the base number for that ammuni- is no effect. Upon obtaining a result, ONE
mally with its other weapons. A side note is tion type. Note the modifier on the table if Bunker, Beach Obstacle, Roadblock, Wreck
suggested to keep track. the opponent’s order of battle includes cer- or Wire counter in the hex (or along one of
14.7.6 Sd 251-16—This vehicle has tain tanks, such as the Grant and Tiger. its hexsides in the case of a Roadblock) is
Flamethrowers mounted on both its left and The base number, plus the total from the removed from play. Mark a Bocage, Hedge
right sides. Treat each as a separate Alternate Ammunition Availability Table or Wall (including High Wall) hexside with a
Flamethrower that may only fire at target (found on Play Aid #5 for each nationality Minefield Lane counter to signify all forms
hexes adjacent to the vehicles left or right that has weapons eligible for alternate am- of units may now cross the hexside (LOS is
FLANK aspect. Each Flamethrower may run munition types) roll equals the number of still treated normally). Replace an AT Trench
out of fuel separately. The vehicle is not each type of APCR, HEAT, and/or APDS or Hedgehog with a Foxhole counter.
removed from play for being F-KILLed un- shots available for the scenario. 14.13.13 Bangalore Torpedo (BT)—Banga-
less both Flamethrowers are out of fuel. 14.10.5 Assign Special Ammunition—The lore Torpedoes are special 1/2" Light weap-
Make a side note of the side out of fuel when owning player must specify the identity of ons that may only be used once and then
placing one F-KILL marker on a Sd 251-16. the AFVs or Guns ‘carrying’ the alternate are removed from play. Normally used by
14.8 SEMI-AUTOMATIC GUNS rounds resulting from the calculation above. Engineer units, Bangalore Torpedoes are
14.8.1 Overview—Some small caliber Guns Make a side note of the ID letter of the unit’s used to remove Roadblocks, Wire and Mines
(e.g., Pzkw IIf turreted MA) have a high rate- allotted APCR, HEAT or APDS ammunition from the map. A BT attacks on the ‘40’ col-
of-fire and may directly attack on the Casu- and quantity available for each. Only the umn of the Casualty Table and refer to the
alty Table in the same way as a MG used noted units may use this ammunition. Each Demolition Table for results.
without rolling for a hit on the HPT. Known ‘round’ is equal to one hit attempt die roll on

as ‘Semi-Automatic Fire’, this form of fire the HPT.


14.11 TIME-FUZED HE AMMUNITION— 15.0 SPECIAL VEHICLE RULES
consumes all available ROF of the weapon
When firing the 88mm Flak using Direct
15.1 AFV TYPES
for that turn. Apply any column shifts for
AFVs have gray movement point back-
pivoting normally. HE, or when an SSR specifies a ‘Variable
Timed Fuse’, airbursts are produced in ter- grounds, and are differentiated by move-
14.8.2 Procedure—For any H|AA Gun of
ment type, armor, open- or closed-top, and
40mm or less and ANY Gun of 20mm or rain that does not normally produce air -
turret.
less (including 20|B ATRs), multiply the bursts (but does NOT produce airbursts in
hexes/locations specifically negated, e.g., 15.1.1 Tanks
normal FRAG Factors for that gun by its
A Tank is a fully armored (gray movement
ROF to obtain a GF equivalent. This GF value buildings). There is no additional effect in
icon and AFV Card provided), turreted, fully
can be used against any target directly on hexes that already provide airbursts (no HPT
DRM is created). tracked AFV. Tanks may be open-topped
the Casualty Table, and is treated in the
(OT) or close-topped (CT).
same manner as Small Arms fire (e.g., use 14.12 CANISTER AMMUNITION
Canister ammunition is listed on the Gun &
15.1.2 Armored Cars (AC)
Table C6 against vehicles and H weapons).
Mortar Ammo Table under the ‘C’ column. Armored Cars are turreted or non-turreted,
14.8.3 Range—Semi-Automatic Guns may
wheeled vehicles and are sometimes suffi-
fire out to a range equal to half the Gun Canister is fired in the same manner as a
ciently armored to be considered AFV (gray
size. Example: A 37mm AA Gun may fire up Gun using Semi-Automatic Fire with the
exception that it may fire at any TWO adja- movement icon and AFV Card provided).
to 18 hexes away.
They are treated as AFV or APC or truck
14.9 SPIKING WEAPONS —Any type of cent hexes (or two locations within one hex)
normally based on their movement icon and
Weapon unit may be ‘spiked,’ or rendered within the LOS and covered arc (CA) of the
firing weapon and HALVE the HE/GF may move in reverse at the reduced cost
useless, by any Personnel unit that carries
for wheeled vehicles.
or picks it up. The weapon may be spiked equivalent for each hex attacked. Apply piv-
oting normally as column shifts when using
15.1.3 Self-Propelled Guns (SPG)
instead of fired by any unit that could oth-
Canister ammunition. A Self-Propelled Gun is a fully armored, tur-
erwise fire it. Remove Spiked Light and
ret-less, fully tracked AFV, either open- or
Medium weapons from the map. Place an 14.13 SPECIAL WEAPONS
close-topped. An SPG may only fire its main
F-KILL marker on spiked Heavy weapons. 14.13.1 Demolitions —Certain weapons
allow units to destroy terrain, emplacements armament at targets within its VCA.
14.10 ALTERNATE AP AMMUNITION
or other special targets during play. Satchel
15.1.4 Open Topped vehicles
14.10.1 Ammunition Types—During World
OT vehicles have a white outline behind the
War II new forms of Armor Piercing (AP) Charges may be used to attack combat tar-
gets, emplacements, and terrain. Bulldoz- vehicle art on the counter (e.g., German Sd
ammunition was created in an effort to deal
251-1). An OT vehicle is more vulnerable to
with the thicker plates armoring new tank ers and Bangalore Torpedoes never attack
Indirect Fire, Grenades, Melee and Person-
models. In game terms, these alternate enemy troops.
14.13.11 Dozer —Bulldozers (or Dozers) nel Fire due to the exposed nature of the
ammunition types are listed on each AFV
crew compartment. The crews of OT ve-
Card or for each gun on the Gun & Mortar come in three varieties: unarmed (and
hicles may be attacked by GF and Grenades,
Ammunition Table (Play Aid 5 for each na- unarmored) types with a white movement
icon; armored types with a yellow icon; and using the Casualty Table (followed by the
tionality). Treat each form of alternate AP
Suppression Table) in an effort to Suppress
ammunition as a form of ‘AP’—they use the tanks equipped with dozer blades. All three
them or force Bail Out (see 15.1.41). Sup-
AP portion of the K-KILL Table. have a special form of Assault movement
that may be used for ‘Dozing’. The dozing pression (and any Bail Out roll required by
14.10.2 Dates of Availability—During the
suppressing an already Suppressed OT ve-
war, the Axis produced a limited supply of value is printed in this format Cross Coun-
hicle) is the only additional result possible.
Armor -Piercing Composite Rigid (APCR) and try | Assault Dozing MP. All Dozers per -
form Dozing tasks the same way. 15.1.41 Suppression and Bail Out—Sup-
High Explosive Anti-Tank (HEAT) ammuni-

48
pressed OT vehicles may not fire. If an al- 15.2.24 MG Format on counter—Machine- directly on the Casualty Table.
ready Suppressed OT vehicle receives a guns are listed in the following format: CMG Example, a +2 DRM for turret rotation gener-

NEW Suppression result, make a roll on the | BMG | AAMG. Some vehicles have only ates two LEFT shifts on the Casualty Table

Bail Out Table using the M-KILL row. two MG and use the format CMG | BMG.

15.2 VEHICLE WEAPONS Others have multiple MG of a specific type

Most vehicles have multiple weapons, con- listed as ‘x2’ (two times) or ‘S+P’ (starboard

sisting usually of a Main Armament (MA) and [right] and port [left] side) or limited cov-

machine-guns. Some vehicles have multiple ered arc (e.g., ‘P’ for port side only). The

MA, a FT, or some combination thereof. A absence of a particular MG vehicle mount

vehicle may use all of its weapons once per is indicated by a ‘-’.

Fire & Movement Segment during different 15.2.25 MG Range—CMG and AAMG, as

impulses OR all during the SAME Impulse. well as BMG mounted on APC, have a nor-

When marking a vehicle with an ‘F’ marker, mal range of ‘10’ hexes. Other BMG have a

note if any of the vehicle’s various weapons normal range of ‘6’ hexes. All types may fire when firing a CMG during the same impulse

are still available to fire. All of a vehicle’s out to double their normal range using Long a turret pivoted.

weapons are unusable if it suffers an F- Range Fire (see 12.5.52). 15.4 HULL-DEFILADE
KILL result (Exception: TURRET - and SPON- 15.2.3 Rear Facing Vehicles positioned behind or in certain
SON-mounted weapons are F-KILLed sepa- Some vehicles have weapons that face to types of terrain and emplacements receive
rately). the rear. Rear -facing guns have a super - (or may roll to receive) partial cover that
15.2.1 Main Armament (MA) script ‘R’ appended to the Gun Size (e.g., makes the lower part of the vehicle invul-
A Gun Size printed in the lower left corner Portees); rear -facing MGs have an ‘R’ su- nerable to direct fire. This is called Hull-
of a vehicle counter indicates the vehicle’s perscript appended to the MG value (e.g., Defilade (H-D).
MA. In the absence of such a weapon, treat Italian AB 40 APC). These weapons are con- 15.4.1 Automatic Hull-Defilade terrain and
any MG marked with a circle around the sidered to face to the rear VCA (or rear tur- Emplacements
MG value as that vehicle’s MA. No other ret covered arc [TCA]). Vehicles are automatically in Hull-Defilade
vehicles have an MA (thus they are not forced 15.3 TURRETS if incoming direct fire crosses a wall or
to exit if any other vehicle armament is F- 15.3.1 Turrets and 360-degree H bocage hexside of its hex, or a crest-line
KILLed). MA can be mounted in three ways: weapons have fast (power) OR from a lower elevation hex if on a Hill or
Turret, Hull, or Sponson, or a combination slow (hand-crank) rotation capa- Embankment, or higher elevation hex if in
of turret and hull or sponson. bilities. a Wadi or Deir. Non-small vehicles in Weap-
15.2.11 Turret-Mounted MA —Turret- 15.3.11 Fast Traverse—Have a solid black ons Pits also receive H-D status (Very Small
mounted MA are indicated by a solid or circle around the Gun Size (e.g., Crusader target size vehicles in Weapons Pits are con-
dashed circle around a vehicle’s Gun Size II; Pz IVh; Bofors H|AA). sidered in FULL cover).
(e.g., 75|B with a circle around it). These 15.3.12 Slow Traverse —Have a dashed 15.4.2 Die Roll Hull-Defilade Terrain
Guns rotate with the turret, and thus can black circle around the Gun Size (e.g., Pzkw Scrub, UP positions on Hillocks, and Rock-
change covered arc independent of the ve- IIf; Pz IVj). Strewn Terrain MAY provide Hull-Defilade,
hicle. 15.3.2 Turret Covered Arc (TCA) but acquiring H-D status will require a die
15.2.12 Hull-Mounted MA—Hull-mounted Instead of turning a turreted vehicle’s VCA, roll, which may be made following a sepa-
MA are indicated by a vehicle’s Gun Size a turreted vehicle may pivot its turret to rate H-D expenditure of 1 MP while mov-
not being circled. Hull-mounted Weapons fire turret-mounted weapons in a new TCA. ing. Place a Hull Defilade marker on vehicles
use the same covered arc as the vehicle 15.3.3 Turret Marker that roll successfully. Only one vehicle per
(VCA). The vehicle must pivot to fire these Place a turret marker on the AFV to indi- hex may obtain H-D status via the die roll
weapons at a target not already within its cate its TCA whenever the TCA and VCA method. When H-D status is obtained VIA
VCA. are not identical. Any hit on the turret as- A DIE ROLL, the vehicle is H-D only through
15.2.13 Sponson-Mounted MA—Sponson- pect strikes the front, side, or rear of the its FRONT VCA and if the vehicle leaves the
mounted MA are indicated by a superscript turret according to the turret marker fac- hex or changes its VCA, the H-D marker is
‘s’ appended to the Gun Size (e.g., Grant/ ing. immediately removed. If the vehicle pivots
Lee, M11/39). Sponson- and turret- 15.3.4 One Man Turret—Some AFV Cards only and does not leave the hex, a new roll
mounted weapons may fire at different tar- note the vehicle has a “One man turret” or may be made. Changing TURRET covered
gets. Each Gun acquires its target separately other information restricting turret-mounted arc does not remove the H-D marker.
for BOT purposes. weapons, usually stating they may not fire 15.4.21 H-D Weapon Use
15.2.131 Limited Traverse —Sponson- more than ONE turreted armament during Vehicles in H-D terrain positions or marked
mounted weapons fire in the same manner the same segment. as H-D may not fire Bow-mounted weap-
as SPG but pay a +1 HPT DRM for targets 15.3.5 Turret Rotation—An AFV may ro- ons. Sponson-mounted weapons may fire.
within their VCA but in any hexes on the tate its turret while moving, and as part of 15.4.3 Flank HPT DRM
POR T side of center. firing. Place a turret marker on the vehicle Do not apply the -1 Flank HPT DRM when
15.2.132 F-KILL Exception—Weapons on accordingly. firing on a turreted H-D vehicle. Apply the -
a Sponson AFV are destroyed separately. 15.3.51 Turret Rotation While Moving— 1 Flank HPT DRM when firing on a H-D
An F-KILL resulting from a Turret hit F-Kills An AFV may rotate its turret one hexspine non-turreted vehicle.
turret-mounted weapons. An F-KILL from per movement point that it spends during a 15.4.4 Vulnerable Vehicle Aspects
any other front hull hit F-Kills Sponson and Movement Impulse. It may expend MP to When firing at a H-D vehicle, only hits on
hull-mounted weapons. rotate its turret without leaving its hex. certain aspects actually hit the vehicle. Ig-
15.2.2 Machine-guns Turning a turret without leaving a hex is an nore hits against all other aspects.
Vehicles have the following types of machine- Opportunity Fire ‘trigger,’ but one hexspine a) Non-sponson, turreted vehicle: Turret
guns. All are considered M|MG, except the change in turret facing occurs before the hits only;
L|MG with which Carriers are armed. vehicle may be fired on. b) Non-turreted vehicle: UH hits only;
15.2.21 Coaxial (CMG) —Mounted in the 15.3.52 Turret Rotation While Firing— c) Sponson AFV: UH and turret hits only;
turret, the CMG shares the turret’s Cov- During a direct or indirect fire impulse or Note: Usually hit location is not rolled for
ered Arc (also referred to as ‘TCA’). when using opportunity fire, an AFV may APCs or armed trucks. When these vehicle
15.2.22 Bow (BMG)—Mounted in the front rotate its turret to any hexspine prior to fir- types are H-D, use the Hit Location Table
Hull, the BMG shares the vehicle’s covered ing. Turret rotation adds HPT DRM. Rotat- to determine if the round has struck a vul-
arc. ing one hexspine incurs a DRM of +1 for nerable aspect.
15.2.23 Anti-Aircraft (AAMG)— Mounted Fast traverse and +2 for Slow traverse. Each 15.4.41 Vehicle Size DRM for Hit Loca-
on top of the vehicle in an external mount, hexspine of rotation past the first incurs an tion—When firing at a H-D vehicle, vehicle
the AAMG may fire at any target within range additional +1 DRM for both turret types. size is used as a DRM on the Hit Location
regardless of the turret or vehicle covered Each DRM for turret rotation also provides Table. Large vehicles receive a -1 DRM;
arcs. It is capable of fire only if the vehicle a one column shift LEFT for any of the Small a +1; and Very Small a +2.
is NOT Suppressed. vehicle’s turret-mounted weapons that fire 15.4.42 BOT DRM for Hit Location—For

49
H-D targets marked with BOT, a -3 DRM Passengers may form firegroups with other (as indicated by the ‘R’ superscript on the
applies on the Hit Location Table (in addi- APC and Personnel, following the standard gun value on the counter) unless marked
tion to applying the -3 HPT DRM). Note: BOT Firegroup rules. with a Turret traverse circle.
markers are placed on H-D vehicles only 15.7.5 Half-Tracks-Half-Tracks are usually 15.8.1 Crew
when a hit strikes a vulnerable aspect. APC with a yellow movement point icon in Portees carry an ‘inherent’ Crew, treated in
15.5 PRE 1943 RUSSIAN VEHICLE MA the shape of an ‘oval plus small circle’. Some the same manner as an AFV Crew—as per
15.5.1 Rationale: This rule simulates the are unarmored white icon vehicles. the rules for Bail Out (i.e., they may Bail
relative inexperience of Russian tank com- 15.7.51 Half-Track MG—Many Half-Track Out; see 12.5.16). A Portees’ Crew receives
manders prior to 1943. The following rule APCs such as the 251/1 are equipped with Stationary Cover. AT Guns and Crews in
15.5.2 applies in ALL scenarios set before one BMG. Some have AAMG or BMG that Portee on K-KILLed Trucks are destroyed.
January 1, 1943 (i.e., no SSR is required). may only fire from a REAR VCA, and are 15.8.2 Unloading
15.5.2 HPT DRM—A +2 HPT DRM is ap- marked with an ‘R’ superscript. The ‘stan- An AT Gun may be Unloaded from a Portee
plied when a Russian vehicle fires on the dard’ BMG has a front field-of-fire and fires in a two turn Unloading procedure during
Hit Probability Table. No shifts are applied like an AFV BMG. which the Gun, Truck, and Crew may not
on the Casualty Table due to this HPT DRM 15.7.52 Half-Track APC Passenger Fire— move or fire. A Crew or larger unit is re-
nor is non MA fire affected. Non vehicle (e.g., Personnel units transported in a Half-Track quired to Unload the Gun. If the Portee re-
H weapons) HPT use is not affected. may fire their printed Gunfire Factors and ceives an attack by Gunfire or FRAG Fac-
Example: A Suppressed Russian tank in a any ONE carried L|MG while in Good Cover. tors, the Unloading process must halt. Make
September 1941 scenario needs to roll a FIVE This L|MG is fired through the rear and a side note after the first turn of Unloading.
or less to obtain a hit at a range of TWO hexes. side facings of the Half-Track only, but Per- Replace the Portee counter with the appro-
15.6 ELITE TANK COMMANDERS sonnel Gunfire Factors may be fired through priate Gun, a Crew and a LT Tr vehicle
In some scenarios, SSR will specify that one the front facing too. If the Half-Track uses counter once unloaded. Note: The ‘37’
or more AFVs have an ‘Elite Tank Com- Assault movement, passenger fire is halved. Portee is armed with a captured German
mander’. Simply make a side note of the ID Passengers in a Half-Track may not fire if PaK 36.
of the AFV. the vehicle uses Cross-Country movement. 15.9 Watercraft
15.6.1 HPT DRM—Apply a -1 on HPT DRM, 15.7.6 Carriers—The Carrier is a small fully
Immobilization checks, and Hull-Defilade tracked lightly armored APC usually used
checks, and apply a +1 on Suppression die by British and Commonwealth forces. It
rolls for the AFV. Elite tank Commanders carries an inherent Crew. Unlike other ve-
may move from one AFV to another. Pre 1943 hicle Crews, a Carrier’s Crew may exit nor-
ELITE Russian tanks IGNORE the +2 HPT mally and take counter form as a 2|3|8
DRM specified in 15.5. Crew counter.
15.6.2 Initiative Modifier—If only one side 15.7.61 Weapon Mounts—Carrier weaponry Watercraft transport Personnel, weapons
in a scenario has a non M/K-KILLed Elite functions in the same manner as the main and vehicles in Stationary cover. The val-
Tank Commander, that side has a -1 modi- armament and machine-guns of AFVs. Ex- ues on watercraft counters are in the fol-
fier to all of its Initiative die rolls if both ception: The Carrier machine-gun functions lowing format: Cover State | Stacking Points
OOBs contain vehicles only. in the same manner as a British L|MG, in- they may carry in WATER hexes. Watercraft
15.6.3 Bail Out Modifier—If the Elite tank cluding when removed (e.g., 3 GF; 6 range), are carried by Personnel in the same man-
is K-KILLed, F-KILLed or M-KILLed, add 1 with one exception. When mounted in a ner as M weapons (as denoted by the value
to the die roll for all Bail-Out checks for the carrier this BMG only has a ROF of ONE. on the counters as ‘M|WC’), including fire-
remaining AFVs for that side for the rest of Carrier weapons may only fire through their power reduction for carrying units, and thus
the game (making bailing out more likely) VCA. All other ATR and BMG rules apply to never move on their own. They may only be
UNLESS one or more Elite Tank remain for Carrier armament normally. carried in APCs providing G or F cover or in
that side. 15.7.62 C r e w / We a p o n R e m o v a l —A Trucks, as if they are M weapons.
15.6.4 Commander Relocation—If the Elite weapon may be removed from a Carrier by 15.9.1 Personnel Usage
tank commander spends an entire Fire & its inherent crew, which must also exit. Loading—A watercraft may be placed in a
Movement Segment with another AFV in the Removal of any weapon and unloading of water hex from an adjacent non-water hex
same hex, without either moving, the Com- the crew is done using normal loading and by a carrying Personnel unit ONLY if using
mander may be placed in the new AFV. Make unloading procedures. If the Carrier is K- Assault movement, and the carrying unit
a secret side note to this effect. KILLed, all weapons are destroyed. A side may be stacked (using its remaining MP)
15.6.5 Gun Duel Initiation—An Elite Tank note must be maintained as to which weap- ON TOP OF the watercraft to signify it is
Commander may initiate a Gun Duel with- ons are removed from Carriers—or mark riding IN it in the water hex. Any Personnel
out a BOT marker required on the enemy with F-KILL and Bail Out markers (noting unit(s) moving with the carrying unit as a
target. these do not count as Victory Points for the Platoon may also enter the watercraft at this
15.7 APC UNITS opponent). A Carrier may no longer fire or time. Adjacent Personnel units may ONLY
APC are lightly armored, usually Open- Overrun if its Personnel crew unloads but use Infiltration to enter a watercraft. Once
Topped Transport vehicles. APC have yel- it may still move. Any Carrier machine-gun placed in its FIRST water hex, a watercraft
low movement icons on their counters and removed enters play as a Bren L|MG may be moved no further during that Fire
all receive an AF of 0. Half-Tracks and Car - counter. A British Boys L|ATR and/or Bren and Movement Segment (Exception: Raft).
riers are the most common types of APC. L|MG may be removed from a Carrier B by Unloading—A watercraft must be adjacent
15.7.1 Inherent Crew—APCs contain inher- its crew. A Bailed Out result does NOT place to a non-water hex in order to unload. If the
ent Crews in the same manner as AFVs— a crew in play nor are any weapons removed. watercraft moved during the turn, then Per-
they never take counter form (Exception: 15.8 PORTEES sonnel on board may only unload via Infil-
Carriers) as per the rules for Bail Out (i.e., tration. If the watercraft did not move dur-
they may Bail Out; see 12.5.16). ing the turn and is adjacent to a non-water
15.7.2 APC as targets—APCs may be at- hex, then units may use Crawling or As-
tacked by using the Casualty Table (see sault movement as well as Infiltration to
Tables C2 and C6) and on the HPT followed unload.
by the K-KILL Table for each hit obtained. 15.9.2 Vehicle Usage
15.7.3 APC Passengers—Personnel units The only watercraft that may transport a
being transported in APC whose counters Portees are gun armed trucks (i.e., -1 AF) vehicle is a ‘Raft (L)’. If using Assault move-
include a ‘G’ or ‘F’ notation are in Good Cover with a Gun mounted on the bed (most in a ment, ONE vehicle may be placed ON TOP
and (if an ‘F’ notation is present) may drop REAR Covered Arc). Trucks mounting AT OF an ‘L’ Raft in an adjacent water hex or
into Full Cover, marked with a FC marker. guns in Portee may not tow H weapons nor may exit one to an adjacent non-water hex.
If the vehicle counter does not contain a ‘G’ carry any passengers except its inherent Personnel may never carry a watercraft until
or an ‘F,’ treat the cover state as Stationary. Crew. AT guns mounted in Portees have the vehicle on the raft has exited. A vehicle
15.7.4 APC Firegroups—All APCs and their their guns facing to the rear two hexsides uses ALL Stacking Points of a watercraft
(i.e., no other unit may be placed on it with

50
the exception of any H weapon towed or
passengers and their L and M weapons car-
ried in or on the vehicle).
HPT Attack Vs. Personnel/H Weapon/AFV
15.9.3 Carrying Heavy Weapons
Rafts are treated in the same manner as
normal transport (Exception: They are en-
tered FROM and exited TO adjacent, non-
Vs.
water hexes by pushing; large target size H
weapons can only be TOWED on/off a wa-
tercraft). One Heavy weapon and its crew
➊ Count range in hexes to the target hex
may be carried in the same manner as a ➋ Determine the HPN by cross referencing the range and the appropriate row A-D of the
vehicle on a Raft (L). HPT
15.9.4 Water Movement ➌ Make a die roll and apply all HPT DRM, found under the HPT:
Once in water hexes, watercraft use the MP
➀ A roll ≤ the modified HPN = HIT
printed on the WC movement icon (waves
over a white background) to move in WA-
➁ Die roll > modified HPN = MISS (no effect)
TER hexes only and do NOT need Person-
➍ Resolve each HIT against the following TARGET TYPES:
nel on them in order to move. Rafts carry- ➀ L|ATR and Gun Vs. H Weapon
ing at least a 2 SP personnel counter may à Firing weapon is L|ATR make a roll on Table C4 and apply results
also move one hex during Infiltration. (Ex- à All other weapons HIT = Elimination
ception: When carrying a vehicle or H
➁ L|ATR and Gun Vs. AFV
weapon, this Infiltration movement is ne-
gated.).
à Refer to the HIT LOCATION TABLE then compare PEN (provided on the Gun
15.9.5 Target Status Tables provided for each side or on the AFV Card for each AFV) and AF (found on
When firing at Personnel in watercraft while the AFV Card for each aspect/facing) at the targeted range and roll on the appro-
in WATER hexes, treat them as in Station- priate DIFF column of the K-KILL Table; a die roll must be made that is less than
ary cover and apply Casualties normally. or equal to the listed number on the table:
However, NO morale check is taken follow-
3 POSS K-KILL = refer to the POSS K-KILL Results Matrix to determine if a
ing a ‘C’ result when in a water hex. Water-
craft may not be ‘sunk’, only their passen-
roll on the M- or F-KILL Table is called for; no roll results in a K-KILL (replace
gers are attacked.
with NON burning wreck marker)
15.9.6 Rafts and S-Boats 3 K-KILL = Replace w/ wreck marker
The only difference between ‘Raft’, ‘Raft (L)’ 3 BURN = Replace w/burning wreck
and ‘S-Boat’ counters in game terms is their ➂ L|MTR Vs. AFV or H weapon
speed and Stacking Points limits, including
à Locate the Gun size and the HE column and make a roll on the Casualty Table
the ability of ‘L’ rafts to transport vehicles.
(no column shift is made for Airbursts against AFVs)
All are considered Watercraft.
15.9.7 Amphibious Vehicles—Amphibious
3 ‘-’ result = No Effect
vehicles carry two propulsion systems - one 3 C1-C11 result = Refer result to Table C2
for land and one for water. Unlike water - ➃ L|MTR Vs. Personnel
craft, Personnel never carry amphibious à Locate the Gun size and the HE column on the Casualty Table and refer back
vehicles.
to STEP ➍ on COMBAT RESULTS DIAGRAM 1 (applying one right column shift
15.9.7.1 Water Entry and Exit—Amphibi-
for Airbursts in applicable terrain [see the Terrain Chart])
ous vehicles are denoted by having a back-
side WATER movement icon. They may en-
amphibious vehicle in a water hex, treat it
ter a water hex using Assault movement but
as if it is in Hull Defilade, without reference
must stop upon reaching the first water hex
to its facing. It is also considered a moving
entered. Flip the vehicle counter over to its
target at ALL times.
water movement side upon entering. Once
15.9.7.3 LVT4—The American
flipped, the vehicle may enter water hexes
LVT4 is a fully tracked am-
at the cost of 1 MP each but may NOT use
phibious APC. It is armed with
water MP to enter a non-water hex. Once
a 10 GF MG on each of the
adjacent to a non-water hex, the vehicle may
port and starboard sides.
exit, using Assault movement, and is flipped
These may never fire at tar -
back to its ‘land’ movement side.
gets directly in the front or rear of the ve-
15.9.7.2 Target Status—When targeting an hicle.

A 2|3|8 crew carrying (or ‘manning’) a British 2 in L|MTR in hex N2 decides to


fire at the German leader and squad in the woods hex Q4. Before any effect can
be obtained by the mortar, a ‘hit’ must first be obtained using the HIT PROB-
ABILITY TABLE. The range from firing unit to target hex is THREE hexes (do not
count the firing hex when calculating range). At this range a die roll of ‘6’ or less
will be needed, obtained by noting the ‘7’ in the 3-8 Range column and applying
the +1 drm for the target being in a woods hex. On a die roll of 1-6 a hit is
obtained. The attack is now resolved using the Casualty Table, starting with the
‘6’ column, which also happens to contain the ‘50’ FRAG row, appropriate for
this size mortar. However, since the target hex is woods, AIR BURST effects
apply, providing a ONE RIGHT shift. A die is rolled on the ‘8’ column, with a die
roll of ‘1-2’ resulting in a C3, a die roll of ‘3-4’ a C2, and a roll of ‘5-6’ resulting
in a C1. On a roll of 7+, there is no effect. However, a BOT marker is placed for
ALL hits obtained, even if no effect results on the Casualty Table. In the event
the 1|1|8 + 6|5|6 were to fire (ignoring the mortar attack for the moment), the
attack would be calculated as follows: [6 column] + [2R shift to the 10 column
from the 1|1|8] + [1L shift due to the hedge hexside N2/O3] = Use the 8
column for this attack.

51
Squad ‘8’ and its carried MG 34 are in hex H2 of ‘Hill 12’. This location provides an LOS height advantage that allows the unit to see over the hedges
running alongside the road that runs from K2-K6 in the
example. The German player decides to use one firing
impulse to fire at the British Personnel in hex M5,
combining his machine-gun and 6|5|6 squad for
an attack using ‘10’ GF (eleven minus one for
carrying the L weapon). This attack starts
out on the ‘10’ column of the Casualty
Table, then must apply a 1L shift due
to the woods in the target hex.
Thus, the attack is made on the
‘8’ column. For the purpose
of this example the German
player is assumed to have
rolled an ‘8’, and there is no
effect. Mark hex H2 with ONE
‘F’ marker and the impulse
goes over to the British
player, who decides to re-
turn the fire from M5. In his
case, however, the 8|4|9 is
beyond its normal range of
FOUR hexes. Thus, it attacks
at HALF its printed GF (out to
a maximum range of 8
hexes). The British fire ap-
plies a 1L shift for the HILL in
the target hex, AND a 1R shift
for the NCO directing the fire,
for a cumulative zero shift.
The British attack takes place
on the ‘4’ column of the Casualty Table. Again, let’s assume ineffective fire for the sake of this example. After the British fire the impulse returns to the
German player, who may now use the second ROF shot from the MG 34 to fire at the 2|3|8 in hex K5 (or it may fire at M5 again). The 6|5|6 itself may
not fire again this turn.

The example
GF Vs. Personnel Attack at left illus-
trates the
principles of
a Crossfire.
Vs. Two con-
secutive
Gunfire or
Grenade At-
➊ Tally the number of GF by all firing Personnel and L weapons; deduct ONE GF tack impulses
for each carried L weapon and TWO for each M weapon (i.e., HPT at-
tacks never
➋ Refer to the Terrain Chart for the COVER provided by the target hex and apply create a Crossfire) across opposing hexsides
any shifts for Obscuring terrain ALONG the LOS like ‘A’ create a Crossfire. Hexside combina-
➌ Cross reference the COVER provided on the Terrain Chart with the Cover State tions like ‘B’ and ‘C’ do NOT create a Crossfire.
Effects Table and apply cumulative column shifts
➍ Make a roll on the Casualty Table:
➀ ‘-’ result = No Effect
➁ C1-C11 result = Apply CASUALTIES from the attack to Personnel units in
the target hex The example at left illustrates Orchard
➎ Check morale for all surviving Personnel units using the C# result from the LOS principles. Unit ‘A’ cannot see ‘B’
Casualty Table as a morale modifier and applying any other DRM from the Mo- due to the Blind Hex created by hex P3,
rale Table which contains more than FOUR Or-
chard symbols. Unit ‘A’ can see ‘C’ and
‘D’ since the LOS is along a road into
F both hexes. Unit ‘B’ does NOT have to
apply a DRM/shift for Obscuring terrain
through ‘C’s hex due to the Orchard
Road effect. Unit ‘E’ does have to add a
A B C D +1/1L for ‘B’s hex when firing at ‘F’, even
if it did NOT touch any Orchard symbols,
since its LOS is NOT along a road and
there are greater than FOUR symbols in
E 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 LOS being blocked 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 blocks LOS to N1
since the ENTIRE hex is treated as Orchard due
B S L 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 +5/5L (i.e., +1/1L + +4/4L = cumula-
tive +5/5L).

B
The example at left illusrates Cave Dugout LOS principles. Cave ‘A’
can establish LOSs across ALL six hexsides of its hex. However, it
cannot see a unit IN hex M10. Cave ‘B’ can see across three
A D
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
CoT..................................................Cost of Terrain MA..............................................Main Armament
APPENDIX A. CHARTS AND TABLES DRM...........................................Die Roll Modifier MC…………………………….Morale Check
IA....................................Accuracy Diagram e.................................................ENTIRE hex terrain MG....................................................Machine Gun
NR......................................Aerial Attack Diagrams F-KILL..........................................Firepower KILL M|MG...................................Medium Machine Gun
DA........AFV AF (Armor Factors) vs. Aircraft Attacks FFE..................................................Fire For Effect M|MTR..........................................Medium Mortar
E...............................................AFV Bail Out Table FO...............................................Forward Observer NCO............................Non-Commissioned Officer
AFV.......................................................AFV Cards FOW.....................................................Fog Of War O.........................................................Obscuring
AA..........Alternate Ammunition Availability Table FRAG................................Fragmentation Factors OBA……………………………Off-Board Artillery
C5.......................................Anti-Aircraft Fire Table
F........................................................Full Cover OOB.................................................Order of Battle
C7......................................APC/Truck AF Table
FT..................................................Flamethrower OT.....................................................Open Topped
TP...............Attack vs. Transported Personnel Table
G...........................................................Good Cover PaK......................................Panzer Abwehr Kanone
BT....................................................Building Table
GF..................................................Gunfire Factors Pf…………………………………..Panzerfaust
F2................................................Casualty Table
H-D.....................................................Hull Defilade PIAT……………….Projector Infantry Anti Tank
F1...............................Cover State Effects Table
H|AT.................................Heavy Anti-Tank Gun PsK..............................................Panzerschreck
DT..............................................Demolition Table
HE...................................................High Explosive (superscript)
R ..............................Rear CA
EC........................................Emplacements Chart
HEAT............................High Explosive Anti-Tank ROF......................................................Rate Of Fire
D1..................................................F-KILL Table
HOW .......................................................Howitzer (superscript)
C3........Flamethrower vs. Vehicles and H Weapons S ........................................Sponson
HPN...................................Hit Probability Number
CC.....................................Glider Crash Casualties S...................................................Stationary Cover
HPT.......................................Hit Probability Table
GC............................................Glider Crash Table SCW..................................Shaped Charged Weapon
HT.....................................................Halftrack
GA.................................Grenade Attack Table SPG............................................Self Propelled Gun
I......................................................................Improved
GM............................Gun & Mortar Ammo Table SSR......................................Scenario Special Rules
BP................................Gun Penetration Table K-KILL.....................................Catastrophic KILL
TCA.........................................Turret Covered Arc
C4..............................................H Weapon De- LD...............................................Linear Depression
TD.................................................Tank Destroyer
struction Table HPT Hits by Weapons ≤ 20mm LH.........................................................Lower Hull
TR................................................................Tracks
HE.........................................HE Penetration Table LOS....................................................Line Of Sight
TUR....................................................................Turret
B.............................................Hit Location Table L|AT................................Light Anti-Tank Weapon
UH.........................................................Upper Hull
A1.........................................Hit Probability Table L|ATR...................................Light Anti-Tank Rifle
VCA.......................................Vehicle Covered Arc
I...........................................Immobilization Table L|FT......................................Light Flamethrower
VP……………..........................……….Victory Points
IS...............................Indirect Fire Vs Vehicle Shifts L|MG........................................Light Machine Gun
...............Amphibious vehicle/Watercraft icon
C2.................................Indirect HE | FFE | Air - L|MTR...............................................Light Mortar
craft Bomb Attacks Vs Vehicles And H Weapons Table ...........................Fully-tracked vehicle icon
M..............................................................Masonry
G................................Indirect Fire Affects Table ...........................Half-tracked vehicle icon
M|AT................................Medium Anti-Tank Gun
C8................................................Interceptor Table ........................Wheeled vehicle icon
M|ATR................................Medium Anti-Tank Rifle
C1....................................................K-KILL Table
M-KILL..........................................Mobility KILL
L...........................LOS Blind Hex Creation Table

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

D2...................................................M-KILL Table E
M......................................................Morale Table
CB.....................Off-Board Counter-Battery Matrix

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

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


FR.........................Rubble | Flame | Removal Table K D B
A3...................................SCW Hit Probability Table

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


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

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

TS.........................................Target Size HPT DRM


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

T...................................Tow/Carry Personnel Table A


U.................................................Floorpan Hits
V.........................................Victory Point Table
I

APPENDIX B. ACRONYMS
AA.....................................................Anti-Aircraft G F
AAMG........................Anti-Aircraft Machine Gun

AC…………………………………..Armored

AF…………………………………….Armor Factor
Car
H
AFV.................................Armored Fighting Vehicle
a) Unit ‘A’ in hex Q6 applies the +1/1L Obscur- d) Unit ‘A’ has an LOS to ‘E’ and ‘B’.
AP..................................................Armor Piercing ing Crops terrain in R5 when tracing an LOS to Explanation: No Blind Hex is created by the
APC.............................Armored Personnel Carrier ‘C’ in S5. same Hill the firing unit is on, creating an LOS
APCR ..................Armor Piercing Composite Rigid Explanation: The LOS drops in even incre- to ‘E’. The effects of Continuous Slope makes
APDS..................Armor Piercing Discarding Sabot
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.
ATR...............................................Anti-Tank Rifle
to +20, and the target hex, S5, is Level +10 Explanation: Continuous Slopes create SAME
B...................................................Blocking terrain. The same effect applies between ‘A” LEVEL LOS; the Hedge on hexside O5/P5
BAR..............................Browning Automatic Rifle and ‘I’, as well as ‘A” and ‘D’. blocks same level LOS beyond O5.
BMG..........................................Bow Machine Gun b) Unit ‘A” has an LOS to ‘G’ in hex N7. f) Unit ‘C’ has no LOS to ‘E’; unit ‘D’ does.
BOT..............................................Burst On Target
Explanation: Because of the effects of Con- Explanation: The ‘pancake effect’ of Hills re-
tinuous Slope, this LOS is treated as a SAME quires a contour hexside in order to see to
BW......................Battlefield Walkaround Document
LEVEL LOS. Thus, the Orchard terrain in O7 another level. The Hillock hexside in R4 acts
C..................................................Casualties; Clear is treated as OBSCURING terrain. as a contour hexside for this purpose.
CA.......................................................Covered Arc c) Movement by ‘F’ to hex S7 represents Pre- g) ‘A’ has no LOS to ‘H’ or ‘F’.
CFF......................................................Call For Fire cipitous Terrain (8.13.6). Explanation: Blocking terrain (Woods in N7)
CH..................................................Critical Hit
Explanation: Combine the Hillock hexside with always creates Blind Hexes. The Woods in R6
the Hill in S7 for a level change of +15. rise to Level +30, the same height as ‘A’.
CMG.....................................Coaxial Machine Gun

54
the LOS of the firing unit. This fire is HALVED
ROADBLOCK CRASHING TABLE
APPENDIX C. OPTIONAL RULES on the Casualty Table and HPT attacks may NOT
The rules below are presented for use upon the DR Result use Alley Fire.
mutual agreement of both players. Roadblock removed; vehicle enters C 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
1-2
C1.0 No Hand Grenades—Before making a Gre- adjacent hex Crews—Any crew designated as ‘inexperienced’
nade Attack (including grenade variants, e.g., Roadblock removed; vehicle enters adds a +2 HPN DRM to all HPT hit attempts.
3-4 adjacent hex marked with M-KILL
Gammon Bombs), a unit must FIRST roll for C17.0 Supplemental Armor Plating—Crews in
Grenade availability. A die roll less than or equal
Roadblock NOT removed; vehicle marked the field occasionally added to their AFV’s armor
5-6 with M-KILL in current hex
to its PRINTED morale must be made to have with bogie wheels, logs, and concrete. Any AFV
Roadblock NOT removed; vehicle replaced
grenades available. A unit that fails a Grenade 7-8 with non-Burning wreck in current hex with Supplemental Armor adds +1 to its Front
Attack availability roll is NOT considered to have Roadblock NOT removed; vehicle replaced UH and LH Armor Factors.
made an attack (i.e., it may Infiltrate).
9-0 with Burning wreck in current hex C18.0 No Quarter—‘No Quarter’ may be declared
C2.0 Hidden Movement—Any unit that is hid- to be in effect at any time (by voluntary player
den may move from a hex/location to an adja- C7.0 Path Through Crops—Any tracked (includ- declaration, just call out, “no quarter!”) Once in
cent/same hex location using Crawling Move- ing half-tracks) vehicle that enters a Crops hex effect, Surrendered units of both sides may be
ment and remain hidden if no enemy unit (or ‘C’ places a LANE marker in the hex. Any Crops hex fired on.
marker) is in the newly entered hex/location. marked with a Lane marker is treated as Open C19.0 Ramming—Vehicles may ram one an-
Make a side note of this form of movement. Ground for LOS (only) purposes. other in an attempt to M-KILL the opposing ve-
C3.0 Bayonet Charge—When using Personnel C8.0 Bocage Spider Hole—Any Hedgehog or hicle ONLY if the targeted vehicle is NOT already
Platoon Movement, a leader may declare a Bayo- Foxhole that begins play adjacent to a Bocage moving or marked as Moved. A ramming attempt
net Charge at any point when it and at least hexside also serves as a passage to the other side may be announced from an adjacent hex by a
one other non-leader personnel unit is other - of any connected Bocage hexside for personnel vehicle of the same size or one that is a larger
wise still able to move. A special Bayonet Charge units moving from UNDER the Emplacement. The (i.e., a small vehicle may not ram a normal sized
Morale Check is made by the leader, with a +4 cost to enter the adjacent hex is treated nor- or large vehicle) target size. The ramming vehicle
DRM (making it harder to pass). If the leader mally IGNORING the Bocage hexside (i.e., pay must be using Assault Movement. An immediate
passes the check, it and all other units cur - ONLY for the other terrain in the adjacent hex). die roll is made upon entry. On a roll of ‘1’, the
rently moving as part of the Platoon are eligible C9.0 High Timber—A Forest hex may be de- target vehicle ONLY is M-KILLed. One a ‘9-0’ ONLY
to make a ‘Bayonet Charge’. fined to be Level +30 or higher. the ramming vehicle is M-KILLed. On a ‘2’, BOTH
C3.1 Bayonet Charge Movement—Treat all per- C10.0 Gun Jamming—Any time a weapon of vehicles are M-KILLed. Any M-KILLed vehicle re-
sonnel as if temporarily marked with a Courage any kind (including H weapons and vehicle MGs mains in its current facing.
marker (i.e., ignore morale checks) and treat ALL but excluding personnel printed Gunfire Factors C20.0 Command Detonated Explosives—Hid-
units as if Running, even if previously marked and Grenades) fires, roll an extra die to represent den mines may be set up in any hex and may be
as Winded. Personnel executing a Bayonet the possibility of ‘jamming’. Original DOUBLES automatically detonated by a pre-designated
Charge may IMMEDIATELY enter enemy PER- results in a weapon ‘jam’. Place an F-KILL marker (make a side note) non-Broken/Surrendered Per-
SONNEL hexes. on a jammed weapon, including on infantry sonnel unit that passes a morale check when it
Once all units taking part in the Bayonet Charge weapons. wishes to immediately detonate the minefield
cease moving, Melee may be conducted normally C10.1 Clearing Jammed/F-KILLed Weapons— (usually when an enemy unit enters). Treat this
with the following exceptions: The Bayonet The breech of any ‘jammed’ (including weapons usage as Opportunity Fire/Fire impulse for the
Charging units do NOT take melee morale checks. F-KILLed normally) weapon may attempt to be ‘triggering’ unit as if it used a L weapon.
At the end of the Movement Segment remove all ‘cleared’. Only weapons currently manned/car - C21.0 Enemy Turned the Road Signs—Any
temporary Courage markers from Bayonet Charg- ried by non-Broken/Surrendered units and those time a vehicle comes to a road hex with a ‘fork’ in
ing units. They are treated normally thereafter, of NON Suppressed vehicles may roll. A die roll of it a die roll is immediately made. On a roll of ‘1’
including marking all units that took part in a ‘1’ during the End of Turn Segment clears the the vehicle is considered ‘lost’ and the opposing
Bayonet Charge with a Winded marker. weapon (i.e., removes the F-KILL marker). player may choose the road hex (Exception: Can-
C3.2 Target Panic—A friendly personnel unit(s) C10.2 Jammed Turret—Any turreted vehicle not enter a just-exited hex) it next enters. The
adjacent to an enemy personnel conducting a hit by an HE/AP round in the turret may result vehicle, and any others in a platoon or convoy it
Bayonet Charge may ‘panic’ at the approach of in a ‘jam’. A subsequent die roll is made and on is moving as part of, must continue down this
the enemy IF the total enemy units making the a roll of ‘1’ the turret is considered jammed. It road until coming to another fork (at which time
charge in the LOS of the friendly unit(s) exceeds may no longer change turret covered arc.Once the same routine is repeated) or its Movement
their Stacking Point value by DOUBLE or more. jammed, a turret may not be ‘freed up’ during Points for that turn are expended. Any friendly
Play is immediately halted in the same manner play. When this rule is used during an ATS cam- vehicle entering the SAME fork during that Move-
as Opportunity Fire and an immediate Panic mo- paign, all jammed turrets are automatically freed ment Segment applies a ‘-2’ DRM (making it easier
rale check is made by so-affected friendly unit(s). up at the end of a scenario. to get lost) after at least one vehicle has become
Any unit(s) that fails is immediately marked as C11.0 AFV Crew Survival—Any AFV crew that lost that turn.
Broken and may IMMEDIATELY move as a Bro- Bails Out is placed on the board in the AFVs hex C22.0 Command Control—Unless ADJACENT
ken unit normally BEFORE the enemy Bayonet in the form of a Reduced-side crew of that na- to a non-Broken/Surrendered friendly leader at
Charge can continue. tionality. When first placed in play, treat it as if the time it wishes to move, no Personnel unit
C4.0 Night Vulnerability—Any personnel unit using Running Movement (including the place- may use Running or Assault Movement (it may
with a PRINTED morale level of 7 or less must ment of a Winded marker). It is treated normally Crawl) during the Movement Segment unless it
pass a morale check in order to move at night as a crew for all other purposes. passes a morale check.
(Exception: Unless stacked with a NON Broken C12.0 Closed Transport—The personnel car - C23.0 Snipers—Any leader provided in a sce-
leader or entering from off map). Units that fail ried in any half-track or truck may be removed nario may instead be designated as a ‘sniper’,
this morale check are marked as moved but oth- from the map and a side note made of the units using its morale as its RANGE and Gunfire MUL-
erwise suffer no additional consequences. being carried. TIPLIER also (e.g., a 1|1|8 may fire 8 Gunfire
C5.0 Blowing Bridges—A Satchel Charge may C13.0 Re-grouping—Players may ‘re-group’ Factors to a Range of ‘8’, or 4 Gunfire Factors out
be used to blow a bridge hex (exception: NOT the Reduced Squads/crews/Tank Hunter to 16 hexes. A Sniper may ONLY fire on leader
Arnhem Bridge). The attack must be announced Teams of the SAME value to create full- counters, and may set up hidden. Otherwise,
against the bridge ONLY and is otherwise strength squads and remove Casualties treat sniper fire against leaders normally (i.e.,
handled normally. On a C6 or greater result place markers. As long as ALL Casualties are ac- use the Casualty Table; apply terrain column
a Rubble marker in the hex. The rubble is con- counted for the owning player may freely shifts).
sidered to be down in whatever terrain the bridge flip/remove units from play. C24.0 Looting—Any personnel unit that newly
formerly crossed, at the level of the terrain (usu- C14.0 On Board Artillery—An FO may direct enters a building location rolls one die. On a die
ally -10), and no longer affects LOS at the previ- the Indirect Fire of any on-board mortar or Heavy roll of ‘0’, it is ‘looting’ the interior and immedi-
ous level. crew-served weapon instead of off-board artil- ately ceases its movement impulse.
C6.0 Crashing a Roadblock—Any non-small lery. C25.0 Fanatic Resistance Nest —Any one
(or very small) AFV/APC may attempt to crash C15.0 Alley Fire—Any unit moving BETWEEN building may be declared a ‘Fanatic Resistance
through (eliminate) a roadblock. The vehicle two terrain types that have other terrain that is Nest’ by a player that sets up on board if Victory
must be using Assault Movement and must roll in the LOS of the firing unit (e.g., two buildings Conditions call for one side or the other to con-
immediately upon entering a hex that shares a that are not connected, i.e., have open ground trol one or more buildings or building hexes to
Roadblock hexside, applying die roll results fr9om between them) may be fired on using the Casu- win. Treat all non-Broken/Surrendered person-
the following table: alty Table and uses the OTHER terrain instead nel in any ONE secretly recorded building (in-
IF the entire hexside between the terrain is in cluding all hexes and locations of a multi-hex

55
building) as if they are marked with Courage ing the GR-6 Locater, treating the American bat-
INDEX
markers until at least ONE enemy unit (includ- tery as a 149+ GUN on the OFF-BOARD
ing vehicles) enters any building location of that
building.
COUNTER BATTERY MATRIX.
C38.0 U.S.M.C. M1A1 75mm PACK ARTIL-
A
C26.0 Random ROF—A weapon with a ROF of LERY—The American M1A1 H|HOW game piece 360 mounts..........................3.5.8, 12.5.142, 15.3.1
greater than one may only fire again if its attack may be moved in the same manner as a MEDIUM AA, Anti-Aircraft Fire............................12.16.6, 12.4
resulted in a die roll equal to DOUBLE its ROF or weapon using the following rules. AAMG, Anti-Aircraft MG.................15.2.23, 12.5.173
less (e.g., a ‘2’ ROF M|MG may only use its sec- C38.1 Dismantling/Moving/Firing—If other- Accidental Attack...........................................12.6.7
ond ROF if its first attack resulted in a die roll of wise eligible to use Direct Fire, the gun may be Accuracy Diagram...........................12.12.2, 12.12.3
‘4’ or less). readied for movement (i.e., NOT fired during the Acronyms...........................................................2.2
C27.0 Camouflage Smocks—During scenarios same turn). The crew is considered to be ‘dis- Adding Height (to the level of a hex).....................6.2.4
set in 1944-45 all German squads with a mantling’ and ‘packing’ the weapon for move- Aerial Accuracy Chart....................12.16.41, 12.16.3
PRINTED morale level of 8+ receive a one column ment. Mark the weapon with both F-KILL and Aerosols..............................................................6.5
shift LEFT or +1 HPN DRM when fired on in Woods No Fire markers instead of an ‘F’ marker. Once in AFV Bail Out Table (E)...........................12.5.16, 7.1,
or Brush hexes. this state the H weapon may be moved as if it is ....................................9.7.91, 12.5.14, 12.5.15
C28.0 Mulligan Roll—The player that receives an M weapon. It may ALSO fire, but is treated as AFV Cards.................................3.6, 3.5.51, 12.5.23
the first ROLLED FOR Initiative also receives a if it has a ROF of ONE and may NOT double its AFV K-Kill Table (C1)....................................12.5.13
‘mulligan’, i.e., the opportunity to re-roll any ONE ROF following the placement of a BOT marker. AFV Platoon Movement......................11.4.7, 11.3.24
die roll. Once a mulligan is used, it is ‘passed’ to When so-marked, the gun is treated as an H AFV Smoke Candles.........................................6.4.9
the opponent for him to use once, and so on. weapon for ALL other purposes and may be re-
AFV/APC Assault Fire.....................................12.8.2
C29.0 Hasty Mines—Add a +1 DRM (making it verted to its normal state in the same manner
AirB, Airbursts....................................7.1, 12.5.654
easier to roll greater than, i.e., pass through) (i.e., use of a Direct Fire opportunity; may fire
Aircraft and spotting..........................6.3.31, 12.16.2
mines that are Hasty Mines. normally the NEXT turn) as used for ‘disman-
Aircraft attacks................................................12.16
C30.0 Ditches—All non-Paved road (not Paths) tling’ the gun. ONLY American and British Per -
Aircraft Bombing Attacks.............................12.16.81
hexes (i.e., not gray) are considered to have sonnel may dismantle an M1A1 H|HOW.
Aircraft Cannon........................................12.16.822
‘ditches’ on either side. Treat these hexes as if a C39 Sherman Wooden Supplemental Armor—
Aircraft Counter Battery Fire..........................12.16.9
Foxhole counter is within ONLY when a person- Marine tank regiments utilized wooden supple-
Aircraft Interceptors......................................12.16.5
nel unit wishes to ENTER the ‘Ditch’ by placing it mental armor to help reduce the effectiveness of
Aircraft MG...............................................12.16.821
under a Foxhole marker (which is removed from Japanese close combat techniques. These wood
Aircraft Strafing Attack.......................12.16.82
play when no unit is in the ditch). casings proved marginally effective. In any sce-
Alternate AP ammunition..................................14.10
C31.0 Wide Boulevards—Any paved road hex nario providing one or more M4A1/M4A2/POA
Alternate crews...............................................14.2.6
(i.e., gray) that is adjacent to at least FOUR other tanks, the American player may mark ONE THIRD
Ammunition limitations......................................3.5.9
paved road hexes is considered a ‘wide boule- of his tanks as equipped with wood supplemen-
Amphibious vehicles.......................................15.9.7
vard’. An ADDITIONAL one RIGHT column shift tal armor. Tanks with supplemental armor must
Anti-Aircraft Fire (AA)..........................12.16.6, 12.4
(but NOT an additional -1 HPN DRM) is applied be revealed as soon as an enemy unit estab-
Anti-Aircraft MG (AAMG)...............15.2.23,
to any personnel in such hexes when fired on lishes a LOS. When tanks with supplemental
................................................12.5.173, 12.4
using the Casualty Table, INCLUDING resolving armor are attacked in Close Assault (regardless
Anti-tank rifles, ATR...........................................14.5
HE (including artillery and aircraft bombs) of facing), deduct ONE from the Melee Value of
Anti-tank trench..................................................9.2
against the personnel. the attacking unit(s). Wooden supplemental ar -
C32.0 Concrete Trenches —Treat Anti-Tank mor has no other effect on play. Anti-vehicle MG fire........................................14.3.3

Ditch and Hedgehogs with a +3 FULL Cover ben- C40 Random Casualties—The owning player AP/HE DIFF................................................12.5.131

efit. does NOT distribute Personnel casualties as he APC as targets...................15.7.2, 12.5.1322, 3.5.52

C33.0 Pre-Game Massive Bombardment—This sees fit. Instead, when two or more Personnel APCR..........................................................14.10

is along the lines of the bombing of St. Lo, not to units are eligible for casualties and a C2+ re- APDS..........................................................14.10

be over -used. The attacking player places a CFF sults, a die is rolled for each. The unit(s) with the Armor Factor (AF).......12.5.132, 3.5.5, 3.6, 7.6.1,

in any hex on the map. Roll for accuracy nor - highest roll incur ALL casualties until eliminated, ........................................................................12.5.23

mally. Every hex within FIFTEEN hexes of the then the next highest rolling unit receives the Armored Cars (AC)..............................15.1.2, 3.5.51

resulting FFE is attacked by 200+ HE (otherwise remaining casualties and so on. Apply the cur - Armored Fighting Vehicles (AFV).....15.1, 3.5.51, 3.5

treated normally as OBA). rent Stacking Point value of a unit as a die roll Armored Personnel Carriers (APC)..........15.7, 3.5.52

C34.0 Civilians on the Battlefield—Any battle- modifier (e.g., an NCO receives a modifier of +1; a Artillery................................................3.5.10, 12.12
field still containing its civilian population is reduced squad +2). In the event of a tie, BOTH Artillery Ammunition Supply.......................12.12.31
treated as follows. Buildings may only be entered units must have at least a C1 applied, owner’s Artillery Procedure.......................................12.12.2
in their ground level. No vehicle may enter a build- choice for the unit to then absorb all remaining Assault Fire, Restrictions...............................11.3.32
ing location (it may use the street outside). If one casualties until eliminated. Assault Fire, ROF............................12.8.21, 12.8.12
side is entering all of its personnel from off-board, Assault Fire, Personnel.....................12.8.1, 12.5.53
no building may be entered unless an enemy per- Assault Fire, Vehicles......................................12.8.2
sonnel unit was in the building hex and in the Assault Movement, Personnel.........11.3.12, 12.5.632
LOS of a friendly unit first. Assault Movement, Vehicles.............................11.4.1
C35.0 Flooded Terrain—Treat ALL of the low- AT minefields.................................................9.7.41
est non-Ravine/River/Stream terrain level on the Attack Routines......................12.5, 12.12.2, 12.11.1
map as ‘mud’ or ‘flooded’ terrain. Roads still cross Automatic morale results................................10.3.2
such terrain, but are considered Embankments Automatic unload............................................11.5.9

B
in those hexes. In the case of Mud, treat all such
hexes as Swamp. Otherwise, treat them as ford-
able pond hexes. Players may instead (or addi-
B-SM-I.................................6.4.1, 6.3.41, 8.3.1522
tionally) treat all Woods or Crops hexes as mud
Bail Out............................12.5.16, 15.7.62, 15.7.1
or flooded. When either of these exists, ALL Ra-
Bamboo .................................................. 8.32.23
vines are treated as Creek terrain instead.
C36.0 FO Hides—All FOs set up on map may a) The 1|1|9 leader leading the MG 42 + 8|5|9 in Bangalore Torpedoes ............................ 14.13.13

automatically set up hidden in any eligible ter -


hex O4 may provide its 2R shifts to ALL three Banzai Charge .......................................... 1 3 . 2 . 6

rain.
Casualty Table ROF ‘shots’ by the MG 42, us- BAR Gunner ............................................. 3 . 5 . 3 6

C37.0 GR-6 Sound Locator Device— New


ing three separate impulses OR unlike an H Barrage ............................................ … 1 2 . 1 2 . 6 2
weapon, all in one impulse. After the first ROF Barrage limit ....................................... . 1 2 . 1 2 . 6 3
sound locator devices were used on Okinawa.
is used, the M|MG must set its covered arc Battery contact .................................... . . . 1 2 . 1 2 . 3
Sound Locator teams were rushed from Fort
due to being in a building location (see 12.6.33). Battery limits ...................................... . . . 1 2 . 1 3 . 1
Benning at the last minute to join the invasion. b) If the MG 42 fires on the Russian 1|1|8, it
Bazooka .......................................... .14.4, 14.4.5
If the American player is provided the GR-6 Loca- may ONLY fire on the 8|2|8 and/or 6|4|8 during
tor device by SSR, locating enemy batteries takes the same turn. The 8|5|9 COULD fire on the Black dot AF ......................................... 12.5.132

place on a die roll of 1-4 and the American player enemy 4|3|6 using its PRINTED GF, but the ‘8’ Blind hexes .................................... ………6.2.61

need not assign a friendly battery to neutralize a will be reduced to a ‘6’ due to the carried M Blockhouse .................................................. 9 . 3

Japanese battery. All other Counter Batter rules weapon (see 12.5.51). The leader MAY ALSO Blocking Terrain ......................... 7.1, 6.2.3, 6.2.6

apply normally. Once located, the American apply its 2R leadership to the squad’s attack Bocage ............................................. .8.1, 6.8.11

player may neutralize ONE Japanese battery us-


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

56
INDEX continued

Bomb load .......................... .12.16.81, 12.16.53 Destroying emplacements......9.1.6, 14.13.1, 12.5.72 G


Bombing attacks ................................. 12.16.811 Dice ............................................................. 3 . 7
Game end ................................................... 4 . 1 . 4
BOT and Gun Duels ................................ 1 2 . 9 . 1 Die Roll Modifiers, (DRM) ............................ 3 . 7 . 2
Game scale....................................................... 2.0
BOT, Burst On Target ............. 12.5.1122, 15.4.42 Direct Fire .......................................... 12.1, 12.5
Game Turn Record Track .......................... ...3.4.6
Bow MG (BMG) ..................................... 1 5 . 2 . 2 2 Direct Fire range and LOS ....................... 1 2 . 5 . 3
Gammon Bombs .................. 12.15.23, 12.15.21
Bridges .................................................. 8 . 3 1 . 5 Direct Fire Targets ...................... 12.5.22-12.5.24
GF Reduction............................................ 12.5.51
Broken units ...................... ...............10.5, 11.5.4 Dozers (Bulldozer) ........... .. .... 12.5.72, 14.13.1
Gliders ....................................................... 12.17
Brush ......................................................... . 8 . 2 Dropping To Full Cover ....10.5.2, 11.5.4, 12.5.664
Good Cover.......................................... 7.1, 12.5.641
Buildings as targets ........................ .8.3.8, 6.3.41 Dug-in heavy weapons ................................ 1 4 . 1
Graveyard ..................................................... 8 . 9
Building colors ....................................... . 8 . 3 . 1 1 Dummies .......................................... 3.4.1, 6.7.5
Grenades, attacks ....................... .12.15.2, 12.3.4
Building Cover ............................... 8.3.11, 8.3.4 Dummy minefields .................................... 9 . 7 . 1 0
Gun Duels .............................. .12.9, 12.6.21, 4.6
Building destruction, collapse ......... 8.3.9, 8.3.93 Dust ................................................. 6.4.5, 6.5.2
Guns ............................................ .12.2.2, 3.5.4
Building LOS ............................................ 8 . 3 . 2 Dust height and LOS ..................... 6.5.26, 6 . 2 . 6 4
Guns vs. H Weapons ........................... . . . 1 2 . 5 . 2 4
Buildings...............................................8.3
Buildings with roads ............................... 8 . 2 0 . 6
E Guns vs. Personnel ............................. . . . 1 2 . 5 . 2 2
Guns vs. Vehicles ............................... . . . 1 2 . 5 . 2 3
Bunker ............................................... . . . . . . . . . 9 . 4 Elephant Grass ......................................... ..8 .4 .6
Guns, pushing .................................... . . . 1 1 . 3 . 3 4
Burst On Target (BOT) ............ 12.5.1122, 15.4.42 Eligibility.........…..4.3, 11.2, 12.5.41, 12.7.1, 12.9.1
Gurkhas ................................................... .13.1.3
C Eligible to move ................................ 11.2, 4.4.21
Eligible attackers .............................. 12.3, 4.4.21 H
C2 (table) ............................................. . 1 2 . 1 0 . 3 Eligible targets ............................................ 1 2 . 4
Half FRAG factors .................... .12.5.71, 12.5.661
Call For Fire, CFF ....................... 3.5.101, 12.12 Elimination of Surrendered units ..... ....... 10.8.42
Half-Tracks, HT .......................... ...15.7.5, 3.5.52
Canister ammunition ................................. 1 4 . 1 2 Elite tank commanders .... .15.6, 11.3.24, 12.5.171
Haze.............................................6.5.4
Cannon (aircraft) ................................. 1 2 . 1 6 . 8 2 Elite troops ............................................... 1 3 . 1 . 1
H-D, APC vehicles ...................................... 7 . 7 . 1
Capturing weapons, vehicles ......... 10.9, 12.15.43 Embankment ................................................ 8 . 7
H-D terrain............... 7.7, 7.1, 15.4.1, 15.4.2, 8.13.3
Carried weapons ................. ……11.3.3, 12.5.51 Emergency SCW use ............................... 14.4.41
H-D, Truck Type vehicles ........................... 7 . 7 . 1
Carriers, Bren .............................. .15.7.6, 15.2.2 Emplacements .................................... 3.5.12, 9.0
HEAT .......................................................... 14.10
Casualties, personnel ......... ……12.5.9, 12.5.74 Empty hexes ............................................. ..6 .8 .3
Heat shimmer ............................................. 6 . 5 . 4
Casualties, crew ....................................... 1 4 . 2 . 4 End of Turn Segment .................................. 4 . 4 . 4
Heavy Payload .................................... . 1 2 . 5 . 7 3 2
Casualties, indirect fire ......................... … 1 2 . 4 . 3 Entering enemy hexes ..... ..11.1.3, 10.5.23, 10.7.3
Heavy Weapons ......................................... .3.5.43
Casualty Effects ...................................... 12.5.92 Entire Hex Terrain ...................................... 7 . 2 3
Heavy Weapons as targets ......................... .12.5.8
Casualty Morale check .................. .12.5.95, 10.3 Entry cost ....................... . ........................... 7 . 1
Heavy Weapons on Rafts ............................ .15.9.3
Casualty Table (F2) ................................... 1 2 . 5 . 7 Exact LOS ................................................... 6 . 2 . 3
Heavy Weapons, Set Up ..................... 8.3.61, 14.1
Cease Fire.......... ............ . … … … … . 1 2 . 1 6 . 8 3 Examining opponent’s stacks .......... …6.6.2, 6.6.3
Heavy Weapons, stacking ............ .. .5.2.1, 5.4.13
Cellars ................................................... 8.3.12b Exhausted Infantry .............................. . 1 1 . 3 . 1 3 2
Hedge ....................................................... … 8 . 1 0
Checking morale ....................................... ...10.3 Exit victory points ................................... ..3.4.52
Hedgehog ..................................................... 9 . 6
Clear terrain ............................................... . . . 7 . 1
Clearing roadblocks .............................. ......9.8.4
F Height................................3.1.11, 6.2.4, 6.2.62, 7.1
Height advantage ........................................ 6 . 3 . 5
Cliffs ........................................................ 8 . 1 3 . 5
F-Kill Table (D1) ............................... ……12.5.15
Hex ID .......................................................... 3 . 1
Close Assault ...................... ..12.15, 12.1, 12.4.5
Facing..........................11.4.2, 12.5.132, 12.5.1321
Hex locations ............................................ 3 . 1 . 1 3
Close Assault attacker/defender ........ ....12.15.33
Factory ..................................................... 8 . 3 . 1 4
Hexside roads ........................................... 8 . 2 0 . 6
Close Assault segment ................................ 4 . 4 . 3
Fast Turret…15.3.52, 15.3.11, 3.5.8, 12.6.5
Hexside terrain ........................................... . . . 7 . 2
Coaxial MG (CMG) ............................... … 1 5 . 2 . 2 1 FFE dust .................................................. 6 . 5 . 2 6
Hidden minefield ........................ ...9.7.11, 9.7.71
Collateral Fire (C) ................................. . 1 2 . 5 . 1 0 Final defensive fire ............................... ..12.14.5
Hidden set up ............................................... 6 . 8
Combat ....................................................... . 1 2 . 0
Fire & Movement Segment ..................... … . . 4 . 4 . 2
Hide ............................................................. 7 . 1
Combat engineers.….13.1.2, 12.15.221, 12.15.451
Fire For Effect, FFE ............. ……3.5.102, 12.12.2
High ammunition supply ..................... . 1 2 . 1 2 . 3 1
Combat Tables (additional) .......................... 12.10
Firegroups................13.1.4, 12.5.4, 6.9.4, 13.2.5
High wall .................................................... . 8 . 1 1
Commissars…………3.5.34, 5.3.1, 10.3.3, 12.5.653
Firegroups, APC ....................................... 1 5 . 7 . 4
Hillocks ...................................................... . 8 . 1 2
Concentration ............................. .6.4.4, 12.12.61 Flam notation ................................................ 7 . 1
Hills ........................................................... . 8 . 1 3
Conscripts .......................................... .........13.4 Flame marker.........14.7.5, 8.8, 6.4.5, 6.4.83, 8.3.10
Hill, same hill LOS ................................ . 8 . 1 3 . 2 1
Contact ............................................... . . . 1 2 . 1 2 . 3
Flamethrowers.................14.7, 12.2.1, 12.5.72,
Hit Location Table (B) .......................... . . . 1 2 . 5 . 1 2
Continued Movement........................11.4.5, 4.4.41,
..............................................12.10.4, 12.5.173
Hit Probability Table (A1 aka HPT)......12.5.11, 3.5.7
.................................................11.4.63, 12.14.7
Flamethrower AFV ................... 14.7.6, 1 2 . 5 . 1 7 3
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
Howitzer spotter.......................................14.6.7
Control ..................................................... 3 . 4 . 5 3 Flat-roofed buildings .................................. 8 . 3 . 7
HPN determination ............................ … 1 2 . 5 . 1 1 1
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 ..................... .12.13, 12.16.9
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
Fog of War, FOW ......................... 6.7, 3.4.1, 6.3.4
Cover state.........................12.5.6, 7.1, 6.3.4, 11.5.1 Forcing a minefield ..................................... 9 . 7 . 7 I
Cover state, different ............................. . 1 2 . 5 . 9 4 Fords ....................................................... 8 . 3 1 . 4
Cover state, same .................................. . 1 2 . 5 . 9 3 Illumination rounds.....................................6.9.71
Forest ..................................................... 8.32.21
Cover & movement ...................... 11.3.1, 12.5.63 Impulse........... ………4.1, 12.5.43, 12.6.1, 12.16.51
Forts ...................................................... ..8.3.15
Covered Arc (CA) ............ 11.4.2, 12.6.3, 12.16.63 Immobilization .................................. ….7.1, 7.3.3
Forward Observer (FO) ................ 12.11.3, 3.5.35
Crawling movement ................. 11.3.11, 12.5.631 Improved Cover .................................. . 1 2 . 5 . 6 4 2
Foxhole ........................................................ 9 . 5
Creek ................................................. . . . 8 . 3 1 . 1 4 Indirect Fire ............................................. . 1 2 . 1 1
FRAG Factors................................12.5.71, 12.15.21
Crews ............................................. .14.2, 3.5.32 Indirect Fire Accuracy Diagram ......... ……12.12.2
Friendly map edge ...................................... 3 . 4 . 7
Critical Hit AP (CH) ............................... 12.5.114 Indirect Fire attackers ............................... 1 2 . 3 . 2
Front…...............................11.4.2, 12.5.132
Critical Hit HE (CH) ............................... 12.5.114 Indirect Fire casualties ........................... 12.11.2
Frozen in melee ................................ … 1 2 . 1 5 . 3 2
Crops ......................................................... . . . 8 . 4 Indirect Fire, cover denied ............ 7.22, 12.11.23
Full Cover................... .... ...12.5.66, 12.5.644, 7.1
Cross Country .......................................... 1 1 . 4 . 1 Indirect Fire segment .................................. 4 . 4 . 1
Full Cover, Indirect Fire .................... ...12.5.661
Crossfire ................................................ 10.10.1 Indirect Fire targets .................................. 1 2 . 4 . 3
Full Cover, firing mortars from........14.6.71, 12.5.662
Cushion ....................................... .12.5.655, 7.1 Indirect Fire vs. Buildings ........................ 8 . 3 . 4 1
Full Cover, Terrain ........................................ 7 . 1

D
Infiltration..........12.15.1, 4.4.3, 7.3.41, 11.1.3,
Full Hillock (desert only) ........................... 8 . 1 2 . 4
.....................................................11.5.5, 10.5-10.7
Inherent crew ........................................... 1 5 . 7 . 1
Deirs ............................................................ 8 . 6
Initiative ....................................................... 4 . 2
Demolitions ........................................ 14.13.1-13

57
INDEX continued

Interceptor aircraft .................. 12.16.11, 12.16.5 Multiple targets ..................................... 12.5.741 Re-Manning Bailed Out AFV .................. 12.5.161
Interior walls .......................................... 8 . 3 . 1 1 b Multiple terrain effects ...................... … … … . . 7 . 4 Rear ....................................... ..11.4.2, 12.5.132
Intimidation .............................................. 1 0 . 2 . 3 Multiple vehicle weapons .................. 15.2, 12.9.3 Rear -facing weapons ..................... 15.2.3, 11.4.2

J N Reciprocity (LOS) ........................................ 6 . 2 . 2


Reduced crew penalty ............................... 1 4 . 2 . 5

Japanese leaders ................ 13.2.5, 10.3.3, 13.2.6 Registration ............................................ 12.12.1


Napalm ........................... …12.16.1, 12.16.812
Japanese Personnel .................................... 1 3 . 2 Removing suppression .......................... 12.5.176
Neutralize enemy batteries ...... 12.13.22, 3.5.104
Japanese OBA .......................................... 1 3 . 2 . 3 Revealing hidden emplacements ................ …6.8.4
Night rules ................................................... 6 . 9
Jungle .................................................... 8 . 3 2 . 2 2 Revealing hidden units ............................... 6 . 8 . 3
Notes Row ............................................. . 1 2 . 5 . 7 2
Reverse Movement .................................... 1 1 . 4 . 3
Junkyard .................................................... 8 . 1 4
O
K
Rice Paddies ............................................... 8 . 4 . 5
Riders .................................................. … … 1 1 . 5
OBA Attack Routine ............................... . 1 2 . 1 2 . 2
River ...................................................... 8.31.13
Khamsin ........................................... 6.5.1, 6.5.5 Obscuring Terrain ...................... .6.2.12, 7.1, 7.4
Roadblock .................................................. . . 9 . 8
K-Kill Table (C1) ................................. . . . 1 2 . 5 . 1 3 Observation Limits ...................................... 6 . 3 . 3
Roads ......................................................... 8 . 2 0

L Observation Post (OP) Tanks ............. … . 1 2 . 1 1 . 4


Obstructed LOS ...................... .6.2.64, 12.11.332
Rock-strewn terrain .................................... 8 . 2 1
Rockets, strike and strafe .................. . 1 2 . 1 6 . 8 2 4
L|AT, Light Anti Tank Weapons ............... … . 1 4 . 4 Off-Board Artillery..................................12.12
Rolling Barrage ..................................... 12.12.64
L|M Weapon Firepower Reduction ....... ….12.5.51 Off-Board Artillery Types .................... . . . 1 2 . 1 2 . 6
Roofless factory ....................................... 8.3.144
L|M weapons .................................. 3.5.4, 11.3.3 Off-Board Forward Observer ............... 12.11.321
Rooftop ....................................................... 8 . 3 . 7
Large building ...................................... 8 . 3 . 1 2 . 3 OOB, Order of Battle ................................... 3 . 4 . 1
Rounding dice rolls ..................................... 3 . 7 . 1
Large target ................................... .3.5.7, 15.4.41 Open ground .............................................. . 8 . 1 5
Rubble ....................................................... . 8 . 2 2
Leaders ...................................... ...13.1.4, 3.5.33 Open-Topped Vehicles (OT) ........... 15.1.4, 3.5.54
Rubble creation .................. 8.3.9, 8.22.5, 8.3.10
Leader Bonus ............................. 11.3.25, 13.1.4 Opportunity Fire ............................... . 1 2 . 7 , 4.5
Running...................11.3.13, 12.5.633, 12.5.67
Leaders and Firegroups .......................... 1 2 . 5 . 4 Optional rules ............................................... 4 . 7

Leaders as FOs ..................................... 12.11.35 Orchards .................................................... . 8 . 1 6 S


Leaving Full Cover...........................12.5.6644 Orchard Roads ........................ ........... ... 8.16.21
S-Boat .................................................... 1 5 . 9 . 6
Level markers ............................................. 8 . 3 . 3 Overlays ................................................. .3.2, 7.5
Same hex vehicle facing .................. . 1 2 . 5 . 1 3 2 1
Levels ............................................. 3.1.11, 6.2.4 Overrun .......................... 12.14, 11.4.72, 12.3.3
Same hex fire (range 0)..12.5.1321, 12.16.81, 12.5.3
Level +5 terrain ................................. ……6.2.621 Overrun attackers ................................. . . . 1 2 . 3 . 3
Sand dunes .............................................. . 8 . 2 3
Light Anti Tank Weapons (L|AT) .................. 1 4 . 4 Overrun personnel .............................. . 1 2 . 1 4 . 6 1
Sangar ...................................................... . . 9 . 9
Light infantry weapons .................. 3.5.41, 11.3.3 Overrun resolution .............................. . . . 1 2 . 1 4 . 6
Satchel Charges .................. …12.15.22, 12.5.72
Limited intelligence ................................... … 6 . 6 Overrun targets ..................................... . . . 1 2 . 4 . 4
Satchel Charges against vehicles ..... . 1 2 . 1 5 . 4 5 1
Line barrage ......................................... 12.12.63 Overrun weapons ................................ . 1 2 . 1 4 . 6 2
Satchel Charges, Hurl Back .......... … . 1 2 . 1 5 . 2 4
Line of Sight, LOS ................................. .6.2, 3.1 Overrunning Track Damage ............. …12.14.621
Scenario Cards ......................................... . . 3 . 4
LOS Blind Hex Creation Table (L)....................6.2.62 Overstacking penalties .................................. 5 . 4
Scenario Special Rules (SSR) ................... . 3 . 4 . 8
Linear depression ....................................... . 7 . 3
Loading ................................................ . 1 1 . 5 . 3 1
P Scrub ..................................................... 8 . 2 4
SCW Hit Probability Table (A3) .......... … 1 2 . 1 0 . 2
Locating enemy batteries ....................... 12.13.21 Palm Groves ............................................... 8 . 1 7
Searching for mines ................................ 9 . 7 . 1 2
Locations ........................................ 3.1.13, 6.2.5 Panzerfaust, Pf .................................. 14.4, 14.4.5
Segments .......................................... . 4 . 4 , 4 . 1 . 1
Long range fire ...................................... . 1 2 . 5 . 5 2 Partial Hillock ........................................... 8 . 1 2 . 3
Self-propelled guns (SPGs) ................... . 1 5 . 1 . 3
Long range MG fire .................................. 1 4 . 3 . 2 Partial Terrain ............................................ 7 . 2 3
Self-Rally ............................................ . 1 0 . 8 . 1
LOS, obstructed ...................... 6.2.64, 12.11.332 Pass ........................................................... .4.1.2
Semi-automatic guns ................................. 1 4 . 8
Low ammunition supply ........................ 12.12.31 Passenger fire restrictions ........... 11.5.6, 15.7.52
Sequence of play overview ................... 4 . 1 , 4.4

M Passengers as targets ................................ 1 1 . 5 . 7


Passengers fate ........................... 12.5.82, 11.5.8
Set Up area ............................................... 3 . 4 . 3
Set Up order ............................................. 3 . 4 . 2
M-Kill Table (D2) .............................. ……12.5.14 Passengers in/on APC/AFV.11.5.71, 11.5.73, 15.7.3
Set Up, Heavy Weapons ... .3.5.43, 3.4.11, 5.2.1
Machine Guns, vehicle .............................. 1 5 . 2 . 2 Passengers in melee ............................. 12.15.46
Shallow water ....................................... 8 . 3 1 . 4 1
Machine-guns, MG ...................................... 1 4 . 3 Paths ...................................................... 8.20.41
Shaped charge weapons (SCW) ............... … 1 4 . 4
Main armament (MA) ..................... 15.2.1, 12.2.2 Penetration number ................ 12.5.131, 12.5.23
Shellholes ................................................ 8 . 2 5
Map entry and exit ...................................... 3 . 4 . 4 Personnel ................................................... 3 . 5 . 3
Slow turret/traverse ........ 15.3.12, 3.5.8, 12.6.5
Maps ............................................................ 3 . 1 Personnel assault fire ................. .12.8.1, 12.5.53
Small arms ............................................. 1 2 . 2 . 1
Markers ........................................ 3.5.11, 5.3.21 Personnel movement ................................... 1 1 . 3
Small target .............................................. 3 . 5 . 7
Masonry Cover ...................................... 12.5.643 Personnel units and steps ....................... 12.5.91
Smoke ...................................................... . . 6 . 4
Medium infantry weapons ............. 3.5.42, 11.3.3 Personnel stacking ............................... 5.3.1, 5.4
Smoke and LOS ............................ 6.4.5, 6.2.71
Melee.................................12.15, 10.4.2, 10.5.24 Personnel vs. vehicles/H weapons ........ … 1 2 . 5 . 8
Smoke Candles ......................................... 6 . 4 . 9
Melee and passengers/riders .............. . 1 2 . 1 5 . 4 6 PIAT ........................................................... 1 4 . 4
Smoke duration ........................................ 6 . 4 . 6
Melee vs. Vehicle Morale Check.....12.15.44, 13.2.62 Pick up and carry ................................... 11.3.33
Smoke effects ........................................... 6 . 4 . 5
Melee stacking .............................................. 5 . 1 Pinned down units ...................................... 1 0 . 6
Smoke grenades ........................... 6.4.7, 4.4.25
Melee vs. personnel ............................ ….12.15.3 Pivoting ........................................ 11.4.4, 12.6.4
Smoke removal ....................................... 6 . 4 . 6 2
Melee vs. vehicles ....................... 12.15.4, 10.4.2 Platoon movement ................................... . 1 1 . 3 . 2
Smoke, OBA ............................................. 6 . 4 . 4
Melee value .................................... … 1 2 . 1 5 . 4 5 1 Platoon movement, AFV/APC ................. … 1 1 . 4 . 7
Smoke, on-map weapons ........................... 6 . 4 . 3
MG, terrain based CA restrictions ........ ….12.6.33 Platoon movement, Personnel and vehicles…11.3.24
Soft sand .................................................. 8 . 2 6
MG Hit Probability Table (A2) ............ ……12.10.1 Pond .................................................... . 8 . 3 1 . 1 2
Solitaire play suggestions .......................... 6 . 8 . 5
MG strafing, aircraft ............................ . 1 2 . 1 6 . 8 2 Poorly Armored Vehicle Facings .......... ….12.5.132
Special troop types overview ................... . . 1 3 . 1
Minefield ...................................................... 9 . 7 Portees ....................................................... 1 5 . 8
Special vehicle rules ................................. 1 5 . 0
Minefield clearance ................................... 9 . 7 . 1 3 Pre 1943 Russian MA ......................... .........15.5
Special weapon and crew rules ............... … 1 4 . 0
Minefield lanes ........................................... 9 . 7 . 8 Precipitous Terrain (Hill) ......................... . 8 . 1 3 . 6
Speed of play .......................................... . 4 . 1 . 5
Mines on roads ......................................... 8 . 2 0 . 5
Mines, searching for ................................. 9 . 7 . 1 2
R Spiking weapons ...................................... 1 4 . 9
Sponsons ............................................. 1 5 . 2 . 1 3
Morale overview .......................................... 1 0 . 1 Rafts ............................................. 15.9.6, 15.9.3
Sponsons in Gun Duels .......................... 1 2 . 9 . 3
Morale check ...................... .10.3, 10.2.4, 10.8.4 Railcars ...................................................... 8 . 1 8
Spotter aircraft ................................ . . . 1 2 . 1 6 . 1 0
Morale modifiers ......................... 10.2.1, 10.2.21 Railroad .............................................. .8.20, 8.27
Spotting, On Board Indirect Fire...................14.6.7
Mortar spotter.......14.6.7, 14.6.71, 12.5.662, 12.3.2 Rallying .......................................... …10.8, 4.4.4
Spotting Range .......................................... . . 6 . 3
Mortars................................. 14.6, 12.3.2, 12.5.662 Rally, order of ......................................... 1 0 . 8 . 3
Spotting Ranges Table ............................. . 6 . 3 . 4
Movement overview ..................................... 1 1 . 1 Rate of Fire, ROF ............. …12.6.2, 4.4.24, 12.3.1
Squads ................................... .3.5.31, 12.5.911
Movement class ........................................ . 3 . 5 . 6 Ravine ........................................................ 8 . 1 9
Stacking overview ..................................... . . 5 . 1
Multiple firing units .................................. 4 . 4 . 2 4 Razor-Back Ridge ..................................... 8 . 1 3 . 7
Stairwell, Stairwell building ............ . . . 8 . 3 . 1 2 . 4

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!
Stationary ........................................... 1 2 . 5 . 6 3 1
Advanced Tobruk has evolved into an acclaimed and extensive new tactical-
Steeple ................................................. . 8 . 3 . 1 3
Step losses ........................................... 1 2 . 5 . 9 1
level game system known as ‘ATS’. What’s more, the system has attracted a
Sun glare ................................................ . 6 . 5 . 3 following in the form of involved enthusiasts that continue to leave their mark on
Sunken roads/lanes/railroads ................ … 8 . 2 7 the system via their feedback at the CH Message Board, a FREE online commu-
SUP | FOW on Spotting Table ............... . . . 6 . 3 . 4
nity created especially for their use. And YOURS!
Suppression ....................................... . 1 2 . 5 . 1 7
Suppression effects ............................ 1 2 . 5 . 1 7 3 We’ve also created a print magazine for ATS hobbyists—each issue crammed
Surrender ................................................. 1 0 . 7 with relevant game-related articles, variants and scenarios. And that means NEW
Swamp ..................................................... 8 . 2 8 DIE CUT COUNTERS in every issue! The second issue of ATS Briefing includes
T an awesome Arab-Israeli Wars1948-1956
variant, complete with new die cut counters
Tanks ..................................................... 1 5 . 1 . 1
Target size ................................................ 3 . 5 . 7
depicting various Israeli, Arab Army of Salva-
Terms, acronyms........................................... 2.2 tion, Moslem Brotherhood and Egyptian per-
Terrain based CA restrictions .......... … . 1 2 . 6 . 3 3 sonnel and their weapons and AFVs. What’s
Terrain Chart ................................................ 7 . 1 more, a collection of compelling scenarios de-
Terrain rules ................................................ 7 . 0
picting battles from the 1948 War of Indepen-
Terrain types ................................................ 8 . 0
Time-fuzed HE ammunition ..................... …14.11
dence, early 1950’s action in the Arava, and
Topography .......................................... 6.1, 3.1.1 armored thrusts from the Sinai War of 1956
Tower ................................................... .8.3.12.2 come in this jam-packed new issue.
Towing ....................................................... . 1 1 . 5
Tracked vehicle .......................................... 3 . 5 . 6
The best place to keep up with the latest ATS
Tracks ........................................................ . 8 . 2 0 action is at our website, www.Criticalhit.com.
Transporting ............................................... . 1 1 . 5 Be sure to sign up for the CH Message Board
Trucks as targets..............12.5.8, 3.5.53, 12.5.1322 at www.Criticalhit.com/Invision. The message
Tunnel Infiltration ..................................... 9 . 6 . 6 3
board has already attracted twenty thousand
Turns ..................................................... 4.1, 4.4
Turret Covered Arc, (TCA) ............. 15.3.2, 11.4.2
posts and 1000+ members...and counting.
Turret marker ........................................... 1 5 . 3 . 3
Turret mounted armament ....................... 15.2.11
Turrets ............................................... 15.3, 3.5.8 DESIGN CREDITS

U
Game and System Design: Raymond J. Tapio.
Development: Drew Dorman, Lieutenant Colonel Mark Johnson, George Anderson,
Under, emplacements....... ........9.1.2, 5.3.22, 6.6.2 Jack Westman, Marc Adda, Kurt Martin, Hans Korting, Jim Jensen, Al Berke, Donald
Under, bridge ......................................... 8.31.52 Carlucci, Mark Porterfield, Mike Nagel, P. J. Norton, Brian Laethem, Pedro Ramis,
Unloading ............................................... 11.5.32 Charlie Willmer, Dave Lamb, Jim Thompson, Bob Davis, Michael Stephan, Robert Z.
USMC Personnel ......................................... . 1 3 . 3
Gunn, Jr., Terry M. Simo, Danny Secary, John D. DiPonio, David Clark, Christophe

V Annen, Rob Fabbro, Kevin Grimsley, Florian Altendorfner, Randolph Boyd, Charles
Myers, Joseph Kelly, Lyonel Reinhardt, Karl Bodenheimer, Dave Cooke, Kim Meints,
Variable turn rules ...................................... . . . 4 . 7
James Shelton, John Hovey, Ellis Simpson, David Love, C. Donald Sebolt, John
Vehicle Covered Arc, VCA .......................... 1 1 . 4 . 2
Carroll, Dave Cheever, Dan Garrett, Dean Halley, Guy Handley, Oliver McClintock ,
Vehicle dust .............................................. 6 . 5 . 2 1
Vehicle movement ....................................... 1 1 . 4
Tony Nash, Paul Smith, Roger Symonds, and Tim Weber.

Vehicle stacking .......................................... . . . 5 . 2 This game is dedicated to the life work of Harold E. ‘Hal’ Hock and the innovations
Vehicle weapons ......................................... 1 5 . 2 he brought to tactical-level gaming.
Vehicles ...................................................... 3 . 5 . 5 Special Mention: Lorrin Bird, author of World War II Ballistics: Armor and Gunnery;
Vehicles and wrecks, LOS effects ............... …6.2.7 George Bradford, Publisher of AFV News and creator of the AFV views used in the
Very small target ......................................... 3 . 5 . 7
game.
Victory conditions ....................................... 3 . 4 . 5
©1976, 2002, 2003, 2004, 2005, 2006 Critical Hit, Inc. ALL RIGHTS RESERVED
Victory points ..................... 3.4.51, 10.9.7, 3.4.52
REPLACEMENT PAR TS COST: For a replacement parts price list, send a self-ad-
Volksstur m...........................................13.4
dressed stamped envelope to: Parts Department, Critical Hit, Inc., PO Box 279,
W Croton Falls, NY 10519 or drop us a line by E-mail to Maureen@Criticalhit.com.

Wadi ........................................................... 8 . 2 9 Our design department will be happy to take the time to answer queries through
Wading ................................................... 8.31.41 the contact page at our website www.Criticalhit.com.
Walls .......................................................... 8 . 3 0 ACKNOWLEDGMENTS
Water obstacles ........................................... 8 . 3 1 Much time and effort went into the research effort upon which the Advanced Tobruk
Watercraft. .................................................. 1 5 . 9
System was based. Without kindly assistance from personnel from the following
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
Wheeled vehicle ......................................... 3 . 5 . 6 The U.S. ALMC Library, Ft. Lee, Virginia
White Phosphorus ...................................... 6 . 4 . 8 The Ballistic Research Laboratories, Aberdeen, MD.
Winded Personnel ................................ 11.3.131 The U.S. Airforce Academy Library
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, 6.4.5
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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