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GAME RULES 1.11 single man counters (SMCs)
1.12 multi-man counters (MMCs)
1.121 squad
ORDER OF PRESENTATION: 1.122 half-squad (HS)
1.123 crew
1. Personnel Counters........................2 1.2 MMC capabilities
2. The Mapboard...............................3 1.21 firepower (FP)
3. Basic Sequence of Play.................5 1.22 range
4. Infantry Movement........................6 1.23 morale
5. Stacking Limits.............................10 1.24 identity
6. Line of Sight (LOS)......................11 1.25 class
7. Fire Attacks..................................12 1.3 Component parts 2
8. Defensive Fire Principles..............17 1.31 deployment
9. Machine Guns & SW Malfunction.....20 1.32 recombine
10. Morale........................................23 1.4 Broken side
11. Close Combat (CC)....................30 1.5 Special status
12. Concealment...............................34 1.6 Unit size # (US#)
13. Cavalry.......................................38
14. Snipers........................................40 2. The Mapboard
15. Heat of Battle.............................41 2.1 Board configuration
*16. Battlefield Integrity..................42 2.2 Grid coordinates
17. Wounds......................................43 2.3 Half hexes
18. Field Promotions........................43 2.4 Cumulative terrain effects 3
19. Unit Substitution (ELR).............44 2.5 Entry
20. Prisoners....................................44 2.51 offboard setup
21. Captured Equipment..................46 2.52 offboard actions
22. Flamethrowers & Molotov Cocktails...47 2.6 Exit
23. Demolition Charges....................48 2.7 Overlays
24. SMOKE......................................49 2.71 cutting out overlays
25. Nationality Distinctions..............51 2.73 SSR placement
26. Victory Conditions.....................55 2.75 specific overlays 4
Chapter A Footnotes....................57 2.76 wadis/streams
2.8 Location
A.1 Dice 2.9 Setup limitations
A.2 Errors in play
A.3 Move/advance 3. Basic Sequence of Play
A.4 Optional rules 3.1 Rally Phase (RPh)
A.5 Attack DRM 3.2 Prep Fire Phase (PFPh)
A.6 In/into 3.3 Movement Phase (MPh)
A.7 Good Order 3.4 Defensive Fire Phase (DFPh)
A.8 Adjacent/ADJACENT 3.5 Advancing Fire Phase (AFPh)
A.9 Random selection 3.6 Rout Phase (RPh)
A.10 Leadership DRM 3.7 Advance Phase (APh)
A.11 Permanent breakdown 1 3.8 Close Combat Phase (CCPh)
A.12 White counters 3.9 Turn record chart 5
A.13 Attacker/defender
A.14-14b Collateral attacks 4. Infantry Movement
A.15 First/Final Fire 4.1 Basic MPh
A.16 Smoke/SMOKE 4.11 movement factor (MF)
A.17 DRM 4.12 leader bonus
A.18 Morale level ceiling 4.13 terrain effects
4.131 hexside costs
4.132 road
4.133 elevation change
1. PERSONNEL COUNTERS 4.134 minimum move 6
4.14 enemy units 7.21 point blank fire (PBF)
4.15 infantry (SMC) OVR 7.211 TPBF vs PRC
4.151 SMC options 7.212 target selection limits
4.152 CC 7.22 long range fire
4.2 Mechanics of movement 7.23 area fire
4.3 Bypass 7.24 AFPh fire
4.31 cost 7 7.25 opportunity fire
4.32 broken in bypass 7.26 miscellaneous
4.33 pinned in bypass 7.3 Resolution
4.34 bypass LOS 7.301 #KIA
4.4 Portage 7.302 K/#
4.41 AFPh SW fire limits 7.303 NMC
4.42 inherent portage capacity (IPC) 7.304 #MC
4.43 possession 7.305 PTC
4.431 transfer 7.306 --: No effect
4.44 recovery 8 7.307 vs armored targets
4.5 Double time 7.308 vs unarmored vehicles 13
4.51 counter exhaustion (CX) 7.309 unlikely kill
4.52 portage effects 7.31 multiple attacks per target
4.6 Movement modifiers (FFMO/FFNAM) 7.32 attacks not predesignated
4.61 assault movement 7.33 multiple targets
4.62 hazardous movement 7.34 squad spraying power
4.63 dash 9 7.35 SW usage
4.7 Advance Phase 7.351 squad
4.71 vs an AFV 7.352 HS/crew/SMC
4.72 vs difficult terrain 7.36 Assault fire
4.8 Temporarily immobilized (TI) *7.37 Incremental IFT (IIFT)
7.371 column shifts 14
5. Stacking Limits 7.372 firepower modifiers
5.1 Infantry/cavalry 7.4 Target determination
5.11 movement 7.5 Fire group (FG)
5.12 attack penalty 7.51 vehicles/ordinance
5.13 defense penalties 7.52 FG members LOS
5.131 personnel 7.53 fire directions
5.132 vehicular 7.54 berserk
5.2 Vehicular 7.55 mandatory FG
5.3 PRC 10 7.6 TEM & LOS hindrances
5.4 Combined arms 7.7 Encirclement 15
5.5 Equivalents 7.71 firegroup
5.6 Location restrictions 7.72 upper levels
7.8 Pin
6. Line of Sight (LOS) 7.81 infantry effects
6.1 Checking LOS 7.82 vehicle/crew
6.11 LOS checks 7.821 passengers/riders
6.12 atypical LOS 7.83 movement/advance
6.2 Obstacles 7.831 leaders
6.21 half-level obstacles 7.9 Cowering 16
6.3 Depressions
6.4 Blind hexes 11
6.5 Reciprocity
6.6 Units
6.7 LOS hindrance
6.8 Adjacent hex w/o LOS 8. Defensive Fire Principles
7. Fire Attacks 8.1 First fire
7.1 Defined 8.11 facing
7.2 Firepower modifiers 12 8.12 moving within location
8.13 DFF DRM 10.51 direction
8.14 Follow up attack 10.52 low crawl
8.15 Snap shot 17 10.53 interdiction
8.2 Residual firepower 10.531 open ground 25
8.21 counter limit 10.532 interdictor
8.22 restrictions 10.533 concealment
8.221 malfunction 10.6 Rally
8.222 vs AFV 10.61 terrain bonus
8.223 snap shot 10.62 desperation morale (DM)
8.224 cowering 10.63 self-rally
8.23 ROF 10.64 fate
8.24 spraying fire 10.7 Leadership 26
8.25 ordinance 10.71 rally
8.26 effect of DRM 18 10.711 voluntary rout
8.3 Subsequent FF 10.72 mandatory leadership
8.31 final protective fire (FPF) 10.8 Fanaticism 27
8.311 restrictions Comprehensive rout example 28-29
8.312 TPBF
8.4 Final fire 11. Close Combat
8.41 multiple ROF 19 11.1 Defined
11.11 resolution
9. Machine Guns & SW Malfunction 11.12 mechanics
9.1 Counters 11.13 SW
9.11 MMC usage 11.14 SMC
9.12 SMC usage 11.141 leader
9.2 Multiple ROF 11.15 melee
9.21 field of fire 20 11.16 broken units 30
9.22 fire lane 11.17 stealth
9.221 alternate hex grain 11.18 lax
9.222 residual FP 11.19 concealment
9.223 cancellation 11.2 Withdrawal from melee
9.3 Sustained fire 21 11.21 withdrawal mechanics
9.4 Mandatory fire direction 11.22 infiltration
9.5 Spraying fire 11.3 sequential CC
9.51 vs vehicle 11.31 vs vehicle
9.52 restrictions 11.32 ambush
9.6 Vehicular targets 11.33 prisoners
9.61 AFV kill 22 11.34 rule precedence
9.611 effect vs personnel 11.4 Ambush [table]
9.7 SW malfunction 11.41 ambush withdrawal 31
9.71 multiple SW malfunction 11.5 CC vs a vehicle
9.72 SW/gun repair 11.501 unlikely kill
9.73 SW self-destruction 11.51 CC DRM
9.74 random SW/gun destruction 11.52 capture of vehicle in CC 32
9.8 Dismantled (dm) SW 11.6 CC vs an AFV
11.61 CC attack DRM vs AFV
10. Morale 11.611 PRC
10.1 Morale check (MC)/Task check (TC) 11.612 AF 33
10.2 LLMC/LLTC 23
10.21 leadership DRM
10.22 NA to self 11.62 AFV CC attacks vs infantry
10.3 MC failure 11.621 crew small arms
10.31 casualty MC 11.622 close defense weapons system
10.4 Broken units 11.7 Vehicle withdrawal from CC
10.41 voluntary break 11.71 other withdrawal from CC
10.5 Routing 11.8 Street fighting
14.3 Resolution
12. Concealment 14.31 vs sniper
12.1 Defined 14.32 vs CC
12.11 known/dummy enemy unit 34 14.33 vs unarmored vehicle
12.12 placement 14.4 Sniper check [table] 40
12.121 concealment loss/gain table
12.122 concealment dr [table] 15. Heat of Battle
12.13 effect 15.1 HOB [table]
12.14 removal 35 15.2 Heroes
12.141 actions 15.21 creation
12.15 detection 15.23 weapons use
12.151 bypass 36 15.24 heroic DRM
12.152 searching [table] 15.3 Battle hardening
12.153 mopping up 15.4 Berserk
12.154 search casualties 15.41 leader consequences
12.16 right of inspection 15.42 morale 41
12.2 Concealed 5/8 counters 37 15.43 charge
12.3 Hidden initial placement (HIP) 15.431 MFs
12.31 revealed 15.432 entering enemy occupied location
12.32 movement not allowed 15.44 no enemy in LOS
12.33 fortifications 15.45 terrain restrictions
12.34 hidden guns 15.46 return to normal
12.4 Vehicular movement through 15.5 Surrender
concealment
12.41 OVR *16. Battlefield Integrity
12.42 bypass 16.1 Integrity base
16.11 BPV losses
13. Cavalry 16.12 BPV gains/adjustment
13.1 Defined 16.2 Integrity check [table] 42
13.2 Stacking 16.21 ELR drop effect
13.3 Movement 16.3 Regaining ELR
13.31 MF costs 38
13.32 capacity 17. Wounds
13.33 portage 17.1 Occurrence
13.34 MF allotment 17.11 severity
13.35 enemy units 17.2 Movement
13.351 FPF 17.3 Effects
13.36 gallop
13.4 Fire effects 18. Field Promotions
13.5 Vulnerability 18.1 Occurrence
13.51 MC 18.2 Leader quality check [table] 43
13.511 horses as * vehicles
13.52 pin & HOB
13.6 Charge
13.61 post-resolution
13.62 cavalry wave
13.7 Horses 39