You are on page 1of 6

A. INFANTRY & BASIC 1.

1 Types
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

19. Unit Substitution


14. Snipers 19.1 Experience level rating (ELR)
14.01 Defined 19.11 ELR immunity
14.1 Sniper Activation Number (SAN) 19.12 disruption
14.2 Target selection 19.13 replacement
14.21 alternate target 19.131 ammunition shortage
14.22 non-targets 19.2 Green & conscript troops
14.23 concealed targets 19.3 Inexperienced personnel restrictions
19.31 movement 23.1 Defined
19.32 SW 23.2 Usage
19.33 cowering 23.3 Placement
19.34 PAATC 23.4 Detonation
19.35 capture 23.41 vs terrain
19.36 lax 23.5 vs AFV 48
23.6 Thrown DC
20. Prisoners 23.61 restriction
20.1 Value 23.62 AFPh
20.2 Capture 23.63 final fire
20.21 RtPh 44 23.7 Set demolition
20.22 CCPh 23.71 resolution
20.221 CC side elimination 23.72 set DC clearance
20.23 mopping up
20.24 SW abandoned 24. SMOKE
20.3 No quarter 24.1 Infantry usage
20.4 Massacre 24.11 SMOKE grenades
20.5 Guards & unarmed units 24.2 Effect 49
20.51 stacking 24.3 White phosphorous (WP)
20.52 guard FP 24.31 casualties
20.53 movement 24.32 fires
20.54 attack effects 45 24.4 Height & duration
20.55 escape 24.5 Strength
20.551 rearming 24.6 Weather
20.552 scrounging 24.61 drift 50
24.62 gusts
21. Captured Equipment 24.7 Movement
21.1 Possession 24.8 Outgoing LOS hindrance
21.11 malfunction
21.12 performance 25. Nationality Distinctions
21.13 non-qualified use 25.1 German
21.2 Vehicle 25.11 SS
21.21 temporary driver 25.12 combat engineers
21.22 temporary crew 46 25.2 Russians
25.21 entrenching
22. Flamethrowers & Molotov Cocktails ) 25.22 commissar
22.1 FP modification 25.221 superiority
22.2 DRM 25.222 rally
22.3 Usage 25.223 berserk
22.31 FG
22.32 LOF
22.33 restrictions
22.34 vs AFV
22.35 vs terrain
22.4 vulnerability
22.5 malfunction
25.23 human wave (HW)
22.6 Molotov cocktails (MOL) 25.231 direction 51
22.61 availability 25.2311 forward & side locations
22.611 vs unarmored targets 25.232 movement
22.6111 consequences 25.2321 range
22.612 vs armored targets 47 25.2322 HW portage effect
22.613 vs terrain 25.233 DFF
22.62 leadership 25.234 enemy units
25.235 ending the HW 52
23. Demolition Charges (DC) 25.24 Partisans
25.241 movement 26.313 similar value
25.242 ordnance usage 26.22 casualty victory points
25.3 Americans 26.221 gaining VPs
25.31 paratroops 26.222 capture 56
25.32 ordnance 26.23 exit victory conditions
25.33 ammunition 26.3 Avoidance
25.34 SMOKE 26.4 Balance
25.35 US built- British color
25.4 British 53 Chapter A footnotes 57-60
25.41 green
25.42 airborne
25.43 Gurkha
25.44 ANZAC
25.45 cowering
25.46 WP usage
25.5 French
25.51 green
25.52 ordnance
25.53 Free French
25.54 pre-12/43 equipment
25.55 12/43-5/45 equipment
25.56 French-built equipment
25.57 DYO
25.6 Italian
25.61 elite
25.62 1st line
25.63 surrender
25.64 lax
25.65 PAATC
25.7 Finnish
25.71 leaders
25.72 outside Finland
25.73 Sissi
25.74 battle hardening
25.8 Axis minors
25.81 PAATC 54
25.9 Allied minors
25.91 PAATC
25.92 post conquest usage

26. Victory Conditions


26.1 Control victory conditions
26.11 gaining control
26.12 vehicular control
26.13 hex control
26.131 bridge hex
26.132 pillbox hex
26.14 building control
26.15 concealment 55
26.16 control forfeiture
26.161 random fires
26.162 accidental fires
26.2 Victory points
26.21 victory point value
26.211 infantry & PRC
26.212 vehicles & equipment

You might also like