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Squad Leader Player Aid #1 version 1.8 by Jack Wingard.

Quick reference data card showing infantry only.

"
"

Infantry Units
Squad (German)"
Leader (Russian)

Each playerʼs turn consists of the following eight phases:
1. Rally Phase (Both players, active player first)
A leader may attempt to restore broken units in the same hex in this phase.
To rally, a broken squad must roll its morale or less with two dice(leadership
modifier applies). Broken leaders must “self-rally” before attempting to rally
others. Desperation Morale (DM) adds 4 to the roll, to reflect the unlikeliness
of a unit to rally immediately after being fired upon. A unit that rolls an
unadjusted “12” is eliminated (if a leader, this triggers an immediate Morale
Check). After this phase remove all DM markers.
2. Prep Fire Phase (Active player)
The active playerʼs unbroken units may fire during this phase. Units that fire
may not move in the next Movement Phase. Place a Prep Fire marker on
each firing unit.
3. Movement Phase (Active player)
The active playerʼs unbroken units which did not Prep Fire this turn may
move, spending up to their MF allotment. Movement Factors (MF) are a
measure of the difficulty to move into a hex, based on its terrain. Units may
not end the Movement Phase exceeding the stacking limit of 4 units (3
squads) per hex. The other player may place Track markers for the next
Defensive Fire Phase.
MF allotments
• Squad"
• Leader (or squads with leader)"

4 MF
6 MF

MF costs
• Along road"
• Into open ground, wheat, shellhole, or road"
• Into woods or building"
• Over wall or hedge hexside"

½ MF
1 MF
2 MF
+1 MF

4. Defensive Fire Phase (Other player)
The other playerʼs unbroken units may now fire at units that moved through,
or are currently in, their LOS. After this phase remove all Track markers.
5. Advancing Fire Phase (Active player)
The active playerʼs unbroken units that moved this turn may now fire (at half
FP). Units that have not moved or fired this turn may fire at full FP. After this
phase remove all Prep Fire markers.
6. Rout Phase (Both players, active player first)
Routing, or running for cover during this phase, is the only action possible for
a broken unit. If a broken unit is adjacent to to an enemy unit, or is not in
cover of woods or a building, it must seek such cover using the shortest route
(in MF, up to its MF allotment) and must stop once it reaches such cover,
provided the following conditions are met:
• It may never decrease range (in hexes) to known enemies (enemy units in
its LOS during rout).
• It may not cross open ground (unless behind a wall or hedge) in both the
LOS and normal range of any unbroken enemy unit.
If either of these conditions arenʼt met, the unit is eliminated.
7. Advance Phase (Active player)
The active playerʼs unbroken units may now move into an adjacent hex,
regardless of terrain or their prior action. This is the only time a unit may
move into a hex occupied by an enemy unit.
8. Close Combat (Both players, active player first)
Close Combat is an alternate type of fighting possible only when opposing
units occupy the same hex. In this phase, each player predesignates which
of their units attack which enemy units. For each attack, determine the odds
ratio on the table below by comparing the FP of attacking and defending
units. Roll two dice. If the roll is ≤ the kill number, defending units are
eliminated (though they still carry out their predesignated attack).
Odds ratio"
Kill number"

1:5+" 1:4"
2"
3"

1:2"
4"

1:1"
5"

3:2"
6"

2:1"
7"

3:1"
8"

4:1"
9"

6:1" 8+:1
10" 11

"

Firepower"

Range"

Morale"

Leadership (−1)

Firepower (FP): The basic strength a unit can attack with in combat.
Range: The distance (in hexes) a unit can attack with normal firepower.
Morale: A unitʼs ability to remain disciplined without “breaking.”
Leadership: The rating of a leaderʼs ability to get the best out of his men.
Usually a negative number (not a dash), leadership may be added to the
combat, morale check, and rally dice rolls of other units in the same hex.

Fire Combat Procedure
Any number of units, including those connected by adjacent hexes, may form
a fire group. For each squad or fire group attack, repeat the following steps.
1. Declare which units are firing, and at which target hex.
2. Check that the Line of Sight (LOS), measured from hex center to hex
center, is unobstructed by woods or building symbols (into these is ok).
LOS is the ability of a unit to see and fire at enemy units in another hex.
3. Multiply the Firepower (FP) of each firing unit by the following cumulative
modifiers that apply. Add up the total FP to determine the appropriate
column on the table below (round down).
• Moving firer"
×½" (Advancing Fire Phase only)
• Long range "
×½" (up to double its printed range)
• Point-blank range "
× 2" (adjacent hex)
4. Roll two dice, adding the following cumulative modifiers based on target.
• Moving in open ground"
−2" (Defensive Fire Phase only)
• In woods or shellhole"
+1"
• Behind hedge"
+1"
• Behind stone wall"
+2"
• In wooden building"
+2"
• Leadership of one unbroken firing leader.
5. Cross reference FP and dice roll on the table below to determine the
attackʼs effectiveness against its target.
• If “K,” eliminate all units in target hex.
• If blank, the attack has no effect.
• If a number, all units in target hex must make a Morale Check (MC).
An MC is a test to determine if a unit remains disciplined or “breaks”
under pressure.
6. For each MC (leaders first) roll two dice, adding the following cumulative
modifiers. (Russians rolling an unmodified “2” become Berserk.)
• MC number from table
• Leadership of unbroken leader in target hex
7. If the result is greater than the unitʼs Morale, it breaks.
• If a unit breaks, flip the unit marker and place a DM marker on it.
• If a leader breaks, all other stacked units must take another MC.
• If a broken unit breaks again, it is eliminated.

15
14
13
12
11
10
9
8
Dice
7
roll
6
5
4
3
2
1

0
1
1
K
1

0
1
1
K
K
2

0
1
1
2
K
K
4

0
0 1
0 1 1
0 1 1 2
0 1 1 2 2
0 1 1 2 2 3
0 1 1 2 2 3 4
0 1 1 2 2 3 4 K
1 1 2 2 3 4 K K
1 2 2 3 4 K K K
2 2 3 K K K K K
K K K K K K K K
K K K K K K K K
K K K K K K K K
6 8 12 16 20 24 30 36
Firepower (FP)