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SQUAD LEADER 4th EDITION RULEBOOK

(INCLUDING ERRATA/CLARIFICATIONS & COMPREHENSIVE INDEX)


File version created on 30-June-2011 by Wesley A. Williams

I created this document with the intent to have many hundreds of rules errata and clarifications incorporated into the original 4th Edition Squad Leader
rulebook as one rulebook. All of the additions to the Squad Leader rules come from a Q&A document maintained by Bill Thompson
(bill@wargameacademy.org). For ease in identification, contents of the original Avalon Hill rulebook are in black font; errata and clarifications are in blue and
have been placed immediately following the applicable citation. To streamline use of the included index, errata/clarifications have been given a lettered suffix
immediately following the numerical rule hierarchy. For example, an errata/clarification citation of rule 17.1 would be designated as 17.1A; further citations
that address the same rule would be labeled with consecutively sequential letters. (e.g. 17.1B, 17.1C, etc.) In some rare cases, the original Squad Leader
ruleset uses the same numerical suffixes, in which case any errata citations use the next consecutive letter (and appear in blue).

The following is an excerpt from Mr. Thompsons document explaining the formatting of errata/clarifications of his work:

This is a compilation of rules questions and answers about the Squad Leader game system from The Avalon Hill Game Company and
is reproduced with their permission. It consists of official questions and answers that have appeared in The General, in Squad Leader,
or been issued under the auspices of MMP. It also includes
contributions from people who have sent answers they received from Avalon Hill. Also included are the official errata and addenda
that have appeared in the above
sources. The origin of an item is noted in {}, representing a General issue, a rulebook or a contributor. In the case of items that
contradict each other, only the most recent is listed.

The last TAHGC published rulebook editions were:


SQUAD LEADER 4th edition
CROSS OF IRON 4th edition
CRESCENDO OF DOOM 1st edition
GI: ANVIL OF VICTORY 2nd edition

The principle contributors are::


{KM} Klas Malmstrom klamal@hem.passagen.se
{JM} J. M. Minnow
{BT} Bill Thomson bill@wargameacademy.org
{OAF} On All Fronts (SL/ASL zine)
{MMP} Multi-Man Publishing asl_qa@multimanpub.com; specifically Alain Chabot, MMP .

Q&A items originating from the four rulebooks are identified by rulebook, edition and page (e.g. SL4-23 means Squad Leader, 4th
edition, page
23). Items originating from THE GENERAL are identified by volume, number, and page (e.g. 14.5-34 means Vol. 14, No. 5, page 34).

Q&A items referencing multiple rule sections are located by the first quoted section and cross-referenced in the subsequent sections.

The last update was on July 30, 2004 using materials on hand from various sources. A full review of existing material to identify and
resolve QUESTIONABLE Q&A contained within is being conducted by Squad Leader Academy. At some point these efforts become
counterproductive and often the same questions are asked in many ways, hopefully with the same answer. Additionally this document
has grown to the size of a rulebook. A set of next edition rulebooks and composite rulebooks exists in the SQLA archives.

The Index immediately follows the rulebook/errata, and is organized intuitively for the typical Squad Leader. One exception exists with AFVs, which are
listed as a separate index at the end of the document. Users of the index should assume that any subsections of a rule may also apply to the topic indexed. (e.g.
if the referenced rule section is 59, 59.1 or 59.1A may also apply) In most cases, I was able to disaggregate most of the rules sections so the index is as
specific as possible; nobody wants to read an entire section of the rulebook to find the details to their specific case in question. Where just the core rulebook
supplies the information to a topic, black font is used; when errata address the indexed topic, blue is used; when BOTH errata and the core ruleset apply, red
font is used.

Since I am a relatively new player to Squad Leader, I have only played the base game and therefore have not included any rules unique to any gamette or
expansion in this document. As I continue to play through the scenarios however, I fully intend to incorporate those later rulesets in to this living document.
The current edition of this document can be found in the files section on Board Game Geek.

In the interest of space, I have omitted the first 2 sections of the core Squad Leader rulebook, as they only contain information about game components, and
not any rules specific to game play. The Index ignores these introductory sections as well.

Any feedback/errors/omissions are greatly appreciated. I am indebted to Mr. Thomson and those like him that came before me whom painstakingly gathering
the errata/clarifications together for use by players like myself.
4.2 PREP FIRE PHASE The attacking player may now fire any
of his units at enemy Units within the attacking Units LOS. Place
3. MAPBOARD a Prep Fire marker on those Units which fire.

3.1 GAME SET I uses only one mapboard, the city board 1. The 4.3 MOVEMENT PHASE The attacking player may now move
description of terrain types is found on the Terrain Effects Chart those unbroken units which did not fire during the Prep Fire Phase.
(hereafter referred to as TEC) which is located on the back cover
of this rulebook. 4.4 DEFENSIVE FIRE PHASE The defending player may
now fire any of his units at enemy units currently within their LOS
3.2 Superimposed over the mapboard is a hexagon network used or who moved, in the preceding Movement Phase, through their
to determine movement and range. LOS.

3.3 Within each hexagon (hex) is a white dot (or square) which 4.5 ADVANCING FIRE PHASE The attacking player may
marks the absolute center of that hex. As all firing is done from now fire any of his units which moved during the Movement Phase
center of hex to center of hex, these dots become the reference at half firepower. He may also fire at their full firepower those
points for determining the LOS. (7.) units which neither Prep Fired or moved. Units which Prep Fired
may not fire in the Advancing Fire Phase. Remove all Prep Fire
3.4 Note that while Game Set I uses only one mapboard, all the markers.
board sections are isomorphic and can be butted together in any
fashion to form larger playing areas. 4.6 ROUT PHASE Broken units of both sides must seek cover
in woods or buildings, moving player routing his units first. Those
3.5 GRID COORDINATES Each hex has its own identifying already in such cover need not move unless adjacent to an enemy
grid co-ordinate printed in the top center of the hex. The full grid unit.
co-ordinate is composed of the board number, hex row letter, and
the hex number within that row. For example, hex 2BB5 contains 4.7 ADVANCE PHASE The attacking player may now move
the hill symbol 538. Whenever two boards are butted together any or all of his non-broken infantry units one hex (regardless of
the half hexes of each board edge combine to form an entire hex. If prior fire or movement status). The hex advanced into may be
only one of these half hexes contains a grid co-ordinate the occupied by enemy units. This is the only time you may move an
combined hex is considered part of the board containing the grid infantry unit into a hex occupied by an enemy unit. (Exceptions:
co-ordinate. If neither or both hexes contain a printed grid 27, 53.4, 56, 57)
coordinate the hex derives its board number and row letter from
the northeastern most board in the mapboard configuration. The 4.7A The one hex advance during the Advance Phase may include
row position number would be either 0 or 10 depending on the co- any Movement Penalties for entering or leaving a bunker or
ordinate of the adjacent hex in the identifying row. entrenchment, or, changing levels in a staircase hex, plus the act of
movement into the adjacent hex.
3.6 The sidewalk or path illustrations (Ex: hex 1BB5) and the
difference in color of the paved roads of the city (1C4) and dirt 4.7B May infantry units scheduled to enter play on a turn delay
roads (1B5) of the countryside play no role in the game and are entry until the Advance Phase? A. Yes. {15.6-34}{COI4-38}{COD-
included for aesthetic purposes only. 104}

3.7 Board edge half hexes are playable and have the same effect as 4.7C What is the maximum number of portage points a squad
full hexes. may carry? A. The answer is dependent on the number of MF the
squad has to forfeit in exchange for added portage ability and
3.8 Terrain Effects and Movement Costs of hexes containing more
therefore is affected by leadership, terrain, and the distance
than one terrain feature are cumulative. Therefore it costs infantry
traveled. A squad wishing to move only one hex over Open
4 MF to enter hex 2I9 and fire into that target hex will be modified
Ground accompanied by a leader could carry a maximum of
by +3 to the dice roll.
8portage points. The maximum amount which can be carried
3.8A Are the following hexes open ground or building hexes: 2D6, during an Advance Phase is noted in 5.73. {15.2-34}{COI4-67}
4P6, 4X8, 5I9, 6C4, 6K1, 7K9, 7P10, 8C9, 8L3, 8O2, 8AA1, 12M2,
13H1, 13I8, 14P1, 15H1, 15FF8? A. These are building hexes. {KM} 4.7D May a squad carry a support weapon into a new hex and
then have another unit carry that support weapon into another
3.8B Would hex 4A5, 4A6, 6GG5, 6GG6 and similar split road hex during the same Movement Phase? A. No, a support weapon
hexes all be considered road hexes? A. Yes. {KM} cannot be carried more than once during the same Movement
Phase. {COI4-38}{COD-104}

4.7E May an infantry unit move into a hex containing support


4. SEQUENCE OF PLAY
weapons and fire those support weapons during the Advancing
4.1 RALLY PHASE Both players may attempt to repair Fire Phase? A. Yes - at half strength -providing they were not
malfunctioning support weapons and rally broken units. carrying portage points in excess of those listed in 5.74.{COI4-67}
4.7F May a squad which has moved carrying less than 4 portage 5.52 The MF cost for moving into a road hex is MF only if
points fire a support weapon that also moved that phase, but was the hex is entered through a hexside crossed by the road.
not carried by the squad? A. Yes, but only if that SW (plus any
other SW the squad is carrying) has a portage cost less than 4 5.53 *The MF cost of infantry entering Open Ground (hills),
[EXC: if equipment possession rules (164) are in effect, the squad road, buildings, and woods hexes is doubled while moving
may fire only an SW it possesses]. {MMP} onto a higher terrain hex than previously occupied. There is
no additional penalty for moving along the same level of high
terrain hexes. There is no additional or lessened cost for
4.8 CLOSE COMBAT PHASE Units of both sides occupying moving from higher to lower terrain. Note however that there
the same hex must attack those enemy units on the Close Combat is no terrain elevation differentiation (other than two story
Table. buildings) on mapboard #1 which is the only board used in
Game Set I.
4.9 This ends the attacking players turn. The defending player
now becomes the attacking player, inverts the Turn counter and 5.54 Terrain effects are cumulative for units moving into or
repeats steps 4.14.8. At that point one complete game turn is through hexes containing more than one type of terrain.
finished and the turn counter is re-inverted and advanced one box (Exception: infantry moving into shellhole along road) Exc:
on the Scenario Turn Record Chart. Hex 3I10 Costs 2 MF to enter from hexes H9, I9, and or J9. It
would cost 4 MF to enter from H10, J10, or off the board
because the moving units would he moving to a higher
5. MOVEMENT elevation. The road leading into the hex does nor negate the
movement cost of other terrain in the hex (also see hex 3I1)
5.1 During the Movement Phase portion of your turn you may although it would enable units leaving the hex to do so at the
move all, some, or none of your units which did not fire during the road movement rate.
Prep Fire Phase.
5.54A Is a shell hole /road hex considered open ground for
5.2 Units are moved in any direction or combination of directions purposes of infantry movement such that infantry entering
up to the limit of their Movement Factors (hereafter referred to as such a hex along a road pays 1 MF rather than 1 1/2? A. Yes,
MF). The die has nothing to do with movement. Basically each but the terrain effects remain cumulative for vehicles. In
unit is permitted to move a number of hexes equal to its movement addition, units leaving the hex along the road hex side could
factor, although this may be increased, decreased, or restricted by do so at the road movement rate.{14.5-34}
leaders (5.44), terrain (5.5), presence of enemy units (5.6), items
carried (5.7), or fire from enemy units (16.1). 5.7 SUPPORT WEAPONS Squads and leader counters may
carry support weapons at varying costs to their own movement
5.3 Units may move over and stack on top of other friendly units. factors. These portage costs per weapon are shown on the Support
Movement factors cannot be transferred from one unit to another, Weapons Chart. The portage cost for carrying a support weapon is
nor can they be accumulated from turn to turn. the same regardless of the distance traveled. An infantry unit can
pick up (or drop) support weapons at any point in its move
5.4 Only vehicles have separate MF allotments printed on their providing it has sufficient MF to do so. Notice that the portage cost
counter. All other counters have a uniform movement capability of the same weapon may be differentdepending upon whether it
based on their unit type: is carried by a squad or leader counter. A squad may carry up to 3
portage points at no cost to its own Movement Factor. A leader
5.41 Every squad counter has 4 MF. may carry 1 portage point of support weapons at no cost to his own
Movement Factor. A unit loses one MF for each portage point
5.42 Every leader counter has 6 MF. carried over these normal portage capabilities.

5.43 No support weapon counter has a MF of its own. They 5.7A A squad carrying 2 portage points of SW move 2 clear
must be carried by squad, leader or vehicle counters to terrain hexes, and drops the 2 portage points. Can it pick up new
move. SW totaling 2 portage points, and then move an additional 2 clear
terrain hexes? A. No - that would constitute a total portage cost
5.44 If a squad(s) spends the entire Movement Phase stacked of 4, leaving the squad with only 3 MF to expend on
with a leader it would receive a 2 MF bonus. movement.{SL4-23}{COI4-38}
5.5 Every time a unit moves into a hex it expends a number of its
5.7B How is possession of support weapons indicated; e.g.,
MF for that turn, dependent on the terrain within that hex. The cost
assume two squads are moving through a hex carrying one or
in MF to enter a hex is shown below and is also summarized on the
Quick Reference Data Card. more support weapons and one squad is broken by defensive fire.
May the other squad pick up the abandoned support weapon and
5.51 Walls and hedges are printed directly on the hexsides continue movement? A. Yes. There is no provision in the game to
themselves. When crossing such a hexside, a unit pays a one indicate possession of support weapons between infantry in the
MF penalty plus the normal cost of the terrain in the hex same hex. Those desiring this additional complexity should agree
moved into. that all support weapons in a hex belong to the nearest infantry
unit stacked above them. Otherwise, it is assumed that any squad
in a hex has access to weapons in the hex. {14.5-34}{COI4-67}
7. BASIC LINE OF SIGHT (LOS)
5.71 A leader may never carry Support Weapons in excess of
3 leader portage points. 7.1 All sighting is assumed to follow a straight line measured from
the center of the firing hex to the center of the target hex. Any
5.72 The portage capability of a unit may not be combined rubber band or a piece of string stretched taut will suffice to check
with that of other units. Exception: NOTE A. A weapon can the LOS although a transparent straight edge works best. If the
be carried by only one unit at a time and the portage cost for obstacle can be observed on both sides of the string the LOS is
that weapon must be paid by that Unit. Therefore two squads blocked. If any disagreement arises as to whether a LOS is
may not move a HMG any further than one squad. However, obstructed it should be resolved with a friendly roll of the die.
a leader spending its entire Movement Phase with a squad
may still impart a movement bonus to the squad, even if the 7.1A Assume a white dot is judged to not lie in the exact center of
leader is itself carrying 3 portage points of support weapons. the hex. Should LOS be traced to the white dot or the hex center?
A. The white dot - any dot not exactly centered should still be
5.73 Regardless of movement penalty due to terrain and/or close enough to avoid this type of annoyance.{15.6-34}{COI4-
weapons portage a squad/crew can always carry up to 5 38}{COD-104}
portage points one hex during the Advance Phase. A Leader
may always carry up to 3 leader portage points one hex 7.2 LOS in Game Set I is considered unobstructed unless it passes
during the Advance Phase. directly through a woods or building symbol (not
necessarily a woods or building hex). Such symbols present in the
5.74 Any squad carrying 4 or more portage points or a leader firing or target hex do not obstruct LOS unless the LOS passes
carrying 2 or more leader portage points during a Movement through the symbol itself. The presence of infantry units in a hex
Phase may not fire a support weapon in the ensuing Advance does not necessarily block LOS through that hex. Fire may be
Fire Phase. traced through infantry units without affecting them if the firer
prefers (Exc: 17.6).
5.74B & 63 Can a squad/crew move in the Movement Phase
to a gun (that didnt move in the Movement Phase) and fire 7.2A If the white dot in a building hex is completely outside of
that gun in the Advancing Fire Phase?, and if so are there any building (as in 4P6, 6C4, and 6K2), can a LOS be traced from
any TO HIT DRMs? A. Yes. +2. {KM} the dot through the portion of the building in the hex without
being blocked? A. Yes. {15.6-34}{COI4-38}{COD-104}
5.75 No infantry unit may fire more than one type of support
weapon in the same fire phase. LMG, MMG, and HMG are 7.2B & 17.6 state that MGs and normal infantry fire may fire
all considered one type of support weapon. through friendly units at a target hex without affecting the
friendly units. Can they also fire through enemy units to a target
5.76 Unless otherwise specified, when referring to portage hex without affecting the closer enemy units? A. Yes. {MMP}
costs these rules will always refer to squad usage costs.
7.3 LOS extends into woods or building symbols but not through
them into hexes beyond the hex containing the first woods or
6. STACKING building symbol encountered (Exc: Elevation Differences7.4).
6.1 Each player may stack no more than 4 of his infantry units
7.4 Buildings which cover 3 hexes or more are considered to be
(only 3 of which may be squads) plus a maximum of 10 portage multi-story structures and units in such buildings may trace LOS
points of support weapons per hex. (Exc: 27.2, 56.8, 57.1). over buildings of 2 hexes or smaller and woods. The hex directly
behind a building or woods in direct LOS from the firing hex is
6.1A What are infantry units? A. Any squad, leader, or crew considered a Blind Hex and cannot be fired upon.
counter. {14.5-34}{COI4-67}
7.5 Multi-story buildings obstruct all LOS in Game Set I
6.2 In Close Combat situations both sides may occupy the same regardless of elevation.
hex up to their normal maximum stacking limit. Once Close
Combat has ended with one side victorious, any excess support 7.6 Units on ground level may see over intervening obstacles to
weapon counters must be eliminated with the victorious player multi-story buildings. Note that this is the converse of 7.4. Fire
given the choice of which weapons to remove. from units at ground level to targets in multi-story buildings could
not come from a blind hex as described in 7.4.
6.3 Players may exceed stacking limits during movement so long
as hexes are not overstacked at the end of the Movement Phase. 7.7 Units in the same building may not see or fire at each other
unless they are adjacent or the LOS does not intersect any building
6.3A Assume three broken squads occupy a hex with an MG. symbol in intervening hexes.
Could another friendly squad enter the hex during the Advance
Phase and eliminate one of the broken squads to maintain 7.8 Units may always fire into any adjacent hex regardless of
stacking limits? A. No.{15.6-34}{COI4-38}{COD-104} terrain (Exc: 56.3, 57.4).
8.5B & 106.51 Could two units in the same hex defensive firing
7.9 Units in a multi-story building are considered simultaneously into a bypass hex split their fire into two separate attacks - one at
on both the upper and lower level. While firing at or from such a the hex center and the other at the hex juncture? A. No {17.2-46}
hex either player can choose whether he wants the occupants of the
building to be considered on the upper or lower floors for purposes 8.6 Units may combine their firepower factors to form Fire
of resolving his attack. However, if a MG chooses to fire from the Groups to attack the same target hex in one combined attack only
upper level at a different level target it loses any penetration if the firing units are in the same or adjacent hexes. It is possible to
factors it would be entitled to were it firing along the same level; a have a virtually unlimited string of adjacent hexes. Units in
unit firing from ground level would be unable to see over adjacent hexes do not have to combine their firepower factors but
intervening obstacles. have the option to do so. A Fire Group can consist of from one to
an almost infinite number of attacking units.
7.9A If the phasing player makes 2 attacks in the same phase
against a multi-story building hex, can one attack be made 8.6A May passengers on adjacent halftracks form a multi-hex FG?
considering the enemy units to be on the lower level, and the A. Yes. {SL4-23}
other attack considering the same enemy unit to be on the upper
level? A. Yes - until Upper Building Levels (57) are utilized, units 8.6B Can a fire group be maintained if the only unit in a particular
are considered to inhabit both levels simultaneously. {SL4-23} hex of the fire group chain is a leader without support weapons?
What if the unit was a horse counter? A. Yes. No. {COI4-67}

8. FIRE COMBAT PRINCIPLES 8.6C & 125 Can units on the first and third level of a third level
building hex form a fire group without a friendly unit on the
8.1 Fire Combat is the process by which a unit applies its second level? A. No. {COD-104}
firepower factors against opposing units within its LOS. Fire
Combat is resolved on the Infantry Fire Table located on the Quick 8.7 A player does not have to predesignate all attacks; i.e., he may
Reference Data Card. await the outcome of an attack prior to committing the fire of other
units.
8.2 No infantry unit may use its inherent and support weapon
firepower more than once per player turn (Exc: Close Combat 20). 8.8 Although all units in a target hex are affected equally by the
You may fire all, some, or none of your units in a given player results of Fire Combat some may escape harm while others break.
turn. If a KIA result occurs all squad and leader units in the hex are
eliminated. But if a morale check results, then all the squads and
8.2A May a squad that uses its inherent firepower during the leaders in that hex must take an independent morale check
Prep Fire Phase fire a SW during the Advancing Fire Phase? A. No. LEADERS FIRST. The dice are rolled separately for each unit
{SL4-23} undergoing a Morale Check (12.1).

8.2B Suppose a squad has two LMGs. Can it fire one in the Prep 8.9 When morale checks are called for by the Infantry Fire Table
Fire Phase and the other in the Advancing Fire Phase of the same they are resolved immediately prior to resolving any other fire
player turn? A. No, once a unit (the squad) fires in the Prep Fire attack on that hex.
Phase, it cannot fire (even support weapons that have not fired)
in the Advancing Fire Phase. {14.5-34}{COI4-67}
9. FIREPOWER MODIFIERS
8.3 Fire Combat is directed uniformly against all the occupants of
a hex with the outcome of such fire affecting all units in the target 9.1 POINT BLANK FIRE The firepower factor of a unit is
hex. A hex may be attacked any number of times by Fire Combat doubled whenever the target hex is adjacent to the firing unit.
during a turn. (Exc: CLIFFS 44.1).

8.4 A squad may never split its own inherent firepower between 9.2 LONG RANGE FIRE The firepower factors of a unit are
different hexes but it could fire one or more of its support weapons halved when the target hex exceeds the printed range of the firing
separately at a different hex (even if in an entirely different unit. Attacks are not allowed beyond double the printed range of
direction). the firing unit.

8.5 Units in the same hex do not have to fire at the same target hex 9.3 MOVING FIRE The firepower factors of a unit are halved
but if they do they must combine their fire into one dice roll (Exc: when the firing unit has moved during that player turn (Exc:
22.3, 34.3, 36.3, and 37.47). Flamethrowers22.8). The firepower of Support Weapons which
did not move but which are manned by infantry which did is also
8.5A & 17.5 May two squads targeting two separate hexes use halved.
the same die roll? If one was using a MG and that MG was
attacking both those hexes would the answer change? A. No. No. 9.4 AREA FIRE The firepower factors of a Unit are halved
{MMP} when the target unit is beneath a Concealment counter (25.8).
9.5 Firepower modifiers are cumulative. Ex: A Unit moving 11.5 WALLS AND HEDGES: Walls and hedges do not appear on
adjacent to an enemy unit would have its firepower halved board 1 but are readily recognizable on the other boards as the gray
(Moving Fire), and doubled (Point Blank Fire) with the end result or green symbols conforming to hexsides. An example of a wall
that it would use its normal firepower. hexside is 3P6-3P7. An example of a hedge hexside is 3Y2-3Z2.

11.5A What effect does a wall or hedge hexside have when it lies
10. FIRE COMBAT RESOLUTION lengthwise along a potential LOS? A. LOS may be traced through a
lengthwise hexside obstacle only if that obstacle is directly
10.1 Total all the firepower factors of the Fire Group. connect to the firing or target hex. {COI4-67}

10.2 Check to see if any Firepower Modifiers serve to halve or 11.51 A LOS may be traced through a wall or hedge hexside
double the firepower of the Fire Group. only if the LOS ends or originates in the hex formed by that
wall or hedge hexside, or if either the firing or target hex has
10.3 Determine the proper column on the Infantry Fire Table. a height advantage (7.4).
Firepower factors of 1 to 36+ are printed in large black numerals at
the head of each column. Use the rightmost column which does not 11.52 Units moving across a hedge or wall hexside pay
exceed the total adjusted firepower factors of the Fire Group. additional movement penalties as listed on the appropriate
Excess firepower factors are lost. Movement Chart.

10.4 Check to see if any dice roll modifiers apply due to the 11.53 The dice roll of fire traced across a wall or hedge
effects of terrain, target characteristics, or leadership and roll two hexside into the hex formed by that hexside is modified as
dice. listed on the Terrain Effects Modifiers Chart (11.1), unless
the target unit occupies higher terrain than the wall or hedge
10.5 After adding any modifiers to the dice roll cross index the hexside (Ex: 3V4). The modifier of a hedge or wall hexside is
adjusted dice roll with the correct firepower column to determine in addition to any modifiers for terrain inside the target hex.
the results of the Fire Combat.
11.53A Would exposed passengers on a halftrack be
10.6 The results of combat are interpreted as follows: (see considered on higher terrain than the wall or hedge hexside
rulebook) of that target hex? A. Yes, therefore, infantry target would
receive a DRM for only the halftrack, not the halftrack and
the wall/hedge. The effect of fire traced across a wreck
11. TERRAIN EFFECTS MODIFIERS
and/or into woods, however, is in addition to the +2 DRM for
11A Are Terrain Effects Modifiers cumulative? Example: Would the halftracks wall. {15.2-34}{COI4-67}
AFV passengers get the +1 TEM for being in a woods hex in
addition to any protective benefits of the armor? A. Yes. Note, 11.53B If two units are in adjacent hexes and a wall/hedge is
however, that the +2 DRM for being behind a stone wall would between them do wall/hedge DRM apply if they fire upon
not apply to infantry in a halftrack since they already have this each other, and would vehicles be considered hull-down to
DRM as provided by the halftrack. The halftrack itself, however, each other? A. Yes. {KM}
could use the stone wall +2 DRM against any MG fire directed at
the halftrack itself - not the passengers. {SL4-23} 11.53C Does fire which crosses a hexside junction containing
a wall/hedge and another not containing a wall/hedge (e.g.,
11.1 The terrain of the target hex may change the effectiveness of fire from 4BB2 into 4Z2), get the wall/hedge bonus? A. Yes.
the Fire Combat by adding a modifier to the dice roll. The effects {MMP}
of these modifiers are cumulative.
11.53D Does fire ALONG a wall/hedge hexspine (e.g., 3R3 to
11.1A Does the in building modifier apply to units firing at 3S5) get the benefits of the wall/hedge? A. Yes. {MMP}
adjacent units in the same building? A. Yes. {SL4-23}

11.6 If the fire of a multi-hex Fire Group is directed against a


11.2 *The modifiers for hedge and stone walls apply only if the target such that not all of its LOS lines cross the terrain modifier
hedge or wall form a side of the target hex through which the LOS (Covered Arc (29.4), walls, hedges) no terrain modifiers apply to
is being traced. the dice roll of that Fire Group. Note this refers only to terrain or
counters which modify fire across a particular hexsidenot to
11.3 **The modifier for firing on a moving target in open terrain terrain which blocks LOS or which the target occupies (such as
is used only during the Defensive Fire Phase against units moving woods or a building). (See Example 11.6)
in the preceding Movement Phase (16.5).
11.6A In the example of a Fire Group, if the center unit fires
11.4 The other terrain in a road hex determines the terrain effects separately, can the two 8- 3-8s still combine to form a Fire
on combat of a road hex. Group? A. No. {SL4-23}
12. MORALE 13.2 A broken unit may not remain adjacent to an enemy unit.
Broken units which find themselves adjacent to an enemy unit
12.1 All squad and leader units have a basic morale rating printed (even if broken) must move away in the next Rout Phase: broken
on the counter. If this number or less is rolled with two dice during units of the moving player routing first.
a Morale Check the unit passes the Morale Check.
13.3 Broken units have the same MF they held in their normal,
12.2 Only two events, enemy fire or loss of a leader, can cause a unbroken state. A broken squad stacked with a leader (whether
unit to make a Morale Check (Exc: 32.5, 36.11). broken or not) throughout the Rout Phase in question has 6 MF;
otherwise it has 4 MF.
12.21 An immediate Morale Check must be made on every
unit in a target hex which has just received a M or # 13.4 Broken units automatically seek cover in buildings or woods.
result on the Infantry Fire Table. Leaders are checked first. If a broken unit is not in such cover or is adjacent to an enemy unit
at the beginning of a Rout Phase it must immediately move (rout)
12.22 Any leader (whether previously broken or not) failing to such cover at maximum speed, consistent with the following
his Morale Check or killed/seriously wounded by a sniper restrictions:
(96.4) causes all other units stacked with him in the hex to
suffer a second Morale Check. This occurs immediately after 13.4A Can broken units rout off the board if it is part of their
the combat check and is a normal M check regardless of Victory Conditions to leave the board? A. Broken units may never
the strength of the Morale Check which broke the leader. No rout off the playing surface unless specifically allowed by the
dice modifiers other than that from an additional unbroken scenario in play. {15.6-34}{COI4-38}{COD-104}
leader in the same hex would affect the Morale Checks.
13.4B If a unit is broken in an open hex which is not in an enemy
12.22A If two leaders in a hex with one infantry squad LOS but all rout routes are prohibited, may the unit stay in the
break, how many Morale Checks must each unit take? A. The hex? A. No - it is eliminated for failure to rout. {15.6-34}{COI4-
first leader checked takes only the MC called for by the 38}{COD-104}
Infantry Fire Table; the second leader would have to take the
IFT MC and a normal MC, if the first leader broke. Assuming 13.4C & 53.4 May a broken unit rout into a wire hex? A. No.
the 2nd leader also breaks, the squad would have to take the {COI4-38}
IFT MC and two normal MC. {SL4-23}
13.4D & 116 Do scouts qualify as known enemy position or
12.22B If a leader fails a MC causing another leader in the enemy unit and thereby affect broken and routing units? A. Yes.
same hex to take a second MC, does the first leader have to {COD-104}
take a second MC also due to the failure of either of the
second leaders MCs? A. Yes. {17.2-46} 13.41 A routing unit may not move towards known enemy
positions. it may never advance toward an enemy unit in its
12.22C If two leaders are in a hex, and the first one passes a LOS in such a way as to decrease the range in hexes between
morale check, while the second one fails, must the first the broken and enemy unit.
leader take an additional morale check? If a squad was in
that hex, must it take a leader loss morale check? Is there a 13.41A Are known enemy positions those in LOS of the
limit to the number of leader loss morale checks a squad can broken unit or all visible units on the board? A. Those in LOS
take due to a series of leaders breaking or being KIAd? A. of the broken unit. {KM}
Yes. Yes. No. {MMP}
13.41B Can a routing unit rout towards an enemy position
12.3 Units which pass their Morale Check are unharmed. Those which is out of its LOS at the beginning of the rout phase,
which fail a Morale Check are immediately inverted and classified but which is in the LOS of other friendly units? A. Yes. {SL4-
as Broken units. A broken unit that fails its Morale Check is 23}
removed from the game.
13.41C Is the following a correct alternative phrasing of
12.4 A leader may not apply his leadership rating to his own 13.41? A broken unit in the LOS of an enemy unit may not
Morale Check; i.e., an 8-1 leader must roll an 8 or less to pass a move closer to it even if it moves out of the enemys LOS.
Morale Check.
A. Yes. {SL4-23}
12.4A If there are two leaders in a hex, may they help each other
13.41D Are concealed units known enemy positions in the
in their Morale Checks? A. Yes. {14.5-34}{COI4-67}
context of this rule? A. No - as long as the enemy unit(s)
elects to stay concealed, the broken unit is free to rout in its
13. BROKEN UNITS direction. The concealed unit could abandon its concealment
in order to deny the routing unit that particular route, and in
13.1 Broken units are inverted and may not fire at enemy units or doing so would eliminate the routing unit. {SL4-23}{COI4-
engage in any type of combat. 67}{COD-74}
close combat? A. Yes, units engaged in melee have no
13.41E & 42.5 What happens when a broken unit tries to normal range. {COI4-38}{COD- 104}
rout into a building or woods hex containing a Hidden Unit?
A. It would be eliminated and the hidden unit would lose its 13.42G & 119.9 Does 119.9 change normal range for 50
hidden status. {15.6-34} cal MGs? A. Yes, it limits it to 16 hexes unless a leader is
present. {COD-104}
13.41F If the nearest available cover to a broken unit which
must rout happens to be occupied by concealed or hidden 13.42H May a routing unit which routs into an open ground
enemy units, what happens? A. The rout is enacted as if no hex behind a wall or hedge stop in that hex if it cannot safely
enemy units exist in the referred-to hex, but upon entering continue to better cover due to the conditions of 13.41? A.
that hex the routed unit is eliminated and the enemy unit(s) Yes. {MMP}
lose their concealment or hidden status. {COI4-38}{COD-104}
13.42I May a routing unit rout through an open ground hex
13.41G May a broken unit already adjacent to an enemy if it contains a smoke counter? Through an open ground hex
unit move adjacent to it before moving further away? A. Yes, if all enemy LOS is blocked or goes through a smoke
the key is not to move closer to a known enemy unit. {14.5- counter? A. Yes. Yes. {MMP}
34}{COI4-67}
13.43 Provided the above two conditions are met, a routed
13.41H May a unit rout towards any enemy unit providing it unit will take the shortest route (measured in MF), to suitable
is not within the LOS of that unit? A. Yes, but it must stop in cover.
its present hex as soon as it comes into the LOS of an enemy
unit and if that hex is open ground the unit is eliminated if 13.43A & 106 Must a unit broken while in the act of bypass
without an alternate rout route. {16.5-46} movement rout into the obstacle hex rather than into an
adjacent hex of the hexside being traversed? A. Yes, if that
13.42 A routing unit may not cross an open ground hex obstacle is not occupied by enemy units or already stacked
(unless behind a wall or hedge) in both the LOS and normal to capacity. {COD-104}
range of any unbroken enemy unit. (Note: wheatfields and
shellholes are not open ground. Broken units could remain in 13.44 Upon reaching a woods or building hex a routed unit
such hexes until a possible route to a woods or building hex must stop and make no further movement until rallied, or an
exists but must seek better cover in following Rout Phases if enemy unit moves adjacent. If subsequently fired upon the
it is possible). broken unit may (but doesnt have to) rout again in the next
Rout Phase.
13.42A May you rout through a smoke-filled hex as if behind
a hedge or wall? A. Yes - in addition, AFVs, wrecks, 13.44A If the nearest building or woods hex already
entrenchments, bunkers and roadblocks can serve to alter contains friendly units, can routing units rout into that hex
clear terrain for purposes of determining allowable rout and exceed stacking limits? A. No, they may rout through the
route and defensive fire vs. adjacent AFVs. {SL4- 23} hex but not into it, all routed units in excess of stacking limits
are eliminated. NOTE: Broken units in a target hex in excess
13.42B Does a leader have a normal range when of stacking limits as a result of defensive Fire are not
determining the possible rout path of a broken unit? A. Only eliminated unless the overstacking still exists at the
if it is manning a support weapon, in which case it assumes conclusion of the following Rout Phase. {SL4-23}
the normal range of that support weapon. {COI4-67}
13.44B Is a broken unit on the second level of a building hex
13.42C What is normal range for AFVs with regard to not connected by stairs considered adjacent to a unit in the
routing restrictions? A. 16 hexes. {KM} hex below? A. No. {15.6-34}{COI4- 38}{COD-104}

13.42D Could a broken unit rout past an AFV outside its


Covered Arc if that AFV has only Covered Arc fire 13.45 A broken unit which does not reach a woods or
capabilities? A. Yes. {COI4-67} building hex at the end of the first Rout Phase must continue
to rout in the following Rout Phase until it reaches a woods or
building hex.
13.42E When a infantry unit breaks beneath an AFV/Wreck
and has no clear rout path, may it remain beneath the 13.46 Broken units already in a building or woods hex may
AFV/Wreck? A. Yes...unless it is a burning AFV, in which case elect to stay in the target hex rather than rout to other cover
the unit must pass a normal MC (67.4) to remain in the hex. unless the target hex is adjacent to an enemy unit. Once this
{COI4-67} decision is made however the broken unit may not move until
Rallied (14.1), fired upon, or an enemy unit ends its
13.42F & 20.81 Can a unit rout in the open in normal range movement adjacent to it.
of an enemy unit with or without support weapons locked in
13.47 Any broken unit unable to fulfill the above
requirements is eliminated. 14.6A Does Desperation Morale apply to the fire that caused the
unit to break? A. Yes - if it occurred since the preceding Rally
13.5 Broken units abandon all support weapons they may have Phase. DM applies only to those broken units which have been
been carrying prior to routing. Abandoned MGs are subject to fired on during the preceding Player Turn. {SL4-23}
capture and use by both opposing and friendly forces. Other
support weapons are eliminated if captured by opposing forces 14.7 There is no penalty for units which attempt to Rally and fail
(Exc: 41.2, 50.4). (Exc: 18.3).

13.6 Broken units, if called upon to take another Morale Check,


suffer no inherent penalty simply because they are broken. They 15. LEADERSHIP
would check with the number printed on their reverse (broken)
side. However, if they fail this Morale Check, thus breaking again, 15.1 All leader units have a leadership rating which may affect a
they are eliminated. squads performance. These ratings are usually expressed as a
negative number, or simply 0 indicating no change to the dice roll.
13.7 Units may voluntarily break anytime by announcing their There is even one leader with the dubious leadership rating of +1
intention to do so. Thereafter, they are treated as a broken unit. who adds a +1 detriment to the dice roll performance of any units
(See Example 13.7) it is stacked with. In all cases, leader units must be stacked in the
same hex with a squad to influence its performance.

14. RALLYING OF BROKEN UNITS 15.1A Can a player choose not to add a leaders leadership rating
to a Fire Group in its hex? A. Yes. A player cant be forced to use
14.1 Broken squads of BOTH sides may attempt to RALLY the +1 leadership rating of a poor leader except in Morale Checks
during the Rally Phase of either player turn if an unbroken friendly
and Rally attempts where it influences all units in the same hex.
leader unit is present in the same hex.
{SL4-23}
14.2 To rally, a broken squad must roll its morale number or less
15.2 The leadership rating may be used to modify the Fire Combat
with two dice. Any leadership modifier of the unbroken leader in
dice roll of any single Fire Group per player turn, provided all
the same hex would be added to the dice roll. Remember, adding a
firing units of the Fire Group are in the same hex as the leader and
minus modifier to a dice rollactually subtracts from the overall
that the leader does not move in the Movement Phase after giving
dice roll.
such benefit in the Prep Fire Phase.
14.2A If there are two leaders in a hex may they both try to rally
15.2A If adjacent friendly infantry stacks have leaders in each
the same broken squad? A. No - a unit may attempt to rally only
hex, can the units in those hexes combine their fire into a multi-
once per Rally Phase. {17.2-46}
hex Fire Group and still use the leadership modifier? A. Yes -
14.3 A broken leader may attempt to self-rally. Broken leaders providing each hex of the chain has a leader, and the total
do not need the presence of an unbroken leader to attempt to rally, leadership modifier does not exceed that of the least effective
but their own leadership modifier does not apply to their rally involved leader. {SL4-23}
attempt.
15.3 Leadership ratings do not modify the dice rolls of certain
14.4 If the only leader stacked with broken squads is himself support weapons. These weapons are identified by the symbol ()
broken, squads may not attempt to rally unless the leader succeeds on the various combat tables.
in rallying himself first. The rallied leader could then attempt to
rally any broken units in the hex during the same player turn. 15.4 Two leaders may not combine their leadership ratings in
order to get a larger Fire Combat modifier. No more than one
14.5 If more than one leader is present in a stack of broken units leader can direct the fire of any Fire Group.
only one has to be unbroken to attempt to rally the others.
Furthermore, any leadership modifiers of the good order leader 15.5 If a leader breaks or is eliminated he immediately ceases to
would affect the rally dice roll of the broken leader as well. give any morale or fire direction benefit.

14.6 Any unit attempting to rally which has been fired on by 1 or 15.6 The leadership rating modifier of a leader applies to all
more firepower factors since the preceding Rally Phase (regardless Morale Checks taken by units in the same hex other than the leader
of the effect of that attack) must roll Desperation Morale to himself.
rally during that player turn. Desperation Morale is 4 less than
normal morale. Hence a unit with 9 normal morale, would have a 15.7 As in fire direction, the leadership modifiers for Morale
Desperation Morale of 5. Any leadership modifiers in effect Checks and Rally Attempts are not cumulative; i.e., the modifiers
would be added to the dice roll. Players finding it difficult to of 2 or more leaders in the same hex cannot be added together to
remember which broken units have been fired upon since the get one combined modifier for Morale Checks or Rally Attempts.
preceding Rally Phase may wish to so indicate them by placing a The owning player may choose which leadership modifier to apply
DM counter on top of the fired on units. Remove all DM when 2 leaders are present in the same hex.
counters at the end of each Rally Phase.
15.8 Any leader unit stacked with a broken unit at the beginning 16.4A & 23.3 Assume an engineer places a Demo Charge from the
of the Rout Phase may elect to move with the broken unit as it hex he starts the Movement Phase in and then moves away. Does
routs to cover, If it elects to do so, the leader unit must remain with the defender have any chance to fire at the engineer in the
the routed unit(s) for the entire duration of the Phase. The non- placement hex or does the Demo Charge automatically explode?
broken leader could conceivably carry up to 3 portage points of A. In this case, the defender may Defensive Fire at the hex the
support weapons. No other movement of non-broken units is engineer started movement from, due to the special action taken,
allowed during the Rout Phase. but even if that hex was open ground, the -2 Defensive Fire DRM
for moving in the open would not apply. {COI4-67}
16. DEFENSIVE FIRE PRINCIPLES
16.4B & 31.4 If infantry debarks into an adjacent hex, may it be
16A. If a stack of units have been brought back to a hex for fired on in the hex it debarked from? A. Yes, but it would receive a
Defensive Fire and one squad breaks, can the other squads and/or +1 DRM for being beneath an AFV. If that hex happened to be in
leader take an alternate route after that hex than they originally open ground, the -2 DRM for movement in the open would also
took in the Movement Phase? A. No. {KM} apply for a net DRM of - 1. If the passenger were to debark
directly into an adjacent open ground hex, only the -2 DRM for
16.1 The defending player should keep careful watch over the defensive fire would apply in that adjacent hex. {SL4-23}{COD-74}
moving player during his Movement Phase. As the moving player
moves his units through a defending units LOS, the defending 16.5 Fire Groups in the Defensive Fire Phase get a special 2
player should note which hexes the attacker is moving through modifier to their Fire Combat dice roll against all units which
which the defenders units could fire on. At the end of the moved in an open ground target hex during the just completed
Movement Phase the defending player may return any enemy units Movement Phase. The modifier does not apply to other units which
which just moved through a hex in the LOS of one of his units to may be in the hex which did not move.
any target hex which they traversed during the just completed
Movement Phase. Stacking limits are temporarily ignored. A 16.6 In a Situation where both moving and non-moving units exist
track counter may be immediately placed in those hexes moved in the target hex, Fire Combat is still resolved with a single dice
through by the attacker in the defenders LOS as a reminder to roll, but the 2 modifier for movement in the open applies to
both players that the attacker actually moved through that hex. (See those units which actually moved.
19.3)
16.7 Defensive Fire against vehicles of any kind is conducted at
16.2 The defending player may now fire all his units at any target once, rather than at the end of the Movement Phase. Fire against
hexes within each firing units LOS. The Fire Combat is resolved moving vehicles must be resolved before the vehicle leaves the
in the normal manner with the results affecting all units in the intended target hex. The moving player must give the defender
target hexwhether they moved during the just completed ample opportunity to declare his fire before moving on,
Movement Phase or not. announcing his Movement Points expended in each hex as he
moves. The defender may never move a vehicle back to a target
16.3 Upon the resolution of each defensive fire, those units which hex. Of course, a vehicle which ends its move in the LOS of an
the defender moved back to a target hex which have not been enemy unit can always be fired on later during the Defensive Fire
broken or eliminated are returned to the positions they held prior to Phase. An example of Defensive Fire is given in section 17, and an
the outset of the Defensive Fire Phase, or moved to the next target alternate system is provided in the Optional rules.
hex along its line of march which it traversed in the preceding
Movement Phase for any further defensive fire by other defending
Units which have not yet fired during the Defensive Fire Phase. 17. MACHINE GUNS

16.3A Assume a squad and leader move 6 hexes during the 17A. Can leaders apply their leadership modifier to the TO KILL
Movement Phase. During the Defensive Fire Phase, they are roll of MGs being used under their direction against AFVs? A. No.
returned to the third hex of their path and fired upon resulting in {15.6-34}{COI4-38}{COD-104}
the leader breaking. Is the squad still returned to its intended
ending hex which costs 6 MFs? A. No - the squad could utilize only 17.1 A squad may fire any one MG or two LMGs at no cost to its
one more MF from the point where it was fired at, however due own firepower.
to its loss of MFs it need not move into the 4th hex of its earlier
17.2 A squad may fire any combination of two MGs with normal
path if it chooses to take an alternate path. {15.6-34}{COI4-
MG firepower effect in excess of 4 factors, but in so doing forfeits
38}{COD-104} its own inherent firepower for that turn.
16.4 Defensive fire against moving units must be made in a target 17.3 A leader may fire any one MG at half firepower factor. Two
hex in which the target unit expended MFs or MPsnot in most leaders may fire any one MG at full firepower factor.
cases at the hex from which the Unit starts its Movement Phase.
Defensive fire can be made at any unit in LOS which does not 17.3A Would a leader manning an MG alone have any effect
move.
against an AFV? A. No. {16.1-34}{COI4-38}{COD-104}
17.4 When a leader mans a MG it forfeits any leadership the firer could choose to trace his fire through the non-smoke
modifiers it may have exerted over other firing units in the same adjoining hex and thus avoid the smoke altogether. {SL4-23}
hex. The leadership modifier does affect its own fire however
provided its fire is not added to that of other units in a single dice 17.8 Any unbroken unit may destroy support weapons at no cost
roll. to its own fire or movement abilities during any phase of its own
player turn provided it ends the Phase in the same hex with that
17.5 Note that MGs have a penetration factor which enables them weapon and is not engaged in Close Combat (20).
to fire on that many target hexes with the same dice roll and
firepower during a single Fire Combat resolution. Each target hex 17.8A & 18.4 Can Berserk units destroy support weapons? A. No.
must be along the same LOS of any one designated enemy {KM}
occupied target hex. A target hex is defined as any hex containing
an enemy Unit which is being attacked by Fire Combat of at least 1 17.9 MGs, like infantry and other infantry support weapons may
firepower factor. Note that a MG need trace a LOS to the center of fire in any direction with no detriment due to the facing of the
only one target hex. All other hexes crossed by that LOS are counter (Exc: AT Guns 48.7).
subject to the same fire combat dice roll provided the MG could
trace a separate clear LOS to that hex center were it firing only at
that hex. subject to the same fire combat dice roll provided the MG 18. FATE
could trace a separate clear LOS to that hex center were it firing
only at that hex. 18.1 BREAKDOWN Whenever support weapons are fired there
is a chance they will malfunction, overheat, or simply run out of
17.5A Do shellholes, wheatfields, walls & hedges stop ammunition. Anytime their Breakdown number or greater is rolled
penetration? A. Walls & hedges do, but only when on the (prior to modifier adjustments) during an attack in which they fire,
same level as both the target and firer. {SL4-23} those weapons malfunction and are inverted. The fire from those
weapons is resolved but no subsequent fire is allowed from the
17.5B Can MG penetration be used against the same target unit if support weapon counters until they are repaired in a Rally Phase
it survives the first attack, but keeps moving along the LOS of the and re-inverted. A support weapons Breakdown number is listed
MG? A. No. A unit can be attacked only once per phase by the on the counter itself after the letter B. Breakdown affects all
same MG. {SL4-23} firing support weapons in a Fire Group simultaneously and reflects
the likelihood of all such weapons running out of ammunition
17.5C Can MG penetration affect an AFV if the original target is simultaneously.
infantry? A. No. {COI4-38}{COD-104}
18.1A Assume a Russian LMG and MMG are in the same Fire
Group and a 10 is rolled for the Fire Combat. Are both MGs out
17.5D May a squad target an enemy hex that has been fired upon
of action? A. No - although you only use one dice roll to effect
with a penetration attack by a fire group in his own hex? A. No
breakdowns of all participating support weapons, it should be
(see 8.5). {MMP}
obvious that only the LMG with a breakdown number of 10 would
be affected. {SL4-23}
17.5E May an MG firing on a predesignated hex utilize the -2 bore
sighting DRM for all penetration targets? A. Yes between the
18.1B & 17.8 Could a unit purposely jam a support weapon
MG and the pretargeted hex. Penetration past the pre-targeted
rather than destroy it? A. Yes. {COI4-67}
hex does nor receive this advantage. {COI4-67}
18.2 To repair a support weapon roll one die at the start of each
17.6 Machine Guns, like normal infantry fire (7.2) may fire
Rally Phase. A die roll of 1 repairs the counter. A die roll of 6
through friendly units at a target hex without affecting those
removes it permanently from the game. Any other roll results in no
friendly units. However, once the MG firepower is used against a
change during that player turn. To attempt to repair a support
target hex all other hexes beyond that target hex along that LOS
weapon it must be in the same hex as an unbroken squad or leader
are subject to the same attack dice roll used against the initial
counter which is not in melee (engaged in Close Combat) at the
target hexwhether occupied by friendly or enemy forces.
start of the Rally Phase. Neither side may repair a captured broken
support weapon.
17.7 In cases where a LOS is traced exactly along a hexside fire
passes through one of the adjoining hexes (firers choice) and any
units therein are subject to fire as one target hex. Subsequent 18.2A & 63.51 Suppose an AT Gun malfunctions permanently.
penetration fire along the same hexside must penetrate all occupied Can its crew still use its gun shield as cover rather than removing
hexes on the same side of the hexside along which the LOS is it from the game? A. Yes, but for no more than one game turn.
being traced. The gun would still draw fire and it is doubtful whether the crew
would stay with it long; therefore it shouldnt be allowed to act as
17.7A & 24.6 If a LOS is traced exactly along a hex edge of a single a permanent source of cover forevermore. {16.1-34}{COI4-
smoke-filled hex, is the fire affected? A. No, except in the case of 38}{COD-104}
penetrating MG fire where the smoke would affect all potential
target hexes lying to that side of the smoke hexside. Of course, 18.3 SPECIAL MORALE RULES Any infantry unit attempting
to Rally which rolls an unadjusted 12 has taken unexplained
additional casualties and is eliminated. In addition, should a broken
leader roll a 12 while attempting to rally, all other friendly units 18.42B What if a berserk unit does not have a LOS to an
in the same hex must immediately undergo a normal Morale Check enemy unit? A. It doesnt have to charge until it does. In the
(12.1). meantime it cannot move from its present hex. {COI4-
68}{COD-74}
18.4 If when making a Morale Check for a Russian infantry unit
(even if already broken), due to enemy fire, a 2 is rolled (prior to 18.42C Could a unit which goes berserk while adjacent to an
modifier adjustments) the unit becomes Berserk with the following enemy unit fire in the Prep Fire Phase? A. No. {COI4-68}
heroic consequences:
18.42D May a berserk unit already adjacent to an enemy
18.4A What happens if a berserk unit is charging the nearest
unit at the beginning of the Movement Phase move to
unit in its LOS and on the way becomes closer to another unit in
another hex if it remains adjacent to the original adjacent
its LOS which was not in its LOS when it started the charge? A. It
enemy unit? A. No such movement would not be the
charges the closer unit. {KM}
shortest route to the closest enemy unit. The berserker
could fire at other units during the Advancing Fire Phase,
18.4B & 34.8 & 39.2 If a Russian AFV crew rolls a 2 on a MC
though. {15.2-34}{COI4-68}
while still in the vehicle, do they become berserk? A. Yes, but only
as a result of enemy fire (not breakdown). If they do go berserk,
18.42E Does the passenger of a Motorcycle, truck or AFV
they abandon the AFV only if is immobilized, and are subject to
charge the enemy while still a passenger or does it
the same rules for abandoning the vehicle as a crew which fails a
dismount before it charges? A. It dismounts. {COI4- 38}{COD-
MC. Thereafter, they must charge the nearest enemy unit. If the
104}
AFV is not immobilized, the AFV must charge the nearest enemy
unit and attempt an Overrun stopping in the Overrun hex, unless
18.42F What happens if a berserk unit, in order to move to
it is in a stone building or is another AFV, in which case, it must
the closest unit in LOS, must move out of its LOS to get
move adjacent to it and fire at the target until it is destroyed. It
there? A. It still continues to charge the same hex. {KM}
must then charge the next nearest unit and so on. {15.2-34}{COI4-
67}
18.42G If the unit in the target hex a berserker is charging is
eliminated or moves out of LOS, and there are no other
18.4C & 64.44 Can CE units go berserk? A. Yes, but they do not
enemy units in the berserkers LOS, does that berserker still
have to leave the AFV. The AFV must attempt an Overrun (unless
charge towards the original target hex? A. Yes, and it will
the defender is in a stone building or AFV, in which case, it must
immediately charge the first enemy unit to which it obtains
move adjacent to the enemy and fire until the enemy unit is
LOS; if it reaches the original target hex without seeing
eliminated). The berserk unit must return to normal status after
another enemy unit, it must stop there until it has a LOS to
destroying the enemy unit it charged. If the AFV is eliminated
another enemy unit when it must charge the new target.
but the crew survives, they are no longer considered berserk.
{MMP}
{COI4-68}
18.43 A Berserk unit is given 6 MF if it is a squad and 8 MF
18.4D & 110 Can other than Russian crews go berserk while still if it is a leader. A Berserk squad may move 8 MF if stacked
in their vehicles? A. Only if using COD/GI rules. {KM} with a Berserk leader for the entire Movement Phase. Berserk
units may not carry support weapons if in so doing it would
18.41 The Berserk unit is immune to all Morale Checks for decrease the number of MF they have available for
the remainder of the scenario. It must be eliminated to be movement.
stopped. Replace it with a red Counter of the same type so
that it can be easily distinguished. 18.43A If a berserk unit must take the shortest route in MFs
to the enemy unit, wouldnt it always have to use Bypass
18.41A Must berserk units pass a Pre-AFV Attack MC? A.
Movement if such a maneuver resulted in a MF savings? A.
No. {COI4-68} Yes, but if presented with several routes of equal MF costs,
the berserk unit may choose which to use. {COI4-38}{COD-
18.42 A Berserk unit must charge the nearest (in hexes, not
104}
MF) enemy unit in its LOS during its Movement & Advance
Phase in an attempt to destroy it in Close Combat. The
charging unit must take the shortest route (in MF) to the
18.5 If a leader unit becomes Berserk there is a chance that all
enemy unit. It may fire during the Defensive Fire and
unbroken units stacked with him in the target hex will join him in
Advancing Fire Phase but not during the Prep Fire Phase.
Berserk status. To become berserk they must roll Desperation
Morale (14.6) taking into account any leadership modifiers of the
18.42A Can Russian Berserk units carry support weapons?
Berserk leader. There is no penalty if they fail this Desperation
A. Only those which will not detract from its maximum
Morale Check.
movement capabilities; e.g. a squad may carry up to three
portage points, a leader only one portage point. {SL4-23} 18.5A If a leader becomes berserk, are the berserk rolls for good
order squads made before any normal morale check rolls due to
enemy fire? A. No, all morale checks caused by the enemy fire are attack or break it down into smaller combats. All Close Combat
made first; any unbroken unit then undergoes the berserk morale attacks must be designated prior to any Close Combat dice rolls.
check. {MMP}
20.4A May a unit be attacked more than once per player turn in
Close Combat? A. Yes, but all such attacks must be predesignated.
19. PROCEDURES OF MOVEMENT AND FIRE {14.5-34}{COI4-68}

19.1 Whenever a unit moves into a hex it must pay the MF cost of 20.4B & 73.5 Suppose a Close Combat attack is made against
moving into that hex. The moving player is not allowed to take the both a CE(exhausted) and non CE unit. Would the -1 DRM apply to
unit back to its starting point and begin again. both units? A. No the DRM would only apply to the CE unit.
Assume the dice roll is a 6; the CE unit would be attacked by a 5
19.2 Whenever a unit is moved and the moving player withdraws dice roll, the other unit by a 6, even though there was only one
his hand from the counter, that unit may move no further. dice roll. The same logic would be applied to IFT attacks on
combination CE-non CE targets. {16.1-34}{COI4-38}{COD-104}
19.3 Neither side may make potential LOS checks with a
straight edge except when resolving Fire Combat during one of the
20.5 LMGs are the only support weapons which can be used in
Fire Phases. Such checks must be preceded by a declaration of
Close Combat. They add to the firepower of an attacking unit but
firing units. Should the LOS check reveal a blocked LOS, the
are not included in the firepower of a defending unit when
declared firing units must still fire into that hex even though all
determining Close Combat odds. LMGs have no penetration
results will be ignored. This penalty reflects the unlikely chance of
factor when utilized in Close Combat.
meaningful damage when the target is only glimpsed for an instant.
If support weapons are involved the attack must still be made to
20.5A Is the firepower of a LMG doubled in Close Combat? A. No.
check for possible weapon breakdowns.
{16.1-34}{COI4-38}{COD-104}
19.3A Is it legal for an AFV to use a coaxial MG attack as a sort of
20.6 The leadership modifiers of each leader in the same hex may
ranging fire to determine if a clear LOS exists for the AFVs main
be applied to one predesignated Close Combat dice roll per player
armament? A. Yes. {COI4- 68} turn.
19.4 All non-transported infantry units are moved one at a time
20.6A Can a leader in a melee use its leadership DRM defensively
unless a squad(s) is utilizing the extra MF gained by moving with a
to worsen an opponents attack? A. No leadership DRMs can be
leader (5.44), (Exc: 32.51) in which case the leader must
accompany the unit in a stack throughout the Movement Phase. used only to improve your own fire. {COI4-38}{COD-104}

20.7 Close Combat attacks may not be made against a leader


20. CLOSE COMBAT unless the leader began the Phase as the only enemy unit in the
hex.
20.1 Close Combat is an alternate type of fighting which can
occur only during the Close Combat Phase between opposing units 20.71 If at the end of the Close Combat Phase, all friendly
in the same hex. There are no terrain modifications to Close squads which started the phase in the hex are eliminated, then
Combat dice rolls. any leader units in the hex are eliminated also.

20.72 A leader which begins the Close Combat Phase alone


20.1A When attacking units that possess a flamethrower in Close
in a hex with enemy units is given a nominal firepower attack
Combat, is 1subtracted from the dice roll? A. No.{COI4-68}
and defense strength of 1. The leader may not use both his
nominal firepower strength and man a LMG, but his
20.1B Does smoke affect Close Combat? A. No. {COI4-68} leadership modifier does affect his Close Combat Attack dice
roll.
20.2 Unlike regular Fire Combat, Close Combat is considered
simultaneous and both sides fire on the othereven if one or both 20.72A Suppose two or more leaders are alone in a hex with
sides is eliminated by opposing fire.
enemy squads in Close Combat. Do they each have a
nominal strength of 1? A. No - together they would have a
20.3 In Close Combat, the firepower factors of attacking units are
compared to the firepower factor of the enemy units being attacked nominal defense strength of 1. Of course, if they had a LMG,
in order to arrive at a ratio of attack to defense strength known as they could man it at full effect for an attack strength of
odds. For example, if two 6-2-8 squads attack a 4-6-7 squad the 2.{COI4-68}
odds would be 12-4 or 3-I. Fractions are always rounded down in
favor of the defender. 20.8 If units of both sides remain in the hex after all Close Combat
attacks have been executed, those units are locked in Melee and
20.4 You may divide your Close Combat attacks in any manner may not leave the hex until one side or the other has been
you wish so long as no unit attacks more than once per Close completely eliminated.
Combat Phase. You may attack all or only some of the enemy units
in the hex. You may combine all your Close Combat into one 20.8A & 59.6 Assume spreading fire reaches a hex in which
opposing units are locked in melee. Can they each go to a
separate hex and break the melee? A. No -20.8 takes precedence. 22.1A If a flamethrower fires at an enemy 1 hex away, would it
They cannot leave the hex while in melee and are consequently also hit a friendly unit in LOS 2 hexes away? A. Yes - and using the
eliminated. {COI4-68} same dice roll. {SL4-23}

20.81 Units locked in Melee cannot fire out of the hex during 22.1B If a flamethrower is picked up and fired during the
any subsequent Fire Phase, or conduct any other activity Advancing Fire Phase by an engineer that that has moved into the
other than Close Combat. hex during the just finished Movement Phase, is the flamethrower
fired at full or half strength? A. Half - provided the squad was not
20.81A & 89.3 Can a Russian squad locked in melee carrying 4 or more portage points at the time (5.74). {17.2-46}
eliminate its prisoners? A. No. {COI4-38}{COD-104}
22.1C Do flamethrowers penetrate through woods or buildings,
20.82 New units may be brought into the Melee hex within thereby attacking two of them in one resolution? A. No. {COI4-
the limits of stacking during their Advance Phase.
38}{COD-104}
20.83 The Melee hex may be fired on using Fire Combat
from units outside the hex but such fire affects both friendly 22.1D & 55.7 If a flamethrower is in a minefield hex being
and enemy units alike. attacked by an FFE, does the -1 DRM apply to the chance of
clearing the minefield? A. No - the -1 would apply only to infantry
20.83A & 20.9 Suppose four squads (2 Russian and 2 in the target hex - not the terrain unless considering the
German) are locked in melee and during the Russian Prep possibility of a fire appearing in the target hex. {COI4-38}{COD-
Fire Phase outside fire into the melee hex breaks both 104}
Germans and one of the Russian squads. What happens? A.
The broken Russian squad is eliminated, the two German 22.1E & 75.4 Are flamethrowers halved for firing from marsh
squads are either eliminated or captured at the Russians hexes? A. Yes. {16.1- 34}{COI4-38}{COD-104}
option and the good order Russian squad is free to move or
fire as if it had started the phase alone in the hex.{COI4- 22.2 Flamethrower attacks are resolved on the Infantry Fire Table
38}{COD-104} but receive no dice roll modifiers of any kind including those
normally applied due to terrain, defensive fire vs. moving infantry,
smoke and/or leadership.
20.84 As long as a Melee exists in a hex no support weapons
can be captured in that hex.
22.2A Can a flamethrower really fire through smoke without
20.9 Broken units play no role whatsoever in Close Combat. adding any DRM? A. Yes, and contrary to the answer given in Vol.
Should one appear in a Melee hex it is eliminated. 16 #1 of THE GENERAL, smoke does not act as a form of
concealment. {COI4-38}{COD-104}

21. PREPARE FOR PLAY 22.3 Flamethrowers may never combine fire with other units
even other flamethrowers.
21.1 Consult the Scenario being played and lay out the specified
mapboard section(s) in the configuration called for by the Board 22.4 Only Assault Engineers (8-3-8) or leaders with a leadership
Configuration diagram. modifier of -2 or -3 may operate a flamethrower, and may not fire
other support weapons while doing so.
21.2 Consult the Scenario Turn Record Chart to determine which
side sets up first and then punch out the necessary unit counters 22.5 A squad may utilize its inherent firepower in the same fire
and place them on the mapboard within the areas called for by the phase during which it utilizes its flamethrower. However, the
scenario. squad must fire at the same target as the flamethrower; even
though the flamethrower must utilize a different dice roll for its
21.3 Check the scenario card to determine whether there are any attack. The flamethrower dice roll must be thrown prior to the
Special Rules applicable to that scenario. squads inherent small arms firepower dice roll.

22.6 If the dice roll for any flamethrower Fire Combat is 9 or


22. FLAMETHROWERS more it is considered out of fuel and is removed from the game
after that Fire Combat has been resolved.
22.1 Flamethrowers are support weapons with a range and
penetration factor of 2 hexes and a firepower factor of 20. 22.7 Whenever a flamethrower occupies a target hex, the Fire
Flamethrowers have no long range and receive no firepower Group attacking the flamethrower target hex qualifies for an
modifiers for Point Blank Fire; they always attack with 20 additional -1 fire modifier to the attacking dice roll.
firepower factors, unless the target is concealed in which case it is
halved under the provisions of AREA fire, 22.7A If there are two flamethrowers in a target hex, is the Fire
Combat dice roll adjusted -1 or -2? A. -2. {SL4-23}
22.7B Does fire directed against units in a hex containing a
vehicular flamethrower qualify for the -1 DRM? A. No. {COI4- 23.3D & 103.1 May an assault squad place a demo charge in an
38}{COD-104} adjacent hex while aboard a halftrack or other vehicle as
passenger? A. No, except in the Defensive Fire Phase as a thrown
22.7C Why would a flamethrowers presence in a hex cause charge under the rules of 103.1. {16.1-34}{COD- 104}
infantry in the same hex to be more susceptible to incoming fire?
A. Due to the danger of it exploding. {KM} 23.4 If operably placed, the charge will explode anytime during
the following Advancing Fire Phase at the owners option and is
22.7D Does fire against a target hex which contains a removed from the game.
flamethrower by an attacking flamethrower still qualify for the -1
modifier? A. Yes. In 22.2 add [EXC: see 22.7]. {MMP} 23.5 All dice roll modifiers for protective cover such as the +3 for
a stone building are utilized. Leadership modifiers do not affect the
22.8 Unlike other weapons, flamethrower attacks are not halved dice roll of the exploding charge. Concealed (25.2) units are
during the Advancing Fire Phase, even if the attacking unit moved attacked at half strength (15 firepower factors).
during the Movement Phase.
23.5A If a demolition charge is placed across a wall/hedge hex,
22.9 Whenever a flamethrower scores a KIA on the Infantry Fire does the wall/hedge modifier apply in addition to other protective
Table all support weapons in the target hex are eliminated also. cover? A. Yes. {MMP}

23.5B & 80.412 Does the latter replace the former in regard to
23. DEMOLITION CHARGES leadership modifiers affecting demolition charges? A. No - it is an
exception for a specific instance: bridge demolition. {16.1-
23.1 A demolition charge is considered a Support Weapon and 34}{COI4-70}{COD- 104}
explodes in the target hex with a force equivalent to 30 factors on
the Infantry Fire Table. 23.6 An Assault Engineer Squad may utilize its inherent firepower
in the same Advancing Fire Phase during which its Demolition
23.1A Can regular units carry flamethrowers and demo charges Charge explodes but the squad must fire at the target hex
as long as they dont use them? A. Yes. {SL4-23} containing the placed Demolition Charge.

23.2 Only Assault Engineer Squads (8-3-8) or leaders with a 23.7 Whenever a Demolition Charge scores a KIA result on the
leadership modifier of -2 or -3 may place a Demolition Charge. Infantry Fire Table all support weapons in the target hex are
eliminated also.
23.3 Demolition Charges may be placed on the target hex from
any adjacent hex reached by the engineer or leader carrying the 23.8 Demo charges, like all support weapons, malfunction on an
charge. (Exc: Demo charges may not be placed from a lower to a effects dice roll of 12.
higher elevation across a cliff (44.1) hexside.) The charge must be
placed on the target hex during the Movement Phase of the owning
player. The Unit placing the charge need not remain adjacent to the 24. SMOKE
target hex. To be operably placed, the Engineer Squad or leader
which placed the charge must survive all enemy Defensive Fires 24.1 Smoke counters are not support weapons but serve to reduce
against the placement hex without breaking. If it breaks in the visibility in the hex in which theyre placed. As such, smoke
placement hex the Demo Charge remains in the broken units counters are not carried around the mapboard but remain stacked
placement hex and does not explode. off the board in the amount specified by the scenario to be used as
wished.
23.3A Assume a Demo Charge is placed on an AFV through the
rear target facing, but before the charge explodes in the 24.1A Can an engineer place unlimited smoke in any scenario
Advancing Fire Phase, the AFV changes its Covered Arc to fire in unless restricted by a SSR or OB? A. Yes, one per turn [EXC: until
its Defensive the Smoke Grenades rules are in effect; 141.7]. {MMP}
Fire Phase. A. The Demo Charge is applied to the target facing at
the time of placement, which in this case would be the rear target 24.2 Only Assault Engineer Squads may place Smoke counters.
facing. {COI4-68} Each Squad may place one smoke counter per turn.

23.3B May a unit which fires in the Prep Fire Phase also place a 24.3 Smoke may be placed in any hex in or adjacent to an
demolition charge in the adjacent hex if it does not move? A. Yes, Engineer squad as the first action conducted during the owners
Prep Fire Phase. The Engineer unit placing the Smoke may still
providing it does not utilize any other support weapon. {16.1-
move and/or fire normally.
34}{COI4- 38}{COD-104}
24.3A & 63.22 Can smoke be placed in a water hex by any
23.3C Can infantry debark a transporting vehicle into an adjacent
means? A. No, other than from burning vehicle in a bridge hex or
hex and place a demo charge in a hex adjacent to his present hex
briefly from a burning amphibian in a shallow river hex (128.73).
during that Movement Phase? A. Yes. {17.2-46}
{COI4- 70}{COD-104}
24.3B Can engineers make smoke in the hex they currently 25B During a night scenario, what is the movement allowance for
occupy? A. Yes. {COI4- 68} ? counters/stacks, 4 or 6? A. 6 Assuming the infantry beneath
it can move 6. {OAF}
24.3C & 31.5 Can a passenger ever place smoke? A. No. {17.2-46}
25.1 A Concealment counter is not considered a support weapon
24.4 Smoke counters do not count against stacking limits. and does not count against stacking limits.

24.5 Units may move into or through a Smoke filled hex after 25.2 A unit or stack of units underneath a concealment counter
paying an additional 1 MF penalty. cannot be inspected by the opposing player, and must be treated as
if it were an opposing squad until proven otherwise.
24.5A & 102.63 & 107.7 Is the movement penalty for moving
through dispersed smoke 1 or 1/2 MPs? A. 1/2. {COD-104} 25.3 Concealment Counters can be placed on top of any squad or
leader, even if broken, at the end of that units complete player
24.6 Any Fire Group which traces a LOS into, out of, or through a turn in which it has neither moved, fired, made smoke, been fired
smoke filled hex suffers a +modifier to the Fire Combat (TO HIT upon resulting in a Morale Check, or been adjacent to an enemy
dice roll for heavy guns 33.3) dice roll. This modifier is equal to unit (Exc: units in bunkers, 27.5, & 57.1). Placement of
the roll of one die. Smoke has no effect on Demolition Charge, concealment counters is limited to woods or building hexes (except
flamethrower, or Artillery (46.5) Combat attack resolution. during night scenarios, 49.5).

24.6A If the LOS to a target crosses two smoke-filled hexes, 25.3A May a unit already under a concealment counter grow
would two dice be thrown to determine the smoke modifier, and another one? A. No. {17.2-46}
if so, could two smoke counters in the same hex increase the
effect? A. Yes, but the total DRM could not exceed +6. No. {COI4- 25.3B Can units in bunkers grow concealment counters? A. No.
68}{COD-74} {17.2-46}

24.6B Does smoke along a fire lane affect fire from all levels? A. 25.4 Concealment counters must be removed immediately when
Yes, smoke is not considered merely a level one obstacle to LOS. any Unit beneath the concealment counter fires, moves, makes
{14.5-34}{COI4-68} smoke, is fired upon resulting in a Morale Check, attempts to
entrench (54.2) or becomes adjacent to any enemy infantry unit
following the conclusion of any Defensive Fire or Advance Phase.
24.6C Does smoke in a first level building hex affect the higher
levels and vice versa? A. Yes. {17.2-46}
25.4A Can a concealed leader attempt to rally a non-concealed
broken unit and still maintain its own concealment status? A
24.6D Would penetrating fire through smoke be halved as Area
concealed broken unit? A. No. Yes. {COI4-68}
Fire? A. No. {COI4-68}
25.4B Can a non-concealed leader attempt to rally a concealed
24.6E & 44.21 In a situation where vision is not a factor - such as
broken unit with the concealed unit maintaining its concealment
penetrating fire through a wheatfield hex, would smoke penalties
status? A. No, the concealed broken unit must lose its
still apply? A. No, but concealment counters would still serve to
concealment to be rallied by an unconcealed leader. {MMP}
halve the already halved attack. {COI4- 68}
25.41 Concealment counters do not affect attacks against
24.6F & 44.23 Is fire traced through a smoke or wheatfield hex unconcealed friendly units moving into or through the same
into an open ground hex subject to the -2 DRM for moving in the hex with concealed units. Such units would be fired on at full
open? A. Yes. {COI4-68} strength; any concealed units in the same hex would undergo
the same fire combat dice roll but at half firepower.
24.7 The smoke modifier die roll is made after the Fire Combat
dice roll of each Fire Group and affects only the fire of that Fire 25.41A Do concealed leaders add their benefits to friendly
Group. non-concealed units fired on in their hex? A. No, unless the
leader gives up his concealed status, in which case, all
24.8 Once played, a smoke Counter stays in place until the
concealed units in the hex would lose their concealment
beginning of the next Prep Fire Phase of the player who laid it, at
status. {SL4-23}
which time it is removed.
25.42 Should one or more concealed units wish to move (or
fire) even while other concealed Units in the same hex held
25. CONCEALMENT
their position, all units in the hex would lose their
concealment status.
25A Assume a gun and crew are beneath a concealment counter.
Does the crew receive the +2 DRM to incoming AREA infantry
25.5 A concealment counter would not have to be removed due to
fire? A. Only if the incoming fire crosses the guns Covered Arc. an opposing unit in an adjacent hex if that unit was eliminated or
{COI4- 70}{COD-104} broken by Defensive Fire.
27.2 Units utilizing Sewer Movement may move only three hexes
25.5A Do adjacent broken units (RE: any) reveal concealed per Movement Phaseand must end the Movement Phase on a
units? A. No (25.5). {17.2-29} Sewer Entrance hex. Sewer Movement can take place only during
the Movement Phasenot the Advance Phase. This is one of the
25.5B & 49.7 Does a concealed unit illuminated by a starshell lose few instances in which infantry units may move into an enemy
its concealment counter? A. Yes - if it is in the LOS of an enemy occupied hex during the Movement Phase.
unit which could see it in a daylight scenario, i.e., in an open
ground hex where it wouldnt be entitled to concealment. Note 27.21 Squads must be accompanied by a leader to utilize
that under the Bypass Movement rules (106.6) a concealment Sewer Movement.
counter is not automatically lost to an adjacent unit thus a
27.22 Once Sewer Movement is announced the owning
concealed unit in woods or buildings would not automatically lose
player may move his units as a combined stack to any Sewer
its concealment. {COD-104} Entrance hex of his choice within 3 hexes providing he rolls a
4 or less with one die. Leaders do not modify this die roll.
25.6 The only time that Concealment counters can be placed other A die roll of 5 or 6 results in the units becoming lost and
than by the provisions of 25.3 is when a scenario allocates a ending their Movement Phase off the board. In the units
number of Concealment counters which must be placed on the following Movement Phase the stack is placed on a Sewer
board during set-up. Entrance hex of the opposing players choice within 6 hexes
of its starting point.
25.7 Concealment counters can also act as dummy or Blank
counters in the scenarios in which they are allocated by placing 27.3 Units using Sewer Movement pay no terrain movement cost
them beneath another Concealment counterthus giving the the turn they execute Sewer Movement. All support weapons may
impression of a stack of real counters beneath a Concealment be carried through sewers with the exception of HMGs, mortars,
counter. Any number of Concealment counters may be placed in a 105s. and Anti-Tank guns.
stack.
27.3A Must a squad have the ability to move 3 hexes after adding
25.8 Any Fire Group firing into a target hex containing a
any bonus for leader accompaniment and subtracting any excess
Concealment counter does so with halved firepower under the
portage costs in order to use sewer movement? A. Yes. {SL4-23}
provisions of Area Fire (9.4). (Exc: 25.41)

25.9 All Concealment counters in a target hex are removed if an 27.4 Units using Sewer Movement are immune to all fire directed
against them during the Movement Phase in hexes other than the
attack on that hex results in other than: No Effect, regardless
sewer entrance hex in which the unit ends its Movement Phase.
of the success or failure of any resulting Morale Check.
27.5 A unit which ends its Sewer Move without being adjacent to
an enemy in the same building automatically is covered by a
26. FANATICISM
concealment counter causing all fire against it to be halved as Area
Fire. The concealment counter is removed if the unit fires or moves
26.1 Sometimes due to terrain, position or special circumstances a
in the Advancing Fire or Advance Phase.
group of units will be classified as fanatic and receive a special -
1 dice roll modifier for all Morale Checks and Rally Attempts.
This is equivalent to raising the morale rating of affected Units by 27.5A & 27.7 Assume units using sewer movement surface in a
one. Fanaticism is used only when called for by the scenario in hex containing mines (or booby traps). Are they governed by the
play. same rules (27.7A & C) as apply to units being fired on? A. Yes
note however that such units could not gain concealment status
26.2 In Scenario 2 and 3 the fanaticism benefit applies only to before being attacked by the mines, and that the entrance hex
Russian Units inside the Tractor Works. The fanaticism benefit is would be eliminated only by a KIA result gained without use of the
gained and lost solely through occupation of the factory. Russian -2 DRM. {COD-104}
Units which enter or start the game inside the building are fanatic;
those outside or which leave the factory have no fanaticism 27.6 A sewer entrance may be rendered unusable for the duration
benefit. of the scenario by exploding a Demolition Charge in that hex.

27.7 Units utilizing Sewer Movement which end their Movement


27. SEWER MOVEMENT Phase in any enemy occupied Sewer Entrance hex are subject to
the following:
27.1 Infantry Units may use Sewer Movement only if they start
their Movement Phase in a sewer entrance hex (Marked by a ). 27.7A Suppose units utilizing sewer movement end their
An example of a Sewer Entrance hex is 1AA5. They must movement phase in a sewer entrance hex containing a broken
announce their intention to use Sewer Movement prior to enemy unit. Can that unit rout away before the Close Combat
movement or the defender may fire upon them as if they were Phase? A. No - it is eliminated or captured. {COD-104}
taking a normal move,
A. The defender in the Sewer Entrance hex may Defensive
Fire against the Units in the sewer at Point Blank range with
no terrain modifiers and the -2 modifier for moving in the
open. 29.2B Do vehicle stacking rules limit the number of units that
may attack a tank in Close Combat? A. No - normal infantry
B. If they survive, the units in the sewer would be allowed stacking limits (6.2) apply to opposing units in any Close Combat
normal Advancing Fire (Point Blank, Moving), but the hex. {COI4- 68}
defender would get the +3 stone building modifier.
29.3 Friendly infantry units in the same hex as a vehicle must be
C. Broken Sewer Movement Units are immediately either riding on the vehicle as a passenger (31.2) (stacked on top of
eliminated. the vehicle counter) or advancing alongside it (stacked beneath the
vehicle counter).
D. Survivors of the Defensive FireAdvancing Fire
exchange are locked in a normal Melee situation and attack 29.4 When placing a vehicle it is important to consider the
each other in the following Close Combat Phase. direction it is facing as this defines its Covered Arc which is used
in both movement and fire resolution. The Covered Arc is formed
by placing the SP Gun or tank gun barrel in direct line with a
28. ARMORED FIGHTING VEHICLES (AFVs) protruding hexside spine of the firing hex. The Covered Arc then
consists of the hexside to the immediate right and left of the gun
28.1 MOVEMENT POINTS The movement ability of AFVs barrel. These hexsides are extended to the limit of the LOS from
varies greatly from one to the next and is expressed in Movement the firing hex. All hexes between these two converging hex rows
Points (MP) printed in the upper right hand corner of the counter. form the Covered Arc. If placement of the AFV is ambiguous the
AFVs utilize Movement Points in exactly the same manner as opponent may select which of the two equidistant spines shall be
infantry expends MFs, but do so utilizing their own Vehicle used to determine the Covered Arc. In the case of a vehicle whose
Movement Costs Chart (30.4). gun barrel is not clearly discernible or is non-existent an arrow
printed on the counter is utilized to determine the Covered Arc for
28.2 MAIN GUN TYPE The size of the main armament of the Movement purposes.
AFV in millimeters which determines the column used on the AFV
Kill and Infantry Fire Tables. If there is a line over scoring this
number it may only fire HE ammunition. All other guns may fire 30. AFV MOVEMENT
either AP or HE ammunition. An asterisk (*) denotes main
armament which is less effective in hitting targets at long range. 30.1 Vehicular counters may not enter stone building hexes under
There is no range limitation to the main armament of a tank or SP any circumstances.
Gun.
30.2 Vehicles may expend up to their full allotment of Movement
28.3 VEHICLE TYPE Used for identification purposes only. Points each turn in accordance with the cost of terrain moved into
as described on the Vehicle Movement Costs Chart.
28.4 MG ARMAMENT Some AFVs have machine guns in
addition to their main armament. All AFV MGs have a normal 30.2A Do vehicles which move during the current movement
range of 8. The left hand number refers to MG firepower and phase count as obstructions to movement (2 MP per vehicle)? A.
penetration factors which can fire only in the Covered Arc (29.4). Yes. {OAF}
and at the same target hex as the main gun. The rightmost number
refers to MG firepower and penetration factors which can fire in 30.3 Vehicles may always move one hex per turn regardless of
any direction regardless of the Covered Arc. MP costs on the Vehicle Movement Costs Chart.

30.4 All vehicular movement takes place in the Movement Phase.


29. VEHICLE STACKING AND PLACEMENT No vehicles may move in the Advance Phase.
29.1 Only one vehicle of any type may be placed in the same hex.
30.4A What does it cost for an AFV to pivot in the hex that it
No two vehicles may end their turn in the same hex, but during the
starts movement from? A. 2 MP plus the Cost of Terrain in any
turn any number of vehicles may pass through the same hex. A
vehicle moving through a hex containing another vehicle or wreck hex moved into. {SL4-23}
pays a 2 MP penalty per vehicle/wreck in the hex in addition to the
normal cost of entering that hex. 30.4B & 123.2 Is a motorcycle considered a vehicle in regards
to the relative costs for moving through terrain containing a
29.2 Only three infantry units (only two of which can be squads) vehicle? A. No. {COD-104}
and up to 5 portage points of support weapons may stack beneath a
vehicle. In addition, all vehicles may carry passengers on top of the 30.5 Vehicles may change their facing (and thus their Covered
vehicle (31.1, 51.1). Arc) freely after moving into a hex, but must move in the direction
of their Covered Arc with the front of the vehicle facing the hex
29.2A Do portage points and passenger carrying capacities of moved into.
vehicles count against hex stacking limits? A. No -as long as
infantry or weapons are in a passenger mode they are treated as 30.5A Would a tank which ends its Movement Phase in a
part of the vehicle. {15.6-34}{COI4-38}{COD-104} different hex with its turret covered arc changed have to use both
case A and C? A. No - only Case C. A tank can freely change its additional passengers on the exterior like a tank? A. No. {COI4-
turret covered arc as it moves without further penalizing its 38}{COD-104}
Advance Fire. However, if the tank actually fires outside its Turret
Covered Arc during the Advancing Fire Phase, then both Case A + 31.1F & 58.4 May passengers ride an AFV which is reducing a
C would apply. {17.3-46} wooden building to rubble? A. No. {COI4-68}

30.5B Can vehicles move sideways so as to present their front 31.2 Units being transported are placed on top of the AFV
armor facing to an enemy as opposed to flank or rear shots? A. Of counter. Units placed underneath the AFV counter are not being
course not! All vehicles must move in the direction of their transported but are on foot.
Covered Arc with the front of the vehicle facing the hex moved
into. The extra cost for a vehicle moving outside of its Covered Arc 31.3 The AFV may not move during the turn in which infantry
merely allows the vehicle to change its Covered Arc within the hex board the vehicle, but may move both before and after debarkation
on the turn in which the infantry debark. The vehicle must pay a
it starts its move from before moving into another hex. {COI4- 68}
two MP penalty to allow units to debark however, unless the
debarking units are broken.
30.6 Vehicles may freely move through hexes containing friendly
infantry units.
31.3A Are units that debark in open ground subject to a -2 DRM?
30.7 Unlike infantry units AFVs may move into an enemy A. Yes, but they also get +1 for the vehicle. (see 144.931). {OAF}
occupied hex during their Movement Phase (35.1). However, they
must pay double the normal cost (4 MP/AFV + COT) to move into 31.3B If an AFV in an open ground hex debarks infantry which
a hex occupied by an enemy AFV. then moves into an adjacent woods hex, can the infantry be fired
upon in the open ground hex? Does the -2 moving in open DRM
30.7A Now that AFVs can move through the same hex occupied apply? Does the +1 AFV cover DRM apply? A. Yes. Yes. Yes. {MMP}
by an enemy AFV, what happens if the moving vehicle is
immobilized in that hex, thus leaving two opposing AFVs in the 31.4 Infantry may board a vehicle with no extra movement
same hex? A. They may fire at each other at 1 hex range. {16.1- penalties but may move only to the same or an adjacent non-enemy
34}{COI4-38}{COD-104} occupied hex during any Movement Phase in which they debark.
Infantry may not load or debark during the Advance Phase nor
30.8 A vehicle may not end its movement in the same hex with ride any AFV which is reducing a wooden building to rubble
another vehicle unless it is destroyed or immobilized while moving (58.4).
through the hex. Wreck/Vehicle combinations have no more effect
on LOS blockage than a single vehicle. A vehicle while in the 31.4A Do terrain effects modifiers apply to infantry fired upon
same hex as a wreck or vehicle receives no LOS blockage from while embarking on an AFV? or disembarking? A. Yes, to be
that wreck or vehicle. specific, infantry would be subject to all terrain modifiers in the
embarkation hex plus the -2 DRM for moving in the open (if an
open hex) and the +1 for being beneath an AFV. {14.5-34}{COI4-
31. TRANSPORTING INFANTRY/TANKS AND SP GUNS 68}

31.1 All AFVs may carry a maximum combination of two 31.4B May infantry debarking from a vehicle into an adjacent hex
infantry units (only one of which can be a squad) plus up to 5 do so regardless of terrain movement cost...such as debarking
portage points of Support Weapons with no reduction of the AFV onto a higher elevation hex than the vehicle occupies? A. Yes.
Movement Points. {COI4-68}

31.1A Re: Passenger Capacities listed on Pg. 61, may one leader 31.4C & 31.6 & 31.7 Are passengers who dismounts into an
still ride in addition to the listed squads/crews? A. Yes. {16.5-46} adjacent hex ever considered to be in the same hex as the
vehicle?, and if so could they be fired on in that hex?, and with
31.1B How can a support weapon carried on a vehicle with no what DRMs? A. Yes. Yes. +1 DRM if it unloaded from an AFV, plus -
passengers be unloaded? A. Any infantry unit in or moving 2 DRM if it unloaded in open ground. {KM}
through the hex containing the vehicle (including an abandoning
crew) may pick up the support weapon at the usual portage cost. 31.5 Infantry carried on a tank or SP Gun may not fire while being
{COI4-68} transported (although they could engage in Close Combat if
attacked by opposing infantry). However, recently debarked
31.1C May a vehicle exceed its maximum portage capacity at the infantry could fire at half strength in the Advancing Fire Phase.
expense of additional MP? A. No. {15.2-34}{COI4- 68}
31.6 Transported infantry which breaks as a result of enemy fire
31.1D May infantry ride amphibious tanks while in the water? A. immediately dismount into the same or any non-enemy occupied
No. {COI4- 38}{COD-104} adjacent hex (owning players' choice) where they are treated as
any other broken unit. Broken units may not board a vehicle.
31.1E Could a SPW 251/10 with no passenger capacity or a SPW
251/1 already containing its full passenger capacity carry
31.7 If a tank or SP Gun fires any armament, or is hit by non- 32.1 Attacks against passengers on a tank or SP Gun receive a +2
infantry type fire but not eliminated while transporting infantry, the dice roll modifier if the fire was directed against them across the
riding infantry immediately dismount into the same or any adjacent Covered Arc (29.4) at the same or lower elevation. If the fire is
non-enemy occupied hex. directed against them from side or rear or higher elevation there is
no such modification.
31.7A If an AFV fires any armament or is hit by defensive fire
while moving , must it pay the 2 MP cost for any infantry which 32.1A Does infantry fire against a hex which contains both
are forced to dismount? A. Yes. {SL4-23} passenger AND non-passenger infantry affect both sets of units?
A. Yes, if AFV passengers or CE HT passengers (although different
31.7B If a tank or SP Gun fires in the Advancing Fire Phase, does DRM
the dismount of any passengers cost the vehicle 2 MPs? Similarly may apply to each type of unit). {MMP}
for dismounts caused by a hit by non-infantry fire? A. No; Yes, if it
occurs during the Defensive Fire Phase and prior to the vehicles 32.1B Does an HE attack against an AFV hex which contains both
total use of its MPs. {COI4-68} passengers AND non-passengers affect both sets of units? Does it
affect the AFV? A. Yes, if the infantry are the target (unless the
31.7C If AFV passengers are forced to dismount during their Prep Advanced To Hit Table is in effect, in which case passengers are
Fire Phase, can they still fire at full strength during that Prep Fire only affected as per 145.11). No (assuming the infantry are the
Phase? A. No, they could only fire at half strength and only during targeted units). {MMP}
the Advancing Fire Phase. Furthermore, they could not move any
further during that Movement Phase. Similarly, passengers could 32.1C & 112.812 Do passengers still receive the +2 DRM for fire
not fire during the Defensive Fire Phase if forced to vacate their directed at them across the Covered ARC from the same hex? A.
AFV during the opponents preceding Fire Phase. {COI4-68} No - such protection is forfeited at such extremely close range.
{COD-104}
31.7D If a tank or SP Gun fires in the Defensive Fire Phase, forcing
its passengers to unload, is there a 2 MP loss 32.2 There is no -2 dice roll modifier for defensive fire on
from the next Movement Phase? A. No. {COI4-68} passengers moving in the open (Exc: 46.54 Artillery FFE).

31.7E What happens to support weapons on an AFV when 32.3 The LOS of any firing unit which crosses a vehicle outline is
passengers are eliminated or broken? A. If broken, the support affected as if the vehicle were a stone wall on the second hexside
weapon dismounts into the same hex as the broken passengers. A of the vehicle hex through which the fire is traced (11.51). EXC:
Vehicles never block LOS traced from an adjacent hex. Vehicles
KIA result also dismounts the support weapon but as an inverted
occupying the hex behind a wreck would be considered hull
(malfunctioned) weapon and into a adjacent hex to the AFV of the
down if the attackers LOS crosses the wreck outline.
firers choice. {COI4-68} Weapons that do not have a malfunction
status such as demo charges and panzerfausts are eliminated. 32.3A If a LOS crosses the extended barrel of an AFV is it
{COI4-38}{COD-104} blocked? A. No. {COI4- 68}{COD-104}

31.7F & 79.1 Assume infantry on an AFV is forced to dismount by 32.4 Vehicular Counters must be placed in the exact center of
enemy defensive fire after the AFV has moved its full or near full each hex such that the Covered Arc is defined and no part of the
movement allowance. Must Excessive Speed breakdown be counter extends outside the hex. Fire which crosses the vehicle
utilized to account for the extra 2 MPs or fraction thereof? A. No - counter, but not the vehicle outline itself, is not blocked.
movement simply ends in the target hex. {COI4-68}{COD-104}
32.5 Units beneath an AFV counter (i.e., on foot in the same hex)
31.7G If a unit is forced to dismount into an open ground hex, by receive a +1 dice roll modifier to all attacks made against them. If
defensive fire, is it considered to be moving in the open? A. No. the AFV is eliminated all units beneath the AFV counter must take
{OAF} a normal Morale Check. Otherwise infantry beneath an AFV
counter are unaffected by anti-tank attacks (Exc: Flamethrower
31.7H Is it possible for infantry on an AFV to debark and avoid and Demo Charges).
paying the 2 MP by waiting for the AFV to fire its main armament
in the Advancing Fire Phase, thus getting a free dismount? A. Yes 32.5A Units in an entrenchment receive no additional protective
but this is a loophole which is changed in GI. {OAF} DRMs for an AFV being in the same hex because they are not
moving together, but do those same units have to take a normal
31.8 If an AFV is destroyed all its passengers are eliminated. MC if the AFV is destroyed in their hex? A. Yes, the AFV represents
more than physical cover and its loss at such close quarters would
31.9 AFVs may start or enter scenarios with passengers already have a serious effect on morale. {COI4- 68}{COD-104}
mounted where applicable.
32.51 Units beneath an AFV counter may move with (19.4)
the AFV up to the limit of their normal movement allowance
32. AFVs AS COVER so as to maintain the terrain effect modifier benefit derived
from being beneath the AFV counter throughout the
Defensive Fire Phase provided they begin and end the AFVs may fire their MG armament at half strength after
Movement Phase beneath the AFV counter. moving to a new hex.

32.52 Defensive fire on infantry moving in the open under an 33.31A & 33.5 & 34.5 If a tank only pivots during its
AFV counter would be subject to both the -2 modifier for Movement Phase and fires in the Advancing Fire Phase (case
moving in the open and the +1 modifier for being beneath an B) does it do so at half firepower? Similarly, for a tank firing
AFV counter, thus resulting in a net modifier of -1. outside its Covered Arc? A. No. No. The only penalty is to
add the appropriate Hit Determination Dice Roll Modifier.
32.6 Vehicles present no LOS obstacles (32.3) during the {COI4-68}
Defensive Fire Phase if they have moved in the preceding
Movement Phase. 33.31B May a Tank pivot without firing in the Defensive Fire
Phase? May an SP Gun? May an AT Gun? A. Yes to all.
32.6A Moving vehicles present no LOS obstacles during the
{MMP}
Defensive Fire Phase, but if an AFV moves into a hex containing
stationary infantry, does the infantry if fired on get the +1
33.31C May a Tank pivot without firing in the Advancing Fire
modifier for the AFV? A. No, 32.51 is quite specific about this.
Phase if it has neither moved nor fired that player turn? May
{COI4-68}
an SP Gun? May an AT Gun? A. Yes to all. {MMP}
32.7 Units attempting to move behind a line of adjoining vehicles
33.32 All Hit Determination Dice Roll Modifiers are
or vehicles and LOS obstructions could still possibly be fired on
cumulative except cases B and C taken together; and those
between the vehicles during the Defensive Fire Phase but the
penalties for pivoting and movement to a new hex since
vehicle would constitute sufficient cover to prevent the firer from
movement into a new hex allows free changing of the
gaining the -2 dice roll modifier for a target moving in open
Covered Arc (30.5). A TO HIT dice roll of 2 prior to
ground if the LOS crosses the vehicle counter. This would also
modification results in a possible hit even if the needed final
apply to a building-tank-building sequence. See diagram 32.7.
TO HIT number is less than 2. Roll a third die, and add +1 for
every number less than 2 originally needed for a hit. Any
result less than a 6 is a hit.
33. AFV COMBAT

33.1 AFVs (tanks and SP Guns) unlike infantry may fire their 33.32A Pivoting in a hex causes enough time expended to
main armament only in a forward direction known as their Covered allow a shot in a vehicles initial hex during
Arc (29.4). Movement/Defensive Fire, but does it also cause enough
movement for a +2 [to hit DRM] for moving target? A. Yes.
33.2 AFVs, like infantry. may fire their main armament only {OAF}
once (Exc: M-10) per player turn and if they fire any weapon in
the Prep Fire Phase may not move in the Movement Phase. Some 33.33 Leaders stacked with tanks or SP Guns do not modify
fire may be performed in the same player turn after movement at a the fire of the tank or SP Gun in any manner.
penalty to fire accuracy (33.31).
33.34 When a tank fires outside its Covered Arc (Case D),
33.3 AFV combat resolution is a two step process. First the TO the facing of the firing counter is changed so that the target is
HIT TABLE must be consulted to determine if the Tank or SP Gun now within its Covered Arc. Note: do not confuse this
main armament hit its target. The Target Type and range to movement of the counter with Case E which refers to a tank
target are cross indexed to determine the Hit Number which must that changed facing within its hex during the Movement
be rolled to hit the target. Russian firing units use the red TO Phase.
HIT Numbers; all other Units use the black Hit Numbers. If the Hit
Number is not achieved the target is missed and there is no second 33.4 Assuming the AFV target has been hit, the AFV KILL table
step of combat resolution. must be consulted to determine whether the shell penetrated the
target armor. Cross index the firing weapon type and ammunition
33.3A If an infantry unit is entrenched in a woods hex, what row with the Target Facing to determine the AFV Kill Number. The
to you use on the TO HIT Table when firing at it? A. The more Kill Number is the number you must roll to eliminate the
difficult target category; in this case - entrenchments.{15.2- vehicle.
34}{COI4-68}
33.4A Is the 50c. MG effective vs. soft vehicular targets outside
33.31 The Hit Determination dice roll can be modified by its normal range? A. No, unless it is used on the IFT (51.4). {COI4-
various weapon types and/or situations. These modifiers 68}
apply to whatever relevant phase the AFV fires in. Note that
SP Guns, Anti-Tank Guns can only fire within their Covered 33.4B Can a MMG/HMG or .50 cal weapon kill an AFV when firing
Arc in any Fire Phase, but may pivot within the hex during at greater than normal range? A. No. {14.5-34}{COI4- 68}
their Movement Phase so as to fire in the Advancing Fire
phase (Case G). and may likewise change facing during the 33.41 Some AFVs have better armor protection than others.
Defensive Fire Phase (Case I). A SP Gun cannot fire its main Therefore, it is necessary to apply Modifiers to the attackers
armament in the same player turn it moves to a new hex. All dice roll on the AFV Kill Table.
two different targets and the firer must specify which he is firing
33.42 There is no dice roll modifier to the To Kill roll for at. If he chooses the halftrack and eliminates it, the infantry must
trucks and jeeps. take a normal MC (32.5). Otherwise, he can affect only one target,
not both. {COI4- 68}
33.5 Target Facing is determined as depicted in the rulebook
diagram depending on which target hexside is crossed by the firing 34.1 SP Guns and tanks may use both their MGs and main
units LOS. If the LOS of the firing Unit runs exactly along a hex armament against infantry.
spine of the target hex which determines facing, the target facing
will be that least favorable to the attacker. In the example below 34.2 The main armament must first secure a hit against the
both target facings would be Side. infantry on the TO HIT TABLE (TH) utilizing any dice roll
modifiers described in 33.31. If a hit is secured, the weapon size
33.6 AFV counters whose Main Gun Type is overscored may fire (rounded down) of the firing AFV is found in small red numbers
only HE ammunition. All other AFVs may fire either HE or AP. alongside the Firepower factors on the Infantry Fire Table (IFT).
American 105s also have the option to fire HEAT, (63.3) and is so This amount of infantry Firepower is the equivalent of the hit
noted on the counter by the abbreviation H6. The main armament produced by the main armament. Roll two dice on the IFT, adding
of AFVs with an asterisk (*) is less effective in hitting targets at any dice modifiers due to terrain or situation.
long range due to low muzzle velocity, or a crude gun laying
system. 34.2A Does a direct fire hit by any piece of ordnance against
multiple infantry units in the same hex affect all those units
33.7 A tank or SP Gun cannot use its MG factors in an attempt to equally? A. Not necessarily. Besides the obvious case of different
destroy another tank or SP Gun. A halftrack could use its MG
terrain modifiers which could apply to the IFT for such things as
armament on the MMG/HMG column of the AFV Kill Table
infantry in and outside of entrenchments, there are circumstances
(TK) against any AFV. The M16 with its quad .50 armaments
could roll 4 times on the .50 cal column when firing at an AFV but under which some units in the same hex would not even be hit
all 4 dice rolls must be made against the same target and any dice and therefore not have to roll on the IFT at all. For example, a TO
roll of 12 would malfunction all four machineguns. A MG firing at HIT might suffice to hit an acquired target but, due to different TO
a vehicle does not penetrate past the vehicle. HIT modifiers might miss a moving or concealed target. In such a
case only the unit which is hit must undergo an effects roll on the
33.8 AFVs may not combine fire with any other AFV or IFT. {17.2-46}
infantryeven if adjacent.
34.2B & 34.3 Can AFV MGs fire before the main armament? A.
33.9 Whenever a tank or SP Gun is destroyed by hostile action Yes, but once any armament fires the covered arc utilized is
(Exc: Close Combat) there is a chance that the crew will escape frozen for all other weapons in that weapon housing (bow or
alive and functioning. Therefore, whenever a tank or SP Gun is turret) for the duration of the fire phase. {COI4- 68}{COD-104}
eliminated invert it and roll two dice. A dice roll the Survival
Number printed on the wreck counter results in the crew surviving. 34.2C & 31.6 & 47 Is a CE crew affected by an HE shell that hits
A crew counter is then placed immediately on top of the wreck (but does not destroy) an AFV? Are AFV passengers? Are CE HT
counter. It is treated as moving infantry in the open and subject
passengers? Are non-CE HT passengers? A. Yes to the first three
to the -2 dice roll modifier regardless of fire phase, for the balance
[EXC: see 138 for effects vs an armored carrier crew]; the same
of that fire phase. If it survives the remainder of the fire phase it is
immediately moved beneath the wreck or to any adjacent hex not dice roll used on the AFV To Kill Table is used with a +2
occupied by enemy units. on the IFT affects (AFV passengers only get the +2 modifier if fired
upon from the same or lower elevation and through the vehicle
33.9A Is a crew considered a squad for victory purposes? A. Yes, covered arc, and also must immediately dismount). No. {MMP}
unless specifically stated otherwise. {MMP}
34.2D & 41.1 If a vehicle/gun fires at infantry behind a
33.9B & 66.3 & 66.4 If a crew is forced to leave their immobilized wall/hedge would there be a +2 TO HIT DRM for hull-down?, or
AFV due to a hit from AT-fire can they enter the same vehicle in a +2 DRM on the IFT if the infantry was hit?, or both? A. No. Yes.
later turn? Could they repair it? Can they enter or repair another No. {KM}
vehicle? Can another crew enter or repair the immobilized
vehicle? A. Yes. Yes. Yes. Yes. {KM} 34.3 After resolving fire effects of the main armament, the AFV
may roll again on the Infantry Fire Table utilizing its MG attack
factor. In this manner it is possible for an AFV to break an infantry
33.9C & 138.4 If a vehicle is destroyed, but the passengers/crew
Unit with its main armament, and break it again with MG fire
survive can they take any portaged or vehicle support weapons
thus eliminating it.
with them? A. No. {COD-104}
34.4 Even if the main armament misses, an attack can still be
34. AFVs VS. INFANTRY carried out with only the MG Firepower factors of the AFV.
34A Assume an AFV direct fires HE at a hex in which infantry just 34.5 If the AFV fires at a concealed target, it is considered AREA
unloaded from a halftrack...who is affected - the halftrack, fire and must be halved. In this case, a hit from one 70mm shell
infantry, or both? A. Once the infantry unloads, the hex contains normally equal to 8 factors of infantry fire would be equal to 4
instead. Similarly, a tank using Point Blank Fire would have its 34.8C Do exposed crews receive the same infantry height
infantry firepower equivalent doubled. A tank having secured a hit advantage if they are one or more levels above firer? A. No. {JM}
in the Advancing Fire Phase after moving in the Movement Phase
would not halve the effect of its main armament. It paid its penalty
34.9 CANISTER German MKIVFI may fire canister (C7)
for movement by the +5 modification on the TO HIT TABLE instead of HE ammunition. Canister is effective only against
(33.31, Case F). infantry, trucks, and jeeps. Canister has a range of 3 hexes but no
long range effect beyond those 3 hexes nor any Point Blank
34.5A Do both the TO HIT DRM case K (Target Concealed) and the doubling effect. Canister has a penetration factor of 3 and an
provisions of Area Fire (1/2 x) both apply to a concealed infantry infantry firepower equivalent of 20. Canister fire must be rolled for
target? A. Yes, but Area Fire would not apply in the case of an on the TO HIT Table, but otherwise is treated as MG fire.
armored target.{COI4-68}
34.9A Is canister (C7) an alternative; i.e. can the German fire HE
34.6 Note that an AFV firing its main armament on moving when he still has canister? A. Yes. {14.5-34}{COI4-68}
infantry in the open during the Defensive Fire Phase must add 2 to
its TO HIT dice roll due to the moving target (33.31. Case A). If 34.91 The German player must specify if he is firing
hit, however, it would get to subtract 2 from the subsequent Canister prior to rolling the To Hit dice.
effect dice roll on the Infantry Fire Table. AFV MGs always
deduct 2 while firing on moving infantry in the open in the same 34.92 A TO HIT Canister dice roll of 7 or more results in
manner as any other MG or infantry fire. that gun having no Canister rounds for the balance of the
scenario. Treat that and all subsequent rounds as HE.
34.7 The Covered Arc MG (left hand number) firepower factor of
an AFV is halved as Moving Fire if the AFV has either moved into
a new hex or pivoted (changed its Covered Arc) within a hex 35. OVERRUNS
during that player turn. The 360 MG firepower factor (right hand
number) is halved only if the AFV has moved into a new hex during 35A & 72.7 & 39.9 If an AFV is attempting an overrun in a
that player turn. The Covered Arc MG and 360 MG firepower building/wood hex, does it roll for immobilization before or after
factors of an AFV may be used to attack the same or a different the attack? Is the attack still made if the AFV is immobilized?, and
target hex. If they attack the same target hex they must be must the units in the target hex move out of it if the AFV is
combined and resolved with one dice roll. However, if the main immobilized? A. Before. Yes. No. {KM}
armament fired, the Covered Arc MG factor can be used only
against the same target hex fired upon by the main armament. 35B & 72.8 & 64.44 If a vehicle is making an overrun attack and is
in a CE status, could the units being overrun fire at Point Blank at
34.7A & 64.42 Must the co-axial MG factor be used against the
the CE in the hex immediately before it enters the target hex?,
same target hex as the main armament and vice versa as was the
and if they survive could they fire Point Blank at the CE in the
case in the basic game with the 360 degree MG firepower factor?
target hex or the next hex it enters after the target hex? A. No.
A. Yes, unless specifically listed otherwise on the vehicle data
Only in
chart. {COI4-68}{COD-104}
the Def. fire phase. {KM}
34.8 The 360 MG factor represents more than a 360 field of fire.
35.1 Unlike infantry, AFVs may execute a form of attack during
It is also an abstracted calculation of the exposure risked by
the Movement Phase by moving on top of or through enemy
members of the AFV crew in manning external armament. AFVs
infantry units and/or truck/jeep in any type of terrain. This type of
which use their 360 MG factor are vulnerable to enemy fire in the
attack is referred to as an OVERRUN and is resolved on the
immediately following enemy fire phase. Indicate their
Infantry Fire Table immediately as the AFV enters the hex. AFVs
vulnerability by placing a CE (Crew Exposed) counter on top of
may not Overrun other AFVs.
the AFV. Infantry fire may then be directed at the CE AFV
regardless of fire phase and need not be adjacent to be effective
35.1A If an AFV breaks down upon entrance of a woods or
(36.1). All such fire receives a +2 modifier due to the wall-like
nature of the AFV. The -2 modifier for moving in the open does wooden building hex, does it still get to make an Overrun attack in
not apply. Morale Check results are ignored. If a KIA results it that hex? A. Yes, even if the crew fails its Morale Check and
forces the AFV crew to undergo an immediate Morale Check. abandons the AFV. Note that in this event, the crew would be
Failure of the Morale Check results in abandonment and locked in Close Combat with any survivors of the Overrun attack.
consequent destruction of the AFV. Remove the CE counter at the {SL4-23}
end of the next enemy fire phase.
35.2 Any number of AFVs may Overrun a target hex but each
34.8A Would a SPW251/10, sIG38H or other open-topped AFVs Overrun attack must be executed separately.
be considered in a CE status after firing their main armament? A.
No. {KM} 35.3 A tank or SP Gun executing an Overrun attacks with the
equivalent of 16 firepower factors on the Infantry Fire Table.
34.8B Can an exposed crew subject to a Morale Check benefit Armed Halftracks (47) may overrun with 8 firepower factors.
from a leader in the same hex? A. No. {SL4-23} Should an AFV lose either its main armament or MG firepower
due to a malfunction (38.1) its overrun firepower factor is halved.
Should it lose all of its armament due to malfunction it may not
attack but may still move onto or through enemy positions. 35.8B Is a squad which is forced to vacate a hex during the enemy
Overruns vs. trucks or jeeps are modified by -5 to the dice roll. Movement Phase considered a moving target for purposes of
Advancing Fire by other units? A. No. {COI4-68}{COD-104}
35.4 All Terrain Effects Dice Roll Modifiers (11.1) normally
associated with the Infantry Fire Table would apply with the 35.8C & 38.3 & 72.5 If an AFV is immobilized by a grenade bundle
exception of the -2 modifier for infantry moving in the open which while making an overrun attack in a hex containing a gun, is the
is used only during the Defensive Fire Phase. gun still destroyed?, and if not, could the crew remain in the hex
with the immobilized AFV? A. Yes to both. {KM}
35.4A Can a unit on a smoke counter be overrun? A. Yes but the
attacker suffers the smoke modifier to the Fire Combat dice roll 35.9 Overrunning AFVs may not fire any weapons during the
equal to the roll of one die. {SL4-23} player turn in which they execute an Overrun attack.
35.5 Tanks and SP Guns executing Overruns may not carry
passengers into the target hex. 36. INFANTRY VS. AFVS
35.6 The Overrunning AFV must survive all defensive fire from 36A May crew counters attack AFVs using the Defensive Fire
any source prior to entering the target hex in order to execute the Phase and Close Combat Phase methods? A. Crews are not the
Overrun attack. The unit(s) being overrun would be immune to
equals of squads and therefore shouldnt get the benefit of squad
Anti-Tank defensive fire while in the same hex as the Overrunning
immobilization numbers in the Defensive Fire Phase method.
AFV.
Crews can attack armor in the Close Combat Phase method
35.6A May a squad with a bazooka refuse to Defensive Fire prior because their firepower factor (and thus TO KILL number) is
to an Overrun attack in the hope that it will survive the Overrun correspondingly smaller. {COI4-68}
attack and then be able to fire at the AFVs rear as it leaves the
36B & 54.2 Is there any way a crew counter could be given an
hex? A. Yes, but it must wait until the AFV executes its overrun
entrenchment or Defensive Fire Phase AFV attack capability? A.
attack. If the AFV stays in the target hex, the bazooka fires at the
Crews should never be allowed to use the Defensive Fire Phase
rear at one hex range.{COI4-68}
Method to attack AFVs as their psychological makeup, training,
35.61 All open-topped AFVs and those without a Covered and experience were of a different nature. Two crews acting in
Arc MG factor executing an Overrun wishing to use MG concert, however, may equal the entrenchment capacity of a
firepower (35.3) in the Overrun are considered to be in a CE squad. A single crew may attempt to dig a half entrenchment in
status in the hex immediately preceding the Overrun hex and the normal manner. Signify a half entrenchment by placing the
for the duration of that Movement (& Defensive Fire) Phase. entrenchment counter upside-down. A half entrenchment may
not contain any more than one squad (or two crews), a leader
35.7 If the target hex is open terrain, the infantry in the Target Hex and up to 2 portage points of support weapons. The protective
may not execute defensive fire against the overrunning vehicle terrain DRMs of such an entrenchment remain the same. A half
unless armed with Anti-Tank weapons. Any adjacent infantry in entrenchment, once dug, can be enlarged to a full entrenchment
other than open terrain may defensive fire vs. the overrunning by a subsequent 5 or less entrenchment dice roll by a single crew.
vehicle (36.1). {COI4-68}{COD- 104}
35.8 Vehicles executing an Overrun attack suffer no additional 36.1 DEFENSIVE FIRE PHASE METHOD AFVs may be
movement penalties but may execute only one Overrun attack per attacked during the DEFENSIVE FIRE PHASE by infantry squads
turn. An Overrun attack must be executed against the first enemy occupying non-open ground hexes which the vehicle was adjacent
occupied hex moved into during the Movement Phase. Any other to during the Movement Phase.
enemy units moved over during the turn are considered to have
found cover within their hex and are ignored. Should the AFV end 36.1A Just what is a non-open ground hex? A. Any hex containing
its Movement Phase in the same hex as an opposing infantry type terrain effects modifiers of any sort, including wrecks, AFVs,
unit, that infantry unit(s) and its support weapons are moved to an
intervening walls and hedges, smoke, entrenchments, etc. {COI4-
adjacent hex of its choice immediately after the current Defensive
68}
Fire Phase. Any AT Guns, mortars, or 105s in the Overrun hex are
eliminated. Other infantry support weapons in the Overrun hex are
36.11 All leaders and squads adjacent to the AFV which
eliminated only if a KIA results. If movement to an adjacent hex is
wish to attack it must first pass a PRE-AFV ATTACK
not possible due to the presence of enemy units, stacking limits,
Morale Check (hereafter referred to as PAAMC). Unlike
the board edge, or cliff hexsides the unit(s) is eliminated.
other Morale Checks, there is no penalty for failing to pass
the PAAMC. Units which fail this Morale Check may still
35.8A If an AFV which has used its entire MP allowance and has
fire on other targets (including passengers on the tank) with
not been immobilized elects to move one additional hex, could it
no additional detriment. Any leader in the same hex which
make an overrun in that hex? A. Yes. {KM} does not fail the PAAMC may apply his leadership factor to
other units taking the PAAMC.
36.11A Must infantry wishing to fire at CE crew or Attacks against passengers are subject to the usual restrictions
passengers pass a Pre-AFV Attack Morale Check? A. No. of infantry fire.
{COI4- 68}
36.13A May a unit attempt to disable an AFV and also make
36.11B Can a unit which has passed its Pre- AFV Attack a normal defensive fire against another unit? A. No. {14.5-
Morale Check defensive fire at the same AFV more than 34}
once per player turn as it moves through several adjacent
hexes? Or against more than one AFV per player turn? A. No. 36.2 CLOSE COMBAT PHASE METHOD AFVs may also be
No. {COI4- 68} attacked during the CLOSE COMBAT PHASE by enemy infantry
moving onto the AFV during the Advance Phase.
36.11C If a unit fails a Pre-AFV Attack Morale Check can it
36.21 In order to advance into the Close Combat hex, the
try again that turn against a different AFV? A. No. {14.5-
attacking infantry must pass a PAAMC as explained in
34}{COI4-68} 36.11.
36.11D & 105.21 Both rules state that all infantry without 36.21A If some units fail a Pre-AFV Attack Morale Check can
AT weapons adjacent to an AFV which wish to attack it must the advance into the enemy AFV hex be called off? A. Yes,
first pass a Pre-AFV Attack MC. Exactly what constitutes an and advances into other non-enemy AFV hexes are possible.
AT weapon? A. Any AP weapon whose principal use is Passing a Pre-AFV Attack MC does not unconditionally
against armored targets. Although a HMG has AP commit a unit to that attack. Furthermore, a leader failing a
capabilities, its principal use is against infantry targets. Pre-AFV Attack MC does not force other units to take a
Therefore, infantry firing a HMG at an AFV must first pass a second Pre-AFV Attack MC. {14.5-34}{COI4- 68}
Pre- AFV Attack MC in the same manner as infantry trying to
immobilize or Close Combat an AFV (36.11, 36.21). Note that 36.22 If there are enemy infantry in the same hex (even as
flamethrowers, demo charges, Molotov cocktails, and passengers) with the AFV, the attacking infantry must ignore
howitzers incapable of firing AP ammunition would not be the AFV and engage in Close Combat vs. the opposing
considered special AT weapons. Note, however, that infantry infantry. The outcome of this Close Combat plays no part in
does not have to pass a Pre-AFV Attack MC in order to fire the AFVs ability to move or fire in its turn. Even if the AFV
on CE units in an AFV. {COD-104} moves away, the infantry of both sides remain in the Close
Combat hex.
36.12 Units which pass the PAAMC may attempt to
immobilize the AFV by rolling the AFV Immobilize 36.22A If a passenger on an AFV is attacked in Close
Number on the Defensive Fire AFV Immobilize Numbers combat, must the passenger dismount regardless of the
Table. (See 39 for effects of immobilization.) PAAMC are result? A. Yes. {SL4-23}
always normal M checks.
36.22B Suppose 3 squads pass their Pre- AFV Attack Morale
36.12A How many times could an infantry unit fire on the Check and wish to advance into Close Combat with a tank
Defensive Fire AFV Immobilization Number Table in one carrying one squad as passengers. Could two of the squads
player turn if more than one enemy AFV passed adjacent to attack the passenger at 2-1 and the third attack the tank? A.
it? A. Only once, and in so doing, it would lose its chance to Yes, but the attack against the tank would be dependent on
fire at other targets during the Defensive Fire Phase. {15.2- the success of the 2-1 vs. the passenger. In other words, the
34}{COI4-68} tank cant be attacked until the escorting infantry is
eliminated, and since all Close Combat attacks are
36.12B May units two levels above an AFV attempt to predesignated the third squad would forfeit its fire
immobilize it in an adjacent hex below? From one level opportunity that turn if the passenger is not eliminated.
above? A. No. Yes. {COI4-68}{COD-104} {14.5-34}{COI4-68}

36.12C If a halftrack is immobilized due to infantry defensive 36.22C If an AFV does not move out of a melee hex, may it
fire, does its driver (or MG crew), or passengers have to take fire at the units in the hex with it? A. No - it would have to
a morale check to see if they have abandoned the vehicle? leave the hex to fire either its MG or main armament at the
A. No, not the first time (see 144.77 in GI). {OAF} melee hex and any such fire would affect both friendly &
enemy units. (Exception:72.83) {14.5-34}{COI4-68}
36.12D & 96 May snipers attempt to immobilize an AFV?
May crews? A. No. No. {COI4-68}{COD-104} 36.23 Units which pass the PAAMC and who moved onto
the AFV during the Advance Phase may attack the AFV and
36.13 Even if the attempt to immobilize the AFV fails, the eliminate it with any dice roll the squad firepower factor. If
attacker may utilize the same dice roll on the Infantry Fire the attempt is made by a leader counter rather than a squad,
Table to determine the effect on any vulnerable passengers the dice roll needed to destroy the AFV is a 2 (after
(not infantry beneath the AFV counter) on the fired on AFV. leadership modification).
36.23A & 96.73 Can a sniper enter into Close Combat with down) are added to the TO HIT dice rollnot the AFV
an AFV? With infantry? A. No, Yes - but the sniper DRM KILL TABLE dice roll. An abbreviated version of the
obviously does not affect its Close Combat dice rolls. {COI4- PANZERFAUST TO HIT Table is reproduced on the back of
68}{COD-104} the counter.

36.24 If the attack is unsuccessful all attacking units (unless 37.31A & 37.41 Is there any modifier for firing rocket
engaged in Close Combat with enemy infantry) are shaped charge weapons at moving AFVs? A. Yes, +2; Case A
immediately returned to the hex from which they advanced of the Hit Determination DRM applies. {SL4- 23}
during the Advance Phase.
37.31B & 37.41 Do woods or building terrain DRMs affect
36.24A Can an infantry unit that succeeds in destroying a the TO HIT tables? A. Yes, but not the TO KILL rolls. {COI4-68}
tank in Close Combat return to the hex it advanced from in
the same player turn? A. No. It does derive protection from 37.32 If a hit is secured, consult the panzerfaust column of
the wreck (40.5) however. {SL4-23} the AFV KILL TABLE to determine the number that must be
rolled to eliminate the vehicle.
36.24B If close combat against an AFV (assuming no
opposing infantry) is unsuccessful, are the infantry units 37.33 A leader can fire a panzerfaust at full effect provided
returned to the hex from which they advanced if it would he neither operates or directs any other form of fire (Exc:
result in overstacking? A. No; if a units return to the hex Close Combat) during that player turn.
from which it advanced would cause the hex to become
37.34 Leadership modifiers apply to the Panzerfaust TO HIT
overstacked, the unit is eliminated. {MMP}
TABLE but not to the AFV KILL Tables for panzerfaust
attacks.
36.3 In both types of attacks, (Defensive Fire or Close Combat)
each attacking squad must attack separatelyeven if located in the
37.34A Can a leader apply his leadership modifier to both
same hex with other attacking units.
the bazooka or panzerfaust TO HIT roll and the inherent
36.4 Leaders may apply their leadership dice roll modifiers in both firepower roll of the squad firing the weapon? A. No. {SL4-
types of attacks but each leader may direct only one attack 23}
(including his own if he elects to use it) regardless of the number
of attacking units in the same hex. 37.35 A panzerfaust counts as a LMG for stacking,
movement, and squad firepower usage purposes. Therefore, if
36.4A Can a leader make his own attack on an AFV and not apply it had them a squad could carry up to 6 Panzerfaust at no cost
and fire up to four and still be able to use its own inherent
his leadership rating so as to apply that rating instead to the
infantry firepower. Under no circumstances could it fire more
attack of a squad he is stacked with? A. No. {SL4-23}
than four panzerfaust in one player turn.

37.36 A panzerfaust is ineffective against infantry unless the


37. SPECIAL INFANTRY WEAPONS VS. AFVs infantry target is in a wood building. The panzerfaust, if it hit,
would have the effect of negating the normal +2 dice roll
37.1 Infantry armed with special Anti-Tank weapons need not
modifier cover benefit of the wood building, for any other
take a PAAMC to attack an AFV.
fire against that hex during that specific firing phase, but the
panzerfaust itself has no direct effect on infantry.
37.1A Must infantry with special AT weapons pass a Pre-AFV
Attack MC if they want to attack using the Close Combat (36.2) or 37.37 A panzerfaust may not be fired from inside a vehicle
Defensive Fire Phase (36.12) method? A. Yes. {COI4- 68}{COD-104} or bunker (56).

37.2 FLAMETHROWERS Flamethrowers may attack AFVs in 37.4 BAZOOKA The bazooka can be used over and over again
any fire phase and automatically hit any vehicle within range. They as long as it has ammunition (37.45).
roll on the AFV Kill Table using the Flamethrowers column.
Regardless of the dice roll of the flamethrower attack on the AFV, 37.41 A bazooka has a maximum range of 4 hexes with
the attacking player may use the same dice roll a second time on varying TO HIT Numbers dependent on range and whether
the 20 firepower factor column of the Infantry Fire Table to the firing Unit moved that turn. Terrain dice roll modifiers
determine the effect of fire on any infantry also in the target hex. imposed for firing at an AFV behind a wall hexside (+2 hull
down) are added to the TO HIT die roll, not the AFV KILL
37.3 PANZERFAUST Each panzerfaust counter represents one TABLES dice roll. An abbreviated version of the Bazooka
anti-tank device which is removed after use regardless of degree of TO HIT table is reproduced on the back of the counter.
success.
37.42 If a hit is secured, consult the Bazooka column of the
37.31 A panzerfaust has a maximum range of 3 hexes with AFV KILL TABLE to determine t& number that must be
varying TO HIT Numbers dependent on range and whether rolled to eliminate the vehicle.
the firing unit moved that turn. Terrain dice roll modifiers
imposed for firing at an AFV behind a wall hexside (+2 hull
37.43 Any two leaders can fire a bazooka at full effect 38.2A If an AFV fires multiple machine guns and they
provided neither operates or directs any other form of fire malfunction, must they be repaired separately? A. No, all are
except Close Combat during that player turn. Only one repaired/disabled together [EXC: if Firegroup Breakdown (143.8)
leadership modifier may affect the fire however. is in effect and both players agree, AFV MG are disabled/repaired
separately]. {MMP}
37.44 Leadership modifiers apply to the TO HIT TABLE but
not to AFV KILL TABLES for bazooka attacks. 38.3 If while executing an Overrun Attack, an AFV rolls a 12
(prior to modifier adjustments), the infantry is assumed to have
37.45 If while firing the bazooka a non-modified 11 or12 planted a lucky grenade bundle and detracked the vehicle. The
is rolled on the TO HIT dice the bazooka is out of AFV is then immobilized for the remainder of the scenario. (See
ammunition or malfunctions and is removed from play after 39. for further effects of immobilization).
resolving the current attack.

37.46 A bazooka is equivalent to LMG for stacking, 39. IMMOBILIZATION


movement and squad firepower usage purposes. No squad
may fire more than 2 bazookas per player turn. A squad may 39.1 AFVs are subject to breakdown after entering a woods or
fire two bazookas and still be able to fire its own inherent wood building hex. Each AFV entering such a hex must roll for
infantry firepower. possible breakdown with one die. A roll of6 breaks down an
American or Russian AFV, while a 5 or 6 breaks down a
37.47 A bazooka can also fire HE ammunition for use German AFV. A Broken tank is considered immobilized and an
against infantry targets. When firing on infantry use the immobilized counter is placed on it.
Bazooka TO HIT TABLE (37.41) and if a hit is secured, roll
for effectiveness on the 6 column of the Infantry Fire Table 39.1A May an AFV enter a two-level wooden building if Special
adding all necessary modifiers for terrain and situation. Rules or later gamettes create such a structure? A. No. {COI4-
Bazooka attacks must be carried out separately; i.e., the
68}{COD-104}
bazooka firepower factor cannot be added to other firepower
factors for use in a single combined attack.
39.1B & 66.3 & 79 Can immobilization caused by entering woods
37.47A & 107.2 May a bazooka fire at a gun which is or a wooden building be repaired? Can an excessive speed
emplaced, i.e., one which does not have a vehicle target breakdown be repaired? A. No. Yes. {COI4-68}{COD-104}
status? A. Yes, but it would get a +2 TO HIT DRM for being
39.2 Whenever an AFV is immobilized, its crew must undergo a
hull down plus a +1 DRM for size (if not vehicle target
Morale Check. If it passes the Morale Check it may remain in the
status). A miss would have no effect whereas if it fired HE vs.
AFV and man its weapons. If it fails the crew does not break, but
the crew the TO HIT DRMs would not apply. {COD-104} does abandon the vehicle. The AFV then becomes a wreck and a
Crew Counter is placed immediately on top of the wreck. It is
37.48 A bazooka may not be fired from inside a vehicle or treated as moving infantry in the open and subject to the -2 dice
bunker. roll modifier for the balance of the fire phase. If it survives the
remainder of the fire phase it is immediately moved beneath the
wreck or to any adjacent hex not occupied by enemy units.
38. FATE VS. ARMOR
39.3 Whenever an already immobilized AFV is hit but not
38.1 Whenever an AFV, regardless of nationality, fires its main destroyed by an AT weapon its crew must also take the Morale
armament there is a chance it will malfunction or run out of Check described above.
ammunition. Anytime a 12 is rolled (prior to modifier
adjustments), on a TO HIT dice roll that gun has malfunctioned 39.4 Immobilized AFVs may not pivot within a hex, but turreted
and is so marked by placing a MALFUNCTION counter on the AFVs may fire their main armament and co-axial MG outside
AFV. The TO HIT dice roll in which the 12 was rolled is their Covered Arc (case A). Even after firing in such a case, the
resolved, but no subsequent fire can be attempted from the main immobilized vehicle does not change its Covered Arc.
armament until it is repaired. To repair the gun you roll one
die at the start of each Rally Phase until it is repaired or eliminated.
A die roll of 1 restores the gun to working order. A die roll of 6 40. WRECKS
indicates the disorder cant be corrected for the duration of the
game. After rolling 6 on a repair attempt flip over the 40.1 Whenever any vehicle has been destroyed flip it over so as to
malfunction counter to show its DISABLED status. The AFV may replace it with a wreck counter.
continue to move and fire its MG normally.
40.2 Wrecks do not inhibit movement of non-vehicular counters,
38.2 AFV MGs may malfunction in the same manner as above and do not count towards vehicular stacking limits.
with a 12 dice roll on the Infantry Fire Table. The
malfunction/disabled status applies to all MG armament in the 40.2A Are stacking limits for infantry in a wreck hex the same as
AFV both Covered Arc and 360.
for a functioning vehicle? A. Yes - except that no units may be
stacked on top of a wreck as passengers, and AT Guns may be Target type on the TO HIT Table to determine the dice roll
emplaced in a wreck hex. {SL4-40} required to effectively place the smoke in the target hex. The target
hex cannot be its own or an adjacent hex. AFVs firing smoke
40.3 Functioning vehicles may end their Movement Phase in the cannot fire their MGs first. Once placed, smoke has the same
same hex as a wreck, but receive no LOS obstruction or protection effects as described earlier (See 24) for engineers.
from the wreck. Vehicles may move into wreck hexes at an
additional movement cost of 2 MP per wreck. In addition, a wreck 41.3A Does the 11+ BX number of the A9, A10, and A13 CS tanks
or vehicle on a road hex negates that road for other vehicles affect the smoke depletion number? A. No - a dice roll of 11
forcing them to pay the MP cost of the other terrain in that hex would break the gun which could later be repaired. The smoke
(usually open ground). depletion situation remains unchanged. {17.3-46}

40.4 A wreck may be removed during the following Rally Phase 41.3B May ordnance fire smoke at the outset of their Defensive
by a functioning tank or SP Gun, which starts its turn in an Fire or Advancing Fire Phase? A. Yes, but it is still removed at the
adjacent hex and neither moves or fires during that player turn. The start of the Prep Fire Phase of the player who laid it. {COI4-
pushing AFV must then end its next turn in the hex previously 68}{COD-104}
occupied by the wreck(s).
41.3C What is the rationale for printing the smoke symbol on the
40.4A Is a wreck removed from the game or pushed to an
Infantry in Other category of the TO HIT Table? A. Simply a
adjacent hex? A. Removed from the game. {SL4-40}
memory device to identify the necessary TO HIT number for the
40.5 A wreck affords cover for infantry in the same manner as a effective
functioning AFV (32). Any smoke outline on the wreck counter placement of smoke. {COI4-68}{COD-104}
would have the same effect as the vehicle outline itself.
41.3D Does at the outset mean that no other AFVs or infantry
40.5A Item 40.5 says wrecks afford cover like AFVs to infantry, may fire other than smoke, until all smoke for that turn is placed
but example 1 on pg. 13 shows Fire B not modified because it (other than dischargers)? A. Yes, and remember that smoke not
doesnt pass through the AFV outline while 32.7 indicates that effectively placed does not appear on the board at all. {14.5-
AFV counters negate the -2 DRM for movement in the open. 34}{COI4-68}
Which is correct? A. Both are...32.7 refers to movement behind a
line of 41.4 All German tanks and SP Guns are equipped with smoke
adjoining vehicles, or vehicles and LOS obstructions - a situation dischargers that place smoke in the same hex as the firing tank
which does not occur in Example 1 on Pg. 13. {SL4-40} during any friendly Fire Phase. Each vehicles smoke dischargers
can be utilized only once per game, and counts as the vehicle firing
its main armament, but does not prohibit the AFV from firing
40.6 Other AFVs can take cover behind a wreck also. Whenever
smoke normally at a later time, nor from movement during the
anti-tank weapons fire across a wreck at a vehicle in an adjacent
following Movement Phase.
hex the target is considered Hull Down (41.1).
41.4A Can smoke dischargers be fired during an enemy fire
41. MISCELLANEOUS ARMOR INFORMATION phase? A. No, the rule should read any friendly fire phase. {14.5-
34}
41.1 Hull Down is used in the TO HIT number calculation and
refers to a situation where in the bottom half of an AFV is blocked
by terrain or obstruction. An AFV is considered hull down if it is 42. HIDDEN INITIAL PLACEMENT
directly behind a wall (not hedge), or wreck, even if fired on from
above. 42.1 In some scenarios, one side may be allowed Hidden Initial
Placement. That player does not place his hidden units on the
41.1A Is an AFV directly behind a functioning AFV considered to board in the view of his opponent, but instead records their
be in a Hull Down position? A. No. {MMP} locations secretly on scrap paper. Such units can be recorded
hidden only if in woods or building hexes. Units which dont start
41.2 AFV crews can fight and operate as a normal infantry squad the scenario hidden are placed on the board in full view.
(firepower factor of 2). Such crews can man any AT Gun (even if
captured) or one MG at full effectiveness. Unlike other squads, 42.1A May wire and entrenchments be kept out of view using
crew squads may not use their own firepower rating while Hidden Initial Placement? A. Yes, but only in woods hexes. {14.5-
manning a support weapon. 34}{COI4-68}

41.2A May crews add LMG factors to attacking firepower in Close 42.2 Hidden units remain off the board until they move, fire, make
Combat? A. No. {SL4-40} smoke, attempt to entrench, or are adjacent to an enemy unit at the
conclusion of any Defensive Fire or Advance Phase,
41.3 A tank or SP Gun may fire smoke instead of its main
armament at the outset of the Prep Fire Phase only. The AFV cross
indexes the range to the target hex with the Infantry in Other
42.3 Once a hidden unit is revealed by any of the methods of 42.2 43.14 When a hex contains more than one elevation level,
it may not regain hidden status. It may acquire a Concealment units therein are considered on the elevation level containing
counter as in 25.3. the hex center dot.

42.4 Opposing units may fire blind into a suspected enemy 43.15 Unless it contains other terrain features a hill hex is
position but such fire is halved as Area Fire. Any hidden units in a considered open ground in regard to effects on movement and
target hex are revealed if an attack on that hex results in other than combat.
No Effect, regardless of the success or failure of any resulting
Morale Check. 43.2 A crest line is formed in every hex where two different
elevation levels meet. The crest line serves two functions:
42.5 Should any non-AFV unit move into an opposing hidden
units hex during the Movement Phase, that unit must immediately 43.21 Units moving across a crest line into higher terrain
stop moving and end its Movement Phase in the last hex occupied than previously occupied must pay an increased movement
before entering the hidden units hex. A non-AFV unit may never cost for moving into that hex.
move into an enemy occupied hex during the Movement Phase.
43.22 A crest line pinpoints the slope of a hill so as to clarify
42.6 Should an AFV move into an opposing hidden units hex when a unit is eligible for an elevation LOS advantage (43.5).
during the Movement Phase the moving player must be so
informed and execute an Overrun Attack on the hidden unit if it is 43.3 Hills block LOS in the same manner as buildings or woods.
the first enemy unit moved over by that AFV that turn. Barring A unit on ground level could only fire into the initial crest line
immobilization the AFV may continue its move. Regardless of the hexside of a Level One hill in its LOS. His fire could penetrate no
effect of the attack the hidden unit loses its hidden status further into Level One terrain any more than it could penetrate
immediately after being moved over by the AFV. through two woods hexsides.

42.7 AFVs may start a game concealed in a woods or wood 43.4 A unit cannot see over intervening obstacles unless it has a
building hex only if using Hidden Initial Placement. AFVs can be height advantage over the height equivalent of the obstacle.
concealed only at the start of a scenario. Units so placed at the Therefore a unit on a Level One hill hex is not high enough to see
outset of a scenario do not have to roll for immobilization due to over any woods or building symbol on ground level. It is high
that placement. Fire on concealed AFVs is not halved as AREA enough however, to see over walls, hedges, and vehicles on ground
FIRE. Hidden Initial Placement merely allows them to set up level.
without being spotted.
43.5 A viewing unit on a hill can see units at a lower elevation
42.7A Can AFVs start a game unconcealed in a woods or wooden only if it traces its LOS through a crest line before crossing a
building hex without rolling for immobilization if Hidden Initial hexside.
Placement is not being used? A. Yes. {COI4-68}
43.6 Assuming a unit has sufficient height advantage to fire over
42.7B What do you do if a unit that is hidden by Hidden Initial an obstacle the hex immediately behind the obstacle is considered
Placement is in the blast area of a FFE marker? A. It is attacked at a blind hex and cannot be seen unless the blind hex is at an
half strength - see 163.3 of GI for other options. {OAF} elevation equivalent to or higher than the height of the obstacle.
There are two exceptions:

43.61 Crest lines do not create a blind hex if the firing hex is
43. ADVANCED LINE OF SIGHT (LOS)
part of the same hill as the crest line in question.
43.1 Game Set II introduces three levels of hills which, when
added to the two story buildings already described, comprise all 43.61A Can a level 3 hex see a level 0 hex directly behind a
the elevation categories in SQUAD LEADER. level 2 cliff hexside of the same hill? A. No, note this is an
exception to the case stated in 43.61. {16.3-34}
43.11 A Level One hill hex is light brown and equivalent to
the height of a small building or woods on ground level. An 43.62 Large buildings (3 hexes or more) have a blind Zone
example of a Level One hill hex is 2G3. of two hexes directly behind them rather than the one hex
blind zone of small buildings and woods (7.4).
43.12 A Level Two hill hex is medium brown and equivalent
to the height of a large building or woods, or a small building 43.7 A unit on any level elevation can see anything on the same
on a Level One hill hex. An example of a Level Two hill hex level (barring intervening obstacles including higher crest lines)
is 2I4. regardless of the position of equal or lower crest lines relative to
his position.
43.13 A Level Three hill hex is dark brown and equivalent to
the height of woods on a Level Two hill hex. An example of 43.8 As high-to-low LOS procedures are the converse of low-to-
a Level Three hill hex is 2J4. high it would be pointless to list the other half of the elevation
principles. It is sufficient to point out that whenever unit A has a
clear LOS to unit B, that unit B also has a clear LOS to unit
A.
43.9 The profile relationship between different terrain types and 44.21C Is penetrating fire to second target hex, with the first
elevation is depicted graphically in the diagram on Page 15. target hex being a wheatfield, considered AREA fire if the
Should you become confused, study of the profile and the second hex has a clear LOS to the source (i.e., fire from 3S5
accompanying examples will quickly resolve any questions you to 3T3 and penetrating 3S4)? A. No [EXC: if rules section 143
may have. is in effect, penetration FP would be as per 143.2-.28].
{MMP}
44. RURAL TERRAIN TYPES 44.22 Barring other LOS obstacles vehicles in or behind a
wheatfield are always visible regardless of viewers
44.1 CLIFFS Hill hexsides tinged in black are impassable cliffs.
elevation.
No unit may move across such a hexside. Fire procedure across a
cliff hexside is identical to that across any crest line unless the
44.22A Does 43.8 apply to 44.22 such that a tank
firing and target units are in adjacent hexes in which case the Point
surrounded by wheatfield hexsides could see & fire at non-
Blank Fire of the higher unit(s) is tripled. The fire of the lower
unit(s) would remain doubled as normal Point Blank Fire. An adjacent infantry in the same wheatfield or on the other side
example of a cliff hexside is 3D3-3C4. of it? A. No. {COI4-69}

44.1A Does the tripling effect of fire across a cliff hexside to an 44.22B If an infantry unit in a wheatfield can always spot a
adjacent hex of lower elevation apply also to main armament? A. vehicle in or behind a wheatfield, is the reverse true? A. No.
No, furthermore, an AFV or AT Gun may not fire into an adjacent {COI4-69}
hex across a cliff hexside. {14.6-34}{COI4-68}
44.23 Units moving through a wheatfield are not subject to
44.2 WHEATFIELDS The yellowish or buff colored hexes are the -2 dice roll modification to defensive fire regardless of the
wheatfields. Movement through a wheatfield is identical to firers elevation.
movement in open terrain. An example of a wheatfield is hex
3AA10. 44.24 Wheatfields are subject to seasonal variation and exist
only in those scenarios taking place during June through
44.21 Wheatfields are an obstacle to sight but not to fire. October. Wheatfield hexes out of season are treated as open
Units can see into a wheatfield hex but not through it unless ground.
they have a height advantage in which case wheatfields do
not obstruct LOS in any manner. Therefore, units on the same 44.3 SHELLHOLES The brown splotch marks with a dark
level as the wheatfield could fire into a wheatfield hex brown core are easily identifiable as shellholes. Shellholes have no
normally but penetrating fire through more than one special effect on infantry movement or LOS but do affect combat
wheatfield hexside is calculated at half strength as Area Fire. and vehicle movement. An example of a shellhole is 3Y3.
Additional shellholes cannot be created during the course of a
44.21A May units fire blind through wheatfields at units game. Those depicted on the map are the result of prolonged
shelling.
beyond them using Area Fire? A. No, MGs may penetrate
through wheatfields as Area Fire, but they must still have a
44.31 If the infantry target unit is in a shellhole add 1 to the
LOS to a target to fire in the first place. This principle can be attackers dice roll.
applied to similar situations; a unit may not direct fire at a
target it cannot see. However a unit could fire at a hex it 44.32 If the infantry target is fired on while moving
could see and suspects may harbor an enemy. Thus units (Defensive Fire Phase) through a shellhole hex the normal -2
could fire at a woods or building hex because it suspects a dice roll modification would apply but is adjusted to a total
concealed or hidden unit is inside it; or a flamethrower or modification of -1 due to the cover afforded by the shellhole.
gun could fire at the upper floor of a building and thereby
possibly affect units on the bottom floor which it cannot see
because the building itself is the target. Similarly, a MG could 45. OFFBOARD ARTILLERY
not fire at an empty wheatfield hex because it would have
no reason to do so...however, if adjacent units are observed 45.1 Offboard artillery is often randomly introduced into a
firing into the wheatfield or beyond it, the MG could fire scenario to better portray the quandary of the platoon leader who
Area Fire through the wheatfield. {COI4-68} was rarely in the know as to how much or what kind of artillery
could be spared for his sector of the front. The random artillery
44.21B The firer cannot see the defender because the LOS is selection process is referred to as an artillery module. An artillery
module is granted to each side for each radio counter listed on its
blocked by more than one intervening wheatfield hexside.
Order of Battle unless otherwise specified.
Can it still fire as Area Fire? A. No - unless it is adjacent to a
friendly unit which can see it or if it is part of a fire group 45.2 The player(s) receiving the artillery module rolls one die for
containing at least one firer who could see the target (in each radio counter on the following table to determine the type of
which case the entire fire group would be halved for Area artillery available.
Fire).
45.2A If a FFE counter is not removed, but rather used again the 46.1A & 25 & 42 Does a hidden/concealed leader reveal himself if
following turn, does this continued use over several turns count he is operating a radio? A. No. {KM}
as just one Fire Mission? A. No...each player turn that a FFE is
resolved is treated as a new Fire Mission. {SL4-40} 46.1B If a leader wishes to switch from one artillery module to
another, must he reestablish radio contact or simply maintain the
45.2B When rolling for British off-board artillery does a 80+ radio contact he already has? A. He must establish radio contact
result count as 84mm (12 factors) or 88mm (16 factors)? A. all over again. {COI4-69}
88mm. {17.2-46}
46.1C May a leader spot Artillery Fire from a Halftrack without
45.21 Having selected the caliber of your artillery support, being exposed to CE status? A. Yes. {14.6-34}{COI4-69}
you complete the module by determining the number of Fire
Missions you can receive from that support. Invert and mix 46.1D May a leader with a radio scheduled to enter later, roll for
the chit counters numbered 1 through 4 and secretly draw radio contact while still off the board? A. No. {COI4- 69}{COD-105}
one Counter. The number drawn is the maximum number of
FFE counters (46.4) you can place. Put the counter aside 46.11 Radio Contact may be attempted by either player only
separately so that you can verify your Fire Mission usage during the Rally Phase. To establish radio contact, leaders
when the scenario is over, Each time a FFE attack is resolved must roll equal to or below the radio contact value for their
is considered one Fire Mission. nationality and time frame.

45.3 Whenever artillery capabilities are added to a scenario by 46.12 Once established, radio contact must be maintained in
agreement of both players, a radio counter should be added to that succeeding Rally Phases. To maintain radio contact, roll on
sides Order of Battle for each module made available. the Radio Contact Values Chart again but deduct 2 from the
dice roll. If unable to maintain contact, the next radio attempt
45.4 If both sides have offboard artillery capability, one or both will be to establish contact, and as such not be subject to the
sides may wish to engage in Counter Battery Fire to silence the favorable dice roll modification.
opposing offboard artillery. To engage in Counter Battery Fire
your artillery must be equal to or larger than the caliber of the 46.12A If radio contact is established, but the original
opposing offboard artillery (all artillery calibers are rounded down requesting leader breaks or moves away, can another leader
to the nearest multiple of 10: Ex: American 105mm howitzers use the same radio without reestablishing radio contact? A.
would be rounded down to 100.). Counter Battery Fire counts as a
Yes, providing the other leader was in the same hex before
Fire Mission, and can be executed in any Prep Fire Phase provided
the first leader broke or moved away. {17.2-46}
radio contact (46.1) has been maintained in the preceding Rally
Phase, and opposing artillery has already fired at least once during
46.13 Having successfully established radio contact, end the
the scenario.
Rally Phase by placing an Artillery Request counter on a
hex in your leaders LOS that you wish to be the center of the
45.41 The owner of disrupted artillery must immediately roll
barrage. This ends further artillery preparation until the
one die. The result of that die roll is the number of game turns
following Close Combat phase.
which must elapse before the artillery may attempt to fire
again. Disrupted artillery loses radio contact and may not
attempt to reestablish contact until the turn in which it is once 46.13A & 49.1 & 46.23 Does the Artillery Request have to be
again free to fire. placed within the night visibility range? Also, does the blue
spotting round have to be within night visibility range? A.
45.42 A player engaging in Counter Battery Fire may deduct Yes to both. {OAF}
1 from the dice roll for each consecutive turn of Counter
Battery Fire called in by the same leader. Therefore, if the 46.2 During the initial Close Combat Phase following radio
same leader was calling in his third consecutive Counter contact, either player may replace his Artillery Request counter
Battery Fire he could deduct 2 from the dice roll. Each turn of (flip over) with a blue Spotting Round (SR) counter and dice for
Counter Battery Fire constitutes a Fire Mission. initial spotting round location as follows:

46.21 Roll one die to determine accuracy of initial round. If


46. ARTILLERY FIRE MECHANICS the die roll is a 1 or 2 for German or American artillery, the
SR lands on target. Russian artillery must roll a 1 to land
46.1 Artillery may not be used unless the owning player has on target. If the Spotting Round does not land on target,
established and maintained radio communication with the proceed to 46.22 to determine the hex in which the SR lands.
supporting batteries, Only unbroken leaders in the same hex with a
functioning radio counter may attempt to establish or maintain 46.22 Roll one die and consult Direction of Error diagram.
radio contact. Each leader with exclusive use of one radio may call The die roll equals the direction from the intended hex that
down only one Fire Mission per player turn regardless of the the spotting round will land.
number of Fire Missions or Artillery Modules possessed by his
side. Operation of a radio and subsequent artillery spotting does 46.23 The direction of error thus found, roll one die again to
not alter a leaders fire direction or movement capabilities. determine the extent of the error. The result is the number of
hexes away from the intended hex in the errant direction that
the initial Spotting Round lands. If it lands within the LOS of Defensive Fire Phase. However, if that movement takes it
the requesting leader pick up the blue Spotting Round counter through another hex of the Blast Area it would undergo
and replace it with a red Spotting Round in the appropriate artillery fire again in that hex.
hex. This ends further artillery preparation until the following
Rally Phase. (See Example 46.23 left.) 46.52 Artillery fire on units moving through an open ground
hex in the Blast Area would be subject to the usual -2 dice
46.24 If a spotting error forces the initial spotting round off roll modifier for moving in the open.
the game board, or the round lands in a hex out of the LOS of
the requesting leader, the round is lost and the owning player 46.53 Any support weapon in the target hex is also
must wait until the next Close Combat Phase to plot an initial eliminated by a KIA result of any artillery fire on that
Spotting Round. Flip over the Blue Spotting Round counter units hex. Support weapons alone in a hex of the Blast Area
to the Artillery Request side. must also be rolled for on the Infantry Fire Table.

46.25 A spotting round has absolutely no harmful effect on 46.54 Vehicles in the Blast Area are affected only by KIA
any unit in the hex in which it lands. results on the Infantry Fire Table. Utilize the Artillery
Barrage vs. Vehicles dice roll modifiers when calculating
46.3 In the first and all succeeding Rally Phases following artillery attacks on a vehicle. Vehicles are not subject to the -
placement of the initial spotting round either player (providing his 2 dice roll modifier for moving in the open against an
radio contact is maintained) may perform 1 of 4 operations: artillery barrage, but passengers do receive the -2 detriment,
unless in a halftrack. Although Morale Check results on the
46.31 He may openly correct his artillery up to 3 hexes in Infantry Fire Table do not affect vehicles, they do affect all
the direction(s) of his choice by moving his red spotting passengers except those in halftracks. Halftrack passengers
round 3 hexes in any manner; OR are affected only by the destruction of the vehicle. Attacks vs.
non-halftrack passengers utilize the same dice roll applied
46.32 He may leave his red spotting round where it is or against their vehicle but it is modified only by the -2 moving
move it up to 3 hexes; and replace it (flip it over) with a in the open modifier mentioned above.
Fire For Effect (FFE) counter; OR
46.54A Where do armored cars fit in on this table? A. As a
46.33 He may move an already placed FFE counter up to 3 tank or open top AFV, depending on the turret description.
hexes in the direction(s) of his choice, or replace it with a red {COI4-69}
spotting round and move it up to 3 hexes; OR
46.54B & 33.9 Is the crew of an AFV which survives the
46.34 He may remove his spotting round or FFE and place destruction of its AFV by FFE then subject to the FFE attack?
another Artillery Request counter in any hex in his LOS. A. Yes. {OAF}
46.4 A FFE counter, once placed, must result in the represented
46.54C & 63.24 Assume a mortar fires direct on a halftrack
artillery landing with full effect in the Prep Fire Phase (if this is
your player turn), OR the Defensive Fire Phase (if this is your and hits the target. Are passenger & crew immune to such
opponents player turn). fire? A. If either the crew or the passengers of an open-
topped AFV are CE when hit, the same dice roll used on the
46.5 In the appropriate phase as designated in 46.4 the artillery AFV KILL Table is applied again, adding +2 to IFT effects
lands with equal effect in the FFE hex and its six adjacent hexes. against the CE infantry. If the infantry is not CE, it can be
This 7 hex Blast Area is hit with the HE equivalent on the affected only by a HE Critical Hit (109) or destruction of the
Infantry Fire Table. Hence, if this was a 105mm Howitzer barrage vehicle. {COI4- 69}{COD-105}
you would look under the 16/100 column of the Infantry Fire Table
and roll individually for each hex in the blast area as if they were 46.6 No artillery actions other than those cited in 46.2 take place
being subjected to infantry lire. All Terrain Effects dice roll during further Close Combat phases. Rolling for initial spotting
modifications apply, including those for walls and hedges if the round location is the sole artillery operation in the Close Combat
wall or hedge hexside is between the unit and any hex of the blast Phase.
area.
46.7 Spotting rounds (or FFE counters) can be called for and
46.5A If a hex in a FFE blast area has 3 hedge hexsides, is the corrected only if the leader unit with radio contact has a clear LOS
dice roll modified by +1 or +3? A. +1. {COI4-69} to both the hex in which the spotting round is intended to land and
the hex it currently occupies (if already on the board). Walls,
46.51 Artillery fire during the Defensive Fire Phase affects hedges, wheatfields, or vehicles never block a leaders observation
not only those units in the Blast Area at the time of fire, but (LOS) of a spotting round or FFE, Smoke does block observation
all units which moved through the Blast Area during the attempts in and through the smoke hex.
immediately preceding Movement Phase. Such units are
brought back to the first hex of the Blast Area that they 46.7A If the leaders LOS to an FFE hex is blocked, what happens
entered in the preceding Movement Phase. (See 16 to the artillery fire? A. The attack occurs as usual - the leader has
Defensive Fire). If the moving Unit survives it may retrace its to spot the target hex for placement or correction of the FFE - not
previous movement to the hex it occupied prior to the for resolution. {SL4-40}
46.82 If one or more radios are eliminated, any other friendly
46.7B Suppose smoke blocks the LOS of an indirect fire observer. radios in the scenario may use the remainder of the
Does an already placed FFE or SR disappear? A. No the smoke eliminated radios artillery module. However, only one Fire
merely prevents the observer from correcting the previous Mission per artillery module per radio can be executed in the
placement. He could still leave the SR on board in its present same player turn.
location or could continue to fire a pre-existing FFE. He just cant
correct it. {COI4-69} 46.82A If one or more radios are lost, may any other
friendly radio in the scenario use the remainder of the lost
46.7C If an artillery spotter moves, can he continue to call in radios artillery module? A. Yes. {14.6-34}{COI4-69}
artillery? A. Yes, providing the leader still has a clear LOS to both
the intended target and the hex currently containing the SR. The 46.82B Could two radios call in two fire missions from the
leader need not have a clear LOS to all hexes which the SR moves same artillery module during the same player turn? A. No.
through; only the initial and ending hexes mentioned above. {COI4-69}
{COI4-69}
46.9 Artillery may be used to place smoke instead of the standard
High Explosive fire of a FFE. Merely place a smoke counter in
46.7D Assume a FFE attack is resolved and the FFE counter
each hex of the Blast Area. As is the case of all smoke placement it
remains in the hex but the spotting leader breaks, moves out of
must be done at the very beginning of the fire phase before other
LOS, or is eliminated. Does the FFE still take place in the next units fire, Smoke has the same effect as described earlier in section
friendly fire phase? A. The FFE is resolved again only if the 24, and is removed at the beginning of the owners next Prep Fire
spotting leader was in good order, in radio contact, and in LOS of Phase. Placing smoke counts as a fire mission.
the target hex
during the preceding Rally Phase. If it isnt, then all artillery info 46.9A Shouldnt smoke be removed at the beginning of the
counters are removed. After the Rally Phase, the leader is no owners next Prep Fire Phase? A. Yes. {COI4-69}
longer required to resolve the FFE for that turn. {14.6-34}{COI4-
69}
47. HALFTRACKS
46.7E Off-board artillery laying an indirect smoke FFE barrage
automatically blocks LOS to the center target hex, so must one 47A Would an armed halftrack be considered an open-topped
call for a new SR in the next Rally Phase? A. No, but correction AFV? A. Yes. {KM}
could not be made behind the smoke cluster. {COI4- 69}{COD-
105} 47.1 The provisions of 31.1-31.4 pertaining to the transporting of
infantry with tanks and SP Guns also apply to halftracks, as do the
46.71 Should the radio contact be lost while a FFE Counter provisions of 32.3-32.7 pertaining to the use of AFVs as cover.
or spotting round is currently on the board, these counters are
removed and the entire process repeated once radio contact is 47.2 Halftrack counters are provided in the game both with and
reestablished. without MG armament. Player must pay special attention to the
scenarios to see whether the scenario specifies MG armament for
46.72 If all allocated fire missions have been used, no further any listed halftracks. Whenever an armed halftrack is destroyed
spotting rounds may be called for. there is a chance the crew may escape. Invert the counter and roll
two dice. A dice roll the Survival Number printed on the Wreck
46.8 Radios are considered a support weapon in all respects and results in crew survival (see 33.9).
can be carried by any one squad at a cost of 1 portage point or by a
leader at a cost of 2 portage points. ***47.2 If an armed halftrack is eliminated, is the survival of
passengers rolled for in the same manner as is done for the crew?
46.8A Suppose you have two radio counters but only one fire A. Yes, each unit including the crew rolls for survival separately.
module; what use can be made of the extra radio counter? A. The Any support weapons are eliminated. Passengers aboard an
radio can be used to contact any fire module available. No one unarmed halftrack have the same chance for survival even though
radio has exclusive contact with a particular fire module. Two or there is no inherent crew survival number printed on the counter.
more radios can be used with the same module from different {SL4-40}
vantage points, thus increasing the chance of effective coverage
and maintaining contact. One module cannot, however, have 47.3 Unarmed halftracks have an inseparable, inherent driver and
more than one counter (Artillery Request, SR, FFE) on the board at assistant driver crew which share the fate of the halftrack. If
one time, regardless of the number of radios in contact with it. eliminated, all inherent drivers, passengers, and un-mounted
{15.2-34}{COI4-69} support weapons in the vehicle are also eliminated.

46.81 Radios are subject to breakdown and repair in the 47.3A Can troops shelter in a KIAd halftrack that did not burn,
same manner as other Support Weapons. An unadjusted dice especially in a minefield? A. No. {OAF}
roll of 12 breaks down any radio counter.
47.4 Transported infantry may also fire their inherent firepower
and transported LMGs from the halftrack at no detriment, but no
other support weapons may be fired from a halftrack. Transported 47.8A Would fire from above only affect crews in open-topped
leaders may direct the MG fire of the halftrack as well as any fire AFVs if it is directed from an adjacent hex and would the +2 DRM
from infantry in the halftrack but may direct only one fire attack still apply? A. Yes. {KM}
per player turn.
47.8B Is the crew of an M10, Priest, or other open-topped AFV
47.4A Can the passengers in a halftrack that has an AAMG subject to infantry fire from an adjacent hex of higher elevation in
combine their firepower? Can a leader direct the fire group the same manner as a halftracks passengers? A. Yes, the crew
(halftrack & passengers)? A. Yes, Yes. {JM} would undergo any MC or KIAs called for on the IFT and, if broken
or eliminated, the AFV would be destroyed. {SL4-40}
47.4B Do passenger leaders benefit infantry beneath the vehicle?
A. Yes, but in the case of a halftrack, the leader would be 47.8C Is defensive fire against infantry in a halftrack from an
considered exposed as if firing as described in 47.7. {SL4-40} adjacent hex of higher elevation subject to the -2 DRM for moving
in the open? A. No. {14.6-34}{COI4-69}
47.4C Do leadership modifiers apply to overrunning halftracks? A.
Yes. {OAF} 47.8D & 139.43 Are passengers in a halftrack or crew in an open-
topped AFV susceptible to aircraft MG fire? A. They are subject to
47.5 If the halftrack moves, all fire from the halftrack during the
dive bomber fire without DRM because it originates from the
owners player turn is halved under the provisions of Moving Fire.
same hex (47.8). They would be subject to fighter fire with a +2
If the halftrack or any of its passengers fire during the Prep Fire
Phase it may not move during the following Movement Phase. DRM only if CE because the fire is originating four hexes away. In
both cases the attack would be resolved with the same dice roll
47.5A If a halftrack which bears any armament, be it a MG or used against the AFV but with different (if any) modifiers. {COD-
larger caliber gun, fires in Prep Fire, can it discharge passengers in 105}
its immediately following Movement Phase, if the passengers
have not prep fired? A. Yes, but it cant move. {OAF} 47.9 Infantry that breaks while being transported may elect to
remain in the halftrack during the Rout Phase, since being in a
halftrack is considered as cover. However, the halftrack would not
47.6 Passengers in a halftrack are immune to normal infantry and
be allowed to advance towards the enemy until the broken infantry
LMG fire. MMG and HMG within normal range automatically hit
rallies or leaves the vehicle. Broken infantry inside a halftrack
halftracks but do not harm the passengers unless a kill is obtained
would have to roll Desperation Morale to rally if the halftrack was
against the halftrack on the AFV Kill Table.
fired on in any manner since the preceding Rally Phase . . . even if
such fire is ineffective against a halftrack (47.6).
47.6A When a MG is used on the AFV Kill Table do leader DRMs
apply? Size modifiers? A. Yes, for To Hit purposes. Yes. {KM}
48. ANTI-TANK GUNS
47.6B Can an MG attempt to kill more than one AFV which Anti-Tank Guns (hereafter referred to as AT Guns) are
moved through the same hex? A. No. {BT} treated semi-immobile SP guns.
Rate of Fire indicates the number of times the gun y fire
47.7 Infantry firing its own weapons from a halftrack loses the (attack) in a fire phase. Regardless of the rate of fire, it may
immunity from infantry fire outlined in 47.6 during the following fire in only one fire phase per player turn.
opposing enemy fire phase, but would still receive a +2 dice roll Gun Type indicates the size of gun for use on both the AFV
modification to all infantry and MG fire directed against them due Kill Table and the Infantry Fire Table.
to the wall-like nature of the halftracks armor. Any MMG or Crew Protection Factor represents the protection for the gun
HMG firing on a halftrack carrying exposed infantry must first crew afforded by the gun shield against high explosive and
declare whether they are firing on the infantry with the Infantry infantry-type fire. The Crew Protection Factor is added to the
Fire Table or the Halftrack itself with the AFV Kill Table. dice roll of any attack against the gun crew which crosses the
guns Covered Arc.
47.7A Suppose the passengers in a halftrack do not expose
themselves to enemy fire but the AFV crew fires the AA MG factor 48A Can a crew which enters a hex containing an abandoned AT
leaving the crew in CE status. What effect does this have on the Gun or ATR during the Movement Phase fire that gun in the
passengers? A. None, except that their halftrack transport is Advancing Fire Phase? A. Yes, but SQL case G/ COI case D would
restricted by the consequences of any Stun effect. The apply(+3). {17.2-46}
passengers may dismount but are under no obligation to do so.
{COI4-69} 48.1 Anti-tank guns are destroyed automatically if hit by a shell
37mm or larger. A hit of less than 37mm would not affect the gun
47.8 If fire is directed against passengers in the halftrack from an but could affect the crew. Special weapons (bazooka,
adjacent hex of higher elevation, the halftrack fails to protect the flamethrower) affect the AT Gun as if it were a Halftrack on the
riding infantry as outlined above in 47.6 and 47.7 AFV Kill Table. Normal infantry fire has no effect on an AT Gun.

48.2 The gun crew is affected only by fire resolved on the Infantry
Fire Table. The same dice roll used to obtain the hit on the gun on
the TO HIT TABLE is modified by +2 (assuming the shot crossed
the Covered Arc) on the Infantry Fire Table to determine the effect 48.6 An AT Gun may be towed by any truck, jeep or halftrack.
on the crew. AP hits on the gun do not affect the crew in any Neither the gun nor the vehicle can fire during the player turn in
manner. All Units firing at AT Guns on the TO HIT TABLE (33.3) which it is being hooked up, moved, or unhooked. All vehicles
must use the AT Gun row of that table. There is no terrain towing an AT Gun must pay double the normal movement costs.
modifier to the TO HIT dice roll against an AT Gun regardless No vehicle may tow a gun over a wall or hedge.
of terrain. All AT Gun/howitzers are assumed to have standard
protective emplacement signified by the AT Gun row on the 48.6A If a vehicle towing an AT Gun or howitzer, etc., is
TO HIT table. If other Units are in the same hex with the AT destroyed, is the gun destroyed also? A. Yes. {COI4-69}
Gun the same dice roll used to attack the AT Gun is modified for
any effect it might have on other Units in the hex. 48.6B & 51.1 Are halftracks treated like trucks in that they can
tow guns and still have full portage capability? A. Yes.{OAF}
48.2A & 63.5 If a gun is destroyed by an AP-round is the crew
unaffected? If a gun is destroyed by a HE-round does that round 48.61 A vehicle may load an AT Gun during any Movement
automatically affect the crew and if so how is it resolved? If a HE- Phase by moving into a hex containing an AT Gun with at
round misses a gun, must the TO HIT roll still be equal or lower least half of its MP remaining. The AT Gun counter is then
than it would have to be to hit the crew if the round was fired at placed on top of the vehicle to indicate that it is in tow. No
the crew alone? Could a crew manning a gun be fired on further movement is allowed during that turn.
individually from the gun with HE-rounds?, and if Yes would the
+2 DRM apply? A. Yes. Add +2 to dice roll used to obtain the hit, 48.61A Can a vehicle load an AT Gun and crew in the same
resolve on the IFT. You must shoot at the gun - not at the crew. Movement Phase? A. No. The vehicle must move into the AT
No. {KM} Gun hex with half its MP remaining, and as stated in 31.7,
infantry can board a vehicle only if that vehicle is stationary
48.2B & 63.51 A crew, leader, and AT Gun are fired on through throughout that players turn. {SL4-40}
the guns Covered Arc. Does the leader receive the +2 DRM
benefit of the gun shield? A. No gun shields protect only the 48.61B May an AT Gun be hooked to a stationary vehicle by
crew of the weapon. {COI4-69} pushing it into the vehicle hex and thereby allowing the crew
to load in the same turn? A. Yes. {COI4-69}
48.2C & 63.51 Could a gun shield protect units in the same hex
other than the crew manning the gun? A. No. {COD-105} 48.62 A vehicle may unload an AT Gun at the beginning of
any Movement Phase provided it has all of its MP for the
48.3 An AT Gun can jam and be repaired in the same manner as a phase remaining. It must then move out of the hex containing
MG except that an unbroken crew counter must be present to the AT Gun (unless the AT Gun is itself pushed into an
complete the repair. adjoining hex by the accompanying squad or crew; 48.4) and
may continue to move until it has expended half of its MP for
48.4 An AT Gun can be pushed during the Movement Phase one that turn.
hex in any direction by a squad or crew counter provided they do
not fire during that player turn or make any other movement (other 48.62A & 48.63 Can a halftrack unload a crew and unhook a
than disembarking from the vehicle towing the AT Gun) during the gun from tow in the same Movement Phase? A. Yes. The
Movement Phase. The gun cannot be pushed into a hill hex of halftrack expends 1/2 its MPs to unhook gun, then expends
higher elevation than presently occupied, but can be manhandled 2 more MP to unload the crew. The halftrack would have
over walls, hedges and into buildings and woods. An AT Gun can MPs remaining and the crew could push the gun into an
be placed in any hex except the upper story (57.6) of a multistory adjacent hex. {COI4-69}
building.
48.63 An AT Gun may be hooked up or unhooked only if an
48.5 A crew counter could pivot an AT Gun up to 3 hexsides unbroken crew or squad counter is present in the hex in
within the same hex during the Movement Phase but if it fired which the action takes place. The necessary crew or squad
during that player turn (Advancing Fire Phase) it would be treated counter must have started the Movement Phase in the hex.
as a pivoting SP Gun and suffer the +3 modification to its dice roll
on the TO HIT Table. The crew could also pivot the gun within the 48.64 A vehicle may never occupy the same hex as an AT
same hex during the Defensive Fire Phase but any fire during that Gun at the end of a Movement Phase unless the AT Gun is
phase would suffer the +4 modification to its dice roll on the TO being towed by that vehicle or has been Overrun in which
HIT TABLE (33.31, Case I). case the AT Gun is eliminated. An AFV moving through (but
not Overrunning) the AT Gun hex does no damage to it. But
48.5A May a gun rotate in the Defensive Fire Phase but not fire? if the AFV ends its turn in the same hex the AT Gun is
A. Yes. {COI4- 69}{COD-105} abandoned by its crew and subject to capture or elimination.

48.5B May an AT Gun rotate 3 hexsides before each shot during 48.7 An AT Gun may only fire within its Covered Arc but may
the Defensive Fire Phase or may it only rotate a total of 3 hexsides engage as many different targets within its Covered Arc as its rate
during a Defensive Fire Phase? A. The latter. {SL4-40} of fire will allow. AT Guns, like AFVs, may not move during the
Advance Phase and if they fire during the Prep Fire Phase may not
move for the balance of that player turn, (even if they used only 49.3 Concealment counters in night scenarios are not removed due
part of their rate of fire). to the presence of adjacent enemy units. Concealment counters
remain in place and effect even during the first player turn of night
48.8 Only a crew counter can operate an AT Gun. Close Combat situations.

48.81 AT Guns can be captured and used by opposing crews 49.3A Can the non-concealed unit in a Close Combat situation be
only. told the contents of a concealed stack so as to compute the odds
for his attack? A. Yes - The concealment counters only function is
48.82 Leadership modifiers do not affect the firing of an AT to halve the attack factor of the non-concealed combatants. The
Gun. concealment counter is removed at the end of the first player turn
of close combat. {COI4-69}
48.83 AT Guns can fire HE against infantry targets.
49.4 During night scenarios ? counters are removed if a unit
48.9 An AT Gun counts as a support weapon for stacking under the ? fires or moves into an illuminated hex in the LOS of
purposes. A towed AT Gun does not count against the stacking an unbroken enemy unit. Mere Movement during night scenarios
limits of a vehicle. does not remove the Concealment counter. Even an entire stack of
Concealment counters can be moved, but if effectively fired on by
an enemy unit, or if moved into an illuminated hex in the LOS of
49. NIGHT RULES an enemy unit all of the ? counters involved are permanently
removed.
49A & 67.5 What is the zone of illumination for burning terrain,
such as buildings, woods, etc.? A. Every hex within 2 hexes of the 49.4A According to 49.4, units lose ?markers only when they
burning hex as per 67.5. {COI4-69}{COD-105} move into illuminated hexes. Does this mean if the unit didnt
move or fire and it was in the illuminated hex it would remain
49.1 During night scenarios units may fire only if the target hex is concealed? A. Yes - unless fired on, resulting in a M result [or
in both the firing units LOS and within the Night Visibility Range
better]. {OAF}
of the firer for that player turn. (Exc: 49.2, 49.7).
49.5 Real units may always grow another Concealment
49.1A Is a unit under a concealment counter during a night
counter at the end of their player turn provided they have neither
scenario fired upon while moving in open terrain subject to the - moved, fired, been fired upon resulting in a Morale Check, or been
2DRM for moving in the open? A. Yes.{COI4-69} in Close Combat during the just completed player turn. Such
placement is not limited to woods or building hexes or by the
49.11 The Night Visibility Range for the entire game turn is presence of adjacent enemy units as it is during daylight scenarios
determined at the end of the first Rally Phase of each Game (25.3).
Turn by rolling two dice. The resulting number is the
inclusive number of hexes away from an observer that 49.6 At the end of the Rally Phase if opposing units are within the
moving units can be seen (barring LOS obstacles) for the LOS and the Night Visibility Range of an unbroken leader that
balance of that game turn. leader may place a starshell within 5 hexes of its own position.
The starshell counter is removed after the following Close Combat
49.11A Does Night Visibility Range apply only to those units Phase. Firing a starshell has no detrimental effect on a leaders fire
that have moved? In other words, units that have not or leadership abilities.
moved, although in the NVR, could not be fired upon? A.
Yes. Yes, unless illuminated by starshell or 49.2 49.6A & 76 May an armor leader fire a starshell? A. Yes, but by
armor leader we refer to one with leadership modifiers -not just
49.11B Do units moving in the advance phase count as any armor CE counter depicting a tank commander. {COI4-
moving? A. Yes.{MMP} 69}{COD-105}

49.12 The rolled Night Visibility Range is always increased 49.7 A starshell illuminates the entire mapboard area within 3
by 3 when attempting to observe moving vehicles. hexes of the starshell counter as if it were a daylight scenario.
EX: If a 7 is rolled then any moving infantry unit 7 or less Units outside the illuminated area with an unblocked LOS may still
hexes (any moving vehicle 10 or less hexes) away from an fire into the illuminated area with no additional penalty.
observer would be seen provided LOS was not blocked.
49.8 Unlike daylight scenarios, routing units may cross open
49.2 Units which have fired during the same or immediately ground terrain in the LOS of enemy units, unless the hex in
preceding player turn may give away their location to opposing question is illuminated by a starshell.
units with a clear LOS by gun flashes. Such units are subject to fire
even if beyond the Night Visibility Range of the firing unit.
However, fire beyond the Night Visibility Range is halved as Area 50. THE AMERICANS
Fire.
50.1 American squads (not leaders) are not subject to Desperation
Morale. American squads always Rally with a dice roll equal to 51.3 Unlike AFVs, units do not receive a terrain effects modifier
their normal morale plus any leadership modifiers in effect, for being underneath a truck counter. Truck outlines do serve to
block same level LOS (32.3, 32.7) as if the truck were a stone wall
50.1A & 18.5 & 110 Can American squads ever go berserk due to on the second hexside of the vehicle hex through which the fire is
their leader going berserk? A. Yes. Ignore DM requirement- it traced.
applies for the purpose of determining berserk status. {OAF}
51.4 Trucks can be eliminated by either heavy weapons fire on the
50.2 Only American elite units (8-4-7) and leaders with a -2 or -3 AFV KILL TABLE or infantry fire on the Infantry Fire Table. Any
leadership modifier may man flamethrowers, and place Demo infantry or MG fire resulting in a KIA destroys the truck. Fire
Charges. American elite units (8-4-7) may place smoke in the same against soft vehicular targets on the IFT can also result in the
manner as German Assault Engineers (24) only if given that vehicle being immobilized or wrecked if it fails a Morale Check
capacity by the scenario in play. called for by the IFT. A vehicle which fails a Morale Check
required by the IFT must take another normal MC. If the vehicle
50.3 Only Crew units may man Anti-Tank Guns, mortars, or passes the second MC, it is considered immobilized. If the vehicle
howitzers. fails the second MC it is considered a wreck. All soft vehicles have
a normal morale rating of 8, Any passengers on board the
50.4 American units of the correct type may operate all captured vehicle would have to take a separate MC as called for by the IFT.
Support Weapons except radios. In contrast, Russian and Germans An immobilized vehicle may be repaired as per 66.3 except that
may operate only captured MGs (Exc: 41.2) and AT Guns the repair dice roll necessary is a 4 or less instead of a 2. In order
(assuming their have crews). to attempt a repair dice roll, the vehicle must be placed beneath a
crew, passenger, or other friendly unit attempting to make the
50.4A Can an American squad (666) use a captured Panzerfaust? repair, and subject to fire as per 66.31. Soft vehicles without an
A. Yes. {MMP} inherent crew counter (unarmed), passengers or other friendly
Units may not attempt repair.
50.5 American Support Weapons were functionally more reliable
and accompanied by greater quantities of ammunition. To reflect 51.4A If a soft vehicle is eliminated by infantry-type fire what
this Americans may repair malfunctioned American equipment happens to any support weapons therein? A. They are eliminated.
with a die roll of 1 or 2 as opposed to the required die roll of I for {COI4-69}
other nationalities.
51.41 An eliminated truck is flipped over to become a Truck
Wreck.
51. TRUCKS
51.42 All passengers on an eliminated truck are eliminated.
51.1 A truck may carry one squad, one leader, and up to 7 portage All infantry beneath (On foot) the truck counter would have
points of Support Weapons (not counting towed guns). Otherwise to take a normal Morale Check, unless the fire was from a
transporting infantry with trucks is identical to the procedure used MG in which case all infantry in the target hex are
by AFVs (31.2.6, 31.8.9, 32.3.4). eliminated.

51.2 Trucks may never enter an enemy occupied hex. 51.42A Are on-foot infantry eliminated if a truck fails two
MCs or just if a KIA is rolled from a MG? A. Just due to the
51.21 Trucks, unlike AFVs, may be captured and used in MG KIA. {KM}
the same manner as a captured MG, except that a hex
occupied by an enemy truck may not be moved into during 51.5 Passengers on a truck are subject to fire of any type and from
the Movement Phase. any direction. There is no -2 dice roll modifier for infantry
weapons firing on a moving truck during the Defensive Fire Phase.
51.22 Infantry units which move into a hex containing an
enemy truck during the Advance Phase automatically capture 51.6 Truck wrecks are eliminated and removed from the board if
that truck. After noting the identity of the captured truck on the truck WRECK is destroyed on the AFV KILL TABLE.
scrap paper, the captor may use the captured vehicle as if it Infantry (or MG) fire resulting in a KIA does not eliminate a truck
was his own, but the vehicle operates with two less MPs wreck.
while under his control. If opposing non- passenger infantry
is in the same hex it would first have to be defeated in Close 51.7 Trucks are considered inherently manned by a driver and
Combat. need not be occupied to be moved. The driver is a part of the
vehicle and shares its fate.
51.22A What happens to eventual passengers in the
captured truck? A. The passengers must be defeated in close
combat before their truck can be captured.{KM} 52. JEEPS

51.22B & 90 & 128 Can captured boats be used without any 52.1 A jeep may carry any two officers and one support weapon:
MP penalty? A. Yes.{COD-105} or any one crew squad. In addition, a jeep may always tow a gun.
52.2 A crew squad or manned MG may fire from a jeep. However, 53.4B & 73.4 Can a unit use double time movement to leave
as is the case with all vehicles if it fires in the Prep Fire Phase it wire? A. It not only can, it must do so if it wishes to leave a wire
may not move in the Movement Phase, and if it moves in the hex and doesnt have enough MFs remaining to do so. {17.2-46}
Movement Phase its firepower is halved in the Advancing Fire
Phase. 53.5 Each Squad in a wire hex may elect to attempt to clear the
wire away by rolling its firepower factor with two dice during
52.2A If the sole occupant of an armed jeep or Kubelwagen is a the Prep Fire Phase. Each squad must roll separately, but if
leader, may it fire in the Advancing Fire Phase if the vehicle successful the wire in that hex is immediately removed.
moves? A. Yes, unless the vehicle is in motion. {COI4-69}{COD-
105} 53.51 A leader in the wire hex may add his leadership
modifier to one squads clearance DR.
52.3 If a jeep is destroyed it is removed from the board. Jeep
wrecks do not exist. 53.52 All units engaging in wire clearing attempts may
neither move or fire during that player turn regardless of the
52.4 Jeeps present no obstacle at all to LOS, nor dice roll success or failure of the wire clearing attempt.
modifiers for fire directed through them,
53.52A May Temporarily Immobilized units move one hex
52.5 Except as modified above. Jeeps are treated exactly the same during the Advance Phase? A. No. {COI4-69}{COD-105}
as trucks in all respects.
53.53 A Demolition Charge can double as a Bangalore
torpedo and thus be used to clear a wire hex. All procedures
53. WIRE of Demolition Charge placement (23) apply and a KIA result
successfully removes the wire during the Advancing Fire
53.1 Barbed wire is not a Support Weapon but belongs to the Phase.
category referred to as fortification counters. Fortification counters
are placed prior to the start of a scenario in the numbers specified 53.54 Artillery bombardment is generally ineffective against
by the scenario, cannot be moved, and do not count against wire entanglements but occasionally a heavy shelling cleared
stacking limits. such obstacles. Wire counters can be removed from the target
hex with a KIA result during artillery bombardments of
53.2 Wire may be placed on any non-building hex. 80mm or more.

53.2A & Appendix 4.7 Would wire in a bunker hex prevent a unit 53.6 Barbed wire neither blocks LOS or modifies fire directed at
from advancing into the bunker from an adjacent hex? A. Yes. or through it.
{COI4-69}{COD-105}
53.7 Trucks and jeeps may not enter wire hexes.
53.3 Wire cannot be moved onto by infantry units in the Normal
Movement Phase. Infantry can advance onto a wire hex only 53.8 Tanks and SP Guns may move on or through wire hexes with
during the Advance Phase (Exc: 53.4). no detriment and by so doing immediately remove the wire
counters.
53.3A Can an infantry unit disembark a vehicle onto a wire hex
under any circumstances? A. Only if it must disembark and there 53.8A Rule 53.8 explains that Tanks and SP guns can move over
is no other legal hex in which to disembark. {COI4-69}{COD-105} wire at no detriment and remove the wire counter immediately.
Can infantry advancing with the AFV which drives over the wire
53.4 Infantry Units may only move off a wire hex during the continue to move with the AFV as though the wire was, indeed,
Movement Phase. Each unit leaving the wire must roll one die and not there any longer? Or does the wire-removing AFV lose the
the resulting number is the amount of MF they lose getting out of right to have infantry advance with it over the wire hex? A. Yes,
the wire. The leaving unit must also pay the normal cost of the No. {OAF}
terrain moved into. However, leaving units may always move one
hex, even if directly onto another wire hex. However, all units must 53.8B Do AFVs have to destroy friendly wire hex they pass
have sufficient MF to carry any support weapons in excess of their through? Do they have the option of leaving enemy wiring
normal portage capability or they must leave those weapons unharmed also? A. Yes, No. {OAF}
behind. Any unit whose MF loss die roll equals or exceeds its
movement capability cannot carry any Support Weapons off the 53.9 A Halftrack may move onto a wire hex but must stop in the
wire hex. hex and may not continue until its next Movement Phase. The wire
counter is still removed immediately.
53.4A & 13.4 May a unit rout through a wire hex? A. No. If in a
wire hex when the unit is broken, it may rout out of the wire hex 53.9A Does a halftrack have to be an armored vehicle to remove
during the Rout Phase as if it were a regular Movement Phase. a Wire counter? A. No - furthermore, a tank or SP Gun may not
{COI3-69} remove more than 1 wire counter each (the first one
encountered) per turn regardless of the number of wire hexes
entered. {COI4-69}{17.2-29}
entrenchment counter . Any normal fire into the hex, although it
affects all units, would be modified for those units in the
54. ENTRENCHMENTS entrenchment by their entrenched status. {14.6-34}{COI4-69}

54.1 Entrenchments (foxholes) belong to the fortification category 54.4C May a unit in an entrenchment in open ground which
(53.1). Entrenchments specified by the scenario are placed in any leaves the entrenchment be fired upon with the -2 DRM for
non-building/bunker hex prior to the start of play. Once placed moving in the open in that same hex? A. Yes, once it expends MFs
entrenchments may never be moved. in leaving the entrenchment, it can be fired upon as a moving unit
in the open. A unit that expends MFs to enter a entrenchment
54.1A Can entrenchments be placed in shellhole hexes? A. Yes,
cannot be fired upon in that hex with the -2 DRM for moving in
but the terrain effects of the entrenchment and the shellhole are
the open until it leaves the hex. Units moving in a shellhole hex
not cumulative. A unit outside the entrenchment would receive
would receive both the -2 Defensive Fire DRM and the +1 for the
the benefit of the shell hole but units inside the entrenchment
shellhole for a total DRM of -1. {COI4-69}{COD-74}
would receive only the benefit of the entrenchment. {COI4-69}
54.5 Entrenchments are no movement hindrance to AFVs but
54.2 Entrenchments in excess of those specified by a scenario may trucks and jeeps must spend 4 MF plus the cost of the other terrain
be placed during play in the following manner. Each unbroken in the hex as they move into an entrenchment hex.
squad which begins its player turn in a non-building, non-bunker
hex may roll two dice during the Prep Fire Phase. If the resulting
54.6 Infantry units may fire any Support Weapons except
dice roll is 5, an entrenchment counter is placed over all units flamethrowers and Anti-Tank Guns/howitzers from inside an
in the squad hex at the end of the Prep Fire Phase. Entrenchment entrenchment. The firepower of these weapons is not affected in
dice rolls must be made separately. any way.
54.2A May a crew or leader roll for entrenchment? A. No...that 54.7 Entrenchments offer varying degrees of protection from fire
would allow them to dig entrenchments for larger units(squads) in for units inside (beneath) them, depending on the type of weapons
the same time period as the squad. {COI4-69} being used against them. This protection takes the form of
modifications to the attackers dice roll as follows: (see rulebook)
54.21 A leader in the same hex may add his leadership
modifier to one squads entrenchment dice roll but in so 54.8 Any intervening walls or hedges forming a side of an
doing forfeits its right to move or direct other activities, entrenchment hex blocks the LOS of units inside the entrenchment
during that player turn. to all non-adjacent hexes on the same or lower level.

54.22 Infantry units attempting to entrench may neither 54.9 Broken units may rout into an entrenchment hex in the LOS
move or fire during that player turn regardless of the success of an enemy unit without being eliminated.
or failure of the entrenchment attempt. Broken units may even remain in an entrenchment hex until a route
to a woods or building hex exists.
54.3 Entrenchment hexes have the same stacking capacity as a
regular hex. Units in entrenchments are placed underneath the 54.9A If a unit is broken while attempting to leave an
entrenchment counter while units in the hex but not in the Entrenchment, is it considered in or out of the Entrenchment for
entrenchment are placed on top of the entrenchment counter. the remainder of the phase? (Same would apply to other similar
Vehicles and Anti-Tank guns/howitzers may never be placed under
structures). A. Out. It costs 1 MF to leave and enter. {OAF}
an entrenchment counter.
54.9B If an entrenchment is in an open ground hex, could a
54.4 It costs no extra MF to move into a previously constructed
entrenchment hex but it does cost 1 MF extra to enter (beneath) the broken unit rout out of it while in the LOS and normal range of
entrenchment and 1 MF to move from underneath an entrenchment enemy units without being eliminated?, through it? A. Yes to
counter to placement on top of the same entrenchment counter. both. Treat as non open
ground. {KM}
54.4A When using Optional Rule 16, can a unit moving under a
entrenchment counter be fired on in the entrenchment hex
before it goes under the entrenchment? A. No -the moving 55. MINES
player is automatically given the benefit of the entrenchment as
55A & 121.1 Can mines cause grounding? A. No. {OAF}
soon as he enters the hex and signifies his use of the
entrenchment by stating the number of MFs he is utilizing in the
55.1 Mines belong to the fortification category (53.1). There are
hex. {SL4-40}
no mine counters. Rather the location and strength of available
mines are recorded on a piece of scrap paper at the Outset of the
54.4B What occurs if an enemy squad enters an entrenchment scenario. The scenario provides a player with a certain number of
hex during the Advance Phase which contains opposing units both minefield factors. The player secretly records the hex(es) and
on and under the entrenchments? A. Close combat occurs number of minefield factors allotted to each hex. Mines may be
normally against all opposing units. Note, however, that the placed in any non-water hex regardless of terrain. He may place as
advancing unit could elect to advance underneath the many factors in each hex as he desires providing the total
minefield factors allotted to all hexes does not exceed the amount 55.4A During rout a unit enters minefield in non-open, non
granted by the scenario. The actual disposition of minefields is not woods/building hex. Can it stop there or must it continue routing,
revealed until a unit moves into a minefield hex. taking the exit minefield attack? A. The latter. {OAF}

55.2 Whenever an infantry unit (enemy or friendly) enters a 55.4B & 136 Do routing units trigger mines and booby traps
minefield hex the owning player must announce how many during the rout phase? A. Yes. Routing units automatically trigger
minefield factors occupy the hex and immediately attack the booby traps. {OAF}
moving unit with that many factors on the Infantry Fire table.
There are no modifications of any type to the minefield attack dice 55.41 Broken units outside a minefield do not have to rout
roll.
into or through a minefield hex on their way to closest
cover if the presence of the minefield is known to the owner
55.2A Do infantry debarking from an AFV into the same minefield of the routed unit.
hex occupied by the AFV, retrigger the mines already fired by the
carrying vehicle? A. No, but if the infantry unload into an adjacent 55.42 Non-broken units in a minefield can fire and engage in
hex, they would undergo minefield attack for leaving the hex. Close Combat normally.
{14.6-34}{COI4-70}
55.5 Any squad in or adjacent to a minefield hex may attempt to
55.21 If the first minefield assault does not break or clear the minefield by rolling its firepower factor with two dice
eliminate the unit, it has the option to stay in the target hex or during the Prep Fire Phase. Mine clearance dice rolls must be made
attempt to continue its normal movement. separately. Two or more squads may not combine their firepower
factors for one mine clearance attempt.
55.22 Units are also attacked by the minefield whenever they
leave a minefield hex. Thus, a unit can be attacked both as it 55.5A May units adjacent to a hex attempt to clear it of mines
enters and leaves a minefield. Units broken by minefield without knowing if mines are in the hex? A. Yes, and if successful,
attacks as they attempt to leave a minefield hex are the owner must inform his opponent how many mine factors he
considered still in the minefield hex after the attack. has removed. The clearance attempt can only be made vs. one
specified hex, however, regardless of the number of minefield
55.23 A unit which fails a Morale Check due to minefield
hexes adjacent to the clearing unit. {14.6-34}{COI4-69}
assault is considered to be in the minefield target hex which
made that attack.
55.51 A leader in or adjacent to the minefield hex may add
Ex: Assume a unit moves from one minefield hex directly to
his leadership modifier to one squads mine clearance attempt
another. It would undergo two minefield attacks to move 1
but in so doing forfeits its right to move or direct other
hex, if it survives the first attack, it is automatically
activities during that player turn.
considered in the hex moved into, but must still undergo an
entry minefield attack in the minefield hex moved into.
55.52 Units attempting to clear mines may neither move or
fire during that player turn regardless of the success or failure
55.24 Morale Checks due to minefield assaults are subject to
of the mine clearance attempt.
leadership modifiers if a leader is present in the target hex at
the moment of attack. Similarly, if a leader breaks due to a
55.6 Vehicles entering or leaving a minefield hex undergo attacks
minefield assault, all units in the same target hex at that
on the Infantry Fire Table in the same manner except that only a
instant must take a normal Morale Check.
KIA result affects the vehicle. The minefield assault dice roll is
modified by the Minefield vs. Vehicles Modifiers
55.24A May squads advance 1 hex as an entire stack with a
leader to gain his benefit against mine attack? A. No. 55.61 Trucks and jeeps which receive a KIA result are
Movement in the Advance Phase is one unit at a time, but eliminated.
the same beneficial effects can be had by sending the leader
in first without having to worry about the squad taking an 55.62 AFVs which receive a KIA result are immobilized and
extra MC if the leader fails his. {16.1-34}{COI4-38}{COD-104} must roll the dice a second time to determine whether the
AFV blows up. Repeat the minefield assault which
55.3 Minefield assaults affect only moving units (Exc: 55.24). immobilized the vehicle. If a second KIA results, the
Ex: Assume 3 squads in a minefield hex. One leaves. Only the vehicle is eliminated and replaced by a wreck. Note that even
leaving unit would undergo minefield assault even though two if an immobilized AFV does not explode, its crew must still
other units occupy the same target hex, The other two units would undergo a Morale Check (39.2).
be immune to minefield assault as long as they dont move.
55.63 Passengers are immune to minefield attacks unless the
55.4 Broken units in a minefield must rout to cover only if the carrying vehicle is eliminated. Passengers which disembark
minefield is in open terrain or adjacent to an enemy unit. Units into a minefield hex must undergo minefield assault as if they
routing from a minefield hex would be subject again (55.22) to were entering the minefield hex.
minefield attack.
55.7 Minefields may be cleared by detonation by any artillery FFE
barrage which results in a KIA result in that hex.
Ex: Range of 6. TO HIT Dice Roll: 7. The bunker is hit; the AT
Gun is not. Reroll on the IFT to determine effect on occupants of
56. BUNKERS bunker.

56.1 Bunkers belong to the fortification category (53.1) and can be 56.5 SPECIAL ATTACKSFFE of off-board artillery is
placed only at the outset of a scenario as directed in that scenario modified by the Non-Covered Arc Defense Modification.
in any non-building, non-woods hex. Only one bunker may be
placed per hex. The bunker factors (read from right to left) are as 56.51 AP ammunition has no effect on bunkers. HE
follows: ammunition must first dice on the TO HIT Table under the
Stacking Capacity The number of squads, leaders and Infantry in Buildings classification. If a hit is scored, reroll
support weapons which may be placed inside a bunker. the dice on the Infantry Fire Table and apply the appropriate
Ignore normal stacking limits. defense modification as determined by whether or not the
EX: A bunker with a stacking capacity of 3 could contain 3 shot crossed the bunkers Covered Arc. Only the contents of
squads. 3 leaders, and 3 support weapons simultaneously. a bunker can be destroyed never the bunker itself.
Covered Arc Defense Modification The number added to
the dice rolls of the attacks against the bunker which are 56.52 Flamethrowers must add the Non- Covered Arc
traced through the Covered Arc of the bunker. Defense Modifier to their attacks if their LOS does not cross
Non-Covered Arc Defense Modification The number the bunkers Covered Arc, If the LOS does cross the Covered
added to the dice rolls of attacks against the bunker which are Arc there is no modification to the flamethrower dice roll.
not traced through the Covered Arc of the bunker.
56.53 The Defense Modifier of Demo Charge attacks is
56.1A Which defense modification do you use if a multi-hex fire determined by the hex occupied by the engineer when placing
group is directed at a bunker in such a way that one hexs fire is the charge. If the engineer occupies one of the two adjacent
traced through the Covered Arc and the other hexs fire is traced hexes in the bunkers Covered Arc the attack is modified by
through the Non-Covered Arc? A. Contrary to 11.6, in such a the Covered Arc Defense Modification. If placed from any of
situation, the Fire Group must be split into separate fires. If they the other remaining adjacent hexes it is modified by the Non-
persist in firing a one Combined Fire Group, the defense Covered Arc Defense Modification.
modification used is that of the Non- Covered Arc. {SL4-40}
56.54 AFV Overrun attacks against bunkers are modified by
56.2 Units in the bunker are placed underneath the bunker the Non-Covered Arc Defense Modification.
counter. Units on top of the bunker are considered outside it and
receive no protective benefit from the bunker. The bunker itself 56.6 Broken units may rout to and rally in a bunker as if it were a
building. Broken units inside a bunker need not rout even though
presents no obstacle to LOS.
enemy units are adjacent or on top of the bunker.
56.21 Units outside a bunker must obey normal stacking
restrictions but the bunker and its occupants do not count 56.7 Attacks against a bunker hex affect both the units inside and
against these limits. on top of the bunker but only those under the bunker receive any
dice roll modifications due to the bunker.
56.22 It costs 1 MF to enter (or leave) a bunker during the
Movement Phase once in the hex. If the bunker is not entered, 56.8 Opposing units may both occupy a bunker hex without
the cost of entering the bunker hex is that of the other terrain combat so long as one side is in (under) the bunker and the other
in the hex. Either side may enter or leave a bunker during side is outside (on top of) the bunker. Similarly, units may move
their Advance Phase. on top of an enemy bunker during the Movement Phase provided
no enemy unit is also on top of the bunker.
56.3 Fire from a bunker may be traced only through the Covered
Arc. A bunker can never be moved or pivoted in any way so as to 56.81 Units on top of the bunker counter have the option to
change the Covered Arc. engage in Close Combat with units inside the bunker by
moving inside during the Advance Phase. Units inside the
bunker may never force Close Combat on units on top of the
56.3A Is the Covered Arc for bunkers the same as that of AFVs? A.
bunker. Once initiated however, Close Combat must be
Yes - this means that bunker counters can never be placed evenly
fought to a conclusion.
in a hex the way vehicles are. {SL4-40}
56.81A Units are allowed to advance into a bunker in an
56.3B & 36.1 Can an infantry unit in a bunker execute a Defensive
adjacent hex during the Advance Phase. Does this hold true
Fire Phase immobilization attack against a moving AFV in a hex
if enemy units are on top of the bunker? A. No - they would
within the bunkers covered arc? Out of the bunkers covered arc?
have to engage the enemy units outside the bunker in Close
On top of the bunker? A. No to all. {MMP}
Combat. {COI4-69}{COD-105}
56.4 No vehicles, mortars, or howitzers may be in a bunker. One
56.82 Units inside a bunker cannot leave the bunker while an
AT Gun can be placed in a bunker but cannot be moved. TO HIT
opposing unbroken unit is on top of the bunker; even to
dice rolls vs. the AT Gun are made on the AT Gun classification.
reinforce an already existing Close Combat on top of the
bunker.
to a staircase hex may advance during the Advance Phase up or
56.83 Units inside a bunker may not fire on units on top of down stairs and enter into Close Combat with opposing units.
the bunker although they may continue to fire through the
Covered Arc. 57.4A Rule 57.4 states that a unit can advance from an adjacent
hex up a staircase (i.e. from 1F3 ground level to1G3 1st level). Can
56.83A Can units on top of a bunker fire at units inside? A. a unit in a staircase hex advance up or down and into an adjacent
No. {14.6-34}{COI4-69} hex? A. Yes. {BT}

56.9 Concealment Counters inside a bunker do not halve attacks 57.5 Broken units on the 2nd Level do not have to rout unless
on the occupants, their sole function is to conceal the total number adjacent to enemy units also on the 2nd Level or if in a staircase
of real counters in the stack. The occupants of a bunker cannot be hex with enemy Units on the ground level, and vice versa.
examined by an opponent except to verify the source of fire
coming from inside the bunker. 57.6 Neither vehicles nor AT Guns may occupy the 2nd Level of a
building.

57. UPPER BUILDING LEVELS 57.7 2nd Level differentiation outmodes the original LOS rules
(7.4) for multi-story buildings. Players must visualize that units on
57.1 Buildings of 3 or more hexes have already been defined as 2nd Level counters may now see and fire over ground level
multi-story Level Two obstructions, but prior to now occupying obstacles (keeping in mind the one hex blind zone) and conversely
units were subject to and could administer fire from either ground receive such fire in return, but units on ground level of the same
level or upper story elevation simultaneously. Henceforth, each building could not. Being on a 2nd Level counter is equivalent to
multi-story building hex will consist of both an upstairs and being on a Level Two hill hex for LOS purposes. Therefore, there
downstairs. For simplicity we will limit floor designations to would be no fire combat dice roll modifier for firing across a wall
ground level and 2nd level. No unit may occupy both levels or hedge hexside into an adjacent 2nd Level hex.
simultaneously. Due to the added vertical dimension formed by the
2nd level, each multi-story building hex now contains in effect two 57.8 Attacks against multi-story building hexes must now be
hexes. Each of these two hexes may contain up to normal stacking specified as the upper or lower target hex.
limits.
57.81 FFE attacks affect both upper and lower levels but
57.1A Since a multi-story building is 2 hexes in 1 must mines be with separate effects dice rolls except that a KIA result
specified as being on the first or second level? A. Yes, by the way rubbles all levels. Flamethrower attacks affect the non-target
mines in buildings are considered booby traps. {14.6-34}{COI4-69} floor as Area Fire. Demolition Charge attacks affect the non-
target floor as Area Fire unless a KIA result occurs against
57.2 Units in a multi-story building hex are considered on the the target floor in which case both levels are rubbled.
ground level unless they are placed on top of a 2nd level counter.
The 2nd Level counter in effect forms the floor between the 57.81A Can a flamethrower fire through a wheatfield hex to
ground level hex and the upper level hex above it. 2nd Level an upper story building, thus affecting units beneath the
counters are not placed on the mapboard except when occupied by target hex to which the flamethrower does not have a LOS?
another unit. The floor remains inherently present despite the A. Yes, but the effect on the lower floor target is treated as
absence of the 2nd Level counter. The Counter is used only to Area Fire and afire in the upper story hex would not
show units on the upper level. Movement and Attack costs are the necessarily result in a fire in the lower hex, although it would
same for the 2nd Level as they are for the ground level. be subject to spreading fire. {COI4-69}
57.2A How is rule 8.6 (forming fire groups from adjacent hexes) 57.82 If a flamethrower fires from within a building up or
affected by the Upper Level differentiation? A. Units on different down a flight of stairs, the effects of the fire do not apply to
levels are considered adjacent for purposes of forming Fire the firing hex.
Groups only if the chain of adjacent hexes is connected by a
stairway hex occupied on both levels.{SL4-40} 57.9 Movement between 2nd Level and ground level of the same
non-staircase building hex is possible in the following manner:
57.3 Movement between ground level and the 2nd Level of the
same hex is made via staircase. Each multi-story building has 1 or 57.9A Can this special movement be applied in hex 1X4 where
more staircase hexes. A staircase hex is any hex containing a there is no outer wall? A. No. {15.2-34}{COI4-69}
square white center where the center dot should be. Movement up
or down a staircase costs 2 MF. Thus, placing or removing a 2nd 57.91 Changing levels without a staircase is permitted only
Level counter Costs 2 MF even if a counter never moves from its during the Movement Phase by infantry units carrying no
original mapboard hex. more than 2 portage points each of support weapons.

57.4 Units in non-staircase hexes may not fire or enter into Close 57.91A Can 57.91 be used for routs? A. No. {OAF}
Combat with enemy units above or below them on a different
level. Units which start their Advance Phase already in or adjacent
57.92 Units changing levels in this manner may not make
any other movement or fire including Close Combat during 59.1A According to rule 59.1 fire effects all levels in a building,
the balance of their player turn. how does this concur with Question 57.81 on Page 69 which
states that fire in the upper level not necessarily results in a fire in
57.93 Units changing level in this manner lose all protective the lower level? A. The question deals with a specific case that is
terrain dice roll modifiers they would normally be entitled to handled in a different way. {KM}
during the Defensive Fire Phase and are also subject to the -2
dice roll modification for moving in the open. 59.2 A flamethrower starts a fire in a building target hex any time
it scores a KIA result on that target hex.
58. RUBBLE 59.2A & 59.4 If an AFV is destroyed by a flamethrower, is a fire
created and subject to spreading? A. No. {MMP} [Note this
58.1 Any artillery FFE, HE, Minefield, or Demo Charge attack
replaces a previous answer to the same question].
against a building resulting in a KIA (after modification) results in
structural damage sufficient to collapse the building in that hex.
59.3 Offboard artillery and HE attacks may possibly cause a fire
All occupants of both levels (including support weapons) are
after rolling a KIA result (after modification). To determine if a
eliminated and any 2nd Level capacity of that hex ceases to exist.
fire does indeed result, repeat the attack in which the initial KIA
Invert the 2nd Level counter to place a Rubble counter on the hex.
was rolled. If KIA is rolled a second time, fire breaks out.
58.1A & 59.3 If an off board FFE or a HE attack results in a KIA
59.4 Fire may spread to any adjacent building hex in the first and
against a target in a building hex, is that hex always turned into a all succeeding player turns after it appears. Roll two dice at the end
rubble or set on fire? A. It always becomes rubble, and might also of the Advancing Fire Phase for each building hex adjacent to a
catch fire.{KM} fire counter and refer to the Spreading Fire Table.

58.2 Movement through a rubble counter costs 2 MF, and the 59.4A Does a hex adjacent to two or more fire hexes have to roll
terrain effects dice roll modifier remains +3the same as that for a for spreading fire more than once per Advancing Fire Phase? A.
stone building. Vehicles may not enter a rubble counter. No. {COI4-69}
58.2A According to Rule 58.2 a vehicle may not enter a rubble
59.4B & 67.12 Can the fire spread if the burning vehicle is in a
hex, but according to Question 58.4 on Page 69 this is possible,
forest-road hex, an orchard hex, or moving around an obstacle in
which is correct? A. Rule 58.2 should state that non-tracked
the same hex via By-Pass Movement (112)? A. Yes, forest-road
vehicles may not enter rubble. {KM}
and orchard are treated as woods hexes with a special 2 TO
SPREAD DRM. {COI4-69}
58.3 Rubble is a Level One LOS obstruction equivalent to that of
a one story building or ground level woods. (See Example 58.3)
59.5 Fire counters remain in effect for the duration of the scenario.
58.4 A tank or SP gun which moves into a wooden building
creates a rubble counter in that hex. If not immobilized other 59.5A What happens to Victory Conditions which cite occupation
tracked AFVs may not move through a rubble hex containing a of a building when that building catches fire? A. The building is
vehicle which was immobilized attempting to move into that hex. considered occupied for victory purposes by the side which did
The rubble counter still generates the same movement costs and not cause the fire. {COI4-69}
terrain modifiers as a wooden building however. An immobilized
AFV in a rubble hex may not change its Covered Arc. 59.6 Units in a fire hex must leave in the immediately following
Rout Phase or be eliminated. Unbroken units would have the
58.4A Can halftracks move through wood rubble? A. Yes, but option of breaking voluntarily or moving one hex during the
armored cars cannot. Once rubble is created, any tracked vehicle Rout Phase. No unit may move into a fire hex.
may enter it, even if it was a stone building at one time. {COI4-69}
59.6A What happens to an AFV caught in a fire hex by Spreading
58.4B If an AFV is immobilized attempting to move into a wooden Fire? A. It must leave the hex during its next Movement Phase or
building, is the house reduced to rubble? May a second AFV be eliminated. {COI4-69}
attempt to enter? Can an immobilized AFV in a rubble hex change
its Turret Covered Arc? A: Yes. No. No. {COI4-69}{COD-105} 59.6B Can tanks enter a fire hex? A. No -they may leave a fire hex
but they may not enter one even if surrounded by fire hexes.
{COD-105}
59. FIRE
59.7 Fire, due to attendant smoke, blocks all LOS through the fire
59A & 58 Can fire start in a rubble hex? A. Yes. {KM} hexregardless of elevation.

59.1 Fires can be started and continue to exist in any building hex. 59.9 Units may not set fires unless specifically allowed by the
A fire in a hex is assumed to affect all levels of that building in the scenario in play.
hex.
62.4 Roadblocks may be removed by a KIA result Demo Charge
60. RIVER CROSSINGS attack.

60.1 The southernmost board edge and all south edge half hexes 62.4A Must the demo charge attack be in the hex containing the
are considered part of the river. No movement is allowed on these roadblock counter? A. Yes. {14.6-34}{COI4-69}
partial hexes.

60.2 American units entering the game must cross the river (board 63. ON BOARD ARTILLERY
edge) during the American Movement Phase. The first full hex
moved onto ends that units Movement Phase. 63A & 48.9 What are the stacking limits for the various types of
guns? A. Two of any combination per hex. {COI4-69}
60.2A What happens in Scenario 11 to American units which
attempt to land on hidden German units on the shore line? A. 63B Can on-board artillery fire harassing fire? A. No. {OAF}
They are eliminated. {14.6-34}{COI4-69}
63.1 The use of On-Board Artillery in no way detracts or affects
60.3 Due to a shortage of Assault Boats the Americans must roll the amount of offboard artillery support (45.2) allotted by a
two dice prior to each Movement Phase. The resulting number is scenario.
the maximum amount of squads which can be landed that turn on
the river edge. Any number of leaders may land in a given turn. 63. 16A When an AFVs turret fires outside of its covered arc,
Each squad may land with one support weapon. is the parenthesized fire value of its main armament
affected? How? A. Yes. See 144.46 of GI - add the TO HIT
60.4 The first two rows of full hexes along the Rhine River are DRMs to the IFT roll. {OAF}
obscured by mist as if under a smoke counter until the mist burns
off (60.5). Mist has the same effect as smoke.
63.16B & 64.45 & Supp. K If an AFV that has an Infantry Fire
equivalent runs out of HE rounds, while using Supp. Rule K,
60.5 The American must roll one die at the start of each Game
Turn starting with turn 2. A die roll of 1 results in the mist being can it still use it on the IFT? A. No. {KM}
burned off and ceasing to exist.
63.16C & 64.45 & 95 May ordnance with a parenthesized
IFT equivalent use sustained fire? Can spraying fire (63.23)
61. SNOW also use sustained fire? A. No. No. {COI4-69}{COD-105}

61.1 Snow doubles Movement Phase terrain costs for infantry,


trucks, and jeeps. AFV movement is not affected by snow. 63.2 DIRECT FIRE Individual Mortars and American 105
howitzers may fire direct provided they have a clear LOS to the
61.2 Movement through road hexsides is not affected by snow. target hex.

61.3 All entrenchment attempt dice rolls are modified by +2. 63.2A Are mortars governed by covered arc? A. No. {KM}

61.4 All minefield assault dice rolls are modified by +1. 63.2B If a mortar is firing directly against a target behind a
wreck, vehicle, wall, etc. is the target considered hull down
even though it is a mortar firing? A. No. {KM}
62. ROADBLOCKS
63.2C Is the gun broken if a 12 is rolled on a smoke attempt? A.
62.1 Roadblocks belong to the fortification category (53.1) and Yes. {OAF}
can be placed only at the start of a scenario in the numbers called
for by the scenario unless otherwise stated.
63.2D If a crew captures ordnance (i.e., ATG), do they suffer the
+2 TO HIT and 2 to breakdown penalties for captured
62.1A Can roadblocks be hidden from view using the Hidden
equipment? A. Yes. {BT}
Initial Placement rule? A. Only so long as no enemy unit has a LOS
to the hex containing the roadblock. {COI4-69}
63.2E If there is no unit in the target hex and the TO HIT roll is
62.2 A roadblock counter is treated as a stone wall across the larger than the smoke depletion number, can the gun fire
hexside to which it points. However, no vehicle may cross such a elsewhere, in the same phase, using AP or HE, as appropriate? A.
hexside No. {OAF}

62.3 Roadblocks may be eliminated by a tank, SP Gun, or squad 63.2F & 64.7 If a gun tries to fire smoke on a hex containing
(on foot) which spends an entire player turn adjacent to the friendly units but exceeds its smoke depletion number, can it opt
roadblock hexside without moving or firing. Remove the for a no effect result as opposed to using HE or AP ammunition?
roadblock during the following Rally Phase. A. Yes, and it would not count as a Fire Mission. {17.2-46}
63.2G May an AA Gun using Spraying Fire fire its Infantry 63.4B For on-board guns using indirect fire, can a SR be placed
firepower equivalent into just part of the 3 hex cluster if part of and left while the spotter performs other functions, including
the 3 hex cluster is blocked by LOS obstruction? Friendly troops? spotting for a second weapon, provided the initial weapon neither
A. Yes. No.{COI3-69} moves or fires from the time the SR is placed? A. No. {OAF}

63.2H & 99.34 May flak guns or guns with a firepower 63.4C & 63.3 Can a gun firing indirect ever break down? A. Yes -
equivalency use spraying fire at descending parachutists? A. on effect dice rolls. {OAF}
No.{COD-105}{OAF}
63.4D & 63.31 Do indirect-firing mortars which happen to have a
63.2H When firing direct, is the leftward IFT column used with LOS to their target use SR/FFE counters? A. No although such
both infantry and armored targets? A. Yes. {COD-105} weapons use indirect fire trajectory, their attacks are still
resolved as direct fire using the TO HIT table for each shot of
63.21 Mortars have a minimum range of 10 hexes and a the direct fire rate of fire. Misses are ignored. {17.2-46}
maximum range of 60 hexes at all times. They are not
restricted by Covered Arc. Howitzers may fire direct at any 63.4E May mortars, etc., fire indirect if they have a LOS to an
range and are restricted by Covered Arc. enemy unit but meet all other criteria for indirect fire? A. Yes.
{COD-105}
63.22 Direct mortar and artillery fire against infantry targets
is resolved in the same manner as AFV combat (33.3). The 63.4F Would mortars and other guns utilizing Indirect Fire at
TO HIT TABLE must be consulted and if a hit is secured the targets outside their Covered Arc have to change their Covered
effect is found on the Infantry Fire Table. Arc when they fire? A. Yes, but there is no DRM detriment for
having done so as long as the fire is indirect.{COI4-69}
63.23 Direct Mortar Fire against vehicles is resolved (after a
hit has been determined) on the Infantry Fire Table using the
63.4G & 64.9 Does a BISON using indirect fire run out of ammo
Artillery Barrage vs. Vehicles Modifiers (46.54).
on a FFE dice roll of 11 or 12? A. Yes. {OAF}
63.24 Direct Howitzer fire against vehicles is resolved in the
same manner as AT Gun attacks except that the howitzer 63.4H & 66.1 Can an AFV be immobilized by indirect artillery fire?
must fire 105 HE not AP. A. Yes. {COD-105}

63.3 HEAT The American player may fire HEAT (H6) 63.4I & 68.2 How do you resolve a Critical Hit by a mortar on an
ammunition from his Priest and M4M52. HEAT has no effect on AFV? A. Use the IFT with both the Critical hit and 46.54 DRMs vs.
infantry but is very effective against vehicles. rear armor. {17.2-46}

63.31 The American player must specify if he is firing 63.41 The minimum range for indirect howitzer fire is 20
HEAT prior to rolling the TO HIT DR. hexes inclusive of the target hex.

63.31A What column is used for resolution of 76.2, 105 and 63.42 Howitzers performing indirect fire attack only once
130mm HEAT attacks? A. 75H for the former, 100H for the per turn regardless of their rate of fire.
latter two. {COI4-69}
63.43 Indirect fire of on board artillery still requires radio
63.32 A TO HIT HEAT dice roll of 6 or more results in contact to an unbroken leader with a clear LOS to the target
that gun having no HEAT rounds for the balance of the hex. The artillery hex does not need a radio counter to receive
scenario. Treat that and all subsequent rounds as HE. A radio contact. Such fire does not constitute a fire mission
written record should be kept of which weapons have run out counting against off-board artillery allotment.
of HEAT ammunition.
63.44 The Priest and M4M52 may fire indirect in the same
63.4 INDIRECT FIRE On board artillery may also engage in manner as a 105mm Howitzer.
indirect fire (i.e., fire on units to which it does not have a direct
LOS). The procedure is the same as that for offboard artillery 63.45 The M4A4 and M10 may fire indirect 75mm HE at a
support (46) except that the blast area is limited to the hex minimum range of 25 hexes inclusive of target hex. Indirect
occupied by the Spotting Round as opposed to the 7 hex cluster of Fire from these two vehicles is halved as AREA fire
an entire battery and there is no limit to the number of fire however.
missions which may be called down. Two howitzers or mortars
firing from the same hex may be directed against the same target 63.45A Can an M10 fire twice, indirectly, in the same player
hex and therefore roll twice to resolve each FFE. turn? A. No. {15.2-34}

63.4A If a vehicle in a CE status is hit by indirect fire, is there any 63.46A & 139.5 May small AA guns fire vs. planes while in
effect on the CE counter?, if the vehicle was in the same hex with buildings? A. No, but any AA guns may fire from a rubble
infantry hit with direct HE-fire? A. Only if a stun results. {KM} hex. {COD-105}
63.5 A leader may not be in radio contact with more than one halftrack was performing the tow, however, the +1 DRM for being
artillery hex per player turn. If the leader has established radio beneath an AFV would also apply. {COI4-69}
contact with off board artillery he may not attempt to direct any on
board artillery indirect fire until he has broken the original radio 63.6G & 48.4 Can an AT Gun of 40mm size or less be pushed
contact. Each on board artillery site can he composed of no more uphill one hex? A. Yes. {COI4-69}
than two mortars or howitzers.
63.6H May leaders use their leadership DRM to affect mortar
63.5A May a leader direct indirect fire from a halftrack, and if so fire? A. Only for light mortars (60mm or less) and only on the TO
would he be considered in a CE status? A. Yes to both. {KM} HIT Table when used in direct fire. {COD-105}

63.5B May on-board artillery move and still remain in radio 63.6I If two or more leaders operate a 60mm or smaller mortar,
contact with a leader? A. No. {COI4-69} full rate of fire is allowed. Does this mean that they can fire with
full effect on the IFT instead of AREA Fire if firing indirectly? A.
63.5C According to rule 63.32 a leader can direct indirect-fire Yes. {KM}
from two adjacent hexes and according to Question 63 &48.9 on
Page 60 two guns may stack together in a hex, does this mean 63.7 When firing main armament at mortars or howitzers the TO
that a leader could direct both guns in both hexes for a total of HIT number is not found in the AT Gun row. Rather it is found in
four guns in the same turn? A. No. He can direct a maximum of the correct infantry row, and its effect measured against the crew
2guns, both of which must be in the same hex. {KM} on the Infantry Fire Table. Any KIA result vs. the crew eliminates
the weapon also. The rules presented here for on-board artillery are
63.6 Mortars and 105mm howitzers are subject to the same only temporary and will be completely revised and expanded for
stacking and movement rules as AT Guns except that Mortars are those continuing with the advanced SQUAD LEADER gamettes
not towed, but carried aboard vehicles at a portage cost of 5 see Pg. 30.
portage factors. Carrying a mortar does not double the movement
costs of a vehicle as is the case when towing an AT Gun or 63.75 If a rocket launcher fires part of its rockets, can it be
howitzer. reloaded before it fires the remainder? A. Yes, but the
reloading time remains the same regardless of the actual
63.6A Why cant 76-82mm mortars be carried by infantry? A. number of tubes to be reloaded. {COD-105}
They can move slightly under the provision of 48.4 but allowing
them to be carried further like a light mortar allows too much 63.8 Would this DRM apply to the HE Ammunition section of the
mobility, considering the assembly and ammunition portage AFV kill table? A. Yes. {COD-105}
accompaniment required for the tube to be put into action again.
{COD- 63.9A If a gun with a gun shield is destroyed, is it removed
105} immediately from play so that subsequent fire versus the crew
does not receive the benefit of DRMs from the gun shield? A. Yes.
63.6B What rules govern the infantry movement of a 76-82mm {COI4-69}
mortar? A. 48.4. {COD-105}
63.9B Do the height advantage, critical hit, and range effects on
63.6C Can ordnance larger than 40mm be moved one hex in the penetration AFV TO KILL DRMs apply? A. Only the latter. {COI4-
Movement Phase? A. Yes. {KM} 69}

63.6D & 48.4 Can guns larger than 40mm and which are not 63.9C Does a gun shields protection affect all incoming fire
mortars be moved as per Rule 48.4? A. Yes. {KM} through the front hexsides of the guns Covered Arc, or can it only
protect the crew from fire originating from a hex within the guns
63.6E How could a 360-degree mounted, or 100mm+ gun ever be field of fire? A. The former. {COD-105}
hooked or unhooked for towing given 48.64s prohibition
occupying the same hex at the end of a Movement Phase unless
already in tow? A. The gun is considered in tow even though the SCENARIOS & SPECIAL RULES
vehicle may not move a tall during the Movement Phase. At the
start of the next Movement Phase, the gun may be towed or Does a scenario end on the last numbered turn of the scenario
pushed away or the vehicle withdrawn, according to the situation. card or the turn after the last numbered turn marked END? A. It
{COI4-69} ends on the last numbered turn. {14.5-34}
63.6F Does a crew engaged in hooking or unhooking a gun from If a player is allowed to exchange entrenchments & trenches for
tow or pushing it to a new hex (during defensive fire) get the wire factors, must he inform his opponent how many he
benefit of any gun shield crew protection factor? A. No, and exchanged? A. Not until after play ends. {JM}
furthermore, the crew is considered exposed to enemy fire from
all directions, and subject to the -2 DRM for moving in the open (if Can sequential entry be avoided by having one AFV enter at 4A6
in an open ground hex) during all Fire Phases. If an armored and by having the next AFV enter at 4A5? A. No. {OAF}
Scenario 2: In Scenario 2, must you deploy at least one unit in
each listed building or can you leave a building
unoccupied? A. No, you may leave some of the listed buildings
unoccupied. {14.5-34}
Scenario 2 & 3: Is the die roll to see who moves first in Scenarios
2 & 3 made before or after setup? A. After. {14.5-34}
Scenario 4: In Scenario 4 are the Germans restricted to setting up
on one board? A. No, {14.5-34}
Special Rule 9.3: Shouldnt this rule refer to elimination of a
German squad or crew, rather than just squad? A. Yes. {COI4-72}
Scenario 11: What happens in Scenario 11 to American units
which attempt to land on hidden German units on the shore line?
A. They are eliminated. {14.6-34}{COI4-69}
INDEX Artillery, on board 63
buildings, attacks against 58.1
Advance Phase combat fire against 63.7
in sequence of play 4.7 direct fire 63.2
movement costs 4.7 range 63.21
vs. infantry 63.22
Advancing Fire Phase vs. vehicles 63.23, 63.24
in sequence of play 4.5 indirect fire 63.4
support weapons in 5.74, 8.2 crew exposed 63.4A
radio contact 63.43
Americans 50 vs. AFVs 63.4A, 63.4H
demolition charges, using 50.2 leaders directing 63.5
flamethrowers, using 50.2 movement 63.6
morale 50.1 range 63.41, 63.45
smoke, use of 50.2 radio contact 63.5
support weapons, use of 50.4 smoke 63.2C, 63.2E, 63.2F
support weapons, repair 50.5 stacking 63A
towing 63.6
AFVs see separate index in back
AT Guns 48
Area Fire 9.4 bunkers, in 56.4
concealed units undergoing 25.8 capture of 48.81
wheatfields and 44.21 cover, as 18.2
crews 48.2, 48.8
Artillery, off board 45, 46 fate 18.2, 48.3
blast resolution 46.5 fire combat by 48.7
buildings, attacks against 58.1 vs. infantry 48.83
bunkers, attacks on 56.5 firing after movement 48A
counter battery fire 45.4 leadership modifiers 48.82
determining modules 45.2 movement, effect on firing 48.7
Fire For Effect 46.3, 46.4 movement, pushing by infantry 48.4
fires, starting 58.1A, 59.3 movement, towing by vehicles 48.6, 63.6E, 63.6F
leaders directing 63.5 overruns against 48.64
line of sight, terrain effects on 46.7 pivoting 48.5
minefields, clearing of 22.1D, 55.7 stacking 48.9
night use of 46.13A vehicles moving through 48.64
radio contact 46.1
smoke effect on 24.6 Bazookas 37.31A, 37.4
smoke rounds, placing 46.9 fire groups involving 37.47
spotting rounds 46.2 leaders, use by 37.43
support weapons, effects on 46.53 leadership modifiers 37.34A, 37.44
terrain effects 46.5 portage 37.46
vehicles, effects on 46.54 vs. infantry 37.47
wire, clearing of 53.54
Berserk Units 18.4
American 50.1A
crews 18.4
leaders 18.43, 18.5
passengers 18.42E
support weapons, destruction of 17.8A
vs. AFVs 18.41A
Broken Units 13 Canister (C7) Ammunition 34.9
leaders routing with 13.3, 15.8
morale checks 12.3 Close Combat 20
routing 13.2, 13.4 broken units in 20.9
AFVs as enemy units 13.42 bunkers 56.81, 56.82
building, multi-level 13.44B crews, by 41.2
bunkers 56.6 entrenchments 54.4B
concealed units 13.41 flamethrowers, with 20.1A
cover 13.42 leaders in 20.7, 20.72
entrenchments 54.9 leadership modifiers in 20.6
fires 59.6 locked in melee, units 20.8, 20.83A
minefields 55.4 Phase, in sequence of play 4.8
smoke 13.42A, 13.42I smoke 20.1B
stacking limits 13.44A stacking limits 6.2
walls & hedges 13.42H support weapon use in 20.5
support weapons of 13.5 vs. passengers 20.4
voluntary breaking 13.7
Concealment 25
Buildings bunkers 25.3B, 56.9
attacks against 58.1 close combat 49.3
fires in 59 firepower modifiers for 25.8
multi-story 57 firing upon 25.41
2nd Level counters 57.2 leadership modifiers 25.4
attacks against 7.9A, 57.8 loss of, due to
artillery 57.81 enemy units 25.4, 25.5
demolition charges 57.81 morale checks 25.9
flamethrowers 57.81, 57.82 unit activity 25.42
broken units 13.44B, 57.5 night scenarios see Night Combat
close combat in 57.4 placement of counters 25.3
fire groups involving 8.6C, 57.2A radio use 46.1A
line of sight and 57.7 rallying under 25.4A, 25.4B
movement
into/out 57.4A Crew Exposed 34.8
staircase, up/down 57.3 360 MGs 34.8
non-staircase, up/down 57.9 close combat vs. 20.4B
smoke and 24.6C defensive fire vs. 36.11A
directing artillery 63.5A
Bunkers 56 fire combat on AFVs effecting 34.2C
artillery / AT guns inside 56.4 indirect fire 63.4A
broken units 56.6 open-topped AFVs 34.8A, 47.7A
close combat 56.81, 56.82 overruns 35B, 35.61
concealment 56.9 pre-AFV attack morale check 36.11
enemy units in/on 56.8
fire combat against 56.7 Crews
AP ammunition 56.51 berserk 18.4
artillery 56.5 close combat by 41.2
AT guns 56.4 exposed 34.8, 35.61
demolition charges 56.53 fire combat by 41.2
flamethrowers 56.52 survival 33.9
HE ammunition 56.51 use of support weapons by 41.2
top of bunker vs. inside 56.83A vs. AFVs 36A, 36B
overruns, AFV 56.54
fire combat from 56.3 Defensive Fire 16
fire groups against 56.1A broken leaders during 16.3A
movement demo charges, during placement of 16.4A
into/out of 56.22, 56.81A hexes vulnerable to 16.4
over 56.22, 56.8 moving in the open 11.3
placement 56.1, 56.3A Phase, in sequence of play 4.4
routing to/from 56.6 unloading of passengers, during 16.4B
stacking 56.21 vehicles receiving 16.7
Demolition Charges 23
American units, use by 50.2
buildings, against multi-story 57.81 Flamethrowers 22
bunkers, vs. 56.53 Advancing Fire Phase, in 22.1B
defensive fire during placement 16.4A AFVs, vs. 37.2
fate 23.8 American units, use by 50.2
height advantages and 23.3 artillery attacks on 22.1D
infantry using 23.1A, 23.2 buildings, against multi-story 57.81, 57.82
leadership modifiers on 23.5 bunkers, vs. 56.52
placement and use of 23.3, 23.4 close combat, in 20.1A
roadblocks, destruction of 62.4 concealed targets 22.1, 22.2A
sewer entrances 27.6 defensive fire using 22.2
smoke effect on 24.6 fate 22.6
support weapons in target hex 23.7 fire combat with 22.1, 22.5
terrain effects on 23.5 fire groups 22.3
vs. AFVs 23.3A firepower modifiers on 22.8
wire, clearing 53.53 fires, starting 59.2
infantry using 22.4, 22.5
Entrenchments 54 leadership modifiers on 22.2
broken / routing 54.9 minefield, clearing of 22.1D
close combat 54.4B penetration and 22.1, 22.1C
construction 54.2 portage 23.1A
crews 36B smoke effect on 24.6
leadership modifiers 54.21 support weapons in target hex 22.9
hidden initial placement of 42.1A smoke, use with 22.2, 22.2A
line of sight 54.8 target hexes containing 22.7
movement 54.4, 54.5 terrain. effects of 22.1E, 22.2
placement 54.1, 54.2
leadership modifiers 54.21 Fortifications
snow 61.3 bunkers 56
stacking 54.3 entrenchments 54
support weapon use in 54.6 mines 55
roadblocks 62
Fanaticism 26 wire 53
morale checks under 26.1
rally attempts under 26.1 Halftracks 47
combat vs. AFVs 33.7
Fires 59 crew survival 47.2
artillery 58.1A, 59.3 MG fire vs. 47.6
flamethrowers 59.2 passengers
HE ammunition 58.1A, 59.3 AFV elimination effect upon 47.2A
illumination from 49A AFV firing effect upon 47.7A
line of sight 59.4 AFV movement effect upon 47.5
routing 59.6 AFV receiving fire effect upon 47.6, 47.7
rubble, in 59A broken units 47.9
spreading 59.2A, 59.4 cover 11A, 11.53A
fire combat by 47.4, 47.7
Fire Combat 8 fire combat upon 47.7, 47.8
Resolution 10 fire groups involving 8.6A, 47.4
leadership modifiers and 15.2
leaders, multiple 15.4 HE Ammunition
smoke effect on 24.6 buildings, attacks against 58.1
fires, starting 58.1A, 59.3
Fire Groups 8.6, 56.1A
buildings, multi-story 57.2A HEAT (H6)
leaders 15.1A, 15.2 ammunition 63.3
combat resolution 63.31, 63.32
Firepower Modifiers 9 fate 63.32
concealed units 25.8
moving in the open 16.5, 16.6
wrecks, and 32.3, 40.3

Hex Long Range Fire 9.2


grid coordinates 3.5
playable 3.7 Machine Guns 17
leaders using 17.3, 17.4
Hidden Initial Placement 42 penetration 7.2B, 17.5, 17.6, 17.7
AFVs 42.7 friendly units, and 17.6
artillery and 42.7B height advantages and 7.9
enemy movement (effects on) 42.5, 42.6 smoke-filled hexes 17.7A, 24.6d, 24.6E
entrenchments 42.1A terrain effect upon 17.5A
fire combat against 42.4, 42.7 vs. vehicles 17.3A, 17.5C
roadblocks 62.1A vs. AFVs 47.6
wire 42.1A
Mines 55
Hull Down 11.53B, 41.1 buildings, attacks against 57.1A, 58.1
clearing 55.5, 55.7
Jeeps 52 artillery barrage 22.1D, 55.7
fire combat against 51.4 leadership modifiers 55.51
line of sight 52.4 placement 55.1
passengers, fire combat by 52.2 routing through 55.4
portage 52.1 sewers 27.5A
towing by 52.1 snow 61.4
wrecks 52.3 vs. infantry 55.2
broken units 55.22, 55.23, 55.4
Leadership modifiers 15 leadership modifiers 55.2, 55.24A
AFVs, and 33.33, 47.4 vs. vehicles 55.6
fire combat and 15.2 AFVs 55.62
leaders, multiple 15.4 passengers 55.63
fire groups 15.1A, 15.2 trucks, jeeps 55.61
leaders, broken 15.5
support weapons and 15.3 Morale Checks 12
berserk Russian units 18.4, 18.5
Line of Sight 7, 43 broken units making 12.3
artillery see Artillery Desperation Morale 14.6, 14.6A
blind hexes 43.6 fanatic units making 26.1
buildings 7.2A, 7.7, 7.9 leaders making 12.21, 12.22
flamethrowers and 57.81 leaders, multiple and 15.7
bunkers 56.2 leadership modifiers and 12.4
crest lines 43.2, 43.3, 43.5
determining 3.3 Mortars
entrenchments 54.8 capture of 63.2D
fire groups 11.6 covered arc 63.2A, 63.2B
fires, and 59.4 direct fire 63.2
height advantage 43.4, 43.8 indirect fire 63.4
MG penetration 7.9A leaders 63.5, 63.6H, 63.6I
walls & hedges 11.51, 11.53 movement 63.6
hills 43.1, 43.3, 43.5 portage 63.6
infantry effects on 7.2, 7.2B stacking 63.6
terrain effects on 7.2, 7.3, 7.8 towing 63.6E, 63.6F
mist 60.4, 60.5
multi-story buildings 7.4, 7.5, 7.6, 7.9
roadblocks 62.2
shellholes 44.3
smoke 24.6
vehicles 30.8, 32.3, 32.4
defensive fire, during 32.6, 32.7
jeeps 52.4
trucks 51.3
walls & hedges 11.5A, 11.51, 11.6
wheatfields 24.6E, 24.6F, 44.2
wire 53.6
Movement 3.8, 5
Advance Phase, in 4.7 Rallying of Broken Units 14
crest lines, across 43.21 12, die roll of 18.3
leader effects on 5.44 fanatic units 26.1
Phase, in sequence of play 4.3 leaders, broken 14.3, 14.4
stacking limits during 6.3, 6.3A leaders, multiple 14.2A, 14.5, 15.7
terrain 5.5 leadership modifiers and 14.2
cliffs 44.1 Phase
higher elevation 5.53 AFV repair in 38
roads 5.52, 5.54 in sequence of play 4.1
roadblocks 62.2 support weapon repair in 18.2
shellholes 5.54, 5.54A
snow 61.3 River Crossings 60
walls & hedges 5.51, 11.52 amphibious landings 60.2, 60.3
wheatfields 44.2 mist 60.4, 60.5
vehicles 29.1
passengers (while carrying) 31.3 Roadblocks 62
wrecks, through 40.2, 40.3 destruction of 62.3, 62.4
line of sight 62.2
Moving Fire 9.3 placement 62.1
terrain effects 62.2
Night Combat 49
artillery use 46.13A Routing see Broken Units
concealment see Concealment
fires, illumination from 49A Rubble 58
gun flashes 49.2 creating, with AFVs 58.4
Night Visibility Range 49.1 fires in 59A
routing during 49.8 immobilized vehicles in 58.4
starshells 25.5B, 49.6, 49.7 line of sight 58.3
movement through 58.2, 58.4
Overruns 35 terrain effects 58.2
360 MG 35.61
bunkers, on 56.54 Sequence of Play 4
defensive fire during 35.6, 35.7
fate 38.3 Sewers 27
open-top AFVs 35B, 35.61 broken units in 27.7C
passengers 35.5 close combat in 27.7D
support weapons 35.8 demolition charges on 27.6
terrain effects 35.1A, 35.4 fire combat involving units in 27.4, 27.5A, 27.7
vs. trucks/jeeps 35.3 minefields 27.5A
movement 27.2, 27.3A
Panzerfausts 37.3 support weapons in 27.3, 27.3A
leaders, use by 37.33 terrain effects of 27.3
leadership modifiers 37.34
portage 37.35 Smoke 24
vs. infantry 37.36 American units, use by 50.2
artillery, via 46.9
Passengers see individual transporting vehicle AFVs, use by 41.3, 41.4
close combat, in 20.1B
Point Blank Fire 9.1 fire groups and 24.7
infantry using 24.2
Prep Fire Phase line of sight and 24.6
in sequence of play 4.2 movement 24.5, 24.5A
overruns, effects on 35.1A
Radios 46.8 penetration 24.6D, 24.6E
fate 46.81 placement and use of 24.3, 24.8
portage 46.8 terrain effects modifiers 24.6, 35.4

Snow 61
entrenchments 61.3
minefields 61.4
movement 61.1

SP Guns
fire combat main armament 33.31 Trucks 51
capture of 51.2
Stacking 6 cover 51.3
artillery, on-board 63A fire combat against 51.4
AT guns 48.9 line of sight 51.3
close combat 29.2B movement 51.2
defensive fire phase, during 16.1 passengers
entrenchments 54.3 destruction effect on 51.42
fortification counters 53.1 fire combat against 51.5
movement, during 6.3, 6.3A portage 51.1
routing, during 13.44A repair of 51.4
support weapon limits 6.1 wrecks 51.41, 51.6
vehicle 29.1, 29.2
wrecks 40.2 Vehicles
artillery effects on 46.54
line of sight through 32.3, 32.3A, 32.4
Support Weapons defensive fire phase, during 32.6, 32.6A, 32.7
Advancing Fire Phase, in 8.2 vehicles in same hex, other 30.8
American units, use by 50.4 loading/unloading of passengers 31.3, 31.4
American weapons, repair of 50.5 defensive fire upon 16.4B
artillery effects on 46.53 movement costs 29.1
breakdown of 18.1 stacking & placement 29.1, 29.2
broken units carrying 13.5 towing with 48.6
capture of 13.5, 18.6
Close Combat, in 20.5, 20.84 Wire 53
crews, use by 41.2 clearing 53.5
destruction of 17.8, 18.1, 18.1B artillery bombardment 53.54
entrenchments, in 54.6 demolition charges 53.53
firing after movement 4.7E, 4.7F, 5.7B leadership modifiers 53.51
leadership modifiers and 15.3 hidden initial placement of 42.1A
portage costs 4.7C, 4.7D, 5.7 line of sight 53.6
in Advance Phase 5.73 movement
in Advancing Fire Phase 5.74 infantry 53.3
repair 18.2 vehicles
possession of 5.7B halftracks 53.9
repair of 18.2 passengers 53.3A
stacking limits 6.1 tanks & SP guns 53.8
trucks & jeeps 53.7
Terrain Effects Modifiers 3.8, 11 placement 53.2
artillery, effects on 46.5 routing into 13.4C, 53.4A
cliffs 44.1
fire groups 11.6 Wrecks 40
roads 11.4 cover, as 32.3, 32.4
roadblocks 62.2 by AFVs 40.6
rubble 58.3 by infantry 40.5
shellholes 44.3, 54.1A by other vehicles 40.6
smoke 24.5, 24.6 LOS and 40.3
walls & hedges 11.2, 11.5, 11.53 movement through 40.2, 40.3
wheatfields 24.6E, 24.6F, 44.23 removal of 40.4
wire 53.3, 53.4 terrain effects 40.3
vs. artillery 63.7
AFVs 28 cover, as 32
combat 33 cover, for 41.1
AFV Kill Table 33.4 crew exposed see Crew Exposed
AFVs vs. infantry 34 immobilization 39
combat resolution 34.2, 34.3 artillery, via 63.4H
defensive fire 34.6 crew survival 39.2
firepower modifiers 34.5 defensive fire, by 36.1
changing facing 30.5, 33.31, 33.34 fire combat against 39.4
covered arc 33.1, 33.34, 34.7 fire combat with 39.4
crew survival 33.9 rubble, due to 58.4
fate 38 terrain, due to 35B, 39.1, 42.7A
fire groups 33.8 infantry (non-passenger)
Hit Determination 33.3 cover 32.5
infantry vs. AFVs 36 defensive fire on 32.51, 32.52
close combat method 36.2 fire against AFV effect on 32.5
leaders 36.23 moving with AFVs 32.51
passengers 36.22 movement 30
Pre-AFV Attack MC 36.21 buildings, stone 30.1
stacking 29.2B changing facing 30.5, 33.32
crews, by 36A, 36B costs 29.1, 30.7
defensive fire method 18.41A, 36.1 pivoting 30.4A, 33.31, 33.32
immobilization 36.12, 36.13 effect on MG fire 34.7
passengers 36.13 stacking 29.1, 29.2, 30.6
terrain 35.7, 56.3B passengers 31
leadership modifiers 17A, 36.4, 47.6A AFV destruction effect on 31.8
open-topped AFVs 47.8 AFV firing effect on 31.7
support weapons 37 AFV immobilization attempt effect 36.13
bazookas 37.4 AFV receiving fire combat effect on 31.7
leaders, use by 37.43 close combat vs. 36.22A, 36.22B
leadership modifiers 37.44 broken units as 31.3, 31.6
portage 37.46 fire combat against 31.7, 32.1, 32.2
flamethrowers 37.2 pre-AFV attack morale check 36.11
MGs fire combat by 31.5
leaders, use by 17.3A loading / unloading
leadership modifiers 17A, 47.6A fire combat against while 34A
panzerfausts 37.3 movement costs/restrictions 31.3, 31.4
leaders, use by 37.33 terrain effects modifiers 31.3A, 31.3B, 31.4
leadership modifier 37.34 movement costs involving 31.1C, 31.3, 31.4
portage 37.35 overruns 35.5
leaders 33.33, 47.4 portage 31.1
machine gun armament 28.4, 33.7, 34.2B rubble, creating 58.4
360 MG 34.7, 34.8, 35.61
fate 38.2
movement, effect on firing 33.31
pivoting, effect on firing 34.7
main gun types 28.2, 33.2, 33.6, 34.9
movement, effect on firing 30.7A, 33.2, 33.32
overruns 35
360 MG 35.61
defensive fire during 35.6, 35.7
fate 38.3
immobilization during 35A, 35.8A, 35.8C
leaders 47.4
open-top AFVs 35B, 35.61
passengers 35.5
support weapons 35.8
terrain effects 35.4
vs. hidden units 42.6
vs. trucks/jeeps 35.3
smoke, use of 41.3, 41.4
target facing 23.3A, 33.4, 33.5

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