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LOCK ’N LOAD TACTICAL

Lock ’N Load Tactical v4.1 World WarII Era edition Rules

World WarII Era
1930 - 1959

CORE RULES
1 MANUAL v4.1

Buildings and Hills................... 25
Contents 10.3 Figuring Line of Sight ............... 26
10.4 Terrain Characteristics ............ 31
Introduction ........................................................... 5
11.0 Single-Man Counters (SMCs) ............... 31
1.0 General Concepts ........................................ 5 11.1 Leaders.................................... 31
1.1 Scale & Counters ...................... 5 11.2 Heroes ..................................... 32
1.2 Dice .......................................... 5 11.3 Medics ..................................... 33
1.3 Stacking .................................... 6 11.4 Snipers .................................... 33
1.4 Hexes ........................................ 6 11.5 Armor Leaders ...................... 34
1.5 Morale ....................................... 6 11.6 Scouts ..................................... 34
1.6 Support Weapons ...................... 7
1.7 Weapon Teams .......................... 9
12.0 Skills ................................................................. 35
1.8 Event Markers........................... 10
13.0 National Characteristics ....................... 35
2.0 Outline of Play ............................................... 10 14.0 Ordnance ........................................................ 35
14.1 Firing Ordnance....................... 35
3.0 Rally Phase ..................................................... 10
14.2 Special Ammunition ................ 38
4.0 Operations Phase ....................................... 11 14.3 Target Acquisition .................... 38
4.1 Operations Complete Marker ..... 13
15.0 Vehicles .......................................................... 38
5.0 Fire Combat .................................................... 14 15.1 Vehicle Facing and Movement .. 40
5.1 Direct Fire Table (DFT) Results .. 15 15.2 Assault Movement and
5.2 Multiple Attacking Units ............ 16 Vehicles............................................ 41
5.3 Opportunity Fire ....................... 16 15.3 Overruns ................................. 41
5.4 Extended Range ........................ 17 15.4 Vehicle Crews and Armor
5.5 Maximum Target Modifier ......... 17 Leaders ........................................... 42
5.6 “A”-Superscripted Firepower 15.5 Continuous Vehicle Movement 42
(Assaulters)..................................... 18 15.6 Optional Vehicle Size & Speed
OFT DRMs ...................................... 42
6.0 Movement........................................................ 18
6.1 Assault Movement ..................... 19 16.0 Passengers ................................................... 42
6.2 Double-Time Movement ............. 19 16.1 Passengers Inside Vehicles ....... 42
6.3 Low Crawl ................................. 19 16.2 Passengers On Top Of Vehicles . 43
6.4 Stealth Movement ..................... 20 16.3 Passengers of Abandoned
6.5 Coordinated Movement ............. 20 Vehicles............................................ 44
16.4 Mounting and Dismounting ..... 44
7.0 Laying Smoke ................................................. 20
17.0 Infantry and Artillery Against
8.0 Melee Combat ............................................... 20 Vehicles ................................................................... 44
8.1 Post Melee ................................. 22 17.1Close Assault ........................... 45
8.2 Reinforcing a Melee ................... 22 17.2Small-Arms vs. Armored
8.3 Zero-Firepower Units ................. 23 Vehicles............................................ 46
8.4 Ambush .................................... 23 17.3Small-Arms vs. Unarmored
8.5 “M”-Superscripted Units ............ 23 Vehicles............................................ 47
17.4Mortars and Artillery vs.
9.0 Administration Phase ............................... 23 Armored Vehicles............................. 48

10.0 Line of Sight and Spotting ..................... 24
10.1 Spotting .................................. 24
10.2 2

18.0 Indirect Fire .................................................. 48
18.1 Onboard Mortars ..................... 48
18.2 Off-Board Artillery .................49
18.3 Off-Board Fire Mission
Limitations ..................................... 50

19.0 Aircraft ............................................................ 50
19.1 Fixed-Wing Aircraft ................. 50

20.0 Night Combat ......................................... ..... 52
20.1 Night Rules ..................................52
20.2 Starshells ................................ .....53

21.0 Fortifications .......................................... ..... 53
21.1 Bunkers ................................... .....53
21.2 Foxholes .................................. .....54
21.3 Wire.......................................... .....55
21.4 Mines ....................................... .....55

22.0 General Scenario Rules ................... ..... 55
22.1 Control..................................... .....55

Example of Play: Basic Infantry Comb at 56
Example of Play: Basic Armored Com bat 60

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lnlpublishing.com. or eligible SMC. II-era and prior to 1960. or if Support Weapons (SWs) are individual you are just looking for other gamers weapons that must be fired by a Squad. Feel free to use these rules is depicted by a counter displaying an with previously published modules..lnlpublishing.2 Dice Each hex is 50 meters wide. with whom to chat. in a scenario’s Order of http://forums. A Squad represents 8-12 men and is de- 5 . so sources such as scenarios. counters. please open a support ticket on our Turns represent 2-4 minutes. Multi-Man The game uses a pair of six-sided dice. Community & Support If you have any game questions. Vehicles and Fixed-wing Aircraft are on a 7/8” counter and represent a single If any parts of this game are damaged. you can find quick Half-squad. or you have any other support needs. (LnLT) system has grown. and is depict- the core rules for the game system for ed by a 3/4” counter showing the weap- modules taking place in the World War on and two men. Crew.1 S cale & Counters 1.lnlpublishing. A Half-squad or Crew represents 4-6 men and is depicted by a 5/8” count- The Lock ’n Load Tacttical system’s er with one man on it.com/re. individual or—in the case of Leaders—a face. the US Airborne Squad guard- ing these words is a 2-5-4-6.0 General Concepts Morale and Shaken Morale (if differ- ent). (and Half-squads) the system sign ideas in our Resource section: portrays. 1.1 Squad Designations As the Lock ’n Load Tacttical You can also find additional game re. Version 4.1 and earlier) will be presented in resents a single man or woman. vehicle Crews. Battle (OOB). Notable chang- es from previous versions of the rules A Single-Man Counter (SMC) rep- (v3.1 (v4.g. Thus. 1d6 means one die is rolled. and Weapon two die are rolled.Range . replies on our Forums: http://forums. Half.1) rules is the latest set of guidelines and regulations for A Weapon Team (WT) represents 3-5 the game system.com. Counters (MMCs) include Squads. are delineated in the following manner: Firepower (FP) . vehicle or aircraft.Introduction picted by a 5/8” counter displaying two men. 1. and BLUE text. Squads and Half-squads sources. Teams. Support Tickets section: http://support. e.1. has the number of Squads special rules and other community-de.Movement - 1. These rules present men and a heavy weapon. 2d6 means squads.

two vehicles. rolling 2d6. the edge of the Map are playable and craft Wreck marker counts as one ve. One Weapon Team or movement cost as full hexes. Each vehicle/air. unit’s confidence. existence of a second hex within a hex.4 Hexes Each side can have up to three Squads Unless otherwise noted in the scenar- (or their equivalent). and disorganized. timid. Effects Chart (TEC) for images and ex- el Buildings and Bunkers create the amples. scenario’s special rules. GO units are cohesive. Many things can shake a stacking limitations. the half-hexes along two SMCs in a hex. units inside a vehicle are part of the vehicle. it passes the check. not count toward stacking limits. For stacking purposes. rale Rating in its upper right rain Effects Chart (TEC) for details. These stacking limitations apply at ALL and ready to fight. Consult the Ter. and io’s special rules.1. buff. The terrain surrounding a hex’s cen- ter dot defines the level (elevation) and Some terrain types modify the stacking terrain type of the hex. states in LnLT: Good Order (GO) and Shaken. such as Multi-lev. cannot occupy the resents its training and will- second story of a Multi-story Building ingness to fight. Shaken units are frightened. Only one Wreck marker can occupy a hex. See the Terrain limit in a hex. flip the counter from 6 . A unit’s Morale rep- Vehicles. If the result is equal to or less than the unit’s Morale Rating.5 Morale Not all vehicles can enter (attempt to In LnLT each unit has a Mo- Rubble) all Buildings. others.1. The two two Half-squads/Crews are the equiva. Modifier (TM). The Example: A player cannot move units back of the counter depicts through a hex if the sum of the moving and stationary units in the hex exceeds this. obviously. have the same stacking limitations and hicle for stacking. corner. with its own stacking limit. joined half-hexes where Maps meet are lent of a Squad. that can be applied to an infantry MC (including rallying attempt) are a Lead- er’s Leadership Modifier (LM) and a -2 You can always look at your opponent’s for being in a hex with a positive Target stacks. The only modifiers a required bailout (16. They are depicted by TIMES—unless otherwise stated in a the front of the unit’s counter. but a poor result on the Direct Fire Table (DFT) is the pri- mary instigator. There are two Morale or set up in a Building.3 Stacking 1. Fixed-wing aircraft do considered a full hex. 1. The dice are summed and and they would be eliminated in case of modifiers applied.1). and cannot unload if their presence on the Morale Checks (MCs) are resolved by ground would exceed stacking limits.

no OFT DRM). but the first attack with a captured SW that fails to cause a Damage Check on Eligible SMCs can fire a SW. machine gun. SWs can be abandoned by GO or Shak- tration of a weapon such as a en units that exit a hex for any reason. 5/8” counters with the illus. The be picked up either during the Rally unit directly above a SW possesses that Phase—and only by GO MMCs/SMCs weapon. They Medics/Corpsmen. and Flamethrower or Satchel Charge.1 Tripod Machine Guns Machine guns shown with a Heroes firing a SW forfeit their IFP. GO MMCs/ or Crew can carry one. or fire two Movement Points (MPs).its Shaken side back to its GO side. units possessing a SW on its tri- Modifiers. They those that were assembled on their as- have no Crew and must be carried and sembled side.0). that are not locked in Melee—or during the Operations Phase by a moving GO A Squad can fire one SW and retain its MMC/SMC at a cost of an additional 2 Inherent Firepower (IFP). A Squad can carry up to two SWs. during the Rally Phase unless 7 . Armor Leaders and cannot be moved when pic- Snipers cannot carry or fire SWs. leave a dropped SW in the hex. 1. SW’s FP (fractions rounded up). pod side cannot move without abandon- ing their SW. Dropped or abandoned SWs can Movement Points while doing so. if using the OFT.0). from Buildings or Bunkers. If a unit carrying counter to its tripod/assem- one or more SWs is eliminated. Lead. SWs and forfeit its IFP. or with a +1 DRM on the to-hit roll if the SWs that use the OFT cannot be fired SW uses the OFT (Ordnance Fire Ta. but do so at half the removes the SWs after the attack. even in their own attack. Bazooka. the DFT or score a hit. SWs can be dropped or destroyed by a GO MMC or SMC in the Rally Phase (3.6 Support Weapons remove destroyed SWs from the Map. in the process. tured with the tripod side up. be it cap. fired by a MMC or eligible SMC. If a Squad carrying two SWs is reduced to a Half-squad. forfeiting its IFP Units can capture and use enemy SWs. Two eligible SMCs crewing/firing Rifles (ATRs) are exceptions to this a SW fire it without penalty (at full FP. Support Weapons (SWs) are During the Operations Phase (4. both SMCs have to be in Good Order. a Half-squad During the Rally Phase.6. tripod are special SWs. leave an abandoned SW in the hex. the SWs bled or bipod/dismantled side remain in the unit’s hex. and an eligible SMCs not locked in Melee can swap SMC can carry one SW but forfeits two SWs. A Half-squad or Crew can fire one SW. tured or friendly. 1. ers that fire a SW forfeit all Leadership Thus. rule. Anti-Tank ble). it must drop one SW A GO MMC or SMC can flip the of its owner’s choice.

The retreat cannot reduce the dis- 1.1). both players roll a 1).0). it is chine guns is participating in an attack eliminated. It can be used in Melee (8. their tripod weapons are either disman- tled or in bipod mode. the Shaken units enter a scenario from off-board. Flamethrower. Attacking Unit’s Die-Roll Modifications. determined randomly by the owning player. it would at- capabilities: they can be used tack the hex with 10 FP (2 for its IFP + in Melee (8. (not Melee) and the opposed die-rolls match (e. jammed side. Shaken MMCs/ The retreat must increase the distance SMCs can dismantle—but not assem. you would any other SW. thrown Flip the MG to its “Jammed” into an adjacent hex. roll 1d6: if the result is a to use a SW. Whenever one of these ma. Either can be that includes one. into which it can legally retreat. Satchel Charges MG is in the possession of a Good Order can be used by any unit that is eligible SMC or MMC. Satchel Charge scenario takes place on a map contain.3 Flamethrowers & Satchel hex it would attack the hex with a FP of Charges 6. When unit when firing on the DFT. enemy unit must retreat one hex. flip the MG over to its un. 1 (1-2 if the scenario takes place on a Map containing Sand).the MMC or SMC is locked in Melee.. attacks unless the Leader himself is us- nario. If the unit has no hex power (FP). if the same Squad Flamethrowers are unique fires its IFP into the adjacent hex AND SWs that have three special throws the Satchel Charge. or used side and subtract its FP from when Close Assaulting a vehicle (17. attacks do not receive any other DFT ing Sand). the A Satchel Charge is a ruck- MG jams. and they can tripod machine gun’s other side depicts be used in Close Assault (17.1). During the next Satchel Charges are used once and then Rally Phase. only one.2 Jamming tance between the retreating unit and Some SWs have the potential any other enemy unit in the retreating to jam and/or be damaged unit’s LOS. sack stuffed with TNT. if the result is a 2-6 (3-6 if the ing the Satchel Charge. Example: If a 2-6-4-6 Squad throws a 6-FP Satchel Charge into an adjacent 1. Resolve the Satchel Charge attack as tential MG is attacking. the MG is Leadership does modify Satchel Charge jammed for the remainder of the sce. These SWs have a with a Moved marker and may trigger “J” superscript above its Fire. they can cause 2 for firing its IFP at an adjacent hex + 6 8 . Shakes an enemy transported like any other SW. if the jammed removed from the Map.6. Opportunity Fire.g. or a multiple-unit attack uration or dismantled.6. A targeted units to retreat. between the retreating unit and the ble—a tripod SW during the Rally Phase. If more than one jam-po. Retreating units are marked when firing. the attack. On the other hand. If a either the machine gun in bipod config. unit conducting the Flamethrower at- tack. jams.0).

WTs depicting machine guns cannot enter Melee (i. pivoted. anti-tank (5. or cross hexside impulse. this is the Factor (MF) and IFP or HE-equivalent.for the Satchel Charge). their MF. possess other unique advantages. WTs cannot possess or fire SWs. If engaged in targets must be in the same hex or an Melee. and it’s the Firepower depending on weapon type. and fire. adjacent hex. move Some WTs (indicated in each module) into a Melee hex). nance-firing WTs can rotate/pivot.2) or Low Crawl (6. but can defend and cannot move. even when firing during the same impulse. During an impulse. A WT that can fire its gun more terrain. as ex- 9 . and cannot counter- attack. up to ons along with their crew. Place a Moved marker on a diers in the company and hence have WT that pivots and a Fired marker on better Morale. can Self-Rally (SR).e. their hex.7 Weapon Teams They can change facing within their Weapon Teams (WTs) are hex at a cost of 1 MP per two vertices MMCs that represent heavi. WTs depicting a MG can defend WTs cannot Close Assault (17. Stone/Heavy HE-equivalent. its weapon is con- sidered destroyed and cannot be cap- WTs fire separately from other units in tured or re-crewed as SWs can. when conducting Opportunity Fire such as a heavy machine gun. but have their own Movement value next to its Morale. If cles. than once can fire its gun at more than one target in the same impulse but the WTs cannot enter Melee. If “N x” precedes the enter Buildings (Huts. corner of their counter can only fire in the direction de- fined by the arrow.1) vehi- and counterattack with their full IFP.3) with the same +1 penalty—or they gun or mortar. Non-MG the WT’s ordnance (gun) uses to at- Weapon Teams marked with a gun size tack non-vehicle targets on which it greater than 13mm cannot set up in or has scored a hit. non-MG WTs defend with a nom. HE-equivalent. ot within their hex. a WT is eliminated. times the WT’s ordnance can fire in its struction Buildings). The crew manning these can face any direction after entering a weapons often represent the best sol. which incurs a +1 They are on 3/4” counters penalty on the OFT—and is permitted that show the crew firing the weapon. as described above. 1. To be clear.0).3). WTs cannot be carried or fired by other If a WT fires ordnance it has a boxed units. all ord- er or more specialized weap. WTs cannot use Double-Time Move- WTs with a red arrow in the ment (6. They use their MF to piv- counterattack with their full IFP. inal FP of one (1). They need to change facing to fire at enemies outside their arc of fire. new hex. plained in the section on ordnance (14.. “N” is the number of Construction and Wooden/Light Con. and one that fires or pivots and fires.

When he is finished read the indicated paragraph from the with all rally attempts. The player who marker. Shaken units in the same hex with a Good Order Leader or 2. when activated.4) can only rally the be rallied and Half-squads can be com- tank they are crewing. When activat- 10 . emy units in a hex. units not only in the Lead- er’s hex but also in all hexes adjacent to Some scenarios include Event the Leader’s hex can be activated. Line of Sight markers are acti- vated when the side indicated in the rolls highest has the initiative. Occupation markers are acti- vated when the side indicated in the scenario occupies the 3. Markers. both sides can activate the At the start of the Rally Phase (RP) each player rolls 1d6. Additionally. subtract two from their die- swap SWs with other eligible GO units. an Operations Phase.0) can attempt to rally. These markers. Eligible Shaken units locked in Melee Each game turn consists of a Rally (8. Ops Com- life. roll. lay smoke or any with a Hero can attempt to rally. Fired. No read- er performs his rally attempts. etc. move. ed reinforcements. story-telling ele- including Fire for Effect. Moved. Units without a GO Leader in their hex one hex and all the units in it can be ac- cannot rally. the other play- scenario’s Paragraphs section. Smoke 2. Units in terrain bined. There are two types of Event Mark- plete. any Shaken units. Ties go scenario has a Line of Sight to the mark. If no side is in- dicated. initiate spe- In the Administrative Phase. In an impulse. if there are no en- with a positive Target Modifier (TM).8 Event Markers ing a Leader. Shaken ing ahead—it spoils the fun! Leaders rally first. vehi- other unit-eligible action. Leadership Modifiers (LMs) are sub- tracted from the die roll. Starshell. However. Phase. and an Ad- ministrative Phase.1.5 and 15. Low Crawl. and Spotted ers in LnLT: Occupation and Line of markers. the play- ers alternate impulses. Armor Lead- In the Rally Phase.0 Outline of Play Hero can attempt to rally by rolling less than or equal to their Morale with 2d6. gamers cial events (such as unexpect- clean the Map of irrelevant markers. units in a hex tivated to fire.0 Rally Phase marker’s hex. to Smoke 2 markers. As- ments. to the player who had the initiative the previous turn. Smoke 1 markers are flipped Sight. The player with the initiative rallies When an Event Marker is activated. er’s hex.) that bring the scenario to sault Move.) During the Operations Phase. eligible GO units including those with hexside terrain can pick up dropped/abandoned SWs or like Walls. (TMs are listed on the Terrain Ef- fects Chart (TEC). Shaken units can ers (11.

the player can also bat or provided in the scenario OOB. Leader (see 11. number of impulses. can Once all units have either moved. consider the and controlling units or passing. his opponent. The units cannot be locked tivate the units outside the Bunker or in Melee. and so on until the phase is complete. Player One passes. Each unit can Two passes. Leaders outside the Bunker or Cave can activate their hex. excluding WTs. and SWs can be destroyed in the RP by any units marked with a SR can Self-Rally.cles can always attempt to rally. Remove destroyed SWs from play. Self-Rally without a Good Order (GO) been marked with an Ops Complete Leader or Hero. the adjacent Leader can only ac- GO Leader. “type” and “nationality” player with initiative goes first. The words “color”. the Leader can only activate present in the hex if the hex contains the units on the same level as himself. the six surrounding 11 . or after three consecutive present in the hex can still apply their passes (i. only attempt to rally once per RP. Place chooses to activate the hex above or be- a SW directly beneath a unit that pos. fired. but the Operations Phase ends and the Ad- a Medic trying to flip a Shaken MMC/ ministrative Phase begins. the players take turns activating Notte: For Leader rules.1). which is on the top left of count- er) as the Leader or Hero (exception: The Operations Phase consists of a Weapon Teams). SMC to its GO side does not constitute a rally attempt. then synonymous and interchangeable. Player One passes again). activate any units in adjacent hexes. Good Order Leaders marker. Player LM to the rally attempt. low himself. sesses it. Two GO Half-squads (not Crews) of the same type (same IB) can join to form a If an adjacent hex includes a Bunker or Squad if they are in the same hex as a Cave. or eligible If an adjacent hex is a Multi-story SMCs can pick up an unpossessed SW Building. no enemy units. can activate all or some of the units in a hex. GO MMC (but not WTs). wheth- er designated with a SR or not. with the following caveats.e. the active player heal another unit in the same RP. Any GO MMC. Leaders and Heroes can only rally units whose counters have the same back- ground color and Identification Badge 4. manteled side and vice-versa. In hexes containing a Bunker or Cave. During each im- pulse. If the activated hex contains a GO Half-squads can only be created by com.0 Operations Phase (IB. Friendly GO units in unless the Leader is in the Building and the same hex can also swap SWs. Cave. Leader or Hero. A just-rallied Medic can During an impulse. GO MMCs/SMCs can also flip a tripod/assembled SW to its bipod/dis. Weapon Teams and ALL SMCs..

Thus.hexes. and 6. outside the Bunker or together. except with three Squads.. Not all units in a cause he neither moved nor fired the hex need to perform the same function. Low Crawl.5) cannot activate MMCs/ hex. Those units cannot be used again that turn Support Weapons cannot activate sep. As- arately from the unit that possesses sault Move. unit A could fire from turn.) Example: A Squad might activate to Units/hexes activated in the same im- fire its SW. but rather by making an entirely separate Mark units that move with a Moved. as per the rules does not fire separately from the SW under 4. (See 6. must either fire separately (i. and the units inside the Bunker All moving units that begin their move or Cave. emy unit at the end of the street. are NOT required to acti- SMCs in adjacent hexes. them. Each activated unit in a hex can ei. however..4. SWs pany units passing through. in fact they with to-hit tables on the back of their cannot accompany the units in this sit- counters (such as Bazookas. Stealth Movement.e. a machine-gun with a FP of pulse can act in any order desired as 2.0. other units targeting the same hex. vate in the same impulse. that fire with a Fired marker. marker (see Movement. ATRs. 6. the first hex. it cannot sub. in a situation where during this activation. for the sole exception to this.0). that when units in a hex are activated taining it (i. Note the Bunker or Cave and in the hex con. activated in the same impulse must en- gage the same target. Be- er unit-eligible action. except to defend in Melee. an exception. then unit B could fire from 12 . remaining two Squads. or Stealth They still must fire during the same im. but only moves one in the special case of Assault Move or Squad. hoping to draw fire from the en- Stealth Movement) or perform any oth. Leaders inside the Bunker or in the same hex and are activated in the Cave can only activate the units inside same impulse must move together.e. and Armor must also do so together. many hexes are activated at once (by a sequently activate again until the next Leader’s ability). that start in the same hex during the not adding their Firepower in with any impulse in which they are activated. but those that fire must do so together (following the special rules for Leaders cannot activate vehicles that SWs noted above) and those that move are in an adjacent hex. All units in a Leaders (11.. may fire. and those pulse as the unit possessing them.1. he can activate but all firing units within a hex that are them in another impulse. Even though the Squad a hex do so together. Example: A player activates a hex ther move or shoot (not both. roll) or fire at another target altogether. at an enemy out of the range of the long as all units that fire or move from Squad’s IFP. however. Assault Move. Moving through a hex occupied by oth- er units does not force them to accom- There is. some may move and some Cave). uation. This rule only applies to units etc.

er can Opportunity Fire. or perform other ac. It only attacking unit’s Die-Roll Modifications makes sense that if a unit was focusing (DRMs).1 = -1 FP + 1 for firing on). during the current impulse. unit C. this fire’s 1d6 roll. could move out of it. and ordnance that Units that spot. and all units do use the OFT suffer a +2 DRM to-hit pen- not need to perform an action. but their ma- Marker chine guns do so with one-half FP (frac- tions rounded up). You don’t have to specify what (fractions rounded up). if he does nothing else in this impulse.a second hex and. along with in Clear terrain that entered its LOS 13 . while SWs that the units will do though. Leaders under an Ops low.1 = 1 FP + 1 for firing at a unit marked with a Moved or Chain activation is possible (a Leader Assault Move marker).3 for more details tions described in the subse. on a specific area. Notte: The intent is to allow a unit to fire ified BEFORE considering any other at an enemy hex that it spotted. a unit can immediately fire upon any hex it MMCs under an Ops Complete mark.e. i. See section 5. er can fire at FULL FP at a hex it has spotted during the SAME impulse. fire its weapons at it. in. A SW possessed by an eligible MMC that You must declare which hexes will be is marked with an Ops Complete mark- activated in the current impulse before er can also fire with the MMC. on Opportunity Fire. Vehicles under an Ops Complete mark- 4. the same token. Examples: A US Airborne 2-5-4 Squad All units in the same hex as a success- under an Ops Complete marker Oppor. Machine you do anything with the units they guns or Flamethrowers are halved contain. and is applied per firing unit. have a FP of 2 (2 IFP . The 2-5-4 Squad would first hex with A. By Except for the instances described be. has successfully spotted. in the two hexes away. units beneath Ops Complete mark. alty. finally. quent rules as rendering them Ops Complete are marked with an Ops A unit under an Ops Complete mark- Complete marker. but only if directed cluding Leaders using their Leadership against a hex that the Leader spotted Modifier (LM). but subtract one (-1) from their IFP. A 0-2-4 Half- can activate an adjacent Leader who squad would engage an enemy Squad then activates adjacent hexes and so with 0 FP (0 IFP . it would have time to A unit’s FP can be a negative number. The FP is mod.. ful spotting unit can fire with their full tunity Fires (OFs) at a German Squad FP at the just-spotted hex. attempt to lay uses the OFT suffers a +2 DRM to-hit smoke. A Leader activating adjacent units at unit marked with a Moved or Assault is marked with an Ops Complete marker Move marker = 0 FP).1 Operations Complete er can Opportunity Fire. Complete marker can add their LM to ers cannot perform any actions. penalty.

dures. LOS. the fire has no effect. degrading-terrain er firing a SW does not add his LM to (see section 10. but cannot fire into a hex from the DC roll of the other units in the that contains both friendly and enemy hex (not himself).0) ality/force/IB units in their hex during to determine LOS and spotting proce. Armor Leader’s can only than or equal to the defender’s modified affect the fire of their tank/vehicle. within the range of the firing weap- on(s). That’s a turn-based time-con. The Leader must units—it’s just unethical.3) or other DFT die-roll attacks by other units in his hex. Fired. In. 5. See the section on LOS (10. Modifier (LM) is subtracted emy units. Leader’s hex in the same impulse. Note that in the case greater than the defender’s modified of multiple attacking units. modifiers. er (LM) is added to a unit’s FP that is ments are met. The defender rolls 1d6. Nor can you survive his own DC first. they must be on the Player-Aid Card (PAC). their impulse. the attacker adds its using the DFT and/or subtracted from total Firepower (FP) to 1d6. 5. count the hexes Leaders not under a Moved. adds any the to-hit dice-roll for Support Weapons applicable Leadership Modifiers (11. ALL attacks conducted by same nation- er’s hex. within the firing unit’s Line of If a Good Order Leader (11. their Leadership Modifi- If range.0 Fire Combat defender’s modified die-roll. die-roll.2 applies die roll. or Ops Complete marker can aid clude the target hex but not the attack.0). tinuum thing.1) Sight (LOS) and spotted (10. from the firing hex to the target hex. of the same nationality/color/ IB is present. before aiding the other units in marker. using the OFT that are activated in the roll. must take a Damage Check (DC) by roll- ing 1d6. and spotting require. and then consulting the Direct Fire Table (DFT) To fire at enemy units. Specifically. A Lead- target movement. each of the defending units as well. Lead- ers that aid such fire are placed under a If the attacker’s modified die-roll is less Fired marker.0. adds the Target Modifier (TM) of the hex ter. his Leadership You can fire through friendly or en. Low Crawl. If the attacker’s modified die-roll is 14 .1). Notte: The Leader can aid both units rain occupied by the targeted unit(s) using their IFP/SWs AND SWs or WTs and compares it to the attacker’s die. adding the difference between the attacker’s modified die-roll and the 5. and be in Good fire into a hex marked with a Melee Order.the spotting unit.1 Leaders’ Influence on Combat To determine range. his or her hex. (SWs) and Weapon Teams (WTs) using and then modifies the results with any the Ordnance Fire Table (OFT).

can attempt to rally themselves. ed marker. Shak- en Leaders cannot use their LM for any Wounded Leaders have their function. Wounded Leaders can still call indirect fire (Mortar and Artillery) and move Shaken vehicles must Button (see sec. Skill (see sections 11. yet to be activated in a turn lee-eligible units are with them.3) must end their (DC) caused by enemy fire. they flip to their (LOS). MMC rolls a 1 during a Damage Check portunity Fire (5. Shaken units can still spawn Heroes. Shaken units cannot spot. Me. or not. Wounded Snipers can still fire with no reduction in effectiveness. en units cannot use either their IFP or any SWs they possess. If engaged A just-wounded SMC that has in Melee and no other friendly. Crew. but both can at. but again are eliminated. The 15 . A Shaken unit returns to Casualtties: Replace a Squad with a Good Order (GO) by passing a rally at- Shaken Half-squad. Roll 1d6: if movement.0). SMCs under a Wounded marker. If the unit is mov- (including changing a level in ing. it must stop immediately.0). including for move- Map. ered spotted by adjacency.2 and 12. they can still do so in a later im- surrender and are removed from the pulse. and they cannot fire. ALL SMCs can zero). a Hero is created in due to Casualties or Wounding. their Movement Factor (MF) All wounded SMCs (except Heroes) de- is halved (fractions rounded up). This includes units Shaken the result is even. can be re- SR printed on the back of their counter duced by one but never less than zero. the remaining GO units can contin- ue moving. if they pos- attempt to Self-Rally whether they have sess the Charismatic Skill. GO. Shak- squad. Heroes never Shake—just ask Daryl Hero Creattion: There is a chance that Dixon. ment.1 Direct Fire Table (DFT) Results en. Randomly pick a Hero and a of the moving units in a stack are Shak. Their rally range too. one (LM cannot be less than tempt to Self-Rally (SR). a Building) toward an enemy Flip the SMC to its Shaken unit in their Line of Sight side (Hero excepted. a Hero is created during play whenever a Squad or Half-squad (even if Shaken) Moving units that are Shaken by Op. crease their Morale by one. Wounded: Only SMCs can be Shaken units cannot advance wounded. tion 15. Shaken: A Shaken unit is flipped to its Shaken side. LM and Leadership soldiers (or themselves) and Shaken Range (11. Shaken Medics cannot heal Morale. or WT.5. Eliminate a Half- tempt during a later Rally Phase. or wounded Heroes who are wounded Shaken Leaders cannot rally units. their full MF. If not all the hex.1) decreased by Snipers cannot snipe. and wounded side) and mark with a Wound- adjacent enemy units are not consid.

SWs must fire Example: If the Squad spawning the during the same impulse as the Squad Hero is marked with a Fired marker. Accordingly. the spawned Hero that have a clear (not blocked) Line of can continue to move. Low Crawling (6. 16 . Remember that. There are. Although WTs and vehicles CAN fire in a different impulse.. remaining once per MP expended in the hex un- fractions are rounded up and the com.0) in the hex they enter. this exception is con- same impulse. One unit leads the fire and unloading/loading) can be subjected to fires at its full IFP. when a Squad that spawns a 5. and is consid. all units firing from the same hex. A unit expending MPs (either enter- multaneously. he can expend 5 more MPs moving is called Opportunity Fire (OF). for the most part. unit(s) cannot be attacked more than ly). the MMC that spawned it.Hero assumes the activation state of even when firing in the same impulse. it WTs. However. thus if the Squad ment other than Low Crawl or Stealth had expended 1 MP and the Hero’s MF Movement can fire on the movers. Bazookas). of OF if they are spotted (10.3) and Stealth Move- ment (6. must target the same sistent with the rule that states the hex. less attacked by SWs with a to-hit table bat is resolved as in the section on Fire on the back of their counter. Moving FP (SWs that use the OFT fire separate. hex). if they OF when the other units OF.3) that ends the Moved.2 Multiple Attacking Units Only units in the same hex can fire si.4) units can only be the target Crews and WTs do not spawn Heroes. Each additional MMC OF attacks equaling the MP-cost of the adds 1/2 of its IFP to the attack. hicles that are stacked with the units that first fired.0) to a hex in which an ered to have expended as many Move. Units that are not marked with a portunity Fire (OF.1). and then only at the ing a new hex. 5. Heroes movement (thus two OF attacks can be add their full FP. however. it oc- or 2 more on Assault Move (6. forcing it to stop moving. pivoting within a hex or same target.1) and curs during the opposing player’s im- then fire. Sight (LOS. in the Notte: To be clear. 5. exceptions. and Squad’s movement. Zero (0)-IFP units add made on a unit entering a Light Woods nothing (unless they are firing a SW). or ve- Combat (5. enemy unit expends at least one Move- ment Points (MPs) as the Squad had ment Point (MP) by any kind of move- before it was Shaken.g. even if the first attack Shakes the SWs that use the DFT add their entire unit. back of their counters (e. WTs.3 Opportunity Fire Hero due to a Shaken result from Op. and vehicles must fire separately would allow an additional attack. Low Crawl or Fired marker. is the Hero. The total FP is summed. and is not considered an impulse. This is 6. above units fire separately from the SWs with to-hit tables (OFT) on the other units in the hex. 10. so that possesses them. pulse.

The IFP is halved and adds 2 (its IFP of 1 + 1 for firing before any other modifiers are applied. etc.4 Extended Range MMCs/SMCs with a black box Example: A 1-6-4 Squad fires at an surrounding their range can enemy 2-5-4 Squad moving through a fire at up to twice their print- Light Woods-terrain hex that also con. attack. not +5. greater than the printed range is halved The player performing the OF rolls 1d6 (round fractions up). the station. both are affected remaining. Snipers still double their ary 1-6-4 Squad in the hex retains the hex’s TM. (+2) and a Smoke marker (+1) would matically spotted. Further. by the same OF attack die-roll. if they have MPs and non-moving units. on a moving unit) against the moving Squad but only 1 against the stationary 5. ed range.g. e. however. a Note that the moving unit caused the Forest hex (+2 TM) with a Wreck in it stationary unit in the hex to be auto. ry Building would not be subject to the ing/Stealth units) to their die-roll for OF unless the moving unit entered the firing at moving units. the exception that the attacker receives Cave or the second floor of a Multi-sto- a +1 bonus (unless firing at Low Crawl. Units in the same hex as the moving Conduct OF attacks like any other. if the station- ary unit wasn’t spotted before the OF attack. 5. Bunker. however.Place a Fired marker on units that OF. or game play (Smoke.4. ing unit survives the OF. ing units are in terrain that negates that modifier. with unit in the example but in a Bunker. still only have a +4 TM. As per 11. but only the moving units suffer the +1 modifica- tion to the attacker’s die-roll. it remains unspotted after the moving Squad departs the hex.5 Maximum Target Modifier Half-squad. unless the mov. continues moving and leaves the hex. In other words. leaving If the target hex contains both moving Shaken units behind. Thus. Both the moving Squad and The maximum Target Modifier (TM) for the stationary Half-squad receive the any hex is +4. OF must be declared before the target under a Moved marker. and roll 1d6 + 1. Any moving units not Shaken by OF can continue their movement. This means that cumu- +1 Target Modifier for being in a Light lative TM from the result of setup and/ Woods hex.. Low Crops. if there were two moving units and one 17 . Snipers can have a unspotted status that it had prior to the maximum TM of +8. stationary unit would also remain spot- rently moving must give sufficient time ted. the previously units leave the hex. for his opponent to declare the OF. Foxholes) cannot exceed +4 in one hex. was Shaken and left behind in the hex. Wreck. any fire at tains a non-moving 1-4-4 Half-squad. and the player cur. thus. if the mov.

18 . such units add 3 in. a Multi-story Building within the hex ment they must stop movement while they currently occupy. If one of the Squads is Shaken by OF. and those that fire IN THE restrictions). expend ALL of its MPs to move one hex (or within one hex) it cannot Low Crawl Example: If three 1-5-4 Squads in a Assault Move into the new hex. but those that move Units can move through hexes contain- IN THE SAME IMPULSE must move ing friendly units (subject to stacking together. a unit can spend each turn is called its Movement Factor (MF) and is marked on the counter. or enter/exit a gether (exception. if multiple “A”-rated units The number of Movement Points (MPs) are in a stack. not per unit. an adjacent unit. As noted above. must move to. but must stop upon enter- SAME IMPULSE must fire at the same ing an enemy-occupied hex and Melee target (exception: Ordnance 14. greater than one can always move one in the SAME impulse.6 “A”-Superscripted Firepower in his hex and adjacent hexes. are subjected remaining. units with a MF equal to or All units that move from the SAME hex. and SMCs (not Low Crawl or Stealth)—or those under a Moved or Units move from hex to hex. hex are activated. hex. Assault Move marker—that are fired paying the Movement Point upon suffer a modifier of +1 added to (MP) cost of each hex as it is the attacker’s DFT die-roll. can (see section 8.5. the other two Here is the sequence when moving can continue moving if they have MPs units trigger an Event. this is a Leader’s Leadership Range (11. unwounded.3). Accordingly. some may move and some may fire. This is per firing stack. to OF. unactivat- ed Leader can activate both the units 1. (Assaulters) which is always one hex unless the The “A” superscript next to a Leader is wounded or altered by a Spe- MMC or SMC’s Inherent cial Scenario Rule (SSR).0.0 Movement MMCs.0). however. Shaken unit closer to an enemy unit in their LOS. range. The units in each hex. fire at separate targets). no matter the cost. WTs. must move or fire together if they do ei- stead of 2 to their die-roll when firing at ther. or move adjacent to enemy units and such: An unshaken. entered. moving 6. Unit(s) enters a hex.1). If a unit must the other units may continue—see 5. These costs are sum- marized on the Terrain Effects Chart Unless such a move would bring a (TEC). Such free to move or fire separately from the units are adept at focusing FP at close Leader. Units starting Firepower (IFP) designates in hexes adjacent to the Leader’s are the unit as Assaulters. if some units in the Bunker or Cave or change one level of moving stack are Shaken during move.

change levels within a Multi-story Building or enter/exit a Bunker or Cave.. Squads using AM would fire with a FP of 1 (2 for lead Squad + 1 for second Squad .g. pro. WTs cannot Double-Time AM-eligible units.3 Low Crawl modified by Double-Time (DT) A unit or stack of units can movement (see 6. however. 6. move when they are first activated. The DT are not automatically spotted unless bonus (if any) is added to the printed they are in open terrain or adjacent to unit’s MF before being halved for AM. Resolve any Fire for Effect or Mines addition to the Assault Move marker) attacks. Low Crawling units can FP of units using AM. Support Weapon ordnance. Possible Event(s) is triggered. Shaken units can use DT. an enemy unit. to fire or engage in OF if the appropriate situation arises. This is a Low sequently fire in the same or in a later Crawl. Units that AM can spend up to one-half of their printed MF.1 Assault Movement Units whose MF is boxed in red— e. The units need not fire in enemy unit but is Shaken by OF (from the same impulse that they originally this enemy unit or another) does not moved but can be activated again later auto-spot the adjacent enemy unit. 6. Neither the Assault Move nor the Fired marker is removed until the Ad- Thus. suffer a +1 penalty on the Ord- ceed with its next action (auto-spot. (DT). 3. etc. and they are Leader of the same nationality/color/IB marked with an AM marker. Units Low Crawling enemy impulse. Example: Two US Airborne 2-5-4 but cannot do so AND move to a differ- ent hex. Weapon Teams cannot Low Crawl. These units’ in. 4. marked with a Fired marker.2) if appli. and sub. Heroes—can Assault 6. including to OF. Units that begin their impulse—and tentions are declared at the move the entire impulse—with a GO beginning of their impulse. The units the same nationality/color/IB can also cannot move farther than the Leader’s AM if they start their impulse with printed MF.2 Double-Time Movement Move (AM).). such as Ba- 5. Leaders of can increase their MF by 2. nance Fire Table (OFT). Once the units fire they are also (in 19 . All possible OF is conducted. firing if AM. They must.2. moving. ting adjacent unit(s). Enemies targeting Low Crawling units do not receive the +1 bo- Subtract two from the total attacking nus to their FP. zookas. move one hex. a unit that moves adjacent to an min Phase. If unit(s) is still in Good Order.2 for AM = 1). spend its entire impulse to cable (fractions rounded up).

and vehicles can move Smoke 2 marker. place an Ops Complete marker on the SM-capable units can also unit that attempted to lay smoke. or move into open terrain in the LOS of a Good Order enemy unit.0 Laying Smoke Stealth-Movement (SM) ca- Good Order MMC counters pable and can move without being auto- not marked by a Moved.1. place a Smoke SM are not subject to the +1 DFT penal. Units can- not use AM to enter Melee. Regardless of ty for moving. Units firing from a smoked tract two from the total attacking FP of hex subtract one (-1) from their DFT units using SM fire (Scouts excepted) die-roll and add one (+1) to their OFT and add one (+1) to to-hit rolls for SW to-hit roll. fire.4 Stealth Movement rule is an exception (obviously) to 15. move up to half their MF (fractions rounded up) and Smoke is blocking terrain with a TM of subsequently fire in the same +1.5 Coordinated Movement place the marker with a MMCs. but can use SM to enter Melee. Fired or an enemy unit. roll is equal to or less than the unit’s Heroes and Leaders cannot use SM un. In the Administrative Phase after the Smoke 1 is laid. Units CANNOT use SM while Double-Timing Select the hex and roll 1d6.0). 1 marker on the hex.2). ordnance. but Na- 20 . This Melee combat is simultaneous. the SM-capable unit must adjacent hex. If the die (6. SMCs. They can As- sault Move if the MMC/SMC is AM-ca- pable. smoke-laying capability (delineated in less specifically designated. they must Melee. Hence a smoked Forest hex has Such fire is modified like AM fire—sub. remove the Smoke 2. In the next together provided they start and finish Admin Phase.6. a TM of +3. even would spend 2 and 4 MPs respectively if the enemy units are also NME units. Units designated with a bright-yellow square outline surrounding their MF are 7. The enemy unit must Ops Complete marker can at- either perform a successful spotting at- tempt to lay smoke in their own or an tempt (10. AM.0 Melee Combat Move pay MPs for hexes entered and hexsides crossed as per their own When units enter a hex containing en- movement type. Units using module-specifc rules). their impulse together. Stealth. Non-Me- Example: A Squad (Leg-movement lee-eligible (NME) units cannot enter a type) and a tank (T-movement type) hex containing only enemy units. ing TM. when entering a Light Woods hex. Low matically spotted—even if adjacent to Crawl. including to OF. whether the attempt was successful. The TM is added to the hex’s exist- or in a later impulse. Units executing a Coordinated 8. re- 6. emy units.

the de- fending units are eliminated. whereas 5 FP attacking 2 FP is not 2. Always The defender then follows the same remove single-use SWs such as Satch- procedure against any of the attacker’s el Charges and Molotov Cocktails after units he chooses. Attacking. whether you entered the hex.5:1 but 3:1. their unmodified IFP. Squads equal 4 FP factors in Melee com- tacked. and mark the hex with a Melee Skills (12. Melee combatants use Example: 4 FP attacking 2 FP is 2:1. Heroes defend with their IFP un- 21 . but at least one must be at. SW’s FP (fractions rounded up). Roll tors. the odds still shift to 1:2. A unit that can only de- is compared to the FP of any defending fend cannot make Melee attacks but is units the attacker chooses and their not automatically eliminated either. Unmodified attacks at less than bat and two German 1-6-4 Squads and 1:3 are treated as 1:3. Unless modified for Ambush (8. If the Melee combatants include He- roes. rounding up fractions. A Half-squad/Crew can to or greater than the Kill Number (KN) fire one SW and forfeit its IFP. in the context of this sec- tion. Melee-eligible SWs.6).0) might alter the sequence. All units that participate in if the odds are greater than 1:3 against a Melee round are considered activat. Events and sides. MMCs must still abide by the SW-usage restrictions delineated in the section on Leadership Modifiers (LMs) apply for SWs (1. and losses aren’t taken until the round of Melee combat is concluded. Leaders/Heroes carrying a Melee-eligi- ble SW attack and defend with half the Eliminated units are NOT yet removed. If the attacker rolls equal forfeit its IFP. marker.tionality characteristics. the Hero. but cannot be a 2-FP MG-34 SW also equals 4 FP fac- conducted against multiple units. they shift the odds one column in There can only be one Melee round/ favor of their side when attacking. Even turn/hex. OF against the enemy unit as it enters the Melee hex. Multiple Heroes do not grant multiple taining friendly units.0). ing means your unit(s) is the target of Molotov Cocktails and Flamethrowers) a Melee attack. and an odds ratio is determined. Satchel Charges. After assessing dam. Defend- lee-eligible SWs (MGs. there is no shifts. the first round of Melee (attack and de- age. Not all defending units must be Example: Two US Airborne 2-5-4 attacked. but ed at the same time. remove eliminated units from both fense). 2d6 and consult the Melee Table (MT) on the Player-Aid Card. a Squad can the attacking units and are added to fire one SW and its IFP or two SWs and their die-roll. means that your unit is making a The IFP of all the attacking units (the Melee attack—it has nothing to do with units that entered the hex) and Me.4) or Skills (12. Melee takes place the odds can never be better than 5:1. In other words. Thus. under the odds ratio on the MT. as soon as enemy units enter a hex con.

Once one side’s units have 8. Note that a player can leave a enemy is not eliminated. Place a Melee marker no enemy Melee-eligible units are pres- on the units. Neither side eliminates considered non-Melee-eligible (NME) the other. posing player) and pass a Morale Check (LMs apply). it is assumed that the SMC went cannot move (unless withdrawing) or down with his troops. Failure to pass incurs no If a unit reinforces a Melee before a Me- penalty but they must immediately lee round is fought in that turn. Leaders not carrying a Melee-eligible Example: A 6-0-6 Leader possessing SW. even if Melee. Medics/Corpsmen. Units from either side can reinforce a Melee. Any unit entering a hex marked Units that wish to withdraw must an. from the hex. the Melee marker is re- 22 . If a unit enters a fire. lowing turn to either Melee or attempt all the enemy units are eliminated. and a captured 1-FP MG SW and a 1-6-4 Shaken units do not attack. They are 1-5-4 Squad. the Me- fight a Melee round. with a Melee marker is considered rein- nounce their intention at the beginning forcing it. Units that pass the lee round is conducted immediately.less they are crewing/using a SW. has been fought.2 Reinforci been eliminated. the captured unit behind as a rearguard to prevent SW is removed from the game in the Ad. min Phase. Any 8. Locked units ent. Remove the captured 1-FP units. nor can Squad enter Melee against an enemy they be targeted. unit that moved in must halt. ter the previous Melee round. the Melee marker is ng a Melee removed in the ensuing Admin Phase. even though it’s possible that of their next impulse (before they are no friendly units are left in the hex af- once again engaged in Melee by the op. but can use an impulse in the fol. Note moved and the remaining enemy units that Skill special rules supersede these are eligible to OF on the withdrawing rules. paying they reinforce the hex after the Melee appropriate MP costs. If Morale Check can exit the hex. they cannot partic- ipate in the Melee until the following If a player withdraws all friendly units turn. this from occurring. the to withdraw. Snipers. Melee markers cannot be removed as long as units from both sides inhab- it the hex. NME units are removed. WTs can be individually targeted MG SW from the Leader in the Admin in Melee. If a captured SW is used and the units. Phase. in Melee. If all Melee-eligible units are elimi- nated. hex containing only NME enemy units. and a Me- lee marker is placed on the hex.1 P non-Hero SMC left at the end of a Melee ost Melee round without a possessed Melee-eligi- Units remaining after the ble SW or stacked with a friendly Me- round of Melee are locked in lee-eligible unit is removed too.

the 2-6- 4 Squad attacks the two Half-squads at 2 vs. MMCs with an IFP of 0 attack and defend with a FP of 1. At these odds the Kill Number is 8. 8. or Module-specific or scenario-specifc rules) allow the ini- tial round of Melee to be resolved as an Ambush. 8.0. Accordingly.2 = 8. 12.3 Z ero-Firepower Units In Melee. The odds are 2 vs. For each zero-IFP unit participat- ing in defense. . he needs to roll 10 or better (10 . however. unless such units possess a Melee-eligible SW. but the Melee combat round is considered simultaneous. The play- er with the pair of 0-IFP Half-squads. in which case they use the SW’s FP. 2 or 1:1 (each 0-IFP Half-squad counts as 1 FP for the attack). which is the minimum needed to kill the opposition in a 1:1 attack) to eliminate the 2-6-4. 1 is subtracted from the die- roll. or circum- stances (Skill. Hence. units. Example: Two 0-2-3 Half-squads attack a 2-6-4 Squad in Melee. subtracts 2 from his 2d6 roll. For each zero-IFP MMC participating in an attack. it eliminates the two Half-squads on a roll of 6 or better (6 + 2 = 8).4). but adds two (+2) to its 2d6 roll. Conversely. 2 or 1:1. When an Ambush-capable unit (or stack of units) enters Melee with a unit that did not have LOS to it (the Am- busher) at the beginning of its impulse.If the reinforcing units have the Am- bush capability (8. their tripled FP is 23 added to the other friendly unit’s nor- mal FP. 1 is added to the attack- er’s die-roll.4 A mbush Some nationalities.

5 “M”-Superscripted Units Units and SWs with an “M”-su- perscript add 1 to their FP when attacking or defending in Melee.0 Administration Phase Once all units have either moved or fired. . advance the Turn marker one turn and begin the Rally Phase. Additionally. this first round is non-si- multaneous. the Operations Phase ends. In the Admin Phase. and Spotted markers.e. or after three consecutive pass- es (i. Stealth Move. and tripled to 3. A ze- ro-FP MMC’s FP is still 1. Once all markers have been removed. FFE markers are removed. Ops Complete. Starshells. and 1 is subtracted from the die-roll. 8. 9. Fired. Player One passes.the unit’s/units’ total FP (IFP + SW) is tripled for the first round of Melee. and eliminated opponents are immediately removed from play. be- fore they counterattack. Smoke 1 mark- ers are turned over to become Smoke 2 markers and Smoke 2 markers are re- moved from the Map. Player Two passes. Player One passes again). Low Crawl. Assault Move.. players remove all Moved.

over a turn. the either Shaken or moves away. it is removed. A rain hexes are spotted with a 1d6 roll of hex (and all units within it) two or less. a Good Order friendly unit is adjacent to the hex. Fired. sive TM. fect LOS and spotting: blocking and de- grading (see TEC for list of specific ter. but they gets to which they do not have a LOS. hexes are spotted on a 1d6 roll of three ing apply: the hex is marked or less. even if the LOS is A unit has a Line of Sight (LOS) to an. There may not Stealth Movement are not spotted be anything blocking your Squad’s view during their movement provided they of the Building. Example: A Squad is hidden in a Build. but they. will no longer be spotted.1 S Example: If a hex is spotted because it is adjacent to a Good Order friendly (to potting the potential firer) unit and that unit is Even if a unit has a LOS to its target. But if all units leave a hex (or are spotttted (exception: units in a Bun. cle do not have to be spotted. Cave or another level of a Multi-sto. Hexes. even for tthan unitts. it must be spotted.10. As- 24 . any Spotted marker on ker. or Melee marker or if the hex is open terrain. Those in degrading-terrain is spotted if any of the follow. with a Spotted marker.0 Line of Sight and sault Move. the hex attacker might not see the enemy. spotted (such as any open terrain). so if one unitt those without LOS to the spotted hex at in a hex is spotttted. an enemy in a degrading-terrain hex. degraded by intervening terrain. ratther friendly units during the turn. Units cannot fire at tar. too. 10. or do get the defensive TM. but that does not mean don’t find themselves in a hex otherwise they see the enemy. neither has to be spotted. tempt to spot unspotted hexes to which they have a LOS. Units in blocking-ter- Spotting is status driven. all unitts in tthe hex that time. if two vehicles at units in hexes that are not spotted. Spotting Units in any open-type terrain are au- tomatically spotted. it could in open-type terrain containing a vehi- see that unit. ry Building are in the equivalent of a second hex within the hex. and must be Units (including open vehicles) can at- spotted separately). it is spotted for all hex. in the real world. To be able to fire on an enemy-occupied Once a hex is spotted. are spotttted. a Example: If a unit is attempting to spot friendly unit is currently moving or As. are eliminated). Note that the status of a hex can change rain types). Units other unit if. are in open-type terrain. it sault Moving through the hex. a unit in the hex is marked with a Moved. get the defen- There are two types of terrain that af. Low Crawling units and units using ing two hexes distant.

Moved. two open hexes. Ops Complete marker regardless of the thus at Level-1 if the Building itself is at result of the attempt. Hills that are Level-1. but only one attempt can be ing rests. through the silhouette of degrading ter. hexes but on different level Hills ARE houettes of degrading terrain within considered adjacent. (Multi-story) Buildings. two MPs. the entire hex is are in each Multi-story Building hex. units Units in adjacent hexes but on different marked with a Moved/Assault Move/ levels of a Multi-story Building(s) ARE Fired/Melee marker or units in open NOT considered adjacent and don’t have LOS to each other. Units in a single-story Build- ing occupy ground level (Level-0) or Spotting attempts do not constitute an the level of terrain on which the Build- impulse. and a unit two-story Building are one level above attempting to spot is marked with an the terrain on which the Building rests. Units in adjacent two hexes of degrading terrain. Hills. Units in a hex 25 . it is blocked. Each level above ground level (or Level-0) denotes a rise of about 3-6 me- If the LOS passes through more than ters (or 10-20 feet). LOS is NOT BLOCKED or degraded by small By the same token there are one. spotted and a Spotted marker is placed Units can move from the bottom floor there. Units on the upper level of a made per friendly impulse. Building at Level-0 are at Level-1. larger Stone/Heavy Construction (HC) cent hex. If the only action Level-0 a side does during an impulse is per- form a spotting attempt. All three-hex or firing unit or target’s hex into an adja. s and Hills grading terrain in the degrading-ter. Low Crawl. and vice-versa.and pieces of terrain that extend from the two-story Buildings. terrain. Most of the terrain in LnLT is at ground rain hex. Stealth or Assault Example: Units on the upper level of a Move markers cannot spot for yet un. or sil. Example: Units on the upper level of a ered a pass. Differ- rain that is in part of an otherwise open ing shades of brown represent taller hex. Spotted markers are removed (Level-0) to the upper level (Level-1) during each Administrative Phase or if of their hex.2 Building tually pass through a piece of the de. There are. and -3. Shaken units and buttoned ve- hicles don’t automatically spot adjacent One is added to the unit’s die-roll for enemy units. spotted units. Building on a Level-1 Hill are at Level-2. but they do automatically spot adjacent units. Ops Complete. or the same height as a unit on a Level-1 Hill. Leadership Modifiers apply Buildings are considered two-story and are subtracted from the die-roll. -2. Units marked with Fired. One is also added if it passes level (Level-0). moving units. it is consid. every hex of degrading terrain its LOS passes through en route to the target unit’s hex. Staircases Once a unit is spotted.must roll a three or less to succeed. by paying all units leave the hex. however. Note that the LOS must ac- 10.

they de.3 Fi Example: tion (LC) A one-hex Light-Construc- Building (Level-1 Height as guring Line of Sight Obstacle) on a Level-2 Hill hex presents LOS is traced from the center of the fir. LOS is reciprocal. 10. tion (HC) Building (Level-2 Height as rain crossed by a LOS blocks it (except Obstacle) on Level-1 Hill hexes pres- as otherwise noted). blocks/degrades LOS. LOS can be checked at any time. grade it. Blocking/degrading terrain in the at- tacker’s or target’s hex never blocks/ degrades LOS. LOS Blocking/degrading terrain obstacles can be degraded (modified) by only one that rise to the same hex level (and/or factor/hex. If the hex presents an obstacle to LOS up to a LOS passes through more than two height of Level-2. Thus. Degrading-terrain ents an obstacle to LOS up to a height silhouettes don’t block LOS. of Level-3. Terrain can be located at a level (eleva- tion) or be of a certain obstacle height (expressed in terms of levels on the TEC). If unit A can see unit B. Example: Light Woods terrain (Level-1 roll for every hex where the LOS crosses Height as Obstacle) on a Level-1 Hill a silhouette of degrading terrain. 26 . an obstacle to LOS up to a height of Lev- ing unit’s hex to the center of the target el-3. Subtract one from an attack- er’s die-roll or add one to a Leader‘s die. then unit B can see unit A. Any silhouette of blocking ter. There are two types of LOS-affect- ing terrain: blocking and degrading (see Example: A three-hex Heavy-Construc- TEC). such hexes it is blocked and no attack or spotting attempt can be made.adjacent to a hex containing a Bun- ker or Cave ARE considered adjacent Example: Forest terrain (Level-2 to the units both inside and outside of Height as Obstacle) on a Level-1 Hill the Bunker or Cave for spotting and fire hex presents an obstacle to LOS up to a combat. not 2. a LOS traced across are as per terrain height on the TEC) as a Light Woods silhouette in a hex con. height of Level-3. both the attacker’s and target’s hex taining a Wreck is modified by 1. hex. LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit’s or target’s hex into an adjacent hex.

Example: In the image above. obstacles cast a one-hex shadow that which is a Level-1 obstacle at Level-0. directly behind them. LOS traced from the German Half-squad in the second floor of the HC Building in hex G2 (Level-1) to the British Air- borne Squad in the second floor of the HC Building in hex I3 (also at Level-1) is NOT degraded by the Rubble in hex H3. Level-1. 27 .Example: In the image at the bottom right of page 26. because it is -2 and -3 blocking/degrading terrain blocked by the LC Building in hex D6. LOS traced through blocking/degrading terrain obstacles that rise to a higher total hex level than both the attacker’s and target’s hex level is blocked/ degraded. LOS traced over blocking/degrading terrain obstacles that rise to an equal to or lower total hex level than both the attacker’s and the target’s hex level is not blocked/degraded. the Brush in hex M5 degrades LOS between the French Squad in M6 and the German Squad in M4 (all hexes at Level-0). but. Units in a hex at a level EQUAL TO the total obstacle height of a blocking/de- grading-terrain hex can see and fire Example: In the image above. the US over it into hexes at a LOWER level than Airborne Squad in hex C6. at Level-0. the total obstacle height of said block- does not have LOS to the German Squad ing/degrading terrain hex. also at Level-0. blocks/degrades LOS to units located for a total obstacle height of Level 1. in hex E5. a Level-1 obstacle in a Level-0 hex.

at Lev- el-0. If the Light Woods in ond floor of the HC Building in hex J4. is clear over the HC Building blocked to K1. K2 was a LC Building. a Level-1 height as obstacle in a Level-0 hex. a Lev- el-1 Hill hex. LOS from the Soviet Partisans in hex K3. a Level-1 obstacle. is degraded by the Light Woods terrain in hex K2. a Level-0 hex.Example: In the image above. the LOS would be at Level-1. Units in a hex at a level HIGHER than 28 . in both cases LOS from in J3 (obstacle height of Level-1) to the K3 to K0 is clear. the number of hexes in between the firer’s hex and the hex containing the obstacle (not counting each) is added to the length of the cast shadow. In addition. Example: In the image above. Thus in the previous example. which casts a one-hex degrading traced from the Soviet Sniper in the sec- shadow on hex K1. LOS el-1. for a total obstacle height of Lev. German SS Half-squad in hex J1. hexes J1 and J0 would be in its block- ing shadow. but the LOS is blocked to the Ger- man SS Squad in hex J2 because it is in the one-hex shadow of the HC Building in hex J3. to the German SS Squad in hex K1. if the Building in J3 was actually in J2.

This is that blocks/degrades LOS to units considered to be a clear slope and LOS located directly behind them. but Hill hex to a lower-level hex through Level-1.the total obstacle height of a blocking/ I6 (see 10. -2 and -3 blocking/degrading. is not blocked along such a slope. In the previous example image. only Clear Hill hexes of constantly di- terrain obstacles cast a one-hex shadow minishing level. and to the Clear Level-0 degrading-terrain hex can see and hex in I8.1 Hills and Slopes LOS in this situation is traced OVER the There is one exception to the preceding blocking/degrading terrain obstacle. a Level-1 obstacle in a Lev- gian Squad in hex I5 (Level-2 Hill) has el-0 hex. Since the 10.1). LOS to I8 is unobstructed by fire over it into hexes at a lower level the Light Jungle in I6. The US Squad has a clear LOS LOS to both the SS Squad in hex I3 (Lev- to the adjacent Level-1 Hill (I5). to hex 29 . than the total obstacle height of said blocking/degrading terrain. but it’s degraded by the Light Example: In the image above.3.3. the US Squad in I4 (Level-2 Hill) has LOS to hex I6 (Level-0 Light Jungle) because I5 is a Clear Level-1 Hill. the US Squad in hex I4 (Level-2 Hill) has LOS to the Japanese Squad in hex I7 (Lev- el-0). Here’s another example: Example: In the image above. it paragraph: when LOS is traced from a is not blocked/degraded in any way. like a staircase. the Bel- Jungle in I6.

if hex I3 was also a Clear Level-1 M4A1 Sherman tank in hex U2 (Level-1 Hill hex. 30 . the American ever. but it does not have LOS Consecutive Hill hexes at the same lev. left column of this page. both blocking terrain hexes that share a hexside. also at Level-0. utive Clear Level-1 Hill hexes in front of it (U3 .U8. to the first three hexes after the level el block LOS to a lower level up to as drops to Level-0: hexes U6 . which contains a the firer’s hex and the drop in hex level. How.2 LOS Along Hexsides When tracing LOS down hexsides.3. the adjacent hex terrain is considered whole-hex.U5). LOS traced along a hexside with blocking/degrading terrain on both sides is blocked/degraded. LOS traced along a hexside that has blocking ter- rain on one side and degrading terrain on the other side is degraded. LOS that is traced along a hexside with blocking/degrading ter- rain on one side is not blocked/degrad- ed. Example: In the image above. the Belgians would NOT have Clear Hill) has LOS to the three consec- LOS to the SS Hero in hex I2.el-0 Road) at the foot of the slope and to Example: In the long image on the the SS Hero in I2. LOS from the German Squad in hex E2 to the Dutch Squad in hex F4 is blocked by the LC Buildings in hexes E3 and F3. Its LOS many intervening hexes are in between resumes in hex U9. 10. German Panther tank.

terrain in a hex. can be used to aid Direct Fire attacks.0 Single-Man Counters (SMCs) Single-Man Counters (SMCs) repre- sent significant individuals that have the power to affect the course of the battle. other counter-placed features or fortifi- side from the firer’s hex to the target’s cations) are cumulative with the other hex is not blocked. Leaders have no IFP and cannot (un- For more on LOS traced down hexside less crewing a SW) individually fire at terrain. rally units. These counters include Leaders. Snipers 11. Remember. modify fire attacks.4). They are to the German Half-squad in hex L7 is usually officers or outstand- not blocked (thus clear) by the hexside ing NCOs. Only one Leader per hex per im- pulse or Rally Phase can use his LM The terrain surrounding a hex’s cen. the Leader is elim- Each piece of terrain has distinct ad. vantages for units seeking shelter in it. The TM from a Damage Checks. LOS Leaders are individuals with from the American Squad in hex K5 exceptional skills. rules. These advantages and movement costs.5) (ex- ception. Wreck. are delin. Heroes. Foxholes and Smoke (and any Each Leader has an inherent Leader- 31 . the other functions mentioned in these eated on the TEC. modify Damage Checks. 11. inated. to name a few. 11. alone. Wall between K6 and L6. and influence of terrain in the hex. consult the Terrain Effects enemy units or voluntarily enter Melee Chart (TEC). the maxi- mum TM for any terrain is +4 (5. ter dot defines its level and the type make rally attempts. Snipers and Medics.1 Leader s Example: In the image above.LOS traced along a Wall or Hedge hex.4 Terrain Characteristics a Melee-eligible SW. as well as for along with other information. to activate units. If enemy units move into the hex of a solitary Leader who is not carrying 10. and lead troops in Melee. and varying movement costs for units A Leader’s Leadership Modifier (LM) attempting to move through it.

ers that aid such fire are placed under a Fired marker. the Hero from the Leader’s hex in its activation is assumed to have spent the same impulse. Low Crawl. left of counter) as the Leader.1. The LM is applied to every at- tack (not attacking units) that occurs If spawned by a moving MMC. and even if Note that the Leader can aid both units the spawning MMC is Shaken (and thus using their IFP/SWs AND SWs or WTs placed under a Moved marker). If the number is even.1).5) cannot activate MMCs/ ed whenever a 1 is rolled on a Squad or SMCs in adjacent hexes. top the unit that spawned them.0) from the Fired. the OFT. He- These Skills grant special abilities such roes always add their FULL IFP to mul- as enhanced Morale or sighting. a Leader can activate units in adjacent hexes. Half-squad’s Damage Check. up to his total MF. the Hero also receives a Fired the to-hit roll for SWs and WTs using marker. Leader’s hex in the same impulse. non-enemy-oc- in the same turn. Leaders cannot activate vehicles that are in an adjacent hex. LR is used 11. Roll 1d6 again. if not.2 Leaders and Skills A scenario’s Order of Battle (OOB) Heroes can Assault Move (6.0) to a Leader. pick again. Randomly pick a Hero Leaders not under a Moved. Heroes might assign a Skill (12. can Close Assault vehicles (17. Newly created counters have the same background Heroes assume the activation status of color and Identification Badge (IB. and a Skill counter (12. or Ops Complete marker can aid cup—and the Skill must be usable by the ALL attacks conducted by units whose Hero. feats of courage. and Armor There is a chance that a Hero is creat- Leaders (11. tiple-unit attacks. the owner must place the and add their LM to a direct-fire attack Hero in any adjacent. cupied hex (it’s a free move.1.2 Heroes for the purpose of activation.1 Leaders and Combat been created. no Moved marker is placed). Lead. Example: If the Squad that spawns a Their LM is added to a unit’s IFP that is Hero is already marked with a Fired using the DFT and/or subtracted from marker. number of MPs the MMC had spent be- fore it spawned the Hero. LR is decreased by one if the Leader is Heroes are ordinary soldiers wounded (the Leader can only activate who perform extraordinary units in its own hex). Units in the same hex (and on the same level in a Building) as a Hero can at- 32 . the using the OFT that are activated in the Hero can continue moving. if desired. 11. hex. a Hero has 11. Leaders cannot call on. Heroes may be part of a scenario’s start- A Leader can only rally units in its own ing forces or created during play.ship Range (LR) of one (1). If creation of a Hero violates stacking board Mortar fire or off-board Artillery limitations.1).

Remember. however. To per. MC.3 M 11. in Melee ly Phase. rolls 2d6 for its self) or flip a Shaken MMC/SMC to its attack instead of 1d6. in which case two rolls are per- you are currently conducting a Melee formed.4 Snipers edics Medics represent exceptional Snipers have no Movement medical personnel. as long as enemy units do not cur- Medics (and all SMCs) can Self-Rally rently occupy that hex. 33 . scenario starts. regardless of whether they have SR on the back of their counter. in the same Ral- (not defending). Only umn in their side’s favor (in addition to one roll is conducted. hex. GO. Once the spot enemy units. In either case. or placed on the Map. Medic is in terrain with a positive TM. attempt to heal another SMC attacking has nothing to do with wheth. attack. If all friendly wounded). a GO Medic can spotted enemy hex within its LOS uti- either attempt to remove the Wounded lizing the Direct Fire Combat routine.tempt to rally even if there is no Leader Two is subtracted from the roll if the present. A Shaken Medic adding their own IFP) when attacking that Self-Rallies can. If the Medic passes the MC. Heroes are always spawned at full strength (never Medics are NME units. only affects one unit. A wounded Medic can heal other units (and himself) as long as he is in There can be only two Heroes per na. in any hex whose terrain has a positive TM. use their medical kits to heal owner can place the Sniper at any time units. Heroes are created even if MMCs and Melee-eligible SMCs in the the Damage Check result eliminates its same hex as a Medic are eliminated. the subject of a Medic’s attentions must be in the same If there are multiple units in the target hex (and level) as the Medic. GO side.0) odds one col. tion on the Map at any time. They can. There is no penalty for failing the MC. the Medic must the Sniper attacks. (including himself) or rally one MMC/ er you moved into the hex. healed or one MMC/SMC is rallied. 11. one SMC is Heroes shift Melee (8. They can. marker from one SMC (including him. The Sniper can immediately attack any During each Rally Phase. The Sniper’s attack pass a Morale Check rolled with 2d6. Once placed. only that SMC. the Sniper cannot move. the Sniper’s however. The Sniper. Factor and are not initially not carry or fire weapons. the Medic is removed from play. If a Hero who begins the game on the but the Medic cannot perform any func- Map is not assigned a Skill he does not tion in that Rally Phase if he fails the draw one. parent unit. randomly determine which target form either function.

which represents doing so. For- don his vehicle. He can arately within the impulse. mored Vehicles—NOT the Good Order lery/Mortar barrages and enemy Snip. but double their hex’s TM (up to sults under the appropriate column on +8.5) when rolling against incom. eliminated. he is removed from the est. with a Morale use Stealth Movement (see and Leadership Modifier. the DFT—armored Vehicles or Unar- ing attacks from all units except Artil. see 5. After us- tor.. or Tall/ Map. ers. They subtract two (-2) they have no Movement Fac- from their spotting die-rolls. rale for all purposes and subtract the domly determine which unit the Sniper Leader’s LM from the die-roll when ral- attacks. they are commanding. stacked with and during the same impulse) pay If an Armor Leader is forced to aban- only 1 MP per Heavy/Light Jungle. In Melee. Tanks with an tack against a hex containing an enemy Armor Leader assume the Leader’s Mo- Squad and a Leader. SMC column. If during Melee Armor Leaders can activate vehicles all friendly MMCs and Melee-eligible (but not MMCs/SMCs) in adjacent SMCs in the same hex as a Sniper are hexes.4). Their 0-FP MMC (8. Armor Leaders can only rally the tank Scouts can call-in off-board Artillery fire and onboard Mortar fire. Wheatfield. They can lar Leaders. HE-equivalent attack die-rolls). LM only affects their tank/vehicle’s at- tacks. Scouts fight as a the Shaking of the tank’s Crew. When stacked with subtracted from to-hit rolls and added MMCs or other SMCs they can attack in to machine-gun attack die rolls (but not the same impulse as them. Light Woods. the Sniper is removed from play. but mand. Snipers can be fired on like any other Vehicles with Leaders check DFT re- unit. Snipers are NME units. Units moving with a Scout (i. 11.6 Scouts 11. affect both in the same turn. ing half of their MF they can fire with- out subtracting two from their FP or Armor Leaders are unique in that they adding +1 to an OFT SW’s to-hit roll. including 34 . but forfeit their special The Armor Leader’s LM rating can be TM when doing so. share the fate of the tank they com- They can assist in crewing a SW. Kunai Grass hex entered. lying or performing Damage Checks. the players ran. but lose all Scout abilities listed above when rather are Shaken. but fire sep.Example: If the Sniper declares an at.e. Snipers can stack with MMCs and other SMCs. They cannot be wounded. but 6.5 Armor Leaders Scouts are SMCs that have a Armor Leaders are like regu- few special abilities.3).

Heroes or MMCs. WTs such as 57mm and traits or advantages that can only be 75mm Anti-Tank Guns (ATGs). Ordnance firing on a hex that contains both vehicle and non-vehicle units Place all Skill counters that are not as.2).0 National the counter or. and still others Sherman tank’s 75mm cannon.1 Firing is not assigned a Skill or does not draw one during creation (Heroes. 14. rules. Each Skill’s trait and when/ Whether mounted on a tank. They Skill counter under the unit include SWs such as the Bazooka or that possesses it.2) it Ordnance does not possess a Skill. Some Skills bestow Panzerfaust. cup. equip the owner with unique weapons or items.2). Used Skills (those that are sin. signed in the Order of Battle (OOB) to the Leaders.0 Ordnance 12. other units firing from the same hex. to be picked during Hero Creation (11. Place the weapons cannot be used in Melee. Ordnance that possesses it. through a covered arc defined by either a red triangle in the corner of 13.Starshells (20. It does not have to engage the same target as In most scenarios. ly from other units in the hex. on the back of the teristics on the SMC or MMC counter. ordnance is fired separate- Skills Player Aid. 11. and ve- used once. must either target a specific vehicle or signed in a scenario’s OOB in an opaque all non-vehicular targets in the hex. Others give benefits that last hicle-mounted weapons such as the for the entire scenario. a covered arc defined by the gun barrel. WTs and vehicle-mounted gle-use only or from a deceased SMC/ ordnance must fire MMC) go back into the cup. or a WT. If a unit 14.0 Skills Ordnance weapons have a to-hit table Skills bestow unique charac. This covered arc is The National Characteristics of each displayed in the covered-arc diagram side are listed in the module-specific on the next page. a separate how it can be used are explained on the SW. in the case of a turreted weapon not firing through its vehicle’s Characteristics hull covered arc. Skills are pre-as. 35 .

To determine if a tar. have modified die-roll and the defender’s die- both black and blue #s (19. and then consulting the Direct Fire by a /.3) plus 1d6 (modified armor val- the to-hit number below the proper ue. adding their to-hit tables. and other factors listed on the get is destroyed. MPV) against the vehicle’s ar- get is hit by a piece of ordnance. If the number. A 2d6 roll of 2 is always a hit. is less than or equal to the to- hit number. Ordnance Fire Table (OFT). the ordnance cannot attack the non-vehicle target. the fire has three ranges. compare the The attacker uses the left-most column penetration value at the appropriate whose range is greater than or equal to range plus 1d6 (modified penetration the target’s range. If the target isn’t a vehicle. printed to-hit number. printed on the back of the If the attacker’s modified die-roll is counter. nor do LMs. range/column on the ordnance counter. and below each to-hit number is a penetration value. The defender rolls 1d6 and compares it to the attacker’s die roll. modified by applicable modifiers. with more than one piece of ordnance each of the defending units must take have slashes (/) separating the #s in a Damage Check by rolling 1d6. rated in to columns. If the MPV exceeds the MAV. the through which the fire’s Line of Sight round is a catastrophic hit and the tar- passes.) Below each of these ranges is a Table (DFT). the target The die-roll is modified by adding the is destroyed (place a Wreck marker in TM of the terrain the target occupies. If the at- that is in part of an otherwise open hex) tacker rolls a 6 and the target a 1. If the attacker rolls a 1 and adding 1 for each hex of degrading ter. If the target is a vehicle. has no effect. The TM of the target’s hex DOES NOT modify this HE-equivalent. value. the target rolls a 6. 36 . sepa. others. it is imme- diately attacked with the ordnance’s HE-equivalent plus 1d6.1. such as AA units. if the HE-equiv- alent is an asterisk (*). If the attack- er’s modified die-roll is less than or Each piece of ordnance equal to the defender’s die-roll. the target has been hit. roll mor thickness at the point of impact 2d6 and cross-reference the result with (14. delineating each the difference between the attacker’s weapon. the hex). MAV).1) separated roll. (Vehicles or WTs greater than the defender’s die-roll. the round is a dud rain (or silhouette of degrading terrain and the target is not affected. a roll of 12 is always a miss.

but where it hits (front. This is the ONLY instance where PASSING a MC results in a Shaken unit. When making this roll. 6 is subtract. flank armor less so. with any other result. can also attack the vehicle as described in 17. termine the results of the impact. place a Shaken hit its target.3 Angle and Point of Impact The thickness of a vehicle’s armor var- 14. it is Check (2d6). and rear hicle’s MAV. An already Shaken vehicle that receives another If the to-hit roll is both greater than 2 Shaken result is Abandoned. thickest. the vehicle takes a Morale Check (2d6). Abandoned vehi.1. the Crew not only important to know that a shot abandons the vehicle. vehicle. if eligible.Whenever the target is destroyed. incoming shot is traced exactly down the vehicle is Shaken. Accordingly.1 Non-Penetrating Hits ies. if the MPV is 4 and the MAV at to the MAV at the point of impact to de- the point of impact is 10. Consult the diagram to der a Moved marker. determine the angle of impact. place a GO Crew erwise armored vehicle destroys the under a Moved marker on the Wreck. The front armor is normally the If the attacker’s MPV EQUALS the ve.. cles remain on the Map under an Aban- doned marker. If the target is turreted. If it fails the MC. flank. regardless of the unit’s Morale shooter. The firing weapon’s MPV is compared Thus.1.1. and they cannot be used by either side. If the ed from the MC roll. or modifiers to the die-roll. Vehicles Any ordnance hit on an unarmored ve. or rear). If it passes the the line between hit locations (e. If the attacker’s MPV is less than the target’s MAV. take the difference between the firing ordnance’s MPV and the target’s MAV and subtract it from the MC die-roll. there is no effect. roll hicle or an unarmored facing of an oth- 1d6: if the result is 1. the vehicle is Shaken. the shell has im- pacted the target’s turret.2. MC. the vehicle takes a Morale armor is the weakest. use the turret 37 . Crew counter in the vehicle’s hex un. If the attacking weapon is being fired as a MMC’s SW.g. If the vehicle passes the MC. assuming it 14. If it fails the MC. eliminate the Crew along with their vehicle. and an even number. An unmodified Side and Rear) the shot is considered MC die-roll of 12 results in a Shaken to hit the location most favorable to the vehicle. 14. the MMC.2 Ordnance Hits on Unarmored has one.

as per 14.2 Special Ammunition two is subtracted from the ordnance Ordnance marked with an H within a to-hit roll. Bun- 15. Ordnance that primarily fires HEAT ammunition subtracts 1 from their HE-equivalent when attacking infantry NOT located in Buildings. If the target has no turret this destroy its target. All as its main ammunition. place a -2 Acquisition can be ignored. or Caves. Note that one is sub- Vehicles play an important role in tracted from the HE-equivalent NOT LnLT. place a -1 Acquisition marker on the target and an Acquiring marker of the same letter on the firing unit.0 Vehicles kers. back of the counter) was not as effective against infantry in the open A firing unit under an Acquiring mark- or taking cover behind trees/rocks.armor at the point of impact to deter. er does NOT need to spot (10.1 HEAT Effect on Infantry to remove the Acquisition marker. subtract one from the ordnance mine whether the target has been pen. An M5A1 Tank with its 14. pulse.3 Target Acquisition values explained is illustrated here. If the target doesn’t move and the ord- nance fires on it during its next impulse. resolve the penetration marker on the target. Huts.1) a tar- This rule addresses that situation. ordnance fires either on a specific vehicle or all non-vehicular tar- gets in a hex. to-hit roll. non-vehicular units (if they were the targets) have to leave the hex in order 14. Note. using the hull armor. Piats and Bazookas—fires and fails to destroy its target. get with the same-lettered Acquisition marker. Remove the Acquisition and red circle on the back of the counter Acquiring markers if the target moves fires HEAT (High Explosive Anti-Tank) or the attacker switches targets. and the to-hit roll. Ordnance that fires HEAT ammunition (denoted by an Shaken vehicles lose their Acquiring H within a red circle on the and Target Acquisition markers. If the target doesn’t move and the ord- nance fires on it during its next im- 38 . the counter contains all the information needed to play. Vehicle counters are 7/8”.1. When ordnance—in- cluding SW ord- nance such as Pan- zerfausts. 14.2. If the ordnance again fails to etrated.

Road vehicles perform best open.. The all hatches). vehicles are considered open. and Road range of 14. the Leader’s Morale rating to rally. “N” is the number of armored) to small-arms fire. This status is shown with the Open and The Leader can also subtract his LM Buttoned markers. A vehicle that can fire its main gun more than once Buttoned vehicles cannot spot. cle is open or buttoned. on Roads. a vehicle 39 . but cannot times the vehicle’s main ordnance fight as well as an opened vehicle. If “N x” precedes the Buttoned vehicles are invulnerable (if HE-equivalent. See the Terrain Effects Chart (TEC) for further explanation. Off. ue is the Firepower the vehicle’s es closed. fault. not even can fire its gun at more than one tar- adjacent hexes. scored a hit. By de. An asterisk after the (R). they cannot fire their advantage of these MGs is that they can weapons. Vehi.Vehicles can be either open or buttoned. Off-road (O). and they cannot spot. A FP of 4 has a Tracked (T). Open vehicles can see the main ordnance (gun) uses to attack enemy better. but risk injury to crew non-vehicle targets on which it has members from enemy small-arms fire. Vehicles can switch get in the same impulse but the tar- from open to buttoned or vice-versa at gets must be in the same hex or an the beginning of their impulse. can fire in its impulse. • Morale: Is the unit’s Morale. in the case of non-turreted vehicles. adjacent hex. • HE-Equivalentt: This boxed val- Buttoned vehicles have all their hatch. in en vehicles must button up (close the covered-arc of the front hull. • Vehicle Name: Provides the vehi- cle’s designation. Machine guns without the asterisk must fire in the turret’s covered-arc or. members are riding with their heads and shoulders exposed to enemy fire. number indicates a 360° (i. but the MG can or off-road capable multi-wheeled only be fired when the vehicle is vehicles. Shak. Vehicles DO subtract 2 from their rallying-at- Open vehicles have some/all of their tempt die-roll for being in terrain crew hatches open and some crew with positive TM. A FP of are three vehicle-movement types: 2 has a range of 10. their MF is halved (round. cles can Self-Rally. the vehicle uses Unless otherwise noted. • Machine-gun Firepower: These underlined values are abstract fac- • Movementt: The vehicle’s Move. from the rally dice-roll. Tracked are fully tracked. this status need not be shown with an Open Notte: The main gun’s to-hit and pene- marker. There chine-gun (MG) Firepower. tors that depict the vehicle’s ma- ment Factor (MF) and type. tration values are located on the back of the vehicle counter. all road vehicles are either half-tracked around) field of fire. and if an Armor Leader is onboard.e. be fired regardless of whether the vehi- ed up).

The TEC has complete details. with a MG Firepower followed by an “R” can use the FP in the turret’s There are. each separately. flank. impulse. provided they start al): Non-asterisk Firepower-4 MGs and finish their impulse together.5). Such movement the hull armor. the MGs must engage dif- to which the red arrow points. only one number. Vehicles ferent targets. • Machine-gun Firepower (Opttion.1 Vehicle Facing and Movement ent targets. or end movement in. in the vehicle’s covered-arc—both to When moving. Coordinated Movement. the number after the slash is the turret armor. however. The red corner/arrow on a vehicle in the turret’s covered-arc. vehicles enter one of the a maximum range of 10 hexes. they can fire at differ- 15. and they must fire at the same hex. pivot within their hex. There are several ter- Vehicles with multiple MGs must fire rain types that vehicles cannot enter. and 2 FP counter indicates the vehicle’s facing. cle’s weapons. firing 2 FP gon). enter and turn to Rubble. and si- This MG must fire in the same im- multaneously activated vehicles need pulse as the remainder of the vehi- not move through. However. in the same impulse. in any order. the vehicle has no 40 . Vehicles can continue • Rear-facing Machine Guns: Units moving after rubbling a hex. Vehicles move similarly to foot soldiers. significant differ- rear arc. Vehi- fire their entire FP up to a range of cles cannot Low Crawl or Double-Time. the same target. but all the vehicle’s can. which is defined as a cov- ences in vehicle movement. however. of the turret’s front arc (see 14.equipped with a MG(s) must fire its turret. Vehicles ered-arc directionally opposite that MUST move individually (exception. If the turret’s covered-arc is different Vehicles must always face a vertex (the from the vehicle’s covered-arc the corner between two sides of a hexa- owner must split the FP. weapons must still fire in the same The cost is one MP per vertex. Vehicles can also move in reverse. they cannot combine and some Buildings that vehicles can their FP. provided they have MPs left. If there is costs two times the normal MP cost. MG(s) and its main gun. but much faster. 14 hexes when both the turret and All vehicles can Assault Move. The number before the slash is rear of the vehicle. but need not engage the same hexes. vehicle’s covered-arc are aligned.0). • Armor (Hull/Turrett): The three Vehicles cannot enter a hex containing an enemy vehicle. by and rear armor (listed top to bot- entering one of the two hexes to the tom). infantry on foot and vehicles can move together. Ob- two hexes on either side of the vertex viously. 6. numbers to the left of the vehicle represent the vehicle’s front.

unless the attack- er chooses to pivot the entire vehicle and incur the corresponding penalty on the OFT.Example: Reversing into a Clear hex costs two MPs. an associated penalty on the Ordnance Firing Table (OFT). Vehicles using AM can also fire their main gun.3). Vehicles using AM can spend up to one-half of their MF (round fractions up) and still fire eli- gible MGs (subtract 2 from their FP as per AM rules). The separate Turret markers are used to show turret orientation when the turret has rotated to face another di- rection from the front. 15. which takes the place of the vehicle’s movement.3 O verruns Vehicles with machine guns or other main armament can Overrun infantry (MMCs and SMCs) in Clear (or other non-water. and then fire. Low Crops. or any pertinent mod- . 15. but add 2 to their to-hit roll. There is. No Turret marker is necessary to designate an open turret that is fac- ing the front of the vehicle. It costs no MPs for turret- ed vehicles to change the facing of their turret. open-type terrain). Brush. as indicated on the OFT. Road.2 AssaultMovementandVehi cles Unless otherwise noted. Vehicles cannot use AM to conduct an Overrun (15. 41 The turret faces the vertex to which the barrel points. all vehicles can Assault Move (AM). Vehicles can use AM to load or unload passengers. however. The turret automatically pivots to face the attacker’s target.

Clarificattion: A vehicle capable of firing its main gun multiple times (Denoted by N x HE-equivalent. where “N” equals the number of times the main gun can fire) multiplies its HE-equivalent by the number of times it can fire when calcu- lating their Overrun Firepower. the vehicle must have suffi- cient MPs to enter the hex. Ignore any reference to moving . To do so. If a GO Leader is present. After the vehicle enters the hex. The vehicle performing the Overrun cannot have outside passengers riding on it. The defender rolls 1d6 and compares it to the attacker’s die-roll. rolls 1d6. Units subject to an Overrun can’t Opportuni- ty Fire against the vehicle in the Over- run hex nor can any other units. any sur- viving GO MMCs/Heroes can Close As- sault the vehicle as described in section 17. the Overrun has no effect. each of the defend- ing units must take a Damage Check by rolling 1d6 and adding the difference between the attacker’s modified die-roll and the defender’s modified die-roll. and an ad- ditional 4 MPs for the Overrun. and then consulting the Direct Fire Ta- ble (DFT). adds 2. LMs apply. it sums its HE-equivalent and MG FP (MGs with a “*” can only be used if the vehicle is open). but Leaders must check for damage first.1. If the attacker’s modified die-roll is less than or equal to the defender’s die-roll. If the attack- er’s modified die-roll is greater than the defender’s die-roll. Following an Overrun attempt. and adds the LM of any Armor Leader present.ule-specific-terrain hexes.

5 Continuous Vehicle Movement er-attackers are already there. still pass a Morale Check pri- er have the option of continuing their or to Close Assaulting. elimi- outside of the vehicle. The +2 speed modifier INCLUDES the +1 Leaders already granted to moving vehicles on Each vehicle has an inherent Crew. are more 15. continue moving— Ops Phase a vehicle marked as such even conducting subsequent Overruns must continue its movement. SMC. During the next has sufficient MPs. with any other result. ex- +1 to-hit modifier on the OFT and -1 DFT cept Shaken WTs. place a Shaken 16. large vehicles are eas- fantry in the hex.5) belonging to de- can carry up to one-Half- stroyed or abandoned vehicles are re- squad. as the count. Those marked with “PP” can carry up to one Squad (or its stacking equivalent). place a GO Crew under 16. ier to hit and small vehicles are more difficult to hit. Roll 1d6: if the result is 1. Shaken WTs are eliminated. Check the Player-Aid ehicle Crews and Armor Card for tables containing these DRMs. If the vehicle switch to AM or vice-versa. are placed on top nate the Crew along with their vehicle. and two SMCs.4 V difficult to hit. If desired. these passengers are considered to be 42 . because of their speed when moving. If a vehicle is abandoned. whether riding inside or marker. no further action is required from DRMs the surviving (both GO and Shaken) in. When targeted. the Crew must make a Bailout Check. Moved or Assault Move (AM) mark- however. MMCs/ Good Order vehicles marked with a Heroes that wish to Close Assault must. Other vehicles. if it turn it 180 degrees. If the vehicle is destroyed (except through Close Assault. movement during the next Operations Phase. and one moved from play. one SW. but can if it has sufficient MPs.1 Passeng Crew in the hex under a Moved marker. 17.6 O If the Close Assault destroys the vehi- ptional Vehicle Size & Speed OFT cle. leave the marker on If the vehicle survives the Close As- the vehicle in the Admin Phase. This allows chooses to remain in the hex. mark them with a Moved mark- er. adjacent hex of their owning player’s choice. Automatically eliminate Crews from vehicles destroyed by Close Assault. too. In either case. it can remain in the hex or. but sault. must retreat to an modifier from one turn to another. 15. ers Inside Vehicles Vehicles marked with “P” Armor Leaders (11. two SWs. all ene- a targeted moving vehicle to retain the my infantry units left in the hex. 15. the OFT. of the vehicle’s counter.0 Passengers the Wreck and mark it with a Moved Passengers.1).into the vehicle’s hex.

the pas.1. If the survival.1. Any passengers dismounting (volun- tion. On an even die-roll. and mark Bailout Check. are marked with a Moved sengers of PP or P vehicles are not re. scribed in 17. can chose to disembark with them or sault. or subtract 2 considered to be riding OUTSIDE (on from the unit’s IFP if the vehicle is mov- top of) the vehicle. during a vehicle’s movement. Moved marker and must pass a Morale ing 1d6 for each transported counter’s Check to avoid becoming Shaken. Place a Moved marker on the dis- embarked units. ing vehicle initiated is resolved before iber greater than 20 mm cannot be any OF against dismounting infantry. They can. Shaken pas. debark when eligible at the Half-squad. The vehicle need not obviously. be open. transported except when allowed by scenario or module-specific rule. one SMC. disembark. but unshaken passengers ed in vehicles destroyed by Close As. Shaken passengers on top of vehicles (external) must immediately Passengers are automatically eliminat. one SW and owning player’s option. Units can fire at any time If the vehicle fires ordnance (not ma. Subtract 1 from the unit’s IFP if this case. the passengers must make a them in the Wreck’s hex. They can. can also carry up to one however. ly disembark. Any attack the passenger-carry- Weapon Teams with a gun or tube cal. however. not.riding inside the vehicle. In SWs).1. and must pass a Morale Check quired to debark (they are riding inside to avoid becoming Shaken. Passengers riding on the outside of a vehicle that is hit by Ordnance that 16. can be attacked by small-arms as de- roll and are eliminated on an odd roll. tarily or not) from a vehicle are subject to OF.2. and two SMCs. flip MMCs vehicle on which they are riding is de- and SMCs to their Shaken side. as explained in 16. ing or marked with a Moved or Assault Move marker. those marked with “PPO” can Passengers riding on top of a vehicle can carry up to one Squad (or its stacking attack eligible targets with their IFP (no equivalent). the passengers are the vehicle hasn’t moved. two SWs. Units that chine guns). Likewise.2 Passengers On Top Of Shaken passengers of PP or P vehicles Vehicles are not required to debark (they are Vehicles marked with “PO” riding inside the vehicle). marker. SWs cannot be Shaken.1). 16. place stroyed. debark when eligible at the owning player’s op. them with a Moved marker. An odd die- roll eliminates the MMC/SMC. the passengers immediate- 43 .1 Bailout Checks does not destroy the vehicle or cause If the vehicle is destroyed (except its abandonment must immediately through Close Assault 17. disembark. however. They are marked with a sengers perform a Bailout Check by roll. the vehicle). Support Passengers riding on top of vehicles Weapons also survive on an even die.

ing so prohibits them from leaving the Mark disembarking units with a Moved hex in which they disembarked until marker. travel in any direction. Vehicles Passengers of Abandoned vehicles dis. boarding and exiting procedures. Note Yet even without these weapons. barking with Shaken infantry as re- quired by 16. as long as the vehicle still has at the First World War. The riding outside a moving tank fires at 0 tank (MF of 10) then spends 5 MPs to FP (2 . A Moved marker is placed atop the infantry at the moment of disem- 16.e. The unit on top of a vehicle can fire in The example is an exception to the rule a separate impulse from the vehicle’s that states units moving from the same movement or AM. mount) or dis. Assault Move-capable units can use AM embark and take a Morale Check. from Shaken vehicles that have already tors to load into (i.0 Infantry and Artil- ing/mounting the vehicle activates the vehicle for that impulse. a variety of man-portable anti-tank weapons.2. and then the vehicle can contin- ue its move.2 = 0). Units do not need to begin the Opera- tions Phase in the same hex as the ve- hicle into which they are loading. Infantry are not helpless against ar- hicle hex during the carrying unit’s im. moved in the current turn. Since late in pulse. Passengers can be fired at in the hex in which they have been unloaded. Infantry cannot disembark the vehicle and Squad’s Movement Fac. but the Shaken vehicle can- Dismounting not move in the turn the infantry dis- It takes one-half (rounded up) of both embarks. unless de- mount from a vehicle. lery Against Vehicles They can unload at any time in the ve. they have carried least half of its MPs remaining. . 16. to unload and subsequently fire. infan- that when vehicles Assault Move. Fail. Load. The infantry finishes its move- assengers of Abandoned ment. 17. hex in the same impulse must move to- gether.3 P barking. the following turn.do so are marked with a Fired marker.4 Mounting and Infantry can disembark from Shaken vehicles. mored fighting vehicles. Example: A 1-6-4 Squad unloads from a tank and then moves two hexes over Example: A US Airborne 2-5-4 Squad open terrain in the same impulse.. their try can effectively eliminate armored partial movement is consumed by such fighting vehicles. Units that unload can move separately from their carrier. but do- ure means the unit(s) becomes Shaken.

44 .

and any accompanying Example: A 2-6-4 Squad is assaulting Leaders must pass a pre-assault Morale a tank with a lowest armor factor of Check. hex.). the LM of any accom- units in the same hex as a friendly tank panying Leader and the HE-equivalent are not automatically eliminated by GO of any ONE possessed anti-tank weap- enemy units entering said hex to Close on (Bazooka. fail the check remain in the hex they armed Leader can Close Assault an ene. only the than the vehicle’s die-roll. the vehicle is Close Assaulting units can move in this destroyed. units are eliminated if the vehicle is de- stroyed. tivation status. an anti-tank SW (see below) passes. 0. but the Shaken Satchel Charge. If only defend in Melee. en. MMCs. Place a Wreck marker in the impulse. occupied prior to the MC. If the attacker’s die-roll is greater meaning that. If Next. No Melee-eligible enemy units can be present in the target vehicle’s hex. Before entering the vehicle’s hex. a Leader with an anti-tank SW passes. Hero or SW. 45 . Shaken vehicles are not automati. they don’t have assault. Units that A MMC (but not a WT). regardless of their activation sta. and adds the LOWEST armor factor Close Assault is a form of movement on the vehicle’s counter (usually rear in regards to unit activation in a hex. The Squad adds 2 (2 IFP) to his die- roll if the units are entering the vehi. Passengers inside a vehicle do not pre- vent Close Assault. If only a Leader without Vehicles can always defend in Close As. If these units my vehicle by moving into the vehicle’s moved. They do not become Shak- they suffer any additional penalty. he can carry out the Close Assault by himself. The defending vehicle rolls 1d6 to begin their impulse adjacent to it. remains in the hex with the other units tus. he can use his LM to assist other MMCs ose Assault (not Heroes) making the MC. riding outside the vehicle do. Two is subtracted from the dice. each vehicle. move the assaulting MMCs/He- they are. place them under an Ops Com- cally destroyed in Close Assault nor do plete marker. MMC/Hero individually assaults the tank. place a Moved marker on them. you cannot Close Assault the roes into the vehicle’s hex. they merely do not participate in the Close Assault.17. Now. The owner of the tank adds 0 to his cle’s hex via a hex with a positive TM. Heroes. except as noted below. If not. Shaken adding its IFP. etc. from this hex. he sault. if he passes. just as infantry units can always under an Ops Complete marker. roll. Flamethrower or Assault the vehicle. regardless of their ac. hull). but GO passengers The assaulting MMC/Hero rolls 1d6. hex and a Melee marker on the attack- ing Squad.1 Cl The Leader checks first. Units without any anti-tank weapons can still Close Assault the vehicle. The Units can move adjacent to a vehicle Leader’s LM can only assist ONE unit’s before Close Assault.

die-roll. If the Squad’s modified die-roll 17.2 S
is greater than the tank’s die-roll, the
tank is destroyed. Place a Wreck mark- mall-Arms vs. Armored
er in the hex and a Melee marker on the
attacking Squad. Vehicles
Small-arms are weapons that do not
have to-hit numbers on the back of their
Repeat this process for each attacking
counters and do not use the Ordnance
MMC, Hero or SW-armed Leader, but
Fire Table. Examples are machine guns,
remember that a Leader’s LM can only
Flamethrowers, Satchel Charges (yeah
assist ONE MMC’s assault, unless, of
it’s not a small-arm, but when used in
course, there is more than one Leader
this context it’s grouped with them)
in the attacking stack.
and a Squad’s IFP.
If the vehicle is destroyed, its Crew and
These units can attack unarmored ve-
passengers are also eliminated, the as-
hicles, open-topped vehicles and open
saulting MMCs/SMCs remaining in the
armored vehicles with their IFP and
vehicle’s hex, are marked with a Melee
SWs. Armored vehicles are vehicles
marker, and any other non-Melee-eli-
that have armor factors printed on
gible enemy units present in the hex
their counters. By contrast, unarmored
are eliminated. If the vehicle isn’t de-
vehicles have an asterisk in place of the
stroyed, the assaulting MMCs/Heroes
armor factors.
are returned to the (adjacent) hex from
which they initiated the assault and are
Small-arms firing on a hex that con-
marked with a Moved marker.
tains both vehicle and non-vehicle units
must either target a specific vehicle or
In the case of an unsuccessful Close As-
all non-vehicular targets in the hex.
sault following an Overrun, they must
retreat to an adjacent hex of their own-
Passengers are considered part of the
ing player’s choice.
vehicle in/on which they are riding.
Units that Close Assault a hex with two
Combat resolution (5.0) is nearly iden-
vehicles must go through the Close As-
tical to that discussed under Fire Com-
sault procedure twice, thus requiring
bat. Attacking units must meet range
them to make a second MC if they suc-
and LOS requirements. The attacking
cessfully Close Assault the first vehicle.
unit’s FP is summed and added to 1d6.
Any unit that fails the second MC re-
The attacker’s FP is modified as indi-
turns to the hex from which it initiated
cated on the DFT’s die-roll modifica-
the original Close Assault.
tions. The target vehicle rolls 1d6. The
vehicle adds the TM of the terrain in
During your opponent’s impulse, you
its hex and the LOWEST armor factor
can’t opportunity Close Assault a vehi-
on the vehicle’s counter (usually rear
cle that moves past your units.
hull) to its die-roll. If the attacker’s
modified die-roll is less than or equal to
the defender’s modified die-roll, the fire
has no effect. If the attacker’s modified
die-roll is greater than the defender’s

46

modified die-roll, the target vehicle and 1d6.
all passengers riding on top of the ve-
hicle must take a Damage Check. If the The attacker’s FP is modified as indicat-
vehicle is buttoned, only external pas- ed on the DFT’s die-roll modifications.
sengers take the DC. Roll 1d6, add the The target vehicle rolls 1d6 and adds
difference between the attacker’s modi- the TM of the terrain in its hex. If the
fied die-roll and the defender’s modified attacker’s modified die-roll is less than
die-roll, and consult the Direct Fire Ta- or equal to the defender’s modified die-
ble (DFT). If a GO Armor Leader is pres- roll, the fire has no effect. If the attack-
ent, use his Morale instead of the target er’s modified die-roll is greater than the
vehicle’s Morale. defender’s modified die-roll, the target
vehicle AND any passengers that it is
Infantry Leaders who are passengers carrying must take Damage Checks.
can subtract their LM from the passen-
gers’ Damage Checks, but must pass Both target vehicle and all passengers
their own DC first. (vehicle first) roll 1d6, adding the dif-
ference between the attacker’s modi-
Shaken EXTERNAL passengers must fied die-roll and the defender’s modified
immediately disembark, and unshak- die-roll, and consulting the Direct Fire
en passengers can choose to disembark Table (DFT).
with them or not. Place a Moved mark-
er on the disembarked units. If a GO Armor Leader is present, use his
Morale instead of the target vehicle’s
Shaken passengers of PP or P vehicles Morale. Passengers riding on top of the
are not required to debark. They can, vehicle perform DCs as described in
however, debark when eligible at the 17.2. Remember, Shaken external pas-
owning player’s option. sengers are required to dismount, but
Shaken internal (passengers of PP or P
vehicles) are not.
17.3 S
mall-Arms vs. Unarmored In some instances, one of the vehicle’s
facings (usually the rear) may be unar-
Vehicles mored, but the others are armored. In
Unarmored vehicles have an asterisk this case, use the procedure appropri-
in place of the armor factors. With two ate to the side of the vehicle that the fire
exceptions, the procedure for attacking is traced through. In other words, if the
unarmored vehicles is identical to that infantry fires through the unarmored
used for attacking armored vehicles facing, use the Small-Arms vs. Unar-
(17.2). mored Vehicles section of the rules.

Excepttion One: Small-arms can always If the infantry fires through the ar-
fire against unarmored vehicles; the ve- mored facing, use the Small-Arms vs.
hicles need not be open. Armored Vehicles section of the rules.

Excepttion Two: The results on the DFT
include Destroyed results. The attack-
ing unit’s FP is summed and added to

47

17.4 M 18.1 Onboar
ortars and Artillery vs. d Mortars
Mortars cannot fire from Buildings,
Armored Vehicles Bunkers, Forest, Heavy Jungle and any
Onboard Mortars and off-board indirect other pertinent module-specific hexes.
fire (18.0) affect vehicles the same as
small-arms fire; however, both OPEN Onboard Mortars can fire
AND BUTTONED armored vehicles directly at targets in spot-
compare their lowest armor factor and ted hexes within their
terrain TM plus 1d6 to the attacker’s range and LOS as per 5.0.
FP plus 1d6. A vehicle with an unar- Roll 2d6, choose the higher
mored facing is attacked as if it were of the die, add it to the Mortar’s Fire-
unarmored. power, and resolve the attack (all DFT
modifiers—except as noted above—ap-

18.0 Indirect Fire ply).

Mortars can also fire indirectly at spo-
Unlike direct-fire ordnance, described ted hexes to which a Leader/Scout has
above, indirect-fire weapons may or a LOS. Leaders/Scouts can call onboard
may not see their target, and instead Mortar fire against a hex they spotted
lob their shells through an arcing tra- during the current impulse. Leaders
jectory. Indirect-fire attacks use the cannot, however, call onboard-Mortar
DFT. fire and add their LM to a direct-fire at-
tack in the same turn.
Indirect fire such as off-board Artillery
and Mortar attacks always attack all When a Leader/Scout calls in Mortar
levels of a Building and, in hexes con- fire, the firing Mortar need NOT have a
taining a Bunker or Cave, units inside LOS to the target hex, but must be with-
and outside of the Bunker or Cave; roll in range of it. Declare the target hex,
once and adjust the TM accordingly. In- mark the Leader/Scout that called in
direct fire and Mortar targets in a Hill the Mortar fire Ops Complete, and roll
hex (any level) or in a hex with a Wall 2d6. Choose the higher of the die, add it
hexside do not receive a positive TM. A to the Mortar’s FP, and resolve the at-
Sniper’s TM is not doubled against indi- tack. A Leader’s LM does NOT affect the
rect fire or Mortar attacks. Mortar’s FP when firing indirectly, nor
does degrading terrain reduce it, but
LnLT includes both onboard and off- other DFT modifiers—except the TM for
board indirect-fire weapons. Counters Walls and Hills—(including the TM of
on the Map represent onboard weap- the target hex) apply. After the attack,
ons, such as light Mortars. Off-board place a Fire for Effect (FFE) marker on
weapons are anything from larger-cal- the target hex; the FFE marker stays on
iber Mortars to field guns. the Map until the Admin Phase and at-
tacks any unit that enters its hex.

Mortars cannot Opportunity Fire.

48

to continue with the Fire Mission. it is ing modified white-die total (white-die attacked again. Thus that is within his LOS or abort the fire LOS traced through more than two such mission. and then.0 and is north. per- (rounding up fractions). within Event Paragraphs. etc. A Fire f-Board Artillery Mission is only considered used-up The availability of off-board Artillery when the FFE marker is placed on the (OBA) is indicated in the scenario or Map. but other DFT modifiers. If the Leader/Scout decides to abort the Place the Spotting Round marker in mission. shift the Spotting Round marker in the de- 18. remove the Spotting Round mark. The colored tering unit(s) is rendered NME by the die is the direction the round drifts.survives.unit moves into a new FFE hex. Roll The Leader/Scout’s LOS to a for each hex. subtract the Melee marker. perform the Melee.The FFE marker immediately attacks pulse to place a Spotting Round marker ALL units (enemy and friendly) in the on any one hex within his LOS. If a unit(s) enters an number + degrading terrain – LM) by 2 FFE hex containing enemy units. remove the Spotting Round the hex indicated by the drift die-roll. Leadership does NOT af- hex is blocked if it passes fect the FP. impact hex AND ALL SIX ADJACENT HEXES with the Firepower indicated in The hex need not be spotted.. not a hexside. If the Leader/Scout chooses hexes is blocked.on a later turn or by another Leader/ er and put an Ops Complete marker on 49 . form the FFE attack against the enter- ing unit(s) first. and divide the remain. apply. this does not eliminate the If this hex is not in the Leader/Scout’s Fire Mission. adjust. it can be attempted again LOS. the Melee proceeds as per 8. through MORE than two hex. the scenario or Event Paragraph. One FFE. two is northeast. Note this all ing to the right if due north is a vertex happens in ONE impulse. The hex under an onboard the Leader/Scout. Mortar FFE marker is consid- ered degrading terrain for Otherwise the Leader/Scout can shift LOS purposes (apply DFT or the marker one hex in any direction OFT modifiers) up to all levels. If a previously attacked Leader’s LM. if it (they) This is how far the spotting round im. marker. roll 2d6.2 Ofsired direction and then replace it with the Fire for Effect (FFE) marker. The FFE marker stays on the Map until the Admin Phase and attacks any units Add the number of degrading-terrain that enter its hex or any of the six ad- hexes the Leader/Scout’s LOS passes jacent hexes. including hexes under a through to the white die. a friendly Leader or Scout uses an im. degrading terrain within two open hex- es. To call OBA. If the en- pacts from the desired hex. including the TM of the target hex (ex- es of degrading terrain or silhouettes of cept Walls/Hills). After placing the marker.the unit(s) is eliminated.

It aircraft in them. if a player receives two Fire Mis. The Leader/ 19. same battalion. rules for fixed-wing aircraft.3). he cannot call them man player resolves the attack normal- simultaneously—even if he has two ly and concludes his impulse.1) in the same impulse Roll 1d6 to determine from what direc- in which they direct an Off-board Artil. Leaders Wing Aircraft cannot call OBA and add their LM to a A player might receive direct-fire attack in the same turn. The words. the next. Only Leaders/ Scouts can call for indirect fire. fixed-wing air support in a scenario. roll of 1 signifies north. In other British Matilda II with a Pz IV F2. must. enter. before the British player Fire Mission must be resolved before gets another impulse) the German Stu- placing the Spotting Round marker for ka air support arrives. The Ger- sions in a scenario.0. terrain for LOS purposes only (apply The air-support’s time of arrival is ran- DFT or OFT modifiers). If the roll comes up 5 or 6. however. One impulse (yes. 50 . These pre-1960 LnLT rules include The air support has an unlimited MF. plane. Notte: The term air support. pulse of the following Operations Phase. Off-board Fire Missions pulse and he decides to take a shot at a are called in sequentially. regardless of who holds the initiative. These seven hexes present a ter either player rolls doubles for ANY height as obstacle up to ALL levels. and exit the Map in the same impulse. tion the air support enters the Map. for example) they can the air support arrives in the first im- simultaneously call their Fire Missions. to-hit roll produces doubles. 2 east. Leaderscannotaddtheir LMtofire-com- bat attacks (5.3 O aircraft are interchangeable within ff-Board Fire Mission these rules. though not but it spends one MP per hex for the all pre-1960 modules have fixed-wing purposes of Opportunity Fire (5. Limitations Example: The German player has a Unless noted otherwise in a scenario’s Stuka air-support mission. game-related function. Such air support The hexes under or adjacent to an OBA will be designated in a sce- FFE marker are considered degrading nario’s Order of Battle. two different for- mations are both given Off-board Fire If in the Rally Phase either player rolls Missions (A and B Companies of the doubles while attempting to rally a unit.0 Aircraft enters from a direction of the owning player’s choosing. move across. however. The next Leaders or a Leader and a Scout. It is his im- special rules. A lery Fire Mission. If. The air through more than two such hexes is support enters on the NEXT impulse af- blocked.Scout in another impulse. the air support 19. etc. and 18. Thus LOS traced domly determined as follows.1 Fixed- Scout’s impulse is over.

J2.1 Cannon/MGs and Bombs NOT move H1. F2. AFVs are attacked as if flight path with the FP indicated after they were open.1. and then shift to G2.1. or H1. There is no adjacency bo. Add two along its flight path indicated by the (+2) to all OFT to-hit rolls against air. G1. and aborts. if it’s a Building hex. such as YxZ. any hex in the LOS of a friendly Lead- er (it doesn’t need to be spotted) or any hex that is spotted. If the aircraft is destroyed for their attacks. K2. etc. The crash Example: A Hurricane Mk II D can at- attacks ALL units in the hex with a 6 tack two (2) adjacent hexes along its Firepower (FP). its Ar. etc. NOT underlined. The plane is considered to be two (2) levels Air-support units are above the highest terrain height as ob. I1. H3. etc. during the air suppor t’s flight across Cannon and MG: The high-velocity the Map. This represents the the plane does not have LOS to the air support’s cannon FP. marked with a series of stacle in its flight path. Each air-support mission only enters Example: If the air support enters via play one time. Air sup- Shaken. can attack a number of adjacent hexes vides its normal OFT penalty.. and is then removed hex H1. If none exist. agonal line H1.) until it exits the tack and exits the Map. or follow either di. where it crashes. the point of exit. one-hex shadow of adjacent blocking where Y and Z are num- terrain that is between the AA unit and bers. Air support plane. it can either follow the H hex. a straight line from its point of entry to Rubble marker. Their FP is the plane as an armored vehicle. nus for firing at fixed-wing aircraft. roll 1d6: move the burning plane the number of hexes indicated along its flight path. The fire on the plane as per 14. Adjacent degrading terrain pro. Air support cannot spot but can attack G3.The air support can only move in a in the hex. that’s At any time just bad luck. whether it completes its at- row (H1. Hurricane Mk II D). 19. hicles. number before the x (2 for the British craft. and this indicates that mor Factor is in the lower left corner of it can fire at both open and buttoned ve- its counter. G1. This FP represents FP fac- 51 . treating term cannon applies to both. or gets Shaken opposite Map edge. AA units in the numbers. Place a Wreck marker the x: 2 FP. eligible enemy anti-aircraft cannons or heavy-caliber MGs carried (AA) units or weapons (those with blue by ground-attack aircraft are consid- to-hit numbers on their to-hit table) can ered one and the same in LnLT. E2. from play. The air-support unit attacks the hex it currently occu- pies and the next adjacent hex in its If the air support is “Abandoned” or flight path with its cannons. it aborts and is removed from port do not receive the adjacency bonus the Map. H2. The air support CAN. or.

e. the firer’s). For example. The German Squads make a normal op. 20. Roll once per hex and adjust TMs ac- taining two German Squads and a Pz IV cordingly. fire.1 Night instead it goes straight to the opposed Rules penetration roll as described in 14. The setting of the sun has never sig- posed die-roll as described in 5. Adversaries apply. ordnance) can fire at any target within two hexes 52 . or drop its their FP.1 Ordnance Attacks at Night row flight path. The hex chosen is attacked with ing Assault Movement fire at a target the HE-equivalent FP in exactly the located greater than three hexes dis- same way as the cannon attacked the tant subtracts a total of 5 (-2 for AM previous hexes. or on any two hexes before it have a total of 4 FP (2 IFP + 2 additional fires its cannon. els in a Multi-story Building hex. occupying the Bunker or Cave and out- side the Bunker or Cave are attacked. and see The target uses its lowest armor value anything within two hexes of their po- (turret or hull) + 1d6 when making the sition (count the target’s hex but not opposed roll. a stack of units conduct- non. Resolve results. brutal firefights break out. as long as the bomb-drop hex(es) is in its hex. path. At night.0) or penetration value (14. F2 as follows: The Hurricane rolls 1d6 and adds 2 20.1. The Hurricane can attack a hex con. is marked with a Fired marker. and -3 for firing at a unit greater than two hexes distant). in hex- tack to different targeted units within es containing a Bunker or Cave. units can spot.. Thus a Hurricane can attack units in two hexes with its cannon and drop On the other hand. The Hurricane then attacks the Pz IV F2 using a penetration value of 2. men die. or on any hex. brief. TMs naled the end of combat. Units using the OFT (i. A unit can fire on units far- ther than two hexes ONLY if the target Bombs: An air-support unit’s HE-equiv. FP for adjacency). Such alent (located next to its cannon FP) attacks subtract 3 from the total Fire- represents the damage the air unit’s power of the attackers (not each unit) bombs inflict on any hex in its flight in addition to any other modifier. maneuver. This hex need not be adjacent to the hexes attacked with the unit’s can.1. after it has fired its cannon. es. 20. stationary units fir- its bombs on both of those two hexes ing at an adjacent target still add 2 to (resolve separate attacks).0 Night Combat (its FP) when attacking the Squads. or hex.0.1). a 2-IFP unit fir- bombs on one of those hexes and on any ing on an adjacent target at night would other hex. For example. The Hurricane does not make a to-hit roll. units the same hex.tors (5. Cannon/MGs and Bombs attack all lev- and represents different methods of at.

a Bunker is like a hex Leader or Hero is marked with an Ops within a hex. This counts as an activation and the Leader is marked 20. Starshell capability. They are placed tempt to fire a Starshell into any hex at setup or as part of an within three hexes of their position.1 Bunker not marked by a Moved. Place units in the Bunker under the 53 . roll. Given time. AM.2 Melee at Night Onboard Mortars can also place During night scenarios.4 Spotting for Artillery Spotting for artillery (18.1.(count the target’s hex but not the fir.0 Fortifications 20. Units in these hexes can be spotted A unit can fire on units farther than two and fired on without the penalties de- hexes ONLY if the target is marked with scribed in 20. but a GO Leader or Scout solved normally. Huts or is equal to or less than the nationality’s water hexes. Fired. LnLT reflects this with a range of man- made fortifications. prove their positions. Units in- listed in module-specific rules. modified by the Leader’s LM.2) at night re. Bunkers Select the hex and roll 1d6: if the result cannot be placed in Buildings. Stealth or Bunkers provide excellent Ops Complete marker can at- protection.1.3 Shaken Unit Movement at Ops Complete. side the Bunker are considered to be in a separate hex from the hex it is in. 20. Add 3 to the to-hit roll removed during the following Adminis- unless the target is within two hexes. Starshell capabilities are on top of/around the Bunker. or within two hexes of the Shaken unit. Regardless of whether he succeeds. Event. and is treated as such. Starshell. place a Starshell marker Units in the Bunker hex can be in or in the hex. Starshell markers illuminate their hex er’s). soldiers will always im- mains the same with the following ex. even a ception: one (+1) is added to the scatter shallow hole provides some protection. trative Phase. and the six adjacent hexes as if it were day. must call-in the fire. 21.1. Starshell markers are a Fired Marker.1. Melee is re. the In other words. and they can have dif- ferent TMs—usually +2 or +3. He can place a Starshell Night marker in any hex within two hexes of Shaken units can move toward enemy his hex or in any hex in his LOS under a units not in its LOS that are not un.0. Complete marker. Fired marker.2 Starshells Leaders or Heroes that are 21. as per 8. Starshells. s Low Crawl. illuminated by a the Mortar. After all. Place a Fired marker on der a Fired marker. 20.

Even if Foxholes. in open terrain.1. Unless otherwise the Bunker is in open terrain. but for spotting purposes. Vehicles and non-MG WTs only gain Overrun units outside of the Bunker. Conversely. on units in the Bunker from outside of ing a Bunker pay the MP cost of the hex the Bunker’s front three hexes unless terrain. of (in the same hex as) the Bunker or ing a Bunker. Units in a Bunker CAN fire on units on top of (in the same hex as) a Bunker as if they were adjacent. adjacent hex. it costs 2 MPs.2 Attacking Bunkers from the two distinct and separate hexes. those occupying the and the hex containing it. roll once and adjust the TM units in a Bunker as if they were in an accordingly.1. holes can be placed in Buildings or Huts. taining a Bunker spots both the Bunker 54 . Fox- rain with a positive TM. River. units in Foxholes DO get the +2 bonus for rallying in ter. Foxholes (I wish it went without say- A GO friendly unit adjacent to a hex con. 21. they represent prepared/improved for- Vehicles cannot enter Bunkers or at. Surf or Ocean hexes. and add their tempt to Rubble them. the Bunker’s TM marker are considered in the is added to the TM of their hex. firing units that use the OFT can target the Bunker from any direction as long The units in the Bunker can only direct as range and LOS requirements are fire along a LOS traced through the Bun. regardless are using a Satchel Charge. and vice-ver. the benefit of Foxholes if they set up in the hex containing the Foxholes.1 Bunkers and Spotting As a terrain feature. Again. of the hex terrain. A red arrow in.2 Foxholes Units in a hex with a Foxholes If a unit is in a Bunker. to enter the Bunker they must (as stated previously) they are on top spend an additional 2 MPs. the units DO get the +2 bonus for rallying in terrain with a pos- itive TM. surrounding hex are placed on top of the Bunker marker. dicates the Bunker’s front. A Bunker must be spotted separately from the hex in which it resides. have an unrestricted field of fire. but they can TM to other terrain in the hex (up to enter hexes containing Bunkers and +4). It costs Rear 2 MPs to move from one to the other. met. Units on top of a Bunker can fire at side of it. These projectiles are exploding ker’s front three hexes. against the face of the Bunker. Stream. When exit. tifications. units entering a hex contain.Bunker marker. inside the Bunker and in the hex out- sa. 21. Bunkers do not Foxholes’ TM of +1 is added to the TM of block LOS. a its hex. like sandbags. the units limited. To Firing units that use the DFT cannot fire be clear. these are 21. ing) cannot be placed in Pond. Even if the Foxholes are located Bunker is considered blocking terrain. Units on top of a Bunker cannot engage units in a Artillery and Mortars attack units both Bunker in Melee combat.

2. Control are attacked by the Mines. with the FP printed on the marker (usually 1). Unless otherwise specified. following an Event.21. Up to Unless otherwise stated in a scenar- two Mines markers can be stacked in a io’s Victory Conditions. compared to the vehicle’s lowest armor rating + 1d6. impulse. open or but- toned. Mines’ attacks against un- armored or partially unarmored vehi- 22.1 Wire Destruction wishes as long as they are capable of that type of movement. reinforcements must enter on a Mines markers attack ene. units can always use all their stack of units) can enter the Map per MPs to move one hex. units are due to moved when the vehicle exits the hex. of a hex is defined as the side that oc- cupies a hex with a GO MMC or Hero or Mines cannot be placed in Buildings. a scenario cles procedure outlined in 17. no sudden victory. Moving. channel the enemy’s attack. cluding the first one. Unless otherwise spec- 21. Only one unit (or member.1 Control cles use the procedure outlined in 17. The Wire is re. as does Wire placed on Rules Clear terrain. against armored vehicles. too. Resolve Mines’ attacks Squad. but each attacks the enemy unit(s) are worth half the Victory Points of a separately. Half-squads hex.4 Mines ified. they appear in any adjacent hexes of the owner’s choice.e. NOT in addition to other terrain in the 22. the side that last passed a GO MMC or Hero through the hex. the Mines’ FP + 1d6 is i. Units nario are contingent upon the control that bailout or unload in a Mines hex of a hex or a number of hexes. Other vehicles do not. the Victory Conditions of a sce- unarmored portion of the vehicle. When units enter the Map. This is total.0 General Scenario hex. Vehi. must run the full number of turns be- fore Victory Conditions are checked. Re.. in- Wire hexes are listed on the TEC. Units can enter in any mode (LC. The Mines are considered to attack the Often. AM and such) a player 21. they can’t be held in re- my units that enter their hex serve and deployed later. using the Small-Arms vs. Different levels 55 . Hence Wire placed in Light Woods costs 4 MPs.3.3 Wire Friendly units are not attacked when entering the hex. If. but must pay an addi- Wire is used to impede and tional MP to enter the hex. appear in an enemy-occupied hex. It costs Leg units 4 MPs to en- ter a Wire hex.3. T-movement class vehicles that move through a Wire hex remove the Wire. In other words. they must Vehicular-movement costs to enter expend MPs for all hexes entered. specific turn.

two armed with a BAR Turn 1 Operations Phase Support Weapon. have four platoons. The Americans get the first impulse. In this situa. they have a the American player rolls a 5. Lt. The Americans go first. the side that controlled the hex prior to the Me- lee gains the VPs for the scenario. Bunkers and Figure 1 Caves are all considered to be a sepa- rate hex within a hex. Two Squads of here we will roll for it. roll 1d6. cans. If a scenario ends with a Melee persist- ing in a Victory Point (VP) hex. The intervening two hexes are both Clear. Example of Play: Basic Infantry Combat The following is an example of play of infantry combat in the Lock ’n Load Tacttical system. Clark- son makes a spotting attempt against hex C6. The Ameri. Turn 1 Rally Phase tion. up a Support Weapon (SW). The players each a German platoon. a group of units from the Ameri. commanded by Lt. 56 . is holding a Light Construction tiative. Ameri- supporting Squad with a MG34 Support can initiative. commanded by Lt. Clarkson. so the American player needs to roll 1-3 on 1d6 to spot the hex. but neither side has anyone to rally and on Team dug-in in Foxholes in the Low no unit is in a position to swap or pick Crops near the LC Building. the higher result wins the ini- Koch. It details the basics of all three phases of a turn. but a German-held position. F7. a Low Crops hex containing a German Squad armed with a MG34. none of them are spotted yet. The American player acti- vates Lt. Although the American player can see the German units on the Map. Weapon. Clarkson’s hex. Almost all scenarios begin with a side can 82nd Airborne is attempting to take designated as having the initiative. and a 50mm Mortar Weap. so they cannot be fired on. and Low Crops is degrading ter- rain. and Lt. and a Medic (see Fig.of a Multi-story Building. The German player rolls a 3 and (LC) Building in hex D6. ure 1).

Clark- son’s LM (1) is also added to the attack. and the second Squad adds half of its IFP (½ of 2 = 1). Clarkson is marked Ops Com- plete. can activate units in adjacent hexes. Clarkson. which is 0 for the Low Crops and +1 for the Foxholes.Clarkson’s Leadership Modifier (LM) of Clarkson’s hex. can player chooses to pass instead. under the Good Order MMC Mortar Weapon Team (WT) in hex C7. The pair of Airborne Squads in F7 open fire on the German Squad in the just-spotted hex. for a total FP of 4 (2 + 1 + 1). the American impulse continues. his two Squads means his hex. ing the Squad in F8 for a later impulse. and removed from Lt. within their range of 5. (If more than one unit was in The Mortar has a range of 2-30 hexes the hex. it is replaced with a Shaken Half. ified die-roll (3)—thus.) The German player rolls 4 + 6. 57 . One Squad leads the fire. The WT meets range a total of 10. The Squad’s Morale is 5. and all The German player rolls a 2 + 1 = 3 Leaders. the Ameri- adding the difference between the Amer. due to the Fired marker). Clarkson and thus 1d6 + 1. The German player rolls 1d6 + the Target Modifier (TM) of the hex. degrading terrain. The Fired. The German player activates his 50mm in this case. (3 hexes) and LOS (clear) requirements Since 10 is greater than or equal to the to the Americans that just fired from Morale of 5. 6—and checking the DFT under the appropriate column. Since Lt. hex F7 (degrading-terrain hex spotted ties. F7. for are 3 hexes away. and he can activate units in adjacent hexes during this same impulse. No other Die-Roll Modifications (DRMs) on the Direct Fire Table (DFT) affect the fire. sav- ican’s modified die-roll (9) and his mod. and Lt. are now marked as 1 is subtracted from the 1d6 roll. a DC 6 would be rolled for each so it can still fire at the Americans that unit. column. is The American player rolls a 5 + 4 = 9 now spotted. The German player now performs a Knowing there are still plenty of Good Damage Check (DC) by rolling 1d6 and Order Germans out there. the Squad suffers Casual. Lt. All three American units in Lt. The American player rolls 1d6 + 4.1 = 2). but he can still add his LM to fire Figure 2 against the just-spotted hex. It’s three hexes away. Clarkson (see Figure thus hex C6 is Spotted (with a marker) 2). squad. with its full Inherent Fire- power (IFP) of 2. The Fired marker on Lt. C6. and the Ops Complete marker is American player rolls a 3 (3 . F7. a Light Woods hex.

adds one (+1) to his FP. They cannot continue IFP (2) to the higher die result. have no de. and a Hero is F7 is marked with a Fired For Effect spawned. but when had only expended 2 Movement Points it enters hex D8 fire erupts from the LC (MPs). there’s a chooses the 4. ing a non-MG WT. which are caught out in the open. up Building in hex D6. Hero is spawned. fender’s counterattack). thus he has a fensive TM. supporting Squad’s IFP rounded up (1: 1/2 of 1 rounded up) plus Lt. The results are equal so the Mor.A Mortar attack is resolved exactly The American player rolls a 1 + 8 = 9. this causes the Squad (highest) result and adds the Mortar’s to be Shaken. tar attack has no effect. Koch’s LM Melee is odds-based. to his MF of 6—leaving the Squad be- hind. The FP of the at- (1) plus 1 more because the American tacker and defender are determined Squad is currently moving. The Squad enters E8 (D8) with the Shaken Squad. Heroes need to act like Heroes. the Deadly Skill He decides to take a gamble and attempt counter are picked to advance on the Mortar position with and placed in the hex the Squad in F8. The German player rolls a 6 + 4 = 10 The odds are 3:1 in favor of Layer. rolled and the player chooses the best and on the DFT. defends (and cannot counterattack) with a nominal FP of 1. The player er rolls a 5 + 1. will be subject to a Mortar attack. But wait! Since the American play- The German player rolls a 3 and 4. and if the result is even. if any unit (German or Amer. and are marked with a Moved American player rolls 1d6 and adds the marker. The American play. and thus have no die-roll total FP of 3. for a modified die-roll rolls again. The moving. thus the odds 58 . The Mortar is marked with a Fired marker and hex The player rolls a 4. the odds are shifted one column in their favor Damage Check 8 (10 – 2) coming up! during the attack (not during the de- Ouch. he er rolled a 1 on a MMC’s DC. if a side has a Hero. A Hero from the 82nd Air- marker. a of 6. The Hero Layer and It’s now the American player’s impulse. borne and a Skill counter from the cup ican) enters the hex later this turn it is randomly chosen. Layer has an IFP FP of 4 (1 + 1 + 1 + 1). from the Shaken Squad. like the previous fire attack. TM of the Light Woods in the hex (+1). thus a total and compared as odds. The Americans of 2. but 2d6 is Nine (9) is > the Squad’s Morale of 6. Since the without receiving Opportunity Fire Shaken Squad that spawned the Hero (OF) from any German units. and thus has a modified chance that a Hero may be spawned die-roll of 6 (4 + 2). But The American player rolls a 2 + 0 = 2 in Melee. and he has the Deadly Skill. Layer can continue moving. The German player adds the IFP of the and Layer jumps into the adjacent Fox- lead Squad in the hex (1) plus 1/2 the holes with the German Mortar WT. The German Mortar. be- modifier.

it is placed under an AM marker. but firing af- ter using AM subtracts two (-2) from 59 . Since they cannot. Since all units have activat- On his impulse. he cannot be Shaken by a DC 1. The first passes. The player rolls a 7 and they roll 1d6 + 3. the The American player rolls a 5 + 3 = 8 WT is removed from the Map and Layer The German player rolls 4 + 3 = 7 is left in the hex under a Melee marker (see Figure 3). but the second rolls a 6. rolling for the Leader. Lt. next page). Damage Check 1 (8 – 7 = 1). the AM marker remains. also roll 1d6 German WT had been a MG WT. when to roll ≥ to the 4:1 Kill Number. so the Americans fire on the Germans in the LC Building in D6. they add an additional +2 DRM. thus the total FP is 3. There are no Germans to Op Fire on the paras. the Operations Phase ends. With a Morale of 7. A Fired marker is placed on the American Squad. The Germans. in a LC the German WT is eliminated. for a total of 5 (2 + 1 + 2). The Squad has an IFP of 2 and the BAR’s FP of 1. and it is Shaken— the counter is flipped. which is higher than its Morale of 5. All German units must roll for a DC 1.shift to 4:1. Having no units left to activate. or Melee-eligible SMC. His LM of 1 is then subtracted from the DC for the two Squads. a MMC +3. the German player passes. Being adjacent to their target. spending only 1 of the 2 MPs it can move using AM (half its MF of 4). in order to assist the Shaken Squad there during the Rally Phase at the start of the next turn (see Figure 4. Koch first. The American player then moves his Medic from F8 up to D8. The American player needs the total FP of the unit (or stack. the German player ed. and is 4. If the Building with a TM of +3. it would get to counterattack. as described Figure 3 earlier. with 2d6. Then the American player Assault Moves (AMs) the Squad with the BAR SW in F5 into hex E5. with a 3. passes. which applicable).

and the M10 (see Figure 5. Since the Medic by the Germans. Turn 1 Administrative Phase All Fired. though. It’s the start of the Operations Phase and the American player has the The German player now makes his ral. has to pass Tank Destroyer have been ambushed a Morale Check (MC). The lead Sherman was is in Clear terrain that provides no TM. but 1 can be subtracted from the roll because of Lt. Two of his Squads are exposed. a pla- initiative. FFE and Melee markers are re. The German player rolls a 10. He rolls an 8 and the one commanded by Armor Leader Sgt. next the open. which 60 . toon of American M4A1 Sherman tanks tempt to rally the Shaken Squad. In this situation.Figure 4 has a +TM. thus the Shaken Squad will rally on a 2d6 roll of ≤ 8. Both players roll a 5. and the Squad remains Shaken. combat thus the initiative stays with the side involving armored vehicles and infan- that had it on the last turn. but the Germans don’t have much Good Order FP on the Map. In this Example of Play (EoP). Moved. This basic infantry ex- ample ends here. and he has important decisions to make. destroyed. The Shak- en Squad has a Morale of 5. page). initiative. he must roll ≤ 6 (his ahead of the remaining two Shermans. only the Squad in the hex with Lt. however. Armored Combat Turn 2 Rally Phase Roll for initiative. Assault Move. ly attempts. Koch’s LM and 2 can be subtracted be- cause they are in a LC Building. the Medic. Morale) with 2d6. and its Wreck is on the Road there is no DRM. American try is presented. Koch can perform a rally attempt. Of his two Shaken MMCs. The Medic in hex F8 can at. Example of Play: Basic moved. Spot- ted. To do with support from a M10 Wolverine so. but play it out and see if the Americans can take that LC Building in D6. Turn 2 Operations Phase It’s the American player’s impulse. not the Squad. Squad remains Shaken—and exposed in Darius.

The German counter. the shell hits the target’s turret. If it fails the MC. and he auto-spots value (MPV) of 6. The target is 3 player rolls a 10 – 2. under the “7” column. Against turreted vehicles. Since the MAV of 8 is > the MPV of 6. umn. the shell hits the panzer’s turret. He used if the turret faces outside the ve. since the to-hit result was 6. rolls a 2 + 4. for a modified armor value (MAV) of H three hexes away in hex D4. F5. we check to see if the round penetrates the panzer’s front turret ar- mor—the number to the right of the / at the top of the series of six numbers at the lower left of the Pz IV H’s counter. for a modified penetration hicle’s covered arc). subtracting the difference between the The American player MAV and the MPV (8 – 6 = 2) from the checks the to-hit table on 2d6 roll. a total of an Acquiring marker is placed on the two (-2) is subtracted from the to-hit Sherman and an Acquired -1 marker is roll. the to-hit number is 8. 61 . now at the lead of the col. A “7” column. He rolls a 5 + threatening target ahead of him. But there are Ordnance Fire Table Sherman. That the Sherman is open and Since the panzer wasn’t destroyed. and the American player must roll a 9 or less in order to hit the Pz IV H. At this range. which adds one (+1) to the roll. (OFT) Die-Roll Modifiers (DRMs) to consider. Now. hex. If the to-hit roll is both > 2 and an even number. a Pz IV 3. so the Ger- cent hex. for an 8. thus under the > its Morale of 6. of 4 (bottom of the three numbers). Darius’ 2d6. Darius has a LM (of 1). Sgt. zer. is exposed in his open turret the Sherman has a penetration value (open is the default setting of a turret. it is Shaken. tal turret armor value is 3. a Clear 8. thus it is Shaken. but he also spots a more man player rolls 1d6 + 3. for a Morale Check (MC) for the panzer.Figure 5 hex in E5. it needs to be determined whether the round hits the target’s turret or hull. If neither move. but the fire goes through the Wreck placed on the Pz IV H. Darius. which is hexes away. the shell does not penetrate the panzer. thus the final OFT DRM is -1. the German player must roll round hits the target. rolled on zer and a Fired marker on Sgt. ed-vehicle. American Impulse Sgt. if the back of the Sherman’s it passes there’s no effect. The Pz IV H’s fron- the German Half-squad in the adja. The play- er rolls a 6 and hits the panzer. for targets at a range of ≤ 7 Shaken marker is placed on the pan- hexes. The first task is to determine if the however. He calls for fire against the pan. and a turret marker is only The American player rolls 1d6 + 4.

and it’s Next the Sherman fires an HE round at four hexes away so it can fire both its the Half-squad. Darius can also activate vehicle units in adjacent hexes. the tal FP of 3. The M10 is the American player’s last 62 . + 3. which is > the M10’s + 3 = 8 and the German player rolls a Morale of 6. which results in the already-Shaken and the German Squad is marked with Half-squad having to roll for a DC 6 (8 – a Fired marker. he will subtract its SW remains in the hex. Since turret: 1). Since 8 is > 4. Since the Sherman is but- toned it can only fire its covered-arc MGs and its main gun. The American player rolls 5 He rolls 4 + 4 = 8. the Half-squad is small-arms attacks. The German player must roll a Dam- age Check (DC) 2 (7 – 5 = 2) vs. and thus it is susceptible to for Good Order MMCs. The German player rolls 1d6 to-hit number is 8 but adds +1 to the roll. this results in Casu. so. The German player rolls 5 + the target is infantry instead of a vehi. the American player HE-equivalent (3) + 1d6 vs. + the M10’s lowest armor factor (rear which is < 8. 2 = 6). Figure 6 Sgt. with a MG34 SW in hex G3 takes advan- tage of this. under the DFT column vehicle. 1d6 for the now rolls a DC 4 (8 – 4 = 4) and uses the defender (its TM was factored in to the Armored Vehicles column on the DFT. It has a clear LOS. and the German player rolls 4 + 1 = 5. The German Squad Shaken. the American player rolls 1d6 + 4 and the German player rolls 1d6 + 1 (+1 being the TM of the Light Woods terrain it oc- cupies). under the Shaken MMC American Impulse column on the DFT. He rolls 4 + 2 = 6. The M10 Wolverine is an open-topped which is > 5. 3 = 8. Using the same process demonstrated in the infantry EoP. which is > 5. It fires its 4-FP MG first. Darius’ tank isn’t affected in alties. the Half. German Impulse squad’s Morale of 5. and the American player rolls 1d6 The American player rolls a 5 + 1 = 6. for a to- and with the target in Light Woods. any way by enemy fire. to-hit roll). At a range of two hexes IFP of 1 and the MG34’s FP of 2. thus the vehicle is Shaken 2. The Sherman in hex G6 decides to fire at the German Half-squad armed with the panzerfaust in hex F5. so the HE round hits. The Pz IV Figure 6). it is attacked with the Sherman’s 1 = 4. The American player rolls 3 + 4 = 7. The German player rolls 2 + 6 = 8. and the Half-squad is eliminated. and the American player rolls 3 + cle.or if Sgt. H is buttoned so the Sherman cannot fire its MGs against it. and a Fired an additional -1 OFT DRM on the next marker is placed on the Sherman (see to-hit roll against the panzer.

his LM of 1 is now also subtract- istrative Phase clears the Map of the ed from the Squad’s MC. Koch and the crucial. Koch and the Squad must pass a pre-assault MC. Since 6 is > 5. and he Operations Phase ends. Koch checks first. and German units are placed un- der a Melee marker (see Figure 7). Darius and his tank are elim- inated. but Shaken vehicles Figure 7 cannot fire or move toward Good Order enemy units in its LOS. Lt. a Leader can only add his LM to one assault). The Acquiring -1 marker on the Pz IV H is also removed.1) Sgt. Lt. Koch leads his men into hex F5. Fired and Melee markers. and the Admin- passes.non-activated unit. Darius’ Sherman. which contains the burning Wreck of another Sherman. German Impulse Lt. two is subtracted from With no more units left to activate. Koch’s LM (1). It rolls an 8—proving how im- The next turn’s Rally Phase will be portant Leadership is. 1d6 + the Sher- man’s lowest armor factor (rear hull: 2). Darius’ tank in the adjacent hex. the American’s roll of 3 + 2 = 5. units assault the ve- as the Crew of the remaining Sherman. Lt. the each MC. thus it rolls 1d6 + 3 vs. Dar- vehicles to rally. Lt. and Lt. Sgt. The American player passes. needs an 8 to pass its MC. Koch and the Squad in the LC Build- ing in hex D6 see an opportunity to Close Assault (17. A Wreck marker is placed in the hex. Both sides need their armored Squad now enter the hex with Sgt. Since the hex contains a Wreck. and from there they launch their Close Assault on Sgt. with a Morale of 5. if more than Play it out and see what happens. will surely result in a matter of life and death for Lt. one MMC or eligible SMC is assaulting. First. 63 . which provides a +TM. and the initiative roll ius’ tank. Koch and his men as well In Close Assault. The Squad assaults the tank with its IFP (1). The Squad. The German player rolls 3 + 3 = 6 vs. hicle individually (and. the HE-equivalent of its panzerfaust (1).

two SWs. Army two SWs. and two SMCs. They include Support BC: Bailout Check Weapons (Bazooka or Panzerfaust). one SW. etc. MMCs. (3/4” counters). PPO: Denotes a vehicle that can carry IFP: Inherent Firepower. ed on a counter. KN: Kill Number (Melee) RP: Rally Phase LC: Light Construction (Building) LC: Low Crawl (Movement) RPG: Rocket-Propelled Grenade LM: Leadership Modifier RR: Recoilless Rifle SMC: Single-Man Counter (Leader. passengers inside—up to one Squad. P: Denotes a vehicle that can carry pas- FFE: Fire For Effect FP: Firepower sengers inside—up to one Half-squad. and one SMC. ORDNANCE: Ordnance is a weap- AM: Assault Move ATG: Anti-Tank Gun on that has a to-hit table on the back ATR: Anti-Tank Rifle of the counter. R: Denotes a Road vehicle. and one SMC. Half. one SW. TEC: Terrain Effects Chart MMC: Multi-Man Counter (Squad. Sniper.S. PP: Denotes a vehicle that can carry IB: Identification Badge INFANTRY: Generic term that in. but also used to denote machine-gun Weapon Teams T: Denotes a Tracked vehicle.Glossary NME: Non-Melee Eligible O: Denotes an Off-road vehicle.These weapons use the DRM: Die-Roll Modification OFT to determine modifications to their DT: Double-time To Hit die rolls. OC: Operations (Ops) Complete 1d6: Roll of one die OF: Opportunity Fire 2d6: Roll of two dice OFT: Ordnance Fire Table AP: Administrative Phase OP: Operations Phase APC: Armored Personnel Carrier. Crew. Example: a U. also known as squad. and two SMCs. Squad’s IFP is 2. MP: Movement Point(s) MPV: Modified Penetration Value VP(s): Victory Point(s) WT: Weapon Team MT: Melee Table 64 . cludes all MMC and SMC counters. GO: Good Order PO: Denotes a vehicle that can carry HC: Heavy Construction (Building) HEAT: High Explosive Anti-Tank passengers outside—up to one Half- HE: High Explosive squad. CA: Close Assault Weapon Teams (75mm ATG). the FP print- passengers outside—up to one Squad. LOS: Line of Sight Hero. and ve- DC: Damage Check hicle-mounted weapons (M4A1 tank’s DFT: Direct Fire Table 75mm cannon). TM: Terrain Modifier. Weapon Team) terrain Target Modifier UNIT: Generic term that includes all MC: Morale Check moveable units—tanks. Medic) LR: Leadership Range MAV: SR: Self-Rally Modified Armor Value MF: SSR: Special Scenario Rule Movement Factor SM: Stealth Movement MG: Machine Gun—normally inter- SW: Support Weapon changeable with LMG.

our cus- tomers. most of all. playing games. 65 . Christia Original Game Design Murray Mark Walker Administration Manual Author & Editor Ava Marie Heath Jeff Lewis Customer Support Counter Art Jason Church David Julien Logistic Manager Map Art Darren White Marc von Martial Rule Reference Tables Game Reference Tables Steve Dennis Steve Pultorak Lead System Developer Jeff Lewis Why We Do What We Do We love designing. developing and. and our family. friends and. Executive Producer Associate Editors David Heath Ralph Ferrari. We thank God for blessing us so we can follow our passions. of course. Stéphane Tanguay Associate Producer Jeff Lewis Graphic Design and Layout Blackwell Hird.

Mortars and ene.L ) round up fractions Ordnance vs Armor KILL # 11 10 9 8 7 6 5 4 3 Direction = = * + OFT • 1=N 2=NE 3=SE 4=S 5=SW 6=NW * 2 always hits. • Mark target hex with FFE marker • A = D Vehicle M my Snipers • Units entering hex after initial attack are also attacked • Pass: Vehicle Shaken • Fail: Crew Abandons and M Small-Ar ms vs Arm or Close Assault • < Vehicle M . BO If A > D : • A die =1. † one anti-tank weapon Vehicle Overrun • Shaken passengers must disembark ‡ can assist only one unit • Target must be in Clear (or other open ter- • Unshaken passengers may disembark D= + AV lowest rain). 17.L = * + OFT • Good Order survivors can immediately If A > D : Close Assault (17. Low Crops or Wheat Field A D If > : Vehicle Destroyed • Costs +4 MPs Small-Ar ms vs Un a rmore d Else: Assaulting unit returns to previous hex A = + 2 + L + HE + ΣMG FP D= A = + FP combo + DFT D = + TM Ordnance vs Unarmored = +(A -D).L • If target survives place Target Acquisition If A > D : * -2 if assaulting from positive TM marker • for vehicle and each external passen. 12 always misses • for vehicle and passengers If Hit: Target Destroyed and BO • If vehicle survives Close Assault and re- • Shaken passengers must disembark • If target survives place Target Acquisition marker mains in hex.A ) A D • Target vehicle hex cannot contain Good Order enemy • Pass: No effect A = + FP combo + DFT units • Fail: Vehicle Shaken D = + TM + AV lowest • Units must pass preliminary M * . 17. Rule Reference Table Combined Firepower Icon Legend FP combo = FP lead + Σ(½* FP support ) round up Onboard Mortar Fire = D6 PV = Penetration Value * Supporting Heroes.4) BO = Bailout Check Damage Check • Good Order Leader/Scout can call indirect fire after FP = Firepower successful spotting L = Eligible Leadership DFT = DFT Modifiers = +(A -D). 12 always misses Melee Off-Board Artillery If Hit: • Attacks open and buttoned armor (rule change. • Adjust target hex by one hex within LOS † ½ PV if H vs red AV chosen randomly if need be • Abort fire • A > 2 and even hits turret A = + DFT • Fire affects target and all six surrounding hexes D = + AV D = + TM A = + FP D = + TM • A die=6. max 2 A = + FP combo + DFT If A > D : D = + TM • Mark target hex with FFE marker Ordnance vs Infantry If A > D : • Units entering hex after initial attack are also attacked = * + OFT * 2 always hits.L A = * + FP + DFT† M = Morale OFT = OFT Modifiers *choose higher die H = Heat Round TM = Terrain Modifier † ignore degrading terrain and leadership if indirect fire Direct Fire D = + TM + AV HE = HE Equivalent DT = Degrading Terrain* lowest * 1 per degrading hex.4) A = + HE * • Cannot be entered via Assault Move • Leader/Scout can call Artillery fire on target hex within * -1 if H .ger. D die=1 Target Destroyed. MGs.1) * 2 always hits. Brush. Flamethrowers and • Cannot fire from Building or Forest hexes A = Attack Roll ArmorValue AV = Satchel Charges don’t halve FP • No Opportunity Fire D = Defense Roll = DamageCheck = ToHit Roll M = Morale Check • Attacks open and buttoned armor (rule change. BO anything except Artillery. Leader/Scout can: A = + PV † • A Sniper can target only one unit in a hex. 12 always misses If Hit: Sniper Fire • If Spotting Round is within LOS.( D . units must retreat one hex • Unshaken passengers may disembark 66 • Shaken WTs eliminated . D die =6 Dud Round (Miss) • Lone Snipers get 2x TM when fired upon by If A > D : • A > D Target Destroyed. +1 if target moved ODDS = Σattackers FP *M / Σtargets FP * D= LOS once per turn * units marked get +1 FP • Attacking Heroes shift one column right • Limited by scenario If A > D : A = +L • US can roll • If target survives place Target Acquisition • Targeted units eliminated if A ≥ Kill # • ≤ 3: additional call past limit marker • Defender is allowed to counterattack before • >3: no more calls casualties are removed Roll to place Spotting Round ODDS 1:3 1:2 2:3 1:1 3:2 2:1 3:1 4:1 5:1 Drift = ½ ( + DT . • Each unit Close Assaults individually A = + FP + HE † + L ‡ all passengers if open.

2 • Stacking limits apply at all times • Ordnance: as indicated on the OFT • Can fire on same impulse or a later impulse to fire Initiative Check • Each player rolls • Higher roll gains initiative • On ties. with the following penalties: Hero Creation • FP combo . 2 Vehicles and 2 SMCs per hex • Direct Fire: FP combo.3 • Possible whenever a 1 is rolled during a • +3 Squad or Half-squad’s • Roll and if even: • Randomly pick a Hero and Skill StarShells • Leaders/Heroes can fire a Starshell into any hex within 3 hexes of their position BailOut Check . and see normally within two hexes ≤ 2 lays Smoke (note: not always 2) • Can fire past two hexes only if target has Fired marker on it.L * Scouts do not suffer penalty * -2 for Scouts • Not automatically spotted unless: • If target terrain is blocking: • Fired • Spotted on ≤ 2 • In Clear terrain in LOS of Good Order enemy unit • If target terrain is degrading: • Can be used to enter Melee • Spotted on ≤ 3 Laying Smoke • Good Order MMCs only in own or adjacent Night Combat hex • Can spot. fire. Rule Reference Table Extended Range • Units with boxed black RANGE can fire at up to 2x printed range • ½ FP at greater than printed range (rounded up) Assault Movement • Units with boxed red MF and all vehicles can AM • Leaders can AM with eligible units Stacking Limit • Can move up to ½ MF (round up) and fire with penalty • 3 Squads. initiative remains as before Double-Time • No Weapon Teams • Units start and move with Good Order Leader MOrale Check • Unit’s MF + 2 but not > Leader’s MF M = Passed if M ≤ M Low Crawl Rally Attempt • No Weapon Teams • Entire impulse to move one hex • Good Order Leader or Hero must be • Not automatically spotted unless: present* * except Vehicles and SR units • In Clear terrain • Leaders rally first • Adjacent to enemy unit • Unit must pass M .L {-2†} † if in terrain with positive TM Stealth Movement Spotting Check • Units with boxed yellow MF can move up to ½ MF (round up) and fire with Assault Movement penalty* Roll: * + DT .L ≤ 2 succeeds (note: not always 2) BO = • Starshell removes Night Combat restrictions on target If Even: Shaken hex and surrounding hexes If Odd: Eliminated 67 • Starshell removed during the Admin Phase .

0). add LM. Costs the 1. 18. open ter- rain). remove Starshell markers (20.0) Rally Phase (3.2) • Remove FFE markers (18. Def: IFP + • Vehicle adds 1d6 + lowest armor eligible SWs factor • Roll 2d6. Def: 1d6 + Terrain Modifiers (TMs) • Vehicle rolls 1d6 + 2 + HE + MGs + 3.0) • Roll 1d6 for Initiative • Rally / Heal eligible units. resolve. casualties are removed.0) • Alternate impulses to move. 68 .5) • MMC / Hero adds 1d6 + FP + HE Melee (8. defender rolls 1d6 • versus the defender’s Morale • If vehicle’s modified die-roll > de- (DRM: . combine Half-squads in to Squads • Good Order MMCs / SMCs pick up Support Weapons Operations Phase (4.1) Ordnance (14. fire or conduct other operations • Phase ends after three consecutive passes Administrative Phase (9. All Rights Reserved.LM in hex) fender/target’s modified die-roll: All defenders must take a DC Copyright © 2015 Lock ’n Load Publishing.0) (SW) + LM Atk: IFP + eligible SWs vs.1) passes through Each unit must pass a Morale Check Optional: -1 if vehicle is target (1.Subtract Leadership Modifier (LM) +1 for each degrading hex LOS Close Assaulting Vehicles (17.0) nent module-specific terrain. Low Crops or other perti- Direct Fire Combat (5. defender the vehicle is destroyed! counterattacks • Hero shifts odds 1 column right Overrun (15.1.1 World WarII Era edition Rules OUTLINE OF PLAY (2.3) when attacking In Clear (or other non-water. but before If Attack die-roll > vehicle/Def die-roll.2) Spotting (10. Atk: FP + 1d6 + DFT DRMs vehicle +4 MPs to enter Overrun hex 2. MGs with an asterisk* • Add difference between Atk and can only be added if the vehicle is Def modified die-rolls to 1d6 open. Damage Check (DC) Resolution: Armor LM.0) • 1d6 of 2 or less in blocking terrain Must ‘hit’ to do damage (see Ordnance • 1d6 of 3 or less in degrading terrain Chart on back of unit) .0) • Remove Admin markers (including Spotted markers) • Flip or remove Smoke (7. LLC. Lock ’N Load Tactical v4. Brush.