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3 Move Move ordered units. Range & Hit Dice Rolled TAKING GROUND & ARMOR OVERRUN
4 Battle Battle one ordered unit at a time. Infantry 3 2 1 An ordered Infantry unit in Close Assault may
Select target and: advance into a hex from which it has eliminated a
a. Check range and line of sight Armor 3 3 3 unit or forced it to retreat.
b. Check potential terrain effects An Artillery unit may not Take Ground.
c. Resolve battle Artillery 3 3 2 2 1 1 An Armor unit may take the ground and claim an
5 Draw a Command Card Armor Overrun combat. It may move into the vacated
Line of Sight hex and then battle again. If the hex is adjacent to an
PLAY A COMMAND CARD & ORDER All units require line of sight (LOS) to the enemy enemy unit, this new combat must be Close Assault,
except Artillery. Draw a line between the centres of the otherwise, you may fire at a distant unit.
Play one command card at the start of a your turn, hexes; LOS is blocked if any part of a hex containing
then announce which corresponding unit(s) you A unit may Take Ground again after a successful
an obstruction or unit crosses this line. If the line runs
intend to order. Overrun combat, but may only make one Overrun
along the edge of one or more hexes it is only blocked
combat per turn.
Units on a hex straddling sections may be ordered if they stand along both sides of the line segment.
from either section. All Battles, Close Assault and Overrun Combats must
Resolving Battles
be completed before the next unit may battle.
Only those units that are issued an order may move, The attacker scores 1 hit for each dice symbol rolled
battle, or take a special action that turn. that matches the unit type targeted. SPECIAL FORCES
For each hit scored 1 figure is removed from the target
MOVE unit. When the last figure is removed place it on one
Use Special Forces badge tokens to indicate which
units are Special Forces.
Move units one at a time and only once per unit of the medal stands on the attacker’s side of the board.
per turn. Movement for one unit must be completed French Resistance Forces start with 3 figures per
before moving the next unit. HIT Score 1 hit on Infantry. unit. They may always battle when they penetrate
a new terrain type but cannot battle if they move 2
An ordered unit does not have to move. hexes. They may also retreat up to 3 hexes instead of
Two units cannot occupy the same hex. HIT Score 1 hit on Armor. the standard 1 on any retreat flag rolled.
Units may not move onto or through a hex occupied Elite Armor Units start with 4 tank figures.
by a friendly or enemy unit. HIT Score 1 hit on Infantry, Armor or Artillery.
TERRAIN TYPES
Individual figures of a unit always stay together and
move as a group. The Terrain Help cards summarize the effects of
MISS This is a miss, unless used in a limited terrain. Soldier and Tank icons show modifications to
Infantry Move up to 1 hex and battle or 2 hexes number of Tactical command cards. the number of dice rolled when that type of unit is
and not battle. Special Forces (except French attacking units within the terrain.
Resistance) may move up to 2 hexes and battle. RETREAT After all hits and casualties have
been resolved, for each flag rolled the target Fixed Obstacles
Armor Move up to 3 hexes and battle.
unit must move one hex back towards its When an obstacle is on a terrain hex, only the best of
Artillery Move up to 1 hex or battle. side of the battlefield. the Battle dice reductions matters.
AIR RULES
SETUP A FG who receives a Tactic card may never receive or 4. Once all the actions of the Command cards are
play any other Command card during the same turn. completed, the FGs return the used Command
Split players into 2 teams, one for each camp. The cards to their C-in-C. He discards them and draws
optimal number of players is 8: one Commander-in- A C-in-C who plays a Tactic card directly can never
2 new Command cards, regardless of the number
Chief (C-in-C) and 3 Field Generals (FG) for each play another Command card during the same turn
of cards he gave out and played during the turn.
camp. With 3 players per side, the Commanders- (though he may still give 2 other Command cards
to his FGs). The C-in-C’s Tactic card action must When drawing new cards, the C-in-C can never hold
in-Chief sit in the Center and also act as the Center
be completed first, before the FGs start playing the more Command cards than allowed by the scenario’s
Field Generals; with 2 or one player per side, the
cards they just received. briefing notes.
players play all roles collectively for their camp.
2. A FG must play the Command cards he receives, A C-in-C can never give out all the Command cards in
Lay out your pre-printed map, or lay 2 boards side
faceup, in the section he is ordering troops. If his hand during a turn. He must always keep at least
by side, and deploy your figures. With 2 boards, the
he receives 2 Section cards, he must play one in one in his hand, so that at the end of his turn, after
board’s sections combine in pairs to create double-
each of his 2 sections. drawing 2 new replacement cards, he has at least 3
sized left, center and right sections. Players sitting in
cards in his hand.
front of each pair of sections will respectively be the When playing a Command card, a FG places it faceup
Left, Center and Right Field General and have those in the section under his command in which he wishes
sections under his direct command for the game. to order units, so that his opponent FG can see. THE MILITARY CHAIN OF COMMAND
Shuffle the 2 sets of Overlord Command cards If the card is a Tactic or Section card that can order When handing out Command cards, the C-in-C may
together. Each Commander-in-Chief takes the number units in both sections under the FG’s command at talk strategy with one of his FGs, but he can never
of cards indicated for that camp. once, he places the card astride his 2 sections. show or state cards he holds. This FG does not have
Players from each camp may now discuss the to follow his C-in-C’s advice.
As normal, FGs should ensure all movement is
scenario’s Special Rules, Objectives and Victory completed for all sections of the battlefield before The C-in-C may not talk with the other FGs. First pass
conditions, and their preferred strategies and tactics. any battling starts. cards to these FGs, then pass cards to the FG of your
Once the game starts, communications will be choice and discuss strategy.
restricted and must follow the chain of command. A unit may only be given one order in a turn. A unit
in a section may cross over into another section FGs may discuss tactics with each other at any time,
under the command of a different FG, but it may not but the C-in-C must limit his input to the time he is
THE GAME TURN
be immediately ordered again in this new section. visiting the front.
1. The C-in-C selects 1, 2 or 3 Command cards from The Ambush card is given to a FG when his opponent
3. If a FG does not receive a card from his C-in-C
his hand. declares a Close Assault combat. The C-in-C draws
during a turn, he may decide to act of his own
He may give one card to each of his FGs, or give 2 initiative. one replacement card after the ambush is completed.
Section cards to one FG and one card to another,
A FG acting on his own initiative rolls one die, with
or just give one card to one FG and nothing to the EXPANSIONS
the following effect:
others, keep a card for himself to play it directly, etc.
If some of the cards a C-in-C selects are Section Eastern Front
1 Infantry of your choice is ordered.
cards, he must give these to the corresponding FG(s), At game start, the Soviet C-in-C must place up to 3
as indicated by the cards’ upper corner arrows. Command cards of his choice under his Commissar
chip.
If the arrow points in multiple directions, it may be 1 Armor of your choice is ordered.
given to any of the Field Generals the arrow points At the start of each turn, after taking the Command
towards. cards placed under his Commissar chip, the Soviet
1 unit of your choice is ordered. C-in-C must repeat this process and place new
The number inside the arrow shows how many units Command cards under the chip, in preparation for
the receiving FG will be able to order (A indicates the next turn. In no case can he ever place or have
‘All’). The text and central illustration shows this in 1 unit of your choice must retreat 1 hex.
more than 3 cards under his chip.
greater detail. The unit may not battle. If none of your units
is able to retreat, then one of them must In Overlord mode, Recon 1 cards cannot be played
If some of the cards a C-in-C selects are Tactic cards, lose 1 figure. directly from a Soviet C-in-C’s hand. Instead, they are
he must: placed under the Commissar chip.
- play them himself if the icon in the upper corners 1 unit of your choice must lose 1 figure.
Specific Cards
shows the C-in-C’s silhouette The unit may not battle.
The Air Sortie (if Air rules are in effect) card may be
- give them to the FG of his choice if the icon is 3 played as normal, visible on the table.
If the symbol rolled does not correspond to any unit
arrows with a ‘?’ inside
under the command of the FG taking the initiative, The Counter-Attack card may be played as normal,
- or do either of the above if both icons are present. no unit is ordered and the roll has no effect. directly from the Soviet C-in-C’s hand.
Neither of these cards may be played if playing these Air Pack
card(s) and the Command cards already placed under
the Commissar chip during the prior turn exceeds the If the Overlord scenario being played makes no
maximum of 3 Command cards played during a turn. reference to the Air Pack in its Special Rules, and
both camps still wish to use the Air Pack for the
The Ambush card may be given to a FG and played battle, then each C-in-C receives one Air Sortie card
immediately even if there are already 3 cards under at the start of the game. Remaining Air Sortie cards
the commissar chip (since the Ambush card is not are shuffled into the Command deck.
played during your turn).
As normal, Air Sortie cards drawn or received before
Air Sortie equivalent cards, such as Air Power if Air the start of the game do not count toward a C-in-C’s
rules are in effect, and Counter-Attack cards, can total hand size of Command cards. If an Air Sortie
also be placed and played from under the Commissar card is drawn, the C-in-C places it faceup, next to
chip if desired, but the limit of 3 Command cards his camp but visible to the others, and draws a new
placed under the chip and 3 Command cards Command card for his hand.
maximum being played during the turn remains.
During his turn, the C-in-C may give the Air Sortie
All limitations regarding the play of Command cards card (alone, or in combination with a Section card) to
by FGs also remain in force. any of his FGs. He may never play it directly.
Pacific Theater The Air Sortie card counts as one card toward the
total of up to 3 cards the C-in-C may play during his
The US Marine Corps C-in-C can let one of his FGs turn. It also counts as one card toward the maximum
order one more unit than indicated on the Section of 2 cards a FG may receive and play during his turn.
card he gave him to play. He chooses which one, and
tells him so at the start of the turn when handing his The Air Sortie may not be given to a FG if that FG
Command cards out. also receives another Tactic card this turn; but it can
be given (and played) along with a Section card.
All Tactic cards that activate 1-4 units activate 2-5
instead, even if multiple FGs receive a Tactic card When playing the card, a FG is subject to the normal
this turn. Air Pack rules and limitations.
When a US Marine Corps FG or C-in-C counter- Therefore if an airborne airplane is already in either
attacks his Japanese opponent with a Counter-Attack of the FG’s two sections at the start of the turn, he
card, he orders 1 more unit than indicated on his will not be able to play an Air Sortie card to bring a
opponent’s card. second airplane in the sections under his control.
However he may still play the card to activate one of
The reverse is not true; eg, a Japanese FG countering his airborne airplanes without an Air Check.
a US Marine Corps FG that plays a Move Out card to
order 5 units only counterattacks with 4 of his own. A FG that has not received any Command card this
turn and decides to act of his own initiative may, if
The Air Power, Air Sortie, Artillery Bombard, Barrage, he rolls a Star, order an airplane already in one of his
Close Assault, Infantry Assault and Their Finest Hour two sections to take-off or remain airborne.
cards are all unaffected by the US Marine Corps
Gung-Ho! power. When 2 airplanes begin a turn in the same section,
as a result of a FG flying his airplane into another
FG’s section during the course of the previous turn,
one of the airplanes is automatically removed (unless
it is on a split hex across the two FG’s sections).
0 1 1
AIRFIELD MARSH ABATIS
When air rules are in effect, airplanes Move: Units must stop. No Artillery. Move: Infantry only. Unit must stop.
may land on or take-off from airfields. May only exit to adjacent hexes.
Battle: Infantry battles out at -1d. May
Battle: Armor may not battle on entry remove abatis instead of battling.
or exit. May Take Ground into hex
but not Armor Overrun. 1
BRIDGE, ROPE BRIDGE
0
BEACH
MOUNTAINS -2* -2* 2 Move: Allows entry to river hex.
Move: Unit that moves onto a beach hex
Move: Infantry only may enter from or exit
may only move 2 hexes.
to an adjacent hill or mountain hex.
1
Battle: May still Take Ground and Armor
Battle: No dice modifier on same range. BRIDGE, PONTOON
Overrun.
Artillery range 3,3,2,2,1,1,1. Move: Allows entry to river hex.
2 * Attack from below or not on same range. Construct: To build, play Attack card but
FOREST -1 -2
order no units; instead place the bridge on
Units on same mountain range a river hex in the same section as the card.
Move: Unit must stop.
2
Battle: No battle on entry.
OCEAN BRIDGE, RAIL 1
Move: May move only 1 hex (on LC or in
Move: Allows entry to river hex.
shallow waters). Impassable for
Armor and Artillery must stop
retreat moves.
2 on entry.
HEDGEROW -1 -2
Battle: No battle.
Battle: Armor may Take Ground and
Move: Unit must stop. Units may only Armor Overrun.
1
enter from or exit to a djacent hexes. RIVER, WATERWAY
May still Take Ground. 2
Move: Impassable except over bridges. BUNKER -1 -2
Battle: No battle on entry.
Fordable Streams: Unit may enter but must Move: Infantry only (Artillery are fixed).
stop (may still Take Ground and Armor
1
HILL -1 -1
Overrun). No combat restrictions.
Battle: Only original owner benefits from
modifiers and may ignore first .
Move: No movement restrictions, but 2 Artillery no retreat.
movement up onto a steep hill TOWN, VILLAGE -1 -2 -2
Field Bunker: either side benefits.
is a 2 hex move. Move: Unit must stop.
Battle: Dice modifiers only apply to units 1
attacking from lower terrain.
Battle: No battle on entry.
RIVER FORD/ FORDABLE RIVER
Move: Allows entry to river hex.
Units on same hill feature Unit must stop.
1
HEDGEHOGS
Battle: Unit battles out at -1d.
1
FLOODED FIELDS
Move: Infantry only. 1
Any open countryside hex can be a Flooded ROAD BLOCK -1 -1
Field hex. High Ground, Hills, Roads, Battle: May ignore first .
Move: Infantry only. Unit must stop.
Railways or Towns are standard hexes.
-1* 1
Move: Unit must stop. May only enter from SANDBAGS -1* Battle: May ignore first
.
or exit to adjacent hexes.
Move: Remove when unit exits hex.
TRAINS
Battle: Armor may not battle on entry
Battle: Protects all sides. May ignore first .
or exit. May Take Ground into hex Move: Ordered as single unit up to 3 hexes
* Countryside or beach hex only.
but not Armor Overrun. along empty tracks. Retreats in
opposite direction along track.
1
LAKE 1
WIRE Battle: May ignore first . Hit on . Wagon
Move: Unit must stop. destroyed on 3rd hit, locomotive on
Move: Impassable.
Armor removes on entry. 4th hit. Then take victory medal.
Sighting across 2 or more Battle: Infantry may remove wire or battle. Armored Trains: 1 Artillery on wagon. Train may move and
adjacent lake hexes. Infantry battles out at -1d. Artillery may fire. Artillery destroyed when wagon destroyed.
-1 -2 2 -1 2
BARRACKS -2 LIGHTHOUSE -2 -2 ACTIONS
Move: Unit must stop. Move: Unit must stop. Air Strikes: May play any Recon 1 card as Air Power (or Air
Sortie if Air rules in effect). At least 1 target hex must be
Battle: No battle on entry. Battle: No battle on entry. in the designated section.
Armor Breakthrough: During one turn, may order new Armor
units onto board through opponent’s baseline. Stop on
0 2 baseline hex; may battle and Take Ground this turn but not
CEMETERY PIER Armor Overrun. Retreat towards controlling player’s baseline.
Move: No restrictions. Move: May only move onto pier from Blowing Up Bridges: Either play a matching Section card
land or beach (not ocean) hex. (do not draw new card) or play matching Section card and
Battle: May ignore first .
roll 2 dice; removes bridge (draw new card).
Move: Unit must stop. Move: Unit must stop. Camouflage: Unit may only be targeted in a Close Assault.
Camouflage is lost if unit moves or battles.
Battle: No battle on entry. Battle: No battle on entry.
May ignore first . May ignore first . Capture HQ/Supply Tent: The owner of captured HQ/
Supply Tent immediately loses 1 random Command card.
If owner reclaims hex, replenish hand.
1
-1 -2 2
DAM POWER PLANT Capturing Equipment: Unit capturing a specified hex (and
ending its move there) picks up a token representing
Move: Infantry only. Move: Unit must stop. the equipment. If the unit is eliminated, the equipment
Battle: May ignore first . Battle: No battle on entry. stays in the hex where the unit was killed.
May ignore first . Destroy Supplies: Destroying Supply Depot using Sabotage
rules reduces movement of all enemy Armor by 1 hex.
-1 -2 2 1 Forward Spotting Artillery: If specified hex is occupied,
FACTORY -2 RADAR STATION -1 -2
Artillery are Big Guns.
Move: Unit must stop. Move: Unit must stop. Freeing Prisoners: Unit capturing a Fortress, Prison
Battle: No battle on entry. Battle: No battle on entry. Camp or specified hex picks up a token representing
May ignore first . prisoners. If the unit is eliminated, the prisoners are lost.
1 1
HOSPITAL RAILROAD TRACK Oasis Recovery: Ordered Infantry unit on Oasis with no
adjacent enemies may recover figures. Unit may not move
Move: No restrictions. Move: Armor and Artillery must stop. or battle this turn. Roll 1d per Command card; for each
matching symbol or , recover 1 lost figure of that unit.
Battle: No restrictions. Battle: Armor may Take Ground and
Overrun, as normal. Paradrop: Drop figures from a box side height. Figures
landing on impassable or occupied hexes or off board are
removed at no medal cost. Add figures to form a full unit to
1 0
HQ & SUPPLY TENTS ROAD those that land successfully. No move or battle that turn.
Radar Alert: Opponent must give 1 turn advanced notice to
Move: No restrictions. Move: If on road entire move may move
1 additional hex. play an Air Power card (it must be played).
Battle: No restrictions.
Sabotage: The landmark can be demolished if occupied.
Road on hill Roll 2d to obtain required number of . If landmark is
captured before sabotage complete, restart count.
-1 -2 2 2
LABOR CAMP -2 SUPPLY DEPOT Reinforcements: If there is no enemy on the airfield use
one order from Direct from HQ and place infantry unit
Move: Unit must stop. Move: No restrictions. (cannot move or battle that turn).
Battle: No battle on entry. Battle: No restrictions. Supply Train/Reinforcements: Units may disembark from
a supply train adjacent to a station. They may not move or
battle that turn (or battle while on train).
BLITZ Rules MEDITERRANEAN THEATER Rules PACIFIC THEATER Rules
Move British Commonwealth Command Japanese Army Command
Allied Armor may only move up to 2 hexes. A BC ground unit that survives an enemy’s Close Japanese infantry always ignores the first . When in
Assault (even an Armor Overrun, but not an Ambush) a position that already ignores the first , they ignore
Battle without retreating and is down to a single figure may the first 2 .
Axis player may play a Recon 1 card as an Air Power
immediately battle back with a single Battle die (ignore
card in that section (at least 1 target hex must be in the When carrying out a Close Assault, Japanese infantry
all terrain restrictions).
section). may move 2 hexes and still battle. If at full strength they
Italian Royal Army Command receive +1d in a Close Assault.
EASTERN FRONT Rules Start battle with 6 Command cards; each time a unit is
lost, one random card is discarded, to a minimum of 3. US Marine Corps Command
Russian Command Ground units may retreat 1, 2 or 3 hexes for each flag When a Section card is played, 1 extra unit may be
The Russian player must place a command rolled against them. Artillery units may ignore 1 . activated. All Tactic cards that normally activate 1-4
card under the Commissar Chip and this is units activate 2-5 units instead; those that activate 1,
the card he will play next turn. 2 activate 2.
COASTLINE (DESERT)
In lieu of playing this card in a turn, the Russian player When Counter-Attacking, the Marine player activates 1
may choose to play from his hand a Recon 1 or a Move: Movement is 1 hex, except
more unit than a Japanese opponent.
Counter-Attack Command card. when on a landing craft. A unit
cannot retreat on, or from a coastline
1
He may also play the Ambush card from his hand as per
the standard rules.
hex, except when on a landing craft. FISH PONDS
Battle: No battle. Move: Unit must stop. No Artillery.
-1 2
CITY RUINS -2
-1 2
May only exit to adjacent hexes.
ERGS, RIDGES -1
Battle: Infantry no battle on entry.
Move: Infantry only.
Move: Unit must stop. Armor moving in/out cannot battle.
Unit must stop. Armor may Take Ground but not
Battle: No battle on entry. Battle: Dice modifiers only apply to units
Armor Overrun.
May ignore first . attacking from lower terrain.
2
1
Units on same hill feature JUNGLE -1 -2
DRAGON’S TEETH
2 Move: Unit must stop.
ESCARPMENT
Move: Infantry only. Battle: Infantry or Armor that move into
Unit must stop. Move: Impassable. jungle from an adjacent hex may
still battle. May still Take Ground
and Armor Overrun.
1
RAVINE
1
Move: Infantry only. RICE PADDIES
Battle: May ignore first . DESERT Rules Move: Unit must stop. No Artillery.
May only exit to adjacent hexes.
Armor Overrun: On a successful Close Assault, Armor
may move into the vacated hex and may then move 1 Battle: Armor moving in/out cannot battle.
additional hex, then battle again. Armor may not Take Ground or
1
RIVER, FROZEN Armor Overrun.
1
Move: Moving or retreating units roll OASIS -1 -1
2d: lose 1 figure for each . Move: Unit must stop.
? CAVES -2 2
-2
Move: Only Japanese infantry may use the
Battle: May ignore first .
caves as a defensive position.
Impassable to Armor and Artillery.
1
TRENCHES -1 -1
1
Battle: Japanese units ignore all .
WADI, GULLY -1 -1 -1
LoS same as underlying terrain
Move: Unit must stop.
No Artillery. Move: Can move through open ends only.
Special Rules: Japanese infantry may move between
Impassable through sides.
Battle: Infantry may ignore first . any cave hexes as a full move. If no enemy adjacent,
Armor may not battle while in Battle: Infantry and Armor battling into or Allied infantry on the hex may seal cave by rolling Close
trenches. out must be adjacent to target. Assault dice; if is rolled it is sealed (turn hex over).
WINTER WAR Rules Camouflage NIGHT ATTACKS
A Camouflage token may be used to mark units with
Winter Weather camouflage. tokens may also be used. Place a token on the 1 space of the Night Visibility
Armor and Vehicle movement is reduced to 2 hexes max chart.
You may only target a camouflaged enemy unit in Close
unless the unit’s entire movement is on a road, in which At the start of each of his turns the Allied player rolls 4
Assault combat. If a camouflaged unit moves, retreats or
case it may move 1 additional hex for a maximum of 3. dice: for each rolled, move the token 1 spot upwards.
battles, remove its Camouflage token.
Taking Ground and Armor Overrun are still permitted. Visibility and firing range improve as indicated.
-1 -2 2
oth Allied and Axis forces only roll 1d when the Air Power
B CASTLE -2 All combat is limited to Close Assault on adjacent hexes.
Command card is played.
Move: Unit must stop. When the token reaches 6 (full daylight) normal combat
Reduced Visibility Battle: No battle on entry. visibility conditions resume.
Dice symbols rolled that match a unit being targeted only Until daylight is reached, Air Power and Barrage tactic
score hits when battling that unit in Close Assault, from an cards may only be played to order 1 unit of the player’s
adjacent hex.
choice.
still hit as normal. still cause retreat as normal.
VICTORY CONDITIONS
Special units, Command or Combat cards that score a hit BATTLEFIELD HAZARDS
when a is rolled, still score hits on . Temporary Medal Objective
1
The Barrage Command card is still played as normal, with
The medal in this objective hex is captured only as long MINEFIELD
as a unit of the appropriate side holds the hex. If the unit
matching target symbols still scoring hits.
vacates the hex for any reason, the medal is immediately
Winter Combat Cards lost and placed back in play in its original position.
When Winter Combat card rules are in effect, shuffle the Set all tokens with picture side up, mix them, and place
Temporary Majority Medal Objective
Winter Combat deck and deal 2 cards to each player before a random token on each minefield hex.
The medal for this group of objective hexes goes to the
the start of battle. Or deal 1 card to each Field General, if side that has units in an absolute majority of these hexes, Move: Unit must stop. Enemy unit entering flips token to
playing in Overlord mode. Place the remaining cards in a and is held as long as it retains absolute majority. The reveal strength. If 0 remove counter, otherwise:
deck next to the deck of Command cards. medal is immediately lost and placed back in play when a Battle: Roll number of dice equal to Strength. Hits on a
Combat cards may be played during any turn, in addition side no longer has absolute majority. unit symbol or . ignored. Token stays numeral up.
to the play of a Command card. They are usually played Temporary Majority Medal Objective (Turn Start) No effect on retreating units.
in conjunction with a Command card, to enhance a units’
The medal for this group of objective hexes goes to the
actions. Otherwise, text at the bottom of the card details
when the card is played.
side that has units in an absolute majority of these hexes SMOKE SCREEN
at the start of its turn. It is held through the turn as long Place smoke screen tokens on 3 adjacent
Combat cards that increase the number of dice rolled are as the side has absolute majority at the start of a turn. contiguous hexes. Flip when turn is over,
cumulative when played on the same ordered unit(s). The medal is lost and placed back in play when a side no then remove after second turn.
here is no limit to the number of Combat cards a player
T longer has absolute majority at the start of a turn.
Move: No restrictions. Unit may be seen and see out of
may hold or the number of Combat cards he may play Permanent Medal Objective the hex.
during his, or an opponent’s, turn. The medal in this objective hex is captured and
A player may only draw a new Combat card from the permanently gained the moment a unit of the appropriate
deck at the end of a turn in which he has played a Recon side enters this hex. The medal is not returned or put
WARSHIPS
Command card (not a Recon in Force card). back in play, even if the unit later vacates this hex. A warship may be targeted: one hit is scored for each .
When a third hit is scored, the attacker receives the
When a Their Finest Hour Command card is played, Permanent Medal Objective (Turn Start)
warship counter and 1 victory medal.
reshuffle the discards and draw pile together to form a new The medal in this objective hex is captured and
draw pile. permanently gained when the appropriate side occupies A warship ignores first . If forced to retreat it retreats 1
the hex at the start of its turn. The medal is not returned ocean hex for each , or takes damage as usual.
Cards that refer to buildings include all towns, villages and
any other man-made landmarks or urban constructs. or put back in play, even if the unit later vacates this hex.
AIRCRAFT CARRIER
When a card refers to spare figures, these must come Last to Occupy Medal Objective
either from figures that were not initially deployed at the The medal in this objective hex is captured the moment Move: 1 or 2 hexes in ocean, but may
start of battle or from figures lost in fighting. a unit from either side occupies this hex. The unit may not move into ocean spaces
vacate the hex, but the victory medal is still held as long adjacent to a beach hex.
A card that refers to a full strength unit may not be played
that way unless there are enough spare figures available to as an enemy unit does not occupy the objective hex. A carrier may provide offshore air
deploy the unit at full strength. Sole Control Medal Objective support and for staging Air Sorties.
In Overlord mode, a Field General may only play a Combat The medal for this group of objective hexes goes to
card on a unit he orders. Combat cards played against the appropriate side when it has at least one unit that DESTROYER 3 3 2 2 1 1 1 1
enemy units may be played on units taking actions against occupies any of these objective hexes and the enemy Move: As above.
one of your units or against an enemy unit that starts in or does not occupy any of them. The medal is held as long
ends in the battlefield section under your command. as a unit of the appropriate side occupies one of these Battle: 3 Crosshair markers. Place a
hexes and the enemy does not occupy any of these hexes. marker on each target hit (that
Bitter Resistance did not retreat. Until moved or
Combat cards that feature the Bitter Resistance symbol Sudden Death Objective destroyed, marked units take
may be played as written or as a Bitter Resistance action: As soon as the designated side fulfills the Sudden Death fire at +1d (not cumulative) in
the unit you play it on may ignore a rolled against it. conditions, it immediately ends and wins the game. future rounds.
ARMOR BIG GUNS 3 3 2 2 1 1 1 1 PATROL CAR 1-3 3 2 1
FLAMETHROWER TANKS 3 3 3 Move: 1 hex or battle. Move: Up to 4 hexes.
Move: Up to 3 hexes and battle. Battle: I gnore line of sight. Battle: May only Take Ground on a
Ignore terrain modifiers. successful Close Assault.
Battle: M
ay Armor Overrun on a
successful Close Assault. 3 Crosshair markers with unit. Place a Treated like Infantry.
marker on each hit target (that did
In Close Assault, terrain dice When rolling vs a patrol car ignore the results and reroll
not retreat). Until moved or destroyed,
reduction limited to 1 max. those that would have hit infantry. If at least one reroll is a
or big gun moves (in which case return , the car is lost. Ignore all other results.
marker), marked units take fire at +1d
TANK DESTROYER 2 2 2 2 (not cumulative) in future rounds from A destroyed unit provides opponent a medal.
Big Guns and Destroyers.
Move: Up to 2 hexes and battle. COMMAND CAR
Battle: M
ay only Take Ground on a MOBILE ARTILLERY Move: Up to 3 hexes.
successful Close Assault.
3 3 2 2 1 1
Battle: Cannot battle.
hit Armor and Vehicles.
Retreat up to 2 hexes per . Move: 1 hex and battle or hit Armor and Vehicles.
up to 2 hexes and no battle.
If it not move, ignore target terrain battle protections (and
Retreat up to 2 hexes per .
any building terrain battle restrictions on itself). Any non- Battle: I gnore line of sight.
Ignore terrain modifiers. Treated like Infantry. When a Section card (not Tactic
infantry unit scores a hit on a tank destroyer on . card) is played in its section, may activate 1 more unit.
HALF-TRACK 1-3 2 2 SCREAMING MEEMIES When ordered by Recon 1, may secretly choose 1
3 3 2 2 1 1 Command card from the discard pile (instead of drawing
Move: Up to 2 hexes and battle. 2 Command cards from the draw pile).
Battle: M
ay only Take Ground on a Move: 1 hex or battle. When rolling vs a patrol car ignore the results and reroll
successful Close Assault. Battle: I gnore line of sight. those that would have hit infantry. If at least one reroll is a
hit Armor and Vehicles. Ignore terrain modifiers. , the car is lost. Ignore all other results.
Enemy hits on or . Does not receive terrain
Retreat up to 2 hexes per . protection when targeted. BEACH LANDING EQUIPMENT
May choose shells fired during a turn:
3 half-track figures must be eliminated (not removed when LANDING CRAFT 3 3 3
re-supplying) to score a victory medal. Incendiary: Targets cannot ignore any rolled vs them.
Move: Up to 2 hexes in ocean and
Re-Supply A half-track adjacent to a weakened friendly Smoke: Place smoke markers on up to 3 adjacent hexes in shore hexes. May retreat.
ground unit (formed of more than a single figure), may re- range. After opponent’s first turn, flip markers to the smoke Remove when landed on beach
supply it during the Battle phase instead of battling. Both and sun side; after second turn, remove them. and leave unit.
units may move beforehand; none can battle.
Units must stop when moving onto a smoke hex. -1d vs Battle: Unit may not battle while in LC
For each half-track figure removed from its unit, one a unit on a smoke hex, and -1d when battling from one. or the turn they land.
figure is returned to the adjacent weakened unit (up to its Smoke hex blocks LOS (units in the hex may be seen and
original number). More than one unit may be re-supplied see), even for artillery. If the unit carried is eliminated, the LC is immediately
from the same half-track unit. removed from the board (no victory medal).
If adjacent to an enemy unit must attack (if Armor, move Battle: May Armor Overrun on a
before firing). No national abilities. successful Close Assault.
Hits on unit symbol, or . Only hit on a (except
Treat like Infantry for ordering
when a hits Infantry). Retreats up to 3 hexes per . and Armor for movement and
Awards no victory medal. combat.