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® Conflict of Heroes – Storms of Steel, 3rd Ed.

Copyright © 2019 Academy Games


AcademyGames.com 419-307-6531 v31

Examples Unit Information Examples


62
1 Front Facing: Ground /Air/Fortification
85
1
Unit Symbol/Counter #
Unit Name Move Cost
Attack Cost Color = Foot / Wheeled / Tracked
Upper # = Direct Attack 2.4 # = Cost: Foot 4.5 , Wheel / Track  15.1
5 15 (Lower #) = Indirect Attack (Mortar) 13.2 04 4 11
8 8 18 Bonus Move Symbols 2 8 12
Color Fields = Wheel Bonus 15.2
5 = Turret 360° Firing Arc 16.3 = Track Bonus 15.2
45
5 79

Defense
Firepower Color = Soft or Armored 6.2
Red # = vs Soft Target 6.5 Upper # = Flank Defense 6.1, 6.3
2 10 Blue # = vs Armored Target 6.5 If outlined 11 = Open Top Veh.  16.5
10 11 13 Color Fields Lower # = Front Defense 6.1
2 = Crewed Weapon (CC Penalty) 6.10 Symbols
= Anti-Aircraft 16.8 +2
28
1 Center +2 =
= APC DR Bonus 16.6
Fortification Defensive Bonus 17.0
70
1
Symbols Unit Picture
= Sniper 11.8 +2
Miscellaneous
= Flamethrower 18.0 Bottom
2 10 = HE High Explosive 13.9 Attack Range 5.3 = Spent Unit side 2.2 4 12
2 10 13 National Symbol = Target Hexes 13.4 Art; 16.7 Air 1 7 13

Common Turn Actions Combat


Hit Number = DR−AR
Action Cost Description 2d6 ≥ hit number = hit DR = target’s defense  +  dr modifiers
2d6 ≥ hit number + 4 = critical hit AR = attacker's firepower + ar modifiers
Unit’s Roll Attack (6.0) on Target Hex in
Attack
Attack Cost Fire Zone (5.0). Combat Modifiers Attack (AR) Defense (DR)
Unit’s Move into an adjacent Hex and Pivot Long Range Up to twice Range (5.3, 6.6) −2AR –
Move
Move Cost (4.5, 15.1). Backwards Move +1AP (4.11).
Requires no Spent Check (4.12). Short Range Adjacent Hex (6.6) +3AR –
Enter the Map 0 AP Enter a Unit (4.5) / Group (10.2) onto full
Hex(es), or by Transport (15.6). Close Combat (CC) Same Hex (6.6, 6.9, 15.14) +4AR Flank DR
Pivot without moving (4.6). CC Penalty (Crew-Served Weapon) (6.10) −2AR Flank DR
Pivot in Place 1 AP
Ignore Move Penalties (4.9).
Flank Attack (6.1, 6.3) – Flank DR
Choose a Unit, do nothing (2.8), then
Stall 1 AP
make a Spent Check. Defensive Terrain (6.4) Terrain Chart (other side)
Do nothing (no Spent Check) (2.7). If both Attacker High Ground (12.5) +1AR –
Pass 0 AP
players pass consecutively, Round ends.
Battle or Play a Battle or Weapon Card as an Action Defender High Ground (12.5) – +1DR
Printed on
Weapon Card Card if marked with an Action Icon 8.5)).
(8.5
Small Balka (12.3) – +1DR
Make a successful Rally Check to
Rally 5 AP Air Bursts (HE ) (13.9) – Ignore Woods
remove Hit Marker (7.7).
Move Hidden Unit (11.5) or become Vehicle Cover For Foot Units (15.15) – +1DR
Hidden Move 5 AP
Hidden (11.4).
Transported Unit (15.11) – –
Hasty Place Hasty Defense Marker on
5 AP LOS – Units do not block LOS (5.2).
Defense top of Unit (17.7).
Stacked Units – Attack all Units for one Action (6.8) except CC (6.9).
Attack Hidden: Reveal Number = 6 + Terrain DR (11.7); Flamethrower (18.0).
Pre-Round Sequence
1. Advance the Round Marker (9.5). Common CAP Modifiers
2. Remove all Light Smoke (14.4). All Checks may be modified with CAPs before you roll.
3. Flip all Heavy Smoke to Light Smoke (14.4).
d6 Checks d10 Spent Checks
4. Flip all Spent Units to their Fresh side (9.6).
Modify d6 or 2d6 Checks: up to 2 CAPs (3.2). Modify d10 Checks
5. Reset CAPs. Deduct 1 per destroyed Unit (9.7), minimum 3 (7.13). with ANY number of
• Attack Hit Number (6.7)
6. Draw/Refresh Battle Cards as specified by the Mission (9.8). CAPs (3.3).
• Rally Check Number (7.7)
7. Prepare Reinforcement Units called for by the Mission (9.9). • Initiative Check Number (9.11) d10 > action cost =
8. Plan next Round's off-board Artillery Strikes (13.5). • Hidden Reveal Number (11.7) unit remains fresh
(2.5). 
9. Resolve previous Round's planned Artillery Strikes (13.6). • Artillery Drift Check Number (13.7)
10. Roll for Initiative (9.11). • Mine Hit Number (17.10)
• Barbed Wire (17.8)  
H04 J04 L04 N04 P04 R04

E03 G03 I03 K03 M03 O03 Q03 S03


F01 H01 J01 L01 N01 P01 R01
04 E04 G04 I04 K04 M04 O04 Q04 S04
I08 K08 M08 O08 Q08 S08
I04 K04 M04 ® O04 Q04 S04

D04 F04 H04 J04 L04 N04 P04 R04


01 G01 I01 K01 M01 O01 Q01 S01
D05 F05 H05 J05 L05 N05 P05 R05
H09 J09 L09 N09 P09 R09
H05 J05 L05 N05 P05 R05
Unit may not move into this Hex.
E04 G04 I04 K04 M04 O04 Q04 S04

Terrain Modifiers Movement Cost Penalty


F02 H02 J02 L02 N02 P02 R02
05 E05 G05 I05 K05 M05 O05 Q05 S05

= May use Wheel = May not use


I09 K09 M09 O09 Q09 S09
I05 K05 M05 O05 Q05 S05 , ,
Maps & Overlays
D01 F01 H01 J01 L01 N01 P01 R01

Defense Blocks Conceals Foot Wheeled or Track Bonus Moves Wheel or Track Bonus
D05 F05 H05 J05 L05 N05 P05 R05
02
D06
G02
F06
I02
H06
K02
J06
M02
L06 Tracked O02
N06
Q02
P06
S02
R06

LOS Unit Vehicle


H10 J10 L10 N10 P10 R10
H06
C01
H01
E05
J06
E01
J01
G05
L06
G01
6.4 L01
I05
N06
I01
11.5
N01
K05
P06
K01
P01
M05
Vehicle R06
M01
R01
O05
O01 into this Hex.
Q05
Q01
S05
S01 Moves into this Hex.
F03 H03 J03 L03 N03 P03 R03
06 E06 G06 I06 K06 M06 O06 Q06 S06
I10 K10 M10 O10 Q10 S10
Rolling fields, intermittent clumps of brush and low crops
Open +0 DR N N +0 AP +0 AP  +0 AP
I06 K06 M06 O06 Q06 S06
G01 I01 K01 M01 O01 Q01 S01
D02 F02 H02 J02 L02 N02 P02 R02

(4.8).
D06 F06 H06 J06 L06 N06 P06 R06
03 G03 I03 K03 M03 O03 Q03 S03
H01 D07 J01 F07 L01 H07 N01N11 J07 P01 P11 L07 R01 R11 N07 P07 R07
H11 J11 L11
H07 H02 J07 J02 L07 L02 N07 N02 P07 P02 R07 R02

Ignore Difficult Terrain Move Penalties only when moving


C02 E02 G02 I02 K02 M02 O02 Q02 S02
E06 G06 I06 K06 M06 O06 Q06 S06
F04 H04
Road +0 DR J04
N L04
N +0 AP N04
+0 AP +0 AP  
P04 R04

from one Road Hex to another Road Hex (4.10).


07 I01 E07 K01 G07 M01 I07 O01 K07 Q01 M07 S01 O07 Q07 S07
I11 K11 M11 O11 Q11 S11

G02 I07 I02 K07 K02 M07 M02 O07 O02 Q07 Q02 S07 S02
D03 F03 H03 J03 L03 N03 P03 R03
D07 F07 H07 J07 L07 N07 P07 R07
04
H02 G04
J02 I04
L02 K04
N02 P02M04 R02 O04 Q04 S04

* Conceals in July and Aug Missions (11.5),


D08 F08 H08 J08 L08 N08 P08 R08

N (Y*) +0 AP
H12 J12 L12 N12 P12 R12

Wheat N +0 AP
D01 F01 H01

+0 DR
J01 L01

+0 AP
N01 P01 R01
H08 J08 L08 N08 P08 R08

Reduce Rally Number by 1 (7.8).


H03 J03 L03 N03 T1-04 P03 R03
C03 E03!
H1-06 G03!
H1-16 I03 K03 M03 O03 Q03 S03
E07 G07 I07 K07 M07 O07 Q07 S07
F05
I02 H05
K02 J05
M02 O02L05 Q02 N05 S02 P05 R05
08 E08 G08 I08 K08 M08 O08 Q08 S08
E01
I12 G01
K12 I01
M12 K01
O12 M01
Q12 S12 O01 Q01 S01

+0 AP
I08 K08 M08 O08 Q08 S08

* In Aug & Sep Missions: Difficult Terrain (4.9), Blocks Foot Unit
G03 I03 K03 M03 T1-01 O03 Q03 S03
D04! F04!! H04!

N (Y*) N (Y*)
H1-01 H1-11 H1-21 J04 L04 N04 P04 R04

Corn +0 DR +0 AP +0 AP
D08 F08 H08 J08 L08 N08 P08 R08
05
H03
D02
D09
G05
J03
F02
F09
I05
L03
H02
H09
K05
N03
J02
J09
P03M05
L02 (+1 AP*) L09
R03 O05
N02
N09
Q05
P02 LOS (4.8
4.8)), Conceals (11.5), Reduce Rally Number by 1 (7.8).
P09
S05
R02
R09

H09 J09 L09 N09 P09


T1-05 R09
H04 H1-07 !! J04 H1-17 !! L04 N04 P04 R04
C04 E04 G04 I04 K04 M04 O04 Q04 S04
E08 G08 I08 K08 M08 O08 Q08 S08

Difficult Terrain (4.9, 15.3). Reduce Rally Number by 1 (7.8).


-06 ! I03 H1-16 ! K03 M03
T1-04 O03L06 Q03 N06 S03
F06 H06 J06 P06 R06

Woods +2 DR*! Y Y +1 AP +2 AP
09 E09 G09 I09 K09 M09 O09 Q09 S09
E02 G02 I02 K02 M02 O02 Q02 S02

* No +2DR Bonus against Mortar & Artillery attacks (13.9).


I09 K09 M09 O09
T1-02 Q09 S09
G04 H1-02 ! I04 !!
H1-12 K04 H1-22 M04 O04 Q04 S04
D05 F05 H05 J05 L05 N05 P05 R05
D09 F09 H09 J09 L09 N09 P09 R09
H04 H1-11 !! J04 H1-21 ! L04 T1-01 N04 P04 M06 R04 O06
06 G06 I06 T1-04 K06 Q06 S06
D10 !
H1-16 F10 H10 J10 L10 N10 P10 R10
D03 F03 H03 J03 L03 N03 P03 R03
H10 J10
H1-08 !! Wood L10
H1-18 !
N10 P10 !
T1-06 R10
Difficult Terrain (4.9, 15.3).
Y Y +2 AP +2 AP
H05 J05 L05 N05 P05 R05
C05
E09
E05
G09
G05 T2-5
+1 DR I09
I05
K09
K05
+1 AP M09
M05
O09
O05
Q09
Q05
S09
S05

Buildings Reduce Rally Number by 1 (7.8).


-07 !! H1-17 !! T1-05
I04
F07 K04
H07 M04
J07 O04L07 Q04 N07 S04 P07 R07
1-11 !! H1-21 ! T1-01
10 E10 G10 I10 K10 M10 O10 Q10 S10
E03 G03 I03 K03 M03 O03 Q03 S03
I10 K10 M10 O10
T1-03 Q10 S10
G05 H1-03 ! I05 H1-13 !! K05 H1-23 ! M05 O05 Q05 S05
D06 F06 H06 J06 L06 N06 P06 R06

Stone
R2-02 T2-3 T2-7

Difficult Terrain (4.9, 15.3).


D10 F10 H10 T1-02 J10 L10 N10 P10 R10
H05 H1-12 !! J05 H1-22 ! L05 T1-05 N05 P05 R05

+2 DR Y Y +1 AP +3 AP +3 AP
07 H1-17 !! G07 I07 K07 M07 O07 Q07 S07
D11 F11 H11 J11 L11 N11 P11 R11
D04 F04 H04 J04 L04 N04 P04 R04
H11
C06
H06
E10
J11
H1-09 !!
E06 T2-1
Buildings
J06
G10
L11
H1-19 !
G06 T2-6
L06
I10
N11
I06
K10
N06
P11
T1-07
K06
! P06
M10
R11
M06
R06
O10
O06
Reduce Rally Number by 1 (7.8).
Q10
Q06
S10
S06
-08 !! H1-18 ! T1-06 !
I05 K05 T1-02 M05 O05 Q05 S05
1-12 !! F08 H1-22 ! H08 J08 L08 N08 P08 R08

Sloping
11 E11 G11 I11 K11 M11 O11 Q11 S11

Ascending 1 Elevation level +1AP Move Penalty (12.4).


E04 G04 I04 K04 M04 O04 Q04 S04

+1DR* N N +1 AP +1 AP  +1 AP  
I11 K11 M11 T1-04M06 O11 Q11 S11
H1-06 !
G06 R2-01 H1-04 ! I06!
H1-16 !!
H1-14 K06 O06 Q06 S06
T2-4

Terrain * +1DR or +1AR Bonus if higher than opponent (12.5).


D07 F07 H07 J07 L07 N07 P07 R07
D11 F11 H11 T1-03 J11 L11 N11 P11 R11
H06 H1-13 !! J06 !
H1-23 L06 T1-06 ! N06 P06 R06
08 H1-18 ! G08 I08 K08 M08 O08 Q08 S08
D12 F12 H12 J12 L12 N12 P12 R12
D05 F05 H05 J05 L05 N05 P05 R05
H12 J12 L12 T1-01 N12 P12 R12
H07 !!
H1-11 H1-10 ! T2-2 H1-21 ! H1-20 ! L07 N07 P07 R07

Steep
J07

Ascending or Descending 2 Elevation levels (12.4).


C07 E07 G07 I07 K07 M07 O07 Q07 S07
E11 G11 I11 K11 M11 O11 Q11 S11

N N
T1-07 !

+1 DR* +2 AP
-09 !! I06 H1-19 ! K06 M06 O06 Q06 S06
1-13 !! F09 H1-23 ! H09 T1-03 J09 L09 N09 P09 R09

Terrain * +1DR or +1AR Bonus if higher than opponent (12.5).


12 E12 G12 I12 K12 M12 O12 Q12 S12
E05 G05 I05 T1-05
K05 M05 O05 Q05 S05
H1-07 !! H1-17 !!
Conflict of Heroes: Storms of Steel Overlays

I12 K12 M12 O12 Q12 S12


G07 H1-05 ! I07 !
H1-15 K07 M07 O07 Q07 S07
D08 F08
T1-04 H08 R3-04 J08 L08 N08 P08 R08
D12
H07 F12 L07H12 N07 J12 P07 L12 R07 N12 P12 R12
H1-14 !! J07
T1-07 !

Balka
09 H1-19 ! G09 I09 K09 M09 O09 Q09 S09
D06 R3-08 F06 H06 J06 L06 N06

+0 AP
P06
Moving into/out of a Balka, see Steep Terrain.
R06

+0 DR N +0 AP
H1-12 !! H1-22 ! T1-02
(12.6)
R1-07

+0 AP
Copyright © 2019 Academy Games

All Units may move through a Balka Opening (12.2).


H08 J08 L08 N08 P08 R08
C08 E08 G08 I08 K08 M08 O08 Q08 S08
T1-01
R3-01 R3-09
1! E12
I07 G12
K07 M07 I12 O07 K12 Q07 M12 S07 O12 Q12 S12
-10 ! H1-20 !
1-14 !! F10 H10 J10 L10 N10 P10 R10
R3-12
H1-08 !! E06 H1-18 ! G06 R1-10 I06 T1-06 ! R1-03 K06 M06 O06 Q06 S06

G08
D09
I08
R1-04
Small
T1-05
F09
K08
R1-11 H09
M08
J09
O08
L09
Q08
N09
S08
Foot Units: +1DR if attacked across Sm Balka (12.3).
P09 R09

+1 DR N Y +2 AP
Conflict of Heroes: Storms of Steel Overlays

R3-05
H08 J08 L08 N08 P08 R08
H1-15 !

Balka Reduce Rally Number by 1 if Enemy LOS crosses.


10 H1-20 ! G10 I10 R3-04 K10 M10 O10 Q10 S10
R3-07 T1-03
D07 H1-13 !! F07 H1-23 ! R1-13 H07 R1-06 J07 L07 N07 P07 R07

H09 J09 L09 N09 P09 R09


2C09
! R1-01 T1-02
E09 R1-08 G09 I09 K09 M09 O09 Q09 S09
Copyright © 2019 Academy GamesConflict of Heroes: Storms of Steel Overlays

R3-02 R3-10

Anti-
I08 K08 M08 O08 Q08 S08
Conflict of Heroes: Storms of Steel Overlays

1-15 !

AT Ditches keep Vehicles from entering a Hex (12.3).


F11 H11 R3-01 J11 R3-09 L11 N11 P11 R11
R3-11
H1-09 !! H1-19 ! T1-07 !
R3-03
R3-04
E07 G07 I07 K07 M07 O07 Q07 S07

Tank +0 DR N N +2 AP
R109 R1-02

Offers no Defense for Foot Units.


G09 I09
R1-05 K09
R1-12 M09 O09 Q09 S09
D10 T1-06 !
F10 H10 J10 L10 N10 P10 R10

Ditch
H09 J09 L09 N09 P09 R09
R3-06
Copyright © 2019 Academy Games

1-04
11 R1-11
G11 I11 R3-05 K11 M11 O11 Q11 S11
R3-06!!
H1-14 R3-01 R3-09
D08 F08 R1-12 H08 R1-05 J08 L08 N08 P08 R08

H10
R1-02 J10
R109 L10 N10 P10 R10

Units may not Attack when occupying a River Hex. -1DR


3C10 T1-03
E10 G10 I10 K10 M10 O10 Q10 S10
R3-03
! I09 K09 M09 O09 Q09 S09

−1 DR
R3-11

H1-10 !
R1-08
F12 H1-20 ! H12
River J12
N L12
N +5 AP N12 P12 R12

Penalty when occupying Hex. Smoke not allowed (14.0).


R3-02 R3-10
R3-10 R1-11 R3-02 R3-05 R1-08 R1-01
E08 G08 I08 K08 M08 O08 Q08 S08

G10 I10
R1-06 K10
R1-13 M10 O10 Q10 S10
H10 D11 J10 T1-07 !
F11 L10 H11 N10 R3-07 J11 P10 L11 R10 N11 P11 R11
1-05 R1-12

Allows vehicles to cross a river. May Attack out of a Ford.


12 H1-15 ! G12 I12 R3-06 K12 M12 O12 Q12 S12
R1-08 R3-05

−1 DR +1 AP 
R3-02 R1-11 R3-10 R1-04
D09 F09 H09 J09 L09 N09 P09 R09

Ford N N +1 AP
R3-04

+1 AP
−1DR Penalty when occupying. Smoke not allowed (14.0).
H11
R1-03 J11
R1-10 L11 N11 P11 R11
C11 E11 G11 I11 K11 M11 O11 Q11 S11
R3-12
I10 K10 M10 O10 Q10 S10
Copyright © 2019 Academy Games

R109 R3-03
R1-12 R3-11
R3-09 R3-01 R3-01
R3-06 R3-09
E09 G09 I09 K09 M09 O09 Q09 S09

G11 I11
R1-07 K11 M11 O11 Q11 S11
* Foot Units only: Conceals and reduces Rally Number
+5 AP 
H11 J11 L11 N11 P11 R11

Marsh +1 DR N Y* +2 AP
D12 F12 H12 J12 L12 N12 P12 R12
R3-08

1-06 R1-13

by 1 (7.8).
R109
R1-04 R1-11 R3-07
R3-04
R3-03 R3-05
R3-11
D10 F10 H10 H1-15 ! J10 H1-05 ! L10 N10 P10 R10
Conflict of Heroes: Storms of Steel Overlays

H12 J12 L12 N12 P12 R12


C12 I11 E12 K11 G12 M11 I12 O11 K12 Q11 M12 S11 O12 Q12 S12

Backwards Move +1 AP +1 AP +1 AP Apply when moving into any Flank Hex (4.11).
R1-10
R3-04
R1-08
R3-12
R1-13 R3-02 R3-10
R3-07
E10 G10 I10 K10 M10 O10 Q10 S10
T2-2 R2-03
H1-20 ! H1-10 !

G12 J12I12 L12K12 N12 M12 P12 O12 Q12 S12


Copyright © 2019 Academy Games

H12 R12
R1-05
1-07
R3-01 R1-12 R3-09

Fortifications & Obstacles


R3-08
R1-10
R3-06
R3-12
D11 F11 H11 H1-14 !! T2-4 J11 L11 N11 P11 R11
H1-04 ! R2-01

I12 K12 M12 O12 Q12 S12


R109 R3-05 R3-03
R3-11
R3-08 T2-1
E11 G11 H1-19 ! T2-6 I11 K11 M11 O11 Q11 S11
R2-04

Multiple Foot and Mortar Units may occupy a Trench.


H1-09 !!

Trench
T2-2
+2 DR N
R2-03

Y +0 AP +0 AP 
Units may face any direction (17.4).
R1-06 R1-13
Foot Only
R3-02 R3-10 R3-07
T2-7 T2-3 R2-02
D12 F12 H12 J12 L12 N12 P12 R12
16
T1-03 H1-23 ! H1-13 !! H1-03 !
T2-4 R2-01
R2-03
R1-10
T2-2
R3-12
R3-06

E12 Gun Pit


G12
T2-5

T2-1
H1-18 ! +3/+1 DR I12 H1-08 !! N K12 N R2-05
+0 AP M12 +0 AP  +0 AP   
O12 May be occupied by Field Guns and Vehicles only (17.5).
Q12 S12
T2-6 R2-04
R1-07
T2-4 R2-01 R3-08
R3-03
R3-11

H1-22 ! H1-12 !! H1-02 !


May be occupied by Foot and Field Gun Units.
Bunker +5/+2 DR N Y +0 AP +0 AP  +0 AP   
T1-02
T2-7 T2-3 R2-02
T2-1

Mortars may not fire from a Bunker (17.6).


T2-6 R2-04
R3-07

T2-2 H1-17 !! R2-03 H1-07 !!


T2-5 R2-05

Hasty Foot Unit may build for a 5AP Action (17.7).


T2-3 R2-02

+1 DR N Y* +0 AP +0 AP  +0 AP   
R3-12

T2-5
T1-01 T2-4 H1-21 !
Defense H1-11 !! R2-01

R2-05
H1-01 !
* Foot Units only.
R3-08

Barbed +1d6 AP Move Penalty for Foot Units to enter a Wire


T2-1

+0 AP 
T2-6 R2-04 H1-06 !

N N +1d6 AP
H1-16 !

+0 DR
T2-7 T2-3
Wire R2-02
Hex. Destroyed if Tracked Unit enters Hex (17.9).

Land Mine attacks when Units enter its Hex, pivot, or initiate
T2-2 R2-03

+0 DR N N +0 AP +0 AP  +0 AP   
Mines CC. No attack when Units exit Hex (17.10).
T2-5 R2-05

R2-01

+1DR if Light Smoke is in Attacker's Hex, Defender's


Light
+1 DR N (Y*) N +0 AP +0 AP +0 AP   Hex, or any Hex between them (14.4).
T2-1
R2-04

Smoke
R2-02
* LOS is blocked if crossing 2 Light Smoke Markers (14.4).

Heavy +2DR if the Attacker or Defender Hex is in Heavy Smoke


+2 DR Y Y +0 AP +0 AP  +0 AP
Smoke
R2-05
(14.3). No placement on Water. Reduce Rally Nbr by 1.

Conflict of Heroes – Storms of Steel 3rd Ed Copyright © 2019 Academy Games AcademyGames.com 419-307-6531

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