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CITVFIGHT Modern Combat in the Urban Environment RULES OF PLAY Copyright © 1879, Simulations Publications, ie., New Vork, N.Y. 10010 Read this First: ‘The rules of this SPI simulation game are organized in a format known as the Case System. This system of ‘organization divides the rules into Major Sections (each ot which deals with an important aspect of play). These See- tions are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. Many times this General Rule is followed by a Procedure which deseribes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Bach of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided. into Secondary Cases. A Secondary Cases recognizable by the fact that it has two digits to the right of its clecimal point. Each Major Section can have as ‘many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players ‘can always easily tell where a Case is located in the rules. Asa further aid, an outline of the Major Sections and, Primary Cases is given at the beginning of the rules. How the Section and Case Numbers Work: Major Section Number Primary Case Number Secondary Case Number 6.53] [16.53] ‘The preceding example would be the number of the third Secondary Case of the fifth Primary Case of the sixth Ma- Jor Section of the Rules. How to Learn to Play the Game: Familiarize yourself with all of the components. Read all of the General Rules and Procedures and read the titles of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring Co the rules only when you have a ques- tion. This procedure may take you a few hours, but itis the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should not attempt to learn the rules word-for-word, Memorizing all that detail is task of which few of us are capable. SPL rules are written to be as complete as possible — they're not designed 10 be memorized. The Case numbering system makes it easy (© Took up rules when you are in doubt, Absorbing the rues inthis manner (as you play) is a much beter approach to game mastery than attempting tostudy them asiferamming fora test. We hope you enjoy this SPI game. Should you have any difficulty interpreting the rules, please write to SPI, phrasing your quéstions so that they can be answered by a simple sentence, word, or number. You must enclose a stamped, self-addressed envelope. We cannot guarantec a proper answer should you choose to phone in your ques- tion (the right person is not always available — and since ‘SPL has published hundreds of games, no one individual is capable of answering all questions). Write to: SPI Rules Questions Editor for CityFight 257 Park Avenue South New York, N.Y. 10010 1.0 INTRODUCTION 2.0 HOWTO PLAY THE GAME 3.0 GAME EQUIPMENT “3.1 TheGameMap ‘32 Gamecharand Tables 3.3 The Paying Pieces 34 GameSeale 4355 Definition of Terms 1X4 Pans Inventory THE BASICGAME 40 SEQUENCE OF PLAY “41 Game-Turn Sequence Outline 42 Skipping Game-Turns 43 Timing of Moves (Optional Rul) 5.0 COMMANDS 5.1 Which Unis Receive Commands 5.2 Movernent Commands 533 FireCommands S44 Search Commands 555 Siahing Actions 5.6 The Action Point Track 60 LEADERS AND COMMAND CONTROL. “6 Leader Unite 62 Command Control 163 LeaderMovement (64 Leader Suppresion (65 Leader Replacement 1.0 THEMAP. 7.1 Mesahexes 72 Open Hexes 13 Buildingand Woods Hexes 74 Other Map Features 115 Map Translation 76 Theold Villas 8.0 MOVEMENT. 'E.1 Fireat a Unit Issued Bold Command 22 Movement Restrictions 3 Expending Action Points 9.0 STACKING (More Thas One Counter ina Hex) 9.1 Leader Stacking 912 Efectsof Stacking on Actions 9.3 Organizational Restrictions on tacking 10.0 MEGAHEX OBSERVATION (Sighting) AND IMMEDIATE FIRE. 10.1 Which Units Nay Perform Sighting Actions 10.2 Restietions on Siting Actions 3 Sighting Resolution Procedure 4 Automatic Spottingand Observation Posts 1058 Spoters 10.6 Immediate Fiee Action 17 Special Sighting Situations 10.8 Telephone tices 11.0 COMBAT Ti-1 Which Units May Fee 2 Horizanal Linea Sight 3 Fire Action Resolution Procedure 114 Spotted and Unspotted Target Hexes 115 Fire Combat Results 6 Machinegun Units 27 Automatic Rls U8 Sofe Comat Res 120 PASSING 10 CLOSE ASSAULT 13.1 Which Units May Close Asault 132 Close Assault Resoltion Procedure 133 Engaged Units 1344 fects of Close Assault on Movement Commands 140 AMMUNITION DEPLETION TET How Units Rua Out of Ammunition 142 Etfecs of Being Out of Ammunition 14.3 Recovery from Being Out of Ammunition 15.0 SUPPRESSION. 18.1 How Units Become Suppressed 15.2 Elfecisof Suppression 3 Recovery fcom Suppression without Leaders “4 Recovery from Suppression with Leaders 18.8 Suppression and Sporters 18.6 Leadersand Suppression 16.0 ADVANTAGE 16.1 How Advancaze ls Determined Table 16.2 Effecsof Advantage 17.0 PRESERVATIONLEVELS 17A1 How Units Are Demoraliced 172 Erfectof Demoralization THE INTERMEDIATE GAME 180 VEHICLES 18.1 Commands 18.2 Command Controland Tank Leaders ‘and Movement ithtand Posture 1855 Fire Action Resolution Procedure 18.6 Ammunition 18.3 Tanksand Preservation 18.8 Sel: Propelled Guns 18.9 Hard Combat Results Table 19.0 MECHANIZED INFANTRY COMBAT VEHICLES (MICVS) AND OTHER VEHICLES. 19.1 Transporting Personnel with MIC 192 Fire 1933 Preservation Levels for MICYs, APCs, Scouts 1854 Armored Personnel Carrers(APCS) 1955 Scosts 1956 Soft Verices 20.0. ANTL-TANK WEAPONS 20.1 How Ani-Tank Weapons Are Issued 20.2 How Anli-Tank Weapons Are Used 2053 Restrictions on ATW. 20°4 Close Assaults Against Vehicles 20°5 Anti-Personnel Fire Against Open Vehicles 20.6 Multiple Trae 21.0 DESTRUCTION OF BUILDINGS: 21.1 How Buildirgs Are Damaged, Destroyed, ‘and Demolisied 21.2 Effects of Dumaged and Destroyed Buildings 213 Effectsof Demolished Buildin, 21.4 Fires Causedby Destruction 22.0 FLAMETHROWER AND INCENDIARY ROCKETS {B11 How Flametarowers and Incendiary Rocket Launchers Ave Issued 22.2 How Flametrowers and Incendiary Rocket UUnunchere Are Use 22.3 Burning Builings and Woods 2214 Flamethrower Table 23.0 GRENADELAUNCHERS 2.1 Which Units Possess Grenade Launchers 23.2. How Grenade Launchers Work 240 NIGHT 24.1 ObservationDuring Night Scenarios 24.2 Fire Combatat Night 2453 STANO (Surveillance, Target Acquistion, ighc Observation) 24g Suarshell 2855 Suppression Recovery at Nishi 246 Illumination rom Burning Buildinas/ Woods 25.0 SNIPERS 25.1 How Snipers Operate 35.2 Ad Hoc Formation of Snipers 26 INDEPENDENT-COMMAND AND LEADERS 26.1 Actionsby lndependent-Command Units 26.2 Stackingof Independent-Command Unis 2653 Suppressionof Independent-Command Units 2654 Preservation and Independest-Comimand Unis 2655 Leader Rensisninent 36.6 Leader Replacement 26.7 Platoon Sergeant Assistance 27.0 DECLAREDSIGHTING AND DECLARED POSITION 27.1 Declared Siting Procedure 27 Restrictions an Declared Sighting 2753 Devared Position 27.4 Desared Penton Procedure 27°5 Declared Postion Diagram 28.0 WEATHER 28.1 Clear Weather 28.2 Rain/Mud 2853 Snow alone 2855 Flamethrowsls Embankmer's 17 Winter Foliage 28.8 Night and Foul Weather 28.9 Mesatex Search and Foul Weather 29.0 AMPHIBIOUS MOVEMENT 20.1 Bridges 292 Amphibious Vehicles 29'3 Snorkeled Units 29-4 Bridgelayers 30.0 SMOKE, 30.1 Grenade-Launched Smoke 30.2 Vehicle Smoke 530.3 Smoke Dispersal 430.3 Smokeand Observation 305 Smokeand Combat 43046 Smoke and Movement 30.7 Smokeand Fire 30,8 Smoke and Suppression Recovery ADVANCED GAME Sho HEIGHT BIA Height Levelsand Floor Levels 312 Heish: end Movemen: 3153 Floor Levelsand Stacking Limits 314 Height and Observation 3155 Vertical Line of Sight 36 Embankments, Bridges, and Woods 317 Roofsand Cela: 31.8 Damaged, Destroyed, Demolished, and Burning Bullangs 319 Height of Smoke, the Telephone Ofc, nd Observation 32.0 HEIGHT ANDCOMBAT Direc Fire FiringUp Firing Down Clove Assault 3255 FirefomCellcs 330 INDIRECT HIRE UNITS, ‘33. Designating ngieot Fite Units for Direct Fire Roles 4322 FirePlots 33.3 Computing Delay 3844 Senter ana Registration Fite 3558 Continuity of Fire 38.6 Fire for Effex Resolution 389 Inivect Fire Observation and Adjustment 38.8 Rockets, Smoke, and Starshell 389 Amillery Ammunition Depletion ADVANCED OPTIONAL RULES. 340 ENGINEERS, 34.1 Sappers 38.2 Work Commands 34.3 Sapper Demolition 35.0 BOORY TRAPS 38.1 Establishing Boobytraps 35.2 Brfeeis of Boobyteaps 35,3 Defusing Boobyteaps 36.0 BREACHING WALLS, 36.1 Direct Fite Brewching 36.2 Sapper Changes 3.0 OBSTACLES 37.1 Seenario-Designated Obstaces 372 Wrecks 373 Rubble 37.4 Moving Obsactes 3755 Removing Obstacles 316 Effects of Obstacles on Movement 39.7 Erfectsof Obstacles on Line of Sisht 37.8 Other Etec of Obstacles 38.0 MINES 38.1 Minelaying 38.2 Minesweeping HES Erect of Mines 38.0 CRATERS AND DITCHES, 39.1 Ditches 39.2 Craters 439.3 Creatingand Removing Cratersand Ditches 4014 Effect of Cratersand Ditches 40.0 FIRING PORTS, 400 RULES OF ENGAGEMENT 42.0 CONFLAGRATION 42.1 Confagzation within Buildings 42.2 Contagration in Woods Henes 42.3 Spreading Conta {254 Added Et fects of Conflagrations 43.0 AMMUNITION STORES 48.1 Elablshingan Ammo Store 482 Destruction of AmmoStores 483 “Permanent Ammunition Depletion 43.8. Recovery from "Permanent" Ammo Depletion 440 CIVILSTRIFE, 441 Police 462 regulars 443 Cars (Automobiles) 45.0 DEFILADE, 45.1 Determining Defilade 4522 Brfectof Delage 46.0 PREPARED POSITIONS 446.1 Designating Prepared Positions 4462 Duration of Prepared Positions 4653 Erfeus of Prepared Positions 46:4 Making Prepared Positions Known 47.9 DRIVE-IN 47.1 Drivingintoa Building 4972 Erfectsof Placement n Buildings 4973 Miscellaneous 480 MULTLPLAYER GAME 48.1 Player Responsibility Player Rotation 483 Player Communication 48.4 Muliple Maps ‘485 Other Effect $9.0 USING AN UMPIRE 50.0 SCENARIODESIGN GUIDE 50.1 Theasic Game 50.2 Basic Garne Continued) $053 Intermediate Game 5044 Intermediate Game Physial Environment 505 Advanced Game 450.6 Indic Fite Units 50.7 Engineers and Relates tems 50.8 Other Advanced Game Information 50.9 Special Rules 51.0 SCENARIO DESIGN NOTES, Sh Forces Used 51.2 Quanity of Forces 51.3 Set-Up Locations and Entry Areas Sid Fogol War 51.3 Standard Tables of Organization & Equipment SL Scenarios Included withthe Game SCENARIOS ‘52.0 ENCOUNTER ON THESTAUFFENBERGALLEE, 53.0 BREAKOUT! S10 NICOSIA, CYPRUS 55.0 BANGLADESH, 56.0 TANK BATTLE ATMETALWAREN 57.0 TAKETHE MONEY AND RUN. ‘580 THE BRIDGES AT GERLAFINGEN 59.0 REVOLT IN HUNGARY, Fsztergam, October, 1956 60.0 ASSAULT ON DOSHAN TAPPIH AIRBASE 10 BEIRUT 620 ASSAULT ONGERLAFINGEN 63.0 THROUGH FRIENDSHIP PASS, Dong Dang, Vietnam (64.0 BAADER-MEINHOF 65.0 LONDON’S BURNING {66.0 GYOR, HUNGARY 67.0 PSTELLI, NICARAGUA, Sandinista Guersillas ve. Somoris Arms 68.0 FALLOF LONGSON, VIETNAM (6.0 BERLIN-LICHTERFELDE 10.8 TACHING, Heilongjiang, Manchuria, China [1.0] INTRODUCTION ‘Many arsas of the world, especialy Western urope, have experienced a! massive growth in bwuil-up areas and manmade changes to the fatural landscape, These changes significantly af- {cet potential future batilsfields, Avoidance of bul-up areas is mo longer posible. Rather, military operations in built-upateas aren iteutal part of combat operation and present special op portunities and challenges othe commander.” U.S. Army Field Manual 7-2, The Tank and Infantry Batclion Task Force insight 9 ceteal simulation of contemporary land post World-War HU combat in the urban en ironiment. Placed in the role of platoon, com: pany, or battalion comander, the layer faced ‘th wide varity of offensive or defensive mis Sions tobe carried out ins bull-up are. In s0.do- ing the Player comes To learn ow to use such Specialized units as sappers, snipers, spotes, Flamethrowers and military police. Very limited injalligence with respect to the Enemy is a key ‘haraeteristie of urban warfare and isan equally Important foundation of the Ciyght same stem. Asa result, Ciyfight assumes complete in- {egy on the pat ofall Players; adherence to the les stargely a matter of personal honest. IY cher is sufficient interest, SPL hopes to update CCitsight from tie to time by incorporstng the latest military developments in weaponry, doe tine, and organization in inexpensive kis. In order 1a make this updating process as acurate ae posible, we welcome uncasified iaformation Seat in by Players garding the various aspects of military situations presented in the game. Weapons. performances" and. TOBES. are par siclany important. Players areencouraged tofor- swatd suggestions relevant 10 the rules of play, ‘eas forthe update, snd eport on barnes paves We are particularly interested #9 details on scenarios played especialy good ones may bein slnded inthe future of printed in MOVES ‘Moratine) and advice 10 Players. Please do not trite these reports the same page ay a les ‘question, Send reports Gasfight Undare Simulations Publications, Ine 267 Park AvenueSouth New York, N.Y. 10010 [2.0] HOW TO PLAY THEGAME Cityfight splayed in Game-Turs, each of whieh ie divided into a number of Slages: The Cocos of fach Game Turn ison the Action Slag, when Players move and attack (ire) with thelr unis Ths ie done by moving. the individual “units fhrqugh the nexgeid and by using their various ‘weapons systems, Play ithe Action Stage ater rates back and forth between Players. Various ther Functions, such as isuing commands, and ecovery from aenmnition deletion or suppres Sioa, ate peeformed during ather Sages of the Game-Turn Victory in each game is awarded on the basis of accumulated Victory Points for ‘arto ats and achievements, Ctyfight is presented in a series of tree levels of complexity. The Basic Game (Sections through hp introduces the standard gamesystem, fetus Ing intantey combat. It is “Player's Game,” can be learned quickly, and i relatively simple and beta, ‘The Intermediate Game (Sevions 18 through 30) bbs onthe Basic Game by introducing vehicles, aniisank weapons, building destruction, s Snipers, new sighting rule, combat In spe vionments, and various special weapon. I longer to lear and play than the Basie Game, ard ismore realise ‘The Advanced Game (Sections 31 throush 4°) wilds onthe Intermediate Game. Standast features of the Advamnoed Game are height levels land anillery, In addon there are many more op Tonal advanced rules covering sappers (combat fegineers), rubble, mines, ete. When these op- ‘ional rules are included, she game Is a realist: Simiiltion of urban waeTare, The price for this heightened realism is a high level af comple and a lengthy playing ine Not everyone wil want to play City a he th lermediate or Advanced lve, but For those who ‘do, i iy slronely recommended that you fist master the Intermediate Game before proceeding totacklethe Advanced Game Sections 48 through 70 provide rules for mul Player gaming, use of an umpire (Which is 0! re (quired), guide 10 constructing “home made” Scenarios, and our own scenarios tostrt off with Modern warfare is 4 complex subject, and the rules o Cis fight ate has leo comples, especial ‘when compared to mulch simpler zames (uch a Monopoly, for example). We have tied to keep the rules ay short a posible while ensuring thar clarity and thoroughness. Basically, the rules are Wrlten within a special and highly organized Site 1. Bach separate topic is presented as an in- dividual Major Section, numbered consecutive from I.0, Farther divisions within the Sections are ‘made by Primary Cases, which contain ules lac fying one aspect ofa Sexton asa whole ee. 5.2, ‘Movement Commands) and by Secondary Cass, ‘which are the individval rales themselves (e., S20) 2. Most rules are presented with an accompanying General Rule and Procedure which describe (ie tzeneralsubjet and coneept of the rules that wil follow. (Further information can abo be found in the Commentary paragraphs.) 3. Terminology: The rules use a specific argon — ‘amespeak. Tf confusion arses from unfamiliar ters, Plajers should consult the Definition of Terms(Case3.5), 4, Asalast note, Players should not be frightened ‘ff or bel a ease with the “Lozalistic™ wording ‘of the rules. Players should not fel compelled io let the ules "Play the game for them.” fie al, Gityfight is designed to provide a simulation of ‘modern urban comb! (oan enjoyable game Tor- tat, not as an exerts in law, Players are Tee ‘ake modifications they feel will improve the ame (and are mutually acceptable’ to each Played. (3.0) GAME EQUIPMENT CASES: 1.1) THEGAMEMAP ‘There are wo identical 17° x 22° map sheets, one for each Player, depicting the typical, if im- ‘gina, small town of Gerlafingen in West Ger- ‘many. Bach Player uses one of the two identical ‘maps his opponent's map remains hidden Teor ‘im a all mes, ‘The same maps are sed forall Cinyighe scenatios, including those se ous Germany. A hoxagonal grid is superimposed on the maps in order 10 reguarize movernent and positioning of the playing pieces. The eegular {mally Rexagons (henceforth called heres) are rouped into patterns of seven hexes called Megaheses. Each mesahex has a distinct code umber, printed on the map, consisting of @ umber’ anda lever, ee. 7K, Each hex is ‘tumbered in accordance wih is postion within the megahex, starting with 1 atthe top and pro ceding clockwise around the center hex of the ‘mgthex, with the center hex given the umber 7 ‘Thusy single hex may be refered £038 "TK2" See the following example: Megane with Hex Numbers Shown [3.2] GAMECHARTS: ANDTABLES Various visual ais are provide to simplify and it Iusrat certain game Functions. These aids include the Action Tracks, Combat Results Tables, Unit ‘States Shetty Wait Data Tables, and other charts land tables. The Unit Status Shoet will be writes ‘on and should be photocopied for use as needed, ‘ther visual aids donot require duplication. Use of ‘pencil forthe Unt Status Sheets recommended, "Ince changes are oten mhadein the course of pla [3.3] THE PLAYING PIECES (3.31) Countersand Markers ‘There ae 140 playing pieces, or counters, in each {ume of igfight OF these, 838 are Informational Markers, of chits. Among the markers included are Command chis, Suppression indicators, Ou ‘Ammo. indiators, markers indicating. the physical status of areas on the map, and many ‘more, All of these markers indicate the curent ator of piven unit or hex or meeaher. The ac ‘ual units in the game — the ieteams, tanks, leaders, etc. — are represented by Organizational Counters, which may denote anything Irom a Single man or vehicle toa fll 12-man squad. [5.32] Organizational Counters ‘The Soviet counters, representing «fixed ‘organization, have more information printed on them than do the NATO counters, which must be ‘sly adaptable to a wide range of onganizaions fand equipment, Each Organizational Counter, however, bears an idemifieation number and an indicator of the type of unit i represents. Many ‘Additional values for each uni are provided in the Unit Data Tables; others, which may vary from time time within a single game, are noted onthe Unit Status Sheets, or are listed in scenario instruc- tions, The Soviet counters may also be used 0 represent the forces of Vietnam and other Soviet, flies. The NATO counters may be wed to repre- Sent the forces of the United States, United Kingdom, West” Germany, France,” Chi (Canada, and the Netherlands —— ane {| Pton tar} Let i aL enon cornain tO APE NEWLEADER DH) ——— (3 08} Tope Leder Name bones Lae’ cuatenomtD AS Nie ‘COMBAT UNIT From on tint Nomter—p2 4241324 Profi $e? A soy, wee Dew age Dees swe Tevet vee [3.34] How to Read Unit Identification Numbers Unit Identification Numbers consist of three digits. For Soviet and Vietnamese units, and for the U'S. Army mech-heavy taskforce and is con- sSitunt elements, each digit indicates level of ‘organization. The frst dig is the number of she company the unit i atached to; "0" indicates ‘batalion devel attachments, Thesecond digit isthe numberof the platoon the units aiached 0; "0" indicates a company-level attachment. The last digits the number ofthe unit witin the platoon for other organization co which i i attached. The thied digit separated by a hyphen Irom the sec: fond digit whenever Its value exceeds "9s e2., §1-12:4thcompany, Ist platoon, 12th unit Inthe cas of Soviet or Vietnamese tank counts there ae two identification numbers printed. The 'SXX number i used when the tanks are organized into pute tank units. The IXX, 2XX, oF 3XX number is sod when the tanks ae attached ta motor fleur, ‘When using NATO counters for organizations th ethan the U.S. Army mech-heayy task force and itseonstituents, the idetitiation numbers donot novessarly indicate the unl’sorgadeaonal t= tachments. Players must consult the standard or Seenario Tables of Organization and Equipment (TORES forthe organization of these unis, and Ist note the platoon and company afilation of ach unicon the Unit Status Shee, (3.35) Particular Features of Soviet Counters Soviet BMP counters may also be used to repre Sent BTR armored personnel cavers; where this is the case, use BTR values instead of the BMP. values printed on the couse. If theres no strength indicator on the le side of ‘he counter, the unt concerned has no hard Attack Strength, i there is no strength indicator on the Fiaht side ofthe counter, theunit concerned has n9 Soft Attack Stenuth (03.38). AG" onthe eft side ofthe counter indicates that the unit concerned has grenade-launchercapabi- ty (ce Section 23.0). A "V" in any positon in slcates a variable srenath; consul the Usit Data ables for the wpe of unit (and, in the In termediate or Advanced Games, the range con. ‘sctned). On the tank and BRDM counters, there Front tort ace two soft Atack Stenaths printed, e4., "Fe Thisindiae that te uniteoncernedaas [SE “| ‘two separate machine guns, which are treated as | mal gate weapon ‘seme (ee the Unit Data | “oe a) Bee | commen rece bac SBS | arin Mectinean oa AniTonk Gon ee od Macknean sower al Fireram with Machines maw | OE Mechanic Infery Yates | somred petonet Corr ctu = Scud wih Mochinerun a ae wae] ks) we “ ae 4 — ved Tre a , = gu i ah Ea Peon wihu Mohinnen $08 | sree with stn er a w= tat Seg | mo112 S00 verse one oi = % Same | Servet con server bo as woe xe Lal Bridelayer a Forward Observer - za “sre 1-10 a 1 a Arar Benen Corie! 4S rn Gon aw | acer cen = aes a Anti-Tank ASUS? Assault Gu cult ae a oe Magy | sc set dun Serr ed fo Ad oe Ste 21] sors seerrnne oun 6 ue mn Pont tect = cots Dch (-) a be * oO PE Tage ] Puno Secon ea] ‘Tip Mactinean ee ial 2= sew Poon tooter |S Teg | Peto tet Bs, 20 | rewconnony commander |B a+ of Bae | cempry commenter aE | rameoner Tat Sse | cus NATO) 7 LL] ns | MI sor 7 Ines Pre wat il ar aneter tile | Prete ae vo a recratonrve | “Be rarer | Otero rs Bivge Post Aries Demy | oH Pato | poor Aeon eri | [ opsvn | oberon rose "hac ree rege | | tos rn | HOE Purine tartan | Comme sinter — | Bokg =. Soke He Gane Fire | Commant Meter | Sear ; oa Wik merase | Rah Suppress out ot Sooke Hes = Swot nm prose at | Ea conor Ammaniion | tna anaes | te em dest a PE atin Dero R bay | oie tt eel Sra ota in ct | iy sew Stash ale * oh See fy ovat Poe Ait Each hex represents 16.67 meter each mega: — Someters each Game-turna0seconds, Inthe Ade —s anced Game, each eight level represents 15 © 7 _metets; each floor level 3 meters, oral [3.5] DEFINITION OF TERMS Numbers in parentheses refer the reader to that, etic Danone {Cae number fora primary detinton io Fre Accttable Hesse. One or more hexsdes ofeach rommenen | KM) Siti tes mased as scuba on tie — ‘map Bing exes may only Beene or exited ‘by movement through these hewsdes (7.3, 7.34, 360) ‘Action. An action isa specific deed by a unit which alters is postion on the map, attempts co gather {information on Enemy unis, or attempts tonic Toss om the Enemy. Thete ae five pes of actions ‘movement (cautious and bold), ieting, fire, and Work (3,504 5.5, 24.2) ‘Action Point, The limits on a platoon's ability to ‘effectively coordinate the actions ofits soldiers in furtherance of the platoons mission ae measured innit called Action Poims. Each platoon starts fut each Action Stage with & variable number of ‘Acton Points. As the unis ofthe platoon perform fasion, the platoon’s store of Action Points fs feduced. When al of the platoons Action Points have been used up, the units of thar platoon are prevented from performing any further actions Until thenext GameTurn. (3.6) Blocked. In some eases, that part of a hexside which divides buildings in adjacent “heres Is "blocked" onthe map. When this theease nits ‘may not mave though the locked hexside, and Tine of sight for the firing of weapons may not pass through the blocked portion of the hexsie. (74, 1129) ‘Command, The coordination of fiend units re i certain amount of advance planing, ‘by 8 platoon leader and his assistants, Ia the game, this planning is represented by com mands, which ae sued teach unitat the begit- ming ofeach Game-Turn and st imits onthe types ff aedons which may be performed by uns. ‘Without a command, no action may be perform cd, There are five types of commands: cautious fnd bold movement, lee, search, and work. Each Command allows a differen set of actions 10 be performed by theunit itis sued 0. (5.0, 34.2) Hard. Weapons are classitied as etter soft or hard and so are thee targets. Most vehicles ate a moved and are therefore hard. targets; these Vehicles ean only be damaged by hard weapons Fire attacks by such weapons are resolved using the Hard Combat Ress Table. The classification ‘af each vehicle and weapon is listed on the unit data chars (15.53, 18.58) Leader. leader isa commissioned office (com- pany commanders are usually captains, platoon leaders are normally Heutenants) of 'a_non- commissioned officer (platoon sergeants). These men are important in providing combat organiza- ‘ons with gealsand abjectives, and thus pay a key rolein determining how many Action Points (@.) platoon has. They are also authority Tigues, fxpable of motivating soldiers to overcome the fear of personal harm in favor of attaining the ‘organization's objective; thus they have a crucial ‘olein removing suppression. (6.0, 15.4, 18.2) Mepahex, A megahex isa cluster of seven smaller, regular hexagons (called exes in the rules) I represents an area 0 meters across. (7-1) Soft, Weapons are clasitied as cithersaftor hard, and +0 ate their larges, All personnel units and Some vhices are sot targets; they are particularly Vulnerable 10 soft weapons such as rifles and rmachinepuns. Fie attacks by such weapons are ‘resolved sung the Soft Combat Results Table. The Clasiication of each vehile and weapon is listed fn the unit data chars, Inthe Basie Game, only Sotargetsand weapons reused. (11.8) Spotted. A unit is spored by an Enemy unit when itis precisely located by that Enemy unit through Sioht, hearing, oF other means. In Cisflg, units re spotted through specific procedures by which fhe Enemy units attempt to locate them. Once spotted, a unit is subject to well-aimed and therefore often deadly Enemy tire. Sometimes it formation onthe location of a units given to the Enemy player through the operation of other rules, Dut a unit is only spotied when located ‘hough the specific procedures sted in the rules 10 spot units: mogaten sighting, automatic spot ‘ing declared sight, desated position. llspating ‘s performed by spesife units so that a sposted ‘unit isonly spotted wih espe! to @ unt which has Tocated i. A distinction is made between Search, whichis a command (q7.); sifting, which i an ation in the form of ah aciompt to locate Enemy tunics; and spotting, which =the outcome of suc: cesful sighting attempt. (6.5, 100, 11.4, 184, 24.1,27.0) [3.6] PARTSINVENTORY A.completegame of itfight contains “Two rules booklets Two 22° maps 1400 counters ‘Twolarge and two smal plastic dice One game boxassemby It any of these pars are missing or damage fil ‘ut the Com return to SPI wth he appropriate ‘on the card. Note: ‘The process used in the manufacturing of the dewat counters used in SP ‘games sometimes results in colors rom one ‘ounter overlapping the color of « neighboring ‘ounter, or inthe slightly off-center printing ofthe Teters and/or numbers on a counter. SPI cannot replace counters displaying these minor manufac: turing inaccuracies, Only counters that are ies blecan be eplaced by SPI THE BASIC GAME ‘The following secrions present the stondard game system of Cityfight. i suggested that Players master the Basie Game before ‘proceeding tothe more complex Inermediate fond Advanced Gomes, [4.0] SEQUENCE OF PLAY GENERAL RULE: Cityfight splayed in Game-Turns, each of which represents 20 seconds of realtime. Each Game- ‘Turn is composed of seven Stages, during which both players wil perform the actions explained in thebody of therules CASES: [4.1] GAME-TURN ‘SEQUENCE OUTLINE ‘The following Game-Turn sequence outlines the progression ofeach Game-Tuen, I is explana: on ofthe flow of pay, and novice readers may be Slightly confused upon completion of the first ‘eading. Al of the concepts covered in this outline fre explained in detail later In the body of the rules. Therefore, it is recommended that the Players only lance through this oulline before go- ing onto the res of the rules. Once actual play has commenced, However, Players will find this See tion an invaluable efcrence guide othe questions ‘tha wll ocr, Follow this outline Stage by Stage luntihe flow of pay has been mastered Note: If questions of ules iterpretation arise, the selevant rules case governs, mot the sequence outline ‘A. COMMAND DECISION STAGE ‘After a scenario has been chosen and units have ‘been deployed on the map (forthe fist Game- ‘Tarn or reinforcement unis have ben placed on the map (for subsequent Game-Turns), each layer must issue a Command each of his unis. ‘Simply place the appropriate Command chit on ‘ach unt deployed on the map. Allo this is done secretly. 'B. COMMAND-CONTROL STAGE 1. Initial Action Point Determination Phase ‘Both Players determine the initial number of Ac- tion Pons each platoon has. Bach Player in. cates the number of initial Action Points for «exch of his platoons on his respective Action Point ‘Track. The mamber of intial Action Points i= ‘equal to twice the number of units issued com- mands 2. Action Point Total Adjustment Phase ‘The Player having Advantage (as designated in the scenario) rolls one defor cach of his platoons, For each platoon, if the di rll results higher than that platoon’ leader's rating, the owning Player must consult the Action Pont Loss Matrix to determine how many Action Points (ans) are ‘ubleacted from the intial number of Action Points fr that platoon. If the dice rll est sess than or equal tothe leader's rating, then nothing farther is done. The Player without the advantage dors the same, except rolls two dice for each leader. Allo hisisdone seercty C. ACTIONSTAGE ‘This Stageis he heat ofthe Game-Turn, ad con- sists of an alternating sequence of actions. The Player who has advantage goes ist. He must ‘choose one of the three actions listed or pas. Unless the accion is performed by a leader or & spotter, or the Player passes, he adjuss his Action Point Track to reflect the expenditure of one Ac: tion Point; then he performs te action. Unless a Fire action or Sighting action is announced, the Player when he is Fnshed, simply tells his oppo- nent “Done” or “Your turn.” Unless one of his Units which has becn sued fire command has succesfully spotted an Enemy uni (ce Sighting ‘cton), the next action s performed by the oppos ig player, In cur, this Payer must choose one of following thre actions or pas. Similarly, he adjusts his Action Points Track to reflect the ex penditure of one Acton Point. Ifa Player controls ‘more than one platoon, the acton-iaking is ‘oated among the platoons each time itis his turn {perform an action, Platoons without Acton Points left do not participate in the rotation. A ‘pas isnot counted aginst any particular platoon xcept when the Payer i dhe one without advan- tage ‘When the Player with advantage as exhausted is availble Action Poiats (Action Point Track t0 "0" forall platoons) he continues (asa "Done," fe. as if he were moving units. When the Player ‘without advantage has exhausted his available Ac- tion Points, he announces the fact; the Action Stage is thereby completed. The three actions ‘which may be chosen by each Player Are: 1. Movement Action: The owning Player may ‘move any unit that was issued a Movement com- ‘mand one hes. If the unt was issued a Cautious “Movement command, it may not moveany further forthe remainder of the Game-Turn. Wt the wit was issued 4 Bold Movement command, it may jove a second hex at some ater point in the Ace m Stage. However, note that if'a unit enters a building or woods hex, itmay never move any fur ther, epardiess of any Movement command, for the femainder of the Game-Tura, 2, Sighting Action. Fach unit onthe map sallow ed Co perform a certain number of Sighting Ac- tions depending on the command it was issued in the Command Decision Stage. To havea unit per form a Sighting action, the owning Player Mips ‘over that unit's counter, indicating that it may not attempt to sight aga Tor the remainder of the Game-Turn (Exception: Case 5.4), He then cals ‘ut the number of a megahex which the unit oc. pies or which is adjacent to or no more than 2 ‘megthexes away from the megahex oecupied by the sighting unit. Next, the opposing Player must any of his unis occupy any open hexes in the designated mezahex, and if so, their hex numbers. Aditionally, if the megahex contains ‘woods or building hexss, che sighting Player rolls two dice and his opponent crossreferences the dice roll with the Search rating of the meahen, while both Players make any necessary ad- justments tothe Search rating. Ifthe elt cg to or greater than the Adjusted Seach the mepahex being sighted, the Enemy P state the locations of his unite occupying building for woods hexes inthis mezahex. Otherwise, the Enemy Player remains sie in repard to his its occupying these her-types. Ifa sighting attempt teas ‘uncuocessful or @ succesful spotting, as Achieved by a unit wih a Cautious Movement or Seareh comma, pay ine the opposing Player. However succesfully competed a Sight uncompleted Fite command, that vail may per forum a Fire action repardless ofthe normal ler nating action sequence (see Case 10.6). After this immediate Fire Phase has been resolved, it isthe ‘opposing Player's turn perform an action. 3. Flre Action: The owning Player may only Seclare a fire action for these units which have ‘heen sued a Fite command. If Fite action is eclared, the owning Player immediately stats the Ihex number hes ring at, the hex number hes ing from, and the type offre. Both Players then verify that alin of sight exists between the cwo hexes. The owning Player determines the firing unit's Fice Strength. Herolls two dice and consults the appropriate Combat Results Table, making ‘ute 10 take any modifiers 10 the result into ac ‘0unt, suchas the terrain ooeupied by the target, ‘or the target's Movernent command, The esl, iF ‘any, is immediately applied. The firing unit Femoves ite Fire command to indicate that may not Fireagain during the Action Stage Remember that for every action performed by @ combat unit (301 a leader of spot), including an immediate Fite action, the owning Pier mustx- pend one Action Point out-of that platoon's Available Action Points. A Player may pass in- Stead of performing an action, but, fhe does not have advamage, he must sil expend one Action jat to-do soi he does have advantage, he may pass without expending an Action Point. ‘When the player without advantage has expended IWhis Action Points forall of his platoons, the Ac- tion Stage i complete, even f the Player with ad- ‘antage sll has'Action Points remaining on his ‘Action Point Teack IU both Playersare wth o oth are without advan- lage, the Action Stage ends as soon as one Player ‘or the other hax expended all his Action Points fo allo hs platoons D. ENGAGEMENT DETERMINATION STAGE Playets determine which heres ruite Engaged markers and place them on the hexes, in accor dance with Case 13.3, E, AMMUNITIONSTAGE All unis out of ammunition (marked with Out of ‘Ammo markers) tha dd not un ou isthe cureent Game-Turn may attempt to esover from this con ition. For each unit out of ammo, the owning Player rolls.a ingle die once and refers t0 the ‘Scenario instructions concerning his Ammunition rating. Ona die roll equal 10 or fess han ¢his rating the Player may remove the Out of Ammo ier. On a die roll greater than this rating, the Unit must remain out of ammo und the nest Am- ‘nition Stage, when she Player may rol Of course, wns that are out OF ammo may Rot fire. F. SUPPRESSION RECOVERY STAGE Players may attemp 10 have wnits recover from suppression either with or without using leaders, a Aetordance with Cases 15.3 and 15.4 G.GAME-TURN RECORDSTAGE ‘When the Suppression Recovery Stage has been completed, the Game-Turn ix over. Advance the Game-Turn markers on the Action Point Tracks byene ‘Then play proceeds to Stage A (Command Desi sion Stage). Play continues inthis manner untilthe {ndizated legth-of-game is reached, o one Player has achieved a vietory before this time. Note that inthe Advanced Game, this sequence of play will beelaborated on and added to [4.2] SKIPPING GAME-TURNS In urban warfare, there are frequent Ils in the ‘butte, By matuel agreoment ene Came-Tarne ‘may be skipped. In etter Game Turns, both sides ‘may be passing (se Section 12.0) most ofthe time, ‘waiting for artillery, leader replacement, ten Torcements, [4,3] TIMING OF MovES (OPTIONAL RULE) In order to speed up play. Players may agree to limitthe imespent deciding what do during he ‘rent Friendly Action Phase to seconds per 3c tion or some other time limit pe action. 1 thsi done, the cock starts running” assoonastheop- posing Player indicates “Done,” ete Once the Phasing Payer as decided what he wants to 40, thecloek sie and he may take as much time 8 necessary 10 complete the action, Should he flo fake up hismind inthe required period, or should be find that he action he has decided ake i possible or illegal, he must pass ee Section 12.0) Instead. Players may also agree to limit the lamount of time speat in the Command Decision Stage (7 seconds per command decision is sue ested). In both cates, he resultant hasty decision ‘akin i par of the smilation of urban Fah Ingon the Ctyfight time-scale, [5.0] COMMANDS (GENERAL RULE: Commands are necessary in order fora Player co have his units perform actions. Commands it- ‘ude Fite, Search, und Bold and Cautious Move. ‘Atte beginning of each Game-Turn, the Pavers Secretly nue command to each of their eligible Unis. During the course of the Game-Turn, the Pavers ma have thet Unis perform actions in accordance with the commands hey ave been issued. A unit for which a Player sues no com: mand may not undertake any ations (Exceptions Tenders, 62 C386. Search Work PROCEDURE: Daring the Command Devsion tage each Player issuer commands to cach of his units, by placing the appropriate Command marker (depending of ‘which command is chosen) on top of the unit counter. During the course of the Game-Turn those markers wil be removed as actions are per: formed. CASES: (5.1) WHICH UNITS RECEIVE COMMANDS Friendly, unsuppressed units may be issued com sands (Exceptions see Cases $33, 19.1, 29.23) during the Command Decision Stage of each GGame-Turn, Note that the fact that a unit is sued ‘command in no way obligates that it to even ‘wally perform am ation; ifthe unit does perform ‘action, however, it must be in asordanee with that command [5.2] MOVEMENT COMMANDS a Player decides o give a unit a Movement com ‘mand, he must designate one of two types 0° ‘movement: Cautious or Bole [5.21] Ifa Player wishes tossuea unit a Cautious command, he places a Cautious Command chi diecty on top ofthis unit, faze up. A Cautious teomman indicates that the unit may move amas mum of one hex during the current Garne-Tur. In addition, chis unit may perform one Sighting action during the same Stage(ee Case 3.4). per Sonne! unit with a Cautious command ft test Valnerable to ive than a unit with a Bold com ‘mand (see Case 8.1), {.23) If Player wishes toissuea Bold command toa unit he places a Bold command chit dieely ‘on top of this unit, face up. A Bold command in sicates thatthe unit may move a maxieum of to Inexes in the current Game Turn, subjest to all ‘movement restrictions. Such a unit may no: pet form a Sighting action inthe samme Game Tura ee eases, [5.23] Tripod-mounted machinegun units may not be issued Bole commands (he machineguns are too heavy to run with) [5.3] FIRE COMMANDS [5.31] If Player wishes to issue a Fire command to aunit, hesimply places a Fire command chit ox {his unit face up, Such a unit also may perfor fone Sighting. action during the current Action Stage, although it may not move. OF course, the unit may also perform angle Fireastion, [6.33] Spouers and leaders may not receive Fits commands, {833} fod machinegun units may not beissued 1 Fire command unless they recived either a Fite command or no command at all during the previous Gatne-Turn (his simulates setup time). [5.4] SEARCH COMMANDS a Player wishes tissue aSeatch command 104 tithe simply places a Search command chit on this 'unit face up. Such a unit may peeform eve Sighting actions during the curent Action Stage, though it may neither izenor move. [5.5] SIGHTING ACTIONS Players donotissuespecitic Sighting commands 0 ‘unis, Instead, each type of command siven to + tune atomically enables the unit to perform x ‘eriain number of Sighting actions (see Cases 5.3, tnd 5.4), A unt with a Bold command may not perform any Sighting actions. (Fip the actual ‘Combat unit over to indicate this status.) [8.6] THE ACTION POINTTRACK ach combat unit inthe Basie Game belongs toa specific platoon (see Case 3.34). A number of Functions in the game, incading command contol and the sequence of lay in the Action Stage, are ‘based onthe platoons towhich units belong, These functions are regulated by means of Action Points. Performance ofan action BS a combat unit re ‘quires the expenditure of one Action Point. The tumiver of Action Points which may be expendes by all the combat units of any one platoon in each ‘Game-Turn is liited, and is tecorded and kept teack of on that Players Action Point Track [A marker is placed on the Action Point Track for ‘each platoon in play. The markers postion onthe ‘Action Point Track indicates the aumber of AC tion Points that may be expended by units ofthat platoon. The platoon markers are numbered con Sceutively: when Player seis up a platoon or brings units of a new platoon into play 25 rein- foreements, he must choose a platoon Action Point Track marker for that platdon and indicate ‘on tie Unit Status Sheet the mamber ofthe platoon, marker onthe Action Point Track corresponding tothat platoon, [5.61] Afr all commands have been issued by both Players to thei combat units each Player rust determine the initial Action Point total that ‘ach platoon posseses. For each combat unit hat Issued command, that units platoon has two inti Action Points| Therefore, sip multiply the mumiber of combat units i the platoon ised ‘commands by two and indicate this number onthe ‘owning Player's Action Poin Track by placing the Platoon marker on that number. platoon geno [eton Point fr units which do not receive com ‘mands (Exeepton: inthe Intermediate Game, see Case 19.1} [5.62] After she inital Action Point toa for each platoon has heen determined, the markers om the ‘Action Point Track are further adjusted under the provisions of Case 6.2 co ariveat the number of ‘Action Points avallable to each pletoon at the hesinning of theupcoming Action Staze, [5.63] Each action performed by a combat unit daring the Action Stage costs one Action Point For each action performed, the marker corrspor sing to that uni’s platoon on the Action Poit teack s moved downward (loward ze) by one [8.64] When any platoon's marker on the Action Pit Track has reached zero Action Points, units ‘ofthat platoon may perform no more ations for the remainder of the Game-Turs, nor may they perform close assault or do anything else requiting the expenditure of Action Points. Such units may besuppressedorkiled, however. [5.65] Movement or other ations by non-combat nits (eaders and spotters cost no Action Points Spotters and leaders are not counted in detecmin- ing the inal Aesion Point total avalable per pla toon, and when they perform an_action, no ‘markers on the Action Point track are moved. [6.0] LEADERS AND COMMAND CONTROL COMMENTARY: In urban warfare, small unit leadership isan even ‘ore eritial factor than tin the countryside, {or coordination of large numbers of men is very ithcult, and morales haéer ‘0 maintain, Also, the difficulty of maintaining. good radio com ‘munications ina bul-up area forces platoons to rely on ther own initiative more than they wouldit communications with higher commanders were sssued GENERAL RULE: During the Command Control Stage of each Game-Turn, each Player must determine if any of his platoons are going to suffer from an impar- ‘ment of command control. Such an impairment s Feflested by lessening the nmber of Action Povnis platoon has. PROCEDURE: ‘The impaicient (it any) of a platoon’s command control is determined by rolling adie (oe two dice forthe side net having advaptage) for that pla- toon’s leader, The die roll is compared to the leader's ating to determine if and to what extent the platoon’s command conteo isimpaied during the current Game-Turn. As soon a the command devsion stage has been completed, the Player Without advantage determines the nil momber ‘of Acton Points each of his platoons has (ee Case 5.6) and places the platoon marker on the Action Point Track. Then he must roll two dive for each of is platoon leaders. Ifthe result is equal to or Tess than that leaders rating, nothing further is done. Ifthe rsule i greater than that platoon leadee's rating, the difference is immediately determined; this iference is called the Dal Ae. tion Pointoss Having detennined the initial Action Point Loss for a platoon, the Player eross-tefeences this ‘number with the aumber of intial Action Poiats forthe platoon, using the Command Control Loss Matrix (Case 6.23). The resultant number of Ac sion Points is immediately subtracted from that platoon's Action Point total by adjusting the pa- foon's marker on the “Action Point Track downward accordingly. At the same time, the Player with advantage determines his comand ‘control status inthe same way, except that this Player rollsonly one de for each platoon leader. Example: The Soviet Player, who does no: have advantage, has a platoon leader with rating of 6 Hee har 6 unite end therefore 12 initill Action Pints indicated for the platoon on his Action Point Track, He rolls 2 dice, obtaining a result of 10, This ie 4 more than the leader's rating, 80 12 (Ghe numberof intial actions) is cross-referenced with 4 (Che intial action loss) on the Command ‘Control Lass Matrix. The resultant numbers 3,50 that platoon’s marker onthe Action Pot Tracks moved down trom 12109, The U.S. Payer (have Ing advancage) has a platoon leades on the map witha rating ofS. His platoon ha 10 inital Action Points. The U.S. Player rolls one de, obtaining 4 2. Asa result, he doesnot suffer from command control impairment and loses and no Action Points on his track, oe = 5../|3 1] |46 casts: (6.1) LEADER UNITS: 16.1 There ac te yes fede: ompany Conant lon "edo por seroma Ld ave homcnba pone [6.12] Each leader ig rate from 1 (worst) to 12 (Gest) as printed onthe leader counter. This ating Is-a vital determinant of command control and ‘recovery from suppression (se Section 13.0). [6.13] Fach scenario indicates the number and ‘one of thse pools containing all available and eligible Friendly leader units of the appropriate type (company commander, platoon leader, oF platoon sergeant) included among the counters provided. The scenario may specify minimum and maximum ratings for leader pools; only leaders ‘with ratings at above the minimum and at oF Below the maximum are eligible for inclusion in the pool. In such mits are set bythe scenaria Instructions, all leader counters ofthe appropriate Iypeof included in he pool. [6.14] The owning Player must lst on the Unit tatus Sheet the rating ofeach of his leaders, its type, and platoon oreampenyafilation (6.15) Unless speciticaly stated otherwise, a pla- toon leader or platoon sergeants rating is sed 10 fesolve command conteol determination and/or Suppression recovery attempss for his own platoon nly, and a company commander's rating i sed {0 resolve suppression removal attempts for units inhis owncompany only. [6.16] Company commander ratings donot afest ‘command contol inthe Base Game, but may be ‘sod by the Payers in attempisto remove suppres Sion from unis in that commander's compan, and perform miscellaneous other functions, see Cae 17.12; in the Intermediate Game Section 26,0;in the Advanced Game, Cases 38.8 (Artillery ‘Observation and 48.3 (Communications Between Allied Players in t-Player Games) [6.17] Platoon leader ratings are used to deter mine commanc control and in attempts to recover from Suppression by unis in chat leader's platoon [6.18] Platoon sergeant ratings donot affect come ‘mand contol, bul may be used in suppression recovery attempts for units in that platoon. Ifa Platoon leader i killed, the platoon sergeant is us- fd toreplace him, Player's Note: Player's who wish 10 add to the available leader counters by mutual agreement should fee! fre to da soja Player may, for exam- ple, desire a leader with his own name, The layers should take care not to unbelance the mix of leader ratings inthe leader selection pools by such adition, unless te scenario clearly provides for a leader pao weighted at one end or the other When using leader counter with Plaer's ame, Its advisable o first pick a leader counter from the leader pool, and then replace that counter with the counter bearing the Plaer's name, but eta Ing the leader rating ofthe counter originally pick ‘ad rom theleader poo! [6.2] COMMAND CONTROL, Each platoon's current command control status is indicated on the Action Point Track by the marker for that platoon [6.21] When determining command contol for ‘suppressed platoon leaders, subirast 2 from the leader rating. However, no leader rating may ever drop below 4.22] When determining command control for latoons without platoon leaders, see Case 6.55 [6.23] Action P Bold [6.3] LEADER MOVI [6.31] Leaders and spotters receive commands Hike normal unis, although shey may not receive Firecommands [6.32] 1 leader is stacked witha Friendly com ‘at unit that Teader may be moved wit that com ‘bt unit during the Action Stage as part of the same individual action, [6.33] A leader may move individually during the ‘Aston Stage [6.39] A leader may be moved individually and While stacked with another unit as separate ations during the same Action Stage [6.38] Leaders may be moved at no cost in Action Points but they must be moved no more than one Ihex ata time and no more than twice during any Game-Turn, When leader is moved, pay pases back tothe opposing Payer. [6.4] LEADER SUPPRESSION A leader may become suppressed only voluntarily ‘rasa esl of being fred on; he snot suppressed by fire at other hoxes inthe same megahen (See (Case 1812). Suppressed leaders may not move. {6.5] LEADER REPLACEMENT {6.s1) If platoon sergeant is killed, he is remov- sxifrom the gameand not replaced {6.82) If «platoon leader skilled, he is removed {rom the game. The owning Payer then designates that platoon's platoon sergeant i there sone, the new platoon leader. When the “promotion” takes effect, the platoon sergeant counter Is lip- ped over tothe New Platoon Leader side. Ifthe platoon has more than one platoon sergeant, the Sergeant with the highest rating is promoted. there Is more chan one sergeant with the highest rating, the owning Player may promote the Sergeant of his. choice. A promoted platoon Sergeant is considered platoon leader for al pur- poses. Exception: 6.54 [6.83] 1 platoon leader is killed and there is no platoon sergeant, the ‘hooses replacement the unused counters. The replacement platoon leader, however has the minimum rating pected bythe scenario for platoon leaders, rezardless of what is printed on the counter, If there is no Tminimusn rating specified, the new leader is Automatialy rated a2." The new leader may be placed with any combat unit of his platoon [6.84] 1f a company commander is killed, the ‘owning Player designates the highest-rated pa ‘oon leader of that company (new platoon faders excepted — a sergeant cannot become company commander as long as there isa eutenant Tet in ‘the company) as company commander. If theres ‘move than one platoon leader with the highest ‘ating, the owning Player may promote the one of his choice. When the promotion takes effect, the Ieader counter is Mipped over o the new company ‘commander sie. The plataon which loses it plac toon leader i this fashion then replses the pla toon leader a deseribedin Cases6.s2and 6.5) [6.85] In the Basic Game, leader replacement takes effet at the beginning of the fifth Game- “Tara following the one in which the original leader {skilled This is superceded by Case 26.6 the n= termediate Game, [6.86] Platoons which are temporarily without platoon leaders use their platoon sergeants 0 ‘eterine command contro. theres more than ‘one platoon sergeant, use the highest-rated one. If there isn platoon sergeant, he platoon receives 2 Initia Action Points 10 [7.0] THEMAP COMMENTARY: ‘The type of town represented with this map was chosen because It isthe most common type of "city" that would be fought over in Europe should a new war are. Towns of the siee represented in this game willbe ertca to som smanders because of the control of the road oF ad network that they offer (witness the en portance of Bastogne durin the Ardennes Often Sive in 1044), oF because they contain cried bridges, depots, or other objectives, Although they may be bypasied by ini aacking waves, later echelons will receive the task of sscuring towns such as that represented in this game. Acta: ally, our map repeesens something between the U.S. Army classifications of "small illage” (1000 ‘or less people) and “towns a small cities” (less ‘than 10,000 people), Ctyrightis best played by two oF more people (perhaps witha third person playing the role of lumpire) The crux of any urban fighting is thats ‘very dificult tll where the Enemy ishing of ‘moving. For this reason, the concept of mite n- telligenceieical A dividing sreen between the Players or a backsio back seating allows for this Fimited incligence game-system to work effective: Ty. Atthe start of the game, each Player knows It ile more about the Enemy than his counterpart in reality. GENERAL RULE: Both Players are provided with idential maps. ‘When a scenario fas been chosen for play, each Player obtainshis starting Foreesand deploys therm fon the map. Before the deployment, However, @ living screen must be placed berween the Players fF the Players soul sit back-to-back thet ‘actions during the course of se game wil emain hidden from their opponent. It sry forbid ‘den observe the opponents map. Finally 35 er- rain plays acral role in the resolution of combat in built-up areas, the map includes a relacvely n- tense rendering of the significant terrain features; Players should Familiarize themselves with these features before the stat of pay CASES: (7.1) MEGAHEXES There ae wo types of hexes in Cityight regular hexes (eh identified by a megahox code Followed by a ome disit number) and megahexes (each iden ied by a number-ete-code). A megahex is one ge hex comprising seven smaller hetes (se 3.1. The megane serves several ertcal game Tune tions, most specifically those having 10 do with sighting Enemy units. Buch megaher i $0 meters indiameter (7.2) OPEN HEXES Regular hexes are divided into three types: open, woods, and building, Each regular hex is 16.67 (7.21) An open hex is any regular hex that does notcontaina building or woods feature (7.23) An open hex may oF may not contain a street feature. Regardless of whether i does oF ‘not itis stillan open hex. [7.3] BUILDING AND Woops HEXES, [7.1] Any regular hex that contains @ building feature is a buliding hex. Note that each building hex contains one of more acessablehexsides, The ‘only way a unt may ener o Teavea building hes ‘hrough these accessable hexsides (accesability doesnot afte: fre). Ifa unit enters a building hex Jinan Action Stage, it may not move any further during that Action Stage 17.3] Any repular hex that contains a woods feature is a woods hex. Woods hexes may be entered From any adjacent hex. However, i ui tenters a woods hex in an Action Stage may no ‘maveany further during that Action Stage. 17.33] Note that building heres ae differentiates 485 general type: either Wood, stone (includes brik), oF concrete. Combat results applied in hexes with different types of buildings may vary (Ge=Case11.3). [7.38] When a building feature extends across ¢ hexside (no intervening empty space) and such hexsde snot blocked (See Case 7.48), the hexside is accessible, even though not marked so on the (7.4 OTHER MAP FEATURES (7.81) Railroad. racks have no effect on play ules noted in the scenario, [7.42] Height levels and strets have no effect in the Basie Game 743] River hexsides may or may not be im passable in the Basie Game, depending on the Scenario; iniact bridge hersdes are always passable 748) Blocked hexsides may notbe traversed and the blocked part of the hexside may not be fred "hrough inthe Basic Game, [7.49] Hex 3L3 (the Schneier Farm's pond) can ‘not Be moved into except, in the Intermediate Game, via amphibious movement). Butt may be fired through. The railroad bridge may be used like any ater beige. The Fountain inthe village square has no effect on lay [7.5] MAP TRANSLATION German: English Bulaings: lrsheim: Old Folks’ Home ‘Rathaus: Olé Town Hall ‘Arndt Schoo! Al ‘Arndt-Sehat ho Railroad Station Beer Hall Bundeswehr: Armony/Reserve Training Center Das Newe Einkaufszentrum: New Shopping Bie Center Fewerwehr: Fite Department Gutertager: Warehouse Kommerabank: Bank of Commerce and Industry Medical Cini Metalwaren Fabrik Factory of the Metalwaren Company [ewes Rathaws: New Town Hall Paulus-Klche: Church of St.Paul Potizeiamt: Police Staion Postamt: Post Office (includes telephone and telegraph functions) Schloss Gerafingen: Manor House of the GGerlafingen Family Sporthaus: Field House StsAnnen-Kirehe: Church of St, Anne Volkstheater: Theater Bridges: [Adenauerbracke: Adenauer Bridge Freinerrabrucke: Baron's Bridge Fussgangerbrucke: Footbridge Kalser-Wihelm-tiucke: Kaiser Wilhelm Bridge [Newbrucke: New Bridge Woods and Parks: Burschenialn: Boy's Grove Dorfpark: Village Park Dnkelwald Dark Woods Uauernhot @. Fam: Farm of the Family Dorfseiedot: Village Cemetery reiherenwiese: Ba‘on's Mall vba Spelplate: Soccer Field Kel I: War Memorial Sehuthf: Schoolyard Sehuttabladestelle: Dump (7.6) THE OLD VILLAGE ‘The “Old Vila heart of Gerla of which a fame i functions 10 limit the range of mepahex Sareh ce Case 10.2) and is often given particular enifieance in senart instructions [8.0] MOVEMENT (GENERAL RULE: In order for a Player to move a unit other shan @ leader, he must have issued @ Movement Com- mango that unit, Aftsra Movement action sper formed, ply pases on to the opposing Player ‘Movement i always voluntary —a Player isnever ‘obligated to move a unit PROCEDURE: If the owning Payer chooses a Movement action, he may move any unit to which he has Issued ‘Cautious oF Bold command one hen. a unit with ‘4 Cautious command chit s moved, atthe conc Sion of this movement, the Cautions command hits removed to indicate that this unit may move ho further for the remainder ofthe Action Sta. Wa unit witha Bold command chit on top of ie moved, at the conclusion of this movement, the Bold command chit is. placed under the unit counter, indicating that this uait may be moved ‘ane more hexin the current Action Sage. IT unit swth'a Bold command chit beneath fe makes ie = ‘ond hex of movement, the command chit i Feimoved, indicating that the unit in question may ‘bemoved ao further in the current Aston CASES: [8.1] FIREATA UNIT ISSUED A BOLD COMMAND. 1f any personnel unit chat was issued a Bold com- mand in the current Gs the Enemy Player, the owning Player, The firing unit has its Fire Strength doubled against the unit(s) withthe Bold ‘command. This may requir separate resolutions fof the attack against different unis which are Sacked together, as an exception 9 Case 1152 [8.2] MOVEMENT RESTRICTIONS [8.21] the Basic Gamea unit may enter or leave A building hex only through an accesible hexside [8.23] 1 «unit enters a building oF woods hex in an Action tage, it may not move again forthe mainder ofthat Action Stage [8.23] Unies specified in the scenario instruc tions, aunitmay never move of the map. (8.24) A unit may move only to one ofthe six ad- jacent heres (subjet to movement restrictions). -Megaheres have noeffect on movement [8.25] A suppressed unit (ee'Section 15.0) may [8.3] EXPENDING ACTION POINTS Before carrying out each Movement action by @ combat unit, the owning Player reduces the ‘number of Action Pint indicate forth units Platoon on hie Action Point Track by one. [9.0] STACKING (More Than One Counter Ina Hex) (GENERAL RULE: Each unit counter represents a certain number of, men. (This number is noted in the Unit Data Tables) Inthe Basie and ftermediate Games, the ‘maximum number of Friendly men that may’ end any Game-Torn stacked topether in the same hex ‘regardless of how many counters are in the hex {for the Chinese and 11 forall other nation alles. Informational counters (eg, command Shits) do not count against stacking restructions. ‘There isme movement cortta stack or unstack, CASES: [9.1] LEADER STACKING [9.11] A leader wha is stacked wit platoon may move with that unit [9.12] When a leader is stacked witha unit which bocomes suppressed, the leader is supnresed and may not move further during the eurent Garoe- Turn; se Section 15.0. [9.13] When a leader is stacked with a Friendly ‘combat unit which i lle, he owning Player rolls one diz. Ona 1-3, theleader i also killed. On 2346, the leader i not ied, buts suppressed, [9.18] If only non-combat units are stacked together with a leader, a K result elininate all of them. (9.15) A leader counts as one man for stacking Dorposes. [9.2] EFFECTS OF STACKING ‘ON ACTIONS [9.21] IF units of the same platoon are stacked together ache beginning of the Game-Turn and receive identical command hits, the stack may, By taking identical actions: 1. Movetogethe 2. Siaht together, in which case the units may gain {favorable adjusimen othe Search Rating ofthe Iegaher they are attempting t0 sight (ee Case 10.38; 3. Fre together, using a single weapon type at a ‘common target, in which case the Fire Strengths the sum of the Fire Strengths of the units in the Stack having that typeof weapon. Fireteams with tnd without machinepuns, and machinegun unis, may also fite together, in aay combination, fit the same platoon. 4 Perform these joint actions without pay pas ing {0 the opposing Player until all the tits performing actions together have complete their 4 unt of his [9.221 The performance of an action hy 8 unit Which is acting topether Gee Case 9.21) with ‘nother unit stl requites the expenditure of an ‘Action Point (Ce, iftvo units ofthe same platoon fare moved together, two Action Points Would be expended by that platoon) Example: Two German threeman firteams of the same platoon, one with and one without ‘machinegun, are stacked together in hex §D1 Daring the Command Desision Stage, the German layer isued Fire commands to both units. Now, uring the Action Stage, the German Player an. ‘ounces an atempt Co sight megahex 9E. He does this by having both fieteams perform a joint ac Hon, and lips the counter of each one over to in dicate the completion ofa Sighting action. He also “subtracts to Action Points from his Action Point Track for that platoon by moving the platoon marker on the track. He rll 234 forthe mega ‘Sahting, uradjusts ths by + 1Ounder Case 10.33 to reflect the toll of sk men i the siting unis, ‘making the rll 4. Since the Search Rating ofthe Imogahes Is 4, the adjusted sighting dice rol is sucessful. The opposing Player announces the presence of 4 Soviet squad in hex 9E4. The Ger tman Player now decides to take an “immediate Fire action” joins, since itis abvious that theline of sia is clear. The Attack Strength of the fire- team without machinegun is 5, while the other fireteam has an Attack Strength of 8, He adds these two figures obtain a joint Attack Strength (of 14, and reads the results on the 14-19 column of the Soft CRT. Heremoves the Fite chit from both ‘units and subtracts an addtional 2 Action Points from his Action Poiat Track for that platoon, Following the resolution ofthe attack, play passes tothe Soviet Payer [9.23] Units stacked together are never obligated {operform actions together. {9.24} Combat results achieved apainst a hex cone taining a ack of unite are applied to all units fn thestack. Exception: Case9.13, [9.3] ORGANIZATIONAL RESTRICTIONS ON STACKING Units of dtferem platoons may not be stacked to ether. Company commanders may not be stacked ‘withaunitatached oa different company, [10.0] MEGAHEX OBSERVATION (SIGHTING) AND IMMEDIATE FIRE ‘COMMENTARY: ‘The mepahex observation procedure isa highly bsiract way of representing search and observ tion without revealing the observing/searching units presence (GENERAL RULE: ‘A Player may have a unit attempt co observe enemy units by performing a Sighting ation, but ‘only if that unit has been issued a Fite, Search oF Cautious Movement command. Each unit must ‘may attempr to “observe” the Enemy in the ‘egahex occupied by the observing anit or any fone adjacent megahex. Outside the Old Village, the observing unit may alternatively attempt to ‘observe megaher to mepahexes away Siahcing is always voluntary; a unit i never ‘obligated to perform Sighting action, A unicthat pecforms a succesful Sighting action has "spo fed" one or more Enemy units. Under certain ei= ‘cumstances, unit which spots an Enemy unit may perform an immediate Fie action against that Enemy unit PROCEDURE: Duringan Action Stage, ifa Player decides tohave ‘unit perform a Sighting action, he cll ou loud the code number of the megahex fe wishes 10 observe. As he calls out the code number, he ips ‘ver his own observing unit to iicate that it my not perform another Sighting action for the re mainder of the Game-Turn (Exception, Case 5), He must also expend one Action Point, sd [sting the appropriate platoon's Action Point ‘Track marker unless the observing unit is a spot, ter of leader. The Sighting ction then resolved ‘eeCase 103), Player's Note: Players may wish to use the military alphabet in calling out megahex codes. ‘The military alphabet isas follows: Alpha, Bravo, Charlie, Deka, Echo, Foxtrot, Golf, Motel, Ini Jule, Kilo, Lima, Mike, November, Oscar, Paps, ‘Quebec, Romeo, Sierra, Tango, Uniform, Vier, Whiskey, X-ray, Yankee, Za, CASES: [10.1] WHICH UNITS MAY PERFORM SIGHTING ACTIONS, Each command enables the unit fo which the com= mand ised (@ perform a number of Sighting Actions between 2eroand two. Fora description of how many Sighting actions each command allows, See Case’. unit that suppressed may not per” orm Sighing action, [10.2] RESTRICTIONS ON SIGHTING ACTIONS [20.2 A Player resolving a Sighting action may call only one mesahex per sighting ation (Le, fafer the atempt to observe Enemy units ia that ‘megahiexisresolved, the opposing Player may then ‘havea unit perform an action). 10.22) tn order fora it outside the Old Vilage to attempt a Sighting action into a megahex two hes away, the owning Player must be able trace a Tne f sight Irom any part of the hex bis tit oeeupies 10 the center of any’ hex in the rmegehex being observed, Sec Case 11.22 for the Aefinition ofa tineof sight. Noexeheough which this Tine of sight pases may be within the Old Village. There are no other situations when line of sight mustbe raced [10.23] (Optional Rule) Players may alternatively agree before play 10 fequie a valid ine of sight ‘eermined bythe sighting player) asa prerequi- site forall Sighting actions. The line of sight is etermined from any part of the hex containing the unit performing the sighting action (0 the ‘enter of any hex in the mepahex being observe. {so then this requirement supercedes Case 10.22, See Case 1.2. [10.3] SIGHTING RESOLUTION PROCEDURE After the Player attempting to observe has called fut the code numberof a megahes, the opposing Playce must dstermineif the Sighting action ssc exsfulorunsuecessul {10.31} Ifthe opposing Player has one or more tunis fa any open hexes (ee Case 7.21) of the ‘megahex being observed, he immediatly states the Fegular hex number) of the hexes occupied by these units. These units ae spoued. It is n0% necessary 0 state how many men actully &cupy the hex (or state their weapons) the Player whose ‘uni(s) are sighted is simpy obligated to state the humbers of the apen hexes in which they ares nether they are suppressed, and whether com " 2 tions of the two Players (€ Case 10.6). Other nse the opposing Player may have a unt perform {10.32} Sighting Procedure 1, Wea mezahex being observed contains any ‘woods and/or building hexes oF foul weather or high (Intermediate Game) sin effet, the sighting Payer must roll one large and one small di after Calling out the nimber af the mepahex i question {Gee Case 10.21). The result ofthis dice rol san thounced (ie step 2, though t may be modified first see Cases 10.33710.38, and in the Intermed ate and Advanced Games, 8.42 and 27.17; the {ice roll elt is modified by the sighting Pye ‘only the modified numbers announced all et. fications are made secretly by the siating Payer the dice oll result i simply announced — itis not {cenby the Enemy player), Furthermore, the sight ing Player may at his option announce & dice ral fesule lower than he is ented to, (This may be treful to conceal strength or Loation). After the Slehting Player has announced the megahex and {he dee rol result, the opposing Player must state ‘whether or note has any units in open hexes in Uhismepahex see Case 10.31), 2. The dice rolls rend asa wordt figure, with ihe larger de giving the ist digit and the smaller ‘ie giving the second lait, Ths, if thelarger diets 3" and hesmallera "3," then the esl s read ae 3. Ifthe result as adjusted by both Players is equ {oor areater than the search rating ofthe mepahex being sighted, the sighting attemp is suocesstal find the opposing Player tous immediately state the hex aumbers) of the building and or woods hes im which he bas unite. These units ae spor fed, He need not announce how many units there fr, what type they are, whether suppressed, et. IF he sates this Fact to the sighing Player. A suc- cessful observation may allow che sighting unit an Immediate Fire action (see Case 10.) 4, I the adjusted dice roll sles than the Search rating of the meeahex, the atempt at sighting tis in woods of building heres i unsuccessful find the opposing Player remains silent, whether or ‘hot he as units present in such hexes. Play then passes onto the opposing Player. {10.33 I «unit of one oF two men is performing thesighting, 20 subtracted from the sighting dice roll If hete are 6 of 7 men in the units) perfor Ing the Sighting action, the sighting dice Falls in ‘eased by 10, there are eight or more men in the Unis performing the Sighting action, the sighting dice rolisinereased by 20. {10.34} Ira un is sighting the megahex iti cue ‘ently located i, the sighting dive rolls increased ‘by 20. Moreover, ifa unit or stack of # or more ren i attempting to sight is own megaher (the Iezaher currently oecupied), the Search ating of the megahex for that sighting attempt may never ‘excoed 6, resardiss af other modifications (such Ssweathet) which would therwse raise higher (10.5) 1F a writ ie sighting a mezaher wo Imesahexes away (possible only outside the Old Wing), hesiphtie dice alls educedby20. [10.36] The Player whose wnit is being observed dds 20 to the anounced sighting dice roll result ‘when applying ite units which have performed & Fireactionia the cartent Game-Turn and have not been moved since. (Players must keep track of ‘which of thee unis have ied), Other uits which tay be in the same megahex, Dus would not be spotted ordinarily, remain unspoted Example: The Search rating of a megahex is $5, “Theannounced sighting die rol results 43, Since this i Tess than the Search rating of that megahes, tunis in buildings oF woods hexes which have not Fired remain undisclosed and are not spotted. A it which has fired i that Game-Tura, however, isspotted asthe dice rll esa must he adjusted {633 +2063) asaplied to them and thus issuc- fesiful, The owning Player must now announce the location ofthe unit which had fred that ame Gaine-Tura, even though he does not an fnounce the presence of other nits in the ex. If ‘ore than one unt had Fee in that Oame-Turn, thelosation af each auch unt which had feed ust beannounced [10331 (Optional in Basle Game; Standard in In {ermestate Game) The opposing Payer ads 1010 ‘heannounced sighing dice ol result when ppiy- Sng ito units which have alteady been spotted in the current Game-Turn by a Friendly unit ad Svhich have not been moved since. Other units Unhich may bei the sate megahen, but would rot be spotted ordinarily, remain unsported. Ifthe Friendly side doer not have use of telephone ‘enter (10.8), thismoditiation may only beusce ‘he Friendly nit which did the previous poiting Inthesame or an adjacent megahex asthe uit ak ing the current Sighting action; ths fet mast be tinnounied by the sighting Paver If he wishes 10 benefit from this modification, ba hes not obli- fated fo do so, if he s willing 1 forego the adt- fase [10.38] The Player whose unit is being obsered Subieacs 20 trom the anounced sighting dice roll ‘wher applying unis which are suppressed ina teoods or bulding hen Example: Inthe ckample cited in Case 10.36, the ‘observing Player hae another nit perform a Sighting aston and rolls a 62. An ansuppresed ‘anit ina balding hex is suecesstully spoted. A ‘sipped Uniti a building hex, however, saat Spotted, as the dice roll is adjusted to. 82 (62~20~82) for thatunit, 10. Senreh Rating Mate (Gevcharts and ables) ngayd [10.4] AUTOMATIC SPOTTING. AND OBSERVATION POSTS [10.41] Engaged units (ste Case 13.8) are automa Healy spotted by each other: ifaunit moves ou of the lose assault hes the opposing Player mis be So informed: however, the diection is not ar nounced since withdrawal exces auromatie sot [10.42] An unsported Enemy unit that opens fe from a hex whieh i currently occupied a Friendly unit is aucomatcally spotted by Cat Friendly unit, but ifthe Friends unit does not open fie, the Friendly unit isnot automatically Spoted by theBnemy unit (10.43) In some scenarios, certain eves. or bildings may be designated observation posts (OP) for one Player oF the other. Observation posts are effective as long as the Friendly Player ontzols the telephone office (see Case 10.8). The Tocation ofall OPs must be vealed 0 the opps ‘ng Player at she start of play (10.44) The first sme that aunt enters in Enemy ‘observation post hex, the Player controling that ‘ait must immediatly inform his opperent of that fact; the writ moving in is automatically spoted and may be fred on by any Friendly unitable redo Sorin the subsequent Friendly Action Phase. 1 the Unit snot killed in shat action, however ands not ‘lose assaulted itis no longer aucomatialyspot- fed but mast Be spotted asin normal procedsres. (ace an observation post has beet occupied b) an Bhomy unit, the observation postmazkersremov- from the map and the hex no TongerTunetions ean observation pos. [10.5] SPOTTERS [10.51] spouters are man non-combat personnel lunts assigned by the scenario to one oF both Players. Spotters may be given search of move- rent commands only. Actions by spotters do not {ost Action Points [10.52] Alter sporter performs an action, pay pastes to the opposing Player. Spotters may be Suppressed or hilled just a8 other units. Killed Spotters, however, donot count Tor Victory Pins. (Exception: In the Advanced Game, kill fd onward observers do count for Victory Pots.) {10.83] Spoeters donot count in determining preservation level (se Section 17.0) [10.84] Spotters function normally if the telephone center isin Friendly hands and unetion- ing (oe Care 10,81). Ir the telephone center is n0 longer functioning, or has been in Enemy contol from the tart, a spotter may be ssued a command ‘only if is inthe same megahex aba combat unit ‘ea leader; otherwise the spotter remains where i Ieand dacs not move or attempy fo sight. (Excep- fion: Inthe Advanced Game, forward observers.) [10.85] Spotters suffer combat results in the same manners combatunis (10.6) IMMEDIATE FIRE ACTION {10.61} A unit o sack of nits which successflly Sets an Enemy unit maybe permitted an Tmme- iat Fire action under certain circumstances — ‘isrezarding the normal, allenating sequence of fctions between Players. This Zmmediate Fie a= tion may be performed only under the fllowing conditions 1. The unit which has just successfully spotted ‘ust have been issued a Fire command and not yet performed Fre action, and 3. Thesighting Player must be abletoracea clone line of sight (ee Case 11-3) fromthe sighting wit ‘joneot the Enemy unis just observed. {10.62 The decision to perform an Immediate Fire action must be made Immediately upon com- pletion ofthe sueessul observation. I the Imme= {late Fire action x chore, the owning Player must expend vo Action Point (One forthe Sighting ac fion and one forthe Fire ation, ip over the i= ing wait — indicating that it may nor sight again for the remainder of the Action Stage — and remove the Firecommand chit [10.63] Ifa stack of wits that have been isued Fire commands jolt sights Enemy unis, each of the units in the sack i entitled to an Immediate Fire action. They may fire individually in an order ‘hose by the owning Player, oF may fren com bination (with single Fire Strength) ata common target See Case9.12°3) [10.7 SPECIAL SIGHTING SITUATIONS [10.11] Hex4HI7 (je courtyard) snot considered An open hex for sighing purposes only. Excep tion: Ifthe sighting unit sin megahex 4H, hemay fnnownce this face and sight hex 4H as an open hex [10.73| A unit which is surrounded by adjacent ‘woods and/or building exes may ony attempt 10 SiBhr the megahes itis in. See abo Case 10.23. [10.8] TELEPHONE OFFICES [10.81] There is a telephone office in hex SES (Advanced Game: on the Bed floor). A scenario may, however, designate an alternate location for the telephone office, or give each side a elephone bce, Coateol of atcleptone offie a the start of play is designated in the scenario. [10.82] As soon as an Enemy combat nit ‘occupies the hex containing a telephone office, ven if eliminated while performing close assault fn the hex, the Telephone ceases t0 function, It may not be restored oa functioning stats. [11.0] FIRE COMBAT GENERAL RULE; ‘A Player may choose to perfoom a Fire action with any of his nits tov which he has issued a Fite ommand, 1 the owning Player chooses @ Action, he may fre at ny hex on the map fo Wich the frig unit may trace a lie of sight (LOS). A ti, however, may only fire the exit oscupies throug close assaul (Seaton 13.0), This ite of vo types: apni! spovied exes and against lunspoted heves, Fires always vluntary — units vith Firesommand arenever obligated tobe, PROCEDURE: 1 a Player decides 10 perform a Fire action, he declares, 4m ring against hex" with ui in hex 'V."™ Both Payers then verity thatthe LOS s Clears and iso, the fire attack is resolved. After a Tire action ir Conducted, play passes on to the ‘opposing Player. Remember that fre may be Initiated dueto an Immediate Fre action (se Case 10.6, CASES: (11.1) WHICH UNITS MAY FIRE ‘Any combat unit that has been issued a Fire Command which has ot bes performed may be chosen by the owaing Player to carryout a Fite ‘ction, However, any unit that is out of ammun tion Ge Section 14.0) os suppressed (te Section 18.0) may not fire, For close assault fire, st Section 13.0 [14.2] HORIZONTAL, "LINE OF SIGHT [14.21] A unit may only Fire ata hex so which & Hin of sight (LOS) may be wraced [Pan LOS is blocked fre may not tke place. Inthe Basie and Intermediate Games, Players are only concerned he horzontaline of it [11.22] A.LOS is ef line connecting Uf the hex occupied bythe firing unit and the target hex are both open exes: any part of the hex, ‘Containing thefringunit tothe center of the target hex: 2, If both hexes are bulding or woods heses; any part ofthe building or woods feature aceupied by the firing unit to the center of the building or woods feature of thetarset ex: ing unit isn a building oF woods hex fet hen open any pat ofthe Bu fr woods feature occupied by the firing unit to the enter ofthe art hex; 4, Ifthe firing unit sin an open hen and the target ‘hex is a bulding or woods hex: any pat ofthe ex ‘occupied By the firing unit to dhe center of the bullding or woods feature of the atget hex. ‘An LOS is considered “cleat” itis straight tine thay be traced such hat t dacs not pass trough 21 Actual outline of a building, woods, oF embank- tment feature, except any inthe hex fired from and fhe target hex. (Exception: Case 1127). If the LOS does pase through any of those tee Features ‘ther than in thehex fred fom or the target he, it {a considered Blocked. Any typeof straight edge should be used by the payers to determinea LOS. Player’s Note: ine of sight isnot necessarily Feeiprocaly a unit may be fied upon from a hex 10 twhieh i cannot return fire, This simulates the practice, for example, of firing from just around s4.asan imaginary straight builing Valid and Blocked Horizontal Lines of Sight : the corner of a building and then ducking out of fight. The only way of countering this tactic Is {rough use of overwatching its with different lines of sight tothe Enemy. Example: There is tine of sight from che nor- shoast corner of the building in hex 716 to the enter ofthe building in hex 487, bat Ceres no Tine of sight from any part ofthe building in hex AFT the cover ofthe building in hex 716. A unit in T6can freon AFP, but 201 vice versa [11.23] Han LOS passes rectly along the edge of 4 building or Woods or embankment boundary, {hat LOS isnot block. Player's Note: If a serious and unreslvable tisagrement should arse, Payers should resor toa diroll.o resolve the question 111.24) Daring close assault, a personnel wnt may Fie only atthe exit occupies, This ine of sight ray never be blocked. (See Sexton 13.0, Close Assaul, 11.25) Friendly or Enemy units never block LOS, [11.26] Whether a blilding hesside is. a {etsble” of not has no bearing on lie of sah ‘One can fire int oF out of any bulldng so long as the esi ied through sno blocked [11.2 A. building outline which is blocked (representing the’ Separation of "adjoining Sulidings) blocks tine of sight even if itis ahexside ‘ofthe target hex or the es fited from, soonest crosses theline of ih [11.3] FIRE ACTION RESOLUTION PROCEDURE [11.31 Ifa Fire action i decared, the owning Player inmediately states dhe hex sumber he is ‘iringat and the hex number occupied by his ring ‘uit. Net, the opposing Player should verity that clear LOS existe betveen the two exes (ee Case 11.2), Player's Note: Any severe disagresmens shoul be resolved by a diel. The ig Player folls two. dice and consuls. the appropriate Combat Results Table forthe type of weapon oF ‘nit fring (inthe Basic Oame, always the Soft CET, Case 11.8), making sre (6 apply any mod fies fo the resul. He announces the result, which is immediately applied Gee Case 11.5). [11.32] Before a uoit has completed a fire ation, {he awning Player removes the Firecommandl chit Sndiating that this unit may’ not Hire again forthe Temainder of the Action Stage, Similarly, the ‘owning Player reduses the number of Action Points remaining to te frig unit's platoon on his Action Point Track by one (© Point of Reference from whien LOS ie measured ‘mea blocked hexside [11.33] The fring Player must announce whether the fire i rile ineteam without machine gun), Imachinegun {macinegun his), oF mised (Gire- team with machineguns or units sacked and ing together with bout rifle and machinegun fre). In the Intermediate Game, the following additional “ategores are slded: main gun, the various pes of anti-tank weapons (revoles rile, ATOM, oF LAW), sniper Tie, grenade flamethrower, deino- lion rocker, M202 FLASH, The number of men fruits firing isnot announced [11.4] SPOTTED AND UNSPOTTED ‘TARGET HEXES Fires always performed against exes, not unis Tris not necessary Tora target hex o be occupied by Enemy unite in fact, the ring Player will often have no idea whether iis oF nO). Fires of wo pes! 1. Asainst “spotted targets." 2, Against “unspotcd targets.” [11.41] A sported target i defined as any hex be ing fired onby 2 Player ublizing an Immediate Fire action (see Case 10.6), close assault 07m which an Enemy unit is avtomaically spoted (Gee 10s). All other targets ae considered wnspovted. “Thusya spotted target hex must bene that wasthe Successful objeet of an immediately preceding Sighting action, or a hex which hasbeen automa Ueally spoted [11.2] Fire against unspotted targets is reduced Imefectiveness(see Case 11.54). [11.5] FIRECOMBAT RESULI [1181] Soft combat results mean the following: AS" indicates “No Effect.” Nothing further is ‘done, and nouns onthe map have been aes. [An **S indicates that all Enemy units in che caret hex are suppressed (sce Section 15.0) If he fare rasa ope hes, then all Enemy writs occupying ‘pen hexes in the entre megahe ar aiso immed ately suppresed, However, Iv the target Was 8 Suildng or woods hex, Then only the Enemy wits ‘that specific bilgi or woods heare suppress cl A Suppression marker is placed on each unit or Stack which suppressed due to ths fre. In ad tion, for every unit suffering suppression and a= tached 10 platoon, the owning Player immedi- tiely reduces the number of Action Poins on his ‘Ketion Point Track by one for that platoon. Any Unit that suffers suppressed result when aeady Suppressedisnot affected. AR’ result means that all Enemy unis in the at hex are killed and eraved {rom play (Ex- epi: see Case 11.88) In addition, all Enemy 13 4 units occupying open hexes other than the 1arget hex i that megohex are immediately suppressed. For every unit suffering aK result and attached toa platoon, the owning Player immediately reduces the number of Action Points on is Aston Poin Track by wo for that platoon. Auni thats Suppressed and suffers a""K" result is eliminated trom play. [11.82] The opposing Player isnot obligated 10 ‘tate how many of his units have cen affected in ‘any way hy Enemy fre including those which are “suppressed in other open hexes of the megaher). Exception: Incloseassaul, ee Case 13.28 [1.83] Note that the effects of trea are in legiated into the CRT. Certain die roll results achieved by the ring Player may have mo effect Against a building or woods arg! he hex is unspotted see Case 11.2), achieved bythe fring player om the SoftCRT arereadas “8 ress, {11.881 If target hex ebout tobe fred upon con- {tains any personel units that were issued 8 Bold “Movement command, whether or not it has ben perform the owning Player must sate this fact loud to the fring player. As a result, the Fire Strength ofthe firing uni is doubled when resol= Ingthisatack:see Case 8.23, [1186] 1fallofheunts ina sported target hex are already suppressed, the Fite Stensth of each fir ‘onthe Solt CRT may be reduced by one half isctions rounded! up) when resolving zis at tack. This reduction dace not apply to clove asa ombat. For this reduction to apply, the owning Player must declare the Fact that his units ae sup presse; he may at his option choose not fo declare this information (for units in building of woods hones) and thus na benefit fram tis provision, [11.87] There is no range attenuation inthe Basie ‘Gamo: use the highent stack strength sted othe ‘ust on the unit Date Tables, and the maiemimn ‘ange listed. If no maim is Histed, the range = ‘limite. [1.6] MACHINEGUN UNITS Bipod and tripod mounted machineaun units are ‘combat personnel unis which possess speci pets with ogard to fire combat. Note: Thsease ‘oss not apply to Fireteam with machineguns,on- Iy to machinegun unis [11.61], When a bipod or tripod mounted machine -Eusunitisehosen fo perform a Fite Action, may make three separate, individual attacks again Any three contiguous heves as long as an LOS ean be traced 10 each of them (se Case 112). These “separate attacks must he completed before the op posing Player may perform an action in turn. The Downing Player is no: obligated 10 make thee a tacks, nowever; he may niake oly ane, oF wo if he wits, The firing Payer may’attaek the same hex more than once as longas no more than three attacks ate made by each unit- Only one Action Point is subtracted from the platoon’s available action poins regardless of whether One, (0 OF Threehexes ae attacked, [01.62] The target hex(es) fired a by machinegun ‘units most be eigen and stated aloud hy the own Ing Player before the first attack dice rollis made [11.63] Bipod and tripod mousted machine gun tunis are more vulnerable than normal units £9 ‘unning out of arimanition see Case 141). Example: There isa British tripod machinegun unitia hex 4H6, whichhad been ssueda Fire com ‘mand, Earlier in the Action Stage, the unit had performed a sighting action with respect to Iegahex 46 but had not spotted any Enemy units there. Now, play having returned to the Beth Side, the British Payer decides to undertake sp. pression fie (so-called because under Case 1.54, All K results against unsportedhexes ate conver ed 108) along Friedrichsirasc. He has the machine- fun unt perform a fice action, removes the ire ommand chit, and reduces the Action Points = ‘maining ‘othe machines unit's platoon by J He decides to fre at hexes 363, 3G4, and 2H2, and fsanouncesal tirechex numbers, together with he location of the firing unit and the type of tire (C'mackinegun,” though this i obvious From the nt that thee target hexes were announced). He announce fie resolution for hex 303, His atch Sength is 7, ade rolls a 2. The Kress con- verted (08, but the ammunition depletion reat ‘doesnot apply under eate |. 14. He then attacks hex 364, rola 6, and obtains an Sresul. Finally heattacks hex 243, roll an 8, which produces ay resul his me the ammunition depletion is etfe- livesinceitisthelastfirestackof tht Fire action 1.64) Tripod machinesun units may not be |ssued Bold commands [11.65 Tripod machinegun_yoits may not be ‘sued a Fire command unless they were sued either @ Fire command or ne command at all dur- i the previous Game-Tora. (Ths simulates st- Cing-up time.) [11.66 Whenever & Sovist or North Vietnamese Player has advantage, before bevinning play he may break dowa one squad per company into 0 biped machinesun units and one-man fireteam without machinegun. (11.67) A bipod machinegun unit oF a freteum Produced as'a result of squad breakdown may Fecover from suppression (eee Section 15.0) lose assault on @ Movement gommand, aly Fa Teaderis stacked witht [1.7] AUTOMATIC RIFLES Use of this rule is optional inthe Base Game and Standard inthe Intermediate Game. ‘Any unit shat is ingeated as posessng atomic Tre capability im the Unit Data Section may be Fired “automatically at te discretion ofthe oan ing Player. (11.79, If the owning Player wishes co make an automatic fire atack with 4 unit to which he has issued a Fice command, he must ste tis fect before healls the digetn order Io resolve the smn bat [11.7] A uoic making aa automatic Fire ata ‘may make two separate individual attacks aginst contiguous hexes fo which it can (race an LOS (se (Case 112}. These attacks are subject (othe sme resiritions as described in Cave 11 [11.73] The target hexes feed at due to. an Sutomatic fie attack must he chosen bythe own ing Player before the first dice rolls made (11.74) Units making an automatic Fire attack ae ‘more vulrerable co ammunition depletion than other unis, [1.75} The fire stengih of units making an automatic fire altack is reduced to Iwo thirds, Fractions rounded wp, for that attack [11.8] SOFT COMBATRESULTS TABLE (Gee chars and tables) [12.0] PASSING GENERAL RULE: A Player may pass ather than perform an aston during the Action Stage. To do so, the Player simply does nothing andl tells his opponent that he isdone, "your turn," ete. However, to take a past sill obligates the Player, IF he does nov have advaniage, 10 expend ane Action Point, This ‘expenditure is counted agains he platoon which ‘would have taken an action ifthe Player had ot chosen 10 pass and advances the platoon rotation (Gee Case 4:1, 22). The Player with advantage may ‘ass without expending an Acton Point or advan- ing the platoon rotation, if he chooses, [13.0] CLOSE ASSAULT COMMENTARY: CCose assault represents the actions of 1000s in close proximity to the Enemy. Hand grenades are he primary weapons used thistype of smb GENERAL RULE: lose Assault isa special form of combat, Close sssaul affects only Enemy units inthe same hex as ‘he unit performing the ass, PROCEDURE: There are two ways of initiating a close assault. Player may declare a close asault atthe end of & unis Movement action, be it on a Cautious oF Bold command. OF course, only the unis which just competed thls movertent may perform the Assn Alerativels, close aseault may. De Seclared asa Fire action bya unit which was issued Fire command, affecting the hex which the unit Sssucd the Fire command occupies. Close assaults considered tobe fire combat (wth certain ertcal ‘moditications, even if iis resolved as a conse {uence of Movement action, CASES: (13.1) WHICH UNITS May CLOSE ASSAULT [03.11] A close assault may be conducted in any hex type [13.12] In the Basic Game, only unis or stacks ‘oniaining three or more men may conduct a close assault as part of a Movement action; in the Ade ‘anced Game, sapper units may abo do s0, Tripod machinegun units may not fire as part of @ Move- ment aetion even i involved in a clove assault ese Cas9.2). [13.13] Any combat unit or stack may conduct ‘loseassault ona firecommang. 4] Spotters may never close assault; leaders ‘nay close assault only when stacked wih combat Ait hat does so, [13.15] More than one unit may participate in a single close assault it they have ident sans [13.2] CLOSE AssauLT RESOLUTION PROCEDURE [3.21] Aswith fre combat, close assaults are not ‘made against Enemy units pers; rather, they are ‘made agains! hexes. After completing amovement {nos hex foraunit which had been ised @ Moves ‘ment command, or without moving for unit with Fire command, a Player may stale 10 his ‘opponent that he is making @ close assault (of ‘ouse, he must state this fact before the other made against, He subtracts an addtional Action Point (for the close assault fire) from that platoon's Action Points ‘Rote: Close acca as a result of movement snot a separate action, but it does consume an Action Point. [03.22] The owning Player rolls two dice and consults the Soft CRT (Case 11.8). The result s Fead as described in Case 11.51, excep The terrain io the Rex assaulted is always considered 0 be ope. SP'AIS results are reid as “No Effect” insofar as ‘he Enemy is concerned; the fring unit may sil ‘un out of ammunition Sr Case 11.54 does 20% apply. 113.23) Unlike normal fire combat, the unit performing a close assault may ‘suffer an immediate adverse revull. If he assaulting player tolls a1 ora 2 on the large dic, the unit or stack performing the close assault is eliminated — but fonly if the assaulted hex contained any Enemy combat units (Gee Case 13.24). This adverse result fccurs rezardess of any result suffered by the assaulted unit; leaders are also killed (Case 9.13 does not apply). It the close assaulting unit was Fsrued'a Bold Movement command, the assaulting ‘units eliminated if the assaulting player rosa 3 ‘onthe large die 13.24) If a “No Effect” results due toa close asault, the assauled Player's under no immediate ‘Obligation to state whether of Not he has unis in the assaulted hex, I Kreul s achieved, the assaulted Player must immediately sate if any of his units are killed inthe assault and show his ‘opponent the killed units (cis isan exception 19 Case 11.53; however, see also Case 13.25) Hany units are eliminated, he must reduce the number of Action Points on his Action Point Track forthe aid unit's platoon by two fr each unit so destroyed. Ifthe assaulting Player rolls a fesull which would eliminate his own unit (ee Case_13.23), he may ask his opponent if the ssaulted hex was empty of combat units. Ifthe hex ws in Tact empty of combat unis, he oppos- ing Player must sa) so; the assaulting unit then sulfers no adverse effets other than ammurition depletion [13.25] 1f the assaulting units killed ares of the lage die roll the defending Player need not five out any information about the defending ‘ait. [13.26] Machinegun writs and automatic weapons ‘nay only perform ane fireatack per close esau U.S, Unit A Fire Strengthof 8 having been issued 4 Cautions Movement command, performs 8 ‘movernent action by entering hen 3K7. The US. Player anaounces “I am close assaulting Bex SKI." He ros two dice and achieves a result of "(a S2" and a "2". The result is K— even though Soviet unit Bis i'a woods hex. The Soviet Player notes that one unit has been destroyed by ‘the assault and reduces his avallable Action Pols by two for that platoon, However, the US unit in also destroyed due to the "2 real abiained on the large dz. The U.S. Player expends one Action Point forthe movement, ane forthe close assault, and two for the elimination of his unit; he isnot {eld about iheSoviet unit which was limited. [13.3] ENGAGED UNITS (03.31) When Friendly and Enemy units tn the Same hex ae involved in close assault whieh does ‘ot eliminate one side or the other those units are considered tobe engage from the end ofthat Ac sion Stage on. Both Players should place an Engaged marker on the hex during the Engage ‘ent Determination Stage. 113.3] As soon as ony one Player's units, oF no Units at ally remain in the hex, whether die 10 elimination of units o¢ movement out of the hex, ‘he Enpged markerisromaved rom hehe [13.33] Units in an engaged hex are automatically spotted by cach other. [13.34] An engaged unit with a Movement com- Tuand_ may leave the hex, thus terminating its Engaged stats. In this ease, the fact ofthe unit's ‘anit must be announced, but not the ditection of [13.35] Engaged units may not be fired upon by ‘units outside ofthe eneaped hex, [13.36] Engaged units may not perform Sighting sions while sil engaged, nor ay they perforin 4 Fire ation against any hex other than the one they rein [03.37] A unit whic s engaged a the start ofthe ‘Game-Turn mast be given a Fire command i itis to fre while remaining engaged. In other words, ‘nce a unit has become engaged ie may not con" Tine to close ansall thay same hex undera Move- ‘ment command. An engaged unit with a Move ‘ment command may, however, move out of the engaged hex and close assault the hex it moves ine ona nas thi snot the same hex i which i started the Game: Turn, (13.38) Unitsmay moveintoan engaged ex. [13.4] EFFECTS OF CLOSE ASSAULT ONMOVEMENT COMMANDS. 13.41) A unie may not move after performing & ‘oseasealt until the next Game-Turn (03.421 A unit with a Cautious Movement com- ‘mand may never attempt a Sighting action from the her t close assault wae conducted in during ‘hat Game‘Turn. Note: Engaged markers are not placed until the Engagernent Determination Stage [14.0] AMMUNITION DEPLETION ‘COMMENTARY: Ammunition depletion for most weapons (all Buse Game weapons) represents weapons ox hawsting theirammuniton bls, etc. Ammunition recovery i from local socks piesumably carcied by theunit isl GENERAL RULE: After performing a Fire action, a unit may run out ‘of ammunition, Unit which are out of arm ion may not fire, although they may recover due ‘a succesful die roll during the Ammunition sg. Ammunition status snot announce. CASES: {14.1] HOW UNITS RUN OUT OF AMMUNITION [4.1] Any unit performing a Fire action or a ‘lose assault may run ou of ammunition Various ‘combat results on the Soft CRT (11.8) indicate thatthe fring unit has run ouc of ammo. Any nit ‘hat runs outof ammomition hasan OutoP Aram ‘marker laced on immediately 14.12] Note that the likelihood of various ‘weapons rushing out of ammunition is iferent For example, a unit fring automatically has the areatest chance of running out of ammurition, then a machine gun, then a fireteam or squad with ‘machinegun, then a firetear without maehinegun. (14.13) Ammunition depletion takes effet st the tend ofthe Fire action (14.14) A machinegun unit may only suffer am: ‘uation depletion on it second target hex dice foll(i woatacks are chosen) or oni thicd:arget hex dice roll if three attacks are chosen). If only fone attack is chosen, the machinegun suffers a ‘munition depletion normally (see CRT, 11.8). {01.15} A vit which performs an automatic fre attack may only suffer ammunition depletion on ftssecond target ex dcerall ee CRT, 11.8) [14.2] EFFECTS OF BEING OUTOF AMMUNITION Any unit that ie out of ammunition may not per- form a fie action. Exception: Such units may close assault_at half normal attack suength rounded down [14.3] RECOVERY FROM BEING OUT OF AMMUNITION [14.31] Players may attempt to remove «heir lies Oubof-Ammo markers in an Ammunition Stage of any Oame Turn other than the Game. Turn inwhieh the Out-of-Ammomarker was plac cedlonthe map. [14.32] For each eligible, out-oFammo unit, the ‘owning Player rolls singe die. He compares ech Bie roll esl to that platoons ammunition rating ‘8 provided by the scenario instructions. Ona de result equal {0 oF lest than this ating, the marker. On a die roll result greater than this fating, the unit must remain out of aromunition Unt east) the nex’ Ammunition Stage [15.0] SUPPRESSION COMMENTARY: Suppressed units have taken maximum available cover, ether by hitting the ground, or by staying fut of Sight in builcings (GENERAL RULE: DDue 10 Enemy fire combat or a the option ofthe ‘owning Player, a unit may become suppressed. Suppressed unis may not be ished commands or perform actions. Units may reeover from suppres: Sion elther by themselves or through the use of Friendly leader unit, CASES: [18.1] HOW UNITS BECOME SUPPRESSED, (15.11) A unit becomes suppressed when a result fof Sonthe Soft CRT (11 8) obtained agains the hex toscupis, 115.12) A unit may be suppressed IF i in the sme mepahex asa hex which an or K result (ee (Case 11 32)hasbeen obtained against. (18.13] Units may be voluntarily suppressed by he owning Player during the Command Devision Stage 118.14) Place e Suppressed marker on each unit ‘onthe map that becomes suppressed [18.2] EFFECTS OF SUPPRESSION [U5.21) A suppressed unit may not be isued & command and may perform no scion. [5.2] For every combat unit (xcept snipers In- termediate Game) or leader thas suppressed dur- Sng the Action Stage, the owning Player must sub- {tact one Action Point from the suppressed unis platoon. 16

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