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TABLE OF CONTENTS
Supply Phase Section 7.0 Page 23


Supply - Step 1 Neutralize, Capture, Adjust Incomes Section 7.1 Page 23
Introduction Section 1.0 Page 1 Supply - Step 2 Collect Resources Section 7.2 Page 23
Components Section 1.1 Pages 2 - 4 Supply - Step 3 Check End Game Trigger Section 7.3 Page 24
First Game Rules Section 2.1 Page 5 Supply - Step 4 Purchasing Section 7.4 Page 24

Objective and Game Setup Section 2.2 Page 5 - 6 Supply - Experience and Destroyed Unit VP Section 7.5 Page 25
Unit Types Section 2.3 Page 7 Supply - Step 5 Finish Retreats, Reinforce, Repair Section 7.6 Page 25
Spawning Starting Infantry Section 2.4 Page 7 Commander Cards Section 8.0 Page 26
Round Overview Section 3.0 Page 8 Commander - Full Game Rules Section 8.1 Page 26
Maneuver Phase - Step 1 Turn Order Section 4.0 Page 8 Commander Details Section 8.2 Pages 26 - 27
Operations Deck (Turn Order - Full Game Rules) Section 4.01 Page 9 Lost Brigades Expansion - Full Game Rules Section 9.0 Page 27
Maneuver Phase - Step 2 Spending CP Section 4.1 Page 10 Full Game Map Features - Bunkers Section 10.0 Page 27
Maneuver - Infantry Section 4.11 Pages 10 - 11 Full Game Map Features - Multi-hex Buildings and Cathedral Section 10.1 Page 28
Maneuver - Infantry, Emplacements, Setup Section 4.12 Pages 11 - 12 Full Game Map Features - Terrain Pack 3 Cover Section 10.2 Page 28
Maneuver - Machine Gun Pinning, Firing Arcs Section 4.13 Page 12 Full Game Map Features - Ice Rules Section 10.3 Page 28
Maneuver - Overwatch Pinning Full Game Rules Section 4.14 Page 13 Odd Number / Three Player Games Section 11.0 Page 29
Maneuver - Light Vehicles Section 4.15 Pages 13 - 14 Full Game Modes / RTS Mode Section 12.0 Page 29
Maneuver - Heavy Vehicles Section 4.16 Page 14 Glossary Section 13.0 Pages 30 - 32
Maneuver - Full Rules Heavy Vehicles Section 4.17 Page 14

Maneuver Phase - Step 3 Full Rules Retreat Section 4.2 Page 15


INTRODUCTION - 1.0
Good morning soldiers, welcome to your training detail. This army has
Damage Phase - Step 1 Pin Section 5.0 Page 15
produced some of the finest officers in the world and we are confident
Damage - Step 2 Assign Damage, Neutralize, XP Section 5.01 Page 15 you will join their ranks soon. We are going to begin by teaching you
the basics of command, maneuvering troops, combat orders, and
Damage - Heavy Vehicles - Full Game Rules Section 5.02 Page 15
the all important logistical details of supply that an army runs on. The
Damage - Step 3 to 5 Unit by Unit Section 5.03 Page 16 Army Officers Training Manual lies in front of you but HQ has also
prepared a film reel to help speed up your preparations. Learn well and
Damage Phase - Sight and Range Section 5.1 Page 16
learn quick soldier; the greatest threat to civilization in history marches
Damage Phase - Damage Types Section 5.2 Page 17 across Europe and only officers and the men that follow them can stop it.
Damage - Variable HE Damage Section 5.3 Page 18 www.companyofheroesbg.com/learntoplay

Damage - HE Splash - Full Game Rules

Defenses - Defense Rolls


Section 5.31

Section 5.4
Page 18

Page 19 ! THIS RULEBOOK !


Defenses - Resistances Defense Matrix Section 5.41 Pages 19 - 20
IS BEST USED AS
A REFERENCE IN
Defenses - Static Defenses Section 5.5 Page 20

Defenses - Building Rules Section 5.51 Pages 20 - 21

Defenses - Static Defenses - Cover Lines Section 5.6 Page 21 CONJUNCTION WITH
Defenses - Heavy Vehicle Static Frontal Armor - Full Rules Section 5.7 Page 21 THE TUTORIAL VIDEO
Assault - Full Game Rules Section 6.0 Page 22
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COMPONENTS - 1.1 XX Damage, Status, and Unit Dice
Pip Dice (Light Vehicles,
Note that this is the 2 Player Core Set. Extra factions have their Heavy Vehicles,
own components needed to play alongside this set. Use the Master Emplacements,
Inventory List to see exact counts. (www.CompanyOfHeroesBG.com)
Building Health)

120 White Cubes

2 HQ Boards

6 Building Boards

10 Mortars, AT Guns
24 Clear Infantry Trays & Machine Guns

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16 Commander Cards FAC


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Rulebook, Faction Guide & Mission Booklet


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COMPONENTS - 1.1

30 Command Point Cubes (CP)

2 Sand Timers
8 Standard Emplacement Tokens 12 Field Defense 4 Base 16 Flag Tokens
Tokens 16 Resource Tokens

2 Double-Sided Map Panels - Moro River and Ardennes Forest


14 Operations Deck Cards

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COMPONENTS - 1.1 - 2 PLAYER CORE SET MINIATURES
24 x US Riflemen 6 x Bazookas 2 x Majors M7 Priest

Willys Jeep M8 Greyhound M4A3 Sherman M10 Wolverine

24 x German Grenadiers 6 x Panzerschreck Tiger

Kübelwagen Sd.Kfz. 222 Ostwind Sturmpanzer Panzer IV


SEE THE MINIATURES PAGE INSERT INCLUDED IN THIS BOX FOR
4 REPAIR AND PAINT OPTIONS
2.1 FIRST GAME RULES For 1 vs 1s it is recommended to play on (2 panel) medium maps.
The First Game Rules are designed to teach new players the core It is recommended for 2 vs 2 games to play on large maps (3 panel).
rules and get them into the game. The Full Game Rules are in grey The small, single-panel maps are special scenarios.
boxes, they add onto the First Game Rules for the full game experience.
Until you are ready, ignore all gray boxes and the icons and abilities in them. The players divide into two teams and sit on opposite sides of
This Blue color text indicates second edition rule changes and clarifications. the board. Each player should have the following:

HQ Board with 8 white cubes as shown


2.2 OBJECTIVE AND GAME SETUP All three Building Boards from selected faction
Your objective is to gain the most Victory Points (VPs). Play until one Twelve Command Point (CP) cubes of one color
or more teams reach the End Game Condition VPs at Supply Phase (Fifteen in the Full Game - See Operations deck p. XX)
Step 3, Check for Victory Point End Game Trigger. A faction’s miniatures and six infantry trays
You gain VPs by:
Flip the second tier and third tier building boards face down, so that
• Controlling Victory Point hexes is the main source, focus on these! only the first building board is showing its units. You can only produce
• Destroying enemy units units from “unlocked” (face up) building boards. Use white cubes to
Place the two matching map boards in the center of the playing area. set your incomes and your stockpiles based on the selected map, and
Make sure that all dice, cubes, and markers are within reach of all Victory Points start at 0.
players. Players can play on small - 1, medium - 2, large - 3 and huge - 4 panel maps.

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Team 2 sits on this side of the map Map Setup
First 1 vs 1 Game - Lay the two Danube River map panels
in the center of the play area as shown. The map panels
are identified by the compass icon on the bottom row of
each panel. Other maps listing their setup stockpiles
are available in the Mission booklet.
Starting Income: 1 1 1
Starting Stockpile: 4 2 3
Opposing teams sit on opposite sides of the map.

Players determine the length of the game by choosing a


end game condition below. For your first 1 vs 1 game we
recommend a Short game to 18 Victory Points (VP).
Short Medium Long
End Game
Condition:
18 21 24
The game ends in the Supply Phase of any round whenever
any team reaches the End Game Condition. 3 Bonus VPs are
awarded at the end of that final capture step to the team who
controls the most Victory Capture Points, none in a tie. The team
Team 1 sits on this side of the map that started the game going first wins the game in a final score tie.
Building Boards Some scenarios specify alternate conditions in their Map
Each faction’s building boards detail which units the player can spawn and their stats Setup section. For 2 vs 2, 3 vs 3 and 4 vs 4 maps, teams
and upgrades. Each player starts with their first building board face up “unlocked”, but will share VP, having identical VP, play using one of these instead:
be able to unlock two others throughout the game, giving them access to more advanced units.
End Game
Short Medium Long
Each unit has a health value, range, attack, and bonus abilities listed in the first row.
Upgrades and other abilities are listed in the second row of each unit along with their
Condition:
21 24 27
upgrade cost. (p. 12)
Each unit in the Company of Heroes Board Game is divided into one of four unit types.
These types are indicated by the color of their health symbol on the building board.
The types of units are Infantry - Green, Light Vehicles - Yellow, Heavy Vehicles - Red,
and Emplacements - Purple. The color is noted to the bottom right of each unit’s health
heart with the first letter, G, Y, R, P.

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2.3 UNIT TYPES Spawn Areas
Most maps identify
the Spawn Areas as

G
Infantry R
Heavy Vehicle the back row.
On the Moro River
map, the spawn

Y
Light Vehicle P
Emplacements area is the back row
(from the team’s
perspective) as
indicated in the image
to the left.

Starting Units
Each player chooses three infantry squads from their tier 1 building
board to start the game with. Infantry are represented by the green
health symbol under their health column (green heart). Infantry are
divided into two types: regular infantry and weapon teams. Both types
are considered infantry whenever a rule refers to just “infantry,” like in
the case of your starting units. Some rules will specify regular infantry
or weapon teams.
Note: If playing on a smaller than recommended map size, such
All units have a unit type which is determined by the heart color of the as two panels for a 2 vs 2, then have each player start with only 2
unit with each having a letter code to the bottom right of the heart. infantry instead.
G - Green, Y - Light Vehicle, R - Heavy Vehicle, P - Emplacement.
The primary difference between unit types is what types of damage
they are resistant to which will be explained in the damage section,
see p. XX.
Infantry
2.4 SPAWNING STARTING INFANTRY
Spawning and Spawn Points
Starting Infantry and all units that are purchased throughout the game For example, the US can spawn any 3 total infantry combination of Riflemen
are placed on the map, Spawning into their Team’s Spawn Area. and Mortar Teams, because they are green units from their tier 1 building.
Maps use either default, vertical, or map length spawns. These are
marked on the map in team color highlight. For example, Hill 331 has When spawning an infantry squad, place one infantry figure in an
vertical spawn points running north and south, while most maps have infantry tray for each point of health the squad has (the number on the
a horizontal spawn shown below. green health symbol) and place them on a hex in your team’s spawn
area. When spawning a weapon team, such as a Mortar Team, place
the infantry figures and also a weapon miniature of a mortar, machine
gun, or anti-tank gun. The weapon miniature does not represent health.
As players purchase new units they will spawn in their team’s Spawn
Area. Each map’s spawn area is indicated in the Mission booklet,
place a matching set of the Team Base tokens, one on the last hex at
Map spawns were not translated. This above translates to : Team 1 Spawn.
each end as a reminder of each team’s spawn area.
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3. ROUND OVERVIEW 4. MANEUVER PHASE - STEP 1 TURN ORDER
The game is divided into rounds and each round has three phases: At the beginning of the game, determine which team is going
first in the first round. One player from each team rolls three
1. Maneuver Phase. Teams determine turn order then take white dice and the team with the most green symbols, then
turns spending Command Points (CP) to move their units. black symbols as a tie breaker, goes first. Re-roll as needed.
2. Damage Phase. Teams simultaneously assign damage by The team going second chooses and places all of their starting units first.
placing damage dice and gain Experience (XP). Defenders roll any For each round after the first round, the team that goes first for that
applicable defense dice, remove destroyed infantry figures, and apply round alternates back and forth.
damage to vehicles, buildings, and emplacements.
In the First Game rules there are 4 turns in the Maneuver Phase with
3. Supply Phase. Occupied resource hexes are captured, each turn each player has 3 CP. In the Full Games Rules, the Operations
incomes are adjusted, stockpiles are collected, Infantry can be deck varies the amount of turns as it is explained on the next page.
Reinforced, Vehicles and Emplacements Repaired, and resources are
spent on units, building boards, upgrades, and commander tiers. For competitive players feel free to allow whoever wins the roll to pick
their team’s side of the Mission and their faction OR if they want to go
first or second. The other team then gets to make the other choice.

Full Round - Step by Step


Here is a full step by step detail of each of the Phases that occurs each round. In the following sections these steps will be broken down
in further detail. There is a copy of this which can be found on the back of this booklet.

Maneuver Phase Damage Phase Supply Phase


1. Turn Order - Alternate First Team each Round 1. Machine Guns Assign Damage and Pins 1. Neutralize, Capture flags and adjust incomes
and First Team draws and picks Operation 2. Neutralize, Assign all damage, Collect 2. Collect resources according to income levels
(Skip in First Game Rules) Experience (XP) 3. Check for Victory Point End Game Trigger
2. Spend three CP for each player on a team 3. Defender rolls applicable defense dice 4. Spend resources, spawn units, purchase
alternating between teams until all twelve (or 4. Apply resulting damage. upgrades, unlock buildings
chosen Operation amount in Full rules) are 5. Remove destroyed units, collect Experience 5. Remove completed Retreat dice, perform
spent or forfeited (XP) and Victory Points (VP), and Repairs and Reinforcements.
Each hex movement costs one CP. resolve Assaults (Skip in First Game Rules).
3. Perform Infantry Retreats in team order.
(Skip in First Game Rules)
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4.01 OPERATIONS DECK - FULL GAME RULES -
Operations Deck- Variable Turn Number / CP
Shuffle the Operations Deck during setup and set it in a centralized
location.

In this example, the first player / team draws the card above, and
chooses the 2 Turn option at the top of the card, which is the two to
four round option. They flip the card facedown, and point the 2-4 side
towards the map panels to indicate their choice to their opponent.

Before the start of each Maneuver Phase the first player/team,


alternating each round, secretly draws the top card and looks at
it. They select the Top or Bottom, comparing the numbers
shown at the top left and the bottom right, choosing one for the
number of turns they want to have in the round.
The top numbers range from 2 - 4 turns (6 - 12 CP), while bottom
range from 3 - 5 turns (9 - 15 CP).

Next, they secretly place the side card facedown with the
selected side (top or bottom) facing towards the board. Then,
they inform their opponents if they chose the top (2-4) or the
bottom (3-5), but not the exact number. If properly placed with your
selected side facing the board the chosen side should be visually
known to all players based on the back image.

Finally, reveal after the indicated number of turns have


completed by each team, ending the Maneuver Phase.
All players of each team should have had an opportunity to place
up to 3 CP each turn as in the First Game rules, following turn order If the player / team wanted to choose 5 instead, they would flip
going back and forth.
facedown and rotate the bottom around to 3-5 instead.
Both teams in turn order get a final chance to retreat any Infantry.
Discard the Operations card to a discard pile face up next to the deck.
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4.1 MANEUVER PHASE - STEP 2 SPENDING CP Impassable Terrain (red lines)
Maneuver Phase Structure - Command Points (CP) Units cannot move through, Spawn across,
Players must spend three Command Points (CP) per turn. They can Repair, Reinforce, or construct Emplacements
divide this CP amongst multiple units, spend it all on one unit, or forfeit across impassable terrain lines. This terrain
any they do not want to use. All players on a team spend their three CP does not block line of sight. All of these terms
at the same time and they can only spend their own CP. It cannot be will be explained later.
stockpiled or shared. Turns alternate between teams. Once all players
have spent or forfeited their twelve CP (or chosen Operation amount in Obstacles to Movement
Full rules), remove CP from the map, perform any last Infantry Retreats Units cannot move through hexes with water, through red impassable
(Full Game rules, p. XX), and move on to the Damage Phase. terrain lines, or through enemy units. They may, however, move through,
Basic Movement but not end movement on, an allied unit.

The main use of CP is for movement. All units may move one hex per Only one unit may occupy a hex, with the only exception being
CP, up to a maximum of three CP per round with exceptions and rules during an Assault in the Full Game Rules. (see page XX).
specific or common to each unit type later in this section. To move a
unit, place a CP cube in the target hex then move the unit. Keep all
CP with the unit to track how much that unit has moved this round. 4.11 MANEUVER - INFANTRY
Infantry (Green) Units
Infantry are your core units, the most important units in the game,
as throughout each round you will be relying on your Infantry to move to
Capture points, most critically Victory Capture Points in order to win.

All Infantry Capture


All Infantry capture points, as there are no exceptions, the
The Capture Icon
Capture icon is not shown on them. See Supply Phase, p. XX is not shown on
All Infantry can enter buildings, including destroyed buildings. Infantry

Infantry enter buildings and destroyed buildings with normal movement,


and can leave the building during the same round they enter. Buildings
provide defense dice in combat (see 6.1 Static Defenses page XX).

Building hexes in addition to dark grey (1e - green) lines, destroyed


buildings purple, are marked with an image of a building.

This infantry squad has spent three CP so it cannot move anymore


this round. Note that the term “round” is different from a “turn.” A round
is the full cycle of all phases. A turn is a division in the Maneuver
Phase where team members spend up to 3 CP to move units.

Players can spend CP on any of their units in any order, on any turn.

For example, Player One spends two CP to move an US Riflemen


squad two hexes in one turn. On a later turn he spends one more
CP, that Riflemen’s third and final CP to move it a third hex.That The player spends one CP to move their Riflemen Squad into the
infantry squad has now used up 3 CP and so cannot move again building. The player may have more CP to spend this round and can
this Maneuver Phase. spend one CP for the Riflemen to leave the building to an adjacent hex.
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4.11 MANEUVER - INFANTRY 4.12 MANEUVER - INFANTRY, EMPLACEMENTS, SETUP
Battlefield Defenses Weapon Teams (Green) Units
During the Maneuver Phase, a unit with the Wrench Repair ability may
Mortar, Anti-Tank Gun, and Machine Gun Teams
construct one Battlefield Defense for one CP for each Wrench that
are a subset of infantry, called Weapon teams.
they have, so Sturmpioneers with 2 Wrenches can build 2 for 1 CP.
They are indicated by a ‘No-Fire’ icon in the
This one CP counts towards a unit’s three CP limit. These defenses
bottom right of their unit portrait. Weapon Teams
are built on the same hex as the unit. They cannot be constructed
spawn with a status die showing the ‘No-Fire’ icon
while in buildings, but can while in a Transport. Different types of
to show that the weapon team is packed up and
defenses can be constructed in the same hex.
cannot fire.
All battlefield defenses have 2 “flat” health. This means if two or more
total damage is assigned to any targets on the hex, including either Mortar Teams may not attack adjacent units, as
unit during an Assault (Full Game Rules page XX), or any attack against indicated by their greyed out range icon.
the field defense itself, then all Battlefield Defenses on that hex are Snipers, while not weapon teams, likewise may
destroyed at the end of the Damage Phase, being returned to the supply. not attack adjacent units as well as any other
If only 1 damage is assigned, then Battlefield Defenses take no damage. unit that has its first icon greyed out.
The assigned damage does not have to damage the unit, or in the case of
HE can even miss. See Damage Phase Overview - Assign Damage, p. XX
While moving through an ally all CPs are spent at the same time. Abilties
such as building Battlefield Defenses may be performed on that ally’s hex. Emplacements (Purple) Units
Emplacements are stationary units and never move once constructed.
Sandbags Just like Weapon teams, Emplacements spawn with a ‘No-Fire’ die
Sandbags provide Heavy Cover in two directions. which shows they are packed up and cannot fire.
Unlike other Battlefield Defenses Sandbags are directional.
Multiple sandbags can be built in a single hex to cover For each wrench icon an Infantry has, that were not spawned this round,
more directions. Defenses from overlapping sandbags they can each construct one Emplacement on an adjacent hex during
do not stack. Sandbags are destroyed if any Heavy the Supply Phase. Emplacements cannot be constructed onto Barbed
Vehicle moves into the hex from any side. For Assaults, wire, rivers, across impassable terrain, on buildings, or onto a hex where there is
(page XX) they are destroyed after the Assault is already a unit, but can from inside a building or transport vehicle.
resolved. Sandbags do not stack with other Cover. See
Static Defenses - Cover for full Cover rules, p. XX. All Emplacements Capture
All Emplacements capture points, as there are no
exceptions, the Capture icon is not shown on them. However The Capture Icon
Additional Battlefield Defenses - Full Game Rules since they are built after the Capture Step, they do not
is not shown on
Emplacements
Barbed Wire capture the control point they are on until the following
Prevents all Infantry from moving into the hex Round’s Supply Phase’s Capture Step. See Supply Phase, p. XX
and Emplacements being built on it regardless
of who constructed it. Barbed Wire is destroyed
if a Heavy Vehicle moves into its hex.
Barbed Wire has no effect on Light Vehicles.

Tank Trap
Prevents all Vehicles from moving into the hex
regardless of who constructed it.

Units where the constructed Barbed Wire or


Tank Traps are may move out of the hex, but not
back in if it prevents their unit type from moving in.

Battlefield Defenses can not be built by units that


are currently being Assaulted. (Assault p. XX)
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4.12 MANEUVER - INFANTRY, EMPLACEMENTS, SETUP 4.13 MANEUVER - MACHINE GUN PINNING, FIRING ARCS
Machine Guns Pinning(MGs and MG Bunkers )
Weapon Teams / Emplacement Setup Machine Guns (MGs) have the ability to Pin the target they attack
Weapon teams must spend one CP to setup to fire, noted by this icon. when they are setup in the Damage phase.
Before the team can move, it must first pay one CP to pack up. Pinning is a negative status effect that can be inflicted on all infantry,
Weapon teams can only attack when setup, and move when packed up. except setup MGs. Setup Machine Guns can not be pinned. All Infantry in
Similarly, any Emplacement that deals damage, must be setup to fire. buildings and transports can not be pinned.

Pinned Infantry can not assign damage. Pin lasts until the end of the round
preventing the Pinned Infantry from Capturing, unless the source of the pin is
destroyed or vision of the unit is lost, as in a Camouflage spotter being destroyed.

Firing Arcs - First Game Rules


In the First Game Rules there are no firing arcs and all units can fire in any
direction, as in 360 degrees, so for instance a MG can just pick any infantry in
range to attack and pin in the Damage Phase.

Firing Arcs - Full Game Rules


All Weapon Teams, Emplacements, and Heavy Vehicles with fixed guns,
non-turreted attack, have a firing arc. See Heavy Vehicles p. XX
These units can only attack targets that are in their firing arc.
When setting up, the weapon team chooses a direction to face, this
will determine its firing arc.
The firing arc extends in a cone starting from the hex in front of the unit’s
The Anti-Tank Gun Team moves two hexes, then spends its last CP to setup. chosen direction, and includes the unit’s own hex when Assaulted, and as
such rarely do you want to Assault MGs with Infantry, see Assault p. XX
In the Full Game Rules, its firing arc is locked unless it packs up and sets up again. See right panel.
To change their firing arc, Weapon Teams and Emplacements must
setup again. One CP to pack up, one to setup, for a total of two CP.

Regular Infantry (Green) Units


Regular infantry refers to all infantry that are not weapon
teams. While all Infantry can enter buildings, and all
Regular Infantry attack normally from buildings, some
Weapon Teams cannot setup in buildings. These Weapon
Teams have an icon reminder on their building board, this
includes Mortar Teams and most Anti-Tank Gun Teams.

Transport
Some vehicles have the ability to transport 1 Infantry. Each
player’s Infantry can enter and leave their own transport vehicles
with normal movement on the same round they enter, like
buildings. Weapon teams cannot setup while in vehicles, shown by this icon. This Anti-Tank Gun Team has a range of 4 but the default sight range of
Regular Infantry can fire out of the vehicle and cannot be targeted directly, but two. It will need a spotter for targets at range 3 or 4. Luckily a Wolverine
if the vehicle is destroyed so is the infantry. Infantry can spawn in transport spots the Tiger tank so that it can target it during the Damage Phase.
vehicles that are on a valid hex to spawn on such as in your spawn area.
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4.14 MANEUVER - OVERWATCH PINNING - FULL GAME RULES
Machine Guns (MGs and MG bunkers): Machine Guns
now have Overwatch when setup.

Overwatch is a defensive firing arc that effects all


enemy Infantry. Overwatch deals 1 guaranteed damage,
regardless of what amount and type damage that the
Overwatch unit has available to assign.

Overwatch only occurs during the Maneuver Phase.


Each time an enemy infantry voluntarily moves onto a
hex in range and vision of a setup MG’s firing arc, except
retreating units, it immediately takes 1 damage for each arc.

If 2 MG firing arcs cover a hex, 2 damage is taken. If an enemy dies from


Overwatch, you gain a VP as normal, unless the Infantry has Heroic Sacrifice.

In this example, the Machine Gun Team sets up threatening to pin


the Grenadier if it stays where it is. The Grenadier moves on a hex
in the machine gun’s firing arc and immediately takes 1 guaranteed
Overwatch Damage.

The Grenadier then moves out of the arc in a single move. Because
it did not move ONTO a hex covered by the machine gun firing arc, it
does not take a second point of Overwatch Damage.

4.15 MANEUVER - LIGHT VEHICLES


Light Vehicle (Yellow) Units
Light vehicles spawn with a Speed die upgrade as
indicated on their building board. A unit’s Speed die can
be used once per round like a free CP before any other CP are spent
on the unit (such as to packup or move). For vehicles without a tray, a
White Cube can be used in place of a Speed die to track usage.

Some Light Vehicles Capture


Triggering Overwatch
All Tier 1 Light Vehicles can capture, making them a
Assaulting an enemy MG’s hex, even if it is in a building, triggers great alternative for capturing since not only do they Some Light
Overwatch Damage as an MG can target its own hex and pin. Infantry have a Speed die but are not Pinned by Machine Guns. Vehicles have a
inside or entering a Transport Vehicle do not trigger Overwatch. An Capture icon
Infantry otherwise entering a building does not trigger Overwatch Some Light Vehicles Transport
damage. however all other sources of cover, including Commander All core Tier 1 Light vehicles can Transport, offering
abilities, do not prevent Overwatch damage. (See Assault p. XX) great mobility in combination with Infantry since
The MG must have line of sight to the hex the Infantry moved onto, each get their own 3 CP limit and even Transporting Some Light
with it not blocked by a building, destroyed building (p. XX), or Smoke. only costs the Vehicle 1 CP for each hex moved. As Vehicles have a
noted previously, Infantry can spawn in Transport Transport icon
If the unit has Camoflague it must be spotted, such as by an adjacent Vehicles that are on a valid hex to spawn on
allied unit. Leaving the firing arc does not trigger Overwatch. such as in your spawn area.
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4.15 MANEUVER - LIGHT VEHICLES Heavy Vehicle Firing Arcs and Movement - Full Game Rules
Speed dice do not count towards the max CP of the unit or the player. Turrets (360° Arcs - curved) / Turretless (straight)
In essence, light vehicles get a free move each round. All tank damage split by damage type has a turreted gun
that can fire in any direction or a turretless fixed gun that
can only target units in its forward firing arc, as determined by
the facing of the vehicle’s body, just like Weapon Teams, p. XX

Heavy Vehicle Movement


Heavy vehicles, like tanks, move differently than infantry or light
vehicles. Heavy vehicles always face a specific direction (towards a
flat ‘hex line’), and can only move directly forward or backward but
can rotate one ‘hex-tick’ either before or after moving.

In this example, the Jeep (a light vehicle) first moves a hex by using its Speed
die. It then moves three additional hexes by spending three CP in one turn to a
total of four hexes. While the movement could have been divided up over several
turns, the Speed die must be used before the vehicle uses any CP cubes.

4.16 MANEUVER - HEAVY VEHICLES


When a heavy vehicle spends a cp it can do one of these things:
Heavy Vehicle (Red) Units • Move forward or backward, then rotate one ‘hex tick’
• Rotate one ‘hex tick’ then move forward or backward
In the First Game Rules, Heavy Vehicles move the same as other
• Move without rotating
units. Ignore the straight and curved arrows found above damage
symbols, they are for the Full Game Rules. Some units, particularly • Rotate (one ‘hex tick’) in place without moving
some Heavy Vehicles, have Slow. For each Slow a unit
has it’s maximum CP a round is reduced by 1. So Slow
units can only spend 2 CP, and Double Slow only 1 CP.

A Few Heavy Vehicles Capture


Soviet T70s have a unique capture ability, (and US
Stuart with ECC - Light Cavalry commander). They
Some Heavy
can spend 1 CP to toggle “no fire”, to gain the ability Vehicles have
to Capture, but lose the ability to fire during Damage a toggle ‘no fire’
Phases while toggled. They have to spend 1 CP to to Capture icon
toggle back to fire again instead of capturing.

In this example, the tank moves forward and then rotates one ‘hex
tick’ to the left by spending one CP.

14
4.2 MANEUVER - STEP 3 RETREAT - FULL GAMES RULES 5.0 DAMAGE PHASE - STEP 1 PIN
Infantry squads may retreat at any time on that player’s turn during
the Maneuver Phase regardless of the CP they have already spent. Damage Phase
At the end of the Maneuver Phase, each team in turn order has a final 1. Machine Guns Assign Damage and Pins
option to retreat Infantry units. 2. Neutralize, Assign all damage, Collect Experience (XP)
To Retreat an Infantry squad, place the Retreat status die on 3. Defender rolls applicable defense dice
its infantry tray. Move it up to six hexes without spending CP 4. Apply resulting damage.
towards a Retreat Point you choose. The Infantry decide which path 5. Remove destroyed units, collect Experience (XP) and Victory
to take, and may move through enemy units and Battlefield Defenses Points (VP), and resolve Assaults (Skip in First Game Rules).
that normally prevents their movement but can not end on them.

A Retreat point can be any specific hex adjacent to any unit that is a Retreat Point Follows these steps when they are applicable, all of Step 1 can be done
(including ally Retreat Points) noted by this symbol or in the Spawn area, as long as it simultaneously, then all of Step 2 as well. If there are any questions on a specific
is a non-building hex. This includes when infantry are already in the Spawn area. unit’s target, follow turn order with the first team assigning that damage first.
It can make no other moves or actions and does not take Overwatch damage. Also for teaching new players it is recommended to assign fully in turn order.

Setup weapon teams are immediately packed up for free and set to
‘No Fire.’ Retreating infantry cannot attack, build, Repair, Reinforce, be Damage Phase Step 1 - Machine Gun Pin
Reinforced, use abilities, Spot, or spend CP, however they still benefit from cover.
All setup Machine Gun Teams select their target to attack within their
During this Maneuver Phase Step (Step 3) each round each unit that range, and in the Full Game Rules their firing arc, that they can see.
did not already Retreat this round chooses their Retreat Point, moving All remaining units select their target in Step 2.
up to six hexes towards it until they are on a Retreat Point. They can
change their chosen Retreat Point from round to round. Reference back to Machine Gun Pinning if needed, p. XX. A key reminder,
since all Setup Machine Guns cannot be pinned, this step is done simultaneously
Once Retreating Infantry are on a Retreat Point, the Retreat status is by all players as one MG does not prevent another from firing and pinning.
removed at the very end of the Supply Phase unless it was a Retreat
Point adjacent to a Retreat Point unit that was destroyed. This is right
before Repairs and Reinforcements occur. As such it can immediately be
Reinforced if it’s in the Spawn area or adjacent to any units with Reinforce.
5.01 DAMAGE - STEP 2 NEUTRALIZE, ASSIGN DAMAGE, XP
Damage Phase Step 2 - Neutralize Capture Points
All units that are on enemy controlled capture point Neutralize that
point, removing their flag and their control of it, unless they are an
infantry that is pinned or there is an ongoing Assault on that hex.
See Supply Phase page XX for Capture, page XX for Assault (Full Game Rules)

Assign Damage and Collect Experience (XP - White Cubes)


For each unit place dice matching its damage adjacent to a single target
within Sight and Range, even if it has multiple different damage types.
Each player gains 1 XP then 1 additional XP for each and every different
enemy unit they assign their units damage to. XP is individual based, so if
multiple players of a team assign damage to the same target, they each get 1 XP.

5.02 DAMAGE - HEAVY VEHICLES - FULL GAME RULES


In this example, a setup US Mortar Team retreats from the Sd.Kfz. 222 and
moves four hexes towards its retreat point, making it into its Spawn area.
Multi-Target Attacks - Heavy Vehicles Only
It could do this even if it had already spent its three CP this round. Once it Heavy vehicles with multiple damage types are the only units that can
arrives, a retreating unit removes the retreat status at the very last step of attack separate targets during the Damage Phase. One target per
the Supply Phase and Reinforces one Health back up to three. damage type. For example, a Sherman can target a vehicle with its
turreted AP damage and an infantry with its turreted AI Damage.
15
5.03 DAMAGE - STEPS 3 TO 5 - UNIT BY UNIT 5.1 DAMAGE PHASE - SIGHT AND RANGE
The players go through each unit being attacked one by one and Sight Range
perform each of these following steps in order.
All units have a default sight range of two hexes. Each of
Damage Phase Step 3 - Defense Rolls. these symbols increases a unit’s sight by 1 hex. A unit must
The defending unit rolls all Defense dice together to reduce damage. be able to see a target to attack it or it must use a spotter.
Sight range and firing range are different stats. This means some units
Once the total number of Defense dice is determined, all dice are
can see farther than they can shoot and some can shoot farther than they can
rolled together, and reduce damage from any source.
see; the latter requires a spotter (see Spotting below).
Note that since all Defense dice are rolled together that triggering
Cover Defense for Infantry for instance may reduce damage from
another source that did not trigger Cover.
Attack Range
All units have their range marked under the range section of the
So be mindful when targeting enemies when assigning damage, this building board or commander card. Each Range icon represents 1
is done for simplicity as once something like Cover is triggered, dice Range, so 2 means 2 Range. A greyed out range symbol means the unit
are simply totaled up and rolled. can not fire at that range.Some units have an upgrade with this
range symbol, such as the Wehrmacht Sturmpanzer, which gives
All of these rules will be gone over in the following pages, and the
it +1 range. Some units have an upgrade to an additional +1 sight
details and exceptions like that attacks that are entirely Flame or
and +1 range identified by this symbol.
include Flame still trigger cover, but cannot be reduced by Defense dice.

Spotting
Any allied unit automatically spots for all other allied units. This is
Damage Phase Step 4 - Apply Damage
important for units with a range longer than their sight such as Anti-
Each successful Defense rolled reduces incoming damage by one, Tank Guns, Tank Destroyers, and indirect weapons like mortars.
subtract these from the Assigned Damage to determine losses. Thus, any enemy unit visible to an allied unit is “visible” to all allied
Remove infantry figures to represent losses or track using pip dice of units. This is also important for spotting Camoflagued units (See below).
that Unit’s type Heart Color. Regardless of whether a unit has a spotter, it cannot fire through buildings
or destroyed buildings unless its damage is indirect (p.XX).
All damage is considered simultaneous so destroying a unit
does not affect the damage they assigned to their target.
Camouflage
Units such as the Soviet sniper have the Camouflage ability,
Damage Phase Step 5 - Remove Destroyed Units meaning it can only be spotted by adjacent units. While
Fully destroyed units are removed from the board and the attacker’s spotted, Camouflaged units can be targeted as normal. Recon
team gains a Victory Point, unless a unit has Herioc Sacrifice. Players plane Commander abilities spot Camoflagued units as well as
whose units are destroyed gain 1 XP for each of their units that are units with +2 Sight, they note “Spots Camo” and have this icon.
destroyed even if they have Heroic Sacrifice, gaining an XP white
cube onto their player board. For example, a mortar four hexes away can target a camouflaged
sniper if an ally is adjacent to the enemy sniper, otherwise it cannot.
Heroic Sacrifice: If a unit has the Heroic Sacrifice ability,
that unit rewards no Victory Points when it is destroyed.
Smoke (Commander abilities) - Full Game Rules
For one round, Smoke obscures hexes and line of sight and
Resolve Assaults - Full Game Rules can disrupt pins. If a unit is in a smoked hex, that unit cannot
See Assault p. XX for details, regarding Assaults. spot, can only attack adjacent units, including its hex for
Assaults, and can only be attacked by adjacent units.
In Step 5 is when Assaults are resolved, including determining if the
Assaulted unit was destroyed and if the Assaulting unit survives for instance. Units cannot see or attack past a smoked hex if their sight line
In this case the Assaulting unit “wins the hex”. Otherwise if the both units intersects a line of the smoked hex. Unlike Camouflage, having a unit
survived then the Assaulting Unit would have to perform its Retreat. adjacent to smoke does not spot the hex for other allies.
16
Unit Damage and Range
5.2 DAMAGE - DAMAGE TYPES Use your building board to determine a unit’s range and damage.
Damage Types Default damage is under the attack column. Many units in the game
have a range of two, like the Grenadiers here in this example.
There are four different damage types. They are used to determine
whether the target gets Defense dice or not. (Defense Matrix - Page XX) Range Damage

Anti- Armor High Flame


Infantry Piercing Explosive (Special)
Each damage type does one point of damage, the primary difference
between damage types is whether a defender is resistant or immune to it.

Close Range Firepower is Anti-Infantry damage, but only


available against adjacent and the same hex targets during
Assaults. OKW Sturmpioneers have Close Range Firepower.

Flame is used for special damage that deals guaranteed damage,


ignoring all defense rolls, however heavy vehicles are immune
to flame damage. Note: Attacks that include or are entirely Flame
damage still trigger defense rolls.
Upgrades
Assigning Damage - Damage Phase - Step 2 Upgrades can be purchased during the Supply Phase (page. XX).
In the Damage Phase Step 2 players Assign Damage matching what Every faction’s core units have both an XP and Munitions upgrade.
is shown on their building board, Commander, or Lost Brigade card, choosing
Once you construct
by default one target in Sight and Range to assign all damage to.
the tier 2 building
board, you will have
access to more units
and unit types.

Multiple Damage Types


Multiple attackers can target the same unit. This can overwhelm a target’s Units place all of the damage they have access to when attacking. For
defenses to destroy it. Attackers place dice showing their damage, both example, an Sd.Kfz. 222 Armored Car deal one Armor Piercing and one
infantry do Anti-Infantry (AI) damage so they place dice showing the AI icon. Anti-Infantry damage. All damage must be applied to a single target.

17
5.3 DAMAGE - VARIABLE HE DAMAGE
Rolling for High Explosive Damage (HE)
High Explosive damage is variable and can miss, hit,
or crit. Each HE die assigned to a target is rolled by the
attacker before any Defense dice are rolled to identify how much
damage it causes: a red “miss” deals zero damage, black “hit” deal
one damage, and a green HE “crit” deal two damage.
All HE damage in the game is rolled, this includes ALL HE Damage
from Commander abilities.

MISS HIT CRIT

Indirect - High Explosive (HE)


Any HE damage with this symbol over it is considered indirect.
Indirect allows HE to fire over buildings, destroyed buildings, and Smoke.
Indirect HE just like regular HE still triggers Cover, unless it is HE
Splash which ignores non-building cover.

5.31 DAMAGE - HE SPLASH DAMAGE- FULL GAME RULES


Splash Damage Status Effect
HE Splash Example: In this example, the US Mortar with a Splash
Splash makes all HE damage of that unit become HE Splash
upgrade, now assigns 1 HE Splash Damage during the Damage
damage. This deals 1 point of HE Damage for each High Explosive
Damage that unit does to all visible units on the target and surrounding Phase Step 2. It chose a hex 5 away, the center hex highlighted in
hexes, including friendly units involved in an Assault. See Assault p. XX red. Since the US player has a Riflemen spotting all of the enemy
units, this HE Splash Damage is able to Damage all units including
This damage is rolled before all other damage and is applied to all the friendly US Riflemen in the Red hexes splash area.
hexes. Splash damage does not affect units that are not in vision, this
includes camouflaged units that are not spotted. A few things to note, this damage CAN damage units outside of a units
normal range and firing arc, as two enemy Grenadiers are 6 hexes away, or
HE Splash Damage ignores all non-building cover and friendly fire an adjacent enemy (if there was one), which Mortars normally cannot target.
splash does not trigger building cover defenses for allied units. See
Next, since HE Splash ignores non-building cover, it will not trigger the
Cover, p. XX
top left Grenadier’s Heavy Cover (Green), and that Cover will only be
HE Splash attacks can target any 1 valid hex in sight and range. All triggered if another unit, such as the US Rifleman itself attacks it.
enemy units that are on the target and surrounding hex award damage
Ultimately, this attack will award the US playing with 3 XP, and could potentially
assignment XP normally.
deal 8 HE Damage, 2 being to the US Rifleman, if the HE die rolls a critical.
18
5.4 DEFENSES - DEFENSE ROLLS
Once all damage is assigned, players go through each defending unit and
apply any damage. In some cases, the defender will get to make defense
rolls to reduce damage.
There are two types of defenses, resistance and static defenses that are
all rolled together and reduce all assigned damage that is not Flame.

Defense Rolls
When a unit receives a ‘Defense die,’ it rolls a white die to see if it
blocks one point of damage. Green and black symbols are a success
and the damage is reduced by one. A red symbol is a fail, which
means that a point of damage is not blocked.

Resolving Damage Example


FAIL SUCCESS

5.41 DEFENSES - RESISTANCES DEFENSE MATRIX


Resistance is variable and determined by what type of damage is
targeting the unit, while static defenses provide a set amount of bonus
defense dice. Each player can reference the Resistances Defense Matrix
found on the back of their tier 3 Building board which is shown here:

On the chart in the next column, the unit types are represented by the health
symbols with their row showing what damage types they are resistant to.

The ‘No Fire’ symbol means that unit type is invulnerable to


that damage type. For example, Heavy Vehicles are immune
to Anti-Infantry and Flame damage. In this historically unlikely example, the British Infantry Section in
the middle is being attacked by a US Riflemen Squad, a German
The dash means that the unit has no inherent defenses
Grenadier Squad, and a German Sd.Kfz. 222.
against that damage type. Damage automatically hits if
there are no special defenses like cover or upgrades.

The greyed out shield with the asterisk*, in the red Heavy
Vehicle row, is a reminder of Frontal Armor Defense for Heavy
Vehicles that can be ignored unless playing Full Game
Rules, being instead treated like a dash in First Game Rules.

The shield icon means the defending unit gets to roll a Defense
die for each successful damage die of that type assigned to it.

One Defense die for each HE hit OR crit, zero for misses.
This means both Light and Heavy Vehicles roll one Defense We see from the attackers’ building boards that Riflemen and
die for each HE hit or crit that the attacker rolled against it. Grenadiers deal one AI damage each, and the Sd.Kfz. 222 deals one
AI and one AP damage. In this example none of these units have
For example, if three Armor Piercing (AP) damage were purchased upgrades so only their default damage is used. A total of
assigned to an Infantry squad it would gain three Defense dice. four damage dice are placed on the target.
19
5.41 DEFENSES - DEFENSE MATRIX RESISTANCES 5.51 DEFENSES - BUILDING RULES
Building and Destroyed Building Cover
Buildings provide Cover and are shown by a hex
surrounded in dark grey(1e - green) lines. Infantry
in buildings cannot be pinned. All infantry
in buildings roll 3 Static Defense dice when
attacked. Destroyed buildings have purple lines, and
infantry inside roll 1 Static Defense die instead.

Continung the example on the last page, because the Infantry Section For example, an infantry in a building is assigned 2 AP damage. It rolls 2
is a green unit, the Resistances Defense Matrix indicates that the unit defense for the AP damage and 3 defense for being inside a building. The
gets to roll a defense die for each point of AP damage assigned to them. infantry rolls 5 defense total. If 2 or more succeed no damage is taken.

With three AI damage targeting this unit, three infantry are immediately Building Health
destroyed. This Infantry Section then rolls a defense die for the AP
In the First Game Rules, all buildings are indestructible.
damage. If it succeeds the squad will have one health left; if it fails the
unit will be destroyed, removing it from the board and giving the player
controlling that unit 1 XP. Detailed Defense Example
After all Defense dice are rolled, return all failed Defense dice
High Explosive (HE) Damage Example to the supply. Note: More Defense dice than incoming Assigned
Damage dice may be rolled due to Bonus static Defense dice.
HE Example: If a unit is resistant to HE damage, that unit rolls 1 Then match each successful Defense die against an Assigned
Defense die for each successful hit or crit . Thus, if the attacker Damage die, returning them 1 for 1, both the Damage die
rolls a crit, the unit still only rolls 1 Defense die. Defense rolls are and the Defense die to the supply. Note: HE crits count as 2
never made for missed HE attacks. For example, if a heavy vehicle damage, so 1 Defense reduces it 1, 2 returns it to the supply.
takes 3 HE damage from 1 Hit and 1 Crit it rolls 2 defense, one for each Finally apply the total remaining Damage dice to the unit by
succesful of HE die rolled. (Reference the Defense Matrix below) removing infantry figures and adjusting the pip die on vehicles
and emplacements. Any unit reduced to 0 is removed during the
5.5 STATIC DEFENSES final step of the Damage Phase, but still assigns its damage.

Static Defenses are different than the Resistances Defense Matrix. Standard Building Damage - Full Game Rules
While resistances are variable, Static Defenses provides a set amount Buildings have three health and is tracked using pip dice once it takes
of Defense dice. They stack with Defense dice from the Resistances damage. Buildings only take damage from HE or Flame damage.
Defense Matrix and also do not reduce Flame damage. When a unit inside a building is attacked, any HE and Flame damage is also
Unit Defense Upgrades applied to the building’s health regardless of the unit’s defense rolls. Destroyed
buildings are indestructible and are “standard buildings” for all rule purposes.
Some units have a unit Defense upgrade, noted by the
shield die. This grants one additional Defense die each Units can also choose to target visible buildings directly without
damage phase, this is in addition and stacks with any enemies inside (or only with Camoflagued enemies - no damage
infantry cover or Static Frontal Armor Defense for Heavy done to units) Buildings themselves do not get defense rolls. When
Vehicles, which is explained on the next page. a building has taken its maximum damage it is removed and all
units inside perform a Retreat to the nearest empty hex towards any
Cover chosen allied Retreat Point at the end of the Damage Phase.
Infantry can only benefit from one source of Cover, out of the following:
The Retreat ends at the end of this round, preventing that unit from capturing
Building and Destroyed Building Cover. this round. That unit participates in combat from that building hex as damage
is simultaneous. That hex becomes a destroyed building, being enterable as
Heavy and Light Cover, including Sandbag Heavy Cover. one in future rounds. Mark with a white cube or a destroyed building found in
Commander abilities which state their Cover, usually Heavy. Terrain Pack 2. See page XX for Bunker and Multi-hex Special buildings.

20
5.51 DEFENSES - BUILDING RULES 5.7 HEAVY VEHICLE STATIC FRONTAL ARMOR DEFENSE - FULL GAME RULES
Similar to heavy cover for infantry, Heavy Vehicle now
Building (Including Blocking Attacks and Sight)
receive 2 total Defense dice when hit by Armor Piercing
Building hexes in addition to dark grey (1e - green) lines, destroyed damage in it’s frontal arc. This is a static defense, not
buildings purple, are marked with an image of a building. Infantry can Repair variable like the
from buildings, Reinforce or be Reinforced in buildings, and construct Defense Matrix. Both Firing Arcs and
Emplacements from buildings. Buildings and Destroyed Buildings block Frontal Armor use almost the same arc.
sight and attacks. Units can see and attack into buildings but not past them. The only exception is that Frontal Armor
To check whether sight/attacks are blocked, draw an imaginary line Defense is not triggered by a unit attacking
from the center of the unit’s hex to the center of the target’s hex. If it it from the same hex during an Assault.
intersects two hex lines of a building then the attack is blocked. Note: Static Defense reduces the amount of frontal armor increasing the
the attack line must fully intersect the two hex lines to be blocked, not value and tactical importance of units that deal AP damage. For
just run along the edge of them. example, with static frontal armor, if 4 points of AP damage were
assigned to a Heavy Vehicle’s frontal arc, that unit would only roll the
2 Static Defense dice instead of 4 if it was a standard resistance.

This Riflemen Squad cannot see through the building to the hex on
the other side. All other hexes are visible to the squad since their line
of sight does not fully intersect the building.

5.6 STATIC DEFENSES - COVER LINES


Light & Heavy Cover
Yellow represents Light Cover and green
represents Heavy Cover lines on the map.
Only Infantry benefit from Cover.

Infantry in the hex with Light Cover get +1


bonus Defense die and +2 in Heavy Cover.
At least one attack must intersect the cover
line to trigger this bonus defense roll.

Determine the line of attack the


same way as determining visibility In this example, the US AT Gun is in the Tiger tank’s Frontal Armor
around buildings (page 9), draw a arc, so if it attacks it, the Tiger tank will roll 2 bonus Defense Dice.
line from center hex to center hex. Note the Wolverine is not in the Tiger’s Frontal Armor arc, so if the
Intersecting cover lines occurs even Wolverine attacks the Tiger but the AT gun does not, then the Tiger
if the attack line barely touches the will not roll the 2 bonus Defense dice.
cover line, triggering the cover,
including sandbags.
21
6. ASSAULT - FULL GAME RULES Assault Clarifications
Assaulting an adjacent hex Capturing or preventing a Neutralization is the most common
All units can now declare an Assault by moving into an adjacent hex reason to Assault, as an active Assault prevents Neutralization.
that it can normally move into that is occupied by any enemy unit or a
1. *Battlefield Defenses Barbed wire / tank traps prevent infantry / vehicles
battlefield defense* that restricts their unit type’s movement. Each hex
as normal from moving in, IF they aren’t destroyed during the Damage
can only be Assaulted by one unit at a time.
Phase. Barbed wire and Tank traps can be Assaulted as long as it is not
The CP or Speed die used for the move is kept there as a reminder, on a control point that you control or have a unit already on. Heavy Vehicles
and the unit is placed as close physically as possible between the do not destroy any battlefield defenses until the Assault is resolved.
two hexes. The Assaulting unit cannot spend anymore CP during the
Assault and the Assault lasts until the first one of the following occurs: 2. Any unit already being Assaulted cannot build any Battlefield Defenses.

The Assaulted unit moves off of the hex normally, by an Infantry


3. Assaulting Infantry do not benefit from the hex’s cover, and cannot Retreat.
Retreat, or the Assaulted unit / battlefield defense* is destroyed 4. Other attacks against Assaulted Infantry still trigger cover, as well
during the Damage Phase. The Assaulting unit remains on the hex. as both Assaulter and Assaulted Heavy Vehicle’s Frontal Armor Defense.
5. Assaulted units able to attack at Range 1 can attack the Assaulting
The Assaulted unit / battlefield defense* does not move and is not unit, so mortar teams and snipers cannot.
destroyed this round. The Assaulting unit Retreats to the nearest
empty hex, that is valid for that unit, towards any Retreat point. 6. Infantry Assaulting a Machine Gun, even in a building, triggers Overwatch
and the MG can target this Assaulting Infantry in the Damage Phase to Pin
During the Damage Phase the Assaulting unit is targetable and attacks it, preventing it from attacking, but otherwise the Assault occurs normally.
from the Assaulted hex, but is not forced to attack the Assaulted hex.
7. Heavy Vehicle Frontal Armor and cover does not trigger from
units attacking each other on the same hex.

In this example, the Riflemen moves onto the Grenadiers hex,


Assaulting it, by spending one CP. In the Damage Phase, the In this Frontal Armor Defense example from earlier, the Tiger tank can
Riflemen’s one AI Damage will not trigger the Green, Heavy Cover, as rotate a tick and move onto the US Wolverine with one CP, Assaulting
both units are on the same hex. As such both the Riflemen and Jeeps it. Since both tanks are on the same hex, in the Damage Phase it’s
2 total AI Damage combined attack will go through undefended if the three AP attack will bypass the Wolverine’s Frontal Armor Defense.
Grenadier remains on the hex by not moving away or Retreating. If With Wolverines only having 3 maximum Health, it’s as good as
another Unit attacked the Grenadier across the Heavy Cover however, destroyed. Since the Tiger will not be facing the US AT gun anymore,
it would still receive the Heavy Cover Defense dice as normal. the Tiger is giving up it’s Frontal Armor to do it.

22
7.0 SUPPLY PHASE 7.1 SUPPLY - STEP 1 NEUTRALIZE, CAPTURE, ADJUST INCOMES
Neutralize Objectives
Supply Phase All units, even those that cannot capture, Neutralize Objectives.
1. Neutralize, Capture flags and adjust incomes
During Step 2 of the Damage Phase, for each of your teams units on
2. Collect resources according to income levels
a control point, remove the other team’s flag, if applicable as noted in
3. Check for Victory Point End Game Trigger the Damage Phase page XX, Neutralizing the point.
4. Spend resources, spawn units, purchase upgrades, unlock buildings
5. Remove completed Retreat dice, perform Repairs and Reinforcements. If there was a pin that was removed or active Assault, this step
happens now during the Supply Phase.

Supply Phase Overview Capture Objectives


During the Supply Phase each team performs the Steps above in order. As noted during the Maneuver Phase, all Infantry, Emplacements
and Vehicles with the Capture abililty can capture control points.
There are four resource types: Manpower, Fuel, Munitions, and Emplacements built in a previous round on control points capture it.
Victory Points (VPs). Manpower and Fuel are for purchasing units,
Munitions are for upgrades and abilities, and VPs are the win condition. Mark Control Points that have these units on them with your
team’s flag, Terrain Pack 1 flag pole miniatures, or otherwise
use the flag tokens found in the Core Set.
For each control point that your team captures, the corresponding
income on each team member’s HQ board increases by one. For
Manpower Fuel Munitions Victory each control point that your team loses, each team member’s income
decreases by one. All control point fluctuations affect the entire team.
The four resources are represented on the HQ board as incomes

7.2 SUPPLY - STEP 2 COLLECT RESOURCES


and stockpiles. Incomes determine how fast your stockpiles grow.
Stockpiles are resources gathered that you are able to spend.
Stockpile Caps. Resources do not have a stockpiles cap at 9. Just Collect Resources
place a second cube on 0 to represent 10, and a third for 20. This also
After control points and incomes have been adjusted, each player
applies to incomes, by placing a second cube on 0 to represent 5.
increases their stockpiles by the corresponding income.
Resource Hexes in Buildings
Dual Resource Hex By default, buildings with resources inside of them can be destroyed
Most maps feature dual resource hexes. Both resources are captured unless otherwise specified. In this case, if the building is destroyed
at the same time, so only one flag is placed to represent control. the control point still exists but is not capturable in the round it is
destroyed and if controlled it is neutralized that round, but is available
to be captured in the destroyed building’s hex in future rounds.

Adjusting Incomes and Stockpiles Example


In this example, a team captures a Manpower Control Point. In the
Adjust Incomes step, each team member increases their Manpower
income from one to two.

During the Collect Resources step, each team member’s stockpiles


go up by the amount of each income level.

Carefully adjust the stockpiles, not the incomes during Step 2 Collect Resources.

Teammates spend their stockpiles seperately during Step 4 - Spend Resources.

Remember to not “spend” your income levels. The income track is just
a record of how many resources you will collect each round.

23
7.3 SUPPLY - STEP 3 CHECK END GAME TRIGGER Unlock Commander Tier / Use Commander ability (page XX):
Players can spend XP to unlock a Commander tier, or use a
Commander Supply Phase ability, paying any cost shown.
Game End and Final Scoring
As noted during in Objective and Game Setup, p XX, check each
team’s Victory Points, if any team has reached or exceeded the chosen
Victory Point End Game Condition Trigger proceed to final scoring.

3 Bonus VPs are awarded at the end of that final capture step to the
team who controls the most Victory Capture Points, none in a tie. The
team that started the game going first wins the game in a final score tie.

7.4 SUPPLY - STEP 4 PURCHASING


After players capture, adjust incomes, and collect resources, players spend
their resources. Keeping with the round’s turn order, the teams take turns
selecting anyone of the following purchase options in any order after
each one going back and forth with the opposing team.

Teammates purchase simultaneously in the following ways below.

Once a player passes on purchasing they are done for the round. A US Riflemen Squad is a versatile unit; they can choose either extra
Some unit limits are noted, otherwise only component limits are 3 of each Tier 1 AP or AI damage for both their XP and Munitions Upgrades.
and Tier 2 Vehicle (including any Vehicle without a Tier listed), and 2 of each
Tier 3 Vehicle. For Lost Brigades refer to Commanders with that Vehicle for their tier.
Construct New Tier Buildings: By paying the amount
No other component limit exists such as for Infantry and Emplace- identified on the back of the building boards, players can flip
ments, for those substitute as needed. them over and can begin purchasing those tier units this round.
All factions must unlock their buildings in order, Tier 2 before Tier 3.
Game Tip: Players may wish to keep some purchases secret or choose
based off of enemy purchases. Try to make key purchases later in the Supply OKW Special Rules:
Phase’s turn order, as each is revealed and Spawned when it is purchased. OKW Buildings require first constructing a SWS supply truck and then
converting it into an emplacement somewhere on the map. They are the only
For less competitve players, all players may make all purchases simultaneously.
faction to have their building boards each represented as a unit on the map.
Purchase Upgrades: Most units have two or more upgrade
options located in the lower section of the unit tile on their building OKWs Tier 2 and 3 units may spawn adjacent to their Tier’s emplacement
board. Each unit can purchase each of their upgrades once, if with Slow the first round or at their team’s Spawn Area normally.
the Munitions cost is shown twice, it can be purchased twice. If the emplacement is destroyed they may build another or just spawn
future units of that Tier in their Spawn Area. However another Tier 2 is
Track purchased upgrades by placing the corresponding die in the
NOT required in order to convert a SWS supply truck into its Tier 3.
unit’s tray. For units with the same upgrades put the XP upgrade on the left
(Infantry Tray) / front (Vehicle Tray) and the Munitions upgrade on right/back. Only 1 of each Tier emplacement may be built at a time.

Veterancy: If a unit has an upgrade ability with a rare ability that


Purchase New Units to Spawn: Subtract the unit’s cost does not have its own dice icon, such as Reinforce, this die icon
shown on your building board or commander from your is used instead. This is also used for unique infantry such as those
stockpiles, place it in your team’s spawn area. Units can not be unlocked by commanders to help visually show that it is that unit.
purchased if there is not an empty hex to spawn on.
All core units can be indentified through key dice on them, such as
Upgrades only affect a single unit per upgrade, not all units of that
Close Range Firepower for Sturms, Defense for Volksgrenadiers, and
type. Units anywhere on the map can purchase upgrades. They can
Camoflague die for Obersoldaten in the case for OKW.
also spawn and immediately be upgraded in the same purchase step.
24
7.5 SUPPLY - EXPERIENCE AND DESTROYED UNIT VP 7.6 SUPPLY - STEP 5 FINISH RETREATS, REINFORCE, REPAIR
Experience is a resource that is earned from combat and stored in the After any Retreats including from Assaults are removed, some unit
experience section of your HQ board. It is spent like other resources abilities take place here in Step 5, the last step of the Supply Phase:
during the Supply Phase, to upgrade units and unlock commander
tiers. Each unit can purchase its Experience Upgrade once, just like Reinforce. Units or locations with the reinforce icon heal
their Munitions Upgrade. all damaged adjacent infantry one health. This allows
an infantry unit to be healed twice if it is adjacent to two
Gaining Experience reinforcement points or units. Allied units reinforce each
Experience From Assigning damage to enemy Units. other as long as they are on the same team. Units can
During step 2 of the Damage Phase, Assign Damage and Collect XP, reinforce an ally from inside or into a building or Transport Vehicle,
all players gain 1 free XP plus 1 additional XP for each and every even inside of that Transport.
different enemy unit they assign relevant damage to. (See examples For example, if a wounded infantry squad was adjacent to two US Jeeps,
of relevant damage below.) Since it does not matter if this damage is which have the reinforce ability, it could restore up to two health during the
reduced by Defense dice, the XP is awarded before any HE attack Supply Phase, but the infantry squad cannot exceed its maximum health.
dice and Defense dice are rolled. Players track XP by placing white
cubes in their experience tray on their HQ board. Repair. Units for each repair icon can repair one adjacent
emplacement or vehicle, including allied units, one health.
Destroying enemy units does not award additional XP. They can repair other units from inside a building or vehicle.
However the owner of each destroyed unit receives 1 XP. however not their own transport vehicle that they are in.
Infantry that can build emplacements can still build one each
1 Victory Point is gained from each enemy unit destroyed, unless round in addition to repairing.
it has Heroic Sacrifice. For each of your units destroyed, even with
Heroic Sacrifice, you gain additional 1 XP. Reinforcement Points. Each team’s entire spawn areas are their
Note that teams share VP, but XP is awarded individually, not shared. reinforcement points. Each of these hexes serves as a reinforce point
and will reinforce any friendly infantry squads on them during the
Supply Phase, but not infantry units on hexes adjacent
to the Spawn area.

1st Edition Map Panel Note: Printed Reinforcement


Points on maps are no longer used.

Relevant Damage means assigning damage that has the potential


to damage the target. Thus, assigning only AI or Flame damage to a
heavy vehicle would not give a player experience, unless the Flame
damage is assigned to a Heavy Vehicle on an Ice Tile when playing
on frozen maps with the Full Game Rules. (Page XX)

Assigning damage to two or more enemies now provides one


experience for each different enemy assigned damage.

Assigning damage to three enemies, destroying two of them in a


round provides four experience total, with one free XP each round.
There’s no additional experience points for destroying them. In
total: You would earn four experience and two Victory Points, and
your opponent would earn two experience for losing two units.

25
8.0 COMMANDER CARDS 8.2 COMMANDER DETAILS
These commanders are recommended for First Game Rules (instead of
being dealt 3 random to pick from in the Full Game rules below): Commander Card Examples
Wehrmacht - Mechanized Doctrine, British - Lend Lease Assault, OKW -
Firestorm Doctrine, Soviet - Soviet Ranged Tactics, US - Ranger Company.
Commanders introduce abilities, units, and upgrades to a faction’s army.

Commander Card tiers are unlocked from left to right by spending the
XP value in the top left corner of each tier. Unlocked tiers are marked
by placing a cube in the track on the right of the HQ board.

Spend XP, unlocking


Place 1 of the Spent
Commander tiers left to right
XP on the track

The first and third tiers of ‘Armor Company’ for the US are passive
abilities that apply for all rounds after they are purchased.

‘Defensive Smoke’ is a once per round per unit ability that can be paid for and

2 resolved at the beginning of the Damage Phase, before damage is assigned.

Tier 4 Sherman Easy Eight spawns a free one during the Supply Phase, these
are standalone units and do not have access to any Sherman upgrades.
3
4
Anytime after Tier 4 is unlocked, 2 XP can be traded any
number of times for 1 Manpower, Munitions or Fuel.
After completing the fourth commander tier, 2 XP can now be traded
for 1 Manpower, Munitions, or Fuel any number of times at any time.
This is not a separate Supply Phase Purchase action, it is done as
part of any purchase such as trading XP to afford a purchase.
The second tier of Spearhead Doctrine ability specifies that Mortar Teams XP

8.1 COMMANDER - FULL GAME RULES Flame upgrade now only costs 1 XP, which means it applys to future mortars.
The third tier is a “Tactic” ability activated during the Maneuver Phase.
Full Game Rules - Commander Cards This damage is applied simultaneously with other damage during the
Each player shuffles their factions entire collection of Commanders into a deck. Damage Phase. Damage assigned from Commander Tactics damage
any and all units on those hexes.
Each player draws three Commanders before the game out of their deck.
This does not award XP if they are the only damage dealt to an
Each player may pick their one Commander at any time, but cannot enemy unit. This damage has no direction and does not trigger non-
switch after unlocking the first tier.
building cover or Heavy Vehicle Frontal Arc defense.
If multiple players are playing the same faction, but only one of any of Lastly, Tier 4 provides access to Tiger Tanks with the first spawning
the expansions are available, you may have those players share that for free when unlocking tier 4.
deck, but keep in mind specific expansion call in vehicles of a specific
faction. If that happens just have one of those players draw a If a card has a different rule than that in the rules, the card takes precedence.
replacement for any overlapping Vehicle call in Commanders. See the Commander FAQ in the Faction Overview booklet for specific questions.
26
Once a Round abilities specify a phase and a cost such as “Tactic”
8.2 COMMANDER DETAILS abilities require your very first X CP and Y Munitions at the start of a
Maneuver Phase. These Commander abilities can only be activated once
Commander Card Clarifications per round per applicable unit. These always cost CP and/or Munitions.
1. Commander Once Per Round abilities can only be activated once
per round per Unit and specify when they can be used. These include: Alternate Upgrade Choices provide upgrades that units can purchase
in addition to the unit’s other upgrades found on their building board. A
Tactics that state, “At the start of your Maneuver Phase spend your cost is shown for the upgrade and apply to only one unit per purchase.
very first ‘X’ CP and/or ‘Y’ Munitions to...” (Once per round)

Specific Maneuver Phase abilites such as, “When spending your first
CP cube on ‘X’ unit...” (Once per round per unit) 9. LOST BRIGADES EXPANSION - FULL GAME RULES
Specfic Damage Phase abilites such as, “‘X’ units can spend ‘Y’ Lost Brigades Expansion - Optional Building Board Extensions
Muntions at the start of the Damage phase to...” (Once per round per unit) Lost Brigade Building Extensions (Lost Brigades for short) are an
2. Infantry and Vehicle Call-In’s from Commander tiers can be optional expansion that is recommended after all players have played
purchased multiple times in a round.  multiple games. They are designed to spice up the game, speeding up
access to certain units, in particular expansion call-ins that may rarely see
3. Unit Upgrades from Commander tiers are in addition to the play and create fun combinations that may or may not be balanced. For the
units normal upgrade options found on their building board. These most balanced experience it is advised to play without them. However
upgrades can only be purchased once per unit.  experienced players will know the tools to how to deal with them.
4. Alternate unit upgrades found on some Commander Cards retain They are very similar to Commanders, however they do not
their original unit’s upgrade options. These units specific “Riflemen require that any tier buildings to be built. Once picked any number
may spawn as ‘X’...” So if a unit spawns as a specific variant, it still can be purchased up to the limits noted in the Supply Phase.
has access to its XP and Munitions Upgrades, unless it specifies that
it already has those Veteran upgrades in that variant form. Any Lost Brigade that costs 0 XP, may be selected at the start of the
game to to be unlocked, some of these may even replace starting infantry.
5. Allies. Commander abilities never affect allies unless otherwise
stated. The exception is indirect effects, for example placing an ‘Eye’ die for a Each player shuffles their factions entire collection of Lost Brigades into a deck.
Recon Plane ability that reveals the hex, including camo for allies. Each player draws three Lost Brigades before the game out of their deck.
6. “Standard” vs “Special” buildings, Special buldings are bunkers and Each player may pick their one Commander at any time, but cannot
the Cathedral as indicated in the Rules page 18. switch after picking their one Lost Brigade.
Multi-hex standard buildings are still standard buildings.

7. Any damage ability that Assigns damage to a hex is dealt during the Lost Brigades are very XP Cost to
Damage phase and damages any and all units on that hex. It does not gives similar to Commanders unlock
XP if it is the only damage assigned. Rules Page 13. These do not trigger with the key exception
non-building cover or Heavy Vehicle Frontal Armor Defense. Consecutive that none of them
hexes, such as “3 Consecutive hexes...” means 3 in a straight line. require any Tier
buildings, which allows Resource
Commander Ability Key Features and Terms for quicker and easier costs to
Commander Ability Timing. Commander abilities occur during access. purchase
the Supply Phase, unless otherwise specified. This means it states
“Maneuver Phase” for Maneuver Phase abilities, and “Damage Phase”
for Damage Phase abilities. All unit upgrades and unit spawns occur
during the Supply Phase. Commander abilities only affect that player’s
units not their team’s, unless it is Repair, Reinforce, Retreat, or an
10. FULL GAME MAP FEATURES - Bunkers
Bunker are a Special building that has 6 health and
abilitiy that provides sight, which are always shared with teammates. infantry inside have +1 Armor Piercing Damage when
Passive Abilities are always active or trigger on a specified condition. attacking a unit outside of the bunker. Place a white
AP die on it as a reminder.
Unit Spawns and Upgrades often provide free units, access to units All Bunkers are destructible unless specified otherwise on a map.
that can be purchased, or free upgrades when a unit type is spawned.
When destroyed, they no longer provide +1 Armor Piercing Damage.
A price shows the cost to spawn the unit. No limits unless specified.
27
10.1 FULL GAME MAP FEATURES - MULTI-HEX BUILDINGS AND CATHEDRAL 10.2 FULL GAME MAP FEATURES - TERRAIN PACK 3 COVER
Terrain Pack 3 (TP3) - Destructible Cover
Multi-Hex Special Building - including Cathedral
Multi-hex buildings, like the Cathedral, provide cover to the units Terrain Pack 3 Cover by default is treated very similar to Sandbags in
inside from outside units, but do not provide cover from other units that all Infantry can “take cover” behind any cover on the map for 0 CP
inside the building. during the Maneuver Phase, no Wrench is required, and the matching
Cover miniature model is added to the board. It is destructible exactly
Multi-hex buildings are the only structures opposing teams can enter as Sandbags and follow all of the rest of the rules, see Sandbags p. XX
at the same time.
Once destroyed, mark it with a white cube on the hex, all printed
By default adjacent buildings on a map are treated as Multi-hex buildings. cover on that hex is destroyed for the rest of the game.
Other than the indestructible Cathedral, each hex in Multi-hex All other TP3 models, including Red Impassable terrain are
buildings is destructible by default. indestructible and placed during setup.
Units have line of sight to any hex inside or outside a multi-hex Variant - Indestructible Cover - Place as much cover as you can on the
building as long as their line of sight does not pass through two green map during setup focusing on the key central points, it is indestructible.
cover lines.
This Cathedral diagram reflects line of sight, following the “does not
pass through two green cover lines” rule. 10.3 FULL GAME MAP FEATURES - ICE RULES
Snow Maps - Ice Tiles / Frozen River
Some maps feature ice tiles. When attacked on the ice, units have a
chance to fall into the river and be instantly destroyed. The chance is determined
by the damage type and the defending unit type as shown by the Ice Matrix.

The ice icon means the unit rolls an ice check. This occurs after damage
is assigned to a target on ice, but before any HE or Defense dice are
rolled. The defending unit rolls a white die for each ice icon shown.

Multiple damage sources do not stack, use the highest icon source
total. The same ice check is made when assigned 1 HE or 2 HE
Lookout Tower damage, or 2 HE and 1 AP. If any roll fails (a red symbol) they sink
The tower is positioned directly over four cathedral hexes. The tower into the river and are destroyed. If HE Splash effects multiple units
is considered adjacent to these four hexes. Units can move into the across multiple ice hexes, each unit individually rolls an ice check.
tower through any one of these hexes.
The unit awards XP to the attacker for assigning damage (whether
Units in the tower receive +4 Sight in addition to any sight bonuses it falls through or not, including flame to Heavy Vehicles), VP for
they have allowing them to spot enemy units 6 or more hexes away destroying an enemy unit, and an XP to the player losing the unit.
for their team, depending on the unit’s base sight. Buildings do not block Nothing happens to the hex itself. Ice tiles are illustrated visually, if the majority
line of sight for units in the tower. MGs can only setup facing their firing of a hex consists of ice, then it is an ice hex. 2E maps have the icon on the hex.
arc to the sides for simplicity and to have a normal firing arc.

The 3 Defense die building cover bonus in the tower is triggered


even when attacked from other units inside the rest of the Cathedral.
Assaulting the tower does not trigger its cover, as per normal Assault rules.

Destructible Tower
The tower is the only part of the Cathedral that can be destroyed.
The tower is treated like a standard building with a default health of 3.
When the tower is destroyed, remove the initial tower piece and
replace it with the destroyed tower piece. Any units in the tower This diagram is also on the back of this book, as well as on the back
Retreat to the nearest empty hex towards a Retreat Point. Units can of the Tier 3 building boards.
no longer occupy the tower.
28
11. ODD NUMBER / THREE PLAYER GAMES PURIST MODE
Three and five player games have the option to play Free-for-all
mission setups or still require two teams, thus one player will field two Purist Mode is a more direct adaptation of the video games that does
factions. Alternatively we suggest using an AI player found in the Solo/ not grant Victory Points for defeating units. The only way to gain
Cooperative Expansion to team balance. Victory Points is by capturing victory control points. Recommended
1 vs 1 End Game Trigger below, add +3 for 2 vs 2+ games.

12. FULL GAME - MODES / RTS MODE Bonus 3 VPs are still awared at the end to the player / team with the
most Victory Capture Points. In this mode Heroic Sacrifice gives the
Real Time Mode allows for a faster pace, but otherwise plays as player losing the unit 3 XP instead of 1 XP.
normal. The Operations Deck is fully compatible with RTS mode, with
the only change being that the chosen amount of turns is revealed Short Medium Long
immediately, and both players set aside the selected total amount of End Game

CP cubes to use. This game mode can be implemented on any map, Trigger:
15 18 21
in any mode in the Mission Booklet. In this mode players maneuver
simultaneously, by placing a CP in a hex adjacent to a unit then move the
unit, or in it’s own hex for an abilities or building battlefield defenses.
Each CP placement and move must be performed one at a time, three
cubes can not be placed down at the same time to move a unit 3 hexes.
Retreating Infantry may still be resolved at the end of the Maneuver Phase. READY FOR YOUR FIRST COMMAND!
Placement Ties You are now ready to play the Company of Heroes Board Game!
If two opponents place a cube in the same hex at the same time, the Afterwards, return here for how to expand your game experience.
tie goes to the first player/team this round. If a possible conflict is spotted Many Commanders require the Full Game Rules to use, as well as
the first player/team should verbally announce it, even before timer starts. other symbols which should be ignored that have not been identified,
including those on this page and Retreat Points found later in the Full Rules.
Timer
The Core Set includes two 3 minute timers. 3 minutes is how long
each Maneuver Phase lasts. Once the timer is out, any player can call
time, and no new movements or actions can be initiated.

Soft Timer Play (non-RTS mode)


A timer is recommended for speeding up the game and ensuring
its clear whose turn it is. After a team spends their 3 CP during the
Maneuver Phase, or purchases a unit during the Supply Phase, a
player flips a timer and informs their opponents that it’s their turn.

Tournament Play - Blitz Mode


Official tournament play should consist of the following: Players draw
4 commanders, and immediately ban 1 of their opponents. 90 minute
time limit. Blitz Mode with - 1 minute each turn in the Maneuver
Phase, no timer for simultaneous damage assignment or resolution(no
delay over 1 minute is allowed), and a 1 minute timer to make 1
Supply Phase purchase or pass, including placing the purchased unit
/ upgrade on it’s location. Once one player / team has passed durign
the Supply Phase, the other team gets 1 final minute to make any
remaining purchases. At the end of the 90 minutes if the game isn’t
completed, the current round is completed and the end game trigger
3VP is awarded as in the normaly rules, with final tie breaker as the
normal rules going to the first player/team.
The official Companion’s timer is found at : https://cohcompanion.app/

29
Capture To take control of a control point. Occurs at the
13. GLOSSARY beginning of the Supply Phase. Only infantry (green) units or
units with the capture ability can capture control points. Pinned
Black text refers to rules and pages found in the First Game Rules or retreating units cannot capture. Note most tier 1 light vehicles have the
Red text refers to rules and pages found in the Full Game Rules capture ability. p. X
Blue text in this section is only used for second edition changes. Close Range Firepower A special ability that adds +1 AI
damage to adjacent and same hex Assault targets only. (This ability is
+1 Health When a unit upgrades to an additional health, the unit’s not affected by range upgrades.) Sturmpioneers only do 2 AI at range 1,
maximum health goes up by one and the unit’s current health goes while 1 AI at range 2.
up by one. This is represented by adding an infantry figure to the tray.
Track with +1 Health green die, or Veterancy blue die. For + 2 Health, Commander/Doctrine The terms Commander and Doctrine are used
add 2 figures, and use 2 dice. interchangeably. Represented by Commander Cards that unlock
additional abilities and units. p. XX
Ally Any other unit of yours or of a teammates, other than the unit itself.
Commander Tiers Commander tiers are unlocked by spending
Assault Full Game rule that allows units to move onto an enemy experience. They are unlocked from left to right and tracked using the
unit’s hex, declaring an Assault. p. XX commander tier track on the HQ board. p. XX

Adjacent When an ability specifies adjacent hexes, all of the hexes Consecutive Hexes When an ability specifies consecutive hexes it
must be touching each other. This is different from consecutive hexes means that are in a straight adjacent line.
(see later). Mortars and Snipers cannot target adjacent hexes.
Control Point Missions use the triangle resource tokens to identify
Anti-Infantry Damage (AI) A type of damage effective vs where resources and Victory Points are setup. (See Capture.)
infantry, less effective vs light vehicles and emplacements and
Cover, Heavy Provides +2 bonus defense dice to infantry
that has no effect vs heavy vehicles. p. XX
(green) units. p. XX
Armor Piercing Damage (AP) A type of damage that is
Cover, Light Provides +1 bonus defense die to infantry
less effective vs infantry but effective vs all other units (p.
(green) units. p. XX
XX). AP damage triggers a heavy vehicle’s frontal armor
defense if it crosses their frontal arc. *p. XX Damage Dice Also referred to as upgrade dice. White dice
with the four damage type symbols on it as well as speed and speed
Assign Damage All damage assigned to a unit in the Damage Phase
spent symbols.
is resolved together, regardless of source. Overwatch damage is
automatic guaranteed Manever Phase Damage (p. XX). Damage Defenses, Static In addition to the defenses identified on the Defense
assigned in other phases from rare Commander abilities is resolved Matrix, units can receive extra defense rolls from cover, frontal armor
together with other assigned damage. defenses, and unit upgrade defenses. p. X
Battlefield Defenses Includes Sandbags (First Game Rules), along Defense Matrix The all-important chart found on the back of your tier
with Barbed Wire and Tank Traps. All Battlfield Defenses have 2 “Flat” 3 building board. Identifies relevant damage types and defense rolls,
Health which means if 2 or more damage is assigned to the hex in the Only HE dice that successfully “hit” are rolled for defense. p. X
Damage phase all Battlfield defenses are removed at the end of the
phase. Health is not tracked if only 1 is assigned. p. X Emplacements Units identified with a purple health symbol.
They are immobile and are built adjacent to infantry with a
Buildings / Destroyed Standing provide 3 static Defense dice. Wrench icon. Resistant to AI damage. p. X
Destroyed buildings provide only 1 static Defense die, but for all
purposes are “standard buildings”. Indestructible in the Basic Rules Experience (XP) A resource earned by one free each round plus
see p. 5, 8, 9. Advanced Building Rules see *p. XX. assigning damage to an enemy unit (unlimited, 1 each enemy), plus
1 for each of your units that are destroyed. Tracked with white cubes
Bunker A Special building that has 6 health, and grants infantry inside in the experience cutout of the HQ board. Spent on unit upgrades and
an AP damage die when targeting units outside of the bunker. *p. XX commander tiers. p. XX
Cathedral A Special building that is indestructible except for the tower Firing Arc The arc, composed of the units hex, then expanding out
which has it’s own special rules. *p. XX from the hex in front of the unit, then in a cone out forward all 3 hex
directions, used to determine which hexes weapon teams, and fixed
Camouflage Camouflaged units cannot be targeted by any ability or attack
guns (non-turreted attacks) can hit. The firing arc also determines
unless there is a spotter adjacent to them or they are spotted by a unit with
whether AP damage triggers the Frontal Armor Defense on heavy
Spots camo (+2 Sight) or a Recon plane Commander ability. p. X
vehicles. *p. XX

30
Fixed Gun The forward arrow means this attack is non- Light Vehicle Units identified with a yellow health symbol.
turreted and can only attack targets in the unit’s forward firing Most spawn with a speed die giving them a free extra move
arc. Upgrades to fixed damage types are also considered fixed. *p. XX per round. Resistant to Anti-Infantry (AI) and High Explosive
(HE) damage. p. X
Flame Damage Ignores defenses, including all cover and
upgrades. This means that units take damage from flame Neutralize Units that can Capture, can Neutralize an enemy capture
damage automatically before rolling any defense dice. Heavy point, removing their flag and control. This occurs during the Assign
vehicles are immune to Flame damage. Flame and HE are Damage step 2 of the Damage Phase unless there is an active
the only damage types that damage buildings. p. X, *p. X Assault or it is an infantry that is pinned. p. X

Friendly Fire No damage type hits friendly units with the exception of Non-Turreted / Turretless See “Fixed Gun”.
Splash damage and Commander abilities that target a hex. Packed Up / No Fire A condition of weapon teams that
Frontal Armor Defense Similar to heavy cover for infantry, a heavy prevent them from firing until they spend a CP to setup.
vehicle receives 2 total defense dice when hit by Armor Piercing Represented by the “No Fire” die. p. X
damage in its frontal arc, regardless of the amount of AP. This Passive Ability/Upgrade Effects that remain in once purchased. p. X
represents the increased forward armor of heavy vehicles and creates
the need to flank tanks and other armor for maximum damage. Frontal Once Per Round An ability found on Commander Cards that requires
Armor has the same arc as firing arcs. *p. XX a payment each time and can be used once per round per unit. p. XX
Heavy Vehicle Units identified with a red health symbol. A Range (Attack Range) How far a unit can shoot. The range of
unit type representing tanks, tank destroyers, assault guns, a unit is identified on its building board or Commander card.
and other armored vehicles. Heavy vehicle movement is Range Upgrades are noted by this icon. p. XX
restricted but they have the most defenses in the game with immunity
to Flame damage, Anti-Infantry damage, and are resistant to HE Reinforce To heal an infantry unit. Occurs at the end of the
damage. They also have frontal armor defense against AP damage. Supply Phase. The team’s retreat and reinforcement point and
Those with two damage types may split their damage by assigning some units heal all adjacent friendly infantry units. Units cannot
one type to each enemy. p. X * p. XX reinforce an ally from inside a building and vice versa. p. X

Heroic Sacrifice Units with this ability do not provide a Relevant Damage Any damage type that is able to inflict damage on
Victory Point to the opposing team when destroyed. p. X the targeted unit, i.e. Flame damage assigned to a heavy vehicle is
not considered relevant damage. p. X
High Explosive Damage (HE) The only damage with
variable damage. HE can miss, hit, or crit, causing 0, Repair / Build Most tier 1 Regular Infantry have the wrench
1, or 2 points of damage. Vehicles are resistant to High ability as identified by the wrench icon. Units with this ability
Explosive damage, they rolls 1 Defense die for each Hit or can repair a single adjacent vehicle or emplacement 1 health at
Crit. Misses are not rolled. For example, if a defending unit the end of the Supply Phase for each Wrench. Units with this ability can
has 1 HE assigned to him and the attacker rolls a crit, the defending construct Battlefield Defenses during the Manuever Phase, as well as build any
unit rolls 1 Defense die. HE also damages buildings. p. X *p. XX available and unlocked emplacements during the Supply Phase. p. XX

Ice Rules Rules for tiles on maps that consist of mostly ice (over Resources Manpower, Munitions, Fuel, and Experience are the
50%). Units on those hexes when assigned damage of specific primary resources spent to purchase and upgrade units and construct
damage types roll dice according to the chart on the back of the book buildings. Missions identify the default resource incomes of a team
as well as on the back of each faction’s Tier 3 building. If they fail they but incomes can be increased by capturing resource control points.
fall through the ice and are destroyed without rolling for damage. Victory Points are treated like a resource but are never spent. p. XX
Impassable Terrain Red lines are used to note where units cannot Retreat Point The location that retreating units must reach.
move through, Repair, Reinforce, Spawn, or construct Emplacements By default entire spawn areas of each team are Retreat
across. p. X Points. Alternatively, some units can function as a retreat
point, including ally units. Those units are indicated by the
Indirect Damage that can ignore line-of-sight to shoot over
flag symbol. p. X
buildings and smoke. p. X
Setup A status that allows a weapon team to fire. It costs one
Infantry Units identified with a green health symbol.
CP to setup from packed up. When weapon teams setup they
Includes both standard infantry and weapon teams. When
choose a direction for their firing arc. Changing the firing arc
an effect specifies infantry it applies to both types. Resistant
requires the team to pack first, then setup again (2 CP total). p. XX
to AP damage. p. X

31
Sight Range The range that a unit can see, by default two. Timer Even turn-based games can use soft timers. When your team
If a unit has a range longer than their sight they will require has completed their turn flip over the sand timer to put the others on
an allied spotter to make use of their full range. p. XX the clock. This is primarily useful as a definitive signal that it is their
turn.
Sight and Attack Range Icon used to show both a +1 sight
and +1 range upgrade. Turn A division of the Maneuver Phase. Players spend or forfeit 3 CP
per turn.Turns alternate between teams. Turns are different from a
Round which is the full cycle of all Phases.
Slow Slow units may only spend 2 CP per round, Double Turreted Found on heavy vehicles, these attacks have
Slow units may only spend 1 CP per round. p. X a 360° firing arc. Upgrades to turreted damage types are
also considered turreted. p. XX

Vehicle Trays Large plastic trays that hold vehicles. An optional


Smoke If a unit is in a smoked hex, that unit cannot spot,
tool when your vehicle gets crowded with upgrade dice and damage
can only attack adjacent units, and can only be attacked by
cubes.
adjacent units. Adjacent units do not spot smoke hexes for
other allies. Units cannot see or attack past a smoked hex.*p. X
Very first X CP and Y Munitions This expression is used to
represent Commander abilities that require a specific amount of
Sniper A reference to a type of unit that has a default range of 3,
player’s very first Command Points and Munitions at the start of that
cannot attack at range 1, sight of 3, and camouflage.
player’s first turn during a Maneuver Phase.
Spawn Adding a new unit to the board, usually into your team’s
Veteran Some special units and upgrade abilities do not have
Spawn area. p. X
a specific dice icon, so the generic veteran green dice icon is
Speed A die that is used for a free move. This free CP must used to track them. p. XX
be performed before any CP cubes are spent and does not
Victory Point The objective of the standard game. Collected each
count towards any CP maximums for the unit or player. A
round from captured Victory Control Point locations on the map and
Speed die may be used to Building field defenses or use an
from destroying units. p. X
ability. When used the die is flipped over to show the “spent speed”
side. p. X Weapon Team A sub-type of infantry units with special movement
and firing rules. It can only fire when deployed, and can only move
Splash Damage Converts all High Explosive HE damage
when packed up. All weapon teams have a firing arc that is chosen
to now deals 1 point of rolled HE damage to the target hex
when setup (see page XX). All Mortar teams and most AT guns cannot
and all hexes surrounding the target hex, including the
setup in buildings. All infantry, including weapon teams can enter a
target itself, any other unit on the hex and any battlefield
transport vehicle, but weapon teams can not setup while in a vehicle. p. X
defenses. Splash damage is only assigned out to all
enemy units that are in vision, Camoflagued units require a spotter,
and all allied units. Defense dice are rolled against this damage which
is combined with all other damage that that unit is receiving this round.
This damage also ignores all non-building cover. p. XX

Spotter / Spotting Units automatically spot for all friendly units. If a


friendly unit can see a unit or a hex then it is visible to all other units.
This includes Recon plane Commanders which share visibility to all
friendly units, even spotting Camoflague units. p. X

Spots Camo This symbol is used to show that this unit


Spots Camoflagued units, which is shown for all units with
4 sight range, as well as Recon Plane abilities. p. X

Status Dice The red dice that show whether a unit is


pinned, slowed, packed up, deployed, retreating, or dealing splash
damage.

Strategizing Teams may communicate freely throughout the game.

32
FIRST GAME ICONS REFERENCE

IO N
EDIT
2ND (Greyed out text indicates rules only needed in the Full Game Rules)
LES

Anti-Infantry
RU

Defense Pinned +2 Health


Damage (AI)
Armor Piercing
Smoke Slow +1 Health
Damage (AP)
High Explosive Setup
Sight Heroic Sacrifice
Damage (HE)
Flame Sight and No Fire Close Range
Damage Range Firepower

Speed Retreat 2 Close Range


Camouflage
Firepower
Spent Splash Veteran
Range
Speed Damage

Manpower Repair Capture Infantry


G

Fuel Reinforce Transport Light Vehicle


Y

Munitions Turreted Retreat Heavy Vehicle


Attack Point R
Victory Non-Turreted Experience
Points Emplacement
Attack Cost P

Maneuver Phase Damage Phase Supply Phase


1. Turn Order - Alternate First Team each Round 1. Machine Guns Assign Damage and Pins 1. Neutralize, Capture flags and adjust incomes
and First Team draws and picks Operation 2. Neutralize, Assign all damage, Collect 2. Collect resources according to income levels
(Skip in First Game Rules) Experience (XP) 3. Check for Victory Point End Game Trigger
2. Spend three CP for each player on a team 3. Defender rolls applicable defense dice 4. Spend resources, spawn units, purchase
alternating between teams until all twelve (or 4. Apply resulting damage. upgrades, unlock buildings
chosen Operation amount in Full rules) are 5. Remove destroyed units, collect Experience 5. Remove completed Retreat dice, perform
spent or forfeited (XP) and Victory Points (VP), and Repairs and Reinforcements.
Each hex movement costs one CP. resolve Assaults (Skip in First Game Rules).

3. Perform Infantry Retreats in team order.


(Skip in First Game Rules)
33

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