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Movement (9.4-5) Attacking (11.1,3) Retreating (13.2) Advancing After Combat (14.

0)

Terrain Non-Mechanized Mechanized Attacker Effects Armor Shift? Non-Mechanized Mechanized Non-Mechanized Mechanized

+1 MP. Must start adjacent +1 MP. Must start adjacent If not starting adjacent or
If not starting adjacent or May only cross unbridged May only cross unbridged
Across Major River and first move must be to and first move must be to Unit strength halved No* following road, 1 step loss
following road, eliminated. during first hex of advance. during first hex of advance.
cross river cross river per stack

Across Minor River No Effect +1 MP to cross Unit strength halved Yes No Effect No Effect No Effect No Effect

+1 MP. Must start adjacent


Across Flooded Prohibited, unless following If not starting adjacent, 1 Eliminated, unlesss following May only cross unbridged Prohibited, unless following
and first move must be to Unit strength halved No*
Hexside road or causeway step loss per stack road or causeway. during first hex of advance. road.
cross flooded hexside

Into/Thru Flooded +2 MP and must stop upon Prohibited, unless following Attacking into: No Effect No* If not following road, 1 step Eliminated, unlesss following Must stop upon entering, Prohibited, unless following
Hex entering road Attacking Out of: Unit strength 1/2'd No* loss per stack road. unless following road. road.

Into Mixed Normal 2 DCB Yes No special effects No special effects

Into Bocage Normal 3 DCB Yes Must stop upon entering, unless unit will exit along a road.
Stops retreat after one hex, if not in EZOC.
Into Woods Normal +2 MP 2 DCB No

Into Town Normal 4 DCB Yes If friendly, non-Disrupted occupied, can stop up to combat
No special effects
Into City Normal 5 DCB No strength in an EZOC.

On to Hilltop Normal 1 Shift Left (use DCB for terrain type) Yes No special effects

Over Causeway Normal Unit strength halved No Treat as bridged flooded hexside Treat as bridged flooded hexside

Limited Advance (14.1): Attacker can only occupy


Ignore Minor Rivers that flow through Flooded River 1 Shift Left if all units in MAF attacking across Major Strongpoints and Improved Positions can also stop retreat
defenders vacated hex. Occurs when defender eiliminated
Hexsides. Flooded hexside takes precedence. River, Flooded Hexside and/or out of Flooded Hex. after one hex.
but not required to retreat.
*Regardless of Road

Tactical Movement (9.10) Scattered (20.2.3) Replacement (6.2.4) Armor Shift (11.4)
Attacker (1R) Defender (1L)
Allows unit to move one or two hexes, regardless of MP. May not move or attack. 1 Hex Move Max.
Has Armor unit in MAF and Attacker has no unit with
Must stop when entering EZOC, cannot cross/enter ZOCB May not receive Replacements. May not enter EZOC. defender has none. Armor (grey/red) in MAF
and defender has both
Units cannot be placed in Reserve. May not build IPs. No combat in Hex occupied. Both sides have Armor units, Infantry and Armor (grey).
but attacker has higher grey
Strategic Movement (9.8) Cannot form ZOC bond, but do have ZOC. Replacement Marker removed in Recovery Phase. rating than defender's NATO Armor symbol counts
highest grey/red rating. as both for this purpose.
Mechanized units may double their MP. Regroup (6.5.2) Entrenching (16.1.3)
Troop Quality (11.5)
Units must be in supply and non-Disrupted. Allied Reinf. landing adjacent to enemy unit. In Supply, non-Disrupted, non-Scattered Infantry unit Attacker (1R) Defender (1L)
can begin in Movement Phase.
Must move entirely along roads. Must use Tactical Movement, landing hex is first hex. If best TQ rating in attacker's If all units in MAF have
No combat can occur out of hex. MAF is better than best TQ in negative TQ rating (-1,-2).
May not start in or enter and EZOC. Combat Strength is halved, only Limited AAC. defender's stack.
If hex contains Infantry at start of next Movement phase,
May not end their move stacked with another unit. Regroup Marker removed during Recovery Phase. marker is flipped to IP.

Reserve (15.0) Disrupted (13.6) Out of Supply (18.3-5)

If not moving or only 1 MP, unit can be placed in Reserve. Must use Tactical Movement. Combat Strength is halved.

Restrictions: May not attack or be lead unit in Determinded Def. Must use Tactical Movement.
Just entered/exited EZOC
Replacement Marker May not begin construction of IP, but can complete. Cannot be placed in Reserve or receive Replacements.
Regroup
Out of Supply May not receive Replacements. Cannot Start an IP, but can complete one.
Disrupted
Entrenching Disrupted HQs and Werfers may not provide Retain full Defense, ZOC effects, TQ, and Armor Ratings.
Follow-up Wave artillery support.
If unit has Red OOS marker and is adjacent to enemy unit,
Unit can use Tactical Move or half MP in Reserve Phase. Disrupted Marker removed during Recovery phase. then must roll for Isolation Attrition (18.5)
Movement (9.4-5) Attacking (11.1,3)

Terrain Non-Mechanized Mechanized Attacker Effects Armor Shift?

+1 MP. Must start adjacent +1 MP. Must start adjacent


Across Major River and first move must be to and first move must be to Unit strength halved No*
cross river cross river

Across Minor River No Effect +1 MP to cross Unit strength halved Yes

+1 MP. Must start adjacent


Across Flooded Prohibited, unless following
and first move must be to Unit strength halved No*
Hexside road or causeway
cross flooded hexside

Into/Thru Flooded +2 MP and must stop upon Prohibited, unless following Attacking into: No Effect No*
Hex entering road Attacking Out of: Unit strength 1/2'd No*

Into Mixed Normal 2 DCB Yes

Into Bocage Normal 3 DCB Yes

Into Woods Normal +2 MP 2 DCB No

Into Town Normal 4 DCB Yes

Into City Normal 5 DCB No

On to Hilltop Normal 1 Shift Left (use DCB for terrain type) Yes

Over Causeway Normal Unit strength halved No

Ignore Minor Rivers that flow through Flooded River 1 Shift Left if all units in MAF attacking across Major River,
Hexsides. Flooded hexside takes precedence. Flooded Hexside and/or out of Flooded Hex.

*Regardless of Road

Retreating (13.2) Advancing After Combat (14.0)

Terrain Non-Mechanized Mechanized Non-Mechanized Mechanized

If not starting adjacent or


If not starting adjacent or May only cross unbridged May only cross unbridged
Across Major River following road, 1 step loss
following road, eliminated. during first hex of advance. during first hex of advance.
per stack

Across Minor River No Effect No Effect No Effect No Effect

Across Flooded If not starting adjacent, 1 Eliminated, unlesss following May only cross unbridged Prohibited, unless following
Hexside step loss per stack road or causeway. during first hex of advance. road.

Into/Thru Flooded If not following road, 1 step Eliminated, unlesss following Must stop upon entering, Prohibited, unless following
Hex loss per stack road. unless following road. road.

Into Mixed No special effects No special effects

Into Bocage Must stop upon entering, unless unit will exit along a road.
Stops retreat after one hex, if not in EZOC.
Into Woods

Into Town If friendly, non-Disrupted occupied, can stop up to combat


No special effects
Into City strength in an EZOC.

On to Hilltop No special effects

Over Causeway Treat as bridged flooded hexside Treat as bridged flooded hexside

Limited Advance (14.1): Attacker can only occupy defenders


Strongpoints and Improved Positions can also stop retreat
vacated hex. Occurs when defender eiliminated but not
after one hex.
required to retreat.
*Regardless of Road
Tactical Movement (9.10) Scattered (20.2.3)

Allows unit to move one or two hexes, regardless of MP. May not move or attack.

Must stop when entering EZOC, cannot cross/enter ZOCB May not receive Replacements.

Units cannot be placed in Reserve. May not build IPs.

Strategic Movement (9.8) Cannot form ZOC bond, but do have ZOC.

Mechanized units may double their MP. Regroup (6.5.2)

Units must be in supply and non-Disrupted. Allied Reinf. landing adjacent to enemy unit.

Must move entirely along roads. Must use Tactical Movement, landing hex is first hex.

May not start in or enter and EZOC. Combat Strength is halved, only Limited AAC.

May not end their move stacked with another unit. Regroup Marker removed during Recovery Phase.

Reserve (15.0) Disrupted (13.6)

If not moving or only 1 MP, unit can be placed in Reserve. Must use Tactical Movement.

Restrictions: May not attack or be lead unit in Determinded Def.


Just entered/exited EZOC
Replacement Marker May not begin construction of IP, but can complete.
Regroup
Out of Supply May not receive Replacements.
Disrupted
Entrenching Disrupted HQs and Werfers may not provide
Follow-up Wave artillery support.

Unit can use Tactical Move or half MP in Reserve Phase. Disrupted Marker removed during Recovery phase.

Replacement (6.2.4) Armor Shift (11.4)


Attacker (1R) Defender (1L)
1 Hex Move Max.
Has Armor unit in MAF and Attacker has no unit with
May not enter EZOC. defender has none. Armor (grey/red) in MAF
and defender has both
No combat in Hex occupied. Both sides have Armor units, Infantry and Armor (grey).
but attacker has higher grey
Replacement Marker removed in Recovery Phase. rating than defender's NATO Armor symbol counts
highest grey/red rating. as both for this purpose.
Entrenching (16.1.3)
Troop Quality (11.5)
In Supply, non-Disrupted, non-Scattered Infantry unit Attacker (1R) Defender (1L)
can begin in Movement Phase.
If best TQ rating in attacker's If all units in MAF have
No combat can occur out of hex. MAF is better than best TQ in negative TQ rating (-1,-2).
defender's stack.
If hex contains Infantry at start of next Movement phase,
marker is flipped to IP.

Out of Supply (18.3-5)

Combat Strength is halved.

Must use Tactical Movement.

Cannot be placed in Reserve or receive Replacements.

Cannot Start an IP, but can complete one.

Retain full Defense, ZOC effects, TQ, and Armor Ratings.

If unit has Red OOS marker and is adjacent to enemy unit,


then must roll for Isolation Attrition (18.5)

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