You are on page 1of 6

PLAYER AID rasmussen81

INFANTRY ARMOR ARTILLERY SPECIAL FORCES CAVALRY


3 2 1 3 3 3 3 3 2 2 1 1 3 2 1 2 1
Move: May move Move: May move Move: May move 1 -OR- Move: May move 0-2 Move: May move
0-1 and battle -OR- 0-3 and battle battle hexes and battle 0-3 hexes and
move 2 and not battle
battle Battle: May Armor Battle: Ignore Line Of Battle: May Take
Overrun after Sight - Ignore Terrain Ground after
Battle: May Take successful Close Dice reductions successful Close Battle: May
Ground after Assault Assault Armor Overrun
successful Close on successful
Assault ARMOR - ELITE Close Assault

SNIPER No medal awarded if eliminated ENGINEERS


FRENCH RESISTANCE BIG GUNS
3 2 1 1 1 1 1 1 3 2 1 3 3 2 2 1 1 1 1
Move: May move 0-1 Move: May move 0-2 hexes and Move: May move 0-1 hexes and Battle: Place 3 ‘Crosshair’
hexes and battle -OR- battle battle -OR- move 2 hexes and markers with unit - place a
move 2 hexes and not not battle Crosshair marker on each target
battle Battle: May battle on terrain that is hit but not eliminated or
entry. May not target Armor. No Battle: Close Assault ignores forced to retreat. A Crosshair
Battle: May Take Ground terrain reduction for target. Hits Terrain reductions. May battle on marker gains (+1) battle die in the
after successful Close on symbol, Grenade & Star. Is hex with Wire (at -1 still) and next attack; additional die are not
Assault. May battle on only hit by Grenade (and star remove Wire on same turn. If cumulative. When a target moves
Terrain entry. May retreat from Snipers and Planes). If eligible to battle from Minefield or is eliminated, return the
up to 3 hexes for each Armor is adjacent, must move hex, must clear Mine instead of Crosshair marker to the Big Gun
Flag rolled against them before firing. May retreat up to 3 battling. If the Engineer unit Battery
hexes for each Flag rolled against cannot battle from Minefield hex,
it detonates (see Minefield)

MOBILE ARTILLERY FLAMETHROWERS FINNISH SKI TROOPS LANDING CRAFT (LC)


3 3 2 2 1 1 3 3 3 3 2 Move: Start on baseline
ocean hexes. May move 0-2
Move: May move Move: May move 0-3 hexes hexes. Remove after landing
Move: May move 0-1 on beach hex.
and battle -OR- 2 and 0-3 and battle and battle. Terrain
not battle movement restrictions apply
Battle: Max (-1) die Battle: Unit in LC targeted as
reduction for Terrain. Battle: May battle on normal, may retreat in ocean
Battle: Ignore Line Of but may not battle from LC or
Sight - Ignore Terrain May Armor Overrun Terrain entry. May retreat up
after successful to 3 hexes for each Flag when landing; may not move
Dice reductions on landing. LC is not a medal
Close Assault rolled against

DESTROYERS AIRCRAFT CARRIERS CURTISS P-40 WARHAWK


3 3 2 2 1 1 1 1 No Attack; can launch Planes.
Battle: Ground
Move: May move AIRPLANES: Interdiction -OR- Strafing
Move: 0-2 hexes and battle.
Never adjacent to Beaches 0-2 hexes. Never Move: All planes may fly <NORTH AFRICA>
adjacent to 1-4 hexes. Must end 1942 >
Battle:Destroyed after 3 Beaches. movement on an
Grenade hits. Ignore 1 Flag.
Starts with 3 ‘Crosshair’ markers Battle: Destroyed unoccupied hex <ALL THEATERS> <EASTERN FRONT>
- place a Crosshair marker on after 3 Grenade Battle: Refer to individual
each target that is hit but not
eliminated or forced to retreat. A
1 hits. May ignore 1 plane abilities. See Air
<ENTIRE WAR> 1942 >

Crosshair marker represents (+1) Flag. Airplanes can


battle die in the next attack; not start and land on Rules
cumulative. When target moves Aircraft Carriers
or is eliminated, return Crosshair
marker to ship

SUPERMARINE SPITFIRE VOUGHT F4U CORSAIR <PACIFIC THEATER>


YAKOVLEV YAK-1/7/9
Battle: Ground Battle: Ground GROUND-BASED JAN. 1943 > YAK-1 / YAK-9
Interdiction -OR- Support -OR- CARRIER-BASED SEPT. 1943 > Battle: Ground Support EASTERN FRONT
Strafing Strafing. -OR- Strafing YAK-9
Aircraft Carrier <PACIFIC THEATER> OCTOBER 1942>
capable (free action) CARRIER-BASED JUNE 1943 >
YAK-7
Battle: Ground Interdiction YAK-1 / YAK-7
<ALL THEATERS> -OR- Strafing
<ENTIRE WAR> <ENTIRE WAR>

MITSUBISHI A6M ZERO FIESELER FI-156 STORCH MESSERSCHMITT BF-109 LOCKHEED


Battle: Kamikaze -
Battle: Ground P-38 LIGHTNING
Battle: Recon -OR- Interdiction -OR-
OR- Strafing. Aircraft Rescue
Carrier Capable Strafing Battle: Ground
(free action) Support -OR-
<ALL THEATERS> Strafing
PACIFIC THEATER <ALL THEATERS> <ENTIRE WAR> <ALL THEATERS>
<ENTIRE WAR> <ENTIRE WAR> <ENTIRE WAR>

DODGE WC-63 TRUCK ANTI-TANK GUN (SWA) MORTAR (SWA) BRANDENBURGERS DEPLETED UNIT
Move: May move 3 2 1 3 2 1 COMMANDOS Weakened or
0-2; +2 on Roads. depleted units.
Ordered as Infantry Move: May move 1-2 Move: May move 1-2 3 2 1 Don’t count as
hexes -OR- battle hexes -OR- battle medals unless
Battle: May not Move: May move 0-2 hexes noted otherwise
battle. Hit like Battle: Battles like Battle: Battles like and battle.
Infantry. May re- normal infantry except normal infantry except Move: Normal
supply adjacent Star hits Armor. May ignore terrain Battle: If ordered to battle, as per unit.
units 1/1. Supplied not Take Ground protections. Ignore remove Allied figure; becomes
units may not battle Line Of Sight. May not 3 figure unit. When hit, attacker Battle: Normal
Take Ground re-rolls 1 die. Infantry rolled, all as per unit.
hits are counted. Any thing else
rolled, no hits are counted.

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
TOWNS -1 -2 FOREST -1 -2
Memoir ’44 Move: Units must stop. Move: Units must stop.
base game
Battle: No battle on entry. Battle: No battle on entry.
-2
2 2
HILLS -1 -1 STEEP HILLS -1 -1 CLIFFS & BLUFFS -1 -1
Move: Requires 2 hex move to Move: Requires 2 hex move to get
onto from Beaches. Infantry only.
Battle: Dice reductions only get onto. 1 hex to move down
apply to units attacking from Battle: Dice reductions only apply to
lower terrain Battle: Dice reductions only units attacking from lower terrain. Cliffs
- cannot Take Ground from beach
apply to units attacking from
1 lower terrain 1 Units on same Cliff and height
1 Units on same Hill feature Units on same Hill feature or height

HEDGEROWS -1 -2 RIVERS & WATERWAYS BRIDGES


Move: Allows entry to River hexes
Move: Units must stop. Enter Move: Impassible Blowing Up Bridges
Option 1: Play Section card matching Bridges
and exit from adjacent hex only section without ordering units. Bridge is
removed, card is not replaced.

Battle: No battle on entry TP pg. 8 Boats: Allows Infantry entry to 1 Option 2:Play Section card matching Bridges
section without ordering units. Roll 2 dice - a
River hex. Units must stop. May battle out
2 1 at -1. May not retreat - Loses boats on exit Star blows Bridge. Replace card normally.

OCEANS BEACHES SEA WALL -1 -1


Move: When units leave, do not
Move: All movement is limited Move: Maximum movement
remove sandbags
to 1 hex. Cannot retreat onto onto beaches is 2 hexes
Battle: Ignore 1 Flag while
Battle: Units cannot battle
behind Sea Wall
2 0 1
BUNKER WIRE Move: Unit must stop - SANDBAGS -1 -1 HEDGEHOGS
-1 -2
Move: Infantry only Armor removes on Move: Remove Move: Infantry only
entry when unit exits
Battle: Only original Battle: Ignore 1
owner benefits from Battle: Infantry battles Battle: Ignore 1 Flag
out at -1 die. May 1 Flag
2 Defensive die reduction &
1 remove wire or battle 1
Ignore 1 Flag
ROAD AIRFIELD
Move: If a unit stays on the road If Air Rules are in effect, planes
for the entire move, it can move can take off and land on Airfield
Terrain Pack 1 additional hex. hexes

TP pg.9: Reinforcements: If no units on


0 ON HILL -1 -1 Airfield hexes, use one order from Direct
0 from HQ to place an Infantry unit on hex

RAILROAD TRACKS STATION -1 -2 RAILROAD BRIDGES


Move: Unit must stop. Trains Move: Allows entry to River
Move: Armor and Artillery must stop do not have to stop hexes. Armor & Artillery must
Battle: Armor may Take Ground stop on entry. May still Take
Battle: No battle on entry Ground and Overrun
and Overrun 2 -2
1 1
LOCOMOTIVE & WAGON SUPPLY TRAINS ARMORED TRAINS
Move: Up to 3 hexes on clear Carries 1 Artillery
track. Retreat along track Or piece on Wagon

Move: When Locomotive is at Station, Move: Train can move up to 3 hexes and Artillery can
Battle: Ignore 1 flag. Hit on still fire
units may de-train into hexes next to Train
Grenade. Wagon destroyed tiles; units may not battle on disembarking
on 3rd hit, Locomotive on 4th. Battle: Artillery fires as regular. Artillery is destroyed
Battle: Cannot battle from Train with Wagon (3 Grenade hits)

HEROIC LEADER A Battle Star token may represent the Heroic Leader. When in command of an Infantry unit,
Heroic Leader allows the unit to ignore 1 Flag and inspires his men, giving them +1 Battle die when in combat. If the unit is
eliminated, roll 2 Battle dice. If a Star is rolled, the Heroic Leader was killed, giving 1 Victory medal to his opponent. If no Star
is rolled, he survived. Move the Battle Star token to the nearest friendly Infantry unit, which now enjoys the benefits.

AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
BARRACKS -1 -2 CEMETERIES CHURCHES -1 -2
Move: Units must stop.
Move: Units must stop Battle: Unit may ignore 1 Flag
Battle: No battle on entry.
Battle: No battle on entry Ignore 1 Flag
-2 -2
2 0 2 TP Pg. 8 Spotting - Use Recon 1
for Air Sorties or Air Power

DAMS FACTORY -1 -2 FORTRESS -1 -2


Move: Impassable to Armor &
Move: Infantry only Move: Units must stop Artillery. Infantry may move in
and battle on the same turn
Battle: Infantry may ignore 1 Battle: No battle on entry
flag. -2 Battle: Ignore all Flags.
1 2 2
LIGHTHOUSE -1 -2 POWER PLANT -1 -2 MOUNTAINS -2 -2
Move: Units must stop Move: Units must stop Move: Infantry only - must be
from adjacent hill
Battle: No battle on entry Battle: No battle on entry
Battle: No dice reductions if
TP pg. 8 - Use Recon 1 for Air on same ridge. Artillery fires 7
-2 Strike or Air Power -2 TP pg. 7 Sabotage - Unit on hex
2 2 rolls 2 dice. Stars hit. Becomes
medal
2 hexes from top - 3,3,2,2,1,1,1.

SUPPLY DEPOT POW CAMP -1 -2 RADAR STATION -1 -2


Move: Units must stop Move: Units must stop
Scenario Specific Battle: No battle on entry. May
ignore 1 Flag Battle: Ignore 1 Flag
TP pg. 11 Supply: If
Destroyed, reduce Armor TP pg. 8 Prisoners - When
movement by 1 hex 2 -2 Infantry on hex, place marker with -2 TP pg. 11 Radar: One turn
advanced notice on Air Power
2 unit. If unit destroyed, prisoner is lost 1 and Air Sortie or equivalent

LAKES MARSHES
Move: Units must stop. Exit HIGH GROUND
adjacent. Impassible to Artillery
Move: Impassable. Move: Refer to Flooded
Fields below.
Battle: Armor may not battle on
Sighting across 2 or more adjacent entry or exit - May Take Ground
1 1 into, but no Armor Overrun 0
FLOODED FIELDS In Flooded field scenarios, any hex that is open Move: All units must stop - may only enter and exit adjacent
Countryside is considered a Flooded Field Hex. High
Ground, Hills, Town Hexes, Roads, and Railroads are Battle: Armor may not battle on entry or exit - May Take Ground into,
1 considered dry ground for game purposes. but no Armor Overrun

FORDS & FORDABLE RIVERS PONTOON BRIDGE


ROAD BLOCK -1 -1 Move: Allows entry to River
Move: Allows entry to river
Move: Infantry only - Unit must hexes
hexes. Units must stop
stop
Battle: Battle out at -1 die Construct: Attack card allows
Battle: Ignore 1 Flag 1 1 construction in that section in
1 place of ordering 3 units

TOWNS -1 -2
MINEFIELDS
Move: Unit must stop. Enemy must flip mine to reveal Move: Units must stop.
strength. If 0, remove. If other, see battle
Battle: No battle on entry.
Battle: Roll dice equal to value of mine; unit symbol and
grenade score hits, ignore all other symbols. Retreating -2
1 does not trigger mines 2
OASIS PALM FOREST WADIS -1 -1 -1
-1 -1 -1 -2 & GULLIES
Move: Unit must stop Move: Units must stop
Move: Enter through open
end only; sides impassable
Battle: Ignore 1 flag. Battle: No battle on entry
TP pg. 3 Recover: An ordered Battle: Infantry and Armor
1 Infantry unit on hex recovers figures
as per Medics and Mechanics 2 1 attack from adjacent only.
Units in Wadis =
Armor Overrun rules are amended as follows; On a successful Close Assault, an ordered Armor
NORTH AFRICAN DESERT RULES unit may move into the vacated hex and may then move 1 additional hex; it may then battle again.

AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
FIELD BUNKERS -1 -2 DRAGON’S TEETH
Move: Infantry only. Infantry may
enter Bunker and battle Move: Infantry only -
Eastern Front Units must stop
Battle: Either side may benefit
from Defensive die reductions & Battle: No restrictions
2 Ignore 1 Flag 1

WINTER VILLAGE -1 -2 CITY RUINS -1 -2 FOREST -1 -2


Move: Units must stop.
Move: Units must stop Impassable to Armor and Artillery Move: Units must stop

Battle: No battle on entry Battle: No battle on entry. Ignore Battle: No battle on entry
-2 1 Flag
2 2 2
RAVINE MARSHES FROZEN RIVER
Move: Must stop - Exit adjacent
Move: Infantry only - No Artillery Move: Advancing or Retreating
units roll 2 dice. Lose 1 figure for
Battle: Ignore 1 Flag Battle: Armor may not battle on each Star rolled
entry or exit - May Take Ground
1 = Units in Ravine
1 into, but no Armor Overrun 1
FACTORY -1 -2 TRENCHES -1 -1 CAMOUFLAGE
Move: Unit must stop.
A Camouflaged unit may only be targeted
Move: Units must stop Impassable to Artillery in Close Assault.

Battle: No battle on entry Battle: Infantry may ignore 1 A unit loses its Camouflage if it battles or
-2 1 Flag. Armor may not battle while moves. Remove the token. Unit returns to
2 on hex
normal.

BLITZKRIEG
RUSSIAN COMMAND RULES Move: Allied Armor can only move
up to 2 hexes and battle
The Russian player must place a Command Card under the Commissar Chip. This is the card he
will play next turn. Battle: Axis player can make Air
Strikes with Recon 1 cards; play as
In lieu of playing the Command Card already committed under the Commissar Chip, the Air Sortie for that section if Air Rules
Russian player may choose to play from his hand, Recon 1 or Counter-Attack. The in effect. At least one targeted unit
Command Card stays under the Commissar Chip until it is used next turn. must be in the section ordered;
planes must enter battlefield in
The Russian player may also play Ambush from his hand as per the standard rules section ordered

JUNGLE -1 -2 FORDABLE STREAMS


Move: Unit must stop Move: Units must stop. Can
Take Ground and Armor
Pacific Theater Battle: No battle on entry Overrun
unless moving from adjacent
hex. May Take Ground and 1 Battle: No combat restrictions
2 Armor Overrun into hex
RICE PADDIES FISH PONDS PIER
Move: Unit must stop. Exit Move: Unit must stop. Exit adjacent.
adjacent. Impassable to Artillery Impassable to Artillery
Move: Units may only enter from
Battle: Infantry and Armor cannot Land or Beach hex, not Ocean
Battle: Armor cannot battle on battle on entry. Only Infantry may
entry or exit. Armor may only battle on exit. Armor may only Take
1 Take Ground into hex
1 Ground into hex 2
HILL CAVES -1 -1 MOUNTAIN CAVES -2 -2 ROPE BRIDGE
-2 -2 vs. Japanese in caves Move: Infantry only - must be from
Move: Infantry only. Japanese can move adjacent hill. Japanese can move to Move: Allows entry
to empty caves as full turn and still battle empty caves as full turn and still battle to River hexes
Battle: Japanese - must ignore all Flags. Battle: Japanese - must ignore all Flags. 1
Allied - may seal caves by rolling Star in Allied - may seal caves by rolling Star in
2 Close Assault, if adjacent hexes empty 2 Close Assault, if adjacent hexes empty

LABOR CAMP -1 -2 HOSPITAL HQ & SUPPLY TENTS

Move: Units must stop PT pg. 5 Healing: An Infantry unit on PT pg. 5 Supply: If the enemy
Hospital hex may recover figures captures your HQ & Supply hex, they
unless there is adjacent enemy unit. choose 1 card at random from your hand to
Battle: No battle on entry. Same as Medics & Mechanics but roll 6 discard. Play with 1 less card until you
-2 dice. May not move or battle same turn they recapture hex. Then draw card to replenish

2 1 are healed 1 your hand

AID KEY: = Blocked Line of Sight = Clear Line of Sight -2 = Armor Fires Out -1 = Battle Dice Reduction = Scenario Specific Ref. = Air Check

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
US MARINE CORPS IMPERIAL JAPANESE ARMY
Gung-Ho! Yamato Damashi Spirit - Infantry must ignore 1 Flag. If
Order 1 more unit than indicated on any Section card played. terrain protects from 1 flag, Infantry must ignore 2 flags.
All Tactic cards that activate 1-4 units, now activate 2-5 units. When in caves, ignore all flags.

Marines counter-attack with +1 ordered unit against Seishin Kyoiku Doctrine - Infantry with 4 figures, in Close
Japanese Command cards. Opposite not true. Assault battle with +1 die.

No effect on Air Power, Air Sortie, Artillery Bombard, Banzai War Cry - Infantry may move 2 hexes to combat into
Barrage, Close Assault, Infantry Assault and Their Finest Close Assault.
Hour.

Rules

NIGHT ATTACKS
CAPTURING EQUIPMENT
When Capturing Equipment rules are in
REINFORCEMENTS
Each turn the Allied
player rolls 4 dice. Each effect, a Battle Star represents Refer to Airfields in the Terrain Pack section
Star increases visibility. equipment. To pick it up, the
When full daylight is capturing unit must end on the BLOWING UP BRIDGES
reached, set chart specified hex. If a unit with equipment
is eliminated, the equipment is left in the Refer to Bridges in the Base Game section
aside; normal visibility
resumes. hex where the unit was killed.

COLLAPSIBLE RAFTS & BOATS


Infantry only. Units may enter
FORWARD SPOTTING Rivers & Waterways but must DESTROY SUPPLIES
stop. Battle out at -1 while in Refer to Supply Depot in the Terrain Pack section
When Forward Spotting Artillery rules are in
boats. Units cannot retreat; lose 1
effect, a player occupying specific hexes can
figure if Flag rolled. Boat lost
use his Artillery units like Big Guns.
when units disembark.

BOMB CRATERS EXIT MARKERS


Used as markers during Used in some scenarios to
Ground Interdiction. Place in designate specific hexes -or a
Air Pack the hex with enemy units who range of hexes- through which
no longer count for the Air a unit may exit the board and
Check roll during this turn. claim a Victory Medal.

DESTROYED BRIDGES AIR SORTIE AIR CHECK


For future use. Triggered by Air Sortie or equivalent. Negates Air Roll a number of battle dice equal to:
Check roll for planes already in the air. If airplane • Air Check value of underlying terrain
ordered using matching Section Card, Direct • +1 die for each adjacent enemy ground unit
Does not allow units to enter from HQ, or a Star rolled on Their Finest Hour, it • +2 dice for each adjacent enemy Airplane
River hexes. must make successful Air Check. If any enemy units are adjacent, opponent rolls.
If any Grenades are rolled, Airplane is lost. It
Airplane must be ordered every turn or is becomes a Medal if enemy units were adjacent.
removed at no medal cost.

AIRPLANES ON GROUND AIRPLANES IN THE AIR STRAFING


Move: May take off using Air Sortie or 1 order Only 1 airborne Airplane per side max, at all times Special Action: Roll 1 die against enemy
from appropriate section card. Do Air Check Move: May move 1-4 hexes and do a Special units for up to 3 adjacent hexes. Ignore
unless Air Sortie or equivalent is used Action. May fly over any hex but must end
movement in a vacant hex with no unit. Ground Terrain die reductions. Finish movement
Battle: Eliminated with 1 Grenade rolled. Cannot units may not move under airplanes. before battling. Unit Symbols, Grenades
battle while on ground. Prevents adjacent and Stars are hits. Flags cannot be ignored
enemies from attacking more distant units Battle: Ground units may shoot at more distant
targets.

GROUND INTERDICTION GROUND SUPPORT RECON


Special Action: Adjacent enemy ground units Special Action: Negates terrain and flag Special Action: If Airplane is adjacent to any
cannot move during their turn and do not add to protection for all adjacent enemy units when enemy ground unit when you replenish your
Air Check roll. Enemy units that move adjacent being attacked in Close Assault this turn by hand, you may draw 2 Command cards; choose 1
must stop, cannot battle, but add to Air Check roll. ground units. and discard the other

KAMIKAZE RESCUE
Special Action: Airplane dives onto an adjacent Special Action: Airplane may be used to remove
enemy ground unit or ship. Roll 2 dice and ignore 1 adjacent friendly Infantry unit (with 1 figure
terrain dice reductions. Any hit eliminates the remaining) off the board at no Medal cost.
whole unit; Flags and Stars are ignored. Plane is
removed from board; if any Grenade was rolled, Airplane’s Air Sortie is over and is also removed
plane becomes a medal for opponent. from the board at no Medal cost.

AID KEY: = Blocked Line of Sight = Clear Line of Sight = Scenario Specific Ref. = Air Rules = Airplane Special Actions

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.
ERGS & RIDGES -1 -1 COASTLINES
Move: All movement is limited
Move: Units must stop.
Mediterranean to 1 hex unless on a Landing
Craft. Cannot retreat onto but
Theater Battle: Dice reductions only can move onto by choice.
apply to units attacking from
lower terrain.
2 2 Battle: Units cannot battle
Units on same feature

ESCARPMENTS BRITISH COMMONWEALTH FORCES ITALIAN ROYAL ARMY


Stiff Upper Lip Motorized Divisions
Move: Impassable A British Commonwealth Force (BCF) Italian ground units may retreat 1, 2, or 3
to all ground units. ground unit that survives a Close Assault hexes when a Flag is rolled against them.
attack and is down to 1 figure may battle-
back with 1 die. The battle-back roll Artillery Bravery
ignores all Terrain Battle dice reductions. All Italian Artillery units may ignore 1 flag
A BCF cannot battle-back after Ambush. rolled against them.
2
CLEARING ROAD BLOCKS
An engineer that
moves onto a Road
Block and can still
battle, may remove
it instead of
battling.

RESERVE TOKENS SMOKE SCREEN ABATIS


Only if LOS crosses Smoke Screen Move: Infantry only -
These tokens Units in Smoke can see out and be
seen. Units must stop and
make up a players
move no further that
Campaign Strategic
When indicated, place tokens 1 turn
Reserve Pool and
Book #1 on any three adjacent
are used to bring continuous hexes. Lasts 2 turns: Battle: Infantry
reserves onto the 1) Smoke Side Up, turn over after turn battles out at -1 die.
board during a 2) Sun Side Up, remove after turn May remove Abatis
campaign. No Movement or Battle restrictions.
or battle
PARADROP ARMOR BREAKTHROUGH
Same rules as Sainte-Mère Église. When the Armor Breakthrough rule is in effect:
Drop designated number of figures onto the board Once during a specified scenario, a player
from about 1 foot (base game lid on edge). If any may deploy new Armor Units onto the board.
figure lands on impassable terrain, is touching an The new units must enter the opponent’s baseline
occupied hex, or is off the board in any way, the figure unless stated otherwise. The turn they enter, Armor
is removed at no medal cost. If a figure lands safely, units may not move. They may battle and Take
add three more figures to make a full unit. New units Ground, but not Armor Overrun. Units retreat as
may not battle or move the turn they land. normal, toward the controlling player’s baseline.

All images are copyrighted Days of Wonder, Inc 2004-2008 and are used with permission.

You might also like