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CITVFIGHT Modern Combat in the Urban Environment RULES OF PLAY Copyright © 1879, Simulations Publications, Ic. Now York, N.Y, 10010 Read this Firs! ‘The rules of this SPI simulation game are organized in a format known as the Case System. This system of ‘organization divides the rules into Major Seerions (each of ‘which deals with an important aspect of play). These S tions are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. ‘Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, isthe fifth Primary Case of the sixth Major Section ofthe rules. Many times these Primary Cases are further subdivided. into Secondary Cases. A Secondary Caseis recognizable by the fact that it has two digits to the right of its decimal point. Each Major Section can have as many as nine Primary Cases and each Primary Case can hhave as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules. Asa further aid, an outline af the Major Sections and Primary Cases is piven atthe beginning ofthe rules. How the Section and Case Numbers Work: Major Section Number Primary Case Number \ {Secondary Case Number L [6.53] The preceding example would be the number of the third, Secondary Case of the filth Primary Case of the sixth Ma- jor Section of the Rules. How to Learn to Play the Game: Familiarize yourself with all of the components. Read all of the General Rules and Procedures and rea the rls of the Primary Cases, Set up the ame for play (after reading the pertinent Section) and play @ trial game against Yourself referring to the rules only when you have a qucs- tion. This procedure may take you a few hours, but itis the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should nat attempt to learn the rules word-for-word. Memorizing all shat detail i ask of which few of ws are capable, SPL rules are written be as complete as possible — they're not designed to be memorized. The Case numbering system makes it easy t0 Took up rules when you are in doubt. Absorbing the rules in this manner (as you play) is a much better approach to game mastery than attempting to study them as if eramming For atest. We hope you enjoy this SPI game. Should you have any difficulty interpreting the rules, please write 10 SPI, phrasing your quéstions so that they can be answered by a simple sentence, word, or number, You must enclose a stamped, slf-addressed envelope. We cannot guarantee proper answer should you choose to phone in your ques- tion (the right person isnot always available — and since SPI has published hundreds of games, no one individuals capable of answering all questions). Write to: SPI Rules Questions Editor for CityFight 257 Park Avenue South New York, N.Y. 10010 Lo INTRODUCTION 2.0 HOWTO PLAY THE GAME, 3.0 GAME EQUIPMENT 31 TheGame Map 312 Game Charts and Tables 3:3 ThePlasing Pies 355 Definition of Terms 356 Parts inventory THE BASICOAME 4.0 SEQUENCE OF PLAY 4:1 Game-Turn Sequence Outline 442 Skipping Game-Turns 43 Timingor Moves Optional Rule) 5.0 COMMANDS ‘641 Which Units Receive Commands 5.2 Movement Commands 53 FireCommande Sul Search Commands 5.5 Sighing Actions 546 The Action Point Track 'ADERS AND COMMAND CONTROL ‘ea Leader Unite 62 Command Cooteol 663 Leader Movement 64 Leader Suppression 6.5 Leader Replacement 10 THEMAP. TA Megahexes 12 Open Hexes 173 Building and Woods Hexes 174 Other Map Features 15 Map Translation 16 Theol Villaze 8.0 MOVEMENT. ‘3.1 Fireata Unit Issued a Bold Command 82 Movement Resrctions 83 Bxpending Action Pints 9.0 STACKING (More Than One Counterina Hex) 9.1 Leader Stacking 922 Bffecis of Staching on Actions 9°3 Organizational Resrctions on Stacking 10.0 MEGAHIEX OBSERVATION (Sighting) ANDIMMEDIATEFIRE 10.1 Which Units May Perform Sighting Actions 102 Restrictions on Siting Actions 1033 Sishving Resolution Procedure 10-4 Auiomatie Spotting and Observation Posts 1038 Spoters 1056 immediate Fire Action 10.7 Special SighiingSceations 103 Telephone Offices COMBAT Wt Which Units May Fire 113 Horizontal Line of Sight 1133 Fite Action Resolution Procedure 1144 Spotted and Unspotted Target Hexes A155 FireCombat Reus 11.6 Machinegun Units 118 Soft Combat Rests Table 12.0 PASSING 13.0 CLOSE ASSAULT 13.1 Whieh Units May Clore Assault 132 Close Asault Resotion Procedure 133 Engaged Units 13.4 Effects of Close Assault on Movement Commands 14.0 AMMUNITION DEPLETION 18.1 How Unis Run Out of Ammunition 142 Effects of Being Our of Ammunition 143 Recovery fom Being Out of Ammunition 18.0 SUPPRESSION 18.1 How Units Become Suppressed 152 Effects of Suppression 15.3 Recovery from Suppression without Leaders 15:4 Recover fom Suppression with Leaders 45.5 Suppresion and Spoters 3806 Leaders and Supression 16.0 ADVANTAGE, 16.1 How Advantage s Determined 162 Fifecsof Advantage 17.0 PRESERVATION LEVELS TTL How Units Are Demoralized 172 Effecisof Demoralization THEINTERMEDIATE GAME 18.0 VEHICLES 42 Command Controland Tank Leaders 483 Stackingand Movement 18:4 Observation (Sighting) Line of Sight and Posture 18S Fire Action Resolution Procedure 16 Ammunition 18. Tanksand Preservation 1838 Se-Propeled Guns 89 Hard Combat Results Table 19.0 MECHANIZED INFANTRY COMBAT VEHICLES (MICVS) AND OTHER VEHICLES 1 Transporting Personnel with MICV' 2 Fire 3 Preservation Level for MICVs, APCs, Scouts 1944 Armored Personnel Carriers(APCS) 1955 Scouts 196 Soft Vehicles 20. ANTI-TANK WEAPONS 20.1 How Anti-Tank Weapons Are issued 2012 How Anti-Tank Weapons Are Used 203 Restrictions on ATW. 204 Close assaults Agains Vehicles 2055 Aati-Personnel Fie Against Open Vehicles 206 Mulile arses 21.0 DESTRUCTION OF BUILDINGS. BLL How Buildings Are Damaged, Destroyed, and Demolished 21.2 Erfects of Damaged and Destroyed Buildings 213 Eifets of Demolished Buildings 31.4 Fires Caused by Destruction 22.0 FLAMETHROWER AND INCENDIARY ROCKETS, 22.1 How Flamethrowersand Incendiary Rocket Launchers Are lesued 22.2 How Flamcthrowersand Incendiary Rocket Leunchers Are Used 22.3 Burning Buildings and Woods 3214 Flamethrower Table 23.0 GRENADELAUNCHERS 2.1 Which Urits Possess Grenade Launchers 23.2 How Grenade Launchers Work 240 NIGHT 24.1 Observation During Night Seen 28.2 Fire Combat at Night 243 STANO (Surveillance, Target Acquistion, Nighc Observation) 24.4 Suashell 245 Suppression Recovery at Night 246 Illumination from Burning Buldinas/Woods 25.0 SNIPERS 25.1 How Snipers Operate 38.2. Ad Hoctormation of Sipers 26.0 INDEPENDENT-COMMAND AND LEADERS 26.1 Actonsby Independent-Command Units 26.2 Stacking of Independent-Command Unis 2653 Suppresion of Independert-Command Units 2644 Preservation and lndependent-Command Unis 265 Leade: Reasigamient 2666 Leader Replacement 26.7 Platoon Sergeant Assistance 27.0 DECLAREDSIGHTING AND DECLARED POSITION 27.1 Declared Sighting Procedure 237.2 Renrctions on Declared Sighting 273 Declared Postion 2714 Decared Postion Procedure 27'S Dectred Poston Diseram 28.0 WEATHER 24.1 Clear Weather 242 Rain’ Mud 2833 Snow WaPoe 2855 Flametheowers 285 Embankments 287 Winter Foliage 28.8 Night and Foul Weather 28.9 Megahex Search and Foo! Weather 29.9 AMPHIBIOUS MOVEMENT 2.4 Bridges 29.2 Ampious Vehicles 2913 Snorkeled Units, 29 Bridgelayers 30.0 SMOKE 30.1 Grenade-Launched Smoke 302 VeiceSmoke 303 Smoke Dispersal $3013 Smoke and Observation 3055 Smoke and Combet 30%6 Smoke and Movement 30.7 Smokeand Fire 30.8 Stoke and Suppression Recovery ADVANCED GAME Sho HEIGHT. 3141 Height Levelsand Floor Levels 312 Heightand Movement 313 Floor Levelana Stacking Limits 31d Heightand Observation 3155 Vertical Line of Sight 31.6 Embankments Bridges, ané Woods 317 RoofsandCellass 31.8 Damaged, Desrayed, Demolished, and Burning Buildings 31.9 Heightof Smoke, the Telephone Office, and Observation 32.0 HEIGHT AND COMBAT 324 Direct Fire 322 FinneUp 323 Firing Down 3244 Close Aceaut 3255 Firefrom Cellars 33.0 INDIRECT FIRE UNITS, 1331 Designating Inet Fire Units for Direct Fee Roles 332 FirePion 383 Computing Delay 33.4 Seatterand Registration Fite 33.5 Contiuty of Fire 386 Fire tor tfect Resolution 433.7 Indiret Fie Observation and Adjustment 33.8 Rockets, Smoke, and Stars 33.9 Anil Ammunition Depiction ADVANCED OPTIONAL RULES 54.0 ENGINEERS, 341 Sappers| 342 Work Commands 34.3 Sapper Demolition 35.0 BOOBY TRAPS. 3541 Establishing Boobytraps 435.2 Eifecisof Boobstaps 353 Defusing Boobstraps 36.0 BREACHING WALLS 36.1 Direc Fire Breaching 36.2 Sapper Charges 370 OBSTACLES, 37-1 Scenario-Designated Obstacles 372 Wrecks 3753 Rubble 3744 Moving Obstacles 3755 Removing Obstacles 316 Effectsof Obstacles on Movement 377 Bffecisof Obstacles on Liner Sight 37.8 Other Erfees of Obstacles 38.0 MINES 38.1 Minelaying 38.2 Mineswecping Exfectsof Mines 239.0 CRATERS AND DITCHES, 39.1 Ditches 392 Crates 43953 Creating and Removing Craters and Ditches 43044 Effects of Craters and Ditches. 40.0 FIRING PORTS 410 RULES OF ENGAGEMENT 42.0 CONFLAGRATION 42.1 Conflagration within Builings 422 Conflagration in Woods Hexes 42.3 Spreading Conflagratons ABA Added Effect of Con‘lagrations 43.0 AMMUNITION STORES 4.1 Establishing an AmmoStore 48.2 Destruction of Ammo Stores 43.3 “Permanent” Ammunition Depletion 43. Recovery from "Permanent” Ammo Depletion 460 CIVILSTRIFE 441 Police 442 Iregulars 443 Cars¢Automobiles) 45.0 DEFILADE. 45.1 Determining Defitace 482 Effex of Defilade 46.0 PREPARED POSITIONS 446.1 Designating Prepared Positions 46.2 Duration! Prepared Positions 463 Eres of Prepared Positions 446.4 Making Prepared Postions Known 47.0 DRIVEINS. 4.1 Drvinginoa Building 472 Effects of Placement in Buildings 4.3 Miscellaneous 48.0 MULTLPLAYER GAME $8.1 Player Responsibility $82 Player Rotation 4853 Player Communication 484 Muluple Maps 485 Other ENfects 49.0 USING AN UMPIRE 50.0 SCENARIO DESIGN GUIDE, 50.1 TheBssicGame 2 BasieGame (Continued) 3 Intermediate Game 50-4 Intermediate Game Physical Environment 505 Advanced Game { Indirect FiteUnits 7 Engineers and Related tems 50.8 Other Advanced Game Information 50.9 Special Rules 51.0 SCENARIO DESIGN NOTES. SLA Forces Used 512 Quantiy of Forces S13 Set-Up Locations and Entry Areas Sid Fogo! War 5155 Standard Tables of Organization & Equipment 51.6 Scenarios Ineloded withthe Game SCENARIOS. 51.0 ENCOUNTER ON THE STAUFFENBERGALLEE NICOSIA, CYPRUS, BANGLADESH. TANK BATTLE AT METALWAREN, ‘TAKE THE MONEY AND RUN ‘THE URIDGES AT GERLAFINGEN REVOLT IN HUNGARY, Fsztergom, October, 1986 ASSAULT ON DOSHAN TAPPEH AIR BASE BEIRUT ASSAULTON GERLAFINGEN ‘THROUGH FRIENDSHIP PASS, Dong Dang, Vietnam BAADER-MEINHOF LONDON'S BURNING. GYOR, HUNGARY ESTELLL, NICARAGUA, Sandinista Gue ‘5. Somora’s Army 68.0 FALLOF LONGSON, VIETNAM. (69.0 BERLIN-LICHTERFELDE 70.0 TACHING, Heilongiang, Manchuria, China [1.0] INTRODUCTION “Many areas of the word, especially Western Europe, have experienced @ massive growth in bultup seas and manmade changes to the fatal landscape. These changes significantly a hrailup areas is no longer posible. Rather, nilitary operationsinbuil-upareasareanintegral, part of combat operation a preseat spel op Porites and challenges 1 he commander. US. Army Field Manuel 71-2, ‘The Tank and Infantry Battalion Task Force Cifights tactical silation of contemporary find post World-War I combat in the urban en Sroament. Placed in the role of platooa, com pan, oF attelion commande, the Player Is aced ‘th a wide variety of offensive oe defensive mis- ‘Sons tobe carried ost na bulleup area, In s0 do- ing, the Player comes to learn how to use such Specialized units a8 sappers, snipers, spotters, Flamethrowers and military police. Vexy limited inteligence with respect To the Enemy is 2 key acteristic of urean warfare, and isan equally important foundation of the “Citsfight ame system. As.resull, Ctsfighr assumes complete tegnityon the part ofall Players; adherence 0 the rules islargely matter of personal honesty Lf there is sufficient interest, SPI Hopes to update ‘Ciyfight Irom ime 19 lie by incorporating the Tarest military developments in weaponry, doe ‘tine, and organization in inexpensive ils. fe ‘der to make this updating process as scurate as possible, we Welcome usclasiied information ent in by Players regarding the various aspects of the military situations presented in the game Weapons performances” and. TOMES ae par ‘ius important, Players are encouraged to for. ‘ward suggestions selevant to the tes of play ‘eas forthe update and repors on eames paved Weare particulary inerested in. details on scenarios played (especially good ones my Be ine ‘sed. inthe {ure of prinied. in MOVES Magazine) and advice 19 Payers. Please do nol ‘write these reports on the sate page as rules uestion. Send reports to: Ciight Undare Simulations Publications, Ine 2ST Park Avenue South iNew York, N-¥- 10010 [2.0] HOWTO PLAY THE GAME Citgigheis payed in Game-Turns, each of which {s divided into a number of Stoves. The focus of fash Game-Turn is on the Action Stage, when Players move and attack (fie) with thei units This is done by moving the individual units though the bexarid and by using ther various sweapans stems, Play ithe Action Stage alts nates back and forth between Players, Various ‘ther functions, such as issuing commands, and recovery from ammunition depletion or suppres= Sion, afe performed duriag other Stages of the ‘Game-Turh. Victory in each game is awarded on the bass of accumulated. Viciory Points Tor ‘aious acisand achievements Cityights presented in a series of three levels of omplesty. The Basie Game (Setions 1 throush 15) introduces the standard game-spstem, featur ing infantry combat. lisa "Player's Game,” can ho learned quikly, and i relatively siaple and sbstset ‘The Intermediate Game (Sections 18 throush 30) builds onthe Basic Gare by inrodicing visi, antisank weapons, building destruetion, smoke, Stipes, new sighting rales, combat im speciale. Vironttents, and various special weapons. takes, longer to learn and play than the Basie Game, ard ‘The Advenced Game (Sections 31 through 47) builds “on the Intermediate Came.” Standard features of the Advanced Game are eight levels fd alley. In addon there ate many more op tional advanced rues covering sappes (combat engineers), rubble, mines, ete. When these op- tional rules ate included, he game isa ralieic Simulation of wrbam warfare, The price for this Ihightened realm is 2 hgh level of compli andalengthy playing time Not everyone wll want to play Citsfighr atthe La termediate or Advanced levels, but for those who do, ts sltongly secommended that you fist taster the Inermediate Game before proceeding Totachle the Advanced Gare Sestions 48 through 70 provide rules for mult Player gaming, use of an umpire (which i ot rex quired), a guide to. constructing “home-made” ‘Scenarios, aad our own scenarios fo start fT with Modern warfare is a complex subject, and the rules 0 Ciyfghrare thus also zorplen, especialy ‘hen compared co much simpler games (auch as Monopoly, for example, We have tried to keep the rules as short a posible while ensuring helt larity and thoroughness. Basically, the rules are writen within a specal and highly organized System: 1. Bach separate topic is presented as an in Alividel Major Section, numbered consecutively from 10, Further divisions within he Sections are rade by Primary Cases, which contin rules lar Fying one aspect oft Section as whole (eg 8.2, Movement Commande: and by Secondary Cases, which are the individual rules themselves (ez. 320, 2, Most rules are presented with an accompanying General Rule aod Procedure which describe the general subject and concept of the rules that will fotiow. Further information canals he found in ‘the Commentary paragraphs.) 3, Terminology: The rules use specific jargon — ‘amespeak, I confusion arises from unfamiliar terms, Players should consult the Definition of Terms (Case3.9), 4 Asalast note, Players should no be frightened fff ar hel at ease with the "Legalise" wording fof the niles, Players should not feel compelled to leche ules "Play the game fr them” Afr all Cieyfighe is designed provide a simulation of ‘modern urban cornbat in an enjoyable game for- ‘at, not as an exercise inlaw. Players are fee (0 ‘ake’ modifications they fel will improve the fume (and are mutually accopcable' to cach Player [3.0] GAMEEQUIPMENT CASES: 3.1) THEGAMEMAP There are two identical 17° x 22° map sheets, one for each Player, depicting ihe ‘peal if im aginary, small town of Getafinge in West Ger- ‘many. Each Player wes one ofthe tw identical ‘maps his opponent's map remains hidden from ‘im at all times. The same maps are used for all Citgfighe scenarios, including those set outside GGermany.’A heragonal grid is superimposed on the maps in order to fegulaviee movernent ahd positioning of the playing plees. The regula (mall exagons (henceforth called. exes) are frowped. into pattern of seven exes called ‘Megahexes. Each megahex has a distnet code hhumber, printed on the map, consisting of umber ands letter, e.g. 7K. Each hex i umbsred in accordance with its postion sithin the megaten, starting with Latte Lop and pro soding clocksvice around the center hex of the Imegahen, with the center hex ven the number 7. ‘Thy single hex may be referred 10 as “7K2", Seethe folowing example: Megane with Hex Numbers Shows, (3.2) GAMECHARTS: AND TABLES Various visual ais ze provided fo simplify andil- lustate certain game functions, These ads include the Action Tracks, Combat Results Tables, Unit ‘Stas Shoes, Unit Data Tables, and other charts land tables, The Uait Status Sheet wil be written ‘om and should be photocopied for use as needed: ‘other visual aids donot requite duplication. Use of ‘pencil forthe Unit Status Sheet recommended, "Shoe changerare often miadein the course of pay. [3.3] THEPLAYING PIECES [3.31] Counters and Markers ‘Thete are L400 playing pieces, or counters, in each suune of Cityfigh OF these, 833 are Informational ‘Markers, oF cis. Among the markers included fare Command cits, Suppresion indicators, Out OFAmmo indicators, markers Indicating. the? piysical status of areas on the map, and many tore. All of these markers fndicate the current ‘Satus of given unit or ex or megahex, The a&- ual units in the game — the firecams, tanks, leaders, ete, — are represented by Orgonizational Counters, which mey denote anything room a Single manor vehcletoa full 12-man sq, (3.22) Orpuntetional Counters The Soviet counters, representing s fxed organization, have more information printed on them than do the NATO counters, whieh mut be tail adaptable toa wide range of organizations fd equipment. Each Organizational Counter, however, bears an idemifieation number and an Indicator of the type of unit i represents. Many fuitonal vals foreach unt are provided in the Unie Date Tables; others, which may vary from ‘me co time within single game, ate noced onthe Unie Status Sheos, or arlisedin scenario instcuc- tions, The Soviet counters may ako be wed 0 represent the forces of Vielnam and other Soviet alles, The NATO counters may be used to repre- feat the forces of the United States, United Kingdom, West Germany, France. China, Canada andthe Netherland (0.33) How to Read the Un REGULARLEADER (Fron) non Fata} ones iH Leader Rane PO pom NEW LEADER Bask) r— | G0 ctr-—F rear CCommaT UNIT rom oan sone [aaaraza Prope $+ elitr A> so hag ene ee sen peal vehi [8.34] How to Read Unit emiietion Numbers Unit Identification Numbers consist of thee iis, For Soviet and Vietnamese wits, and for the US. Army mech-teas tak fore an its con stituemt elements, each digit indicates a level of ‘tganization. The fist digit isthe numberof the company the unit is atached to; “0” indicates Dattaliondevelattachments, The second digit ithe ‘number ofthe platoon the units atached 0; "0" Indicates @ company-level attachment. The last iit isthe number of the unit within the platoon for other organization to which ip atached, The ‘hird digit separated by a hyphen from the sex fond digit whenever is value exceeds "9" S1-12:4th company, Istplatoon, 12h nit Inthe case of Soviet or Viemamese tank counters, there ae two identification numbers printed. The -4XX number is used when he tanks are organized into pure tank units. The IXX, 2XX, or 3XX umber i used when the tanks are aached! to motor rifle uit, When using NATO counters fo erganizationsoth- than the U.S, Army meshsheas task force and itsconstituens, the identication numbers do not « necessarily indicate the units organizational at- tachments, Players must consult the standard or scenario Tables of Organization and Equipment (TORES) for the organization of these units, and ‘ust note the platoon and company affiition of ‘cach unitonthe Unt Status Shee. [3.35] Particular Features of Soviet Counters Soviet BMP counters may aso be used to repre Sent BTR armored personnel carrer; whee thts the case, use BTR vals instead of the BMP ‘values printed onthe counter, If there sno strength indicator on che let side of the councer, the unit concerned has no hard Atsck Sength, Ii there is no strength indicator on the Tight ie of the counter, the unit concerned has no Soft Attack Strength 203.38), AG" on theleftsdeo the counter indicates that, the unit concerned has grenade-launcher eapabil- ty Gee Section 23.0. A"'V" in any postion in- slicates a variable strength; conslt the Unit Data ‘Tables for the ‘ype of unit (and, in the In- termediate or Advanced Games, the range con cetmed), On the tank and BRDM counters, there are two soft Attack Strengths. printed, e-., +4" This indicates that the unt concerned has two separate machine auns, which are treated 3s separate weapon systems (Gee the Unit Data Tables), (0.36) Sample nts Comba Ener Veil rane Fron Bot L_J ope as Arsh Tok Cun rnd Machinegin a 7 rt el ee + Peto wit Mackngon Zgy | BME Meche omy Vased | Armored Porn! Career - ” Aa a oe [= 422/236 ‘Tank (762) ae | eee 7 ee ver e Track ie sane W% | Fircteom without Mechineswr SOK | Prereom withou Machinerun ae G7 = 7 rat nos 2 So se = e Baw | retro _ 2 aaa we ete Sa | rom Ober 2 cs me la vored Per ot Currier a SP74 Self-Propelled Gu i Aati-Tank a ASUS? Assault Gi ial Tae o2 4800 Aut Con Sere oe ry oa | Asters Sor sup ppt con 3 =a ‘isa rom set _ # Crater Ditch rs me 7 mace wi BEE | Poioor Sram Stat | rind sucinean tony a sty = sew Poon tier |S os fannie] Petco Loder.) 2, és pee ee ee (Gee gS | romehnve Terk SS | icon Naror ™ —— a" saa | Ma ‘21 Indes Pre Un ee wg | rm _ i Resioraton tie | “Ee Ors | oberon Pt Sido Post rier Deroy | aes adr 8 an nstee Pale Pant ron | OE Ccaious | Command Atorker Bold @ a = Sake Heo Gone Fee | comentnincr | Sea nmi | Sa meronrsine | fun Sipe ual smote Hes ae Sones ‘Piaver Aid | Enemy ‘on of ammuniion | AO aid Enemy ung Dao Swot Hes ap Domeged ‘etang Derrgee | ‘Smoke Mexohes | Sin Incomplete rach Site Hes {ecomne Sonoking Wreck Beach onan ew Sanh frost * me ovsunnr | ME | | os ome Paver ait ” Megat so ewvas | MRR] 204 cameescaze ack hex represents 16.67 meters each metahex Someter;each Oae- Torn 20 seconds, nthe Ade eo Mine ‘anced Game, each height level represents 1.5 © ‘meters each floor level meters Sail [3.5] DEFINITION OF TERMS: ‘Numbers in parenbeiesfefer the reader to that Yeni Demere Cae numer fora primary detain, Ke | sere Accel Hele. One o more Resides of each building hex is marked as “accessable” on the ‘map. Building exes may only be entered or exited by movement throveh these hesides (7.31, 7.34, 36.0) ‘Action, Anaction sa specific deed by unit which alters ts position onthe map, attempts to gather Information on Enemy units, or atemp to inet losson the Enemy. There are five types of ations ‘movement (ceulieus ad Bod sighing, fie, and work 6.3.5.4 5.5, 38.2) ‘Action Point. The limits ona platoon’s ability to effectively coordinate the actions ofits soldiers in furtherance ofthe patoon’s mission are measured In unite called Action Points. Fach platoon star's ‘ut each Action Stage witha variable number of ‘Action Points. As the ums of he platoon perform ‘actions, the platoon’s store of Action Points is reduced, When all ofthe platoon’s Action Poin have been used up, the units of that platoon are prevented from performing any further actions tnt thenext Game Tura. (3.6) Blocked. In some cases, that part of a hexside which divides buildings in adjacent exes is "plocked” on the map. When his isthe case units ‘may not move throxgh the blocked hess, and line of sight forthe frng of weapons may not pass "through the Blocked partion ofthe hessde, (7-44, "27, Command. The coordination of friendly units ee- fires certain amount of advance planning, Usually bya platoon leader and his assistants. the game, this planning is represented by com ‘mands, ‘which ae ued to cachunitat the begin~ ring ofeach Game-Turn and st limits on the types fof actions which may be performed by unis. ‘Without a command, no action may be perform ‘a There are five types of commands: causious land bold movement, ze, search, and work. Each ‘command allows a diferent st of actions 10 be petformest by theunitt issued 10.6.0, 34.2) Hard, Weapons are classified as cther soft or hard, and so are thei targets. Most vehicles are ar- fmored and ure therefore hard. targets; these ‘chcles can only be damaged by hard weapons, Fire attacks by such weapons are revolved using the Hard Combat Ress Table, The classification of each veicle and weapon is sted on the unit “data chars (18.53, 18.58) Leade, A leader i commissioned officer (com- pany commanders are usvally captains, platoon feaders are normally lieutenants) of 3 non commissioned officer (platoon sergeants). These men are important in presiding combat oresnia- tions with goalsand objectives, and thus playa key role in determining how many Action Points (q.) {platoon has, They are also authoity aves, Capable of motivating soldiers to overcome the fear of personal harm in favor of ataining the ‘organization's objective; thus they havea crucial foleineemovingsuporesson. (6.0, 18.4182) Megane. A megahex sa cluster of seven smaller, regular hexagons (called ees in the ales) it Fepresents an area SO meters across. (7-1) Sot, Weapons are clasitied as ether softer hard, and so are their targets. All personnel unis and ‘Some vehicles ae sol targets they ae pertcularly vulnerable to soft sveapone sch as rifles and imachineguns. Fee attacks by such weapons are resolved wring the Soft Comat Results Table. The ‘lassificalion of each vehicle and weapon i ised ‘om the unit data chars, Inthe Basie Game, only softtagetsand weapons are used. (118) ‘Spotted. A nit is spoved by an Enemy uit when itis precisely located by that Enemy unit through Sight, hearing, or other means. tn Clyfight, units are spotted through specific procedures by which the Enemy units attempt to locate them. Once spoted, & units subject to wellaimed and therefore often deadly Enemy fre. Sometimes in- formation on the location ofa unite given to the Enemy player through the operation of other rules, but a unit is only spotted when located through the speife procedures listed in he eules torspot uniter meeahen siting, automatic spot- ‘ang, declared sight, declared postion. Allspotting te perorme by specific unis, s0 that a spatied tint isonlyspoted with respect unit which has located it A distinction te made between Search, which isa command (qv): sighting, whichis an ston in the form ofan atempt to locate Enemy 1 spotting, which x the outcome of a sce Tighting attempt. (8.5, 10.0, 114, 184, 241,270) [3.6] PARTSINVENTORY Acomplete game of Ciyflght contains: ‘Two rules booklets “Two identical 17” > 22" maps 1400 counters “Twolargeand:wo small plasticdice Onegameborasembly 1 any ofthese pars are missing or damaged, fill ‘out the Complaint Card enclosed in the game and ‘eur tt SPI with the appropriate items checked fon the card. Note: The process used in the ‘manufactoring ofthe diet counters used in SPI ames sometimes results ip colors from on ounter overlapping the color of @ neighboring ‘counter, or in theslighty off-center printing ofthe letters and/or numbers on a counter. SPI cannot replace counters displaying these minor manulae- Turing inaccuracies. Only counters that ae ili ble canbe replace by SPL THE BASIC GAME ‘The following sections present the standard game systom of Ctyfght 1s suggested that Players master the Base Game before Droceeding 10 the more complex Intermediate ‘and Advanced Games, [4.0] SEQUENCE OF PLAY GENERAL RULE: CGipyfighis played in Garne-Turns, each of which represents 20 seconds of real ime. Bach Game ‘Turn i composed of seven Stages, during which both payers wil perform the actions explained in the bady of theruls. CASES: [4] GAME-TURN SEQUENCE OUTLINE ‘The following Game-Turn sequence outlines the progression ofeach Game-Turm. ts an expan ‘ion ofthe flow of play, and novice eaders may be slighty confused upon completion of the ‘eading. All ofthe concepts covered inthis outline fre explained in detail ater in the body of the ules "Therefore, it is resommended that the Players only lance through this outline before go- Ing on othe rex ofthe rules. Once actual play has commenced, however, Payers wil find this Sec- ‘ion an invaluable reference guide tothe questions that will oeur. Follow this outline Stage by Stage until the flow of play has been mastered [Note If questions of rules interpretation arise the relevant rules case governs, not the sequence ulin A. COMMAND DECISION STAGE ‘Alter scenario has been chosen and units have been deployed on the map (Tor the est Game ‘Turn of reinforcement unis have bech placed on ‘he map (For subsequent CameTuths), each Player must issue a Commando each of his units Simply place the appropriate Command chit on teach unit deployed on the map. Allo this done secretly. B. COMMAND.CONTROL STAGE 1, Inia Action Point Determination Phase ‘Both Players determine the inital umber of Ace tion Points each platoon has. Each Player in dicates the dumber of inital Action Points for tach of his platoons on hie rexpective Action Point ‘Track. The nomber of initial Acton Point is qual to twice the numberof units issued com ‘mands 2, Action Point Total Adjustment Phase The Player having Advanage (as designated in ‘he senario) rolls one defor each of his platoons. For each platoon, if the die rll result higher ‘than that platoons leader's rating, the owning layer mus consul the Action Pont Loss Mate tw determine how many Action Points (if any are fubtraced from the initial number of Action Pints for that platoon. Ifthe dice roll esult sess. ‘than or equal tothe leader's rating, then nothing further i done. The Player without the advantage des the same, except he rolls wo die foreach Trader, Allof this sdone scorety . ACTIONSTAGE, ‘This Stageisthehear of the Game-Turm, andcon- sins of an alternating sequence of actions. The Player who has advantage goes fist. He mst choose one of the three actions listed or pase, Unless the action is performed by a leader or a spotter, oF the Player passes, he adjusts his Action Point Track to reflec the expenditure of one Ac tion Point; then he peeforms the action. Unless a Fre action or Sighting actin Is announced, the ‘layer, when hes finished, simply tells his oppo- nent “Done” or Your turn.” Unles one of his ‘units which as been issued fire command has succesfully spotted an Enemy uni eee Sighting Action, the next action i performed bythe appos- ing paver. In ur, this Player must choose one of the following thre actions or pas. Similarly, he ‘adjusts his Action Points Track 0 reflect the ex- penditure of one Action Point Ia Player conte tore than one platoon, the action-‘aking Fotated among the platoons each me itis his urn to perform an action. Platoons without Action Points left do not participate inthe rotation. A ‘pas is not counted against any particular platoon {cept when the Payer the ote without advan ‘When the Player wth advantage has exhausted his lable Action Points (Action Point Track to "for al platoons) he continues say “Done,” fc, asf he were moving units, When the Player ‘vitou advantage has exhausted his avaiable Ae Sion Points, he announces the fact, the Action Stage is thereby completed. The theee actuons Which may'be chosen hy each Player Are 1, Movement Action: The owning Player may ‘move any unit that was issued a Movement com ‘mand one hex. the wit was ised @ Cautions ‘Movement command, itmay not mave any further for the emainder of the Game-Turn If the wait was issued @ Bold Movement command, it may ‘ove second hex at some later point in the Ac- tion Stage. However, note chat if @ unit enters & building or woods ex, itmay never move any Tate ther, epardess of any Movement command, for the Femainder of the Game. Turn 2, Sighting Action. Each unit on the mapsallow- fd to perform a certain number of Sighting Ace tions depending onthe command i was issued in the Command Decision Stage. To have nit per= form Sighting action, the owning Player fips over that units counter, indicating hat it may not attempt to sight again Tor the remainder of the ‘Game-Turn (Exception: Case 8.2). He then calls ‘ut the numberof a megahee which the unit oc. pies or which adjacent to or no more than 2 megahexes away from the megahen occupied bY the sighting unit. Nex, the opposing Paver must state iT any of bib units occupy any open hexes in the designated megahex, and if so, their hex humbers, Additionally, if the mesaex. contains ‘woods or building hexes, the sighting Payer rolls {two dice and his opponent cross-references the ice roll with the Seareh rating of the merahex, While both Players make any necesary ade justmeatsto the Search rating, Ifthe resus equal {or steater than the Adjusted Search rating of ‘hemegahex being sighted, the Enemy Player must state the locations of his units occupying building ‘or woods heres inthis meyahex. Otherwise, the [Enemy Player remains silent in regard to bis units ‘occupying these her-iypes. Ifa sighting attempt was unsuccessful of a suoetssful spoting. was achieved by a unit witha Cautious Movement or Search command, play immediately proceeds 0 the opposing Player. However, fa unit tat just succesfully completed a Sighting action possesses fn uncompleted Fire command, that unit may pe. form a Fire ation repardless ofthe normal ale. rating action sequence (se Case 10.6). After this Immediate Fire Phase has been resolved, iis the ‘opposing Player's turn toperformanaction 3. Fire Action: The owning Player may only aire action for thore units which have ing from, ad the type of fire. Both Payers then werify that a line of sight exists between the wo hexes. The owning Player determines the fing unit's Fire Strength. Herollstwo diceané consuls the appropriate Combat Results Table, making sure to take any modifiers tothe result nto ace ‘Count, such asthe terrain occupied by the target, forthe target's Movement command, The result ny, is immediately applied. The firing unit emoves is Fire command to indiate that it may not fire gain during the Action Sage Remember that for every action performed by a combat unit (nota leader oF spotter, including an Immediate Fire action, the owning Payer must ex pend one Action Pint out of that patoon’s lable Action Points. A Player may past in- Stead of performing an action, but, if he does not Ihave advantage, he must ll expend one Action Point todo so i he does have advantage, he may pass without expending an Action Point ‘When the player without advantage has expended alli Action Points fr ll of his platoons, the Ac- tion Stageis completed, event the Player witha ‘vantage sll has Action Points remaining on [ction Point Track both Playersare with or bothare without advan tage, the Action Stage ends as soon as one Payer onthe other has expended all his Acon Points for allot his platoons, , ENGAGEMENT DETERMINATION STAGE Players determine which heres require Engaged markers and place them on the hexes, in accor dance with Case 13.3. E, AMMUNITION STAGE All units ou of ammunition (marked with Out of ‘Ammo markers) that did not run ov in the current, GGame-Tura may attempt 0 recover fom this cone dition. For each unit out of ammo, the owning Player rolls. a single die once and refers 0 the Scenario instructions concerning his Ammunition tating. On a die roll equal to or less than this rating, the Payer may remove the Out of Ammo marker. Ona die roll greater than this rating, the Unit must main out of ammo until the next Am ‘unition Stage, when the Player may roll apn, {Of course, unite that are out OF ammo may nok fire FF, SUPPRESSION RECOVERY STAGE Players may’ attempt to have wnits recover from suppression itherwithor without using leadetsy accordance with Cases 18.Sand 184 G. GAME-TURN RECORDSTAGE, When the Suppression Resovery Stage has been completed, the Game-Turn is over. Advance the GGame-Turn markers on the Action Point Tracks byone. “Then play proceeds to Stage A (Command Dec sion Sage). Play continues inthis masiner wnt the indicated length of ame reached, or one Player has achieved a victory before this time, Note that, in the Advanced Gare, this sequence of play will heclaborated onand-added ta. [4.2] SKIPPING GAME-TURNS turban warfare, there are frequent Ills in the batle By mutual agreement, entire Game-Turas ray be skipped. In ther Game Turns, both sides ay be passing (ee Seaton 12.0) mow ofthe ime, Waiting’ for alley, leader replacement rein Toreements et [4.3] TIMING OF Moves (OPTIONAL RULE) In order to speed up play, Players may agree 10 limit he time spent doting what co do during she current Friendly Action Phase r07 seconds per ac tion or some ater time limit per action. his is Aone the lock starts running” 2ssoon asthe op posing Player indicates “Done,” etc. Once the Phasing Player has decided what he wants to do, ‘ecloek stops and hemay take as much times is necessary co compete she action. Should fe al 10 ‘makeup his mind in the required period, or should he ind thatthe action he has decided to ake iim possible or illegal, he mast pas (se Setion 12.0) mount of time spent in the Command Decision Stage (7 seconds per command desiion $6 sue tesed). noth cates, the esuant hist dessin ‘making ia part of the simulation of urban Fgh ingon he Cipfightime-scale. [5.0] COMMANDS (GENERAL RULE: ‘Commands are necessary in order fora Player 10 have his units perform actions, Commands in clude Fire, Seach, and Bold and Cautious Move. “At the beginning of each Game-Turn, the Players Screly issue a command to each of their eile ‘unis. During the course of the Game-Ture, the layers may have thei units perform actions in accordance with the commands they have been Issued. A unit fr which a Player issues no com: and may not undertake any actions (Exception: Teaders, see C2se6.3) Search’ Work PROCEDURE: During the Command Decision Stage, cach Player lgses commands fo each of his una, by placing the appropriate Command marker (Sependins on which command is chosen) on top of the uit, Counter. During the course of the Game-Turn, those markers mil be removes a ations are pe. formed, CASES: (5.1) WHICH UNITS RECEIVE COMMANDS Friendly, unsuppressed units may be issued com- ‘mands (Exceptions sec Cases $33, 19.1, 29.23) {during the Command Decsion Stage af cach GGame-Turn, Not that the fact that aunt is issued ‘8 command in no way obligates tat unit 10 even ‘ually perform an action if the unit does perform an action, however, it must be in accordance With that command [5.2] MOVEMENT COMMANDS a Player decidesto give a unit Movement com- mand, he must designate one of (wo types of ‘ovement: Cautows or Hod {5.21} Ifa Player wishes oisuea unit @ Cautions command, he places a Cautious Command chit Girectly on top of this uni, face up. A Cautious ‘command indicates thatthe unit may move a mas {imum of one hex during che current Game-Ture, Im addition, this unit may perform one Sighting action during the same Stage (see Case 5.4) A pet- Sonne! uit with a Cautious command ie ess vulnerable to fire than a unit with & Bold com mand (See Case 8.1. [5.22] Ifa Player wishes oisuea Bold command toa unit he places a Bold command eit diectly ‘ontop of this unit, fee up. A Bold command in cates shat the unit may move a maximum of wo hones nthe curtent GameTurn, subject to all ‘movement resections. Such @ unit may not pet- forms Siehtingactionin thesameGame-Turn jee case5). [5.23] Tripod-mounted machinegun units may ‘ot be ested Bold commands (he michinesuns are 100 heavy to run with), [5.3] FIRECOMMANDS (terms ee teerare tae £83) Bot rmiegenantnn ti [8.4] SEARCH COMMANDS 1a Player wishes to issue a Search command toa unit, he simply places a Seach command chit on ‘up. Such a unit may perform two ‘ons during the current Action Stage, although itmay either fre nor mave [S.5] SIGHTING ACTIONS, Players donot issue specie Sighting commands to ‘ums. Instead, each type of command given to a tunic automatically enables the unit to perform a stain gumber of Sighting ation (see Cases 5.3 fand $9). A unt with a Bold command may ct perform any Sighting actions. (Fip the actual Sombat unit over onda this sats.) [5.6] THE ACTION POINT TRACK Fach combat wnt inthe ase Game elon to a Epscfc platoon (eee Cee 3.38)./A number of {unetiosin the game, inching commandcontrol and the sequence of playin the Action Stage, are bhased onthe platoons to which units belong. These funetions sre regulated by means of Action Points. Performance of ay action 99-4 sombat unit re quires the expenditure of one Action Point. The Sumber of Action Points which may be expended ‘yall he combat units of any one platoon n each GGame-Turn is limited, and is recorded and Kept track of on that Players Action Point Track ‘A markers placed on the Action Point Track for cach platoon in play. The marker’ psition onthe ‘Action Point Track indicates the number of Ac sion Points that may be expended by units ofthat platoon, The platoon makers are numbered con- secutvely; when a Player set up & platoon oF 18 unite of a new platoon inta play at rei forcements, he must choose a platoon Aston Point Track marker for that platoon and indicate ‘onthe Unit Statue Shes the number ofthe platoon ‘arker on the Action Point Track corresponding ‘that patoon, [S.61} After all commands have been isued by ‘oth Players to thei combat unis, each Player rst determine the initial Action Point total that cach platoon possesses. For each combat unt that ‘sisted # command, that unt’ platoon has 6a Initial Action Points Therefore, simply multiply ‘the number of combat units inthe platoon ised ‘commands by two and indste this nurnber on the ‘owning Player's Action Point Track by pacing the platoon marker on that number. A platoon gets 0 ‘Acton Points for units hich do ak receive com mands (Exception: in the Intermediate Game, see Case 19.12) {5.62} After tho intial Action Point oil foreach platoon has been determined, the markers on the ‘Action Point Track ae further adjusted under the provisions of rive atthe number of ‘Action Points beginning ofthe upcoming Action Stage [5.63 Each action performed by a combat unit during the Action Stage costs one Action Point For each ation performed, the marker correspon ding to that units platoon on the Action Polk trackis moved downward (loward zero) by one. [5.64] When any platoon’s marker on the Action Point Track has reached ero Action Poits, units ‘of that platoon may perform no more ations fer perform close assault or do anything ele requiring theexpeaditure of Action Ponts. Such units may besuppressed or killed, however [5.65] Movement or other aetions by non-combst tunis (leaders and spotters) cost no Action Points. ‘Spoters and leaders are not counted in determin ing he inl Aston Point foval available per pla toon, and when they perform an action, no ‘markers onthe Action Point tack te moved [6.0] LEADERS AND COMMAND CONTROL COMMENTARY: In urban warfare, small unit leadership is an even ‘more rial factor than it inthe countryside, Tor coordination of lage numbers af men i Yer) difficult, and morale is harder to maintain. Also, the difficulty of maintaining good radio com: ‘munications ina built-up area forces platoons to rely on ther own initiative more han they would if Communications with higher commanders were sured GENERAL RULE: During the Command Control Stage of each ‘Game-Tur, each Player must determine if any of his platoons are going to suffer from an impai ‘ment of comand contol. Sush an impairment is Feflected by lessening the number of Acton Pains platoon has PROCEDURE: ‘The impairment (if any) ofa pltoon’s command ‘controls determined by rolling adie (or two di for the side not having advaptage) for that pl toon's leader. The die coll is compared 10 the leaders rating to determine if and 10 what extent the platoon’s command controls impaired ding the current Game-Turn, Ax saon asthe command ‘vision stage has been completed, the Player without advantage determines the inal number ‘of Action Points each of his platoons has (see Case 5.6) and places the platoon marker on the Action Point Track. Then he must rll two divs foreach ‘of hie platoon leoders. Ifthe result sequal to oF Tess than that leader's rating, nothing further is done. I the rsult is greater than that platoon leader's rating, the difference 1s immediately determined this ference is called the iil Ac: fiom Point loss. Having determined the initial Action Point Loss for a platoon, the Player erosereferences this ‘umber withthe namber of intial Action Points for the platoon, using the Command Control Loss “Matix (Case 6.23). The resultant umber of Ac {Hon Points is immediately subvracted from that platoons Action Point otal by adjusting the pla- foon's marker" on the “Action Point Track downward accordingly. At the same time, the Player with advantage determines his command ‘control status inthe same way, exeept that this Player ols only one defor each platoon leader Example: The Soviet Player, who doesnot have advantage, has a platoon leader with rating of 6. He hat 6 units and therefore 12 inital Action Points indicated for the platoon on his Action Point Track. He ols 2 dice, obtaining a result of 10, Ths is 4 more than the leader's rating, 30 12 (he numberof intial actions) is cross-referenced with 4 (he inal action los) on the Command Control Loss Matrix, The resultant numbers 0 that platoon's marker onthe Action Point Tracks moved down from 1209. The U.S. Payer ¢hav- ing advantage) has a platoon leader on the map witha rating of 5. His platoon has IOfnitial Action Points. The U.S. Player rolls one die, obtaining 2. Asa result, he doesnot suffer from command ootrol impairment and. loses and no” Action Points on his track ion ") | Roast 34 5. CASES: (6.1] LEADER UNITS {6.11} There are thee types of leaders: company commanders, platoon leaders, and platoon Sergeants, Leaders are non-combat personne! [6.12] Each leader is rated from 1 (worst 1012 (Gest, as printed onthe leader counter. This ating isa vila determinant of command control and recovery fom suppression sce Section 13.0) [6.13] Each scenario indicates the number and lope of leaders availabe to each Player. Leaders are chosen a random by the owning Player from fone of three pool containing all available and eligible Friendly leader unis of the appropriate ‘ype (company commander, platoon leader, OF platoon sergeant) incided among the counters provided. The seenario may specify minimum and ‘maximum ratings for leader pool; only leaders, with ratings ator above the sinimum and at oF below the maximum are eligible Tor inclusion Instruction, allleader counters ofthe appron ‘ype of ncuded in the pool. [6.18] The owning Player must lst on the Unit Stats Sheet the rating ofeach of is leaders, ts ‘ype, and platoon or company affiliation. [6.18] Unless specifically stated otherwise, a pla- toon leader or platoon sergean’s rating is used t0 resolve command control determination and/or "suppression recovery attempts for hisown platoon ‘only, and a company commander's rating is used to resolve suppression removal attempts for units Inhis own company only [6.16] Company commander ratings do not affect, ‘command control inthe Base Gate, but may be ‘sed by the Players in attempts toremove suppres ‘Son fom unis in that commander's company, And perform miscellaneous other functions, see CCase'17.12; in the Intermediate Game Section 26.0; inthe Advanced Game, Cases 33.5(Artilery Observation) and 48.3 (Communications Berween ‘Allied Players ia multi-Player Games). [6.17] Platoon leader ratings are used deter ‘mine command contol and in attempts to recover From suppression by units that leaders platoon, [6.18) Platoon sergeant ratings do notatfeet com mand control, but may be used in suppression recovery attempis for units in that platoon. I a platoon leader i killed, the platoon sergeant sus: do replace him, layer’s Note: Player's who wish to add 10 the available leader councers by mutual agreement ‘should fee re to do s0; a Player may, for exam- ple, desire a leader with his own name, The Players should take care not to unbalance the mix (of leader ratings in the leader seletion pools by Such addition, unless he scenario clearly provides For a leader pool weighted at one end or the other, ‘When using leader counter witha Player's name, iis advisable co first pick a leader counter from theleader pool, and then replace that counter With the counter bearing the Player's name, but retain- Ing the leader rating ofthe counter originally pick ‘from the leader pool [6.2] COMMAND CONTROL Each platoon's current command control stats is indicated on the Action Point Track by thematket For that platoon. [6.21] When determining command contrat for Suppressed platoon leaders, subtract 2 from the leader rating. However, no leader rating may ever drop below 1 16.22] When determining command control for platoons without platoon leaders, se Cate 6.55 [6.23] Action Point Loss Mate (Geechartsand ables) Bold [6.3] LEADER MOVEMENT [6.1] Leaders and spouters receive commands like normal units, although they may not receive irecommands [6.32] 1 leaders stacked witha Friendly com- uni, shat Fader may be moved with that om hat unit during the Action Stage as part of the same ndvidual aston (6.33) A leader may move individually during the ‘Action Stage 16.39) A leader may be moved individually and hile sacked with another anita separate actions Goring the same Action Stave [6.35] Leaders may be moved at no cost in Action Points but they must be moved no more than one hex at time and no more than twice during any Game-Turn, When a leaders moved, play passes back tothe opposing Player. [6.4] LEADER SUPPRESSION A leader may become suppressed only voluntarily ‘rasa result of being Fred on; heis pot suppressed by fire at other heres inthe same mezaner (see (Case 18.12)-Suppressed leaders may not move. [6.5] LEADER REPLACEMENT [6.51] Ia platoon sergean is led, he is remo. ‘from the gameand not replace, [6.52] If platoon leader i killed, nef removed from the game, The owning Player then dsianates, that platoon's platoon sergeant tere i one, 38 the ew platoon leader. When the "promotion" takes effec, the platoon sergeant counter Mp ped over to the New Platoon Leader sie. 1 the Platoon has more on sergeant, the Sergeant with the highest rating i promoted, IF there is more than one sergeant with the highest, rating, the owning Player may promote the sant of his choice. A. promoted platoon Sergeant i considered a platoon leader forall pu poses. Exception: 6.54 [6.33] If platoon leader is killed and there is no Platoon sergeant, the owning Player randomly hooks a repiaceinet platoon leader rom among fhe unused counters, The replacement platoon leader, however as the minimam rating speed by the scenario for platoon leaders, regardless of what is printed on the counter. if thee is no ‘minimum rating. specified, the new leader is automaticaly rated 22." Fhe new leader maybe placed with any combat unit of his platoon (6.59) If 2 company commander i killed, the owning Player designates the highest-rated pli toon leader ofthat company (new platoon leaders excepted — a sergeant cannot become company commander as long a there i Heutenant lft {he company) as company commande there is ‘more than one platoon leader with the hishest tating, the owning Player may promote the one of his choice, When the promotion takes effect, the leader counter is flipped over tothe new company commander side. The platoon which lose is pla- toon leader in this fashion then replaces the pla toon leader as deserihed in Canes 6.52and 6.55, [6.58] In the Basic Game, leader replacement ‘akes effet at the beginning of the ith Game- Turn following the onein which the oriinal leader {skilled This is superceded by Case 26.6in hel {ermediate Gan 16.56) Platoons which are temporarily without platoon leaders use their platoon sergeants 10 ‘determine command contol Wf theres more then ‘ne platoon sergeant, se the highest-rated one. If ‘ther ism platen sergeant, the platoon reeives2 inital Action Poin. (7.0) THEMAP COMMENTARY: The type of town represented with this map was chose’ because it 8 the most common type of “cy” that would be fought over in Europe should @ncw war arse. Tom of the Nee epresented in this game will be ertcal t0 som tmanders because of the control of the road oF railroad network that they offer (wines the im portance of Bastogne during the Ardennes Offen Sve in 1949), or because hey contain clic bridges, depois, or other objectives. Although they may be bypassed by inital attacking waves, later echelons ill receive the Iask of scouring {owns suc as that represened in this game. Acta ally. our map represents something between the U.S. Army classifications of "smal village” (1000 fr les people) and "towns and smal ites” ese than 10,000 people. Cityfight is best payed by (wo oF more people (pethaps with a thied person playing the role of “mpie). Thecrux of any ura fighting i that iis ‘very aifiul to tll where the Enemy is hiding oF ‘moving. Fortis retson, the concept of ined ine Teliaence is erties. A avigingsersen bees the FoF a back-io-back seating allows for this ited intelligence gameesystem to work effective: ly. Atthe start of te game, each Player knows Ii tle more about the Enemy than hs counterpart . GENERAL RULE: Both Players are provided with identical maps. When a scenario Mas been chosen for play, each Player obits hs starting forces and deploys them fon the map. Before the deployment, however, 2 living seteen must be placed between the Pavers forthe Players should it back-to-back so that thelr Actions during the course ofthe game wil remain hidden trom ther opponent. ts strictly Forbid eno observe the opponent's map. Finally, as tee ‘ai playea critica rein theresoltion of combat inbulilcup areas, the map includes a relatively in {ens rendering of the inifeant terrain features: Players should familiarize themselves with these eatures befor the stat of play. CASES: [7.1] MEGAHEXES “There are two types of exes in Cleft egular nets (each identfed by a megahe code followed ‘by acne digit number) and megahenes (each iden- ‘ied by a umberlettes-code). A megahex sone large hex comprising seven smaller eves (663.1. ‘The meganen serves several crea! game fone tions, most specifically those having to do with sihting Enemy units. Each mogahos i 0 meters indiametr. [7.2] OPEN HEXES Regular heves are divided into three types: open ‘woods, and building. Each regular hex i 16.67 mmeterin diameter. [7.21] An open hex is any regular hex that does ‘not containa building or Woods feature [7.22] An open hex may oF may not contain a street feature. Regardless of whether it does ot not, kistillan open hen [7.3] BUILDING AND WooDsHEXES, (7.31) Any regular hex that contains a bung feature is a building hex. Note that each boiling hex contains one or more accessable hetsides, The only way a unit may enter or layea building hex is Uhrowgh these accesible hexsdes (accesetilty ‘Svcs wot atfen fe) a utente bung He jn an Action Stage, it may not move any further during that Action Stage [7.32] Any regular hex that contains a woods feature is 2 woods hex. Woods hexes may be entered From any edjacent hex. However, ira unit tetera woods hex in an Action Stage it may not ‘oveany further during ha Aston Stage. 17.33] Note that building hees are diferentited 435 to general type: either wood, stone (includes brik), oF concrete. Combat results applied in hexes with diferent types of buildings may vary (GeeCase 1.5. (7.39 When a building feature extends across a hexside (no imtervening empty space) and suck hexsde snot blocked (See Case 7-44), the hexsde {s acessible, even though not markéd $0 00 the nap. (7.4 OTHER MAP FEATURES (7.81) Railroad tracks have no effet om ple unless notedin the scenario, [7.42] Height levels and streets have no effect in the Basie Game. [7.43] River hexsides mayor may not be passable in the Basie Game, depending on the Scenario; intact bridge ecsides are) always passable (7.48) Blocked exsides may not be traversed and the blocked part of he hexside may. not be fied through inthe Basie Game, [7.48] Hex 3L3 (he Schneider Farm's pond) can not be moved into (except, ia the Intermediate ‘Game, via amphibious moverent). But it may be Fired through. The ealroad bridge may’ be used Tike any other bridge. The fountain inthe village square as no effet on play [7.5] MAP TRANSLATION German: English Bulldings: [Altersbeim: Old Folks’ Home tes Rathaus: Ol Town Hall ‘ArndtSehule: Arndt Schoo! Bahnhof: Rairoad Staion feral: Becr Hall Bundeswenr: Armory/Reserve Training Center Das Neve Finkaufsrentrum: New Shopping Comer Feuerweht: Fire Department Gaterlager: Warchouse Kommersbank: Bank of Commerce and Industry Krankenbats: Medical Clinic Metalwaren Fabik: Factory of the Metalwaren Company Neues Rathaus: Now Town Hall Paules-Krehe: Church of St. Paul Polizeiamt: Police Station Postamt: Post Office (includes telephone and telegraph Functions) Schloss Gelafingen: Manor House ofthe

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