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Ambush!: Move Out!

Expansion for Ambush!

Ambush!: Move Out! Rulebook

Table of Contents

Table of Contents

  • Ambush! Errata
    • Rules
    • Mission Cards
    • German Cards
    • Chart and Table Card
    • Paragraph Booklet
    • Mission Changes
  • Move Out! Rules and Paragraph Booklet
  • 1. Introduction
  • 2. US Vehicles
  • 3. Game Parts
  • 4. Paragraphs
  • 5. Radios
  • 6. Hints and Clarifications
  • Scenarios
    • Mission 9: The Dawn's Early Light
      • Your Squad
      • Set Up
      • Special Rules
    • Mission 10: Assault to Kill
      • Your Squad
      • Set Up
      • Condition 1
      • Commence Rounds
      • Condition 2
      • Special Rules
      • Victory
  • Paragraphs
  • Spotting Round Scatter Diagram
  • Walk-In Scatter Diagram
  • Additional Weapons
    • Knife
    • Panzerbuchse
    • Panzerfaust

Ambush! Errata

The following errata apply only to early printings of Ambush!. Check the components in your copy of the game to determine whether or not these corrections have been incorporated.

Rules

5/4 Sightings (Clarification) A sighting reference on a Mission Card, such as s3 or s8, indicates that the sighting may occur. Do not mark the sighting off on your Squad Record until it does occur. A sighting occurs only when you read a paragraph preceded by a Sighting Reference (such as paragraph 19 or 21).

6/1, 3. Action Phase (Clarification) The right hand column under Exception should read: "The paragraph that activates the Germans and initiates Rounds may state that one side or the other has the advantage in the first Round." Advantage is thus pre-determined by the paragraph, although you still roll for initiative in order to place your AR markers on the correct Turns. (Correction) Under Panic on the same page and column, Germans may also Panic as a result of combat (13/1).

9/4 Clearing a Jammed Weapon (Clarification) A German with a jammed weapon will use his second weapon, if he has one; otherwise, he will attempt to unjam his weapon. When a German Action Paragraph requires him to fire, he attempts to unjam his weapon instead. If a German becomes weaponless due to breakage or ammo depletion, he will attempt to acquire a weapon from another German or inactive US soldier in his hex, using the Pick Up/Exchange Equipment action (5/3, 6/7). Use this action instead of the action indicated on his card as soon as he is in a hex with a suitable weapon.

10/1, 5. Determine Target Damage (Clarification) If a soldier is prone in a hex where a grenade explodes, he is considered Panicked instead of Wounded if the damage result is located on the Wnd/Prone column. For example, on the Grenade Outside Row, a die result of 5 or 6 is treated as a wound if the soldier is standing or crouching, and as panic if he is prone.

10/2 Grenade Strike PC Check (Addition) Tanks and soldiers inside vehicles may not make this PC Check.

11/2 Capture (Change) A captured German may be moved in Rounds, but the Movement Allowances of the German and his guard are reduced to 2. The German has a free stance change unless already wounded. The German is still inactive, and his Actions are determined by those of his guarding soldier.

13/6 Aimed Automatic Weapon Fire (Clarification) All aimed Automatic Weapon fire — not just personal weapons — has the chance of doing additional damage. Thus, aimed machinegun fire may also hit more than one soldier in a hex.

Mission Cards

Mission 5, Condition 3. S-13 should read "619" instead of "None." S-14 should read "479" instead of "None."

Mission 5, Condition 4. S-13 should read "619" instead of "None." S-14 should read "479" instead of "None."

German Cards

German 25. Condition Column 3 should be labeled "2-3" instead.

German 66. Weapons should be Pistol (Luger) and two grenades. In Notes, the reference to German 20 should be to German 65.

Chart and Table Card

Assault Table. A result of "-" indicates no effect.

Weapon Type Chart. Automatic Rifle Medium Range should be "10-16" instead of "10-13." Grenade Outside Medium Range should be "3-4" instead of "2-4." Wnd/Prone result column indicates that, if this result is rolled, a prone soldier is panicked, rather than wounded; a standing or crouching soldier is wounded.

Paragraph Booklet

The following paragraphs replace those printed in the Paragraph Booklet, and number 1000 is an addition. Do not read the following paragraphs until they are called for in a mission. Instead, mark each of the following paragraph numbers in your Paragraph Booklet with a large R. When you are directed to that paragraph, you will know to read its replacement instead: 025, 178, 259, 913, 1000. Remember, these changes refer to the original Ambush! Paragraph Booklet and Missions — not to those in Move Out!

025. Place Event marker. Conduct PC Check (−1). If successful, see 007.

178. [s1] Battalion HQ reports that a German offensive is underway; abandon positions! Delay enemy at discretion. You receive 2 VP's per active US soldier exited between hexes A-13 and A-19 (inclusive). VP's are not lost for incapacitated soldiers exited through these hexes. You receive VP's for destroying the bridges (2 VP's for the wooden bridge; 4 VP's for the stone bridge; 4 additional VP's for destroying both bridges). See paragraph 1000 for bridge destruction procedure. The mission ends when no active US soldiers are on the map. Note this paragraph number on your Squad Record for future reference.

259. Every US soldier within sight of J-1 must conduct a PC Check (−1). • If any succeed, see 264. • If all fail, continue making checks for the following hexes, in order: K-2, K-3, L-3. When one succeeds, see 264. If all fail, see 269.

913. 1. If an active US soldier occupies hex T-8, see 802. 2. If 3 or more German soldiers have been killed, incapacitated, or captured, crawl into hex N-5. Go to Condition 4. 3. See 802.

1000. The stone bridge can be destroyed in two ways: with a bazooka; or with satchel charges. To destroy it with a bazooka, you must achieve Heavy penetration against it. The fire modifier is +4 when firing at the bridge; ignore other terrain in the hex. To destroy the bridge with satchel charges, two charges must be set off in the bridge hex simultaneously. A soldier, or soldiers, must place two prepared charges in the bridge hex. It takes one turn to set each charge (setting is automatic in Operations). You may then detonate them at your discretion. The wooden bridge may be destroyed in three ways: with a satchel charge; with a bazooka; or with fuel. The satchel charge procedure is the same as for the stone bridge, except only one charge is required. The bazooka procedure is exactly the same as for the stone bridge. To burn the bridge, a soldier may get a fuel can from the dump in hex L-10. Each can requires one Port Box. The soldier must then move across the bridge (automatically splashing his fuel on it). Once crossed, he or another soldier adjacent to the bridge may start the fire by spending one turn (automatic in Operations). The fire burns for the duration of the mission.

Mission Changes

The booklet prints the following entries without a group heading; this heading is added by the transcriber.

Mission 3: Your Squad (Addition) Buy all new equipment, and receive a free radio.

Mission 4: Activation on Landing (Change) All US soldiers are automatically aware when they land; ignore awareness references.

Mission 5: Set Up (Correction) Second sentence should read, "Your soldiers can enter the map on the south or west edge between hexes A-12 and L-19, inclusive."

Mission 5: Victory (Correction) Further testing indicates that the US requires 15 Victory Points to win, not 22.

Mission 8: Set Up (Addition) The Activation Levels for this Mission are as follow: c1 (0-1); c2 (0-4); c3 (0-5); c4 (0-6); c5 (0-7).

Move Out! Rules and Paragraph Booklet

1. Introduction

Move Out! is a further test of your squad's ability to survive tougher-than-usual tactical situations in Europe during World War II. The four missions in this booklet are generally more challenging than those encountered in Ambush! and players are encouraged to "brush up" on a few old missions before attempting to Move Out!.

The four missions are not intended to be played in any specific order, and the replayability of each mission is quite high. Each mission is designed to test the player's ability to meet new and tougher challenges and overcome new German weapons and deceits buried in the paragraphs. In an effort to maximize surprise and "blindness," Move Out! attempts to keep you guessing for as long as possible. Players will find themselves starting a mission with no knowledge of what to do or how to win. Uncertainty is all part of the fun, and players are once again asked to resist the temptation to break the game system.

Your squad is invited to campaign its way through these missions, and should the original squad survive, we recommend Congressional Medals and state-side leave for all. One idea which may appeal to some players is to play all eight Ambush! missions as a campaign prior to playing Move Out! In any case, we hope you enjoy Move Out! and that it provides the challenges your squad deserves.

[The booklet's "Games Questions" mailing address for the publisher is omitted here: it is publisher contact information, not rules.]

2. US Vehicles

The US vehicles you encounter in Move Out! are not under your command. Instead, they move and fight just as German vehicles do, following all movement and combat rules as if they were German. US vehicle cards contain Condition, Action Die Roll, and Paragraph references which direct the vehicles' actions. Movement is conducted from hex to hex, using the current Condition Card, moving the vehicle to the hex indicated as if the vehicle were German. However, they do have Paragraph Checks as soldiers do. In all cases, the current German Action Die Roll number is used to determine the US vehicle actions. Remain in Rounds as long as active US vehicles are on the map, even if there are no active Germans. New paragraphs have been included to assure that the US vehicles will not kill your squad members (but careless soldiers can be "run over"). You may wish to use these vehicles for your own purposes; resist the temptation. Do not, for instance, put incapacitated soldiers into a US jeep (it may try to run you over).

3. Game Parts

All counters, maps, rules, charts, and tables provided in Ambush! are necessary to play Move Out! However, the Ambush! Paragraph Booklet is not used. Instead, the paragraphs in the rear of this booklet are all you will require to play Move Out! Rules modifications and additions will be explained as you play.

4. Paragraphs

The paragraphs in the rear of this booklet form the heart of the game, and they should not be read until called for by a Paragraph Check or other reason. The paragraphs, numbered from 400 to 1000, include intentional gaps.

5. Radios

A radio may be given to your squad at the start of a Mission. If so, it requires one Port Box to be carried.

A radio is considered "manned" as long as it is in the hex with an active US soldier. When a radio is manned, a paragraph may allow you to receive and send instructions by radio. A radio is "unmanned" if not in the hex of an active US soldier, or if it is already destroyed.

A radio may be destroyed. When the soldier carrying the radio is wounded, incapacitated, or killed, by whatever means, there is a chance the radio is also destroyed. Roll percentile dice; if the result is 25 or less, the radio is destroyed and is useless for the remainder of the Mission.

6. Hints and Clarifications

The following list is intended to help improve "optimal" play and possibly clear up some of the more common rules misinterpretations.

  • Whenever possible, move soldiers in the crouched position during Operations. In most cases, this saves lives.
  • To reduce the number of Paragraph Checks during Operations, it is sometimes helpful to move your soldiers in a line, advancing the last soldier in the line to the next hex to be checked.
  • Use commanders to give turns to soldiers with good Weapon Skills. [We have seen Private C move into a German's hex, assault to kill, fail, assault again, and finally kill the German, all in the same Round, before the German had an opportunity to respond.]
  • Bridges can be blown only when allowed according to the Mission instructions.
  • Place Event markers every time the word "Event" appears on the Condition Card as a result of a Paragraph Check, even if a subsequent die roll indicates "no event."
  • Although there is no right way to attack a bunker or occupied building, crouching next to one of its windows may be the safest.
  • A wounded soldier has no free stance change. Therefore, a soldier who is wounded, prone, and in the same hex with an enemy soldier cannot assault that soldier in the same turn without applying the Move/Charge modifier.
  • When firing a mounted machinegun from a jeep, there is no −2 modifier. However, soldiers in the jeep firing other weapons do suffer the −2 modifier.
  • Panic for a wounded US soldier is determined by the Initiative die roll result, regardless of the fact that he can receive only one turn. For example, a wounded soldier with an IN of 2 panics (when out of command) on a roll of 3 and 8, even though his marker would be placed in the 1-turn space.
  • You may not intentionally drive a vehicle into a crater. However, if a Movement Reference forces a vehicle to enter a crater, it does so at a cost of 3 Movement Points. In addition, an immediate Accident Check is made. The crater has no Combat Modifier effect for the vehicle.

Scenarios

Mission 9: The Dawn's Early Light

11 September 1944. The pursuit across France has reached the dreaded Siegfried Line. Outside the city of Aachen is a double wall of fortifications and an unknown number of German defenders. Your parent Corps is ordered to penetrate this wall, take the city, and continue the pursuit. Your squad has been ordered out at 2 a.m. to clear any obstacles along the main road into town. You have only a few hours before the main US armored column must advance. The only thought in the minds of your weary soldiers as they move out is "Home for Christmas."

Your Squad

Buy new equipment for your squad, keeping in mind that there may be any number of bunkers, German armor, and tenacious defenders in your way. In addition (and for free) you receive two satchel charges, a bazooka with four additional rounds of ammo, and a radio.

Set Up

Use Map A. The top of the map is the north edge. Your soldiers may enter the map in any hex on the west edge between A-1 through A-19 (inclusive). Place a Crater marker in each of the following hexes: D-11, G-5, H-13, K-17, Q-8, Q-14, S-16, T-12, V-7, and V-13.

The Activation Levels are as follow:

c1: 0-3. c2: 0-4. c3: 0-5. c4: 0-6. c5: 0-7. c6: 0-8.

Special Rules

Stream. The water barrier from hex H-1 to O-19 is a stream that can be crossed at any point by spending Movement Points as summarized on the Movement Point Cost Chart.

Bunkers. The rules for bunkers appear on page 36 of the Ambush! rules booklet.

Night Visibility. The mission begins in the middle of the night; thus, visibility is reduced to four hexes. A soldier can trace an LOS only four hexes, excluding his own hex.

Victory. You need 30 Victory Points to win. You receive Victory Points for the activation of Germans. You receive 6 Victory Points for each bunker you knock out. Other ways of gaining Victory Points will be revealed during the mission. Once the US vehicles have exited the map, or have been prevented from exiting through immobilization or becoming disabled, the game will end when:

  1. There are no active Germans on the map and all active US soldiers have exited from hex Y-8 (incapacitated US soldiers remaining on the map do not count against VP loss).

  2. Active Germans remain on the map and all active US soldiers have exited from any west edge hex (incapacitated US soldiers must be exited to avoid VP loss).

Mission 10: Assault to Kill

It is D-Day plus 15, and the Germans are once again counterattacking the Allied lines near the strategic town of St. Lo. Your squad has been assigned the job of forward artillery observation. In addition, should the German assault break through, your squad is to advance into the town and hold it for as long as possible, falling back only if your position becomes untenable. You can expect little assistance from Divisional HQ, since intelligence reports that the assaulting Germans are hitting all along the line and are probably members of the crack Panzer Lehr Division.

Your Squad

Buy new equipment for your squad. You receive (for free) one bazooka and four additional bazooka rounds.

Set Up

This mission, unlike the previous nine, uses Maps A and B, in sequence. Note that your squad does not set up in Condition 1.

Condition 1

At the start of the mission, the following Germans are set up in the indicated hexes on Map A: GE 22 (A-19); GE 24 (B-19); GE 23 (D-19); GE 25 (E-19); GE 26 (F-19); GE 13 (H-19); GE 15 (I-19); GE 14 (J-19); GE 16 (K-19); GE 27 (L-19); GE 34 (Q-19); GE 36 (R-19); GE 35 (S-19); GE 37 (T-19). Soldiers are standing.

Commence Rounds

All Germans begin active and receive the advantage and two turns in Round one. Once Rounds are commenced, they remain in effect for the duration of Condition 1. Do not conduct Random Event Checks during Condition 1. Once the last active German has exited Map A or become inactive, go to Condition 2. Exited Germans are subject to "re-activation" on Map B during the remainder of the mission. Killed or incapacitated Germans and immobilized or disabled vehicles are removed from play permanently.

Condition 2

Use Map B. The top of the map is the west edge. Your soldiers enter the map on the north edge between hexes Y-1 and Y-19 (inclusive). No markers begin on the map. There are no Activation Levels, as Germans enter by Random Event.

Special Rules

Stream. The water barrier on both maps is a stream that can be crossed at any point by spending Movement Points as summarized on the Movement Point Cost Chart.

Artillery. In this mission, you control the artillery (actually light mortars) in Condition 1. You have 2 Artillery Strike markers (represented by Starshell markers) available each turn with which to attack the onrushing Germans. US artillery has an IN of 3; use any available marker on the Action Round Track in the 3 Column to determine the simultaneous actions of both Artillery Strike markers. Artillery is not subject to panic.

A. Placing Artillery Strike Markers. Artillery strikes can be placed in any hexes on the map, and more than one can be placed in the same hex if desired. Once placed, consult the Spotting Round Scatter Diagram for each marker to determine the hex in which it actually lands. If an Artillery Strike lands in a hex containing enemy pieces, determine impact damage immediately. If an Artillery Strike lands in an unoccupied hex or scatters off the map, that marker's action is completed for the turn.

B. Unoccupied Hexes. An Artillery Strike can be intentionally placed in an unoccupied hex or can scatter into such a hex. When an Artillery Strike marker begins a turn in such a hex, you can maintain fire, "walk" the marker, or move the marker following the procedure outlined in Step A, above.

C. Maintaining Fire. An Artillery Strike can impact in the same hex for as many successive turns as you wish, without rolling for scatter.

D. Walking Artillery Markers. An Artillery Strike can be "walked" up to 2 hexes from the hex it currently occupies. Once a marker has been walked to the new target hex, consult the Walk-In Scatter Diagram to determine if the action has been successful. If the marker lands in an occupied hex, impact occurs immediately.

E. Impact Damage. When an Artillery Strike lands, no crater is formed. Impact occurs immediately and damage is assessed as follows:

  • Each German soldier occupying a clear, road, cover, or stream hex rolls for damage on the Grenade Inside Column of the Weapon Type Chart.
  • Each German soldier in a brush, woods, or building hex rolls for damage on the Grenade outside Column of the Weapon Type Chart.
  • German vehicles have damage assessed according to the roll of one die, as follows. On a roll of 0, direct hit! Roll again. On an odd result, the vehicle is disabled; on an even result, the vehicle's bow machinegun is destroyed and (if the vehicle is open) one crew member is hit. On a roll of 1 through 8, one crew member is hit. Reduce the crew by one if the vehicle is open; if the vehicle is closed, there is no effect. On a roll of 9, two crew members are hit. Reduce the crew by two if the vehicle is open; if the vehicle is closed, there is no effect.
  • A German who enters an impact hex in his movement is unaffected by the impact!

Victory

You need 10 Victory Points to win. You begin with no Victory Points and, unlike other missions, you do not receive VP's for the activation of Germans. Instead, you receive VP's for killing or incapacitating German soldiers, capturing German officers, and disabling and/or immobilizing German vehicles. You lose VP's for the incapacitation and killing of US soldiers. VP loss for an incapacitated soldier can be avoided by moving him off the north mapedge between Y-1 and Y-19 (inclusive). Furthermore, you lose VP's for each German soldier or vehicle to exit the north mapedge. The number of VP's lost equals the VP value of the German. Thus, if a German officer is worth 2 VP's if killed or incapacitated, you lose VP's if he exits the north mapedge.

The mission can end only in Condition 4. It ends the moment there are no active US soldiers on the map. Important: Germans still on the map when the mission ends do count against you as if they had exited the north mapedge (except for immobilized vehicles).

Replay

After playing the Mission once, see paragraph 1000.

Mission 11: The Fog of War

The Ardennes Forest, December 1944. The Germans have been pushed to the borders of Germany, and it seems that the war will soon be over. Your squad is peacefully sleeping in a cozy village in a quiet sector of the front. A lone sentry is posted. Christmas approaches. Your soldiers dream of Iowa, girlfriends, and home.

Your Squad

Buy new equipment for your squad.

Set Up

Use Map A. The top of the map is the north edge. To begin, place one US soldier of your choice in hex Y-8. The rest of your squad is considered off-map, asleep. Your off-map soldiers will use a procedure revealed in a paragraph to enter the map. Do not use the off-map entry procedure in rule 6/10. There are no Activation Levels, as the Germans enter the map by random event.

Special Rules

Stream. The water barrier running from hex H-1 to hex O-19 is frozen over and considered clear terrain for all purposes.

Victory

You need 20 Victory Points to win. You receive VP's for the activation and capture of German soldiers. Other methods of VP gain will be revealed during the mission. VP losses for incapacitated soldiers are also revealed during the mission, as well as the means of ending the mission.

Mission 12: Through the Eye of the Needle

16 August 1944. On a routine patrol near the outskirts of Paris, half your squad has been captured. Upon their failure to report at the appointed time, your squad leader has decided on his own initiative to attempt to locate and — if possible — to rescue his men.

Your Squad

To determine which members of your squad are missing at the start of the mission, roll up a new squad, or use your squad from the last mission. Soldier A is not captured, and soldier B is captured. Three of your other soldiers, determined at random, begin already captured along with B. Buy new equipment for your four uncaptured soldiers only, using all your Weapons Points.

Set Up

Use Map A. The top of the map is the north edge. Your soldiers may enter the map in any hexes on the north edge between Q-1 and W-1 (inclusive). Place a Destroyed Bridge marker in hex M-12. The Activation Levels are as follow:

c1: 0. c2: 0-1. c3: 0-6. c4: 0-1. c5: 0-8.

Special Rules

River. The water barrier running from hex H-1 to O-19 is a river and can be crossed only by an intact bridge.

Night Visibility. The mission occurs at midnight; thus, visibility is reduced to four hexes for the duration of the mission. A soldier can trace an LOS only four hexes, excluding his own.

Victory

You need 19 Victory Points to win. You receive VP's for the activation of Germans. You also receive 5 VP's for each missing squad member successfully exited at the end of the mission. Additional VP's will be revealed during play. Soldiers incapacitated in Condition 1 do not count against you. You lose VP's as usual for the incapacitation and killing of US soldiers during other Conditions. The method by which the mission ends will be revealed during play.

[Illustration caption printed on the page: "Don't read the following paragraphs until ordered!"]

Paragraphs

400. Place Event marker. A German flare! Roll one die to determine which hex is temporarily illuminated:

  • 0: B-8
  • 1-2: A-13
  • 3-4: B-17
  • 5-6: C-11
  • 7-8: C-15
  • 9: E-11

A flare lights up the hex it lands in, plus the 6 adjacent hexes. Place a Starshell marker in the hex to remind you which hex is illuminated.

  • If no soldiers are illuminated, no Event. Remove Starshell marker.
  • If any soldiers are illuminated, each illuminated soldier must make a PC Check; if successful, the soldier falls prone; if fails, the soldier must remain in his current stance. Once all PC Checks have been made, see 405.

401. Place Event marker. Conduct a PC Check:

  • If successful, see 404.
  • If fails, no event.

402. Conduct a PC Check. If successful, see 407.

403. Hold the anchovies.

404. [s0] The sentry hears the sound of approaching low-level aircraft engines. Conduct a PC Check. If successful, see 406.

405. Roll one die:

  • 0-6: One illuminated soldier (determined at random) is fired on by a hidden German (rounds are not begun). Resolve one fire with the following attributes:
    • Snap Fire
    • Medium Range
    • Bolt Rifle
    • Weapon Skill 0
  • 7-9: As above, but as aimed fire.

Remove the Starshell marker, and go to Condition 2.

406. The soldier perceives these planes are approaching from the east (if they were allied bombers on their way home, why would they be flying so low?).

407. [s0] Your soldier hears a radio playing off to the south.

408. Place Event marker. A German flare! Roll one die to determine which hex is temporarily illuminated:

  • 0: F-18
  • 1-2: G-16
  • 3-4: H-13
  • 5-6: J-12
  • 7-8: J-15
  • 9: J-18

A flare lights up the hex it lands in, plus the 6 adjacent hexes. Place a Starshell marker in the hex to remind you which hex is temporarily illuminated.

  • If no soldiers are illuminated, no Event. Remove Starshell marker.
  • If any soldiers are illuminated, each illuminated soldier must make a PC Check; if successful, the soldier falls prone; if fails, the soldier must remain in his current stance. Once all PC Checks have been made, see 410.

409. [s1] German paratroopers appear out of the clouds! Their mission is to secure the river bridge (just off-map to the west) for the advancing German armored columns of a massive counterattack about to commence. If your sentry is able to enter the building in hex T-8, see 411. If he is killed or incapacitated before entering hex T-8, see 414 (make a note of these paragraph references). Activate Germans 29, 39, 42, 43, 45, 47, 48, and 49. Place one of these Germans, at random, in each of the following hexes: A-16, A-17, A-18, A-19, B-19, C-19, D-19, and E-19. Once you have placed the above Germans, see 422.

410. Roll one die:

  • 0-8: One illuminated soldier (determined at random) is fired on by a hidden German (rounds are not begun). Resolve one fire with the following attributes:
    • Snap Fire
    • Short Range
    • Bolt Rifle
    • Weapon Skill +1
  • 9: As above, only as aimed fire.

Remove Starshell marker, and go to Condition 2.

411. Your sentry uses the telephone in this tollbooth and successfully alerts the rest of your squad. Gain 4 VP's. At the start of the next Round, all US soldiers are considered aware: place each US AR marker in the Complete space of the Action Round Track and roll for initiative and number of turns in the normal way. US soldiers may enter Map A in hex Y-8 once each soldier has spent 2 actions off map (keep a record of actions spent on a separate sheet of paper); each soldier may enter the map at the start of that soldier's third action. The moment the last active US soldier enters the map, go to Condition 3. See 416 for additional VP's and how the mission ends.

412. Conduct Activation Check:

  • If successful, see 612.
  • If fails, see 614.

413. Place Event marker. A German flare! Roll one die to determine which hex is temporarily illuminated:

  • 0: F-2
  • 1-2: F-4
  • 3-4: J-6
  • 5-6: H-3
  • 7-8: I-6
  • 9: I-8

A flare illuminates the hex it lands in, plus the 6 adjacent hexes. Place a Starshell marker in the hex to remind you which hex is temporarily illuminated.

  • If no soldier is illuminated, no Event. Remove Starshell marker.
  • If any soldiers are illuminated, each illuminated soldier must make a PC Check; if successful, the soldier falls prone; if fails, the soldier must remain in his current stance. Once all PC Checks have been made, see 417.

414. Your sentry was unable to use the telephone in the tollbooth in hex T-8 to alert your squad. At the start of the next Round, all US soldiers are considered unaware: place the AR markers of your squad in the Unaware space of the AR Track and begin making Awareness Checks for each member of the squad immediately. At the beginning of the third Round, all US soldiers are automatically aware. Aware US soldiers may enter Map A in hex Y-8 once each soldier has spent four actions off map (keep a record of actions spent on a separate sheet of paper); each soldier may enter the map at the start of that soldier's fifth action. The moment the last active US soldier enters the map, go to Condition 3. See 416 for additional Victory Points and how the mission ends.

415. [s1] Your soldier sees light coming from the building in hex T-8.

416. In addition to VP's for German activation and capture, you receive 2 VP's for each active US soldier to exit the west mapedge between hexes A-1 through A-19 (inclusive). VP loss for incapacitated soldiers may be avoided by moving them off the west mapedge. The mission ends the instant there are no active US soldiers on the map. Active Germans on the map at the end of the mission do not count against your VP total in any way.

417. Roll one die:

  • 0-5: One illuminated soldier (determined at random) is fired on by a hidden German (rounds are not begun). Resolve one fire with the following attributes:
    • Snap Fire
    • Short Range
    • Bolt Rifle
    • Weapon Skill 0
  • 6-9: As above, only as aimed fire.

Remove Starshell marker, and go to Condition 2.

418. Roll one die:

  • 0-6: One illuminated soldier (determined at random) is fired on by a hidden German (rounds are not begun). Resolve one fire with the following attributes:
    • Snap Fire
    • Long Range
    • Machine Pistol
    • Weapon Skill +1
  • 7-9: As above, only as aimed fire.

Remove Starshell marker, and go to Condition 2.

419. Place Event marker. A German flare! Roll one die to determine which hex becomes temporarily illuminated:

  • 0: A-6
  • 1-2: B-2
  • 3-4: B-4
  • 5-6: D-7
  • 7-8: C-7
  • 9: B-6

A flare illuminates the hex it lands in, plus the 6 adjacent hexes. Place a Starshell marker in the hex to remind you which hex is illuminated.

  • If no soldier is illuminated, no Event. Remove Starshell marker.
  • If any soldiers are illuminated, each illuminated soldier must make a PC Check; if successful, the soldier falls prone; if fails, the soldier must remain in his current stance. Once all PC Checks have been made, see 418.

420. Roll one die:

  • 0-4: Conduct Activation Check. If successful, see 427; if fails, see 430.
  • 5-9: Conduct PC Check. If successful, see 438; if fails, see 437.

421. If there are any killed US or German soldiers on the map, one soldier, determined at random, becomes a zombie. The soldier rises and moves one hex per Round toward the nearest live soldier. If the zombie ever enters a hex occupied by a live soldier, he assaults with intent to eat. Zombies may be fired upon but are only destroyed by medium or heavy penetration results, or by satchel charges.

422. Conduct the following procedure for each counter:

  1. Drift Movement. The counter drifts one hex at a time, using the drift procedure outlined in 423.
  2. Landing. When the message, Land, indicates that the soldier has landed, use the landing procedure outlined in 424 to determine if that soldier has been injured.
  3. Repeat Steps 1 and 2. Repeat the above steps until all counters have landed, then continue to Step 4.
  4. Put New Condition into Effect. Go to Condition 2.
  5. Commence Rounds. Rounds are commenced and remain in effect as long as there is an active German soldier on the map. If Rounds do end (which is unlikely), they may re-commence at any time active Germans re-appear.

423. After you have placed all German paratroopers, choose one to move first. The drift and landing of this soldier must be completed before beginning another. Roll one die to determine which hex the counter enters when it drifts:

  • 0-6: Counter drifts one hex northeast of its current location.
  • 7-8: Counter drifts one hex north of its current location.
  • 9: Counter drifts one hex southeast of its current location.

Make a Paragraph Check for the new hex occupied by the counter. If the message, Land, appears, the counter lands. If the counter does not land, continue the drift procedure until the counter lands. See 424 for the landing procedure. Note: If a German drifts off the map, re-roll the die until a new direction is achieved.

424. When a counter receives a Land message from a Paragraph Check, it lands in that hex. The type of terrain in the landing hex may affect the quality of the landing. Roll one die for each counter and locate the result under the terrain in which he landed to determine if he is injured. When a soldier lands, place a Prone marker on him to indicate his stance. In addition, place a parachute marker on him, 2-side up, indicating that his chute is on and it requires two actions to remove. See 425 to determine Landing Quality.

425. Frozen River. 0-8: Good landing. 9: The ice gives way! The soldier is entangled in his chute and drowns. Remove this German from play and place a Ford marker in the hex.

Clear or Road. 0-8: Good landing! 9: Bad landing! The soldier is wounded.

Cover or Brush. 0-8: Good landing! 9: Roll one die again; on a roll of 0-4, the soldier is wounded; on a roll of 5-9, the soldier is incapacitated.

Woods. 0-4: Good landing! 5-9: Bad landing! Roll one die again; on a roll of 0-5, there is no effect; on a roll of 6-8, the soldier is wounded; on a roll of 9, roll one die again and, on a roll of 0-4, the soldier is wounded, on a roll of 5-9, the soldier is incapacitated. See 426 for Parachute Removal.

426. All German soldiers are considered Prone. The soldier must remove his parachute before he can perform any other action (ignore self-preservation while chuted up). To remove the chute, he must be crouching or standing. It takes two actions to remove the chute; the actions need not be consecutive. When the first action is used, turn the Parachute marker to its 1-side. When the second action occurs, remove the Parachute marker. Once removed, the soldier can perform actions normally.

427. [s0] Activate German 20 in hex O-4, German 41 in hex P-3, and German 40 in hex N-4, crouching. Commence Rounds. German advantage. German's 20, 40, and 41 receive two turns this Round. Go to Condition 3.

428. This building is an abandoned tollbooth. Inside are a desk and telephone.

429. Your soldier sees a flashing light in hex P-11 and hears someone whisper with a French accent, "Psst! Over here. Don't shoot." Ignore further references to this paragraph.

430. Conduct PC Check:

  • If successful, see 432.
  • If fails, see 437.

431. The ice cracks! Roll 1 die, subtracting 1 from the die result for each soldier in the hex. On a result of 0, the ice gives way; on any other result, the ice holds. If the ice gives way, place a Ford marker in the hex. Each soldier in the hex makes an immediate PC Check. If he fails, the soldier has fallen into the stream. If his PC Check is successful, the soldier is placed prone in the hex from which he entered the stream hex and loses the remainder of his turn. Soldiers who fall into a stream hex can move no further that turn, lose any weapons they are carrying in their Port Boxes, and are considered "wet" for the remainder of the mission (make a note of this on the Squad Record for future reference). It takes 1 action to exit a stream hex; thereafter the soldier may function normally. Ignore references to this paragraph when entering Ford hexes for the remainder of the mission. Soldiers may enter Ford hexes normally, but become wet when doing so.

432. [s0] Activate German 20 in hex O-4, German 41 in P-3, and German 40 in hex N-4, crouching. Commence Rounds. US advantage. The US soldier who just made the PC Check is automatically aware this Round. Go to Condition 3.

433. [s2] A member of the French resistance has contacted your squad in hex P-11. Use US Card 06. Claude tells you that he knows where your missing squad members are and will tell you as soon as he gets an American cigarette. Roll one die: on a 0-4, Claude asks for a Camel; on a 5-9, he asks for a Lucky Strike. After a long draw, Claude tells you that your soldiers are being held in a small village to the south. The area is heavily mined and cannot be approached by land. He tells you he has a barge hidden in hex M-12 and knows how to get to the village. When one of your soldiers enters hex M-12, see 442. One of your soldiers notices Claude's knives. He says he is very good with them. Claude will act as a member of your squad for the remainder of the mission. If Claude is killed or incapacitated and left on the map, you lose 2 VP's as usual.

435. Roll 2 dice. One [sic] a result of 0, 9, or 18, one soldier in a clear or cover hex falls prone into a snow drift, loses one grenade, and the remainder of the turn. If in Rounds, it takes one action to climb out of the drift. If in Operations, lose one grenade and continue moving normally. A soldier prone in a snow drift is an additional −2 to hit when being fired on.

436. Your soldier sees a small, one-room shack. There are two chairs, a table, and a bed. A radio is playing.

437. [s0] Activate German 20 in hex O-4, German 41 in P-3, and German 40 in N-4, crouching. Commence Rounds. German advantage. Go to Condition 3.

438. [s0] Activate German 20 in hex O-4, German 41 in P-3, and German 40 in hex N-4, crouching. Commence Rounds. US advantage. All aware US soldiers receive two turns this Round. Go to Condition 3.

439. [s3] The soldier hears the sound of anti-aircraft guns being fired far off in the distance.

440. [s0] Activate German 20 in hex M-5, German 41 in hex N-4, and German 40 in hex M-6, crouching. Commence Rounds. German advantage. Go to Condition 3.

441. One soldier's weapon jams due to intense cold. Roll one die: on an even result one German soldier (determined at random) is affected; on an odd result, one US soldier is affected. If crouching or standing, the soldier makes an immediate unjamming attempt at no cost in Actions.

442. Place a Canoe counter in this hex. For this mission it is considered a barge large enough for 10 persons and all equipment. The barge is subject to all rules pertaining to canoes in Mission 6, except those covering capacity and sinking: the barge cannot be sunk unless hit by a heavy penetration. Claude instructs your squad to man the oars as he sets the rudder upstream. Follow the river until the barge exits from hex O-19, at which point see 465.

443. [s0] Activate German 20 in hex M-5, German 41 in hex M-7, and German 40 in hex M-6, crouching. Commence Rounds. German advantage. Go to Condition 3.

444. One soldier currently lying prone warms his hands and receives only one turn this Round, even if the Initiative die result would have given him two turns. Roll one die; on an even result one US soldier is affected; on an odd result one German is affected.

445. Roll one die:

  • 0-6: Conduct Activation Check. If successful, see 448; if fails, see 451.
  • 7-9: Conduct PC Check. If successful, see 458; if fails see 455.

446. Amid the lapping of the oars, your squad hears the voices of Germans off in the distance.

447. An icy gust of wind and snow reduces visibility to one hex for the duration of this Round. This Event may not occur in two consecutive Rounds.

448. [s0] Activate German 20 in hex M-8, German 40 in hex M-7, and German 41 in hex M-6, crouching. Commence Rounds. German advantage. Germans 20, 40, and 41 receive two turns this Round. Go to Condition 3.

449. One US soldier who fell into a stream hex becomes incapacitated by the cold. This event may occur only once per mission; ignore any future reference to this paragraph.

450.

  1. If sighting 4 has not occurred, see 452.
  2. If sighting 5 has not occurred, see 454.
  3. If sighting 6 has not occurred, see 456.
  4. If sighting 7 has not occurred, see 457.
  5. See 460.

451. Conduct PC Check:

  • If successful, see 453.
  • If fails, see 455.

452. [s4] Activate German 28 in hex W-1, standing. Commence Rounds. German 28 receives 2 turns this Round. Since this German landed offmap, see 463 to determine the quality of his landing.

453. [s0] Activate German 20 in hex M-8, German 40 in hex M-7, and German 41 in hex M-6, crouching. Commence Rounds. US advantage. The US soldier who made the PC Check is automatically aware. Go to Condition 3.

454. [s5] Activate German 38 in hex G-1, standing. Commence Rounds. German 38 receives 2 turns this Round. Since this German landed offmap, see 463 to determine the quality of his landing.

455. [s0] Activate German 20 in hex M-8, German 40 in hex M-7, and German 41 in hex M-6, crouching. Commence Rounds. German advantage. Go to Condition 3.

456. [s6] Activate German 44 in hex A-8, standing. Commence Rounds. German 44 receives 2 turns this Round. Since this German landed offmap, see 463 to determine the quality of his landing.

457. [s7] Activate German 46 in hex B19, standing. Commence Rounds. German 46 receives 2 turns this Round. Since this German landed offmap, see 463 to determine the quality of his landing.

458. [s0] Activate German 20 in hex M-8, German 40 in hex M-7, and German 6 in hex M-6, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this round. Go to Condition 3.

459. [s0] Activate German 20 in hex M-10, German 40 in M-8, and German 41 in hex N-11, crouching. Commence Rounds. German advantage. Go to Condition 3.

460.

  • If there are no active US soldiers south of hexrow 10 (inclusive), go to Condition 4 and remove Special Reaction Z for all Germans.
  • If there are no active US soldiers north of hexrow 10, go to Condition 5 and remove Special Reaction Z for all Germans.
  • If neither of the above apply, go to Condition 6 and remove Special Reaction Z for all Germans.

461. One incapacitated German, determined at random, dies from his wounds. This event may occur only once per mission. Ignore this paragraph after the first soldier dies of his wounds.

462. [s0] Activate German 20 in hex N-10, German 40 in hex M-10, and German 41 in hex N-11, crouching. Commence Rounds. German advantage. Go to Condition 3.

463. Roll one die to determine the type of terrain in which this German landed:

  • 0-3: Clear/Road
  • 4-6: Cover/Brush
  • 7-8: Woods
  • 9: Frozen Stream

Now see 425 to determine the quality of the landing and if any damage occurred. If this German was not killed or incapacitated during landing, he enters play in the designated hex.

464. [s0] Activate German 20 in hex O-12, German 40 in hex N-11, and German 41 in hex O-14, crouching. Commence Rounds. German advantage. Go to Condition 3.

465. Go to Condition 2. Strike Map A and set up Map B. The top of the map is the north map edge and the water barrier is considered a continuation of the same river. Your barge enters in hex A-6. The mission ends in Condition 3, 4, or 5 when the last active US soldier exits the west mapedge, between A-1 and A-19, inclusive.

466.

  • Crouch and begin or continue removing parachute.
  • If parachute is already removed, see 865.

467. Roll one die:

  • 0-5: Conduct Activation Check. If successful, see 470; if fails, see 472.
  • 6-9: Conduct PC Check. If successful, see 480; if fails, see 478.

468. A stray bullet from Mission 3 enters the battlefield and clips one of your soldiers, determined at random. All other soldiers immediately fall prone.

469.

  • Crouch and begin or continue removing parachute.
  • If parachute is already removed, see 863.

470. [s0] Activate German 20 in hex O-16, German 40 in hex O-17, and German 41 in hex O-15, crouching. Commence Rounds. German advantage. Germans 20, 40, and 41 receive 2 turns this Round. Go to Condition 3.

471.

  • Crouch and begin or continue removing parachute.
  • If parachute is already removed, see 864.

472. Conduct PC Check:

  • If successful, see 475.
  • If fails, see 478.

473. Conduct a PC Check:

  • If successful, see 474.
  • If fails, see 482.

474. Your soldier sees the silhouette of a German sentry in hex K-9. If you wish to Commence Rounds, see 479. If not, continue Operations and keep moving.

475. [s0] Activate German 20 in hex O-16, German 40 in hex O-17, and German 41 in hex O-15, crouching. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware. Go to Condition 3.

476.

  • If an active German in same or adjacent hex, crouch and give a turn to the German with the fewest turns. If two or more eligible Germans have the same number of turns, give to the soldier with the higher weapon skill. If all eligible Germans have two turns, see 466.
  • If no active Germans in same or adjacent hex, see 466.

477. Put Special Reaction Z in effect for this German.

478. [s0] Activate German 20 in hex O-16, German 40 in hex O-17, and German 41 in hex O-15, crouching. Commence Rounds. German advantage. Go to Condition 3.

479. [s3] Activate German 11 in hex K-9, standing. Commence Rounds. US advantage. All US soldiers are aware and receive two turns this Round. Go to Condition 3.

480. [s0] Activate German 20 in hex O-16, German 40 in hex O-17, and German 41 in hex O-15, crouching. Commence Rounds. US advantage. All aware US soldiers, who do not panic, receive 2 turns this Round. Go to Condition 3.

481. Roll one die:

  • 0-5: Conduct Activation Check. If successful, see 483; if fails, see 486.
  • 6-9: Conduct PC Check. If successful, see 495; if fails, see 492.

482. Conduct Activation Check:

  • If successful, see 484.
  • If fails, no event.

483. [s0] Activate German 20 in hex P-17, German 40 in hex P-19, and German 41 in hex O-17, crouching. Commence Rounds. German Advantage. Germans 20, 40, and 41 receive 2 turns this Round. Go to Condition 3.

484. [s3] Activate German 11 in hex K-9, standing. Commence Rounds. German advantage. Claude is aware on Round 1. Go to Condition 3.

485. One wounded German soldier, determined at random, becomes incapacitated due to blood loss. This event may occur only once per mission. Ignore this paragraph after the first German soldier becomes incapacitated due to his injuries.

486. Conduct PC Check:

  • If successful, see 488.
  • If fails, see 492.

487. Go to Condition 4. Claude tells you that there is a tunnel which starts under this bridge and runs in a straight line between hex H-12 and R-7. It was dug by the Resistance during the occupation and the Germans are unaware of its existence. To enter the tunnel, see 489 (note 489 on your Squad Record).

488. [s0] Activate German 20 in hex P-17, German 40 in hex P-19, and German 41 in hex O-17, crouching. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware. Go to Condition 3.

489. The tunnel may only be entered from under the bridge in hex G13. Your soldiers may also climb to the top of the bridge by spending one action during Rounds or one move if in Operations. To use tunnel movement, place the reverse side of a Prone Marker on top of each soldier or stack of soldiers in a tunnel hex. It costs one additional Movement Point to enter or exit the tunnel. When moving in the tunnel, read only paragraphs preceded by a T (if moving above-ground, T paragraphs are still read).

490. Roll one die:

  • 0-5: Conduct a PC Check. If successful, see 491; if fails, see 493.
  • 6-9: Conduct Activation Check. If successful, see 494; if fails, see 496.

491. [s3] Activate German 11 in hex K-7, crouching. Commence Rounds. US advantage. All US soldiers who can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

492. [s0] Activate German 20 in hex P-17, German 40 in hex P-19, and German 41 in hex O-17, crouching. Commence Rounds. German advantage. Go to Condition 3.

493. Conduct Activation Check:

  • If successful, see 494.
  • If fails, see 496.

494. [s3] Activate German 11 in hex K-7, crouching. Commence Rounds. German advantage. Go to Condition 3.

495. [s0] Activate German 20 in hex P-17, German 40 in hex P-19, and German 41 in hex O-17, crouching. Commence Rounds. US advantage. All aware US soldiers, who do not panic, receive 2 turns this Round. Go to Condition 3.

496. [s3] Activate German 11 in hex K-7, crouching. Commence Rounds. Go to Condition 3.

497. [s5] The soldier sees a row of barbed wire running from hex K-5 to K-9: place a Booby Trap marker in each of the indicated hexes. (Note that Booby Trap markers are not considered Booby Traps in this mission, but only represent hexes with Barbed Wire.) If in Operations, barbed wire may be moved through normally. If in Rounds, barbed wire costs +1 Movement Point to enter, and every soldier must fall prone upon entering. Soldiers may continue to move in the same turn should they have the necessary MP's to do so. When a soldier leaves a Barbed Wire hex, a die is rolled: on a 0 the soldier is wounded, remains prone, and loses the remainder of turns in the current Round. On each successive turn the soldier must again be rolled for prior to moving to determine damage again. Barbed wire has no effect on German movement. A hex can be cleared of wire by setting off a satchel charge in the hex.

498. Roll one die:

  • 0-4: Conduct a PC Check. If successful, see 491; if fails, see 493.
  • 5-9: Conduct Activation Check. If successful, see 494; if fails, see 496.

499. Roll one die:

  • 0-5: Conduct a PC Check. If successful, see 602; if fails, see 603.
  • 6-9: Conduct Activation Check. If successful, see 605; if fails, see 607.

600. [s6] The soldier sees a row of barbed wire running from hex M-14 to M-19: place a Booby Trap marker in each of the indicated hexes. (Note that Booby Trap markers are not considered Booby Traps in this mission, but only represent hexes with Barbed Wire.) If in Operations, barbed wire may be moved through normally. If in Rounds, Barbed Wire costs +1 Movement Point to enter, and every soldier must fall prone upon entering. Soldiers may continue to move in the same turn should they have the necessary MP's to do so. When a soldier leaves a Barbed Wire hex, a die is rolled: on a 0 the soldier is wounded, remains prone, and loses the remainder of turns in the current Round. On each successive turn, the soldier must again be rolled for prior to moving to determine damage again. Barbed wire has no effect on German movement. A hex can be cleared of wire by setting off a satchel charge in the hex.

601. Due to Allied carpet bombing, the foundations of this house are very weak. Each soldier in the building must make an immediate PC Check. Those who pass are placed in the hex from which they entered the building with a free stance change. Those who fail look up and see the roof caving in! Each soldier still in the building must roll on the Pistol column of the Weapon Type Chart for damage. Place a Rubble Marker in each Building hex, and place all US soldiers who survived the cave-in on top of the rubble marker in a prone position. This event may occur only once per mission. Note this paragraph number and ignore any future reference to it.

602. [s3] Activate German 11 in hex L-5, crouching. Commence Rounds. US advantage. All US soldiers which can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

603. Conduct Activation Check:

  • If successful, see 605.
  • If fails, see 607.

604. [s6] The soldier sees a row of barbed wire in hexes N-6, O-6, P-5, Q-5, R-4, and S-4; place a Booby Trap marker in each of the indicated hexes. (Note that Booby Trap markers are not considered Booby Traps in this mission, but only represent hexes with Barbed Wire.) If in Operations, Barbed Wire may be moved through normally. If in Rounds, Barbed Wire costs +1 Movement Point to enter, and every soldier must fall prone upon entering. Soldiers may continue to move in the same turn should they have the necessary MP's to do so. When a soldier leaves a Barbed Wire hex, a die is rolled: on a 0 the soldier is wounded, remains prone, and loses the remainder of turns in the current Round. On each successive turn the soldier must again be rolled for German movement. A hex can be cleared of wire by setting off a satchel charge in the hex.

605. [s3] Activate German 11 in hex L-5, crouching. Commence Rounds. German advantage. Go to Condition 3.

606. [s4] Activate German 21 in hex R-5, crouching. Commence Rounds.

607. [s3] Activate German 11 in hex L-5, crouching. Commence Rounds. Go to Condition 3.

608. [s4] Activate German 21 in hex O-7, crouching. Commence Rounds.

609. Roll one die:

  • 0-5: Conduct a PC Check. If successful, see 610; if fails, see 412.
  • 6-9: Conduct Activation Check. If successful, see 612; if fails, see 614.

610. [s3] Activate German 11 in hex O-5, crouching. Commence Rounds. US advantage. All US soldiers who can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

611. [s4] Activate German 21 in hex S-7, crouching. Commence Rounds.

612. [s3] Activate German 11 in hex O-5, crouching. Commence Rounds. German advantage. Go to Condition 3.

613. [s4] Activate German 21 in hex X-7, crouching. Commence Rounds.

614. [s3] Activate German 11 in hex O-5, crouching. Commence Rounds. Go to Condition 3.

615. Roll one die:

  • 0-5: Conduct Activation Check. If successful, see 620; if fails, see 624.
  • 6-9: Conduct PC Check. If successful, see 629; if fails, see 627.

616. Roll one die:

  • 0-5: Conduct a PC Check. If successful, see 617; if fails, see 618.
  • 6-9: Conduct Activation Check. If successful, see 619; if fails, see 622.

617. [s3] Activate German 11 in hex J-13, crouching. Commence Rounds. US advantage. All US soldiers who can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

618. Conduct Activation Check:

  • If successful, see 619.
  • If fails, see 622.

619. [s3] Activate German 11 in hex J-13, crouching. Commence Rounds. German advantage. Go to Condition 3.

620. [s7] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing hex T-17. Commence Rounds. German advantage. German 50 receives 2 turns this Round.

621.

  • If vehicle moving, enter hex S-9.
  • If soldier moving, enter hex T-8.

622. [s3] Activate German 11 in hex J-13, crouching. Commence Rounds. Go to Condition 3.

623. One wounded US soldier, determined at random, becomes incapacitated due to blood loss. This event may occur only once per mission. Ignore this paragraph after the first US soldier becomes incapacitated due to his injuries.

624. Conduct PC Check:

  • If successful, see 625.
  • If fails, see 627.

625. [s7] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware.

626. Roll one die:

  • 0-4: Conduct a PC Check. If successful, see 628; if fails, see 630.
  • 5-9: Conduct Activation Check. If successful, see 632; if fails, see 634.

627. [s7] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing hex T-17. Commence Rounds. German advantage.

628. [s3] Activate German 11 in hex L-12, crouching. Commence Rounds. US advantage. All US soldiers who can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

629. [s7] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Commence Rounds. US advantage. All aware US soldiers, that do not panic, receive 2 turns this Round.

630. Conduct Activation Check:

  • If successful, see 632.
  • If fails, see 634.

631. Roll one die:

  • 0-6: Conduct Activation Check. If successful, see 633; if fails, see 635.
  • 7-9: Conduct PC Check. If successful, see 642; if fails, see 639.

632. [s3] Activate German 11 in hex L-12, crouching. Commence Rounds. German advantage. Go to Condition 3.

633. [s7 and S9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds. German advantage. Germans 50 and 12 receive 2 turns this Round.

634. [s3] Activate German 11 in hex L-12, crouching. Commence Rounds. Go to Condition 3.

635. Conduct PC Check:

  • If successful, see 637.
  • If fails, see 639.

636. Roll one die:

  • 0-4: Conduct a PC Check. If successful, see 638; if fails, see 640.
  • 5-9: Conduct Activation Check. If successful, see 641; if fails, see 643.

637. [s7 and S9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds. US advantage. The soldier who just made his PC Check is automatically aware.

638. [s3] Activate German 11 in hex K-15, crouching. Commence Rounds. US advantage. All US soldiers who can see German 11 are aware and receive 2 turns this Round. Go to Condition 3.

639. [s7 and S9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds. German advantage.

640. Conduct Activation Check:

  • If successful, see 641.
  • If fails, see 643.

641. [s3] Activate German 11 in hex K-15, crouching. Commence Rounds. German advantage. Go to Condition 3.

642. [s7 and S9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds. US advantage. All aware US soldiers, that do not panic, receive 2 turns this Round.

643. [s3] Activate German 11 in hex K-15, crouching. Commence Rounds. Go to Condition 3.

644. Roll one die:

  • 0-5: Conduct Activation Check. If successful, see 646; if fails, see 648.
  • 6-9: Conduct PC Check. If successful, see 653; if fails, see 650.

645. One US soldier, determined at random, occupying a rough terrain hex, falls. First he must make a PC Check. If successful, he is uninjured. If fails, roll for damage as if he were hit by Pistol fire. This event can occur only once per mission. Ignore any references to this paragraph after the first US soldier has fallen.

646. [s8] Activate Germans 52 and 53 in hex W-15, crouching. Place a Bunker marker on the hex with its doorway facing W-16. Commence Rounds. German advantage. German 52 receives 2 turns this Round.

647. Roll one die:

  • 0-5: see 651.
  • 6-9: see 652.

648. Conduct PC Check:

  • If successful, see 649.
  • If fails, see 650.

649. [s8] Activate Germans 52 and 53 in hex W-15, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing W-16. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware.

650. [s8] Activate Germans 52 and 53 in hex W-15, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing W-16. Commence Rounds. German advantage.

651. [s5] Activate Germans 18 and 19 in hex S-13, crouching on the second floor. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

652. [s5] Activate Germans 18 and 19 in hex S-13, crouching on the second floor. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

653. [s8] Activate Germans 52 and 53 in hex W-15, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing W-16. Commence Rounds. US advantage. All aware US soldiers, that do not panic, receive 2 turns this Round.

654. Roll one die:

  • 0-5: see 656.
  • 6-9: see 659.

655. [s7 and s9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds. German advantage. Germans 12 and 50 receive 2 turns this Round.

656. [s9] Activate German 56 in hex S-9, crouching. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

657. The soldier with the highest PC rating makes a PC Check.

  • If successful, see 658.
  • If fails, no event.

658. [s3] The soldier notices a strange glow coming from the direction of hex U-16. Make a note of this for future reference.

659. [s9] Activate German 56 in hex S-9, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

660. [s8] Activate Germans 52 and 53 in hex W-15, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing W-16. Commence Rounds. German advantage. Germans 52 and 53 receive 2 turns this Round.

661. Roll one die:

  • 0-5: see 663.
  • 6-9: see 666.

662. Minefield! Conduct the minefield procedure.

663. [s7] Activate German 55 in hex R-7, crouching. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

664. [s7 and S9] Activate Germans 50 and 51 in hex S-17, crouching inside a bunker. Place a Bunker marker on the hex with its doorway facing T-17. Activate German 12 in hex U-16 facing T-15. Commence Rounds.

665. [s8] Activate Germans 52 and 53 in hex W-15, crouching inside a bunker. Place a Bunker marker on the hex with the doorway facing hex W-16. Commence Rounds.

666. [s7] Activate German 55 in hex R-7, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

667. Roll one die:

  • 0-5: see 669.
  • 6-9: see 670.

668. [s2] The soldier sees a gaping hole in the left hull of the Jagdpanther! Through the hole the 2-man crew is plainly visible, loading and firing the main gun and bow machinegun. Treat this hole as a standard aperture for purposes of fire combat and grenade and satchel charge throwing. The crew is crouching. If a crew member is killed, wounded, or incapacitated, crew surrenders and tank is knocked out.

669. [s6] Activate German 54 in hex P-9, crouching. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

670. [s6] Activate German 54 in hex P-9, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

671. Roll one die:

  • 0-5: see 673.
  • 6-9: see 675.

672.

  • If German 30 moving, enter hex P-19.
  • If German 31 moving, enter hex P-18.
  • If German 32 moving, enter hex Q-18.
  • If German 33 moving, enter hex R-18.

673. [s4] Activate German 57 in hex P-5, crouching. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

675. [s4] Activate German 57 in hex P-5, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

677. Roll one die:

  • 0-5: see 679.
  • 6-9: see 681.

679. [s8] Activate German 17 in hex L-10, crouching. Commence Rounds. German advantage.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

681. [s8] Activate German 17 in hex L-10, crouching. Commence Rounds. US advantage. All aware US soldiers receive 2 turns this Round.

  • If in Condition 4, go to Condition 5.
  • If in Condition 3, remain in Condition 3.

682.

  • If Claude and at least 1 active US soldier in this hex, see 487.
  • Otherwise, go to Condition 3.

683. There is a trap door in this hex which opens onto the first floor above. Your soldiers may ascend here or continue down the tunnel. If they ascend, do not conduct a Paragraph Check on the first floor. It costs one Movement Point to ascend or descend. Note the trapdoor location on your Squad Record or mark it with a blank counter.

685. The tunnel ends here and there is another trap door leading onto the first floor above. It costs one Movement Point to ascend or descend. Note that trapdoor location on your Squad Record or mark it with a blank counter. Your soldiers may ascend here or turn back. If they ascend to the first floor and Sighting 7 has not occurred, see 687 immediately.

687. Roll one die:

  • 0-4: see 689.
  • 5-9: see 690.

689. [s7] You surprise an SS General in his sleep! Activate German 55 in hex R-7, prone. Commence Rounds. US advantage. All US soldiers in the room with German 55 are considered aware and have 2 turns this Round. Go to Condition 5.

690. [s7] Activate German 55 in hex R7, standing. Commence Rounds. German advantage. German 55 receives 2 turns this Round. All active US soldiers in the room with the SS General are considered aware. Go to Condition 5.

692. You have found your squad members! They are bound and gagged on the floor and have been severely tortured. Place the missing squad members in this hex, prone and wounded. It takes one action to untie each captured soldier if in Rounds. If in Operations, they may move immediately. If in Rounds, these soldiers are automatically aware at the start of the next Round and receive one turn when untied.

694.

  1. If sighting 3 has not occurred, see 696.
  2. If sighting 4 has not occurred, see 698.
  3. If sighting 9 has not occurred, see 699.
  4. If sighting 6 has not occurred, see 896.
  5. If sighting 5 has not occurred, see 898.
  6. If sighting 8 has not occurred, see 940.
  7. If sighting 7 has not occurred, see 942.
  8. No Event.

696. [s3] Activate German 11 in hex K-7, standing. Commence Rounds.

698. [s4] Activate German 57 in hex P-5, crouching. Commence Rounds.

699. [s9] Activate German 56 in hex S-9, crouching. Commence Rounds.

800. Lie prone.

801. Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change available.

802. Crouch, then conduct best fire at closest target. Fall prone after fire if free stance change available.

803.

  • If no active target in sight due to darkness, but an active target within six hexes, stand and toss a grenade. Use the −3 combat modifier for Target Not in Sight. Fall prone after toss if free stance change available.
  • If active target in sight and grenade available, stand and toss a grenade. Fall prone if free stance change available.
  • If active target in sight and no grenade available, conduct 801.

804.

  • If only one target in sight, crouch and conduct best fire with MMG.
  • If 2 or more targets in sight, see 805.
  • If no targets visible, do nothing.

805.

  • If there is a target within 3 hexes, crouch and toss a grenade into the hex with the greatest number of US soldiers. Fall prone after toss if free stance change available.
  • If there is a target within 5 hexes, stand and snap fire personal weapon at as many as possible, starting with the closest, and then the easiest targets. Fall prone after fire if free stance change available.
  • If there are no targets within 5 hexes, conduct 815.

806.

  • If active US vehicle in sight, prepare Panzerbuchse. Fire Panzerbuchse at US Sherman tank, then jeep.
  • If no active US vehicle in sight, conduct 805.

807.

  • If active US vehicle in sight, prepare Panzerbuchse. Fire Panzerbuchse at US Sherman tank, then jeep.
  • If no active US vehicle in sight, conduct 815.

808.

  • If no active target in sight, crouch.
  • If 1 or 2 active targets in sight, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
  • If three or more active targets in sight, fall prone.

809.

  • If active US vehicle in sight, prepare Panzerbuchse. Fire Panzerbuchse at US Sherman tank, then jeep.
  • If no active US vehicle in sight, conduct 810.

810.

  • If active US soldier within 5 hexes, stand and conduct best fire with personal weapon at closest target. Fall prone after fire if free stance change available.
  • If no targets within 5 hexes, conduct 815.

811.

  • If active US Soldier within 6 hexes, stand and throw a grenade. If more than one target, determine the hex at random. Fall prone after throwing if free stance change available.
  • If no targets within 6 hexes, fall prone.

812.

  1. If active US soldier in hex, assault to kill.
  2. If adjacent to active US soldier through traversable hexside and a grenade is available, crouch and throw grenade. Exception: If another active German is in the hex, charge assault to kill instead.
  3. If an active target is in sight and no German is in the target hex, crouch and conduct best fire.
  4. Move and snap fire if any active targets become visible during movement.

813.

  • If German 50 is active, do nothing.
  • If German 50 is inactive, crouch and toss a grenade into an adjacent hex. Use Grenade Scatter Diagram A to determine the hex the grenade is tossed into, substituting "Target Hex" for Bunker Hex (the 6-9 result is the doorway hexside).

814. Drive vehicle slowly.

815. Crouch, then fire machinegun or assist firing machinegun. Conduct best fire at any active target within 3 hexes. Otherwise, conduct aimed fire at easiest target. Fall prone after fire if free stance change available. If MG out of ammo, fire second weapon.

816. Ignore the Self-preservation Reaction. Roll for a new German Action Number and refer to this soldier's Action Column that would otherwise apply.

817.

  1. If US soldier is in an adjacent hex and grenade available, see 818.
  2. If no active target visible, crouch.
  3. If target visible, crouch and conduct best fire at nearest target.
  4. If out of ammo but have grenades, see 818.
  5. If out of ammo and grenades and an active target visible, surrender.

818.

  • If German 52 is active, do nothing.
  • If German 52 is inactive, crouch and toss a grenade into an adjacent hex. Use Grenade Scatter Diagram A to determine the hex the grenade is tossed into, substituting "Target Hex" for Bunker Hex (the 6-9 result is the doorway hexside).

819.

  • If grenade available and target in range, throw grenade at closest target. Fall prone after throw if free stance change available.
  • If no grenade is available or no target is in range, run into an open hex, crawl into any other type of hex.

820.

  • If German 50 inactive, surrender.
  • If German 50 still active, do nothing.

821.

  • If German 52 inactive, surrender.
  • If German 52 still active, do nothing.

822.

  • If an active German in same or adjacent hex, crouch and give a turn to the German with the fewest turns in the same or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher Weapon Skill. If all available Germans have 2 turns see 801.
  • If no active Germans in the same or adjacent hexes, run into an open hex or crawl into any other type of hex.

823.

  1. If Panzerfaust available and active US vehicle within 3 hexes, crouch and fire Panzerfaust at tank, then jeep. Fall prone after firing if free stance change available.
  2. If Panzerfaust available and active US vehicle in sight but out of Panzerfaust range (3 hexes), see 801.
  3. Move as quickly as possible, enter hex J-13, and see 868.

824. Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change available. Exception: If this target has already been fired at in this Round and another target is visible, fire at the second target instead.

825.

  1. If Panzerfaust available and active US vehicle within 3 hexes, crouch and fire Panzerfaust at tank, then jeep. Fall prone after firing if free stance change available.
  2. If Panzerfaust available and active US vehicle in sight but out of Panzerfaust range (3 hexes), see 801.
  3. Move as quickly as possible, enter hex N-13, and see 868.

826.

  1. If Panzerfaust available and active US vehicle within 3 hexes, crouch and fire Panzerfaust at tank, then jeep. Fall prone after firing if free stance change available.
  2. If Panzerfaust available and active US vehicle in sight but out of Panzerfaust range (3 hexes), see 801.
  3. Move as quickly as possible, enter hex S-12, and see 868.

827.

  1. If Panzerfaust available and active US vehicle within 3 hexes, crouch and fire Panzerfaust at tank, then jeep. Fall prone after firing if free stance change available.
  2. If Panzerfaust available and active US vehicle in sight but out of Panzerfaust range (3 hexes), see 801.
  3. Move as quickly as possible, enter hex T-12, and see 868.

828.

  • If German 25 or lower is moving, enter hex F-17.
  • If German 26 or higher is moving, enter hex G-18.

829.

  • If one active target (only) visible, crouch and conduct best fire. Fall prone after fire if free stance change available.
  • Otherwise, fall prone.

830.

  • If German 23 or lower is moving, enter hex E-7.
  • If German 24 or higher is moving, enter hex D-7.

831.

  • If an active German in the same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 801.
  • If no other active Germans in the same or adjacent hex, lie prone.

832.

  • If an active German in the same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 801.
  • If no other active Germans in the same or adjacent hex, see 801.

833.

  1. If active US soldier in hex, assault to kill.
  2. If adjacent to active US soldier through traversable hexside and a grenade is available, crouch and throw grenade. Exception: If active German in the US hex, charge assault to kill.
  3. If active target in sight, crouch and conduct best fire.
  4. Lie prone.

834.

  • If German 15 or lower is moving, enter hex I-11.
  • If German 16 or higher is moving, enter hex J-10.

836.

  • If German 13 or lower is moving, enter hex L-11.
  • If German 14 or higher is moving, enter hex J-11.

837.

  • If German 15 or lower is moving, enter hex J-7.
  • If German 16 or higher is moving, enter hex H-7.

838.

  • If German 13 or lower is moving, enter hex L-10.
  • If German 14 or higher is moving, enter hex M-12.

839.

  • If active US soldier in hex, assault to kill.
  • If no active target in hex, crouch and conduct best fire at closest target.

840. Do nothing.

841.

  • If German 13 or lower is moving, enter hex K-2.
  • If German 14 or higher is moving, enter hex M-2.

842.

  • If German 27 or lower is moving, enter hex S-11.
  • If German 28 or higher is moving, enter hex R-10.

843.

  • If German 27 or lower is moving, enter hex T-7.
  • If German 28 or higher is moving, enter hex S-7.

844.

  • If German 27 or lower is moving, enter hex U-7.
  • If German 28 or higher is moving, enter hex T-6.

845.

  • If German 27 or lower is moving, enter hex W-6.
  • If German 28 or higher is moving, enter hex V-5.

846.

  • If German 27 or lower is moving, enter hex Y-5.
  • If German 28 or higher is moving, enter hex X-4.

847.

  • If German 35 or lower is moving, enter hex U-14.
  • If German 36 or higher is moving, enter hex V-14.

848. Move as fast as possible. Fall prone at the end of move if a free stance change available.

849.

  • If no active target in sight, enter hex C-3.
  • Otherwise, enter hex C-2.

850.

  • If no active target in sight, enter hex M-3.
  • Otherwise, enter hex N-1.

851.

  • If Germans 36 or higher moving, enter hex U-4.
  • If Germans 35 or lower moving, enter hex U-3.

852.

  • If no active target in sight, enter hex M-9.
  • Otherwise, enter hex M-10.

853.

  • If no active target in sight, enter hex P-10.
  • Otherwise, enter hex O-9.

854.

  • If no active target in sight, enter hex H-16.
  • Otherwise, enter hex I-17.

855.

  • If no active US target within seven hexes, enter hex M-13.
  • Otherwise, enter hex M-14.

856.

  • If inside building, stand and conduct best fire at easiest target. Fall prone after fire if free stance change available.
  • If not inside building, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.

857.

  • If inside building, stand and conduct best fire at closest target. Fall prone after fire if free stance change available.
  • If not inside building, crouch and conduct best fire at closest target. Fall prone after fire if free stance change available.

858.

  • If no target in sight, crouch.
  • If inside a building and 1 or 2 targets in sight or occupy adjacent hexes, stand and conduct best fire at easiest target. Fall prone if free stance change available.
  • If not inside a building and 1 or 2 targets in sight, crouch and conduct best fire at easiest target. Fall prone if free stance change available.
  • If three or more active targets in sight, fall prone.

859.

  • If active US soldier in hex, assault to kill.
  • If no active target in hex and German occupies a building, stand and conduct best fire at closest target. Fall prone if free stance change available.
  • If no active target in hex and German does not occupy a building, crouch and conduct best fire at closest target.

860.

  • If German occupies a building, stand and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest. Fall prone if free stance change available.
  • If German does not occupy a building, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.

861.

  • If an active German in the same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 856.
  • If no other active Germans in the same or adjacent hex, see 856.

862.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If active target in sight and soldier occupies an open hex, move as quickly as possible. Fall prone after movement (spending a Movement Point to do so, if necessary).
  • If active target in sight and soldier occupies a non-open hex, crouch and conduct best fire at easiest target.

863.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If active target in sight and soldier occupies an open hex, move as quickly as possible. Fall prone in first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary).
  • If active target in sight and soldier occupies a non-open hex, conduct 869.

864.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If active target in sight, stand and conduct one snap fire at closest target. Then move as quickly as possible, spending up to half soldier's MPA (rounded down). Fall prone if free stance change available.

865.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If 1 or 2 active targets in sight, crouch and conduct best fire at closest target.
  • If 3 or more active targets in sight, fall prone.

866.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If 1 or 2 active targets in sight, move as quickly as possible. Fall prone in first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary).
  • If 3 or more active targets in sight, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.

867.

  • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available.
  • If active target in sight, move as quickly as possible. Fall prone in first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary).

868. Move as fast as possible. Fall prone at the end of the move if free stance change available and active US soldier in sight.

869.

  • If grenade available and active US soldier within three hexes, stand and throw grenade. Fall prone if free stance change available.
  • Otherwise, conduct 801.

870.

  • If sighting 7, 8 or 9 has occurred, see 874.
  • If sighting 7, 8, or 9 has not occurred, no Event.

871.

  1. If sighting 4 has not occurred, see 875.
  2. If sighting 1 has not occurred, see 877.
  3. If sighting 5 has not occurred, see 879.
  4. If sighting 0 has not occurred, see 881.
  5. If sighting 2 has not occurred, see 882.
  6. If sighting 3 has not occurred, see 884.
  7. If sighting 6 has not occurred, see 886.
  8. If sighting 7 has not occurred, see 888.
  9. If sighting 6 or 7 has occurred and is currently active, see 893.

872.

  • If in operations, see 874.
  • If in rounds, no Event.

873. Artillery strike! Roll one die to determine the column:

  • 0: P
  • 1: Q
  • 2: R
  • 3: S
  • 4: T
  • 5: U
  • 6: V
  • 7: W
  • 8: X
  • 9: Y

After the column is determined, roll two dice, adding their results for a total of 0 to 18, to determine the row. For example, a roll of 7 followed by a roll of 15 would cause the round to land in hex W-15. Place a Crater marker in the impact hex. Any soldiers (including Germans) are automatically killed and any vehicles are immediately disabled.

874. Daybreak! Visibility increases to 10 hexes. If in Operations, daybreak occurs immediately. If in Rounds, daybreak occurs at the start of the next Action Round, in place of the Random Event Check. Go to Condition 4.

875. [s4] Activate Germans 34 and 35 in hex A-1, standing. Commence Rounds. German advantage. Both Germans receive 2 turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 877.

876.

  • If in Rounds, see 878.
  • If in Operations, no Event.

877. [s1] Activate German 14 in hex A-19, and German 16 in hex A-18, standing. Commence Rounds. German advantage. Both Germans receive 2 turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 879.

878. One US soldier (chosen at random) with an IN of 3 or less, panics and falls prone. Place the soldier's AR marker in the Panic Space of the Action Round Track. This soldier will rally only when another soldier enters his hex and spends one action. The soldier rallies immediately when the other soldier's action is spent and may perform actions that Round if given a turn by a commander; otherwise, place the soldier's AR marker in the Complete Space. This Event can occur only once per Mission. Ignore references to this paragraph after the first soldier panics in this way.

879. [s5] Activate Germans 36 and 37 in hex A-2, standing. Commence Rounds. German advantage. Both Germans receive two turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 881.

880. If the US soldier who is carrying the radio is in Woods, Brush, or Rubble, that soldier trips and falls prone. Roll one die: on a roll of 0, the radio is damaged beyond repair and is no longer available in this mission. On any other result, roll instead for damage to the soldier on the Pistol column of the Weapon Type Chart. This event can occur only once per Mission, whether or not the radio is damaged. Ignore references to this paragraph after reading it the first time.

881. [s0] Activate German 13 in hex A-17, and German 15 in hex A-16, standing. Commence Rounds. German advantage. Both Germans receive 2 turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 882.

882. [s2] Activate German 22 in hex A-12, and German 24 in hex A-13, standing. Commence Rounds. German advantage. Both Germans receive 2 turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 884.

883. Full daylight. The sun rises and visibility is increased to full for the remainder of the game. If in Operations, daylight occurs immediately. If in Rounds, daylight occurs during the next Round in place of the Random Event Check. Go to Condition 5.

884. [s3] Activate German 23 in hex A-10, and German 25 in hex A-7, standing. Commence Rounds. German advantage. Both Germans receive 2 turns this Round. If either became inactive during Condition 1, ignore any reference to them. If both are currently inactive, see 886. Go to Condition 3.

885.

  • If your radio is manned and working, Division HQ wants to know if the column can roll. If you wish, you may delay its entry and call it up at any time later in the game that you feel you have the sector under control. If you wish to bring up the column, see 887.
  • If your radio is not functioning or is unmanned, see 889.

886. [s6] Activate German 26 in hex A-5. Commence Rounds. German advantage. German 26 receives 2 turns this Round. If currently inactive, see 888.

887. The US column enters the map in hex A-6! If in Operations, it enters immediately. Commence Rounds. If in Rounds, it enters during the next Round in place of the Random Events Check. Use US cards 01 and 02 for the actions and attributes of the Sherman and jeep. Go to Condition 6. The sun rises and increases visibility to full for the remainder of the mission. Remain in Rounds for the remainder of the mission, even if there are no active Germans on the map.

888. [s7] Activate German 27 in hex A-17. Commence Rounds. German advantage. German 27 receives 2 turns this Round. If currently inactive, see 922.

889. The US column enter the map in hex A-6! If in Operations, it enters immediately. If in Rounds, it enters during the next Round in place of the Random Events Check. Use US cards 01 and 02 for the actions and attributes of the Sherman and jeep. Go to Condition 6. Remain in Rounds for the remainder of the mission, even if there are no active Germans on the map. Note that this event supercedes any previous reference to the US column. The column must enter as described above and may not be delayed.

890. Roll 2 dice:

  • If the result is equal to or less than 9, see 892.
  • Otherwise, no Event.

892. A German counterattack! Activate Germans 30, 31, 32, and 33 in hex Q-19, standing. Continue Rounds. German advantage. The above Germans receive 2 turns this Round.

893. [s8] A US Sherman arrives! Activate the Sherman in hex Y-5 and use US card 05 for the movement and attributes of this vehicle. Go to Condition 4.

894.

  • If two or more of the following sightings (7, 8, and 9) have occurred, see 883.
  • Otherwise, no Event.

896. [s6] Activate German 54 in hex P-9, crouching. Commence Rounds.

898. [s5] Activate Germans 18 and 19 in hex S-13, crouching on the second floor. Commence Rounds.

900. Drive slowly. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in sight, conduct snap fire with coaxial MG at second closest target. Conduct snap fire with bow MG at closest target.

901.

  • If active US vehicle in sight, load main gun. Fire main gun at active US tank, then jeep.
  • If no vehicles in sight, see 902.

902.

  • If target in sight, conduct best fire with bow machinegun at easiest target.
  • If no targets in sight, do nothing.

903.

  • If active US vehicle in sight, load main gun. Fire main gun at active US tank, then jeep.
  • If no active vehicles in sight, see 904.

904.

  • If 4 or more active US soldiers in same hex, surrender.
  • Otherwise, see 902.

905.

  • If active enemy bunker or vehicle in sight, see 907.
  • If 2 or more active German soldiers in sight, see 906.
  • If one active German soldier in sight, see 911.
  • If no targets in sight, see 909.

906.

  • If open, button up.
  • If closed, see 907.

907. Drive slowly. Fire main gun at enemy vehicle, then bunker. Load main gun if unable to fire. Conduct best fire at closest enemy target with bow MG.

908. Conduct aimed fire with bow MG at closest target.

909.

  • If closed, open up.
  • If open, see 911.

910. Conduct aimed fire with bow MG at closest target. Fire cannon at an active target in building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire. If cannon is prepared and no cannon target is in sight, conduct aimed fire with coaxial MG at second closest target.

911. Drive slowly. Fire main gun at active enemy vehicle, then bunker. Prepare main gun if unable to fire. Conduct best fire with coaxial MG at easiest target.

912. Conduct snap fire at closest enemy target with bow MG.

913.

  • If active enemy bunker and/or vehicle in sight, see 914.
  • Otherwise, see 915.

914.

  • If driver's turn, drive fast and exit road. Stop in the first hex which is out of the LOS of the enemy bunker/vehicle (player's choice if more than one) and put Special Reaction A into effect for this vehicle (both soldiers).
  • If gunner's turn, conduct snap fire at closest target.

915.

  • If driver's turn and fewer than two targets in sight, drive slowly.
  • If driver's turn and two or more targets in sight, assist gunner and conduct best fire with MMG at easiest target.
  • If gunner's turn and no targets in sight, pass.
  • If gunner's turn and one target (only) in sight, conduct snap fire with MMG at target.
  • If gunner's turn and two or more targets in sight, conduct best fire with MMG at easiest target. Driver assists gunner if he has a turn.

916.

  • If enemy bunker and/or vehicle still active, driver assist gunner. Conduct aimed fire at the closest enemy target.
  • If there are no active enemy bunkers and/or vehicles on the map, take Special Reaction A out of effect for this vehicle, drive slowly, and enter the closest road hex. If there are Movement Points remaining, use the current German Action Number and resume normal movement for this vehicle.

917.

  • If driver's turn, conduct best fire with pistol at closest target.
  • If gunner's turn, driver assist gunner (if he has a turn) and conduct best fire with MMG at closest target.

918.

  • If driver's turn, conduct snap fire with pistol at as many targets as possible, beginning with the closest then the easiest.
  • If gunner's turn, conduct snap fire with MMG at closest target.

919.

  • If artillery has landed in the same or adjacent hex, button up. If already buttoned up, drive vehicle slowly.
  • If open and no artillery has landed in the same or adjacent hex, drive vehicle fast.

920.

  • If open, button up.
  • If buttoned up, see 814.

921. Drive slowly. Conduct snap fire with MG at closest target. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unable to fire.

922. Go to Condition 4.

923.

  • If in Condition 1, see 919.
  • If in Condition 2-4, see 910.

924. Conduct aimed fire with MG at closest target. Fire cannon at an active target in building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire.

925.

  • If in Condition 1, see 919.
  • If in Condition 2-4, see 921.

926.

  • If in Condition 1, see 919.
  • If in Condition 2-4, see 900.

927.

  • If in Condition 1, see 919.
  • If in Condition 2-4, see 924.

928.

  • If in Condition 1, see 920.
  • If in Condition 2-4, see 814.

929.

  • If in Condition 1, see 920.
  • If in Condition 2-4, see 908.

930.

  • If in Condition 1, see 920.
  • If in Condition 2-4, see 968.

931.

  • If in Condition 1, see 920.
  • If in Condition 2-4, see 970.

932.

  • If 2 or more active US soldiers in the hex, surrender.
  • Otherwise, stand and conduct best fire at closest target. Fall prone if free stance change available.

933.

  • If there is a target within three hexes, stand and throw grenade into closest hex containing the greatest number of active US soldiers that is within three hexes of the bunker. If two or more hexes have the same number of US soldiers, determine target at random.
  • If no target available within 3 hexes, stand and fire personal weapon at closest target.

934. Minefield! Conduct the minefield procedure. Important: If playing Mission 12, and in Condition 2, go to Condition 3; if in Condition 4, go to Condition 5.

935. One incapacitated US soldier, determined at random, dies from his injuries. This event may occur only once per mission. Ignore this paragraph after the first US soldier dies of his injuries.

936. [s9] Activate German 12 in hex U-16, facing hex T-15. Commence Rounds. German advantage. German 12 receives 2 turns this Round.

937. Roll 1 die:

  • 0-4: Conduct Activation Check. If successful, see 936. If fails, see 938.
  • 5-9: Conduct PC Check. If successful, see 939. If fails, see 941.

938. Conduct a PC Check:

  • If successful, see 939.
  • If fails, see 941.

939. [s9] Activate German 12 in hex U-16, facing hex T-15. Commence Rounds. US advantage. All US soldiers who can see hex U-16 are automatically aware and receive 2 turns.

940. [s8] Activate German 17 in hex L-10, crouching. Commence Rounds.

941. [s9] Activate German 12 in hex U-16, facing hex T-15. Commence Rounds.

942. [s7] Activate German 55 in hex R-7, crouching. Commence Rounds.

944. A spotlight! A German search light on the second floor of hex S-13 is sweeping the area. To determine the direction, roll one die, then see 948 for further explanation.

  • 0: A-1
  • 1: D-1
  • 2: H-1
  • 3: L-1
  • 4: P-1
  • 5: T-1
  • 6: X-1
  • 7: Y-4
  • 8: Y-8
  • 9: Y-12

945. A spotlight! A German search light on the second floor of hex S-13 is sweeping the area. To determine the direction, roll one die, then see 948 for further explanation.

  • 0: Y-16
  • 1: X-18
  • 2: T-19
  • 3: P-19
  • 4: L-19
  • 5: H-19
  • 6: D-19
  • 7: A-18
  • 8: A-14
  • 9: A-10

946. A spotlight! A German searchlight on the second floor of hex S-13 is sweeping the area. To determine the direction, roll one die, then see 948 for further explanation.

  • 0: A-1
  • 1: A-2
  • 2: A-3
  • 3: A-4
  • 4: A-5
  • 5: A-6
  • 6: A-7
  • 7: A-8
  • 8: A-9
  • 9: A-10

947. One German (determined at random) who occupies an open hex is fired upon by a hidden French resistance fighter. No soldier card is used, and no French soldier appears on the map. Resolve one fire with the following attributes:

  • Snap Fire
  • Medium Range
  • Weapon Skill −2
  • Pistol

948. Trace a straight line from hex S-13 to the hex the beam is aimed at. Every hex along this line which would be in a line of sight to the second story of hex S-13 is considered temporarily illuminated. If any US soldiers are in this line of sight, immediately go to Condition 3 from 2, or to Condition 5 from 4, compute the distance (in hexes) from S-13 to the target hex, and execute one fire at the closest target, with these attributes:

  • Snap Fire
  • Light MG
  • Weapon Skill 0

949.

  • If any shots have been fired, see 694.
  • If no shots have been fired, no Event.

950.

  • If no active target in sight, enter hex R-14.
  • Otherwise, enter hex R-13.

951.

  • If soldier moving and no active target in sight, enter hex T-14.
  • If soldier moving and active target in sight, enter hex S-14.
  • If vehicle moving, enter hex T-15.

952.

  • If German 26 moving, enter hex T-5.
  • Otherwise, enter hex R-5.

953. Roll one die:

  • 0-6: This German enters L-11.
  • 7-9: This German enters L-10.

954.

  • If soldier moving, enter hex O-8.
  • Otherwise, enter hex O-9.

955. Roll one die:

  • 0-4: This German enters L-7.
  • 5-9: This German enters L-6.

956.

  • If soldier moving, enter hex P-9.
  • Otherwise, enter hex P-8.

957. Roll one die:

  • 0-4: This German enters N-6.
  • 5-9: This German enters O-8.

958.

  • If soldier moving, enter hex Q-8.
  • Otherwise, enter hex Q-9.

959.

  • If an active target within 3 hexes, crouch and conduct best fire with Luger. Fall prone after fire, if free stance change available.
  • Otherwise, see 815.

960.

  • If soldier moving, enter hex S-9.
  • Otherwise, enter S-10.

961. Roll one die:

  • 0-4: This German enters R-7.
  • 5-9: This German enters Q-9.

962.

  • If soldier moving, enter hex U-10.
  • Otherwise, enter hex T-8.

963. Roll one die:

  • 0-5: This German enters J-11.
  • 6-9: This German enters K-13.

964.

  • If soldier moving, enter hex U-8.
  • Otherwise, enter hex T-6.

965.

  • If an active target within 5 hexes, crouch, then conduct best fire with Luger at closest target. Fall prone after fire if free stance available.
  • If no target is within 5 hexes, lie prone.

966.

  • If German 26 moving, enter hex V-6.
  • Otherwise, enter hex V-5.

967. Put Special Reaction L into effect for this German (take out of effect his previous Special Reaction, if any).

968. Fire cannon at an active enemy vehicle if in sight, or an active target inside a building hex. Prepare cannon if unable to fire. Fire bow MG at closest target.

969. If no active targets in sight, leave light MG in place, move to first floor, and place Special Reaction A in effect for this German.

970. Fire cannon at an active target in a building hex, or at an active enemy vehicle, if in sight. Prepare cannon if unable to fire. Fire bow MG at easiest target.

971.

  • If no active targets in hex, lie prone.
  • If one or two active targets in hex, assault to kill.
  • If three or more active targets in hex, surrender.

972. Conduct snap fire with bow MG at closest target.

973. Conduct snap fire with coaxial MG at closest target.

974. Drive slowly. Conduct snap fire with bow MG at closest target. Fire cannon at active vehicle if in sight, or at active enemy target in a building hex. Prepare cannon if unable to fire.

975. Drive slowly. Conduct snap fire with bow MG at easiest target. Fire cannon at active target in a building hex, or at an active enemy vehicle, if in sight. Prepare cannon if unable to fire.

976.

  • If in the tunnel, see 683.
  • Otherwise, ignore this paragraph.

977.

  • If in the tunnel, see 685.
  • If not in the tunnel, see 661.

980.

  • If on upper level, move to lower level.
  • If on lower level, and there is an active US soldier on the upper level, move to the upper level and charge assault to kill.
  • If on lower level and there is no active US soldier on the upper level, enter hex T-13.

981.

  • If vehicle moving, enter hex L-4.
  • If soldier moving, enter hex L-5.

982.

  • If vehicle moving, enter hex O-4.
  • If soldier moving, enter hex O-5.

983.

  • If vehicle moving, enter hex P-4.
  • If soldier moving, enter hex O-5.

984.

  • If vehicle moving, enter hex S-5.
  • If soldier moving, enter hex S-4.

985.

  • If vehicle moving, enter hex I-13.
  • If soldier moving, enter hex I-14.

986.

  • If vehicle moving, enter hex N-11.
  • If soldier moving, enter hex N-10.

987.

  • If vehicle moving, enter hex K-12.
  • If soldier moving, enter hex J-13.

988.

  • If vehicle moving, enter hex R-14.
  • If soldier moving, enter S-13.

1000. As you have discovered, it takes time to conduct your artillery barrage. This time the designer invites you to take on the Panzer Lehr intact by starting the Mission on Map B in Condition 2 (with no German losses). Gluck auf!

[The booklet's "Move Out! Design Credits" block is omitted: it is credits, not rules.]

Spotting Round Scatter Diagram

Roll percentile dice; round lands in indicated hex. The diagram is transcribed below as a list. Each entry is the printed range and its position relative to the Target Hex, read from the layout of the diagram.

  • Target Hex: 0-9
  • Adjacent hex, north: 10-14
  • Adjacent hex, northeast: 15-19
  • Adjacent hex, southeast: 20-24
  • Adjacent hex, south: 25-29
  • Adjacent hex, southwest: 30-34
  • Adjacent hex, northwest: 35-39
  • Outer hex, north-northwest: 40-44
  • Outer hex, north: 45-49
  • Outer hex, north-northeast: 50-54
  • Outer hex, northeast: 55-59
  • Outer hex, east: 60-64
  • Outer hex, east-southeast: 65-69
  • Outer hex, south-southeast: 70-74
  • Outer hex, south: 75-79

Walk-In Scatter Diagram

Roll one die; round lands in indicated hex.

  • Target Hex: 0-3
  • 4: north of the Target Hex
  • 5: northeast of the Target Hex
  • 6: southeast of the Target Hex
  • 7: south of the Target Hex
  • 8: southwest of the Target Hex
  • 9: northwest of the Target Hex

Additional Weapons

The following weapons are used in addition to those found in the Ambush! Weapon Type Chart.

Knife

SameAssaultAdjShortLong
87653
–––23
Personnel PanicWndIncapKillPenetra.
0-34-789None

Note: A knife can be thrown up to three hexes, and it cannot be retrieved.

Panzerbuchse

SameAdjShortMedLong
86543
––2-56-910-16
Personnel IncapKillPenetration LightMedHeavy
0-34-90-34-67-9

Note: This weapon should be considered a Bazooka for all game purposes except for the above ranges and effects. Players may substitute a bazooka counter in play to represent the Panzerbuchse when it is prepared and fired.

Panzerfaust

SameAdj2-Hex3-HexPenetration LightMedHeavy
86540-23-56-9

Note: A Panzerfaust can be fired only once. The firing soldier's WS rating is not applied to this weapon. All US soldiers in a hex in which a Panzerfaust has impacted must check for damage on the Grenade Outside column of the Weapon Type Chart.

[Printer's code and copyright lines at the foot of the last page are omitted.]

Replay
  • Mission 11: The Fog of War
    • Your Squad
    • Set Up
    • Special Rules
    • Victory
  • Mission 12: Through the Eye of the Needle
    • Your Squad
    • Set Up
    • Special Rules
    • Victory
  • Outer hex, south-southwest: 80-84
  • Outer hex, west-southwest: 85-89
  • Outer hex, west: 90-94
  • Outer hex, west-northwest: 95-99