Ambush!: Silver Star
Ambush!: Silver Star Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. US Vehicles
- 3. Game Parts
- 4. Paragraphs
- 5. Radios
- 6. New Maps and Terrain
- 7. New Counters
- 8. Random Destruction
- 9. Optional Rules
- Missions
- Mission 20: Easy as Apple Pie
- Mission 21: Surprise, Surprise!
- Mission 22: Another Bridge Too Far?
- Mission 23: Strangers in the Night
- Mission 24: Muleskinner Blues
- Appendix A: Additional Weapons
- Appendix B: Additional Vehicles
- Appendix C: Current Errata
- Appendix D: Hints and Reminders
- Paragraphs
- Mortar Strike Diagrams
1. Introduction
Silver Star is an even tougher test for your battle-weary campaign veterans than the original Ambush! and its later modules, Purple Heart and Move Out! Each Mission is specifically designed to attempt to eliminate a certain number of your squad members; in fact, you should be advised that it is possible to lose your entire squad in a matter of minutes should your playmanship falter, or should your nerve crack! Players are encouraged to brush up on a few of your favorite Missions from Ambush! or any of the modules before taking on the challenge of Silver Star.
The best advice we can give is to suggest that you read the Hints and Reminders section very carefully, as these clues represent the best we and our playtesters can offer you on how to get back home alive.
In Silver Star, new rules, clever German tricks, and special effects have been buried in the paragraphs in an attempt to maximize surprise; in fact, players begin most Missions with no hint of purpose other than to enter the map — making uncertainty the rule of the game and key to the fun. Players are once again encouraged not to break the system by looking over the paragraphs and other supports for hints or clues as to what lies ahead. Remember that part of the fun is not knowing — until it is almost too late!
Your squad is invited to campaign its way through Silver Star, and should anyone from the original squad survive, they will be assured of their well-deserved rewards as defenders of America, freedom, and democracy. We hope you enjoy Silver Star and that it provides the additional challenges your squad deserves.
A Word on Replayability
The Missions in Silver Star are almost infinitely replayable. It is quite possible that your intrepid soldiers will not win a Mission the first time around, but don't despair. Give it another shot, because the folks at home are counting on you. Even if you do win, each Mission contains many surprises, and it is unlikely that you will uncover them all the first time around. Also, in many cases, German movement and Activation is somewhat randomly controlled, so they will not do the same things every time you play. (This means that even if you remember where the Germans appeared last time, and set up an ambush for them, they can still surprise you. Beware!)
It is suggested that you try something different each time you replay a Mission. You can radically alter the way a Mission goes simply by changing where you enter and move, or even by changing the way you outfit your squad.
2. US Vehicles
2.1 Independent US Vehicles
Many of the US vehicles you encounter in Silver Star are not under your command. Instead, they move and fight just as German vehicles do, following all movement and combat rules just as if they were German (with the exception that the US vehicles will not attack your squad). 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 movement references, moving the vehicle to the hex indicated as if the vehicle were German. However, these vehicles do make Paragraph Checks, just as US soldiers. In all cases, the current German Action Number is used to determine the US Vehicle Actions.
Remain in Rounds as long as active US vehicles not under your control are on the map, even if there are no active Germans on the map. New paragraphs have been included to assure that the US vehicles will not kill your squad members (but careless soldiers can be run over). Should you wish to use these vehicles for your own purposes, resist the temptation. Do not, for instance, put incapacitated soldiers in a US jeep that is not under your control. If your squad begins a Mission with control over a vehicle, you can use that vehicle as described in Section 17 of the Ambush! rules.
2.2 New Tank Actions
There are two new tank Actions (see 17.13 of the Ambush! rules) available to the tanks in Silver Star: pushing and crunching. These Actions are not specifically called for by paragraph. The tanks will automatically perform one or the other when circumstances dictate (just as a tank is not instructed by paragraph to try to run over a slow soldier in its path, but it does so if given the opportunity).
Pushing Vehicles. If a US or German tank begins its Turn adjacent to a hex containing 2 immobile large vehicles and is instructed to enter their hex, it will attempt to push one out of its way. (If a tank encounters the two vehicles during movement, it will stop moving in an adjacent hex and, the next time it is instructed to move, it will push.) The pushing tank makes an Accident Check. If the tank fails the Check, its push attempt fails and the tank remains in the hex it attempted to push from; roll on the Accident Table and apply any results immediately. If the tank passes the Check, the vehicle being pushed is moved to the adjacent hex that would cost a tank the least Movement Points to enter (clear before cover; cover before rough; and so forth) and the pushing tank is moved into the hex vacated by the vehicle that is pushed aside. A vehicle cannot be pushed into a hex that a tank is prohibited from entering, nor can it be pushed into the hex from which the tank is pushing. A tank that is attempting to push a vehicle aside can perform no other Action in that Turn.
Crunching Vehicles. A tank that is entering a hex that contains a small vehicle occupied by active enemy targets will attempt to run over the vehicle, making 2 Accident Checks: one just prior to the crunch, and the other immediately following. If the tank passes the first Check, the small vehicle is immediately disabled. Each passenger then conducts an immediate PC Check. A passenger who passes his PC Check is placed prone and unharmed in the same hex; a passenger who fails his PC Check rolls for damage on the Satchel Charge Outside row. If the tank fails the first Check, it fails to crunch the vehicle and loses the rest of its Turn (although it does not suffer an accident). If the tank has successfully crunched a vehicle, then it makes a second Accident Check; if it fails this Check, it has an Accident.
If a tank is instructed to enter a hex containing two vehicles, at least one of which is small and is not occupied by friendly active soldiers, the tank can enter that hex by crunching one vehicle.
3. Game Parts
Silver Star provides new counters, three new maps (one full-map and two half-maps), new Mission Cards, new German and US cards, and this Rules/Paragraph Booklet. It is necessary to own the original Ambush! counters, view sleeve, and dice to play Silver Star. You will not need the original Ambush! Paragraph Booklet, German Cards, or Mission Cards, nor is it necessary to own a copy of any of the other modules (although, if you enjoy playing Ambush! we suggest that you run right out and buy Move Out! and Purple Heart).
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 game instruction. The paragraphs are numbered from 100 to 1000, with intentional gaps.
5. Radios
A radio may be given to your squad at the start of a Mission. If so, it takes one Port Box to carry it. A radio is considered manned as long as it is in a hex with an active US soldier. When a radio is manned, a paragraph may allow you to send or receive instructions by radio. A radio is unmanned if not in a hex with an active US soldier. When a radio is wounded, incapacitated, or killed, by whatever means, there is a chance that the radio is also destroyed. Roll percentile dice: On a result of 25 or less, the radio is destroyed and is useless for the remainder of the Mission; on any other result, there is no effect.
6. New Maps and Terrain
Silver Star includes one new full-map (Map F) and two half-maps (Maps G and H). The Mission Set-Up instructions will tell you which map(s) are used in each Mission and any other special instructions that you may need.
6.1 New Terrain
Level 4. The Level 4 hexes introduced in Silver Star in no way affect or alter the Ambush! LOS rules, except that the view from a Level 4 hill will permit you to see quite a lot of terrain.
All-Water Hexes. These hexes cannot be entered (unless specifically allowed in a Mission briefing), and they never block LOS.
Cliffs. Only crouching soldiers can enter cliff hexes. When in a cliff hex, a soldier cannot stand or lie prone, and he is considered to be crouching in cover. Cliff hexes never block LOS and can be Level 2 or Level 3, as indicated on the Map Terrain Key (the only difference between the two Level cliff hexes is in their height).
Depending on the Mission briefing, cliff hexes will be impassable, steep, or sloping. A sloping cliff hex costs 2 MP to enter; a steep cliff hex requires 1 Action for a soldier to climb up or down, followed by an immediate Footing Check:
Each time a soldier (German or US) ascends or descends to a new steep cliff hex, there is a possibility that he will lose his footing and fall. Roll one die: On a result of 0-8, the soldier is safe; on a result of 9, there is a possibility that the soldier failed to catch himself in time. Conduct an immediate PC Check; if the soldier passes the Check, he is safe; if the soldier fails the Check, he falls into an adjacent lower hex (determined at random), panics, and checks for damage on the Pistol row. If the hex he falls into is another cliff hex, conduct another PC Check to see whether or not he stops his fall (if not, he falls into another lower hex chosen at random and suffers damage on the Pistol row again).
Note that a panicked soldier in a cliff hex cannot fall prone and must remain crouching. This is an exception to the standard panic rules.
If a soldier is wounded, on a Footing Check die roll of 0 through 7 he is safe, and on a roll of 8 or 9 he loses his footing. If a soldier is killed or incapacitated in a cliff hex, that soldier's body falls from cliff hex to cliff hex until it lands on a Level 1 hex closest to the hex from which the fall began. In each cliff hex fallen through, roll for damage on the Semi-Automatic Rifle row of the CRT for an incapacitated soldier; on an additional incapacitation result, the soldier is instantly killed.
Boulders. A boulder hex is filled with large rocks. It costs a soldier 1 MP to enter a boulder hex, and a vehicle cannot enter a boulder hex at all. A soldier in a boulder hex is considered to be in a crater hex for purposes of determining fire combat modifiers. You might want to pencil in Boulder next to Crater on your Fire Combat Modifiers Chart and the MP Cost Chart. Boulders do block LOS.
Second Story Over Road. On Map F, the second story of the wooden building in U-13 extends over the roadway. Soldiers on the road are at Level 1 and in a road hex. A soldier in the second level of U-13 can see into the hex below only if he is standing, and soldiers in the road can see only standing targets in the building above. LOS from the second level of U-13 to adjacent and other hexes follows normal Ambush! rules for LOS.
7. New Counters
In addition to providing more counters of types that you are familiar with (from playing Ambush!), Silver Star offers new counter types that are necessary for play.
Destroyed Wall Hexside. When a wall hexside is destroyed by a bazooka or tank main gun, place one of these markers in a hex with the arrow on the marker facing the destroyed hexside. This will help you to remember which hexside is now open. Remember that, if a second hexside of the same building hex is destroyed, the building hex turns into rubble (see 13.5 in Ambush!).
Jam. These markers are used as generic jam markers when certain weapon type counters are unavailable.
Vehicle AR Markers. Some new vehicles are provided with double-letter coded AR markers with IN ratings from 5 to 0 to reflect crew losses. When a vehicle suffers a crew loss, invert or replace the AR marker so that the new lower IN is exposed, and place the marker in the new correct IN column of the AR Track. The German vehicles receive Turns in alphabetical order, with double-letter AR markers following single-letter markers. (For example, GE L would go, then GE LL, followed by GE M.) You decide the order in which US vehicles and soldiers receive Turns.
Other Counters. Note that many of the counter types summarized below are printed with paragraph numbers. These numbers are put on the counters to remind you of the paragraph explaining special details about that counter.
[Counter summary figure, transcribed as its printed labels with paragraph numbers where printed:]
- Anti-Tank Gun: Loaded / Unloaded (253)
- Mortar Round: Prepared / Unprepared (524)
- Mule: Attended / Unattended (527)
- Mortar Strike: Mortar Strike / Coordinates Given
- Barbed Wire (731)
- Fortified Building (517)
- Guard Boat (674)
- Patrol Boat (568)
- Patrol (389)
- Barge (237)
- Berserk (116)
- Swimmer: Surface / Underwater
- Tick, Tick: End Next Turn / Next Turn/This Turn
- Timed Explosive: 2 Turns / 1 Turn
- Blown Tire
- Clip-Fed LMG: Loaded / Unloaded
8. Random Destruction
Bridges, buildings, walls, sightings, and so forth, which players encounter or fire at unless they contain active targets, or their destruction is specifically allowed in a Mission briefing or in a paragraph instruction. Players should understand that, if they destroy a bridge without reason, the game system will not know that the bridge is down, which will result in illogical movement situations that can ruin a Mission's programming.
9. Optional Rules
The following rules can be used entirely at your own option to add flavor to your Missions. The rules can be used individually or in conjunction with one another.
9.1 Firing at Targets in Buildings
German soldiers currently have no provision for firing at targets lying prone in building hexes, because these potential targets are not in sight and are therefore invalid targets, even though German weapons are quite capable of penetrating buildings. The following optional German Action is highly recommended, because it allows the German soldiers to fire at these hidden targets. Letting them do so is much more realistic, and it evens things up a bit.
If a German soldier has fired at a visible target in a wooden building hex, and receives a subsequent order to fire again but has no target because the US soldier has since fallen prone, the German can now fire at the wall in an attempt to achieve a penetration result. Conduct the following procedure for the German:
- If the paragraph gives no other options for the German (such as move, surrender, throw a grenade), the German conducts a PC Check. If the German passes the Check, he will fire at the wall; if he fails, he will do nothing.
- If the German is allowed to fire at the wall, he will crouch and conduct the procedure outlined in 13.5 of the Ambush! rules.
Note that a German tank will conduct the same procedure, but it will fire its main gun at a stone wall, or its coaxial or bow MG at a wooden wall.
9.2 Moving an Inactive Soldier
In addition to the procedure for moving an inactive man one hex, as provided for in the Ambush! rules booklet, the following method can be used. Two non-wounded soldiers can make a litter using their rifles by spending 1 Action each, simultaneously. Once the litter is constructed, the two soldiers can carry the litter a maximum of 3 hexes per Turn, paying normal terrain costs. It costs 1 MP to pick up or put down the litter, and the rifles used to make the litter cannot be used in combat while the litter is occupied.
The soldiers carrying the litter cannot engage in any form of fire combat nor carry any other weapons other than pistols. They can assault normally after putting the litter down. If assaulted while carrying the litter, or if one or both litter-bearers panic for any reason, the litter is dropped and the man on the litter suffers damage on the Pistol row. When an inactive man is being carried on a litter, it is not necessary to check for death caused by moving an inactive man.
The two soldiers carrying the litter must be on the same row of the Action Round Track to spend simultaneous Actions to move the litter or pick it up or put it down. If one litter bearer has 2 Turns and the other has only one Turn, they cannot pick up, put down, or carry the litter until both are on the 1-Turn row (unless, of course, someone gives the 1-Turn bearer a Turn, raising him to the 2-Turn row).
Missions
Mission 19: All Wet
August 1943. Intelligence reports indicate that the Germans are massing supplies for a counteroffensive at a small cove near Messina. Your squad is to verify the accuracy of this information and, if confirmed, destroy as much of the German stockpiles as possible.
YOUR SQUAD
You can use the pre-generated squad or your own continuing squad, or you can generate a new squad. If you are campaigning your own squad, re-roll the Weapon Points number and re-arm your squad. Since you will be travelling light and fast, you can buy weapons from only the following categories: carbines, submachineguns, pistols, bazookas, grenades, and clips. In addition and at no cost, you receive diving equipment (masks, fins, rubber suits, air tanks for 4 squad members), 4 knives, 4 timed explosives, and 2 canoes (see below for rules concerning these articles).
SET-UP
Use half-map H and full-map F. Place H on top of F so that hexes A-1 and Y-1 on Map H are over the same hexes on Map F. The top of the map is the west edge. Your squad enters in hex A-1 with 2 squad members in each canoe and 2 divers hanging on the sides of each canoe. Divers are considered to be on the surface and must continue to hang onto the canoes until directed to do otherwise. At least one commander must be in a canoe. Place intact stone bridge in T-7 connecting T-6 and T-8; place a ford marker in K-12 connecting K-11 and K-13. The Activation Levels are as follow: c1: 0-5; c2: 0-8.
SPECIAL RULES
Knives. Knives have no cost to carry; just mark on your Squad Record Sheet which squad members have knives. A man with a knife receives a +1 to his WS (for a maximum WS of +2) when making or defending against an assault. Knives cannot be thrown, nor can any soldier have more than one knife.
Timed Explosives. It costs 1 Action to affix a timed explosive to a target and set the fuse. The timed explosive will detonate at the end of the next Round. Use a tick, tick marker to remind you that a timed explosive is set. When an Action is spent to set the timed explosive, place a tick, tick marker (end-next-Round side up) in the Panic space of the Action Round Track. At the end of the current Round, flip the tick, tick marker over to the end-this-Round side. At the end of the next Round, the timed explosive detonates. Timed explosives cannot be thrown at a target; they can only be affixed to a target. Before a timed explosive detonates, check to see if it is a dud by using the Satchel Charge dud number (05). Timed explosives can be carried only by the four squad members assigned as divers.
Canoes. Canoes are treated as on page 36 of Ambush! with the exception that, if a canoe is sunk by fire in a hex not adjacent to land, the occupants of the canoe have until the end of the current Round to get the canoe to land. Otherwise, the canoe sinks in its current hex (taking with it all the equipment in the canoe Port Boxes) and the occupants instantly become swimmers. If a canoe with divers hanging onto its sides is fired on, the men in the water will let go of the canoe and conduct their Actions individually as divers and swimmers rather than simply be carried along with the canoe.
Divers and Swimmers. Divers and swimmers are restricted to using 1 Port Box. Divers are designated by using a marker that indicate whether they are surfaced or underwater. Any soldier other than a diver is in an all-water hex is considered a swimmer (as opposed to a designated diver); place an inverted prone marker on a swimmer who is currently underwater. Non-wounded swimmers and divers receive one free stance change per Turn. It costs 2 MP to enter a new all-water hex when swimming or diving. Swimmers must end each Round on the surface (to breathe), but they can swim underwater during the Round. The LOS of a man underwater is restricted to the same and adjacent hexes.
When firing at a swimmer or a diver, there is a –4 Fire Combat Modifier applied. A soldier underwater can be seen (and fired upon) only from the same or an adjacent hex. An American diver or swimmer in the same hex with a German diver or swimmer must be in the same stance (underwater or on the surface) to prevent another German from firing at the American (similarly for a German diver or swimmer in the same hex with an American); grenade attacks cannot be conducted against hexes containing both German and American soldiers. A swimmer or diver can conduct one snap fire per Turn when on the surface, but he cannot move during a Turn in which he snap fires (he spends the remainder of his MPA staying afloat to conduct the snap fire). He can surface prior to firing, or dive underwater after firing if he has a free stance change available. No fire combat can be conducted by a man underwater; he can only move, assault, or stay where he is. Weapons (other than grenades, clips, knives, and timed explosives, none of which requires protection) can be waterproofed before the man carrying them dives underwater. It costs 1 Action to apply or remove waterproofing. If a weapon is taken underwater without waterproofing, or if a waterproofed weapon is fired before the protection is removed, the Jam Number becomes 25 (and the Jam Number remains 25 until the soldier spends 1 Action to clear his weapon, at which time the Jam 25 marker is removed). Several Jam 25 waterproofing markers are included to help you keep track; the markers can be placed either on the appropriate soldier or on the Squad Record Sheet. Note that a bazooka cannot be fired from an all-water hex.
A swimmer or diver attacked by a grenade makes the normal grenade strike PC Check (see Ambush!). If he passes, he is considered prone; if he fails, he is considered non-prone. Grenade attacks against swimmers and divers are resolved on the Grenade Outside row. If the grenade strike PC Check is successful and the man who passed it has at least one Turn remaining in the Round, he can use a Turn to move to any adjacent hex, making the normal Paragraph Check. German divers and swimmers who pass the grenade strike PC Check and have at least one Turn remaining will immediately use a Turn to move to an adjacent hex, according to the current German movement references. A swimmer or diver on the surface can throw a grenade up to 3 hexes, applying a –1 modifier due to the unsteady nature of his condition. A man on the surface can drop a grenade to attack another man who is underwater; both the man dropping the grenade and the target make grenade strike PC Checks in this case, but the man who dropped the grenade adds 2 to his PC for this Check. A man on the surface cannot use a grenade to attack another man on the surface in the same hex. A diver or swimmer can only assault a man who is in the same stance (surface vs. surface, or underwater vs. underwater).
Combat effects against divers and swimmers are resolved as follows. Panic: Surface immediately and lose any remaining Turns. Wounded: Surface immediately, lose any remaining Turns, and drop 1 Port Box of equipment or diving gear. Incapacitated: Surface immediately and move IN marker to Inactive. Killed: Remove counter from the map (the man sinks to the bottom and all his equipment is lost).
Diving Equipment. Diving equipment is considered to fill 1 Port Box, leaving the diver's other Port Box available to carry a timed explosive or a weapon. Once the diving equipment is assigned to the four squad members, it cannot be exchanged with or given to another squad member, even if the man originally assigned the diving equipment is killed or incapacitated.
Night Visibility. To aid in the success of your Mission, it has been timed for a night with heavy cloud cover. A soldier can see only 3 hexes beyond the hex he occupies.
Cliffs. Cliffs are extremely steep and cannot be entered. Cliff hexes are marked XXX on the Condition Cards to remind you that they cannot be entered.
Stream. The water barrier running from A-12 to Y-6 is a stream and can be entered or crossed by spending Movement Points as summarized on the MP Cost Chart. Paragraph Checks must be conducted in stream hexes.
VICTORY. Victory Points needed, and how the Mission ends, will be revealed during play.
Mission 20: Easy as Apple Pie
Christmas Day, 1943, somewhere south of Cassino. Your squad is just coming off Christmas leave. The first task you are assigned is to escort a small convoy bringing hot Christmas dinners to the rest of your company, which has been guarding a strategic tunnel through the mountains.
YOUR SQUAD
You can use the pregenerated squad or your own continuing squad, or you can generate a new squad. If you are campaigning your own squad, re-roll the Weapon Points number and re-arm your squad. In addition and at no cost, you receive 3 trucks and a jeep with a mounted medium machinegun. You must buy ammo for the MMG with your Weapon Points. Soldiers US 01 and US 02 are members of your squad for this Mission.
SET-UP
Use Map F. The top of the map is the north edge. All your squad enters in the vehicles in either A-8 or B-19 (one or the other; not both). All squad members must stay in the vehicles until a sighting occurs. Place intact stone bridge marker in O-4 (connecting P-3 and N-4) and wrecked stone bridge marker in K-12 (connecting K-11 and K-13). Place wrecked airplane marker (from Ambush!) in K-10. The Activation Levels are as follow: c1: 0-4; c2: 0-6; c3: 0-4.
CONVOY PROCEDURES
The jeep and trucks are in convoy and can enter in any order you choose, using the following procedure:
- Place the first vehicle in the entry hex and conduct a Paragraph Check.
- Advance the first vehicle one hex and conduct a Paragraph Check.
- Place the second vehicle in the entry hex and, if necessary, conduct a Paragraph Check.
- Advance the first vehicle one hex and conduct a Paragraph Check.
- Advance the second vehicle one hex and, if necessary, conduct a Paragraph Check.
- Place the third vehicle in the entry hex and, if necessary, conduct a Paragraph Check.
- Advance the first vehicle one hex and conduct a Paragraph Check.
- Advance the second and third vehicles one hex and, if necessary, conduct a Paragraph Check.
- Place the fourth (last) vehicle in the entry hex and, if necessary, conduct a Paragraph Check.
In Operations, the convoy must stay closed up, with one vehicle per hex and no gaps, except that there can be a one-hex gap between the first and second vehicles. Once Rounds are entered, you can move vehicles as you choose. If you return to Operations, the lead vehicle must wait where it is until the rest of the active vehicles have once again closed up the convoy.
Since the backs of the trucks are filled with hot meals for your company, no one can ride back there. As long as all vehicles are active, all soldiers must either occupy a seat in the jeep, ride in the front of the truck, or walk. If a vehicle is inactive, men can hang on the outside of the trucks (but not the jeep); it costs 1 MP to climb onto the side of a truck. No more than two men can hang onto one truck. A non-wounded man can hang on the side of a truck and conduct one snap fire per Turn (paying –2 for fire from a vehicle); a wounded man can only hang on and cannot conduct any fire while doing so. A man hanging onto the side of a truck is considered a passenger for purposes of resolving fire combat. If a man hanging onto the side of a truck is wounded, he falls off and lands prone in the hex where he was wounded. If a man hanging onto the side of a truck panics as the result of an IN die roll or combat, he conducts a PC Check. If he passes, he continues to hang onto the truck and will not go prone at the end of the Round; if he fails, he falls off the truck, lands crouching, and falls prone at the end of the Round.
SPECIAL RULES
Jeep. The jeep has an ammo capacity totalling 6 clips. This storage can be used only to carry MMG ammo (squad members can also carry ammo for the MMG in their Ammo Boxes). Passenger 1 fires the MMG and does not pay the –2 penalty for fire from a vehicle; any other passenger (not the driver) can assist. If the jeep is disabled, the MMG is considered destroyed as well. If the jeep is immobilized, the MMG can still be fired, but it cannot be removed from the jeep.
Trucks. Each truck starts the Mission carrying a load of food for the rest of your company. If a truck becomes disabled, its load can be transferred to another active vehicle. The disabled truck and the vehicle to which the load will be transferred must be in the same hex. In Operations, it costs 2 Random Event Checks to transfer a load; in Rounds, it costs 4 Actions (which can be shared) and the soldier(s) making the transfer must be standing or crouching in the hex with the 2 vehicles. After the load has been transferred, make note on your Squad Record Sheet of which vehicle has the load from the disabled truck. As long as a truck is still active, its load cannot be transferred to another vehicle. Any truck can carry up to 3 loads, but a truck carrying 3 loads can be driven only slowly. The jeep can carry one load if the only occupant is the driver. The jeep can be driven only slowly if it is carrying a load of food.
River. The water running from O-1 south is a river and can only be crossed at the bridge or ford. River hexes are marked XXX on the Condition Cards to remind you that these hexes cannot be entered.
Cliffs. The cliff hexes are extremely steep and impassable. They cannot be entered by soldiers or by vehicles. These hexes are also marked XXX on the Condition Cards to remind you that they cannot be entered.
German Actions. For this Mission only, if a German is instructed to throw a grenade at an active American vehicle, he will do so in the following manner:
- If in the same hex as the vehicle, the German will attempt to throw the grenade directly into the vehicle.
- If in an adjacent hex, the German will attempt to throw the grenade directly into the vehicle, subject to a –3 modifier for throwing through a non-adjacent aperture.
- If at a range of 2 or more hexes, the German will attempt to disable the vehicle by throwing the grenade into the vehicle's hex and rolling on the Grenade Outside row. If the result is incapacitated or killed, the vehicle is disabled and each occupant must roll on the Grenade Outside row (see page 32 of the Ambush! rules).
VICTORY
There are no VP awards for German activation in this Mission. Victory Points are awarded as follows: +1 VP for each truck exited; +2 VP for each load of food exited; +1 VP for each active German left on the map at the end of the Mission. Bonus VP awards may also be revealed during play. Victory Points needed, and how the Mission ends, will be revealed during play. If all 3 trucks are disabled, it will be extremely difficult to win the Mission. If you have already read the Victory Conditions when the last truck becomes disabled and feel victory is possible, please try; if you have not read the Victory Conditions when the last truck becomes inactive, it is suggested that you start the Mission over.
Mission 21: Surprise, Surprise!
19 July 1943. Near Gela, Sicily. Following a long and tiring overnight march, your squad is dozing in the sun while guarding the approaches to a small bay where supplies are to be delivered later in the day. This should be easy duty, despite rumors of roving German units that have not yet been neutralized.
YOUR SQUAD
You can use the pre-generated squad or your own continuing squad, or you can generate a new squad. If you are campaigning your own squad, re-roll the Weapon Points number and re-arm your squad. In addition, you receive a radio at no cost.
SET-UP
Use half-map H and full-map F. Place Map H on top of F so that hexes A-1 and Y-1 on Map H are over the same hexes on Map F. The top of the map is the south edge. Divide your squad into two 4-man sections. One section is to set up in the row of Level 3 hexes running from E-15 through I-13 (inclusive); the other section is to set up in any first floor building hex within 3 hexes of S-14. No more than two men can start in any one hex.
Place intact stone bridge markers in K-12 (connecting K-13 and K-11) and T-7 (connecting T-6 and T-8).
SPECIAL RULES
River. The water barrier running from Y-6 to A-12 is a river and can be crossed only at a bridge or ford. River hexes are marked XXX on the Condition Cards to remind you that these hexes cannot be entered.
Cliffs. The cliff hexes are so steep as to be impassable and cannot be entered by men or vehicles. Cliff hexes are also marked XXX on the Condition Cards to remind you that these hexes cannot be entered.
German Entry. Since you are on the defense, the Germans enter by Random Event. There are no Activation Checks. Once you have set up your soldiers, roll for Random Events until a German is activated and Rounds commence. If you ever re-enter Operations (which is very unlikely) and do not wish to move any of your soldiers, roll for Random Events again until another German enters and Rounds commence.
VICTORY
Victory Points needed and how the Mission ends will be revealed during play.
Mission 22: Another Bridge Too Far?
January 1944. Northwest of Monte Cassino. Partisans report that there is a route through the Aurunci Mountains. Headquarters has sent your squad to see if there are intact bridges over which divisional armor can move to flank the Gustav Line.
YOUR SQUAD
You can use the pre-generated squad or your own continuing squad, or you can generate a new squad. If you are campaigning your own squad, re-roll the Weapon Points number and re-arm your squad. In addition, at no cost, you receive a half track with a mounted medium machinegun (the MMG comes with 1 clip; you must buy any additional ammo for it with your Weapon Points) and a jeep at no cost. Both vehicles are under your control.
SET-UP
Use full-map F and half-map G. Place Map G on top of Map F so that hexes A-11 and Y-11 on Map G are over the same hexes on Map F. The top of the map is the east edge. Your squad enters in the vehicles through hexes W-1 to Y-1. Place an intact stone bridge marker in O-4 connecting N-4 and P-3, and in V-14 connecting U-15 and W-14. Place a rubble marker in K-10. No other markers begin on the map. Activation Levels are as follow: c1: 0-3; c2: 0-5; c3: 0-8; c4: 0-8.
SPECIAL RULES
Stream. The water barrier running from O-1 through N-10 and then southwest to Y-15 is a stream and can be crossed by spending Movement Points as summarized on the MP Cost Chart.
Cliffs. Cliffs are sloping and can be entered by a soldier at a cost of 2 MP to enter. Vehicles cannot enter cliff hexes.
Bridges. There are 3 levels to a bridge hex: (1) on top of the bridge; (2) under the bridge, in the bridge supports (place soldier under the bridge counter with an inverted prone marker on him); and (3) beneath the bridge, on the ground (place soldier under the bridge counter without the inverted prone marker). A soldier under or beneath the bridge cannot see or be seen by a vehicle or a crouching or prone soldier on the bridge; LOS exists only between standing soldiers on the bridge and soldiers under or beneath the bridge. There is LOS between soldiers under the bridge and those beneath the bridge.
To check a bridge hex, a soldier must be in the hex on top of the bridge and climb down into the supports (1 Action to climb down into supports or back up). Due to the nature of the bridge construction, a soldier cannot climb from the ground beneath a bridge up into the supports. A soldier in the supports is considered crouching; a soldier climbing back onto the bridge from the supports has a free stance change. Since a soldier under a bridge is considered crouching, it costs 1 Action to move from a hex in the supports to an adjacent hex in the supports.
A soldier in the supports or beneath a bridge can be seen from non-bridge hexes as if he were crouching on top of the bridge. Base Hit modifiers against a target in the supports under a bridge are determined as follows: when firing at a target from a different hex at a soldier under a bridge, the target is considered to be crouching in a hex Interior Through Non-Adjacent Aperture (–4 modifier); when firing from the top of the bridge at a target in the same hex under the bridge, the target is considered to be crouching in a hex Interior Through Adjacent Aperture (–2 modifier). Attacks against soldiers beneath a bridge on the ground use the modifier for the terrain and current stance. If a soldier under a bridge is firing at another soldier under the bridge, the target is considered to be crouching in the clear (no modifier).
If a soldier panics or is wounded while under a bridge in the supports, conduct PC Check: If successful, the soldier loses any remaining Turns this Round, but he does not fall; if he fails, the soldier falls from his position in the supports under the bridge. If he falls from under the bridge in O-4 or V-14, he falls into the stream and is swept away (he is considered KIA and all his equipment and ammo is lost).
Soldiers under or beneath a bridge can engage in all types of combat except grenade and satchel charge attacks. Grenades and satchel charges cannot be thrown from the top of the bridge at targets under or beneath the bridge, nor can they be thrown from under the bridge at targets on or beneath the bridge, nor from beneath the bridge at targets on top of or under the bridge.
Half Track. The half track has ammo capacity totalling 6 clips. This capacity can be used only to carry MMG ammo. Passenger 1 fires the MMG and does not pay the –2 modifier penalty for fire from a vehicle. Any other passenger (not driver or assistant) can assist in firing the MMG. If the half track is disabled, the MMG is considered destroyed as well. If the half track is immobilized, the MMG can still be fired, but it cannot be removed from the half track.
Embankments. In this Mission, embankment hexsides present no special hazard to soldiers, but they are too steep for wheeled and tracked vehicles. Vehicles are prohibited from crossing embankment hexsides.
VICTORY
You receive 1 VP for each of the following hexes entered: O-4, W-8, V-14, K-14, J-14, I-15. Additional Victory Points will be revealed during play as will the number of Victory Points needed to win and how the Mission ends.
Mission 23: Strangers in the Night
September 1944. South of the Gothic Line. Division has sent your squad ahead to occupy a village guarding the approaches to a key tunnel through the mountains. Your mission is to secure the village and check the tunnel for demolitions that the retreating Germans may have set.
YOUR SQUAD
You can use the pre-generated squad or your own continuing squad, or you can generate a new squad. If you are campaigning your own squad, re-roll the Weapon Points number and re-arm your squad. In addition, and at no cost, you receive 2 satchel charges.
SET-UP
Use full-map F. The top of the map is the south edge. Place an intact stone bridge marker in O-4 connecting N-4 and P-3; a ford marker in K-12 connecting K-11 and K-13; a destroyed bunker marker in K-10; and destroyed wall hexside markers in T-15/S-16, Q-16/R-16, and Q-14/R-13. Your squad enters in A-1, A-2, and B-1. Activation Levels are as follow: c1: 0-3; c2: 0-5; c3: 0-7.
SPECIAL RULES
Stream. The water barrier running from O-1 to N-11 and then east to A-12 is a stream and can be crossed by spending Movement Points as summarized on the MP Cost Chart.
Cliffs. The cliffs are sloping and can be entered by a soldier at a cost of 2 MP to enter. Vehicles cannot enter cliff hexes.
Visibility. The Mission starts just after sunrise in a heavy mist. LOS is only 3 hexes beyond a soldier's own hex.
VICTORY
You receive 1 VP for entering the tunnel hex W-8. You also receive 1 VP for entering each of the following hexes in the village: O-14, Q-16, S-13, and V-14. Additional VP awards will be revealed during play, as well as the number of Victory Points needed to win and how the Mission ends.
Mission 24: Muleskinner Blues
October 1943. Near Naples. Your squad has been sent to a small village to pick up recently arrived supplies.
YOUR SQUAD
You can use the pre-generated squad or your own continuing squad, or you can generate a new squad. If campaigning your own squad, re-roll the Weapon Points number and re-arm your squad.
SET-UP
Use half-maps G and H. The top of the map is the west edge. Place a ford marker in T-7 connecting T-6 and T-8, and an intact stone bridge marker in V-14 connecting U-15 and W-14. There is no 3-hex bridge in I-15, J-14, K-14 (connecting H-15 and L-13); it has been destroyed and the wreckage cleared away, and it has not yet been rebuilt. Your squad sets up with one commander in D-9 and the rest of the squad in I-9 and J-9. Activation Levels are as follow: c1: 0-4; c2: 0-6; c3: 0-8.
SPECIAL RULES
Stream. The water barrier running south from Y-6 to the N-column and then north to Y-15 is a stream and may be crossed by spending Movement Points as summarized on the MP Cost Chart.
Cliffs. Cliffs are steep and require 1 Action and a Footing Check to climb up or down a cliff hex.
Bay. The all-water hexes in the southwest corner are a deep bay and cannot be entered.
VICTORY
Victory Points needed and how the Mission ends will be revealed during play.
Appendix A: Additional Weapons
The following weapons are used in addition to those found in the Ambush! Weapon Type Chart.
Panzerfaust
| Same | Adj | 2-Hex | 3-Hex | Light | Med | Heavy |
|---|---|---|---|---|---|---|
| 8 | 6 | 5 | 4 | 0-2 | 3-5 | 6-9 |
Penetration (Light / Med / Heavy) is the printed Penetration heading above the Light, Med, and Heavy columns.
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 row of the Weapon Type Chart.
Anti-Tank Gun
| Short | Med | Long | Personnel Incap | Personnel Kill | Light | Med | Heavy |
|---|---|---|---|---|---|---|---|
| 2+ | • | • | 0 | 1-9 | 0-4 | 5-7 | 8-9 |
Penetration (Light / Med / Heavy) is the printed Penetration heading above the Light, Med, and Heavy columns. The Med and Long range entries are printed as dots.
Clip-Fed Light Machinegun
This weapon is like the German LMG described in Ambush! section 9.7, with the following exceptions.
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This weapon takes up only 2 Port Boxes and can be carried by a single soldier without having to be broken down.
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The weapon can be fired by a standing or crouching soldier.
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It uses clips of ammo, which are limited in number (as shown by the number of available clips listed on the Assistant Machinegunner's soldier card). Each time the clip-fed LMG is fired, ammo depletion must be rolled for using the out of ammo number of 50. Clip-fed LMG and clips must be in the same hex to fire the weapon.
Firing the Clip-Fed LMG
-
If the machinegunner is directed to fire the weapon, he will do so only if clips are available in the hex. If directed to fire and no clips are available in the hex, but the assistant is active, the machinegunner will fire his personal weapon instead. If directed to fire the weapon and no clips are available in the hex and the assistant with clips is inactive within 4 MPs of the machinegunner's hex, the machinegunner will ignore his Action paragraphs and move as quickly as possible to the hex where the inactive assistant with clips is, crouch, and pick up all available clips (1 Action). He will then return to where the clip-fed LMG is. Once the machinegunner has returned with the clips to the hex with the weapon, he will again conduct normal Action paragraphs. If the machinegunner is directed to fire the weapon and there are no clips in the hex and no clips available within 4 MPs, he will use his personal weapon when directed to conduct fire combat.
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If the assistant is directed to fire or assist and is not in the hex with the clip-fed LMG or is in the hex but no clips are available, the assistant will fire his personal weapon instead. If the assistant is directed to fire or assist and is in the hex with the weapon and clips are available, he will do as directed.
-
If the assistant is active and the machinegunner is wounded or inactive, on Turns where the assistant starts in a hex without the weapon, he will stop moving if the hex with the weapon is entered and will fall prone if free stance change is available or he has sufficient MPs remaining. On the next Turn, the assistant will crouch and pick up the weapon (1 Action).
Americans can use the clip-fed LMG with –1 applied to the firing soldier's WS. There must be clips available in the same hex for the weapon to be fired. Clips take up 1 Ammo Box per clip. Clip-fed LMG uses the LMG row of the Weapon Type Chart.
Abandoning the Clip-Fed LMG
The German carrying the weapon will immediately abandon it if no clips are available (all have been used), or clips are available but are more than 4 MPs from the soldier carrying the weapon and the soldier with the clips is inactive, or the soldier carrying the weapon becomes wounded.
Note: Paragraphs stating that one German weapon fired in the previous Round is out of ammo do not apply to clip-fed LMGs, because these weapons roll for ammo depletion each time they fire. If the out of ammo paragraph states it also applies to machineguns, this means only those machineguns other than the clip-fed variety.
Appendix B: Additional Vehicles
Note that schematic diagrams of a half track, truck, and jeep have been printed on the mapsheet as an aid showing where the occupants of these vehicles are located at any given time.
Patrol Boat
Large Vehicle; Armored; Open Only. CREW: 6 MAXIMUM PASSENGERS: 8 SLOW MOVEMENT POINT ALLOWANCE: 4 FAST MOVEMENT POINT ALLOWANCE: 8
Hit Chart: Body 0-5; Crew 6-8; Passengers 9
Damage Effects
Body: Use Damage Table for attacking weapon type. If penetration is light, roll on Pistol row for damage; any result other than panic reduces crew by 1; if penetration is medium, roll on Semi-Automatic Rifle row (any result other than panic reduces crew by 1); if penetration is heavy, boat sinks and crew is killed; passengers roll on the SAR row and on a KIA result they sink with the boat (on any other result, they are placed in the closest land hex prone with indicated result). Crew: Use damage table for firing weapon; any result other than panic reduces crew by 1. Passengers: Use damage table for firing weapon; suffer indicated damage. If no passengers, no effect.
Truck
Large Vehicle; Non-Armored; Open Only. MAXIMUM OCCUPANTS: 2 in front (driver and assistant); 8 in rear SLOW MOVEMENT POINT ALLOWANCE: 4 FAST MOVEMENT POINT ALLOWANCE: 8
Hit Chart (by number of occupants):
| Item Hit | 0 | 1 | 2 | 3 | 4+ |
|---|---|---|---|---|---|
| Tire | 0-1 | 0-1 | 0 | 0 | 0 |
| Body | 2-9 | 2-7 | 1-5 | 1-4 | 1-3 |
| Driver | • | 8-9 | 6-7 | 5-6 | 4-5 |
| Assistant | • | • | 8-9 | 7-8 | 6-7 |
| Passenger |
Damage Effects
• No result. Tire: Vehicle cannot be driven fast. If occupied, make an immediate Accident Check. Body: If body is hit, resolve combat using Damage Table row for the attacking weapon. If the result is light penetration, one passenger (chosen at random) suffers damage as determined by rolling on the row for the attacking weapon. If penetration result is medium or heavy, the truck is disabled. Driver: Roll for damage using the Damage Table row for the attacking weapon. If driver panics or is wounded, make an immediate Accident Check. If the driver is incapacitated or killed, an Accident occurs; roll on the Accident Table. Assistant or Passenger: Roll for damage on the Damage Table row for the attacking weapon. The truck is considered a car for resolving grenade/satchel charge attacks, for conducting minefield/boobytrap procedures, on the Accident Table, and when running over soldiers.
Half Track
Large Vehicle; Armored; Open Only. MAXIMUM OCCUPANTS: 8 (driver, assistant driver, 6 passengers) SLOW MOVEMENT POINT ALLOWANCE: 4 FAST MOVEMENT POINT ALLOWANCE: 7
Hit Chart (by facing):
| Item Hit | Front | Side | Rear |
|---|---|---|---|
| Driver | 0-1 | 0-1 | • |
| Assistant Driver | 2-3 | 2-3 | • |
| Tire | 4-5 | 4 | • |
| Tread | 6 | 5-6 | 0-1 |
| Body | 7-9 | 7-9 | 2-9 |
Damage Effects
• No result. Driver: Roll for damage using the Damage Table row of the attacking weapon. If the driver panics or is wounded, make an immediate Accident Check. If the driver is incapacitated or killed, an accident occurs; roll on the Accident Table. Assistant Driver: Roll for damage using the Damage Table row of the attacking weapon. Tire: Vehicle cannot be driven fast. If occupied, make an immediate Accident Check. Tread: If there is light penetration and the vehicle is occupied, make an immediate Accident Check. If the penetration is medium or heavy, the half track throws a tread, is immobilized in its current hex, and cannot move again. Body: If the body is hit and there is light penetration, one passenger (chosen at random) suffers damage as determined by rolling on the Semi-Automatic row. If the penetration is medium, the half track is disabled; passengers must spend 2 MP to exit the vehicle. If penetration is heavy, the half track is disabled and all occupants roll on the Semi-Automatic row. Survivors spend 2 MP to exit the wreck. The half track is considered a tank for resolving grenade/satchel charge attacks, for conducting minefield/boobytrap procedures, on the Accident Table, and when running over soldiers.
Fortified Building
Hit Chart
| Front Facing Die | Item Hit | Armor | Door Facing Die | Item Hit | Armor |
|---|---|---|---|---|---|
| 0-7 | Wall | H | 0-4 | Door | H |
| 8 | Aperture | M | 5-7 | Door | L |
| 9 | Crew | * | 8-9 | Crew | * |
*If bazooka fire, treat as aperture hit if front facing is fired upon, as a door if door facing is fired upon.
Damage Effects
Wall: If wall is hit and penetration result is H, the fortified building is destroyed and all soldiers inside are killed. Replace fortified building marker with rubble marker; all equipment in the hex is lost to play due to being buried in the rubble. If the penetration result is less than H, no effect. Aperture: Like a wall, except that an H or M result causes destruction. Door: Any H or M penetration result causes fortified building to be destroyed. An L penetration result causes the door to be breached. If the door is breached, treat that side of the building like a doorway instead of a window (the door has been blasted open). A breached door can be crossed by US soldiers to enter the fortified building. Crew: If the crew is prone, the fire misses. (Exception: If firing through a breached door, the crew can be hit if prone.) If the crew is not prone, determine the target hit at random. Resolve damage against that soldier alone, unless using aimed automatic weapon fire, in which case more than one soldier can be hit.
Appendix C: Current Errata
The following errata apply to Ambush!, Move Out!, and Purple Heart. They do not include the errata applicable to the earliest editions of Ambush! [The booklet's offer to mail a copy of the entire Ambush! errata to Victory Games, Inc. on request is omitted as publisher contact information.]
6. Actions Rounds (Clarification). Paragraph Checks that call for Event Checks during Rounds are ignored, but an Event marker is still placed in the hex. This Clarification also applies to 6/11 (Condition Changes During Rounds) and 7/3 (Movement During Rounds).
6/7. Performing Actions During Rounds (Clarification). A soldier can never move and throw a grenade in the same Turn.
8/2. Building Hexes (Clarification). A soldier outside a building looking in through a non-adjacent doorway cannot see a target lying prone inside the building. He can, however, see that target's hex. A soldier outside a building who is adjacent to the doorway can see a prone target in the building. A soldier inside a building, regardless of stance, can see all hexes in the field of view of a doorway.
9/1. Fire Combat Procedure (Clarification). When snap firing a personal weapon twice, remember to roll for jam and ammo use once for each firing.
10/1. Grenade/Satchel Charge Combat Procedure (Clarification). The –3 modifier for target not in sight is applied only when the target hex itself is not in sight (unless specified otherwise). It is possible for a soldier to see the target hex, but not the target itself. In these cases, the –3 modifier is not applied. For example, two crouching adjacent soldiers are separated by a window hexside. Per Ambush! LOS rules, they cannot see each other, but they can see each other's hex. Thus, any grenade or satchel charge combat between the two would not use the –3 modifier for target hex not in sight.
10/3. Grenade/Satchel Charge Scatter (Addition). When throwing a grenade or satchel charge through an adjacent aperture into a building, it is always assumed that the grenade or satchel charge goes into the building (although not necessarily into the target hex). If a grenade or satchel charge roll fails, it is very possible that a scatter die roll on Diagram A or B will scatter the weapon through a wall hexside without an aperture. In such cases, the scatter procedure should be slightly modified so that the grenade or satchel charge will bounce off the wall, back into the closest hex in the direction of the throwing soldier. Grenades can never scatter through a window or back into the thrower's hex, but they can scatter through a doorway. Should any problems arise in the interpretation of these clarifications, apply common sense to resolve the situation.
11/2. Capture (Clarification). A US soldier guarding a captured German can perform all Actions normally during Rounds, with the exception of firing a crew weapon. As before, his MPA is reduced to 2. In order to provide more realism, the rule in Section 9 (Fire Combat) regarding soldiers firing into a hex with active or captured friendly soldiers should be modified as follows. If the friendly soldier is still active, the rule still applies. If the friendly soldier is captured, then you cannot fire at the enemy soldier who is guarding the prisoner, but you can fire at all other soldiers in the hex. A prisoner's guard can be changed only when the guarding soldier has a Turn and wishes to relinquish control of that prisoner. This change costs nothing. Should automatic weapons fire or a grenade or satchel charge be fired into the hex; both the prisoner and his guard take damage normally.
17/7. Cars (Clarification). Soldiers in cars cannot engage in bazooka, satchel charge, grenade, or crew weapon (except mounted machineguns) combat unless specifically noted.
17/11. Grenades and Satchel Charges (Addition). When an attempt to throw a grenade or satchel charge into a tank or car fails, the scatter procedure is modified as follows. If the throwing soldier is in the same hex as the vehicle, use Diagram C or D below. (It is assumed that a soldier will never attack a vehicle from the front, so no scatter chance is provided to the rear of the vehicle.) If the throwing soldier is in a hex adjacent to the vehicle, use Diagram A or B (as appropriate). However, a roll of 6-9 will scatter the grenade into the vehicle's hex, not into the vehicle itself. In cases where the throwing soldier is in neither the same nor an adjacent hex, use Diagram A or B, as usual. Should the above procedure scatter a grenade or satchel charge into a building through a wall with no aperture, follow the guideline provided in the additions to rule 10/3 (i.e., the grenade or satchel charge will bounce off the wall into a different hex). Note that a grenade can never scatter back into the inside of a vehicle or into the thrower's hex.
17/13. Tanks (Clarification). A panzer or Sherman can fire its cannon and coaxial machinegun at a target in the same hex. They cannot fire their bow machineguns, however. A jagdpanther cannot fire either of its weapons (cannon or bow machinegun) at a target in the same hex. (Per 17/2, Vehicle Facing, if both attacker and target occupy the same hex, the attacker has his choice of which side to attack.)
Player Aid Screen: Fire Combat Modifiers Chart (Clarification). "Interior: through aperture adjacent to firer or no aperture." The phrase "or no aperture" is superfluous; combat through a wall with no aperture is handled by the procedure in 13/5, Penetration.
Appendix D: Hints and Reminders
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If you need to remember a specific paragraph, write down the paragraph number together with a few descriptive words, such as: Victory Conditions, 666. When you are instructed to look at a paragraph at a certain time, make a note of the paragraph number and situation that must exist before you can look it up. This could save you from an enormous amount of wasted time and frustration later in the Mission, especially in Silver Star, which has some very complex paragraphs.
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When you purchase weapons for your squad, remember that each weapon comes with one round of free ammo. This ammo still takes up one Ammo Box, however. A soldier cannot carry 6 rounds of ammo and one in the weapon. Note also that a pistol and a round of ammo for it each take up an Ammo Box.
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Don't forget to conduct grenade and satchel charge strike PC Checks! Both German and US soldiers (not in a vehicle) have the chance to fall prone, or throw the thing away (see 10.2 in Ambush!).
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Bazookas are a squad's best friend. Not only are they vital for such difficult tasks as blowing up tanks, but they are often extremely helpful when attempting to take out the old machinegun nest hidden in a building. Remember that any stone or wood wall hit by a non-dud bazooka round is automatically destroyed, and any soldiers behind the wall are hit, and take damage as if by semi-automatic rifle fire. Due to the back-blast when it is fired, a bazooka cannot be fired by a soldier occupying a vehicle.
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Move soldiers in a crouched position during Operations. This can mean the difference between life and death for your men.
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Use your commander 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, fail again, and finally succeed before the German has a chance to respond.
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Although there is no right way to attack a bunker or occupied building, crouching next to one of its windows may be the safest (unless the crafty German stands up).
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Once a crew weapon has been set up in a hex, any soldiers in that hex can fire it, without spending an Action to set it up again.
Paragraphs
100. Minefield! Conduct Minefield Procedure. If in Condition 1 and mine explodes, see 235.
101. Place Event marker. Conduct PC Check:
- Success: See 109.
- Failure: No Event.
102. There is a boobytrapped road block in this hex. Conduct Boobytrap Procedure. If boobytrap explodes, it reduces to 1 the number of Actions needed to clear the roadblock. If s0 has not occurred, see 351. If s1 has not occurred, see 681. If s2 has not occurred, see 461.
103. Place Event marker. Conduct PC Check (–1):
- Success: See 579.
- Failure: No Event.
104. Place Event marker. Conduct PC Check:
- Success: See 579.
- Failure: No Event.
105.
- If no sighting has occurred, see 118.
- If any sighting has occurred, no Event. Ignore further references to this paragraph if any sighting has occurred (note this paragraph on your Squad Record Sheet).
106.
- If US vehicle in sight and grenade available, crouch (if within 3 hexes) or stand (within 4-6 hexes) and throw grenade at nearest visible active vehicle. Fall prone if free stance change available.
- If an active American vehicle is in sight and no grenade is available, or target is not in range, crouch and conduct best fire at closest vehicle. Fall prone if free stance change is available.
- If an active American is in sight, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
- If no active American is in sight, move as quickly as possible. Conduct best fire at first active vehicle or soldier to come into sight. Fall prone if target is in sight and free stance change is available at end of Turn.
107. Conduct Activation Check (+1):
- Success: See 461.
- Failure: No Event.
108. Conduct Activation Check:
- Success: See 460.
- Failure: No Event.
109. [s0] This is a German supply room. There is 1 machine pistol with 3 clips, 1 bolt rifle with 3 clips, 3 grenades, and 1 unprepared satchel charge in this hex. The satchel charge can be thrown into barge to destroy it (there is a –1 modification if the satchel charge is thrown from other than the barge's hex).
110. [s1] Activate Germans 16 and 17 in L-3, crouching. Commence Rounds. German advantage. All aware Americans who do not panic receive 2 Turns this Round.
111. [s1] Activate Germans 16 and 17 in L-3, crouching. Commence Rounds. German advantage. Germans 16 and 17 get 2 Turns this Round.
112. Conduct PC Check:
- Success: See 113.
- Failure: If s5 has not occurred, conduct Activation Check. Success: See 220. Failure: No Event. If s5 has occurred, no Event.
113. [s0] There is a roadblock in I-5. Place roadblock marker (from Ambush!). Gain 1 bonus VP when roadblock is cleared. If in Operations, at least 1 soldier must be in the roadblock hex to clear it and two Random Event Checks must be made. If in Rounds, roadblock can be cleared by:
- Throwing satchel charge in the hex.
- Heavy bazooka penetration (roadblock is +2 to hit).
- At least 1 crouching or standing soldier must be in the roadblock hex and 3 Actions (which can be shared) must be spent by soldier(s) in the roadblock hex. Soldiers in the roadblock hex are considered to be in cover for purposes of resolving fire combat.
- Ramming through the roadblock with a truck. The truck attempting to ram through the roadblock must be going fast when it enters the roadblock hex and must have sufficient MPs to exit the roadblock. The driver of the truck must conduct 2 Accident Checks — the first when entering the hex with the roadblock, and the second to exit the hex. If either Accident Check is failed, the truck is automatically disabled in the roadblock hex and all occupants take damage on the Semi-Automatic Rifle row (due to being slammed into the dashboard and windshield by the sudden stop). If 2 trucks become disabled in the roadblock hex, the third truck can enter the adjacent hex and, after a standing or crouching soldier in either hex spends one Action to hook up a towline, the driver of the truck can spend one Action to pull a disabled truck into the adjacent hex (this is to allow the third truck to try to ram through the roadblock without violating the prohibition against more than two vehicles in a hex). The truck attempting to clear the roadblock by ramming through it must enter and exit the roadblock hex in the same Turn for the roadblock to be successfully cleared. The jeep cannot attempt to clear the roadblock by ramming through because the small vehicle lacks sufficient weight to break through the roadblock.
114.
- If an active American vehicle is in sight and a grenade is available, crouch (if range is 3 hexes or less) or stand (if range is 4-6 hexes) and throw grenade at nearest visible active vehicle. Fall prone if free stance change is available.
- If an active American vehicle is in sight and no grenade is available or is not in range, crouch and conduct best fire at nearest vehicle. Fall prone if free stance change is available.
- If active American soldier is in sight, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
- If no active American is in sight, move as quickly as possible.
115.
- If in U-13 and a grenade is available, and an active American vehicle is in the hex below, stand and lean out window and drop grenade on vehicle below. Fall prone if free stance change is available.
- If a grenade is available and an active American vehicle is in an adjacent hex, crouch and throw grenade at vehicle closest to east edge of map. Fall prone if free stance change is available.
- If no grenade is available, crouch and conduct best fire at closest target not in same hex. Fall prone if free stance change is available.
- If no active American is in sight and none is within 3 hexes, remove this German from the map.
- Crouch.
116. One German soldier chosen at random goes berserk! For the remainder of the Mission, or until this German becomes inactive, conduct the following procedures:
- The soldier receives 2 Turns per Round (unless wounded).
- Each Turn, the soldier stands, conducts one snap fire at the closest active target, and then moves toward the closest active target, using up to half his MPA (rounding down). If there is no active target in sight, the berserk German will move toward the nearest active American and conduct snap fire against the first target to come into sight if sufficient MPs remain to do so. The soldier does not fall prone, even if a free stance change is available. If the soldier is wounded, he will stop firing and move only.
- If the soldier's main weapon jams or he runs out of ammo, he will use his secondary weapon, if available. If no weapons are available, the soldier will use his full MPA each Turn toward the nearest active US soldier. The berserk German will not use grenades.
- The berserk German's movement is not controlled by standard paragraph references. Instead, move the soldier directly toward the closest active American, paying normal terrain costs. Roll one die to resolve movement choices. The soldier will not enter prohibited terrain or run through burning buildings, across destroyed bridges, and so forth (he's berserk, not crazy).
- If the berserk German begins a Turn in a hex with one or more active Americans, he will assault to kill the easiest target. If all Americans in the hex become inactive or exit the hex, the berserk German will repeat Step 2, above.
- The berserk German will not panic and is considered to have a +2 WS when attacking or defending in assault combat. Berserk German cannot be given a Turn and does not make a Grenade Strike PC Check.
Place Berserk marker with 116 on it on the berserk German as a reminder. The 116 on the counter is to remind you of this paragraph for reference. This Event can occur only once per Mission. Ignore further references to it after the first German goes berserk.
117.
- If in Operations, no Event.
- If in Rounds, one US soldier (chosen at random, but not a commander) panics and falls prone immediately. Place the soldier's AR marker in the Panic space of the Action Round Track. This soldier will rally only when another US soldier enters his hex and spends one Action. The soldier rallies immediately when the other soldier's Action is spent and can perform Actions that Round if given a Turn by a commander; otherwise, place his AR marker in the Complete space. This Event can occur only once per Mission. Ignore further references to this paragraph after the first US soldier panics in this manner.
118.
- If reading this paragraph for the first time, what are you doing wandering around? You may only be delivering hot meals to the rest of the company, but they want the meals to still be hot when they eat them.
- If reading this paragraph for the second time, get moving before your Sarge becomes your Corporal.
- If reading this paragraph for the third time or more, lose 1 VP for each time you read this paragraph after the second.
119. Place Event marker. Conduct PC Check (–1):
- Success: See 113.
- Failure: If s5 has occurred, no Event; if s5 has not occurred, conduct Activation Check (–1). Success: See 220. Failure: No Event.
120.
- If soldier is moving, see 100.
- If in beached canoe, no Event.
121.
- If vehicle is moving, enter U-2.
- If soldier is moving, enter U-3.
122.
- If vehicle is moving, enter T-2.
- If soldier is moving, enter U-3.
123.
- If vehicle is moving, enter P-3.
- If soldier is moving, enter P-4.
124.
- If vehicle is moving, enter S-3.
- If soldier is moving, enter T-3.
125.
- If vehicle is moving, enter O-4.
- If soldier is moving, enter P-4.
126.
- If vehicle is moving, enter R-3.
- If soldier is moving, enter S-4.
127.
- If vehicle is moving, enter N-3.
- If soldier is moving, enter O-5.
128.
- If vehicle is moving, enter Q-4.
- If soldier is moving, enter R-4.
129.
- If vehicle is moving, enter M-3.
- If soldier is moving, enter N-4.
130.
- If s1 has not occurred, see 469.
- If s0 has not occurred, see 240.
- If s2 has not occurred, see 108.
- No Event.
131.
- If s0 has not occurred, see 351.
- If s1 has not occurred, see 468.
- If s2 has not occurred, see 107.
- No Event.
132.
- If an active American vehicle or soldier is in sight, using the current German Action Number, refer to the indicated paragraph: 0-3: 815; 4: 840; 5-6: 841; 7-9: 770. Target priority is vehicle first, then soldier.
- If no active American is in sight and you are in Condition 1, crouch.
- If no active American is in sight and you are in Condition 2, move as quickly as possible.
- If no active American is in sight and you are in Condition 3, remove this German from the map.
133. Man with the highest PC conducts PC Check:
- Success: See 353, unless die roll is exactly equal to PC, in which case see 359.
- Failure: See 136.
134. Place Event marker. Conduct PC Check (–1):
- Success: See 248.
- Failure: No Event.
135.
- If s2 has not occurred, roll 1 die: On an odd result, see 461; on an even result, see 460.
- If s1 has not occurred, roll 1 die: On an odd result, see 680; on an even result, see 681.
- Place Event marker. No Event.
136. Conduct Activation Check:
- Success: See 249.
- Failure: See 353.
137. Place Event marker. Conduct PC Check:
- Success: See 248, US advantage.
- Failure: Conduct Activation Check. Success: See 248; German advantage. Failure: No Event.
138. Conduct PC Check (+1):
- Success: See 248, US advantage.
- Failure: Conduct Activation Check (+1). Success: See 248; German advantage. Failure: See 248.
139.
- If no active American is in sight, move as quickly as possible. Fall prone if free stance change is available and target is in sight at end of Turn.
- If there is an active American in sight, using the current German Action Number, refer to the indicated paragraph: 0-1: 815; 2: 840; 3-6: 770; 7-9: 841. Target priority is vehicle first, then soldier.
140.
- If the current German Action Number is odd, enter E-16.
- If the current German Action Number is even, enter F-16.
141.
- If vehicle is moving and the current German Action Number is odd, enter K-13.
- If vehicle is moving and the current German Action Number is even, enter L-14.
- If soldier is moving, enter K-13.
142.
- If current German Action Number is odd, enter P-13.
- If current German Action Number is even, enter Q-15.
143.
- If vehicle is moving, enter I-12.
- If soldier is moving and no active German is south of the river, see 692.
- If soldier is moving and there is an active German south of the river, enter I-12.
144.
- If soldier is moving, enter U-12.
- If vehicle is moving and current German Action Number is odd, enter U-12.
- If vehicle is moving and current German Action Number is even, enter W-12.
145.
- If current German Action Number is odd, enter Q-17.
- If current German Action Number is even, enter O-17.
146.
- If soldier is moving, enter V-14.
- If vehicle is moving and current German Action Number is odd, enter W-14.
- If vehicle is moving and current German Action Number is even, enter V-15.
147.
- If current German Action Number is odd, enter I-19.
- Otherwise, enter G-19.
148.
- If current German Action Number is odd, enter S-18.
- If current German Action Number is even, enter R-18.
149.
- If there is an active American in building D-9 or C-9, enter D-9.
- Otherwise, enter D-10.
150. German enters tunnel. Place inverted prone marker on him and enter W-7.
151.
- If vehicle is moving and has active passenger(s) with explosives:
- If any active passenger with explosives has a Turn remaining in this Round, drop off highest numbered passenger with remaining Turns. Passenger dropped off spends 1 Action (move his AR marker down 1 Turn on the Action Round Track) and is placed crouching in the hex on top of the bridge. Remove Special Reaction T from the passenger dropped off. After passenger is dropped off, enter J-14 if this hex is entered from H-15, or enter H-15 if hex entered from J-14.
- If there is no active passenger with explosives with a remaining Turn, driver stops the half track and conducts 1 snap fire at closest target.
- If vehicle is moving and no active passenger has explosives, remove Special Reaction T from driver and put Special Reaction H into effect for driver.
- If soldier with explosives is moving and there are no explosives set, or active German with explosives is on or under the bridge in this hex, put Special Reaction E into effect for this soldier.
- If soldier with explosives is moving and there are explosives set, or an active German with explosives is on or under the bridge in this hex, enter J-14 if this hex is entered from H-15, or enter H-15 if this hex is entered from J-14.
- If soldier without explosives is moving and there is an inactive German with explosives on bridge, ignore Action paragraphs and movement references (make note of this on your Squad Record Sheet) and move to nearest inactive German with explosives. When in that hex, crouch and pick up explosives (1 Action). After explosives are picked up, use normal Condition Action paragraphs and movement references.
- If soldier without explosives is moving and there is an inactive German with explosives within 4 hexes, ignore Action paragraphs and movement references (make note of this on your Squad Record Sheet) and move to nearest inactive German with explosives. When in that hex, crouch and pick up explosives (1 Action). After explosives are picked up, use normal Condition Action paragraphs and movement references.
- If soldier without explosives is moving and no inactive German with explosives is within 4 hexes, conduct 868.
152.
- If there are no explosives set, or there is no German with explosives on or under the bridge, enter I-15.
- Otherwise, driver moves vehicle to H-14; assistant driver conducts 217; passengers with explosives see 224; passengers without explosives see 223; other men in hex but not in vehicle see 834 and enter H-14 if directed to move. Target priority for any man directed to fire is man under bridge (if visible), man on bridge, vehicle, closest target.
153.
- If any bridge hex (I-15, J-14, K-14) has no explosives set in it, and there is an inactive German with explosives on the bridge (any hex), remove Special Reaction T from this German and exit half track standing (1 MP). Ignore movement references and move as quickly as possible to the nearest inactive German with explosives. Crouch and pick up explosives (1 Action). Move to the nearest bridge hex with no explosives in it and put Special Reaction E into effect for this German. After explosives are set and Special Reaction E has been removed from this German, put Special Reaction H back into effect.
- If any bridge hex (as above) does not have explosives set in it and there is an inactive German in the back of the half track with explosives, move to the back of the half track (1 Action), pick up explosives (1 Action), remove Special Reaction T from this German and exit truck standing (1 MP). Ignore movement references and move as quickly as possible to nearest bridge hex with no explosives set in it and no active German on or under the bridge with explosives. Put Special Reaction E into effect. After the explosives are set and Special Reaction E is removed, put Special Reaction H back into effect.
- If neither of the above apply and the half track is still active, return to half track and enter driver's seat if empty or assistant driver's seat. Remove Special Reaction H and put Special Reaction T into effect.
- If neither 1 nor 2 apply and half track is knocked out, remove Special Reaction H and follow normal condition paragraphs.
154.
- If there are no explosives set under bridge or no active Germans with explosives on or under bridge, enter K-14.
- Otherwise, driver moves vehicle to L-14; assistant driver sees 217; passengers with explosives see 224; passengers without explosives see 223; other man in hex but not in vehicle see 834 and enter L-14 if directed to move. If directed to fire, target priority is man under bridge (if visible), man on bridge, vehicle, easiest target.
155.
- If vehicle is moving and has active passenger(s) with explosives:
- If any active passenger with explosives has a Turn remaining in this Round, drop off highest numbered passenger with remaining Turn. Passenger dropped off spends 1 Action (move his AR marker down 1 Turn on the Action Round Track) and is placed crouching in the hex on top of the bridge. Remove Special Reaction T from the passenger dropped off. After 1 passenger is dropped off, enter K-14 if this hex is entered from I-15, or enter I-15 if this hex is entered from K-14.
- If there is no active passenger with a remaining Turn, driver stops half track and conducts 1 snap fire at closest target.
- If vehicle is moving and no active passengers have explosives, remove Special Reaction T from driver and put Special Reaction H into effect for driver.
- If soldier with explosives is moving and there are no explosives set or active German with explosives on or under bridge in this hex, put Special Reaction E into effect for this soldier.
- If soldier with explosives is moving and there are explosives set or an active German with explosives is on or under bridge in this hex, enter K-14 if this hex is entered from I-15, or enter I-15 if this hex is entered from K-14.
- If soldier is moving and has no explosives:
- If there is an inactive German with explosives on the bridge, move to nearest inactive German with explosives and pick up the explosives.
- Follow normal condition Action paragraphs and movement references on Condition Card.
156.
- If vehicle is moving and has active passenger(s) with explosives:
- If any active passenger with explosives has a remaining Turn in this Round, drop off highest numbered passenger with Turns remaining. Passenger dropped off spends 1 Action (move his AR marker down 1 Turn on the Action Round Track) and is placed crouching in the hex on top of the bridge. Remove Special Reaction T from the passenger dropped off. After 1 passenger is dropped off, enter L-13 if this hex is entered from J-14, or enter J-14 if this hex is entered from L-13.
- If there is no active passenger with explosives with a remaining Turn, driver stops half track and conducts 1 snap fire at closest target.
- If vehicle is moving and there are no active passengers with explosives, remove Special Reaction T from driver and put Special Reaction H into effect for driver.
- If soldier with explosives is moving and there are no explosives set or active German with explosives is on or under bridge in this hex, put Special Reaction E into effect for this soldier.
- If soldier with explosives is moving and there are explosives set or an active German with explosives is on or under bridge in this hex, enter L-13 if this hex is entered from J-14, or enter J-14 if this hex is entered from L-13.
- If soldier is moving and has no explosives:
- If there is an inactive German with explosives on bridge, move to nearest inactive German with explosives and pick up the explosives.
- Follow normal condition Action paragraphs and movement references on Condition Card.
157.
- If active passenger in back, driver conducts 802.
- If no active passenger in back, driver conducts 223.
- If active passengers have explosives, see 124.
- If active passengers have no explosives, see 123.
- If man in hex with explosives, but not in vehicle, see 224.
- If man in hex without explosives, but not in vehicle, see 223.
158.
- If active German with explosives is within 2 hexes, give Turn to one farthest away who is eligible to receive Turn.
- If active German without explosives is within 2 hexes, give Turn to one farthest away who is eligible to receive Turn.
- Give Turn to driver if he is eligible.
- See 824.
159.
- If vehicle is moving, enter W-8.
- If soldier is moving, this German exits tunnel. Remove inverted prone marker and enter W-10.
160. [s5] There is a row of barbed wire in hexes R-12, S-12, T-11, U-12. Place barbed wire markers in those hexes. See 731 for details about barbed wire. If s8 has not occurred, roll one die: On a result of 0-6, see 276; on a result of 7-9, see 271.
161. [s5] There is a row of barbed wire in hexes U-16, V-15, W-15, W-14, W-13. Place barbed wire markers in those hexes. See 731 for details about barbed wire. If s8 has not occurred, roll one die: On a result of 0-6, see 167; on a result of 7-9, see 272.
162. [s5] There is a row of barbed wire in hexes N-14, N-13, O-13, P-13. Place barbed wire markers in those hexes. See 731 for details about barbed wire. If s8 has not occurred, roll one die: On a result of 0-6, see 169; on a result of 7-9, see 270.
163. Conduct PC Check:
- Success: See 167.
- Failure: See 272.
164. Soldier notices tank tracks in hexes R-16 and S-16 leading away from the buildings. Or are the tracks leading to the buildings? Ignore further references to 164, 166, or 293 (note this on your Squad Record Sheet).
165. [s5] There is a row of barbed wire in hexes N-15, O-16, P-16, Q-17. Place barbed wire markers in those hexes. See 731 for details about barbed wire. If s8 has not occurred, roll one die: On a result of 0-6, see 626; on a result of 7-9, see 273.
166. Conduct PC Check (+1):
- Success: See 164.
- Failure: No Event.
167. [s8] Activate GE 59 and GE 66 crouching in a fortified building hex in V-13. Place fortified building counter in V-13 with door facing V-14. See 517 for details on fortified buildings. Commence Rounds. All aware Americans who do not panic receive 2 Turns this Round. If s5 has not occurred, see 161. Go to Condition 3.
168.
- If s7 has not occurred, conduct Activation Check:
- Success: See 384.
- Failure: See 386.
- If s5 has not occurred, see 161.
- If s5 and s7 have both occurred, place Event marker. No Event.
169. [s8] Activate GE 59 and GE 66 crouching in a fortified building in O-14. Place fortified building counter in O-14 with door facing hexside P-13/P-14. See 517 for details on fortified building. Commence Rounds. US advantage. All aware Americans who do not panic receive 2 Turns this Round. If s5 has not occurred, see 162. Go to Condition 3.
170. Conduct PC Check:
- Success: See 178.
- Failure: No Event.
171.
- If on road, see 173.
- If on second level, see 638.
172.
- If s4 has not occurred, see 396.
- If there is any active American east of the K column (exclusive), see 176.
- If s5 and s6 have both occurred, see 637.
- If there is at least one unattended mule, see 529.
- If in Operations, no Event.
- Roll one die and refer to the indicated paragraph: 0: 212; 1: 222; 2-3: 400; 4-5: 993; 6-7: 117; 8-9: 500.
173. Place Event marker. Conduct Activation Check:
- Success: See 392.
- Failure: Conduct PC Check. Success: See 393. Failure: No Event.
174. The tunnel has been destroyed by the Germans. Tunnel entrances in hexsides W-6/W-7 and W-9/W-10 are blocked by rubble. The only route is overland. If in Condition 2, put Special Reaction M into effect for GE 72 through GE 77. For Germans in Special Reaction M, priority is mule (when mule is closest and easiest target) and then soldier at same distance. Make note of this on your Squad Record Sheet.
175. The front lines have expanded faster than HQ realized. When all active squad members and mules have exited the north edge between Y-10 and Y-14 (inclusive), see 631. Make note of this on your Squad Record Sheet. Lose 5 VP for any active mule left on the map when all of your squad has exited. Once a man has exited the map, he cannot return. VP loss for an incapacitated man can be avoided by moving him into any non-open hex not in sight of any active German. If GE 72 or GE 73 is active when all Americans have exited the map, gain 1 VP for each German still active and remove the Germans from the map.
176. [s5 and s6] Activate GE 77 in hex determined by rolling one die: On an odd result, activate in Y-1; on an even result, activate in R-19. Activate GE 76 in Y-8. All Germans activate crouching, and GE 76 activates in Special Reaction B. Commence Rounds. Each mortar team member and GE 16 receive 2 Turns this Round. See 524 for details about mortar.
177.
- If on first floor and s3 has occurred, no Event.
- If on first floor and s3 has not occurred, see 170.
- If on second floor, roll one die: On an odd result, no Event; on an even result, see 242.
178. [s3] Your soldier discovers a case of wine and stops to refresh himself. All men in the hex and any who enter this Round lose the rest of their Turns. Man with highest PC currently in hex conducts PC Check:
- Success: All men in hex go prone.
- Failure: All men in hex must remain in current stance.
If in Operations, no effect on squad members.
179. [s8] The barge contains many mules. There is a crew (not represented in any way) which will help unload the mules from the barge into K-8; once the mules are unloaded, the crew will attend to its other duties, and neither the crew nor the barge will have any further part in the Mission. No squad members can board the barge. At least one active squad member must be present in K-8 during each attempt to unload a mule. To unload a mule from the barge into K-8, roll 1 die: On a result of 0-8, the mule is successfully unloaded (place Mule counter, Controlled side up, in K-8); on a result of 9, the mule slips off the gangplank and damage is determined by rolling 1 die: On a result of 0-2, the mule falls into the bay and drowns, taking the supplies it carried to the bottom; on a result of 3-5, the mule falls back into the barge and is incapacitated; on a result of 6-9, the mule falls into K-8 and is incapacitated and unable to carry supplies. If a mule falls into K-8, each active soldier in the hex conducts a PC Check. Those that pass jump clear and are unharmed; those that fail are struck by the falling mule and roll for damage on the Pistol row. You lose 1 VP for each mule that drowns or is incapacitated during unloading. Once you have successfully unloaded 6 mules (you cannot take more than 6 with your squad), head for the front lines, which are reported to be in the vicinity of Y-10 through Y-14. See 527 for information about mules. Remember that no more than 4 mules can occupy a hex at one time.
180. [s9] Soldier notices bridge in O-4 has been weakened by age and neglect. It may not be safe for use.
181. When the first bridge hex has explosive go off, flip the bridge marker in that hex to its destroyed side (marked with 181 to remind you of this paragraph). The hex is then impassable for vehicles and costs 2 MP and Footing Check for a soldier to enter. To conduct a Footing Check, roll 1 die: On a result of 0-7, there is no effect; on a result of 8-9, the soldier slips and falls off the bridge to the ground beneath, suffering damage on the Medium Machinegun row.
- When the first explosives go off, soldiers and vehicles in that hex take damage as follows. Soldiers on top of the bridge roll on the Satchel Charge Outside row and make an immediate Footing Check; soldiers under the bridge in the supports roll on the Satchel Charge Inside row as if non-prone (because they must crouch under the bridge); soldiers beneath the bridge on the ground roll on the Grenade Outside row; vehicles on top of the bridge roll on the Satchel Charge Outside row (if the result is incapacitated or killed, the vehicle is disabled in that hex and all occupants roll on the Grenade Outside row as if prone; if the vehicle is not disabled, an American vehicle is placed in an adjacent hex of your choice, and a German vehicle is placed in an adjacent hex closest to a non-bridge hex — in either case, all vehicle occupants lose one Turn); vehicles under the bridge are undamaged, but all occupants roll on the Grenade Outside row as if non-prone.
- When the second explosive charge goes off in a bridge hex, the bridge collapses. Remove the 3 bridge markers and place rubble markers in the three hexes (I-15, J-14, K-14). All soldiers in the three hexes roll on the Medium Machinegun row; those that are not killed are placed on the rubble marker in the hex they were in, but they lose all their equipment from their Port Boxes; those that are killed are removed from the map, and all their equipment and ammo is lost (buried in the rubble). All vehicles in the three hexes are disabled and removed from the map (also considered buried in the rubble). All vehicle occupants take damage on the Medium Machinegun row and are treated as above. See 260 immediately.
182.
- If there is a 1-side up explosives marker under a bridge with an active American under the bridge in the same hex, see 191.
- If there is a 2-side up explosives marker under the bridge with an active American under the bridge in the same hex, see 204.
- Otherwise, see 194.
183.
- If soldier is moving and current German Action Number is odd, enter S-14.
- Otherwise, enter T-14.
184.
- If any American is north of the O column (inclusive) and east of the 10 row (inclusive), enter O-11.
- Otherwise, enter P-11.
185.
- If vehicle is moving, enter M-14.
- If soldier is moving, enter L-12.
186.
- If vehicle is moving, enter V-12.
- If soldier is moving, enter W-13.
187.
- If vehicle is moving, enter W-10.
- If soldier is moving, enter X-10.
188. Vehicle enters tunnel. Place inverted prone marker on it and enter W-9.
189.
- If soldier is moving, enter X-6.
- If vehicle is moving, enter W-5.
190.
- If vehicle is moving (alone or with soldiers) beneath the bridge, no Event.
- If soldier is moving under or beneath the bridge, no Event.
- If half track is moving (alone or with soldiers) on top of the bridge, roll 1 die: On an odd result, see 200; on an even result, no Event.
- If jeep is moving (alone or with soldiers) on top of the bridge, roll 1 die: On a result of 0-7, no Event; on a result of 8-9, see 200.
- If one or more soldiers (but no vehicle) is moving on top of the bridge, roll 1 die and add 1 to the result for each soldier in the hex after the first soldier: On a result of 0-8, no Event; on a result of 9, see 200.
191. The soldier with the highest PC currently under the bridge in a hex containing an explosives marker with the 1-side up conducts an immediate PC Check:
- Success: See 210.
- Failure: See 201.
192. Vehicle will remain in this hex until otherwise directed. Driver and assistant will move to back and man LMG if there are no other active passengers (1 Action). When directed to drive fast, driver will conduct best fire at closest target. When directed to drive slow, driver will conduct best fire at easiest target. If there are any passengers in back, passenger with highest WS will conduct 815 and passenger with lowest WS will assist. Other passengers will roll 1 die:
- 0-3: 802
- 4-6: 824
- 7-8: 825
- 9: Do nothing.
193.
- If current German Action Number is odd, enter U-8.
- Otherwise, enter S-7.
194. Roll one die and refer to indicated paragraph:
- 0-1: 117
- 2-3: 214
- 4-5: 995
- 6: 996
- 7: 997
- 8: 225
- 9: 212
195.
- If soldier is moving, enter L-9.
- If vehicle is moving, enter M-10.
196.
- If soldier is moving, enter O-8.
- If vehicle is moving, enter O-7.
197.
- If soldier is moving, enter P-4.
- If vehicle is moving, enter Q-5.
198.
- If soldier is moving, enter P-4.
- If vehicle is moving, enter R-4.
199.
- If soldier is moving, enter T-6.
- If vehicle is moving, enter U-6.
200. Bridge collapses. Flip stone bridge marker to destroyed side. All vehicles are disabled in this hex. Vehicle occupants roll on Pistol row. Soldiers in hex but not in vehicle roll on Satchel Charge Outside row. Survivors are placed prone in adjacent hex of your choice and lose any remaining Turns this Round.
201. The explosives in this hex go off. See 181 for effects of the explosion.
202. It takes 2 Actions (which may be shared) to defuse explosives which have been set. Soldier must first climb under the bridge in the supports (1 Action). When the first Action is spent, invert explosives marker to the 1-side up. When the second Action is spent, remove the explosives counter from the map and gain 1 bonus VP. If explosives under bridge V-14 are defused, remove Special Reaction B from GE 26 (if active). Explosives cannot be used by Americans for any purpose. If all Germans are inactive and explosives remain planted under any bridge, stay in Rounds until all explosives that are set are defused or detonated. Make note of this paragraph on your Squad Record Sheet.
203.
- If soldier is moving, enter K-13.
- If vehicle is moving, enter L-12.
204. One explosive (chosen at random, if more than one with 2-side up is in a hex with an active American under a bridge) goes off. See 181 for effects of this explosion. This Event can occur more than once per Mission.
205. If soldier is moving, enter G-16.
- If vehicle is moving, enter G-15.
206. If GE 28 or GE 46 is moving, enter K-9.
- Otherwise, enter J-9.
207. If current German Action Number is odd, enter N-19.
- Otherwise, enter O-18.
208. 1. If panzerfaust is available and active American vehicle is within 3 hexes, crouch and fire panzerfaust at nearest American vehicle. Fall prone if free stance change is available.
-
If there is no panzerfaust available, remove Special Reaction P from this German and reroll German Action Number.
-
Using current German Action Number, refer to the indicated paragraph:
0: 840
1-4: 802
5-7: 825
8-9: 869
209. 1. If panzerfaust is available and active American vehicle is within 3 hexes, crouch and fire panzerfaust at nearest American vehicle. Fall prone if free stance change is available.
-
If there is no panzerfaust available, remove Special Reaction Q from this German and reroll German Action Number.
-
Using current German Action Number, refer to indicated paragraph:
0: 869
1-2: 824
3-4: 825
5-9: 802
210. The soldier successfully defuses the explosives just before they go off. Remove the explosives marker from the map and gain 2 Bonus VP (instead of the usual 1 VP provided in 202). This can occur any number of times during the Mission.
211. If the German half track is active, it blows a tire and can now move only slowly. This can occur only once per Mission.
- If the German half track is not active or has already blown a tire, no Event.
212. One soldier is carrying a defective grenade. If in Operations, an American is automatically carrying the defective grenade. If in Rounds, roll 1 die: On an odd result, a US soldier has the defective grenade; on an even result, a German soldier has it. Determine which soldier’s grenade detonates at random. The soldier carrying the defective grenade conducts a PC Check:
-
Success: He can toss the grenade into any adjacent unoccupied hex, where it explodes harmlessly.
-
Failure: He and everyone else in the hex are hit by the grenade explosion. The soldier carrying the defective grenade is considered indoors, regardless of his location. No other soldier in the hex can conduct a PC Check for the purposes of throwing the grenade clear or changing stance.
This can occur only once per Mission. Ignore further references to this paragraph after the first occurrence (note this on your Squad Record Sheet).
213. If man is visible under bridge, conduct
best fire at closest target under bridge.
- Otherwise, see 815.
214. One German weapon fired in the previous Round (does not apply to ATG) runs out of ammo, If more than one has fired, determine which ran out of ammo at random. If German who ran out of ammo has no other weapon, he will conduct 810, if applicable. This can occur more than once per Mission.
215. If active American is in same hex, assault to kill.
-
If no active target is in same hex and German occupies a building, see 816.
-
If no active target is in same hex and German does not occupy a building, see 868.
216. 1. If half track is immobilized or knocked out, remove Special Reaction T from this German.
-
If there are active passengers with explosives in back of half track, drive slowly.
-
If there are no active passengers in back of half track and there is at least one bridge hex without explosives set or an active German with explosives on or under bridge in same hex, remove Special Reaction T and put Special Reaction H into effect for this German.
-
If there are no active passengers in back of half track and all three bridge hexes have explosives set or active German with explosives on or under bridge in same hex, remove Special Reaction T and put Special Reaction G into effect for this German.
-
If in Condition 3 or 4, driver see 436.
-
Do nothing.
217. 1. If half track is immobilized or knocked out, remove Special Reaction T from this German.
-
If driver is inactive or not in truck, move to driver’s seat (1 Action) and use driver’s Special Reaction T paragraphs.
-
If in activation hex, give Turn to driver if eligible. Give Turn to man at LMG if eligible to receive Turn. If neither driver nor man at LMG is eligible to receive Turn, see 802.
-
If on bridge (I-15, J-14, K-14), give Turn to highest numbered passenger eligible to receive Turn. If no passenger eligible to receive Turn, see 840.
-
If there are no active passengers in the back of the half track and all 3 bridge hexes have explosives set, or an active German with explosives is on or under the bridge, remove Special Reaction T from this German and put Special Reaction G into effect.
-
If in Condition 2 and no other active German is in the vehicle, put Special Reaction H into effect for this German. If in Condition 2 and there are other active Germans in the back of the half track or within 2 hexes, give Turn to the highest numbered German who is eligible to receive a Turn; if no German is eligible to receive a Turn, do nothing.
-
If in Condition 3 or 4, give a Turn to the driver, if he is eligible. If driver is ineligible, give Turn to soldier at LMG. If soldier at LMG is ineligible or there is no soldier at LMG, conduct 801.
218. 1. If half track is immobilized or knocked out, remove Special Reaction T from this German.
-
If this German has explosives available, no explosives are set under bridge in this hex, and no other active German with explosives on or under bridge in this hex, remove Special Reaction T, exit truck standing (1 MP), and put Special Reaction E into effect for this German.
-
If this German has explosives available, no explosives are set in adjacent hex to the rear of half track, and no active German with explosives is on or under bridge in that hex, remove Special Reaction T, exit truck standing (1 MP), and move to the hex to the rear. When in that hex, put Special Reaction E into effect for this German. ‘
-
Using the current German Action Number, refer to the indicated paragraph:
0-2: 801
3-5: 802
6-8: 824
9: 840
219. Crouch and spend 1 Action to use detonator in this hex to destroy bridge in V-14. Remove Special Reaction B from this soldier. Fall prone if free stance change is available. See 598 for effects.
220. [s5] Roll 1 die and reactivate any of the following Germans who were removed from the map in the hexes determined by the die roll:
GE 18: Odd result, E-3; even result, H-7. GE 19 and GE 20: Odd result, H-7; even result, E-3.
GE 48: Odd result, K-3; even result, H-1. GE 49: Odd result, K-9; even result, I-8.
GE 50: Odd result, D-2; even result, D-2. All activate crouching. If any had run out of ammo, they are now resupplied. For each of the above Germans who is reactivated and who has used some or all of his initial supply of grenades, roll 1 die: On a result of 0-4, no further grenades are supplied; on a result of 5-7, one grenade is supplied; on a result of 8-9, two grenades are supplied. Regardless of the result of the resupply roll, no German can reactivate with more grenades than he originally had.
221. One US soldier (chosen at random, but not a commander) goes berserk! For the remainder of the Mission, or until this soldier or all Germans become inactive, conduct the following procedure:
-
The soldier receives 2 Turns per Round (unless wounded).
-
At the start of each Action, the soldier stands, conducts one snap fire at the closest target, and then moves toward the closest active German soldier, using up to half his MPA (rounded down). The soldier does not fall prone after movement. If the soldier is wounded, he will stop firing and move only.
-
If the soldier’s main weapon jams or runs out of ammo, he will use his secondary weapon, If no weapons are available, the soldier will use his full MPA each Turn. The berserk US soldier will not use grenades.
-
The soldier must move directly toward the closest active German soldier, paying normal terrain costs, and rolling one die to resolve movement choices. The soldier will not enter prohibited terrain, but will move as quickly as possible around the obstacles.
-
If the soldier enters a hex or begins a Turn in a hex containing active German soldiers, he will assault to kill. If all Germans exit the hex or become inactive, the berserk soldier will again move toward the nearest active German soldier.
-
The soldier is immune to panic, and is considered to have a +2 WS when attacking or defending in assault combat.
-
A US soldier can stop the berserk soldier by successfully tackling him. If any US soldier begins a Turn in the berserk soldier’s hex, or enters the hex during movement, roll one die: 0-7, the tackle is successful; 8-9, the
tackle fails. If the tackle is successful, roll one die again: 0-2, no effect and the soldier is still berserk; 3-9, the soldier is restrained and comes to his senses. Place both soldiers prone in the hex. A berserk US soldier will not attack other US soldiers, even if they try to restrain him.
Place berserk marker with 221 on it (to remind you of this paragraph) on the berserk American. This Event can occur only once per Mission. Ignore further references to this paragraph once the first American has gone berserk.
222. One soldier (determined at random) is carrying a defective weapon. Due to age and abuse, the wooden stock on the weapon has deteriorated and broken off (this will affect only a soldier carrying a bolt rifle, bolt rifle with scope, carbine, semi-automatic rifle, BAR, SMG, or LMG). If no Germans are active, an American is automatically affected; if there is at least one German carrying a weapon in the group named above who is currently active, roll 1 die: On an odd result, an American is carrying the defective weapon; on an even result, a German has it. Place a broken stock marker on the affected soldier. The broken stock marker has 222 on it to remind you of this paragraph. The soldier with the defective weapon must now pay an additional —1 modifier on the To Hit determination of any fire combat conducted with the defective weapon. This Event can occur only once per Mission. Ignore further references to this paragraph after the first soldier suffers a broken stock.
223. If there is at least one bridge hex with no explosives set and no active German with explosives in the hex and there is an inactive German with explosives on the bridge or in rear of half track:
-
Ignore normal Action paragraphs and movement references (make note of this on your Squad Record Sheet).
-
Remove Special Reaction T, exit half track standing (1 MP), move to nearest inactive German on bridge with explosives; crouch and pick up explosives (1 Action); move to nearest bridge hex with no explosives set and no active German on or under the bridge with explosives, and put Special Reaction E into effect.
-
If there is no inactive German with explosives on the bridge and there is an inactive German with explosives in the rear of the half track, remove Special Reaction T, climb into rear (1 Action), pick up explosives (1 Action), exit half track standing (1 MP), and move to nearest bridge hex with no explosives set and no active German with explosives in the hex. When there, put Special Reaction E into effect for this German.
-
When Special Reaction E is removed from this German, return to this hex. If half track is still active, climb into half track (1 MP) and put Special Reaction T back into effect.
- Otherwise, roll one die: On an odd result, see 802; on an even result, see 824.
224. 1. If any bridge hex (I-15, J-14, K-14) does not have explosives set or active German with explosives on or under bridge in hex, remove Special Reaction T from this German. Ignore Action paragraphs and movement references, exit half track standing (1 MP), and move as quickly as possible to nearest hex without explosives set or active German with explosives on or under bridge in same hex. When there, put Special Reaction E into
effect for this German. 2. See 802.
225. If any bridge hex has explosives set in it, one (chosen at random, if necessary) explodes. See 181 for effects of explosion. This can occur only once per Mission. Ignore any further references to this paragraph after the first explosion occurs in this manner.
- Otherwise, no Event.
226. If soldier is moving, see 371.
- If vehicle is moving, see 379.
227. If bridge is destroyed, see 290.
- Otherwise, no Event.
228. If bridge is intact, see 190.
- If bridge is destroyed, see 290.
229. If any American vehicle is active, one (chosen at random, if necessary) blows a tire and can only be driven slowly. This can occur only once per Mission. Ignore any further reference to this paragraph after the first US vehicle blows a tire in this manner.
- Otherwise, no Event.
230. If in canoe, no Event.
- If soldier in water, soldier with highest PC conduct a PC Check. Success: See 340. Failure: See 450.
231. Place Event marker.
- If on surface, conduct PC Check (—2):
-
Success: See 561.
-
Failure: Conduct Activation Check (—2). Success: See 562. Failure: No Event.
- If underwater, conduct Activation Check (—2):
-
Success: See 562.
-
Failuree Conduct PC Check (—2). Success: See 561. Failure: No Event.
232. If any sighting other than s9 has occurred:
-
If s6 has not occurred, see 323.
-
If s7 has not occurred, see 338.
-
If both s6 and s7 have occurred, see 342.
- Otherwise, no Event.
233. This German conducts a PC Check:
- Success: Surface if underwater and:
-
Swim toward nearest American diver in LOS.
-
If no American diver is in LOS, swim toward F-4.
-
If in F-4, do nothing.
- Failure: 1. Stay in current stance and swim toward F-4.
- If in F-4, do nothing.
234. 1. If on surface, conduct PC Check:
-
Success: See 561.
-
Failure: Conduct Activation Check. Success: See 562. Failure: No Event.
- If underwater, conduct PC Check (—1):
-
Success: See 561.
-
Failure: Conduct Activation Check (—1). Success: See 563. Failure: No Event.
235. [s3] German reinforcements arrive. Active GE 10 through GE 15 in a truck in hex determined by rolling 1 die: On an odd result, truck enters in Y-4; on an even result, truck enters in Y-10. GE 10 through GE 15 activate in Special Reaction T. Commence Rounds, German advantage. GE 10 receives 2 Turns this Round.
236. Place Event marker.
- If on surface, conduct PC Check (—1):
-
Success: See 561.
-
Failure: Conduct Activation Check (—1). Success: See 562. Failure: No Event.
- If underwater, conduct Activation Check
(-—1):
- Success: See 562.
- Failure: No Event.
237. Barge counters are marked with 237 to remind you of this paragraph. Barges are considered large vehicles in the open for fire combat purposes. A soldier on a barge is considered to be in cover. Barges do not block LOS. It costs 2 MP to climb onto a barge from an adjacent land hex, and it costs 1 Action to climb onto a barge from an allwater hex. Each barge is worth 3 VP if destroyed. A barge can be destroyed by:
-
M or H penetration from a bazooka, killing any soldiers on the barge.
-
Exploding a timed explosive affixed to the barge (barges are the only target timed explosives can be used to destroy). Soldier must be in same hex as the barge to affix a timed explosive to the barge, but soldier can be underwater or on the surface to do so. It costs 1 Action to affix the timed explosive to the barge and set the fuse. Use a tick, tick marker as explained in the Mission briefing to remind you that the timed explosive is set. Check for dud as for satchel charge. When the timed explosive goes off, all soldiers on the barge are killed; all soldiers in the water in the barge’s hex take damage on the Satchel Charge Outside row, without first making a Grenade Strike PC Check; soldiers on the surface are considered non-prone and soldiers underwater are considered prone; and the barge is destroyed (remove barge from the map).
-
Exploding a satchel charge on the barge will destroy the barge. There is a —1 modifier if the satchel charge is thrown from other than the barge’s hex. Damage is assessed as in Part 2, above.
-
Exploding a grenade on a barge will destroy the barge if the initial roll on the Grenade Inside row is incapacitated or killed (in which case damage is assumed as in Part 2, above). If the initial roll is panic or wounded, the barge is unharmed, but all soldiers on the barge take damage on the Grenade Inside row. Soldiers on a barge do make a Grenade Strike PC Check prior to any damage occurring. There is a —1 modifier if the grenade is thrown from other than the barge’s hex. If the initial hit roll causes the grenade to miss the barge, but the roll on the Grenade Scatter Diagram causes the grenade to hit the barge, roll 1 die: On an odd result, the grenade hits the barge; on an even result, the grenade lands in the water in the barge’s hex.
Divers can now climb onto the barge, but still cannot enter a land hex. Make a note of this paragraph on your Squad Record Sheet.
238. If any sighting other than s9 has occurred:
-
If s7 has not occurred, see 338.
-
If s6 has not occurred, see 323.
-
If s6 and s7 have both occurred, see 349.
- Otherwise, no Event.
239. If in vehicle, remove Special Reaction T, exit vehicle (1 MP) standing end enter C-3.
- Otherwise, enter C-3.
240. Conduct PC Check:
- Success: See 351.
- Failure: No Event.
241. 1. If in U-13 and grenade is available,
and an active American vehicle is in the hex below, stand and lean out window and drop
grenade on vehicle. Fall prone if free stance change is available.
-
If grenade is available and an active American vehicle is in an adjacent hex, crouch and throw grenade at vehicle nearest west edge of map. Fall prone if free stance change is available.
-
If no grenade is available, crouch and conduct best fire at closest (not in same hex) target (vehicle first, then soldier). Fall prone if free stance change is available.
-
If no target is in sight and no active American is within 3 hexes, put Special Reaction M into effect for this soldier.
-
Crouch.
242. Boobytrap! Conduct Boobytrap Procedure.
243. If on second floor of T-12, descend to first floor of T-12.
-
If on first floor of T-12 and an American is in sight, enter S-13.
-
Otherwise, enter T-13.
244. If an active American is within 3 hexes, enter J-15.
- Otherwise, enter J-14.
245. There is an entrance to a road tunnel through the mountains in this hex. The tunnel extends from W-7 to W-9. Pay normal road movement costs when moving in the tunnel. Place an inverted prone marker on the man or vehicles moving in the tunnel. For LOS purposes, consider tunnel entrance hexsides W-6/W-7 and W-9/W-10 to be doors. Due to darkness in the tunnel, a soldier in W-6 or W-10 can see only one hex into the tunnel. There is no restriction looking out of the tunnel from W-7 or W-9. If a vehicle is moving fast in the tunnel and has to make an Accident Check as a result, or has to make an Accident Check as a result of combat, see 465. Make note of these paragraphs on your Squad Record Sheet. Conduct normal paragraph checks when moving in the tunnel. Paragraphs preceded by a T (for example, T 358) are for movement in the tunnel. Paragraphs without the T are for movement on top of the tunnel.
246. If an American is in sight, enter N-15.
- Otherwise, enter M-15.
247. If an American is in sight, enter P-13.
- Otherwise, enter P-14.
248. [s4] Machinegun nest! Activate Germans 19 and 20, crouching. Roll 1 die: On an odd result, activate in P-15; on an even result, activate in O-14. Commence Rounds.
249. [s3] Activate German 18 in U-13, second story, standing. Commence Rounds. German advantage. The floor of the second story is considered a wooden wall for combat purposes. If the floor is hit by bazooka fire from below, all soldiers in the hex below roll for damage as if behind a wall hit by bazooka fire (roll on the Semi-Automatic Rifle row, as indicated in the Ambush! rules).
250. Until otherwise directed, this German vehicle will ignore those parts of its Action paragraphs directing it to move. When instructed to fire its cannon, the target priority will be as follows:
-
Active US vehicle.
-
Active US anti-tank gun.
-
Active US soldier in building, if visible.
-
If none of the 3 preceding targets is available, German vehicle will fire its cannon at the nearest building, using a +4 modifier for fire at a wall. Place a destroyed wall hexside marker when the first wall hexside is destroyed. When the second wall hexside is
destroyed, remove the destroyed wall hexside marker and replace it with a rubble marker, as in the Ambush! rules. Lose 1 VP for each building hex so destroyed. For this Mission only, 2 hits on a building hex will destroy that building hex, even if the German vehicle can see only one hexside. If s7 has not occurred, see 473. Make note of this paragraph on your Squad Record Sheet. If Conditions change, the German vehicle must conduct Paragraph Checks for movement.
251. If German vehicle is moving, enter K-10.
- If German soldier is moving and current German Action Number is odd, enter L-10.
- If German soldier is moving and current German Action Number is even, enter J-10.
252. If German vehicle is moving, see 250.
- If German soldier is moving, enter P-7.
253. An ATG counter has two sides printed loaded and unloaded to help you keep track of its status. When an ATG is fired, turn the counter to its unloaded side; when a crew member spends an Action to load the ATG, flip the counter to its loaded side. An ATG cannot be loaded and fired in the same Turn; no soldiers other than the original crew can load or fire the ATG. Americans cannot use a German ATG for any purpose. This paragraph number appears on both sides of the ATG counter in case you want to refer back to this paragraph during play.
Firing the ATG. The firing soldier’s WS does apply. An ATG can fire only through its covered arc. If the crew is directed to fire the ATG and the only target is outside the covered arc, the crew will spend 2 Actions (1 Action per crew member and both crew members must have Turns remaining in the Round to spend the Actions; if one crew member has 2 Turns and the other crew member has 1, move each of their IN markers down one Turn) to change the covered arc to that the new covered arc is centered on the target. If only one crew member is active, the covered arc cannot be changed. If any crew members have Turns remaining, the ATG can be fired in the same Turn that the covered arc is changed, using a —2 modifier for snap fire. It costs 1 Action to fire an ATG and 1 Action to load it. An ATG cannot fire and load, or load and fire, in the same Turn. It costs 1 Action to load an ATG and 1 Action to fire it.
Fire Combat versus ATG
-
Explosive Weapon (tank main gun, bazooka, etc.). If an ATG is hit, roll for penetration on the row of the attacking weapon. If light penetration, each crew member takes damage on the Pistol row. If medium penetration, each crew member takes damage on the Semi-Automatic Rifle row. If heavy penetration, the ATG is destroyed and each crew member takes damage on the Medium Machinegun row.
-
Non-Automatic Weapon. If fire is through covered are and ATG is hit, roll for penetration and apply results as in 1, above. If fire is from outside covered arc, crew members are considered crouching in cover, unless terrain gives better protection. US fire at an ATG and crew from outside the covered arc can be directed at the ATG (in an attempt to destroy it) or at the crew, at your choice. German fire will always be against the crew when fire originates outside the covered arc.
-
Automatic Weapon. If aimed automatic fire is through the covered arc and there is penetration, roll for damage to the first crew
member as in 1, above. Then roll for damage against the second crew member; if the result of the second damage roll is less than the result of the first damage roll, apply the indicated damage to the second crew member. Similarly for the third crew member (if there is one). If aimed automatic weapon fire is targeted against an ATG from outside its covered arc, treat it as automatic weapon fire against a multiple target hex (see Ambush!). If automatic fire is not aimed, treat it as in 2, above.
4, Grenades and Satchel Charges. Crew members make Grenade Strike PC Checks as in the Ambush! rules. An initial damage roll on the Outside row of incapacitated or killed destroys the ATG.
254. If German vehicle is moving, enter O-7.
- If German soldier is moving, enter O-8.
255. If there is an active US soldier (excluding ATG crew) on the map and not in a boat, stay in P-1. Pull soldiers on board. If Crew Points remain after all adjacent soldiers are pulled on board (or if none are currently adjacent), conduct as many aimed fires with HMG as possible.
- If all active US soldiers are on board, exit.
256. If there is an active US soldier or vehicle to the east of this hex, enter F-8.
- Otherwise, enter H-8.
257. If there is an active US boat in sight, do not move.
- Otherwise, enter H-8.
258. If German vehicle is moving and there is an active US boat in sight, do not move.
- Otherwise, enter K-9.
259. If soldier is moving, enter P-5.
- If vehicle is moving, enter N-4.
260. [s3] Now that the bridge is destroyed, you must decide whether it is wiser to go after the Germans responsible or withdraw and report the destruction to headquarters as soon as possible. If you decide to go after the Germans, see 330. If you decide to withdraw, see 994,
261. If there are no explosives set in this hex:
-
And this German is on bridge, climb under bridge (1 Action).
-
And this German is under bridge, set explosives (1 Action) if an entire Action remains this Turn; otherwise, conduct best fire at closest target, if sufficient Movement Points remain.
- If there are explosives set in this hex:
-
And this German is under bridge and active target is in the same hex, assault to kill.
-
And this German is under bridge and active target is visible under bridge but not in same hex, conduct best fire at closest target.
-
And this German is under bridge with no active target under bridge visible, climb onto bridge (1 Action).
-
And this German is on top of bridge, remove Special Reaction E (if in effect) from this German. Put Special Reaction H into effect if GE 40 or GE 41; otherwise, conduct normal Condition Action paragraphs.
When explosives are set, see 202 for information about explosives.
262. If there are no active Americans west of diagonal P-1 to Y-5 (exclusive), exit.
- Otherwise, using current German Action Number, refer to the indicated paragraph: 0-3: 869
4-6; 824
7-8: 825 9: 800
263. German exits tunnel. Remove inverted prone marker and enter W-6.
264. If on top of tunnel, enter X-7.
-
If in tunnel and soldier is moving, enter W-9.
-
If in tunnel and vehicle is moving, enter W-7.
265. 1. If an active American is in the same hex, assault to kill.
-
If an active American is in an adjacent hex and a grenade is available, crouch and toss grenade at hex with most Americans in it (choose 1 at random if all have the same number of Americans). Fall prone if free stance change is available.
-
If active American is in adjacent hex and no grenade is available, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If in Condition 3 or 4 and no active target is in sight, crew member P will conduct 863, and crew member R will conduct 865.
-
If none of the above apply, use the current German Action Number and refer to the Action paragraph indicated:
0-3: Crew member P, 266; member R, 268. 4-6: Crew member P, 267; member R, 266. 7-9: Crew member P, 268; member R, 267.
266. 1. If vehicle is in sight and ATG is loaded (but loading did not occur this Turn), crouch and fire ATG at nearest vehicle.
-
If ATG is not loaded and was not fired in this Turn, crouch and load ATG.
-
Crouch.
267. 1. If ATG is not loaded and was not fired this Turn, crouch and load ATG.
-
If vehicle is in sight and ATG is loaded (but loading did not occur this Turn), crouch and fire ATG at easiest vehicle.
-
Do nothing.
268. 1. If ATG is not loaded and was not fired this Turn, crouch and load ATG.
-
If vehicle is in sight and ATG is loaded (but loading did not occur this Turn), crouch and fire ATG at vehicle closest to 3-hex bridge.
-
Fall prone.
269. Mission ends in Condition 2 when no active Germans and no planted explosives are on the map; if there are still planted explosives on the map when all the Germans have become inactive, stay in Rounds until the planted explosives have been defused or have detonated. There is no VP loss for incapacitated men. You need 21 VPs to win.
270. [s8] Activate GE 59 and GE 66 crouching in a fortified building in hex O-14. Place fortified building counter in O-14 with door facing hexside P-13/P-14. See 517 for details on fortified buildings. Commence Rounds. German advantage. GE 59 receives 2 Turns this Round. If s5 has not occurred, see 162. Go to Condition 3.
271. [s8] Activate GE 59 and GE 66 crouching in a fortified building in hex T-12. Place fortified building in T-12, door facing S-13. See 517 for details. Commence Rounds. German advantage. GE 59 receives 2 Turns this Round. If s5 has not occurred, see 160. Go to Condition 3.
272. [s8] Activate GE 59 and GE 66 crouching in a fortified building in hex V-13. Place fortified building counter in V-13 with door facing V-14. See 517 for details about
fortified buildings. Commence Rounds. German advantage. GE 59 receives 2 Turns this Round. If s5 has not occurred, see 161. Go to Condition 3.
273. [s8] Activate GE 59 and GE 66 crouching in a fortified building in hex P-15. Place fortified building in P-15, door facing
Q-16. See 517 for details. Commence Rounds.
German advantage. GE 59 receives 2 Turns this Round. If s5 has not occurred, see 162. Go to Condition 3.
274. Roll one die: On an odd result, see 160; on an even result, see 162.
275. Soldier steps on tripwire and sets off a flare in the hex. Place starshell marker in the hex. The flare illuminates the hex and the six hexes surrounding it. Any soldier illuminated can be seen by any other soldier who can trace a LOS to his hex regardless of how far away. If any soldier is illuminated, each illuminated soldier must make a PC Check:
-
Success: Soldier falls prone.
-
Failure: Soldier must remain in his current stance.
If s8 has not occurred, see 272. Remove starshell marker (flare burns out) at end of current Round (at end of first Round, if currently in Operations).
276. [s8] Activate GE 59 and GE 66 crouching in a fortified building in hex T-12. Place fortified building counter in T-12 with door facing S-13. See 517 for details about fortified buildings. Commence Rounds. US advantage. All aware Americans who do not panic receive 2 Turns this Round. If s5 has not occurred, see 160. Go to Condition 3.
277. Soldier steps on tripwire and sets off a flare in the hex. Place starshell marker in the hex. The flare illuminates the hex and the six hexes surrounding it. Any man illuminated can be seen by any other soldier who can trace a LOS to his hex regardless of how far away. If any man is illuminated, each illuminated soldier must make a PC Check:
-
Success: Soldier falls prone.
-
Failure: Soldier must remain in his current stance.
If s8 has not occurred, see 273. Remove starshell marker (flare burns out) at end of current Round (at end of first Round if currently in Operations).
278. Go to Condition 2.
279. Soldier steps on tripwire and sets off a flare in the hex. Place starshell marker in the hex. The flare illuminates the hex and the six hexes surrounding it. Any man illuminated can be seen by any other soldier who can trace a LOS to his hex regardless of how far away. If any man is illuminated, each illuminated soldier must make a PC Check:
-
Success: Soldier falls prone.
-
Failure: Soldier must remain in his current stance.
If s8 has not occurred, see 270. Remove starshell marker (flare burns out) at end of current Round (at end of first Round if currently in Operations).
280. Place Event marker. Conduct Activation Check:
-
Success: See 401.
-
Failure: No Event.
281. Place Event marker. Conduct PC Check:
-
Success: See 402.
-
Failure: Conduct Activation Check. Success:
See 401. Failure: No Event.
282. Place Event marker. Conduct Activation
Check:
- Success: See 403.
- Failure: No Event.
283. Place Event marker. Conduct Activation Check:
-
Success: See 403.
-
Failure: Conduct PC Check. Success: See 404. Failure: No Event. :
284. Place Event marker. Conduct Activation Check:
-
Success: See 409.
-
Failure: No Event.
285. Place Event marker. Conduct PC Check:
-
Success: See 408.
-
Failure: Conduct Activation Check. Success: See 409. Failure: No Event.
286. Place Event marker. Conduct Activation Check:
-
Success: See 405.
-
Failure: No Event.
287. Place Event marker. Conduct PC Check:
-
Success: See 406.
-
Failure: Conduct Activation Check. Success: See 405. Failure: No Event.
288. Place Event marker. Conduct Activation Check (+1):
-
Success: See 405.
-
Failure: Conduct PC Check. Success: See 406. Failure: No Event.
289. If there is an active American in sight, roll one die: On an odd result, see 824; on an even result, see 825.
- If there is no active American in sight, see 397.
290. This hex is impassable for vehicles and costs 2 MP for soldiers to enter.
291. Place Event marker.
-
If sS has not occurred, see 617.
-
If s5 has occurred and you are in Operations, conduct Event Check.
-
If s5 has occurred and you are in Rounds, no Event.
292. Place Event marker.
-
If s5 has not occurred, see 723.
-
If s5 has occurred and you are in Operations, conduct Event Check.
-
If s5 has occurred and you are in Rounds, no Event.
293. Conduct PC Check:
- Success: See 164.
- Failure: No Event.
294. If there is a fortified building in P-15, see 242.
-
If there is not a fortified building in P-15, and s4 has not occurred, conduct PC Check (+1). Success: See 732. Failure: Conduct Activation Check. Success: See 733. Failure: No Event.
-
If there is no fortified building in P-15 and s4 has occurred, place Event marker. No Event.
295. Conduct PC Check (+2):
- Success: See 297.
- Failure: No Event.
296. Conduct PC Check (+1):
- Success: See 411.
- Failure: See 410.
297. Soldier notices tank tracks in Q-14 leading away from the building. Or do they lead to the building? Ignore further references to 295, 297, and 734 (note this on your Squad Record Sheet).
298. Conduct PC Check:
-
Success: See 736.
-
Failure: Conduct Activation Check. Success: See 737. Failure: No Event.
299. If in fortified building, no Event.
-
If s4 has not occurred, see 732.
-
If not in fortified building and s4 has occurred, see 242.
300. As long as the tank is in a building, the tank can only fire along the row of hexes it is facing. When the tank is in the hex with the destroyed wall hexside, the destroyed wall hexside is considered open for LOS and fire combat purposes. If a tank is in a building and the building collapses while the tank is open, each exposed crew member rolls on the Pistol row and any result other than panic reduces the crew by 1. If the tank is closed and the building collapses on it, make an Accident Check; if an accident results, a —2 modifier is applied to the roll on the Accident Table. If a tank is directed to enter a barbed wire hex, it costs 2 MP to enter the hex plus an Accident Check. If the Accident Check is passed, remove the barbed wire counter from the hex; if the Accident Check fails, the tank is immobilized in the hex and the barbed wire remains. Make note of this paragraph on your Squad Record Sheet.
301. If there is a fortified building in P-15, place Event marker. No Event.
-
If there is no fortified building in P-15 and s4 has not occurred, conduct PC Check. Success: See 732. Failure: See 733.
-
If there is no fortified building in P-15 and s4 has occurred, place Event marker. No Event.
302. If there is a fortified building in P-15 or O-14, enter Q-15.
- If there is a fortified building in T-12 or V-13, enter S-15.
303. If there is a fortified building in P-15, enter N-16.
- Otherwise, enter M-15.
304. If there is a fortified building in P-15 or O-14, enter Q-15.
- Otherwise, enter R-14.
305. If there is a fortified building in V-13, enter X-12.
- Otherwise, enter V-11.
306. If there are more Americans south of the 6 row (inclusive) than there are west of the U column (inclusive), enter W-6.
- Otherwise, enter V-7.
307. If vehicle is moving, enter W-9.
-
If soldier is moving and there is no active American in sight, remove this German from the map.
-
If soldier is moving and there is an active American in sight, conduct 802.
Note that this paragraph applies to German soldier in tunnel or on top of tunnel.
308. If soldier is moving, soldier enters tunnel. Put inverted prone marker on him. If there is a German in W-6, enter W-7; if in W-10, enter W-9.
-
If vehicle in W-10 is moving, vehicle enters W-l1l.
-
If vehicle in W-6 is moving, vehicle enters tunnel. Place inverted prone marker on it and vehicle enters W-7.
309. If there are more active Americans north of the 10 row (inclusive) than there are west of the U column (inclusive), enter W-10.
- Otherwise, enter U-9.
310. Conduct Activation Check:
- Success: See 410.
- Failure: See 411.
311. Conduct PC Check (+1):
- Success: See 411.
- Failure: See 410.
312. If there are more Americans south of the 6 row (inclusive) than there are west of the V column (inclusive), enter Y-7.
- Otherwise, enter W-6.
313. If there is an active American within 2 hexes, enter Y-9.
- Otherwise, enter W-10.
314. 1. If GE 39 or GE 69 has been removed from the map, conduct PC Check:
-
Success: See 443.
-
Failure: See 444.
-
If GE 39 and GE 69 are both inactive, place Event marker. No Event.
-
If neither GE 39 nor GE 69 has been removed from the map, no Event.
315. If there are 2 or more active Americans within 3 hexes of W-8, enter Q-3.
- Otherwise, enter P-3.
316. [s6] Activate GE 68 in hex determined by rolling one die:
0-2: F-19, facing F-18.
3-5: R-19, facing R-18.
6-9: O-1, facing O-2.
Commence Rounds. GE 68 receives 2 Turns this Round.
317. If soldier is moving, enter W-8.
- If vehicle is moving, vehicle exits tunnel. Remove inverted prone marker and enter W-10.
318. 1. Mist continues to burn off. LOS is now 10 hexes (exclusive). If this Event causes LOS between German patrol marker and active American, roll 1 die: On an odd result, see 492; on an even result, see 620.
-
If s2 has not occurred, see 441.
-
If s9 has not occurred, see 413.
-
Roll 1 die and refer to the indicated paragraph:
0: 995
1: 996
2: 997
= a i
4-6: 698
7: 116
8: 993
9: 370
319. There is a trap door in this hex with a ladder leading down into the tunnel. It takes 2 MP to climb down the ladder. Make note of this paragraph on your Squad Record Sheet.
320. There is a telephone in this room. RRRRinnnggg. RRRinnnggg. It rings and the Sarge answers. Headquarters tells Sarge to get the rest of the squad and go to K-8 and unload supply mules from the barge in K-7. Once the mules are unloaded, the squad is to escort the mules to the front lines. Sarge is to return directly to the rest of the squad via the road. Mules can be unloaded from the barge only into K-8.
321. If s8 has occurred, no Event.
- If s8 has not occurred, see 636.
322. If this German has moved this Turn and has at least half his MPA left (rounded down), crouch and roll one die: On an odd result, conduct 1 snap fire at closest target; on an even result, conduct 1 snap fire at easiest target.
- If this German has moved this Turn and
does not have at least half his MPA left (rounded down), crouch if free stance change is available or sufficient Movement Points available.
- If this German has not moved this Turn, exit. You lose 1 VP for each German who exits, and 2 VP for each mule he takes out.
323. [s6] Activate German 70 on surface in F-7. Commence Rounds.
324. [s1] Activate GE 74 and GE 75 crouching in L-8. Commence Rounds. German advantage.
328. [s9] Activate US 07 in hex determined by rolling one die: On an odd result, US 07 activates in B-19; on an even result, US 07 activates in A-8. Facing is your choice. US 07 is not under your control. Actions are determined by current German Action Number and Action Paragraphs on the card; when directed to move, use movement references on Condition cards. Commence Rounds. US 07 receives 2 Turns this Round. Next Round, instead of RE Check, see 316. Make note of this. You need 17 VP to win. The Mission ends in Condition 3 after s7 and s8 have occurred and there are no active Germans on the map. VP loss for incapacitated men can be avoided by moving them into a building or tunnel hex.
329. You need 14 VP to win. The Mission ends in Condition 3 after s7 and s8 have occurred and there are no active Germans on the map. VP loss for incapacitated men can be avoided by moving them into a building or tunnel hex.
330. Go to Condition 4. Mission ends in Condition 4 when there are no active Germans on the map. You need 21 VP to win (ignore victory conditions in 269). There is no VP loss for incapacitated men if all Germans are inactive or have exited the map when the Mission ends.
331. 1. If soldier is moving, conduct PC Check:
-
Success: See 180.
-
Failure: No Event.
- If vehicle is moving, driver conduct PC Check:
-
Success: See 180.
-
Failure: If there is an assistant driver, assistant driver conducts PC Check (—1). Success: See 180. Failure: No Event. If there is no assistant driver, no Event.
332. Activate GE 52, crouching in M-9, and GE 53, crouching in I-9, Both activate in Special Reaction A. Commence Rounds, US advantage.
333. Remove Special Reaction M from this German. If an active target is visible, conduct paragraph for current German Action Number as listed in Special Reaction D column (but do not put Special Reaction D into effect for this German). If no target is visible, crouch.
334. Minefield! Conduct Minefield Procedure.
-
If you pass the minefield PC Check and no mines detonate: If sl] has not occurred, see 681; if s6 has not occurred, see 651; if both sl and s6 have occurred, no Event.
-
If you fail the minefield PC Check and soldier suffers mine attack but is still active: If sl has not occurred, see 680; if s6 has not occurred, see 790; if both sl] and s6 have occurred, no Event.
-
If you fail the minefield PC Check and soldier is inactive as a result of the mine attack, no further Event.
335. If vehicle is moving and this nex has been entered directly from F-4, see 641. If s2 has not occurred, see 130.
-
If s2 has not occurred, see 130,
-
Otherwise, no Event.
336. If vehicle is moving and this hex has been entered directly from G-4, see 641.
- Otherwise, no Event.
337. Conduct best fire with HMG at easiest target. Load squad members. Drive boat fast, stopping when within 2 hexes of active squad member (excluding naval gun team).
338. [S7] Activate German 71 on surface in L-4, Commence Rounds.
339. When wounded, this German will drop his personal weapon and keep the explosives. After he sets his explosives, he will conduct 810. Make note of this paragraph on your Squad Record Sheet.
340. There is an underwater boobytrap in this hex. You can either return to the hex from which you entered, or remain in this hex and conduct the Boobytrap Procedure. If you choose to stay in this hex and conduct the Boobytrap Procedure, the man who conducted the initial PC Check is considered prone if the boobytrap explodes. If more than 1 man entered this hex at the same time, men who did not conduct PC Checks do so now.
-
If man who passed initial PC Check moved back to hex entered from and other man (or men) have Success in their Checks, they can return to the entry hex or conduct the Boobytrap Procedure and be considered prone if it explodes. If they fail, they must conduct the Boobytrap Procedure and are considered non-prone if it explodes.
-
If man who passed the initial PC Check is conducting the Boobytrap Procedure, others who pass their PC Check are considered prone, and those who fail are considered non-prone.
If the boobytrap explodes, see 560.
341. [s1] Activate GE 60 in C-7. Activate GE 54 crouching in C-9 in Special Reaction A. Commence Rounds. German advantage. If s4 has not occurred, see 541.
342. If sl or s2 or both have occurred:
-
If s8 has not occurred, see 419.
-
If s9 has not occurred, see 430.
-
If s3 has not occurred, see 235.
-
If LOS is 3 hexes, see 640.
-
If both s4 and s5 have occurred and there are 2 or fewer barges still active, see 789.
-
If none of the above apply, no Event.
- If neither s1 nor s2 has occurred, no Event.
343. 1. If grenade is available and an active American diver is within 3 hexes, crouch and throw grenade at nearest diver, using —3 modifier if diver is not visible. Fall prone if free stance change is available.
-
If no grenade is available or no diver is within 3 hexes, crouch and conduct best fire at nearest visible target (diver first, then any other active American). Fall prone if free stance change is available.
-
Crouch.
344. 1. If an American diver is visible, crouch and conduct best fire at nearest diver. Fall prone if free stance change is available.
- If grenade is available and an active American diver is within 3 hexes but not visible, crouch and throw grenade at nearest diver, using modifier for target not in sight. Fall prone if free stance change is available.
- Crouch and conduct best fire at easiest
target. Fall prone if free stance change is available. 4. Crouch.
345. 1. If grenade is available and target is visible, crouch (if target at range of 3 hexes or less) or stand (if target at range of 4 to 6 hexes) and throw grenade at nearest target. Fall prone if free stance change is available. 2. Crouch and conduct as many snap fires as possible, beginning with the closest and then the easiest target. Fall prone if free stance change is available.
- Crouch.
346. One diver (including German divers, if any are active) runs out of air. He can still swim underwater, but must end each Round on the surface. Remove underwater-surface marker from diver so affected and treat him as a swimmer. This may occur only once per Mission. If this paragraph comes up again, reroll the dice for a new Random Event.
347. 1. If grenade is available and target is within 3 hexes, crouch and throw grenade at nearest target, paying —3 modifier if target is not in sight. Fall prone if free stance change is available.
-
Crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
Crouch.
348. 1. If an active American is in the same hex, assault to kill.
-
If an incapacitated American diver is in the same hex and an active American is in an adjacent hex, spend 1 Action to strip incapacitated American of his equipment (diving gear and weapons, including timed explosives and grenades) and drop the equipment to the bottom. Mark off this equipment on your Squad Record Sheet, because it is no longer available to you.
-
If an active American is in an adjacent hex, charge assault to kill.
349. If either sl or s2 or both has occurred: 41. If s9 has not occurred, see 430.
-
If s8 has not occurred, see 419.
-
If s3 has not occurred, see 235.
-
If LOS is 3 hexes, see 640.
-
If both s4 and s5 have occurred, and there are 2 or fewer barges still active, see 789.
-
If none of the above applies, no Event.
- If neither sl nor s2 has occurred, no Event.
350. Conduct PC Check (+2):
-
Success: See 351.
-
Failure: If sl has occurred, no Event. If s1 has not occurred, conduct Activation Check (+1). Success: See 680. Failure: No Event.
351. [sO] There is a roadblock in K-6. Place roadblock marker. Gain 1 Bonus VP when roadblock cleared. If in Operations, at least 1 soldier must be in the roadblock hex and 2 RE Checks must be made. If in Rounds, roadblock can be cleared by:
-
Throwing satchel charge into the hex.
-
Heavy penetration by bazooka (roadblock is +2 to hit).
-
At least one crouching or standing soldier must be in the roadblock hex and 3 Actions (which can be shared) must be spent by soldier(s) in the roadblock hex. Soldiers in the roadblock hex are considered to be in cover for purposes of resolving fire combat.
-
Ramming through the roadblock with a truck. The truck attempting to ram through the roadblock must be going fast when it enters the roadblock hex and must have
sufficient MPs left to exit the roadblock. The driver of the truck must conduct two Accident Checks — the first when entering the hex with the roadblock and the second to exit the hex. If either Accident Check is failed, the truck is automatically disabled in the roadblock hex and all occupants take damage on the SemiAutomatic Rifle row (due to being slammed into the dashboard and windshield by the sudden stop). If two trucks become disabled in the roadblock hex, the third truck can enter the adjacent hex and, after a standing or crouching soldier in either hex spends 1 Action to hook up a towline, the driver of the truck can spend 1 Action to pull a disabled truck into the adjacent hex (this is to allow the third truck to try to ram through the roadblock hex without violating the prohibition against more than two vehicles in a hex). The truck attempting to clear the roadblock by ramming through it must enter and exit the roadblock hex in the same Turn for the roadblock to be successfully cleared. The jeep cannot attempt to clear the roadblock by ramming through because the small vehicle lacks sufficient weight to break through the roadblock.
352. 1. If active US vehicle in sight and grenade available, crouch (if at 3-hex range or less) or stand (if at 4-6 hexes) and throw grenade at nearest active visible vehicle. Fall prone if free stance change available.
-
If an active American vehicle is in sight and no grenade is available or vehicle is not in range, crouch and conduct best fire at closest vehicle. Fall prone if free stance change is available.
-
If active US soldier is in sight, crouch and conduct best fire at closest target. Fall prone if free stance change available.
-
If no target is in sight, move as quickly as possible. Conduct one snap fire at first target to come into view (easiest target if more than one comes into view simultaneously) if sufficient MPs remain to do so. Fall prone at end of move, if free stance change is available and target is in sight.
353. [s3] Activate German 18 in U-13, second story, standing. Commence Rounds. US advantage. Floor of second story over roadway is considered wooden wall for combat purposes. If floor is hit by bazooka fire from below, all soldiers in the hex below roll for damage as if behind a wall hit by bazooka fire (roll on the Semi-Automatic Rifle row as indicated in the Ambush! rules).
354. If an active American is within 3 hexes, enter I-16.
- Otherwise, enter H-15.
355. If current German Action Number is odd, enter L-15.
- If current German Action Number is even, enter L-16.
356. If there are more active Americans on the road and south of the road than there are north of it, enter F-16.
- Otherwise, enter F-15.
357. If there is an active American within 3 hexes, enter H-16.
- Otherwise, enter G-16.
T 358. When the last active American vehicle enters W-7, see 464. If an active American vehicle which has not yet entered W-7 becomes inactive and all other active American vehicles have entered W-7, see 464 immediately. Make note of this on your Squad Record Sheet.
359. [s3] Activate German 18 in U-13, second story, standing. Commence Rounds. American who passed his PC Check receives 2 Turns this Round. German advantage. Floor of second story over roadway is considered wooden wall for combat purposes. If floor is hit by bazooka fire from below, all soldiers in the hex below roll for damage as if behind wall hit by bazooka fire (roll on the SemiAutomatic Rifle row as indicated in the Ambush! rules).
360. [sO] Counterattack! Activate GE 21 in B-19. See 580 immediately. Commence Rounds. Due to the noise of the approaching jagdpanther, all unaware Americans within 6 hexes (exclusive) of the jagdpanther’s entry hex make a PC Check (+2) for Awareness. Roll on die: On an odd result, German advantage; on an even result, US advantage.
361. [s3] Your squad did not search the buildings carefully enough before settling in. There was a German hidden in your midst and he now emerges from his hiding spot. Activate GE 33 standing in the first of the following hexes not occupied by an active American: T-15, Q-16, R-13, U-15, T-12. GE 33 activates in Special Reaction H. Commence Rounds. All Americans who can see GE 33 conduct PC Check. If any pass, US advantage, and those soldiers who pass the Check and do not panic get 2 Turns; if all fail, German advantage.
362. [s5] Activate GE 35 and GE 36 in H-19, crouching. Commence Rounds.
363. [s4] Your squad members were not paying attention when they settled in. There is a German in your midst and he now emerges from his hiding spot. Activate GE 34 standing in the first hex on the following list not currently occupied by an active American: F-14, G-14, H-13, I-13, E-15, F-13. GE 34 activates in Special Reaction H. Commence Rounds. All Americans who can see GE 34 conduct PC Check. If any pass, US advantage and those soldiers who pass their Checks and do not panic get 2 Turns this Round; if all fail, German advantage and those Americans who failed their Checks are automatically unaware in the ensuing Round.
364. [s5] Counterattack! Activate GE 35 and GE 36 in K-19, crouching. Commence Rounds.
365. [sO] Counterattack! Activate GE 21 in P-19. See 580 immediately. Commence Rounds. Due to the noise of the approaching jagdpanther, all unaware Americans within 6 hexes (exclusive) of the jagdpanther’s entry hex make a PC Check (+2) for Awareness. Roll one die: On an odd result, US advantage; on an even result, German advantage.
366. Headquarters wants to know if you can hold out.
-
If you think you can, see 582.
-
If you think you cannot, see 587.
367. If German vehicle is moving, and an active US boat is in sight, do not move.
- Otherwise, enter P-6,
368. [s5] Counterattack! Activate GE 35 and GE 36 in 8-19, crouching. Commence Rounds.
369. [sO] Counterattack! Activate GE 21 in Y-16. See 580 immediately. Commence Rounds. Due to the noise of the approaching jagdpanther, all unaware Americans within 6 hexes (exclusive) of the jagdpanther’s entry hex make a PC Check (+2) for Awareness.
370. If no soldier (US or German) is ina stream hex, no Event.
- Otherwise, one soldier chosen at random from all soldiers currently in stream hexes slips on the rocks in the stream bed. The affected soldier conducts a PC Check. Success: He recovers from his slip with no loss. Failure: He loses 1 grenade (if he has any). Ignore further references to this paragraph after the first soldier slips (note this on your Squad Record Sheet).
371. Conduct PC Check:
- Success: See 485.
- Failure: No Event.
372. Conduct PC Check:
-
Success: See 611.
-
Failure: Conduct Activation Check. Success: See 610. Failure: No Event.
373. Conduct PC Check:
-
Success: See 485.
-
Failure: If sO has occurred, no Event. If sO has not occurred, conduct Activation Check. Success: See 610. Failure: No Event.
374. Conduct Activation Check (—1):
-
Success: See 613.
-
Failure: Conduct PC Check. Success: See 612. Failure: No Event.
T 375. Boobytrap! Conduct boobytrap procedure.
376. Conduct PC Check (—1):
-
Success: See 612.
-
sage Conduct Activation Check (—1). Sutcess: See 613. Failure: No Event.
377. Conduct PC Check:
-
Success: See 612.
-
Failure: Conduct Activation Check. Success: See 613. Failure: No Event.
378. Conduct PC Check (—1):
@ Success: See 614.
- Failure: Conduct Activation Check. Success: See 619. Failure: No Event.
379. If in Operations, all vehicle occupants conduct PC Check (driver is normal; others are —2). Success (any): See 485. Failure: If all fail and sO has not occurred, conduct
Activation Check (+1). Success: 610, Failure:
- If in Rounds, conduct PC Checks as above, but only aware men make PC Checks.
380. Roll one die to determine Patrol Activation Diagram (1-4) used to position patrol members (remove Patrol marker when individual Germans are placed on the map): 0-1: 1
2-3: 2
4-5: 3
6-7: 4
8-9: Roll again.
If referring to this paragraph for Patrol marker MM, activate GE 62 through GE 65 using diagram determined above. If referring to this paragraph for Patrol marker NN, activate GE 55 through 58 using diagram determined above. Once the patrol members are placed on the map (may activate in cliff hexes), see 499. Commence Rounds. German advantage. Combat of any type can be conducted against the individual patrol members once they have been placed on the map.
381. 1. If sO has not occurred, see 385.
-
If in Operations and sO has occurred, no Event.
-
Roll 1 die and refer to the indicated paragraph:
O-1: 212
2-3: 400 4-5: 993 6-7: 370
8: 117
9: No Event.
382. [s7] Activate GE 39 crouching in V-6 and GE 69 crouching in V-9, Commence Rounds. “
383. Roll one die to determine the Patrol Activation Diagram (1-4) used to position patrol members (remove Patrol marker when individual Germans are placed on the map): 0-1: 1
2-3: 2
4-5: 3
6-7: 4
8-9: Roll again.
If this paragraph is referred to for Patrol marker MM, activate GE 62 through 65 using the diagram determined above. If this paragraph is referred to for Patrol marker NN, activate GE 55 through 58 using the diagram determined above. Once the patrol members are placed on the map (may activate in cliff hexes), see 499. Commence Rounds. US advantage. Combat of any type can be conducted against the individual patrol members once they have been placed on the map.
384. [s7] Activate GE 39 crouching in X-9 and GE 69 crouching in V-9. Commence Rounds. German advantage.
385. [sO] Place German Patrol marker NN in hex determined by rolling one die:
0: A-19
1-2: S-10
3: N-19
4-5: Y-8
6-7: Y-1
8-9: S-14
If in Operations, stay in Operations. The Patrol marker and American will alternate moving. For each squad member who moves one hex, the Patrol marker will move one hex toward the nearest active American. If you decide not to move any of your squad members, the Patrol marker will continue to move one hex at a time toward the nearest active American. You can still move your squad members one soldier at a time in alternation with the Patrol marker if you wish. Roll one die: On an odd result, the American moves first; on an even result, the German moves first. If the Patrol marker moves into a hex where it can see an active American, see 620; if an American moves into a hex where he can see the Patrol marker, see 492. If in Rounds, or if Rounds commence due to the activation of another German, use the AR marker for IN of 5 to keep track of Patrol marker NN’s place on the Action Round Track. Each time it gets a Turn, the Patrol marker will move 5 MPs toward the nearest active American (paying normal terrain costs); if more than one route is possible, choose one at random. If the Patrol marker moves into a hex where it can see an active American, see 620; if an American moves into a hex where he can see the Patrol marker, see 492. German Patrol marker NN has 385 printed on it to remind you of this paragraph. No combat of any type can be conducted against the German Patrol marker.
386. [s7] Activate GE 39 crouching in X-9 and GE 69 crouching in V-9. Commence Rounds. US advantage.
387. 1. If s1 has not occurred, see 389. 2. Mist starts to burn off. LOS is now 5 hexes
(exclusive). If this causes there to be LOS between German Patrol marker MM and an active American, roll 1 die: On an odd result, see 620; on an even result, see 492. If German Patrol marker NN and an active American now have LOS to each other, roll 1 die: On an odd result, see 492; on an even result, see 620.
- Roll 1 die and refer to the indicated paragraph:
QO-1: 212
2-3: 993
4: 370 _ 5-6: 400
8-9: 116
388. [s8] Your squad members have made a terrible mistake. It was not a German patrol, but the survivor of an American patrol who was spotted. Activate US 06 crouching in the hex with the Patrol marker (the Patrol marker remains on the map). All Americans who failed the PC Check caused by 492 conduct one snap fire at US 06 (no cost). If US 06 is KIA by the snap fire(s), lose 4 VP (2 for KIA, 2 for mistake). If US 06 is incapacitated by these fires, normal VP loss is incurred. If US 06 survives the mistaken attacks, he is a member of your squad for the rest of the Mission. If US 06 survives the attacks, reconduct 492, but Activation Check is now
389. [s1] Place German Patrol marker MM in hex determined by rolling one die: 0: A-15
9: Roll again.
If in Operations, stay in Operations. The Patrol marker and Americans will alternate moving. For each squad member who moves one hex, the Patrol marker will move one hex toward the nearest active American. If you decide not to move any of your squad members, the Patrol marker will continue to move one hex at a time toward the nearest active American. You can still move your squad members one at a time in alternation with the Patrol marker if you wish. Roll 1 die: On an odd result, American moves first; on an even result, German moves first. If the Patrol marker moves into a hex where it can see an active American, see 620; if an American moves into a hex where he can see the Patrol marker, see 492. If in Rounds or Rounds commence due to the activation of another German, use the AR marker for IN of 4 to keep track of Patrol marker MM’s place on the Action Round Track. Each time it gets a Turn, the Patrol marker will move 4 MPs toward the nearest active American (playing normal terrain costs); if more than one route is possible, choose one at random. If the Patrol marker moves into a hex where it can see an active American, see 620; if an American moves into a hex where he can see the Patrol marker, see 492. The German Patrol marker has a side with 389 printed on it to remind you of this paragraph. No combat of any type can be conducted against the German Patrol marker.
390. [s1] Activate GE 74 and GE 75 crouching in K-10. Commence Rounds. German advantage.
391. [s1] Activate GE 74 and GE 75 crouching in K-10. Commence Rounds. US advantage.
392. [s1] Activate GE 74 and GE 75 crouching in W-8. Commence Rounds. German advantage.
393. [s1] Activate GE 74 and GE 75 crouching in W-8. Commence Rounds. US advantage.
394. [s1] Activate GE 74 and GE 75 crouching in Q-9. Commence Rounds. German advantage.
395. [si] Activate GE 74 and GE 75 crouching in Q-9. Commence Rounds. US advantage.
396. [s4] Place patrol marker MM in hex determined by rolling one die: QO: A-1
8-9: V-14
If in Operations, stay in Operations. The Patrol marker and Americans will alternate moving. For each squad member who moves one hex, the Patrol marker will move one hex toward the nearest active American. If you decide not to move any of your squad members, the Patrol marker will continue to move one hex at a time toward the nearest active American. You can still move your squad members one soldier at a time in alternation with the Patrol marker if you wish. Roll 1 die: On an odd result, American moves first; on an even result, German moves first. If the Patrol marker moves into a hex whefe it can see an active American, see 525; if an American moves into a hex where he can see the Patrol marker, see 741. If in Rounds or Rounds commence due to the activation of another German, use the AR marker for IN of 4 to keep track of Patrol marker MM’s place on the Action Round Track. Each time it gets a Turn, the Patrol marker will move 4 MPs toward the nearest active American (paying normal terrain costs); if more than one route is possible, choose one at random. If the Patrol marker moves into a hex where it can see an active American, see 525; if an American moves into a hex where it can see the Patrol marker, see 741. If German Patrol marker MM activates in a hex with LOS to an active American, roll 1 die: On an odd result, see 525; on an even result, see 741. German Patrol marker has a side with 396 printed on it to remind you of this paragraph. No combat of any type can be conducted against the German Patrol marker.
397. German exits. You lose 1 VP.
398. [s1] Activate GE 74 and GE 75 crouching in G-7. Commence Rounds. German advantage.
399. [s1] Activate GE 74 and GE 75 crouching in G-7. Commence Rounds. US advantage.
400. One German weapon fired in the last Round runs out of ammo. If more than one German weapon was fired last Round, choose one at random. This can occur more than once per Mission.
401. [sO] Activate GE 72 and GE 73 crouching in V-7. Commence Rounds.
German advantage.
402. [sO] Activate GE 72 and GE 73 crouching in V-7. Commence Rounds. US advantage.
403. [sO] Activate GE 72 and GE 73 crouching in R-8. Commence Rounds. German advantage. ‘
404. [sO] Activate GE 72 and GE 73 crouching in R-8. Commence Rounds. US advantage.
405. [sO] Activate GE 72 and GE 73 crouching in X-13. Commence Rounds. German advantage.
406. [sO] Activate GE 72 and GE 73 crouching in X-13. Commence Rounds. US advantage.
407. Place Event marker. Conduct Activation Check:
-
Success: See 390.
-
Failure: Conduct PC Check. Success: See 391, and all aware Americans who do not panic get 2 Turns this Round. Failure: No Event.
408. [sO] Activate GE 72 and GE 73 crouching in O-12 in Special Reaction A. Commence Rounds. US advantage.
409. [sO] Activate GE 72 and GE 73 crouching in O-12 in Special Reaction A. Commence Rounds. German advantage.
410. [s4] Activate GE 67 in S-13 facing R-13. See 300 for details about panzer in buildings. Commence Rounds. German advantage.
411. [s4] Activate GE 67 in S-13 facing R-13. See 300 for details about panzer in buildings. Commence Rounds. All aware Americans who do not panic receive 2 Turns this Round.
412. Conduct PC Check:
- Success: See 319.
- Failure: See 440.
413. If any commander is still active, see
- Otherwise, see 329.
414. [s2] Activate US 06 prone in this hex. If in Rounds, US 06 receives 2 Turns this
Round and cannot panic except as the result of combat.
415. German 67 has been quietly hiding in the building. On its first Turn, German 67 will use all available crew points to start the tank’s engine. All Americans within 3 hexes are automatically aware due to the roar of the engine firing up in such a confined space.
416. [s1] Activate GE 27 crouching in Special Reaction P in hex P-12. Commence Rounds. German advantage.
417. [s1] Activate GE 27 crouching in Special Reaction P in hex O-12. Commence Rounds. German advantage.
418. [sO] There is a hidden German in this hex. Activate GE 26 crouching in Special Reaction B in the hex. Commence Rounds. All Americans in the hex conduct PC Check:
-
Success (any): US advantage and those who pass are automatically aware.
-
Failure (all): German advantage and those who fail are automatically unaware.
419. [s8] Activate GE 51 crouching in P-5, in Special Reaction A. Commence Rounds. German advantage.
420. If s7 has not occurred, see 433.
-
If s4 has not occurred, see 725.
-
If s4, s6, and s7 have all occurred, place Event marker. No Event.
421. Conduct PC Check:
- Success: See 447.
- Failure: See 448.
422. [sO] Counterattack! Activate GE 21 in the first hex not occupied by an American chosen from these three possibilities: P-19; B-19; Y-16. See 580 immediately. Commence Rounds. Due to the noise of the approaching jagdpanther, all unaware Americans within 6 hexes (exclusive) of the jagdpanther’s entry hex make a PC Check (+2) for Awareness. GE 21 gets 2 Turns this Round.
423. If the current German Action Number is 0-1, enter J-14.
- If the current German Action Number is 2-9, enter L-14.
424. If vehicle is moving, enter N-7.
- If soldier is moving, enter P-7.
425. 1. If tank is immobilized or hit by any type of fire, regardless of the result, remove Special Reaction T from this German,
-
If in hex with tank at the start of his Turn, this German will conduct 840, if current German Action Number is odd, or 868, if current German Action Number is even.
-
If not in hex with tank at the start of his Turn, use the current German Action Number and refer to the indicated paragraph:
0-3: 803
4-5: 809
6-8: 868
9: 800
If directed to move and he enters the hex with the tank, this German will stop moving. If there is a target in sight and a free stance change available or sufficient MPs remaining, he will fall prone. If no active target is in sight, he will crouch.
426. 1. If tank is immobilized or hit by any type of fire, regardless of the result, remove Special Reaction T from this German.
-
If in hex with tank at the start of his Turn, this German will conduct 800, if current German Action Number is even, or 868, if current German Action Number is odd.
-
If not in hex with tank at the start of his Turn, this German will use the current German Action Number and refer to the indicated paragraph:
0-2: 862
3-4: 863
5-6: 864
7-9: 858
If directed to move and he enters the hex with the tank, this German will stop moving. If active target is in sight, he will fall prone if free stance change is available or sufficient MPs remain. If no target is in sight, he will crouch.
427. [s1] Activate GE 74 and GE 75 crouching in S-9. Commence Rounds. German advantage.
428. Roll 1 die: On an odd result, see 165; on an even result, see 169.
429. [s3] A truckload of Germans enters the map on its way to the village. Activate GE 10 through GE 15 in a truck in Y-4. All these Germans activate in Special Reaction T. Commence Rounds. German advantage. GE 10 receives 2 Turns this Round.
430. Activate GE 52 crouching in M-9 and
GE 53 crouching in I-9. Both activate in Special Reaction A. Commence Rounds. German advantage.
431. If an active target is in sight, see 352.
-
If no active target is in sight and all active American vehicles have passed through W-10, remove this German from the map.
-
Otherwise, fall prone. If no LOS to an active American vehicle at the end of the Turn, remove this German from the map.
432. Conduct PC Check:
- Success: See 508.
- Failure: See 509.
433. Conduct Activation Check:
- Success: See 505.
- Failure: See 506.
434. See 472. No German can activate in a hex with an American.
435. US 07 turns to enter X-12. Brush
becomes entangled in the treads, immobilizing the Sherman in this hex, facing X-11/X-12. US 07 cannot move for the rest of the Mission, but will perform other actions as directed by Action paragraphs.
436. If half track has been fired on this Turn, drive fast.
- Otherwise, drive slow. Conduct best fire at closest target.
437. If s6 has not occurred, see 604.
-
If s4 has not occurred, see 725.
-
If both s4 and s6 have occurred, place Event marker. No Event.
438. 1. If s6 has not occurred, see 604. If s7 has not occurred, see 421.
- If s6 and s7 have both occurred, place Event marker. No Event.
439. [s6] Activate GE 68 in O-1, facing O-2. Commence Rounds. Due to the noise of the approaching panzer, all unaware Americans within 6 hexes (inclusive) of O-1 conduct PC Check (+2) for Awareness.
440. 1. If GE 69 has been removed from the map, reactivate crouching in W-8. If GE 39 has been removed from the map, reactivate crouching in W-8. Commence Rounds. German advantage.
-
If GE 39 and GE 69 are both inactive, place Event marker. No Event.
-
No Event.
441. [s2] Activate US 06 prone in hex determined by rolling one die:
0-1: X-19
2-3: J-19
4-5; P-19
6-7: Y-17
8-9: N-1
If in Rounds, US 06 receives 2 Turns the first Round and cannot panic the first Round except as a result of combat.
442. Do you need help?
- If you do, see 328.
- If not, see 329.
443. If GE 39 has been removed from the map, reactivate him crouching in this hex. If GE 69 has been removed from the map, reactivate him crouching in this hex. Commence Rounds. US advantage.
- Otherwise, no Event.
444. If GE 39 or GE 69 has been removed from the map, reactivate either or both crouching in this hex. Commence Rounds. German advantage.
445. If vehicle is moving, enter Q-8.
- If soldier is moving, enter P-7.
446. If s6 has occurred, enter X-4.
- Otherwise, enter X-3.
447. [s7] You have surprised a hidden German ATG team. Activate GE 37 in O-19, with covered arc N-19, N-18, O-18. ¢ Commence Rounds. US advantage, See 253 for attributes of ATG.
448. [S7] There is a hidden German ATG team in O-19. Activate GE 37 in O-19, with covered arc N-19, N-18, O-18. Commence Rounds. German advantage. See 253 for attributes of ATG.
449. If sO has not occurred, see 418. If sl has not occurred, see 721.
- If sO and sl have both occurred, place Event marker. No Event.
450. There is an underwater boobytrap in this hex. The soldier who failed his PC Check is considered non-prone. If more than one soldier entered the hex at the same time, any soldier who did not conduct a PC Check does so now. Those who pass are considered prone, and those who fail are considered nonprone. Conduct Boobytrap Procedure. If boobytrap explodes, see 560 immediately.
451. If vehicle is moving, enter M-4.
-
If soldier is moving, and s2 has occurred, enter L-3.
-
Otherwise, enter M-4.
452. If s5 has not occurred, see 540 immediately.
-
If vehicle is moving and an active barge is in N-5 with no active German on board, drop off 1 passenger, standing (chosen at random, or assistant driver if no passenger is available) in O-5 and vehicle enters O-6. Remove Special Reaction T from the German who is dropped off.
-
If vehicle is moving and there is no active barge in N-5, vehicle enters O-6.
-
If soldier is moving and there is an active barge in N-S with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
If soldier is moving and there is no active barge in N-5, or there is an active barge with an active German on board, enter P-5 and put Special Reaction A into effect for this soldier.
453. If vehicle is moving and there is an active barge in N-6 with no active German on board, drop off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is available) in O-7 and vehicle enters N-7. Remove Special Reaction T from German who is dropped off.
-
If vehicle is moving and there is no active barge in N-6, or there is an active barge with an active German on board, vehicle enters N-7.
-
If soldier is moving and there is an active barge in N-6 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
Otherwise, enter P-7 and put Special Reaction A into effect for this soldier.
454. 1. If in Condition 1 and vehicle is moving, enter L-8 after dropping off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is available) in M-8, if there is an active barge in L-7 or M-7 with no active German on board. Remove Special Reaction T from German who is dropped off.
- If in Condition 1 and soldier is moving, and there is an active barge in M-7 or L-7, soldier climbs onto barge (2 MP). Put Special
Reaction B into effect for this German after he climbs onto the barge. If soldier is moving in Condition 1 with no active barge in L-7 or M-7, soldier enters M-9. Put Special Reaction A into effect for this German after he enters M-9.
-
If in Condition 2 and vehicle is moving, enter N-7 after dropping off 1 passenger, standing (chosen at random, or assistant driver, if passenger is not available) in M-8 if active barge is in M-7 or L-7 with no active German on board.
-
If in Condition 2 and soldier is moving, and there is an active barge in L-7 or M-7, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
If in Condition 2 and soldier is moving, and there is no active barge in L-7 or M-7, enter N-7.
455. 1. If in Condition 1 and vehicle is moving, enter I-8 after dropping off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is available) in J-8 if there is an active barge in J-7 with no active German on board. Remove Special Reaction T from German who is dropped off. 2. If in Condition 1 and soldier is moving, and there is an active barge in J-7 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
If in Condition 1 and soldier is moving, and there is no active barge in J-7 or there is an active barge with an active German on board, enter I-9 and put Special Reaction A into effect for this soldier.
-
If in Condition 2 and vehicle is moving, enter K-8.
-
If in Condition 2 and soldier is moving, and there is an active barge in J-7 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
If in Condition 2 and soldier is moving, and there is no active barge in J-7 or there is an active barge with an active German on board, enter K-8.
456. 1. If in Condition 1 and vehicle is moving, enter H-8 after dropping off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is available) in I-8 if there is an active barge in I-7 or J-7 with no more than 1 active German on board. Remove Special Reaction T from German who is dropped off.
-
If in Condition 1 and soldier is moving, and there is an active barge in I-7 or J-7 with no more than 1 active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier. Otherwise, soldier enters I-9 and put Special Reaction A into effect for this soldier.
-
If in Condition 2 and vehicle is moving, enter J-8, after dropping off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is available) in I-8 if there is an active barge in I-7 or J-7 with no active German on board.
-
If in Condition 2 and soldier is moving, and there is an active barge in I-7 or J-7 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
Otherwise, enter J-8.
457. If s4 has not occurred, see 541 immediately.
- If vehicle is moving, enter C-8 after dropping off 1 passenger, standing (chosen at random, or assistant driver, if no passenger is
available) in D-8 if there is an active barge in D-7 with no active German on board.
-
If soldier is moving and there is an active barge in D-7, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
Otherwise, soldier enters D-9 and put Special Reaction A into effect for this soldier.
458. 1. If soldier is moving and in Condition 1, enter C-9 and put Special Reaction A into effect for this soldier.
- Otherwise, enter B-7.
459. If there are more active Germans in H-3 than in H-2, enter H-2.
- Otherwise, enter H-3.
460. [s2] Activate German 50 crouching in D-2, German 48 standing in J-1, and German 49 standing in I-8. Commence Rounds. German advantage.
461. [s2] Activate German 48 standing in I-1, German 49 crouching in H-7, and German 50 crouching in D-2. Commence Rounds. US advantage.
462. 1. If no target is in sight and all Americans are east of the N column, remove this German from the map. Gain 1 VP.
- If no target is in sight, but there are Americans in the N column or west of it:
- Crouch and throw grenade at nearest target within 3 hexes (paying —3 for not in sight).
- Stand and throw grenade at nearest target within 4-6 hexes (paying —3 for not in sight).
- Crouch.
- If a target is in sight, using current German Action Number, refer to the indicated paragraph:
0-3: 802
4-6: 808
7-8: 824
9: 800
Target priority is vehicle first, then soldier.
463. If neither GE 17 nor 16 is active in M-13, enter N-14.
- Otherwise, enter O-16.
464. Remove and gain 1 bonus VP for each of the following active Germans still on map: 16, 17, 48, 49, 50.
465. Due to the confined area of the tunnel, any accident that occurs in it will cause more damage than usual. Conduct Accident Check in normal manner. If an accident results, subtract 2 from the damage die roll. If 2 vehicles crash or are disabled in the same hex in the tunnel, it takes 6 Actions in Rounds or 2 Random Event Checks in Operations to clear a path. After 6 Actions are spent or 2 Random Event Checks are made, move one of the crashed or disabled vehicles (your choice) one hex away from the end of the tunnel entered.
466. 1. If in Q-9 and there is no American in sight, stand and enter R-8. Crouch and conduct best fire at easiest target. : 2. If no American in sight, and all active US vehicles have passed through W-6, remove this German.and gain 1 bonus VP.
- Using the current German Action Number, refer to the indicated paragraph:
0: 843
1-3: 841
4-6: 815
7-9: 770
Target priority is vehicle first, then soldier.
467. 1. If in Q-9, and there is no American in
sight, stand and enter R-8. Crouch and conduct best fire at closest target.
-
If no American in sight, and all active US vehicles have passed through W-6, remove this German and gain 1 bonus VP.
-
Using the current German Action Number, refer to the indicated paragraph: . 0-3: 841
4: 843
5-8: 815
9: 770
Target priority is vehicle first, then soldier.
468. Conduct Activation Check (+1):
- Success: See 680.
- Failure: See 681.
469. Conduct Activation Check:
- Success: See 680.
- Failure: No Event.
470. 1. If sO has not occurred, see 360.
-
If s4 has not occurred, see 363.
-
If s5 has not occurred, see 362.
-
If s3 has not occurred, see 361.
-
If you have not yet read 701, so do now.
-
If any German is south of the river and s8 has not occurred, see 690.
-
No Event.
471. Headquarters says you can withdraw to the village around the bay in the southeast corner of the map. Do your best to repel the German counterattack on your own while HQ tries to get you some help.
472. [s6] Activate GE 22 through GE 25 and GE 30 as follows:
-
Activate GE 30 in hex determined by rolling one die, 0-2: B-19. 3-5: P-19. 6-8: Y-16. 9: Y-10.
-
Activate GE 22 and GE 23 in hex with GE 30 in Special Reaction T.
-
Activate GE 24, standing, in one of the following three hexes, determined at random: H-19, Y-17, S-19.
-
Activate GE 25, standing, in one of the following three hexes, determined at random: H-19, Y-17, S-19 (but not in a hex with GE
-
Commence Rounds. Due to the noise of the approaching panzer, all unaware Americans within 6 hexes (exclusive) of the panzer’s entry hex make a PC Check (+2) for Awareness. If any pass or all Americans are already aware, US advantage; if all fail, German advantage.
473. [s7] There is a naval gun team guarding the seaward approaches to the bay. Activate US 03 in D-2 with covered arc D-3, E-3, E-2. Commence Rounds. If activation caused by German movement, German advantage; otherwise, US advantage. See 253 for attributes of ATG. If s8 has not yet occurred, see 690 at the start of the next Round in place of the Random Event Check.
474. 1. If active German is in same hex, assault to kill. Fall prone if free stance change is available.
-
If active German is at less than 4 hex range and grenade is available, throw grenade at hex with most Germans in it. Fall prone if free stance change is available.
-
If ATG is loaded and loading did not occur this Turn, and there is an active German vehicle in sight, crouch and fire ATG at nearest target.
-
If ATG not loaded and was not fired this Turn, crouch and load ATG.
-
Crouch and conduct best fire with carbine at easiest target within 6 hexes. Fall prone if free stance change is available.
-
Crouch.
475. 1. If s3 has not occurred, see 361.
-
If sO has not occurred, see 365.
-
If s4 has not occurred, see 363.
-
If s5 has not occurred, see 368.
-
If you have not yet read 701, do so now.
-
If there is any German south of the river and s8 has not occurred, see 690.
-
No Event.
476. 1. If an active German is in the same hex, assault to kill.
- If an active German is in an adjacent hex and a grenade is available, crouch and toss grenade at hex with most Germans in it. Fall prone if free stance change is available.
3..It ATG is not loaded and was not fired in this Turn, crouch and load ATG.
-
If ATG is loaded and loading did not occur in this Turn, and there is an active German vehicle in sight, crouch and fire ATG at easiest target. Fall prone if free stance change is available.
-
Crouch and conduct best fire with carbine at closest target. Fall prone if free stance change is available.
-
Do nothing.
477. 1. If an active German is in the same hex, assault to kill.
-
If an active German is in an adjacent hex, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If ATG is not loaded and was not fired this Turn, crouch and load ATG.
-
If ATG is loaded and loading did not occur in this Turn, and there is an active German vehicle in sight, crouch and fire ATG at closest target.
-
If an active German is in 2-3 hex range and grenade is available, crouch and toss grenade at hex with most Germans in it (closest, if all have same number of Germans). Fall prone if free stance change is available.
-
Crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
Crouch.
478. 1. If s6 has not occurred, see 472.
- If s6 has occurred, roll one die and refer to indicated paragraph:
QO-1: 212
2-3: 116
4-5: 221
6-7: 117
8-9: 222
479. 1. If s4 has not occurred, see 363.
-
If s5 has not occurred, see 364.
-
If sO has not occurred, see 369.
-
If s3 has not occurred, see 361.
-
If you have not yet read 701, do so now.
-
If s8 has not occurred and any German is south of the river, see 690.
-
No Event.
480. Stream is impassable in this hex. Conduct PC Check:
-
Success: Return to original hex with no loss of MP.
-
Failure: Return to original hex and lose 2 MP.
481. Ignore movement references and return by most direct path to J-14. If GE 40 is active, put Special Reaction G into effect for GE 40. Once half track is in J-14, driver conducts 824 until all active engineers (GE 42, GE 43, GE 44, GE 45) are back in the half track, at which time remove Special Reaction G from GE 40 and GE 41, put Special Reaction T into effect for both, and roll one die: On an odd result, enter K-14; on an even result, enter I-15. Follow movement references from there. Make note of this on
your Squad Record Sheet.
482. Conduct Activation Check:
-
Success: See 619.
-
Failure: Conduct PC Check (—1). Success: See 614. Failure: No Event.
483. [s4] Soldier sees that the big bridge in J-15 to K-14 is still there. Place intact stone bridge markers in each of the hexes (I-15, J-14, K-14) so as to make a 3-hex bridge connecting H-15 to L-14. This is the bridge that HQ was concerned about. Your primary mission now is to check the bridge hexes for possible explosives, secure the area, and protect the bridge from German attack. Go to Condition 2. If a soldier panics or is wounded while in the supports of the 3-hex bridge and fails his PC Check causing him to fall, he falls to the cliffs or boulders below and suffers damage on the MMG row. Make note of this on your Squad Record Sheet. Roll 1 die: On an odd result, see 617; on an even result, see 723.
484. Conduct PC Check (—1):
- Success: Conduct Activation Check. Success: See 616. Failure: See 618.
- Failure: No Event.
485. Soldier notices that the bridge is wired with explosives. Place Explosives marker with 2-side up under the bridge. See 202 for instructions about explosives under a bridge. Soldier who passed his PC Check is automatically aware. If sO has not occurred, conduct Activation Check:
-
Success: See 610.
-
Failure: See 611.
486. Conduct PC Check:
-
Success: Conduct Activation Check. Success: See 616 and soldier who passed PC Check is automatically aware. Failure: See 618.
-
Failure: Conduct Activation Check (+1). Success: See 616 and soldier who failed PC Check is automatically unaware. Failure: No Event.
487. [s6] Activate GE 28 and GE 46 crouching in hex determined by rolling one die:
0-2: E-10
3-5: F-8
6-9: N-19
Commence Rounds. GE 28 receives 2 Turns this Round.
488. If soldier is moving, no Event.
- If vehicle is moving, see 720.
489. Reactivate GE 26 crouching in hex
determined by rolling 1 die: On an odd result, activate in Y-8; on an even result, activate in Y-12. Commence Rounds, German advantage.
490. Place Event marker. All soldiers in this hex conduct PC Check:
-
Success (all): See 511.
-
Failure (any): See 279.
491. Place Event marker. All soldiers in the hex conduct PC Check:
-
Success (all): See 623. Soldiers who passed the PC Check are automatically aware.
-
Failure (any): See 514.
492. All Americans who can see Patrol marker conduct PC Check:
-
Success (any): See 383 and soldiers who passed the PC Check automatically aware.
-
Fail (all): Conduct Activation Check. Success: See 380, and soldiers who pass their PC Check are automatically aware. Failure: See 519.
493. Place Event marker. Conduct PC Check:
-
Success: See 386.
-
Failure: Conduct Activation Check. Success: See 384. Failure: No Event.
494. Place Event marker. All soldiers in hex conduct PC Check:
- Success (all): See 511.
- Failure (any): See 277.
495. Place Event marker. Conduct PC Check:
- Success: See 276.
- Failure: See 271.
496. Place Event marker. Conduct PC Check:
- Success: See 167.
- Failure: See 275.
497. Conduct Activation Check:
- Success: See 622.
- Failure: See 623.
498. Place Event marker.
-
If in Operations, conduct PC Check. Success: If s7 has not occurred, see 628; if s7 has occurred, no Event. Failure: See 514.
-
If in Rounds, conduct PC Check. Success: If s7 has occurred, no Event; if s7 has not occurred, conduct Activation Check (Success: See 623. Failure: See 628.). Failure: If s7 has occurred, see 514; if s7 has not occurred, conduct Activation Check (Success: See 514. Failure: No Event.). Ignore further references to this paragraph (note this on your Squad Record Sheet).
499. Germans in patrol are not automatically aware when activated. Each German in the patrol must conduct a PC Check as follows:
-
If in the same hex as an active American, conduct PC (+2).
-
If in a hex adjacent to an active American, conduct PC (+1).
-
If in neither the same nor an adjacent hex, conduct normal PC.
Any German who fails his PC Check is not aware in the first Round. All Germans in patrol are automatically aware in the second and all subsequent Rounds.
500. If there is no active soldier prone in a hex with an active mule, no Event.
- If there is at least one soldier prone in the same hex as an active mule, one mule chosen at random becomes skittish and may step on the prone soldier(s). All soldiers in the hex with the skittish mule conduct a PC Check. Any who pass the check roll clear, uninjured; those who fail are stepped on and suffer damage on the Pistol row.
This may affect any mule in a hex with an active soldier, including those currently under control. This may occur more than once per Mission.
501. 1. If an active American is in the same hex, assault to kill.
-
If an active American is in an adjacent hex, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If a grenade is available and a target is at 2-3 hex range, crouch and toss grenade at hex with most Americans in it (at closest if more than one hex has the same number). Fall prone if free stance change is available.
-
If a grenade is available and target is at 4-6 hex range, stand and throw grenade at hex with most Americans in it (closest if more than one hex has the same number). Fall prone if free stance change is available.
-
If no grenade is available and a target is visible at 2-6 hex range, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If none of the above apply, use the current
German Action Number and conduct the Action paragraph as indicated:
0-3: P conducts 502; Q conducts 503; V conducts 504.
4-6: P conducts-503; Q conducts 504; V conducts 502.
7-9: P conducts 504; Q conducts 502; V conducts 503.
502. 1. If no round is prepared, crouch and prepare round.
-
If round is prepared and mortar has not yet fired this Turn, crouch and fire mortar.
-
Crouch.
503. 1. If mortar has fired this Turn and round is not yet prepared this Turn, crouch and prepare round.
-
If round is prepared and mortar has not yet fired this Turn, crouch and fire mortar.
-
Fall prone.
504. 1. If round is prepared and mortar has not fired this Turn, crouch and fire mortar.
-
If no round is prepared, crouch and prepare round.
-
Fall prone.
505. [s7] There is a hidden German ATG team in K-9. Activate GE 37 in K-9, with covered are J-9, K-10, L-9. Commence Rounds. German advantage. See 253 for attributes of ATG.
506. [s7] You have surprised a hidden German ATG team. Activate GE 37 in K-9 with covered arc J-9, K-10, L-9. Commence Rounds. US advantage and all aware Americans who do not panic receive 2 Turns this Round. See 253 for attributes of ATG.
507. [s5] Counterattack! Activate GE 35 and GE 36 in first hex not occupied by an American: H-19, K-19, S-19. Commence Rounds. US advantage.
508. [s7] You have surprised a hidden German ATG team, Activate GE 37 in Q-9, with covered arc P-9, Q-10, R-9. Commence Rounds. US advantage. See 253 for attributes of ATG.
509. [s7] There is a hidden German ATG team in Q-9. Activate GE 37 in Q-9 with covered arc P-9, Q-10, R-9. Commence Rounds. German advantage. See 253 for attributes of ATG.
510. No German activation. Continue moving the Patrol marker toward the nearest active American if it has Movement Points remaining. If not, it is American Turn.
511. There is a tripwire in this hex which soldier avoids successfully and deactivates. Gain 1 Bonus VP.
512. Place Event marker, A German flare lights up the area! Roll one die to determine the hex which is temporarily illuminated:
0-1: B-5
2: F-2
3: E-3
4-5: D-4
6-7: G-4
8-9; H-1
The flare lights up the hex it lands in and the six adjacent hexes. Place a starshell marker in the hex determined above to remind you which hexes are illuminated.
-
If no soldiers are illuminated, no Event. Remove starshell marker.
-
If any soldiers are illuminated, each illuminated soldier must make a PC Check. Success: Soldier falls prone. Failure: Soldier remains in current stance.
Once all PC Checks have been made, see 629.
513. If this hex contains a destroyed bunker, see 621.
- Otherwise, place Event marker. No Event.
514. Soldier steps on tripwire in this hex and sets off flare. Place starshell marker in the hex. Flare lights up the hex and the six surrounding hexes. Any soldier illuminated by the flare can be fired on by any enemy who can trace a LOS to him regardless of the range. Remove starshell marker at end of current Round (at end of first Round if in Operations). If s7 has not occurred, see 622.
515. No Event. Continue with US Turn. If new American moves into a hex where he has LOS to Patrol marker or same American who brought 492 into play moves to another hex where he can see Patrol marker, conduct 492 again.
516. Place Event marker. A German flare lights up the area. Roll one die to determine where the flare lands:
: B-9
: Roll again.
The flare illuminates the hex where it lands and the six adjacent hexes. Place starshell marker to remind you which hexes are temporarily illuminated.
-
If no soldier is illuminated, see 278. Remove starshell marker.
-
If any soldiers are illuminated, each illuminated soldier must make a PC Check. Success: Soldier falls prone. Failure: Soldier must remain in current stance.
Once all PC Checks have been made, see 625.
517. A fortified building hex is a building hex that the Germans have strengthened with concrete, steel, and other materials. (If a fortified building marker is placed in a multihex building, only the hex occupied by the marker is considered fortified; the rest of the building is normal. If a fortified building marker is in a two-story building, only the first floor is fortified. A collapsing second story will not damage the fortified first floor.) A fortified building faces the four sides as indicated by the fortified building marker and has a door on one side (doors and windows as originally indicated on the map have been blocked up and sealed off). The activation paragraph will indicate the facing of the door. All four sides of the fortified building are considered window apertures for combat and LOS. Firing at a fortified building, you can aim at a target visible through an aperture, or you can fire at the
fortified building itself. To fire at a soldier, the soldier must be crouching or standing. However, a soldier crouching in a fortified building cannot be fired at if your soldier is adjacent to the fortified building and is also crouching (see LOS rules in Ambush!) and vice versa. When firing at the fortified building, there is a +4 modifier for fire at a wall. When firing at the fortified building itself, use the following procedure. First resolve the fire to determine whether or not you have hit the fortified building. If you miss, there is no effect. If you hit, you must determine which facing you hit; there are only
two possible facings: front and door. When the facing has been determined, roll 1 die and refer to the Fortified Building Hit Tables to determine the part of the building hit. Then resolve combat using the Damage Table row for the weapon fired. A fortified building can also be attacked by grenade or satchel charge as if it were a normal building hex. If the fortified building is destroyed by bazooka, tank main gun, or satchel charge, replace the fortified building marker with a rubble marker. Gain 2 VP if the fortified building is reduced to rubble. The fortified building marker has 517 printed on it to remind you of this paragraph. See Vehicle Summary.
518. 1. If s8 has not occurred, conduct PC Check:
-
Success: See 276.
-
Failure: See 271.
- If s7 has not occurred, conduct PC Check:
-
Success: See 386.
-
Failure: See 384.
-
If s7 and s8 have both occurred, place Event marker. No Event.
-
If any Japanese are activated in this Turn, Corporal Vernon’s hair inexplicably catches fire in the frozen foods department of the local Post Exchange.
519. If s2 has not occurred, roll one die: On a result of 0-8, see 515; on a result of 9, see 388.
- If s2 has occurred, see 515.
520. 1. If at least one mortar team member is active and all targets visible to GE 76 are within minimum range of the mortar, crouch and conduct best fire at target closest to mortar team. Fall prone if free stance change is available.
-
If at least one mortar team member is active and there is an active target visible to GE 76 not within mortar’s minimum range, crouch and spend 1 Action to give coordinates to mortar team (place coordinates given marker in hex closest to Y-1 not within mortar’s minimum range that contains at least one active American). Fall prone if free stance change is available.
-
If no mortar team members are active and you are in Condition 2, remove Special Reaction B from this German, re-roll the German Action Number, and conduct normal Condition Action paragraphs for this German.
-
If no mortar team members are active and you are in Condition 3, remove Special Reaction B from this German and put Special Reaction M into effect for him. Use current German Action Number.
-
Fall prone.
521. Place Event marker. Conduct PC Check:
- Success: See 639.
- Failure: No Event.
522. Place Event marker. Conduct PC Check:
-
Success: See 395.
-
Failure: Conduct Activation Check. Success: See 394. Failure: No Event.
523. Place Event marker. Conduct Activation Check:
-
Success: See 398.
-
Failure: Conduct PC Check. Success: See 399. Failure: No Event.
524. Place mortar counter marked 524 (to remind you of this paragraph) with round prepared side up in activation hex. Mortar counter has two sides, marked round prepared and round unprepared, to help you keep track of its status. When mortar is fired, turn
counter to round unprepared side; when crew member prepares round, flip counter to round prepared side. Place three mortar team members crouching in activation hex.
Firing Mortar. The mortar has a minimum range of 7 hexes. It can be fired at hexes no closer than 7 hexes (exclusive) from its location. The mortar fire can scatter into a hex less than 7 hexes away during hit resolution. When a mortar team member is directed to fire the mortar, first check for dud using a dud number of 05. If the round is not a dud, use the first of the following to apply: 1.,.If given coordinates, fire mortar at hex where coordinates given marker is located. Roll on Mortar Strike Diagram B to determine the hex actually hit (move coordinates given marker to hex hit if not target hex). Flip marker to mortar strike marker side up and assess damage as in Damage section.
-
If not given coordinates and mortar strike marker is on the map, use Procedure A below.
-
If not given coordinates and mortar strike marker is not on the map and soldier firing mortar can see an active target, use Procedure B below.
-
If none of the above apply, use Procedure C below.
Mortar can be fired and round prepared in same Turn, but each can occur only once per Turn. Firing soldier’s WS does not apply when firing mortar. US soldiers cannot use German mortar for any purpose.
A. 1. If mortar team can see mortar strike marker and there is an active American in the same hex as the marker (but the marker is not within the mortar’s minimum range), fire mortar at the same hex again. Roll on Mortar Strike Diagram B to determine the hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in the Damage section.
-
If mortar team can see mortar strike marker and can also see an active American within two hexes of the marker (but not within the mortar’s minimum range), move the mortar strike marker to the hex closest to Y-1. Roll on Mortar Strike Diagram B to determine the hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in the Damage section.
-
If mortar team can see mortar strike marker and there is no active American in that hex or within two hexes of the marker, place the mortar strike marker in the hex closest to Y-1 that is visible to the mortar team and that contains at least one active American, If the hex closest to Y-1 is within the mortar’s minimum range, fire at hex closest to Y-1 not within minimum range. Roll on Mortar Strike Diagram A to determine the hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage section.
-
If the only active Americans visible to the mortar team are within the mortar’s minimum range, use Procedure C.
B. Place mortar strike marker in hex closest to Y-1 that is visible to mortar team and that contains at least one active American (if hex is within mortar’s minimum range, target hex closest to Y-1 that is not within minimum range). Roll on Mortar Strike Diagram A to determine hex actually hit (move mortar strike marker to hex hit if not,target hex). Assess damage as in Damage section. If all visible Americans are within mortar’s minimum range, use Procedure C.
C. Fire mortar at hex determined by rolling 1
die:
0-1: X-7
2-3: V-6
4-5: U-6
6-7: R-2
8-9: S-5
Place mortar strike marker in hex determined above. Roll on Mortar Strike Diagram A to get hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage section.
Damage. If mortar strike lands off map, no effect. If mortar strike lands in hex with an active soldier, damage is assessed as follows. Each soldier occupying a clear, road, cover, or stream hex rolls on the Grenade Inside row. Each soldier in any other type of hex rolls on the Grenade Outside row. Soldiers in cliff hexes are considered prone for resolving this attack. If mortar strike lands in a hex occupied by a mule, the mule takes damage as in 527. If mortar strike lands in a hex occupied by both mules and soldiers, after the damage is assessed, see 500.
525. Conduct Activation Check:
-
Success: See 633.
-
Failure: Each American who can see patrol marker conducts PC Check. Success (any): See 745 and each man who passed his PC Check is automatically aware. Failure: See 510.
526. No Event. Continue with American Turn. If new American moves into a hex with LOS to patrol marker, or same American who caused 741 to come into play moves to a new hex where he can again see patrol marker, conduct 741 again.
527. The mules are loaded with ammo and supplies for the front lines (these supplies cannot be used by your squad).
Control. Mule counters have two sides, marked under control and unattended, to help you keep track of their status. A mule is under control when an active soldier in the same hex picks up the lead rope (no cost in Operations; 1 MP in Rounds); flip the mule counter to its under control side when this happens. One soldier can hold up to 4 mules in place (keep them under control without moving them). One soldier can move only 1 or 2 mules at a time. Once a mule is under control, it stays under control until the soldier controling the mule drops the lead rope, which he can do at any time at no cost; if this occurs, flip the mule counter to the unattended side. If the soldier controlling the mule is wounded, incapacitated, or killed, he drops the lead rope automatically; flip the mule counter to its unattended side. A soldier controlling a mule must drop the lead rope (flip counter) to fire a bazooka, LMG, or BAR, or to make or defend against an assault. A soldier controlling a mule can only snap fire weapons other than those named above unless he drops the lead rope (flip counter) before firing.
Movement. Mules will not move unless being led by an active soldier or unless directed by paragraph. One soldier can lead up to 2 mules under his control. The soldier moves normally and the mules move with him. Mules cannot enter cliff hexes and can enter and exit buildings only through doors or destroyed wall hexsides. No more than 4 mules can be in any hex at one time after they have been unloaded from the barge.
Damage to Mules. When mules are hit by fire or subject to grenade attack, roll 1 die: On a result of 0-3, there is no effect; on a
result of 4-7, the mule panics and will not move for the rest of the Round; on a result of 8, the mule is wounded (place marker) and will not enter more than 2 MP worth of hexes per Turn, regardless of how many MPs the soldier controlling the mule has to spend; on a result of 9, the mule is incapacitated (place marker). If a mule is incapacitated as a résult of rolling a 9 (but not as the result of being wounded twice), roll 1 die: On a result of 0-8, there is no effect; on a result of 9, the supplies on the mule explode, the mule is killed (remove it from the map), and all soldiers in the hex suffer damage on the Satchel Charge Outside row. Any other mules in the hex suffer damage as in the beginning of this section (more than one mule may have its supplies explode as the result of a single attack).
Combat Against Soldiers in a Hex With Mules. Unless otherwise directed, when a German fires at a hex with both soldiers and mules in it, the target is a soldier. A mule is considered a soldier for the purposes of resolving Aimed Automatic Weapon Fire (see Ambush!), but soldiers in the hex suffer damage first. If a German is directed specifically to fire at a mule, the mule is considered a standing soldier in the terrain it occupies. A prone soldier in a hex with an incapacitated mule is —2 to hit, unless the terrain offers a better modifier. If a prone soldier in a hex with an incapacitated mule is fired on and missed, roll 1 die: On a result of 0-8, no effect; on a result of 9, the supplies on the incapacitated mule explode and damage is resolved as above. If a hex with soldiers and mules in it is subjected to a grenade attack, all soldiers and mules in the hex could incur damage. Soldiers resolve the grenade attack normally, and the mules take damage as above. Mule counters are marked with 527 on both sides to remind you of this paragraph for easy reference.
528. Conduct PC Check:
- Success: See 648.
- Failure: See 460.
529. If any mules are unattended, one unattended mule determined at random panics. Roll one die:
0: Mule moves 1 hex north.
: Mule moves 1 hex northeast.
: Mule moves 1 hex southeast.
: Mule moves 1 hex south.
: Mule moves 1 hex southwest.
: Mule moves 1 hex northwest.
: Mule moves 2 hexes back along the route it travelled (or as near as you can remember). 7-9: Mule will not move this Round, even if a soldier picks up its lead rope and tries to move it.
If a die roll of 0-5 causes a mule to enter a cliff hex from higher ground, the mule falls through the cliff hex(es) to land in the lower level. (For example, a mule in R-8 forced to move | hex north would fall through R-7 and end up in R-6.) For each cliff hex the mule falls through, it rolls once on the Carbine row. If the result is panic, the mule will not move in that Round. If the result is KIA, roll one die: On a result of 0-4, no further effect; on a result of 5-9, the supplies explode (as in 527). If the die roll causes a mule to enter or leave a building other than through a door, the mule remains where it is and will not move in that Round. If a die roll causes a mule to enter a hex containing an active soldier, the soldier conducts a PC Check:
-
Success: The soldier suffers no damage.
-
Failure: The soldier suffers damage on the Pistol row (due to galloping mule hooves).
530. If this hex is entered from M-9 and sO has not occurred, see 101.
-
If this hex is entered from other than M-9 and s9 has not occurred, see 716.
-
Otherwise, no Event.
531. If active target in sight, see 352.
-
If no active target in sight and all US vehicles have passed through W-6, remove this German and gain 1 bonus VP.
-
Otherwise, fall prone. If no LOS to active
-
US vehicle at end of Turn, remove this German and gain 1 bonus VP.
532. Conduct PC Check:
- Success: See 461.
- Failure: See 649.
534. Conduct PC Check:
- Success: See 681.
- Failure: See 680.
535. Conduct PC Check:
- Success: See 652.
- Failure: See 653.
536. Conduct PC Check:
- Success: See 654.
- Failure: See 655.
537. If s2 has not occurred, roll 1 die: On an odd result, see 656; on an even result, see 657.
-
If s2 has occurred and s6 has not occurred, see 790.
-
If both s2 and s6 have occurred, place Event marker. No Event.
538. Conduct PC Check (+1):
- Success: See 220 and US advantage.
- Failure: See 220 and German advantage.
540. [s5] There are German supply barges nearby. Place barges in hexes determined by rolling 1 die: On an odd result, place barges in J-7, L-7, N-6; on an even result, place barges in I-7, M-7, N-5. See 237 for additional information about barges.
541. [s4] There is a German supply barge nearby. Place barge in hex determined by rolling 1 die: On an odd result, C-6; on an even result, D-7. See 237 for additional information about barges.
542. [s1] Activate GE 60 in C-7. Activate GE 54 crouching in C-9 in Special Reaction A. Commence Rounds. If s4 has not occurred, see 541.
543. 1. If on surface, conduct PC Check:
-
Success: See 783.
-
Failure: Conduct Activation Check. Success: See 341. Failure: If s4 has not occurred, see 541; otherwise, no Event.
- If underwater, conduct PC Check:
-
Success: See 783.
-
Failure: Conduct Activation Check (—1). Success: See 341. Failure: If s4 has not occurred, see 541; otherwise, no Event.
544. [s2] Activate GE 61 in M-5. Commence Rounds. If s5 has not occurred, see 540.
545. If s6 has not occurred, see 323. If sl has not occurred, see 670; if s1 has occurred, conduct PC Check (+1). Success: US advantage. Failure: German advantage.
- If sl and s6 have both occurred, place Event marker. No Event.
546. If s6 has not occurred, see 323. If s1 has not occurred, see 670; if s6 has occurred, conduct PC Check. Success: US advantage.
Failure: German advantage.
- If both s1 and s6 have occurred, place Event marker. No Event.
547. If s6 has not occurred, see 323. If sl has not occurred, see 670; if s1 has occurred, conduct PC Check. Success: US advantage. Failure: German advantage.
- If both sl and s6 have occurred, place Event marker. No Event.
548. Conduct PC Check:
-
Success: See 323, US advantage.
-
Failure: Conduct Activation Check. Success: See 323, German advantage. Failure: See 323.
549. 1. If there is an active American in the same hex, assault to kill.
-
If there is an active American in an adjacent hex, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If grenade is available and target is at 2-3 hex range, crouch and toss grenade at hex with most Americans in it (easiest, if more than one hex has same number), using —3 modifier if target not in sight. Fall prone if free stance change is available.
-
If grenade is available and target is visible at 4-6 hex range, stand and throw grenade at hex with most Americans in it (closest hex, if more than one hex has same number). Fall prone if free stance change is available.
-
If target is visible at 4-6 hex range and no grenade is available, crouch and conduct best fire at closest target. Fall prone if free stance change is available.
-
If none of the above apply, use the current German Action Number to conduct the indicated paragraph (if directed to fire mortar, see 791):
0-2: L conducts 502; Q conducts 503; T conducts 504.
3-5: L conducts 503; Q conducts 504; T conducts 502.
6-9: L conducts 504; Q conducts 502; T conducts 503.
550. If s7 has not occurred, see 338. If s2 has not occurred, see 236; if s2 has occurred, conduct PC Check. Success: US advantage. Failure: German advantage.
- If both s2 and s7 have occurred, place Event marker. No Event.
551. If s7 has not occurred, see 338. If s2 has not occurred, see 234; if s2 has occurred, conduct PC Check. Success: US advantage. Failure: German advantage.
- If both s2 and s7 have occurred, no Event. Place Event marker.
552. Conduct PC Check (+1):
- Success: See 338 and US advantage.
- Failure: See 338 and German advantage.
553. Conduct PC Check:
- Success: See 715.
- Failure: See 419.
554. One timed explosive (chosen at random if necessary) detonates prematurely. The barge to which it is affixed is destroyed and all soldiers on the barge are killed. Soldiers in the water in the hex suffer damage on the Satchel Charge Outside row; soldiers in the hex on the surface are considered non-prone and soldiers underwater are considered prone. There is no Grenade Strike PC Check for the affected soldiers. Remove the tick, tick marker for this explosive charge from the Action Round Track. This can occur more than once per Mission.
560. [s1, s2, s4, and s5] Activate German
60 in C-7 and German 61 in M-5. Commence Rounds. German advantage. Roll 1 die: On an odd result, place German supply barges in C-S, I-7, M-7, and N-5; on an even result, place German supply barges in D-7, J-7; L-7, and N-6. See 237 for information on barges.
561. [s2] Activate German 61 in M-S. Commence Rounds. US advantage. American who passed his PC Check is automatically aware and receives 2 Turns this Round. If s5 has not occurred, see 540. .
562. [S2] Activate GE 61 in M-5. Commence Rounds. German advantage. If s5 has not occurred, see 540.
563. [s2 and s5] Activate German 61 in M-5. Commence Rounds. German 61 receives 2 Turns this Round. Roll 1 die: On an odd result, place German supply barges in J-7, L-7, and N-6; on an even result, place German supply barges in I-7, M-7, and N-5, See 237 for information on barges.
564. This Germans conducts PC Check:
- Success: Surface if necessary and:
-
Swim toward nearest visible active American diver.
-
If no active American diver is visible, swim toward K-6.
-
If in K-6 and an any American is visible, conduct best fire with pistol at easiest target (do not remove waterproofing from pistol first, and use jam number 25).
4, Otherwise, do nothing.
- Failure: 1. Stay in current stance and swim toward K-6.
- If in K-6, do nothing.
565. If truck has been fired on in this Round, drive fast and conduct | snap fire with pistol at easiest target.
- Otherwise, drive slow.
566. If truck has been fired on in this Round, conduct best fire at closest target.
- Otherwise, do nothing.
567. If truck has been fired on in this Round, conduct best fire at easiest target.
- Otherwise, do nothing.
568. If truck has been fired on in this Round, roll 1 die: On an odd result, give Turn to German in truck with highest WS; on an even result, conduct as many snap fires as possible with machine pistol, beginning with closest, then easiest.
- Otherwise, do nothing.
569. Remove Special Reaction T, spend 1 MP to exit truck standing, and follow normal Action Paragraphs.
570. If both sO and s1 have occurred, place Event marker. No Event.
- Otherwise, conduct PC Check (+2). Success: If sO has not occurred, see 351; if s1 has not occurred, see 681. Failure: If sl] has occurred, no Event; if s1 has not occurred, conduct Activation Check (Success: See 680. Failure: No Event).
571. If GE 19 or 20 is moving, enter N-13.
- Otherwise, enter N-14.
572. If an American is in sight, and the current German Action Number is odd, enter O-14.
- If an American is in sight, and the current German Action Number is even, enter P-15.
- Otherwise, enter O-15.
573. If an American is in sight, enter Q-16.
- Otherwise, enter Q-15.
578. Place Event marker. Conduct Activation Check (—1):
-
Success: See 790.
-
Failure: No Event.
579. [s7] Man notices movement on Level 4, near S-10 and R-9.
580. [s1] Activate GE 31 and GE 32 in Special Reaction T in same hex as GE 21. GE 31 and GE 32 each get 2 Turns this Round.
581. Conduct PC Check:
- Success: See 700.
- Failure: No Event.
582. [s8] Help arrives! Activate US 04 in hex determined by rolling 1 die: On an odd result, activate in A-11 facing B-11; on an even result, activate in Y-4 facing X-3. US 04 is not under your control. Use the current German Action Number to determine which Action paragraph applies. When directed to move, use the movement references on the Condition cards. Remove Special Reaction D from all Germans to whom it currently applies. If s7 has not occurred, see 473. The Mission ends when there are no active Germans on the map. You need 8 VP to win. VP loss for incapacitated men can be avoided by moving them into a building hex. Make note of this paragraph on your Squad Record Sheet.
583. 1. If in the same hex with an active US soldier, assault to kill. Fall prone if free Stance change is available.
-
If in a hex adjacent to an active US target and a grenade is available, crouch and throw grenade (target priority is open vehicle, then soldier). Fall prone if free stance change is available.
-
If in a hex adjacent to an active US target and no grenade is available, crouch and conduct best fire at easiest target (open vehicle first, then soldier). Fall prone if free stance change is available.
-
If an active US target is in sight but not in the same or an adjacent hex, move as quickly as possible toward nearest target. If the most direct route is through a prohibited hex, take the shortest path without entering the prohibited hex. Fall prone if free stance change is available.
-
If there is no active American in sight and this soldier is in I-13, remove Special Reaction H from this German, re-roll the German Action Number, and follow normal condition paragraph.
-
If there is no active American in sight, stand and move 1 hex toward the top of the map. Keep moving in that direction until a German reference for movement appears on the Condition Card. At such time as there is a movement reference on the Condition Card, remove Special Reaction H from this German.
584. 1. If jagdpanther is immobilized or hit by any type of fire, regardless of result, remove Special Reaction T from this German.
-
If in hex with jagdpanther at the start of this Turn, this German will conduct 840, if current German Action Number is odd, or 868, if current German Action Number is even.
-
If not in hex with jagdpanther at the start of this Turn, use the current German Action Number and refer to the indicated paragraph: 0-3: 803
4-5: 809
6-8: 868
9: 800
If directed to move and he enters the hex with the jagdpanther, this German will stop
moving. If target is in sight and free stance change is available or sufficient MPs remain, he will fall prone. If no target is in sight, he will crouch.
585. 1. If jagdpanther is immobilized or hit by any type of fire, regardless of result, remove Special Reaction T from this German.
-
If in hex with jagdpanther at the start of his Turn, this German will conduct 868, if current German Action Number is odd, or 800, if current German Action Number is even.
-
If not in hex with jagdpanther at the start of the Turn, use the current German Action Number and refer to the indicated paragraph: 0-2: 862
3-4: 863
5-6: 864
7-9: 858
If directed to move and he enters the hex with the jagdpanther, this German will stop moving. If target is in sight, he will fall prone if free stance change is available or sufficient MPs remain. If no target is in sight, he will crouch,
586. 1. If in same hex with active US soldier, assault to kill. Fall prone if free stance change is available.
-
If there is an active US soldier in an adjacent hex and a grenade is available, crouch and throw a grenade at the hex with the most Americans in it. Fall prone if free stance change is available.
-
If there is an active US soldier in an adjacent hex and no grenade is available, charge assault to kill. Fall prone if free stance change is available.
-
If there is an active US soldier in sight, but not in the same or an adjacent hex, move as quickly as possible toward the nearest target. If the most direct route is through a prohibited hex, take the shortest path possible without entering prohibited hexes. Fall prone if free stance change is available.
-
If there is no active American in sight, stand and move toward the,top of the map until there is German movement reference on the Condition Card. When that happens, remove Special Reaction H from this German and follow the normal condition paragraph.
587. [s8] Activate US 05 in A-1 facing B-1. If s6 has not occurred, see 472. If s7 has not occurred, see 473. Go to Condition 3. Commence Rounds. Remove Special Reaction D from all Germans to whom it currently applies. Mission ends when (1) there are no active Germans on the map, or (2) all active US soldiers (excluding naval gun crew, which stays were it is) have exited the map in the boat. If Mission ends in option 1, VP loss for incapacitated men can be avoided by moving them into a building hex. If Mission ends in option 2, Incapacitated men must be exited to avoid VP loss. You need 8 VP to win. Make note of this paragraph on your Squad Record Sheet.
588. Patrol boat has 6 Crew Points (not represented by separate counters). Boat will spend all available Crew Points to pull squad members on board unless instructed to fire first. In such a case, Crew Points remaining after fire is conducted will be used to pull squad members on board. Boat will not move when within 2 hexes of active US soldier.* When the patrol boat has an IN of 4 or 5, it exerts a Command Radius of 2 hexes. The patrol boat’s IN is added to that of all active US soldiers occupying those hexes for purposes of determining whether the soldiers are in command. If the patrol boat’s IN is
reduced to 2, it will no longer have a Command Radius, and the soldiers will determine command status normally. The patrol boat itself (and its inherent crew) will never panic. If patrol boat fails an Accident Check caused by driving fast, it will stop in that hex. It can still fire or pull squad members on board if so directed, but it will not move further in that Turn. Patrol boat pays 1 MP per hex entered and follows movement references on Condition 3 card. Action costs are as follows: drive slow, 1 Crew Point; drive fast, 2 Crew Points, snap fire with HMG, 1 Crew Point; aimed fire with HMG, 2 Crew Points; pull active squad member on board from adjacent hex, 2 Crew Points; pull inactive squad member on board from adjacent hex, 4 Crew Points, and roll one die with a result of 0 causing an incapacitated man to be killed and a 1-9 having no effect. Squad members can conduct fire from boat, using —2 modifier for fire from vehicle. Grenades thrown from boat have distance to target doubled for To Hit determination (grenade thrown at target 2 hexes away is considered to be thrown at target at 4 hex distance). Grenade cannot be thrown at target more than 3 hexes from boat. If boat crew is reduced to 2 or 1, other passengers can spend Actions to help pull men on board, with 1 Action being considered 1 Crew Point. Squad members cannot fire the HMG. If crew is reduced to zero, a squad member can drive the boat with his DS reduced by 2, German grenade attacks against the patrol boat are resolved on the Grenade Inside row. Boat crew makes 1 PC Check:
-
Success: The crew is considered prone.
-
Failure: The crew is considered non-prone. Any result other than panic reduces the crew by 1. Passengers, if any, get to make the normal Grenade Strike PC Check. If the initial result on the damage roll against crew members is kill, the boat is destroyed an the entire crew is killed. Any passengers who survive their damage rolls are placed prone in an adjacent land hex of your choice. Once all active US soldiers are on board, the boat crew will conduct one PC Check per Turn:
-
Success: The boat is under your control and will exit the south edge of the map as fast as possible.
-
Failure: Follow the movement references on the Condition Card.
Any commander on board can spend an Action to give the boat crew another PC Check to attempt to exit, but the crew cannot be given a Turn for any other purpose. If the boat is sunk, see 703. Patrol boat counter has 588 on it, referring to this paragraph. *Excludes naval gun crew.
589. Sarge decides to fight a delaying defense while withdrawing toward the village around the bay in the southeast corner of the map.
590. If bridge is intact and sO has occurred, no Event.
-
If bridge is intact and sO has not occurred, see 226.
-
If bridge is destroyed, see 290.
591. If vehicle is moving, no Event.
- If soldier is moving, see 372.
592. If vehicle is moving, no Event.
- If soldier is moving, see 373.
593. Place Event marker. Conduct Activation Check:
-
Success: See 615.
-
Failure: No Event.
594. If vehicle is moving, see 374.
- If soldier is moving, see 376.
595. If soldier is moving, see 376.
- If vehicle is moving, see 377.
596. If soldier is moving, see 378.
- If vehicle is moving, see 482.
597. If soldier is moving, see 484.
- If vehicle is moving, see 486.
598. Remove explosives marker, if there is one in the hex. Flip bridge counter over to destroyed side; any vehicles that were on top of the bridge are disabled (flip their markers to their destroyed side). Occupants of vehicles that were on top of the bridge take damage on Satchel Charge Outside row as if prone; soldiers who were on top of the bridge but not in vehicles roll on the Satchel Charge Outside row in current stance. Soldiers under the bridge in the supports take damage on Satchel Charge Outside row as if non-prone; soldiers beneath the bridge on the ground roll on the Satchel Charge Outside row in current stance. The hex is now impassable to vehicles and costs soldiers 2 MP to enter. Lose 1 VP when bridge in V-14 is destroyed.
599. 1. If there is an active American in the same hex, assault to kill.
-
If explosives under the bridge in V-14 are defused, remove Special Reaction B from this German.
-
If there is an active American on the bridge in V-14 or adjacent to it, see 219.
-
If there is an active American on or under or beneath the bridge in V-14, crouch and conduct best fire (target priority is on bridge, under bridge, beneath bridge). Fall prone if free stance change is available.
-
Crouch and conduct best fire at target closest to bridge.
-
If all Americans are north and west of the stream, remove Special Reaction B from this German.
-
Crouch.
600. [s3] A truckload of Germans enters the map on its way to the village. Activate GE 10 through GE 15 in a truck in Y-10; all these Germans activate in Special Reaction T. Commence Rounds. German advantage. GE 10 receives 2 Turns this Round.
601. The destroyed bridge in this hex is impassable. If in Operations, return to the hex entered from. If in Rounds and vehicle is moving, driver conducts Accident Check: If he passes, return to the hex entered from at no cost and continue with driver’s Turn; if he fails, return to hex entered from and driver’s Turn ends. If in Rounds and soldier is moving, conduct PC Check:
-
Success: Return to hex entered from at no cost and continue with soldier’s Turn.
-
Failure: Return to hex entered from, fall prone, and this soldier’s Turn ends.
602. [s6] Activate GE 68 in F-19 facing F-18. Commence Rounds. Due to the noise of the approaching panzer, all unaware Americans within 6 hexes (inclusive) of F-19 make a PC Check (+2) for Awareness.
603. If soldier is moving, see 168.
- If vehicle is moving, see 435.
604. [s6] Activate GE 28 and GE 46 crouching in first hex on following list not occupied by an active American: F-8, N-19, E-10. Commence Rounds. All Americans who can see GE 28 and GE 46 conduct PC Check:
-
Success (any): US advantage.
-
Failure (all): German advantage.
If no Americans can see GE 28 and GE 46, German advantage.
605. If GE 26 exited or was removed from the map, see 650.
- Otherwise, no Event.
607. If GE 29 exited or was removed from the map, see 659.
- Otherwise, no Event.
608. [s8] Activate GE 38 crouching in Special Reaction P in first hex on following list not occupied by an active American: L-14, N-14, H-13. Commence Rounds, All Americans who can see GE 38 conduct PC Check:
-
Success (any): US advantage.
-
Failure (all): German advantage.
If no American can see GE 38, German advantage.
609. US 07 turns to enter P-12. Brush becomes entangled in the treads, immobilizing the Sherman in this hex facing P-12/Q-12. US 07 cannot move for the rest of the Mission, but will perform other actions as directed by Action paragraphs.
610. [sO] Activate GE 26 crouching, in Special Reaction B, in hex determined by rolling one die:
0-3: S-10
4-6: R-17
7-9: W-19
Commence Rounds. German advantage.
611. [sO] Activate GE 26 crouching, in Special Reaction B, in hex determined by rolling one die:
0-3: S-10
4-6: R-17
7-9: W-19
Commence Rounds. US advantage.
612. [s1] Activate GE 27 crouching, in Special Reaction P, in P-12. Commence Rounds. US advantage.
613. [s1] Activate GE 27 crouching, in Special Reaction P, in P-12. Commence Rounds. German advantage.
614. [s1] Activate GE 27 crouching, in Special Reaction P, in O-12. Commence Rounds. US advantage.
615. [s2] Activate GE 29 crouching in hex determined by rolling one die:
0-2: M-4
3-5; X-7
6-9: N-1
Commence Rounds. If no other sightings have occurred, German advantage. Otherwise, US advantage.
616. [s1] Activate GE 27 crouching, in Special Reaction P, in Q-17. Commence Rounds. German advantage.
617. [s5] German engineers are attempting to destroy the bridge. Place half track in H-15, facing I-15. Activate GE 40 through 45 as follows: GE 40 is assistant driver; GE 41 is driver; GE 42 through GE 45 are in rear of half track with GE 42 manning the LMG (if he is directed to fire the LMG, the next lowest numbered passenger will assist). Commence Rounds. German advantage.
618. [s1] Activate GE 27 crouching, in Special Reaction P, in hex Q-17. Commence Rounds. US advantage.
619. [s1] Activate GE 27 crouching, in Special Reaction P, in hex O-12. Commence Rounds. German advantage.
620. Conduct Activation Check:
-
Success: See 380.
-
Failure: Each American who can see the Patrol marker conduct a PC Check. Success (any): See 383. Failure (all): See 510.
621. Boobytrap! Conduct Boobytrap Procedure. If boobytrap explodes, replace destroyed bunker counter with rubble counter.
622. [s7] Activate GE 39 crouching in V-6 and GE 69 crouching in X-6. Commence Rounds. German advantage.
623. [s7] Activate GE 39 crouching in V-6 and GE 69 crouching in X-6. Commence Rounds. US advantage.
624. Conduct Activation Check:
- Success: See 384.
- Failure: See 386,
625. Roll one die:
0-6: One illuminated soldier (determined at random, if necessary) is fired on by a hidden German (if in Operations, do not begin Rounds). Resolve one fire with the following attributes: snap fire; long range; machine pistol; WS +1.
7-9: As above, but aimed fire and more than one soldier in the hex can be hit per Ambush! rules (Aimed Automatic Weapon Damage). After fire is resolved, remove starshell marker and go to Condition 2.
626. [s8] Activate GE 59 and GE 66 crouching in fortified building in hex P-15. Place fortified building marker in P-15 with doorway facing Q-16. See 517 for details about fortified building. Commence Rounds. US advantage. All aware Americans who do not panic receive 2 Turns this Round. If s5 has not occurred, see 162. Go to Condition 3.
627. Roll one die: On an odd result, see 162: on an even result, see 165.
628. Soldier hears noises coming from near the tunnel entrance in W-6/W-7.
629. Roll one die:
0-6: One illuminated soldier (determined at random, if necessary) is fired on by a hidden German (if in Operations, do not begin Rounds). Resolve one fire with the following attributes: snap fire; medium range; bolt rifle; WS 0.
7-9: As above, but aimed fire.
Do not roll for jam, but only to see if soldier is hit. Once fire is resolved, remove starshell marker.
630. Conduct PC Check:
- Success: See 461.
- Failure: See 460.
631. [s7] Remove maps G and H and replace them with full-map F. Squad enters between A-19 and C-19, inclusive. The top of the map is the north edge. Place ford markers in K-12 (connecting K-11 and K-13) and O-4 (connecting N-4 and P-3). Place rubble marker in K-10. Water barrier is still a stream. Go to Condition 2 and conduct normal Paragraph Checks as squad enters the map.
632. 1. If s9 has not occurred, see 746. 2. If s9 has occurred, roll one die and refer to the indicated paragraph: : 116
633. Roll one die to determine the Patrol Activation Diagram used to place patrol markers on the map:
0-1: 1
2-3: 2
4-5: 3
6-7: 4
8-9: Roll again.
Activate GE 78 through GE 81 using the diagram determined above (patrol members can activate in cliff hexes). Remove the patrol marker and its IN marker. The lowest numbered German activates in position A, second lowest in B, and so forth. Once all 4 patrol members are on the map, see 748. Commence Rounds. German advantage. Combat of any type can be conducted against the individual patrol members once they are placed on the map.
634. One German weapon fired last Round (other than mortar) runs out of ammo (determined at random, if necessary). If German has no second weapon, put 810 into effect for him, if applicable. This can occur more than once per Mission.
635. 1. If a grenade is available and a target is within 3 hexes, crouch and throw grenade at closest target. Fall prone, if free stance change is available.
-
If grenade is available and a target is within 4-6 hex range, stand and throw grenade at closest target. Fall prone, if free stance change is available.
-
If no grenade is available, or no target is in range, conduct 815 if current German Action Number is odd, or conduct 840 if current German Action Number is even.
636. Place Event marker. Roll one die:
0-6: One soldier determined at random in the hex is fired on by a hidden German (do not begin Rounds). Resolve this fire with the following attributes: snap fire; long range; machine pistol; WS 0.
7-9: As above, but fire is aimed (may damage more than one soldier).
637. Go to Condition 3. You need 21 VP to win. You receive 1 VP for each American exited through the northeast corner between W-1 and Y-1 and Y-3 (inclusive) and 2 VP for each mule exited through the same hexes. You also receive 1 VP for each active German left on the map when your squad has exited (each mortar crew member active is worth 1 VP). You lose 2 VP for each active mule left on the map. VP loss for an incapacitated man can be avoided by moving him into a building hex or exiting him. The Mission ends in Condition 3 when there are no active Americans left on the map. Put Special Reaction M into effect for GE 72 through GE 76. For these Germans, target priority is mule (when closest or easiest) and then soldiers at the same distance. A mule takes damage as in 527, Make note of this target priority on your Squad Record Sheet.
638. Boobytrap! Conduct boobytrap procedure.
639. [$2] Soldier hears sound of a pitched battle in the northeast corner. Squad decides to investigate and attempt to deliver the supplies to the men in the area.
640. Dawn breaks. LOS increases to 5 hexes, exclusive.
641. Cutting corners costs! Make an immediate Accident Check.
642. [s9] If either GE 72 or GE 73 or both is still active at the end of Condition 1 or they were removed from the map, reactivate them crouching in the first hex not occupied by an active American chosen from the following hexes: Y-16, R-19, O-19. If in Condition 3, these Germans reactivate in Special Reaction M. Commence Rounds.
643. [s6] Activate GE 68 in R-19 facing R-18. Commence Rounds. Due to the noise of the approaching panzer, all unaware Americans within 6 hexes (inclusive) of R-19 make a PC Check (+2) for Awareness.
644. If soldier is moving, see 293.
- If vehicle is moving, enter S-18.
645. If soldier is moving, see 168.
- If vehicle is moving, enter Y-14.
646. If soldier is moving, no Event.
- If vehicle is moving, see 609.
647. 1. If s8 has not occurred, see 608. If s4 has not occurred, see 483.
- If both s4 and s8 have occurred, place Event marker. No Event.
648. [s2] Activate GE 48 standing in I-8, GE 49 standing in J-1, and GE SO crouching in D-2. Commence Rounds. US advantage.
649. [s2] Activate GE 48 standing in I-1, GE 49 standing in H-7, and GE 50 crouching in D-2. Commence Rounds. German advantage.
650. GE 26 re-enters the map standing in this hex. All Americans in the hex conduct a PC Check (+2):
-
Success (any): US advantage and Americans who passed the Check are automatically aware.
-
Failure (all): German advantage and Americans who failed the Check are automatically unaware.
651. [s6] Activate GE 47 in S-10. Commence Rounds. US advantage.
652. [s4] You have surprised a German MG team. Activate GE 19 and GE 20 crouching in O-14. Commence Rounds. US advantage.
653. [s4] Machinegun nest! Activate GE 19 and GE 20 crouching in O-14. Commence Rounds. German advantage.
654. [s4] You have surprised a German MG team. Activate GE 19 GE 20 crouching in P-15. Commence Rounds. US advantage.
655. [s4] Machinegun nest! Activate GE 19 and GE 20 crouching in P-15. Commence Rounds. German advantage.
656. [s2] Activate GE 48 in F-14, GE 49 in J-17, and GE 50 in G-19. All activate crouching. Commence Rounds. Conduct PC Check:
-
Success: US advantage.
-
Failure: German advantage.
657. [s2] Activate GE 48 in I-18, GE 49 in E-15, and GE 50 in E-19. All activate crouching. Commence Rounds. Conduct PC Check:
-
Success: US advantage.
-
Failure: German advantage.
658. Minefield! Conduct minefield procedure.
659. GE 29 re-enters the map standing in this hex. All Americans in the hex conduct PC Check (+2):
-
Success (any): US advantage and those who passed the Check are automatically aware.
-
Failure (all); German advantage and those who failed the Check are automatically unaware.
670. Place Event marker.
- If on surface, conduct PC Check (—2):
-
Success: See 780.
-
Failure: Conduct Activation Check (—2). Success: See 341. Failure: No Event.
- If underwater, conduct Activation Check (—2):
-
Success: See 341.
-
Failure: No Event.
671. Place Event marker.
- If on surface, conduct PC Check (—1):
-
Success: See 780.
-
Failure: Conduct Activation Check (—1). Success: See 341. Failure: No Event.
- If underwater, conduct Activation Check (-1):
-
Success: See 341.
-
Failure: No Event.
672. 1. If an active American diver is within 2 hexes, swim toward nearest American diver. 2. If an active American diver is at a range of 3 hexes and a grenade is available, surface if necessary and throw grenade at diver closest to F-2.
-
Conduct best fire with pistol at nearest active American, using jam number 25 for not first removing waterproofing. Surface before firing if necessary.
-
Swim toward F-2.
-
Do nothing.
673. 1. If on surface, conduct PC Check (+2):
-
Success: See 783.
-
Failure: Conduct Activation Check. Success: See 341. Failure:If s4 has not occurred, see 541; if s4 has occurred, no Event.
- If underwater, conduct PC Check (+1):
-
Success: See 783.
-
Failure: Conduct Activation Check (—1). Success: See 341. Failure: If s4 has occurred, no Event; if s4 has not occurred, see 541.
674. A guard boat is considered a small vehicle in the open for fire combat purposes. Guard boat cannot be entered by Americans for any purpose. A guard boat has 2 speeds: slow (1 hex per Turn, for 1 Crew Point); and fast (2 hexes per Turn, for 2 Crew Points). If a guard boat is fired on, roll 1 die:
- On an odd result, the crew is hit. If the result is other than panic, reduce the crew by
- If the firing weapon is a submachinegun, keep rolling. If the firing weapon is a bazooka, the rest of the crew rolls on the Grenade Inside row, with any result other than panic reducing the crew by 1 (see Bazooka rules in Ambush!). If the crew is reduced to zero, remove the guard boat from the map; it is considered eliminated for victory purposes.
- On an even result, the boat is hit. If penetration is L, the boat can move only slowly. If penetration is M or H, the boat is eliminated and removed from the map. Grenades can be thrown into a guard boat. There is a —3 modifier applied if the grenade is thrown from outside the boat’s hex. If the initial roll causes the grenade to miss, and the scatter roll causes the grenade to hit, roll 1 die: On an odd result, the grenade lands in the boat; on an even result, the grenade lands in the water in the boat’s hex. If a grenade lands in the guard boat, the guard boat is destroyed and all crew members are killed; remove the guard boat from the map. It costs 1 Crew Point to fire bolt rifle and 1 Crew Point to throw grenade. Guard boat counter has 674 marked on it to remind you of this
paragraph.
675. 1. If there are fewer Americans to the south of row M (inclusive) than north of it, enter N-3.
- Otherwise, if soldier is moving, enter M-2. If vehicle is moving, each occupant (on his Turn) will spend 1 MP to exit the truck standing in M-3. Remove Special Reaction T from each German after he exits the truck.
676. If German truck is active, it blows a tire. Conduct Accident Check. Truck can be driven only slowly. If 1 tire is already blown due to combat result, or truck later blows second tire due to combat result, truck is ‘immobilized (considered knocked out for VP purposes). If this happens, remove Special Reaction T for all Germans in the truck. This can occur only once per Mission. Ignore further references to this paragraph after it causes the truck to blow a tire.
- Otherwise, roll for a new Random Event.
677. 1. If on surface, conduct Activation Check (+1):
-
Success: See 341,
-
Failure: Conduct PC Check (+1). Success: See 780. Failure: See 542.
- If underwater, conduct PC Check (+1):
-
Success: See 780.
-
Failure: Conduct Activation Check (+1). Success: See 341. Failure: See 542.
678. Conduct PC Check:
- Success: See 783.
- Failure: See 341.
679. If no timed explosives are set, no Event.
- If one or more timed explosives are set, see 554.
680. [s1] Activate GE 16 and GE 17 in Q-9, crouching. Commence Rounds, German advantage.
681. [s1] Activate GE 16 and GE 17 in Q-9, crouching. Commence Rounds. US advantage.
682. If there is an active American within 3 hexes, enter M-16.
- Otherwise, enter M-15,
683. Mission ends when all active American vehicles exit the map via A-8, and all active American soldiers exit via A-7 to A-9, inclusive. VP loss for incapacitated and killed men can be avoided by exiting them (if campaigning your own continuing squad, men who are KIA in this Mission and exited are not reincarnated in the next Mission). You need 6 VP to win. If sl has not occurred, see 110 immediately. Once an American soldier or vehicle exits the map, he or it cannot return.
684. If there are no Americans in sight, enter R-15.
- Otherwise, enter R-16.
685. Go to Condition 2. [s5] Roll 1 die and reactivate any of the following Germans who were removed from the map:
GE 16 and GE 17: On an odd roll, in K-19; even, G-19.
GE 48: On an odd roll, in I-13; even, H-13. GE 49: On an odd roll, in G-14; even, F-13. GE 50: On an odd roll, in A-19; even, E-19. All activate crouching. GE 16, 17, and 50 activate in Special Reaction D. If any of these Germans had run out of ammo, they have been resupplied. For each of the above Germans who is reactivated and who has used some or all of his initial supply of grenades, roll 1 die: On a result of 0-4, no grenades resupplied; on a result of 5-7, one grenade resupplied; on a result of 8-9, two grenades
resupplied. Regardless of the result of the resupply roll, no German can reactivate with more grenades than he originally had. Commence Rounds. If all of the above Germans are incapacitated or killed and s6 has not occurred, see 790 immediately. If any of the above Germans are placed back on the map as the result of this paragraph and s6 has not occurred, see 790 at the start of the next Round in place of the Random Event Check (note this on your Squad Record Sheet if it applies). If s4 has not occurred, see 248. The Mission ends in Condition 2 when all active Americans have exited the map (vehicles via B-19 and soldiers via A-19 through C-19, inclusive). VP loss for incapacitated and killed squad members can be avoided by exiting them (if campaigning you own continuing squad, soldiers who are killed in this Mission are not reincarnated after the Mission). You need 6 VP to win. Once an American soldier or vehicle exits the map, he or it cannot return.
686. If on second floor in V-13, descend to first floor.
- If on first floor in V-13, enter V-14.
687. If current German Action Number is odd, enter D-17.
- If current German Action Number is even. enter E-18.
688. Put Special Reaction D into effect for this soldier.
689. If current German Action Number is odd, enter T-12.
- If current German Action Number is even, enter V-13.
690. If radio is manned, see 366.
- If radio is unmanned, or has been destroyed, roll one die: On an odd result, see 582; on an even result, see 587.
691. Place Event marker. Conduct PC Check:
- Success: See 699.
- Failure: No Event.
692. [s2] There is a ford in H-11, connecting H-12 and H-10. Place ford marker. German enters H-11. If s2 has not already occurred, it does so now; make the appropriate notation on your Squad Record Sheet.
693. If there is an American vehicle in sight, put Special Reaction D into effect for this German.
- Otherwise, enter P-6 (after removing Special Reaction D, if in effect).
694. 1. If there is an American vehicle in sight, put Special Reaction D into effect for this German.
-
If there are more Germans in P-4 than there are in R-4, remove Special Reaction D and enter Q-5.
-
Remove Special Reaction D, if in effect, and enter P-4.
695. If vehicle is moving, enter O-6.
- If soldier is moving, enter P-5.
696. If on road, no Event.
- If in second story of U-13, see 242.
697. If either GE 21 or GE 30 moved 4 or more hexes in the previous Round, one of them (chosen at random) has thrown a tread and is immobilized. Place thrown tread marker on appropriate vehicle. It cannot move for the rest of the Mission, but it can perform any non-movement Actions called for. This Event can occur only once per Mission. Ignore any further references to this paragraph once one vehicle is affected in this manner.
- Otherwise, no Event.
698. One German weapon fired in the previous Round (including tank main guns and machineguns) runs out of ammo. If more than one fired in the previous Round, determine one at random.
699. [s9] There is a bazooka with two rounds and an unprepared satchel charge in this hex.
700. [s2] There is a ford in H-11, connecting H-10 and H-12. Place ford marker.
701. If radio is manned, see 471.
-
If radio is unmanned, see 471 when it is manned.
-
f radio is destroyed, either now or before it is manned, see 589.
702. Go to Condition 2. If s7 has not occurred, see 473. If s8 has not occurred, see 690.
703. Squad members can exit the map via W-1 through Y-1 inclusive. Once a man leaves the map, he cannot re-enter. Victory conditions of 587 still apply.
704. Drive boat fast, stopping when within 2 hexes of an active US soldier (excluding naval gun crew). Conduct best fire with HMG at easiest target. Load squad members.
705. Load squad members. Drive boat slowly, stopping when within 2 hexes of an active US soldier (excluding naval gun crew), Conduct best fire with HMG at closest target.
706. Conduct aimed fire with coaxial MG at closest target.
707. If there are 1 or more targets in sight, button up. If already buttoned up, see 934.
- If there is no active target in sight, open. If already opened, see 935.
708. Drive vehicle fast. Fire cannon at an active US vehicle or an active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target in sight, conduct snap fire with coaxial MG at closest target.
709. Drive vehicle fast. Fire cannon at an active US vehicle or an active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target in sight, conduct aimed fire with bow MG at easiest target.
711. If there are 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 is available.
712. If on first floor, no Event.
- If on second floor, see 133.
713. The rest of your company should be in the area of W-6 through W-10. Get the food there as fast as you can.
714. If vehicle is moving and you are in Condition 1, enter R-5.
-
If vehicle is moving and you are in Condition 2, enter Q-7.
-
If soldier is moving, enter Q-6.
715. [s8] Activate GE 51 crouching in P-5, in Special Reaction A. Commence Rounds. US advantage.
716. Conduct PC Check:
- Success: See 332.
- Failure: See 430.
717. If vehicle is moving, enter P-4.
- If soldier is moving, enter R-4.
718. If vehicle is moving, enter O-6.
- If soldier is moving, enter P-5.
719. Do not attempt to land. Enter the next hex to the north in the 1 row.
720. Conduct Activation Check (+1):
-
Success: See 616.
-
Failure: Conduct PC Check. Success: See 618. Failure: No Event.
721. Roll one die: On an odd result, see 616; on an event result, see 618.
722. 1. If s6 has not occurred, see 487.
-
If s5 has not occurred, see 723.
-
If s8 has not occurred, see 727.
-
If s7 has not occurred, see 724.
-
If GE 26 has exited or been removed from the map, see 489. If GE 29 has exited or been removed from the map, see 728.
-
If you have not yet read 269, do so now.
-
If you have read 269, see 182.
723. [s5] German engineers are attempting to destroy the bridge. Place half track in L-13 facing K-14. Activate GE 40 through GE 45 as follows: GE 40 is assistant driver; GE 41 is driver; GE 42 through GE 45 are in rear of half track with GE 42 manning the LMG (if he is directed to fire LMG, the next lowest numbered passenger will assist). Commence Rounds. GE 41 gets 2 Turns this Round.
724. [s7] Activate GE 37 in hex determined by rolling one die:
O-2: Q-9 with covered arc P-9, Q-10, R-9. 3-5: O-19 with covered arc N-19, N-18, O-18.
6-8: K-9 with covered arc J-9, K-10, L-9. 9: Roll again.
See 253 for attributes of ATG. Commence Rounds. If any other Germans are active, US advantage. If no other Germans are active, German advantage.
725. Place Event marker. Conduct PC Check:
- Success: See 483.
- Failure: No Event.
726. 1. If s7 has not occurred, see 724.
-
If s8 has not occurred, see 727.
-
If s5 has not occurred, roll one die: On an odd result, see 723; on an even result, see 617.
-
If s6 has not occurred, see 487.
-
If GE 29 has exited or been removed from the map, see 728. If GE 26 has exited or been removed from the map, see 489.
-
If you have not yet read 269, do so now.
-
If you have read 269, see 182.
727. [s8] Activate GE 38 crouching, in Special Reaction P, in hex determined by rolling one die:
0-3: L-14
4-6: F-8
7-9: H-13
Commence Rounds.
728. Reactivate GE 29 crouching in hex determined by rolling 1 die: On an odd result, reactivate in N-1; on an even result, reactivate in Y-8. Commence Rounds.
729. 1. If s5 has not occurred, see 617.
-
If s6 has not occurred, see 487.
-
If s7 has not occurred, see 724.
-
If s8 has not occurred, see 727.
-
If GE 26 has exited or been removed from the map, see 489. If GE 29 has exited or been removed from the map, see 728.
-
If you have not yet read 269, do so now.
-
If you have read 269, see 182.
730. 1. If there is an active American in the same hex, assault to kill.
-
If there is an active American in an adjacent hex and German’s WS is +1 or +2, charge assault to kill.
-
If there is an active American in an adjacent hex and German’s WS is 0, —1, or —2, crouch and throw grenade at hex with most Americans in it and no active German in same hex. If no grenade is available, conduct 801. If all adjacent hexes that have active Americans in them also have an active German in the same hex, charge assault hex with most Americans in it.
-
If there are 2 or more Germans from this patrol inactive, move as quickly as possible away from the nearest active American by most direct route, going around prohibited hexes. Fall prone if free stance change is available and a target is in sight. If out of sight at the end of the Round and no active American is within 6 hexes, remove this German from the map.
-
If an active American is visible, conduct one snap fire at closest target and then move as quickly as possible toward nearest active target by the most direct route, going around prohibited hexes.
-
If there is no active American in sight, move as quickly as possible toward nearest active American by the most direct route, going around prohibited hexes. Conduct one snap fire at closest target to come into view if there are sufficient Movement Points remaining to do so. Fall prone at end of Turn if free stance change is available and target is in sight.
_731. In Operations, move through barbed wire
normally. In Rounds, barbed wire costs +1 MP to enter, and each US soldier
must fall prone upon entering the barbed wire hex. Soldiers can continue to move in the same Turn if they have sufficient Movement Points remaining to do so. When a soldier attempts to leave a barbed wire hex, roll one die: On a result of 0, the soldier is wounded, remains prone in the hex, and loses any remaining Turns in the Round; on each successive Turn, the soldier must again roll one die prior to moving to see if he suffers further damage; on a result of 1-9, there is no effect. Barbed wire has no effect on German soldier movement. A hex can be cleared of barbed wire by successfully setting off a satchel charge in the hex. If a tracked vehicle attempts to move through a barbed wire hex, it costs 2 MP to enter the hex plus an Accident Check:
-
Success: The barbed wire marker is removed.
-
Failure: The vehicle is immobilized in the hex and the barbed wire remains.
Other vehicles (non-tracked) are prohibited from barbed wire hexes. Barbed wire counters have 731 on them to remind you of this
paragraph.
732. [s4] Activate GE 67 in P-15 facing Q-16. See 300 for details about panzer in _ building. Commence Rounds. American who
‘ passed his PC Check is automatically aware.
733. [s4] Activate GE 67 in P-15 facing Q-16. See 300 for details about panzer in building. Commence Rounds. Roll one die: On an odd result, German advantage; on an even result, GE 67 receives 2 Turns this Round.
734. Conduct PC Check:
- Success: See 297.
- Failure: No Event.
735. 1. If there is an active American in the same hex, assault to kill.
-
If there is an active German within 2 hexes in the same hex as an active American, crouch and give Turn to German with highest Ws.
-
If there is an active German within 2 hexes in a hex adjacent to an active American, crouch and give Turn to German with highest Ws.
-
If none of the above apply, or there are no Germans eligible to receive a Turn, conduct 730 if GE 65, or conduct 762 if GE 58.
736. [S4] Activate GE 67 in U-15 facing T-15. See 300 for details about panzer in building. Commence Rounds. Roll one die: On an odd result, US advantage; on an even result, all aware Americans who do not panic receive 2 Turns this Round.
737. [s4] Activate GE 67 in U-15 facing T-15. See 300 for details about panzer in building. Commence Rounds. German advantage.
738. Conduct PC Check (+1):
- Success: See 736.
- Failure: See 737.
739. 1. If there is an active American in the same hex, assault to kill.
-
If there is a grenade available and an active American is visible within 3 hexes, crouch and throw grenade at hex with most Americans in it. If all hexes have the same number of Americans, throw grenade at closest hex (determined at random, if necessary). Fall prone if free stance change is available.
-
If grenade available and active American visible at 4-6 hexes, stand and throw grenade at hex with most Americans. If all hexes have the same number of Americans, throw grenade at closest hex (determined at random, if necessary). Fall prone if free stance change is available.
-
If none of the above apply, conduct 730 if GE 62, GE 63, or GE 64, or conduct 762 if GE 55, GE 56, or GE 57.
740. 1. If there are no active Americans in sight, remove Special Reaction A, crawl to P-12, and put Special Reaction B into effect for this German.
- If there is an active American in sight, do not remove Special Reaction A, but use current German Action Number and conduct paragraph for that number under Condition 1.
- Crouch.
741. All Americans who can see the patrol marker conduct a PC Check:
-
Success (any): See 745, and those who pass are automatically aware and receive 2 Turns this Round.
-
Failure (all): Conduct Activation Check. Success: See 633. Failure: See 526.
742. 1. If there is an active American in the same hex, assault to kill.
-
If any visible hex has more than one American in it, conduct best fire with machine pistol at hex with most Americans (if more than one hex has same number of Americans, fire at easiest target). Fall prone, if free stance change is available.
-
If in the same hex as an active mule, and there is no US soldier in the hex, see 747.
-
If there is an active American in an adjacent hex, charge assault to kill.
§. If an active American is visible, crouch and conduct best fire at closest target. Fall prone, if free stance change is available.
-
If no active American is visible, but an active unattended mule is in sight, move as quickly as possible by the most direct route, going around prohibited hexes, toward the nearest unattended mule.
-
If there is no active American or mule in sight, move as quickly as possible toward the nearest American by the most direct route, going around prohibited hexes; do not look for movement references on the Condition cards. Conduct 1 snap fire at the first target to come into view if sufficient Movement Points remain to do so. Fall prone at end of Turn, if free stance change is available and target is in sight.
743. 1. If there is an active American in the same hex, assault to kill.
-
If there is an active American in an adjacent hex and a grenade is available, crouch and throw grenade at adjacent hex with most Americans in it. If no grenade is available or there is an active German in the hex with the American, charge assault a target determined at random.
-
If grenade available and active American visible within 3 hexes, crouch and throw grenade at hex with most Americans (nearest, if all have same number). Fall prone after throw, if free stance change is available.
-
If no grenade is available, or the closest American is 4 or more hexes away, stand, conduct 1 snap fire at closest target, and move as quickly as possible toward the nearest active American. Fall prone, if free stance change is available.
-
If in a hex with an unattended active mule, see 747.
-
If in a hex adjacent to an unattended active mule, enter that hex and see 747 once there.
-
If there is no active American in sight, move as quickly as possible toward the nearest American by the most direct route, going around prohibited hexes; do not look for movement references on the Condition cards. Conduct | snap fire at first target to come into view, if sufficient Movement Points remain to do so. Fall prone at end of Turn, if free stance change is available and target is in sight.
744. 1. If there is an active American in the same hex, assault to kill.
-
If there is an active German within 2 hexes in the same hex with an active American, crouch and give Turn to German with highest WS who is eligible to receive a Turn.
-
If there is an active German within 2 hexes in the same hex with an unattended active mule, crouch and give Turn to lowest numbered German who is eligible to receive a Turn.
-
If there is an active German within 2 hexes who is adjacent to an active American, crouch and give Turn to German with highest WS who is eligible to receive a Turn.
-
See 742.
745. Roll one die to determine Patrol Activation Diagram used to place patrol members on map:
0-1: 1
2-3: 2
4-5:3
6-7: 4
8-9: Roll again.
Activate GE 78 through GE 81 using the diagram determined above (patrol members can activate in cliff hexes), Remove patrol marker and its IN marker. Lowest numbered German activates in position A, second lowest in position B, and so forth. Once all 4 patrol
members are on the map, see 748. Commence Rounds. US advantage. Combat of any type can be conducted against the individual patrol members once they are placed on the map.
746. [s9] If GE 72 or GE 73 was active at the end of Condition 1 and was removed from the map, reactivate in hex determined by rolling 1 die (Commence Rounds):
0-3: T-19
4-6: Y-16
7-9: O-19
747. 1. Crouch and pick up lead rope for 2 mules, if available (1 MP).
- Move as quickly as possible toward U-19 or Y-17 (whichever is closer). Conduct Paragraph Check once there. If more than one route is possible, choose one at random. Crouch at the end of the Turn, if free stance change is available or if sufficient Movement Points remain to crouch but not to enter a new hex (wounded man will not crouch at end of Turn). An American cannot intentionally fire at mules in a hex with an active German. Make note of this paragraph and the Germans to which it applies on your Squad Record Sheet.
748. Germans in patrol are not automatically aware when placed on the map. Each German must conduct a PC Check as follows:
-
In same hex with active American or mule: PC (+2).
-
Within 3 hexes of visible active American or mule: PC (+1).
-
Otherwise: normal PC.
Any Germans who fail this PC Check are unaware for the first Round. All Germans in patrol are automatically aware in the second and subsequent Rounds.
749. 1. If there is no active American in sight and none east or south of the stream, remove
this German from the map.
- Otherwise, do not remove Special Reaction
B, but use the current German Action Number and action paragraph for Condition 1 for that
number.
750. Minefield! Conduct minefield procedure. If mine explodes and s3 has not occurred, see 235.
751. Minefield! Conduct minefield procedure. If mine explodes and s9 has not occurred, see 430.
760. 1. If a grenade is available and there is a target within 3 hexes, crouch and throw grenade at nearest target. Fall prone after throw if free stance change is available.
-
If grenade is available and target is at 4-6 hex range, stand and throw grenade at nearest target. Fall prone after throw if free stance change is available.
-
If out of grenades, but there are grenades available in the same hex, crouch and take as many grenades as possible from any active German or any inactive soldier in the hex.
-
Fall prone.
761. If this German can see another active German, conduct as many snap fires as possible, first at the second closest target, then at the easiest.
- Otherwise, fall prone.
762. 1. If there is an active American in the same hex, assault to kill.
- If any visible hex has more than one active American in it, conduct best fire with machine pistol at hex with most Americans in it. If more than one hex has the same number of Americans, fire at easiest target. Fall prone if
free stance change is available and there is an active target in sight.
-
If there is an active American in an adjacent hex, charge assault to kill.
-
If more than 2 Germans from this patrol are inactive, move as quickly as possible away from the nearest active American by the most direct route, going around prohibited hexes: Fall prone if free stance change is available. If out of sight at end of Round and no active American is within 6 hexes, remove this German from the map.
-
If there is an active American in sight, conduct 802.
-
If there is no active American in sight, move as quickly as possible toward nearest active target by the most direct route, going around prohibited hexes. Conduct one snap fire at first target to come into view if there are sufficient Movement Points remaining to do so. Fall prone at end of Turn if free stance change is available and active target is in sight.
763. If soldier is moving, enter K-15.
- If vehicle is moving, roll one die: On a roll of 0-2, enter L-13; on a roll of 3-9, enter M-15.
764. If soldier is moving, enter M-16.
- If vehicle is moving, enter O-16.
765. If soldier is moving, enter N-17.
- If vehicle is moving, enter O-18.
770. If grenade is available and target is within 3 hexes, stand and throw grenade into closest hex containing the most Americans (if 2 or more hexes have the same number of active US soldiers, determine the target at random).
- If no grenade is available or there is no target within 3 hexes, stand and conduct best fire with personal weapon at closest target. Fall prone if free stance change is available.
780. [s1, s4, and s5] Activate GE 60 in C-7. Activate GE 54 crouching in C-9, in Special Reaction A. Place German supply barges in hexes determined by rolling 1 die: On an odd result, barges are in D-7, J-7, M-7, N-5; on an even result, barges are in C-6, I-7, L-7, N-6. See 237 for information about barges.
781. Put Special Reaction D into effect for this soldier.
782. 1. If there is an active barge in N-5 with no active German on it, remove Special Reaction A, stand, and enter O-5.
-
If there is an active barge in N-6 with no active German on it, remove Special Reaction A, stand, and enter O-6.
-
Otherwise, using the current German Action Number, refer to the indicated paragraph:
0-1: 801
2: 800
3-5: 802
6-9: 808
783. [s1] Activate GE 60 in C-7. Activate GE 54 crouching in C-9, in Special Reaction A. If s4 has not occurred, see 541. Commence Rounds. US advantage and soldier who passes his PC Check is automatically aware and receives 2 Turns this Round. If s4 has not occurred, see 541.
784. If there is an active barge in M-7 or L-7 with no active German on board, remove Special Reaction A, stand, and enter M-8.
- Otherwise, using the current German Action Number, refer to the indicated paragraph:
Q-1: 824 2: 829
3-6: 825 7-9: 856
785. If there is an active German barge in J-7 with no active German on board, remove Special Reaction A, stand, and enter J-8.
-
If there is an active German barge in I-7 with no active German on board, remove Special Reaction A, stand, and enter I-8.
-
Otherwise, using the current German Action Number, refer to the indicated paragraph: 0-4: 802
5-6: 824
7-8; 840
9: 800
786. If there is an active German barge in D-7 with no active German on board, remove Special Reaction A, stand, and enter D-8.
-
If there is an active German barge in C-6 with no active German on board, remove Special Reaction A, stand, and enter B-8.
-
Otherwise, using the current German Action Number, refer to the indicated paragraph: 0-1: 856
2: 840
3-6: 810
7-9: 802
787. [s9] Commander decides to drop off all 4 divers and have them enter the cove via hexes E-2, F-2, and G-2, while the men in the 2 canoes continue north to cut off any possible reinforcements and to attack the village from the rear. Men in the canoes cannot land south of the N column (inclusive), but can move freely after they land. Divers must stay in all-water hexes unless otherwise directed by a paragraph. While in Operations, _ divers and canoes can move together, but divers are no longer considered to be hanging onto the sides of the canoes. When in Rounds, each man must move independently. Divers can now be either on the surface or underwater (use the appropriate side of the surface-underwater marker to record their status).
788. Enter N-2, spending 1 MP, if necessary, to exit the truck standing.
789. Go to Condition 2, Remove Special Reaction A for all Germans to whom it currently applies. The Mission ends when (1) all Americans have exited the map through A-1 and there are still active Germans on the map, or (2) when all Americans occupy allwater hexes in the | or 2 row south of the G column (inclusive) and there are no active Germans on the map. There is no VP loss for incapacitated squad members in 2, and VP loss can be avoided in 1 by exiting incapacitated men. American divers can now enter any hex, including land hexes. It costs 2 MP to enter any land hex from an all-water hex, except if crossing an embankment hexside, which takes 1 Action. There is a free stance change when the land hex is entered. If there is a vacant space in a canoe, a diver can climb into a canoe in the same hex by spending 1 Action. An incapacitated man can be exited by using the 2 Port Boxes in a canoe. In such a case, no other equipment can be carried in the canoe’s Port Boxes. Once the incapacitated man has been put into the canoe, there is no further need to check if movement causes him to become KIA. You need 20 VP to win.
790. [s6] Activate GE 47 in S-10. Commence Rounds, German advantage. See 791 for details about mortar.
791. Place mortar counter marked 791 (to remind you of this paragraph) with round prepared side up in activation hex. Mortar counter has two sides marked round prepared and round unprepared to help you keep track of its status. When the mortar is fired, flip the counter to its round unprepared side; when a crew member prepares a round, flip the mortar counter to its round prepared side. Place 3 mortar team members crouching in the activation hex.
Firing Mortar. The mortar has a minimum range of 7 hexes. It can be fired at hexes no closer than 7 hexes (exclusive) from its location. The mortar fire can scatter to within minimum range during hit resolution. Mortar can be fired and round prepared in the same Turn, but each can occur only once per Turn. The firing soldier’s WS does not apply when firing the mortar. US soldiers cannot use German mortar for any purpose. When a mortar team member is directed to fire the mortar, first check for dud using dud number of 05. If the round is not a dud, conduct the first of the following that applies:
-
If the mortar strike marker is not on the map and there is a vehicle visible to the German firing the mortar at 7 hexes or more in range, fire mortar at the hex with vehicle closest to S-10. Place mortar strike marker in the target hex. Roll on Mortar Strike Diagram A to determine the hex actually hit (move the mortar strike marker to the hex hit if not the target hex). Assess damage as in the Damage section.
-
If the mortar strike marker is not on the map and there is at least one active American visible to the German firing the mortar, place the mortar strike marker in the hex with the most Americans in it (if all visible hexes with Americans in them have the same number of Americans, place the mortar strike marker in the hex closest to S-10 not within the 7-hex minimum range). Roll on Mortar Strike Diagram A to determine the hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage section.
-
If mortar strike marker is not on the map and no vehicles or soldiers are visible to the firing German or any targets that are visible are within the 7-hex minimum range, fire mortar at hex determined by rolling 1 die: 0-1: C-18
2-3: G-16
4-5: K-14
6: I-18
7: N-18
8: N-15
9: R-16
Place mortar strike marker in hex and roll on mortar strike Diagram A to determine hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in the Damage section.
- If mortar strike marker is on the map and visible to the German firing the mortar:
-
If active vehicle is in same hex as mortar strike marker, German will fire at that hex again. Roll on Mortar Strike Diagram B to determine the hex actually hit (move the mortar strike marker to hex hit if not target hex). Assess damage as in Damage section.
-
If active vehicle is not in same hex as mortar strike marker but within 2 hexes of it, move mortar strike marker to hex with vehicle closest to S-10. Roll on Mortar Strike Diagram B to determine hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage
section.
- If active vehicle is not in same hex as mortar strike marker or within 2 hexes of it, fire at vehicle closest to S-10 not within 7-hex minimum range. Move mortar strike marker to target hex and roll on Mortar Strike Diagram A to determine hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage , section.
- If mortar strike marker is on map and visible to German firing the mortar:
-
If active American is in the same hex as the mortar strike marker, fire at that hex again. Roll on Mortar Strike Diagram B to determine hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in the Damage section.
-
If active American is not in same hex as mortar strike marker but within 2 hexes of it, fire at hex with most Americans in it (closest to S-10 if all possible target hexes have same number of Americans), Move mortar strike marker to target hex and roll on Mortar Strike Diagram B to determine hex actually hit
‘(move mortar strike marker to hex hit if not
target hex). Assess damage as in Damage section.
- If visible active American is not in same hex as mortar strike marker nor within 2 hexes of it, fire mortar at hex closest to S-10 containing visible Americans and not within 7-hex minimum range. Place mortar strike marker in target hex and roll on Mortar Strike Diagram A to determine hex actually hit (move mortar strike marker to hex hit if not target hex). Assess damage as in Damage section,
- If mortar strike marker is on the map but is not visible to the firing German, proceed as if it were not on the map.
Damage. If the mortar strikes lands off the map, no effect. If the mortar strike lands in a hex with an active target, damage is assessed as follows, Each soldier occupying a clear, road, or cover hex rolls on the Grenade Inside row. If mortar strike hits a building hex, roll on the Grenade Outside row; if the initial result is kill, one wall hexside (chosen at random, place destroyed wall hexside marker) is destroyed and all soldiers in the hex take damage on the Semi-Automatic Rifle row; if the initial result is other than kill, there is no damage to the building, but all soldiers in the hex lose 1 Turn (if any remain). If the mortar strike hits a hex with a vehicle, roll on the Grenade Outside row. If the initial result is incapacitated or kill, vehicle is disabled and vehicle occupants roll on Carbine row; if initial result is other than incapacitated or kill, there is no damage to the vehicle, but all occupants take damage on the Pistol row due to flying shrapnel. Remember that soldiers in a hex with a vehicle but not in the vehicle are considered to be in cover. If any other type of hex is hit by the mortar strike, each soldier in the hex takes damage on the Grenade Outside row.
792. {[s2] © If the current German Action Number is odd, activate GE 48 in F-14, GE 49 in J-17, and GE 50 in G-19. All are crouching. Commence Rounds.
- If the current German Action Number is even, activate GE 48 in I-18, GE 49 in E-15, and GE 50 in E-19. All are crouching. Commence Rounds.
793. [s1] Activate GE 16 and GE 17 in L-3, crouching. Commence Rounds. US advantage. All aware Americans who do not panic receive 2 Turns this Round. The American
who passed his PC Check is automatically aware.
T 794. [s8] You should have seen signs of your company by now. The advance must be going better than expected. Sarge decides to continue down the road until you find the rest of your company. If there are any active Germans still on the map, remove them as soon as they have no LOS to an active American vehicle. Gain 1 bonus VP for each mortar crew member still active when GE 47 is removed from the map by this paragraph.
795. When the last active American is east of
‘the L column (inclusive) and north of the 14 row (inclusive), remove GE 47 from the map. Gain 1 bonus VP for each German still active when GE 47 removed from the map. Make note of this paragraph on your Squad Record Sheet.
796. Place Event marker. Conduct Activation Check (+1):
-
Success: See 111.
-
Failure: Conduct PC Check (+1). Success: See 110. Failure: No Event.
797. Place Event marker. Conduct PC Check:
-
Success: See 793.
-
Failure: Conduct Activation Check. Success: See 110. Failure: No Event.
798. Place Event marker. Conduct PC Check:
-
Success: See 793.
-
Failure: Conduct Activation Check (—1). Success: See 110. Failure: No Event.
799. Go to Condition 3.
800. Lie prone.
801. Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is available.
802. Crouch, then conduct best fire at closest target. Fall prone after fire if free stance change is available.
803. If active target is visible and German is not in an open hex, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change is available.
-
If active target is visible and German is in open hex, move as quickly as possible.
-
If no active target is visible, run into open, crawl into any other type of hex.
804. If out of US sight, remove the German from the map.
-
If in US sight and a target is within 3 hexes, crouch and conduct best fire. Fall prone after fire if free stance change is available.
-
If in US sight and no target is within 3 hexes, fall prone.
805. If out of US sight, remove the German from the map.
-
If in US sight and a target is within 4 hexes, surrender.
-
If in US sight and no target is within 4 hexes, fall prone.
806. Run into open hex, crawl into any other type of hex. Stop moving and fall prone if free stance change is available and out of sight of active US soldier. If out of US sight at end of Round, remove the German from the map.
807. If an active target is in sight, crouch and conduct best fire at easiest target. Fall prone after Action if free stance change is available.
- If no active target is in sight, run into open hex or crawl into any other type of hex. Fall
prone after Action if free stance change is available.
808. If no active target is in sight, crouch.
-
If 1 or 2 active targets are in sight, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change is available.
-
If 3 or more active targets are in sight, fall prone.
809. Move as quickly as possible; fall prone after movement, spending a Movement Point to do so, if necessary.
810. 1. If within 2 hexes of a killed or incapacitated enemy or friendly soldier, and not in sight of an active target, run to victim and take weapon. Then return to the hex the soldier occupied before moving to take the weapon.
-
If in sight of active target, crouch and conduct best fire.
-
Crouch.
811. If in sight of an active target, surrender.
- Otherwise, fall prone.
812. 1. If there is an active US soldier in the hex, assault to kill.
-
If adjacent to an active US soldier through a traverseable hexside and a grenade is available, crouch and throw grenade. Exception: If another active German is in the hex, charge assault to kill instead.
-
If there is an active target in sight and no German is in the target hex, crouch and conduct best fire.
-
Move and snap fire if any active targets become visible during movement.
813. If more than 2 active targets are visible, surrender.
- Otherwise, see 802.
814. Drive 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 is available. If machinegun is 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 there is an American in an adjacent hex and a grenade is available, see 818.
-
If there is no active target visible, crouch.
-
If there is a target visible, crouch and conduct best fire at nearest target.
-
If out of ammo, but a grenade is available, see 818.
-
If out of ammo and grenades, and an active target is visible, surrender.
818. Crouch, then throw grenade at nearest target. Fall prone after throw if free stance change is available. If there is no target visible, or nearest target is in the same hex, crouch.
819. If there is a grenade available and a target is in range, throw grenade at closest target. Fall prone after throw if free stance change is available.
- If there is no grenade available, or no target is in range, run into an open hex, crawl into any other type of hex.
820. 1. If there is no active target in sight, Tun into an open hex or crawl into any other
type of hex.
-
If there is an active target in sight and German is in a hex with or adjacent to another active German, fall prone.
-
Surrender.
821. If in sight of an active target, fall prone. P
- If there is no active target in sight, run into an open or interior hex, crawl into any other type of hex.
822. If there is an active German in the same or an adjacent hex, crouch and give a Turn to the German with the fewest Turns in the same or adjacent hex. If there are 2 or more eligible Germans with the same number of Turns, give one to the soldier with the highest WS. If all available Germans have 2 Turns, see 801.
- If there is no active German in the same or adjacent hexes, run into an open or crawl into any other type of hex.
823. If there is another active German in the hex, fall prone.
- If there is no other active German in the hex, run into an open hex or crawl into any other type of hex.
824. Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is 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. Crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.
826. If vehicle has been fired upon, drive vehicle fast.
- If vehicle has never been fired upon, drive vehicle slowly.
827. Drive vehicle fast.
829. If one active target (only) is visible, crouch and conduct best fire. Fall prone after fire, if free stance change is available.
- Otherwise, fall prone.
830. If in an open hex, move as quickly as possible.
- If in any other type of hex, or any other type of hex is entered during movement, fall prone.
832. If there is 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 one to the soldier with the higher WS. If all eligible Germans have 2 Turns, see 801.
- If there are no other active Germans in the same or adjacent hex, see 801.
833. 1. If there is an active US soldier in the hex, assault to kill.
-
If adjacent to a US soldier through a traverseable hexside, and there is a grenade available, crouch and throw grenade. Exception: If there is an active German in the US soldier’s hex, charge assault to kill.
-
If there is an active target in sight, crouch and conduct best fire.
-
Lie prone.
834. If in a hex with an active German vehicle, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change is available.
- If not in a hex with an active German vehicle, see 803.
835. If there is an active German within 2 hexes, give a Turn to the German with the fewest Turns. If 2 or more eligible Germans have the same number of Turns, give one to the soldier closer to an active US soldier (then to the one with the higher WS, if still tied). If all eligible Germans have 2 Turns, see 801.
- If no other active Germans are within 2 hexes, conduct 801.
836. If out of US sight, remove the German from the map.
-
If in US sight and in open terrain, move as quickly as possible. Fall prone after move if free stance change is available.
-
If in US sight and not in open terrain, crouch and conduct best fire. Fall prone after fire if free stance change is available.
839. If there is an active US soldier in the hex, assault to kill.
- If there is no active target in the hex, crouch and conduct best fire at closest target.
840. Do nothing.
841. If there are three or more active targets visible, conduct 800. Otherwise, conduct 815.
842. Crouch, then conduct snap fire with rifle. Fall prone after fire.
843. If there is no active German in the same hex and there is more than one US soldier in sight, surrender. Otherwise, conduct 815.
844. Crouch.
846. If there are at least 3 active targets in sight, fall prone.
-
If there are 2 active targets in sight, see 815.
-
If there is 1 active target in sight, stand and conduct best fire with personal weapon at closest target. Fall prone, if free stance change is available.
847. If this German is within 8 hexes of another active German, conduct 869.
- Otherwise, fall prone.
848. 1. If a grenade is available and a target is within 3 hexes, crouch and toss grenade at closest target. Fall prone, if free stance change is available.
-
If a grenade is available and a target is in the 4-6 hex range, stand and throw grenade at closest target. Fall prone, if free stance change is available.
-
If no grenade is available, or no target is within range, roll one die and refer to the indicated paragraph:
0-4: 815
5-9: 840
849. If there is an active target in sight within 6 hexes, stand and throw grenade at nearest. Fall prone, if free stance change is available.
-
If there is no active target in sight, but there is an active target within 6 hexes, stand and throw grenade at nearest, paying —3 modifier for target not in sight. Fall prone, if free stance change is available.
-
If there is an active target in sight and no grenade is available, conduct 801.
-
Crouch.
856. If inside building, stand and conduct best fire at easiest target. Fall prone after fire if free stance change is available.
- If not inside building, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change is available.
857. If inside building, stand and conduct best fire at closest target. Fall prone after fire
if free stance change is available.
- If not inside building, crouch and conduct best fire at closest target. Fall prone after fire if free stance change is available.
858. If no target is in sight, crouch.
-
If inside a building and 1 or 2 targets are in sight or occupy adjacent hexes, stand and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If not inside a building and 1 or 2 targets are in sight, crouch and conduct best fire at easiest target. Fall prone if free stance change is available.
-
If there are 3 or more active targets in sight, fall prone.
859. If there is an active US soldier in the hex, assault to kill.
-
If there is no active target in the hex and German occupies a building, stand and conduct best fire at closest target. Fall prone if free stance change is available.
-
If there is no active target in the 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 is 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 there is an active German in the same or adjacent hex, crouch and give a Turn to the German with the fewest Turns. If there are 2 or more eligible Germans with the same number of Turns, give to the soldier with the higher WS. If all eligible Germans have 2 Turns, see 856.
- If there are no other active Germans in the same or adjacent hexes, see 856.
862. If there is no active target in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
-
If there is an 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 there is an active target in sight and soldier occupies a non-open hex, crouch and conduct best fire at easiest target.
863. If there is no active target in sight, move as quickly as possible. Fall prone if there is an active target in sight and free stance change is available.
-
If there is an 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 there is an active target in sight and soldier occupies a non-open hex, conduct 869.
864. If there is no active target in sight, move as quickly as possible. Fall prone if there is an active target in sight and free stance change is available.
- If there is an active target in sight, stand and conduct one snap fire. Then move as quickly as possible, spending up to half the soldier’s MPA (rounded down). Fall prone if free stance change is available.
865. If there is no active target in sight, move as quickly as possible. Fall prone if there is an active target in sight and free stance change is available.
- If there are 1 or 2 active targets in sight, crouch and conduct best fire at closest target.
- If there are 3 or more active targets in sight, fall prone.
866. If there is no active target in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
-
If there are 1 or 2 active targets in sight, move as quickly as possible. Fall prone in the first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in the last hex entered (again, spending an MP, if necessary).
-
If there are 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 there is no active target in sight, move as quickly as possible. Fall prone if there is an active target in sight and free stance change is available.
- If there is an active target in sight, move as quickly as possible. Fall prone in the 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 is available and active US soldier is in sight.
869. If an active US soldier is in the same hex, assault to kill.
-
If grenade is available and an active US soldier is within 3 hexes, stand and throw grenade at hex with most Americans in it, or nearest if all have same number of Americans. Fall prone if free stance change is available.
-
If grenade unavailable or target at greater than 4-hex range, conduct 801.
-
Fall prone.
874. Surrender.
883. If there is an active target in sight, stand and snap fire personal weapon at as many targets as possible, first the closest, then the second closest.
- Otherwise, fall prone.
884. Stand and conduct best fire with personal weapon at easiest target. Fall prone, if free stance change is available.
900. If there are 3 or more active targets in sight, or if this vehicle has been fired on, button up. If already buttoned up, see 901.
- If there are 1 or 2 targets in sight, see 903.
- If there are no active targets in sight, open. If already opened, see 906.
901. Conduct aimed fire with bow MG at closest target. Fire cannon at an active US vehicle or an active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in sight, conduct aimed fire with coaxial MG at second closest target.
902. If 1 or more active targets are in sight, button up. If already buttoned up, see 901.
- If no active targets in sight, see 906.
903. Drive slow. Fire cannon at active US vehicle or active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in
Al,
sight, conduct snap fire with coaxial MG at second closest target. Conduct snap fire with bow MG at closest target.
905. If there are 2 or more active targets in sight, button up. If already buttoned up, see 901.
- If only 1 active target is in sight, see 910.
- If there is no active target in sight, open. If already opened, see 906.
906. Drive vehicle fast. Conduct snap fire with bow MG at closest target. Prepare cannon if not prepared.
, 907. If there are 3 or more active targets in
sight, button up. If already buttoned up, see 910.
-
If there are 1 or 2 active targets in sight, see 903.
-
If there are no active targets in sight, open. If already opened, see 906.
908. Conduct aimed fire with bow MG at closest target.
910. Conduct aimed fire with bow MG at closest target. Fire cannon at an active US target in building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in sight, conduct aimed fire with coaxial MG at second closest target.
911. 1. If not in F-5, conduct best fire at American in same or adjacent hex. Throw grenade at nearest American in 2-3 hex range. Row slowly toward nearest visible American. If no American is in sight, row as fast as possible toward F-5.
- If in F-5, conduct best fire at nearest target. Conduct as many snap fires as possible at easiest target. Throw grenade at nearest target (diver first, then any other American).
912. 1. Row as fast as possible toward nearest visible active American (diver first, then any other American). Conduct as many snap fires as possible at easiest target.
-
If no active American is visible, row as fast as possible toward F-5. Conduct best fire at first target to come into view.
-
If in F-5S or in hex with an active American, conduct best fire at closest target. Throw grenade at second closest target. Conduct as many snap fires as possible at easiest target.
913. 1. If not in F-5, throw grenade at nearest target not in the same hex. Row slowly toward nearest visible target. If no American is visible, row slowly toward F-5.
- If in F-5 or in hex with an active American, conduct as many snap fires as possible at closest target.
914. Conduct best fire at closest target. Row as fast as possible toward nearest visible American. If no Americans are visible, row slowly toward F-5. Throw grenade at nearest target not in same hex.
915. 1. If not in K-6, conduct best fire at American in same or adjacent hex. Throw grenade at nearest American in 2-3 hex range. Row slowly toward nearest visible American. If no American is in sight, row as fast as possible toward K-6.
- If in K-6, conduct best fire at nearest target. Conduct as many snap fires as possible at easiest target. Throw grenade at nearest target (diver first, then any other American).
916. 1. Row as fast as possible toward nearest visible active American (diver first, then any other American). Conduct as many snap fires
as possible at easiest target.
-
If no active American is visible, row as fast as possible toward K-6. Conduct best fire at first target to come into view.
-
If in K-6 or in hex with an active American, conduct best fire at closest target. Throw grenade at second closest target. Conduct as many snap fires as possible at easiest target.
917. 1. If not in K-6, throw grenade at nearest target not in same hex. Row slowly toward nearest visible target. If no American is visible, row slowly toward K-6.
- If in K-6 or in hex with an active American, conduct as many snap fires as possible at closest target.
918. Conduct best fire at closest target. Row as fast as possible toward nearest visible American. If no American is visible, row slowly toward K-6. Throw grenade at nearest target not in same hex.
919. If soldier is moving and there is an active barge in N-5 with no active German on board, climb onto barge in N-5 (2 MP) and put Special Reaction B into effect for this soldier.
- Otherwise, enter O-5.
920. If sS has not occurred, see 540.
-
If in Condition 1 and vehicle is moving, enter O-7 after dropping off 1 passenger (chosen at random, or assistant driver if there is no active passenger) standing in O-6 if there is an active barge in N-6 with no active German on board. Remove Special Reaction T from the German dropped off.
-
If soldier is moving and there is an active barge in N-6 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this German after he climbs onto barge.
-
Otherwise, enter O-5.
921. If there are 3 or more active targets in sight, or if this vehicle has been fired upon, button up. If already buttoned up, see 925.
- If there are 1 or 2 targets in sight, see 927.
- If there are no active targets in sight, open up. If already opened up, see 929.
922. Drive vehicle fast. Conduct snap fire with MG at closest target. Prepare cannon if not prepared.
923. Drive vehicle fast. Conduct snap fire with coaxial MG at closest target. Prepare cannon if not prepared. Conduct snap fire with bow MG at second closest target.
924. Conduct aimed fire with MG at closest target. Fire cannon at an active vehicle or target in a building hex, if in sight. Prepare cannon if unable to fire.
925. Drive slow. Conduct snap fire with bow MG at closest target. Fire cannon at an active US vehicle or an active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target in sight, do nothing.
926. If vehicle is moving, enter M-8 after dropping off 1 passenger, standing (chosen at random) in N-7 if there is an active barge in M-7 with no active German on board. Remove Special Reaction T from the German dropped off.
-
If soldier is moving and there is an active barge in M-7, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
Otherwise, enter M-8.
927. Conduct aimed fire with bow MG at closest target. Fire cannon at an active US vehicle or at an active target in a building hex, 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.
928. If there are 2 or more active targets in sight, button up. If already buttoned up, see 933.
- If only 1 active target is in sight, see 924.
- If there are no active targets in sight, open. If already opened up, see 922.
929. Drive vehicle fast.
930. If vehicle is moving, enter B-5, dropping off 1 passenger, standing (chosen at random or assistant driver, if no passenger is available) in B-6 if an active German barge is in C-6 with no active German on board.
-
If soldier is moving and there is an active barge in C-6 with no active German on board, climb onto barge (2 MP) and put Special Reaction B into effect for this soldier.
-
Otherwise, enter B-5.
931. If there are fewer active Americans south of column P (inclusive) than north of it, enter Q-5.
- Otherwise, enter O-6.
932. Leaking gas from the ruptured fuel line catches fire and the truck (chosen at random, if necessary) explodes. Replace the wrecked truck marker with a crater marker. Any men in the truck roll on the Satchel Charge Inside row as if non-prone. Any men in another vehicle in the same hex roll on the Satchel Charge Outside row as if prone. Any men in the hex and not in a vehicle roll on the Satchel Charge Outside row according to their current stance. Any other vehicle in the same hex rolls on the Satchel Charge Outside row; if the result is killed or incapacitated, that vehicle is disabled; otherwise there is no effect. This can occur more than once per Mission.
933. Drive slowly. Conduct snap fire with MG at closest target. Fire cannon at an active US target in a building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire.
934. Conduct snap fire with bow MG at closest target. Fire cannon at an active US vehicle or at an active target in a building hex, if in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in sight, do nothing.
935. Drive vehicle fast.
936. If there are 1 or more active targets in sight, button up. If already buttoned up, see 933.
- If there are no active targets in sight, open. If already opened, see 935.
937. If there are 1 or more active targets in sight, surrender.
- If there is no target in sight, do nothing.
939. If there are 3 or more active targets in sight, button up. If already buttoned up, see 943.
-
If there are 1 or 2 active targets in sight, button up. If already buttoned up, see 944.
-
If there are no active targets in sight, open. If already opened up, see 944,
- Conduct aimed fire with bow MG at closest target. Fire cannon at an active vehicle or at an active target in a building hex, if in sight. Prepare cannon if unable to fire. If
cannon prepared and no cannon target is in sight, conduct aimed fire with coaxial MG at second closest target.
944. Drive slow. Fire cannon at an active vehicle or at an active target in a building hex, if 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.
946. If there are 2 or more targets in sight, button up. If already buttoned up, see 949,
-
If there is only one target in sight, button up. If already buttoned up, see 951.
-
If no active targets are in sight, open. If already opened up, see 953.
949. Conduct aimed fire with bow MG at closest target. Fire cannon at an active vehicle or at an active target in a building hex, 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.
951. Conduct snap fire with bow MG at closest target. Fire cannon at an active vehicle or at an active target in a building hex, if in sight. Prepare cannon if unable to fire.
953. Drive vehicle fast. Fire cannon at an active vehicle or at an active target in a building hex, if in sight. Prepare cannon if unable to fire. Conduct snap fire with coaxial MG at second closest, then closest target.
956. If there are 2 or more targets in sight, button up. If already buttoned up, see 958.
-
If there is only 1 target in sight, button up. If already buttoned up, see 965.
-
If there are no active targets in sight, open. If already opened up, see 967.
958. Conduct aimed fire with bow MG at closest target. Fire cannon at an active vehicle or at an active target in a building hex, if in sight. Prepare cannon if unable to fire.
959. If there is an active target within 3 hexes, crouch and conduct best fire with
pistol. Fall prone after fire, if free stance change is available.
- Otherwise, see 815.
965. Conduct snap fire with bow MG at closest target. Fire cannon at an active vehicle or an active target in a building hex, if in sight. Prepare cannon if unable to fire.
967. Drive vehicle fast.
969. If there is an active target within 7 hexes, crouch and conduct best fire. Fall prone after fire, if free stance change is available.
- Otherwise, see 822.
971. If there are no active targets in hex, lie prone.
-
If there are one or two active targets in hex, assault to kill.
-
If there are three or more active targets in hex, surrender.
990. If any truck is currently disabled by combat or accident, see 932.
- Otherwise, no Event.
991. If there are any boobytraps on the map that did not explode when discovered, one (chosen at random, if necessary) was not fully defused and now explodes. Any soldiers in the hex roll on the Grenade Inside row in their current stance. (If you cannot remember whether or not a boobytrap exploded, assume that it did not.) This can occur only once per Mission; ignore any further reference to this paragraph once a boobytrap explodes in this manner.
- Otherwise, no Event.
992. One German weapon fired in the previous Round is out of ammo. If more than one German weapon was fired in the last Round, determine which is out of ammo at random. Does apply to GE 47, if active. Can occur more than once per Mission.
993. One non-prone US soldier, determined at random, occupying a non-road, non-clear hex, falls. First he must make a PC Check. If
successful, he is uninjured, but falls prone. If
he fails, roll for damage as if he were hit by Pistol fire. This can occur only once per Mission. Ignore any further reference to this paragraph once the first soldier has fallen in this manner.
994. Go to Condition 3. Mission ends in Condition 3 when all Americans have exited the map via the entry hexes (W-1 through Y-1). You need 20 VPs to win (ignore Victory Conditions in 269). VP loss for incapacitated squad members can be avoided by exiting them.
995. One wounded German soldier, determined at random, becomes incapacitated due to blood loss. The Event can occur only once per Mission. Ignore this paragraph after the first German soldier is incapacitated in this manner.
996. One incapacitated German soldier, determined at random, dies due to his injuries. This Event can occur only once per Mission. Ignore this paragraph after the first German soldier dies in this manner.
997. One wounded US soldier, determined at random, becomes incapacitated due to blood loss. This Event can occur only once per Mission. Ignore this paragraph after the first US soldier is incapacitated in this manner.
998. One incapacitated US soldier, determined at random, dies due to his injuries. This Event can occur only once per Mission. Ignore this paragraph after the first US soldier dies in this manner.
999. One active vehicle (chosen at random, if necessary) blows a tire. Conduct Accident Check. Vehicle can now be driven only slowly. If the vehicle has already blown a tire and you are in Rounds, the vehicle is immobilized until 5 Actions are spent to put on the spare tire; Actions can be shared. If in Operations, there is no effect. This can occur only once per Mission. Ignore any further reference to this paragraph after the first tire blows.
Mortar Strike Diagrams
The booklet prints two mortar strike diagrams on its last page. Each is a hex layout with a target hex in the centre and a range of die results printed in each hex. The layout is given here column by column, left to right, each column listed from top to bottom.
Mortar Strike Diagram A (Top of Map at the top of the diagram)
- Column 1: 95-99; 90-94; 85-89
- Column 2: 40-44; 35-39; 30-34; 80-84
- Column 3: 45-49; 10-14; TARGET HEX 0-9; 25-29; 75-79
- Column 4: 50-54; 15-19; 20-24; 70-74
- Column 5: 55-59; 60-64; 65-69
Mortar Strike Diagram B (Top of Map at the top of the diagram)
- Top: 4
- Upper left: 9; upper right: 5
- Centre: TARGET HEX 0-3
- Lower left: 8; lower right: 6
- Bottom: 7
If round lands off map, do not place mortar strike marker on map.