Assault: Sicily '43 – Gela Beachhead
Assault: Sicily '43 – Gela Beachhead Rulebook
Table of Contents
Table of Contents
- Explanation of Text Markings
- 1.0 Game Components
- 2.0 Quick Start
- 3.0 Introduction and Overview
- 4.0 Game Components in Detail
- 5.0 Game Preparation
- 6.0 Sequence of Play
- 7.0 Support Phase
- 8.0 Special Actions
- 9.0 Movement Actions
- 10.0 Ranged Fire
- 11.0 Close Combat
- 12.0 Tactical Air and Off-board Artillery Support
- 13.0 Status Markers and Their Effects
Explanation of Text Markings
- Important Notes
- Examples
- Small sub-chapters
For better navigation, coloured backgrounds appear in the margins of the individual chapters.
1.0 Game Components
- 60 Formation Cards
- 9 Double Sided Map Tiles
- Rule Book, Campaign Book
- 36 Obstacle And Fortification Markers
- 44 Unit Cards
- 13 Punchboards with Unit Counters (318)
- 3 Player Aids
- 22 Minefield Markers
- 2 Pass-Tokens
- 42 Command Cards
- 72 Experience Markers
- 10 Troop Status Sticker Sheet and wooden tokens
- 2 D6 dice
- Troop Status Board & Turn Record
- 16 Battle Dice
- 10 Wreck Markers
- Optional: Content For Playing With Damage (20) and Smoke (30) Markers
- 41 Objectives, and Special Markers
- Tactical Air & Off-board Artillery Support: 1 TA/OAS Players Aid, 60 Command Points, 48 TA/OAS Cards, 176 Status Markers, 22 Terrain Damage Markers
2.0 Quick Start
After each of you has decided which faction to play, set up the game as described in the scenario book and shown in the illustration (turn record track, status markers, battle dice, D6 dice, setup areas, damage markers, unit counters, unit cards, trench, Players Aid).
We recommend that you begin with the Infantry and Vehicle Training scenarios when learning the Assault Game System. Once you have completed them, it will be easier to play the larger scenarios. They will give you the opportunity to learn the basic rules and work through the Sequence of Play.
Once this is done, take the Player Aid Chart and turn to Chapter 6.0 Sequence of Play. You will begin with the Initiative Phase. The Infantry Training scenario can now start.
2.1. Training Scenarios
Select the scenario Infantry Training from the campaign book and turn to Chapter 5.0 Game Preparation of the core rules. You are now ready to begin learning how to play Assault Tactical.
Note that the following rules will be used in this scenario:
- All basic rules
- All infantry specific rules
When you are comfortable with handling infantry under the basic rules, try the Vehicle Training scenario next. You will find everything you need to play listed in the campaign book. Instead of the infantry-specific rules, the vehicle-specific rules will apply here.
After you have mastered both training scenarios, you will be ready for the larger scenarios!
2.2. Set Up For Infantry Training Scenario
You can disregard the following rules for this scenario:
- All artillery specific rules
- All vehicle specific rules
- All optional rules
3.0 Introduction and Overview
The Assault System places you in command of small tactical elements of opposing armies. Using a mixture of armour, infantry, and artillery, the aim is to create a playable game of tactical combat on the various fronts without bogging players down with more minutiae than any battlefield commander ever encountered. This playability, coupled with just the right amount of realism, brings to life the difficult choices confronting both Axis and Allied forces during the Second World War.
The Assault Games Series will be a series of tactical conflict-simulation games and expansions that recreate battles from World War II.
The factions are differentiated by identification markers.
3.1. Game Objective and Victory Conditions
The objective of the game is to meet the victory conditions listed in the scenario descriptions through the tactical use of your available units. The player who has fulfilled all of their victory conditions by the end of the game is the winner.
3.2. Rules of Play
The Assault rule book includes basic rules, unit specific rules, and optional rules.
3.2.1. Basic Rules
Basic rules are all the rules without any form of special notation (e.g. italics, colored letters, unit symbol) and are always in force. Essentially any rules in black text.
3.2.2. Unit Specific Rules
All rules with special identification (colored letters) and a unit symbol apply only to the unit type specified: Infantry specific rules, Artillery specific rules, Vehicle specific rules.
3.2.3. Optional Rules
All optional rules are in blue text and indicated by having an officer's epaulette/shoulder board next to them. In order to make your introduction to the Assault rule set easier, you may omit the optional rules for your first few games. Once you have played a few introductory scenarios and become comfortable with the basic rules, you can add the optional rules to provide greater depth to the game. The optional rules are discussed in more detail in section 4.9.
4.0 Game Components in Detail
This chapter introduces the players who aren't familiar with the Assault Game System to the components that are used with the game. Once players have become familiar with the system, they can skip this chapter.
4.1. Formation Cards
Each player will draw formation cards from a deck at the start of a scenario. The number and type of formation cards to be drawn will be shown in the scenario book. Each card will state what type of formation it is (in the example, a NKVD Support Platoon), and list the different units that the player will have, if they draw it. It will also show which historical command the formation belonged to during the war.
A formation card shows: historical command, formation card title, faction symbol, experience level (in the example, the player receives 7 elite units), units received with this formation card, and (Optional) the number of available command points.
4.2. Unit Cards
Each unit type listed on the formation card has a corresponding unit card. Players need only one unit card per unit type. It provides all essential information for using the unit counters on the map tiles, including movement, attacks, protection, special abilities, and any positive or negative attributes.
4.2.1. Points Value
Each unit card shows the unit's points value. This value helps players select suitable units for alternative-history scenarios or campaigns and is also useful when creating their own scenarios.
4.2.2. Armoured & Unarmoured Vehicles
There are two types of vehicles included in the game:
- Tracked armoured vehicles have at least one green defence die on their unit card. They are particularly useful, as they can perform overruns against artillery (9.9.1) and transport infantry (9.10).
- Unarmoured vehicles have a strongest defence die of blue. They are highly vulnerable to ranged fire and close combat. When targeted, attackers use the infantry/artillery target row rather than the armoured vehicle row. Unarmoured vehicles cannot occupy an objective hex.
4.2.3. Experience Levels
Units may have different experience levels, from recruits to elite. Regular units do not require any marker; all other experience levels are indicated by placing the appropriate coloured marker next to the unit. The effects of these experience levels apply in addition to any other dice modifications.
| Level | Marker | Effect |
|---|---|---|
| Recruit | blue marker | Attacker gains automatically one "X" symbol when attacking this unit |
| Regular | No marker | No effects |
| Hardened | green marker | +1 blue defence die |
| Veteran | orange marker | +1 blue defence die; +1 blue attack die |
| Elite | red marker | +1 blue defence die; +1 blue attack die; this unit ignores "X" symbols |
4.2.4. Unit Card Layout
A unit card shows: unit name, points value, base movement allowance, strength points, arc of fire, movement type (track in the example), symbol representing unit type, blast value (see below and 12.5), unit class, special abilities / attributes (with effects described underneath), target (infantry, artillery, armoured vehicle), points value for unit at half-strength, strength points value for half-strength unit, maximum range, range in hexes 0-14 (0 = close combat), start of the range band, module code.
Direct fire: attack dice used are based on the different range bands (see 10.1).
Defence dice are shown on unit cards in the following order: Allied units are read clockwise (rear, above, front, flank); Axis units are read counter-clockwise.
Blast Values introduce the possibility of destroying buildings. See chapter 12.5 for details on how they are used. Some units have special blast value icons:
- Numbered hex symbol (e.g., a Bazooka unit): The blast value may only be triggered at ranges up to the number shown.
- S hex symbol (e.g., a Mortar unit): The blast value may only be triggered when firing a support weapon (e.g., a mortar).
4.3. Unit Counters
Every infantry, artillery, and vehicle unit in Assault is represented by a counter. Each counter has a front and a reverse side (the back shows the faction symbol). Units at full strength are placed front-side up and are flipped to their reverse side (heart symbol signifying unit at half-strength) once they have taken damage equal to half their original strength. Full and half strength are shown by heart symbols on their unit cards.
4.4. Status Markers
In the Assault basic rules, a player may activate all of their units. Once a unit is activated, it receives the appropriate action status marker. The action must be announced to the opponent, and the unit is then committed to it. The marker may be placed after the action is carried out, avoiding unnecessary movement of the unit and marker during activation. Action status markers are explained in the relevant chapters and summarised in chapter 13.0.
Optional: Under the optional rules, units are activated by free actions or command points (6.2.2).
4.5. Battle Dice
The six-sided battle dice are used to determine combat results and other game effects. Assault uses four colours of battle dice, ranked from strongest to weakest: red, yellow, green, blue. Players should memorise this order, as many rules refer to using or losing the strongest or weakest die available.
The type and number of battle dice a player may use are shown on the unit card. Their use in combat is explained in section 10.7 Resolving Combat.
4.6. Players Aids
The player aids provide a summary of all key rules and modifiers, such as ranged fire and terrain effects. In addition, the reference sheets include an overview of all terrain types found on the map tiles.
4.7. Campaign Book
This book contains all the scenarios, with any necessary information for setting up the battlefield.
4.8. Scenario Map Tiles
The map tiles depict the battlefield and its terrain. Each map is divided into six-sided spaces (referred to as hexes). Units may move only between hexes on the scenario map. A unit that moves off the map edge is eliminated. Normally, only one unit may occupy a hex, with the exceptions of transported units and units in close combat.
Each hex has a centre point, used when tracing line of sight (LOS). The hex vertices determine the facing of artillery and vehicles. Every hex corresponds to a specific terrain type (see the terrain chart on the player aid).
4.9. Optional Rules and Expansions
The Assault Game System includes several optional rules and expansions. These are highlighted in blue italics with an epaulettes symbol or noted as expansion rules. They may be omitted while players are learning the game.
If players choose to use optional rules, it is recommended to play with both command cards and command points, though the game can be played with only one of them if preferred.
4.9.1. Command Cards
Optional: Command cards allow a player to enhance their own units with special abilities, reduce the effectiveness of enemy units, or interfere with the opponent's hand of command cards. Most command cards are faction-specific; a few are neutral and may be used by either side.
Activation time:
- Anytime: The card may be used during any phase of the game.
- Before the activation: The card must be declared before activating the chosen unit.
- Special: The card specifies when it may be used.
A command card shows: neutral faction marker (if neutral), card title, activation time, usable with these units, effect / requisites to be played, and an alternative effect applicable for the unit types not indicated as usable units.
4.9.2. Command Points
Optional: The number of available command points depends on the formation cards selected during setup and any reinforcements received during the scenario. Each formation card shows its command point value (see the example in section 4.1).
All command points from a player's formation cards are pooled and may be spent to activate any units under that player's command; they are not tied to specific formations or unit types.
As command points are limited each turn, not all units can be activated. During the Planning Phase, the player allocates all but three (command focus) of their command points to unit or TA/OAS cards, determining which units will act that turn.
4.9.2.1. Command Focus
The three remaining command points represent the player's command focus. These points may be used at any time during the turn to activate additional units that were not planned in advance.
Important:
- TA/OAS cards cannot be activated spontaneously using command focus points. They must be assigned during the Planning Phase.
- If a player begins the game with three or fewer command points, one of them must be allocated during the Planning Phase to plan a TA/OAS card.
Once a command point has been spent to activate a unit, it is flipped to its reverse side so that both players can clearly see it has been used.
4.9.2.2. Command Point Loss
Eliminated units may reduce the total number of command points available to a player (see 10.8.4), but never below four. A player always retains a minimum of four command points—any further losses are ignored.
Important: The loss of a truck unit does not reduce a player's command points.
4.9.3. Tactical Air and Artillery Support
Tactical Air and Off-board Artillery Support (TA/OAS) is an expansion and can optionally be integrated into the game in the form of command cards or played alone without a deck of command cards. The procedure for integration into the game is explained in chapter 12.
The Tactical Air Support and Off-board Artillery Support command cards are part of the TA/OAS rules and are explained in detail in chapter 12.
Note: If the game is played without command cards, players may use only the TA/OAS cards in their hand. The scenario specifies when these cards may be used. Once a scenario-specific TA/OAS card has been used, it is removed from the scenario.
4.10. Troop Status Board
The Troop Status Board is used to record combat effects such as casualties and pressure. Both players must keep track of the current pressure marker. The scenario description indicates whether troop status is required. Rules for using the board and its markers are provided in the campaign book.
4.11. Minefield Markers
Minefields may be used only if explicitly stated in the scenario. Their use and effects are described in sections 9.5.9 and 9.5.9.2.
4.12. Terrain Markers
These terrain markers represent obstacles and fortifications and are placed on the battlefield as specified by the scenario. Their functions are described in sections 9.5.8 (obstacles) and 9.5.7 (fortifications).
4.13. Terrain Damage Markers
The terrain damage markers come into play with the TA/OAS rules. Rules describing their use are in Chapter 12.
4.14. Wreck Markers
Wreck markers indicate that a vehicle has been destroyed in a hex. They may temporarily generate smoke, and infantry units can use wrecks for an additional defence bonus. See section 9.5.8.5 for details.
4.15. TA/OAS Cards
The Tactical Air Support and Off-board Artillery Support command cards are part of the TA/OAS rules and are explained in detail in chapter 12.
5.0 Game Preparation
The Game Preparation Phase is carried out at the start of the scenario. Players choose a scenario from the campaign book, select their faction, and decide whether to play the historical version or an alternate-history version (5.3).
Golden rule: When using expansions, any deviations from the core rules in this book are intentional; expansion rules always take precedence.
5.1. Scenario Selection
The Assault System includes many scenarios based on historical engagements of the Second World War, covering attack–defence situations, meeting engagements, delaying actions, raids, and ambushes.
New players are advised to begin with the two training scenarios—infantry first, then vehicles. After completing these, players should be familiar with the basic game mechanics. Once a scenario is selected, players choose their faction and decide whether to play the historical or an alternate-history version.
5.2. Choosing Factions
Players choose to command either the Axis or Allied (e.g., Soviet) forces.
In historical scenarios, the blue faction always represents the Axis and the red faction the Allies.
5.3. Alternate History Scenarios
Players may reverse the roles: Allies as blue, Axis as red. To do so:
- Swap all set-up areas and starting formations accordingly.
- Reinforcements (individual units or formation cards) listed for the red faction now go to the Axis; those listed for blue go to the Allies.
- If no exact equivalent unit exists, players should choose the closest match based on points value.
5.4. Number of Players
Assault may be played with more than two players by dividing a faction between teammates. Players decide who commands which formations.
If formation cards cannot be distributed evenly, players must agree on a method. Traditionally, the oldest player chooses first; otherwise, both players roll a D6 for priority.
Optional: Command points are gained according to the formation cards each player controls (4.9.2).
5.4.1. Shared Formation Cards
If a formation card must be shared, players divide its units using the same method as above. Its command points are also divided by agreement; if no agreement is reached, use the same procedure as in 5.4.
5.5. Setting Up the Game Board
Set up the map tiles and components as shown in the scenario description. Place objective markers on their corresponding hexes. If an objective hex lies within a faction's set-up area, that faction controls it automatically.
Place status markers, smoke markers, damage markers, dice, and player aids within reach. Place the turn marker on "1" of the turn record track.
If required, set up the Troop Status Board as indicated in the campaign book.
5.6. Select Formation Cards
Players sort their formation cards into three decks: infantry, artillery, and vehicles. Each deck is shuffled separately. Players then draw formation cards according to the scenario, using one of three methods:
- Free choice: Players choose any formations up to the scenario limit (no shuffling required).
- Random draw with choice: Players draw twice the required number of formation cards, keep up to the limit, and discard the rest. Discarded cards form the reinforcement pool (5.7).
- Simple random draw: Players draw exactly the number of formations listed.
After receiving units (4.1, 5.8), formation cards selected with method 3 are returned to the box.
5.7. Scenario Reinforcements and Additional Starting Forces
Scenarios may provide reinforcements as individual units or formation cards.
Individual units: The scenario lists the unit type (infantry, artillery, vehicle) and class (e.g. specialized infantry). This class must match the class on the back of the unit's card (4.2). If multiple units qualify, the player chooses. Additional starting forces follow the same selection method.
Formation Cards: To draw reinforcing formations, shuffle the relevant deck face down and draw the top card. Reinforcements remain unknown to both players until they arrive, reflecting the limited control of battlefield commanders.
If multiple formations arrive on different turns, stack them face down in arrival order. For example, if the first reinforcement arrives on Turn 3 and the second on Turn 5, place the Turn 5 formation card beneath the Turn 3 card.
All unused formation cards are set aside.
5.8. Unit Placement
Players take the units, markers, and unit cards listed on their formation cards.
Optional: Command points from those formations are also taken now.
Units are placed as shown in the scenario. If no player is specified to set up first, each rolls a D6; the higher roll chooses who places first. Players alternate placing units.
Stacking limit: One unit per hex, except transported units.
If the set-up area is too small, remaining units begin off-map and enter once space becomes available.
Players may set up transported infantry/artillery if desired. Artillery and vehicle units must face a hex vertex (4.8).
Units may only be placed on terrain they can legally enter (refer to the player aid). Once all units are placed, the game begins with Turn 1.
5.9. Setting Up Command Card Deck
Optional: There are three decks: Axis, Allied, and neutral. Shuffle the neutral deck and split it between the players. Each player shuffles their neutral cards into their faction deck.
Note: If TA/OAS is used, integrate those cards as described in chapter 12.
Unless stated otherwise, each player draws three command cards during the Planning Phase. This forms their hand for the entire turn; the hand does not refill mid-turn. Players may discard unused cards before drawing back up to their hand limit.
6.0 Sequence of Play
Chapter 6 outlines the sequence of play and all rules required to resolve each phase. Only the Support Phase and the Action Phase are presented here in overview form, as they contain numerous detailed rules explained later.
A scenario is played over several turns. The player taking an action in a given phase is the active player.
Each turn follows this order:
- Initiative phase (Determine the starting player)
- Optional: Planning phase (Draw command cards and then assign command points. The first 3 command points are allocated to the command focus pool and the remainder are assigned to unit cards for activation)
- Support phase (Activation of support units and artillery changing facing)
- Action phase (Activation of available units in turn)
- Organisation phase (clean up)
6.1. Initiative Phase
Both players roll 1d6 unless the scenario specifies a starting player. The higher roll wins initiative and acts first in each phase. Ties are re-rolled.
6.2. Planning Phase
Optional: Each faction prepares its command cards and command points. As command points are limited, players must plan carefully—usually not all units can be activated in a turn.
A unit may normally be activated once per turn, except for:
- Indirect fire spotting (7.1.1)
- OAS fire spotting (12.4.2.1)
- Special effects and command cards
Both players must take the following actions during the planning phase:
- Draw command cards
- Assign 3 command points to the command focus pool and the remainder to the unit cards.
6.2.1. Drawing Command Cards
Optional: Players draw up to their hand limit (typically 3). If the deck is empty, shuffle the discard pile to form a new deck. Unused cards from the previous turn may be discarded before drawing.
6.2.2. Assigning Command Points
Optional: Three command points form the command focus pool. All remaining command points are assigned secretly to unit cards or TA/OAS cards.
For example, if the German player wishes to activate two infantry units during a turn, they place two command points on the unit card.
A command point is spent when a unit performs an action; the point is flipped to show it has been used. Unused and used points remain on their unit cards until the next Planning Phase.
Important: TA/OAS cards can not be activated with command focus points—they must be planned in the Planning Phase. If a player begins with only three command points and wants to use a TA/OAS card, one of the three must be assigned to it.
Not all actions require the player to use a command point. Those that don't are called free actions. If an action is a free action that should be noted in the rules.
Free Actions (no command point required):
- Change facing of artillery units (6.3)
- Spotting for indirect fire (excluding OAS) (7.1.1)
- Passing (8.1)
- Play command cards (8.3)
- Overrun artillery last shot (9.9.1)
- Joint fire (10.9.4)
- Emergency disembark (10.11.3)
6.3. Support Phase (Overview)
Players alternate performing preliminary actions; the starting player acts first.
Artillery may change facing for free. Units marked with the yellow S symbol may use support abilities such as indirect fire or smoke—these can only be used in the Support Phase.
Optional: Players may also play command cards during this phase.
Step 1:
- Artillery: Change artillery facing (free).
- Activate units for indirect fire.
- Activate units to place smoke (7.0).
- Activate units with Support Phase abilities.
- Optional: Play a command card (except TA/OAS cards).
When both players finish Step 1, proceed to Step 2.
Step 2:
- Optional: Activate TA/OAS cards.
A player who passes during Step 1 may still take actions in Step 2. The Support Phase ends once both players have passed in Step 2.
(See chapter 7 for detailed rules on indirect fire and smoke.)
6.4. Action Phase (Overview)
The Action Phase is the core of the game, where both factions attempt to achieve their victory conditions.
Note: When playing without the optional command point rules, the players can activate all of their units.
The starting player takes the first action. The acting player is the active player; the other is the non-active player. Units activated in the Support Phase may not be activated again here:
- Pass
- Non-active player reaction
- Normal or fast movement action (9.1 & 9.2)
- Reinforcing a position (9.7.2) / smoke cover (9.7.3)
- Hide action (9.11)
- Dig in (9.7.1)
- Firing (10.0)
- Turret firing (10.0)
- Move and fire/fire and move (9.3 & 10.0)
- Close combat (11.0)
Optional: Play a command card.
Play alternates between players. The Action Phase ends when both players have activated all units they can, or after three consecutive passes.
Important: A unit may only activate once per turn (with the two spotting exceptions: indirect fire spotting 7.1.1 and OAS fire spotting 12.4.2.1).
Units with suppression or fallback markers end their activation immediately if they have not yet acted. If they already acted, the morale marker replaces the action marker.
6.5. Organisation Phase
Both players may perform this phase simultaneously. Follow these steps in order:
- Remove all white-background markers.
- Flip all yellow-background markers to their reverse side.
- Green markers remain in place.
- Replace olive hidden markers with red ambush markers.
- Red markers remain in place.
- Reduce smoke markers on each hex by one.
- Advance the turn marker by one.
- Flip objective markers to the faction currently occupying the hex. If empty, the marker stays as is.
Important: Unarmoured vehicles (4.2.2) cannot occupy an objective hex.
Optional Rule: Removing Suppression. Attempt to remove suppression only from Recruit and Regular units. Units of all other experience levels automatically remove suppression in Step 1.
- Recruit: Roll 1 blue die; blank or suppressed = marker remains.
- Regular: Roll 1 green die; same process.
6.6. Victory Check Phase
If early victory is possible, players check at this stage. If neither side has achieved its victory conditions, play continues until the final turn and the check is repeated.
6.7. Placing Reinforcements
If the game continues, reinforcements scheduled for the current turn are revealed. Players place any individual units and all units from reinforcing formation cards as instructed by the scenario.
Optional: Players also take the command points listed on the formation card for use in the next Planning Phase.
7.0 Support Phase
The Support Phase allows players to activate units with support capabilities—such as mortars for indirect fire or smoke—and to play command cards for Tactical Air or Off-board Artillery Support (see chapter 12). Artillery may also change facing without being activated.
No movement takes place during this phase (except artillery facing changes and fallbacks). Units firing indirect fire or smoke receive a firing status marker (13.2) to show they have fired but not moved.
There is no reaction fire during the Support Phase. It is assumed that dust and debris from indirect fire obscure any movement or retreats.
7.1. Indirect Fire
Support Units & Indirect Fire:
- Units marked with an 'S' on their unit card are Support Units and may be activated during the Support Phase to perform actions (e.g. indirect fire).
- Indirect fire must be used during the Support Phase.
Indirect Fire Rules:
- May fire over terrain that normally blocks LOS.
- The target does not gain defence dice for hindered LOS.
- LOS to the target must be held either by the firing unit or by an adjacent friendly infantry/artillery unit (see 10.2).
- Indirect fire cannot be performed from heavy forest or building hexes.
Resolution:
- Indirect fire is resolved like direct fire (10.7) using the usual attack/defence modifiers, except:
- No penalties for LOS hindrance.
- Special rules apply when targeting vehicles (see 7.1.2).
Range & Dice:
- Uses the single range band printed on the back of the unit card (e.g., 2–12 hexes).
- The same attack dice apply across the entire band.
Alternate Firing Option: If the support unit does not fire indirectly in the Support Phase, it may fire normally during the Action Phase using its direct-fire values on the front of its unit card.
7.1.1. Spotting for Indirect Fire
Support units may spot for themselves. Adjacent infantry or artillery units—or units with the Scout ability—may also spot for a target unit that is in their LOS but not in the firer's LOS. (Example: the mortar has no LOS to the target hex due to the hill. A friendly infantry unit with LOS directs the attack on the target hex.)
A spotting unit is activated and receives an attack dice –1 marker. If it already has such a marker, it instead receives a normal action marker. Spotting follows the procedure in 10.5.
Optional: Spotting is a free action.
7.1.2. Indirect Fire against Vehicles
Indirect fire is less effective against vehicles. Before the actual attack roll, the attacker makes a preliminary roll using all attack dice the unit normally receives.
- Any dice showing blank or suppressed results are set aside.
- The remaining dice form the actual attack roll.
- If no dice remain, the attack is ineffective.
Vehicles normally use their flank defence dice (10.10). If at least one remaining attack die shows a critical hit, the vehicle instead uses its above defence dice. Vehicles also receive one additional green die for defence.
All other indirect-fire modifiers apply as usual. If the vehicle is transporting units, those units are resolved as per 10.11.
7.1.3. Results of Indirect Fire
Apply results as described in section 10.7.
7.2. Firing Smoke
Smoke Firing: Units with the Smoke ability may fire smoke into a target hex and up to two adjacent hexes, all of which must be within LOS. Adjacent infantry or artillery units may spot for smoke as per the indirect-fire procedure.
Effects: Smoke causes no damage and no suppression. Targets do not roll defence dice.
Smoke marker: maximum of 4 per hex. Smoke has no impact on movement costs. Each smoke marker in the hex gives +1 blue defence die. This bonus also applies to a defender when a unit fires from a hex with smoke. Smoke is hindering LOS; from three markers onwards, the LOS is blocked. The smoke spreads and impacts the LOS up to two elevation levels.
Smoke Firing Procedure:
- Roll the attack dice listed for indirect fire.
- For each normal or critical damage symbol, place one smoke marker in the target hex (max 4).
- Set aside any dice that did not show damage or critical.
- Choose one adjacent hex and re-roll the set-aside dice (max 4 smoke markers).
- If dice still show no damage, a third hex may be chosen and rolled for.
- After all smoke placements, mark the firing unit with a firing status marker.
Example: The player rolled the 4 dice for smoke in hex (1). He gained a total of three smoke markers from two dice in hex (1). These two dice were set to the side. The two remaining dice, which did not get any damage symbols, were used for a next smoke round in hex (2). One die of the two rolled a single damage symbol for one smoke marker for hex (2) and was put to the side. The other die didn't roll any damage symbols so the player used this last die for hex (3). This had no damage symbols so no smoke markers were added to hex (3).
7.3. Artillery Facing Change
Artillery may change facing without activation, turning to any hex vertex (see 4.8; arc of fire in 10.6). Artillery does not require the S symbol to do this.
7.4. Special Abilities
Some unit cards list special abilities. If the description allows activation in the Support Phase, those units may be activated here.
8.0 Special Actions
8.1. Passing
A player may pass instead of taking an action.
With Command Points (CP):
- Up to 2 passes are free.
- A 3rd consecutive pass costs 1 CP.
- The pass count resets after taking an action or after paying 1 CP.
Without Command Points:
- A player may pass a maximum of 2 times in a row.
- A 3rd pass is not allowed; the player must take an action.
General rule: If both players pass three times in a row, the Action Phase ends immediately.
8.2. Reaction Fire
During the Action Phase, a player may respond to certain enemy movements with reaction fire. There is no reaction fire in the Support Phase.
Reaction fire may be triggered by the following actions:
- Normal move action (non-active player only)
- Fast move action (non-active player only)
- Move & fire / fire & move (always after movement)
- Emergency disembark (both players)
- Fallback (both players)
- Reinforcing a position (non-active player only)
Restrictions and Procedure:
- Only one unit may conduct reaction fire per reaction.
- Each reaction fire requires the activation of the reacting unit and therefore counts as an action for the reacting player.
- Reaction fire may occur multiple times during a single enemy activation, once each time the moving unit enters a new hex.
- Entering a hex that results in close combat does not trigger reaction fire.
- The reacting unit must have line of sight (LOS) to the moving unit and must be able to legally target it.
- Reaction fire is resolved using all applicable rules from Chapter 10.0 Ranged Fire.
- Place a Firing status marker on the unit performing reaction fire.
Important: After resolving reaction fire, the active player continues with their originally declared action.
8.3. Play Command Card
Optional: A player may play one command card per unit activation, provided the card allows it. Players must check both activation timing and unit type restrictions before playing.
- Played cards go to the discard pile unless stated otherwise.
- Command card effects override the standard rules.
- Playing a command card is a free action (see 6.2.2).
9.0 Movement Actions
General movement: The active player declares a movement action. Each unit has a movement allowance in movement points (MP). A unit with movement 2 has 2 MP to spend.
(The map-hex diagram explains: movement costs for infantry & artillery / wheeled vehicles and tracked vehicles, where "x" = not allowed; the terrain hex elevation level; terrain influence on LOS, e.g. add +1 to terrain hex elevation level if checking LOS; terrain defence bonus for infantry & artillery, where vehicles always get the weakest die (for exceptions, see terrain types); special terrain characteristics, e.g. only infantry units can enter; terrain Line-Of-Sight (LOS) impact, e.g. blocking.)
Stacking limit: The normal stacking limit is one unit per hex. Exceptions:
- Infantry/artillery loading onto a vehicle with transport ability
- Infantry/artillery being transported on vehicles
- One unit from each faction in a hex in close combat
- Any special scenario rules.
A unit may move through a hex containing friendly units; stacking is only checked at the end of movement. Units may only enter a hex with an enemy unit to initiate close combat (see 11.0).
9.1. Normal Movement
A unit may move up to its movement allowance in hexes, modified by terrain costs. After moving, place a normal action marker on the unit.
9.2. Fast Movement
A unit using fast movement gains +1 MP to its base movement allowance and receives a Fast Action marker.
Infantry: Lose their weakest defence die while using fast movement (minimum one defence die remains). If marked with an Attack Die -1 marker they may not perform a fast action.
Artillery: Same as infantry; however, most artillery units have the Slow attribute and cannot use fast actions. Check the unit card.
Vehicles: Gain +1 blue defence die when fired upon while marked with a fast action marker (representing harder-to-hit movement). Vehicles may perform fast movement in any number of consecutive turns.
9.3. Move and Fire / Fire and Move
A unit may:
- Move up to half its movement allowance (rounded up), then fire; or
- Fire first, then move up to half its movement allowance.
Notes:
- Artillery: This is not allowed for artillery units.
- Units performing move & fire / fire & move are not automatically spotted (10.5).
- The defender receives +1 green defence die against these attacks.
9.4. Terrain and Movement
The distance a unit can move depends on its movement type and terrain. The terrain chart on the player aid lists costs, defence dice and LOS effects.
9.4.1. Movement Cost
- Unless otherwise stated, the movement cost is 1 MP for all unit types (e.g. clear terrain, roads).
- Movement cost is paid when entering a hex.
Example: Infantry with movement 2 can move 2 clear hexes; with fast movement, 3 clear hexes.
9.4.2. Defence Dice
Infantry/artillery receive the defence dice shown for the terrain.
Vehicles always take the weakest terrain defence die. If the terrain only shows a single defence die, vehicles receive no bonus.
9.4.3. Elevation
Hexes can have different elevation levels (e.g. –1, 0, 1, 2), shown by symbols on the map. Higher levels override lower ones:
- A unit on elevation 2 can see over hexes at levels –1, 0, and 1.
- Add +1 MP per elevation level climbed when moving to a higher elevation.
9.4.4. Line-of-sight (LOS)
Hexes that are neither clear nor LOS-blocking are LOS-hindering.
Each piece of hindering terrain along the LOS gives the defender the strongest defence die of that terrain, added to the defence roll. LOS is blocked by three or more hindering terrain hexes.
Some terrain (e.g. heavy forest) affects LOS above ground level; these are specially marked. See the terrain chart.
9.4.5. Harsh Terrain
A hex is harsh terrain for a unit if its movement cost exceeds that unit's base movement allowance.
- Fast movement cannot be used to avoid harsh terrain.
- Optional: Extra MP from command cards also do not avoid harsh terrain.
To enter harsh terrain:
- The unit must begin adjacent to the harsh terrain hex.
- It may move only 1 hex into it.
- Its full movement allowance is spent.
- Place a Delayed Action marker on the unit.
- In the Organisation Phase, flip the delayed marker to a Normal Action marker (movement is considered completed next turn).
Example: see 9.5.1.
9.5. Special Terrain Types
Some terrain types require some more explanation because of their impact on the game.
9.5.1. Hills
Hills are elevated terrain. To enter a hill hex:
- Total movement cost = terrain cost + hill cost. The extra hill cost does not apply when moving from one hill hex to another of the same elevation and part of the same hill.
Example: Infantry (move 2) entering a hill hex with heavy forest (cost 2) on a hill (+1). Total cost 3 > 2, so it counts as harsh terrain and requires a delayed action.
9.5.2. Buildings
Building characteristics are shown on the terrain chart and map.
- Buildings may hinder or block LOS.
- They provide varying defence dice depending on construction.
- Artillery and vehicles cannot enter buildings unless allowed by special rules.
- Artillery: Artillery units may not be placed in buildings unless allowed by special rules.
- Infantry: Infantry may occupy buildings and take cover inside.
- Indirect fire is usually not possible from building hexes; single-storey buildings are an exception.
9.5.3. Roads
Roads are improved routes (main and narrow roads).
- If entering via a road hexside or continuing along a road, use the road movement cost (normally 1 MP).
- Entering via a non-road hexside uses the underlying terrain cost.
Facing on roads:
- Vehicles: Vehicles may change facing freely on main roads (no MP cost).
- Vehicles: On narrow roads, facing change into any direction costs +1 MP.
LOS along the road is always clear.
Reaction fire on roads:
- Infantry and artillery fired at with reaction fire while moving along roads receive only one blue defence die.
- Vehicles: Vehicles receive no defence bonus from roads.
- Infantry: After movement, infantry receive the defence dice of the underlying terrain.
- Artillery: Artillery always receive a blue defence die on roads.
9.5.4. Alleys
Alleys are roads combined with other terrain (e.g. light forest).
- Movement and defence follow the road rules (9.5.3).
- LOS along the alley is always clear.
- If LOS crosses the alley hex, the LOS effect depends on the underlying terrain.
Important: If units on the road are fired on and LOS does not follow the road, the defender receives additional defence based on the LOS effect (9.4.4) of the underlying terrain.
Example (illustrated with a Panzer III H on a main road / tree alley with light forest, a T34/76B, and a heavy forest hex): Entering the main road costs two movement points; following the main road costs two movement points; following the tree alley costs three movement points. When the Panzer III H's fire on the T34/76B along clear LOS (along the road), the T34/76B gets no defence bonus; where LOS passes through the terrain in the hex, the T34/76B gets the defence bonus for the light forest.
9.5.5. Urban Alleys
Urban alleys combine a road with a building hex (e.g. single storey building with a narrow road).
- Movement cost on the road path is 1 MP.
- Defence uses road rules (9.5.3); LOS uses alley rules (9.5.4).
Vehicle restrictions:
- Vehicles may only move forward and backward along the alley path.
- No second vehicle or artillery unit may move through the same alley hex if a friendly vehicle/artillery is already there.
9.5.6. Covered Trails
Infantry only.
Covered trails exist in various terrain types and are marked with a helmet symbol.
- Infantry following a trail are harder to spot: the attacker applies –1 to the spotting roll.
- Movement along a covered trail costs 1 MP per hex.
Example (heavy forest with covered trail): entering the light forest hex via the covered trail inside the heavy forest costs 3 movement points when crossing the trail inside the heavy forest; 2 movement points for entering the light forest via the covered trail.
9.5.7. Fortifications
Fortifications (sandbags, trenches, gun positions, bunkers, pillboxes) are represented by markers aligned to a hex vertex and may modify defence and arcs of fire. Fortifications generally do not affect LOS.
A fortification marker shows: allowed unit types (e.g. this fortification can only be used by infantry and artillery); additional movement costs for entering or crossing this hex (e.g. +0 points for infantry or artillery units; +2 for wheeled and +2 for tracked vehicles); additional terrain defence (units of the allowed unit types get these dice plus the strongest die of the hex terrain in which this fortification is); front, flank and rear zones (areas of impact) and arc of fire.
They may affect movement when entered or crossed. Crossing a fortification or obstacle means that a unit moves through the front face of the fortification, from either direction.
In the pillbox example, infantry and artillery need 1+0=1 movement point (terrain movement cost for rocky =1) to enter the pillbox hex. Tracked vehicles need 3 (terrain movement costs =2 [rocky] +1 for the pillbox) and wheeled vehicles 4 (3 [rocky] +1 for wheeled vehicles) points to enter that hex from rear or flank. Infantry units gain this additional terrain defence bonus: 1 red and 1 yellow die. In summary this MG34 gets: 1 red, 2 yellow dice for terrain defence bonus. Artillery and vehicle units do not get this additional terrain defence bonus from the pillbox.
Ranged Fire - Flanking and rear attacks:
- Flank attacks: reduce additional terrain defence dice by one die (weakest colour). Minimum one die remains.
- Rear attacks: reduce additional terrain defence dice by one die (strongest colour). If only a blue die remains, it is retained.
- Attacks from above (indirect fire, TA/OAS): units receive only the additional defence dice from the fortification, none from the terrain.
Reaction fire: A moving unit in a hex containing fortifications is subject to reaction fire. For this attack, the unit gains only the terrain's defence bonus, not the fortification's.
Close combat - Flanking and rear assaults: For defence die modifications during close combat see 11.5.2.
9.5.7.1. Sandbag Positions
Provide good protection for infantry, artillery, and vehicles.
- Infantry, artillery, and vehicles end movement in the sandbag position.
- Vehicles: Vehicles only receive the weakest terrain defence die.
- Flanking attacks do not reduce this additional defence dice.
9.5.7.2. Trenches
Fortified positions for infantry.
- Infantry: Infantry end their movement in the trench.
- Vehicles and artillery end their movement in the underlying terrain and receive no additional terrain defence.
- Vehicles: Wheeled vehicles may not cross this fortification.
- Special rule: When a unit in the trench is firing through its flank, this unit in the trench loses its weakest attack die.
9.5.7.3. Gun Positions
Concrete, well-covered artillery emplacements.
- Infantry: Infantry end their movement in the gun position.
- Artillery: Artillery end their movement in the gun position.
- Vehicles: Vehicles end their movement in the underlying terrain and receive no extra terrain defence. Vehicles may not cross this fortification.
9.5.7.4. Bunkers
Heavily fortified positions.
- Infantry: Infantry end movement in the bunker and have a 360° arc of fire.
- Vehicles and artillery end movement in the underlying terrain and gain no benefit.
- Vehicles: Vehicles may not cross this fortification.
- Artillery: Artillery may be placed inside a bunker only during setup. Its arc of fire is limited to the front sectors (see 9.5.7).
- Special rule: When attacked with OAS, ignore the loss of the weakest defence die.
9.5.7.5. Pillboxes
Concrete machine-gun nests providing strong infantry cover.
- Infantry end movement in the pillbox.
- Vehicles and artillery end movement in the underlying terrain and gain no benefit.
- Vehicles: Vehicles may not cross this fortification.
- Flanking attacks do not reduce the additional defence dice.
9.5.8. Obstacles
Obstacles use markers aligned to a vertex and affect movement, LOS, defence and arcs of fire (see Fortifications 9.5.7). Obstacles are: stone walls, steep slopes, barbed wire, tank barricades, wrecks.
See the terrain chart for full effects.
Reaction fire: As with fortifications, a moving unit in an obstacle hex uses only the terrain defence bonus, not the obstacle's.
9.5.8.1. Stone Walls
Low obstacles (up to 1.5 m) providing cover.
- Infantry: No effect on infantry movement.
- Artillery: Artillery cannot cross stone walls.
- Vehicles: Wheeled vehicles may not cross this obstacle.
- Vehicles: Tracked vehicles must spend +1 MP to cross.
- Any unit adjacent to a stone wall gains +1 yellow defence die when fired upon across the wall.
Example: No defence bonus for the German HMG24 because it is not adjacent to the stone wall. +1 yellow die defence bonus for the German HMG34 because it is adjacent to the stone wall.
9.5.8.2. Steep Slopes
Impassable slopes with LOS impact. Steep slope edges are indicated by a white triangle.
- Artillery and vehicles cannot cross.
- Infantry: Infantry entering a steep slope hex receive a Delayed Action.
- LOS: Vehicles and artillery adjacent to a steep slope can see but cannot attack adjacent units on the same slope.
Example: Blue arrow: LOS is clear but no attack possible because of the steep slope. Red arrow: LOS is clear, attack possible. (Panzer III J is on a level 1 hill.)
9.5.8.3. Barbed Wire
Slows movement; no LOS effect.
- Artillery: cannot cross.
- Infantry: +1 MP to cross.
- Vehicles: +1 MP to cross.
9.5.8.4. Tank Barricades
Block vehicles; no LOS effect.
- Vehicles and artillery cannot cross.
- Infantry: Infantry adjacent to a tank barricade gain +1 blue defence die when fired upon across the barricade.
9.5.8.5. Wrecks
Destroyed vehicles leave a wreck:
- When a vehicle is destroyed, draw a wreck marker and place it (front side up) in that hex.
- If the wreck generates smoke, flip the marker to its reverse side once the last smoke marker is removed (Organisation Phase).
- The wreck remains until game end.
- Only one wreck marker per hex; if another vehicle is destroyed there, place a new marker and remove the old one.
- Wrecks on roads/bridges impede vehicles. Vehicles must spend +1 MP to enter a hex with a wreck.
Front-side examples of wreck markers: infantry and artillery units must spend one additional movement point to enter this hex; place 2 smoke markers on the hex; terrain defence bonus for infantry units +1 blue die; no restriction on movement when entering a hex with this marker.
9.5.9. Minefields
If specified in the scenario, players may place minefields to slow, channel or damage enemy units.
Minefields and dummies are represented by double-sided markers (hidden side; unhidden side: from left to right APM, ATM and Dummy).
Types:
- APM (Anti-Personnel Mines): effective vs infantry and artillery.
- ATM (Anti-Tank Mines): effective vs vehicles.
Any hex containing a minefield marker is treated as a minefield for the purposes of 9.5.9.2 (processing minefields).
9.5.9.1. Placing the Minefields
Unless stated otherwise, minefields are placed during Game Preparation, before unit placement.
- Take the number and type of minefield markers specified by the scenario.
- Take an equal number of dummy markers.
Example: 4 APM + 1 ATM - also 5 dummy markers (10 markers total).
- Place all markers hidden side up, following any scenario restrictions.
- The opponent must not know which markers are real or dummy.
- Any hex with a minefield marker - real or dummy - is treated as a minefield.
Important:
- Only one minefield marker per hex.
- AT mines may not be placed in buildings, but may be placed in urban alleys on the road.
- The mine effect applies to the entire hex.
- Mines may not be placed in hexes with fortifications or obstacles.
- Minefields cannot be crossed with a fast action.
- Stacking limit for minefields is effectively one: no moving through friendly units (9.0) and no close combat in minefield hexes.
- Minefield markers remain until game end or removed by effects.
- APM have no effect on vehicles.
- ATM have no effect on infantry.
- Friendly minefields have no effect on friendly units.
Designer's note: Hidden markers simulate reconnaissance and uncertainty about exact minefield locations.
9.5.9.2. Processing Minefields
Whenever a unit is set-up into a hex or enters a hex with a minefield marker or leaves a hex with an identified minefield, it automatically attempts to scout its way through.
Entering a Minefield (Detection Roll):
- The active player declares that a unit moves into the minefield hex.
- The unit must be activated with a Normal Action and placed in the hex.
- Flip the minefield marker:
- If it is a dummy, the unit continues its action and the marker is removed.
- If it is a real minefield (APM/ATM), it remains in the hex, face up.
- If the minefield affects this unit type, the active player rolls a D6 to determine if the unit detects and avoids the mines:
| Scouting Unit | D6 Base Result for Success |
|---|---|
| Infantry | 5+ |
| Artillery / Vehicle | 6+ |
| D6 Roll Modifying abilities | D6 Roll Modifiers |
|---|---|
| Scout | +1 |
| Mine Detection | +2 |
| Unhidden Minefield | +1 |
| Command Card Effect | +Effect |
| Fallback Action | -1 |
- Success: The unit enters the hex without loss; the minefield is now identified.
- Failure: The unit is hit. The minefield is identified, and the inactive player rolls the minefield's attack dice. The defending unit uses only the defence specified in the minefield table and their experience die, if available. Apply damage according to the relevant results table.
| Unit Inside the Minefield | Minefield Attack Dice | Unit's Defence Dice |
|---|---|---|
| Infantry / Artillery | 1 yellow, 1 green | 1 green |
| Vehicle | 2 green | 1 blue |
| Result of Attack | Effect on Infantry / Artillery | Effect on Vehicles |
|---|---|---|
| Critical hit (skull) | 1 Damage* | 1 Damage and Immobilized* |
| Hit (target) | 1 Damage | 1 Damage and Immobilized |
| X | Suppressed | Suppressed |
*Chapter 10.8.1.1 and 10.8.1.2 should be taken into account. For double success results only the strongest symbol counts.
Leaving the Minefield: A unit leaving an identified minefield hex follows the same procedure: scouting roll etc.
- If the roll fails, the unit still leaves the hex but suffers another minefield attack.
Important: If a unit in a minefield is forced to fallback, it retreats out of the hex but automatically suffers another minefield attack.
9.6. Objective Hexes
Objective hexes are only considered captured if, at the end of a turn, a unit occupies them and:
- Does not have a fallback marker
- Does not have a suppressed marker
Once captured, the hex remains under that player's control until recaptured by the opponent, even if later left empty.
Vehicles: Unarmoured vehicles cannot occupy an objective hex.
9.7. Infantry-Specific Movement
Infantry can move into almost any terrain and may be transported by units with the Transport ability or by armoured tracked vehicles (9.10.1).
- Infantry have no facing requirement and may turn freely without spending MP.
- Movement may be normal or fast.
9.7.1. Digging In
An infantry unit may spend an action to dig in.
- On the next turn, the unit is considered dug in and gains +1 green defence die.
- While digging in, it loses its weakest defence die (minimum one die remains).
Infantry may dig in in any terrain they may normally enter, except fortifications (sandbags, trenches, gun positions, bunkers, pillboxes).
The Dug-in marker remains in the hex until the unit moves or is eliminated. Exception: after a Reinforcing a Position action (9.7.2), the dug-in marker remains.
9.7.2. Reinforcing a Position
Infantry: Reinforcing a position is a special movement for infantry to swap two adjacent units in one action round. Useful for rotating fresh troops into key positions such as bunkers.
Conditions:
- Both infantry units must be adjacent and not activated.
- Both are activated simultaneously and receive Normal Action markers.
- Optional: When playing with Command Points, both units are activated by spending one Command Point.
- Each must have sufficient MP to move into the other's hex with a normal action.
- One unit of the swap is subject to reaction fire (non-active player decides).
9.7.3. Smoke Cover (Infantry)
Standard, specialised or 2nd line infantry classes may generate smoke in an adjacent hex, then move or remain in place.
Procedure:
- Declare the action and choose normal movement, fast movement, hide action or no movement.
- If not moving, mark the unit with –1 attack die; otherwise, mark with Normal or Fast Action.
- Place one smoke marker in an adjacent hex.
- Roll two green dice: each normal or critical hit adds one additional smoke marker (max 4).
- This uses one smoke resource (see scenario).
- After placing smoke, the unit performs its chosen movement, but its movement allowance is reduced by 1 MP.
9.8. Artillery-Specific Movement
Artillery may enter most terrain and may be transported by units with Transport. During movement, facing is irrelevant, but:
- At the end of movement, artillery must face a hex vertex (4.8).
- Movement may be normal or fast, unless the unit has the Slow attribute.
Changing facing:
- Moving artillery may change facing as part of a movement action.
- A stationary artillery unit may spend a normal action in the Action Phase to change facing instead of moving and receives a Normal Action marker.
9.9. Vehicle-Specific Movement
Vehicles have wheeled or track movement.
- Vehicles must always face a hex vertex, never an edge.
- They may only move into their two frontal hexes (forward) or two rear hexes (reverse).
Facing changes:
- A vehicle may change facing after entering a hex.
- The first vertex of facing change after movement is free.
- Each additional vertex costs +1 MP.
- Changing facing before moving (immediately on activation) costs 1 MP per vertex.
Reverse movement:
- Movement allowance is halved (rounded up).
- If using a fast action, add the extra MP before halving.
Movement can be normal or fast (unless the vehicle has the Slow attribute).
(Illustration: how a vehicle moves on the map tile. The red arrows show potential vertex changes. The yellow arrows show the direction it can move in when going forwards or in reverse.)
9.9.1. Overrunning Artillery Units
All armoured tracked vehicles (4.2.2) not transporting infantry may overrun artillery. This is different from close combat.
Conditions:
- The armoured vehicle moves into one of its two frontal hexes containing an enemy artillery unit.
- Place a Fast Action marker on the vehicle; this counts as a fast action in all respects.
- Overruns cannot occur in hexes treated as harsh terrain by the attacking vehicle.
Last Shot: Before being overrun, the artillery unit may take a last shot, even if already activated this turn.
- The artillery rolls its attack dice vs vehicles at range 0 (close combat).
- No attack modifiers are allowed; only dice printed on its unit card are used.
- The vehicle uses its front armour defence dice (10.10.3) with no additional modifiers.
- Resolution is a straight comparison (10.7.2).
- Damage to the vehicle is applied as per 10.8 and 10.8.1.2 (critical hits).
Restrictions:
- The artillery may change facing by one vertex to bring the vehicle into its firing arc. If this is not enough, no last shot is allowed.
- No last shot if the artillery has Suppressed, Fallback, Fast Action or Delayed Action markers.
If, after the last shot:
- The vehicle is not suppressed, immobilised or destroyed - the artillery is overrun and removed from play.
- The vehicle is suppressed or immobilised - it remains in the adjacent hex and receives the appropriate marker.
- The vehicle is destroyed - it is removed.
- After a successful overrun, vehicles may continue to move if they still have movement points remaining.
9.10. Transporting Units
Some vehicles have transport ability and can move infantry and artillery. Capacity is shown on the unit card.
- Transported units do not count towards stacking limits.
- A transport capacity of 8 means 8 strength points.
For capacity calculations:
- Ignore current damage; count full strength values.
- Full-strength units count fully; half-strength units count half.
Example: A 4-strength unit with 1 damage still counts as 4 for capacity.
(Illustrations: The Truck has loaded an infantry squad. The squad is sitting inside the Truck. The counter is placed under the Truck unit. As they are riding the Tiger E, they are placed on top of the tank unit. Since the Tiger E has not yet been activated (taken any actions) in this turn, it can still be activated.)
9.10.1. Transport Capacity
Normally shown on the unit card (4.2.2).
Exception: armoured tracked vehicles automatically have a transport capacity of 4 infantry strength points, unless stated otherwise. Infantry transported in this way are called tank riders.
9.10.2. Loading Units
To load infantry or artillery:
- Move the unit into the same hex as a transporting vehicle during its own activation (not the vehicle's).
- The unit is now loaded; its activation ends.
- Remove any move status markers from the transported unit.
Restrictions:
- Units may not load onto a vehicle with Delayed Action, Suppressed, Fallback, Immobilised or Fast Action markers.
- Because they cannot load, they also cannot enter that hex (stacking limit).
Placement:
- Normal transports: place transported counters under the vehicle counter.
- Armoured tracked vehicles: transported units ride on top of the vehicle counter.
If the transport has not yet been activated, it may still move.
9.10.3. Dismounting Units
Loaded units dismount during their own activation, even if the transport has already been activated.
- Place dismounting units in adjacent hexes.
- Infantry receive a Fast Action marker.
- Artillery with Slow receive a Delayed Action marker.
- Respect stacking limits (one unit per hex).
- Dismounting into harsh terrain gives the unit a Delayed Action marker.
- Units may not dismount into a hex with an enemy unit.
- Dismounting ends the unit's activation and may trigger reaction fire.
9.10.4. Loading Immobile Artillery
Immobile artillery is an exception: it loads during the transport's activation.
- The transport moves into the artillery's hex.
- The artillery must not have Delayed Action, Suppressed or Fallback markers. If it did, the transport could not enter the hex (stacking).
- Upon entering, the artillery is considered loaded and the transport's activation ends with a Delayed Action marker.
9.10.5. Unloading Immobile Artillery
Unloading is also done during the transport's activation:
- Place the immobile artillery in an adjacent hex.
- Artillery receives a Delayed Action marker.
- The transport receives either a Normal Action or Fast Action marker, depending on the type of movement performed. If the transport unloads units without moving, it receives a Normal Action marker.
- Apply stacking limits (one friendly unit per hex).
- Artillery cannot unload into a hex with an enemy unit.
- Artillery cannot unload if the transport moved into harsh terrain that turn.
- Unloading may trigger reaction fire.
9.11. Hide Action & Ambush
Hidden actions introduce:
- Hidden movement for infantry
- Ambush preparation for infantry, artillery, and vehicles.
A unit with a Hide Action marker gains +1 blue defence die. Enemy units firing at a unit with a Hide Action marker must roll for spotting (10.5) with –1 to the roll.
Hide Action (Infantry)
Infantry may:
- Use a hide action to perform hidden movement (9.11.1) and/or prepare an ambush.
- Hide action is not allowed on roads.
Procedure:
- Activate the infantry, place a Hide Action marker.
- Movement is like normal movement but limited to 1 hex per activation.
- Hidden movement is not possible if harsh terrain would cause a Delayed Action.
- Hidden movement is not allowed on road hexes.
Units with Slow may hide in their current hex (no movement), but may not use the 1-hex hidden movement.
Hide Action (Artillery)
Artillery may use hide action to prepare an ambush.
- Not allowed in clear terrain or on roads.
- Activate the unit, place a Hide Action marker.
- Artillery may not move during a hide action.
Hide Action (Vehicles)
Vehicles may also use hide action to prepare an ambush.
- Not allowed in clear terrain or on roads.
- Activate the vehicle, place a Hide Action marker.
- Vehicles may not move during a hide action.
9.11.1. Hidden Units
At the end of the turn (Organisation Phase): Hide Action markers are flipped to Hidden markers.
Effects:
- A unit with a Hidden marker gains +1 blue defence die.
- The Hidden marker remains until the unit:
- Is activated and takes another action, or
- Receives any other status marker (movement, firing, fallback, etc.), or
- Enters close combat.
Example: If a hidden unit is activated to perform a normal action, replace the Hidden marker with a Normal Action marker.
Spotting:
- Enemy units firing at a Hidden unit must make a spotting roll (10.5) with –2 to the result.
Firing while hidden:
- A hidden unit that fires is treated as having an Attack Dice –1 marker (13.1) and loses its weakest attack die.
9.11.2. Ambush
If a unit with a Hidden marker is not activated during a turn, its Hidden marker is flipped to a red Ambush marker in the Organisation Phase. The unit is now set up for ambush.
Effects:
- Ambushing unit gains +1 blue defence die.
- When firing, it automatically inflicts one "X" (suppression) result in addition to normal results.
- The defender loses their weakest terrain defence die; this stacks with other defence modifiers.
The Ambush marker remains until the unit:
- Is activated and takes another action, or
- Receives another status marker, or
- Enters close combat.
Example: If activated for a normal action, replace the Ambush marker with a Normal Action marker.
Spotting:
- Enemy units firing at an ambushing unit must roll for spotting (10.5) with –2 to the result.
9.12. Movement with Covering Fire
This special movement activates two adjacent units at the same time:
- One Firing Unit (FU) provides covering fire.
- One Movement Unit (MU) moves (normal or fast).
Effects:
- The MU adds the strongest attack die from the FU's unit card to its defence dice pool against reaction fire from a single enemy unit.
- Covering fire has no effect against that reacting unit's attack beyond this die bonus.
Limitations:
- Covering fire may be used once against a single enemy Reaction fire. The MU's owner chooses when the effect applies.
- The FU must have LOS (free or hindered) to the reacting unit and be able to attack it according to its card values; otherwise covering fire is not possible.
If the FU is already under an Attack Dice –1 effect or reduced to half-strength, use the next strongest (degrading) attack die colour instead of the strongest. If the weakest die is already blue, use blue.
10.0 Ranged Fire
There are three types of ranged fire:
- Direct fire (Action Phase only): The unit fires at a target in LOS and within range. May be combined with fire support (Joint Fire, 10.9.4).
- Indirect fire (Support Phase only): Units with the Indirect Fire ability may fire at a target in range without direct LOS (7.1). LOS matters for indirect fire only to determine whether a target can be spotted (see 10.5).
- Smoke (Support Phase only): Units with the Smoke ability may place smoke in up to three target hexes in range, without direct LOS (7.2).
Indirect fire and smoke may only be used in the Support Phase. Direct fire may only be used in the Action Phase.
Whenever a unit conducts ranged fire, it uses one of the following fire types and receives the appropriate fire status marker:
- Firing / Reaction fire: Fired without moving.
- Turret firing: A vehicle did not move, but fired outside its front arc using its turret.
- Move and fire: Moved up to half movement allowance (rounded up), then fired.
- Fire and move: Fired first, then moved up to half movement allowance.
Vehicles: A vehicle performing move & fire or fire & move may still use its turret to fire outside its front arc at the start or end of its movement. It is still treated as move & fire / fire & move (not as turret firing) for all modifiers.
Artillery: Artillery units cannot use move & fire or fire & move to enter a new hex. Light and medium artillery may use move & fire to change facing and then fire, but they may not move into another hex.
10.1. Range Factor
Every unit has a direct fire range profile on the front of its unit card, divided into four bands:
- Range 0 (red): same hex, close combat
- Close range
- Medium range
- Long range
There are two rows:
- Top row (grey hex symbol): vs vehicles (exception: unarmoured vehicles, 4.2.2).
- Bottom row (white hex symbol): vs infantry and artillery.
To determine range, count the number of hexes between the firing unit and the target, not including the firer's own hex.
10.2. Line of Sight (LOS)
LOS is unlimited unless restricted by the scenario. LOS may be:
- Clear: optimal for direct fire; LOS to adjacent hexes is always clear.
- Hindered: reduces effectiveness of direct fire.
- Blocked: direct fire not allowed.
Certain terrain types and smoke hinder or block LOS; these are listed on the player aid. Units (friendly or enemy) never block LOS and do not hinder it.
10.3. Checking LOS
To check LOS, draw a straight line from the centre of the firing unit's hex to the centre of the target hex (using ruler, string, laser pointer, etc.).
Determining terrain along the LOS:
- The terrain type of a hex is the feature covering the majority of the hex.
- Exception: if a building is illustrated in the hex, it defines the terrain.
- Small edge features (e.g. a few trees at the border) do not define the hex.
Use common sense and the Terrain Chart when in doubt.
Clear, Hindered, Blocked:
- Clear LOS: No smoke or hindering/blocking terrain on the LOS.
- Hindered LOS: LOS passes through 1–2 hindering hexes or smoke markers.
- Blocked LOS: LOS passes through 3 or more hindering hexes/smoke, or LOS passes through any blocking terrain (e.g. heavy forest).
(Illustrated: LOS is clear; LOS is hindered by the brush; LOS is blocked by the heavy forest. A blocked LOS is traced along the hex side where both sides are blocked.)
LOS Along Hexsides: If LOS runs along a hexside between two hexes:
- Blocking + Blocking = LOS blocked
- Blocking + Hindering/Smoke = LOS hindered
- Blocking + Clear = LOS clear
- Hindering + Clear = LOS clear
10.4. Elevation and LOS
Terrain may have different elevation levels (on map or player aid).
- If there is an elevation difference of +1 or more, LOS may be traced over terrain that would normally hinder or block sight.
Example: A unit on Elevation 1 hill may see over brush at Elevation 0.
- If all relevant hexes are on the same elevation, LOS cannot pass over blocking terrain.
Example: A unit on a hill (Elevation 1) cannot see over another hill of the same elevation to a lower hex behind.
LOS examples:
- Example 1: LOS is blocked. The Grenadiers are in a trench on hill elevation level 1. LOS is drawn over the large single storey building (elevation 0 but blocking LOS up to 1) into the clear hex with the Rifles 41.
- Example 2: LOS is hindered. LOS is drawn exactly on the border of two hexes. In this case the weakest influence on the LOS is counting which is the single storey building to the right of the LOS. This building is a hindering terrain instead of the left sided large building which is blocking.
- Example 3: LOS is blocked. LOS is drawn through 3 hindering terrain hexes. Two hindering single-storey buildings and trees. Three or more hindering terrain hexes within an LOS are considered blocked.
- Example 4: LOS is hindered. LOS is drawn through one hindering single-storey building.
- Example 5: LOS is blocked. LOS is drawn from a Grenadiers unit on elevation level 1 in a large multi-storey building to the Rifles 41 unit in the heavy forest on elevation level 0. The LOS crosses the large multi-storey building adjacent to the targeted Rifles unit. This building is a blocking terrain and has an elevation level of 1. So the Rifles unit is considered to be behind that building.
- Example 6: LOS is blocked. LOS is drawn from a Grenadiers unit on elevation level 1 in a large multi-storey building to the Rifles 41 unit in the heavy forest on elevation level 0. The LOS passes through dense forest adjacent to the targeted unit; this terrain blocks LOS up to elevation level 1.
10.5. Direct Fire Spotting
Spotting determines whether a firing unit can identify and engage the target.
Spotting is needed if the target has any of:
- Hide Action marker
- Hidden marker
- Ambush marker
If none of these apply, the target is automatically spotted if:
- It is in an adjacent hex, or
- It has a Firing (not fire & move), Fast, or Delayed Action marker, or
- It is in the firer's arc of fire (10.6) and is:
- In terrain with no defence bonus, or
- In clear, clear with roads, beach, or shallow water (defence bonus does not conceal it).
In all other cases, a spotting roll is required.
Spotting Roll:
- The active player rolls 1d6 and consults the spotting table on the player aid.
- Rolling the listed number or higher (e.g. 2+) means the target is spotted.
- A roll of 6 always succeeds.
- Apply –1 to the roll for each hindering terrain hex along the LOS.
Note: Some terrain (e.g. clear) may give a defence bonus to infantry/artillery but not to vehicles. Check the player aid for details.
Failed Spotting Roll: If spotting fails:
- The attacker fires blindly.
- Only single success symbols on the dice count.
- Critical hits are not possible.
- A half-strength unit rolls only half its attack dice (rounded up). The player chooses which dice to remove.
10.6. Arc of Fire
- Infantry: 360° arc of fire; may fire in any direction without penalty.
- Artillery: approx. 60° arc of fire from their two frontal hexes. They must change facing to attack targets starting outside this arc.
- Turreted vehicles: may fire in any direction without changing facing. If the target starts outside their frontal arc, a spotting roll is still required.
- Non-turreted vehicles: 60° arc from the two front hexes; must change facing to fire at targets starting outside this arc.
If a unit (other than a turreted vehicle or unit with a special rule) wishes to fire at a target outside its arc of fire, it must perform move and fire, adjusting facing to bring the target into arc, and receive a Move & Fire marker.
Turreted units firing outside their arc without moving are considered to be Turret Firing and receive a Turret Firing marker.
A unit may also fire outside its arc at the start or end of a move & fire / fire & move action using its turret. In that case, it uses move & fire / fire & move status (and markers) for all modifiers, not turret firing.
(Illustration: the red area shows the Panzer 38(t)'s arc of fire, the green area what is outside it; the frontal hexes and arc of fire are marked.)
10.7. Resolving Combat
The six-sided battle dice come in four colours, from strongest to weakest: Red, Yellow, Green, Blue.
If the rules require reducing a dice colour to the next weakest, this means, for example, exchanging a red die for a yellow die. This can also happen the other way round.
All combat (direct fire, indirect fire, close combat) uses the same basic principle: Attacker versus Defender.
The faces of the dice are as follows (Success Symbols: Critical Hit = skull, Damage Point = target, Suppression = X):
| Die Color | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Red | blank | Damage | Damage + Suppression | 2 Damage | 2 Damage | Critical Hit |
| Yellow | blank | Suppression | Damage | Damage | 2 Damage | Critical Hit + Damage |
| Green | blank | blank | Suppression | Damage | Damage | Critical Hit + Damage |
| Blue | blank |
10.7.1. Attack and Defence Dice
(A unit card is annotated: defence dice depending on direction of attack (10.9.3); attack dice rolled against armoured vehicles; attack dice rolled against infantry, artillery and unarmoured vehicles.)
- Coloured squares on unit cards represent dice of that colour (e.g. a red square = 1 red die).
- Inherent defence dice are shown with a shield behind the square and are used whenever the unit defends.
Units always retain their inherent defence dice as a minimum, unless a special rule explicitly states otherwise.
- Additional defence dice may come from terrain and other modifiers.
- Attack dice are shown separately for:
- vs vehicles (top row)
- vs infantry/artillery (bottom row); Exception: unarmoured vehicles, 4.2.2.
Two symbols on the same die face are a double success, which is important for some rules.
10.7.2. Comparing Dice Rolls
Each defence result cancels out the same or weaker attack result.
- A critical hit cancels: critical / damage / suppression.
- A damage result cancels: damage / suppression.
- A suppression result cancels: suppression.
Compare attacker and defender dice:
- The defender cancels as many of the attacker's symbols as possible.
- Any uncancelled symbols are applied as damage (10.8): criticals, damage points, and/or suppression.
10.8. Assigning Damage
A unit can suffer:
- Critical hits
- Damage points
- Suppression
10.8.1. Critical Hits
Each uncancelled critical hit causes one damage and can cause extra effects, resolved after all damage and suppression (10.8.1.1–10.8.1.2).
For each remaining critical:
- Attacker rolls 1 green die, defender rolls 1 blue die.
- Compare symbols (10.7.2).
- The attacker uses their strongest single symbol to resolve the effect; ignore all others.
10.8.1.1. Versus Infantry and Artillery
Result of roll in 10.8.1:
- Critical Hit symbol: No damage points applied. The unit performs a fallback (13.3). This eliminates an artillery unit. If the infantry unit already had a Fallback marker before resolving the critical, it is eliminated.
- Damage symbol: No damage points applied. The unit becomes suppressed. If already suppressed, it immediately does a fallback (eliminates artillery).
- Suppression symbol: Treat as above (same as if a damage symbol had been the strongest).
10.8.1.2. Versus Vehicles
Result of roll in 10.8.1:
- Critical Hit symbol: No damage points applied. Vehicle is immobilised. If already immobilised, it is eliminated.
- Damage symbol: No damage points applied. Vehicle performs a fallback. An immobilised vehicle that must fallback is eliminated. A vehicle already marked Fallback is also eliminated.
- Suppression symbol: Vehicle becomes suppressed. If already suppressed, it immediately falls back; if immobilised, it is eliminated.
10.8.1.3. Critical Hits Versus Buildings
See chapter 12.5.
10.8.2. Damage Points
For each damage point, place a damage marker on the unit, beyond what can be represented by flipping the counter.
Example: A 4-strength unit takes 3 damage points: flip to half-strength (2 damage shown), then add 1 damage marker.
10.8.3. Suppression and Fallback
If at least one suppression result remains:
- The unit is suppressed and marked accordingly.
- Remove any existing action status marker.
If a unit that is already suppressed suffers another suppression result, it performs a fallback (13.3):
- Artillery are immediately eliminated if required to fallback.
- Immobilised vehicles are eliminated if required to fallback.
Suppression while moving / overstacked: The unit must retreat immediately to the nearest suitable unoccupied hex:
- Direction: Farthest from the source of fire.
- Eligibility: Hex must be legal (no blocking terrain, no stacking violation).
- Efficiency: Choose the eligible hex that costs the fewest MP to enter.
If multiple hexes qualify, the owning player chooses.
10.8.4. Elimination
If a unit has damage equal to its strength points, it is eliminated and removed from play.
- Vehicles: Destroyed vehicles leave a wreck marker (see 9.5.8.5).
- Optional: The owning player loses 1 command point (whether assigned or spent), but never below a minimum of four. Further losses are ignored.
Important: Losing a truck unit does not cause loss of a command point.
10.9. Attack Dice in Ranged Fire
Attack dice and their strength may be modified by:
- Unit status
- Special abilities/attributes on the unit card
- Experience level
- Spotting results
All modifiers are cumulative.
10.9.1. Attacking Units Status
If the unit has an Attack Dice –1 marker, it loses its weakest attack die.
Units at half strength:
- Treat double successes as single successes; only the stronger symbol counts (critical > normal > suppression).
- If the spotting roll fails, critical hits are not possible.
10.9.2. Special Abilities and Attributes
Apply all dice modifications indicated on the unit card.
10.9.3. Experience Levels
All veteran and elite units gain +1 blue attack die (see 4.2.3).
10.9.4. Joint Fire
Infantry only.
- One adjacent, non-activated friendly infantry unit may support as the Fire Support Unit (FSU).
- Choose one unit as the lead unit.
- Only the lead unit makes the spotting roll.
Activation:
- Both lead and FSU become activated and are marked with Firing markers.
- Optional: Only one command point is required for both units.
- The FSU's activation is a free action (6.2.2).
Dice:
- The attacker rolls all attack dice of the lead unit plus the strongest attack die of the FSU.
- If the FSU is half strength, only the stronger symbol of any double success counts.
- If the FSU has an Attack Dice –1 marker, use the next weakest die colour instead of the strongest. If that is already blue, use blue.
- If the FSU has hindered LOS, again downgrade to the next weakest die colour (minimum blue).
10.10. Defence Dice in Ranged Fire
Defence dice may be modified by:
- Terrain defence bonus
- Hindering LOS
- Area of impact (vehicles)
- Attacker's fire status
- Defender's status
- Special abilities/attributes
- Experience levels
All are cumulative unless stated otherwise.
10.10.1. Terrain Defence Dice
Check the terrain chart on the player aid. Terrain defence is shown as coloured dice symbols and added to the defence roll.
Examples:
- Infantry or artillery in heavy forest: +1 green and +2 yellow dice.
- Vehicles in light forest: +1 green die (weakest listed).
10.10.2. Hindering LOS
For each hex of hindering terrain along the LOS, the defender receives the strongest defence die listed for that terrain (9.4.4). These dice are cumulative.
Example: Firing through light forest grants the defender +1 yellow defence die.
10.10.3. Defender's Areas of Impact
Vehicle unit cards show different defence dice for: Front, Flank, Rear, Above.
To determine the area of impact, trace LOS to the target hex. The entry point into the target hex determines which facing applies.
If LOS follows a hexside that divides two areas (e.g. front vs flank), use the weaker armour.
The above area of impact applies only to:
- Indirect fire
- Infantry attacking vehicles in close combat
(Illustrations for an Allied unit and an Axis unit: the LOS runs through the front zones of impact; the defender is granted defence dice for the front armour. The LOS runs between two zones of impact, front and flank; therefore the defence dice for the flank (weaker side) are used.)
10.10.4. Attacker's Fire Status
The attacker's chosen fire type may grant extra defence dice:
- Firing: No extra die.
- Turret firing: Defender gains +1 blue defence die.
- Move & fire / fire & move: Defender gains +1 green defence die.
This applies both to normal and reaction fire.
If the defender is fired at from an ambush, they lose their weakest terrain defence die. This stacks with other modifiers.
10.10.5. Failed Spotting Roll
If spotting fails:
- The attacker fires blindly.
- Only single success symbols on the dice count.
- Critical hits are not possible.
- A half-strength unit rolls only half its attack dice (rounded up). The player chooses which dice to remove.
10.10.6. Defender's Status
The defender's current status may modify defence dice.
Lose a die:
- Digging in: While digging in, the unit loses its weakest defence die (minimum one remains).
- Fast Action: Infantry and artillery lose their weakest defence die (minimum one remains).
Gain a die:
- Dug in: The unit gains +1 green defence die.
- Some markers grant +1 blue defence die (as shown on the marker).
- Suppressed: Infantry and artillery gain +1 green defence die. Vehicles do not gain extra defence from suppression.
Clarification: Units do not lose defence dice just because they are at half strength.
10.10.7. Special Abilities and Attributes
Apply all defence modifications indicated on the unit card.
10.10.8. Experience Levels
All hardened, veteran, and elite units gain +1 blue defence die.
10.11. Ranged Fire on Vehicles Transporting Units
Vehicles may transport units inside or as tank riders on top (9.10.1). Normally, ranged fire affects only the vehicle. Exceptions:
- Armoured vehicles with tank riders
- Vehicles that are eliminated or suffer a critical hit during an enemy attack (10.11.1).
10.11.1. Targeting Vehicles with Tank Riders
If firing at an armoured vehicle with tank riders, the attacker chooses:
Target the tank riders:
- Tank riders defend only with the dice on their own unit card (no terrain bonus, etc.).
- All usual attack dice reductions still apply.
- The vehicle is unaffected.
- If tank riders suffer any uncancelled critical, damage, or suppression, they must perform an emergency disembark (10.11.3).
- Use the infantry/artillery attack row.
Target the vehicle:
- Resolve normally against the vehicle.
- If the vehicle is eliminated or takes a critical hit, see 10.11.2 for effects on passengers.
10.11.2. Eliminated/Critical Hits on Transports
These rules apply to all transported units, including tank riders, infantry, and artillery.
If the transporting vehicle:
- is eliminated, or
- suffers a critical hit during the original ranged fire attack (not the secondary critical resolution in 10.8.1.2),
then:
- All transported units suffer one damage point.
- All surviving transported units must immediately perform an Emergency Disembark (10.11.3).
10.11.3. Emergency Disembark
Transported units must also perform an Emergency Disembark if any of the following occur:
-
Transport vehicle suffers non-fatal effects. If the transporting vehicle:
- becomes immobilised, or
- suffers one damage point (without being destroyed), or
- becomes suppressed,
all transported units must immediately perform an Emergency Disembark, but do not receive an automatic damage point in these cases.
-
Tank riders got hit: Tank riders must immediately perform an Emergency Disembark if they themselves receive:
- an uncancelled critical hit, or
- an uncancelled damage result, or
- an uncancelled suppression result,
In this case: tank riders suffer no automatic damage unless explicitly caused by the attack. They must emergency disembark because the attack affected them, not the vehicle.
Emergency Disembark – Procedure:
Units must be placed immediately into empty adjacent hexes, respecting the stacking limit (one unit per hex). If no legal hex is available, the unit is eliminated.
Status after disembarking:
- Normally: Fast Action marker.
- Artillery with Slow or units exiting into harsh terrain: Delayed Action marker.
- Suppressed tank riders remain suppressed instead of receiving a movement status marker.
Emergency disembark:
- May trigger Reaction Fire (8.2), and
- Is a free action (6.2.2).
11.0 Close Combat
Close combat represents extremely short-range fighting, often hand-to-hand. Unlike ranged fire, both units attack simultaneously.
11.1. Initiating Close Combat
Close combat begins when an enemy unit enters a hex containing an opposing unit.
- The entering unit is the assaulting unit (active player).
- The unit already in the hex is the defending unit (inactive player).
- Combat continues in rounds until one or both units are eliminated, one unit withdraws, or a fallback occurs.
Restrictions:
- Artillery: Artillery units cannot initiate close combat. They may be attacked or overrun (9.9.1).
- Vehicles: Transport vehicles and vehicles transporting tank riders cannot initiate or support close combat.
- Entering a hex to initiate close combat does not trigger reaction fire.
- Close combat cannot be initiated by move&fire or fire&move.
The hex becomes a close combat hex with special rules:
- Stacking limit becomes one unit per faction.
- Vehicles: If a loaded transport is attacked, the stacking limit temporarily increases for the first close combat round to include transported units.
- A unit entering a hex containing an enemy unit with a fallback marker eliminates that unit immediately.
Optional: Only the assaulting unit spends a command point to initiate close combat. Command cards may allow multiple close combats per turn.
11.2. Resolving Close Combat
Once initiated, both players calculate their attack and defence dice. Combat is resolved in rounds as follows:
Close Combat Round Procedure:
- Initial Round Only: Apply all initial-round-only modifiers (11.4.2, 11.4.3, 11.5.2, 11.5.3). Initial round modifiers may override general rules.
- Both players roll simultaneously and apply general modifiers (11.4.1, 11.5.1):
- Assaulting unit resolves attack and defence rolls.
- Defending unit resolves attack and defence rolls.
- Assign damage simultaneously.
- Check whether close combat ends (elimination or fallback).
- Check for voluntarily withdrawal.
- If both units remain, remove status markers and start again from step 2.
Note: Results apply simultaneously to both sides. Mutual destruction or mutual fallback is possible.
11.3. Supporting Close Combat
Before close combat is initiated, each player may assign one adjacent, non-activated infantry, artillery, or vehicle unit as a support unit.
- Mark the supporting unit with a firing status marker.
- Trucks and units without ranged fire cannot support.
- A supporting unit grants one re-roll of one attack die and one defence die during the initial round only.
- Optional: Activating a support unit costs 1 Command Point.
(Illustration: The German Rifles 43 (close combat support unit) are supporting the close combat.)
11.4. Attack Dice in Close Combat
Units roll the attack dice listed on their unit cards. Modifiers apply depending on:
- unit type (assaulting/defending)
- unit status (e.g. half-strength)
- terrain
- initial round rules
- command cards
- experience
- special abilities
11.4.1. General Modifiers
(All modifiers are cumulative. Initial round rules may override these general modifiers.)
- Half-strength units: only single success symbols count (10.9.1).
- Special abilities: may modify attack dice.
- Veteran / Elite units: +1 blue attack die (4.2.3).
- Vehicles: Immobilised vehicles: always count as outflanked; attacker gains one re-roll per round.
- Vehicles: Vehicles attacking infantry: only the strongest symbol on each die counts; no double successes.
- Optional: Command cards: may apply additional effects.
Note: "Outflanked" means that a unit is attacked through its Flank or Rear side.
11.4.2. Assaulting Unit Modifiers (Initial Round Only)
- Crossing obstacles (stone walls, barbed wire): lose weakest attack die.
- Marked –1 attack die: lose weakest attack die.
- Defender is outflanked: attacker gains one re-roll.
- Support unit: one re-roll of one attack die.
11.4.3. Defending Unit Modifiers (Initial Round Only)
- Activated: only single success symbols count.
- Activated & half-strength: lose weakest attack die.
- Suppressed: defender cannot attack this round.
- Marked –1 attack die: lose weakest attack die.
- Support unit: one re-roll of one defence die.
11.5. Defence Dice in Close Combat
Both units roll defence dice from their unit card. Modifiers depend on terrain, fortifications, status, experience, and initial-round conditions.
11.5.1. General Modifiers
(Initial round rules may override these.)
- Terrain defence bonus: both units receive the strongest defence die from their terrain or fortification.
- Vehicles: use frontal armour after the initial round; no terrain defence bonus. Immobilised vehicles always defend using rear armour, regardless of facing.
- Artillery: always use their weakest defence die from the unit card.
- Infantry vs vehicle: infantry hits weakest defence.
- Experience: hardened, veteran, and elite units gain +1 blue defence die.
- Special abilities may modify dice.
- Optional: Command cards may apply additional effects.
11.5.2. Defending Unit (Initial Round Only)
- Terrain: use strongest die of terrain hex.
- Fortifications: Add one die according to area of attack (front, flank, rear; see 9.5.7).
- Frontal assault: add the strongest additional defence die of the fortification.
- Flanking assault: Reduce the colour of the additional die to the next weaker colour.
- Rear assault: Reduce the colour of the dice twice to the next weaker colour. (at least one blue die remains)
- Vehicles: defence dice based on area of attack (front, flank, rear, top; see 10.10.3).
- Support unit: one re-roll of one defence die.
11.5.3. Assaulting Unit (Initial Round Only)
- Terrain: use weakest defence die of terrain hex.
- Fast action: lose weakest defence die.
- Support unit: one re-roll of one defence die.
11.5.4. Assigning Damage
Critical Hits (after comparing rolls and applying suppression/damage):
- Each uncancelled critical hit reduces a full-strength unit to half-strength.
- A unit already at half-strength is eliminated by any uncancelled critical hit.
- Two critical hits eliminate a full-strength unit immediately.
Damage Points:
- Apply damage normally (10.8.2).
- If damage exceeds strength, the unit is eliminated.
Suppression:
- Any uncancelled suppression (including adrenaline rush effects) suppresses the unit.
- Suppressed units in close combat must fallback and receive a fallback marker (13.3).
11.5.5. Adrenaline Rush
During the first round of close combat, all units ignore the first suppression result. This represents the shock and intensity of first contact.
11.5.6. Ending Close Combat
Close combat ends if:
- a unit voluntarily withdraws
- a unit is eliminated
- a unit falls back
If none of these occur, another round is fought.
11.5.6.1. Voluntarily Withdrawing
After step 4 of a round:
- A player decides first whether to voluntarily withdraw.
- Before withdrawal, the remaining unit makes one last close combat attack against the withdrawing unit (with close combat values).
- The withdrawing unit does not attack back.
- The withdrawing unit performs a fast action to move out of the hex. A unit withdrawing from close combat may not move into an objective hex. If all legal withdrawal hexes are objective hexes, the unit cannot withdraw.
- The unit remaining in the hex receives a normal action marker.
(Illustration: the half-strength German Rifles are withdrawing from the close combat hex.)
11.5.6.2. Fallback
If a unit is forced to fallback:
- Close combat ends.
- The surviving unit receives a normal action marker.
11.5.6.3. Elimination
If a unit is eliminated:
- Close combat ends.
- The surviving unit receives a fast action marker.
11.6. Dug-In Defenders
If a dug-in unit wins, its dug-in marker stays. If it withdraws or is eliminated, the marker is removed (exception to 9.7.1). Other fortification, such as trenches etc, remain in place regardless of the outcome of the close combat.
11.7. Emergency Disembark
If a transport vehicle is attacked in close combat:
- Before resolving close combat, the assaulting unit may conduct a ranged fire attack at range 0 against each transported unit, using its strongest attack die.
- Transported units defend with their printed defence dice.
- All transported units then perform emergency disembark:
- One unit per adjacent empty hex
- Apply stacking limits
- Units unable to disembark are eliminated
Further:
- Units normally receive fast action markers. Exception: harsh terrain or slow units - delayed action.
- Disembark may trigger reaction fire (8.2).
- Special abilities (e.g. Grenadiers '43) take priority.
(Illustrations: Situation 1: After firing on the transported units, the Soviet Rifles go in to conduct their close combat. Situation 2 and 3: The units loaded on the truck perform an emergency disembark. The German Grenadiers 43 are trained in fast disembark and got marked with a normal action. The German HMG 42 is "slow" so it cannot perform a fast action and got delayed.)
11.8. Desperate Attack
Infantry: Each round, infantry fighting a vehicle may choose:
Option 1: Standard Close Combat Attack. Resolve normally with close combat rules.
Option 2: Target Wheels/Tracks/Engine
- Infantry rolls 1 green die.
- Vehicle rolls 1 blue die (comparison roll).
- Exception: If infantry initiated close combat using a fast action, the vehicle rolls 1 green die instead.
Resolution (applied simultaneously with the vehicle's counterattack):
- Double success: Vehicle is immobilised + 1 damage.
- Critical / Damage: Vehicle is immobilised.
- Suppression: Vehicle is suppressed and must withdraw.
11.9. Close Combat Example
(The printed example shows the dice for each step as icons; those icons are not reproduced here.)
Situation description: The Soviet Rifles 41 unit (assaulting unit) moves with a fast movement action across the trench to the flank of the bunker, which is occupied by the German HMG34 Unit (defending unit at half strength). The Soviet Rifles 41 unit is supported by another Rifles 41 unit (see 11.3).
The initial close combat round begins:
The Soviet player selects the dice for his attack. First, he takes the dice for close combat against infantry (unit card, see 4.2). The player keeps one modification in mind: Support unit (11.3), which grants one re-roll of one attack and one defence during the initial round.
- The attack roll produces the result.
- The player decides not to use his re-roll.
Now the player of the HMG34 unit selects his defence dice:
- Unit card (4.2).
- Terrain: Brush (9.4).
- Fortification: Bunker has defence dice. Initial cc round: add one (strongest) die of the fortification; modify this die to the next weaker colour because of the flanking attack (11.5.2). This results in the defence dice.
- The defence roll produces the result.
- Comparing the results gives the following results: 1 critical hit and 1 suppression (per the example's symbols).
Before this result is applied to the HMG34 unit, this unit may still attack in its current condition and status. To do this, the player of the HMG34 unit selects his attack dice. Since this unit is already activated with firing and has half strength, it loses its weakest attack die during the initial round (11.4.3). Because it only has half strength, only the strongest result symbols count for all attack dice (11.4.1). Note that because half-strength is active, only the critical hit result applies.
- The attack roll produces the result.
Now the Soviet player selects his defence dice:
- Unit card (4.2).
- Terrain: Brush (9.4) - weakest die of terrain (11.5.3).
- This results in the defence dice. As the Rifles 41 move into attack with a fast action, the player loses the weakest defence die.
- The defence roll produces the result.
- The player decides against a re-roll here as well.
- Comparing the results gives the following results: 1x and 1x (icons).
This allows both attack results to be applied to the units simultaneously. The German player begins with the HMG34 unit.
- The critical hit would cause the marker to be flipped (11.5.4). However, since the HMG34 is already on the half-strength side and thus only has 1 strength point left, this unit is eliminated.
- The Soviet Rifles 41 unit receives a critical hit and a suppression symbol as a result. This critical hit causes the unit marker to be flipped.
- The one suppression symbol is ignored due to the adrenaline rush rule (11.5.5) in close combat.
- Thus, the Rifles 41 unit remains in the close combat hex with half strength and therefore automatically in the bunker. It is marked with a fast action symbol (11.5.6.2).
12.0 Tactical Air and Off-board Artillery Support
The Assault Game System was designed to be modular. This keeps the core game accessible to new players while allowing optional expansions that increase historical depth and complexity. Players can choose how many of these modules to use, from a quick and simple game to a fully featured simulation.
The Tactical Air and Off-board Artillery Support Expansion (abbreviated TA/OAS) adds two new types of support:
- Tactical Air Support (TAS)
- Off-board Artillery Support (OAS)
It also makes use of the blast values already printed on some unit cards in the core game.
12.1. Contents
This expansion includes:
- TA/OAS Player Aid
- TA/OAS Cards
- Terrain Damage Punchboard Markers
12.2. Integrating the TA/OAS Expansion
TA/OAS is integrated into the game via its TA/OAS cards.
Terminology:
- TAS cards = Tactical Air Support only
- OAS cards = Off-board Artillery Support only
- TA/OAS cards = both types collectively
Although printed as command cards on the back, these are treated separately from the normal command cards of the base game.
Sequence for Adding TA/OAS Cards:
- Agree the limit on TA/OAS cards per player
- Usually equal to the number of starting formations, or any mutually agreed number up to five.
- Five is always the maximum.
- Remove command cards
- Each player removes up to that limit from their command card deck (faction and/or neutral cards).
- This may be done: randomly, or by choice (players pick which cards to remove).
- If players cannot agree, use random removal.
- Removed command cards are discarded for the duration of the scenario.
- Add TA/OAS cards
- Each player adds TA/OAS cards equal to the number of command cards removed.
- TA/OAS cards may be: drawn randomly, or chosen by the player.
- If players cannot agree, TA/OAS cards are drawn randomly.
- Shuffle new decks
- Each player shuffles their modified command card deck and uses it for the scenario.
Optional Command Points Reminder (6.2.2): When using command points, each TA/OAS card normally requires a command point to use. Players should factor this into how many TA/OAS cards they include.
Before setting up the command card deck for a scenario (see 5.9), players must check whether that scenario allows the use of TA/OAS cards.
- If allowed, each player may exchange up to five of their command cards for the same number of TA/OAS cards.
- Scenario-specific exceptions are listed in the scenario description.
Recommended Balance: For game balance, it is recommended that each player's maximum number of TA/OAS cards is based on their number of starting formation cards. For example:
- 2 formation cards - may take up to 2 TA/OAS cards.
Players may agree to allow more than this, but:
- This must be agreed beforehand.
- If no agreement can be reached, use the "one TA/OAS per starting formation card" guideline.
- Absolute maximum: 5 TA/OAS cards per player, regardless of formation count.
The exact number of TA/OAS cards a player chooses (up to their agreed maximum) does not need to be revealed to the opponent.
12.2.1. Planning Phase and TA/OAS
When TA/OAS is in use, a Planning Phase (6.2) always occurs each turn, regardless of whether other optional rules are used. This phase is when players must decide whether they intend to use any TA/OAS cards that turn.
- If a TA/OAS card is not planned in the Planning Phase, it cannot be used that turn.
- After the Planning Phase, the option to use TA/OAS cards for that turn is lost.
12.2.2. TA/OAS Cards After Use
Used TA/OAS cards are placed in the player's command card discard pile, unless the card or expansion rules specify otherwise.
12.3. Tactical Air Support (TAS)
Tactical air power was a major factor during Operation Barbarossa, disrupting supply lines, destroying positions, and supporting attacks and defences alike. TAS brings this element onto the table.
TAS Unit Card Front Side shows: card title, faction symbol, phase when the card can be used, unit information, special ability / attribute, blast value, defence dice against anti-aircraft fire, target type (infantry, artillery, vehicle), attack dice, game module code, accuracy modifier for 2nd attack. The back is a command card back.
12.3.1. Request TAS (Planning Phase)
To use TAS in a turn, a player must:
- Have a TAS card in their hand.
- During the Planning Phase (6.2):
- Optional: If using command points (6.2.2): assign one command point to that TAS card.
- If not using command points: simply play the TAS card.
The TAS card is placed face down in front of the player, visible to the opponent (so they know TAS/OAS will be used), but without revealing which support type or effect it is.
12.3.2. TAS Timing
Each TAS card states when it is activated, similar to normal command cards (4.9.1).
Optional: If command points are in use, the command point is spent at the moment TAS is activated in that turn.
12.3.3. Identify Target
When the TAS attack is resolved:
- The active player declares which unit/hex is being targeted.
- This gives the non-active player a chance to use Anti-Air (AA) units to repel the TAS.
12.3.4. Defence Against TAS (AA Fire)
The non-active player may attempt to repel TAS if:
- They have an unactivated AA unit (unit class = AA) in range of the target hex.
The active player must allow a reasonable time for this. If the non-active player cannot or will not use AA, they say "pass", and may not then interrupt later.
AA Range and Fire:
- Range for AA is the number of hexes from the AA unit to the TAS target hex.
- Use the AA unit's infantry/artillery range bands, not the vehicle range bands.
- The non-active player activates an AA unit to attempt to repel TAS:
- The AA unit receives a Firing marker.
- Optional: The activation costs 1 command point (not a free action).
The non-active player may keep attempting AA fire with different AA units until:
- TAS is driven off, or
- There are no suitable AA units left, or
- They choose to stop trying.
AA Attack Dice vs TAS: To determine AA attack dice:
- Determine range band (close, medium, long) as per the AA unit card.
- Cross-reference range with the unit's blast value to find the AA attack dice (see AA table; the AA unit card shows AA / Flak units' attack and blast values and the range factors close, medium, long).
- AA facing is irrelevant; facing does not matter for AA fire.
- If the AA unit is marked –1 attack die, only single success symbols on its dice may be counted.
Example: An Soviet 12.7mm DSHK AA unit fires at a Me 109 performing a strafing run on a tank 3 hexes away.
- Check the AA unit infantry/artillery range band: 3 hexes = close range.
- Cross-reference medium range with its blast value (blue die) on the AA table.
- Result: the Breda rolls a yellow AA attack die against the TAS.
12.3.5. TAS Defence Against AA Fire
Each TAS card lists which defence die it uses against AA fire and any special abilities.
- AA vs TAS is resolved like a normal ranged attack comparison (10.7.2), without the usual attack/defence modifiers from 10.9 and 10.10.
- The AA player rolls their AA attack die; the TAS player rolls their defence die.
The result is interpreted using the TAS AA result table (on the player aid / TAS card), for example:
| Result | Effect |
|---|---|
| Critical hit (skull) | TAS crashes and is destroyed. TAS does not attack. Remove the TAS card from the game. |
| Double hit (two targets) | TAS is damaged. TAS does not attack. Place the TAS card in discard pile. |
| Hit (target) | TAS is slightly damaged, so TAS attack is inaccurate. Add a -1 to the accuracy roll. Place the TAS card in discard pile after use. |
| Suppression (X) | TAS turns away. TAS does not attack. Return the TAS to the player's hand after use. Card can be played again from the next turn onwards. |
12.3.6. TAS Attack Resolution
If TAS is not destroyed, driven off, or prevented by AA, the attack proceeds in this order:
- TAS Spotting
- TAS Accuracy
- TAS Attack Result
- TAS vs Buildings/Fortifications/Obstacles
12.3.6.1. TAS Spotting
The active player rolls a D6 on the TAS spotting table.
- Command cards or TAS special abilities may modify this roll.
- The result either:
- Confirms the target (no modifier), or
- Assigns a modifier to the subsequent accuracy roll.
Keep track of any modifiers.
TAS spotting table:
| TAS rolls D6 | Defending unit in a hex with no terrain bonus | Defending unit in a hex with terrain bonus |
|---|---|---|
| 1 | Accuracy -1 | Accuracy -2 |
| 2 | Success | Accuracy -2 |
| 3 | Success | Accuracy -1 |
| 4 | Success | Success |
| 5 | Success | Success |
| 6 | Accuracy +1 | Accuracy +1 |
12.3.6.2. TAS Accuracy
The active player now rolls a D6 for TAS accuracy, applying any spotting modifier.
- Cross-reference the result with the status of the target unit (e.g. fast action, stationary, etc.).
- This determines whether the defender receives an additional defence die, and of which colour.
TAS Unit Accuracy table (additional defence die for the defender; "-" = none). Defender unit status columns: Fast Action / Fall Back, Immobile / Suppressed / Delayed Action, Other status; each split into vehicle and infantry/artillery.
| TAS accuracy roll | Fast Action / Fall Back: vehicle | Fast Action / Fall Back: infantry, artillery | Immobile / Suppressed / Delayed: vehicle | Immobile / Suppressed / Delayed: infantry, artillery | Other status: vehicle | Other status: infantry, artillery |
|---|---|---|---|---|---|---|
| 1 | +1 red | +1 green | +1 green | +1 green | +1 yellow | +1 green |
| 2 | +1 yellow | +1 blue | +1 blue | +1 blue | +1 green | +1 green |
| 3 | +1 green | +1 blue | +1 blue | - | +1 green | +1 blue |
Example: TAS accuracy roll = 3 vs a vehicle with a Fast Action marker, no spotting modifier. On the TAS accuracy table, roll 3 + fast target = +1 green defence die for the vehicle.
Friendly Fire: If the final TAS accuracy roll is 1 or less and there is at least one friendly unit (friendly to TAS) adjacent to the target hex:
- After resolving the attack against the target hex, take all attack dice that did not score at least a suppression result and set them aside.
- Roll these dice as a separate attack against one adjacent friendly unit, chosen by the non-active player.
- Resolve the friendly-fire attack as per the rules in the TAS section (12.3.6.3).
12.3.6.3. TAS Attack Result
To resolve the main TAS attack:
- The active player rolls the attack dice listed on the TAS card.
- The defender receives all usual defence dice from 10.10–10.10.8, except the failed spotting modifier (10.10.5), which has already been handled by TAS spotting and accuracy.
- The area of impact is always Above.
- Compare dice as normal (10.7).
12.3.6.4. Destroying Buildings, Fortifications & Obstacles
An uncancelled critical hit on a building or fortification may cause it to collapse or be destroyed (see 12.5). An uncancelled critical hit on an obstacle (barbed wire, tank barricade) destroys it; remove the obstacle marker.
12.3.6.5. TAS Second Attack Run
Some TAS units have the ability to make a second attack run (symbol on TAS card).
- The second attack must be on the same target and occurs immediately after the first.
- Optional: It does not require an additional command point.
- The inactive player may attempt AA fire again with unactivated AA units.
- Optional: Each AA unit used receives a Firing marker and must spend 1 command point.
- The second run uses the same procedure as the first (spotting, accuracy, attack, possible friendly fire).
If the original target was destroyed in the first run:
- A new target may be chosen.
- The accuracy roll for the second attack suffers a –1 cumulative modifier per hex between the new target and the first attack hex.
The TAS card is placed in the discard pile after the second attack is resolved. Accuracy modifiers for second attacks are indicated on the card (e.g. "0", "–1", "+/-X").
12.4. Off-Board Artillery Support (OAS)
At the start of Operation Barbarossa, both sides employed large artillery formations to shape the battlefield—screening advances with smoke, disrupting columns, and breaking fortified positions. OAS adds this powerful tool.
OAS Unit Card Front Side shows: activation time, card title, faction symbol, unit information, impact area for fire for effect or suppressive fire, dice for OAS mode smoke (primary hex), attack dice primary target hex, impact area for smoke screen, attack dice secondary target hexes, blast value, game module code.
OAS is treated as indirect fire, but with specific rules that override chapter 7 where they conflict. The key differences are:
- The OAS strike takes place in two phases:
- Support Phase: spotting and exploratory shells
- Action Phase: main artillery strike
- OAS always requires a spotter (12.4.3).
- OAS strikes always place one smoke marker in the target hexes (primary and secondary) after the attack (representing smoke and dust), even if not firing smoke.
- The smoke marker limit per hex is increased to 5 when OAS is used (instead of 4).
- Defenders lose their weakest defence die against an OAS attack.
- OAS strikes may affect multiple hexes: primary and secondary target hexes indicated on the OAS card.
- OAS first acts in the Support Phase, then the main strike can be initiated at any point during the Action Phase.
12.4.1. Request OAS (Planning Phase)
To use OAS in a turn, a player must:
- Have an OAS card in their hand.
- During the Planning Phase (6.2):
- Optional: Assign one command point to the OAS card if command points are in use (6.2.2). Command focus points cannot be used for OAS. If not using command points, the OAS card is just played.
Place the OAS card face down in front of the player where the opponent can see that OAS will be used this turn, but not which type.
12.4.2. Arrival of OAS (Support Phase)
The OAS is activated in the Support Phase to fire its exploratory shells.
Optional: The command point placed on the OAS card is spent just before resolving this exploratory fire.
12.4.2.1. Spotting the Target Hex
OAS modifies some of the rules in chapter 7; where they conflict, the expansion rules for OAS take precedence.
- OAS always requires a spotting unit:
- Infantry
- Artillery
- Vehicles with the Scout ability
- Other vehicles cannot spot for OAS.
- There is no spotting roll for OAS; OAS targets a hex, not a specific unit.
- The spotting unit must have unblocked LOS (10.3) to the hex being targeted.
- Place an objective marker in that hex: this becomes the primary target hex.
- After spotting for the first time, the spotting unit receives a Normal Action marker.
- Optional: Spotting for OAS costs 1 command point and is not a free action.
12.4.2.2. Firing Exploratory Shells
Exploratory shells confirm the range and primary target hex before the main strike.
- The OAS player rolls:
- 1 green combat die for drift distance
- 1d6 for drift direction
Units with the Scout ability:
- Add 1 blue die for drift distance.
- Only damage symbols on the blue die count for confirming the target hex; other results are ignored.
Using the result tables in 12.4.2.2:
- The green die result determines how far the marker drifts (0–2 hexes).
- The D6 result indicates direction (1–6).
- Shift the objective marker accordingly to its new hex.
Exploratory shells do not cause damage.
| Result of die (Plan: green die / Action: yellow die) | Effect |
|---|---|
| Critical hit | Primary target hex confirmed - add a blue attack die for the upcoming attack |
| Double hit / Hit | Primary target hex confirmed |
| X (suppression) | Primary target hex NOT confirmed - shift objective marker by 1 hex |
| Blank | Primary target hex NOT confirmed - shift objective marker by 2 hexes |
Direction (D6): the six hexes around the primary target hex are numbered 1 to 6 (1 upper right, 2 right, 3 lower right, 4 lower left, 5 left, 6 upper left); these are also the secondary target hexes.
Note: The players should agree on the location of the first secondary hex with the number '1' before rolling the D6.
For example: If the result of the dice roll is as follows: Green die = blank side, D6 = 1. Then the objective marker would shift to the following hex: the objective marker is shifted from the planned primary target hex by 2 hexes in the direction of 1.
Note: Exploratory shells do not cause any damage to units.
12.4.3. Artillery Strike (Action Phase)
As long as the spotting unit:
- Is still in play, and
- Still has LOS to the current primary target hex,
the OAS player may declare the artillery strike at any point in the Action Phase:
- Either as their own activation, or
- As a reaction to an enemy action (where permitted).
If the spotting unit is eliminated before the strike, the OAS process is cancelled:
- The OAS card is returned to the player's hand and may be used in a later turn.
The artillery strike is resolved in three steps:
- Select fire mode
- Determine impact area
- Resolve attack result
12.4.3.1. OAS Fire Modes
OAS is treated as indirect fire (7.1), with three fire modes:
- Smoke Screen (12.4.3.1.1)
- Suppressive Fire (12.4.3.1.2)
- Fire For Effect (12.4.3.1.3)
The OAS player chooses a mode for each strike, within the limitations of the OAS card.
12.4.3.1.1. Smoke Screen
OAS may lay smoke to block observation:
- One smoke marker is placed automatically in the primary target hex.
- The OAS card lists:
- The number of smoke dice
- The number of hexes affected
Rules from 7.2 apply with these differences:
- Smoke dice may be applied across the entire impact area indicated on the OAS card.
- OAS smoke does not consume scenario smoke resources.
- Smoke effects never cause damage to units or terrain.
12.4.3.1.2. Suppressive Fire
Suppressive fire seeks to pin and disrupt rather than destroy.
Applicable to:
- Infantry units
- Tank riders
- Artillery units
- Unarmoured vehicles (4.2.2)
Not applicable to:
- Armoured vehicles (4.2.2)
Procedure:
- Suppressive fire affects the primary hex and one secondary hex.
- The OAS attack dice for the primary hex are divided into two groups, as equal as possible.
- Each group is assigned to one of the two target hexes.
- To each group, the player adds:
- The blast value die from the OAS unit card, or
- If no blast die is listed, one blue die.
- The owning player may freely decide which dice (by colour) go into which group.
Resolution:
- Each affected hex is attacked with its assigned group of dice.
- Uncancelled critical hits against infantry, artillery, and unarmoured vehicles are resolved like direct fire (10.8).
- Critical hits may also affect terrain (12.4.3.4 and 12.5).
Under suppressive fire:
- Every damage point symbol on attack dice is treated as a suppression symbol instead.
- All other symbols remain unchanged.
Defence:
- Defending units receive all normal defence dice.
- To cancel suppression symbols, the defender needs suppression or damage results.
Important exceptions:
- Critical hits can only cancel other critical hits (not damage or suppression). This is an exception to 10.7.2.
- If a unit already has a suppression marker, suppressive fire cannot cause fallback via additional suppression results.
- Fallback may still be triggered by critical hits (10.8.1.1, 10.8.1.2).
- Later attacks (indirect, ranged, or close combat) can still cause fallback as usual.
Suppressive fire on tank riders (10.11.1) and unarmoured vehicles (4.2.2) is resolved as per indirect fire vs vehicles (7.1.2).
12.4.3.1.3. Fire For Effect
Fire For Effect represents fully adjusted, concentrated fire on target hexes.
- The OAS card lists:
- The attack dice used
- The number of hexes affected
12.4.3.2. OAS Impact Area
Determining the final impact area (primary + secondary target hexes) uses the same procedure as exploratory shells (12.4.2.2), but:
- Use a yellow combat die instead of a green one.
Before rolling for final impact:
- The OAS player may move the objective marker up to three hexes in any direction.
- If moved by:
- 1 hex - no effect.
- 2 or 3 hexes - only single success symbols (rounded appropriately) count in the attack roll.
Units with the Scout ability again add 1 blue die to the drift roll; only damage symbols count.
Use the relevant tables in 12.4.2.2 to determine final drift. The final position of the objective marker is the primary target hex for the artillery strike.
Example: After the dice roll, there is a shift of 1 hex (yellow die = 1 hex shift and black D6 points in the direction of '3'). The German player shifted to this final primary target hex. The Soviet Rifles in the red field are fully hit by the artillery strike. The German HMG42 and the second group of Soviet Rifles are hit by the dice for the secondary hexes.
12.4.3.3. OAS Attack Result
To resolve the attack:
- The OAS player rolls the attack dice shown on the OAS card.
- Defenders receive their normal defence dice as per 10.10.
- For infantry and artillery, the area of impact is Above.
- Vehicles: For vehicles, the area of impact depends on whether a critical hit occurs, as per 7.1.2.
- Resolve the attack as per 10.7.
12.4.3.4. Destroying Buildings, Fortifications and Obstacles (OAS)
- An uncancelled critical hit on a building or fortification may cause it to collapse or be destroyed (12.5).
- An uncancelled critical hit on an obstacle (barbed wire, tank barricade) destroys it; remove the marker.
12.4.3.5. Craters from OAS
If an uncancelled critical hit occurs on terrain such as: Roads, Tree alleys, Clear terrain, Light forest, Olive and vine groves, Brush
- place a crater marker in that hex.
- The terrain in that hex changes according to the crater effects table.
- Cratered terrain affects movement and defence as shown on that table.
(Examples of crater markers: crater marker for clear terrain, for tree alley terrain, for olive grove terrain; each replaces the previous terrain.)
12.5. Blast Values vs Buildings & Fortifications
In addition to OAS, aircraft and units with blast values can damage or destroy buildings and fortifications. This rule can be used:
- With the TA/OAS expansion, or
- Independently, without using any other TA/OAS rules.
Whenever a unit with a Blast Value makes a ranged attack (direct or indirect) and rolls an uncancelled critical hit, there is a chance that the building or fortification in that hex collapses.
Even if the structure is not destroyed, defending units may still take damage or suppression.
Note: This does not apply when firing smoke.
Blast Values and Failed Spotting: If the attack is conducted with failed spotting, resolve the attack and defence rolls as normal. However, the attacker uses the weaker symbol, meaning critical hits cannot affect the defending unit directly.
In this case, a Blast Resolution may still be triggered if the defence roll is not able to delete a critical result. This critical result does not cause damage or suppression to the unit itself, but it may trigger a blast against the building or fortification.
Blast Resolution Procedure: For each uncancelled critical hit against a building or fortification:
- The active player rolls the relevant blast value die (from TA/OAS card or unit card).
- The defending player rolls the strongest terrain defence die of the building/fortification (from the terrain chart). In the case of an empty hex not occupied by a unit, one additional yellow defence die is added.
- Compare dice as per 10.7.2.
| Result | Effect |
|---|---|
| Critical hit + Damage | Building or fortification collapses - all units inside this hex are eliminated |
| Critical hit | Building or fortification collapses - all units inside this hex are flipped to half strength or got eliminated if half-strength |
| Double damage | Building or fortification collapses - all units inside this hex gain one damage |
| Damage | Building or fortification not collapsed - all units inside this hex perform a fallback |
| X (suppression) | Building or fortification not collapsed - all units inside this hex are suppressed |
When a building collapses:
- Place a ruins marker in the hex.
- The hex now uses the characteristics printed on the ruins marker.
Clarifications:
- Bridges cannot be destroyed in this way.
- If a bunker, pillbox, or gun position collapses:
- Flip its marker to the trench side.
- If trenches or sandbag positions collapse:
- Remove the marker entirely.
(Examples of ruin markers are shown for each previous terrain, e.g. ruin marker for building terrain.)
13.0 Status Markers and Their Effects
During the Organisation Phase, the board is prepared for the next turn. Both players may do this simultaneously.
Resolve the following steps in order, starting with white markers:
- Remove all status markers with a white background from the map.
- Remove suppression (optional rule):
- If a unit is suppressed, it may attempt to remove the marker.
- Recruit: roll 1 blue die. On blank or suppression, the marker stays.
- Regular: roll 1 green die; same procedure.
- Turn all yellow background markers to their reverse side.
- All green markers remain in place on their hexes.
- Flip all olive "hidden" markers to red ambush markers.
- All red markers remain on their units.
- Reduce smoke: remove one smoke marker from each hex that contains smoke.
- Advance the turn marker by one space.
- Objective hexes:
- Flip each objective marker to the side of the faction occupying the hex.
- If no unit occupies an objective hex, the marker remains as it is.
Important: Unarmoured vehicles (4.2.2) cannot occupy an objective hex.
13.1. General Status Markers
These markers may coexist with action or morale markers.
HALF-STRENGTH: When a unit reaches half its strength points, flip its counter. This affects its ranged attack and may affect its close combat attack.
IMMOBILISED: The unit cannot perform any move action. If it is ever required to fallback, the crew abandon the vehicle and it is eliminated.
DUG-IN: Infantry only. The unit is dug in and gains +1 green defence die. The dug-in marker remains in the hex until the unit moves out or is eliminated. Exception: after Reinforcing a Position (9.7.2), the dug-in marker remains.
ATTACK DIE –1: The unit loses its weakest attack die when firing. Common causes:
- Taking a fast action in the previous turn.
- Spotting for Indirect Fire or OAS attacks.
If the unit does not fire, the penalty has no effect. The Attack Die –1 marker is removed when a new action status marker is placed on the unit.
HIDDEN UNIT: A unit with a hidden marker gains +1 blue defence die. The hidden marker remains until the unit:
- Is activated and performs another action, or
- Receives any morale or action marker (movement, firing, fallback, etc.), or
- Engages in close combat.
Spotting:
- Enemy units must make a spotting roll (10.5) to fire on a hidden unit.
- The spotting result is modified by –2.
Attacking while hidden:
- A hidden unit that attacks is treated as if it had Attack Die –1.
- It loses its weakest attack die when firing.
- As soon as an action or morale marker is placed, the hidden marker is removed.
AMBUSH: If a unit with a hidden marker is not activated in a game turn, its hidden marker is flipped to a red ambush marker in the next Organisation Phase.
- The unit is now set up for an ambush.
The ambush marker remains until the unit:
- Is activated and takes an action (movement, firing, fallback, etc.), or
- Engages in close combat.
Effects:
- Enemy units firing at a unit with an ambush marker must make a spotting roll (10.5) with –2 to the result.
- A unit with an ambush marker gains +1 blue defence die.
- When firing from ambush, the attacker automatically gains one suppression ("X") result in addition to its rolled symbols.
- A defender fired at from an ambush loses its weakest terrain defence die. This is cumulative with other defence modifiers.
- The ambush marker is replaced when an action or morale status marker is placed on the unit.
13.2. Action Status Markers
A unit may only ever have one action status marker at a time.
The player announces the action at the start of the unit's activation. Once declared, the unit must perform that action for the turn. The marker may be placed after completing the action as a reminder.
NORMAL ACTION: The unit performs a normal action (typically movement, digging in, etc.). It cannot fire when taking only a normal action.
FAST ACTION: The unit performs a fast action to move further or for special actions (e.g. emergency disembark). Infantry and artillery lose their weakest defence die (minimum one die). Vehicles gain +1 blue defence die when fired upon while under a fast action marker.
MOVE & FIRE / FIRE & MOVE: The unit may:
- Move up to half its movement allowance (rounded up), then fire, or
- Fire, then move up to half its movement allowance.
This is the least efficient way to fire (worst modifiers). If the unit moves then fires, it is automatically spotted. If it fires then moves, a spotting roll is required.
Artillery: cannot perform move & fire or fire & move.
HIDE ACTION:
- Infantry: Hide action is a special movement. The unit may move up to 1 hex and then hide. Hidden movement is not allowed if:
- The move would trigger a delayed action (harsh terrain, 9.4.5), or
- The unit has the Slow attribute.
- All unit types: A unit with a Hide Action marker gains +1 blue defence die. Enemy units firing at it must make a spotting roll (10.5) with –1 to the result.
DELAYED ACTION: The unit has exceeded its normal movement allowance (e.g. moving into harsh terrain). Treat dice modifiers as if it had taken a normal action. However, if the unit becomes suppressed, it immediately performs a fallback instead of remaining suppressed.
DIGGING IN: Infantry only. The unit spends its activation to dig in. While digging in, it loses its weakest defence die (minimum one die). On the next turn, it is considered dug in and gains +1 green defence die.
FIRING: The unit is firing without moving. This is the best way to conduct ranged fire (fewest penalties from the modifiers table). Units with a Firing marker are automatically spotted.
TURRET FIRING:
- A turreted unit fires outside its normal arc of fire but remains stationary.
- An immobilised turreted tank may turret fire.
- Units with a Turret Firing marker are automatically spotted.
13.3. Morale Status Markers
Morale markers always replace any action marker on a unit. A unit with a morale marker cannot be activated that turn.
SUPPRESSED: The unit is pinned down by fire.
- Infantry and artillery gain +1 green defence die.
- A suppressed unit's activation ends immediately.
- If a unit already marked suppressed receives another suppression result from a separate dice roll, it must perform a fallback. Extra suppression symbols from the same dice roll are ignored.
Close combat:
- A defender marked suppressed cannot attack in the initial round of close combat.
Suppression while moving and overstacked: A suppressed unit that was moving or overstacked must immediately retreat to the nearest suitable unoccupied hex. Choose the hex according to:
- Direction: must be farthest from the source of fire.
- Eligibility: hex must be legal (no blocked terrain, no stacking violation).
- Efficiency: among eligible hexes, choose the one with the lowest movement cost.
If multiple hexes satisfy all criteria, the owning player chooses.
FALLBACK: The unit is retreating in panic or disorder. It performs a fast move (for movement allowance and reaction fire purposes) to increase its distance from the attacker by at least 1 hex.
- Each hex entered must not be closer to any enemy unit.
- If at any point the unit cannot move further away:
- It suffers 1 damage point and stops in the last hex it was able to enter.
Movement:
- Units with Slow do a fallback without the +1 MP from fast actions.
- Vehicles: Vehicles may fallback forwards or backwards.
Defence:
- During fallback movement, units do not receive any terrain defence dice.
- After movement is completed, they regain any terrain defence dice from their final hex.
Elimination:
- Artillery and immobilised units are eliminated if they ever receive a fallback result.
- Any unit marked with a fallback marker that receives a suppressed result must immediately perform a fallback action.
- Any unit that receives a second fallback result at any time is eliminated.
- If a unit moves into a hex containing an enemy unit in fallback, that enemy unit is eliminated.
The fallback marker remains on the unit and is flipped in the next Organisation Phase, unless special rules (e.g. command cards) remove it earlier.