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Meuse Argonne: The Final Offensive

Meuse Argonne: The Final Offensive Rulebook

Table of Contents

Table of Contents

  • 10.0 Introduction
    • 10.1 Historical Background
    • 10.2 Special Rules
    • 10.3 Game Scale
  • 11.0 Set Up
    • 11.1 Set up Sequence
    • 11.2 Allied Initial Deployment
    • 11.3 Allied Replacements
    • 11.4 Allied Reinforcements
    • 11.5 German Initial Deployment
    • 11.6 German Replacements
    • 11.7 German Reinforcements
  • 12.0 Victory Conditions
    • 12.1 Allied Victory
  • 13.0 Units
    • 13.1 Divisions
    • 13.2 Voluntary Brigade Breakdown
    • 13.3 German Units
  • 14.0 Terrain
    • 14.1 Rises
    • 14.2 German Stellungs, 2nd Tier Trenches, Fortifications
    • 14.3 Fortification Movement Effects
  • 15.0 Turn Sequence
    • 15.1 First Player
    • 15.2 H-Hour
  • 16.0 Standard Rules Modifications
    • 7.7.1 Bombardment Retreat
  • 17.0 Artillery Bombardment
    • 17.1 Artillery Bombardment Limitations
    • 17.2 Utilizing Bombardment Markers
    • 17.3 Observation
    • 17.4 Bombardment Markers
    • 17.5 Bombardment Resolution
    • 17.6 Breaching Trenches by Bombardment
    • 17.7 Gas
  • 18.0 Special Rules
    • 18.1 The "Lost Battalion"
    • 18.2 German Combat Experience
  • 19.0 Orders of Battle
    • 19.1 First Player
    • 19.2 Allied Starting Units
    • 19.3 Allied Reinforcements
    • 19.4 German Stellung Set-up
    • 19.5 German Reserve Set-up
    • 19.6 German Reinforcements
  • Integrated Combat Results Table
  • Artillery Bombardment Modifiers
  • World War One Bombardment Results Table
  • Fire & Movement System Rules (Version 8, 2023)
    • 1.0 Introduction
    • 2.0 Game Equipment
      • 2.1 The Game Map
      • 2.2 Charts & Tables
      • 2.3 The Playing Pieces
      • 2.3.1 How to Read Units
      • 2.3.2 Definition of Terms
      • 2.4 Game Scale
    • 3.0 Setting Up the Game
    • 4.0 Sequence of Play
      • 4.1 Sequence Outline
  • Combat Results Table (Fire & Movement System)

10.0 Introduction

10.1 Historical Background

As the Allies returned to the offensive in 1918, the Supreme Commander Marshal Foch ordered a new offensive astride the Meuse River, into the tangled Argonne Forest. The objective was nothing less than the encirclement of the entire German Army. The US First Army commenced the assault on 26 September but almost immediately bogged down in the formidable German defenses. A reinforced drive a week later began to make progress, but slowly. A month of hard fighting brought the Allies within striking distance of the critical rail junction of Sedan, but the war ended before the grand goal was achieved.

10.2 Special Rules

Rules 13.0 through 18.0 here modify or add to the Fire & Movement standard rules to simulate the nuances of warfare during the First World War. Except as noted in those sections, all standard rules otherwise apply.

10.3 Game Scale

Each hex represents 2 miles (3.2 kilometers) from side to side. Each turn represents two days. Units of both sides are all non-mobile ("leg") infantry types representing specific historic divisions.

11.0 Set Up

11.1 Set up Sequence

Place the Turn marker in the "Sep 26/27" box of the turn track (which will also be used to indicate the current turn on the artillery track. The Allied player must set up all of his units first, and the German player must set up all of his units second.

Place all 12 bombardment markers on the Artillery Track; these will be utilized by both sides, apportioned as indicated to each side each turn (as indicated on the Artillery Track). Place the US aircraft markers in the Air box, which may be utilized by the Allied player during his own movement phase to aid bombardments (see 17.3).

The remaining cases of this section explain the reinforcements available to each side.

11.2 Allied Initial Deployment

(As changed by the 2015 errata.)

The Allied player sets up his non-reinforcement divisions (per 19.2) on the map before the game begins, in any hexes south of the "Stellung" hex line printed on the map.

11.3 Allied Replacements

During each of his own movement phases, the Allied player automatically receives one replacement, which may be used to bring any eliminated unit onto the map (as full strength), or rebuild any two depleted units already on the map (even if within an enemy ZOC) if not presently occupying any forest hex. Replacements must be deployed immediately; they may not be accumulated for a later turn. If no counter is available for a replacement, the eligible replacement is lost. Each Allied replacement unit received must arrive on any map-edge hex south and/or west of the southernmost "Stellung" hex line printed on the map.

Exception: The Allied player may not ever receive brigade chits as replacements.

A three-step divisional unit (the US 4th, 32nd, 33rd, and 79th division) that has been eliminated is replaced exactly as if any other division, requiring one replacement to bring it back onto the map as a depleted division, and another replacement to restore it to full-strength. A three-step division does not ever require the inherent brigade (see 13.1) to be replaced.

11.4 Allied Reinforcements

(As changed by the 2015 errata.)

Allied reinforcements arrive on the map during specifically indicated game turns per 19.3.

11.5 German Initial Deployment

(As changed by the 2015 errata.)

The German player sets up his non-reinforcement divisions (per 19.4 and 19.5) on the map after the Allied player has completed his set-up, in or north of the "Stellung" line.

11.6 German Replacements

Once per game, during his own movement phase, the German player automatically receives one replacement, which may be used to bring any eliminated unit onto the map (as depleted), or rebuild any depleted unit already on the map (even if within an enemy ZOC) if not presently occupying any forest hex. The German player is not required to utilize his eligible replacement during any particular game turn, but once he does so, no further replacements are afforded to the German player throughout the remainder of the game. An arriving German replacement must arrive on any northern or eastern map-edge hex that is not presently occupied by any Allied unit or within any Allied unit's ZOC.

11.7 German Reinforcements

(As changed by the 2015 errata.)

German reinforcements arrive on the map during specifically indicated game turns per 19.6.

12.0 Victory Conditions

12.1 Allied Victory

The Allied player wins instantly as of the moment that any Allied unit enters the Sedan city hex, even if only temporarily before that last game turn is completed (the Armistice). Any other result is a German victory.

13.0 Units

13.1 Divisions

All units in the game are considered "divisions" (though some divisions on the German side represent far fewer soldiers, but are considered divisions nonetheless), and each division is a two-sided unit (a full-strength front side, and a depleted back side). When any division is depleted, it is flipped to its back side, which features lower ratings. A depleted unit functions identically (except for its lower ratings).

However, four specific US divisions (the 4th, 32nd, 33rd and 79th) are considered to be three-step units. If a depleted 4th, 32nd 33rd, and/or 79th divisional unit is depleted again, it is removed from the map normally, but is then replaced by a single brigade unit. In other words, the full strength side of a three-step divisional counter represents three sides (three steps), and the reverse (depleted) side represents the two sides (two steps). Thus, to portray the last side (the third step) after that division has been eliminated, remove the divisional counter normally and replace it with a US brigade chit. As such, if the US 4th, 33nd or and/or 79th division becomes eliminated during the normal course of the game (from any combat result), it is simply replaced with a single US brigade unit (which is placed in the same hex where that division had been eliminated).

Note: A "De" result that has been inflicted upon a three-step division (whether it is full-strength or depleted) only eliminates the divisional chit, but never the third (brigade) step, which is then placed into that same hex immediately following the elimination.

A brigade functions like a normal unit in every respect, although when any brigade is reduced, it is not flipped. Instead, it is eliminated (removed from the map), and no other brigade is placed onto the map to replace it.

13.2 Voluntary Brigade Breakdown

A US three-step division (the 4th, 32nd, 33rd, and/or 79th) may be voluntarily broken down into three brigades at the beginning of any US movement phase (including the phase of arrival). To do so, remove the divisional counter (placing it off of the map, out of play), and replace it (in the same hex) with two or three brigade chits depending on the division's current disposition when it is removed (i.e., if a full-strength division, replace it with three brigade chits, if a depleted division, replace it with two brigade chits).

Note: This is the only instance in the game when two or more units may be stacked together in the same hex. Two or three brigade units may stack together (though not with any other division, and never in excess of three brigades in any case), but while stacked together they are considered to function as if a single divisional unit in all other respects while stacked. It is permissible for brigades to separate during movement and then reenter the same hex and stack together, within the limits of their movement allowance, throughout the game.

If there are not enough brigade units in the counter mix, only as many brigade units as are available may be placed on the map, even if the division being broken down can only be replaced with insufficient brigade chits as a result. This limitation applies even if any brigade chit becomes subsequently available; They may not be placed on the map where a division had been broken down during the preceding movement phase.

Note: Only three-step divisions may ever be broken down into brigades.

Once voluntarily broken down, a division may not be reformed from brigades on the map, but the eliminated divisional unit (the 4th, 32nd, 33rd, 79th) may be brought back into play as a replacement normally within the Allied player's available replacement allowance, but only if there are at least three available brigade chits that are off the map (not yet in play) per each such division.

Note: This stricture does not apply to any other divisions, however (other than the 4th, 32nd, 33rd and 79th); All other divisions may be brought back into play as replacements normally, regardless of how many brigade chits are in play.

13.3 German Units

German (and German-allied) units are identified by division. The division identification is important for set up and reinforcement purposes only.

No German division may be voluntarily broken down (there are no three-step German or German-allied units). The counters all are two-step units and may operate independently for all purposes.

14.0 Terrain

14.1 Rises

The hilly terrain printed on the map represents slight elevation changes in an otherwise flat battlefield, known as a rise. Any attack occurring against a rise type of terrain must simply be conducted via the "Rise" terrain line on the Combat Results Table.

Rises do not aid in observation in any way.

14.2 German Stellungs, 2nd Tier Trenches, Fortifications

The various zigzag hexside features wending across the map represents various levels of German trenches, each with different effects and defensive levels on the Combat Results Table. Their defensive benefits apply to any ground attack directed against the German (or German-allied) unit in such a hex, even if the attack occurs from another Stellung, 2nd Tier Trench and/or Fortifications hex or from "behind" the targeted hex (this represents secondary and tertiary trench lines that were typical of World War One trench works). Furthermore, Allied units can never benefit from any Stellung, 2nd Tier Trench or Fortifications hex, even after capturing the hex itself.

Exception: A Stellung, 2nd Tier Trench or Fortificaitons hex that has been "breached" by a bombardment (see 17.6) provides no defensive benefit from any direction.

A Stellung, 2nd Tier Trench or Fortifications hex has the effect of inhibiting any Allied (only) Zone of Control into that hex (unless it had been breached per 17.6). When any Allied attack is directed on a non-breached Stellung, 2nd Tier Trench or Fortifications hex, even if not across a depicted hexside, the attack must be resolved via the appropriate terrain line on the Combat Results Table. The three types are identified on the map as Stellungs (the southernmost trench line), 2nd Tier Trenches, and Fortifications (which are different from fortresses), all of which function the same (except for the MP cost; see 14.3 below), but are distinctly different rows on the Combat Results Table.

If an Allied unit is attacked while occupying any such hex, even if not breached, and regardless of the direction of the German attack, use the terrain line on the Combat Results Table corresponding to the other terrain in its hex.

Note: Fortress hexes (such as Sedan) cannot be breached.

14.3 Fortification Movement Effects

It is assumed that German machinegun outposts are manning every Fortification hex, even if any particular hex is not actually occupied by any German unit. Therefore, Allied (only) movement into any Fortification hex must expend +1 movement points (in addition to the cost of other terrain in the hex). This rule does not apply to 2nd Tier or Stellung hexsides.

15.0 Turn Sequence

15.1 First Player

The Allied player is the first player.

15.2 H-Hour

The game begins with the Allied combat phase of the Sep 26/27 game turn.

16.0 Standard Rules Modifications

The following standard rules are modified as indicated below.

Editor's note: the 2013 exclusive rules cite the standard rules by their older numbering. In the Version 8 standard, "7.7.1 Bombardment Retreat" is numbered 8.1.5 and "7.8 Stiff Resistance" is numbered 8.4.

7.7.1 Bombardment Retreat

Defenders may not retreat from a bombardment; they must take the step loss instead.

17.0 Artillery Bombardment

17.1 Artillery Bombardment Limitations

Artillery bombardment is somewhat different than the normal bombardment rule printed in the standard rules, representing how artillery was used (at this scale) during the First World War.

Each player is provided with an allotment of "bombardment" markers each game turn (which function differently than the support fire markers, and hence the reason they are allotted per a different track); the exact number of bombardment markers each side (Allied and German) receives each turn is printed as a number on the Artillery Track (printed below the Turn Track). The Artillery Track exists specifically to indicate the quantity of bombardment markers provided to the Allied and German side each turn, which will vary later in the game. For example, on the first game turn, the Artillery Track is printed with the listing "8/4", which indicates that the Allied player will receive eight bombardment markers at the beginning of that game turn (to be used by the Allied player during his turn only), and also indicates that the German player will receive four bombardment markers at the beginning of that same game turn (to be used by the German player during his turn only). The allotment of bombardment markers is renewed each turn, but not always in the same quantities.

Note: Only units that can be observed (see 17.3 below) can be bombarded.

17.2 Utilizing Bombardment Markers

The current player (the player whose turn it is) may place any quantity of his bombardment markers on any enemy units (if observed; see 17.3) during his own turn only, but no more than two bombardment markers per enemy unit; those enemy units will therefore become bombarded by each placed marker, one at a time, immediately after all desired markers have been played. A player is not required to place all (or any) of his allotted markers, if he prefers, but any bombardment markers that are not played at this time may not be saved to be added to the bombardment marker allotment of a later game turn.

Unlike normal support fire, bombardment is never used in support of any attack by any land unit, and thus the enemy player cannot place his own bombardment marker during the other player's bombardment in response. Bombardment can only ever occur at the end of a player's movement phase, before his combat phase begins. Only observed enemy units can ever be bombarded (see 17.3 below), and is resolved per the bombardment table (see 17.4).

17.3 Observation

An enemy unit is only observed if it is adjacent to an observing unit of the other (opponent's) side.

Note: At this game's scale, there is no LOS observation as does exist in other games using this same system. Only units adjacent to enemy units can observe for bombardment.

Allied aircraft counters may be used for the observation of enemy units that are not adjacent to any Allied unit, though only in observation of enemy units that are no more than three hexes from any Allied unit (not counting the Allied unit's hex, but counting the targeted enemy unit's hex). An aircraft marker may be placed at any time during a player's own movement phase anywhere on the map. Thus, the placement hex and all adjacent hexes are considered "observed" regardless of terrain (if within three hexes of any Allied unit).

17.4 Bombardment Markers

Unlike the standard Fire & Movement support fire markers, the bombardment markers in this game have no printed strength value (although there are other normal support fire markers with printed strength values). Instead, one six-sided die is rolled per each assigned bombardment marker (per each targeted hex). Next, the bombardment die roll is modified by the type of terrain in the target hex (and sometimes modified by special rules, such as gas; see 17.5).

17.5 Bombardment Resolution

To resolve a bombardment, roll one die per the Bombardment Table, and applying any applicable modifiers per the Artillery Bombardment Modifiers chart. The net result on the Bombardment Table is the outcome of that bombardment. If the targeted enemy unit is "Hit" by that bombardment, it is then immediately depleted (or eliminated if it was already depleted). Any other result is no effect.

However, after any hit result, the targeted unit may opt to retreat one hex (only) instead (but only after all designated bombardments have been resolved versus that hex).

17.6 Breaching Trenches by Bombardment

If the target of any bombardment is an enemy unit in a Stellung, 2nd Tier Trench or Fortifications hex, the hex is considered breached if the bombardment result is a hit. However, no effect applies to any enemy unit in that hex in such a case (from that bombardment result). The artillery marker remains in that targeted hex as a reminder (players may use any convenient generic marker to place in that breached hex as a reminder). Thereafter, ignore the Stellung, 2nd Tier Trench or Fortification hexside of that hex during any ensuing bombardment or ground attack against such a hex throughout the remainder of the game; the normal terrain that exists in that hex therefore applies when consulting the Combat Results Table after any subsequent ground attack upon a breached hex.

Note: A German bombardment upon an Allied unit in such a hex can also cause a breach, if the result is hit.

17.7 Gas

During the first game turn (only), the Allied player may choose to use gas warfare during his bombardments, which simply applies a -1 die roll bonus (cumulatively) to each bombardment marker's die roll occurring in each targeted hex.

Note: No friendly fire is possible at this scale, as can occur in other games of the system.

18.0 Special Rules

18.1 The "Lost Battalion"

Once per the game, the German player may declare any single Allied ground attack that is occurring in any woods (only) hex to be penalized as the "Lost Battalion"; the German player may make the decision to do so at any time after any Allied ground attack into a woods hex has been declared (and after support fire, if any, has been allotted), but before the Allied player actually rolls his attack die. Once the Allied player has rolled his die (after the German player has declared the Lost Battalion penalty), the result must apply, and this rule may never be used again, regardless of the result. Both players may apply support fire normally, however, whether or not the German player has yet declared the Lost Battalion penalty (but only before the Allied player has rolled his attack die).

Note: The Allied player may not cancel his intended ground attack into a woods hex after the German player has declared the Lost Battalion penalty to be in effect.

The effect of this rule is to simply force the Allied player to conduct his attack via the "Woods (Lost Battalion)" line of the Combat Results Table (instead of the normal "Woods" line), regardless of his combat differential.

18.2 German Combat Experience

Any "Retreat" result (D2 or D3) on the Combat Results Table that has been inflicted upon any German unit (including German allied units) anywhere on the map may be downgraded to a D1 result instead (requiring the afflicted German unit to retreat only one hex instead of two or three hexes). This downgrade is entirely optional to the German player, however, and thus he may choose to accept and implement a two or three hex retreat if he prefers (if a D2 or D3 result had been inflicted upon a particular unit, respectively). This rule remains in effect throughout the entire game.

Note: No German unit may combine this rule with Stiff Resistance (7.8); in other words, a German unit may not retreat only one hex and declare stiff resistance after a D2 or D3 combat result.

19.0 Orders of Battle

19.1 First Player

The American player moves first and holds the initiative throughout. The game is divided into 24 turns, each representing two days (excluding the last turn, which falls on November 11th).

19.2 Allied Starting Units

The Allied player must set up all of his units before the German player.

3rd Division, 4th Division, 5th Division, 28th Division, 32nd Division, 33rd Division (US), 35th Division, 37th Division, 77th Division, 78th Division, 80th Division, 91st Division, 92nd Division, Belrupt Division (French)

19.3 Allied Reinforcements

US reinforcements may enter the game via any hex at the bottom (south edge) of the map.

  • Oct 2-3 Turn: 1st Division
  • Oct 4-5 Turn: 42nd Division
  • Oct 6-7 Turn: 29th Division (French), 33rd Division (French), 82nd Division
  • Oct 14-15 Turn: 26th Division
  • Oct 18-19 Turn: 89th Division
  • Oct 20-21 Turn: 79th Division, 90th Division
  • Nov 1-2 Turn: 81st Division, 2nd Division

19.4 German Stellung Set-up

Set-up the following divisions in any Stellung hexes (one per hex) of the German player's choice:

1st [A] Division (4-5-4), 1st [G] Division (8-9-4), 2nd [L] Division (4-6-4), 3rd [G] Division (10-6-4), 5th [BR] Division (7-6-4), 5th [G] Division (6-8-4), 5th [L] Division (2-6-4), 7th [R] Division (7-5-4) {Set-up depleted}, 8th [L] Division (4-4-4), 9th [L] Division (4-5-4), 13th [L] Division (2-3-4), 15th Division (7-8-4), 33rd Division, (7-9-3) {Set-up depleted}, 35th [A] Division (4-4-4), 37th Division (9-9-5), 76th [R] Division (6-8-4), 115th Division (5-6-4), 123rd Division (6-7-4), 255th Division (6-6-4), [AR] Division (4-4-4)

19.5 German Reserve Set-up

Set-up the following divisions in any hexes (one per hex) of the German player's choice (north of the Stellung hex line), but not adjacent to any other unit (of any nationality):

15th [A] Division (4-4-4), 106th [A] Division (4-4-4), 108th Division (6-5-4), 236th Division (6-6-4)

19.6 German Reinforcements

These units may arrive on the map via any town along the northern and/or eastern map edge, of the German player's choice.

  • Sep 28-29 Turn: 52nd [R] Division (11-11-4), 53rd [R] Division (4-5-2)
  • Oct 2-3 Turn: 28th [R] Division (10-10-5), 37th [A] Division (2-3-4)
  • Oct 4-5 Turn: 195th Division (9-9-4), 38th [A] Division (3-4-4)
  • Oct 6-7 Turn: 228th Division (5-6-4), 41st Division (6-8-4), 204th Division (3-5-4)
  • Oct 8-9 Turn: 45th [R] Division (6-5-3) {Arrives on map depleted}, 192nd Division (5-5-4), 32nd Division (4-5-3), 199th Division (8-8-4)
  • Oct 12-13 Turn: 107th Division (5-5-8)
  • Oct 14-15 Turn: 1st [L] Division (5-5-4)
  • Oct 20-21 Turn: 88th Division (6-6-4)
  • Oct 30-31 Turn: 31st Division (5-6-4)
  • Nov 1-2 Turn: 25th Division (8-5-3), 117th Division (7-6-3) {Arrives on map depleted}
  • Nov 3-4 Turn: 10th Division (4-3-3)

Integrated Combat Results Table

Printed as the Integrated Combat Results Table of the exclusive rules. Results are read as in the key of the standard rules (8.2.4 below). "•" is No Effect. Cells that are blank in the text layer are restored as "•" (the No Effect bullet of the standard legend).

Fortress (Sedan, Verdun), Woods (Lost Battalion; see 18.1)

Die Roll-10+1+2, +3+4, +5+6, +7+8, +9+10
1ExExD2D2D2D3DeDe
2•ExExExD2D2D3De
3A2•ExEx

Fortification, Meuse River

Die Roll-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1•ExExD2D2D2D3DeDe
2A2•ExExExD2D2D3De
3A3

Stellung, Town, Trench-Town, Woods, Trench-Woods

Die Roll-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1A2•ExExD2D2D2D3DeDe
2A3A2•ExExExD2D2D3

2nd Tier Trench, River, Rise

Die Roll-4-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1A3A2•ExExD2D2D2D3DeDe
2(A)A3A2•ExExEx

Clear, Bridge

Die Roll-5-4-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1(A)A3A2•ExExD2D2D2D3DeDe
2(A)(A)A3A2•

Artillery Bombardment Modifiers

Applies to all bombardments occurring in a hex.

ModifierCondition
-1Allied gas attack (cumulative with any of the other modifiers below).
-1Allied aircraft added to bombardment hex (if no more than three hexes from any Allied unit). No more than one aircraft may be added to any single bombardment hex (cumulative with all other modifiers).
0Clear terrain hex. Note: Clear terrain hexes are defined as hexes with no other terrain feature (other than river hexsides) present in those hexes.
+1Any German bombardment (cumulative with any of the other modifiers below).
+1Woods and/or Rise terrain in hex (not cumulative with any other terrain in hex).
+12nd Tier Trench hex (not cumulative with any other terrain).
+2Town in hex (not cumulative with any other terrain).
+2Stellung hex (not cumulative with any other terrain).
+3Fortifications or Fortress hex (not cumulative with any other terrain).

Note: If multiple types of terrain are present in the same hex, the terrain that imposes the highest modifier always applies. For example, if a target hex contains a town and woods, a +2 must apply to the bombarding player's die roll.

World War One Bombardment Results Table

Die RollResult
1Hit (depletion)
2Hit (depletion)
3Hit (depletion)
4—
5—
6—

Fire & Movement System Rules (Version 8, 2023)

The standard rules of the Fire & Movement series, which each exclusive rule set uses. Diagrams and example graphics are not reproduced; their captions are kept. For this game, the exclusive rules 16.0 and 17.0 modify and replace the bombardment procedure described in 8.1 (see 17.1).

1.0 Introduction

Each game represents an actual or hypothetical battle, as included in the Exclusive Rules. The map included with the game represents each different battle's terrain. The pieces represent the actual (or hypothetical) units that participated or might have participated in the battle. The System Rules are rules that fit all games using the F&M system, and the exclusive rules are specific to each represented battle.

2.0 Game Equipment

See exclusive (scenario) rules.

2.1 The Game Map

The map sheet portrays the battle area. Printed over the terrain features is a hexagonal grid to regulate the movement and positioning of the game pieces throughout the game.

2.2 Charts & Tables

Various visual aids provide the players to collate, simplify and illustrate certain game functions. They are the Combat Results Table (CRT), the Terrain Key, and the Game Turn Record Track (GTRT). Exclusive rules may contain additional charts.

2.3 The Playing Pieces

The cardboard playing pieces (counters) represent the actual military units that took part in the battle. The different colored units (combat units) represent forces of opposing sides. The numbers and symbols on the counters represent the attack and defense strength, movement capability, and type of unit represented by each counter.

Important: In the system rule diagrams and examples, the exact units may not appear in the current game; however, all designations and terms used are consistent with the units in the current game unless the exclusive rules dictate otherwise. See exclusive rules for unit type symbols.

Diagram labels: Black box = Leg Unit; Red box = Mobile Unit. Counter diagrams are not reproduced.

Note: The front side of a combat unit is the full-strength side and the back of the unit is normally its reduced side. For most games in the series, the reduced side shows the unit type symbol having the same background color as the counter. Not all combat units have a reduced side and thus are one-step units.

Important: The exclusive rules will list the specific types of units available in each game.

2.3.1 How to Read Units

Most units contain identifiers (or names) and sizes. The identifier or name of a unit has no bearing on play, except as part of set-up and reinforcement rules. An identifier that lists two numbers separated by a slash represents the battalion number and then the regiment number from which that battalion derives (though that parent regiment may or may not be in the game).

Example: A unit printed with 4/47 is referring to the 4th Battalion of the 47th Regiment. A single number identifier typically refers to a single formation of its type (9 could refer to the 9th Division).

Unit sizes:

  • Platoon: three dots (•••)
  • Company: I
  • Battalion: II
  • Regiment: III
  • Brigade: X
  • Division: XX
  • Corps: XXX

Note: Games may include additional unit sizes. See exclusive rules.

2.3.2 Definition of Terms

Attack Strength: The relative strength of a unit when attacking other units, expressed in terms of attack strength points.

Bombardment Attack: An attack conducted by the active player using support fire markers only. Bombardment attacks take place during each player's Bombardment Phase (8.1).

Defense Strength: The relative strength of a unit when defending against the attacks of enemy units, expressed in terms of defense strength points. See attack strength.

Combat Modifier (Support Strength): The strength of support fire markers. They represent everything from corps artillery, naval support, aerial bombardment and organic mortars used to attack enemy units. The combat modifier (expressed in terms of a "+") value that players may add to the strength of a friendly unit during combat or as an attack strength when conducting bombardment.

Movement Allowance (MA): The number of movement points (MP) a unit may expend in a single Movement Phase. Each hex a unit moves into and/or each hexside crossed forces the unit to expend a given number of MP.

Leg Unit: A unit that is not a mobile unit. It represents any type of unit that lacks inherent conveyance or transport.

Mobile Unit: A unit that is not a leg unit. It represents any type of unit that moves by a means other than by foot. A mobile unit can be anything from tanks to wagons. Only mobile units may move during the Mobile Movement Phase and/or conduct attacks during the Mobile Combat Phase (4.1).

Support Fire Markers: Represent naval gunfire from ships offshore, bombers/fighters providing ground support or interdiction support, or artillery units of all types and sizes not represented as units in the game.

2.4 Game Scale

The exclusive rules will indicate the scale of the map and the time that each game turn (GT) represents.

3.0 Setting Up the Game

Players should determine the side each will play. Players then consult their respective setup instructions in the exclusive rules. The instructions will list the strength and position of each unit in play on the map during the first GT.

The exclusive rules:

a) Will indicate the player who is the first (starting) player and the player who will set up first.

b) May assign units specific set-up hexes, general areas near a specific location/hex number, or instruct the players to choose the set-up hexes for their units.

c) Will specify the number and GT of arrival for any reinforcements scheduled for that battle. Players should place reinforcements to the side of the map or place them on the GTRT in the GT box for the GT they will arrive.

  • Consult the exclusive rules to determine the placement of support fire markers. The support fire number may be on the GTRT. The number signifies the number of support fire markers (not points) available each GT.

Important: There has been a major update to the bombardment rules. Players may use these bombardment rules in previous games in the series, however, they have not been subject to play test with all games.

  • The GTRT may contain other information pertinent to game play. See the exclusive rules for details.

4.0 Sequence of Play

Players conduct each game in successive GTs, each turn is composed of alternate player turns. During the GT players maneuver their units and resolve combat according to the sequence outline and within the limitations provided by the rules.

4.1 Sequence Outline

Each GT consists of a First Player Turn followed by a Second Player Turn. One player takes the First Player Turn while the other player plays the Second Player Turn. The GTRT on the map and/or exclusive rules will indicate which player is the first player. Complete each player turn in the order given below. Complete each phase before beginning the following phase.

Support Fire Marker Phase: Both players organize their support fire markers as outlined in 7.0 or as dictated by the exclusive rules.

First Player Turn

Movement Phase: The current (active) player may move any number of his eligible units, as he desires within the limits and restrictions of the rules of movement (5.0), zones of control (ZOC) (6.0) and the exclusive rules. The active player may bring reinforcements onto the map as allowed by his reinforcement schedule and the reinforcement rules.

Important: Mobile units that move during this phase cannot move during the upcoming Mobile Movement Phase.

Bombardment Phase: The active player may conduct bombardment attacks against enemy units (8.1).

Combat Phase: The active player may use his units to attack enemy units (8.2).

Important: Mobile units that participate in combat during this phase cannot conduct combat during the Mobile Combat Phase.

Mobile Movement Phase: Only mobile units can move during this phase. Mobile units that moved during the preceding Movement Phase cannot move this phase. Movement in this phase is otherwise identical to the Movement Phase.

Mobile Combat Phase: Only mobile units can attack this phase. Mobile units that participated in an attack during the preceding Combat Phase cannot conduct attacks this phase. Combat in this phase is otherwise identical to the Combat Phase.

Second Player Turn

After the first player has completed his turn, the second player then conducts his turn using the same procedures and order given for the first player.

Game Turn End Phase

After the second player completes his player turn, the GT ends. If it is the last turn of the game, players determine victory. If there are turns remaining, advance the turn marker one space along the GTRT and conduct that turn using the above procedures.

5.0 Movement

5.1 Procedure

During the Movement Phase, the active player may move any number of his eligible units as he desires.

  • Units may move in any direction or combination of directions, up to the limits of each unit's printed MA.
  • Always move units one at a time, tracing a path of contiguous hexes through the hex grid.
  • As each unit enters a hex, it pays one or more MP from its movement allowance.

5.2 Movement Restrictions

Movement cannot take place out of sequence. Neither player can conduct movement during the opposing player's Movement or Mobile Movement Phase. A player can only move units during his own Movement or Mobile Movement Phase.

A unit:

a) Cannot expend more MPs than its total printed MA during any one turn.

b) Cannot accumulate unused MPs from phase to phase or from turn to turn, nor can players transfer MP from one unit to another unit.

c) Cannot enter a hex if the unit does not possess enough remaining MPs to pay for the cost to enter, as well as the cost of any hexside terrain the unit crossed.

Important: There is no minimum number of hexes a unit may move; a unit may not have enough MA to move to any adjacent hex, in which case it may not move at all.

d) Cannot enter a hex containing an enemy unit.

e) Cannot enter a prohibited terrain hex or cross a prohibited hexside.

f) Cannot exit the map unless specifically allowed by the exclusive rules.

  • Units may have their movement affected by enemy zones of control (EZOC) (6.0).
  • Players may not move a unit that has completed its movement during that same turn except as a retreat or an advance after combat.

Important: Advance and retreat may take place during a Bombardment Phase, Combat Phase or Mobile Combat Phase. Advance after combat and retreat after combat are not movement and do not require the expenditure of MP.

5.3 Stacking Restrictions

Units cannot stack.

  • Only one unit can occupy a hex at the end of any phase.
  • A unit may move through hexes occupied by other friendly units at no extra MP cost.
  • A unit cannot end its movement stacked with any other unit.

5.4 Effects of Terrain

A unit must expend one MP to enter a clear terrain hex.

Important: Hexes may depict more than one type of terrain. In this case, use the MP expenditure of the terrain with the highest cost in MP.

  • To enter other types of hexes, a unit must expend more than one MP.
  • The Terrain Key or TEC (normally printed on the map) list each type of hex and hexside terrain with the corresponding MP cost for each type of terrain.

Important: The following examples may not reflect the actual terrain types or movement costs for a particular game. Consult each game's terrain effects for specific MP costs.

  • Example: A jungle terrain hex costs 3 MPs to enter.
  • Hexsides may display other types of hexside terrain features (such as a river) that require additional movement points to cross. This cost is in addition to the cost of the terrain in the hex.

Example: A unit crosses a river (+1 MP) and enters a clear terrain hex (1 MP). The cost to enter that hex would be 2 MP.

Example: The previous diagram shows the hexes (shaded) that are in the zone of control of the unit depicted.

  • In hex terrain may have a "+" and a number. If that is the case, add that number to the cost of other terrain in the hex.
  • All units not marked with a black hexagon in either the upper right or the left side of the counter exert a zone of control. ZOC are always in effect, regardless of the phase or the player turn.

Example: A unit enters a clear hex (1 MP) that contains a village (+1 MP) and that unit crossed a river hexside (+1 MP). The cost to enter the hex is 3 MP.

5.4.1 Road Movement

A unit that moves from one road hex directly into an adjacent road hex through a road hexside normally expends one-half (½) of a MP, regardless of other terrain in the hex or hexside terrain. See exclusive rules for exceptions.

5.4.2 Trail Movement

A unit that moves from one trail hex directly into an adjacent trail hex through a trail hexside expends only one MP, regardless of other terrain in the hex or hexside terrain.

5.5 Mobile Movement Phase

During the Mobile Movement Phase, the active player may move any number of his eligible units as he desires, subject to the following restrictions:

  • Mobile units that moved in the Movement Phase of a player turn cannot move during the Mobile Movement Phase of the same player turn.
  • Leg units cannot move during the Mobile Movement Phase.
  • Units moving during the Mobile Movement Phase follow the same procedures as used during the Movement Phase (5.1 through 5.4).

6.0 Zones of Control

The six hexagons surrounding each hex constitute the zone of control (ZOC) of any unit in that hex.

  • Zones of control extend into all types of terrain and across all types of terrain hexsides.

Exception: Games may have fortifications or other restrictions that will negate the projection of ZOC into specific hexes.

  • Enemy and/or friendly units never affect the presence of ZOC.
  • If an enemy and friendly ZOC extend into a hex, they have no effect upon each other, i.e., both co-exist. The ZOCs mutually affect the hex.
  • If a unit is in an enemy zone of control (EZOC), the enemy unit is also in that unit's ZOC.

6.1 Effects on Movement

ZOCs inhibit the movement of enemy units.

  • A leg unit that begins its movement in a hex not in an EZOC that then enters a hex in an EZOC must immediately stop its movement, regardless of the number of MP it has remaining.
  • A leg unit that begins its movement in an EZOC can move directly into another hex in an EZOC by expending all its printed MA as long as the terrain is not prohibited and the unit has sufficient MA to expend for the hexside/in-hex terrain.
  • Any unit that begins its movement in an EZOC can move into a hex not in an EZOC. The unit would expend the normal MP costs for that hex. It may continue movement normally.
  • A leg unit must halt its movement if it later enters another EZOC.

Example 1: The 51st Infantry Regiment can move into the hexes connected by black arrows. It can move from its starting hex directly into hex 2311 or 2413. (diagram not reproduced)

  • A mobile unit must expend half (round down) of its printed MA (plus the normal cost of terrain) when it moves into an EZOC (i.e., a unit with MA of "7" would expend three movement points to enter an EZOC).

Example 2: The 1st Cav can move into the hexes connected by black arrows. (diagram not reproduced)

Exception: A unit may not move from EZOC to EZOC across a minefield hexside or to enter a fortification hex; however, this restriction does not apply to commandos. Commandos never pay additional movement costs to enter or exit an EZOC.

6.2 Effects on Retreat & Advance After Combat

Units retreating after combat cannot retreat into hexes in an EZOC (8.3). Units advancing after combat ignore EZOCs (8.5).

7.0 Support Fire Markers

Support fire markers represent indirect fire assets not represented in the game by actual counters. Support fire markers do not exist on the map as units; they represent the incoming fire from supporting assets.

7.1 Allocation of Support Fire Markers

Important: The exclusive rules may modify the availability and allocation of support fire markers. Players should check the exclusive rules before proceeding further.

Each side has its own pool of support fire markers, allotted by the support fire allotment number printed on each turn box of the GTRT.

  • The support fire number equals the total number of support fire markers the players will receive at the beginning of that GT.
  • If the allotment of support fire markers indicated on the GTRT is less than the total quantity of markers in the pool for that player's side, that player must select from the lowest-valued markers before selecting higher-valued markers. Players must select support fire markers in order from lowest to highest.
  • If a box has two numbers, the first number is the support fire marker allotment for the first player, the second number is the support fire marker allotment for the second player.

Example: "8/9" printed in the first GT box indicates the first player has 8 support fire markers, and the second player 9 support fire markers.

7.2 Support Fire Application

All support fire markers function the same, though markers may have different printed "+" values (the combat modifier) and different icons.

Exception: Bombardment range (8.1.1).

  • See the scenario instructions for allocation of support fire markers.
  • Support fire markers used during the Bombardment Phase or any Combat Phase are not available again during the same GT.
  • Once used, return support fire markers to the player's pool. They are not available for the remainder of the current GT but may be available in subsequent GTs.
  • Players may not accumulate support fire markers from GT to GT. If not used during the GT allotted, players must return them to their respective pools.
  • Players randomly pick support fire markers from the pool (unless scenario rules instruct otherwise) when allocated to bombardment and/or combat. Players must place them face down, meaning the "+" value is not showing.
  • Players can only use a support fire marker once during each GT.
  • The value represents the combat strength that players may apply to bombardments or combats that occur during the turn. Whether as the attacker or the defender, the applying player places his support fire marker(s) and then adds the support fire markers "+" number to his total attack or defense value.
  • A player may not divide or split the "+" value of a support fire marker among different targets. A player may only apply each support fire marker to one target hex only.
  • Combat results (bombardment and ground combat) have no effect on the allotment of support fire markers during the current or any future GT, except when stipulated differently by the exclusive rules.

Example: If two 4-4-10 units are attacking a 2-3-8 unit; the total attack value is "8". If the attacking player has added two "+2" support fire markers, the final attack value becomes "12". If the defending player has added one "+6" support fire marker to that same combat, the final defensive value would then become "9".

8.0 Bombardment & Ground Combat

There are two types of combat: bombardment which takes place during the Bombardment Phase, and ground combat which takes place in the Combat or Mobile Combat Phases. The rules below apply to both bombardment and ground combat.

  • The active player is the attacker and the inactive player is the defender, regardless of the strategic or tactical situation.
  • Combat is not mandatory. There is no requirement for unit to attack, although a defending unit cannot avoid combat.
  • A single defending unit can be the subject of an attack in each of the Bombardment, Combat and the Mobile Combat Phases; however, it can only suffer one attack in each of the above phases.
  • A single attack may only attack one defending hex (i.e., attackers may not attack more than one hex during a single attack).
  • There is no requirement for an attacker to declare all his intended attacks at the outset of the Bombardment or Combat Phase. He can declare each eligible attack as he reviews the map and conducts each individual attack.
  • Players must resolve each attack prior to conducting any other attacks.
  • The attacker can resolve attacks in any order the attacker wishes, provided he resolves each combat before declaring the next combat.

8.1 Bombardment

During the Bombardment Phase, the active player may conduct attacks using support fire markers only.

  • Bombardment attacks do not require a friendly unit to be adjacent to the enemy units attacked.
  • Friendly ground units do not participate in a bombardment in any way, including advance after combat. Bombardment does not affect friendly units except as outlined in 8.1.3.
  • Each support fire marker may only target one enemy occupied hex.
  • A maximum of two markers may bombard the same hex during the same player turn.
  • Markers may be of any value from among the markers drawn from the player's pool.
  • Once a player uses a marker, follow the procedures outlined in the exclusive rules to determine the marker's eligibility for reuse in a later game turn.

8.1.1 Range

A player may use support fire markers to bombard targets anywhere on the map. The exclusive rules may assign specific ranges for certain types of support fire markers.

8.1.2 Procedure

To conduct a bombardment, the active player may select any enemy unit that is in range of the support fire markers used (8.1.1). Follow the procedures below, in the given order, for each bombardment.

  1. The attacker identifies the enemy unit he will bombard.

  2. He may select a maximum of two support fire markers, stating the number he has selected and their total strength.

  3. Calculate the combat differential by totaling the support strength value minus the total defending unit's strength value. Locate the line on the CRT that matches the terrain in the defender's hex (8.2.2).

Exception: Do not apply hexside terrain (8.2.2).

  1. Next, on that line locate the column on the CRT that corresponds to the final combat differential. Roll one six-sided die and cross-reference the result within the combat differential column on the CRT. Apply the results immediately.

8.1.3 Results

Apply the results the same as ground combat with the following exceptions:

Ae, A1, A2, A3 & Ex: Treat as no result.

(A): Apply this result only if there is at least one unit friendly to the bombarding player adjacent to the hex bombarded (friendly fire).

8.1.4 Terrain Effects

Players may use bombardment regardless of intervening terrain or units (enemy or friendly). It is not subject to line of sight restrictions, except when stipulated differently by the exclusive rules. In all cases, the defending units benefit fully from the terrain in the hex they occupy (not hexside terrain) per the CRT.

8.1.5 Bombardment Retreat

Conduct retreat after bombardment using the procedures outlined in 8.3.

  • The retreating unit must, if possible, retreat farther away from the closest enemy unit.
  • If there are no enemy units on the map, the unit must retreat towards the closest friendly unit.

8.2 Ground Combat

Ground combat can only take place when friendly units are adjacent to enemy units.

  • The active player may declare any number of attacks by eligible units as he wishes.
  • The attacking player may decide which of his units will be participating in an attack against which defending units.
  • A mobile unit cannot attack in both the Combat Phase and again in the Mobile Combat Phase of the same player turn.
  • There is no requirement for all adjacent units to attack.
  • Units that do not participate in one attack may participate in a later attack against another hex if the unit meets all other requirements.
  • A player may attack a unit from all adjacent friendly occupied hexes.
  • A unit cannot attack across a prohibited/restricted hexside or into a hex prohibited to the attacking unit.
  • The type of terrain the attacking unit(s) occupy has no effect on their eligibility to attack.
  • All attack and defense strengths are unitary. A player cannot divide a unit's strength among different combats, whether as the attacker or the defender. A unit may not combine its attack and defense strengths for any reason.

8.2.1 Combat Procedure

Follow the procedures below, in the given order, for each attack.

a) The attacker states the quantity and the strength of his attacking units, and the enemy unit that is the subject of the attack. Once declared, the attacking player cannot call off an attack.

b) Both players may select available support fire markers in support of the current combat. This is a five-step process:

  1. The attacking player may select one support fire marker placing it value-side down near the battling units to indicate it will support that combat.

  2. The defending player may then select one support fire marker placing it value-side down near the battling units to indicate it will support that combat. The defender may do this whether the attacker did or did not place a support fire marker.

  3. The attacker may then select a second (one additional) support fire marker. He may do this whether either player did or did not already apply a support fire marker.

  4. Finally, the defender may select a second (one additional) support fire marker. He may do this whether either player did or did not already apply any support fire markers.

  5. Both players reveal their support fire marker values (flip the markers over).

Important: After each step, neither player can change his mind about having placed, or not placed, a support fire marker in a previous step.

c) Each player adds the combat strengths of his ground units and support fire markers into one total.

d) Calculate the combat differential by subtracting the defender's total from the attacker's total. Locate the line on the CRT that matches the terrain in the defender's hex, including hexside terrain. Then on that line locate the column on the CRT that corresponds to the final combat differential. Roll one six-sided die and cross-reference the result within the combat differential column on the CRT. Apply the results immediately.

8.2.2 Effects of Terrain

Only defending units benefit from the terrain in the hex they occupy and/or that hex's hexside terrain feature. The terrain within the hexes occupied by attacking units has no effect upon combat.

  • Defending units do not benefit from river or ditch hexsides unless all the attacking units are attacking that defending unit across a non-bridged river or ditch hexside into that hex. If all units are attacking across a river and at least one of the units is attacking across a bridged hexside, use the bridged line on the CRT.
  • The effect of terrain on combat is an integral part of the CRT. Refer to the terrain in the defending unit's hex and/or hexside and cross-reference that terrain type with the combat differential (8.2.1).

Important: Hexes may depict more than one type of terrain and may have hexsides that impact combat. In this case, use the terrain most beneficial to the defender.

Important: River hexsides contain a bridge wherever a road crosses a river. If at least one attacking unit is attacking across a bridged river hexside, that attack is an attack across a bridge (not across a river) when resolving an attack on the Combat Results Table (CRT).

8.2.3 Fortifications

If a game includes fortifications (whether printed, or as counters), the following applies to any unit occupying a hex containing a fortification:

  • Double the printed defense strength of a unit.
  • Halve (round down) the combat modifier (the "+" value) of an attacker's support fire marker when applied to a fortification hex.
  • This rule does not apply to support fire markers applied by the defending player.

8.2.4 Combat Resolution

The combat results listed on the CRT are as follows:

  • De: Eliminate the defending unit(s).
  • D3: The defending unit(s) must retreat three hexes.*
  • D2: The defending unit(s) must retreat two hexes.*
  • Ex: Flip one attacking unit and the defending unit to their depleted side (or eliminate if already depleted or a one-step unit). Among multiple attacking units, the attacker chooses the unit to deplete.
  • A1: The attacking unit(s) must retreat one hex.*
  • A2: The attacking unit(s) must retreat two hexes.*
  • A3: The attacking unit(s) must retreat three hexes.*
  • (A): Deplete one adjacent unit (or eliminate it if already depleted or a one-step unit). If conducting bombardment, this result applies if friendly unit is adjacent to enemy unit being bombarded.
  • Ae: Eliminate all attacking units.**
  • •: No Effect.

* Note: The retreating player may choose to ignore his retreat requirement by declaring stiff resistance and depleting his unit instead (8.4).

** Note: On a De, or Ae result, eliminate all units. Do not deplete two-step units, eliminate them.

Important: If the combat result is a retreat, the retreating player retreats his own units in accordance with the retreat rules (8.3).

8.3 Retreat

When a combat result requires a unit to retreat, the owning player must immediately attempt to move that unit the indicated number of hexes away from its current hex. A retreat is not movement and does not require the expenditure of movement points.

Important: If a rule states that a unit is to deplete, eliminate the unit will if already depleted or is a one-step unit.

  • If a unit cannot retreat at least one hex (for any reason), eliminate the retreating unit (this does not nullify the retreat).
  • A unit should (if possible) end its retreat closer (in hexes) to a friendly map edge (or a friendly source of supply).
  • If possible, a retreating unit must retreat along a path of vacant hexes (not occupied by other friendly units). A unit may retreat through friendly occupied hexes if no other retreat route of vacant hexes is possible. See 8.3.1 for effects.
  • Under no circumstances may a unit retreat into or through a hex occupied by an enemy unit or a hex in an EZOC.

Important: Friendly units and friendly units with a ZOC into a hex do not negate any EZOC into that same hex for the purposes of retreat.

  • A unit may not retreat into or through prohibited terrain (an all-sea hex).
  • Seaborne units required to retreat to a sea hex must deplete (scenario rules will identify units that may be seaborne and may supersede this rule).
  • A unit that must retreat must stop its retreat the number of hexes away required by the combat result retreat number (from its original combat hex). If the unit can retreat at least one hex but cannot retreat the required number of hexes for any reason, deplete the unit in the last hex to which it can legally retreat. If depleted, then eliminate the unit.
  • Unless specifically stated in exclusive scenario rules, units may not retreat off the map.

8.3.1 Displacement

If a retreating unit's only available final hex in a retreat path is occupied by another friendly unit, the retreating player may choose to displace (move) that other friendly unit from its hex to one adjacent hex as if that other friendly unit was also retreating because of combat.

  • Displacement is voluntary; a retreating unit unable to retreat because of the presence of other friendly units may deplete instead of displacing a friendly unit.
  • A retreating unit may not displace a friendly unit if any eligible vacant hex is available.
  • Displacements cannot be into a prohibited hex, into an EZOC, or into a hex in which the displaced unit would stack with another unit.
  • After the displaced unit has moved, the retreating unit may retreat into the displaced unit's formerly occupied hex.
  • A displaced unit can displace another friendly unit using the same procedure.
  • The displacement of units may continue until all units are in a hex that does not contain a friendly unit.
  • A given unit may displace more than once in a phase.
  • An attacker's displaced unit is ineligible to conduct an attack during the remainder of the attacker's turn.
  • A retreating unit does not displace a friendly unit when moving through that other unit's hex during a retreat, but only if ending a retreat in the other unit's hex.

8.4 Stiff Resistance

Instead of obeying a retreat combat result, a player may declare stiff resistance. The player makes this decision after the combat die roll. A player may use stiff resistance when defending against bombardment and ground combat.

  • When declaring stiff resistance, there is no requirement to retreat.
  • The unit conducting stiff resistance is immediately depleted. If the attacker declares stiff resistance, any unit that does not retreat must suffer depletion.
  • A player may opt to declare a depleted or one-step unit to offer stiff resistance to avoid the retreat combat result. The player must eliminate the depleted or one-step unit and still fulfill the requirements of the stiff resistance. This prevents any advance after combat into that combat hex (8.5).

8.5 Advance After Combat

A player can only advance after combat following a retreat combat result on an attacked (defending) enemy unit (i.e., D2 or D3). Advance after combat does not take place after an Ex or De result.

  • A defending unit may never advance after combat.
  • There is no advance after combat when conducting a bombardment.
  • When an enemy unit retreats due to combat, it will leave a path of vacant hexes behind it, called the path of retreat. If a unit was unable to retreat the required number of hexes, the retreat path is the last hex into which the retreating unit could legally retreat. This includes units when unable to complete the entire retreat (8.3).
  • Any or all units that participated in the combat that caused the retreat are then eligible to advance along the path of retreat.
  • The decision to advance after combat must come immediately after the retreat is complete.
  • Advance after combat is voluntary and the owning player always determines which units and how far they advance.
  • Advancing units ignore all EZOC along the entire path of retreat.
  • Unit(s) advancing after combat may end their movement in any of the hex(s) along the path of retreat, but they may not stray from the path of retreat while moving.
  • If multiple units advance after combat, no more than one unit may end its movement in any one hex of the path of retreat.
  • After an advance after combat, an advancing unit is not eligible to attack or perform any other activity during that player turn (unless specified otherwise by an exclusive rule).
  • An advanced unit is subject to attack by any eligible enemy units in the immediately following enemy Combat Phase, just like any other unit.

9.0 Supply

There are no supply rules (unless otherwise noted in a specific game's exclusive rules). All units are always in supply. Isolated or surrounded units suffer no penalties.

Combat Results Table (Fire & Movement System)

Each table is one terrain line of the Combat Results Table, labelled with the defender's terrain. The combat differential is attack strength minus defense strength. The bullet (•) is No Effect; cells that are blank in the text layer are restored as "•".

  • Attacks at less than the lowest differential are resolved at the lowest differential.
  • Attacks at greater than +10 are resolved as +10 attacks.
  • When conducting bombardment treat the results in Bold as No Effect.

Result key: De**: the defending unit is eliminated. D3*: the defending unit must retreat three hexes. D2*: the defending unit must retreat two hexes. Ex: one attacking unit and one defending unit must be flipped to their reduced side; if already reduced or a one-step unit the unit is eliminated; among multiple attacking units, the attacker chooses the unit to deplete/eliminate. A1*: all attacking units must retreat one hex. A2*: all attacking units must retreat two hexes. A3*: all attacking units must retreat three hexes. (A): one attacking unit must be reduced; if already reduced or a one-step unit it is eliminated; among multiple attacking units, the attacker chooses the unit to reduce/eliminate. If conducting bombardment, this result only applies if a friendly unit is adjacent to the enemy unit being bombarded. Ae**: all attacking units eliminated. •: No Effect. * Stiff Resistance: the affected player may choose to ignore his retreat requirement by choosing to reduce one unit instead. ** On a De or Ae result, all units are eliminated; two-step units are not reduced, they are eliminated.

Mountain

Die Roll0+1+2, +3+4, +5+6, +7+8, +9+10
1ExD2D2D2D3DeDe
2ExExExD2D2D3De
3•ExExExD2D2D3

City, Rough, River

Die Roll-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1•ExExD2D2D2D3DeDe
2A2•ExExExD2D2D3De
3A3

Marsh/swamp, Town, Broken

Die Roll-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1A2•ExExD2D2D2D3DeDe
2A3A2•ExExExD2D2D3

Woods, Bridge, Canal, Ditch

Die Roll-4-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1A3A2•ExExD2D2D2D3DeDe
2(A)A3A2•ExExEx

Mixed, Clear, Desert, Stream

Die Roll-5-4-3-2-10+1+2, +3+4, +5+6, +7+8, +9+10
1(A)A3A2•ExExD2D2D2D3DeDe
2(A)(A)A3A2•
  • 5.0 Movement
    • 5.1 Procedure
    • 5.2 Movement Restrictions
    • 5.3 Stacking Restrictions
    • 5.4 Effects of Terrain
    • 5.4.1 Road Movement
    • 5.4.2 Trail Movement
    • 5.5 Mobile Movement Phase
  • 6.0 Zones of Control
    • 6.1 Effects on Movement
    • 6.2 Effects on Retreat & Advance After Combat
  • 7.0 Support Fire Markers
    • 7.1 Allocation of Support Fire Markers
    • 7.2 Support Fire Application
  • 8.0 Bombardment & Ground Combat
    • 8.1 Bombardment
    • 8.1.1 Range
    • 8.1.2 Procedure
    • 8.1.3 Results
    • 8.1.4 Terrain Effects
    • 8.1.5 Bombardment Retreat
    • 8.2 Ground Combat
    • 8.2.1 Combat Procedure
    • 8.2.2 Effects of Terrain
    • 8.2.3 Fortifications
    • 8.2.4 Combat Resolution
    • 8.3 Retreat
    • 8.3.1 Displacement
    • 8.4 Stiff Resistance
    • 8.5 Advance After Combat
  • 9.0 Supply
  • Ex
    D2
    D2
    D3
    4A3A2•ExExExD2D2
    5(A)A3A2•ExExExD2
    6(A)(A)(A)A1•ExExEx
    A2
    •
    Ex
    Ex
    Ex
    D2
    D2
    D3
    4(A)A3A2•ExExExD2D2
    5(A)(A)A3A2•ExExExD2
    6(A)(A)(A)(A)A1•ExExEx
    De
    3(A)A3A2•ExExExD2D2D3
    4(A)(A)A3A2•ExExExD2D2
    5(A)(A)(A)A3A2•ExExExD2
    6(A)(A)(A)(A)(A)A1•ExExEx
    D2
    D2
    D3
    De
    3(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)A3A2•ExExExD2D2
    5(A)(A)(A)(A)A3A2•ExExExD2
    6Ae(A)(A)(A)(A)(A)A1•ExExEx
    Ex
    Ex
    Ex
    D2
    D2
    D3
    De
    3(A)(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)(A)A3A2•ExExExD2D2
    5Ae(A)(A)(A)(A)A3A2•ExExExD2
    6AeAe(A)(A)(A)(A)(A)A1•ExExEx
    4A2•ExExExD2D2
    5A3A2•ExExExD2
    6(A)(A)A1•ExExEx
    A2
    •
    Ex
    Ex
    Ex
    D2
    D2
    D3
    4(A)A3A2•ExExExD2D2
    5(A)(A)A3A2•ExExExD2
    6(A)(A)(A)(A)A1•ExExEx
    De
    3(A)A3A2•ExExExD2D2D3
    4(A)(A)A3A2•ExExExD2D2
    5(A)(A)(A)A3A2•ExExExD2
    6(A)(A)(A)(A)(A)A1•ExExEx
    D2
    D2
    D3
    De
    3(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)A3A2•ExExExD2D2
    5(A)(A)(A)(A)A3A2•ExExExD2
    6Ae(A)(A)(A)(A)(A)A1•ExExEx
    Ex
    Ex
    Ex
    D2
    D2
    D3
    De
    3(A)(A)(A)A3A2•ExExExD2D2D3
    4(A)(A)(A)(A)A3A2•ExExExD2D2
    5Ae(A)(A)(A)(A)A3A2•ExExExD2
    6AeAe(A)(A)(A)(A)(A)A1•ExExEx