Operation Dauntless: The Battles for Fontenay and Rauray, France, June 1944
Operation Dauntless: The Battles for Fontenay and Rauray, France, June 1944 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components and Terms
- 3.0 Sequence of Play
- 4.0 Movement and Transports
- 5.0 Terrain
- 6.0 Stacking
- 7.0 Zone of Control
- 8.0 Combat
- 9.0 Assaults
- 10.0 Ranged Attacks
- 11.0 Anti-Tank Fire
- 12.0 Special Units
- 13.0 Reinforcements, Replacements, and Recovery
- 14.0 Digging In & Strongpoints
- 15.0 Supply
- 16.0 Night Turns
- 17.0 Weather
- Credits
- Abbreviated Sequence of Play
1.0 Introduction
Design Note: While some designer's notes have been incorporated directly into these rules, most have been moved to the Reference Book to conserve space. A superscript numeral after the title of a particular section alerts the reader that a related designer's note can be found in section 26.0 of the Reference Book.
Red Winter players may wish to have a look at section 22.0 of the Play Book for a quick rundown of how Operation Dauntless differs from its predecessor.
1.1 Scale
Each dawn, morning, and day game turn represents about 90 minutes, while a dusk turn represents 2 hours and a night turn represents 5.5 hours. Each hexagon represents an area roughly 425 yards across. Infantry units represent companies and platoons. Heavy weapons units represent sections of two, platoons of three to four, or batteries of six weapons. Off-map artillery units consist of batteries of four to eight guns, German self-propelled batteries of six guns, and German flak battalions of eighteen guns. Tank units represent British troops or German platoons of three to six tanks. Single-step AFV units mainly represent sections or understrength platoons of roughly two vehicles. Two-step transport units represent about nine to fifteen vehicles, while single-step transport units represent about four to eight vehicles.
1.2 Setting Up
One player takes all British units and markers, and the other takes the German ones. If the players cannot reach an agreement as to who will play which side, they can use the Victory Point bid method (18.0.7). Place all common markers beside the board within easy reach of both players. Set aside all units and markers with an asterisk in the upper right corner; they are only used with the Optional Rules (19.0) and should not be used for your first game unless you are an experienced wargamer. Then choose a scenario from the Scenario Book and place units on the map and Turn Track according to the scenario instructions. If you are new to the game, it is recommended that you start with the Tutorial Scenarios provided on the Getting Started cards, as well as in the Scenario Book.
2.0 Components and Terms
A complete game of Operation Dauntless includes:
- One map
- Three six-sided dice
- Three ten-sided dice
- These rules
- One Scenario Book
- One Reference Book
- One Play Book
- Three countersheets
- One double-sided Turn Track
- One card with tracks and holding boxes
- Two Reinforcement cards (one British and one German)
- Two Getting Started cards (one for infantry and one for armor)
- One Campaign Setup card (with Vehicle Key on the back)
- One Flowchart card
- Two identical Player Aid cards (11" x 17")
- One Optional Rules Player Aid card (8½" x 11")
Not included: The players will need to supply three cups, bags, or opaque containers to serve as the "draw cups" for randomly drawn Asset chits, Tactical Advantage chits, and Modifier chits.
We use a convention of capitalizing game terms but using lower case for those same terms when they are used as verbs or adjectives; this is intentional.
Glossary
AFV: Armored Fighting Vehicle. This refers to any vehicle unit with an Armor rating of 1 or more.
Airstrike: (12.8.3) An attack by aircraft against ground targets in a hex, resolved as an indirect Ranged Attack using the RAT (10.0) (and see also Optional Rule 19.10).
Anti-Tank Fire Table: Located on the Player Aid card and used to resolve attacks vs. vehicles.
ARC: Armor Reaction Cycle (11.5); simulates the frantic nature of altercations involving one or more vehicle units. ARC allows the players to alternate choosing a reaction (Reaction Fire, Reaction Move, Return Fire, or Pass) and effectively puts the current phase "on hold" until the cycle exhausts itself.
ARC Capable: A unit with an AT rating or RAS, within AT Range or Range (respectively) of an ARC trigger, that remains eligible to participate in the ARC per 3.0.
Assault: (9.0) An attack that is conducted during the Action Phase as part of movement. It is resolved using the CRT, but with a different set of modifiers than a Combat.
Assets: British blue off-map units, including artillery and aircraft.
AT: Anti-Tank: This refers to a type of weapon or attack aimed at destroying vehicles. A unit's AT rating is a measure of its ability to destroy AFVs.
AT Fire: (11.0) An attack against a vehicle.
AT Range: The maximum distance in hexes over which the unit can project its AT rating.
Attack: An action with the goal of forcing the retreat or destruction of an enemy unit. There are four types of attack: Combats, Assaults, Ranged Attacks, and Anti-Tank Fire. All attacks are voluntary.
Blocking Terrain: (10.6.1) A terrain type that blocks LOS; all terrain types other than field are considered blocking terrain. Waterways are hexside features that also block LOS.
Circled Armor Unit: (12.6) A unit with its Armor rating printed within a circle; players usually track step reductions to the units via the Transport Pool rather than by reducing or eliminating the unit.
Close Terrain: Heavy bocage, village, and woods are classified as close terrain. ZOC (7.3) extends out of but not into close terrain.
Combat: (8.0) An attack against units in an adjacent hex, resolved by comparing the total CS of each side and rolling on the CRT.
Concealment: A unit in terrain other than field is considered Concealed (5.3) unless adjacent to an enemy or revealed to a unit on higher ground that can see into its hex (see 10.6.3).
CRT: Combat Results Table located on the Player Aid card; used to resolve Combats and Assaults.
CS: Combat Strength; a measure of a unit's combat power, as derived mainly from the total number of rifles and LMGs.
DRM: Die Roll Modifier; a number that is added to the result of a die roll.
eZOC: Enemy Zone of Control.
FC: Fire Control (19.1); a measure of an AFV's likelihood to inflict a hit using AT Fire, expressed by a positive or negative numeric rating (or no numeral, for FC Class Standard).
FF: Friction Fire (10.7); a Ranged Attack into a field hex with the intent of halting a moving stack or unit, or forcing a step reduction.
Fired: Only indirect firing units are marked Fired upon firing. If a unit has a red triangle (called the Fired arrow), then marking it Fired consists of rotating the unit 90° counter-clockwise. Alternatively, players may use the limited number of Fired markers provided. Units that have a Fired side can simply be flipped. Fired units cannot fire again until after a friendly Reset Phase.
Firefly-Enhanced: Refers to those British tank troops that include one VC Firefly tank (with 17-pounder gun) to three Sherman III tanks. These units can be identified by an AT rating of 18 on the full-strength side of their counters and are treated as standard Sherman III troops when on their reduced side.
Flak Strength: A unit's ability to defend against an Airstrike, expressed as a DRM to the Airstrike's roll on the Ranged Attack Table.
Friendly Unit: Any unit belonging to the same side (nationality) as the owning player.
HT: Half-track (see 4.5.2); a thinly armored vehicle having wheels at the front and tracks at the back; used for transporting leg units or mounting heavy weapons (SP guns and mortars).
IG: Infantry gun; a low-velocity, high-caliber weapon intended for use against personnel. sIG = "schwere" (heavy) IG.
Infantry: Troops armed primarily with rifles and LMGs. The following types of game units are classified as infantry for game purposes: British infantry companies, British Carrier Platoons, British Scout Platoons, German panzergrenadier infantry companies, German pioneer platoons, German recon platoons, and breakdown units (Optional Rule 19.4) of both sides. Note that MG, mortar, IG, flak, and AT gun units are classified as heavy weapons.
LOS: Line of Sight (10.6); an imaginary line drawn between a spotting unit and a target unit or hex. LOS is blocked by terrain types other than field and possibly by elevation.
Loss: (8.5) Damage to a combat unit's cohesion. In game terms, each loss is absorbed as either a step reduction (8.5.1) or a Retreat (8.5.2).
MA: Movement Allowance; a measure of how far a unit can move per turn.
MG: Machine gun. A rapid-fire, automatic weapon used for direct Ranged Attacks against unarmored targets, including personnel and unarmored vehicles.
Modifier chits: (11.4.2) The set of 13 light green chits used to determine DRMs for individual AT Fire attacks by units with an AT Range of zero as part of an Assault.
MPs: Movement Points; the portion of a unit's MA required to enter a new hex. MP cost of a given hex depends on terrain type (see Terrain Effects Chart).
OOS: Out of Supply (see 15.0).
OSM: Operational Sector Marker (Optional Rule 19.5); used to assign unit formations to particular sectors of the battlefield.
OSM Corridor: Hexes which stretch from the OSM to a map edge with a width of double the OSM Radius. All units of a formation must operate in this area or risk VP penalties.
OSM Radius: The distance in hexes from the OSM that non-exempt units must operate or risk VP penalties.
Phasing Player: The player who is actively taking his turn; his opponent is the non-phasing player.
Range: The maximum distance in hexes over which the unit can project its RAS. Adjacent units are at a range of 1.
Ranged Attack: (10.0) Attacks that generally take place at a range of two or more hexes.
RAS: Ranged Attack Strength; the measure of a combat unit's ability to project its strength at distance. An infantry unit's RAS is derived mainly from its total number of LMGs.
RAT: Ranged Attack Table located on the Player Aid card; used to resolve Ranged Attacks.
Reinforcements: Units that may optionally be brought into play via special requirements or the expenditure of Reinforcement Points (13.1).
Reinforcement Cards: Used to track when Reinforcements become available to enter and/or activate, as well as their cost in Reinforcement Points.
Replacement Table: Located on the Player Aid card; used to rebuild a reduced unit back to full-strength (13.2) or Reconstitute (13.2.1) an eliminated unit from the Dead Pool.
SP: Self-Propelled; a heavy weapon mounted on a vehicle.
Stack: One or more units in a hex or moving together.
Step Strength: Refers to whether a two-sided unit is on its full-strength (front) or weaker, reduced-strength (back) side.
Support: (10.3) Ranged Attacks in support of a Combat; classified as either offensive or defensive when originating from the phasing or non-phasing player, respectively.
Survival Table: Located on the Player Aid card; used to determine if transported units, as well as British Carrier Platoons and Scout Platoons, suffer step reductions when their transport suffers a step reduction.
Tactical Advantage: (11.4) A procedure used only when vehicles and AT Fire capable units are involved on opposing sides of an Assault; involves chit draws for both Tactical Advantage chits (11.4.1) and Modifier chits (11.4.2).
Tactical Advantage chits: (11.4.1) The set of 17 chits (red, blue, and gray) that is used to determine the number and order of allowed AT Fire attacks just prior to resolving an Assault.
Terrain Effects Chart: Shows effects of terrain types on a unit's movement, attacks, ZOC, and LOS.
Transport Pool: (4.5.8) Used to track losses to attached transports.
Vehicle: Any unit type with a boxed (tracked) or circled (wheeled) MA value on its counter. All vehicles have an Armor rating, even if this rating is a zero. Not all vehicle units are AFVs.
VP: Victory Point; VPs are awarded for inflicting losses on enemy units and/or for controlling objectives. Used to determine which player wins a scenario.
ZOC: Zone of Control (7.0); the six adjacent hexes surrounding a unit into which the unit exerts its influence.
2.1 Dice
Three standard six-sided dice and three ten-sided die are required for game play. Important: A result of "0" on a 10-sided die is treated as a 10, not a 0.
When dice are referenced in the game, the number and type are abbreviated—for example, one six-sided die as 1d6 and two ten-sided dice as 2d10.
2.2 Counters
Most counters represent the various military formations that took part in the fighting. These counters are referred to as "units." The remaining counters, called "markers," are used to track information such as the current game turn or accumulated Victory Points. Light brown or green markers are British, and gray, red, or black markers are German.
2.2.1 Interpreting the Unit Counters
All British units have brown or blue backgrounds. Units of the 49th "Polar Bears" Infantry Division are medium brown, as are any divisional gunner batteries, Royal Artillery AT batteries and any MG and heavy mortar platoons of the Kensington Regiment that are assigned to support the Polar Bears. Units of 8th Armoured Brigade are a lighter shade of brown, and units of 79th Armoured Division are a darker shade. Units of the Royal Marines (Centaur tanks) are royal blue. Assets (Royal Artillery or Royal Air Force) are medium blue.
British unit colors: 49th Infantry Division & misc support elements; 8th Armoured Brigade; 79th Armoured Division; Royal Marines; various assets (Royal Artillery & Royal Air Force).
All German units have gray, black, or feldgrau (grayish green) backgrounds. German units of 12th SS Panzer Division (12SS) are black. German units of Panzer Lehr Division (Panzer Lehr) are dark gray. German units of 21st Panzer Division (21PD) are light gray. Luftwaffe units (88s) are light blue-gray. 101st SS Heavy Panzer Battalion units (Tigers) are feldgrau.
German unit colors: 12th SS Panzer Division; 21st Panzer Division; Panzer Lehr Division; Luftwaffe units; 101st Heavy Panzer Battalion.
Most units are further color-coded by formation. British units with the same color ID box belong to the same infantry brigade or tank regiment; those of the same battalion (or regiment, in the case of tanks) share the same "fill" color inside their NATO unit symbol or background of the vehicle/weapon silhouette. German units with the same color ID box belong to the same panzer regiment, artillery regiment, pioneer battalion, or Panzer Aufklärungsabteilung (Armored Recon Battalion, or "Auf"); those of the same battalion, infantry company, or Auf share the same color NATO infantry symbol or image background.
Assets are not technically units. See 12.8 for details. Combat units have various numbers printed on their counters to represent aspects of their performance, as defined below:
- Lower left: Combat Strength (CS) (8.2). Units with CS in parentheses cannot attack; the unit contributes its strength to a stack only when defending.
- Lower center: Ranged Attack Strength (RAS) (10.0). Note that not all units will have a RAS; those that do will also have a rating for Range.
- Lower center, in superscript: Range (10.1).
- Lower right: Movement Allowance (MA) (4.1). Values in a box are tracked (mechanized) movement rates, while values in a circle are wheeled movement rates. Values in neither boxes nor circles are leg movement rates, as are those with a "-." Units with a small letter in a white circle near their MA have attached transports (4.5.1), represented on the flip sides of their counters. A superscript numeral following a unit's MA indicates the unit's Retreat/Advance Limit (8.5.2.1) in cases where the limit is an exception to the normal rule.
- Upper left: Unit Identification (ID). This is both for historical interest, and to identify particular units for setup purposes. Example: 9/26 refers to the 9th Company, 26th Panzergrenadier Regiment. The division to which this unit belongs (12SS) is apparent from the counter's background color (black).
- Upper left: Anti-Tank (AT) rating (11.0). Not all units have an AT rating. A number following a '+' or '-' after the AT rating indicates a Fire Control (FC) Class (Optional Rule 19.1) other than Standard.
- Upper left, in superscript: Anti-Tank Range (11.0). If no value is shown, the AT Range is zero (Assaults only).
- Upper right: Armor rating. A five-pointed star to the left of this rating indicates a vehicle with an open or thinly-armored top. A circle around the numeral indicates that when this unit suffers a step reduction from AT Fire, the player reduces his Transport Pool by one point rather than eliminating the unit (see 12.6).
- Near the gun or vehicle image, in a blue triangle: Flak Strength (12.7).
- Red triangle at right middle: Fired Arrow (see Glossary).
- Upper right: An asterisk in this location indicates that the unit is used only with a particular Optional Rule or in a specific scenario.
Other color-coded numerals and boxes on unit counters:
- If a unit's RAS is shown in a yellow box, the unit utilizes indirect Ranged Attacks (10.0b). If its Ranged Attack Strength is not boxed, it utilizes direct Ranged Attacks (10.0a).
- Units with a CS in a black box (see 8.2 #4) have their CS doubled on the defense. This applies to MG units.
- Units with a CS in a red box have their values halved in both Combats and Assaults when attacking into close terrain (see 8.2 #2). This applies to most AFVs.
- Units with a CS in an orange box qualify for a beneficial column shift in Combats and Assaults (see 8.3 #12).
- Units with an orange circle near their RAS value ignore Ranged Attack Modifier cases #6 and 7 (see Player Aid Card).
- Units with a yellow-boxed CS qualify for benefits in Assaults (see 8.2 #5 and 8.3 #18).
- Units with a red MA must spend their entire MA to load/unload (instead of paying the normal 2 MPs).
2.3 Map
The map represents a bird's-eye view of the area around the village of Fontenay-le-Pesnel, France, some 13 km west of Caen. The map has been overlaid with a pattern of hexagons ("hexes") that are used to regulate movement and troop location. Hexes are defined by a number coordinate system for ease of reference. A compass printed on the map points to relative north. See also Map Edge Boundaries (4.2.1).
3.0 Sequence of Play
The game is played in a series of turns. The British player goes first in the Turn Sequence, unless otherwise indicated in the scenario instructions.
Each game turn is divided into the following phases:
I. Player One Reset Phase
The following steps are observed in strict order.
- Reset Fired Weapons. Player One resets all of his Fired mortars, IGs, and artillery to an unfired state (see Glossary: Fired).
- Variable Weather (Optional Rule 19.6; British Turn only). British player rolls for weather change.
- OSM Relocation (Optional Rule 19.5). After checking for VP penalties, Player One may roll to relocate his OSMs.
- Assets. (British Non-Night Turn only, 12.8) Any "Spent" Assets on the Turn Track for the current game turn are placed back into the draw cup. Then the British player randomly draws two Assets from the draw cup, unless specified otherwise in the scenario instructions.
- Tactical Recon (British Turn only). The British player may place Tactical Recon markers (12.8.2.3).
- Deactivation of British Formations (British Turn only). The British player may deactivate one or more of his formations (Campaign Game only; see 18.5, Special Rule #5).
- Reinforcements. Player One tracks any Reinforcement Points that become available by adjusting his marker on the Information Track.
The following steps apply only during Night Turns:
- Replacements. Player One rolls once for each of his reduced units on the map that is in supply and once for each step of all of his units in the Eligible for Reconstitution box. The British player also rolls for any units on the Turn Track (13.2).
- Luftwaffe Nuisance Raids (Optional Rule 19.2; German Turn only). The German player rolls for the availability of a Nuisance Raid (6 on 1d6) and conducts the raid, if available.
At the end of the phase, both sides remove all Suppressed markers. All units should be rotated back to the same orientation (with the exception of Fired units that were rotated 90°) so that they all begin the next phase facing the same direction as all other units of their side.
(Optional Rule 19.5) Operational Sector Marker (OSM) Checks. At the end of the phase, Player One checks for VP penalties for formations with units that began the phase outside their OSM Radius and did not move or attack towards it (see 19.5 Victory Penalties).
II. Player One Action Phase (Unlimited ARC)
Each of Player One's units, in any order, may perform one of the following actions (Exception: They may participate in the ARC any number of times; 11.5):
- Move (4.0) and/or Assault (9.0).
- Attempt Recovery (13.3).
- Dig In (14.0).
- Perform a Ranged Attack (10.0). Note: British Assets cannot perform Ranged Attacks as part of a British Action Phase.
- Perform AT Fire (11.0).
Player One may spend Reinforcement Points to activate Reinforcements (13.1, 18.0.3) at any time during this phase.
Player Two may conduct Friction Fire (FF; 10.7) in response to the movement of Player One's units. Ranged Attacks or AT Fire may initiate the Armor Reaction Cycle (ARC; 11.5). All units may participate in the ARC regardless of whether they have already taken an action. Concealed units that fire are temporarily revealed for the purpose of one immediate Ranged Attack or AT Fire attack across a frontal hexside (see 5.3.1). All indirect fire against a given hex must be declared before any is resolved; Return Fire against previously targeted hexes is allowed later in the phase.
Important: Player One should indicate which units have taken an action by rotating them 90° clockwise (with the exception of units that have been rotated to mark them Fired). Phasing units that participate in the ARC are rotated 90° clockwise and cannot take an action but are still eligible to participate in the ARC.
III. Player One Combat Phase (Limited ARC)
Each of Player One's units, in any order, may perform one of the following actions, with the restriction that a declared Combat and any supporting fire must be completely resolved before performing further attack actions:
- Participate in a Combat (8.0).
- Perform a Ranged Attack (10.0)—supporting, non-supporting, as part of the ARC (11.5), or FF (against a stack conducting a Retreat; 10.7).
- Perform an AT Fire attack (11.0), including as part of the ARC (11.5).
Each of Player Two's units may perform one of the following actions:
- Defensive Support (10.3).
- AT Fire as part of the ARC (11.5).
- Reaction Move as part of the ARC (11.5.2.3).
- Perform FF against a stack conducting a Retreat or Advance After Combat.
The non-phasing player's units may defend against Combats, even if they already took an action.
Important: Units of either side that perform or declare any of the above, including FF, are rotated 90° clockwise. These units cannot participate in the ARC or take a further action.
The British player may commit Assets (12.8) during either player's Combat Phase.
At the end of the phase, all Suppressed and Tactical Recon markers are removed. Any Spent Assets are placed on the Turn Track on their Spent side two turns in the future. All units should be rotated back to the same orientation (with the exception of units marked Fired) so that they all begin the next phase facing the same direction as all other units of their side.
IV. Player Two Turn
As above, except that Player Two now becomes the phasing player and conducts the operations in steps I-III, in order. Replace "Player One" with "Player Two" and vice versa.
V. Victory Phase
- VP Awards. The German player may place the KG Wünsche marker, if available (see 18.5 Special Rule #2c). VPs may be awarded for German mid-game objectives (see 18.5 Victory Conditions) or German units on the wrong side of the German Divisional Boundary (see 4.2.3).
- OSM Checks (Optional Rule 19.5). Both players check for VP penalties if any units (exempt or otherwise) of a formation are outside their OSM Corridor but on their side of the German Divisional Boundary.
- Victory Check. Players check to see if either has won according to the Victory Conditions for the scenario. If not, the Turn marker is advanced one cell on the Turn Track and the Turn Sequence is restarted.
Note that all phases are independent. Thus, the same unit may perform a Ranged Attack during its Action Phase and again during its Combat Phase (assuming it is not an indirect firing unit; see 10.0).
4.0 Movement and Transports
During the Action Phase, the phasing player may move all, some, or none of his units on the map.
4.1 Movement Basics
Each turn a unit may expend MPs up to its MA. Units move from hex to adjacent hex by paying the cost of terrain listed on the Terrain Effects Chart for each hex entered or hexside crossed. Units move individually and each unit must complete its movement (and any Assaults) before the next unit is moved (Exception: Transports Loading/Unloading 4.5.3 and Stacking 6.1). A unit may not enter an enemy-occupied hex.
4.1.1 Minimum Movement Rule
Units with a printed MA of 1 or greater may always move one hex, regardless of the terrain cost. This does not allow a unit to enter prohibited terrain. It does allow a stack to conduct an Assault (9.0) if it began the Action Phase adjacent to the target of the Assault.
4.2 Boundaries
4.2.1 Map Edge Boundaries
Units may move off the map edge voluntarily via any edge hex within four hexes of a friendly supply source hex of their division (and units that do not belong to a particular division may use any friendly supply source for this criteria) or by Retreat via any map edge hex. These units are placed in the Withdrawn box. Exception: Units that retreat via edge hexes that are not within four hexes of a friendly supply source are considered eliminated out of supply (OOS) for all purposes, including VP determination; place them in the Permanently Eliminated box.
4.2.2 Seulles Boundary
Units of the German Panzer Lehr Division and 21PD are the only units that may move or retreat west of the Seulles River, and they may do so only via the bridge hexside at 0211. They are placed in the Withdrawn box. All other units that would be forced to retreat across the Seulles are instead eliminated OOS, including for VP determination.
4.2.3 German Divisional Boundary
This rule applies to all scenarios (including 18.5 The Campaign Game) that use Turn Track B and include both 12SS and Panzer Lehr Divisions. Each turn during the Victory Phase, the British player is awarded 1VP per German stack that is currently on the wrong side of the boundary and not under or adjacent to the KG Wünsche marker. At the beginning of the game, the boundary follows the Bordel River north until it turns west at hex 0911. North of hex row 11, the boundary extends to the map edge along the western hexsides of hex column 09 (see illustration). 21PD units are treated as Panzer Lehr with respect to the boundary. Tiger sections and the 2/Flak12 unit may operate anywhere. This boundary may only be relocated per 18.5 Special Rule #2d.
4.3 Extended Movement
A unit that begins its Action Phase on a road, remains on connected road hexes at all times throughout its move, and is four or more hexes from all enemy units at all times during its move (including start and destination hexes) receives 2 additional MPs. Example: A British infantry company with 5 MPs can move 14 hexes along a road, paying 0.5 per road hex, when using Extended Movement (5 + 2 = 7 MPs).
4.4 Movement Classes
Units are classified as having wheeled, tracked, or leg movement. Units pay differing costs to enter terrain according to their class (see Terrain Effects Chart). Wheeled and tracked units have higher movement costs to enter some terrain types and can cross waterways only via bridges.
4.5 Transports
Note to Beginners: Players reading these rules for the first time might be best served by skipping this section for now, returning to it after reading sections 5-7.
Transports are vehicles that carry or tow other units. Units with a dash in place of a MA value cannot move without the aid of transports. Some units have a leg MA but move farther when transported. Transports are divided into two broad categories: Attached and Independent.
4.5.1 Attached Transports
Attached transports are printed on the same unit counter as the single-step unit they transport. The reverse side of the counter represents the unit in a transported state; this side is referred to as the Loaded/Towed side of the counter, while the front is referred to as the Deployed side. Attached transports can never be used in the role of independent transports (i.e., to transport unattached units).
Units with attached transports have a superscript in a white circle on their MA to indicate the transport vehicle type.
- British only: U (Universal carrier), L (Loyd carrier).
- Both players: C (Crusader III Tractor for British, Car for Germans), H (Half-track).
- Germans only: T (Truck), S (Schwimmwagen), P (Prime mover).
These units differ only in terms of their stats, except for the Crusader III Tractors, which have some special considerations (see 12.9).
The Loaded/Towed side of the counter also indicates at the top whether the transported unit is Loaded or Towed. This state is relevant for determining what happens to the transported unit when the transports are hit by enemy fire (see 4.5.6 Survival Table).
4.5.2 Independent Transports
These vehicles have their own one- or two-step counters; the step strength is irrelevant to transport capacity. Independent transport types include German trucks and transport half-tracks of both sides, i.e., British M5 and German types SdKfz 251/1, 251/2, 251/7, 250/1, 250/7, and SPW U304 (f).
Half-Tracks. Half-tracks are used to transport German panzergrenadier infantry companies, pioneer infantry platoons, and recon infantry platoons, as well as British infantry companies. Half-tracks are AFVs (12.1). Not all half-track units can be used for troop transport; only the following qualify:
Each British M3 half-track unit (HT/KRRC) may load one British infantry company of KRRC.
Each German half-track unit with an ID beginning with HT (e.g. HT/9/26) may load one German panzergrenadier infantry company and/or one MG unit. The loaded unit(s) must belong to the same battalion, but not necessarily the same company, as the half-track unit (denoted by color coding; 2.2.1).
Note that other, specialized types of half-track are also present in the German counter mix, but these SP weapons cannot be used as transports. Only those with HT as part of their ID are eligible.
Trucks. The German Truck unit of 6/2/192 may load the Panzergrenadier Infantry Company and MG unit of the same company (same ID).
4.5.3 Transports, Loading, and Movement
Loading/Unloading. Units with transports (attached or independent) may expend 2 MPs during their Action Phase to load/unload. For independent transports, this costs the transport 2 MPs as well (Exception: Crusader Tractors; see 12.9). Units with attached transports flip to their "Loaded/Towed" side or to their Deployed side. Those with independent transports should be placed directly beneath the corresponding transport counter when transported. The loaded unit remains stacked in this manner until unloaded.
Moving. A transported infantry unit may move (apart from being transported) a maximum of one hex on the turn it is transported; other transported unit types may not move before or after transport. This one-hex move can be performed either before or after it is transported, but never both. A transported infantry unit may spend MPs to load or unload and still qualify for the minimum one-hex movement rule (4.1.1), including for the purpose of conducting an Assault. The transport itself may move before, during, and after loading a leg unit, with its full MA available.
Units that load or unload may still move as part of a stack so long as the transporting unit begins its Action Phase with the other units of the stack; the transported infantry unit may move one hex to join the transport, load, and still move as part of the stack.
A unit that begins its Action Phase Loaded/Towed may unload/flip to its Deployed side (for 2 MPs) and move normally using the deployed unit's MA (minus 2). It may become Loaded/Towed again during the same phase by spending 2 MPs (Exception: Crusader Tractors; see 12.9). See 20.1 for an illustrated example.
4.5.4 Transports and Combat
Transports, whether independent or attached, may engage in Combat, Assaults, AT Fire, and Ranged Attacks (including Friction Fire and the ARC) normally while loaded or towing. They contribute their CS to the defense of a hex normally.
Loaded/Towed units may not conduct Combats, AT Fire, or Ranged Attacks, or contribute their CS to the defense of a hex, until they are unloaded/flipped to their Deployed side.
Towed units and loaded non-infantry units cannot deploy during Assaults. Loaded infantry units may deploy during an Assault; this does not require the expenditure of MPs. Phasing and non-phasing units deploy at different times during the sequence (see 8.1).
Transported units, whether loaded or towed, may (owning player's choice) immediately deploy when they are the target of a Ranged Attack or AT Fire (Exception: Towed units cannot deploy during an Assault) but only after resolving the effects of that fire.
Attached transports that are AFVs provide Combat Modifiers for Armor Bonus and/or German Combined Arms bonus (see 8.2) only when they are on their Loaded/Towed side.
4.5.5 Transports and Losses
When a transport that is actively transporting a unit suffers a step reduction, the following occur:
- The unit is immediately unloaded (or the counter is flipped to its Deployed side, in the case of an attached transport).
- For each transported unit, the owner rolls on the Survival Table (see below).
- If the transport was in the process of moving when the step reduction occurred, it immediately halts and can move no further during the current phase. Units which are halted adjacent to the enemy may still conduct an Assault if they have enough MPs remaining.
- If the transport was an attached transport, adjustments to the Transport Pool and VPs also take place (see 4.5.8).
Immunity. Units loaded inside transports that are AFVs ignore losses from the CRT and RAT (unless using Optional Rule 19.10 Plunging Fire vs. Vehicles) per normal AFV rules (see 12.1.1).
4.5.6 Survival Table
Each step reduction suffered by a transport unit (whether independent or attached) has a chance of also causing a step reduction to the transported unit(s). For each transported unit, the owning player rolls 1d6 and consults the Survival Table.
A Circled Armor unit (12.6) must still roll on the Survival Table. If it fails its roll, the unit itself must take the step reduction (i.e., the step reduction cannot be taken as another Transport Pool reduction). This will eliminate the unit in all cases except for a British Carrier Platoon at its full step strength.
4.5.7 Transports and Retreats
A transported unit may flip to its Deployed side (attached transports) or unload (independent transports) in order to conduct a Retreat. The owning player decides the unit's state just prior to executing the Retreat. Towed units may not unlimber to retreat. Deployed units cannot load/limber in order to retreat; they use their printed MA to determine Retreat Limits (see 8.5.2.1).
4.5.8 Transport Pools
Losses to the players' attached transports are tracked via the Transport Pool markers, which are placed on the Information Track as indicated in the scenario instructions. These units have a circled Armor rating as a reminder that step reductions to them result in a reduction of the Transport Pool rather than a step reduction to the unit. In addition to the previously listed effects, each time a unit with an attached transport that is on its Loaded/Towed side suffers a result that would normally cause a step reduction, the following occur:
- The appropriate Transport Pool (British, 12SS, or Panzer Lehr) is reduced by one. Adjust the marker one space on the Information Track.
- The opposing player gains 1 VP for each Transport Pool loss or 2 VP if the marker is on its "Transport Pool Depleted" side.
Design Note: The destroyed transports have been replaced. This is an abstraction that reduces map clutter by removing the need for over eighty additional counters. Note the implications of the final bullet point above. As transport losses mount, they become more critical and the replacement transports must be scrounged from HQ, supply, courier, and field hospital units.
A unit that is not eliminated after its attached transport suffers a step reduction must remain on its Deployed side for the remainder of the current phase. It may be flipped to its Loaded/Towed side normally on subsequent phases.
Transport Pool Depletion. When the Transport Pool marker reaches zero, flip it over to its "Transport Pool Depleted" side. Any further step reductions are now tracked by moving the marker upward on the Information Track. See 20.2 for an example.
5.0 Terrain
Each hex contains a particular type of terrain, as shown on the Terrain Effect Charts. A hex is considered to consist entirely of the terrain type that occupies the majority of the hex.
5.1 Terrain Types
The effects of terrain on Movement and LOS can be found on the Terrain Effects Chart on the Player Aid card. See also 10.6.1 LOS and Blocking Terrain.
Close Terrain. Heavy bocage, village, and woods are classified as close terrain; ZOC extends out of but not into these hexes. The individual terrain types are described as follows:
5.1.1 Field
The northern area of the map is dominated by fields. These are mostly corn and wheat fields. The crops are roughly waist high this time of year. Units that occupy fields are vulnerable to enemy fire.
5.1.2 Bocage
These are small fields and orchards bordered by thick hedges and sunken roads. Bocage hexes are classified as either light or heavy. Heavy bocage offers excellent protection to defenders.
5.1.3 Woods
Apart from Tessel Woods, the woods represented here are mostly small groves. They offer substantial protection for defenders and significantly slow the movement of vehicles. Woods hexes with buildings are considered woods for movement and LOS/Concealment purposes, village for all others.
5.1.4 Village
These hexes include walled farms, chateaus, and clusters of small, stout houses and barns. They favor the defenders. Any hex with the heavy bocage graphic and one or more buildings is considered a village hex.
5.1.5 Waterways
There are two types of waterways represented in the game: the Seulles River and streams (all others). The Seulles River is a boundary (see 4.2.2) and cannot be crossed. Exception: German Panzer Lehr Division and 21PD units (see 4.2.2). Streams are fairly minor and have minimal impact on the movement of leg units (see Terrain Effects Chart), but they can be crossed by vehicles only at bridges. Waterways block LOS (see 10.6.1) due to the abundance of vegetation. See also 8.5.2.3 Retreating across Waterways.
5.1.6 Slopes
While there are many gentle hills in this region, only those that are significant enough to affect LOS are indicated on the map. Slopes are hexside features. In general, units on higher ground have better visibility for spotting Concealed units in close terrain (see 10.6.3). Slopes are graphically denoted by darker shading plus "eyelash" symbols.
5.1.7 Bridges
Bridges are hexside features that exist where roads cross waterways. They are considered a road for all purposes of movement, including the road movement bonus (also Extended Movement, see 4.3). However, units conducting an Assault across a bridge are considered to be assaulting across a stream.
5.1.8 Strongpoints
Some Strongpoints are placed on the map as markers by the German player during setup, while others are printed on the map. When placed as markers, they represent slit trenches, sandbags, wire, and other improvements, which were assembled by the Germans prior to the Dauntless offensive. Those displayed on the map represent walled farms, manors, and châteaus, which were used as key defense points by the Germans. Apart from yielding modifiers to Combats, Assaults, and Ranged Attacks, Strongpoints reduce losses and affect Retreats (see 14.6).
5.2 Roads
There are four types of roads depicted on the map: primary, secondary, tertiary, and railroad. Primary roads and railroads are treated identically for all game purposes; they are distinguished only for historical and graphical flair.
Design Note: Units using the railroad are not actually entrained but using the railroad grade to facilitate movement.
A unit must move from one hex to another via connecting roads (or railroads) to use the road movement rate (also Extended Movement, see 4.3). Units moving on primary roads or railroads pay only ½ MP regardless of the other terrain in the hex. The road movement cost may not be used to enter an eZOC (see 7.1); units always pay the terrain cost to enter an eZOC.
When moving on secondary roads on non-mud turns units pay ½ MP regardless of the other terrain in the hex. On mud turns units pay 1 MP per hex regardless of underlying terrain when moving on secondary roads.
During non-mud turns, units moving on tertiary roads pay 1 MP per hex, regardless of underlying terrain. On mud turns, these roads do not aid movement or supply, and the underlying terrain in the hex is used instead.
A unit may move between two hexes that are connected by roads without utilizing the road. To do so, the player merely states his intent and pays the normal terrain cost.
Design Note: The main reason to do this would be to avoid the +2 DRM for Friction Fire or Reaction Fire vs. a target using road movement.
However, note that a unit conducting a Retreat or Advance After Combat is not considered to be using the road, with the exception of vehicles crossing waterways.
5.3 Terrain and Concealment
The following rules have major ramifications on game play. I advise reading them carefully!
(a) A unit in blocking terrain (see Glossary and 10.6.1) is considered Concealed with respect to all enemy units other than those that are adjacent or on higher ground with LOS into the hex (see 10.6.3). Hexes marked with or adjacent to a Tactical Recon marker (12.8.2.3) are considered spotted for indirect Ranged Attacks.
Design Note: Think of a Concealed unit as "embedded" in the terrain.
(b) Concealed units cannot be targeted by AT Fire. Their hex can be targeted by Ranged Attacks but with a DRM penalty for Concealed units (see RAT). Note that Ranged Attacks still require LOS to the hex (or a spotter, in the case of indirect fire).
(c) A Concealed unit becomes temporarily revealed if it fires (see below).
(d) A revealed unit becomes Concealed again the instant the conditions from (a) above that caused it to be revealed no longer apply.
Design Note: Even if they can't effectively fire themselves, units on higher ground can act as spotters for indirect fire against units which would otherwise be Concealed. Capture and defend those hilltops!
5.3.1 Temporary Reveal Upon Firing
Concealed units that fire, reveal their position to opposing units for a "use it or lose it" window of opportunity.
A Concealed unit that performs AT Fire, or direct fire (including for the purpose of Support; 10.3), is temporarily revealed. It may be targeted by immediate Return Fire (see 11.5.2.2) or one Ranged Attack action immediately following the fire. The revealed unit can only be fired upon via AT Fire/direct fire across one of its frontal hexsides, or via indirect fire so long as a spotter can trace LOS to it across a frontal hexside. Only the unit that actually fired loses Concealment. If the revealed unit is targeted by a Ranged Attack, including a Return Fire Ranged Attack, the attack is still resolved against an entire hex rather than the revealed unit (Exception: Return Fire vs. Big Guns; see 11.5.2.2.1). See 20.8 for an example.
5.3.2 Temporary Reveal during Combat
Units contributing CS to a Combat are no longer Concealed for the purpose of being targeted by Support (10.3).
6.0 Stacking
Up to four units of the same side, a maximum of two of which may be British infantry companies, may stack together in a hex, regardless of step strength. In addition, up to four independent transport units (4.5.2) may stack for free so long as there is, for each such transport, at least one unit in the hex that qualifies to be transported by that transport.
German platoon-sized infantry units each count as 1/3 of a unit for stacking purposes. Attached transports and markers (including Strongpoints) never count towards stacking limits. Players are always free to examine their opponent's stacks. Units of opposing sides may never stack together in the same hex.
Stacking limits are enforced only during setup, at the end of each stack's movement (including Retreat and Advance After Combat), and at the instant of an Assault (9.0). Thus, a unit may violate stacking limits with friendly units as it moves, advances, or retreats. Units forced to over-stack when the stacking limit is enforced are eliminated. The owning player chooses which unit(s) to eliminate until stacking requirements are met.
6.1 Stacks and Movement
Units that began the Action Phase stacked may move and/or Assault together as a stack. In order to do this, all units must be eligible to enter the terrain type of each hex entered. Each unit pays its own MP cost for each hex entered and the stack must stop when any unit runs out of MPs. Hint: You really only need to track the slowest unit in each movement class (i.e., leg, tracked, or wheeled). See 20.3 for an illustrated example.
A stack may not form or disperse during movement (i.e., units cannot be "picked up" or "dropped off" along the way) (Exception: ARC Reaction Move 11.5.2.3 and ARC Return Fire 11.5.4), but not all units stacked together at the start of the Action Phase need to move as part of the stack. Thus, if three units begin stacked, two could opt to move/assault together as a stack while the third moves independently.
Unloading an independent transport does not qualify as "dropping off" the transport. Transported units may unload adjacent to their destination hex and move one hex (per 4.5.3) while their transports remain behind.
For fire against stacks of leg and vehicle units, see 10.7.4.
6.2 Facing
Facing is not related to the orientation of the unit counters and is only determined the instant it is needed, i.e., when determining the Flanking Fire DRM to AT Fire (see 11.2) and when determining Concealment loss for the purpose of Return Fire or Ranged Attack (see 5.3.1). In each case, a unit is considered to have three frontal and three flank hexsides at the instant it moves or fires. Fire that passes down a hexspine between frontal and flank hexsides is always considered to be passing through a unit's frontal hexsides. Players should only consider the orientation of the counters as required elsewhere in the rules.
Example: The Sherman troop enters its hex as indicated by the green arrow. Its three frontal and three flank hexsides are as indicated. Note that counter orientation does not determine facing. If the enemy does not Reaction Fire, facing is irrelevant; it does not linger from turn-to-turn or phase-to-phase.
7.0 Zone of Control
Every combat unit exerts a ZOC into the six adjacent hexes, excepting close terrain hexes (see 7.3). Note that AFVs (12.1) ignore the ZOC of all units. When LOS is reduced to zero (heavy fog turns only) units no longer project a ZOC.
Note that, in this game, "in an eZOC" is not necessarily the same thing as "adjacent to an enemy unit" since ZOC do not extend into close terrain or Strongpoints.
7.1 ZOC and Leg Movement
Leg units must stop movement upon entering an eZOC. Leg units that begin their Action Phase in an eZOC pay +1 MP to leave the eZOC, regardless of the number of units exerting these ZOC, in addition to the cost of terrain entered. If the first hex entered is also in an eZOC, they must stop movement. Important: Units may not use road movement (5.2) to enter an eZOC; they may use it to exit an eZOC, but they must still pay the +1 MP.
7.2 ZOC Summary
An eZOC affects several other aspects of game play. While also addressed in their relevant rules sections, they have been gathered here for ease of reference.
Units in eZOC:
- Cannot perform Ranged Attacks (10.0). Exceptions: AFVs (12.1). See 10.0 for three other exceptions.
- Cannot attempt Recovery (13.3).
- Cannot Dig In (14.0).
- May receive Replacements (13.2) so long as they are in supply (15.0).
- Can still conduct AT Fire (11.0) but may incur negative DRMs (see Anti-Tank Fire Table).
Additionally:
- Moving leg units must end their movement upon entering an eZOC (7.1) but can still conduct an Assault (9.0) if they have enough MPs remaining.
- Leg units that retreat (8.5.2) into an eZOC take a step reduction to their stack for each eZOC hex entered (8.5.2.2).
- Units performing a multi-hex Advance After Combat must end their advance upon entering an eZOC (8.7.1).
7.3 ZOC and Close Terrain
ZOC extends out of but not into Strongpoints or close terrain.
Design Note: This has important ramifications for Movement, Retreat, Advance After Combat, and Ranged Attacks.
7.4 Hex Control
Some scenarios call for control of a particular location for purposes of victory determination. Unless specified otherwise in the scenario-specific instructions, a hex is controlled by a player if that player was the last to occupy the hex with a unit or was the last to exert a ZOC into the hex when the hex was not occupied by an enemy unit or an eZOC. Control of a hex can change any number of times during a game. Players may wish to use the control markers provided in the counter mix to indicate hex control (unless they are being used for Fog of War; see Optional Rule 19.15).
8.0 Combat
Units may attack adjacent enemy units during a friendly Combat Phase. Note that the term "attack" in this rules section means to perform a Combat between adjacent units and is not to be confused with Ranged Attacks or Anti-Tank Fire, which have their own routines (see 10.0 and 11.0). Combat is never mandatory between adjacent units. The following rules must be observed:
a) All units within a defending hex must be attacked via Combat as a group, but any number of adjacent attacking hexes may attack the same defending hex. b) Only one defending hex may be attacked per Combat roll. c) Each unit may participate in only one Combat during its Combat Phase. d) Attackers stacked in the same hex may attack different adjacent defending hexes via Combat. e) Each defending hex may be attacked via Combat only once per Combat Phase. Units may conduct Combat into terrain types that they are prohibited from entering, but may not assault into such terrain.
Note: This really only affects vehicles, which are prohibited from crossing waterways except at bridges.
Design Note: It helps to think of Combats in this game as two-way firefights between units armed primarily with rifles and LMGs (or, in the case of vehicles, their anti-personnel MGs). Close combats involving weapons such as grenades, Sten guns, and British 2" mortars are handled as Assaults (9.0), and long-ranged attacks from HMGs, LMGs, tanks, mortars, and artillery are handled as Ranged Attacks (10.0).
8.1 Conducting Combat
Combat or Assault (9.0) is performed via the following procedure:
- Phasing player declares which hex he is attacking via Combat or Assault and with which unit(s).
- (Combats only) Phasing player declares any offensive Support he wishes to commit to the Combat.
- (Combats only) Non-phasing player declares any defensive Support he wishes to commit to the Combat.
- (Assaults only) The phasing player may deploy loaded (but not towed) units (4.5.4).
- (Assaults only) If vehicles and units capable of AT Fire are involved on opposing sides, the Tactical Advantage (11.4) procedure is followed, with the number and order of allowed AT Fire attacks being determined by a chit draw (11.4.1).
- (Assaults only) The non-phasing player may deploy loaded (but not towed) units (4.5.4).
- (Combats only) Any declared Support is resolved by rolling on the RAT, first by the phasing player, followed by the non-phasing player. Note that supporting fire may elicit Return Fire (see 11.5.2.2). In this case, the Return Fire is resolved immediately following a particular Support roll.
- Determine the Combat Ratio (8.2), remembering to adjust the CS of attackers and defenders as necessary (see 8.2, cases #1-5).
- Determine if any column shifts apply and adjust the odds column accordingly (see 8.3, cases #6-19).
- (Assaults Only) If using Optional Rule 19.9 12SS Fanatical Defense, the German player may declare a Fanatical Defense.
- Roll 2d6 and consult the CRT.
- Apply any losses called for by the CRT (defender first) either as Retreats or step reductions. The attacker must take the first loss as a step reduction in a Combat and the first two losses as step reductions in an Assault.
- Attacker may Advance After Combat (8.7), if the target hex has been cleared of defending units. After a successful Assault, the attacker must advance into the vacated hex.
All Ranged Attacks and/or Combats against a particular hex must be resolved, and all results applied, before the phasing player attacks another hex.
8.2 Combat Ratio
Calculate odds by totaling the CS of all attacking units involved in the Combat and comparing this total to the total CS of defenders in the defending hex. Express these numbers as a simple ratio, called the Combat Ratio, which is rounded in favor of the defender to the smallest ratio that matches one of the columns on the CRT. Ratios greater than 5:1 are resolved using the 5:1 column. Ratios less than 1:4 are resolved using the 1:4 column. All Combat Strength Modifiers are cumulative. If two or three halvings apply, total the CS of all such units involved and divide by four or eight, respectively, and then round any fractions up.
Examples: A total CS of 12 attacking a CS of 6 yields a Combat Ratio of 12 to 6, expressed more simply as 2:1. A total CS of 8 attacking 7 rounds down to a 1:1 attack. A total CS of 7 attacking 8 is not quite a 1:1 ratio, so the attacker uses the 2:3 column to resolve the attack.
Combat Strength Modifiers.
- AFV Assaulting Across Bridge Hexside (Assaults Only). Any AFV conducting an Assault across a bridge hexside has its CS halved. Total the CS of all such units and halve the total, rounding up any fraction.
- Red-boxed CS Unit Attacking into Close Terrain (Combats and Assaults). A unit with a red-boxed CS has its CS halved when attacking into close terrain. Total the CS of all such units and halve the total, rounding up any fraction.
- AFV on Night Turn (Combats and Assaults). An AFV has its CS halved when attacking or defending on night turns. Total the CS of all such units and halve the total, rounding up any fraction.
- Black-boxed CS unit (Combats and Assaults). A unit with a black-boxed CS value has its CS doubled when defending.
- Yellow-boxed CS AFV Unit (Assaults Only). An AFV unit with a yellow-boxed CS value has its CS tripled when attacking or defending in an Assault. See also 8.3 case #18.
8.3 Combat Ratio Modifiers
Determine if any of the following modifiers apply to the Combat. If so, adjust the CRT column accordingly by applying all applicable modifiers. These modifiers are expressed as column shifts on the CRT, with an "L" indicating a shift to the left and an "R" indicating a shift to the right. Thus, a modifier of "2R" means that the Combat Ratio is adjusted two columns to the right (for example, from 2:1 to 4:1). All column shifts are cumulative (see 8.3.1).
Combats (only):
- Concentric Attack Bonus. If attackers occupy two hexes directly opposite each other with respect to the defender, and/or three hexes evenly spaced with one hex between each attacking hex (see illustration), then the attacker qualifies for a 1R (2R for Germans) column shift.
Play Note: When combined with the "Retreats and eZOC" rules (8.5.2.2), this has a greater effect than the 1R column shift might suggest.
Example of Concentric Attack: In the illustration, the three British infantry companies gain a Concentric Attack Bonus (1R) if they perform a Combat against the German infantry company. The German pioneer platoons gain the bonus (2R) vs. the British Carrier Platoon.
Combats or Assaults:
- Suppression from Ranged Fire. Each Suppressed marker (10.4.1) shifts the Combat Ratio by one column in favor of the firing player. Subtract the L shifts from the R shifts to create a net shift, to a maximum of 3R/3L from Suppression.
Example: The attacker commits five artillery units and the defender commits two artillery units to support a Combat. All of the attacker's rolls succeed and both of the defender's rolls succeed. The net result is 3R on the CRT for Suppression. If only one of the defender's rolls succeeded, the net result would still be 3R.
- All Attackers or Defenders in Field. If all units contributing CS to the Combat or Assault are attacking from a field hex, they receive a 1L column shift. If the hex attacked is a field hex, there is a 1R column shift. Neither applies if all units contributing CS on both sides are in field hexes.
- Defender in Close Terrain. Defenders in heavy bocage, village, or woods receive a 1L column shift.
- Defender in "Dug-In" Hex. If the defending hex contains a Dug-In marker (14.0), the attacker receives a 1L column shift.
- Defender in Strongpoint Hex. If there are one or more leg units defending in a hex with a Strongpoint, the attack receives a 2L column shift. Additionally, the defenders may ignore the first loss mandated by the CRT. The 2L shift is not cumulative with column shifts for other terrain types in the hex. However, it is cumulative with hexside terrain features (streams or bridges). See 14.6 for additional Strongpoint effects and restrictions.
- Orange-boxed CS Unit. Units with a CS value in an orange box receive a 1R column shift when attacking, or 1L when defending, for every two steps of such units, rounding fractions up. Subtract the L shifts from the R shifts to create a net shift, to a maximum of 3R/3L from orange-boxed CS units.
Examples: 1 or 2 total steps yield a 1R, 3 or 4 steps yield 2R, and 5 or 6 steps yield 3R, etc. If the attacker has 3 steps (2R) and the defender has 1 step (1L), the net result is 1R on the CRT for orange-boxed CS units.
- Armor Bonus. When only one side includes at least one unit with an Armor rating of 1 or more (including units with circled Armor ratings of 1), the side with the AFVs receives a 1R column shift when attacking or 1L when defending. An infantry or MG unit must also be contributing CS to the Combat or Assault to qualify.
- German Combined Arms Bonus. The German player receives a 1R column shift when attacking or 1L when defending, whenever German leg units and AFVs are contributing CS to the same Combat or Assault.
- Night Turn. All Combats and Assaults receive a 1L penalty during night game turns.
Assaults (only):
- British Coordination Penalty. The assaulting stack receives a 1L column shift to the Assault when it consists of British units of differing infantry brigades. Assaults by three or more formations that qualify for the penalty are not allowed. British tanks (24L, SRY, RDG, B/22D, 82/RE, 141RAC, RMASG) and tank destroyers (146 AT) may always participate without penalty, as may units of the British 49th Regiment Reconnaissance Corps (Rec) and 12th King's Royal Rifle Corps (KRRC).
Note: The three different infantry brigades are color-coded by blues, greens, and oranges; see 2.2.1.
- Attacker Assaulting Across a Waterway/Bridge. If the defending hex is across a waterway or bridge hexside, the Assault receives a 1L column shift.
- Yellow-boxed CS Unit. The side with one or more such units receives one column shift in their favor when attacking or defending in an Assault. Additionally, when assaulting into a Strongpoint or Dug-In hex (close terrain also counts in the case of pioneers only), the attacker receives 1R per such unit to a maximum of 3R for 3 such units (4R including the initial shift). See also 8.2 case #5.
- Mud Turn. All Assaults receive a 1L column shift on Mud turns.
8.3.1 Netting Out Combat Modifiers
When determining which CRT column to use, add and subtract all right and left shifts to find a final "net" column shift from the original odds. For ratios greater than 5:1 or less than 1:4, apply all column shifts in order to determine the true ratio before determining which CRT column to use.
Example: A 19:2 attack rounds to 9:1 odds, and if combat modifiers yield a net 2L column shift, the final shift becomes 7:1, so the 5:1 column of the CRT is used.
8.4 Resolving Combat
To determine the results of a Combat, roll 2d6 (adding the results) and cross-reference this number with the column corresponding to the final Combat Ratio. There are no DRMs. The number to the left of the slash corresponds to attacker losses; the number to the right, defender losses.
8.5 Losses
Losses can be taken as either step reductions (8.5.1) or Retreats (8.5.2). The defender always assigns his losses first, followed by the attacker. The owning player decides how to assign losses to his units, in any combination of Retreats and step reductions as he sees fit, with the following restrictions:
a) In a Combat, the attacking force must always take the first loss as a step reduction. b) In an Assault, the attacker must take the first two losses as step reductions.
If a player chooses a combination of step reductions and Retreats, the step reductions must be distributed first. When defending in a Strongpoint hex, the defender might ignore the first loss (see 14.6.1).
Example of allocating losses: A defending stack containing two German infantry platoons (MA 5) and a single-step German MG unit (MA 4) suffers three losses as the result of a Combat. They cannot retreat all units three hexes in order to satisfy the losses because the MG unit has a Retreat Limit of two hexes (see 8.5.2.1). However, if the players took the first loss as a step reduction to the MG gun (destroying it), the remaining losses could be satisfied by retreating all units two hexes.
8.5.1 Step Reductions
A loss taken as a step reduction requires flipping one full-strength unit to its reduced side, or eliminating from play one reduced-strength unit or single-step unit.
8.5.2 Retreats
A loss taken as a Retreat requires all involved units of the affected side to retreat one hex. Retreats do not require the expenditure of MPs and are expressed in hexes rather than MPs. It is not necessary for all retreating units to retreat to the same hex. Units cannot retreat into prohibited terrain, nor can they end a Retreat overstacked. If these conditions cannot be met, any remaining unfulfilled losses must be taken as step reductions.
For each hex of its Retreat, a unit must follow these six priorities, in order:
I. Stacking: The final hex of the Retreat that will not result in the elimination of any unit due to overstacking (and see 8.5.2.4). II. Map Edge Boundary: A hex that will not result in the unit's removal from the game due to involuntary movement off a map edge (see 4.2). III. eZOC: A hex not in an eZOC. IV. Distance: 1) A hex farther away from all enemy units that contributed their CS to the Combat. 2) A hex that is no closer to any enemy unit that contributed its CS to the Combat. V. Operational Sector (Optional Rule 19.5): 1) A hex that is within its OSM Radius (applies only to non-exempt units). 2) A hex that is within its OSM Corridor (applies to all units of a formation governed by an OSM). VI. Waterway: A hex that does not require the retreating units to cross a waterway at a non-bridge hexside or (Panzer Lehr and 21PD units only) move west of the Seulles River via the hex 0211 bridge hexside.
When a choice of hexes exists, the owning player chooses which hex to enter. In cases where both attacking and defending unit(s) retreat, the attacker retreats relative to the defender's original hex. Eligible units that retreat into a Strongpoint hex may end their Retreat (see 14.6.1).
Design Note: Due to the scale of the game, Retreats need not be towards a friendly supply source.
8.5.2.1 Retreat/Advance Limits
The maximum number of hexes a unit may Retreat (8.5.2) or Advance After Combat (8.7) is equal to its MA minus two. Units without a printed MA, or with a MA less than 3, cannot retreat. Examples: A MG unit with a MA of 4 can retreat a maximum of two hexes. British 4.2" mortars with a MA of 1 cannot retreat.
British Carrier Platoons and Scout Platoons have a superscript numeral beside their MA and use this numeral as their Retreat/Advance Limit.
8.5.2.2 Retreats and eZOC
Units that retreat into an eZOC hex incur one step reduction to the retreating stack (not to each individual unit) upon arriving in the eZOC hex. Formerly OOS units eliminated in this manner may qualify to be back in supply (see 15.0) at the moment of their elimination. The step reduction for retreating into an eZOC is in addition to any other step reductions already incurred; it does not satisfy a loss. The owning player chooses which unit in the stack suffers the step reduction. A retreating unit is not required to stop moving upon entering an eZOC; it may continue to retreat to fulfill additional losses. If two attacking units start adjacent to each other (i.e., not stacked) and both retreat into the same hex that is also in an eZOC, they are considered a stack the instant they enter the shared hex and thus take only a single step reduction.
8.5.2.3 Retreating Across Waterways
Units that are eligible to move across waterways via non-bridge hexsides may retreat across waterways only as allowed by the Retreat priorities outlined in 8.5.2. Exception: Panzer Lehr and 21PD units (see 4.2.2).
8.5.2.4 Retreats and Overstacking
If a unit that follows the Retreat priorities would be eliminated due to overstacking, it may instead retreat additional hexes (so long as it's within its Retreat Limit) and end its Retreat in the first hex that would not result in its elimination due to overstacking.
8.5.2.5 Retreated Units
When a hex containing non-AFV units that have retreated earlier in the same phase is attacked, the CS of those units is considered to be zero. If a hex contains only these units, their CS is halved (totaled then rounded up) rather than zero. Even in cases where they contribute nothing to the defending hex, retreated units are affected normally by any losses applied to their hex by subsequent Combats and Assaults. They qualify their hex for any undesirable DRMs or column shifts associated with their unit type, but not desirable DRMs or column shifts.
Example: +1 DRM to Ranged Attacks per company-sized infantry unit, but not shifts for yellow- or orange-boxed CS, Armor Bonus, etc.
Retreated units can be targeted by Ranged Attacks and AT Fire, as applicable, but they cannot perform Ranged Attacks or AT Fire themselves during the phase in which they retreated (Exception: They may participate in the Tactical Advantage procedure in order to perform AT Fire in Assaults—see 11.4—but do not qualify as infantry or MG steps for purposes of Tactical Advantage Modifiers). Retreated units cannot participate in the ARC, except to Reaction Move (see 11.5).
Players should rotate units 180° as a reminder that they retreated or use the provided Retreated markers. Only retreated units should be placed under the marker, if they retreat into a hex with non-retreated units. AFVs that voluntarily retreat with the other units in their stack, or that conduct Voluntary Withdrawal (12.1.1), are not affected by the Retreated Units penalties. Retreated units are un-rotated at the end of the phase that they retreated.
8.6 Eliminated Units
When a reduced or single-step unit takes a step reduction, it is eliminated and placed in the appropriate Dead Pool box. Units that are in Supply (15.0) at the instant of their elimination are placed in the Eligible for Reconstitution box (see 13.2.1), while units that are OOS are placed in the Permanently Eliminated box.
8.7 Advance After Combat
If the defending hex is left vacated as a result of Combat, any or all units that contributed CS to the attack may perform an Advance After Combat (also called an "Advance") into the vacated hex, unless they retreated to fulfill a loss. The Advance is not considered movement and the advancing units ignore MP costs for terrain, though units may not advance into prohibited terrain. Advancing is optional (Exception: Assaults, 9.0), but if the attacker wishes to advance, he must do so immediately after Combat. Units may not conduct an Assault or Overrun as part of an Advance. Units with a CS value in parentheses never Advance After Combat. After a successful Assault, the attacker must advance into the vacated hex. Under certain circumstances, units may Advance as the result of a Ranged Attack (see 10.4.3).
8.7.1 Multi-hex Advances
If the defender retreated more than one hex, German attacking units or British AFVs (only) may advance an equal number of hexes, subject to the Advance Limits (see 8.5.2.1). Assaulting British stacks may leave infantry in the vacated hex to enable AFVs to conduct a multi-hex Advance.
The first hex of a multi-hex Advance must be the original vacated hex. After entering this hex, all advancing units need not follow the same path. If an advancing unit enters an eZOC, it must stop and advance no further. Units may only advance as many hexes as the defenders actually retreated. If all defending units were eliminated, the attackers may only advance into the defenders' hex.
Design Note: The victorious unit is busy mopping up scattered resistance and rounding up prisoners.
9.0 Assaults
Assault is a special type of combat that takes place during the movement of a stack during the Action Phase.
9.1 Criteria for Assaults
A stack may assault all defenders in a hex by paying the cost of the terrain in the enemy-occupied hex, plus one additional MP. Road movement cannot be used to conduct an Assault (Exception: Overruns, 12.1.2). Attacking units do not actually enter the defending hex and any penalties for attacker's terrain (i.e., field) apply to the hex from which the phasing player "launches" the Assault.
If a stack does not have enough MPs to meet the criteria for an Assault, it may not Assault except via the "minimum movement rule" (4.1.1). Units cannot assault into terrain types or across hexsides that are prohibited to them. They can move from eZOC to eZOC and still conduct an Assault, if they have enough MPs remaining.
Multiple units may only assault a hex if they began the Action Phase stacked together. Multiple stacks can never assault the same hex at the same time, as per 4.1, although the same defending units might be assaulted multiple times sequentially during the same Action Phase by different assaulting stacks.
Only infantry, MG, and vehicle units that have a printed CS may assault. Vehicle units without a printed CS may Assault only if participating in the Assault with one or more units which have a printed CS. Other unit types never assault, though they still lend their CS to their hex when defending against an Assault.
If AT-capable units and vehicle units are involved in an Assault on opposing sides, the Tactical Advantage procedure (see 11.4) is used to determine the number and order of allowed AT Fire attacks prior to the resolution of the Assault on the CRT.
An Assault is not allowed in situations where the units involved can't affect each other at the instant of the Assault.
Example: No Assault is possible when the opposing units are a German MG unit (no AT rating) and a British Crusader Tractor towing a 17-pounder AT Gun (no CS).
9.2 Resolving an Assault
Assaults are resolved as Combats (per 8.1 through 8.7) but with a different set of CRT modifiers and a few important differences. Neither attacker nor defender may commit ranged fire Support during an Assault. However, a Suppressed marker placed as the result of Ranged Attacks during the same Action Phase imparts a column shift normally when resolving an Assault against the marked hex (see 8.3, #7). Only the defender is affected by Suppressed markers in the defender's hex during an Assault. Assaults are resolved during the Action Phase using the CRT, with losses allocated normally except that the attacker must take the first two losses as step reductions (Exception: AFVs are unaffected; see 12.1). If the hex is vacated as a result of the Assault (either by elimination or Retreat), the attacking units must conduct Advance After Combat into that hex—a multi-hex Advance (8.7.1) is permitted. Otherwise they must remain in their current hex. Either way, they end their movement for the turn even if they had MPs remaining (Exception: AFVs conducting Overruns—12.1.2).
Regardless of whether the Assault cleared the target hex, the attackers are still eligible to attack adjacent enemy units during the Combat Phase. See also AT Fire in Assaults (11.3).
9.3 Assaults Where All Units on Both Sides are AFVs
If all units on both sides in an Assault are AFVs (12.1), the CRT is not used. After resolving all allowed AT Fire attacks per 11.4, if AFVs still remain on both sides, the phasing player has an opportunity to voluntarily break off the Assault by leaving the assaulting units in the hex from whence the Assault originated. If he does not break off the Assault, the non-phasing player then has an opportunity to break it off by voluntarily withdrawing all AFVs in the defending hex one or two hexes such that each hex withdrawn places them further from the hex from whence the Assault originated (if possible), in which case, the phasing player must Advance into the vacated hex; phasing units may continue moving if they have MPs remaining (see 12.1.2 Overruns). Phasing AFVs that participated in the Assault cannot Reaction Fire in response to the non-phasing AFVs' withdrawal, though the withdrawal may qualify as a Movement Trigger for other nearby phasing units (see 11.5).
If neither player breaks off the Assault, another round of AT Fire is resolved per 11.4, and so on, until units of only one side remain in the target hex. See 11.4.1 for details.
10.0 Ranged Attacks
Units with a RAS printed on their counter may fire into non-adjacent hexes, unless marked Fired (see Glossary). This fire is called a Ranged Attack and is resolved using the RAT. A unit's RAS is the number by which that unit modifies its Ranged Attack roll. (See RAT.) Ranged Attacks into adjacent hexes are allowed in three special situations (see 10.3.6 Adjacent Defensive Support, 10.7 Friction Fire, and 11.5.2.2 Return Fire Ranged Attack).
Design Note: Infantry units can perform Ranged Attacks at a range of two hexes because of their inherent LMG squads. Nearly all units are capable of performing Ranged Attacks, to some degree.
Ranged Attacks may be conducted in the following situations:
Action Phase.
- Phasing player's units may perform: a Ranged Attack as their sole action (Exception: ARC, 11.5); FF in response to an enemy Retreat or Reaction Move.
- Non-phasing player's units may perform Ranged Attacks as FF.
Units utilizing direct fire (see below) can make any number of FF attacks per Action Phase.
Combat Phase. Each unit may conduct one Ranged Attack as its sole action.
- Phasing player's units may perform: offensive Support or non-supporting fire (see below); FF in response to an enemy Retreat or Reaction Move.
- Non-phasing player's units may perform: defensive Support; FF in response to an enemy Retreat or Advance After Combat.
Ranged Attacks cannot be combined. Each unit resolves its Ranged Attack individually using the RAT.
Ranged Attacks always target a particular enemy-occupied hex, not an individual unit (Exception: Return Fire vs. Big Guns; 11.5.2.2.1). Units may make Ranged Attacks into prohibited terrain.
An enemy hex can be attacked by as many Ranged Attacks as the firing player likes, subject to range (10.1) restrictions. Effects of multiple Ranged Attacks vs. the same hex are cumulative.
There are two general types of Ranged Attacks:
a) Direct: This type originates from units that must have a LOS to the target hex. It includes MGs, many AFVs, AT guns, and infantry (via their LMGs). b) Indirect: This type originates from units that need not have a LOS to their target but require a spotter (10.5). Units that perform indirect Ranged Attacks have their RAS inside a yellow box and include mortars, IGs, Airstrikes, and off-map artillery. Mark these units Fired after use.
A unit that conducts a direct fire Ranged Attack temporarily loses Concealment (see 5.3.1).
Ranged Attacks are used in two ways:
- Supporting fire (10.3) targets an enemy hex that will also be the target, or source, of an impending Combat during the same Combat Phase. Supporting fire can take place during a player's own Combat Phase (as offensive Support) or during his opponent's Combat Phase (as defensive Support).
- Non-Supporting fire targets an enemy hex that will not be involved in a Combat during the same phase.
Ranged Attacks and Combats can be performed in any order desired during a player's Combat Phase so long as a declared Combat and any supporting fire against a given hex are completely resolved before moving on to any other attacks (Exception: ARC can potentially interrupt this cycle).
Play Note: If the defending hex in question will also be the target of a Combat, it is usually to the attacker's advantage to resolve his Ranged Attacks as supporting fire against that hex before rolling on the CRT, since the RAT might yield beneficial column shifts. However, picking off a retreated unit with Ranged Attacks at times makes good sense.
10.1 Range
Range is defined as the number of hexes, via shortest route, between the firing unit and the target hex. When measuring range, count the target hex but not the firing unit's hex. Range is not relevant for off-map artillery; at this scale, their range is assumed to be sufficient to hit any hex on the map (thus the "infinity" symbol in place of their Range value). Aircraft do not have a Range value because they are considered to attack from directly above the target hex.
10.2 Ranged Attack Criteria
Normally, a unit may not conduct a Ranged Attack if it is in an eZOC. (Exceptions: Adjacent Defensive Support; see 10.3.6, 10.7 Friction Fire, and 11.5.2.2 Return Fire Ranged Attack. Also note that AFVs ignore eZOC and an eZOC does not extend into close terrain or Strongpoints; see 12.1 and 7.3 respectively). Note that most units are capable of both Ranged Attacks and Combat. These units may never do both during their Combat Phase. Units in a hex marked with a Suppressed marker may not make Ranged Attacks (Exception: AFVs; see 12.1).
10.3 Support
Ranged Attacks performed in conjunction with Combat are termed "Support" because they can potentially shift the Combat Ratio in the firing player's favor. This Support is further classified as being either offensive or defensive Support when the firing unit belongs to the phasing or non-phasing player, respectively. In many cases, both players will allocate Support to the same Combat.
10.3.1 Support Criteria
Either type of Ranged Attack (direct or indirect) can be used as Support (offensive or defensive). The target hex must always contain one or more enemy units that are contributing CS to the Combat. Neither attacker nor defender may allocate Support during an Assault (9.0).
10.3.2 Declaring and Resolving Support
The phasing player always allocates any Support first, announcing which units are providing the Support, followed by the non-phasing player who does the same and announces the target of the Support (if there is more than one hex of attackers). No Support is resolved (no dice are actually rolled) until both players have declared all Support.
Note that the phasing player must state whether he will declare a Combat against a hex before seeing the results of any Support rolls against that hex. In other words, the Combat cannot be cancelled if your Ranged Attacks fail to yield the desired results!
10.3.3 Support Range
Range of supporting fire is measured from the firing unit to the target hex (if offensive Support) or from the firing unit to any one attacker hex (if defensive Support).
10.3.4 Defensive Support vs. Multiple Attacking Hexes
When the non-phasing player is allocating Support and the attackers occupy more than one hex, the non-phasing player must choose which hex of attackers will be his target hex for purposes of DRMs and step reductions inflicted.
10.3.5 Direct Fire Support
Support from direct Ranged Attacks must be within range and have a LOS to at least one enemy that will be participating in the impending Combat. Each such unit can perform Support only once per Combat Phase.
Design Note: Since direct fire weapons do not have a Fired arrow to rotate after firing, these types of units can, if placed in a good position, potentially perform a Ranged Attack multiple times per turn—once during their own Action Phase, once during their own Combat Phase, and once (as defensive Support) during their opponent's Combat Phase. And, if in a position to perform Friction Fire (10.7), they can potentially fire any number of times during an Action Phase!
10.3.6 Adjacent Defensive Support
Units that are not in the defending hex may make a Ranged Attack into an adjacent hex for the purpose of defensive Support when:
- the attackers are in a field hex and
- the firing unit(s) is/are not in an eZOC, apart from that originating from the target hex. Note that AFVs always qualify in this respect; see 12.1.
See 20.4 for an illustrated example.
10.4 Resolving Ranged Attacks
All Ranged Attacks are resolved in the same manner, with each resolved before another is conducted. The firing player rolls 2d6 and adds the firing unit's RAS to the result, along with any positive or negative DRMs as outlined under the RAT.
There are three possible outcomes on the RAT: No effect, Suppressed, and Suppressed plus # step reduction(s).
10.4.1 Suppression
A modified roll of 14 or more on the RAT is a "Suppressed" result, which yields a favorable column shift on the CRT in the impending Combat. For offensive Support this is a column shift to the right (1R) and for defensive Support it is a column shift to the left (1L). Exceptions: FF (10.7) and Return Fire vs. Big Guns (11.5.2.2.1) never cause Suppressed results.
Players may wish to use the provided Suppressed markers as a reminder of their net results prior to resolving the Combat or Assault. Flip the marker to indicate which player benefits from the marker.
Column shifts for suppression are cumulative to a maximum of three columns in either direction. Note that this does not limit the number of Ranged Attacks a player may roll against the same target hex. All Suppressed markers are removed at the conclusion of the Action Phase or Combat Phase in which they were placed.
Design Note: The cumulative "Suppressed" results simulate varying degrees of disorganization and pinning down of enemy units from incoming fire. These are conditions from which they will quickly recover, unless the situation is quickly exploited via good old fashioned combat.
Example of Support and Suppression: The attacking player allocates a total of five units to offensive Support. For each firing unit, he rolls two dice and consults the RAT. Four of these rolls yield a "Suppressed" result and the other yields "No Effect." The impending Combat will be shifted the maximum of three columns in his favor. If the defender rolled for defensive Support and achieved a "Suppressed" result of his own, the net result would still be 3R (4R and 1L net to 3R).
Units in a hex marked Suppressed may not conduct Ranged Attacks (Exception: AFVs; see 12.1). They may still conduct AT Fire though they may incur a penalty (see Anti-Tank Fire Table and Tactical Advantage Tables).
Suppressed markers are removed from a hex the instant all marked units retreat, withdraw, or are eliminated, and at the end of the phase in which they were placed.
10.4.2 RAT "Step Reduction" Result
A modified roll of 17 or more on the RAT also inflicts one or more step reductions on the target hex. The step reductions are applied as per the normal step reduction rules (8.5.1). The owning player decides which of his units suffer step reductions from Ranged Attacks. Exception: If the step reduction resulted from a Return Fire Ranged Attack, only the unit that triggered the Return Fire can take the step reduction. Units in the target hex cannot retreat in order to fulfill a loss from a Ranged Attack. See 20.5 for an illustrated example.
10.4.3 Advance After Ranged Attack
If the defending hex is left vacated as a result of a Ranged Attack, units that had previously declared a Combat against that hex may advance into it, but no further. They cannot declare a Combat against a new hex.
10.5 Spotters
In order for indirect firing units to perform a Ranged Attack, a friendly unit must be designated as the spotter. Exceptions: Tactical Recon markers (10.5.2). Spotting is not possible when LOS = 0 (heavy fog turns); Ranged Attacks are not permitted on these turns.
Firing units utilizing a spotter that is non-adjacent to the target hex incur a –1 DRM when rolling on the RAT.
On-map units making indirect Ranged Attacks may spot for themselves and gain a +1 or +2 DRM (mortars gain +1, all other units +2) when they do so. Self-spotting units do not incur the –1 DRM mentioned above.
10.5.1 Qualifications for Spotting
Any friendly unit may be instantaneously designated a spotter if it is either adjacent to the target hex or non-adjacent with a LOS (10.6) to the target hex. Spotting is not considered an action. Acting as a spotter does not affect a unit's ability to perform other functions such as Combat or Recovery. A unit currently involved in a Combat may act as a spotter. The same unit may spot for multiple firing units. The spotter need not be within any given range of the firing unit, nor does it require a LOS to the firing unit.
Design Note: In many cases, it's not the unit itself doing the spotting but, rather a Forward Observer.
Any friendly unit may spot for any firing unit, regardless of formation, except that different German Divisions (21PD is treated as Panzer Lehr Division) may not spot for one another.
Alternatively, on-map units may self-spot.
Eliminated Spotters. In a situation where all possible spotters for defensive Support are eliminated by offensive Support, any declared defensive support that originally utilized the eliminated spotters is resolved as if the spotters were still present.
10.5.2 Tactical Recon Markers
A hex under or adjacent to a Tactical Recon marker (see also 12.8.2.3) is considered spotted by a non-adjacent spotter for the purpose of indirect Ranged Attacks during the British Action Phase and Combat Phase of the turn in which it was placed. Furthermore, any indirect Ranged Attacks against the hex directly under the marker receive a +1 DRM. Any units in the marked hex that would normally be Concealed remain so.
10.6 Line of Sight
LOS is an imaginary line drawn between a spotting unit and a target unit or hex, for the purpose of the unit acting as a spotter and/or making a Ranged Attack (10.0) or AT Fire attack (11.0).
10.6.1 LOS and Blocking Terrain
LOS is blocked by all terrain types except field. Waterways are hexside features that block LOS due to the abundance of vegetation. The hex from which the LOS originates can be of any terrain type, as can the hex in which it terminates. Important: Adjacent hexes are always spotted. Exception: Heavy fog turns, when LOS=0.
LOS is traced from hex center to hex center. On rare occasions, the players may wish to use a straight edge or a piece of string to better visualize the line between hex centers.
Roads, Strongpoints, and Dug-In markers have no bearing on LOS; the other terrain in the hex is used for LOS determination. Slope hexsides may or may not block LOS (see 10.6.3).
If blocking terrain lies along a hex spine between spotting unit and target hex, LOS is considered blocked only if blocking terrain exists in a hex on both sides of the hex spine, even if the blocking hexes are at different points along the path.
Hexes containing blocking terrain are considered to be entirely filled with that type of terrain, regardless of the appearance of the map graphic.
LOS works in both directions; Concealment does not. If hex A can see hex B, then B can also see A. This is true even in cases where units on higher ground can see over an adjacent hex of blocking terrain (see 10.6.3). Lower elevation hex B can see over a hex of blocking terrain to see higher elevation hex A. This reciprocity does not necessarily mean that units in both hexes can see each other, since a unit can potentially spot a hex without spotting Concealed units within that hex (see 5.3). Hint: When tracing LOS between two units, start with the hex at higher elevation and determine if it can see the lower hex. If so, the lower hex can see the higher hex, but not necessarily spot Concealed units unless they fire.
Friendlies. Friendly non-vehicle units are considered blocking terrain only for direct fire Ranged Attacks. Exception: Friendly units do not block LOS when the firing unit is on higher ground than the friendly units. Friendly units never block LOS for spotters, indirect fire, or AT Fire. Friendly vehicle units never block LOS.
Design Note: These units represent, at most, a group of 18 vehicles in a 425-yard hex.
10.6.2 LOS, Time of Day, and Weather
Maximum LOS ranges are printed on the Turn Track. Weather DRMs for rain and fog are cumulative with time of day DRMs. Thus, a dawn turn that is also light fog produces a net –3 DRM.
10.6.3 LOS and Elevation
A unit is considered to be on higher ground with respect to an enemy unit if it is across one or more slope hexsides that net to upslope from the enemy unit. The relative elevation does not matter.
Example: A spotting unit's LOS to the target crosses the following slope hexsides: downhill, downhill, downhill, uphill. The target is considered to be at a lower elevation than the spotting unit because the LOS from the spotting unit to the target nets out to downhill. Note that it does not matter that the target is two elevation levels below the spotting unit because relative elevation is not important. It is only necessary to determine if the target is higher, lower, or at the same level elevation as the spotting unit.
An intervening field hex between the spotting unit and target (spotted) unit is considered blocking terrain only if it is at higher than both spotting unit and target. An intervening non-field hex blocks LOS if it is higher elevation than either unit or at the same elevation as both units. See 20.9 for an illustrated example.
Units on higher ground receive the following benefits (see illustration).
Seeing Over Blocking Terrain. Units on higher ground can see over one adjacent hex of lower elevation bocage or village terrain, granting them a LOS to the hex or hexes beyond. The first non-adjacent blocking terrain hex blocks LOS to all hexes beyond it—even field hexes. They can also see over any waterway hexsides within four hexes, excepting a one hex "dead zone" on the opposite side of the waterway.
Seeing Into Terrain. Units on higher ground can see into the first non-adjacent hex of lower elevation bocage or village terrain within four hexes, spotting any Concealed units in the hex. Exception: They cannot see into the dead zone created by a waterway. Units on higher ground can perform direct Ranged Attacks or AT Fire against these revealed units.
Example of LOS: It is a day turn with unlimited LOS. The German panzers (0512) cannot see any of the three British tank units (0410, 0510, 0610) because they are in the one hex dead zone of the waterway. They can see the British armored cars (0409) because they are beyond the dead zone. They can see the British MG platoon for the same reason, and because village hex 0610 is at lower elevation than both spotter and target hexes. They can see over the adjacent lower elevation blocking terrain hexes (0411, 0611) and into the first non-adjacent blocking terrain hexes, spotting both Carrier Platoons (0311, 0711). They can see the Achilles troop (0707) because LOS is unlimited and there are no intervening blocking terrain hexes at the same or higher elevation than both spotter and target hex. They can see the 6-pdr platoon in 0508 because the panzers are on higher ground and can therefore see into the first non-adjacent blocking terrain hex within four hexes. They cannot see any of the three British infantry companies because these units are more than four hexes away and either in or behind blocking terrain.
The German pioneers (0511) can see only the three adjacent British tank units; their LOS to all other British units is blocked by either the waterway (in the case of all other units north of the Bordel) or intervening blocking terrain (in the case of the two Carrier Platoons).
The German recon half-tracks (0504) cannot see the British mortars (0506) because of the intervening woods hex (units on higher elevation cannot see over or into woods). They cannot see any of the British infantry companies, for the same reason. They can see the Achilles troop because they have clear LOS (field hexes) to one side (east) of the hex spine.
10.7 Friction Fire
These rules simulate the ability of ranged weapons to slow enemy movements. Successful FF forces a moving stack to make a choice—either "go to ground" and halt its move, or incur one or more step reductions and continue moving.
Design Note: FF is not entirely unlike opportunity fire rules in squad and platoon scale wargames, but, unlike normal Ranged Attacks, the effect is more commonly to halt the advance of the moving units. The effects are more abstracted here due to the longer 90-minute game turns and company-sized units. These rules will cause both players to think twice before marching across fields in plain sight of enemy ranged weapons or spotters, lest they become pinned down in a vulnerable location.
10.7.1 Friction Fire Eligibility
A unit is eligible to perform FF against an enemy stack that is moving, or performing a Retreat or Advance After Combat if:
- It is within range of the target hex; this range can be 1 hex (as an exception to the rule stating that Ranged Attacks are into non-adjacent hexes).
- It is not an Asset (Assets cannot FF).
- It has a RAS of 1 or greater.
- It is not currently marked Fired or Suppressed (Exception: AFVs).
- It has not performed a Retreat during the current phase.
- It is not conducting FF against a retreating unit that it caused to Retreat.
- It is not in an eZOC, except the eZOC of units in its target hex.
- At some point during the enemy stack's move, Retreat, or Advance After Combat, the enemy stack is either entering or leaving a field hex within the firing unit's range and LOS (or LOS of a spotter, in the case of an indirect Ranged Attack).
Movement is temporarily paused while the FF roll is resolved. As soon as FF begins, players may wish to place the Movement Points Remaining marker on the Information Track as a reminder of the stack's remaining MPs.
Note that AT Fire (11.0) used against a moving vehicle unit is not FF but Reaction Fire in response to a Movement Trigger, as described under 11.5.1.
A FF-triggering event occurs during a stack's move, Retreat, or Advance After Combat when it enters or exits a field hex within range and LOS (or a spotter's LOS). It may be fired upon in either of these hexes. Only one unit may perform FF per triggering event. If multiple units are eligible to perform FF, the firing player must choose one.
It does not matter if the moving unit is moving into or from a hex that is out of range or the LOS of the firing unit so long as either the exited hex or the newly entered hex meets the FF requirements. If both the exited hex and the newly entered hex are field hexes, and the player performing the FF has range and LOS to both hexes, he may choose which hex to target.
Note: As FF is a type of Ranged Attack, the target of FF is technically a hex—more specifically, a field hex—rather than a stack.
A unit may perform FF any number of times during a single Action Phase so long as it meets the eligibility requirements. During a Combat Phase, each unit may only FF once, in lieu of other actions.
A stack targeted by FF can be targeted again by FF later in its move. It cannot be targeted by FF twice as part of the same hex-to-hex move (in both the exited and newly entered hex), but it could be targeted once as it moves into a hex, and then again as it exits the same hex (since these are two separate moves).
Units that come under fire from FF cannot "change their minds" and move into a new hex that is different from the original destination hex; for this reason, players should declare their movement intentions on a hex-by-hex basis, giving their opponent an opportunity to declare FF where eligible. Note that this is only necessary when moving through fields.
FF cannot be performed against units at the instant they are conducting an Assault.
10.7.2 Friction Fire Procedure
FF is resolved as a normal Ranged Attack utilizing the RAT, except that the number shown in parentheses on the RAT is used to determine the result.
All DRMs normally applicable to the RAT are applied to the roll, except there are no positive DRMs for the number of infantry companies in the target hex.
Design Note: Sure, it's easier to hit a battalion than a single company, but it's also much harder to halt their advance.
Note that the +1 DRM for a target in a field hex will always apply to FF.
The FF result will either be "No Effect," in which case the moving stack may continue moving, or a numeric result indicating that the owning player must choose to either halt the moving stack, or suffer the number of step reductions indicated by the RAT result and continue moving/advancing. A moving stack that halts immediately ends its move or Advance After Combat in the currently occupied hex.
Note: "Currently occupied" means that if FF was directed at the hex that the target stack exited, the stack does not exit the hex. If the FF was directed at the hex which the stack entered, the stack halts in the newly entered hex.
Units that are conducting a Retreat cannot choose to halt; they must take any step reductions, as indicated, and continue to fulfill their Retreat.
A stack that is adversely affected by FF and opts to take one or more step reductions may continue moving with any MPs remaining, after absorbing the specified number of step reductions. Note that this number is per stack, not per unit.
Halted units cannot conduct an Assault; their remaining MPs are forfeited. The "one-hex minimum movement rule" (4.1.1) does not apply to units taking FF; a moving unit that suffers an adverse effect from FF and halts its move is done moving, even if it never actually left its starting hex.
Note that when FF targets the newly entered hex of an Advance After Combat, the advancing player may choose "Halt" and still have effectively advanced into the new hex. For this reason, FF needs to target the exited hex in order to be effective during a single hex Advance After Combat.
FF against a stack performing a Retreat or Advance After Combat receives a +2 or +1 DRM, respectively.
10.7.3 Friction Fire and Stacking (AFVs)
In cases where AFVs and other units are moving together as a stack, FF may halt the other units but have no effect on the AFVs in the stack (see 12.1). In such cases, an immediate "splitting off" of the AFVs in the stack is allowed; they may continue moving with any remaining MPs. Optionally, they may voluntarily halt along with the other units in their stack. If the owning player chooses to take step reductions and continue moving with the stack, the step reduction(s) must come from non-AFV units.
10.7.4 Friction Fire + ARC vs. Mixed Stacks
A moving stack containing both vehicle and non-vehicles units may be targeted by both FF and AT Fire (Reaction Fire as part of the ARC; see 11.5.1), but the same unit cannot do both, nor can the same unit be targeted by both. FF is resolved before the ARC.
Examples: A moving truck unit could be targeted by either FF or AT Fire, but not both. A moving stack of infantry + tanks could be targeted by both, so long as two different units were doing the firing.
10.7.5 FF and Units Using Spotters
On-map and off-map units that are using a spotter may FF at half their normal RAS value (rounded up) assuming they are not already marked Fired and have a spotter to the moving unit. This does not apply to self-spotting. Upon firing, mark them Fired, as normal.
11.0 Anti-Tank Fire
Most units are eligible to use AT Fire, as indicated on their counters. AT Fire is a special type of attack that uses the Anti-Tank Fire Table. Units capable of AT Fire have considerable flexibility within this game system and may be able to fire multiple times per phase via a special "chain reaction" of fire and return fire, called the ARC; see 11.5.
AT Fire may be conducted only against units with an Armor rating, even if this rating is zero. AT Fire targets a specific, individual unit (firing player's choice) within the firing units AT Range, rather than a hex. It may be used against an adjacent target or as part of an Assault, but it cannot be used as offensive or defensive Support. It never produces Retreats; it either has no effect or inflicts a step reduction on the target unit (see Anti-Tank Fire Table). A unit must have LOS (10.6) to its target to conduct AT Fire.
AT Fire may be conducted in the following situations:
Action Phase.
- Phasing player's units may conduct AT Fire as their sole action (Exceptions: ARC fire may be conducted any number of times; see 11.5. See also Tactical Advantage, 11.4).
- Non-phasing player's units may conduct AT Fire as part of the ARC or during an Assault.
Combat Phase.
- Phasing player's units may: conduct AT Fire as their sole action; conduct AT Fire as part of the ARC in response to a Fire Trigger or Movement Trigger (i.e., a Retreat or Reaction Move).
- Non-phasing player's units may conduct AT Fire as part of the ARC in response to a Fire Trigger or Movement Trigger (i.e., an Advance After Combat or Retreat).
AT Fire conducted by a leg unit from a hex marked Suppressed incurs a –4 DRM (Exception: Assaults; see 11.3).
AT Fire may trigger the ARC (11.5).
11.1 Resolving AT Fire
The firing unit targets an individual vehicle unit within range and LOS and rolls 2d10, adding the results. To this total add or subtract any applicable DRMs (see Anti-Tank Fire Table).
Note: The red d10 is only used with Optional Rule 19.1 Fire Control.
A modified die roll of 13 or less yields no effect. A modified die roll of 14 or more results in a step reduction to the target unit.
Units with an Armor rating in a circle never take step reductions as the result of AT Fire (unless directed by the Survival Table; see 4.5.6). Instead, the owning player's Transport Pool (4.5.8) is reduced by 1 point for each step reduction result on the Anti-Tank Fire Table.
11.2 AT Fire DRMs
All DRMs are cumulative. See the Anti-Tank Fire Table for a complete list. A few cases are worthy of special mention.
Flanking Fire. AT Fire that enters through one of the target vehicle's three flank hexsides receives a favorable DRM. This DRM is usually +3 but can range from +1 to +6, depending on the target vehicle type (see also 11.2.1). Vehicle types such as the AVRE, Crocodile, Centaur, Panther, and Jagdpanther are identified on their counters as qualifying for higher than normal Flanking Fire DRMs.
Terrain in Target Unit's Hex. Light bocage yields a –2 DRM, while close terrain yields a –4 DRM. These modifiers are reduced to –1 and –2, respectively, if the fire is directed at a target that temporarily revealed itself by firing immediately preceding the current AT Fire attack. The same lessened penalty applies to the non-phasing player when firing at the attacker in Assaults. Note that AFVs do not benefit from Dug-In or Strongpoint markers with respect to incoming AT Fire.
Target's Armor > firing unit's AT Rating. When the target unit's armor is greater than the firing unit's AT rating, an additional –2 DRM applies on top of the negative DRM for Penetration.
11.2.1 Flanking Fire
"These Tigers and Panthers are a nuisance, very heavy armour and we have to get a side shot at them." —from the diary of Major General E. H. Barker, Commander of the Polar Bears
AT Fire qualifies for the flanking fire DRM if:
- Reaction Fire (11.5.2.1) can be traced across a flank hexside of a moving target. The target's facing is determined by the direction of movement (see 6.2 and accompanying illustration). See 20.11.1 for an illustrated example.
- Return Fire (11.5.2.2) can be traced across a flank hexside of the target. The target's facing is determined by the hexside across which it traced its fire. For subsequent AT Fire to qualify as flanking fire during the same phase, it must pass through a flank hexside as set by the target's most recent shot. See 20.11.2 for an illustrated example.
11.2.1.1 ARC Fire along Hex Spines
When Reaction Fire or Return Fire is along a hex spine, the owning player chooses the firing unit's facing from the two possible center frontal hexes. This is relevant to its facing during Return Fire. See 20.11.2 for an illustrated example.
Reaction Fire or Return Fire that enters the target's hex along a hex spine that divides its frontal and flank hexsides does not qualify for the Flank Fire DRM. See 20.13 for an illustrated example.
11.3 AT Fire in Assaults
If units of either side are capable of AT Fire and one or more units of the opposing side is a vehicle unit, then the Tactical Advantage procedure is used (see below). If all units on both sides are AFVs, see 9.3.
AT Range is considered to be zero hexes at the instant of an Assault. AT Fire that is part of an Assault is never a trigger for the ARC.
11.3.1 Flanking Fire in Assaults
Design Note: In many situations, it was only possible to knock out the heavily armored Panthers and Tigers by ganging up on them, bringing four or five Shermans against a single German tank in order to hit it in the sides or rear at very close range.
Vehicle units with a printed AT Range greater than zero that are performing AT Fire as part of an Assault (see 11.4) qualify for the Flanking Fire DRM (see Anti-Tank Fire Table) for each such attack in which both of the following are true:
a) the target hex of the Assault is a non-field hex, and b) either or both dice rolled during the AT Fire roll yield a natural, unmodified 9 or 10.
The –2 DRM for Target's Armor > firing unit's AT Rating never applies when the Flanking Fire DRM applies.
11.3.2 Zero-Range Units
Units with an AT rating but no AT Range printed on their counters (usually infantry units, or vehicles equipped with flame-throwers and no main gun) have an AT Range of zero hexes, i.e., they can perform AT Fire only in Assaults. These units resolve their AT Fire using the Anti-Tank Fire Table as normal but with a different set of DRMs as determined by a chit draw (see 11.4.2 Modifier chits). The normal AT Fire Modifiers are not used.
11.4 Tactical Advantage
This procedure is used any time that one or more AT Fire capable units is involved in an Assault against one or more vehicle units. Qualifying units of one or both sides may have a chance to perform AT Fire prior to resolving the Assault on the CRT. The number and order of allowed AT Fire attacks is determined by a chit draw and influenced by the terrain, as well as the comparative strength of infantry and MG units on each side. Hint: Protect your AFVs by stacking them with infantry! Normally, only some of the units involved in an Assault will have the opportunity to make AT Fire rolls prior to the resolution of the Assault on the CRT.
The thirty special chits used for this procedure are placed into bags, cups, or other opaque containers (the "draw cups") before play.
The seventeen Tactical Advantage chits (in shades of blue, red, or gray) should be placed into one draw cup. The thirteen Modifier chits should be placed into a separate cup.
11.4.1 Tactical Advantage Procedure
The procedure for these AT Fire attacks is as follows:
- Calculate Net Modifier. The player conducting the Assault calculates a net modifier using the Tactical Advantage Modifiers (see Player Aid Card). When calculating differences between attacker and defender in modifier cases 1, 3, and 4, differences lower than –3 and higher than +3 are treated as –3 or +3, respectively.
Examples: The attacker is assaulting with six infantry steps and the defender has one infantry step; the difference is +5, so the attacker receives the maximum +3 modifier. If the attacker has one infantry step and the defender also has one, the modifier is 0. If the attacker has one infantry step and the defender has three, the modifier is –2.
- Draw Tactical Advantage Chits. If the net modifier is positive, the attacker draws the chits. If it is zero or negative, the defender draws. All chits should be returned to the cup before any are drawn. The number drawn is equal to the integer value of the net modifier plus one.
Examples: Net modifier of –3: Defender draws 4 chits. Net modifier of +1: Attacker draws 2 chits. Net modifier of 0: Defender draws 1 chit.
Important: The maximum number of chits that can be drawn from the cup is five, regardless of the net modifier.
-
Pick a Chit. The drawing player must choose a single chit to apply to the Assault. The information printed on this chit determines the allowed number and order of AT Fire attacks and is given in the format AD where A= attacker and D= defender. Examples: DADA means the defender resolves an AT Fire attack first, followed by the attacker, followed by the defender, followed by the attacker. DD means the defender resolves two AT Fire attacks, and the attacker none.
-
Resolve AT Fire. Each AT Fire attack is resolved individually, in the order determined by the chit in step 3. A unit may perform one AT Fire attack in a given Assault. An attack may come from any qualifying unit.
For each attack by a unit without a printed AT Range (no superscript numeral indicating an AT Range), a set of Modifier chits is drawn (see 11.4.2). All Modifier chits are returned to the cup for each such AT Fire attack.
Each unit with a printed AT Range greater than zero uses the standard AT Fire Modifiers listed under the Anti-Tank Fire Table to resolve the attack, rather than Modifier chits (and the attack may qualify as Flanking Fire; see 11.3.1).
- Voluntary Retreat in All-AFV Assaults. (Applies only to Assaults involving only AFV units on both sides) During this step, if all units on both sides are AFVs and neither player has transported units (with attached or independent transports) that will unload in the Assault, each player has an opportunity to voluntarily break off the Assault, starting with the phasing player (see 9.3).
If neither player breaks off the Assault, another round of AT Fire is resolved by repeating steps 1-5, except that (Important!) the only Tactical Advantage Modifier that applies during the second and subsequent rounds of an all-AFV Assault is modifier case #3 "Comparison of AT Fire-capable vehicle steps" (and if using Optional Rule 19.1 Fire Control, case "Comparison of FC rating" also applies). All other modifier cases are ignored.
During each successive round of steps 1-5, there is an opportunity for voluntary retreat.
This pattern of conducting steps 1-5 continues until units of only one side remain in the target hex; step 6 does not apply. See 9.1 for more details.
- Resolve Assault. After all AT Fire has been resolved, the Assault is resolved normally on the CRT (see 9.0).
11.4.2 Modifier Chits
A new set of Modifier chits is drawn by the firing player for each AT Fire attack from a unit without a printed AT Range (no superscript numeral after the AT rating). The number drawn depends on the time of day and/or weather conditions (see Modifier Chit Table). The player must indicate which enemy vehicle unit he is targeting before drawing chits.
The DRMs indicated on the chits are the only factors applied to the AT Fire attack. Important: The unit's base AT rating and the target's Armor rating are not applied unless indicated by the drawn chits! DRMs for drawn chits are cumulative, but, if a drawn chit indicates a modifier that does not apply, the chit is ignored (do not re-draw). Example: "+4 for an open-topped vehicle" does not apply to the attack if the target vehicle does not have a starred Armor rating to indicate that it is an open-topped vehicle.
Important: The "Flanking Fire" Modifier chit always applies when drawn.
If two or more chits indicate the same modifier, disregard duplicates (but do not re-draw); a given modifier only applies once.
Modifier chits include the following:
- Flanking Fire. The flanking fire DRM always applies when drawn. The DRMs depend on the target type and are the same as the DRMs shown on the AT Fire Modifiers: +6 for AVRE or Jagdpanther, +5 for Panther or Crocodile, +4 for Centaur, +1 for any vehicle with an Armor rating of 3 or less, and +3 for all other vehicles.
Design Note: The firing unit has achieved a favorable position from which to hit the target vehicle in the side or rear.
- Penetration. Subtract the target's Armor rating from the attacking unit's AT rating. Negative DRMs are allowed, but the maximum positive DRM is +8; DRMs greater than +8 are treated as +8. Examples: A German infantry unit with an AT rating of 16 attacking a Centaur tank unit with an Armor rating of 10 has a +6 DRM. A British infantry unit with an AT rating of 13 attacking a German half-track with an Armor rating of 1 has a +8 DRM. A German pioneer platoon with an AT rating of 12 attacking a British AVRE with an Armor rating of 15 has a –3 DRM.
- Target's CS. This negative DRM is equal to the target's CS. For this purpose, red-boxed CS values are not halved in close terrain. Example: A Panther platoon with a CS of 5 yields a –5 DRM.
- Terrain in Assault Hex. This DRM varies according to the terrain in the hex that is being assaulted (not the hex the attackers are assaulting from): Field (–3), heavy bocage (+3), woods or village (+5). Light bocage provides no DRM.
- Target is Open-Topped. Those target units with a starred Armor rating provide a +4 DRM.
- Friendly Infantry + MG steps. Each friendly step of infantry or MG unit stacked with the unit performing the AT Fire yields a +2 DRM. Include the firing unit itself but not any Retreated units.
- Enemy Infantry + MG steps. Each enemy step of infantry or MG unit stacked with the target of the AT Fire yields a –3 DRM. Include the target unit itself (and note that this will only apply to a British Carrier Platoon or Scout Platoon) but not any Retreated units.
- Target is Orange or Yellow-Boxed CS unit. When the target AFV's CS is in an orange box, the attack receives a –5 DRM. When the target's CS is in a yellow box, the attack receives a -9 DRM.
- No DRM. Do not apply any DRMs for this particular chit, but DRMs for other drawn chits still apply.
See 20.14.1 for examples.
11.5 Armor Reaction Cycle
The ARC simulates the frantic, knife-thrust nature of motorized/mechanized operations as compared to the slower, more methodical pace of infantry and other leg units. It is basically a sub-phase of the normal Action Phase or Combat Phase; the rest of the game is "put on hold" and the cycle continues until it exhausts itself (no more units qualify or wish to react to the current trigger). It is possible for non-vehicle units to participate in the cycle so long as their target is a vehicle unit. Important: One of the two units involved at any stage of the cycle (either as the triggering unit or the reacting unit) must be a vehicle unit.
In the Action Phase, units may participate in the ARC an unlimited number of times. In the Combat Phase, the ARC is limited (see 3.0).
Note that FF (10.7) and the ARC are not mutually exclusive. FF can qualify as a Fire Trigger (11.5.1). Likewise, a Reaction Move (11.5.2.3), which is part of the ARC, can generate FF. See also 10.7.4 Friction Fire + ARC vs. Mixed Stacks.
Off-map units and Assets cannot participate in the ARC.
See 20.15 for an illustrated example. See also the ARC Flowchart, which greatly helps in visualizing this system.
11.5.1 Triggering the ARC
The ARC may be triggered at the following times:
- Action Phase. The ARC may be triggered by the phasing player's movement or the non-phasing player's Reaction Move (Movement Trigger), or by either player as the result of an opposing unit's fire (Fire Trigger).
Important: Assaults, including AT Fire conducted during an Assault as part of the Tactical Advantage procedure (11.4), never trigger the ARC, but a Retreat or Advance After Combat that follows an Assault can qualify as a Movement Trigger.
- Combat Phase. An AT Fire attack, Ranged Attack (supporting or non-supporting), or movement (Reaction Move, Retreat, or Advance After Combat) can trigger the ARC.
Important: Combats never trigger the ARC.
The following events trigger the ARC:
- Movement Trigger. Occurs when a vehicle moves and an ARC Capable (see Glossary) unit has a LOS to the hex where the movement occurred (FF may also occur at the same time; see 10.7.4 for mixed stacks). Players may wish to place the Movement Points Remaining marker on the Information Track as a reminder of the stack's remaining MP.
Movement by the phasing player's vehicles, including Retreat and Advance After Combat, qualifies as a Movement Trigger. Spending MPs to load also qualifies; doing so to unload does not. Reaction Movement by the non-phasing player's vehicles also qualifies as a Movement Trigger.
- Fire Trigger. Occurs when a unit performs AT Fire or a Ranged Attack while it is within LOS of an ARC Capable unit. Ranged Attacks can qualify as a Fire Trigger, whether they are supporting, non-supporting, Return Fire, or FF.
11.5.2 Reactions
Each triggering event allows one opposing unit to perform one reaction.
The possible reactions to a Movement Trigger are:
- Reaction Fire (11.5.2.1) against a moving vehicle from any ARC Capable unit with a LOS.
- Pass (do nothing).
The possible reactions to a Fire Trigger are:
- Return Fire (11.5.2.2) against the unit that fired from any ARC Capable unit with a LOS. This is not limited to the unit that was fired on; any unit may Return Fire.
- Reaction Move (11.5.2.3) one hex in any direction. Only non-phasing vehicle units targeted by fire may conduct a Reaction Move; other vehicles in the same hex may not.
- Pass (do nothing).
11.5.2.1 Reaction Fire
This fire need not originate from a vehicle unit (thus, an AT gun unit could also qualify). The target of the Reaction Fire may qualify to use Return Fire (see 11.5.1, Fire Trigger).
Important: When a unit conducts Reaction Fire during its own Action Phase, it is rotated 90 degrees (if not already rotated) to denote that it has taken its action for the phase but is still eligible to participate in the ARC. During the Combat Phase, units of either side are rotated for taking any action, and such units cannot participate in the ARC (see 3.0).
A Concealed unit that conducts Reaction Fire is temporarily revealed (see 5.3.1).
See 20.16 for illustrated examples.
11.5.2.2 Return Fire
This is fire conducted against an enemy unit that has just performed AT Fire or a Ranged Attack. Return Fire need not originate from the unit that was originally fired upon, but it must be directed at the unit which just fired. Return Fire need not be AT Fire. Thus, if an AT gun unit uses Reaction Fire against a moving tank, the tank (or some other vehicle unit) may Return Fire against the AT gun using its RAS. A Return Fire Ranged Attack can be conducted at a range of one hex (as an exception to the rule stating that Ranged Attacks are into non-adjacent hexes).
Loaded/Towed units may deploy in order to Return Fire (Exception: Crusader Tractors; see 12.9), but do so at a DRM penalty (see AT Fire Modifiers). Alternatively, if the transport vehicle itself is capable of performing Return Fire, it may do so.
Important: See 11.5.4 for the effect of an actively moving unit conducting Return Fire.
Important: When a unit Returns Fire during its own Action Phase, it is rotated 90° (if not already rotated) to denote that it has taken its action for the phase but is still eligible to participate in the ARC. During the Combat Phase, units of either side are rotated for taking any action, and such units cannot participate in the ARC (see 3.0).
A Concealed unit that conducts Return Fire is temporarily revealed (see 5.3.1).
11.5.2.2.1 Return Fire vs. Big Guns
When a Return Fire Ranged Attack targets a leg unit that is an AT gun, IG, or Flak, the firing player has the option to use Ranged Attack modifier #20. If he does so, any Suppressed results generated by that attack are not implemented, and all step reductions are applied specifically to the targeted gun unit, even if the target is eliminated before applying all step reductions.
11.5.2.3 Reaction Move
This is a one-hex move that is only available to non-phasing vehicle units targeted by fire. The Reaction Move is not considered normal movement; it does not necessitate the expenditure of MPs. It cannot be used to place the moving unit in excess of stacking limits, into/across prohibited terrain, or in an enemy-occupied hex. Unarmored vehicle units cannot Reaction Move into an eZOC. When performing a Reaction Move, a unit need not move away from the enemy that performed the AT Fire; the move can be in any direction.
11.5.2.4 Pass
A player may opt to Pass rather than perform a reaction; this ends the ARC.
11.5.3 Breaking the Cycle
The ARC continues until one of the following occurs:
- Either side opts to Pass.
- Either side does not have an ARC Capable unit with a LOS to the last fire or movement trigger, and/or the non-phasing unit is not eligible to perform a Reaction Move.
11.5.4 ARC and Moving Stacks
Once the ARC is broken, a moving stack that triggered the ARC may continue to move so long as it has MPs remaining. However, any units in the stack that conducted Return Fire forfeit the remainder of their MPs; they cannot continue moving or Assault. This is not considered "dropping off a unit" per 6.1.
11.5.5 ARC and Units Using Spotters
On-map units that are using a spotter may Reaction Fire or Return Fire at half their normal RAS value, rounded up, assuming they are not already marked Fired, have a spotter to the target unit, and otherwise qualify. Self-spotting units do not have their RAS value halved. Upon firing, mark them Fired, as normal.
Off-map units may never Reaction Fire or Return Fire.
11.6 Unarmored Vehicles and AT Fire
Vehicles with an Armor rating of zero are vulnerable to both Ranged Attacks and AT Fire. AT Fire is resolved normally using the Anti-Tank Fire Table.
Important: Direct fire Ranged Attacks against unarmored vehicles are resolved using the Anti-Tank Fire Table—not the RAT. A unit performing a Ranged Attack uses its RAS to provide a positive modifier on the Anti-Tank Fire Table, as if the RAS was an AT rating. A firing unit with both an AT rating and a RAS may choose which rating to use when firing at an unarmored vehicle, assuming the vehicle is within both RAS range and AT range. All DRMs pertaining to the Anti-Tank Fire Table apply normally. See 20.17 for an example.
12.0 Special Units
A few unit types are worthy of special mention.
12.1 Armored Fighting Vehicles (AFVs)
All units with an Armor rating of 1 or higher are considered AFVs for the purposes of this game. A few special rules and exceptions apply to AFVs. AFVs:
- Ignore eZOC of all units.
- Provide a 1R column shift when attacking and a 1L column shift when defending (see 8.3, #13; Armor Bonus) when only one side has AFVs in a Combat or Assault; an infantry or MG unit must also be contributing CS to the Combat or Assault to qualify.
- May conduct Overruns (12.1.2) but, otherwise, follow all normal Advance After Combat rules (Exception: British Carrier Platoons and Scout Platoons cannot overrun; see 12.6).
- Ignore all losses from Combats and Assaults (see 12.1.1).
- Are vulnerable only to Anti-Tank Fire (11.0) (see 12.1.1).
- Are not affected by Ranged Attacks (including FF).
- Provide a 1R column shift to the German player whenever he conducts a Combat or Assault using both leg units and AFVs (see 8.3, #14: German Combined Arms Bonus).
- Can, unlike other units, perform Ranged Attacks when marked Suppressed, though at a –1 DRM (see RAT) (Exception: British Carrier Platoons and Scout Platoons; see 12.6).
Play Note: While the first bullet is fairly simple, it does have a few ramifications that may not be immediately apparent: AFVs can move out of a hex adjacent to the enemy without paying the normal +1 MP. They can use road movement to move adjacent to the enemy and they can perform a multi-hex Advance After Combat even when the first hex of their Advance brings them adjacent to the enemy. Unlike other units, AFVs do not take step reductions for retreating into an eZOC. While AFVs ignore eZOC, they are still limited by the three usual exceptions for performing Ranged Attacks against adjacent units, and they can perform Adjacent Defensive Support (10.3.6) even when adjacent to an enemy unit that is not involved in the Combat.
12.1.1 AFVs and Losses
AFVs only suffer step reductions from AT Fire (11.0) (Exceptions: British Carrier Platoons and Scout Platoons; see 12.6; see also Optional Rules 19.9 and 19.10). When involved in a Combat (8.0) or Assault (9.0), AFVs ignore all losses (Retreats and step reductions) resulting from the CRT. In a Combat or Assault, AFVs may choose to (but are not required to) take losses as Retreats regardless of whether or not other units in the hex retreat. AFVs that Retreat cannot Reaction Fire at advancing units (i.e., units that have performed an Advance After Combat) that caused them to Retreat.
Voluntary Withdrawal of AFVs. After a Combat or Assault, if all non-AFV units defending in a hex were eliminated as the result of the Combat, Assault, or Support fire, or if there were no non-AFV units in the defending hex to begin with, the owning player may voluntarily withdraw some or all of the AFV units remaining in the hex by moving them one or two hexes. These AFVs need not all withdraw to the same hex. Withdrawal is not considered a Retreat (the units are not rotated and suffer none of the penalties associated with retreated units) and movement costs of terrain are ignored. Each hex of the withdrawal must place the unit further away from all attacking units, if possible. If the withdrawal leaves the defending hex vacant, the attacker may (or must in an Assault) Advance After Combat if he otherwise qualifies to do so. Withdrawal may qualify as a Movement Trigger (11.5). AFVs that withdraw cannot Reaction Fire at the units that caused them to withdraw as those units Advance After Combat.
12.1.2 Overruns
AFVs may use the road movement cost when assaulting a target hex that lies along a road (as an exception to 9.1); AFVs that conduct a successful Assault are not required to end their movement upon advancing into the vacated hex. They may continue to move and/or Assault with any MPs remaining to them. They pay +1 MP to conduct an Assault just like any other unit. AFVs that opt to overrun cannot perform a multi-hex Advance After Combat; they must expend MPs to enter each hex beyond the original vacated defending hex. If they assault as part of a stack that includes non-AFV units, they are not eligible to continue moving (per 6.1).
12.2 AFVs with Special Attributes
These specialized AFVs are treated as normal AFVs for all purposes, except as indicated below.
12.2.1 British "Funnies"
AVRE. The Armoured Vehicle: Royal Engineers, or AVRE, are modified Churchill VIIs equipped with bunker-busting 290mm Petard mortars. If using Optional Rule 19.13 Minefields, they may clear mines (…by firing at them); see 19.13.2.
Sherman Crabs. If using Optional Rule 19.13 Minefields, these flail tanks may be used to clear mines. Otherwise they function as standard Shermans.
Crocodiles. These modified Churchill tanks are armed with flame-throwers and tow a trailer of gelled petrol. When used in an Assault against a Strongpoint, they negate the effect of the Strongpoint on enemy losses (14.6.1).
12.2.2 German Flammpanzerwagen
The SdKfz 251/16 sections are half-tracks equipped with MGs and dual flame-throwers. When used in an Assault against a Strongpoint, they negate the effect of the Strongpoint on enemy losses (14.6.1).
12.3 Artillery
Artillery consists of off-map units whose only function is to make indirect Ranged Attacks. They can strike any hex on the map (and therefore have an infinity symbol in place of a Range value) but require a spotter. Available artillery units should be placed beside the map and near the owning player.
12.3.1 British Artillery
The British artillery consists of Gunner Batteries (each representing 8 x 25-pounders or 8 x Sexton SP 25-pounders) as well as Assets representing medium and heavy batteries. See also 12.8.1 British Assets.
12.3.2 German Artillery
German artillery includes towed (88mm, 105mm, and captured Soviet 152mm), SP (105mm "Wespe" and 152mm "Hummel"), and rocket (150mm "Nebelwerfer 41") artillery. In game terms, all three types are handled identically.
After making a Ranged Attack, flip the German artillery unit over and roll a die as indicated by the counter text. Place the unit on the Turn Track this number of turns in the future. It will become available to fire again on the indicated turn.
There are two sets of turn ranges on the 12SS and Luftwaffe counters. Starting with the kick-off of Operation Epsom at 0700 on June 26th (game turn 16 on Turn Track B), use the range labelled "Epsom."
Example: A Nebelwerfer unit fires on game turn 7. The German player flips the unit and rolls 1d6 as indicated by the text on the counter. He rolls a 4 and places it on the Turn Track on turn 11, which is when it will become available to fire again.
Note: To achieve a roll of 1-3, roll 1d6 and treat a roll of 1 or 2 as a "1," a 3 or 4 as a "2," and a 5 or 6 as a "3."
If the die roll indicates that an artillery unit would be placed on the Turn Track after the final turn of the scenario, that unit cannot fire again and is placed in the Withdrawn box.
12.3.3 German Self-Propelled Rocket Artillery
The two German 280mm "Wurfrahmen 40" SP rocket half-tracks are special units that are held off-map until the German player wishes to fire them. They may be placed on the map immediately before firing, but only for the purpose of Support (offensive or defensive) during a Combat Phase. These units are deployed by placing one or both with or adjacent to any Panzer Lehr mortar unit (ignoring stacking limits) such that the newly placed units are not adjacent to any enemy units. Their attacks are resolved as normal indirect Ranged Attacks, require a spotter, and cannot qualify for the self-spotting DRM.
Each may fire once per game. After firing, it is placed in the Withdrawn box.
12.4 Pioneers
German pioneer platoons are treated as normal infantry units in all respects except as follows:
- They may Dig In in a single turn (see 14.0 and 14.2.1).
- They may Dig In in an eZOC.
- They receive one or more column shifts in Assaults (see 8.3 #18).
- They may add new Strongpoint markers on the June 26/27 night turn (turn 21) in some scenarios; see 18.5 Special Rule #7.
- They may clear mines (Optional Rule 19.13).
12.5 Mortars and Infantry Guns
Mortars and IGs are on-map single-step units that may perform indirect Ranged Attacks. Only the Germans have IGs.
Mortars receive a +1 DRM when they self-spot. All other indirect fire units, including IGs and 88s, receive a +2 DRM when they self-spot. This includes self-propelled vehicles of both types.
12.5.1 Mortars and Infantry Guns in Combat
Mortars never perform Combat or add to the CS of an attacking stack. They contribute their CS normally when defending. Their CS is shown in parentheses as a reminder.
IGs may participate in Combat and grant a column shift when they do so (see 8.3, #12); their CS is shown in an orange box as a reminder.
Mortars and IGs never Advance After Combat, even if stacked with attacking units. Exception: SP weapons of these types (the German SdKfz 251/2 and 250/7 SP 81mm Mortars, and the "Grille" SP 150mm sIGs) are AFVs and may do so. Mortars and IGs may retreat when their stack suffers a loss, if allowed by the Retreat Limit (8.5.2.1).
12.6 Units with Circled Armor Ratings
All units with circled Armor ratings can be targeted by AT Fire (even if their Armor rating is 0) but do not suffer step reductions from AT Fire; instead, reduce the appropriate Transport Pool by 1 point (see 4.5.8) and roll on the Survival Table (4.5.6). Their Armor rating is in a circle as a reminder to do so. Those with an Armor rating of 1 or more are treated as AFVs except where noted otherwise in section 12.1 and below.
12.6.1 British Carrier Platoons and Scout Platoons
The British Carrier Platoons (CP) and Scout Platoons (S/KRRC, S/Rec) are an odd amalgam of infantry and armor.
Design Note: The troops could quickly dismount and advance using their armored carriers as cover from small arms fire.
The following rules apply to these units:
- They ignore eZOC, and may Reaction Move, Reaction Fire, and Return Fire as if AFVs.
- They are affected by Suppressed markers and FF as if infantry.
- They suffer step reductions normally as the result of a Combat, Assault, Ranged Attack, or failed roll on the Survival Table (4.5.6) as if normal infantry (and regardless of their Armor rating).
- They qualify for the Armor Bonus (8.3, #13), even when not stacked with other units.
- They are not treated as AFVs with respect to Retreats, Voluntary Withdrawal (12.1.1), and all-AFV Assaults (9.3), and do not qualify for Overruns or multi-hex Advance After Combat.
- They provide a –1 DRM to Ranged Attacks against their hex when alone in a hex or stacked only with other such units or AFVs (see case #5 under Ranged Attack Modifiers).
- They have a Retreat Limit of four hexes, as denoted by the superscript numeral after their MA.
12.7 Flak
A Flak unit is any unit with a printed Flak Strength. These units are treated as normal combat units, but they also serve in an anti-aircraft role. They provide a –1 DRM on the RAT per point of Flak Strength to all enemy Airstrikes (12.8.3) that target a hex that is within three hexes of the flak unit. Any and all flak units within range contribute to the net negative DRM of a given Airstrike.
There are special requirements for activating/deactivating the German 12SS HQ Flakpanzer platoons (HQ/Pz12, HQ/I/Pz12, HQ/II/Pz12) and the British AA tank troops (AA/24L, AA/SRY, AA/DRG). See 18.5 Special Rules #2 and #5, and the Reinforcement card notes for these requirements.
12.8 British Assets
These are eighteen special chits that are placed into a draw cup before play. The British player draws a number (indicated by the scenario instructions) of Assets randomly from the draw cup during each non-night British Reset Phase. If there are not enough Assets remaining in the cup to draw the required number, he draws only those remaining.
Six of the Asset chits say "No Asset." Whenever such a chit is drawn, the British player immediately flips it to its "Spent" side and places it on the Turn Track two turns in the future.
Five of the Asset chits have the number "14" in a red circle in the lower left corner as a reminder that they are placed in the Withdrawn box on game turn 14 when using Turn Track B.
Assets accumulate and may be committed on the turn they are drawn (weather and time of day allowing) or saved for later turns (but see the rules for Operation Epsom; 18.5, Special Rule #3). Any number of accumulated Assets may be committed on the same turn but only on non-night turns during the Combat Phase of either player.
As each Asset is used, flip it to its "Spent" side and place it on the Turn Track two turns in the future. It will return to the draw cup during the British Reset Phase of that game turn (see 3.0).
12.8.1 Medium and Heavy Batteries
These Assets function exactly like normal British off-map artillery except that they cannot be used for FF. They may be used as supporting or non-supporting Ranged Attacks.
12.8.2 Aircraft
There are three types of British aircraft: Fighter-Bombers, Bombers, and Tactical Recon. Fighter-Bombers and Bombers are used to make indirect Ranged Attacks called Airstrikes (see 12.8.3) and are handled in a manner similar to British off-map artillery. Aircraft may be committed during game turns spanning from 0700 through 1730, as indicated on the Turn Tracks.
12.8.2.1 Fighter-Bombers
Fighter-Bombers may be used to make supporting or non-supporting Ranged Attacks. They cannot be committed on Rain turns.
12.8.2.2 Bombers
Bombers may be used only for non-supporting Ranged Attacks during a British Combat Phase (as an exception to 12.8). They are the only aircraft that may be committed on Rain turns, though they incur a penalty. Important: Bombers may only target enemy hexes that are non-adjacent to British units.
12.8.2.3 Tactical Recon
The British player may place available Tactical Recon markers on the map during the British Reset Phase of any Clear weather day, dusk, or dawn turn. Each marker acts as a spotter for the marked hex and all six adjacent hexes (see 10.5.2). Additionally, all indirect fire Ranged Attacks against the marked hex receive a +1 DRM (see Ranged Attack Modifier #6). All Tactical Recon markers are removed at the conclusion of the British Combat Phase on the turn they were placed.
12.8.3 Airstrikes
A Fighter-Bomber or Bomber unit's attack is called an Airstrike. Airstrikes are resolved normally as an off-map indirect Ranged Attack during the Combat Phase, with a few important exceptions:
- They cannot be used for FF.
- They are affected by enemy flak (12.7).
- No spotter is required, but the Airstrike receives a –1 DRM on the RAT when no ground unit or Tactical Recon marker functions as a spotter; there is no penalty for having a non-adjacent spotter.
12.9 Crusader Tractors
These attached transports are used for hauling British 17-pounder AT guns. It costs these units their entire MA to flip the counter from Deployed to Towed, or vice versa. The Crusader III Tractor's MA is displayed in red as a reminder. These units cannot deploy in order to Return Fire (per 4.5.4) nor can they deploy during an Assault.
13.0 Reinforcements, Replacements, and Recovery
Throughout the game, the players will have various chances to strengthen and improve their forces via three methods: Reinforcements, Replacements, and Recovery.
13.1 Reinforcements
Key to this game is the procedure for Reinforcements whereby both players may spend Reinforcement Points in order to activate additional forces and commit them to the battle. Some Reinforcements begin the game on the map in an inactive state (see 18.0.3), while others begin off-map. Off-map units are held on the players' Reinforcement cards until they are activated. Reinforcements activate either individually or as part of a formation, as indicated on the Reinforcement card beside the unit or formation's associated cost in Reinforcement Points. A player must pay the full cost in one Action Phase in order to activate a unit or formation.
At any point during the owning player's Action Phase, activated on-map Reinforcements may move and off-map Reinforcements may enter the map. Units enter the map via the hex or hexes specified on their Reinforcement card by paying the MP cost for the entry hex and may use road movement to enter the map. They have their full MA available unless indicated otherwise on the card. They may use Extended Movement (4.3) or conduct an Assault (9.0) on their turn of entry (Exception: Entry Hexes Blocked; 13.1.3). Units with transports may enter Loaded/Towed or deployed. Units may enter the map into an eZOC but, then, must follow the normal rules for eZOC.
13.1.1 Reinforcement Points
Reinforcement Points are tracked using the Reinforcement Points markers on the Information Track. Each player's starting allotment, as well as the number of additional points received each turn, is outlined in the scenario instructions. The backs of the markers show the starting points and accrual for 18.5 The Campaign Game.
13.1.2 Voluntary Delay of Reinforcements
Once activated, Reinforcements may be voluntarily delayed by the owning player to enter on a later turn.
13.1.3 Entry Hexes Blocked
If all of a Reinforcement's specified entry hexes are occupied by enemy units, the unit instead enters at any hex along the same map edge that is within four hexes of any of the specified entry hexes, with its MA halved (rounded up) for the current turn. Units cannot assault from off-map.
13.1.4 Reinforcement Entry on Night Turns
Reinforcements that enter on night turns are allowed to use road movement (5.2), Extended Movement (4.3), and Double Movement (16.1) if eligible.
13.2 Replacements
Players roll for Replacements on the Replacement Table (see Player Aid Card) during their Reset Phase on night turns. A d10 is rolled for each reduced unit on the map that is in supply. The British player also rolls for any units on the Turn Track (18.5 Special Rule #5). All units, except AFVs, can be adjacent to an enemy unit and roll. AFVs can only roll if they are not adjacent to an enemy unit. Roll once for each reduced unit on the map that is eligible.
13.2.1 Reconstitution
Replacement rolls are made on the Replacement Table in an attempt to bring back previously eliminated units from the Eligible for Reconstitution box. For each unit, roll 1d10 once for each step; if one or more steps are gained, the unit is Reconstituted. Reconstituted units of active formations are placed in any hex that is within four hexes of a friendly supply source hex, four or more hexes from all enemy units, and that would place them in supply. Units placed directly on a friendly supply source hex may be placed within four hexes of an enemy unit. Alternatively, reconstituted units may be placed on any future game turn on the Turn Track, at which time they will enter the game as a normal Reinforcement.
Reconstituted units of withdrawn formations are placed with their formation on the Turn Track. Those of inactive formations are placed with their formation on the British Reinforcement card.
13.3 Recovery
Design Note: Recovery simulates rallying and a return to a coherent structure and, to a lesser extent, an incoming "trickle" of new troops to replace losses.
Reduced infantry units (see Glossary) may attempt to recover to their full-strength during their Action Phase. Each such unit rolls a die and consults the Recovery Table. A successful check allows the unit to immediately flip back to its full-strength side. DRMs may apply to the roll; see Recovery Table.
A unit that attempts Recovery:
- Cannot be in an eZOC.
- Cannot be Loaded.
- Cannot perform any other action during that Action Phase (but may still qualify for FF or the ARC).
- Need not be in supply, although OOS units receive a –1 DRM on the Recovery Table.
Design Note: Recovery and Replacements achieve the same results, but the former requires a die roll and cannot be performed in an eZOC. The latter can reconstitute previously eliminated units.
14.0 Digging In & Strongpoints
Units may improve upon the natural defensive potential of a hex via a two turn process called "Digging In."
14.1 Requirements for Digging In
An infantry (see Glossary) or MG unit may dig in during its Action Phase instead of performing another action. It may not dig in if it is in an eZOC (Exceptions: Pioneers (12.4), Digging In on Night Turns (14.5)). There are no effects for being in a hex with a "Digging In" marker. A unit that is Digging In may perform Ranged Attacks during its Combat Phase.
Units may dig in in any terrain type, but they may not dig in (or begin the game Dug-In) in Strongpoint hexes.
The number of units that each player may dig in is limited by the number of Dug-In markers in the counter mix.
Design Note: This reflects the overall stance of both sides, per their orders and objectives.
Either player may voluntarily remove Dug-In markers from his units at any time.
14.2 Procedure for Digging In
Place a "Digging In" marker atop the unit. On a following turn, the marker may be flipped to its "Dug-In" side by taking another Digging In action if the requirements are still met.
If an enemy unit moves to exert a ZOC on a hex with a Digging In marker, the marker remains but, the unit cannot become Dug-In until the requirements are met during a subsequent Action Phase. If the hex is attacked while the units are still marked Digging In, the marker is removed; the units must start over. This is the case regardless of the result of the Combat or Assault. Ranged Attacks only cancel Digging In if they achieve one or more step reduction results against the hex. AT Fire against units with circled Armor ratings only cancels Digging In if it results in a step reduction on the Survival Table. A hex that contains units that were involved in a Combat retains its Digging In marker unless all units in the hex advance or retreat.
14.2.1 Pioneers and Digging In
German pioneers (12.4) allow a hex to obtain Dug-In status in a single game turn. If a pioneer unit begins its Action Phase in the hex and selects to dig in, skip the "Digging In" step and place a "Dug-In" marker instead. Pioneers can dig in even in an eZOC.
14.3 Effects of Being Dug-In
When attacking a hex marked with a Dug-In marker, the attacker suffers a 1L column shift. This penalty is applicable in both normal Combats and Assaults. Ranged Attacks against Dug-In hexes are at a –1 DRM. Note that once a Dug-In marker is placed, any and all units (including vehicles) that move into the hex receive the benefits of the marker. If any unit is attacking out of a Dug-In hex, no unit in the hex receives the benefits of the marker. See 20.18 for an example.
14.4 Removal of Dug-In Markers
If there are no units of the owning side in the marked hex, whether they moved out of the hex voluntarily or by a Retreat, or were eliminated, the Dug-In or Digging In marker is instantly removed from the hex. This means that an attacking unit that advances into a previously Dug-In hex does not gain the benefits.
14.5 Digging In on Night Turns
Units may become Dug-In in a single night turn (without placing "Digging In" markers first); they may do this even in an eZOC.
14.6 Strongpoints
Strongpoints are either printed on the map or placed during setup as German Strongpoint markers. Unlike Dug-In markers, Strongpoints cannot be constructed during the game (Exception: 18.5 Special Rule #7). Only the German player may use or benefit from German Strongpoint markers. Units of both sides benefit from Strongpoints that are printed on the map. A Combat or Assault against a hex containing a Strongpoint receives a 2L column shift, and all Ranged Attacks against the hex receive a –2 DRM. Recovery attempts in a Strongpoint hex receive a +1 DRM. A ZOC extends out of but not into an occupied Strongpoint hex. A given hex can contain a Strongpoint or a Dug-In marker but not both.
14.6.1 Strongpoint Effects on Losses
Leg units defending in a Strongpoint hex ignore the first loss suffered in all Combats and Assaults for as long as they occupy the hex. Thus, a 1/2 result becomes a 1/1. Exception: If British Crocodiles or German Flammpanzerwagen contributed CS to the Assault, the first loss must be taken normally.
Retreating units may end their Retreat upon entering a Strongpoint hex. Note that this does not affect retreat priorities nor does it allow a unit to ignore losses that exceed its Retreat Limit (see 8.5.2 and 8.5.2.1).
Example: A unit with a Retreat Limit of three hexes may not retreat one hex into a Strongpoint and ignore the remainder of a 0/4 Combat result. If it suffered a 0/2 or 0/3, it may retreat one hex into the Strongpoint and ignore the remaining losses. See 20.19 for an example.
14.6.2 Placement of German Strongpoint Markers
These markers are placed by the German player prior to the start of the game, per scenario instructions. They cannot be placed in field hexes or where a Strongpoint is already printed on the map. All other terrain types qualify.
14.6.3 Removal of German Strongpoint Markers
The moment a British unit enters a hex containing a German Strongpoint marker, the marker is placed in the Withdrawn box. An unsuccessful British Assault (one in which the Brits fail to advance into the vacant hex) does not count as entering the hex. Strongpoints printed on the map are never removed; they cannot be destroyed.
15.0 Supply
All combat units on the map are always considered to be in one of two possible supply states: in supply or out of supply (OOS). Within the scope of this game, the supply status of units never affects combat operations or movement. Units never suffer step reductions or combat penalties for being OOS.
15.1 Checking Supply Status
Supply is checked at four instances during the game:
- Receiving Replacements (13.2). A unit must be in supply at the instant it rolls for Replacements.
- Attempting Recovery (13.3). A unit receives a –1 DRM if OOS at the instant it attempts recovery.
- Elimination of a unit. A unit that is OOS at the instant of its elimination is permanently eliminated and not eligible for Reconstitution (13.2.1).
Design Note: The surrounded unit has been captured.
- Victory Determination. In some scenarios, a unit must occupy a particular hex while also being in supply at that instant to qualify for victory (see scenario-specific victory conditions).
15.2 Supply Paths
A unit of either side is in supply if it can trace a path of any number of contiguous hexes back to a friendly supply source. This path cannot pass through enemy occupied hexes, nor can it pass adjacent to enemy units, except via hexes that are occupied by friendly units. Supply paths cannot enter woods hexes except via roads, and they cannot cross waterway hexsides except via bridges; otherwise, terrain is irrelevant.
15.3 Supply Sources
The supply source symbols for each side are printed on the map. Note that the German player has separate supply sources for Panzer Lehr and 12SS Panzer Divisions. 21PD units trace to Panzer Lehr supply sources.
16.0 Night Turns
Each night turn represents a period of 5.5 hours, as opposed to 90 minutes for day turns. Units may perform Movement, Assaults, and Combats on night turns.
Design Note: In the historical battle, not much happened during the hours of darkness, with the exception of very early morning. Instead, both sides used the darkness as a brief respite and an opportunity to recover and dig in. I opted to give the players the choice to do what they like during the night turns, though players who opt to perform Combats and Ranged Attacks at night will find their odds of success diminished.
The following special rules apply during night turns:
- Recovery attempts receive a +1 DRM.
- Ranged Attacks incur a –2 DRM.
- LOS range is reduced to 1 hex.
- Units may become Dug-In in a single turn and they may do this even in an eZOC.
- Units may qualify for Double Movement (16.1).
- AFVs have their CS halved (rounded up).
- All Combats and Assaults incur a 1L column shift.
- There is a +1 modifier to the Tactical Advantage chit draw (11.4).
- Only two Modifier Chits are drawn during the Tactical Advantage procedure (see Modifier Chit Table on the PAC).
- AT Fire at a range of 1 hex incurs a –2 DRM.
- Assets are not drawn and cannot be spent by the British player.
- Players roll for Replacements (see 13.2).
16.1 Double Movement on Night Turns
A unit that does not begin its Action Phase in an eZOC has its MA doubled for the night turn; this bonus may be used in combination with road movement and Extended Movement (4.3), or in order to perform an Assault (9.0).
Design Note: This is not to infer that units can move further at night—quite the opposite is true. Remember that a normal turn represents only 90 minutes, while a night turn represents 5.5 hours. The double movement during a single turn makes it easier to maneuver through gaps in the enemy's line or outflank his positions. Thus, players will want to position their units very carefully prior to night turns.
Units utilizing Extended Movement (4.3) plus Double Movement have their MA doubled and then receive the 2 additional MPs. Example: A unit with a MA of 5 could utilize Extended Movement plus Double Movement for a total of 12 MPs (24 road hexes).
Retreat and Advance Limits are never doubled on night turns.
17.0 Weather
Weather is classified as either Clear or Rain on the Turn Track. Clear weather turns are the default; they are not indicated on the Turn Track. Clear weather has no effect on game play. The Turn Track may also mention Mud ground conditions.
17.1 Rain
Rain has the following effects on game play:
- LOS range is limited to a maximum of four hexes if not already limited by dawn, dusk, night, or fog.
- All Ranged Attacks incur a –1 DRM.
- Aircraft other than Bombers cannot be committed.
17.2 Mud
Mud has no effect on LOS range or aircraft but affects movement as follows:
- Units moving on secondary roads pay 1 MP per hex regardless of underlying terrain.
- Tertiary roads are treated as non-existent and do not affect movement.
- The cost for all non-road terrain is increased by ½ for leg units, 1 for tracked vehicles, and 2 for wheeled vehicles.
Note that primary roads and railroads are not affected by Mud.
All Assaults receive a 1L column shift on Mud turns.
17.3 Fog
Fog applies to the opening turn(s) of some scenarios, as outlined under their Special Rules. Units cannot use Extended Movement and AFVs cannot conduct Overruns on fog turns. Assaults are permitted.
Fog is further classified as either light or heavy, with references to "fog" including both types.
Light Fog
- LOS is reduced to one hex, which means that all direct Ranged Attacks can only target adjacent hexes (if allowed by 10.0).
- All Ranged Attacks receive a –1 DRM.
Heavy Fog
- LOS is reduced to zero; Combats, AT Fire at a range of one or more hexes, and Ranged Attacks (direct or indirect) are not allowed. The only allowed attacks are Assaults (including AT Fire as part of the Tactical Advantage procedure).
- No unit exerts a ZOC into the six surrounding hexes.
- Units do not pay +1 MP to Assault; they merely pay the terrain cost of the target hex.
- The CRT column shift for Field does not apply.
- There is a +1 modifier to the Tactical Advantage chit draw (11.4).
Questions about the rules? Please feel free to contact me via Consimworld, Boardgamegeek, or my personal email at [email protected]
~Mark Mokszycki
Credits
Designer: Mark Mokszycki
Developers: Ralph Shelton, Mark Mokszycki
Art Director: Rodger MacGowan
Box Art & Packaging: Rodger MacGowan
Map: Mark Mahaffey
Counters, Manuals & Player Aid Cards: Charles Kibler
Researchers: Vincent Lefavrais, David Hughes, John Holme, A. Verspeeten, Gina Willis, Allen Knight, Antonio Pinar Peña, Francesc Pelejà i Graell, Ethan McKinney, Mark Mokszycki
Lead Playtesters: Eric Edwards, Gina Willis, Mark Mokszycki
Additional Playtesters: Jim Falkus, David Schreiber, Jerry Tresman, Tonny Wille, Leevi Rantala, Antonio Pinar Peña, Francesc Pelejà i Graell, Fushigi Maymi
Lead Proofer: Fushigi Maymi
Additional Proofing: Hans Korting, Robert Bartelli, Michal Košťan, Tom Collipi, Timo Drube, Nadir Elfarra, Ethan McKinney, Rachael Mokszycki, Joe Thompson, Sam Sheikh, Steven Harris, Josie Elliott, Filip Labarque, Jonathan Squibb
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch
Special thanks to Antonio Pinar Peña and Michael Evans for all their work on the playtest components for this game, and to Dave Deitch and Judd Vance for their work on the Zun Tzu and Vassal modules, respectively.
Abbreviated Sequence of Play
Full version in rules section 3.0
I. Player One Reset Phase. The following steps are observed in strict order:
- Reset Fired Weapons. Player One resets all his Fired mortars, IGs, and artillery to an unfired state.
- Variable Weather (Optional Rule 19.6; Player One Turn only). British player rolls for weather change.
- OSM Relocation (Optional Rule 19.5). After checking for VP penalties Player One may roll to relocate his OSMs.
- Assets (British Non-Night Turn only, 12.8). Any "Spent" Assets on the Turn Track for the current game turn are placed back into the draw cup. Then the British player randomly draws two Assets from the draw cup, unless specified otherwise in the scenario instructions.
- Tactical Recon (British Turn only). The British player may place Tactical Recon markers (12.8.2.3).
- Deactivation of British Formations (British Turn only). The British player may deactivate one or more of his formations (Campaign Game only; see 18.5, Special Rule #5).
- Reinforcements. Player One tracks any Reinforcement Points that become available by adjusting his marker on the Information Track.
- Replacements (Night Turn only). Player One rolls once for each of his reduced units on the map that is in supply and once for each step of all of his units in the Eligible for Reconstitution box. The British player also rolls for any unit on the Turn Track (13.2).
- Luftwaffe Nuisance Raids (Optional Rule 19.2; German Night Turn only). The German player rolls for availability of a Nuisance Raid (6 on 1d6) and conducts the raid, if available.
II. Player One Action Phase (Unlimited ARC). Each of Player One's units, in any order, may perform one of the following actions (Exception: They may participate in the ARC any number of times; 11.5):
- Move (4.0) and/or Assault (9.0).
- Attempt Recovery (13.3).
- Dig In (14.0).
- Perform a Ranged Attack (10.0). Note: British Assets cannot perform Ranged Attacks as part of a British Action Phase.
- Perform AT Fire (11.0).
Player One may spend Reinforcement Points to activate Reinforcements (13.1, 18.0.3) at any time during this phase.
Each of Player Two's units may conduct FF and ARC in response the actions of Player One's units.
At the end of the phase, both sides remove all Suppressed markers and, if using Optional Rule 19.5 OSMs, Player One checks for VP penalties for formations with units that began the phase outside their OSM Radius and did not move or attack towards it. Units are rotated (see 3.0).
III. Player One Combat Phase (Limited ARC). Each of Player One's units, in any order, may perform one of the following actions:
- Participate in a Combat (8.0).
- Perform a Ranged Attack (10.0)—supporting, non-supporting, as part of the ARC (11.5), or FF (10.7).
- Perform an AT Fire attack (11.0), including as part of the ARC (11.5).
Each of Player Two's units may perform one of the following actions:
- Defensive Support (10.3).
- AT Fire as part of the ARC (11.5).
- Reaction Move as part of the ARC (11.5.2.3).
- Perform FF against a stack conducting a Retreat or Advance After Combat.
The non-phasing player's units may defend against Combats, even if they already took an action.
At the end of the phase, both sides remove all Suppressed and Tactical Recon markers. Units are rotated (see 3.0).
IV. Player Two Turn. As above, except that Player Two now becomes the phasing player and conducts the operations in steps I-III, in order. Replace "Player One" with "Player Two" and vice versa.
V. Victory Phase
- VP Awards. The German player may place the KG Wünsche marker, if available. VPs may be awarded for mid-game objectives (see 18.5 Victory Conditions) or German units on the wrong side of the German Divisional Boundary (see 4.2.3).
- OSM Checks (Optional Rule 19.5). Both players check for VP penalties if any units (exempt or otherwise) of a formation are outside their OSM Corridor.
- Victory Check. Players check to see if either has won according to the Victory Conditions for the scenario. If not, advance the Turn marker and restart the Turn Sequence.