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Sniper! (Second Edition)

Sniper! (Second Edition) Rulebook

Table of Contents

Table of Contents

  • [1.0] Introduction
  • [2.0] Course of Play
  • [3.0] Game Inventory
    • A. Game Components
    • B. Card Sets
    • C. Game Pieces
    • D. Examples of Counters
    • E. Activation Tracks
    • F. The Name List
    • G. Scale of the Game
  • Part 1: Basic Rules
  • [4.0] Sequence of Play
    • A. Recovery Phase
    • B. Artillery Impact and Satchel Charge Detonation Phase
    • C. Initial Observation Phase
    • D. Operations Phase
    • E. Smoke Dissipation Phase
    • F. Final Phase
  • [5.0] Activation
    • [5.1] Activation Value
    • [5.2] Activation Tracks
    • [5.3] Recovery of Activation Markers
  • [6.0] Summary of Actions
    • [6.1] Movement and Displacement
    • [6.2] Preparatory Actions
    • [6.3] Combat Actions
    • [6.4] Interruption of Tasks
    • [6.5] Dropping Flat on the Stomach
  • [7.0] Facing and Observation
    • [7.1] Fields of Fire
    • [7.2] Change of Facing
    • [7.3] Terrain Obstructions
    • [7.4] Sighting Markers and Exposed Markers
    • [7.5] Three-Dimensional Observation
  • [8.0] Stacking
    • [8.1] Stacking Restrictions
    • [8.2] Stacking Effects on Fire
    • [8.3] Stacking Markers and Concealment
  • [9.0] Horizontal Movement
    • [9.1] Movement Points
    • [9.2] How to Carry Out Movement
    • [9.3] Movement Restrictions
    • [9.4] Prone Movement
    • [9.5] Carrying an Unconscious or Dead Soldier
    • [9.6] Movement and Evade Markers
    • [9.7] Effects of Combat on Movement
  • [10.0] Vertical Movement
    • [10.1] Staircases
    • [10.2] Ladders
    • [10.3] Jumping
    • [10.4] Restrictions
  • [11.0] Terrain
    • [11.1] Buildings
    • [11.2] Rough Terrain
    • [11.3] Clear Terrain and Slopes
    • [11.4] Terrain Effects on Movement
    • [11.5] Terrain Effects on Line of Sight
    • [11.6] Terrain Effects on Observation
    • [11.7] Effect of Markers on Sighting
    • [11.8] Terrain Effects on Combat
  • [12.0] Fire
    • [12.1] Which Soldiers May Fire
    • [12.2] Opportunity Fire
    • [12.3] Multiple Firers
    • [12.4] Friendly Fire
    • [12.5] Quick Fire (QF)
    • [12.6] Resolution of Direct Fire, Opportunity Fire and Quick Fire
    • [12.7] Assessing Fire Results
    • [12.8] Automatic Weapons
  • [13.0] Hand Grenades
    • [13.1] Preparing a Grenade
    • [13.2] Throwing a Grenade
    • [13.3] Grenade Scatter
    • [13.4] Effects of Fragmentation Grenades
    • [13.5] Effects of Smoke Grenades
    • [13.6] Quick Throw (QT)
    • [13.7] Grenade Availability (see 109.1)
  • [14.0] Wounds
    • [14.1] Effect of Wounds
    • [14.2] Progression of Physical Condition
  • [15.0] Basic Scenarios
  • Part 2: Intermediate Rules
  • [16.0] Individual Abilities
    • [16.1] The Different Abilities
    • [16.2] The Abilities
    • [16.3] Effect of a Wound
  • [17.0] Hand-to-Hand Combat
    • [17.1] Moving Adjacent to an Enemy
    • [17.2] Hand-to-Hand Combat
    • [17.3] Hand-to-Hand Results
  • [18.0] Rifle Grenades
    • [18.1] Preparing a Rifle Grenade
    • [18.2] Firing a Rifle Grenade
    • [18.3] Effect of a Rifle Grenade
    • [18.4] Restrictions
  • [19.0] Grenade Launchers (GL)
    • [19.1] Using a Grenade Launcher
    • [19.2] Restrictions
    • [19.3] Japanese Grenade Launchers
    • [19.4] M709 Grenade Launcher
  • [20.0] Demolition Charges
    • [20.1] Preparing a Demolition Charge
    • [20.2] Effect of a Demolition Charge
    • [20.3] Effect of a Demolition Charge on a Pillbox
  • [21.0] Exchanging Weapons
    • [21.1] Non-Exchangeable Weapons
    • [21.2] Exchange with Dead or Unconscious Soldiers
  • [22.0] Leader
    • [22.1] Designating Leaders
    • [22.2] Effect on Activation
    • [22.3] Restrictions
    • [22.4] Effects of Losing a Leader
  • [23.0] Isolation
    • [23.1] Definition of Isolation
    • [23.2] Effects of Isolation
  • [24.0] Panic
    • [24.1] When to Check for Panic
    • [24.2] Panic Modifiers
    • [24.3] Effects of Panic
    • [24.4] Recovery from Panic
  • [25.0] Demoralisation
    • [25.1] Morale
    • [25.2] Effects of Demoralisation
  • [26.0] Scenarios
  • Part 3: Advanced Rules
  • [27.0] Fortifications
    • [27.1] Pillboxes
    • [27.2] Craters, Man-Holes and Sewer Entrances
    • [27.3] Barbed Wire
    • [27.4] Entrenchments
  • [28.0] Rocket Launchers
    • [28.1] Using Rocket Launchers
    • [28.2] Anti-Personnel Effect
    • [28.3] Effect Against Buildings and Pillboxes
    • [28.4] Effect Against Vehicles
    • [28.5] Restrictions
  • [29.0] Flamethrowers
    • [29.1] Movement
    • [29.2] Combat
    • [29.3] Flamethrower Danger
    • [29.4] Anti-Vehicle Effects
    • [29.5] Restrictions
  • [30.0] Artillery and Mortars
    • [30.1] Use of Artillery
    • [30.2] Artillery Scatter
    • [30.3] Effects of Artillery
    • [30.4] Smoke Shells
    • [30.5] Limits of Artillery
  • [31.0] Mines
    • [31.1] Placement of Mines
    • [31.2] Effects of Anti-Personnel (AP) Mines
    • [31.3] Effects of Anti-Tank (AT) Mines
    • [31.4] Mine Clearance
    • [31.5] Claymore Mines
    • [31.6] Booby Traps
  • [32.0] Sniper
    • [32.1] Restrictions
    • [32.2] Managing a Sniper
    • [32.3] Spotting a Sniper
  • [33.0] Bulletproof Vest
    • [33.1] Availability
    • [33.2] Effects of the Bulletproof Vest
  • [34.0] Trucks and Armoured Personnel Carriers (APC)
    • [34.1] Vehicle Movement
    • [34.2] APC Armoured Personnel Carriers
    • [34.3] Carrying Troops
    • [34.4] Boarding and Disembarking
    • [34.5] Open or Closed APC
    • [34.6] Vehicles in Combat
    • [34.7] Effects of Panic
    • [34.8] Collisions
  • [35.0] Tanks
    • [35.1] Movement
    • [35.2] Crews
    • [35.3] Tank Combat
    • [35.4] Buttoned-Down Tank
    • [35.5] Open Tank
    • [34.6] Vehicles in Combat
    • [35.5] Combat Protection
    • [35.6] Evacuation
    • [35.7] Carrying Infantry
  • Part 4: Scenarios
  • [36.0] Set-Up
    • [36.1] Secrets and Concealed Deployment
    • [36.2] Blind Play
  • [37.0] Patrol
    • [37.1] Set-Up
    • [37.2] Movement Up to Contact
    • [37.3] Length of the Game
    • [37.4] Victory Conditions
    • [37.5] Notes
    • [37.6] Orders of Battle
  • [38.0] Raid
    • [38.1] Set-Up
    • [38.2] Movement Up to Contact
    • [38.3] Length of the Game
    • [38.4] Victory Conditions
    • [38.5] Orders of Battle
  • [39.0] Ambushing a Patrol
    • [39.1] Set-Up
    • [39.2] Movement Up to Contact
    • [39.3] Length of the Game
    • [39.4] Victory Conditions
    • [39.5] Orders of Battle
  • [40.0] Hasty Ambush
    • [40.1] Set-Up
    • [40.2] Movement Up to Contact
    • [40.3] Length of the Game
    • [40.4] Victory Conditions
    • [40.5] Notes
    • [40.6] Orders of Battle
  • [41.0] Reconnaissance
    • [41.1] Set-Up
    • [41.2] Movement Up to Contact
    • [41.3] Length of the Game
    • [41.4] Victory Conditions
    • [41.5] Notes
    • [41.6] Orders of Battle
  • Part 5: Optional Rules
  • [46.0] Game with a Referee
    • [46.1] Double-Blind Play
    • [46.2] Restrictions
  • [47.0] Limits on Carrying Grenades
  • [48.0] Covered Targets
  • [49.0] Barricades
  • [50.0] Sewers
  • [51.0] National Characteristics
    • [51.1] Americans
    • [51.2] Germans
    • [51.3] Soviets
    • [51.4] Japanese
    • [51.5] British
    • [51.6] Chinese Communists
    • [51.7] Viet Cong and North Vietnamese
  • [52.0] Captured Weapon
  • [53.0] Sergeant Rock and Roll
  • [54.0] Activation Variants
    • [54.1] Activation by Dice Roll
    • [54.2] Random Alternation of Rounds
  • [55.0] Random Movement Allowances
  • [56.0] Night Combat
    • [56.1] Isolation
    • [56.2] Visibility
    • [56.3] Night Combat
    • [56.4] Night Spotting Table
    • [56.5] Illumination Flares
  • [60.0] First World War

[1.0] Introduction

SNIPER!™ is a simulation of man-to-man combat anywhere in the world, from the Second World War to the present day.

The game includes a variety of scenarios in which an infantry unit may be involved in patrols, ambushes, assaults, raids and reconnaissance missions.

Most of the principal fighting forces of the twentieth century are covered in the game.

The game is divided into basic, intermediate and advanced rules, as well as optional rules. Each level of rules introduces new rules, concepts, equipment and play options.

All players, whatever their experience, should begin with the basic rules and the Patrol scenario.

SNIPER!™ contains many rules and procedures, so a good understanding of the basic rules greatly helps when learning the intermediate and advanced rules.

Even players familiar with the original PATROL game will find many differences and improvements in this edition.

[2.0] Course of Play

SNIPER!™ is played in turns.

Each turn is divided into phases and rounds.

During a turn, both players have the opportunity to move their soldiers, attack, or take other actions.

The number of actions that can be carried out in a phase varies at random.

[3.0] Game Inventory

A. Game Components

  • Rulebook, 600 counters, 2 identical double-sided sheets of cards measuring 22" x 33", tables and vehicle charts, 2 six-sided dice, storage tray, and game box.

B. Card Sets

Two identical sets of cards are included with SNIPER!™. One side depicts urban terrain, the other side depicts rural terrain.

The urban map shows streets and buildings of various sizes and heights. Each building has at least two levels: ground floor and roof.

Many buildings have several floors plus a basement. Buildings are divided into rooms and stairwells by interior walls. Doors and windows allow soldiers to move and to fire through walls.

The rural map depicts slopes, shrubs, rocky ground, trees and open ground.

The map may represent open, sparsely covered areas such as desert, lightly wooded farmland, or dense jungle, depending on the terrain mode in use.

C. Game Pieces

Five sets of counters in different colours represent the opposing armies:

  • Green: United States, United Kingdom and NATO.
  • Grey: Nazi Germany.
  • Brown: USSR and the Warsaw Pact.
  • Khaki: Imperial Japan.
  • Dark grey: North Korean, Chinese and North Vietnamese forces.

These counters can be used to create scenarios for every theatre of the Second World War, the Korean War, the Vietnam War and the contemporary world.

Each soldier is represented by a counter; one side shows the soldier standing and the other side shows him prone.

A code is also printed on the counter showing the soldier's weapon and identification number. Additional information about each soldier is recorded on the Index marker.

At the start of a scenario, after each player has drawn his soldier counters, this information must be copied onto the Squad Roster for convenience during play.

The following weapon codes are used on the counters and in the scenarios:

  • R = rifle (which may be a bolt-action rifle)
  • BR = semi-automatic rifle
  • SR = assault rifle, AW (depending on the scenario)
  • AR = automatic rifle
  • FT = flamethrower
  • GL = grenade launcher
  • MG = machine gun
  • MP = submachine gun
  • P = pistol
  • RL = rocket launcher
  • SC = demolition charge
  • SG = shotgun

Neutral counters represent various environmental effects of combat, such as smoke, craters, mines and barbed wire.

Other markers identify the combat status of soldiers and their weapons, such as unloaded, unarmed and incapacitated.

Because vehicles occupy six hexes, they are printed on a separate map.

Vehicles must be cut out before they can be used, as must several buildings that can be used on the rural map.

D. Examples of Counters

See the diagrams.

E. Activation Tracks

The activation tracks are printed on a separate sheet.

Place the track face up near the map where it is convenient for both players.

F. The Name List

A blank roster form is printed on the back of the activation tracking sheet. It is advisable for players to photocopy this form before playing so that each player has a blank copy.

The key details of each soldier are recorded on this list before play begins.

G. Scale of the Game

Each hex on the maps represents 2 metres from edge to edge.

Each turn represents from 30 seconds to 5 minutes.

Each marker represents one soldier or one vehicle.

Part 1: Basic Rules

[4.0] Sequence of Play

SNIPER!™ must be played by at least 2 players.

All actions are carried out during the game turn according to the sequence of play.

NOTES: All actions are carried out in sequence.

Nothing takes place simultaneously unless the rules specify it (intermediate rules).

A. Recovery Phase

Players return their activation markers to their respective cups.

Stunned soldiers recover, and their markers are removed.

Panicked soldiers may recover following a successful panic test.

B. Artillery Impact and Satchel Charge Detonation Phase

Satchel charges set to explode this turn detonate (intermediate rules).

Artillery fire scheduled for this turn impacts (advanced rules).

C. Initial Observation Phase

Each player rolls one die.

The result is the number of observation markers the player may place on the map. (A player who rolls a 1 may place 2 observation markers.)

The player with the higher result places his observation markers first.

The player with the lower result places his observation markers last.

If the dice rolls are equal, both players receive the same number of observation markers, and the dice are rolled again to determine which player places his observation markers first.

No combat or movement takes place during this phase; only the placement of observation markers is permitted.

D. Operations Phase

The player who placed his observation markers first begins the turn.

Players alternate turns until both have reached their limit.

The player carrying out his actions is called the active player.

  1. The player in phase removes all movement and evade markers from his soldiers.
  2. The player draws an activation marker from his cup and places it on his activation track. He then carries out his actions with all eligible soldiers.

When all eligible soldiers have acted or passed, and grenade explosions have been resolved, all friendly soldiers may be turned within their hexes to face any hex side. The other player then becomes the active player.

There is no fixed sequence for actions during this phase.

Activated soldiers may carry out their actions in any order the player wishes.

One soldier may move, opening the way for another to fire, opening the way for another to move, and so on.

If only one player is still eligible to continue drawing activation markers, he automatically becomes the active player and continues drawing activation markers until he reaches his limit.

When all players have reached their activation limits, proceed to step E.

E. Smoke Dissipation Phase

One player rolls the dice to determine, for each smoke marker, whether it persists or disperses.

F. Final Phase

Remove all observation (Sighting), movement (Move), exposure (Exposed) and evade (Evade) markers.

[5.0] Activation

At the start of play, it is determined which side is Alpha and which side is Bravo, to establish which is the attacker and which is the defender.

Each side takes a set of activation markers (numbered 1 to 6) and places them in a cup.

During the operations phase, the player draws an activation marker from his cup.

Each soldier whose activation value is less than or equal to the value of the drawn activation marker is activated.

[5.1] Activation Value

Each soldier in the game has an activation value from 1 to 6, which determines his aggressiveness.

At the start of each turn, the player in phase draws an activation marker from his cup.

Any soldier whose activation value is less than or equal to the number on the activation marker becomes active and may carry out one task this turn.

However, a soldier is not obliged to do anything simply because he is eligible to act.

[5.2] Activation Tracks

Each side uses an activation track, which is specified for each scenario.

This track, in combination with the activation markers, determines how many turns the player may carry out during the operations phase.

The activation track measures a unit's motivation, training, cohesion and performance.

Well-trained units use the longer tracks and, in general, obtain more actions during a turn than a poorly trained or demoralised soldier.

Each player must use a marker of his nationality to indicate his activation track.

When an activation marker is drawn, it is placed in the first empty box of the track.

If the number on the marker is greater than or equal to the value in the box, the current turn is the last for that player; he is no longer eligible to draw further activation markers.

He carries out the current turn.

If the value on the marker is less than the value in the box, the player may draw another marker the next time, or he will become the player in phase.

A player may draw his activation marker and pass if he wishes, but he must draw an activation marker and place it on the track when he is the player in phase, even if he chooses to leave his soldiers inactive.

If no soldier is activated by the current marker, or there are no eligible soldiers able to act, play passes to the other player.

EXAMPLE:

The German player takes the first turn.

He uses track B.

He draws marker 3 from the cup and places it in the first box of track B.

All German soldiers with activation values of 3, 2 or 1 are active and may carry out actions during this turn.

The value in the first activation box of track B is 6, so the German player is eligible to draw additional activation markers later in the turn.

The Soviet player now becomes the active player.

He uses activation track E.

He draws marker 5 and places it in the first box of track E.

All Soviet soldiers with activation values of 5, 4, 3, 2 or 1 are active and may carry out actions during this turn.

However, because the value in the first box of activation track E is 5, the Soviet player is no longer eligible to draw further activation markers this turn.

The German player becomes the player in phase again.

NOTE: It is possible that some soldiers (in particular those with an activation value of 5 or 6) may never be activated during a phase. This is frustrating, but reasonably realistic. The challenge for a leader is to accomplish his mission with the soldiers available to him.

[5.3] Recovery of Activation Markers

During the recovery phase of each turn, both players return their activation markers to their cups.

Activation markers may not be drawn from the cup from one turn to the next, nor turned over at any other time than during the recovery phase.

[6.0] Summary of Actions

An active soldier may carry out one action per turn.

If a soldier attempts an action and fails, his turn is over and he may attempt nothing further until the next turn.

[6.1] Movement and Displacement

  • Move: A soldier may spend up to eight movement points moving horizontally. Place a movement marker (Move) on the soldier.
  • Evade: The soldier may spend up to 4 movement points moving horizontally. He moves with caution, using the cover of the terrain, and therefore receives a defensive bonus if he is attacked. Place an evade marker (Evade) on the soldier.
  • Climb *: The soldier may climb a staircase or ladder and pass to a higher level.
  • Descend *: The soldier may descend a staircase or ladder and pass to a lower level.
  • Jump *: The soldier may pass from a higher level to a lower level (but not the reverse).
  • Stand: A prone soldier may stand up.
  • Lie Down: A soldier may lie down on the ground at any time if he carries out a task marked with an asterisk *.
  • Closing hatches: the commander of a tank or armoured personnel carrier (APC) may close himself inside his vehicle to protect himself against small-arms fire (advanced rules).
  • Opening hatches: the commander of a tank or armoured personnel carrier (APC) may open his vehicle to improve his field of view (advanced rules).
  • Evacuate: A crew member of a tank, APC or truck may abandon the vehicle (advanced rules).
  • Swap positions: two crew members may exchange positions within the vehicle (advanced rules).
  • Mount: Soldiers may get into an APC, a truck, or onto a tank (advanced rules). Mounting uses up all of a soldier's movement points.
  • Dismount *: Soldiers may get out of an APC or truck, or get down from a tank (advanced rules). Dismounting costs four movement points.
  • Change speed: A driver may increase or decrease the speed of his vehicle (advanced rules).

[6.2] Preparatory Actions

  • Reload: A soldier with an unloaded weapon may reload it.
  • Rearm: A soldier who is unarmed or holding a grenade in hand may rearm with his main weapon.
  • Exchange weapons *: Allied soldiers, whether unhurt or wounded, may exchange their weapons if they are in the same hex (intermediate rules).
  • Prepare a grenade: the soldier may prepare to throw a grenade in a later turn. Place a marker of the appropriate grenade type on the soldier.
  • Prepare a demolition charge: a soldier carrying a demolition charge may arm it to explode at the start of the next turn or a later turn (maximum 3 turns) (intermediate rules).
  • Prepare a rifle grenade: a soldier with a rifle capable of firing a rifle grenade may load the rifle grenade (intermediate rules).
  • Prepare a quick fire (QF): the soldier prepares both to fire and to move during the following turn (or a later one). Place a quick fire marker (QF) on the soldier.
  • Prepare a quick throw (QT): a soldier with a grenade or an armed demolition charge may prepare to throw it in the following turn (or a later one). Place a quick throw marker (QT) on the soldier.
  • A soldier may drop flat on his stomach after carrying out any task marked with an asterisk.

[6.3] Combat Actions

  • Observe: The soldier watches the area in front of him, ready to fire at any enemy target moving across his field of fire. Place a sighting marker (Sighting) on the soldier.
  • Direct fire: The soldier may fire at one target (or more, if using an automatic weapon). Place an exposed marker (Exposed) on the firer.
  • Quick fire *: A soldier with a quick fire marker (QF) may fire his weapon at half his normal firepower and then may spend up to four movement points.
  • Opportunity fire: a soldier with an observation marker may carry out opportunity fire during the enemy's turn. Opportunity fire is carried out only during the enemy's turn. Turn the sighting marker of the firing soldier over to its exposed (Exposed) side.
  • Throw: A soldier with a grenade or a prepared demolition charge may throw it. Dropping flat may be compulsory after throwing (see 13.2).
  • Quick throw *: A soldier with a quick throw marker (QT) may throw his grenade or demolition charge and then spend up to four movement points. (Translator's note: the French text of this entry names the marker "QF"; the marker is QT in 6.2, so QT is used here.)
  • Hand-to-hand attack: a soldier may attack an adjacent enemy soldier in hand-to-hand combat (intermediate rules).

A soldier may drop flat on his stomach after carrying out any task marked with an asterisk.

A soldier may change facing after carrying out any task listed in bold italics (see 7.2).

[6.4] Interruption of Tasks

A soldier's action may be interrupted by enemy opportunity fire, by moving next to an enemy soldier, by panic, or by the explosion of a mine or trap.

See the corresponding rule sections for further information.

[6.5] Dropping Flat on the Stomach

A soldier may drop flat on his stomach immediately after carrying out a task marked with an asterisk, or as a normal task.

[7.0] Facing and Observation

Each soldier must be positioned in a hex so that the top of the counter is aligned with one of the hex sides.

The soldier faces the hex directly in front of the counter.

[7.1] Fields of Fire

Fields of view and fields of fire are the same.

Each soldier has a field of fire of 120 degrees, illustrated in the field-of-fire diagram.

A soldier who is directly behind the hex side of a window or door may see through that hex side only if he observes through it, which is indicated by placing an observation (Sighting) or exposed (Exposed) marker in front of the counter.

The soldier must be active to observe, except during the initial observation phase.

When a sighting marker (Sighting) is placed in front of a soldier at a door or window, the soldier is considered a target occupying the hexes on both sides of the door or window that he faces, and he may be fired upon in either of those two hexes (17.1). (Translator's note: the French text of this paragraph and the one before it labels the exposed marker with the English word "Sighting" as well; the wording above follows the French.)

[7.2] Change of Facing

A soldier moving from one hex to another may change his facing as often as desired, including in the last hex entered.

Carrying out certain tasks also allows a soldier to change facing. These are listed in the summary of tasks (see 6.0).

An active soldier may also change facing as his only task.

All soldiers who are not stunned and not panicked may change facing at the end of an active player's turn, whether or not they were active.

Changing facing causes the soldier to lose his sighting marker (Sighting), unless he changes facing as part of a change of sighting facing.

It does not cause the removal of an exposed marker (Exposed).

An exposed marker (Exposed) may only be removed at the end of the turn or when the soldier carries out certain tasks (see 7.4).

[7.3] Terrain Obstructions

Walls, slopes, vehicles, soldiers and rough terrain may block the field of view.

All terrain is defined as either blocking or non-blocking.

The terrain effects chart lists the effects of each type of terrain.

For the purposes of observation, terrain fills the whole hex or the hex sides it occupies.

A soldier's ability to see from the hex he occupies to a target hex depends on the type of terrain entered or crossed by the line of sight.

A line of sight (LOS) is a straight line running from the centre of the firer's hex to the centre of the target hex.

This line is blocked, making firing impossible, if it crosses or runs along the side of a hex containing blocking terrain.

A target is visible if a LOS can be traced from the observing soldier to the target; otherwise the target is invisible.

Terrain in the firer's or target's hex does not block sight, but may provide cover.

A soldier may fire through an adjacent door or window at a target within his field of view. The soldier must be directly facing the door or the hex side of the window.

A soldier may fire through a non-adjacent door or window at the hex directly beyond it, as long as he can see an enemy soldier in the hex beyond the door or window.

Grenades may be thrown into any hex within the soldier's field of view, and directly into the hex beyond a non-adjacent door or window, regardless of whether soldiers are moving there.

Rifles, automatic rifles and machine guns may fire through interior walls. Only the hex side of an interior wall may be crossed by fire.

Soldiers in buildings may not use their weapons on targets at different levels within the same building, with two exceptions.

  1. Rifles, automatic rifles and machine guns may be fired through ceilings at targets one level above the firer. This fire may not simultaneously pass through any other type of wall or a door. No weapon may fire through the floor (the sound is considered to come from above). Grenades may not be thrown through intact ceilings. Each level of height counts as one hex when calculating range.

  2. Any weapon may be thrown or fired up or down into a stairwell hex. The blast of a grenade that explodes in a stairwell hex extends through all levels of that hex. Grenades may be thrown up or down one level into a stairwell hex.

A soldier may aim or fire into a building corner (see the field-of-fire diagram). The soldier receives protection if the line of sight between the attacker and the hex containing the soldier passes through the centre of, or along the edge of, an adjacent building hex.

[7.4] Sighting Markers and Exposed Markers

Exposed markers (Exposed) are used to indicate soldiers who are watching through windows, doors or from a building corner.

Sighting markers (Sighting) are used to indicate soldiers who are eligible to carry out opportunity fire.

A soldier with an exposed marker (Exposed) is not eligible to carry out opportunity fire.

Both markers indicate that the soldier is visible through a door or window hex side directly in front of him.

In general, a sighting marker is placed directly on a soldier's counter if he is in the open.

If he is watching through a window, a door, a pillbox loophole, or a building corner, the marker is placed in the adjacent hex into which he is aiming; see the Fields of Fire diagram.

During the initial observation phase, both players roll one die.

The number obtained is the number of sighting markers that the player may place in the initial observation phase.

A player who rolls a 1 is allowed to place 2 markers.

The player with the higher number places his markers first.

If the values are equal, roll again to determine who places his markers first.

When a soldier with a sighting marker (Sighting) carries out opportunity fire, turn the marker over to its exposed side (Exposed). (Remove it if the soldier is not watching through a window or door, or from a building corner.)

The soldier may not carry out further opportunity fire until he observes again (Exception: see 12.8).

A soldier with a sighting marker activated during his turn may carry out direct fire (or any other action).

Direct fire may not be carried out unless the soldier is active.

During the operations phase, sighting markers (Sighting) may only be placed on an active soldier who has passed the observation turn.

Exposed markers (Exposed) may only be placed on soldiers who have carried out direct fire, opportunity fire, quick fire, a quick throw, a grenade throw or a demolition charge throw.

A soldier must face a door or window directly, or be adjacent to a building corner, in order to have an exposed marker (Exposed).

Any soldier may have a sighting marker (Sighting).

No soldier may have a sighting marker and an exposed marker at the same time.

All observation and exposed markers are removed at the end of the turn.

An exposed marker (Exposed) must be removed when a soldier carries out any of the following tasks: moving, evading, climbing, descending.

An exposed marker (Exposed) may be removed at the player's choice when a soldier carries out any of the following actions: standing up, dropping flat, preparing a quick fire, reloading, preparing a grenade, preparing a quick throw, rearming, exchanging weapons, preparing a demolition charge, or preparing a rifle grenade.

An exposed marker (Exposed) is not removed if a soldier only changes facing.

[7.5] Three-Dimensional Observation

A straight line between a soldier and an unobstructed target is a line of sight (LOS).

Soldiers on the upper floors of buildings may sometimes see over intervening buildings to attack targets on the other side.

A LOS is blocked if it crosses a building that is higher than both the target and the firer.

The LOS is blocked if it crosses a vehicle adjacent to the target.

In all other cases, consult the three-dimensional sighting grid.

To determine whether a soldier has a LOS to a target on a different level, find the elevation of the observing soldier along the left-hand side of the grid.

Note that each level has two sighting elevations, depending on whether the soldier is standing or prone.

Next, count the distance between the attacker and his target.

Count an equal number of spaces along the bottom of the 3D sighting grid, and up to the elevation of the target.

Locate the obstacles, and their distances and heights, between the attacker and the target.

If any part of a building extends above the LOS, the LOS is blocked.

If the LOS grazes the corner of an intervening building, the LOS is blocked.

The LOS must be completely clear to allow an attack.

[8.0] Stacking

Stacking refers to the presence of more than one soldier in the same hex.

[8.1] Stacking Restrictions

No more than three soldiers may ever be in one hex at any time.

A hex already containing three soldiers does not allow another soldier to enter it.

Entering a hex that already contains one or two soldiers costs one additional movement point.

Dead or unconscious (Incap) soldiers do not count toward the stacking limit.

In the basic game, no soldier may enter a hex containing an enemy soldier.

This restriction no longer applies in the intermediate game (see 17.0, Hand-to-Hand Combat).

[8.2] Stacking Effects on Fire

When direct fire is used against a hex containing more than one soldier, the attacking player must either divide his firepower equally among all the targets in the hex, or apply all of it against a single target.

If more than one soldier is attacked, a separate dice roll is made for each.

This is the only case in which a weapon may be used against more than one target simultaneously.

All soldiers present in a hex may use their weapons.

However, when firing a weapon or throwing grenades through adjacent window or door hex sides, each soldier must fire through a different hex side.

Soldiers in the same hex but at different heights are considered to be in separate hexes.

[8.3] Stacking Markers and Concealment

Many tasks are recorded by placing a marker on the acting soldier.

Any player who wishes may, at any time, place these markers under the soldier without showing or telling his opponent which markers they are.

The only information the player is obliged to give is what is evident: if a soldier does something, a marker is placed on him.

If asked, a player must tell his opponent how many soldiers are in a hex, but nothing more.

All other information remains hidden until it emerges during the player's turn.

[9.0] Horizontal Movement

During each player's turn, any soldier assigned to move, evade, crawl, or carry out a quick fire or quick throw is moved, hex by hex, across the map.

[9.1] Movement Points

A soldier who moves has eight movement points.

A soldier who evades, carries out a quick fire or a quick throw has 4 movement points.

A wounded soldier has his movement allowance halved.

[9.2] How to Carry Out Movement

Movement is carried out by physically moving the counter representing the soldier through the hex.

Movement must be carried out hex by hex, movement point by movement point, unless interrupted.

[9.3] Movement Restrictions

Movement points must be used immediately.

They may not be saved from one turn to the next, nor transferred from one soldier to another.

Each hex entered costs at least one movement point.

Certain terrain features increase the cost of moving from one hex to another (see the Terrain Effect Chart).

A soldier may not spend more movement points than he has.

If a soldier does not have enough movement points to pay the cost of entering a hex, he may not enter that hex.

If a soldier is adjacent to an enemy, he must stop moving immediately unless they are separated by a wall or other impassable obstacle.

[9.4] Prone Movement

Normally, a soldier is considered standing.

A soldier may drop to the ground after carrying out one of the tasks marked with an asterisk in the summary of tasks (6.0).

A soldier may also be forced to drop flat following a panic test (intermediate rules) or enemy action.

A prone soldier may crawl one hex per turn.

He may crawl through a door, but may not pass through a window or change level.

A soldier who is attacked while dropping to the ground is considered a moving target.

A soldier who is attacked while standing up receives the modifier for being prone.

A prone soldier may be concealed or exposed for observation.

A soldier who has carried out an action during the current turn is considered exposed.

A prone soldier who has not carried out an action is considered concealed.

Being prone or concealed provides perfect concealment in certain types of terrain; see the terrain effects chart.

[9.5] Carrying an Unconscious or Dead Soldier

An unconscious or dead soldier may be carried by two soldiers belonging to the same army.

The carriers need not necessarily belong to the same army as the carried soldier.

These two carriers and the carried soldier move as a single unit, without paying cumulative penalties.

However, their movement allowance is reduced to four movement points.

Soldiers equipped with a flamethrower or a rocket launcher, or who are unconscious, panicked or wounded, may not carry another soldier.

To carry a soldier, the two carriers must begin the turn in the same hex as the body and face the same hex side.

They must also spend one turn stowing their weapons, leaving them unarmed.

There is no movement point cost for picking up the body.

Only one of the carriers must be active; the other helps automatically.

If one of the carriers is unconscious, wounded or panicked, the carried body is abandoned.

[9.6] Movement and Evade Markers

When a soldier moves or carries out a quick fire or quick throw, a movement marker is placed on his counter.

When a soldier takes cover, an evade marker is placed on his counter.

These markers remain in place until the start of the player's next action or until the end of the turn, whichever comes first.

The marked soldier receives the movement or evade defensive bonus when he is attacked by direct fire, quick fire or opportunity fire.

Crawling, prone and unconscious soldiers never have movement or evade markers.

[9.7] Effects of Combat on Movement

If a healthy soldier is wounded while moving, his remaining movement points are immediately halved.

If he had only one movement point when he was wounded, he stops moving immediately.

A soldier who becomes unconscious or panicked stops moving immediately.

[10.0] Vertical Movement

In addition to moving from one hex to another, a soldier may move from one floor to another within buildings.

Normally, all soldiers are assumed to be at ground level (ground floor), unless otherwise indicated.

Each time a soldier changes level or goes down to the basement, a marker must be placed to indicate exactly which level he is on.

All buildings have at least two levels: ground floor and roof.

Many buildings have upper floors and a basement.

Buildings with more than one floor have a staircase that extends from the basement to the roof.

Some single-storey buildings have basements that are connected to the ground floor by a staircase; these staircases do not extend to the roof.

There are three ways to change level: by staircase, by ladder, and by jumping.

Vertical movement may not be combined with horizontal movement (from one hex to another) except when jumping.

[10.1] Staircases

A soldier does not spend additional movement points when passing through a staircase hex.

He may go up or down one level by spending all of his movement points.

A soldier must be in a staircase at the start of the turn to change levels.

Soldiers entering or observing a staircase hex may fire toward the next level of the staircase.

This is not considered firing through the ceiling.

Only targets located in the staircase, or in its hex, may be attacked.

A target in a staircase receives a defensive multiple of 2 against an attack coming from another level.

Grenades and explosive charges may be thrown into a staircase.

A soldier in or adjacent to a staircase may throw a grenade or demolition charge to a level different from the staircase.

The blast extends from the top to the bottom of the staircase, but not through doors or windows.

A staircase provides a defence multiplied by 2 against explosions on different levels, but no protection against explosions on the same level.

[10.2] Ladders

Ladders extend between all levels, except basements.

A soldier on a ladder has no protection.

Movement on ladders is identical to movement on a staircase, with the following exceptions:

    1. A wounded soldier may not climb or descend a ladder.
    1. A soldier on a ladder may neither fire nor throw anything, except throwing a grenade at an enemy directly below him.

Grenade blasts do not extend through all levels of a ladder hex.

[10.3] Jumping

A soldier may jump from a roof or a window to a lower level.

A soldier may not jump more than one level of elevation.

A soldier may, for example, jump from a first-floor window to the ground, or from the roof of a three-storey building onto the roof of a two-storey building.

A soldier may also jump through a hole created by a demolition charge; this is the only way for a soldier to jump into a basement.

A soldier who jumps descends one level and advances directly one hex.

A soldier who jumps risks being wounded.

After a jump, the player rolls a die.

  • If the result is 1, the soldier is unconscious (Incap).
  • If the result is 2 or 3, the soldier is wounded (Wnd).
  • If the result is 4 or more, he lands without problems.

[10.4] Restrictions

A prone soldier may never change level.

[11.0] Terrain

There are six types of terrain on the maps: buildings, streets, clear, rough #1, rough #2, and slope.

(Translator's note: the source heading reads "11.00"; it is rendered here as section 11.0.)

[11.1] Buildings

Individual buildings are defined by exterior walls.

Each building is divided into rooms by interior walls.

If buildings are joined by shared exterior walls, those buildings form a block.

All buildings are assumed to be intact, except for the absence of doors and of glass in the windows.

However, window frames and door frames are called "windows" and "doors" for the sake of simplicity.

Each building has a specific height, of one to three levels.

In addition, each building has a roof level and may have a basement level.

The heights of buildings are indicated on the map by the thickness of the walls and the number of windows.

The exterior walls extend through all floors of the building except the roof.

The interiors of buildings are divided into rooms by interior walls.

Interior walls are identical on all floors of the building except the basement and the roof, which have no interior walls.

Staircases in multi-storey buildings connect all levels of the building from the basement to the roof.

Staircases in single-storey buildings connect only the basement and the ground floor.

Ladders extend across all levels of height, except basements.

Staircases to basements are not enclosed by walls.

Wall hex sides are pierced by doors and windows.

Doors in exterior walls are on the ground floor only.

Doors in interior walls are found on all floors of the building.

In almost all cases, doors and windows overlap on both sides of the hex.

This indicates that the opening is effective on both hex sides, and that a soldier may move or see through the opening through either hex side.

Roofs are surrounded by a small parapet directly above the exterior wall.

A soldier who is on and adjacent to this parapet may not be seen from the other side of the parapet unless he has an observation or exposed marker.

The soldier himself cannot see over the parapet unless he has an observation or exposed marker.

A grenade blast cannot be felt on a parapet hex side.

No window or door extends to the basements.

Staircases and breaches provide the only access to basements.

Some single-storey buildings have no basement.

Holes therefore cannot be made in their floors.

[11.2] Rough Terrain

There are two types of rough terrain:

  • Rough terrain #1
  • Rough terrain #2

Their effects depend on how densely the terrain is covered: open, mixed, or dense.

Open terrain:

This represents open steppe or desert.

Rough #1 hexes are considered clear terrain.

Rough #2 hexes represent terrain with rocks or gentle relief.

The slopes are gentle.

Mixed terrain:

This is slightly hilly terrain, or lightly wooded countryside.

Rough #1 hexes represent scrubland or uneven ground.

Rough #2 hexes represent dense scrub or lightly wooded terrain.

The slopes are more pronounced, but still gradual.

Dense terrain:

This is semi-mountainous terrain with dense cover.

Clear hexes have tall grass.

Rough #1 hexes are light forest.

Rough #2 hexes are dense woods, thick jungle, or rocks.

Each scenario tells the players which type of terrain to use.

The same type of terrain applies across the whole map.

[11.3] Clear Terrain and Slopes

Clear terrain represents open ground.

An experienced infantryman can find cover almost anywhere on it.

Clear terrain is free of large obstacles and solid cover.

Slopes represent areas with abrupt changes in elevation sufficient to create an obstacle to movement and to provide significant cover.

Open terrain:

Clear terrain is truly open: sand or stones, harvested fields, parks or paved areas.

The slopes are shallow.

Mixed terrain:

Clear terrain contains enough vegetation to provide decent cover to a prone soldier.

The slopes are steep, but only a few metres high.

Dense terrain:

Clear hexes are tall grass or gullied ground.

The slopes may be ravines, almost as deep as a soldier is tall.

[11.4] Terrain Effects on Movement

Soldiers may cross walls only by passing through the door or window hex sides, or by moving through a hole in the wall.

Soldiers may change level in buildings only by climbing or descending staircases or ladders, or by jumping.

Entering a hex normally costs 1 movement point.

However, the terrain in the hex, or along the hex side crossed, may increase the cost.

These costs are summarised on the Terrain Effects chart.

A soldier lacking movement points may not enter a hex (however, see 9.4).

[11.5] Terrain Effects on Line of Sight

If, at any point, a LOS drawn from the centre of the attacker's hex to the centre of the target's hex crosses blocking terrain, the line of sight is blocked and the target cannot be seen.

Blocking terrain is an interior or exterior wall hex side, or any other terrain indicated on the Terrain Effects chart.

A LOS is blocked if it runs exactly along the side of a blocking hex.

Interior walls and ceilings prevent a target from being seen but do not prevent it from being fired upon.

Rifles, automatic rifles and machine guns may fire through interior walls and ceilings, although the target receives a defensive multiple.

A soldier may fire through an adjacent window or door if he is directly facing the window or the door hex side.

A soldier may fire through a non-adjacent window or door at the hex directly beyond it.

This fire is permitted only if the hex is occupied by a visible enemy soldier.

A grenade may be thrown into such a hex, even with no target in the hex aimed at.

A soldier may see from the corner of a building in the same way he looks through a door.

The soldier must be adjacent to the wall.

He may be standing or prone.

He receives the corner defensive multiple, 2 if standing and 4 if prone, if the attacker's line of sight or an explosion passes through or runs along an exterior wall hex side toward the hex containing his counter (not his observation or exposed marker).

See the fields of fire diagrams for examples.

A soldier may see into a blocked hex, but may not see beyond it.

However, walls always block the line of sight unless pierced by a window, a door or a breach.

[11.6] Terrain Effects on Observation

When prone, there is a limit to the distance at which a soldier can see.

This limit varies according to the type of terrain.

  • Open or urban terrain: A prone soldier has unlimited sighting range on this type of terrain. He can see through rough #1 but not through rough #2.
  • Mixed terrain: A prone soldier has a sighting range of 40 hexes. He cannot see through rough #1 or rough #2.
  • Dense terrain: A prone soldier has a sighting range of 20 hexes. He cannot see through rough #1 or rough #2.

These observation limits also restrict the maximum range at which a soldier can fire his weapon, since he cannot fire at a target he cannot see.

The observation limits imposed on a prone soldier also limit the maximum range at which any other soldier can see the prone soldier.

[11.7] Effect of Markers on Sighting

An exposed marker must be placed in the hex directly in front of an exposed soldier.

A sighting marker must be placed directly in front of the soldier if he is aiming from a window, door, pillbox or an adjacent building corner.

Otherwise it must be placed on the soldier.

When drawing a line of sight to a soldier with a sighting or exposed marker, the line may be drawn either from the hex containing the soldier or from his sighting or exposed marker.

The same applies when drawing a line of sight from a soldier with an observation or exposed marker.

[11.8] Terrain Effects on Combat

When firing, each difference in level between the attacker's hex and the target hex counts as one hex of range added to the horizontal distance.

Each level of elevation counts as five hexes when determining the blast radius of a grenade, except in a staircase.

Terrain in the target hex, or crossed by the line of fire, may provide cover to the target.

See the terrain effects chart to determine the defensive multiple of the defender's terrain.

The defender receives the defensive multiple of any terrain crossed by the line of sight, regardless of whether he occupies the hex containing that terrain.

The defensive multiple for a particular type of terrain may be received only once.

Defensive multiples for different types of terrain are cumulative.

[12.0] Fire

Each soldier is represented on his counter by the type of weapon he carries.

[12.1] Which Soldiers May Fire

To fire, an active soldier must have a weapon that is ready and loaded.

The firer must be able to trace a line of sight (LOS) to the target hex.

The LOS is a straight line from the centre of the hex the soldier occupies to the centre of the target hex.

Players are advised to use a ruler when making this determination.

If at any point along this line it crosses or is tangent to a blocked hex or hex side, the line of sight is blocked (LOS) and the soldier may not fire on that target hex.

A soldier may not fire on an enemy soldier located in the same hex as himself.

[12.2] Opportunity Fire

Opportunity fire differs from direct fire in that it takes place during the opposing player's turn, and only during the opposing player's turn.

The firer has carried out an observation task during an earlier action, in the hope that an enemy would enter his field of fire.

To carry out opportunity fire, a soldier must have a sighting marker (Sighting).

A sighting marker (Sighting) may be placed on a soldier during the initial observation phase or during a turn in which the soldier is active and watches an area.

He does nothing else during that phase, but may fire at any enemy soldier that becomes visible to him during an enemy phase.

Opportunity fire may never be used against more than one target (Exception: see 12.8, Automatic Weapons).

Opportunity fire may be triggered:

    1. When an enemy soldier enters a hex within the soldier's observation or field of fire. This applies only to the hex he enters, not the hex he leaves.
    1. When an enemy soldier changes facing, stands up, or voluntarily drops flat on his stomach within an observer's field of fire.
    1. When the opposing player carries out an observation on or of an enemy soldier within the field of fire or observation of the soldier.
    1. When a soldier with or without a sighting marker carries out direct fire, throws a grenade or a demolition charge, or carries out a quick fire or quick throw within the observer's field of fire.

A soldier with a sighting marker is not obliged to fire on the first enemy to enter his field of fire.

However, the player eligible for opportunity fire must announce immediately whether he intends to fire.

Once opportunity fire has been declined, the player may not change his mind and fire later, unless an enemy enters the field of fire of the observing soldier but is out of range of the observer's weapon. In that case the observer need not decide whether to fire until the enemy is within range.

The decision to fire or not to fire is taken hex by hex, not once for the whole field of fire.

If fire is declined in hex A, the decision to fire may still be taken in hex B.

When a soldier moves through an enemy field of fire covered by a sighting marker, the soldier must be moved slowly, one hex at a time, so that the opposing player can announce his opportunity fire when he is eligible to do so.

A soldier who declines opportunity fire on one target is still eligible to carry out opportunity fire on other targets that trigger it.

When carrying out opportunity fire, the soldier's firepower is halved.

This modification is cumulative with other modifiers.

A soldier may carry out opportunity fire only once per turn (Exception: 12.8).

If the fire is declared, the soldier's sighting marker is turned over to its exposed side.

The soldier must wait for his turn or the initial observation phase before he may fire again.

A soldier who carries out opportunity fire during the opponent's turn may carry out direct fire during his own next turn, if he is activated.

[12.3] Multiple Firers

If a player wants several soldiers to fire at a single target, he must announce all of the attacks before resolving any of them.

Each attack on a given target is resolved separately.

If a single soldier is the target of more than one attack, each attack is resolved individually.

The declared attacks may be carried out in any order the attacking player wishes.

If the target is killed before all the attacks are resolved, the remaining attacks may not be redirected.

The remaining soldiers must fire at the original target, even if their attacks no longer have any effect; no further action is taken (except possibly unloading the weapons of the firing soldiers).

If the target is brought down, it receives the multiple defensive bonus against all subsequent attacks.

When opportunity fire is carried out, several soldiers may attack an enemy soldier.

However, the attacks must be declared before they are executed.

Once the player begins resolving attacks, no further attacks may be declared unless the targeted soldier triggers additional opportunity fire.

When fire is directed at a hex containing several soldiers, the firing player must announce whether he is attacking a single soldier or dividing his firepower equally among all soldiers in the hex.

He may not fire at two of three soldiers or divide his firepower unequally.

Automatic weapons, submachine guns, automatic rifles, assault rifles and machine guns may be used against more than one hex at a time.

All attacked hexes must be adjacent to at least one other hex hit by the same attack, and must be within the firer's LOS.

All the targeted hexes must be in the same range category (1-10, 2-20, etc.).

The firepower of the weapon is divided equally among all targets (rounding up fractions), and each soldier is attacked separately.

Some of the hexes in the group may be empty, but each empty hex counts as a single target.

Prone targets may not be fired on in this way, unless all the targets are prone.

[12.4] Friendly Fire

A soldier may never fire through or into a hex containing a standing allied soldier or an allied soldier's observation or exposed marker.

A soldier may fire through a hex containing a prone allied soldier, unless the firer and the target are also both prone.

[12.5] Quick Fire (QF)

A soldier with a quick fire marker (QF) may fire and then move in the same turn.

This is called a quick fire.

The soldier's fire is resolved first, from the hex where he began the turn.

The soldier may not move or change facing before firing.

After firing, he may move by spending up to four movement points, or crawl one hex.

After carrying out a quick fire, remove the quick fire marker (QF).

The firepower of a soldier carrying out a quick fire is halved.

Wounded soldiers may not carry out a quick fire.

[12.6] Resolution of Direct Fire, Opportunity Fire and Quick Fire

Divide the firer's firepower by the defence value of the targeted soldier.

Round down and express the result as a whole number.

Roll two dice and cross their sum with the appropriate column on the Fire Attack Results table.

Apply the result immediately.

Each firearm has a basic firepower.

Firepower decreases with range.

Count the number of hexes between the attacker and the target, counting the target's hex but not the attacker's hex.

Range is always counted from the hexes containing the soldier counters, which carry a sighting or exposed marker.

Consult the firepower table for the attacker's weapon firepower at this range.

Modify this firepower according to:

    1. Divide by 2 if the firer is wounded.
    1. Divide by 2 if the firer is carrying out opportunity fire or quick fire.
    1. Divide by the number of targets attacked.

These adjustments are cumulative.

Round down.

Thus, a soldier firing an automatic rifle (AR) at a target 14 hexes away has a firepower of 30.

If he is wounded and uses opportunity fire, his firepower is reduced to 7: 30/2 = 15 (wounded), 15/2 = 7.5 (opportunity fire), rounded down to 7.

Each soldier has a basic defence value of 1.

This is modified as follows:

    1. Multiply by 4 if the target moves (or has a movement marker), climbs, descends, jumps, drops flat, boards, disembarks or evacuates a vehicle.
    1. Multiply by 6 if the target evades (or has an Evade marker).
    1. Multiply by the defence value of the terrain in the target hex.

These modifiers are cumulative.

The terrain defence value depends on the terrain in the target hex and on whether the target is standing or prone.

If a soldier receives opportunity fire while standing up, he always receives the defensive multiple for prone terrain.

No adjustment is made to the casualty status of the targeted soldier.

A wounded soldier (WND) is treated as a normal target.

[12.7] Assessing Fire Results

All casualties caused by direct fire, quick fire or opportunity fire take effect immediately.

In the case of opportunity fire, the result may affect the rest of the target's movement.

[12.8] Automatic Weapons

Automatic weapons include submachine guns, automatic rifles, assault rifles and machine guns.

These weapons have certain advantages and disadvantages in combat.

A machine gun used by a single soldier who is adjacent to and firing through a window hex side is treated as an automatic rifle.

Automatic weapons may run out of ammunition.

After carrying out a fire with one of these weapons, roll a die.

If the result is 1 or 2, the weapon is unloaded.

Place an unloaded marker (UNL) on the soldier.

Unloaded weapons (UNL) may not fire until they are reloaded.

Reloading requires the soldier to be active and to spend one complete turn reloading.

A soldier who is fleeing or panicked may not reload.

An unloaded marker (UNL) remains with the weapon if it is exchanged before being reloaded.

A soldier is not obliged to reload a weapon; he may carry an unloaded weapon for the rest of the game, or carry out any other task instead of reloading it.

When used by a single soldier, a machine gun is tested after each shot to check whether it is still supplied with ammunition.

If the gunner is prone or fires through a window adjacent to him, and another allied soldier is in the same hex and acts as loader, facing the same hex side, the machine gun is always supplied with ammunition.

The loader may be healthy or wounded, but may not be unconscious or panicked.

He may not carry out any other task during the turn in which he acts as loader.

If the loader carries out another task, the gunner must check for lack of ammunition.

A loader is active, regardless of his activation level, at the same time as the gunner.

A soldier does not need to see or be exposed in order to act as loader.

A machine gun (MG) or automatic rifle (AR) that fires prone or through an adjacent window may carry out up to three opportunity fires in one turn.

The first time the weapon fires, the sighting marker is turned to its exposed side.

Then, the next two enemy soldiers to cross the line of sight running from the firer to the hex in which he fired, and continuing in a straight line to the edge of the map or to blocking terrain, are also attacked.

Each attack is resolved individually.

After each shot, it must be checked that the weapon is still supplied with ammunition (unless the machine gun has a loader).

An assault rifle may be used in automatic mode (AR) or semi-automatic mode (SR).

The player must announce before each attack whether the weapon fires in automatic mode (AR) or semi-automatic mode (SR).

When fired in semi-automatic mode (SR), the weapon is always supplied with ammunition.

When used in automatic mode (AR), it must be checked after each shot whether the weapon is still supplied with ammunition.

[13.0] Hand Grenades

There are three types of hand grenades: offensive, defensive and smoke.

Offensive and defensive grenades, collectively called fragmentation grenades, are used to wound or kill enemy soldiers, and differ only in their radius of effect.

Smoke grenades provide cover that temporarily cuts a LOS.

All three types must be prepared (held in hand) in advance.

They are then thrown at a target hex.

Grenades explode at the end of the phase in which they were thrown.

Fragmentation grenades explode before smoke grenades.

[13.1] Preparing a Grenade

Before a grenade can be thrown, a soldier must spend one complete turn stowing his main weapon and preparing his grenade (holding it in hand without pulling the pin).

A soldier with a stunned (Stun) or panicked (Panic) marker may not prepare a grenade.

Place the grenade marker of the appropriate type on a soldier who has prepared it.

It is not necessary to throw a grenade immediately after preparing it.

It may be thrown in any later turn at the player's discretion.

It may even be returned to the carrying position, and the soldier may rearm.

There is no limit to how long a prepared grenade may be held in hand.

If a soldier with a prepared grenade is wounded, stunned, rendered unconscious or killed, the grenade does not explode. (A soldier pulls the pin just before throwing the grenade.)

A soldier with a prepared grenade is normally not armed.

However, a soldier may rearm by returning the grenade to the carrying position.

When the soldier arms himself, he may return the grenade to the carrying position, or stow his main weapon and pull the pin on his grenade.

If the grenade is pinned, place a pulled-pin grenade marker on the soldier.

A soldier with a pulled-pin grenade may not use his main weapon until he has got rid of his grenade.

A pulled-pin grenade may not be returned to the carrying position.

When the soldier throws his grenade, remove the grenade marker.

The soldier is armed again and may fire the next time he becomes active.

If a soldier with a pulled-pin grenade is stunned, neutralised or killed, he drops the grenade in his own hex and it explodes at the end of the turn.

[13.2] Throwing a Grenade

Hand grenades are thrown, not fired.

Grenade throwing is not subject to all of the combat restrictions.

The maximum modified range of a thrown grenade is 20 hexes.

If the thrower is prone or wounded, or throws a quick throw, double the distance for the purposes of range limitation and scatter.

The modified range (doubled or quadrupled) may never exceed 20.

A grenade is thrown at a specific target hex.

This target hex must be within the thrower's field of view.

The target hex does not necessarily have to contain an enemy.

A grenade may be thrown into a hex above the thrower, but not through a hex above the thrower (it could scatter into or through such a hex).

A grenade may be thrown through an adjacent window or door without penalty.

It may be thrown through a non-adjacent door or window only into the hex directly beyond the entry hex.

If a soldier who is not in a building throws an offensive or defensive grenade and the grenade lands in a hex outside a building, the thrower must immediately go prone.

A soldier adjacent to and facing a door, a window or a parapet may throw a grenade through the hex side without exposing himself to anyone on the other side.

Thus he is not affected by the explosion, nor exposed to opportunity fire.

A grenade thrown through a window, a door or a parapet never scatters.

[13.3] Grenade Scatter

Thrown grenades are liable to stray from the target aimed at.

Count the range in hexes from the thrower to the target hex, counting the target hex but not the thrower's hex.

Double this number if the thrower is prone or carries out a quick throw (QT).

Double this number if the thrower is wounded (WND).

Add five hexes for each level of difference if the target hex is higher than the thrower's hex.

All these modifications count toward the maximum distance at which a grenade may be thrown.

The final adjusted range may not exceed 20 hexes.

Find the scatter value of a grenade on the Scatter table.

The value shown at the top of this column is the scatter coefficient for the throw.

Roll two dice.

Subtract two from the result if the grenade is thrown through a non-adjacent door, window or breach.

If this number is greater than or equal to the scatter coefficient, the grenade lands in the target hex.

If the modified dice roll is less than the scatter coefficient, the grenade misses the target hex.

Subtract the modified dice roll from the scatter coefficient.

The difference is the number of hexes by which the grenade misses.

Roll one die and consult the scatter diagram printed on the map.

The direction indicated is the direction the grenade takes from the target hex.

The final hex is the hex where the grenade lands and explodes.

A grenade may scatter more than 20 hexes from the thrower or come back onto the thrower.

If a grenade is directed through a window, door or non-adjacent breach, it falls behind the last outside hex crossed by the line of sight.

If the line of sight passes directly between two outside hexes, roll one die to determine which hex the grenade passes to.

If a grenade misses its target and strikes a wall, window, door or parapet hex side, it lands in the hex immediately in front of the wall.

A grenade thrown through an adjacent window or door always succeeds.

[13.4] Effects of Fragmentation Grenades

An offensive grenade has a burst radius of 3 hexes.

A defensive grenade has a burst radius of 6 hexes.

All possible targets, friend or enemy, within this radius are affected.

Count the distance from the detonation hex to the hex of the soldier(s) in the burst area.

Carry this value to the top of the Burst Table.

The value shown on the grenade line of this column is the strength of the explosion striking the target.

The explosion is identical to firepower and its effects are determined in the same way.

Compare the attack value with the soldier's defence and determine the result on the Combat Results table.

Only the terrain and posture multiples contribute to the soldier's defence.

Movement and evade multiples do not apply to explosive attacks.

The burst area of a grenade does not pass through walls, windows or doors.

A soldier who has a door or window between himself and the explosion is not affected by the explosion, unless he has a sighting marker or an exposed marker relating to that door or window.

A soldier with a sighting (Sighting) or exposed (Exposed) marker is affected by the explosion.

If the grenade explodes in a hex containing a soldier with a sighting or exposed marker, the range is zero, but the defensive multiples of walls and windows still apply.

Any soldier hit by the explosion is stunned unless the dice rolled on the Combat Results table give 2 or 3 (Exception: see 27.1, Casemates).

If a grenade explodes in a stairwell, the blast affects all levels of that staircase hex.

A fragmentation grenade that explodes immediately disperses any smoke within three hexes of the blast area.

A soldier may be caught in the burst radius of more than one grenade during a turn.

Each grenade attacks individually, and each result is applied before the next attack.

If the soldier is knocked over by a grenade, he has the advantage of being prone for the next explosion.

[13.5] Effects of Smoke Grenades

A smoke grenade is thrown and scatters like a fragmentation grenade.

Smoke grenades release clouds of smoke without causing wounds.

A smoke grenade that lands in a room or stairwell fills every hex of that room (at that level of height), or every level of height in that stairwell, with smoke.

If a smoke grenade lands in the open, the smoke forms a straight-line pattern.

The direction of the line of hexes is determined by rolling a die and consulting the scatter diagram.

The length is determined by rolling a die and doubling the result.

This number is the length of the line in hexes from the hex where the grenade fell.

Each hex in this line becomes a smoke hex.

If the smoke line runs into a hex side of a wall, even one with a window or door, the smoke stops at that hex side.

If the grenade lands near a wall and the smoke drifts toward the wall, it changes direction and drifts parallel to the wall.

Smoke is considered higher than all buildings and other terrain.

If a smoke grenade lands inside a vehicle, the vehicle fills with smoke.

The smoke remains in the vehicle if the vehicle moves.

Soldiers in or behind smoke hexes may be fired upon, but their defence is greatly increased (see the Terrain Effects chart).

Any type of grenade may be thrown into or through a smoke hex; however, the grenade will automatically scatter.

Roll a die to determine where it scatters.

Rifle grenades may not be fired into or through smoke.

Entering a smoke hex costs soldiers and vehicles 1 additional movement point.

This does not apply to vertical movement.

If a soldier jumps into or out of smoke, subtract 2 from the die roll (treat a result below 1 as 1).

During the smoke dissipation phase, a player rolls one die for each smoke pattern on the map.

On a 1 or a 2, that particular smoke immediately dissipates.

Remove the smoke markers from the map.

If he obtains a 6, the smoke line drifts.

Use the smoke hex furthest from the detonation hex as the base for a new line of smoke hexes.

Roll one die to determine its length.

The new line may not be longer than the initial line; if the die roll gives a result greater than the previous line, treat it as equal to the previous line.

Remove the original line of smoke hexes.

Smoke inside buildings and vehicles never drifts.

The explosion of a fragmentation grenade immediately disperses smoke within a radius of 3 hexes.

[13.6] Quick Throw (QT)

Soldiers may throw a grenade and move in the same turn.

This is called a quick throw (QT).

To carry out a quick throw, a soldier must spend one entire turn preparing for the quick throw.

This is an individual task.

Place a quick throw marker (QT) on the soldier.

If a soldier ready for a quick throw carries out a task other than the quick throw, or is stunned or panicked, he loses his quick-throw preparation.

Remove the quick throw marker (QT) from the soldier; he must prepare again before carrying out a new quick throw.

To carry out a quick throw, the procedure is the same as for a grenade throw.

The distance to the target is doubled for the purposes of range limitation and scatter.

After throwing his grenade, the soldier who carried out the quick throw may move, by spending up to 4 movement points or crawling one hex.

A wounded (WND), unconscious (Stun) or panicked (Panic) soldier may not carry out a quick throw.

[13.7] Grenade Availability (see 109.1)

When setting up a scenario, randomly determine how many grenades are available to each unit.

Each player rolls a number of dice and adds the number of soldiers in his unit to determine how many grenades his unit has.

The number of dice depends on the unit's nationality.

  • German unit: 2 dice plus the number of soldiers in the unit.
  • French unit: 2 dice plus the number of soldiers in the unit.
  • American unit: 3 dice plus the number of soldiers in the unit.
  • British/Commonwealth unit: 3 dice plus the number of soldiers in the unit.

The result is the total number of offensive, defensive and rifle grenades available to the unit.

The player decides the types of grenades carried and assigns them to soldiers before play begins.

Each unit, whatever its nationality, also has one to six smoke grenades.

Roll one die to determine the number.

These are also distributed before play begins.

A soldier may not carry more than six grenades.

[14.0] Wounds

All soldiers begin the game 100% fit and able-bodied.

Thereafter, as a result of fire or explosions, they may be wounded.

There are three casualty states: wounded (WND), unconscious (Incap) and killed (KIA).

These states are progressive, degenerative and irreversible.

There is also a temporary state – stunned (Stun) – which may affect both healthy soldiers and wounded (WND) soldiers.

[14.1] Effect of Wounds

  • Healthy: Movement, combat and all other abilities are not impaired.
  • Wounded (WND): The movement value is reduced to four points. Firepower is halved at all ranges and for all types of fire. The ability to throw grenades is impaired, as is hand-to-hand attack strength (intermediate rules).
  • Unconscious (Incap): All movement, combat and other tasks are forbidden. The soldier is prone and may do nothing.
  • Killed (KIA): self-explanatory.
  • Stunned (Stun): A stunned soldier may do nothing for the rest of the turn. A stunned soldier recovers during the recovery phase of the turn.

[14.2] Progression of Physical Condition

A wound's status progresses from wounded (WND) to unconscious (Incap) and then killed (KIA).

A soldier attacked several times during a turn or phase may therefore suffer several wounds.

Two or more wounds of the same type cause degeneration as follows:

  • Two wounds = unconscious (Incap)
  • Two unconscious results = dead (KIA)

A wound has no effect on an unconscious (Incap) soldier.

A degenerative effect is not aggravated: once a soldier is unconscious, he can be killed only by a second I result or by a K result.

A more serious result always prevails over a less serious result.

A stunned (Stun) result always applies, although it has no effect if the soldier is already unconscious or killed.

If a soldier suffers several combat results during the same phase, determine his final state according to the order in which he is attacked.

For example, soldier 1 is fired on by soldiers 2, 3 and 4.

The results are, in order, wounded, unconscious and wounded.

Soldier 1 becomes unconscious only because the unconsciousness result came after the wound result; the final wound then has no further effect on him.

Ignore panic (P) results when using only the basic rules.

[15.0] Basic Scenarios

Scenarios using the basic rules are included.

Players compose scenarios by combining a type of action (patrol, raid, building assault, ambush, etc.) with two specific groups of soldiers.

The basic rules allow players to play the patrol scenario, illustrating one of the common missions of infantry.

For further information on how to set up the Patrol scenario, Part 4, Scenarios, read sections 36.0 and 37.0 and start playing.

Ignore references to morale limits.

Part 2: Intermediate Rules

[16.0] Individual Abilities

Each soldier may have up to three individual abilities: bonuses or penalties to shooting, throwing and hand-to-hand combat.

[16.1] The Different Abilities

If the ability part of a soldier's description is empty, that soldier has neither bonuses nor penalties to his abilities.

Otherwise, the abilities are abbreviated as follows:

  • F = shooting ability
  • G = throwing ability
  • H = hand-to-hand ability

A letter on its own indicates that the soldier receives a bonus in that ability.

A letter in parentheses indicates that the soldier receives a penalty in that ability.

[16.2] The Abilities

A soldier with a shooting bonus (F) adds 1 to his dice roll for direct, opportunity or quick fire.

A soldier with a throwing bonus (G) adds 1 to his scatter dice roll when throwing or quick-throwing a grenade or demolition charge.

A soldier with a hand-to-hand ability (H) adds 1 to his own dice roll when making a hand-to-hand attack, and subtracts 1 from his opponent's dice roll when he is engaged in hand-to-hand combat.

A soldier with an ability penalty subtracts 1 from his dice rolls when firing, throwing or making a hand-to-hand attack.

His hand-to-hand opponent adds 1 to his dice roll.

[16.3] Effect of a Wound

Individual abilities are not affected by a wound.

[17.0] Hand-to-Hand Combat

Hand-to-hand combat may occur when two enemy soldiers occupy adjacent hexes or the same hex.

A soldier must be active to attack in hand-to-hand combat.

Any soldier may defend himself if he is attacked.

[17.1] Moving Adjacent to an Enemy

(Translator's note: the source heading reads "17.01" with an OCR-style "l" in place of the "1"; it is rendered here as 17.1.)

A soldier must make a panic test before moving into a hex adjacent to a healthy or wounded enemy (see 24.0, Panic).

If the test succeeds, the soldier may move into the hex adjacent to the enemy soldier.

On failure, the soldier may continue to move but may not move into a hex adjacent to a healthy or wounded enemy during that turn.

A panic test is not necessary to move from a hex adjacent to an enemy soldier into another hex that is also adjacent to the same enemy.

Whenever a soldier moves next to a healthy, wounded or incapacitated enemy, he must stop moving immediately.

Two soldiers are not considered adjacent if they are separated by a level of elevation, or by a wall that contains no window, door or breach.

Killed enemy soldiers are ignored, except for the movement point penalty for entering their hex.

A soldier who is adjacent to an enemy soldier at the start of a phase may move into that enemy's hex.

The active player rolls a die.

If the die roll is greater than his panic rating, the soldier does not panic but does not enter the hex.

If the result is less than or equal to his panic rating, he enters the enemy soldier's hex.

Both soldiers immediately go prone, are considered unarmed, and are engaged in hand-to-hand combat.

[17.2] Hand-to-Hand Combat

Cross-reference the attacker's weapon listed at the top of the Hand-to-Hand Fighting table with the defender's weapon listed on the side.

Cross-reference to find the modifier.

Add all additional applicable modifiers, listed below the table.

Roll two dice, add the final modifier to the result, and cross-reference it with the attacker's weapon on the Hand-to-Hand Fighting table.

Apply the result immediately.

The presence of two or more attackers does not affect the dice roll; each attack is resolved separately.

Hand-to-hand combat is always voluntary.

A soldier is not obliged to attack merely because he is next to or in the same hex as an enemy soldier.

A soldier with a prepared grenade is considered unarmed in hand-to-hand combat.

Soldiers may fight through doors and windows.

Exception: no hand-to-hand combat is allowed between a soldier inside a pillbox and a soldier outside the pillbox.

If both combatants are in the same hex, both are considered unarmed for hand-to-hand combat.

[17.3] Hand-to-Hand Results

  • KD: The defender is knocked down. If he is already prone, treat as no result.
  • W: The defender is wounded (WND).
  • I: The defender is unconscious (Incap).
  • K: The defender is killed (KIA).
  • F: The attacker is disarmed; place an unarmed marker (UNA) on the soldier. He may pick up his weapon in the same hex to rearm himself.

[18.0] Rifle Grenades

A special type of defensive grenade may be mounted on weapons of type R.

This is called a rifle grenade, and it can be fired further and more accurately than a hand grenade.

Riflemen have a limited number of rifle grenades (see 13.7).

(Translator's note: the source cross-reference reads "13.07"; it is rendered here as 13.7.)

[18.1] Preparing a Rifle Grenade

A soldier must be active to prepare a rifle grenade.

The active player rolls a die.

On a 1 or 2, the soldier prepares a rifle grenade; place a rifle grenade marker on the soldier.

If the result is 3 or more, the soldier does not prepare his grenade and may carry out no other task during that turn; place an unloaded marker (UNL) on the soldier.

This marker may be removed by reloading or by successfully preparing a rifle grenade.

A soldier who is wounded, panicked or stunned may not prepare a rifle grenade.

[18.2] Firing a Rifle Grenade

A prepared rifle grenade is used like a normal shot, except that it is fired at a target hex rather than at an enemy soldier.

The rifle grenade may be fired as direct fire, quick fire (QF), or opportunity fire.

An enemy does not need to be visible to use a rifle grenade, except for opportunity fire.

A fired rifle grenade may scatter.

Consult the Rifle Grenade line of the Scatter table.

The scatter dice roll is modified by the firer's shooting ability.

Double the range of the rifle grenade for quick fire (QF); the modified range may not exceed 50 hexes.

[18.3] Effect of a Rifle Grenade

A rifle grenade explodes with exactly the same effect as a defensive hand grenade, except that the rifle grenade explodes immediately on impact rather than at the end of the turn.

[18.4] Restrictions

A soldier does not need to fire a rifle grenade immediately after preparing it.

He may carry it prepared for any number of turns; however, his rifle may not be used for a normal shot during that time.

In hand-to-hand combat, treat him as armed with a machine gun.

After firing the rifle grenade, the weapon is considered unloaded (UNL).

It must be reloaded before it can be used normally.

[19.0] Grenade Launchers (GL)

The "thump gun" grenade launcher fires a 40 mm shell accurately up to 300 metres.

The shell arms after 15 hexes of flight and explodes on impact like a defensive hand grenade.

[19.1] Using a Grenade Launcher

The grenade launcher fires like a rifle grenade.

The firer may use direct, quick or opportunity fire.

The target must be a particular hex.

Each shot may scatter; consult the Grenade Launcher line of the Scatter table.

The shell explodes immediately.

Its effect is identical to that of a defensive hand grenade.

[19.2] Restrictions

A grenade launcher has a capacity of one shot.

It is unloaded after each use.

The soldier must reload it before using it again.

The minimum range at which the grenade arms before exploding is 15 hexes.

A soldier with a loaded grenade launcher may fire at an enemy within a radius of 14 hexes, but the shot is treated as a normal rifle shot with a firepower of 5.

[19.3] Japanese Grenade Launchers

The Japanese grenade launcher, the "knee mortar", was a very simple and inaccurate weapon.

Always subtract 2 from the dice roll when determining scatter.

The knee mortar may not be fired at a target less than 15 hexes away.

[19.4] M709 Grenade Launcher

In scenarios set in the context of contemporary Europe, American soldiers are assigned an M709 grenade launcher.

The M709 grenade launcher attaches to the M16 rifle under the barrel.

The M709 grenade launcher is unloaded after each shot, but the soldier may fire his rifle without reloading (assuming the rifle is not also unloaded).

Use a "GL UNL" marker to indicate soldiers with unloaded M709 grenade launchers but loaded rifles.

If both weapons are unloaded, only one may be reloaded per turn.

(Translator's note: the source names the rifle "Ml6"; it is rendered here as M16.)

[20.0] Demolition Charges

When a demolition charge explodes in a confined space, the explosion is particularly destructive and causes concussion.

When it explodes in the open, its lack of fragmentation reduces its lethality.

[20.1] Preparing a Demolition Charge

A demolition charge may be carried by any soldier except one already armed with a flamethrower.

A player must indicate on the roster which soldier carries a demolition charge.

The demolition charge marker is placed on the map only at the moment the soldier prepares his charge.

Preparing a demolition charge takes one complete cycle.

The carrier may do nothing else during the preparation cycle.

The detonator is armed to set off the charge during the charge-detonation phase on the first, second or third turn after preparation.

The player notes the number of turns and reveals it at the opportune moment.

Be sure to count the turns as they pass.

A demolition charge may be thrown up to 10 hexes.

The actual range is doubled for the purposes of scatter and range limitation if the thrower is prone or wounded, and quadrupled if he is both prone and wounded.

The modified total may not exceed 10 hexes.

Consult the Satchel Charge line of the Scatter table to determine the probability of scatter.

A stationary soldier may place a demolition charge in the hex he occupies.

A moving soldier may drop it in any hex he passes through.

A soldier with an armed demolition charge is not armed and may not rearm before he uses the demolition charge.

A demolition charge can never be disarmed once armed, and can never explode except by the action of its detonator.

[20.2] Effect of a Demolition Charge

A demolition charge has a burst area of 10 hexes.

Consult the Satchel Charge line on the Burst Table and resolve the attack for each soldier, friend or enemy, in the burst area.

All soldiers in the burst area of the explosion are stunned (Stun), unless the dice rolled on the Combat Results table give 2 or 3.

When a charge explodes inside a pillbox, building or vehicle, add 2 to the combat resolution roll.

A demolition charge creates a breach in any hex side of wall adjacent to the detonation hex.

The breach is treated as a door.

The charge also makes a hole in the floor of the hex it occupies, unless that hex is a staircase or there is no room below.

Soldiers may pass through this hole.

A hole hex costs one additional movement point to enter.

Place an appropriate breach or hole marker.

A soldier directly on the other side of a wall, or directly beneath a demolition charge, is attacked as if the wall were not there.

A demolition charge may affect a tank.

If it explodes directly beside or on top of a tank, treat the explosion as a rocket strike.

If the demolition charge explodes under the tank, which is possible only if the tank moves over a charge already placed, the tank suffers an automatic immobilisation.

If a demolition charge explodes right beside, under or inside an APC, a half-track or a truck, the vehicle suffers an automatic immobilisation.

All personnel inside a truck are affected as if the truck were not there.

All personnel inside a half-track or APC suffer from the explosion if the charge explodes inside the vehicle or if a sighting marker (Sighting) is placed on a soldier.

Otherwise, all occupants are stunned (Stun).

[20.3] Effect of a Demolition Charge on a Pillbox

A soldier who is right beside a loophole or door of a pillbox, lying or standing on a pillbox, may throw a demolition charge into it without ever failing.

A soldier who is two or three hexes from a pillbox may throw a demolition charge through the door, but the attempt is subject to scatter.

A demolition charge may not be thrown through a loophole.

An unwounded soldier inside a pillbox may return the demolition charge if:

  • a) he is active
  • b) he does not panic.

Carry out a panic test for the soldier immediately.

If it succeeds, he throws the charge back through the door or the embrasure into the adjacent hex of his choice.

If it fails, he panics.

A demolition charge that explodes outside a pillbox has no effect on anyone inside the pillbox, and vice versa.

Add 2 to the combat resolution dice roll when a charge explodes inside a pillbox.

The explosion of a demolition charge does not create a breach in a pillbox.

[21.0] Exchanging Weapons

Two friendly soldiers may exchange their main weapons by spending a phase in the same hex.

Place markers indicating the appropriate weapons under the soldiers.

Do not change markers.

Wounds, ability levels and prone markers remain with the soldier, not with the weapon.

At least one of the soldiers who exchange must be wounded, unconscious or dead.

Two healthy soldiers may not exchange weapons.

[21.1] Non-Exchangeable Weapons

All individually carried weapons may be exchanged, with the exception of the flamethrower.

Soldiers may never use an enemy weapon.

[21.2] Exchange with Dead or Unconscious Soldiers

One of the soldiers exchanging may be dead or unconscious.

Only an active soldier may exchange a weapon.

[22.0] Leader

The function of a leader is to eliminate or reduce the effects of panic and isolation, and to coordinate the actions of his soldiers.

[22.1] Designating Leaders

Each side chooses three soldiers who may potentially be leaders.

They are placed in an opaque cup and drawn at random, one at a time.

  • The first one drawn is the leader.
  • The second one drawn is the deputy leader.
  • The third fails to be a leader.

The identities of the two leaders are recorded on the roster and kept secret until the soldier visibly acts as a leader.

[22.2] Effect on Activation

If a leader is active, any other friendly soldier who also meets one of the following conditions becomes active, regardless of his activation level and morale (see 25.2).

    1. The soldier is in the same room as the leader.

Two soldiers are in the same room if both are inside a building and a path of hexes can be traced from one to the other without crossing walls, doors, windows, breaches or levels of elevation.

    1. The soldier is within eight hexes of a standing leader, or within three hexes of a prone leader, and can trace a line of sight (LOS).

The soldier has a 360-degree field of view for tracing this LOS.

In other words, he can see his leader in all directions.

[22.3] Restrictions

The effect of a leader applies only during the turn in which the leader is active.

A leader may not activate soldiers if he is stunned (Stun) or panicked (Panic).

The effect of a leader is assessed at the start of the turn.

The leader activates his soldiers and then moves.

He may not move to another position before activating other soldiers.

A leader may activate as many friendly soldiers as the current activation value.

For example, if the current activation marker is 3, the leader may activate three soldiers.

A leader may carry out any type of movement during his turn after activating a soldier.

A leader may not carry out a preparation or combat task unless the soldiers he has activated carry out the same task as he does.

[22.4] Effects of Losing a Leader

The leader acts as sole leader until he is unable to do so (through being killed or unconscious).

The deputy leader has no effect while the active leader is in command.

The leader keeps his status even when wounded (WND), stunned (Stun) or panicked (Panic).

The deputy leader takes over when the active leader can no longer be leader (killed or unconscious).

If the deputy leader is also killed or unconscious, the unit is left without a leader.

A new leader can take over only at the start of the following turn.

A unit whose leader is unconscious is without a leader until the start of the following turn.

When an active leader is wounded, unconscious or killed, two morale tokens are drawn (see 25.0, Morale).

[23.0] Isolation

Soldiers behave better in groups than in isolation.

[23.1] Definition of Isolation

A soldier is isolated if he cannot meet any of the following conditions:

    1. He can trace a line of sight to any standing ally within a radius of eight hexes.
    1. He can trace a line of sight to any prone ally within a radius of three hexes.
    1. He is inside a building and can trace a path of five hexes between himself and any other ally without crossing more than one door, window, interior wall and/or level of elevation.
    1. He is outside a building and can trace a path of three hexes between himself and any other friendly soldier without crossing more than one door, window or wall.

A soldier has a 360-degree field of view when determining isolation.

Only healthy or wounded soldiers are considered; unconscious or killed soldiers are ignored.

A panicked or unconscious soldier is not affected by isolation.

[23.2] Effects of Isolation

The activation value of an isolated soldier is increased by 2 when carrying out a combat task.

An isolated soldier whose modified activation value is greater than 6 may not carry out a combat task.

EXAMPLE: An isolated soldier with an activation value of 3 may not carry out direct fire unless the current activation marker is a 5 or a 6.

Isolation does not affect opportunity fire or the placement of observation markers during the initial observation phase.

[24.0] Panic

When stress and fear build up to an unbearable level, soldiers panic.

A soldier's panic rating is the measure of his willingness to risk his life in doing his duty.

A low panic rating does not necessarily correspond to a low activation value, and vice versa.

In many cases, experienced soldiers are also the most able to protect themselves, while novices either react too late or badly to an immediate danger.

To check for panic, the player rolls one die.

If the number obtained is greater than or equal to the soldier's panic value, he keeps his cool.

If the number obtained is less than the soldier's panic value, he panics.

[24.1] When to Check for Panic

A soldier must make a panic test in the following situations:

    1. A soldier must make a panic test when he is wounded, or when a panic test is called for by the Combat Results table.
    1. A soldier must make a panic test when an allied soldier within his field of view, adjacent, or in the same room as him, is wounded, falls unconscious or is killed.
    1. All soldiers must make a panic test at the first shot or the first explosion of the game. Only the soldier who fired or threw a grenade is exempt from the check.
    1. A soldier must make a panic test just before moving next to or into the same hex as an enemy.

A soldier who fails this test does not panic, but he remains in the hex where he is making the test.

    1. A soldier must make a panic test before crossing the line of an opportunity fire from an enemy machine gun (MG) or automatic rifle (AW) of which he is aware (see 12.8, Automatic Weapons).

A soldier who fails this test does not panic, but he may carry out no other task that turn.

Resolve all attacks from fire or explosions before carrying out panic tests.

Some soldiers may have to make several panic tests following a single attack.

If a soldier panics, he ignores other panic tests triggered by the same attack.

For example, a soldier who sees an allied soldier wounded by a grenade and then himself receives a P result from the same explosion must make two tests.

If the first test makes him panic, the second test is not required.

[24.2] Panic Modifiers

If the soldier is already panicked, subtract 1 from the die roll. (This modifier does not apply when the soldier is trying to recover from a panic, but only to an additional panic test required by combat results.)

If the panic test was caused by a combat result of P1 or P2, subtract the number indicated from the die roll.

These modifiers are cumulative.

[24.3] Effects of Panic

A panic marker (Panic) is placed on the soldier.

All movement, evade, observation, exposed, quick-throw preparation and quick-fire markers are removed.

If the difference between the soldier's panic value and the modified die roll is 1 or 2, the soldier panics and immediately drops prone.

If the difference between the soldier's panic value and the modified die roll is 3 or more, the soldier flees.

The player rolls a die and consults the scatter diagram.

The soldier flees in the indicated direction or in either adjacent direction, at the player's choice.

After choosing a direction, the player rolls the die again to determine how many hexes he moves.

The soldier may pass through a door, window and breach.

The soldier drops to the ground at the end of this movement.

NOTE: A soldier who flees may remain in the same hex if the player chooses to send him in a direction blocked by an impassable hex side.

This most often occurs in pillboxes, tanks and vehicle cabins.

EXAMPLE: A soldier with a panic value of 4 is in hex 1229.

The player carries out a panic test and rolls a 1, so the soldier panics and flees.

The player rolls a second time and the result is 1.

The panicked soldier may dash in direction 6, 1 or 2.

The player chooses direction 2 because it will take the soldier into a building.

He rolls again and the result is 4.

The soldier runs into hex 1531, cannot go any further, and drops to the ground.

A soldier may flee whether he is standing or prone.

A panicked soldier may do nothing other than defend himself against a hand-to-hand attack.

[24.4] Recovery from Panic

During the recovery phase, remove the panic marker if the panicked soldier is within three hexes of his leader and is not separated from him by any wall.

If this condition does not apply, roll a die for each panicked soldier.

If the result is greater than or equal to his panic rating, he recovers; otherwise, he remains panicked.

The die modifier for having panicked does not apply to this die roll.

A leader may not rally his soldiers if he is himself inactive, shocked, panicked or unconscious.

During the operations phase, roll a die for any friendly panicked soldier whose activation value is equal to the number of the current activation marker.

The soldier recovers if the die roll is greater than or equal to his panic value.

The soldier may carry out no other task during that turn.

A prone soldier who recovers from panic remains prone.

[25.0] Demoralisation

A group of soldiers can withstand the stress of operations for a limited time before breaking off combat to the detriment of the mission objectives.

When a group reaches this point, it is said to be demoralised.

A unit's morale limit varies according to its determination and the situation in which it finds itself.

[25.1] Morale

The morale of each side is defined by the scenario.

At the start of the game, the 20 morale tokens are placed in an opaque cup.

These tokens are used by each player.

Each time a soldier is wounded, unconscious or killed, the player who controls him draws a morale token.

When their total reaches or exceeds a unit's morale limit, its soldiers are demoralised.

[25.2] Effects of Demoralisation

The effects of demoralisation begin immediately when a side reaches its morale limit.

Once a side has reached its morale limit, the activation value of all affected soldiers is increased by 2 for any combat or preparatory task, except reloading and rearming.

Soldiers with unmodified values of 5 or 6 may only carry out movement, reloading, rearming and defending themselves in hand-to-hand combat.

Exception: a soldier activated by his leader may carry out any action that his leader is authorised to carry out.

Both sides may reach their morale limits.

A player does not have to announce that he has reached his morale limit.

This will probably be obvious to an observant opponent.

[26.0] Scenarios

The intermediate rules cover everything needed to play the Patrol scenario, 37.0, and the Ambush scenario, 39.0.

Read 36.1, Secret and Concealed Deployment, before starting the game.

Part 3: Advanced Rules

[27.0] Fortifications

Five types of fortifications are used in the game:

Pillboxes, man-holes, craters, barricades and barbed wire.

[27.1] Pillboxes

Pillboxes are bunkers built of logs or concrete.

They are closed on all sides and on top, have two adjacent loopholes and a door.

Pillboxes are deployed at the start of a scenario, before play begins.

Once placed, they may not be moved.

Pillboxes may not be built during a scenario.

A pillbox replaces any other terrain in its hex.

The hexes within a radius of two hexes surrounding the pillbox are considered clear terrain, regardless of what is printed on the map.

Three soldiers may be inside a pillbox.

Three soldiers may be on top of the pillbox and are considered on clear terrain.

Two pillboxes may be adjacent, forming a bunker.

The four loopholes are located on adjacent hex sides.

Up to three soldiers may occupy each hex of the bunker.

Only one soldier may fire or observe through a loophole or the door.

The three soldiers may fire and observe, but each must face a loophole or the door.

A soldier who fires from a pillbox has a restricted field of fire.

  • See the field-of-fire diagram.

A soldier inside a pillbox may not be attacked from outside unless he has an observation or exposed marker.

He can be seen and attacked only within his field of fire.

This restriction applies to all types of attack: direct fire, opportunity fire and explosions.

Exception: see 30.0 Artillery and 30.3 Effects of Artillery.

A soldier may fire into a pillbox through the loophole or through the door; he may only hit the soldier he sees through that same loophole or door.

Any other member of the pillbox is completely protected from the attack.

A soldier inside a pillbox is stunned by an explosion only if he has an observation (Sighting) or exposed (Exposed) marker and if the combat resolution dice roll is greater than or equal to 7.

A soldier firing or throwing a grenade from inside a pillbox must be standing.

Crossing the door hex of a pillbox costs four additional movement points.

Loopholes are impassable.

The interior of a pillbox is considered clear terrain.

Soldiers of both factions may enter the pillbox, provided it never contains more than three soldiers.

Soldiers must make a panic test before moving adjacent to or entering a pillbox occupied by the enemy (see 24.1).

Soldiers in a pillbox may not use rifle grenades, flamethrowers or rocket launchers.

They may not throw grenades far through a loophole, but they may drop grenades through a loophole into the adjacent hex.

Grenades may be thrown through the door.

When a soldier inside a pillbox throws a grenade through the door, the actual range is doubled for the purposes of range limitation and scatter.

A grenade or demolition charge may be thrown into a pillbox by a soldier standing on top of the pillbox.

A grenade may be thrown through a loophole or through the door from an adjacent hex, but it is subject to scatter.

Soldiers inside a pillbox may attempt to throw back an enemy explosive.

The soldier must not be wounded, stunned or panicked, and must not have a quick-fire, quick-throw or grenade marker.

Each soldier makes a panic test.

If one of the soldiers succeeds in his panic test, the explosive goes back out through the opening by which it entered.

If they fail, he panics and the grenade or demolition charge remains inside and explodes.

Add 2 to the combat resolution dice roll when a demolition charge explodes inside a pillbox.

A pillbox blocks the line of sight through its hex.

[27.2] Craters, Man-Holes and Sewer Entrances

Man-holes are placed at the start of a scenario.

Craters are holes created by artillery.

Their effects on movement, sighting and defence are identical, and are listed on the Terrain Effects Table.

A hex may contain only one crater, man-hole or sewer entrance.

Shells striking a crater hex do not create further craters.

If several soldiers occupy a crater, sewer entrance or man-hole hex, they are in the same hole and are attacked in the same way by an explosion.

A grenade or demolition charge never cancels the defensive multiple of a man-hole, a crater or a sewer entrance.

[27.3] Barbed Wire

Barbed wire may be deployed by the defender at the start of certain scenarios.

If the defender (Bravo player) has mines, he may exchange any number of mine hexes for an equal number of barbed-wire hexes.

Movement through barbed-wire hexes is subject to restrictions.

A soldier must stop moving as soon as he enters a barbed-wire hex.

The soldier may not leave the hex unless the player announces that he is trying to leave it.

He must roll a 1 on a die.

On any other result, the soldier remains caught in the barbed wire.

If a soldier in a barbed-wire hex drops flat, he forms a bridge over the barbed wire.

Other allied soldiers may move freely through the hex, ignoring the barbed wire.

The player must roll a 1 on a die for the soldier to free himself from the barbed wire.

Barbed wire may be destroyed (and the marker removed) by a demolition charge or artillery fire in the same hex, or by a tank or APC passing through the hex.

[27.4] Entrenchments

An entrenchment is a strongpoint of stone, logs or sandbags, similar to a pillbox but without a roof.

It may contain three soldiers.

An entrenchment may provide complete cover, or cover on only two sides.

The type is specified by the scenario.

An entrenchment may be placed in any hex without fortification.

An entrenchment placed in a window or door hex closes it, but allows fire through it; only the defensive multiple of the entrenchment applies, and the multiple of the window or door is ignored.

A grenade or demolition charge may not scatter onto the sides of an entrenchment hex.

A grenade that explodes inside an entrenchment cancels the defensive multiple of the entrenchment.

A grenade or demolition charge may not be thrown through a window or door protected by an entrenchment.

[28.0] Rocket Launchers

Rocket launchers of the bazooka or panzerfaust type appeared during the Second World War.

Their simple rockets with hollow-charge warheads gave infantry the means to attack armoured vehicles and fortifications at a distance.

[28.1] Using Rocket Launchers

Rocket launchers are used in direct fire or opportunity fire.

Only a tank, an APC or a truck may trigger opportunity fire from a rocket launcher.

A rocket launcher is used like a rifle grenade.

Consult the Rocket Launcher line of the Scatter table.

If the rocket scatters beyond the target, trace a line of fire from the firer's hex to the final hex.

The rocket explodes in the first blocking hex crossed by the line of fire.

If this hex is part of the targeted vehicle, the rocket has no effect; it is considered to pass over.

A rocket that scatters beyond a pillbox or a vehicle is considered to pass over it.

If the rocket scatters beyond a building hex, it strikes the building at the elevation level of the target hex.

If the line does not cross any blocking obstacle, the rocket explodes in the arrival hex.

[28.2] Anti-Personnel Effect

A rocket that hits something other than a vehicle, building or pillbox has an effect identical to a rifle grenade.

If the rocket hits a vehicle or a building, the explosion affects only the personnel inside the target.

If a rocket hits a pillbox with soldiers on its roof, those soldiers are considered attacked by a rifle grenade (this is in addition to any effect on the pillbox itself).

[28.3] Effect Against Buildings and Pillboxes

A rocket has an effect on a building or pillbox only if it strikes it.

A rocket that strikes a building is treated as an offensive grenade striking the wall, creating a breach in it.

A rocket that strikes a pillbox attacks each soldier inside on column 7 of the Fire Attack Results table.

Any soldier inside is automatically stunned (Stun), and the pillbox fills with smoke.

Soldiers inside may not fire until the smoke dissipates.

[28.4] Effect Against Vehicles

If a rocket hits a vehicle (tank, APC or truck), determine whether it hit the front, side or rear of the vehicle on the Vehicle Hit diagram.

Roll two dice, add the flank or rear modifiers, and consult the appropriate line of the Vehicle Damage table to determine the effect of the hit.

[28.5] Restrictions

A rocket launcher fires once and must be reloaded (Exception: see below).

The soldier who fired is no longer armed.

The soldier may rearm with a rifle.

Rocket launchers of the Second World War and Korean War may be reloaded.

The rocket launcher is unloaded after use.

The firer may reload it if he is active and the player rolls a 1 or 2 on a die.

If the rocket launcher's firer has a loader, reloading is automatic and takes one turn.

A loader must be in the same hex and face the same direction as the rocket launcher's firer.

The loader is active together with the rocket launcher's firer, regardless of his activation value.

A loader may carry out no other task and is considered unarmed after loading.

A rocket launcher may not be fired from inside a building unless there are at least three clear hexes in a straight line directly behind the firer.

Doors and windows are not considered clear hexes.

[29.0] Flamethrowers

A player with a rocket launcher in his unit may exchange it for a flamethrower.

[29.1] Movement

The movement value of a soldier equipped with a flamethrower is halved in all situations.

A soldier equipped with a flamethrower may not voluntarily drop flat.

If he panics outdoors, he drops flat and no longer moves.

If he panics in a position where his defensive multiple is two or more, he remains standing.

[29.2] Combat

German, Russian and Japanese flamethrowers have a range of 12 hexes.

All other flamethrowers have a range of 20 hexes.

Flamethrower attacks are subject to scatter.

Flamethrower attacks always have a scatter coefficient of 5.

A flamethrower never scatters into a pillbox or a vehicle.

A flamethrower never scatters through a wall, door or window; they block the flames.

Consult the Burst and Combat Results tables to determine the effects of the attack.

Targets receive no defensive advantage from terrain, structures (unless completely concealed), posture or movement.

All targets have a defence value of 1.

If the impact hex is inside a building, that hex and the six adjacent hexes will burn for the rest of the game.

Place a fire marker in the impact hex.

Any soldier in or adjacent to that hex inside the building is attacked on column 7 of the Burst and Combat Results tables.

I (Incap) and K (KIA) results are reduced to wounds (WND), and the soldiers automatically panic and flee.

A player must draw one additional demoralisation token each time a friendly soldier is the victim of a flamethrower attack (that is, two tokens for soldiers, three for leaders).

[29.3] Flamethrower Danger

If a soldier equipped with a flamethrower is wounded, unconscious or killed, the flamethrower may explode.

Roll a die.

Add 1 if the soldier is wounded.

If the result is 1, 2 or 3, the flamethrower explodes.

A flamethrower explosion is identical to a flamethrower attack in which the hex occupied by the flamethrower is the impact hex.

[29.4] Anti-Vehicle Effects

If the impact hex of a flamethrower attack is one of the two rear hexes of a tank or a closed APC, the flames smother the engine and the tank or APC is immobilised.

An impact on any other hex has no effect.

If the impact hex of a flamethrower attack is one of the two front hexes of a half-track, the flames smother the engine and the half-track is immobilised.

An impact on any other hex of the half-track has no effect.

Trucks struck by a flamethrower attack are immobilised, whatever hex of the truck is hit.

A flamethrower attack against personnel inside a vehicle is subject to all the normal restrictions on direct fire against soldiers aboard vehicles.

[29.5] Restrictions

A flamethrower may never be exchanged.

A soldier equipped with a flamethrower may never use other weapons, including grenades.

[30.0] Artillery and Mortars

In some scenarios, players have off-map artillery.

Artillery is available in four classes:

  • Light = 75 mm artillery, 81 mm to 90 mm mortars
  • Medium = 90 mm to 122 mm artillery, 105 mm to 120 mm mortars
  • Heavy = 140 mm to 190 mm artillery, 150 mm rockets
  • Super-heavy = 203 mm to 280 mm artillery, 210 mm rockets

There is no difference between an artillery shell and a rocket.

The terms are used interchangeably.

[30.1] Use of Artillery

Artillery fire may be planned or called.

  • Planned artillery: The target hexes and impact turns must be defined before the start of the scenario.

Any hex on the map may be targeted.

As many artillery impacts as desired may be planned for a turn.

Once play has begun, the targets and timing of the artillery may not be changed.

Record the information for each turn on a separate sheet and show the appropriate turn to your opponent when the artillery is about to fire.

  • Artillery on call: The target hexes must be defined before the start of the scenario, but fire may be called at any time during the scenario by an artillery observer (see 105.3).

Artillery arrives one turn after a request.

If a player wishes, he may replace planned artillery with artillery on call.

[30.2] Artillery Scatter

Artillery scatter is determined in the same way as grenade scatter.

The scatter coefficient is determined by the type of artillery.

[30.3] Effects of Artillery

Artillery acts like the explosion of a huge fragmentation grenade.

Consult the Burst and Combat Results tables to determine its effects on soldiers inside the burst area.

Artillery also creates a crater in the impact hex.

A light artillery shell striking a pillbox attacks the occupants with an explosion value of 15.

A medium, heavy or super-heavy shell striking a pillbox automatically destroys it, along with its occupants and all soldiers on top of the pillbox, and also creates a crater in the hex.

If the shell does not strike the pillbox directly, it has no effect on the pillbox and its occupants.

An artillery shell striking a building or a hex adjacent to a building acts as a demolition charge, creating a breach in the adjacent roof or wall.

It attacks soldiers on the roof or on the other side of the walls as if they were in the open.

A light artillery shell striking a closed tank has no effect on the tank, but the crew members must make a panic test.

A direct hit by medium or heavy artillery on a tank is treated as a rocket hitting the front.

A super-heavy shell destroys the tank and kills its crew.

Soldiers riding on the tank are affected by any hit as if they were standing in clear terrain.

The commander may also be wounded if he is exposed.

An APC or truck struck by an artillery shell is destroyed, and its crew and passengers are treated as if they were in clear terrain.

In rough or dense terrain, light and medium artillery landing in rough terrain #2 explodes at the treetops.

Treetop explosions do not create craters and reverse the defensive multiples for standing and prone soldiers, that is, standing targets are treated as prone targets and prone targets are treated as standing when determining their defence.

[30.4] Smoke Shells

Smoke shells may be fired by any type of artillery, planned or on call.

Smoke shells have the same effect as smoke grenades.

[30.5] Limits of Artillery

Artillery shells that scatter off the map are complete misses and have no effect.

Artillery makes no distinction between friends and enemies.

Every eligible target within a shell's burst radius is attacked, whether friend or enemy.

[31.0] Mines

The defending player receives mines in some scenarios.

Two types of mines are available: anti-personnel (AP) and anti-tank (AT).

[31.1] Placement of Mines

Mines are not represented on the map by markers.

Their locations are recorded secretly by the owning player and revealed only when a soldier enters a mined hex.

Any number of anti-personnel mines may be placed in an outside hex.

One anti-personnel mine may be placed in an inside hex.

Only one anti-tank mine may be placed in an outside hex.

[31.2] Effects of Anti-Personnel (AP) Mines

An anti-personnel mine may be triggered when a soldier, friend or enemy, enters the hex containing it.

The defending player rolls a die for each mine in the hex; the mine explodes on a result of 1, 2 or 3.

An anti-personnel mine has the same effect as an offensive grenade.

If more than one mine explodes, resolve each attack separately.

Anti-personnel mines have no effect on vehicles, but are automatically triggered and destroyed by vehicles moving through the hex.

[31.3] Effects of Anti-Tank (AT) Mines

Anti-tank mines explode automatically when a vehicle enters the hex.

If the vehicle is a tank, it is immobilised, and the whole crew must make a panic test.

If the vehicle is an APC or a truck, it is immobilised and all soldiers inside are attacked as if a grenade had exploded inside the vehicle.

[31.4] Mine Clearance

A mine is used up when it explodes.

A mine is destroyed if an artillery shell or demolition charge explodes directly in its hex.

Super-heavy artillery destroys all mines in its impact hex and the six adjacent hexes.

[31.5] Claymore Mines

The Claymore mine was developed by the United States to counter infantry wave attacks.

It is a convex-shaped demolition charge with steel balls lining its concave face.

When triggered, it forms an expanding cone of steel balls from its convex face.

Claymore mines are deployed secretly, like the other mines.

Unlike other mines, they must be oriented towards a specific hex side.

A Claymore mine is triggered by a soldier who has been designated as operator by the player.

The operator must have a clear line of sight to the mine's hex.

He may carry out no other task during the impulse in which he detonates the mine.

If the operator is killed or neutralised, another soldier may move into the operator's hex and detonate the mine after exchanging weapons with the operator.

The operator may not move in the turn the Claymore is triggered.

A Claymore mine may also be triggered by means of a trip wire.

The player chooses a hex within the Claymore's blast cone as the anchor hex of the trip wire.

The line from the anchor point to the mine forms the trip wire.

Each time a soldier enters a hex crossed by this line, roll a die.

If the result is 1, 2 or 3, the mine is triggered.

If the mine is triggered, all soldiers in movement must be returned to the hex in which they stood at the moment of detonation.

The blast cone of a Claymore mine is illustrated in the Claymore mine diagram.

Each soldier in the cone is attacked by the explosion in the hex he occupies.

This explosion is compared with the defensive multiple of the terrain, and the combat result is determined as for a normal shot for each soldier.

Movement has no effect on the explosion.

All soldiers caught in the blast cone are stunned (Stun), whether wounded or not.

Claymore mines have no effect on the vehicles themselves.

Exposed tank commanders are attacked.

Tank commanders in armoured vehicles receive the protection of their vehicles.

Soldiers in a truck hit by a Claymore are considered to be on clear terrain.

[31.6] Booby Traps

A mine placed inside a building is considered a booby trap.

Any number of interior hexes may be mined, but only one mine may be placed per hex.

(Note that different levels of the same hex are considered different hexes.)

A mine inside a building explodes like an offensive hand grenade.

The explosion cannot penetrate floors, walls and ceilings.

[32.0] Sniper

Snipers constitute a particular danger to soldiers entering an enemy locality.

[32.1] Restrictions

Snipers have a special type of opportunity fire.

It is carried out exactly like opportunity fire, with the following exceptions:

Snipers may be deployed only by a player whose forces begin the game deployed on the map.

Snipers must be designated at the start of the game, before the enemy enters the map.

A defined number of soldiers may be designated as snipers.

The location and orientation of a sniper are recorded and are revealed to the opponent only if the sniper is spotted.

A sniper who has moved or has been spotted by the enemy loses his sniper status.

A player may remove the sniper status of a soldier at any time and treat him as a simple soldier.

A sniper may be armed with any weapon, except a flamethrower, grenade or demolition charge.

A sniper may use rifle grenades.

A sniper is never isolated.

[32.2] Managing a Sniper

A sniper must aim in order to fire, but the player records which hex the sniper is observing.

No sighting marker is placed on the map.

A sighting marker (Sighting) may be placed off the map on the sniper's counter.

A sniper's fire must be directed at a target hex.

The player must record this target hex secretly before the enemy enters the map.

Each sniper may aim at a different target hex.

A sniper is considered to be searching for opportunity fire.

His field of fire consists only of his target hex and the six adjacent hexes.

He may fire at any target within his field of fire.

He does not need to wait for a normal opportunity to fire.

A sniper may fire at an enemy within his field of fire even if that enemy is not active.

His presence alone is enough to trigger the sniper's fire.

The firepower of a sniper is not halved, as in normal opportunity fire, when he fires at his target hex.

His firepower is halved if he fires at one of the six adjacent hexes, except for a rifle grenade or a rocket launcher.

A sniper may move his aim to an adjacent hex in each turn in which he is active.

This is the only action he may take that turn.

This is the only way for a sniper to change his aim.

[32.3] Spotting a Sniper

(Translator's note: the source numbers this section "32.03"; it is rendered here as 32.3.)

The position of a sniper is not necessarily revealed when he fires.

If the sniper uses a BR, SR (or AW as SR), SG, or a rifle grenade, the player tells his opponent through which hex side the shot entered.

If the sniper fires with an AW, MP, AR, MG or RL, he is spotted, his marker is placed on the map, and he loses his sniper status.

A sniper is spotted as soon as he carries out a task other than reloading, preparing a rifle grenade, observing or carrying out opportunity fire.

Changing his target does not cause him to be spotted.

A sniper is automatically spotted if an enemy soldier enters a radius of 10 hexes with a clear line of sight to the sniper's position.

[33.0] Bulletproof Vest

The bulletproof vest or ballistic vest protects a soldier's torso from shell fragments and small-arms fire.

It has been in limited use since the 1950s.

[33.1] Availability

The bulletproof vest may be worn by a US soldier from the Korean War onwards, or by a NATO soldier.

Before playing, the player must specify whether his soldiers wear a bulletproof vest.

A unit must be uniform: either everyone wears a bulletproof vest or no one does.

Once the game has begun, the decision whether to wear a bulletproof vest may not be changed.

(Translator's note: the source numbers the following section "33.1" a second time; it is rendered here as 33.2.)

[33.2] Effects of the Bulletproof Vest

A soldier wearing a bulletproof vest has a defensive multiple of 2 instead of 1.

This applies on all terrain and in all postures.

A soldier wearing a bulletproof vest has 7 movement points.

Where a value must be divided by two or four, it is rounded up to four or two respectively.

[34.0] Trucks and Armoured Personnel Carriers (APC)

Trucks and armoured personnel carriers (APCs) may be used to transport soldiers.

APCs also carry a machine gun on the body that can be used by the APC's crew.

APCs and trucks are called vehicles.

Vehicles are represented on the map by cardboard pieces two hexes by three hexes.

The APCs used during the Second World War and Korea are open-topped half-tracks.

After the Korean War, APCs are completely enclosed.

[34.1] Vehicle Movement

(Translator's note: the source numbers this section "34.01"; it is rendered here as 34.1.)

The front hex of a vehicle is the head hex.

All vehicle movement is counted from this hex.

When the vehicle turns, it pivots around this hex.

When the vehicle advances, it enters the hex directly in front of its head hex.

It may not move sideways.

When the vehicle reverses, it enters the hex directly behind its head hex.

A vehicle may change its orientation by 60 degrees each time it enters a new hex.

Turning does not reduce a vehicle's speed and does not consume movement points.

All hexes of the vehicle must conform to the hex grid when the vehicle moves.

No part of a vehicle may ever overlap a hex inside a building.

The vehicle moves illegally if a wall hex side is occupied by the vehicle.

A vehicle does not collide with a building if it is adjacent to the side or corner of a building.

A vehicle may enter the inside of a building through an opening 2 hexes wide.

Example: hexes 3243 and 3343.

A vehicle moves whenever its commander is active.

The gunner commands an APC; the driver commands a truck.

A leader may activate a truck driver but not an APC commander.

A vehicle has eight movement points and always pays the clear-terrain cost for each hex entered.

Place a movement marker on a vehicle when it moves.

This marker remains in place until the next turn or until the driver is active.

This marker is removed at the start of the next turn or the start of the impulse.

If at least two vehicles move in a column, all the vehicles may move together when the lead vehicle moves.

Vehicles travel in column if:

    1. The distance between the vehicles is at most one vehicle length.
    1. The vehicles follow exactly the same path of hexes.

[34.2] APC Armoured Personnel Carriers

An APC has a crew of two soldiers, the gunner/commander and the driver.

These crew members are included with the vehicle and are not part of the player's unit.

The driver of a vehicle is in the front-left hex.

The commander of a half-track is in the middle-left hex.

The commander in an APC is in the front-right hex.

No soldier may exchange his position with a crew member unless that crew member is unconscious or killed.

If the APC commander is unconscious or killed, the driver becomes the commander.

[34.3] Carrying Troops

A truck has a driver in the cab.

An APC has a driver and a gunner/commander in the cab.

The two front hexes of a vehicle form the cab, and the four rear hexes form the passenger area.

No stacking is permitted in the cab.

Normal stacking restrictions apply in the passenger area.

A truck or APC may therefore carry up to 14 soldiers.

When soldiers board a vehicle, place their counters in the appropriate hexes of the vehicle.

Soldiers move with the vehicle when it moves.

[34.4] Boarding and Disembarking

Vehicles have a door on each side of the cab and doors on the two rear hexes of the passenger section.

APCs have a door between the passenger section and the cab.

The passenger section and the cab of a truck are independent.

Leaving a vehicle through these doors costs two additional movement points.

The interior of a vehicle is considered clear terrain for movement.

Soldiers in the passenger section of a truck or half-track may leave the vehicle by jumping out through the sides.

This costs four additional movement points.

A soldier may leave a vehicle safely if the vehicle is stopped.

A soldier may also jump from a moving vehicle (speed one or more).

This is identical to descending one level of elevation and has the same restrictions and risks (see 10.3).

A soldier may board or mount a vehicle only if the vehicle is stopped.

This takes an entire turn and does not spend movement points.

A soldier in a vehicle may be either standing or seated.

Rising from a seated position costs four movement points.

Sitting down is done in the same way as dropping flat, with the same restrictions.

A soldier who must drop flat inside a vehicle is in effect seated.

Place a prone marker.

All soldiers in a vehicle must remain seated until contact is made with the enemy.

Exception: APC commanders may stand.

[34.5] Open or Closed APC

The open configuration is the normal state of an APC.

An APC works more effectively when the commander puts his head out of the hatch and has a clear view all around; the commander is seated, and his defensive multiple is 4.

When danger threatens, the crew may shut themselves inside the APC and be protected from small-arms fire and shell fragments, at the price of restricted visibility.

This is called being buttoned down, and a Buttoned Down marker is placed on the commander.

The activation values of the APC's crew members are increased by 2 when the APC is buttoned down.

The commander may not fire the roof machine gun when the APC is buttoned down.

[34.6] Vehicles in Combat

The commander may fire the roof machine gun only when the APC is open.

A commander who uses the roof machine gun is standing, and his defensive multiple is 2.

The machine gun never runs out of ammunition and requires no loader.

It may fire in the direction the commander faces.

Soldiers inside a truck or half-track must be standing to carry out combat tasks.

Soldiers inside a truck are always visible.

Soldiers in the passenger section of a half-track are visible from ground level if they are standing.

They may be seen from a higher level whatever their posture.

Soldiers inside a closed APC may not carry out combat tasks.

Soldiers in the passenger section of a closed APC may not be seen.

Vehicles offer different degrees of protection against small-arms fire and explosions:

  • Truck: All occupants have a defensive multiple of 2 against direct and opportunity fire. A truck offers no protection against explosions; the soldiers are treated as in the open.
  • Buttoned-down APC: small-arms fire and grenade and shell fragments have no effect on the driver, the commander and the passengers of a buttoned-down APC.
  • Open APC: The driver receives a defensive multiple of 4 against small-arms fire and explosions. The commander receives a defensive multiple of 4. The commander receives a defensive multiple of 2 if he uses the roof machine gun.
  • Half-track passenger section: seated soldiers cannot be seen by soldiers at ground level. Explosions outside the vehicle have no effect on them. Standing soldiers have a defensive multiple of 2 against small-arms fire and explosions. Soldiers at a higher level of elevation can see the entire interior of a half-track.
  • Closed APC passenger section: all passengers are fully protected from small-arms fire and from explosions outside the vehicle.

Exceptions:

  • Anti-tank mines attack the occupants of the vehicle in the same way as a grenade exploding inside the vehicle.
  • A demolition charge or artillery impact on or beside an APC stuns (Stun) all occupants.

A direct hit by a rocket launcher or artillery on the armour may affect the occupants of the vehicle.

A grenade or demolition charge may be thrown into the passenger section of a truck or half-track.

Subtract 1 from the scatter die roll if the vehicle is stopped.

Subtract 2 if the vehicle is moving.

The grenade or demolition charge attacks the soldiers inside normally.

Only stun (Stun) results can affect the driver and the commander of a half-track from the explosion of a grenade in the passenger section.

Standing soldiers may fire and throw from a moving vehicle if it is open.

The target receives a defensive multiple of 10 against direct fire in addition to the normal multiple.

Subtract 4 from the scatter die roll when throwing a grenade from a moving vehicle.

Soldiers in a moving vehicle may not observe or carry out opportunity fire.

Vehicles block the LOS on their hexes.

A soldier may aim and fire around a vehicle in the same way as a building, and the vehicle offers the same degree of protection as a building.

Soldiers on upper levels may see over vehicles, but with a blind spot one hex beyond the vehicle.

A soldier in this blind spot may not be seen unless he is under observation or exposed around the corner of the vehicle.

[34.7] Effects of Panic

Soldiers transported in a truck or half-track are subject to all the normal panic rules and their effects.

Soldiers in the passenger section of a closed APC never freeze.

Crew members of the vehicle are subject to panic.

If a commander panics, he buttons down the APC.

If the commander panics and abandons the vehicle, the driver also abandons the APC.

If a driver freezes or panics, roll a die and consult the Driver Panic table.

This table is also used for a vehicle out of control with an unconscious or dead driver.

Driver Panic table

Die rollResult
1, 2, 3Stops dead
4Forward
5Turns right
6Turns left
  • Stops dead: the vehicle stops and may not move again until the driver recovers.
  • Forward: roll a die; the vehicle advances that number of movement points straight ahead. If the driver panics inside the vehicle, roll a die to determine how far the vehicle moves each turn while the driver is panicked. The vehicle may not turn until the driver recovers from his panic. If this movement causes a collision, see 34.8 Collisions.
  • Turns right/left: roll a die. The result is the number of movement points the vehicle will spend. Move it one hex directly forward, then turn it 60 degrees to the right or left. It spends all its remaining movement points advancing in that direction. If this movement causes a collision, see 34.8 Collisions.

[34.8] Collisions

Whenever two vehicles overlap in the same hex, or a vehicle hex overlaps a building interior hex, a collision occurs.

If a vehicle attempts to enter a hex already occupied by another vehicle, the moving vehicle stops dead.

Vehicle hexes may not overlap.

If a vehicle attempts to cross a wall hex side, it stops dead.

If a vehicle enters a hex occupied by a soldier, the soldier is attacked by the equivalent of a firepower of 21.

If the result is a panic test and the soldier does not panic, the player controlling him may move him out of the vehicle's path in any direction.

If the soldier panics but does not flee, he is wounded.

If the soldier remains in the hex and survives, he is knocked prone.

If the vehicle stops on top of him, he must crawl under the vehicle before he can stand up.

In a collision between vehicles of different weight, the lighter vehicle is immobilised and all soldiers inside are stunned (Stun).

The heavier vehicle is not affected.

Tanks are heavier than APCs, and APCs are heavier than trucks.

When similar vehicles collide, the personnel inside the vehicles are stunned but neither vehicle is damaged.

When a vehicle collides with a building, the vehicle is immobilised and everyone inside is stunned (Stun).

[35.0] Tanks

Tanks are fully tracked, armoured vehicles armed with guns.

The gun is mounted in a rotating turret able to face any direction.

The turret is represented by a counter placed on the tank at the middle right.

All tanks have a rotating machine gun on the turret similar to that of an APC, and a coaxial machine gun alongside the turret gun.

During the Second World War and the Korean War, tanks also had a machine gun at the front of the hull.

[35.1] Movement

A tank may spend up to eight movement points in any phase when the tank commander is active.

All terrain, except walls, costs one movement point.

Ditches and deep rivers are impassable.

The front-right hex is the driver's hex, and all movement is counted from it. (Translator's note: the source places the driver in the front-left hex in section 35.2 and in the front-right hex here; both are printed as found, and the crew list below follows 35.2.)

One movement point moves the tank one hex directly forward.

Two movement points move the tank one hex directly backward.

It may change orientation by 60 degrees in each hex for one additional movement point.

It may not combine forward and backward movement in the same turn.

Movement markers are never placed on tanks.

[35.2] Crews

During the Second World War and the Korean War, a tank's crew consists of five soldiers.

Post-Korea tanks have a crew of four soldiers.

Crew members come with the tank and are not part of the player's unit.

The tank commander carries a submachine gun (MP) as his personal weapon; the other crew members carry a pistol (P) as their personal weapon.

The crew positions, responsibilities and locations are:

  • Tank commander: activates the whole crew for movement and fire; also operates the turret machine gun.
  • Driver: drives the tank; posted in the front-left hex.
  • Gunner: aims and fires the main gun and the coaxial machine gun; posted in the turret.
  • Loader: loads the main gun; posted in the turret.
  • Hull gunner: operates the hull machine gun; posted in the front-right hex.

Post-Korean War tanks no longer have a hull machine gun.

One soldier is needed to carry out the task of each tank post.

A soldier may not carry out his job if he is wounded, unconscious or killed.

Exception: the tank commander may continue to command while wounded.

Crew members may exchange posts to fill a vital role if one of the soldiers is unconscious or killed.

The tank commander may not be replaced.

If the tank commander replaces someone else, the tank must stop.

The activation value of the tank commander applies to his whole crew.

He acts as a leader for his crew, none of whom will do anything without his orders.

The tank may carry out tasks only during the turn in which the tank commander is active.

The gunner and loader form a unit.

As long as both are active, the gun or the coaxial machine gun may fire each turn.

If either of them is wounded, these weapons may fire only if the current activation marker is an odd number.

If both are wounded, no weapon may be used until at least one of these soldiers has been replaced.

Crew counters are not placed on the tank; they are kept out of sight.

Place these markers on the map only if the crew abandons the tank.

[35.3] Tank Combat

In each turn during which the tank commander is active, the tank may fire its gun, its coaxial machine gun, its hull machine gun and its roof machine gun (if the tank is open).

The roof machine gun may fire in any direction the commander faces, whatever direction the turret faces.

A tank commander who uses the roof machine gun is standing, with a defensive multiple of 2.

The hull machine gun, the coaxial machine gun and the gun have restricted fields of fire.

The Fields of Fire diagram shows which hexes are in their fields of fire.

The field of fire of the hull machine gun is determined by the orientation of the tank.

The gun and its coaxial machine gun have their fields of fire determined by the orientation of the turret.

The turret may rotate in any direction during a turn.

The tank may carry out no other task if it rotates the turret, but it may aim at the same time.

The tank must spend one complete turn re-aiming each time it fires on a different target hex or after a movement.

Once the tank has its aim, it may fire until it changes target hex or moves.

The gun may not aim through smoke, but it may continue to fire at a target that was aimed at before the smoke intervened.

Three shots from the gun create a breach in a wall; if the gun continues to fire through the breach, it may create a new breach in the wall along the line of fire, but not beyond the first wall.

The same may be done by firing through a door or window.

The hull machine gun may never fire at a target above ground level.

The gun and its coaxial machine gun may fire at upper floors, but the tank must be at a minimum distance from the target.

To see upper levels, the minimum range of the turret from the target hex is as follows:

  • 1st level: 3 hexes
  • 2nd level: 6 hexes
  • 3rd level: 7 hexes

The machine guns of a tank are never unloaded.

The gun fires using the Tank Main Gun line of the Scatter table.

It may not fire more than once per turn.

A tank may not move and fire a weapon in the same turn.

If a tank moves onto a pillbox or a barricade, these are destroyed; all occupants are attacked with a value of 21 on the Combat Results Table, and their crew-served weapons are destroyed.

Replace the pillbox with a crater.

If the tank gun's shot hits a pillbox, the soldiers inside the pillbox are attacked with a value of 15 on the Combat Results Table.

[35.4] Buttoned-Down Tank

The tank is buttoned down by placing a Buttoned Down marker on the tank commander.

The activation values of the crew are increased by 2 when the tank is buttoned down.

The tank commander may not use the roof machine gun when the APC is buttoned down.

A buttoned-down tank may rotate its turret one hex side per turn.

A buttoned-down tank offers complete protection against small-arms fire, fire and explosions.

Direct hits from anti-tank rockets, anti-tank mines, artillery and explosive charges still affect the tank.

[35.5] Open Tank

A tank works more effectively if the tank commander puts his head out of the hatch, thereby having a good assessment of the surroundings.

Being visible, the tank commander is exposed to certain risks.

The commander is seated, only his head is exposed, and he benefits from a defensive multiple of 4.

The commander may fire the roof machine gun only when the APC is open.

A commander who uses the roof machine gun is standing, and benefits from a defensive multiple of 2.

The tank provides a defensive multiple of 2 to its crew against small-arms fire and explosions.

[34.6] Vehicles in Combat

(Translator's note: the source prints this sub-heading as "34.6" inside the tank section; it is rendered as printed.)

A buttoned-down tank offers total protection against small-arms fire, fire and explosions.

Rockets, anti-tank mines, artillery and explosive charges still affect the tank.

If a tank commander panics, he immediately buttons down the tank.

The tank may carry out no task until the commander recovers from his panic.

If the tank commander flees, the whole crew flees.

[35.5] Combat Protection

(Translator's note: the source gives this second sub-heading the number 35.5 as well; it is rendered as printed.)

Small-arms fire and explosions have no effect on the crew of the tank except the tank commander.

The tank adds a multiple of 4 to the defence of the tank commander if the vehicle is open.

The tank adds a multiple of 2 to the defence of the tank commander if he uses the roof machine gun.

Anti-tank rockets, artillery, anti-tank mines, explosive charges and flamethrowers have special effects on tanks.

These factors affect the LOS in the same way as trucks and APCs; see 35.7.

[35.6] Evacuation

Exit from or entry into a tank is made through a hatch.

There is one or two hatches in the turret and one in each of the two front hexes.

One soldier may enter or leave through a hatch per phase.

A soldier leaves the tank into the hex adjacent to the hatch.

Once outside the tank, crew members operate as normal infantry.

They may be activated by themselves or by any allied leader.

A tank commander may not activate soldiers who are not part of his crew.

Once the crew has left, the tank remains abandoned for the rest of the game.

[35.7] Carrying Infantry

A tank may carry up to 10 soldiers, two per hull hex, none in the turret hex.

Dismounting from a tank requires four movement points, whatever the terrain.

Mounting a tank is a specific task and takes an entire turn.

Wounded soldiers may be carried on a tank.

A soldier on a tank has a defensive multiple of 1 against all attacks.

If the tank moves, he receives the defensive multiple for movement against direct and opportunity fire.

Soldiers on a tank move with the tank.

They keep their position and orientation on the tank during movement.

A soldier may not mount a moving tank.

He may jump from a moving tank, but suffers the same risk as when jumping down a level; see 10.3.

Part 4: Scenarios

The game of SNIPER!™ offers eight general situations: patrol, raid, patrol ambush, improvised ambush, reconnaissance, assault, obstacle clearance, and pillbox.

A wide variety of nationalities and periods are covered in the game, allowing players to create a large number of scenarios.

The description of each situation indicates in general terms what it involves and what it is about, as well as detailed information on how to play that situation.

The units of the various theatres of operation are listed in the orders of battle that follow each situation description.

[36.0] Set-Up

Place the map on a flat surface.

Place the activation markers in an opaque cup beside the map.

The players sit on opposite sides of the map.

When choosing soldiers, place all counters of the appropriate type in an opaque cup.

Then draw the counters, one at a time, until the required number is reached.

These are the soldiers that make up the player's unit.

For example, the German player needs eight riflemen: he places all the riflemen counters in an opaque cup.

He draws eight and returns the rest to the storage tray.

He repeats this sequence for each weapon type used by the unit.

Once all of a player's soldiers have been chosen, consult the Counter Index of the appropriate nationality to find the activation value, ability and panic value of each soldier if the intermediate rules are used.

Transcribe this information onto a copy of the Squad Roster Form.

Arrange the soldiers in order of their identification numbers.

This makes it easy to see which soldiers are active during an impulse, low identification numbers corresponding to low activation values.

[36.1] Secrets and Concealed Deployment

In most situations, the Bravo player deploys his forces before combat begins on a specific part of the map.

This deployment is made secretly, and the Alpha player does not need to know the location of the Bravo player's soldiers or weapons until they are revealed during the course of play.

The Bravo player may record the location of his soldiers by hex number on his Squad Roster Form.

If this is permitted, he may indicate which soldiers are under observation and eligible for opportunity fire, as well as their orientations.

[36.2] Blind Play

Alternatively, if space allows, the Bravo player may place his units on a map hidden from the Alpha player, then watch the Alpha force move on the other map.

Even though the Bravo force is not allowed to move before contact, the Bravo player may change the orientation of his soldiers between the movements of the Alpha force.

[37.0] Patrol

This simulates the most common type of infantry combat at unit level.

The two squads carry out a patrol with no other aim than to gather information.

Most patrols of this kind are inconclusive.

However, from an intelligence point of view, the fact that a patrol did not meet the enemy may be just as important.

Aggressive patrols may produce the information that headquarters needs to build a picture of the enemy front line.

The two infantry squads meet by chance in no-man's land.

The exchange of fire that occurs during these patrols is generally brief.

Each side has the same overall mission:

  • Enter the area.
  • Carry out the defined patrol and withdraw with minimum casualties.
  • Report at the end of the patrol.

[37.1] Set-Up

The patrol differs from other situations in that neither force is on the map when the game begins.

Both units enter the map during play.

  • Step 1: Determine where each patrol enters the map.

Place the activation markers numbered 1 to 4 of one side in an opaque cup.

Each player draws a marker at random.

Do not show the marker to your opponent.

This marker determines through which hexes the soldiers may enter the map.

The entry hexes are:

MarkerAlpha entryBravo entry
10101 - 04010154 - 0354
20801 - 12010954 - 1253
32201 - 26012253 - 2653
43601 - 39013653 - 3954
  • Step 2: Determine the path of the patrol.

Each player knows where his patrol enters the map.

He writes orders describing the order in which the alphabetical sections of the map will be patrolled.

In addition, the following restrictions must be respected.

    1. Each section of the map must be visited by the patrol.
    1. The patrol must move in one or two columns.

Each soldier must be within 2 hexes of the soldier directly in front of and behind him in his column.

A scout may be up to 10 hexes ahead of either column.

If two columns are used, they must remain within five hexes of each other and must follow parallel paths.

If two columns are used, the player must endeavour, as far as possible, to keep the lead soldiers of the two columns in view of each other.

    1. The soldiers of a column must maintain their original spacing at all times.

The columns may move closer together or further apart but may never be more than five hexes apart.

    1. All movement must be carried out in clear or rough #1 terrain, and no change of level is permitted.
    1. The patrol may not re-enter a section of the map it has already crossed until all sections of the map have been crossed or an enemy has been spotted.
    1. All weapons are assumed to be loaded, but no soldier may have a prepared grenade in hand, demolition charge or rifle grenade.
  • Step 3: Determine which faction enters the map first.

After tracing their respective paths, each player rolls a die.

The player with the lower die roll moves his patrol immediately.

The player with the higher die roll lets the other patrol carry out a number of turns equal to the difference between the two dice rolls, then brings his patrol onto the map.

If the dice rolls are equal, roll again.

For example, the Alpha player rolls 5 and the Bravo player rolls 2.

The difference being 3, Bravo moves his unit three turns before Alpha enters the map.

[37.2] Movement Up to Contact

Until the patrols spot one another, the players use this abbreviated sequence of play.

    1. The player whose patrol entered the map first moves his patrol four to eight hexes.

This is not a spending of movement points, but a simple count of hexes.

Each soldier in a column must cover the same distance along the same path and must maintain the original spacing between soldiers.

The patrol must head toward its next listed section.

The unit may change orientation by one or two hex sides per movement.

    1. The second player moves his patrol when the first player has finished moving, following the same procedure.

The players alternate in this way until contact.

Contact occurs at the precise moment when at least one soldier sees an enemy soldier.

All movement stops at this stage.

Both players set aside their movement orders and move on to the normal sequence of play.

If contact occurs before all soldiers have entered the map, continue moving in alternation according to the written movement orders until all soldiers are on the map.

At that point movement ceases and the normal sequence of play begins.

After contact, the players ignore their movement orders.

The patrol no longer needs to move through each map section as planned.

[37.3] Length of the Game

The game may last any number of turns.

It continues until only one player has active soldiers on the map.

[37.4] Victory Conditions

The winning player is the one with the most victory points at the end of the game.

Players win victory points according to the following scale:

  • 3 points per wounded enemy soldier.
  • 10 points per unconscious enemy soldier.
  • 10 points per killed enemy soldier.
  • 20 points per captured enemy soldier.
  • 10 points if all mission objectives have been visited by a leader.
  • 5 points per unconscious friendly soldier carried off the map by his comrades.*
  • 10 points per unconscious enemy soldier carried off the map by your soldiers (prisoner).**
  • 10 points for controlling the terrain (having at least one active soldier on the map at the end of the game).
  • 30 points if a friendly soldier reaches the opposite edge of the map and survives to the end of the game.
  • The unit that controls the terrain also gains 5 points per unconscious soldier as if they had been carried off.

** The unit that controls the terrain also gains 10 points per unconscious enemy soldier.

Soldiers may leave the map by any route along the edge from which they entered.

They may not leave by any other edge of the map.

The difference in victory points between the two sides determines the winner:

  • 1 to 10: minor victory
  • 11 to 20: marginal victory
  • 21 or more: major victory

If a force reaches its morale limit, it no longer gains victory points for wounding, neutralising or killing enemy soldiers.

It still collects points for possession of the opposite edge of the map, and for the evacuation of its own troops.

[37.5] Notes

The interesting feature of this situation is that each player may determine when the game ends by voluntarily leaving the map. Of course, the player who decides to leave concedes 10 points.

Sometimes it is not easy to leave, especially if your soldiers are trapped or the enemy blocks your exit.

As a general rule, it is preferable to shoot and manoeuvre, assuming that you can concede ground and gain by wounding or killing enemy soldiers who are too aggressive.

If the initial exchange of fire can be turned to advantage, and one of your soldiers manages to bring himself close to the enemy edge of the map and remain there, this may win a major victory.

[37.6] Orders of Battle

Choose one of the following orders of battle for the scenario.

Each comes from a different war or theatre of operations.

Each OB indicates the terrain used, how many soldiers, their weapon type, and which activation track to use.

Morale is used with the intermediate and advanced rules.

  • Naples, 1943
    • Urban or mixed terrain
    • American: 10 SR, 2 AR; track C; Morale 20
    • German: 4 BR, 2 MP; 3 MG; track C; Morale 20
  • Orel, 1943
    • Urban or mixed terrain
    • Soviet: 6 BR, 3 MR, 1 MG; track D; Morale 20
    • German: 6 BR, 3 MR, 1 AR; track E; Morale 25
  • Milne Bay, 1942
    • Mixed rural terrain
    • Australian: 7 BR, 2 MP, 1 AR; track E; Morale 20
    • Japanese: 13 BR, 1 AR; track D; Morale 40
  • Vieux Chauve, 1952
    • Dense rural terrain
    • American: 10 SR, 1 AR; track D; Morale 15
    • Chinese PLA: 5 BR, 4 MP; track D; Morale 30
  • Mekong Delta, 1968
    • Dense urban terrain
    • American: 8 AW, 2 GL; track E; Morale 15
    • Viet Cong: 8 SR, 3 MR, 1 AR; track D; Morale 20

(Translator's note: the source prints "l0 SR" for the first American Vieux Chauve entry, which is read here as 10 SR. The source's place names are rendered in English title case.)

[38.0] Raid

A raid is a sudden attack on a known enemy position, followed by a withdrawal before a reaction in force by the enemy takes place.

The aim of some raids is to seize prisoners or equipment.

Raids are often carried out at night.

[38.1] Set-Up

The Bravo force sets up in sections B and C or F and G.

It deploys openly so that the Alpha player can see the deployment of his forces.

Each soldier is deployed in a man-hole, one soldier per hex.

The Alpha player chooses a section in which to deploy his force.

He may choose from sections A, D, E or H.

No Alpha soldier may be closer than two hexes to the edge of the map.

[38.2] Movement Up to Contact

The normal sequence of play is used, with the following exceptions:

  • Only the Alpha player is allowed to draw activation markers and activate his soldiers before contact.
  • All Bravo soldiers have observation markers when the scenario begins.
  • They may do nothing, except change orientation, until contact.
  • Once contact is established, Bravo soldiers may carry out opportunity fire.
  • When Bravo's opportunity fire is finished, the game turn ends immediately and a new turn begins.
  • The Bravo player does not draw activation markers until the first turn following contact.
  • No soldier of either force may carry out direct fire, quick fire, or a grenade or demolition charge throw until contact.

[38.3] Length of the Game

The game lasts 15 turns, including the turns before any contact.

[38.4] Victory Conditions

The winning player is the one with the most points at the end of the game.

Points are awarded for the following:

  • Bravo player:
    • 3 points per wounded enemy soldier
    • 5 points per enemy soldier killed or rendered incapable of action
  • Alpha player:
    • 5 points per enemy soldier killed or neutralised
    • 10 additional points per neutralised enemy carried out of the Bravo sector by Alpha soldiers

(Translator's note: the source text of this paragraph is run together and the Bravo and Alpha lines are not clearly separated; the grouping above is the most likely reading.)

[38.5] Orders of Battle

Normandy, 1944

  • Dense terrain
  • German (Alpha): 6 BR, 3 MR, 6 SC; track D; Morale 20.
  • Canadian (Bravo): 3 BR, 3 MR, 1 AR; track D; Morale 20.

River Don, 1942

  • Mixed terrain
  • Soviet (Alpha): 6 BR, 3 MR, 1 MG, 3 SC; track E; Morale 30.
  • German (Bravo): 3 BR, 2 MP, 1 MG; track C; Morale 40.

Mont Auten, 1942

  • Dense terrain
  • Japanese (Alpha): 6 BR, 1 SC; track D; Morale 16.
  • American (Bravo): 4 BR; track C; Morale 15.

River Han, 1951

  • Open terrain
  • American (Alpha): 10 SR, 1 AR; track D; Morale 15.
  • Chinese PLA (Bravo): 4 BR, 3 MP; track D; Morale 20.

Quang Tri, 1968

  • Mixed terrain
  • NVA (Alpha): 12 AW; track C; Morale 30.
  • American (Bravo): 8 AW, 2 GL, 20 medium artillery shells (on call); track E; Morale 15.

(Translator's notes: the source prints "195l" for the River Han year, read as 1951, and "l0" for a morale value, read as 10. The Mont Auten Bravo entry in the source begins with a stray "16" before "Américains"; it is rendered here as "American (Bravo): 4 BR; track C; Morale 15", with the stray number omitted.)

[39.0] Ambushing a Patrol

As the intelligence picture in no man's land fills in, the command begins to anticipate enemy patrols.

This is especially true if the enemy becomes careless and falls into a patrol routine, thus preparing the ground for an ambush.

[39.1] Set-Up

The Alpha player sets up and plans a patrol route in the same way as in the patrol scenario.

He then shows his route, but not his entry hexes, to the Bravo player.

The Bravo player secretly selects two adjacent map sections other than the Alpha entry.

The Bravo player will deploy there to lay the ambush.

All Bravo soldiers must be deployed in the chosen location using concealed deployment.

The Bravo player then rolls a die to determine where his soldiers may leave the map:

  • 1 = hexes 0101-0127
  • 2 = hexes 0128-0154
  • 3 = hexes 0154-2053
  • 4 = hexes 2053-3954
  • 5 = hexes 3954-3928
  • 6 = hexes 3927-3901

[39.2] Movement Up to Contact

Before contact, the Alpha force moves as in a patrol scenario.

Movement continues until Alpha is attacked, or until an Alpha soldier moves with a clear line of sight within five hexes of a Bravo position.

Bravo soldiers may move only after contact.

Bravo soldiers observe and are eligible to carry out opportunity fire from the beginning of the game.

Bravo soldiers may change orientation before contact.

The Alpha force moves as a unit even though each counter is moved individually.

As the unit advances, each soldier moves and maintains spacing in the column.

If a Bravo soldier uses opportunity fire, Alpha reorganises its markers as necessary to indicate their actual positions.

If contact is initiated by opportunity fire, the Bravo force may carry out all of its opportunity fire before the Alpha force reacts in any way, including taking its panic tests.

Once the opportunity fire is finished, begin carrying out the pending panic tests.

The Bravo player may detonate a Claymore mine.

The Bravo player resolves the attacks against all Alpha soldiers in the blast cone, then all soldiers carry out their panic tests.

[39.3] Length of the Game

The game lasts 15 game turns after contact, or until all soldiers of one side have left the map.

[39.4] Victory Conditions

The winning player is the one with the most victory points at the end of the game.

Points are awarded as follows:

  • 3 points per wounded enemy soldier.
  • 10 points per enemy soldier killed or unconscious.
  • 5 points per Alpha soldier, whatever his status, who leaves the map (Alpha player only).

[39.5] Orders of Battle

Rapido River, 1944

  • Mixed terrain
  • American (Alpha): 5 SR, 4 MR, 2 AR, 1 MG; track D; morale 15.
  • German (Bravo): 2 BR, 2 MP, 1 MG; track A; morale 20.

Mius River, 1942

  • Mixed terrain
  • German (Alpha): 10 BR, 1 MR, 1 MG; track A; morale 15.
  • Soviet (Bravo): 8 BR, 1 MR, 1 AR; track G; morale 30.

Khota Bharu, 1941

  • Dense terrain
  • British (Alpha): 6 BR, 1 AR; track E; morale 10.
  • Japanese (Bravo): 4 BR, 1 AR; track D; morale 40.

Gloster Crossing, 1951

  • Open terrain
  • British (Bravo): 3 MR, 1 AR; track C; morale 20.
  • Chinese PLA (Alpha): 9 BR, 4 MP; track E; morale 20.

Phuoc An, 1967

  • Mixed terrain
  • Viet Cong (Alpha): 2 AW, 2 SR, 2 MP; track D; morale 20.
  • American (Bravo): 4 AW, 1 GL, 1 claymore; track C; morale 10.

Etchells, 1984

  • Mixed terrain
  • Soviet (Alpha): 8 AW, 1 MG; track E; morale 20.
  • American (Bravo): 5 AW, 5 claymores; track E; morale 15.

(Translator's note: the source prints "l5" and "l0" for some morale values, read here as 15 and 10. The Mius River Bravo entry and others are rendered as printed.)

[40.0] Hasty Ambush

An ambush is improvised when a patrol suddenly finds itself in a position to ambush an enemy force.

Although this scenario takes place in a town, improvised ambushes may happen anywhere.

[40.1] Set-Up

The Alpha player chooses one of the routes shown on the Hasty Ambush diagram.

Note that these are general routes along the streets, not specific rows of hexes.

This tells the Bravo player which route he must take.

The Bravo player then has five minutes to set up his unit.

He places his soldiers wherever he wishes using concealed deployment, then rolls a die to determine his exit edge, as in the Ambush of a Patrol scenario.

The Alpha player places his soldiers in his truck or half-track according to the rules on vehicles (34.0).

If the Alpha force has two vehicles, no more than two-thirds of its soldiers may be carried in a single vehicle.

[40.2] Movement Up to Contact

If the Alpha player has more than one vehicle, they must travel in column, separated by four to eight hexes.

The Alpha player moves the vehicle along the chosen path, indicating which hex it is passing through.

The Bravo player may stop the movement at any time to carry out opportunity fire.

At this stage the vehicles are placed in their relative positions and the opportunity fire is resolved.

When all the opportunity fire is finished, proceed to the normal sequence of play.

[40.3] Length of the Game

The game lasts 15 game turns after the point of contact, or until all soldiers of one side have left the map.

[40.4] Victory Conditions

The player with the most victory points at the end of the game is the winner.

Victory points are awarded as follows:

  • 3 points per wounded enemy.
  • 10 points per enemy killed or unconscious.
  • 5 points per Alpha soldier, whatever his status, who has left the map (Alpha player only).

[40.5] Notes

As in the Ambush of a Patrol, there is little that Alpha can do until the ambush is triggered.

At this stage, if losses are light, it may be better for him to withdraw with the vehicles.

Unfortunately, losses are likely to be heavy, making a counter-attack necessary in order to win.

The Bravo player must inflict as many losses as possible, bearing in mind that he cannot abandon the map without giving five victory points per Alpha soldier evacuated.

[40.6] Orders of Battle

Tobruk, 1941

  • German (Alpha): 8 BR, 1 MR, 1 MG, 1 mid-route mine; track A; morale 15
  • British (Bravo): 3 BR, 1 MR, 1 AR; track D; morale 15

Outskirts of Leningrad, 1941

  • German (Alpha): 9 BR, 1 MG, 2 trucks; track D; morale 40
  • Soviet (Bravo): 5 BR, 1 MR, 1 AR; track 1; morale 30

Mandalay, 1941

  • Japanese (Alpha): 12 BR, 1 AR, 2 trucks; track D; morale 40
  • British (Bravo): 5 BR, 1 MR, 1 AR; track E; morale 10

Yongdungpo, 1950

  • American (Alpha): 10 SR, 1 AR, 1 truck; track D; morale 20
  • Chinese PLA (Bravo): 3 BR, 3 MP; track C; morale 20

Saigon, 1968

  • American (Alpha): 8 AW, 2 GL, 1 APC; track E; morale 15
  • NVA (Bravo): 4 AW, 2 AR, 1 RL; track D; morale 20

Berlin, 1985

  • Soviet (Alpha): 8 AW, 1 MG, 1 RL, 1 APC; track E; morale 20
  • American (Bravo): 1 AW, 1 MG, 1 RL; track D; morale 20

(Translator's note: the source prints "194l" and "l0" for some values, read here as 1941 and 10; "piste 1" for the Leningrad Soviet track is rendered as track 1 as printed.)

[41.0] Reconnaissance

A patrol is often sent to establish facts about an enemy position.

These reconnaissance patrols have the sole purpose of gathering information.

Fighting, except when necessary, is detrimental to the mission.

The information gathered during reconnaissance is used to establish enemy firing positions and strong points on situation maps.

The Alpha player is the reconnaissance unit; the Bravo player is in defence.

[41.1] Set-Up

The Bravo force must be deployed in concealed positions in all adjacent sections of zones C, D, E, F on half of the map.

The Bravo force includes a pillbox, which must be placed on clear terrain.

It is not necessary for there to be a garrison in the pillbox.

Bravo soldiers may exit the map along any edge of sections D or E.

After deployment, the Bravo player announces which sections he occupies.

The Alpha force sets up wherever it wishes, provided there is no Alpha soldier within 15 hexes of a section in which Bravo has set up.

[41.2] Movement Up to Contact

The normal sequence of play is followed throughout the scenario, with the following exceptions:

Bravo soldiers may neither move nor fire until an enemy soldier is spotted within a LOS of less than 10 hexes of a Bravo soldier.

Bravo soldiers are eligible for opportunity fire from the beginning of the game.

Bravo soldiers remain concealed until they move, fire, throw explosives, or until an Alpha soldier with a LOS to them is less than 10 hexes away.

The pillbox is spotted if an Alpha soldier with an unblocked LOS moves to within 10 hexes of it and a Bravo soldier leaves it or fires from it.

Once spotted, the units are placed on the map.

Bravo soldiers may leave the map along the edges of sections D or E.

Alpha soldiers may leave the map anywhere along the edges of sections A or H.

[41.3] Length of the Game

The game continues until only one side has healthy or wounded soldiers on the map.

[41.4] Victory Conditions

The winning player is the one with the most victory points at the end of the game.

Points are awarded as follows:

  • Bravo player:
    • 3 points per wounded enemy soldier
    • 10 points per enemy soldier killed or unconscious
    • 5 points per unconscious friendly soldier evacuated from the map
  • Alpha player:
    • 25 points if a friendly soldier spots the pillbox and leaves the map, healthy or wounded.

The player receives only 25 points even if more than one soldier meets this condition.

If the Bravo force reaches its morale limit, it receives no further victory points for new casualties among Alpha.

This is in addition to the usual morale effects.

[41.5] Notes

In theory, this is a simple situation.

Bravo tries to cover as many approach routes as possible with opportunity fire.

Alpha sends a scout to try to reveal at least one enemy position.

Bravo should place its fortification on the edge of the map and trust its infantry to drive away enemy scouts.

If the pillbox has to fire in its own defence, the enemy has got what it was looking for.

Alpha should use smoke grenades to cover its infiltration attempts.

[41.6] Orders of Battle

Tunisia, 1943

  • Dense terrain
  • American (Alpha): 10 SR, 1 AR; track F; morale 15
  • German (Bravo): 8 BR, 1 MR, 1 MG, 1 light artillery (on call); track C; morale 20

Chir River, 1942

  • Mixed terrain
  • German (Alpha): 8 BR, 3 MP; track A; morale 15
  • Soviet (Bravo): 10 BR, 1 MR, 1 AR; track G; morale 30

Okinawa, 1945

  • Mixed terrain
  • American (Alpha): 9 SR, 3 AR; track D; morale 20
  • Japanese (Bravo): 5 BR, 1 AR; track D; morale 40

Operation Thunderbolt, 1951

  • Open terrain
  • British (Alpha): 7 BR, 2 MP, 1 AR; track D; morale 20
  • Chinese PLA (Bravo): 5 BR, 4 MP; track C; morale 30

Danang, 1967

  • Dense terrain
  • American (Alpha): 6 AW, 1 MG, 2 GL, 1 SG; track E; morale 10
  • Viet Cong (Bravo): 3 AW, 2 AR; track D; morale 15

Variants

  • Replace the pillbox with the small-building marker in section C or F.
  • The building may have a garrison, but this is not required.
  • The Alpha player gains 25 victory points by determining whether the building is occupied.
  • If a Bravo soldier is seen firing from the building by an Alpha soldier who then leaves the map, the determination is made.
  • Otherwise, an Alpha soldier must enter the building and search it room by room to be sure.

(Translator's notes: the source prints "195l" for Operation Thunderbolt, read as 1951; "l0 BR" for the Soviet Chir River entry, read as 10 BR; and "8 BR 3 MP" for the German Chir River entry, rendered as printed.)

Part 5: Optional Rules

The optional rules are intended for players who have explored all the possibilities of the basic, intermediate and advanced rules and are looking for further challenges.

Some of these rules may considerably change the balance of the game.

[46.0] Game with a Referee

One of the most troubling aspects of infantry combat is that, individually, soldiers rarely know where their enemy is.

This aspect of combat is very difficult to recreate in a game without heavy rules.

The best way to do it is to play with a referee.

[46.1] Double-Blind Play

Each unit sets up and plays the game on its own copy of the map.

The referee places an enemy counter or marker on the map only when a friendly soldier is able to observe it, and it stays there as long as a friendly soldier keeps the enemy soldier in view.

An enemy may be attacked by direct fire if he is seen observing (SIGH) or exposed (Exposed) at a particular place, even if his marker is not currently on the map.

(This situation arises most often when a soldier is hit and no other friendly soldier is looking in the same direction.)

Soldiers may be heard as well as seen.

Whenever enemy soldiers are within four hexes of one another on the same level, the referee informs both players that they hear enemy voices, and says from which hex side the voices come.

The same provision applies when a soldier is above an enemy.

If the soldier above can be fired at through the ceiling, inform both players of the presence of the other, but do not give locations.

Exception: snipers are not revealed by noise; they must be spotted.

[46.2] Restrictions

Players never know which actions an enemy is carrying out, or when an enemy's weapons are unloaded, nor whether he is preparing a grenade, a quick fire or any other invisible task.

They are told the type of weapon possessed by a spotted enemy.

[47.0] Limits on Carrying Grenades

A soldier may carry up to six grenades.

Before the game begins, both players must record on their rosters how many grenades of each type each soldier carries.

Each time a soldier uses a grenade, one grenade of that type is crossed off the roster.

Soldiers may exchange any number of grenades, but no soldier may ever have more than six grenades at a time.

A soldier armed with a flamethrower may never carry or use a grenade.

This restriction applies to hand grenades, rifle grenades and rocket-launcher rounds.

It does not apply to grenade-launcher ammunition.

[48.0] Covered Targets

Soldiers remain under cover as much as possible when looking for enemies.

To reflect this, a soldier may trace a line of sight to a sighting marker (Sighting) only if the distance is less than or equal to 10 hexes.

[49.0] Barricades

A common tactic in urban areas is to barricade streets, both to provide protection to soldiers and to hamper sight and the movement of vehicles.

Barricade markers are provided to represent them.

In Build-Your-Own scenarios, the defending player may buy barricades.

An entrenchment is impassable to vehicles, like an exterior wall.

Soldiers in or behind the entrenchment hex are protected in the same way as if they were behind a window; the entrenchment acts as a window in all respects.

[50.0] Sewers

Sewers can be very important in street fighting because they allow soldiers to move safely and invisibly beneath dangerous areas, in particular streets.

The decision to include sewers must be taken at the start of the game.

The defender rolls a die to determine the sewer network.

  1. 1008-1039-2034-2023-2013-3416
  2. 0517-0536-0551-1512-1531-2541
  3. 1125-1138-2418-2431-2444-3612
  4. 1814-1828-3207-3221-3234-3250
  5. 1938-1944-2541-3138-3132-3126
  6. 0707-0729-0750-2918-2940-2950

A sewer access marker is placed in each hex listed.

These access hexes are the only places where soldiers enter or leave the sewers.

Sewers may not be pierced.

Access is through the lowest level of the hex, in the basement if possible, otherwise at ground level.

Each sewer access is connected via sewer tunnels to every other sewer access hex to which it can trace a path along a straight line of hexes.

Sewer access points must be perfectly aligned to be connected.

Two unaligned accesses may be connected indirectly via a third access hex.

Players should try to visualise this network as a series of underground tunnels running along straight hexes between the sewer access hexes.

A soldier standing in a sewer access hex may descend into the sewers.

Once in the sewers, the soldier follows the normal activation and movement rules to move to another sewer access hex.

Players may indicate that a soldier is in a sewer by placing a man-hole marker above the soldier.

A soldier leaves a sewer by climbing out at a sewer access hex.

A soldier in a sewer access hex may take shelter there and receives the same protection as in a crater.

He may fire and be fired upon.

A sewer access hex is blocked if any part of a tank, an APC or a truck occupies that hex.

A soldier in or moving through a sewer hex has a defensive multiple of 2 if standing, 4 if prone.

He may be attacked only by someone who is also in the sewer.

The blast radius of grenades is doubled in the sewers; the explosion spreads in straight lines following the course of the sewers and does not pass around corners.

When a smoke grenade explodes in a sewer hex, the smoke follows the course of the sewers and passes corners, and its length is doubled compared with clear terrain.

Players may create their own sewer networks by mutual agreement.

[51.0] National Characteristics

Differences in army training are reflected in activation tracks and in the ratings of each soldier's abilities.

However, certain other traits may be attached to groups of soldiers.

The following cases reflect differences in training or experience that cannot be incorporated into the individual activation and ability ratings.

In many cases these characteristics are exaggerated to produce a noticeable game effect.

They are assumed to apply to all scenarios, whatever the date of the scenario.

[51.1] Americans

American soldiers who are not isolated have a dice modifier of +1 when checking to recover from a panic.

Isolated Americans have a dice modifier of -1 when checking to recover from a panic.

[51.2] Germans

All isolation distances are increased by two for German soldiers.

For example, a German soldier is not isolated if he can trace a LOS to a standing friendly soldier within a radius of 10 hexes instead of 8 hexes.

[51.3] Soviets

An active Soviet leader may rally one panicked soldier per turn if he meets the conditions of 24.4.

Neither the leader nor the soldier may carry out any other task during that turn.

[51.4] Japanese

A Japanese leader may activate one additional soldier per turn, in addition to the number shown on the current activation marker.

[51.5] British

The unmodified base firepower of a British soldier is increased by 2 at all ranges.

[51.6] Chinese Communists

Chinese soldiers receive six movement points when evading, reduced by half to 3 and by a quarter to 2.

(Translator's note: the source states six points halved to 3 and quartered to 2 as printed; the reading "quarter to 2" is kept as the source gives it.)

[51.7] Viet Cong and North Vietnamese

The activation value of an isolated VC or NVA soldier is increased by 1, not by 2.

[52.0] Captured Weapon

A soldier may exchange a weapon with an unconscious or dead enemy soldier.

Only automatic weapons, MP, AW, AR, MG and grenades may be recovered in this way.

Exception: a soldier armed only with a pistol or with an unloaded rocket launcher may pick up any weapon.

Once the weapon is unloaded, it may not be reloaded.

A friendly soldier may not act as loader for a captured machine gun.

[53.0] Sergeant Rock and Roll

When Hollywood goes to war, Sergeant Rock and Roll is called upon.

Sergeant Rock and Roll is the virile, square-jawed, unshaven soldier of comic books and films.

Even though this rule is manifestly unrealistic, it is great fun to play with Sergeant Rock and Roll.

Sergeant Rock and Roll has the following attributes:

    1. He uses activation track A and has an activation level of 1.
    1. His panic value is 0.
    1. He has 10 movement points.
    1. He receives a modifier of +2 dice for shooting, throwing and hand-to-hand combat.
    1. He carries an MP (Second World War, Korea) or an AW (Vietnam, modern) that never runs out of ammunition.
    1. He carries a demolition charge.
    1. He may throw a grenade and fire his weapon in the same turn, but loses his +2 bonus.
    1. He never needs to rearm after throwing a grenade or demolition charge.
    1. He is never isolated.
    1. His defensive multiple is always doubled.

He is never stunned (Stun).

Sergeant Rock and Roll generally operates alone, but if he faces a small army he may have up to three normal soldiers, armed with MP or AW, with him.

[54.0] Activation Variants

Although drawing activation and panic markers creates a very random distribution of activations, players can count on certain soldiers to perform at almost any time.

The following rules remove the little predictability there is in the activation procedure.

[54.1] Activation by Dice Roll

A player does not draw an activation marker at the start of his turn.

He chooses a soldier to activate and rolls a die.

If the result is greater than or equal to the soldier's activation level, the soldier is active.

Otherwise, the soldier is inactive, but he may be activated by a leader.

When a soldier is activated, the player carries out a task with that soldier.

When that soldier's task is complete, the player chooses another soldier and attempts to activate him.

The player continues until all of his soldiers have been activated, fail to activate, or he passes.

If a player wishes to have more than one of his soldiers firing at a single enemy soldier, he must declare his intention before rolling a die.

If a 1 is obtained when trying to activate a soldier with an activation factor of 1, roll the die again. On a roll of 1, 2 or 3, the soldier is not activated.

The player draws an activation marker at the end of his turn and places it on the activation track.

This marker determines whether the player may carry out another turn.

It has no other effect.

[54.2] Random Alternation of Rounds

Place all the activation markers in a single cup.

At the start of the operations phase, the player who placed the most observation markers draws a marker and places it on the appropriate activation track.

The player whose marker was drawn activates his soldiers that turn.

At the end of the turn, another marker is drawn, determining who gets the next turn.

Using this option, a player may have the opportunity to carry out more than one turn in a row.

[55.0] Random Movement Allowances

Instead of giving each soldier a fixed number of movement points, roll a die and add the result to the value of the current activation marker.

The sum is the number of movement points the soldier has for the current turn.

If, after determining the soldier's movement allowance, the player decides not to move the soldier, that soldier may carry out no other task during that turn.

[56.0] Night Combat

Although night combat offers many advantages to the attacker, the soldiers do not appreciate it.

If the players agree to set a scenario at night, the following rules are in force.

[56.1] Isolation

A soldier is isolated unless he is within two hexes of a friendly soldier.

[56.2] Visibility

Whatever the terrain, nothing is visible beyond 30 hexes at night.

A soldier who fires his weapon is automatically spotted for the rest of the turn by all enemy soldiers who can trace a LOS, as if the conditions were daylight.

Once he moves, he must be spotted again.

In all other cases, the players must roll dice to determine whether a particular soldier can see all targets.

The probability depends on the distance to the target, its cover, and whether it is moving or prone.

When a soldier is activated, roll a die for each possible target and consult the Night Spotting table.

If the modified die roll is greater than or equal to the required number, the target is spotted.

Spotting is individual to each soldier.

That soldier A sees soldier B does not mean that B can see A; B must roll a die to see A.

[56.3] Night Combat

An enemy must be spotted in order to be attacked.

Even an enemy soldier in the same hex as a friendly soldier may not be attacked unless he is spotted (he must be recognised as an enemy).

A grenade may be thrown at an unspotted enemy soldier if the thrower's spotting die roll was only 1 or 2 below the number required for successful spotting.

A grenade may not be thrown if the minimum spotting requirement is not met.

Subtract 2 from all scatter dice rolls at night.

[56.4] Night Spotting Table

On the Night Spotting Table, a soldier is covered if he is on terrain that gives him a defensive multiple of two or more.

He is moving if he has a movement marker.

If he is in evade mode, he is considered stationary.

Night spotting:

RangeCover: Stationary*Cover: MovementNo cover: Stationary*No cover: Movement
01-05211(blank in source)
06-105241
11-206453
21-30-665

*stationary or panicked.

(Translator's note: the source table has three values in the 01-05 row; the layout places them under cover-stationary, cover-movement and no-cover-stationary, leaving the no-cover movement cell blank. This reading is provisional.)

Modifiers to the die roll (the source prints these as "- 1"; the sign is read as a minus, as the prone posture makes spotting harder):

  • -1 if the target is prone
  • -1 if the observer is prone

[56.5] Illumination Flares

Illumination flares may be fired by artillery.

An illumination flare cancels all night effects within a radius of 20 hexes around the impact hex.

The illumination flare lasts until the next artillery impact phase.

[60.0] First World War

(Translator's note: the base-game transcription stops at the start of this section. The First World War battle set-ups that follow in the source (section 60.1 and the inter-war scenario lists) are scenario data beyond the requested base-game boundary and are not transcribed here.)

Infantry began the First World War armed with bolt-action rifles and bayonets.

Machine guns were heavy pieces assigned to a battalion or regimental unit.

By the end of the war, the average infantryman had become a jack of all weapons.

The average unit was based around a light machine gun or automatic rifle, and the ordinary soldier was more familiar with a hand grenade or rifle grenade than with a rifle.

Players interested in a very precise order of battle should forbid the use of all individual weapons, except RF (BR) and MG for the 1914 actions (very tedious).

  • Etchells, 1990
    • Mixed urban terrain
    • American: 9 AW, 1 GL/AW; track E; Morale 15
    • Soviet: 8 AIU, 1 MG; track E; Morale 20
    1. Combat results against him are modified as follows:
    • P results are ignored.
    • W becomes P2.
    • K becomes W.