Combat Commander: Europe FAQ
1054 questions players ask · Updated Nov 10, 2026 · Full rulebook
GeneralExpansion
- Does Combat Commander: Europe have vehicles or tanks?
- Can the attacker in a Random Scenario Generator game get artillery support?
- Can the defender buy a radio on a Random Scenario support roll?
- How much real time does one Turn represent in Combat Commander: Europe?
- How are a scenario's starting victory points set when they do not match its starting objectives?
- Can a satchel charge be used to mouse-hole a wall, and is the charge used up?
- If a leader activates several units in different hexes, does one satchel charge let the whole group advance by mouse-holing?
- Why do German squads not have separate machine-gun counters on the map?
- In what order do sides set up when the setup box says only first for one side?
- What do the large black numbers on the support tables mean?
- In the Random Scenario Generator, can you think about what your opponent might pick?
- How are objective chits set up at the start of a scenario?
- If a secret objective chit is held by one player at game end, does its objective still score for the opponent?
- When is a scenario officially over?
- Can you make a Fire Attack if the Scenario 8 night reduction drops the Fire Attack Total to 0 or less?
- Does the Scenario 8 night reduction stack with a line-of-sight hindrance?
- How does the Scenario 8 night reduction apply to Ordnance fire?
- Does the Scenario 8 night reduction apply when firing at an adjacent hex?
- When spray fire targets hexes at different ranges, which night reduction applies?
- In Scenario 5, is the randomly broken German weapon chosen before or after the German units are placed?
- Can a single Fate deck pass produce three Time triggers?
- Is a Weapons Team with an LMG on the German Support Table one counter or two?
- Why does the Russian Commando Company get fewer teams than the Commando Detachment in the Random Scenario Generator?
- Why can a Panzerfaust-type satchel charge be used only in terrain with 2 or more Cover?
- Do you draw your hand before or after deploying units at scenario setup?
- When starting a new map, is the force setup done before the Fate cards are drawn?
- In Scenario 101 setup, does each alternating placement count as one counter?
- Can players overstack units during scenario setup?
- Is Scenario 7's Defend-versus-Recon posture a misprint?
- In Scenario 7, can the Russian player choose which unit to set up next before drawing its random hex?
- In Scenario 11 Hold the Line, does a tie in melee against a Tank go to the defender?
- Are leaders placed by random card draw in scenarios that set up units randomly?
- In Scenario 5, how can points be scored?
- Do the modifier values on the back of the playbook apply to scenarios 1 through 12?
- What is the Leader Table used for?
- How many units and leaders does each side get in the Random Scenario Generator?
- What does the battle year change in a game?
- When support squads from the Random Scenario Generator deploy or take light wounds, do they convert to Green teams?
- How many minefield markers does an Extensive Minefield give in the Random Scenario Generator?
- Can minefields of different strengths be combined in a Random Scenario Generator order of battle?
- What are the A to Z counters with a troop or platoon label and a stress side used for?
- In Scenario 27, do the and/or objectives mean any one or more of them, or each of them?
- When a unit with Walking Wounded returns from elimination, are the VPs from its earlier elimination removed?
- Does cover stack when a hex has several cover sources, such as a building plus a wall or a concealment action?
- Does the word artillery in the rules refer only to radio-based off-board artillery?
- In Scenario 2, do the starting VPs count the objectives the Axis controls, and are secret objectives scored at the end?
- Can only Lt. Blankenship make Artillery Requests in Scenario 2?
- In Scenario 16, must Allied concealed weapons be held by concealed units during setup?
- Which board edges are the baselines in Scenario 10 Commando School?
- In Scenario 110, does the Intermittent Blizzard hindrance apply when firing at an adjacent hex?
- Does the fog hindrance in Scenario 12 stack with itself?
- Does the Scenario 102 special rule that reduces a fire attack's total FP apply to offboard artillery?
- In Scenario 12, where can reinforcements set up, and must they set up in or next to A9?
- Can the American player bring Scenario 12 reinforcements in over several Time triggers?
- In the Smokey Mountain scenario, where can the reinforcing units for Sgt. Smith set up?
- In Scenario 3, is the Demolitions card a mistake for the Sappers card named in Special Rule 4?
- In Scenario 39, if the Axis sets up in an objective hex, do they control it and gain its VP?
- Where can a hidden unit be placed when all the set-up hexes are occupied?
- Can a Hidden Unit be placed after the opponent has set up?
- Can a unit leave the map for no VP and later come back as a reinforcement?
- In Scenario 104 Go For Broke, do German units score exit victory points or give VP when eliminated?
- If both sides start in Recon posture, is there a Time VP bonus or any Attacker-only or Defender-only action?
- What is the purpose of starting the Time marker somewhere other than the first space?
- Does Combat Commander have hand-held anti-tank weapons such as bazookas or Panzerfausts?
- Does Combat Commander include solitaire rules?
- Where are the victory point values of units shown?
- Do the VP totals of a scenario change when a random open objective is drawn?
- Is there a maximum number of victory points a side can have?
- Can a unit set up adjacent to an enemy unit?
- What is the Orders of Battle display for, and do the orders of battle tables matter in a standard scenario?
- Does receiving a campaign asset raise the surrender level?
- Can a Lost Battalion unit exit from more than one map edge, and where does it return?
- Which rulebook version is the final one for Combat Commander: Europe?
- When are secret objective chits drawn relative to setup?
- Which rulebook applies to Combat Commander: Europe, the Europe rules or the Pacific rules?
- In Scenario 47 at Normandy, may the player choose which hex each randomly drawn American unit goes into?
- In Scenario 47a, do the cards drawn for Pre-Invasion Bombardment go back to the deck?
- In Scenario 47a, can units that scale the cliffs under the Time event be given another order that turn?
- In Scenario 47b, does Scaling the Cliffs happen before or after opening hands are dealt?
- At Pointe du Hoc, which beach hexes count as set-up hexes for the climbing the cliff rule?
- Can the Axis earn exit points in Scenario 47 at Normandy?
- Does Scenario 54 use the Normandy special rules?
- Is Armor Support treated as artillery when firing at a target behind a hedge?
- In the Stalingrad campaign, can the winner choose to advance fewer campaign positions than the maximum?
- In the Stalingrad campaign, is the German Command Platoon's Initiative of 1 a typo?
- In the Stalingrad campaign, can the Command Platoon leaders Captains Vogel and Melekhov be picked as reinforcements?
- In the Stalingrad campaign, after a battle can you add one Campaign Platoon and then pick several platoons from the pool?
- After a Stalingrad campaign battle, where does a surviving leader go, and when can he be used again?
- Can the Initiative card be used to reroll the Campaign game sudden death roll?
- Where can a hidden unit be placed in Scenario 40 when the scenario has no set-up area?
- In Scenario 86 Sea Lion, where does a German paratrooper land if its random drop hex is occupied or a blaze?
- In Scenario 91, can the Satchel Charge special rule eliminate Wire in the same hex as the Satchel Charge?
- Can the Satchel Charge eliminate adjacent Wire when its carrier is broken, and before Opportunity Fire resolves?
- Where is the prison that Romero is placed in for Scenario 90?
- Which board edge do Axis units rout to in Scenario 90?
- In Scenario 79, is a reinforcing IG18 bound to road or rail hexes like the starting IG18?
- In Scenario 76, can a unit that is adjacent to the Dyle river step away and then move back onto a Dyle hex?
- In Scenario 76, can a unit in a Dyle hex move directly to an adjacent Dyle hex?
- In Scenario 76, can a unit pay all of its remaining MP to cross a Dyle hex after spending MP on something else?
- In Tournament Battle Pack Scenario 7, can the Finnish Axis units exit the Russian board edge?
- In Tournament Battle Pack Scenario 7, can Allied reinforcements enter on A10 or G1?
- When a mine attacks a unit stacked with an Engineer, does the Mine Sweepers rule apply to the stack?
- Can you play Combat Commander: Mediterranean without Combat Commander: Europe?
- Does Combat Commander: Mediterranean add new rules that change play of the Europe scenarios?
- What is the discard limit for Finnish forces in Combat Commander: Mediterranean?
- Can a defending side earn exit victory points?
- How many extra leaders can a Mediterranean Random Scenario Generator support roll buy?
- In the 1941 Random Scenario Generator, does a roll of 12 give Green German troops?
- In Scenario 120 Resistance!, do Partisan units get VPs for exiting the map?
- In Scenario 120 Resistance!, does Concealment stop the truck catching fire when the Fire Attack Total would be 18 or more?
- In Scenario 67, does the night Fire Attack reduction apply in addition to normal Hindrance?
- In Scenario 68, does the Axis radio return broken or working after it is eliminated and comes back on the time track?
- In Resistance! Random Scenario Generator setups, are Partisan fortification costs the same as for other nationalities?
- Where does an eliminated or exited Partisan Hero go?
- Do Resistance! sighting markers gained through an Infiltrate order count against the scenario set-up number?
ComponentsExpansion
- What happens if you run out of a counter, such as wire or a marker type?
- Are smoke markers limited by the counter mix, and what happens when they run out?
- Can a player choose a unit type whose counters are all already on the board?
- Is a one-figure private or leader with a Command number treated as a leader?
- Do the extra smoke markers in Combat Commander: Mediterranean go into the same pool as Europe's?
- How is a unit's range read from its counter?
- Where does an eliminated weapon go, such as a used satchel charge?
- Can a veteran unit become suppressed, and does it stop being veteran?
- What is the function of the Elite, Line and Green OB marker?
- In Battle Pack #3 Normandy, are weapon teams counted as teams when a scenario's special rules refer to British teams?
Core RulesExpansion
- Can a Scout activate a Leader carrying a mortar so that the Leader fires it?
- Can a Leader activate another Leader?
- Can a Leader with Command 0 activate the units in its own hex?
- Does a Leader's Command bonus reach units in adjacent hexes?
- Does a suppressed Leader still give his Command bonus?
- Does a Leader's Command add to his own Morale or to other Leaders in the same hex?
- Which stats of a friendly unit does a Leader's Command add to?
- Does a Leader's Command boost a weapon carried by another unit?
- Can a Leader carry and fire a weapon, including Ordnance such as a mortar?
- Can a Leader fire his own firepower together with a weapon he carries?
- Does a unit get a Leader's movement bonus when it enters the Leader's hex?
- Does a unit keep a Leader's movement bonus after it leaves the Leader's hex?
- Does a Leader's Command add to units in melee?
- Does a suppressed Leader with zero firepower reduce a melee attack?
- Do units, friendly or enemy, block or hinder line of sight?
- Does woods, a building or a hedge in the firer's or the target's own hex block line of sight?
- Does a hedge along a hexside block line of sight?
- Does a Blaze or smoke block or hinder line of sight along a hexspine?
- Can units in adjacent hexes always see each other?
- Must a line of sight physically cross an obstacle's artwork to be blocked?
- Do several hindrances in one line of sight add together?
- When a fire group's target hex has a hindrance, does it reduce each unit's FP or the group's total?
- Does a hindrance in the firing or target hex reduce a fire attack?
- Can a fire attack be made when hindrance reduces its firepower to zero?
- Does smoke hinder a line of sight that only enters or leaves a smoked hex?
- Is line of sight always mutual?
- Can fire run along the map edge line?
- Does woods on a hill crest block line of sight to the hex beyond it?
- How is range measured?
- What is the difference between obstructed and hindered line of sight?
- Does hindrance reduce a Targeting roll for ordnance or artillery?
- Can an action card add to a targeting roll for ordnance?
- Does hindrance reduce the firepower of an artillery or ordnance attack?
- Does smoke reduce the firepower of an artillery or mortar strike?
- Are mortars restricted from firing out of buildings or other terrain?
- Can an onboard mortar fire indirectly with spotting, like an artillery strike?
- Can an onboard mortar create rubble the way off-board artillery can?
- Is a Satchel Charge or Molotov Cocktail lost when its Targeting roll misses?
- Is a Satchel Charge eliminated after its Fire Attack roll even if that roll jams?
- Where do used Satchel Charges, Molotovs and other eliminated weapons go?
- Do removed smoke markers go back into the smoke cup?
- Is a Molotov Cocktail Ordnance, so that it cannot join a fire group or be used in Opportunity Fire?
- Can Concealment or a terrain modifier reduce the cover a Flamethrower or Molotov faces?
- Does a Flamethrower attack leave flames in the target hex?
- Does smoke hindrance affect Flamethrowers and Satchel Charges?
- Can a Hand Grenade be added to a fire attack made by a Satchel Charge, Molotov or Flamethrower?
- Can a Satchel Charge or other Ordnance join a fire group or Opportunity Fire?
- Can a unit leave its weapon behind in a hex?
- What happens to a weapon when its unit is eliminated or exits the map?
- Can you capture an enemy's weapon?
- How do weapons change hands, and what does a transfer cost?
- When a group moves and passes a weapon, who pays and what movement value applies?
- Does a weapon's movement penalty apply to the unit carrying it, even when the weapon is broken?
- Does a weapon break when the unit carrying it breaks?
- How do weapons break?
- How is a broken weapon repaired?
- Is a weapon that is already broken eliminated when another break happens?
- When a Jammed! trigger occurs, which weapons break?
- After its weapon jams, can the unit still fire with its own firepower?
- Does a machine gun jam when it is activated but does not fire?
- Is a weapon activated together with the unit that carries it?
- Can a unit and the weapon it carries fire separately at different targets?
- How does a fire group add firepower?
- Must every unit in a fire group be adjacent to another firing unit?
- Does a fire group re-form after each shot?
- Does a Leader's Command add to a fire group on top of a unit's own +1?
- Does a Light Machine Gun add +1 to its unit's defense roll?
- Can a unit with no range of its own use its weapon at the weapon's range?
- Can a Scrounged weapon fire in the Fire Attack already in progress?
- If a broken weapon is later Scrounged, does it come back broken?
- When Sniper! hits a hex with several enemy units, who chooses which unit breaks?
- If a Sniper! trigger breaks the attacking squad during its fire attack, does the attack still count against the defenders?
- Does a Sniper! result eliminate a unit that is already broken?
- If a Sustained Fire doubles roll also produces a Sniper!, does the weapon break before or after the Sniper! resolves?
- Do triggers drawn on a defense roll count, or only those the attacker reveals?
- If a die roll reveals a trigger, is the trigger resolved before the roll result is applied?
- Can a trigger occur inside another trigger, or can a roll made while resolving one cause a new trigger?
- Can one die roll produce more than one trigger?
- When the last card of a deck triggers an Event, which resolves first: the Time advance or the Event?
- Can a melee that follows a Time advance produce triggers on its rolls?
- When the last card of a deck is a Time! trigger, does the Time marker advance twice?
- What happens in a Time Advance, and in what order?
- In a Time Advance, is the Sudden Death roll made before the Defender's VP, smoke removal and Dig In?
- Who gets the Defender's 1 VP when the Time marker advances?
- If a mortar's smoke placement rolls a Time! trigger, is the smoke still placed?
- What happens when a player runs out of cards in his draw pile?
- When a Time! trigger reshuffles, which cards go into the new draw pile?
- Is a Time! card removed from the game once it triggers?
- Can players look through discard piles?
- If a Time trigger interrupts a hand refill, does the player keep drawing up to hand size?
- Why do some scenarios start the Time marker above zero?
- What happens when a Sudden Death roll is below the Time space?
- When does Objective Chit V (control all five objectives) win the game?
- Can the Initiative card be passed back and forth an unlimited number of times?
- Can the Initiative holder cancel his own die roll, such as a Sudden Death roll?
- Can the Initiative card re-roll artillery scatter or drift?
- Which rolls can the Initiative card re-roll?
- Must the re-roll decision be made before a trigger on the roll is revealed?
- Who wins a tie, such as simultaneous surrender or a 0 VP Sudden Death?
- Can a player play the Initiative card immediately after receiving it?
- Can a player simply pass, and what happens when both players pass in a row?
- How many Orders can I give each turn?
- Can an Order/Action Fire card be played both as an order and as an action?
- Can one Fire order from a Leader split into separate fire attacks with different targets?
- What sets a player's hand size and discard limit?
- Do you draw back up to hand size after playing cards on your opponent's turn?
- Can a player execute orders and discard in the same turn?
- Can a player play more orders than the discard limit allows?
- Can a player redraw his starting hand at the beginning of the game?
- Is the initial hand drawn before or after set-up?
- Must a die roll be made when its result is already obvious?
- Must a unit roll its fire defense even when the attack cannot cause damage?
- Is a card drawn to resolve a die roll kept, or discarded?
- What happens when a side's last unit leaves the map or is eliminated?
- What happens when a side's casualties reach its surrender marker?
- Does Walking Wounded move the Surrender marker, and does it change VP?
- Does the opponent gain VP when a unit is eliminated, and for which units?
- How many VP does a unit earn for voluntarily exiting the enemy's map edge?
- How does the single VP marker track points?
- How many VP change hands when an objective is taken from the enemy?
- Does a Double VP objective chit double earlier eliminations or exits?
- How is a scenario's starting Victory Point total set?
- When does a secret objective score its VP?
- Can both players score a secret objective?
- Do objective values stack at game end?
- Is a map objective worth VP before an open chit says so?
- Does moving through an objective hex take control of it?
- Do you keep control of an objective after your units leave or are eliminated?
- Do you need every hex of a multi-hex building to take control of its objective?
- Can a Blaze on an objective hex stop control from changing?
- Does a unit that enters an objective and is then eliminated still take control?
- If a melee on an objective hex ends the game on a Sudden Death roll, who controls the objective?
- Does an objective need units in its hex to count as controlled?
- What is the stacking limit, and when is it enforced?
- Does the opponent gain VP when units are eliminated for overstacking?
- Does a Hero count toward stacking, and where does an eliminated Hero go?
- What happens when reinforcements or exited units would overstack their entry space?
- When can a unit that exited the enemy edge re-enter play?
- Where do exited units and reinforcements enter the map?
- Can a reinforcement that arrives during a Time Advance be activated that turn?
- Can reinforcements be placed in enemy line of sight, and can they be fired on when they arrive?
- Which team quality does a squad become when it is split into teams?
- Does a squad split into teams take extra casualty spaces?
- How many Radios can a player have, and what happens to an extra one?
- How does a player get a Radio?
- When rolling on the Support table for reinforcements, can you choose any unit in the rolled column?
- Does a unit need to start on a road to use the road movement bonus?
- Can two smoke markers stack in one hex?
- When every smoke or blaze counter is on the board and another is needed, what happens?
- When Time advances, must a smoke marker or a star shell be removed?
- Who sets up and who moves first in a scenario, and how deep is a set-up zone?
- Who is the Defender when the other side is in Recon posture?
- What causes a melee besides an Advance order?
- When an Infiltration event places units in the target hex, when is the melee resolved?
- Does a melee end as soon as one side has no units left in the hex?
- Can a unit that loses a melee break or retreat instead of being eliminated?
- In melee, who plays Ambush first, and what else may be played before it resolves?
- Does a field promotion placed during melee change the melee strength?
- If Time! is triggered during a melee roll, are the melee results applied before Sudden Death?
- Can a Hero event bring a unit into an ongoing melee in a hex that holds a friendly unit?
- Can a fire attack target a melee hex?
- Can units that survive a melee be activated afterward?
- Does an ordinary melee resolve right after the Advance?
- Can weapons be used in melee?
- What can a broken unit do in melee?
- Can a broken unit fire?
- After a unit breaks during movement, how many movement points does it have left?
- Can a retreating unit step sideways, or must each hex be closer to its own edge?
- Do movement points limit a routed unit's retreat?
- Does a Rout order activate a unit or a player?
- Can a routing unit take control of an empty objective hex it passes through?
- When Opportunity Fire ties a moving unit's defense, does it break or get suppressed?
- If a Leader in a hex fails a tie against Opportunity Fire, is he broken or only suppressed?
- Can a Suppressed unit be suppressed again?
- What does a Suppressed marker do to a unit?
- Does a Veteran unit keep its Veteran marker when it becomes Suppressed?
- If a defense roll gets a Veteran event and the unit would break, does it break before or after gaining Veteran?
- Do cover and Leader Command change a unit's Morale for rally, Recover, Rout and defense rolls?
- Do hedge or wall cover, or cover along a hexside, change a Recover or Rout roll?
- When a fire attack hits a hex with several units, does each unit make its own defense roll?
- Does an Event or other trigger on an attack roll change the attack total already rolled?
- If a Blaze appears on a Fire Attack roll, is the attack cancelled?
- Can a Dig In played during a Time! trigger change a roll already in progress?
- Can Spray Fire be used during Opportunity Fire, and how does a hindrance apply to it?
- Does a moving stack face a fire attack each time it enters a new hex?
- Can one fire attack eliminate an unbroken enemy unit?
- When making several fire defense, rally or rout rolls, do you roll before or after naming the unit?
- Is there any hindrance when a unit fires at an adjacent enemy unit?
- Can a Hero be activated more than once in a turn to fire a weapon he carries?
- If a trigger breaks a unit, can a Hero placed by the same trigger rally that unit first?
- Can a Leader's Command boost a Molotov Cocktail's attack?
- Can a Finnish order of battle discard a card after giving orders?
- What happens to units that cannot re-enter because the friendly edge is overstacked?
- Does the exact placement of a unit within its hex, such as the road side or the woods side, change line of sight?
- Can a repaired weapon fire in a Fire order that was started while it was broken?
- Do units that enter as Reinforcements after a Fire Attack roll is made suffer that Fire Attack?
- Is there an automatic win at 40 Victory Points?
- If a broken unit is in a road hex with a foxhole, can its owner choose which cover applies when it routs?
- Does Combat Commander: Europe use the Pacific overstacking rules?
- Does an eliminated weapon count as a unit toward the surrender total?
- Are boxed Range and boxed Movement stats used for anything?
- Does a Veteran marker on a unit also change the stats of a weapon it carries?
Orders (O14)Expansion
- Do flamethrowers, satchel charges and other ordnance need a targeting roll before they fire?
- How does an ordnance targeting roll decide a hit, and does a 1-1 always miss?
- Can ordnance weapons make Opportunity Fire against moving units?
- Do hindrances reduce an ordnance weapon's fire attack total?
- Does an ordnance weapon need line of sight to its target hex, even when firing smoke?
- Can an ordnance weapon fire smoke into a hex with no enemy units?
- Can a satchel charge attack after its carrying unit has already fired in the same Fire order?
- Does cover change an artillery or ordnance targeting roll?
- Can an artillery spotter place the Spotting Round in its own hex?
- Does an artillery spotter need range to the target hex, or only line of sight?
- Can any leader spot for artillery, such as a sergeant?
- How far does a missed artillery shot drift from the Spotting Round?
- Can the Initiative card re-roll the artillery scatter or drift?
- Does each hex in an artillery impact area get its own impact roll?
- Does an artillery shell landing in an empty hex attack anything?
- Can artillery destroy fortifications such as bunkers, foxholes and mines?
- What firepower does an artillery impact use, and is a die roll added to it?
- Does cover apply when a unit defends against an artillery hit?
- What is the difference between a smoke barrage and an impact barrage?
- In what order are the seven Smoke markers placed in a smoke barrage?
- When a smoke barrage lands on hexes that already have smoke, what happens to the replaced smoke counters?
- Does a leader's Command number add to an artillery fire roll or subtract from the accuracy roll?
- Does an Artillery Request always need a leader to be activated?
- How many Artillery Requests can a player make in one turn?
- Can an Artillery Request or Artillery Denied card be played as an Order when no radio is in play?
- What does playing Artillery Denied do to the opponent's radio?
- Can a player play two Artillery Denied cards in the same turn?
- Can a player answer Artillery Denied with an Artillery Request to save his radio?
- Can an Artillery Denied or Artillery Request card be discarded for no effect while you are still playing Orders?
- If you call artillery into your own hex and it holds smoke, is the shot automatically accurate?
- Does a Move order require a unit to actually move?
- Does transferring a weapon count as movement for a Move order?
- Does the unit receiving a transferred weapon need to be activated or spend MP, and can it already hold a weapon?
- When during a Move order can a unit transfer its weapon?
- Can a unit pick up a weapon from the board, or take one from another unit in its hex?
- Can a weapon be transferred during an Advance order, or exchanged between two units in the same hex?
- Can a unit give away its weapon for 1 MP and then move farther because its Movement number rises?
- Does transferring a weapon between units in one hex draw Opportunity Fire?
- Can a unit with no movement points left be given a Move order and still move one hex?
- Can a unit leave its hex and move back into it during the same Move order?
- Must units activated for one Move order move together, or can they move one after another?
- Can a unit finish moving after another activated unit has already moved in the same Move order?
- If a unit that began a Move order in the same hex as others is eliminated or broken mid-move, must the rest stop?
- If the leader who activated units breaks during a Move order, do those units keep moving?
- If a moving unit breaks partway through a Move order, how much movement does it have left?
- If an event suppresses a unit in the middle of a move, must it stop?
- Which orders can move a unit into an enemy-occupied hex?
- Does an Advance order ignore movement points and terrain move costs?
- Can an Advance order move a unit one hex without starting a melee?
- Can a broken or suppressed unit advance into melee?
- Can the inactive player use Opportunity Fire against a unit on an Advance order?
- When a leader is given an Advance order, can it bring other units in its command radius into the advance?
- Can one Advance order start several melees in different hexes?
- Can several units advance into one melee hex to overstack it?
- Besides an Advance order, what can start a melee?
- How is melee strength calculated for each side?
- Do weapons such as machine guns add firepower to a melee total?
- Does a unit's Morale or the terrain it occupies count in a melee?
- Does smoke affect melee, and can a side with a zero or negative melee total still win?
- Who makes the first melee roll?
- Does an event that adds a Hero or unit to a melee hex during the melee roll change the melee totals?
- Can a unit that moves into an ongoing melee add its firepower to that melee?
- If a die trigger during a melee roll removes the last units from one side, is the second melee roll still taken?
- If a melee has ended and units move into that hex again, does a new melee start?
- Who plays Ambush cards first in a melee, and what if an ambush removes the last enemy units?
- Who wins a tied melee?
- When both sides are eliminated in a melee, does the Victory Point marker move?
- Can the Initiative card be used to re-roll a melee roll?
- Can a unit fire into a hex where a melee is taking place or about to take place?
- Can a broken, suppressed leader with 0 firepower go negative in melee?
- How is the firepower of a fire group calculated?
- Can a weapon be the lead piece of a fire group, and does the lead piece's FP become the base?
- When a unit carrying a weapon is activated, can the unit and its weapon fire separately or together?
- Can a unit and its weapon make two separate fire attacks from one Fire order?
- Must adjacent units activated to fire form a fire group?
- Must the units in a fire group form one unbroken chain of adjacent hexes?
- Can the activated units under one Fire order be split into two or more fire groups?
- Must every piece in a fire group have line of sight and range to the target?
- Can two units without a leader fire together as one fire group from one Fire order?
- Can a non-leader unit activate adjacent units for a Fire order?
- Can a leader join a fire group as one of the attackers?
- Does a leader's Command number add to every unit in a fire group, or only once?
- Can a leader in the same hex add both his Command bonus and his own firepower to a fire group?
- Which hindrance applies when pieces in one fire group face different hindrances?
- Can a hindered unit join a fire group, and does its hindrance drag the whole group down?
- Is a hindrance applied once per fire group or once per firing piece?
- If one unit in a fire group is hindered, does that reduce the whole group's FP?
- Can a unit with 0 firepower add +1 to a fire group, or fire alone?
- If hindrance reduces a shot's firepower to zero, can the shot still be taken?
- Can a fire attack be made when firepower is reduced to 0 by height or wire rather than a hindrance?
- If several units in a fire group fire through the same smoke, is the hindrance applied once or for each unit?
- Can a leader activate a non-activated leader in between to bring a unit into his fire group?
- Does a veteran unit add its bonus when it is not the primary firer in a fire group?
- Does a non-activated unit's LMG add firepower to a fire group?
- Why does a fire group's firepower drop by 1 when a Team is out of range of the target?
- Can a squad and its carried weapon both fire at the same target hex?
- Does a squad firing alongside its light machine gun add the LMG's FP to its own attack?
- Can a squad and the weapon it carries fire at different targets under one activation?
- Can a fire group include units in different hexes and attack two targets in one Fire order?
- Must every hex in a multi-hex fire group hold a unit with range and line of sight, or can a weapon alone link the chain?
- Does a leader's range limit the group fire of the units he activates?
- Does a leader's Command number add to the range of units and weapons stacked with him?
- Does a leader's Command raise the range of a stacked unit when the leader's own range is zero?
- Can I activate a leader to fire if the leader himself has no shot?
- Does activating a leader to fire force the leader himself to fire?
- Does a Fire order or Fire action activate a single unit, or every unit in a hex?
- Can a fire group include suppressed units?
- Can a suppressed unit fire the weapon it carries, or fire its own built-in weapon?
- If a unit carrying a weapon is suppressed, can that weapon still join a fire group?
- Must a unit make its Fire Defense Roll when the attack total cannot break or suppress it?
- Must a card be drawn for every fire attack, even one that cannot break or suppress the target?
- Does a unit still make its defense roll when its Morale already beats the fire attack total?
- Does a unit that enters the target hex, or is placed there, after the fire attack roll is made have to defend against it?
- If a Blaze or event moves a unit out of the target hex after the attack roll, does it still make its Fire Defense Roll?
- When several units share a target hex, does each get its own attack roll, or is there one attack total for the whole hex?
- What happens when a fire defense roll ties the attack total?
- Can the attacking unit become Suppressed as a result of its own Fire Attack?
- Can an event drawn during a fire attack change the attack total that was already rolled?
- Is the final firepower fixed before the attack roll is made?
- If Concealment lowers the attack total below 1, is the fire attack cancelled?
- Do cover and a leader's Command add to a unit's Morale when it makes a Fire Defense Roll?
- If a fire target is forced out of line of sight before its defense rolls, does it still make a Fire Defense Roll?
- If a Smoke-hindered fire attack loses its smoke to a Breeze event before the second defense roll, does the attack change?
- Does a leader's Command add to the Morale of the units defending against an artillery attack?
- Does a Jammed! result on a fire attack roll cancel the attack?
- When a Jammed! result hits a fire attack, which weapons break?
- Does a Jammed! result change the rest of the fire attack once the weapon has broken?
- In a Melee, does a side still roll when the other side's total already settles the result?
- Does an Opportunity Fire attack hit every unit in the target hex, or only the unit that moved in?
- Can I Op Fire at an enemy that moves into a hex containing my own units?
- How many Opportunity Fire attacks can be made against a hex a moving unit enters?
- Can units activated for Opportunity Fire keep firing at each new hex the moving units enter?
- Can a second Fire card Op Fire the same units again within one Move order?
- Can a unit already activated for Op Fire be Op Fired again on a later Move order in the same turn?
- Can the inactive player make more than one Op Fire action against a single Move order?
- Can an Op Fire attack target a non-moving unit already in the hex the moving unit enters, such as a leader?
- Can Opportunity Fire hit a unit that exits the map, or one that moves off the board to claim exit points?
- When Opportunity Fire and an Assault Fire action both apply to the same moving unit, which resolves first?
- Can a unit that fired on the opponent's turn take an order on its own turn?
- Can a leader with no line of sight to a moving unit still activate other units for Op Fire?
- If a Fire card has no legal line of sight to an enemy, can it still be played as an Order or an Op Fire action?
- Can a Fire attack be made into a hex that no longer holds an enemy unit, such as after a sniper or trigger removes the target?
- Can a Fire attack target your own units?
- Are units in an intervening hex affected when a fire attack passes over them?
- Can a mortar or other weapon be activated to fire without the unit that carries it?
- Can a leader spot for an onboard mortar that has no line of sight to the target?
- If the unit ordered to Move is eliminated after an Assault Fire action, is the Assault Fire still legal?
- Must every unit in a spray fire group have line of sight to both target hexes?
- Can a radio be selected for the Infiltration event?
- Can a unit receive two orders in one turn, such as Advance then Move, or Move then Fire?
- How many times can a Hero be activated in one turn?
- Can a Hero that is activated repeatedly let a unit that already activated this turn fire or move again?
- Can a Hero carrying a machine gun fire that weapon in several Fire orders in the same turn?
- Does activating a leader automatically activate every unit in its command radius?
- How far can a leader's command reach?
- Does a leader's Command bonus apply to units in its hex when the leader is not activated?
- Does a suppressed or broken leader keep its Command?
- Can a leader's non-activated squad move together with another activated unit in the same hex as the leader?
- Must every unit activated by an Order or Action be named before the order is carried out?
- How many Orders does each side get per turn?
- Can a player play a card for its Order during the opponent's turn?
- Must an announced order be carried out before the next order is given?
- Can a player use the Action on a card he has already played for its Order?
- Can a Fire card be played as an Order or as an Action?
- In your own turn, does each action need its own card, or can one card give several shots?
- Does a Fire order or action activate a single unit, and can it activate a unit already activated this turn?
- If a unit enters a hex with a mine marker and could take Opportunity Fire, which resolves first?
- After a Recover or Rout order, can the affected units still be ordered in the same turn?
- How many Recover orders can a player play in one turn?
- Can a player Rout the opponent after playing Recover on himself in the same turn?
- How many Rout orders can a turn contain?
- Can a Rout order be played on a player who has no broken units?
- When a Rout order is played on the opponent, who makes the rout rolls?
- If an event is drawn from a rout roll, whose event is it?
- When a Rout order is played, does a unit broken during the Rout get a rout roll?
- During a Recover order, does a unit broken by an event get a Rally roll?
- How does a Recover order treat Suppressed markers and Rally rolls, and can a Rally roll suppress a unit again?
- Can a Recover roll leave a broken unit Suppressed?
- Can a player play Recover during the opponent's move?
- In what order are broken units rallied during a Recover order?
- Can a broken unit become Suppressed, and does a Suppressed unit keep its marker when it breaks?
- When is a Suppressed marker removed from a unit?
- What happens when a broken unit is broken again?
- If an event rallies a broken unit before an enemy fire attack, can the attack break it again?
- How must a routed unit retreat, and which hexes are allowed?
- When is a retreating unit eliminated?
- Can a routed unit retreat off a Major Bridge onto an adjacent open-ground hex?
- Can a retreating unit cross an impassable hexside into a non-impassable hex?
- When a unit carrying a weapon routs, does the weapon go along?
- Must a broken unit be completely surrounded before a Rout can eliminate it?
- Does a leader's Command count toward a unit's Morale when it makes a Rout roll?
- Does a suppressed weapon team in a fire group add to the group's firepower?
- Can a broken unit move or advance?
- Should broken leaders be rallied first when a Recover order is played?
- Can a player pass without discarding any cards?
- Where is each nation's discard limit listed?
- What is the German discard limit?
- What happens if both players keep passing without discarding?
- Does a Sudden Death result give the defender its Time victory points?
- Which hexes does an artillery strike hit once the spotting round lands?
- Is an Artillery Impact Roll the same as a Fire Attack Roll?
- Do you add or multiply the dice when making a fire attack?
- Can reinforcements enter an enemy-occupied hex during a Time trigger, and when is the resulting melee resolved?
- Can the weapons in one stack fire as separate attacks instead of one combined fire attack?
- Can a Team add only its LMG to a fire group, without firing its own FP?
- Can a leader correct artillery fire, and must the spotting round be placed again for each request?
- If a Hero is placed in a melee hex and his side loses the melee, is the Hero eliminated?
- If a melee triggered by a die roll eliminates the attacker, does the defender still make its defense roll?
- Can a spotting round be placed in a hex behind a wall or hedge?
- In Resistance, when is melee resolved after a Blaze pushes units into a hex with enemies?
- In Scenario 56, can the German player also call normal artillery while Pre-Registered Fire is in play?
- In the Mediterranean Bridge Hunt scenario, is the German radio treated as artillery for the +2 against woods?
- In Combat Commander: Mediterranean, can a hero be activated several times to fire the same weapon?
- Can tank weapons with a white ordnance bar make Op Fire attacks in Battle Pack #5 – Fall of the West?
Actions (A24)
- How many Opportunity Fire attacks can be made against one MP expenditure?
- Can a unit activated for Op Fire keep firing at each hex the enemy enters in the same Move Order?
- Can a unit activated for Op Fire be activated for Op Fire again later in the same turn?
- Can you play several Op Fire actions against the same enemy Move Order?
- Can units activated by different Fire Actions form one fire group for a single Op Fire attack?
- Can a unit with no line of sight to the moving enemy be activated for Op Fire?
- Can you activate units for Op Fire before the enemy unit enters their line of sight?
- What does the inactive player call out to interrupt a move for Op Fire?
- Once the moving unit has entered a hex, can the inactive player still declare Op Fire into it?
- When the mover plays Assault Fire after entering a hex, who fires first?
- Can the moving player use Smoke Grenades to stop an Op Fire shot that has already been declared?
- If an Op Fire attack ties the defense total, is the moving unit broken or suppressed?
- Does transferring a weapon to another unit during the enemy's move give an extra Op Fire attack?
- Can an ordnance weapon such as an infantry gun use Opportunity Fire?
- When Op Fire hits a hex with several units, does each unit make its own defense roll?
- Do Crossfire or Spray Fire bonuses reach the non-moving units in a hex that Op Fire targets?
- Can Op Fire, Smoke or Assault Fire be used on or with an Advance?
- Can an Action be played without playing a card from your hand?
- When both players want to play Actions at the same moment, who goes first?
- Can several Actions be played in response to one situation, and do they stack?
- Does an Action bonus such as Crossfire, Marksmanship or Sustained Fire carry over to later attacks in the same order?
- Once an Action is played, must its effect be carried out?
- Can Actions be played during either player's turn?
- When can Concealment be played?
- Does Concealment reduce the Fire Attack Total against every unit in the target hex?
- Is Concealment worth playing when the target stands on a road in open ground, where its Cover is -1?
- Does Concealment reduce the attack against a Flamethrower or Molotov Cocktail?
- Under Spray Fire against two adjacent hexes, which hex's Cover does Concealment use?
- Do a hedge or wall crossed by the shot count toward Concealment?
- How does Spray Fire work, and what does it require?
- Does every firing unit in a Spray Fire need line of sight to both target hexes?
- How does height advantage apply to a Spray Fire against two adjacent hexes at different elevations?
- Can Spray Fire target a stationary unit in the adjacent hex during an Op Fire attack on a moving unit?
- Can Hand Grenades be added to a Spray Fire when only one of the two target hexes is adjacent to a firing unit?
- Does Sustained Fire's +2 apply when a machine gun fires but is not the base weapon of the group?
- What happens when a Sustained Fire roll comes up doubles, and when Jammed! also applies?
- Does a Marksmanship card help every attack when I play one Fire Order?
- Can Crossfire be played on an Op Fire attack?
- Who can play Hand Grenades, and when?
- Can Hand Grenades be played together with a satchel charge or other adjacent Fire Attack?
- When can Bore Sighting be played?
- When can a player play Dig In?
- Can Hidden Entrenchments be played during an enemy fire attack, before the defense roll?
- Can a defender lay Hidden Mines on a unit that enters a hex and also Op Fire at it?
- Does Hidden Wire stop a unit's movement, and can that unit still Assault Fire?
- Can Hidden Unit or Demolitions be played when the opponent passes while discarding zero cards?
- Where can a Hidden Unit be placed?
- What does the Demolitions action do?
- Can Light Wounds save a squad that would be eliminated outright?
- What kind of Team replaces a squad through Light Wounds?
- Does the replacement Team enter broken, and what happens to its markers?
- Where does the squad go when Light Wounds is played, and what does it cost?
- Can Light Wounds be played during a melee, including in response to an Ambush?
- If Light Wounds replaces a squad partway through a move, can the replacement Team keep moving?
- When double elimination VPs are in play, does Light Wounds double its 1 VP?
- In a melee, in what order are Ambush cards played when both sides hold them?
- Can both sides be eliminated by Ambush, and does an eliminated side still play its Ambushes?
- Can an Ambush card be played during an Assault Fire action, or once for each melee an Advance creates?
- What is needed to play Assault Fire?
- When during a Move Order can Assault Fire be played?
- How many attacks does one Assault Fire action allow, and can the same unit fire again?
- Can an ordnance weapon with boxed Firepower, such as a satchel charge, be used for Assault Fire?
- Must every unit in an Assault Fire group move, and does the group need a leader?
- If an Op Fire attack breaks a unit planning Assault Fire, can that unit still Assault Fire?
- Does an Assault Fire action have to make the Fire Attack roll?
- Can a fire group include a unit with no line of sight to the target if the group ends are adjacent?
- Which units can play Smoke Grenades, and when during a move?
- Does one Smoke Grenades action place a marker for each unit activated?
- Can two smoke markers occupy the same hex?
- Do you choose the hex before or after drawing the random Smoke marker?
- Does an Initiative re-roll keep the bonuses from Actions already played?
- Can a unit move out of its hex and back in to enable Smoke Grenades or Assault Fire?
- Can a unit suppressed or broken by Op Fire keep moving?
Events (E42)
- When an Event places units of both sides in one hex, is the Melee resolved before the Event ends?
- Can a die roll made while resolving a Melee that an Event created start another Event or trigger?
- Do die triggers apply to die rolls made during an Event, such as the support-table roll that Reinforcements or Infiltration calls for?
- If a Recover roll triggers a Hero event that rallies the unit, does the suppression from that same roll still apply?
- Can a Battle Harden event put a Veteran marker on a unit on the Time Track or Casualty Track?
- If a Reinforcement event selects a Radio while one is already in your Artillery Box, is the new Radio valid?
- Can the surrender level go above 20 when an event raises it?
- Is a Hero a leader, and can a Hero spot for artillery?
- When the Battlefield Integrity event is drawn, who scores the victory points?
- What must be true for Suppressing Fire to be played: a positive shot, or a target the machine gun can hit?
- Can Suppressing Fire affect more than one unit, or stack on a unit that is already suppressed?
- What happens to a Melee when a Blaze forces both sides out of the hex?
- What happens if a Blaze lands in an objective hex?
- Does a Breeze put out existing Blazes?
- When a Blaze is placed on units, or spreads into a hex holding units, where do those units go?
- Can a unit activated to fire still fire after a Blaze forces it out of its hex?
- When a Breeze creates extra Blazes, are they placed before affected units escape, and who places them?
- What is a random Blaze marker in event E46, and how is it drawn?
- If a Blaze pushes a unit off the board edge, does its owner score exit VPs?
- Can an eliminated weapon come back into play later, including an enemy's weapon?
- Can you eliminate a unit's own Weapon to make room for a weapon returned by Scrounge?
- Can Walking Wounded bring back an eliminated unit together with its Weapon?
- Can a squad be split into two teams without a Deploy event, and does Deploy give a free team?
- Can you use a free Deploy to fix an overstacked hex without drawing a card, and avoid losing a unit?
- If a Deploy event splits a squad but only one team of the needed quality is left in the countermix, what happens?
- Does the Deploy event let the active player or the receiving player deploy?
- When a Deploy event replaces a squad, which quality of Teams replaces it?
- If a squad is split by Deploy during a defense roll, or after it has rallied, do the new teams share the pending result?
- If a broken squad retreats into an occupied hex and deploys, does each team take its own casualty space when eliminated?
- Does Cower affect Teams, or squads that are inside a Leader's Command Radius?
- Can Interdiction suppress a unit that is already Suppressed when an unsuppressed unit is also eligible?
- Can Field Promotion be played when you have no broken unit on the board, or none of that nationality?
- Can a Field Promotion Private be placed in a hex whose broken unit is about to rally in the same Recover Order?
- If the Private is on the Casualty Track when Field Promotion is drawn, can it be brought back?
- When Light Wounds is played, which Team replaces the squad?
- If an Event places a Hero during a fire attack, is the Hero hit, does he defend, or can he join moving units?
- Can a Hero Event triggered by a Fire Defense roll rally the unit that the same roll breaks?
- When a Hero is placed with a broken leader, can the Hero rally that leader?
- Can a Hero's placement remove a Suppressed marker from an unbroken unit?
- Can a Hero be activated more than once in a turn?
- Can a Hero carry and use weapons such as machine guns, satchel charges or flamethrowers?
- Can a Leader's Order, such as Advance, activate a Hero stacked with it?
- Who is Private Adamson?
- Must the player who draws Air Support break the units in the hit hex, even his own?
- When an Event targets the closest occupied hex to a random hex, can the random hex itself count?
- When a KIA event eliminates a broken unit, who chooses which one?
- If a KIA event is triggered by a roll for a broken unit, is that unit rallied or eliminated, and does it still get a Fire Defense roll?
- When a Sniper picks a unit in or next to its hex, must that unit break, and is a broken unit there eliminated?
- If the unit closest to the Shell Shock random hex is already broken, is it eliminated?
- Does a White Phosphorus event leave a lasting effect that hits units entering the smoked hex later?
- Does Walking Wounded change victory points tied to a unit's earlier elimination?
- When Walking Wounded removes a unit from the Casualty Track, do the remaining casualties shift to fill the gap?
- Can Walking Wounded place a broken unit into an enemy-occupied hex to start a Melee?
- When Walking Wounded is drawn, must you return an enemy unit from the Casualty Track?
- When Walking Wounded is drawn and the chosen unit is the opponent's, who performs the steps?
- Can a unit returned by Walking Wounded be placed in a hex that already holds friendly units, or overstack it?
- Can Reinforcements, Infiltration or a support roll bring back a unit that is already on the map or on the Casualty Track?
- Where do units that arrive from a support table roll enter the map?
- Can a Hidden Unit be placed in an open hex whose only cover is a Hedge on one side?
- Where can a Hidden Unit be placed in a scenario that lists no set-up area?
- How does a player get a Radio when the scenario starts without one?
- Can you capture an enemy Radio?
- Can an off-board Radio support marked as smoke lay smoke instead of HE?
- Can a Blaze be placed on a Major Bridge hex?
- Can a unit added to the map by Infiltration be activated the same turn?
- Can the defender play Hidden Mines on an attacker advancing into a Melee hex, and when is the mine attack resolved?
- Can Sappers remove a Mines marker whose attack is already being resolved?
- Are broken weapons repaired only when a random hex is drawn?
- Can Scrounge bring back a Satchel Charge or Molotov Cocktail that has already been used?
- Can reinforcement weapons or units exceed the counters in the countermix?
- Can you refuse the reinforcements from a Reinforcement event?
- Does a Commissar event use the Cover of a broken leader's hex when checking the leader's morale?
- Can a broken unit that is about to be eliminated be chosen for the Prisoners of War event?
- Does a Commissar event that rallies a unit happen before a failed Fire Defense roll breaks it again?
- Does an Event drawn during a Fire Attack roll change that attack, including a new Veteran bonus or a foxhole?
- Does smoke placed by an Event during a Fire Attack roll change that roll?
- Can an Event drawn during a Melee roll change the Melee total or result, such as a Battle Harden or a unit placed by an Event?
- When an Event brings a unit into a hex already in Melee, is that second Melee resolved before or after the first?
- Do starshells drift when a Breeze event is drawn?
Terrain (T78)
- When a hex has more than one terrain type, which one sets the hex's terrain?
- How much cover does a road give, and does it change the cover of other terrain in its hex?
- What cover does a woods hex with a road have, and can the defender pick the woods cover instead?
- What cover does a building hex with a road give?
- Does a road's -1 cover change a mine or flamethrower attack?
- Is cover cumulative when a hex has several sources, and who chooses which one applies?
- Do a building's cover and a wall's cover add together when both apply to one target?
- Does a unit's terrain cover change its morale for Rally and Rout rolls?
- Do walls and hedges give cover on Rout, Rally, Recover or Interdiction rolls?
- Do walls or hedges give cover against mortar or artillery fire?
- Does a wall or hedge give its cover to a unit that is merely next to it?
- Does a hedge or wall block line of sight?
- Can two units in adjacent hexes see each other across a hedge or wall on their shared hexside?
- Does a hedge, wall or building that only touches a hex corner block line of sight or give cover?
- Does a hedge or wall on one of a hex's spines give that hex cover?
- Does a hedge count as a hindrance against a Fire Attack?
- Does a fence block line of sight, and how does it reduce fire?
- What does crossing a hedge, fence or wall add to movement?
- Does a hedge's cover still apply when the attacker fires uphill or from higher ground?
- Do several hindrances in one Fire Attack add up?
- Does terrain in the firing or target hex hinder a shot?
- Does a hindrance reduce an Ordnance attack's Targeting roll or a non-Ordnance attack's FP?
- Does smoke block line of sight, and how does it reduce fire?
- Can smoke be placed in a hex that already has smoke?
- How and when does smoke leave the map?
- Who controls an objective hex that catches fire?
- Can a unit occupy or fire from a hex containing a Blaze, and can the Blaze be removed?
- Where can units go when a Blaze forces them out of its hex?
- Does a Blaze block line of sight that only grazes its edge or corner?
- Does a Blaze light up nearby hexes for night rules?
- Can a weapon fire from a Stream or Marsh hex, and can smoke or a fortification go there?
- What does Wire do to movement and firing?
- Can a unit with zero Movement Points enter a Water Barrier hex?
- Can smoke or a foxhole go on a bridge that crosses a stream?
- What cover and movement cost does a stream give?
- How do you tell a stream from a water barrier on the map?
- Do drop shadows or the faint shadow around woods block line of sight?
- How are a hill hex's level and crest line decided?
- Does height advantage apply once to a Fire Attack, or once per firing unit or elevation level?
- Does Spray Fire get the height advantage modifier when its two target hexes are at different elevations?
- Does height advantage change an ordnance weapon's Targeting roll or only its Fire Attack?
- Is firing uphill or downhill a hindrance?
- Does height advantage apply to off-board artillery?
- Does a hill give its unit cover, or does elevation change cover?
- Does a hill or its elevation create a blind hex behind it, or only woods and buildings?
- Do blind hexes chain behind a line of woods or buildings?
- Does a blind hex apply when the line of sight only passes beside woods or a building?
- Can two units on hills at the same level see each other across a lower woods or building?
- Can a unit at a lower level see a unit on a hill beyond the first crest?
- Can a unit on a hill see down at lower units when it is not on the crest edge?
- Can units on opposite sides of a ridge see each other?
- Do cliffs block line of sight, and can units cross a cliff?
- Is the high end of a cliff a crest hex for line of sight?
- Can a unit always see into an adjacent hex?
- Is line of sight checked against the hex grid or against the drawn artwork?
- Can line of sight run along or through a map edge?
- Does a building block line of sight, and can units fire into an adjacent building hex?
- Does a unit in a building hex keep the building's cover when the attacker is in the same building?
- How many MP does it cost to move between building hexes, or into a building hex across a road?
- Can mortars or other ordnance be placed in a building and fire from it?
- Can units in the same building form a fire group, and do cover and LOS still apply?
- If you control one hex of a multi-hex building with no enemy in it, do you control the whole building?
- Does a road give a unit +1 Movement, and is it gained once per Move order?
- What does it cost to enter a road hex?
- Does a railway give the road's movement bonus or cover reduction?
- What cover does a bridge give, and does a road on it change the cover?
- How do units enter or leave a Major Bridge?
- How much does it cost to enter a Minor Bridge?
- Is line of sight through a bridge hindered?
- Does a unit leaving a mined hex get attacked, including when it leaves by the map edge?
- Can a unit in a gully be seen or fired on from beyond the adjacent hexes, and what cover does it get?
- Do orchards block line of sight, and how do they hinder fire?
- Do mortar airbursts get the +2 Firepower against orchards?
- When mortars or artillery fire into woods, does the defender keep its woods cover?
- Does the airburst bonus still apply when the target is in woods with a foxhole, trench or bunker?
- Can a unit in a foxhole use it against the attack that triggered the Dig In?
- Does a road in a hex with a hedge reduce the hedge's cover?
- Which terrain can a tank enter, and when must it use a road?
- What terrain are the vineyards and grape-vine brush on the maps?
- Does a hindrance or obstacle at a lower level block line of sight to or from a hill?
- If a house gives cover and a fence in front of it gives hindrance, do both reduce an attack on the house?
- Is line of sight reciprocal, so that if one unit can see another, the other can see back?
Fortifications (F100)Expansion
- Can units in a Wire hex join a multi-hex fire group, and can a weapon fire from Wire?
- Can a hex hold two fortifications, such as Wire on a bunker or a second Hidden Wire?
- Does a fortification's cover add to the terrain cover in its hex?
- What cover does a bunker, pillbox, trench or foxhole give, and does a road reduce it?
- Where can fortifications be placed, and can they go in water?
- Can a pillbox, bunker, trench, wire or mine go into a building hex?
- Where can a Pillbox be placed when the objective is a multi-hex building?
- What does a move between a trench and a bunker or pillbox cost, and can the unit be fired on?
- What does it cost to move from open ground into a hex with a pillbox or trench?
- Does a unit that enters and then leaves a mined hex face the mine attack twice?
- What strength is a Mine attack, and can a scenario change it?
- Can action cards such as Crossfire be played to modify a Mine attack roll?
- Where can Hidden Mines be placed, including in a building hex with enemy units?
- If a Blaze spreads into a hex with Hidden Mines and units, are the mines triggered?
- If a fortification is destroyed, are the units inside it eliminated?
- Does a fortification stay on the map after its occupant is eliminated, and can either side use it?
- What is a fortification's Vulnerability number and how is it used?
- Does Demolitions remove your own fortifications?
- Does a bunker block line of sight?
- Where can a player place fortifications during setup?
- Can a Hero be placed in a hex containing a fortification?
- Who wins a tied Melee when one side started in a Bunker or Pillbox?
- Can units in bunkers or pillboxes take part in multi-hex fire groups?
- Can a bunker in a hex be eliminated, and what defense does the hex keep?
- Does Smoke in a hex add a hindrance to a Mine Attack roll?
- Do bunkers and pillboxes have a full 360-degree arc of fire?
- Does the Airburst +2 change the Artillery Impact Roll that decides whether a fortification is destroyed?
- Is a bunker picture on the map still building terrain after the bunker counter is removed?
- Does a bunker hex keep its VP value after the bunker counter is destroyed?
- Can a tank enter a hex that holds wire, mines or another fortification?
- In Scenario 101, how far from the friendly edge can units and fortifications be set up, and can fortifications go in No Man's Land?
- Must the pieces of a bunker complex be set up together?
- Can Hidden Mines be placed in a hex that already has a starting mine?
- Can a weapon in a Wire hex be used for the Suppressing Fire event?
- Can Hidden Entrenchments or a Hidden Pillbox be played because the hex is under artillery fire?
- If Hidden Mines and Opportunity Fire both target a moving stack, which must be played first?
- When a stack exits a minefield hex during an Advance, can it change its destination after the mine attack?
- Are road and wire penalties to cover cumulative on a road hex with wire?
Combat Commander: Battle Pack #1 – ParatroopersExpansion
- In Battle Pack #1 Scenario 25a, do the Germans set up one hex deep or use random hexes from Special Rule 8?
- Do fate decks used for random hex placement in Scenario 33 get reshuffled during setup?
- Do German units placed on the Casualty Track by Special Rule 8 give the Allies VP in Scenario 25b?
- Do the Battle Pack expansions add new rules, or only counters, maps and scenarios?
- Does Scenario 25 special rule 4 (Morning Barrage) apply to the afternoon Scenario 25B?
- In Scenario 30, should hills be treated as wheat fields?
- In Scenario 30, can the Allied player exit units for Exit VPs once the off-map restriction is lifted?
- Does Paratroopers Scenario 28 adjust the starting VP track for objectives already controlled?
- Can a leader who spots for an on-board mortar also activate units in his command radius?
Combat Commander: Battle Pack #2 – StalingradExpansion
- Can Combat Commander: Battle Pack #2 Stalingrad be played with only the Europe base game?
- Which Stalingrad scenarios need Combat Commander: Mediterranean components?
- Can a unit leave an Urban Melee hex by an Advance or Move order, or move into one and out again in the same turn?
- When does an Urban Melee resolve, and which side acts first then?
- Can a unit that is stuck in a melee hex still Recover?
- Does an Urban Melee count as an Order or activate the German side for that turn?
- Does rubble in one hex of a multi-hex building keep it part of that building for objective control?
- What does a Rubble counter mean on an open map with no buildings?
- Does rubbling a building hex that holds a pillbox destroy the pillbox?
- Which vulnerability number applies when attacking a rubble hex with a Satchel Charge or a gun in Stalingrad?
- Can a unit inside a Rubble hex fire out of that hex?
- Is the blue basin on Stalingrad Map 31 passable?
- Are Maps 23 and 24 in Battle Pack #2 desert maps?
- When firing into a factory hex at range 2 or more, is the hindrance 3 and the target hex's TEM 3?
- Does a Stalingrad factory give building cover of 3, and does the defender keep it when the shot has range?
- Is a bridge that spans more than one hex a Major Bridge or a Minor Bridge?
- Can units move from a gully hex under a bridge straight onto the bridge hex?
- What height level is a bridge hex that sits over terrain at two different levels?
- Is a hex with a little water and mostly clear terrain treated as water or clear?
- Are railroad hexes roads?
- What is the movement cost to enter a building hex that also has a road, and how does the road affect cover?
- In a Stalingrad scenario on Map 33, does a building in an intervening hex block line of sight, and is building cover 3 even where a road runs through it?
- Does overstacking reduce cover against a Flamethrower or Molotov attack?
- When Hand Grenades roll doubles, which enemy unit is suppressed?
- In Scenario 40, when does control of an objective change when the first unit placed in it is German?
- In Sea Devils, do I need to clear enemy units from the multi-hex factory to control it for the sudden death check?
- In Sea Devils (Scenario 36), do the three building hexes score as one objective or individually?
- Can German units use the sewer entrance on M7 in Stalingrad?
- Can Russian units entering through the sewers be set up in a sewer hex that contains enemy units?
- If rubble or a blaze lands in a sewer hex, is the sewer entrance closed?
- Can a Russian unit entering from the Time Track bring its assigned weapon into play through the sewers?
- If you roll doubles for sewer movement, can you choose zero units to move through the sewers?
- Do roads still give -1 Cover and +1 MP in Stalingrad scenarios?
- In Scenario 39, if an Event changes the Surrender Level before the reinforcement adjustment, what happens?
- In Scenario 45, do reinforcements, support-roll units or orders change the surrender level?
- Can both sides be in Defense posture in Scenario 43?
- On Map 34 of Scenario 40, what does moving along railroad track cost and what cover do buildings give?
- In Scenario 37 (Korolev's Relief), where do the relief reinforcements enter?
- Does an encircled German elite team that re-enters remain an Encircled Unit, and can the Allies score it?
- Can the second player buy a radio at the Support Rolls stage of a Stalingrad campaign?
- Can eliminated leaders return to the countermix, and is the command platoon rebuilt with them?
- Where are the artillery factors used to destroy fortifications, buildings and bridges found?
Combat Commander: Battle Pack #3 – NormandyExpansion
- When does the Allied bombardment take place in Scenario 47b of Battle Pack #3 Normandy?
- In Scenario 61, do the Germans have any Starshells, or only the Tigers?
- Which Battle Pack #3 Normandy scenarios need Combat Commander: Mediterranean components?
- Can a gun that cannot be eliminated still jam in Pegasus Bridge?
- If a German bunker in Pointe du Hoc is destroyed, does the hex revert to Building terrain?
- Do Americans who scale the Pointe du Hoc cliff during a Time trigger get placed on top at once?
- In Scenario 47, can a unit adjacent to two drawn hexes break twice and be eliminated?
- How do Mist and Field hindrances combine in Scenario 59?
- In Scenario 51, can the Allied player discard cards on turns when he also plays orders?
- In Scenario 60, can only Lt. Weiss place starshells for the Allies?
- Does a Pre-Registered Fire marker let an Artillery Request skip the Targeting Roll?
- Can a Pre-Registered Fire marker be placed without a leader having line of sight to the hex?
- In the Battle Pack #3 campaign, does Armor Support get two Fire Attacks, and does German armor too?
- Are the bunkers printed on the Normandy maps buildings for line of sight, and are beachside fortifications on Map 45 bunkers or pillboxes?
- Can the British radio in Scenario 51 fire smoke, and what does that cost?
- Can two starshells occupy the same hex, and how are both removed?
- Can a Scout be activated to spot for, or call in, off-board artillery such as an Artillery Request?
- In the Normandy campaign, does taking American Armor Support also give the Demolition Charges and the Deploy option?
- Do pre-registered German artillery markers make their hex permanently accurate, and does the attack still need an Artillery Request?
- In Scenario 51 Invasion Smoke Barrage, are the random smoke cards reshuffled before the opening hand?
- Can smoke be placed across a cliff hexside?
- In Scenario 47a, if a Move triggers Time and units scale the cliff, is a pending Hidden Mines attack still resolved on the leader?
- In Scenario 47a, are decks reshuffled after the pre-invasion bombardment draws, before opening hands are drawn?
- Can one Fire card activate a Scout for several on-board mortars, and can those mortars spot different targets and also fire their own firepower?
- Is a hedgehog hex that is also drawn on a beach a hedgehog or a beach for movement cost?
- Does a mortar firing from lower ground than its target take a penalty even if a Scout on a hill provides the line of sight?
- Can a unit move between two trench hexes that are not directly connected while hidden?
- Are communication trenches fortifications?
- Do fortifications block line of sight?
- Does the Surrender Limit increase when a defender buys extra units?
- Can Scenario 61's panzer direct fire special rule target any hex in line of sight?
- Does Scenario 48's Bangalore Torpedoes special rule use Command Confusion as an action?
- In Scenario 51, can the Germans play Hidden Unit when the Allied player discards a card?
- In Scenario 50, can Allies exit from hex O2 in addition to the regular exit hexes, and does Monteith count as an extra hero?
- In Scenario 50, do Americans leaving from the special road hex O2 get exit Victory Points?
- What are the Beachhead Special Rules?
- Does the Smoke Barrage restriction, which breaks the radio after firing Smoke, also apply to American Armor Support?
- How many fire attacks does British armor make in Normandy Scenario 51?
- In the Bocage Busting example, should the targeting roll be based on range or on FP?
- Are Scouts worth Victory Points when eliminated or exited?
- Is the gray bridge on Map 38 a Major or Minor bridge?
- On Map 38, when an orchard shares a hex with a railway, which terrain applies?
Combat Commander: Battle Pack #5 – Fall of the WestExpansion
- Does Battle Pack #5 Fall of the West add tanks to Combat Commander?
- Can a tank chain through several Local Path hexes in one Drive order in Fall of the West Scenario 81?
- Can a driving tank be targeted by Op Fire in Fall of the West?
- In Scenario 74, can opposing units be set up in the same hex, and when is the resulting Melee resolved?
- When a bunker is destroyed in Scenario 74, does its hex revert to the stone building underneath?
- Can a Hidden Pillbox be played in Scenario 74 against an attack that is not fired into the hex?
- Do tanks get the road cover penalty when they stand in a road hex?
- Can broken tank weapons come back through Scrounge?
- If a Tank Leader routs out of an armoured vehicle, can the vehicle still move?
- If a Rout is played on a tank with broken units inside, do units that fail the check leave the tank and get eliminated?
- Is a unit in a moving tank broken on a tied fire check?
- Can a unit inside a tank Fire after the tank is activated to Drive?
- Can Assault Fire or Smoke Grenades be played on a tank?
- How far can a tank drive under a Drive order, and does a road add movement?
- How many stacking figures does a tank with crew take, and can it share a hex with a fortification?
- Can tanks move along railway tracks, and do railways count as a terrain type?
- Can a Concealment card be played when a tank is fired at, and does it affect infantry in the tank's hex?
- Can a weapon Op Fire on a second tank activated through a Tank Leader?
- In Scenario 74, does a Blaze on an objective hex cost VP or control?
- Can a German unit leave a Melee hex before the Melee resolves in Scenario 74?
- Can Cupola Sud in Scenario 74 be destroyed?
- When a bunker is removed from a house hex, do the units there still get the house cover?
- Can Hand Grenades be added to an Artillery Request used to isolate a bunker?
- In Scenario 76, how many VP does Objective 5 swing when the German Pioneers repair the bridge?
- Where are cards revealed for Scenario 80 Special Rule 1, after each Time Advancement?
- Can the French radio in Scenario 74 be activated more than once in a turn?
- Does Scenario 84 SSR 2 (Hidden Fords) apply to the Allied player?
- If artillery smoke is placed into the MG screen hex, is a second smoke counter placed?
Combat Commander: Battle Pack #6 – Sea LionExpansion
- In Scenario 86 with the High Tower, what are the level and stacking limit of hex H5?
- In Scenario 89, does a player who triggers the Sniper roll attack his own units when the bombing raid replaces it?
- In Scenario 89, does a bombing raid create rubble in an empty hex?
- In Battle Pack #6 Scenario 87, what does it cost to move from H7 to H8 on the pier?
- Can units placed by Wire in Scenario 89 go anywhere on the map after German setup?
- Do mines activate when a unit enters or exits the mined hex in Sea Lion Scenario 87?
- Do HMGs in Scenario 93 get eliminated if the unit manning them is eliminated?
- Can Pvt. Peasley fire through a smoke hindrance when his Firepower is 0?
- Does the Dusk special rule hindrance apply to the firing or target hex, like smoke?
- In Scenario 88, can the initiative card be passed to discard cards at a random moment?
- In Scenario 86, can a Rout order be played when Pvt. Peasley is the only broken British unit?
- Does the superscript 4 on the Scenario 88 card mean SSR 4 applies to the German units?
- Does the Scenario 91 setup restriction within two hexes of G6 apply to all Allied units?
- Do building hexes with tarmac get -1 cover in Scenario 93?
- In Scenario 86, is objective chit W used if the setup says it is not used?
- Which terrain governs a building hex that also contains open ground?
- Can the Axis start control of an objective that lies in the Allied setup area in Scenario 90?
- In Scenario 86, is a hex with a ridge line level 0 or level 1 for Wire placement?
- In Scenario 90, what happens to Mosley if there are no friendly-controlled hexes in the prison when he is due to enter?
- When Fascist units rout to the nearest board edge in Scenario 90, who resolves ties?
- If the AA guns are eliminated by breakage and then scrounged, do they return as AA guns?
- Is a Sea Lion cell revealed when an Axis unit enters an adjacent hex, even if that unit is eliminated there?
Combat Commander: Battle Pack #7 – Leader of Men: Tournament Battle PackExpansion
- In Battle Pack #7 Scenario 3 (A Midnight Clear), is line of sight through a woods hex hindered or blocked?
- In Battle Pack #7 Scenario 3 (A Midnight Clear), how does a woods hindrance combine with brush and smoke in a line of sight?
- In Battle Pack #7 Scenario 3, must both hidden Barbed Wire markers be placed at the same time?
- Is changing 'forces' to 'units' in Scenario 2 Special Rules 2 and 3 an official erratum?
- In Battle Pack #7 Scenario 2, must Polish wire markers be set up in building hexes?
- Which nation's counters represent the Allied minor forces in Battle Pack #7 Scenario 2?
- In Battle Pack #7 Scenario 8, does the special hindrance in each hex act like smoke, including against fire into and out of the hex?
- In Battle Pack #7 Scenario 7, do the Finns use the standard two-card discard from the Axis minor deck?
- In Battle Pack #7 Scenario 12, do Panzerfausts count as Ordnance and need targeting rolls?
- In Battle Pack #7 Scenario 12, is a Panzerfaust placed on the Time Track before or after the defender's Time trigger?
- In Battle Pack #7 Scenario 11 (Force Ten), what happens if the card the American reveals is the last one in his deck?
- Do Human Wave units leave the board by the normal exit rules?
- In Battle Pack #7, can a player win by controlling all five objectives (Objective Chit V) regardless of victory points?
- In Battle Pack #7 Scenario 4, how many Hand Grenades actions does the Axis Well-Supplied rule give?
Combat Commander: MediterraneanExpansion
- In Mediterranean Scenario 20, does the special exit rule stay on once no Allied unit has a Weapon, or can it switch on and off?
- In Mediterranean Scenario 20, where do exited units go on the Time Track, and can they return and exit again?
- Does buying a leader from a Random Scenario support roll give you extra Orders?
- Can a Random Scenario support roll buy both leaders listed on one row with 'or', such as Benzing or Grein?
- Does Combat Commander: Mediterranean use the German deck from Combat Commander: Europe?
- Which nationality deck and units stand in for Allied minor nations such as Norway or Poland in Mediterranean scenarios?
- Can a Molotov cocktail join a fire group, and does it have to lead the group?
- Do Molotov cocktails need a targeting roll, since they are one-use weapons?
- Do the Italians gain 1 VP every turn?
- How do a gully and a road share a hex on Map 16 (Sunken Road)?
- In Scenario 22, does the Dusk hindrance work like smoke, or does it reduce fire into an adjacent hex?
- In Little Stalingrad, what are the cover and movement cost of a hex with both a building and a road?
- In Scenario 18, can the hidden units arrive one at a time or all at once?
- How many fate decks are in Combat Commander: Mediterranean?
- In random Mediterranean scenarios, can the Defender start with a Radio?
- Can Assault Fire be played with a Move order that a scenario lets you treat as an Advance order?
- If the last remaining unit exits the map before reinforcements arrive, does the game end?
- Does a Mouse-Holing move into an advance use up the Satchel Charge?
- In Scenario 19 (Metaxas), does each fire attack from the Greek 75 gun get its own targeting roll?
- In Scenario 19 (Metaxas), do hidden mines in the bunker complex have 6 or 8 firepower?
- How many cards can the Rumanian side discard when it uses the Italian fate deck?
- Are the larger Objective chits in Combat Commander: Mediterranean different from the Europe chits?
- Does a road in a woods hex have Cover 0?
- Can a Satchel Charge give the Advance bonus and still be used for its 12 FP attack?
- Should the extra smoke and blaze counters from the Mediterranean box be mixed with the base game counters?
- Can the opponent play Hidden Unit when a Free French player makes a voluntary discard after an order?
- Does a hedge still give its cover when a unit fires from a higher elevation over it?
- Do Free French platoons get fewer orders than other nationalities on the random scenario generator?
- Does an objective in a multi-hex building require control of the whole building?
- Is a melee side's strength the sum of all its units' firepower?
- Can Indian troops in Europe or Mediterranean scenarios use the Pacific decks?
- Do Recovery or Rout orders stop a player from playing other orders in the same turn?
- In Little Stalingrad, does holding all five objectives end the game immediately?
- In Scenario 18 (Bridge Hunt), can the off-board tanks fire smoke?
- Do victory site objectives change VP when the opponent sets up in them?
- How does a mortar spotter work under Special Rule 1 in Mediterranean?
- Can a Walking Wounded unit be placed off the map edge for immediate exit points?
- Can a unit fire while its activated mortar fires smoke at a different hex in the same Fire Order?
Combat Commander: Resistance!Expansion
- Does a Partisan leader's Leadership bonus apply to Partisan units stacked with it, or only to weapons?
- Does a leader's Command add to units' firepower in melee in Combat Commander: Resistance!?
- In Combat Commander: Resistance!, does a Partisan leader's +1 Leadership apply to units in melee?
- Does the number in a Resistance leader's eye symbol still give the command bonus to stacked units?
- How does a Partisan leader's ability to activate units in its line of sight work?
- When a broken Partisan unit is lost in a sewer and voluntarily exits, does it stay broken?
- Should the extra Molotov cocktails from Combat Commander: Mediterranean be added to the Resistance random weapon draw cup?
- What happens when Partisan units in one hex exceed the seven-silhouette stacking limit?
- In Combat Commander: Resistance!, does a Partisan player lose 1 point for each unit removed to meet the stacking limit?
- Do Partisan units follow the normal stacking limits?
- Can Partisans use the free Deploy event to replace eliminated overstacked units?
- Can a Partisan player's hand exceed the hand size limit after a Knife action?
- In Scenario 73 (No Quarter), can units placed on the Time Track at the start take their weapons with them?
- In Resistance Scenario 67, how are rail tunnel entrance hexes such as F7 treated for movement and line of sight?
- Does a crest line drawn off the hex edge on Map 47 block line of sight, for example from I5 to K5?
- Does Combat Commander: Resistance! require Combat Commander: Mediterranean?
- Do Partisan leaders with a boxed Movement Factor also get circled movement?
- Can you score half a victory point in Combat Commander: Resistance!?
- If a unit is removed for replacement and no replacement is available, is the original unit eliminated?
- What is the predominant terrain in a hex that holds more than one terrain type?
- In Orient Express, can a partisan leader see down the tunnel and order a unit at the far entrance?
- Can starshells be used in a night action in Combat Commander: Resistance!?
- Do British commandos in the Orient Express scenario get Partisan benefits?
- Does Battlefield Integrity count eliminated Partisan units that go onto the casualty track?
- In Scenario 70, can Partisans end the game by exiting on their first turn?
- Can Partisans move out of a melee before it resolves?
- After Germans eliminate Partisans in a melee at the start of their turn, can their surviving units act?
- Can an eliminated Partisan unit in a melee be saved by dispersing into a smaller unit?
- If an Axis unit holds a Sighting Marker hex and Allied troops enter, is there any special effect?
- Can you hold more Sighting markers than the scenario allots, for example through Infiltrate?
- Does a hex containing a Sewer entrance lose its terrain and fortifications?
- Can a single Advance order use several Sewer entrances, each with its own Sewer roll?
- When adding Infiltration units to the time track, can you see the random weapon before choosing the top or bottom half of the card?
- Can a Sighting marker be placed on a hex occupied by Allied forces during setup?
- Can each unit activated by a Partisan Leader make its own Opportunity Fire attack into each hex as it moves in?
- What are the victory point values on Partisan Force cards for?
- In a Random Scenario Generator scenario, can Partisan units start on the Time Track or be bought?
- In a Random Scenario Generator support roll, can the Partisan player buy one, both, or neither of the units on the card?
- Are gullies ignored in woods or brush hexes?
- When a unit exits a melee objective hex, does objective control change before the game ends?
- Can a weapon be transferred to a broken unit in the Resistance scenarios?
- Can you forfeit a reinforcement when the only Sighting Marker is in a Blaze or Water Barrier?
- Can a Partisan unit use a Stealth event to exit the map?
- Can a single unit possess two heavy weapons such as IGs, and do guns go to the casualty track when their unit routs?
- When Time marker advance brings Partisan reinforcements, who places first?
- After a Knife melee draw, can a Partisan player play No Quarter if the unit survives the melee?