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The Last Hundred Yards

The Last Hundred Yards Rulebook

Table of Contents

Table of Contents

  • Using the Rules
  • Game Abbreviations
  • Introduction
    • Sample Counter Values
  • General
    • Maps and Sectors
  • 1.0 Counter Definitions
    • 1.1 Cohesion
    • 1.2 Armor Value (AV)
    • 1.3 Armor Enfilade Value (AEV)
    • 1.4 Assault Value
    • 1.5 Small Arms Value (SAV)
    • 1.6 Mortar Value (MV)
    • 1.7 Anti-Tank Value (ATV)
    • 1.8 Range
    • 1.9 Company ID
    • 1.10 Platoon ID
    • 1.11 Unit ID
    • 1.12 Command Range
  • 2.0 Game Terms and Definitions
    • 2.1 Glossary of Unit Types
    • 2.2 Units
    • 2.3 Unit Stacking
  • 3.0 Force Organization
    • 3.1 Forces
    • 3.2 Support Units
  • 4.0 Terrain
    • 4.1 Terrain Types
    • 4.2 Line of Sight (LOS)
    • 4.3 Concealment
  • 5.0 Sequence of Play
  • 6.0 Activation Phase
  • 7.0 Activation
    • 7.1 Coordination
    • 7.2 Ad Hoc Unit Activation
    • 7.3 Units that Fail to Activate with their Platoon
  • 8.0 Reaction
    • 8.1 Restrictions
    • 8.2 Reactions to Enemy Actions
    • 8.3 Limited Reactions
  • 9.0 Actions
    • 9.1 Mandatory Actions
  • 10.0 Maneuver Actions
    • 10.1 Maneuver Allowance
    • 10.2 Exiting the Map
    • 10.3 Non-Vehicular Maneuver Actions
    • 10.4 Vehicular Maneuver Actions
    • 10.5 Assaults
  • 11.0 Fire Actions
    • 11.1 Enfilade
    • 11.2 Fire Attack DRM Markers
    • 11.3 Small Arms Fire
    • 11.4 Mortar Fire
    • 11.5 Anti-Tank Fire
  • 12.0 Recovery Actions
    • 12.1 Recovery
    • 12.2 Disruption/Regrouping Recovery Die Roll Modifiers
    • 12.3 Disruption Recovery
    • 12.4 Regrouping Recovery
    • 12.5 Rally
    • 12.6 Heroism
    • 12.7 Shock Recovery
  • 13.0 Fire Resolution
    • 13.1 Small Arms and Mortar Fire Resolution Procedure
    • 13.2 Anti-Tank Fire Resolution Procedure
    • 13.3 Fire Resolution Results
  • 14.0 Assault Resolution
    • 14.1 Assault Resolution Procedure
    • 14.2 Assault Value Modifiers (AVM)
    • 14.3 Assault Results
  • 15.0 Unit and Nationality Characteristics
    • 15.1 Elite Units
    • 15.2 Russian and Japanese
  • 16.0 Airborne Landings
    • 16.1 Landing Procedure
  • 17.0 Night and Twilight
    • 17.1 Restrictions
    • 17.2 Concealment Loss
    • 17.3 Line of Sight
    • 17.4 Illumination
  • 18.0 Random Events
  • 19.0 Mines and Wire
    • 19.1 Minefields
    • 19.2 Wire
  • 20.0 Mission Setup
    • 20.1 Determine Nationality
    • 20.2 Initiative
    • 20.3 Time Lapse
    • 20.4 Tracking Casualties
    • 20.5 Casualty Differential Limit (CDL)
    • 20.6 Starting Forces
    • 20.7 Unit Disposition
    • 20.8 Dummies
    • 20.9 Hidden Placement
    • 20.10 Company Command Tanks (CO)
  • 21.0 Winning the Game
    • 21.1 Control of Terrain Objectives
    • 21.2 Attacker's Final Score
    • 21.3 Victory Level
  • 22.0 Optional Rules
    • 22.1 Command & Control
    • 22.2 Skin in the Game (Role Play)
  • 23.0 Design Your Own Missions
  • Vehicular Maneuver Matrix
  • Unit Capability Table
  • Game Credits

Using the Rules

The Series Rule Book provides the rules necessary to play and enjoy the missions provided in the LHY series, as well as any Design Your Own (DYO) missions that players might create. Optional rules are provided to enhance realism and encourage a more personal involvement in the game. Rule examples and extended examples of play can be found in Section 24 of the Playbook. Do not infer or imagine more to a rule than is stated. When in doubt, interpret strictly.

  • Key words and phrases, exceptions and examples are in italics.
  • Important, commonly missed and forgotten rules are shown in bold.
  • Designer notes and comments are in light-green shaded boxes.
  • All die rolls use a single d10 (a dr of 0 = 10), except for the Landing Dispersal die roll which is a d6 [16.1.3].
  • Mission Special Rules (MSR) supersede any standard corresponding rules.
  • A vertical bar in the margin is used to mark lines that contain a rule addition or modification since v3.0.

IMPORTANT: RED numbers appearing on unit counters, information markers, and Combat and Terrain Tables are negative die roll modifiers (DRMs), while BLACK numbers are positive die roll modifiers (DRMs).

Game Abbreviations

  • ABN – US Airborne
  • AEV – Armor Enfilade Value
  • AFV – Armored Fighting Vehicle
  • AG – Assault Guns
  • ATDRM – Anti-Tank Die Roll Modifier
  • ATR – Anti-Tank Rifle
  • ATV – Anti-Tank Value
  • AV – Armor Value
  • AVM – Assault Value Modifier
  • CDL – Casualty Differential Limit
  • DRM – Die Roll Modifier
  • DYO – Design Your Own Missions
  • EBE – Enemy Board Edge
  • EXC – Exception
  • FBE – Friendly Board Edge
  • FO – Forward Observer
  • FP – Fortified Positions
  • FT – Flamethrower
  • FV – Fighting Vehicles
  • HE – High Explosive
  • HT – Halftrack
  • IP – Improved Positions
  • LATW – Light Anti-Tank Weapon
  • LHY – Last Hundred Yards
  • LOS – Line of Sight
  • MDRM – Mortar Fire Die Roll Modifier
  • MFA – Mortar Fire Action
  • MG – Machine Gun
  • MOP – Mission Objective Points
  • MP(s) – Maneuver Points
  • MSR – Mission Special Rule
  • MV – Mortar Value
  • PP – Promotion Points
  • RB – Roadblocks
  • SADRM – Small Arms Fire Die Roll Modifier
  • SAV – Small Arms Value
  • SMK – Smoke
  • SPG – Self-Propelled Guns
  • TD – Tank Destroyer
  • TEM – Terrain Effects Modifier

Introduction

There is, unfortunately, little historical narrative available today regarding the thousands of small-unit actions that occurred during World War II, except for the memories of those who were there. The Last Hundred Yards (or LHY) is an attempt to recreate these small engagements. The game introduces new and innovative systems to model small-unit behavior in combat. LHY seeks to simulate what it might have been like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intense experience, one that forces many decisions upon you as a leader in an infantry company in World War II.

Sample Counter Values

Each unit counter in LHY carries several printed values used throughout these rules, including: Mortar Value (MV) and its range, Small Arms Value (SAV) and its range, Anti-Tank Value (ATV) and its range, Armor Value (AV), Armor Enfilade Value (AEV), Command Radius, Cohesion, Platoon ID, Company ID, Unit ID, and a Disrupted or Shocked indicator. Unit Types & Background Colors distinguish Elite units (e.g., 3 US Paratrooper/Marines, German Fallshirmjager, German Infantry, Russian Guards Infantry, British Paratrooper) from regular Infantry of each nationality (US, German, Japanese, Russian, British). Each of these values and indicators is defined in Section 1.0 below.

General

Players conduct missions on geomorphic maps (sectors) overlaid with a hexagonal grid. The scale is 50 yards per hex, and time varies from two to five minutes per game turn. Units consist of infantry, machine gun sections, light anti-tank weapon sections, individual vehicles, and towed guns.

Maps and Sectors

This LHY module contains one or more 11”x17” geomorphic sectors (synonymous with map boards used in other board games). The large white number in the lower right corner identifies each sector. In some missions and DYOs, sectors may be further divided — when folded — into two sub-sectors. When positioned with the section number in the player's lower right corner, "a" would be the left half and "b" the right half. Each mission-engagement takes place on a map consisting of one or more sectors. All half-hexes along the map board edges are in play unless otherwise noted on a mission card.

LHY introduces innovative concepts unique to most tactical games. It is strongly recommended that players follow the Sequence of Play and all Procedures very closely, until they are familiar with the system.

1.0 Counter Definitions

1.1 Cohesion

Represents a unit's combat effectiveness attributed to training, experience, the psychological states of its soldiers, the level of influence of its leaders, and the motivation that can arise from fanatical patriotism or nationalism.

1.2 Armor Value (AV)

Represents a unit's defense strength against anti-tank fire through its frontal arc.

1.3 Armor Enfilade Value (AEV)

Represents an AFV unit's defense strength against anti-tank fire through its rear arc.

1.4 Assault Value

Represents the unit's fighting capability during an Assault.

1.5 Small Arms Value (SAV)

Represents a unit's ability to project firepower against soft targets and is the base small arms value to which range and other DRMs are applied. The SAV is applicable only when firing against enemy units with Cohesion.

1.6 Mortar Value (MV)

Represents the indirect fire capability of a mortar section or platoon, and is the base mortar value listed on the Mortar Fire Action Table for primary and secondary impact hexes.

1.7 Anti-Tank Value (ATV)

Represents a unit's ability to attack armored (or "hard") targets and is the base ATV to which range and other DRMs are applied. The ATV is applicable only when firing against vehicles, Towed Guns, or FPs.

1.8 Range

Measure of how far a weapon can effectively suppress or inflict casualties in the heat of battle. It appears as a superscript number immediately to the right of the SAV or ATV. The range listed on a counter is the maximum effective range, in hexes, for that weapon type.

1.8.1 Range for Small Arms and Anti-Tank Fire: The die roll modifier of small arms or anti-tank fire normally decreases as the range to a target increases. Refer to the range DRM segment within the Small Arms Fire and the Anti-Tank Fire DRM Tables on the LHY Combat Tables chart for DRM effects at extended ranges.

Note: Units with an underscored Small Arms Range are not subject to range-based die roll modifiers.

1.9 Company ID

The color of the circle behind the Platoon ID [1.10] defines the company of the unit. (The color descriptors of the various companies are shown below.)

Allied

CompanyInfantryArmorSPG
Able or 1RedRedBlack
Baker or 2WhiteWhiteGreen
Charlie or 3BlueBlue—
Easy or 4YellowYellow—
Fox or 5GreenGreen—

Axis

Kp./Co.InfantryArmorSPG
1RedRedWhite
2BlackBlack—
3BlueBlue—
4YellowYellow—
5GreenGreen—

1.10 Platoon ID

This number designates the platoon number (1st, 2nd, or 3rd).

1.11 Unit ID

The small black number or "alpha letter" (infantry sections) located in the upper-right corner of most units is an identifier to distinguish them from other units.

1.12 Command Range

Only Russian leaders have a command range. This range represents the maximum distance a Russian leader can effectively communicate with its units. The Command Range of a Russian leader is the number located in the star in the upper right corner of the leader counter.

2.0 Game Terms and Definitions

This section explains the terms and definitions used when playing LHY. It also references example game counters to better understand the terms and definitions and consists of four parts: Glossary of Unit Types, Units, Information markers, and Unit Stacking.

2.1 Glossary of Unit Types

2.1.1 Combat:

  • Infantry squads
  • Infantry and MG sections
  • Towed Guns
  • Armored Fighting Vehicles (AFVs)
  • Fighting Vehicles (FVs)
  • Halftracks (HT)
  • Fortified Positions (FP)

2.1.2 Non-Combat:

  • Leaders
  • Flame Throwers (FT)
  • Light Anti-Tank Weapons (LATW)
  • Trucks

2.1.3 Non-Vehicular:

  • Infantry
  • Towed Guns
  • Machine Guns
  • Light Anti-Tank Weapons
  • Flame Throwers
  • Leaders
  • Fortified Positions

2.1.4 Vehicular:

  • Armored Fighting Vehicles
  • Fighting Vehicles
  • Halftracks
  • Trucks

2.2 Units

2.2.1 Infantry: Infantry includes:

  • Regular infantry.
  • Elite infantry (e.g., Airborne, Rangers, German SS, Panzer Grenadier (Pz Gr), and Russian Guards - see 15.1 Elite units).

An infantry squad consists of 10–12 men and a light machine gun (LMG). An infantry section consists of 5–6 men and possibly an LMG.

All squads are two-step combat units and may be deployed (i.e., broken down) into two sections each consisting of one step [EXC: A Russian squad cannot deploy]. Reduced Russian/Japanese squads are single-step combat units.

2.2.2 Machine Gun (MG) Section: Includes a medium or heavy machine gun, typically mounted on a tripod with a crew of 4–5 men. MG sections are single-step combat units.

2.2.3 Towed Gun: Includes an anti-tank, anti-aircraft, or infantry gun with a crew of 8–12 men. Towed Gun sections are single-step combat units.

2.2.4 Fortified Positions (FP): Stationary, multi-point defensive positions with interconnecting trenches, incorporating MG and/or Anti-Tank Gun and supporting units.

FPs are combat units and count as two-steps for Assault Resolution [14.0] purposes, but only a single step for Casualty [13.3.3] and Target Density [11.3.3j] purposes.

FPs with AT Guns may fire the Anti-Tank Gun and MG either together, or separately in different segments, once per game turn.

At setup, FPs are oriented in their hex with the red arrow perpendicular to a single recorded hex side or vertex (their frontal arc) and have 180° field of fire, 360° for spotting. Once placed, their orientation may not be changed.

Friendly units may conduct Small Arms/Mortar Fire against enemy units in an Assault Hex containing a friendly FP, provided there are no other friendly non-vehicular units in the hex [Exception to 11.3a].

Fortified Positions: a) may only fire, or receive fire, through their frontal arc; b) are immune to Mortar Fire, Suppression from mortar and small arms fire, Overrun, Shock, Enfilade, Envelopment, and the Regrouping requirement. [Other non-vehicular units in the hex would be subject to small arms and mortar fire, Enfilade, Suppression, and Regrouping but cannot be Overrun (10.4.5.2 a) or Enveloped (14.2 h)]; c) are replaced with an Improved Position (IP) [13.3.6] when destroyed or forced to Retreat; d) may fire, even when in a hex marked with an MDRM marker [11.4.7.1a]; e) may conduct a Vehicle Destruction Attempt during Assault Resolution; f) are considered Cover Terrain for Concealment purposes [4.3] and provide the TEM equivalent of an IP to other non-vehicular units in the same hex.

2.2.5 Leader: Represents a platoon leader (PL), or a Company Commander if Russian (Russians do not have platoon leaders), and a staff of 2–4 men (runners and a radioman). A leader can assist in Reaction, Recovery, Mortar Fire, and Assault. All leaders are zero-step non-combat units.

2.2.6 Light Anti-Tank Weapon (LATW): An anti-tank rifle (ATR) or a short-range tubular rocket launcher such as a bazooka or Panzerschreck, typically with a crew of two.

LATW fire actions are limited to anti-tank fire against vehicles.

An assaulting force containing an LATW receives a positive modifier against a hex containing an FP, Towed Gun, urban building, or urban building road.

LATWs are zero-step non-combat units.

2.2.7 Flamethrower (FT): An incendiary device designed to project a controllable jet of fire, typically crewed by one man and are zero-step non-combat units.

Flamethrowers are only applicable in Assaults.

An assaulting force containing an FT receives a positive modifier against a hex containing an FP, Towed Gun, urban building, or urban building road.

2.2.8 Armored Fighting Vehicle (AFV): Fully armored, motorized vehicles include tanks, armored cars, and self-propelled guns (such as tank destroyers and assault guns).

2.2.9 Fighting Vehicle (FV): Fighting Vehicular units are non-carrier units with a main armament such as halftracks, trucks, and armored cars. They are identified by a white oval behind their Unit ID. FVs are single step combat units.

2.2.10 Carriers: Motorized vehicles used primarily for the transport of non-vehicular units. Tracked or halftrack carriers are single-step combat units. Wheeled carriers, such as Trucks, Jeeps, and motorcycles, are zero-step non-combat units.

2.3 Unit Stacking

A player may stack in a single hex a maximum of each of the following:

  • three squads
  • two MG sections
  • two vehicles
  • one Towed Gun
  • one FP
  • any two of following: leaders, LATWs, and FT units

Riders do count toward the stacking limit. Reduced infantry squads and sections are both single-step units, with two of either being equivalent to one full squad for stacking purposes. Stacking is evaluated after all players have setup their units, during reinforcement entry, and at the end of each Platoon Activation Cycle. The owning player must eliminate any excess units at these times.

3.0 Force Organization

The platoon is the primary fighting formation in LHY. An infantry platoon typically has a platoon leader and three squads (plus any support units). An armor platoon typically has four to five AFVs.

Exceptions: a) The Russians do not have infantry platoon leaders. Instead, they have one Company Commander for each company. The Russians also have two independent leaders, one for Guards infantry and the other for Regular infantry. These are used when specified in an MSR to command an independent infantry platoon or force. Independent leaders are noted by their lack of a company designation (i.e., the colored circle located bottom center of the leader counter). b) A Russian armor platoon is comprised of three AFVs. c) A Japanese platoon has three squads and one knee mortar squad.

3.1 Forces

The forces and parameters of each mission [20.0 Mission Setup] determine the specific units available to each player and their organization for Activation purposes.

3.2 Support Units

Support units do not have a platoon ID and are considered part of — and may only activate with — units of the activated infantry platoon they are stacked with, or closest to, at the time of the platoon's Activation. If a Support unit is equally distant from more than one platoon, it may activate with either. The parameters for each mission [20.0] determine the type and number of support units available to each player. There are two types of support units: a) Non-Vehicular (Towed Guns, FPs, MGs, LATWs, and FTs); b) Vehicular (FVs and Carriers).

4.0 Terrain

Terrain is very important in the Last Hundred Yards. Not only can it provide cover from enemy fire, but it can also be used when maneuvering to get as close to the enemy as possible without being seen. Remember if the enemy does not see you, it does not know you are there and therefore cannot react.

The type of terrain determines whether it provides cover, affects a unit's Maneuver, Fire, and/or LOS. Terrain effects are summarized on the Terrain Effects Table. TEMs are not cumulative and if more than one is applicable, only the one most beneficial to the defender is used.

a) Open Terrain: Any hex devoid of buildings, forest, tree lines, orchards, palm groves, or brush. Small, incidental patches of vegetation appearing within otherwise open terrain hexes are considered inconsequential terrain and have no effect on play (e.g., individual trees, thin field boundary shrub-lines/fence rows (green boundary lines around fields and along roads), etc.).

b) Cover Terrain: Any hex providing a terrain effect or hull-down modifier to the defender. Note that Terrain Effect Modifiers (TEM) are not applicable to vehicles. Vehicles utilize hull-down instead [11.5.4i].

c) Blocking Terrain: Consists of Blocking Terrain hexes and features. i. Blocking Terrain Hexes include forest and hill hexes, and possibly orchards, palm groves, and brush. These hexes are treated as if they are filled by visual obstructions extending one or more levels above ground level. ii. Blocking Terrain Features include buildings, walls and tree lines.

d) Level: The term used when determining the level (i.e., height) of hill, forest, and building hexes.

4.1 Terrain Types

4.1.1 Rural: Any hex with a light green background representing a grassy surface (e.g., meadows, fields, or steppes).

4.1.2 Urban: Any hex with dark gray roads and gray common areas representing a paved or cobblestone surface. (e.g., plazas, squares, alleyways, and marketplaces).

4.1.3 Forest: Forest are Blocking Terrain Hexes and includes Woods or Jungle (lighter green), Heavy Woods or Heavy Jungle (darker green). Forest hexes provide cover to defending non-vehicular units.

4.1.4 Hills and Elevations: Hills and undulations in terrain across the sectors in LHY are depicted by contour lines. Contours are the areas between contour lines and represent an increase in elevation, in ascending order, and are differentiated as follows:

a) A contour enclosed by thin contour lines signifies a gradual increase in elevation and may impact LOS when the firing/spotting and defending units are at the same level [4.2.1c and d]. b) A hex containing a contour enclosed by a bold contour line is a Hill hex [4.1.5]. The height of a hill hex is based on its level and may impact LOS when the firing/spotting and defending units are on different levels.

Example: A mission may call for all level one hills to be increased to level twos and all level two hills to be increased to level four.

IMPORTANT: The levels of any forest or buildings in a hex are added to the level of the hill. The level of the Terrain Types is defined in the Terrain Effects Table.

Example: Woods on a level 2 hill would result in a total of three levels in the hex. A stone building on a level 1 hill would result in a maximum height of two levels.

4.1.5 Hill Hex: A hill hex is any hex whose center dot is within the boundaries of a bold contour line. Hills hexes are Blocking Terrain Hexes. Each bold contour line is labeled with a numerical value indicating its level (i.e., height). The higher the numerical value associated with a bold contour line, the greater its elevation.

Hills hexes offer cover to defending units against attacks originating from lower levels.

Units must expend additional maneuver points (MP) when crossing a bold contour from a lower level (uphill) unless maneuvering along a road.

An MSR can mandate alterations in the levels of hills within a sector. For instance, an MSR might stipulate an adjustment in levels, such as doubling all hill elevations (e.g., a level 1 hex would become level 2).

4.1.6 Buildings: Buildings are Blocking Terrain Features. In cases where a hex contains more than one type of building, the TEM is based on the building providing the greatest benefit to the defender. There are two types of buildings in LHY:

a) Rural Buildings: Freestanding structures in rural hexes consisting of: i. Stone Buildings (gray): Stone cottages, villas, chateaus, and churches; ii. Wooden Buildings (various shades of brown): farmhouses, cottages and barns; iii. Huts (yellow): Huts represent small buildings made of natural materials such as wood or grass. Huts, unlike other buildings, do not cast blind hexes. Units defending in a hex containing a hut receive cover against small arms fire, but not mortar fire or against assaults.

b) Urban Buildings: Freestanding or interconnected buildings (wood or stone) in urban and Urban Building Road hexes (e.g., apartments, commercial, and municipal buildings). i. Non-vehicular units cannot enter two consecutive Urban Building hexes unless along a road or through an opening (e.g., alley or path) between buildings in an Urban Building hex from which the unit has a clear LOS to the center dot of the adjacent hex being entered. These openings are treated as open terrain when determining maneuver-point cost to enter. ii. Vehicles cannot enter or set up in Urban Buildings unless the hex contains an Urban Building Road [4.1.9.2].

4.1.7 Wall Hexside: Wall hexsides are Blocking Terrain Features and provide cover from Small Arms [11.3] or Anti-Tank Fire [11.5] to units defending from behind an adjacent Wall hex side — regardless of the height of the Firing unit. If opposing units occupy hexes with a common wall-hexside, the side whose units arrived first receive the TEM benefit.

4.1.8 Tree Line Hexside: Tree lines (i.e., a narrow strip of trees usually along a road or edge of a field) are Blocking Terrain Features and provide a favorable TEM to defending non-vehicular units if the fire passes through a tree line feature — regardless of the height of the firing unit.

AFVs are the only vehicles allowed to Maneuver through a Tree Line and when doing so pay the MP cost for each Tree Line crossed. There is no MP cost for non-vehicular units to cross a Tree Line.

If opposing units occupy hexes with a common tree-line hex side, the side whose units arrived first receive the TEM benefit against small arms fire.

4.1.8.1 Hedgerows: Hedgerows, which are narrow berms topped with a mixture of shrubs and small trees that have built up over time along the edges of fields, exist only by MSR.

Tree lines may be defined as Hedgerows.

Hedgerows have all the characteristics of walls except for Maneuver, in which case the cost for a non-vehicular unit is one additional MP, and for an AFV is two additional MPs, to cross a Hedgerow [EXC: There is no additional MP cost to cross a Hedgerow if there is an opening in the Hedgerow].

4.1.9 Roads/Railroads: All thoroughfares, whether passing through a rural or urban hex are roads or railroads.

a) A unit maneuvering along a road/railroad from one connecting road/railroad hex to another pays the road/railroad MP cost – ignoring the MP cost of the other terrain in the hex. A unit entering a road/railroad hex from a non-road/non-railroad hex pays the cost of the other terrain in the hex. b) The TEM of a hex containing a road/railroad is based on the other terrain in the hex.

Roads/railroads in combination with other Terrain:

4.1.9.1 Forest/Tree-lined Road/Railroad: A road/railroad or path through a forest hex or a road/railroad hex bordered by Tree Lines on both sides.

a) AFVs are the only vehicles allowed to enter or exit a Forest or Tree-lined road/railroad hex from a hex other than a connecting road/railroad hex. b) A non-vehicular unit in a Tree-Lined Road/Railroad hex receives a beneficial TEM against Mortar and Small Arms Fire.

4.1.9.1.1 Sunken Road: When Hedgerows (4.1.8.1) are in effect, any road/railroad hex with hedgerows on both sides is considered a Sunken Road hex. In addition to the maneuver penalties of Hedgerows, Sunken Roads also exhibit the following:

a) IPs are not allowed in a Sunken Road hex; b) A non-vehicular unit defending in a Sunken Road hex receives a -2 against small arms fire if the fire passes through the Hedgerow feature (even if there is an opening through the Hedgerow to fire through), -1 if the fire is along a road/railroad, and -1 (-2 for TEM and +1 for Air Burst) against an MFA. Vehicles defending in a Sunken Road hex are considered Hull-down; c) Defending non-vehicular units in a Sunken Road hex receive a +1 Assault Value Modifier (AVM) if the assaulting units entered the Sunken Road hex from a hex other than a contiguous road hex; d) Undisrupted non-vehicular units receive an additional +1 Vehicle Destruction Attempt DRM against an AFV that entered the Sunken Road hex from a hex other than non-contiguous road hex.

4.1.9.2 Urban Building Road: Any urban hex containing a road/railroad and one or more urban buildings. Vehicles may only enter or exit an Urban Building Road hex to/from another connecting road/railroad hex or any adjacent hex to which they have a clear LOS.

4.1.9.3 Rural Building Road: Any road/railroad hex containing one or more rural buildings and a road or railroad.

4.1.9.4 Enclosed Road: Any road/railroad in a hex containing urban or rural buildings, forest, or tree lines on both sides [Ex: 24.1.3 and 24.1.4].

A non-vehicular unit (excluding Towed Guns) in an Enclosed Road hex is considered to be "in" the buildings, forest, or tree lines on either side of the road/railroad and not "on" the road/railroad itself.

A vehicle or Towed Gun in an Enclosed Road hex is always "on" the road/railroad.

Fire and Observation is limited when traced through one or more unblocked intervening Enclosed Road/Railroad hexes.

Restrictions:

  • Observation of enemy actions for reaction purposes is limited to six hexes when the enemy unit is a vehicle or Towed Gun and four hexes for all other units.
  • Firing range is limited to two hexes if small arms fire and six hexes if anti-tank fire.
  • Observation range is limited to four hexes when spotting for an MFA.

4.1.9.5 Road Bonus: Units receive one additional MP when they begin and end their Maneuver in a road hex — provided that all hexes entered and exited during the Maneuver are connected road hexes. Road Bonus is not allowed if any of the road hexes entered are within two hexes of a known enemy combat unit or when maneuvering along a railroad.

4.1.9.6 Paths: A narrow winding track or trail. A unit maneuvering along a Path from one connecting Path hex to another pays the Path MP cost – ignoring the cost of other terrain in the hex. A unit entering a Path hex from a non-Path hex pays the cost of the other terrain in the hex.

4.1.10 Rivers: River hexes are considered open terrain unless the River hex contains Forest or Brush in which case they are treated as Forest or Brush hexes for purposes of LOS and cover.

Vehicles cannot enter or cross a river except at a bridge or ford.

A non-vehicular units expends 1½ MP to enter a river hex at which point its maneuver ends. It expends all its MPs to maneuver from one River hex to another unless it is withdrawing, retreating, or crossing at a bridge or ford.

For each unit attempting to exit from a river hex that does not contain a bridge or ford to the opposite bank (i.e., to cross the river) the exiting player:

  1. Specifies the exiting unit and the hex it is exiting into and makes a die roll.
  2. If the die roll is ≤ 6, the unit must exit to the specified hex and may then continue its maneuver normally.
  3. If the die roll is > 6 the unit fails to exit, remains in its current hex, is considered to have maneuvered, and is subject to any Proximity Fire SADRM [11.3.3c].

Exit die roll checks are not required when withdrawing, retreating, or Heroic. If an MSR defines the river as impassable, no unit may cross unless at a bridge or ford.

4.1.11 Bridge: A hex containing a bridge is considered open terrain and with the bridge at the same level as the hexes on either end of the bridge. Units can only enter or exit a bridge hex from a connecting bridge, road, or railroad hex.

Eligible units may Maneuver under a bridge, and when doing so are considered to be in a River hex.

4.1.12 Ford: A hex containing a ford is considered open terrain and is at the same level as the adjacent river hexes. It may be used by all units to cross a river. A unit pays the ford movement cost only when entering from a connecting road hex; otherwise, it pays the normal cost to enter or exit a River hex.

4.1.13 Marsh: Marsh hexes encompass the entire hex excluding its hex sides and vertices. LOS is clear when traced into, out of, or through a Marsh hex.

Vehicular units cannot set up in or enter a marsh hex unless along a road/railroad.

It costs a non-vehicular unit 1½ MP to enter, and all of MPs to maneuver from one Marsh hex to another unless it is withdrawing, retreating, Heroic, or if along a road/railroad.

4.1.14 Beach: Open Terrain Hex.

4.1.15 Orchard/Palm Grove/Brush: These terrain types encompass the entire hex excluding its hex sides and vertices. Treated as Blocking Terrain hexes if the firing and defending units are on different levels [4.2.2], and Hindrances if the firing and defending units are on the same level [4.2.4e]. Considered cover terrain for concealment purposes [4.3].

4.1.16 Improved Positions (IP): Represent hastily prepared defensive positions, such as foxholes and shallow trenches. Non-vehicular units receive a favorable TEM, or ATDRM if a Towed Gun, when defending in a hex containing an IP.

a) IPs do not block LOS, and there is no MP cost to enter or exit. b) IPs are not removed from play when vacated or captured, they provide the same defensive benefit to the enemy player, if captured. c) Vehicles do not benefit from IPs.

4.1.17 Roadblocks: Roadblocks can only be placed in an Enclosed Road hex and block all roads or railroads passing through them. Roadblocks do not block LOS but are Hindrances [4.2.4e].

It costs non-vehicular units an additional MP to enter a Roadblock hex.

Vehicles may enter a Roadblock hex but may only exit via the hex from which they entered the Roadblock hex until the Roadblock is removed (i.e., vehicles can enter but cannot pass through a Roadblock hex).

A non-vehicular unit receives a -2 SADRM against fire attacks and a +1 AVM when defending against assaults if the hex they occupy contains a Roadblock marker.

An infantry squad or AFV, as its sole action for that game turn, may attempt to remove a Roadblock marker if they occupy the hex and pass a Roadblock Removal Check. The die roll is decreased by one for each additional squad and/or AFV that participates in the attempt. A Roadblock marker is removed if the die roll is ≤ 4.

4.1.18 Gullies (Balkas): A gully is a trench or ravine eroded by running water. Gully hexes are one Level lower than the surrounding hexes. Normal Line of Sight rules apply. When an MSR designates a river, stream, or creek as a Gully, any adjacent thin contour lines are treated as bold contour lines.

4.2 Line of Sight (LOS)

LOS may be blocked [4.0c] or hindered [4.2.4], depending on the type of intervening terrain. LOS is traced from the center dot of the firing or spotting hex to the center dot of the target hex. The terrain of the hex occupied by the firing or the target unit has no effect on LOS [EXC: 4.2.1h]. Units may always fire into an adjacent hex, regardless of the terrain in the hex or hexside [EXC: 4.2.1h].

4.2.1 Units on the Same Level: LOS is blocked when both the firing/spotting and defending units are at the same level when traced [See example 24.1.1]:

a) through any part of a Blocking Terrain Hex (excluding its vertices or hex sides) and the level of the terrain in the hex is higher than that of the firing/spotting and defending unit [EXC: 4.2.1d; 4.1.15]. b) along hex sides where Blocking Terrain Hexes occur on both sides of the LOS—anywhere along the LOS [See example 24.1.1 where LOS is blocked from C to D]. c) through a contour whose elevation is higher than both the firing/spotting and defending unit. d) from a hex at higher elevation (contour) to a hex at a lower elevation, or vice versa, and the elevation of a contour in an intervening hex is equal to or higher than the elevation of the contour occupied by the higher unit, and the intervening contour: i. encloses the center dot of the intervening hex and/or ii. completely encloses an intervening hex side along which the LOS is traced. e) through any part of a Blocking Terrain Feature. f) through a forest depiction when traced along an Enclosed Road [4.1.9.4] or River [4.1.10]. g) through, or along a wall or tree line hex side, unless the firing/spotting or defending unit is in a hex adjacent to the wall or tree line hex side or vertex. h) to, or from, a vehicle, Towed Gun, or LATW in an Urban Building Road hex and the LOS intersects a building feature within the same Urban-Building Road hex occupied by the vehicle, Towed Gun, or LATW [See example 24.1.3]. i) through more than two Orchard/Palm Grove/Brush hexes [4.1.15].

4.2.2 Units on Different Levels: The Blind Hex Procedure is used to determine LOS when the firing/spotting and defending units are on different levels. [Note: For LOS purposes, contours enclosed by the thin contour lines, are ignored if the firing/spotting and defending units are on different levels – see 4.1.4]. LOS is blocked if the firing and defending units are on different levels when traced:

a) through an intervening Blocking Terrain Hex(s) or Blocking Terrain Feature equal to or higher than the higher-level hex [See example 24.1.2 in the Playbook]; b) along hex sides where Blocking Terrain Hexes occur on both sides anywhere along the LOS; c) along a Forest/Tree-lined Road/Railroad [4.1.9.1]; c) to, or from, a vehicle, Towed Gun, or LATW in an Urban Building Road hex and the LOS intersects a building feature within the same Urban-Building Road hex occupied by the vehicle or Towed Gun.

4.2.3 Blind Hexes: Hexes that are not in LOS due to intervening terrain. Only intervening Forest, Tree Lines, Orchard/Palm Groves/Brush, Hills (levels), and buildings cast blind hexes "behind them." An observer is always considered to be on the ground level of the hex he occupies. Walls and hedgerows do not cast blind hexes. Blind hexes are reciprocal (i.e., if I can't see you, you can't see me).

Blind Hex Procedure:

  1. Determine the level-difference (row) between the intervening terrain and the higher of the two (spotting/firing and target) hexes. If the LOS is traced along hex sides and the intervening hexes on either side are at different levels, the level difference is based on the lower-level intervening hex.
  2. Determine the number of hexes from that higher hex to the intervening terrain (column).
  3. Refer to the Blind Hex Table and cross-index the column corresponding to the number of hexes to the intervening terrain with the row corresponding to the level difference.
  4. The result is the number of blind hexes behind the intervening hex. LOS cannot be traced from or to these blind hexes.

4.2.4 Hindrances: Includes MDRM and Smoke markers [11.4.11], Orchards/Palm Groves/Brush [4.1.15] and in some cases vehicles [4.2.4d]. All hindrances are cumulative. Hindrances do not block fire or LOS, but hinder them instead as reflected by the corresponding Fire DRMs. Fire and LOS is hindered when:

a) passing into, out of, or through — but not over — any part of a hex containing an MDRM or Smoke marker; b) the line is traced along hexsides that divide MDRM or Smoke markers on one side of the LOS and a forest or hill hex on the other—even if the hexsides of these hexes are not adjacent; c) the path is traced along hexsides on which MDRM or Smoke markers occur on both sides of the LOS. In this case the DRM is based on the hex with the greatest hindrance; d) passes through — but not over — any part of an intervening Enclosed Road hex containing a vehicle [4.1.9.4]; e) passes through an intervening Orchard/Palm Grove/Brush [4.1.15] or Roadblock hex [4.1.17].

4.3 Concealment

Concealment characterizes the situation in which the general location and type of a unit is known, but its specific location has not been determined.

Only one Concealment marker is allowed in a hex.

When both concealed and unconcealed units occupy the same hex, concealed units are placed beneath and unconcealed units above the Concealment marker.

A player cannot inspect another player's units beneath a Concealment marker. However, the firing player may inquire, and the enemy player must declare, whether the concealed unit type in a hex consists of any AFVs, FPs, FVs, Carriers, Towed Guns, or other non-vehicular units prior to the execution of their Fire attack. The enemy player is not required to identify the specific ordnance of unit(s). Once requested and answered, the firing player must execute at least one Fire attack, if possible.

Example: The German player has two Pz IVs and a squad in LOS of a woods hex containing concealed enemy units. Prior to executing a Fire Action, the German player inquires as to the type of units in the woods hex, in order to determine whether to conduct small arms or Anti-Tank Fire. The American player states that the hex contains two AFVs, one Towed Gun, and one non-vehicular unit. The German player decides to conduct an Anti-Tank Fire Action at the topmost AFV with one Pz IV, the Towed Gun with the other Pz IV, and a Small Arms Fire Action against the hex with the squad.

4.3.1 Concealment Loss: Certain actions or events will cause units to lose concealment involuntarily or a player may voluntarily remove any Concealment marker on his unit(s) at any time. [IMPORTANT: 4.3.1.1 a), b), and c) do not apply during Night or Twilight game turns – 17.2].

4.3.1.1 A non-vehicular unit loses concealment immediately if:

a) it maneuvers into, or fires from, an open-terrain hex within eight hexes and in LOS of an enemy unit; b) it maneuvers into a cover-terrain hex within three hexes in LOS of an enemy unit [EXC: two hexes if Russian/Japanese, one hex if an LATW]; c) it fires from a cover-terrain hex in LOS and within two hexes of an enemy unit [EXC: When an enemy unit(s) attempts to enter a hex occupied by a Hidden unit (20.9.2b.2)]; d) it becomes disrupted or suffers a casualty; e) the Final Fire Resolution die roll is equal to the Cohesion of the best unit in the hex. In this case, all units in the hex lose concealment.

4.3.1.2 A vehicle, including any Riders/Passengers, loses concealment immediately if:

a) it goes into motion, maneuvers into, or fires from an open terrain hex in LOS of an enemy unit; b) it goes into motion, maneuvers into, or fires from a cover-terrain hex within eight hexes in LOS of an enemy unit; c) at the end of an activation or reaction segment it is adjacent to an enemy unit; d) it is Shocked.

4.3.1.3 A unit that retreats from, or remains in an Assault Hex will lose its concealment at the conclusion of the assault resolution.

4.3.2 Concealment Gain: Any unit that is not in LOS of an enemy unit during the Concealment Gain segment of the Clean-Up Phase may be marked Concealed, provided it is not disrupted, regrouping, or Heroic. (Note that a player would need to voluntarily reveal a Hidden unit in order to deny a Concealment Gain for an enemy unit in LOS of that Hidden unit.)

5.0 Sequence of Play

I. Initiative Phase: Both players make a die roll. The player having the initiative on the previous game turn (only) applies any applicable initiative die roll modifier to the initiative die roll [each mission lists the initiative die roll modifiers for each player]. The player with the higher modified die roll wins the initiative and becomes the active player. The losing player is the non-active player.

In the case of ties, the Axis player wins the initiative if the modified die roll is odd, while the Allied player wins the initiative if the modified die roll is even.

The Initiative marker is adjusted on the Game Track player aid card to reflect the side that won the initiative.

A player without a leader or an AFV in play at the end of the Initiative Phase — and after any Random Event results — automatically forfeits the initiative to the other player.

If neither player has a leader or AFV in play, play proceeds to step III, Fire Resolution Phase.

In all cases, if the unmodified initiative die roll is 1 or 10, that player must consult the Random Event Table on the Game Track player aid [18.0].

II. Activation Phase: The Activation Phase consists of the active player (i.e., the player winning the initiative) sequentially activating friendly platoons.

Only the active player can activate platoons during a platoon activation Cycle.

Each platoon Activation Segment is followed by alternating calls for Reaction Segments by both players.

III. Fire Resolution Phase: Fire attacks are resolved in any order. Each DRM marker in play represents a single Fire attack. (Fire attack die rolls are based on the DRM markers in the hex at the beginning of the Fire Resolution Phase, even if players find an error was made when the DRM marker was originally placed.)

IV. Assault Resolution Phase: The active player determines the order in which assaults are resolved [14.0].

V. Mortar Fire Adjustment Phase

  1. Remove MDRM, Smoke, and Illumination markers.
  2. Determine Mortar Recovery [11.4.8].
  3. Forward Observers (FOs) that elect not to extend, are currently on their Final side, or in a hex without a friendly unit, are removed — along with the corresponding Primary Impact marker — and placed in the Mortar Support Pending Box on the Game Tracks player-aid card.
  4. Conduct Mortar Fire Extensions [11.4.9].

VI. Determine Time Lapse: The active player makes a die roll on the Time Lapse Table to determine the time lapse (in minutes) and adjust the time on the Time Lapse Track accordingly.

VII. Clean Up Phase

  1. Remove Overwatch and Motion markers from all vehicles that did not conduct an action during the game turn.
  2. Place returning leaders [13.3.4.1].
  3. The Russian player checks his units, including any possible Ad Hoc units, to determine whether they are in command. Those not in command are marked with an Out of Command marker. Out of Command units remain out of command until step 3 of the next Clean Up Phase.
  4. Recombine squads [10.3.3].
  5. Conceal any units not in LOS of an enemy unit.
  6. Reset counter orientation and record earned Promotion Points [22.2].
  7. Check whether the Mission Objective or Victory Conditions have been met.

6.0 Activation Phase

During the Activation Phase, the active player (the player with initiative) selects a company and activates its platoons in sequence. All platoons of the chosen company must be activated before selecting another company.

Only the active player can activate platoons during a platoon activation Cycle.

Each platoon Activation Segment is followed by alternating Reaction Segments by both players.

All activations and reactions during the Activation Phase are assumed to occur simultaneously; hence the results of any fire attacks are not known until resolved in the Fire Resolution Phase [see example 24.2].

Platoon Activation Procedure

I. Company Selection: The active player selects a company. (Note: Companies with Heroic units must be selected first.)

II. Platoon Activation Cycle

  1. Platoon Activation Segment: The active player activates a single platoon from the selected company, or two platoons if Coordination was achieved for that company [7.1]. (Note: A platoon with a Heroic unit must be activated first).

    Once the active player completes conducting Actions with units of the activated platoon(s), they make a call for Reaction from the non-active player.

    Units of the activated platoon: a) that are Heroic must be activated first; b) must conduct applicable Mandatory Actions [9.1.1]; c) can Maneuver or Recover; d) may fire at any enemy unit in their LOS.

    Units that do not conduct Actions during the Platoon Activation Segment are limited to only conducting Reactions for the balance of the game turn.

  2. Non-Active Player Reaction Segment: The non-active player can, and in some cases must, React [8.0].

    Heroic units must conduct reactions first, before any MFA request or actions by other reacting units.

    Once finished with Reactions, the non-active player then calls for Reaction from the active player.

  3. Active Player Reaction Segment: The active player can React [8.0] with any unit that did not conduct an Action in step 1. Once finished with Reactions (or perhaps simply Passing) the active player then calls for Reaction (again) from the non-active player. Players continue to alternate calls for Reaction until both players Pass consecutively, thus ending all calls for Reaction for that Platoon Activation Cycle.

  4. Marker Adjustment Segment: a) Remove red Motion markers and any Moved/Fire markers. b) Units marked with an Assault Arrow marker are placed in their Assault Hex — unless a Feint [10.5.2.3] is declared — and then an Assault Nationality marker of the assaulting force is placed on top of the units in the Assault Hex [10.5.2.2]. c) Check stacking limits [2.3].

  5. Repeat: Repeat Steps 1 through 4, until the last platoon of the selected company has been activated. (If the active player has one or more companies that have not yet been selected, select another company, and return to step I.)

The active player must activate all of their friendly platoons but is not required to conduct Actions with any units of an activated platoon (including platoons without a leader; 13.3.4.2), except for Mandatory Actions [9.1.1]. A player is still obligated to call for Reaction, regardless of whether any units of the activated platoon conducted Actions.

Once all the active player's companies have been selected and all platoons have been activated, the Activation Phase ends. Play then proceeds to the Fire Resolution Phase.

The Platoon Activation Cycle is the heart of LHY. It is important to understand that only platoons as a whole, including any ad hoc units, are activated at any one time, and thus units of the activated platoon are free to conduct eligible Actions. Units other than those of the activated platoon are limited to conducting Reactions only.

7.0 Activation

Activations are limited to the platoon(s) of the company selected by the active player. An activated platoon consists of units with the same platoon ID, and any support [3.2] and ad hoc units [7.2].

Units of the activated platoon(s) may conduct Actions (i.e., Maneuver, Fire or Recover) for which they are eligible.

7.1 Coordination

Upon selecting a company, and before selecting the initial platoon for Activation, the active player may attempt a Coordinated Activation. To do so the Active Player:

  1. Makes a die roll, applying any Coordination DRM if available, and refers to the Coordination Table on the Game Tracks player aid.
  2. If he fails the Coordination attempt, he may only activate his platoons one platoon at a time, in any order.
  3. If successful, he may activate two platoons simultaneously in a single activation during any Platoon Activation Segment (Note: a platoon without a leader in play cannot be part of a coordinated activation) and in doing so may choose one of the following combinations: a) Two platoons of the selected infantry company or, one infantry platoon of the selected company and any one AFV platoon; or b) Two platoons of the selected AFV company or, one AFV platoon of the selected company and any one infantry platoon.

7.2 Ad Hoc Unit Activation

An infantry platoon may be temporarily reinforced by other units, either during Mission Setup or dynamically during play (Activation or Reaction). These ad hoc attachments are permitted under the following conditions:

If at the start of an Activation Segment:

a) AFVs from a single AFV platoon may Ad Hoc to and activate with units of one or more activated infantry platoons, provided the AFVs are in hex with a unit of an activated infantry platoon(s). However, the reverse is not true: units of an infantry platoon cannot activate with AFVs of an activated AFV platoon. AFVs carrying Riders may only be activated with the infantry platoon of the Riders; b) A single infantry unit from a non-activated platoon may Ad Hoc to and activate with a unit of an activated infantry platoon with which it's stacked provided it's leader is not in the hex, and both platoons belong to the same company;

If at the start of a Reaction Segment:

a) An AFV stacked with a unit of an infantry platoon may Ad Hoc to and react with that unit; b) A single infantry unit from one platoon may Ad Hoc to and react with a unit of another infantry platoon with which it's stacked provided it's leader is not in the hex, and both platoons belong to the same company.

NOTE: Only a single infantry squad or section per company may be activated or react in this way per game turn.

7.3 Units that Fail to Activate with their Platoon

Units with the same platoon ID, including Ad Hoc and any support units, that did not conduct Actions during their platoon's activation in Step 1 of the Platoon Activation Cycle cannot Activate later in the game turn—though they may always React.

8.0 Reaction

Reactions occur after a call for Reaction by either player. In Reaction, units of the reacting player may, and sometimes must [9.1.2], conduct an Action [9.0].

Example: The American player wins the Initiative and activates 1st Platoon, subsequently conducting a Maneuver Action with the 1st Squad, and a fire action with the 2nd squad, and then calls for Reaction from the German player (Note that the 1st platoon's 3rd squad did not conduct an action during the Activation Segment and is therefore limited to reactions during a reaction segment later in the game turn). The German player can now React, but only with units that had LOS into a hex entered by the American 1st Squad and the hex the 2nd squad fired from. Although several units had or have LOS, the German player elects to react only with the 3rd MG Section and conducts a Fire Action against the American 1st Squad, and then calls for Reaction from the American player. Although the German player had other units that could have reacted to the Maneuver Action of the American 1st Squad, once Reaction was called for, the opportunity to react to the American 1st Squad for the balance of that game turn is forfeited.

8.1 Restrictions

a) Reacting units may only React to enemy Actions that occurred in the platoon activation immediately prior to the enemy player's last call for Reaction [EXC: Limited Reactions (8.3)]. Reaction against units that conducted an Action prior to the current activation is NOT allowed. b) Reacting units cannot conduct Small Arms or Anti-Tank Fire against an enemy unit that did not conduct an Action. c) Reactions to Mortar Fire Actions (MFA) or Random Events are not allowed. d) Reaction is limited along an Enclosed Road [4.1.9.4].

8.2 Reactions to Enemy Actions

Any friendly unit that observed an enemy unit Maneuver or Recover within a hex, or Maneuver into a hex (not from), or fire from a hex, may React [8.0].

8.3 Limited Reactions

A unit that did not observe an enemy Action may React after any enemy call for Reaction in the following cases:

a) a leader and units of his platoon (including Ad Hoc units) all of which are in the same hex, may Maneuver or Recover provided the hex is not a Primary Impact Hex [11.4.7.1]. b) non-vehicular units may Maneuver or Recover if: i. within one hex of its leader and all units (including the leader) are in Open, Orchard/Palm Grove/Brush, Marsh, or connecting road/railroad or path hexes; or ii. Russian and within one hex of its leader [10.1.2a]; iii. Japanese and stacked with a Japanese leader [10.1.2a]. c) any eligible unit can request an MFA [11.4.4.1] and/or Illumination [17.4]; d) any non-vehicular unit(s) [EXC: Towed Guns and FPs] can attempt to Withdraw [10.3.1]. To withdraw, the controlling player specifies the withdrawing units and makes a single die roll [EXC: A die roll is not required when withdrawing from an impact hex]. This die roll is compared to the withdrawing unit with the best Cohesion in the hex [NOTE: There is a -1 to the die roll if Elite (15.1) and/or if assisted by its leader (12.2b)]. If the die roll is ≤ to the unit's Cohesion, the units may withdraw. Otherwise, they remain in their current hex and are marked as having conducted an Action; e) vehicles in motion may maneuver [10.4]; f) a stationary vehicle may either be placed in motion or attempt Recovery if shocked; g) LATW sections can Fire, Maneuver, or Maneuver & Fire [11.5.2]; h) any non-vehicular unit may load or unload; i) eligible units may maneuver into an adjacent hex to reinforce friendly units Under Assault; j) Elite units may attempt Recovery.

9.0 Actions

Units conduct Actions as the result of either a platoon Activation or Reaction. Actions include Maneuver, Fire, and Recovery.

Each unit is limited to a single Action or Reaction per game turn [EXC: Fortified Positions (2.2.4) and Rally (12.5)].

Although not required, Action markers may be used to identify which of a player's units conducted actions, and the type of Action conducted during a player's Activation or Reaction. (Alternately: Players can mark units as having completed an Action by simply turning the counter 90°.)

When using Action markers, the player places one of their Action markers (depending on the Action taken, i.e., Fire, Maneuver, or Recover) in the hex they fired from, recovered in, or entered.

Players remove their Action markers at the end of the opposing player's Platoon Activation or Reaction Segments.

In addition, the Fire-Action side may be used to indicate the hex side or vertex through which a unit fired.

9.1 Mandatory Actions

9.1.1 Active Player: During Step 1 of the Platoon Activation Cycle, the active player must perform an Action with units of an activated platoon when those units are:

a) Heroic [12.6] or Shocked [12.7]; or b) Disrupted [13.3.2] or Regrouping [14.3.6], and in LOS of an enemy unit; or c) a vehicle in motion; or d) a vehicle or towed gun in range and LOS of an unconcealed enemy unit capable of conducting Anti-Tank Fire.

9.1.2 Non-Active Player: In Reaction, units of the non-active player must conduct an Action when:

a) Disrupted [13.3.2] or Regrouping [14.3.6] and in LOS of a unit of the platoon last activated by the Active player; or b) Heroic [12.6] or Shocked [12.7] — and must do so during the non-active player's first Reaction Segment of the game turn.

10.0 Maneuver Actions

Units conduct Maneuver Actions, expending some or all their allotted Maneuver Allowance [10.1], expressed in Maneuver Points (MP), to enter each hex [EXC: Withdrawal (10.3.1), Heroism (12.6)] (refer to the Terrain Effects Table for the MP cost for each terrain type).

In addition, LHY includes other distinct Maneuver Actions which provide players with multiple tactical options such as:

  • Maneuver
  • Deploy
  • Withdraw
  • Assault/Envelopment
  • Overrun and Bypass
  • Halt & Fire
  • Shoot & Scoot
  • Overwatch

Restrictions: a) A unit may not enter a hex unless it has the MPs necessary to do so [EXC: Minimum Maneuver Allowance (10.1.1a, 10.1.2a)]. b) A non-vehicular unit may not enter an enemy occupied hex unless conducting or reinforcing an Assault [10.5.1].

10.1 Maneuver Allowance

A unit's Maneuver Allowance depends on the type of unit, whether Day or Night [17.1] and whether the Maneuver is the result of an Activation or Reaction. The Activation Maneuver Allowance applies to units of the activated platoon that maneuver during the Platoon Activation Segment. The Reaction Maneuver Allowance applies to maneuvers of reacting units during a Reaction Segment.

10.1.1 Activation Maneuver Allowance a) Non-vehicular units are allowed three MPs but are allowed to maneuver up to two hexes regardless of terrain maneuver-point cost [EXC: Urban-Buildings(4.1.6b i); Marsh(4.1.13); River(4.1.10); Mines(19.1); Wire(19.2)]. b) AFVs, HTs and tracked FVs are allowed five MPs; Trucks and wheeled FVs are allowed six MPs. All vehicles are limited to three MP in Reverse [10.4.4].

10.1.2 Reaction Maneuver Allowance a) Non-vehicular units are allowed two MPs but can always maneuver at least one hex regardless of terrain maneuver-point cost [EXC: Russian/Japanese units that meet the conditions of 8.3a are allowed to maneuver up to two hexes regardless of terrain maneuver point cost]. b) All vehicular units are allowed four MPs, but are limited to three MPs in Reverse [10.4.4].

10.2 Exiting the Map

Friendly (FBE) and enemy board-edges (EBE) are generally labeled on each mission's map or defined in the Mission Special Rules (MSR). Any unit may exit the map from any hex on any board edge other than the EBE either as a result of a Maneuver (including Withdraw) or Retreat. Once exited, units cannot return to play.

a) Unless stated otherwise in a MSR, combat units exiting the map from any hex other than a hex along a FBE must immediately make a die roll upon exiting the map. If the result is > 7, the exiting unit(s) suffers Casualties and the Casualty marker is adjusted accordingly on the Casualty Track. There is no die roll required when exiting the FBE. b) Combat units marked with one or more Fire Attack DRM markers at the time they exit the map immediately suffer those Fire Attacks and any consequent Cohesion Checks and Casualties. The Casualty marker is adjusted on the Casualty Track accordingly when an existing unit suffers a casualty. (This is in addition to any losses incurred in case "a" above).

10.3 Non-Vehicular Maneuver Actions

10.3.1 Withdrawal: This Maneuver Action allows non-vehicular units (excluding Towed Guns and FPs) to conduct an orderly disengagement from the enemy.

Units may withdraw as part of a platoon's Activation or in Reaction. An out of command Russian non-vehicular unit may withdraw in an effort to return to command [15.2.2.2c].

A withdrawing unit does not expend Maneuver Points, but instead withdraws one to four hexes [EXC: 10.3.1d] toward its FBE, removing any Regrouping markers it may have been marked with at the time of withdrawal. [EXC: An out of command Russian unit maintains its Regrouping marker even if it successfully withdraws].

Some or all units in a hex may Withdraw individually or as a stack. Withdrawing units: a) cannot enter an enemy-occupied hex or a primary impact hex, but can enter a secondary impact hex [11.4.7]; b) may exit any primary or secondary impact hex, but suffer a Mortar Fire Attack upon exiting [11.4.7]; c) cannot withdraw from an Assault Hex [10.5.3.1], but may attempt to Withdraw when under Assault [10.5.3.2]. d) withdrawals into or through a River, Marsh, Jungle, Urban Building, or Sunken Road hex, or at Night is limited to three hexes.

10.3.1.1 Withdrawal Priority: In general, withdrawing units must withdraw taking the shortest route possible toward their FBE, Assembly hex [16.1.7], or their leader if Russian [15.2.2.2c]. When doing so, they have one of two options depending on the orientation of the hexes in a sector. A withdrawing unit is subject to the following priority for each hex entered during its Withdrawal [See example 24.3].

a) When the hexsides are parallel to the FBE [See example 24.3.1]: i. a hex toward the FBE and not adjacent to an enemy combat unit unless the hex occupied by the enemy unit is a Primary Impact Hex, contains a Nationality marker, or the hex entered contains an undisrupted or non-shocked friendly combat unit; ii. a hex toward the FBE and adjacent to enemy combat unit [10.3.1.2]; iii. when adjacent to a map edge, or impassable terrain, a unit may withdraw off or along the map edge or along the Impassable terrain — provided each hex entered is further away from its original hex [10.2]; iv. when withdrawing along an impassable river, it must cross at a bridge or ford.

b) When the hexsides are not parallel to the FBE [See example 24.3.2]: i. a hex toward the FBE, or laterally (consecutive lateral hexes are not allowed), provided the hex is not adjacent to an enemy combat unit unless the hex occupied by the enemy unit is a Primary Impact Hex, contains a Nationality marker, or the hex entered contains an undisrupted or non-shocked friendly combat unit; ii. a hex toward the FBE or laterally (consecutive lateral hexes are not allowed) and adjacent to an enemy combat unit [10.3.1.2]; iii. when adjacent to a map edge, or impassable terrain, a unit may withdraw off of or move along the map edge or along Impassable terrain — provided each hex entered is further away from its original hex [10.2]; iv. when withdrawing along an impassable river, it must cross at a bridge or ford.

A unit unable to meet any of the above conditions cannot Withdraw.

10.3.1.2 Withdrawing Adjacent to an Enemy Combat Unit: If at any time during withdrawal an undisrupted friendly non-vehicular unit moves adjacent to an enemy-occupied hex containing an undisrupted, or non-shocked enemy combat unit, the Withdrawing unit is marked with a Regrouping marker [14.3.6] at the end of its Withdrawal.

A withdrawing unit is not marked Regrouping if the hex occupied by the enemy unit: a) is in a Primary Impact hex or, b) contains a Nationality marker or, c) the withdrawing hex entered contains an undisrupted or non-shocked friendly combat unit.

Disrupted units withdrawing adjacent to enemy units are not affected.

10.3.2 Deploying Squads: In most cases a player may deploy an infantry squad into two sections at any time during a squad's maneuver action. Each deployed section may Maneuver, Fire [10.3.2c], or conduct no action at all. There is no MP cost to deploy.

Restrictions: a) Disrupted units, Russian, Japanese knee mortar squads, and reduced squads cannot deploy. b) Deployment is limited to one squad per infantry platoon. c) Only one of the two sections is allowed to conduct a Fire Action at the moment of Deployment. d) Sections that do not conduct an Action at the time of Deployment are limited to Reactions for the balance of the game turn [7.3].

To Deploy: Remove the deploying squad counter from play and replace it with two randomly selected sections, not currently in play, from the same platoon. [Note: The SAVs of two German sections are 0 (Rifle Teams) and the SAV of the other two are 1 (MG Teams). When deploying, the German player selects one section of each SAV value at random].

Example: For a German platoon, two sections have an SAV of 1 and two sections have an SAV of 0. In this case, the player would select one of each, at random.

10.3.3 Recombining Squads: If two sections of the same platoon are in the same hex during Step 3 of the Clean Up Phase, they may recombine into a squad — selected at random — from squads of the same platoon that are not in play.

If Russian, two reduced squads of the same platoon may re-combine – select one of the two at random and remove the other from play.

If Japanese, two reduced squads, or one reduced squad and one deployed section of the same platoon, may recombine.

Concealment is only retained if both units were concealed prior to recombining.

To recombine two units where: a) One or both are disrupted, replace with a disrupted squad; b) One or both are regrouping, replace with a regrouping squad; c) One is disrupted and the other is regrouping, replace with a disrupted squad.

10.4 Vehicular Maneuver Actions

A vehicle may conduct some Maneuver actions in conjunction with other units. Players should refer to the Vehicle Maneuver Matrix on page 42 of the LHY Series Rules for eligible combinations.

10.4.1 Vehicular Motion: For the most part, a vehicle maneuvers just like other units. However, because of its faster rate of travel, a vehicle is always regarded as either "in (continuing) motion" or "stationary." A Motion marker indicates a vehicle's Maneuver status as either stopped or in motion. It costs 1 MP to go into motion, and 0 MP to stop.

A vehicle may not go into motion and stop, or stop and go into motion, in the same game turn except when retreating or advancing as a result of an Assault.

A vehicle may not Fire while marked with a Motion marker — unless conducting Shoot & Scoot [10.4.2] or Halt & Fire [10.4.3] Actions.

Summary of Vehicle Motion Options: a) A stationary vehicle conducting a Maneuver Action, whether as a result of an Activation or Reaction, is immediately marked with a green Motion marker at the beginning of its maneuver. b) A vehicle that begins its maneuver in motion may conduct any one of the following Actions [It must conduct one of the following actions if Mandatory – 9.1.1c]: i. maneuver into a different hex (maintaining its green Motion marker); or ii. either stop in its current hex, or maneuver into a different hex and stop. (In either case, the green Motion marker is replaced with a red Motion marker.); or iii. Overwatch: A Special Maneuver Action allowing a vehicle of an activated platoon that is in motion and must perform a Mandatory Action to stop in its current or adjacent hex and maintain its ability to fire but in Reaction only. When a vehicle enters Overwatch, its motion marker is immediately removed and replaced with an Overwatch marker. An Overwatch marker is removed when the vehicle either conducts Reaction Fire or during Step 1 of the Clean-Up Phase.

10.4.2 Shoot & Scoot: A special Maneuver Action allowing a stationary vehicle to fire and go into motion while remaining in its current hex, or fire and go into motion and maneuver into an adjacent hex. [See example 24.5].

Any fire from a vehicle conducting a Shoot & Scoot Action in combination with an Assault action is limited to Anti-Tank Fire.

A vehicle conducting a Shoot & Scoot Action suffers detrimental DRMs when firing [11.5.4d].

10.4.3 Halt & Fire: A special Maneuver Action allowing a vehicle in motion to halt and fire while remaining in its current hex, or maneuver into an adjacent hex and then halt and fire (provided the hex entered is in LOS of its target) [See example 24.6].

Any fire from a vehicle conducting a Halt & Fire Action in combination with an Assault action is limited to Anti-Tank Fire.

A vehicle conducting a Halt & Fire Action suffers a detrimental DRM when firing [11.5.4d].

10.4.4 Reverse Maneuver: A Maneuver Action in which a vehicle Maneuvers in reverse, in which case it is understood to back into each hex (this Maneuver Action is typically used by AFVs to avoid anticipated enfilade fire). A player must announce a Reverse Maneuver at the beginning of a vehicle's Activation or Reaction.

Vehicles cannot combine forward and Reverse Maneuvers, nor can they Bypass [10.4.5.1] or Overrun [10.4.5.3], during a Reverse Maneuver.

10.4.5 Maneuvering Through an Enemy Occupied Hex: Vehicles in some cases are allowed to maneuver through an enemy occupied hex either to Bypass or Overrun. Bypass or Overrun is not allowed in a hex containing an Assault Nationality marker.

10.4.5.1 Bypass: Allows any vehicle to maneuver through an enemy occupied hex in an attempt to avoid combat. AFVs can always Bypass. All other vehicles, as a last resort, may Bypass provided there are no other eligible hexes the Bypassing vehicle can enter. There is no additional MP cost to Bypass.

Procedure:

  1. The bypassing player declares the bypassing unit(s) in the hex being bypassed.
  2. Each bypassing vehicle (or stack of vehicles) maneuvers into the Bypass hex and temporarily halts.
  3. Each undisrupted/non-shocked enemy unit in the Bypass hex may immediately conduct Anti-Tank Reaction Fire (if capable) against a single bypassing vehicle or Small Arms Reaction Fire against any Riders [Split Fire is not allowed].
  4. Once the Bypass Reaction Fire is completed, the bypassing vehicle(s) must exit the hex and complete their Maneuver.

10.4.5.2 Overrun: Any vehicle with an SAV or ATV may conduct an overrun against a hex containing an enemy unit provided the following criteria are met: a) the hex being overrun does not contain buildings, Forest, an Orchard, Palm Grove, or Brush, Enclosed Road, AFV, or FP; b) only an AFV is allowed to overrun a hex containing a Towed Gun, FV, or HT; c) a vehicle transporting Riders or a Towed Gun cannot overrun; d) a vehicle is limited to a single overrun per game turn. [See example 24.4].

10.4.5.3 Overrun Procedure:

  1. The overrunning player declares the overrunning units and the hex being overrun. If two vehicles are overrunning together, they must occupy the same hex at the beginning of their Action.
  2. Each overrunning vehicle (or stack of vehicles) maneuvers into the Overrun hex, expends 2 MP (1 MP for the hex and 1 for the overrun), and temporarily halts.
  3. Enemy vehicles in the Overrun hex which have not conducted an action may immediately maneuver to avoid being overrun, but in doing so cannot Shoot & Scoot, Halt & Fire, Overrun, Load or Unload, or enter into Overwatch.
  4. Overrun: Each overrunning vehicle is limited to one of the following options: a) Small Arms: A SADRM marker equal to the SAV of the overrunning vehicle — less any TEMs — is placed in the Overrun hex. [EXC: If the overrunning vehicle is a HT carrying an infantry unit with a SAV ≥ 1, a 2 SADRM marker (less applicable TEM) is placed in the Overrun hex]; or b) Anti-Tank: An unmodified 2 ATDRM marker is placed on a single Towed Gun or vehicle in the Overrun hex if the overrunning vehicle is an AFV with an ATV ≥ 0.
  5. Overrun Reaction Fire: Occurs immediately and is limited to fire from units in the Overrun hex against the overrunning vehicle. If the overrunning vehicle is an: a) AFV: Each unit in the Overrun hex with an ATV ≥ 0, that has yet to conduct an Action, must conduct Anti-Tank Fire against a single AFV [Split Fire is not allowed]. If the Overrun hex does not contain a unit with an ATV ≥ 0 but does contain a squad, a single squad may attempt to Shock a single AFV. The defending player makes an unmodified die roll and if the die roll = 10, the AFV is Shocked [EXC: The AFV is considered destroyed if the defending squad is German after 9/43]. b) FV or HT: Non-vehicular units in the Overrun hex with an ATV may conduct Anti-Tank Fire against a single FV or HT.
  6. Once Overrun Reaction Fire is completed, the overrunning vehicle(s), unless destroyed or Shocked [10.4.5.3 Step 5], must exit the Overrun hex and complete their maneuver.

10.4.5.4 AFVs Shocked or Destroyed During Bypass or Overrun: AFVs that become shocked, or Riders/Passengers that are forced to unload [10.4.6.2c], in a Bypass or Overrun hex are subject to assault. The hex is marked with an Assault Nationality marker of the enemy units being Bypassed or Overrun.

10.4.6 Transport: AFV and Carrier units may transport non-vehicular units. Carriers can transport Passengers or Towed Guns, while AFVs and motorcycles can only transport Riders. Fighting Vehicles (FV) are prohibited from transporting any unit.

Riders/Passengers may load or unload during their Platoon Activation Segment or during a Reaction Segment as a Maneuver Action.

If a transporting vehicle is destroyed, any units being transported, on, in, or by it, suffer Collateral Damage [13.3.7].

10.4.6.1 Transport Capacity Limits:

  • AFVs and motorcycles may transport a maximum of two steps of non-vehicular combat units, one leader, and one LATW or FT.
  • A Halftrack may transport one Towed Gun or, two steps of non-vehicular combat units, one leader, and one LATW or FT.
  • A Truck may transport one Towed Gun or, four steps of non-vehicular combat units, one leader, and one LATW or FT.
  • A Jeep or British Universal Carrier may transport one Towed Gun or, a single step of non-vehicular combat unit, one leader, and one LATW or FT.

10.4.6.2 The Loading and Unloading of Riders/Passengers: A vehicle may load or unload Riders/Passengers as part of its maneuver at no additional MP cost. However, Riders/Passengers must expend their entire Maneuver Allowance to either load or unload.

For purposes of Reaction Fire, Riders/Passengers are considered loaded or unloaded the moment announced. When loaded, the Riders/Passengers are placed on top of the transporting vehicle counter.

a) Disrupted units may not load unless they successfully rally during their recovery attempt. b) Riders/Passengers may not load and unload in the same game turn. c) Transported units cannot load or unload in — or adjacent to — a hex occupied by a known enemy unit unless forced to do so. d) All Riders are forced to unload in their current hex if: i. A Rider disrupts or suffers a casualty. [If Russian/Japanese, all Riders are marked regrouping]; ii. The AFV becomes Shocked [13.3.5] or Destroyed [13.3.6]; iii. The AFV fires in which case all Riders are also marked Regrouping.

10.4.6.2.1 Loading Riders/Passengers: At the time of loading, a transporting vehicle must be stationary and in the same hex as its Riders/Passengers, or an adjacent hex if the Riders/Passengers are in a forest or urban-building hex.

A vehicle may Shoot & Scoot while loading if the vehicle was stationary at the beginning of its Action. [Ex: A stationary AFV could fire, load, and go into motion in its current hex, or Maneuver into an adjacent hex.]

10.4.6.2.2 Unloading Riders/Passengers: A transporting vehicle must be stationary, or stop if in Motion, in order to unload.

A vehicle may Halt & Fire while unloading if the vehicle was in motion at the beginning of its Action. [Ex: An in-motion AFV could halt, unload and fire]. Unloading Riders/Passengers must unload in the same hex as their transporting vehicle.

10.4.6.3 Transporting Towed Guns: A Towed Gun can only maneuver when transported by a Carrier unit, either its inherent carrier (a Truck) or another carrier listed in the player's Force.

A Towed Gun may not load if it is Disrupted or Regrouping at the start of its action.

As the sole action of both the Towed Gun and its Carrier during a game turn, a Towed Gun may either load onto or unload from its Carrier, or if already loaded the Carrier can maneuver.

When loaded, the transported unit is always positioned on top of the transporting unit. A player must immediately announce when loading or unloading.

A transporting vehicle may unload or load a Towed Gun:

  • In its current hex.
  • Into or from an adjacent Forest, Path, or Urban Building hex.
  • Across a Tree Line or Wall hex side.

10.4.6.4 For simplification of play, any carrier may be removed from play in one game turn and returned to play in a subsequent game turn. If the carrier is: a) An Inherent Truck or another carrier listed in a player's force transporting a Towed Gun, it is placed on map at the moment it is loaded and is removed the moment it is unloaded [10.4.6.3]. b) A Truck or Halftrack transporting Passengers, it may be removed from play if unloaded at the beginning of step 1 of the Clean-up Phase and may return to play in a subsequent game turn during any activation or reaction segment. When returning, it is placed in or adjacent to a hex containing a friendly unit and not within three hexes and LOS of an enemy unit. It may then immediately load the Passengers and maneuver [10.4.6.2].

10.5 Assaults

Assaults are Maneuver Actions representing the final closing with the enemy in an attempt to drive them from their position; in essence, this is the last hundred yards.

10.5.1 Conducting Assaults: An Assault occurs when eligible friendly units (i.e. the assaulting/reinforcing units) enter an enemy occupied hex, or any hex under Assault, at which point the hex becomes an "Assault Hex". While the attacker assaults and the defender reinforces – the same rules apply to both.

Assaults can occur in either a Platoon Activation or Reaction Segment. [Ex: 24.9].

Units cannot assault or reinforce if they are Disrupted, Regrouping, Shocked, or if the hex is impassable for them.

Unit types eligible to assault or reinforce:

  • Infantry [EXC: Out of Command Russians cannot Assault unless Heroic - 15.2.2.2b].
  • AFVs, provided they are not carrying Riders.
  • Platoon leaders [EXC: A Russian leader can never enter an enemy occupied hex], LATW and FTs, provided they enter with a friendly combat unit, or there is a friendly combat unit of the same platoon in the Assault Hex at the time of entry.
  • FVs and HTs, provided they enter with a friendly infantry unit (loaded or unloaded) or AFV, or there is a friendly combat unit in the Assault Hex at the time of entry [EXC: FVs and HTs cannot enter an Assault Hex containing an enemy AFV or Towed Gun].

10.5.2 Assault Procedures: The following procedure is applicable to all eligible units [10.5.1] adjacent to or within 3 hexes of an enemy-occupied hex at the beginning of their Action:

10.5.2.1 Assault or Reinforcing from an Adjacent Hex: The following procedure is applicable to all eligible units adjacent to an enemy-occupied hex at the beginning of their Action:

  1. The Assaulting/Reinforcing player declares the assaulting units and the hex being assaulted/reinforced, and immediately places the assaulting/reinforcing units in the hex with the enemy units.
  2. An Assault Nationality marker of the Assaulting Force (i.e., the Attacker) is placed on the units in the Assault Hex.

10.5.2.2 Assault or Reinforcing from a Non-Adjacent Hex: The following procedure is applicable to all eligible units Assaulting or Reinforcing from a non-adjacent hex.

Units must have the necessary Maneuver Allowance [10.1] to enter the hex, and each hex entered must be closer to the hex being assaulted/reinforced.

Non-vehicular units must begin their Maneuver within two hexes of [EXC: Heroism (12.6.2), Hidden Units (20.9.2b)], and Vehicles within three hexes of the hex being Assaulted.

  1. The assaulting/reinforcing player declares the assaulting/reinforcing units and the hex being assaulted.
  2. The assaulting/reinforcing units maneuver to a hex adjacent to the Assault hex, or the hex "under Assault" and are marked with an Assault Arrow marker corresponding to the nationality of the assaulting/reinforcing force and temporarily halt their Maneuver. This allows the enemy player an opportunity to React to the Assault.
  3. During the Marker Adjustment Segment of the current Platoon Activation Cycle, the Assault Arrow marker is removed, and the assaulting/reinforcing units are placed in the Assault Hex, unless they choose to Feint [10.5.2.3]. A vehicle that began its action in motion may stop.
  4. An Assault Nationality marker of the Assaulting Force is placed on the units in the Assault Hex. An Assault Nationality marker is not placed in the hex if there are no longer enemy units in the Assault Hex.

10.5.2.3 Feint: A Feint allows a player to call off an assault [EXC: A heroic unit cannot feint]. During Step (b) of the Marker Adjustment Segment of the Platoon Activation Cycle, a player may declare a Feint at which time he specifies which units under the Assault Arrow marker are feinting (all units must feint if the hex under Assault is a Primary Impact Hex at the time of the Feint).

  • Units that do not feint are immediately placed in the Assault hex. Non-vehicular units that feint may Withdraw [10.3.1] or attempt to remain in their current hex. To remain in their current hex, the feinting player must make a die roll. If the die roll is ≤ the Cohesion of the best feinting unit, some or all of the feinting units may remain in their current hex. If unsuccessful, all units must withdraw.
  • Vehicles that feint may either remain in their current hex or conduct a Reverse Maneuver Action.

Multiple Assaults may be conducted against the same hex from adjacent hexes and/or non-adjacent hexes during the current or subsequent Platoon Activation Cycles within the same game turn but are resolved as a single Assault in the Assault Resolution Phase.

10.5.3 Reactions to Assaults: Units in an Assault Hex or defending units under Assault are limited in their Reactions. Units not participating in the Assault or units not under Assault may React normally.

[EXC: Reacting units cannot Assault or Overrun a hex marked with an enemy Assault Arrow marker (i.e., Assault the assaulters), but may reinforce friendly units under Assault or in the Assault Hex].

10.5.3.1 Units in the Assault Hex: Reactions are limited to the following conditions: a) If the assaulting force contains infantry, non-vehicular units cannot fire and have no LOS outside of the Assault Hex. b) If the assaulting force does not contain infantry, any defending non-vehicular units [EXC: Towed Guns] are limited to Small Arms Fire against enemy units that conducted actions in adjacent hexes. In this case, the Proximity Fire DRM is not applicable [11.3.3c]. c) Anti-Tank Fire (including Halt & Fire and Shoot & Scoot) is limited to enemy vehicles in the assaulting force. If the assaulting force does not contain a vehicle, Anti-Tank Fire may be directed against any enemy unit that conducted an action in its LOS. d) A leader may request an MFA against the hex he occupies [11.4.4.2]. e) A vehicle may maneuver. f) Recovery is not allowed.

Any unit that does not react is marked as having conducted an Action.

10.5.3.2 Units Under Assault: Units under assault at the time the assault is declared are limited to the following conditions: a) Small Arms Fire is limited to non-vehicular units against adjacent hexes [EXC: Small Arms Fire from Towed Guns is NA]; b) Anti-Tank Fire (including Halt & Fire and Shoot & Scoot) is limited to enemy vehicles in the assaulting force. If the assaulting force does not contain a vehicle, the firing unit is free to target any enemy unit that conducted an action in its LOS; c) a non-vehicular unit may attempt to Recover [12.1] or Withdraw [8.3d]; d) a unit may also Request an MFA [11.4.4], and/or Illumination [17.4]; e) a vehicle may maneuver.

Any unit that does not react is marked as having conducted an action when an assaulting unit is placed in the Assault Hex during the Marker Adjustment Segment at the end of the Platoon Activation Cycle.

11.0 Fire Actions

There are three types of Fire Actions:

  • Small Arms Fire is used against, and only affects, non-vehicular units;
  • Anti-Tank Fire is used against, and only affects, vehicles, Towed Guns, and FPs;
  • Mortar Fire affects both vehicular and non-vehicular units.

Small Arms or Anti-Tank Fire Actions are not allowed against a hex that does not contain a known enemy unit.

All Small Arms and Anti-Tank Fire must be against a target that is within range and LOS of the firing unit at the time of fire.

The range of fire actions is limited when firing along an Enclosed Road [4.1.9.4].

A unit capable of both Small Arms and Anti-Tank Fire is limited to a single Fire Action, either a Small Arms or an Anti-Tank Fire attack unless the unit is an FP [2.2.4].

11.1 Enfilade

Although there is no "facing" in LHY [EXC: FPs, 2.2.4], some but not all units, will suffer enfilade fire if the fire enters its rear arc. Enfilade is based on the direction of enemy fire, not the orientation of a unit's counter.

Enfilade occurs when a fire attack enters the rear arc of a defending unit thereby creating an advantage for the attacker.

Restrictions:

  • Two or more undisrupted, non-vehicular combat units in a hex cannot be enfiladed.
  • Vehicles without an Armor Enfilade Value (AEV) cannot be enfiladed

11.1.1 Determining a Unit's Front/Rear Arc: A defending unit's frontal and rear arc must be established to determine if a Fire Action results in an Enfilade.

When establishing a frontal/rear arc, imagine a line running through the center dot of the unit's hex –– this is the dividing line separating the unit's frontal and rear arcs –– each 180-degrees.

a) Fire against any unit that enters/exits a hex side, the dividing line is parallel to that hex side. b) Fire against any unit that enters/exits a vertex (along a hex spine), the dividing line is perpendicular to that hex spine. c) The dividing line for a maneuvering vehicle is always parallel to the last hex side crossed. d) Split Fire with small arms firing through two adjacent hex sides, the dividing line is always perpendicular to the vertex between the two hex sides through which the defender fired. e) Any fire which falls along the dividing line is resolved in favor of the defending unit.

See Playbook Section 24.7 for illustrated examples.

11.1.2 Three Ways Enfilade Can Occur

11.1.2.1 Against a Firing Unit: A reacting unit may declare Enfilade against an enemy unit that fired in the previous Segment.

The defender's rear arc is the arc opposite the hex side or vertex through which its fire exited (see 11.1.1d for Split Fire).

[See Play Book Section 24.7.1 for examples]

11.1.2.2 As a Result of Crossfire: Enfilade occurs when two or more friendly units are positioned so that, if they fire, at least one attack enters the defender's rear arc.

a) Activation Segment: All firing units must belong to the activated platoon(s) [7.0]. [EXC: Russian non-vehicular units may not conduct Small Arms Enfilade fire during a Platoon Activation Segment]. b) Reaction Segment: Any eligible unit may conduct enfilade fire through the defender's rear arc if, in the previous Segment, the defender was a: i. Non-vehicular unit that conducted a Maneuver or Recover action; ii. Vehicle that conducted a Recover or special Overwatch action in its current hex.

In either case, the defending player selects the hex-side or vertex through which one of the attacks entered the unit's hex as its front arc.

[See Play Book Section 24.7.2 for examples]

11.1.2.3 Against a Maneuvering Vehicle: A reacting unit may declare Enfilade against a vehicle that entered one or more hexes during its maneuver in the previous Segment (including vehicles entering an adjacent hex using Overwatch).

a) If a Forward maneuver, the rear arc is the arc facing the hex side the vehicle passed through upon entering its final hex. b) If a Reverse maneuver, the rear arc is the arc opposite the hex side through which it entered its final hex. c) If a Halt & Fire/Shoot & Scoot, and the vehicle entered an adjacent hex as part of these actions, the rear arc is still set solely by the last hex side crossed, regardless of the direction of fire.

[See Play Book Section 24.7.3 for examples]

11.1.3 Enfilade Procedure:

  1. Declaration: The attacking player declares Enfilade, specifying the defending unit and all friendly units participating in this Fire Action. If two vehicles occupy the same hex, Enfilade is determined separately for each vehicle.
  2. Establishing the Rear Arc: The defending player establishes the unit's rear arc per 11.1.1.
  3. Apply Fire Attack Modifiers: Small Arms Fire: Each firing unit whose attack qualifies as Enfilade adds +1 to its SADRM marker (11.3.3 e). Anti-Tank Fire: Each firing unit whose attack qualifies as Enfilade places an ATDRM marker with a subscript "E" equal to the modified Anti-Tank Value on the defending unit instead of the normal ATDRM marker.

If a defending unit is enfiladed, it may only direct reaction fire at the specific enemy units that fired on it in the immediately preceding Segment.

11.2 Fire Attack DRM Markers

Fire attack DRM markers represent a Firing unit's net effect against an enemy-occupied hex or specific unit during a single game turn. There are three types of color-coded Fire attack DRM markers:

  • Green for Small Arms (SADRM),
  • Red for Mortars (MDRM), and
  • Yellow for Anti-Tank (ATDRM).

For each type of Fire attack, a corresponding Fire attack DRM marker is placed on the target unit if Anti-Tank Fire, and in the target hex if Small Arms or Mortar Fire.

a) Ineffective Fire: Fire attacks less than –4 are not allowed. b) Maximum Fire: Small Arms and Mortar Fire attacks are limited to +3, and Anti-Tank Fire attacks are limited to +8.

11.3 Small Arms Fire

Small Arms Fire is resolved on the Small Arms Fire DRM Table during the Fire Resolution Phase [13.1].

Restrictions: a) Small Arms Fire is prohibited against a hex containing friendly non-vehicular units [EXC: Fortified Positions (2.2.4)]. b) Non-vehicular units cannot Fire while loaded. c) Passengers and loaded Towed Guns are immune to Small Arms Fire but can suffer Collateral Damage [13.3.7] if their transporting vehicle is destroyed. d) TEMs are not applicable in cases when the hex receiving Small Arms Fire contains Riders (i.e., the most vulnerable units). e) An out of command Russian non-vehicular unit's small arms fire is limited to an adjacent hex if it fires during its Platoon Activation Segment [15.2.2.2a].

Example: A single MG section, with an SAV of 1 at close range, fires at a rural building hex containing both a stationary enemy infantry squad and an AFV carrying Riders. The squad is eligible for a –2 TEM for the building — but the Riders are not. But because the TEM in this case is based on the Riders, there is no TEM and a 1 SADRM marker is placed in the hex.

11.3.1 Small Arms Die Roll Modifier (SADRM): A green DRM marker represents the net die roll modifier of a unit's Small Arms Fire. It affects all enemy non-vehicular units in the hex at the time of Fire Resolution [EXC: Passengers and Towed Guns (11.3c)]. (SADRM markers are placed on top of the enemy non-vehicular units in a hex.):

a) When the sole unit in a hex exits a hex containing one or more SADRM markers, it carries those SADRM markers with it as it Maneuvers. b) When multiple units occupy — or a unit maneuvers through — a hex containing one or more SADRM markers, the opponent of the player performing the maneuver determines which SADRM marker(s) will be assigned to the units as they exit the hex.

11.3.2 Small Arms Fire Procedure

  1. Declare the Firing unit and the target hex, or hexes if Split Fire.
  2. Identify the SAV of the Firing unit [1.5].
  3. Refer to the Small Arms Fire DRM Table and apply all applicable die roll modifiers to the SAV to determine the net DRM and place a numerically equivalent SADRM marker in the target hex.

Example: An infantry squad conducts a Small Arms Fire attack against a defending enemy infantry unit in a woods hex, at a range of 8 hexes. The firing squad has a SAV = 1, with a range of eight, as listed on the counter, so a –3 SADRM marker [1 for its SAV, –3 for long range, and –1 for the woods] is placed in the target hex.

11.3.3 Small Arms Die Roll Modifiers: Refer to the Small Arms Fire DRM Table for the die roll modifiers. All SADRMs are cumulative.

a) Range: Refer to the Range DRM Table within the Small Arms Fire DRM Table and cross-reference the column corresponding to the SAV range of the firing unit and the row encompassing the distance in hexes from the firing unit to the defending unit to obtain the Range DRM located in the left-most column. b) Suppressed Firer: A unit firing while suppressed has its fire effectiveness reduced. Apply the listed Suppression DRM once for every two applicable markers (rounding up). A unit is considered suppressed under the following conditions: Units with a Cohesion Rating are affected by any combination of SADRM and MDRM markers. Towed Guns are affected by any combination of SADRM, ATDRM, and MDRM markers. Armored Fighting Vehicles are affected only by ATDRM markers. Fighting Vehicles and Carriers are affected by any combination of SADRM and ATDRM markers. c) Proximity Fire: Reaction Fire limited to infantry units, MG sections, and FPs when firing against enemy units (including Riders) that end their Maneuver within two hexes and LOS of the Reacting unit. [EXC: Proximity Fire DRM is not applicable when conducting small arms fire from an Assault Hex and the only assaulting units are AFVs [10.5.3.1b]. d) Split Fire: Reaction Fire Only. Limited to infantry, MGs, and FPs against two separate hexes containing enemy units that maneuvered. The firing unit must have an SAV ≥ 1 to Split Fire [EXC: Russian SMG units cannot Split Fire]. All outgoing Fire must pass through a single, or two adjacent hexsides (including all three vertices) of the hex occupied by the firing unit. Example: A Reacting infantry squad, firing at a range of two hexes, with an SAV = 1, chooses to fire against two separate enemy-occupied hexes — one woods and the other open. A –1 DRM marker, [1 for the unit's SAV, –2 for Split Fire DRM, –1 for the woods hex, and +1 for Proximity Fire] is placed in the woods hex; and a 0 SADRM marker [1 for the unit's SAV, –2 for Split Fire and +1 for Proximity Fire] is placed in the open hex. e) Enfilade: Occurs when incoming fire enters a defending unit's rear arc [EXC: Restrictions (11.1)]. f) Regrouping Fire: Occurs when the firing unit is marked with a Regrouping marker [14.3.6]. g) Motion Fire: Applicable only to Shoot & Scoot or Halt & Fire actions [10.4.2, 10.4.3]. The DRM listed on the left is applicable when a vehicle fires and remains in its original hex. The DRM listed on the right is applicable when a vehicle Maneuvers from or into an adjacent hex after/before firing. h) Concealed Target: Occurs when firing against a hex in which all the defending combat units are Concealed. i) Hindrance: The listed DRM is applied for each applicable Hindrance [4.2.4]. j) Target Density: Density in a target hex is applicable when a player's force, including any Riders, exceeds four steps of non-vehicular units. For every two additional steps of non-vehicular units beyond four (fractions rounded up), the listed Density DRM is applied. k) Hex Contains a Friendly AFV or HT: Applicable to unloaded non-vehicular units [EXC: Towed Guns] defending in the same open terrain hex with a friendly AFV or Halftrack. Not applicable if the enemy fire crosses a wall or Tree-Line. l) Go to Ground: The effects of Small Arms Fire are reduced when all non-vehicular units in the target hex are Disrupted or Regrouping. (This reflects troops in a precarious state going to ground and making maximum use of available cover to reduce exposure to enemy fire.) [EXC: This reduction does not apply when conducting Reaction Fire against a Regrouping unit that has executed Regrouping Reaction Fire (see 14.3.7a)]. m) Night Fire: Fire attacks are reduced when Firing at Night. n) HE vs a Building or IP: Vehicles and Towed Guns with an underscored range have their SAV increased when firing at a hex containing a building or IP. o) Terrain Effect Modifiers: See the Terrain Effect Table.

11.4 Mortar Fire

Mortar Fire Actions (MFA) originate from off-board mortar sections and platoons. Mortar sections consist of 2–3 mortars, while a mortar platoon consists of 6–8 mortars. Mortar support is specified in the forces available or an MSR in each mission. Each mortar section or platoon in play is limited to a single MFA per game turn [See example 24.10.1]. All Mortar Fire is resolved during the Fire Resolution Phase [13.1].

11.4.1 Forward Observers (FO): These units are responsible for directing Mortar Fire. There are no counters representing mortar sections or platoons in the game. An FO marker and its corresponding Primary Impact marker are used instead.

11.4.2 Mortar Sections: Each infantry company has its own organic mortar section represented by its corresponding FO marker. This FO can only support the mortar section of that company.

11.4.3 Mortar Platoons: Both American and German battalions have their own organic mortar platoon. This mortar platoon is represented by its corresponding FO and Primary Impact markers. Any eligible unit from the same battalion (i.e., related companies) may request support from their respective assigned mortar platoon.

11.4.4 Mortar Fire Requests: To request one or more Mortar Fire Attacks (MFAs), the requesting unit [11.4.4.1] must be Activated or eligible to React and must have an unblocked line of sight (LOS) to the primary impact hex. The request must be made before the unit performs any Action.

An MFA may be requested against any vacant hex (unless otherwise specified in the MSR) or any enemy-occupied hex, regardless of whether the enemy unit has taken an Action.

MFA requests may not target a hex containing a friendly non-vehicular unit [EXC: Fire on my Position (11.4.4.2)].

Requesting an MFA is not considered an Action; therefore, the requesting unit may still perform an Action as allowed under Activation or Reaction.

11.4.4.1 Who May Request an MFA: A leader or a non-vehicular combat unit may request an MFA during a Platoon Activation or in Reaction provided the requesting unit and mortar section are from the same company or the same battalion if a mortar platoon [EXC: If Russian, only a leader, or a unit within two hexes of its leader, may request an MFA]. To be eligible, the requesting unit must be in play, and cannot be disrupted, regrouping, Heroic, out of Command, in a Primary Impact Hex, Assault Hex, or loaded, unless the vehicle is stationary.

11.4.4.2 Fire on My Position: A leader [11.4.4.1] may request an MFA against the hex it occupies provided it is not disrupted, regrouping, or in a Primary Impact Hex. To do so, a die roll must be made first. If the die roll is ≤ the leader's Cohesion, the MFA request is granted.

11.4.5 Mortar Fire Procedure:

  1. Declare the unit requesting the MFA, the Mortar type (section or platoon), and the Primary Impact Hex. Place the FO marker with the Initial side up in the hex with the requesting unit and its corresponding Primary Impact marker in the Primary Impact Hex. [EXC: If the requesting unit is Hidden, the FO marker is not placed in the hex occupied by the requesting unit but is instead placed in any neutral hex visible to both players until the Hidden unit is revealed, at which time the marker is placed with the requesting unit.]
  2. Declare whether the MFA ammo type is High Explosive (MDRM) or Smoke (SMK).
  3. Refer to the Mortar Value (MV) and the Ammo Type columns of the Mortar Fire Action Table. Cross reference the row for the Mortar Type and column for ammo type to determine the total number of MDRM/Smoke markers for the MFA.
  4. If the LOS to the Primary Impact Hex is not hindered [4.2.4] and the mortar is not Russian, place an MDRM marker using the Primary Mortar Value adjusted for any modifiers, or a Smoke marker, in the Primary Impact Hex, and make an accuracy die roll for each of the remaining MDRM/Smoke markers (see step 5). If the LOS to the Primary Impact Hex is hindered (4.2.4) or the mortar is Russian, no marker is placed in the Primary Impact Hex—make accuracy die rolls for all the MDRM/Smoke markers determined in step 3.
  5. For each accuracy die roll, refer to the Scatter Diagram located on the sector. If the Primary Impact Hex straddles two sectors, the firing player selects the Scatter Diagram to be used prior to the die roll. a) If the die roll is ≥ 7, place an MDRM marker using the Primary Mortar Value adjusted for any modifiers, or a Smoke marker if smoke, in the Primary Impact Hex. b) If the die roll is 1-6, place an MDRM using the Secondary Mortar Value adjusted for any modifiers, or a Smoke marker if smoke, in a hex adjacent to the Primary Impact Hex as determined by the Scatter Diagram.
  6. Remove any Assault Arrow marker from Primary Impact Hexes containing an MDRM marker.

11.4.6 Mortar Die Roll Modifier (MDRM): A red DRM marker represents the net die roll modifier of a high explosive (MDRM) Mortar Fire Action. Refer to the Mortar Fire DRM Table. All MDRMs are cumulative.

Mortar die roll modifiers: a) Airburst: Occurs when the impact hex contains a forest or a tree-lined road/railroad; b) Density: Density in an impact hex is applicable when a player's force, excluding any Riders/Passengers, exceeds four steps of non-vehicular units. For every two additional steps of non-vehicular units beyond four (fractions rounded up), the listed Density DRM is applied; c) Terrain Effect Modifiers: See Terrain Effects Table. [Note: The MDRM placed in a hex containing an FP is based on the other terrain in the hex.] d) The effects of Mortar Fire are reduced when all non-vehicular units in the Primary Impact Hex are Disrupted or Regrouping. (This reflects troops in a precarious state going to ground and making maximum use of available cover to reduce exposure to enemy fire.) [EXC: This reduction does not apply against a Regrouping unit that has executed Regrouping Reaction Fire (see 14.3.7a)]. e) Suppressed Grenade Launcher Firer: A Grenade Launcher unit firing while suppressed has its fire effectiveness reduced. Apply the listed Suppression DRM once for every two applicable markers.

11.4.7 Effects on Units in a hex containing an MDRM Marker: Attacking units in an Assault containing an MDRM do not benefit from any TEMs.

  • Mortar Fire is prohibited against a hex containing friendly non-vehicular units [EXC: Fire on My Position – 11.4.4.2].
  • Passengers and loaded Towed Guns are immune to Mortar Fire but can suffer Collateral Damage [13.3.7] if their transporting vehicle is destroyed.
  • The target hex (i.e., the Primary Impact Hex) of any Mortar Type < 60mm is treated as a Secondary Impact Hex for the purpose of its effects on units [11.4.7.2].

11.4.7.1 Primary Impact Hex:

  • Non‑Vehicular Units are Pinned in place, cannot conduct any action except to withdraw, and have no LOS outside the Assault hex.
  • LOS for AFVs and Fortified Positions is unaffected, allowing them to fire normally.
  • An AFV, providing it is not carrying Riders, is the only unit allowed to enter a Primary Impact Hex.
  • Non‑vehicular units [EXC: Towed Guns] may Withdraw [see 11.4.7.3].
  • Any vehicle, even if transporting Riders/Passengers, may exit [see 11.4.7.3].

11.4.7.2 Secondary Impact Hex:

  • Any unit may fire but its fire is Suppressed [11.3.3b] and Hindered [4.2.4].
  • Any unit may enter and exit normally, even if transporting Rider/Passengers [see 11.4.7.3]
  • Recover but would suffer a +1 DRM for Suppression [12.2].

11.4.7.3 Exiting an Impact Hex: Any unit leaving a Primary or Secondary Impact Hex—whether by maneuver or in some cases retreat [14.3.3f]—is subject to a single Mortar Fire Attack [13.1] upon exit and does not benefit from any Terrain Effect Modifiers.

  • If unaffected, the unit exits and continues its maneuver.
  • If the unit suffers a casualty or becomes disrupted, it must Withdraw instead.
  • If Shocked, the unit is placed by the controlling player in a permissible non-enemy-occupied adjacent hex in a Shocked state
  • If destroyed, it is removed from play.

Exception: Russian/Japanese units that suffer a casualty are not required to withdraw and may complete their maneuver.

11.4.8 Mortar Recovery: During the Mortar Recovery Step of the Mortar Fire Adjustment Phase, both players make a Recovery die roll for each of their mortar sections and platoons in the Mortar Support Pending Box on the Game Tracks player-aid card. Mortar sections recover if the die roll is ≤ 4, and mortar platoons if the die roll is ≤ 3. If the mortar recovers, the FO and its corresponding Primary Impact marker are moved to the Mortar Support Available Box and will be available at the beginning of the following game turn.

OPTION: Providing both players agree, all mortar recovery die rolls may be made in secret, therefore the availability of the enemy's mortar support is unknown. In this case, the FO and its corresponding Primary Impact marker are placed and removed from play normally but should not be moved to the Mortar Support Available Box if recovered.

11.4.9 Mortar Fire Extension: A player may request a one-time extension of an existing MFA at the beginning of the Mortar Fire Extension Step of the Mortar Fire Adjustment Phase provided the FO is initial-side up and all the spotting requirements are met [11.4.4].

If a player chooses not to extend the MFA, the FO and its corresponding Primary impact marker are immediately removed from play and placed in the Mortar Support Pending Box.

If both players wish to request an extension, they make a die roll and the player with the higher die roll conducts a single extension attempt first, followed by the opposing player. (Players then alternate any subsequent extension attempts).

Extension Procedure:

  1. Flip the FO attempting an extension to its Final side.
  2. The player attempting the extension may extend the MFA in the original Primary Impact Hex or may move the Primary Impact marker to another hex, provided it is within two hexes of the original Primary Impact Hex and in LOS of the FO.
  3. The player then rolls a die as if rolling for Mortar Recovery (i.e., mortar sections succeed on a roll ≤ 4 and mortar platoons on a roll ≤ 3). If the extension attempt is successful, play immediately proceeds to Steps 2 through 8 of the Mortar Fire Procedure for the placement of MDRM/Smoke markers. The extended MFA is resolved during Fire Resolution of the following game turn.
  4. If the extension attempt is not successful, the Primary Impact marker is immediately removed from play and placed in the Mortar Support Pending Box, and its corresponding FO remains in place and is not removed until Step 3 of the Mortar Fire Adjustment Phase of the following game turn.

11.4.10 Grenade Launchers: On-map grenade launcher units do not require Forward Observers. Instead, they function as self-spotting indirect fire weapons.

During their Platoon Activation Segment, grenade launcher units may fire at any enemy unit within their Line of Sight.

During their Reaction Segment, they may fire only at enemy units that conducted an action within their Line of Sight. [EXC: A grenade launcher unit stacked with its platoon leader may fire at any hex within its LOS during the Reaction Segment, regardless of whether an enemy action was observed].

11.4.10.1 Japanese Type 89 Knee Mortar: Each Japanese infantry platoon included a squad equipped with three to four Type 89 grenade dischargers, commonly referred to as "knee mortars".

The Knee Mortar counter uses a single range and combat value to represent both its small arms and indirect fire capabilities. It may fire using either its Mortar Value or its Small Arms Value, but not both in the same game turn.

When using its small arms capability, it fires in the same manner as any other infantry unit. When firing its grenade launchers, the unit may fire High Explosive or Smoke.

11.4.10.2 French VB (Viven-Bessières): Each French infantry platoon from 1939–1942, including Vichy forces, was assigned a French VB grenade launcher section.

The French VB counter uses a single range and combat value to represent both its small arms and indirect fire capabilities. When firing, the unit may deliver High Explosive only.

11.4.10.3 Grenade Launcher Fire Procedure:

  1. Identify the firing unit and place its corresponding Primary Impact marker in the target hex.
  2. Declare the mission type whether the MFA is High Explosive (MDRM) or Smoke (SMK).
  3. If firing MDRM, the Mortar Value for a squad is 0, and -1 for a reduced squad or section.
    • Refer to the Mortar Fire DRM Table [11.4.6] and apply any applicable die roll modifiers to determine the Net MDRM and place a single numerically equivalent MDRM marker in the target hex.
    • The Net MDRM may be further reduced if the firing unit is Suppressed [11.3.3b], or the LOS to the target hex in Hindered [4.2.4].
    • If firing Smoke, place a single Smoke marker in the Primary Impact Hex.
  4. Grenade Launcher fire cannot be extended. Its Primary Impact marker is removed during Step 3 of the Mortar Fire Adjustment Phase and placed in the Mortar Support Pending Box.

11.4.10.4 Grenade Launcher Recovery: During step 2 of the Mortar Fire Adjustment Phase, the controlling player makes a recovery die roll for each Grenade Launcher Primary Impact marker in the Mortar Support Pending Box. If the die roll is ≤ 5, the Grenade Launcher recovers, and its Primary Impact marker is moved to the Mortar Fire Available Box [EXC: unless stated otherwise in an MSR].

11.4.11 High Explosives (MDRM) and Smoke (SMK): HE (MDRM) and Smoke markers are Hindrances [4.2.4a].

MDRM and Smoke extend two levels higher than the level of the impact hex. MDRM and Smoke markers landing in a water hex are immediately removed, unless the hex contains a shoreline (e.g., beach, riverbank, lake shore).

Smoke markers are used to indicate the location and hindrance effects of smoke missions from mortars.

A single Smoke marker is removed from each affected hex during the Mortar Fire Adjustment Phase.

11.5 Anti-Tank Fire

Used when firing against units with an Armor Value (AV) (i.e., Towed Guns, FPs, and vehicles). Unlike Small Arms Fire, Anti-Tank Fire may be conducted against vehicles and/or Towed Guns in hexes containing friendly units, provided the firing unit has LOS to the target at the time it fires.

Restrictions: a) Anti-Tank Fire from units with an ATV < -1 is limited to vehicles with an AV < 5. b) The ATV of any unit with an ATV > 1 is reduced to 1 when firing against an FP or Towed Gun.

11.5.1 Anti-Tank Die Roll Modifier (ATDRM): A yellow DRM marker represents the net die roll modifier of a unit's Anti-Tank Fire. An ATDRM marker with an "E" subscript represents Enfilade AT Fire [11.1]. ATDRM markers are placed on, and are specific to, a single enemy unit and never affect other units in a hex.

a) Vehicles and Towed Guns marked with an ATDRM marker may conduct normal Actions. b) When marked with one or more ATDRM markers, vehicles that subsequently maneuver into another hex carry these ATDRM markers with them. c) Enfiladed vehicles are marked with an ATDRM marker containing a subscript E, instead of the normal ATDRM marker. d) When conducting multiple Anti-Tank Fire Actions against two enemy AFVs in the same hex, the Anti-Tank Fire Actions must be distributed equally amongst the two AFVs, if possible [EXC: Two vehicles/guns may fire at a single AFV in a hex containing multiple AFVs if executing an Enfilade]. Example: If two Anti-Tank Fire Actions are directed against a hex containing two enemy AFVs, one Fire Action would be directed against each enemy AFV. If three Anti-Tank Fire Actions, one Fire Action would be directed against one enemy AFV and two Fire Actions against the other — firing player's choice.

11.5.2 Light Anti-Tank Weapon Fire: LATW sections may fire from their current hex or Maneuver one hex and fire, provided the hex entered is in LOS of the target and is a cover-terrain hex (or behind a cover hexside), or the hex contains an IP or friendly combat unit. LATW Anti-Tank Fire is resolved using the Anti-Tank Fire Resolution Table during the Fire Resolution Phase.

11.5.3 Anti-Tank Fire Procedure:

  1. Declare the firing unit and the targeted enemy unit (or units if Split Fire) [EXC: 11.5a];
  2. Determine the ATV of the Firing unit [1.7] [EXC: 11.5b];
  3. Refer to the Anti-Tank Fire Attack DRM Table, applying all applicable die roll modifiers to the ATV to determine the net DRM, and then place a numerically equivalent ATDRM marker (or an ATDRM marker with a subscript "E" if Enfilade [11.5.1 c]), on the affected unit(s).

Example: The American player conducts a Fire Action with a stationary Sherman tank, which has an ATV of 3 and range of 21, against a Maneuvering German Pz IV, with an AV of 8, that is 10 hexes from the Sherman. In this case, a yellow 1 ATDRM marker is placed on the German Pz IV [3 for the Sherman ATV, –1 for medium range, and –1 for motion target].

11.5.4 Anti-Tank Die Roll Modifiers: Refer to the Anti-Tank Fire DRM Table. All ATDRMs are cumulative.

a) Range: Refer to the Range DRM Segment within the Anti-Tank DRM Table and cross-reference the column corresponding to the ATV range of the firing unit and the row encompassing the distance-in-hexes from the firing unit to the defending unit, in order to obtain the proper Range DRM located in the left-most column. b) Suppressed Firer: A unit firing while suppressed has its fire effectiveness reduced. Apply the listed Suppression DRM once for every two applicable markers (rounding up). A unit is considered suppressed under the following conditions:

  • Units with a Cohesion Rating are affected by any combination of SADRM and MDRM markers.
  • Towed Guns are affected by any combination of SADRM, ATDRM, and MDRM markers.
  • Armored Fighting Vehicles are affected only by ATDRM markers.
  • Fighting Vehicles and Carriers are affected by any combination of SADRM and ATDRM markers. c) Split Fire: AFVs, FPs, and Towed Guns when Activated, or in Reaction, may conduct Anti-Tank Split Fire against two separate enemy units. All outgoing fire must pass through a single hexside (including both vertices) of the hex occupied by the firing unit. d) Motion Fire: Applicable only to Shoot & Scoot or Halt & Fire Actions [10.4.2, 10.4.3], the DRM listed to the left of the slash is applicable when a vehicle fires and remains in its original hex. The DRM listed to the right of the slash is applicable when a vehicle Maneuvers from/to an adjacent hex after/before firing. e) Motion Target: Occurs when firing against a vehicle marked with either a red or green motion marker. f) Opportunity Fire: Occurs when firing against a Maneuvering enemy vehicle and the last hex entered by the enemy vehicle was not in LOS of the firing unit, but the vehicle entered at least three contiguous open-terrain hexes in LOS of the firing unit. When this occurs, an ATDRM marker equivalent to the final DRM, based on any one of the three observed open-terrain hexes is placed on the enemy vehicle in the last hex it enters. g) Concealed Target: Occurs when firing against a Concealed defending unit. h) Hindrance: The listed DRM is applied for each applicable Hindrance [4.2.4]. i) Hull-down: A vehicle is Hull Down when:
  • Behind a wall,
  • In a Rural Building hex,
  • At a higher level,
  • In a Sunken or Urban Building Road hex and any incoming Anti-Tank fire enters the hex from a non-road/railroad hex side. j) Target is a Towed Gun: A Towed Gun defending in an IP or any building hex. k) A Hidden SPG [2.2.8] or Towed Gun: Receives a beneficial ATDRM if it fires immediately after being revealed.

12.0 Recovery Actions

12.1 Recovery

Allows disrupted, regrouping, and Shocked units the opportunity to Recover during a Platoon Activation or Reaction Segment.

Some Recovery attempts are Mandatory [9.1].

If the Recovery attempt is successful, the recovering unit is flipped to its undisrupted or non-shocked side.

12.1.1 Platoon Leader Effects on Recovery: A leader can assist in the recovery of units of his platoon (or company if Russian), support units [3.2], and any ad hoc units [7.2a] in its current hex once per game turn. Alternately, a platoon leader may Maneuver to assist the recovery of a subordinate unit in a different hex.

A leader marked with a Regrouping marker can only assist other regrouping units in its hex.

A platoon leader can either assist a single disrupted unit [12.3], or a single group of regrouping units [12.4] provided it is not disrupted, in an Assault Hex or Primary Impact Hex, or recovered from disruption in the same game turn.

A Russian leader may assist in the recovery of regrouping units in a single hex provided the hex is within two hexes of the leader and the leader is not Regrouping or in an Assault or Primary Impact Hex. (Limited to one hex per game turn – the units being assisted must be specified prior to the recovery die roll).

12.2 Disruption/Regrouping Recovery Die Roll Modifiers

All recovery die roll modifiers are cumulative (refer to the Disruption/Regrouping Recovery Table).

The recovery die roll is: a) increased by one, regardless of the number of DRM markers, if the recovering unit is Suppressed [11.3.3b; 11.5.4b]; b) decreased by one if assisted by an eligible leader [12.1.1]; c) increased by one if Russian/Japanese.

12.3 Disruption Recovery

A player specifies the unit attempting to recover and makes a Recovery die roll and refers to the Disruption/Regrouping Recovery Table, applying any applicable die roll modifiers.

a) If the modified die roll is ≤ to the unit's Cohesion: the unit recovers and is marked as having conducted an Action, otherwise the unit remains disrupted. b) If the modified die roll is ≤ 1: the unit rallies. c) If the unit is an infantry combat unit and the unmodified die roll is equal to 10, and the unit is within five hexes of an enemy unit, it becomes Heroic [12.6].

12.4 Regrouping Recovery

The regrouping player specifies the hex and the units attempting to regroup and makes a Recovery die roll, then refers to the Disruption/Regrouping Recovery Table, to determine the applicable die roll modifiers. The modified die roll is compared to the Cohesion of the regrouping combat unit with the best Cohesion of all the units in the hex attempting to regroup.

a) If the modified die roll is ≤ to the best unit's Cohesion in the hex, all regrouping units in the hex automatically Rally [12.5]. Otherwise the units are marked as having conducted an Action and remain in a Regrouping state. b) If the unmodified die roll is equal to 10, and the hex occupied by the regrouping units is within five hexes of an enemy unit, a single infantry combat unit of the regrouping units, selected at random, becomes Heroic [12.6]. c) If there are no regrouping combat units in the hex, the die roll is compared to the non-vehicular unit with the best Cohesion. If the die roll is ≤ the best unit's Cohesion, all regrouping units in the hex automatically Rally [12.5]. Otherwise the units are marked as having conducted an Action and remain in a Regrouping state.

12.5 Rally

A rally can occur as the result of a Disruption [12.3b], Regrouping [12.4a], or Shock [12.7] recovery attempt. Rallied units are eligible to conduct an additional Action—either immediately or in a subsequent Reaction Segment. (Leaders who assisted the rallied units also retain their ability to conduct an Action unless they used an Action to Maneuver into the hex in order to assist in the Recovery attempt).

12.6 Heroism

Heroism characterizes an infantry combat unit temporarily exhibiting extremely brave—but possibly reckless—behavior in the heat of battle. Heroism occurs as the result of a Recovery attempt [12.3c, 12.4b]—provided that recovering unit is within five hexes of a valid enemy target hex [12.6.2] at the time of its recovery attempt, otherwise it remains disrupted or regrouping.

When a unit goes Heroic, it automatically recovers, is marked with a Heroic marker, and must immediately conduct a Maneuver Action [12.6.2].

In addition, if a unit becomes Heroic any additional disrupted units in the hex will Recover [12.3] and are marked as having conducted an Action.

Regrouping units and any leader that assisted in a recovery in the hex will Rally [12.5].

If Heroism occurs as the result of a Regrouping Recovery attempt—and there is more than one eligible unit in the hex—a single Heroic unit is selected at random.

12.6.1 Cohesion and Maneuver Allowance: Heroic units instantly have a Cohesion of eight, and a Maneuver Allowance of three hexes.

Heroic units are immune to Disruption, but if required to disrupt suffer a casualty instead while continuing to maintain their Heroic status—unless eliminated.

12.6.2 Target: A Heroic unit must select as its target hex the closest known enemy-occupied hex within five hexes, excluding hexes marked with an MDRM marker, hexes prohibited from entry by MSR, or hexes that if entered would result in over-stacking [2.3]. If two or more target-hexes are at equal distance, an enemy unit in LOS of the Heroic unit must be targeted first; otherwise, it is the Heroic player's choice. Once a target hex has been selected, it cannot be changed [EXC: see Restrictions below].

A Heroic unit must Maneuver toward that hex, such that each hex entered is closer to the target-hex, if at all possible, and must continue to Maneuver in subsequent game turns until it is either eliminated (killed) or the Heroic marker is removed [12.6.4].

A Heroic unit must Assault if it begins its maneuver within three hexes of a target hex. Heroic units assaulting from a non-adjacent hex follow the procedures outlined in section [10.5.2.2].

Restrictions: a) A Heroic unit in a hex under Assault does not select a target-hex or Maneuver [as an exception to 12.6.2], but instead remains in its current hex. It may conduct Reaction Fire against the assaulting units [10.5.3.2a]. b) If the closest enemy-occupied hex contains enemy Assaulting units (i.e., marked with an Assault Arrow marker), the Heroic unit's target-hex is changed to the hex occupied by the friendly units under Assault. c) If the closest enemy occupied hex contains both assaulting (i.e., marked with an Assault Arrow) and non-assaulting units, the Heroic unit will assault the non-assaulting units in the hex and not the assaulting units. Normally, the enemy assaulting units will be placed in the hex they are assaulting at the end of the Marker Adjustment Segment unless the enemy assaulting units Feint. If the assaulting enemy units successfully Feint, they will remain in the hex being assaulted by the Heroic unit.

12.6.3 Heroic Effect on Friendly Units in an Assault: If a Heroic unit in an Assault Hex is eliminated during the Fire Resolution Phase, the Heroic marker remains in the Assault Hex until removed and is applicable in the subsequent Assault Resolution — provided there are other friendly non-vehicular combat units remaining in the Assault Hex (i.e., the remaining units are inspired by the Heroic actions of the now eliminated Heroic unit).

12.6.4 Removal of Heroism Markers: A unit is no longer Heroic and the Heroic marker is removed: a) at the beginning of a Heroic unit's Action if the target hex contains an MDRM marker or is vacant of enemy units. b) when under Assault and the assaulting units Feint [10.5.2.3]. c) after the Assault Resolution die roll but prior to any Cohesion Checks.

12.7 Shock Recovery

Applies to AFVs that are Shocked [13.3.5]. The controlling player specifies the AFV attempting to Recover, makes a die roll, and refers to the Shock Recovery Table for the result. An AFV that is knocked-out and abandoned is considered destroyed.

13.0 Fire Resolution

Fire attacks are resolved after all Platoon Activation Cycles have been completed and can be resolved in any order.

Fire Resolution Results: Although there are two Fire Resolution Procedures, one for Anti-Tank Fire and one for Small Arms and Mortar Fire, they occur simultaneously. In some cases, a unit may be subject to more than one fire resolution result. When this occurs, consider all the possible outcomes for each unit in the hex and apply the single most detrimental result (including any Collateral Damage) and ignore the rest. At no time will a unit suffer more than one Fire Resolution Result in a single Fire Resolution Phase.

13.1 Small Arms and Mortar Fire Resolution Procedure

Non-vehicular units, including any Hidden units [20.9], are subject to all SADRM and MDRM markers in their hex at the beginning of the Fire Resolution Phase.

Vehicular units are immune to SADRM markers, but in some cases may be subject to MDRM markers.

In the special case where both players have units in the same hex (e.g., in an Assault hex) a player's units are subject only to the SADRM markers on their own units, while both players' units are subject to all MDRM markers in the hex. [See examples 24.8.1 -24.8.3].

  1. Make a die roll for each SADRM and/or MDRM marker in the hex. For each of these die rolls, add the corresponding SADRM or MDRM marker value to determine the Final Fire Attack Result. Only the single highest Final Fire Attack Result of all results involved, whether SADRM or MDRM, is applied and all others are ignored.
  2. If the highest Final Fire Attack Result is based on an MDRM marker, and both players have units in the hex, each player individually completes Steps 3–5 for their own units. Units of the attacking force in an Assault Hex do not benefit from any Terrain Effect Modifiers [11.4.7]. Example: A building hex, under fire from an 81mm mortar is marked with a "0" MDRM marker [MV of 2 adjusted by –2 for the building TEM] contains both defending and assaulting units. During the Fire Resolution Phase, the die roll modifier for each MDRM marker is zero for the defenders, but two for the Assaulting units because they are presumably outside of the building, thus in the open, and therefore do not benefit from the TEM.
  3. Compare the Final Fire Attack Result against the defending non-vehicular combat unit in the hex with the highest Cohesion. Ignore any Passengers and loaded Towed Guns as they are immune to both small arms and mortar fire. If more than one eligible unit is present, apply based on the following descending priority order: a. unconcealed, undisrupted combat units b. Concealed, undisrupted combat units c. Disrupted combat units d. non-combat units If the hex contains two or more eligible units with the same Cohesion, select the unit with the best Assault Value, followed by the unit with the best SAV. Otherwise, select a unit at random.
  4. Leader Effect: The Final Attack die roll is reduced by one for units in a single hex if the units are: a) stacked with any friendly platoon leader, provided the leader is undisrupted, and his Cohesion is > the Cohesion of the best combat unit in the hex, as determined in Step 3; b) if Russian and within two hexes of their leader and the leader is not in an Assault Hex or Primary Impact Hex. (Limited to one hex per game turn–the units being assisted must be specified prior to the die roll).
  5. If the Final Fire Attack Result is greater than the Cohesion of the unit selected in step 3, the unit disrupts. If the selected unit is Heroic, Russian/Japanese, already disrupted, or the Final Fire Attack Result is ≥ 10, the selected unit will suffer a casualty instead.
  6. If the unit selected in step 3 suffers a casualty or disrupts, all other non-vehicular units of the affected player in the hex must conduct a Cohesion Check unless Russian/Japanese [Russian/Japanese units are not subject to these Cohesion Checks – 15.2.1]. If a Rider disrupts or suffers a casualty, it and any other Riders must unload [10.4.6.2c].
  7. In addition, if the mortar conducting the MFA is 76mm or greater, and one of its corresponding unmodified mortar fire attack die rolls is 10, and the target hex is a Primary Impact Hex [11.4.7.1], a single vehicle in the target hex (selected at random) is destroyed, if a FV or Carrier, or Shocked if an AFV. Riders/Passengers of the affected vehicle must unload. If a vehicle is destroyed [13.3.6], its transported units, and any non-transported units in the hex are subject to Collateral Damage [13.3.7].
  8. Remove all SADRM markers from the hex after the resolution of the Fire attack.

13.2 Anti-Tank Fire Resolution Procedure

Vehicles, Towed Guns, and FPs are subject to all ATDRM markers they are marked with at the beginning of the Fire Resolution Phase.

  1. Make a die roll for each Enfilade and non-enfilade ATDRM marker on a target unit and add or subtract the corresponding ATDRM marker-Value to determine the Final Fire Attack Result for each ATDRM marker. [EXC: There is no effect if the Anti-Tank Fire is against a vehicle and the unmodified die roll is ≤ 2].
  2. For non-enfilade ATDRM markers, compare the respective Final Fire Attack Result to the target unit's AV. For Enfilade ATDRM markers, compare the respective Final Fire Attack Result to the target unit's AEV. Only the single most detrimental Final Fire Attack Result is used whether enfilade or non-enfilade, with all other results being ignored.
  3. A vehicle or Towed Gun is destroyed if the Final Fire Attack Result is greater than its respective AV or AEV. An AFV is Shocked if the Final Fire Attack Result is equal to the AV or the AEV, or the unmodified die roll is 10 and the Final Fire Attack Result is within 2 of the defending unit's AV. Otherwise, there is no effect. If already Shocked, it remains Shocked.

13.3 Fire Resolution Results

13.3.1 Cohesion Checks: The affected player makes an unmodified die roll for each non-vehicular unit required to take a Cohesion Check and compares that die roll to that unit's Cohesion. If the unmodified die roll is > than the unit's Cohesion, the unit is disrupted or suffers Casualties if already disrupted [EXC: Russian/Japanese units do not disrupt but suffer a casualty instead [15.2.1]]. Otherwise, there is no effect. Leaders do not assist Cohesion Checks.

13.3.2 Disruption: A disrupted result represents a non-vehicular unit faltering under fire and going to ground, or as the result of an Assault. Only non-vehicular units disrupt [EXC: Russian/Japanese units suffer a casualty instead of disrupting – 15.2.1].

A disrupted unit is flipped to its Disrupted side and any Regrouping markers are removed [14.3.6].

Disrupted units are limited to Recovery [12.3] or Withdrawal [10.3.1] Actions only [EXC: A disrupted unit may Maneuver into any adjacent hex, provided it is a cover-terrain hex or behind a cover hex side (i.e., wall, hedgerow, etc.) and is not adjacent to an enemy unit].

13.3.3 Casualties: A casualty result eliminates a single-step unit and reduces an infantry squad to a single disrupted section or reduced Russian/Japanese squad [15.2].

The Casualty marker is adjusted on the Casualty Track for each casualty suffered by a player's combat units. The Casualty marker is not adjusted for casualties suffered by non-combat units.

When a squad is reduced, it is removed from play (or flipped to its reduced side if Russian/Japanese) and replaced with a disrupted infantry section, selected at random from all available sections of the same platoon.

A squad removed from play is available for random selection again, when recombining units [10.3.3]. When a section or reduced squad is eliminated, it is returned to the counter mix and is available for random selection again, [e.g., after a Medic event or when a squad deploys].

13.3.4 Leader Loss: Leaders are temporarily removed from play when they: a) are the subject of a Sniper attack [18.0]; b) suffer a casualty; or c) fails a Leader Loss-Check due to an Assault result [14.3.5].

13.3.4.1 Leader Loss Procedure: Remove the leader from play and place it seven minutes ahead of the current time on the Time Track. If Russian, flip the leader to its reduced side and place it five minutes ahead (if already on its reduced side, it remains on its reduced side).

Once the Time Lapse marker reaches or exceeds the box containing the removed leader, it is then returned to play during Step 2 of the Clean Up Phase.

A returning leader is placed Concealed with any unit of its platoon (or company if Russian) or Hidden if the hex contains a Hidden unit. A leader cannot return to play if it has no infantry units in play.

13.3.4.2 Leader Loss Effects: Units of an activated platoon, including any support units, without a leader are limited to Reactions [8.0] for which they are eligible, or Mandatory Actions by the Active player [9.1.1].

13.3.5 Shock: Shock occurs when a vehicle suffers a malfunction due to enemy fire (i.e., blown track, jammed turret, crew loss, etc.).

  • When an AFV is shocked, it is flipped to its Shocked side;
  • If in motion it must stop, and its Motion marker is flipped to its red side;
  • Any Riders must immediately unload and conduct a Cohesion Check, unless Russian/Japanese in which case they are marked Regrouping instead;
  • Shocked AFVs are limited to Recovery Actions only [12.7].

13.3.6 Destroyed: When a vehicle is destroyed, the vehicle counter is removed from play and any units in the hex (whether being transported or otherwise) can suffer Collateral Damage [13.3.7]. If two opposing vehicles and/or Towed Guns conduct Anti-Tank Fire against each other exclusively – and both are destroyed – only one of the two units selected at random is destroyed.

When an FP is destroyed, it is removed from play and replaced with an IP of the same nationality.

13.3.7 Collateral Damage: Collateral Damage affects the Riders/Passengers and possibly other non-vehicular units in the same hex of a vehicle that has been destroyed during a Maneuver Action [11.4.7.3; 13.1, Step 7] the Fire Resolution Phase, or as a result of a Vehicle Destruction Attempt [14.3.2].

a) Riders/Passengers must unload, disrupt [EXC: Russian/Japanese units do not disrupt but are marked Regrouping instead], and conduct a Cohesion Check and suffer a casualty if they fail. Any loaded Towed Gun is destroyed, unless the Anti-Tank Fire was from a MG. Riders/Passengers that loaded or unloaded from a vehicle marked with an ATDRM marker, prior to loading or unloading, that was destroyed would retroactively suffer Collateral Damage. In this case, players may want to mark these units in some way as a reminder. b) If the hex is open terrain and contains undisrupted non-Riders/Passengers (excluding Towed Guns), a single randomly selected undisrupted unit is disrupted, unless it is Russian/Japanese in which case it is marked Regrouping instead. [EXC: Not applicable if the open-terrain hex contains an IP, or if a Vehicle Destruction Attempt.]

14.0 Assault Resolution

The number of units from each side allowed to participate in an Assault is limited to four steps of non-vehicular combat units, one leader, one LATW or FT, and one vehicle.

Other non-participating friendly units in the hex have no direct effect on the Assault Resolution but are affected by the final result.

Prior to Assault Resolution, remove all but one Heroic marker of the same Nationality from each Assault Hex.

14.1 Assault Resolution Procedure

  1. The Assault is resolved immediately, and the Assault Resolution ends under any of the following conditions (otherwise proceed to Step 2); a) Unloaded and loaded Towed Guns, Carriers, FVs, and Shocked AFVs are destroyed if they are the only defending unit(s) in an Assault Hex containing a non-shocked enemy AFV. b) LATW/FT sections are destroyed if they are the only defending unit(s) in the Assault Hex with an undisrupted, non-shocked enemy combat unit. c) If the Assault Hex consist of non-combat units only, the force containing the lesser Cohesion must retreat. Otherwise, the retreating force is determined randomly. d) If the Assault Hex consists solely of AFVs, the force containing the inferior AFV (i.e., the lesser ATV) must retreat. The retreating force is determined randomly when the ATVs are equal.
  2. Each player determines the Total Assault Value of their force by totaling the Assault Values of the units participating in the Assault.
  3. Each player refers to the Assault Value Modifier Table and applies all applicable Assault Value modifiers to determine the Net Assault Value for their force.
  4. The Final Assault DRM is determined by subtracting the defender's Net Assault Value from the assaulting force's Net Assault Value. The Final Assault DRM is limited to +/– 4.
  5. The assaulting player makes a die roll, applying the Final Assault DRM to the die roll, and refers to the corresponding row on the Assault Resolution Table.
  6. Resolve assaults in the order shown on the Assault Resolution Table. Apply all results after the retreat is completed. Remove all Assault Markers at the conclusion of each assault.

14.2 Assault Value Modifiers (AVM)

IMPORTANT: All Assault Value modifiers are cumulative. (Refer to the Assault Value Modifiers Table.)

a) Cohesion Differential: If both forces include at least one combat unit with a Cohesion value, compare the highest Cohesion values among the participating units. The force with the higher value gains an AVM equal to the difference between the two values, up to a maximum of +3. If neither force has a unit with a Cohesion value, or only one does, no Cohesion Differential AVM is applied. (Note: Vehicles and FPs are considered combat units but do not possess a Cohesion value. Conversely, platoon leaders and LATW sections have a Cohesion value but are not considered combat units. Therefore, if only vehicles, FPs, platoon leaders, or LATW sections are present in one or both forces, no Cohesion Differential AVM is calculated for that Assault.) b) Assaulting a Regrouping Force: The assaulting force benefits if the Assault Hex contains a Regrouping marker. c) Defender is in a Rural Building, IP, or Behind a Wall: A defending force that includes a non-vehicular unit benefits when defending in a hex containing a rural building or an IP — or if any of the assaulting force crossed a wall hexside to enter the defender's hex. d) Defender is Concealed: The defending force benefits if its hex contains at least one Concealed combat unit. e) Assaulting Force Contains an LATW or FT: An assaulting force containing an undisrupted LATW [EXC: ATR] or FT receives a beneficial AVM against a hex containing an FP, Towed Gun, Urban Building, or Urban Building Road. f) Heroic vs. FPs: If the assaulting force contains a Heroic marker, it benefits when assaulting an FP. g) Defender in a Hill Hex: The defending force benefits if any unit of the assaulting force enters the defender's hex from a lower level. h) Envelopment: The assaulting force benefits when its combat units enter an enemy-occupied hex from two non-adjacent hex sides during the same Platoon Activation Cycle. An Envelopment marker is placed in the Assault Hex as a reminder, indicating that the assaulting force has achieved a tactical advantage. [EXC: If Russian, envelopment is only allowed if the Russian Player has achieved a Coordinated Activation [7.1], and the envelopments (regardless of the units involved) occur during the Platoon Activation [6.0 II] of the coordinated platoons.] i) Defender in an Urban Building or Urban Building Road Hex: A defending force containing a non-vehicular combat unit, or leader, benefits when defending in an urban building or urban-road hex. j) Fragmented Assault: Occurs when the participating units of the assaulting force are from different infantry companies. k) Participating Vehicle is in Motion: The Assault Value of the vehicle participating in the Assault is reduced if it is in motion.

14.3 Assault Results

The results detailed below apply only if listed on the Assault Resolution Table for the result rolled.

14.3.1 Urban Assault: Urban Assault occurs when the Assault Hex is in an urban building or Urban Building Road hex.

a) If the assault result is 6-9 and the unmodified die roll is a 6 or 7, the combat unit with best Cohesion from both the assaulting and defending force suffers a mandatory casualty but does not disrupt. If no one unit's Cohesion is better than the others, the affected unit is selected at random. b) If the assault result is 2-5 and the unmodified die roll is a 4 or 5, the combat unit of the assaulting force with the best Cohesion suffers a mandatory casualty but does not disrupt. If no one unit's Cohesion is better than the others, the affected unit is selected at random.

14.3.2 Vehicle Destruction Attempt: Characterizes the vulnerability of vehicles to infantry in close quarters combat and is resolved on the Vehicle Destruction DRM Table against enemy vehicles in the Assault Hex. A player must have an undisrupted friendly combat unit in the Assault Hex to conduct a Vehicle Destruction Attempt. [See example 24.9.2]

The German Panzerfaust is reflected in the German infantry and MG die roll modifiers listed on the Vehicle Destruction DRM Table.

14.3.2.1 Vehicle Destruction Die Roll Modifiers: are cumulative; the maximum DRM allowed is 8 (refer to the Vehicle Destruction DRM Table).

Example: A German squad (after 9/43) is attempting the destruction of an American AFV in motion, supported by American infantry. In this case the DRM would be 2 [2 for a squad of any nationality, +1 because the squad is German after 9/43, and –1 for a vehicle in motion].

Example: An American squad with an Assault Value of 3 is attempting the destruction of a stationary, unsupported German AFV, adjacent to a woods hex. In this case, the DRM would be 6 [2 for a squad of any nationality, +1 for a squad with an Assault Value of 3, and +3 because the German AFV is stationary, alone (unsupported), and adjacent to a woods hex.]

14.3.2.2 Vehicle Destruction Resolution: Each player is limited to a single Vehicle Destruction Attempt per Assault against a single enemy vehicle.

  1. The attempting player specifies the enemy vehicle being Assaulted, makes a single die roll, and applies all applicable die roll modifiers listed on the Vehicle Destruction DRM Table.
  2. If the modified die roll is ≥ 10, the selected enemy vehicle is destroyed and removed from play, otherwise there is no effect.
  3. Check for Collateral Damage [13.3.7a] if the destroyed vehicle was transporting Riders/Passengers or a Towed Gun.

14.3.3 Retreats: Retreats occur as a result of an Assault. Units that retreat must do so prior to conducting any cohesion checks. Players Retreat their own units.

Restrictions: a) Units do not retreat if all enemy units in the Assault were eliminated. b) Retreats do not trigger enemy Reactions. c) Unloaded Towed Guns, Shocked vehicles, and FPs may not retreat and are eliminated instead. d) Retreating units are eliminated if forced to retreat into or across prohibited hexes or hexsides. e) Retreats into or through a River, Marsh, Jungle, Urban Building, or Sunken Road hex, or at Night is limited to three hexes. f) A unit exiting an impact hex while retreating will suffer the Mortar Fire Attack in any impact hex it exits except for the Assault Hex from which it retreated [11.4.7.3].

14.3.3.1 Retreats by Non-Vehicular Units: A non-vehicular unit must retreat two to four hexes [EXC: It may retreat one hex if the hex is a cover-terrain hex, contains a vehicle, or the hexside crossed is a wall].

14.3.3.2 Retreat Priority for Non-Vehicular Units: In general, retreating units must retreat toward their FBE [see Retreat (16.1.8)]. When doing so, they have one of two options depending on the orientation of the hexes in a sector. Retreating units must retreat according to the retreat priorities, even if it means retreating into a hex containing a minefield or wire. A retreating unit is subject to the following priority order for each hex entered during its retreat:

a) When the hexsides are parallel to the FBE [See example 24.3.1]: i. a hex toward the FBE and not adjacent to an enemy combat unit unless the hex occupied by the enemy unit is the hex being retreated from, is a Primary Impact Hex, contains a Nationality marker, or the hex entered contains an undisrupted or non-shocked friendly combat unit; ii. a hex toward the FBE and adjacent to an enemy combat unit [14.3.3.5]; iii. when adjacent to a map edge, or impassable terrain, may retreat off or along the map edge or along impassable terrain—provided each hex entered is further away from its original hex [10.2] iv. when retreating along an impassable river, it must cross at a bridge or ford v. a hex occupied by an enemy unit [14.3.3.6].

b) When the hexsides are not parallel to the FBE [See example 24.3.2]: i. a hex toward the FBE, or laterally (consecutive lateral hexes are not allowed), and not adjacent to an enemy unit unless the hex occupied by the enemy unit is the hex being retreated from, is a Primary Impact Hex, contains a Nationality marker, or the hex entered contains an undisrupted or non-shocked friendly combat unit; ii. a hex toward the FBE, or laterally (consecutive lateral hexes are not allowed), and adjacent to an enemy combat unit [14.3.3.5]; iii. when adjacent to a map edge, or impassable terrain, may retreat off or along the map edge or along impassable terrain—provided each hex entered is further away from its original hex [10.2]; iv. when retreating along an impassable river, it must cross at a bridge or ford; v. a hex occupied by an enemy unit [14.3.3.6].

14.3.3.3 Retreating Vehicular Units: Vehicles have a retreat allowance of 4 MPs and can retreat in any direction.

FVs and Carriers cannot retreat into forest or tree-lined road/railroad hex unless along a road/railroad, and if forced to do so are eliminated.

Vehicles are not affected when retreating through, or adjacent, to an enemy unit. (Place a green Motion marker on retreating vehicles).

14.3.3.4 Retreating through an Impact Hex: If no other option is available, a unit can retreat through a Mortar Fire impact hex—but would suffer any MFA upon exiting and does not benefit from any TEMs [13.1, 14.3.3 f]. Retreating units cannot end their retreat in a Mortar Fire impact hex.

14.3.3.5 Retreating Adjacent to an Enemy Unit: If at any time during its retreat, an undisrupted non-vehicular unit enters a hex adjacent to an undisrupted, or non-shocked enemy combat unit, the undisrupted retreating unit must conduct a Cohesion check at the end of its retreat. This Cohesion Check is made prior, and in addition to, any Cohesion Checks called for by a retreat result. A unit failing this Cohesion check will disrupt.

If Russian/Japanese, only the best unit in the hex conducts a Cohesion Check and that unit will suffer a casualty if it fails. Any other retreating units in the hex are not affected.

A Cohesion Check is not required if: a) the retreating unit was already disrupted at the beginning of its retreat; b) the adjacent enemy-occupied hex is a Primary Impact Hex or contains an Assault Nationality marker; c) an undisrupted, friendly combat unit already occupies the enemy-adjacent hex entered by the retreating unit; d) the hex entered is an Urban hex.

14.3.3.6 Breakout: Breakout is a form of retreat that occurs when the only eligible retreat hex is occupied by an enemy combat unit.

Each retreating non-vehicular unit (excluding Russian/Japanese units), conducting the breakout must conduct a Cohesion Check at the end of its retreat. This Cohesion Check is made prior, and in addition to any Cohesion Checks called for by a retreat result on the Assault Resolution Table. A unit failing its Cohesion check will disrupt.

If Russian/Japanese, the best unit in the hex will suffer a casualty. Any other retreating units in the hex are not affected.

Units breaking out cannot end their retreat in a hex occupied by an enemy unit. The enemy unit through which the friendly units retreat is not affected.

14.3.4 Advance After an Assault: Assaulting or defending units may advance after an Assault when called for in an Assault result, once per game turn. In this case, some or all of the units may advance into any adjacent hex.

Eligible units of the advancing force must immediately conduct and resolve a second Assault if the hex entered contains enemy units, or alternatively, they may reinforce an existing Assault.

14.3.5 Leader and FT Loss Check: All leaders and FTs participating in an Assault must perform a Leader Loss Check and will suffer a casualty on a die roll of ≥ 9 [13.3.4]. If the unit is a leader, the die roll is increased by two if no friendly combat units are present in the same hex at the time of the Assault.

14.3.6 Regrouping: Represents the usual and expected temporary vulnerability and disorder of units immediately after an Assault or Withdrawal. Units are marked Regrouping:

a) at the end of any Assault Resolution in which a Regrouping result is indicated. This applies to all remaining undisrupted non-vehicular units, whether attacking or defending, in the Assault hex at the beginning of the Assault Resolution Phase; or b) when during Withdrawal the withdrawing units enter a hex adjacent to an enemy unit [10.3.1.2].

14.3.7 Removal of Regrouping Markers: All Units marked with a Regrouping marker at the beginning of their Action are limited to one of the following Actions:

a) Conduct Reaction Fire against an adjacent hex with a −1 SADRM penalty; b) Recovery Attempt [12.4]; or c) Withdraw [10.3.1].

Regrouping markers are removed immediately when a unit Recovers, Disrupts, or Withdraws to a hex not adjacent to an enemy unit.

Regrouping Markers are not removed if the units were marked regrouping at the beginning of an assault in which they were the defenders, and the defending force won the assault.

15.0 Unit and Nationality Characteristics

15.1 Elite Units

(A nation's corresponding Elite counters (pg. 3) are used for units defined in the mission forces or an MSR as Elite). Elite units employed the same weapons as regular units, but generally performed much better under fire. The primary differences between regular and elite units are in their relative levels of initiative, coordination, teamwork, leadership, and that Elite units are much more likely to get back in the fight sooner.

a) American, Commonwealth and German elite companies receive a +3 DRM for their Coordination die rolls. Russian Guard companies receive a +1 DRM. b) A non-vehicular elite unit receives a –1 DRM for all Recovery and Withdrawal attempts. c) An elite AFV's Anti-Tank Value (ATV) is increased by one.

15.2 Russian and Japanese

15.2.1 Disruption and Casualties: Russian/Japanese units do not disrupt but will suffer a casualty instead [13.1 step 5], nor do they conduct a Cohesion Check due to Small Arms and Mortar Fire [13.1, step 6].

A Russian/Japanese squad suffering a casualty is flipped to its reduced side and if already reduced is removed from play [13.3.3].

15.2.2 Russian Command & Control

15.2.2.1 In Command: Russian units must be in command to function normally [See example 24.11].

a) All Russian units are in command during the first game turn of a mission and when entering as reinforcements. b) Hidden units are in command during the game turn they are revealed. c) Russian leaders, Heroes, FPs, Towed Guns, Riders and Passengers (including their carrier) are always in command. d) Infantry and Support units are in command if they are: i. within two hexes of their leader; or ii. within the Command Range and LOS of their leader. e) An AFV is in command if it is: i. within two hexes and LOS of an AFV of the same platoon; or ii. the only remaining unit of its platoon and within two hexes and LOS of an AFV of another platoon of the same company; or iii. in the same hex with a leader or an in command infantry unit.

15.2.2.2 Out of Command: Units not in command are marked Out of Command during the Russian Command Determination Phase in Step 3 of the Clean Up Phase and remain out of command until the next Russian Command Determination Phase.

Non-vehicular units: a) Small Arms Fire is limited to an adjacent hex if a unit fires during a Platoon Activation Segment [11.3e]. b) Cannot Assault unless Heroic [10.5.1]. c) If returning to Command [15.2.2.1d] or toward the nearest FBE they can either: i. Withdraw or, ii. Load onto a vehicle in the same or adjacent hex [10.4.6.2.1].

Vehicular Units: a) A Non-Transporting vehicle that conducts a Maneuver action must move one or more hexes, taking the shortest possible route (in hexes), to return to Command [15.2.2.1e], or toward its nearest FBE [EXC: Non-transporting vehicles do not have to maneuver to return to Command or toward its FBE if it Halts & Fires, Shoots & Scoots, Reinforces, or enters into Overwatch]. b) Cannot Assault [10.5.1] or Overrun.

16.0 Airborne Landings

Only the Active player can conduct airborne landings. However, before any airborne company landings can be conducted, all other units on the ground must be Activated first.

Note that there is no individual platoon Activation in an airborne landing. Instead, all units land simultaneously in a single Activation.

The action of landing is considered a Maneuver Action, and each landed unit is thus marked as having conducted an Action.

Once the landing procedure for all landing units has been completed, play immediately proceeds to the enemy player's Reaction.

There is no Reaction by the landing units as the landing constitutes their Action for that game turn.

16.1 Landing Procedure

The landing player must execute and complete each individual step before moving on to the next step.

16.1.1 Landing Plan: Immediately prior to conducting an airborne landing, the player conducting the landing must organize the landing forces into individual sticks (paratroopers) or gliders [EXC: Russian/Japanese do not have gliders]. Each stick or glider has its own landing zone (LZ) and Assembly hex. Each stick is limited to:

a) a single infantry platoon consisting of its squads (no deployed sections) and leader, (if Russian, the leader is included in one of the Company's sticks); or, b) one Towed Gun (including its inherent carrier – 10.4.6.3), or light vehicle (i.e., Jeep or truck); or, c) Heavy Weapons consisting of MGs, LATWs, FTs, mortar sections, and mortar platoons (use the corresponding FO marker counter to represent the mortars). Each Heavy Weapon stick is limited to five support units.

Each Glider is limited to: a) four steps of infantry and/or MGs and one non-combat unit; or b) one Towed Gun (including its inherent carrier – 10.4.6.3), or mortar section or platoon; or c) one light vehicle (i.e., Jeep or truck).

16.1.2 Placement of Landing Units: The landing player places the units of each stick or glider in their LZ hex. Unless stated otherwise below or in an MSR, the LZ can be any hex on the map.

Paratrooper LZs cannot be placed within three hexes of each other.

Each Glider LZ must be the last hex in a line of at least three open terrain "skid" hexes which define the direction of travel.

All gliders landing in the same game turn must land in the same direction.

Gliders can share "skid" hexes but not LZ hexes.

Assembly markers are used to mark Assembly hexes as follows:

a) The Assembly marker for each paratrooper platoon (or company, if Russian) can be placed in any hex on the map provided the hex is no closer than five hexes, or farther than ten hexes from any Mission Objective. If Russian/Japanese, the Assembly marker is placed in the hex containing the leader. b) The Assembly marker for each glider platoon is placed in the LZ containing the glider platoon's leader.

16.1.3 Paratrooper Landing Dispersal Procedure:

  1. The units in each stick are placed in their designated LZ hex according to the landing plan [Note: Gliders do not disperse].
  2. Once all units of each stick have been placed in their LZ, the landing player refers to the sector's Scatter Diagram to determine their final landing hex [Note: If the designated LZ hex straddles two sector maps, the Landing player must designate which Scatter Diagram is to be used prior to the landing dispersal die roll].
  3. The landing player then conducts a landing dispersal die roll for each unit in the stick to determine where they land. The landing player rolls one D6 for direction and one D6 for distance for each landing unit and immediately relocates that unit to its final landing hex.

16.1.4 Paratrooper Landing Resolution: Once all landing units have dispersed, the landing player must conduct a Landing Check, which is an unmodified die roll (d10) for each landing unit in the following order. If a unit lands in:

  1. Open or Orchard/Palm Grove/Brush Terrain: a) Infantry and platoon leaders will be disrupted (or marked as Regrouping if Russian/Japanese) if the die roll exceeds their Cohesion. They will also suffer a casualty if the die roll is 10; b) Non-vehicular support units automatically disrupt (or are marked as Regrouping if Russian/Japanese) and suffer a casualty if the die roll is 10; c) Vehicles and mortars (i.e., FOs) are destroyed if the die roll = 10.
  2. Forest, Tree-lined or Sunken Road, River, Marsh, buildings, or Offboard: a) Non-vehicular units automatically suffer a casualty and disrupt. If landing offboard, surviving units are placed disrupted in the last full hex on the board edge exited [EXC: If Russian/Japanese, the unit will suffer a casualty and be marked Regrouping]; b) Vehicles and mortars (i.e., FOs) are destroyed.
  3. Enemy-Occupied Hex: a) Any surviving non-vehicular units that are not disrupted are marked as Regrouping; b) Place an Assault marker corresponding to the Nationality of the enemy unit in the hex. The Assault is resolved normally in the Assault Resolution Phase, but the enemy player is the attacker; c) A vehicle or mortar landing in an Assault Hex is destroyed, unless the hex contains a friendly infantry unit, and are ignored for assault resolution purposes and destroyed if they must retreat.
  4. Call for Reaction: The landing player calls for Reaction once he has resolved his landings.

16.1.5 Glider Landing Resolution: Once all gliders have been placed in their LZ, the landing player resolves glider landings in the following order:

  1. Landing Off Map: The landing player makes a unmodified die roll (d10) for each glider to determine whether it has been blown off course causing it to land off map. If the die roll is 10, the glider lands off map and its unit are out of play. [An MSR may allow surviving units to enter play later in the mission].
  2. Crash Determination: The landing player conducts a die roll (d10) for each glider to determine whether the glider crashed. A glider has crashed if the modified die roll is ≥ 9. Due to an increased risk of crashing, this die roll is increased by one if at any point along its skid path there is an adjacent hex that is a blocking terrain hex, or contains a blocking terrain feature, water, or another glider, or if it lands off map. If the landing occurs at night, the die roll is further increased by one. a) Non-vehicular units in a glider that does not crash must conduct a Cohesion Check and disrupt if they fail [13.3.1]. b) Non-vehicular units in a glider that crashes must conduct a Cohesion Check. If the die roll is ≤ their Cohesion they disrupt, and if > their Cohesion they suffer a casualty and disrupt. c) The landing player must make a die roll for a vehicle or mortar (i.e., FO) in a glider that crashed. If the die roll is > 7, the unit is destroyed.
  3. Enemy-Occupied Hex: Any surviving non-vehicular units that are not disrupted are marked as Regrouping. Place an Assault marker corresponding to the Nationality of the enemy unit in the hex. The Assault is resolved normally in the Assault Resolution Phase, but the enemy player is considered the attacker. A vehicle or mortar landing in an Assault Hex is destroyed [See 16.1.6], unless the hex contains a friendly infantry unit, and are ignored for assault resolution purposes and destroyed if they must retreat.
  4. Call For Reaction: The landing player calls for Reaction once he has resolved his landings.

16.1.6 Landing Casualties: Casualties suffered because of a Landing Resolution do not count as casualties for CDL purposes, i.e., they do not move the Casualty marker. These casualties can, however, be recovered due to a Random Event Medic result. [Casualties that result from Airborne Landings should be recorded and kept separate from casualties incurred during play, so as not to throw off any audits or re-checks of the final CDL]. If a mortar is destroyed, it is removed from play unless it is a Mortar Platoon. [Mortar Platoons are never destroyed but instead remain in play with all the normal characteristics of a mortar section].

16.1.7 Assembly: Paratrooper units, once they have landed must first assemble before advancing towards their objective (even if the Assembly hex contains an enemy unit).

Once a leader and the equivalent of two uninterrupted or non-regrouping squads (four steps) from the same platoon are in or adjacent to their Assembly hex, the units are considered assembled and may proceed toward their objective. Any remaining unassembled units from the platoon must first move into or adjacent to the Assembly hex before advancing toward the objective.

Once assembled, units may advance on their objective. Any remaining unassembled units of the platoon must first move into or adjacent to their Assembly hex prior to advancing to their objective.

Vehicles and heavy weapon units may assemble in any recorded Assembly hex and then become available to support a platoon.

Units in the following cases are not required to assemble: a) undisrupted or non-regrouping infantry and any Heavy Weapons [16.1.1c] (excluding Mortars) in the same hex, landing within two hexes of an enemy unit or closer to their Objective than their Assembly hex; b) if the platoon has < four steps of infantry units remaining; c) Heroic units; d) units landing by glider; e) mortars (i.e., FOs) are placed in the Mortar Support Pending Box.

16.1.8 Withdraw/Retreat: In general, non-vehicular airborne units withdraw/retreat toward their platoon Assembly hex or a friendly controlled objective.

If a unit's Assembly hex is occupied by an enemy combat unit, they can withdraw/retreat toward a friendly controlled objective or the closest Assembly hex of another platoon or Russian company.

In either case, withdrawing/retreating units may end their withdrawal/retreat in or adjacent to a friendly Assembly hex or controlled objective.

17.0 Night and Twilight

17.1 Restrictions

Night/Twilight rules are only in effect when stated in an MSR. Night durations may vary in time (minutes), while Twilight is consistently ten minutes unless stated otherwise. Hidden Placement and Dummy rules, although not required, are recommended for Night/Twilight missions. (This encourages the use of patrols to find and identify the location of enemy units and outposts.) The following restrictions are applicable to Night only:

a) Small Arms Fire is less effective [11.3.3 m]; b) Recon is limited to three hexes when called for in a Random Event; c) Maneuver allowance for non-vehicular units during a Platoon Activation Segment is limited to two hexes and one hex during a Reaction Segment unless Heroic or Russian/Japanese [10.1.2]; d) Maneuver allowance for vehicular units during a Platoon Activation Segment is limited to 3 MP and 2 MP during a Reaction Segment. Road Bonus is not allowed at night.

17.2 Concealment Loss

This section replaces Sections 4.3.1.1-.2 during Night or Twilight game turns. A unit's Concealment is lost when:

a) it fires from, or Maneuvers into a hex adjacent to an enemy unit during night turns, or within two hexes and LOS if a non-vehicular unit (four hexes if a vehicle) of an enemy unit during twilight turns; or b) the result of a Final Fire Resolution die roll is ≥ the Cohesion of the affected unit; or c) the Assault Resolution in which it participated ends.

17.3 Line of Sight

All Line of Sight (LOS) rules in section 4.2 are in force with the following restrictions:

a) During Night turns, LOS is limited to two hexes for all units. b) During Twilight turns, LOS is limited to four hexes when observing non-vehicular units and eight hexes when observing vehicular units.

17.4 Illumination

An MSR may allow the use of Illumination. When allowed, a player may make an Illumination Request once per Night game turn [17.0].

An Illumination Request can occur as the result of a Platoon Activation or in Reaction and does not count as an action by the requesting unit. The Illumination Request occurs before the requesting unit conducts any Action.

To conduct an Illumination Request [11.4.4.1]: a) The requesting unit must be from an activated platoon or eligible to React. b) The target hex must be within four hexes of the requesting unit and either within or adjacent to an enemy-occupied hex.

For observation and reaction purposes, an Illumination marker placed during a reaction segment illuminates any enemy action within its radius that occurred in the immediately preceding segment.

Units that fired in the preceding segment immediately prior to the segment the Illumination occurred do not retroactively benefit from the Illumination, while any Reaction fire occurring during the segment the Illumination occurs would benefit.

17.4.1 Illumination Procedure

  1. The player specifies the requesting unit, the target hex to be illuminated, and makes a die roll (d10).
  2. If the die roll is ≤ 5, the Illumination Request is granted. The Request is not granted if the die roll is > 5.
  3. If granted, the requesting player conducts an accuracy die roll (d10). If the roll is ≥ 7, the Illumination marker is placed in the specified target hex. If the die roll is 1–6, refer to the Scatter Diagram on the sector map containing the target hex to determine the direction and place the illumination marker two hexes from the specified target hex in that direction. If the target hex straddles two sectors, the firing player selects the Scatter Diagram to be used prior to the die roll.
  4. Illumination markers are removed from play during Step 1 of the Mortar Fire Adjustment Phase and cannot be extended.

17.4.2 Illumination Effects a) The Illumination marker affects an area with a radius of two hexes in all directions from the Illumination marker. b) For purposes of LOS, Concealment, revealing Hidden units, and any action, the hexes within the Illuminated area are treated as Day; (i.e., Night Rules would not apply). c) Units outside the Illuminated area but within two hexes of an Illuminated hex may fire and/or request an MFA at targets within the Illuminated area without the Night penalty. d) Units within the Illuminated Area may fire and/or request an MFA at targets in non-illuminated hexes within two hexes of an Illuminated hex, but suffer the Night penalty when doing so [Hindrance if MFA; 11.4.5 step 4]. e) Units beginning their maneuver, in or adjacent to, an illuminated hex and whose movement path includes only illuminated hexes may use the Day movement allowance. In all other cases Night movement allowances apply.

18.0 Random Events

Players must consult the Random Event Table located on the Game Tracks player-aid card when their unmodified Initiative die roll equals 1 or 10. The Random Event is executed immediately.

a) Recon: If a player's unmodified Initiative die roll is equal to 1, they may remove the Concealment marker from any enemy-occupied hex within five hexes and LOS of a friendly unit. b) Fate: If a player's unmodified Initiative die roll is equal to 10, that player must make a subsequent die roll and is then subject to the corresponding result on the Fate Table. The results of the Fate Table apply only to the player that rolled the 10.

19.0 Mines and Wire

Mine and Wire markers are only available when specified in an MSR and cannot be placed in a hex containing an IP or FP, with another Mine or Wire marker, or in a river or bridge hex. TEMs do not apply to die rolls involving Mines or Wire.

19.1 Minefields

The locations of minefields are Hidden and unknown to the enemy player until revealed unless stated otherwise in an MSR.

During setup, the controlling player records the specific hexes containing their minefields. Mines may be placed in any hex within the controlling player's setup area, as specified in the mission.

When friendly units enter an unknown enemy minefield hex, the Minefield is revealed by placing a Minefield marker in the hex.

Units entering a known or unknown enemy Minefield suffer a minefield attack.

Friendly units entering or exiting a friendly Minefield are not affected in any way.

19.1.1 Entering an Enemy Minefield:

A unit, or stack of units, that enters an enemy minefield hex must stop, ending their Maneuver, and suffer the minefield attack [EXC: Heroic units must continue their maneuver after suffering the minefield attack].

The entering player makes a single unmodified die roll for a stack of non-vehicular units and another die roll for each vehicle.

a) Non-vehicular units: If the die roll is 10, one unit selected at random from the entering units, suffers a casualty [13.3.3]. Other units in the hex are not affected. b) Vehicular units: An AFV is Shocked if the die roll ≥ 9. FVs and Carriers are destroyed if the die roll is ≥ 8. The Destruction of a vehicle may cause Collateral Damage [see 13.3.7]. Otherwise, there is no effect.

19.1.2 Exiting an Enemy Minefield:

Any unit, unless Heroic, attempting to exit an enemy Minefield hex into a hex toward the EBE must first make a die roll.

The unit exiting and the hex it is attempting to enter must be specified prior to this die roll. If the die roll is ≤ 5, the unit must immediately exit into the specified hex and continue its maneuver. Otherwise, the attempting unit remains in the Minefield hex and is marked as having conducted an Action.

A non-vehicular unit failing to exit is considered to have maneuvered, and thus subject to the Proximity Fire SADRM [11.3.3c].

Note: Units maneuvering or retreating through or from a minefield toward their FBE do not stop or suffer an attack.

19.2 Wire

Wire markers serve to show the presence of wire entanglements and have specific implications for different units.

Only AFVs and non-vehicular units (excluding Towed Guns) may enter a Wire hex.

19.2.1 Non-vehicular units: Non-vehicular units must stop, ending their maneuver when entering a Wire hex.

The locations of Wire are unknown (Hidden) to the enemy player until revealed unless stated otherwise in an MSR. During setup, the controlling player records the specific hexes containing their Wire.

Wire may be placed in any eligible hex within the controlling player's setup area, as specified in the mission [19.0].

Wire is revealed:

  • Immediately when an enemy unit enters a hex containing a Wire marker; or,
  • At the end of an enemy Platoon Activation Phase an enemy unit is:
    • Adjacent to a Forest hex containing Wire;
    • Within three hexes and LOS if any other terrain.

Once revealed, the wire is placed in its recorded hex.

On a subsequent turn, the controlling player may, once per game turn, make a single die roll for all non-vehicular units attempting to exit a Wire hex toward an enemy board edge [EXC: Heroic units are exempt from this requirement]. The exiting units and the hex they are attempting to enter must be specified prior to this die roll.

If the die roll result is ≤ 5, the Wire marker is considered breached and is removed, and all exiting units must immediately enter the specified hex and may then continue their maneuver.

Units failing their exiting attempt remain in the wire hex and are subject to any Proximity Fire SADRM [11.3.3c].

19.2.2 AFVs: Each AFV entering a Wire hex must immediately halt. To exit, the controlling player declares which AFV is attempting to leave and the adjacent hex it intends to enter, then makes an exit die roll. A vehicle is allowed one exit attempt once per game turn at a cost of 1 MP.

If the die roll is < 10 and the AFV has sufficient MPs remaining, it must exit into the declared hex and continue its maneuver. Once the AFV exits, the Wire marker is considered breached and is removed.

If the die roll is 10, or the AFV lacks sufficient MPs exit, it remains in the Wire hex and may attempt to exit again during a subsequent game turn.

20.0 Mission Setup

20.1 Determine Nationality

Players may mutually agree which nationality they will play or determine their nationality by random selection.

20.2 Initiative

Initiative characterizes the quality of a force's company or battalion commander.

The Initiative marker indicates which player currently has the Initiative. It is placed in the Initiative Box with the side up indicating the nationality of the force specified in the mission as having the Initiative at start.

Initiative Die roll Modifiers: Each mission specifies the Initiative die roll modifiers to be applied each time a player makes an Initiative die roll [5.0]. Initiative die roll modifiers are only applicable to the player who had the initiative in the previous game turn.

20.3 Time Lapse

The Time Lapse represents how much time has passed during a single game turn. Place the two Time markers in their appropriate columns on the Time Lapse Track, starting at 0.

Unless stated otherwise in an MSR, the Hour marker is set aside until the Elapsed Time reaches 60 minutes or more.

20.4 Tracking Casualties

The Casualty marker is used to track the current Casualty Differential during a mission and is placed in the "0" box on the Casualty Track at start.

When a combat unit suffers a casualty [13.3.3], is destroyed [13.3.6], or as a result of over stacking [2.3], the Casualty marker is adjusted to reflect the loss. For each casualty the attacking player suffers, the Casualty marker is moved one box to the left. For each casualty the defending player suffers, the Casualty marker is moved one box to the right.

The Casualty Track is adjusted accordingly when a unit is returned to play due to a Medic result on the Fate Table.

Note: To confirm casualties for both sides during or at mission's end, each player determines the number of combat steps remaining in play and compares this number against the total number of steps in their force. The difference is the number of casualties taken by that player.

20.5 Casualty Differential Limit (CDL)

The CDL markers for both players are placed in their respective boxes on the Casualty Track, corresponding to their Casualty Differential Limits as specified in the mission. The attacker's CDL marker is placed on the Attacker side and the defender's CDL on the Defender side, unless stated otherwise in the Mission.

If a Nationality's CDL is greater than 8, flip the CDL marker to its +8 side and place in the box so the +8 and the number in the box equals the CDL.

Example: If a mission CDL is 10, the +8 side of the CDL marker would be placed in the 2 box.

A player automatically wins if, at the end of any game turn, the casualty marker exceeds their opponents CDL.

20.6 Starting Forces

The starting forces for each nationality are listed for each mission. For platoon Activation purposes, the organic infantry and/or tank platoons or companies—and the organization thereof—are noted in bold-italics (i.e., 3rd Plt. or Able Company). Otherwise, forces are drawn using the Random Draw Procedure. [The bracketed number listed at the end of a player's force is the total number of combat steps in his force.]

Random Draw Procedure:

  1. Forces: If a player's force consists of 1–3 platoons, draw all the platoons from the same company. If a force consists of 4–6 platoons, draw an equal number of platoons from two companies. If a force consists of more than six platoons, draw platoons as equally as possible from three companies.
  2. Partial Platoons/Companies: An infantry platoon normally consists of 6 steps (8 for Japanese) plus its platoon leader, and 18 steps (24 for Japanese) for a company. If an infantry platoon or company is listed as partial (i.e., in number of steps), all squads from that platoon or company are placed in a cup and drawn one at a time until the required number of steps are drawn for that platoon/company. For any nationality other than Russian/Japanese, if there are an odd number of steps, one squad selected at random is replaced with a section drawn at random from the same platoon. For Russian/Japanese forces, one of the squads of the platoon is selected at random and flipped to its reduced side. A leader is deployed only if one of its squads/sections are drawn from the cup, or specifically listed in the MSR as in play.
  3. Reinforced Platoon: If an infantry platoon is listed as reinforced (i.e., more steps than normal), in addition to the platoon's three squads, all of that platoon's sections are placed in a cup and a number of sections are drawn and added to the platoon to equal the total number of MSR-specified steps for that platoon.
  4. AFVs: If an AFV platoon or company is listed as partial (i.e., in number of steps), all of that platoon or company's AFVs are placed in a cup. The number of tanks listed is the number of AFVs drawn for that platoon/company.
  5. Support: The number of support units listed in a force are randomly selected from their respective counter mixes.

Examples:

a) German Force: 1. Infantry Kp., 3rd Plt. (7 steps) and the 1st Tank Plt. (2 Tanks), supported by 2 MG sections, 1 LATW section, and 1 8cm mortar section [11 steps]. In this example, for Platoon-Activation purposes, the German player's force consists of a single reinforced platoon (the 1. Kp., 3rd Plt.) which in this case consist of 7 steps instead of its normal six steps (i.e., three squads) and a partial 1st Tank Plt., supported by two MG sections and the one LATW section. For the reinforced 3rd Infantry Plt., the four sections of the 1. Kp., 3rd Plt.) are placed in a cup and one section is drawn and added to the three squads for a total of seven steps. For the partial Tank Plt., all tanks of the 1st Tank Plt. are placed in a cup and only the first two drawn are in play. For the support units, the two MG sections and the one LATW section are selected at random from their respective counter mixes.

b) American Force: Baker Co. (14 steps) and the Able Tank Co. (10 Tanks), supported by 2 MG sections and 1 60mm mortar section [26 steps]. In this example, for Platoon-Activation purposes, the American player's force consists of a partial Baker Infantry Co., and a partial Able Tank Co., supported by two MG sections. For the partial infantry company, all squads from Baker Infantry Co. are placed in a cup and only the first seven drawn (14 steps) are in play. For the partial Tank Co., all tanks from Able Tank Co. are placed in a cup and only the first ten Tanks drawn are in play. For the support units, the two MG sections are selected from their respective counter mixes.

20.7 Unit Disposition

Each player sets up their units on the map per the instructions listed in the "Disposition of Forces" for each mission. Friendly (FBE) and enemy (EBE) board edges are usually defined in each mission. Otherwise, a player's FBE is defined as the closest board edge to their units when set up, and thus opposite the EBE. In addition:

a) Units may not set up in a hex that is half on one sector and half on another, unless both sectors are part of the overall setup area. b) Up to one squad from each platoon may set up deployed [10.3.2]. c) All defending non-vehicular combat units, leaders and dummies may set up in an IP. IPs or FPs cannot be placed, or set up, in a hex containing a building [EXC: IPs may be placed in hexes containing Huts (4.1.6iii)] or another IP or FP. Units are not allowed to set up in a River or Marsh hex. d) Units that start a mission on the map or enter play from offboard may set up or enter concealed. e) Some units may set up Hidden [20.9]. f) Vehicles may begin or enter play in motion and/or loaded unless Hidden. g) Mortars listed in a Mission Force are placed in the Mortar Support Available Box at start or when they enter as reinforcements unless stated otherwise in an MSR. h) All ground forces entering the map from offboard are set up prior to entry and as if the map hexes extended off-map: i. Adjacent to the map hex they will enter or, ii. Behind units in a hex adjacent to the map or, iii. If entering along a road as if in column, one stack behind the other. (Example: The stack adjacent to the map expends 1 MP to enter the map, the next stack 2 MP to enter, and so on…), i) Forces entering play from off-map may enter play when activated or in reaction. Entering units: i. May enter as scheduled or delay their entry to a subsequent game turn; ii. Can always perform maneuver action to enter play; iii. Have no LOS to or from on-map units. [EXC: The player whose units are entering the map may conduct an MFA if available. If so, the FO is placed in any eligible entry hex, and any hex to which the FO has LOS may be selected as the target hex]. j) Dummies must set up in a Forest or Building hex.

20.8 Dummies

An MSR may allow the use of Dummies. Dummies have a white dot in the center of the combat-unit icon on their front side, and "Dummy" on the backside. Dummies are neither combat nor non-combat units, have no combat values, and are used solely to deceive the enemy and add a bit of Fog of War.

Each player has six Dummies, three vehicular and three non-vehicular, which may be placed during the initial setup, or if off-board, prior to entry. Dummies may set up Hidden, provided they are stacked with a combat unit.

Dummies are limited to Maneuver Actions only, and may Maneuver independently, or with other units. When Maneuvering, dummies pay normal MP costs for their unit-type and terrain. Additionally, all standard motion rules apply to vehicular dummy units.

20.8.1 Removing Dummies: Dummies are removed from play when their Concealment is lost or the moment an enemy unit enters their hex. An enemy unit's Maneuver ends when it enters a hex containing a Dummy.

When a Dummy is removed, it and any other Dummies in the hex are also removed (i.e., Dummies stick together). IPs placed in hexes with Dummy markers that did not originally contain a combat unit are also removed (i.e., those are Dummy IPs as well).

20.8.2 Deception (Optional): If Deception is in play, Dummy markers may be returned to play, and can be used in a manner very similar to the old "Shell Game." A player may remove previously placed Dummy markers and place these and any other available Dummies in any hex containing a Concealed friendly combat unit during Step 4 of the Clean-Up Phase of any game turn.

20.9 Hidden Placement

20.9.1 Setting Up Hidden: Unloaded Towed Guns, and LATW units can always set up Hidden. All other units may set up Hidden only if stated in the Mission. Player(s) must record which units are Hidden, and the hexes they occupy.

20.9.2 Revealing Hidden Units: Hidden units (including any IPs) are placed concealed in their hex when revealed.

A Hidden unit is revealed voluntarily whenever it performs a Fire or Maneuver action.

A Hidden unit is revealed involuntarily immediately after the opposing player's call for Reaction:

a) If it is in LOS of an enemy unit and any of the following apply: i. it is Day or Twilight, and the unit is within three hexes of an enemy combat unit (two hexes if the unit is Russian, Japanese, a Towed Gun, or LATW) or, it is a vehicle in Open terrain within 10 hexes of an enemy unit. ii. it is Night, and the unit is adjacent to an enemy unit. b) When enemy unit(s) attempt to enter a hex occupied by Hidden units. When this occurs:

  1. The maneuvering units are returned to the adjacent hex from which they attempted to enter the Hidden unit's hex and any Riders/Passengers are forced to unload;
  2. All units eligible [10.5.1] to Assault are marked with an Assault Arrow and must Assault the Hidden unit unless they Feint [EXC: Maneuvering non-vehicular units may not Feint if they used the Road Bonus]. Hidden units can fire in Reaction at the units that revealed them without losing their concealment, provided their fire isn't observed by any enemy unit other than those responsible for revealing them;
  3. All units ineligible to Assault end their maneuver in the adjacent hex and are marked as having conducted an Action. c) at the beginning of the Fire Resolution Phase, the hex occupied by a Hidden unit contains an SADRM or MDRM marker.

Once placed on the map, the revealed units may conduct Actions normally in Reaction to enemy Actions.

The placement of Hidden units on the map — whether voluntarily or involuntarily — will strip Concealment from any enemy unit that met the criteria for Concealment Loss [4.3.1] during the opposing player's Activation or Reaction Segment, immediately prior to their call for Reaction, i.e., retroactively.

20.10 Company Command Tanks (CO)

One or both forces listed in a mission may include a Company Command Tank representing a single AFV containing the company commander. A Command Tank may activate with any tank platoon in its company. In addition, an MSR may give a Command Tank additional abilities.

21.0 Winning the Game

Unless stated otherwise, a mission ends at the end of any game turn in which the Mission Objective has been achieved, or either side exceeds its CDL — or the Final Score exceeds the maximum Final Score listed in the mission.

The level of victory is based on the Attacker's Final Score as stated in each mission. A force may obtain its Objective and still lose the mission if it took too much time or suffered too many casualties.

21.1 Control of Terrain Objectives

All hexes within a player's setup area are considered controlled by that player at Mission start. If the attacking force does not set up on the board, the defender starts in control of all terrain objectives.

The last player to occupy a terrain objective hex with a non-vehicular combat unit is considered to be in control of that objective hex [EXC: An AFV, FV or HT can only control an objective hex by occupying that hex; once it exits that hex, control reverts back to the player having prior control of it.]

If the objective includes multiple hexes, such as a grove of woods, a ridge, or a hill, the last player to occupy even a single hex of a multi-hex objective would be considered to have control of that objective.

To control a bridge or ford, a player must control the bridge or ford hex and both adjacent entry hexes.

If both players have units in an objective, that objective is considered "contested", and is controlled by neither side.

21.2 Attacker's Final Score

The Attacker's Final Score is based on elapsed time, casualties, and any fulfilled mission-specific objectives, as stated in an MSR. Determine the Attacker's Final Score according to the following formula:

Elapsed Time (ET) +/– Casualty Points (CP) – Mission Objective Points (MOP), if applicable.

Casualty Points are the small red or black numbers in the lower right corner of the boxes on the Casualty Track. (Note: If Russian/Japanese, their Casualty Points are always one (1) CP per box instead of the 3 or 4 CP per box listed on the Casualty Track).

If the number in the box containing the Casualty marker is red, subtract the Casualty Points from the Elapsed Time. If the number in the box containing the Casualty marker is black, add the Casualty Points to the Elapsed Time.

Some Missions may assign Mission Objective Points (MOP) to terrain features or other items. Typically, the value of MOPs attained by the Attacker will be subtracted (–) from the Final Score. MOPs attained by the Defender will be added (+) to the Score.

An MSR may indicate an alternative way of using MOPs in determining victory.

21.3 Victory Level

Compare the Attacker's Final Score to the Level of Victory listed on the mission card to determine whether the attacker won, lost, or achieved a draw.

Example: The Americans are the attacker and there are no MOP listed in the MSR. The Elapsed Time for the attacker to complete the mission was 42 minutes. The Casualty marker at game's end is in the "attacker-3 box" on the Casualty Track. The Casualty Points listed for the attacker-3 box is 9. These 9 Casualty Points are added to the 42 minutes of Elapsed Time to get a Final Score of 51.

22.0 Optional Rules

22.1 Command & Control

Command & Control is applicable to the Maneuver Actions of the squads of the activated platoon only, and in no way affects their ability to Fire, Recover, or Withdraw [22.1 is not applicable to the Russians]. To be in command, a squad must be within three hexes of its platoon leader, or within three hexes of another squad of the same platoon that is in command.

Squads may be "chained," provided at least one squad is within three hexes of its platoon leader and all squads of the same platoon are within three hexes of another squad in the chain.

Any squad not in command that elects to Maneuver must use its full Maneuver Allowance and travel the shortest route possible to return into command.

Out-of-command squads cannot Maneuver into, or adjacent to, an enemy-occupied hex.

22.2 Skin in the Game (Role Play)

"Skin in the Game" provides players the chance to experience the risk and reward of leading a squad or platoon in small-unit combat through a series of missions.

Players begin as a squad leader (Sgt) and, depending upon their success, are promoted to 1st Lieutenant (Lt) and then to the final rank of Company Commander (Capt.) — provided they survive long enough.

At the beginning of each mission, each player secretly selects and records a specific squad or platoon leader (company commander, if Russian), as their on-board avatar. Note that the unit can be a different squad or leader in each mission.

If the player's avatar survives the mission, all Promotion Points (PP) earned by the avatar during the mission are added to the player's accumulated PP.

22.2.1 Accruing Promotion Points (PPs): A player accumulates Promotion Points (PPs) for the control and/or successful participation in an Assault resulting in the capture, defense, or destruction of one or more tactical objectives as listed in the Tactical Objective Table.

PPs for objectives earned in a single Assault are cumulative. While a squad earns PPs solely for actions undertaken by that unit, leaders earn PPs for the actions of all squads under their command (e.g., if your avatar was the 1st platoon/Able company leader [Murphy], you would earn PPs for the actions of each designated unit of 1st platoon/Able company).

While this gives players the ability to earn PPs faster, it also comes with a higher risk.

Example: An attacker winning an Assault against an enemy-occupied IP on a hill earns 3 PP [2 for the hill +1 for the IP]. If the defender wins the assault, they earn 2 PP [1 for the hill, +1 for the IP].

Players should keep a mission-log recording the PPs earned during each mission.

a) At the end of any mission during which a squad leader has accumulated 15 PP (25 if Russian) or more, it triggers a promotion to 1st Lieutenant (i.e., platoon leader or company commander, if Russian), who then starts over at zero PPs. b) At the end of any mission during which a platoon leader has accumulated 30 PP (45 PP if a Russian company commander), it results in a promotion to Captain (i.e., company commander (battalion commander, if Russian)).

22.2.2 Leader Casualties: A player's avatar is considered KIA and must immediately start over as a raw squad leader with zero PPs if it was eliminated during the mission, or it fails its survival check die roll at mission end. Otherwise, the player gains any PPs earned during that mission and can return to play in the next mission with their accumulated PP.

An avatar fails its survival-check die roll if the modified die roll ≥ 10. This die roll is increased by one: a) If the squad leader's avatar is reduced, but not eliminated during the mission or, b) for every two casualties suffered (fractions rounded up) by all squads of a platoon leader's avatar during the mission.

23.0 Design Your Own Missions

The following procedure allows players to construct their own Missions. Players determine the map configuration, the attacking and defending forces, and then bid to see who the attacking player will be. The lower bidder is the attacker.

Once this is determined, each player purchases support units. In each step during the construction of a mission, players should record the mission parameters agreed to on the DYO Mission Form. (Legal Note: Permission is hereby granted by the Designer and GMT to create copies of these sheets.)

  1. Determine Defender Frontage: Frontages have an influence on the size and type of mission selected. Each full sector, including half-hexes, is comprised of 11 by 14 hexes. When a sector is folded into a half-sector, it is comprised of 7 by 11 hexes.

    Frontage is defined as the width of the area defended and corresponds to the number of hexes along the Enemy and Friendly Board Edges (EBE & FBE).

    • A Narrow frontage runs along the sector-edge consisting of 7 hexes (the narrow side of a folded half-sector).
    • A Normal frontage runs along the sector-edge consisting of 11 hexes (the narrow side of an unfolded full sector).
    • A Wide frontage runs along the sector-edge consisting of 14 hexes (the wide side of an unfolded full sector).

    Example: If the defending force is small, say 1–2 platoons, and if an Advance Mission is selected, it would usually be better to conduct a mission on a narrow frontage; but if it is an Assault Mission, wherein specific terrain features are selected as the objective, a wider frontage would probably work best.

  2. Mission Map: Players determine the number of sectors to be included for the Mission Map (i.e., the "depth" of the field of play). Once determined, players may choose from the available map sectors to create their preferred Mission Map configuration, or alternatively, they may select the sectors randomly.

  3. Map Configuration: If more than one sector is selected, players place the geomorphic sectors together, end-to-end, oriented along the same type of frontage selected in Step 1 — in any order they wish, or in any combination, based upon random selection.

    This will result in the final map configuration for the mission. In this way, regardless of the depth of the field of play, the frontage remains consistent (i.e., narrow, normal, or wide).

    Example: If a narrow frontage is selected, all selected sectors should be placed end-to-end along a narrow frontage.

  4. Level of Hills: If any of the sectors of the map contain hills, players may agree on a level to assign the hills, or alternatively: make a single die roll and refer to the Hill Table to determine the levels of the hills for the mission by chance.

  5. Friendly Board Edge: Players may either agree on the defender and attacker FBEs, or that may also be determined by random selection.

  6. Mission Type and Objective: Based on the information available up to this point, players must determine the Mission Type and Objective. Mission Types and Objectives include:

    a) Assault Missions: The objective is to control specific terrain features agreed upon in advance by both players. Typically, these include terrain features such as towns, villages, individual urban or building-hexes, hills, hilltops, bridges or fords, crossroads, the "cutting off" of roads or the "clearing" of forest, etc. In addition, players may elect to assign a MOP for specified terrain features (e.g., certain crossroads, buildings, hills, etc.).

    An Assault Mission is completed at the end of any game turn in which the attacking player controls the mission objective, either side exceeds their CDL, or the Final Score is > the attacking player's bid plus (+) 10.

    Example: An Assault Mission has been selected and the players have determined that the mission objective is to control six of the nine rural buildings in Sector 1. The mission is completed at the end of any game turn in which the attacking player controls six out of the nine rural buildings in Sector 1, or either player has exceeded their CDL (i.e., "Sudden Death"), or the Final Score exceeds the winning bid by 10. In addition, the attacking player receives one VP for control of each enemy IP.

    b) Advance Missions: The objective is to clear all enemy forces from the specified sector(s). This Mission Type is completed at the end of any game turn there are no undisrupted and non-shocked enemy combat units in the specified sector, either side exceeds their CDL, or the Final Score is > the attacking player's bid plus (+) 10.

    c) Armor Engagement: Players may opt for an Armor Engagement in which all platoons of a player's base-force are AFV platoons.

    If an Armor Engagement is selected, Step 8 is ignored, and players agree on forces instead. Due to disparities in the AFV platoon strengths between nationalities, players should negotiate for equitable forces, taking into consideration the nature and particularities of the Mission Map, and the attacking force nationality's overall strengths and weaknesses.

    An Armor Engagement is complete at the end of any game turn in which either side exceeds their CDL, or the Final Score is > the attacking player's bid plus (+) 10.

  7. Defender Nationality: Players may either agree on the defender's nationality, or it may be determined randomly. If random, one player makes a die roll. If it is odd, it's Axis; if even, then Allies.

  8. Defending and Attacking Forces: Players determine the size of the forces, including the number of platoons and support points available, both for the defending and attacking forces. Players may agree on all the above, or they can refer to the Force and Support Table for assistance. Each column in the Force and Support Table states the number of platoons for both the defender and attacker, and support points available for the purchase of support units. Players select a single column corresponding to the force size they wish to use for the mission. The first number listed is the total number of platoons in the base force. The second number is the number of armor platoons in the base force.

    Example: If column "d" is selected, the defender's base-force will consist of two infantry platoons, one tank platoon, and 20 support points for the purchase of support units. The attacker's base-force will consist of five infantry platoons, one tank platoon, and 30 support points.

  9. Casualty Differential Limit (CDL): Varies, depending on the size of the defender's force. Players should discuss and negotiate, and finally agree on the respective CDLs for the mission.

    Alternatively, players may refer to the Casualty Differential Table and locate the column corresponding to the number of platoons in the defender's base-force. Each player then makes a die roll. If the die roll is even, the number in the even column is that player's CDL. If the die roll is odd, the number in the odd column is that player's CDL.

  10. Initiative DRM: Typically, the attacker Initiative DRM is (+2) and the defender is (0). Alternatively, players may agree to a different Initiative DRM to be used or make a die roll on the Initiative DRM Table to determine the Initiative DRMs for both the attacker and defender.

  11. Coordination DRM: For missions in which either force consists of two or more platoons, players may agree upon and record the Coordination DRM of each force, or they may make a die roll on the Coordination DRM Table to determine (and record) the Coordination DRM for both players.

  12. Mission Planning: Prior to determination of which player will be the attacker, players must agree and record whether: a) armor support is available, b) Dummies are in play, c) defender can set up Hidden [20.9], d) whether the half-hexes on the sector-sides (excluding the FBE and EBE) are in play.

    In order to determine who will be the attacking player, players should first study the map configuration, the forces and support available, mission type, and the objective — to come up with a mission plan.

    Based on this plan, players then secretly record their bid, which should be based upon what they believe will be the amount of time needed, plus the Casualty Differential target number required, to achieve or complete the attacker's mission (i.e., the Final Score [21.2]). The player with the lowest bid is then the attacker.

    The attacking player would then win the game if their Final Score is ≤ their bid and lose the game if the Final Score is > than their bid +10, otherwise the outcome is a draw.

    Example: If a player becomes the attacker with a bid of 25, the Final Score would have to be 25 or less for him to win; 26 to 35 for a draw, and they would lose if ≥ 36.

  13. Purchase of Supporting Units: Each player refers to the Support Purchase Table and secretly records their support units purchased. Ideally, neither player should know what the other player purchases. A player may never spend more support points than is available.

  14. Unit Selection: All units of a player's force, including their base-force, are randomly selected [20.6].

    Example: A player has a base-force of two platoons, two MGs, and one AT gun. For the platoons, the player determines the company from which they will be drawn, and then picks or determines the two specific platoons from that company. For the support units, the player selects, at random, two MG units from all the available MG units; and then selects at random one AT gun from all the available AT guns.

  15. Force Setup: The defender sets up first, in any hex farther than four hexes from the EBE. All rules in Mission Setup [20.0] are in force, unless agreed upon by both players. The attacker enters play in any hex along their FBE (the board-edge opposite the defender's board-edge).

Vehicular Maneuver Matrix

Reference chart (Series Rules p. 42) showing which vehicular Maneuver Actions can be combined with which. Read down the left column for the action taken first, across the top for the action considered next.

First Action ↓ / Then ↓ManeuverShoot & ScootHalt & FireReverseBypassOverrunTransport [Loaded/Unloaded]Assault/Reinforce
Shoot & ScootNo—NoNoNoNoYes [Riders must unload from an AFV when it fires – 10.4.6.2c]Yes [Fire Attacks are limited to Anti-Tank Fire – 10.4.2]
Halt & FireNoNo—NoNoNoYes [Riders must unload from an AFV when it fires – 10.4.6.2c]Yes [Fire Attacks are limited to Anti-Tank Fire – 10.4.3]
ReverseLimited to 3 MPNoNo—NoNoYesNo [EXC: A vehicle may Reverse out of an Assault hex or from a hex under Assault]
BypassYesNoNoNo—NoYesNo
OverrunYesNoNoNoNo—No [EXC: Halftracks transporting Passengers – 10.4.5.1c]Yes [provided all conditions of 10.4.5.2 and 10.5.1 are met.]
AssaultNoYes [Fire Attacks are limited to Anti-Tank Fire – 10.4.2]Yes [Fire Attacks are limited to Anti-Tank Fire – 10.4.3]No [EXC: A vehicle may Reverse out of an Assault hex or from a hex under Assault]NoYes [provided all conditions of 10.4.5.2 and 10.5.1 are met]No [EXC: Halftracks transporting Passengers - 10.4.5.1c]—

GMT grants permission to photocopy the form for personal use.

Unit Capability Table

Reference chart (Series Rules p. 43) summarizing which Actions each unit type is capable of performing.

CapabilityLeaderInfantry Sqd.Infantry Sec.MGLATWFTTowed GunFortified PositionAFVCarrier/FV Tracked/HTCarrier/FV Wheeled
Combat Unit—YYY——YYY——
Fire: Small Arms—YYY——Y¹YYY—
Fire: Anti-Tank—see 11.5asee 11.5a—Y—YYYY—
Fire: Split Fire (SA)—see 11.3.3dsee 11.3.3d———YYY——
Fire: Split Fire (AT)—see 11.5.4csee 11.5.4c———YYY——
Mortar/Illumination requestYYYY——YYMSR Only——
Maneuver Allowance (MP)Non-vehicular: Activation 3 MP (min. 2 hexes) / Reaction 2 MP (min. 1 hex) — see 10.1A5/R4A5/R4A6/R4
Maneuver: NormalYYYYYYsee 10.0c—YYY
Maneuver: Deploy—Y—————————
Maneuver: WithdrawYYYYYY—————
Maneuver: Assaultsee 10.5.1Y²Y²—see 10.5.1———Ysee 10.5.1—
Maneuver: FeintYYYYYY—————
Maneuver: Shoot & Scoot————————YY—
Maneuver: Halt & Fire————————YY—
Maneuver: Reverse————————YYY
Maneuver: Bypass————————YYY
Maneuver: Overrun————————see 10.4.5.2——
Recover: DisruptionPlt Ldr onlyYYYYYY————
Recover: RegroupingYYYYYYY————
Recover: RallyPlt Ldr onlyYYYYYY—Y——
Recover: Heroism—YY————————
Recover: Shock————————Y——

¹ Limited to Towed Guns with SAV. ² Out of Command Russians cannot Assault unless Heroic.

GMT grants permission to photocopy the form for personal use.

Game Credits

  • Designer: Mike Denson
  • Developer: Mark Buetow
  • Art Director: Justin Martinez
  • Production Coordinator: Kai Jensen
  • Executive Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley, and Mark Simonitch
  • Graphics/Art: Rick Reinesch, Charles Kibler, Dariusz Buraczewski, and Rodger B. MacGowan
  • Map Art: Liz Stephanoff
  • Rules and Playbook: Charles Kibler and Rick Reinesch
  • Package Art & Logo: Rick Reinesch and Mark Simonitch
  • Copy Editing and Proofing: Michael Neubauer
  • Key Contributors: Rick Reinesch, Bill Quoss, Mark Buetow, Marc Rivet, Jason Cawley, and Gary "The Breaker" Denson
  • Play Testers: Andrew Keith, Bill Murtha, Bill Quoss, Bryan Blad, Chad Licht, David Mauros, Gary Denson, John Reid, Marc Rivet, Mark Weaver, Noel Kinnear, Paul Van Etten, Sora Tsukishima
  • Vassal Module: Marc Rivet

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