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Lock 'n Load Tactical: Starter Kit

Lock 'n Load Tactical: Starter Kit Rulebook

Table of Contents

Table of Contents

  • Introduction
    • How to Use This Manual
    • Community & Support
  • 1.0 General Concepts
    • 1.1 Scale & Counters
      • 1.1.1 Squad Designations
    • 1.2 Dice
    • 1.3 Stacking
    • 1.4 Hexes
    • 1.5 Morale
      • 1.5.1 Morale Checks
    • 1.6 Support Weapons
      • 1.6.1 Tripod Machine Guns
      • 1.6.2 Jamming
      • 1.6.3 Flamethrowers & Satchel Charges
      • 1.6.4 Ordnance-Firing Support Weapons
  • 2.0 Outline of Play
  • 3.0 Rally Phase
    • 3.1 Self-Rally Pairs (SRP)
  • 4.0 Operations Phase
    • 4.1 Operations Complete Marker
  • 5.0 Fire Combat
    • Direct Fire Combat Summary
      • 5.0.1 Leaders' Influence on Combat
    • 5.1 Damage Check Table (DCT) Results
    • 5.2 Multiple Attacking Units
    • 5.3 Opportunity Fire
    • 5.4 Extended Range
    • 5.5 Maximum Target Modifier
    • 5.6 "A"-Superscripted Firepower (Assaulters)
  • 6.0 Movement
    • 6.1 Assault Movement
      • 6.1.1 Assault Fire
    • 6.2 Double-Time Movement
    • 6.3 Low Crawl
    • 6.4 Stealth Movement
      • 6.4.1 Stealth Assault Move
      • 6.4.2 Stealth Assault Fire
    • 6.5 Coordinated Movement
    • 6.6 Mounted Units
      • 6.6.1 Horse MUs (Cavalry)
      • 6.6.2 Motorcycle MUs
  • 7.0 Laying Smoke
  • 8.0 Melee Combat
    • 8.1 Post Melee
      • 8.1.1 Withdrawing From Melee
    • 8.2 Reinforcing a Melee
    • 8.3 Zero-Firepower Units
    • 8.4 Ambush
    • 8.5 "M"-Superscripted Units
    • 8.6 Cavalry Charges
  • 9.0 Administrative Phase
  • 10.0 Line of Sight, Spotting & Terrain
    • 10.1 Spotting
      • 10.1.1 Spotting Attempts
      • 10.1.2 Thermal Imaging Systems (TIS)
    • 10.2 Buildings & Hills
    • 10.3 Figuring Line of Sight
      • 10.3.1 Hills & Slopes
      • 10.3.2 LOS Along Hexsides
    • 10.4 Terrain Characteristics
      • 10.4.1 Hexes Within Hexes
    • 10.5 Other Terrain
      • 10.5.1 Streams
  • 11.0 Single-Man Counters (SMCs)
    • 11.1 Leaders
      • 11.1.1 Leadership Modifier (LM)
      • 11.1.2 Leadership Range (LR)
      • 11.1.3 Leaders & Combat
      • 11.1.4 Leaders & Melee
      • 11.1.5 Leaders & Skills
    • 11.2 Heroes
      • 11.2.1 Hero Creation
    • 11.3 Medics & Corpsmen
    • 11.4 Snipers
    • 11.5 Armor Leaders
  • 12.0 Skills
  • 13.0 National Characteristics
  • 22.0 Scenario Information
    • Sample Scenario: Assault on Vierville (Lock 'n Load Tactical v4.1 Starter Kit)
    • 22.1 Control
  • Glossary
  • Player-Aid Cards (PAC) Reference
    • Combat Tables 1 (LnLT PAC 01)
      • Direct Fire Summary (5.0)
      • Damage Check Calculation Table (5.0, 14.1, 18.1, 18.2)
      • Overrun (15.3)
      • Close Assault (17.1)
    • Combat Tables 2 (LnLT PAC 02)
      • Damage Check Table (DCT) (5.0, 14.1, 18.2)
    • Combat Tables 3 (LnLT PAC 03)
      • Direct Fire Table (DFT) Die Roll Modifications (5.0)
    • Combat Tables 4 (LnLT PAC 04)
  • WW2 Terrain Target Modifier Chart
  • Skills Reference
    • Heroes of Normandy Skill Reference Card (sample, module specific)
    • Modern Era Skills (11.1.5)
  • Modern Era Terrain Effects Chart
  • Starter Kit Scenarios
    • Scenario 1: Assault on Vierville
    • Scenario 2: Rejoining The Regiment
    • Scenario 3: The Weapons Cache
    • Scenario 4: A Friend in Need

Introduction

There are two versions of the LnLT Core rule manual; the largest is titled Lock 'n Load Tactical Core Rules Officer Edition, and the smaller is titled Lock 'n Load Tactical Core Rules Handbook Edition. Both editions have all the standard rules needed to learn and play the game. The Officer Edition has the following additional sections; Infantry Narrative, Vehicle & Ordnance Narrative, Print and Play edition of the LnLT Starter Kit, and the LnLT game Player-Aids. All these are available as separate PDFs for those who would rather use the Handbook Edition. Both the Officer Edition and the Handbook Edition are available online to view and download for free. We do update our manuals for typos, corrections, and clarifications from time to time. Players can find their manual revision number on the back cover under the bar code.

The manual contains the latest set of guidelines and regulations for the Lock 'n Load Tactical system. Over the years, the system has grown, and with input from the community and our own experience, minor changes, tweaks, rules clarifications, and subtle wording issues need to be addressed from time to time.

  • Notable content changes from older Core Rule Editions are presented in BLUE text.
  • New section or subsection headers are also in blue text, but existing rules content that has been re-organized remains in black text.
  • Examples, new ones or those from previous editions, are in RED italicized text.
  • Rules sections and charts that apply only to Modern-era games, such as Helicopters (19.2), have a red dot icon next to them.

As a quick overview, some of the significant modifications found in v5.1 are listed below.

One of the most significant changes that people will notice is the size of the manual. Core Rules Officer Edition is 280+ pages, and the Core Rules Handbook Edition is 180+ pages. Do NOT allow the size of the manual concern you. We have endeavored to integrate a lot of examples and present everything in a large font, so it is easy to read. In-depth examples of play have been included to show you how the game is played with a multitude of different situations.

Another major update is the layout of the Player Aid cards. We have revamped the look of the Player Aid cards, as well as expanded some of the tables on them, and included rules references for just about every condition shown on the Player Aid cards.

Support Weapons have been reworked with several new additions and changes to how the mechanics of SWs work. One of the major modifications that we have implemented is that every SW with a to-hit table can now fire from inside buildings, and we have laid out which SWs can fire from Bunkers and Caves as well.

  • We have clarified and laid out in a more complete form how Fire Combat is conducted.
  • We have clarified how the laying of Smoke is conducted.
  • We have clarified and cleaned up who and what can be used in a Melee and who is Melee eligible.
  • The Fate of Crews and Passengers in Vehicles that are attacked are clarified and expanded upon.
  • Vehicle Overruns have been expanded and clarified.
  • We have included a variety of new Off-Board Artillery Fire Missions that players can use to tailor their Off-Board Artillery usage.
  • We have added the ability for vehicles to take up Hull Down positions to reflect more accurate tank operations on the battlefield.
  • We have added the possibility that fires start and spread due to combat, a feature requested for many years.
  • Bombers have been included as part of the Core Rules.

These and a host of other clarifications and corrections await you to enhance and ease your Lock 'n Load Tactical playing experience.

Lock 'n Load Tactical is more than a game, it's a worldwide community of gamers. Our motto is "Play the game, not the rules" and our first rule is to have fun.

Developer's Note: When reading and using these rules, bear in mind that they are a statement of attributes (of concepts and what items represent) and abilities (of what is and/or is not allowed). Often, the rules are explicit about what a certain unit or weapon cannot do; however, if the rules don't state that a unit or a weapon can do something, it cannot be done. Even after considering this, if you still have a question, please use our community forums or our Lock 'n Load Tactical Facebook group to post your query.

How to Use This Manual

LnLT has two sets of manuals that are used in the LnLT system. The first one is the Core Rules which are available in two versions (Officer Edition and Handbook Edition). Both versions of the Core rules have all of the standard rules needed to learn and play the game, and the differences are written about in the introduction.

The second set is the Module Rules and Scenarios book or the Companion book. Both books include the game module rules, any special modules needed, and all scenarios. The difference between the two books is the Companion book also contains all the game charts and tables. The Companion book can be purchased separately and is perfect for those only wanting to play virtually online with simulators such as Vassal, Tabletop Simulator, or our digital computer games for the Mac and Windows PC.

The Core Rules are the base for all of our rules. Any Module Rules / Companion rules will supersede the Core Rules. Some scenarios may have special rules, which will supersede the Module Rules / Companion rules and the Core Rules.

Community & Support

Players can find online players and community resources via the Lock 'n Load Tactical Facebook group, the Line of Fire Online magazine (After Action Reports, tutorials, Boot Camp videos, resources, forums, articles), the Resource section of the forums (scenarios, counters, special rules, community-design ideas), and the Support Tickets section for damaged parts or other support needs.

1.0 General Concepts

1.1 Scale & Counters

The Lock 'n Load Tactical (LnLT) game system is played on a Map, or Maps, comprised of hexes. Each hex is approximately 50 meters wide. Most modules use standard geomorphic Maps that are 8 x 14 hexes, though some modules include larger historically based Maps. Each module's Terrain Effects Chart (TEC) Player-Aid Card (PAC, 1.9) contains images and significant details about the different terrain types.

LnLT has three counter sizes: 5/8", 3/4" and 7/8". The counters represent combat units and equipment, or are used as administrative or maintenance markers.

Multi-Man Counters (MMCs) include Squads, Half-Squads, vehicle Crews and Weapon Teams. (Mounted Units (MUs) are also considered MMCs, but they appear in limited use and are discussed at length in section 6.6.) The three numbers across the lower front of a MMC represent, from left to right, its Inherent Firepower (IFP), Range and Movement Factor (MF). Its MF represents the number of Movement Points (MPs) a unit has. Its Morale is the number in the circle in the upper-right corner.

Identification Badges: All Squads, Half-Squads and Single-Man Counters (SMCs) have an Identification Badge (IB) on the upper-left corner of their counter. The IB is usually a flag, a roundel or a combat formation's crest. (In Heroes of the Nam, only the US Marines have an IB; British Leaders in Heroes of Normandy do not have an IB.)

A Squad represents 8-12 men and is depicted by a 5/8" counter displaying two men. A Half-Squad or Crew represents 4-6 men and is depicted by a 5/8" counter with one man on it.

A Weapon Team (WT) represents 3-5 men and a heavy weapon, and is depicted by a 3/4" counter showing the weapon and two men. WTs are covered in section 1.7.

A Single-Man Counter (SMC) represents a single man or woman, and is depicted by a counter displaying an individual or a face. Leaders have a rank and name on the counter, and Heroes have a name. Leaders differ from other SMCs and MMCs in that they do not have an IFP or range on their counter; they have a Leadership Modifier (LM) on the right side between their Morale and MF. SMCs, including Leaders, Armor Leaders, Heroes, Snipers, Medics/Corpsmen and Scouts, to name a few, are covered in section 11.0.

MMCs, including WTs, and SMCs are also referred to as Leg units and infantry at times in the rules and on the Terrain Effects Chart (TEC), which delineates the Movement Point (MP) cost to enter each type of hex terrain or cross hexside terrain.

Support Weapons (SWs) are individual weapons that must be Fired by a Squad, Half-Squad, Crew or eligible SMC. SWs are covered in section 1.6.

Vehicles, fixed-wing aircraft and helicopters are on 7/8" counters, which represent a single vehicle or aircraft. Vehicles are covered in section 15.0 and aircraft, including helicopters, are covered in section 19.0.

Turns represent about 2-4 minutes in duration; though players should consider that, for all intents and purposes, all actions during a turn are taking place at approximately the same time.

Developer's Note: Throughout the rules are references to the Direct Fire Table (DFT) and the Ordnance Fire Table (OFT). Both can be found on the PACs (1.9), and so is another much-referred-to item, the Terrain Effects Chart (TEC).

DFT attacks (5.0) are made by non-ordnance-firing weapons, e.g., a MMC's IFP, and OFT attacks (14.1) are made by a MMC/SMC-possessed Support Weapon, Weapon Team or vehicle. Ordnance-firing weapons/units have a to-hit table on the back of the counter. Modifiers to both types of attacks are on the PAC, and the DCT depicts the severity of all attacks against units after a Damage Check (DC) is conducted.

1.1.1 Squad Designations

As the Lock 'n Load Tactical (LnLT) system has grown, so has the number of Squads (and Half-Squads) the system portrays. Thus, in a scenario's Order of Battle (OOB), Squads and Half-Squads are delineated in the following manner: Inherent Firepower (IFP) - Range - Movement Factor (MF) - Morale and Shaken Morale (if different), e.g., the US Army Squad from Heroes of the Nam is a 2-6-4-5.

If a side has units with the same Movement Factor but a different ability, such as Assault Movement (6.1), (AM) is added to the unit call-out in the OOB, e.g., 2-6-4(AM)-5.

1.2 Dice

The game uses a pair of six-sided dice. 1d6 means one die is rolled. 2d6 means two dice are rolled.

1.3 Stacking

In a hex, each side can have up to:

  • Three Squads (or their equivalent)
  • Two vehicles
  • Two SMCs

And these conditions apply:

  • One Weapon Team (1.7) or two Half-Squads/Crews are the equivalent of a Squad.
  • ATGM WT are the equivalent of a Half-Squad
  • Fixed-wing aircraft (19.1) do not count toward stacking limits.
  • Flying/Hovering Helicopters (19.2) do not count toward ground stacking.
  • Only one Helicopter or fixed-wing aircraft per hex.
  • Each vehicle/aircraft Wreck marker counts as one vehicle for stacking.
  • Only one Wreck marker can occupy a hex.
  • A player cannot move units through a hex if the sum of the moving and stationary units in the hex exceeds stacking limitations.
  • Passengers (MMCs/SMCs on or inside a vehicle; 16.0) are part of the vehicle, and cannot unload if their presence on the ground would exceed stacking limits; and they would be eliminated as necessary to conform to the stacking limits in case of a required Bailout (16.1.1).
  • These stacking limitations apply at ALL TIMES-unless otherwise stated in a scenario's special rules (SSRs).
  • You can always look at your opponent's stacks.

Developer's Note: Mounted Units (MUs) are considered MMCs, but have different stacking limitations, which are covered in section 6.6.

Some terrain types modify the stacking limit in a hex; others, such as Multi-level Buildings and Bunkers create the existence of a second hex within a hex (10.4.1), with its own stacking limit.

Stacking Example: A hex containing a Building with two levels can have three Squads on the ground level and three Squads on the upper level. The two stacks are separated by an Upper Level / Floor marker.

Developer's Note: You will notice that Upper Floor markers are now Vehicle marker sized. This will allow you to see and differentiate units between units on Ground Floor and Upper Floor now. You will also note we have changed the name from Upper Level to Upper Floor. They are identical in how the counter works, and both terms can be used interchangeably.

Not all vehicles can enter (attempt to Rubble) all Buildings. Consult 15.1.2 and the Terrain Effects Chart (TEC) for details. Vehicles, obviously, cannot occupy the second story of a Multi-story Building or set up in a Building.

1.4 Hexes

As stated in 1.1, a hex is approximately 50 meters wide. Unless otherwise noted in the scenario's special rules (SSRs), the half-hexes along the edge of the Map are playable and have the same stacking limitations and movement cost as full hexes. If two or more Maps are joined to make a larger playable area, any pair of joined half-hexes where Maps meet are considered a full hex. In almost all cases, these joined hexes are Clear or Road hexes.

The terrain surrounding a hex's center dot defines the level (elevation) and terrain type of the hex. See the Terrain Effects Chart (TEC) for images, examples, effects on movement and Target Modifiers (TMs).

1.5 Morale

In LnLT each unit has a Morale Rating in its upper-right corner. A unit's Morale represents its training and willingness to fight. There are two Morale states: Good Order (GO) and Shaken. GO units are cohesive, buff and ready to fight. They are depicted by the front of the unit's counter.

Shaken units are frightened, timid and disorganized. The back of the counter depicts this. Many things can shake a unit's confidence, but a poor result on the Damage Check Table (DCT) is the primary instigator.

1.5.1 Morale Checks

Most Morale Checks (MCs) involve Shaken units and are performed during the Rally Phase (3.0), but other actions, such as a Close Assault on a vehicle (17.1), require a MC by a GO unit during the Operations Phase (4.0). Morale Checks are resolved as follows:

  • Roll 2d6, sum the dice and apply any modifiers.
  • The only modifiers that can be applied to an infantry MC (including a rallying attempt) are a Leader (11.1), Chaplain (11.8), Nurse (11.10), or Piper's (11.11) Leadership Modifier (LM, 11.1.1) and a -2 for being in a hex with a positive Target Modifier (TM, see TEC, 1.9).
  • If the result is equal to or less than the unit's Morale Rating, it passes the check; flip the counter from its Shaken side back to its GO side, if this was a rallying attempt.

1.6 Support Weapons

Support Weapons (SWs) are 5/8" counters with the illustration of a weapon such as a machine gun, Bazooka, Flamethrower or Satchel Charge. They have no Crew and must be carried and Fired by a MMC (but not a Weapon Team) or eligible SMC-Leaders (11.1), Heroes (11.2), Scouts (11.6), Commissars/Political Officers (11.7) or Advisors (11.9). A side uses SWs that are the same color as their units; in some cases, SWs are shared by friendly sides, e.g., the NVA and the VC in Heroes of the Nam. Most SWs are used during direct fire (5.0) and the numbers on the front of the counter represent, from left to right, Firepower (FP) and Range.

Support Weapon Example 1: The Bren machine gun has a FP of 1 and a Range of 7.

The following conditions pertain to SWs:

  • A Squad can carry up to two SWs.
  • A Half-Squad or Crew can carry one SW and an eligible SMC (11.0) can carry one SW but forfeits two Movement Points (MPs) while doing so.
  • The unit directly above a SW possesses that weapon.
  • A Squad can fire one SW and retain its Inherent Firepower (IFP), or fire two SWs and forfeit its IFP.
  • A Half-Squad or Crew can fire one SW, forfeiting its IFP in the process.
  • Eligible SMCs (11.0) can fire a SW, be it captured or friendly, but do so at half the SW's FP (fractions rounded up), or with a +1 die-roll modifier (DRM) on the to-hit roll if the SW uses the Ordnance Fire Table (OFT, 14.0/1).
  • Two eligible SMCs Crewing/firing a SW fire it without penalty (at full FP, no OFT DRM); both SMCs have to be in Good Order (GO).
  • Heroes (11.2) firing a SW forfeit their IFP.
  • Units that can't use their IFP if they use a SW (Heroes, Half-Squads, etc) can choose to use either, depending on the situation. Thus a Half-Squad toting a bazooka (NME SW) could use its IFP in Melee and, in another turn, use the bazooka against a vehicle.
  • Medics/Corpsmen (11.3), Snipers (11.4), Armor Leaders (11.5), Chaplains (11.8), Nurses (11.10), Pipers (11.11) and Marksman (11.12) cannot carry or fire SWs.
  • Leaders (11.1) that fire a SW forfeit their Leadership Modifier (LM, 11.1.1), even in their own attack.
  • If a Squad carrying two SWs is reduced to a Half-Squad, it must drop one SW of its owner's choice. If a unit carrying one or more SWs is eliminated, the SWs remain in the unit's hex.
  • During the Rally Phase (3.0), SWs can be dropped or destroyed by a GO MMC or SMC; leave a dropped SW in the hex, remove destroyed SWs from the Map.
  • During the Operations Phase (4.0), SWs can be abandoned by GO or Shaken units that exit a hex for any reason; leave an abandoned SW in the hex, and those that were assembled on their assembled side.
  • During the Rally Phase, GO MMCs/SMCs not locked in Melee (8.0/1) can swap SWs.

A Support Weapons Portage and Usage Table is on one of the LNLT PACs (1.9), for easy reference of which units can carry and use SWs, plus additional limitations and exceptions.

1.6.1 Tripod Machine Guns

Machine guns shown with a tripod are special SWs. They cannot be moved when pictured with the tripod side up. Thus, units possessing a SW on its tripod side cannot move without abandoning their SW.

A GO MMC or SMC can flip the counter to its tripod/assembled or bipod/dismantled side during the Rally Phase unless the MMC or SMC is locked in Melee (8.1). A tripod machine gun's other side depicts the weapon in either bipod configuration or dismantled. Either can be transported like any other SW. When units enter a scenario from off of the Map, their tripod weapons are either dismantled or in bipod configuration. Shaken MMCs/SMCs can dismantle-but not assemble-a tripod SW during the Rally Phase.

A MG SW in tripod configuration on the upper level of a Multi-story Building or on a Rooftop (10.6) cannot fire on units on the lower level of that same Building hex, and vice-versa.

1.6.2 Jamming

Some SWs have the potential to jam and/or be damaged when firing. These SWs have a "J" superscript above their Firepower (FP). Whenever one of these machine guns is participating in a Fire Combat (5.0) attack (not Melee) and the unmodified opposed die-rolls match (e.g., both players roll a 1), the MG jams. Flip the MG to its "Jammed" side and subtract its FP from the attack.

During the next Rally Phase, if the jammed MG is in the possession of a Good Order SMC or MMC, roll 1d6: if the result is a 1 (1-2 if the scenario takes place on a Map containing Sand), the MG is jammed for the remainder of the scenario; if the result is a 2-6 (3-6 if the scenario takes place on a Map containing Sand), flip the MG over to its unjammed side. If more than one jam-potential MG is attacking, only one, determined randomly by the owning player, jams.

1.6.3 Flamethrowers & Satchel Charges

Flamethrowers are unique SWs that have three special capabilities: they can be used in Melee (8.0), they can cause targeted units to retreat, and they can be used in Close Assault (17.1).

If a Flamethrower, or a multiple-unit attack that includes one, Shakes an enemy unit when firing on the DFT, the Shaken enemy unit must retreat one hex, and the following conditions apply:

  • The retreat must increase the distance between the retreating unit and the unit conducting the Flamethrower attack.
  • The retreat cannot reduce the distance between the retreating unit and any other enemy unit in the retreating unit's LOS (10.3).
  • Retreating units are marked with a Moved marker and may trigger Opportunity Fire (5.3).
  • If the unit has no hex into which it can legally retreat, it is eliminated.

A Satchel Charge is a rucksack stuffed with TNT. It can be used as follows:

  • In Melee (8.0)
  • Thrown into an adjacent hex, including into or out of the upper level of a Multi-story Building or up or down a Hill, at any level.
  • When Close Assaulting (17.1) a vehicle.

The following conditions also apply:

  • Satchel Charges are used once and then removed from the Map.
  • Satchel Charges can be used by any unit that is eligible to use a SW.
  • Leadership (11.1.1) does modify Satchel Charge attacks unless the Leader himself is using the Satchel Charge.
  • Satchel Charge attacks do not receive any other DFT attacking unit's die-roll modifications.
  • Its FP is never halved when used by an eligible SMC.
  • Resolve the Satchel Charge attack as you would any other SW.

Support Weapon Example 2: A 2-6-4 Squad throws a 6-FP Satchel Charge into an adjacent hex; it attacks the hex with a FP of 6. On the other hand, if the same Squad fires its IFP into the adjacent hex AND throws the Satchel Charge, it attacks the hex with 10 FP (2 for its IFP + 2 for firing its IFP at an adjacent hex + 6 for the Satchel Charge).

1.6.4 Ordnance-Firing Support Weapons

Some SWs, such as Bazookas and Anti-Tank Rifles (ATRs), fire ordnance (14.0/1) and use the Ordnance Fire Table (OFT); they have a to-hit table on the back of their counter and a number or an asterisk in a box on the lower-right front of their counter. The number in the box represents its High-Explosive-equivalent (HE), which is used against non-armored targets; the asterisk indicates that it cannot be Fired against non-armored targets.

Section 14.1 contains the procedure for firing ordnance.

Unless noted in module-specific rules, ordnance-firing SWs have unlimited ammo-they are not single-use weapons.

SWs that use the OFT can be Fired from Buildings, but not from Caves (10.7) or Bunkers (21.1). Anti-Tank Rifles (ATRs), the French FLG APAV (23.2.5) and the British PIAT (23.1.1) don't suffer any such restrictions. ATRs include the British and French Boys .55, the Soviet 14.5 PTRS, the Italian Solothurn 20 mm (23.1.5), the Japanese Type 97 and the German PzB39. All OFT SWs can be Fired from Rooftops (10.6), though the British PIAT cannot fire at targets that are at a lower level.

  • Attacker targeting units with Ordnance SW allowed to fire from Buildings but not from Bunkers or Caves, in a building and marked Fired, benefits from a +1 on the DFT and a -1 on the OFT.

1.6.5 Mortar Support Weapons

Mortar SWs must be carried, Crewed and Fired by a Squad, Half-Squad, Crew or eligible Single-Man Counter (SMC). Mortar SWs have a Firepower (FP) and a range. A Mortar SW's range is printed as a minimum range to a maximum range.

Support Weapon Example 3: The British 51 mm Mortar SW has a minimum range of 2 hexes and maximum range of 9 hexes; this means it cannot fire at targets in adjacent hexes.

Mortar SWs can only fire at spotted hexes, but can attack in one of two ways:

  1. The Mortar can fire directly at units in spotted hexes in its LOS. Roll 2d6, choose the higher of the dice and add it to the TOTAL FP of the attack the Mortar is participating in, apply all DFT modifications and resolve the attack.

    Support Weapon Example 4: A British 1-7-4-5 Squad with a 51 mm Mortar SW fires at a target five (5) hexes away. The British player rolls 2d6, selects the higher die, adds it to three (3) (3 = the Squad's IFP of 1 + the 51 mm Mortar's FP of 2), and resolves the attack as per 5.0.

  2. The Mortar can fire indirectly, and does not need to have a LOS to the spotted hex if the unit Crewing the Mortar is adjacent to a friendly unit that does. The following applies to indirect attacks:

    • Only Squads, Half-Squads, Crews, Advisors, Leaders, Heroes, and Scouts not yet marked with a Moved, Fired, Ops Complete, Assault Move, Low Crawl, Stealth, Hit & Run (H&R) or Melee marker can direct the Mortar's fire.
    • When firing indirectly, the Squad firing the Mortar does NOT add its IFP to the attack.
    • A Leader's Leadership Modifier (LM, 11.1.1) does NOT affect the Mortar's FP when firing indirectly, nor does degrading terrain reduce it, but other DFT modifiers apply.
    • Units that direct the Mortar's fire are marked Ops Complete (4.1).

Support Weapon Example 5: A Japanese 1-5-4 Squad with a 50 mm Mortar SW has a blocked LOS to American units in a spotted hex five hexes away, but Sgt. Hiro (7-1-6), in an adjacent hex, does have a clear LOS to the American-occupied hex; thus the Japanese Squad can fire its 50 mm Mortar indirectly. The Squad does not add its IFP of 1 to the attack and Sgt. Hiro's LM of 1 cannot be added to the Mortar's FP either. But the terrain blocking the Squad's LOS does not affect the Mortar's FP. After the attack, the Squad is marked with a Fired marker and Sgt. Hiro is marked Ops Complete.

The following rules also apply to Mortar SWs:

  • Mortar SWs CANNOT be Fired from Buildings, Bamboo Huts, Heavy Jungle, Dense Palms or Forest hexes, or from a Bunker (21.1).
  • A unit can spot a hex and still direct the Mortar's fire in the same impulse.
  • A Mortar SW's FP is never halved as part of a multi-unit attack (but IS halved, fractions rounded up, if Fired by a lone SMC).
  • Do NOT place a FFE marker in the target hex after firing a Mortar SW; these Squad-level weapons rarely expended the amount of ammo needed to create a barrage.
  • Mortar SWs cannot Opportunity Fire.
  • Mortar SWs are not Melee-eligible SWs.
  • Mortar SWs cannot be moved when the assembled (FP and Range showing) side is up.
  • A Good Order MMC or SMC(s) can flip the counter in the Rally Phase. If forced to retreat from a hex because of an Overrun (15.3), a Flamethrower (1.6.3) or a Molotov Cocktail attack (1.6.7), the Mortar is abandoned and left in the hex.
  • Mortar SWs can be voluntarily abandoned during the Operations Phase if the possessing/Crewing MMC or SMC(s) choose to leave the hex.
  • An attack that includes more than one Mortar SW combines the FP of each Mortar and still only rolls 2d6, choosing the higher die.
  • SW Mortar attacks are unaffected by Hills, hexside terrain (such as Wall, hedges, etc.), degrading terrain hexes (up to a maximum of 2 such hexes), unless they direct fire with another unit.
  • SW Mortar must select their target (vehicle or Leg units) in a hex; they don't affect the whole hex like Mortar WTs and Off-Board artillery do (17.4). That target must be the same as the unit direct firing the Mortar SW, if any.

Support Weapon Example 6: A British 1-7-4-5 Squad possesses two 51 mm Mortar SWs (2 FP each). The Squad forfeits its IFP for the attack since it is firing two SWs, and conducts the attack by rolling 2d6, choosing the higher die and adding it to 4 FP.

Examples of Mortar SWs include the British 51 mm Mortar, the Japanese 50 mm Mortar and the Italian Brixia 35 (45 mm) Mortar.

1.6.6 Anti-Aircraft Support Weapons

Blowpipes, Stingers and SA-7s are examples of Anti-Aircraft (AA) SWs that fire surface-to-air missiles. The blue or green numbers on the to-hit table on the back of the counter indicate that it is an AA SW. See section 19.1.1 for the procedure on firing AA SWs.

The following rules apply to AA SWs:

  • AA SWs can only be Fired at fixed-wing aircraft and helicopters (19.1/2).
  • AA SWs cannot be Fired from Buildings, Huts or Bunkers.
  • An AA SW cannot be Fired unless it has LOS to its target; thus during Night Combat (20.0) the target must be within two hexes of the firing unit or within the hexes illuminated by a Star-Shell (20.2).

1.6.7 Molotov Cocktails

Molotov Cocktails are single-use Support Weapons with unique characteristics, including a range of 1 hex and a Firepower (FP) of 1.

The following rules pertain to the use of Molotov Cocktails:

  • Molotov Cocktails can be used whenever a unit is eligible to use a SW.
  • They are used once and then removed from play.
  • They can be used along with a MMC or SMC's IFP during direct-fire attacks against infantry (5.0) and vehicles (17.2/3).
  • They can be used in Melee (8.0).
  • Their FP is added to a unit's IFP when Close Assaulting a vehicle (17.1).
  • If a Molotov Cocktail, or a multi-unit attack (5.2) that includes one, Shakes an enemy unit when firing on the DFT (not when used in Melee) the enemy unit must retreat one hex, as described in 1.6.3 for Flamethrowers.
  • If a Molotov Cocktail, or a multi-unit attack (5.2) that includes one, Shakes a vehicle when firing on the DFT (17.2/3) the Crew must Abandon the vehicle and retreat one hex, as described in 1.6.3.
  • Leadership Modifiers (LMs, 11.1.1) DO affect Molotov Cocktail attacks, unless the Leader is throwing it himself.
  • Molotov Cocktails receive no other DFT modifications, although a MMC using its IFP in addition to throwing the Molotov Cocktail receives DFT modifications if applicable.
  • A Molotov Cocktail's FP is NOT halved when used by an eligible SMC (Leader, Hero, Scout, Advisor).

1.6.8 Captured Support Weapons

There are two kinds of captured SWs: assigned and picked up.

Assigned: Some games in the LnLT system have captured enemy SWs as a part of the countermix. These SWs are assigned in a scenario's Order of Battle (OOB, 22.0) and have the same background color as the side to which it is assigned. The possessing units are deemed to have trained with the weapon and suffer no penalty for using them.

Picked Up: Abandoned or dropped enemy SWs (and friendly SWs) can be picked up during a scenario either during the Rally Phase (3.0)-and only by GO MMCs/SMCs that are not locked in Melee (8.0/1)-or during the Operations Phase (4.0) by a moving GO MMC/SMC at a cost of an additional 2 Movement Points (MPs). Captured enemy SWs that have been picked up during a scenario can be used, but with the following stipulations:

  • The first attack that fails to cause a Damage Check (DC, 5.0) on the Damage Check Table (DCT) or score a hit, if firing ordnance such as a Bazooka and using the OFT (14.0), removes the SW after the attack.
  • If used in Melee (8.0) and the enemy is not eliminated, the captured SW is removed from the game in the Administrative Phase (9.0).
  • If used in a Close Assault, a captured SW is removed from play if it fails to destroy a vehicle in Close Assault.

1.7 Weapon Teams

Weapon Teams (WTs) are MMCs that represent heavier or more specialized weapons along with their Crew. They are on 3/4" counters that show the Crew firing the weapon, such as a heavy machine gun, anti-tank gun or mortar.

The Crew manning these weapons often represent the best soldiers in the company and hence have better Morale, can Self-Rally (SR) and possess other unique advantages. WTs cannot be carried or Fired by other units; they have their own Movement Factor (MF) and IFP or HE-equivalent, depending on the weapon type. WTs have the following restrictions:

  • Only machine gun (MG) Weapon Teams can set up in or enter Buildings (Huts, Stone/Heavy Construction and Wooden/Light Construction Buildings), Rooftops (10.6) and Bunkers (21.1), or cross hexside terrain.
  • Only MG and Mortar WTs can set up in or enter a Cave (10.7).
  • WTs cannot possess or fire SWs.
  • WTs fire separately from other units in their hex, even when firing during the same impulse.
  • WT can attack a different target than other units in their hex in the same impulse, but they must attack the same hex while doing so.
  • WTs cannot enter Melee (8.0). If engaged in Melee, non-MG WTs defend with a nominal FP of one (1), and cannot counterattack. WTs depicting a MG can defend AND counterattack with their full IFP. To be clear, WTs depicting machine guns cannot enter Melee (i.e., move into a Melee hex), but can defend AND counterattack with their full IFP.
  • If a WT is eliminated, its weapon is considered destroyed and cannot be captured or re-Crewed as SWs can.
  • Some WTs (indicated in each module) cannot move; they use their MF to pivot within their hex.
  • WTs cannot use Double-Time Movement (6.2) or Low Crawl (6.3).
  • Non-MG WTs cannot be passengers (16.0) on vehicles unless specified in a module-specific or Special Scenario Rule (SSR).
  • WTs cannot Close Assault (17.1) vehicles.
  • A MG WT on the upper level of a Multi-story Building or on a Rooftop (10.6) cannot fire on units on the lower level of that same Building hex, and vice-versa.
  • Mortar WTs are covered in section 18.1.
  • The Russian AGS17 and the KPV are exceptions to the general rule allowing only MG WT to set up in or enter Buildings (Huts, Stone/Heavy Construction and Wooden/Light Construction Buildings), Rooftops (10.6) and Bunkers (21.1), or cross hexside terrain.

1.7.1 Ordnance-Firing Weapon Teams

Weapon Teams (WTs) with a to-hit table on the back of their counter fire ordnance (14.0). They also have a red arrow in the upper-left corner of their counter, and can only fire in the direction defined by the arrow, as explained in the section on ordnance (14.0/1).

They need to change facing to fire at enemies outside their arc of fire. They can change facing within their hex at a cost of 1 MP per two vertices pivoted. WTs pivoting in their hex expose themselves to Opp fire.

During an impulse, all ordnance-firing WTs can rotate/pivot, up to their MF, and fire, which incurs a +1 penalty on the Ordnance Fire Table (OFT)-and is permitted when conducting Opportunity Fire (5.3) with the same +1 penalty-or they can face any direction after entering a new hex. Place a Moved marker on a WT that pivots and a Fired marker on one that fires or pivots and fires. Section 14.1 contains the procedure for firing ordnance.

If a WT fires ordnance it has a boxed value next to its Morale; this is the HE-equivalent, and it's the Firepower the WT's ordnance (gun) uses to attack non-vehicle targets on which it has scored a hit. An asterisk (*) in the box means the weapon has no HE-equivalent. If "N x" precedes the HE-equivalent, "N" is the number of times the WT's ordnance can fire in its impulse. A WT that can fire its gun more than once can fire at more than one target in the same impulse but the targets must be in the same hex or an adjacent hex.

1.8 Event Markers

Some scenarios include Event markers. These markers, when activated, initiate special events (such as unexpected reinforcements, story-telling elements, etc.) that bring the scenario to life.

There are two types of Event markers in LnLT: Occupation and Line of Sight.

Occupation markers are activated when the side indicated in the scenario occupies the marker's hex. If no side is indicated, both sides can activate the marker. These new Event Markers will be used in upcoming modules to expand upon the type of events in future games.

Line of Sight markers are activated when the side indicated in the scenario has a Line of Sight to the marker's hex. When an Event marker is activated, read the indicated paragraph from the scenario's Paragraphs section (22.0). No reading ahead-it spoils the fun!

Developer's Note: Events add a lot of intrigue, suspense and fun to a scenario. The best Events have multiple outcomes, which make for better replayability. Knowing the outcome of an Event does not, however, inhibit a scenario's replayability, and thus should be treated like expected and/or conditional reinforcements.

1.8.1 Victory and Objective Markers

Some scenarios include Victory Locations and others include Objectives. These counters are now available for players to place on the map to keep track of the locations. The counters are Weapon Team sized so they stand out more on the map and you will be able to see them easier if there is a stack of units on the Victory Location or the Objective location. The Victory markers are used to denote Victory Locations on the map and players decide what color they wish to use to represent them.

The Objective markers are labeled A-D on the back sides and are used to represent hidden variable victory points or special conditions that are in effect when one side or another is in possession of the Objective marker as directed by Module rules and Scenario Special Rules.

Developer's Note: These new counters are not in all modules at this time.

1.9 Player-Aid Cards (PAC)

Each complete game in the LnLT system comes with a set of Player-Aid Cards (PACs).

  • Terrain Effects Chart (TEC), (Module Specific)

  • Turn Record Track (Module Specific), including the Turn record and Fate Point track, Casualty Boxes, Optional Vehicle Size DFT DRMs and Step Reductions

  • Skills Reference (Module Specific)

  • Combat Tables 1 through 4 (LnLT PAC 01-04)

  • Off Board Artillery Summary (LnLT PAC 08)

  • Weapons Ammo and Targets, Melee Tables, Rules Reference and Outline of Play PACs (the v5.1 PAC contents are reproduced in the Player Aids sections at the end of this document)

The Turn Track PAC also contains the Squad to Half-Squad step reductions, the Optional Vehicle Size OFT DRMs and Optional Speed Modifiers Tables (15.6). Also provided on this PAC are boxes for placing each side's Casualties.

Developer's Note: The Vehicle Size OFT DRMs and Optional Speed Modifiers Tables are only provided in the newer module editions and are not available in the older game editions.

The Skills PAC is a one- or two-sided PAC that contains the information pertaining to all of the Skills (12.0) in a particular game. Those who wish to free up table space or prefer using Playing Cards can order Skill Card Decks from Wargame Vault. You can find more information in the Series Resource section of this game manual.

The Combat Tables are two double-sided PAC and includes the Damage Check Calculation Table, Damage Check Table, Direct Fire Table Die Roll Modifications and the Ordnance Fire Table Die Roll Modifications.

The Weapons Ammo and Targets is one double-sided PAC and provides summary for Small-Arms, Ordnance and modifiers.

The Melee Tables has everything you need for in your face hand to hand combat and is one single-sided PAC.

The Off Board Artillery Summary is a single-side PAC and contains all of the different fire mission types and their effects.

The Rules Reference contains summaries of almost all game actions on one double-sided PAC.

The Outline of Play PAC is double-sided PAC, and contains a detail outline of play as well as summaries of how to conduct gameplay actions such as Direct Fire (5.0), Spotting (10.1), Melee (8.0), Close Assaults (17.1) and Overruns (15.3).

Expansion modules contain a Turn Track PAC and, in some cases, other necessary PACs that feature pertinent information.

Developer's Note: The Player Aid Cards listed are for 5.1. Note that older editions of the cards from previous games may have different titles and names. All of these new charts and tables can be found at the back of this rule book.

2.0 Outline of Play

Each game turn consists of three phases: a Rally Phase, an Operations Phase and an Administrative Phase.

In the Rally Phase (3.0), Shaken units can be rallied and Half-Squads can be combined. Additionally, if there are no enemy units in a hex, eligible Good Order (GO) units can pick up dropped/abandoned Support Weapons (SWs) or swap SWs with other eligible GO units.

During the Operations Phase (4.0), the players alternate impulses. In an impulse, one hex and all the units in it can be activated to fire, move, low crawl or any other unit-eligible action. When activating a Leader (11.1), units not only in the Leader's hex but also in all hexes adjacent to the Leader's hex can be activated; this is because Leaders have an inherent Leadership Range (LR, 11.1.2) of one (1) hex. Wounded Leaders lose their LR.

In the Administrative Phase (9.0), players clean the Map of irrelevant markers, including Fired, Fire for Effect, Moved, Assault Move, Low Crawl, Ops Complete, Smoke 2, Starshell and Spotted markers. Smoke 1 markers are flipped to Smoke 2 markers. Fire 1 markers are checked to see if they go out or grow to Fire 2, then check to see if any Fire spreads from hex to hex.

3.0 Rally Phase

The Rally Phase (RP) on Turn 1 of a scenario rarely has anything for a player to perform, and the initiative is called out in a scenario's Scenario Essentials section (22.0).

Thereafter, at the start of the Rally Phase, each player rolls 1d6. The player who rolls highest has the initiative (first impulse) on that turn. Ties go to the player who had the initiative the previous turn.

During the RP, the player with the initiative rallies any Shaken units first. When he is finished with all rally attempts, the other player performs his rally attempts. The player with the initiative not only tries to rally any Shaken units first but also do all the actions that are allowed in the Rally phase, in particular assembling/dismantling tripod SW, before the second player tries to rally.

A Shaken unit rallies when it passes a Morale Check (1.5.1). In each hex, Shaken Leaders rally first. Shaken Leg units in the same hex with a Good Order Leader (11.1), Hero (11.2) or Chaplain (11.8) can attempt to rally by rolling less than or equal to their Morale with 2d6. Medics/Corpsmen (11.3), Nurses (11.10) and Pipers (11.11) can also rally Shaken units, with some exceptions.

The following conditions/modifiers apply to rally attempts:

  • If a Leader, Chaplain, Nurse or Piper is in Good Order (GO), his or her Leadership Modifier (LM, 11.1.1) is subtracted from the dice-roll of all Shaken units (see below for other pertinent conditions). Nurses can only attempt to rally a maximum of two units (11.10).
  • All units in terrain with a positive Target Modifier (+TM), including those with hexside terrain like Walls (if any/all enemy fire would cross the Wall hexside), subtract two (-2) from their dice-roll. (TMs are listed on the Terrain Effects Chart (TEC). For otherwise Clear Hill hexes to qualify, any/all enemy fire would have to be uphill.
  • Armor Leaders (11.5 and 15.4) can only rally the tank/vehicle they are Crewing. Armor Leaders don't rally their vehicle per se; they lend them their Morale value.
  • Vehicles can always attempt to rally whether they have an Armor Leader or not.
  • Units marked with SR or SRP (3.1) on their Shaken side can Self-Rally.
  • Leg units without a GO Leader, Chaplain, Nurse or Piper in their hex CANNOT attempt to rally.
  • Leg units in a hex with a Hero can attempt to rally.
  • Leaders, Heroes, Medics/Corpsmen, Chaplains, Nurses and Pipers can only rally units whose counters have the same background color and Identification Badge (IB, which is on the top left of a counter) as the SMC (Exception: Weapon Teams).
  • Weapon Teams (1.7) and ALL SMCs, whether designated with a SR or not, can Self-Rally without a Good Order (GO) Leader, Chaplain, Nurse or Piper, or Hero, in the hex. If they are in the same hex, LMs can be applied to the rally attempt.
  • Each unit can only attempt to rally once per RP, but a Medic/Corpsman (11.3) trying to flip a Shaken MMC/SMC to its GO side does not constitute a rally attempt.
  • A just-rallied Medic/Corpsman can heal/rally another unit in the same RP. A just-rallied Nurse cannot.
  • Eligible Shaken units locked in Melee (8.0/1) can attempt to rally.

Developer's Note: For Leader rules, consider the words "color", "type" and "nationality" synonymous and interchangeable.

Half-Squads can only be created by combat or provided in a scenario's Order of Battle (OOB). Two GO Half-Squads (not Crews) of the same type (same IB) and from the same root Squad (as denoted in module-specific rules, in National Characteristics (13.0), under Squad reduction) can join to form a Squad if they are in the same hex as a GO Leader of the same type (same IB). The units cannot be locked in Melee (8.1).

If recombining Half-Squads can result in more than one type of Squad and you can't clearly remember or figure out their parent Squad, roll a die to decide which Squad they will form.

Any GO MMC, excluding WTs, or eligible SMCs can pick up an unpossessed SW present in the hex if the hex contains no enemy units. Friendly GO units in the same hex can also swap SWs. Place a SW directly beneath a unit that possesses it. GO MMCs/SMCs can also flip tripod/assembled SWs and Mortar SWs to their bipod/dismantled side, and vice versa.

SWs can be destroyed in the RP by any GO MMC (but not WTs), Leader, Hero, Scout or Advisor. Remove destroyed SWs from play.

3.1 Self-Rally Pairs (SRP)

Some elite MMCs have SRP on their Shaken side. MMCs marked with SRP on their Shaken side can Self-Rally, but, to rally, they must roll a pair-any pair-on their 2d6 Morale Check. The pair does NOT have to be equal to or less than its Morale. A terrain's Target Modifier (TM) and Leadership Modifiers (11.1.1) do not affect the die-roll.

SRP Example 1: A Shaken 2-3-4(AM)-6 French Foreign Legion Squad is in a Hammada hex (+2 TM) by itself. During the Rally Phase it can attempt to Self-Rally since it has SRP on its Shaken side; but, to rally, it needs to roll a pair with 2d6. That it is in a hex with a +TM has no effect on the roll, and its Morale of 6 is irrelevant. If it rolls a 5 and a 5, it rallies; if it rolls a 3 and a 6, it doesn't. If it rolls a 2 and 2, it rallies; if it rolls a 3 and 1, it doesn't.

SRP MMCs can attempt to rally normally, with a Leader, Hero or other eligible SMC; however, a SRP MMC cannot attempt to rally twice during one Rally Phase-once normally, with a Leader, etc., and, if that fails, again using SRP. A SRP MMC stacked with a Shaken Leader or other eligible Shaken SMC can use its SRP ability instead.

SRP Example 2: A Shaken 2-3-4(AM)-6 French Foreign Legion Squad is in Wadi hex (+1 TM for Leg units) with Ltn. Ries (7-1-6). Though it has SRP on its Shaken side, the Squad can rally normally because it's in a hex with a Good Order Leader; it also subtracts two (-2) from its die-roll for being in a Wadi hex, which has a +TM, and another one (-1) for Ltn. Ries's LM of 1; thus, the Shaken Squad, with a Morale of 6, rallies on a 2d6 roll of 9 or less. If Ltn. Ries was Shaken, too, and failed his own rally attempt, the Shaken Squad could use its SRP ability to attempt to rally on a 2d6 roll of any pair.

4.0 Operations Phase

The Operations Phase (OP, Ops Phase) consists of the players engaging in alternating impulses. During an impulse, a player activates and controls units in one hex or passes. The player with initiative goes first, then his opponent, and so on until the phase is complete.

Once all activated units have either moved, Fired, been marked with an Ops Complete marker, or after three consecutive passes (i.e., Player One passes, Player Two passes, Player One passes again), the Operations Phase ends and the Administrative Phase (9.0) begins.

Developer's Note: Passing can be done whether you have units yet to activate or not. When playing as a defensive side it's often wise to pass in order to force the offensive player to act and expose his forces.

During an impulse, the active player can activate all or some of the units in a hex. If the activated hex contains an unwounded Leader, the player can also activate any units in adjacent hexes because of the Leader's Leadership Range (LR, 11.1.2), but with the following caveats:

  • A Leader in a Multi-story Building can only activate units in adjacent hexes on the same level as himself (inside or outside of the Building) and the Building level/hex directly above or below himself (see 10.2, 10.4.1 and 10.6 for more on Multi-story Buildings and Buildings with accessible Rooftops).
  • If an adjacent hex includes a Bunker (21.1) or Cave (10.7), the adjacent Leader can only activate the units outside the Bunker or Cave.
  • In hexes containing a Bunker or Cave, Leaders outside the Bunker or Cave can activate their hex, the six surrounding hexes, and the units inside the Bunker or Cave. Leaders inside the Bunker or Cave can only activate the units inside the Bunker or Cave and in the hex containing it (i.e., outside the Bunker or Cave).
  • Leaders cannot activate vehicles that are in an adjacent hex; and Armor Leaders (11.5) cannot activate Leg units (MMCs/SMCs) in adjacent hexes.

Each unit in an activated hex can either move or fire (not both, except in the special case of Assault Move/Fire (6.1/6.1.1) or Stealth Assault Move/Fire (6.4.1/6.4.2)) or perform any other unit-eligible action.

Not all units in a hex need to perform the same function, but all firing units within a hex that are activated in the same impulse must engage the same target. There is, however, an exception. SWs with to-hit tables on the back of their counters (such as Bazookas, ATRs, etc.) must either fire separately (i.e., not adding in their Firepower with any other units targeting the same hex, but rather by making an entirely separate roll) or fire at another target altogether. They still must fire during the same impulse as the unit possessing them and at the same hex. Support Weapons cannot activate separately from the unit that possesses them.

Ops Phase Example 1: A Squad activates to fire its SW, a machine gun with a FP of 2, at an enemy out of the range of the Squad's IFP. Even though the Squad does not fire separately from the SW during this activation, it cannot subsequently activate again until the next turn or fire its IFP at another hex within the range of its IFP.

All moving units that begin their move in the same hex and are activated in the same impulse must move together. Note that when units in a hex are activated together, some may move and some may fire, but those that fire must do so together (following the special rules for SWs noted above) and those that move must also do so together. All units in a hex, however, are NOT required to activate in the same impulse.

Ops Phase Example 2: A player activates a hex with three Squads, but only moves one Squad, hoping to draw fire from the enemy unit at the end of the Road. Because he neither moved nor Fired the remaining two Squads, he can activate them in another impulse.

Moving through a hex occupied by other units does not force them to accompany units passing through; in fact they cannot accompany the units in this situation. This rule only applies to units that start in the same hex during the impulse in which they are activated.

Mark units that move with a Moved, Low Crawl, Assault Move, Hit & Run (H&R) or Stealth marker (see 6.0), and those that fire with a Fired marker (see 5.0). Those units cannot be used again that turn except to defend in Melee (8.0). (See 6.1, Assault Move; 6.4, Stealth Movement; and 6.7, H&R Movement, for the exceptions to this.)

Units/hexes activated in the same impulse can act in any order desired as long as all units that fire or move from a hex do so together. Thus, in a situation where many hexes are activated at once (by a Leader's LR ability), unit A can fire from the first hex, then unit B can fire from a second hex and, finally, unit C, in the first hex with A, can move out of it.

Chain activation is possible (a Leader can activate an adjacent Leader who then activates adjacent hexes and so on). A Leader activating adjacent units is marked with an Ops Complete marker if he does nothing else in this impulse.

You must declare which hexes will be activated in the current impulse before you do anything with the units they contain. You don't have to specify what the units will do though, and all units do not need to perform an action.

To be clear, during the Ops Phase, a hex can be activated multiple times, but each unit in a hex can only be activated once per OP.

4.1 Operations Complete Marker

Units that spot (10.1.1), attempt to lay Smoke (7.0) or perform other actions described in the subsequent rules as rendering them Ops Complete are marked with an Ops Complete marker.

Except for the instances described below, units beneath Ops Complete markers cannot perform any actions, including Leaders using their Leadership Modifier (LM, 11.1.1).

  • MMCs under an Ops Complete marker can Opportunity Fire (5.3), but subtract one (-1) from their IFP. The FP is modified BEFORE considering any other attacking unit's Die-Roll Modifications (DRMs), and is applied per firing unit. A unit's FP can be a negative number.

    Ops Phase Example 3: A US Airborne 2-5-4 Squad under an Ops Complete marker Opportunity Fires (OFs) at a German Squad in Clear terrain that entered its LOS two hexes away. The US 2-5-4 Squad has a FP of 2 (2 IFP - 1 = 1 FP + 1 for firing at a unit marked with a Moved or Assault Moved marker).

    Ops Phase Example 4: A 0-2-4 Half-Squad engages an enemy Squad with 0 FP (0 IFP - 1 = -1 FP + 1 for firing at unit marked with a Moved or Assault Moved marker = 0 FP).

  • A SW possessed by an eligible MMC that is marked with an Ops Complete marker can also fire with the MMC. Machine guns or Flamethrowers are halved (fractions rounded up), while SWs that use the OFT suffer a +2 DRM to-hit penalty.

  • Vehicles under an Ops Complete marker can Opportunity Fire, but their machine guns do so with half their FP (fractions rounded up), and ordnance that uses the OFT suffers a +2 DRM to-hit penalty. See section 5.3 for more details on Opportunity Fire.

  • A unit under an Ops Complete marker can fire at FULL FP at a hex it has spotted during the SAME impulse. By the same token, Leaders under an Ops Complete marker can add their LM to this fire's 1d6 roll, but only if directed against a hex that the Leader spotted during the current impulse, i.e., a unit can immediately fire upon any hex it has just successfully spotted.

Developer's Note: The intent is to allow a unit to fire at an enemy hex that it spotted. It only makes sense that if a unit was focusing on a specific area it would have time to fire its weapons at it.

  • All units in the same hex as a successful spotting unit can fire with their full FP at the just-spotted hex, along with the spotting unit. Note that in the case of multiple attacking units, 5.2 applies as well.

5.0 Fire Combat

This section covers direct fire, which uses the Direct Fire Table (DFT, 1.9). Direct fire is, for all intents and purposes, small-arms fire. Firing ordnance is covered in section 14.1. Familiarize yourself with the DFT and the Terrain Effects Chart (TEC) and have the Player-Aid Card (PAC) with them on it at hand while learning the rules in this section.

To fire at enemy units, they must be within the range of the firing weapon(s), within the firing unit's Line of Sight (LOS) and in a spotted (10.0/1) hex. It's important to note that HEXES not units are spotted. Hexes, for the most part, become spotted by the actions of units within them, or by the specific act of spotting (10.1).

You can fire through hexes occupied by friendly or enemy units, or both, but cannot fire into a hex that contains both friendly and enemy units (is marked with a Melee marker, 8.0)-it's just unethical. And it's a turn-based, time-continuum thing. Any hex with a Melee marker, whether it contains friendly units or not, cannot be fired on.

Developer's Note: Though a turn in LnLT lasts about two to four minutes, it's best to conceptualize all actions in a turn as occurring, more or less, at the same time.

To determine range, count the hexes from the firing hex to the target hex. Include the target hex but not the attacker's (firing unit's) hex.

See the section on LOS (10.0/1) to determine LOS and spotting procedures.

If range, LOS and spotting requirements are met, the attacker does the following:

  • Identify the lead unit (in case of multiple attacking units (5.2)) then
  • Apply +/- modifiers to individual units (such as OC MMC (4.1)) then
  • Apply multiplying modifiers to individual units (such as SW fired by single SMC (1.6), additional attacking unit (5.2) and extended range (5.4)) then
  • Add the total Firepower (FP) and then round up
  • Add or subtract any other modifiers that apply to the whole stack (such as Assaulter (5.6), AM/AF (6.1) and LM (11.1.1)) and then
  • Roll 1d6.

After the attacker rolls, or at the same time, the defender:

  • Rolls 1d6, and
  • Adds the Target Modifier (TM) of the hex terrain occupied by the targeted unit(s), if applicable, and compares it to the attacker's die-roll. This is called an opposed die-roll.

If the attacker's modified die-roll is less than or equal to the defender's modified die-roll, the fire has no effect. If the attacker's modified die-roll is greater than the defender's modified die-roll, each of the defending units must take a Damage Check (DC) by rolling 1d6, adding the difference between the attacker's modified die-roll and the defender's modified die-roll, and then consult the Damage Check Table (DCT) on the Player-Aid Card (PAC).

Mark the unit(s) that Fired with a Fired marker.

Fire Combat Example 1: The attacker's units have a total Firepower (FP) of 4, with no DFT modifiers; the defender's unit, a Good Order 1-6-4-5 Squad, is in a Light Woods hex, which has a Target Modifier (TM) of +1. The attacker rolls 1d6 + 4 and the defender rolls 1d6 + 1.

  • If the attacker rolls 1 + 4 = 5 and the defender rolls 5 + 1 = 6, the attack has no effect.
  • If the attacker rolls 4 + 4 = 8 and the defender rolls 2 + 1 = 3, the Squad in the Light Woods hex now has to conduct a Damage Check (DC) 5, the difference between the two modified die-rolls (8 - 3 = 5). The defender rolls another 1d6 + 5 and consults the Good Order MMC column on the DCT for the effect of the attack.
  • Place a Fired marker on the units that Fired.

If a Good Order Leader (11.1) of the same nationality/color/IB is present, his Leadership Modifier (LM, 11.1.1) is subtracted from the DC roll of the other units in the hex (not himself). The Leader must survive his own DC first, and be in Good Order, before aiding the other units in his or her hex.

Direct Fire Combat Summary

  • Check that the target hex is within range, line of sight (LOS) and spotted.
  • Target hex cannot be under a Melee marker.
  • Add attacker's total FP + LM +/- DFT modifiers to 1d6.
  • Add defender's TM, if any, to 1d6.
  • Compare opposed die-rolls.
  • If the attacker's result is less than or equal to the defender's result, the attack has no effect.
  • If the attacker's result is greater than the defender's result, all defending units in the hex must conduct a DC, rolling 1d6, for each unit, and adding the difference between the attacker's and defender's die-rolls and consulting the DCT.
  • Place a Fired marker on the attacking unit(s).

5.0.1 Leaders' Influence on Combat

Leaders (11.1) not under a Moved, Low Crawl, Fired or Ops Complete marker can aid ALL attacks conducted by same nationality/force/IB units in their hex during their impulse.

Specifically, their Leadership Modifier (LM, 11.1.1) is added to a unit's total FP that is using the DFT, including Weapon Teams (WTs), and/or subtracted from the to-hit dice-roll for Support Weapons (SWs, 1.6.4) and WTs (1.7.1) using the Ordnance Fire Table (OFT, 14.1). A Leader firing a SW does not add his LM to attacks by other units in his hex.

Developer's Note: The Leader can aid both units using their IFP/SWs AND SWs or WTs using the OFT that are activated in the Leader's hex in the same impulse. Leaders that aid such fire are placed under a Fired marker. Armor Leaders can only affect the fire of their tank/vehicle.

5.1 Damage Check Table (DCT) Results

The DCT can produce results that range from No Effect to being Eliminated. The results are covered here.

Shaken: A Shaken unit is flipped to its Shaken side. A Shaken unit returns to Good Order (GO) by passing a rally attempt during the Rally Phase (3.0). Shaken units suffer the following effects:

  • They cannot use either their IFP or any SWs they possess or fire their ordnance.
  • They cannot advance (including changing a level in a Building) toward an enemy unit in their Line of Sight (LOS).
  • Shaken units check for the presence of enemy unit in their LOS before moving out of their hex. This process is repeated for every hex thereafter. Thus they could enter a hex that is closer to enemy unit than the one they moved out of but to which they did not had LOS in their previous hex.
  • They cannot spot, and adjacent enemy units are not considered spotted by adjacency (10.1).
  • Shaken MMCs can still spawn Heroes (11.2.1).
  • If engaged in Melee and no other friendly, GO, Melee-eligible units are with them, they surrender and are removed from the Map.
  • Shaken Leaders cannot rally units, but can attempt to rally themselves.
  • Shaken Leaders cannot use their LM (11.1.1) for any function.
  • Shaken Medics/Corpsmen (11.3) cannot rally/heal MMCs/SMCs (or heal themselves); they can attempt to Self-Rally (SR).
  • Shaken Snipers (11.4) cannot snipe, but can attempt to SR.
  • ALL SMCs can attempt to Self-Rally whether they have SR printed on the back of their counter or not.
  • Heroes never Shake-they're too busy being heroic.
  • Helicopters (19.2) do not Shake-they are Damaged instead, and are removed from the Map.
  • Shaken vehicles must Button (see section 15.0), their Movement Factor (MF) is halved (fractions rounded down*) and they cannot fire.

*Exception: This is the only case in which a fraction is ever rounded down.

Moving units that are Shaken by Opportunity Fire (OF, 5.3) must end their movement. This includes units Shaken due to Casualties or Wounding. If not all of the moving units in a stack are Shaken, the remaining GO units can continue moving.

Casualties: Replace a Squad with a Shaken Half-Squad (see each nation's National Characteristics section (13.0) in the module-specific rules for any unique Half-Squad reduction). Eliminate a Half-Squad, Crew or WT.

Wounded: Only SMCs can be wounded. If the unit is moving, it must stop immediately. Flip the SMC to its Shaken side (exception: Heroes are flipped to their wounded side) and mark it with a Wounded marker. A just-wounded SMC that has yet to be activated in a turn can still do so in a later impulse, including for movement. SMCs under a Wounded marker, or wounded Heroes who are wounded again are eliminated.

Wounded Leaders have their Morale, LM and Leadership Range (11.1) decreased by one (LM cannot be less than zero). Their rally range too, if they possess the Charismatic Skill, can be reduced by one but never less than zero. Wounded Leaders can still call indirect fire (Mortar and Artillery) and move their full MF. Wounded Snipers can still fire with no reduction in effectiveness. All wounded SMCs (exception: Heroes) decrease their Morale by one.

Eliminated: Unit is removed from play.

Hero Creation: There is a chance that a Hero is created during play whenever a Squad or Half-Squad (even if Shaken) rolls a 1 during a Damage Check (DC) caused by enemy fire. Roll 1d6: if the result is even, a Hero is created in the hex. Randomly pick a Hero and a Skill (see sections 11.2.1 and 12.0). The Hero assumes the activation state of the MMC that spawned it.

Fire Combat Example 2: If the eligible MMC spawning the Hero is marked with a Fired marker, so is the Hero. However, in the case of a eligible MMC that spawns a Hero due to a Shaken result from Opportunity Fire (OF, 5.3) that ends the eligible MMC's movement, the spawned Hero can continue to move, and is considered to have expended as many Movement Points (MPs) as the eligible MMC had before it was Shaken; thus if the eligible MMC had expended 1 MP and the Hero's MF is 6, he can expend 5 more MPs moving or 2 more on Assault Move (6.1) and then fire.

Crews, MUs (6.6) and WTs (1.7) do not spawn Heroes.

Abandoned: Abandoned vehicles are just that: Abandoned. Place an Abandoned marker on the vehicle. It cannot move or fire for the remainder of the scenario. Place a Shaken Crew in the hex under a Moved marker. Passengers (16.0) of abandoned vehicles disembark and make a Morale Check; they too are placed under a Moved marker.

Destroyed: Destroyed vehicles are replaced with a Wreck marker. Both passengers and Crew must make a Bailout Check (15.4, 16.1/2). Passengers must first make a DC check before their Bailout check. Destroyed helicopters crash (see 19.2.7).

Damaged: Damaged helicopters are immediately removed from the Map; they cannot unload passengers or fire (19.2.8).

5.2 Multiple Attacking Units

Only units in the same hex can fire simultaneously (no combining fire with units from other hexes), and then only at the same target. One unit leads the fire and fires at its full IFP. Each additional MMC adds 1/2 of its IFP to the attack. Heroes add their full IFP. Zero (0)-IFP units add nothing (unless they are firing a SW). SWs that use the DFT add their entire FP (SWs that use the OFT (14.1) fire separately). The total FP is summed; remaining fractions are rounded up and the combat is resolved as in the section on Fire Combat (5.1).

Fire Combat Example 3: Two US 2-5-4 Squads (one with a BAR (1 FP), one with a Bazooka (OFT SW)), a 1-6-6 Hero and a 6-1-6 Leader are stacked in hex H3. They have a clear LOS to hex H6, a Road hex containing two German Squads. The Road hex is spotted because it is open terrain.

The US player conducts an attack with his entire stack. The 2-5-4 Squad with the BAR is the lead Squad, and adds 3 (2 IFP + 1 BAR) to the total FP. The second Squad with the Bazooka adds 1 (half its IFP; the Bazooka uses the OFT so fires separately), the Hero adds 1 (his full IFP) and the Leader adds 1 (his LM), for a total FP of 6. The US player rolls 1d6 + 6. The Road gives the Germans no TM, so they just roll 1d6.

After that DFT attack, the US Squad with the Bazooka can fire the Bazooka at the same pair of German Squads, or, if a tank was in the hex too, at the tank (as per 14.1), subtracting the Leader's LM of 1 from the OFT to-hit roll. If the Squad doesn't fire the Bazooka in that impulse, it cannot fire it in a later impulse during that turn.

Remember that, for the most part, all units firing from the same hex, in the same impulse, must attack the same hex and the same target in said hex. However, there are exceptions:

  • Even if WTs, snipers, marksmen and vehicles must fire separately when firing in the same impulse as other units, they must attack the same hex but can attack a different target in said hex.
  • Although WTs and vehicles CAN fire in a different impulse, SWs must fire during the same impulse as the Squad that possesses them; though SWs with to-hit tables (OFT) on the back of their counters (e.g., Bazookas) can fire at a different target within the SAME hex, making a separate attack from the Squad's IFP.

Developer's Note: If firing all units in a stack adds nothing more to the attack, i.e., the second and third Squads both have 1 FP and thus firing one or both only adds 1 FP to the lead Squad's attack, reserve the third MMC, even if it has 0 FP, to fire in a later impulse or for Opportunity Fire.

5.3 Opportunity Fire

Good Order (GO) units that are not marked with a Moved, Low Crawl, H&R or Fired marker, and that have a clear (not blocked) Line of Sight (LOS) to a hex in which an enemy unit expends at least one Movement Point (MP) by any kind of movement other than Low Crawl or Stealth Movement can fire at it. This is called Opportunity Fire (OF); it occurs during the opposing player's impulse, and is not considered an impulse. Low Crawling (6.3) and Stealth Movement (6.4) units can only be the target of OF if the hex that they enter is spotted (10.0). An eligible unit cannot Opportunity Fire by using Assault Fire (6.1.1) or Stealth Assault Fire (6.4.2).

A unit(s) expending MPs (either entering a new hex, pivoting within a hex or unloading/loading passengers (16.0)) can be subjected to OF attacks equaling the MP-cost of the movement, e.g., two OF attacks can be made on a unit(s) entering a Light Woods hex because it costs two MPs to enter the hex. Even if the first OF attack Shakes the unit(s), forcing it to stop moving, the second OF attack can still be made.

Moving unit(s) cannot be attacked more than once per MP expended in the hex unless attacked by SWs with a to-hit table on the back of their counter, WTs or vehicles that are stacked with the units that first performed OF.

Developer's Note: To be clear, this exception is consistent with the rule that states the above units fire separately from the other units in the hex. Accordingly, if they OF when the other units OF, it would allow an additional attack.

Units successfully laying smoke are not considered as having expended any MPs so they can't be OP fired in the hex from which they laid smoke.

MPs spent to pick up a dropped/abandoned SW do not count as movement and thus are not taken into account for Opp fire.

When different units expend different amounts of MPs in the same hex (unloading vehicle and unloaded passengers for example), use the lowest amount of MPs expended to figure the number of OF attacks allowed.

Multiple OF attacks must be conducted from that many different hexes but all units in the hex are allowed to fire in the same OF attack, while observing 5.0.

Place a Fired marker on units that OF. OF must be declared before the target units leave the hex, and the player currently moving must give sufficient time for his opponent to declare the OF.

Units under an Ops Complete marker (4.1) can perform OF with the following penalties:

  • MMCs subtract one (-1) from their IFP. The FP is modified BEFORE considering any other attacking unit's Die-Roll Modifications (DRMs), and is applied per firing unit. A unit's FP can be a negative number.
  • A SW possessed by an eligible MMC that is marked with an Ops Complete marker can also fire with the MMC. Machine guns or Flamethrowers are halved (fractions rounded up), while SWs that use the OFT suffer a +2 DRM to-hit penalty.
  • Vehicles under an Ops Complete marker can Opportunity Fire, but their machine guns do so with half their FP (fractions rounded up), and ordnance that uses the OFT suffers a +2 DRM to-hit penalty.

Conduct OF attacks like any other, with the exception that the attacker receives a +1 bonus (unless firing at Low Crawling/Stealth units) to their die-roll for firing at moving Leg units, unless the moving Leg units are in terrain that negates that modifier, e.g., Low Crops. On the flip side, attacks conducted against a moving vehicle (and its passengers) receive a -1 modifier.

Developer's Note: You may ask, Aren't moving targets harder to hit? Why does the attacker then get a +1 FP bonus? In this case, the bonus is due to the extra exposure of moving Leg units, as non-moving Leg units are considered to be making the best use of any available cover in their hex.

If the target hex contains both moving and non-moving units, both are affected by the same OF attack die-roll, but only moving Leg units suffer the +1 modification to the attacker's die-roll, and only moving vehicle (and its passengers) benefit from the -1 modification to the same attacker's die-roll.

Fire Combat Example 4: A German 1-6-4 Squad fires at a US 2-5-4 Squad moving through a Light Woods hex that also contains a non-moving 1-4-4 Half-Squad. The player performing the OF rolls 1d6 and adds 2 (its IFP of 1 + 1 for firing on a moving unit) against the moving Squad but only 1 against the stationary Half-Squad. Both the moving Squad and the stationary Half-Squad receive the +1 Target Modifier for being in a Light Woods hex, and roll 1d6 + 1.

Note that the moving 2-5-4 Squad caused the hex containing the stationary 1-4-4 Half-Squad to be spotted; however, if the moving unit survives the OF, continues moving and exits the hex, the hex containing the stationary 1-4-4 Half-Squad retains the unspotted status that it had prior to the attack. In other words, if a hex wasn't spotted before the OF attack, it remains unspotted after the moving Squad departs the hex.

Further, if there were two moving 2-5-4 Squads and one was Shaken and left behind under a Moved marker, the hex containing the previously stationary 1-4-4 Half-Squad would also remain spotted.

Units in the same hex as the moving unit in the example but in a Bunker, Cave or the upper level of a Multi-story Building would not be subject to the OF unless the moving unit entered the Bunker, etc., as they are considered to be in a separate hex within the hex (10.4.1), for stacking and spotting purposes.

Any moving units not Shaken by OF can, if they have MPs remaining, continue their movement, leaving Shaken units behind.

5.4 Extended Range

MMCs/SMCs with a black box surrounding their range can fire at up to twice their printed range; however, any fire exceeding the printed range is halved (round fractions up). The IFP is halved before any other modifiers are applied.

Fire Combat Example 5: The 2-2-4-5 Soviet Guards Squad has an IFP of 2 at a range of 2 hexes or less and an IFP of 1 at a range of 3 or 4 hexes.

5.5 Maximum Target Modifier

The maximum Target Modifier (TM) for any hex is +4. This means that cumulative TM from the result of setup and/or gameplay (Smoke, Wreck, Foxholes) cannot exceed +4 in one hex. Thus, a Forest hex (+2 TM) with a Bunker in it (+2) and a Smoke marker (+1) still only has a +4 TM, not +5. As per 11.4, Snipers still double their hex's TM; thus, Snipers can have a maximum TM of +8.

5.6 "A"-Superscripted Firepower (Assaulters)

The "A"-superscript next to a MMC or SMC's Inherent Firepower (IFP) designates the unit as Assaulters. Such units are adept at focusing FP at close range. Accordingly, such units add 3 instead of 2 to their die-roll when firing at an adjacent unit. This is per firing stack, not per unit, i.e., if multiple "A"-superscript units are in a stack or if there are "A"-superscript and non-"A"-superscript units in the stack.

Fire Combat Example 6: Two British 1(A)-6-4 Airborne Squads and a 2(A)-2-6 Hero fire at enemy units in an adjacent hex with a total FP of 7 [1 (lead Squad) + 0.5 (second Squad) + 2 (Hero) = 3.5, rounded up to 4, + 3 ('A'-superscript units firing at adjacent hex) = 7).

6.0 Movement

The number of Movement Points (MPs) a unit can spend each impulse is called its Movement Factor (MF) and is marked on the counter: on a Leg unit's lower right corner; under a vehicle's Morale; aircraft and helicopters (19.0) have unlimited MPs.

Units move from hex to hex, paying the Movement Point (MP) cost of each hex as it is entered. These costs are summarized on the Terrain Effects Chart (TEC).

All units that move from the SAME hex, in the SAME impulse, must move together (exception, if some units in the moving stack are Shaken during movement they must stop movement while the other units may continue-see 5.3).

Movement Example 1: If three 1-5-4 Squads in a hex are activated, some may move and some may fire, but those that move IN THE SAME IMPULSE must move together, and those that fire IN THE SAME IMPULSE must fire at the same target (exception: Ordnance 14.0, can fire at separate targets). If one of the Squads is Shaken by Opportunity Fire, the other two can continue moving if they have MPs remaining.

As long as all units that move from the SAME hex, in the SAME impulse, move together and end their movement in the same hex, they don't have to use the same type of movement. For example, one could Move and the other one could assault move.

An unwounded, unactivated Leader can activate both the units in his hex and adjacent hexes; this is a Leader's Leadership Range (LR, 11.1.2), which is always one hex unless the Leader is wounded or altered by a Special Scenario Rule (SSR). Units starting in hexes adjacent to the Leader's are free to move or fire separately from the Leader. The units in each hex, however, must move or fire together if they do either.

As noted previously, moving MMCs and SMCs (not Low Crawl or Stealth Movement)-or those under a Moved, H&R or Assault Moved marker-that are Fired upon suffer a modifier of +1 added to the attacker's DFT die-roll.

Unless such a move would bring a Shaken unit closer to an enemy unit in their LOS, or is prohibited by the TEC, units with a MF equal to or greater than one can always move one hex, no matter the cost, or enter/exit a Bunker or Cave or change one level of a Multi-story Building within the hex they currently occupy.

If a unit must expend ALL of its MPs to move one hex (or within one hex) it cannot Low Crawl (6.3).

Units can move through hexes containing friendly units (subject to stacking limitations (1.3)), but must stop upon entering an enemy-occupied hex and Melee (8.0); if the hex is occupied by an enemy vehicle, consult rule 17.1 on Close Assaults.

A unit that moves adjacent to an enemy unit but is Shaken by OF (from this enemy unit or another) does not auto-spot the adjacent enemy unit.

Here is the sequence when moving units trigger an Event (1.8), are subjected to OF (5.3) or move adjacent to enemy units and such:

  1. Unit(s) enters a hex.
  2. Resolve any Fire for Effect (18.1/2) or Mines (21.4) attacks.
  3. Possible Event(s) (1.8) is triggered.
  4. All possible OF (5.3) is conducted.
  5. If unit(s) is still in Good Order, proceed with its next action (auto-spotting adjacent hexes, moving, firing if AM, etc.).

If the entered hex contains enemy Leg units, here is the sequence:

  1. Unit(s) enters an enemy-occupied hex.
  2. Resolve any Fire for Effect (18.1/2) or Mines (21.4) attacks, only against entering units.
  3. Possible Event(s) (1.8) is triggered.
  4. Conduct Melee (8.0).
  5. Place a Melee marker on the hex.

6.1 Assault Movement

MMCs and SMCs whose Movement Factor (MF) is boxed in red-e.g., Heroes and other well-trained and elite units-can Assault Move (AM) and Assault Fire (see 6.1.1). These units' intentions are declared at the beginning of their impulse, and they are marked with an AM marker. Leaders of the same nationality/color/IB can also AM if they start their impulse with AM-eligible units.

Units that AM can spend up to half their MF, modified by Double-Time (DT) movement (see 6.2), if applicable (fractions rounded up), and subsequently fire in the same or in a later enemy impulse, including to Opportunity Fire (OF, 5.3). The DT bonus (if any) is added to the unit's MF before being halved for AM.

Subtract two (-2) from the total attacking Firepower (FP) of units using AM-thus the penalty is per firing stack not per firing unit.

Movement Example 2: Two NVA 2-5-4 (AM) Squads using AM fire with a total FP of 1 (2 for lead Squad + 1 for second Squad - 2 for AM = 1).

SWs that use the DFT can fire with AMing units.

AM-capable units possessing Support Weapon ordnance, such as Bazookas, suffer a +1 penalty on the Ordnance Fire Table (OFT) when firing after using AM.

The units need not fire in the same impulse that they originally moved but can be activated again later to fire or engage in OF if the appropriate situation arises. They must, however, move when they are first activated.

Once the units fire they are also (in addition to the Assault Moved marker) marked with a Fired marker. Neither the Assault Move nor the Fired marker is removed until the Admin Phase (9.0).

Developer's Note: Units cannot use AM to enter Melee (8.0) or Close Assault (17.1) because both actions conclude with a limitation on their ability to fire during that impulse or a later one, i.e., the placement of a Melee or Moved marker; thus they are unable to conduct the fire/firing portion of their Assault Move action. Units cannot use Assault Fire (see below) and then enter Melee or Close Assault as they are viewed as having expended their ammunition for the impulse.

6.1.1 Assault Fire

Any AM-capable MMC/SMC can perform Assault Fire (AF). These units' intentions are declared at the beginning of their impulse. This allows the unit to fire BEFORE it moves up to one-half of its printed MF, modified by Double-Time (DT) movement (see 6.2), if applicable (fractions rounded up). The DT bonus (if any) is added to the printed unit's MF before being halved, as for AM.

The fire is modified the same as AM: -2 from the total FP of the firing unit(s). SWs that use the DFT can fire with AFing unit. Support Weapon ordnance, such as a Bazooka, suffer a +1 penalty on the OFT.

The following conditions apply to AF:

  • Units using AF must both fire AND move in the SAME impulse.
  • Assault Fire CANNOT be used for OF (5.3).
  • Units CANNOT use AF and then enter Melee (8.0) or Close Assault (17.1).
  • After they complete their impulse, mark units that used AF with a Moved marker; if their origin/starting hex is degrading or blocking terrain, mark it with a Spotted marker if it's vacant or if some units are still present and not already marked Fired or Moved, etc.; remember: hexes are spotted, not units; and this could come in to play with Low Crawling units and Snipers placed later in the turn, etc.).
  • AF-capable units that begin a scenario off the Map cannot use Assault Fire to fire and then enter the Map.
  • Non-AF-capable units in the same hex as an AF-capable unit(s) CAN participate/contribute their FP to the AF-unit(s) fire attack but must fire at the same target. Mark the non-AF-capable units with a Fired marker at the end of the impulse.

Movement Example 3: Two NVA 2-5-4 (AM) Squads in a Light Jungle hex (degrading terrain) declare their AF. They fire at an eligible target hex three hexes away with a FP of 1 (2 for lead Squad + 1 for second Squad - 2 for AF = 1) and then move with 2 MPs (half their MF). After they move they are marked with a Moved marker and the Light Jungle hex they began the impulse in is marked with a Spotted marker.

Developer's Note: Assault Fire is a new rule, though the ability has existed in the Versatile Skill-but units with a Leader with the Versatile Skill, or a Hero with the Skill, can also use AF and then enter Melee; thus the Skill is still relevant. Regardless, it stands to reason that if a unit has the ability to Assault Move (move and then fire) it should also be able to fire and then move. This applies to vehicles, too, and is covered in 15.2.1.

6.2 Double-Time Movement

MMCs that begin their impulse-and move the entire impulse-with a GO Leader of the same nationality/color/IB can increase their MF by 2. The units cannot move farther than the Leader's printed MF. This is called Double-Time movement (DT). Shaken units CAN use DT, but only increase their MF by 1.

WTs (1.7) and MUs (6.6) cannot Double-Time (DT).

Units using DT movement can do anything a unit using regular movement can do, e.g., enter Melee (8.0) or Close Assault (17.1), and mount or dismount a vehicle (16.4).

Units cannot use DT and Low Crawl (6.3) at the same time.

6.3 Low Crawl

A MMC/SMC (or stack of MMCs/SMCs) can spend its entire impulse to move one hex. This is a Low Crawl (LC). The following conditions apply to Low Crawling units:

  • Hexes containing a Low Crawling unit are not automatically spotted unless it is open-type terrain or adjacent to a hex occupied by a GO enemy unit or it is already spotted.
  • They can change levels within a Multi-story Building or enter/exit a Bunker or Cave, but cannot do so AND move to a different hex.
  • If a unit must expend ALL of its MPs to move one hex (or within one hex) it cannot Low Crawl.
  • Enemies targeting Low Crawling units do not receive the +1 DFT bonus to their FP.
  • WTs (1.7) and MUs (6.6) cannot Low Crawl.
  • Low Crawl cannot be used to enter a Close Assault (17.1).
  • Units cannot LC and use DT Movement (6.2) at the same time.

6.4 Stealth Movement

MMCs and SMCs designated with a yellow square outline surrounding their MF are Stealth-Movement (SM) capable. When these units move they are marked with a Stealth marker. If they move with non-SM-capable units, they are NOT marked with a Stealth marker but with a Moved (or AM, if applicable) marker. SM-capable units can move without causing the hex they are in to be spotted (10.1)-even if adjacent to a Good Order (GO) enemy unit.

For a hex containing a SM-capable unit under a Stealth marker to be spotted, the following must occur:

  • The enemy unit(s) must perform a successful spotting attempt (10.1.1) on the hex.
  • The SM-capable unit must be marked Fired.
  • The SM-capable unit must be located in open-type terrain.

The following conditions also apply to Stealth Movement:

  • Units cannot use SM while Double-Timing (6.2).
  • Units can use SM to enter Melee (8.0).
  • Units can use SM when moving to enter Close Assault (17.1) from a non-adjacent hex, but cannot utilize Stealth Assault Move (6.4.1) or Stealth Assault Fire (6.4.2) when doing so.
  • Leaders (11.1) cannot use SM unless specifically designated in a scenario's Special Scenario Rules (SSRs, 22.0).
  • Units using SM are not subject to the +1 DFT penalty for moving.
  • An SM-capable unit that enters a hex that is spotted due to a friendly unit(s) actions (marked Moved, Fired, etc., or even Spotted from another AM- or SM-capable unit's use of Assault Fire (6.1.1)) loses its Stealthiness, so to speak, unless it leaves the hex in the same impulse.
  • A unit marked Stealth cannot be targeted in a hex spotted solely by the adjacency of a GO enemy unit (other units in the hex can, as usual). Mortars (both SW and WT) and Off-board artillery always affect SM-capable unit.

6.4.1 Stealth Assault Move

SM-capable units can also Assault Move (6.1). They can move up to half their MF (fractions rounded up) and subsequently fire in the same or in a later impulse, including to OF (5.3). Such fire is modified like AM fire-subtract two from the total attacking FP of units using SM fire (Scouts (11.6) excepted) and add one (+1) to to-hit rolls for SW ordnance. The SM-capable unit using AM is still marked with a Stealth marker (but you may want to place an AM marker next to it as a reminder if you plan on firing in a later impulse).

SM-capable units cannot Stealth AM into Melee (8.0) or Close Assault (17.1).

6.4.2 Stealth Assault Fire

SM-capable units can use Assault Fire; follow the same procedure as in 6.1.1 but mark a SM-capable unit that uses AF with a Stealth marker after it moves. Stealth Assault Fire cannot be used to Op fire.

6.5 Coordinated Movement

MMCs, SMCs and vehicles can move together provided they start and finish their impulse together. Any AM-capable units can Assault Move or Assault Fire while using Coordinated movement. Units executing a Coordinated Move pay MPs for hexes entered and hexsides crossed as per their own movement type (Leg, Tracked, etc.).

Movement Example 4: A Squad (Leg-movement type) and a tank (T-movement type) spend 2 and 4 MPs respectively when entering a Light Woods hex. This rule is an exception (obviously) to 15.1.

Coordinated movement allow leg units AND one vehicle to move together. Vehicles cannot move together using coordinated movement; they must always be activated separately.

Coordinated Move cannot be used to enter Melee (8.0) or to perform an Overrun (15.3) or Close Assault (17.1).

6.6 Mounted Units

Developer's Note: Though Mounted Units (MUs) only appear in limited use in the LnLT system, we have moved them from module-specific rules to the core rules; and we expect MUs to appear in future games. Rules applicable to MUs, such as Hit & Run (H&R) Movement and Opportunity Movement (OM), follow in sections 6.7 and 6.8. Rules applicable to specific MU types have also been added.

Mounted Units (MUs) are MMCs on motorcycles or horses. They represent 5 to 10 individuals and their mounts. They are considered a MMC except as noted below:

  • Stacking: MUs are considered Squads and Half-Squads, but no more than two MU Squads (or their equivalent) can be in a hex, e.g., you can have two MU Squads and one Leg Squad, or one MU Squad and two Leg Squads, but not three MU Squads.
  • Movement: MUs have a red Movement Factor (MF), which indicates their ability to use Hit & Run Movement (6.7), and they use the O-column on the Terrain Effects Chart.
  • MUs cannot Double-Time (6.2).
  • MUs cannot Low Crawl (6.3).
  • Subtract one (-1) to the total FP when firing at MUs either moving or marked with a Moved or H&R marker (6.7).
  • Add one (+1) to the total FP when firing at a MU that is not moving or marked with a Moved or H&R marker (exposure).
  • Units add one (+1) to their OFT to-hit dice-roll when firing at MUs either moving or marked with a Moved or H&R marker (6.7).
  • Units subtract one (-1) from their OFT to-hit dice-roll when firing at a MU that is not moving or marked with a Moved or H&R marker (exposure).
  • Mounted MUs do not spawn Heroes.
  • SMCs can accompany MUs as if the MUs were MMCs. SMCs can move with any MU with whom they are stacked, and share the mounted status and Movement Factor (MF) of the unit with which they are stacked.
  • MUs CANNOT perform Overruns (15.3); if they enter a hex occupied by enemy Leg units or MUs, they initiate Melee (8.0)-exception: Cavalry Charges (8.6).
  • MUs CANNOT perform Close Assaults (17.1); to do so they must first dismount (see below).
  • MUs can utilize Continuous Movement (15.5.1)
  • Dismounting: MUs can dismount during their impulse by expending half of their MF. They are then replaced by their corresponding Leg unit, which is marked on the top center of the counter. These units can still spend half of their (new) MF, and enter Melee (8.0) or attempt a Close Assault (17.1). Enemy units can Opportunity Fire (5.3) on MUs in the hex in which they dismount, and receive +1 on the DFT for such fire and +1 on the OFT, as they would against any other moving Leg units. Mounts are considered abandoned and cannot be used for the rest of the game.

6.6.1 Horse MUs (Cavalry)

When mounted, Cavalry can carry Support Weapons (SWs) but CANNOT use/fire them. Cavalry can also perform Charges. Since Cavalry Charges are a form of Melee, they are covered in the Melee section of the rules (see section 8.6).

6.6.2 Motorcycle MUs

Motorcycle MUs follow all the rules for MUs, with the following exception:

  • When mounted, motorcycle units can fire SWs with a FP of 2 or less as long as the SW does NOT use the OFT. Motorcycles MUs cannot fire a Mortar SW while mounted.

Movement Example 5: An Italian 1-4-20 Motorcycle MU Squad with a 1(J)-6 Breda 30 MG SW fires with a total FP of 2. If the Motorcycle MU has a Solothurn ATR SW, which uses the OFT, it cannot fire the ATR until it dismounts.

6.7 Hit & Run (H&R) Movement

Units with a red Movement Factor (MF) (e.g., MUs, 6.6) can perform H&R movement. These units' intentions are declared at the beginning of their impulse and they are marked with an H&R marker. SMCs stacked with H&R-eligible units can also use H&R movement. A unit (or stack) that is H&R-move capable can spend up to half its MF and fire at any time during its movement. When firing, two (-2) is subtracted from the unit's (or stack's) total FP. This is all done in one impulse.

Movement Example 6: A Horse MU (12 MF) can spend 2 MPs, fire (-2 to its FP), and then spend its remaining 4 MPs. It need not move first and then fire. At the end of its impulse it's marked with an H&R and a Fired marker.

A MU CANNOT use H&R movement to enter Melee or Close Assault.

6.8 Opportunity Movement (OM)

H&R-capable units (6.7) can Opportunity Move (OM) if not marked with a Moved, H&R, Fired or Ops Complete marker. OM occurs at any time a unit would normally be eligible for Opportunity Fire (OF, 5.3); and no range conditions are required. Such units can activate and perform any type of eligible movement and fire.

Movement by a MU performing OM is itself subject to Opportunity Fire and OM, if the enemy also has MUs. Once the MU's OM is completed, the unit(s) that triggered the OM can complete their impulse if they still have MPs to spend and/or haven't been Shaken, wounded or eliminated by the OMing MU.

Movement Example 7: British Sgt. Newell and a 1-5-4-5 Half-Squad begin their impulse in hex F3, which is also occupied by another 1-5-4-5 Half-Squad. Sgt. Newell's plan is to rush the Italian Bersaglieri 1-4-4 Half-Squad in hex D5, under a Fired marker. Sgt. Newell and his men enter hex E3 but the Italian 0-4-20 Motorcycle Half-Squad MU in hex E5 decides to use Opportunity Movement instead of Opportunity Fire, to protect their dismounted comrades. The Italian 0-4-20 can now perform any type of eligible movement and fire. The British 1-5-4-5 Half-Squad in hex F3 is eligible to Op Fire on the Italian MU when it moves.

7.0 Laying Smoke

Good Order MMCs (but not WTs) not marked by a Moved, Low Crawl, AM, Stealth, H&R, Fired or Ops Complete marker can attempt to lay Smoke in their own or an adjacent hex at the very start of their impulse. Select the hex and roll 1d6. If the die roll is equal to or less than the unit's Smoke-laying Capability (delineated in module-specific rules), place a Smoke 1 marker on the hex. If the attempt is successful, the Smoke-laying unit can then move but 1 is subtracted from its MF for that turn. Other units can move with the Smoke-laying MMC, and Double-Time (6.2) is permitted, if eligible, as is entering Melee (8.0) or Close Assault (17.1). If the attempt is unsuccessful, place an Ops Complete marker on the unit.

  • Units that successfully lay smoke but do nothing else are marked Ops complete.
  • Only one attempt at laying smoke can be conducted per unit in one turn.
  • A unit that successfully lays smoke can't Low Crawl in the same impulse afterward.

Developer's Note: The above change is to reflect a benefit to a MMC using Smoke to its tactical advantage. The best time to use Smoke is when a MMC is attempting to cross a Road, from one Building to another; and now it can perform the action in one impulse, if successful.

Smoke is blocking terrain with a TM of +1. The TM is added to the hex's existing TM. Hence a Smoked Forest hex has a TM of +3.

Units firing from a Smoked hex subtract one (-1) from their DFT die-roll and add one (+1) to their OFT to-hit die-roll.

In the Administrative Phase (9.0) after the Smoke 1 marker is laid, replace it with a Smoke 2 marker. In the next Admin Phase, remove the Smoke 2 marker. A Smoke 1 and a Smoke 2 marker have the same effects on play; the numbers indicate duration.

If two Smoke markers are in a hex concurrently, the effect of the Smoke is NOT doubled-only the duration is, e.g., if one is a Smoke 1 and one is a Smoke 2.

Vehicles (15.0), Mortar WTs and Off-board Artillery (18.2) CANNOT fire or lay Smoke unless specified in a Special Scenario Rule (SSR, 22.0).

Smoke does not affect Thermal Imaging Systems (TIS, 10.1.2).

Recommended but Optional: The amount of Smoke both sides can utilize during a scenario is limited by the number of Smoke markers in a module's countermix (no borrowing from other modules); there are usually four or five. If all are in play, Smoke cannot be laid.

8.0 Melee Combat

Developer's Note: In LnLT, Melee is close combat. It's small-arms at close range; it's grenades; it's whatever is at hand. It's brutal, violent and deadly. And, often, tense scenarios hinge on one final, desperate Melee-the odds be damned.

For this section, familiarize yourself with the Melee Table (MT), which contains odds ratios (see Melee Example 1) and Kill Numbers (KNs). The MT is on one of the Player-Aid card (PAC). Several numbered examples are referenced in and conclude this section. Zero-FP units are addressed in section 8.3.

Melee is conducted by Good Order (GO) MMCs and eligible SMCs. These Leg units are considered to be non-Melee-eligible (NME):

  • Shaken MMCs/SMCs.
  • Leaders that do not possess a Melee-eligible Support Weapon (SW), e.g., a MG, Flamethrower, Satchel Charge or Molotov Cocktail.
  • Snipers.
  • Medics and Corpsmen.
  • Chaplains.
  • Advisors that do not possess a Melee-eligible SW.
  • Nurses.
  • Pipers.
  • Marksmen.

NME units cannot initiate/enter Melee or "attack" or "defend" (be targeted) in Melee, but can "accompany" ME units doing so. When units enter a hex containing only enemy Leg units (not vehicles), they must Melee immediately. But the following sequence must first be observed:

  1. Unit(s) enters an enemy-occupied hex.
  2. Resolve any Fire for Effect (18.1/2) or Mines (21.4) attacks, only against entering units.
  3. Possible Event(s) (1.8) is triggered.
  4. Conduct Melee (8.0) as per the rules enumerated in this section.

"Attacking", in the context of this section, means that your unit is making a Melee attack-it has nothing to do with whether you entered the hex. "Defending" means your unit(s) is the target of a Melee attack. A unit that can only defend cannot make Melee attacks but is not automatically eliminated either. The following conditions also apply to Melee:

  • There is no Opportunity Fire (OF) against the enemy unit(s) as it enters the Melee hex.

  • Units cannot use Assault Move (6.1), Assault Fire (6.1.1.), Stealth Assault Move (6.4.1) or Stealth Assault Fire (6.4.2) to enter Melee.

  • Units cannot use Coordinated Movement (6.5) to enter Melee.

  • Units cannot use Hit & Run (6.7) to enter Melee.

  • Melee combat is considered to be simultaneous; thus both sides get a chance to "attack" each other and losses aren't taken until the round of Melee combat is concluded, though Nationality Characteristics (13.0), Events (1.8) and Skills (12.0) might alter the sequence.

  • Unless modified for Ambush (8.4) or Skills (12.0), Melee combatants use their unmodified IFP (see Melee Example 1).

  • There can only be one Melee round/turn/hex.

  • Every ME unit on each side must participate with every ME SW they own (no saving of that Satchel charge...).

  • All units that participate in a Melee round are considered activated at the same time.

  • Units that don't participate in the Melee (because they are NME for example) are still considered activated after a Melee round.

  • Not all "defending" units must be attacked, but at least one must be attacked (see Melee Example 2).

  • Unmodified "attacks" at less than (worse than) 1:3 odds are treated as 1:3, and cannot be conducted against multiple units that exceed 1:3 odds (see Melee Example 3).

To conduct the Melee, the IFP of all the attacking units (the units that entered the hex) and Melee-eligible SWs (MGs, Satchel Charges and Flamethrowers-and/or others presented in module-specific rules) is compared to the FP of any defending units the attacker chooses and their Melee-eligible SWs, and an odds ratio is determined, rounding up fractions (see Melee Example 1).

The "attacker" then rolls 2d6 and consults the Melee Table (MT) on the PAC. If the attacker rolls equal to or greater than the Kill Number (KN) under the odds ratio on the MT, the defending units are eliminated (see Melee Example 1). Eliminated units are NOT yet removed. The defender then follows the same procedure against any of the attacker's units he chooses. After assessing damage, remove eliminated units from both sides and mark the hex with a Melee marker.

Below are examples of the Melee concepts:

Melee Example 1: 4 FP attacking 2 FP is 2:1, whereas 5 FP attacking 2 FP is not 2.5:1 but 3:1, because fractions are rounded up. More specifically, two US Airborne 2-5-4 Squads equal 4 FP factors in Melee combat and two German 1-6-4 Squads and a 2-FP MG-34 SW also equals 4 FP factors, for 1:1 odds. 1:1 odds has a KN of 8 on the MT, thus an 8 or greater must be rolled to eliminate the enemy unit(s).

Melee Example 2: Not all "defending" units need to be "attacked", but at least one must be attacked, thus if a US 2-5-4 Squad is in a hex with two German 1-6-4 Squads and a 1-6-6 Hero, the US 2-5-4 Squad can choose to attack all three enemy units at 2:3 odds, either of the 1-6-4 Squads or the Hero at 2:1 odds or any pair of the trio of enemy units at 1:1 odds. The three enemy units would then "attack" with 3:2 odds, shifted one column to the right, in their favor, because they have a Hero, to 2:1 odds.

Melee Example 3: Unmodified attacks at worse than 1:3 are treated as 1:3, and they cannot be conducted against multiple units, thus if a French 1-5-4 Squad is in a hex with a German 1-4-4 Squad with a 2-FP SW (total FP of 3) and a 2-6-4 Squad (total stack FP of 5), the French 1-5-4 Squad cannot attack both German Squads (1:5 odds reduced to 1:3); he can choose to attack either the 1-4-4 Squad with the SW, at 1:3 odds, or the 2-6-4 Squad, at 1:2 odds.

Melee Example 4: Three US 2-5-4 Squads (total FP of 6) attack a German 1-6-4 Squad at 5:1 odds, not 6:1, as 5:1 is the highest (best) odds ratio allowable.

Melee Example 5: A German 6-1-6 Leader possessing a 2-FP MG-34 SW has a FP of 1 in Melee, and cannot apply (add) his LM to the die-roll. If the German 6-1-6 Leader with the 2-FP MG-34 SW is with a 1-6-4 Squad, against a Dutch 1-5-4 Squad, they attack with either 2 FP vs. 1 FP (if the Leader uses the SW), for 2:1 odds, defending at 1:2 odds. Or, if the Leader doesn't use the SW, they attack at 1 FP vs. 1 FP, for 1:1 odds + 1 to the die-roll, and also defend at 1:1 odds. Better to use the SW in this case.

Melee Example 6: A 6-0-6 Leader possessing a captured 1-FP MG SW and a 1-6-4 Squad enter Melee against an enemy 1-5-4 Squad. Neither side eliminates the other. Remove the captured 1-FP MG SW from the Leader in the Admin Phase.

Melee Example 7: A US 2-5-4 Squad enters a hex occupied by a German 88 mm ATG WT. The German WT is not a MG WT, thus it can only "defend" in Melee and has a FP of 1. Thus, the US Squad attacks with an odds ratio of 2:1 (2 FP vs. 1 FP) and the German WT cannot "attack". If the German WT was a 4-FP MG WT, the situation would be different: the US Squad would "attack" at 1:2 odds (2 FP vs. 4 FP) and the German WT would "attack" at 2:1 odds (4 FP vs. 2 FP).

Melee Example 8: A British Medic, a NME unit, cannot enter a hex containing a German Sniper, also an NME unit. Also, a Shaken British Squad cannot enter a hex containing a Shaken German Squad-or a hex containing any enemy NME(s).

Melee Example 9: A Soviet Squad that enters a hex occupied by a German Medic, a Shaken Leader and a Shaken Squad automatically eliminates all three German units; it must stop in the hex and a Melee marker is placed on the hex.

8.1 Post Melee

Units remaining after the round of Melee are locked in Melee. Place a Melee marker on the units. Locked units cannot move (unless withdrawing) or fire, but can use an impulse in the following turn to either Melee or attempt to withdraw (8.1.1). Melee markers are not removed as long as units from both sides inhabit the hex. Once one-or both-side's units have been eliminated, the Melee marker is removed in the ensuing Admin Phase. Thus, a Melee marker can be in a hex by itself, and Melee-eligible units (with accompanying NME units) from both sides can enter the hex as per 8.2.

If all Melee-eligible units are eliminated, NME units are removed. Any non-Hero or Scout, SMC left at the end of a Melee round without a possessed Melee-eligible SW or stacked with a friendly Melee-eligible unit is removed too, even if no enemy Melee-eligible units are present; it is assumed that the SMC went down with his troops.

8.1.1 Withdrawing From Melee

Units that wish to withdraw must announce their intention at the beginning of their next impulse (before they are once again engaged in Melee by the opposing player) and pass a Morale Check (LMs and TMs apply). Failure to pass incurs no penalty but they must immediately initiate/fight a Melee round.

Units that pass the Morale Check can exit the hex by regular Movement (6.0), Assault Move (6.1), Double Time (6.2), Low Crawl (6.3), Stealth (6.4) or H&R (6.7), paying the appropriate MP costs. Assault Fire (6.1.1) and Stealth Assault Fire (6.4.2) cannot be used to withdraw from Melee.

If a player withdraws all friendly units from the hex, the Melee marker is removed and the remaining enemy units are eligible to OF (5.3) on the withdrawing units. Note that a player can leave a unit behind as a rearguard to prevent this from occurring. The rearguard unit(s) must be ME (no nurse left behind...).

8.2 Reinforcing a Melee

Units from either side can reinforce a Melee. Any unit entering a hex marked with a Melee marker is considered reinforcing it, even though it's possible that no friendly units are left in the hex after the previous Melee round.

If a unit reinforces a Melee before a Melee round is fought in that turn, the Melee round is conducted immediately. If they reinforce the hex after the Melee has been fought, they cannot participate in the Melee until the following turn.

If the reinforcing units have the Ambush capability (8.4), their tripled FP is added to the other friendly unit's normal FP, but the Melee combat round is considered simultaneous. This is only applied if the reinforcing units trigger a round of Melee in the current turn, not carried over to the next turn.

8.3 Zero-Firepower Units

In Melee, MMCs with an IFP of 0 attack and defend with a FP of 1, unless such units possess a Melee-eligible SW, in which case they use the SW's FP. For each zero-IFP MMC participating in an attack, 1 is subtracted from the die-roll. For each zero-IFP unit participating in defense, 1 is added to the attacker's die-roll (see Melee Example 10).

Zero-IFP unit using a SW no longer subtract 1 from the die-roll on the attack or add 1 to the attacker's die-roll in defense.

Melee Example 10: Two 0-3-4 Soviet Partisan Squads attack a German 2-6-4 Squad in Melee. The odds are 2 FP vs. 2 FP or 1:1 (each 0-IFP Squad counts as 1 FP for the attack). At these odds the Kill Number is 8. The player with the pair of 0-IFP Squads, however, subtracts 2 from his 2d6 roll. Hence, he needs to roll 10 or better (10 - 2 = 8, which is the minimum needed to kill the opposition in a 1:1 attack) to eliminate the German 2-6-4. Conversely, the German 2-6-4 Squad attacks the two Partisan Squads at 2 FP vs. 2 FP or 1:1, but adds two (+2) to its 2d6 roll. Accordingly, it eliminates the two Partisan Squads on a roll of 6 or better (6 + 2 = 8).

8.4 Ambush

Some nationalities (13.0), units or circumstances (Skill, 12.0, or module-specific or scenario-specific rules) allow the initial round of Melee to be resolved as an Ambush.

When an Ambush-capable unit (or stack of units) enters Melee with a unit that did not have LOS to it (the Ambusher) at the beginning of its impulse, the unit's/units' total FP (IFP + SW) is tripled for the first round of Melee. A zero-FP MMC's FP is still 1, and tripled to 3, and 1 is subtracted from the die-roll. Additionally, this first round is non-simultaneous, and eliminated opponents are immediately removed from play, before they counterattack.

8.5 "M"-Superscripted Units

MMCs and SMCs with an "M"-superscript are Melee specialists, and add one (+1) to their FP when attacking and defending in Melee. Some Support Weapons (SWs, 1.6) also have the "M"-superscript, which adds one to the SW's FP during Melee. This is per unit and/or SW, not per stack.

Melee Example 11: If two Soviet Spetsnaz 2(M)-3-5 Half-Squads enter Melee with two Mujahideen 1-3-4-5 Squads, the odds for the Soviet attack are 3:1. Each Half-Squad has a FP of 3 (2 + 1 for the M-superscript = 3), for a total FP of 6 vs. the total FP of 2 for the pair of Mujahideen Squads. The Mujahideen, on their counterattack, can choose to attack both Soviet Half-Squads at 1:3 odds (2 FP vs. 6 FP) or one of them at 2:3 odds (2 FP vs. 3 FP).

8.6 Cavalry Charges

Cavalry (Horse) MUs can perform a Charge when entering Melee (8.0). The following rules pertain to Cavalry Charges:

  • The Charge can only be executed against units that were at least two hexes distant at the beginning of the charging unit's movement (count the target hex, but not the attacker's hex). A Cavalry MU that begins its impulse adjacent to an enemy-occupied hex and enters that hex performs a normal Melee.
  • The target of the Charge cannot occupy a Building, Bunker, Marsh, Forest or Dense Palms hex.
  • When Charging, Cavalry double their IFP for the first round of Melee. As per 8.3, a 0-IFP Cavalry MU has a FP of 1 for Melee, which is then doubled to 2 during a Charge; but only 1 is still subtracted from its die-roll.
  • Units targeted by a Charge must pass a Morale Check (TM applies); if they fail, they only defend (do not counterattack) during the first round of the Melee. A Leader that does not pass the Morale Check cannot lend his LM (11.1.1) to the attack either.

Melee Example 12: An Italian 1-4-12 Cavalry Squad Charges a British 1-7-4-5 Squad in a Sand hex four hexes away. The Cavalry are not deterred by Opportunity Fire (5.3) and enter the British-occupied hex. The Italian Cavalry Squad doubles its IFP of 1 to 2 for the first round of Melee, and thus 2:1 odds instead of 1:1 odds (see 8.0, for Melee resolution). The British must pass a Morale Check in order to counterattack; if they pass they attack with 1:2 odds.

9.0 Administrative Phase

Once all units have either moved or Fired, or after three consecutive passes (i.e., Player One passes, Player Two passes, Player One passes again), the Operations Phase (4.0) ends.

In the Admin Phase, players remove all Moved, Assault Move, Stealth Move, H&R, Low Crawl, Fired, Ops Complete, Starshells and Spotted markers. FFE markers are removed. Smoke 1 markers are turned over to become Smoke 2 markers and Smoke 2 markers are removed from the Map. Fire 1 markers are checked to see if they go out or grow to Fire 2, then check to see if any Fire spreads from hex to hex.

Once all markers have been removed, advance the Turn marker one turn, roll for initiative and begin the Rally Phase (3.0).

10.0 Line of Sight, Spotting & Terrain

Developer's Note: No rule/mechanic has confused new players or sparked debate more than spotting. But it's a key mechanic to the LnLT system, one that drives gameplay not just from turn to turn, but from impulse to impulse. The v5.1 rules aim to clarify spotting, as well as tidy up some loose ends pertaining to Line of Sight. Further, it's important to keep in mind that during a turn, all actions are, for all intents and purposes, occurring at approximately the same time.

A unit has a Line of Sight (LOS) to another unit if, in the real world, it could see that unit. Units cannot fire at targets to which they do not have a LOS, or at units in hexes that are not spotted. It's ESSENTIAL to know that HEXES and NOT units are spotted, but the actions of units are what make a hex spotted. Think of spotting in terms of a hex having activity (units firing, moving) within it that alerts units to the presence of the enemy.

There are two types of terrain that affect LOS and spotting: blocking and degrading (see the TEC for a list of specific terrain types). Blocking- and degrading-terrain hexes are not spotted until the actions of units on the Map make them so.

10.1 Spotting

Just because a human player looking at the Map can see his enemy's units doesn't mean his units on the Map can see them. Even if a unit has a LOS to its target hex, the attacker might not see the enemy units within the hex. The hex has to be spotted.

Spotting Example 1: An enemy Squad is in a LC Building hex two hexes distant. There may not be anything blocking your Squad's view of the LC Building, but that does not mean they see the enemy units within it.

To be able to fire on an enemy-occupied hex, it must be spotted. Again, HEXES rather than units are spotted, and if one unit in a hex performs an action that causes the hex to be spotted, all units in the hex can be Fired at (exception: units in a Bunker, Cave or another level of a Multi-story Building or on a Rooftop (10.6) are in the equivalent of a second hex within the hex (see 10.4.1), and said hex must be spotted separately).

Spotting is status driven. A hex (and thus all units within it) is spotted if any of the following apply:

  • The hex is open-type terrain.
  • The hex is marked with a Spotted marker (see 10.1.1).
  • A Good Order (GO) friendly unit is adjacent to the hex (exception: GO buttoned vehicles do not auto-spot adjacent hexes). A GO unit auto-spots all six (6) adjacent hexes.
  • A unit is currently/actively moving or Assault Moving in/through a hex.
  • A unit in a hex is marked with a Moved, Assault Move, H&R, Fired or Melee marker.
  • Open-type-terrain hexes are automatic spotted even if the LOS is degraded by intervening terrain (10.3). There are some exceptions. (for example, smoke or bunker markers in an otherwise open-hex; see TEC and Module Rules).
  • Open-type-terrain hexes containing a vehicle (degrading terrain for LOS) are spotted, but Leg units in the hex do get the defensive TM; If two vehicles are in open-type terrain, the hex is also spotted, but they would not get the defensive TM. Only a wreck confer a +2 TM to a vehicle. Only one vehicle or Wreck per hex can confer a +2 TM to Leg units.

The following also pertains to spotting:

  • The status of a hex can change during a turn.

    Spotting Example 2: If a hex is spotted because it is adjacent to a Good Order friendly (to the potential firer) unit and that unit is either Shaken or moves away, to a non-adjacent hex, the initially spotted hex is no longer spotted.

  • Low Crawling (6.3) units and units using Stealth Movement (6.4) do not create a spotted hex during their movement provided they don't find themselves in a hex otherwise spotted (such as any open terrain).

  • Once a hex is spotted, it is spotted for all friendly units during the turn, even for those without LOS to the spotted hex at that time. But if all units leave a hex (or are eliminated), any Spotted marker on it is removed (exception: Assault Fire, 6.1.1).

  • GO units marked with Fired, Moved, Low Crawl, Ops Complete, H&R, Stealth, Assault Move or Melee marker cannot spot for other units, but they do cause adjacent hexes to be automatically spotted (this important for cases of indirect fire (18.0).

  • Shaken units and buttoned vehicles (15.0.1) don't automatically spot adjacent hexes containing enemy units.

10.1.1 Spotting Attempts

Good Order units (including open and buttoned vehicles) can attempt to spot unspotted hexes to which they have a LOS. Medics and Corpsmen (11.3), Chaplains (11.8), Nurses (11.10) and Pipers (11.11) cannot make spotting attempts. Spotting attempts are made by rolling 1d6.

  • Blocking-terrain hexes are spotted with a 1d6 roll of two (2) or less.
  • Degrading-terrain hexes are spotted on a 1d6 roll of three (3) or less.

Optional: You can apply a -1 if the spotting target is a vehicle.

Spotting Example 3: If a unit is attempting to spot a degrading-terrain hex containing an enemy unit, it must roll a three or less to succeed. For blocking terrain, a two or less is required.

  • One is added (+1) to the unit's die-roll for every hex of degrading terrain its LOS passes through en route to the target unit's hex. Note that the LOS must actually pass through a piece of the degrading terrain in the degrading-terrain hex.
  • One is also added (+1) if it passes through the silhouette (artwork) of degrading terrain that is in part of an otherwise open hex.
  • Buttoned vehicles add one (+1) to all spotting attempts.
  • If the LOS passes through more than two hexes of degrading terrain, or silhouettes of degrading terrain within two open hexes, it is blocked. LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit or target's hex into an adjacent hex.
  • Leadership Modifiers (LMs 11.1.1) apply and are subtracted only from Leader/Armor Leader/Commissar & Political Officer own die-roll.
  • A Chaplain, Nurse or Piper cannot use his or her LM to assist another unit's spotting attempt.
  • Once a hex is spotted, a Spotted marker is placed there. Do not place Spotted markers on hexes containing units already marked with a Moved, Fired or any other marker that deems the hex spotted.
  • A natural 6 on a spotting attempt always fails.
  • Spotted markers are removed during each Administrative Phase (9.0) or if all units leave the hex. Exception: Spotted markers placed on a hex after a unit uses Assault Fire (6.1.1) and exits the hex remain in the hex until the Admin Phase.
  • Spotting attempts do not constitute an impulse, but only one attempt can be made per friendly impulse, and a unit attempting to spot is marked with an Ops Complete marker regardless of the result of the attempt. If the only action a side does during an impulse is to perform a spotting attempt, it is considered a pass.
  • A unit under an Ops Complete marker (4.1) can fire at FULL FP at a hex it has spotted during the SAME impulse. By the same token, Leaders under an Ops Complete marker can add their LM to any attack originating from their hex, but only if directed against a hex that the Leader spotted during the current impulse, i.e., a unit can immediately fire upon any hex it has just successfully spotted.
  • Since spotting does not constitute an impulse (activation) per se, you can try to spot from one hex and then activate the spotter hex or another hex, regardless of the spotting result. If you activate the spotter hex after a successful spotting attempt, the spotter can participate in a fire attack against the just spotted hex.

10.1.2 Thermal Imaging Systems (TIS)

In the LnLT system, several modern vehicles, helicopters and Weapon Teams have Thermal Imaging Systems (TIS). Units with TIS are noted in a game's module-specific rules, and in one of the PACs. All units with TIS subtract two (-2) from their spotting attempt. A natural 6 on a spotting attempt always fails.

Vehicles with TIS can attempt to spot units in their turret's covered arc (14.1) even if buttoned, and still subtract two (-2) from the spotting attempt.

TIS are not affected by Smoke (7.0).

10.2 Buildings & Hills

Most of the terrain in LnLT is at ground level (Level-0). There are, however, Hills that are Level-1, -2, and -3. Differing shades of brown represent taller Hills (though shading depends on the module). Each level above ground level (or Level-0) denotes a rise of about 3-6 meters (or 10-20 feet). Units in adjacent hexes but on different level Hills ARE considered adjacent.

There are also one- and two-story Buildings, and the following conditions apply:

  • All three-hex or larger Stone/Heavy Construction (HC) Buildings are considered two-story (Multi-story) Buildings.
  • Staircases are in each Multi-story Building hex.
  • Units can move from the bottom floor (Level-0) to the upper level (Level-1) of their hex, and vice versa, by paying 2 MPs.
  • Units in a single-story Building occupy ground level (Level-0) or the level of terrain on which the Building rests.
  • Units on the upper level of a two-story Building are one level above the terrain on which the Building rests, thus at Level-1 if the Building itself is at Level-0.
  • Units in adjacent hexes but on different levels of a Multi-story Building(s) ARE NOT considered adjacent and don't have LOS to each other.

Buildings Example 1: Units on the upper level of a Multi-story Building at Level-0 are at Level-1, or the same height as a unit on a Level-1 Hill.

Buildings Example 2: Units on the upper level of a Multi-story Building on a Level-1 Hill are at Level-2.

Buildings Example 3: A US 2-6-4 Squad and a Soviet 3-3-4 Squad are in adjacent hexes of a Multi-story Building but on different levels; the US Squad is on the ground floor, Level-0, and the Soviet Squad is on the upper level, Level-1; thus they are NOT considered adjacent and don't have LOS to each other.

Developer's Note: You will notice that the new Upper Floor markers are now Vehicle marker sized. This will allow you to see and differentiate units between units on Ground Floor and Upper Floor now. Upper Level and Upper Floor are identical in how the counter works, and both terms can be used interchangeably.

For more on Multi-story Buildings and spotting, see 10.4.1. Rooftops are covered in section 10.6.

10.3 Figuring Line of Sight

LOS is traced from the center dot of the firing unit's hex to the center dot of the target hex. There are two types of LOS-affecting terrain: blocking and degrading (see TEC).

Any silhouette (artwork) of blocking terrain crossed by a LOS blocks it (except as otherwise noted). Degrading-terrain silhouettes don't block LOS, they degrade it.

The following conditions apply when figuring LOS:

  • LOS can be checked at any time.
  • LOS is reciprocal: If unit A can see unit B, then unit B can see unit A.
  • During fire combat (5.0, 14.1) subtract one (-1) from an attacker's DFT die-roll and add one (+1) to an OFT to-hit roll for every hex the LOS crosses a silhouette of degrading terrain. If the LOS passes through more than two such hexes it is blocked and no attack-or spotting attempt-can be made.
  • LOS can be degraded (modified) by only one factor per hex; thus, a LOS traced across a Light Woods silhouette in a hex containing a Wreck is modified by 1, not 2.
  • Blocking/degrading terrain in the attacker's or target's hex never blocks/degrades LOS.
  • LOS is NOT BLOCKED or degraded by small pieces of terrain that extend from the firing unit's or target's hex into an adjacent hex.

Terrain can be located at a level (elevation) or be of a certain obstacle height (expressed in terms of levels on the TEC).

LOS Example 1: Forest terrain (Level-2 Height as Obstacle) on a Level-1 Hill hex presents an obstacle to LOS up to a height of Level-3.

LOS Example 2: A one-hex Light-Construction (LC) Building (Level-1 Height as Obstacle) on a Level-2 Hill hex presents an obstacle to LOS up to a height of Level-3.

LOS Example 3: A three-hex Heavy-Construction (HC) Building (Level-2 Height as Obstacle) on Level-1 Hill hexes presents an obstacle to LOS up to a height of Level-3.

LOS Example 4: Light Woods terrain (Level-1 Height as Obstacle) on a Level-1 Hill hex presents an obstacle to LOS up to a height of Level-2.

Blocking/degrading terrain obstacles that rise to the same hex level (and/or are as per terrain height on the TEC) as both the attacker's and target's hex blocks/degrades LOS.

LOS Example 5: The Brush in hex M5 degrades LOS between the French Squad in M6 and the German Squad in M4 (all hexes at Level-0).

LOS traced through blocking/degrading terrain obstacles that rise to a higher total hex level than both the attacker's and target's hex level is blocked/degraded.

LOS Example 6: The US Airborne Squad in hex C6, at Level-0, does not have LOS to the German Squad in hex E5, also at Level-0, because it is blocked by the LC Building in hex D6, which is a Level-1 obstacle at Level-0, for a total obstacle height of Level 1.

LOS traced over blocking/degrading terrain obstacles that rise to an equal to or lower total hex level than both the attacker's and the target's hex level is not blocked/degraded.

LOS Example 7: LOS traced from the German Half-Squad on the upper level of the HC Building in hex G2 (Level-1) to the British Airborne Squad on the upper level of the HC Building in hex I3 (also at Level-1) is NOT degraded by the Rubble in hex H3, a Level-1 obstacle in a Level-0 hex.

Units in a hex at a level EQUAL TO the total obstacle height of a blocking/degrading-terrain hex can see and fire over it into hexes at a LOWER level than the total obstacle height of said blocking/degrading terrain hex; but, Level-1, -2 and -3 blocking/degrading terrain obstacles cast a one-hex shadow that blocks/degrades LOS to units located behind them.

LOS Example 8: LOS from the Soviet Partisans in hex K3, a Level-1 Hill hex, to the German SS Squad in hex K1, a Level-0 hex, is degraded by the Light Woods terrain in hex K2, a Level-1 height as obstacle in a Level-0 hex, for a total obstacle height of Level-1, which casts a one-hex degrading shadow on hex K1. If the Light Woods in K2 was a LC Building, the LOS would be blocked to K1; in both cases LOS from K3 to K0 is clear.

LOS Example 9: LOS traced from the Soviet Sniper on the upper level of the HC Building in hex J4, at Level-1, is clear over the HC Building in J3 (obstacle height of Level-1) to the German SS Half-Squad in hex J1, at Level-0, but the LOS is blocked to the German SS Squad in hex J2 because it is in the one-hex shadow of the HC Building in hex J3, a Level-1 obstacle.

In addition, the number of hexes in between the firer's hex and the hex containing the obstacle (not counting each) is added to the length of the cast shadow. Thus in the previous example, if the Building in J3 was actually in J2, hexes J1 and J0 would be in its blocking shadow.

Units in a hex at a level HIGHER than the total obstacle height of a blocking/degrading-terrain hex can see and fire over it into hexes at a lower level than the total obstacle height of said blocking/degrading terrain. Since the LOS in this situation is traced OVER the blocking/degrading terrain obstacle, it is not blocked/degraded in any way; but Level-1, -2 and -3 blocking/degrading-terrain obstacles cast a one-hex shadow that blocks/degrades LOS to units located behind them.

LOS Example 10: The US Squad in hex I4 (Level-2 Hill) has LOS to the Japanese Squad in hex I7 (Level-0), but it's degraded by the Light Jungle in I6, a Level-1 obstacle in a Level-0 hex. The US Squad has a clear LOS to the adjacent Level-1 Hill (I5), to hex I6 (see 10.3.1), and to the Clear Level-0 hex in I8; LOS to I8 is unobstructed by the Light Jungle in I6.

10.3.1 Hills & Slopes

There is one exception to the preceding paragraph: when LOS is traced from a Hill hex to a lower-level hex through only Clear Hill hexes of constantly diminishing level, like a staircase. This is considered to be a clear slope and LOS is not blocked along such a slope.

In the previous example, the US Squad in I4 (Level-2 Hill) has LOS to hex I6 (Level-0 Light Jungle) because I5 is a Clear Level-1 Hill.

LOS Example 11: The Belgian Squad in hex I5 (Level-2 Hill) has LOS to both the SS Squad in hex I3 (Level-0 Road) at the foot of the slope and to the SS Hero in I2, also at Level-0. However, if hex I3 was also a Clear Level-1 Hill hex, the Belgians would NOT have LOS to the SS Hero in hex I2.

Consecutive Hill hexes at the same level block LOS to a lower level up to as many intervening hexes are in between the firer's hex and the drop in hex level.

LOS Example 12: The American M4A1 Sherman tank in hex U2 (Level-1 Clear Hill) has LOS to the three consecutive Clear Level-1 Hill hexes in front of it (U3 - U5), but it does not have LOS to the first three hexes after the level drops to Level-0: hexes U6 - U8. Its LOS resumes in hex U9, which contains a German Panther tank.

10.3.2 LOS Along Hexsides

When tracing LOS down hexsides, the adjacent hex terrain is considered whole-hex-with a couple of exceptions. Counters that affect the blocking/degrading status of a hex function as follows in regard to hexsides:

  • Smoke is always considered whole-hex.
  • Rubble, Roadblocks, Wrecks and vehicles are never considered whole-hex.
  • Check module-specific rules and/or the TEC for other cases.

LOS that is traced along a hexside with blocking/degrading terrain on one side is not blocked/degraded. Exception: Smoke blocks LOS traced along a hexside regardless of the terrain in the adjacent hex.

LOS traced along a hexside with blocking/degrading terrain on BOTH sides is blocked/degraded. Exception: LOS traced along a hexside between two separate Building or Huts hexes (see LOS Example 15).

LOS traced along a hexside that has blocking terrain on one side and degrading terrain on the other side is degraded.

LOS traced along a Wall or Hedge hexside from the firer's hex to the target's hex is not blocked (see LOS Example 13).

LOS Example 13: LOS from the American Squad in hex K5 to the German Half-Squad in hex L7 is not blocked (thus clear) by the hexside Wall between K6 and L6.

LOS that crosses (is not traced along) a Wall or Hedge hexside from the same Level to the same Level is blocked if neither the firing unit nor the target unit is in a hex containing the Wall or Hedge hexside, i.e., a Wall or Hedge hexside doesn't block LOS to a hex in which the Wall or Hedge forms a hexside.

LOS Example 14: LOS from the German Hero in hex J6 to the US 1-4-4 Half-Squad in hex M7 is blocked because it crosses a Wall hexside that is not a part of either the Hero's or the Half-Squad's hex. But the German Hero and the US Hero in hex L7 DO have LOS to each other because the intervening Wall hexside is part of the US Hero's hex.

LOS traced along a hexside with separate Buildings, Bamboo Huts or other dwellings/structures on both sides is not blocked. This is an exception to the rule that states: LOS traced along a hexside with blocking/degrading terrain on BOTH sides is blocked/degraded. Instead, in this case, there is a limited LOS, and it affects fire combat as follows:

  • Subtract two (-2) from an attacker's DFT die-roll (5.0).
  • Add two (+2) to an attacker's OFT to-hit roll (14.1).
  • The above are in addition to any other modifiers.

LOS Example 15: LOS from the German Squad in hex E2 to the Dutch Squad in hex F4 is NOT blocked by the LC Buildings in hexes E3 and F3, but if either unit chooses to fire at the other they subtract two (-2) from their FP.

Two (+2) is also added to any spotting attempt (10.1.1) made on a hex to which the LOS is traced along a hexside between two adjacent-and separate-Buildings, Bamboo Huts or other dwellings/structures.

The above modifiers also affect fire and spotting on any LOS traced at ANY ANGLE between two adjacent-and separate-Buildings, Bamboo Huts or other dwellings/structures; though this is a rare case.

Units CANNOT move along the hexside between two adjacent-and separate-Buildings, Bamboo Huts or other dwellings/structures.

10.4 Terrain Characteristics

Each piece of terrain has distinct advantages for units seeking shelter in it, and varying movement-point (MP) costs for units attempting to move through it. These advantages and movement costs, along with other information, are delineated on the TEC.

The terrain surrounding a hex's center dot defines its level and the type of terrain in the hex. The TM from a Wreck, Foxholes and Smoke (and any other counter-placed features or fortifications (21.0)) are cumulative with the other terrain in a hex. Remember, the maximum TM for any hex is +4 (5.5) (exception: Snipers (11.4); their maximum TM is +8).

10.4.1 Hexes Within Hexes

Bunkers (21.1), Rooftops (10.6), Caves (10.7) and different levels of a Multi-story Building create a special condition of a hex within a hex, with its own stacking (1.3) limitations. For both spotting (10.1) and fire combat (5.0, 14.1), the following conditions also apply:

  • Units in a hex adjacent to a hex containing a Bunker or Cave ARE considered adjacent to the units BOTH INSIDE and OUTSIDE of the Bunker or Cave (see Hex within a Hex Example 1).
  • Units in a separate Building or a NON-Building hex (including within a Bunker or Cave) adjacent to a hex containing a Multi-story Building are considered adjacent to units in both levels of the Building, and vice versa (see Hex within a Hex Example 2).
  • Units in adjacent hexes of a Multi-story Building but on different levels of that same Building are NOT considered to be adjacent (see Hex within a Hex Example 3).

Hex within a Hex Example 1: The German 1-4-4 Squad in hex G5 is adjacent to the Partisan 0-3-4 Squad and Elana outside of the Bunker in hex G4, and it is also adjacent to the Partisan 0-2-3 Half-Squad inside the Bunker in G4.

Hex within a Hex Example 2: The German 2-3-4 (AM) Squad in hex G1 (Road, Level-0) is adjacent to the Soviet 1-4-4 Squad on the ground floor (Level-0) of the Multi-story HC Building in hex G2, and it is also adjacent to the Soviet 1-3-4 Half-Squad on the upper level (Level-1) of the same Multi-story HC Building in hex G2.

Hex within a Hex Example 3: The German 0-4-4 Half-Squad on the ground floor (Level-0) of the Multi-story HC Building in hex F2 IS adjacent to the Soviet 1-4-4 Squad on the ground floor (Level-0) of the same Multi-story HC Building, in hex G2. But it is NOT adjacent to the Soviet 1-3-4 Half-Squad on the upper level (Level-1) of the same Multi-story HC Building, in hex G2.

Snipers (11.4) can be placed in a "hex within a hex" even if enemy units occupy the other hex within a hex, and despite this being a grave risk to the Sniper's longevity.

Hex within a Hex Example 4: A US Marines Squad is on the ground floor (Level-0) of a Multi-story HC Building hex. The Viet Cong player can place a Sniper in the upper level (Level-1) of that same Multi-story HC Building hex.

During the Rally Phase (3.0), a Good Order Leader, or any other rally-capable unit, on one part of a hex within a hex cannot rally Shaken units in the other part of the same hex within a hex. The same applies to Medics, Corpsmen and Nurses and healing Wounded SMCs.

Hex within a Hex Example 5: US Marine Leader Sgt. Ash is on the ground floor of a Multi-story Building hex. A Shaken Marine Squad is on the upper level of the same Multi-story Building hex. During the Rally Phase, Sgt. Ash cannot attempt to rally the Shaken Marine Squad because they are on different levels of the Multi-story Building hex (or in different hexes within a hex).

10.5 Other Terrain

Many games in the LnLT system have unique terrain types that are either on the Map(s) or represented by a counter/marker. This section collates those terrain types that have been used in multiple games. Terrain markers that feature common terrain found on the Terrain Effects Chart (TEC, 1.9), such as Buildings, Forest or Rough, are not covered here.

10.5.1 Streams

There are different types of Streams based on the difficulty of crossing the hexside. The additional Movement Point (MP) costs are delineated in the table below:

Stream TypeLTOR
10000
2+1+2+3+4
3+2+4+6P
4+4+8PP
5PPPP

Stream hexsides are open terrain. The type of Stream in a scenario is noted in its Special Scenario Rules (SSRs, 22.0). Streams characteristics might differ from the Core Rules in certain modules.

10.5.2 Fords

Ford counters allow units to cross River hexes by expending 4 MPs (for all unit types). Fords are considered open terrain with a +1 TM.

Fords characteristics might differ from the Core rules in certain modules

10.5.3 Tree/Jungle-lined Road

Tree/Jungle-lined Road hexes are considered open for spotting purposes, if the LOS between the firing unit's hex and the target unit's hex is traced exactly along the Road. They are degrading-terrain hexes for spotting purposes with a +1 TM for LOS and all fire NOT traced exactly along the Road. LOS must touch/cross tree/jungle art for the hex to be degrading.

Use the cost of the Road when moving from one Tree/Jungle-lined Road hex to another contiguous Tree/Jungle-lined Road hex. Otherwise the movement cost is delineated on the TEC.

10.5.4 Roadblocks

Roadblocks are placed at setup, as directed in a scenario's Order of Battle (OOB, 22.0) or SSR. The following rules pertain to Roadblocks:

  • Roadblocks can only be placed on a Road hex (Paved, Dirt or Tree/Jungle-lined).
  • Hexes containing a Roadblock can only be entered by MMCs, SMCs and WTs-not vehicles or Mounted Units.
  • Roadblocks are considered to be blocking terrain with a +2 TM.
  • It costs 4 MPs total to enter a Roadblock hex.
  • Roadblocks cannot be removed.
  • LOS traced along a Roadblock's hexside is not blocked.

Developer's Note: The Roadblocks in Day of Heroes function differently and are covered in that game's module-specific rules. The Roadblocks in Days of Villainy are the same as those in 10.5.4, but with a +1 TM and a MP cost of 3.

10.5.5 Craters

Craters represent the devastation from previous artillery barrages or aerial bombardments. They are usually placed on the Map at setup and are represented by either +1 or +2 TM Craters markers. The following rules pertain to Craters:

  • Craters' TM is cumulative with other terrain in a hex and/or Vehicles/Wrecks and Smoke, etc.
  • Craters cannot be in the same hex as Foxholes (21.2) and Sangars (21.9).
  • They are considered degrading terrain for spotting and LOS purposes.
  • Craters affect movement costs, in addition to normal MP cost of the hex, as follows: +1 MP for T and Leg units, +2 MP for O units, Prohibited for R units.

10.5.6 Fire (Optional)

In the heat of combat, Fire can become an opponent in itself. Mortar rounds, flamethrowers, even tracers from a machine-gun, could set the environment on fire.

10.5.6.1 Fire Check

Whenever an unmodified result of 6 on a DFT attack roll, or 10 or more on a OFT To-hit roll, is obtained against enemy units in a Flammable hex, a Fire Start check must be made. Note that a lonely SMC cannot, all by itself, cause a Fire Start check, unless it is using a flamethrower.

Flammable hexes are as follow:

  • Bamboo Hut
  • Brush/Scrub/Gorse
  • Forest/Dense Palms
  • Heavy Construction (Stone) Building
  • Kunai Grass
  • Light Construction (Wood) Building
  • Light Woods/Gum Trees/Palm Trees
  • Wheat Field

Further Flammable terrain types might be identified in future Module Rules and by SSR.

The Fire Start check is made using 2d6 and is modified by the weapon used in the attack (see below). A result of 10+ indicates that a Fire effectively start in the defender hex. Place a Fire 1 counter in the hex.

  • Flamethrower (vehicle and SW) and Molotov Cocktail: +5
  • Bombers, Aircraft bomb, Off-board artillery, Mortar WT: +3
  • OFT attacks: +1

If there is any indication (SSR, Battle Generator weather) that the scenario is taking place in rain/snow, a modifier of -1 is applied to the Fire Start check.

In the case of a multi-level building, the Fire Start check is made only for the targeted level. If a location already has a Fire marker in it, no further Fire Start checks are made. If a location had a Fire marker in it before and the fire went out or was put out (10.5.6.2/3), a new Fire Start check is required whenever the conditions are met again.

10.5.6.2 Fire Intensity and Spreading Checks

During the Administrative Phase, a Fire Intensity check is made for each Fire 1 marker on the board to see if it goes out by itself or increase in intensity. On a 1d6 roll of 1 or less, the fire goes out and the marker is removed from the map. On a 1d6 roll of 6+, the marker is replaced by a Fire 2 marker.

Then, a Fire Spreading check is made for each Flammable hex adjacent to a Fire 2 marker (including the above/below level in a multi-level building). On a 1d6 roll of 6, place a Fire 1 marker in that hex. Only one roll is made per hex, regardless of how many Fire Markers are adjacent to it.

10.5.6.3 Putting a Fire out

As an impulse action, a MMC or Hero may attempt to put out a Fire 1 marker in its location. A Fired marker is placed on each unit attempting such an action (even though it is not actually firing). 1d6 is rolled, modified by +1 for each additional MMC or Hero assisting the attempt. Good Order leaders LM also apply. A roll of 6+ succeeds in putting out the fire and the Fire 1 marker is removed.

No attempt can be made to put out a Fire 2 marker; it has gotten out of hand and will burn for the rest of the scenario.

10.5.6.4 Effect of Fire markers

Any hex with a Fire marker is considered filled with smoke, with the associated effects on the TEC, as long as the marker is present. At night, a Fire 2 marker also act as a (permanent) Starshell, with associated effects on the TEC.

In the Administrative phase, any unit located in a hex with a Fire marker must face the possible consequences. This is checked BEFORE any Fire Intensity and Spreading checks are conducted. Leg units in a hex with a Fire 1 marker must pass a Fire Damage Check with a +2 modifier. Vehicles (and their passengers) in the same situation are unaffected. Leg units located in a hex with a Fire 2 marker must pass a Fire Damage Check with a +4 modifier. Vehicle (and their passengers) in the same situation must pass Fire Damage Check with a +2 modifier as if they were successfully attacked by small arms fire (17.2/3).

Passengers/Crew disembarking as a result of a Fire Damage Check don't have to make an additional Fire Damage Check and cannot be the subject of Opportunity Fire. Helicopters are never affected by Fire markers (other than the effect of Smoke).

Units locked in Melee must still pass any required Fire Damage Check in the Administrative Phase. If this result on one or both sides being eliminated (by virtue of casualties or having only non-melee eligible units in the hex), remove the Melee hex.

10.5.6.5 Scenario and Module Rules

Scenario and Module Specific rules take precedence over these rules and have the potential to modify these rules depending on prevailing weather conditions and historic situations.

10.5.7 Railroad Tracks

Railroad tracks are laid on a slight rise (less than a level-1 obstacle though) and are thus considered to be degrading terrain with a +1 TM, in addition to the other terrain in the hex, e.g., a Forest hex with Railroad tracks through it has a total TM of +3. Movement cost is as per the hex terrain. If an attacking unit's LOS crosses the tracks, it subtracts one (-1) from its FP on the DFT and adds one (+1) to its OFT to-hit roll.

10.6 Rooftops

The Building hexes in some games have functional/accessible Rooftops, as denoted in the module-specific rules. Units on a Rooftop are placed on top of a Rooftop marker. The following rules apply to Rooftops:

  • Rooftops are considered a separate hex within a hex (10.4.1).
  • It costs 1 MP to move from inside the Building onto its Rooftop or from a Rooftop down into the Building.
  • The stacking limit on a Rooftop is one MMC, two SMCs and any SWs they possess.
  • Rooftops are considered degrading terrain for Spotting (10.1) and have a TM of +1.
  • All Support Weapons (including Mortars) and machine-gun Weapon Teams can fire from a Rooftop.
  • Units on a Rooftop are considered at Level-1 if on a single-story Building and on Level-2 if on a Multi-story Building.
  • A unit on a Rooftop is considered adjacent to units within or on the Rooftop of a non-contiguous Building hex, and vice versa.

Rooftop Example 1: The Italian Hero (Bulli) on the Rooftop of the LC Building in hex D4 is considered adjacent to the Italian 1-4-4 Bersaglieri Half-Squad below, inside the same LC Building in hex D4, as well as to the British Hero (Stanton) in the LC Building in hex C4 and to the British 0-5-4 Half-Squad on the Rooftop of the LC Building in hex C3.

  • Units cannot move from one Rooftop hex to another unless both hexes are a part of the same Building, in which case it costs 1 MP to enter the adjacent Rooftop hex.

Rooftop Example 2: The British 0-5-4 Half-Squad on the Rooftop of the LC Building in hex C3 cannot move to the Rooftop of the LC Buildings in hexes B4, C4 or D4 since they are separate Buildings.

10.6.1 Rooftops & Spotting

Units on a Rooftop are considered to be in a separate hex within a hex (10.4.1) for rallying (3.0), stacking (1.3) and targeting/firing purposes (5.0, 14.1) but NOT for spotting (10.1); if the Rooftop hex (within a hex) is spotted, the Building level immediately under it is spotted too, and vice versa.

Rooftop Example 3: The Italian Hero (Bulli) on the Rooftop of the LC Building in hex D4 is under a Fired marker, which makes the entire hex, both the LC Building and its Rooftop spotted. Thus the British Hero (Avis) in hex F3 can fire at either the Italian Hero on the Rooftop or at the Italian 1-4-4 Bersaglieri Half-Squad inside the LC Building in hex D4, but not at both.

Rooftop Example 4: The same Italian units from the previous example are shown, but the Bersaglieri Half-Squad was Fired on and Shaken by the British Hero (Avis) in the previous turn's Operations Phase. If the Hero (Bulli) was not on the Rooftop of the LC Building, the Shaken Half-Squad would be able to attempt to rally (3.0, 11.2), but since they are in separate hexes within a hex, the Half-Squad cannot attempt to rally.

10.7 Caves

Caves are placed as per a scenario's instructions (OOB and/or SSR, 22.0). Caves, like Rooftops (10.6) and Bunkers (21.1), are considered to be a separate hex within the hex it resides (10.4.1).

Caves are represented by a marker with a red arrow, which points to a hexside and represents the opening of the Cave. The following rules apply to Caves:

  • Caves must be spotted as if they were blocking terrain, although the Cave does not block LOS.
  • Caves face just like a Bunker, with the red arrow pointing to a hexside; the Cave is open to its front three facing hexsides.
  • Caves provide a TM as indicated on the marker. This is in addition to the other TMs of the hex (see Maximum TMs, 5.5).
  • Units in a Cave can only fire-and be Fired on-through the front facing of the Cave.
  • Mortars (1.6.5, 18.1), Off-board Artillery (18.2), Satchel Charges (1.6.3) and bombs (only) from fixed-wing aircraft (19.1.2) can attack the Cave from any facing. Satchel Charges can attack a Cave through any of the six surrounding hexes and from the hex the Cave occupies; Mortars, Off-board Artillery and bombs from fixed-wing aircraft attack the Cave normally.
  • A Good Order (GO) friendly unit adjacent to a hex containing a Cave spots both the Cave and the hex in which it resides.
  • Units in the hex containing the Cave are either inside or outside of the Cave. Again, the Cave is considered to be a hex within a hex (10.4.1).
  • Place the Cave marker on top of units in the Cave; those outside the Cave sit on top of the Cave marker.
  • It costs 2 MPs to move from outside the Cave to inside the Cave, and vice versa.
  • Units outside of a Cave cannot engage units in the Cave in Melee (8.0), and vice versa. Both units must either be inside or outside of the Cave to Melee.
  • Units outside of a Cave can fire at units in a Cave as if they were in an adjacent hex, and vice versa.
  • If a unit is in a Cave, the Cave's TM is added to the TM of their hex, observing 5.5 and maximum TM of +4.
  • Mortars (SWs and WTs) can fire from a Cave through its three front-facing hexsides. They are considered to be near the lip of the Cave.
  • Only MG and Mortar WTs can set up in or enter a Cave.

10.7.1 Tunnel Movement Between Caves

A unit can move from one Cave marker to any other Cave marker via Tunnels. A scenario may restrict which side can utilize a Tunnel.

To move in a Tunnel, count the hexes, paying 1 MP per hex, including the hex containing the Cave entrance on the other end. Place an In Tunnel marker on such units. Units under an In Tunnel marker cannot be Fired at (and are unaffected by Mortars, Artillery and airstrikes) or engaged in Melee by units not in Tunnel and immediately adjacent. Units in a Tunnel cannot be activated by a friendly Leader in the same hex but above ground/not in the Tunnel, and vice versa.

Units under an In Tunnel marker entering a Cave hex cannot be Fired on unless adjacent to enemy units, i.e., being under a Moved marker, in this instance, does not make the Cave a spotted hex unless units friendly to potential firing units are in the hex containing the Cave or adjacent to the hex containing the Cave.

Tunnel hexes cannot be entered by WTs or vehicles unless allowed by Special Scenario Rule (SSR).

10.7.2 Collapsed Entrance

Caves that are successfully attacked (see below) by a Satchel Charge, Flamethrower or Flamethrower Tank are collapsed and replaced with a Collapsed Entrance marker. The following rules pertain to Caves with Collapsed Entrances:

  • On collapse, any occupants of the Cave must move into the Tunnel behind the Collapsed Entrance marker.
  • A Tunnel is any hex that places the former Cave occupants closer to another Cave with a functioning (non-collapsed) entrance. If no such hex exists, eliminate the units.
  • Caves are successfully attacked if an attack by a Satchel Charge, Flamethrower or Flamethrower Tank results in a Damage Check (DC, 5.0). Resolve the DC, but regardless of its resolution, the Cave collapses. Replace the Cave with a Collapsed Entrance marker.
  • If all Caves in a scenario collapse, eliminate any units in Tunnels.
  • A Collapsed Entrance has no TM and does not affect LOS. It is a part of the hex it occupies, not a hex within a hex, like a Cave.
  • Cave TM is not applied when trying to collapse an empty one.

10.8 Module-Specific Terrains

Many Modules have specifics terrains. They will be located in this section of the relevant Module and Scenarios booklet.

10.9 Module-Specific Weather

Some Modules have specific Weather. They will be located in this section of the relevant Module and Scenarios booklet.

11.0 Single-Man Counters (SMCs)

Single-Man Counters (SMCs) represent significant individuals that have the power to affect the course of a battle. These counters include Leaders, Heroes, Snipers and Medics, to name a few.

11.1 Leaders

Leaders are individuals with exceptional skills. They are usually officers or outstanding NCOs.

The numbers on the right side of a Leader's counter are, from the top to bottom: Morale, Leadership Modifier (LM) and Movement Factor (MF). Leaders do not have an Inherent Firepower (IFP). Lt. von Martial is referred to as a 7-1-6 Leader.

11.1.1 Leadership Modifier (LM)

A Good Order (GO) Leader's Leadership Modifier (LM) can be used to:

  • Aid (is added to) Direct Fire (5.0) attacks and (is subtracted from) OFT to-hit rolls (14.1).
  • Modify (is subtracted from) Damage Checks (5.0) by all Leg units in his hex.
  • Modify (is subtracted from) rally attempts (3.0) by all Shaken Leg units in his hex.
  • Lead troops in Melee (8.0); the LM is added to the die-roll.
  • Lead troops in Close Assaults (17.1); the LM is subtracted from pre-Close Assault Morale Checks and can be added to the FP of ONE unit's Close Assault.
  • Any other functions mentioned in these rules or module-specific rules.

Only one Leader per hex per impulse or Rally Phase can use his LM. Leaders cannot help vehicle rallying.

SMC Example 1: During the Rally Phase, if a hex contains a Good Order (GO) 6-1-6 Leader, a GO 7-1-6 Leader and a Shaken Squad, only one of the Leaders' LMs is used (is subtracted) when the Squad makes its rally attempt.

11.1.2 Leadership Range (LR)

Each Leader has an inherent Leadership Range (LR) of one (1); this is not printed on a Leader's counter. LR is ONLY used for the purpose of activation. A Leader (in Good Order or Shaken) can activate units in their hex AND adjacent hexes during the same impulse. A Leader's LR is decreased by one if he or she is wounded; thus wounded Leaders can only activate units in their own hex. Leaders cannot activate vehicles that are in an adjacent hex; and Armor Leaders (11.5) cannot activate MMCs/SMCs in adjacent hexes.

LR does NOT apply to rally attempts, i.e., Leaders cannot attempt to rally units in adjacent hexes.

11.1.3 Leaders & Combat

Leaders not under a Moved, Low Crawl, Fired or Ops Complete marker can aid ALL attacks conducted by units whose counters have the same background color and Identification Badge (IB; top left of counter) as the Leader. Their LM is added to a unit's IFP that is using the DFT and/or subtracted from the to-hit roll for SWs and WTs using the OFT. The LM is applied to every attack (not attacking units) that occurs from the Leader's hex in its activation impulse.

Note that the Leader can aid both units using their IFP/SWs AND SWs or WTs using the OFT that are activated in the Leader's hex in the same impulse. Leaders that aid such fire are placed under a Fired marker. Leaders cannot call-in on-board Mortar (SW (1.6.5) or WT (18.1)) fire or Off-Board Artillery (18.2) and add their LM to a DFT/OFT attack in the same turn. LM does not apply to indirect fire (Mortar SW fired indirectly, Mortar WT and Off-Board artillery).

A Leader Crewing (possessing/using) a SW cannot add the SW's Firepower and his LM to the attack; the player must choose one or the other.

11.1.4 Leaders & Melee

Since Leaders have no IFP they cannot (unless Crewing a Melee-eligible SW) enter Melee (8.0) alone. If enemy units enter the hex of a solitary Leader who is not carrying a Melee-eligible SW, the Leader is eliminated, as he or she is deemed to be non-Melee-eligible (NME).

A Leader with a Melee-eligible unit(s) adds his or her LM to the friendly unit(s)' "attacking" die-roll (8.0).

A Leader Crewing (possessing/using) a SW cannot add the SW's Firepower and use his LM (add it to the die-roll) for the Melee "attack"; the player must choose one or the other; and the choice applies to the odds ratio for the "attack" and the "defense", i.e., the player can't choose to have the Leader add his LM to the "attack" die-roll and then contribute his SW's FP to his side's total FP when figuring out the odds ratio.

11.1.5 Leaders & Skills

A scenario's Order of Battle (OOB) might assign a Skill (12.0) to a Leader. These Skills grant special abilities such as enhanced Morale or sighting. In the OOB, Skills are listed next to the Leader's name, e.g.:

  • Sgt Ferrari w/ Assaulter Skill

Place the corresponding Skill counter under the Leader's counter. The Skill's attributes are listed on the Skills PAC.

11.2 Heroes

Heroes are ordinary soldiers who perform extraordinary feats of courage. Heroes may be part of a scenario's starting forces, in the OOB, or created/spawned during play (see 11.2.1). If included in a scenario's OOB, the Hero is listed with his or her name in parenthesis and any Skill next to it, e.g.:

  • Hero (Alvaro) w/ Deadly Skill

If the Hero doesn't have a Skill, none is listed, e.g.:

  • Hero (Alvaro)

There can only be two Heroes per nation in play at a time. This includes Heroes that are scheduled to enter as reinforcements.

A Hero's standard attributes include:

  • Heroes always add their FULL IFP to multiple-unit attacks (5.2).
  • Heroes can Assault Move (6.1) and Assault Fire (6.1.1).
  • Heroes can Close Assault vehicles (17.1).
  • Units in the same hex (and on the same level in a Building) as a Hero can attempt to rally (3.0) even if there is no Leader present.
  • Heroes shift Melee (8.0) odds one column in their side's favor (in addition to adding their IFP) when "attacking" (not "defending")-remember, in Melee attacking has nothing to do with whether you entered the hex, only that you are currently conducting a Melee attack.

11.2.1 Hero Creation

There is a chance that a Hero is created whenever a 1 is rolled on a Squad or Half-Squad's Damage Check. Roll 1d6 again: If the number is even, a Hero has been created/spawned. Randomly pick a Hero and a Skill counter (12.0) from the cup (all Skill counters not assigned in the scenario's OOB are placed in a cup). The Skill must be usable by the Hero (noted on Skills PAC); if not, pick again. The following rules pertain to spawned Heroes:

  • Newly created Heroes assume the activation status of the unit that spawned them.

    SMC Example 2: If the Squad that spawns a Hero is already marked with a Fired marker, the Hero also receives a Fired marker.

  • If spawned by a moving MMC, the Hero is assumed to have spent the same number of MPs the MMC had spent before it spawned the Hero; and even if the spawning MMC is Shaken (and thus placed under a Moved marker), the Hero can continue moving, if desired, up to his total MF-because Heroes never Shake.

  • If creation of a Hero violates stacking limitations, the owner must place the Hero in any adjacent, non-enemy-occupied hex (it's a free move, no Moved marker is placed).

  • If two Heroes are already on the Map and/or slated as reinforcements when a 1 is rolled during a Damage Check, a Hero cannot be created.

  • Heroes are always spawned at full strength (never wounded).

  • Heroes are created even if the Damage Check result eliminates its parent unit.

  • Crews, WTs (1.7) and MUs (6.6) do not spawn Heroes.

11.3 Medics & Corpsmen

Medics/Corpsmen represent exceptional medical personnel. They cannot carry or fire weapons, or make spotting attempts, and they don't auto-spot adjacent hexes. They can, however, use their medical kits to heal units.

Medics/Corpsmen (and all SMCs) can Self-Rally regardless of whether they have SR on the back of their counter. During each Rally Phase (3.0), a Good Order (GO) Medic/Corpsman can either attempt to:

  • Remove the Wounded marker from one SMC (including himself) or flip a wounded Hero to its non-wounded side.
  • Rally a Shaken MMC/SMC to its GO side.
  • A Medic/Corpsman trying to flip a Shaken MMC/SMC to its GO side does not constitute a rally attempt.

In either case, the subject of a Medic's/Corpsman's attentions must be in the same hex (and Level) as the Medic/Corpsman. To perform either function, the Medic/Corpsman must pass a Morale Check (MC) rolled with 2d6. Two is subtracted (-2) from the roll if the Medic/Corpsman is in terrain with a positive TM; Leadership Modifiers (11.1.1) do not apply.

If the Medic/Corpsman passes the MC, one SMC is healed or one MMC/SMC is rallied. Only one roll is conducted.

A Shaken Medic/Corpsman that Self-Rallies can, in the same Rally Phase, attempt to heal another SMC (including himself) or rally one MMC/SMC; in which case two rolls are performed.

SMC Example 3: At the start of the Rally Phase, a hex has a Shaken Medic and a Shaken Squad. The Medic can first attempt to Self-Rally; if successful, the Medic can take a second Morale Check, and if the second MC is a success, the Shaken Squad is rallied and flipped to its GO side.

There is no penalty for failing the MC, but the Medic/Corpsman cannot perform any function in that Rally Phase if he fails the MC. A wounded Medic/Corpsman can heal other units (and himself) as long as he is in GO.

Medics/Corpsmen are NME units. If all friendly MMCs and Melee-eligible SMCs in the same hex as a Medic/Corpsman are eliminated, the Medic/Corpsman is removed from play.

11.4 Snipers

Snipers have no Movement Factor (MF) and are not initially placed on the Map unless specified in a scenario's OOB or SSR. Once the scenario starts, the Sniper's owner can place the Sniper during his impulse or during an enemy impulse, for Opportunity Fire (5.3). The Sniper can be placed as follows:

  • In any hex with a positive TM, as long as enemy units do not currently occupy that hex.
  • Snipers can be placed in hexes that have a positive TM due solely to a counter, e.g., in a Clear hex that contains a Bunker or Rubble counter-even Smoke, though Smoke's transience makes this a misguided placement.
  • Snipers can be placed in a "hex within a hex" (10.4.1) even if enemy units occupy the other hex within a hex.

SMC Example 4: A US Marines Squad is on the ground level (Level-0) of a Multi-story Building hex. The Viet Cong player can place a Sniper in the upper level (Level-1) of that same Multi-story Building hex.

Once placed, the Sniper cannot move. The Sniper can immediately attack any spotted enemy-occupied hex within its LOS utilizing the Direct Fire Combat routine (5.0). The Sniper, however, rolls 2d6 for its attack instead of 1d6.

If there are multiple units in the target hex, randomly determine which target the Sniper attacks. The Sniper's attack only affects one unit.

SMC Example 5: If the Sniper declares an attack against a hex containing an enemy Squad and a Leader, the players randomly determine which unit the Sniper attacks.

Snipers can be Fired on like any other unit, but double their hex's TM (up to +8, see 5.5) when rolling against incoming attacks from all units except Mortar WT/Artillery barrages (18.1/2) and enemy Snipers.

Snipers can stack (1.3) with MMCs/SMCs, but forfeit their special TM when doing so. When stacked with MMCs/SMCs they can attack in the same impulse as them, but fire separately within the impulse.

Snipers are NME units. If during Melee (8.0) all friendly MMCs and Melee-eligible SMCs in the same hex as a Sniper are eliminated, the Sniper is removed from play.

11.5 Armor Leaders

Armor Leaders are like regular Leaders, with a Morale and Leadership Modifier (LM, 11.1.1), but they have no Movement Factor (MF). An Armor Leader not referred to by name is listed by his Morale and LM, e.g., a 7-1 Armor Leader.

Armor Leaders are unique in that they share the fate of the vehicle/tank they command. They cannot be wounded, but rather are Shaken, which represents the Shaking of the vehicle's/tank's Crew. Tanks/vehicles with an Armor Leader assume the Leader's Morale for all purposes.

SMC Example 6: A British Crusader III tank has a Morale of 6. If Armor Leader Lt. Hird (7-1) is commanding the Crusader III, it uses his Morale of 7.

The following rules also apply to Armor Leaders:

  • Armor Leaders don't apply their LM to their tank rally attempts. Instead, they lend them their Morale. By the same extend, they don't help their vehicle making DC but, again, lend them their Morale. They do apply their LM to their vehicle attacks.
  • In the same turn, their LM can be added to machine-gun attack die-rolls (DFT) AND subtracted to to-hit die-rolls (OFT); but it does not affect HE-equivalent attack die-rolls, (14.1).
  • Vehicles/tanks with Armor Leaders check DCT results under the appropriate column on the DCT-Armored Vehicles/Armor Leader-NOT in the Good Order or Shaken SMC column. In the rare case that an Armor Leader is commanding an unarmored vehicle, use the Unarmored Vehicle Column on the DCT.
  • If forced to abandon his vehicle, an Armor Leader is removed from the Map.
  • Armor Leaders also have a Leadership Range (LR, 11.1.2) and can activate vehicles/tanks (but not MMCs/SMCs) in adjacent hexes.

11.6 Scouts

Scouts are SMCs that have the following special abilities:

  • They can use Stealth Movement (6.4), Stealth Assault Move (6.4.1) and Stealth Assault Fire (6.4.2).
  • They subtract two (-2) from their spotting die-rolls. A natural 6 on a spotting attempt always fails.
  • After using half of their MF (fractions rounded up) for a Stealth Assault Move (6.4.1) they can fire without subtracting two (-2) from their FP or adding one (+1) to an OFT SW's to-hit roll.
  • When using Stealth Assault Fire (6.4.2), they can fire without subtracting two (-2) from their FP or adding one (+1) to an OFT SW's to-hit roll, and then move up to half of their MF (fractions rounded up).
  • They can assist in Crewing a SW, but lose all Scout abilities listed above when doing so.
  • In Melee, Scouts fight as a 0-FP MMC (8.3).
  • MMCs/SMCs moving with a Scout (i.e., stacked with and during the same impulse) pay only 1 MP per Heavy/Light Jungle, Forest, Light Woods, Wheatfield, or Tall/Kunai Grass hex entered.
  • Scouts can call-in onboard Mortar (SW (1.6.5) or WT (18.1)) fire or Off-Board Artillery (18.2), including Starshells (20.2).

11.7 Commissars & Political Officers

Soviet Commissars and Political Officers function as Leaders (11.1) for ALL purposes. Commissars and Political Officers can Rally units (3.0), direct fire (5.0), assist in Damage Checks, spot for Off-board Artillery (18.2) and fire Starshells (20.2), etc. If a Leader can do it, a Commissar and/or Political Officer can do it.

Developer's Note: Thus, throughout the rules, anywhere the word Leader appears, this also applies to Commissars and Political Officers. To keep the rules lean, "Commissar or Political Officer" is not repeated in addition to "Leaders" when Leaders are referenced throughout the rules.

The Commissar in Heroes of the Motherland is used with the Guards (red) and Line (gold) troops.

11.7.1 Fight or Die!

Additionally, if in the Rally Phase (only), Shaken units stacked with a Commissar or Political Officer fail to rally, the Commissar or Political Officer can attempt to rally them a second time. To do so the Commissar or Political Officer's owner announces a Fight or Die! attempt, adds one (+1) to the Morale of the units he is attempting to rally and rolls 2d6. If the units rally, all is well.

If they fail this rally attempt, they suffer casualties as defined on the DCT: Squads are reduced to Half-Squads; Half-Squads are eliminated, etc.

If the Commissar or Political Officer's owner rolls a twelve (12) during a Fight or Die! rally attempt, the Commissar or Political Officer is killed by his men and is removed from the Map. The Shaken MMCs still suffer casualties as stated above.

11.8 Chaplains

Chaplains frequently risked their lives and accompanied troops into battle, bravely rescuing the wounded or providing consoling words to Shaken soldiers. The following rules pertain to Chaplains:

  • Chaplains have a Leadership Modifier (LM, 11.1.1) just like Leaders, but their LM can only be used to rally Shaken MMCs or SMCs in their hex; they cannot be used to assist Damage Checks or assist in fire attacks (5.0).
  • Chaplains cannot possess Support Weapons (1.6).
  • Chaplains cannot perform spotting attempts (10.1.1).
  • Chaplains can Self-Rally (SR).
  • Chaplains do not attack or defend in Melee (8.0); they are non-Melee-eligible (NME) units.
  • During Melee, if all friendly MMCs and Melee-eligible SMCs in the same hex as the Chaplain are eliminated, the Chaplain is eliminated too.
  • A just (self)-rallied Chaplain can perform its rallying abilities on other units.

11.9 Advisors

Advisors are military specialists that assist another nation or faction's forces in combat. In LnLT, an Advisor has a Morale Rating and a Movement Factor (MF) but no IFP or Range. The following rules pertain to Advisors:

  • An Advisor raises the Morale of all friendly units he is stacked with by one (+1). This is in effect whether the Advisor is in Good Order or Shaken.

    SMC Example 7: The US Advisor is stacked with the ARVN Leader Sgt. Dunk (5-1-6) and an ARVN 2-4-4 Squad. Since the ARVN units are stacked with the US Advisor, Sgt. Dunk's Morale is raised from 5 to 6, and the 2-4-4 Squad's Morale is raised from 4 to 5.

  • Advisors can spot (10.1.1), call-in onboard Mortar (SW (1.6.5) or WT (18.1)) fire or Off-Board Artillery (18.2) and possess and fire Support Weapons (SWs, 1.6).

  • An Advisor's Melee-eligibility is dependent on his possessing a SW; if he does not possess a Melee-eligible SW, he is NME.

  • Advisors, like all SMCs, can Self-Rally (SR).

11.10 Nurses

Nurses are non-combatant, non-Melee-eligible (NME) SMCs. Like Leaders and Chaplains, they have a Morale Rating, a Leadership Modifier (LM) and a Movement Factor (MF). The following rules pertain to Nurses:

  • Nurses CANNOT spot (10.1.1), direct fire (5.0), call-in indirect fire (18.0), possess and fire SWs, etc.
  • Nurses can Self-Rally.
  • If wounded, Nurses cannot heal themselves.
  • Nurses can only use their Leadership Modifier (LM) to rally Shaken MMCs and SMCs in their hex, not to assist in Damage Checks or fire attacks (5.0).
  • A Shaken Nurse that Self-Rallies cannot attempt to heal or rally other units during that same Rally Phase.
  • Good Order Nurses also have the ability to heal units in a manner similar to Medics/Corpsmen (11.3). Specifically, in a Rally Phase, Good Order Nurses can EITHER (not both) heal a unit after passing a Morale Check (hex TM applies) OR attempt to rally up to TWO SMCs or MMCs-conduct two separate normal rally-attempt rolls, subtracting the Nurse's LM and two (-2) if the units are in a hex with a positive TM.

SMC Example 8: Nurse Ladoshkina (in Good Order) is in a LC Building hex with a wounded Hero (Turpov) and two Shaken 1-4-4-4 Squads. In the Rally Phase she can either attempt to heal Turpov or attempt to rally the pair of Shaken Squads. To heal Turpov, the Nurse must pass a Morale Check: her Morale is 6, but since she is in a LC Building hex, which has a +TM, she subtracts two (-2) from her MC roll, thus she will heal Turpov on a 2d6 roll of 8 or less. To rally the Shaken Squad, each Squad makes a separate Morale Check, subtracting the Nurse's LM of 1 and another 2 for being in a hex with a +TM; since they both have a Morale of 4, they will rally on a 2d6 roll of 7 or less.

  • Nurses are NME units. If all friendly MMCs and Melee-eligible SMCs in the same hex as a Nurse are eliminated, the Nurse is removed from play.

11.11 Pipers

Pipers often accompanied British and British Commonwealth forces into battle, their wail steadying the nerve of the lads. The following rules pertain to Pipers:

  • Pipers have a Leadership Modifier (LM, 11.1.1) just like a Leader, but their LM can only be used to rally Shaken MMCs or SMCs their hex, with one exception (see next bullet).
  • During the Rally Phase, a Piper can attempt to rally ALL Leg units in its hex and ONE Leg unit in any ONE adjacent hex, but if he does, his hex-but NOT the adjacent hex, if it rallied a unit in an adjacent hex-is under a Spotted marker at the start of the Ops Phase.
  • Pipers cannot use Double-Time movement (6.2), perform spotting attempts (10.1.1), call-in indirect fire (18.0) or possess and fire SWs.
  • Pipers are non-Melee-eligible (NME) units (8.0).
  • Pipers can Self-Rally (SR).
  • A just-rallied Piper can attempt to rally other units as per the above rules.

11.12 Marksmen

Marksmen are SMCs frequently employed in an offensive role, to support the attacking troops. The following rules pertain to Marksmen:

  • Marksmen attack using the rules for Fire Combat (5.0), but a Leader cannot modify the Marksman's Firepower (5.0.1).
  • A Marksman, however, rolls 2d6 for its attack instead of 1d6. If there are multiple units in the target hex, randomly determine which target the Marksman attacks. The Marksman's attack only affects one unit.
  • When stacked with MMCs or other SMCs, such as a Hero, a Marksman can attack in the same impulse as the MMCs or Hero, but fires separately within the impulse.
  • Marksmen are non-Melee-eligible (NME) units. They cannot voluntarily enter Melee (8.0), and do not attack or defend in Melee. If during Melee all friendly MMCs and Melee-eligible SMCs in the same hex are eliminated, the Marksman is removed from play
  • Marksmen do NOT receive the bonus Target Modifier (TM) delineated in 11.4 for Snipers.
  • Marksmen can Self-Rally (SR) and perform spotting attempts (10.1.1).
  • Marksmen cannot possess or fire SWs (1.6) or call-in indirect fire (18.0).

12.0 Skills

Skills bestow unique characteristics on the SMC or MMC that possesses it. Place the Skill counter under the unit that possesses it. Some Skills bestow traits or advantages that can only be used once. Others give benefits that last for the entire scenario, and still others equip the owner with unique weapons or items. Each Skill's trait, who can use it, and when/how it can be used are explained on the Skills Player-Aid Card.

In most scenarios, Skills are pre-assigned in the Order of Battle (OOB) to the Leaders, Heroes or MMCs. Skills are listed next to the unit that it's assigned to, e.g.:

  • Col Heath w/ Charismatic Skill
  • Hero (Hird) w/ Rocket Man Skill
  • Sniper w/ Armor Piercer Skill
  • 1 x Vickers MG WT w/ Aimed Fire Skill

If a unit is not assigned a Skill or does not draw one during Hero creation (11.2.1) due to a Special Scenario Rule (SSR), it does not possess a Skill.

Place all Skill counters that are not assigned in a scenario's OOB in an opaque cup, to be picked during Hero Creation (11.2.1). Used Skills (those that are single-use only or from a deceased SMC/MMC) go back into the cup.

13.0 National Characteristics

The National Characteristics of each side are listed in the module-specific rules. National Characteristics denote special abilities and Squad reduction/Half-Squad creation for each side within the module.

22.0 Scenario Information

In LnLT all scenarios are laid out in a similar format, with specific sections. Keep in mind that module-specific rules always supersede the core rules. Also, section 24.0 in all module-specific rules and scenarios booklets details which scenarios are best suited to new players.

The scenario's Title is at the top of the first page. Under the title is the date and geographic location followed by the scenario description.

The next section is the Order of Battle, or OOB. The OOB contains the forces each side has for the scenario. Listed is their historical formation (if applicable) and where they set up and/or where and when they enter the Map. Which side sets up first is also indicated.

  • Set aside all reinforcements counters, including heroes and skills, to ensure their availability when their time comes.
  • Unless otherwise notified, consider half-hexes from map X abutting half-hexes of map Y to not be part of either for setup.

In the OOB, Squads and Half-Squads are always listed with the number used before an x (e.g., 2 x) and also in their simplest form (2 x IFP - Range - MF) unless there are MMCs with similar numbers but different Morale Ratings (front or back) in the countermix, whether more than one type is in the OOB or not:

  • If a side has only 1-6-4 Squads in the countermix, 1-6-4 is used.
  • If, say, a side has 1-6-4 Squads with both 5 Morale and 6 Morale in the countermix, a fourth number is used: 2 x 1-6-4-5 and/or 2 x 1-6-4-6.
  • If a side has Squads with differing back/Shaken Morale numbers, a fifth number is used, after a /: 2 x 1-6-4-5/6 and/or 2 x 1-6-4-5/5.
  • If a side has Squads with the same numbers but some are Assault-Move-capable (6.1), (AM) is listed for differentiation: 2 x 2-5-4 (AM).

Sample Scenario: Assault on Vierville (Lock 'n Load Tactical v4.1 Starter Kit)

Assault on Vierville - Vierville, France; June 7th, 1944

The French village of Vierville straddled the road from Utah Beach to St. Come du Mont-a location key to the Americans and Germans alike. The Yanks captured Vierville on June 6th, 1944, but on June 7th, most of the 2nd Battalion of the 506th Parachute Infantry Regiment vacated the town, leaving only a small holding force from the 1st Battalion to guard the village. It was then the Germans decided to mount a counterattack. The battle was a wild free-for-all as first one side and then the other sent reinforcements; and although the Germans briefly recaptured most of Vierville, by the end of the day the American paratroopers had driven them out.

Order of Battle

Americans: Elements 1st Battalion, 506th Parachute Infantry Regiment, 101st Airborne Division; set up first in or within three hexes of 15H6, inclusive:

  • 2 x 2-5-4
  • Cpl Medrow
  • 1 x 1-4-4
  • Sniper (as per 11.4)
  • 1 x M1919A4

Germans: Elements of 1058th Grenadier Regiment: enter on Turn 1 as per SSR 3:

  • 3 x 1-6-4
  • Lt Plassmann
  • 1 x 1-5-4
  • Lt Koch
  • 1 x MG42
  • Medic
  • 2 x MG34

Scenario Essentials

  • Playable Area: Use Map 15; hexrow xx1 is the north edge.
  • Scenario Length: Six Turns. The German player has the initiative on Turn 1. Track turns on the table below (Turn Record Track).

Victory Conditions: To win, a side must control (22.1) four Building hexes within three hexes of 15H7 at the end of the scenario. Any other outcome is a draw. The Americans control all the Building hexes at the start of the scenario.

Special Scenario Rules

  1. All Buildings are Level-1.
  2. The German 1058th Grenadiers' point of entry is randomly determined. Before the first German impulse on Turn 1, roll 1d6: if the number rolled is 1-2, the Germans enter via the east edge; 3-4, the north edge; and 5-6, the west edge. The German player never enters via the south edge.

Event Markers

  • Place Event Marker A (Occupation) on hex 15J5. German activation only. When activated, remove Event Markers A and B and read Paragraph One.
  • Place Event Marker B (Occupation) on hex 15F5. German activation only. When activated, remove Event Markers A and B and read Paragraph One.

Paragraphs

Stop! Please Don't Read Ahead! DO NOT READ THESE PARAGRAPHS UNTIL INSTRUCTED TO BY THE SCENARIO!

Paragraph One: On the outskirts of the city your scout spots the dusty field gray of the Wehrmacht. Reinforcements! Beginning in the next friendly impulse, the German player can bring on 4 x 1-6-4, 1 x MG34, 1 x MG 42, and Sgt. Baumann (with Assaulter Skill) via any Map edge except the south edge. All units must enter via the same edge, and follow normal activation rules during entry. That's the good news. The bad news is that the scout reports an American column hot on the Germans' heels. In any friendly impulse AFTER the first German reinforcement unit enters the Map, the American player can bring on Major Tom, 1 x 2-5-4, Hero Hird (no Skill), and 1 x BAR via any Map edge adjacent to the edge from which the German units enter (including the south side). All units must enter via the same edge, and follow normal activation rules during entry.

Heroes (11.2) are listed with their name in parentheses and any Skill (12.0) after their name, if they have a Skill:

  • Hero (Hird)
  • Hero (Panski) w/ Loner Skill

Leaders (11.1) and Armor Leaders (11.5) are listed by their rank and name and any Skill after their name, if they have a Skill:

  • Col Heath w/ Charismatic Skill
  • Lt Lewis

Other SMCs (see 11.0) are listed individually, with any Skill or special circumstances in parentheses):

  • Sniper (placed as per 11.4)
  • Medic
  • Corpsman
  • Scout
  • Advisor

Weapon Teams (WTs, 1.7) are listed by type and number and any Skill, if they have a Skill:

  • 1 x .50 cal MG WT
  • 2 x 57 mm ATG WT
  • 1 x 7.92 mm MG WT w/ Slayer Skill

Support Weapons (SWs, 1.6) are listed by type and number; in some cases they are assigned to a specific unit:

  • 2 x BAR
  • 3 x RPG-2
  • 1 x MG42*
  • Hero (Panski) w/ Rocket Man Skill & 1 x LAW

*The MG42 above is a bipod/tripod MG (1.6.1). If the side sets up on the Map, the player can choose which mode he wants the SW to be in, bipod or tripod. If the side enters the Map on Turn 1 (or at any other time) the SW must be in bipod mode. The same applies for SWs with a Dismantled side to their counter.

If a SW exist in both bipod and tripod version on different counters, such as the Russian PKM, the tripod version will specifically be mentioned.

Vehicles (15.0) are listed by type and number:

  • 2 x M10 Wolverine
  • 3 x M4A1 Sherman
  • 1 x Tiger I

Fixed-wing Aircraft (19.1) are listed by type and number and, usually, the first turn of availability:

  • 1 x Harrier Airstrike (Available on Turn 2)

If no turn is listed, the airstrike is available on Turn 1.

Helicopters (19.2) are listed by type and number:

  • 3 x Huey Transport
  • 1 x Huey Gunship
  • 2 x Puma

Fortifications (21.0) are listed by type and number:

  • 2 x Bunker
  • 3 x Foxholes
  • 4 x Wire
  • 2 x Mines
  • 2 x Emplacement +3

In some cases, a countermix may have a Fortification with different TMs or FPs, in which case the TM or FP is listed next to the Fortification, in parentheses.

Off-board Artillery or Mortar Fire Missions (18.2) are listed by number and Firepower:

  • 2 x Off-board Artillery Missions (5 FP)
  • 1 x Off-board Mortar Mission (3 FP)

If a formation or unit is subject to any Special Scenario Rules (SSRs), those, too, are listed in the OOB, e.g., (see SSR 1, see SSR 3). SSRs are listed in a section of their own in the scenario's layout.

The next section is Scenario Essentials. Scenario Essentials include:

  • Playable Area: Which Map(s) are used and their orientation, with an accompanying image.
  • Scenario Length: How many turns the scenario is and which side has the initiative on Turn 1.
  • Victory Objectives: What one or both sides has to accomplish in order to claim victory. Victory is often determined by the number of Victory Points (VPs) a side needs to accrue during the scenario by controlling hexes, eliminating enemy units or exiting friendly units via a side/edge of the Map.

Special Scenario Rules (SSRs) is the next section. They are listed by number and referred to throughout the scenario layout by acronym and number, e.g., (SSR 1), (SSR 2), etc. SSRs always supersede and/or are exceptions to the core rules.

Event Markers is the next section. They are placed during setup. The Event marker(s) is specified by Letter (A-D) and type (Occupation or LOS) and its hex placement is listed. Events are usually activated by one side, and that side is listed as well. When activated a specific Paragraph that must be read is listed. If there are no Events in the scenario, there is no Event Markers section.

A scenario's final section is Paragraphs. Paragraphs are listed by number, and they should NOT be read until the scenario instructs players to do so, after an Event marker is activated. If there are no Paragraphs in a scenario, there is no Paragraphs section.

The following general scenario rules also apply:

  • When units enter the Map, they must expend MPs for all hexes entered, including the first one. Only one unit (or stack of units) can enter the Map per impulse.
  • Units can enter the Map in any mode (LC, Moving, AM and such) a player wishes as long as they are capable of that type of movement.
  • AF-capable units cannot use Assault Fire (6.1.1) to fire and then enter the Map.
  • If, following an Event, units are due to appear in an enemy-occupied hex, they appear in any adjacent hexes of the owner's choice. Unless otherwise specified, reinforcements must enter on a specific turn; they can't be held in reserve and deployed later.
  • Unless otherwise stated in a scenario's Victory Objectives, Half-Squads are worth half the Victory Points of a Squad.
  • Unless otherwise specified, a scenario must run the full number of turns before Victory Objectives are checked; i.e., no sudden victory.

22.1 Control

Often, the Victory Objectives of a scenario are contingent upon the control of a hex or a number of hexes. Control of a hex is defined as the side that occupies a hex with a Good Order (GO) MMC or Hero or the side that last passed a GO MMC or Hero through the hex. Different levels of a Multi-story Building, Bunkers and Caves are all considered to be a separate hex within a hex (10.4.1).

If a Building or Multi-story Building needs to be controlled, all hexes of the Building must be controlled unless specified otherwise in the Victory Objectives or in a SSR.

If a scenario ends with a Melee (8.0) persisting in a Victory Point (VP) hex, the side that controlled the hex prior to the Melee gains the VPs for the scenario.

Glossary

  • 1d6: Roll of one six-sided die
  • 2d6: Roll of two six-sided dice
  • 3d6: Roll of three six-sided dice
  • AA: Anti-Aircraft
  • AF: Assault Fire
  • AFV: Armored Fighting Vehicle
  • AM: Assault Move
  • AP: Administrative Phase
  • APC: Armored Personnel Carrier.
  • APILAS: Armor-Piercing Infantry Light Arm System
  • APAV: Anti-Personnel Anti-Vehicle
  • ATG: Anti-Tank Gun
  • ATGM: Anti-Tank Guided Missile
  • ATR: Anti-Tank Rifle
  • BC: Bailout Check

Player-Aid Cards (PAC) Reference

The following charts reproduce the v5.1 Core Rules Player-Aid Cards (LnLT PAC 01 onward).

Combat Tables 1 (LnLT PAC 01)

Direct Fire Summary (5.0)

  1. Attacker 1d6 + Firepower +/- DFT Modifiers.
  2. Defender 1d6 + DFT (Defending unit's DRM).
  3. Compare the Attacker's result vs the Defender's result.
  4. If the Attacker's result is higher, all targeted units in the hex conduct a Damage Check. If not, the result has no effect.

Damage Check Calculation Table (5.0, 14.1, 18.1, 18.2)

Rows are the ATTACKER MODIFIED RESULT; columns are the DEFENDER MODIFIED RESULT.

Attacker \ Defender1234567891011
1-----------
2DC+1------

( - ) No Effect; ( DC ) Damage Check Required; ( +# ) Damage Check Dice-Roll Modifier

Overrun (15.3)

Can occur in any non-water non-blocking terrain-type hex that provides no TM, or other pertinent module-specific terrain. Costs +4 MPs to enter Overrun hex. Vehicle rolls 1d6 + 2 + HE + MG(s)'s FP + Armor Leader's LM; defender rolls 1d6 + TM (if any). If vehicle's modified die-roll is greater than the defender's modified die-roll, all defenders must take a Damage Check. Defending units that survive the Overrun in Good Order can perform a Close Assault (17.1).

Close Assault (17.1)

Each unit must pass Morale Check. MMC/Hero rolls 1d6 + IFP + HE (SW) or Satchel Charge FP + Leader's LM (Leader can only affect one attack per stack). Vehicle rolls 1d6 + lowest Armor Factor. If attacker's modified die-roll is greater than the defender's modified die-roll, the vehicle is destroyed.

Combat Tables 2 (LnLT PAC 02)

Damage Check Table (DCT) (5.0, 14.1, 18.2)

Die Roll vs MoraleGood Order MMCShaken MMCGood Order SMC (not a Hero)Hero or Shaken SMCArmored Vehicle - Armor LeaderUnarmored VehicleHelicopter
Die Roll less than or equal to MoraleNo EffectNo EffectNo EffectNo EffectNo EffectNo EffectNo Effect
Die Roll greater than Morale and less than 2x MoraleShakenCasualtiesShakenWoundedShakenShakenDamaged
Die Roll greater than or equal to 2x Morale and less than 3x MoraleCasualtiesCasualtiesWounded

Shaken: A Shaken unit flips its counter to the Shaken side (Exception: Most vehicles are marked with a Shaken marker, but if the vehicle has a Shaken side, flip it.). A Shaken unit can return to Good Order by passing a rally attempt DR (2d6) in an ensuing Rally phase. All vehicles can Self-Rally. Shaken units cannot fire their Inherent Firepower (IFP) or Support Weapons. Shaken units cannot advance toward an enemy unit in their Line of Sight. If engaged in Melee, and there are no other Melee-eligible friendly units in the hex, they are automatically eliminated (Some National Characteristics make this an exception. See Module Specific Rules for details.) Note: Vehicles do not melee.

Shaken leaders cannot rally troops, but can attempt to rally themselves. Shaken leaders cannot use their LM for any function. Shaken medics/Corpsmen cannot heal soldiers (or themselves). Shaken snipers cannot snipe, but can self-rally. Heroes never shake. Shaken vehicles must button, halve their MF rounded down, and cannot fire any of their weapons. Shaken vehicles receiving another shaken result are abandoned.

Abandoned: Vehicles are just that: abandoned. Place an Abandoned marker on the vehicle. It cannot move or fire for the remainder of the scenario... no one wants to climb into a target. Place a Shaken Crew underneath the vehicle and mark it Moved. Passengers of Abandoned vehicles disembark and make a Morale check. Mark disembarking units with a Moved marker.

Damaged: Damaged helicopters must immediately exit the board. They may not unload passengers or fire.

Destroyed: Destroyed vehicles/helicopters are replaced with a wreck counter. Both Crews and passengers must take a Bailout check (16.1.1). Passengers must first make a DC check before their Bailout check. Destroyed helicopters crash. Roll 2d6 to determine the direction from the hex in which it was engaged the chopper crashed. Use one die to determine direction. A die roll of one is due north, two is northeast, etc. Halve the number on the second die (rounding fractions up). This gives the number of hexes from the engagement hex that the helicopter crashes. Place a crash or wreck marker in this hex. All units present in the crash hex are attacked by a 6 Firepower attack. This attack is resolved as per normal procedure (the 6 Firepower is added to a die roll, etc.).

Casualties: Replace a Squad with a Shaken Half-Squad. Eliminate a Half-Squad, Weapon Team, or Crew.

Wounded: Unit must stop movement. Flip the SMC to Shaken side and mark it with a Wounded marker. (Exception: Hero is flipped to its Wounded side.) Wounded Leaders have their Morale, Leadership modifier and Leadership range decreased by one (11.1.2). SMCs under a Wounded marker who are Wounded again are eliminated. Medics can heal wounded SMCs.

Hero Creation: There is a chance that a Hero is created during play whenever a one (1) is rolled during a Squad or Half-Squad's Damage Check caused by enemy fire. Roll the die again. If an even number is rolled, a Hero is created in the hex (Exception: See Module Specific Rules some Nationalities excluded). Randomly pick a Hero and a Skill Counter (11.2).

Combat Tables 3 (LnLT PAC 03)

Direct Fire Table (DFT) Die Roll Modifications (5.0)

Note: Modifiers are per stack, not per unit, unless otherwise specified.

Attacker's

ConditionModification
Leadership Modifier (5.0.1, 11.1.3)+ LM
Per Degrading Terrain hex through which the LOS passes (maximum of two - a third Degrading hex blocks LOS) (10.3)-1
Firing out of a hex containing smoke (7.0) except if equipped Thermal Imaging System (20.1.5)-1
Vehicle mounted MG firing after vehicle pivots in hex without moving to new hex.-1
Vehicle mounted MG firing after Assault Movement (15.2) or using Assault Fire (15.2.1)-2
Firing during night (20.1) at a unit marked Fired that is not within two hexes (or within six hexes if equipped with Thermal Imaging System (20.1.5)) or not illuminated by a Star Shell (20.2)-3
Attacking unit is Helicopter in Flying Mode (19.2.1)-2
Tracing LOS between two buildings (bamboo, wooden, etc.) located in two separate and adjacent hexes (10.3.2)-2
Eligible attacking units marked with an Ops Complete marker, per unit (4.1)-1

Target

ConditionModification
Unit is adjacent / attacked by adjacent unit with "A" superscript above FP (5.6)+2/+3
Firing at a unit with Ordnance SW allowed to fire from Buildings but not from Bunkers or Caves, in a building and marked Fired+1
Leg unit marked with Moved (6.0) or Assault Move (6.1) marker or currently moving (not Low Crawl (6.3) / Stealth (6.4))+1
A Mounted Unit (6.6) NOT marked with Moved, Assault Move (6.1), Hit & Run marker (6.7) or currently moving.+1
A Rubber Boat on a River hex. (23.3.1)+1
Vehicle or Mounted Unit (6.6) marked with Moved (6.0) or Assault Move (6.1), Hit & Run (6.7), or currently moving or is a helicopter in Hover mode (19.2.1)-1
Defending unit's DRM. Armored vehicle attacked by small arms (17.2), Mortar WT/Off-Board artillery (17.3) or vehicle/helicopter MG.+ lowest AV
Defending unit's DRM Per Target Terrain (5.0) - Max TM is +4 (+8 for Snipers) (5.5)+ TM (see TEC)
Defending unit's DRM. Helicopter attacked by small-arms or vehicle MG (19.2.8)

Combat Tables 4 (LnLT PAC 04)

Ordnance Fire Table (OFT) Die Roll Modifications (14.1)

Note: Some modules have squares instead of hexes, in this case, replace references to hex(es) with square(s).

Firing Weapon

ConditionModification
Leader (11.1.3) or Armor Leader (11.5) Leadership Modifier- LM
Vehicle is Open (15.0.1)-1
Turreted weapon firing outside covered arc. Did the turret pivot in order to bring its gun to bear on the target? (15.1.1)+1
Fired by eligible MMC/SMC after Assault Movement (6.1) or Stealth Assault Movement (6.4.1) (exception Scout (11.6)) or using Assault Fire (6.1.1) or Stealth Assault Fire (6.4.2) (exception Scout (11.6))+1
Per Degrading Terrain hex through which the LOS passes (maximum of two - a third Degrading hex blocks LOS) (10.3)+1
SMC firing Support Weapon (1.6).+1
Any unit firing out of a hex containing a Smoke Marker (7.0). (exception: Thermal Imaging System (10.1.2)+1
Weapon Team (1.7.1) or vehicle pivoting chassis to fire outside covered arc, and not moving to a new hex.+1
Mounted on a vehicle using Assault Movement (15.2) or using Assault Fire (15.2.1) / Vehicle using Modern Vehicle Assault Movement (15.2.2).+2/+1

Target

ConditionModification
Marked with a Moved (6.0), Assault Move (6.1) or Hit and Run (6.7) marker or currently moving.+1
Target unit is located in an adjacent hex to firing unit.-2
In Terrain with a positive TM - See TEC - Max TM is +4 (+8 for Snipers) (5.5).+ TM
Fixed-wing aircraft (19.1.1)+2
Units in a Rubber Boat on a River hex (23.3.1).-1
Mounted Unit (6.6) NOT marked with Moved (6.0), Assault Move (6.1), or Hit and Run Marker (6.7) or currently moving.-1
Optional Vehicle Size and Optional Speed OFT DRMS (15.6).See Turn Track PAC
Acquisition marker (14.3)-1 or -2
Unit with Ordnance SW allowed to fire from Buildings but not from Bunkers or Caves, in a building and marked Fired-1
Helicopter in Hovering Mode (19.2.1)+1

Weapons Ammo and Targets 1 (LnLT PAC 05)

SMALL-ARMS vs INFANTRY - Target must be spotted and within weapon's range (5.0)

  • Attacker: Rolls 1d6 + Firepower + DFT Modifiers (a Sniper or Marksman rolls 2d6)
  • Defender: Rolls 1d6 + Terrain Modifier (a lone Sniper's TM is doubled except from Artillery / Sniper)
  • If Attacker's roll is greater than the Defender's roll, all targeted units in the hex must take a Damage Check (DC)
  • Damage Check (on DCT): 1d6 + (the difference of die-rolls) vs Morale (DRM: - Leadership Modifier (LM)). A Hero is created from a Squad or Half-Squad when a '1' is rolled, followed by an even die-roll

SMALL-ARMS vs VEHICLES & Helicopters - Targeting specific vehicle (17.2), (19.2.8)

  • Attacker: Rolls 1d6 + Firepower + DFT Modifiers (small-arms range is halved against helicopters)
  • Defender: Rolls 1d6 + Terrain Modifier (maximum of 4) + lowest armor value (if any). No TM for Helicopters.
  • If Attacker's roll is greater than the Defender's roll, targeted unit must take a Damage Check:
    • Unarmored vehicle / helicopter: DC applied to targeted vehicle / Helicopter and any passengers
    • Armored vehicle: DC applied to targeted vehicle (only if Open), any passengers of an open-topped vehicle, and any outside passengers.
    • Passengers Shaken while riding outside on (PPO/PO) vehicles must dismount (place Moved marker) others may disembark.

Mortar WT, Artillery (Off-board) and Aircraft (18.1), (18.2), (19.1)

Air Support attacks a number of hexes with cannon (FP) and/or bombs (HE-equivalent)

  • Aircraft uses FP and HE normally against Leg units and as a Penetration Value against vehicles. Target rolls 1d6 + lowest armor value. Air Support does not roll 'to hit'
  • Artillery spotter (Leader / Scout / Advisor) first places Spotting Round (in LOS, unblocked), rolls 2d6 for drift. White die is the distance (1d6 + degrading, - LM) halved - round up; Colored die is direction (1 = North). If result still in LOS, spotter can shift the marker 1 hex (in LOS), place FFE marker.
  • Attacker: Rolls 1d6 (Mortar WTs best of 2d6) + FP or HE-equivalent + DFT Modifiers only against Leg units; (LM does not apply)
  • Defender: Rolls 1d6 + Terrain Modifier (not from Walls or Hills) + lowest armor value (if any)
  • If Attacker's roll is greater than the Defender's roll, all (open, buttoned, all levels) units in the hex must take a DC

Weapons Ammo and Targets 2 (LnLT PAC 06)

ORDNANCE (to-hit) - must first hit its target (less than or equal to the 'to-hit' number at range to target) (14.1)

  • Attacker: Rolls 2d6 + OFT Modifiers (2 is always a hit, 12 is always a miss)
  • Aircraft/Helicopters are considered one level above the hex they occupy and therefore do NOT receive its Terrain Modifier. Only guided anti-aircraft (AA) weapons (blue to-hit tables) can attack flying helicopters and air support.
  • Passengers riding on a vehicle that fires or is hit must dismount (Moved) and take a Morale Check
  • A hit from an even dice roll (2d6) that is greater than 2 hits a tank's turret (if none, it hits the hull).
  • If the target is not destroyed, place Target Acquisition markers (and the target remains spotted)
  • Bail-out. Roll 1d6: 1 = Crew Survives Good Order, 2-6 = Eliminate. Passengers: even = Shaken, odd = eliminated
  • ATGM-firing unit can be Op-Fired upon before resolving its attacks (any DC causes a miss)
  • If colored die is less than the firing unit's boxed ATGM Depletion Number, can no longer fire (ATGM Expended)

Ordnance vs Armored Vehicle and Aircraft (14.1) (19.1.1)

  • Attacker: Rolls 1d6 + penetration value at range to target (-4 firing HEAT ammo vs. red armor factors)
  • Target: Rolls 1d6 + target's armor thickness value (from front, side or rear impact angle)
  • An Attacker's roll of '1' against a Target's roll of '6' is a dud, '6 vs 1' is catastrophic (target destroyed).
  • If Attacker's roll greater than the Target's roll, target destroyed (Crew/passenger Bail-out - aircraft crash 6-FP attack)
  • If Attacker's roll is = Target's roll, vehicle takes a Morale Check (MC)/Damaged aircraft abort. If MC fails, Crew abandons vehicle, is shaken and placed under a Moved marker. If MC passes, vehicle is Shaken
  • If Attacker's roll is less than the Target's roll, the target takes a MC - (the difference of die-rolls). If MC fails, vehicle is Shaken/Damaged Aircraft abort; If MC passes, the impact has no effect

ORDNANCE vs INFANTRY / Weapon Teams - if hit, both players roll 1d6 (14.1)

  • Attacker: Rolls 1d6 + HE-equivalent
  • HEAT ammo (red to-hit table or H on back): -1 to HE if infantry target is not in a Building or Bunker.
  • Target: Rolls 1d6 (once hit, no TMs or LMs apply)
  • If Attacker's roll is greater than the Defender's roll, all targeted units in the hex must take a Damage Check.

Melee Tables (LnLT PAC 07)

Melee Summary (8.0)

  1. Odds: Attacker IFP + eligible SWs vs Defender IFP + eligible SWs.
  2. Roll 2d6, add Leadership, resolve, but before casualties removed, defender counterattacks.
  3. Hero shifts odds 1 column right when attacking
  4. M superscript add +1 to units FP

Melee Odds Ratio Table

Defending FP \ Attacking FP1234567891011121314
11-12-13-14-15-15-15-15-15-15-15-15-15-15-1
2

Melee Success Probability Table

Odds1-31-22-31-13-22-13-14-15-1
Dice Roll (Kill Number)11109876543

Determine Odds Ratio & Kill Number: the IFP of all the attacking units (the units that entered the hex) and Melee-eligible SWs (MGs, Satchel Charges, Molotov Cocktails and Flamethrowers-and/or others presented in module-specific rules) is compared to the FP of any defending units the attacker chooses and their Melee-eligible SWs, and an odds ratio is determined, rounding up fractions. If a Hero is among the attacking units, shift the odds ratio one column to the right. Add a GO Leader's LM to the dice-roll. If the 2d6 dice-roll is greater than or equal to the Kill Number, the defending unit(s) is eliminated (after it, too, makes an attack).

Note: Odds less than 1-3 are resolved as 1-3 Odds, greater than 5-1 Odds are resolved as 5-1 Odds.

Off Board Artillery Summary (LnLT PAC 08)

Off Board Artillery Fire Mission Summary (18.2)(18.2.1)

  1. A friendly Leader, Scout or Advisor uses an impulse to place a Spotting Round marker on any one hex within his LOS. The hex need not be spotted.
  2. Before a friendly Leader, Scout or Advisor places a Spotting Round they must decide what type of Fire Mission will be called in. This can not be changed once the Spotting round is placed. Note: If no Fire Mission is decided upon the Standard Fire Mission is chosen by default.
  3. Determine Spotting Round landing location.
  4. Once the Leader, Scout, or Advisor chooses to continue the Fire Mission, and the Fire For Effect Marker is placed, then conduct the Fire Mission with the following conditions for each different Fire Mission.

Standard Fire Mission: FFE and all adjacent hexes are attacked by the Artillery Mission FP.

Loose Fire Missions: FFE and all hexes within 2 hexes of FFE are attacked with Artillery Firepower according to the following chart based on Artillery Mission FP.

Original Artillery FP valueLoose Artillery FP value
1-20
3-41
5-62

Concentrated Fire Mission: FFE hex attacked with 1.5x the Artillery Mission FP (fractions rounded up). All adjacent hexes to the FFE are attacked by 1/2 the Artillery Mission FP (fractions rounded up).

Line Fire Mission: FFE and all hexes in direct line between the FFE markers are attacked by the Artillery Mission FP.

Walking Barrage Fire Mission: Any unit under each FFE marker is attacked by Artillery Fire Mission FP. In the next 2 subsequent turns, before any Impulse Actions are taken, the owning player moves the FFE markers one hex in the indicated direction. Any unit under each FFE marker in the new position is attacked by Artillery Fire Mission FP.

Reference Tables 1 (LnLT PAC 09)

Fate of Crew and Passengers Table (15.4) (16.1.1)

ResultVehicleCrewInside PassengersOutside Passengers
Successful DFT Result: No EffectNo EffectNo Effect (integral part of the vehicle)Damage Check (if vehicle is open-topped or unarmored)Damage Check (if shaken must disembark)
Successful DFT Result: ShakenShakenNo Effect (integral part of the vehicle)Damage Check (if vehicle is open-topped or unarmored)Damage Check (if shaken must disembark)
Successful DFT Result: AbandonedAbandonedPlace a Moved and Shaken CrewDisembark, mark Moved and Morale CheckDisembark, mark Moved and Morale Check
Successful DFT Result: DestroyedDestroyedBailout Check (16.1.1)Damage Check, then Bailout Check (16.1.1)Damage Check, then Bailout Check (16.1.1)

Support Weapon Portage and Usage (1.6)

UnitMay CarryMay Fire
Mounted Unit (Squad)2 Support WeaponsOnly motorcycle units may fire a non-ordnance SW with a FP of 2 or less (6.6.2).
Mounted Unit (Half-Squad)1 Support WeaponOnly motorcycle units may fire a non-ordnance SW with a FP of 2 or less (6.6.2).
Squad2 Support Weapons1 SW + IFP or 2 SW and forfeit IFP
Half-Squad/Crew1 Support Weapon1 SW and forfeit IFP.
SMC1 Support Weapon1 SW at half SW's IFP (fractions rounded up; reduces movement by 2).

Notes:

  1. Two SMCs may fire a SW at the SWs full firepower.
  2. Medics (11.3), Corpsmen (11.3), Armor Leaders (11.5), Chaplain (11.8), Nurse (11.10), Marksmen (11.12) and Snipers (11.4) can't fire or carry SW.
  3. The first attack with a "Captured" Support Weapon that fails to cause a Damage Check on the DCT, does not destroy the vehicle after being involved in a Close Assault or score a hit, if using the OFT, removes the Support Weapon at the conclusion of the attack.

Reference Tables 2 (LnLT PAC 10)

Optional Speed Modifiers (15.6)

Targeted vehicles with the following Movement Factors (MFs) receive a speed bonus on the OFT, if marked Moved or AM. The +2 Speed Modifier INCLUDES the +1 already granted to moving vehicles on the OFT.

Vehicle TypeConditionDie Roll Modification
TGreater than or Equal 16+2
OGreater than or Equal 20+2
RGreater than or Equal 12 (if on road, and at least 2 MP are spent on road before shot.)+2

Passengers Capacity (16.1, 16.2, & 19.4)

  • PO & P - 1 x Half-Squad + 1 x SW + 1 x SMC
  • PPO & PP = 1 x Squad + 2 x SW + 2 x SMC

Stacking (1.3)

In a hex, each side can have up to:

  • 3 Regular Squads or 2 Mounted Unit Squads (or their equivalent; see Notes)
  • Two Vehicles (15.0)
  • Two SMCs (1.6)

Notes:

  1. One Squad is the equivalent of 2 x Half-Squads, 2 Crew, 2 x ATGM Weapon Team or 1 x (non-ATGM) WT.
  2. A wreck counter is considered one vehicle for stacking purposes. Only one wreck counter is allowed in a hex.

Mines vs. Vehicles Table (21.4.1)

Die RollResult
1No Effect
2-3Shaken
4-5Shaken & Immobilized
6Destroyed (including Crew)

Streams and Movement Penalty Table (10.5.1)

Stream TypeLTOR
10000
2+1+2+3+4
3+2+4+6P
4+4+8PP
5PPPP

Thermal Imaging Sights (TIS) (10.1.2)

UnitNation
Mi-24 HindSoviet
ScorpionBritish/Belgian
ScimitarBritish/Belgian
Milan WTFrance/British
AML-90France/Argentine
M1 AbramsUS
M2 BradleyUS
AH-1 CobraUS
M901US
AMX-30-B2France
VAB HOTFrance
P4 MilanFrance

* All units with TIS subtract two (-2) from their spotting attempt, even when trying to spot in their buttoned turret covered arc. A natural 6 on a spotting attempt always fails.

Outline of Play 1 (LnLT PAC 11)

Rally Phase (3.0)

  1. Determine initiative
    • Both players roll 1d6, higher roll wins; if the rolls are tied, the side with initiative last turn retains it.
  2. Each side makes rally attempts in hexes containing Shaken units and a Good Order Leader, other specific SMC (see 11.0) or a Hero. In each hex, Shaken Leaders attempt to rally first; if successful, other Shaken units can attempt to rally.
    • Roll equal or less than unit's Morale on 2d6 to rally.
    • -2 from die-roll if unit is in terrain with positive Target Modifier (+TM).
    • Non-Leaders subtract Leadership Modifier (LM) from die-roll.
  3. Some units, including all vehicles, SMCs and WTs are able to Self-Rally (SR) and do not need a Good Order Leader in the hex to do so.
  4. Medics (11.3) can attempt to Heal a wound from one SMC, including from themselves, or flip one Shaken unit to its Good Order side.
  5. Good Order MMCs/SMCs can pick up, swap, abandon or change the mode of Support Weapons (SWs).

Operations Phase (4.0)

  1. Each player alternates activating a single hex (Leaders can activate adjacent hexes). The player with the initiative goes first. Units in the activated hex move, fire, or conduct other operations. A player not wishing (or able) to activate a hex must pass.
  2. Phase ends after three consecutive passes.

Movement (6.0)

  1. All units activated within same hex at same time, must move together.
  2. Assault Movement / Fire (6.1) (6.1.1): eligible unit or stack moves up to half its MPs and attacks with -2 DFT modifier, +1 OFT modifier in both cases
  3. Assault Fire / Movement (6.1), (6.1.1): eligible unit or stack fire with -2 DFT modifier, +1 OFT modifier in both cases (+2 OFT modifier for vehicle not using MVAM (15.2.2.)), then the stack moves up to half its MPs.
  4. Double-Time (6.2): Units moving with Leader get +2 MPs.
  5. Low Crawl (6.3): unit can not use Low Crawl movement if that would use all of its MF.
  6. Stealth Movement (6.4): Same as Assault Movement plus Stealth-Movement-capable units are not automatically spotted in degrading- and blocking-terrain hexes after they enter them, even if adjacent to an enemy-occupied hex.

Spotting (10.1)

  1. All hexes containing units with a Fired or Moved (6.0), Assault Move (6.4), or Hit & Run (6.7) marker, in open-terrain hexes, or adjacent to a friendly Good Order unit are spotted.
  2. To spot a hex:
    • Degrading terrain, 3 or less on 1d6
    • Blocking terrain, 2 or less on 1d6
    • Subtract Leadership Modifier if Leader is making spotting attempt.
    • +1 to die-roll for every hex of degrading terrain LOS passes through (max of two).
  3. Place Ops Complete marker on spotting unit.
  4. If successful, spotting unit can immediately fire at target hex (removing the Ops Complete (4.1) marker).

Outline of Play 2 (LnLT PAC 12)

Fire Combat (5.0)

  1. Attacker rolls 1d6:
    • add unit's Firepower (FP) plus Support Weapon(s) (1.6).
    • add LM of GO Leader in hex (5.0.1, 11.1.1).
    • Apply any Direct Fire Table (DFT) modifiers.
    • Ordnance Support Weapons (1.6.4) fire separately.
  2. Defender rolls 1d6 and adds Target Modifier (TM) of target hex and/or lowest Armor Value (if any).
  3. If attacker's roll is higher, each defending unit must take a Damage Check (DC).
  4. Defender rolls 1d6 for each defending unit;
    • add difference between attacker's and defender's dice rolls.
    • If GO Leader in hex, subtract LM from result (11.1.1) (for leg units only).
    • Consult Damage Check Table (DCT).
    • Any MMC's DC roll of (1), regardless of the outcome of the DC, gives the MMC the chance to spawn a Hero (11.2.1). Roll 1d6: If even, a Hero is generated; pick a Skill.

Special Types of Combat & Actions

Multiple Attacking Units (5.2):

  • one unit leads attack with full FP.
  • Each additional MMC adds half its FP (round up).
  • Units with a "0" FP add nothing.
  • SWs that use the DFT add their entire FP (SWs that use the OFT (14.1) fire separately).

Opportunity Fire (OF) (5.3):

  • Units not under Moved, Low Crawl, H&R or Fired marker, with a clear LOS to an enemy unit that expends at least one MP, can conduct OF. Low Crawling and Stealth Moving units can only be attacked with OF if the hex they enter is spotted. Apply DFT modifiers.
  • Units under Ops Complete markers can conduct OF but subtract one (-1) from their IFP; this is per firing unit.
  • SWs that use the DFT halve their FP (rounded up); OFT attack suffer a +2 modifier.

Smoke (7.0):

  • If a GO MMC rolls less than or equal to its Nation's Smoke-laying Capability, place Smoke 1 marker. If successful, unit can still move but subtract one (-1) from its MF. Place Ops Complete marker on unit that fails or succeed and doesn't conduct another action.

Fire (10.5.6):

  • Any time there is an attack against an enemy unit or units in a Flammable hex and the Attacker rolls a Natural 6 on his attack roll, there is a chance for a Fire to start in the target hex. Roll a follow up 1d6 Fire Check and on a roll of 5-6 then a Fire starts and place a Fire 1 counter in the hex.

[Transcriber's note: this PAC summary differs from the Fire Check procedure printed in 10.5.6.1, which uses 2d6 and a 10+ result; the text is transcribed as printed.]

Snipers (11.4):

  • Roll 2d6 + IFP, attack one random unit in target hex.

Scouts (11.6):

  • Use Stealth Movement (6.4); subtract two (-2) from spotting rolls. A natural 6 on a spotting attempt always fails.

Mortar WT (18.1):

  • To attack, roll 2d6, choose the higher/greater result, and add it to the Mortar WTs IFP and resolve the attack (all DFT modifiers apply - except degrading terrain in the LOS, unless there is more than two of them). Defender rolls 1d6 + hex's TM (unless TM is from Wall or Hill).

Administrative Phase (9.0)

  1. Remove Administrative markers (Fired, Moved, Low Crawl, Assault Move, Hit and Run, Spotted and Ops Complete).
  2. Flip or remove Smoke (7.0), remove Starshell (20.2) markers, check for Fire Spread (10.5.6.1).
  3. Remove FFE Markers as necessary (18.1, 18.2) Identify vehicles using continuous movement (15.5, 15.5.1).
  4. Advance Turn Marker.

WW2 Terrain Target Modifier Chart

(P = Prohibited. Movement Cost columns: T = Tracked, O = Off-road, R = Road, Leg. Notes appear on the facing page of the Player Aids; they are merged into the Notes column here.)

Map TerrainTypeTORLegTarget ModifierObstacle HeightNotes
BocageBlocking+9*PP+4*+3Level-1See 10.5 in the Heroes of Normandy Module Rules. *Denotes cost to cross the hexside
BridgeSee Notes111/21See NotesLevel-0If LOS crosses the Bridge bordering a Wall, the TM and LOS restrictions are the same as Wall. When traced down the length of the Bridge, the terrain is Open.
Brush/Flowers
Unit CounterTypeTORLegTarget ModifierObstacle HeightNotes
Bunker/FoxholesPer hex terrainPer terrain in hexAs per counterPer terrain heightUnits in Foxholes can be spotted per the rules of their hex terrain. A Bunker is a separate hex within the hex it resides. For spotting, a Bunker is blocking terrain, although it does not actually block LOS. Costs 2 MP to enter/leave a Bunker.
MinesPer hex terrainPer terrain in hexAs per counterPer terrain heightMines attack open and buttoned armor with its FP + 1d6 versus the target unit's lowest armor value + 1d6. If no FP listed on counter, Mines attack with 1 FP.

Skills Reference

Heroes of Normandy Skill Reference Card (sample, module specific)

The Ambush - Leader or Hero; Single-use

  • Utilize this Skill when a unit occupies an enemy hex or is adjacent to an enemy-occupied hex.
  • Roll 1d6 and place the forces allotted in the table in or adjacent to the user's hex (even if enemy-occupied). Reinforcements assume the activation status of the user and must be of the user's type (Airborne, SS, etc.), but randomly selected.
1d6 ResultReinforcements
1Nothing
2Half-squad, MG SW
3, 4Squad, MG SW
5, 62 x Squads

Assaulter - Leader: Units in the same hex with this Leader are given Assault Movement capabilities as defined in 6.1.

Deadeye - Leader or Hero: Double the range of units stacked with Leader. If a Hero possesses this Skill, only his range is doubled.

Deadly - Leader or Hero: Add one to the Firepower (FP) of attacks from units stacked with this Leader. That's 1 FP TOTAL not 1 FP per each unit in the stack. If a Hero possesses this Skill, add 1 FP to his attacks whether he fires alone or with a stack.

Decisive - Leader; Single-use: This Leader can activate both himself and units stacked in his hex twice. The activation occurs during a second impulse. Remove any Fired, Moved, Assault Move, Low Crawl, Stealth or Ops Complete markers immediately before the second activation. Mark the units as appropriate after the second activation.

Modern Era Skills (11.1.5)

Bull: This person has an extremely tough constitution. He can be wounded twice before dying. For Leaders, mark each wound with a Wounded marker; for a Hero, use a Wounded marker for its second wound. Wound penalties are not cumulative. A third wound kills the SMC.

Charismatic: This Leader's men revere him. This Leader cannot only rally units in his own hex but in adjacent hexes as well.

Modern Era Terrain Effects Chart

(P = Prohibited. Movement Point (MP) Cost columns: T, O, R, Leg. Notes from the facing page are merged into the Notes column.)

TerrainTypeTORLegTarget Modifier (TM)Height as ObstacleExampleNotes
Stone / Heavy Construction (HC) BuildingBlockingPPP2+4Level-1 or -22D2Red center dot. Three-hex or larger Buildings are two-story Buildings. Costs two MPs to change Levels in same hex. Stacking limitations apply to each level. For the purpose of compatibility with previous modules, Heavy Construction (HC) and Stone Buildings are identical.
Wooden / Light Construction (LC) BuildingBlocking612P2+3Level-1 or -2

Starter Kit Scenarios

Scenario 1: Assault on Vierville

Vierville, France; June 7th, 1944

The French village of Vierville straddled the road from Utah Beach to St. Come du Mont-a location key to the Americans and Germans alike. The Yanks captured Vierville on June 6th, 1944, but on June 7th, most of the 2nd Battalion of the 506th Parachute Infantry Regiment vacated the town, leaving only a small holding force from the 1st Battalion to guard the village. It was then that the Germans decided to mount a counterattack. The battle was a wild free-for-all as first one side and then the other sent reinforcements; and although the Germans briefly recaptured most of Vierville, by the end of the day the American paratroopers had driven them out.

Order of Battle

Americans: Elements of 1st Battalion, 506th Parachute Infantry Regiment, 101st Airborne Division; set up first in or within three hexes of 15H6, inclusive:

  • 2 x 2-5-4
  • Cpl Medrow
  • 1 x 1-4-4
  • Sniper (as per 11.4)
  • 1 x M1919A4

Germans: Elements of 1058th Grenadier Regiment: enter on Turn 1 as per SSR 3:

  • 3 x 1-6-4
  • Lt Plassmann
  • 1 x 1-5-4
  • Lt Koch
  • 1 x MG42
  • Medic
  • 2 x MG34

Scenario Essentials

  • Playable Area: Use Map 15; hexrow xx1 is the north edge.
  • Scenario Length: Six Turns. The German player has the initiative on Turn 1.

Victory Conditions: To win, a side must control (22.1) four Building hexes within three hexes of 15H7 at the end of the scenario. Any other outcome is a draw. The Americans control all the Building hexes at the start of the scenario.

Special Scenario Rules

  1. All Buildings only have one level.
  2. Neither side can generate Heroes (11.2.1).
  3. The German 1058th Grenadiers' point of entry is randomly determined. Before the first German impulse on Turn 1, roll 1d6: if the number rolled is 1-2, the Germans enter via the east edge; 3-4, the north edge; and 5-6, the west edge. The German player never enters via the south edge.

Event Markers

  • Place Event Marker A (Occupation) on hex 15J5. German activation only. When activated, remove Event Markers A and B and read Paragraph One.
  • Place Event Marker B (Occupation) on hex 15F5. German activation only. When activated, remove Event Markers A and B and read Paragraph One.

Paragraphs (Stop! Please Don't Read Ahead! DO NOT READ THESE PARAGRAPHS UNTIL INSTRUCTED TO BY THE SCENARIO!)

Paragraph One: On the outskirts of the city your scout spots the dusty field gray of the Wehrmacht. Reinforcements! Beginning in the next friendly impulse, the German player can bring on 4 x 1-6-4, 1 x MG34, 1 x MG 42, and Sgt. Baumann (with Assaulter Skill) via any Map edge except the south edge. All units must enter via the same edge, and follow normal activation rules during entry. That's the good news. The bad news is that the scout reports an American column hot on the Germans' heels. In any friendly impulse AFTER the first German reinforcement unit enters the Map, the American player can bring on Major Tom, 1 x 2-5-4, Hero Hird (no Skill), and 1 x BAR via any Map edge adjacent to the edge from which the German units enter (including the south side). All units must enter via the same edge, and follow normal activation rules during entry.

Scenario 2: Rejoining The Regiment

Normandy, France; June 6th, 1944

During the initial hours of the Allied invasion, widely scattered German forces confusedly rushed to consolidate and defend key positions. They often encountered advancing Allied troops or airborne units along the way. Often, these "German" troops weren't German at all, but Russians and other POWs pressed in to military service. In this scenario, the fleeing remnants of an infantry platoon of the 795th Ost Battalion must break through a roadblock set up by a detachment of the 506th PIR to rejoin their parent regiment, before American reinforcements arrive.

Order of Battle

Americans: Roadblock Detachment, 506th PIR, 101st Airborne Division; set up in hexes G6 - G8, H6 - H8, or I6 - I8, inclusive:

  • 1 x 2-5-4
  • 1 x 1-4-4
  • 1 x BAR
  • 1 x M1919A4
  • Hero (Hird)
  • Cpl Medrow

Germans: Remnants of the 795th Ost Battalion; enter on Turn 1 via hex H1:

  • 2 x 1-6-4
  • 3 x 1-5-4
  • Sgt Baumann
  • Lt Plassmann
  • 1 x MG34

Scenario Essentials

  • Playable Area: Use Map 15; hexrow xx1 is the north edge.
  • Scenario Length: Five turns. The German player has the initiative on Turn 1.

Victory Conditions: To win, the German player must exit the equivalent of two Squads and one Leader via hex H8 by the end of Turn 5. Any other result is an American victory.

Special Scenario Rules

  1. Optional Hero Creation: If you want to try out Hero Creation/Spawning (11.2.1), you can use Vietnam-era American 1-5-4-5 Half-squads from the countermix, for the Americans, and, for the Germans, use the North Vietnamese 1-4-4-5 Half-squads. Both sides' substitute Heroes have Assault Move (6.1) and a Morale of 6. Remember, Heroes never Shake; use a Wounded marker instead of flipping the counter; and only two Heroes per side can ever be on the Map. Neither sides' Heroes draw a Skill when spawned.

Scenario 3: The Weapons Cache

Near Nha Trang; August 20th, 1965

Operation Cutlass was a search-and-destroy mission conducted by the 1st Brigade, 101st Airborne Division near Nha Trang in Khanh Hoa Province. In this hypothetical scenario, a US platoon from A Company, 1-327 Infantry, is dispatched on the second day of the operation to destroy a weapons cache in a nearby village. Unbeknownst to the Americans, the village is the logistics and resupply point for a local Viet Cong force.

Order of Battle

Americans (US Army): Elements of A Company, 1-327 Infantry; set up in or within one hex of J8 on Map 1:

  • 3 x 2-6-4
  • Medic
  • 2 x M-60
  • Lt Jenson

Viet Cong (VC): Elements of the Khanh Hoa Local Force; set up as per SSR 1:

  • 3 x 1-4-3
  • Sniper (as per SSR 1 & 11.4)
  • Lt Diem

Scenario Essentials

  • Playable Area: Use Map 1; hexrow xx1 is the north edge.
  • Scenario Length: Six turns. The American player has the initiative on Turn 1.

Victory Conditions: To win, the American player must find and destroy the weapons cache and control (22.1) hexes L3 and M3 by the end of Turn 6. Any other outcome results in a Viet Cong victory.

Special Scenario Rules

  1. Viet Cong Setup: VC units do not start on the Map. Follow Event Marker results for VC deployment.
  2. Optional Hero Creation: If you want to try out Hero Creation/Spawning (11.2.1), you can use WWII-era units: for the Americans, Hero Hird and a 1-4-4-6 Half-squad from the countermix, and, for the VC, use the German 1-5-4-5 Half-squads. Both sides' substitute Heroes have Assault Move (6.1) and a Morale of 6. Remember, Heroes never Shake; use a Wounded marker instead of flipping the counter; and only two Heroes per side can ever be on the Map. Neither sides' Heroes draw a Skill when spawned.

Event Markers

  • Place Event Marker A (Line of Sight) in hex K4. American activation only. When activated, remove the Event marker and read Paragraph One.
  • Place Event Marker B (Occupation) in hex M3. American activation only. When activated, remove the Event marker and read Paragraph Two.
  • Place Event Marker D (Occupation) in hex L3. American activation only. When activated, remove the Event marker and read Paragraph Three.

Paragraphs (Please Don't Read Ahead! Stop! DO NOT READ THESE PARAGRAPHS UNTIL INSTRUCTED TO BY THE SCENARIO!)

Paragraph One: As the American infantrymen come in sight of the village, voices cry out in alarm. In seconds Viet Cong insurgents begin firing from the village and the surrounding jungle at the advancing Americans! All Viet Cong units (except the Sniper) are now places in any of the following hexes: K4, M3, L3, J5, I5, I3, J3, K2, L2 or M2. They can immediately conduct Opportunity Fire (5.3). The Sniper is placed as per 11.4.

Paragraph Two: When the Americans enter one of the Huts they find stacks of explosives and weapons, enough to equip at least a company of Viet Cong guerrillas. To destroy the weapons cache, a Good Order MMC and Lt. Jenson must occupy the hex for one turn, after the cache is discovered; they cannot conduct any other actions. If either is Shaken or eliminated or if they are engaged in Melee during the turn they are attempting to destroy it, the cache remains intact.

Paragraph Three: After clearing the Building, the Americans find an intact and operating radio set. A voice is speaking urgently in Vietnamese to the now deceased radio operator. On the next turn, NVA reinforcements composed of 2 x 2-5-4, 2 x RPD and Lt. Van Du arrive via hex H1, under control of the Viet Cong player.

Scenario 4: A Friend in Need

South Vietnam; May, 1969

U.S. Army units moved into the A Shau Valley in the opening moves of what would culminate in Hamburger Hill. Here, two platoons advanced on a small village suspected of harboring a Viet Cong contingent. The VC knew the Americans were in the area, and the Americans knew of the VC, but neither side expected a stand-up battle. Neither side, however, would be correct.

Order of Battle

Americans (US Army): Elements of B Company, 3rd Battalion; enter on Turn 1 via the west edge of Map 1:

  • 6 x 2-6-4
  • Lt Jenson w/ Bull Skill
  • 2 x M-60
  • Medic

Viet Cong (VC): Elements of the A Shau Valley Defense Force; set up first anywhere east of 1H8 - 1G3 - 1H1 Road:

  • 3 x 1-4-3
  • Lt Diem w/ Charismatic Skill
  • 1 x RPD
  • Sniper (as per 11.4)

Scenario Essentials

  • Playable Area: Use Map 1; hexrow xx1 is the north edge.
  • Scenario Length: Eight turns. The American player has the initiative on Turn 1.

Victory Conditions: The side with the most Victory Points (VPs) at the end of the scenario wins. VPs are earned as follows:

  • Both sides receive 1 VP for each Wooden (LC) Building or Bamboo Huts hex controlled (22.1) at the end of the scenario.
  • The Viet Cong receive 2 VPs for each American Squad or SMC eliminated.
  • The Americans receive 1 VP for every VC/NVA Squad or SMC eliminated.

At the start of the scenario, the Viet Cong control all hexes in which they could set up. Squads reduced to Half-squads are worth half the VPs earned for eliminating a Squad.

Special Scenario Rules

  1. Optional Hero Creation: If you want to try out Hero Creation/Spawning (11.2.1), you can use WWII-era units: for the Americans, Hero Hird and a 1-4-4-6 Half-squad from the countermix, and, for the VC, use the German 1-5-4-5 Half-squads. Both sides' substitute Heroes have Assault Move (6.1) and a Morale of 6. Remember, Heroes never Shake; use a Wounded marker instead of flipping the counter; and only two Heroes per side can ever be on the Map. Neither sides' Heroes draw a Skill when spawned.

Event Markers

  • Place Event Marker A (Line of Sight) on hex 1G1. American activation only. When activated, remove Event Marker A and read Paragraph One.
  • Place Event Marker B (Occupation) on hex 1F3. American activation only. When activated, remove Event Marker B and read Paragraph Four.
  • Place Event Marker D (Occupation) on hex 1F6. American activation only. When activated, remove Event Marker D and read Paragraph Four.

Paragraphs (Please Don't Read Ahead! Stop! DO NOT READ THESE PARAGRAPHS UNTIL INSTRUCTED TO BY THE SCENARIO!)

Paragraph One: One non-Medic unit of the American player's choice who can trace a LOS to Event Marker A must take a Morale Check (MC) with no modifiers. If the unit passes, read Paragraph Two. If the unit fails, read Paragraph Three. Failing the MC does NOT Shake the unit.

Paragraph Two: A clink of metal draws one of your soldier's attention to a cluster of Huts adjacent to a nearby Road. NVA! He fires a burst at the approaching NVA and they hit the dirt. Place Lt. Van Du, 1 x 2-5-4, and 1 x RPD under a Moved marker in hex 1G1. Place 1 x 2-5-4 under a Moved marker in hex 1H1. The American units that triggered Event A can move no farther; their impulse is over.

Paragraph Three: Lt. Van Du spotted the inattentive Americans as his decimated platoon drew abreast of the Huts. "Quickly, quickly, bring up the RPD," he whispered as he gestured for his platoon to deploy. Place Lt. Van Du, 1 x 2-5-4, and 1 x RPD under an Assault Move marker in hex 1G1. Place 1 x 2-5-4 under an Assault Move marker in hex 1H1. The American unit(s) that triggered Event A can move no farther, its/their impulse is over. The NVA can still activate to fire in a subsequent VC/NVA impulse, as delineated under Assault Movement (6.1).

Paragraph Four: "White Rook, this is Castle. Over." The PRC-77, which had been on the blink all morning, suddenly hisses into life. "Gimme that," you snarl as you snatch the handset from the radioman. Holding the black handset to your ear you begin. "I have a fire mission, grid coordinates . . ." Remove Event Markers B and D. You have one Fire Mission. Only the Leader (if alive) can call-in the Mission. Here's how: The Leader uses an impulse to place the Spotting Round marker on any hex within his LOS. After placing the marker, roll 2d6: divide the number on the white die by two and round any resulting fractions up; this is how far, if at all, the Spotting Round impacts from the desired hex. The colored die is the direction the round drifts. One is north, two is northeast, etc. Place the Spotting Round marker in the hex delineated by the drift die-roll. The American Leader can now shift the marker one hex in any direction. After it is shifted, replace the Spotting Round marker with the Fire for Effect (FFE) marker. The FFE marker immediately attacks all units in the impact hex and the six hexes adjacent to it with Firepower of 5. Units attacked receive normal defensive TMs. The FFE marker remains on the hex until the next Admin Phase. Any unit that enters the hex, or one of the six adjacent hexes, is attacked with the aforementioned. If the American Leader is dead, any Squad can be designated to call-in the Artillery Mission. The procedure is the same, but that Squad cannot shift the placement of the Spotting Round.

  • 1.6.5 Mortar Support Weapons
  • 1.6.6 Anti-Aircraft Support Weapons
  • 1.6.7 Molotov Cocktails
  • 1.6.8 Captured Support Weapons
  • 1.7 Weapon Teams
    • 1.7.1 Ordnance-Firing Weapon Teams
  • 1.8 Event Markers
    • 1.8.1 Victory and Objective Markers
  • 1.9 Player-Aid Cards (PAC)
  • 6.7 Hit & Run (H&R) Movement
  • 6.8 Opportunity Movement (OM)
  • 10.5.2 Fords
  • 10.5.3 Tree/Jungle-lined Road
  • 10.5.4 Roadblocks
  • 10.5.5 Craters
  • 10.5.6 Fire (Optional)
    • 10.5.6.1 Fire Check
    • 10.5.6.2 Fire Intensity and Spreading Checks
    • 10.5.6.3 Putting a Fire out
    • 10.5.6.4 Effect of Fire markers
    • 10.5.6.5 Scenario and Module Rules
  • 10.5.7 Railroad Tracks
  • 10.6 Rooftops
    • 10.6.1 Rooftops & Spotting
  • 10.7 Caves
    • 10.7.1 Tunnel Movement Between Caves
    • 10.7.2 Collapsed Entrance
  • 10.8 Module-Specific Terrains
  • 10.9 Module-Specific Weather
  • 11.6 Scouts
  • 11.7 Commissars & Political Officers
    • 11.7.1 Fight or Die!
  • 11.8 Chaplains
  • 11.9 Advisors
  • 11.10 Nurses
  • 11.11 Pipers
  • 11.12 Marksmen
    • Ordnance Fire Table (OFT) Die Roll Modifications (14.1)
  • Weapons Ammo and Targets 1 (LnLT PAC 05)
  • Weapons Ammo and Targets 2 (LnLT PAC 06)
  • Melee Tables (LnLT PAC 07)
    • Melee Summary (8.0)
    • Melee Odds Ratio Table
    • Melee Success Probability Table
  • Off Board Artillery Summary (LnLT PAC 08)
    • Off Board Artillery Fire Mission Summary (18.2)(18.2.1)
  • Reference Tables 1 (LnLT PAC 09)
    • Fate of Crew and Passengers Table (15.4) (16.1.1)
    • Support Weapon Portage and Usage (1.6)
  • Reference Tables 2 (LnLT PAC 10)
    • Optional Speed Modifiers (15.6)
    • Passengers Capacity (16.1, 16.2, & 19.4)
    • Stacking (1.3)
    • Mines vs. Vehicles Table (21.4.1)
    • Streams and Movement Penalty Table (10.5.1)
    • Thermal Imaging Sights (TIS) (10.1.2)
  • Outline of Play 1 (LnLT PAC 11)
    • Rally Phase (3.0)
    • Operations Phase (4.0)
    • Movement (6.0)
    • Spotting (10.1)
  • Outline of Play 2 (LnLT PAC 12)
    • Fire Combat (5.0)
    • Special Types of Combat & Actions
    • Administrative Phase (9.0)
  • Dropped or abandoned SWs can be picked up either during the Rally Phase-and only by GO MMCs/SMCs that are not locked in Melee-or during the Operations Phase by a moving GO MMC/SMC at a cost of two (2) additional Movement Points (MPs).
  • During a scenario, units can capture and use enemy SWs, but the first attack with a captured SW that fails to cause a Damage Check (DC) on the Damage Check Table (DCT) or score a hit, if firing ordnance such as a Bazooka and using the OFT, removes the SW after the attack.
  • Unmodified "attacks" at greater than (better than) 5:1 odds are treated as 5:1 odds, i.e., the odds cannot be better than 5:1 (see Melee Example 4).

  • Support Weapons (SWs) that fire ordnance (use the OFT) or are dismantled are not Melee eligible.

  • MMCs must still abide by the SW-usage restrictions delineated in the section on SWs (1.6), i.e., a Squad can fire one SW and its IFP or two SWs and forfeit its IFP; a Half-Squad/Crew can fire one SW and forfeit its IFP.

  • Leaders/Heroes (11.1/2) carrying a Melee-eligible SW attack and defend with half the SW's FP (fractions rounded up) (see Melee Example 5).

  • Heroes attack and defend with their IFP unless they are Crewing/using a SW.

  • Always remove single-use SWs such as Satchel Charges after the first round of Melee (attack and defense).

  • If a captured SW is used and the enemy is not eliminated, the captured SW is removed from the game in the Admin Phase (9.0) (see Melee Example 6).

  • The Leadership Modifier (LM, 11.1.1) of only one Leader can be applied to the "attacking" units' die-roll. The LM is not added if the Leader is using a Melee-eligible SW to contribute its FP to the attack (see Melee Example 5).

  • If the Melee combatants include Heroes (11.2), they shift the odds one column in favor of their side when attacking only (see Melee Example 2). Even if the odds are greater than 1:3 against the Hero, the odds still shift to 1:2, but the odds can never be better than 5:1. Multiple Heroes do not grant multiple shifts.

  • Weapon Teams (WTs, 1.7) cannot enter Melee. If engaged in Melee, non-machine-gun WTs defend with a nominal FP of one (1), and cannot counterattack. WTs depicting a machine gun (MG) can defend AND counterattack with their full IFP. To be clear, WTs depicting MGs cannot enter Melee (i.e., move into a Melee hex), but can defend AND counterattack with their full IFP (see Melee Example 7).

  • WTs can be individually targeted in Melee.

  • Non-Melee-eligible (NME) units cannot enter a hex containing only enemy units, even if the enemy units are also NME units (see Melee Example 8).

  • If a Melee-eligible unit enters a hex containing only NME enemy units, all the enemy units are eliminated; the unit that moved in must halt and a Melee marker is placed on the hex (see Melee Example 9).

  • If (and this is a rare case) a Melee-eligible unit enters a hex containing only NME units under a Fire For Effect (FFE, 18.1/2) marker, it is first attacked by the FFE. If it survives the FFE attack in Good Order, proceed with the Melee (in which the NME units are eliminated and a Melee marker is placed on the hex); if the FFE attack renders the entering unit NME (Shakes it), it must return to the hex from which it entered, is placed under a Moved marker and, if that hex is also under a FFE marker, it is attacked again and subject to OF (5.3). The above case also applies to entering a hex containing Mines (21.4).

  • CA: Close Assault
  • CM: Continuous Movement
  • DC: Damage Check
  • DFT: Direct Fire Table
  • DRM: Die-Roll Modification
  • DT: Double-time
  • FFE: Fire For Effect
  • FP: Firepower
  • GO: Good Order
  • H&R: Hit & Run
  • HC: Heavy Construction (Building)
  • HEAT: High Explosive Anti-Tank
  • HE: High Explosive
  • IB: Identification Badge
  • INFANTRY: Generic term that includes all MMC/SMC counters, a.k.a, Leg units.
  • IFP: Inherent Firepower; the FP printed on a counter.
  • KN: Kill Number (Melee)
  • LAW: Light Anti-Tank Weapon
  • LC: Light Construction (Building)
  • LC: Low Crawl (Movement)
  • Leg: All MMCs/SMCs; units that move on foot.
  • LM: Leadership Modifier
  • LOS: Line of Sight
  • LR: Leadership Range
  • LRAC: Lance Roquettes AntiChar
  • LVTP-5: Landing Vehicle Tracked Personnel
  • MAV: Modified Armor Value
  • MC: Morale Check
  • MF: Movement Factor
  • MG: Machine Gun-normally interchangeable with LMG, but also used to denote machine-gun Weapon Teams (3/4" counters).
  • MMC: Multi-Man Counter (Squad, Half-Squad, Crew, Weapon Team)
  • MP: Movement Point(s)
  • MPV: Modified Penetration Value
  • MT: Melee Table
  • MU: Mounted Unit
  • MVAM: Modern Vehicle Assault Movement
  • NME: Non-Melee Eligible
  • O: Denotes an Off-road vehicle.
  • OBA: Off-board Artillery
  • OC: Operations (Ops) Complete
  • OF: Opportunity Fire
  • OFT: Ordnance Fire Table
  • OM: Opportunity Movement
  • OOB: Order of Battle
  • OP: Operations Phase
  • ORDNANCE: Ordnance is a weapon that has a to-hit table on the back of the counter. They include Support Weapons (Bazooka, Panzerfaust, LAW or RPG), Weapon Teams (75 mm ATG), and vehicle-mounted weapons (M4A1 tank's 75 mm cannon). These weapons use the OFT to determine modifications to their To Hit die rolls.
  • OT: Open Top Vehicles
  • P: Denotes a vehicle or helicopter that can carry passengers inside-up to one Half-Squad, one SW, and one SMC.
  • PAC: Player-Aid Card
  • PO: Denotes a vehicle that can carry passengers outside-up to one Half-Squad, one SW, and one SMC.
  • PP: Denotes a vehicle or helicopter that can carry passengers inside-up to one Squad, two SWs, and two SMCs. 2PP, 2xPP or PPPP means the PP capacity is doubled.
  • PPO: Denotes a vehicle that can carry passengers outside-up to one Squad, two SWs, and two SMCs. 2PPO or 2xPPO means the PPO capacity is doubled.
  • R: Denotes a Road vehicle.
  • RP: Rally Phase
  • RPG: Rocket-Propelled Grenade
  • RR: Recoilless Rifle
  • SM: Stealth Movement
  • SMC: Single-Man Counter (Leader, Hero, Sniper, Medic)
  • SR: Self-Rally
  • SRP: Self-Rally Pairs
  • SSR: Special Scenario Rule
  • SW: Support Weapon
  • T: Denotes a Tracked vehicle.
  • TEC: Terrain Effects Chart
  • TIS: Thermal Imaging System
  • TM: Target Modifier, also known as Terrain Target Modifier
  • UNIT: Generic term that includes all moveable combat elements-tanks, MMCs, SMCs, etc.
  • VP(s): Victory Point(s)
  • WT: Weapon Team
  • -
    -
    -
    -
    3DC+2DC+1---------
    4DC+3DC+2DC+1--------
    5DC+4DC+3DC+2DC+1-------
    6DC+5DC+4DC+3DC+2DC+1------
    7DC+6DC+5DC+4DC+3DC+2DC+1-----
    8DC+7DC+6DC+5DC+4DC+3DC+2DC+1----
    9DC+8DC+7DC+6DC+5DC+4DC+3DC+2DC+1---
    10DC+9DC+8DC+7DC+6DC+5DC+4DC+3DC+2DC+1--
    11DC+10DC+9DC+8DC+7DC+6DC+5DC+4DC+3DC+2DC+1-
    12DC+11DC+10DC+9DC+8DC+7DC+6DC+5DC+4DC+3DC+2DC+1
    13DC+12DC+11DC+10DC+9DC+8DC+7DC+6DC+5DC+4DC+3DC+2
    14DC+13DC+12DC+11DC+10DC+9DC+8DC+7DC+6DC+5DC+4DC+3
    Wounded
    Shaken
    Destroyed
    Destroyed
    Die Roll greater than or equal to 3x MoraleEliminatedEliminatedEliminatedEliminatedAbandonedDestroyedDestroyed
    Attacking units using H&R movement (6.7)-2
    Skill-related modifiers (12.0)see skills description
    Eligible Leg units firing after Assault Movement (6.1) or Stealth Assault Movement (6.4.1) (Scout excepted (11.6)) or using Assault Fire (6.1.1) or Stealth Assault Fire (6.4.2) (exception: Scout (11.6))-2
    + AF
    Helicopter in Flying Mode (19.2.1)-2
    Firing during night (20.1) at a unit marked Fired that is not within two hexes or not illuminated by a Star Shell (20.2) Exception: TIS units can fire up to 6 hexes without penalty, and only at a +1 penalty beyond 6 hexes. (20.1.5)+3
    Tracing LOS between two buildings (bamboo, wooden, etc.) located in two separate and adjacent hexes (10.3.2)+2
    Vehicle, Helicopter or eligible MMC marked with an Ops Complete marker (4.1)/ Modern Vehicle marked with an Ops complete marker (15.2.2).+2/+1
    Helicopter in Flying Mode (19.2.1)+2
    Helicopter In Flying Mode (19.2.1)+2
    1-2
    1-1
    3-2
    2-1
    3-1
    3-1
    4-1
    4-1
    5-1
    5-1
    5-1
    5-1
    5-1
    5-1
    31-32-31-13-22-12-13-13-13-14-14-14-15-15-1
    41-31-21-11-13-23-22-12-13-13-13-13-14-14-1
    51-31-22-31-11-13-23-22-12-12-13-13-13-13-1
    61-31-31-22-31-11-13-23-23-22-12-12-13-13-1
    71-31-31-22-31-11-11-13-23-23-22-12-12-12-1
    81-31-31-21-22-31-11-11-13-23-23-23-22-12-1
    91-31-31-31-22-32-31-11-11-13-23-23-23-22-1
    101-31-31-31-21-22-31-11-11-11-13-23-23-23-2
    111-31-31-31-21-22-32-31-11-11-11-13-23-23-2
    121-31-31-31-31-21-22-32-31-11-11-11-13-23-2
    131-31-31-31-31-21-22-32-31-11-11-11-11-13-2
    141-31-31-31-31-21-21-22-32-31-11-11-11-11-1
    Successful OFT Result: No EffectNo EffectNo Effect (integral part of the vehicle)No EffectDisembark, mark Moved and Morale Check
    Successful OFT Result: ShakenShakenNo Effect (integral part of the vehicle)Morale CheckDisembark, mark Moved and Morale Check
    Successful OFT Result: AbandonedAbandonedPlace a Moved and Shaken CrewDisembark, mark Moved and Morale CheckDisembark, mark Moved and Morale Check
    Successful OFT Result: DestroyedDestroyedRoll 1d6: 1, place a moved GO Crew. 2-6 Do nothingBailout Check (16.1.1)Bailout Check (16.1.1)
    Close Assault Result: No EffectNo EffectNo EffectNo Effectn.a. (prevent close assault)
    Close Assault Result: DestroyedDestroyedEliminatedEliminatedn.a. (prevent close assault)
    Leo 1Belgian
    Black EagleSoviet
    Degrading
    1
    1
    2
    1
    0
    Per terrain height
    Negates +1 Moving or Moved marker penalty for target unit.
    CemeteryDegradingPPP1+2Per terrain heightNone.
    ClearOpen11210Level-0None.
    ForestBlockingPPP2+2Level-2No vehicles unless on Road. More than four tree illustrations.
    HedgesBlocking+0+3*+4*+1*0Per terrain heightBlocks LOS traced through or along the Hedge from same Level to same Level, with the following exceptions: 1) Doesn't block LOS to a hex in which the hex forms a hexside, 2) when traced FROM a hex through a Hedge that forms one of the hex's sides, or 3) when the LOS is traced form the firing hex along a Hedge that connects the firing hex to the target hex. For example: LOS from 15K1 to 15L3 is not blocked. Negates movement modifier against direct fire traced across Hedge hexside. No modifier against indirect fire. *Denotes cost to cross hexside.
    HillPer hex terrain and rulesPer hex terrain: +1 MP to move to higher Level; +2 MP to move 'R' to higher Level+1 against direct fire from a lower Level.Per terrain heightMovement Point (MP) cost is per other terrain in hex: +1 MP to move one Level higher, +2 to move two Levels higher (in one hex); and +1 MP to move down two Levels (in one hex). Moving up or down three Levels from one hex to another is prohibited; these are Cliffs. No modifier against indirect fire (18.0). There are no Hills in Heroes of Normandy, but they may appear in expansion modules.
    Light WoodsDegrading4682+1Level-1Contains four tree silhouettes; none touch.
    Low CropsDegrading11310Per terrain heightNegates +1 Moving or Moved marker penalty for target unit.
    MarshDegradingPPP2+1Level-0Weapon Teams cannot enter.
    RiverOpenPPPP0Per terrain heightCannot be crossed except by a Bridge.
    RoadOpen111/210Per terrain heightIgnore terrain in hex when moving from one contiguous Road hex to another.
    Stone Building (Heavy Construction)BlockingPPP2+4Level-1 or -2Dark grey/black roof. Heavy Construction (HC) Building hexes have a red dot in center. Three-hex or larger HC Buildings are two-story Buildings. Second floor: units are at Level-1; roof at Level-2. Costs 2 MPs to change Levels in same hex. Stacking limitations apply to each Level.
    WallBlocking+1*PP+1*+1Per terrain heightBlocks LOS traced through or along the Wall from the same Level to the same Level. Doesn't block LOS to a hex in which the Wall forms a hexside, when traced FROM a hex through a Wall that forms one of the hex's sides, or when the LOS is traced form the firing hex along a Wall that connects the firing hex to the target hex. For example: LOS from 15K5 to 15L7 is not blocked. No modifier against indirect fire. TM is in addition to other terrain in hex. *Denotes cost to cross hexside. Only subtract 2 from rally roll (3.0) IF all potential enemy fire would cross the Wall hexside(s).
    Wheat FieldBlocking22620Per terrain heightNegates +1 Moving or Moved marker penalty for target unit.
    Wooden Building (Light Construction)Blocking612P2+3Level-1Reddish-brown roof (exception: 18I2). Light Construction (LC) Building hexes have a black dot in center. "T and O" class vehicles with frontal armor > 3 can enter LC Buildings. This Rubbles the hex. Roll 2d6: If the number is > the vehicle front armor, the vehicle is Abandoned in the Rubbled hex. A die-roll of 12 always causes Abandonment.
    RubbleDegrading4PP3+3Level-1Degrades LOS through any portion of the Rubbled hex. LOS down edge of hex is not degraded.
    SmokeBlockingAs per other Terrain in hex+1Level-2Blocks LOS through hex or traced down edge of hex.
    WireOpen24640Per terrain heightNone.
    Vehicle or WreckDegradingAs per other Terrain in hex+2Per terrain heightDegrades LOS through any portion of the vehicle/Wreck hex. LOS traced down the edge of the hex is not degraded. TM applies to other units in hex, not units on the vehicle. Only one Wreck per hex.
    1L3
    Black center dot. "T" and "O" class vehicles with frontal armor greater than 3 can enter LC Buildings. This Rubbles the hex. Roll 2d6: If the number is greater than the vehicle's front hull armor the vehicle is Abandoned in the Rubbled hex; a die-roll of 12 always causes Abandonment. For the purpose of compatibility with previous modules, Light Construction (LC) and Wooden Buildings are identical.
    Bamboo HutBlocking49122+1Level-11K4A hex with multiple small buildings, and at least one has a circular roof. Vehicles with frontal armor greater than 1 can enter Bamboo Huts. This Rubbles the hex. Roll 2d6 - 2. If the number is greater than the vehicle front hull armor the vehicle is Abandoned in the hex. A die-roll of "12" always causes Abandonment.
    WallsBlocking*+1PP*+1+1Per height of terrain2D4/D5 HexsideBlocks LOS traced through or along the Wall from the same Level to the same Level, with the following exceptions: 1) Doesn't block LOS to a hex in which the Wall forms a hexside, 2) when traced FROM a hex through a Wall that forms one of the hex's sides, or 3) when the LOS is traced from the firing hex along a Wall that connects the firing hex to the target hex. For example, LOS from 2E3 to 2G3 is not blocked. +1 TM against direct fire traced through Wall hexside. No TM against Indirect Fire (18.0). TM is in addition to other terrain in hex. * Denotes cost to cross hexside.
    Kunai GrassBlocking11220Level-11F3Negates +1 Moving or Moved marker penalty for target unit.
    Rice PaddyOpenPPP2+1Per height of terrain1F2None
    Heavy JungleBlockingPPP2 / 1 for VC+2 / +3 for NVA or VCLevel-21K7No vehicles unless on Road. Heavy Jungle hexes contain more than four tree silhouettes. The silhouettes overlap. Limits stacking to two Squads (or equivalent), two SWs, and two SMCs. NVA ignore this stacking restriction.
    Light JungleDegrading4682 / 1 for VC+1 / +2 for VCLevel-11I3Light Jungle contains four tree silhouettes per hex. None of the silhouettes touch.
    BrushDegrading11210Per height of terrain1F5Negates +1 Moving or Moved marker penalty for target unit.
    ClearOpen11210Level-01I6None
    RubbleDegrading4PP3+3Level-1Created during playDegrades LOS through ANY portion of the Rubbled hex. LOS traced down the edge of the hex is not degraded.
    Soccer FieldOpen11110Level-03K3None
    Soccer Field StandsDegradingPPP22Level-13K4/3L3Units in stands are considered to be at Level-1.
    RoadOpen11.510Per other terrain in hex1H5Ignore terrain in hex when moving from one contiguous Road hex to another.
    WireOpen24640Per height of terrainCreated during playNone
    HillPer terrain in hex and rulesPer other terrain: +1 MP to move to higher elevation; +2 MP for 'R' move to higher elevation+1 against fire from a lower LevelLevel-11D5+1 against direct fire from a lower Level. No TM against Indirect Fire (18.0).
    Bunker / FoxholesOpenAs per other terrain+2 (or +3) / +1Per height of terrainPlaced in setupUnits in Bunkers and Foxholes can be spotted per the rules of the terrain in their hex. Bunkers are treated as if they are a separate hex within a hex for spotting and stacking.
    SmokeBlockingAs per other terrain+1Level-2Created during playBlocks LOS through hex or traced down the edge of the hex.
    Vehicle or WreckDegradingAs per other terrain+2Per height of terrainN/ADegrades LOS through any portion of the vehicle/wreck hex. LOS traced down the edge of the hex is not degraded. TM applies to other units in hex, not units on the vehicle. Only one Wreck per hex.
    PoolOpenPPPP0Level-03H5None