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Point Blank: V is for Victory

Point Blank: V is for Victory Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 1.1 About the Game
  • 1.2 Support
  • 2.0 Components
  • 2.1 Rulebook
  • 2.2 Overview of play
    • 2.2.1 Game Start
    • 2.2.2 Game Phases
  • 2.3 Scenarios
  • 2.4 Map Board Tiles
  • 2.5 Unit Cards
  • 2.6 Impulse
  • 2.7 Action Cards
  • 2.8 Terrain Cards
  • 2.9 Objective Cards
  • 2.10 Support Weapons
  • 2.11 Leaders
  • 2.12 Marker Counters
  • 2.13 Marker Cards
  • 2.14 Quick Reference Charts
  • 3.0 The Battlefield
  • 3.1 Battlefield Setup
  • 3.2 Sectors and Range
  • 4.0 Game Concepts
  • 4.1 Stacking
  • 4.2 Over Stacking
  • 4.3 Fire attacks
  • 4.4 Ordnance attacks
  • 4.5 Morale
  • 4.6 Actions
  • 4.7 Spend and Discard Actions
  • 4.8 Ready and Spent
  • 4.9 Good Order
  • 4.10 Heroes
  • 4.11 Rolling the Dice
  • 4.12 Discarded cards
  • 4.13 Game Turns
    • 4.13.1 End Turn
    • 4.13.2 End Turn Summary
  • 5.0 Setup the Game
  • 5.1 Select a Scenario
  • 5.2 Determine Sides
  • 5.3 Layout the Battlefield
  • 5.4 Deploy units
  • 5.5 Draw Action Cards
  • 6.0 Phases of the Game
  • 6.1 Upkeep Phase
    • 6.1.1 Resolve Melee and Overrun Attacks
    • 6.1.2 Resolve Terrain Placement
      • 6.1.2.1 Resolving Movement and Terrain
      • 6.1.2.2 Placing Terrain into empty Sectors
      • 6.1.2.3 Refusing Terrain
      • 6.1.2.4 Terrain Removal
    • 6.1.3 Blazing Terrain Morale Checks
    • 6.1.4 Ready all Spent Leaders
    • 6.1.5 Button or Unbutton AFVs
    • 6.1.6 Transfer Support Weapons
    • 6.1.7 Combine Half Squads
  • 6.2 Impulse Phase
    • 6.2.1 Action Phase
      • 6.2.1.1 Play an Action Card
      • 6.2.1.2 Spend (Discard) Action
      • 6.2.1.3 Removing Fatigue
      • 6.2.1.4 Play Leader Actions
      • 6.2.1.5 Discard Entire Hand (Hand Flush)
      • 6.2.1.6 Discard to remove Move marker
      • 6.2.1.7 Discard an Action Card
      • 6.2.1.8 Discard to Ready Spent Unit
    • 6.2.2 Draw Phase
  • 7.0 Game Functions
  • 7.1 Blazes
  • 7.2 Bogging and Un-bogging
  • 7.3 Buttoned and Un-buttoned AFVs
  • 7.4 Covered Arc
  • 7.5 Crew Abandoned (AFV)
  • 7.6 Fatigue
  • 7.7 Flanking
    • 7.7.1 Flanking Benefits
  • 7.8 Hero Creation
  • 7.9 Line of Sight
    • 7.9.1 LOS within the same Area, either player Sector
    • 7.9.2 LOS from differing Areas and player Sector
    • 7.9.3 LOS same player side and Sector row
    • 7.9.4 LOS to different Area and Sector within the same player side
    • 7.9.5 Hill Terrain in a Sector
  • 7.10 Melee and Overrun Resolution
    • 7.10.1 Melee Resolution
      • 7.10.1.1 Melee / Overrun
      • 7.10.1.2 Determining Melee / Overrun Victory
      • 7.10.1.3 Melee Infantry Attacking Armored Units
      • 7.10.1.4 Weapon Teams in Melee / Overrun
  • 7.11 Overruns
  • 7.12 Out of Ammunition
  • 7.13 Retreats
  • 7.14 Shaken units
  • 7.15 Smoke
  • 7.16 Spotting
  • 7.17 Support Weapons
    • 7.17.1 Flamethrowers
    • 7.17.2 Radios
      • 7.17.2.1 AFV’s and barrages
    • 7.17.3 Support Weapon Breakdown
  • 7.18 Terrain
  • 7.19 Unique Characteristics
  • 7.20 Turrets
  • 7.21 Transfer Support Weapons
  • 7.22 Weapon Teams
  • 7.23 White Phosphorous (WP)
  • 7.24 Wind
  • 8.0 Actions
  • 8.1 Assault
  • 8.2 Concealment
  • 8.3 Cover
  • 8.4 Fire
  • 8.5 Loading and Unloading
  • 8.6 Melee / Overrun
  • 8.7 Move
  • 8.8 Rally
  • 8.9 Ready
  • 8.10 Recon
  • 8.11 Reinforcement
  • 8.12 Sniper
  • 8.13 Unit action
  • 9.0 Terrain Deck
  • 10.0 Terrain and Objective Card Details
  • 10.1 Terrain Cards
    • 10.1.1 Bocage
    • 10.1.2 Brush
    • 10.1.3 Clear
    • 10.1.4 Stream
    • 10.1.5 Wire
    • 10.1.6 Marsh
    • 10.1.7 Mines
    • 10.1.8 Road
    • 10.1.9 Wreck
    • 10.1.10 Woods Road
    • 10.1.11 Wood Building
    • 10.1.12 Stone Building
    • 10.1.13 Hill
  • 10.2 Objective Cards
    • 10.2.1 Bridges
    • 10.2.2 Church
    • 10.2.3 Crossroads
    • 10.2.4 Hotels
    • 10.2.5 Manor House
    • 10.2.6 The Orchard
    • 10.2.7 Railroad
    • 10.2.8 Rail Station
    • 10.2.9 River
    • 10.2.10 Supply Drop
    • 10.2.11 Supply Dump
    • 10.2.12 Town Square
  • 11.0 Game Narrative
  • 12.0 Solo Rules
  • 12.1 Solo System Overview
  • 12.2 Solo Setup
    • 12.2.1 Defender Setup
    • 12.2.2 Attacker Setup
    • 12.2.3 Playing the AEO
  • 12.3 Game Start
    • 12.3.1 AEO Upkeep Phase
    • 12.3.2 AEO Unit Selection
    • 12.3.3 Impulse Phase
      • 12.3.3.1 Cover Actions
      • 12.3.3.2 Assault Actions
      • 12.3.3.3 Rally Actions
    • 12.3.4 AEO Leaders
      • 12.3.4.1 Ready Actions
      • 12.3.4.2 Sniper Action
      • 12.3.4.3 Reinforcement Action
      • 12.3.4.4 Hand Flush
      • 12.3.4.5 Lay Smoke
  • 13.0 AEO Adaptation
  • 14.0 Series Resources
  • 14.1 Video Bootcamp
  • 14.2 Table Top Simulator Module
  • 14.3 Vassal Module
  • 15.0 Glossary

1.0 Introduction

1.1 About the Game

Point Blank is a World War 2 squad level card game where players maneuver forces to attack or defend objectives defined in scenarios. Game components are represented by cards consisting of squads, vehicles, Support Weapons, and leaders. Counters are included with the game and are used to mark player forces with information about the condition or state of a unit.

The forces are commanded by Action Cards drawn from a common player Action Card deck. Cards are drawn to form a player’s hand to be used during game turns to maneuver and fire a player’s forces. The units (forces) maneuver on an abstract game board that is comprised of Terrain and Objective cards. The game board may have static positions in place at the beginning of a game but the majority of the remaining game board is developed as the players move their forces on the battlefield towards their objective. Scenarios included in the game explain the combat scenario (situation) between the players and what the conditions for victory are along with how to setup the battlefield. Players determine which sides they will play and upon setup begin play until one side is victorious in line with the victory conditions described in the scenario.

1.2 Support

If you have any game questions or if you are just looking for other gamers to chat with you can post comments on our Forums at: http://forums.lnlpublishing.com.

If any parts of this game are damaged or you have any other support needs please open a support ticket on our Support Tickets section at: http://support.lnlpublishing.com.

You can also find additional game resources such as scenarios, counters, special rules and other community design resources in our Resource section: http://forums.lnlpublishing.com/resources.

2.0 Components

  • 1 Rulebook
  • 1 Scenarios Rulebook
  • 1 Map Board
  • 698 Poker-sized Cards
    • Unit Cards
    • Action Cards
    • Terrain Cards
    • Objective Cards
  • 119 Mini Cards
    • Support Weapons
    • Leaders
    • Marker Cards
  • 1 Set Reference Charts
    • 7 Double Sided
    • 2 Single Sided

2.1 Rulebook

The rulebook is where players will find all the information needed to play the game. The rulebook will contain rules, examples, pictures and references to help players with playing Point Blank. Keep in mind that module-specific and scenario rules always supersede the core rules.

2.2 Overview of play

2.2.1 Game Start

  1. Select a Scenario

  2. Determine Sides

  3. Layout the Battlefield

  4. Deploy units

  5. Draw Action Cards

2.2.2 Game Phases

  1. Upkeep Phase – The phasing player conducts upkeep tasks.

  2. Impulse Phase – The phasing player may conduct an action. There are situations that allow more than one action to occur from the play of a card that includes multiple actions or through the execution of a leader’s Spend action (see Leaders 2.11). Once a player completes his impulse play passes to his opponent.

  3. Turn End Phase – Check to see if the Action Card deck has been exhausted. If so, follow the turn end procedures before impulse play begins again.

  4. Victory Conditions Check – Check to see if you have won the scenario before impulse play begins again.

2.3 Scenarios

Point Blank is played through scenarios. Scenarios represent different battle situations. The scenario instructions will provide background on the combat situation, instruct the players which forces to use, how to setup the battlefield, how to win the scenario and provide any special rules for that particular scenario.

2.4 Map Board Tiles

The Map Board Tiles are used as a template to help players understand the concepts of how a Point Blank battlefield is set up. The game includes markers that designate areas and Sectors that a unit occupies during game-play. These markers may be used in lieu of the Map Board Tiles. Once players are familiar enough with the game they may feel that the Map Board Tiles are no longer necessary.

2.5 Unit Cards

Units in the game are represented by Poker-sized cards and consist of forces that fought in World War 2 for both the Axis and Allies.

The units are broken down into Squads of Infantry, Vehicles, Armored Fighting Vehicles (AFV) and Weapon Teams. Each Infantry unit represents a squad of 5 – 10 soldiers. Each Vehicle and AFV unit represent a single Vehicle or AFV. A Weapon Team unit consists of one Weapon and 2-4 soldiers who operate that weapon.

Each unit has several icons and number values that represent its ability to perform Actions, control objectives, wage combat, determine range, and morale values. These units are controlled by a player on the battlefield to accomplish the victory conditions which are detailed within the game scenarios.

2.6 Impulse

An impulse represents a part of a player turn where that player conducts actions.

It is within an impulse where allowable actions, such the playing of an Action Card, or Discard actions are executed.

2.7 Action Cards

Action Cards are used to command a player’s forces so they may conduct actions on the battlefield. Action Cards may activate individual units, a stack of units or a unit within a stack of units. Action Cards contain action icons on each card. Each icon represents an action or actions a player may execute.

Action Cards with multiple icons may be used to conduct both actions printed on the card in any order within the same impulse. Some Action Cards are not used to order units but may be played as an event such as the sniper card. (exception “Wind” action, see 7.24)

Each player will draw a hand (5 cards) of cards which are not revealed to the opponent. All Action Cards are played from the player’s hand and each player may only play one Action Card per impulse. Action Cards may also be used in other ways such as in Discard actions (see 6.2.1.2 Spend (Discard) Actions).

Action Cards also serve another purpose, to determine d6 and 2d6 checks. The d6 icon in the upper right hand corner represents a d6 result. A d6 or a 2d6 check is determined by drawing the top card (or 2 cards for a 2d6 check) of the Action Card deck revealing the d6. That result will be used for a check. It will be common to draw multiple Action Cards to determine d6 results.

Example: A player with 2 units in a stack needs to conduct d6 checks for a damage check due to combat. 1 Action Card for each unit is drawn with the pips on the die graphic in the top right of the Action Card used to determine the result.

Action Cards also determine when a game turn is complete. Upon the drawing of the last Action Card, the game turn is complete.

Key info about Action Cards.

  • Action Cards are used to command an action or cause an event in the game.

  • Action Cards are drawn by each player into their hand and kept hidden from the opponent.

  • Eligible Action Cards may be played on a single unit, a single unit within a stack and or a stack of units in one Sector.

  • Action Cards are used to resolve all d6 checks and are pulled from the Action Card draw deck to do so.

  • Action Cards may be discarded in several different ways (see 6.2.1.2 Spend (Discard) Actions).

2.8 Terrain Cards

Terrain cards reside in Sectors of the battlefield where units will maneuver into and out of, attack and defend.

Terrain also is a factor in determining Line of Sight to a target. When a Line of Sight crosses through a Terrain card, the Line of Sight may be degraded or blocked.

Terrain cards with a “closed eyeball” icon indicate it is blocking and a “halfclosed eyeball” indicates degraded terrain. Terrain cards with no “eyeball” icon do not block Line of Sight. Terrain cards with a boxed number indicate the defensive modifier of the terrain. These numbers may be positive, negative, or zero. This number is added or subtracted to a defensive modifier (d6 check) when defending against a fire attack.

Vehicles and AFVs that move into terrain may become bogged if they enter a Terrain card with a degrading or blocked Line of Sight icon (see 7.2 Bogging and Un-bogging).

2.9 Objective Cards

Objective cards are a unique type of Terrain card.

They are never removed from a battlefield (unlike regular Terrain cards) and may be involved in the victory conditions of a scenario. The flags marked on Objective cards indicate the types of combat units needed to control the objective.

Each black flag on an Objective card indicates the number of ordnance type units with black control flags needed to control, that must be present within the Sector where the Objective card resides. Each white flag on an Objective card indicates the number of infantry units that must be present in order to control, within the Sector where the Objective card resides.

Unit cards are marked with control flags to indicate the type of control they project onto an objective.

Note: The Infantry and the M10 both have control flags and combined may control the “Crossroads” Objective pictured at the beginning of section 2.9. If control is established at the end of a player impulse, place a control marker on the Objective card to establish the nation that is currently in control. Should a unit(s) that controls the objective leave that objective empty, the objective remains under the control of the last side who controlled it.

Designer Note:

Occupying an objective does not necessarily project control on to it. Sometimes an amount of infantry is enough for control or control is considered when there is infantry and ordnance support within an objective. The control flag mechanic represents the requirements necessary for an objective to be considered controlled.

If units occupy the objective but cannot satisfy the required number of control flags the objective does not change control or become controlled.

2.10 Support Weapons

Support Weapons are represented on mini cards and are weapons that enhance the attack capabilities of units only.

They are assigned to, and placed on, an individual infantry squad. They may not be placed with a leader. They may not be shared by two different infantry units in the same stack.

Support Weapons may be transfered between squads during the Upkeep Phase (see 6.1.6 Transferring Support Weapons).

Support Weapons have numeric values on them that represent infantry fire capability, range and/or Ordnance ability. Each unit may carry up to 2 Support Weapons but only one of those may be used in a single attack during an impulse.

Example: A US unit has a BAR and a Bazooka. They are ordered to conduct a fire attack. The unit can attack and include either the BAR or Bazooka in the attack. Not both.

Support Weapon Firepower attack values may be combined with the infantry squad that possesses it during a fire attack to form one attack total. Infantry that possesses a Support Weapon with an ordnance capability may fire the ordnance and the infantry’s Firepower attack with the play of a single fire attack action. However each attack is carried out separately.

It does not matter in which order the attack is carried out.

Example: A US Infantry squad possesses a Bazooka and is firing at infantry in a woods terrain Sector. A single fire action allows the US Infantry squad to attack the target with an ordnance attack and an infantry firepower attack.

The attacks are carried out separately in any order of the player’s choosing.

If infantry possesses an ordnance weapon the infantry and the ordnance may instead target separate enemy targets.

Example: A US Infantry squad possesses a Bazooka and is firing at enemy infantry in woods.

There is also an enemy AFV in a different Sector within LOS of the US Infantry possessing the Bazooka. The US Infantry may conduct a single fire attack against the infantry target with their fire attack and conduct a separate attack against the AFV in a different Sector within the same fire action.

If all units in a stack are eliminated so are their Support Weapons.

2.11 Leaders

Leaders are men who directed soldiers under their command in combat.

In the game they assist with morale checks, provide support with fire attacks and perform leader actions. To assist their units. Leaders are represented as mini cards that have a portrait of the leader, their name and their stats and abilities. Leaders stacked with a unit may move with units they are stacked with. Leaders provide modifiers to attacks and rally checks (providing the leader has a modifier) to units they are stacked with. Leader actions may only be applied to units they are stacked with. Leaders may contribute their leadership modifier to only one attack per impulse.

Example: A US Infantry unit is performing a fire action and has a Bazooka. They will perform a firepower attack and a separate ordnance attack with the Bazooka. The leader may contribute his modifier to one of the attacks only.

If multiple leaders are attached to a unit, only one of those leaders may apply their modifier to an action being conducted by a unit which they are attached to.

Example: A US Infantry unit conducts an attack and has two leaders attached to it who have leadership modifiers. The attacking US unit may only add one leader’s modifier to the attack and not both.

There are two different types of leaders, infantry and armor. Armor leaders will have the word “Armor” listed on the Leader card and may only provide modifiers to AFV units.

Armor leaders may only stack with one AFV and that AFV is the only unit in a stack that can benefit from the armor leader’s modifiers or leader actions.

Leaders that are not marked as “Armor” are considered infantry leaders and may only provide benefits for infantry units which they are stacked with.

Leaders who are shaken do not apply their leadership modifiers. Leaders who are shaken may not initiate a leader action on units they are stacked with. They may not initiate leader actions on themselves when shaken.

Leader actions can be used at any time during the owning player’s impulse and in addition to an already played action.

Designer note

Leaders are very powerful in the game. They are the ones who resolve problems, bolster morale and go the extra mile to get stuff done. Each leader in the game has 2 action icons where only one may be executed during an impulse. Leaders are independent thinkers and can perform movement or actions printed on their card without the play of an Action Card. The only Action Card necessary for a leader would be a rally action.

Example: The German player plays a fire Action Card on a stack of units. In that same impulse Lt. Grimm, who is stacked with another stack of units, one of which is shaken, executes a special ability and conducts a rally action to rally the shaken unit which he is stacked with.

Leaders may conduct a Spend action to execute one of the two actions printed on their card. That action may only affect units which they are stacked with unless otherwise noted. To conduct a Spend action rotate the leader card 90 degrees and declare which action they are to use. Further details on leader actions may be found on the Player Aids. Once spent they cannot use any modifiers for future actions until they are readied (see Ready all Spent Leaders 6.1.4). Leaders may use their modifiers anytime they are Good Order (GO, see 4.9 Good Order). Leadership modifiers may not be used if the leader is spent. Leaders DO NOT FATIGUE. If they move or conduct any action with a unit they do not incur the fatigue penalty Leaders may NOT conduct an “in-Sector” move to replace terrain within a Sector they already reside in. They do not become spotted if they move into terrain that is degrading or blocking (LOS). Leaders who are already spent or contributed their leadership modifier during the impulse may not conduct a move action.

Leaders who are stacked with two half squads may combine them during that player’s Upkeep Phase. To combine, declare which two half squads are to combine and replace them both with one full squad (see 6.1.7 Combine Half Squads).

Leader Action Summary.

  • Contribute leadership modifier to an attack

  • Contribute leadership modifier to a spotting action

  • Contribute leadership modifier to a rally check

  • Execute a Spend action to perform one of their leader actions

  • Combine two half squads during the owning player’s Upkeep Phase

Example: Sgt. Smith has an ability that provides a reroll of a d6 result during any action being conducted by units stacked with him.

Leaders may conduct a move action by conducting a Spend action. Rotate the leader card 90 degrees and place a move marker with the direction indicated. They resolve any Sector terrain (if applicable) in the Upkeep Phase.

  • Conduct a Spend action to move into an adjacent Sector or Area

  • Leaders MAY NOT perform an “in-Sector” move by themselves

2.12 Marker Counters

The status (Shaken, Fatigue, etc...) of units in the game are represented by marker counters. These counters are placed on top of Unit cards to reflect the status or conditions of units. They can be placed anywhere on the Unit card to indicate the status of a unit. If multiple units in a stack share the same status one marker may be used to reflect their status.

Place the status marker on the Terrain card to show all units are marked.

2.13 Marker Cards

Marker cards represent several types of conditions relating to terrain. They include Smoke, Blaze and Wrecks. Terrain that is on fire will receive a Blaze marker and unit placed smoke is placed on top of a Terrain card to indicate that smoke has been placed there. The Wreck card is placed on top of a Terrain card when an AFV has been destroyed within that terrain and adds its defensive modifier to the terrain’s existing defensive modifier.

Example: A Wreck has been placed with a Brush Terrain card. Brush has a defensive modifier of 1. The Wreck card now placed with the Brush Terrain card changes the defensive modifier total to 2.

A Marker card will alter the LOS of a Terrain card in the following way:

  • If a Terrain card has degrading LOS or does not block LOS the LOS of the Marker card is used.
  • If the LOS of the Marker card is on blocking terrain the blocking Terrain card is used for LOS purposes

Example: A Wreck is in a Woods Terrain card. The Woods Terrain card blocks LOS. The Wreck degrades LOS. The Woods Terrain card would be used to determine LOS.

2.14 Quick Reference Charts

Quick Reference Charts are provided to display abbreviated information as a reference to the rules. They are not intended to replace the rulebook.

3.0 The Battlefield

Unlike traditional hex map boards found in wargames, Point Blank is designed to use cards to represent the battlefield. The cards consist of terrain which your forces will occupy and fight over. The battlefield is organized into columns called Areas and rows called Sectors.

The Areas represent portions of land that may contain many different terrain types. Each Sector will be part of an Area and each Sector may consist of different terrain types but may only contain one Terrain card in that Area’s Sector at a given time. (Exception: See 10.1.5 Wire and 10.1.9 Wreck)

The Map Boards Tiles are provided in the game to assist with game setup but once some experience with the game is obtained a player may not need to continually use the Map Board Tiles. They may use the Area and Sector markers included with the game.

The map board is divided into two sides seperated by a center row called the Center Area [Sector 0]. The green Sectors make up the Allied player’s side, and the grey Sectors make up the Axis player’s side. The yellow Sectors in the center are not any player’s Area/Sector and is considered neutral. Being neutral does not have any game effects that a player should be concerned with.

Areas – are represented by vertical columns, assigned a letter, and are made up of Sectors .

Sectors -are represented as an individual space (tile, square, etc.) aligned in rows on the Map Board Tiles. Each Sector is part of an Area and is marked with a letter and a number. The letter represents the Area and the number represents the row. A Sector may exist in the Allied or Axis side.

Each Sector will contain one Terrain or Objective card. Point Blank games are played through scenarios and each scenario contains instructions on how the battlefield is to be setup. This means that a player will be instructed to place Terrain cards and Objective cards in accordance with the instructions provided within the scenario.

A unique aspect of game play is that the battlefield is not fully populated with terrain at the start of the game. Only part of the battlefield terrain is visible and, is determined by the scenario setup instructions. The positions on the battlefield still exist but terrain will remain unknown until units perform reconnaissance actions or until they perform a move action to enter the Sectors with no terrain present.

3.1 Battlefield Setup

When setting up a scenario not all of the Areas and Sectors may be in play. Some scenarios may also only consist of 1 to 3 Areas instead of all 5. The following example is from the tutorial scenario. This setup indicates that Sector 0 will have 2 Clear Terrain cards placed in A0 and C0 and a Bridge Objective card at B0. A2, B2 and C2 on the US player’s side will draw a random Terrain card from the Terrain card deck as will A2, B2 and C2 on the German player’s side. C4 on the US player’s side and A4 on the German player’s side will also receive a random Terrain card. Please see the setup example on the following page. Note: There are Sectors in the Areas not populated with a Terrain card. These locations are currently unknown and will be filled in with Terrain cards as players conduct move actions to enter into them.

3.2 Sectors and Range

Range represents the distance between a Sector and or Area within a scenario. Range is important when determining if the weapons of a unit can target an enemy in another Sector. The maximum range of a weapon is superscripted next to the red circled fire attack factor found on a unit or Support Weapon.

Each range is exactly one increment from one Sector to another. A Terrain card at Sector (A1) is 1 Sector away from a Terrain card at Sector (A2) within the same player side. Terrain that is on the opposing player’s side of the battlefield is calculated in a similar fashion. A Terrain card that is at A1 on the US player’s side would be 2 Sectors away from A1 on the German player’s side.

The distance between Areas however is 2 and not 1. So the distance between Area A and Area B would be 2. The distance between Area A and Area C would be 4, etc...

Ordnance ranges are calculated differently and are represented by a tri-color bar where each color represents different ranges. The Ordnance tri-color bar is used when determining Ordnance attacks. The chart represents bands of ranges and the values needed to determine the results of the attack.

The 3 different distances represented are Short Range (Red background), Medium Range (Yellow background) and Long Range (White background).

  • Short Range (Red) = 1 to 2 Sectors of distance
  • Medium Range (Yellow) = 3 to 5 Sectors of distance
  • Long Range (White) = 6+ Sectors and beyond

To determine range, count the Sectors and Areas (distance of 2 between Areas) between the firing and target units to determine the firing range.

Once determined select the appropriate Ordnance color band that represents the range to the target. The To-Hit value and Penetration values are used within that band to determine the results of the attack.

Note: Penetration values are only used to resolve attacks against AFVs.

Note: When calculating ranges do not count the Sector the firing unit is in to determine range.

Example: An M10 unit firing ordnance is at A4 on the US player’s side firing at a StuG III unit in C4 on the German player’s side, the M10 would use the white section of the Ordnance range bar on his Unit card as the distance between the units is more than 6+.

4.0 Game Concepts

4.1 Stacking

Stacking represents a limit of how many units may occupy a single Sector. Each Sector has the same stacking limits unless otherwise noted on the Terrain card. Stacking limits can be exceeded but there is a penalty to the units who exceed the stacking limits. Leaders and Support Weapons do not impact stacking limits. See the Stacking Limits per Sector Table below for stacking limits. Stacking Limits per Sector

Full Infantry SquadHalf Infantry SquadWeapon TeamAFVTransport
3---1
2Up to 2--1
1Up to 4--2
-Up to 6--2
2--12
1

4.2 Over Stacking

Stacking limits may be exceeded if a unit or group of units resolves a move action (during their Upkeep Phase) into a Sector containing friendly units. The units entering the Sector where over stacking occurs are immediately spent and considered a separate stack. Units that cause an over stack in a Sector may not ready or conduct any action until stacking limits are not exceeded within the Sector.

When the Sector no longer exceeds stacking limitations the units spent due to an over stack may now be readied through the play of an action. All units in that Sector may now perform actions. All units in a Sector are affected by attacks made by enemy units. Units that are marked as “Fast” may continue their move into another Sector but are still spent due to the over stacking penalty. All over-stacked units are affected by any attack and defend the same as other units.

Example: A Truck moves into a Sector and exceeds the stacking limit. The Truck is spent. Since the Truck has the Fast ability it may continue moving to the next Sector. It will remain spent in the new Sector.

4.3 Fire attacks

Fire attacks are conducted using values that have a red background in the shape of a circle or triangle. Numbers in red circles represent the ability for that unit to conduct a fire attack in any direction. Numbers in red triangles represent weapons that may fire only within their covered arc (see Covered Arc 7.4). A unit ordered to fire through a fire action or assault action may fire all of its weapons in that attack. All fire attacks must be at the same Sector. Ordnance may target other units in different Sectors.

AFVs may not be part of a Fire Group. AFVs may not combine their machine gun firepowers or HE firepower together. They are fired separately. All weapons of an AFV may fire with the play of a single fire action.

4.4 Ordnance attacks

Ordnance attacks are conducted by units that have a tri-color bar with numbers that have a red, yellow and white background. The first number in a colored section is the “To-Hit” value with the trailing number used as the Penetration value. If the target is a soft target (a unit with no armor values) then the black circled numbers (High Explosive HE) are used to resolve the damage.

4.5 Morale

Morale is the ability for a combat unit to remain courageous and stay in the fight. There are many situations that test a unit’s courage. Anytime a morale check is required, conduct a 2d6 check and compare it to a unit’s morale value represented by a blue circled number. If the result is equal to or less than the printed value the unit passes their morale check.

4.6 Actions

Actions are represented by icons that are printed on Action Cards and units and are used to represent the type of action a unit can perform when commanded.

An Action Card played by a player can command any number of units in a Sector and all units can perform the action on the Action Card.

Note: Some Weapon Teams may not move on their own as they must be towed. They will have an Unload/Load icon on their Unit card. (see Loading and Unloading 8.5)

Example: A player plays an Action Card with a “Move” order (icon) on it and orders a stack of 3 infantry units to perform a move. Note: The action icon on a unit need not exist for the player to command it with an Action Card.

A Unit Action Card commands a single unit to conduct an action printed on its card. A player may also command a unit in the same way as an Action Card by conducting a “Spend” (see 4.7 Spend and Discard Actions) action. Whichever is conducted, the unit selected for the action and only that unit may execute one of the actions printed on their Unit card. If a Unit Action Card is played on the unit, the unit remains in Good Order (Fatigue rules still apply) If the action was a spend (discard) action the unit, becomes spent after the action is conducted. Exception: Action Cards with the “Unit Action” icon on the card may activate one unit to perform an action and the unit may only perform an action printed on its card.

Example: A US 2nd Line Infantry Half Squad does not have an Assault icon printed on its card. The owning player may play an Assault Action Card from his hand onto that unit for an Assault action. The 2nd Line Half Squad may not initiate an assault through a discard or Unit Action action because the Assault action is not available to them to initiate on their own.

4.7 Spend and Discard Actions

Spend or Discard Actions are a special type of play where a player, during his impulse as his action, may discard an Action Card from his hand into the Action Card discard pile. The player then designates one unit on the battlefield to conduct one action that is listed on that unit’s card. That unit will now conduct the action. Once the action is completed for that impulse, the unit is now spent (rotated 90 degrees).

Note: Units do not acquire fatigue when spent.

A spent unit may not perform actions on its card or certain actions from the Action Card deck until the unit is readied. Spend actions are further explained in 6.2.1.2 Spend (Discard) Actions.

4.8 Ready and Spent

Units are in various states of readiness during a fire fight.

Units that are considered “Ready” are in a state to carry out any commands in the game. Units that are considered “Spent” are in a state where they are regrouping or reloading their weapons. Units that are in a Ready state are identified by being in an upright position on the battlefield. A unit that is ready may perform actions. When a unit is spent it is rotated 90 degrees on its side. Units that are spent may not perform any action other than being rallied or readied.

Example: A unit that is spent with a shaken marker on it may be rallied but is still considered spent whether the rally was successful or not.

To ready a unit a “Ready” action, through the play of a card or leader action may be played to change the status of one unit from spent to ready. Once a ready action is played the unit is turned upright.

Units can become spent in several ways.

  • Units marked with a Fatigue 2 marker that perform an additional action become spent after the action is performed (see Fatigue 7.6) Once a unit becomes spent the fatigue marker is removed.

  • When units perform a Spend action (see Spend actions 6.2.1.2) the unit performing the action is spent after the action is completed.

Spent units CANNOT:

  • Fire
  • Move
  • Assault
  • Recon
  • Initiate a Melee or Overrun
  • Leaders may not add their leadership modifier to any checks when spent

Spent units CAN:

  • Units may rally if spent (but they remain spent)
  • Units and leaders can be readied by the play of a “Ready” action

4.9 Good Order

Good Order (GO) units represent units that are fully capable of carrying out an action within the game without restriction. Units that are fatigued are considered GO. Units that are shaken or spent are not considered GO.

4.10 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 during play. (see 7.8 Hero Creation) Heroes are represented by a marker icon with a capability printed on it. Refer to the Player Aids for information on each Hero ability.

When a hero is created during gameplay, randomly draw a hero marker from an opaque cup (place all hero markers in an opaque cup before drawing) and place the hero ability on the unit that triggered the hero event (see 7.8 Hero Creation).

During play a player within his Impulse Phase may execute the hero ability action without the play of an Action Card or Spend action in addition to any action played or executed during their impulse. The play of a hero marker attached to a unit does not add fatigue to the unit. This ability can be played before or after a player action in the same impulse. Once the ability is used, the hero marker is removed from play. Only the unit which the hero is attached to along with any other attached leader or Support Weapon may execute that hero action.

Example: A player plays a move action with an Action Card and orders a stack of units to move. In the same impulse that player decides to activate a unit with a “Unit action” hero marker and conducts a Unit action with that unit. The hero marker is then removed.

Heroes must always stay with the unit they are placed with and are not transferable to other units. If a unit with a hero is eliminated so is the hero. Units that are shaken or reduced do not lose their hero marker.

4.11 Rolling the Dice

Point Blank does not use traditional die (d6) rolling as in other games.

All dice checks are based on a six sided die. To determine d6 results a player draws the top card from the Action Card deck and reviews the d6 icon, counting the number of pips on the die. That number is the result.

If a check is indicated as a 2d6 check, draw 2 Action Cards and total the number of pips on both d6 icons. Once all d6 checks are determined all cards drawn are placed into the Action Card discard pile.

NOTE: If you want to roll dice instead of using the cards you may use actual dice to determine the results but for each die roll made you must discard a card from the Action Card draw deck and it must equal the number of dice rolled.

Example: If a 2d6 roll is needed roll 2 dice to obtain the result and then discard 2 Action Cards into the discard pile.

Note: If a decision is made to roll dice for d6 checks instead of using the Action Card dice, a player may not switch to using the Action Card deck for d6 checks during the game.

4.12 Discarded cards

When Action Cards are discarded they are placed in the Action Card discard pile. When a player cannot draw any more cards from the Action Card deck, the turn is over. Shuffle the discarded cards from the deck to form a new Action Card deck. Every time this occurs a new turn is started.

When a Terrain card is discarded it is placed into a Terrain card discard pile. Should the Terrain card deck run out of cards, the discarded Terrain cards are shuffled to form a new Terrain card deck.

4.13 Game Turns

Game turns in Point Blank are determined by the number of times the Action Card deck is exhausted during game play. Scenarios will determine the number of turns in the game and once the last card is drawn from the Action Card deck and the action is completed (all checks are resolved), it triggers the turn end.

If the turn ends and the players are still resolving game effects requiring d6 checks (combat, melee, etc.) shuffle the Action Card deck and complete the combat or melee. If the newly shuffled Action Card deck is used to resolve d6 checks from the prior turn, the cards used for the check are not reshuffled back into the deck to start the new turn.

Mark the deck with a Turn marker to indicate which turn the game is at. Should the game end on the last draw of the Action Card deck, resolve any remaining d6 checks and at that point the game is finished.

Check the scenario for the victory conditions and keep in mind that some games may end before exhaustion of the Action Card decks but this would be specific to a scenario.

4.13.1 End Turn

When the last card of the Action deck is drawn the turn has ended. During the end of a turn remove all Spotted markers from all units in play. They go back to being concealed.

Exception to this are units that are in the midst of completing a move, assault, or melee action. They will be marked appropriately and when their move or melee is resolved during the Upkeep Phase, they will retain any spotted markers incurred by that action.

Any units that are spent are now readied. All units in play may reduce fatigue by one level. Any Blaze markers on terrain that are active in the game are removed and replaced with a Smoke marker. Any Smoke markers active in the game are removed. At the end of a player turn and after any d6 resolutions are completed, remove all Smoke Marker cards.

4.13.2 End Turn Summary

  • Remove all Spotted markers

  • Remove all Smoke Marker cards

  • All Blaze cards are removed and replaced with Smoke cards

  • Reduce Fatigue one level on all units and Ready all spent units

5.0 Setup the Game

To setup the game the following steps are followed.

  1. Select a Scenario
  2. Determine Sides
  3. Layout the Battlefield
  4. Deploy units
  5. Draw Action Cards
  6. Place Hero markers into an opaque cup that both players can reach.

5.1 Select a Scenario

Point Blank comes with a number of scenarios and campaign scenarios that players can select to play. Each scenario will describe the historical situation of the battle, the order of battle, how to setup the initial battlefield, any special instructions concerning the scenario, and finally the victory conditions needed for a player to win the game.

5.2 Determine Sides

Players decide who will command which side in the scenario. Many of the scenarios will be attacker vs. defender and the players can flip a coin or determine some alternative method on who gets to pick which side to play.

5.3 Layout the Battlefield

Players will setup the battlefield in accordance to the scenario rules. The scenarios will provide the number of Sectors and Areas in the scenario and which Terrain or Objective cards will start in play and where. Players will play the scenario within the stated Sectors and Areas. They may not move or start their forces outside of the identified scenario Sectors and Areas.

5.4 Deploy units

Units will be the last step in setting up the scenario. The scenario instructions will determine where your forces are setup on the battlefield and when and how your forces will enter on to the battlefield. Each unit must occupy a Terrain card within a Sector. If they are assigned to a Sector where no terrain exists then the player must draw a random Terrain card in which to start in.

5.5 Draw Action Cards

During this step the players will both draw cards up to their hand size. The hand size is 5 for each player unless specifically detailed otherwise in a scenario.

6.0 Phases of the Game

Point Blank is played in phases. During each player’s turn they will perform an Upkeep Phase followed by an Impulse Phase, Turn End Phase and a Victory Conditions check.

The player who performs the current impulse is called the phasing player.

  1. Upkeep Phase – The phasing player conducts upkeep tasks.
  2. Impulse Phase – The player may conduct an action. There are situations that allow more than one action to occur from the play of a card that includes multiple actions or through the execution of a leader’s spend or hero action. Once a player completes his impulse play passes to his opponent.
  3. Turn End Phase – Check to see if the Action Card deck has been exhausted. If so follow the turn end procedures before impulse play begins again.
  4. Victory Conditions Check – Check to see if you have won the scenario.

6.1 Upkeep Phase

The following steps happen in order for the phasing player and must be resolved prior to conducting the next step of the Upkeep Phase:

  1. Resolve melee and overrun attacks

  2. Resolve Terrain placement

  3. Blazing Terrain morale checks

  4. Ready all Spent Leaders

  5. Button or Unbutton AFVs

  6. Transfer Support Weapons

  7. Combine Half Squads

6.1.1 Resolve Melee and Overrun Attacks

The current player resolves any melee and or overrun attacks that have been initiated in their previous turn (see Melee and Overrun Resolution 7.10)

6.1.2 Resolve Terrain Placement

Unit move actions initiated by a player in their previous impulse, resolve the placement of terrain during this step.

6.1.2.1 Resolving Movement and Terrain

During the resolve move and terrain step players resolve their move by moving into the indicated Sector from their move action and then resolve terrain for all units that are marked as moving but only for units moving where their move will place them into a Sector where terrain does not exist. When resolving terrain for a moving unit you may choose one of two ways to resolve terrain.

  • Draw the top Terrain card from the Terrain card deck. Once drawn place the Terrain card in the Sector that the unit is moving into. Once placed move the units into that terrain.

Example: A unit is on their player’s side in A4 and is moving in the direction of A3. Place the newly drawn Terrain card in A3. Then place the unit into A3. The unit is now in A3 with the newly drawn Terrain card. That is now the units occupied terrain.

  • If you have acquired Terrain cards through a previous recon action, you MAY play a Terrain card from your hand. Follow the same procedure as step 1 but do not draw a Terrain card from the Terrain card deck.

Example: A US squad is moving from A3 to A2 on their player side. The player through a previous recon action has a Woods Terrain card in their hand. They decide to place the Woods Terrain card from their hand as the terrain to move into for the unit. He then places the Unit within the Woods Terrain card of Sector A2.

If an AFV is resolving terrain there may be a possibility for that AFV to become bogged. (see Bogging and Un-bogging 7.2)

A player may also place one Terrain card from his hand (obtained through a recon or scenario start condition) into an empty Sector. (see 6.1.2.2)

6.1.2.2 Placing Terrain into empty Sectors

You may play one Terrain card from your hand (Acquired through a previous recon action (see 8.10)) in any empty Sector adjacent to your units or within LOS and adjacent to an opponent.

Example: The German player in a previous recon action drew a Marsh Terrain card. He sees that his opponent has played a move action on 2 of his units and intends to move into an empty Sector within one of his units LOS. He decides to place that Marsh card into the empty Sector where his opponent intends to move into.

6.1.2.3 Refusing Terrain

Players who resolve terrain into a Sector may refuse the terrain that has been placed by the player or placed by an opponent.

If the terrain can be refused (some terrain may not be refused (see section 10.1 Terrain)) the moving unit(s) would remain in a movement state. The terrain being refused will remain in play in the Sector in which the unit was intending to move into. Units that did not resolve terrain may continue to remain in a movement state. A move marker may be removed when the player cancels a move action (see 8.7 Move).

Example: A stack of 2 U.S. Infantry units who initiated a move action from A4 to A3 are faced with clear terrain that was placed by their opponent into A3 during that opponents Upkeep Phase before their impulse. The U.S. Infantry during their Upkeep Phase refuses the clear terrain in A3 and remains in A4 and their movement marker remains on them.

6.1.2.4 Terrain Removal

Terrain that is in a Sector where no units are adjacent to that Sector or Area are removed from play. This includes any Wire or Wreck cards within that terrain. Terrain designated as remaining in play in accordance with the scenario rules are exempt from being removed during this phase.

Example: The Clear terrain in Sector 4 is not adjacent to any unit on the battlefield and thus will be removed.

6.1.3 Blazing Terrain Morale Checks

The current player must make morale checks for each unit on a Terrain card containing a Blaze Marker card (see 7.1 Blazes and 4.5 Morale).

6.1.4 Ready all Spent Leaders

The active player readies all leaders who are spent by rotating them back to their upright position.

6.1.5 Button or Unbutton AFVs

AFVs that are buttoned may un-button and AFVs that are un-buttoned may button (7.3 Buttoned and Un-buttoned AFVs).

6.1.6 Transfer Support Weapons

Units that possess Support Weapons may transfer possession of that weapon to another eligible unit with whom they are stacked. To transfer a weapon declare the transfer and move the Support Weapon to the unit in the stack who will now possess the weapon. Weapons may not be transferred to a unit that is shaken but may be transfered from a shaken unit to a non-shaken unit.

6.1.7 Combine Half Squads

Two half squads may be combined into a full squad during this step.

To combine two half squads, a good order leader must be present. Dissimilar squads may combine but the fully combined squad when formed will be the full squad of the half squad with the lowest morale number.

Example: Two half squads, one with a morale of 6 and one with a morale of 5, when combined will be a full squad with a morale of 5.

Support Weapon limitations must be observed. (No more than 2 per full squad).

Summary

  • A good order leader must be present.

  • 2 good order half squads must be present.

  • Dissimilar squads may combine, but only into a squad with the morale matching the lowest morale half squad.

  • Support Weapons carried by both squads are not automatically carried by the full squad. If the Support Weapons would exceed the capacity of the squad, then a Support Weapon must be eliminated in that Sector.

  • Replace both half squads with the appropriate full squad.

6.2 Impulse Phase

During a Impulse Phase, actions are conducted through the play of Action Cards, Spend (discard) actions, leader ability activation and hero activation actions. During the impulse a player may only play one Action Card or conduct one Spend (discard) action. At any time within the owning player’s impulse leaders may conduct an additional action from leader abilities during an impulse.

If any Hero actions markers are attached to a unit, that unit may conduct an additional action.

During your Impulse Phase

  1. Conduct Actions

    Example: The US player decides to play a card with the fire attack icon on it. He may order a stack of units to conduct an attack.

    a. Play an Action Card from your hand on a unit, a unit in a stack, or stack of units. If the Action Card has more than one icon on it, the player may execute both actions in any order.

    1. Each leader you control may execute one of their printed actions.
    2. Any Hero action that is held by any unit may execute that hero action.

    Note: Leader actions and Hero actions may be executed in addition to the play of an Action Card.

    Note: Sniper and Reinforcement cards do not order actual units. They are Action Cards but not played on units.

    b. Spend Action - Discard an Action Card from your hand to execute an action from a printed action icon listed on a unit’s action list. Only one unit may be ordered in this way.

    c. Discard one card from your hand.

    d. Discard your entire hand. (once per game turn)

    e. Discard a card from your hand to cancel a movement action for any unit(s) in one stack that is marked as moving.

    f. Discard a card to reduce one fatigue level from one unit.

  2. Draw up to your hand size (this occurs at the very end of your impulse)

    Note: Hand size = 5 unless otherwise stated within a scenario or National Characteristic.

6.2.1 Action Phase

Procedure:

  • A player who plays a Spend action will discard one card from his hand to conduct a Spend action on one Good Order friendly unit.
  • Execute an action printed on that unit’s list of available action icons.

6.2.1.1 Play an Action Card

A player during their impulse may play one Action Card. The Action Card may have 1 or 2 action icons listed on the Action Card. Action cards with one icon displayed indicates that only one action can be played on a unit or stack of units. If there are 2 icons listed on the Action Card, both actions may be played on either the same or different units and in any order. Some Action Cards are not played on any unit, such as “Sniper” or “Reinforcements”.

The action on these cards are played and executed as an individual event and not as an action executed by a unit. A “Cover” card is played out of turn meaning that it may be played during your opponents turn (see 8.3 Cover).

6.2.1.2 Spend (Discard) Action

A player may choose to not execute an action from an Action Card in their hand but instead execute an action from one of the actions listed on one their units. Each unit has a list of available action icons printed on the Unit card. A player may discard an Action Card from their hand to execute an action printed on the selected Unit’s card. That unit then performs the selected action.

  • Once the action is completed, the unit who performed the action is now spent. Rotate the Unit card 90 degrees to indicate that it is spent. Note: The Spend action, will remove any fatigue on a unit.

Example: A player discards a melee Action Card to the discard pile and selects a unit with the recon ability on its Unit action list. This unit now conducts a Recon action. (see 8.10 Recon). Upon completion of the action the unit is rotated 90 degrees.

Spend Action Summary

  • Select a card to discard from your hand.
  • Select a unit on which to perform an action.
  • Select an action from the list of icons printed on that Unit’s card.
  • Perform the selected action.
  • Spend the Unit card (Rotate 90 degrees).

6.2.1.3 Removing Fatigue

During a player impulse, a player may discard an Action Card from his hand to reduce a unit’s fatigue by 1 (see Fatigue 7.6). If the unit has a Fatigue 1 marker on them and it is reduced remove the Fatigue marker. Additionally you may attempt to reduce an additional fatigue level by conducting a d6 check. If the result is odd you may reduce fatigue on any friendly unit on the battlefield by one.

Remove Fatigue Summary

  • Select a card from your hand to discard.
  • Select one unit that has a fatigue marker on it.
  • Reduce the fatigue from a 2 to a 1 or remove if the Fatigue level is already a 1.
  • Conduct a d6 check and if the d6 check is odd, you may reduce one more unit’s fatigue by 1 level.

6.2.1.4 Play Leader Actions

Leader actions may be played in addition to the playing of an Action Card or Spend action. They are executed as needed during your player impulse by rotating the leader’s card 90 degrees and executing one of the desired actions printed on the Leader card. Multiple leaders may conduct an action during a single impulse providing they are Good Order (GO).

All leader actions may only be executed during the owning player’s phase and leader actions may only impact one unit not an entire stack.

Example: A leader will conduct a rally action on a stack of 3 units all of which are shaken. The leader may make a rally attempt with one shaken unit.

You may not use a leader action during an opposing player’s impulse unless it is an action that can be played in an opposing player’s impulse such as a “Cover” action.

6.2.1.5 Discard Entire Hand (Hand Flush)

Once per game turn during a player impulse, a player may discard his entire hand in order to draw a replacement hand up to the hand size (usually 5). Discard all cards in the player’s hand and then fill that player’s hand up to the maximum hand size. This counts as an action for that impulse.

During a Hand Flush action you may conduct leader actions. A Discarded Hand counter is available to remind the player that this has been performed this turn.

6.2.1.6 Discard to remove Move marker

Discard one card to remove a movement marker from a unit or stack of units under the same movement marker.

6.2.1.7 Discard an Action Card

A player may discard one Action Card from their hand and then end their impulse.

6.2.1.8 Discard to Ready Spent Unit

You may discard one card to ready one spent unit.

6.2.2 Draw Phase

Once an action has been executed along with any number of leader actions, a player draws up to his hand size of 5 or to whatever is indicated within a scenario.

7.0 Game Functions

7.1 Blazes

Blazes are fires set in Sectors usually as the result of the use of combat weapons that have an incendiary aspect to them. Any Support Weapon with a Blaze icon on it or any unit that attacks with a White Phosphorous round may cause a Blaze to occur in the Sector. Blazes may occur within all terrain types except those listed as not being affected by Blazes (see Terrain Cards 10.1 and Objective Cards 10.2).

When using a weapon with a Blaze or White Phosphorous icon in an attack and the attack then yields a result in the case of infantry (shaken, reduction, etc.) or an ordnance hit (even though it may not destroy the target) conduct a d6 check to see if the terrain is set ablaze.

On a result of a 4+ the terrain is set ablaze. Place a Blaze Marker card on that Sector. Immediately after terrain is set ablaze, each unit and leader in the terrain that is set ablaze, must make a morale check. On a successful morale check, the unit stays in the terrain. On a morale check failure the unit must retreat away from the attacking unit (see Retreats 7.13). Units may voluntarily retreat out of the Sector being ablaze.

Blazes are considered blocking terrain for Line of Sight purposes. During their future Upkeep Phases, players owning unit(s) in terrain that is ablaze must make a morale check in order to remain in that terrain.

On a success that unit may remain in the terrain set ablaze. Morale failures in terrain being ablaze causes a retreat (see Retreats 7.13).

7.2 Bogging and Un-bogging

Vehicles that enter difficult terrain considered blocking or degrading for LOS have a chance of bogging down.

A Vehicle that is bogged down, aka bogged, is immobilized and will suffer effects of immobilization until the Vehicle can un-bog itself.

There are some Terrain cards that do not cause bogging such as Buildings. Check the Terrain and Objectives section to determine if the terrain a Vehicle or AFV enters causes that unit to bog.

A Vehicle conducts a bog check once it enters a Sector during Terrain Resolution in the Upkeep Phase. To determine if a Vehicle is bogged, conduct a d6 check (see Bog Table, next page). If the unit is bogged, mark the Vehicle with a Bogged marker. An armor leader may contribute his leadership modifier to the check.

A Vehicle that bogs down is immobilized. An immobilized Vehicle may not conduct a normal move out of the terrain nor may it change its covered arc. An immobilized Vehicle may conduct a fire but at a +2 “To-Hit” penalty for ordnance attacks and -2 for all fire attacks.

Bogged units that contain turrets or circled red fire attacks may attack enemy units. Units that have bow mounted weapons may fire within their covered arc.

Note- Vehicles/AFV entering a Building Terrain card do not check for bogging (they are considered Clear terrain for Vehicles/AFV) Check the Terrain and Objectives card sections (10.1 and 10.2) to determine if the terrain a Vehicle or AFV enters cause that unit to bog.

To un-bog a Vehicle or AFV (AFVs must be un-buttoned), the player may play a Ready action. Once a Ready action has been initiated, conduct a d6 check, on a result of a 3-6 for a tracked Vehicle, and 4-6 for a wheeled Vehicle the Vehicle is un-bogged and may operate normally in future impulses.

Bog Summary

  • Bogged units with turrets or circled red fire attack values may fire.
  • Units with bow mounted or non-turreted weapons may fire within their covered arc.
  • A Vehicle may conduct a fire but at a +2 “To-Hit” penalty for ordnance attacks and -2 for all fire attacks.
  • Any unit targeting a bogged unit subtracts 2 (-2) to their “To-Hit” 2d6 check.
  • Bogged units may not change covered arc.
  • Bogged units may perform a Ready action to perform an un-bog action.
Terrain TypeTracked - Bog CheckWheeled Bog Check
Blocking LOS1 or 21, 2 or 3
Degrading11 or 2
Any Building Terrain:N/A – Vehicles on a Building Terrain card are considered outside of the buildingN/A – Wheeled Vehicles on a Building Terrain card are considered outside of the building
Terrain with Wire-1 to check-1 to check

7.3 Buttoned and Un-buttoned AFVs

A buttoned AFV is when the crew of the AFV operates it with all of its hatches closed. Un-buttoned AFVs are where the crew is operating it with open hatches with the crew being slightly exposed. Un-buttoned crews are susceptible to infantry fire and small arms fire. When AFV crews “button” they limit their vision through hatches or openings but are protected from fire or AFV-HE attacks.

At the beginning of a scenario, the player may determine if any AFVs under their control are buttoned or un-buttoned. An AFV with no buttoned marker is considered un-buttoned. An AFV is buttoned if it is marked with a buttoned marker.

AFVs may switch once from buttoned to un-buttoned or vice versa during the AFV owning player’s Upkeep Phase.

An AFV may button or un-button at the beginning of a move action issued to that AFV.

Buttoned AFVs have limited visibility and add a + 1 to all d6 spotting checks. Buttoned AFVs cannot suffer fire attacks from non-ordnance weapons (Example: Infantry weapons).

Buttoned AFVs add +1 to their To-Hit 2d6 check when targeting their ordnance weapons. Buttoned AFV’s machine gun Firepower factors are halved when firing or in overrun (round up). Buttoned AFVs are -1 for bog checks. Buttoned AFVs may not attempt to unbog. AFVs marked as Open Topped Vehicles cannot button.

Button Modifier DescriptionModifier
Spotting attempts+1
Firing Ordnance+1 To-Hit
Machine Gun Fire½ round up
Bog Checks-1
Un-BogMay not attempt
Open Top VehiclesMay not button

7.4 Covered Arc

Covered arc represents the facing and arc of fire that an AFV or AT Gun has when it fires its weapons or defends with its frontal armor. Units firing at a target’s covered arc is the equivalent of firing into the front side of the Vehicle.

Turreted Vehicles may fire their weapons in any direction. A unit that does not have a turret such as an AT Gun or Self-Propelled Gun does not have this capability and can only fire at targets within their covered arc.

The covered arc of a Vehicle/AFV/AT Gun is the top of the card. If a player changes the covered arc place a Covered Arc marker on the AFV or AT Gun and position the covered arc of the marker to face where the covered arc will be facing.

If a unit is facing in the direction of an Area (up and down the column) every Sector is within their covered arc with the exception of the Sector row they occupy and the Sector rows that exists behind them (see the following graphics).

If the covered arc is facing down a Sector row the covered arc is within all Sectors of the Area directly adjacent to the unit in the facing of the Covered Arc marker placed on the unit (see graphic).

Covered arcs of units may change through a move or fire action. When changing covered arc, place or change a Covered Arc marker on the unit and set the cone’s wide side toward the direction in which the Vehicle will now face.

Note: You do not change the position of the Vehicle to indicate the covered arc. You will use the Covered Arc marker.

The defending unit if hit, will use the defense flank value when determining if it survives.

If an AT Gun or Self-Propelled Gun is issued a fire action, it may change its covered arc. Bow-mounted machine guns will incur a -1 penalty when conducting a fire attack.

Any non-turreted AFV or Ordnance Weapon Team will incur a +2 To-Hit penalty when changing covered arc when ordered to fire for that impulse only.

Note: All firing penalties are cumulative. So if a buttoned AFV were to change covered arc and fire it would incur a +3 To-Hit penalty. +1 for being buttoned and +2 for changing covered arc.

The covered arc of a Vehicle may be changed through play of a move action. The change occurs at the beginning of a move action. If the unit does not intend to change Sectors nor moves to change terrain within the Sector the unit is NOT marked as moved.

Units that are issued a move action must change covered arc to indicate the direction they are moving. If a unit was moving to a Sector behind their Vehicle they would indicate that the covered arc is pointed towards the Sector they are moving into with the Covered Arc marker.

If the unit was moving into an adjacent Area the Covered Arc marker would point towards the direction of the move. Units that conduct a move action within their Sector, but do not leave their Sector (“in-Sector” move), do not need to change covered arc. Any unit firing at a Vehicle outside of the target’s covered arc is a flank shot.

AT Guns that are in a building (placed at the start of a scenario) may not change its covered arc.

Covered-Arc Summary

  • A unit may change its covered arc during a fire action but before the fire is resolved.
  • A unit may change its covered arc when it is issued a move action.
  • A Covered Arc marker is used to indicate a change in covered arc.
  • AT Guns may not change covered arc if they are inside a building.

Example: The M10 in C0 attacks the Marder 1 in C2 on the German player’s side. The M10 shoots and scores a hit. The flank defense of the Marder 1 will be used to determine if the M10 penetrated the Marder with its shot.

7.5 Crew Abandoned (AFV)

Crews represent the soldiers who man AFVs and are impacted by combat actions made against their Vehicles. During the game the crew may be forced to abandon their Vehicle. If a situation occurs where a crew needs to abandon their AFV, mark that AFV with a “Crew Abandoned” marker.

When an AFV is marked with a Crew Abandoned marker, remove any shaken marker from the AFV. AFVs marked with a Crew Abandoned marker may only perform one action and that is an attempt to re-enter an AFV by the play of a rally action. If a successful rally (morale check of the AFV (see Morale 4.5)) occurs remove the Crew Abandoned marker from the AFV. The AFV is spent.

If an armor leader is with an AFV that is abandoned he is eliminated.

Enemy units may play a Melee/Overrun action into a Sector with an abandoned AFV. If that AFV is the only unit in that Sector when the melee is resolved, the abandoned vehicle is automatically eliminated.

If there are friendly units in the same Sector with an abandoned vehicle and a melee / overrun takes place, the AFV is eliminated if the owning player loses the melee. (see 7.10).

7.6 Fatigue

During combat units experience fatigue from the rigors of combat. When your units perform certain types of actions they get tired and this is represented by placing a Fatigue marker on the unit. Units that are marked with fatigue and perform an action will increase their fatigue. Units receive a Fatigue marker or have their Fatigue marker increased (from a 1 to a 2) if they perform the following actions:

  • Fire or participated in a fire attack
  • Move (infantry only)
  • Assault
  • Melee / Overrun

Fatigue penalties represent the degraded capability of units. Units that are marked as Fatigue 1 do not suffer any penalties and may perform any action penalty free.

Units marked with Fatigue 2 are more tired and operate in a degraded capacity.

Units that perform an action that are of a fatigue level 2 will be spent at the very end of the impulse.

Some actions reduce fatigue. Fatigue incurred in an impulse may never be reduced within that same impulse.

Units that become spent due to increased fatigue may not be readied in that same impulse.

Example: A US Infantry unit has conducted a Fire action. A leader that is accompanying them has the ready action capability. The leader may not execute the ready action on the US Infantry because the fatigue was applied within the same impulse. If that same unit became spent because of fatigue, the leader in the same situation could not ready it within the same impulse as the fatigue result was incurred.

Fatigue 1 – No penalties

Fatigue 2 – Impacted with the following penalties

  • Units may not benefit from a leader’s modifier (green circled number on Leader card)
  • -1 Firepower to fire attacks
  • Additional -1 to Firepower when conducting a fire attack during an assault
  • +1 To-Hit modifier conducting an ordnance attack
  • May not be ordered to Melee / Overrun

If a unit marked with Fatigue 2 conducts an action it becomes spent and fatigue is removed from the unit.

Leaders do not become fatigued.

Fatigue may be removed or reduced through the play of a ready action (see 8.9 Ready) or a Discard action (see 6.2.1.3 Removing Fatigue).

7.7 Flanking

Flanking an enemy is a way for combat units to target their enemies at a more advantageous angle. Flanking is an attempt to maneuver around an enemy’s front to get a side or rear shot advantage with their weapons. In Point Blank, flanking the units in terrain is abstract and the act of flanking indicates that a player has found a way to maneuver his forces within their Sector into an advantageous position so that they can get a flanking advantage against the opponent.

Flanking is played as a standalone action. Flanking is not automatic and the player must satisfy certain criteria before a successful flanking can occur.

To flank an enemy unit(s) conduct the following.

  • Play a Flanking Action. The unit(s) ordered to flank must be GO (Good Order).
  • The units attempting to flank must be in the same Area (column) as the enemy units they are attempting to flank.
  • Conduct a morale check and compare to the lowest morale in the flanking group. If the morale check is passed, all units ordered to flank will now flank the designated enemy.
  • Leaders may contribute their leadership modifier to the check.
  • The flanking unit(s) must have Line of Sight to the target.
  • Flanking does not cause a unit to become fatigued.

If the criteria is met the attempt is successful, mark the flanking unit with a Flanking marker and the target unit(s) with a Flanking marker that matches the letter of the Flanking marker on the flanking unit. The whole stack is considered flanking and the target units in one Sector are all considered to be flanked.

Flanking causes the targeted unit(s) to lose concealment.

Line of Sight must always be maintained by the flanking units.

All flanking units receive the flanking benefit.

7.7.1 Flanking Benefits

Units that are flanking receive a combat bonus against flanked enemy units whose Flanking marker matches theirs. An attacking unit adds +2 to the d6 check when conducting a fire attack at flanked enemies. When a unit with an ordnance weapon is flanking, it resolves their targets Penetration d6 check using the target’s flank defense value.

Flanking Summary

  • Once a flanking action has been played conduct a 2d6 morale check. Unit with lowest morale must pass the check.
  • GO leaders may contribute leadership modifiers.
  • All unit(s) performing the flanking action must have LOS to the unit they will be flanking at the point the action is played.
  • Flanking units must be within the same Area as the unit they wish to flank.
  • Units that are flanked remain flanked as long as the flanking unit is in the same Area and maintains LOS.
  • Flanking units that conduct a fire attack add +2 to their fire attack. This is cumulative to any other attack modifiers.

7.8 Hero Creation

A hero is created when an AFV, Weapon Team or Infantry unit conducts a damage check during an attack and the d6 result is a 1. Conduct another check and if the d6 result is a 4 through 6, a hero is created.

Heroes are represented by hero markers. Place all of the hero markers in an opaque cup and select one of them. The selected hero is placed on the unit that triggered the hero creation.

7.9 Line of Sight

Line of Sight (LOS) is the ability for a unit to see enemy units. When a Line of Sight is checked it determines if a firing unit can see its target in order to conduct an attack.

Any terrain that is noted as blocking line of sight, blocks line of sight through the Sector but not into it.

Because the battlefield is abstract the LOS rules will not align with LOS rules used on traditional map boards. When determining LOS, determine the LOS situation for the firing unit and the targeted unit to determine if a LOS exists.

There are 5 different situations when determining LOS.

7.9.1 LOS within the same Area, either player Sector

  • Inspect all terrain in the Sector that exists between the firing unit’s Terrain card and the target’s Terrain card.
  • If there is no terrain between both units then the LOS is clear.
  • If there is terrain but it is not blocking terrain between both units, LOS is clear.
  • If blocking terrain does exist between both units then a LOS does not exist.
  • If terrain that exists between both units and one Sector between them is considered degraded terrain, then LOS exists with a penalty.
    • Add +1 to targets defensive checks.
    • Add +1 to ordnance To-Hit checks.
  • If there are 2 Sectors with degraded terrain between both units, then LOS is blocked.

7.9.2 LOS from differing Areas and player Sector

  • Inspect LOS to Sector 0 in the Area of the firing unit and the target unit.
  • If any blocking terrain or objectives exist between or within either Area’s Sector 0 position LOS is blocked.
  • If both LOS paths to Sector 0 have degrading terrain or objective, the LOS is blocked.
  • If both LOS paths to Sector 0 have one degrading terrain, the LOS is degraded.

Example: A US AFV on its home player’s side at C2 firing at a German AFV in A2. The inspection of terrain and objectives in the US AFV’s Sector reveals no blocking terrain. The targeted German AFV and the inspection of terrain reveals no terrain so LOS between the two exists.

A unit that resides in a 0 Sector will use the same procedure to determine LOS with the following exception. They will not inspect the LOS of their Area. They will only inspect the Area of the target unit. If the LOS path to the 0 Sector of the target unit’s Sector is clear then LOS exists.

7.9.3 LOS same player side and Sector row

  • Inspect terrain between Sectors of both units.
  • If both units are in adjacent Sectors, a LOS exists.
  • If any blocking terrain or objectives exist between the firing unit and the target, the LOS is blocked.
  • If more than one degrading terrain exist between the firing unit and target, LOS is blocked.

7.9.4 LOS to different Area and Sector within the same player side

  • Determine if the firing unit is at a lower Sector then the target’s Sector.

Note: Lower and higher Sectors are determined by their number. A Sector such as A1 is a lower number than Sector B3. B3 is a higher Sector than Sector A1.

Example: A PzIIIj is at A1 on the US player’s side. A US M10 is at C4 on the same player side. The Pz IIIj would be at a lower Sector then the M10.

Firing unit at a lower Sector

  • If the firing unit is at a lower Sector determine LOS by tracing it from the firing unit’s Sector along the Area to same Sector row as the target. Then trace the LOS along the Sector(s) to the target.
  • If no blocking terrain exists or only one degraded terrain is in the Sector’s path then the LOS is clear (degraded add+1 to defense in infantry attacks and +1 to all ordnance “To-Hit” checks).
  • If any blocking terrain exists between the path it is blocked.

Firing unit at a higher Sector

  • If the firing unit is at a higher Sector, determine LOS by tracing it from the firing unit’s location along the Sector row until reaching the same letter Area as the target. Then along that Area up to the target location.

Example: A US M10 is in C4 and is firing at a Pz IIIj at A1 within the same player side. LOS is traced from the firing unit to C1 then from C1 to A1. No blocking terrain exists so the Pz IIIj is within LOS.

7.9.5 Hill Terrain in a Sector

Units on Hill terrain has LOS to all Areas on the battlefield. Any unit on the battlefield has LOS to a unit on Hill Terrain.

7.10 Melee and Overrun Resolution

Melee and Overrun actions are used to conduct close quarters fighting between infantry and AFVs. The Melee / Overrun action may order either an Infantry unit(s) to Melee or an AFV to Overrun. The action may not be used to order both AFV and Infantry together. The action is either.

Example: 2 Infantry units stacked with 1 armor unit wish to melee or overrun a target, The infantry may be ordered with a melee action or the armor may be ordered with an overrun.

Melees are the hand-to-hand combat situations between units. It is the type of hand-to-hand combat that happens at close quarters with often deadly results.

AFVs use their movement to overrun an enemy position using the weight, speed and weaponry of the AFV to cause more damage to an enemy than by firing at them from a distance.

Melee and overruns are initiated as an action during a player impulse but are resolved on the initiating player’s next Upkeep Phase.

AFVs may not overrun target units in blocking terrain. Overruns in degrading terrain are allowed. Bog checks are conducted after the resolution of the overrun. (see Bogging and Un-bogging 7.2).

When a unit is ordered to melee or overrun, place an “In Melee” marker on them, indicating the direction of the melee on the meleeing or overrunning units.

7.10.1 Melee Resolution

Melee is resolved during the initiating player’s following Upkeep Phase. If the meleeing / overrunning units survive elimination from any fire from the previous player turn they must now execute the melee.

It is possible that the meleeing or overrunning units may be shaken or spent prior to resolution. If this occurs the melee still takes place. Apply any modifiers to the melee or overrun as a result of this.

Melee / Overrun Modifiers

Modifier DescriptionAttackerDefender
Defending in Degrading Terrain+1 d6
Defending in Blocking Terrain (not AFVs)+2 d6
Defending Unit Shaken+1 d6- 1d6 per shaken unit (defender total cannot go lower than 1)
Attacking Unit Shaken+1 d6
Good Order Leader Modifierx d6*+x d6*
Any Defending unit Spent+1 d6
Defending with an AFV+1 d6
Weapon TeamMay not melee+1 d6 per Weapons Team (does not use inherent Firepower)

* x = the leadership modifier number.

If a melee resolution exists where there are no units for the In Melee unit to melee, then that unit moves into the vacated sector as if it was a move action

To resolve the melee, determine the number of Firepower factors for the attacker and the defender. Each player performs a d6 check for the number of Firepower factors from each of their units including Support Weapons. (Not Ordnance or Radio SW).

Example: 2 German SS units have a Firepower of 2 each for a total of 4. They are attacking one US Airborne unit that has a Firepower of 2. The German player would conduct a 4d6 check and the US player would conduct a 2d6 check.

During a melee / overrun there are additional modifiers that are factored before the melee resolution is determined. Add any modifiers to the d6 checks before conducting the check. This will add to the number of d6 checks resolved. See Table Melee / Overrun Modifiers for d6 modifiers.

  • Defending players add 1 extra Firepower d6 check for defending in degrading terrain.

Example: A US Infantry unit with a Firepower factor of 1 is defending in Brush terrain (degrading). It would add 1 to its 1 Firepower for a total of 2 d6 checks.

  • Defending player adds 2 extra Firepower d6 checks for defending in blocking terrain.

Example: A US Infantry unit with a Firepower factor of 1 is defending in Woods terrain (blocking). It would add 2 to its 1 Firepower for a total of 3d6 checks.

  • Add +1 d6 check to the attackers melee d6 check if any one defending unit is spent.
  • Add +1 d6 check to the defenders melee modifier if any one attacking unit is spent.
  • Add +1 d6 to the attacker d6 check if the melee / overrun contains any shaken defending enemy units.
  • Defenders containing a shaken units subtracts 1d6 per shaken unit (defender total cannot go lower than 1). Shaken units may not use Support Weapons in the melee.
  • Add +1 d6 to the defender d6 check if the melee / overrun contains any shaken attacking meleeing enemy units.
  • Add +1 d6 = to the leadership modifier.

Note: Any defending unit will always get 1d6 check in a melee or overrun. This only occurs if the defending unit d6 check is equal to 0.

After all modifiers are determined draw the total number of d6 checks for each side. Compare each side’s d6 check results. A result of a 4+ scores a hit.

Note: The results are compared simultaneously.

Modify any d6 check result if a unit has melee modifiers. The d6 checks from that unit only are modified by the melee modifier only.

Example: US Airborne have a “+1” under their melee icon capability allowing them to increase their d6 checks by 1. A d6 check that is a 3 would have the +1 melee ability added to the result making it a 4, thus scoring a hit.

Total the number of “4+” results from the d6 checks.

7.10.1.1 Melee / Overrun

For each hit (result of a 4+) a player applies damage simultaneously to their units. Hits to player units must have damage spread evenly between all meleeing units including leaders (owning player’s choice).

  • 1 hit to a unit or leader would be a result of shaken.
  • 2 hits to a unit or leader causes a shaken and a reduction to a half squad. 2 hits to a leader results in the elimination of the leader.
  • 3 hits to a fresh unit would be an elimination.
  • Units or leaders that are already reduced or shaken will have damage applied to them as such.
    • A shaken unit with 1 hit will reduce, if 2 hits it is eliminated.
    • A half squad is shaken with 1 hit and eliminated with 2.
    • A shaken half squad that takes 1 hit is eliminated.
    • All units must receive one hit before any unit receives a second hit, including leaders. Randomly determine odd number of hits.

Example: Two US Airborne units are in melee with two German infantry units. The US Airborne have a total of 4 melee d6 checks and the defending Germans have 2 (in Clear terrain so no terrain bonus dice) the US conducts a 4d6 check resulting in a 3,6,4,6 and the German player’s check equals 3,6. Simultaneously US Airborne units score 3 hits and the Germans score 1 hit.

7.10.1.2 Determining Melee / Overrun Victory

After the melee or overrun is complete the player whose side has suffered the most hits from this melee must retreat away towards its home Area by 1 Sector (see 7.13 Retreats).

Tie results go to the defender and the attacker must retreat (see 7.13 Retreats).

If the attacker is forced to retreat it returns to its original Sector from where the melee was launched. Any abandoned Vehicles forced to retreat are eliminated.

ATG Weapon Teams that are not being towed are forced to retreat are eliminated.

7.10.1.3 Melee Infantry Attacking Armored Units

Infantry entering into melee with an AFV follow the same procedure as melee with infantry. If the AFV is accompanied by infantry their d6 check is factored into the melee and damage is applied evenly as described above.

  • Total the number of Firepower factors for attacking infantry along with any d6 check modifiers.

  • Each defending AFV uses its flanking armor for the number of d6 Firepower factors. An AFV or Vehicle will always receive at least 1 d6 check when defending.

    Example: If the flanking armor of an AFV is 0, the AFV would still receive 1 d6 check in the melee.

  • Each defending AFV or Vehicle adds +1 d6 for defending in degrading terrain. Blocking terrain provides a Vehicle +2 d6.

Note: Vehicles do not receive any modifier for defending in Wood building or Stone building terrain.

  • AFV adds any armor leader modifiers.
  • If attacking multiple AFV / Vehicle they must all be attacked at once.
  • Hits on AFVs.
    • 1 hit is shaken.
    • 2 hits is shaken (conduct morale check for crew abandoning the AFV).
  • If the morale check is passed or failed, place the second Shaken marker on the AFV / Vehicle.
    • 3 hits or shaken results applied, the AFV/ Vehicle destroyed.

7.10.1.4 Weapon Teams in Melee / Overrun

  • All defending Weapon Teams defend against a melee attack with a +1 d6 check per Weapon Team. They do not use their Firepower factors.
  • Weapon Teams may not initiate a Melee.

7.11 Overruns

Overruns are resolved in the Upkeep Phase just like melee. Overruns may only be performed by AFVs against any unit in Clear or degrading terrain. (Overruns are not allowed in blocking terrain).

If an Overrun is initiated and the terrain that the overrun will take place in is replaced with blocking terrain (“in-Sector” move resolution by an opponent) the overrun is canceled and not resolved. The AFV(s) will return to their original Sector where the overrun was initiated.

AFVs may only be ordered to overrun if they are in Good Order.

During a player’s Upkeep Phase resolve an overrun by totaling the number of Firepower factors of the AFV conducting the overrun with both MG and HE numbers and conduct that many d6 checks.

  • Machine gun Firepower factors are halved, if the overrunning AFV is buttoned, rounding up (see 7.3 Buttoned and Un-buttoned AFVs).
  • Each Infantry squad (including half squads) may conduct 1 d6 check only against an overrunning AFV per unit. If there are half squads in the attack, total the number of half squads and round up to determine the number of d6 checks.
  • AFVs being overrun conduct a number of d6 checks equal to their frontal armor defense.
    • A defending AFV always conducts at least 1 d6 check if the defense is lower than 1.
  • +1 d6 against AFVs that are shaken (Attacking AFV or defending AFV).
  • +1 d6 against defending AFVs / Vehicles that are spent.
    • 1 d6 for an attacker attacking a vehicle or AFV that is bogged down.
  • When applying damage please see section 7.10.1.1.
  • After an overrun is resolved a unit that performed an overrun within terrain that causes bogging will conduct a bog check.

7.12 Out of Ammunition

When conducting a d6 check while performing a fire attack and the attacking result is a natural 6 (6 pip on the card) check to see if the lead firing unit only, is out of ammunition.

The lead attacking unit conducts another d6 check before the defender conducts their defensive d6 check. If the d6 result is a 6 (6 pip) then the unit has run out of ammunition and the attacking unit becomes spent after the results of the attack are determined.

If conducting an ordnance attack and after a successful To-Hit roll, where the Penetration d6 check is 6 an out of ammunition check is conducted. If the result is a 6 (6 pip) the firing ordnance unit is out of ammunition and is spent after the results of the attack have been determined.

Units that become spent due to being out of ammunition and are later readied are considered Good Order.

Out of Ammo Summary

Check for out of ammo if:

  • An infantry attack d6 check result is a natural 6.
  • An ordnance attack hits and the Penetration d6 check is a 6.
  • Conduct a d6 check and on the result of a 6 the unit is spent.

7.13 Retreats

Units that retreat are in a combat situation where they must give up ground and move to a safer position away from the enemy.

Units that are forced to retreat must move one Sector away from an enemy that forced the retreat.

Units may retreat to an adjacent Area if they are not able to retreat into an adjacent Sector away from an attacker. A retreating unit is eliminated if there is an enemy unit that occupies a Sector that a retreating unit is forced to retreat into.

Example: A German half squad in A3 is forced to retreat from a US attacker. It must move to A4. There is an enemy unit that already occupies A4 on the side of the retreating player’s unit. The retreating unit is immediately eliminated.

If a retreating unit cannot retreat into a Sector or Area not occupied by an enemy they are eliminated.

A retreating unit may cause an over stack. (see Overstacking 4.2).

If the unit is at the edge of the battlefield and would have to retreat off of the battlefield, they are eliminated.

Example: A German half squad unit at C1 is forced to retreat from a US attacker. It must move away to the next Sector which would be C2 providing it is on its own player’s side of the battlefield. If not it would retreat towards its player’s side and would retreat into C0.

Retreating units that move into a Sector where no terrain exists immediately draw one Terrain card out of the Terrain card deck and resolve it at the moment it moves into that Sector. Terrain may not be refused. Retreating units may never retreat towards an opponent player’s side.

Retreat Summary

  • Retreating units retreat back towards their player’s side.
  • Units may retreat into an adjacent Sector not occupied by an enemy.
  • Units may retreat to an adjacent Area providing there is not an eligible Sector to retreat into.
  • Terrain is resolved after a unit retreats into a Sector where no terrain exists.
  • Terrain may not be refused.
  • If forced to retreat into a Sector with an enemy unit or off of the battlefield, the retreating unit is eliminated.

7.14 Shaken units

Shaken units are frightened, timid and disorganized. Units become shaken as the results of fire combats, melees, etc.

A unit that becomes shaken may only perform certain actions.

  • Shaken units may not conduct fire or assault actions.
  • Shaken units may not perform any recon actions.
  • Shaken units may play a Cover action if being fired upon.
  • Shaken units may perform a move but may not move closer to an enemy unit.
  • A shaken unit that shakes again is reduced. AFVs may have multiple shaken markers on them. When they receive their third shaken marker the crew abandons their vehicle.
  • AFV crews that are shaken must button (not Open Topped Vehicles) when the shaken result occurs.
  • AFV crews that are shaken and fail a morale check from a White Phosphorous attack abandon their Vehicle.

7.15 Smoke

Smoke is used as a combat tactic to cover the movement or location of combat units. Smoke may be played in one of three ways.

  1. Smoke may be played as part of a move action.

  2. Smoke may be played as a stand alone action.

    Smoke may be placed in any one of the 2 adjacent Sectors, 2 adjacent Areas or within its own Sector.

    A player conducts a Spend action or plays a Unit action Action Card. The unit must have the smoke icon on its action list to be able to play smoke.

  3. Smoke may be placed through a mortar attack.

Smoke may be played in conjunction with a move, melee/overrun and or assault card. The smoke action is triggered voluntarily by one of these actions. It is in addition to the aforementioned actions and played in the same impulse.

Smoke is not automatic. A successful d6 check must be made for smoke to be played successfully.

After a move, assault or melee / overrun action is played indicate that a unit will also lay smoke. Make a d6 check to see if smoke is successful. On a d6 check of 4+ smoke is successful. You may add a leader modifier to the d6 check.

Smoke from Infantry or AFVs may be placed into an adjacent Sector, the same Sector of the placing unit or at a Sector in an adjacent Area. Smoke may be placed into a Sector that does not contain a Terrain card. If smoke exists anywhere on the battlefield a player may add +1 to their d6 check.

Example: A unit is moving from Sector A3 to Sector A2. They successfully place smoke. The player places the Smoke marker into Sector A2.

Note: Smoke may be placed into a Sector where no terrain exists.

If a smoke attempt fails, the player may cancel any action that triggered the smoke action.

The player discards the Action Card, his units are not marked with a Move marker and his impulse is over. Smoke may be played as a Unit action on a unit that has the smoke icon. Smoke played in this way may only be played within the unit’s Sector.

Smoke may be played by playing a spend (discard) action where the unit has a smoke icon.

If a smoke attempt fails during a Spend action the player impulse is over.

When a unit leaves a Terrain card to move into another Terrain card and smoke is in the current Sector, the Smoke remains in the Sector.

Weapon Teams (Mortars) that have a smoke icon may place smoke through play of a fire action, Unit action or Spend action. Mortar teams may not move and place smoke. The mortar may fire smoke into any Sector within their range providing they or a friendly unit have a LOS to the target Sector.

To resolve smoke the mortar conducts a 2d6 check. If any one check is 4 or more the smoke is successful. Place a Smoke marker into the target Sector.

Note: The target Sector need not have terrain present for smoke to be placed. It may exist in a Sector with no terrain. The smoke is placed in that empty Sector on the Map Board Tile or if not using this, mark the smoke with the appropriate Sector marker.

Example: A mortar is firing smoke into a Sector within its range. The 2d6 checks are (2) and (5). The (5) is successful and the smoke may be placed. Since the target was an empty Sector place the Smoke marker in that Sector. (mark with an appropriate Sector marker)

Smoke Summary

  • A unit ordered to move, assault, melee or overrun may also initiate a smoke attempt during the same impulse
  • A unit that is given a Unit action and that unit has the Move, Assault, Melee, or Overrun icon may conduct one of these actions in addition to the smoke action (If smoke is listed on the card)
  • Weapon Teams may not conduct any type of move and smoke action.
  • Units with a smoke icon do not have to move and are allowed to only lay smoke.
  • Smoke check for infantry - Conduct a d6 check. Add any modifiers. If the result is a 4+ smoke is successful.
  • If smoke is unsuccessful during a combined smoke and move, assault, melee or overrun, the movement type actions may be canceled in the same impulse.
  • Weapon Teams that are Mortars may place smoke within range of their weapons providing they or a friendly unit has a LOS to the target Sector:
    • Weapon Teams with the play of a fire action conduct a 2d6 check and select the highest numbered pip as their result. Any result of 4+ is successful.

7.16 Spotting

Spotting is the act of locating an enemy unit so that an attack can be made against them. Units that are not spotted are considered concealed.

Concealed units receive a +2 defense bonus. All units that are in a degrading or blocking objective or terrain, start the game as concealed. Units in terrain that is not considered blocking or degrading (such as Clear terrain) are spotted. Units such as AFVs and Mortar teams that are located in a Sector with a building can claim concealment even though they are not actually in the building.

If a unit is in a terrain and is spotted, ALL units in the terrain are spotted. If units are spotted the terrain is marked with a spotted marker.

Note: It is convenient to mark the Terrain card with the spotted marker as all units are spotted together in a Sector.

To spot a unit conduct a recon action or initiate a Spend or Unit action on a unit with the recon icon on it to attempt spotting.

After the command is given the unit conducts a d6 check to attempt to spot.

To spot a unit the d6 check must equal 3 or less. If the attempt is to spot units in blocking terrain, add a +1 to the d6 spot check.

Leaders may subtract their leadership modifier from the spotting check being performed by a unit which they are stacked with.

If the spotting check is successful all units concealed in the Sector are now spotted.

Units become automatically spotted when conducting certain actions in degrading or blocking terrain. If one unit in a Sector conducts an action where it will become spotted, then all units within that Sector are also spotted. The following actions cause units in a Sector to become spotted:

  • Move
  • Fire
  • Assault
  • Melee / Overrun

Spotted Summary

  • Units are unspotted at the beginning of a scenario in degrading and blocking terrain or objectives.
  • To spot units in a Sector play a recon action, or execute a Unit action or Spend action on a unit that has the recon action icon printed on it.
  • Leaders with recon actions may attempt spotting but may not use their leadership ability in conjunction with their spotting attempt.
  • To spot conduct a d6 check. The following results are needed:
    • Degrading terrain 3 or less
    • Blocking terrain 2 or less
    • Add any leadership modifiers
  • On a successful attempt, mark the terrain with a spotted marker as all units are spotted together.
  • Units in terrain that is not blocking or degrading cannot claim concealment (see Concealment 8.2) and are spotted automatically without any attempt needed.
  • Units (such as AFVs) located with buildings are unspotted at the beginning of a scenario.

7.17 Support Weapons

Support Weapons are equipment that assist squads in combat. They are represented by mini cards and are placed on top of the unit. One Support Weapon can be used per unit in an infantry type fire attack or a fire attack as part of an assault or melee. Units may carry up to two Support Weapons per unit.

7.17.1 Flamethrowers

If the Flamethrower is the only weapon used in an attack the defender may not add their defensive modifier to their defensive d6 check.

After any attack involving a Flamethrower, conduct a d6 check. If the result is a 5 or higher the Flamethrower is out of fuel and removed from the game.

Weapons marked with a Blaze icon that are used in an attack may cause a Blaze to occur in the terrain where the target is located (see 7.1 Blazes).

7.17.2 Radios

Radios are used to call in artillery barrages by a unit. To use a Radio a player or unit will conduct a fire action on the unit with the radio. There is no range limitation to the artillery barrage attack but the target must be within LOS of the unit possessing the radio. A d6 check is now made to see if the attack is “On Target”. On a result of a 1-3 the check fails. If the d6 check result is a natural 1 check for breakdown (see 7.17.3). If the radio does break down it may not be repaired.

Radios have 2 firepower values. Only one may be used in an attack. The value that is used is determined when the d6 check is made. Inspect the number to the left of the fire attack. (Example: 4+) If the d6 check for the barrage is that number or higher it will use the attack value to its right. If the d6 check is equal to or higher to the other fire attack value that number is used instead.

Example: The US player plays a fire Action Card and will attempt an artillery barrage with his radio. He makes a d6 check and the result is a 4. A leader is present providing a +1 modifier changing the result from a 4 to a 5. He consults the Radio’s card and sees that results of a 5+ initiate a 6 fire attack. He now conducts a fire attack against the targeted enemy.

Once determined conduct a fire attack of the determined strength against all units in the targeted Sector. This attack may not be combined with any other attack.

The unit’s Fatigue level is increased by 1 after conducting an artillery barrage attack.

7.17.2.1 AFV’s and barrages

AFVs that are attacked by a barrage add their flanking armor to the defense check when resolving a barrage attack.

Example: A successful barrage attack has been conducted on a German Pz IIIj. The attacker conducts a d6 check and adds it to the HE firepower (4) of the Radio.

In this case the player draws a 3 as their d6 check added to the Radio HE (4) resulting in a 7. The German Pz IIIj conducts a d6 check of 5 and adds their flanking armor (1) to the check which results in a 6. The German Pz IIIj must now conduct a +1 damage check

AFV crews may be shaken twice. Simply add an additional shaken marker to the vehicle if another shaken result occurs.

If an AFV with two shaken markers is shaken again the crew must abandon the vehicle.

If there are 2 different vehicles in the Sector being attacked by a barrage, use the highest flank defense value when conducting the defense check against the defenders.

7.17.3 Support Weapon Breakdown

Support Weapons may experience a breakdown when used in combat. When used in a fire attack or in conjunction with a fire attack and if the d6 check result is 1, check for breakdown. Conduct an additional d6 check.

If the result is a 1 or 2 the weapon malfunctions and is marked (with a Weapon Broken marker) after the attack has been resolved. The malfunction occurs after the attack. AFV ordnance weapon breakdown results if a To-Hit number = 12 on a 2d6 check.

A Support Weapon may be repaired by the play of an Action Card with a Ready icon on it, a leader within the same Sector that has a Ready action icon on it, or a Spend action providing the unit possessing the Support Weapon has a Ready icon printed on its card. If the Ready action is used for repairs it may not be used to ready or reduce fatigue on any unit during that impulse.

Conduct a d6 check and on a result of a 5 or 6 the Support Weapon is repaired. A player may add their leadership modifier to the result.

Support Weapon Breakdown summary

  • If a Support Weapon is used in an attack and the d6 check is a natural 1, check for breakdown.
  • Move one position to the left weapons check for breakdown on a To-Hit 2d6 check result of a 12.
  • Breakdown check: Conduct a breakdown d6 check and on the result of a 1 or 2, the Support Weapon is broken. If a Radio is broken remove from the game.
  • To repair a broken Support Weapon, conduct a ready action or a leader ready action if the leader occupies the Sector with the broken Support Weapon. The ready action may only be used to repair the Support Weapon and does not ready any units or remove fatigue.
  • Broken Support Weapons are repaired on the result of a d6 check of 5 or 6. You may add an unspent leaders modifier to the attempt.
  • Only Armor leaders may contribute their modifier to fix broken AFV weapons.

7.18 Terrain

Terrain is determined by the scenario and by the terrain resolution which occurs in the Upkeep Phase. The scenario will determine what terrain starts out on the battlefield and what is in the Terrain card deck. When units conduct move actions or actions that would place the unit into a Sector where no terrain exists, that terrain is resolved during the resolve terrain step during Upkeep Phase.

AFVs may occupy terrain with buildings, but may only ever receive a +1 defensive bonus from that building.

They are not in the buildings but next to them. They do not check for bogging when entering a Building Terrain card.

Some Terrain or Objective cards have special properties and are listed on the Terrain card.

Some Terrain cards have roads on them which will allow units the ability to move to an adjacent Area without causing the unit to be spent after it completes that move. Units may refuse some terrain during the terrain resolution step in the Upkeep Phase. However there are several Terrain cards that may not be refused. (see Terrain 10.1 and Objectives 10.2 for a list of terrain that may not be refused).

Units may not refuse terrain that is already in play on the battlefield. During the terrain resolution step, if a unit decides to not enter into terrain drawn from the Terrain card deck, or placed by an opposing player, the moving player’s unit(s) may refuse the terrain.

If the terrain is refused, the player will remain in the original Sector from where the move action originated. The player will keep the Moving marker and any Fatigue marker on the unit. The terrain which they have refused remains in place.

Note: If multiple units are moving together some units may refuse the terrain while others do not. Move units into the new Sector who will not refuse the terrain. The units that refused terrain remain in the original Sector and are marked as moving.

Example: 2 Infantry units and a Mortar Weapon Team are moving. The terrain revealed to them is a building. The mortar team refuses to enter the building but the 2 infantry units proceed into the building. The mortar unit remains in the originating Sector and is marked as moving.

Note: When refusing terrain the unit(s) are considered moving and subject to any associated modifiers. They do still receive the DM of the terrain they are in while in a Moving state.

Example: An M4 Sherman is moving from Clear terrain at A4 to A3. There is no terrain that exists in A3. During the opponent’s turn they place a Marsh Terrain card into A3. That terrain may not be refused by the M4 during its terrain resolution step.

Example: An M4 Sherman is moving from Sector A4 to A3. During the opponent’s turn he places Clear terrain into A3. During the M4 owners Upkeep Phase, during the terrain resolution step, he may elect to refuse entering the clear terrain with the M4.

7.19 Unique Characteristics

Unique Characteristics are abilities that represent special abilities or features of a unit.

Many units will have characteristics that distinguish them from different similar units.

Each characteristic will be listed as text on a unit preceded by an “*”. The details of each characteristic are found on the table depicted on the following page.

Ability NameAbility Description
Fatigue 2 after MoveAfter the unit conducts a move action mark this unit with a Fatigue 2 marker.
FanaticsA unit with the Fanatic ability may re-roll a failed Rally attempt.
FastA Fast Unit may continue moving after resolving terrain for the first Sector they have just entered. They may elect to move into a second Sector or Area. Resolve terrain for the second Area once entered. If the first terrain entered causes an over stack situation, they become spent. They may however continue their movement into a second Sector or Area but will remain spent. If the first terrain they enter causes the unit to bog they may not continue movement to a second Sector or Area.
GyroNo +2 penalty to shoot when conducting an Assault action.
Large+1 d6 defending in a melee
Long RangeWhen attempting To-Hit checks and firing at long range (white band to hit number). The attacker may reroll one d6.
Open ToppedThis Vehicle has an Open Top and apply -1 when attempting to spot.: Open Topped Vehicles do not button. Open Topped Vehicles offer a crew +1 to a defensive d6 check during a fire attack. When an abandoned Open Topped AFV is re-crewed it does NOT become spent
Plentiful Ammo

7.20 Turrets

Turrets are associated with AFVs and contain an ordnance weapon and/or machine guns.

Turrets may rotate 360 degrees and may shoot in any direction on the battlefield. AFVs marked with a circled “T” on their Unit card have a turret.

An AFV with a turret may fire outside of its covered arc incurring a -1 Firepower penalty or +1 To-Hit penalty for ordnance weapons.

7.21 Transfer Support Weapons

During a player’s Upkeep Phase any unit (squad or half squad) may transfer one Support Weapon to another squad within their Sector. Move the Support Weapon from one unit to another unit in the Sector during the player’s Upkeep Phase.

A unit may drop a Support Weapon. If this occurs remove the Support Weapon from the game.

7.22 Weapon Teams

Weapon Teams represent 2–4 men who operate a weapon that requires multiple men to operate. Some Weapon Teams are capable of moving on their own and others such as AT Guns may not move without being towed.

  • AT Guns cannot move to a new location without being towed by a vehicle (see Loading and Unloading 8.5).
  • AT Guns can be unloaded in a Building Terrain card, but may not gain the full building defensive bonus. An AT Gun gains a +1 to its defense only.
  • Mortar teams may not fire their mortar inside any Wooden or Stone Building or Objective that references a structure (i.e., Manor House).

7.23 White Phosphorous (WP)

White Phosphorous is ordnance that can be used in conjunction with an ordnance attack. A player may declare that he is using a White Phosphorous round when attacking with ordnance.

The unit must have a WP icon on the Unit card to conduct such an attack.

When conducting an ordnance attack announce the intent to fire a WP round. If the round hits the target, the target must make a morale check.

Add +1 to the morale check (See Morale 4.5) if the AFV is un-buttoned or Open Topped. If the morale check is successful, there is no effect. If the morale check fails the crew bails from the Vehicle, place a Crew Abandoned marker on the AFV.

After the attack concludes, conduct a d6 check to determine if the terrain is set ablaze (see 7.1 Blazes).

7.24 Wind

If the wind icon is played from a player’s hand, all Smoke markers are removed from the battlefield before the resolution of any other action printed on the card.

8.0 Actions

Actions are played during a player’s Impulse Phase. All actions are played either through an Action Card or through a Spend action. Action Cards played on units are discarded after the action has been designated and or completed. Only one Action Card may be played per impulse.

Some Action Cards have 2 action icons on them. Both actions on an Action Card may be played in any order and on any eligible units.

Example: An Action Card with a Fire action and Recon action allows a player to attempt a recon and then a fire action. They may be played in any order.

A player’s first action must be fully completed, before a player’s second action is executed.

8.1 Assault

Assault actions allow units to conduct a move action (see Move 8.7) and a fire action (see 8.4) within the same impulse.

The units conducting an assault are first marked with a Move marker in the direction they are assaulting. All units conducting the same assault action must move together in the same direction. After being marked as moved along with any covered arc changes, they may then fire at any eligible target (within range and LOS) during that impulse.

  • Infantry conducting an assault fire at -2.
  • AFVs conducting an assault are +2 To-Hit.

An assault action may also be used as a move action or a fire action if the player does not wish to assault.

Assault Summary

  • Units conducting an assault are all marked with a Move marker. Indicate the direction of the movement.
  • All units making the assault must move into the same direction.
  • Units may fire after the move action is initiated.
  • Infantry fire attacks are conducted with a -2 penalty.
  • Ordnance fires separately with a +2 To-Hit penalty.
  • Assault actions may also be used as a move action or a fire action.

8.2 Concealment

Concealment is a combat unit’s ability to remain out of sight from an enemy unit using the terrain surrounding them.

Concealed units are considered unspotted.

Units firing at concealed units with ordnance will incur a +2 To-Hit penalty in addition to any defensive terrain modifiers.

When a concealed unit conducts an action all units in that Sector lose concealment. Units that conduct a move, fire, melee, assault or smoke action lose their concealment and become spotted.

Units in terrain that does not contain a degrading or blocking icon are considered spotted. You may only conceal in degrading or blocking terrain or an objective.

Conceal actions do not exist as an Action Card and may only be played through the play of a Unit Action Card or a Discard/Spend action and only if the conceal action is listed as an available action on the Unit card.

To conceal a unit, conduct a (d6) check. Units are concealed on a result of a 6+. Add a unit’s concealment modifier to the check and any leadership modifiers of leaders stacked with the concealing units. On a successful check, all units in that Sector are considered concealed. Remove the spotted marker.

All units in a Sector targeted by a flamethrower attack, mortar and off-board artillery attack from a Radio Support Weapon do not receive the spotted defensive bonus.

Concealment Summary

  • To conceal play a unit or Discard/Spend action on a unit with a conceal icon on their unit card. On a d6 check of a 6+ (add modifier and any leadership modifiers) the concealment is successful. Remove the spotted marker.

8.3 Cover

Cover actions are Action Cards and are the only action that can be played during an opponent’s impulse. The cover action may be played in response to an opponent’s fire attack during their Impulse Phase.

Cover adds +2 to the damage check d6 result of units being attacked through a fire attack. When played, the cover action must be played prior to any resolution of an opponent’s fire attack. The cover card may not be played on Vehicles, AFVs or Weapon Teams.

If an Infantry unit is present in a Sector where a fire attack is being conducted, a cover card will apply to all units in the Sector regardless of type and will receive the +2 cover defensive bonus.

Note: This seems counter to the rule but this situation occurs only if infantry is present in the Sector.

Once the fire attack is resolved involving a cover action, the cover Action Card is discarded. The player may not draw up to his hand size until his player Impulse Phase is completed.

8.4 Fire

Fire actions target and eliminate enemy units. Units may conduct a fire action against targets that are in range and LOS. To conduct an attack designate the firing unit, Support Weapon and or additional units that will be participating in the attack. Once the units are selected to fire, check LOS. Units located within the same Sector, ordered to attack may combine for one attack. They may not fire separate attacks within one impulse.

Note: When performing a group attack, designate one squad as the lead attacking unit. Remaining squads contribute half of their firepower rounded up.

The exception are AFV attacks using machine guns and Infantry or AFV ordnance weapons and Weapon Teams. They may fire separately in the same impulse.

NOTE: Not all units in a Sector are obligated to fire during a fire action but multiple units that do must all reside within the same Sector.

AFVs may not combine with infantry Firepower machine guns or other AFVs to conduct a fire attack but may fire separately at a different unit than what is being targeted by other units within its Sector.

  • Ordnance weapons may fire at a different target if part of a group ordered to fire.
  • Only one ordnance weapon possessed by an infantry unit may fire during any one fire action.

Example: 2 US Infantry units in the same Sector both possess Bazookas. They are ordered to fire. A group attack will take place. The infantry may fire their red circled weapons and only one of the Bazookas may be fired during the same attack.

  • Ordnance weapons are fired as a separate attack.
  • Group fire, where an ordnance weapon will participate, can be resolved in any order within the attack but targets must be declared in advance.
    • AFVs with a number within a red triangle have bow-mounted machine guns and may only fire within their current covered arc. If as part of the attack covered arc is changed the bow mounted weapons will incur a -2 Firepower modifier.
    • AFVs with a number within a circle may fire in all directions.
    • AFVs that are buttoned and firing non bow-mounted MGs (circled number) may only fire their MGs at half Firepower (round up).

Infantry Attack Overview

  • Infantry units ordered to fire will select the participating firing unit(s).
  • Only Infantry units may form a fire group.
  • If a Fire Group is formed the lead firing unit adds their firepower to the total firepower of all other designated firing units and Support Weapons halved rounded up.

Example: A fire group is to be formed with a stack of US units. The lead US Infantry unit with a BAR Support Weapon has a firepower of 2. This unit is stacked with 2 other US Infantry units each with a firepower of 1. The lead unit will combine its firepower of 2 with the other 2 participating US Infantry units halving the firepower of the non-lead Infantry units. The total firepower for the attack is 3. 2 for the lead unit and 1 for the participating infantry units (2 halved to 1).

Ordnance Support Weapons, Weapon Teams and AFVs may not be used in a fire group.

If the firing group is attacking a Sector where armor, Weapon Teams and infantry are together and where defense modifiers will be different for each target the attackers must select which target group they are firing at with their infantry weapons.

Example: A Weapon Team (mortar) is in the same Sector as infantry and a wooden building is in the Sector with them. The mortar teams cannot occupy buildings. This creates two different target groups. The infantry in the building and the Weapon Team that is outside of the building. The attack is carried out against the selected target group only.

Note: AFVs that are buttoned are not impacted by infantry firepower.

Example: 3 US Infantry units are attempting to fire at a Sector containing a German StuG III accompanied by 2 German infantry units located in wooden building terrain. The StuG is unbuttoned. The US Infantry have a choice of firing at the German infantry defending in the wooden building or at the StuG III which receives a +1 defense modifier from the building. (The StuG III would also receive an additional +1 defense due to the armor protecting the crew).

Infantry only may play cover cards from their hand (see 8.3).

Infantry firepower attack procedure

  • Total the number of infantry Firepower factors and add a (d6) check along with any modifiers plus or minus (see table below). This is the attack d6 check.
  • On a d6 check that results in a natural six, check for Out of Ammo (see 7.12).
Infantry FiringModifier
Firing at Infantry marked as Moving, Assaulting or Melee+1
Firing through degraded LOS-1
Firing at a range of 1+1
Leader Modifiers-Leadership Modifier
Vehicle MGs red circled MG firing outside of covered arc-1
AFV changes covered arc, bow mounted MGs.-2
  • The defending unit(s) conducts a defensive d6 check. Make one d6 check and add the defensive modifier of the terrain and any played cover cards.
  • Compare the results.
  • If the defending unit’s result is equal or higher than the attacker the result is a miss.
  • If the attacker’s total is greater, each defending unit conducts a d6 damage check adding the difference between the attacker’s attack d6 check and the defender’s defensive d6 check.
    • If the modified result is less than or equal to the morale of the unit the defending unit passes its check and is not affected.
    • If the result is higher than the defending unit’s morale the unit is shaken.
    • If the unit is already shaken it remains shaken and is reduced to a half squad.
    • If the shaken unit is already a half squad and fails its damage check it is eliminated.
    • If the result is exceeded by double the damage check the unit is shaken and reduced. Half squads that fail a damage check by double are eliminated out right.
    • If the result is exceeded by triple the damage check the full Good Order unit is eliminated.
    • If the crew of an AFV is un-buttoned and fails a damage check it is shaken.
    • If the crew of an AFV is shaken and un-buttoned and failing a damage check the crew abandons the Vehicle.

Ordnance attack procedures against AFVs

  • Identify the Ordnance bar (See 3.2) on the AFV Weapon Team or Ordnance Support Weapon.
  • Determine the To-Hit number on the Ordnance bar. (See 3.2 Sectors and Ranges for determining the appropriate To-Hit number.)
    • Red Section–Short Range = Ranges 1–2.
    • Yellow Section–Medium Range = Ranges 3–5.
    • White Section–Long Range = 6+.

Example: An AFV is ordered to fire and the target is 3 Sectors distance away. The Ordnance bar on the firing unit is referenced. Because the target is at 3 Sectors it is within Medium range. The numbers in the yellow section of the Ordnance bar is used to determine the “To-Hit” and “Penetration” numbers. The first number of the section is what is needed on 2d6 to hit. The second number is the Penetration value and is used if a hit is scored. The number is referenced and the “To-Hit” needed is a 7. A 2d6 check is made. Add any terrain modifiers to the check. If the final result is 7 or less, a hit is scored. If it is greater than 7 a miss has occurred.

  • Add or subtract any modifiers.
  • Conduct a 2d6 check.
  • If the result is equal to or less than the To-Hit value a hit is achieved.
    • If the target is hit locate the Penetration number on the firing unit. It is the value directly to the right of the To-Hit number used for the attack.

    • The attacker now conducts a d6 check and will add the Penetration value to the result.

    • The defending unit conducts a d6 check and adds the appropriate armor (defense) to the result.

      Note: Front armor is used when conducting an attack from within the AFV’s covered arc. The flanking armor is used when the attacking unit hits the target from outside its cover-arc.

    • If the defenders armor defense check is less than the attackers penetration check, the target is destroyed.

      • Replace the targeted AFV with a Wreck card.
      • The terrain and Wreck remain in the current Sector.
    • If the defender’s penetration check result equals or exceeds the attacker’s penetration check result there is no effect.

Firing Ordnance at Infantry type targets.

  • Identify the Ordnance bar on the AFV Weapon Team or Ordnance Support Weapon. Determine the To-Hit number on the Ordnance bar. (see 3.2 Sectors and Ranges for determining the appropriate To-Hit number).
  • Add or subtract any modifiers.
Ordnance FiringModifier
Firing at Moving or In Melee Infantry+1
Firing through degraded LOS+1
Turret firing outside covered arc+1
Changing covered arc+2
Target in Terrain+ Terrain Modifier
Firing Ordnance unit (see 4.4) is marked with Smoke+1
Leader Modifiers-Leadership Modifier
Firing while Buttoned+1
  • Conduct a 2d6 check.
  • If the result is equal to or less than the To-Hit number a hit is achieved.
  • Resolve the attack as a fire attack using the Ordnance weapon’s black circled number. Conduct a d6 check and add the HE value (black circled number).
  • The defender now conducts a d6 check (no other modifiers are added or subtracted from this check) and compares it to the Ordnance weapon’s d6 + HE result. If the Ordnance weapon’s damage check is higher than the defending unit’s damage check, a damage check is conducted. Conduct a d6 damage check and add the difference of the attackers d6+ HE check to the result.
    • If the damage check result is less than or equal to the units morale number there is no effect.
    • If the damage check result exceeds the defenders morale than the unit is shaken.
    • If the unit is already shaken it remains shaken and is reduced to a half squad.
    • If the shaken unit is already a half squad and fails its morale it is eliminated.
    • If the result is exceeded by double the morale the unit is shaken and reduced. Half squads that fail a damage check by double are eliminated out right.
    • If the result is exceeded by triple the damage check the full Good Order unit is eliminated.
    • If the crew of an AFV is un-buttoned and fails a damage check it is shaken.
    • If the attacking AFV damage check is less than or equal to the defenders result then there is no affect.

Fire Attack Summary

  • Play a Fire Action Card on a stack of units within one Sector.
  • Play a Unit Action Card on a unit with a fire action icon on its card
  • Conduct a Spend action onto a unit with a fire action icon on its card.

Infantry Fire attack

Total the number of attack factors (red circled numbers) and add any Support Weapon and or leadership modifier.

  • Multiple units fire together as a group fire. Nominate a lead firing unit, add their attack total to 1/2 round up total firepower factors of units that are participating.
  • Add total firepower factor to a d6 check to get the attack total.
  • The defending target unit(s) conduct a d6 check and add any defensive modifiers to the check to get the total defense number.
  • If the defense total equals or exceeds the attack total there is no effect.
  • If the attack total exceeds the defense total the difference between the two numbers is the damage check modifier.
  • Defender now conducts a damage check by conducting a d6 check adding the damage check modifier to the result.
    • If the result is less than or equal to the morale of the unit there is no effect.
    • If the damage check result exceeds the morale of the unit the unit is shaken. Double the morale the unit is reduced and shaken. Triple the morale the unit is eliminated.

Ordnance Attack Summary

  • Determine To-Hit number of the Ordnance weapon
  • Conduct a 2d6 check. Add any defensive terrain modifiers to the check and subtract any attacker modifiers to the check
  • If the result exceeds the “To-Hit” value the attack is a miss. If the check is equal or less than the To-Hit roll a hit is scored.
  • If a hit is scored conduct a damage check by conducting a d6 check and adding the Penetration value next to the “To-Hit” number on the Ordnance bar of the weapon.
  • The defender conducts a d6 check and adds their AFV’s defense to the check.
  • If the penetration check is less or equal to the defense check of the defender there is no effect.
  • If the penetration check exceeds the defense value of the armor defense check the target is destroyed.

Ordnance against infantry

  • Determine To-Hit number of the Ordnance weapon
  • Conduct a 2d6 check. Add any defensive terrain modifiers to the check and subtract and attacker modifiers to the check
  • After a hit is determined conduct a damage check by adding the HE value of the weapon (Black Circled Number) to a d6 check.
  • The defending unit conducts a d6 check.
  • If the damage check of the attacker is equal to or less than the defending d6 check there is no effect.
    • If the damage check of the attacker exceeds the d6 check of the defender conduct a damage check on the defending units and add the attacker damage check modifier to the result.
    • The defender conducts a damage check against each defender. If the total result is equal to or less than their morale number printed on the unit there is no effect.
    • If the damage check result exceeds the morale of the unit the unit is shaken. Double the morale the unit is reduced and shaken. Triple the morale the unit is eliminated.

8.5 Loading and Unloading

Weapon Teams and infantry can ride in transports to move around the battlefield. AT Guns may not move to different Sectors without transport. Weapon Teams and Infantry can avoid fatigue by moving to or away from the action in transports. Transports are any Vehicle marked as a transport. Any Vehicle marked with Tow may tow AT Guns and thus move them to another location.

If the Vehicle moves during the result of a Spend action and becomes spent then anything that is being towed is also spent.

One Ready card may be played to ready a Vehicle and anything it is towing.

Infantry may load onto any Vehicle marked with “Transport”. To load onto a Vehicle a Unit action, move, or Spend action is played to initiate the loading of an infantry unit.

  • AT Guns with the load/unload icon can be moved by a Vehicle with tow capabilities listed on their Unit card.
  • AT Guns and a towing Vehicle must be within the same Sector to load or unload.
  • Play a “Unit action” or a move action or perform a Spend (Discard) action to load or unload an AT Gun.
  • Place a loaded AT Gun, Infantry unit, or Weapon Team upside down underneath the towing Vehicle to show that it is being towed or transported.
  • A towing Vehicle may move with the AT Gun to a different Sector with the play of a move, spend, or Unit action.
  • To unload an AT Gun play a “Unit action” or a move action or perform a spend (discard) action to unload into the sector.
  • To unload an Infantry or Weapon Team play a “Unit action” or a move action or perform a spend (discard) action to unload into the sector.

A player may load up to 1 unit (half or full strength), any number of leaders and 2 Support Weapons onto a Vehicle. Place that unit upside down underneath the transport Vehicle.

Infantry may unload from any Vehicle they are being transported in during the resolve move or terrain resolution step of a player Upkeep Phase.

Infantry and Weapon Teams that unload are not fatigued.

For stacking purposes the units inside a Vehicle are considered part of the Vehicle/and the Vehicle counts as only one Vehicle.

Units that unload and cause an over stack situation will cause the unloaded unit to be spent. However, if the loaded transport causes an over stack they will become spent.

If a vehicle becomes shaken any passengers loaded in the vehicle are also shaken. Shaken troops within a vehicle may unload into a sector as an action.

If a shaken vehicle becomes shaken again it is destroyed.

If a Vehicle is destroyed the passengers are reduced to a half squad and are shaken. If already a half squad, then they are removed. All Support Weapons are lost.

If two half squads are in the Vehicle when destroyed, then randomly determine which half squad is eliminated. Weapon Teams (including Anti-Tank Guns) are eliminated. Leaders accompanying a Vehicle that is destroyed are removed on a d6 check of 1–3. Surviving leaders remain in the Sector in which the Vehicle is destroyed.

8.6 Melee / Overrun

Melee attacks are close combat attacks or otherwise known as hand-to-hand combat conducted by infantry. Close quarters combat is initiated by a unit(s) through the play of a melee action. To start a melee the player can initiate the action with an Action Card and order all infantry units in the stack to melee. A player may conduct a spend (discard) action to order only one infantry unit to melee. AFVs may not be ordered to melee. AFVs may only initiate an overrun to close with an enemy. The meleeing units must be within an adjacent Sector or a Sector in an adjacent Area.

Example: A group of 2 German SS in A1 initiate a melee with US Infantry in A0, the two Sectors are in the same Area and adjacent.

Example: 2 German SS infantry units are in Woods on the American player’s side of the battlefield, B2. There is an American half squad unit in a Wooden Building on the American player’s side, C2. The German units may melee the American unit as it is in an adjacent Area and Sector.

Players that melee into adjacent Areas are spent after the melee action is played.

Example: A group of 2 US Infantry in B2 initiate a melee with German units in C2. After the melee action is played the US Infantry units are spent.

Overruns are attacks conducted by AFVs where they drive their AFV into, through, or over their intended target using all available weaponry to win. Only AFVs may conduct an overrun through the play of an Action Card or through a spend (discard) action. AFVs may not conduct an overrun into blocking terrain. Once the Melee / Overrun is initiated and the units ordered, mark them with an In Melee marker placed towards the Sector where the melee is to take place. Melee is resolved in your following Upkeep Phase. Units that have initiated a Melee are considered moving. Enemy units that conduct Firepower attacks receive a +1 to their Firepower attack against units marked with an In Melee marker.

8.7 Move

The move action allows players to maneuver their forces around the battlefield. This action is a two part process where orders are initiated in the Impulse Phase but not fully resolved until that owning player’s next Upkeep Phase.

It is during the Upkeep Phase where the unit completes it’s move into the new Sector and terrain is resolved. Note: Notice that moving units remain at their present Sector when initiating the Move action during their impulse. It is not until that player’s next Upkeep Phase when terrain is resolved that they enter the new Sector.

You may move a unit using several different methods. You may play an Action Card containing a Move icon on it onto a unit or stack of units within one Sector. All or some of the units in the Sector may move in this manner.

You may play an Action Card containing the Unit Action icon on it, onto one unit in a Sector. The selected unit must have a Move icon printed on its inventory of unit icons in order to move. (Most units have a Move icon on it.)

Additionally, you may conduct a Spend action to activate an action icon on one selected unit (see 4.7 Spend and Discard Actions). After the card is discarded and the unit is selected to move the unit is spent.

All units conducting a move are marked with a Move marker indicating the direction and Sector that the unit(s) intend to move into and a fatigue marker (or increase an existing fatigue level).

Example: A US Infantry unit is ordered to move with an Action Card with a Move icon on it. It is in Sector A2. The player places a Movement marker on it with the arrow facing A1. Fatigue is placed or increased on the unit.

Indicate the direction the unit(s) intend to move. The direction is to let players know which Sector a unit intends to move to. Mark a unit with an “in-Sector” move marker if it will conduct an “in-Sector” move.

The selected unit(s) may move to a Sector in front or behind their current Sector, sideways to show that it intends to move to a different Area, or “in-Sector” to move to a different Terrain card within their own Sector.

Note: Playing an “in-Sector” move allows unit(s) to remain in the same occupied Sector and change the current terrain to something different.

A unit with a move marker pointing sideways, on it during the resolve move and terrain resolution step of the Upkeep Phase may move the unit(s) into an adjacent Area. Move the unit(s) to the Sector in the adjacent Area. Resolve terrain as normal however the unit is spent after terrain is resolved.

AFVs that move to an adjacent Area with a sideways move are not spent.

Designer Note:

In-Sector moves may seem foreign where you can replace the terrain you are in with terrain of a different type. To help understand this better, think of a Sector as a large portion of terrain. Within that Sector can exist multiple terrain types which a unit may utilize. Most game boards that involve hexes are a 1 to 1 ratio when it comes to terrain. 1 hex usually represents one terrain type. Think of a Sector as a grouping of hexes that contain multiple terrain types.

This gives the player expanded strategies in which to operate in rather than static terrain remaining in place for the whole game.

Example: A stack of 2 German Infantry units located in C3 are ordered to move via an Action Card. The player places a movement marker on the moving units and places the direction sideways towards B3, an adjacent area. Both units are marked with fatigue.

If terrain is already in place at the destination Sector, no terrain resolution is conducted. The units simply enter into the terrain that is already in place during the resolve terrain step in the player’s Upkeep Phase. Units that have moved are marked as spotted. Units marked with a move marker may refuse terrain (see 6.1.2.3 Refusing Terrain) and may remain in a movement state.

They can stay moving and still conduct an action but may incur penalties when conducting firing actions.

Multiple units may move in different directions. You may order units in a single Sector with a move action to move into a different Sector than units in which it is stacked with. For each move indicate the direction of each unit should they all be moving into different Sectors.

Example: 2 Infantry units and one Infantry unit that is shaken are in Sector A2. A move order is issued to the stack. The 2 unshaken infantry units will move towards A1 and the shaken infantry unit will move to A3. A moving marker is placed on the infantry moving into A1 (marker facing towards A1) and a moving marker is placed on the shaken infantry moving into A3 (marker facing towards A3).

They may change direction with the play of a Move action during a player’s impulse. A player may cancel the move action by discarding an Action Card. Remove the move marker from the unit(s) whom you wish to cancel movement.

Moving units may not move into a Terrain card occupied by an opponent’s troops. If a move action would move units into a Sector that is now occupied by enemy troops, the player may elect to cancel the move action during their player upkeep.

A player who conducts an “in-Sector” move may not refuse the terrain selected or drawn during their next Upkeep Phase. The terrain must be accepted.

Leaders may move from one Sector or Area without a movement card. They may move in addition to any action played during the impulse (see 2.11 Leaders)

Example: A US Infantry unit is in Clear terrain on their player’s side, A2. Earlier in the game the US player conducted a recon and acquired a Woods Terrain card. Now that he can get his unit into better cover the player executes an in-Sector move action on the US Infantry. During his next Upkeep Phase he may remove the Clear terrain and replace it with Woods terrain (The terrain he had acquired through an earlier recon action) without changing the Sector or Area of the US Infantry unit. Getting them into the Woods gives his unit some much needed protection.

Move Summary

  • Move Actions can be initiated through the play of an Action Card, a Spend (discard) action, or Unit action.

  • Place a Move marker on the unit(s) that are to move in the direction of the Sector they intend to move into.

  • During the resolve terrain step of the owning player’s Upkeep Phase, a unit marked with a move marker moves into the Sector indicated by the direction of the move marker. It may also conduct an “in-Sector” move staying within its own Sector and resolve a new Terrain card. A unit marked with a sideways move may elect to move into an adjacent Area. (The Sector must be the same Sector number in which the move originated.)

  • Units that refuse terrain during the resolve terrain step of the Upkeep Phase retain their move marker.

  • A player may discard a card from their hand to remove a move marker from a unit marked as moving or from a stack of units marked as moving in one Sector.

8.8 Rally

Rallying units in the game is the process of restoring the morale of a unit from a shaken status to good order. To rally a unit a player during their impulse may play a rally card or use a rally action by a leader to initiate a rally on a stack of units within the same Sector containing at least one shaken unit.

You may subtract the leadership of any one leader accompanying a stack where a shaken unit exists.

If the leader itself is shaken the leader must rally first. If it passes the morale check it may then apply its modifier.

Shaken leaders may not apply their modifier for any morale check.

Once a rally action has been played a player may select one stack of units containing a unit that is shaken. For each shaken unit perform a 2d6 check. If the combined total of the 2d6 check is equal to or lower than the unit’s printed morale they are rallied and the shaken marker is removed.

Units in blocking terrain may subtract 2 from their 2d6 check. Units that are in degrading terrain may subtract 1 from their 2d6 check.

Units that are loaded within a vehicle may rally but do not benefit from any terrain modifiers to their rally attempt.

Units that are Spent may attempt to Rally.

If the unit fails the morale check it remains shaken. Some units have the rally ability as a Unit action printed on their card and may attempt to rally by playing a Spend action or with the play of a Unit Action Card.

8.9 Ready

During combat actions, units that become fatigued or spent from moving and or firing will be less effective or completely ineffective. In short their ability to wage war will be hampered.

The Ready action is used to assist units in becoming combat ready and effective, reduce fatigue, and repair broken weapons.

The play of a Ready action from an Action Card can bring a spent unit from spent to ready.

A Ready Action Card may also be played to remove one fatigue level from one unit on the battlefield. Additionally you have a chance to reduce the fatigue of one other unit on the battlefield. Select a unit that has a fatigue counter on it. Conduct a d6 check. If the result is odd, the unit may reduce an additional fatigue level 2 to a 1 or remove a fatigue level 1. On a an even result there is no effect.

Leaders with the Ready action ability may ready a unit within the Sector they reside in. They may also attempt to remove a fatigue level but only within the same Sector.

8.10 Recon

Recon actions allow a player to perform one of three available types of actions. The types of actions available are to spot for the enemy or search out new suitable terrain.

  • Spotting for enemies: Select a spotting unit that is within LOS of the enemy you wish to spot and conduct a spotting check (see 7.16 Spotting).

  • Search for terrain: Draw two Terrain cards from the Terrain card deck. Examine both Terrain cards and place one Terrain card into your hand or face down within easy reach and discard the remaining Terrain card. The Terrain card does not count against your hand size and may only be played during the resolve terrain step of the Upkeep Phase. You may wish to place it aside somewhere if you do not want it in your hand.

    The maximum amount of Terrain cards allowed to be held at any one time by a player is 3.

  • Remove a Terrain card from a Sector: Remove a Terrain card (except for Mines terrain) from an unoccupied Sector that is within LOS of that player’s GO units. Objective cards may not be removed nor terrain marked as an objective.

Note: Some Terrain cards may not be removed in this way such as mines.

Recon Summary

You may do one of the following actions:

  • Activate Recon to search for terrain. Draw 2 cards from the Terrain card deck, select one of them and discard the other.
  • Activate Recon to remove one in play Terrain card in an unoccupied Sector within LOS of a unit.
  • Activate Recon to spot concealed enemy units in one Sector.
    • Spot enemies in degrading terrain - 3 or less
    • Spot enemies in blocking terrain - 2 or less
    • May use leadership modifier from leader within LOS of the enemy units that are being spotted.

8.11 Reinforcement

The Reinforcement Action Card may bring additional units onto the battlefield. Each reinforcement brought in will be determined by the scenario. The Action Card is played as an event but is still counted as a played Action Card for that player.

When played, consult the scenario Reinforcement Table or Scenario Notes, determine what unit is to be a reinforcement. Once determined consult the scenario as to the location that unit or units will arrive on the battlefield.

8.12 Sniper

Snipers represent individual soldiers or small teams of soldiers that lay in wait to attack high value targets or cause disruption to the operations of enemy units. Sniper cards are abstract and are played as an event. Sniper actions may target any unit on the battlefield except for units in a Sector with smoke or buttoned AFV crews.

Snipers do not have to spot and units that are targets of snipers do not receive a concealment defensive bonus.

When a Sniper card is played, the player may target one unit by itself or a stack of opponents unit(s). Eligible targets consist of units and leaders. Randomly determine the target within a stack using d6 checks (players can determine this).

Example: A sniper is played on a stack of 2 units and a leader. The players agree that a d6 check of a 1 or 2 targets the leader, 3 or 4 targets the first unit and 5 or 6 targets the third unit.

Units that are not eligible to be attacked such as a buttoned AFV will not be part of the randomly selected units targeted by the sniper. Once a target is determined, the sniper conducts a 2d6 fire attack (see 8.4 Fire). Once the attack has been resolved, determine the status of the Sniper Action Card using the following table.

D6Action
1-2Remove from the game
3-5Discard
6Shuffle the Sniper card into the Action Card deck providing there are more than 6 cards remaining. Otherwise discard.

If the sniper is removed from the game, add a blank card with a “1 Pip” icon to the discard pile. This is an additional card included with the core game. The blank card is used to determine a future d6 result or can be discarded to be used as a spent action listed on the unit’s Action list if it is in your hand.

8.13 Unit action

A Unit action is an action that may be played on one unit or one unit within a stack of units. The action may consist of any available action icons printed on that unit’s card. That unit alone may execute one available action listed on its unit card.

Example: A Unit Action Card is played on a French Partisan unit. The French Partisan unit has several actions it may perform. The player sees a move action listed on the available actions of the French Partisan unit. The player may now execute a move action with that unit.

9.0 Terrain Deck

The default deck of 70 Terrain cards is listed in the table below. Some scenarios will add or remove Terrain cards to or from the default Terrain card deck. Select the Terrain cards to be placed at scenario start and then shuffle the remaining Terrain card deck and place face down on the table.

TerrainDefault DeckNumber
Bocage05
Brush88
Cemetery05
Clear2128
Gully05
Hedge05
Hill23
Low Crops05
Marsh4

10.0 Terrain and Objective Card Details

The following section provides details of each Terrain and Objective card. Please refer to this section for specific details on Terrain and Objective cards.

Terrain cards are typically drawn from the Terrain card deck as new Sectors are entered.

There are situations where a scenario will determine what terrain starts already in play.

Objective cards are typically on the map at the start of a scenario. Any objectives that do not appear on the map at the start of the scenario will be determined by the scenario special rules.

10.1 Terrain Cards

10.1.1 Bocage

Bocage represent large dense rows of hedges separating fields in the Normandy area of France. It was quite difficult for vehicles to traverse but offered excellent protection for infantry and weapon team units.

Defensive Bonus: +3

Can be refused: Yes (see note)

Check for Bogging: Yes

LOS: Blocking

Note: Vehicles and AFVs that attempt a move action while in a Bocage Terrain card must check for bogging before resolving their terrain. If a unit fails its bog check and is the only unit moving then terrain for the adjacent Sector is not resolved.

10.1.2 Brush

Brush terrain represents various plant growth that offers cover and protection for infantry and vehicles / AFVs.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: Yes

LOS: Degrading

10.1.3 Clear

Clear terrain represents flat ground and provides no cover for combat troops.

Defensive Bonus: 0

Can be refused: Yes

Check for Bogging: No

LOS: Clear

10.1.4 Stream

A Stream is a small body of water or channel of running water.

Defensive Bonus: -1

Can be refused: No

Check for Bogging: Yes

LOS: Degrading

Note:

  • To remove a unit from Stream terrain, a unit must play a Move action (An ‘in-sector’ Move action) in order to bypass the Stream. Once the terrain is resolved during the next player’s Upkeep Phase, the unit may conduct move actions in any direction.
  • If Smoke or Blazes exists in a Sector where a Stream is resolved as terrain the smoke is removed when the Stream is put into the play.

10.1.5 Wire

Wire (Barbed Wire) is a man-made barrier setup to slow the advance of enemy troops.

Defensive Bonus: No

Can be refused: No

Check for Bogging: Yes

LOS: Clear however, if placed with terrain the LOS is that of the terrain the Wire accompanies

Note:

  • Wire is not actual terrain and may be placed onto terrain already present in a Sector.
  • Wire hinders the movement of units.
  • In order to leave a Sector occupied by Wire, Infantry units must first perform an ‘in-sector’ Move action.
  • Wire can be removed from a Terrain card by the playing of a move action (“in-Sector” move). During the player’s next Upkeep Phase the Wire may be removed. Removing Wire does not remove the terrain the Wire is in. If Wire is the only Terrain card in the Sector (was placed in the Sector with no terrain) then search the Terrain card deck for a Clear Terrain card (reshuffle the Terrain card deck) and place it into the Sector once the Wire is removed.
  • Wire can be placed into a Sector occupied by an Objective. It must be removed before any change of control can occur.
  • AFVs entering a Sector with Wire automatically remove the Wire card but must check for bogging as if the terrain is degrading terrain. If the terrain where the Wire exists is blocking terrain subtract 1 from the bog check.
  • If AFVs enter a Sector where Wire is the only Terrain card present, replace with a Clear Terrain card from the Terrain card deck (reshuffle the Terrain card deck) and place it in the Sector with the AFV.
  • Units with the “Fast” ability may not continue movement through Wire (they will not retain their movement marker).
  • Infantry units and Weapon Teams that attack infantry with Infantry firepower (red circled numbers) may add 1 to their attack against infantry in Wire.
  • Ordnance attacks will subtract 1 to their “To-Hit” d6 check.

10.1.6 Marsh

Marsh terrain consists of low-lying land that is usually saturated with water and will slow the advance of combat forces.

Defensive Bonus: -2

Can be refused: No

Check for Bogging: Yes

LOS: Degrading

Note:

  • To remove a unit from Marsh terrain, a unit must play a Move Action (”in-Sector” Move Action) in order to bypass the Marsh.
  • Smoke may never be played into a Marsh. If Smoke or Blazes exists in a Sector where Marsh is resolved as terrain, they are removed when the Marsh is put into the Sector.

10.1.7 Mines

Mines are explosive devices buried in the ground that explode and incapacitate enemy soldiers when walked upon.

Defensive Bonus: No

Can be refused: No

Check for Bogging: No

LOS: N/A

Note:

  • When a Mines card is resolved as terrain the unit(s) are immediately attacked with an infantry firepower attack printed on the Mines card.
  • When a Vehicle or AFV enters a Minefield conduct a +2 firepower attack (2 + a d6 check) against the Vehicles flanking armor (Flanking armor + a d6 check) then conduct a damage check. If a morale check fails the vehicle is immobilized as if it were bogged.

10.1.8 Road

A road is man-made and is used to ease the movement of vehicles through terrain.

Defensive Bonus: No

Can be refused: Yes

Check for Bogging: No

LOS: Clear

Note:

  • Roads provides a Road Bonus.
  • Road Bonus – Any infantry unit that occupies terrain with a Road Bonus does not become spent when moving between Areas.
  • Road Bonus – Any AFV or Vehicle that occupies terrain with a Road Bonus may elect to continue to move when movement is resolved in the owning player’s Upkeep Phase. Keep the movement marker on the unit and indicate the direction it intends to move towards.

10.1.9 Wreck

A Wreck is the remnants of an AFV that has been destroyed in combat.

Defensive Bonus: +1

Can be refused: N/A

Check for Bogging: No

LOS: Degrading, however, if placed within blocking terrain the LOS will be blocking.

Note:

  • Wrecks accompany terrain that is already in place. They are added to the terrain and do not become terrain themselves.
  • Wrecks are considered degrading terrain and when added to terrain that does not degrade or block LOS will now make that terrain degrading terrain. LOS through that Sector where LOS was clear now becomes degraded when a Wreck is added to the Sector.
  • Wrecks placed onto terrain that is degrading does not change the LOS of the terrain in the Sector. The terrain remains degrading terrain for LOS and Rally purposes.
  • Wrecks placed onto blocking terrain do not change the terrain LOS. The blocking terrain will remain as blocking terrain.
  • Wrecks add an additional +1 defense against firepower attacks and to the “To-Hit” chance of ordnance weapons.

10.1.10 Woods Road

A Woods Road represents a wooded area that contains a road.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Note:

  • Woods Road provides a Road Bonus
  • Road Bonus – Any infantry unit that occupies a Road does not become spent when moving between Areas.
  • Road Bonus – Any AFV or Vehicle that occupies a road may elect to continue to move when movement is resolved in an adjacent Sector during the owning player’s Upkeep Phase. Keep the movement marker on the unit and indicate the direction it intends to move into.
  • Woods Roads do not cause a unit to bog.

10.1.11 Wood Building

A Wood Building is a structure the represents a home or small shop that provides good protection for infantry type units.

Defensive Bonus: +3 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the terrain’s full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the structure and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the structure may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.1.12 Stone Building

A Stone Building is a structure the represents a home or small shop that provides excellent protection for infantry type units.

Defensive Bonus: +4 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the terrain’s full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the structure and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the structure may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.1.13 Hill

A Hill is considered elevated terrain that provides units occupying it greater LOS to see units on the battlefield.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Note:

  • Any unit occupying Hill terrain has LOS to any unit on the battlefield. In turn any unit within the game has a LOS to the unit(s) on the hill.

10.1.14 Woods

Woods terrain consists of trees packed together and provides good cover for combat units.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: Yes

LOS: Blocking

10.1.15 Stone Wall

A Stone Wall represents a barrier consisting of stone separating areas of land.

Stone walls provide good cover for all combat troops.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: Yes

LOS: Degrading

10.1.16 Gully

A Gully represents a long ditch usually formed through erosion from running water. The Gully acts like a trench and provides excellent cover for infantry.

Defensive Bonus: +3. Rally attempts are modified by a -2 to the attempt.

Can be refused: No

Check for Bogging: Yes

LOS: No

Note:

  • Infantry may subtract (-2) from any morale action check 2d6 check.

10.1.17 Low Crops

Low Crops terrain consists of planted crops typically found within fields found on farms.

Defensive Bonus: +1, This terrain does not provide a morale modifier when attempting a rally action.

Can be refused: Yes

Check for Bogging: Yes

LOS: Degrading

Note:

  • Low crop terrain does not provide any bonus to any unit when conducting a morale action check.

10.1.18 Cemetery

A Cemetery is a field consisting of headstones which provides good cover for units.

Defensive Bonus: +2, Rally attempts are modified by a -2 to the attempt.

Can be refused: Yes

Check for Bogging: Yes

LOS: Degrading

Note:

  • Infantry may subtract (-2) from any morale action check 2d6 check.

10.1.19 Hedge

A Hedge is a row of bushes that forms a barrier that provides moderate cover for units.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: Yes

LOS: Degrading

10.1.20 Wheat Field

A Wheat Field consists of planted wheat that grows to about 3 to 4 feet in height. It can block a line of sight but does not provide good protection for units.

Defensive Bonus: None. This terrain does not provide a morale modifier when attempting a rally action.

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Note:

  • AFVs do not check for bogging in a wheat field.

10.2 Objective Cards

10.2.1 Bridges

Bridges represent a structure to cross over bodies of water or areas of land that may not be traversed easily.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 1

Infantry Control Flags: 2

10.2.2 Church

The Church objective represents a house of worship and offers great protection for infantry units.

Defensive Bonus: +4 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 0

Infantry Control Flags: 2

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.2.3 Crossroads

The Crossroads represents an intersection of roads.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Clear

Ordnance Control Flags: 1

Infantry Control Flags: 1

10.2.4 Hotels

Hotels are large structures consisting of multiple rooms and areas in which to provide accommodations for its customers.

Hotels are similar to stone building Terrain cards.

Defensive Bonus: +4 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 0

Infantry Control Flags: 2

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.2.5 Manor House

The Manor House represents a large home or inn. Its defensive bonus offers great protection for infantry units.

Defensive Bonus: +3 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 0

Infantry Control Flags: 2

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.2.6 The Orchard

The Orchard is an area of trees spaced out and grown to produce fruits or nuts.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 1

Infantry Control Flags: 1

10.2.7 Railroad

Railroad terrain consists of rail lines for trains and offers minimal amount of protection for combat units.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 1

Infantry Control Flags: 1

10.2.8 Rail Station

Railroad Stations represent areas where trains load and unload passengers and/or cargo.

Defensive Bonus: +2 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 1

Infantry Control Flags: 2

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.2.9 River

River objectives are bodies of water that may not be traversed by combat units.

Defensive Bonus: 0

Can be refused: Yes

Check for Bogging: No

LOS: Clear

Ordnance Control Flags: 0

Infantry Control Flags: 0

10.2.10 Supply Drop

Supply Drops represent military supplies that have been transported via airplanes. They are parachuted to combat units.

Defensive Bonus: 0

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 1

Infantry Control Flags: 1

10.2.11 Supply Dump

Supply Dumps represent munitions and fuel for military units. They are key areas for combat forces to protect.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 2

Infantry Control Flags: 1

10.2.12 Town Square

A Town Square consists of the center of a small town or collection of buildings.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 0

Infantry Control Flags: 1

10.2.13 Water Tower

A Water Tower is an elevated structure supporting a water tank constructed at a height sufficient to pressurize a water distribution system for the distribution of potable water.

Defensive Bonus: +1

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 0

Infantry Control Flags: 1

10.2.14 Bunker

A Bunker is a reinforced defensive position which provides superior cover for infantry and pre-placed AT guns.

Defensive Bonus: +4 (for Infantry units) +1 (Vehicles)

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 0

Infantry Control Flags: 1

Note:

  • A Bunker is considered a building and AFVs may not enter or start within the objective but will receive a +1 defensive bonus if it is within the objective.
  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

10.2.15 Artillery Position

An Artillery Position is a prepared position used to operate large artillery weapons. It provides very good protection for units.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 0

Infantry Control Flags: 2

10.2.16 Truss Bridge

A Truss Bridge is a bridge whose load-bearing superstructure is composed of a truss, a structure of connected elements, usually forming triangular units.

Defensive Bonus: +2

Can be refused: Yes

Check for Bogging: No

LOS: Degrading

Ordnance Control Flags: 1

Infantry Control Flags: 2

10.2.17 Farm house

A Farm House is a small dwelling that offers good protection for infantry units.

Defensive Bonus: +2 (for Infantry units) +1 (Vehicles)

Can be Refused?: Yes

Check for Bogging: No

LOS: Blocking

Ordnance Control Flags: 1

Infantry Control Flags: 1

Note:

  • Weapon Teams consisting of Machine Guns may benefit from the objectives full defensive bonus.
  • AT Gun Weapon Teams may start a scenario within the objective and benefit from the terrain’s full defensive bonus. They may not change covered arc inside a building.
  • AT Gun Weapon Teams that unload onto the objective may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortar Weapon Teams may not enter the structure and may only benefit from a + 1 defensive bonus.
  • Mortars, Bazookas, RPzB54s and PzF30s may not be fired within the structure.
  • Infantry units are always considered to be within the structure.

11.0 Game Narrative

To play Point Blank, your opponent and you will select a scenario from the scenario book and set it up for play. Setup will instruct you on how to setup your Map Board Tiles and where your starting forces will be placed. When your game is setup and the Action Cards are dealt you are ready for play.

The game round starts with an Upkeep Phase where some of the actions played from the previous turn will resolve (moves, melees, etc..). Once the Upkeep Phase has completed, an Action Card is now played on one unit in a stack of units, some units within a stack or all units in a stack. The player will execute the action. Once the action is complete, the play will be turned over to your opponent and they will perform an Upkeep and an Impulse Phase for their units.

During the Impulse Phase players have options to play their Action Cards in different ways to assist them with actions such as a Discard action.

Example: You may perform a Discard action to activate an action printed on one of your units.

Discard actions may be used if your Action Cards do not contain the specific action you are looking for. These actions come with a penalty when performing them. These penalties may be worth it to assist in executing an action that may not be available to you through play of an Action Card.

Your forces may also contain leaders that have the ability to execute an action in addition to any Action Cards played.

The game turns are measured through the exhaustion of the Action Card deck. Once the Action Card deck is exhausted a game turn ends or the scenario ends (some scenarios may require multiple times through an Action Card deck).

12.0 Solo Rules

The Solo system is designed to allow a player to play against an artificial opponent as if they were playing against a human opponent. The rules are modified to accommodate solo play and will supersede rules in the manual to accommodate the Artificial Enemy Opponent (AEO).

12.1 Solo System Overview

To play the solo system you use the AEO Action Selection Table found in the manual and on the Player Aids. Additionally, you will need to locate the solo flowcharts.

When playing a battle with the AEO the player will first roll 2d6 for an action on the AEO Action Selection Table. Once the action has been determined, use the solo flowchart matching the action to determine which AEO unit will perform an action and how that unit will perform the action selected.

The solo flowcharts are organized by action type and posture. Posture determines if the AEO will play the scenario defensively or offensively. Defensive posture solo flowcharts are green and offensive ones are red. The solo charts that are brown in color will be used by both offensive and defensive posture AEOs. Posture of the AEO is determined within each scenario. The scenario will list which nation is in what posture.

AEO Action Selection

2D6 Dice ResultDefense Posture ActionsDefender NotesAttack Posture ActionAction Notes
2SniperSniper
3Move / Recon (Acquire Cover)2 Covers MaxMove / Recon (Acquire Cover)2 Covers Max
4 (1,3 Pips)Recon / ReadyFire / Recon
4 (2,2 Pips)ReconRecon / Ready
5 (1,4 Pips)Move / WindMove / Wind

Example: In the scenario “Ham and Bloody Jam” the British are listed as in a offensive posture and the Germans are listed as in a defensive posture. The player has selected the British to control and the AEO will be the Germans. The AEO is in a defensive posture.

The player will play their turn in accordance with the rules. The AEO will go through each phase of the game with some minor adjustments. When the AEO begins its impulse, discard the top card of the Action Card deck into the discard pile. Then 2d6 are rolled to determine the action and use the appropriate solo flowchart to perform the action for the AEO.

Note: Before play starts the AEO will discard the top 4 cards of the deck. Play continues until one side has won the game.

12.2 Solo Setup

To begin a solo game, select a scenario and pick a side to play. The player will be referred to as the PU or Player Units and the Artificial Enemy Opponent will be referred to as the AEO.

Determine if the side played by the AEO is an attacker or defender. Each scenario lists the posture of each nation for solo play.

Once a posture is determined, the AEO will perform its actions based on the selected action and execute that action through the appropriate flowchart for that action.

12.2.1 Defender Setup

A defending AEO will setup in the scenario with units in the objective Sector(s). A defending AEO will place units first into Objective cards listed within the scenario. The placement of units is determined through the objective placement setup order. If the Order of Battle does not have one of the unit types (such as a Weapon Team), then select the next unit(s) in the order below. Unit placement in Objectives setup order.

  1. One Weapon Team and one infantry unit.

  2. One AFV and one Infantry unit.

  3. Two Infantry Units.

  4. One Weapon Team.

  5. One AFV.

Leaders – The AEO will place one leader with a stack of units in an objective favoring leaders with the rally action icon as their leader action. If no such leader exists, then randomly determine. If there is Infantry and AFVs combined in an objective, the AEO will favor infantry leader placement in an objective over armor leaders. If there is only one AFV in the scenario and an armor leader is present, then the AEO will select the armor leader to be placed with the AFV in the objective instead of an infantry leader.

Support Weapons – Place an infantry Support Weapon with any Infantry unit in the objective Sector. If multiple Support Weapons are present, then randomly determine the Support Weapon.

Non-Objective setup – Distribute the remaining units equally among the remaining Areas. No Area should be empty. If there are not enough units take one Infantry unit from the Objective to fill the gap providing at least one unit remains with the Objective.

Units will setup in terrain that is included at the scenario’s start providing the scenario start terrain has a positive terrain defense modifier.

Units will setup in adjacent Areas and Sectors next to the objective if possible. Draw 2 Terrain cards for each unit that sets up in a Sector where no terrain exists, and select the terrain with a positive defense modifier. That terrain will be the starting terrain for the unit. Discard the Terrain card that was not selected. Continue this process until all units are placed in terrain. An AEO will never select a Terrain card with a negative modifier. If two Terrain cards have the same defensive modifier then randomly determine.

12.2.2 Attacker Setup

An AEO that is an attacker will evenly distribute their forces among all Areas on the Map Board Tiles. Attacking AEOs will not leave any Area empty if possible. They will place Support Weapons in stacks of units that are within the same Area as the scenario objectives. If multiple objectives are in different Areas then randomly determine.

During terrain placement at the scenario start where no terrain exists and 2 cards are selected, an AEO will never select a Terrain card with a negative modifier. If two Terrain cards have the same defensive modifier then randomly determine.

12.2.3 Playing the AEO

The AEO will not play cards like a traditional opponent would. It will use dice (2d6). The 2d6 results are not to be resolved with the Action Card deck. Physical dice will be used to determine the action selection results.

Refer to the AEO Action Selection Table to determine the action the AEO will play that turn. You will roll 2d6 and reference the table. When a 2d6 roll is made determine the result in the appropriate column (Attack or Defensive). Determine the 2d6 result and the pip combination to select the appropriate AEO action(s). Once the action(s) have been determined, the AEO action will be executed via the appropriate AEO action flowchart.

Note: Some actions such as Assault, Cover, Rally, Ready, and Sniper actions do not have a flowchart. See the rules in 12.2 for specifics on how these actions are resolved.

The flowchart will help to determine which unit and what the unit will perform when executing the action. Once scenario setup has completed the game can begin.

12.3 Game Start

To begin the game discard the top 4 cards of the Action Card deck. This only occurs at the start of a scenario and does not occur in any other part of the game.

12.3.1 AEO Upkeep Phase

Conduct an Upkeep Phase by using the AEO Upkeep flowchart. This flowchart will guide the AEO through each phase of the Upkeep Phase. Once the Upkeep Phase has completed continue on to the AEO Impulse Phase.

12.3.2 AEO Unit Selection

Once an order has been selected the flowcharts will assist in determining the AEO unit Sector and unit(s) that will perform the action. If there are multiple selections for an AEO action then randomly determine which one is selected.

A stack of AEO units will always act together to conduct an Assault, Move, or Fire action.

If the action is a Unit Action and a Sector is selected with a stack of units with equal fatigue levels, the selected AEO will be in the following order:

  1. AFV
  2. Infantry Unit
  3. Weapon Team

For Melee actions, select an AEO that is adjacent to a PU. If multiple AEOs in different Sectors are adjacent, select the unit(s) with the least fatigue to conduct the action.

Once unit(s) has been selected, consult the appropriate flowchart to perform the action.

Example: An AEO that is in a defensive posture is selected to Move. Consult the defensive posture Move action flowchart.

12.3.3 Impulse Phase

  1. At the beginning of each AEO Impulse Phase select the top card of the Action Card deck and discard in the discard pile.
  2. Roll 2D6 and compare the result to the AEO Action Selection Table. a. Select the result on the AEO Action Selection Table that corresponds with the AEO posture. Take note that the 2d6 result and the pip combination determine the action.
  3. Turn End

Ending a turn is performed as if you were playing a 2 player game. There are no special rules for this.

12.3.3.1 Cover Actions

Cover actions are played differently than in a 2 player game.

Cover Acquisition – When a 2d6 result is made during the AEO Impulse and the action selected includes (Acquire Cover) take a cover marker and set it aside taking note that the AEO now has a cover action available to it. The AEO may not possess more than 2 cover markers at any one time. If a cover marker is generated and the AEO already has 2, then ignore the “Acquire Cover” result only.

Cover Action Execution – If the PU makes a fire attack on the AEO and the AEO has at least one cover action marker, check the Cover flowchart to see if the AEO will execute a cover action.

12.3.3.2 Assault Actions

If an assault action is selected, see the Move flowchart for the movement portion of the action and the Fire flowchart for the fire portion of the action.

Please note to apply the penalties for an assault when conducting a fire attack.

If the AEO moves and that unit has no valid targets then the fire portion of the assault action will not be exectuted.

If the AEO is in a defensive posture and does not move then it may conduct a fire action.

If a move and fire cannot be performed then count the assault action as a Discard action.

12.3.3.3 Rally Actions

If a Rally action is selected and no units are available to rally then the action is treated as a Discard action.

See the Unit, Spend, or Discard action flowchart. If AEO units are shaken then a rally is played on the Sector with the most shaken units.

If there are equal amounts of shaken units in different Sectors then randomly determine which Sector receives the rally.

If the Rally action is part of a double action result (Example: Rally/Ready) where no eligible units can be rallied then the Ready action is executed.

If neither can be executed then conduct a Discard action.

12.3.4 AEO Leaders

AEO leaders will always use one of their leader actions where a unit in their Sector may benefit. This is the case even if the leader is not in a Sector where the AEO action took place. Leaders will play the action on their card on a unit that would benefit the most from this play.

Example: An action was played in Sector B2, however there is a leader with 2 units (one marked with fatigue level 1 and one that is marked shaken) in C2. The leader has a Ready and a Rally action. The leader will play their rally action on the shaken unit as they would benefit the most from this action.

If there are multiple units that would benefit equally from the leader’s action, randomly decide which unit receives the benefit. If there is no unit that would benefit from a leader action, then the leader will not execute their action.

Leaders that benefit an attack with a special ability in addition to their modifier will always use it to enhance an attack in all cases.

Leader modifiers are always applied to enhance an AEO selected action.

Leader actions will occur after an AEO action has been executed.

Leaders that are alone in a Sector will execute a move towards the closest stack of units that does not contain a leader and the units must be units that the leader can lead.

Example: An infantry leader is closer to an AFV than a stack of infantry. The infantry leader would move towards the stack of infantry and avoid the AFV.

12.3.4.1 Ready Actions

If the Ready action is executed, then ready any one spent unit. If multiple units are spent, select the unit to be readied in the following order

  1. AFV
  2. Weapon Team
  3. Infantry Unit

If there are multiple units spent of the same type, then randomly determine.

If no units are spent, then reduce the fatigue of one unit. Select the unit with the most fatigue. If multiple units are fatigued, select the unit for fatigue to be removed in the following order.

  1. AFV
  2. Weapon Team
  3. Infantry Unit

If there are multiple units fatigued of the same type, then randomly determine which is readied. If there are no units to be readied or have fatigue removed, then conduct a Discard action.

12.3.4.2 Sniper Action

If a sniper action is executed, the AEO will target a Sector of PUs closest to an AEO unit. If multiple Player Units are at equal distance from an AEO unit then randomly determine. If the target is an AFV it may only be targeted if the AFV is unbuttoned. If the AFV is buttoned select another target in the Sector or another target in the next closest Sector.

12.3.4.3 Reinforcement Action

Reinforcement actions will execute in accordance with the scenario rules. If units arrive as reinforcements and a location is not determined by the scenario, place them in an Area where a Victory Objective is located. If there are multiple Victory Objectives randomly determine.

12.3.4.4 Hand Flush

Once per game turn the AEO may flush their hand as guided by the flowcharts. When this occurs, discard the top 4 cards of the Action Card deck into the discard pile.

12.3.4.5 Lay Smoke

The AEO will always attempt to lay smoke when moving into a Sector. The smoke attempt will be made into the Sector that it is intending to move into. If the smoke attempt fails the AEO will cancel its move on a d6 check of 1 or 2. Roll a physical d6 for this result.

Units that are ordered to lay smoke but are not moving will lay the smoke within their Sector.

13.0 AEO Adaptation

There may be a chance that you as the player may feel it necessary to alter the play of the AEO. This could happen if the AEO was going to play an action that would be an obvious blunder. However the AEO will not play like you and it may be best to play it out. Ultimately you as the player have control of this and you have the power to play however you like.

14.0 Series Resources

If you are interested in expanding your Point Blank gaming experience these additional resources might do the trick. Many of our Point Blank Resources can be found for purchase seperately on our Point Blank online store at http://www.lnlpublishing.com

14.1 Video Bootcamp

We have created a series of videos designed to enhance the learning of the core concepts of Point Blank. These are no substitute for reading this rule book, but should be considered a video player aid for the manual. You can view these videos at the links below.

Video Tutorial Playlist https://www.youtube.com/playlist?list=PLUdPYZk0bJF0oGEhgL8D8nLDY0XfjP6zM

14.2 Table Top Simulator Module

Another excellent Point Blank community resource is Table Top Simulator (TTS), the creator driven Steam platform for playing online adaptations of board games.

https://steamcommunity.com/sharedfiles/filedetails/?id=2585715872&searchtext

Through TTS, you can play both sides or you can network through our forums or other social-media outlets to find an opponent to play against. Set up any scenario from the Point Blank: V is for Victory game, or use the Battle Generator. TTS supplies the maps and counters and even rolls the dice! Players still need to own the core rules, player-aid cards and the module and scenarios booklet.

14.3 Vassal Module

We are working on a Vassal module for Point Blank, but as of this printing it is not available. Check our library on Vassal for future updates:

https://vassalengine.org/wiki/Category:Lock_N_Load_Publishing

15.0 Glossary

  • 1d6: Conduct a single d6 check
  • 2d6: Conduct 2 d6 checks to total a result
  • AFV: Armored Fighting Vehicle
  • BC: Bailout Check
  • DRM: Die Roll Modifier
  • FP: Firepower
  • GO: Good Order
  • HE: High Explosive
  • INFANTRY: Generic term that includes all Leg units.
  • LOS: Line of Sight
  • MC: Morale Check
  • OOB: Order of Battle
  • ORDNANCE: Ordnance are weapon types that are used to attack AFVs with armor penetrating munitions and/or high explosive munitions against infantry type targets. These weapons use the OFT to determine modifications to their To-Hit die rolls.
  • OT: Open Top Vehicles
  • PAC: Player-Aid Card
  • SSR: Special Scenario Rule
  • SW: Support Weapon
  • UNIT: Generic term that includes all movable combat elements
  • WT: Weapon Team
  • 10.1.14 Woods
  • 10.1.15 Stone Wall
  • 10.1.16 Gully
  • 10.1.17 Low Crops
  • 10.1.18 Cemetery
  • 10.1.19 Hedge
  • 10.1.20 Wheat Field
  • 10.2.13 Water Tower
  • 10.2.14 Bunker
  • 10.2.15 Artillery Position
  • 10.2.16 Truss Bridge
  • 10.2.17 Farm house
  • Up to 2
    -
    1
    2
    -Up to 4-12
    --2-
    211
    1Up to 21-2
    --2-2
    --111
    -Up to 411
    Units with plentiful ammo do not need to make an Out of Ammunition check (7.12)
    SchurzenAny unit firing a Bazooka at a unit with Schurzen armor that secures a hit, conduct a d6 check (this occurs before the Penetration d6 check), on a +5 or higher the attack has no effect.
    SmallWhen this unit is moving add an additional +1 To-Hit from an attacker firing ordnance.
    TowMay tow an AT Gun Weapon Team.
    TransportMay transport one squad or 2 half squads, leader and any Support Weapons that can be carried by the squad within the Vehicle.
    4
    Mines010
    Road66
    Stone building44
    Stone Wall55
    Stream44
    Wheat Field05
    Wire310
    Wood building66
    Woods77
    Woods-Road04
    5 (2,3 Pips)Move / ReadyMove / Flank
    6 (1,5 Pips)FireMove
    6 (2,4 Pips)Fire / ReconAssault
    6 (3,3 Pips)FireMove / Ready
    7 (1,6 Pips)MoveFire
    7 (2,5 Pips)Move / FlankMelee or Overrun
    7 (3,4 Pips)Move / ReconFire / Recon
    8 (2,6 Pips)Ready / Unit ActionReady or Unit Action
    8 (3,5 Pips)ReadyReady
    8 (4,4 Pips)Ready / RallyReady / Rally
    9 (3,6 Pips)RallyRally
    9 (4,5 Pips)AssaultMelee - Overrun
    10 (4,6 Pips)Unit ActionUnit Action
    10 (5,5 Pips)Unit Action / ReadyUnit Action / Ready
    11Melee (Acquire Cover)2 Covers MaxAssault (Acquire Cover)2 Covers Max
    12ReinforcementReinforcement