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World at War: Blood and Bridges

World at War: Blood and Bridges Rulebook

Table of Contents

Table of Contents

  • 1.0 General Concepts
    • 1.1 Dice
    • 1.2 Counter Values
      • 1.2.1 Unit Nomenclature
    • 1.3 Unit Types
      • 1.3.1 Infantry
      • 1.3.2 Helicopters
      • 1.3.3 Headquarters
        • 1.3.3.1 HQ Movement
        • 1.3.3.2 HQ Combat
        • 1.3.3.3 HQ Replacement
        • 1.3.3.4 HQ Leadership
      • 1.3.4 Vehicles
        • 1.3.4.1 Armored Fighting Vehicles
        • 1.3.4.2 Thin-Skinned and Unarmored Vehicles
        • 1.3.4.3 Mortars
        • 1.3.4.4 Reconnaissance Units
        • 1.3.4.5 Anti-Aircraft Units
        • 1.3.4.6 Bridging Units
    • 1.3.5 Support Weapons
      • 1.3.5.1 Tank Support Weapons
    • 1.3.6 Unit Color
    • 1.4 Stacking
    • 1.5 Formations
    • 1.6 Morale
    • 1.7 Marker Types
      • 1.7.1 Formation Markers
      • 1.7.2 End Turn Marker
  • 2.0 Setting Up the Game
  • 3.0 Outline of Play
    • 3.1 Operations Phase
    • 3.2 Marker Removal Phase
      • 3.2.1 Hey! None of My Formations Were Activated!
  • 4.0 Formation Impulse
    • 4.1 Housekeeping
    • 4.2 Command
    • 4.3 Rally
    • 4.4 Operations
  • 5.0 Movement
    • 5.1 Stacked Units
    • 5.2 Transporting Units
      • 5.2.1 Loading
      • 5.2.2 Unloading
      • 5.2.3 Infantry Fire From Transport
      • 5.2.4 Transport as a Target
  • 6.0 Combat
    • 6.1 Ranged Combat
      • 6.1.1 Extended Range
      • 6.1.2 Reduced Range
      • 6.1.3 Moving Fire
        • 6.1.3.1 Helicopter Moving Fire
      • 6.1.4 Missile Depletion
      • 6.1.5 Concealment
        • 6.1.5.1 Prepared Position
      • 6.1.6 Maximum Defensive Bonus
      • 6.1.7 Combat Results
    • 6.2 Return Fire
    • 6.3 Assault
    • 6.4 Breakthrough
  • 7.0 Line of Sight
    • 7.1 Line of Sight at Ground Level
    • 7.2 Line of Sight From Hills
    • 7.2 Determining Line of Sight
  • 8.0 Artillery
    • 8.1 HE Ammunition
    • 8.2 Smoke Screens
    • 8.3 Remote Mining (FASCAM)
    • 8.4 Chemical Munitions
    • 8.5 Cluster Munitions (DPICM)
    • 8.6 MLRS
  • 9.0 Helicopters
    • 9.1 Helicopter Movement
    • 9.2 Helicopters Attacking
      • 9.2.1 Pop-Up Attack
    • 9.2 Helicopter as a Target
    • 9.4 Helicopter Line of Sight
    • 9.5 Close Air Support
    • 9.6 Air Cover
  • 10.0 Electronic Warfare (ECM)
  • 11.0 Chaos on the Battlefield
  • 12.0 Scenarios

1.0 General Concepts

The map covers 27 km of West German territory on both sides of the Rhine. Counters represent infantry platoons (40-60 men), armor platoons (3-5 tanks), APCs, IFVs, helicopters, aircraft, and support assets. A turn represents 5-15 minutes of real time. A hex is approximately 150 meters across.

1.1 Dice

Several six-sided dice (d6) are used to determine the results of combat, Assault, and defense.

1.2 Counter Values

There are two types of counters in the game:

  1. Units (tanks, infantry, and so on) that directly take part in combat, and
  2. Markers that assist play. These include Ops Complete, Disrupted, formation markers, and so on.

1.2.1 Unit Nomenclature

It is not necessary to memorize everything described below — you will learn it easily as you play.

Full Strength: the full-strength side of a counter. A fully manned and equipped unit. Shown by the vehicle image or NATO symbol on a colored bar.

Reduced Strength: the reduced-strength side of a counter. Shown by the vehicle image or NATO symbol on a white bar.

AP (Armor-Piercing) Firepower: the red number indicating how many dice (d6) are rolled when attacking an armored target.

HE (High-Explosive) Firepower: the yellow number indicating how many dice (d6) are rolled when attacking an unarmored or thin-skinned target, helicopters, and other cases described in the rules.

AA (Anti-Aircraft) Firepower: the blue number indicating how many dice (d6) are rolled when attacking helicopters and aircraft.

Hit Number (To Hit): the value that must be equaled or exceeded on a die (d6) to hit the target.

Range: the normal firing range. Most weapons can also fire at double the listed range, at a cost to effectiveness (see 6.1.1). Units whose Range value is underlined cannot fire beyond the listed range.

Armor: the armor level. This is the number of dice (d6) rolled to determine how many Hits are ignored.

Save Number: the value that must be equaled or exceeded on a die (d6) to ignore a single Hit.

Movement: the number of Movement Points. A circled number means the unit can transport infantry and Support Weapons (see 5.2).

Assault: the number of dice (d6) rolled when conducting an Assault.

1.3 Unit Types

1.3.1 Infantry

Troops that move by transport or on foot and that use rifles, machine guns, and light anti-tank weapons in combat. Marked with the appropriate NATO symbol on the counter. Infantry is an unarmored target. Infantry may use a Support Weapon in combat. An infantry unit may use only one Support Weapon.

1.3.2 Helicopters

Helicopters are used by both sides. They do not count against the stacking limit, and must attack separately from other units in a hex. Helicopters may use either AP or HE ammunition (see 9.3). Helicopters are always shown as a Reduced-strength unit, to reflect that they represent a single aircraft. Helicopters have two movement modes, shown on the two sides of the counter, with correspondingly different Firepower values. See 9.0 for details.

1.3.3 Headquarters

The game includes headquarters units (HQ), representing 3-10 men and/or 1-2 combat vehicles. HQ do not count against the stacking limit, but no more than one HQ may occupy a hex. To act effectively, a formation must be within its own HQ's Command range (see 1.5 and 4.0).

1.3.3.1 HQ Movement

An HQ must always end its movement stacked with friendly units of its formation. If the HQ cannot end its movement in a stack with its own formation, then at the start of the next turn it is moved to the nearest unit of its formation. If all units of the formation have been destroyed and the HQ cannot end movement in a friendly stack, it is moved to the nearest friendly unit regardless of formation. HQs NOT marked with an Ops Complete marker may move independently from one friendly stack to another during their formation's Operations Impulse, provided that:

They begin in a hex with a friendly unit, and end movement in a hex with a friendly unit.

They may not exceed their Movement allowance, and must follow all the movement rules described in 5.0 Movement.

After completing movement, roll 1d6. On a 1-2, the HQ is weakened and flipped to its Reduced-strength side. Adjust the die roll as follows:

a) Add one if the starting and ending hexes are adjacent (for example, L1 and M1).

b) Subtract one if the path of movement passes through a hex that is in the line of sight and firing range of enemy units, and under cover of terrain. Applies once.

c) Subtract two if the path of movement passes through a hex that is in the line of sight and firing range of enemy units, and NOT under cover of terrain (in the open). Applies once.

d) (b) and (c) apply only to hexes along the path of movement, not to the starting or ending hex.

When an HQ moves as part of a general stack, none of the above needs to be tracked.

1.3.3.2 HQ Combat

An HQ cannot be directly attacked under the combat rules (6.0). If, while under attack, units stacked with the HQ become Disrupted or take losses, roll 1d6. On a 1, the HQ is flipped to Reduced-strength, or destroyed if it is already Reduced. Results of 2-6 have no effect. Subtract two from the die roll if a unit stacked with the HQ is destroyed outright. If all units in the stack are destroyed, the HQ is destroyed as well. If there is no Wreck marker in the hex, one is placed if the HQ is destroyed. The HQ cannot be Disrupted. The HQ cannot attack on its own, but adds its Leadership value to the attack strength (or to the Assault value, if an Assault is under way) of ONE unit in its hex. Exception: if infantry attacks with both its main weapon and a Support Weapon, Leadership applies to both.

1.3.3.3 HQ Replacement

A destroyed HQ is placed Reduced-strength side up, during the Marker Removal Phase, in any hex containing a friendly unit of the matching type and formation. If no such unit remains, the HQ cannot be placed. In that case, all units of the formation whose HQ was destroyed must check for being out of Command range (see 4.0).

Example: If the HQ of the 3rd Royal Tank Regiment is destroyed, it is placed during the Marker Removal Phase in any hex containing an FV432 platoon of the 3rd Royal Tank Regiment. If no such unit remains, the HQ is not placed.

1.3.3.4 HQ Leadership

The HQ's Leadership value is subtracted from the die roll (d6) when attempting a Rally in that hex.

1.3.4 Vehicles

Wheeled or tracked vehicles are shown on the counter by the corresponding image.

1.3.4.1 Armored Fighting Vehicles

Includes tanks, IFVs, APCs, air-defense assets, and ATGM platforms, shown on the counter by the corresponding image, and considered armored targets.

1.3.4.2 Thin-Skinned and Unarmored Vehicles

Vehicles with Armor "1" and a Save Number of 5-6 are considered thin-skinned. They may be fired on with HE ammunition. Roll a normal HE attack. Determine the number of Hits and misses, and resolve combat results per 6.1.

Designer's note: why is it possible to attack vehicles with HE ammunition? For a T-80, for example, destroying a Marder with AP ammunition is not a problem. On the other hand, a BTR-70 or a Shilka can attack using HE ammunition. This rule represents the effect of heavy machine guns against thin-skinned targets.

Unarmored targets have no Armor or Save Number printed on the counter and lose a step with each AP Hit (one Hit Disrupts and reduces the unit, and a second destroys it). Units with no armor value roll for defense according to terrain conditions, as unarmored targets (see 6.1).

Example: A TOW jeep in a woods hex must roll 1d6: on a 5-6 it ignores one Hit. So if a T-72 (AP Firepower 4, Hit Number 5) fires on the jeep in the woods and rolls 3, 3, 4, 5, it scores one Hit, and if the jeep then rolls a 5 or 6 it survives. Otherwise it takes the Hit and is Disrupted.

Vehicles and infantry may also fire HE ammunition at unarmored vehicles as they would at unarmored targets. Hits are resolved normally (i.e. one Hit Disrupts, two Hits Disrupt and reduce the unit).

Example: Soviet infantry fires HE ammunition at a jeep in open terrain at a range of two hexes. The Soviets roll a 5 or a 6. This scores two Hits, since the jeep is in the open and does not roll to ignore Hits — it takes both Hits.

Thin-skinned and unarmored vehicles MUST leave a Wreck marker when destroyed.

There are no unarmored vehicles in Blood and Bridges. In the World at War series, they appear only in the Eisenbach Gap episode, in the form of TOW jeep platoons.

1.3.4.3 Mortars

Units marked with a mortar symbol are mortars. Both man-packed (81mm, US and West German armies) and self-propelled (FV432 Mortar and PzMSR) mortars may fire (including return fire) (see 6.2) like ordinary units within line of sight. Since their Range value on the counter is underlined, they cannot fire at extended range. Mortars may also fire outside their own line of sight, at targets within the line of sight of HQs or reconnaissance units. This kind of fire is resolved the same way as "off-board" artillery fire, using the Firepower and Hit Number printed on the counter. After firing, the mortar is marked Ops Complete. The unit that called for the fire continues to act normally.

1.3.4.4 Reconnaissance Units

Reconnaissance units (recon) are marked with an (R) symbol. Only vehicles can be recon units. They have three important features that distinguish them from other units.

Independence: recon platoons act independently. The Command range shown on the HQ counter is doubled for recon units.

Special training: recon units may call for artillery fire just as an HQ can.

Observation: units within a non-Disrupted enemy recon unit's line of sight cannot go "Concealed" (see 6.1.5).

1.3.4.5 Anti-Aircraft Units

AA Firepower is shown by a blue number in the upper-left corner of the counter. Blood and Bridges includes the following AA units: M163, Rapier, ZSU-23-4, SA-9, and SA-13. All of these are thin-skinned vehicles. In addition, the following are available as secondary armament: Stinger, SA-7, SA-16, Redeye, and Blowpipe. AA Firepower (the blue number) may be used only against airborne targets. Range to airborne targets is not halved. The M163 and ZSU-23-4 may also fire HE ammunition as printed on their counters.

AA units are one-sided counters. This reflects that they represent 1-2 vehicles, similar to helicopters. When an attack result on an AA unit would reduce it, its counter is instead replaced with a Wreck marker (reduction, see 6.1.6).

1.3.4.6 Bridging Units

A bridging unit (MTU-55) may move into a river/stream hex or be placed there per scenario instructions. Deploying/retrieving the bridge costs two Movement Points. Moving across a deployed bridge costs two Movement Points. If the bridge is Disrupted, movement across it costs three Movement Points. A deployed bridge may be attacked or assaulted. One Hit Disrupts it, and a second destroys it (the bridge is removed from play). Its defense is resolved per the values printed on the counter. A deployed bridge does not count against the stacking limit in its hex, nor does it affect line of sight.

1.3.5 Support Weapons

Any counter marked "Support Weapon" (SW) is a Support Weapon. An SW is a special weapon that gives extra capability to the unit it is attached to. An SW with a small infantry symbol is attached to infantry; one with a tank symbol is attached to tanks.

If the platoon is destroyed, its SW is also destroyed and removed from the map. An infantry platoon uses its SW during its formation's Operations Impulse, at the same time as its main weapon fire. Fire may be directed at the same target as the main weapon, or at a different one.

An SW is placed the moment it first fires, and remains with the platoon for the rest of the scenario. If the infantry unit is destroyed before all its SWs have been placed, roll 1d6. On a 1, the opponent may destroy any not-yet-placed SW. Subtract one from the roll for each additional infantry unit destroyed (after the first).

Example: The Soviets have one unplaced Sagger. The British player destroys a second Soviet infantry platoon during the scenario. The Soviets roll 1d6, subtracting one from the result for the additional (post-first) infantry platoon destroyed. The Soviets roll a two, and the British destroy the unplaced Sagger.

Designer's note: this is simply a mechanism that lets a player destroy units carrying an SW before it is placed. Delaying placement of an SW thus raises the risk of losing it — and the longer a player delays, the greater the risk becomes. This discourages gaming the SW system and underscores the need to plan its placement in advance (writing it down, and so on).

1.3.5.1 Tank Support Weapons

In Blood and Bridges, the T-80 and T-64 have the ability to fire ATGMs through the main gun (Songster and Sniper).

Use the SW rules (1.3.5) when firing tank-launched ATGMs — this applies both to placing the marker and to its removal from play.

To fire an ATGM, a tank must be stationary and not firing on the move. It also must not be Disrupted or marked Ops Complete.

When firing an ATGM, unlike infantry, a tank cannot also fire its main gun — firing a guided weapon requires the whole crew.

If an ATGM shot scores no Hits, the marker is removed from the counter (taken out of play). This means the tank's ATGM ammunition supply has been exhausted.

1.3.6 Unit Color

American units are colored green. Soviet units are red, West German units gray, and British units tan.

1.4 Stacking

Up to two units may occupy a hex. This limit always applies. It does not apply to markers, helicopters, Wrecks, Support Weapons, deployed bridges, or HQs. An APC or IFV carrying infantry counts as a single unit.

1.5 Formations

Each formation consists of an HQ and several units. These are typically companies in NATO armies and battalions in the Soviet army. All units of a formation share the same identifying marking.

1.6 Morale

Morale is a measure of psychological state, readiness, and training. Units always use their HQ's Morale value when taking a Morale check. Units are either Normal or Suppressed. Normal units are ready for combat. Suppressed units are Disrupted and worn down by enemy fire. Their combat ability is reduced.

Example: All units of the 74th Guards Tank Regiment have Morale 7. Whenever a Morale check is required, roll two dice (2d6). If the result is less than or equal to the Morale value, the check is passed.

1.7 Marker Types

1.7.1 Formation Markers

Formation markers are placed in an opaque container (a coffee cup, for example) as specified by the scenario. When a player draws a formation marker, that formation is activated.

1.7.2 End Turn Marker

Placed in the opaque container together with the formation markers, as specified by the scenario. When the second End Turn marker is drawn from the container, the turn ends.

2.0 Setting Up the Game

Set up the forces and place the formation markers, air support, chaos, and End Turn markers in the opaque container as specified by the scenario.

3.0 Outline of Play

3.1 Operations Phase

Players alternate drawing markers from the opaque container. It does not matter who draws first. If an End Turn marker is drawn, set it aside. When the second End Turn marker is drawn from the container (or the container runs out of formation markers), the Operations Phase ends and the Marker Removal Phase begins. When a player's formation marker is drawn, that player may return it to the container, skipping (deferring) that formation's Operations Impulse, or may activate the formation. Activating a formation is called an Operations Impulse, and the formation is called active.

3.2 Marker Removal Phase

Remove all Ops Complete markers, flip Smoke and Ammo Depletion markers as required, remove "In Range" and "Artillery Shock" markers, restore HQs, and return all formation and End Turn markers to the container, except as described in 3.2.1.

3.2.1 has changed somewhat compared to the Eisenbach Gap episode.

3.2.1 Hey! None of My Formations Were Activated!

If a formation marker was not drawn during the turn, its owner keeps one End Turn marker instead of returning it to the cup with the rest, returning it to the cup only on the following turn, when that formation's marker is drawn. The same applies if several formations were not activated. If both players have such formations, each keeps their own End Turn marker.

4.0 Formation Impulse

The player carries out the actions described below to execute the orders of the active formation. Note that some formations have two formation markers and can be activated twice per turn. All actions must be carried out in the sequence given below.

This is important: if a formation has two formation markers, each of its units may act twice per turn. Up to three return-fire steps are possible. This does not mean the player must choose when to activate the formation — it may be activated both times. Having two formation markers doubles its capability.

4.1 Housekeeping

Remove all Ops Complete and Out of Command markers from the formation.

4.2 Command

Check the Command status of every unit in the formation. Units within their HQ's Command range are In Command. Units outside that range (including those whose HQ has been destroyed, 1.3.3.3) must take a normal Morale check, rolling two dice (2d6) (for example, units of the 62nd Motor Rifle Regiment must roll a "6" or less). The Morale check is taken for the hex, not for individual units within it. If the check succeeds (the roll is less than or equal to the value on the HQ counter), all units in the hex are In Command. If it fails, all units in the hex are Out of Command, and the hex is marked "Out of Command." Out of Command units cannot move or fire during the Operations Impulse, but may return fire during the opponent's Operations Impulse (6.2). All units newly placed on the map are In Command during their first Operations Impulse.

Example: A BTR-70 and a dismounted infantry unit of the 62nd Motor Rifle Regiment occupy the same hex. The player rolls a "7," fails the Morale check, and the stack is marked "Out of Command."

4.3 Rally

Attempt to Rally Disrupted units by taking a Morale check. Out of Command units add one to the die roll (2d6). Units sharing a hex with an HQ apply the HQ's Leadership value to the check. Any unit that passes the Morale check has its Disrupted marker removed.

4.4 Operations

Carry out operations (movement, fire, assault, etc.) with the formation's In Command units.

5.0 Movement

The Movement value is the abstract movement speed of a unit. During each Operations Impulse a unit may move, but never more than its Movement value. Moving is voluntary. Units that moved during an Operations Impulse are marked Ops Complete. Moving units cannot fire, except those permitted to fire on the move (see 6.1.3).

5.1 Stacked Units

Units that begin an Operations Impulse stacked together may move together and split apart at any point. A unit moving into an adjacent hex spends Movement Points according to the Terrain Table. Units may move through hexes occupied by the enemy, but to do so they must initiate an Assault or a Breakthrough. Return fire must be tracked while formations move (6.2).

5.2 Transporting Units

Units whose Movement value is circled (for example, the BTR-70 or FV432) may transport infantry and Support Weapons. Each transport may carry one infantry unit and one SW (even if the transport is at Reduced strength). The infantry and SW counters are placed beneath the transport's counter.

5.2.1 Loading

If the transport and the infantry begin movement in the same hex, the transport may, after loading, move up to ½ of its Movement in that Operations Impulse. If the transport and the infantry begin in different hexes, the transport may spend up to ½ its Movement and the infantry one Movement Point to reach the same hex and load; after this neither may move further that turn. Disrupted infantry cannot load into a transport.

5.2.2 Unloading

A loaded transport may move up to ½ its Movement and then unload the infantry, placing the infantry counter on top of the transport's counter. After unloading, the infantry may move one hex. In addition, if infantry unloads from a transport at the start of the turn, the infantry may move one hex and the transport may still move up to ½ its Movement. Disrupted infantry may leave a transport but cannot load into one, as described above, because it follows the movement rules for Disrupted units (6.1.7).

5.2.3 Infantry Fire From Transport

Infantry cannot fire from a transport, but a transport carrying infantry may fire normally.

Designer's note: although transports have firing ports, fire from inside a transport is not effective.

5.2.4 Transport as a Target

If a transport is Disrupted, the infantry it carries is also Disrupted. If a transport Rallies, the infantry it carries also Rallies. If a transport takes a Hit, roll 1d6: on an even result, the infantry also takes a Hit. If the transport is destroyed, roll 1d6: on an even result the infantry is also destroyed; on an odd result the infantry is Disrupted and reduced, flipping to its Reduced-strength side.

6.0 Combat

The game features four kinds of combat: ranged combat, return fire (a variant of ranged combat), Assault, and Breakthrough.

6.1 Ranged Combat

During its own Operations Impulse, a unit that is not Disrupted and not marked Ops Complete, and that has an enemy within its line of sight and firing range (except as noted below), may attack it. During the opponent's Operations Impulse, when their units pass within the line of sight and firing range of a non-Disrupted, non-Ops-Complete friendly unit, that friendly unit may attack them. This is called return fire and is governed by its own section of the rules (6.2).

A unit may fire once per Operations Impulse with AP or HE ammunition, but a unit may be attacked by many opponents. An attacking unit is marked Ops Complete. Units attack independently, except when using an SW. Infantry platoons must use their SW at the same time as their main weapon (the Firepower printed on the counter), otherwise they lose the ability to use the SW that impulse. SW fire may be directed at the same target as the main weapon's fire, or at any other target. A unit is never compelled to fire.

It is always possible to fire at a target in an adjacent hex, but it is not possible to fire at an enemy outside line of sight (7.0), or when a helicopter's line of sight is blocked per the table (see the Player Aid Card).

There are two target types: 1) armored (tanks, IFVs, APCs, etc., described in 1.3.4.1) and 2) unarmored — in Blood and Bridges this means mortars and infantry. Armored targets have Armor and Save Number printed on the counter; unarmored units do not. AP ammunition is normally used against armored targets, and HE ammunition against unarmored targets, thin-skinned targets, and helicopters.

To attack, the target must be within the unit's line of sight (7.0) and firing range. Firing range is counted excluding both the attacker's and the target's hex.

The attacker rolls a number of dice (d6) equal to the Firepower printed on the counter (AP for firing at armored targets, HE for firing at unarmored targets, thin-skinned targets, and helicopters). If a roll is equal to or greater than the attacker's Hit Number, the target is hit.

Some rule differences from the Eisenbach Gap episode follow.

If the target is armored, its owner rolls dice (d6) equal to the target's Armor value printed on the counter, adjusted by the Defensive Bonus for the terrain of the hex the unit occupies (see the Terrain Table). Each roll equal to or greater than the target's Save Number removes one Hit. Armored targets receive a maximum Defensive Bonus of two dice, regardless of the terrain they occupy or its concealment properties.

If the target is unarmored, roll dice according to the terrain's defensive properties. On a roll of five or more, a Hit is ignored. There is no cap on the Defensive Bonus for unarmored targets.

Example: A platoon of M-48s attacks a platoon of T-64s dug in among city ruins. Since the T-64s are an armored target, the M-48s use AP Firepower "3" and have a Hit Number of "4." The West Germans roll 3d6, getting 4, 5, and 6 — three Hits. The T-64s in city ruins have a Defensive Bonus of "2" for the ruins plus a concealment bonus, but for armored targets the maximum bonus cannot exceed two dice. An unarmored target in the same situation would have received a three-dice bonus.

So the T-64s have Armor "2" and Save Number "5." The Soviets roll 4d6 (two for Armor and two bonus) and roll 1, 3, 4, and 6, removing one Hit. In total the West Germans score two Hits on the T-64 platoon, which is Disrupted and flips to its Reduced-strength side.

6.1.1 Extended Range

Units may fire at up to double the range printed on the counter. Any fire beyond the printed range is considered fire at extended range. When firing at extended range, the Hit Number is increased by one.

Example: When firing AP ammunition at a range of 1-9 hexes, the Chieftain has a Hit Number of "3." At a range of 10-18 hexes, the Chieftain's Hit Number becomes "4."

Weapons whose Range value is underlined cannot fire at extended range. The value printed on the counter is their maximum range.

6.1.2 Reduced Range

Weapons whose Range value is NOT underlined fire more accurately at shorter range. When firing at half range or less, the Hit Number is decreased by one.

Example: A T-80 with an AP Hit Number of "4," when firing at a range of 4 hexes or less, has a Hit Number of "3."

6.1.3 Moving Fire

A unit whose Firepower value is underlined may move up to ½ of its Movement value and then fire, applying the penalty printed on the Player Aid Card.

If combining the effects of 6.1.1 and 6.1.3 would raise the Hit Number above "6," reduce the Firepower by one for each point by which the Hit Number would otherwise be increased, keeping the Hit Number capped at "6."

Example: If extended range would raise the Hit Number from "5" to "6," any further penalty is instead applied as a reduction to Firepower.

Units that fired on the move cannot take part in an Assault or Breakthrough that impulse.

6.1.3.1 Helicopter Moving Fire

Helicopters may fire while moving up to 12 hexes. If they move farther, they cannot fire. Helicopters may only move in Flying Mode, and their moving-fire penalty is printed on the "flying" side of the counter.

6.1.4 Missile Depletion

When a missile-armed unit scores no Hits on an attack (for example, a BMP-2 rolls 1, 3, 3, 2), it temporarily runs out of ammunition. Mark it with an "Ammo Depletion 2" marker. During the Marker Removal Phase, flip it to "Ammo Depletion 1"; during the following Marker Removal Phase, remove it. Units or SWs with an underlined AP value on the counter cannot fire AP ammunition while marked with an Ammo Depletion marker. Missile units are all units, other than mortars, whose AP value on the counter is underlined.

6.1.5 Concealment

If a target unit's hex contains a Wreck marker, or the unit occupies woods, hill woods, city or city ruins, rough terrain, burnt-out woods, farmland, or shell craters (infantry only), and the unit is NOT a) marked Ops Complete, b) moving, c) adjacent to a non-Disrupted enemy, or d) within the line of sight of a non-Disrupted enemy recon unit (1.3.4.4), the unit is Concealed. A Concealed unit gets full benefit of the terrain and does not give away its position by firing. Add one die (d6) as a Defensive Bonus for Concealed units. For example, infantry in a city has a Defensive Bonus of "2"; if Concealed, it rolls 3d6. Remember that armored units are capped at a maximum Defensive Bonus of 2d6 regardless of the hex's conditions.

6.1.5.1 Prepared Position

All units in a Prepared Position are considered dug in and receive a temporary additional bonus (on top of terrain bonuses) against any attack, and subtract one when taking a Morale check. Units in a Prepared Position are considered Concealed regardless of the terrain's actual properties. The marker remains in the hex and may be used by either player.

6.1.6 Maximum Defensive Bonus

For armored units the maximum bonus is 2d6, regardless of terrain or concealment. For unarmored units there is no cap on the Defensive Bonus.

6.1.7 Combat Results

Disruption. The first Hit Disrupts a unit. If a unit takes more than one Hit, it is Disrupted and loses a step (see Reduction).

A Disrupted unit cannot fire, but may move. A Disrupted unit may also not move adjacent to (or enter a hex adjacent to) an enemy within the enemy's line of sight. If this has already happened, the unit may retreat from the enemy until it is no longer in line of sight. Disrupted units may unload infantry (5.2.2). Disrupted units may counterattack during an Assault, but their Assault Hit Number is then six. Disrupted units may return to Normal status if they pass a Morale check at the start of their Operations Impulse.

Reduction. Any Hit scored against an already-Disrupted unit reduces it by one step (the unit remains Disrupted). A Full-strength unit is flipped to Reduced-strength. A Reduced-strength unit is destroyed. If there is no Wreck marker in the hex, place one in place of the first destroyed vehicle (unit). Use only one marker per hex.

6.2 Return Fire

Return fire is a form of combat that occurs during the opponent's turn. If an enemy passes within the line of sight and firing range of a non-Disrupted, non-Ops-Complete unit, that unit may attack the enemy as it enters each successive hex, per the rules below. Each unit may be attacked only once as it passes through a given hex. A Disrupted or reduced unit stops moving. A unit that fired return fire is marked Ops Complete. Return fire is resolved before moving fire (6.1.3). Fire is not possible into a hex containing units of both sides.

6.3 Assault

Units may assault enemy positions by moving into a hex occupied by the enemy. The outcome of the assault is resolved the moment the attacking force enters the defender's hex. Each side may exceed the normal stacking limit (1.2). Units entering the hex are the attackers, and units already in the hex are the defenders.

Attacking units roll dice (d6) equal to their Assault value printed on the counter. If infantry attacks a hex defended only by vehicles, or non-Disrupted infantry defends a hex attacked only by vehicles, reduce the infantry's Assault Hit Number by one (for example, from 4 to 3). If infantry attacks a hex defended only by vehicles, or non-Disrupted infantry defends a hex attacked only by vehicles, AND the infantry is attacking/defending a city or ruins hex, reduce the infantry's Assault Hit Number by one (for example, from 4 to 3) and increase its Assault value by one (for example, from 3 to 4). This means infantry attacking (or non-Disrupted infantry defending against) a vehicle stack in a city/ruins hex both raises its Assault value and lowers its Assault Hit Number by one (note: Disrupted infantry does not lower its Assault Hit Number — it remains six). In short: vehicles unsupported by infantry have a hard time assaulting non-Disrupted infantry in a city or ruins.

Each roll equal to or greater than the Assault Hit Number scores a Hit. Do not apply these yet. Now the defenders counterattack, rolling dice (d6) equal to their own Assault value. Each roll equal to or greater than the Assault Hit Number scores a Hit. Note that if the defenders were already Disrupted before the assault began, their Assault Hit Number is six.

Now both sides tally Hits. All units belonging to a player in the hex take one Hit each before any of them takes a second, and all take two Hits before any is destroyed. If a player's units receive an odd number of Hits (1 or 3, for example), the extra Hit is applied to a randomly chosen unit. The effect of the remaining Hits is resolved as in ranged combat (6.1). If the defending units are destroyed, the attacking player occupies the hex. If the defending units take more Hits than the attackers, they retreat and the attackers occupy the hex. If the defenders take the same number of Hits as the attackers, or fewer, they remain in the hex. If either side has an HQ in the hex, its damage is resolved per 1.3.3.2, "HQ Combat."

Example: if a stacked HQ takes a Hit, roll 1d6; on a 1, the HQ is weakened, or destroyed if already weakened.

Defenders retreat from the hex through the side opposite the direction of attack. Retreating units cannot move into a hex: a) occupied by the enemy, or b) adjacent to the enemy (excluding those units that just attacked them). If defending units have nowhere to retreat, they are destroyed.

When an HQ takes part in an assault, its Leadership adds to the Assault value of one unit. The HQ itself does not attack.

Example: An FV432 of the 62nd Motorized Rifle Regiment attacking together with the full-strength HQ of the 62nd Motorized Rifle Regiment rolls 3d6 ("1" for Assault plus "2" for HQ Leadership).

Units with no Assault value printed (for example, the SA-9) do not take part in attacks or counterattacks — they only take Hits and, if they survive, retreat from the hex.

6.4 Breakthrough

In open or hill terrain, vehicles may break through infantry positions. To do so, a player declares intent and moves the unit through the enemy's hex, spending one additional Movement Point in addition to the terrain cost. The hex beyond the enemy must not contain enemy units.

Each vehicle taking part in a Breakthrough triples its Assault value and rolls dice (d6) equal to the tripled value. Each roll equal to or greater than the Assault Hit Number scores a Hit. Do not apply these yet. Any non-Disrupted infantry in the hex will attack the breaking-through vehicles with its unmodified Assault value. Infantry units that were Disrupted before the Breakthrough began defend with an Assault Hit Number of six.

Now both sides tally Hits. All units in the hex take one Hit each before any of them takes a second. Hits are resolved as in ranged combat (6.1). If the attacking units are Disrupted or reduced as a result of combat, they do not break through and remain in their starting hex. Vehicles may attempt a Breakthrough multiple times per turn if their Movement allows, but may not break through the same hex twice during one Operations Impulse.

7.0 Line of Sight

To attack in ranged combat, the attacker must have a clear line of sight to the target. An attacker may always attack an enemy in an adjacent hex. World at War has two elevation levels: ground level (0) and hills (1). A unit may be at ground level or at hill level, which affects how line of sight is determined.

7.1 Line of Sight at Ground Level

An attacker at ground level cannot fire at an enemy if blocking terrain lies between them. Blocking terrain is: a) a single hex of woods, city/ruins, or a hill; or b) two or more hexes of rough terrain, burnt-out woods, Wreck markers, or any combination of these. The terrain occupied by the attacker or the defender does not affect line of sight.

7.2 Line of Sight From Hills

When the attacker is on a hill, it cannot fire if the line of sight crosses the hill's crest. The crest does not block line of sight if (1) the target is also on a hill, or (2) the target or the attacker is adjacent to the crest hex. Blocking terrain can also obstruct an attacker's view from a hill. Line of sight is blocked by: a) a single hex of hill woods, or b) two or more hexes of burnt-out woods on a hill or Wreck markers (or a combination). Note: there are no city/ruins hexes or rough terrain on hills in Blood and Bridges.

If the attacker is on a hill, it cannot fire at an enemy at ground level that lies behind a woods hex, or within one or two hexes behind a city or ruins hex. A target is considered to be "behind" a woods or city hex if the line of sight crosses that hex before reaching the target.

An attacker on a hill cannot fire at a target at ground level if a hill lies between them.

7.2 Determining Line of Sight

Whether a hex's line of sight is blocked can be determined by stretching a thread from the center of the attacking hex to the center of the defending hex. If the thread passes through one or more blocking hexes, line of sight is blocked. If the thread merely grazes the edge of a blocking hex, line of sight is not blocked, but if it grazes the edges of two blocking hexes (i.e., cuts across both), line of sight IS blocked. Note that in this situation a second hex of rough terrain, or rough terrain with a Wreck marker, also blocks line of sight. For example, the line of sight from AG10 to AJ8 is blocked.

8.0 Artillery

An artillery mission is specified in the scenario introduction in a form such as "1x45," where 1 is the number of missions, 4 is the Firepower, and 5 is the Hit Number. Six types of artillery fire are represented: HE ammunition, smoke screens, remote mining (FASCAM), chemical munitions, cluster munitions (DPICM), and MLRS.

Up to two artillery missions may be called by the active formation's HQ at the START of its Operations Impulse, targeting any hex within line of sight. To do so, choose a target hex and roll 1d6. On a roll of 1-5, the mission strikes the target; on a "6," the opponent chooses one of the hexes adjacent to the intended target instead. An artillery mission affects all units in the hex, and its effect depends on the ammunition type.

The HQ that calls the mission is not marked Ops Complete and may otherwise act normally during its formation's Operations Impulse, but calling for an artillery mission must be the first action of that Operations Impulse.

8.1 HE Ammunition

To resolve an HE artillery mission, roll dice (d6) equal to the Firepower value. The number of Hits is the number of rolls equal to or greater than the Hit Number specified in the mission.

The defender rolls dice (d6) according to its Defensive Bonus, without applying Concealment. Each roll of five or greater removes one Hit. There is no distinction between armored and unarmored targets here. When a vehicle and infantry share a hex, use the infantry's Defensive Bonus.

Now tally the Hits. If a hex with two units takes one Hit, assign it randomly. All units in the hex take one Hit each before any takes a second. Vehicles (even thin-skinned ones) cannot be damaged by HE artillery fire — the first Hit only Disrupts them, and further Hits have no additional effect. Remaining Hits are assigned to unarmored targets and vehicles present in the hex. Even though an HQ cannot be attacked directly, a reduction roll is still made for it as well.

8.2 Smoke Screens

To resolve a smoke mission, place a "Smoke 2" marker in the target hex, as described in 8.0. This marker blocks line of sight at any elevation into that hex and its six neighboring hexes for all Soviet vehicles, except as noted below. NATO vehicles (1.3.4), HQs (1.3.3), and SWs (1.3.5) may fire through smoke hexes, raising their Hit Number by one (total, not per hex), and cannot fire at extended range.

Any unit may fire into an adjacent smoke hex, raising its Hit Number by one.

During the Marker Removal Phase, flip the marker to "Smoke 1"; during the following Marker Removal Phase, remove it from play.

8.3 Remote Mining (FASCAM)

Only NATO forces may use the FASCAM system. To resolve it, place a "Mines!" marker in the hex as described in 8.0. All units passing through that hex and its six neighboring hexes will suffer mine damage. The NATO player rolls 1d6: on an even result the unit is Disrupted; otherwise the strike has no effect. After a mine attack (even if it has no effect), the Soviets roll 1d6. On a 1-4, the mines are removed (cleared); on a 5-6, the mines remain. Roll again to clear the mines each time new units enter their area of effect.

8.4 Chemical Munitions

Chemical munitions are used only by the Soviet Army. The attack uses nerve agent. To resolve a chemical attack, place a "Chemical Strike" marker in the hex as described in 8.0. The target hex and its six neighbors are affected. All attacked units take a Morale check. Vehicles that fail the check are Disrupted. If they are already Disrupted, they take no further damage. Infantry riding in a transport does not take the check itself but instead takes the transport's result. Infantry moving on foot that fails the check is Disrupted and takes a loss (is reduced).

Units spend two extra Movement Points to cross contaminated terrain, with no other penalty. The marker is removed during the Marker Removal Phase.

8.5 Cluster Munitions (DPICM)

Cluster munitions are used only by NATO forces. Cluster munitions can only damage vehicles. To resolve a strike, place a "DPICM" marker in the hex as described in 8.0 and roll dice (d6) equal to the mission's Firepower. Rolls equal to or greater than the Hit Number score Hits. The defender rolls dice (d6) according to its Defensive Bonus, without applying Concealment. Each roll of five or greater removes one Hit. Now tally the Hits. All units in the hex take one Hit each before any takes a second. Unlike HE ammunition, cluster munitions do reduce vehicles.

8.6 MLRS

MLRS strikes cover a large area. Soviet strikes use HE Firepower "3," Hit Number "4," and cover the target hex and its six neighbors. NATO strikes use cluster munitions, Firepower "2," Hit Number "3," on the target hex and its six neighbors. To resolve a strike, place an "MLRS" marker in the hex as described in 8.0 and resolve it as described above.

9.0 Helicopters

Helicopters are grouped into formations and have a formation marker, but no HQ. When their marker is drawn from the container, the whole formation (usually two counters) enters play, active, In Command, and not Disrupted.

9.1 Helicopter Movement

Helicopters have two modes: "flying" and "hovering." Flying is the default mode (they enter play this way). To hover, flip the counter to the corresponding side. The modifiers for each mode are shown on the respective side of the counter. Mode may be changed once at the start of each Operations Impulse. Helicopters ignore terrain effects when moving. Helicopter movement range is unlimited, but to fire on the move they must not move farther than 12 hexes (6.1.3). They may continue moving in order to avoid return fire.

Helicopters cannot take part in an Assault, but may share a hex with the enemy as long as there is no enemy helicopter there. Both units may fire normally in that case.

9.2 Helicopters Attacking

To attack, helicopters use the values printed on the corresponding side of the counter. Helicopters use their HE ammunition against both armored and unarmored targets. For example, a Cobra firing at an armored vehicle rolls 3d6, and each roll of four or greater scores a Hit.

Helicopters may attack while moving, up to a range of "12" hexes. They cannot fire that Operations Impulse if they move farther. Helicopters may only move in Flying Mode. Moving-fire penalties are printed on the corresponding side of the counter.

Designer's note: helicopters cannot use AP ammunition while moving, because launching and guiding an ATGM is difficult while moving at high speed. HE Firepower represents the cannon and machine guns carried by most helicopters. This armament is quite effective against the thin top armor of combat vehicles and against enemy infantry.

9.2.1 Pop-Up Attack

Helicopters may make a "pop-up" attack. To do so, the player declares intent. Popping up raises the helicopter one elevation level (from "2" to "3," for example — see the Player Aid Card). The helicopter makes its attack, and ONE enemy unit within return-fire range may attack it. Both the helicopter and the attacking unit take damage simultaneously, and both may be destroyed simultaneously.

9.2 Helicopter as a Target

Helicopters may be attacked with either AP or HE ammunition, after which they roll dice (d6) according to their Armor and Save Number. Non-AA units attack helicopters at half their normal firing range, but may always attack a helicopter in an adjacent hex. For example, a unit with Range "5" has a range of "2" against a helicopter. Non-AA units cannot fire at extended range against a helicopter and receive no bonus for reduced range. AA units (with a blue Firepower number on the counter) do not halve their range when attacking helicopters. Extended and reduced range for AA units against helicopters are calculated normally. Missile units cannot fire at extended range against helicopters and receive no modifier for reduced range.

The first Hit on a helicopter Disrupts it, and the second destroys it. Place a Wreck marker where it crashed. If units occupy that hex, roll 1d6. On a 1, a randomly chosen unit takes one Hit (6.1.3). Disrupted helicopters automatically recover at the start of their own Operations Impulse.

Designer's note: helicopters' high survivability reflects the fact that they are mobile and carry armor.

9.4 Helicopter Line of Sight

Helicopters are treated as one elevation level higher than the terrain they are flying over or hovering above. Their line of sight is determined accordingly, per the Player Aid Card.

9.5 Close Air Support

During a scenario, a player may call for air support. Air support arrives when an air-strike counter, representing the corresponding aircraft, is drawn from the container. When it is drawn, the owning player carries out the air strike. Follow these instructions:

The player places the air-strike counter in the target hex.

The defender may attack the aircraft with AA units within range of the strike that are not marked Ops Complete. Line of sight does not matter. Attacks are resolved individually, but Hits are totaled. Units that fired are marked Ops Complete. To defend, the aircraft rolls dice (d6) according to its Armor and Save Number (6.1). One Hit Disrupts/damages the aircraft and aborts the air strike. The attacking player rolls 1d6: on a 1-3 the aircraft returns to base (leaves play); on a 4-6 it returns to the container for a following turn (the pilot makes a second pass). Two Hits shoot the aircraft down and it leaves play.

If the aircraft is undamaged, it attacks the target hex. If the hex contains armored targets, the aircraft uses AP ammunition; if unarmored, it uses HE ammunition.

The attacking player rolls dice (d6) according to the aircraft's weapon strength (6.1). The defending player also rolls dice (d6) according to the terrain's Defensive Bonus, without applying Concealment. Each roll of "5" or greater removes one Hit. There is no distinction between armored and unarmored targets here. All units take one Hit each before any takes a second, and so on.

If both armored and unarmored targets occupy the hex, the attacker must choose which target type to attack, and only that type takes damage.

The attacking player rolls 1d6 to determine the aircraft's status. If the result is greater than the number of Hits scored (before the defender's saving roll), the counter returns to the container. If the result is less than or equal to the number of Hits, the aircraft has run out of ordnance and leaves play.

9.6 Air Cover

Air cover represents jet fighters intercepting enemy ground-attack aircraft and helicopter strikes. When a player receives air cover per special scenario rules or as a result of a roll on the "chaos" table, they place the marker off the map. Air cover is used during the opponent's Operations Impulse, at the moment they carry out an air strike, before AA units fire. Air cover has Firepower "3" and Hit Number "3." Enemy ground-attack aircraft defend against fighters the same way they defend against AA fire. After the fighters attack, they leave play. Fighters may also attack helicopters. The player places the cover counter on the helicopter it intends to attack and resolves the attack per the values on the counter. The helicopter rolls dice (d6) to defend. After Hits are determined, the fighters leave play.

10.0 Electronic Warfare (ECM)

Electronic warfare assets may also be used to disrupt enemy operations. This is represented by placing an ECM ("Jammed") counter in the marker container.

When the ECM counter is drawn, the player places it, per scenario instructions, on an enemy HQ of their choice. That formation and its units suffer the following effects:

a) Command range is reduced by one hex.

b) Disrupted units suffer a "+1" penalty on the Rally die roll (d6).

c) When calling for support, roll 1d6. On a 4-6 the call succeeds; otherwise the support call is delayed until the next Operations Impulse.

During the Marker Removal Phase, the affected player rolls 1d6; on a 5-6, the ECM asset has been located and jammed, and the ECM counter is removed from play.

11.0 Chaos on the Battlefield

The game mechanics represent chaos on the battlefield. Per the scenario, one or two chaos markers are used. When a chaos marker is drawn from the container, roll two dice (2d6) and check the result against the table on the Player Aid Card. Some events are beneficial, others less so. The marker's effect applies to the next unit drawn from the container. If that draw is the end of the turn, return the marker to the container and ignore it. Some events affect both players. If the roll is a "4," "8," or "10," the marker leaves play. Otherwise, return the marker to the container. Rolling a "4," "7," or "10" activates "events" specified by the scenario. Possible events include: air cover (9.6), formation withdrawal, reinforcements, or a change of mission.

12.0 Scenarios

Overview: the situation, date and time, and the forces involved.

Control: to control a hex, a player must have a unit occupying it, or their unit must have been the last to pass through it. A player controls all hexes where units could theoretically be set up at the start of the game. Dattenberg lies on both sides of the Rhine.

Play Area: the area of the map where the fighting takes place.

Number of Turns: the length of the game.

Victory Conditions: the objectives the players must achieve per the scenario.

Special Rules: additional details for the scenario. Reinforcements, withdrawals, and so on.

Some special rules grant a bonus activation of a formation without drawing its formation marker. Ops Complete markers are removed as part of this bonus activation.