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Infantry Attacks 2nd Edition Annotated Rules

1.0 Introduction

Infantry Attacks is a series of games simulating tactical ground combat during the First World War. Each game in the series includes many scenarios, allowing players to simulate a number of battalion, regimental and brigade-level actions. This Second Edition rules set covers units, combat practices and weapons that were commonly in use during 1914.

Each section of the rules is numbered, and paragraphs within each section that discuss important concepts are identified by a second number, like this: 2.2. When that section includes subsections, these are identified like this: 2.24.

When the rules refer to another, related paragraph, they include that paragraph’s number parenthetically, like this: (2.2). This helps you find that rule for reference.

1.1 About this New Edition

These Second Edition rules represent wide-ranging changes from the First Edition. They mean exactly what they say; to compare them with the First Edition and try to play by finding the differences is to court madness. If you’ve come across a copy of the First Edition, discard the rules and use these.

1.2 Definitions

Several game-specific terms appear in the Infantry Attacks rules. Their definitions are below:

Action Segment: The activation of a unit, leader, or stack of units, or of a leader and all units of his own type in his hex and adjacent hexes, or of a group of units and subordinate leaders under the direction of a single senior leader of their own type. Activated units may conduct either fire or movement.

Active Player, Units and Leaders: The player conducting the current action segment is the Active Player, and any units and/or Leaders with which he or she conducts actions in the current action segment are Active Units and Leaders.

Artillery: Large guns that provide long-range fire support. In Infantry Attacks games, artillery is not present on the game board (the artillery pieces in the game are termed “field guns”) but instead represented by “increments” that can bombard (9.0).

Artillery Plan: All artillery increments must have all their fire planned before the game begins. The owning player writes the hex vertex (9.11) at which each increment will fire on each turn of the game. Many scenarios do not require an artillery plan.

Assault: Close combat between opposing units occupying the same hex (11.0).

Assault Hex: A hex containing both friendly and enemy combat units.

Bombardment: A separate phase in which artillery attacks are resolved.

Bonus: Some Leaders can add to the fire strength (lower left) or morale (lower right) of units under their command.

Column and Die Roll Modifiers: Some conditions change the column used on the Direct Fire, Bombardment, or Assault table. See rules (6.52), (6.61) and (8.5). To modify a die or dice roll, increase or decrease the result by the same amount as the modifier (so a modifier of +2 would change a dice roll result of 7 on two dice to a 9).

Combat Result: A result on the Direct Fire, Bombardment or Assault table that forces target unit(s) to make Morale Checks and/or take step losses. If the result is no effect, that is not a combat result.

Combat Units: Units possessing a fire value. Transports (almost always wagons) have no such values and are not combat units. Leaders are not units at all (they are Leaders).

Company: All personnel units other than MG units are company-sized (150 to 200 men), and are referred to generically as companies.

Control: A hex is controlled by the player whose combat units were the last ones to occupy the hex exclusively. If one or more units of both sides occupy the same hex, then neither side currently controls the hex. In scenarios where one side sets its units up on the board and the other side’s units enter afterward, all hexes begin play under the control of the player who sets up on the board. If both players set units up on the board, each hex begins play under the control of whichever player sets up units in or closer to it (unless scenario rules say otherwise). Hexes which begin play equidistant from units of both players start under the control of the player who set up first, per scenario instructions. In scenarios where no units set up on the board at the start of the game (both sides’ units enter during play), all hexes remain uncontrolled until physically occupied by at least one combat unit.

Demoralized: Units and leaders become demoralized as a result of combat, or may voluntarily become demoralized during their activation if desired (to accompany other already-demoralized units or leaders as they flee; (13.31). A demoralized unit cannot attack because its personnel have lost their will to fight, and a demoralized leader cannot act as a leader for units.

Direct Fire: Fire directed at an entire hex by a unit with fire values (8.3). To use direct fire, the firing unit must be able to spot the hex at which it wishes to fire (7.0).

Disrupted: A disrupted unit’s personnel are dispersed, and its movement and firepower values are reduced. A disrupted leader can only act as a leader to units in his own hex, and his movement is also reduced (13.2).

Field Gun: Any unit with the artillery symbol (a black dot in the center of the rectangle). Field guns may fire while on their front side and may only move or be transported when on their reverse “limbered” side (5.61).

Fire Values: Two numbers on a playing piece, separated by a dash. The number before the dash is the unit’s fire strength — the number after the dash is its fire range. Higher numbers are better; there is no difference in game terms between fire values printed in black and white.

Fractions: Many game functions require that numbers be halved or quartered. Unless a specific rule says otherwise, all fractions are rounded up by individual unit. For example, 2 1/2 becomes 3, as does 2 1/4.

Friendly: Units of the same side. For example, all German units are friendly to all other German units, whether they actually like each other or not.

Good Order: A unit or leader which is neither disrupted nor demoralized. All units start each scenario in good order unless scenario instructions say otherwise.

Inactive Player, Units and Leaders: The player not conducting the current action segment (3.1) is the Inactive Player, and his or her units and leaders are all Inactive Units and Leaders.

Initiative: Initiative indicates a side’s readiness to act. The side with higher initiative is more likely to act first. Initiative can be reduced by combat losses (3.0, Step A).

Leaders: Individuals who activate and direct units (6.0). Each leader piece has two sides, each of which represents a different leader. Each leader’s rank, morale, combat bonus and morale bonus are displayed on his playing piece. There are two types of leaders: Cavalry and Infantry (6.1). Each leader can only activate and direct units of his own type. Leaders are not units.

MG (Machine Gun): A detachment representing 40-50 men and two to four machine guns. It is a personnel unit but has only one step because it is not a company (it has far fewer men than a company-sized unit like an INF or CAV unit). It may fire or move when on its front side and may move or be transported (but may not fire) when on its reverse “limbered” side (5.61). It has only one step (8.6).

Movement Allowance: The maximum distance a unit may move in an action segment, measured in movement points (MPs). A unit’s movement allowance is printed in the upper right corner (5.1). Field guns have different movement allowances depending on whether they are currently on their front or their reverse “limbered” sides.

Night Turn: Any turn in which darkness reduces visibility in all terrain to one or two hexes. On night turns units have movement restrictions (5.7) and suffer a -1 column modifier on the Direct Fire Table.

Opportunity Fire: Inactive units firing on a moving active unit or Leader (12.0).

Personnel Unit: All units which are not field guns or transports are personnel units. All personnel units except for MG units are also companies (see above). Leaders are not units (they are individuals).

Range: The distance in hexes over which a unit may fire at enemy units. Artillery increments have unlimited range (they can fire at any hex on the board).

Rank: The measure of a leader’s seniority. Rank titles differ by nationality, and in some cases also differ for Infantry Leaders and Cavalry Leaders. In all games but one (August 1914) seniority is represented by small stars on the Leader’s piece; more stars are more senior.

Safe Hex: A hex where a unit or leader cannot currently be fired upon by any enemy combat unit that has Direct Fire values. Demoralized units and/or leaders which fail to recover morale must flee toward the closest Safe Hex.

Spotting: The act of visually sighting enemy units. All units and leaders can always spot enemy units or leaders in the same or adjacent hexes. Beyond this, spotting range depends on terrain, weather, time of day and other factors (7.0).

Steps: Personnel units except for MGs have two strength levels, while field guns, MG units and transports have one strength level. Each strength level is called a “step.” Units can lose steps in many ways, usually in combat (8.6). Unless scenario instructions say otherwise, set units up at full strength.

Transport Unit: Horse-drawn wagons used to transport field guns and MG units. Transports are units but have no fire values, so they are not combat units. They have one step each.

Victory Conditions: Each scenario has its own victory conditions, which can be based on destroying enemy units, taking enemy-held territory and many other things. See scenarios for details.

Weapon Unit: A field gun or MG unit.

2.0 Components
2.1 Playing Pieces

Most playing pieces represent military officers and units that took part in actions covered by the game series. Others are markers which represent fortifications, smoke or Drumfire, indicate morale status or show that units have moved or fired this turn.

2.2 Game Boards
2.21 Hexes

The boards are divided into hexagons (called hexes) which are used like squares on a chessboard. Each hex is numbered. Half-hexes on the board edges may be used (they are “playable”). Hexes that are half on one board and half on another are considered to be on both boards for setup and victory purposes.

2.22 Terrain

The map also shows important terrain features. The Terrain Effects Chart (TEC) shows the different types of terrain and how they affect movement and combat.

A hex that only includes one terrain type is considered to be that type of terrain. Otherwise, if a hex contains Clear terrain plus another type of terrain (other than a road), then it is considered to be the non-clear terrain in the hex. The presence of a road in a hex does not change the terrain type in the hex; it just lowers the MP cost for units moving along the road to enter the hex (5.3).

Example: On Board 45, hexes 0610 and 0710 are Clear hexes (even though the latter has a road), hexes 0813 and 0913 are Woods hexes (even though the latter is only partially covered by woods), and hexes 0412 and 0512 are Swamp hexes (even though the latter is only partially covered by swamp).

2.3 Scenarios

Each scenario in the scenario books lists the units of both sides participating in that scenario, where they may set up or enter the board, the game boards used and their orientations, the scenario’s historical background and victory conditions, and special rules for the scenario.

2.4 Scale

Each turn represents fifteen minutes of real time. Each hex is 200 meters across. Units represent infantry companies (150-200 men), cavalry squadrons (roughly 100 men and horses), field gun batteries (20-40 men and 2-4 artillery pieces), machine gun detachments (40-50 men and 2-4 machineguns) and transport units (3-5 wagons). Leaders represent individuals.

3.0 Sequence of Play

Players set up their units per the scenario instructions. Once setup is done, each player writes out his or her Artillery Plan, designating targets for each artillery increment for each turn (many Infantry Attacks scenarios do not involve off-board artillery). Once players have finished their Artillery Plans, play may begin.

Each scenario consists of a number of turns specified in scenario instructions, and at the end of the last turn players determine who won the game per scenario victory conditions.

Each turn is divided into four phases. Each phase must be completed before the next can begin. The phases that occur during a turn are:

A) Initiative Determination Phase.

Each player rolls one die and adds his or her current Initiative (found in the scenario instructions) to the result. The player with the higher total wins the initiative. Roll again in the event of a tie.

Subtract the losing player’s total from the winner’s total and divide the difference by two. This is the number of action segments (3.1) the winning player conducts before the losing player can take any actions. Round 1/2 up to 1, but round 1.5 down to 1, 2.5 down to 2, etc.

Example: Player A (Initiative 4) rolls a 5 for a total of 9. Player B (Initiative 2) rolls a 2 for a total of 4. Player A wins initiative by 5, and can conduct two action segments before Player B conducts one (5/2 = 2.5, rounded down to 2).

A player’s initiative normally falls by one each time his units take a certain number of step losses listed in scenario instructions. However, a player’s initiative can never go below zero. So, once a player’s initiative drops to zero there is no further need to track his or her step losses (unless step losses matter for victory purposes).

B) Bombardment Phase.

The player who won the initiative resolves all Bombardments listed on his or her Artillery Fire Plan (9.1). Once the initiative player is done, the player who does not have initiative resolves all Bombardments. If any artillery fires at the same vertex it fired at last turn, place a Drumfire marker on that vertex (9.6).

C) Action Phase.

The player who won initiative this turn conducts the number of action segments (3.1) determined in the Initiative Determination Phase. Then the other player conducts one action segment. Then the initiative player conducts one action segment, and players continue to alternate (conducting one action segment each) for as long as it takes to complete the turn. Players may pass and not activate any units in an action segment if desired. If one player passes and the other passes immediately afterward, the turn ends. A player cannot pass if he or she has any demoralized, unactivated leaders or units on the board. He or she must use his action segment to attempt to recover morale (13.4) for at least one demoralized leader or unit.

D) Marker Removal Phase.

Remove all Moved/Fired, Opportunity Fire and Drumfire markers from the board (exception: continuing Drumfire, 9.6), and attempt to remove Smoke markers (15.13). Do not remove any other types of markers (Disrupted, etc).

3.1 Action Segments

An action segment consists of any one of the following:

  • A single unit or leader self-activating;
  • All units stacked together in the same hex activating at once, with or without leaders. If any leaders are in the stack, they may activate and direct units of their own type in the stack for movement and combat purposes, and may do the same to units and subordinate leaders of their own type in adjacent hexes.
  • A single Leader activating and directing any and all units of his own type in his hex plus the six hexes adjacent to him;
  • A single Leader activating and directing a chain of units and lower-ranking leaders of his own type in several hexes through Subordinate Activation (3.2).
  • A player choosing to pass and not activating any of his units or leaders.

Note that when the rules state that a leader “directs” a unit or subordinate leader, he is ordering it to take a Movement or Fire action this action segment (3.13).

3.11 Individual Units and Stacks

An individual unit may activate with or without the assistance of a Leader. An individual stack (everything that’s stacked together in one hex) may also activate with or without the assistance of a Leader, no matter what types of units and/or Leaders are in the stack. Units that activate without Leaders cannot move closer to enemy combat units (they may move away from enemy combat units or into hexes that are equidistant from the closest enemy combat unit). This applies no matter how far away the enemy combat units are and/or no matter whether the enemy combat units have a line of sight (7.5) on the moving units or can fire at them.

If a Leader activates by himself or while stacked with other units, then he can activate all units and subordinate Leaders of his type stacked with him and all six hexes adjacent to him for movement and combat purposes. Units activated by a Leader can take all actions without restriction (3.13), including moving closer to enemy combat units (5.5).

3.12 Leaders and Activation

A good-order Leader may activate units and lower-ranking Leaders of his own type (cavalry or infantry/non-cavalry) in his hex plus all six hexes adjacent to him. A disrupted Leader may only activate units and lower-ranking Leaders of his own type in his own hex. A demoralized Leader cannot activate anybody.

A Leader may activate units and subordinate Leaders of his own type regardless of whether he activates on his own or as part of a stack.

A Leader may only activate units at the beginning of his activation (he may not move and then activate units he was not with or adjacent to before moving).

A Leader may not activate other Leaders of any type which are of equal or higher rank. He also may not activate lower-ranking Leaders that are not of his own type; he may only activate lower-ranking Leaders of his own type.

Leaders may take all eligible actions without restriction (including moving closer to enemy combat units) whether or not they are activated by a higher-ranking Leader.

3.13 Unit Actions

Each activated unit and/or Leader performs actions in no specific order, but all actions to be taken by currently activated units and/or Leaders must be designated before the first is performed. Actions are either Movement or Fire. Players do not need to pre-designate directions or targets; they just state which units will move and which will fire this action segment, and which Leaders will participate in or assist with Movement or Fire actions this action segment. Each individual unit and/or Leader must finish taking its action before another can begin (exception: Multiple units combining fire per rule and any Leaders assisting them to do so, and Leaders moving along with units they activate per rule 6.3).

“Movement” includes moving (5.0), digging in (15.2), limbering and unlimbering (5.61, 5.62), attempting to recover morale (13.4), and mounting or dismounting cavalry units (14.4, 14.6). “Fire” includes Direct Fire (10.0) and Assault (11.0), even though initiating an assault or entering an existing assault hex involves moving up to two hexes for cavalry and/or Cavalry Leaders, or one hex for other units and/or Infantry Leaders.

Once units (and any Leaders directing them) are done moving and firing, mark them with Moved/Fired markers. Units and/or Leaders marked with Moved/Fired markers may not activate again in the current turn, though they may do things that do not require activation like making Morale Checks (13.1) or defending against assaults (11.1).

3.14 Opportunity Fire

Inactive units which have not activated previously this turn may be able to conduct Opportunity Fire (12.0) against moving active units and/or Leaders during the active player’s action segment. Units that do this (and any Leaders assisting them to combine fire) are marked with Moved/Fired markers at the time they conduct Opportunity Fire and thus cannot activate on any of their own player’s action segments in the current turn. MG units with Opportunity Fire markers on them (meaning they have conducted Opportunity Fire once in the current turn) may not activate during their own player’s action segment, but may conduct Opportunity Fire a second time during an enemy player’s action segment. After that they are marked with a Moved/Fired marker.

3.2 Subordinate Activation

In most Infantry Attacks games, relative seniority (rank) is defined by the number of stars on the Leader piece; more stars are more senior. One game (August 1914) has no stars; refer to the chart in that game’s special rules.

In addition to activating units of his own type (cavalry or non-cavalry) in his own hex and the six hexes adjacent to him, a Leader can activate other, lower-ranking Leaders of his own type (infantry or cavalry) in his hex and the six hexes adjacent to him. Those Leaders may in turn activate units of their own type in their own hexes and adjacent hexes, plus Leaders of their own type in those hexes who are of lower rank than they are, and so on. This all happens in the same action segment, and all Leaders and units so activated may move and fire normally in that action segment.

For example, an activated Lieutenant Colonel (four stars) may activate a Major (three stars) of his type in an adjacent hex, and the Major may activate a Captain (two stars) of his type in a third hex adjacent to him, and they can all activate units of their own type in their own hexes and all hexes adjacent to them all on the same action segment. If planned carefully, Leaders and units of the same type spread over a large front may all activate in the same action segment, due to the activation of a single senior commander.

Leaders cannot activate other Leaders who are of the same or higher rank than they are. Infantry Leaders may not activate Cavalry Leaders, and vice versa.

3.3 Restrictions

Each unit may activate no more than once per turn, and each Leader may activate no more than once per turn (exception: MG units may fire twice when conducting Opportunity Fire (12.0) and any Leader combining their fire per rule 6.51 may do so on both of the MG unit’s Opportunity Fire opportunities). When an activated unit or Leader has completed its action segment, the owning player places a Moved/Fired marker on it to signify that it has taken its activation for the turn and cannot activate again until next turn. Units that conduct Opportunity Fire (12.0) during an enemy player’s action segment must activate to do so and cannot activate during any of their own action segments.

4.0 Stacking

More than one unit may occupy the same hex. This is called “stacking.”

4.1 Limits

The maximum number of friendly units that may occupy the same hex is:

  • Three combat units, no more than two of which may be companies (see Definitions), PLUS
  • Three transport units (loaded or unloaded), PLUS
  • Any number of Leaders.

Stacking restrictions apply at all times. Units may not enter a hex if doing so would exceed stacking limits. In an assault hex, each side may have up to three combat units (no more than two of which may be companies) plus three transports (loaded or unloaded) and unlimited Leaders, for a total of up to six units per side plus an unlimited number of leaders in the hex.

Note that a loaded transport counts as one transport unit, meaning that the unit loaded on it does not count at all for stacking purposes. Also note that a company counts as a company for stacking purposes even if it is currently at reduced strength.

4.2 Column Modifiers Due to Stacking

A hex containing one company (whether at full strength or reduced strength) suffers a +1 column modifier when fired at by Direct Fire or Bombardment, and a hex containing two companies (at full or reduced strength) suffers a +2 column modifier. Additional modifiers may also apply to individual unit types in the hex, but the +1 or +2 modifier for one or two companies in the hex applies to ALL units and Leaders in the hex (due to it being a target-rich environment). Leaders, transports (loaded or unloaded) and non-company units do not count toward this penalty.

Note that since Opportunity Fire (12.0) and Bombardments caused by a unit moving into a Drumfire hex (9.6) only affect the individual moving unit (and any Leader moving with it), the +1 column modifier for stacking only applies in those situations if the individual moving unit is a company.

Examples: A hex with two INF units suffers a +2 column modifier when attacked by Direct Fire or Bombardment. A hex with one INF unit suffers a +1 column modifier when attacked by Direct Fire or Bombardment. If an INF unit moves and is attacked with Opportunity Fire the +1 column modifier also applies to the Opportunity Fire.

4.3 Effects on Movement

Moving units may not enter a hex if doing so would cause that hex to exceed stacking limits. For example, an INF unit cannot enter a hex containing two other INF units, but an MG unit could. Moving transports may not enter a hex containing three other friendly transports (whether loaded or not). Leaders have no such restrictions; any number of them may occupy the same hex.

4.4 Overstacking

If at any time a hex contains more of a type of unit (for example, combat units or transports) than may stack there, the owning player must immediately eliminate enough friendly units of that type in the hex so that the hex is no longer overstacked. Such units are removed from play as if they had been eliminated in combat (not just displaced to other hexes) and they do count as eliminated for victory and initiative purposes. The owning player chooses which unit(s) of the appropriate type to eliminate.

Example: Two Russian INF units, a Russian field gun and a Russian wagon with an MG unit loaded on it are all stacked together in the same hex. The hex is not overstacked because the MG unit loaded on the wagon does not count for stacking purposes (only the wagon it is on counts). But then the hex is bombarded and the wagon becomes disrupted. That also disrupts the MG unit it is carrying which must immediately unload in the hex (5.68). That causes the hex to become overstacked, since four combat units are now in the hex (the disrupted MG is no longer loaded on the wagon, so it counts for stacking). The Russian player must immediately eliminate the field gun, the MG or one of the INF units (his or her choice) to bring the hex back down to the stacking limit.

5.0 Movement
5.1 Movement Allowance

Each unit’s movement allowance is printed in the upper right corner. Field guns have a movement allowance of 0 on their front sides (when deployed for combat), and a movement allowance of either 1 or T on their reverse (“limbered”) sides. MG units have a movement allowance of 1 on their front sides and 2 on their reverse (“limbered”) sides. Leaders do not have their movement allowances printed on their pieces because they have standardized movement allowances: all Infantry Leaders have a movement allowance of 4 and all Cavalry Leaders have a movement allowance of 6.

5.2 Procedure

The active player moves his or her activated units and/or leaders one at a time from hex to adjacent hex. (Exceptions: A Leader may choose to move with a unit he activates (6.4), and a unit being transported moves at the same time as the transport unit carrying it (5.6).) Units and leaders spend movement points (MPs) from their movement allowances to enter hexes, paying the costs specified on the TEC for the terrain in the hex entered. A hex that only includes one terrain type is considered to be that type of terrain. Otherwise, if a hex contains clear terrain plus another type of terrain (other than a road), then it is considered to be the non-clear terrain in the hex. The presence of a road in a hex does not change the terrain type in the hex; it just lowers the MP cost for units moving along the road to enter the hex (5.3).

A unit or Leader only pays the greatest MP cost for the terrain in the hex unless it is moving along a road or crossing a bridge. A unit or Leader may not exceed its movement allowance in any action segment unless it moves only one hex. A unit or Leader with a movement allowance of at least 1 may always move a total of one hex per turn no matter how much it costs to enter the hex (exception: Major Rivers, 5.82). Activated units and/or Leaders which began the action segment in the same hex do not have to follow the same path when moving (they can move in the same or different directions or not at all, as desired).

5.3 Roads and Bridges

Units and/or Leaders moving along a road or across a bridge pay the road movement cost on the TEC, not the cost of the non-road terrain in the hex. To obtain the movement benefit of a road, movement must follow the road across a hexside containing the road, not just into or out of a hex that contains a road. Units and/or Leaders moving along a road may enter a river hex with a bridge by paying the road movement cost. Units and/or Leaders not moving along a road may enter a bridge hex by paying the river MP cost to enter the hex, and may then cross to the other side via the bridge if they have the MPs remaining.

5.4 Assault Movement

Moving into an enemy-occupied hex is called Assault Movement (11.2).

5.5 Movement Closer to Enemy Combat Units

If a unit is activated by a friendly Leader of its own type, it may move closer to enemy combat units in the current action segment. If the unit is not activated by a friendly Leader of its own type, then it can’t move closer to enemy combat units in the current action segment. “Moving closer” includes (but is not limited to) moving into a hex occupied by such units; units may not enter a hex containing one or more enemy combat units unless they are activated by a friendly Leader of their own type. A unit does not need a Leader to enter a hex at an equal or greater distance from enemy combat units, or closer to enemy Leaders or transports (loaded or not). Leaders do not have these restrictions; they may move closer to enemy units as desired.

These restrictions apply even if the enemy units in question have Moved/Fired markers on them, are in an assault hex (and thus unable to fire out of the hex), do not have a line of sight (7.5) to the moving units, or if the moving units are outside the enemy units’ fire range.

5.51 Leader Limitations

Disrupted Leaders may only activate and direct units and subordinate Leaders of their own type in their own hex. Demoralized Leaders can’t activate or direct anybody. Infantry Leaders cannot activate or direct cavalry units (whether mounted or dismounted) or Cavalry Leaders, and Cavalry Leaders cannot activate or direct non-cavalry units or Infantry Leaders.

5.52 Closer Together

If an Infantry Leader and a Cavalry Leader are together in a stack that self-activates (3.11), those Leaders may activate all units of their own type in the stack and adjacent hexes, and all lower-ranking Leaders of their own type in the stack, adjacent hexes, and other hexes through subordinate activation (3.2). All such units and Leaders can perform move or fire actions (3.13), including moving toward enemy units. This is the only way cavalry and non-cavalry units may move closer to enemy combat units together in the same segment or enter an assault hex together on the same segment (5.4). If only one type of Leader is in a stack that activates, then only units of his type which he activates may move closer to enemy combat units that action segment.

Example: A Cavalry Lieutenant Colonel, an Infantry Lieutenant Colonel, a CAV unit and an INF unit which are all stacked together in the same hex may all activate at once as a stack. All units and Leaders in the stack may fire or move normally (including moving closer to enemy combat units) in the same action segment.

If any Cavalry Majors, Infantry Majors or units of any type are in the six hexes adjacent to the stack, then they may be activated by the Leaders in the stack and may all fire or move normally (including moving closer to enemy combat units) in the same action segment as the stack. Such leaders in hexes adjacent to the stack may also activate any units or Captains of their own type in other hexes adjacent to them (two hexes away from the original stack).

If there was no Cavalry Leader in the original stack, then the CAV unit there could still activate as part of the stack but it could not move closer to enemy combat units, and no CAV units or Cavalry Leaders adjacent to the stack could activate this segment. If there was no Infantry Leader in the stack, then the INF unit there could activate but not move closer to enemy combat units and no adjacent non-cavalry units or Infantry Leaders could activate. If there were no Leaders in the stack, both units in the stack could activate on the same segment but could not move closer to enemy combat units.

5.6 Transport

Each good-order transport unit may transport one good-order friendly weapon unit: MG or field gun. When loading or unloading, the transport and the weapon unit must occupy the same hex. Once loaded, the transport unit and weapon unit together count as one transport unit for stacking, movement and combat purposes. They move together as one. Transports may not load or transport Leaders of any type nor may they load or transport units other than MG or field guns.

5.61 Limbered/Unlimbered

Weapon units have two sides. The front side shows the unit deployed for fire (“Unlimbered”), with a movement allowance of 0 or 1. The reverse side shows the unit prepared to move (“Limbered”), with a movement allowance of 2, 1 or T. Units with a movement allowance of 1 on their Unlimbered side may move on their own while on their Unlimbered side; those with a movement allowance of 0 on their Unlimbered side may not. Units with a movement allowance of 2 or 1 on their Limbered side may move on their own while on their Limbered side, or may load onto a transport. Units with a movement allowance of T on their Limbered side may not move on their own; they may only move by loading onto a transport while on their Limbered side.

5.62 Limbering/Unlimbering

Limbering or unlimbering a unit (flipping it to or from its limbered side) costs all of that unit’s MPs and consumes its entire activation (place a Moved/Fired marker on it immediately after flipping it).

5.63 Field Guns

A field gun must first pass a Morale Check (13.1) to limber. If it passes, flip it to its Limbered side. There is no penalty for failure, except that a Moved/Fired marker is placed on it and the field gun may not Limber during the current action segment. MG units do not require a Morale Check to Limber; neither type of weapon unit requires a Morale Check to Unlimber.

5.64 Loading

In order to load onto a transport, a weapon unit must be Limbered side. A weapon unit may be both limbered and loaded onto a transport at the same time, at a cost of all the transport and weapon units’ MPs. This requires an entire action segment. Thus, a transport unit may not move and load a weapon unit in the same action segment. The transport may move on future turns along with the unit loaded on it.

5.65 Unloading

Unloading costs no MPs to either unit, but unlimbering requires the weapon unit’s entire action segment. Thus, a weapon that starts its action segment loaded may unload and unlimber in the same segment, and the transport unit it was loaded on may move or load another unit in the same hex in the same segment as well.

5.66 Moving On

A transport that unloads a unit after moving may continue moving as long as it has MPs remaining. Also, a loaded transport that starts its activation in the same hex with another weapon unit (besides the unit it is carrying) which has not yet activated this turn may unload the unit it is carrying and then load the other unit all in the same segment at a cost of all its MPs (it cannot move thereafter that segment; place a Moved/Fired marker on it).

5.67 Taking Damage

If a transport unit is fired on, any unit it is transporting at the time suffers the same fate as the transport. If a transport must make a Morale Check due to enemy fire, make one roll for the transport only, adding the morale bonus of any one Infantry Leader who is in the same hex with it or an adjacent hex (6.61). If the transport becomes disrupted or demoralized or is eliminated, so does any unit it is transporting. For example, if direct or bombardment fire scores an X result on a hex with a wagon unit that is transporting a field gun, then the wagon and the field gun are both eliminated. If the fire scores an M result and the transport becomes disrupted, so would the field gun it is carrying (no separate Morale Check is conducted for it) and the field gun must immediately unload per 5.68.

5.68 Forced Unloading

If a transport becomes disrupted or demoralized, any unit it is carrying does too and unloads immediately in the same hex with it, on its Limbered side. This does not use up the activation of either the transport or the unloading unit (they may activate normally later in the turn if they have not activated previously that turn).

5.69 Restrictions
  • Disrupted and demoralized transports may not load or transport units, and disrupted and demoralized units may not load onto transports.
  • Units being transported may not conduct any type of fire, and transports may not enter assault hexes (whether loaded or not).
  • In an assault hex, units may unload from a transport but may not load onto a transport.
  • A transport is not a combat unit, regardless of whether it is loaded or unloaded.
  • Transports in a hex that does not contain any unloaded friendly combat units are eliminated along with any units they are carrying if an enemy combat unit enters the same hex with them.
  • Transports and/or Leaders may enter hexes containing only enemy transports (loaded or not) and/or Leaders. They have no effect on each other.
5.7 Night Movement

On night turns (see 1.2 Definitions) units may not enter hexes that are not friendly-controlled unless the moving units are activated by a Leader (3.12).

5.8 Rivers and Lakes

Bridges and fords help units cross rivers. Bridges are printed on the board, while fords are designated in the scenario instructions. Units and/or leaders entering a Major or Minor river hex with a bridge pay the road movement cost to cross the river (see TEC and 5.3). Units and/or leaders entering a Major or Minor river hex with a ford pay the MP cost listed in scenario instructions to cross the river at the ford. They may then keep moving if they have MPs remaining, unless scenario instructions state otherwise. Units and/or leaders may not enter lake hexes at all.

5.81 Minor Rivers

Units and/or leaders may enter Minor river hexes without bridges or fords by paying the River MP cost on the TEC. They may then cross to the other side of the river by paying the normal MP cost for the terrain in hex entered, but must stop there for the turn.

5.82 Major Rivers

Units and/or leaders may enter Major River hexes without bridges or fords by paying the River MP cost on the TEC. They may then move down the river from river hex to river hex, paying the River MP cost, and may exit the river whenever desired into any other hex on the same side of the river from which they entered the river. However, no unit or leader may cross to the other side of a Major River at any spot other than a bridge or ford.

5.83 Combat Effects of Rivers

Units and/or leaders in a river hex can be attacked normally, even by Assault (11.0). If an Assault takes place in a Major River hex, the owning players must note whether the units are on the same side of the river or not. If any or all units in the assault hex are on the same side of the river, the river has no effect except that units which are on the opposite side of the river from all enemy units in the hex may not participate in Cold Steel attacks in any way (as attackers or as defenders; 11.6). However, if all opposing units in the assault hex are on opposite sides of a Major River from each other, then each time one side attacks it suffers a -2 column modifier on the Assault Table and neither side may launch a Cold Steel attack.

5.84 Lakes

Unless scenario rules say otherwise, units and/or Leaders may not enter any hex that is partially or totally covered by a lake. Even hexes containing small lakes that fit entirely within the hex may not be entered.

5.9 Restrictions
  • Units may not enter hexes occupied by enemy combat units except through assault movement (5.4).
  • Units which are not activated by a Leader may not move closer to enemy combat units (5.5), including moving into assault hexes.
  • A unit may freely enter and exit hexes containing only enemy Leaders (see 6.72 for possible leader casualties) and/or only enemy transports (whether loaded or not).
6.0 Leaders

Leaders are the most important pieces in the game. Their presence is required for most units to operate effectively.

6.1 Leader Types

There are two types of Leaders: Cavalry Leaders (with a horse head on the piece) and Infantry Leaders (with no horse head on the piece). Cavalry Leaders may only affect cavalry units (mounted or dismounted), and Infantry Leaders may only affect non-cavalry units. Cavalry Leaders have no effect on non-cavalry units, and Infantry Leaders have no effect on cavalry units (even dismounted ones).

6.11 Horse Artillery

Some scenarios will designate field guns, MG units and the wagons that transport them as “horse artillery.” These units are considered cavalry for the purposes of this rule (they’re affected by Cavalry Leaders rather than Infantry Leaders).

6.12 Special Leaders

Some games feature special leader types, like Cossacks or Pioneers, described in the game’s special rules.

6.2 Leader Selection

Unless scenario instructions state otherwise, players select Leaders randomly for each scenario. Each player places all his or her side’s Leaders of the types and rank(s) specified in the scenario in an opaque container, draws one out without looking and “flips” it like a coin. Each Leader piece has two sides, each side representing a different Leader. Only use the Leader on the side that lands face-up. Continue drawing and flipping Leaders until the number of Leaders of each type and rank specified in the scenario have been drawn, and then discard the remaining Leaders.

6.3 Leader Activation

A Leader may only be activated if it is not currently marked with a Moved/Fired marker. A Leader with a Moved/Fired marker may make Morale Checks and assist friendly units undergoing Morale Checks (13.1) or defending against an Assault (6.53), but may not activate friendly units (3.12), assist recovering units (6.62) combine the fire of friendly units (6.51) or attack in an Assault (11.1).

6.4 Movement

Infantry Leaders have a movement allowance of 4, and Cavalry Leaders have a movement allowance of 6. Leaders may not be transported (5.6). A Leader may move on his own or with a unit he activates, as desired.

6.5 Combat
6.51 Combining Fire

Personnel units stacked together in the same hex may always add their Direct Fire values together into one combined attack without the help of a Leader (though they are not required to do so). Units in different hexes may not combine their direct fire values into one attack unless they are activated by the same Leader of their own type who has a combat modifier. An activated, good-order Leader with a combat modifier of “1” may combine the direct fire values of units of his own type in his hex plus one adjacent hex. An activated, good order Leader with a combat modifier of “2” may combine the direct fire values of units of his own type in his hex plus up to two adjacent hexes. Leaders may not combine the fire of field guns in different hexes.

6.52 Firepower Enhancement

An activated, undemoralized Leader may add his combat bonus to the direct fire value of one undemoralized unit of his own type in his own hex. For example, a Russian Infantry Leader with a combat bonus of 1 may increase the direct fire value of an undemoralized Russian INF unit in his hex from 5 to 6. This applies to units firing on the direct fire table and also units in Assaults (11.0). Leaders on the defending side in an assault may add their bonus just like Leaders on the attacking side, even though they’re not activated. If a hex contains multiple units and Leaders, then each Leader may add his combat bonus to the firepower of only one unit of his own type, and each unit may receive a combat bonus from only one Leader of its own type. Leaders may not add their combat bonuses to field guns or to demoralized units.

6.53 Leaders in Assault

Undemoralized Leaders may assist in Assault combat (11.31), providing a column shift by their very presence. Undemoralized Leaders with morale bonuses can modify the morale and recovery die rolls of units and lower ranking Leaders in assault hexes with them (6.61, 6.62).

6.6 Morale
6.61 Morale Checks

An undemoralized Leader may assist units of his own type in his hex and adjacent hexes in their Morale Checks (13.1). Add the Leader’s morale bonus to the morale of the units of his own type undergoing the Morale Check. A Leader does not have to be activated to assist in Morale Checks, and may assist even if he has a Moved/Fired marker on him.

6.62 Recovery

An activated Leader may help the units he activates to recover from disruption and/or demoralization (13.4). Add the Leader’s morale bonus to the morale of the units he activates attempting recovery. A unit may benefit from the morale bonus of only one Leader of its own type — do not add multiple Leaders’ bonuses. If a Leader activates lower-ranking Leaders through subordinate activation (3.2), the owning player may choose to use the morale bonuses of the lower-ranking Leaders that activated the recovering units (rather than the superior Leader’s bonus).

6.63 Fleeing

If a demoralized unit in a hex with an activated, good order Leader fails to recover and flees (13.31), the Leader may move with it. If the Leader is disrupted, he must voluntarily become demoralized himself to flee with it. If the Leader is in good order, he does not have to become demoralized to flee with it (he remains good order and moves with the fleeing unit normally).

6.64 Good Order, Disrupted, and Demoralized Leaders

A good-order Leader may assist units of his own type in his hex and adjacent hexes to check morale and recover. A disrupted Leader may assist units of his own type in his hex only. A demoralized Leader may assist no one.

6.65 Leaders Helping Leaders

A Leader may assist lower-ranking Leaders of his own type just as he would assist units. He may not assist Leaders of equal or higher rank, nor may he add his morale bonus to his own morale.

6.66 Restrictions (the Laundry List of the Beast)
  • A Leader may not move to a different hex or participate in Fire actions in the same action segment in which he assists a recovery attempt (exception: He may flee with a demoralized unit in his hex that fails to recover per 13.31).
  • Place a Moved/Fired marker on any Leader that assists in a recovery attempt. There is no such restriction on Leaders that assist with Morale Checks; they may move or participate in Fire actions normally no matter how many units or lower-ranking Leaders they assist with Morale Checks.
6.7 Leader Casualties

Leaders can be eliminated in more than one way:

  • A demoralized Leader who is again demoralized is eliminated (13.11).
  • A demoralized Leader who rolls a 12 on his recovery attempt deserts and is eliminated (13.44).
  • If a Leader is in a hex where any friendly combat units of any type (not just his own) suffer step losses, he may be killed or badly wounded. After all step losses have been applied and all Morale Checks are complete, the owning player rolls two dice for each surviving Leader in the hex. Subtract one from the result for every step loss suffered by friendly combat units of any type in the hex (transports and units loaded on transports that were eliminated don’t count). On a modified result of 2 or less, the Leader is eliminated.
6.71 Lone Leaders Under Fire

Leaders alone in a hex may be attacked with Direct Fire or Bombardment. If one or more Leaders are in a hex with no combat units, one Leader is eliminated per step loss incurred in the hex (X on the Direct Fire or Bombardment table = one Leader eliminated, 2X = two Leaders eliminated, etc.). If one or more Leaders are in an assault hex where all friendly combat units are eliminated by step losses and there are still unfulfilled step losses remaining, eliminate one friendly Leader in the hex per remaining step loss. In all cases, the owning player chooses which leaders are eliminated if there is more than one such leader in a hex.

6.72 Lone Leaders Overrun

If a combat unit enters a hex occupied by one or more enemy Leaders and no enemy combat units, or if all enemy units in an assault hex are eliminated but one or more enemy Leaders remain there, then the active player rolls two dice for each enemy Leader in the hex. On a result of 9 or more the Leader is removed from play. On a result of less than 9, the owning player moves him to an adjacent hex that is either friendly-controlled or not occupied by any enemy combat units (a lone Leader exiting a hex is not subject to harassing fire, 11.23). If all adjacent hexes are occupied by one or more enemy combat units, the Leader is eliminated. If the Leader is demoralized, he may not enter a Drumfire hex when exiting an enemy-occupied hex (eliminate the demoralized Leader if all adjacent hexes are occupied by enemy combat units and/or are Drumfire hexes).

6.73 Decapitation

If the highest-ranking Leader on a side is eliminated through any method other than compound demoralization (13.11) or desertion (13.44), then that side’s initiative drops by two for the next two turns after the current turn. Also, for the rest of the current turn plus the two turns thereafter, all Leaders on that side who are of the same type as the eliminated Leader must make a Morale Check (13.1) whenever they wish to activate. Each such Leader that passes his Morale Check may activate normally, but each one that fails his Morale Check loses his action phase for the turn and has a Moved/Fired marker placed on him immediately.

If the highest ranking Leader on a side is eliminated through compound demoralization (13.11) or desertion (13.44), the duration of the penalty is doubled (that side’s initiative drops by two for the next four turns after the current turn, and for the rest of the current turn plus the four turns thereafter all Leaders on that side who are of the same type as the eliminated Leader must make a Morale Check whenever they wish to activate). Note that in all cases, initiative cannot drop below zero.

This rule can only affect each side once per game. So for example, if the highest-ranking German leader listed in scenario instructions is an Oberst, then if the Oberst is eliminated and then a Major is eliminated later in the game, the Decapitation rule only applies when the Oberst is killed.

6.74 Catastrophic Loss

Each time (not just the first time) any Leader with five or more stars is eliminated, all friendly units and leaders of his own type which were stacked with him or in any hex adjacent to him must undergo an immediate Morale Check (13.1). Subtract (do not add as is normal) the eliminated Leader’s morale bonus (if any) from the morale of each unit checking morale. This penalty is in addition to that of rule 6.73 above if the highest-ranking Leader on a side has five or more stars and that Leader is eliminated.

7.0 Spotting

In order for units to fire at hex, they must be able to spot at least one enemy unit or Leader in that hex.

7.1 Spotting Range

Spotting range is the distance in hexes from a unit or Leader’s location that it can “see.” During daylight, units and Leaders in clear terrain can see 12 hexes in all directions. Limiting terrain (7.2), elevation lines (7.41) and Smoke markers (15.12) can reduce spotting range, either by concealing units occupying the limiting terrain or a smoke hex, or by blocking line of sight (7.5). Units on hills or other elevations have their spotting ranges increased (7.43). Weather or darkness may decrease spotting range.

7.11 From Dusk to Dawn

The transition from night to day or vice versa presents a time of changing spotting range. Scenario specific rules will identify the time Day or Night occurs. Use the following spotting ranges in relation to those times.

  • Dawn minus 60 minutes: spotting range 1 or 2 hexes (see below), night rules in effect.
  • Dawn minus 45 minutes: spotting range 2 hexes, night rules in effect.
  • Dawn minus 30 minutes: spotting range 4 hexes, no night rules.
  • Dawn minus 15 minutes spotting range 8 hexes, no night rules.
  • Day: spotting range 12 hexes.
  • Dusk minus 60 minutes: spotting range 12 hexes.
  • Dusk minus 45 minutes: spotting range 8 hexes, no night rules.
  • Dusk minus 30 minutes: spotting range 4 hexes, no night rules.
  • Dusk minus 15 minutes: spotting range 2 hexes, night rules in effect.
  • Night: spotting range 1 or 2 hexes (see below), night rules in effect.
7.12 Darkness of Night

If the scenario rules do not specify, roll a die for spotting range at the beginning of the game; on a result of 1 through 4 the spotting range is one hex, on a result of 5 or 6 result spotting range is two hexes.

7.2 Limiting Terrain

The Terrain Effects Chart (TEC) lists many types of terrain that prevent seeing units concealed inside that terrain until within a certain distance. Such terrain is called “Limiting Terrain.” Not all limiting terrain blocks line of sight (7.5), but many do. For example, Fields, Brush, and Tall Grass are limiting terrain that does not block line of sight, and towns and woods do block it. Scenarios may specify additional limiting terrain types.

7.21 Spotting in Limited Terrain

A unit occupying limiting terrain may only be spotted by enemy units within the designated distance on the Terrain Effects Chart (or less if the current spotting range is less due to night, weather, or other special scenario rules), or the line of sight to the unit’s hex is blocked (7.51, 7.52). Spotting range is three hexes for units or leaders in limiting terrain unless the TEC or scenario special rules specify differently.

7.22 Spotted Markers

When a unit occupying limiting terrain fires within line of sight (7.5) of an enemy, place a Spotted marker on top of the unit that fired, and another marker underneath any units in the hex that didn’t fire. As long as the Spotted marker remains on a unit, it’s considered to be in a Clear hex for spotting purposes (units up to 12 hexes away can spot it during daylight turns if they have a line-of sight to the unit’s hex), although the unit still receives any defensive benefits of the terrain for combat.

Enemy units in range may use direct fire against a hex with a Spotted marker, and all units in the hex (whether spotted or not) are affected normally. If a unit with a Spotted marker on top of it moves to another hex that is either limiting terrain AND a greater distance than the Terrain Effects Chart spotting range from enemy units, OR is outside the enemy LOS, remove the Spotted marker from the unit.

All units in an assault hex are marked with a Spotted marker.

Because spotted units lose their spotted status when they leave their original hex and enter another limiting terrain hex, they cannot be fired upon with Opportunity Fire during this movement unless the firing unit(s) can spot the target in both hexes. Opportunity Fire may only occur when a unit moves into a hex where it remains spotted.

Example: In the illustration, the German INF is spotted in its current Heavy Woods hex which is limiting terrain. If it moves to location X it will no longer be spotted by the Russian unit in hex 0802 because it’s four hexes away in limiting terrain, but the new hex can be spotted by the Russian unit in hex 0404, so it stays spotted. If the German moved to location Y it would no longer be spotted.

7.23 Terrain Artwork

A hex contains limiting terrain if at least one-quarter of the hex is covered by limiting terrain artwork (a tiny sliver is not limiting terrain). In most cases this should be obvious, but if there is disagreement we recommend settling the issue with fists and found objects.

7.3 Special Spotting Powers

Some cavalry units (defined by each game’s special rules) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and Leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a cavalry unit with special powers can spot them at four hexes. Their second ability is that the owning player can place a Spotted marker on one enemy unit (of his or her choice) within spotting range and line of sight as if the enemy unit had “blown its cover” by firing. Such Spotted markers are removed as described earlier.

7.4 Elevation

The game boards contain elevation changes elevated indicated by elevation lines specifying an elevation in meters above (or below in the case of wadi/gully) the basic board.

7.41 Elevation Lines

Each line usually represents an elevation change of 20 meters. The hexes containing the elevation lines are called “slope” hexes. For the purposes of potentially blocking or allowing LOS, they are considered the full elevation throughout the hex. Slope hexes do not provide concealment, however, so are not limiting terrain, though they may block LOS. Steep slopes are similar but represent larger elevation changes and present additional difficulties. Units on a higher elevation have combat advantages; see the fire tables. On most boards, elevation lines encircle other elevated hexes creating what is usually called a “hill”. These other interior elevated non-slope hexes are considered clear terrain unless occupied by some other terrain feature like woods.

7.42 Terrain that Blocks Line of Sight

The TEC specifies which terrain features are tall enough to block line of sight (7.5) due to vegetation, buildings or other obstructions for a spotter and target on the same level. For game line of sight purposes, they are assumed to be 20 meters in elevation in addition to the elevation of the land upon which they sit.

Example: In the illustration, the light woods in location A (hex 0903) are 20 meters tall and on a 20-meter elevation, for a total of a 40-meter line of sight obstacle. The same would be true of the town in location B (hex 1004). The light woods in location C (hex 1205) would only be a 20-meter elevation as the land is level (0 meters).

7.43 Increased Spotting Range

The spotting range from a hex is increased by six hexes for every level of elevation above the hex being spotted. For example, a unit in a hex with a 40-meter elevation can spot units at 0-meter elevation up to 12 + (2 x 6) = 24 hexes away. This increase is limited during turns affected by night, weather, or other reduced visibility to the maximum spotting distance for those conditions. Spotting range from lower to higher elevations is never increased for any reason.

7.44 Town Hexes

Normally units or leaders spot from ground level. However, when spotting from a town hex (not a village) treat the town as being 20 meters higher than the terrain it sits on. So, if a town is located in a hex on a 20-meter elevation line, then treat it as 40 meters in elevation for purposes of line of sight and spotting range. A town at zero elevation counts as 20 meters in elevation for spotting. The added elevation is for spotting only, never for firing.

7.5 Line of Sight (LOS)

In order to spot an enemy unit, an active unit or Leader must trace a line of sight to the target. The LOS is determined by taking a straightedge and tracing a straight line from the center of the active unit’s hex to the center of the target hex. A LOS may enter a hex with any type of terrain, but that terrain determines if the LOS passes through or not.

7.51 On the Same Elevation

LOS is blocked if both the spotting and target hex are on the same elevation, and:

  • a limiting terrain hex that blocks LOS lies between the two hexes; OR
  • one or more slope hexes of a higher elevation lies between the two hexes; OR
  • the LOS lies on a hexside between two hexes that BOTH contain either limiting terrain that blocks LOS or a slope hex of a higher elevation; OR
  • more than one hex of orchard, palm grove, light woods, or light jungle, or the equivalent lies between the two hexes.
7.52 On Different Elevations

LOS is Blocked if both the spotting and target hex are on different elevations, and:

  • one or more slope hexes of higher elevation than the higher unit lies between the two hexes; OR
  • one or more slope hexes of the same elevation as the higher unit lies between the two hexes and the slope hex is closer (not equidistant) to the lower unit than the higher one; OR
  • a limiting terrain hex that blocks LOS (for example, town or woods), that is higher elevation than the higher unit, lies between the two hexes; OR
  • a limiting terrain hex that blocks LOS (for example, town or woods), of the same elevation as the higher unit, lies between the two hexes and the limiting terrain hex is closer (not equidistant) to the lower unit than the higher one.
7.53 Passing Through Terrain

A LOS may pass through limiting terrain that is not elevated terrain (for example, Fields/Brush/Tall Grass).

7.54 Passing Through Units

Units never block LOS.

7.55 Reciprocity

LOS works both ways. If you can see him, he can see you, unless one of you occupies a limiting terrain hex (7.2) that prevents spotting at that range.

7.56 Spinal Tap

A LOS that falls along a hex spine can pass through either of the two adjacent hexes (spotting player’s choice). That choice remains constant for the remainder of the turn.

Example: The German MG can spot the Russian MG since the LOS is traced down the hex spine, and can pass through the hex on either side of the spine, thus not being traced through the town hex. However, the German MG cannot spot the Russian INF since the LOS is traced through the town hex which is elevated terrain higher than the spotter (MG) and the target (INF).

Further LOS examples are offered for clarity (see Illustration):

8.0 Combat
8.1 Types

Each unit which elects to take a Fire action (3.13) during its action segment may perform either Direct Fire (10.0) or Assault (11.0). Artillery fire is resolved during the Bombardment Phase, except Drumfire (9.6).

Alternatively, inactive units may use Opportunity Fire (12.0) to attack spotted, moving individual enemy units and/or Leaders within range with Direct Fire. Units with Direct Fire values may use Direct Fire against units in other hexes within range, or may Assault units in the same hex with them.

8.2 Restrictions
8.21 Spotting Requirement

Units must be able to spot (7.0) enemy units in order to fire at them.

8.22 No Multiple Fire

A unit may not fire more than once per turn. The exceptions to this are:

  • Undemoralized units may attack up to once per turn in Assault combat AND may also defend in Assault combat each time they’re assaulted by active enemy units. They may also conduct harassing fire (11.23) if all enemy units exit the assault hex;
  • Undemoralized MGs which do not activate in any of their own player’s action segments in the current turn may fire up to twice in the current turn using Opportunity Fire (12.0).
  • Units may not activate or fire in a friendly action phase if they used Opportunity Fire in an enemy action phase this turn.
8.23 No Split Fire

A unit must apply its entire fire value against a single target hex - it may not attack more than one hex per turn (Exception: MGs using Opportunity Fire, 12.1).

8.24 Blocked Fire

Units may not target direct fire at a hex containing friendly units, nor may they trace direct fire through a hex containing friendly units (exception: 10.11, 10.12).

8.3 Fire Values

A unit’s fire value and range are printed on its playing piece in the form of two numbers separated by a dash. The number before the dash is the fire value - the number after the dash is the range. Some units have fire values printed in outlined white; this dates from an earlier edition of these rules and you may ignore the distinction.

8.31 Range

Units must be within range of their intended targets to attack them. Trace a line from the center of the firing unit’s hex to the center of the target hex, and count the hexes the line goes through. The number of hexes must be equal to or less than the firing unit’s range. Count the hex occupied by the target unit(s) but not the hex(es) occupied by the firing units.

8.32 Combining Fire

Units may add their fire values together to make one stronger attack. Field guns may only combine their fire values with other field guns stacked together in the same hex. Other units that are stacked together in the same hex may always combine fire, whether a Leader is present in the hex or not.

Personnel units in adjacent hexes may combine their fire values only if activated by a Leader of their own type (6.51) who has a combat bonus. A Leader may combine the direct fire of all personnel units of his own type in his hex plus a number of adjacent hexes equal to his combat bonus.

8.4 Fire Effects
8.41 Direct Fire, Bombardment, Assault

Direct Fire, Bombardment and Assault affect all units and Leaders in the target hex (exceptions, see Opportunity Fire and Drumfire below).

8.42 Opportunity Fire

Opportunity Fire only affects the individual moving unit fired upon (plus any unit it is transporting, if it is a transport) or the individual moving Leader fired upon. It does not affect any other units in the hex. However, if a Leader is moving with a unit he activated per 3.11, Opportunity Fire directed at the unit also affects the Leader. MG units may conduct Opportunity Fire twice per turn (12.0), while companies of all types except mounted cavalry may perform one Opportunity Fire per turn. Mounted cavalry units and field guns may not perform Opportunity Fire, but dismounted cavalry can (once per turn).

8.43 Results

Determine results on the combat results table for the appropriate type of fire (Direct, Bombardment or Assault). Results may range from the targeted unit(s) and/or Leaders having to take step losses (8.6) or Morale Checks (13.1), or no effect at all. If a combat result against a hex includes some type of Morale Check, make a separate Morale Check die roll for each unit and/or Leader in the hex (exception: loaded transports, 5.67). If a combat result caused by Opportunity Fire or Drumfire includes a Morale Check, make a Morale Check only for the targeted moving unit or Leader. If Opportunity Fire or Drumfire affects a unit and Leader moving together per rule 6.4, then make separate Morale Checks for the unit and Leader if the combat result includes a Morale Check.

8.44 Moved/Fire Markers

Units can fire just once per turn (exceptions: MG units using Opportunity Fire 12.0; undemoralized units in an assault hex 11.1). When a unit performs any type of fire, place a Moved/Fired marker on it to show that it may perform no further action that turn.

8.5 Column Modifiers

Some conditions change the column used on the direct fire, bombardment or assault table. All modifiers are cumulative, except for modifiers that only apply to specific unit types (see the fire tables and 8.52 below for details).

8.51 Applying a Column Modifier

When a column modifier is applicable, go up or down a number of columns equal to the modifier. For example, a net modifier of +2 would change a bombardment attack from the 12 column to the 21 column, and a net modifier of +5 would change a direct fire attack from the 12 column to the 42 column. There is no limit to how much column modifiers can reduce or raise the column used in an attack, except that no attack on any table may ever be reduced below the lowest column on the table or raised above the highest column on the table (exception: Direct Fire maximum and minimum modifiers, 10.3).

8.52 Seperate Column Modifiers in One Attack

In some cases, a column modifier will apply to some units in a target hex but not others. In such cases, make one dice roll for the attack, but use different columns to determine the combat results on the different target units.

Example: A German MG unit with a direct fire value of 6 fires at a hex containing three Russian units: an INF unit, a mounted CAV unit and a field gun. The range is 2 hexes, so the German MG attacks the INF unit on the 11 column of the Direct Fire Table (+2 column modifier against a hex containing two companies), attacks the CAV unit on the 16 column (+2 for firing at a hex with two companies and +1 because the CAV unit is mounted) and attacks the field gun on the 22 column (+2 for the two companies in the hex and +2 because the target unit is a field gun). The German player rolls once for a result of 5. That’s an M result on the 11 column, an M1 result on the 16 column and an M2 result on the 22 column. The INF must make an M Morale Check while the CAV must make an M1 Morale Check and the field gun an M2 Morale Check.

There is no “spillover” from results against one unit that don’t apply to another. For example, if the result against an INF unit in a hex is X but the result against a field gun in the same hex is a 2X, the 2X result merely destroys the field gun and does not cause an extra step loss to the INF unit (which just suffers one step loss from the X result against it).

8.6 Step Losses

A full-strength company which suffers a step loss must flip to its reduced-strength side. A reduced-strength company which suffers a step loss is eliminated. A field gun or MG unit which suffers a step loss is eliminated (it has no reduced strength level). A transport unit that suffers a step loss is eliminated along with any unit loaded on it at the time. Any unit that suffers two or more step losses is eliminated.

8.61 Direct and Bombardment Fire

Each Direct Fire or Bombardment attack affects the entire target hex (exceptions: Opportunity Fire and Drumfire, 12.0 and 9.6). An “X” result on the Direct or Bombardment Fire table causes the following damage:

  1. One step loss to one combat unit in the hex (those loaded on transports don’t count), AND
  2. One step loss to one transport unit in the hex (eliminating it and any unit it is carrying at the time)

In all cases, the owning player chooses which unit of each category listed above suffers the step loss. If a hex does not contain units of a category (for example, no transport units), the step loss to that category of unit is ignored. All surviving units and leaders in the hex must then make an M2 Morale Check, and the owning player must then check for leader casualties for any leaders he has in the hex (6.7).

The effect of a “2X” or “3X” result is the same as with an X result except that it causes two or three step losses (respectively) to both unit categories (combat units and transports).

Example: A “2X” result afflicts a hex containing a German Oberst, two full-strength German INF and two wagons. This eliminates both wagons and any units they are carrying at the time, and also eliminates one INF OR inflicts one step loss on each INF (owning player’s choice). The Oberst and the surviving INF unit(s) remain in the hex and must make an M2 Morale Check, and then the German player rolls two dice and subtracts two from the result (due to the two step losses taken by combat units in the hex) to determine whether or not the Oberst is killed.

If step losses eliminate all units of a category in a hex, any remaining step losses against that category are ignored. So for example, if a 2X result is scored in a hex with an MG unit and three wagons, the MG and two wagons are eliminated but not the third wagon (the unfulfilled second step loss against combat units in the hex does not eliminate the wagon, since the wagon is not a combat unit).

8.62 Assault

A “1Z” result on the Assault table causes the following damage:

  1. One step loss to one enemy combat unit in the assault hex (those loaded on transports don’t count), AND;
  2. One step loss to one enemy transport unit in the hex (eliminating it and any unit it is carrying at the time)

In both of the unit categories above, the step loss must be taken by a unit with the best current morale status. A good-order unit of a category must take the step loss if friendly disrupted or demoralized units of the same category are also in the hex. If an assault hex contains no good-order friendly units and contains both friendly disrupted and demoralized units, then a disrupted unit of a category must take the step loss. If all friendly units of a category are demoralized, the owning player chooses which one suffers the first step loss.

On a “2Z” or “3Z” result, the fire causes two or three step losses (respectively) to both unit categories listed above. The owning player must assign the first step loss to a unit of each category with the best morale status as above, but may then choose which units of each category take the second and third step losses regardless of morale status. As with direct and bombardment fire, step losses to absent unit categories and/or excess step losses to units of a category after all of them have been eliminated are ignored.

After applying all step losses to units, each surviving unit and/or leader in the hex whose side suffered a 1Z, 2Z or 3Z result must make an M2 Morale Check, and each such surviving leader must check to see if he becomes a casualty (6.7).

Example: A German-occupied hex contains two good-order INF units, a disrupted MG and two good-order wagons. If Russian units assault the hex and obtain a “1Z” result, the German player must remove one wagon of his choice from play (along with any unit it is carrying at the time), and then apply a step loss to an INF unit of his choice in the hex. He could not apply the step loss to the MG because it is disrupted and the INF units are not.

If the Russian player had obtained a “2Z” or “3Z” result, the German player would have to remove both wagons from play (along with everything they’re carrying) and then apply one step loss to one of the INF units. He would then be free to allocate the remaining one or two step losses to any of his combat units in the hex as desired.

After applying all step losses, each surviving German unit must conduct an M2 Morale Check.

If any active units and/or Leaders in the assault hex did not participate in the assault, then any step losses their side suffers may not be applied to them and they also do not have to conduct Morale Checks (13.1). If any defending units that are not dug-in choose not to fire in order to let dug-in defending units conduct First Fire (11.33), then the defending units that don’t fire can still take step losses and must still conduct Morale Checks if a combat result against their side includes a Morale Check. They do not gain immunity from damage by not firing defensively; only units on the attacking side that choose not to attack are immune.

8.63 Opportunity Fire and Drumfire

Opportunity fire only affects the single moving unit and/or Leader that is the target of the fire. Similarly, if a moving unit or Leader enters a Drumfire hex, then only the moving unit or leader (or both if they are moving together per 6.4) is affected by the fire at that time. Combat results (including step losses) inflicted by Opportunity Fire or against a unit and/or Leader moving into a Drumfire hex do not apply to any non-moving units or Leaders in the hex with the moving unit and/or Leader.

9.0 Bombardment

Either or both players may be assigned artillery support in the scenario instructions. This artillery is not represented by pieces on the map; instead these batteries are represented by numerical strengths referred to as “artillery increments.” Attacks by artillery are called “bombardments.” Artillery targets are recorded on the Artillery Fire Plan, with bombardments resolved during the Bombardment Phase. Unless scenario instructions say otherwise, each artillery increment may fire once per Bombardment Phase at any one pre-designated vertex (9.11) on the board (it has unlimited range).

9.1 Artillery Plan

After both sides have set up all their units but before the first turn of the game begins, each player must designate targets for each of his or her artillery increments. Each increment has an identifying letter. He or she writes down the increment’s letter at the top of his or her Artillery Plan sheet, giving a separate column to each increment and listing the target vertex (see below) for that increment for each turn. He or she can also designate that the increment will not fire on that turn.

9.11 Vertices

A vertex is the point where three hexes meet. When noting a vertex, write down the board (if more than one board is in play) and the three hexes which touch the vertex.

9.12 Range and Targets

Artillery may fire at any vertex on the board. Target vertices do not have to be spotted by the firing unit or anybody else (they were scouted before the game began). Increments may fire at the same vertex or different vertices on each turn, as desired.

9.13 Shifting Fire

If artillery is plotted to fire at a vertex on one turn, on the next it may only fire at a vertex with which it shares a common hex. For example, fire may move from the vertex 0809/0909/0910 to 0910/1009/1010 but not directly to 1010/1110/1111 unless a “No Fire” turn is plotted in between. Once a “No Fire” turn is plotted, any vertex on the board may be chosen for the next turn’s fire.

Example: The Russian player has two 14-strength artillery increments in a scenario played on Boards 45 and 48. He writes 14 A at the top of the first column (for the first increment) and 14 B at the top of the second column (for the second increment). He then plots the actions each increment will take on each turn of the entire game. For 14 A unit, he plots its actions as follows:

  • Turn 1: Fire 48/0710/0809/0810
  • Turn 2: Fire 48/0710/0809/0810
  • Turn 3: Fire 48/0710/0809/0810
  • Turn 4: Fire 48/0809/0909/0910
  • Turn 5: Fire 48/0809/0909/0910
  • Turn 6: Fire 48/0809/0909/0910
  • Turn 7: No Fire

And so on through the last turn of the scenario. Once he has planned out all the actions for both artillery increments, play may begin.

Note that he would place a Drumfire marker in the Bombardment Phase of Turns 2 and 3 and again on Turns 5 and 6 since the increment fired at the same vertex on the previous turns.

9.2 Combined Fire

Any or all friendly artillery increments which are plotted to fire at the same vertex on the same turn may be combined into one attack if desired, or may all make separate attacks (owning player’s choice). If a hex is touched by two different vertices at which artillery is directed, the fire of those increments may not be combined and must be resolved separately. This applies to both Bombardments and Drumfire (9.6). There is no limit to how many increments may fire at the same vertex or hex.

Example: The scenario instructions give the Russian player artillery increments of “2 x 14, 1 x 20.” If all these increments are plotted to fire at the same vertex on the same turn, they may be combined into one 48-value bombardment, or one of 20 and one of 28, or two of 14 and one of 20 etc. The Russian player may choose to combine these increments differently on each turn.

9.3 Procedure

During the Bombardment Phase, the active player finds the column on the Bombardment Table which either equals or does not exceed the value of the artillery targeting the vertex. Apply any column modifiers (8.5), roll two dice and cross-references the result with the column. Apply the combat result (if any) to ALL units and Leaders in ALL three hexes touching the target vertex (exception: Drumfire 9.6).

Example: A German artillery increment with a fire strength of 20 bombards a hex containing two Russian mounted CAV units and a Russian Lieutenant. The fire against the Lieutenant receives a +2 column modifier for two CAV units in the target hex and the fire against the CAV units receives a +3 column modifier (the above modifier and also +1 because the CAV units are mounted). The fire is resolved on the 30 column against the Leader and the 42 column against the CAV units (two and three columns to the right of the base 16 column for a 20-strength increment, respectively). The German player rolls two dice for a result of 8. That is an M result against the Leader but an M1 result against the CAV units. Each CAV unit in the hex must make an M1 Morale Check, while the Lieutenant must make an M Morale Check.

9.4 Spotting

Vertices targeted for Bombardment need not be spotted before they are bombarded. All Bombardments are planned in advance and may target any vertices on the board.

9.5 Crack of Doom

Artillery increments must fire at their pre-designated vertices as directed by the Artillery Plan, even if a target hex is occupied by friendly units.

9.6 Drumfire

If during any Bombardment Phase an artillery increment fires at the same vertex it fired at on the previous turn (per its Artillery Plan), the owning player immediately places a Drumfire marker on the vertex for each increment that fired at it (exception: Smoke 15.1). Players may find it easier to place Drumfire markers in all three hexes touched by the vertex; the effect is the same. These three hexes are “Drumfire hexes.”

This means that multiple Drumfire markers can be placed on the same vertex if more than one increment fires at it. Resolve fire normally during the Bombardment Phase, and also resolve fire against any units and/or Leaders that move into or through any hex touched by the Drumfire vertex during action phases of the current turn. Remove all Drumfire markers during the Marker Removal Phase.

9.61 Moving Targets

Resolve Drumfire against the moving unit and/or Leader that entered the hex, but not against non-moving units or Leaders currently in the hex (do not apply any column modifiers for the non-moving units in the hex, 8.5).

9.62 No Safe Zone

All moving units and/or Leaders that enter the hex are attacked regardless of the side to which they belong. If a moving unit or Leader does not become disrupted or demoralized by Drumfire, it may move out of the Drumfire hex if it has sufficient MPs remaining to do so, or it may remain in the hex. A moving unit or Leader that fails a Morale Check (13.1) caused by Drumfire must stop moving immediately and remain in the Drumfire hex. A moving two-step unit that suffers a step loss (8.6) but does not fail a Morale Check may continue moving. Demoralized units that are currently fleeing due to failure to recover morale may not enter or move through a Drumfire hex (9.6). In addition, no Drumfire hex may be used as a Safe Hex by demoralized units (13.32).

9.63 Already Under Fire

Any and all units and/or Leaders which are in a hex when a Drumfire marker is placed there during the Bombardment Phase are attacked normally during the Bombardment Phase (just once; there’s no extra attack for placement of the marker). However, they will not be attacked during any action phases of that turn unless they exit the hex and re-enter it. During action phases, Drumfire only affects individual moving units and/or Leaders that enter the hex with the marker; any non-moving units in the hex are not affected. Non-moving units in a Drumfire hex do not count for the purpose of calculating stacking modifiers or other column modifiers when resolving an attack against a unit and/or Leader moving into a Drumfire hex (4.2, 8.5).

9.64 Restrictions

Artillery increments which have “Smoke” actions plotted in the current turn may not place Drumfire markers, even if they fire at the same vertex two turns in a row (they must conduct Fire actions at the same vertex two turns in a row to place a Drumfire marker).

9.7 Assault Hexes

A Bombardment against an assault hex affects all friendly and enemy units and Leaders in the hex. Resolve two Bombardments (one for each side’s units), determining column modifiers and combat results separately for each side’s units and/or Leaders.

10.0 Direct Fire

Activated units with Direct Fire values (including field guns) may fire on hexes within range to which they can trace LOS and which contain one or more enemy units or leaders that they themselves can spot (7.0). Resolve this fire on the Direct Fire table.

10.1 Blocked Fire

Direct Fire may be traced through empty hexes and/or enemy-occupied hexes. Direct fire may not be traced through hexes containing one or more friendly units (or a hexside between two hexes containing friendly units) unless either or both of the following apply:

  1. All friendly-occupied hexes through which the fire is traced (or between which the fire is traced if traced along a hexside) are at a lower elevation than the firing unit, or;
  2. The firing unit is an MG or field gun.

Units of any type may fire “through” hexes containing friendly units (or along a hexside between two hexes containing friendly units) if all such friendly-occupied hexes are at a lower elevation than all firing units.

10.11 Machine-Gun Fire

MG units may fire “through” hexes which contain friendly units (or a hexside between two hexes containing friendly units) and which are not at a lower elevation than the firing MG unit’s hex IF the fire is also traced through at least one hex which:

  1. Contains no friendly units, AND
  2. Is between the target hex and all friendly units along the line of fire.

Example: All hexes in the drawing above are at the same elevation. MG unit A wishes to fire at enemy units Y and Z, but friendly infantry unit C is in the way. Unit A can fire on enemy unit Y because there is a hex containing no friendly units between infantry unit C and enemy unit Y. It can’t fire on enemy unit Z since the line of fire goes through friendly unit C’s hex and there is no hex free of friendly units between it and the enemy unit.

If there were friendly units in the hexes between units C and A, it would make no difference. There need only be a hex free of friendly units between the target hex and the outermost friendly-occupied hex along the line of fire.

10.12 Field Guns

Field guns may always fire “through” hexes containing friendly units. Their fire is never blocked.

10.13 Leaders

Friendly Leaders do not block fire all by themselves. A hex containing one or more Leaders but no units is treated as a hex that is free of friendly units for purposes of this rule.

10.2 Procedure

Each activated unit with direct fire values may fire at one hex within range to which it can trace LOS and which is occupied by one or more enemy units or Leaders it can spot (7.0). For each direct fire attack on a hex, the active player determines whether a unit will fire at the hex individually or whether multiple units will combine fire (6.51). Total the direct fire strengths of all units firing at the hex, find the column on the Direct Fire Table that either equals or does not exceed the total, and apply any column modifiers (see Direct Fire Table, 4.2 and 8.5). Roll two dice and cross-reference the result with the column arrived, and apply the combat results (if any) to ALL units and Leaders in the target hex (exception: Opportunity Fire, 12.0). If the result includes any type of Morale Check, conduct a separate Morale Check for each unit and/or Leader in the hex.

10.3 Maximum/Minimum Column Modifications

Column modifiers may not increase the column used for direct fire by more than three or decrease it by more than two. The maximum/minimum only applies AFTER all the positive and negative column modifiers have been calculated. Direct Fire is the only type of fire to which these maximums apply.

10.4 Restrictions

Units in assault hexes may not fire out of the hex in any way. They may only perform Assault combat (11.0) against enemy units in the assault hex with them, which is resolved on the Assault Table. Units outside an assault hex may not fire into it.

11.0 Assault

Assault combat takes place between opposing units occupying the same hex. Moving into a hex with enemy combat units is called “assault movement,” and a hex that contains combat units of both sides is called an “assault hex.”

11.1 Attackers and Defenders

Active units (and any Leaders with them) entering a hex via assault movement (11.2) are the “attacker,” and the inactive enemy units (and any Leaders with them) in the hex they enter are the “defender.” Units which activate and attack while already in an existing assault hex (and any Leaders with them) are the attacker, and inactive opposing units in the assault hex (and any Leaders with them) are the defender. The attacker can change over the course of action segments or turns — previously unactivated, undemoralized defending units (and any Leaders with them) that survive the first segment of assault can activate and attack on their owning player’s action segment, at which point they become the attacker. Attacker status can go back and forth as long as both sides have previously unactivated undemoralized units in the hex, but each unit may only activate once per turn (3.3). Units and/or Leaders which begin their activation in an assault hex or enter an existing assault hex are not required to assault, and can opt to recover morale, leave the hex, or do nothing (11.5).

11.2 Assault Movement

Only activated, good-order Leaders and/or good-order units activated by Leaders of their own type may enter a hex occupied by one or more enemy combat units. This is called “assault movement” (5.4), and it initiates an assault or reinforces an existing one.

11.21 Infantry Attacks

Good-order companies of any type that begin their activation adjacent to an enemy-occupied hex may move into it if activated by a Leader of their own type. Activated good-order Infantry Leaders may do the same (whether they self-activate or are activated by a higher-ranking Infantry Leader). Any type of unit that enters a hex occupied by one or more enemy combat units must then stop moving and assault the enemy units there.

11.22 Exiting an Assault Hex

Units and/or Leaders that begin their activation in an assault hex may leave it, but may only move a single hex during the action segment in which they do so (even mounted cavalry and demoralized units). If no friendly units remain in the assault hex when a unit or units leave, then undemoralized enemy units in the exited hex may attack all the exiting units with harassing fire (11.23). Units exiting an assault hex may not enter another hex containing enemy combat units in the same segment; if all hexes adjacent to an assault hex are occupied by one or more enemy combat units, units and/or leaders may not exit the assault hex. Undemoralized units and/or Leaders exiting an assault hex may enter a Drumfire hex, but are subject to Bombardment attack (9.6).

11.23 Harassing Fire

If during an action segment ALL of a player’s combat units exit an assault hex (leaving no friendly combat units to guard their retreat), then ALL exiting units and any Leaders exiting with them (not just the last unit to leave) may be assaulted by all undemoralized enemy combat units in the assault hex with direct fire values. The attack is resolved on the Assault Table (not the Direct Fire table). The units attacking the exiting units do not have to activate, don’t have a Moved/Fired marker placed on them when they fire, and can fire even if they have a Moved/Fired marker on them already. The firing units attack all the exiting units as a group and no negative column modifiers apply (positive column modifiers apply normally). The exiting units may not fire.

11.24 Restrictions
  • Field guns, MG units, transports, and all types of disrupted and demoralized units and/or leaders may not enter hexes containing enemy combat units. They may remain in assault hexes they already occupy, unless forced to leave due to failure to recover from demoralization (13.31).
  • Disrupted personnel units in an assault hex may attack and defend at half strength against enemy units there (or may attempt to recover morale instead of attacking), and disrupted Leaders may continue adding morale and combat bonuses to units of their own type in the assault hex.
  • MG units which are in an assault hex may attack and defend in assault combat normally, except that they may not participate in Cold Steel attacks as attackers (11.6).
  • Field guns in an assault hex may not attack, but may defend with a strength of 1 on the Assault Table.
  • Units and/or leaders may not move directly from one assault hex to another.
11.25 Demoralized Units and Leaders
  • Demoralized units and/or leaders may NOT enter a hex containing one or more enemy combat units, attack enemy units in a hex they already occupy or conduct harassing fire (11.23).
  • Demoralized units in an assault hex may defend against enemy attacking units there at one-quarter of their normal direct fire strength (or a strength of 1 in the case of field guns).
  • Demoralized Leaders may not give morale or combat bonuses to units or other Leaders, and demoralized units may not receive combat bonuses from Leaders (though they may receive morale bonuses normally).
  • If demoralized units and/or Leaders start their activation in an assault hex, they must try to recover morale. If they fail they must exit the hex (moving only one hex rather than their maximum movement rate), and may suffer harassing fire if no friendly units remain in the hex when they leave (11.23). If all adjacent hexes contain enemy combat units and/or Drumfire markers, demoralized units and/or leaders fleeing an assault hex are eliminated.
  • Demoralized field guns in an assault hex that fail to recover morale are eliminated (they may not flee).
11.3 Assault Procedure

Each player totals the Direct Fire values of all his or her units in the hex, applying any penalties due to disruption (13.2) and demoralization (13.3).

Each player finds the column on the assault table with the value either equals or does not exceed his or her total modified Direct Fire value in the hex. Each player applies any column modifiers (8.5), and then each player rolls two dice and cross-references the result with the column. Implement results simultaneously (exception: First Fire, 11.33). Note that defending units do not have to activate to fire, are not marked with a Moved/Fired marker at that time, and may fire even if they have a Moved/Fired marker on them already.

11.31 Column Modifiers

See the Assault Table for the full list of column modifiers which apply to assault combat. Negative column modifiers for town or woods terrain only apply to the fire of whichever side is currently the attacker (11.1). For example, if the German player activates and attacks with units in an assault hex with town terrain, his units suffer the -2 column modifier when assaulting in town terrain but the defending Russian units do not.

Negative column modifiers for entrenched (15.3) units only benefit defending units which are actually under Entrenchment markers.

11.32 Minimum Strength

Field guns may not attack in assault combat, but defend with a strength of 1 per unit. Transports (and any units loaded on them) have an assault combat strength of zero. Leaders have no assault combat strength, but undemoralized leaders may add their combat bonus (if any) to the fire strength of any one undemoralized unit of their own type in the hex.

11.33 First Fire

When units under Dug In markers (15.2) or Entrenchments (15.3) are the defenders in an assault, or when defending units are subject to a Cold Steel attack (11.6; whether or not they are Dug In or entrenched), they fire first. The attacker suffers any combat results (step losses and Morale Checks) before he or she can attack. Only attacking units (and any leaders with them) that survive the defenders’ First Fire without becoming demoralized can attack, and any attacking units that become disrupted by the defenders’ First Fire attack at half-strength.

If the hex contains defending units under a Dug In marker and also defending units that are on top of the marker (meaning they are not dug in), the defending player may either choose to conduct First Fire with only the units under the marker (the others don’t fire) OR may fire with all his units and resolve the assault simultaneously with the attacker. If any defending units that are not dug in choose not to fire in order to let the dug in defending units conduct First Fire, then the defending units that don’t fire can still take step losses and must still make Morale Checks if a combat result against their side includes a Morale Check. They do not gain immunity from damage by not firing defensively; only units on the attacking side that choose not to attack are immune.

11.4 Required Combat

Assault combat must be resolved immediately when one or more active units enter a hex containing one or more enemy combat units and no friendly units. Resolve the assault after all units directed by a Leader have finished entering the hex. All units of both sides in the hex must participate (exception: 11.33).

11.5 Optional Combat

If an activated unit enters a hex which was already occupied by both friendly and enemy combat units at the start of the moving unit’s action segment, or if the turn begins with both sides’ units in an assault hex, then the active player may choose whether or not to attack in that assault hex this turn. If he attacks, any or all units that moved into the hex this action segment plus any or all undemoralized friendly units and Leaders that began the segment in the assault hex and have not yet activated this turn may attack if desired (the friendly units and Leaders already in the assault hex may activate at that time in order to attack). Not all units must attack, and if some units attack while others do not then the units which did not attack do not suffer any combat results in the assault (no step losses or Morale Checks apply to them). However, all enemy units in the hex must defend as one combined assault strength (exception: 11.33).

11.6 Cold Steel

Assault combat usually represents close-quarters fighting with rifle fire. If one or more undemoralized companies begin their activation in the same hex with enemy combat units and are activated by an undemoralized leader who also begins his activation in that hex with them, they may press the attack with cold steel (seeking hand-to-hand combat with the enemy).

11.61 Procedure

To make a Cold Steel attack, the attacking player must activate at least one undemoralized Leader who begins his activation in an existing assault hex. That Leader may then activate any undemoralized companies of his own type that are also in the assault hex with him at the beginning of their activation. The attacking player declares a Cold Steel attack with the Leader and the units in the hex he activated, and the defending units in the hex receive First Fire (whether or not they are under Dug In or Entrenchment markers) as well as a +2 column modifier on the Assault Table. Any attacking companies (and any activated Leaders with them) who survive the First Fire without becoming demoralized may then attack and also receive a +2 column modifier on the Assault Table. Companies which began the action segment disrupted and remained so, or which were disrupted by the First Fire, attack at half-strength.

11.62 Restrictions

Only companies and Leaders that begin their activation in the same hex with enemy combat units may perform a Cold Steel attack. Non-company units (field guns and MGs) may not participate in Cold Steel attacks under any circumstances, but may defend against them normally. If companies from outside an assault hex enter the hex, then all the active companies and Leaders in the hex (those that entered it and those that activate when they enter) may assault normally without making a Cold Steel attack, OR the activated companies and Leaders that began the segment in the hex may perform a Cold Steel attack while the units and/or Leaders that entered the hex this segment decline to attack.

11.7 Cavalry Charge

Good-order mounted cavalry units activated by a Cavalry Leader may conduct assault movement from two hexes away. This is a Cavalry Charge, and gives the cavalry a +2 column modifier on the assault table as long as no units which are not charging cavalry participate in the assault as attackers in the current segment. If some of the units attacking in the current action segment are not charging cavalry, the modifier does not apply (see 11.72).

11.71 Defensive Fire

Inactive units may conduct Opportunity Fire (12.0) against charging cavalry in the first hex they enter, before they enter the assault hex. However, units being charged may not do this if one or more other enemy units are already in their hex at the time of the charge. So, if cavalry charges an existing assault hex, the enemy units in the assault hex may not fire at them in the first hex they enter with Opportunity Fire, though units in other non-assault hexes within range may do so.

11.72 Combined Assault

If cavalry charge into an existing assault hex, then any undemoralized friendly units which are already in the hex and which have not activated previously this turn can opt to attack as well, meaning they may join with the cavalry in the assault if desired. Similarly, if any friendly units of any type enter an enemy-occupied hex from a hex adjacent to it (meaning they are not performing a Cavalry Charge) on the same segment when one or more cavalry units charge into the enemy-occupied hex from two hexes away, then they may join with the cavalry in the assault.

However, in both cases the +2 Cavalry Charge column modifier is negated because not all units attacking in the assault in the current segment are charging cavalry. If units in the assault hex opt not to attack at the same time as the charging cavalry, they may wait until a later action segment and then make their own assault separately. That would allow the charging cavalry to attack on their own and receive the +2 Cavalry Charge column modifier.

11.73 Restrictions

The intervening hex in a Cavalry Charge (the hex between the hex where the cavalry begins its activation and the enemy-occupied hex where it ends its movement) must contain only clear terrain (with or without a road), and may not be occupied by any units (friendly or enemy). If a cavalry unit wishes to charge a hex two hexes away but the intervening hex is either occupied by one or more units or contains terrain other than Clear or a road, then the cavalry cannot charge the desired hex this action segment. The target hex of a Cavalry Charge may contain any type of terrain (not just clear), but the normal terrain modifiers for attackers in assault combat apply. Cavalry MAY charge through a hex occupied only by one or more Leaders (friendly or enemy; in the latter case check for Leader losses, 6.71).

Cavalry which begin their activation adjacent to enemy units may not charge those units. They may fire at them normally with direct fire or enter their hex for a normal assault, but they do not receive the +2 Cavalry Charge column modifier. They may charge other units which are two hexes away (they are not required to assault units adjacent to them). Dismounted cavalry may not perform a Cavalry Charge.

11.8 Restrictions
11.81 Leaders
  • Only Leaders in an assault hex may influence units there. A Leader in an adjacent hex may not, unless he enters the assault hex when he activates. In that case he may activate previously unactivated friendly units of his own type in the assault hex plus any units of his own type that were with or adjacent to him before he entered the assault hex, and may otherwise act as a Leader for units of his own type in the assault hex in the current action segment.
  • Activated leaders in an assault hex may activate friendly units and/or lower ranking Leaders of their own type in the assault hex with them, and also in non-assault hexes adjacent to the assault hex for the purpose of making them enter the assault hex (and possibly attacking enemy units there). However, they may not activate or influence units or lower-ranking Leaders adjacent to the assault hex in any way if they do not enter the assault hex in the current action segment.
  • Leaders in an assault hex may not activate units or lower-ranking Leaders in an adjacent assault hex.
11.82 Fire Types
  • Units in an assault hex may not fire at targets outside the hex. They may only fire on the Assault Table using their Direct Fire values.
  • Units may not conduct Opportunity Fire against enemy units entering a hex to initiate or reinforce an assault (ex-ception: the first hex of a Cavalry charge).
11.83 Firing Into an Assault Hex
  • Units outside an assault hex (including field guns) may not fire into it with Direct Fire or Opportunity Fire.
  • Artillery may bombard an assault hex, which affects all units of both sides in the hex. The player owning the artillery conducts two separate attacks, one against the friendly units and one against the enemy units in the hex. When determining the number and types of units in the hex count only the units of the side being attacked.
11.84 Field Guns, MGs, and Transports
  • Field guns, MGs and transports may not perform assault movement (11.2). They may remain in an assault hex if assaulted, and may exit the assault hex if desired (field guns with a movement allowance of 0 or T would have to be transported).
  • Loaded transports in an assault hex may unload, but unloaded transports in an assault hex may not load.
  • MG units which are in an assault hex may attack and defend in assault combat normally, except that they may not participate in Cold Steel attacks as attackers (11.6; they may defend against them normally).
  • Field guns in an assault hex may not attack, but may defend at a strength of 1 per unit on the Assault Table (11.32).
12.0 Opportunity Fire

Inactive units which have not yet activated this turn may use their Direct Fire values to attack individual, spotted, moving enemy units and/or Leaders within range. Each previously unactivated MG unit may conduct up to two Opportunity Fire attacks per turn, and each previously unactivated company (except for mounted cavalry) may conduct one Opportunity Fire per turn. Multiple units may combine fire against a moving unit or Leader (8.32). Mounted cavalry and field guns may not conduct Opportunity Fire, but dismounted cavalry may do so.

12.1 Procedure

The inactive player designates the firing unit(s) during the target’s movement. Resolve the attack using the Direct Fire procedure (10.0). When a non-MG unit has concluded Opportunity Fire, the owning player places a Moved/Fired marker on it to show that it may not fire again or activate this turn. The first time an MG unit conducts Opportunity Fire in a turn, the firing player places an opportunity Fire marker on it. The second time it conducts Opportunity Fire in a turn, the firing player places a Moved/Fired marker on it to indicate that it may not fire again or activate that turn. MG units that conduct Opportunity Fire twice in a turn do not have to target the same unit or Leader both times they fire, nor must they fire at the same hex twice, nor must they fire twice during the same enemy action segment (they can wait until a later enemy action segment that turn to fire the second time, if desired). MG units that only conduct one Opportunity Fire during a turn may not activate during any of their owning player’s action segments that turn.

12.11 Fire and Movement

A moving unit or Leader, or a unit moving along with a Leader who activated it, may be attacked in any hex(es) within enemy direct fire range that it enters along its movement path. During movement, the inactive player must tell the moving player to stop moving the unit and/or Leader momentarily so that he or she can conduct Opportunity Fire. Fire must be resolved before the unit and/or Leader enters a new hex. The firing player may not wait to see where the unit and/or Leader will end its movement before announcing Opportunity Fire.

12.12 Stacking

Opportunity Fire only affects the individual moving unit and/or Leader that is the target of the attack. For example, if such a unit and/or Leader occupies a hex containing two companies when attacked by Opportunity Fire, the +2 stacking modifier for two companies in a hex does not apply. However, if the moving unit that is the target of Opportunity Fire is a company, then the +1 modifier for fire against a company does apply to it and any leader moving with it. All other applicable column modifiers apply (see Direct Fire table).

12.13 Leadership

A moving unit forced to check morale by Opportunity Fire may be assisted by a good-order Leader moving with it, or by a non-moving good-order Leader of the moving unit’s type who is in the same or an adjacent hex at the time the unit is forced to check morale, or by a non-moving disrupted Leader of the moving unit’s type in the same hex with it at the time it is forced to check morale (6.61). Moving Leaders forced to check morale may be assisted by higher-ranking friendly Leaders of their own type in the same way.

12.14 Morale Failure

A moving unit or Leader that fails a Morale Check (13.1) stops moving immediately. A moving full-strength two-step unit that suffers one step loss (8.6) but does not fail a Morale Check may continue moving.

12.15 Order of Battle

Multiple units may perform Opportunity Fire attacks in any order desired, and may combine fire normally. Opportunity Fire attacks are designated one at a time and resolved before performing another.

Example: A German mounted CAV unit enters a hex three hexes away from a previously unactivated Russian MG unit. The Russian player tells the German player to stop moving the unit so he can fire at it with Opportunity Fire. The MG unit has a fire strength of 7 and would therefore normally attack on the 7 column of the Direct Fire table, but the fire receives column modifiers of -1 for hitting a target three or more hexes away, +1 because it’s Opportunity Fire, +1 because the target is a company and +1 because the CAV unit is mounted, for a net modifier of +2. The fire is therefore resolved two columns to the right of the 7 column, on the 16 column. The Russian player rolls two dice and gets a result of 6 for an M Morale Check. If the cavalry unit fails the Morale Check it must stop moving. If it passes the Morale Check it may keep moving, and the MG unit may fire at it again if desired and/or other previously unactivated Russian units within range can fire at it as well.

12.2 Restrictions
12.21 Attack Limits

In an action segment, a moving unit or Leader (or a unit and Leader moving together) may only be attacked once per hex they enter by the same enemy unit. Multiple units may fire at the moving unit and/or Leader when it enters a hex, but each firing MG unit that could fire twice at the moving unit and/or Leader may not fire at it a second time unless and until it enters a new spotted hex within range. If it doesn’t enter a new hex within range, then the MG may conduct its second Opportunity Fire against another enemy unit and/or Leader that moves into a spotted hex within range.

Example: A Russian cavalry unit moves within range of two Austrian MG units that occupy the same hex. In the first hex the Russian unit enters, either or both Austrian MG units may conduct Opportunity Fire against it (either as two individual attacks or as one combined attack). The Austrian MG units may not make a second Opportunity Fire attack on that Russian cavalry unit unless it enters another spotted hex within range.

If an MG unit conducts its first Opportunity Fire in a turn but does not take its second that turn, the second cannot be “saved” for use later.

12.22 Disruption and Demoralization

Disrupted units conduct Opportunity Fire at half strength (13.2). Demoralized units may not conduct Opportunity Fire at all (13.3).

12.23 Assault Hexes

Opportunity Fire may not be conducted against units or Leaders in assault hexes or entering an assault hex (Exception: the first hex of a Cavalry Charge).

12.24 Cavalry

Mounted cavalry may not conduct Opportunity Fire, but dismounted cavalry may do so (14.5).

13.0 Morale

All units and Leaders have morale values. Each Leader’s morale value is printed on his playing piece – it’s the big number in the center. Companies have one morale value when they’re at full strength and another when they’re at reduced strength. The morale values for all units are specified in the scenario instructions: the number before the slash is full-strength morale of all that side’s units, while the number after the slash is their reduced-strength morale. Units other than companies have no reduced-strength side (they have just one step) and therefore have only the full-strength morale value (the one before the slash).

13.1 Morale Checks

When a combat result requires a Morale Check, the owning player rolls two dice for each affected unit and/or Leader and adds any applicable modifier to the result (for example, a combat result of M2 adds two). If the result (after any modifiers) is less than or equal to the unit or Leader’s morale (after any modifiers for leader bonuses, demoralization, etc.), the Morale Check succeeds and the unit or Leader is not affected. If the result is greater than the unit or Leader’s morale (after any modifiers) by one or two, it fails the Morale Check and becomes disrupted (13.2). If the result is greater than the unit or Leader’s morale (after any modifiers) by three or more, it fails the Morale Check and becomes demoralized (13.3).

Example: German units fire on a hex containing two Russian INF plus a Russian Infantry Leader (all of which are in good order) for an M2 result. The leader has a morale of 10 and a morale bonus of 1, and the INF have a morale of 8. The Russian player must roll for the leader first, and rolls an 8 for him. Adding 2 for the M2 combat result, the modified result is a 10. That equals the leader’s morale, so he passes. The Russian player then adds the leader’s morale bonus of 1 to the morale of the INF, giving them each a modified morale of 9. He rolls an 8 + 2 (for the M2 result) = 10 for the first unit, meaning it is disrupted (since it failed its Morale Check by one). He then rolls a 10 + 2 = 12 for the second unit, meaning it is demoralized since it failed its Morale Check by at least 3. He places a Disrupted marker on the first INF and a Demoralized marker on the second one.

13.11 Compound Morale Failure

A Leader or unit that is already disrupted and fails another Morale Check becomes demoralized. A demoralized unit or leader that is again demoralized (by failing another Morale Check by three or more) suffers a step loss if it is a unit, and is eliminated if it is a Leader. There is no extra effect on a demoralized Leader or unit that fails a Morale Check by two or less.

13.12 "After you, Sir!"

Resolve Morale Checks for Leaders first, before units, in order of seniority. Leader morale failures apply immediately, so if a Leader becomes demoralized he can’t add his morale bonus to units or lower-ranking Leaders that segment (or at any time thereafter until he is no longer demoralized). Also resolve morale recovery attempts for Leaders first in order of seniority, before any units in the same hex with them.

13.2 Disruption

A disrupted unit or Leader:

  • Has its combat strength halved.
  • Can move no more than one hex per turn (it has a movement allowance of 1). If its movement allowance is normally 1 then its movement allowance is not affected.
  • Cannot perform assault movement (11.2). It may remain in an assault hex if it becomes disrupted while there (it doesn’t have to retreat).
13.3 Demoralization

A demoralized unit or Leader:

  • May not conduct any type of fire, except defending against Assault (11.25). It does so at one-quarter its normal direct fire value, or at a strength of 1 if it is a field gun (11.32).
  • Has its morale reduced by one.
  • Must attempt to recover morale on its activation (13.4); it can do nothing else when activated except try to recover morale and possibly flee (see below).
  • If it fails to recover, it must flee (13.31) from enemy combat units that can spot it (7.0; exception: 13.33). Mark the unit as Moved/Fired once it finishes fleeing for the turn.
13.31 Fleeing

Each demoralized unit and/or Leader that fails to recover must immediately move away from all enemy units that can currently fire upon it with Direct Fire. It must move toward the nearest hex where no enemy unit can fire upon it with Direct Fire (due to the hex being outside all enemy units’ direct fire range, LOS and/or spotting range) AND is not a Drumfire hex. This is called a Safe Hex. A fleeing unit must spend its entire movement allowance in moving away from enemy combat units that can fire on it with Direct Fire and toward the closest Safe Hex (exception, units and/or Leaders exiting an assault hex), and may not enter Drumfire hexes while fleeing. It may choose between equidistant Safe Hexes. It must attempt to reach the closest Safe Hex as soon as possible, subject to the restrictions above (always move away, move at maximum rate and do not enter Drumfire hexes). Exception: A demoralized Leader or unit under an Entrenchment marker is not required to flee, but may do so if desired (15.33).

If the fleeing unit or Leader cannot reach a Safe Hex on the first turn, and if it fails to recover on future turns, then it must keep fleeing at maximum movement rate away from enemy units that can fire on it with Direct Fire and toward the closest Safe Hex until it occupies it. If it cannot reach a Safe Hex by moving away from enemy units that can fire upon it with Direct Fire, then it must keep moving away from such enemy units until it reaches a Safe Edge (a board-edge hex that is as far away from all enemy units with Direct Fire values as possible and is not a Drumfire hex).

13.32 Going to Ground

Once a fleeing demoralized unit or Leader reaches a Safe Hex (or failing that, a Safe Edge), it must stop moving and remain in that hex until it recovers to at least Disrupted status. If one or more enemy combat units move so that they can fire on the demoralized unit or Leader with Direct Fire, then its hex is no longer safe. If the demoralized unit or Leader fails to recover when activated, then it must flee again to a new Safe Hex (or failing that, a Safe Edge). Similarly, if a Safe Hex is bombarded it immediately becomes unsafe and any demoralized units and/or Leaders there must flee to the nearest Safe Hex if they fail to recover from demoralization when activated. The owning player should make a note during the Bombardment Phase that the hex is no longer safe unless it becomes a Drumfire hex in which case no special bookkeeping is necessary.

13.33 Flight Path

Fleeing demoralized units and/or Leaders may only enter hexes that are not Drumfire hexes and which are farther away from enemy combat units that can spot them and fire at them with Direct Fire. If this is not possible, they may enter hexes at an equal distance from such units that are not Drumfire hexes. If this is also not possible, they must remain in place.

13.34 Batteries of the Dead

If a demoralized field gun fails a recovery attempt and must flee, it is eliminated (the crew abandons the weapons).

13.35 Fleeing an Assault

Demoralized units and/or leaders in an assault hex that fail morale must exit the hex, and may move only one hex when doing so. On later activations they flee at full move- ment rate if they fail to recover. If all hexes adjacent to an assault hex are occupied by enemy combat units and/or Drumfire, then any units and/or leaders required to flee out of the assault hex are eliminated.

13.4 Recovery

Players may attempt to improve the morale status of their demoralized and disrupted units and/or Leaders. This is called “recovery.” Units may recover with the assistance of any activated, undemoralized Leader of their own type who activates them, or on their own when they activate by themselves. Leaders may also recover with the assistance of an undemoralized, higher ranking Leader of the same type who activates them, or they may recover on their own when they activate. Units and/or Leaders attempting recovery (and any Leaders assisting them) must be activated and may conduct no other action that turn. Place a Moved/Fired marker on any unit or Leader that attempts recovery (whether it is successful or not), and any Leader who assists a recovery attempt. A Leader may not move in the same action segment in which he assists a recovery attempt, except to accompany a fleeing demoralized unit which he activated and which failed to recover (13.31).

13.41 Procedure

Determine the morale of each unit and/or Leader attempting recovery, reducing its morale by one if it is demoralized. Add the morale bonus of any one activated Leader assisting the unit or Leader’s recovery attempt (6.62), plus any modifiers for terrain or Entrenchments (13.45). Roll two dice for each unit or Leader attempting recovery, rolling for any recovering Leaders first in order of seniority. On a result less than the modified morale of the unit or Leader, it recovers. On a result greater than or equal to the modified morale of the unit or leader, it does not recover and its morale status remains the same (exception: 13.44). A demoralized unit or Leader that recovers becomes disrupted (exception: 13.43); a disrupted unit or Leader that recovers returns to good order. A unit that fails to recover remains disrupted or demoralized (whichever it was at the time of the recovery attempt), and a demoralized unit that fails to recover may also have to flee (13.31).

13.42 Required Recovery

Every demoralized unit and/or Leader must attempt recovery at some point during the course of a turn (owning player chooses when), and may do nothing else in its action segment except try to recover. Thus, a player may not “pass” on an action segment if he or she has any demoralized units or Leaders that haven’t activated this turn – at least one friendly demoralized unit or Leader must try to recover per action segment if no other previously unactivated friendly units or Leaders wish to activate.

13.43 Automatic Full Recovery

A demoralized unit or Leader immediately returns to good order (skipping disruption) on an unmodified recovery die roll result of 2.

13.44 Leader Desertion

A demoralized Leader deserts and is immediately removed from play on an unmodified recovery die roll result of 12. If the deserting Leader is high-ranking, see rules 6.72 and 6.73 for more possible ill effects.

13.45 Easier Recovery

Add one to the morale of units or Leaders attempting recovery in an Entrenchment or town hex (this is not cumulative if an entrenchment is in a town).

14.0 Cavalry
14.1 Cavalry Units

Each cavalry unit is represented by two pieces: One showing the unit mounted (with men on horses) and another showing the unit dismounted (with men on foot). Each of the two pieces is marked with the same letter to show that they represent the same unit. Only one of the unit’s two pieces may be placed on the board at a time (the other is kept to the side).

If a cavalry unit suffers a step loss, flip both its onboard piece and its off-board piece to their half-strength sides. If a cavalry unit is eliminated, remove both of its pieces from play. A cavalry unit counts as only one unit even though it is represented by two pieces, and a step loss to a cavalry unit counts as just one step loss even though both the mounted and the dismounted piece for the unit suffer the same fate when the step loss takes place.

14.2 Cavalry Leaders

Cavalry Leaders are designated by a horse-head symbol. Cavalry Leaders have a movement allowance of 6, and are the only Leaders that can act as Leaders for cavalry units (including dismounted cavalry). Cavalry Leaders may activate other Cavalry Leaders through subordinate activation (3.2), but may not activate Infantry Leaders. Cavalry Leaders may not act as Leaders for non-cavalry units in any way. Infantry Leaders cannot act as leaders for cavalry units in any way (even for dismounted cavalry). Only a Cavalry Leader may order a Cavalry Charge (11.7).

14.3 Cavalry Charge

Good-order mounted cavalry units activated by a Cavalry Leader may conduct assault movement from two hexes away. This is a Cavalry Charge (11.7).

14.4 Dismounting

Activated, undemoralized mounted cavalry units may dismount as a Movement action (3.13). To dismount a cavalry unit, the owning player activates it, removes its mounted piece from the board and replaces it with its corresponding dismounted piece (place the mounted piece to the side). Dismounting uses up a unit’s entire action segment and movement allowance (it cannot move to a different hex in the same segment in which it dismounts); place a Moved/Fired marker on it once it is done dismounting. Units can dismount and re-mount as often as desired (exception: Demoralized cavalry, 14.7), and cavalry units may begin play mounted or dismounted (or some of both), as the owning player desires unless scenario instructions state otherwise.

14.5 Dismounted Cavalry

Dismounted cavalry cannot conduct a Cavalry Charge (11.7), but can conduct Opportunity Fire (12.0). Column modifiers on the fire tables that apply to mounted cavalry do not apply to dismounted cavalry. Only Cavalry Leaders can act as leaders for dismounted cavalry (Infantry Leaders cannot).

14.6 Re-Mounting

Activated, undemoralized dismounted cavalry units may re-mount if desired. To re-mount a dismounted cavalry unit, the owning player activates it, removes its dismounted piece from the board and replaces it with its corresponding mounted piece (place the dismounted piece to the side). Re-mounting uses up a unit’s entire action segment and movement allowance (it cannot move to a different hex on the same segment when it re-mounts); place a Moved/Fired marker on it once it is done re-mounting.

14.7 Restrictions
  • Mounted cavalry units may not conduct Opportunity Fire (12.0), but dismounted cavalry units may do so.
  • Dismounted cavalry may not conduct Cavalry Charges (11.7).
  • Cavalry units and/or Cavalry Leaders may not be transported (5.6), Dig In (15.2) or be placed under Entrenchment markers (15.3), whether mounted or not.
  • Demoralized cavalry units cannot dismount, and dismounted cavalry units which become demoralized must immediately re-mount. Place a Moved/Fired marker on it; if it already has a Moved/Fired marker on it, it must still re-mount immediately even though it has already activated this turn (keep the Moved/Fired marker on it).
  • Demoralized cavalry units must remain mounted and cannot dismount again until they are no longer demoralized.
15.0 Special Rules
15.1 Smoke

In some scenarios, artillery increments may fire smoke. Only artillery (not field guns) may fire smoke.

15.11 Procedure

On the Artillery Plan, indicate the target vertex for the turn but write “Smoke” instead of “Fire.” During the Bombardment Phase, the owning player rolls two dice. On a result of 8 or less, a Smoke marker may be placed. Roll one die and place the Smoke marker in the hex indicated by the figure below:

No other bombardment attacks are made by artillery increments firing smoke and no Drumfire markers are placed.

15.12 Effects
  • Smoke markers block line of sight.
  • A Smoke hex becomes limiting terrain (7.2) with unlimited elevation (7.4).
  • Units may not trace LOS through Smoke hexes no matter how high the elevation they occupy, though they may trace LOS into a Smoke hex up to three hexes away just as if it were any other sort of limiting terrain.
  • Direct Fire into or out of a Smoke hex is subject to a -1 column modifier.
  • Smoke has no other effects; it does not change the movement point cost to enter a hex nor any other combat effects.
15.13 Dispersal and Drift

During each turn’s Marker Removal Phase, a player with Smoke markers on the board rolls one die for each to see if it remains in play. On a result of 1 the Smoke marker stays in place. On a result of 2 it moves to one of the hexes adjacent to it. The player rolls a second time and consults the scatter diagram below, and moves the Smoke marker to the hex corresponding to the result (the player indicates which hex on the board corresponds to Hex 1 on the diagram before rolling). On a result of 3 through 6 the player removes the Smoke marker from the board.

15.14 Restrictions

Players may only fire Smoke if scenario special rules allow. Artillery increments which fire Smoke do not make bombardment attacks that turn, and do not place Drumfire markers (9.6).

15.2 Digging In

Activated, good order units of any type except cavalry and transports may Dig In at any hex except a town, woods or entrenchment hex. Units in some scenarios may begin play Dug In; place Dug In markers on them before play begins.Otherwise, it takes two full action segments for a unit to Dig In. Digging In costs all of a unit’s movement allowance and counts as its full activation; place a Moved/Fired marker on a unit during each segment in which it Digs In. Place a Dug In marker under the unit at the end of the first action segment in which it Digs In and on top of it at the end of the second action segment of Digging In. After a Dug In marker is placed on top of a unit, it gains all the benefits of being Dug In (defensive column modifiers, First Fire in assault, etc). Units with Dug In markers underneath them gain no benefits (they haven’t finished Digging In).

15.21 Infantry Leaders

Infantry Leaders do not have to Dig In by themselves. If one or more Infantry Leaders are in a hex where one or more friendly units successfully Digs In, or if they enter a hex with one or more friendly units that are already under a Dug In marker, the owning player places the Infantry Leader(s) under the Dug In marker. Cavalry Leaders cannot Dig In and are never placed under Dug In markers.

15.22 Abandoned Positions

If any unit that has spent one turn Digging In but has not completed the second turn moves out of the hex, becomes disrupted or demoralized, fires at enemy units or participates in an Assault as the attacker (11.1), remove the Dug In marker from underneath it. The two-turn process must begin anew in a future action segment if the owning player wishes it to Dig In.

If a unit that is underneath a Dug In marker moves out of the hex or participates in an Assault as the attacker, remove the Dug In marker unless there are other units in the same hex that are also under the Dug In marker and do not move out of the hex or participate in an Assault as the attacker. In the latter case, keep the Dug In marker on top of the other units but not the unit that moves or attacks in Assault combat.

15.23 Split Occupation

The Dug In column modifiers on the Direct and Bombardment Fire tables apply only to those units and Leaders in a target hex which are under a Dug In marker. If the target hex contains a Dug In marker but some units are under the marker and some are on top of it, the active player does not roll dice twice. Instead, roll once and cross-indexes the result with the two appropriate different columns.

15.24 Restrictions

Transports, cavalry (mounted or not) and Cavalry Leaders cannot dig in. All other unit types can dig in, as can Infantry Leaders per 15.21).

15.25 No Transfers

Dug In status is not transferable to other units. Each unit must dig itself in to gain the benefits. Remove the Dug In marker from the board if all Dug In units exit a hex or participate in an Assault as the attackers (a Leader by himself cannot preserve a Dug In marker if all Dug In units leave a hex or attack in an Assault).

15.3 Entrenchments

The Terrain Effects Chart indicates terrain in which Entrenchments may be placed. Entrenchments give units and Leaders underneath them column modifiers against all types of fire, and give defending units underneath them First Fire in Assault combat (11.33). Entrenchments are placed at the beginning of a game and are never removed from play, and may not be constructed during a scenario. Entrenchments are not removed if the occupying units leave the hex as with Dug In markers; instead, new units and/or Leaders of either side may occupy them and gain their benefits once all enemy units in the hex have left or been eliminated.

15.31 Occupying Entrenchments

Only one side’s units can occupy an Entrenchment at one time. If units (and any friendly Leaders with them) set up in an Entrenchment or enter an Entrenchment with no enemy units in it, place them under the Entrenchment marker. This signifies that they occupy the Entrenchment in that hex. If units (and any friendly leaders with them) enter an Entrenchment hex that has enemy units under the Entrenchment marker, place the units (and any leaders) entering the hex on top of the Entrenchment marker to show that they do not occupy the Entrenchment. If all units under an Entrenchment marker are eliminated or exit the hex, place all units (and any leaders) of the opposing side which are on top of the Entrenchment marker under the Entrenchment marker to show that they now occupy the Entrenchment.

15.32 Combat Effects

Units and/or Leaders under an Entrenchment marker gain several benefits, while units (and any Leaders) on top of an Entrenchment marker do not gain any benefits from the marker. Fire of any type directed at units and/or Leaders under an Entrenchment marker suffers a column modifier of -2. Also, in each action segment in which units under an Entrenchment marker defend against an assault they gain First Fire (11.33).

15.33 Other Effects

Add one to the morale of units and/or Leaders under an Entrenchment marker when they attempt to recover (13.4). Units under an Entrenchment marker do not have to flee the hex if they fail to recover from demoralization but may do so if desired (13.31).

15.34 Restrictions

Cavalry units (mounted or dismounted), Cavalry Leaders and transports may set up in and/or enter hexes with Entrenchment markers, but must be placed on top of the Entrenchment marker. They cannot occupy Entrenchments and gain no benefits from them.

15.4 Entering and Exiting the Board

Units may enter or exit the game board as directed by the scenario instructions.

15.41 Entering the Board

Units that enter the board during the course of a scenario should be set up off the edge of the map in stacks under normal stacking limits. When the units are scheduled to enter, group them around leaders in an extended line of “hexes” as though they were on the board, and activate them normally. Move them onto the board normally, counting hexes and expending MPs normally (use the clear terrain cost unless the units enter play at a hex where a road or trail exits the board; in that case use the road or trail MP cost). For example, if six Cossacks were to enter the board through the same road hex, the first stack of three could enter paying 1/2 MP, while the second stack would pay one MP (1/2 MP to enter plus the 1/2 MP moving up while off the edge of the map. Similarly, the first stack moving off of a road would pay two MPs to enter the first clear hex while the second stack would pay four MPs, and so on. Units entering the map may move directly into an assault hex that borders the map edge.

15.42 Exiting the Board

No unit may exit the board unless the scenario instructions permit. Units exiting the board may not re-enter play, but are not counted as destroyed unless the scenario instructions say otherwise. Those that would be forced to exit but cannot (like fleeing demoralized units in a scenario that doesn’t allow units to exit) remain in the board-edge hex. Demoralized units cannot exit the board under any circumstances; those that are fleeing and reach a board-edge hex that is a Safe Hex must remain in that hex until they recover morale.

15.43 Not the Edge of the World

If all designated board-entry or -exit hexes are occupied by enemy units, the active player may enter/exit his units in other hexes that are adjacent to the enemy-occupied hexes. In this case, the turn of entry for the units is delayed by one turn.

15.5 Hidden Units

In some scenarios, units and/or Leaders may begin play hidden. Some scenarios or series games have special rules regarding hidden units. Barring any special rules, the rules in this section govern hidden units and/or Leaders.

Players write down the locations of hidden units and/or Leaders rather than placing them on the board. Spotting range for enemy units and/or Leaders trying to locate hidden units and/or Leaders is reduced to 1/4 normal range (minimum of one hex). Thus, a hidden unit in Clear terrain in daylight could only be spotted by an enemy unit or Leader three or fewer hexes away, and a hidden unit in a town hex could only be spotted by an enemy unit or Leader in an adjacent hex.

A hidden unit or Leader loses its special status and must be placed on the board if an enemy unit or Leader is able to spot it, or if it moves or conducts any type of fire. It may not become hidden again unless scenario instructions state otherwise.

15.6 Fog of War

Note that, unlike Panzer Grenadier, Fog of War is not optional in Infantry Attacks.

Once both players have conducted three full action segments each in the current turn, then at the end of each action segment thereafter this turn (beginning with the initiative player’s fourth) the player who took the current action segment rolls three dice. If he or she rolls a result of 15 or more, the turn ends immediately for both players, and nobody may take any further actions this turn (including recovering morale for unactivated, demoralized units). Proceed to the next turn. Add one to the result of Fog of War die rolls on night turns.

15.7 Shell Shortage

If a player obtains a result of 3 or a 4 on his or her Fog of War dice roll at the end of any action segment, artillery ammunition has run short. If, on a later game turn, the same player rolls another 3 or 4 on his Fog of War dice roll at the end of any action segment, artillery ammunition has run critically short. Sides with an ammunition shortfall or critical shortfall suffer the following effects for the remainder of the scenario (not just the remainder of the turn).

Shortfall Effects

  • Bombardments by artillery and Direct Fire by field guns suffer a -1 column shift. There is no effect to any other unit types.

Critical Shortfall Effects

  • All field guns and artillery increments have their fire values halved for the remainder of the game.
  • Every time a field gun or artillery increment fires, roll one die. On a result of 1 or 2 the unit or increment runs out of ammunition; a field gun is removed from play and an increment may not be used for the remainder of the game. Units removed in this way do not count as lost for victory purposes, but do count against the initiative reduction (3.0, Step A).

Units other than field guns (including MG units) never run out of ammunition (unless the scenario has a special rule). Field guns and increments may not run out of ammunition voluntarily (to avoid the loss of a unit for victory purposes).

Scenario special rules may modify the Fog of War dice roll result needed to trigger a shortfall.

15.8 Rapid March

Units outside the LOS of enemy units may move along roads (only) at twice their normal movement allowance. Hidden units (15.5) may attack units using strategic movement with Opportunity Fire (12.0) and receive an additional +2 column modifier on the Direct Fire table.

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