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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 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):

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