FoF Rules v6 (Working)

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Fields of Fire Rules of Play Introduction What is Fields of Fire? Fields of Fire (FOF) is a solitaire game of commanding a rifle company in action from World War II to Present. The basic organization and tactics of rifle companies has not changed over this period and the scope of the game allows for such a broad coverage. It uses two decks of cards, a terrain deck and an action deck and various counters to represent the units you command. The terrain deck is used to build a map over which you maneuver your forces. The action deck fills a variety of roles in resolving combat, command & control, and fate. A log is provided if you want to run a campaign which takes your company through a series of games, called missions. Different terrain decks can be used to cover action in various parts of the world such as Western Europe, North Africa, Vietnam, urban terrain etc. How do I play? Choose a company to command. Each game comes with two companies, a terrain deck and an action deck. Then chose a mission. The mission instructions (MI) will have much of the specific information needed for that game. The mission will indicate how big to make the map and where you start and where the enemy starts (if any start in play). The MI will give guidelines for how the enemy will come into play. Most importantly, the MI will tell you the objectives. If you play a campaign you will record various information during a mission so that between missions you can integrate replacements and gain experience. The Map The map is one of the unique features of FOF. It is build from the terrain deck by drawing at random unless otherwise indicated by the MI (such as a beach landing where the beach can't be random, it is obviously fixed). The starting map is expressed as number x number, e.g. 3x3 is three cards wide by three cards deep. Generally offensive missions are on less wide maps (3 to 4 wide), than defensive missions (5 to 9 wide). Each card represents a fairly abstract area based on the type of terrain it depicts and can be 15-30m in urban or jungle areas to 300m in open desert. It represents the basic visual-verbal command radius of a leader.

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Transcript of FoF Rules v6 (Working)

Page 1: FoF Rules v6 (Working)

Fields of Fire

Rules of Play

Introduction

What is Fields of Fire?

Fields of Fire (FOF) is a solitaire game of commanding a rifle company in action from World War II to Present. The basic organization and tactics of rifle companies has not changed over this period and the scope of the game allows for such a broad coverage. It uses two decks of cards, a terrain deck and an action deck and various counters to represent the units you command. The terrain deck is used to build a map over which you maneuver your forces. The action deck fills a variety of roles in resolving combat, command & control, and fate. A log is provided if you want to run a campaign which takes your company through a series of games, called missions. Different terrain decks can be used to cover action in various parts of the world such as Western Europe, North Africa, Vietnam, urban terrain etc.

How do I play?

Choose a company to command. Each game comes with two companies, a terrain deck and an action deck. Then chose a mission. The mission instructions (MI) will have much of the specific information needed for that game. The mission will indicate how big to make the map and where you start and where the enemy starts (if any start in play). The MI will give guidelines for how the enemy will come into play. Most importantly, the MI will tell you the objectives. If you play a campaign you will record various information during a mission so that between missions you can integrate replacements and gain experience.

The Map

The map is one of the unique features of FOF. It is build from the terrain deck by drawing at random unless otherwise indicated by the MI (such as a beach landing where the beach can't be random, it is obviously fixed). The starting map is expressed as number x number, e.g. 3x3 is three cards wide by three cards deep. Generally offensive missions are on less wide maps (3 to 4 wide), than defensive missions (5 to 9 wide). Each card represents a fairly abstract area based on the type of terrain it depicts and can be 15-30m in urban or jungle areas to 300m in open desert. It represents the basic visual-verbal command radius of a leader.

The Company A company has the following general organization: Company Headquarters (CO HQ). Company Staff (Company Executive Officer (CO XO) or

Second in Command (CO 2iC), 1st Sergeant (CO 1stSGT) or Senior NCO (CO SrNCO), and any Runners).

Fire Support Teams (Artillery Forward Observer (Arty FO), Mortar Forward Observer (Mtr FO), Forward Air Controller (FAC), Naval Gunfire Spot Team (NGF)).

Heavy Weapons Teams / Squads (Mortar Teams or Squads, Machinegun Teams, Recoilless Rifle Teams, Anti-Tank Guided Missile Teams).

Three or four Rifle Platoons (PLT HQ) Each platoon having 3 Squads.

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Thus a typical company has 18 to 20 units. Units have 1, 2 or 3 steps indicated by the number of dots on the counter. A Step represents 2-3 men.

Your company has an Experience level (Green, Line, Veteran). For a stand alone mission the experience level applies to the entire company. In a campaign you can track experience down to the individual units on the company log and that experience can increase by completing missions or decrease by bringing in replacements. Basically, the more experience the more you can do, and do it easier.

A Turn

FOF missions are played in a series of turns. The number of turns of any given mission is covered in the MI. Each turn has a specific sequence as follows:

Higher Headquarters Phase (Starts on Turn 2 and later) Draw a card, if the Field Phone icon with the HQ next to it is present then a Higher Headquarters event has occurred. The mission instructions will give a set of random events that will represent various actions or pressure applied to you from your Battalion Commander. A same process takes place for the enemy, if there is Enemy Contact.

Company Command Phase Draw a card to determine how many commands the CO HQ gets by looking at the top of the action card. The number on the left in the square is the basic number of commands available. This is then modified as follows:

+1 command for No ContactIf the CO HQ is in the same area as an enemy Volume of Fire marker (VOF) -1 for Small Arms, -2 for Automatic Weapons, -3 for Heavy Weapons, -4 for Grenade!, Incoming! Or Air Strike!HQ Experience-1 for Green, +1 for VeteranCover+1 if under a Cover markerNight / Limited Visibility-2

The Maximum number of commands that any HQ may use in a Command Phase is 6 or 4 at night, the minimum is 1.

Unused commands may be saved for further use. If the modified number of commands drawn is less than 6 then saved commands may be used up to the maximum of 6, e.g. a CO HQ has 4 commands saved (noted on the Company Log) and draws a modified 4 commands, the HQ may use those four and 2 of the saved commands.

A command is used to purchase an action from a unit, including the HQ itself. Actions include moving, rallying, concentrating fire etc. An HQ can only allocate 2 commands per unit in any command phase. In order to allocate commands to a unit, that unit must be in the same area as the HQ or have radio or phone communication with the HQ.

Platoon Command Phase

For each PLT HQ or Company Staff activated by spending a command from the CO HQ then draws and uses the same method of determining the number of commands available as the CO HQ. The PLT HQ then spends and/or saves commands in the same manner as the CO HQ.

Initiative Phase PLT HQ Initiative Each PLT HQ NOT activated by the Co HQ then draws and uses the Initiative Commands in the Circle at the top of the Action Card, and modified in the same manner as an activated HQ. Company Staff Initiative The Company Staff (CO XO and CO 1st SGT) each get 1 command, if not activated. General Initiative Draw a card and consult the circle on the upper right, which is the basic number of initiative commands available. These commands may be used on any unit anywhere in the company except combat action teams (CAT) Combat Action Team Initiative Pinned CATs of each side each draw one card, if a rally is drawn the Pinned is removed. All unpinned Combat Action Teams (Assault, Fire, Litter and Paralyzed) must perform any actions prescribed in the rules concerning CATs. Vehicle Movement and Combat Tanks, Vehicles and Helicopters move and contact attacks against other Tank, Vehicle or Helicopter units

Volume of Fire (VOF) Phase Determine the current Volume of Fire for occupied Terrain Cards, remove old markers and Flip pending markers to current. Resolve Potential Contact Markers.

Combat Effects Phase Each unit in a Terrain Card that has a current Volume of Fire in it must determine its net protective modifier and draw an Action Card to determine any effects. The effects are applied immediately and the turn is over.

Note: Obviously the turn sequence overlays an artificial structure on events taking place in combat. The effects of fire and the fire itself is in reality occurring over the course of real time a turn represents.

Teams

General Rule A Team is any one step unit, a squad is a two or three step unit. There are several kinds of teams in Fields of Fire that serve some different functions. The basic types of teams are HQs (Company and Platoon HQ and Staff), Fire Support (Artillery Observers, etc.), Weapons Teams (Mortars, Rocket Launchers, Recoilless Rifles and Machineguns) and Combat Action Teams

HQ, Staff and Runners These teams function is to issue commands and keep the company working to accomplish a mission. These units have an intrinsic VOF of Small Arms (S) and a range of 2 (Same

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and adjacent card), but must expend a command to voluntarily convert to a Fire Team to use it.

Fire Support These teams call for fire from various fire support agencies that are not on the map (artillery, mortars, air and naval gun fire). These generally report to (take commands from) the CO HQ, however they can be attached to a PLT HQ. These units have an intrinsic VOF of Small Arms (S) and a range of 2 (Same and adjacent card) ), but must expend a command to voluntarily convert to a Fire Team to use it.

Weapons Teams These teams provide fire support for the company with various heavy weapons - mortars, machineguns, etc. These may report directly to the CO HQ or they can be attached to a PLT HQ.

Attachment You may attach Fire Support and Weapons Teams to a given Platoon. Prior to starting a mission, annotate what teams are attached to whom and the PLT HQ may control that asset.

Combat Action Teams (CAT) The stress of combat forces units to break down into physically and psychologically isolated groups of men. This tendency, entropy or loss of cohesion, works against the company accomplishing a mission. I have grouped this effect into four classes: Assault Team (A), Fire Team (F), Litter Team (L) and Paralyzed Team (P). Combat will also cause Casualties (C). Steps from any other type of unit are converted to one of these teams by: a HIT result or voluntarily by spending a Command.

A Combat Action Team can ONLY be commanded to rally in any Command Phase, otherwise it must perform the following in the CAT Initiative Phase:

Assault Team: General Rule: It must attack the closest known/visible enemy unit by moving into the same Terrain Card and attempting to engage it with a Grenade! attack. Specific conditions: In same Terrain Card with an enemy unit: Draw 1 card,

if a Grenade! is drawn place a pending Grenade! attack on an enemy unit, else use its normal Volume of Fire against all enemy units in the card.

A visible enemy unit in play in another Terrain Card: Move the Team 1 Terrain Card closer to the visible enemy unit. Assault Teams move without placing a Move Mode marker (unless otherwise indicated by the MI) and engages the closest enemy unit with its normal Volume of Fire.

No spotted enemy, under enemy fire: Spotting attempt with 1 draw.

No spotted enemy, not under enemy fire: Stays put and does nothing.

Fire Team

General Rule: It can fire but cannot move. Specific conditions: Engage the closest enemy unit. Heavy Weapons Teams

may still use their Heavy Weapon (Recoilless Rifle, Machinegun, etc.) but the range is reduced to 2.. Place a Fire Team under the Heavy Weapon (Some Machinegun teams have corresponding Fire Team counters provided)

No spotted enemy, under enemy fire: Spotting attempt with 1 draw.

No spotted enemy, not under enemy fire: Stays put and does nothing.

Litter Team General Rule: It will attempt to evacuate casualties, but cannot fire In same card with a casualty: Pickup the casualty and

move 1 card closer to the senior NCO A casualty in sight: Move to 1 card closer to the closest

casualty No casualties in sight: Stays put and does nothing. NOTE: If using Ammo Rules the Litter team can

transport ammo as if it were a casualty, with the unit needing ammo as the objective of the movement in the same way the senior NCO is the objective of moving a casualty.

Paralyzed Team General Rule: It will not fire and will attempt to move to a safer location if possible. Move to an adjacent card away from the enemy with

better Cover & Concealment (not occupied by the enemy) or less Volume of Fire. (Moved without a move mode maker), else stays put and does nothing.

Teams becoming Combat Action Teams In the course of the game some teams may become a Combat Action Team. When this happens to a team the Combat Action Team counter in placed on top of the Team and it is treated just as if it were the above. When it is rallied, the Combat Action Team counter is removed and the unit may function normally.

COMMAND Commands are the engine of FOF. A command represents the time, energy, thought, planning and communicating a commander's desire for a unit to do something. A command is used to purchase an action. Some Actions was purchased are automatic, some require you to draw from the action deck to see if the action succeeds. A HQ may only issue commands to himself or to other units in the same card, unless he has some form of communication with another card. You cannot issue commands to a unit in the same card if the issuing HQ and the unit are under different Cover Markers, unless you have communication, either the HQ or the unit may be under a Cover Marker, just not both under different ones. You may issue no more than 2 commands to a given unit in a particular command phase. An HQ may only issue commands to units in its chain of command. There are four methods of communication of commands to another card:

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Radio - A Radio counter carried by a PLT HQ or Fire Support Team presumes one at the CO HQ. Radios are a major force multiplier as it allows the CO HQ to send a command to activate the PLT HQ, or have the Fire Support Team Call For Fire. Some missions may indicate special instructions on older, less reliable radios. If the carrying unit is a casualty a card is drawn to determine the fate of the radio, in the random distribution section at the bottom of the card on the 2 column, a 1 there indicates the radio is unharmed and remains in place to be picked up by another unit. A 2 indicates the radio is damaged and removed from play.

Field Phone - A Field Phone is similar to a radio, but is limited to having phone line between the Field Phone counter and the CO HQ. For each Field Phone a Phone Line counter must be placed in each card between the Counter and the HQ so as to form a continuous phone line. Additional Phone Line counters can be carried with a Field Phone so that it can be moved until the Phone Line counters are all used (this was common in WWII and Korea). Phone Line can be cut by Incoming! VOF or by a unit being ordered to do so (a command expended). If an Incoming VOF! is in effect in a given card that contains a Phone Line counter, during the Effects of Fire Phase a card is drawn for the phone line and under the 3 column of the random distribution section of the action card, if a 3 is there then the Phone Line is flipped to its Cut side and the line of communication is lost.

Runner - A Runner physically carries commands from the CO HQ to a PLT HQ, Fire Support or Weapons team. In order to do so the runner must start the Company Command Phase in the same card as the CO HQ. The CO HQ expends one command to call the runner and the runner is given as many commands as the CO HQ wishes and has available to expend, and a unit to give them to. This info is noted on the Log. The runner may then move up to two cards. To give the commands to the designated recipient, the runner must start the turn in the same card as the recipient - thus it takes a minimum wait of at least the next turn to use a runner to pass on commands. Runners are never marked with a Moved Marker (they tend to use more stealth and do not usually stop to fire which gives away you position). Runners that are Pinned only communicate half of their stored commands, with any fractions rounded down, thus if a runner with 1 command is pinned, he fails to transmit any commands to the recipient. After the commands are transmitted o the recipient, the runner must return to the CO HQ by moving up to 2 cards per turn in the Weapons and Fire Support Initiative segment of the Initiative Phase. If a runner is lost to Combat Effects, the CO HQ may convert a step from a squad, fire team or assault team into another runner by expending a command. The CO HQ may never have more than 2 runners in play at any given time, excluding any that have converted into Combat Action Teams.

Pyrotechnics - Prior to starting a mission, certain pyrotechnic signals can be pre-assigned an action, e.g. Green Star Cluster means 1st Platoon move, or Red Flare means all platoons attempt to concentrate fire, etc. Each pyrotechnic from the MI can only be used once. Some pyrotechnics are used for signaling and are necessary for

Close Air Support or local screening. Deploying a pyrotechnic costs 1 command.

The Company Staff (CO XO and CO 1stSGT) may be activated like a PLT HQ and in the Platoon Command phase draws for commands and can issue them to any units, except the CO HQ. PLT HQs when activated may only issue commands to units from the same platoon. If either of the Company Staff is not activated, they automatically get 1 command in the Initiative Phase. Any HQ may issue a command to a CAT, though that command can only be used to purchase a Rally Action.

Platoon Move / Platoon Assault If a PLT HQ or Co Staff moves to a new card, it may issue a Move command to all unpinned units from its Platoon (including attachments) in the same origin card for 1 command. If a PLT HQ or Co Staff launches a Grenade! Attack attempt, it may issue a Grenade! Attack command to all unpinned units in the same card for 1 command.

AVAILABLE ACTIONS(EACH COSTS 1 COMMAND):

AUTOMATIC ACTIONS(NO DRAWS ARE NECESSARY):

Activate PLT HQ Move (To another card, to known cover in a card) Platoon Move (To another card move all units of a

platoon IF HQ/Staff also moves) Shift Fire (Move PDF markers to any desired

direction) Cease Fire (Remove PDF markers if in use) Rally (Convert Assault Team to Fire Team) Rally (Detach Assault Team from Squad) Rally (Add Assault or Fire Team back into a Squad) Reconstitute a PLT HQ with either a Company Staff

or a Step from the Platoon (either a Squad or CAT). Create a Runner from a Squad, Fire Team or Assault

Team (no more than 2 in play at any one time) Officer Call – A move order for all Company Staff

and PLT HQs to move to the CO HQ Exhortation – spend an extra command to gain an

extra Draw on an Action Attempt, limit of one per Action Attempt.

Deploy a Pyrotechnic Device (Hand Held Illumination, Colored Smoke, HC Smoke, WP Smoke, Pyrotechnic Signals - Red Star Parachute or Green Star Parachute – RSP, GSP and Red or Green Star Clusters RSC, GSC)

Call For Fire from On Map Mortars

ACTION ATTEMPTS(DRAWING IS NECESSARY TO SUCCEED):Basic attempt number of draws is based on experience: Green 1 Card, Line 2 Cards, Veterans 3 Cards

Seek Cover (Uses the number of Draws by Card with -1 for Green Units, +1 for Veterans)

Infiltrate Grenade! Attack Platoon Granade! Attack

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Concentrate Fire Rally (Remove Pinned) Rally (Paralyzed Team to Fire Team) Rally (Litter Team to Fire Team) Rally (Weapons Team or Company Staff as a CAT

back to normal) Rally (Convert any 2 or 3 Assault or Fire Teams in

the same card back into Squad that is out of play) Activate Fire Support Team to Call For Fire

(Includes Off Map Mortars, Artillery and Airstrikes) Call For Fire by HQ Spotting (used when a unit is under a VOF but no

spotted enemy unit is firing)

MOVEMENT There are two basic types of movement, moving to another card, and movement within a card. An unpinned unit in a card with a PDF must be commaned to cease fire before being commanded to move.

Moving to another Card Basic rule is that infantry units (Teams and Squads) may move 1 card per turn. In order to move a move action must be purchased by expending a command. Vehicles may move any number of cards per turn. Unless otherwise indicated by the MI, vehicles may not enter known/spotted enemy occupied card without infantry units entering the area the same turn or already in the card. A unit my move into any adjacent card (diagonal movement is allowed). A unit that is moved is marked with a moved marker (Runners and CATs are never marked with Move Mode markers when they move). Being marked with a Moved Marker is a -2 combat modifier. Units may avoid being so marked attempting an infiltration move. This is only available under fire (a Volume of Fire marker is in place in the card the unit is moving from). Draw Action Cards (1 for Green, 2 for Line, 3 for Veterans) if the infiltration icon is present on the card then the attempt succeeds and the unit moves without a Moved Marker. Moved Markers are removed at the end of the turn.

Moving within a card - Seeking Cover In FoF a Terrain Card is a general area, within any area there exists micro-terrain. These are features too small to appear on a tactical map, but are often critical for survival. These include streambeds, depressions, fallen trees, anthills (in Vietnam) or individual buildings. These features are called collectively cover. Most Cover is the symbolized by the generic +1 Cover Marker. In some cards for built up areas, cover may also include Building and Rubble markers which function identically. A Terrain card has two numbers, the first is the cover potential, how easy it is to find, and the second is the maximum number of covers markers that be on the card. Once cover is found it remains on the card regardless of the card being occupied. Once in play, cover can be moved directly into from an adjacent card. This is helpful in offsetting the Moved Marker. To seek cover is similar to moving to another card, you must purchase the action with a command. The number of cards from the Action Deck is drawn based on the Cover Potential on the Terrain card with one less card if the seeker is green, one more card if the seeker is a veteran. If a cover icon is present

the attempt was successful and a cover marker is placed on the seeker. If cover is available a movement action may be purchased to move other units into cover. Unless indicated on the marker (there are a few special cover markers - Church Steeple, Bunkers), there is no limit to the number of units that may take shelter under a given cover marker, however these is an increased vulnerability to Grenade! and Incoming! attacks that is a trade off. There are man-made cover makers - Foxholes, Trenches, Bunkers etc. that are placed by MI. These function the same as standard cover markers except as listed below. Units moving into cover on a successful find cover attempt are not marked with a Moved Marker. Units that use a move command are marked with a Moved marker. Units under fire may attempt to Infiltrate to cover or between cover markers on a card.

Field Fortifications Special Rules Trenches Trenches in adjacent cards allow movement

between them without placing a Moved Marker. Bunkers / Pillboxes These have a limited number of

steps that can fit under these Markers, they also have a limited firing arc as indicated by the arrow on the marker. This must be pointed in the direction the bunker/ pillbox is oriented. This orientation cannot be changed and this is the only direction that units under this marker may fire.

Building Special RulesBuilding as either +2 or +3 cover and these are used for Urban terrain cards, Farms, Towns and Villages. The MI will indicate which ones to use (+3 is for stronger –stone/concrete structures).

COMBAT

General Rules

Basic Fire Combat is automatic, spending commands is not required, Commands are required for special forms of combat such as Concentrate Fire and Grenade! attacks.

Basic Fire is placed during the Volume of Fire Phase and can only be directed at spotted enemy units. You must engage the closest, spotted enemy units. If more than one card is equally close, then it is the player’s choice.

Fire is directed at an area and the highest VOF is used and a VOF Marker is placed on that area. Example an area has 2 Rifle Squads with an S VOF and a LMG Team with an A VOF. The highest VOF is A and the target area has an Automatic Weapons VOF marker placed on it.

The VOF marker effects all enemy units in the area. Friendly units are only effected by a Friendly VOF is there is Friendly fire coming from a different area (a PDF marker is in play from a different area pointing to the target area) and then with a +1 Friendly Fire Modifier.

For each step after 3 under a given cover marker there is a -1 to any Grenade! or Incoming! Attack on units under that Cover Marker, e.g. 5 steps would have a -2 factored in with any other modifiers, including the Cover.

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Company Staff and FO units have an inherent Small Arms VOF with a range of 2.

Line of Sight (LOS)A unit can see out of the card it occupies. It can see into a card across a solid border, but not through it to a card beyond. Some cards have a mix of borders. When tracing a LOS diagonally both borders must be clear at that corner to see through to the card beyond. Some cards have two Cover & Concealment values, the first applies if the LOS is traced through a solid border, the second through the clear border.

Hills are played beneath a regular terrain card. They elevate the terrain 1 level. Think of normal terrain as level 1 and elevated terrain as level 2. Higher levels block LOS. In very hilly terrain two or more hill cards can be played, each card raises it another level. Cards that have buildings may be marked as multi-story and units may move to upper stories as they move into any other covered position. The cover must be “found” first. Once a building type cover marker is in play on a multi-story card it is assumed to have upper stories. Multi-story cards block LOS from any level (you can’t see over them). Church steeples are a special type of multi-story, they do not block LOS like a regular multi-story card.

HC Smoke, Incoming! And Air Strike! Markers block LOS. LOS traced through multiple cards adds any WP smoke and Cover & Concealment of each card on the LOS (not including the original spotting unit), eg. If the LOS is traced through two +1 cards and the final card is also a +1, the net Cover & Concealment modifier is +3.

Volume of Fire (VOF)

The standard direct fire VOF are:

All Pinned – Only used when all units firing into an area are Pinned, +2 modifierSmall Arms – Counter abbreviation of S, comprised of rifles, carbines, bolt action or semi-auto and includes magazine fed automatic weapons, +0 modifierAutomatic Weapons - Counter abbreviation of A, comprised of belt-fed machine guns. Heavy machineguns (those on tripods) do get a benefit when attempting to concentrate fire,-1 modifier. Heavy Weapons – Counter abbreviation of H, comprised of any weapon 12.7mm or greater, -3 modifier.

Special Counter Notations:

A/S – Assault Rifles, they produce Automatic Weapons VOF at Range 1, Small Arms at 2 or moreAG! Automatic Weapons VOF with Rockets or Grenade Launcher Capability at Range 2SG! Small Arms VOF with Rockets or Grenade Launcher Capability at Range 2A/SG! Assault Rifles – Automatic Weapons VOF at Range 1, Small Arms VOF at Range 2 or more with Rockets or Grenade Launcher Capability at Range 2.

Special VOF are:Incoming! – Affects all occupants equally, the modifier depends on the MI (from -3 to -5) Grenade! – Affects only one unit or any units under the same cover marker, -4 modifier.Rocket Grenade Fire - When a ranged Grenade! Attack fails, the explosive firepower still hits in the area and affect all occupants with a -1 modifier.Concentrate Fire – Affects only one unit or any units under the same cover marker, VOF goes to the next level , or if already at Heavy Weapons then an additional -1. The marker with the arrow is placed on the firing unit as a reminder that that VOF is not available except at the target, the corresponding target marker is placed on the target unit.Sniper! – Affects only one unit with a H VOF , but for Command Purposes the area is treated as if under Heavy Weapons fire and no Pinned markers are removed if not the target unit, but in the same card.

Primary Direction of Fire (PDF) All units in a card fire in the same direction. If the target is in the same card no PDF marker is used, otherwise a PDF marker indicated the Primary Direction of Fire. A PDF can only be in one of 8 directions, one of the 4 sides or 4 corners. Fire can only travel straight along a PDF. A PDF can only be moved by using a command to cease fire. A PDF can shifted to a different direction by using a command. If an enemy unit enters the same card as unit with a PDF, they automatically shift fire to defend themselves and the PDF marker is removed.

(Optional / Advanced – Experience )Units that are Green may have one and only one PDF, Line units may have 2 PDFs, but they must be adjacent and Veteran troops may have 2 PDFs that can be in any direction. Units may only contribute their VOF to one PDF, e.g. an area with a S-3 rifle squad and a A-3 machinegun team that is line experience has two PDFs, the rifle squad may use its small arms VOF on one and the machinegun team may use its automatic weapons VOF on the other. They can use them interchangeably in the VOF Phase, e.g. they can switch out in a different turn.

Grenade! Attacks There are two basic kinds of Grenade! Attacks. The first can be attempted by any unpinned unit in a card occupied by an enemy unit, or any Assault Team in the same card as an enemy unit. The other can only be done by rocket launchers, grenade launchers, mortars and recoilless rifles at range. Either way the attempt must use a command.

To attempt a Grenade! Attack the unit draws looking for the Grenade icon for a successful attempt. For a successful attempt on units in the same card, the target unit or units under the same cover marker get an free attempt to return the attack with one of their own.

Units marked with a G! and in range ( a G! superscript assumes a range of 2) may attempt in the same manner as an attempt in the same card. If the attack is unsuccessful a

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Pending Rocket / Grenade! Attack is played and when flipped to a Rocket / Grenade -1 VOF marker applies to all occupants of the card, enemy or friendly in addition to any other VOF in play. successful attack is resolved identically to a Grenade! attack by units in the same card. A unit that attempts a Grenade! attack still uses its VOF normally.

Concentrate Fire Attacks A unit can be commanded to concentrate fire on any target in the card’s PDF. The player draws cards looking for the Cross Hairs icon for a successful attempt. A unit that fails has no adverse effects. A successful attempt mark the firing unit with the arrow marker and the target the pending marker. In the VOF Phase the existing target markers are removed and the pending ones are flipped. The unit marked with a VOF marker no longer contributes its VOF to the general VOF from a given card, unless it is a Machinegun firing a Final Protective Line (FPL), e.g. a card has a rifle squad with a S-3 and a machinegun team with an A-3. The card generates a Automatic Weapons VOF. If the machinegun team successfully concentrates fire on a particular target, the card now generates a Small Arms VOF while a particular unit of units under a single cover marker are attacked with Heavy Weapons VOF, as a successful Concentrate Fire increases the firing unit’s VOF by 1 level or if already an H and additional -1 (for a -4). Certain weapons get additional draws for Concentrate Fire attempts. Machineguns that are tripod mounted get an additional draw. Units that are attempting to concentrate fire on the same target they already have a concentrate fire on get an additional draw. When attempting to concentrate fire on a unit that is marked as Concentrating Fire, you get an additional draw as the increased firing gives away the position.

If the target is under a cover marker it may be specified as the target, however, if no units are so specified the actual target is determined randomly. For an example, a card has 2 squads and a PLT HQ, none are under a cover marker so a successful concentrate fire would have the target randomly selected. This could potentially include a friendly unit.

It a target under a Concentrate Fire marker moves it is tracked as long as it remains in the LOS, even into a new card that is not in the PDF, the unit may continue to attempt to Concentrate Fire. If the target moves out of LOS the Concentrate Fire is lost and the firing unit may contribute its VOF normally.

Note: the US M1919A4 Machinegun, though tripod mounted, had a fairly light barrel that is not a quick change barrel so it does not get the extra draw for concentrate fire.

Anti-Armor Attacks

Anti-Armor attacks are the only combat not performed in the Combat Effects Phase of the turn. The target of these attacks are Tanks, Helicopters and any other type of vehicle. Generally vehicles may move or fire in the Vehicle Movement and Combat Section of the Initiative Phase, however there are some that are may do both. Vehicles have an information card that gives the defensive and offensive anti-armor values. In two player mode, players alternate

moving and/or firing their vehicle units. The player with the initiative goes first. Either may pass, but if both pass consecutively then the phase is over. In solitaire mode, the AI rules cover enemy armor/anti-armor moves or fires. Unless otherwise noted in the MI, vehicles may not enter a card that does not have any friendly enemy units.

Vehicle movement is unlimited, but sequential, that is it moves from card to card. A vehicle must stop if it enters a Slow Go card, it may not enter a No Go card. When moving, for each card that a vehicle enters, the enemy may use his fire from any number of anti-armor capable units in LOS to engage the moving unit(no commands are necessary). Once the fire is resolved and if the moving unit survives it may continue its movement.

Infantry based Anti-Armor Weapons (Rocket Launchers, Recoilless Rifles and Missiles) expend ammunition when they engagement in Anti-Armor combat.To resolve anti-armor combat take the offensive value of the firing unit and referencing the weapon and range on the Armor Data Card, and the defensive value of the vehicle and any other modifiers listed in the anti-armor card, compare the net modifier with the AT number of an Action Card draw and the results are:

Brew Up – The vehicle is replaced with a wreck and smoke is also placed, there are no survivorsKnocked Out – The vehicle is replaced with a wreck and the crew and any passengers bail out and immediately check as if HIT Retreat – The vehicle returns to safety (off map) and is removed from playPinned – The vehicle is pinned (Pin is removed if either the vehicle is not attacked next turn or is attacked in the next turn and the attack is a MISS) (Helicopters treat this as a Retreat), It stops moving immediately, if moving.Miss – no effect.

Most combat vehicles have a 2 step crew (4 to 6 men). These crew if bailed out can end up as ad hoc replacements in Rifle Squads, otherwise cannot be rallied out of being a CAT.

Vehicles and Helicopters have a limited vulnerability to infantry weapons. Vehicles under an enemy VOF are attacked along with the infantry units in the Combat Effects Phase. The Anti-Tank table indicates the modifiers for the VOF that are resolved the same as an Anti-Armor attack in the Initiative Phase.

Vehicles may attempt to enter cover similarly to infantry units. Vehicles and Wrecks also serve as a cover marker to other units (including vehicles). Only one vehicle may occupy a cover marker.

Helicopters serve two basic purposes – transport and attack. Helicopters are placed on the map to perform either task, they do not move sequentially from card to card like other vehicles. Being placed on the map, is treated as a move like other vehicles, however. When used for transport being placed on the map is for loading and/or unloading and is accordingly more vulnerable. When use for attack the

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helicopter is “running” at the target card firing guns, rockets and/or missiles. An attack helicopter that makes a run must be removed the next turn. The number of runs available for an attack helicopter is specified in the MI. Helicopters may not enter cover, and attack helicopters do not benefit from the cover and concealment of the card they occupy. For LOS purposes, an attack helicopter is considered 1 level above the card it is placed in (thus it can be masked by hills and/or multi-story buildings).

Vehicles / Helicopters are attacked by any Incoming!, Air Strike! OR Pending Incoming!, Pending Air Strike! In the card they occupy in the Combat Effects Phase AND for separately for any of the above they move into or through during the Initiative Phase.

Anti-Tank Guns, Recoilless Rifles and Anti-Tank Guided Missile (ATGM) units are treated as infantry units. Some heavy guns are unable to move during a game due to their size (like a German 8,8cm gun is very large) and though they can conduct Anti-Tank fire they are defend like any other infantry. The Crews if converted to a Fire Team will still use their primary weapon, but as with regular Fire Teams they may not move and their range is reduced to 2.

Mortars Mortars may be available either as single weapons (1 step mortar teams) or as a section (2 or 3 step unit with 2 – 3 mortar tubes). On map mortars may engage targets using either Direct Lay or Indirect Fire. Direct Lay is when the mortar unit has LOS to the target and in that case it is treated just like any other direct fire weapon. Mortar teams, 1 step units, may only use Direct Lay (no manpower to calculate indirect fire data). Mortar sections may use Indirect Fire, if they have communications with a spotting unit (via radio or field phone), the spotting unit must be a PLT HQ, CO HQ or CO XO, with a single command they may fire their VOF at the target, if it is within range of the firing section – not the spotter.

Physical restrictions – Mortars may not fire from Building, Bunkers or Pillboxes Cover Markers. They may not fire From Swamp or Marsh cards (the base plates sink into the mud)

Optional – Experience Green units may not fire mortars from any woods, orchard or jungle card. Line units may not fire from jungle cards. Veterans have no other restrictions. Learning to fire and determine mask and clearance from wooded areas requires additional training.

Call for Fire (Off Map Mortars and Artillery) Off map mortars and artillery can be called by Forward Observers FOs, HQs and Company Staff. The MI covers availability of either. For game purposes off map mortars and artillery are treated identically. The observers are specific to their firing agency, e.g. Artillery is called by Arty FO and mortars are called by Mtr FOs. Calls for fire are attempts, the player spends the command and then draws the cards looking for the bursting icon. Either the single burst or multiple burst

is a successful attempt. There is a Short! Card that is when the fire mission falls short. When this card is draw during a call for fire attempt, the fire mission falls on the closest friendly occupied card to the target. If multiple friendly occupied cards are equidistant from the target, then the new target is determined randomly. If available in the MI, the multiple burst icon indicates a battalion fire mission, so the card to the left and right of the target is also attacked. Existing Fire Missions can either be Repeated or Shifted. A Repeat is to attack the same target again, a Shift is to move the existing fire mission to an adjacent card. Both of these types of missions will be easier than an initial call for fire. A Short! Card does not fall short on a Repeat mission (the guns didn’t change their firing data), it is considered a successful Call For Fire. After a successful fire mission the target may be registered as a target, by placing a target marker on the card. Some missions will get pre-planned targets that can be placed before the mission begins. An initial call for fire on a card with a target marker is easier. The actual number of draws is covered in the MI to take into account ammunition availability, larger situation and doctrine. Some missions will have artillery or mortar Final Protective Fires (FPF) allocated. These are placed on a card that make the initial call for fire easier and if the mission is successful it is automatically repeated until the firing agency runs out of ammo or a command is expended to cease the mission.

Close Air Support – (Calling in Air Strikes) Close Air Support (CAS) missions, Air Strikes, are handled similarly to artillery fire missions, except that an additional command must be used to mark either the friendly position (from WWII through Vietnam) or the target (post Vietnam). CAS is much more limited than artillery, but is much more powerful. The MI will indicate what if any Air is available and who may call for it (special radios and training are needed to control air strikes) and is normally restricted to a FAC or Co HQ unit. If the friendly position must be marked, use a colored smoke deployed by using a command. When the target must be marked, it is marked by a successful call for fire, except that instead of a Pending Fire Mission marker, place a White Phosphorus marker. Either method of marking must be in place prior to attempting to call in an air strike. Short! Card works the differently. If the friendly position is marker the Short! Air strike falls in the marked card or any adjacent card (determined randomly). If the Target is marked thenthe air strike falls into any adjacent card (determine randomly). This difference illustrates the doctrinal change from marking friendly positions to marking the target.

NB: Most militaries do not use CAS, as it can be complex and requires special radios and training. The USMC spearheaded its use in the Pacific in WWII. The US Army was a bit reluctant, but after working closely with Marines in Korea and seeing how powerful it can be, quickly adopted it. CAS has been used extensively by US Forces ever since to great effect, though it is still more commonplace among special forces and USMC.

Ammunition -

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Ammunition Supply applies to Weapons Teams. At the beginning of a Mission all weapons teams are allocated an amount of ammunition points which they expend one per turn each time they exert a VOF or engage in any form of Combat. Once a team has expended all its ammo, it is automatically converted to a Small Arms equipped Fire Team. The Fire Team is placed on top of the Weapon team as the team may be resupplied by a Litter Team or a good order transporting ammo points (if available) at one point per step. Ammo is weapon type specific as follows:

Machine Guns use MG Ammo, each point is roughly 2-300 rounds of ammunitionRocket Launchers (Bazookas, RPGs, Panzerfaust, and Panzerschrek) use G! Ammo with Rocket picture. Each point is roughly 2-3 rockets.Mortars use Mtr Ammo, each point is 6-8 rounds.Recoilless Rifles use RR Ammo with each point being 2-3 rounds.Missiles ammo points (not included in FOF:Manchus) are 1-2 missiles per point.

In solitaire mode enemy units do not track ammunition, the rules will handle those issues. In two player mode each side tracks ammunition and keeps it secret from the other player.

Any unit that is out of ammunition has an inherent Small Arms VOF and a range of 2.

(Optional) Grenades - Hand grenades are carried by most troops and in general engagements there are sufficiently available to not warrant tracking their usage. In certain types of warfare, like urban terrain, hand grenades are used more extensively and their supply becomes more acute. When tracking Hand Grenade usage, every step begins with 1 grenade supply, thus a full squad has 3. Each successful G! attack uses a grenade supply point. If a unit has no grenades it may not attempt a Grenade! Attack.

A G! ammo point represents about 4-6 Hand Grenades.

Night / Low Visibility Action

Darkness effects combat operations in several basic ways: Command and Control is more difficult, seeing the enemy is also more difficult, and firing with any accuracy is more difficult.

All command draws are reduced by 2, and the maximum number of commands an HQ may expend in one turn is 4 instead of 6.

All direct fire (not Artillery, Mortars or Air Strikes) is effected by the current visibility modifier (from + 2 to +5). Except Machinegun units that have a Final Protective Line (FPL) designated. No calls for fire can attempted in darkness unless it is on a pre-planned target, or a repeat mission, unless it is a request for illumination mission. Illumination can be used to mitigate the effect of the visibility modifier or to allow for Calls for Fire. Illumination

can be hand held, mortar, artillery or air dropped in increasing intensity respectively. An illumination marker has two modifiers, the top for the same card, the bottom (if any) for any adjacent card. Hand held Illumination can be deployed like any other pyrotechnic by expending a command and placing it in the same card or any adjacent card to the HQ that expended the command. Illumination can be called for like any other Call for Fire for Mortar, Artillery or Air Dropped. A standard call for fire may be attempted during darkness on any card that has an illumination marker in it (not in an adjacent card).

Illumination has no effect on a Rain / Snow visibility modifier. Rain / Snow visibility modifier is cumulative with a No Moon +5 visibility marker for Night and Rain conditions.

Night Vision Devices

Night Vision Devices a.k.a. Night Observation Devices (NOD) fall into several distinct categories:

Active IR, Passive IR and Thermal Imagers.

Active IR involves an IR light source and a Passive IR receiver to see the IR light. Basically an invisible flashlight. Very effective, but everybody with Passive IR can see you. Was used in the 50s and 60s for vehicles, but the passive devices reduced its use to almost nothing. The US re-introduced a small IR designator for small arms that substantially improves small arms accuracy in darkness.

Range 1 – no night visibility modifier, Range 2 -1Any Passive IR that fires on Active IR source has no nigh visibility modifier

Passive IR includes “Starlight Scopes” and “Night Vision Goggles” these devices introduce in the 1960s have steadily improved in quality.First Generation (1960s) Range 1 -1Second Generation (1970s) Range 1 -2Third Generation (1980s+) Range 1 -2, Range 2 -1

Passive IR is cancelled out by illumination.

Thermal Imagers uses heat differential and is extremely effective, but larger and loader, though the technology is improving. These are effective through rain, fog and smoke unlike other devices and suffer no night visibility modifier, or smoke or rain for that matter.

COMBAT RESOLUTIONEvery unit on a card that has a VOF is attacked and the effects determined in this phase. For each unit determine the net modifier based on the Cover & Concealment of the Card, Cover Markers, Pinned Marker, Moved Markers, Concentrate Fire Markers, Rocket/Grenade! Fire Markers and the VOF. Then draw a card for each unit referencing the net modifier with the result on the left side of the Action Card. All effects are simultaneous. The possible results are:

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MISS – no effect, if the unit is under a PINNED marker, it is removed.

PIN – the unit is placed under a PINNED marker. HIT – the unit is PINNED AND a second Action

Card is draw referencing the HIT EFFECT section and looking under the experience that applies to the unit.

Vehicles under a VOF are attacked on the Anti-Tank table.

The HIT EFFECT section will have one or two letters. A single letter effects one step, two letters effects two steps. If the target is single step then only the first letter applies. The letters indicate what type of unit that step is converted to.

A – Assault Team (Any Heavy Weapons Team treats this result as a F)

F – Fire Team L – Litter Team P – Paralyzed Team C – Casualty Team

Thus a 3 Step Squad could be hit and break into three different 1 step units. This represents the disintegration of units in action and the attendant difficulty in trying to control them when that happens. Potentially you could have all three steps doing three different things.

If a 3 step unit suffers a 2 step result, the third step automatically suffers an F result.

When breaking down units into Fire Teams some nationalities have different types of Fire Teams, the Fire Team may never have a superior VOF to the unit is broken down from.

Weapons Teams never convert to Assault Teams, they are instead converted to Fire Teams.

For Weapons Teams of HQs that convert to anything but casualties, place the team counter on top of the unit to indicate that it will rally back to that unit. Otherwise always place CATs below Weapons Teams or HQs if stacking.

TRANSPORTATIONInfantry units can be transported in or on vehicles and helicopters. Vehicles that can transport units in them have a bracketed number indicating the number of steps can be transported. Tanks can be marked with a mounted marker to transport troops, this lists the capacity and is also a reminder that the tank cannot fire when carrying troops. Troops can dismount at any point in the movement and are marked with a Moved marker. Tanks that start the turn mounted may not dismount and fire, they regain the ability to fire in the next turn. Vehicles with internal transportation capability and that have a VOF may move, dismount and fire normally.

Units transported in a vehicle are immune to fire, the vehicle must be attacked instead.

Mounting a vehicle or helicopter, the vehicle or helicopter must start the turn in the area, then the unit must be giving a

move command to mount, once mounted the vehicle may move normally in the Vehicle Movement and Combat segment of the Initiative Phase.

In order for a transport helicopter to land in an LZ for a Pickup a command must be expended to communicate with the Helicopters and a second command expended to deploy a colored smoke to mark the LZ. At night an LZ must be marked with a strobe light. To deploy the strobe light, treat that as deploying a pyrotechnic device.

TACTICAL CONTROL MEASURESThere are several Tactical Control Measure Markers. Military units use tactical control measures to coordinate fire and maneuver. These measures are in two basic groups – Offensive and Defensive. These measures are placed on the map by player in much the same way an actual Company Commander would make his plans on a map. Mission base some of the experience gained or lost around the use of the measures. Some measures are linear and are placed at a “seam” between rows of cards. Some measures are placed in a card. When playing in Two Player mode, these tactical control measures must be recorded on the log sheet to conceal them from the other player.

OFFENSIVE Not all offensive measures are used in every attack, but the minimum is the Line of Departure and the Primary Objective. Phase Lines come into play on attacks with more movement, and an Attack Position can be chosen when suitable terrain exists to warrant its use.

Line of Departure (LD) – Linear control, the line that marks the jump off point for an attack.

Phase Line (PL) – Linear control to aid in coordinating units movement, you can have 1 or 2 of these. These may be imposed on you from higher HQ to coordinate the movement with companies on your right or left.

Attack Position (AP) – In card control, the last covered position from which the assault on the objective is staged.

Primary Objective (OBJ 1) – In card control marks the territorial goal of the company’s attack.

Secondary Objective (OBJ 2) – In card control marks the territorial goal that secondary, can be taken in addition to the Primary in a very successful attack or in lieu of the Primary in a partially successful attack. If neither objective is secured the attack is a failure.

Limit of Advance (LOA) – Linear control that none of your forces may cross, this is protect them from their supporting fires.

DEFENSIVE Combat Outpost (COP) – In card control, a

reinforced platoon set forward of the main defense to confuse, slow and otherwise spoil an enemy attack.

Main Line of Resistance (MLR) – Linear control, the line that the enemy is to be prevented from

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crossing. Ideally the enemy is defeated in front on this line.

Battle Positions (BP) – In card control, a designated position used in a mobile defense, they are pre-designated to ease movement of forces under pressure.

DEFENSIVE FIRE CONTROL Artillery and Mortar Final Protective Fires (FPF) In card control, pre-registered fires meant to breakup an enemy attack, live fire registered on likely enemy avenues of approach.Machinegun Final Protective Lines (FPL) In card control that is placed on a Machinegun team or teams. FPLs are only available to tripod mounted machineguns. Being marked with an FPL gives the team the ability to fire at night and not be affected by Visibility Modifier. FPLs are registered lines that run diagonally across the front of a Company to make a wall of machinegun fire that an attacking force would have to walk through. The bold line with an arrow on the FPL marker indicates the diagonal direction of fire. The benefits apply to all cards on that diagonal LOS. Machineguns firing an FPL may concentrate fire AND still contribute their VOF.

SOLITAIRE PLAY – THE ENEMY

CONTACT There are 4 levels of contact a unit may have. These are:

No Contact – No friendly units are under an enemy VOF

Contact – 1 friendly occupied card is under an enemy VOF

Engaged – 2 or more friendly occupied cards are under an enemy VOF

Heavily Engaged – 2 or more friendly occupied cards are under an enemy VOF AND at least 1 card is occupied by both enemy and friendly units.

This level can change turn to turn and be tracked with the Current Contact Marker. The Current Contact Level helps determine the probability of more enemy activity appearing.

POTENTIAL CONTACT MARKERS When a mission is setup Potential Contact markers are placed. The Markers have 2 sides, one with the letter A, B or C and on the other side a Question Mark. Markers can move, which represents potential enemy movement. It the enemy situation is fairly well known the markers may be placed with the letter side up, if it enemy situation is unclear, then the question mark side is used. Some mission may also have actual enemy forces placed on the map in addition to Potential Contact Markers. In the VOF Phase, any friendly unit in a card with a Potential Contact Marker must resolve the Potential Contact and remove the marker, if there are multiple Potential Contact Markers then resolved in alphabetical order. Multiple markers of the same letter are resolved randomly. Many missions base success on the removal of Potential Contact Markers. If the Marker is on the Question Mark side it is flipped to reveal the letter. The Letter is cross referenced with the Current Contact to determine the number of cards to draw. Sometimes the Contact is automatic. If the number of cards drawn reveals

the word Contact! In the upper right then contact has been made. If contact is made then the player must consult the MI which will indicate the type of contact made. The Letter also indicates the severity of the contact.

Potential Contact

No Contact

Contact EngagedHeavily Engaged

A Auto Auto 6 3B Auto 5 3 2C 4 2 1 1

Moving Potential Contact Markers move from top to bottom one row per turn. The MI will tell what side they are on and how many or how often they come into play. In some respects it may resemble the old video game ‘Space Invaders” where rows of Potential Contact Markers move on the map. Potential Contact Markers move in the Higher HQ Phase.

SPOTTINGThe Mission Card will indicate what enemy force is contacted. The enemy forces are based on the letter of the Potential Contact Marker (A, B or C) and the selected difficulty level (1, 2 or 3 – 3 being most difficult). The Player draws a card and uses the AT# (0 to 9) and cross references the Potential Contact and Difficulty Level. The result is the type of contact. The enemy force is designated as Spotted (S) or Unspotted (U). Spotted enemy are placed immediately. Incoming! And Mines! are always placed in the card where the Potential Contact was triggered. Unspotted units are pulled out of the enemy force pool and set aside to be placed when spotted . Friendly forces may not use their VOF if the source of the fire is not on the map. In these cases the source is described, but not placed on the map. Friendly forces will have to expend a command and attempt to spot the source. Any friendly units with LOS to the affected card may attempt to spot the firing unit. Cards are drawn looking for the Cross Hairs Icon to spot the firing unit. When placing spotted units (whether spotted immediately or spotted later) consult the Mission Card for the direction and range. The direction and range is relative to the unit under the enemy VOF. If a unit with LOS to the affected card successfully spots the enemy, the spotted enemy unit when placed may or may not be in the LOS of the spotting unit (this represents spotting by process of elimination). Enemy units generated by a Potential Contact always deploy their VOF at the card that generated them, spotted or not. This VOF is placed immediately and any change to the Current Activity state is made immediately. If the card is already occupied by firing enemy units, the PDF then shifts to the new direction.

MINES AND BOOBY TRAPSAny friendly unit that is in a card with a Mines or Booby Trap counter are automatically the target of a Grenade! Attack attempt in the VOF phase. For each unit, draw two cards and if the Grenade! Icon appears place a Grenade! Attack on the unit and resolve the attack in the Combat Effects Phase. MINES stay in place throughout the time the map is in play (muliple missions could use the same map).

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BOOBY TRAPS are removed from play once a successful Grenade! attack occurs.

ACTIONS OF ENEMY FORCESEnemy forces once in play are governed by the Mission Instructions and any Higher HQ events that happen for the enemy. Combat Action Teams behave identically to friendly ones, they are in essence self-controlled. Enemy anti-tank weapons in play will always take the first available shot at a friendly vehicle in motion. Units in play are considered “Spotted” or known enemy positions. The Potential Contact Markers handle enemy maneuver, ambushes, etc. Known enemy units can occupy cards with Potential Contact Markers, no restriction there at all, e. g. A friendly unit enters a card with a Potential Contact Marker, the marker is then resolved to have an enemy squad firing on the friendly unit from an adjacent card, that card will still have its Potential Contact Marker in place.

EXPERIENCEA Company always begins a Campaign with all units in Line experience, unless otherwise indicated. A company receives experience points from missions that are used to promote units in experience from Green to Line and from Line to Veteran. Once a mission is complete a company goes through two steps. The first is determining the experience points and using them to promote steps to higher experience levels. It takes 1 experience point to promote a Green step to a Line step and 3 experience points to promote a Line step to a Veteran step. All steps of a particular squad must be at the same experience level. Once all promotions in experience level are complete the company may integrate replacements if available. Replacements generally arrive as green, but after a mission some replacements will be Veterans as lightly wounded men return to company. One out of every four casualty steps will return as a Veteran, fractions rounded down. If any steps were not part of a squad at the end of a mission, that is still CATs (Paralyzed, Litter, Fire or Assault Teams) they are treated as green steps even if they were originally from higher experience level squads. This represents a loss in morale, cohesion and confidence. In some campaigns there are added complexities. If new officers arrive, they must replace even veteran Platoon Leaders, though the Veteran step can be used elsewhere in the Platoon. In some campaigns some Veterans are rotated out of the company (such as in Vietnam). The effect on the final experience level of a squad when replacements are added is as follows:

Veteran Squad (1 Step) + 1 Green = LineVeteran Squad (1 Step) + 2 Green = GreenVeteran Squad (2 Step) + 1 Green = LineLine Squad(1 Step) + 1 Green = GreenLine Squad(1 Step) + 2 Green = GreenLine Squad(2 Step) + 1 Green = LineLine Squad(1 Step) + 1 Veteran = LineLine Squad(1 Step) + 2 Veteran = VeteranLine Squad(2 Step) + 1 Veteran = Line

Experience cannot be used to promote units that are attached or in support of the company from other units (such as

engineers, heavy weapons company etc.). Experience points not used can be saved.

PLACING MARKERSWhen units are in cover, they are placed under the cover marker. Units that have moved or are pinned are placed under the appropriate marker. To save time, if all units in a card are Pinned or Moved, place one marker at the top of the card.

FATETwo action cards in the deck capture some of the harsh realities of combat JAM and SHORT.

JAM is next to a Concentrate Fire Icon. If attempting to concentrate fire or fire a Grenade! attack from a weapons team or vehicle and the JAM card is drawn the weapon has been disabled by a serious mechanical failure. It cannnot be returned to action in the scope of the current mission. If a Vehicle JAMs it must immediately retreat from play. A weapons team that draws a JAM is immediately converted to a Fire Team with a Smal Arms VOF.

SHORT is next to a Call For Fire Icon. It represents a shell or volley of shells falling short in friendly positions. If during a Call For Fire attempt the SHORT card is drawn the Pending Fire Mission is placed on the closest friendly unit to the target card. If more than one friendly occupied card is equally close, then if the FO is one of them, it falls on the FO position, otherwise it falls randomly among the friendly occupied cards.