Game Mechanics axis and allies miniatures

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8/17/2019 Game Mechanics axis and allies miniatures http://slidepdf.com/reader/full/game-mechanics-axis-and-allies-miniatures 1/55 1 Axis & Allies: Miniatures Game Mechanics Q&A This document is my attempt at creating a complete, comprehensive gathering of all AAM game knowledge as found on the (WotC) Wizards of the Coast’s Axis & Allies: Miniatures  official website. This World War Two miniatures game, first released in 2005, has gone through 10  booster sets and 4 rulebooks. (1 st , 2 nd , Advanced and Expanded) The game system itself has evolved over time as new units and special abilities have been introduced. A newcomer can quickly get confused with the language and logic of the system. But even long time players can suddenly find themselves questioning how something should be played. Luckily for both the newcomer and the veteran the official Wizards of the Coast AAM website has been available for their rule questions and queries. Unfortunately, finding any particular ruling or clarification can  be difficult. So to help out, I decided to comb through the old 1  and new websites for official answers to player’s questions as well as official ex  planations of game mechanics. The information contained in this document is current as of November, 2010. For ease of reference, I have arranged it alphabetically with a table of contents. In some cases, the original wording of the Q&A or explanation has been modified. This was done to correct grammar, misspellings or to shorten the text for clarity. Every effort has been made to preserve the context of the original Q&A and explanation. This document could not have been possible without the contributions of countless AAM players  posting their questions at the WotC discussion board and the staff at WotC who took the time to answer them. I would like to give a special thanks to Mons Johnson, Robert Mull, Justin Webb, Steve Winter and all the unnamed staff members at WotC who have helped to maintain the AAM website. Thank you for all your efforts on behalf of the game. The Wizards of the Coast game company is the owner of the Axis & Allies: Miniatures game system and they retain the full copyrights to it. I have used information found at their website,  but make no claim to it. This document is offered as a free game aid to anyone interested in a  better understanding of the game system. Tom Sessler aka Sgt Fury (Current as of November 10, 2010)  1  The original AAM website was discontinued and eventually shut down at the end of May 2010. Fortunately, I was able to go through a large part of it before it totally disappeared.

Transcript of Game Mechanics axis and allies miniatures

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Axis & Allies: Miniatures

Game Mechanics Q&A

This document is my attempt at creating a complete, comprehensive gathering of all AAM game

knowledge as found on the (WotC) Wizards of the Coast’s Axis & Allies: Miniatures officialwebsite. This World War Two miniatures game, first released in 2005, has gone through 10

 booster sets and 4 rulebooks. (1st, 2

nd, Advanced and Expanded) The game system itself has

evolved over time as new units and special abilities have been introduced. A newcomer can

quickly get confused with the language and logic of the system. But even long time players cansuddenly find themselves questioning how something should be played. Luckily for both the

newcomer and the veteran the official Wizards of the Coast AAM website has been available for

their rule questions and queries. Unfortunately, finding any particular ruling or clarification can

 be difficult. So to help out, I decided to comb through the old1  and new websites for official

answers to player’s questions as well as official ex planations of game mechanics.

The information contained in this document is current as of November, 2010. For ease ofreference, I have arranged it alphabetically with a table of contents. In some cases, the original

wording of the Q&A or explanation has been modified. This was done to correct grammar,

misspellings or to shorten the text for clarity. Every effort has been made to preserve the contextof the original Q&A and explanation.

This document could not have been possible without the contributions of countless AAM players

 posting their questions at the WotC discussion board and the staff at WotC who took the time toanswer them. I would like to give a special thanks to Mons Johnson, Robert Mull, Justin Webb,

Steve Winter and all the unnamed staff members at WotC who have helped to maintain the AAM

website. Thank you for all your efforts on behalf of the game.

The Wizards of the Coast game company is the owner of the Axis & Allies: Miniatures game

system and they retain the full copyrights to it. I have used information found at their website,

 but make no claim to it. This document is offered as a free game aid to anyone interested in a better understanding of the game system.

Tom Sessleraka Sgt Fury (Current as of November 10, 2010)

 1 The original AAM website was discontinued and eventually shut down at the end of May 2010. Fortunately, I was

able to go through a large part of it before it totally disappeared.

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Table of Contents: 

Aircraft - Expanded Game Rule......................................................................................... 4Aircraft - How it works…...................................................................................... 4

Aircraft - Q&A……………………………………………………....................... 4

Attack, “Instead of Attacking”……………………………………………………………  6Attack and Defense………………………………………………………………………. 6

Building an Army……………………………………...…………………………………. 6

Cover - How it works…..................................................................................................... 7Cover - Q&A……………………………………………………………………..   8

Damaged............................................................................................................................ 8

Defensive Fire - How it works………………………………………………….……….. 9

Defensive Fire - Q&A……………….…………………….…………................. 10

Deadly (Lethal) Defensive Fire ............................................................................ 14Destroy……………………………………………………………….………….............. 14

Disruption........................................................................................................................... 15

Disruption of Aircraft............................................................................................. 16Enfilading Fire - Expanded Game Rule…………………………………………………..  17

Enfilading Fire - How it works............................................................................... 17

Enfilading Fire - Q&A………………………………………………………….…  19Grazing Fire - Expanded Game Rule.................................................................................. 20

Grazing Fire - How it works………………………………………………………   20

Grazing Fire - Q&A………………………………………………………………. 21

Line of Sight……………………………………………………….…………….……….. 23Bluffs…………………………………………………………………………… ... 26

Half Hexes……………………………………………………………………… ... 27

Hedges……………………………………………………………….…............... 27

Map/Terrain……………………………………………………………………………….   28Desert Maps……………………………………………………………………….   29

Hills……………………………………………………………………………… .. 29

Joining map sections/half hex terrain…………………………………………… .. 30Jungle…………………………………………………………………………… ... 30

Large Buildings……………………………………………………………………   30

Sand & Brush ……………………………………………………………………..  30

Snow........................................................................................................................ 31Movement ……………………………………….………................................................. 31

Movement Rolls ……………………………………………………….…........... 31

Road Movement - How it work s………………………………………………… . 32Road Movement - Q&A…..................................................................................... 35

Objective Hex..................................................................................................................... 36

Obstacles………………………………………………………………………………… .. 38Overwatch - Expanded Game Rule..................................................................................... 39

Overwatch - How it works...................................................................................... 40

Overwatch - Q&A…………………………………………………………………   40

Rolling Attack Dice............................................................................................................. 41

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Special Unit Clarifications………………………………………………………………… 42

Stacking - Updated Rules……………………………………….……….…….…….…….  44

Stacking - How it works………………………………………………………… ... 45Stacking with Enemy Units……………………………………………………… .. 47

Stacking - Q&A................................................................…................................... 49

Vehicle Facing..................................................................................................................... 52Vehicle Facing - “In front of” & “Behind”............................................................. 53

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Aircraft - Expanded Game Rule 

This is the text of the Aircraft Rule as found in the Expanded Rulebook:

When a player attacks with an Aircraft during the airstrike phase, he or she must face the Aircraft so that

it’s pointed toward the unit it’s attacking. The aircraft must face the hex side that the line of sightbetween the two units would pass through.

Units without the Antiair ability that attack an aircraft will suffer a -1 range penalty if they aren’t in frontof the Aircraft. To be considered in front of an enemy Aircraft, the attacking unit has to be able to trace

its line of sight through the hex side the aircraft is facing. This range penalty is in addition to the standard -1 penalty on attack dice that non-antiair units have, as well as all other modifiers.

Aircraft –  How it works

Q: Can Aircraft fire in any direction or does the target have to be in front of it in order to be

eligible? Why?

A: In the standard game with the Advanced Rules, Aircraft have no facing. They can attack inany direction. The Expanded Rules add an optional rule that places a facing restriction on

Aircraft. Because it's optional, both players must agree to use it or you assume it's not in play.

The following comes from the 11/12/2009 AAM Rules Update document:

F li ght Phase: The first player places one Aircraft anywhere on the board. Then the second player places one Aircraft anywhere on the board. Continue alternating placement until all

desired Aircraft have been placed. Only one Aircraft can occupy a hex. Aircraft can be held off

the map, but once a player declines to place an Aircraft, he can't place any more that turn.

Aircraft –  Q&A 

Q: Can Aircraft dispute or control objectives?

A: Aircraft can't control or contest the objective hex because they are removed at the end of theturn. Checking for objective control is the last thing to happen during the turn which is afterAircraft have been removed. Surviving planes do count towards victory points on turn 10,

 provided they were placed on the map at least once during the game.

Q: If an aircraft attacks a tank. Which defense applies? Front or rear? Does it depend on the

tank s’ facing?

A: Yes. It depends on the facing of the tank.

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Q: If I place an Aircraft 2 hexes away from a target, I’m suppose to face / point it towards the

target. But what if I am firing down the hex spine and not across a hex side? Do I face the

Aircraft towards the hex spine or a hex side?

A: Aircraft must always be placed so that they are facing a hex side and not a hex spine. They

 just need to be placed in a hex so that the line of fire between it and the target clearly crosses theAircraft’s front firing arc. The target doesn't need to be directly down the front hex row (number2), just within the line of sight of its’ front firing arc. Look at the picture below and imagine

there is an Aircraft in place of the tank. If you can trace a Line of Sight between the Aircraft and

its’ target so that the LOS crosses hex side numbers 1, 2 or 3 you are in the Aircraft’s firing arc.

Q: Is the facing restriction on aircraft applied to Aircraft verses Aircraft attacks?

A: Aircraft facing only affects units which attack the Aircraft, not the Aircraft itself.

Q: Does terrain block Line of Sight for Aircraft?

A: No. Terrain never interferes with Line of Sight to or from Aircraft.

Q: If an Aircraft targets a unit in a hedge/bluff hex and the LOS crosses the hedge/bluff, does

that unit receive a cover roll?

A: Yes.

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Attack, "Instead of Attacking" (From the 11/12/2009 AAM Rules Update document) 

Some special abilities tell you to do something "instead of attacking" and replace your normalattack with some other effect. In these cases, the effect that happens "instead of attacking" is

considered to be an attack if it results in you rolling attack dice.

Attack and Defense (From the 11/12/2009 AAM Rules Update document)

Artillery units without the Antiair special ability can't attack Aircraft.

The Crack Shot special ability does not give +1 to attack rolls against Aircraft.

Building an Army (From the 11/12/2009 AAM Rules Update document)

An army can contain any number of units. No more than 10% of an army's maximum allowablecost can be spent on Obstacles.  

Mixing Nationalities: (Optional rule) Units from differing nationalities can appear in mixed

armies only in the following combinations:

• Germany, Hungary, Romania, Slovakia, Italy

• Finland, Germany

• Japan

• Soviet Union• France, Belgium, United Kingdom

• Nationalist China, United States, United Kingdom

• Poland

• Free Poland (units deployed after 1939), Free France (units deployed after 1940), United States,Canada, Australia, South Africa, United Kingdom

• Greece, United Kingdom, Australia

Single-Nationality Armies: (Expanded rules) An entirely Finnish army or an entirely Greek

army can be built with 110 points.

Heroes: In standard games (including DCI constructed play at 100, 150, and 200 points) Heroes

are limited to one per army per 100 points. In DCI limited (80-point sealed) play, no cap is

 placed on Heroes.

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Cover - How it works 

Q: I’m confused by the whole disruption / cover sequence of events. Please explain it to me inclear language.

A: This is how the cover and disruption works;

1) Target has no face down markers. If I shoot at it and score one hit, then it gets a face down

disruption marker regardless of whether it makes its cover roll. If I score two or more hits, thenthe cover roll is important because if it succeeds, the target only gets a face down disruption

marker.

2) Target has a face down disruption marker. If I shoot at it and score one or more hits, the CoverRoll matters. If the Cover Roll fails, the target takes the full effect of the attack, adding one

marker (damaged) if I scored one hit or two (damaged, destroyed) if I scored two hits. If the

cover roll succeeds, then the target would take no additional markers at all because it already has

a face down disrupted marker.

Q: If a unit is in cover, and continues to make cover rolls each time it is attacked, the maximumit can get is disruption, correct?

A: That's correct. Assume I have a Stuart tank on a hill.

1. I get hit -- 4 successes against def of 4. No cover roll is needed because I'm going to be

disrupted whether the roll succeeds or fails.

2. I get hit again -- 4 successes. That should place a second (damage) marker on me, but my

cover roll succeeds. That means the attack can't do anything worse than disrupt me, and since Ialready have a face-down disruption marker, there's no additional effect.

3. I get hit a third time -- 6 successes! That's enough to place a second (damage) and third(destroyed) marker on me, but again a successful cover roll cancels the damage.

4. I get hit a fourth time -- 4 successes. This time my cover roll fails, so I take a damaged marker.

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Cover - Q&A

Q: Do vehicles in a marsh hex (on a road) get a cover save?

A: No. Rulebook, page 24, "marsh (Soldiers only)"

Q: When attacking the same target, does the targeted unit get to make a second cover roll for the

second attack or does the result of the initial cover roll still count?

A: Two attacks, two cover rolls.

Q: If I’m targeting an enemy unit in the same hex as my attacking unit, do I get a cover roll bonus?

A: Yes, you get +1 on the cover roll in that situation.

Damaged 

Q: A Tiger tank gets disrupted and damaged in one turn. A turn later the disruption counter is

removed, so now there is only a face up damage counter on the Tiger. If the tiger takes another

hit the following turn would it just be a face down disruption counter or would this unit bedestroyed?

A: If the Tiger has only a face-up damage marker, the next hit it receives is a face down

disruption marker. The same applies if the Tiger has face-up damage and disruption markers.Face-up damage markers work just like face-up disruption markers. You ignore them when

 placing new, face down markers. The only difference is that when you get to the Casualty phase,an already damaged vehicle that flips up another damage marker becomes destroyed instead.This is explained slightly differently on page 20 of the rulebook, but the effect of both

descriptions is identical.

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Defensive Fire - How it works 

Q: What exactly triggers Defensive Fire?

A: Moving from one hex that's adjacent to an enemy unit to another hex that's adjacent to the

same enemy unit. "Adjacent" means both the hex that the enemy unit occupies and the sixsurrounding hexes. So you trigger defensive fire if you enter or exit the enemy's hex or when you

'slide' alongside it. If you move from an adjacent hex to one that isn't adjacent, there's no

Defensive Fire. If you move from a hex that's adjacent to enemy unit A into a hex that's adjacent

to enemy unit B but not A, there's no Defensive Fire. Movement from hex to hex is required.

Movement within a hex such as changing facing, mounting or dismounting transport, entering or

exiting a Pillbox does not trigger Defensive Fire. Likewise, if you try to leave a hex in a way that

would trigger Defensive Fire but fail a movement roll, there's no Defensive Fire. Vehicles can

trigger Defensive Fire from any enemy unit, but Soldiers don't trigger Defensive Fire from

Vehicles.

All of these situations are shown below. Moves with red arrows trigger Defensive Fire. Moves

with blue arrows don't trigger Defensive Fire. The Ghurka (G) doesn't trigger Defensive Fire

when it enters the Chi-Nu's hex or moves alongside it because Soldiers don't draw Defensive Fire

from Vehicles. The Stuart, however, does trigger Defensive Fire from the Chi-Nu when it moves

 because it's a Vehicle. Stacking restrictions prevent the Stuart from stopping in the Chi-Nu's hex,

 but it can enter with the intention of moving through. When it only rotates, it doesn't draw

Defensive Fire, because it's not moving from hex to hex. The Bren Gunner (BG) doesn't draw

Defensive Fire from the Japanese machine gun (MG) when it moves right, because the hex it's

entering is not adjacent to the MG. It does draw Defensive Fire when it enters the MG's hex ormoves alongside it. The Veteran SMLE (V) doesn't draw Defensive Fire when it dismounts into

the same hex as the Bren Carrier. 

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Defensive Fire - Q&A

Q: Does Defensive Fire occur in the first adjacent hex or the second one?

A: Defensive fire happens when the defender says, "I'm using Defensive Fire now." The actual

moment when Defensive Fire is performed is up to the person doing the firing. When youropponent first says, "I'm moving from here to here," you can either shoot at him before he leaves

the first hex or after he enters the second hex. If you choose not to do either, and then he says,

"Now I'm moving from here to here," you can again either shoot at him before he leaves thesecond hex or after he enters the third hex. But as the defender, the choice is yours.

Q: When moving a unit, should a player slowly move his moving unit from hex to hex and allowthe defending player time to call Defensive Fire at each hex or should the moving player

completely move to the end of its movement and the defending player can then call for

Defensive Fire anywhere along that path?

A: Defensive fire is sequential. The defending player can't ask the moving player to back up in

order to take a better shot. If you held your fire, hoping to get a better shot, but then found

yourself with a worse shot, you are out of luck. Defensive Fire needs to be a snap decision. Butyour opponent needs to give you a reasonable amount of time to make the decision before

moving on. "Reasonable" may vary from game to game and situation to situation.

Q: No matter how many different units use defensive fire on a given target, it can never cause an

effect greater than a single face-up disrupted counter on that target, correct? In other words, once

any defensive fire attack has successfully disrupted a target, there is no point hitting it again with

defensive fire.

A: Assuming you are not using the lethal defensive fire rules, you are correct. Under the standardrules, once you have disrupted a unit that is the maximum you will get.

Q: Unit A provokes Defensive Fire in its movement phase and receives a face up disruption. It isnow the assault phase and unit A is attacked and receives a hit. Does this now equate to 2 hits or

is it re-disrupted for the next round?

A: Face-up markers and face-down hit counters never stack. The face-up marker already lowered

the target's defense by 1, which made it possible for the second attacker to get a hit in the first place. In the casualty phase, the face-up marker is removed. Then the face-down marker is turned

up, causing the unit to be disrupted next turn.

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Q: Does a unit have to start its turn in an adjacent hex to another unit and then move into another

adjacent hex to be Defensive Fired upon?

A: A unit doesn’t have to start its turn next to an enemy unit. It just has to move into an adjacent

hex and then another adjacent hex during the course of its movement that turn.

Q: Can a unit move from a non-adjacent hex to an adjacent hex and be Defensive Fired upon?

A: Never. There is a special ability called Battlefield Awareness that allows the reverse, that is,Defensive Fire against a unit that moves from an adjacent hex to a nonadjacent hex. But nothing

currently in the game allows Defensive Fire in the situation you describe.

Q: Can Defensive Fire be provoked during the assault phase as well as the movement phase of a

turn?

A: Movement, whether it comes in the movement or assault phase, can provoke defensive fire.

Q: Do vehicles provoke Defensive Fire from vehicles?

A: Yes. Vehicles do, but soldiers don’t provoke Defensive Fire from vehicles.

Q: Does the moving unit have a chance to shoot back?

A: No. The moving unit does not fire back.

Q: A successful Defensive Fire hits one of my units during my part of the movement phase. As aresult, I get an immediate face up disruption counter. Does this face up disruption counter get

removed at the end of that turn or does it need to stay there for one more turn?

A: All face up disruption markers get removed at the beginning of the Casualty phase. It doesn'tmatter whether that face-up marker came from the previous turn's Assault phase or from

Defensive Fire this turn.

Q: Is it possible at all to cause a destroyed result during Defensive Fire?

A: Normally no, but if a Flamethrower rolls 3 sixes while conducting a Defensive Fire attack, itwould destroy the unit instead of just disrupting it. Damaged and Destroyed results are possible

if you are using the Deadly Defensive Fire option from the Expanded Rules.

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Q: If a unit uses Defensive Fire, is it excluded from firing in the assault phase?

A: No. A unit that uses Defensive Fire during the enemy's Movement or Assault phase can stillattack during its own Assault phase.

Q: The US BAR Gunner ’s special ability used to stop all attacks in a turn, but now it haschanged to only Defensive Fire attacks that turn, correct?

A: Yes, its special ability was changed with the revised cards.

Q: If a Vehicle turns in place, does that provoke Defensive Fire?

A: Changing facing counts as moving, but to trigger Defensive Fire, the movement must be from

one hex into another. Thus, in this case, there's no Defensive Fire.

Q: Does the turning (i.e. moving zero hexes in order to change facing) of a Vehicle provoke

Defensive Fire from a Soldier in the same hex?

A: No. Only movement from one adjacent hex to another can trigger Defensive Fire.

Q: Machine gun teams can make two attacks due to their Double Shot special ability. Must they

attack the same target twice or can they attack two different targets?

A: They can attack two separate targets. They can decide what to attack second after the firstattack is resolved.

Q: If the MG-42 did perform a successful second Defensive Fire against the same enemy unit,

would you put down a second face up disruption counter? Would that then be two face-up

disruptions (two hits) and therefore destroy the enemy soldier?

A: No. Nothing ever gets two face-up disruption markers. Two damage markers become a

destroyed marker, but two disruptions never occur. During the assault phase, the first hit causes

disruption and the second hit destroys a soldier. But Defensive Fire doesn't cause hits. If thedefender rolls enough successes, then the target is immediately disrupted, and that's that. No hits

are inflicted. And because disruption never stacks with itself, an already-disrupted unit can't be

additionally disrupted. This changes if you are using the Deadly Defensive Fire optional rule.

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Q: Suppose I have an MG-42 machine gun team in one hex and an enemy soldier enters the MG-

42’s hex. According to the special abilities on the MG-42, it gets two Defensive Fire attacks. If

the first one is successful, does it even need to make a second Defensive Fire?

A: It can, but there's no point in doing so. Once you have disrupted the moving unit, you have

achieved the maximum possible result of Defensive Fire. That is, unless you are using theExpanded Rules for Deadly Defensive Fire.

Q: How does a tank with a fixed turret perform Defensive Fire?

A: A tank with a forward fixed turret can only use Defensive Fire against a vehicle that is “in

front of” it. Conversely, a tank with a rear fixed turret can only use Defensive Fire against a

vehicle that is “behind” it. In neither case does the firing arc (front or rear) include the hex thedefending unit is in. These types of tanks can’t fire at targets within their own hex. So if an

enemy vehicle is entering your fixed turreted tank’s hex, any Defensive Fire must occur before

the enemy vehicle enters its hex.

Q: Do dismounting soldiers provoke Defensive Fire attacks?

A: No. Defensive Fire only occurs if a unit moves from one hex to another hex.

Q: Would a unit with the special ability “SS Determination” keep moving even from a successful

Defensive Fire disruption?

A: Yes. SS Determination allows the unit to keep moving even from a Defensive Fire disruption.

Q: Let’s say a vehicle is sitting adjacent to an enemy unit. Is it possible for that vehicle to moveaway from an enemy unit and then adjacent to that unit again one hex over and then back out

without provoking defensive fire rather than it just moving the 2 hexes adjacent

A: You receive a Defensive Fire opportunity when your opponent moves their unit from one hexthat is adjacent to your units immediately into another hex that is adjacent to your units. In the

case of your example: If your opponent moved away from your unit and that wasn't into another

hex adjacent to your units, then he could maneuver and move adjacent to another of your unitswithout giving you a defensive fire opportunity. Defensive Fire is always adjacent hex to

adjacent hex.

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Deadly (Lethal) Defensive Fire (Expanded Rule game option)

Q: How do multiple hits from Deadly (or sometimes called Lethal) Defensive Fire stack?

A: Basically, they stack just like any other hits, with one exception. Because it's Defensive Fire,

the first hit marker (disruption) is placed face up instead of face down. Second and third hits are placed face down as usual and don't take effect until the casualty phase.

1. Let’s say a SNLF Fanatic (defense 5/5) moves into a Ghurka Rifleman's hex. The Ghurka

takes Defensive Fire and rolls 5 successes. The SNLF receives a face-up disruption marker andstops moving, if it hasn't already entered the Ghurka's hex. In the Allied assault phase, the

Ghurka can attack that Fanatic again, shoot at some other target, or move.

2. Same SNLF Fanatic moves into a Ghurka Rifleman's hex. The Ghurka takes Defensive Fireand rolls 6 successes. The Fanatic receives a face-up disruption marker and a face-down

destroyed marker. In the casualty phase, it's destroyed.

3. Same SNLF Fanatic moves into a hex containing a Ghurka Rifleman and a Veteran Australian

Rifleman. The Ghurka takes Defensive Fire and scores 5 successes, which places a face-up

disruption marker on the Fanatic. Then the Australian Veteran takes Defensive Fire. The Fanatic

is already disrupted, so its defense is reduced to 4/4. The Australian scores 4 successes, which places a second hit on the Fanatic, a face-down destroyed marker. In the casualty phase, the

Fanatic is removed.

Destroy

Q: Are you destroyed if a vehicle receives a damage counter from something and then another

one from something different?

A: Let me respond to this in two ways to cover both possible scenarios. I won't address issueslike making your Cover Roll, Heavy Armor, etc.

First, if in one turn you receive three hits, your unit is destroyed. This could come from three

disruptions from three different units, or a disrupted/damaged from one unit and anotherdisrupted from another unit or some other combination. Three hits in one turn would equal a

destroyed unit.

Second, let’s assume in the previous turn you were hit twice resulting in disruption and damaged

face down counters being placed. Now it's the next turn and the same unit is attacked and youropponent exceeds its defense by 1. Normally this is a disrupted and damaged result. Since it's a

new turn a face down disruption counter is placed on the unit. The unit is already damaged, anddamaged is a persistent state that doesn't get removed. So any new damage counters effectively

destroys the unit. So a face down destroyed counter is placed instead of a damaged counter. As

the glossary says under Destroyed; If a damaged vehicle would receive another damagedcounter, it gets a destroyed counter instead. 

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Disruption 

Q: The rulebook says that the worst that can happen to my unit if I make my cover roll isdisruption. Does this mean that as long as I succeed at my cover rolls my attacked unit can't be

damaged or destroyed, or does the disruption count as a hit? For example, I have a Sherman in a

forest hex that is hit three times by three different units. I succeed at each cover roll. Does theSherman receive a face down Disruption counter, or face down Disruption, Damaged, and

Destroyed counters?

A: Each time you succeed on a cover roll the attack is limited to disruption. Even when the

attacked unit already has a face down Disruption counter from a previous attack, a successful

cover roll will prevent any more counters from being placed on that unit. In the above example,

the Sherman would only receive one face down Disruption counter.

Q: When exactly are units disrupted or damaged?

A: Units become disrupted, damaged, and destroyed during the casualty phase when face-down

hit counters are flipped over. A unit is disrupted if it has a face up Disruption counter on it. A

unit is damaged if it has a face up Damaged counter on it. Units can also become immediatelydisrupted if they receive at least one hit after provoking a defensive-fire attack.

Q: A Tiger tank gets disrupted but suffers no more hits for that turn. The Disruption counter thenflips face up during the casualty phase. Next turn, the Tiger can only be disrupted if it receives

only one hit? Or is a damaged counter placed on it?

A: Even if the Tiger has a face up disruption marker, the next face down marker it might receivenext turn would be a disruption marker. (Assuming it suffers only one hit next turn) Face-up

disruption markers have no effect on what Face down markers get placed on the target. Face-updisruption markers are residual from the previous turn or from defensive fire. They don't stack

with hits from this Assault phase in any way. They do, however, lower the target's defense,

making it easier to score hits against it. But for purposes of placing new, Face down markers,

you can ignore face-up disruption markers.

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Q: What happens if a vehicle transporting a soldier unit gets disrupted? Is the passenger

disrupted as well?

A: Let’s say you try to drive your SdKfz 251 plus a passenger into an enemy-occupied hex

during the movement phase but get disrupted by defensive fire. Only the halftrack is disrupted.

The passenger is unaffected and can still use its movement to dismount. If the passenger is aPanzer Grenadier with the Mechanized Tactics special ability, it can dismount for free at the endof the Movement phase. Or the passenger could stay aboard and take advantage of the halftrack's

Fighting Platform special ability to attack at full effect during the Assault phase. The halftrack

would suffer the -1 penalty for attacking while disrupted, but the passenger would not.

Q: What is the defense of a disrupted Jeep? Page 22 of the rule book says “A disrupted unit

 suffers a -1 penalty to defense” The way I read it a disrupted jeep has a defense of zero. If that’sthe case what roll will disrupt, damage or destroy the Jeep?

A: When a unit's defense drops to 0, any attack against it causes disruption, and 1 hit destroys it.

Q: What happens if a unit’s defense falls to 0? (For example a disrupted Jeep) Does that mean an

attack with 0 successes counts as a disruption?

A: An attack with 0 successes would disrupt it, 1 or more successes would destroy it.

Disruption of Aircraft

Q: How do you resolve disruption of Aircraft? Is it still removed from the board at end of turn?

Does it reappear with the disrupted token still on it?

A: If an Aircraft gets disrupted by a normal attack (gets a face-down disruption counter), it canattack this turn with no penalty. At the beginning of the casualty phase, the face-down disruption

marker is flipped face-up. The Aircraft stays on the board until the end of the turn, when all

aircraft are removed. The following turn, it can't be placed on the board. During the casualty

 phase of that turn, the face-up disruption marker is removed, just like any other disrupted unit. Itcan then be placed out on the board as normal during the following turn.

If an aircraft gets disrupted by defensive fire (gets a face-up disruption counter), it can still attack

this turn, but with a -1 on each attack die for being face-up disrupted. If the disrupted Aircraft is

attacked, it will have -1 defense for being face-up disrupted. At the beginning of the casualty phase, the disruption marker is not removed. The aircraft stays on the board until the end of the

turn, when all aircraft are removed. The following turn, it can't be placed on the board. Duringthe casualty phase of that turn, the disruption marker is removed, just like any other disrupted

unit. It can then be placed out on the board as normal during the following turn.

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Enfilading Fire - Expanded Game Rule

This is the text of the Enfilade Fire Rule as found in the Expanded Rulebook:

When a friendly Vehicle or Soldier is adjacent to an enemy Soldier, treat the enemy Soldier as facing that

 friendly unit for any other friendly units that fire at that enemy Soldier. Any friendly units that trace lineof sight through the rear of that enemy Soldier’s hex have a +1 bonus on each of their attack dice. Ifmultiple units are adjacent to an enemy Soldier, the friendly unit’s player can choose which unit  the

enemy Soldier is facing. Units in the same hex as an enemy Soldier don’t count for this rule even thoughthey are normally considered adjacent.

 If you have adjacent units on two sides of an enemy Soldier, both of your units would get a +1 bonus oneach of their attack dice against that enemy. If you have a Soldier that is adjacent to an enemy Soldier

and to the north of it, and another unit three hexes to the southeast of that enemy Soldier, the unit threehexes away would get a +1 bonus on each of its attack dice.

Enfilade Fire - How it works

When one of your Soldiers or Vehicles is adjacent to an enemy Soldier, the enemy Soldier is

facing your unit. Any of your Soldiers or Vehicles that are “behind” that enemy gains the +1Enfilade Fire bonus.

When more than one of your Soldiers or Vehicles is adjacent to an enemy Soldier, treat the

enemy Soldier as if it is facing every one of your adjacent units. This expands the enemy's rear-defense arc and shrinks its front-defense arc. In other words, any hex that could be considered

“behind” in any of those possible facings earns the Enfilade Fire bonus. The important thing to

note is that all of this applies simultaneously. The order of attacks doesn't matter.

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Although all the units in this example are Soldiers, they could be swapped for Vehicles without

changing the situation. All of the light-shaded hexes are treated as being behind Soviet unit A.

German units B, D, F, and G gain the Enfilade Fire bonus. Units C and E do not.

  B gains the bonus from the presence of D

  D gains the bonus from the presence of B

  F gains the bonus from the presence of C or D

  G gains the bonus from the presence of B, C or D

  E and C do not gain the bonus because none of the adjacent units force Soviet unit A to

turn its rear defense arc in that direction. If a German soldier occupied any of the

adjacent, empty hexes, both C and E would earn the Enfilade Fire bonus.

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Here are four more diagrams to further clarify the situation. In each diagram, any unit, not just

those shown in the diagram, attacking Soviet unit A from a lightened hex (light green) gets the

enfilade fire bonus; any unit attacking Soviet unit A from a non-lightened hex (dark green) doesnot get the bonus.

 

Enfilading Fire - Q&A 

Q: Aircraft can’t cause Enfilade Fire, but can they benefit from it? For example, a friendly unit ison the other side and adjacent to an enemy Soldier. Does a friendly Aircraft attacking through

the rear arc get +1 on each die? The Enfilade Fire rules just say "Any friendly unit that trace line

of sight through the rear of that enemy Soldier have a +1 bonus on each of their attack dice" So I

am thinking that an aircraft would count as a friendly unit?

A: Aircraft can gain the Enfilade Fire bonus if friendly Vehicles or Soldiers are correctly

 positioned adjacent to the target. 

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Grazing Fire - Expanded Game Rule

This is the text of the Grazing Fire Rule as found in the Expanded Rulebook:

 Machine guns (Soldiers with the Double Shot special ability) may choose to use grazing fire instead of

making an additional attack with the Double Shot special ability during the assault phase or as adefensive-fire attack. If one of these units chooses to utilize grazing fire, it may attack attacks all otherunits that are both adjacent to the original target and on the same line of sight as the original target. The

machine-gun unit attacks each unit subject to grazing fire individually.

 If line of sight to the original target touches an adjacent hex, then any units in that hex are subject to a grazing-fire attack. In practice, this means that there will be only two hexes adjacent to the hex theoriginal target is in unless the line of sight is measured down the hex spine, in which case there are four

hexes adjacent to the target and on the same line of sight.

Q: Why are the words “may attack” lined out above? 

A: This comes from a clarification posted 7/21/10 in the Q&A section of the WotC discussion board. It’s to make clear that Grazing Fire hits every eligible hex and affects every unit in those

hexes, enemy or friendly.

Grazing Fire - How it works

Q: The Sandbagged MG team in the lower left corner of the below picture targets an M1 Garand

Rifle with his first shot. Which units can the MG team now target with a Grazing Fire shot?

A: The Screaming Eagle Paratrooper in the same hex as the Garand and all of the units in hexes1, 2, 3 and 4. All of these units are adjacent to the Garand and on the same Line of Sight as the

Garand Rifle.

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Q: Imagine the hexes containing the 81mm Mortar, the Garand and the Vickers MG team all

have forest terrain in them. Would the Sandbagged MG team be able to target the units in hexes

1 and 2 if he targeted the same Garand Rifle for Grazing Fire? 

A: Grazing fire can be used against targets that are "adjacent to the original target and on the

same line of sight." If you don't have line of sight to a particular hex, then it can't be hit bygrazing fire.

Q: I have a friendly unit in hex 3. If I decide to use grazing fire, do I have to roll attack diceagainst my unit as well?

A: Grazing fire doesn't distinguish between friendly and enemy units. It also doesn't allow you to

 pick which hexes are affected. If you use grazing fire, you must attack every eligible unit

including your own in the line of fire. This is an exception to the standard rule that you onlyattack enemy units.

Grazing Fire - Q&A

Q: Does Grazing Fire give you a second shot on the original target?

A: No, it doesn’t give you a second attack on the original target. It attacks all units in the line of

fire once instead of a single unit twice.

Q: Can an American Quad 50 be placed on Overwatch and use Grazing Fire during Defensive

Fire?

A: Yes. The Quad 50 has the Relocate special ability, so it can be placed on Overwatch. It also

has Double Shot, so it can use Grazing Fire.

Q: What happens if your original target is one hex away? Does the second / Grazing Fire shot

affect units in the firing unit’s hex? Does it affect the unit doing the Grazing Fire?  

A: A Rules Update dated 9/10/2010 says the following;

“Grazing fire attacks every Soldier and Vehicle (other than the original target) in the affected

hexes. Units in the attacker's hex are never subject to grazing fire attacks. Grazing fire can't be

used if the first target of the Double Shot attack is in the attacker's hex or was an Aircraft.” 

Q: Can Aircraft be the target of Grazing Fire either as the original / first target or as a second /Grazing Fire target?

A: No.

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Q: How do you determine which hexes to target with the secondary fire if your unit’s shot

doesn’t line up perfectly down a row of hexes or a hex spine? 

A: In the diagram, red lines are the Lines of Fire. Red hexes are the primary target hexes. Yellow

hexes are those that can be attacked with the second, grazing fire attack.

Q: So a unit with the Double Shot special ability could use Grazing Fire during Defensive Fire tohit secondary targets? And in the case of Lethal Defensive Fire even get Damaged and Destroyed

results?

A: By the current wording of the rules, secondary targets are every bit as vulnerable to DefensiveFire as is the primary target. Lethal Defensive Fire and Grazing Fire make Defensive Fire much

more powerful than it is under the Advanced Rules. If a non-moving unit is attacked byDefensive Fire as a secondary target (for example, by Grazing Fire or Blast), it suffers the fulleffect of that Defensive Fire as if it had been the moving unit, including Damaged and Destroyed

results if the optional Lethal Defensive Fire rules are in use. Barring any change, the current

wording of the rules makes secondary targets just as vulnerable to Defensive Fire as the primarytarget.

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Line of Sight (LOS)

Q: My unit is in a town hex and an enemy unit is located in an adjacent town hex. Do I have lineof sight? 

A: Yes. The terrain in the attacker's hex and the terrain in the target's hex never affect LOS between the two. This is true for all types of terrain that could block LOS. Only terrain that is in

 between the attacker’s and the target’s hex is considered when determining line of sight.

Q: Would you have line of sight in this situation?

A: The LOS rules on page 19 of the Expanded Rules state:

 If the line between the center of the attacker’s hex and the center of the defender’s hex crosses

through a hex with blocking terrain, the attacker can’t attack that target. 

The question of what happens when the LOS runs between two blocking hexes without actuallycrossing either one is never addressed ... which brings us to the above question.

Technically, then, according to the rules as written, there is a clear LOS between hexes A and B below. Clearly, this flies in the face of common sense and is not what the designers intended. So

the LOS rule, in addition to the conditions listed above, should also state:

I f the li ne of sight runs exactly along a hex side between two terrain hexes that both contain

blocking terr ain, that LOS is blocked.

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This still leaves open one question. What if the LOS runs exactly along two different hex sides,

one forming a blocking hex to the left and one forming a blocking hex to the right, as shown

 below?

The answer is there is no clear LOS between C and D. So the final LOS rule should state:

1. I f you can draw the li ne without crossing any part of a hex containing towns, hi ll s, or

forest, the un it can see the target and attack.

2. I f the line of sight runs exactly along the hex side of a single terr ain hex that would block

li ne of sight, that hex doesn' t block li ne of sight.

3. I f the line of sight runs exactly along a hex side between two terr ain hexes that both contain

blocking terr ain, that LOS is blocked.

4. I f the line of sight runs exactly along two or more hex sides that form blocking hexes to

both the right and left of the line of sight, that LOS is blocked. 

 Note that this also means no clear LOS exists between hexes E and F, below.

This is a situation that has been allowed in some competitions because of the way the LOS rules

were worded. For the sake of consistency, this line of sight is blocked.

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Q: Am I correct in saying that Soldiers and Vehicles do not affect line of sight? In other words, if

I have a unit in between an enemy unit and another of my units, all of them can fire on each

other? Units don't block Line of sight?

A: That's correct. Units don't interfere with Line of Sight in any way.

Q: Can a tank with a movable turret fire at anything within its range, provided there is nothing

 blocking it?

A: Yes. A tank with a rotating turret has an all-round field of fire, including its own hex. Tanks

with fixed turrets have limited fields of fire. (Either forward or rear firing arcs)

Q: When judging line of sight past a hex with hill terrain, do I count the last bit of the hill that

continues into the adjacent hex? Sometimes if I line up the hex center dots the line doesn't

actually cross the hill art work, but that hex technically does contain hill terrain. The sameapplies if the line of sight doesn't cross into a hex that is entirely a hill just the 10% that bleeds

over into the next hex. Do these tiny bits block line of sight?

A: All terrain features (except roads and streams) are treated as if they fill their hexes perfectly.That is, a hill hex is 100% hill, and none of that terrain spills outside the hex outline. The terrain

depicted on the map sheets is stylized for the purpose of esthetics. If a hex is mostly forest art,

then it is 100% forest/blocking terrain. In some cases, terrain graphics from a hill, forest, orswamp hex spill into a neighboring clear hex. This is just artistic license. There is no such thing

as a mostly clear or partly hilly hex.

Q: So how do you decide what the terrain is in a particular hex? Sometimes it’s just not clear. 

A: The rule of thumb is to look at the terrain under the center dot. If there is hill terrain under thecenter dot, then treat that hex as a hill hex. If no hill terrain is under the center dot, treat that hex

as a clear hex.

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LOS - Bluffs 

  Red has clear LOS to Black, Yellow, and White. It cannot see Blue.

  Black has a clear LOS to Yellow. It cannot see Blue or White. It can see Red, but Red has

cover.

  Yellow has clear LOS to Black and Blue. It cannot see White. It can see Red, but Red hascover.

 

Blue has clear LOS to Yellow and White. It cannot see Black or Red.

  White has clear LOS to Red and Blue. It cannot see Black or Yellow.

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LOS - Half Hexes 

Q: What type of terrain is in Half Hexes on the edge of each map? Clear, as is or nonexistent?Can I trace my LOS along the line of the Half Hex?

A: The LOS as drawn in this illustration is clear. All half-hexes on existing maps are considered

clear terrain (with the exception of some of the custom maps). The half-hex functions as a clear but impassable hex.

LOS - Hedges

Q: In the diagram, who has LOS? Who has cover?

 

Red attacks White. White doesn't havecover.

  White and Blue can’t attack each other. 

  Black attacks White. White doesn’t have

cover.

  White attacks Red. Red has cover.

  White attacks Black. Black doesn’t havecover.

  Black attacks Red. Red has cover.

  Black and Blue can’t attack each other. 

  White and Brown can’t attack eachother.

 Q: What type of terrain is brown in?

A: The terrain occupied by brown is clear. It represents a cultivated field, but it's purely fordecoration and has no game effect. Perhaps it will have a scenario-specific effect in a future

scenario, but currently it has none.

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Q: If an Aircraft targets a unit in a hedge/bluff hex and the LOS crosses the hedge/bluff, does the

unit receive a cover roll?

A: Yes.

Q: What happens when the LOS just brushes the ends of a hedge?

A: Here are some more Hedge terrain examples. In every example, A is the attacker and T is the

target. A blue arrow indicates that LOS is clear. Red indicates that it's blocked.

  Example 1 is the basic case. The hedges don't block LOS because they form part of the

attacker's and target's hexes. The target would have cover.

  Example 2, LOS is blocked because the hedges don't form part of the attacker's or target's

hexes.

 

Example 3, LOS isn't blocked because only one side of the line is obstructed. The target hascover.

  Example 4, LOS isn't blocked because only one side of the line is obstructed. The target does

not have cover.

  Examples 5 and 6, LOS is blocked because it's obstructed on both the right and the left, eventhough the obstructions don't line up.

Q: If a line of sight runs exactly along a hedge hex side, is the LOS blocked?

A: On page 19 of the advanced rulebook it says; “ If a sight of line runs exactly along a hedge

hex side, that line of sight is not blocked by the hedgerow hex.”

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Q: Does A have line of sight to T?

A: Yes.

Q: But the definition of Line of Sight in the

Expanded Rulebook says; “ If the LOS runs

exactly along two or more hex sides that form blocking hexes to both the right and

left of the LOS, that line of sight is blocked .” So wouldn’t the hedgerows at H2 & H5 block the LOS between A and T?

A: The LOS from A to T is blocked to theleft of the H2/H5 line because of the

hedgerows at H3 & H4. But the LOS is

 NOT blocked to the right of the H2/H5 line

 because the hedgerows at H1 & H6 are partof the attacker ’s and target’s hex. Terrain

that is part of the attacker ’s and target’s hex

is ignored when determining LOS.

Because the LOS is clear to the right, there's

LOS along that line.

Map/Terrain 

(Place holder for future general Q&A) 

M/T - Desert Maps

Q: On Desert map D1 there is a hex with some brush terrain on it, but under the center dot thereis water. Is this hex enterable by vehicles or is it a water hex and barred to vehicles?

A: It's a brush hex.

Q: On the Desert Map D3 there are 2 rows of bluffs. The three hex set of bluffs appears to have

one with cliffs on three sides. It seems to only go half way around. Is that a bluff hex side?

A: The hex at the end of that 3-hex stretch does have bluffs on 3 sides. It's not clear. We madeour determination by drawing a line between the center dots of the bluff hex and the adjacent

hex. The line crossed the bluff symbol, so we're calling it a bluff hex side.

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M/ T - Hills

Q: Some map hexes have hill terrain spilling over into an adjacent hex. Does that make theadjacent hex hill terrain?

A: Hill terrain spilling over into an adjacent hex is just some artistic license.

Q: So how can I tell if that hill spilling over or the little bit of trees in a hex represents hill /forest terrain or just artistic license?

A: The rule of thumb is to look at the terrain under the center dot. If there are trees under the

center dot, treat that hex as a forest hex. If no trees are under the center dot, treat the hex as clear.

Q: Maps 13, 15 & 16 have hill terrain with a lot of extra shadowing on them. Are these shadow

hexes or hill terrain?

A: Hexes E11A/E69X, E4A,/E68X and E12A/E60X on map 15 are all hill terrain. Hex

E13A/E67X on map 15, hex F45A/F35X on map 16 and C19A/C61X on map 13 are all clear.The shadows are misleading.

M/T –  Joining map sections/half hex terrain 

Q: When joining two map sections together, and the edge half-hex is a ½ Stream or ½ Road hex,

and the other joining half-hex edge is clear (usually the case), what is the ruling terrain feature?

A: You can claim the benefit of being on a road if the hex side you're crossing is also crossed bya road. The typical case is that a hex containing a road will have two (sometimes more) hex sides

that are crossed by roads. Where a road "dead ends" at a map seam, that hex has only one hexside crossed by a road. You can claim the benefit of being on a road when you cross that hex

side, but not when you cross any other (those that aren't crossed by roads). Streams are a bit

different, because where the maps join together; the newly created hex will have one hex sidethat is half stream, half clear. Treat those hex sides as clear. (Assume your units have enough

 brains to skirt around the stream).

M/T - Jungle

Q: I’m a bit confused with the new Jungle terrain. How would Soldier and Vehicle movementwork in this terrain?

A: If a soldier moved during the movement phase, then he can't enter jungle in the assault phase.

Entering a jungle hex consumes the soldier's whole turn, but you don't actually do it until theassault phase. Jungle is impassable to vehicles. They can't set up in it or enter it during the game.

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M/T - Large Buildings

Q: Which hexes on map 11 have large building terrain?

A: Any hex with grey underneath the center dot is considered to be large building terrain. Hex

A59A/A21X is clear because the center dot is just barely on clear terrain.

M/T - Sand & Brush

Q: In the North Africa Map pack Sand and Brush hexes are listed as counting as double cost

terrain for wheeled Vehicles. Which vehicles have thin wheels? What about the BMW

motorcycle.

A: Just look at the figure. Any Vehicle that has tracks or half tracks doesn’t have thin wheels.

BMW motorcycles are treated as Soldiers, not Vehicles, so this restriction doesn’t apply to them.

The same thing is true for brush terrain. It affects wheeled Vehicles, but not Soldier-motorcycles.

M/T - Snow

Q: Are there any official rules for snow conditions?

A: From Scenarios Winter War 1 and 2; Vehicles lose 1 point of movement and the road bonus isnegated. No effect on infantry.

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Movement

Q: In the movement phase, a jeep moves two hexes to share a hex with a Bazooka. The Bazookathen uses his movement to board the jeep. Can the jeep then continue his move? Or does the jeep

have to wait until the Assault phase to move again.

A: The Jeep’s movement would be done in that movement phase. It would have to wait for the

next assault phase to move again. This situation is addressed on page 11 of the rulebook, which

states, "On your movement phase, you can move any, all, or none of your units one at a time."

Q: A damaged unit has its’ movement reduced by one. Does this reduction in movement rate also

apply to special abilities such as Strike and Fade and Aggression?

A: Yes. For example, a Vehicle with the Strike and Fade 1 SA would lose its’ ability to fade. 

Q: Does a high gear unit need to spend its entire turn on a road (not entering a town or leaving it

and beginning on it) to pick up high gear and does it stack with road bonus?

A: Towns are considered to have roads, so the high gear requirement of "full move on a road" is

fulfilled if you move through (start/end your move in) a town.

Movement Rolls 

Q: I have read a few times in the rulebook the phrase: "Entering a forest" and this requires a

movement roll. If I move from one forest hex to another, do I have to make another movement

roll or not since I am already “inside the forest”? 

A: Yes, you are required to make another movement roll. Each new hex of forest terrain requiresits own movement die roll, regardless of what type of terrain you're leaving.

Q: When moving out of terrain, do you have to make a roll to see if you can leave?

A: No. You make movement rolls only when entering forest or when crossing a stream.

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Q: If a vehicle is in a forest, regardless whether it got there on a road or cross-country (with a

die roll), can it leave that forest hex to enter a non-forest hex (not a swamp, or in excess of move

speed) WITHOUT rolling another success die?

A: Yes.

Q: A vehicle starts its movement phase right next to a forest (or stream). It tries to cross the

forest (or stream), but fails the movement roll. Can I still move that vehicle or does the failed

movement roll end my movement for that phase?

A: Failing a movement roll ends that vehicle's movement for the phase.

Road Movement - How it works 

The interesting thing about roads is that they don't affect a hex universally. Instead they affect it

only when certain hex sides are crossed by a road symbol. A hex is not "a road hex" or "a non-road hex." Rather it should be thought of as either a “road hex side" or a “non-road hex side."

My tank can't drive into a marsh hex just because there's also a road in that hex. The marsh hex is

impassable to vehicles, except in the case where the vehicle comes in via a road hex side. Oncein, the vehicle functions normally in every respect except that it can only leave via the same or

another road hex side. The same thing applies to hills and forests, only with different penalties

for using a non-road hex side and the fact that the vehicle can leave in any direction, regardless

of where the road goes.

Roads: If a unit moves along a road, each hex only counts as one hex even if the prevailing

terrain in the hex is double cost. A unit doesn't need to make movement rolls when moving along

a road even if it crosses a stream or enters a forest. A unit moving along a road can enter a hex ofimpassable terrain. It can only exit the impassable hex along the road.

Road Bonus: Each phase, the first hex that a Vehicle moves along a road is free. It doesn't count

against the number of hexes the unit can move."

The key thing to remember when figuring out road movement is that, to qualify for any sort of bonus (lowered terrain cost, no movement roll, road bonus, or High Gear bonus), a vehicle must

move along  the road. That means that the road must directly connect the hex that the vehicle is

leaving to the hex that the vehicle is entering.

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Illustration 1 shows how a vehicle would count its movement along the path indicated. The tank

doesn't get its free hex of road bonus movement when moving from hex A to B because, even

though hex B contains a road, the tank isn't moving along a road when it crosses from A to B.The tank gets the bonus when it enters hex C because that's the first hex of qualified road

movement -- the tank follows the road from B into C. When the tank moves from C to D, it's no

longer following the road because the road doesn't enter hex D. (In this case, that doesn't matter because the tank has already used its road bonus. If this was the first hex of movement, itwouldn't qualify as road movement.)

 Now consider an M18 Hellcat (speed 5, High Gear 2) moving along the road shown in

illustration 2. To qualify for the High Gear bonus, the vehicle must spend its entire move on the

road. That means the Hellcat must take the route indicated. It can't cut across from hex B to hexD. Even though both are road hexes, they're not directly connected by a road across their shared

hexside. The Hellcat must move B-C-D to be considered moving "along the road." Numbers

indicate how the tank destroyer's movement should be counted out as it moves. The vehicle

doesn't need to make movement rolls or pay double to enter the forest hex because it's followingthe road. Note that if the Hellcat started in any of the hexes labeled X, it couldn't use High Gear

at all because its first hex of movement would not be road movement.  

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Town hexes are all considered to be road hexes, but in the absence of any other road symbol,

they connect only to adjacent town hexes. In illustration 3, a vehicle entering or leaving one of

the town hexes qualifies for the road bonus if, and only if, it crosses one of the hex sides markedwith a white arrow. Crossing any other hex side is not moving along the road and doesn't qualify

for the road or High Gear bonuses. Also note that moving from the upper town hex (T1) into the

upper forest hex (F1) doesn't require a movement roll or cost double because the two hexes areconnected by a road. Moving from either town hex into the lower forest hex (F2), however, doesrequire a movement roll and costs double. Even though the town serves as a road, no road

crosses the hex side into hex F2, so the normal forest movement rules apply.

Because the road bonus is a free hex of movement, you can use it even if you exhausted your last

 bit of speed getting to the road. In Illustration 4, the Pz IV spends all three hexes of its movement

getting onto the road. Normally, it would stop in that hex. Because its third hex of movement places it on the road, however, it can move one more hex, provided it follows the road as shown.

Again, numbers indicate the hexes as they're counted out during movement.

Remember, roads matter only when vehicles move along the road . In other words, the road must

cross the hex side that the vehicle is crossing. If the road doesn't cross the same hexside, thenyou don't get any of its benefits when moving into that hex.

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Road Movement –  Q&A 

Q: Please define clearly "Movement along a road" and its effects.

A: Movement along a road is moving from a hex with a road on it, to another hex with the same

road on it. Effectively if the hex side between the 2 hexes has a road passing thru it, you aremoving along a road.

Q: Does a Vehicle have to start its move on a road to get the road bonus?

A: No. The first hex of “movement along a road” each phase is free, but you don’t have to start

on a road to get the road bonus.

Q: If my vehicle is crossing from a clear hex onto a hill, forest, or marsh with a road on it, what

are the restrictions if any?

A: If there is no road connecting the two hexes in question (i.e. if there is no road in the clearhex), then the appropriate limitations apply (e.g. it would have to make a movement roll to enter

a forest)

Q: I have a vehicle starting in hex A. Does it

have to move from A to C and then to B orcan it just move directly from A to B since

they are side by side and both A and B

contain a road even though they are clearlynot "joined".

A: To qualify for any sort of road bonus (the

free hex or High Gear), the unit must move"along the road." You can't "jump" from one

road hex to another.

Q: Is it correct that in every town hex there is a road?

A: Every town hex is connected to every adjacent town hex by a road.

Q: Can town hexes be considered connected road hexes for “High Gear" movement? Does themovement within town hexes count as movement along the road?

A: Town hexes can be considered as road hexes for the High Gear special ability. Movementfrom one town hex directly to another town hex is the same as moving along a road.

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Q: So when I enter a town hex it would have the same effect for movement as if it was a road

hex and as a first hex "along the road". Is this correct?

A: It's not correct that the first town hex you enter is free. In order to get the road bonus, the

vehicle must actually be moving along a road. If a road connects the hex you’re in and the town

hex you’re entering into, then you can use the road bonus to enter that town hex. But if a roaddoes not connect the hex you’re in and the town hex you’re entering, then you can 't claim theroad bonus just because you're entering a town hex. It would be the same as moving from any

non-road hex into a road hex. You don't get the road bonus for that.

Q: Let’s say I have a unit with a movement rate of 3. It moves 3 clear hexes and in the last hex it

enters, a road exists. Do I get the road bonus?

A: Yes. If a unit can move to a hex containing a road within its’ movement rate, then it can move

another free hex along the road. If your unit is one hex short of making it to the road, then it

doesn't get a road bonus.

Q: Do I understand that a road is considered hex-side terrain for the sake of “moving along a

road” and terrain effects? 

A: Looking at it in a purely game mechanics way, yes. During movement, terrain restrictions

come into play at the moment that a unit transitions from one hex to another, in other words,when it crosses the hex side. Once a unit has entered a hex, the terrain inside of it no longer

matters for movement purposes.

Objective Hex

Q: What is considered to be the objective? Is it one hex or seven hexes? Is it the hex holding theobjective counter? Or is it that hex and all the surrounding six hexes?

A: An objective is seven hexes. It is the center hex and the six hexes surrounding it.

Q: Do you control the objective and win the game if you are the only one to have units in any of

the 7 hexes that make up the objective?

A: Yes, assuming you are checking for victory results at the end of turn 7 or later.

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Q: So if there are no enemy units in any of the seven hexes that make up the objective and I have

at least one unit in any of the seven hexes, I win that objective.

A: Yes. But this only counts on turn 7 (or later) when you check for victory conditions in a

standard game.

Q: But if you have a unit sitting in the middle objective hex and there are enemy units in any of

the hexes surrounding the center objective hex, the objective is not controlled.

A: Correct.

Q: How do you know who has control of a hex??

A: Here is a diagram that illustrates hex control.

  Dark Green-shaded hexes are controlled by the two Defiant Paratroopers.

  Blue-shaded hexes are controlled by the two Fortress Defenders.

  Yellow-shaded hexes are contested by both sides and controlled by no one.

  Light Green hexes are neither controlled nor contested by either side.

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Q: I’m not sur e how you are allowed to place Barbed Wire around an objective.

A: The diagram below shows the hex sides where Barbed Wire can be placed around the

Objective.

Obstacles

Q: I can’t find the rules covering obstacles or fortifications in either the Advanced or Expanded

Rulebooks. Where are they? What do they say?

A: The original Obstacle rules were printed on the back of the D-Day check list. It reads:

Obstacles  

The Axis and Allies D-Day set introduces Obstacles to the battlefield. Obstacles belong to

neither side, and can be deployed by the Axis or the Allies. Obstacles count toward your army's

100-point limit, and you have to show your opponent all the Obstacles in your army before youdeploy them.

Obstacles don't count against the normal stacking limits, but are limited to one per hex and one per hex edge. Obstacles can't move. Obstacles can't be placed in hexes adjacent to the objective

or on hex edges that surround the hex that contains the objective.

You can put a Barbed Wire on a hex edge that surrounds a hex that contains another obstacle, as 

long as that hex isn't the objective.

There are two kinds of Obstacles - Fortifications and Traps.

Fortifications

 Fortifications are deployed before all other units, since they are fixed and obvious on the

battlefield. Once the first player is determined after the initial coin flip, that player deploys all

his Fortifications. Then the second player deploys all his Fortifications. After all Fortifications

have been deployed, deploy units normally.

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(The following is no longer in play, but I'm including it here for reference. As of the 11/12/2009

update, minefields are placed like fortifications.)

Traps  

Since traps represent hazards that are hidden and not obvious, they aren't deployed duringnormal deployment. During your assault phase, you can place a Trap in any unoccupied hex that

isn't adjacent to the objective.

Churchill AVRE

The AVRE vehicles were specially designed to destroy and/or easily cross any obstructions found

on the beaches of Normandy. The Churchill AVRE immediately destroys any Obstacle it crossesand any Obstacle in a hex that it enters. Since it also ignores Obstacles, the AVRE is never

adversely affected by Fortifications or Traps.

Overwatch - Expanded Game Rule 

This is the text of the Overwatch Rule as found in the Expanded Rulebook:

 Instead of moving a Vehicle or antitank unit (Soldiers with the Relocate ability or any Artillery with a

 speed of 0) during the movement phase or activating a unit during the assault phase, a player may placethat unit on overwatch. A unit on overwatch may not move or fire during that phase. Also, a unit on

overwatch must be placed facing a hex side. If the unit has a turret, you may point the turret in adifferent direction from the Vehicle’s facing when you place the unit on overwatch. The direction the

turret is facing is the direction of the overwatch. Place a marker or counter on that unit to mark that it’son overwatch.

 A unit on overwatch can only fire down the row of hexes that the turret, antitank gun, or the Vehicle (forthose Vehicles without turrets) is facing.

 If an enemy unit enters a hex of the hex row that the unit placed on overwatch is facing, then that friendlyunit may make a defensive-fire attack on the moving unit. Remove the counter that marks the unit as

being on overwatch when the unit makes a defensive-fire attack or when that unit moves or fires during alater phase.

 A player may place only two units on overwatch at any one time (this limit applies per 100 points of units

allowed by the scenario, so in larger scenarios more units may be placed on overwatch).

The following comes from the 11/12/2009 AAM Rules Update document:

“Under the Expanded Rules, Soldiers can be used in Overwatch if they have the Relocate special

ability or if they are Artillery with speed 0. The SU-152 cannot use Overwatch.” 

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Overwatch - How it works 

(Place holder for future official WotC explanation)

Overwatch - Q&A 

Q: Does Overwatch give a unit an extra Defensive Fire shot? In other words, does placing a unit

on Overwatch give you a second Defensive Fire attack in addition to the normal Defensive Fire

shot the unit receives during a phase?

A: A unit only gets one Defensive Fire attack per phase. Overwatch doesn't change that.

Q: If a unit with a hull-mounted weapon in addition to its turret weapon (French CHAR B1-bis

for example) is placed on Overwatch, would the tank get to fire both its turret and hull-mounted

cannon if it makes a Defensive Fire attack?

A: A special ability that provides extra attacks, but doesn't specifically mention Defensive Fire

doesn’t give a unit an extra Defensive Fire attack.

Q: What about units with Antiair special ability? If a Flak 38 AA Gun is placed on Overwatch

down a line of hexes and an enemy Aircraft flies into that row of hexes, does the Flak Gun makea Defensive Fire attack?

A: Overwatch doesn't work against Aircraft, because Aircraft don't "enter" hexes. They are just placed on the map. If a unit with the Antiair special ability is placed on Overwatch, only Aircraft

 placed adjacent to it would be eligible for a Defensive Fire shot. Their special ability states; “ Ifan enemy Aircraft is placed in a hex adjacent to this unit, this unit may make a defensive-fire

attack against it.” 

Q: The US Quad 50 has the Relocate and Double Shot special abilities. The first allows it to be placed on Overwatch. Does Double Shot give the Quad 50 two Defensive Fire shots while on

Overwatch?

A: Yes. Units with Double Shot, such as the Quad 50, get to make two attack rolls when they useDefensive Fire, but they still can't use Defensive Fire against more than one target. So if the first

Defensive Fire attempt fails, it gets a second try verses the same unit.

Q: Can an American Quad 50 on Overwatch use Grazing Fire during Defensive Fire?

A: Yes. The Quad 50 has the Relocate special ability, so it can be placed on Overwatch. It also

has Double Shot, so it can use Grazing Fire.

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Q: Is it possible to place a disrupted Vehicle on Overwatch?

A: Nothing in the Overwatch rules prevents a disrupted unit from being placed in Overwatchmode, but it would be pointless to do so. Units in Overwatch mode make Defensive Fire attacks,

and disrupted units can't use Defensive Fire.

Q: Can you put a unit on Overwatch down a row of hexes that already has an enemy unit in it?

A: Yes

Q: Does that unit then trigger Defensive Fire when it moves out of the row of hexes that are

 being Overwatched?

A: No

Q: Does a unit sitting in a row of hexes being Overwatched trigger Defensive Fire by advancing

along the line of hexes towards the unit doing the Overwatch? How about if it moves directly

away from the unit doing Overwatch?

A: Yes in both cases, because the unit has moved into a hex that is being Overwatched.

Q: Does a unit in a row of hexes being watched by a unit on Overwatch trigger defensive fire

simply because it is there, even if it does not move?

A: No

Rolling Attack Dice 

Q: An M2 mortar is firing on a German soldier. No commanders are involved for bonuses. The

M2 mortar has six die rolls which result in a 2, 1, 5, 6, 3 and a 4. Now as I understand howmortars work, it gets a -1 penalty on each die so that it must land a 5 or 6 to hit. My question is

does each die that result in a 5 or 6 count as two hits (In this case, resulting in 4 hits which would

disrupt the soldier with a defense of 4) or does the mortar have to land 4 dice (5,6,6 & 5) to get

one hit and with the shrapnel it gets an additional hit to kill the soldier?

A: You're making a common mistake, which is confusing "hits" and "successes." A "success" is

a roll of 5 or 6 (for a mortar). In your example, the mortar rolled two successes, which becomefour successes because of the Shrapnel special ability. Against a Soldier with defense 4, four

successes equals one hit, so the Soldier would be disrupted. If it already had a face down

disruption marker, it would be destroyed.

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MS Half-Track: Should have a start date of 1943.

M7 105mm Priest: The Bombardment special ability should include, “This unit can’t attackaircraft.” Marines M2-2 Flamethrower: The Flamethrower special ability works only against

soldiers and vehicles.

Minefield: Minefields follow the standard Fortification deployment rules –  “During deployment,Fortifications are placed by each player in turn before all other units. Fortifications can be placed

on the battle map in any hex that isn’t adjacent to the objective. Fortifications don’t count against

stacking limits.” Also, the Minefield special ability should state, “Whenever a unit ends itsmovement phase or its assault phase in a hex containing this Obstacle, OR leaves a hex

containing this Obstacle, the unit’s controller rolls a die.” 

Panzer II “Flamingo”: The Flamethrower special ability works only against soldiers andvehicles.

Royal Engineers, U.S. Engineers, Pioneers: Remove the words “or obstacle” from the lastsentence of the Bridge Demolition special ability. A movement roll is required to cross a

destroyed bridge, as it would be to cross any unbridged stream, but not a destroyed obstacle.

Sandbagged Machine-Gun Team: This unit should have Speed 1.

Semovente 90/53: The Extended Range 12 special ability applies only against vehicle targets.

Veteran Fallschirmjäger: Should have the Paratrooper subtype.

Wehrmacht Oberleutnant: The Angriff special ability applies only to non-Artillery, non-

disrupted soldiers.

ZIS-2 57mm model 1943: Costs 7 points, not 8.

Q: Are Formations still being used or are they illegal to use now?

A: We've never "disavowed" formations, so if you want to keep using them, you can. Note,

however, that they are an optional component of the Expanded Rules only, so both players mustagree to their use.

Q: Can a Japanese 70mm mountain gun attack an Aircraft?

A: Artillery units without the Anti-air special ability can't attack Aircraft.

Q: How are obstacles placed in the deployment phase? Is it first player puts down all hisobstacles and then the second player or is placement alternated?

A: The first player deploys all of his obstacles first and then the second player deploys all of his.

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Stacking - Updated Rules 

As of 1/27/09, the stacking rules for AAM have been revised. There are two significant changes.

The first has to do with maintaining the stacking limit while moving through hexes. The secondconcerns penalties for breaking the limit.

The following Stacking rule supersedes the entire Stacking section of the Advanced (pg. 13) and

Expanded (pg. 18) rulebooks.

"Stacking" refers to the number of units in a hex. The stacking limit applies at all times, except

as noted below.

Stacking with Friendly Units: Three of your units can occupy a single hex. Only one of them

can be a vehicle.

Stacking with Enemy Units: A hex can contain up to three units of each army. Only one of

those six units can be a vehicle.

Aircraft and Obstacle Stacking: Aircraft and obstacles don't count toward the normal stackinglimit, but only one aircraft and one obstacle can occupy a hex. Aircraft and obstacles never

affect, and are never affected by, the stacking of soldiers and vehicles in the same hex.

Stacking While Moving: During your movement and assault phases, you can exceed your

stacking limit by one soldier or vehicle per hex, but never more. At the end of your portion of the

 phase, after movement and unit placement are finished, all hexes should be within your stacking

limit. Units in over-stacked hexes are penalized (see below).

Penalty for Over-stacking: If a hex exceeds your stacking limit at the end of your portion of themovement or assault phase, after all movement and unit placement are finished, then youropponent places one face-down hit counter on one of your soldiers or vehicles in that hex. Any

soldier or vehicle in the hex can receive the hit, including one that already has one or two face-

down hit counters. A hit counter is placed in every hex where your units are over-stacked, not

 just those hexes that became over-stacked in the current phase.

Over-stacking Vehicles: If a hex contains vehicles from both sides, then an over-stacking

 penalty applies to the player whose vehicle entered last. It also applies to a player who has two

vehicles (or more than three units) in the hex, if those are separate players.

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Stacking - How it works 

 No matter what, a hex can never be over-stacked by more than one of your units. That applieseven during movement. If a hex contains two soldiers and a tank, it's legally stacked. Another

friendly tank can drive through the hex, because that would cause it to be temporarily over-

stacked by only one unit. If, however, the hex contains three soldiers and a tank, it's filled tocapacity plus one. No more friendly units can enter that hex for any reason, even just to drive

through. Something needs to leave before the hex becomes passable again.

It's important to understand that there are, effectively, two stacking limits in a hex. The first is

for total number of units (3), and the second is for vehicles (1). A hex is over-stacked when

either of those limits is exceeded by 1. The second thing to keep in mind is that, if you over-stack

a hex, you will pay a real penalty in disrupted and damaged units. Over-stacking is an option,and there may be times when it's worth the cost, but it's never free.

Here are some examples of fully-stacked or over-stacked hex.

Legally Stacked Over-stacked by 1

Soldiers

Vehicles

Soldiers

+Vehicles

OR

Q: A hex contains three friendly soldiers. Can a fourth friendly soldier, or a vehicle, enter that

hex?

A: Yes. Another soldier or vehicle will over-stack the hex by one unit, which is legal duringmovement. If all four remain in the hex at the end of your half of the phase, one of them will take

a face-down hit.

Q: A hex contains 2 soldiers and a tank. Can another unit enter?

A: Yes. Another soldier or vehicle over-stacks the hex by 1 unit.

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Q: A hex contains 1 soldier and 2 vehicles. Can any more friendly units enter?

A: Yes -- 1 more soldier can enter. The hex is over-stacked by 1 vehicle, but it contains only 3units. If 1 more soldier enters the hex, it's still over-stacked by 1. The additional soldier doesn't

cause the hex to become over-stacked by more than 1 unit, so it's legal for the soldier to enter.

 No more friendly vehicles can enter, however, because a 3rd vehicle would create a situationwhere the hex is over-stacked by 2.

Q: A hex contains three friendly soldiers. A truck enters the hex, and it's carrying two moresoldiers. Can they dismount?

A: No. The hex becomes over-stacked by 1 when the truck enters. Nothing else can enter (and

dismounting falls into that category) until something leaves. If 1 unit leaves, 1 soldier can get offthe truck. If a 2nd unit leaves, then the other soldier can get off the truck. At that point, the hex

will still be over-stacked (1 of the original soldiers, 2 more soldiers who got off the truck, and the

truck itself).

Q: A hex contains 1 soldier and 1 vehicle. A truck enters the hex, and it's carrying two more

soldiers. Can they dismount?

A: One of them can. When the truck enters, the hex becomes over-stacked by 1 vehicle. No more

vehicles can enter the hex. It contains only 3 units, however. One of the 2 soldiers can dismount, because adding 1 soldier to the hex doesn't cause it to become over-stacked any more than it

already is. At that point, the hex contains 4 units, so the soldier still on the truck can't dismount

until something else leaves the hex.

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Stacking with Enemy Units

Here are many of the combinations you can have in a fully-stacked or over-stacked hex with bothfriendly and enemy units. More combinations are possible when mixing soldiers and vehicles in

an over-stacked hex. These examples show two possibilities, one with mostly soldiers and one

with as many vehicles as possible.

Legally Stacked Overstacked by 1

Soldiers + +

Vehicles +

Soldiers

+Vehicles

+ +

OR

+

Other combinations are possible.

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Q: A hex contains 3 enemy soldiers. Which of my units can enter that hex?

A: You can move in 3 soldiers or 2 soldiers plus 1 vehicle without over-stacking the hex. If you bring in an extra soldier or vehicle, you will be over-stacked in the hex and will take the penalty

at the end of your phase.

Q: A hex contains 3 soldiers and a tank. Can another unit enter?

A: No. The hex already contains 4 friendly units, which is the maximum.

Q: A hex contains 2 enemy soldiers plus 1 enemy vehicle. Which of my units can enter that hex?

A: You can move in 3 soldiers without over-stacking. If you bring in a 4th soldier or a vehicle,

you will be over-stacked in the hex and will take the penalty at the end of your phase.

Q: A hex is already over-stacked by 3 enemy soldiers and 1 enemy vehicle. Can any of my units

enter that hex?

A: Yes. Without over-stacking your units (and taking a penalty), you can move in 3 soldiers. If

you're willing to take the over-stacking penalty, you can move in 4 soldiers, or 1 vehicle, or 3

soldiers plus 1 vehicle.

Q: Why am I allowed to move a vehicle into a hex where my opponent already has a vehicle?

A: Because the stacking rule always speaks in terms of "your" stacking limit. Both players can

exceed their limit by 1 unit. Your opponent's vehicle stacks the hex to its capacity for vehicles.

At that point, your stacking limit for vehicles in that hex is 0. You can exceed your limit by 1unit, which means you can bring a vehicle into the hex. You would then be over-stacked,

 because your vehicle was not the first one in the hex.

Q: My opponent has 2 vehicles in a hex. Can I move in 1 of mine?

A: Yes, for the same reason as in Q10. The presence of any enemy vehicles in the hex ahead ofyours means that your stacking limit for vehicles in that hex is 0. You can exceed that limit by 1

if you're willing to take the over-stacking penalty. You can't, however, bring more than 1 vehicle

into the hex. Your limit is 0; you can move in 1 vehicle and exceed the limit by 1; but any more

than that would exceed the limit by 2, which is never allowed. Note that in this case, both youand your opponent would be penalized for over-stacking -- you because your vehicle wasn't the

first one in the hex and him because he has 2 vehicles in the hex.

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Q: What happens when enemy and friendly vehicles move in and out of the same hex? How does

the sequence affect which vehicle is considered to be over-stacked?

A: A hex can contain only 1 vehicle without being over-stacked. The 'legal' vehicle is always the

first one into the hex. For example (assume that there are no soldiers in the hex) --

The hex in question contains a lone PzII.

An M3 tank enters the hex. The M3 is over-stacked and will take a penalty hit.

The PzII leaves the hex. The M3 is now the lone vehicle in the hex, so it is not over-stacked.A PzIII enters the hex. The M3 was already there, so the PzIII is over-stacked and will take a

 penalty hit.

An M4 enters the hex. The US player now has 2 vehicles in the hex; his units are over-stackedand will take a penalty hit. The PzIII was not the first vehicle in the hex; it is over-stacked and

will take a penalty hit.

The M3 leaves the hex, leaving the PzIII and the M4 behind. The PzIII entered the hex before the

M4; it now becomes the legally-stacked vehicle, and the M4 will take an over-stacking hit at the

end of the US player's phase.

Stacking - Q&A

Q: Can you over-stack during deployment?

A: No.

Q: Does a stacking violation occur if I have more than 3 of my own units in a hex?

A: Yes.

Q: Does a stacking violation occur if I have two of my own vehicles (including those units thatcount as a vehicle for stacking purposes) and no enemy vehicles in a hex?

A: Yes.

Q: Am I over-stacked if I have one vehicle in a hex and my Enemy has a vehicle in the hex

which was placed there before me?

A: Yes

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Q: When I over-stack a hex with one of my own vehicles, when do I get the over-stack penalty?

A: You get a face down hit at the end of your movement (or assault) phase.

Q: Do I also get a face down penalty mar ker at the end of my opponent’s movement / assault phase ?

A: No.

Q: If my vehicle was the second one into a hex, I’m over -stacked, but my opponent’s vehicle is

not over-stacked because he isn’t exceeding his own stacking limit? 

A: Correct.

Q: How about this; I have one of my own vehicles in a hex and my enemy also has a vehicle in

the hex which was placed first in the hex. So now it is his Movement (or assault) phase and he is

not over-stacked. I am over-stacked because I moved in last. So he can still bring in one

additional vehicle?

A: Yes. He can bring in one more vehicle.

Q: So at the end of his movement (or assault) phase, the hex is now double over-stacked. So does

he place a face down hit on my vehicle? Do I place a face down marker on his second vehicle?

Or does only his second vehicle get the marker?

A: At the end of his phase, only his units take an over-stacking penalty. Yours take a penalty at

the end of your phases. When a penalty is applied, the opponent (you in this case) get to choosewhich unit takes the hit. It could be either of the vehicles, not just the second one into the hex, or

any soldier that's also there. It's never a case of "this piece is over-stacked." It's always "this hex

is over-stacked."

Q: If at the start of a phase both players have a vehicle in a hex, is it possible to bring a third

vehicle in?

A: If your vehicle was the first one into the hex, you are not over-stacked, so you could bring a

second vehicle into that hex. But if your Vehicle was the second one in, you are over-stacked and

you can’t bring another vehicle into the hex.

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Q: So it is possible to have 3 (combo of you own and your opponent) vehicles in a hex, but it is

not possible to have 4 vehicles in a hex?

A: Correct. Because that would mean one of you was attempting to bring in another vehicle into

an already over-stacked hex.

Q: So just to be clear, a player receives an over-stacking penalty at the end of his part of the

movement or assault phase and not at the end of his opponent’s phase. 

A: Correct. You take over-stacking penalties at the end of your phases only.

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Vehicle Facing

Q: Even though a tank is facing a certain direction at the start of a movement phase, it can start

moving in any direction, even back the way it came. That is, it turns to face the hex it's going to

move into then moves into that hex. Then it turns again to face the hex it's going to move into

and moves into that hex. Then, at the end of its movement, it can turn to face any direction (aslong as it wasn't trying to enter Forest etc. and failed the roll). Have I got that all right?

A: All correct.

Q: Can a Speed 0 unit (Vehicle or Soldier) turn in place without moving any hexes?

A: Under "Vehicle Facing" (page 14), turning in place is covered under the heading, "Moving

Zero Hexes." A unit with speed 0 can certainly move 0 hexes, so yes, units with speed 0 can

change facing during the Movement phase. Note, however, that none of the soldier-artillery units

currently have facing. They can fire in any direction. Only vehicles with the Fixed Howitzer orFixed Rear Gun special abilities have limited firing arcs.

Q: I know that a damaged vehicle with a speed of 0 can still change facing. What about a

disrupted vehicle? Can a disrupted vehicle change its’ facing even though it isn’t allowed to

move?

A: Not being allowed to move is not the same as speed 0. A disrupted unit can't move, and

changing facing is considered movement, so disrupted vehicles can't change facing unless theyhave a special ability that lets them move while disrupted.

Q: Can vehicles go in reverse?

A: No. Vehicles are always assumed to have their front end pointing at the hex they're entering.

Once in the hex, they can turn to face any direction they want at no cost.

Q: Does a vehicle always have to face a forest hex when it tries to enter it? Why couldn't you

change facing before trying to enter it, face away and then if you failed the roll have your backend towards the trees?

A: The rules state on page 14, “If something stops a Vehicle's movement, such as a failed terrainmovement roll, the Vehicle ends its movement facing the hex it tried to enter.” The game systemdoesn't delve into complicated details such as whether or not a vehicle is moving forward or

 backward. It just assumes that vehicles always drive forward.

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Vehicle Facing - “In front of” & “Behind” 

Q: Some special abilities refer to attacking things that are “in front of” your Vehicles. What does“in front of” and “behind” mean? 

A: This was addressed in the Rules Updates listed on the back of the Set II Checklist. It says;

Sometimes special abilities (such as the Archer's "Fixed Rear Gun" ability or the Nashorn's "No

Turret" ability) refer to other units "in front of" or "behind" a Vehicle. A hex is "in front of" aunit if a line from the center of that hex to the center of the unit's hex goes through one of the

 front three sides of the unit's hex or through one of the front two corners of the hex. A hex is

"behind" a unit if the line goes through one of the three rear sides of the hex or through one of

two rear corners. If the hex is directly to the left or right of the unit's hex, then that hex is neitherin front of nor behind the unit. The hex that the unit is in is also neither in front of nor behind the

unit.

Look at the diagram below. Green hex sides (1, 2 & 3) are your vehicle's front hex sides. Redhex sides (4, 5 & 6) are your vehicle's rear hex sides.

  If your LOS to a target crosses hex sides 1, 2 or 3, then that target is in your front firingarc.

  If your LOS to a target crosses hex sides 4 5, or 6, then that target is in your rear arc. Ifyour vehicle has a restricted firing arc (Jagdpanzer, sIG33, or M3 Lee, for example), thenyou can't shoot at it.

  If your LOS crosses the spine exactly between hex sides 3 and 6 or hex sides 1 and 4,

then that target is in neither your forward nor rear arc. If you have a restricted firing arc,you can't shoot at it. This applies whether you are restricted to a forward arc or a rear arc.

  If the situation is reversed and you're the target, you figure it out the same way. If theLOS from the attacker to your vehicle crosses a green hex side, (1, 2 or 3) then the shot is

against your front defense. If the LOS from the attacker to your vehicle crosses a red hexside or hex spine, (4, 5 or 6) then the shot is against your rear defense.

  If the attacker is in the same hex as you, then the shot is always against your rear defense.

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Q: Since enemies directly to the side of other units are not technically "in front" or "behind" the

unit. Can "Front firing only" or "Rear firing only" weapons target these enemies?

A: "Enemies directly to the side of other units" are those enemy units that lie along the spine of

hexes where the LOS crosses between hex sides 1 & 4 or 3 & 6. As noted above, those targets

are outside your vehicle's firing arc, and they are shooting at your vehicle's rear defense. If thehex is directly to the left or right of the unit’s hex, then it is neither in front of nor behind theunit. The hex that the defending unit is in is also neither in front of nor behind the unit.

  If the tank in the diagram is the TARGET, then attackers in the green hexes attack itsfront defense and attackers in the blue and orange hexes attack its rear defense.

  If the tank in the diagram is the ATTACKER, then targets in the green hexes are in its

front arc, and targets in the blue and orange hexes are in its rear arc.

Attacking Vehicles with turreted guns don’t need to worry about targets being in its front or reararc, because their gun can revolve 360 degrees. Any Vehicle without any type of fixed gunspecial ability can fire in any direction.

However if the vehicle in the diagram had the Fixed Howitzer special ability, then it could onlyattack those targets that are in the green hexes. If the tank in the diagram had the No Turret

special ability, it couldn’t attack Soldiers in the green, blue or orange hexes. But it could attack

Vehicles if they were in the green hexes.

There is one more situation to mention. It involves the British Archer tank destroyer. Its gun

faces the rear of the vehicle. Imagine that the PzIV in the diagram is an Archer instead. If the

Archer is facing the top of the diagram like the PzIV, then its gun is facing the bottom of thediagram. The Archer has the Fixed Rear Gun special ability, which is the reverse of Fixed

Howitzer. It can attack targets only if they are in the orange hexes. Attackers in the orange and

 blue hexes would still be attacking the Archer's rear defense, and attackers in the green hexes