Platoon Level Combat in World War II - Avalanche Press1.0 Introduction Panzer Grenadier is a series...

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Index 1.0 Introduction 1.1 Definitions. 2.0 Components 2.1 Counters. 2.2 Game Boards. 2.3 Scenarios. 2.4 Scale. 3.0 Sequence of Play 3.1 Action Segments. 3.2 Subordinate Activation. 3.3 AFV Activation. 4.0 Stacking 4.1 Limits. 4.2 Transport Units and Leaders. 4.3 Armored Personnel Carriers. 4.4 Penalties. 4.5 Effects on Movement. 5.0 Movement 5.1 Movement Type. 5.2 Roads. 5.3 Friendly and Enemy Units in the Same Hex. 5.4 Combat Movement. 5.5 Night Movement. 5.6 Transport. 5.7 River Crossings. 6.0 Leaders 6.1 Leader Selection. 6.2 Leader Activation. 6.3 Movement. 6.4 Combat. 6.5 Morale. 6.6 Kommissars. 6.7 Casualties. 6.8 Tank Leaders. 6.9 Cavalry Leaders. 7.0 Combat 7.1 Types 7.2 Restrictions and Limitations. 7.3 Unit Fire Value and Range. 7.4 Fire Effects. 7.5 Column Modifiers. 7.6 Step Losses. 8.0 Spotting 8.1 Spotting Range. 8.2 Limiting Terrain. 8.3 Line of Sight. 9.0 Bombardment 9.1 Target Spotting. 9.2 Offboard Artillery. 9.3 Combined Fire. 9.4 Procedure. 9.5 Friendly Fire. 10.0 Direct Fire 10.1 Blocked Fire. 10.2 Procedure. 10.3 Maximum Column Modifications 11.0 Anti-Tank (“AT”) Fire 11.1 Procedure. 11.2 Armor Efficiency. 11.3 Increased Range. 12.0 Assault 12.1 Assault Movement. 12.2 Required Combat. 12.3 Optional Combat. 12.4 Assault Procedure. 12.5 Restrictions. 13.0 Opportunity Fire 13.1 Procedure. 13.2 Restrictions. 14.0 Morale 14.1 Morale Checks. 14.2 Disruption. 14.3 Demoralization. 14.4 Recovery. 15.0 Special Unit Types 15.1 Headquarters (HQ). 15.2 Aircraft. 15.3 Armored Trains and River Vessels. 15.4 Cavalry. 16.0 Special Rules 16.1 Smoke. 16.2 Digging In. 16.3 Wrecks. 16.4 Entrenchments. 16.5 Entering and Exiting the Board. 16.6 Hidden Units. 16.7 Minefields. 16.8 Bunkers. 17.0 Optional Rules 17.1 Consolidation. 17.2 Excess Initiative. 17.3 Strategic Movement. 17.4 Random Events. 17.5 Multi-Player Rules. Credits Platoon Level Combat in World War II Series Rules Second Edition All contents ©Copyright 2001 Avalanche Press, Ltd.

Transcript of Platoon Level Combat in World War II - Avalanche Press1.0 Introduction Panzer Grenadier is a series...

Page 1: Platoon Level Combat in World War II - Avalanche Press1.0 Introduction Panzer Grenadier is a series of games simulating tactical combat during World War II. Each game in the series

Index1.0 Introduction

1.1 Definitions.2.0 Components

2.1 Counters.2.2 Game Boards.2.3 Scenarios.2.4 Scale.

3.0 Sequence of Play3.1 Action Segments.3.2 Subordinate Activation.3.3 AFV Activation.

4.0 Stacking4.1 Limits.4.2 Transport Units and Leaders.4.3 Armored Personnel Carriers.4.4 Penalties.4.5 Effects on Movement.

5.0 Movement5.1 Movement Type.5.2 Roads.5.3 Friendly and Enemy Units

in the Same Hex.5.4 Combat Movement.5.5 Night Movement.5.6 Transport.5.7 River Crossings.

6.0 Leaders6.1 Leader Selection.6.2 Leader Activation.6.3 Movement.6.4 Combat.6.5 Morale.6.6 Kommissars.6.7 Casualties.6.8 Tank Leaders.6.9 Cavalry Leaders.

7.0 Combat7.1 Types7.2 Restrictions and Limitations.7.3 Unit Fire Value and Range.7.4 Fire Effects.7.5 Column Modifiers.7.6 Step Losses.

8.0 Spotting8.1 Spotting Range.8.2 Limiting Terrain.8.3 Line of Sight.

9.0 Bombardment9.1 Target Spotting.

9.2 Offboard Artillery.9.3 Combined Fire.9.4 Procedure.9.5 Friendly Fire.

10.0 Direct Fire10.1 Blocked Fire.10.2 Procedure.10.3 Maximum Column

Modifications11.0 Anti-Tank (“AT”) Fire

11.1 Procedure.11.2 Armor Efficiency.11.3 Increased Range.

12.0 Assault12.1 Assault Movement.12.2 Required Combat.12.3 Optional Combat.12.4 Assault Procedure.12.5 Restrictions.

13.0 Opportunity Fire13.1 Procedure.13.2 Restrictions.

14.0 Morale14.1 Morale Checks.14.2 Disruption.14.3 Demoralization.14.4 Recovery.

15.0 Special Unit Types15.1 Headquarters (HQ).15.2 Aircraft.15.3 Armored Trains and

River Vessels.15.4 Cavalry.

16.0 Special Rules16.1 Smoke.16.2 Digging In. 16.3 Wrecks.16.4 Entrenchments.16.5 Entering and Exiting

the Board.16.6 Hidden Units.16.7 Minefields.16.8 Bunkers.

17.0 Optional Rules17.1 Consolidation.17.2 Excess Initiative.17.3 Strategic Movement.17.4 Random Events.17.5 Multi-Player Rules.

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1.0 IntroductionPanzer Grenadier is a series of gamessimulating tactical combat duringWorld War II. Each game in the seriesincludes many scenarios, allowing play-ers to simulate a number of company,battalion and regimental-level actions.

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

When the rules refer to another, relatedparagraph, they will have the numberidentifying that rule included paren-thetically, like this: (2.2). This willhelp you find that rule for reference.

1.1 Definitions.Action Segment: The activation of oneunit, leader, stack of units or group ofunits under the direction of a singleleader. Activated units may conducteither fire or movement.

Active Player: The player conductingthe current action segment.

Anti-Tank (AT) Fire: Fire directed bya single friendly unit having an anti-tank fire value, against a single vehicleunit. Higher AT values are better.

Armor Strength: An armored fightingvehicles’ ability to resist enemy anti-tank fire. A unit’s armor strength isprinted on the unit in yellow on a brownfield; higher numbers are stronger.

Armored Car: An armored fightingvehicle with wheels. Armored carsalways have a leader (6.84) and aremotorized rather than mechanizedunits. The scenario book will definewhich units are armored cars.

Armored Fighting Vehicle (AFV): Anyunit with a printed armor defensevalue, except for Armored PersonnelCarriers, which are Transport units(see below).

Armored Personnel Carrier (APC):Armed and armored transport unitsthat have some characteristics commonto combat units (see 4.3). They are notAFVs. The scenario book will definewhich units are APCs; usually these arehalftracks and similar vehicles like theBritish Bren carrier.

Assault: Close combat between oppos-ing units occupying the same hex.

Assault Hex: A hex containing bothfriendly and enemy combat units.

Bombardment Fire: Fire fromweapons using arcing rather than aimedfire, like mortars or most artillery pieces.Indirect fire affects the entire targethex, which must be spotted (8.0) bythe firing unit or a friendly leader.

Column Modifiers: Some conditionschange the column used on theBombardment, Fire or Assault Tables.When a column is increased ordecreased, go up or down a number ofcolumns equal to the modifier. Forexample, a column modifier of +2would change a bombardment attackfrom the 5 column to the 12 column.See the fire tables for a list of columnmodifiers that apply to each type of fire.

Combat Result: A result on the Fire,Anti-Tank, Bombardment or AssaultTable that would require the target unitto make a morale check or take a steploss.

Combat Units: Units (other than APCs)possessing a direct fire, indirect fire oranti-tank fire value. Unarmed trans-ports, APCs and leaders are not com-bat units.

Control: A hex is controlled by theplayer whose combat units or APCslast occupied it. At the beginning of ascenario, hexes are controlled bywhichever side has such units closer tothe hex, unless scenario rules differ.

Demoralized: A demoralized unit isalmost completely ineffective due toits personnel having lost their will tofight. Units become demoralized as aresult of combat.

Direct Fire: Fire directed at an entirehex spotted by the firing unit.

Disrupted: A disrupted unit’s personnelare dispersed. Its movement and fire-power values are therefore reduced.

Fractions: Many game functions requirethat numbers be halved or quartered. Allfractions are rounded up. For example, 21/2 becomes 3, as does 2 1/4.

Friendly: Units of the same side. Forexample, all German units are friendlyto all other German units, whether

they actually like each other or not.

Good Order: A unit or leader which isneither disrupted nor demoralized.

Inactive Player: The player or side notconducting the current action segment.

Leaders: Individuals who direct andorganize other units.

Movement Type: Units move as one offour types: Mechanized, Motorized,Towed or Foot (5.1).

Movement Allowance: The maximumdistance the unit may move in an actionsegment, measured in movementpoints (MPs). A unit’s movementallowance is printed in the upper rightcorner of the counter.

Opportunity Fire: Fire against a mov-ing enemy unit. Since units move indi-vidually, only one unit at a time maybe affected by opportunity fire.

Personnel Unit: INF, CAV, ENG, HMG,SMG, Motorcycle or Mortar units.

Range: The distance in hexes overwhich a unit may project its fire values.

Rank: The measure of a leader’s senior-ity. In order from lowest to highest,these are: Corporal (CPL), Sergeant(SGT), Lieutenant (LT), Captain (CPT),Major (MAJ), Lt. Colonel (LTC) andColonel (COL).

Spotting: The act of visually sightingenemy units. All units may spot enemyunits in the same or an adjacent hex.Beyond this, spotting range is dependenton terrain, weather, and other factors.

Steps: Most units are represented attwo strength levels. Each increment ofstrength is called a “step.” Steps may belost for several reasons, usually as aresult of combat. When a unit loses astep, flip its counter to its reduced sideor remove it from the board if it hasonly one step or has already beenreduced. Unless the scenario instruc-tions state otherwise, set units up atfull strength.

Transport Units: Vehicles used totransport personnel units or tow crew-served weapons. Includes wagons,trucks, sledges and APCs. In certainscenarios, AFVs may act as transportunits as well (see scenario special rules).

Weapon Units: Anti-tank, artillery or

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anti-aircraft units, most of which needto be towed by a Transport unit to move.

2.0 Components2.1 Counters.Most of the counters represent militaryunits that took part in the fighting cov-ered by the game series. Other piecesare markers, used to indicate the pres-ence of fortifications, smoke andminefields, and to indicate morale sta-tus.

2.2 Game Boards.The game boards are divided intohexagons (called hexes) which areused like squares on a chessboard.Each hex is numbered to aid in settingup the game pieces. The TerrainEffects Chart (TEC) explains theeffects of terrain on movement andcombat. The half hexes on the edgesof the boards may be used (they are“playable”) and hexes on two differentboards are considered to be on bothboards for setup and victory purposes.

2.3 Scenarios.The scenario setup instructions (foundin the scenario books of the variousvolumes in the series) list the units ofboth sides, where they are set up, thegame boards used and their orienta-tions, the historical background andthe victory conditions. Special rulesused only in a particular scenario areincluded here.

2.4 Scale.Each turn represents fifteen minutes ofactual time. Each hex is 200 meters across.Units represent infantry platoons (15-40men), crew-served weapon batteriesand platoons (16-28 men and 2-4weapons) and vehicle platoons (3-5vehicles). Leaders represent individu-als, and aircraft represent between 3and 12 aircraft.

3.0 Sequence of PlayAfter selecting a scenario, players set uptheir units per the scenario instructions.Each player undertakes “actions” in avarying number of “action segments.” Each turn consists of three phases,which must be conducted in the exactorder shown:

• Initiative Determination Phase.Each player rolls one die and adds his

or her current Initiative (found in thescenario instructions) to the result.Compare the two totals. The playerwith the higher total wins the initiative.If the totals are the same, repeat theprocedure.

Subtract the losing player’s total fromthe winning player’s total. Half theresult is the number of action seg-ments the winning player conductsbefore the losing player may conductany actions (1/2 is rounded up to 1).

Example: Player A, with an initiativeof 4, rolls a 5 for a total of 9. Player B,with an Initiative of 2, rolls a 3 for atotal of 5. Player A wins the initiativeby 4, so Player A may take two actionsegments before Player B conducts one.

• Action Phase.The player who won the initiative con-ducts a number of action segments(3.1) as determined above. Once theplayer who won the initiative hascompleted the number of action seg-ments determined in the InitiativeDetermination Phase, the inactiveplayer conducts one action segment.Players then alternate, conducting oneaction segment each for as many seg-ments as is necessary to complete theturn. Players may pass and not activateany units in a segment if desired. Ifone player passes and the other passesimmediately afterward, the game-turnends. If a player passes, the other play-er may require that an unactivateddemoralized leader or unit belongingto the passing player attempt to recov-er morale (14.4).

• Marker Removal Phase.Both players remove all “FIRED” and“MOVED” markers from the board andattempt to remove “SMOKE” (16.1).

3.1 Action Segments.An action segment consists of the acti-vation of a single unit or leader, anumber of units stacked together inthe same hex, or a number of units inseveral hexes directed by one or moreleaders activating together. Any unit(or units together in the same hex) mayactivate without the assistance of aleader. A good order leader may activateunits and lower-ranking leaders in thesame hex plus all adjacent hexes, adisrupted leader may activate units

and lower-ranking leaders in the samehex only, and a demoralized leadermay not activate anybody. A leadermay only activate units at the begin-ning of his activation (he may notmove and then activate units he wasnot stacked with or adjacent to at thestart of his movement).The activated unit, leader or groupperforms actions in no specific order,but all actions must be designatedbefore the first one is performed.Actions are either Movement or Fire.Players do not need to pre-designatethe direction of movement or the targetof fire—they just state which units willmove and which will fire this segment.“Movement” includes moving (5.0),digging in (16.2), limbering/unlimber-ing (5.63) or attempting to recoverfrom demoralization or disruption(14.4). “Firing” includes direct fire(10.0), bombardment (9.0), anti-tankfire (11.0) and assault (12.0). Once unitsare done moving and firing, they aremarked with a “MOVED” or “FIRED”marker. Any unit with a “MOVED” or“FIRED” marker may not be activatedagain in the current game turn exceptthrough the Random Events Table(17.4).

3.11 Offboard Artillery and Air Support.Firing one or more off-board artilleryunits (9.2) or attacking with aircraftunits (15.2) constitutes a completeaction segment. No units on the boardmay be activated in the same actionsegment in which off-board artilleryis fired or an airstrike is performed.

3.12 Opportunity Fire. The inactiveplayer may be able to conductOpportunity Fire (13.0) against mov-ing enemy units during the opposingplayer’s action segment.

3.2 Subordinate Activation.A leader may activate leaders with lessseniority which occupy the same oradjacent hexes, and those leaders mayin turn activate units and/or lower-ranking leaders. This all happens in thesame activation segment.

Thus an activated MAJ can cause theLT in an adjacent hex to be activatedand the LT can in turn activate a SGT.If planned carefully, units spread over alarge front may be activated by the

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activation of a single senior commander.

3.3 AFV Activation.AFVs have their own leaders (see“Tank Leaders”, 6.8). This limits theability of regular leaders to activatetanks, and tank leaders to activate non-AFV units. A tank leader or a regularleader may always activate all unitsthat are in his own hex. However, tankleaders may not activate non-AFV unitsin adjacent hexes, and regular leadersmay not activate AFVs in adjacenthexes. Tank leaders have no rank; achain of tank leader activations maynot be set up as in SubordinateActivation (3.2). A tank leader mayonly activate units in his own hex andAFVs in the six hexes adjacent to him.Tank leaders may direct AFVs to per-form all actions, but there are limits towhat regular leaders may direct AFVsto do (6.82).

4.0 StackingMore than one friendly unit may occupythe same hex. This is called “stacking.”

4.1 Limits.The maximum number of units thatmay occupy any hex is:• Three combat units, PLUS• Three transports (including APCs,

see below), PLUS• an unlimited number of leaders.

4.2 Transport Units and Leaders.Transport units (other than APCs) andleaders do not count toward stackingfor determining column modifiers incombat (see tables). Thus, a hex withthree trucks and three leaders does notsuffer a +1 column modifier on theDirect and Bombardment Fire tables.

4.3 Armored Personnel Carriers.APCs are armored transports. Theirarmor value number gives themimmunity to most results on the Directand Bombardment fire tables.However, they are transports and notcombat units or AFVs. Three of themmay be stacked in a hex even if threecombat units also occupy that hex. AnAPC exerts control over a hex, and anenemy unit may not enter a hex withan APC without initiating an Assault(see 5.3). APCs are counted whendetermining the +1 column modifier

for direct or bombardment fire againsta hex with three units in it.

4.4 Penalties.Stacking restrictions apply during andat the end of each action segment.Units in excess of stacking limits at theend of the segment are eliminated(owning player’s choice). In an assaulthex, both sides may have the maxi-mum number of units present (that is,both sides may have up to three com-bat units, three transports (includingAPCs) and any number of leaders, fora total of up to twelve units plus lead-ers in the same hex).A hex containing three combat unitsand/or APCs suffers a +1 column mod-ification on the Direct andBombardment Fire tables. Transportunits other than APCs do not counttoward this penalty.

4.5 Effects on Movement.Moving combat units may NOT entera hex containing three of their ownside’s combat units. Moving transportsmay not enter a hex containing three oftheir own side’s transports.

5.0 MovementThe active player moves his or heractivated units ONE AT A TIME fromhex to adjacent hex. EXCEPTIONS: Aleader may choose to move with a unithe activates, and a unit being trans-ported moves at the same time as thetransport unit carrying it.

A unit’s movement allowance is print-ed in the upper right corner, except forleaders (who have a movementallowance of 4), cavalry leaders (whohave a movement allowance of 6), andaircraft, which have their fire valuesprinted in the upper right corner.

Units expend movement points (MPs)from their movement allowances toenter hexes, paying the costs specifiedon the TEC. All terrain costs arecumulative. A unit may not exceed itsmovement allowance in a single actionsegment unless it moves only one hexthat segment. A unit with a movementallowance of at least “1” may alwaysmove one hex no matter how much itcosts to enter that hex. However, someterrain features like major rivers mayprohibit entry for some units.

Activated units which began the actionsegment in the same hex do not haveto move together.

5.1 Movement Type.Each unit has a movement class.Terrain costs vary by movement class:

• Mechanized: Tanks, assault gunsand units which use tracked or semi-tracked vehicles as their main modeof transport. All units with an armorvalue and a movement allowance(except armored cars) are mecha-nized.

• Motorized: Units that use wheeledvehicles as their main mode oftransport. All vehicle units that arenot mechanized are motorized.Armored cars and motorcycle unitsare also motorized units.

• Towed: Units with no movementallowance, which may only movewith the aid of a transport unit. Towedunits have a “T” on their reverse,limbered side in place of theirmovement allowance. A few towedunits have a movement of 1 on theirlimbered side, and may be towed ormove on their own when limbered.

• Foot: Units that move using thehuman or animal foot. All units notdescribed above as Mechanized,Motorized or Towed are Foot units.

5.2 Roads.To obtain the movement benefit ofroads, movement must follow the roadacross a hexside containing the road,not merely into or out of a hex con-taining it. If movement along a roadcrosses a river hexside with an intactbridge, the moving unit pays the roadmovement cost, not the cost for enter-ing a river hex.

5.3 Friendly and Enemy Units inthe Same Hex.A unit may not enter a hex occupied byenemy combat units or APCs whenmoving unless it is conducting anAssault (12.0). It may freely enter andexit hexes containing only enemyleaders (see 6.71 for possible leadercasualties). It may also freely enter andexit hexes containing only unarmed,empty enemy trucks, wagons or sledges.Such transports are eliminated if themoving unit is a combat unit. If the

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moving units are themselves unarmed,empty trucks, wagons or sledges, thereis no effect on the enemy transports.

Assaulting units may only move a sin-gle hex into the adjacent hex occupied byenemy units (EXCEPTION: CavalryCharges, 15.4). A unit may move outof a hex containing enemy combatunits, but may only move a single hexwhen doing so (12.12). Units exitingan hex containing enemy combat unitsmay not enter another hex containingenemy combat units in the same segment.

5.4 Combat Movement.Units may move closer to enemy unitswhich could obtain a combat result onthem this turn IF they are activated bya friendly leader. If there is no friendlyleader available to activate the units(see 3.1), the units may not move clos-er to the enemy units. This restrictionapplies even if the enemy units areengaged in an assault and thereforeunable to fire out of their hex. Unitswith an anti-tank value only do notimpede the movement of personnelunits, and units with direct-fire valuesonly do not impede the movement ofAFVs (even though there is a smallchance of getting a combat result on anAFV with direct fire). A unit does notrequire a leader to enter a hex at anequal or greater distance from enemyunits. A leader may choose to movewith any unit he activates, but is notrequired to do so. A unit’s movement isnot restricted by the possibility ofenemy bombardment (9.0).

5.41 Leader Types. Units need leadersof their own kind to advance on whatcould hurt them. Therefore, a regularleader may not make an AFV advanceinto the AT fire range of enemy units,and tank leaders (6.8) may not makenon-AFV units advance into the directfire range of enemy units.

5.42 Non-AFV Units. Personnel,transport (except APCs), and/orweapon units that have a movementallowance may only move closer toenemy units that could shoot at themwith direct fire this turn IF they startedtheir activation stacked with or adjacentto an activated, good-order leader, orstacked in the same hex with an acti-vated, disrupted leader.

5.43 AFV Units. AFVs may only movecloser to enemy units which could shootat them with anti-tank fire this turn IFthey start their activation stacked with oradjacent to an activated tank leader.

5.5 Night Movement.At night (any turn in which darknesscauses visibility in clear terrain to bereduced to one hex), units may not enterhexes that are not friendly-controlledunless the moving units begin theiractivation with a leader (see 5.42, 5.43).

5.6 Transport.A single transport unit may transportone personnel unit (except cavalry)OR tow one weapon unit. Up to threeleaders may be transported by anytransport unit even if other units arebeing towed or carried. Once loaded,the transport unit and the unit it carriesmove together as one unit. When load-ing or unloading, the transport unit andthe unit being transported must be inthe same hex.

5.61 Transporting Personnel. A per-sonnel unit (except cavalry) may loadonto or unload from a transport unit ata cost of 1 MP to BOTH units eachtime the unit loads or unloads.Personnel units may load, be transportedand unload in the same movementphase, but may not enter another hexafter being unloaded. The transportunit that unloaded personnel may keepmoving.

5.62 Transporting Weapons. Weaponunits have two sides. The front showsthe weapon deployed for fire and thereverse shows the unit prepared tomove (“limbered”). Only units with amovement factor on the front maymove without limbering. To be trans-ported, a weapon unit with no move-ment allowance and a “T” on thereverse side must be on the reverse(limbered) side.

5.63 Limbering and Unlimbering. Aweapon unit may be limbered andloaded (hooked up for towing) at acost of all the transport and weaponunits’ MPs. This requires an entireaction segment. Thus, a transport unitmay not move and load a weapon unitin the same action segment. Unloadingcosts no MPs to either unit, but unlim-bering requires the weapon unit’s

entire action segment. Thus, a weaponthat starts its action segment loadedmay unload and unlimber in the samesegment, and the transport unit onwhich it was loaded may move or loadanother unit in the hex in the same seg-ment as well.

5.64 Self-Propelled Artillery. Anyweapon unit with an armor value is self-propelled and does not need to limber inorder to move. It is a mechanized unitand may not be transported. Weaponunits with a movement allowance but noarmor value are foot units.

5.65 Taking Damage. If a transportunit carrying another unit is fired on,the unit being transported suffers thesame fate as its transport. Thus, whilea personnel unit is normally immuneto anti-tank fire, it would be eliminatedif the transport carrying it is destroyedby anti-tank fire.

5.66 Forced Unloading. If a transportunit becomes Disrupted or Demoralized,any unit that transport is transportingsuffers the same result and unloadsimmediately. Weapon and mortar unitsare unloaded on their limbered side.

5.67 Restrictions. Units being trans-ported may not conduct any type of fire.If the transport unit has a fire value, thetransport may fire while it is carryingthe transported unit. In a hex containingenemy units, a unit being transportedmay unload as a movement action, butit may not load.

Example: The German player declaresthat an SdKfz 251 halftrack carryingan infantry unit will conduct a FIREaction, and moves that unit into anadjacent hex to initiate an assault. TheGerman player may count the half-track’s direct fire value in his totalassault strength, but not the fire valueof the transported infantry unit. Thenext turn, the halftrack may declare aMOVE action and unload its trans-ported infantry unit. Because it was aMOVE action, neither unit may conductan assault that turn (though they maydefend vs. enemy assault).

5.7 River Crossings.Units may cross rivers by paying thecost noted on the TEC or with the aidof an engineer unit. Scenario instruc-

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tions may modify river crossing rules.

5.71 River Type. All units crossing amajor river at any spot other than abridge or ford (bridges are printed onthe board; fords are specified in the sce-nario instructions) require the assis-tance of an engineer. Only motorizedunits need engineers to cross a minorriver (others may cross unassisted).

5.72 Procedure. An engineer unitassisting crossing units must be ingood order and occupy the river hexfor the entire game-turn without mov-ing. The crossing unit must pay twomovement points to enter the river hexwhere the engineer is located and maymove no farther that turn. In a subse-quent game turn the crossing unit mayattempt to leave the river hex. If theunit is a motorized unit crossing aminor river, it may leave the river hexautomatically. If the unit is crossing amajor river, the owning player rollstwo dice; if the result is equal to or lessthan the Crossing Number specified inthe scenario instructions, the unit hassuccessfully crossed and may leavethe river hex. If the result exceeds thecrossing number, the unit remains inthe river hex and may not move thisturn.

No matter the size of the river, thecrossing unit may only move one hexin the turn during which it leaves theriver hex.

5.73 Limitations. Up to three combatunits, plus three transports, plus anynumber of leaders may stack in thesame river hex with an engineer unit.In this case, the engineer DOES NOTcount against stacking limits, but doescount for purposes of determining col-umn modifiers in direct and bombard-ment fire (for example, two or threecrossing units plus an engineer unit allin one hex give the enemy a +1 col-umn shift).

5.74 Engineer Movement. Engineersmay always enter a river hex. The costfor the engineer to enter a major riverhex is 3 movement points.

5.75 Engineer Status. If an engineerunit assisting a crossing becomes disrupt-ed or demoralized, all other friendlyunits in the hex with it also become

disrupted or demoralized. Other unitsmay not enter the river hex. If theengineer fails to recover from demor-alization and leaves the river hex, theother units must do the same.

6.0 LeadersLeaders are the most important unitsin the game. Their presence is requiredfor most combat units to operate effec-tively.

6.1 Leader Selection.Unless the scenario instructions stateotherwise, leaders are randomlyselected for each scenario. Place allleaders of the appropriate rank(s)specified in the scenario in an opaquecontainer. Draw one out and “flip” itas you would a coin. Each leader count-er has two sides (with a different leaderon each side); use the leader on theside that lands face-up. Continue draw-ing and flipping counters until theappropriate number of leaders of eachrank specified in the scenario havebeen selected.

6.2 Leader Activation.Leaders may only be activated if theyare not currently marked with a“MOVED” or “FIRED” marker. Leadersso marked may assist friendly unitsundergoing morale checks (14.1) ordefending against an assault (12.4),but may not activate friendly units(3.1), assist recovering units (14.4) orinitiate an assault (12.11).

6.3 Movement.For movement purposes, leaders aretreated as foot units and have a move-ment allowance of 4, except for cavalryleaders (6.9) who have a movement of6. Leader movement may also be mod-ified by scenario instructions. All lead-ers except cavalry leaders may betransported (5.6).

6.4 Combat.Units in different hexes may not com-bine their direct or indirect fire strengthsinto one attack without the aid of aleader who has a combat modifier.

6.41 Combining Fire. An activated,good order leader with a combat modi-fier may combine the direct OR indirectfire values of all units in his own hex,plus those in a number of adjacent hexesequal to his combat modifier (1 or 2), as

a single fire value. The leader MAYNOT combine both direct and indirectfire into a single fire value.

6.42 Firepower Enhancement. Anactivated, undemoralized leader mayadd his combat modifier to the directfire value of one unit in his own hex(for example, a German leader with acombat modifier of 1 may increase thedirect fire value of an infantry platoonfrom 5 to 6).

6.43 Assault. An undemoralized leaderparticipating in an assault (12.0) givesthe owning player a positive columnshift (see Assault table). There is nofurther benefit for additional leaders.

6.5 Morale.6.51 Morale Checks. A leader mayassist units in the same and adjacenthexes undertaking morale checks. Addthe leader’s morale modifier to themorale of the units undergoing themorale check. A leader does not have tobe activated to assist in morale checks.

6.52 Recovery. An activated leadermay assist units attempting to recoverfrom disrupted or demoralized status(14.4). Add the leader’s morale modifierto the morale of the units attemptingrecovery. A given unit may only benefitfrom one leader’s morale modifier —do not add the morale modifiers ofmultiple leaders.

6.53 Good Order, Disrupted andDemoralized Leaders. A good orderleader may assist units in the same oradjacent hexes to check morale orrecover. A disrupted leader may assistunits in the same hex only; a demoral-ized leader may assist no one.

6.54 Leaders Helping Leaders. Aleader may use his morale modifier toassist lower-ranking leaders the sameway he uses it to assist units.

6.55 Restrictions. A leader may notmove to a different hex or participate inFire actions in the same action segmentin which he assists a recovery attempt.

6.6 Kommissars.Soviet, Communist Chinese or otherSoviet-bloc forces occasionally includeKommissars. Kommissars are treatedas leaders for purposes of being killed(6.7) or rolling morale, but otherwisemay not function as leaders.

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Kommissars function only to assistdemoralized units to recover (14.4).Kommissars may not assist demoral-ized leaders.

6.61 Required Movement. A kommissarmust move to the nearest demoralizedfriendly unit by the shortest route (interms of movement point cost) possible.

6.62 Party Discipline. The kommissarmust be activated and begin the actionsegment stacked with the demoralizedunits (which must also be activated).Use the kommissar’s morale value inplace of that of the units’ and roll forrecovery for each of the units.

6.63 Benevolent Assistance. If therecovery attempt is successful the unitrecovers to good order (not disruption).If the recovery attempt is unsuccessful,the unit suffers a step loss and remainsdemoralized. If the demoralized unitmust move (14.31) the kommissarmust move with it.

6.64 Self-Criticism. While disruptedkommissars may still assist demoral-ized units in recovery, demoralizedkommissars may not.

6.65 Mandatory Re-Education. If akommissar is stacked with a demoral-ized unit, the kommissar must at somepoint in the turn be activated and assistthe unit in recovery. The Soviet playermay not pass if he or she has an unac-tivated kommissar stacked with anunactivated, demoralized unit.

6.66 Rule of the Beast. If two kom-missars are in play, only one of them isrequired to move toward a singledemoralized unit.

6.7 Casualties.Leaders can be eliminated in morethan one way. A demoralized leader whois again demoralized is removed fromplay (see 14.12). Otherwise, if a leaderis in a hex where any units suffer steplosses, he may be killed or badlywounded. After all morale checks arecomplete, the owning player rolls twodice. Subtract one from the result forevery step loss suffered by friendly unitsin the hex. On a modified result of 2 orless, the leader is removed from play.

6.71 Lone Leaders. A leader alone in ahex who is fired at on the Bombardmentor Direct Fire Table suffers the result

directed by the table. If a leader isalone in a hex that is entered by enemycombat units or APCs, roll two dice.On a result of 9 or more the leader isremoved from play. If the result is lessthan 9, the leader is displaced to an adja-cent hex that is either friendly-controlledor vacant. If all adjacent hexes are enemy-occupied, the leader is eliminated.

6.72 Decapitation. If the highest-rank-ing leader on a side is eliminated, nofriendly unit within three hexes ofwhere he was killed may move in theremainder of the current or the subse-quent game-turn. Units may still fire,but may not move.

6.73 Catastrophic Loss. If a MAJ,LTC or COL is eliminated, all friendlyunits stacked with the eliminatedleader undergo an immediate moralecheck. Subtract (do not add as in normalmorale checks) the eliminated leader’smorale modifier from the morale ofeach unit for the morale check.

6.8 Tank Leaders.All German AFVs, all Soviet GuardsAFVs in scenarios taking place in1943 or later, and all American andPolish AFVs in scenarios taking placein 1944 or later are considered to haveleaders. For other nationalities, thescenario instructions will designatehow many tank leaders a side maydeploy. The owning player then secret-ly assigns the tank leaders to his or herAFV units (record the unit numbers ofthe AFV units possessing tank lead-ers). Tank leaders have no rank, do notmodify combat or morale and haveonly limited effect on friendly non-AFVunits (6.83).

6.81 Effects. In order for an AFV toinitiate an assault or enter a hex closerto an enemy unit capable of firing on itusing anti-tank fire this turn, it musthave an activated friendly tank leaderaboard, occupy the same hex as anactivated friendly tank leader, or occu-py a hex adjacent to an activatedfriendly tank leader.

6.82 Other Leaders. An activated,good order leader stacked with an INF/SMG/ENG unit may activate AFVunits in his hex (only). Leaders maynot modify an AFV’s morale or com-bat values, and may not direct AFVs to

enter a hex closer to an enemy unitcapable of obtaining a combat resulton them through anti-tank fire.

6.83 Non-AFV Units. An activated,good order tank leader may activateINF/SMG/ENG units which occupythe same hex (only). Tank leaders maynot direct non-AFV units to enter ahex closer to an enemy unit capable ofobtaining a combat result on themthrough direct fire.

6.84 Armored Cars. Armored car units(defined in the scenario book) are alwaysconsidered to have a leader. An armoredcar’s leader may not activate any otherunit, except another armored car.

6.9 Cavalry Leaders.In scenarios where cavalry units arepresent, players may designate any oftheir leaders as cavalry leaders unlessthe scenario rules say otherwise. Cavalryleaders have a movement allowance of6, and are the only leaders that mayorder a cavalry charge (15.4).

7.0 Combat7.1 TypesUnits which elect to “FIRE” duringtheir activation segment may performany one of four different types of fire:

• Bombardment Fire• Direct Fire• Anti-Tank Fire• Assault

Alternatively, inactive units may useOpportunity Fire to attack spotted,moving individual units with direct oranti-tank fire.

7.2 Restrictions and Limitations.7.21 Units must be able to spot (8.0)enemy units in order to fire on them,except for units using bombardmentfire. A friendly undemoralized leaderin spotting range (8.1) of the target mayspot the target for bombarding units.

7.22 A unit may not conduct more thanone type of fire in a single game turn.Units may not activate or conduct anytype of fire or movement in their play-er’s action phase if they tookOpportunity Fire (13.0) in the enemyplayer’s action phase.

7.23 A unit must apply its entire firevalue against a single target — it maynot “split” its fire to attack more than

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one target in a single action segment.EXCEPTION: An HMG unit maydivide its direct fire value to attackmultiple targets in the same action seg-ment. This “split” fire may be com-bined with the fire values of otherunits normally. The smallest numberinto which an HMG’s fire value maybe split is 3 (thus a German 9-5 HMGunit may fire on three separate targetsat a strength of 3 each). An HMG unitmay not divide its fire when conduct-ing Opportunity Fire.

7.24 Blocked Fire. Units may not targetdirect fire at a hex containing friendlyunits, nor may they trace direct firethrough a hex containing friendly non-AFV units (EXCEPTION: see 10.1)They MAY target bombardment fire atan assault hex. They may also targetanti-tank fire at an assault hex IF thereare no friendly vehicle units in that hex.

7.25 AFVs and APCs are immune toall but an X or #X result on the Director Bombardment Fire tables.

7.3 Unit Fire Value and Range.A unit’s fire value and range are print-ed on the unit counter in the form oftwo numbers separated by a dash. Thefirst number (before the dash) is the firevalue; the second number is the range.Some units have more than one type offire value. Fire values are color-codedby type as follows:

• Black: Direct Fire• White: Bombardment Fire• Red on Yellow: Anti-Tank Fire7.31 Units must possess the appropriatefire value in order to perform a specifictype of fire (for example, a mortar unitmay not conduct anti-tank fire).

7.32 Combat Range. Units must bewithin range of their intended target toattack it. Trace a line from the center ofthe hex occupied by the firing unit tothe center of the target hex, and countthe hexes the line goes through. Thenumber of hexes must be equal to orless than the firing unit’s range. Countthe hex occupied by the target unit(s)but not the hex(es) occupied by the fir-ing units.

7.4 Fire Effects.Direct Fire and Bombardment attacksaffect all units in the target hex except

for units with a printed armor defensevalue (even a value of 0), which areonly affected if an “X” or “#X” resultis rolled.

Anti-tank fire only affects the individ-ual vehicle unit fired upon (and anyunit it is transporting).

Assault fire affects all enemy units inthe assault hex.

Opportunity Fire only affects the indi-vidual moving unit fired upon.

Results are determined on the combatresults table for the appropriate type offire, and may range from the targetunit(s) having to take step losses (7.6)or morale checks (14.1), to no effecton the target units at all.Once a unit has performed its allottedfire (of whatever type) for the turn,place a “FIRED” marker on it to signifythat it may perform no further actionthis turn.

7.5 Column Modifiers.Some conditions change the columnused on the Bombardment, Fire orAssault Tables. When a column isincreased or decreased, go up or downa number of columns equal to themodifier. For example, a column mod-ifier of +2 would change a bombard-ment attack from the 5 column to the12 column. See the fire tables for a listof column modifiers that apply to eachtype of fire. No attack is ever reducedbelow the “1” column. This minimumapplies AFTER any positive and nega-tive modifiers have been calculated.

7.6 Step Losses.Step losses may be satisfied by elimi-nating strength steps of the targetedunit(s). Units with no second step thatsuffer a step loss are removed fromplay. Full-strength units with two-steps that take one step loss are flippedto their reduced strength side; if suchunits take a second step loss they areeliminated.

7.61 Direct and Bombardment Fire.When an “X” result is rolled on theDirect Fire or Bombardment Firetable, the fire eliminates one step froma personnel unit in that hex (if present)AND one step from any wagon, truck,sledge or weapon units present. If a“2X” or “3X” result is rolled, the fire

eliminates 2 or 3 (respectively) per-sonnel AND wagon/truck/sledge/weapon steps in the target hex. Theowning player chooses which units inthe hex suffer the losses.

Example: A “2X” result is rolled againsta hex containing a two-step infantryunit, two anti-tank guns and threewagon units. This would eliminate theentire two-step infantry unit, both anti-tank guns and two wagons, leaving onewagon remaining in that hex.

7.62 Anti-Tank Fire. Combat resultsinflicted by Anti-Tank Fire only affectthe individual target unit fired upon.

7.63 Assault. If a “1”, “2” or “3” resultis rolled on the Assault Table, the fireeliminates that many steps of person-nel, APC OR AFV units, PLUS thatmany steps of wagon, truck, sledgeand weapon units. If the number is a 2or 3, at least one AFV step must beeliminated if present.

The first step loss in an assault mustcome from one of the units least affect-ed by disruption or demoralization (inthat order). Good order units suffer thefirst step loss before disrupted units,which would suffer the first step lossbefore demoralized units if no good-order units were present. The secondand subsequent losses may be takenfrom any unit (owning player’s choice)as long as at least one AFV step iseliminated if present. Casualties areonly taken from units in the hex thatparticipated in the assault (see 12.3).

7.64 Opportunity Fire. Opportunityfire only affects the single moving unitthat is the target of the fire. Therefore,step losses and morale checks inflictedby opportunity fire do not apply to anynon-moving units in the hex with themoving unit.

8.0 SpottingDirect and Bombardment fire affectsan entire target hex. In order to performdirect or bombardment fire, at least oneenemy unit in the target hex must bespotted (visible to a spotting friendlyunit). Once such a unit is spotted, the hexmay be fired on and all units in the hexare affected normally whether they’respotted or not (see 8.2; exception: 7.64).

For anti-tank and opportunity fire,

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the individual target unit must bespotted to be fired on, whether otherunits in the hex are spotted or not (8.2).

8.1 Spotting Range.The spotting range is the distance inhexes from a unit’s location that it can“see” enemy units. During daylight,units in clear terrain can see 12 hexes.This range can be increased ordecreased by terrain, weather or timeof day. Spotting range at night is nor-mally one hex (the adjacent one). Somescenarios include special spotting rules.

8.2 Limiting Terrain.Woods, hill, field, town and city hexesblock lines of sight (8.3). This is called“limiting terrain.” Some scenarios mayspecify additional limiting terrain types.

8.21 A unit occupying limiting terrainmay only be spotted by units withinthree hexes of its location, unless thecurrent spotting range is less than threedue to weather etc., or unless the lineof sight to the unit’s hex is blocked byother limiting terrain (see 8.31).

8.22 When a unit occupying limitingterrain fires, the 3-hex maximum spot-ting range is ignored and it is immedi-ately spotted by units within 12 hexeswith a line of sight to the hex (see 8.3).Place a “SPOTTED” marker on theunit. Other units in the hex are notspotted beyond 3 hexes unless theyalso fire. A spotted unit in limiting ter-rain is no longer spotted once it moves(provided it cannot be spotted in itsnew location unless it fires).

8.23 A hex contains limiting terrain ifthe terrain drawing fills more thanone-tenth of the hex. For example,Hex 1007 on Board #1 is clear becausethe field does not make up more thanone-tenth of the hex. In most cases itshould be obvious whether the draw-ing fills more than a tenth of a hex, butif there is disagreement then youshould assume the hex DOES containlimiting terrain.

8.3 Line of Sight.In order to spot an enemy unit, anactive unit must trace a line of sight tothe target. The line of sight is deter-mined by taking a straightedge andtracing a straight line from the centerof the active unit’s hex to the center ofthe target hex.

8.31 A line of sight is blocked if itpasses through a hex that contains lim-iting terrain (8.2, and see the TEC), ordown the boundary between two hexesthat both contain limiting terrain.

8.32 A line of sight may enter a hexwith limiting terrain, but not passthrough it.

8.33 Units never block line of sight.

8.34 Lines of sight generally workboth ways. If you can see him he cansee you, unless one of the units occupiesa limiting terrain hex and the other unitis more than 3 hexes away.

8.35 A line of sight that falls along ahex spine is considered to passthrough either of the two adjacenthexes (spotting player’s choice).

Example: Unit A can spot enemy unitX since the line of sight is traced downthe hex spine and can be tracedthrough the hexes on either side of thespine, thus not being traced throughthe town hex. Enemy unit Y cannot bespotted by unit A since the line of sightis traced through a hex containing lim-iting terrain (town).

9.0 BombardmentActive units with bombardment firevalues may attack hexes containingspotted enemy units within range.

9.1 Target Spotting.Units using bombardment fire don’thave to spot their target themselves. Afriendly, undemoralized leader canspot the target for them unless the sce-nario instructions state otherwise.Spotting for bombardment does notrequire the leader to activate (an unac-tivated leader or a leader market with a“MOVED” or “FIRED” marker mayspot for bombardment). A leader mayspot for as many different bombard-ments per turn as desired. Tank leadersmay NOT spot.

9.2 Offboard Artillery.Unless scenario special rules state oth-

erwise, each offboard artillery factoravailable in a scenario may fire onceper turn at any spotted units on theboard (it has unlimited range).

9.3 Combined Fire.Indirect fire units which occupy thesame hex may combine their fire val-ues. Up to three off-board indirect firevalues may be combined into one firevalue, but may not combine with on-board units.

Indirect fire units which occupy adjacenthexes may combine their fire values if agood order leader with a combat modifi-er is present in one of those hexes.

Example: The scenario instructionsgive the American player an off-boardartillery value of “3 x 20.” These maybe combined into one 60-value bom-bardment, one of 40 and one of 20, orthree separate bombardments of 20.They may not be combined with anyartillery units on the game board.

9.4 Procedure.For each hex being bombarded, theactive player rolls two dice. Cross-ref-erence the result with the column onthe Bombardment Table that eitherequals or does not exceed the total firevalue of all units bombarding that hexthis segment. Note that some condi-tions may modify the column used(see the Bombardment Table), increas-ing or decreasing it.

9.5 Friendly Fire.If a target hex contains or is adjacentto a hex containing friendly units, thefriendly units may be affected.

9.51 Same Hex. If bombardment firehits an assault hex, both the friendlyand enemy units will be affected. Rolltwo bombardment attacks — one foreach side’s units. Column modifiersmay cause one side’s units to beattacked on a different column than theother’s.

9.52 Adjacent Hex. If friendly unitsoccupy a hex adjacent to a hex targetedfor bombardment, the owning playerrolls one die for each such hex. Addone to the result for German, British orAmerican bombardment fire. On amodified result of 1 or 2, the hex is hitby friendly fire. Multiple adjacenthexes may be hit in this way. If anadjacent hex hit by friendly fire con-

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tains both friendly and enemy units,ONLY THE FRIENDLY UNITS arehit. (Note: This rule prevents players’hitting unspotted enemy units “acci-dentally” through friendly fire.).

If a hex is hit by friendly fire, rollanother die and consult the “FriendlyFire Numbers” line on the Bombard-ment Table. Resolve a bombardmentfire attack against the friendly units inthe hex, using the table column con-taining the friendly fire number rolled.

9.53 Initial Target. If an adjacent hexis hit by friendly fire, the initial targethex is still bombarded normally (thefire does not “miss” the target hex).

10.0 Direct FireActivated units on the board may fireon spotted enemy units within range,using their direct fire values.

10.1 Blocked Fire.Direct fire may be traced throughempty hexes, enemy-occupied hexes,or hexes containing only friendlyAFVs. Direct fire may not be tracedthrough a hex containing friendly non-AFV units unless the firing unit is anHMG, AFV or antiaircraft unit. Theseunits may direct fire “through” a hexcontaining any friendly unit if the fireis also traced through at least one hexwhich contains no friendly units andlies between the friendly-occupied hexand the target hex.Example: HMG unit A is looking tofire at enemy units Y and Z, but friend-ly infantry unit C is in the way. It mayfire on enemy unit Y because there is ahex not containing friendly unitsbetween infantry unit C and enemy unitY. It may not fire on enemy unit Z sincethe line of fire goes through friendlyunit C’s hex and there is no empty hexbetween it and the enemy unit.

10.2 Procedure.For each direct-fire attack, the active

player determines whether a unit willfire individually or whether multipleunits will combine fire. He then rollstwo dice and cross-references theresult with the column on the DirectFire Table that either equals or doesnot exceed the total of the fire valuesof all firing units.

10.3 Maximum ColumnModifications.Modifiers to the column used forresolving Direct Fire may not increasethe column by more than three ordecrease it by more than two. Themaximum/minimum only appliesAFTER all the positive and negativecolumn modifiers have been calculated.Direct fire is the only type of fire withthese maximums.

Example: An Italian infantry platoonwith a fire strength of 4 attacks anadjacent British-occupied hex contain-ing three artillery units. The attack isresolved on the 16 column of theDirect Fire Table (an increase of threecolumns), even though the modifierslisted on the table would increase thecolumn by five (two for point-blankrange, one for three units in target hex,two for artillery in the target hex).

11.0 Anti-Tank (“AT”) FireAnti-Tank Fire is targeted against anindividual enemy vehicle unit — noother units in the hex with the target unitare affected in any way. Only trucks andunits with an armor defense value maybe attacked with anti-tank fire.

11.1 Procedure.For each AT attack, the active playerdesignates the firing unit and its target.He or she rolls two dice, adds the firingunit’s AT value, subtracts the targetunit’s armor value (trucks have anarmor value of -1), and applies anyother modifiers listed on the Anti-TankFire table. Consult the Anti-Tank FireTable to determine the result.

11.11 Crossfire. The Anti-Tank FireTable contains a modifier of “+2 if thetarget is attacked during this turnthrough two or more non-adjacenthexes.” This applies only to the secondand subsequent attacks against a vehi-cle during a given turn (but not neces-sarily during the same action seg-

ment). The modifier does not apply ifthe target unit moves after the first unitfires on it and before the second attackis resolved.

Example: If unit Y has already firedon target A with anti-tank fire, themodifier would apply to an AT fireattack by unit X.

11.2 Armor Efficiency.A full-strength (not reduced) GermanAFV unit, a full-strength SovietGuards AFV unit in scenarios takingplace in 1943 or later, or a full-strengthAmerican or Polish AFV unit in sce-narios taking place in 1944 or latermay conduct two AT fire attacks ineach action segment in which the unitfires. The attacks need not be madeagainst the same target.

11.3 Increased Range.Units with anti-tank values of at least 1may fire at targets at a distance ofbetween 100% and 150% of their print-ed range, at half their anti-tank value.

12.0 AssaultAssault combat takes place betweenopposing units occupying the same hex.

12.1 Assault Movement.12.11 Entering a Hex. Activated goodorder units directed by a leader mayenter an adjacent hex occupied byenemy units. They may only do so ifthey start their activation adjacent to theenemy units (EXCEPTION: CavalryCharges, 15.4). This initiates an assault(or reinforces an existing one). Theassaulting units are the “attacker”;their opponents are the “defender.”

12.12 Exiting a Hex. An active unitmay exit an assault hex but may onlymove a single hex when doing so. The

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hex moved into may not be enemy-occupied. If all of a player’s combatunits exit an assault hex (leaving nocombat units to guard their retreat),they may be attacked by the enemyunits in the assault hex using theAssault Table. The moving units maynot fire and no negative column modi-fiers for units defending in town,woods or entrenchments are applied.

12.13 Morale Restrictions. Disruptedunits may NOT enter hexes containingenemy combat units, but may assaultenemy units already in the hex theyoccupy. Demoralized units may NOTenter an assault hex or assault units ina hex they already occupy. They maydefend against assaulting units at one-quarter of their normal direct firestrength. If demoralized units starttheir activation in an assault hex, theymust attempt to recover morale, and ifthey fail to do so they must exit thehex. If no adjacent hex is clear of enemyunits, the demoralized unit is eliminated.

12.2 Required Combat.Assault combat must be resolvedimmediately when active units enter ahex containing enemy units and nofriendly units. Resolve the assault afterall units directed by a given leaderhave finished entering the hex. Allunits in the hex must participate.

12.3 Optional Combat.If an activated unit enters a hexalready occupied by both friendly andenemy units, or if the turn begins withunits in an assault hex, the active play-er may choose whether or not todeclare an assault with those units thisturn. If he or she declares an assault,any units that moved into the hex thisturn, plus any undemoralized friendlyunits and leaders that began the turn inthe assault hex and have not been acti-vated this turn, may participate ifdesired. Not all units must attack.However, all the enemy units in the hexdefend as one combined strength.

12.4 Assault Procedure.Each player totals the direct fire val-ues of his units in the hex, as modifiedby disruption or demoralization. Eachplayer finds the column on the assaulttable whose value either equals ordoes not exceed his total modified

direct fire value in the hex. Apply anycolumn modifiers (see Assault Table —there are no minimum/ maximum/mod-ifiers). Each player then rolls one dieand cross-references the result with theappropriate column. Results are imple-mented simultaneously (EXCEPTION:First Fire, 12.43). Note that thedefending units in the assault are NOTconsidered to have activated and arenot marked with a “FIRED” or“MOVED” marker.

12.41 Column Modifiers. All terrainmodifiers, plus dug-in, entrenchmentand bunker modifiers, only benefit thedefender in the assault.

12.42 Minimum Strength. All unitswith no direct fire factor, excepttrucks, sledges and wagons, have anassault combat strength of 1. Leadershave no assault strength, but may addtheir combat modifier to the firestrength of any one unit in the hex.

12.43 First Fire. When conducting anassault against enemy units that aredug-in, entrenched or in a bunker, thedefending units occupying these forti-fications resolve their assault combatfirst. Combat results are appliedagainst attacking units before theyresolve their assault. If the hex con-tains defending units that occupy suchfortifications AND defending unitswhich don’t, the defending player maychoose to resolve assault combat firstusing only those units in the fortifica-tions, OR use all units present andresolve the assault simultaneouslywith the attacker.

12.5 Restrictions.12.51 Leaders. A leader adjacent to anassault hex may not influence units inthe assault hex. Only leaders in theassault hex may do so. Leaders in theassault hex may direct units in adja-cent hexes to enter the assault hex, butmay not influence them in any otherway.

12.52 Fire Types. Units in an assaulthex may not conduct direct fire attacksor bombardments, and may conductanti-tank fire attacks only againstenemy AFVs in the same hex. Units maynot conduct opportunity fire againstenemy units entering their hex to initiateor reinforce an assault (EXCEPTION:

Cavalry Charges, 15.43).

12.53 Unit Types. Halve the direct firevalues of HMG and anti-aircraft unitsinitiating an assault, unless at least onefriendly infantry, SMG or engineerunit also participates in the assault.

13.0 Opportunity FireInactive units which have not yet acti-vated this turn may attack a spotted,moving individual enemy unit withinrange with direct or anti-tank fire.Each eligible unit may conduct up totwo opportunity fires each turn usingdirect fire. Multiple units may combinedirect fire normally against the mov-ing unit. AFVs are allowed to conductas many AT opportunity fires as theywould normally be allowed in oneaction segment (see 11.2). Weapon unitswith AT fire capabilities may only con-duct one AT opportunity fire per turn.Weapon units with both direct and ATfire capabilities may use either typeof fire in a turn as opportunity fire (butnot both). Such a unit could use itsdirect fire capability twice in one turn.

13.1 Procedure.The inactive player designates the firingunit(s) and its/their target during thetarget unit’s movement. Resolve theattack using the direct or anti-tank fireprocedure. In the case of direct fire orAT fire by AFVs that can shoot twiceper turn, on the first opportunity fireplace both a “FIRED” and a“MOVED” marker on the unit. Thesecond time, remove the “MOVED”marker leaving only the “FIRED”marker. This indicates that the unitmay not fire or activate again this turn.In the case of anti-tank fire by unitsthat can only shoot once per turn (ATfire by weapon units and some AFVs),place a “FIRED” market on the unitafter it fires once to indicate that itmay not fire or activate again this turn.

13.11 A target unit may be attacked inany hex(es) it enters along its move-ment path. During the unit’s move-ment, the inactive player must tell themoving player to stop moving the unitmomentarily so that he or she mayconduct opportunity fire. Fire must beresolved before the unit enters a newhex. The firing player may not wait tosee where the unit will end its movement

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before announcing opportunity fire.

13.12 The +1 column modifier againsta hex containing three enemy unitsdoes not apply for opportunity fire,because only the individual movingunit is affected.

13.13 A moving unit forced to checkmorale by opportunity fire may beassisted by a leader moving with theunit, or by a non-moving good-orderleader in the same or an adjacent hex.

13.14 A moving unit that fails amorale check stops moving immedi-ately. A unit that suffers a step loss butdoes not fail a morale check may con-tinue moving.

13.2 Restrictions.13.21 In a single action segment, amoving unit may only be attackedonce in a particular hex by the sameenemy unit. Multiple units may fire atthe moving unit when it enters the hex,but each firing unit that could firetwice may not fire a second timeunless and until the moving unit entersa new hex.

Example: A Soviet cavalry unit moveswithin range of two Finnish infantryplatoons occupying the same hex. Inthe first hex which the Soviet unitenters, the Finnish units may conductone opportunity fire attack against it(either individually or by combiningtheir fire). The Finnish units may notconduct their second opportunity fireattack unless the cavalry unit entersanother hex within spotting andweapons range.

13.22. Opportunity fire attacks may beperformed by multiple units in anyorder desired. Opportunity fires are des-ignated one at a time, allowing the play-er to wait to see how one opportunityfire turns out before performing another.

13.23 Demoralized units may not con-duct opportunity fire attacks.

13.24 Opportunity fire may not beconducted against units in a hex occu-pied by friendly units.

14.0 MoraleAll units and leaders have morale val-ues. Leader morale values are printedon the counters; others have one valuefor full strength and another for

reduced strength specified in the sce-nario instructions (the number beforethe slash is full-strength morale, thenumber after the slash is reducedstrength morale).

14.1 Morale Checks.When a combat result requires amorale check, the owning player rollstwo dice for each affected unit orleader and adds any applicable modifier(for example, M2 adds two to the result).If the modified result is less than orequal to the unit/leader’s morale (asmodified by leader bonuses), the unit orleader passes and is not affected. If theresult is greater than the unit orleader’s morale by one or two, it failsand becomes disrupted (14.2). If theunit or leader fails by three or more itbecomes demoralized (14.3).

Example: Two French infantry pla-toons plus a leader are forced to checkmorale (M, no additional penalty). Theleader has a morale of 9 with a moralemodifier of 1, and the infantry pla-toons have a morale of 8. First, theFrench player rolls a 7 for the leader,who passes his morale check. He addsthe leader’s morale modifier of 1 to themorale of the infantry platoons, givingthem a morale of 9. He rolls a 10 forthe first platoon, meaning it is disrupt-ed. He then rolls a 12 for the secondplatoon. Since this platoon failed by 3,it is demoralized.

14.12 Compound Morale Failure. Aleader or unit that is already disruptedand fails another morale checkbecomes demoralized. A demoralizedleader or unit that is again demoralized(by failing another morale check by 3or more) suffers a step loss. There isno additional effect on a demoralizedleader or unit that fails a morale checkby 2 or less.

14.13 “After you, Sir!” Roll moralechecks for leaders first, before units, inorder of seniority. Leader morale fail-ures apply immediately, so if a leaderbecomes demoralized he can’t add hismorale bonus to other units this segment.

14.2 Disruption.A disrupted unit or leader:

• Has all its combat strengths halved • May move only one hex per turn.

• May not enter an enemy-occupied hex.

14.3 Demoralization.A demoralized unit or leader:

• May not conduct direct, indirect oranti-tank fire, or initiate an assault.

• May defend against an assault but atone-quarter its direct fire value.

• Has its morale reduced by one.• Must attempt to recover morale

(14.4) on its activation.• If it fails to recover, it must move

away from enemy combat units thathave range on it and are capable ofobtaining a combat result on itthrough direct or anti-tank fire. So, ademoralized AFV is not required toflee from enemy infantry. Mark theunit as “MOVED” once it finishesmoving away.

14.31 Demoralized units and leadersthat fail to recover must move towarda town, city or woods hex, or toward alocation where enemy units can nolonger spot or fire on them. They mustexpend their entire movementallowance in moving away fromenemy units towards such hexes. Ifthey cannot move to such a hex on thefirst turn, and if they fail to recover onfuture turns, they must continue mov-ing until they occupy a town, city,woods, or other hex where they cannotbe spotted by an enemy combat unit.EXCEPTION: A demoralized leaderor unit in a hex containing a bunker orentrenchment is not required to move,but may do so if desired.

14.32 Demoralized units and leadersmay only enter hexes farther away fromenemy units capable of harming themthis turn. If this is not possible, theymay enter hexes at an equal distancefrom such enemy units. If this is alsonot possible, they may remain in place.

14.33 If a demoralized weapon unitwith a movement allowance of 0 failsa recovery attempt (14.4) and isrequired to move, it is eliminated (thecrew abandons the weapon).

14.4 Recovery.Players may attempt to improve themorale status of their demoralized anddisrupted units. This is called “recov-ery.” Units attempting recovery must

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be activated and may conduct no otheraction during the turn. Place a“MOVED” marker on any unit thatattempts recovery (whether it is suc-cessful or not), and any leader whoassists a recovery attempt. A leader maynot move in the same action segmentin which he assists a recovery attempt,except to accompany a fleeing demor-alized unit that fails to recover.

14.41 Procedure. Determine themorale of units attempting recovery.Add to this the morale modifier of anyone leader assisting the recoveryattempt. Roll two dice. On a result lessthan the modified unit morale, itrecovers. A demoralized unit thatrecovers becomes disrupted; a disruptedunit that recovers returns to good order.

14.42 Required Recovery. Everydemoralized unit must attempt recoveryat some point during the course of a turn(owning player chooses when). Thus, aplayer may not “pass” if he or she hasdemoralized units that haven’t activatedthis turn — they must try to recover.

14.43 Automatic Full Recovery. Ademoralized unit or leader attemptingrecovery immediately returns to goodorder (skipping disruption) on anunmodified result of “2.”

14.44 Leader Desertion. A demoral-ized leader attempting recovery isimmediately removed from play on anunmodified result of “12.”

14.45 Recovery Bonuses. Add 1 to themorale of units attempting recovery ifthey occupy an entrenchment, bunkeror town hex.

15.0 Special Unit Types15.1 Headquarters (HQ).In some scenarios, headquarters arepresent as units. HQ units indicate themorale of a side’s forces. The numbersin white/red in the lower right-handcorner of the HQ unit correspond tothe full/reduced strength morale of thatside’s units specified in the scenarioinstructions (see 14.0).

The loss of an HQ unit is catastrophic;no friendly unit within 15 hexes of wherethe HQ unit was destroyed may moveduring the remainder of the current turnor during the two subsequent turns.

15.2 Aircraft.Aircraft appear in some scenarios inthe scenario special rules, or through theoptional random events table includedin some games in this series. Aircraftfire values are printed on the counters.A player receiving aircraft flips thecounter (like a coin) to determinewhich side of the counter is used.

15.21 Air Attack. An aircraft unit mayattack any hex on the board. Each air-craft unit may attack one hex per turn.The owning player selects the targethex(es) and places at least one aircraftunit in each of those hexes. Up to threeaircraft units may attack a single hex.He or she rolls one die for each aircraftunit. On a result of 1 or 2, the aircraftmisses the hex, is removed from theboard and may not attack this turn. Ona result of 3 through 6 it attacks thehex.

15.22 Friendly Fire. If an aircraftmisses the hex, use the friendly fireprocedure (9.5) to determine if anyadjacent friendly units are hit.

15.23 Damage. Total the attack valuesof all aircraft which successfully hiteach hex, roll two dice and consult theDirect Fire table. Reduce the columnused by one if an undemoralizedenemy anti-aircraft unit is within threehexes of the target hex (anti-aircraftunits have no other effect on airunits). Once the air attack is com-plete, remove the aircraft counters fromthe board.

15.24 Anti-Aircraft. Aircraft nevertake losses from anti-aircraft fire.Anti-aircraft units only reduce an air-craft’s chance of inflicting damage(15.23).

15.3 Armored Trains and River Vessels.Armored Trains and River Vessels arealways treated as having a leader formovement purposes, but these leadersmay not activate other units or spot forartillery. They are treated as AFVs forcombat purposes and may bedestroyed by anti-tank fire. They maymove and fire in the same action seg-ment, moving first and then firing. Ifthey conduct opportunity fire, theymay still move.

15.31 Armored Trains. An armored trainmay only enter railroad track hexes (asdesignated by the scenario specialrules). Its movement allowance is 6.

15.32 River Vessels. River vessels mayonly enter major river hexes. They havea movement allowance of 5.

15.4 Cavalry.Cavalry units activated by a cavalryleader may conduct assault movement(12.1) from two hexes away. This isknown as a “cavalry charge” (seeassault table for column shifts).

15.41 Opportunity fire (13.0) may beconducted against charging cavalry inthe first hex they enter, before theyenter the assault hex.

15.42 Cavalry units may not be trans-ported.

16.0 Special Rules16.1 Smoke.In some scenarios players may firesmoke. Only artillery (including off-board) and mortar units may firesmoke. A unit or offboard artillery fir-ing smoke may not fire again in thesame turn (place a “FIRED” markeron the unit). The active player placesone smoke marker on the board foreach unit or offboard artillery firingsmoke. Roll two dice for each marker.On a result of 8 or less, the smokemarker remains in the hex. On anyother result the marker is removed.

16.11 Effects. Smoke markers block lineof sight. A hex with a smoke marker in itbecomes “limiting terrain” (8.2).

16.12 Dispersal and Drift. During themarker removal phase, the player whoplaced the smoke marker determines if

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SmokeMarker

# 1

# 2

# 3

# 4

# 5

# 6

N

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it remains in play. Roll one die for eachsmoke marker on the board. On a resultof 1 the smoke marker remains inplace. On a result of 2 the smokemarker moves to one of the adjacenthexes. Roll the die a second time andconsult the diagram above this section.Place the smoke marker in the hex cor-responding to the result. If “North”does not lie where indicated, playersmust agree on hex alignment beforerolling. On a result of 3 through 6 thesmoke marker is removed.

16.2 Digging In.Activated, undemoralized units may“dig-in” at any hex except a town,woods or entrenchment hex. Place a“Moved” marker on a unit that digs in.Digging in costs all of a unit’s move-ment allowance and counts as its acti-vation. Place a “Dug In” marker underthe unit at the conclusion of the firstaction segment and on top of the unitat the conclusion of the subsequentaction segment of digging in. After theDug In marker is placed atop the unit,the unit gains the all the benefits ofbeing Dug In (see combat tables andFirst Fire under Assault).

16.21 If, after the first segment of dig-ging in but before the second, the unitis interrupted by becoming demoral-ized or disrupted, firing on enemyunits, participating in an assault as theattacker, or moving, the “Dug In”marker is removed. The two-turnprocess must begin anew in a futureaction segment.

16.22 The “Dug In” column modifiersapply only to those units in a targethex actually dug-in. NOTE: Leadersare always considered dug in if anyfriendly units in their hex are dug in. Ifthe target hex contains both unitswhich are and are not dug-in, theactive player does not roll the dietwice — apply the results from theappropriate different columns.

Example: Two Italian Bersaglieri pla-toons (total direct fire strength of 10) fireat a hex containing one Australianinfantry platoon which is dug in andone which is not. The Italian playerrolls the dice with a result of 4. TheAustralian platoon which is dug inmust undergo a normal morale check

(result M, from the 4 column since thecolumn was reduced by one), but theAustralian platoon which is not dug inmust undergo a morale check with a+1 dice roll modifier (result M1, fromthe 7 column since there was no col-umn reduction).

16.23 Cavalry and transports may notdig in.

16.24 Remove the Dug In marker fromthe board if the dug-in unit exits the hex.

16.26 Dug In status is not transferableto other units. Each unit must dig itselfin to gain the benefits.

16.3 Wrecks.When an AFV step is eliminated in abridge or town hex, place a wreckcounter there. Moving a vehicle into ahex with one wreck costs an additional1 MP. Two wrecks in a hex cost vehiclesan additional 5 MPs to enter. No vehi-cle may enter a hex with three wrecks.One wreck counter may be cleared byan AFV unit with an armor value of 2or more. The AFV must spend twoconsecutive action segments in the hexwithout moving or firing. The AFVmust be in good order and activated ineach turn to clear the wreck; place a“MOVED” marker on it each turn. Ifthe wreck-clearing unit is interruptedin any way (see 16.22) the two-turnprocess must begin anew in a futureaction segment.

16.4 Entrenchments.Entrenchment markers give unitsdefensive bonuses against direct andindirect fire and advantages in assaultcombat. Entrenchments are placed atthe beginning of a game and may notbe constructed during a scenario.

16.41 Entrenchments are not removedif the occupying units leave the hex.New units of either side may occupythem.

16.42 AFVs, cavalry and transportunits may enter a hex with anentrenchment marker, but receive nobenefit from it.

16.5 Entering and Exiting the Board.Units may enter or exit the game boardas directed by the scenario instructions.

16.51 Entering the Board. Units that

enter the board during the course of ascenario should be set up offboardunder normal stacking limits. Groupthe units around leaders as though theunits were on the board. When theunits are scheduled to enter the board,activate them as any other units andmove them onto the board, countingthe first hex entered as their firstmovement point(s) expended.

16.52 Exiting the Board. Units exitingthe board may not re-enter play, butare not counted as destroyed unless thescenario instructions state otherwise. Nounit may exit the game board unlessthe scenario instructions permit. Thosethat would be forced to exit (such asdemoralized units fleeing enemy fire)remain in the board-edge hex.

16.6 Hidden Units.In some scenarios, units begin playhidden. Such units are not placed onthe game board, but are set aside withtheir locations recorded. Spottingrange for enemy units trying to locatehidden units is reduced to 1/4 normalrange (minimum of 1 hex). Thus ahidden unit in clear terrain could onlybe spotted by a unit three hexes away ifthe current spotting range is 12 hexes,and a hidden unit in a town hex couldonly be spotted by an adjacent unit.

A hidden unit loses its special statusand must be placed on the board if anenemy unit is able to spot it, or if itmoves or conducts any type of fire.

16.7 Minefields.Some scenarios include minefields. Theowning player places them face-downon the board, leaving only the side notshowing a number or “dummy” visible.Minefields can be 1, 2 or 3 points instrength, or they may be dummies.

16.71 When an enemy unit enters ahex containing one or more mine-fields, the markers are turned to thenumbered side and the owning player(the one who placed the minefield)rolls a corresponding number of dicefor each unit which entered the hex.On a result of 6 the unit loses a step.On a result of 5 the unit is demoralized.On a result of 3 through 6, the unitmust stop moving. On a result of 1 or2 there is no effect.

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16.72 If an engineer unit is among thoseentering the hex, reduce the number ofdice rolled by one. If the only unit(s) toenter the hex are engineers, reduce thenumber of dice rolled by two.

16.73 Dummy minefield markers areremoved when revealed.

16.74 If an engineer unit remains in aminefield hex for three complete turnswithout interruption (see 16.22), oneminefield strength point (owning play-er’s choice if multiple minefields arein the hex) is removed from the hex atthe end of the third game turn.

16.8 Bunkers.Bunkers have the same effects asentrenchments, except that the columnmodifier for attacking units in thebunker is -3 (the normal entrenchmentmodifier is -2). This -3 modifier evenapplies on the direct fire table, whichhas a normal negative column shiftmaximum of -2.

16.81 Assaults against Soviet, Finnishor Japanese defenders in bunkers areconducted with a -4 column modifier.

16.82 A bunker is destroyed andremoved from play at the instant itshex is occupied by an enemy unit withno friendly units present in the hex.

16.83 A bunker does not count towardstacking limits. A bunker’s fire valuesmay be used as though it were a unit.A bunker may not move, but it mayuse both its Direct and Anti-Tank firevalues in the same action segment.

16.84 An assault against a bunker byunits which include an engineer unit isincreased by one column.

17.0 Optional Rules17.1 Consolidation.A player may combine two reducedunits of like type and morale conditionto form a single full-strength unit. Bothunits must start their activation in thesame hex and expend all their move-ment to combine. Place a “MOVED”marker on the combined unit.

17.2 Excess Initiative.If a player wins initiative (3.0) byenough to conduct three or moreaction segments before his or heropponent can conduct one, he may“save” one action segment and use itany time during the turn to performtwo consecutive action segments.

17.3 Strategic Movement.Units out of line of sight of enemyunits may move at twice their normalmovement allowance. Hidden units(16.6) may attack such units withdirect fire at a column increase of +2.

17.4 Random Events.Some volumes of this series includeRandom Events Tables. During theInitiative Determination Phase, if bothplayers roll the same unmodified resulton their initiative attempt, a randomevent may take place. Once initiativehas been determined, each player rollsa die. Add the results together and con-sult the Random Events Table in thescenario book.

17.5 Multi-Player Rules.Panzer Grenadier may be played bymore than one player per side. To dothis, divide all of a side’s units andleaders among the players on each sidein whatever proportions are desired.Each player will control only thoseleaders and units he or she has beenassigned. Players may wish to refer tothe “Background” section of theScenario Book to construct historicallyaccurate companies and battalions forgame play.

17.51 Commanding Officer. Beforethe process of dividing units betweenplayers begins, roll a die to determinewhich player on each side will controlthat side’s highest-ranking leader. Ifthere is more than one leader of thehighest rank on either side, select ahigher-ranking leader from the countermix and add that to the order of battle,or designate one of the highest-rankedleaders as having seniority. The playerwho wins control of the highest-rankingleader is the Commanding Officer(CO) of that side. The CO player medi-ates the division of leaders and unitsbetween players. During play, the COdetermines which player may activateunits during the side’s activation seg-ment. The CO may issue high-levelorders to the other players on his side,and is in charge of determining whereoffboard artillery and air support willbe allocated (players will likely givefrequent input on these subjects — theCO must mediate these arguments).

17.52 CO Casualties. If the highest-ranking leader on a side is killed, theplayer with the next-highest-ranking

surviving leader becomes the CO. Ifthere is a tie for seniority, the playerwho controls the greatest number ofsteps of surviving combat units is thenew CO (roll a die to resolve ties). Thismay cause another player besides theoriginal CO to become the new CO.

DESIGN NOTE: PANZER GRENADIER

is a stand-alone system and is notintended to bear any connection toother game systems. Please take therules at face value and don’t read any-thing into them that isn’t there. If therules don’t say you have to do some-thing, you don’t have to do it.

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Page 16: Platoon Level Combat in World War II - Avalanche Press1.0 Introduction Panzer Grenadier is a series of games simulating tactical combat during World War II. Each game in the series

Game Series Design: Mike BennighofGame Series Development: Brian L.KnippleBasic Game Rules Set: Doug McNairRules Layout and Design: PeggyColemanTesting: Doug McNair, Warren Sogard,Perrin Klumpp, John Morris, Steve Bullock,Ernie Chambers, Matthew Knipple,David Lilly, Carl Hotchkiss.Special Thanks to: Peter McCord.

No element of this game may be reproduced in any fashion, including but notlimited to electronic versions, without the express written permission ofAvalanche Press Ltd.

Reading the CountersBelow is a breakdown of all counter components.

Unit Class(Anti-Tank Gun)

Unit Type

ID#

DirectFire

Movement

Anti-Tank (AT) Fire

Unit Class(Artillery)

Unit Type

ID#

IndirectFire

Movement

ArmorValue

NationalInsignia

CombatModifier

Morale

Morale Modifier

Anti-Aircraft

Anti-Tank

Armored Car

Artillery

Cavalry

Engineer

HMG

Transport

Tank

Mortar

Infantry

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