Combat Commander Europe Rules
Combat Commander Europe Rules
Combat Commander Europe Rules
TABLE OF CONTENTS
Introduction....................................... 2 Game Scale....................................... 2 Contents............................................ 2 Glossary............................................ 2 Components...................................... 3
1 2 3 4 8 Stacking.............................................7 9 Initiative..............................................8 10 Line of Sight (LOS)...........................8 11 Weapons..........................................9 12 Radios............................................10 13 Suppression...................................10 O15 O16 O17 O18 O19 O20 Pass (discard)..............................10 Advance......................................10 Artillery Denied............................11 Artillery Request..........................11 Command Confusion. ..................12 Fire..............................................12 O21 Move............................................14 O22 Recover.......................................14 O23 Rout.............................................14
Actions (A24).................................. 15 Events (E42)................................... 18 Terrain (T78)................................... 20 Fortifications (F100)...................... 23 Credits............................................. 23 Index................................. back cover
listed alphabetically E43E77. .............18
Core Rules......................................... 6
The Fate Cards..................................3 The Maps...........................................4 The Units............................................4 The Track Display..............................5
Orders (O14)................................... 10
NOTE: Items in blue text indicate functional changes from the first edition of this rulebook.
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INTRODUCTION
Combat Commander is a series of carddriven board games covering tactical infantry combat in World War II. In this first volume, one player assumes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more Fate cards from their hands in order to activate their units on the mapboard for various military functions. Players attempt to achieve victory by moving their combat Units across the game map to attack their opponents units and occupy as many Objectives as possible. The degree to which a player succeeds or fails is measured by a scenarios specific objective chits, the destruction of enemy units, and the exiting of friendly units off the opponents board edge. Each measure of game Time is divided into a variable number of player Turns. In each Turn, the sequence of play is fluid with Orders being given by the active player and Actions being taken by both players depending upon the cards in their hands. Events, both good and bad, will occur at random intervals to add a bit of chaos and uncertainty to each players perfect plan.
GLOSSARY
ActionThe ability listed just below the photo on every Fate card (and above, in the case of the Fire Order/Action). Actions may be played during either players Turn. [A24] ActivateA unit or player may normally only be activated for one Order per Turn. ActiveThe player currently taking his Turn. Any unit or marker belonging to that player. AdjacentTwo hexes sharing a common hexside are considered adjacent to one another. Units and markers in one of those hexes are adjacent to units and markers in the other. Break/BrokenA unit, Weapon or Radio with its reverse side face-up is broken. A Weapon/Radio cannot be used while it is broken. A broken unit can perform most abilities, albeit at a reduced capacity. An unbroken piece that breaks becomes broken (flipped over); a broken piece that breaks again is eliminated. [3.2] Command One of five base stats found only on Leader units. Command is a measure of how well a Leader can control the friendly units around him. [3.3.1] CoverA number associated with each terrain. A hexs best Cover is added directly to the Morale of every unit occupying that hex. Multiple Covers are not cumulative. [T78.3] Die RollThe six-sided dice on the bottom right of every Fate card. Die rolls can never be performed directly from a players hand, only off the top of a players Fate Deck. [1.9] EnemyA unit, Weapon or Radio under your opponents control. A hex occupied by an enemy unit. An Objective hex [2.3] under your opponents control and not containing a friendly unit. Fortifications are never enemy. EventThe random happenings listed just below the Action on every Fate card. Events can never be performed directly from a players hand, only off the top of a players Fate Deck due to an Event! trigger. [1.9.1.1] FP / Firepower One of five base stats. FP is a measure of how much damage a piece can inflict on enemy units. [3.1.1] FriendlyA unit, Weapon or Radio under your control. A hex occupied by a friendly unit. An Objective hex [2.3] under your control and not containing an enemy unit. Fortifications are never friendly. HindranceTerrain that affects attacks going through its hex never into or out of it (except for Smoke). Hindrances are not cumulative. [10.3] InactiveThe player not currently taking his Turn. Any unit or marker belonging to that player. If a game situation calls for or allows both players to do something simultaneously, the inactive player always goes first. LOSLine of Sight. Generally, a unit in hex A has a LOS to hex B if a string, drawn taut
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and touching both hexs center dots, does not touch the graphical depiction of a terrain Obstacle in a hex between those hexes. [10] MarkerAny counter (usually ) without a soldier illustration. Some marker examples include Weapons, Wire, Control, Sudden Death, or the Spotting Round. MGMachine Gun. Morale One of five base stats.A measure of how much punishment a unit can take before being rendered combat ineffective. [3.1.4] Movement One of five base stats. Movement is a measure of how efficiently a unit can move across the battlefield. [3.1.3] MPMovement Point. OB Order of Battle. The forces allotted to each player in every scenario. Fortification OBs are located on the back of the playbook. Each nation has a player aid with its base OBs on one side and Support OBs on the other. ObstacleA type of terrain that blocks LOS through it; never into or out of it. [10.2] Op(portunity) FireThe ability to play a Fire Action in order to repeatedly fire at the opponents Moving units. [A33] OrderThe ability listed across the top of every Fate card. Orders may only be played during that players own Turn. [O14] OrdnanceAny Weapon with a white bar highlighting its stats. Ordnance: must first hit its intended target before making a Fire Attack against it; cannot be part of a Fire Group; cannot participate in Op Fire; and cannot have its stats increased by a friendly Leader in the same hex. [O20.2] PieceA unit, Weapon, Radio or Fortification. PostureAttack(er), Defend(er) or Recon. Posture determines a players hand size [1.1] and can be paired in any combination (though Attack vs Defend is most common). Random HexThe letter/number combination on the bottom left of every Fate card used to randomly determine where Snipers and certain Events will occur. The number is also used to determine whether broken Weapons might be fixed or eliminated. [1.8] Range One of five base stats. A measure of how far a piece can effectively shoot-to-kill whilst in the heat of battle. [3.1.2] SRSpotting Round marker. [O18.2.1] (die) TriggerA game effect associated with (triggered by) certain die rolls. [1.9.1] Turn One player performing one or more Orders or discarding zero or more Fate cards. [5] UnitAny large () counter with an illustration of one or more soldiers. This includes Squads, Teams and Leaders. [3] VPVictory Point. [7] WeaponAny small () counter with a weapon illustration such as a machine gun or mortar. Unlike other markers, Weapons will also always have a FP and a Range. [11]
GAME SCALE
Each hex of a Combat Commander map measures approximately 100 feet across (30 meters or so). Each complete player Turn represents an arbitrary segment of game Time with each measure of game Time abstractly representing several minutes of real time. Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. R adios and individual Weapons (at least those larger than a BAR, rifle or pistol) are represented by their own counters.
CONTENTS
Combat Commander: Europe includes: six back-printed 17 x 22 game maps (twelve maps total) 352 large () die-cut counters 280 small () die-cut counters 220 cards one 24-page Rulebook one 24-page Playbook one Track Display four double-sided player aid sheets Letters/Numbers found within brackets such as [O16.4] will indicate to the reader an important reference to another rule. Rules preceded by an O are for Orders; A Actions; E Events; T Terrain; and F Fortifications.
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IMPORTANT: In Combat Commander, the motto a rule means exactly what it says should be the order of the day. In other words, as quoted from another fine game, Totaler Krieg!: Do not infer or imagine more to a rule than is stated in it. When in doubt, interpret strictly. Example A: The Walking Wounded Event [E76] states Return one eliminated unit to play. It doesnt say friendly eliminated unit; so if your opponent had the only eliminated unit(s) when you drew this Event, you would have to choose one of his to return to the map. Example B: The rule for the Jammed! die trigger [1.9.1.2] says to break all firing Weapons. Thats it. It doesnt say that the fire attack is then cancelled, so it isnt. Having said that, however, these rules cannot possibly hope to cover the myriad situations that may arise during game playso in those instances when an oddball situation surfaces, a healthy dose of common sense coupled with an existing rule or two should suffice to see you through. Throughout this book you will see numerous shaded boxes such as this one. These boxes are filled with clarifications, play hints, design notes, and other assorted wisdom in order to help ease you along. To play your first game, you need only read the Components, Core Rules and Order sections that follow, as well as rule A33 concerning Opportunity Fire. Then set up the Example of Play (in the Playbook) and follow it through to conclusion in order to get a feel for the basic flow of the game. The latter portion of this booklet entries for Actions, Events, Terrain and Fortifications can be quickly glossed over and then referred to in more detail as the need arises during game play.
1.5 Orders
They are not so hot yet, but they are learning, and theyll make a first-class army before long. Josef Stalin These are listed across the top of each Fate card. A player may only play a card for its Order during his own Turn, and may never announce more Orders in a Turn than his Order Capability [5.1]. If a card is played for its Order, it is immediately placed into that players discard pilethe Action on that card then could not be played until the next time it is drawn into the players hand.
1.6 Actions
You win battles by knowing the enemys timing, and using a timing which the enemy does not expect. Miyamoto Musashi Actions are listed just below the photo on each Fate card or, in the case of (Opportunity) Fire [A33], across the top of the card. A player may play a card for its Action at any time during either players Turn, so long as its prerequisite met. If a card is played for ORDER is RECOVER its Action, it is immediately placed into that players discard pilethe Order on that card then could not be played until the next time it is drawn into the players hand.
1.7 Events
Luck; thats when preparation and opportunity meet. FIRE ACTION ASSAULT Pierre Elliott Trudeau
Make one Fire Attack with any number of every your Events are listed below the Action on units/Weapons Firepower that are Fate card. Events with are boxed never played from the currently activated Move. hand, voluntarily orto otherwiseonly off the top of the draw pile, and only at random EVENT intervals due to Shellholes certain die rolls [1.9.1.1].
ORDER RECOVER
Each player is allotted a certain Hand Size depending on his Posture: either Attack (6 cards), Recon (5 cards) or Defend (4 cards). ORDER RECOVER Place Foxholes in a random hex. This determines both the number of cards 1.8 Random Hexes that player will begin the game with as well This is the light-green as how many he will draw up to at the end of Jammed! hex in the lower left of each of his own Turns. card R-1 A2 each Fate card. Snipers 1.2 Card Knowledge [1.9.1.3] and some Events will call for a Random Cards in a players hand are kept secret from Hex to be determined and, if so, the top card his opponent. Cards in a players draw pile of that players Fate Deck is revealed and this are kept face-down and secret from both FIRE is consulted. The letter/number comhex players. Cards in a players ACTION discard pileASSAULT are bination within public knowledge and may be examined by with any Make one Fire Attack number of your the hex will correspond to one specific either player at any time. units/Weapons with boxed Firepower that are hex on the map, where the currently activated to Move. Sniper/Event will take place.
Hex:
Hex:
EVENT
Shellholes
A2
A Random Hex can also have an effect on Whenever a player is instructed to reveal a Shellholes EVENT any broken Weapons in play [11.4]. card during an Event trigger, for example Foxholes in a random 1.9 hex. Die Rolls [1.9.1.1] the top card of thatPlace players Fate Deck is turned face up then placed on top of This is the pair of his discard pile for both players to see. Jammed! six-sided dice in the card R-1 A2 lower right corner 1.4 Reshuffle of every Fate card. During each Game Time Advance [6.1.2], one Real dice are not player will be instructed to shuffle the cards used in Combat Commander: instead, whenoccupying both his discard and draw piles ever a roll is called for, that player reveals together in order to form a new draw pile. the top card of his draw pile and only the two
Roll:
Roll:
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Hex:
dice are consulted; everything else on the card is ignored. When such a roll is made, the two dice are added together to arrive at a sum total (exception: during a Targeting Roll, the dice are instead multiplied [O20.2.3]).
Jammed!, including Targeting [O20.2]) and that roll is surrounded by a red box with the word Jammed! inside it, all firing Weapons become broken [11.4]. Note that Radios [12] and Mines [F103] are not Weapons.
direction during artillery strikes [O18.2.2], as well as for various Events. On the compass, 1 points to the top of the map; 4 to the bottom; 2 and 3 to the right side; and 5 and 6 to the left side. 2.2.3Two opposite corners of each map contain Artillery Boxes used for holding a players Radio marker [12].
2.3 Objectives
In whatever position you find yourself determine first your objective. Ferdinand Foch
IMPORTANTAny roll made while resolving a trigger (such as a Sudden Death Roll during a Time! trigger; or a Melee Roll during a Melee at the end of an Infiltration Event) cannot itself produce a die trigger. In other words, any die roll made during a die trigger must ignore any Jammed!, Event!, Sniper! or Time! trigger associated with it. IMPORTANTEach of the four triggers explained below are always performed in their entirety before any results of the die roll that triggered them are implemented. In other words, the roll itself locks in a result but that result is not implemented until after the die trigger is resolved. EXAMPLE: A broken unit with 6 Morale has a Rout roll made for it. The roll is 7Event. That unit will have to Retreat 1 hex but not until after resolving the Event. Even if the Event were Medic and that very same unit was rallied, it must still perform its pending Retreat (albeit unbroken).
Each map contains five Objectivesred circles containing a white number between 1 and 5. An Objective is worth a variable number of VPs to the last side to have sole control over it [7.3.1], the amount being determined by the specific Objective chits in play [7.3.2].
3. The Units
The infantry doesnt change. Were the only arm of the military where the weapon is the man himself. Major General C. T. Shortis
2. The Maps
I am a soldier; I fight where I am told, and I win where I fight. George S. Patton Name/RankThe name of any unit is used solely for identification purposes. Similarly, the historical rank insignia found on all Leaders is for aesthetic purposes only. These have no effect on actual game play. FiguresAll units have an illustration of one, two or four soldier figures to denote their relative size: one figure is a Leader representing a single man; two figures a 5-man Team; and four figures is a 10-man Squad.
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strength when in Melee [O16.4] or when firing at an enemy unit [O20 & A33]. 3.1.2 RangeThis is the second number along the bottom, and is the maximum number of hexes away at which it may use its FP to Fire at enemy units [O20 & A33]. 3.1.3 MovementThis is the third number along the bottom, and gives the number of Movement Points (MPs) a unit can spend to Move [O21] from hex to hex across the map. 3.1.4 MoraleThis is the number in the upper right corner, and is a units base strength when defending against an enemy fire attack, or when attempting to Recover [O22] or Rout [O23], among other things. A units Morale is always directly modified by the Cover [T78.3] of the hex it currently occupies. A broken unit [3.2] is identified by having a red bar across the top of the counter and its Morale number in white instead of black. 3.1.5 CommandThis is the black number within a black-outlined hex along the right hand side of all Leader counters (only). Command serves to activate additional units during Orders and Op Fire [3.3.1.1], as well as adding to the stats of certain other units and Weapons stacked with it [3.3.1.2 & 3.3.1.3]. 3.1.6 Boxed StatsSome units have their FP, Range and/or Movement enclosed within a square. With the exception of boxed FP giving +1 strength in Melee [O16.4], boxed stats have no intrinsic meaning other than to allow certain Actions to be played for that unit [A26, A39 and A40].
its unbroken side. This usually occurs due to a successful die roll during a Recover Order [O22] or via various Events.
3.3 Leaders
I am more afraid of an army of 100 sheep led by a lion than an army of 100 lions led by a sheep. Charles Maurice de Talleyrand
beginning of every scenario, and will move back and forth along the track that is, towards and away from each player as VPs are gained and lost during play. The reverse side of the VP marker is used to record VP totals greater than 20. 4.1.2 Attack Total MarkerThis marker is used solely as a mnemonic device for players to record the current strength of any Fire Attack / Mine Attack / Artillery Impact / Melee Total. This is helpful for when the targeted players Fire Defense Rolls are interrupted by die triggers.
3.3.1 Command
3.3.1.1 Command RadiusNormally, an Order [O14.1] or Op Fire Action [A33.2] will only activate a single unit. When a Leader is activated, however, it has the ability to further activate all, some or none of the friendly nonLeader units within its Commands Radius to perform the same Order/Op Fire. Command Radius is counted in hexes radiating outward from that Leaders hex. A Leader with 2 Command can activate friendly units up to two hexes awayeven across impassable terrain or past an enemy unit. A 1 Command Leader can activate friendly units in or adjacent to its own hex. A Leader with 0 Command can activate units in its own hex. 3.3.1.2 Unit CommandA Leaders Command number is added directly to the FP, Range, Movement and Morale of all friendly Squads and Teams (only) as long as those units are in the same hex with the Leadereven if the Leader itself is not activated. This effect is cumulative if two or more Leaders occupy the same hex. It may be clear by now that Leaders can never affect themselves or other Leaders. 3.3.1.3 Weapon CommandA Leaders Command number is added directly to both the FP and Range of every friendly Weapon without a white band that is being carried by a nonLeader unit as long as that unit is in the same hex as the Leadereven if the Leader itself is not activated. This effect is cumulative if two or more Leaders occupy the same hex. So a Mortar, for example, cant have its stats affected by a Leader stacked with it; and a machine gun being carried by a Leader wont have its stats increased.
Charles de Gaulle Each scenario will instruct the players as to which spaces of the Casualty Track to place their sides Surrender markers. The Casualty Track has an upper and a lower row, each one pointing to the player that will use it. Whenever a non-Hero unit is eliminated, it (and its possessed Weapon, if any) is placed on the Casualty Track. Weapons are placed in the large central box. Units are stacked one per numbered space on their owners side of the Weapons Box, occupying those spaces in lowest-to-highest numerical order. In this manner, a player will lose the game if one of his eliminated units is placed in the space occupied by his sides Surrender marker [6.3]. Remember to gain victory points each time an opponents unit is eliminated [7.1].
4.3 Miscellaneous
4.3.1 OB DisplayThe OB Display occupies the bottom left of the Track Display. Each nationality has an OB Stats marker, which is used on the OB Display to mark that sides quality (Elite, Line or Green) and number of allowed Orders (1-6). 4.3.2 Scenario DateEach scenario will specify which space of the Year Track in which to place the Year marker. 4.3.3 Objective BoxPlace drawn Objective chits [7.3.2] here. Each player should place his secret Objectives in the section closest to him. All open Objectives should be placed in the central section. 4.3.4 Data BoxesThe seven Data Boxes along the bottom of the Track Display allow players quick access to special rules associated with various Fortifications and Weapons.
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6. Game Time
Time is everything; five minutes makes the difference between victory and defeat. Horatio Nelson
6.2.2 Procedure
Whenever the Time marker advances into or beyond the space occupied by the Sudden Death marker, the triggering player must make a rollthis is done after that player shuffles his Fate deck and discard pile together to form a new draw pile. If the result is less than the number in the space currently occupied by the Time marker (not the Sudden Death marker itself), the game immediately ends [6.3, below]. Otherwise, play proceeds as normal.
6.1.2 Advancement
The Time marker is advanced one space forward along the Time Track: whenever a Time! trigger is rolled; or whenever a player reveals/draws the last card in his draw pile: treat such an occurrence exactly as if a Time! trigger had been rolled. It is only advanced once not twice if the last card in a players deck is revealed for a die roll resulting in a Time! trigger. Immediately after advancing the Time marker, normal play pauses so that the following steps may be executed. Players must first perform the following two steps in the order shown: 1) the player triggering the Time Advance (only) shuffles his deck and discard pile together to form a new draw pile; 2) the triggering player makes a Sudden Death Roll if appropriate [6.2.2]. Then, if the game did not end due to Sudden Death, perform the following four steps in the order shown: 3) the Defender (only) gains 1 VP; 4) the triggering player (only) must remove any one Smoke marker from the map; 5) if there are one or more units in the space now occupied by the Time marker, the owning player(s) brings them into play as reinforcements by placing them in any hex(es) along his friendly board edge (inactive player first). Stacking limits [8] must be observed. Any reinforcement Radio is placed into that players (empty) Artillery Box instead; 6) both players may play Dig In Actions [A32]. Once the six steps above have been completed in their entirety, normal play resumes from wherever it left off.
In the absence of orders, go find something and kill it. Erwin Rommel In Combat Commander, no player may give an Order without the play of a card from his hand. The maximum number of Orders a player may perform each Turn will either be listed as part of his sides OB or given within the scenario itself. Orders do not need to be predesignatedthey are played from the hand, then executed, one at a time. A player may observe the results of one Order before deciding whether to play another. The different Orders that may be given by a player are explained in rules O16O23.
7. Victory Conditions
I want to tear out the pages of my diary where I wrote about the collapse of my will. But let them stay there as a lesson in life that its wrong to jump to conclusions just because things arent going so well. Nikolai Moskvin, after the Soviet victory at Stalingrad A player will usually win the game by having more VPs than his opponent when the game ends [6.3]. VPs are earned in one of three ways: Elimination of enemy units; Exiting of friendly units off the opponents map edge; control of mapboard Objectives.
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be placed.
VPs for the voluntary exit of units [7.2.1] are doubled for both players; VPs for the elimination of units [7.1] are doubled for both players.
The double-sided Control markers are used to indicate which side currently controls each Objective on the map [2.3]. During initial setup, the scenario will specify which Objectives begin under each players control. In some cases, Objectives may begin the game uncontrolled by either side: these should not contain any control marker. Otherwise, once play commences, the last player to have solely occupied an Objective should place/flip the control marker over within that Objective to match the nationality he is commanding.
Some Objectives may be worthless at the end of the game. Players should still try to take control of all Objectives on a map in case the opponents secret Objective includes one or more valuable ones.
8. Stacking
Placing more than one unit or marker in the same hex is called stacking. CCs oversized hexes allow counters to sit side by side within it. Even though these pieces may not physically be stacked upon one another, they are considered to be stacked together for game purposes.
Showing that Objective X is worth Y VPs to its controller. These values are cumulative with other Objective chits. If all three chits for Objective #3 were in play (C, G and K), Objective 3 would be worth 6 VPs total (1 + 2 + 3). Several Objective chits show:
This means that the five Objectives on the map are worth Y VPs each. These values are cumulative with other Objective chits. The three specialized Objective chits labeled
(open) Objective Exit points are doubled (open) Objective Elim. points are doubled
indicate, respectively, that: immediately prior to each Sudden Death Roll [6.2.2], if any player controls all five Objectives that player automatically wins the game regardless of current VP totals;
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8.1.3 Fortifications Only one Fortification marker can ever occupy a single hex. The first such Fortification takes precedence.
So if the Shellholes Event instructed you to place a Foxholes marker into a hex already containing Wire, those Foxholes would not be placed. 8.1.4 Smoke Only one Smoke marker can stack in a single hex. The one with the largest Hindrance takes precedence. 8.1.5 Blaze Only one Blaze marker can ever occupy a single hex. While a Blaze is in a hex, no marker listed above and no unit may exist there.
die roll to have been made including any die trigger associated with it and cause it to be re-rolled. This decision must be made prior to any trigger/results of that roll being implemented. When a player calls for a re-roll in this manner, he must give the Initiative card to his opponent, who will then control it unless and until he performs a re-roll option, thus passing it back to the first player. This passing of the Initiative can occur an unlimited number of times during the game: even during the same series of die rolls.
9. Initiative
When playing a pre-generated scenario, that scenario will indicate which side begins the game with the Initiative card. During a Random Scenario Generation, a players Initiative number is listed within his sides purchased OB: in this case, the player with the higher Initiative number will begin the game with the Initiative card. IMPORTANT: The Initiative card is never part of a players hand and therefore does not count against his hand size limit.
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9.1 Re-Roll
At any time during the game, the player currently in control of the Initiative card may choose to cancel all effects of the last
The physical placement of a Smoke/Blaze marker within a hex is unimportant: these are inherent terrain, and are considered to affect the entire hex including all six hexsides as long as they remain. Furthermore, Smoke hinders any LOS traced into or out of it, not just through it like printed mapboard Hindrances. Continuing the example from [10.3.3], if the Squads hex contained a 5 Smoke marker, its FP would be reduced by -5 instead.
11. Weapons
11.1 Effects
As with units, Weap ons have both a FP and a Range sometimes boxed and possibly a detrimental modifier (in bold red, like in the sample above) to the carrying units Movement. Whenever a unit is activated [O14.1], any Weapon it is carrying is activated along with it. Only an unbroken, unsuppressed [13] unit may fire its Weapon, and may do so either separately or as part of a Fire Group [O20.3.1].
11.2 Portage
Each unit may carry one allotted Weapon, denoted by having the Weapon physically placed atop that unit. Any Weapon acquired via that nations Support Table must be given to the unit listed with that Weapon.
E D F G H B A C
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11.5 Ordnance
Some Weapons those with a white bar behind their stats, like the two pictured below are termed Ordnance. Ordnance: must first secure a hit via Targeting before making a Fire Attack Roll [O20.2]; cannot participate in a Fire Group [O20.3.1]; and cannot be used during Opportunity Fire [A33].
ORDERS
Do, or do not. There is no try. Yoda
ORDER RECOVER
The various Orders are described in detail, below, and are listed in alphabetical order for ease of reference.
O16. Advance
My center is giving way, my right is in retreat; situation excellent. I shall attack. Ferdinand Foch
O16.1 Procedure
A unit that is activated to Advance can enter one of the six hexes adjacent to the one it currently occupies, where it must stop. This can be done even if the hex is enemy-occupied. This is the best way in which to enter into Melee with opposing units. MPs and terrain Move Costs are ignored during an Advance. In addition, the inactive player can not use Op Fire [A33] against advancing units. You only get to go one hex but you are immune to Fire Attacks as you do so.
12. Radios
Radios are markers representing off-map artillery batteries. Each has a FP of between 8 and 13. If a player acquires a Radio, it is placed in the Artillery Box closest to him (on one of the two corners of the map). Each player may have only one Radio in play at a time. A Radio is not a Weapon. See O17 and O18 for rules on Radio usage.
O16.2 Abilities
An advancing unit may: enter an enemy-occupied hex; exit off the enemy board edge; cross a Cliff hexside [T83] if it is not carrying a Weapon.
IMPORTANTNo Order may be given without the play of a Fate card from the hand and with that Orders name listed across the top. O14.2An announced Order must be performed in its entirety before the next Order is given or before the player announces the end of his Turn. This includes any Actions requiring that Order to be in effect. You cant activate two units to Move, move one, play a Rout Order on your opponent to get an enemy unit out of the way, then come back and move the other unit. O14.3Any number of Actions may be announced by either player during an Order as long as the prerequisites for those Actions are met. Any number of Events could also occur at random during an Order. If you activated a Leader and a Squad to Move, the Squad could move first and play one or more Smoke Grenade Actions before the Leader begins moving. O14.4 Once an Order is given, at least one of the units activated for that Order must physically carry it out. If a Move Order is given, at least one activated unit must physically cross a hexside into another hexyou couldnt give a Move Order for the sole purpose of playing an Assault Fire Action, for example.
13. Suppression
13.1 Placement
A Suppressed marker can be placed on a unit via the Cower [E51], Interdiction [E60] or Suppressing Fire [E75] Events, or due to a tie result during a Fire Defense [O20.3.4], Rally [O22.3] or Rout [O23.2] Roll.
O16.3 Restrictions
An advancing unit may not: enter an impassable hex [T79; T98]; enter or exit a Major Bridge hex [T80.1] across anything other than its Road/Rail hexsides; exit off the left, right or friendly board edge.
13.2 Effects
A unit with a Suppressed marker on it has -1 FP, -1 Range, -1 Movement and -1 Morale. Command is unaffected by being Suppressed. Weapons themselves cannot become Suppressed, but a Suppressed unit cannot fire any Weapon it possesses. The Wpn in the upper left corner of a Suppressed marker is there as a reminder.
O16.4 Melee
The essence of war is violence. Moderation in war is imbecility. John Arbuthnot Fisher At the end of any Order or die trigger that causes a hex to contain units belonging to both sides, a Melee ensues in that hex. If more than one hex contains a Melee, the active player selects the order in which they will be resolved, one at a time.
13.3 Removal
A Suppressed marker can only be removed from a unit at the beginning of a Recover Order, or if the unit is eliminated or exits the map. A Suppressed Squad that Deploys [E52] transfers its Suppressed status to only one of the two replacing Teams.
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either Battery Access or Fire For Effect. Battery Access may only be chosen if he has a broken Radio [12] in play. Fire For Effect may only be chosen if he has both an unbroken Radio in play and an unbroken Leader in play that has yet to be activated this Turn. If neither of these conditions exist, the Order cannot be given.
This roll is modified by any Hindrances along the way, as usual [10.3.1]. O18.2.2.1 HitIf the Targeting Roll secures a hit, the Artillery is accurate. Reveal the top card of the Fate deck and ignore everything but the two dice (this is NOT a roll, so no die triggers). Using the hex-compass on the map, each die will give the direction in which the SR will err: the SR moves one hex in the white dies direction, then it moves one hex in the colored dies direction. Yes, this could bring the SR right back into the same hexgood shot! O18.2.2.2 MissIf the Targeting Roll was a miss, the Artillery is inaccurate. Reveal the top card of the Fate deck and ignore everything but the two dice (this is NOT a roll, so no die triggers). Using the hex-compass on the map, the first (white) die gives the direction in which the SR will err. The second (colored) die is the distance in hexes the SR will travel in that direction. Yes, this could bring the SR right back on top of your own troopsbad shot! O18.2.2.3 Off-MapAny SR that errs off the map even if just briefly is removed with no further effect and the Order ends. And, due to artillerys 7-hex blast area (see below), a SR can occupy an otherwise impassable hex (such as a Blaze or Water Barrier).
O18.2.3 Impact
The hex into which the SR finally lands becomes the center hex of the activated Radios artillery impact area; in other words, the SRs hex and each adjacent hex will be affected. The active player determines the order in which these seven hexes are attacked, though each may only have a maximum of one such Impact Roll made against it. O18.2.3.1 Smoke BarrageIf, during the Spotting step, the active player announced Smoke instead of a normal artillery barrage, he simply places seven random Smoke markers on the mapone into the hex occupied by the SR and one in each adjacent hex. This ends the Order: remove the SR from the map. O18.2.3.2 Artillery BarrageIf this was not a smoke barrage, then each hex within the impact area that contains at least one unit or Fortification must have a separate Artillery Impact Roll made against it. Hexes within the blast area but void of units/Fortifications are not attacked. An Artillery Impact Roll follows the same rules and restrictions as for a Fire Attack Roll [O20.3.3 and O20.3.4] but, because Radios are not Weapons, a Jammed! trigger will not break the Radio. O18.2.3.3 vs FortificationsThe Artillery box on the Track Display lists a Fortification Vulnerability number for each Radio FP.
O18.2.1 Spotting
First, place the Spotting Round (SR) into any hex within the LOS of the Spotter: this will indicate the hex that is to be the intended center of the artillery bombardment. This hex can be an otherwise impassable hex (such as a Blaze or Water Barrier).
Spotting Round
O18.2.1.1 Smoke RoundsMost Radios are able to place Smoke in the targeted hexes instead of making Impact Rolls against them. This ability is available to any Radio with the word Smoke to the right of the Radio illustration. If the active player wishes to place Smoke, he must announce this decision aloud now; prior to making his Accuracy attempt.
O18.2.2 Accuracy
Once the SR has been placed, make a normal Targeting Roll [O20.2.3] using the range between the Spotter and the SRs current hex.
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If an Artillery Impact Roll is exactly equal to the Fortification Vulnerability number associated with that Radios FP, then any Fortification in the targeted hex is destroyed before any units therein make their Fire Defense Rolls. Also note that most Fortifications (Foxholes, for instance) have a +1 modifier to their Cover when targeted by artillery.
selects the target hex, prior to making the Targeting Roll. If smoke placement is announced in this manner, then a successful Targeting Roll will simply place a random Smoke marker into the targeted hex instead of using the Weap ons FP to make a Fire Attack Roll against it.
Morale modified by Command/Cover to a Fire Defense Roll to arrive at a Defense Total. If the firers Attack Total beats a units Defense Total, that unit breaks [3.2]. If the Totals are tied, a Moving target breaks while a non-Moving target becomes Suppressed [13]. Any other result will have no effect. This is how we make moving a bit more dangerous than remaining stationary: if the active players Moving units are being shot at via Opportunity Fire [A33], they will break on a tied result rather just becoming Suppressed.
O20. Fire
O20.1 Suspected Targets
For a Fire Order to be announced, at least one of the activated units (or its Weapon) must have an enemy unit within both its LOS and Range. You can activate Leader A to fire, who then activates Squad B. This is legal if Squad B is the only one of the two with both LOS and Range to an enemy unit. You could also activate a 2-Range Team to fire even if the nearest enemy unit is three or more hexes away if that Team was carrying a Weapon capable of firing at that enemy unit.
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(other than the fact that Jammed! triggers are found on extremely low rolls...).
E H J
Squad. The MG has 9FP (8; +1 due to Bolters Command). The Axis player plays a Sustained Fire Action [A41] for +2FP, then another one [A24.1] for another +2FP. To this is added a Fire Attack Roll of 16Event! for an Attack Total of 20, which is marked by placing the Attack Total marker in either 20 space of the Victory Track. FPlay now pauses in order for the Event to resolve [1.9.1.1]: the Axis player reveals his next Fate Card and gets the Interdiction Event [E60], allowing him to place a Suppressed marker [13] on the broken Squad he is firing at! GPlay resumes. The targeted Squads Morale is now 6 (8; -1 Road; -1 Suppressed) to which the Allied player adds a Fire Defense Roll of 12 for a Defense Total of only 9, eliminating it [3.2.4]. It is placed on the Casualty Track [4.2] and the Axis player gains 2 VPs [7.1]. HThe Mortar now fires at the US Team in N6. Being Ordnance [O20.2], it must first secure a hit before making a Fire Attack Roll. The distance to the target is 3 hexes so the Targeting Roll [O20.2.3] must be greater than 3, but the roll will be modified by -3 due to the intervening Smoke [10.3.1 and 10.3.4]. The Targeting Roll is 61 (6 [O20.2.3]), modified down to 3, so the shot barely misses and no Fire Attack Roll is allowed. This shot would have hit had there been no Smoke (or only a 1 or 2 Smoke) in the way. JFinally, the only enemy-occupied hex within both Range and LOS of the activated German Team is hex N7 but, because the Smoke reduces its 2FP to -1FP [10.3.2], the attack cannot be made [10.3.2.1] without help from Actions.
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O21. Move
Fuehrer, we are on the march! Victorious Italian troops crossed the Greco-Albanian frontier at dawn today! Benito Mussolini Units that are activated to Move can move from hex to hex across the map, expending MPs in each new hex that they enter. A unit has as many MPs to spend during a Move Order as its current Movement number, which can be modified by Command [3.3.1.2] or by having entered a Road hex [T93], among other things.
enter an impassable hex [T79; T98]; cross a Cliff hexside [T83]; enter or exit a Major Bridge hex across anything other than its Road/Rail hexsides [T80.1]; exit off the left, right or friendly map edge. Exiting a unit off the enemy board edge, however, will gain you victory points [7.2.1].
O23. Rout
Theyve got us surrounded again, the poor bastards. Creighton W. Abrams
O22. Recover
I dont measure a mans success by how high he climbs but how high he bounces when he hits bottom. George S. Patton
O23.1 Activation
When a Rout Order is announced, that player selects a player to be activated (either himself or his opponent) provided the chosen player has at least one broken unit in play [3.2] and that player has not been activated for a Recover [O22] or Rout Order previously in the same Turn. IMPORTANTThe broken units themselves are not activated during a Rout Order: only the player himself is. Thus no more than two Rout Orders could be played per Turnone targeting each player. Also, a friendly unit that just had a Rout Roll made for it could be activated for that players next Order, or vice versa.
O22.1 Activation
When a Recover Order is announced, that player selects himself to be activated provided he has at least one broken and/or Suppressed unit in play and he has not been activated for a Recover or Rout Order [O23] previously in the same Turn. IMPORTANTThe broken/Suppressed units themselves are not activated during a Recover Order: only the player himself is. Thus no more than one Recover could be played per Turn, as the player will have already been activated. Also, a unit affected by a Recover Order could be activated for that players next Order, or vice versa.
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ORDER RECOVER
ACTIONS
There are no absolute rules of conduct, either in peace or war. Everything depends on circumstances. Leon Trotsky
ACTION ASSAULT FIRE
Make one Fire Attack with any number of your units/Weapons with boxed Firepower that are currently activated to Move.
A24.2 TimingIf both players wish to perform one or more Actions (including Op Fire) at the same time, the inactive player must perform all of his Actions before the active player may play his first one. A24.3 ActivationWith the sole exception of Op Fire [A33], Actions that affect units do not activate those units like an Order would. Conversely, a unit that has already been activated by an Order/Op Fire Action can be the target of any number of (non-Op Fire) Actions. Except for A33 Opportunity Fire, the following rules for individual Actions [A25A41] need not be read and memorized your first time through the rules: most Actions are self-explanatory on the cards themselves. So this section can be safely ignored until the need arises for a clarification during actual game play. Actions are listed in alphabetical order for ease of reference.
O23.3 Retreating
When a Rout Roll is greater than the broken units Morale, it must Retreat a number of hexes equal to the difference. A player always Retreats his own units, even if his opponent gave the Rout Order. Each hex Retreated into must be closer to the controlling players board edge than the one it just left (in other words, there must be fewer intervening hexes between the unit and its friendly board edge in the hex it Retreats into than there are for the hex it Retreats out of). If already adjacent to its friendly board edge, the unit is eliminated (effectively retreating off the map). O23.3.1 TerrainMPs are not counted during a Retreat, so all terrain Move Costs are ignored. O23.3.2 Opportunity Fire Op Fire is not permitted against Retreating units. O23.3.3 WireA Retreat is allowed into and out of Wire without having to stop. O23.3.4 MinesMines attack Retreating units normally, both when they enter and/or leave a hex containing a Mines marker. O23.3.5 EliminationA Retreating unit is immediately eliminated if it is forced to Retreat: Off its owners friendly board edge; Into an enemy-occupied hex (it surrenders to them); Into an impassable hex [T79; T98]; Across a Cliff hexside [T83].
A29. Concealment
Concealment may only be played just prior to the player making a Defense Roll. EffectDetermine the Cover in the targeted hex and reduce the Fire Attack Total by that amount. If the firing player is using Spray Fire [A40], the Cover of either one of the targeted hexes may be used. All Cover modifiers such as for Roads [T93] or a Mortar attacking units in Foxholes [F102] are taken into consideration before reducing. Yes, Concealment is used after the targeted player knows the attack total. Maybe the firer only thought he saw gun flashes between those trees
A25. Ambush
Always mystify, mislead and surprise the enemy if possible. Thomas J. Jackson Ambush may only be played before dice are rolled during a Melee. The Inactive player must play all the Ambushes he wishes for that Melee before the Active player may play his first one. EffectThe opponent must select one of his units that is participating in the Melee and break it [3.2]. IMPORTANTAll Ambush effects are resolved before Melee FP is calculated. Note that both players can announce Ambush Actions. Note also that it is possible for both sides to be entirely eliminated via Ambush before the Melee Rolls would otherwise have been made.
A30. Crossfire
Crossfire may only be played just prior to the player making a Fire Attack Roll, and only when firing at one or more moving [O21] units. EffectIncrease the Fire Attacks FP by +2.
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A31. Demolitions
Demolitions may only be played when the opponent discards one or more cards due to passing [O15]. Involuntary discards due to an Event [E57 and E61] dont count. EffectEliminate one Fortification in any hex containing a friendly unit.
the expenditure of one or more MPs as a moving unit enters a new hex. This type of reactionary fire is termed Op Fire. Note that Fire Actions are listed across the top of any Fate card that has one, in the same position as for a Fire Order. As a reminder of its dual capability, the word Fire will, when appearing along the top of a Fate card, always be preceded by the words Order/Action.
A32. Dig In
Dig In may only be played at the end of a Game Time Advancement [6.1.2]. EffectPlace a Foxholes marker [F102] into a hex containing a friendly unit. The hex cannot be Water Terrain, and cant already contain a Blaze or another Fortification of any type.
A33.1 Prerequisite
A Fire Action may only be played during an opponents Move Order, and only just after
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NOTEIf a second Move Order was then announced by the Axis player activating Sergeant Biermann, the US Squad in L5 could not fire at him as he moved [see A33.2, second bullet, and the first gray box of A33.3].
1) make a roll on his nations Support Table; 2) From the column matching the roll, select one non-Radio item at no cost that is available for that scenarios year; 3) Place the selected unit (along with its Weapon, if any) into any hex that is: within his original set-up area; and contains no units of either side; and has a Cover of at least 1.
A38. No Quarter
No Quarter may only be played at the conclusion of a Melee by a German player if the opponent is playing Russia, or by a Russian player regardless of the opponents nationality. No Quarter may only be played if the player had at least one unit survive the Melee. EffectThe player gains 2 VPs.
And remember that two or more Smoke markers wont stack together; so after placing Smoke into Smoke, only the marker with the largest Hindrance will remain.
A37. Marksmanship
Untutored courage is useless in the face of educated bullets. George S. Patton Marksmanship may only be played just prior to the player making a Fire Attack Roll. The attack must include a firing Squad or Team of the indicated nationality. EffectIncrease the Fire Attacks FP by +2.
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ORDER RECOVER
EVENTS
Once again, it was a tactical situation which was beyond my capacity to envisage, but which just had to be accepted since it was therealong with all the other unexpected and apparently impossible situations which had confronted us throughout the campaign and ACTION which were dealt with or avoided on the ASSAULT FIRE spur Make of the moment. one Fire Attack with any number of your
into which a Blaze spreads must be removed by their owners and placed into any adjacent hex not containing impassable terrain. They are eliminated otherwise.
units/Weapons with boxed Firepower that areChariots Major Robert Crisp, Brazen currently activated to Move.
EVENT
Shellholes
E50. Commissar
It takes a very brave man not to become a Hero of the Soviet Union. Josef Stalin When this Event occurs, the Russian player must select one of his broken units [3.2] and make a roll for it: If the roll is greater than its Morale, it is eliminated. If the roll is less than or equal to its Morale, it Rallies [3.2.5].
Hex:
Events are never played from the hand: they only occur via certain rolls, whereupon normal game play immediately pauses so that that player can reveal the top card of his Fate Deck then read aloud and execute the listed Event. IMPORTANT Ignore any portion of an Event that is impossible to fulfill given current game conditions, while performing those parts that are possible, if any. When an Event lists more than one activity to perform, they are performed in the order stated within the Event itself. Die triggers are always ignored during any die roll occurring during an Event. The following rules for individual Events [E43E77] need not be read your first time through the rules. Most Events are selfexplanatory on the Fate cards themselves, so this section can be safely ignored until the need arises for a clarification during actual game play. The various Events are described in detail, below, and are listed in alphabetical order for ease of reference.
Roll:
Jammed!
E46. Blaze
When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and does not already contain a Blaze, place a random Blaze marker [10.2.1] into it. Remove any Smoke or Fortification marker from the hex. Each unit in the hex must be removed by its owner and placed into an adjacent hex not containing impassable terrain (inactive player first). They are eliminated otherwise.
E51. Cower
In battle the unusual is met usually, and the abnormal becomes the normal. Soldiers may act like lions and then like scared hares within the passage of a few minutes. S.L.A. Marshall When this Event occurs, the receiving player must place a Suppressed marker [13] on each of his friendly Squads without one that is currently outside the Command Radius [3.3.1.1] of a friendly Leader.
E52. Deploy
Listen up! I need five volunteers.
E52.1When this Event occurs, the active player may select one friendly Squad on the map. If he does, the Squad is removed from its hex, placed back in the countermix, and replaced with two Teams of the same quality (Green, Line or Elite) as that players OB. E52.2These Teams enter play broken if the Squad was broken [3.2]. If there was a Weapon, Suppressed and/or Veteran marker on the Squad, only one of the two Teams retains the marker. Finally, these Teams are treated as being the same unit from which they were createdso if the Squad had been activated for an Order previously that Turn, they are considered to have been activated as well; and any pending results against the Squad (such as becoming Suppressed, broken or eliminated) will immediately affect both Teams equally.
E48. Breeze
When this Event occurs, remove all Smoke markers from the map. Then place a random Blaze marker [10.2.1] into each non-Water hex that is both adjacent to and downwind of an existing Blaze marker. The downwind direction is stated in the Event as a number between 1 and 6, which corresponds to the hex compass on each map. Any units in a hex
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Turning one Squad into two Teams gives you a bit more flexibility in movement, stacking, and garrisoning Objectivesand can also increase your net FP when part of a larger Fire Group. The drawback is usually weaker stats, the loss of boxed stats, and because there are two where once there was one they become harder to control without a friendly Leader nearby.
he does, he may Rally [3.2.5] one broken unit in that placement hex.
E61. Interrogation
Counter intelligence means that you hope youre smarter than your adversary but wont know for certain unless one of you ends up dead. When this Event occurs, the opposing player must show the receiving player all the cards in his hand. The receiving player may choose one of those cards. If he does, that card is placed in the opponents discard pile.
E58.1 Heroes
E53. Dust
I couldnt see my hand in front of my face. Lucky for me, the enemy couldnt see my hand in front of my face, either. Private Adamson When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and doesnt already contain a Blaze marker, he selects a random Smoke marker and places it there.
Heroes are Leaders [3.3] in every respect, with two exceptions: A Hero never earns its owner exit VPs nor does the opponent ever gain VPs for its elimination. An exited/eliminated Hero is always put back in the countermix, never onto the Casualty Track. A Hero may be activated more than once per Turn, thus allowing it to perform more than one Order per Turn. Heroes enjoy running full speed up an open road towards an Objective hex. They also love to charge machine gun nests in order to take them out in close combat. Other useful tasks for Heroes will no doubt be discovered by the player well-versed in Hollywood war movies.
E62. KIA
When this Event occurs, the receiving player must select one broken unit (enemy or friendly) and eliminate it.
E63. Malfunction
E54. lan
Either I will find a way, or I will make one. Philip Sidney When this Event occurs, the receiving player moves his Surrender marker into the next higher space on his side of the Casualty Track.
Every regiment had already lost 500 men to frostbite the machine guns were no longer able to fire. Heinz Guderian When this Event occurs, the receiving player must determine a Random Hex [1.8]. The unbroken Weapon (enemy or friendly) that is closest to that hex breaks. In case of a tie, the player drawing the Event chooses which will be affected.
E59. Infiltration
When I began to use my cricket, the first man I met in the darkness I thought was a German until he cricketed. We threw our arms around each other, and from that moment I knew we had won the war. Maxwell D. Taylor When this Event occurs, the receiving player performs the following steps: 1) Make a roll on his nations Support Table; 2) From the column matching the roll, select one non-Radio item at no cost that is available for that scenarios year; 3) Determine a Random Hex [1.8]; 4) Place the selected unit (along with its Weapon, if any) in or adjacent to that hex. Stacking limits [8] must be observed, and the unit cannot be placed in an impassable hex (such as a Blaze or Water Barrier).
E55. Entrench
When this Event occurs, the receiving player may place a Foxholes marker into any friendly-occupied, non-Water hex not already containing a Fortification.
E64. Medic!
No guts, no glory. When this Event occurs, the receiving player must select one broken unit (enemy or friendly) and Rally it [3.2.5].
E60. Interdiction
Mussolini is quite humiliated because our troops have not moved a step forward. Even today they have not succeeded in advancing and have halted in front of the first French fortification which put up some resistance. Count Galeazzo Ciano When this Event occurs, the receiving player must select one unsuppressed unit (enemy or friendly; broken or unbroken) that occupies a hex with Cover less than 1 and put a Suppressed marker [13] on it.
E58. Hero
A true knight is fuller of bravery in the midst, than in the beginning of danger. Philip Sidney When this Event occurs, if the receiving players Hero unit [E58.1] is not already on the map, he must place it into any friendly hex. If
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If it somehow wasnt a good idea before, try to keep your broken units far away from enemy units.
E67. Reconnaissance
Many intelligence reports in war are contradictory; even more are false, and most are uncertain. Karl von Clausewitz When this Event occurs, the opposing player must select and reveal one of his unrevealed secret Objective chits, if any. The revealed chit becomes an open Objective for the remainder of the game. Remember to award any VPs corresponding to that chits mapboard Objective(s) to their current controller right away.
E73. Shellholes
When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and does not already contain a Blaze or Fortification of any kind, place a Foxholes marker into it [F102].
TERRAIN
The roads that were nice and red and thick on the map turned out to be tracks. Gerd von Rundstedt
E68. Reinforcements
If the General insists on my counterattacking immediately then I must insist on receiving some armor and artillery assets sooner than immediately. Colonel Melvin Hale When this Event occurs, the receiving player performs the following steps: 1) Make a roll on his nations Support Table; 2) From the column matching the roll, select one item at no cost that is available for that scenarios year; 3) If a Radio is selected, he places it in his (empty) Artillery Box. If a unit is selected, he places it (along with its Weapon, if any) into any hex along his friendly board edge. Stacking limits [8] must be observed, and the unit cannot be placed in an impassable hex (such as a Blaze or Water Barrier).
E69. Rubble
When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and does not already contain a Blaze or Fortification of any kind, place a Wire marker into it [F106].
E70. Sappers
When this Event occurs, the receiving player may remove either one Mines marker or one Wire marker from the map.
E71. Scrounge
When this Event occurs, the receiving player may select one eliminated Weapon (enemy or friendly) from the Casualty Track and return that Weapon to play under the control of one of his units currently without a Weapon.
T78.3 Cover
Each terrain lists a Cover in the form of a whole number, which may be negative. At all times and for all purposes, Cover directly modifies the Morale of every unit in the same hex. Cover is never cumulative, however, so a player must choose only one instance of Cover to apply if more than one is present.
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A Team has a printed Morale of 7. If it occupied a Brush hex, its Morale would be 8 (7; +1 for the Cover of the Brush). If an enemy Squad shoots at the Team across a Wall hexside, the Team can choose to instead use the (alternate) 2 Cover of the Wall, giving it a Morale of 9 for that attack. If that Team was stacked with a Foxholes marker, the owning player could choose to ignore both the 1 Cover of the Brush and the 2 Cover of the Wall and instead add the 3 Cover of the Foxholes, giving it 10 Morale.
T81. Brush
MOVE COST: 2 COVER: 1 LOS: 3 Hindrance
T82. Building
MOVE COST: 2 COVER: 3 LOS: Obstacle; creates one Blind Hex [T88.4.1] Building ObjectivesIf a mapboard Objective [2.3] occupies a building hex, and that building spans two or more hexes, the Objective is considered to be the entirety of that building (that is, every hex that it occupies), not just the hex containing the Objective number.
brown), 3 (medium brown) or 4 (dark brown). Therefore, a unit on a Hill is above any terrain occupying either a ground-level hex or a Hill hex of a lower level. A Hill hex functions exactly like any other ground level hex except as modified below.
T78.4 LOS
Each terrain lists whether it is an Obstacle, Hindrance or Clear. Obstacles block same-level LOS. Obstacles usually create one Blind Hex [T88.4.1] to a higher-level observer. Hindrances reduce the FP of same-level fire attacks traced through them. Clear terrain has no affect on LOS. See the LOS rules [10] for more detail. The various types of terrain are described in detail, below, and are listed in alphabetical order for ease of reference. The information that follows is also shown graphically on the Terrain Chart located on one side of the player aid sheet.
T83. Cliff
MOVE COST: Impassable; CLIMBING: a unit without a Weapon may Advance [O16] across a Cliff hexside. COVER: none LOS: Clear
T84. Fence
MOVE COST: +1 when crossing. COVER: none LOS: 1 Hindrance; or Clear if the Fence is one of the six hexsides of the sighting or target hex.
T79. Blaze
MOVE COST: Impassable COVER: Impassable LOS: Obstacle (at all levels)
T85. Field
MOVE COST: 1 COVER: 0 LOS: 1 Hindrance
T80. Bridge
MOVE COST: (see below) COVER: 2; but note that a Road [T93] will usually drop this to a net Cover of 1 LOS: 1 Hindrance
T86. Gully
MOVE COST: 2 COVER: 1; though a unit in a Gully cannot be seen except from an adjacent hex or a hex at a higher elevation [T88], and vice versa. LOS: Clear
T87. Hedge
MOVE COST: +1 when crossing. COVER: none; or 1 if a Fire Attack crossed the Hedge as it entered the target hex (not applicable when defending against Mortars or Artillery). LOS: Obstacle; or Clear if the Hedge is one of the six hexsides of the sighting or target hex.
T88. Hills
Due to the relative complexity of Hills, new players may want to play their first few scenarios on those boards without Hills. The standard buff-colored Open Ground hex in Combat Commander is said to be at level 0 or ground level. Hills can then be thought of as being at levels 1 (tan), 2 (light
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A unit on a level 1 Hill can see past (over) an intervening building at level 0 to another unit on a distant level 1 Hill. If the building were also on a Hill, however, that LOS would be blocked. A Blaze marker, however, always blocks LOS through its hex, regardless of the sighters or targets elevation. The obstacle that a Blaze marker creates is considered to be at a height sufficient enough to affect any possible LOS that can be represented in the game.
T95. Stream
MOVE COST: 3 COVER: -1 LOS: Clear WATER TERRAIN: No Weapon of any kind may fire from a Stream hex. No Blaze, Smoke or Fortification of any kind may ever occupy a Stream hex.
T91. Orchard
MOVE COST: 1 COVER: 1 LOS: 2 Hindrance
T92. Railway
MOVE COST: 1 if travelling along the Railway depiction (that is, the moving unit crossed a Railway hexside as it entered the hex); otherwise depends on other terrain in the hex. COVER: Depends on other terrain in the hex. LOS: 1 Hindrance; or Clear if the LOS proceeds directly along the Railway depiction.
T96. Trail
MOVE COST: 1 if traveling along the Trail depiction (that is, the moving unit crossed a Trail hexside as it entered the hex); otherwise depends on the other terrain in the hex. COVER: Depends on other terrain in the hex. LOS: Depends on other terrain in the hex.
T93. Road
MOVE COST: 1 if travelling along the Road depiction (that is, the moving unit crossed a Road hexside as it entered the hex); otherwise, it depends on the other terrain in the hex. A unit gains +1 to its Movement number as long as it entered a hex containing a Road at any point during a Move Order. This bonus ceases at the conclusion of that Move Order. The unit need not have entered the Road hex via a road hexside to gain the bonushere we can assume that crossing a road is also quick and easy to do. COVER: none; however, the Cover of any other Fortification or Terrain within a hex containing a Road is decreased by 1. So a Building hex with a Road going through it has a Cover of 2 (3 for the Building; modified by -1 for the Road). A German Squad with a printed Morale of 7 in an Open Ground hex containing a Road will be at -1 Cover and therefore have 6 Morale for all purposes. If Foxholes [F102] were later placed in that hex, it would have a Morale of 9 (7; +3 Foxholes; -1 Road). LOS: Clear if the LOS proceeds directly along the Road depiction; otherwise depends on the other terrain in the hex.
T97. Wall
MOVE COST: +1 when crossing. COVER: none; or 2 if a Fire Attack crossed the Wall as it entered the target hex (not applicable when firing Mortars or Artillery). LOS: Obstacle; or Clear if the Wall is one of the six hexsides of the sighting or target hex.
T99. Woods
MOVE COST: 2 COVER: 2 LOS: Obstacle; creates one Blind Hex [T88.4.1] AIRBURSTS: The Fire Attack Total of any Mortar or Artillery attack against a Woods hex is always increased by 2. So a 6-FP Mortar that fires into a Woods hex and makes a Fire Attack Roll of 7 would have an Attack Total of 15 instead of 13. Shells fired at a high altitude such as from mortars and distant artillery batteries had a tendency to explode in the treetops. When this happened, the troops below would be subject to flying splinters and tree branches in addition to the shell blast that was not muffled by contact with the earth.
T89. Marsh
MOVE COST: 3 COVER: 0 LOS: 1 Hindrance WATER TERRAIN: No Weapon of any kind may fire from a Marsh hex. No Blaze, Smoke or Fortification of any kind may ever occupy a Marsh hex.
T94. Smoke
NOTE: Before beginning play, all the Smoke/Blaze markers should be placed into an opaque cup so that they may be drawn at random when called for during play. MOVE COST: Depends on other terrain in the hex. COVER: Depends on other terrain in the hex. LOS: 1-10 Hindrance into or out of or through [10.3.4].
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FORTIFICATIONS
He who defends everything defends nothing. Frederick II
or is about to exit, a hex containing Mines. Units that were already in a Mines hex at the moment another unit Moves/Advances/Retreats into or out of it is immune to that Mine Attack.
F104. Pillbox
A Pillbox gives the hex it occupies an alternate Cover of 5 (6 instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex. During Melee, the side that was the last sole occupant of a Pillbox hex wins if the Melee totals are tied.
CREDITS
Game Designer Chad Jensen Development Chad & Kai Jensen Series Developer John A Foley Art Director Rodger MacGowan Box Art & Packaging Design Rodger MacGowan Cards Mark Simonitch and Chad Jensen Counters Lee Brimmicombe-Wood and Chad Jensen Maps Leland Myrick and Chad Jensen Rules & Player Aids Chad Jensen Proof-reading Rick Young, Troy Nichols, David Fristrom, Jeff Paul, Jerry Tresman, Richard Wagoner, Jake Thornton, Kris Adamson and Joe Keller Play Testers Mark Beyak, Alex Ostroumov, Kris Adamson, Samuel Farinato, Dusty Divine, Joe White, John Zrimc, Troy Nichols, Jordan Nichols, Derek Nichols, Steve Sal Salkovics and Martin Scott Production Coordinator Tony Curtis
F101. Bunker
A Bunker gives the hex it occupies an alternate Cover of 6 (7 instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex. During Melee, the side that was the last sole occupant of a Bunker hex wins if the Melee totals are tied.
F105. Trench
F105.1 General Rules
A Trench marker gives the hex it occupies an alternate Cover of 4 (5 instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
F102. Foxholes
A Foxholes marker gives the hex it occupies an alternate Cover of 3 (4 instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
F103. Mines
F103.1 General Rules
A Mines marker occupying a hex will attack any unit (enemy or friendly) that Moves, Advances or Retreats into or out of that hex. Units moving together are attacked with a single roll; otherwise a separate Mine Attack should be made against each unit as it enters,
F106. Wire
F106.1 General Rules
A Wire marker sharing a hex with one or more units affects those units by reducing their FP,
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Producers Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan and Mark Simonitch
INDEX
Action Listings........................... pp 15-17
Actions................................. glossary; 1.6; A24
capability..................................................5.2 during Orders. ......................................O14.3 min. Firepower...........10.3.2.1; O20.3.2 box movement timing. ................................O21.6 Opportunity Fire.....................................A33
Range
and Targeting....................................O20.2.2 on unit. ...................................................3.1.2 on Weapon.............................................. 11.1
Hills . ..........................................................T88
and blind hexes................................. T88.4.1
Hindrances................................................. 10.3
and Fire Attacks. ..............................O20.3.2 and Hills.............................................. T88.5 and Targeting....................................O20.2.3
Recover...................................................... O22 Reinforcing units. .......................... 6.1.2 step #5 Retreating................................................ O23.3 Revealing cards............................................ 1.3 Rout ........................................................... O23 Satchel Charge .................. 11.6; Track Display Sequence of Play. ........................................... 5 Smoke...................................8.1.4; 10.3.4; T94 Sniper! trigger........................................ 1.9.1.3 Spotting Round (SR). ........... glossary; O18.2.1 Stacking.......................................................... 8 Sudden Death. ................................... 6.2; 6.3.2 Suppressed.................................................... 13
creation of . ...........................A39; E53; E77 Rounds.......... O18.2.1.1; O18.2.3.1; O20.2.1
Broken
Radios......................................... O17; O18.1 units..........................................................3.2 Weapons. ................................................11.4
Leaders......................................................... 3.3 Line of Sight (LOS)...................................... 10 Maps............................................................... 2 Melee...................................................... O16.4 Mines............................... F103; Track Display
placement................................... A35.2; E47 and Retreating..................................O23.3.4 Leader Table...................................Playbook
Surrender. .......................................... 4.2; 6.3.1 Targeting. ................................................. O20.2 Time (and the Time Track).............................. 6 Track Display ................................................. 4 Trench ............................. F105; Track Display
and Movement................................... F105.2 Time Advance........................................6.1.2 Time! trigger.......................................1.9.1.4
placement ...............O20.3.4; O22.3: O23.2; ............................................... E51; E60; E75 removal . ....................................13.3; O22.2
Command Confusion.........................O19; A28 Compass. .................................................. 2.2.2 Cover. .......................................................T78.3 crest line................................................ T88.3.1 Die rolls. ....................................................... 1.9
Artillery Accuracy............................O18.2.2 Artillery Impact................................O18.2.3 cancellation of (re-roll). ............................9.1 Fire Attack........................................O20.3.3 Fire Defense.....................................O20.3.4 Melee................................................O16.4.2 Rally....................................................O22.3 Rout.....................................................O23.2 Sudden Death........................................6.2.2 Targeting...........................................O20.2.3
Events. .................................. glossary; 1.7; E42 Exiting the Map........................................... 7.2 Fire ........................................................... O20
involuntarily...........................7.2.2; O23.3.5 voluntarily. .....................7.2.1; O16.2; O21.4 Event! trigger. .....................................1.9.1.1
Firepower (FP)
Activation............................................ O20.1 Fire Attack...........................................O20.3 Fire Defense.....................................O20.3.4 Fire Groups. ..................................... O20.3.1 Opportunity Fire.....................................A33 Ordnance Targeting.............................O20.2 on Radio....................................................12 on unit. ...................................................3.1.1 on Weapon.............................................. 11.1
Ordnance....................................... see Weapons Pillbox ............................. F104; Track Display Posture.......................................... glossary; 1.1 Radios........................................................... 12
placement................................... 2.2.3; 8.1.2 usage..................... O17; O18; Track Display