Sherman Leader
Sherman Leader
Sherman Leader
1 • Introduction
You are the commander of an American army combat
Sequence of Play ....................................2
group in WWII. You will take command in the hardest
Campaign Set-Up ..................................2 fought campaigns from 1942 North Africa to the final
Start of Week ........................................10 assault into Germany in 1945!
Pre-Combat ..........................................11 Each of your Campaigns involve both operational and
Combat..................................................14 tactical decisions. At the start of a Campaign, you select
Post-Combat ........................................19 the Units and Commanders to make up your force. During
each Week of the Campaign, you decide which enemy
End of Week..........................................20
Battalions to attack, which of your forces to allocate, and
End of Campaign ..................................22 then resolve each battle using the tactical battlefield.
Optional Rules ......................................22
Your Commanders gain Experience with every battle, but
Credits ..................................................22 they also suffer Stress. Each Week, you must decide how
Sample Game ......................................23 hard to push your men to achieve Victory.
• Sequence of Play • Campaign Set-Up
This rulebook is organized according to this Sequence of Tactical Display Sheet
Play.
Campaign Set-Up
Select Campaign Card
Select Objective Card
Draw Battalion Cards
Buy Units
Select Commanders
Start of Week
Special Condition Card
Assign Units
Pre-Combat
Event Card
Place Turn Counter
Place Terrain Tiles Place the Tactical Display Sheet on the table in front of
Place Friendly Units you. Use this Display to resolve the Combat steps of each
Unit Advancement Battle.
Place Enemy Units
The parts of the Tactical Display Sheet are as follows:
Unit Advancement
1 - Battlefield Area
Combat 2 - Card Areas
Fast Move and Attack 3 - Turn Track
Roll for Enemy Move 4 - Sequence of Play
Enemy Actions 5 - Initial Enemy Placement Diagram
Slow Move and Attack 6 - Operational Map
Advance Turn Counter 7 - Enemy Operational Movement Chart
8 - Enemy Tactical Movement Chart
Post-Combat Headquarters Sheet
Event Card
Place the Headquarters
Battalion Status
Sheet next to the
Record Commander Stress
Tactical Display Sheet.
Record Commander Experience Points
This sheet shows the
Tank types you will
End of Week encounter during your
Move Battalions Campaign, and general
On Leave information you will
Adjust Special Option Points need, as well as areas
Repair/Replace to place some of your
Priority R&R cards.
End of Campaign
Campaign Outcome
2
Cards Tactics - Used to record the number of times
Separate the cards by type: Unit cards, Commander your Commanders and Units can use Tactics
cards, Campaign cards, Objective cards, Battalion cards, in a Battle.
Event cards, and Special Condition cards.
Enemy Unit - The background color
indicates the Unit’s country.
German counters have a gray
background and Japanese
counters have a green background.
4
9 - Country start of the Campaign.
The country’s flag shows which forces you
will be fighting against. You purchase Units with your Special Option points. SO
points may also be expended during Special Conditions
Example: If you choose the North Africa 1942 and Events.
Campaign, you will fight against German forces.
Record your starting SO points on the Player Log.
Enemy Tank Counters
3 - Weeks
Once you have chosen You have the designated number of Weeks to complete
your Campaign’s year, the Campaign.
reference the
Record the number of Weeks on the
Headquarters sheet, and
Player Log. You’ll also record each
place the designated type
Week’s activities on the Player Log.
and number of Enemy
Tanks into a cup. 4 - Weekly SO Points
At the end of each Campaign Week, you gain this number
When the Enemy
of SO points. Record this number on the Player Log
Battalion card calls for
Sheet.
Tanks, draw the Tank
counters from this cup. 5 - Battalion Point Value
This number shows the total value of Enemy Battalion
Example: When playing a
1942 Campaign against
Victory Points you randomly draw at the start of the
Germany, place 7 Pz IIIs, 2 Pz Campaign.
IVs, and 2 StuGs into a cup.
6 - Special Notes
Select Objective Card Each Objective card has specific rules that modify your
Campaign.
Choose the Objective card you would
like to use and place it on the 7 - Evaluation
Headquarters sheet. The Victory Point chart shows how well
you are doing in the Campaign. You
These cards show information specific to score Victory Points (VPs) when you
your chosen type of Objective. Destroy enemy Battalions. As you play
the Campaign, compare the number of
Victory Points you have earned to the
Evaluation Chart on the Objective card.
1 - Battalion Name
2 - Starting SO Points
Each Objective card 2 - Enemy Units
specifies the number of Lists the quantity and
Special Option points (SO types of Enemy Units
points) you have at the present in the Battalion.
beginning of the These are the Units fight
Campaign. on the Battlefield area of
the Tactical Display Sheet.
This number is modified
by the SO points shown Example: When fighting the Large Tank Force, you encounter the
on your Campaign card. 18 Enemy counters listed on the Battalion card.
Example: If the Objective card notes 45 SO points, and the
Campaign card notes +42 SO points, you get 87 SO points at the
5
3 - Battalion Designation reduced to Half.
A - Assault Battalions: These Battalions
advance quickly on the Operational and Example: “2XP” is in yellow.
You still gain 2 extra XP when
Tactical maps.
you Destroy the Battalion,
S - Supply Battalions: These Battalions usually even if it has been reduced
to Half in the past.
add or subtract from your SO points.
Example: This Bldg Counter is worth 4 points. Draw one card from the Assault deck,
then another card from the Assault deck,
Example: If, at the end of the Battle there are 10 or then one card from the Supply deck, and
more points of Enemy Unit counters remaining on the finally one card from the Command deck.
Battlefield, the Battalion is still at Full strength. If that
Repeat the cycle as needed.
number is from 9 to 5 points, the Battalion is reduced to Half
strength. If there are 4 or fewer points remaining, the Battalion has Once you draw a Battalion card and its Battalion
been Destroyed.
point value brings the total equal to, or in excess
5- Battalion Point Value of, the Objective card’s Battalion point value,
This number shows the Battalion’s point value. You use stop drawing Battalion cards. The Battalion
this number when drawing Battalion cards for a cards drawn, including the last card drawn, are part of
Campaign, and you earn this number of Victory Points by your Campaign.
Destroying the Battalion card.
Example: You are playing an Objective
6 - Placement and Special Notes with 23 Battalion points. You draw an
Assault Battalion worth 3 points, another
Assault Battalion worth 4 points, a
Support worth 2 points, a Command
worth 5, an Assault worth 5, an Assault
worth 3, and a Support worth 2. You
have now drawn 24 points of Battalions,
Each Battalion card so you stop drawing. These are the
designates which Battalions in your Campaign.
Operational Map’s Range
Band it starts in. Set aside the remaining Battalion
cards. You will not use them during
Example: A Battalion card has the Campaign.
the Enemy Transit trait. Place its
Battalion counter in the Enemy Transit Range Band on the Tactical The designation on the
Display Sheet. Battalion card
corresponds to a Battalion
Any Special Conditions specific to this Battalion card are counter.
also noted here. Unless the note specifies otherwise,
Special Notes only affect this Battalion card. Find the counter for each Battalion
appearing in your Campaign. For
Ignore the Special Note text on a Battalion card that has easy reference, the Battalion’s Victory
been reduced to Half. Point value is printed on each
counter.
Exception, some Battalion cards have yellow Special Note
text. Yellow text still applies when the Battalion has been Place the Battalion counters on the Tactical Display
6
Sheet’s Operational Map. Each Battalion card designates 3 - Unit Number
where on the Operational Map the counter is placed. The This number is also found on a Unit counter.
Battalion counters are placed with their Full Strength side The Unit card is placed in front of you on the
facing up. table, and the Unit counter will be placed on
the Terrain tiles during Combat.
Example: The
1S Supply 4 - Special Option Points
Convoy is Spend this number of SO points to purchase this Unit.
placed in the
Enemy 5 - Unit Type
Breakthrough Units have the following types: Armor, Light Armor,
band on the
Artillery, and Infantry.
Operational
Map. 6 - Special Notes
Place the Any Special Notes pertaining to this Unit are noted in this
Battalion area.
cards on the -X Attack when Moving: If the Unit Moves and
Attacks during the same step, subtract the noted
Headquarters Sheet in the area for Battalion cards. value from each of its Attack rolls.
8 - Attack
You must roll these numbers or higher on any of your
Attack dice to Destroy an Enemy Unit.
9 - Range
The parts of a Unit card are as follows: This Unit can attack Enemy forces in any hex within its
Attack Range. Some Units cannot Attack at Range 0 (in
1 - Unit Name their own hex).
2 - Service Life Example: A Unit has an Attack Range of 1-3. It cannot Attack at
The years this Unit was in service. Range 0. It can attack 1, 2, or 3 hexes away from its hex.
7
10 - Defense 1 Green Commander.
Roll this number or lower to negate each successful
Enemy Attack rolled against the Unit. Each Commander card has two sides that show different
Experience Levels. Each Commander’s Name has 3 cards
Example: A Unit has a Defense of 2. An Enemy Unit rolls two with a total of 6 Skill Levels.
Attacks against it, gets lucky, and they both hit. Roll a die for each
of the 2 successful Attacks. A roll of 1 or 2 negates an Attack. A Commander can only
Command the type of Unit listed
11 - Target Type on his card.
Each Unit can be attacked by either AP (Armor Piercing),
or HE (High Explosive) Attacks. Example: If you purchased 2 Armor
Units, 1 Light Armor Unit, 3 Infantry Units, and 1 Artillery
Record on the Player Log the Unit, you must select 2 Armor Commanders, 1 Light Armor
SO points you spent on Units. Commander, 3 Infantry Commanders, and 1 Artillery Commander.
Find the Unit counters that have Commanders are not permanently assigned to a specific
the same Unit numbers as the Unit cards you selected. Unit. They can Command any Unit of that type.
Place the Unit counters near the Tactical Display Sheet.
Select the Commander cards you would like to have in
Place the Unit cards on the Headquarters sheet. your command. You may not choose more than one card
with the same Commander’s Name.
We suggest a balanced selection of Units.
The parts of a
For example: 2 or 3 Armor, 1 or 2 Light Armor, 2 or 3 Commander’s card are as
Infantry, and 0 or 1 Artillery. Also, be sure and leave a few follows:
SO points unspent, to purchase Support forces, Promote
your Commanders, or save them for future uses. 1 - Commander’s Name
Spotter: The Unit ignores blocking Line of Sight You can use each Truck once each Week and you can
Terrain hexes. assign multiple Trucks to a single Battalion.
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The counter mix does limit your purchases. Choose which Battalions you will Attack during this
Campaign Week. Then, select the Units and Commanders
Scouts that will Attack each Battalion, and place their cards
Each Scout counter costs 1 SO point. Each together for later use. Each Unit assigned to a Battle must
Scout assigned to an Enemy Battalion adds 1 have a Commander of the same Type.
Battle Turn to the Battle.
Example: To attack Battalion 9A, I assign: Rifle Team #902
You can use each Scout once each Week, and commanded by Reisner, Machine Gun Team #921 (Sanders),
Mortar Team #931 (Kolchak), Experienced Anti-Tank Team #1111
you can assign multiple Scouts to a single Battalion.
(Red Tree), M3 Scout Car #301 (Henders), M4 Sherman (75mm)
You may also purchase Scouts during the Repair/Replace #042 (Eandi), and M3 Halftrack #501 (Blair).
step each Week. You may not assign Unfit or Wounded Commanders to a
Battle. You may not assign Vehicles with Engine or
The counter mix does limit your purchases.
Suspension Damage to a Battle.
Enemy Units Assign Trucks and Scouts to the Battalions you are
Gather the Enemy Unit counters for your selected attacking this Week.
Campaign.
Select the Battalion you would like to
fight first for the Week. Write the number
of the Battalion you have chosen to
Attack on the Player Log in the Battalion
Target box. Place the Battalion card you
Germany Japan have chosen to attack in the Battalion
card box on the Tactical Display Sheet.
Place the Enemy Unit counters to the side of the Tactical
Display Sheet. You will use them during the Combat steps. On Leave
Record on the Player Log the number of SO points you You may choose to leave some Commanders, and their
spent on Trucks, Scouts, and Promotions. Units, out of the Week’s Battles. These Commanders are
assumed to be On Leave and will regain 4 Stress points at
Write the number of remaining the end of the Week.
SO points in the SO points box
of the first column. Operational Move Cost
The Operational Map is broken into Range Bands. If you
This completes the Set-Up steps. You are now ready to assign Units to attack Enemy Battalions in their Enemy
start your Campaign. Transit, Enemy Rear, or Enemy Breakthrough Range
Bands, you must immediately pay SO points.
Special Condition Card Enemy Rear: If you attack a Battalion in their Rear area,
you must pay 2 SO points when you assign Units.
Draw a card from the Special Condition
deck on the Tactical Display Sheet and Enemy Breakthrough: If you attack a Battalion in their
follow the card’s directions. Breakthrough area, you must pay 3 SO points when you
assign Units.
Unless the card text says otherwise, the
Special Condition applies to all of the Example: You attack a Battalion in
Battles fought during the Week, and the Enemy Rear, you must pay 2 SO
takes effect immediately. Any costs must points.
also be paid immediately.
Remember to pay 2 fewer SO
points for each Truck you
Assign Units assign to the Battalion.
Each Week, you will need to attack 1 to 3 Enemy
Battalions to do well in the Campaign. Compare the Perform the Pre-Combat,
Victory Points you will earn by Destroying each Battalion Combat, and Post-Combat
to the Evaluation chart on the Objective card to get an steps for each Battle before
idea of which Enemy Battalions you need to Destroy moving on to the next Battle.
during the Campaign.
10
• Pre-Combat The 6 Tiles form your Battlefield for the Battle.
Perform the following steps at the start of each Battle. Each Tile has an arrow. Place the
Tiles on the Tactical Display Sheet
Event Card with all arrows pointing toward the
Draw an Event top edge of the Tactical Display
card, and apply Sheet.
the effects of the
top section. Each Tile is divided into 4 hexes.
If all the hexes in the top or bottom rows contain Gather the Enemy Unit counters for
Impassable hexes, pick up the tiles and layout a new set. the Battle. Enemy Units have two
sides, an Active side and a
You cannot place your AP Units in Impassable hexes. Destroyed side.
If an Enemy AP Unit is to be placed in an Impassable hex, Roll a die for each Enemy Unit to determine its hex
place it in the closest non-Impassable hex. If there is more placement.
than one hex equally close, you choose the hex.
The Initial Enemy Placement
Place Friendly Units Diagram on the top of the
Gather the Unit cards and counters, as well as their Tactical Display sheet
Commanders, and place them next to the Tactical Display represents the top 2 rows of
Sheet. Place your Unit counters in any hexes in the the Battlefield.
bottom row. Place the Enemy Unit counters on the Battlefield with their
You may issue each of your AT and MG Units 1 Move Active sides up.
Order. Example: I gather the 12
Enemy Units for the Fast
You may issue each of your Rifle Units 1 or 2 Move Assault Battalion and roll
Orders. a 10 sided die for each.
The first die roll is a 3, so I
Move up to the Unit’s Maximum Movement. Moving into a place the first Enemy Unit
hex counts as 1 movement of a Unit’s Speed. in the hex noted with a
“3”. The second roll is a 7
Treat these Move Orders as normal Movement Orders for so I place the second Enemy Unit in the hex noted with “6-7”, as
purposes of Terrain and other game effects. indicated on the Sheet. I continue rolling and placing until all the
Enemy Units are placed.
This graphic
shows the 8
Enemy
starting hexes
at the top of
the map, as
well as the 4
US starting
hexes at the
bottom of the
map.
12
of the Battle. If you roll high, you will roll a 10-sided die for Each Friendly Unit’s AP or
the remainder of the Battle. HE Type is found on its card.
Unit Type:
Identifies the Unit’s Type.
13
• Combat When using Tactics, a Unit that is Transported,
or Moves, or Attacks during the Fast step can
During each Battle Turn, resolve the following steps. Use
also be Transported, or Move or Attack during
the Turn counter to keep track of the current Turn.
the Slow step.
Fast Move and Attack Retreating
Commanders with a Speed rating of Fast, If you Move a Unit off the bottom edge of the Battlefield,
Move and Attack before Enemy Actions the Unit Retreats out of the Battle. Place it off to the side
each turn. Commanders with a Speed rating until the end of the Battle. Retreated Units go through
of Slow, Move and Attack after the Enemy Post-Combat activities as normal.
Actions each turn.
If all your Units have been Destroyed or Retreated, end
Resolve the movement and attack for each Fast the Battle.
Commander before moving on to the next Fast
Commander. Once all Fast Commanders have acted, Cover
move on to the Enemy Actions step. Being in a Light or Heavy Cover hex adds to a Unit’s
Defense, even when attacked by an opposing Unit in its
Unit Movement same hex.
A Unit’s Speed shows the maximum
number of hexes it can Move each Battle One Hit Destroys an Enemy Unit counter.
Step. Moving into a hex counts as 1 When you Destroy a Unit, flip the counter to its
movement of a Unit’s Speed. Destroyed side. Once Destroyed, a Unit no
longer Moves or Attacks or counts toward the
Battalion’s strength.
If the Commander
of an Infantry Unit Line of Sight
chooses to both If there is more than one equally direct path, the Attacker
Move and Attack, chooses the path that will give it a Line of Sight to the
he suffers the target.
indicated Stress.
A Unit cannot Attack an Enemy Unit if there is a Line of
Artillery Units cannot Move and Attack during the same Sight blocking hex between it and its target.
Battle Step.
Trace the most direct path through the hexes separating
Units with the Transport ability the Attacker’s hex from the target’s hex.
can freely pick up and Move
one Infantry Unit, and/or Unit Attacks
Artillery in its same hex up to
Perform the entire Movement for each Unit before
the Transport’s Speed. The Transporting Unit, and Units
conducting its Attack. You must declare the target of the
being Transported, must all start the step in the same hex.
Unit’s Attack before rolling dice. The target you select
The Transport can not drop off a Unit in a hex and keep
must be both in range and not be blocked by hexes that
moving.
block Line of Sight.
A Transported Unit can not Move before or after being
Roll 2 dice to perform an
Transported, or be Transported again during the same
Attack for each of your
step.
Units. Each die that rolls
Example: M3 Halftrack 501 is in the the Unit’s Attack value or
same hex as Rifle Team 902. The higher will inflict a Hit,
Halftrack can Move up to 2 hexes. unless negated by the
It can also freely pick up and Move target’s Defense roll.
the Rifle Team up to 2 hexes.
Use your Armor Piercing (AP) value when
A friendly Unit cannot Attack attacking Enemy Tanks, Armored Cars,
during the same Battle step in Bunkers, and Halftracks. AP Units have a black
which it is Transported. background for their Defense.
If a friendly Unit Attacks, it Use your High Explosive (HE) value when
cannot be Transported later in attacking all other Enemy Units. HE Units have
the Battle step. a red background for their Defense.
If a friendly Unit is Transported,
it cannot Attack later in the Battle step.
14
Add or Subtract your Commander’s Skill at Units in their same hex.
that Range.
Retreat: Move the Enemy Unit 1
Subtract 1 from each die roll when hex closer to the top edge of the
attacking at Range 2. Battlefield. If there is a choice of
hexes, Move the Unit into the hex
Subtract 2 from each die roll when attacking at Range 3. with the heaviest Cover.
Subtract 3 from each die roll when attacking at Range 4. If it is already in a top-most hex,
Move it off the Battlefield, and treat
Each Unit also has an Attack
it as being Destroyed.
penalty to its die rolls if it Moved
during this step. Retreat to Cover: Move the Enemy
Unit into an adjacent hex that is
After determining the number of
both 1 hex farther away from the
potential Hits scored by an Attack, roll for the Enemy
closest Friendly Unit -and- has
Unit’s Defense.
Cover. If none of the adjacent
Roll 1 die for each potential Hit. The target negates the hexes that are farther away from
Attack if the roll is equal to or less than the target’s the closest Friendly Unit have
Defense. Cover, the Unit does not Move. If
those hexes have different levels of Cover, Move the Unit
Example: You are attacking an Enemy Rifle Unit and are using your to the hex with the heaviest Cover. If several applicable
Unit’s HE Attack value of 6. The Range is 1, and your Commander hexes have equally heavy Cover, you choose the hex it
gives you +2 on your rolls. You need to roll a 4 or higher on each
Moves to.
die to succeed. You roll a 1 (+2 = 3), missing, and a 5 (+2 = 7)
inflicting 1 Hit. Adjacent Cover: Move the Enemy
The Rifle Unit has a Defense of 3 and is in Heavy Unit into an adjacent hex that has
Cover (+2 = 5). If the Rifle rolls a 5 or less the Attack Cover. If none of the adjacent
will be negated. You roll a 2 for its Defense, and it is hexes have Cover, the Unit does
successful. Your Attack fails. not Move. If those hexes have
different levels of Cover, Move the
A successful Attack roll will Destroy the target if
Unit to the hex with the heaviest
it is not negated by its Defense roll. When you
Cover. If several applicable hexes
Destroy a Unit, flip the counter to its Destroyed
have equally heavy Cover, you choose the hex it Moves to.
side.
Advance to Cover: Move the
Enemy Unit into an adjacent hex
Roll For Enemy Move that is both 1 hex closer to the
closest Friendly Unit -and- has
Roll once on the Enemy Tactical
Cover. If none of the adjacent
Movement chart to determine the
hexes have Cover, the Unit does
Movement Orders for all enemy
not Move. If those hexes have
Units at the start of each Enemy
different levels of Cover, Move the
Actions step.
Unit to the hex with the heaviest Cover. If several
Use the Tactical Move counter to applicable hexes have equally heavy Cover, you choose
mark the die roll as a reminder of the hex it Moves to.
the roll.
Cautious Advance: Only Move the
Enemy Unit into an adjacent hex
Enemy Actions that is 1 hex closer to the closest
Move each Enemy Unit, then Friendly Unit. If the Unit cannot be
resolve its attack, before going attacked in the new hex, the Unit
on to the next Unit. You can Moves. If the Unit can be attacked
resolve their actions in any order. in the new hex, the Unit does not
Move. If those hexes have different
Each Enemy Unit type appears in one of the 3 Tactical
levels of Cover, Move the Unit to the hex with the heaviest
Movement columns. Cross-reference the die roll with each
Cover. If several applicable hexes have equally heavy
column to determine how those Units Move. Buildings and
Cover, you choose the hex it Moves to.
Bunkers do not appear in any of the columns, because
Buildings and Bunkers never Move.
15
HE Advance: Move the Enemy Example: I am Attacking the Supply Convoy and I have reduced
Unit 1 hex closer to the closest HE the Value of forces on the Battlefield to 6 points. It is now at Half
Friendly Unit. If no Friendly Units Strength. On all future turns I subtract 2 from their Movement rolls.
on the map can be attacked with Enemy Rifle Unit
HE, the Unit does not Move. If - Special
those hexes have different levels of Movement
Cover, Move the Unit to the hex Enemy Rifle Units
with the heaviest Cover. If several treat their
applicable hexes have equally heavy Cover, you choose asterisked Orders
the hex it Moves to. as being “AP
AP Advance: Move the Enemy Advance” if they
Unit 1 hex closer to the closest AP are at range 1
Friendly Unit. If no Friendly Units from a Friendly
on the map can be attacked with Unit that is
AP, the Unit does not Move. If those Attacked by AP.
hexes have different levels of Example: An Enemy Rifle Unit is at range 1 from one of your Tanks.
Cover, Move the Unit to the hex It rolls for Movement and receives an “HE Advance*” Order. The
with the heaviest Cover. If several Rifle Unit treats it as an “AP Advance” Order, and Moves into the
applicable hexes have equally heavy Cover, you choose Tank’s hex.
the hex it Moves to.
Enemy Unit - Impassable
Advance if cannot Attack: If the Terrain Movement
Enemy Unit cannot attack a Impassable hexes may
Friendly Unit, Move the Enemy Unit prevent Enemy Units from
1 hex closer to the closest Friendly carrying out Movement
Unit. If those hexes have different orders, such as Advance or
levels of Cover, Move the Unit to the Retreat. If an Impassable hex
hex with the heaviest Cover. If prevents a Unit from directly
several applicable hexes have carrying out its Movement
equally heavy Cover, you choose order, move the Unit into a
the hex it Moves to. If the Unit can Attack, it does not hex that best carries out the
Move. order.
Advance: Move the Enemy Example: An Enemy Tank receives an Advance order, but there is
Unit 1 hex closer to the an Impassable hex directly in its best path to Advance. Move the
Tank into a hex with the shortest path to the targeted Friendly Unit.
closest Friendly Unit. If those
hexes have different levels of Enemy Attacks
Cover, Move the Unit to the
hex with the heaviest Cover. If After you Move each Enemy Unit,
several applicable hexes have resolve its Attack before going on
equally heavy Cover, you to the next Enemy Unit.
choose the hex it Moves to.
Use the Line of Sight rules as you
did for your Fast Friendly Units.
Example: You roll a 1 for the Each Enemy Unit may only Attack one Friendly Unit each
Enemy Tactical Movement. Turn. A Unit automatically targets the Friendly Unit that it
Each enemy Tank, AT (Anti- has the lowest Attack roll required to Hit.
Tank Team), and Armored
Car, will Hold. They do not If more than one Friendly Unit has the same lowest
move this turn. chance to be Hit, attack the one with the lowest overall
Defense. If more than one has the same lowest Defense,
choose one of those to be Attacked.
The Pz III’s possible targets are 902, 921 and 1111.
He is using an HE attack, and needs to roll a 5 or
higher to hit each of them.
Subtract 2 from the Movement roll if you are
rolling for a Battalion that is at Half Strength, Since he has the same chance to hit all of them, he
or if you have reduced the number of enemy attacks the one with the lowest defense.
forces on the Battlefield to the Half Strength
Value.
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902 has a defense of 3, Commander KIA (Killed In Action): Remove
921 has a defense of 2, the Commander from the Campaign. Return
and 1111 has a defense the counter to the cup. The Unit continues to
of 3. The Pz III targets
operate in the Battle, but without its
Unit 921.
Commander’s skills. Treat the Unit as being Slow and
subtract 2 from its Attack rolls.
Enemy Units suffer the following penalties to their attack Engine 1 Stress: Place the counter on the Unit
rolls if they Move and Attack during the turn: card and add 1 Stress to its Commander card.
The Vehicle cannot Move during the Battle. If it
Tank, Armored Car, Halftrack: -1 die roll penalty. suffers a 2nd Engine Damage, it is Destroyed.
Rifle, Machine Gun, Anti-Tank: -2 die roll penalty. The Vehicle cannot enter a new Battle until you pay to
AT Guns and Mortars: Cannot Attack if they Move. remove this counter.
Add 1 to a target’s Defense value when it is in Light Cover. Exposed: Place the counter on the Unit.
Enemy Units add 2 to their Attack rolls against
Add 2 to a target’s Defense Value when it is in Heavy this Unit starting on the next Battle turn. Return
Cover. this counter to the cup when the Unit Moves.
A successful roll will Damage the Friendly Machine Gun: Place the counter on the Unit
Unit, if not negated by its Defense. card. The Unit cannot attack at Range 0.
For each die that rolls equal to or greater
than the Unit’s Attack Value, roll a die for
the target’s Defense. If you roll the Unit’s No Effect: No effect.
Defense or lower, you negate that Attack.
17
Explosion: Destroy the Unit, KIA the No Effect: No effect.
Commander, and remove them from the
Campaign. Return the counter to the cup.
High Explosive (HE) Hits Mowed Down: Destroy the Unit, KIA the
The green and brown HE side of the Damage counter Commander, and remove them from the
shows what has happened to your HE Unit. Campaign. Return the counter to the cup.
Exposed: Place the counter on the Unit card. Use the same procedure as you did for your
Enemy Units add 2 to their Attack rolls against Fast Units.
this Unit starting on the next Battle turn. Return
this counter to the cup when the Unit Moves. Advance Turn Counter
Compare the total value of active Enemy Units on the
Immobile (Temporary): Place the counter on Battlefield to the Half/Destroyed numbers on the Battalion
the Unit card. During the Unit’s next time to card.
act, you may either choose to have it not Move
and return this counter to the cup, or have it If the Battalion has been reduced to Half strength, subtract
Move and have the Commander suffer 1 Stress. This 2 from their Tactical Move rolls until the end of the Battle.
Move restriction also applies to Infantry and Artillery Units
being Transported. If you choose to suffer the Stress, If the Battalion has been Destroyed, you may end the
place a 1 Stress counter on the Commander card. Battle. The Battle automatically ends when you run out of
Battle turns.
Suppressed (Temporary): Place the counter
on the Unit card. During the Unit’s next time to If additional Units are added to a Battalion, add their
act, you may either choose to have it not values to the Battalion’s total.
attack and return this counter to the cup, or Advance the Turn Counter by 1 space.
have it attack and have the Commander suffer 1 Stress. If
you choose to suffer the Stress, place a 1 Stress counter
on the Commander card.
18
have conducted 5 Battle Turns. Record Unit and Commander Damage
Gain 1 extra Turn for each Scout you assigned to the At the end of
Battle. the Battle,
record each
Friendly Losses Unit’s Number
and any
Unlike other Leader games, in Sherman Leader, you do
lasting
not suffer Victory Point penalties for having your Units
Damage on the Player Log and return all Damage
Destroyed and your Commanders Killed. Combat losses
counters to the cup. If the Damage is not Repaired at the
were an expected occurrence during WWII.
end of the Week, find the Damage counters in the cup and
place them back on the Unit before it enters the next
• Post-Combat Battle.
Battalion Status
If the Battalion was Destroyed during the Battle, remove
the Battalion counter from the Operational Map and set
Reduce a Commander’s Stress points by his Cool
the Battalion card aside.
Skill. This number was also written on the Player
If the Battalion was reduced to Half, flip the Log at the start of the Campaign.
Battalion Counter to its Half side and return the
Example: A Commander started a Battle with 3 Stress. He
Battalion card to the Headquarters sheet. suffered 1 Stress due to Damage during the Battle, and 2 Stress for
being in the Battle. He has a Cool of 2. He ends the Battle with 4
If the Battalion is still at Full strength, return the Stress.
Battalion card to the Headquarters sheet.
Record the current number of Stress points for each
Ignore the Special Note text on a Battalion card that has Commander on the Player Log, in the column for the
been reduced to Half. Exception, some Battalion cards current Battle.
have Special Note text printed in yellow. Yellow text still
applies when the Battalion has been reduced to Half. Record Commander Experience Points
If the Battalion was Destroyed during (XPs)
the Battle, record an “X” in the Status XPs are awarded to all
and write the number of Victory Commanders assigned to
Points (VPs) from the Battalion card the Battle. Give each
on the VPs Gained line. Commander who
If the Battalion was reduced to Half, participated in the Battle 1
record a “1/2” on the Battalion Status line, and gain half of Experience Point in the XPs Gained column on the Player
the Victory Points for the Battalion, rounding down. If you Log.
later Destroy the Battalion, gain its remaining VPs. If the Battalion was Destroyed, each Commander
Example: You reduce 5 VP Battalion 1A to Half and gain 2 VPs. You assigned to the Battle gains 1 additional Experience Point.
later Destroy it and gain the remaining 3 VPs.
Commanders can
If you fail to reduce the Battalion to Half or Destroy the also gain Experience
Battalion, place an “F” in the Battalion Status and record a due to Battalion
0 (zero) on the VPs Gained line. cards, or Event
cards.
19
Promoting Commanders Operational Movement section.
Check for Assault Battalions, Support Battalions, and Command
Commander Battalions each have a row on the chart with the specific
Promotions after die rolls needed to Advance, Hold, or Retreat.
recording all
Experience Points. The rolls determine if the Battalion Advances one Range
Band closer to your Friendly Staging Range Band, Holds
position, or Retreats one Range Band toward the Enemy
Breakthrough band. Battalions will not retreat behind their
Enemy Breakthrough Range Band or past the Friendly
Staging Range Band.
Promote a Commander if his Experience Never roll for Fixed Battalions. They always
Point total is equal to or greater than the remain in their starting Range Bands.
Experience Point number shown on his card.
If a Commander is Promoted, exchange his
card for his next higher Commander Skill Level card and When you roll for the Operational movement of
note his new Experience Level on the Player Log. Half Strength Battalions, Subtract 2 from the
Commanders Promote from: Recruit to Green, Green to die roll.
Average, Average to Skilled, Skilled to Veteran, and
Veteran to Ace.
Example: You roll for the
Example: Average Skill Level Stout just completed a successful enemy Battalion
Battle, gaining 2 XPs. He previously earned 3 XPs. This brings his Movement. They have an
new total to 5. He Promotes from Average to Skilled. Assault Battalion in the
Front. You roll a die and
If a Commander is Promoted, recheck his Stress points get a 9. It Advances to
total to determine if he is Okay, Shaken, or Unfit. Also the Friendly Transit. They
check to see if his Cool rating changed, and record his have a Supply in the
new Cool on the Player Log. Enemy Transit, which
rolls a 4, and stays in the
Once a Commander is Promoted, he loses the Experience Enemy Transit. They also
Points that gained him the Promotion. Record the new Move a Half Strength
number of Experience Points he must earn to reach the Assault in the Enemy
Rear, it rolls a 2, -2 for
next Skill Level on the Player Log.
being at Half, resulting in
Example: Average Stout needs 1 more Experience Point to a roll of 0, which Retreats
Promote to Skilled. He earns 2 Experience Points during this it to the Enemy
Battle. 1 Point is added to his XPs to Promote him to Skilled, and Breakthrough.
the last Experience Point is retained and counted toward his
Promotion to Veteran.
Record the new SO points on the Player The Commander cannot have the same Name as a
Log in the SO points box. Commander already in the Campaign, or that was
previously part of the Campaign. The card mix does limit
purchasing options.
Lose Special Option Points (Map) If a Commander is Unfit or Wounded, you many choose to
Lose 2 SO points for each Enemy Battalion in the Friendly discard the Commander and add a Recruit Commander to
Transit Range Band. your group of the same Type.
Lose 6 SO points for each Enemy Battalion in the Friendly You may replace more than one Commander during this
Staging Range Band. step.
Record the lost SO points in the “+/- SO Points” area on You may adjust the new Commander’s Skill Level at this
your Player Log. time by paying 3 SO points for each Skill Level increase.
If you are unable to pay the SO points, the Campaign You cannot have more Commanders than Units. You must
ends in failure. always have the same number of Commanders as the
Type of Unit they can Command.
Repair/Replace
Purchase Unit Loss
You can purchase new Friendly Units during this step. Pay If a Unit is Destroyed, but its Commander survives, you
the Unit’s cost in SO points and add the new Unit to your must either purchase a new Unit of the Commander’s
group. Immediately select 1 Recruit Commander of that Type, or discard any one Commander of that Type.
type to join the Campaign. You may not choose a
Repair Units & Heal Commanders
Commander who’s Name has already appeared in the
Campaign. You may use SO points to Repair Units. One SO point
removes one Damage counter from a Unit.
You cannot reuse a Unit with the same Unit Number as
one previously Destroyed in the Campaign. The card mix Exception: It requires 2 SO points to remove an Engine
does limit purchasing options. Damage counter.
You may Upgrade more than one Unit during this step.
You may also repurchase the Units you removed from
your forces during the Upgrade.
21
• End of the Campaign • Credits
Game Design Rick Martin
Campaign Outcome Game Development Kevin Verssen
After all Battles are resolved for Dan Verssen
the Campaign’s last Week, find Movement Chart Dean Brown
your Campaign result on the Display Sheet Art Cloud Quinot
Objective card. Compare your Card Frame Art Paul Hoefener
total Victory Points to the US Soldier Card Art Gordon Napier
numbers listed on the Objective Rulebook Holly Verssen
card you were playing. Michael Granneman
Example: If you were playing the Bulge 1944 Campaign with the
Cut Off Objective, and you earned 15 Victory Points, you would
Special Thanks to Christopher Dean for all his unit
have earned a Good Campaign Evaluation. research help and unit stat balancing!
Tenacity
At the end of the last turn of each Battle, you can decide
to extend the Battle by 1 turn. If you do so, each
participating Commander suffers 1 extra Stress at the end
of the Battle.
Battlefield Heroics
If a Commander’s Unit is Destroyed, and another Unit of
the same type is in his hex later in the Battle and the new
Unit has a KIA, Unfit, or Wounded Commander, you may
have the Unitless Commander take command of the Unit.
Flank Attacks
After a Unit inflicts 1 or more hits on its target at range 0 or
1, roll a die before rolling for the target's Defense.
22
• Sample Game the Campaign card. I purchase:
To begin, I place the Tactical Display Sheet and Rifle Team #902 (3 points), Machine Gun Team #921 (4
Headquarters Sheet in front of me on the table. I then points), Mortar Team #931 (10 points), Experienced Anti-
separate the cards into piles: Campaigns, Objectives, Tank Team #1111 (5 points), M3 Scout Car #301 (8
Units, Commanders, Battalions, Events, and Special points), M4 Sherman (75mm) #042 (14 points), M3
Conditions. I shuffle the Event cards and Special Halftrack #501 (5 points), and
Condition cards, and place each deck face down on their
noted areas on the Tactical Display Sheet. I also separate Rifle Team #901 (3 points), M3 Halftrack #503 (5 points),
the Battalion cards into 3 piles: Assault, Supply, and M5 ATG #1132 (9 points), M3/M5 Stuart #005 (8 points),
Command. Experienced Mortar Team #1031 (12 points).
23
Sample Game Note: To make the Battlefield graphics I now place my 7 Friendly Units in any hexes in the bottom
easier to see, Destroyed forces will be removed instead of row. I place #042 in the bottom left hex and everyone else
flipped to their Destroyed side. in the hex right next to it.
Battle with 9A
I start the battle by drawing
an Event card, and get,
"Vital Mission".
24
toward the closest friendly Unit. The 9 Hits. Because 921 is suffering 1 successful attack,
he rolls 1 die to defend himself. He must roll a 4 or lower
I roll an 8 for their Aggressiveness Level. This means I will to negate the attack. He rolls a 5.
roll a 10-sided die for their Movement each turn.
I draw 1 damage counter and reference its HE
I now start the 1st Battle Turn. side. I draw a 1 Stress counter and place it on
921’s Commander card (Sanders).
Turn #1
None of my Commanders are Fast, but I have a Tactic The Pz IV Advances into the hex with the two
counter on my Experienced Anti-Tank Team. I also have a ATs. He then follows the same Attack procedure as the Pz
Command Tactic on my Scout Car. I choose not to use III and Attacks 921. He needs to roll 6 or higher to Hit Unit
either counter now. 921. He rolls 5 and 7, hitting once. 921 must roll a 4 or
lower, and gets a 2, negating the attack.
I roll a 10 sided die for the
Enemy Tactical movement, The Tiger Advances into the hex with the Truck. He has
getting a 6. I add 2 to this the Range to Attack 921, but cannot Attack because he is
(and all movement die blocked by the Heavy Cover in front of him.
rolls) due to the German
The StuG cannot enter the hex with the Impassable
Offensive notation on the
notation. He moves into the hex with Light Cover. He must
Campaign card.
roll 7 or higher to hit 921 due to moving and range. He
I start with the Enemy rolls a 9 and 8, hitting twice. 921 rolls two dice for
Tanks, AT (Anti-Tank defenses getting a 1 and a 7.
Teams), and A.Cars
He has stopped one hit and I draw for the
(Armored Cars). Each will
successful attack, getting a No Effect counter.
Advance if they cannot
perform an Attack.
Then I move to the Enemy Rifles, Halftracks, and Machine One of the ATs Advances into the hex with the
Guns. These forces move toward the nearest Unit that can single Rifle. He also targets 921. He must roll a
be targeted with a High Explosive attack. 7 or higher, -1 because he moved. He rolls a 4
and a 10 hitting once. 921’s defense roll is a 7,
Finally, the Enemy Trucks, Mortar Teams and AT Guns
failing. The damage counter is a Casualty. This has no
Advance into an area with Cover. If they cannot move into
immediate effect, but if he suffers another casualty, 921
an area with Cover, they do not move.
will be destroyed.
I Advance the enemy Pz
The second AT Advances into the hex with the two Rifles.
III into the Heavy Cover
He rolls two attack dice, missing both.
in front of it. His possible
targets are 902, 921 and One of the A. Cars moves into Light Cover. He cannot
1111. He is using an HE attack because the Cover is blocking his line of sight. The
attack, and needs to roll second A. Car Advances by one hex, but also cannot
a 5 or higher to hit each attack due to cover.
of them, but he suffers a
penalty of -1 to his roll The first enemy Rifle Unit Advances into the hex with my
because he moved, and Infantry, targeting 921. Their attack value is 5, -2 because
-1 due to range. He must they moved, +2 because they are in the same hex as their
roll a 7 or higher to hit target. They must roll a 5 or higher to hit. They roll a 2 and
any of those targets. 4, missing. The second enemy Rifle Advances into the
same hex and rolls 4 and 9, hitting once. 921 rolls a 6 in
Since he has the same defense, missing.
chance to hit all of them,
he attacks the one with I draw a Suppress counter.
the lowest defense.
The third Rifle Unit Advances and attacks,
902 has a defense of 3, hitting both times. 921 fails to defend both
921 has a defense of 2, times.
and 1111 has a defense
of 3. They each gain +2 to their defense due to being in I draw Exposed, and Commander
Heavy Cover. The Pz III targets counter 921. Wounded.
He rolls two ten sided dice to attack. He rolls a 5 and a 9. Finally, the two trucks both had an
Advance to Cover order. The first
25
truck does not move, because their is no Cover in front of Turn #2
him. The second Truck Advances into the High Cover in
the same hex as the Pz IV. I advance the Turn
counter to 2.
It is now my turn to Attack the enemy. I start by having
1111 expend its
I start with 921. It has a Suppressed counter, so Sanders Tactic counter to act
will suffer 1 Stress if 921 Attacks this turn. I choose to have during the Fast step.
him attack, so I remove the Suppress Damage counter It will also act during
and place a 1 Stress counter on Sanders. the Slow step as
I have 921 attack one of the Rifle Units in its same hex. normal. I have it
921 has a base roll of 2 or higher against an HE target at attack the AT Unit,
range 0. -1 for Sanders at range 0, but +2 for being at but it misses twice. I
range 0. This means it needs to roll 1’s or higher, and discard its Tactic
automatically hits with both dice. Rifle Units have a counter.
Defense of 3, plus 2 for Heavy Cover, for a total of 5. I roll I roll for Enemy
2 Defense rolls and get a 3 and 8. One is successful and Movement, and roll
one fails. I Destroy the Rifle Unit and remove it from the a 7, plus 2, for a 9.
battle.
I begin by moving their Pz.III into the hex in its left front. It
I then have 902 attack a Rifle Unit in its same hex. It needs attacks 501 because 501 has a lower Defense than
to roll 3’s or higher, and rolls 2 successful attacks. I roll 2 042.The Pz.III rolls 2 AP attacks, hits with both, and 501
Defense rolls, and both fail. I remove the Rifle Unit. fails both Defense rolls.
I then have 1111 attack the AT Unit to its front right. It I draw 2 Damage counters and get
needs to roll 6’s or higher, and succeeds with both rolls. a Hull and Explosion. This Destroys
The AT Unit fails both Defense rolls by rolling 4 and 7. I 501 and Kills Blair. I remove their
remove the AT Unit. cards and counters from the game.
I have 931 use its Indirect Fire ability to fire over the Cover Their Tiger moves into Heavy Cover and
hexes in front of it, and target the Pz. IV. It needs to roll 7’s, attacks 042 because it has the best chance to
-2 due to range, but +1 due to Commander Kolchak’s hit 042. It succeeds with both attack rolls, and
skill, so 931 needs to roll 8’s or higher to hit. It rolls a 4 042 stops only 1 of the attacks. I draw a
and 5, missing twice. Damage counter, and 042 suffers a Gun hit.
I move 501 to the Heavy Cover hex to its front left, and Their StuG moves forward. It then attacks 921
have it attack the AT Unit. It needs to roll 6’s, -2 for and ends up inflicting a Mowed Down Damage
Moving, and +1 for Commander Blair’s skill, so 7’s or counter. This eliminates the Unit and
higher overall. It rolls a 1 and 2, missing badly. Commander Sanders.
I have 301 attack the last Rifle Unit. It rolls twice and hits One of their Armored Cars advances into Heavy Cover
once. The Rifle fails its Defense roll, and is Destroyed. and fires at 042, missing twice.
042 moves into the Heavy Cover hex, and attacks the Their other Armored Car Advances into Light
Pz.IV. It hits with one attack, and the Pz.IV fails its Defense Cover and can fire at either 902 or 1111. I
roll, and is Destroyed. choose to have it attack 902 and it inflicts a
That completes Turn #1. Commander Wounded on Reisner.
26
042 Destroys the Pz.III. I begin my turn.
This drops them to 12 points of 931 fires at the Tiger, hitting it once, but the Tiger’s
Units in the battle, so they are now Defense negates the attack.
at Half Strength.
1111 moves toward the Tiger and attacks it
902 attacks the Truck, Destroying from range 1. Red Tree suffers 2 Stress
it. because he chose to both move and attack.
One attack hits, and the Tiger’s Defense roll
931 attacks the left-most Armored fails. The Tiger is Destroyed!
Car, and Destroys it.
This reduces their total Unit points to 3, which is low
1111 has a range of 1. I do not move it, and it does not enough to Destroy the Battalion. This ends the battle.
attack.
Post Battle
I Draw an Event Card, getting
Inspiring Leader. This lets me remove
1 Stress from each Commander that
participated in the Mission. Only
Commander Eandi currently has
Stress. His two Stress gets reduced
to one Stress.
Battalion Status
Since Battalion 9A was destroyed, I
remove the counter from the Enemy
Operational Movement area, and I discard the Battalion
card.
Turn #3
I have 301 use its Command Tactic to allow
931 to act now.
27
Reisner: 1 Stress gained for the Special Condition card, and the 2 I already
Kolchak: 1 Stress had.
Red Tree: 2 Stress
Henders: 1 Stress This ends my first week of Battle.
Eandi: 2 Stress
Unit/Commander Damage
Reisner - Commander Wounded
Sanders - KIA
921 - Destroyed
Blair - KIA
501 Destroyed
042 - Glancing, Glancing, Engine, Suspension, Gun
Next Battle
I clean up the Battlefield Area of the Tactical Display,
Shuffle and lay out a new configuration of Terrain Tiles.