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  • 7/31/2019 Fighting Formations Rules

    1/24

    Series Rulebook

    GMT Games, LLCP.O. Box 1308, Hanford, CA 93232-1308

    www.GMTGames.com

    GMT1015

    g a m e d e s i g n b y C h a d J e n s e n

    Series Rulebook

    Fighting Formations

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    SeriesRulebook

    2011 GMT Games, LLC2

    INTRODUCTION

    Fighting Formations (FF) is a series of wargamescovering WWII tactical combined-arms combat atthe platoon and squad levels. Each game in the series

    will feature a dist inct combat unit, highlightingbattles in which that unit participated as well as itsparticular order of battle and ghting characteristics.

    In each scenario, one player will take commandof elements of this featured unit while the otherassumes control of the opposing forces. ese twoplayers will alternate giving orders, activating theirunits on the map for various military functions.

    Players attempt to achieve victory by moving theircombat units across the game map to attack theiropponents units and to achieve as many scenarioobjectives as possible. e degree to which a playersucceeds or fails is measured by a scenarios specicvictory conditionsbe it the destruction of enemyunits, the taking of vital mapboard objectives, or the

    exiting of friendly units o the opponents map edge.

    Each game turn is divided into ten orders, with eachplayer performing a variable number of these orders.In each turn, the sequence of play is uid withorders being given by the active player and reactionsbeing taken by both players depending upon therelative initiative level at any given moment.

    Sit back, buckle up, and enjoy the ride!

    Troughout this booklet you will see paragraphssuch as this one set in blue text. Tese sections arelled with clarications, play hints, design notes,and other assorted wisdom in order to help ease

    you along.

    Rules found within this booklet are the CoreRules of the series. Rules within each games Play-book are termed its Exclusive Rules. Whenever aconict arises between Core Rules and Exclusive

    Rules, the Exclusive Rules always take precedence.

    Troughout this rulebook and the accompanyingPlaybook will be found numbers within brackets e.g. [3.2] which will indicate to the readeran important reference to another rule. Tesereferences may be ignored when reading throughthe rules for the rst time, as their main use is toaid the reader in nding a specic related ruleduring play.

    T a b l e o f C o n T e n T s

    Glossary 3

    Core rulesComponents

    1. Track Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42. Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53. Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54. Command Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    5. Hit Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86. Sighting Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87. Fortication Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . 98. Smoke Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99. Fate Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 910. Asset Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Core rulesmeChaniCs

    20. Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1021. Game Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1022. Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . .1123. Line of Sight (LOS) . . . . . . . . . . . . . . . . . . . . . . . . . . .1124. Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    25. Abandoning Guns & Vehicles . . . . . . . . . . . . . . . . . . . .1526. Barrage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

    Core rulesorders

    30. General Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1731. Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1832. Assault . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1833. Asset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1834. Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

    34.1 Direct Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

    34.2 Melee Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

    34.3 Return Fire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

    35. Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2135.6 Opportunity (Op) Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . 2236. Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2337. Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2338. Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

    summaryof orders back page

    s C e n a r i o s

    Each game within the FFseries will come with several scenarios. Eachscenario represents a battle in which the featured formation fought. Scenarios will instruct the players as to which map(s) to use, which and howmany units and markers to use, how to set up the game, how to win thegame, etc. Scenarios are found within each games Playbook.

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    G l o s s a r yAct iva te Units belonging to the active player(only) can be activated for orders. Activated unitsare indicated by their being ipped to their reverseside (with the white stripe). [30.1]

    A c t i v e e player currently performing anorder. Any unit or marker belonging to that player.

    Adjac en tUnits and markers in the same hexare adjacent to one another. Two hexes sharing acommon hexside are adjacent to one another. Unitsand markers in one of those hexes are adjacent tounits and markers in the other hex.

    Ai rc ra f t A type of barrage. [26]

    A PArmor-piercing. One of two types of unitrepower. Only aects units with armor. [3.21]

    A r m o rOne of two types of unit defense.Aected only by AP repower. Armor is anabstract measure of how well protected an armoredunit is from penetrative weaponry. [3.25]

    Ar t i l le ry A type of barrage. [26]

    CommandMarkers used to more ecientlyactivate friendly units for orders and for ReturnFire/Op Fire. Command markers are notunits.Command is an abstract measure of how well aplayer can control the units assigned him by eachscenario.[4]Command Radius e hex a friendly Com-mand marker occupies as well as every hex within Xhexes of that hex, where X equals that side's currentCommand & Control level. [4.31]

    Countermix All pieces not currently beingused on the map or Track Display. When a unitor marker is "eliminated" it is always placed backinto the countermix.

    Cov erA number associated with each terrainand some fortications. Cover helps protect aunit being shot at. Multiple applicable cover isnot cumulative.[24.3]"d " and "D " e various die sizes found in FFare expressed as d#, where # is the number offaces on the diefor example, d10 is a 10-sideddie. A number before the lowercase d such as2d10 indicates how many of that die size areto be rolled and summed together. When thesizeof dice to be rolled is modied up or down,the capital let ter D is used for example, +1D

    would increase 2d10 to 2d12 (no 11-sided dice!).

    D efens e One of a units base stats. Defensecan be soft (morale) or hard (armor). Defenseis a measure of how much punishment a unit cantake before being rendered combat ineective.[3.25]

    E n e m yA unit or marker belonging to theopposing player. A hex occupied by an enemyunit or enemyControl or Command marker.

    Fire Arc Rectangular units (guns and vehicles)have a dened front re arc; everything else isin their ank re arc. Fire arcs aect where aunit can move and shoot as well as its defense

    when shot at. [3.4]

    F i repower (FP )One of a units base stats.FP can be "soft" (HE and small arms) or "hard"(AP). FP is a measure of how much damage a piececan inict on enemy units. [3.21]

    F o r t i f i c a t i o nAny of a number of mark-

    ers used to represent man-made obstacles (smallsquare counters) or protective eld works (hex-

    agonal counters). Examples might include minesor a pillbox, respectively. [7]

    F PFirepower.Fresh Any unit without a hit marker on it.

    A fresh unit that is hit by a re attack or bar-rage has a random hit marker drawn and placed

    atop it.[5]Fr iendly A unit or marker belonging to yournationality. A hex occupied by a friendly unit orfriendly Control or Command marker.

    G un One of three unit types. All guns are onrectangular counters and have alegspeed.

    HE High-explosives and small arms. One oftwo types of unit repower. Only aects units

    with morale.[3.21]

    H indranc eA value with a default of 1 thatcan cause a re attack to automatically miss. Someterrain and markers will increase the hindrancevalue for shots going through it never into or

    out of it (except for Smoke). Hindrances are notcumulative. [23.3]

    Hit A unit with a hit marker on it is hit insteadof fresh. Depending on the marker, a hit unit canbe prohibited from ring and/or moving. A hit unit

    that is hit again is eliminated.[3.31 & 5]I nac t i ve e player not currently perform-

    ing an order. Any unit or marker belonging to

    that player. If a game situation forces or allows bothplayers to do something simultaneously, the inactiveplayer always goes rst .

    In fan t r y One of three unit types. All infantry

    are on the larger (5/8") square counters.

    In i t ia t i ve e position of the Initiative pawnon the Initiative Track will at all times indicate

    which player is eligible to perform the next order.[1.21]

    L OS Line of sight. Generally, a unit in hex Ahas a LOS to hex B if a string, drawn taut between

    those hexes center dots, does not touch an obstacle

    in an interveninghex.[23]

    Mark erAny round, hexagonal or small (")square counter. Some marker examples include

    Sighting, Bunker, Command, Smoke, SuddenDeath, Air Support, or the various hit markers.

    M eleeAny hex containing units of both sidesis considered a melee hex. Entering melee or

    exiting melee means to enter/exit an enemy-occupied hex, respectively. [34.2]

    Mora le One of two types of unit defense.Aected only by HE repower. Morale is anabstract measure of how much damage a unit canendure before becoming combat ineective. [3.25]

    MPMovement point. A units speed equals its

    available MPs. MPs are expended by units to move

    from hex to hex during Move and Assault orders

    among other things.

    O bs tac le A type of terrain that blocks LOS

    through it; never into or out of it. [23.2]

    O ppor tun i ty (O p) F i re e ability of inac

    tive units to re at enemy units as they expend

    MPs. [35.6]

    Order e basic action of the game. Performed

    by the player with the Initiative. [30]

    Piec eAny unit, Sighting marker or fortica

    tion marker.

    R angeOne of a units base stats, shown as a

    superscript to the units FP. Range is a measure o

    how far a unit can shoot, in hexes. [3.22]

    Rate of Fi re (ROF) One of a units base

    stats. ROF is an indication of an armaments base

    rate of re coupled with its users reactive capabili

    ties versus observed enemy activity. [3.23]

    R eact ionAn ability keyword on some assets

    Allows a reaction to something occurring in-game

    ere is no limit to the number of asset reaction

    a player may perform each turn other than the

    number of cards in his hand and being able to

    meet each reactions stated prerequisite. Return

    Fire and Op Fire are also reactions.

    Return F i re e ability of inactive units to re

    at enemy units after they themselves re during a

    Fire order. [34.3]

    ROF Rate of re.

    Special Act ion Actions available to someunits. Indicated on a unit by a capital letter nex

    to its FP box. To use a special action the unit mus

    be fresh, and usually requires the discard of an

    asset or the expenditure of MPs. [3.27]

    Speed One of a units base stats. Speed is colo

    coded for three dierent types of mobility: leg

    track, andwheel. Speed is a measure of how wel

    a unit can move about the battleeld. [3.24]

    Spent Units belonging to the inactive playe

    can become spent when rolling low during Return

    Fire/Op Fire [34.33 & 35.63]. Spent units are

    no longer able to Return Fire/Op Fire for theremainder of that order.

    Unit Any rectangular (guns and vehicles) o

    5/8" square (infantry) counter. A unit will have

    three small black bars in front of its name if pla-

    toon-sized; one if squad-sized. e three unit type

    are infantry, gun and vehicle. Units are eithe

    fresh or hit. [3]

    Vehic le One of three unit types. A ll vehicle

    are on rectangular counters and have either track

    orwheel speed.

    V PVictory Point. [22]

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    C o r e r U l e s C o M P o n e n T s

    1. T R A C D I S P L A

    Te rack Display is the reception point for many of the gamesfunctionsmost importantly the Order Matrix. It is also home tovarious tracks and holding boxes that players will use throughout

    the play of the game.

    1 .1 O R D E R M A T R I e Order Matrix dominating the center of the Track Display denesthe capability of the players to perform the various orders the basicactions ofFF throughout the game. Specically, theMatrix determines which orders are available to the play-ers at any given moment via the position of allotted ordercubes within its colored boxes.

    1 . 1 1 S e e d i n g O r d e r sAt the start of each game, the chosen scenario will direct the players

    as to how to seed the Matrix with order cubes. en, whenever theMatrix runs out of cubes it will trigger the end of a turn, at whichtime the Matrix will be reseeded with fresh order cubes [21.12f].

    1 .1 2 E x e c u t i n g O r d e r sWhenever an order is not being performed that is, at the very startof the game or whenever another order is concluded the player withthe Initiative is allowed to remove one order cube from the Matrixso as to perform a specic order [30]. is order will be either theone listed next to the box from where the cube was taken OR anysingle order listed below it. Place cubes removed from the Matrixinto the "Used Order Cubes" box, where they will await the next

    reseeding of the Matrix.

    1. 2 I N I T I A T I V E T R A C

    1 . 2 1 I n i t i a t i v e P a w ne Initiative pawn is placed on the Initiative Track at thestart of every scenario, and will move back and forth alongthe track that is, towards and away from each player asInitiative points are spent during play. e position of theInitiative pawn serves to determine which player is eligibleto perform the next order [30].

    1. 2 2 V i c t o r y P o i n t ( V P ) M a r k e r sSome scenarios will have the playersplace a VP marker on the InitiativeTrack. e scenario will indicate in

    which space the marker begins. AsVPs are gained and lost during play(as described in the scenarios VictoryConditions), players should slide theVP marker towards the appropriateplayer a number of spaces equal to therelevant gain/loss. e back of the VP marker is used to record VPtotals greater than 20. A second marker is provided for use in tracking

    VP totals greater than 40. In most cases the player who has the VPmarker on his side of the "0" space at the end of the game is declaredthe winner [22].

    1 . 2 3 A t t a c k T o t a l M a r k e ris marker is a mnemonic devicefor players to mark an attack's nal

    strength. e reverse is used for attacksgreater than 20.

    1 . 3 T I M E T R A C

    1 . 3 1 Tu r n & S u d d e n D e a t h M a r k e r se Turn and Sudden Death markers are placed onthe Time Track at the start of the game, as directed bythe particular scenar io being played. e Turn markertracks the passage of game time while the Sudden Deathmarker determines how likely it is for the game to endonce the Turn marker reaches its space [21.22].

    1 . 3 2 R e i n f o r c e m e n t M a r k e r se Reinforcement markers are placed on the TimeTrack at the start of the game whenever a scenario hasreinforcing units. Each marker serves as a reminderthat that side has scheduled reinforcements when theTurn marker enters its space [21.12e].

    1 . 3 3 S n i p e r B o xe Sniper marker is placed here toindicate which side is next eligible toperform sniper activity [21.12c]. e

    scenario being played will indicatewhich side of this marker begins the game face-up.

    1 . 4 A I R S U P P O R T B O e Air Support marker is placed hereto indicate which side has local airsuperiority at any given time (relevantonly for certain assets). e scenariobeing played will indicate which sideof this marker begins the game face-up.

    1.5 AVA I LABLE / PEN D I N G CO MMAN D BO xESCommand markers begin in the Available box, where they are available to be placed on the map for immediate use [4.1]. After spendingtime on the map Command markers are sent to the Pending boxwhere they will wait a turn before being returning to the Availablebox once again [21.12d].

    1 .6 C O M M A N D & C O N T R O L T R A C Each side has a Command Radius marker which is usedon the Command & Control Track to mark the currentCommand Radius of all its Command markers [4.31].

    Turn

    SuddenDeath

    Sniper Sniper

    AirSupport

    AirSupport

    CommandRadius

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    2 . M A P SEach map contains a large identication numberused to determinewhich map or maps are used for a particular scenario. Most mapsalso have a compass used to delineate North which is used as an aidto setting up initial forces and/or reinforcements.

    Superimposed over each mapboard isa hexgrid which is used to regulatemovement and combat at a scale of

    about 75 meters (250 feet) per hex.Each hex contains:

    a) a specic type of terrain [24]which can af fect movementas well as attacks made into orthrough it;

    b) a white center dot used for determining line of sight [23] betweenhexes;

    c) a unique letter-number identier such as J17 picture above used mainly for identifying setup areas.

    3 . U N I T SUnits are always square or rectangular counters. Tey are themain tool at the players disposal with which to craft a victory onthe battleeld. Players will use their units to re at opposing units,maneuver to take objectives and envelop the enemy, and to holdkey positions.

    3 .1 U N I T T P E S

    ere are three types of units inFF

    : Infantry, gun and vehicle.Infantry are dened by always being on a larger (5/8") square counter.Guns are dened by always being on a long counter and having alegspeed. Vehicles are dened by always being on a long counter andhaving either atrackor awheel speed [3.24].

    3 . 2 U N I T S T A T SAll units have various stats that govern what they can and cant doin the game and, to a great degree, how well they can do it. Not allunits will have all the stats. e various stats are as follows:

    3 . 2 1 F i r e p o w e r ( F P )FP is always located in the bottom left corner of a unit and is its basestrength when ring at an enemy unit [34 & 35.6]. Firepower come

    in two types: AP and HE. AP is always shown as a white numbewith a superscript inside a black box; HE as a black number witha superscript inside a white box (the superscript is the units range"see below). When using direct re, an AP FP can only aect unitswith armor, and an HE FP can only aect units with morale [3.25]

    3 . 2 2 R a n g eis is the superscript to every FP stat and is the maximum number ohexes away at which it may use that FP to re at enemy units withousuering a detrimental modier. Units can re at up to double andeven triple their printed range with penalty[34.13].

    3 . 2 3 R a t e o f F i r e ( R O F )On the front side of every unit the one withoutthe white stripe this is the number within a diamond at the bottom middle of thecounter. ROF serves as a trigger whenever the unit uses Return Fireor Op Fire: if either attack die is less than or equal to the ROF theunit becomes spent [34.33 & 35.63].

    3 . 2 4 S p e e dOn the reverse side of every unit the one with the white stripe thiis the middle number along the bottom, and gives the number ofmovement points (MPs) a unit can spend to move [32 & 35] fromhex to hex across the map. Speed wil l always be inside a color-codedbox to show which mode of transport it has and thus which column

    of the Terrain Chart it will use for its MP expenditures:

    Green = Leg movement Blue = Track movement Red = Wheel movement

    5A 157466 109

    Sd Kfz 250/10

    A 12 157486 1110

    Sd Kfz 250/10

    name[back][front]

    AP FirepowerRange

    (vs Armor)

    HE FirepowerRange

    (vs Morale)

    Fire Arc: circle (

    ) = loosetriangle () = strict

    Special Actions Speed: = leg

    = track

    = wheel

    bars:single = squad

    triple = platoon

    Armor Defense (frontflank)

    Morale Defense (frontflank)

    stripe = activated

    Rate of Fire(ROF)

    VEHICLE = long unit with track or wheel speedGUN = long unit with leg speedINFANTRY = any square unit

    AnatomyofaU

    nit

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    3 . 2 5 D e f e n s eDefense is always located in the bottom right corner of a unit and isits base strength when defending against a direct re attack. Defensecomes in two types: armor and morale. Armor is always shown asa white number inside a black box; morale as a black number insidea white box. When a hex is attacked via direct re, AP FP can aectonly units with armor, and HE FP can aect only units with morale.

    Many guns and vehicles have a subscripted number accompanying

    their defense. If present, this subscript is the units defense valuewhenever it is being shot at from any hex within itsankre arc;the larger number is then used only for direct re attacks emanatingfrom those hexes within itsfrontre arc [3.4].

    3 . 2 6 F i r e A r cAll guns and vehicles have one of either a circle or triangle in theupper right corner of their counter. A circle denotes a loose rearc; a triangle a strict re arc [3.4].

    Loose re arcs are for vehicles with turrets as well as guns havingsome form of 360 mount; usually anti-aircraft types. Strict rearcs represent turretless vehicles and the standard ordnance gun.

    3 . 2 7 S p e c i a l A c t i o n sSome units have one or more capitalized letters next to their FP:these are cal led special actions. Special actions allow afresh unit toperform an activity not normally al lowed to other units, usually at thecost of discarding an asset or spending a specied amount of MPs.

    Te various special actions within each game in theFFseries aredescribed in detail in that games Playbook.

    3 . 3 U N I T S I z E S

    ere are two unit sizes in FF: platoon and squad. A platoon can beidentied by three small black bars and a squad by a single black barin front of the counter name.

    SCALE: A squad-sized unit in the game represents: a squad of 8-12men; a gun with its inherent crew; or an individual vehicle. Each

    platoon-sized unit represents three such units ghting as a coherentformation. Historically, platoons sometimes contained four or moreunits especially armored formations but this game uses three asa nominal gure for both consistency and simplicity.

    DESIGN NOE: Te terms squad and platoon arent 100% accu-rate, of course, and are used here solely as a matter of convenience. Forexample, a grouping of guns would often be called a battery but aretermed a platoon in FFto maintain consistency throughout the rules.

    Squads and platoons act identically for all game purposes except asnoted in the following two rules.

    Platoon Squad

    3 . 3 1 U n i t E l i m i n a t i o nWhen a platoon is eliminated [5.2], it is replaced in its hex withtwo squads of the same name (and both with the same re arc, iapplicable). e owning player places the hit marker that was on theplatoon onto one of the replacement squads. Replacement squadsthemselves are never aected by the same attack that hit their parenplatoon. If there was a Spent marker on the platoon, place a Spenmarker on both resulting squads.

    When a squad is eliminated, place it back into the countermix. Placeits hit marker back into the draw cup.

    3 . 3 2 U n i t S t a c k i n gUnlike similar tactical games, in FFthere is no limit to the numberof units that may occupy the same hex. e one exception is thevehicular stacking limit whilst In Column [24.102]. Also, somebenecial fortication markers such as entrenchments or pillboxesmight limit how many units may stack inside them [see Playbook].

    See also rule30.2on deploying platoons and mustering squads.

    3 . 4 U N I T F A C I N GAll long units guns and vehicles must at all times maintain aparticular orientation with respect to the hex they occupy: this istermed a re arc. Specically, the right edge of a gun or vehiclecounter the one with the circle or triangle re arc symbol musalways be oriented parallel to a single hexside of the hex it occupiesIn this manner, the units front re arc and ank re arc aredened as shown in the diagram below.

    Infantry have no re arcs and may attack in any direction withoupenalty.

    See rules31.1

    ,34.13

    and35.2

    for details on how re arcs aectadvancing, re attacks and movement, respectively.

    Fire Arcs

    FRONT

    FIRE ARC

    FLANK

    FIRE ARC

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    4 . C O M M A N D M A R E R S

    4 . 1 A V A I L A B L E C O M M A N DAt the start of every game, Com-mand markers allotted to eachplayer are placed in their respective(color-coded) Available Commandbox, located on the Track Display.Command markers are also placed

    in the Available Command box when entering play as reinforcements.Command markers should always have their "Mission" side faceup when occupying an Available Command box. All of a playersavailable Command is eligible to be placed on the map as desired.

    4 . 2 P L A C I N G A V A I L A B L E C O M M A N DA player may,at any time, place any number of his available Commandinto one or more hexes of the map. While a Command occupies amap hex it is no longer considered available and is instead active.Command are always placed on the map initial ly with their Missionside face up. At the end of every game turn, all Mission Commandon the map are ipped to their Tactical side (after existing Tactical

    Command are reset to the Pending box[21.12d]).

    PLAY HIN: Placement of available Command is usually butnot always done by the active player just after announcing anorder but prior to activating units, or by the inactive player justbefore making an Op Fire or Return Fire attack.

    4 . 3 A C T I V E C O M M A N D

    4 . 3 1 C o m m a n d R a d i u sAll friendly active Com-

    mand have a CommandRadius equal to thatside's current Command& Control level [1.6]. ACommand Radius iscounted in hexes radi-ating outward fromthat markers hex (andincludes it). CommandRadius is unaffectedby enemy units, enemyCommand Radius andterraina player need

    not trace a "commandpath" or any such device.

    Ef fec t A Command marker serves to put all friendly units withinits Command Radius under either "Mission Command or "Tacti-cal Command," depending on which side of the marker is currentlyface up. Mission Command trumps Tactical Command for friendlyunits nding themselves under both types. Friendly units outsidethe Command Radius of all friendly active Command markers aredeemed Out of Command.

    A side with a Command & Control level of zero still puts all friendlyunits in a Command marker's hex under command.

    3

    2

    1

    4 . 3 2 C o m m a n d B e n e f i t sA player enjoys two main benets from his active Command:

    a) when he is the active player, the Initiative cost to activate a unifor an order is reduced to 1 if that unit is under Tactical Com-mand, or reduced to 0 if that unit is under Mission Command[30.1]. Mission Command trumps Tactical Command.

    b) when he is the inactive player, the Initiative cost to perform

    Return Fire or Op Fire with a unit is reduced to 1 if that unit isunder Tactical Command, or reduced to 0 if that unit is underMission Command [34.3 & 35.6]. Mission Command trumpTactical Command.

    Command markers have "0" on their Mission side and "1" on theiractical side as a visual reminder of these capabilities.

    Command can also allow units to deploy or muster [30.2] and canincrease the chances of rallying[36].

    4 . 3 3 C o m m a n d M a r k e r M o v e m e n tWhenever a unit moves or advances, an active Command marker

    sharing its hex may accompany it. Units may "pick up" and "dropo" fr iendly Command at any point along their route. A Commandmarker that exits the map along with a friendly unit is also removedfrom the game (place it back in the countermix).

    4 . 3 4 C o m m a n d M a r k e r R e m o v a lVoluntaryAn active Command marker can never be voluntarilyremoved from the map.

    Involuntary: CaptureIf an active Command marker ever nditself in the same hex as an enemy unit and no friendly unit is alsopresent, the Command is immediately eliminated and placed back

    in the countermix.

    DESIGN NOE: Perhaps an ocer was killed, wounded or cap-tured; or he and his command team could be (temporarily) running

    for their lives; or maybe they are cowering in a ditch, out of touchwith their subordinate units. Tis eect could also represent thecutting of a phone line; the loss of a HQ runner; dwindling suppliesof ammunition; etc. Te key thing here is that a Command markerisnt necessarily a single commanding ocer: it often simply repre-sents a sides local command & control capability in abstract form.

    I nvoluntary : O therAt the end of each turn Active Commandcan also be eliminated by enemy Sniper Activity[21.12c] or sent to

    the Pending Command box[21.12d].

    4 . 3 5 C o m m a n d A s M a r k e r sCommand are markers not units and thus ignore terrain, cannobe aected by re attacks or barrages, do not need to be activated, etc

    4 . 4 P E N D I N G C O M M A N DAt the end of every turn, all Command markers in a player's PendinCommand box are shifted into their Available Command box, thenall of a player's active Tactical Command are sent to their PendingCommand box[21.12d]. "Pending" Command markers cannot beused for any purpose.

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    5 . H I T M A R E R SNote Before play begins, all hitmarkers should be placed into anopaque cup so that they may be drawnat random when called for during play.

    5 . 1 P L A C E M E N TA hit marker is placed on afresh unit if it suers a hit during a re

    attack or barrage. On vehicle units, a hit marker is placed with itstank silhouette side face up; on infantry and gun units, place thehit marker soldier silhouette side face up.

    5 . 2 E F F E C T SA unit with a hit marker that suers another hit is eliminated. A unitwith a hit marker on it can be prevented from ring and/or movingdepending on the specic hit marker attached:

    e circled F symbol indicates that the hit unit cannot re(including assault, melee, Return Fire and Op Fire).

    e circled M symbol indicates that the hit unit cannot move,advance, pivot, or spend MPs for a special action.

    A hit marker with both of these symbols imposes both restrictionson the attached unit. A hit marker with neither of these symbolsimposes neither restriction on the attached unit.

    Tough the unit would still be in imminent danger of eliminationshould it be hit again before the hit marker is removed.

    5 . 3 R E M O V A L

    A hit marker remains on a unit until the unit is eliminated,abandoned [25], exits the map, or rallies [36]. Removedhit markers are always placed back in the draw cup forimmediate reuse.

    Te rally number on the Panicked hit marker is highlighted above.

    6 . S I G H T I N G M A R E R SSighting markers represent possible locations of hiddenunits and/or fortications.

    6 . 1 P L A C E M E N TSome scenarios will assign one or both players a specic number ofSighting markers. e contents of the reverse side of each Sightingmarker hidden forces, a false sighting or a fortication, for example will be identied within the scenario special rules. If al lotted, Sight-ing markers are set up within hexes of the map in the same manneras the players other forces.

    6 . 2 P R E S E N C EDespite being markers and not units, all Sighting markers have amorale stat of 13. e sole eect of this inherent morale is to allow

    Panicked

    108

    Pinned

    Sighting?

    13

    Sighting markers to suer attacks by barrage and by HE direct reattacks as if they were units.

    6 . 3 R E V E A L I N GA Sighting marker can be revealed by its owning player at any time(for example, in order to set up and then immediately activate a hiddenunit [6.5]). Otherwise, a Sighting marker mustbe revealed if:

    a) it is hit by a re attack or barrage against its hex; or

    b) an enemy unit occupies the same or an adjacent hex.

    6 . 4 C O N T E N T SWhen a Sighting marker is revealed, ip it to its reverse side:

    a) If the reverse side is False Sighting then the Sight-ing marker was a dummy position and is removedfrom play.

    b) If the reverse side is a harmful fortication (roadblock or wire

    for example) the owning player keeps that fortication markerin the hex.

    c) If the reverse side is Hidden then it was hiding one or more unit(possibly inside a benecial fortication, such as entrenchmentsor a pillbox) which are immediately set up in that hex.

    6 . 5 H I D D E N F O R C E S

    6 . 5 1 I d e n t i f y i n g H i d d e n F o r c e sWhen a Sighting marker is revealed as a Hidden

    marker, it will have a letter designation (Hidden:A in the example to the right). Each such Hiddenmarker matches a large Hiding marker sporting the same lettedesignation (shown below). During setup, the player in control of aHidden marker will place one or more of his allotted units (possiblyinside benecial fortications) underneath the matching Hidingmarkerthus indicating where on the map those pieces will appear

    6 . 5 2 P l a c i n g H i d d e n F o r c e sOnce a revealed Hidden markersmatching Hiding marker hasbeen identied, the latters con-tents need to be set up on map.

    e owning player takes all unitsand fortications underneath thatHiding marker and places them into the Hidden markers hex. Boththe Hidden and Hiding markers are then removed from the gameUnits and fortications with re arcs may be placed facing in anydirection desirable (this information need not be recorded ahead otime). Revealed pieces are unaected by any attack versus the Sight-ing marker that revealed them.

    Pieces underneath the oversized Hiding markers are to be kept outof view of the opponent and may only be inspected by the control-ling player.

    FalseSighting

    Hidden:

    A

    Hiding:A

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    7. F O R T I F I C A T I O N M A R E R S"Harmful" forticat ions are always found on the reverse side of Sight-ing markers. "Benecial" fortications exist separately on hexagonalcounters. Fortications are normally only set up at the start of ascenario, though they may begin play hidden via Sighting markers(harmful) or if a hidden unit is stacked inside (benecial). Fortica-tions can be eliminated during play by various assets or when theirhex is struck by barrage.

    Fortications specic to each game in the series can be found withinits Playbook.

    8 . S M O E M A R E R S

    8 . 1 P L A C E M E N TSmoke markers can enter play via various assets and special actions.Smoke will usually be placed on themap on its full-strength (5) side. ereverse side of each Smoke marker isits depleted (2) side.

    8 . 2 E F F E C T SA Smoke marker increases the hindrance to 5 (if full strength) or 2 (ifdepleted) for any re attack direct or melee into, out of, within,or through its hex, including along the hexsides.

    8 . 3 R E M O V A LAt the end of each turn, all depleted Smoke markers on the mapare removed then all full strength Smoke ip to their depleted side[21.12b].

    S m o k e A s T e r r a i n E f f e c t s S u m m a r y :

    Move Cost : use other terrain in the hex

    Cover : use other terrain in the hex

    LOS: 2 or 5 hindrance into, out of, within, or through

    9 . F A T E C A R DEach scenario will indicate which player begins the game in posses-sion of the Fate card.

    Te Fate card isneverpart of a players hand (only asset cards).Te Fate card should simply be kept face up in front of the owning

    player for ease of reference during play.

    9 . 1 R E - R O L LAt any time during the game, the player currently in control of theFate card may choose to cancel all eects of the last single die ordice roll to have been made, causing it to be re-rolled. is decisionmust be made prior to any results of that roll being implemented.

    SMOKE

    5

    SMOKE

    2

    Tis includes a roll when reseeding the Order Matrix, in whichcase only that one die is re-rolled, not all ten rolls.

    When a player calls for a re-roll in this manner, he must give the Fatcard to his opponent, then the re-roll is performed. e opponentwill then control the Fate card unless and until he himself performsa re-roll option, thus passing it back to the rst player. is use ofthe Fate card can occur an unlimited number of times during thegameeven during the same die roll.

    9 . 2 T I E G A M EIf a scenario ends in a tie for example, 0 VPs after sudden death the player with the Fate card breaks the tie and wins the game.

    Te Fate card thus acts as a sort of balancing mechanism to temperthose occasional wild strings of luck inherent in any game with dice.Fate will generally pass back and forth between the two players asthe fortunes of war play out, though this isnt mandatoryit is

    possible, however unlikely, that a player could ref rain from usingit throughout an entire game.

    1 0. A S S E T C A R D SAsset cards allow the players various forms of orders and reactionsbe it artillery, air support or engineering functions, to name a fewAssets may be assigned at the start of the game and can be drawnduring the game via the various Support orders [38].

    Assets are one of two types: ORDER or REACTION. Some asset cardmight contain two orders, two reactions, or both an order and a reactionsuch an asset can be played for only one of the two abilitieseach time it is played. ere are three ways in which a player may

    use an asset currently in his hand:

    a) OrderAn asset order may only be played by the player withthe Initiative announcing an "Asset" order [33].

    b) Reac t ionAsset reactions may be played by either player at anytime so long as the condition or prerequisite listed on the carditself is met. Multiple reactions may be conducted in responseto the same game situation. All eects of consecutively-playedreactions are cumulative. If both players wish to perform one omore reactions at the same time, the inactive player must performall of his reactions before the active player may play his rst one

    c) EnablerOftentimes an asset must be discarded as the costto perform a units special action [3.27 and Playbook]. When thioccurs, the asset is placed directly atop the players discard pileand any printed eect of that asset is ignored.

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    C o r e r U l e s M e C H a n i C s

    2 0 . S E q U E N C E O F P L A

    A game ofFighting Formationsconsists of a series of turns. Eachturn is broken up into ten "orders" which are performed by bothplayers in a variable sequence [30]. Each scenario assigns one player

    as starting with "the Initiative. A player has the Initiative when, onthe Initiative Track:

    the Initiative pawn is on his side of the 0 space; or

    e Initiative pawn occupies the 0 space and he is in possessionof the Fate card.

    e player with the Initiative will perform a single order. Every ordercosts a certain amount of Initiative to perform, depending on whichrow the order cube was removed from. At the end of every orderplayers check to see if the turn ends [21.12]. en, whichever playerhas the Initiative which could be the same player performs the

    next order. Orders are thus performed over and over by both playersuntil a sudden death roll or other occurrence ends the game [21.3].

    2 0 .1 O R D E R C A P A B I L I T In FF, no player may give an order without the removal of an ordercube from the Order Matrix. ere is no limit to the number ofconsecutive orders a player may perform so long as that player reta insthe Initiative. Orders do not need to be predesignatedthey areannounced and executed one at a time. When retaining the Initiativea player may observe the results of one order before deciding whichorder to give next. A player may "pass" and do nothing instead of

    performing a chosen orderthough the initiative cost for removalof the order cube is still paid.

    Te dierent orders that may be given by a player are explainedin rules3138.

    2 0 . 2 R E A C T I O N C A P A B I L I T Reactions such as Return Fire [34.3], Op Fire [35.6] or those foundon assets can be performed whenever a player deems them appropri-ate provided the prerequisite, if any, given for that reaction is met.

    Te dierent asset reactions that may be taken by a player are

    explained in theAssets section of this game's Playbook.

    2 1. G A M E T I M E

    2 1 .1 T U R N M A R E R

    2 1 . 1 1 P l a c e m e n tEach scenario will indicate on which space of the Time Track (locatedon the Track Display) the Turn marker is to be placed.

    2 1 .1 2 A d v a n c e m e n t

    A turn ends and the Turn marker is advanced one space forwardalong the Time Track at the end of any order in which there areexactly zero cubes remaining on the Order Matrix.

    Immediately after advancing the Turn marker, normal play pauseand the following steps are executed in the order shown:

    a) Sudden Deathe triggering player makes a sudden deathroll if appropriate [21.22].

    en, if the game did not end due to sudden death, continue:

    b) Smoke Deplet ionRemove all depleted (2) Smoke marker

    from the map, placing them back into the countermix; then ipall full strength (5) Smoke markers on the map to their depletedside.

    c) Sniper Ac t i v i t y e player whose side of the Sniper markeis currently face up counts the total number of activeenemyCommand markers, selects one of them, then rolls 1d10:

    If the result is greater than the count, there is no eect.

    If the result is less than or equal to the count, that opponenmust choose one: eithereliminate the chosen Command marke

    (placing it back into the countermix); orpermanently lower hiCommand & Control level by one, to a minimum of 0.

    d) RegroupIn this step players rst move all Command markerin their Pending Command box to their Available Command box(Mission side face up). en remove all active Tactical Commandmarkers from the map, placing them in their Pending Commandbox. Finally, ip all active Mission Command markers to theirTactical side.

    e) ReinforcementsIf there are any scheduled reinforcementfor the new turn (as indicated in the scenarios Deployment box)the owning player sets them up according to the instruction

    found in the scenario. Any reinforcement Command markers areplaced in their Available Command box (Mission side face up).

    f) ReseedEither player rolls 1d10 one at a time for each of theten order cubes. Place each cube into the box on the row of theOrder Matrix matching the die result.

    Once the steps above have been completed in their entirety, normalplay resumes from wherever it left o.

    Tis sequence is shown in abbreviated form on the rack Displayfor ease of reference during play.

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    2 1 .2 S U D D E N D E A T H M A R E R

    2 1 . 2 1 P l a c e m e n tEach scenario will indicate on which space of the Time Track theSudden Death marker is to be placed.

    2 1 . 2 2 P r o c e d u r eWhenever the Turn marker advances into or beyond the space occu-pied by the Sudden Death marker, the triggering player rolls 2d10.

    If the result is less than the number in the space currently occupiedby the Turn marker (notthe Sudden Death marker), the game imme-diately ends. Otherwise, play proceeds as normal.

    PLAY HIN: Tis roll can be re-rolled via use of the Fate card.

    2 1 . 3 G A M E E N D

    Via Sudden DeathIf a sudden death roll ends the game, the player with the higher VPtotal that is, the VP marker is on his side of the 0 space wins thegame. If the VP marker is in the 0 space, the player holding the Fate

    card breaks the tie and wins the game.

    If VP totals are irrelevant to the scenario being played, the scenariosspecic Victory Conditions will instruct the players as to how todetermine the winner.

    Al ternate Game EndIn addition to or in place of sudden death, a scenarios specic Vic-tory Conditions may sometimes prescribe an alternate way for thegame to end.

    It is possible, however unlikely, for one or both sides to end up with

    no units on the map prior to sudden death. If this occurs, the gamedoesn't necessarily end: the player having no units would stil l spendinitiative for orders as normalthough, with the exception of draw-ing and playing assets, he would pretty much always have to pass.

    2 2 . V I C T O R C O N D I T I O N SA player will usually win the game by having more VPs than hisopponent when the game ends [21.3]. VPs are generally earned inone of three ways:

    elimination of enemy units;

    exiting of friendly units o a particular map edge; control of mapboard objectives.

    2 2 . 1 E L I M I N A T I O N V I C T O R P O I N T SIn most scenarios, when a unit is eliminated the opponent is awardeda certain number of VPs for it, as described in the scenarios VictoryConditions. Adjust the VP marker accordingly whenever VPs aregained in this manner.

    Note that a hit platoon that is hit again is considered eliminatedeven though it is replaced by two squadsone of that platoon's threesquads was, in eect, eliminated.

    2 2 . 2 E I T V I C T O R P O I N T SA unit may never exit the map without a scenarios Victory Conditionor Special Rules specically allowing it. If allowed, a unit activatedto Advance [31], Assault [32]or Move [35] may exit o the map (aa MP cost of 1) along the specied edge/hex(es). Each unit exitedin this way immediately earns its owning player a number of VPsequal to that stipulated in the scenarios Victory Conditions. Adjusthe VP marker accordingly whenever VPs are gained in this manner

    Exited units are placed back in the countermix, permanently removedfrom play. Place any hit marker that may have been on an exited uniback into the draw cup.

    2 2 . 3 O B E C T I V E V I C T O R P O I N T SSometimes one or more hexes on a map will beoutlined in red. Such hexes are termed objectivesand are worth one or more VPs to one or bothsides, depending on the scenarios VictoryConditions.

    Cont ro l Markers When objec-

    tives matter, the double-sided Controlmarkers are used to indicate whichside currently controls each mapboardobjective.

    Procedure During setup, a scenario will specify which objec-tives begin under each players control. In some cases, objectivemay begin the game controlled by neither side: these should nocontain any Control marker. Otherwise, once play commences, thelast player to have solelyoccupied an objective with a friendly unitshould place/ip the Control marker within that objective to matchthe faction he is commanding.

    2 3 . L I N E O F S I G H T ( L O S )

    2 3 .1 L O S C H E C SGenerally, a unit in one hex must be able to see a unit in another hexin order to re at it. Mapboard terrain and units inside certa in fortications can aect this LOS. A LOS check is made by stretchinga string taut between the center dot within the sighters hex andthe center dot of the targets hex. If the string touches the physicadepiction of a terrain obstacle or hindrance in an interveninghexthat LOS is blocked [23.2] or hindered [23.3], respectively.

    A LOS check may be made at any time by either player.

    An obstacle or hindrance that is within the sighting or target hexwill not aect LOS. (exception: Smoke [8].)

    LOS is reciprocal: if unit A can see unit B, then B can also see A.

    Units friendly or enemy in an intervening hex do not block orhinder LOS in any way.

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    2 3 . 2 O B S T A C L E S & L O SSome terrain [24]is noted as being an obstacle. A unit in one hexcant see a unit in another hex if the LOS between them is blockedby an obstacle.

    2 3 . 3 H I N D R A N C E S & L O SSome terrain is too sparse or too low to be considered a completeobstacle to LOS. Such terrain is termed a hindrance because it

    hinders re traced through it, making it harder to hit enemy unitswith re attacks.

    2 3 . 3 1 F i r e A t t a c k s & H i n d r a n c e sAny re attacktraced through an intervening hindrance will haveits default hindrance of 1 [34.141] increased to the number listedin that terrains LOS column of the Terrain Chart.

    EXAMPLE: A direct re attack made through rough terrain willhave a hindrance of 2 instead of 1.

    2 3 . 3 2 H i n d r a n c e M o d i f i e r sHindrances including the default 1 are notcumulative: alwaysuse the single largest applicable hindrance.

    EXAMPLE: An infantry unit res at an enemy gun three hexesaway. Both hexes between them contain rough terrain. Instead ofthe default 1 the re attack will suer a hindrance value of 2 forthe rough hindrance, not 4 for both rough hexes. If one or bothof the two intervening hexes contained a 5 Smoke marker, thehindrance would be 5insteado2.

    2 3 . 3 3 S m o k e H i n d r a n c e sA Smoke hindrance [8]is considered to ll the entirety of the hex thatits marker occupies, including its hexsides. In other words, a LOS

    traced through any portion of a hex containing Smoke includingdirectly along one of its hexsides is hindered by that marker.

    Te physical placement of a Smoke marker within a hex is unim-portant: Smoke is an inherent terrain, and is considered to aectthe entire hex including all six hexsides as long as it remains.

    Furthermore, Smoke hinders any LOS traced into or out ofor withinits hex, not just through it like printed mapboard hindrances.

    Continuing the example from 23.32, if the infantry units hex con-tained a 5 Smoke, the hindrance would be raised to 5.

    2 4 . T E R R A I N

    2 4 .1 T P E S & F E A T U R E SOne of the player aid cards is a Terrain Chart showing stats for thedierent terrain in the game. Terrain Types are shown on thisChart with green backgrounds. Terrain Features are shown withtan backgrounds and generally only serve to modify the Terrain Typthey share a hex with. e Terrain Chart also lists the various terrainin hierarchical orderthat is, if a hex contains two or more Terrain

    Types, the one closest to the top of the chart takes precedence.

    EXAMPLE: If a hex with rough terrain has some of that terrainspill into an adjacent hex containing a building, that second hex isa building hex for all purposes, not a building-rough hex or anysuch conglomeration. Tis also means that a hex is an open groundhexonlyif it contains none of the terrain typesshown above it onthe errain Chart (those with their text on a green background)itcouldcontain any of the terraineaturesshown below it (those ona tan background) and still be an open ground hex, albeit withsome sort of modication.

    e Terrain Type of every hex on every map is thus dened by which

    ever Terrain Type both occupies that hexandis positioned nearest thetop of the Terrain Charteven if that terrain doesnt dominate thehex or share space with the hexs center dot. Roads can also occupya hex, usually modifying a units movement therein. Smoke marker[8] also function as terrain to a certain degree.

    2 4 . 2 M O V E C O S T SEach terrain l ists three dierent Move Costs one each for leg, trackandwheel which are color-coded to match the square surroundingeach units Speed. A unit will use only the move cost associated withits dened mode of transport.

    A terrains move cost is the amount of MPs a unit must expend tomove [35] into that hex or across that hexside. e Advance orde[31] does not require MP expenditures and thus terrain move costsare ignored when performing that order.

    2 4 . 3 C O V E REach terrain lists a cover. Cover benets each unit occupying thatterrain in the following manner:

    Cover is added to a units Fire Defense roll when red at [34.15]

    Cover is added to a units target number when attacked by abarrage [26].

    Cover greater than 0 aids in Rally attempts [36].

    Cover is never cumulative, however, so a units owner must chooseonly one instance of cover to apply if more than one is present (foexample, a benecial fortication marker occupying a building hex).

    2 4 . 4 L I N E O F S I G H TEach terrain lists whether it is an obstacle, a hindrance or clear.

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    Terrain obstacles block same-level LOS. Obstacles usually createone blind hex[24.53] to a higher-level observer.

    Terrain hindrances serve to increase the value of the defaulthindrance [34.141] for same-level re attacks traced through them.

    Clear terrain has no eect on LOS.

    2 4 . 5 E L E V A T I O Ne standard bu colored open ground hexin FF is said to be at level 0 or groundlevel. Hills can then be thought of as beingat levels 1 (tan), 2 (light brown), 3 (mediumbrown) or 4 (dark brown), while a depressioncan be thought of as being at level -1 (green).erefore, a unit on a hill is above any terrainoccupying either a ground- or depression-levelhex or any hill hex of a lower level. e level atwhich a hexs center dot lies is its actual levelwhen multiple levels appear in a hex(hex I14,at right, is a level 3 hill hex). A hill or depressionhex functions exactly like any other groundlevel hex except as modied below.

    2 4 . 5 1 C r e s t s & L O S24.511 Crest L inesA hex showing morethan one level is termed a Crest hex. e levelat which a Crest hexs center dot lies is its actuallevel. In every Crest hex, the physical edge ofeach hil l or depression is termed a Crest Line.

    24.512 Ver t i ca l LOS A unit may only trace a LOS into theinitial Crest hex of each level above it. Likewise, a unit may trace a

    LOS to a hex at a lower level only if that LOS never passes througha Crest Line of equal or greater height in an interveninghex.

    EXAMPLE: Unit A on a hill can see unit B at a lower level only ifthe LOS from unit A both: crosses a Crest Linebeoreit crosses ahexside; and never again crosses a Crest Line of the same or higherlevel.

    EXAMPLE: A unit on a level 2 hill can see past an interveninglevel 2 hill only to another hill hex of level 2, 3 or 4. If that inter-vening hill were instead level 3, the target hex would have to be atlevel 4 and also be a Crest hex to be seen.

    It may help to think of each hill level in FFas a thick, at pancake;or perhaps one layer of a tiered wedding cake.

    24.513 Cres ts as Obstac les A crest itself blocks LOS tracedbetween any two hexes oflowerlevel.

    EXAMPLE: A unit on a level 1 hill cannot see past an interveninglevel 2 hill to another level 1 hill hex.

    2 4 . 5 2 C r e s t s & O b s t a c l e se LOS to or from a hill hex is blocked only if it clearly touchesany part of the physical depiction of a terrain obstacle at the sameor higherlevel as that hill hex. In other words, LOS to or from a hill

    hex is not blocked by obstacles that lie at a lowerlevel (exceptionsee blind hexes, below).

    EXAMPLE: A unit on a level 1 hill can see past (over) an interveningbuilding at level 0 to another unit on a distant level 1 hill. How-ever, if that building was also on a hill the LOS would be blocked.

    2 4 . 5 3 B l i n d H e x e sA unit can see into a lower-level obstacle hex, as normal, but cannot

    see into the nexthex beyond it if that next hex is also at or lower thanthe obstacle hexs level. In other words, a lower-level obstacle createsa one-hex blind zone behind it to an observer at a higher levelalhexes beyond this blind zone arevisible from the hill (barring furtheobstacles along the way).

    EXAMPLE: A unit at ground level can see past a depression-levelbuilding except into the depression hex directly behind it. Conversely,a unit on a level 1 hill could see past an intervening level 1 buildingto a unit at level 2 or higherunlessthat building was in thefrstintervening hex along that LOS.

    2 4 . 5 4 C r e s t s & H i n d r a n c e sAny mapboard hindrance terrain at a lower level does nothinder LOSto or from a higher level. A hindrance on a hill does hinder LOSbetween two other hill hexes of the same level as that hindrance

    A Smoke marker, however, always hinders LOS through its hexregardless of the sighters or targets level.

    DESIGN NOE: Te hindrance that a Smoke marker creates isconsidered to be at a height sucient enough to aect any possibleLOS that can be represented in the game.

    Note that the above crest rules are based upon the premise that inFFeach crest level is taller than a mapboard obstacle, and that every

    mapboard obstacle is taller than a mapboard hindrance. Tis isn'talways true in the real world, of course, but functions well rules-wise.

    2 4 . 5 5 U p h i l l M o v e m e n tWhen entering a hex that is at a higher level than the one it is leavinga moving unit must expend:

    +1 MPper elevation changeif usinglegmovement; or

    +3 MPper elevation changeif usingtrackorwheel movement.

    ere is no MP modier when moving downhill.

    EXAMPLE: A tracked unit moving from a level -1 depression hexinto an adjacent level 1 hill hex must expend +6 MPs.

    EXAMPLE: A leg unit moving from a level 1 hill hex containing abuilding to a level 2 hill hex containing a building must expend 3MPs (2 for the building plus 1 for the change in level). Te conversedownhill move would cost only 2 MP.

    2 4 . 5 6 H e i g h t A d v a n t a g eA direct re attack suers -2 FP if the target hex is at a higher levethan the ring unit. Conversely, a direct re attack gains +2 FP ithe target hex is at a lower level than the ring unit.

    0

    1

    -1

    2

    3

    4

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    2 4 . 6 O P E N G R O U N DOpen ground is the default terrain

    type for all games in the series. It hasthe following stats:

    Leg Move Cost : 1

    Track Move Cost : 1

    Wheel Move Cost : 2

    Cover : 0; or -1 (negative one) if the unit is currently activated fora Move or Assault order.

    LOS: clear

    2 4 . 7 R O U G His catch-all terrain represents adiverse set of ground eects such asbrush, light woods, scrub, debris, etc.It has the following stats:

    Leg Move Cost : 2

    Track Move Cost : 2

    Wheel Move Cost : 3

    Cover : 1

    LOS: 2 hindrance

    2 4 . 8 R O A Dis is the default means of rapidmovement for all games in the series.Roads have the following stats andgame eects:

    Leg Move Cost : 1

    Track Move Cost :

    Wheel Move Cost :

    Road Movementese three move costs assume the unit is

    traveling along the road depiction (that is, it crossed a road hexside asit entered the hex); otherwise, use the move cost of the other terrainin the hex and/or on the hexside crossed.

    Cover : Use other terrain in the hex.

    LOS: Clear if directly along the road depiction; otherwise use theother terrain inside the hex.

    2 4 . 9 B U I L D I N Gis is the default terrain for mostany type of man-made structure orother built-up area. It has the fol-lowing stats:

    Leg Move Cost : 2

    Track Move Cost : Impassableif

    the hexs center dot lies atop a build-ing (unless entering/exiting along a road [24.8]); otherwise 2 if thehexs center dot is noton a building.

    Wheel Move Cost : Impassable if the hexs center dot lies atop abuilding (unless entering/exiting along a road [24.8]); otherwise 3 ithe hexs center dot is noton a building.

    Te building hex pictured above would be impassable to trackedand wheeled units.

    Cover : 4

    LOS: Obstacle; creates one blind hex[24.53]

    2 4 . 9 1 V e h i c l e s & B u i l d i n g sVehicles cannot cross any hexsidethat is entirely covered by buildingartwork. Vehicles must always be placed In Column while occupyingany building hex, however briey[24.10].

    A vehicle is not actually entering the buildings themselves but insteadmaneuvering around and between them within the hex.

    2 4 .1 0 V E H I C L E S I N C O L U M N

    Some terrain (building or woods, for example) requiresa vehicle unit be placed In Column when entered.Some games in the FFseries may also have terrain thatis always impassable to vehicles (such as marsh): a vehiclecan enter (and subsequently leave) such a hex only as long as it travelalong a road and is placed In Column while in the hex.

    2 4 .1 0 1 C o l u m n P l a c e m e n tBeing In Column is signied by the placement of a Column markeratop the vehicle or stack of vehicles. A Column marker is placed theinstant a vehicle enters any hex requiring it (before any Op Fire orother reaction occurs in that hex).

    2 4 .1 0 2 C o l u m n E f f e c t sere is a per-hex stacking limit of 1 vehicle platoon or 3 vehiclesquads In Column, which can never be exceeded. is stacking limiis enforced at all times(even during movement). Infantry and gunthat also happen to be in the hex which do not themselves need tobe In Column do not count against this stacking limit.

    EXAMPLE: A vehicle squad is In Column in a building hex. Avehicle platoon friendly or enemy cannot enter that hex as it wouldcreate an overstacked hex. Te platoon would have to rst deploythen move only one or two of the resulting squads into that buildinghex; or the vehicle already in the hex would rst have to vacate it.

    COLUMN

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    While a vehicle unit is In Column, it has the following eects:

    It suers -1D when ring in melee.

    Opposing units gain +1D when ring at it in melee.

    Any benecial cover that would have been aorded it is reduced to 0.

    A vehicle In Column may pivot normally.

    2 4 .1 0 3 C o l u m n R e m o v a lOnce placed, a Column marker may only be removed at the instantthe vehicle or stack of vehicles enters a hex not requiring Columnstatus (before any Op Fire or other reaction occurs in the hex entered).

    Additional terrain specic to each game in the series i s describedin detail in that games Playbook. errain eects are also shown inabbreviated form on the errain Chart.

    2 5 . ABAN D O N I N G G U N S & VE H I CL E S

    DESIGN NOE: In FF, guns and vehicles are considered to alwaysbe accompanied by an inherent crew of from 2-7 men. If a playerdeems it appropriate given the overall strategic situation, this crewcan take infantry form in the following manner.

    Just after being activated for an order after any deploying or mus-tering, but before performing any activities allowed by that order agun or vehicle may be abandoned. To abandon a squad-sized gunor vehicle, remove it from the map (placing it back in the counter-mix) and replace it in the same hex with a Crew infantry unit of thesame nationality. To abandon a platoon-sized gun or vehicle, remove

    it from the map and replace it with threesame-nationality Crews.

    DESIGN NOE: Tere are no Crew platoons in FFas they gener-ally werent trained to operate as such when forced to take on thetemporary role of straight foot soldiers. A crew abandoning its chargewould likely high-tail it back to HQ or hide until the ghting wasover, only very rarely taking an active role in the current battle. Tehorrible stats of this game's infantry crews coupled with the riskof the opponent possibly earning victory points for their subsequentelimination should encourage just this sort of behavior.

    In both cases, any hit marker that was on the abandoned gun/vehicleunit is placed back in the draw cup.

    Te Crew eectively rallies as it abandons its gun or vehicle.

    An abandoned gun or vehicle is notconsidered eliminated, so theopponent gains no VPs for their removal should the scenarios specicVictory Conditions normally allow for it. e Crew itself can, ofcourse, garner the opponent elimination VPs and/or the owner exitVPs, if appropriate to the scenario being played.

    A Crew is sti ll considered activated for the order in which its aban-doned gun/vehicle was activated.

    2 6 . B A R R A G ESome units or assets can allow a player to perform a barrage.Barrages can be from mortars, artillery, aircraft, or other similarweaponry.Whenever a barrage is called for, that player performs thfollowing ve steps in the order shown:

    1) Spotting2) Accuracy3) Targeting

    4) Terrain Modiers5) Impact

    Each step is explained in detail below(as well as on the Barrage ablplayer aid for ease of reference during play).

    2 6 . 1 S P O T T I N GTo indicate the hex that is to be the intended targetof the barrage, the active player places the SpottingRound (SR) marker into a hex within LOS of his chosenspotter. A spotter is always a friendly Commandmarker currently on the map unless the asset or special

    action species otherwise. e SRcan be placed into a hex normallyimpassable to units.

    2 6 . 2 A C C U R A C Once the SR has been placed, the act ive player consults the AccuracyGrid (located on the Barrage Table player aid) and rolls 1d20. eresult is the map hex to which the SR is immediately movedthecenter hex of the diagram is where the SR was placed in step 1; the1 hex within the diagram a lways points towards the 1 hexrow othe map(s) being used.

    2 6 . 2 1 O f f - M a pIf the SR errs o the map it is removed with no further eect andthe barrage ends (steps 3-5 are skipped).

    2 6 . 2 2 P r e - p l o t t e d F i r eSome barrage assets a llow the active player to give up the Fate card tohis opponent in exchange for a larger modier to the accuracy rollIn such a case, if the acting player is in possession of the Fate cardhe is not forced to give it up: the benet is entirely optional but thedecision must be made beforethe accuracy roll is made.

    2 6 . 2 3 S m o k e B a r r a g e sSome barrage assets allow the active player to place Smoke (a smok

    barrage) instead of conducting a bombardment with the intent ofinicting casualties. If the active player chose smoke in this mannerhe places a full-strength Smoke marker into the hex containing theSR as well as in the six adjacent hexes. e barrage is then considerednished (steps 3-5 are skipped).

    2 6 . 2 4 I m p a c t B a r r a g e sIf a barrage is not a smoke barrage, it is an impact barrage. e BarrageTable is split into two types of impact barrages: Aircra ft and Artillery

    For an artillery barrage, the hex into which the SR nally landbecomes the center hex of its impact areain other words, the SRshexand each adjacent hexwill be bombarded.

    SpottingRound

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    For an aircraft barrage, the single occupiedhexclosest to the hex intowhich the SR na lly lands becomes its impact area. Occupied isdened as any hex containing at least one unit or Sighting marker(friendly or enemy). If more than one such hex is equidistant, thebarraging player chooses which will be aected.

    2 6 . 3 T A R G E T I N GReferencing the Barrage Table (on the player aid), the active player

    locates the name of the asset played along the left hand side of thetable. He then selects oneunit, Sighting marker or fortication inan aected hex and nds its name or relevant stat along the top ofthe table.

    Dont worry if the aected hex(es) contain lots of targets: youll getto each of them in turn.

    Locate the number at the intersection of these two names: this is thetarget number needed to hit that particular piece. A dash ("")instead of a number indicates no possibility of the barrage inictingharm on that particular piece: move directly on to the next piece.

    2 6 . 4 T E R R A I N M O D I F I E R SIf the targeted piece is a unit or Sighting marker, add its cover to thetarget number (fortications themselves are never aected by cover:either the hexs or their own).

    Note however that many fortications provide a higher cover valuefor their occupants when targeted by a barrage as opposed to directre. See the Playbook for details.

    Some terrain will have further benecial or detrimental eects on abarrages target number. See the Barrage Table for details.

    2 6 . 5 I M P A C TOnce a modied target number vs the chosen piece is determinedthe active player rolls 2d20:

    If the roll is less than the nal target number, the barrage hasno eect on that piece.

    If the roll is greater than or equal to the nal target numberthe piece is hit:

    If a fresh unit, attach a random hit marker to it [5.1]; If a hit unit, eliminate it [3.31]; If a Sighting marker, reveal it [6.4]; If a fortication, eliminate it.

    2 6 . 6 B O M B A R D M E N TBarrages will aect allunits, Sighting markers and forticationwithin their impact area (usually seven hexes for artil lery; one hexfor aircraft).

    If after making an impact roll there remain one or more units, Sight

    ing markers or fortications in the barrages impact area that havenot yet had an impact roll made for them, repeat steps 3 through 5,above, until all such pieces both enemyandfriendly have eithebeen missed or hit by the barrage. EXCEPTION: do not attack thetwo squads resulting from a platoon being eliminated by that samebarrage.

    Teyve suered enough.

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    C o r e r U l e s o r D e r s

    3 0 . G E N E R A L R U L E STo perform or give an order, a player must have the Initia-tivethat is, the Initiative marker must currently be:

    on his side of the 0 space; or in the 0 space when he is in possession of the Fate card.

    To give an order, a player performs the following sequence:

    1) Remove any one order cube from the Order Matrix.

    2) Move the Initiative marker a number of spaces towards his opponentequal to the number in the box from which the cube was taken.

    3) Choose to perform either the order listed directly to the left/rightof the box from which the cube was taken depending on thenationality being commanded by that player OR any orderlisted below it (that is, one next to a smaller Matrix number).

    4) Activate units if appropriate for the order [30.1]. Activated unitsmay deploy or muster [30.2]. ey may then Abandon [25].

    5) Perform the chosen order [rules 31-38]orchoose to do nothing("pass"). Opponent may use Return Fire/Op Fire if appropriate[34.3 & 35.6]. Unactivate units as they complete their activities.

    6) Opponent removes any Spent markers from his units.

    7) Check for possible end of turn [21.12].

    An announced order must be performed in its entirety before the

    next order can be given (by either player).

    Remember that Available Command may be placed on the mapby either or both players at any time during the above sequence.

    3 0 .1 U N I T A C T I V A T I O NFor orders involving unit participation, there are three ways to activateunits for that order:

    a) freely activate any number of friendly units currently under Mis-sion Command [4.31]; and/or

    b) activate any number of friendly units currently under Tactica l Com-mand [4.31], losing 1 Initiative for each such unit activated; and/or

    c) activate any number of friendly units currently Out of Command,losing 2 Initiative for each such unit activated.

    A unit cant be activated if it would cause the Initiative marker tomove beyond the opponents 20 space.

    Activated units are identied by ipping them to their reverse side(with the white stripe).

    A unit can be activated for multiple orders each turn.

    3 0 . 2 D E P L O I N G A N D M U S T E R I N G

    3 0 . 2 1 D e p l o yAs a friendly platoon is activated for an order before it or any otheactivated units begin their allowed activities, including Abandon

    ment [25] it may deploy into three like squads. A platoon mustbe under Mission Command or Tactical Command to deploy (Ouof Command units can't deploy).

    To deploy an activated platoon:

    1) remove it from the map, placing it back into the countermix;

    2) retrieve up to three squads from the countermix with the same namas the removed platoon and place them into the hex from whichthe platoon was taken (each with the same re arc, if applicable).

    3) if the platoon had a hit marker, place it on one of the three squads

    Te other two will deploy freshthe main reason for deploying.

    e resulting squads are still considered activated for the order inwhich the parent platoon was activated.

    3 0 . 2 2 M u s t e rAs friendly squads are activated for an order and before they or another activated units begin their allowed activities they may musterinto a platoon. It takes three squads to muster and all three must:

    be under Mission Command or Tactical Command (Out of

    Command units can't muster); and share the same hex; and have the same name; and be fresh (no hit markers attached to any of them).

    To muster three activated squads that meet all the above criteria:

    1) remove them from the map, placing them back into the countermix

    2) retrieve a platoon from the countermix with the same name athe removed squads and place it into the hex from which thesquads were taken (with the same re arc as any of those squadsif applicable).

    e resulting platoon is still considered activated for the order inwhich the three squads were activated.

    3 0 . 3 U N I T U N A C T I V A T I O NAs each activated unit nishes its allowed activity(s) or declinesto do so, as the case may be ip the unit back to its unactivatedside (afterany Return Fire or Op Fire by the inactive player [34.3 &35.6]). Once all activated units have been unactivated, the order ends

    Te various orders are described in detail on the following pages.Tey are presented in alphabetical order for ease of reference.

    Grenadier Grenadier

    L

    124103

    Grenadier

    L

    124103

    Grenadier

    L

    124103L

    3 12153

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    3 1 . A D V A N C E

    3 1 .1 P R O C E D U R EWhen this order is given, the player activates one or more friendlyunits [30.1]. An infantry unit activated to Advance can enter a hexadjacent to the one it currently occupies, where it must stop. A gun orvehicle can only advance into the hex directly in front of it or directlybehind it, as dened by its re arc (that is, the hex in the center ofits front arc or the hex in the center of its ank arc). Advancing guns

    and vehicles may freely change their re arc eitherbefore orafteradvancing into a new hex; never both. Activated guns/vehicles mayalso freely change their re arc without leaving their hex. FriendlyCommand markers may accompany advancing units.

    A units speed as well as terrain move costs are ignored during anAdvance, though impassable terrain still cannot be entered or crossed.

    You only get to go one hex but you are immune to re attacks.

    Hi t Uni t sUnits aected by a hit marker with a circled M cantadvance.

    3 1. 2 M E L E E E N T R & E I TAn advancinginfantryunit (only) may enter or exit an enemy-occupiedhex. Activated guns and vehicles are prohibited from entering orexiting melee during an Advance order.

    3 2 . A S S A U L T

    3 2 . 1 G E N E R A L R U L E SWhen this order is given, the player activates one or more friendly

    units[30.1]

    . Activated units can then expend MPs exactly as if theywere activated for a Move order [35], with two exceptions:

    1) Units activated for Assault have their printed Speed halved, andthus only have half as many MPs to spend.

    Half means halfno rounding.

    2) An assaulting unit may spend 1 MP to make a re attack[34].is MP expenditure may only be made onceby each activatedunit, but may be done before, during, after, or instead of that unitspending its other available MPs to move. Assaulting units suer-1D when direct ring (that is, they are not in melee). Note that

    this shot is a MP expenditure so the opponent is allowed multipleOp Fires in reaction to it [35.6], not a lone Return Fire [34.3].

    So an infantry unit with a printed speed of 6 could traverse threeopen ground hexes; or traverse 2 open ground hexes then re; or enter1 open ground hex, re, then enter another open ground hex; etc.In other words, during an Assault order, each activated unit may:

    a) Just move; orb) Fire then move; orc) Move then re then continue moving; ord) Move then re; ore) Just re.

    3 2 . 2 M E L E E E N T R & E I TAn assaultingvehicleunit (only) may enter and/or exit an enemy-occupied hex. Activated guns and infantry are prohibited fromentering or exiting melee during an Assault order.

    3 2 . 3 O P P O R T U N I T F I R EAfter each MP expenditure by the active player (including assaultre) the inactive player can perform any number of Op Fire attacks

    against the unit/hex in which the expenditure was made [35.6].

    3 3 . A S S E TWhen this order is given, the active player may play up to one Asseorder from his hand. If the player has no cards in hand, this order isforfeit (though the Initiative cost is still paid). Place any played Assecard face up atop that player's discard pile.

    See this game's Playbook for specic assets and their eects.

    3 4 . F I R EWhen this order is given, the player activates one or more friendlyunits [30.1]. Each activated unit can then perform onere attackeither direct if there are no enemy units within its hex or meleeif at least one enemy unit occupies its hex.

    Hi t Un i ts Units aected by a hit marker with a circled F cant re

    3 4 .1 D I R E C T F I R E A T T A C Each unit activated to re and not in melee [34.2] may take

    oneshot at any hex within both its range and LOS; after which itbecomes unactivated (but see 34.3 Return Fire). Units friendly orenemy in intervening hexes are not aected by any re attack passing through their hex.

    To conduct a direct re attack, perform the following steps in theorder shown:

    1) Ammo Type2) Targeting3) Attack Dice4) Attack Total5) Defense Totals

    6) Hit Results

    Each step is explained in detail below (as well as on the Player Aidcard for ease of reference during play).

    3 4 . 1 1 A m m o T y p eSelect one unit to re. If a unit only has HE FP or only has AP FPthat FP must be chosen for the attack. For those units having bothtypes of FP, however, the owning player must verbal ly choose eitherone orthe other for the current re attack.

    Tat same unit can use the same or dierent FP later onearlierre attacks do not lock in a unit's mode of re for subsequent shots.

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    3 4 . 1 2 T a r g e t i n gDetermine the range to the intended target hex by counting thenumber of hexes from the ring unit to that hexincluding thetarget hex but excluding the ring pieces hex. If this range is greaterthan three timesthe printed range on the ring unit's chosen modeof FP (AP or HE), the shot cannot even be attempted.

    Direct re attacks at up to double and triple a units printed rangeare allowed but will be penalized in a later step.

    34.121 Target ing PivotWhen targeting, a gun or vehicle with a strict re arc must now bepivoted within its hex, if necessary, in order to bring the target withinits front re arc [3.4]. Guns and vehicles with loose re arcs may bepivoted at this time, at their owner's discretion. A targeting pivotcannot be made if the ring unit has a hit marker with a circled M.

    3 4 . 13 A t t a c k D i c eEach direct re attack begins with a default 2d10. However, the diesize may increase or decrease

    (auto miss) 2d6 2d8 2d10 2d12 2d20

    based on the following conditions (each game's Playbook may includeadditional modiers):

    -1D if the ring unit is currently activated for an Assault order;

    -1D if the unit is ring at greater than its printed range but lessthan or equal to twice that range (long range);

    -2D if the unit is ring at more than double its printed range butless than or equal to three times that range (extreme range);

    +1D if the unit is ring into an adjacent hex (short range);

    -2D if the ring unit is a gun or vehicle that, during targeting,pivoted in order to bring the target hex within its front re arc;

    -1D if the ring unit is a gun or vehicle with a loose re arc (only)that is ring into a hex within itsankre arc;

    Te above modiers are shown in table form on the Player Aid forease of reference during play.

    Multiple modiers are cumulative. If the net modier to the attackdice is greater than -2D that is, it would be less than 2d6 the

    attack is immediately ended with no eect (though any targetingpivot contributing to the auto miss does still occur).

    EXAMPLE: A gun that pivots while taking a shot at an adjacenthex rolls 2d8: -2D for the pivot (down to d6s) and +1D for shortrange (back up to d8s). If the target hex was at extreme range, the-4D net modier would make the shot impossiblethe gun stillperformed its free targeting pivot, however, so its next shot will likelyalready be within its front re arc. In this latter case, if the gunwas conducting Return Fire or Op Fire[34.3 & 35.6]it would notbecome spent because no attack dice were actually rolled.

    3 4 . 14 A t t a c k T o t a lOnce the attack dice have been nalized, the player needs to determinthe shots hindrance value before making his attack roll.

    34.141 Determine HindranceEvery direct re attack begins with a default hindrance of 1. How-ever, if the re attack passes through an intervening hex containinghindering terrain at the same level[24.54], the default hindrance wilbe raised to that of the hindering terrain. Alternately, if the re attack

    enters, leaves or passes through a hex containing a Smoke markerthe default hindrance is raised to that listed on the marker. Multiplehindrances are not cumulative: only the single largest hindranceaecting the re attack is used.

    34.142 Rol l At tack DiceOnce the hindrance has been determined, the ring player rolls thetwo attack dice:

    If either or both dice result in a number that is less than or equato the hindrance, the shot misses and the attack is immediatelyended with no eect on the targeted hex.

    If the shot does not miss, the player adds the sum of the twoattack dice to the FP of the ring unit (possibly modied byelevationsee 24.56): this total becomes the Attack Total.

    3 4 . 15 D e f e n s e T o t a l sHEIf the re attack was designated as HE, both players must makeFire Defense rolls one at a time, active player rst for each of theiSighting markers and all of their units with moralein the targeted hexUnits having no morale stat are unaected by HE direct re attacks

    A PIf the re attack was designated as AP, both players must makFire Defense rolls one at a time, active player rst for all of their

    units with armorin the targeted hex. Sighting Markers and unitshaving no armor stat are unaected by AP direct re attacks.

    All Fire Defense rolls for one attack must be made before the nexattack is announced, even if that same hex will be shot at again.

    An aected units defenseplusits cover [24.3] is added to a Fire Defenseroll of 2d10 in order to arrive at a Defense Total:

    a) If the Defense Total is greater than or equal to the Attack Totalthe unit is unaected.

    Te mantra "the last die wins a tie" works for all types of attacks.

    b) If the Defense Total is less than the Attack Total, the unit is hit

    For defending units with subscripted defense factors, make sure thecorrect defense stat is being used based on whether the shot emanated

    from a hex in their front or ank re arc.

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    3 4 . 16 H i t R e s u l t sWhen a piece is hit by a re attack, it has the following eect:

    a) If a fresh unit is hit either squad or platoon draw a hit markerat random from the draw cup and place it on the unit.

    b) If a squad with a hit marker is hit again, eliminate it. Place its hitmarker back into the draw cup.

    c) If a platoon with a hit marker is hit again, eliminate it [3.31].

    And remember, the newly placed squads need NO make FireDefense rolls of their own.

    d) If a Sighting marker is hit, reveal it [6.4].

    3 4 . 2 M E L E E F I R E A T T A C Whenever a unit would re and there is at least one enemy unit withinits hex, that unit must perform a melee re attack (or just melee)rather than a direct re attack.

    Melee diers from a direct re attack in that repower, defense,re arcs, range and cover are all ignored, all while using a targetnumber mechanic similar to that of a barrage.

    To conduct a melee, perform the following steps in the order shown:

    1) Targeting2) Melee Dice3) Melee Total4) Hit Results

    Each step is explained in detail below(as well as on the Melee ables

    player aid card for ease of reference during play).

    3 4 . 2 1 M e l e e T a r g e t i n gAs opposed to direct re which aects a whole hex, melee only everaects a single unit. When a melee is announced, the opposing playerselects any one of his units in that hex to be the target of the attack.All other units within the hex wil l be unaected by the attack.

    en, referencing his nationalitys Melee Table (located on a playeraid card), the ring player locates the name of the ring unit alongthe left hand side of the table and the name of the targeted unit alongthe top of the table. Finally, locate the number within the grid thatlies at the intersection of these two names: this is the target number

    needed to hit that enemy unit. A dash ("") instead of a numberindicates no possibility of the attack inicting harm on the targetedunit: the attack is immediately ended with no eect.

    3 4 . 2 2 M e l e e D i c eEach melee begins with a default 2d10 attack dice. However, the diesize may increase or decrease

    (auto miss) 2d6 2d8 2d10 2d12 2d20

    based on the following conditions (