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Manual — Combat Commander: Europe/Mediterranean 20th Anniversary Edition

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Introduction............................2
Game Scale.............................2
Contents. .................................2
Glossary..................................2
Components. ..........................3
1 The Fate Cards...................... 3
2 The Maps. ..............................4
3 The Units................................4
4 The Track Display................... 5
Core Rules. .............................6
5 Sequence of Play................... 6
6 Game Time............................6
7 Victory Conditions.................. 6
8 Stacking.................................7
9 Initiative. .................................8
10 Line of Sight (LOS)............... 8
11 Weapons..............................9
12 Radios. ...............................10
13 Suppression.......................10
Orders (O14).........................10
O15 Pass (discard). .................10
O16 Advance...........................10
O17 Artillery Denied. ...............11
O18 Artillery Request. .............11
O19 Command Confusion....... 12
O20 Fire. .................................12
O21 Move................................14
O22 Recover. ..........................14
O23 Rout.................................14
Actions (A24)........................15
listed alphabetically A25–A41..15
Events (E42).........................18
listed alphabetically E43–E77. .18
Terrain (T78).........................20
listed alphabetically T79–T99.. 21
Fortifications (F100). ............23
listed alphabetically F101–F106.23
Credits...................................23
Index.......................back cover
Game Design by Chad Jensen
TABLE OF CONTENTS
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com NOTE: Items in blue text indicate functional
changes from the first edition of this rulebook.
This booklet is version 1.1 of the rules.
Combat COMMANDER
20th Anniversary Edition

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INTRODUCTION
Combat Commander is a series of card-
driven board games covering tactical
infantry combat in World War II. In this
first volume, one player assumes the role of
the Axis (Germany) while another player
commands the Allies (America or Russia).
These two players will take turns playing one
or more Fate cards from their hands in order
to activate their units on the mapboard for
various military functions.
Players attempt to achieve victory by moving
their combat Units across the game map to
attack their opponent’s units and occupy as
many Objectives as possible. The degree to
which a player succeeds or fails is measured
by a scenario’s specific objective chits, the
destruction of enemy units, and the exiting of
friendly units off the opponent’s board edge.
Each measure of game Time is divided into
a variable number of player Turns. In each
Turn, the sequence of play is fluid – with
Orders being given by the active player and
Actions being taken by both players – de-
pending upon the cards in their hands.
Events, both good and bad, will occur at
random intervals to add a bit of chaos and
uncertainty to each player’s perfect plan.
GAME SCALE
Each hex of a Combat Commander map
measures approximately 100 feet across (30
meters or so). Each complete player Turn rep-
resents an arbitrary segment of game Time
with each measure of game Time abstractly
representing several minutes of real time.
Each unit in the game is approximated as
either a single Leader, a 5-man Team, or a
10-man Squad. Radios and individual Weap-
ons (at least those larger than a BAR, rifle or
pistol) are represented by their own counters.
CONTENTS
Combat Commander: 20th Anniversary
Edition includes:
●twelve back-printed 17˝ x 22˝ game maps
(24 maps total)
●seven countersheets
●436 cards
●one 24-page Rulebook
●one 52-page Playbook
●one Track Display
●two one-sided player aid sheets
●six double-sided player aid sheets
Letters/Numbers found within brackets
– such as [O16.4] – will indicate to the reader
an important reference to another rule.
Rules preceded by an “O” are for Orders;
“A” Actions; “E” Events; “T” Terrain; and
“F” Fortifications.
GLOSSARY
Action—The ability listed just below the
photo on every Fate card (and above, in the
case of the “Fire” Order/Action). Actions may
be played during either player’s Turn. [A24]
Activate—A unit or player may normally only
be “activated” for one Order per Turn.
Active—The player currently taking his Turn.
Any unit or marker belonging to that player.
Adjacent—Two hexes sharing a common hex-
side are considered adjacent to one another.
Units and markers in one of those hexes are
adjacent to units and markers in the other.
Break/Broken—A unit, Weapon or Radio
with its reverse side face-up is “broken”. A
Weapon/Radio cannot be used while it is bro-
ken. A broken unit can perform most abilities,
albeit at a reduced capacity. An unbroken
piece that “breaks” becomes broken (flipped
over); a broken piece that breaks again is
eliminated. [3.2]
Command— One of five base stats found only
on Leader units. Command is a measure of
how well a Leader can control the friendly
units around him. [3.3.1]
Cover—A number associated with each ter-
rain. A hex’s best Cover is added directly to
the Morale of every unit occupying that hex.
Multiple Covers are not cumulative. [T78.3]
Die Roll—The six-sided “dice” on the bottom
right of every Fate card. Die rolls can never
be performed directly from a player’s hand,
only off the top of a player’s Fate Deck. [1.9]
Enemy—A unit, Weapon or Radio under
your opponent’s control. A hex occupied by
an enemy unit. An Objective hex [2.3] under
your opponent’s control and not containing a
friendly unit. Fortifications are never “enemy”.
Event—The random happenings listed just
below the Action on every Fate card. Events
can never be performed directly from a
player’s hand, only off the top of a player’s
Fate Deck due to an Event! trigger. [1.9.1.1]
FP / Firepower—One of five base stats. FP is
a measure of how much damage a piece can
inflict on enemy units. [3.1.1]
Friendly—A unit, Weapon or Radio under
your control. A hex occupied by a friendly
unit. An Objective hex [2.3] under your
control and not containing an enemy unit.
Fortifications are never “friendly”.
Hindrance—Terrain that affects attacks go-
ing through its hex – never into or out of
it (except for Smoke). Hindrances are not
cumulative. [10.3]
Inactive—The player not currently taking his
Turn. Any unit or marker belonging to that
player. If a game situation calls for or allows
both players to do something simultaneously,
the inactive player always goes first.
LOS—Line of Sight. Generally, a unit in hex
A has a LOS to hex B if a string, drawn taut
and touching both hex’s center dots, does
not touch the graphical depiction of a terrain
Obstacle in a hex between those hexes. [10]
Marker—Any counter (usually ½˝) without a
soldier illustration. Some marker examples
include Weapons, Wire, Control, Sudden
Death, or the Spotting Round.
MG—Machine Gun.
Morale—One of five base stats.A measure of
how much punishment a unit can take before
being rendered “combat ineffective”. [3.1.4]
Movement—One of five base stats. Movement
is a measure of how efficiently a unit can
move across the battlefield. [3.1.3]
MP—Movement Point.
OB—Order of Battle. The forces allotted to
each player in every scenario. Fortification
OBs are located on the back of the playbook.
Each nation has a player aid with its base OBs
on one side and Support OBs on the other.
Obstacle—A type of terrain that blocks LOS
through it; never into or out of it. [10.2]
Op(portunity) Fire—The ability to play a
Fire Action in order to repeatedly fire at the
opponent’s Moving units. [A33]
Order—The ability listed across the top of
every Fate card. Orders may only be played
during that player’s own Turn. [O14]
Ordnance—Any Weapon with a white bar
highlighting its stats. Ordnance: must first
hit its intended target before making a Fire
Attack against it; cannot be part of a Fire
Group; cannot participate in Op Fire; and
cannot have its stats increased by a friendly
Leader in the same hex. [O20.2]
Piece—A unit, Weapon, Radio or Fortification.
Posture—Attack(er), Defend(er) or Recon.
Posture determines a player’s hand size
[1.1] and can be paired in any combination
(though Attack vs Defend is most common).
Random Hex—The letter/number combination
on the bottom left of every Fate card used
to randomly determine where Snipers and
certain Events will occur. The number is also
used to determine whether broken Weapons
might be fixed or eliminated. [1.8]
Range—One of five base stats. A measure of
how far a piece can effectively shoot-to-kill
whilst in the heat of battle. [3.1.2]
SR—Spotting Round marker. [O18.2.1]
(die) Trigger—A game effect associated with
(“triggered by”) certain die rolls. [1.9.1]
Turn —One player performing one or more Or-
ders or discarding zero or more Fate cards. [5]
Unit—Any large (⅝˝) counter with an illustra-
tion of one or more soldiers. This includes
Squads, Teams and Leaders. [3]
VP—Victory Point. [7]
Weapon—Any small (½”) counter with a
weapon illustration such as a machine gun or
mortar. Unlike other markers, Weapons will
also always have a FP and a Range. [11]
IMPORTANT: In Combat Commander,
the motto “a rule means exactly what it
says” should be the order of the day. In
other words, as quoted from another fine
game, Totaler Krieg!: “Do not infer or
imagine more to a rule than is stated in it.
When in doubt, interpret strictly”.
Example A: The “Walking Wounded” Event
[E76] states “Return one eliminated unit to
play…”. It doesn’t say “friendly eliminated
unit”; so if your opponent had the only
eliminated unit(s) when you drew this
Event, you would have to choose one of his
to return to the map.
Example B: The rule for the “Jammed!”
die trigger [1.9.1.2] says to break all firing
Weapons. That’s it. It doesn’t say that the
fire attack is then cancelled, so it isn’t.
Having said that, however, these rules
cannot possibly hope to cover the myriad
situations that may arise during game
play—so in those instances when an odd-
ball situation surfaces, a healthy dose of
common sense coupled with an existing rule
or two should suffice to see you through.
Throughout this book you will see numerous
shaded boxes such as this one. These boxes
are filled with clarifications, play hints,
design notes, and other assorted wisdom in
order to help ease you along.
To play your first game, you need only read
the Components, Core Rules and Order
sections that follow, as well as rule A33
concerning Opportunity Fire. Then set up
the Example of Play (in the Playbook) and
follow it through to conclusion in order to
get a feel for the basic flow of the game. The
latter portion of this booklet – entries for
Actions, Events, Terrain and Fortifica-
tions – can be quickly glossed over and
then referred to in more detail as the need
arises during game play.
COMPONENTS
1. The Fate Cards
“A thing appears random only through the
incompleteness of our knowledge.”
—Baruch Spinoza
There are three sets of Fate cards included
with this game: one set each for Germany
(gray), America (green) and Russia (brown).
A player’s 72-card Fate Deck is the heart and
soul of the game. Once the game begins, no
action may be taken on the map by either
player – either via Order or Action – without
a Fate card in hand allowing it. While a Fate
card is in a player’s hand, only its Order or
Action may be declared: everything else
(from the Event down) is ignored.
IMPORTANT: The Initiative card [9] as
well as the three cheat cards included in
the game are not Fate cards and thus will
never be considered as being part of a
player’s hand.
Further, whenever a rule refers to a “card”
without an identifier, it will always be in
reference to a Fate card—never the Initia-
tive card or a cheat card (which will always
be identified as such).
1.0 Golden Rule
Some card effects conflict with one or more
rules within this booklet (for example, the
Interrogation Event [E61] conflicting with rule
1.2, below). When this occurs, the card effect
always takes precedence.
1.1 Hand Size
Each player is allotted a certain Hand Size
depending on his Posture: either Attack (6
cards), Recon (5 cards) or Defend (4 cards).
This determines both the number of cards
that player will begin the game with as well
as how many he will draw up to at the end of
each of his own Turns.
1.2 Card Knowledge
Cards in a player’s hand are kept secret from
his opponent. Cards in a player’s draw pile
are kept face-down and secret from both
players. Cards in a player’s discard pile are
public knowledge and may be examined by
either player at any time.
1.3 Revealing Cards
Whenever a player is instructed to “reveal” a
card – during an Event trigger, for example
[1.9.1.1] – the top card of that player’s Fate
Deck is turned face up then placed on top of
his discard pile for both players to see.
1.4 Reshuffle
During each Game Time Advance [6.1.2], one
player will be instructed to shuffle the cards
occupying both his discard and draw piles
together in order to form a new draw pile.
1.5 Orders
“They are not so hot yet, but they are learning,
and they’ll make a first-class army before
long.”
—Josef Stalin
These are listed across the top of each Fate
card. A player may only play a card for its
Order during his own Turn, and may never
announce more Orders in a Turn than his
Order Capability [5.1] . If a card is played for
its Order, it is immediately placed into that
player’s discard pile—the Action on that card
then could not be played until the next time it
is drawn into the player’s hand.
1.6 Actions
“You win battles by knowing the enemy’s tim-
ing, and using a timing which the enemy does
not expect.”
—Miyamoto Musashi
Actions are listed just below the photo on
each Fate card or, in the case of (Opportu-
nity) Fire [A33] , across the top of the card. A
player may play a card for its Action at any
time during either player’s Turn, so long as
its prerequisite is met. If a card is played for
its Action, it is immediately placed into that
player’s discard pile—the Order on that card
then could not be played until the next time it
is drawn into the player’s hand.
1.7 Events
“Luck; that’s when preparation and opportu-
nity meet .”
—Pierre Elliott Trudeau
Events are listed below the Action on every
Fate card. Events are never played from the
hand, voluntarily or otherwise—only off
the top of the draw pile, and only at random
intervals due to certain die rolls [1.9.1.1] .
1.8 Random Hexes
This is the light-green
“hex” in the lower left of
each Fate card. Snipers
[1.9.1.3] and some Events
will call for a Random
Hex to be determined and, if so, the top card
of that player’s Fate Deck is revealed and this
“hex” is consulted. The letter/number com-
bination within the “hex” will correspond
to one specific hex on the map, where the
Sniper/Event will take place.
A Random Hex can also have an effect on
any broken Weapons in play [11.4] .
1.9 Die Rolls
This is the pair of
six-sided dice in the
lower right corner
of every Fate card.
“Real” dice are not
used in Combat Commander : instead, when-
ever a “roll” is called for, that player reveals
the top card of his draw pile and only the two
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENT
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENT
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENT

Roll Jammed card R 1 Hex A2 Make one Fire Attack with any number of your units Weapons with boxed Firepower that are currently activated to Move Place Foxholes in a random hex RECOVER ASSAULT FIRE Shellholes ORDER ACTION EVENT Roll Jammed card R 1 Hex A2 Make one Fire Attack with any number of your units Weapons with boxed Firepower that are currently activated to Move Place Foxholes in a random hex RECOVER ASSAULT FIRE Shellholes ORDER ACTION EVENT Roll Jammed card R 1 Hex A2 Make one Fire Attack with any number of your units Weapons with boxed Firepower that are currently activated to Move Place Foxholes in a random hex RECOVER ASSAULT FIRE Shellholes ORDER ACTION EVENT

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dice are consulted; everything else on the
card is ignored. When such a roll is made,
the two dice are added together to arrive at a
sum total (exception: during a Targeting Roll,
the dice are instead multiplied [O20.2.3]).
1.9.1 Die Triggers
Many die rolls are enclosed within a thick
red box with the word Event!, Jammed!,
Sniper! or Time! also inside it; these are
called “triggers”. These four triggers im-
mediately and temporarily pause normal
game play in order to perform a specific task.
Normal game play resumes after the trigger
has been dealt with in its entirety.
IMPORTANT—Any non-Time! trigger that oc-
curs via the last card of a player’s draw pile is
resolved after the Time Marker Advancement
[6.1.2].
IMPORTANT—Any roll made while resolving
a trigger (such as a Sudden Death Roll during
a “Time!” trigger; or a Melee Roll during a
Melee at the end of an Infiltration Event) can-
not itself produce a die trigger.
In other words, any die roll made during
a die trigger must ignore any Jammed!,
Event!, Sniper! or Time! trigger associ-
ated with it.
IMPORTANT—Each of the four triggers ex-
plained below are always performed in their
entirety before any results of the die roll that
triggered them are implemented. In other
words, the roll itself locks in a result but that
result is not implemented until after the die
trigger is resolved.
EXAMPLE: A broken unit with 6 Morale
has a Rout roll made for it. The roll is “7-
Event.” That unit will have to Retreat 1 hex
but not until after resolving the Event. Even
if the Event were “Medic” and that very
same unit was rallied, it must still perform
its pending Retreat (albeit unbroken).
1.9.1.1 Event! Trigger
“The reason the American Army does so
well in wartime is that war is chaos, and the
American Army practices it on a daily basis.”
—from a post-war debriefing
of a German General
Whenever a player makes a die roll and that
roll is surrounded by a red box with the word
“Event!” inside it, normal game play pauses
in order to execute that Event: The player
rolling the Event! trigger reveals the top
card of his draw pile and, ignoring every-
thing else, reads aloud and then executes the
Event on that card [E43 –E77].
Unless otherwise stated, any decisions re-
quired by the Event are made by the player
reading it.
1.9.1.2 Jammed! Trigger
Whenever a player makes a Fire Attack Roll
[O20.3.3] (only; no other roll will trigger a
Jammed!, including Targeting [O20.2]) and
that roll is surrounded by a red box with the
word “Jammed!” inside it, all firing Weapons
become broken [11.4].
Note that Radios [12] and Mines [F103] are
not Weapons.
1.9.1.3 Sniper! Trigger
“I got my helmet creased and set back on my
butt before I realized I was being shot at.”
—Lt. Col. Robert R. Moore
Whenever a player makes a die roll and that
roll is surrounded by a red box with the
word “Sniper!” inside it, normal game play
pauses in order to resolve that Sniper: The
player rolling the Sniper! trigger reveals
the top card of his draw pile and, ignoring
everything else, reads aloud the Random Hex
on that card. That player may then select one
unit in or adjacent to that hex and break it.
In CC, a Sniper! result represents a lot
more than just a patient man with a scoped
rifle: this mechanism is also used to repre-
sent combat occurrences such as friendly
fire, panic, shell shock, snake bite, despair,
dehydration, fatigue, a stray shell, dirt-in-
the-eye, etc.
1.9.1.4 Time! Trigger
Whenever a player makes a die roll and that
roll is surrounded by a red box with the word
“Time!” inside, normal game play pauses
in order to perform a Time Marker Advance-
ment [6.1.2].
2. The Maps
“I am a soldier; I fight where I am told, and I
win where I fight.”
—George S. Patton
2.1 The Battlefield
Superimposed over each mapboard is a
hexgrid which is used to regulate movement
and combat at an abstracted scale of about 30
meters per hex. Each hex contains:
●a specific type of terrain [T79–T99] which
can affect movement as well as attacks
into or through it;
●a white center dot used for determining
Line of Sight [10] between hexes;
●a unique letter-number identifier – such as
“C7” – used for determining where Snipers
and certain Events will take place.
2.2 Map Border
2.2.1—The upper right of each map contains
its map number which is used to identify
which map is used for a particular scenario.
2.2.2—In the lower left of each map is a six-
sided ‘compass’ matching the orientation of
the mapboard hexes. The compass is gener-
ally used for the initial orientation of the
map during setup and to determine a random
direction during artillery strikes [O18.2.2], as
well as for various Events.
On the compass, 1 points to the “top” of the
map; 4 to the bottom; 2 and 3 to the right
side; and 5 and 6 to the left side.
2.2.3—Two opposite corners of each map
contain Artillery Boxes used for holding a
player’s Radio marker [12].
2.3 Objectives
“In whatever position you find yourself deter-
mine first your objective.”
—Ferdinand Foch
Each map contains five “Objectives”—red
circles containing a white number between 1
and 5. An Objective is worth a variable num-
ber of VPs to the last side to have sole control
over it [ 7.3.1], the amount being determined
by the specific Objective chits in play [7.3.2].
3. The Units
“The infantry doesn’t change. We’re the only
arm of the military where the weapon is the
man him self.”
—Major General C. T. Shortis
Name/Rank—The name of any unit is used
solely for identification purposes. Similarly,
the historical rank insignia found on all
Leaders is for aesthetic purposes only. These
have no effect on actual game play.
Figures—All units have an illustration of one,
two or four soldier figures to denote their
relative size: one figure is a “Leader” repre-
senting a single man; two figures a 5-man
“Team”; and four figures is a 10-man “Squad”.
3.1 Unit Stats
“Morale is the state of mind. It is steadfast-
ness and courage and hope. It is confidence
and zeal and loyalty. It is elan, esprit de
corps and determination.”
—George C. Marshall
Units always have one number in their up-
per right corner and three numbers printed
along the bottom, even if one or more are “0”.
Leader units (only) will also have a number
within a black hex centered along the right
side of their counter.
3.1.1 Firepower (FP)—This is the first num-
ber along the bottom, and is a unit’s base
strength when in Melee [O16.4] or when firing
at an enemy unit [O20 & A33].
3.1.2 Range —This is the second number along
the bottom, and is the maximum number of
hexes away at which it may use its FP to Fire
at enemy units [O20 & A33].
3.1.3 Movement—This is the third number
along the bottom, and gives the number of
Movement Points (“MPs”) a unit can spend
to Move [O21] from hex to hex across the map.
3.1.4 Morale—This is the number in the upper
right corner, and is a unit’s base strength
when defending against an enemy fire attack,
or when attempting to Recover [O22] or Rout
[O23], among other things. A unit’s Morale is
always directly modified by the Cover [T78.3]
of the hex it currently occupies.
A broken unit [3.2] is identified by having a
red bar across the top of the counter and its
Morale number in white instead of black.
3.1.5 Command—This is the black number
within a black-outlined hex along the right
hand side of all Leader counters (only). Com-
mand serves to activate additional units
during Orders and Op Fire [3.3.1.1], as well as
adding to the stats of certain other units and
Weapons stacked with it [3.3.1.2 & 3.3.1.3].
3.1.6 Boxed Stats—Some units
have their FP, Range and/or
Movement enclosed within a
square. With the exception of
boxed FP giving +1 strength
in Melee [O16.4], boxed stats have no intrinsic
meaning other than to allow certain Actions
to be played for that unit [A26, A39 and A40].
3.2 Broken Units
“In an attack, half the men on
a firing line are in terror and
the other half are unnerved.”
—J.F.C. Fuller
3.2.1 Broken/Unbroken—A
unit is always in one of two states: broken or
unbroken. A unit generally begins a scenario
face up on its unbroken side, but Fire At-
tacks and other adverse effects can “break”
it—causing it to flip over to its broken side
(denoted by having a white Morale number
and a red bar across the top of the counter).
3.2.2 Attached Markers—Units switching
from broken to unbroken or vice versa re-
tain control of all Suppressed, Veteran and
Weapon markers.
3.2.3 Attached Weapons—Broken units can-
not Fire Weapons. A Weapon does not break
or unbreak solely because its controlling unit
does, and vice versa.
3.2.4 Elimination—Any broken unit that
breaks again is eliminated: award its VP
value to the opponent [ 7.1] after placing it on
the Casualty Track [4.2].
3.2.5 Rallying—When a broken unit is in-
structed to “Rally”, it is flipped back over to
its unbroken side. This usually occurs due to
a successful die roll during a Recover Order
[O22] or via various Events.
3.3 Leaders
“I am more afraid of an army of 100 sheep led
by a lion than an army of 100 lions led by a
shee p.”
—Charles Maurice de Talleyrand
3.3.1 Command
3.3.1.1 Command Radius—Normally, an Order
[O14.1] or Op Fire Action [A33.2] will only
activate a single unit. When a Leader is ac-
tivated, however, it has the ability to further
activate all, some or none of the friendly non-
Leader units within its Command’s “Radius”
to perform the same Order/Op Fire. Com-
mand Radius is counted in hexes radiating
outward from that Leader’s hex.
A Leader with “2” Command can activate
friendly units up to two hexes away —even
across impassable terrain or past an enemy
unit. A “1” Command Leader can activate
friendly units in or adjacent to its own hex.
A Leader with “0” Command can activate
units in its own hex.
3.3.1.2 Unit Command—A Leader’s Command
number is added directly to the FP, Range,
Movement and Morale of all friendly Squads
and Teams (only) as long as those units are
in the same hex with the Leader—even if the
Leader itself is not activated. This effect is
cumulative if two or more Leaders occupy
the same hex.
It may be clear by now that Leaders can
never affect themselves or other Leaders.
3.3.1.3 Weapon Command—A Leader’s Com-
mand number is added directly to both the FP
and Range of every friendly Weapon without
a white band that is being carried by a non-
Leader unit as long as that unit is in the same
hex as the Leader—even if the Leader itself
is not activated. This effect is cumulative if
two or more Leaders occupy the same hex.
So a Mortar, for example, can’t have its
stats affected by a Leader stacked with
it; and a machine gun being carried by a
Leader won’t have its stats increased.
4. The Track Display
The Track Display is the reception point for
many of the game’s functions. It is home to
various tracks and such that players will
utilize throughout a scenario. Its sections
are outlined below, as well as in rule 6.
4.1 Victory Track
4.1.1 VP Marker—
The VP marker is
placed on the Vic-
tory Track at the
beginning of every scenario, and will move
back and forth along the track – that is, to-
wards and away from each player – as VPs
are gained and lost during play. The reverse
side of the VP marker is used to record VP
totals greater than 20.
4.1.2 Attack Total
Marker—This mark-
er is used solely as
a mnemonic device
for players to record the current strength of
any Fire Attack / Mine Attack / Artillery
Impact / Melee Total. This is helpful for
when the targeted player’s Fire Defense Rolls
are interrupted by die triggers.
4.2 Casualty Track
“The cemeteries are filled with
indispensable men.”
—Charles de Gaulle
Each scenario will instruct the
players as to which spaces of the Casualty
Track to place their sides’ Surrender markers.
The Casualty Track has an upper and a lower
row, each one “pointing” to the player that
will use it.
Whenever a non-Hero unit is eliminated, it
(and its possessed Weapon, if any) is placed
on the Casualty Track. Weapons are placed
in the large central box. Units are stacked
one per numbered space on their owner’s side
of the Weapons Box, occupying those spaces
in lowest-to-highest numerical order. In this
manner, a player will lose the game if one
of his eliminated units is placed in the space
occupied by his side’s Surrender marker [6.3].
Remember to gain victory points each time
an opponent’s unit is eliminated [ 7.1].
4.3 Miscellaneous
4.3.1 OB Display—The OB Display occupies
the bottom left of the Track Display. Each
nationality has an “OB Stats” marker, which
is used on the OB Display to mark that side’s
quality (Elite, Line or Green) and number of
allowed Orders (1-6).
4.3.2 Scenario Date—Each scenario will spec-
ify which space of the Year Track in which to
place the Year marker.
4.3.3 Objective Box—Placed drawn Objective
chits [7.3.2] here. Each player should place his
“secret” Objectives in the section closest to
him. All “open” Objectives should be placed
in the central section.
4.3.4 Data Boxes—The seven Data Boxes
along the bottom of the Track Display allow
players quick access to special rules associ-
ated with various Fortifications and Weapons.

Each nationality has an OB Stats marker which is used on the OB Display to mark that side s quality Elite Line or Green and number of allowed Orders 1 6 4 3 2 Scenario Date Each scenario will spec ify which space of the Year Track in which to place the Year marker 4 3 3 Objective Box Placed drawn Objective chits 7 3 2 here Each player should place his secret Objectives in the section closest to him All open Objectives should be placed in the central section 4 3 4 Data Boxes The seven Data Boxes along the bottom of the Track Display allow players quick access to special rules associ ated with various Fortifications and Weapons

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CORE RULES
5. Sequence of Play
A game of Combat Commander begins
with one of the players (as specified by the
scenario being played) performing the first
“Turn”. When he is finished – and draws up
to his Hand Size [1.1] – the opposing player
takes his first Turn. These Turns are then
alternated until a Sudden Death Roll or other
occurrence [6.3] ends the game.
A Turn consists of a player choosing to either:
● perform one or more Orders by playing
cards from his hand [O14]; or
● discard any number of Fate cards [O15].
5.1 Order Capability
“In the absence of orders, go find something
and kill it.”
—Erwin Rommel
In Combat Commander, no player may give
an Order without the play of a card from his
hand. The maximum number of Orders a
player may perform each Turn will either be
listed as part of his side’s OB or given within
the scenario itself. Orders do not need to be
predesignated—they are played from the
hand, then executed, one at a time. A player
may observe the results of one Order before
deciding whether to play another.
The different Orders that may be given by a
player are explained in rules O16–O23.
5.2 Action Capability
As with Orders, no player may announce an
Action without the play of a card from his
hand. Players may perform Actions whenever
they deem appropriate provided the prereq-
uisite, if any, within the Action itself is met.
There is no limit to the number of Actions
a player may perform during either player’s
Turn other than the number of cards in hand.
The different Actions that may be taken by a
player are explained in rules A25 –A41.
5.3 Discard Capability
If a player chooses to perform no Orders in
his Turn, he may instead discard [O15] any
number of cards up to but not exceeding the
discard capability of the nation he is com-
manding (as shown on the player aid sheet).
5.4 Hand Refill
At the end of every Turn, the active player
(only) must draw Fate cards off the top of
his draw pile until the number of cards in
his hand equals his Hand Size [1.1]. A Hand
Refill may be temporarily interrupted by a
Time Marker Advancement [6.1.2] if the last
card of that player’s deck is drawn—in this
case, the Hand Refill recommences after the
Time Marker Advancement procedure (and
his discard pile has been reshuffled to form a
new face-down draw pile).
6. Game Time
“Time is everything; five minutes makes the
difference between victory and defeat.”
—Horatio Nelson
6.1 Time Marker
6.1.1 Placement
Each Scenario will indicate on
which space of the Time Track
(located on the Track Display)
the Time marker is to be placed (usually “0”).
6.1.2 Advancement
The Time marker is advanced one space for-
ward along the Time Track:
● whenever a “Time!” trigger is rolled; or
● whenever a player reveals/draws the last
card in his draw pile: treat such an occur-
rence exactly as if a “Time!” trigger had
been rolled.
It is only advanced once – not twice – if the
last card in a player’s deck is revealed for a
die roll resulting in a Time! trigger.
Immediately after advancing the Time mark-
er, normal play pauses so that the following
steps may be executed.
Players must first perform the following two
steps in the order shown:
1) the player triggering the Time Advance
(only) shuffles his deck and discard pile
together to form a new draw pile;
2) the triggering player makes a Sudden
Death Roll if appropriate [6.2.2].
Then, if the game did not end due to Sudden
Death, perform the following four steps in
the order shown:
3) the Defender (only) gains 1 VP;
4) the triggering player (only) must remove
any one Smoke marker from the map;
5) if there are one or more units in the space
now occupied by the Time marker, the
owning player(s) brings them into play
as reinforcements by placing them in
any hex(es) along his friendly board edge
(inactive player first). Stacking limits [8]
must be observed. Any reinforcement
Radio is placed into that player’s (empty)
Artillery Box instead;
6) both players may play “Dig In” Actions
[A32].
Once the six steps above have been com-
pleted in their entirety, normal play resumes
from wherever it left off.
6.2 Sudden Death Marker
6.2.1 Placement
Each Scenario will indicate on
which space of the Time Track
the Sudden Death marker is to
be placed.
6.2.2 Procedure
Whenever the Time marker advances into
or beyond the space occupied by the Sudden
Death marker, the triggering player must
make a roll—this is done after that player
shuffles his Fate deck and discard pile to-
gether to form a new draw pile. If the result
is less than the number in the space currently
occupied by the Time marker (not the Sudden
Death marker itself), the game immediately
ends [6.3, below]. Otherwise, play proceeds as
normal.
6.3 Game End
“Self and three men left. It can’t be much lon-
ger. Good-bye and cheerio.”
— a B r i t i s h o ffi c e r
at the battle of Sidi Nsir, Tunisia
A game of Combat Commander will gener-
ally end in one of four ways:
1) A player is forced to place one of his
eliminated units in the space of the
Casualty Track occupied by his Surrender
marker;
2) A player’s last remaining unit on the map
is eliminated;
3) A player’s last remaining unit on the map
voluntarily exits the map [ 7.2.1];
4) A Sudden Death Roll [6.2.2] is made that
is less than the the number in the space
currently occupied by the Time marker.
6.3.1—If the first or second situation above
occurs, that player immediately and auto-
matically loses the game regardless of the VP
total. If both players simultaneously lose in
this manner, the player holding the Initiative
card breaks the tie and wins the game [9.2].
6.3.2—If the third or fourth situation above
occurs and the first two situations do not ap-
ply, players must reveal any secret Objective
chits and award their VPs to the current con-
troller. Then, the player with the higher VP
total – that is, the VP marker is on his side
of the “0” space – wins the game. If the VP
marker is in the “0” space, the player holding
the Initiative card wins the game.
7. Victory Conditions
“I want to tear out the pages of my diary
where I wrote about the collapse of my will.
But let them stay there as a lesson in life
that it’s wrong to jump to conclusions just
because things aren’t going so well.”
—Nikolai Moskvin,
after the Soviet victory at Stalingrad
A player will usually win the game by having
more VPs than his opponent when the game
ends [6.3]. VPs are earned in one of three
ways:
● Elimination of enemy units;
● Exiting of friendly units off the opponent’s
map edge;
● control of mapboard Objectives.
7.1 Elimination Victory Points
When a unit is eliminated – for any reason:
via Order, Action or Event – the opponent is
awarded a certain number of VPs for it:
● A Squad is worth 2 VPs;
● A Team is worth 1 VP;
● A Leader (exception: Hero) is worth 1 VP
plus 1 VP for each point of Command on
its unbroken side;
● A Hero is worth zero VPs.
These values are also shown on the player
aid sheet for ease of reference during play.
7.2 Exit Victory Points
Each map is considered to have an impene-
trable barrier to the left and right side of each
player once play commences. A unit may
never exit the map off the right or left flank.
However, the edges of the map nearest each
player can be exited by units in play (as if the
dark gray border were another hex). Gener-
ally, voluntarily exiting friendly units off the
opponent’s map edge during a Move [O21]
or Advance [O16] Order will gain you VPs,
while friendly units exiting your own board
edge via forced Retreat during a Rout Order
[O23] will cause you to lose VPs.
7.2.1 Voluntary Exit
An Advancing [O16] or Moving [O21] unit may
exit the map – at a MP cost of “1” – off the
opponent’s board edge. The owning player is
immediately awarded Exit VPs for the exited
unit [ 7.1]. That unit is then placed on any
space of the Time Track the owning player
wishes. A unit is always placed on the Time
Track unbroken, even if it was broken as it
exited. The unit retains possession of any
Weapon it was carrying – again becoming
unbroken if it was broken when exited – but
does lose any Veteran or Suppressed marker
that may have been attached.
Such a unit is now considered to be a com-
pletely different “reinforcement” unit.
7.2.2 Involuntary Exit
A Retreating unit [O23.3] may be forced off
the map along its own friendly board edge,
being eliminated in the process. Such a unit
is placed on the next empty space of the
Casualty Track after awarding the opponent
Elimination VPs for it [ 7.1]. The eliminated
unit does not retain possession of its Weapon
– which is placed, unbroken, in the “Weapon”
section of the Casualty Track – nor does it
retain any Veteran or Suppressed marker that
may have been attached.
7.3 Objective Victory Points
Each of the five Objectives on every map can
be worth one or more VPs, depending on
which Objective Chits are in play. Objectives
are otherwise worth zero VPs by default.
7.3.1 Control of Objectives
The double-sided Control markers are used to
indicate which side currently controls each
Objective on the map [2.3].
During initial setup, the scenario will specify
which Objectives begin under each player’s
control. In some cases, Objectives may begin
the game uncontrolled by either side: these
should not contain any control marker. Oth-
erwise, once play commences, the last player
to have solely occupied an Objective should
place/flip the control marker over within
that Objective to match the nationality he is
commanding.
7.3.1.1 Building Objectives
An Objective located in a building hex is con-
sidered to be that entire building if it spans
more than one hex. In such a case, every hex
of that building must be devoid of enemy
units in order for a player to take control of it.
7.3.2 Objective Chits
There are 22 Objective markers – or ‘chits’
– included with the game. Objective chits are
usually drawn at random, and are used to
determine specific additional victory condi-
tions for each scenario, usually in the form
of assigning a VP value to one or more map-
board Objectives [2.3].
Each Objective chit drawn will show a vic-
tory condition on its “open” side. Most of
these will be in the form of:
Showing that Objective X is worth Y VPs to
its controller. These values are cumulative
with other Objective chits.
If all three chits for Objective #3 were in
play (C, G and K), Objective 3 would be
worth 6 VPs total (1 + 2 + 3).
Several Objective chits show:
This means that the five Objectives on the
map are worth Y VPs each. These values are
cumulative with other Objective chits.
The three specialized Objective chits labeled
(open)
Objective
Elim. points
are doubled
(open)
Objective
Exit points
are doubled
indicate, respectively, that:
● immediately prior to each Sudden Death
Roll [6.2.2], if any player controls all five
Objectives that player automatically wins
the game regardless of current VP totals;
● VPs for the voluntary exit of units [ 7.2.1]
are doubled for both players;
● VPs for the elimination of units [ 7.1] are
doubled for both players.
Some Objectives may be worthless at the
end of the game. Players should still try
to take control of all Objectives on a map
in case the opponent’s secret Objective
includes one or more valuable ones.
7.3.3 Open & Secret Objectives
Open Objective chits – as well as secret ones
that have been revealed during play [E67]
– should be placed with their “open” sides
face up in the center of the Objective Box.
Secret Objective chits should be kept face
down in the Objective Box—only that player
may look at the “open” underside of the chit.
Note that a few of the Objective chits have
no “secret” side—if a player draws one of
these as their secret Objective, tough luck:
it must be revealed as an open Objective.
Open Objectives award their VPs
immediately during play of the game, whereas secret
Objectives usually award their points at game
end (or whenever they are revealed).
Whenever an open Objective changes
ownership on the map, remember to first
subtract its value from its former control-
ler before adding its value to the new
controller’s victory points—in this manner,
an Objective worth 4 VPs would cause an
eight point swing when it changes hands.
8. Stacking
Placing more than one unit or marker in the
same hex is called “stacking”.
CC’s oversized hexes allow counters to sit
side by side within it. Even though these
pieces may not physically be “stacked”
upon one another, they are considered to
be “stacked together” for game purposes.
8.1 Marker Stacking
Stacking limits are enforced for all markers
immediately after placement. There is no
limit to the number of markers that may oc-
cupy a single location except as follows:
8.1.1 Unit Markers—Each unit in play may
have a maximum of one of each of the fol-
lowing markers stacked upon it:
● Suppressed
● Veteran
● Weapon (any unit may carry any Weapon)
8.1.2 Radios—Only one Radio may be
stacked in each of the two Artillery Boxes:
one per player. The first such Radio takes
precedence.
8.1.3 Fortifications—Only one Fortification
marker can ever occupy a single hex. The
first such Fortification takes precedence.

to be stacked together for game purposes 8 1 Marker Stacking Stacking limits are enforced for all markers immediately after placement There is no limit to the number of markers that may oc cupy a single location except as follows 8 1 1 Unit Markers Each unit in play may have a maximum of one of each of the fol lowing markers stacked upon it Suppressed Veteran Weapon any unit may carry any Weapon 8 1 2 Radios Only one Radio may be stacked in each of the two Artillery Boxes one per player The first such Radio takes precedence 8 1 3 Fortifications Only one Fortification marker can ever occupy a single hex The first such Fortification takes precedence

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Examples of Line of Sight (LOS):
A—Herzog in J9 cannot see Borbe in K6 past the intervening Woods at the same elevation.
B—Herzog cannot see down to Bolter in L6 past the intervening Hill that is at the same
elevation as Herzog [T88.3.2]; if Herzog was on a Level 2 Hill Crest, however, the LOS
would be open, as he would then be higher than the intervening Hill obstacle.
C—Herzog can see Grein in N6 over the lower-elevation Woods obstacle [T88.4].
D,E—Guttman in J7 cannot see down to Schmidt in M9 due to the Woods creating one
blind hex [T88.4.1]. He can see Pfeiffer one hex further away in N9, however.
F—Schmidt can see Benzing in M4 because the LOS travels exactly along the road depiction as it passes by the Woods obstacle in hex M5 [10.2 and T93].
G—Schmidt can see Grein; any Attack between the two hexes, however, would suffer a -2
penalty for the intervening Orchard hindrance in hex N7 [10.3.1 & 10.3.2].
H—Schmidt can see Wehling in N7, albeit with a 7 Hindrance due to the Smoke [10.3.4]; if a
Wall existed along the M8/N8 hexside, the LOS would be blocked instead [10.1 gray box].
J—Pfeiffer can see Wehling. Any Fire Attacks made between their two hexes would suffer
a -7 Hindrance for the Smoke; not -9 for both the Smoke and Orchard [10.3.3].
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© 2025 GMT Games, LLC
So if the Shellholes Event instructed you to
place a Foxholes marker into a hex already
containing Wire, those Foxholes would not
be placed.
8.1.4 Smoke—Only one Smoke marker can
stack in a single hex. The one with the largest
Hindrance takes precedence.
8.1.5 Blaze—Only one Blaze marker can ever
occupy a single hex. While a Blaze is in a
hex, no marker listed above and no unit may
exist there.
8.2 Unit Stacking
The number of friendly units that can legally
stack in a hex is based upon the number of
soldier figures on those counters: a number
of friendly units containing a total of up to
seven figures can be stacked in the same hex
without penalty. Any hex containing friendly
units with a total of eight or more soldier fig-
ures is in violation of the stacking limits and
is considered “overstacked”.
Unit stacking limits are enforced at the end
of every Turn. At that time, the owning player
must eliminate sufficient units in order to
bring any hex found to be overstacked back
into compliance. In each overstacked hex,
a player may choose to perform up to one
free Deploy Event [E52] immediately prior to
eliminating units in this manner.
Example: Due to a Retreat, the Axis
player finds that he has two broken Ger-
man Squads in a single hex at the end of the
Allied player’s Turn. He first opts to Deploy
one of them into two (broken) Teams. He
then eliminates one of those Teams. No
further units need be eliminated as there
are now only six soldier icons remaining in
the hex, bringing it within stacking limits.
You are generally free to violate stacking
limits during a Turn – in order to Advance
extra units into a Melee situation, for
example – but must figure out a way to
remedy the situation by the end of the Turn
or face cardboard calamity.
9. Initiative
When playing a pre-generated scenario, that
scenario will indicate which side begins
the game with the Initiative card. During
a Random Scenario Generation, a player’s
Initiative number is listed within his side’s
purchased OB: in this case, the player with
the higher Initiative number will begin the
game with the Initiative card.
IMPORTANT: The Initiative card is never
part of a player’s hand and therefore does
not count against his hand size limit.
9.1 Re-Roll
At any time during the game, the player
currently in control of the Initiative card
may choose to cancel all effects of the last
die roll to have been made – including any
die trigger associated with it – and cause it
to be re-rolled. This decision must be made
prior to any trigger/results of that roll being
implemented.
When a player calls for a re-roll in this man-
ner, he must give the Initiative card to his
opponent, who will then control it unless and
until he performs a re-roll option, thus pass-
ing it back to the first player. This passing of
the Initiative can occur an unlimited number
of times during the game: even during the
same series of die rolls.
9.2 Tie Game
When a scenario ends in a tie – “0” VPs after
Sudden Death or both players Surrendering
simultaneously, for example – the player
holding the Initiative card wins the game.
The Initiative card thus acts as a sort of
balancing mechanism to temper those wild
strings of luck inherent in any game with
cards or dice. Initiative will generally pass
back and forth between the two players as
the fortunes of war play out, though this
isn’t mandatory—it is possible, however
unlikely, that a player could refrain from
using it throughout an entire game.
10. Line of Sight (LOS)
10.1 LOS Checks
Generally, a unit in one hex must be able to
“see” a unit in another hex in order to fire at it.
A LOS “check” is made by stretching a string
taut between the “sighting” hex’s center dot
and the “target” hex’s center dot. If the string
touches the physical depiction of a terrain
Obstacle or Hindrance in an intervening hex,
that LOS is blocked [10.2] or hindered [10.3],
respectively. Such a LOS check may be made
at any time by either player.
Any Obstacle or Hindrance that is in – or part
of, such as a Fence or Wall [T84, T97] – the
sighting or target hex will not affect LOS.
So a Wall hexside that is not one of the six
sides of the sighter’s or target’s hex blocks
LOS between them, even if the LOS is traced
exactly along the Wall’s hexspine.
LOS is always reciprocal: if unit A can see
unit B, then unit B can also see unit A.
10.1.1 Units & LOS
Units – friendly or enemy – in an intervening
hex do not block or hinder LOS in any way.
10.2 Obstacles & LOS
Any terrain [T79–T99] with the “ ” symbol
in its LOS column of the Terrain Chart is
termed an “Obstacle”.
A unit in one hex can’t see a unit in another
hex if that LOS is blocked by an Obstacle.
10.2.1 Blaze Obstacles
A Blaze marker [T79] is considered to fill the
entirety of the hex that it occupies. In other
words, a LOS traced through any portion of
a Blazing hex – including directly along its
hexside – is blocked by that marker.
10.3 Hindrances & LOS
Some terrain is too sparse or too low to be
considered a complete obstacle to LOS, and
is thus termed a “Hindrance” because it
hinders fire traced through it to another hex
rather than preventing the shot altogether.
10.3.1 Targeting & Hindrances
Any Accuracy [O18.2.2] or Targeting [O20.2]
LOS traced through an intervening Hin-
drance will have its roll decreased by an
amount equal to the number listed in that
terrain’s LOS column of the Terrain Chart.
If the Radio/Weapon hits, any subsequent
Artillery Impact/Fire Attack Roll will be
unaffected by the Hindrance.
The hindrance was already taken into ac-
count by lessening the chances of hitting
the intended target in the first place.
10.3.2 Fire Attacks & Hindrances
Any non-Ordnance Fire Attack [O20.3] traced
through an intervening Hindrance will have
its FP reduced by an amount equal to the
number listed in that terrain’s LOS column of
the Terrain Chart.
10.3.2.1 Minimum Firepower—A Fire A t t a c k
that would be reduced to “0” or less FP due
to Hindrance cannot be made: a final FP of
at least “1” is required for a Fire Attack Roll
to be made. Actions that increase a Fire
Attack’s strength may be used in order to
raise that shot’s FP to 1 or more.
10.3.3 Hindrance Modifiers
Hindrances are not cumulative: the single
largest modifier is used, and this modifier
does not become greater if the number of
Hindrances between the sighting and target
hexes is greater than one.
A Squad Fires at a Team three hexes away.
Both hexes between them contain Brush.
The Team’s total FP is reduced by -3 for one
Brush Hindrance, not -6 for both. If one of
the two intervening hexes also contained a
“4” Smoke marker, the FP would be reduced
by -4 instead for the Smoke. If both inter-
vening hexes contained “4” Smoke markers,
the modifier would still only be -4.
10.3.4 Smoke Hindrances
A Smoke marker [T94] is considered to fill the
entirety of the hex that it occupies. In other
words, a LOS traced through any portion of
a Smoked hex – including directly along its
hexside – is hindered by that marker.
The physical placement of a Smoke/Blaze
marker within a hex is unimportant: these are
“inherent” terrain, and are considered to affect
the entire hex – including all six hexsides – as
long as they remain.
Furthermore, Smoke hinders any LOS traced
into or out of it, not just through it like printed
mapboard Hindrances.
Continuing the example from [10.3.3], if the
Squad’s hex contained a “5” Smoke marker,
its FP would be reduced by -5 instead.
11. Weapons
11.1 Effects
As with units, Weap-
ons have both a FP and
a Range – sometimes
boxed – and possibly a detrimental modifier
(in bold red, like in the sample above) to the
carrying unit’s Movement. Whenever a unit
is activated [O14.1], any Weapon it is carrying
is activated along with it. Only an unbroken,
unsuppressed [13] unit may fire its Weapon, and
may do so either separately or as part of a Fire
Group [O20.3.1].
11.2 Portage
Each unit may “carry” one allotted Weapon,
denoted by having the Weapon physically placed
atop that unit. Any Weapon acquired via that
nation’s Support Table must be given to the unit
listed with that Weapon.
11.3 Removal & Transfer
A Weapon may be transferred to another unit via
the expenditure of 1 MP during a Move Order
[O21.1.1].
A Weapon may be voluntarily eliminated by its
current owner at any time.
If a unit with a Weapon is eliminated or exits the
map, the Weapon goes with it. A Weapon being
carried by a Squad that Deploys [E52] is given to
one of the two replacing Teams.
11.4 Broken Weapons
When a Weapon breaks, it is flipped over to its
“Broken” side. A broken Weapon that breaks
again is eliminated.
Whenever a player checks for a Random Hex
[1.8] – either via Sniper! or due to certain Events
– the hex number is compared to that on every
broken Weapon in play. This happens before the
result of the Event/Sniper itself is implemented.
●If the number falls within that Weapon’s “Fix”
range, it is flipped back over to its unbroken
side, available for immediate use.
●If the number falls within that Weapon’s
“Elim” range, it is eliminated and placed in
the “Weapon” space of the Casualty Track.
●Otherwise, the Weapon remains broken.
A
B C
E
D
J
H
G
F

breaks it is flipped over to its Broken side A broken Weapon that breaks again is eliminated Whenever a player checks for a Random Hex 1 8 either via Sniper or due to certain Events the hex number is compared to that on every broken Weapon in play This happens before the result of the Event Sniper itself is implemented If the number falls within that Weapon s Fix range it is flipped back over to its unbroken side available for immediate use If the number falls within that Weapon s Elim range it is eliminated and placed in the Weapon space of the Casualty Track Otherwise the Weapon remains broken A B C E D J H G F

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11.5 Ordnance
Some Weapons – those with a white bar be-
hind their stats, like the two pictured below
– are termed “Ordnance”. Ordnance:
● must first secure a hit via Targeting before
making a Fire Attack Roll [O20.2];
● cannot participate in a Fire Group [O20.3.1];
● and cannot be used during Opportunity
Fire [A33].
11.6 Specialized Weapons
A Flamethrower or Molotov
Cocktail automatically sets its
target’s Cover [T78.3] to “0”, with
no modifications possible.
A Satchel Charge or Molotov
Cocktail is a one-use Weapon
and as such must be eliminated
immediately after it makes a Fire
Attack Roll [O20.3].
12. Radios
Radios are mark-
ers representing
off-map artillery
batteries. Each has
a FP of between 8 and 13. If a player acquires
a Radio, it is placed in the Artillery Box clos-
est to him (on one of the two corners of the
map). Each player may have only one Radio
in play at a time. A Radio is not a Weapon.
See O17 and O18 for rules on Radio usage.
13. Suppression
13.1 Placement
A Suppressed marker can be
placed on a unit via the Cower
[E51], Interdiction [E60] or Sup-
pressing Fire [E75] Events, or due to a “tie”
result during a Fire Defense [O20.3.4], Rally
[O22.3] or Rout [O23.2] Roll.
13.2 Effects
A unit with a Suppressed marker on it has -1
FP, -1 Range, -1 Movement and -1 Morale.
Command is unaffected by being Suppressed.
Weapons themselves cannot become Sup-
pressed, but a Suppressed unit cannot fire any
Weapon it possesses.
The “Ø Wpn” in the upper left corner of a
Suppressed marker is there as a reminder.
13.3 Removal
A Suppressed marker can only be removed
from a unit at the beginning of a Recover
Order, or if the unit is eliminated or exits the
map. A Suppressed Squad that Deploys [E52]
transfers its Suppressed status to only one of
the two replacing Teams.
ORDERS
“Do, or do not. There is no try.”
—Yoda
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENT
O14. General Rules
O14.1 Activation—To perform – or “give” – an
Order, the active player (only) must reveal a
card from his hand and announce that he is
performing the Order listed at the top. The
card is then placed in the player’s discard
pile. Then, if that particular Order is one that
“activates” something, he activates one player
or friendly unit (as appropriate for the Order)
that has not yet been activated that Turn to
perform the Order. If a Leader is activated
in this manner, it may in turn activate all,
some or none of the friendly non-Leader
units within its Command Radius [3.3.1.1] to
perform the same Order—none of which can
have been previously activated that Turn. All
units to be activated for an Order must be
identified before the Order is carried out.
IMPORTANT—No Order may be given with-
out the play of a Fate card from the hand and
with that Order’s name listed across the top.
O14.2—An announced Order must be per -
formed in its entirety before the next Order
is given or before the player announces the
end of his Turn. This includes any Actions
requiring that Order to be in effect.
You can’t activate two units to Move, move
one, play a Rout Order on your opponent to
get an enemy unit out of the way, then come
back and move the other unit.
O14.3—Any number of Actions may be an-
nounced by either player during an Order as
long as the prerequisites for those Actions are
met. Any number of Events could also occur
at random during an Order.
If you activated a Leader and a Squad to
Move, the Squad could move first and play
one or more Smoke Grenade Actions before
the Leader begins moving.
O14.4—Once an Order is given, at least one
of the units activated for that Order must
physically carry it out.
If a Move Order is given, at least one acti-
vated unit must physically cross a hexside
into another hex—you couldn’t give a Move
Order for the sole purpose of playing an
Assault Fire Action, for example.
O15. Pass (Discard)
If a player chooses to give no Orders during
his Turn, he may instead discard any number
of cards, up to his nationality’s Discard Limit
(as shown on the player aid sheet).
The various Orders are described in detail,
below, and are listed in alphabetical order
for ease of reference.
O16. Advance
“My center is giving way, my right is in re-
treat; situation excellent. I shall attack.”
—Ferdinand Foch
O16.1 Procedure
A unit that is activated to Advance can enter
one of the six hexes adjacent to the one it cur-
rently occupies, where it must stop. This can
be done even if the hex is enemy-occupied.
This is the best way in which to enter into
Melee with opposing units.
MPs and terrain Move Costs are ignored
during an Advance. In addition, the inactive
player can not use Op Fire [A33] against ad-
vancing units.
You only get to go one hex but you are im-
mune to Fire Attacks as you do so.
O16.2 Abilities
An advancing unit may:
● enter an enemy-occupied hex;
● exit off the enemy board edge;
● cross a Cliff hexside [T83] if it is not carry-
ing a Weapon.
O16.3 Restrictions
An advancing unit may not:
● enter an impassable hex [T79; T98];
● enter or exit a Major Bridge hex [T80.1]
across anything other than its Road/Rail
hexsides;
● exit off the left, right or friendly board
edge.
O16.4 Melee
“The essence of war is violence. Moderation
in war is imbecility.”
—John Arbuthnot Fisher
At the end of any Order or die trigger that
causes a hex to contain units belonging to
both sides, a Melee ensues in that hex. If
more than one hex contains a Melee, the
active player selects the order in which they
will be resolved, one at a time.
O16.4.1 Melee Strength
After both players have played and resolved
any Ambush Actions [A25], each adds up the
current FP of each of his remaining units
– not Weapons – in the Melee hex, then adds
+1 for each of those units with a boxed FP to
arrive at his “Melee FP”.
If, due to Ambush Actions, one or both sides
have no units remaining in the hex, the Melee
ends with no further effect.
O16.4.2 Melee Roll
The inactive player makes a die roll and adds
it to his Melee FP to arrive at his “Melee
Total”. Then the active player makes a die roll
and adds it to his Melee FP to arrive at his
Melee Total.
The rolls – while ostensibly simultaneous
– are staggered in order to facilitate die
triggers and possible use of the Initiative
card after each one.
If, due to a trigger during a Melee Roll, one
or both sides have no units remaining in the
hex, the Melee ends with no further effect.
O16.4.3 Melee Result
The side with the lower Melee Total has all
of its participating units eliminated. In case
of a tie, both sides are eliminated unless one
player began the Melee in a Bunker [F101] or
Pillbox [F104], in which case only the other
side is eliminated.
It can sometimes be advantageous to
overstack when advancing into a Melee
situation in order to have a better chance
of winning it (or as Ambush Insurance™)
even though you will likely lose one or more
of those units to overstacking at the end of
the Turn.
O17. Artillery Denied
“Beagle calling Doghouse, come in Doghouse.
Beagle calling Doghouse, come in Doghouse.
Doghouse this is Beagle, do you copy? Come
in, please!”
—Lieutenant Foley
When an Artillery Denied Order is given,
that player simply causes his opponent’s
Radio [12] to break. If the Radio was already
broken, eliminate it instead. An eliminated
Radio is always placed back into the counter
mix rather than on the Casualty Track.
Nothing is activated during an Artillery De-
nied Order, though there must be an enemy
Radio in play for the Order to be announced.
Keep in mind, as well, that a radio doesn’t
‘break’ per se—an eliminated or broken
radio more likely represents the unwilling-
ness of the battery commander far behind
the lines to support your battle at this par-
ticular point in time: other sectors of the
front (off-map) may have a more pressing
need and thus are getting their fire missions
resolved first.
O18. Artillery Request
“Artillerymen believe the world consists of
two types of people: Other artillerymen and
targets.”
—unknown
When an Artillery Request Order is given,
that player must choose to perform one of
either “Battery Access” or “Fire For Effect”.
Battery Access may only be chosen if he has
a broken Radio [12] in play. Fire For Effect
may only be chosen if he has both an unbro-
ken Radio in play and an unbroken Leader in
play that has yet to be activated this Turn. If
neither of these conditions exist, the Order
cannot be given.
O18.1 Battery Access
If Battery Access is chosen, the active player
simply ‘fixes’ his broken Radio by flipping it
back over to its unbroken side, ready for im-
mediate use.
Similar to the Artillery Denied action, noth-
ing is activated when choosing this option
– the active player just needs to have a
broken Radio in play. This means that if
the active player had a second Artillery
Request in his hand, he could use it as his
next Order and choose Fire For Effect.
O18.2 Fire For Effect
If Fire For Effect is chosen, the active player
activates one of his unbroken Leaders (only).
This Leader will act as the “Spotter” for the
ensuing bombardment.
The active player then performs the following
three steps, in the exact order given:
1) Spotting;
2) Accuracy;
3) Impact.
Each step is explained in detail below.
An Artillery Request represents a Leader
calling for a “Fire For Effect” in order to
bring down several hexes worth of bom-
bardment. A Radio operator is considered
to be spending the time in between Artillery
Request Orders requesting, observing and
correcting spotting rounds.
O18.2.1 Spotting
First, place the Spotting
Round (SR) into any hex
within the LOS of the Spotter:
this will indicate the hex that
is to be the intended center of
the artillery bombardment. This hex can be
an otherwise impassable hex (such as a Blaze
or Water Barrier).
O18.2.1.1 Smoke Rounds—Most Radios are
able to place Smoke in the targeted hexes
instead of making Impact Rolls against them.
This ability is available to any Radio with the
word “Smoke” to the right of the Radio il-
lustration. If the active player wishes to place
Smoke, he must announce this decision aloud
now; prior to making his Accuracy attempt.
O18.2.2 Accuracy
Once the SR has been placed, make a normal
Targeting Roll [O20.2.3] using the range
between the Spotter and the SR’s current hex.
This roll is modified by any Hindrances along
the way, as usual [10.3.1].
O18.2.2.1 Hit—If the Targeting Roll secures a
‘hit,’ the Artillery is accurate. Reveal the top
card of the Fate deck and ignore everything
but the two dice (this is NOT a roll, so no die
triggers). Using the hex-compass on the map,
each die will give the direction in which the
SR will err: the SR moves one hex in the
white die’s direction, then it moves one hex
in the colored die’s direction.
Yes, this could bring the SR right back into
the same hex—good shot!
O18.2.2.2 Miss—If the Targeting Roll was a
‘miss,’ the Artillery is inaccurate. Reveal the
top card of the Fate deck and ignore every-
thing but the two dice (this is NOT a roll, so
no die triggers). Using the hex-compass on
the map, the first (white) die gives the direc-
tion in which the SR will err. The second
(colored) die is the distance in hexes the SR
will travel in that direction.
Yes, this could bring the SR right back on
top of your own troops—bad shot!
O18.2.2.3 Off-Map—Any SR that errs off the
map – even if just briefly – is removed with
no further effect and the Order ends. And,
due to artillery’s 7-hex blast area (see below),
a SR can occupy an otherwise impassable
hex (such as a Blaze or Water Barrier).
O18.2.3 Impact
The hex into which the SR finally lands be-
comes the center hex of the activated Radio’s
artillery impact area; in other words, the SR’s
hex and each adjacent hex will be affected.
The active player determines the order in
which these seven hexes are attacked, though
each may only have a maximum of one such
Impact Roll made against it.
O18.2.3.1 Smoke Barrage—If, during the
Spotting step, the active player announced
“Smoke” instead of a normal artillery barrage,
he simply places seven random Smoke mark-
ers on the map—one into the hex occupied
by the SR and one in each adjacent hex. This
ends the Order: remove the SR from the map.
O18.2.3.2 Artillery Barrage—If this was not
a smoke barrage, then each hex within the
impact area that contains at least one unit or
Fortification must have a separate Artillery
Impact Roll made against it.
Hexes within the blast area but void of
units/Fortifications are not attacked.
An Artillery Impact Roll follows the same
rules and restrictions as for a Fire Attack
Roll [O20.3.3 and O20.3.4] but, because Radios
are not Weapons, a “Jammed!” trigger will
not break the Radio.
O18.2.3.3 vs Fortifications—The Artillery
box on the Track Display lists a “Fortification
Vulnerability” number for each Radio FP.
Spotting
Round
Spotting
Round

remove the SR from the map O18 2 3 2 Artillery Barrage If this was not a smoke barrage then each hex within the impact area that contains at least one unit or Fortification must have a separate Artillery Impact Roll made against it Hexes within the blast area but void of units Fortifications are not attacked An Artillery Impact Roll follows the same rules and restrictions as for a Fire Attack Roll O20 3 3 and O20 3 4 but because Radios are not Weapons a Jammed trigger will not break the Radio O18 2 3 3 vs Fortifications The Artillery box on the Track Display lists a Fortification Vulnerability number for each Radio FP Spotting Round Spotting Round

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Fire Attack example:
A—The Axis player announces a Fire Order activating Sgt. Grein in hex K8. Grein then activates the Team and four Squads within his Command Radius. The Weapons are “activated” along with their controlling units [11.1]. Grein can’t activate Lt. Bolter [3.3.1.1].
B—The Light MG in K8 can’t fire, as it is manned by a broken unit [11.1]. The broken Squad can fire up to 3 hexes away, however, due to Grein’s Command [3.3.1.2].
C—A Fire Group is formed [O20.3.1] targeting hex M6 containing a US Squad. The German player decides to use the Rifle Squad in L8 as the base (6FP due to Bolter’s Command). To this is added +1 for each of the Squads in K8, J7 and J6, and the LMG in J6 [O20.3.1.2]. Grein doesn’t have enough Range to reach the target hex himself and the Mortar, being Ordnance, can’t participate in a Fire Group. Finally, +1 is added because at least one unit is firing downhill [T88.2] for a total of 11FP. This number is added to a Fire Attack Roll [O20.3.3] of 4•1 for an Attack Total of 16 (place the Attack Total marker in either space of the Victory Track labeled “16”).
D—The US Squad in the targeted hex must now make a Fire Defense Roll [O20.3.4] vs the 16 Attack Total. Its Morale is 5 (base 6; -1 Cover for Open Ground containing a Road [T93]). This number is added to a die roll of 6•4 for a Defense Total of 15: a good roll but not quite enough to beat the Axis player’s total, and the American squad breaks [O20.3.4, first bullet].
E—The Axis player elects to have the Heavy MG make the next shot alone, firing at the same hex with the (now broken) US Squad. The MG has 9FP (8; +1 due to Bolter’s Command). The Axis player plays a Sustained Fire Action [A41] for +2FP, then another one [A 24.1] for another +2FP. To this is added a Fire Attack Roll of 1•6—Event! for an Attack Total of 20, which is marked by placing the Attack Total marker in either “20” space of the Victory Track.
F—Play now pauses in order for the Event to resolve [1.9.1.1]: the Axis player reveals his next Fate Card and gets the Interdiction Event [E60], allowing him to place a Suppressed marker [13] on the broken Squad he is firing at!
G—Play resumes. The targeted Squad’s Morale is now 6 (8; -1 Road; -1 Suppressed) to which the Allied player adds a Fire Defense Roll of 1•2 for a Defense Total of only 9, eliminating it [3.2.4]. It is placed on the Casualty Track [4.2] and the Axis player gains 2 VPs [7.1].
H—The Mortar now fires at the US Team in N6. Being Ordnance [O20.2], it must first secure a hit before making a Fire Attack Roll. The distance to the target is 3 hexes so the Targeting Roll [O20.2.3] must be greater than 3, but the roll will be modified by -3 due to the intervening Smoke [10.3.1 and 10.3.4]. The Targeting Roll is 6•1 (“6” [O20.2.3]), modified down to 3, so the shot barely misses and no Fire Attack Roll is allowed. This shot would have hit had there been no Smoke (or only a “1” or “2” Smoke) in the way.
J—Finally, the only enemy-occupied hex within both Range and LOS of the activated German Team is hex N7 but, because the Smoke reduces its 2FP to -1FP [10.3.2], the attack cannot be made [10.3.2.1] without help from Actions.
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If an Artillery Impact Roll is exactly equal to the Fortification Vulnerability number associated with that Radio’s FP, then any Fortification in the targeted hex is destroyed before any units therein make their Fire Defense Rolls.
Also note that most Fortifications (Foxholes, for instance) have a +1 modifier to their Cover when targeted by artillery.
O19. Command Confusion
“Never interrupt your enemy when he is making a mistake.”
—Napoleon Bonaparte
This card can’t be played for an Order. It acts as a ‘dud’ in your hand—hope that you have a decent Action on this card.
O20. Fire
O20.1 Suspected Targets
For a Fire Order to be announced, at least one of the activated units (or its Weapon) must have an enemy unit within both its LOS and Range.
You can activate Leader A to fire, who then activates Squad B. This is legal if Squad B is the only one of the two with both LOS and Range to an enemy unit. You could also activate a 2-Range Team to fire even if the nearest enemy unit is three or more hexes away if that Team was carrying a Weapon capable of firing at that enemy unit.
O20.2 Ordnance & Targeting
All Ordnance Weapons [11.5] must first secure a hit against the targeted hex before making a Fire Attack Roll against it.
All other Weapons – and all units – need not perform a Targeting Roll and proceed directly to the next step [O20.3] when firing.
Generally, the range between the firing Ordnance and the target hex is determined, then a Targeting Roll is made to see if the Weapon hits and, if so, a Fire Attack Roll [O20.3.3] is then made using that Weapon’s FP.
And remember that stats within a white band are never modified by a friendly Leader’s Command number [3.3.1.3].
O20.2.1 Smoke Rounds
Some Weapons are able to place a Smoke marker in the targeted hex (as indicated by the word “Smoke” to the right of the Weapon’s illustration) instead of making a normal Fire Attack Roll. Ordnance is allowed to target any hex within its Range – even one containing no enemy units – if it will place Smoke this way. The active player must declare this decision aloud when he selects the target hex, prior to making the Targeting Roll.
If smoke placement is announced in this manner, then a successful Targeting Roll will simply place a random Smoke marker into the targeted hex instead of using the Weapon’s FP to make a Fire Attack Roll against it.
O20.2.2 Targeting Range
Determine the range by counting the number of hexes from the firing unit to its target hex – including the target hex but excluding the firing unit’s hex. If this range is greater than the printed Range on the firing Weapon, the shot cannot be attempted in the first place.
Note that Mortars also have a minimum range at which they can fire. For example, the Russian Light Mortar has a Range of “2-14”, so it can’t fire at an adjacent hex.
O20.2.3 Targeting Roll
“Nothing in life is so exhilarating as to be shot at without result.”
—Winston Churchill
Once the range is determined, the active player must make a die roll – but multiplying the two dice together rather than adding them together as with other rolls – that is greater than the range in order to hit the targeted hex. Any other result is a miss and the attack is cancelled with no further effect.
So a Targeting Roll of 1•6 (total of “6”) misses at range 6 or more, and will hit if the range is 5 or less. A Targeting Roll of 6•6 is “36” and will hit anything, while a roll of 1•1 is “1” and will miss everything.
Targeting & Hindrances—Targeting Rolls are always modified by any relevant Hindrance along the way [10.3.1].
Ordnance firing at a target 5 hexes away with one or more Brush hexes in between (Hindrance of -3) would need to physically roll 9 or more to hit instead of 6+.
O20.3 Fire Attack
“It is even better to act quickly and err than to hesitate until the time of action is past.”
—Karl von Clausewitz
Each piece that is activated to Fire may take one shot at any hex within both its Range and LOS, either alone or as part of a Fire Group [O20.3.1]. And, unless firing Smoke [O20.2.1], there must be at least one enemy unit in a targeted hex for the shot to occur.
IMPORTANT—Units (friendly or enemy) in an intervening hex are not affected by any Fire Attack that passes through their hex.
Generally, a unit’s FP – modified both by Command and by any Hindrances between itself and the target – is added to a “Fire Attack Roll” to arrive at an “Attack Total”. Then each unit in the affected hex adds its Morale – modified by Command/Cover – to a “Fire Defense Roll” to arrive at a “Defense Total”. If the firer’s Attack Total beats a unit’s Defense Total, that unit breaks [3.2]. If the Totals are tied, a Moving target breaks while a non-Moving target becomes Suppressed [13]. Any other result will have no effect.
This is how we make moving a bit more dangerous than remaining stationary: if the active player’s Moving units are being shot at via Opportunity Fire [A33], they will break on a tied result rather just becoming Suppressed.
O20.3.1 Fire Groups
Two or more activated units/Weapons (or “pieces”) may fire together by combining into a Fire Group. Every piece in a Fire Group must have both an unobstructed LOS to the target hex and be within Range of that hex for the Fire Attack Roll to be made. Furthermore, if units in a Fire Group occupy more than one hex, each such hex must be adjacent to at least one other (so that it forms a “chain” of adjacent firing units).
O20.3.1.1 Ordnance—Weapons with a white band must always fire alone and thus can never be assigned as part of a Fire Group.
Fire Groups are never mandatory—pieces that could form a Fire Group may choose to fire separately or to form smaller Fire Groups, at the owning player’s discretion.
A unit and its Weapon may even fire separately and at the same or different hexes.
O20.3.1.2 Group FP—The total FP of a Fire Group is X+Y, where X is the FP of one firing piece and Y is the number of other firing pieces [see “C” in the Fire Attack example on the following page].
O20.3.2 Attack Hindrances
If the LOS from any non-Ordnance firing piece and the target hex is hindered [10.3], that shot’s FP is reduced by the largest such Hindrance. If this would modify the attack’s total FP to zero or less, the shot cannot even be attempted; though the firing piece(s) could still attempt a different shot with a lesser (or no) Hindrance.
Keep in mind that Actions such as Crossfire [A30] or Marksmanship [A37] can increase a Fire Attack’s strength to greater than 0, thus allowing a hindered shot to occur.
O20.3.3 Fire Attack Roll
Once the final FP is determined, the firing player makes a roll and adds it to the final FP to arrive at an “Attack Total”.
O20.3.3.1 Jammed! Trigger—If a Fire Attack Roll results in a Jammed! trigger, all firing Weapons break. This does not cancel the attack nor otherwise reduce its effectiveness (other than the fact that Jammed! triggers are found on extremely low rolls...).
O20.3.4 Fire Defense Roll
A player has to make a Fire Defense Roll – one at a time in any order desired – for each of his units that were in a hex at the moment that a Fire Attack Roll was made against it. All Fire Defense Rolls for one attack must be made before the next attack is announced, even if that same hex will be targeted again.
Since a broken Leader has a Command of 0, you generally want to roll Defense for a Leader last (in case it breaks) in order for the other units in the hex to gain the Morale boost from his Command.
A targeted unit’s Morale – modified by both Cover [T78.3] and Command [3.3.1.2] – is added to a die roll in order to arrive at a “Defense Total”:
● If the Defense Total is less than the Attack Total, the unit breaks [3.2].
● If the Defense Total is equal to the Attack Total, the unit becomes Suppressed [13] unless it is currently activated to Move [O21]—in which case it breaks instead of Suppressing.
● If the Defense Total is greater than the Attack Total, the unit is unaffected.

want to roll Defense for a Leader last in case it breaks in order for the other units in the hex to gain the Morale boost from his Command A targeted unit s Morale modified by both Cover T78 3 and Command 3 3 1 2 is added to a die roll in order to arrive at a Defense Total If the Defense Total is less than the Attack Total the unit breaks 3 2 If the Defense Total is equal to the Attack Total the unit becomes Suppressed 13 unless it is currently activated to Move O21 in which case it breaks instead of Suppressing If the Defense Total is greater than the Attack Total the unit is unaffected

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O21. Move
“Fuehrer, we are on the march! Victorious
Italian troops crossed the Greco-Albanian
frontier at dawn today!”
—Benito Mussolini
Units that are activated to Move can move
from hex to hex across the map, expending
MPs in each new hex that they enter. A unit
has as many MPs to spend during a Move
Order as its current Movement number,
which can be modified by Command [3.3.1.2]
or by having entered a Road hex [T93], among
other things.
O21.1 Movement Costs
Each terrain lists a “Move Cost”. In order to
enter an adjacent hex during a Move Order,
an activated unit must spend a number of
MPs equal to the Move Cost of the terrain in
that hex. Additional costs may be assessed if
the unit crosses certain hexsides (a Wall, for
example) or moves to a higher elevation.
IMPORTANT: A unit may not enter a hex
unless it has at least as many MPs remaining
as the total cost to enter that hex.
Units without enough MPs to move even one
hex – perhaps they are broken or carrying
a heavy Weapon – will have to wait for an
Advance (or Rout!) Order to get going.
O21.1.1 Weapon Transfer—At any point during
a Move Order, an activated unit may transfer
its Weapon to a friendly unit stacked with it
by expending one of its available MPs. The
receiving unit need not be activated to Move,
but cannot already possess a Weapon.
O21.2 Moving Together
The movement of one unit must be completed
in its entirety before another activated unit
can begin moving. The one exception is that
activated units that begin a Move Order in
the same hex may be moved together pro-
vided those units remain together throughout
the entirety of that Move Order.
Those units will therefore always end
their movement in the same hex, and the
unit with the smallest modified Movement
number will determine how far the group
as a whole can travel. If one of these units
breaks along the way, it will usually stop
the entire group dead in its tracks.
O21.3 Opportunity Fire & Movement
The inactive player may use Op Fire [A33]
against the active player’s moving units each
time they enter a new hex.
See the Op Fire example on page 16.
O21.4 Movement Restrictions
A moving unit may never:
● enter an enemy-occupied hex;
● enter an impassable hex [T79; T98];
● cross a Cliff hexside [T83];
● enter or exit a Major Bridge hex across
anything other than its Road/Rail hexsides
[T80.1];
● exit off the left, right or friendly map edge.
Exiting a unit off the enemy board edge,
however, will gain you victory points [7.2.1].
O21.5 Movement Etiquette
Each time the active player moves a unit
or group of units into a new hex, he should
clearly announce the cumulative MP ex-
penditure up to that point, then pause for a
second or two. This allows the inactive player
a short time in which to decide whether to
announce an Op Fire into that hex (or, if the
Defender, to play a Mines [A35.2] or Wire
[A35.5] Action).
Furthermore, it should be incumbent upon
the inactive player to pay attention and say
“Stop!” whenever he may have an Action to
play or Fire Attack to make in response to
the active player’s movement.
Moving players may want to get in the
habit of asking “Actions?” after each hex
entered; or maybe just pausing to make
brief eye contact with the opponent.
O21.6 Timing & Movement
After each MP expenditure, the inactive play-
er must play all Actions that he wishes before
the active player may play his first one.
So if the moving player wanted to play a
“Smoke Grenades” or “Assault Fire” Ac-
tion after entering a new hex, the inactive
player would always be allowed to play a
“Mines” or “Wire” Action first, and/or get to
perform an Op Fire into that hex.
O22. Recover
“I don’t measure a man’s success by how high
he climbs but how high he bounces when he
hits bottom.”
—George S. Patton
O22.1 Activation
When a Recover Order is announced, that
player selects himself to be “activated”
provided he has at least one broken and/or
Suppressed unit in play and he has not been
activated for a Recover or Rout Order [O23]
previously in the same Turn.
IMPORTANT—The broken/Suppressed units
themselves are not activated during a Re-
cover Order: only the player himself is.
Thus no more than one Recover could be
played per Turn, as the player will have al-
ready been activated. Also, a unit affected
by a Recover Order could be activated for
that player’s next Order, or vice versa.
O22.2 Recover Procedure
First, the player taking the Recover Order
removes all Suppressed markers from his
friendly units.
Then, he makes a Rally Roll for each friendly
unit that was broken at the time the Order
was announced.
Units that become broken due to Events
during a Recover Order don’t get to make
a Rally Roll.
If the active player has more than one broken
unit, he chooses the order in which those
units will be affected.
O22.3 Rally Roll
A Rally Roll can have one of three effects on
a broken unit:
● if the roll is less than its Morale, Rally it
[3.2.5];
● if the roll is equal to its current Morale,
it becomes Suppressed [13] and remains
broken;
● if the roll is greater than its current Mo-
rale, there is no effect and the unit simply
remains broken.
So for a broken unit with a current Morale
of 7 – having already taken into account
any Command and/or Cover modifiers – a
Rally Roll of 5 would cause it to Rally; a
Rally Roll of 7 would simply Suppress it;
and a Rally Roll of 9 would have no effect.
You usually want to roll for your broken
Leaders first—if they Rally, their increased
Command will make Rallying more likely
for other broken units in the same hex.
O23. Rout
“They’ve got us surrounded again, the poor
bastards.”
—Creighton W. Abrams
O23.1 Activation
When a Rout Order is announced, that player
selects a player to be “activated” (either
himself or his opponent) provided the chosen
player has at least one broken unit in play
[3.2] and that player has not been activated
for a Recover [O22] or Rout Order previously
in the same Turn.
IMPORTANT—The broken units themselves
are not activated during a Rout Order: only
the player himself is.
Thus no more than two Rout Orders could
be played per Turn—one targeting each
player. Also, a friendly unit that just had a
Rout Roll made for it could be activated for
that player’s next Order, or vice versa.
O23.2 Rout Roll
The active player – that is, the one that an-
nounced the Order – makes a roll for each
unit belonging to the chosen player that was
broken at the time the Order was announced.
Units that become broken due to Events
during a Rout Order can’t have a Rout Roll
made for them.
If the chosen player has more than one bro-
ken unit, the active player chooses the order
in which those units will be affected.
A Rout Roll can have one of three effects on
a broken unit:
● if the roll is less than its Morale, there is
no effect and the unit remains where it is.
● if the roll is equal to its current Morale, it
becomes Suppressed [13] if not already.
● if the roll is greater than its current Mo-
rale, it must “Retreat” a number of hexes
equal to the difference.
So for a broken unit with a current Morale
of 7 – having already taken into account
any Command and/or Cover modifiers – a
Rout Roll of 9 means a Retreat of two hexes;
a Rout Roll of 7 would simply Suppress it;
and a Rout Roll of 5 would have no effect.
O23.3 Retreating
When a Rout Roll is greater than the broken
unit’s Morale, it must Retreat a number
of hexes equal to the difference. A player
always Retreats his own units, even if his
opponent gave the Rout Order. Each hex
Retreated into must be closer to the control-
ling player’s board edge than the one it just
left (in other words, there must be fewer
intervening hexes between the unit and its
friendly board edge in the hex it Retreats into
than there are for the hex it Retreats out of).
If already adjacent to its friendly board edge,
the unit is eliminated (effectively retreating
off the map).
O23.3.1 Terrain—MPs are not counted dur-
ing a Retreat, so all terrain Move Costs are
ignored.
O23.3.2 Opportunity Fire—Op Fire is not per-
mitted against Retreating units.
O23.3.3 Wire—A Retreat is allowed into and
out of Wire without having to stop.
O23.3.4 Mines—Mines attack Retreating units
normally, both when they enter and/or leave
a hex containing a Mines marker.
O23.3.5 Elimination—A Retreating unit is im-
mediately eliminated if it is forced to Retreat:
● Off its owner’s friendly board edge;
● Into an enemy-occupied hex (it surrenders
to them);
● Into an impassable hex [T79; T98];
● Across a Cliff hexside [T83].
ACTIONS
“There are no absolute rules of conduct, ei-
ther in peace or war. Everything depends on
circumstances.”
—Leon Trotsky
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENTA24. General Rules
A24.1—Actions may be announced by either
player at any time via a Fate card played from
the hand so long as that Action’s listed condi-
tion or prerequisite is met. Multiple Actions
may be conducted in response to the same
game situation. All effects of consecutively-
played Actions are cumulative.
A24.2 Timing—If both players wish to per-
form one or more Actions (including Op Fire)
at the same time, the inactive player must
perform all of his Actions before the active
player may play his first one.
A24.3 Activation—With the sole exception
of Op Fire [A33], Actions that affect units do
not activate those units like an Order would.
Conversely, a unit that has already been
activated by an Order/Op Fire Action can
be the target of any number of (non-Op Fire)
Actions.
Except for A33 Opportunity Fire, the follow-
ing rules for individual Actions [A25–A41]
need not be read and memorized your first
time through the rules: most Actions are
self-explanatory on the cards themselves.
So this section can be safely ignored until
the need arises for a clarification during
actual game play. Actions are listed in
alphabetical order for ease of reference.
A25. Ambush
“Always mystify, mislead and surprise the
enemy if possible.”
—Thomas J. Jackson
Ambush may only be played before dice are
rolled during a Melee. The Inactive player
must play all the Ambushes he wishes for
that Melee before the Active player may play
his first one.
Effect—The opponent must select one of his
units that is participating in the Melee and
break it [3.2].
IMPORTANT—All Ambush effects are re-
solved before Melee FP is calculated.
Note that both players can announce Am-
bush Actions. Note also that it is possible
for both sides to be entirely eliminated
via Ambush before the Melee Rolls would
otherwise have been made.
A26. Assault Fire
“In a man-to-man fight, the winner is he who
has one more round in his magazine.”
—Erwin Rommel
Assault Fire may only be played if at least
one unit currently activated to Move (or its
Weapon) has both:
● boxed FP, and
● an enemy unit within its current Range
and LOS at which to shoot.
Effect—Each Assault Fire Action allows a
single Fire Attack to be made. This attack
may form a Fire Group using any or all mov-
ing units and/or their Weapons that have
boxed FP. The attack otherwise adheres to all
rules and restrictions pertaining to a regular
Fire Attack as if made during a Fire Order
[O20].
Note that you may announce an Assault Fire
Action before, during, or after any physical
movement has been carried out—the firing
pieces need only be activated to Move to
utilize the Action.
A27. Bore Sighting
Bore Sighting may only be played by the
scenario Defender – never an Attack or Re-
con player – and only just prior to making a
Fire Attack Roll involving a firing Weapon
with a printed FP of at least “5” (before any
modifications).
Effect—Increase the Fire Attack’s FP by +2.
A28. Command Confusion
This card cannot be played for an Action.
Hope that you have a decent Order on this
card.
A29. Concealment
Concealment may only be played just prior to
the player making a Defense Roll.
Effect—Determine the Cover in the targeted
hex and reduce the Fire Attack Total by that
amount. If the firing player is using Spray
Fire [A40], the Cover of either one of the
targeted hexes may be used. All Cover modi-
fiers – such as for Roads [T93] or a Mortar
attacking units in Foxholes [F102] – are taken
into consideration before reducing.
Yes, Concealment is used after the targeted
player knows the attack total. Maybe the
firer only thought he saw gun flashes be-
tween those trees…
A30. Crossfire
Crossfire may only be played just prior to the
player making a Fire Attack Roll, and only
when firing at one or more moving [O21] units.
Effect—Increase the Fire Attack’s FP by +2.

Cover in the targeted hex and reduce the Fire Attack Total by that amount If the firing player is using Spray Fire A40 the Cover of either one of the targeted hexes may be used All Cover modi fiers such as for Roads T93 or a Mortar attacking units in Foxholes F102 are taken into consideration before reducing Yes Concealment is used after the targeted player knows the attack total Maybe the firer only thought he saw gun flashes be tween those trees A30 Crossfire Crossfire may only be played just prior to the player making a Fire Attack Roll and only when firing at one or more moving O21 units Effect Increase the Fire Attack s FP by 2

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Movement / Opportunity Fire example:
A—The Axis player announces a Move Order activating the German Rifle Squad in hex L8. He Moves it into K8 and announces “two” (1MP for Open Ground; +1 moving uphill [T88.1]).
B—The Allied player has a Fire Order/Action in hand but (correctly) surmises that LOS to K8 is blocked by the Crest Line in K7 [T88.3.2] so he declines Opportunity Fire [A33]. “Go ahead.”
C—Axis player plays a Smoke Grenades Action [A39] and announces that he will place it in hex K7. He randomly draws a “4” Smoke marker and places it there.
D—Axis player announces “three” (1MP for Open Ground; +2 already spent) as he continues the Rifle Squad’s movement into K7.
E—Allied player says “Wait!” and plays the Fire Action [A33.1] from his hand, activating the American Squad in L5. Unfortunately, its FP firing into K7 is only 1 (6; -1 uphill; -4 Smoke). This FP is added to a roll of 6•5, however, for a Fire Attack Total of 12. The shot affects both units in the target hex [O20.3.4], not just the moving unit. The Axis player makes a Fire Defense Roll for his 8-Morale Squad (7; +1 for Biermann’s Command)—rolling 6•2—then his 8-Morale Leader—rolling 1•5; both units are unaffected and there are no die triggers.
F—The Rifle Squad’s Movement is now 5 due to Biermann’s Command [3.3.1.2], so the Axis player announces “five” to enter K6 (2MP for Woods; +3 already spent).
G—Allied player says “Wait” and immediately declares a subsequent shot with his Line Squad [A33.3] into K6, adding two Grenade Actions [A34] from his hand. This gives him 9FP (6; +4 Grenades; -1 uphill). He then rolls a 1•3, which gives him an Attack Total of 13. The Rifle Squad adds its Morale of 9 (7; +2 Woods) to a roll of 6•3 and easily passes.
H—Having left Biermann’s hex, the Rifle Squad’s Movement becomes 4 again and, since it has already spent 5 MP, is now done for the Turn barring any further Actions.
NOTE—If a second Move Order was then announced by the Axis player activating Sergeant Biermann, the US Squad in L5 could not fire at him as he moved [see A33.2, second bullet, and the first gray box of A33.3].
Page 17
Page 16
A31. Demolitions
Demolitions may only be played when the opponent discards one or more cards due to “passing” [O15].
Involuntary discards due to an Event [E57 and E61] don’t count.
Effect—Eliminate one Fortification in any hex containing a friendly unit.
A32. Dig In
Dig In may only be played at the end of a Game Time Advancement [6.1.2].
Effect—Place a Foxholes marker [F102] into a hex containing a friendly unit. The hex cannot be Water Terrain, and can’t already contain a Blaze or another Fortification of any type.
A33. Fire (Opportunity Fire)
“No plan of battle ever survives contact with the enemy.”
—Heinz Guderian
FIRE ORDER / ACTION
A33.1 Prerequisite
A Fire Action may only be played during an opponent’s Move Order, and only just after the expenditure of one or more MPs as a moving unit enters a new hex. This type of reactionary fire is termed “Op Fire”.
Note that Fire Actions are listed across the top of any Fate card that has one, in the same position as for a Fire Order. As a reminder of its dual capability, the word “Fire” will, when appearing along the top of a Fate card, always be preceded by the words “Order/Action”.
A33.2 Op Fire Procedure
Generally, when the active player is performing a Move Order, he should count aloud his units’ accumulated MP expenditure in each hex as it is entered. Each time such an expenditure is made, the inactive player has the option to call out “Wait!” and temporarily halt movement. If he does, he may choose to do either or both of the following:
● play a Fire Action from his hand and activate one or more units to fire at that hex (exactly as if he were activating units for a Fire Order [O14.1 & O20.1]); and/or
● make one Fire Attack against that hex with any of his units that were activated for Op Fire at any point during this same Move Order.
After any such Fire Attack is made – or the opportunity to do so is declined (“Never mind; keep moving”) – the active player may continue with his Move Order.
A33.3 Op Fire Exceptions
Units (and their Weapons) that are activated for Op Fire follow all normal rules for a Fire Order [O20], with three important exceptions:
1) An Ordnance Weapon [11.5] cannot utilize Opportunity Fire (though the unit possessing it may fire normally).
2) They are not limited to only firing once, and so remain activated and eligible to fire at moving targets for the entirety of that Move Order (only).
Note that units are activated for Op Fire, so they could not be activated for Op Fire again in that same Turn if the active player announced another Move Order.
3) No more than one Fire Attack may be made by the inactive player per MP expenditure by the active player.
A unit entering a Stream expends 3 MPs to do so, but this is only one expenditure (albeit a large one). So moving into a hex – however costly – is always a single expenditure of X MPs and can draw one Op Fire attack against it. If another unit later moved into that Stream hex in the same Move Order, it could be the target of another Op Fire attack—even by the same op-firing unit(s).
A34. Hand Grenades
“Mr. Hand Grenade is your friend.”
—Lt. Dave Farrow, 82nd Airborne
Hand Grenades may only be played just prior to the player making a Fire Attack Roll, and only if at least one piece is firing at an adjacent hex.
In the case of a multi-hex Fire Group, only one of those hexes need be adjacent to the targeted hex.
Effect—Increase the Fire Attack’s FP by +2.
A35. Hidden (name)
“War brings about strange, sometimes ridiculous situations.”
—Dwight D. Eisenhower
IMPORTANT—The following five “Hidden” Actions may only be played by the scenario Defender—never an Attack or Recon player.
A35.1 Hidden Entrenchments
Hidden Entrenchments may only be played just prior to the scenario Defender making a Defense Roll. The hex affected by the attack cannot be a Building or Water hex, nor already contain a Fortification of any type.
Effect—Place a Foxholes marker [F102] into that hex.
A35.2 Hidden Mines
Hidden Mines may only be played by the scenario Defender just after one or more units Move or Advance (not Retreat) into a hex. That hex cannot be Water Terrain nor already contain a Fortification of any type.
Effect—Place a Mines marker [F103] into that hex. The Defender then makes a Mine Attack [F103.2] against each of those moving/advancing units.
Any unit that was already in the hex would be immune to this initial minefield attack.
A35.3 Hidden Pillbox
Hidden Pillbox may only be played just prior to the scenario Defender making a Defense Roll for an attack against an Objective hex and only if the Pillbox is not already in play. The targeted hex cannot be Water Terrain nor already contain a Fortification of any type.
Effect—Place the Pillbox marker [F104] into that hex.
A35.4 Hidden Unit
Hidden Unit may only be played when the opponent discards one or more cards due to “passing” [O15].
Involuntary discards due to an Event [E57 and E61] don’t count.
Effect—The scenario Defender performs the following steps in the order shown:
1) make a roll on his nation’s Support Table;
2) From the column matching the roll, select one non-Radio item – at no cost – that is available for that scenario’s year;
3) Place the selected unit (along with its Weapon, if any) into any hex that is: within his original set-up area; and contains no units of either side; and has a Cover of at least 1.
A35.5 Hidden Wire
“!*@&#^$% wire.”
—anonymous playtester
Hidden Wire may only be played by the scenario Defender just after one or more units Move or Advance (not Retreat) into a hex. That hex cannot be Water Terrain nor already contain a Fortification of any type.
Effect—Place a Wire marker [F106] into that hex.
Note that this will end a unit’s Move, as a unit must spend all its movement points in order to move out of a Wire hex and it had to have spent at least one to get in.
A36. Light Wounds
“Medic!”
Light Wounds may only be played at the instant that a friendly Squad – either broken or unbroken – would break [3.2].
Light Wounds can only be used on a Squad that is breaking, not one that is being eliminated outright—like via the KIA Event or as a result of a lost Melee.
Effect—Lose 1 VP. Then, instead of that Squad breaking (or instead of it being eliminated due to already being broken), place it back into the countermix, retrieving a Team from the countermix – of the same quality as that player’s OB: either Green, Line or Elite – and placing it into the hex from which the Squad was taken.
If the Squad was broken when it was removed, the replacement Team comes into play broken. If there was a Weapon, Suppressed or Veteran marker on the Squad, the Team retains the marker. Finally, the new Team’s activation status for the Turn matches that of the Squad it replaced.
A37. Marksmanship
“Untutored courage is useless in the face of educated bullets.”
—George S. Patton
Marksmanship may only be played just prior to the player making a Fire Attack Roll. The attack must include a firing Squad or Team of the indicated nationality.
Effect—Increase the Fire Attack’s FP by +2.
A38. No Quarter
No Quarter may only be played at the conclusion of a Melee by a German player if the opponent is playing Russia, or by a Russian player regardless of the opponent’s nationality. No Quarter may only be played if the player had at least one unit survive the Melee.
Effect—The player gains 2 VPs.
A39. Smoke Grenades
Smoke Grenades may only be used by a unit with boxed Movement, and must be played while that unit is activated to Move.
Effect—Select one Smoke marker at random and place it in or adjacent to that unit’s hex, provided that hex is not Water Terrain nor already contains a Blaze.
And remember that two or more Smoke markers won’t stack together; so after placing Smoke into Smoke, only the marker with the largest Hindrance will remain.
A40. Spray Fire
Spray Fire may only be played just prior to the player making a Fire Attack Roll. All firing pieces must have boxed Range. The two targeted hexes must each:
● be within Range of all firing pieces;
● be adjacent to one another;
● contain an enemy unit.
For determining possible Obstacles and Hindrances in intervening hexes, LOS must be checked from all firing pieces to both hexes.
Note that Spray Fire is not cumulative: It reads “2 hexes” not “an additional hex”.
Effect—The Fire attack will affect both targeted hexes simultaneously. Only one Fire Attack Roll is made, though all units in both hexes must make Fire Defense Rolls based on that single Attack Total.
You may want to think of the two adjacent hexes as one big hex that just happens to have two LOS dots, possibly with different Cover affecting different defending units.
A41. Sustained Fire
Sustained Fire may only be played just prior to the player making a Fire Attack Roll in which at least one Mortar or MG is firing.
Effect—Increase the Fire Attack’s FP by +2 but, if the Fire Attack Roll ends up “doubles”, one firing Mortar or Machine Gun must break (firing player’s choice if more than one). Be careful with this one—Sustained Fire’s drawback is cumulative with other Sustained Fires and/or with Jammed!, which could cause a Weapon to break then immediately break again, eliminating it outright.
A
C
B
E
D
G
H
F

that just happens to have two LOS dots possibly with different Cover affecting different defending units A41 Sustained Fire Sustained Fire may only be played just prior to the player making a Fire Attack Roll in which at least one Mortar or MG is firing Effect Increase the Fire Attack s FP by 2 but if the Fire Attack Roll ends up doubles one firing Mortar or Machine Gun must break firing player s choice if more than one Be careful with this one Sustained Fire s drawback is cumulative with other Sustained Fires and or with Jammed which could cause a Weapon to break then immediately break again eliminating it outright A C B E D G H F

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© 2025 GMT Games, LLC
EVENTS
“Once again, it was a tactical situation which
was beyond my capacity to envisage, but
which just had to be accepted since it was
there—along with all the other unexpected
and apparently impossible situations which
had confronted us throughout the campaign
and which were dealt with or avoided on the
spur of the moment.”
—Major Robert Crisp, Brazen Chariots
Roll:
Jammed!
card R-1
Hex:
A2
Make one Fire Attack with any number of your
units/Weapons with boxed Firepower that are
currently activated to Move.
Place Foxholes in a random hex.
RECOVER
ASSAULT FIRE
Shellholes
ORDER
ACTION
EVENT
E42. General Rules
Events are never played from the hand: they
only occur via certain rolls, whereupon nor-
mal game play immediately pauses so that
that player can reveal the top card of his Fate
Deck then read aloud and execute the listed
Event.
IMPORTANT—
●Ignore any portion of an Event that is
impossible to fulfill given current game
conditions, while performing those parts
that are possible, if any.
●When an Event lists more than one activity
to perform, they are performed in the order
stated within the Event itself.
●Die triggers are always ignored during any
die roll occurring during an Event.
A Melee situation created as the direct
result of an Event is executed at the end of
- but still within - that Event (so no further
die triggers would be possible during that
Melee).
The following rules for individual Events
[E43–E77] need not be read your first time
through the rules. Most Events are self-ex-
planatory on the Fate cards themselves, so
this section can be safely ignored until the
need arises for a clarification during actual
game play.
The various Events are described in detail
below and are listed in alphabetical order
for ease of reference.
E43. Air Support
“Airplanes are interesting toys, but of no
military value.”
—Ferdinand Foch
When this Event occurs, the receiving player
must determine a Random Hex [1.8] : If
this hex contains one or more units, he may
choose to break all those units. If the random
hex is devoid of units, the closest hex to it
that does contain one or more units (friendly
or enemy) is affected instead: he may break
all units in that hex. In case of a tie for closest
occupied hex, the player drawing the Event
chooses which will be affected.
E44. Battle Harden
“Americans love to fight. All real Americans
love the sting of battle.”
—George S. Patton
When this Event occurs, the receiving player
selects one of his units without a Veteran
marker and places a Veteran marker on it.
E44.1 Veteran Marker
Effects—A unit with a Veteran
marker on it has +1 FP, +1 Range,
+1 Movement and +1 Morale.
Command is unaffected by Vet-
eran status.
Removal—A Veteran marker remains on a
unit unless and until the unit is eliminated or
exits the map. A Veteran Squad that Deploys
[E52] transfers its Veteran status to only one
of the two replacing Teams.
E45. Battlefield Integrity
When this Event occurs, the receiving player
counts the total number of enemy units on the
Casualty Track then gains that many VPs.
E46. Blaze
When this Event occurs, the receiving player
must determine a Random Hex [1.8] . If that
hex is not Water Terrain and does not already
contain a Blaze, place a random Blaze marker
[10.2.1] into it. Remove any Smoke or Forti-
fication marker from the hex. Each unit in the
hex must be removed by its owner and placed
into an adjacent hex not containing impass-
able terrain (inactive player first). They are
eliminated otherwise.
E47. Booby Trap
“Do not touch anything unnecessarily. Beware
of pretty girls in dance halls and parks who
may be spies, as well as bicycles, revolvers,
uniforms, arms, dead horses, and men lying
on roads—they are not there accidentally.”
—Soviet infantry manual, circa mid-1930’s
When this Event occurs, the receiving player
must determine a Random Hex [1.8] . If that
hex is not Water Terrain and does not already
contain a Blaze or Fortification of any kind,
place a Mines marker into it [F103] .
Units already in the hex will not be affected
by the Mines unless and until they Move/
Advance/Retreat out of it.
E48. Breeze
When this Event occurs, remove all Smoke
markers from the map. Then place a random
Blaze marker [10.2.1] into each non-Water
hex that is both adjacent to and “downwind”
of an existing Blaze marker. The downwind
direction is stated in the Event as a number
between 1 and 6, which corresponds to the
hex compass on each map. Any units in a hex
into which a Blaze spreads must be removed
by their owners and placed into any adjacent
hex not containing impassable terrain. They
are eliminated otherwise.
E49. Command & Control
“Courage is fear holding on a minute longer.”
—George S. Patton
When this Event occurs, the receiving player
counts the number of Objectives [2.3] he cur-
rently controls and gains that many VPs.
E50. Commissar
“It takes a very brave man not to become a
Hero of the Soviet Union.”
—Josef Stalin
When this Event occurs, the Russian player
must select one of his broken units [3.2] and
make a roll for it:
●If the roll is greater than its Morale, it is
eliminated.
●If the roll is less than or equal to its Morale,
it Rallies [3.2.5] .
E51. Cower
“In battle the unusual is met usually, and the
abnormal becomes the normal. Soldiers may
act like lions and then like scared hares with-
in the passage of a few minutes.”
—S.L.A. Marshall
When this Event occurs, the receiving player
must place a Suppressed marker [13] on each
of his friendly Squads without one that is cur-
rently outside the Command Radius [3.3.1.1]
of a friendly Leader.
E52. Deploy
“Listen up! I need five volunteers.”
E52.1—When this Event occurs, the receiv-
ing player may select one friendly Squad on
the map. If he does, the Squad is removed
from its hex, placed back in the countermix,
and replaced with two Teams of the same
quality (Green, Line or Elite) as that player’s
OB.
E52.2—These Teams enter play broken if
the Squad was broken [3.2] . If there was a
Weapon, Suppressed and/or Veteran marker
on the Squad, only one of the two Teams
retains the marker. Finally, these Teams are
treated as being the same unit from which
they were created—so if the Squad had been
activated for an Order previously that Turn,
they are considered to have been activated
as well; and any pending results against the
Squad (such as becoming Suppressed, broken
or eliminated) will immediately affect both
Teams equally.
Turning one Squad into two Teams gives
you a bit more flexibility in movement,
stacking, and garrisoning Objectives—and
can also increase your net FP when part
of a larger Fire Group. The drawback is
usually weaker stats, the loss of boxed stats,
and – because there are two where once
there was one – they become harder to
control without a friendly Leader nearby.
E53. Dust
“I couldn’t see my hand in front of my face.
Lucky for me, the enemy couldn’t see my
hand in front of my face, either.”
—Private Adamson
When this Event occurs, the receiving player
must determine a Random Hex [1.8] . If that
hex is not Water Terrain and doesn’t already
contain a Blaze marker, he selects a random
Smoke marker and places it there.
E54. Élan
“Either I will find a way, or I will make one.”
—Philip Sidney
When this Event occurs, the receiving player
moves his Surrender marker into the next
higher space on his side of the Casualty
Track.
E55. Entrench
When this Event occurs, the receiving
player may place a Foxholes marker into any
friendly-occupied, non-Water hex not already
containing a Fortification.
E56. Field Promotion
“The officers of the Italian
Army are not qualified for the
job.”
—Count Galeazzo Ciano
When this Event occurs, if not
already on the map, the receiving player may
place his nation’s “Private” (the one with “6”
Morale and “2” Command) into a hex occu-
pied by one of his broken units [3.2].
E57. Fog of War
“Battle is an orgy of disorder.”
—George S. Patton
When this Event occurs, each player selects
one card at random from the opposing
player’s hand. Those cards are placed in their
owners’ respective discard piles.
E58. Hero
“A true knight is fuller of bravery in the midst,
than in the beginning of danger.”
—Philip Sidney
When this Event occurs, if the receiving play-
er’s Hero unit [E58.1] is not already on the
map, he must place it into any friendly hex.
If he does, he may Rally [3.2.5] one broken
unit in that placement hex.
E58.1 Heroes
Heroes are Leaders [3.3] in every respect,
with two exceptions:
●A Hero never earns its owner exit VPs nor
does the opponent ever gain VPs for its
elimination. An exited/eliminated Hero is
always put back in the countermix, never
onto the Casualty Track.
●A Hero may be activated more than one
per Turn, thus allowing it to perform more
than one Order per Turn.
Heroes enjoy running full speed up an open
road towards an Objective hex. They also
love to charge machine gun nests in order
to take them out in close combat. Other
useful tasks for Heroes will no doubt be
discovered by the player well-versed in
Hollywood war movies.
E59. Infiltration
“When I began to use my cricket, the first man
I met in the darkness I thought was a Ger-
man until he cricketed. We threw our arms
around each other, and from that moment I
knew we had won the war.”
—Maxwell D. Taylor
When this Event occurs, the receiving player
performs the following steps:
1) Make a roll on his nation’s Support Table;
2) From the column matching the roll, select
one non-Radio item – at no cost – that is
available for that scenario’s year;
3) Determine a Random Hex [1.8] ;
4) Place the selected unit (along with its
Weapon, if any) in or adjacent to that
hex. Stacking limits [8] must be observed,
and the unit cannot be placed in an
impassable hex (such as a Blaze or Water
Barrier).
E60. Interdiction
“Mussolini is quite humiliated because our
troops have not moved a step forward. Even
today they have not succeeded in advancing
and have halted in front of the first French
fortification which put up some resistance.”
—Count Galeazzo Ciano
When this Event occurs, the receiving player
must select one unsuppressed unit (enemy or
friendly; broken or unbroken) that occupies
a hex with Cover less than 1 and put a Sup-
pressed marker [13] on it.
E61. Interrogation
“‘Counter intelligence’ means that you hope
you’re smarter than your adversary but won’t
know for certain unless one of you ends up
dead.”
When this Event occurs, the opposing player
must show the receiving player all the cards
in his hand. The receiving player may choose
one of those cards. If he does, that card is
placed in the opponent’s discard pile.
E62. KIA
When this Event occurs, the receiving player
must select one broken unit (enemy or friend-
ly) and eliminate it.
E63. Malfunction
“Every regiment had already lost 500 men to
frostbite … the machine guns were no longer
able to fire.”
—Heinz Guderian
When this Event occurs, the receiving player
must determine a Random Hex [1.8] . The
unbroken Weapon (enemy or friendly) that is
closest to that hex breaks. In case of a tie, the
player drawing the Event chooses which will
be affected.
E64. Medic!
“No guts, no glory.”
When this Event occurs, the receiving player
must select one broken unit (enemy or friend-
ly) and Rally it [3.2.5] .
E65. Mission Objective
“Don’t fight a battle if you don’t gain anything
by winning.”
—Erwin Rommel
When this Event occurs, the receiving player
draws one (secret) Objective chit at random.
This new Objective chit does not replace
any existing Objective chit – it is used in
conjunction with them – and may be kept
secret from the opponent unless it is one
that has no “(secret)” side.
E66. Prisoners of War
“We shall show mercy, but we shall not ask
for it .”
—Winston Churchill
When this Event occurs, the receiving player
must select one of his own broken units [3.2]
that is adjacent to or in the same hex as an
enemy unit and eliminate it.
If it somehow wasn’t a good idea before, try
to keep your broken units far away from
enemy units.

Rommel When this Event occurs the receiving player draws one secret Objective chit at random This new Objective chit does not replace any existing Objective chit it is used in conjunction with them and may be kept secret from the opponent unless it is one that has no secret side E66 Prisoners of War We shall show mercy but we shall not ask for it Winston Churchill When this Event occurs the receiving player must select one of his own broken units 3 2 that is adjacent to or in the same hex as an enemy unit and eliminate it If it somehow wasn t a good idea before try to keep your broken units far away from enemy units

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E67. Reconnaissance
“Many intelligence reports in war are contradictory; even more are false, and most are uncertain.”
—Karl von Clausewitz
When this Event occurs, the opposing player must select and reveal one of his unrevealed secret Objective chits, if any. The revealed chit becomes an open Objective for the remainder of the game.
Remember to award any VPs corresponding to that chit’s mapboard Objective(s) to their current controller right away.
E68. Reinforcements
“If the General insists on my counterattacking immediately then I must insist on receiving some armor and artillery assets sooner than immediately.”
—Colonel Melvin Hale
When this Event occurs, the receiving player performs the following steps:
1) Make a roll on his nation’s Support Table;
2) From the column matching the roll, select one item – at no cost – that is available for that scenario’s year;
3) If a Radio is selected, he places it in his (empty) Artillery Box. If a unit is selected, he places it (along with its Weapon, if any) into any hex along his friendly board edge. Stacking limits [8] must be observed, and the unit cannot be placed in an impassable hex (such as a Blaze or Water Barrier).
E69. Rubble
When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and does not already contain a Blaze or Fortification of any kind, place a Wire marker into it [F106].
E70. Sappers
When this Event occurs, the receiving player may remove either one Mines marker or one Wire marker from the map.
E71. Scrounge
When this Event occurs, the receiving player may select one eliminated Weapon (enemy or friendly) from the Casualty Track and return that Weapon to play under the control of one of his units currently without a Weapon.
E72. Shell Shock
When this Event occurs, the receiving player must determine a Random Hex [1.8]. The unit (enemy or friendly) that is closest to that hex breaks [3.2]. In case of a tie for closest unit, the player drawing the Event chooses which will be affected.
E73. Shellholes
When this Event occurs, the receiving player must determine a Random Hex [1.8]. If that hex is not Water Terrain and does not already contain a Blaze or Fortification of any kind, place a Foxholes marker into it [F102].
E74. Strategic Objective
When this Event occurs, one Objective chit is drawn at random and placed face up (“open”) in the center section of the Objectives box for both players to see.
This new Objective chit does not replace an existing Objective chit—it is used in conjunction with them. And if this new chit references one or more mapboard Objectives, remember to award those victory points to the Objectives’ current controller right away.
E75. Suppressing Fire
When this Event occurs, the receiving player may place a Suppression marker [13] on one enemy unit without one. The chosen enemy unit must be within both the current Range and LOS of one of the receiving player’s unbroken MGs possessed by an unbroken, unsuppressed friendly unit.
E76. Walking Wounded
“With amazement and disappointment, we discovered in late October and early November that the beaten Russians seemed quite unaware that as a military force they had almost ceased to exist.”
—General Blumentritt
When this Event occurs, the receiving player must perform the following steps:
1) Select one eliminated unit (enemy or friendly) on the Casualty Track;
2) Determine a Random Hex;
3) Place the selected unit in or adjacent to that hex, broken [3.2]. Stacking limits [8] must be observed, and the unit cannot be placed in an impassable hex (such as a Blaze or Water Barrier).
E77. White Phosphorus
When this Event occurs, the receiving player may draw a random Smoke marker then place it into a hex adjacent to one of his unbroken Squads (only). The selected hex cannot be Water Terrain nor contain a Blaze. If he does, each player that controls a unit in that hex must choose one such friendly unit and break it [3.2].
TERRAIN
“The roads that were nice and red and thick on the map turned out to be tracks.”
—Gerd von Rundstedt
T78. General Rules
Your first time through the rules, you really only need to read the four sections that follow for Types, Movement, Cover and LOS.
The many Hill rules, as well as those for the other individual terrain types [T79–T99], can then be referred to as needed depending on which map is in use for a particular scenario.
T78.1 Types & Features
Every hex on every map in Combat Commander is defined by what “terrain type” it contains. A hex’s terrain type is the one that is predominant within it, be it Woods, a Building, or Brush, for example. Some hexsides also contain terrain that can affect fire or movement, such as a Cliff, Fence, Wall or Hedge. Roads, Railroads and Trails can also occupy a hex, usually modifying a unit’s movement therein. Smoke and Blaze markers also function as terrain to a certain degree.
Terrain “types” are shown on the Terrain Chart with green backgrounds. Terrain “features” are shown with tan backgrounds and will generally only modify the terrain type they share a hex with.
The Terrain Chart lists the various types of terrain in hierarchical order—that is, if a hex contains two different terrain types, the one shown closest to the top of the chart takes precedence.
So for example a Major Bridge over a Stream is a “Major Bridge hex” for all purposes, not a “Stream hex” (and thus not a Water hex, either). This also means that a hex is an “Open Ground hex” only if it contains none of the terrain types shown above it (those with their text on a green background)—it could contain any of the terrain features shown below it (those on a tan background) and still be an “Open Ground hex”, albeit with some sort of modification.
T78.2 Move Costs
Each terrain lists a “Move Cost” which is the amount of MPs a unit must expend to Move [O21] into that hex or across that hexside.
T78.3 Cover
Each terrain lists a “Cover” in the form of a whole number, which may be negative. At all times and for all purposes, Cover directly modifies the Morale of every unit in the same hex. Cover is never cumulative, however, so a player must choose only one instance of Cover to apply if more than one is present.
A Team has a printed Morale of 7. If it occupied a Brush hex, its Morale would be 8 (7; +1 for the Cover of the Brush). If an enemy Squad shoots at the Team across a Wall hexside, the Team can choose to instead use the (alternate) 2 Cover of the Wall, giving it a Morale of 9 for that attack. If that Team was stacked with a Foxholes marker, the owning player could choose to ignore both the 1 Cover of the Brush and the 2 Cover of the Wall and instead add the 3 Cover of the Foxholes, giving it 10 Morale.
T78.4 LOS
Each terrain lists whether it is an Obstacle, Hindrance or Clear.
●Obstacles block same-level LOS. Obstacles usually create one Blind Hex [T88.4.1] to a higher-level observer.
●Hindrances reduce the FP of same-level fire attacks traced through them.
●Clear terrain has no affect on LOS.
See the LOS rules [10] for more detail.
The various types of terrain are described in detail, below, and are listed in alphabetical order for ease of reference. The information that follows is also shown graphically on the Terrain Chart located on one side of the player aid sheet.
T79. Blaze
MOVE COST: Impassable
COVER: Impassable
LOS: Obstacle (at all levels)
T80. Bridge
MOVE COST: (see below)
COVER: 2; but note that a Road [T93] will usually drop this to a net Cover of 1
LOS: 1 Hindrance
T80.1 Major Bridge
A Major Bridge is defined as one that spans the entirety of one or more hexes, with a small part of it extending across its outermost hexsides into opposite (non-Bridge) hexes.
MOVE COST: Impassable; or 1 if directly along the Road / Railway depiction. Also, units can only leave a Major Bridge hex via one of its two Road / Railway hexsides.
T80.2 Minor Bridge
A Minor Bridge is defined as one that lies entirely within the confines of a single hex.
MOVE COST: 1 if traversing a Road / Railway hexside; otherwise use the cost of the other terrain in the hex.
T81. Brush
MOVE COST: 2
COVER: 1
LOS: 3 Hindrance
T82. Building
MOVE COST: 2
COVER: 3
LOS: Obstacle; creates one Blind Hex [T88.4.1]
Building Objectives—If a mapboard Objective [2.3] occupies a building hex, and that building spans two or more hexes, the “Objective” is considered to be the entirety of that building (that is, every hex that it occupies), not just the hex containing the Objective number.
T83. Cliff
MOVE COST: Impassable;
CLIMBING: a unit without a Weapon may Advance [O16] across a Cliff hexside.
COVER: none
LOS: Clear
T84. Fence
MOVE COST: +1 when crossing.
COVER: none
LOS: 1 Hindrance; or Clear if the Fence is one of the six hexsides of the sighting or target hex.
T85. Field
MOVE COST: 1
COVER: 0
LOS: 1 Hindrance
T86. Gully
MOVE COST: 2
COVER: 1; though a unit in a Gully cannot be seen except from an adjacent hex or a hex at a higher elevation [T88], and vice versa.
LOS: Clear
T87. Hedge
MOVE COST: +1 when crossing.
COVER: none ; or 1 if a Fire Attack crossed the Hedge as it entered the target hex (not applicable when defending against Mortars or Artillery).
LOS: Obstacle; or Clear if the Hedge is one of the six hexsides of the sighting or target hex.
T88. Hills
Due to the relative complexity of Hills, new players may want to play their first few scenarios on those boards without Hills.
The standard buff-colored Open Ground hex in Combat Commander is said to be at level “0” or “ground level”. Hills can then be thought of as being at levels 1 (tan), 2 (light brown), 3 (medium brown) or 4 (dark brown). Therefore, a unit on a Hill is above any terrain occupying either a ground-level hex or a Hill hex of a lower level. A Hill hex functions exactly like any other ground level hex except as modified below.
T88.1 Uphill Movement
A moving unit must expend +1 MP in order to enter a hex at a higher elevation than the one it is leaving.
A unit moving from a level 1 Hill hex containing Woods to a level 2 Hill hex containing Woods must expend 3 MPs (2 for the Woods plus 1 for the change in elevation). The reverse “downhill” move would cost only 2 MP.
T88.2 Height Advantage
A Fire Attack suffers -1 FP if the target hex is at a higher elevation than any one firing piece. Conversely, a Fire Attack gains +1 FP if the target hex is at a lower elevation than any one firing piece.
T88.3 Hills & LOS
T88.3.1 Military Crest Lines
A hex showing more than one level is termed a “Crest” hex. The level at which a Crest hex’s center dot lies is its actual level. In every Crest hex, the physical edge of the higher-level Hill is termed the “Crest Line”.
T88.3.2 Vertical LOS
A unit may only trace a LOS into the initial Crest hex of each elevation above it. Likewise, a unit on a Hill may trace a LOS to a hex at a lower elevation only if that LOS never passes through a Crest Line of equal or greater height in an intervening hex.
So unit A on a Hill can see unit B at a lower elevation only if the LOS from unit A both: crosses a Crest Line before it crosses a hexside; and never again crosses a Crest Line of the same or higher elevation.
T88.3.3 Hills as “Obstacles”
A Hill itself blocks LOS traced between any two hexes of lower elevation.
A unit on a level 2 Hill can see past an intervening level 2 Hill only to another Hill of height 2, 3 or 4. If that intervening Hill were level 3 instead, the target hex would have to be at level 4 to be seen (and even then it would have to be a level 4 Crest).
T88.4 Hills & Obstacles
The LOS to or from a Hill hex is blocked only if it clearly touches any part of the physical depiction of an Obstacle at the same or higher elevation as that Hill hex. In other words, LOS to or from a Hill hex is not blocked by Obstacles that lie at a lower elevation (exception: see Blind Hexes, below).

on a level 2 Hill can see past an intervening level 2 Hill only to another Hill of height 2 3 or 4 If that intervening Hill were level 3 instead the target hex would have to be at level 4 to be seen and even then it would have to be a level 4 Crest T88 4 Hills Obstacles The LOS to or from a Hill hex is blocked only if it clearly touches any part of the physical depiction of an Obstacle at the same or higher elevation as that Hill hex In other words LOS to or from a Hill hex is not blocked by Obstacles that lie at a lower elevation exception see Blind Hexes below

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© 2025 GMT Games, LLC
A unit on a level 1 Hill can see past (over) an intervening building at level 0 to another unit on a distant level 1 Hill. If the building were also on a Hill, however, that LOS would be blocked.
A Blaze marker, however, always blocks LOS through its hex, regardless of the sighter’s or target’s elevation.
The obstacle that a Blaze marker creates is considered to be at a height sufficient enough to affect any possible LOS that can be represented in the game.
T88.4.1 Blind Hexes
A unit on a Hill can see into a lower-level Woods or Building hex, as normal, but cannot see into the next hex beyond it if that next hex is also at or lower than the Woods/Building hex’s elevation. In other words, a lower-level Woods or Building creates a one-hex blind zone behind it to an observer at a higher elevation—all hexes beyond this blind zone are visible from the Hill (barring further Woods/Buildings along the way).
A unit on a level 1 Hill can see past a level 0 building except into the level 0 hex directly behind it. Conversely, a unit on a level 1 Hill could see past an intervening level 1 building to a unit at level 2 or higher unless that building was in the first intervening hex along that LOS.
T88.5 Hills & Hindrances
Any mapboard Hindrance terrain that is at a lower level does not hinder LOS to or from a Hill hex. A Hindrance on a Hill does hinder LOS between two other Hill hexes at the same level as that Hindrance. A Smoke marker, however, always hinders LOS through its hex, regardless of the sighter’s or target’s elevation.
The hindrance that a Smoke marker creates is considered to be at a height sufficient enough to affect any possible LOS that can be represented in the game.
Note that all the above Hill rules are based upon the premise that in Combat Commander each Hill elevation is taller than a mapboard Obstacle, and every mapboard Obstacle is taller than a mapboard Hindrance.
T89. Marsh
MOVE COST: 3
COVER: 0
LOS: 1 Hindrance
WATER TERRAIN: No Weapon of any kind may fire from a Marsh hex. No Blaze, Smoke or Fortification of any kind may ever occupy a Marsh hex.
T90. Open Ground
MOVE COST: 1
COVER: 0
LOS: Clear
T91. Orchard
MOVE COST: 1
COVER: 1
LOS: 2 Hindrance
T92. Railway
MOVE COST: 1 if travelling along the Railway depiction (that is, the moving unit crossed a Railway hexside as it entered the hex); otherwise depends on other terrain in the hex.
COVER: Depends on other terrain in the hex.
LOS: 1 Hindrance; or Clear if the LOS proceeds directly along the Railway depiction.
T93. Road
MOVE COST: 1 if travelling along the Road depiction (that is, the moving unit crossed a Road hexside as it entered the hex); otherwise, it depends on the other terrain in the hex.
A unit gains +1 to its Movement number as long as it entered a hex containing a Road at any point during a Move Order. This bonus ceases at the conclusion of that Move Order.
The unit need not have entered the Road hex via a road hexside to gain the bonus—here we can assume that crossing a road is also quick and easy to do.
COVER: none ; however, the Cover of any other Fortification or Terrain within a hex containing a Road is decreased by 1.
So a Building hex with a Road going through it has a Cover of 2 (3 for the Building; modified by -1 for the Road).
A German Squad with a printed Morale of 7 in an Open Ground hex containing a Road will be at “-1” Cover and therefore have 6 Morale for all purposes. If Foxholes [F102] were later placed in that hex, it would have a Morale of 9 (7; +3 Foxholes; -1 Road).
LOS: Clear if the LOS proceeds directly along the Road depiction; otherwise depends on the other terrain in the hex.
T94. Smoke
NOTE: Before beginning play, all the Smoke/Blaze markers should be placed into an opaque cup so that they may be drawn at random when called for during play.
MOVE COST: Depends on other terrain in the hex.
COVER: Depends on other terrain in the hex.
LOS: 1-10 Hindrance into or out of or through [10.3.4].
The actual Hindrance value of Smoke is printed on the individual markers.
T95. Stream
MOVE COST: 3
COVER: -1
LOS: Clear
WATER TERRAIN: No Weapon of any kind may fire from a Stream hex. No Blaze, Smoke or Fortification of any kind may ever occupy a Stream hex.
T96. Trail
MOVE COST: 1 if traveling along the Trail depiction (that is, the moving unit crossed a Trail hexside as it entered the hex); otherwise depends on the other terrain in the hex.
COVER: Depends on other terrain in the hex.
LOS: Depends on other terrain in the hex.
T97. Wall
MOVE COST: +1 when crossing.
COVER: none ; or 2 if a Fire Attack crossed the Wall as it entered the target hex (not applicable when firing Mortars or Artillery).
LOS: Obstacle; or Clear if the Wall is one of the six hexsides of the sighting or target hex.
T98. Water Barrier
MOVE COST: Impassable
COVER: Impassable
LOS: Clear
IMPASSABLE WATER TERRAIN: No unit, Blaze, Smoke or Fortification marker of any kind may ever occupy a Water Barrier hex.
T99. Woods
MOVE COST: 2
COVER: 2
LOS: Obstacle ; creates one Blind Hex [T88.4.1]
AIRBURSTS: The Fire Attack Total of any Mortar or Artillery attack against a Woods hex is always increased by 2.
So a 6-FP Mortar that fires into a Woods hex and makes a Fire Attack Roll of 7 would have an Attack Total of 15 instead of 13.
Shells fired at a high altitude – such as from mortars and distant artillery batteries – had a tendency to explode in the treetops. When this happened, the troops below would be subject to flying splinters and tree branches in addition to the shell blast that was not muffled by contact with the earth.
FORTIFICATIONS
“He who defends everything defends nothing.”
—Frederick II
F100. General Rules
The following sections [F101–F106] need not be read and memorized your first time through the rules: They can be safely ignored until a Fortification actually enters play—players can then simply look up the rules for that particular marker.
F100.1 Acquisition—There are six “Fortifications” in the game: Foxholes, Trenches, Mines, Wire, Bunkers and a Pillbox. Fortifications are normally brought into play at the beginning of a scenario, though some can also enter play during the game due to various Actions and Events.
F100.2 Removal—Fortifications may normally only be eliminated during play via various Events, the “Demolitions” Action [A31], or an Artillery Impact Roll [O18.2.3.3].
F100.3 Stacking—No more than one Fortification marker of any type may ever occupy a single hex. The first Fortification to be placed in a hex takes precedence. No Fortification may ever occupy a Water hex (i.e. Marsh, Stream or Water Barrier with no Bridge).
The various Fortifications are described in detail, below, and are listed in alphabetical order for ease of reference. A condensed version of the following information can also be found on the Track Display for ease of reference during play.
F101. Bunker
A Bunker gives the hex it occupies an alternate Cover of “6” (“7” instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
During Melee, the side that was the last sole occupant of a Bunker hex wins if the Melee totals are tied.
F102. Foxholes
A Foxholes marker gives the hex it occupies an alternate Cover of “3” (“4” instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
F103. Mines
F103.1 General Rules
A Mines marker occupying a hex will attack any unit (enemy or friendly) that Moves, Advances or Retreats into or out of that hex.
Units moving together are attacked with a single roll; otherwise a separate Mine Attack should be made against each unit as it enters, or is about to exit, a hex containing Mines.
Units that were already in a Mines hex at the moment another unit Moves/Advances/Retreats into or out of it is immune to that Mine Attack.
F103.2 Mine Attack
The strength of a Mine Attack is a default 6 FP unless the scenario Defender is specifically assigned (or purchased) a 7- or 8-FP Minefield capability.
Cover for a Mine Attack is automatically set to “0”, and cannot be modified by any means.
A Mine Attack Roll follows the same general rules as for a Fire Attack Roll [O20.3.3 and O20.3.4] except that only the moving/advancing/retreating units in the hex need make a Fire Defense Roll. The player controlling such a unit makes its Defense Roll whereas his opponent makes the Attack Roll.
IMPORTANT—An unbroken unit that becomes broken [3.2] while leaving a Mined hex is still placed in the hex it was entering.
It made it but probably has a casualty to contend with.
F104. Pillbox
A Pillbox gives the hex it occupies an alternate Cover of “5” (“6” instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
During Melee, the side that was the last sole occupant of a Pillbox hex wins if the Melee totals are tied.
F105. Trench
F105.1 General Rules
A Trench marker gives the hex it occupies an alternate Cover of “4” (“5” instead vs Mortars and Artillery). As usual, this is not cumulative with other Cover in the hex.
F105.2 Trenches & Movement
A unit Moving from one hex containing a Trench into an adjacent hex containing a Trench, Bunker or Pillbox (or vice versa) expends only 1 MP to do so, regardless of the terrain in the two hexes (EXCEPTION: Cliff hexsides [T83], which cannot be crossed during a Move Order). This applies even if the unit is moving uphill or is crossing a hexside that would normally increase its movement cost. Furthermore, that unit cannot be the target of Op Fire [A33] in the hex moved into.
F106. Wire
F106.1 General Rules
A Wire marker sharing a hex with one or more units affects those units by reducing their FP,
CREDITS
Game Designer — Chad Jensen
Development — Chad & Kai Jensen
Series Developer — John A Foley
Art Director — Rodger MacGowan
Box Art & Packaging Design — Rodger MacGowan
Cards — Mark Simonitch and Chad Jensen
Counters — Lee Brimmicombe-Wood and Chad Jensen
Maps — Leland Myrick and Chad Jensen
Rules & Player Aids — Chad Jensen
Proof-reading — Rick Young, Troy Nichols, David Fristrom, Jeff Paul, Jerry Tresman, Richard Wagoner, Jake Thornton, Kris Adamson and Joe Keller
Play Testers — Mark Beyak, Alex Ostroumov, Kris Adamson, Samuel Farinato, Dusty Divine, Joe White, John Zrimc, Troy Nichols, Jordan Nichols, Derek Nichols, Steve “Sal” Salkovics and Martin Scott
Production Coordinator — Kai Jensen
Producers — Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan and Mark Simonitch
Range and Morale numbers by -1 each. Command is unaffected by Wire.
F106.2 Wire & Movement
A moving unit loses all its remaining MPs immediately after entering or exiting a hex containing Wire.
So if a unit begins its Move in a Wire hex it must stop moving in the first hex entered—even if that hex contains a Road or Leader.
If it moves into a Wire hex, its movement will also automatically cease there.
Units can Advance or Retreat into and out of a Wire hex normally, as MPs are not utilized during these activities.
F106.3 Wire & Fire Attacks
Units in a hex containing Wire cannot form a Fire Group [O20.3.1] with pieces outside the hex.
No Weapon may be fired from a Wire hex.

by Wire F106 2 Wire Movement A moving unit loses all its remaining MPs immediately after entering or exiting a hex containing Wire So if a unit begins its Move in a Wire hex it must stop moving in the first hex entered even if that hex contains a Road or Leader If it moves into a Wire hex its movement will also automatically cease there Units can Advance or Retreat into and out of a Wire hex normally as MPs are not utilized during these activities F106 3 Wire Fire Attacks Units in a hex containing Wire cannot form a Fire Group O20 3 1 with pieces outside the hex No Weapon may be fired from a Wire hex

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INDEX

Action Listings ........................ pp 15-17
Actions .................................... glossary; 1.6; A24
capability .......................................... 5.2
during Orders .................................... 5.4
min. Firepower ..................... 10.3.2.1; O20.3.2 box
movement timing ............................ O21.6
Opportunity Fire ................................. A33
Advance ............................................ O16
Artillery
boxes ............................................ 2.2.3
Denied ............................................ O17
Request ............................................ O18
Accuracy ........................................ O18.2.2
Impact ............................................ O18.2.3
Spotting ........................................ O18.2.1
Blaze ........................................ 8.1.5; 10.2.1; T79
creation of ........................................ E46
spreading ........................................ E48
Broken
Radios ........................................ O17; O18.1
units .................................................... 3.2
Weapons ............................................ 11.4
Bunker ........................................ F101; Track Display
Cards .................................................... 1
discarding .................................... 5.3; O15
drawing ............................................ 5.4
hand size (Posture) ............................ 1.1
Casualty Track ...................................... 4.2
Command .................................... 3.1.5; 3.3.1
Radius ........................................ 3.3.1.1
and units .................................... 3.3.1.2
and Weapons .................................... 3.3.1.3
Command Confusion ........................ O19; A28
Compass ............................................ 2.2.2
Cover ................................................ T78.3
crest line ........................................ T88.3.1
Die rolls ................................................ 1.9
Artillery Accuracy ............................ O18.2.2
Artillery Impact ................................ O18.2.3
cancellation of (re-roll) .................... 9.1
Fire Attack ........................................ O20.3.3
Fire Defense ........................................ O20.3.4
Melee ............................................ O16.4.2
Rally ................................................ O22.3
Rout ................................................ O23.2
Sudden Death .................................... 6.2.2
Targeting ........................................ O20.2.3
Event Listings ............................ pp 18-20
Events .................................... glossary; 1.7; E42
Event trigger ........................................ 1.9.1.1
Exiting the Map .................................... 7.2
involuntarily ............................ 7.2.2; O23.3.5
voluntarily ............................ 7.2.1; O16.2; O21.4
Fire .................................................... O20
Activation ........................................ O20.1
Fire Attack ........................................ O20.3
Fire Defense ........................................ O20.3.4
Fire Groups ........................................ O20.3.1
Opportunity Fire .................................... A33
Ordnance Targeting ............................ O20.2
Firepower (FP)
on Radio ............................................ 12
on unit ............................................ 3.1.1
on Weapon ............................................ 11.1
Flamethrower ............................ 11.6; Track Display

Fortification Listings........................ pp 23
Foxholes ........................................ F102; Track Display
placement .................................... A32; A35.1; E55; E73
Hand size ............................................ 1.1; 5.4
Game End ............................................ 6.3
Heroes ............................................ E58.1
creation of ........................................ E58
Hills .................................................... T88
and blind hexes ................................ T88.4.1
Hindrances ............................................ 10.3
and Fire Attacks ................................ O20.3.2
and Hills ............................................ T88.5
and Targeting .................................... O20.2.3
Initiative .................................................... 9
and re-rolling .................................... 9.1
and a tied game ................................ 9.2
Jammed! trigger ............................ 1.9.1.2; O20.3.3.1
NA during Artillery Impact ................ O18.2.3.2
NA during Mine Attack .................... 1.9.1.2 box
NA during Targeting ............................ 1.9.1.2
Leaders ................................................ 3.3
Leader Table .................................... Playbook
Line of Sight (LOS) ............................ 10
Maps .................................................... 2
Melee ............................................ O16.4
Mines ........................................ F103; Track Display
placement .................................... A35.2; E47
Morale ................................................ O23.4
Move .................................................... O21
and Op Fire ........................................ O21.3
and Trenches .................................... F105.2
and Weapon transfer ............................ O21.1.1
and Wire ............................................ F106.2
as a stack ............................................ O21.2
costs ............................................ O21.1; Terrain Chart
Movement number ............................ 1.9
on unit ............................................ 3.1.3
on Weapon ............................................ 11.1
Objectives ............................................ 2.3
chits ................................................ 7.3.2
multi-hex buildings ............................ 7.3.1.1
VP value ............................................ 7.3
Obstacles ............................................ 10.2
and Hills ............................................ T88.4
Opportunity Fire .................................... A33
NA vs. Advancing units .................... O16.1
NA vs. Retreating units .................... O23.3.2
Order Listings ............................ pp 10-15
Order of Battle (OB) ............................ glossary
Display ................................................ 4.3.1
Fortification .................................... Playbook
Support ............................................ Player Aids
Unit ............................................ glossary; 1.5; O14
Orders ................................................ 5.1
Capability ............................................ 5.1
Ordnance ........................................ see Weapons
Pillbox ........................................ F104; Track Display
placement ............................................ A35.3
Posture ............................................ glossary; 1.1
Radios ................................................ 12
placement ............................ 2.2.3; 8.1.2
usage .................................... O17; O18; Track Display
Rally ................................................ 3.2.5
Random Hex .................................... glossary; 1.8

number 1 9 on unit 3 1 3 on Weapon 11 1 Objectives 2 3 chits 7 3 2 multi hex buildings 7 3 1 1 VP value 7 3 Obstacles 10 2 and Hills T88 4 Opportunity Fire A33 NA vs Advancing units O16 1 NA vs Retreating units O23 3 2 Order Listings pp 10 15 Order of Battle OB glossary Display 4 3 1 Fortification Playbook Support Player Aids Unit glossary 1 5 O14 Orders 5 1 Capability 5 1 Ordnance see Weapons Pillbox F104 Track Display placement A35 3 Posture glossary 1 1 Radios 12 placement 2 2 3 8 1 2 usage O17 O18 Track Display Rally 3 2 5 Random Hex glossary 1 8

and broken Weapons ............................ 11.4
and Snipers ............................................ 1.9.1.3
Range
and Targeting .................................... O20.2.2
on unit ............................................ 3.1.2
on Weapon ............................................ 11.1
Recover ................................................ O22
Reinforcing units ............................ 6.1.2 step #5
Retreating ............................................ O23.3
Revealing cards .................................... 1.3
Rout .................................................... O23
Satchel Charge ............................ 11.6; Track Display
Sequence of Play .................................... 5
Smoke ............................................ 8.1.4; 10.3.4; T94
creation of .................................... A39; E53; E77
Rounds .................................... O18.2.1.1; O18.2.3.1; O20.2.1
Sniper! trigger .................................... 1.9.1.3
Spotting Round (SR) .................... glossary; O18.2.1
Stacking ................................................ 8
Sudden Death .................................... 6.2; 6.3.2
Suppressed ............................................ 13
placement ............................ O20.3.4; O22.3; O23.2;
E51; E60; E75
removal ............................................ 13.3; O22.2
Surrender ............................................ 4.2; 6.3.1
Targeting ............................................ O20.2
Terrain Listings ............................ pp 20-22; chart
Time (and the Time Track) .................... 6
Time Advance .................................... 6.1.2
Time! trigger .................................... 1.9.1.4
Track Display ............................................ 4
Trench ........................................ F105; Track Display
and Movement .................................... F105.2
Turn ............................................ glossary; 1.1; 1.5
Units ................................................ glossary; 3
broken ................................................ 3.2
Heroes ............................................ E58.1
Leaders ................................................ 3.3
stacking ................................................ 8.2
stats ............................................ 3.1; Track Display
Veteran ................................................ E44.1
Victory Points (VP) ............................ 7
via Elimination .................................... 7.1
via Objectives .................................... 7.3
Victory Track ........................................ 4.1
Weapons ............................................ 11
broken ............................................ 1.8; 11.4
and Cliffs ............................................ T83
elimination of .................................... 4.2; 11.3
NA in Melee .................................... O16.4.1
Ordnance ........................................ glossary; 11.5
and Command .................................... 3.3.1.3
and Fire Groups ................................ O20.3.1.1
and Hindrances .................................... 10.3.1
NA during Op Fire ............................ A33.3
and Targeting .................................... O20.2
stacking & portage ............................ 8.1.1; 11.2
on Suppressed units ............................ 11.1; 13.2
transfer of ............................................ O21.1.1
and Water Terrain ............................ T89; T95
Wire ........................................ F106; Track Display
and Movement .................................... F106.2
placement .................................... A35.5; E69
and Retreating .................................... O23.3.3

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