®

Rulebook - 2nd Edition Awakening the Bear 1941 - Operation Barbarossa

June 26, 2012 01 Intro & Setup 3. 2. you insightintowhysomeoftherulesworkwaytheydoaswelldiscusshistorythatinfluencedgame. the gameasquicklypossible. those rules. As youreadfurther, youwilllearnnewrulesthatbuilduponwhathavealreadylearned. This enablesyoutobeginplaying the rules. This meansthatyouwilllearnonesectionoftherulesatatimeandthenplayortwofirefightstoreinforceyourunderstanding 6. any timeinthegame. hexes only. Halfhexesarenotplayable at gray stonechurchbuildingtothe right. Ex:2-J10wouldbemap#2, hexJ10,the Letter andColumnNumber. the mapcoordinatesas Unitsetuplocationsaredesignated by 5. 4. 1. Conflict ofHeroes,youfollowthestepsbelowbeforeplaying: situations foryouandyourfriendstobattlethrough.Foreachgameof The firefightsprovidedin 1.0 GameSetup In thissectionyouwilllearnhowtosetupafirefight,playthroughgame Programmed Instruction met hisvictoryconditionsandhasmorepointsthanopponent. are listedoneachfirefightsheet. Aplayercanlosemostofhiscommand,butstillwinthegameifhehas Victory pointsarewonduringthegamebydestroyingenemyunitsandtakingobjectives.Victory conditions begins. Mostgamesconsistoffiveorfewerrounds. DV.defender’s woods protection) for atotalfront14DV(12DR+2). extra the (for +2 by the terrain.Ex:Ifadefendingunitwith12DRisinheavywoods,itsDRwouldbemodified The playerthencomparesthis AV reddefensevalue(DV),whichisaunit’s DRmodifiedby tothedefender’s attack anenemyunitwithareddefensevalueandtheplayerrolls9for13A used toattackunarmoredtargetswithred The firepower(FP)ofthisunitislistedinthelowerleftcornercounter. RedFP is different numberof APs. Ex:Fortheunitshownbelow, itcosts2APstofireor1AP tomove. the greenUnit Action Points Track Track ontheplayer’s Sheet.Different actionscancosta it receives7actionpoints(APs) his turn,aplayermaytakeanactionwithoneofunits,stallorpass.Whenunitactivates, Each firefightconsistsofseveralrounds.Ineachround,playersalternatetakingturns.During these objectives,whichareworth or avehicle. The engagementsarepresentedasfirefightswithdifferent objectives.Duringafirefightplayersusetheirarmy’s unitstofightfor Conflict ofHeroesisatacticalwargameplatoon-sizedengagements,witheachcounterrepresentingsquadinfantry, acrewedgun Armored Targets (Blue) Soft Targets (Red)or sort outtheunitslistedinfirefight Place theroundmarkeron1boxofyourtracksheet and action point(AP) CAPs levelwiththeirbluemarkerandplacegreen marker on0victorypoints. The playersalsomarktheirstarting Each playertakesatracksheetandplacesyellowvictorypoint firefight lasts,andthevictoryconditions. level Sort the vehicle map asspecifiedbythefirefight. Decide whowillplayeachforceandplacethestartingforceson the Configure themapsasdescribedbyfirefight. maps setup,unitsstartingcommandactionpoints Choose oneofthefirefightstoplay. the Thefirefightsheetlists Firepower against AP CosttoFire Unit Forward Optional Rulesareprintedinbrown.We recommendthatyouplayasection’s rulesatleastoncebeforeimplementingoptionalrules. Note: Throughout therulebook,youwillalsoseenumerousdesigner'snotesprintedinthiscolor(blue). Designer’s These noteswillgive Ex: Throughout therulebook,youwillseenumerousexamplesofrulesprintedinthiscolor(red). Units maybeset upandmoveonfull for eachside,theactioncardsused,numberofrounds Facing - - 2 2

andinfantry hitmarkersinto twopiles, keeping markeronthe“0”space. follows: Map # - Row follows: Map#-Row Conflict ofHeroesrepresenthistorical 3 4

This rulebookisorganizedtofacilitateaprogrammedinstructionapproachlearning Range , whichitspendstotakeactions. These APs aretrackedon victory points(VPs). The playerwiththemostVPsatendofgamewins. Section 1-GameStructure&Turn Progression 3

. 12 12 1 defense ratings(DRs)andblueFP isused consecutively. At thispointtheroundendsandnext Play continueswithplayersalternatingturnsuntilbothpass panicked, andsoon. in different ways. A unitmaybeinstantlykilled,suppressed, places itundertheunit. The varioushitmarkersaffect units unitishit,herandomlydrawsahitmarker and When aplayer’s Flank DR (Defense (Defense Rating) AP Costto The attackerhitsifhis AV isgreaterthanorequaltothe Front DR Rating) Move Game Overview (CAPs)

attack value(AV)Pioneers . Ex:The result tohisfirepowerdetermine 6 sideddice(2D6)andaddsthe combat, aplayerrolls of thecounter. In lower rightcorner are markedonthe DRs. A unit’s DRs targets withblue to attackarmored purposes onlyandvaries fromunittounit. unit name. This symbolisforunitidentification 8. 7. anti- firepower capacity. CoH systemevolved, weneededtorefineeach unit’s units donotincludeabluefirepower number. As the Awakening theBeargamemaynoticethattheirfoot light mortars,tankhunterteams, pioneers,etc. include RifleandSMGunits,crewedmachineguns t Unburdened FootUnits others. Summariesofallunitsarelistedonpage18. propelled guns,armoredpersonnelcarriers(APCs),trucks,and many crewed supportweaponssuchasmortars,individualtanks,self- This gameincludesunitsthatrepresentinfantrysquadsof6-10 men, 1.1 UnitTypes hat havearedmovementcostof2APsorless. These round, andmanagecommandresourcestowagewar. website atwww.Academy-Games.com the free“HiddenMovementand Artillery Targeting Maps”fromour targets onapieceofpaper. (To simplifythis,playerscandownload Write downthemaplocations ofthehiddenunitsandartillery Some firefightsallowhiddenunitsorartillerybarragesduring setup. each playerthespecifiednumberofcards. Select theactioncardsspecifiedbyfirefight.Shuffleand deal the gamewhenunitstakehits opaque cups the sidewitheffects facedown.(Y Also notethesymbol Note:Owners of thefirstedition Designer’s V (4FP +9). .) Thesemarkerswillberandomlydrawnthroughout

two

dice to determine the unit’s APs) APs) unit’s the determine to dice

unit is activated. Sum the high and low low and high the Sum activated. is unit (Optional Rule 3.01: Roll 3D6 when a a when 3D6 Roll 3.01: Rule (Optional

unit AP track. AP unit

counting down the action’s cost on the the on cost action’s the down counting

actions. It pays for these actions by by actions these for pays It actions.

which it can move, fire, and take other other take and fire, move, can it which

An activated unit receives 7APs with with 7APs receives unit activated An

each unit that player lost in th in lost player that unit each

Action Points (APs) Points Action receives each round is reduced by 1 for for 1 by reduced is round each receives

so on. The number of CAPs a player a CAPs of number The on. so

is placed on the next number down, and and down, number next the on placed is

the firefight; the second destroyed unit unit destroyed second the firefight; the

on the starting CAP number specified in in specified number CAP starting the on

A player’s first destroyed unit is placed placed is unit destroyed first player’s A

actions which are paid for with CAPs. with for paid are which actions

All fresh or spent units may take command command take may units spent or fresh All

action AP cost with CAPs. with cost AP action Activated units may augment their unit’s unit’s their augment may units Activated

Action Points (CAPs) Points Action

Unit Unit

Victory Points (VPs) Points Victory Command

refer specifically to foot units refer specificallytofootunits

0

e game. e Player Track Sheet Track Player

adjacenttothe HMG34

8

1

0 8

.

0

9

2 1

2

M01 9

ou maywanttoputtheminto2 L01

K01

J01

I01

H01

1

G01

L02 Germans Enter Round 1

F01 K02

10

E01 J02

I02 D01

H02 C01

B01 G02

F02 3

M03

E02

L03

D02 1VP - Control hex G09 at the end of each round. each of end the at G09 hex Control - 1VP

K03 2

1VP - Immediately score each Sovi each score Immediately - 1VP

(Mark VPs on your track sh track your on VPs (Mark Points: Victory

C02

Take prisoners for interrogation if possible, if not, n not, if possible, if interrogation for prisoners Take

J03

week. Informants say that they are plannin are they that say Informants week.

Your men have been tracki been have men Your Orders:

B02

I03

A02

0

N

2 H03

along the western edge of the map. the of edge western the along

Setup Round 1: Round Setup

3

G03

10

Maps 1. Place a control marker, marker, control a Place 1. Maps Setup: Map

F03 cards at the beginning of the game. At the beginning of each each of beginning the At game. the of beginning the at cards

R

After rea After Cards Action Optional

L04

Play your first game w game first your Play Cards: Action ifle

E03 Initiative: Initiative: 2 Commanders:

5

K04

Worse for the Soviets, a detached squad of SS trackers are trackers SS of squad detached a Soviets, the for Worse

41

D03 group of partisans operating nea operating partisans of group

General Situation: Situation: General

1/2 Rifle Platoon, 161 Inf Division Inf 161 Platoon, Rifle 1/2 Forces: German

J04

south. Take out as many trucks as you as trucks many as out Take south.

1-1

C03 Comrades, this is a main sup main a is this Comrades, 1941 Oct, 17

I04 12

11

B03

Heavy Woods Heavy

H04

Light Woods Light

1

Open or Road or Open

G04

Hex Type Hex

F

04 2

M05

Rifles

E04

2x 2x

L05

D04

K05 11

C04

J05

B04

I05

A04

H05

.) G05

4

F05

Game Round Game

L06

E05

Enter anywhere anywhere Enter K06 0

D05 3

4

J06

2

C05

I06

B05

LM H06

9

G 1

G06

34 1- 34

F

06 11

M07

1

E06

12

10

L07

D06

Remnants of cut-off Soviet infantry un infantry Soviet cut-off of Remnants

1

K07

C06

J07

B06

I07

A06 34 LMG

2x 2x

H07

Movement G07

F07 3

+1 AP +1 L08

+0 AP +0

E07

+0 AP +0 K08

D07 12

J0

et unit eliminated. unit et

C07

8

I08

B07

CAP All CAP 1. Round on Germans

H08

ng these partisans for the past past the for partisans these ng

G08 ding section create a draw deck of all action and bonus car bonus and action all of deck draw a create section ding

F 5

08

M09

r Priluki have been tracked by a group of soldiers soldiers of group a by tracked been have Priluki r

E08

L09

3

4 hexes of hex A18. hex of hexes

D08

Enter map within 2 2 within map Enter 3: Round

2 K09

4

C08

J09

B08 Control

Cards. Action ithout

I09

g a coordinated ambush. ambush. coordinated a g

Pi

A08 3

eet as you earn them.) earn you as eet

onee H09

G09 2 rs

can and then melt away to the east. We will rendezvous at at rendezvous will We east. the to away melt then and can 12 Defense

12

+2 DM +2 F

12

09

+1 DM +1 L10

+0 DM +0

E09

1

K10

D09

J10

C09

smoke capabilities. smoke

(No Flamethrower or or Flamethrower (No I10

G09. 1- hex in up, side Soviet

1x Pioneers 1x

B09 SS Tracker Unit Tracker SS

ply route for the Germans. We will mine the road and ambu and road the mine will We Germans. the for route ply

H10 Firefight 1 - Partisans Partisans - 1 Firefight

eutralize them. them. eutralize

G10

F10

1 M 4

E10

1

1 L

D10 1

1 K 13

C10

1

1 J

B10

1

1 I

1 A10

1 H

1

1 G

1 6

1 F

APs

L12 1

xim 2

1 E a

G M

K12 M t 1

4 1 M

Ri Uni Track Sheet

1 D fle 5

J12 ‘41 1-

1 3 1

2 C

I12

1

1 B

1 H12 11

3 1 partisa begun have Kiev, of fall the after scattered its,

0 G12 12 3

12 card. additional an receive commanders both thereafter round

trailing a group of arriving partisan reinforcements from t from reinforcements partisan arriving of group a trailing

) F 5 12 13

M13 11 3

E1 L13

12 2

D12

K13

C12

J13

ocation per Round per ocation

B

12 I13

1 A12

H13 Rifles

Squad 1-1

G1

1VP - Control hex G09 at the end of each round each of end the at G09 hex Control - 1VP

4 Rifl 4 unit German each score Immediately - 1VP 3

(Mark VPs on your track sheet as you you as sheet track your on VPs (Mark Points: Victory

e F13 5

‘ suppl many as confiscate and Germans the

L14 4

You are to ambush a supply con supply a ambush to are You 1 1 Orders:

-3 E13 K14 11

D13 14

2 0

1 names. 3

3 J14 1

5 unit the to next listed hexes the on

1: Round Setup C13

4

0 I14

3 B13

5 H14

11 Rifle

G14

12 5

© 2012 Academy Ga Academy 2012 © Cautious Move Cautious 41 41

F14 7

Normal Move Normal

M15

Partisans with MMG su MMG with Partisans Forces: Soviet

1-1

E14

Play your first game without Cautious Mo Cautious without game first your Play Optional Rule Optional

12 L15

11

D14

K15 1

C14 6

J15

B14

I15

J14) J14)

A14 (F13,H12, (F13,H12,

Rifles Rifles

H15 3x 3x

G15 4

F15 14

L16 Command

E15

from the German 161st Inf. Div. sent to clean up the area. area. the up clean to sent Div. Inf. 161st German the from

K16 D15

5 J1

- 6 CAPs CAPs 6 - German :

C15

6

I16

B15

H16 1 5

G16 1

Set up the units units the up Set

F

2nd Edition

16 M17

E16 6

L17

1st Edition

D16

0

3 K17

Germans Round 3 Round Germans 15

3

C16

ds with a number 13 and under. Players receive 2 2 receive Players under. and 13 number a with ds

J17

(

B16

M I17

A axi

5.0.3

12

16

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m

7

G17 M

M 8

F17

G

12

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E17 mes

K18

2

D17 )

J18 7

C17

I18

(C11) (C11) B17

camp. camp. MMG

H18

1x 1x

Movement

G18

M19

5

F18 L19

15

+1 AP +1

E18 K19

+0 AP +0

sh the next convoy that comes from the the from comes that convoy next the sh D18

J19 Soviets

C18

I19

B

H19

18

ame End ame G

- 7 CAPs CAPs 7 - Soviet Victor - partisan leader. leader. partisan - Victor

Control Marker Control

A

G19

Score G09 G09 Score All:

Round 2 18

F

19

E19

Control Marker Control

18

Score G09 G09 Score 13 All: Round 5 Round

voy at hex G09. Wipe out out Wipe G09. hex at voy 7

D19

0

G19. 3

enter along the road at hex hex at road the along enter

eliminated. eliminated.

C19

Control Marker Control

Reinforcements Reinforcements 2: Round

4 Score G09 G09 Score All:

Reinforcements.

Germans: Round 4 Round

ies as possible. possible. as ies B19

n activities. A heavily armed armed heavily A activities. n

Rifle ‘ Rifle

Control Marker. Control

Score G09 G09 Score All:

5

Reinforcements.

Soviets:

Round 3 Round

4

1 1-4 1

.

Control Marker. Control Defense

+0 DM +0

Score G09 G09 Score All:

12 9

Germans 11

Initiative:

-1 DM -1

Round 2 Round vement.

he east. east. he 1

Round 1 Round

2x Rifles 2x

pport

6 earn them.) earn 10 10 12 12 2 2 Setup & Actions

02

0 0

3

3

12 12

12

12

11

D 11

D s

2 2 B Figure 1 B Figure 2 1 1 12 10 12 10 9 9

(if he has enough 4 0 4 0

0 3 0 3

5 5 12 12 11 11 1 1 (2.0). A A 1 1 11 12 11 12 C C 5 5

2 0 2 0

are awarded, the round marker is advanced, and the victory conditions have been met. The side with the highest VP total is total The side with the highest VP victory conditions have been met. In case of a tie, both players are losers.☺ declared the winner. at the Soviet Rifle C by paying Rifle C by paying at the Soviet counting the cost to fire, its 3AP to 4APs. track marker down AP misses and his turn The German all units ends. (For this example, on all are bad shots and miss attacks.) Rifle C activates, Soviet Turn: marker on AP placing its green at Rifle Rifle C then pays 4APs to fire back track. AP box of its the ‘7’ Rifle C misses marker down to 3APs. Track AP by counting his Unit A and his turn ends. remaining to fire again, but APs A has enough Rifle German Turn: the German player to fire instead decides to take a command action player counts his blue CAP The German C. Rifle Soviet at B LMG with fires and misses. His turn ends. track marker down 2CAPs, B. player wishes to fire Rifle C at the LMG The Soviet Soviet Turn: has only 3APs remaining. But Rifle C must pay 4APs to fire and it track AP remaining 3APs from his the The Soviet player counts off track, fires and misses. (CAPs may be used from his CAP plus 1CAP detailed in section 3.2.1.) Since RifleAPs, as to supplement a unit’s track and the unit is marked as spent AP C has 0APs remaining on its This indicates that Rifle C the counter to its spent side. flipping by cannot be for the rest of this round, but it may still takeactivated again command actions and card actions. A : In Figure 2, Rifle German Turn has 4APs left and moves forward AP The German one hex for 1AP. track is counted down to 3APs. The Soviet could Soviet Turn: activate and fire MMG D, but instead wants to see what the German does next and passes. A fires at : Rifle German Turn Rifle C with its last 3APs, misses A as spent. and marks Rifle The Soviet player Soviet Turn: activates MMG D, marking his track down 3APs and AP track to 7APs. He then counts his AP fires at the LMG B. MMG D has 4APs remaining. AP The German activates LMG B, marking his Unit : German Turn 2APs and fires at track down AP to 7APs. He then counts his Track MMG D. LMG B has 5APs remaining. The Soviet wishes to see what the German will do. If the Soviet Turn: Soviet passes, he would have to mark MMG D as spent, which he does leaving the MMG 3APs. not want to do. Instead, he stalls for 1AP, track AP LMG B fires at MMG D for 2APs, counts his German Turn: down to 3APs, and misses. : MMG D fires back, spending its last 3APs, misses and Soviet Turn MMG D is marked as spent. track AP : LMG B fires at MMG D for 2APs, counting its German Turn and misses. down to 1AP, : Both Soviet units are spent, so neither may be activated Soviet Turn The Soviet player could take a command action again. 2.3 Round Progression Victory order. round ends when each player passes in consecutive A points (VPs) next round's pre-round sequence is followed Conditions 2.4 Game End and Victory The firefight ends after the last round is played or when a firefight’ In Figure 1, In Figure Turn: Ex: German green its activates, placing A Rifle AP box of its marker on the ‘7’ AP may be spent These 7APs track. A fires Rifle unit only. by this Rifle CAPs to do so) or play an action card, but instead decides to pass. again B LMG with fire to like would player German The : German Turn Even but sees that he has no CAPs left. and 1CAP, by paying 1AP left, he decides to pass and the LMG is spent. though he has 1AP so the round ends. Round over: Both players passed consecutively, are tracks CAPs side, the their fresh flipped back to units are All spent reset and a new round begins. He may take several turns with no unit being activated by either passing either by activated unit being no with turns several take may He actions. or card actions, opportunity actions, only command or taking

1 1 11 11 12 12 7.4) 5 5

Spent Unit Fresh Unit 3 3 0 0 Taking Taking action only one unit (5.5)

changed by a card and takes the first turn. and takes the first turn. (13.0) (8.0) changed by a command action. In case of a tie, re-roll. The (3.2.4). In case of a tie, re-roll. . The unit is marked as spent The unit is marked as spent (3.0). to their fresh sides. (2.3) fresh sides. to their specified in the firefight. specified in (2.1) between an activated unit’s AP action AP between an activated unit’s Choose any fresh unit and activate it by to their starting value minus deducted casualties. ( value minus deducted to their starting A player may wish to take no action and pass. A pass costs A player may wish to take no action and pass. A

A unit or spent. A unit is either fresh, active A Other units may take opportunity action, command action not have to have an activated unit at all times. player does A Designer’s Note: APs and CAPs are employed in the game to Designer’s Note: All players may have an activated unit at the same time. AtB rules that Designer’s This is a change from the original Note: action turns AP An activated unit may intersperse its Unit Play an appropriate card on any fresh, activated or Card Action: Play an appropriate card on any fresh, activated spent or fresh status is not unit’s A spent unit. action. if it has spent all of its APs or if the player wishes to activate a if it has spent all of its player may have A fresh unit with 7APs. different Unit (AP) Action: This Track. AP Unit advancing the marker to 7APs on the green these activated unit may take an action by spending number of actions can cost a different points (APs). Different after taking an action, APs remaining APs. If the activated unit has APs in later more of its it may take additional actions by spending turns within the same round Activations 9.0). activated at a time (exception - Shared fresh unit that is any one action with any Take Opportunity Action: has taken the one action.not activated. Mark the unit as spent after it activated one action with any fresh, Command Take (CAP) Action: The or spent unit by spending only command action points (CAPs). spent or fresh status is not unit’s

4. 1. 2. 3. Pass: A player may want to delay making a decision by stalling. player may want to delay making a decision Stall: A for the currently Stalling counts as an action that costs either 1AP activated unit or 1CAP. During each turn, a player may take one of the During each turn, a player may take one of following four actions: if it has not spent any APs or taken an is fresh if it has not spent any unit is active when a player A opportunity action. unit is spent after it has been A activates it with 7APs. if it has taken activated and has spent all of its 7APs or unit is marked as spent by A an opportunity action. bar. flipping its counter to the side with the red

player with the highest result wins initiative player with the highest 2.2 Taking Turns Turns 2.2 Taking of alternating player turns. round consists of a series A During a player’s or turn, he may take one action, stall as any single thing a unit doesAn action is defined pass. firing once, rallying, etc. Eachsuch as moving one hex, number of action points (APs). action costs a certain

At the beginning of each round, the players each roll 2D6 for initiative. round, the players each roll 2D6 for initiative. At the beginning of each by CAPs The roll may be modified 2.1 Roll for Round Initiative 2.1 Roll for Round Reduce or Remove Smoke Counters Reduce or Reset CAPs Flip Spent Unit Counters Counters Unit Flip Spent 2.0 Pre-Round Sequence Pre-Round 2.0 the every round, Prior to of rounds. a set number lasts firefight A following order: in the must be taken steps following specified in the firefight. specified in Draw Cards (12.3) resolution. Artillery for next round’s Off-Board Target round. (12.3) targeted last Artillery Resolve Off-Board Prepare Reinforcements Roll for Round Initiative Roll for Round these other action turns does not spend the activated unit, which may actions in future turns. AP continue to take its and card action turns turns. These other actions do not spend the activated unit, which actions in future turns. AP may continue to take its no APs or CAPs, but if the passing player has an activated unit with APs or CAPs, but if the passing player has no side and lose any of APs, he must flip the unit to its spent unspent player who passed may take more actions during A APs. its unused the round consecutively, if both players pass future turns. However, is immediately over and no further actions may be taken until the player may wish to stall instead of passing A next round. Example: because his opponent could end the round by also passing. planning, and time it takes to carry out specific account for the efforts, APs and/or CAPs. actions. More involved actions cost more actions, AP Players alternate taking turns by taking an activated unit’s opportunity actions, command actions, card actions, stalling or passing. allowed only one player at a time to have an activated unit. with command action (3.2) or card action (8.0) turns. 03 Actions player’s turnandisnotan action. player’s spent andactivatinganewunit mustbedoneatthebeginningofa action costonthe AP track. The processofmarkinganactivatedunit to 7APs,andtakesan AP actionwiththeHMG,countingdown the He thenactivatestheHMG,sets thegreenUnit AP Track marker immediately markstheRifleas spent,losingitsremaining4APs. German Rifleiscurrentlyactivatedwith4APsleft. TheGerman German playerwantstoreactbyfiringhisHMGunit.However, a Activations 9.0). one unitmaybeactivatedbyaplayerattime take anactionbyspendingthese APs. Inallcases,nomorethan green Unit AP Track isagainsetto 7APs andthisnewunitmaynow spent inordertoimmediatelyactivateanduseadifferent unit. The Rifle unitisoutof APsandisspent. returns totheactivatedRifleunitandfiresfor3APs1CAP. The he turn Next hit. Card #4toattemptrallyatankthatwaspreviously with action card Maxim MMGonehexfor2CAPs.Nextturnhetakesa Next turntheSoviettakesacommandaction,moving aspent 3APs. to to 7APs,firesoncespending4APsandcountsthe AP markerdown determine howmany APs theirunits receive. Ex:3D6 arerolledfora roll threesixsided dice(3D6)andsumthehigh andlowdicerollsto Instead ofunits automatically receiving7APswhen activated,players At thebeginning ofagame,playersmaydecide onthefollowingoption. 3.0.1 Variable AP Allocation (Optional Rule) opportunity, command, point andismarkedasspent. supplemented by2CAPs the Rifleunitforward1hexfor1CAP. Nextturnhefiresfor2APs left onhis AP track.Nextturnhetakesacommandactionandmoves to movetheunittwohexes.Nextturnhestallsfor1AP. Hehas2APs nextturnhetakes acardaction down to3APs.OntheSovietplayer’s to 7APs,firesitoncespending4APs,andthencountsthe AP marker as spent.Markingaunitspentis take further AP actionswiththeunit,hemarksunit taking AP actionsoriftheplayernolongerwishesto being screamedatsquadmembers,andsoon. This involvestargetacquisitiontime,ammoreplenishment,orders firepower outputoftheunitduringatwotothreeminutetimeframe. into accountanddoesnotrepresentjustoneshot,butthetotal spends 4APstofireor1AP tomoveonehex. show theunit’s remaining APs. Ex: The SovietRifle‘41 actions aretaken,the AP trackiscounteddownto by spendingthe APs onthegreenUnit AP Track. As Sheet to7APs. Activating aunitisnot and advancingthe AP markeronthegreenUnit AP Track ofthe Track A playermayactivateaunitbychoosinganyfreshonthemap 3.0 Unit(AP) Actions opposing sidebecomesthesoleoccupierofvictoryhex. occupied victoryhex,controlisretainedbytheenemyuntil simply passesthroughthehex.Ifanopposingunitentersenemy enters andsolelyoccupiesthehex,evenifunit maintained byonesideuntilanopposinggroundunit During thecourseofgame,victoryhexcontrolis are placedwiththecontrollingside’s symbolfaceup. at thebeginningofagamewithControlMarkers,which The victoryhex(es)specifiedinafirefightaremarked 2.5.2 Victory HexControl opponent stillgetstheVP associatedwithitsdestruction. track. Ifaplayerdestroyshisownunit(yes,itcanhappen), immediately awardedtoaplayerandrecordedonhisyellowVPs When anopposingunitisdestroyed,theVP valueforthatunitis 2.5.1 ScoringDestroyedUnits during scoringrounds. opposing units,controllingvictoryhexes,andbyachievingobjectives Typically victorypointsareearnedduringthegamebydestroying 2.5 Victory Points(VPs) AP any remainingunspent APs arelost.

actions withcommand(3.2.2)andcard(8.0). Ex: The Russianmakesan unexpectedmovetowhichthe At thebeginningofhisturn,aplayermaymarkanactiveunitas Ex: The SovietplayeractivatesaRifleunit,marksits AP track A playermayintersperseanactivatedunit’s AP actionswith Ex: The SovietplayeractivatesaRifleunit,marksits AP track When anactivatedunithasspentallofits APs by Note: The Designer’s AP costforaunittofiretakesmanyfactors The activatedunittakesone AP actionatatime A playermayintersperseanactivatedunit’s

(3.2.1). The Rifleunitisoutof APsatthis and card

actions takenbyotherunits. not anaction. an actionand (exception -Shared 0 3 0 3

5 5

12 12 11 11 1 1

unit, without marking the activated unit as spent or using CAPs or cards. unit, withoutmarkingtheactivatedunitasspentorusingCAPscards. But sometimesaplayerneedstoimmediatelyreactsituationwith often lessefficientthanwaitingtoactivatetheunitlaterinround. HMG asspentanditcannolongerbeactivatedthisround. B insteadopportunityfiresatRifleC. Theopportunityfiremarksthe Rifle A tobemarkedasspent(thuslosingitsremaining6APs).HMG B atRifleC,butactivatingHMGtomaketheattackwouldcause German Turn: The GermanplayerwantstofirewiththefreshHMG counts hisgreen AP trackmarkerdownto3APs,andmisses. Soviet Turn: The SovietactivatesRifleC,firesat Afor4APs, his greenUnit AP Track. moves itforwardfor1AP, andcountsthe AP markerdown to6APson Ex: Figure3.GermanTurn: The GermanplayeractivatesRifle A, after completingtheaction. does notcosttheplayer APs orCAPs,buttheunitismarkedasspent hex, rallying,etc.,maybetakenasanopportunityaction. This action action costing activated orspentunitmayNOT takeanopportunityaction. Any one A playercantakeanopportunityactionwithafreshunitonly. An Opportunity Actions 3.1 activate adifferent unit,theplayerrevealshisdice. turn, aftertheunithasspentallofits8APsorplayerdecidesto 3APs. HecountshisAP trackmarkerupfrom0to3APs.Onafuture unit isspent,theplayermustshowhisopponentdiceresult. received, theplayertrackshowmany APs havebeenspent.Oncethe secret. Insteadofsettingthetracksheettoamount APs players maydecidetorollthe3D6underacup,keepingresults 5, 4and3. The unitreceives8APs(5+3)foritsactivation. many ofhisCAPsasdesiredthis way. spending foractionsonaone-for-onebasis. A playermayspendas A playermayuseCAPstosupplementanactivatedunit’s APs when 3.2.1 Supplementan Activated Unit’s APs availability areabstractedi men weresenttoreinforcethedefenders.Commandandlogistical etc. Ifapositionhadtobeheld,extraammunition,spareparts, and command, withtheHQ evacuating woundedsoldiers,communicating is responsiblefor company, directfire groups, andmuchmore. Thelogisticalstructure from sergeantsonup,coordinateattacks,keepthemoralehigh inthe fighting forcereliesonitslogisticsandleadershipstructure.Leaders, Note: The strength,functionality,Designer’s andeffectiveness ofa CAPs maybespentto: over fromoneroundare are notreplenisheduntilthebeginningof CAPs aresharedby firefight specifiesthestartingnumberofCAPsforeachplayer. These CAPs markeronthebluecommandtracksheet.Each An army’ 3.2 Command Action Points(CAPs) -Modify anydiceroll -Execute acommand(CAP)action -Supplement anactivatedunit’s APs (3.2.1). A

Designer’s Note: TakingDesigner’s anopportunityactionwithafreshunitis Ex: The playerrolledfor8APsandfireswiththeactiveunit Optional Rule- Additional FogofWar: Foraddedsuspense, Ex: Figure4.Continuingtheprevious example,itistheSoviet

B

B

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12 12

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10

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11 5

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5

s availablecommandresourcesarerepresentedbythe

1

1 0

0

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5

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2

2 2 1 1 any numberof APs, suchasfiringonce,movingone A supplying food and ammo to the front line troops, supplying foodandammotothefrontlinetroops, of a player’s unitsduringtheentireroundand all ofaplayer’s (3.2.3), stall(2.2),orplayacard not carriedoverintothenextround. n thegamethroughuseofCAPs.

Figure 3 Figure 4 (3.2.2). next round

3 3 0 (8.1). 0 5 11 . CAPsleft 5 11 12 C 12 C

3 3 0

0 D D 5 11 5 11 12 12 Terrain 04

(1.1) and boats. Each level represents

(LOS) restrictions.

level. Level one hills (L1) are The hex pictured is an open The hex pictured is an behind the hex number. L2 hills have behind the hex number.

developed trees, with undergrowth. rolling fields with intermittent clumps of brush clumps of intermittent fields with rolling behind their hex numbers.

Designer’s Note: In future games we introduce boats prepared surface intended for vehicles. These include These include intended prepared surface for vehicles. Overgrown areas with light tree and brush cover. Overgrown areas with light tree and brush cover. 2-L03, 2-L07, 3-E09, Example hexes: 1-E03, 1-F11, 3-K08, 4-H08, 4-J17, 5-B15. 5-K17. light woods: 5-F10, The following are NOT two Water (Rivers and Lakes): (Rivers Water Bodies of water with a depth of over 1 meter and are passable only by unburdened foot units terrain hex with walls along its northern edges. terrain hex with walls along The following are 2-H04, 4-G12. Example hexes: 2-G05, 5-D03, 5-K11. walled hexes: 2-J05, 5-A07, NOT Hills: Hills (Steep): Plowed and/or Muddy Fields: (Light): Woods (Heavy): Woods Large, well- Example hexes: 1-E12, 2-K07, 3-E08, 4-B12, 4-G07, 5-A04, 5-E12, 5-G14. Units may not fire while in water hexes. 5-C13. Example hexes: 5-B11, and amphibious vehicles that may also pass over water. : Terrain Open and Yards Road: Any change the terrain roads. Roads do not dirt and paved woods. hex such as building or type of the 5-D10, 4-G11, 1-G08, 1-D13, 2-I08, Example hexes: 5-H07. Walls: that protect units which are Constructed stone walls edge and do They follow a hex’s directly behind them. not change its terrain type. : Building (Wood) All are buildings and sheds. Consist of light cover wooden yellow/brown toned. 2-I09, 4-F10, 5-F02, 5-G04, 5-I04, Example hexes: 2-F08, 5-L03, 5-K15. Building (Stone): of stone/ Sturdier structures such as barns & farms built All are grey toned. wood mixes or bricks. 5-I05, Example hexes: 2-J10, 5-E03, 5-B07, 5-C16, 5-K07, 5-J11. a 10-15 meter rise in elevation. Example hexes: 3-E09, 4-D05, 4-D07, 4-B12. 3-E13, 3-K07, 3-G11, over a Open terrain that increases two or more levels single hexside. Example hexes: 3-F14, 3-G15, 3-K11. and individual trees. Open terrain includes any hex that is any hex includes Open terrain trees. and individual water hex. woods, or field, building, plowed not a 2-H08, 2-I05, 1-B07, 2-C10, 2-F07, Example hexes: 5-K17. 5-K11, 4-H12, 5-C08, 5-J06, 3-F14, 4-F08, Open terrain at an increased designated with a vehicle Fresh tilled or muddy fields that make tracked allowed. movement difficult. Wheeled vehicles are not 4-E15. Example hexes: 2-G02, 2-J03, 4-C17, 4-G13, The following are NOT plowed field hexes because the The following are NOT 4-F15. center dots are in open terrain: 2-K04, 4-J11, Terrain may give your units cover, conceal enemy units, block line of may give your units cover, Terrain Terrain The Foot Unit Movement and movement. sight, and/or affect movements, a foot unit’s details how certain terrain types affect Table defensive modifiers (DMs), and line of sight

D

12

C

11 12

5

11

0 5

3 0

3 may never modify an ≥ 9 to hit a unit. Before rolling,

unit. Activated or fresh Activated or spent unit. (8.0). Figure 5 hex’s terrain type. entire hex’s ≥ 7 to hit (7 + 2CAPs = 9). A player must state all CAP dice roll modifications dice player must state all CAP A

1 2 2 5 0 1 5 11 13 10 12 12 B

Ex: At the beginning of a new round, the German player has the Ex: Designer’s Note: A building pictured in a hex means that the hex building pictured in a hex means that the hex A Designer’s Note: Ex: If a center dot touches any part of a building, the entire hex Ex: The Soviet player needs to roll Ex: A

he declares that he will spend 2CAPs to positively modify his roll. He he declares that he will spend 2CAPs to positively now only needs to roll Ex: Figure 5 continuing the previous example. Ex: Figure 5 continuing player has 3CAPs left on his blue CAP The German : German Turn action to fire his spent HMG B at track. He decides to use a CAP Rifle C for 2CAPs and misses. AP The Soviet activates Rifle D setting his green Unit : Soviet Turn and counts to 7APs. Rifle D moves forward one hex for 1AP Track track to 6APs. AP down his unit) fires at A (which is still the German activated : Rifle German Turn track to 3APs, and misses. AP Rifle D for 3APs, counts its green A, counts its Rifle : Rifle D has 6APs remaining. It fires at Soviet Turn track to 2APs and misses. AP green Rifle D, A has 3APs remaining. It fires at Soviet : Rifle German Turn A is marked as spent. misses. Rifle track to 0 and AP counts its green decides to : Rifle D has 2APs left, but the Soviet player Soviet Turn pass and marks the unit as spent. The German passes and the round : All units are spent. German Turn have continued to take ends. Instead of passing, both players could command actions or card actions Command actions are completely paid for with CAPs. CAP actions actions CAP paid for with CAPs. actions are completely Command by an activated, fresh can be taken spent. action are not marked as a command units that take The battle is played on a map consisting of hexes representing 40-50 meters of ground. On these hexes you will see various types of terrain. Each hex has a dot in the middle. Whatever terrain type surrounds the dot dictates the If a game is out of balance because the opponents have different If a game is out of balance because the opponents have different levels of experience, you can equalize the firefight by increasing the disadvantaged player’s starting CAPs level by one or two points. 4.0 Terrain 3.2.5 Equalizing Play is developed and does not represent just one individual building. rolls a 7. The Soviet player goes first, but the German player still has rolls a 7. only 5CAPs left for the rest of the round for all of his units to draw from. is considered developed and thus blocks LOS - even if portions of the developed hex are open and LOS could conceivably be drawn through it. 3.2.4 New Round Initiative Dice Roll new round initiative rolls Players may spend up to 2CAPs to modify The player with the most CAPs announces how many he will (2.1). spend to modify his initiative dice roll. (In case of ties, the Soviet Then his opponent announces how many CAPs player decides first.) he will spend. Each player may only announce once what they will spend. Both players deduct the stated CAPs (up to two maximum), then roll, adding the modifications to the dice total. If tied, the players re-roll. Players may spend additional CAPs to modify the new dice rolls. most CAPs and decides to use 2 of his 7 available CAPs to modify his available to his 7 CAPs of use 2 and decides to CAPs most The The Soviet player chooses to save his CAPs and uses none. roll. modifier). His opponent German player rolls a 6 (4 dice roll + 2 CAP 3.2.3 Modify Any Dice Roll with CAPs Any Dice Roll with 3.2.3 Modify player may spend up to 2CAPs to negatively or positively modify A He any of his dice rolls on a one-for-one basis.

opponent’s dice roll. opponent’s roll. before rolling. The CAPs spent are valid for only one dice 3.2.2 Command (CAP) Actions (CAP) 3.2.2 Command player’s C Rifle It costs again. C Rifle with to fire he wants and turn The Soviet Track. AP on its Unit 3APs left it only has to fire, but 4APs him to which allows the round, for at his disposal has 5CAPs player CAPs The plus 1CAP. 3APs its remaining by paying Rifle C again fire track to on the blue command down one space marker is counted all of its Unit round. Rifle C has spent remaining for the show 4CAPs marked as spent. APs and is 05 Moving & LOS enemy unitscrossesawallinorborderinghiddenunit'shex. Wheeled unitsmaynotcrosswallhexsides. and artilleryfire. terrain modifiersstillapply. Walls donotoffer coveragainstmortar crosses awallthatisinorborderingthetargetunit'shex.Other A unit receives+1DMforallincomingfire,fromlevels,ifthefire Roads donotaffect theDMofhex. the roadmovementadvantage.Bridgesfunctionasroadsoverwater. covers thehex.Unitsmustfollowroadsfromhextogain Roads negatehexrestrictionsandmovementcostsofterrainthat into any oneoftheir3front hexes(see figure 6) hex side(asopposed tothecornerofahex).Units maymoveforward 5.0 FootUnitMovement and maynotmove and/orpivot pivot, aredfieldindicatescounter thatisstationary green fieldindicatesacounter that canmoveand/or counters byawhitearrowon green orredfield. A All unitshaveaforwardfacingrepresented ontheir 5.1 Facing playing CoHbeforeincludingthis optionalrule. these optionalrules.Beginners maywishtogainsomeexperience cautious movementagainstthebenefitsofahigherDMwhen using cost listedonthemovementtable. Foot unitsmovecautiouslybyadding+1AP totheregularmovement following turn. Transported footunits is onlyappliedifanopponentfiresattheunitimmediatelyin Movement & Terrain Table above,arepenalized-1DM. This penalty All footunitsmovingintoa‘NoCover Terrain’ hex,aslistedonthe 5.0.3 FootUnitCautiousMovement(OptionalRule) 5.0.2 Walls 5.0.1 Roads in closecombatifyoumoveintoitshex!) friendly andenemyunits.(Ofcourse,anunitmayengageyou limits. Unitsmaymoveintoandthroughhexesoccupiedbyboth considered aseparateaction.Therearenostacking terrain cost). (2APs unitmovementcost+1AP forheavywoods cost wouldpay3APstomoveintoaheavywoodshex Ex: A SovietMaximMMGunitwitha2AP movement movement costandarecumulative. movement andterraintable. These costsareaddedtotheunit’s cost moretomoveinto,andtheseadditionalcostsarelistedonthe must spendthemovementcostnumberin APs. Someterraintypes top rightcornerofthecounter. To moveafootunitintohex,the Foot unitsarethathavearedmovementcostnumberinthe Woods -Heavy Wall Buildings-Stone Move Backwards Woods -Light Plowed Field Buildings-Wood Unit isMovingNormally Move Uphill Open Terrain /Road Unit isMovingCautiously Water Each footunit’s movementinto anewhexis Walls actsascoveringterrainforhiddenunits,ifLOSfrom Crossing awallhexsidecostsfootandtrackedunits+1AP. At alltimes,aunit’s facingarrowmustpointto a Designer’s Note: Designer’s A playermustweightheextra APs paidfor The movementpenaltycanbenegatedbymovingcautiously. Foot UnitMovementandTerrain Table Movement AP Costs &DefensiveModifiersarecumulative.

Optional CautiousMovementRule(5.0.3)

Additional AP Cost toMove into aHex +1 +1 +1 +1 +0 +0 +1 +0 +1 +0 +1 +4 (Bunkers 18.1.2) AP AP AP AP AP AP AP AP AP AP AP AP (17.1) arenotpenalized. Modifier (DM) Defensive Terrain +0 +1 +2 +1 +0 +1 +2 +0 -1 -1 - - DM DM DM DM DM DM DM DM DM DM . Unitsmay change . Blocks LOS? Yes Yes Yes Yes Hex No No No No - - - - 3 0 0 2

12 Terrain? 5 Cover Yes Yes Yes Yes Yes No No No - - - - 12 11 12 11 1 rear of and outside of a unit's field of focus. rear ofandoutsideaunit'sfieldfocus. turn. before theopposingplayer’s cost aftertheymoveintoanewhexand their facingtoanyhexsideatno AP (14.1), theycannotbeengagedinclosecombat. If vehiclesmovethroughanenemyoccupiedhexwithoutstopping at thebeginningofaturn,playermayinitiateclosecombat( and enemyunits.Iffriendlyunitsoccupythesamehex Units maymoveintoandthroughhexesoccupiedbybothfriendly in assessingthenewthreatanddecidinghowtoreactit. or tohunkerdown. A unit’s experienceandleadershipplayavitalrole Can wegetaway?” The naturalinstinctisoftentoeitherjustrunaway devastating. “Wheredidtheenemycomefrom? Are wesurrounded? the unitoftenmoreexposed,butflankattackscanbepsychologically etc., aunitisveryvulnerabletofirecomingfromitsflank.Notonly that focus.Whiledeployedbehindawall,againstanembankment, unit’s “focus”orattentionasmuchtakinguppositionstodealwith change itsfacingatnoadditional AP cost. moving backwardsintoanewhexmay to allothermovementcosts(5.0). Aunit backward movementpenaltyinaddition its 3flankhexes,butmustpaya+1AP A unitmaymovebackwardsintoanyof 5.4 EnemyOccupiedHexes may changeitsfacingtoanyhexside. its facing, it may pivot as an actionfor a cost of 1AP or 1CAP. The unit If aunitdoesnotwishtomoveintonewhex,butwantschange 5.3 Pivoting 5.2 BackwardsMovement affected bythehexwith leastrestrictiveLOS. but notthroughittohexesCorD. see unitB,thenBcan A. blocking hex. All LOSrulesapplyinbothdirections.Soifunit A can it. SoLOSisblockedifanypartofthecrossesa established. UnitscanseeintoahexthatblocksLOS,butnot through center dotofthetargethexisfreeanyblockingterrain,LOS is 5.0. Ifalinedrawnfromthecenterdotofattackinghexto that blockLOSarelistedontheMovement& Terrain Table insection Units havetoseeeachotherinorderfireatother. Hexes 6.0 LineofSight(LOS) individual firefight. Units mayneverexitamap,unlesscalledforinthesetuprulesofan 5.6 ExitingtheGame move (9.1.1)orwhilebeingtransported shift theirhexofentrybyupto2hexes. command orcardaction. are ignored. The movecanbemadewithaUnit AP, opportunity, the firefight. a laterround,theymuststillenteronthesamehex(s)asspecifiedby the gameonthatroundorlaterrounds.Ifreinforcementsenter When afirefightcallsforreinforcementstheseunitsmaycomeinto 5.5 UnitReinforcements Ex: Figure7. The HMGin hex A can seeintolightwoodshexB,

Flank hexesrepresenttothe Designer’s Note:Facingiscriticalforaunit.involves Designer’s Moving backwardsisconsideredacautiousmove Ex: Figure7. The HMGin hex A can seeintohexE,becausethe If LOSpassesexactlyalongtheedgeoftwohexes,itisalways Multiple unitsmayenterthemapsimultaneouslyusingagroup If anenemyunitoccupiesentryhex,thereinforcementsmay Units moveontofullhexeswhenenteringafirefight. 1

A

4

12

Figure 7 12

10 2 G

(17.0). B Figure 6

0 2

F

5 F C l r F 12 11

a 1 o

n n

0 2 k

t

(5.0.3).

5 H H Half hexes

12 11

D e e 1

x x 12

e 11

7.7.3). e 5

0

s

s 2 1 E Combat & Hits 06

,

2 2 - - (7.0) or a 1 11 12 Unit cannot fire. Flank DR increases. Front DR decreases. ≥8 needed to rally. to fire. Costs +1AP decreases by 2. FP ≥7 needed to rally. to fire. Costs -1AP increases by 1. FP Range drops to 1. DR increases. ≥8 needed to rally. No stats are affected. ≥7 needed to rally. Panicked (x2): • • • • Suppressed(x5): • • • Berserk (x1): • • • • • Unnerved (x2): • • 5

1 1 2 3 0 + + + = The ability is lost. =

1 1 2 2 symbol affects all colored A black symbol affects stats. only A blue or red symbol affects the same colored stat. + - - + foot units from the Foot Hit Marker

symbol, which negates a unit’s ability. ability. symbol, which negates a unit’s Foot Unit Hit Markers The unit is killed on the first hit. Immediately remove it from the map. Unit cannot move or pivot. ≥7 needed to rally. to fire. Cost +2AP + 1 A P pmove or pivot. e r hRange drops to 1. e x t oDR increases. ≥8 needed to rally. All foot hit counters shown have the same back art. Unit cannot take any action other than rally. ≥7 needed to rally. KIA (x1): KIA • Pinned (x5): • • Cowering (x2): • • • • • Back of Foot Hit Counters • Stunned (x2): • • 1 1 + + Ex: A Soviet Rifle pulls a Suppressed A Ex: ) are removed ) are 16.0 & Wagons Trucks (except for units Destroyed Ex: A player starts a firefight with 9CAPs and loses 2 units 9CAPs and loses 2 a firefight with player starts on A Ex: unit track marker is on the space where a destroyed If the CAP the player had 8CAPs left when he Ex: In the example above, the loss of front line As units are destroyed, Designer’s Note: Ex: A pinned unit cannot move or pivot, but none of its other pinned unit cannot move or pivot, but A Ex:

A unit’s stats and abilities are modified by the corresponding values unit’s A If no value appears in a corner of a hit printed on the hit marker. on the corresponding stat of the hit unit. there is no affect marker, stats are modified as The unit’s hit marker. follows: The cost to fire increases from 4 to 5. - The red firepower decreases from 3 to 1 - from 0 to -2. and the blue FP since these areas - Movement and defense values are not affected, on the hit marker are blank. The unit may rally and remove the hit marker on a 2D6 roll of 7 or - higher. Some markers have a 7.4 Destroyed Units and CAP Track Adjustments Track CAP and Units Destroyed 7.4 hit it takes a critical when destroyed immediately unit is A hit. a second takes a hit marker unit with its commanding player’s and are placed on from the game CAPs track. specified number on the starting CAP unit is placed The first destroyed number lower unit on the next the second destroyed in the firefight, track marker is round, the CAPs the beginning of each At and so on. side's lost units. 1 for each of that beginning value minus reset to its 7.5 Hits hit a hit, its commanding player draws a When an un-hit unit takes places it face down marker and without revealing it to his opponent, under the hit unit. Pull hits against Hit Marker pile. Vehicle pile and pull hits against vehicles from the round one. The first unit is placed on the “9” space, the second on the “9” space, the second unit is placed on the The first round one. round two with only 7CAPs at his disposal.“8” space. He would start in future rounds if he lost more units. The 7CAPs would decrease one and the player level is immediately reduced by must go, the CAP CAP. loses the use of this and the CAP The unit is placed on the “8” space lost his second unit. to the “7” space. tracking marker is moved combat a force’s and other officers affect sergeants, 2nd lieutenants, effectiveness. and command structure stats are affected. Ex: A stunned unit cannot do anything except rally. stunned unit cannot do anything except rally. A Ex: stats are affected.

0 0

2 2

5 5

12 12

A 11 11

0 1 1

2

5

12 11 Figure 10 B

e

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12 7

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Figure 9

2 0

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r 1 A C Fire Front Front 11 defense rating (DR) 12 3 5 0

Fire Flank Figure 8 . The red value reflects a unit’s bullets The red value reflects a unit’s . Remember, attack dice rolls can be modified by adding attack dice rolls can be modified Remember, from outside of a AV = Unit FP + 2D6 + CAP dice roll modifiers + 2D6 + CAP = Unit FP AV terrain DMs. Fire s

When a unit fires at an enemy unit, it fires using the same FP using the same When a unit fires at an enemy unit, it fires All units also have either a red or blue attack value (AV) with When attacking, compare the attacker’s attack value (AV) Ex: Figure 9. The German The German 9. Ex: Figure Ex: Figure 10. The yellow lines represent flank shots because Ex: Figure 10. Ex: Figure 9. The German Rifle with a red 2FP is firing at the The German Rifle with a red 2FP Ex: Figure 9. Units may attack even if they have a 0 or negative FP. Players may check for LOS before they commit to firing. commit before they for LOS may check Players firing. LOS or do not block Units A unit may be attacked an unlimited number of times in a round. A Defenders may never add CAP modifiers to their unit’s DV. modifiers to their unit’s Defenders may never add CAP

- If the AV is equal to or greater than the DV, the defender takes the the DV, is equal to or greater than AV - If the one hit. the DV by 4 or more, the is greater than AV - Critical Hit. If the defender is immediately destroyed. located in the lower right corner of the counter. A red DR indicates A located in the lower right corner of the counter. blue DR A as men. that the unit is a soft or disbursed target, such tank. means that the unit is armored, such as a DR color. color as the target’s

DV = DR + terrain DM. 7.3 Defense Value (DV) 7.3 Defense Value DV is calculated by adding front or flank either a unit’s defense rating (DR) to the hex’ originating AV is calculated by adding the attacking unit’s fire power (FP) to a fire power (FP) is calculated by adding the attacking unit’s AV 2D6 dice roll. arc of fire is considered unit’s a flank attack and is resolved weaker against the unit’s flank DR The unit’s flank DR. is printed above the unit’s front DR on the counter. 7.2 Attack Value (AV) Attack Value 7.2 up to 2CAPs.

and high-explosive firepower. The blue value reflects a unit’s armor- The blue value reflects a unit’s and high-explosive firepower. piercing firepower. 7.1 Firepower (FP) and Defense Rating (DR) 7.1 Firepower (FP) and Defense Rating value located in the All units have a blue and a red fire power (FP) lower left corner of the counter

Combat involves one unit firing its weapons at another unit. Combat involves one unit firing its weapons 7.0 Combat Resolution

The attacking unit must have the target in its arc of fire, LOS, and The attacking unit must have the target in range (7.7). top left corner of the counter shows The black number in the APs the unit must spend to attack. Each attack is the number of considered a separate action. the defender’sof the same color. defense value (DV) 6.1 Arc of Fire (AoF) Arc of Fire 6.1 hexes extending The front 3 facing a unit’s outward from arc the unit’s arrow represent may only shoot at of fire. Units arc of fire. targets in their A, hex Rifle unit moves into and is which is in its front arc The movement. considered a forward The German moves to Soviet passes. Soviet passes. hex B and again the to hex C The German now moves The for free. and changes its facing fire at the German, Soviet Rifle cannot is now outside because the German The German is also of its arc of fire. The Soviet flank. facing the Soviet’s German as an could pivot to face the but then would have to action for 1AP, wait another turn in order to fire.

’s arc of fire. These flank arc of fire. the fire originates from outside of the unit’s flank DR. 11 shots would be resolved against the unit’s Soviet Rifle. The player rolls a 9 and scores an 11AV (2FP + 9 dice roll). dice 9 + (2FP 11AV an scores and 9 a rolls player The Rifle. Soviet LOS follows the hex edge between the woods D and the open hex. hex. open the D and woods the between edge hex the follows LOS LOS applies. open hex the blocked, because is not The LOS 07 Rally & Range Summary Sheetlistswhich terrainsact ascover. attempt. The Movement and Terrain Table onPage5andthe Units incoverterrain adda+1rallydicerollmodifier totheirrally 7.6.1 RallyDiceRoll Modifiers successfully ralliesorisdestroyed. be ralliedfortheremainderof game. attempt isconsideredaseparate action. enough APs, CAPs,and/oractioncardstodo so.Eachrallying or cardaction. A unitcanattemptmultipleralliesaslongithas attempt fails,nothinghappensandthehitmarkerremainsinplace. then isplacedbackintothehitmarkerpile. successfully ralliedunit,showntotheopponent,and of thehitmarker. Thehitmarkerisremovedfromthe equal to(≥)therallynumbermarkedontopcenter attempt issuccessfulifthe2D6rollgreaterthanor After paying5APs,theplayerrolls2D6. The rally leaders haveinspiredthemtofight. successful rallyindicatesthatthesoldiershavecalmedandtheir Hit unitscantrytoremoveahitmarkerbysuccessfullyrallying. A 7.6 Rally to manage,butcouldbedevastatedbymortar, artillery, andMGfire. and notbunchupforthesereasons.Concentratedforceswereeasier they aretofireatandhit.InWWII,unitsweretrainedspreadout itself betweenshots. Therefore, themoretargetsinahex,easier fire fest,whereasiftheywerespacedoutthegunwouldhavetoreorient target density. Havingtwotanksnicelylinedupforananti-tankgunisa each usingitscorrespondingcoloredFP. contains unitswithdifferent DRcolors,rollsagainst Multiple Target Types -A unit firingatahexthat MMG missesandtheSovietendshisturn. first dicerolldonotcountforthissecondroll. The CAPs tomodifyitsdiceroll. The CAPsspentonthe against RifleC,thistimewithoutspendingany + 2CAPs)forahit. Then theMMGresolvesfire his dicerollandscoresa14AV (3FP +9diceroll The Sovietplayerdecidestoadd2CAPsmodify 12DV. The MMGresolves fireagainstLMGBfirst. B andRifleCfor3APs.Bothdefendershavea target hex. after allattackshavebeenresolvedagainststackedunitsinthe each dicerollseparatelyifhesowishes. An opponentmayreactonly one targetinamulti-targethex action. However, eachdicerollCAP modifier(3.2.3)affectsonly not costtheattackeranyextraresourcesandisconsideredtobeone better thechancesarethatanattackerwillhitoneofthem. This does targeted unitswithseparatedicerolls. The moreunitsinahex,the is attacked,theattackresolvedsimultaneouslyagainstallof There arenostackinglimits.Whenahexwithmorethanoneunit 7.5.1 StackedUnitsandCombat without addingpagesofcomplicatedrules! run away. These variouseffects aresimulatedthroughthehitmarkers not fireback.Othertimestheywouldpanic,forgetaboutfiring,and men arekilled.Inbattle,unitsoftenhitthedirtwhenfiredatandcould revealed whenaunitisdestroyedorafteritrallies. and theaffected unitisremovedfromthemap.Hitmarkersarealso diceroll. attacker’s panic hitmarkertotheattacker, regardlessoftheoutcome marker, sothesuppressedhitmarkermustbeshowntoopponent. back underthehitunit. he showsthemarkertohisopponentandthenplaces when thehitunit’s affectedstatsareusedinplay. Insuchacase, already loaded. loading orunloadingfromavehicle),butmaybetransportedif However, itsdefense ratingsarenotaffected. Designer’s Note: The stackingrulesweredevelopedtosimulate Designer’s Units inahexwith enemyunits Hit markersarereturnedtothe hit markerpileafteraunit Some vehiclehitmarkersaremarked as‘NoRally’ andcannot Units mayalsoattempttorallywithanopportunity, command, Ex: Figure11. The SovietMMG A firesatLMG Note: TakingDesigner’s ahitdoesnotnecessarilymeanthat The “killed”hitmarkerisimmediatelyrevealedwhenpulled Ex: A panickedunitisfiredupon. Thedefendermustrevealthe Ex: A suppressed unitwishestofire.ItsFP isaffected bythehit A playeronlyneedstorevealaHitMarker tohisopponent A pinnedunitmaynotmoveunderitsownpower(including The costtoattemptarallyactionis5APs. . The attackercanspendCAPson cannot rally. Ifarally

A 11 12 12 - - 2 2

0 2 0 3

Figure 11 5 0 4 12 C 11

9 B 10 12 just movedfrom.Itmaymoveintothesehexesinlateractions. or eitherofthetwoadjacenthexesfromwhichadvancingunithad decides toretreatoutofthehex,itmaynotmoveintosamehex react withanyunit,includingthedefendingunit.Ifunit Advancing intoanenemyhexisaction,sothedefendermay field guns,maystillCC. Units withaminimumfirerange,includingmortarsand in CCitisreducedfrom5FP to3FP. +4FP forallotherunits. - The FP ofunitsinCCaremodifiedasfollows: back orretreatonitsturnwithan AP, CAP, opportunity, orcardaction. action. Iftheopponent’s unitsurvives,itmaytakeanactiontoattack thru CC. The CCattackrequiresan AP, CAP, opportunity, orcard may (butdoesnothaveto)attackanopposingunitinthesamehex Units maymoveintoenemy-occupiedhexes. A playeronhisturn 7.7.3 SameHexandCloseCombat(CC) for atotal6FP. adds +3FP shortrangebonustohis3FP German isintheadjacenthex,MMG Soviet Turn: TheMMGfires.Sincethe C movesadjacenttotheSovietMMGD. attacking unitadds+3toitsFP. considered tobeinshortrangeandthe If anattackingunitisinahexadjacenttotarget,thetarget 7.7.2 ShortRangeFiring their truemaximumrangecapabilities. distances atwhichtheunitshistoricallyshotincombatsituations,not subtracts 2fromitsFP. less thanorequaltotwiceitsrange,theattackingunitmayfirebut If therangetoatargetexceedsanattackingunit’s range,butis 7.7.1 LongRangeFiring symbol. Blockingterrainnaturallylimitstheeffective LOSrange. and isdesignatedonthebottomcenterofcounterinsidecountry A unit’s rangerepresentsthenumberofhexesawayunitmayfireinto 7.7 Range +1 rallydicerollmodifierperfriendlyun-hitunitinthesamehex. Unitsstackedwithotherfriendlyun-hitunitsreceiveanadditional The Soviet needsa 7tohitandscores! Luckilyfor theGermans,they 14DV(12 FlankDR+2 HeavyWoods DM). against the Engineer’s Soviet Turn: The Soviet RifleCCfireswitha 7AV (3FP +4CCBonus) with theSovietRifle. German Turn : The Pioneers moveintothehex 12DVand misses. the Pioneer’s with a6AV (3FP +3ShortRangeBonus)against Soviet Turn: The SovietRiflefiresatshortrange forward intothehexnextto Sovietsfor2APs. German Turn: The Germanmovescautiously woods isbeingassaultedbyGerman Pioneers. surprised andcannotreacttoanenemyunitmovingintoitshex. flank facingsapplyforfireoriginatingfromoutsideofthehex. in thehex,friendsandfoesalike. Terrain modifiersandindividual and overrunengagements. attacker mayonlyfireatoneenemyunitatimetosimulate melee the attackerrollsagainsteachenemyunit.Butinclosecombat, the of theGermansperturn. occupied byaSovietRifle. TheSoviet RiflemayCCattackonlyone 2FP forallunitswithawhitebox aroundtheirFP. orvictoryconditionpurposeswhileenemyunitsareintheirhex. - Unitscannotfireorsightoutsideoftheirhexforattacking,spotting, in thesamehex. - UnitsinCCcanformfiregroups - Fortificationsbenefitonlytheoccupyingunits - Terrain modifiersaffect allunitsdefendinginCC. - CCisresolvedagainsttheflankDRoftargetenemyunit. - CCdoesnotaffect otherfriendlyunitsinthesamehex. A unitorgroupmayCCfireatonlyoneenemyperturn. Ex: The HMGhasawhiteboxarounditsredFP so Ex: Figure12.GermanTurn: Pioneer Note: The rangesonthecountersrepresent Designer’s Ex: Two GermanRifleunitsgroup move Rally dicerollsmaybemodifiedwithCAPs Ex: Figure13. A SovietRifleoccupying heavy Ex: A spentunit,whichhasnoCAPsoractioncardstoplay, is Outside units can fire into a CC hex resolving fire against all units Note:Whenfiringatstackedunitsinanotherhex, Designer’s (9.1.2) onlywithotherfriendlyunits 0 4 (9.1.1) intoahex

Figure 12 . 3

(18.1). 12 11 D E Figure 13 3 0 0 4

12 3 12 11 1 5 12 11

13

12

C 10 12 12 12 12 2 3 3

Cards & Groups 08

12

10

13

1

3 5 0 5 11 12

3 3 0 0 5 11 5 11 12 12

3 3 0 0 5 11 5 11 12 12

3 3 0 0 5 11 5 11 Ex: Card #03 ‘Follow Me!’ Me!’ . Ex: Card #03 ‘Follow 12 12

3 Figure 14 0 5 11 12 Units sharing an activation continue action as a group including moving, firing, any action as a group including moving, firing, - The weapon attack is always resolved The weapon - - The weapon attack is considered an action. The weapon - - The card may be played as part of a group The card Action - Group action (9.1) if paid for with CAPs to rally. allows all units in a group High Explosive flank defense rating. against the target’s Action Spent moved into open terrain Ex: The Soviet Rifle and MMG stacked together in the last Ex: Units that are split, either by moving away from each other or thru Ex: A German LMG with a 'Stunned' hit counter may not use an hit counter may LMG with a 'Stunned' German A Ex: assigned combat plays its Rifle unit in close spent German A Ex: track AP the player activates a unit and advances A Summary: track marker AP Soviet Rifle is activated and advances the A Ex: 9.1 Group Actions 9.1 Group Multiple units may take by: and rallying. Group actions may be taken - Units sharing their activation. - Fresh units grouping an opportunity action. a command action. - Fresh, activated or spent units grouping the results of a card. - Fresh, activated or spent units grouping player’s turn ends only after all participating units have completed A the group action. 9.1.1 Group Movement Units in the same or continuous adjacent hexes may group move and cost of the moving unit with the highest cost to move. AP pay only the total The They now group move together into an open hex. example. movement cost cost for the move is 2APs, based only on the MMG’s pool. AP and they now have 2APs remaining in their shared : Ex: Figure 14. Soviet Turn Four Soviet Rifles, that are sharing an activation, group move towards the German Three Rifles move into HMG. open terrain, but the fourth moves into heavy woods so the group must pay the costlier woods movement. Had all 2AP units hexes, the group move would have only cost a total of 1AP. The Figure 14. German Turn: German activates the HMG and fires at the second Rifle unit for 2APs and destroys it. combat, can no longer group move until they are again adjacent. beginning of a game. A unit may use an assigned weapon card for for card weapon assigned an use may unit A a game. of beginning A weapon action. a firegroup as part of action or attack a separate the the unit using hit marker by any is modified firepower card's may have. weapon card until rallied. assigned Grenades The grenades as an action for 0 cost. Soviet Rifle grenades against defense rating. flank 11 against the Soviet's a red 5FP attack with Icon Details 8.5 Card on the bottom. have icons printed Some cards Activations 9.0 Shared be activated together to coordinate their Multiple fresh units can whose costs The activated units take individual actions actions. declare player need not A pool. shared 7AP are deducted from a before taking actions. which units are going to share an activation do not have to be He may add units at will. Units sharing activations in the same or adjacent hexes. if any of them are destroyed. pool, even spending the shared 7AP as a turn, which is followed Each individual shared action still counts pool is spent, all the AP shared turn. When the by the opponent’s as spent. units that shared the activation are marked take actions with other marker to 7APs as always. But now he may pool. this shared 7AP fresh units also, paying for their actions from and counts the for 1AP to 7APs. It moves west into a clear road hex fresh Soviet MMG A The German passes. track down to 6APs. AP movement rate) shares the Soviet Rifle's activation and (with a 2AP movement The MMG's 2AP hex. moves 1 hex east onto the Rifle’s pool and the units have 4APs AP cost is paid for from shared remaining.

+1D6 CAPs round.

Cost: 2 APs Score Frontline Officer

Take Extra Turn Swift Action Swift Grenades AYG 1011 AYG Cost: 1 CAP Card +2 Firepower the first turn. the first 1D6 and add its result to Rally Up! An activated unit may roll the CAPs track for use this See Firefight Setup See Firefight 2 08 Careful Aiming Cost: 0 AP/CAP Cost: 0 AP/CAP AYG 1011 AYG Stielhandgranate m24 One Rally Attempt Cost: 0 AP/CAP Card ID # skipping an opponent’sskipping Take two turns in a row,Take two draw a new card. draw a new Card Title turn. Play this card during Objective #1 1 AP or CAP or CAP AP 10 before rolling dice. before rolling AYG 5011 AYG See Firefight Setup See Firefight not in close combat. AYG 1011 AYG Long range at 1 hex.Long Attempt to rally a unit Description cost to use. of a unit after all other After playing this card, Follow Me! Follow Add +2 to the firepower Automatic Rally Group Action Group 0 0 mid-game victory points.mid-game modifiers are applied and CC modifiers do not apply. 04 in the firefight setup. in the firefight 5 4 use grenades as an action. use grenades 0 0 Cost: 2 AP/CAP A fresh or spent squad may 09 Both players total and score Objectives are specified Follow Me! Follow Card Type Icon Card Type AYG 5011 AYG AYG 5011 AYG Automatic Rally AYG 5011 AYG AYG 5011 AYG Cost: 2 AP/CAP +2 Firepower even if in close combat. Automatically rally a unit, 2 AYG 5011 AYG 03 Careful Aiming Cost: 0 AP/CAP

even if in close combat. Automatically rally a unit, 2 03 before rolling dice. before rolling AYG 5011 AYG of a unit after all other Add +2 to the firepower modifiers are applied and 0 09 Follow Me! Follow Automatic Rally Cost: 2 AP/CAP AYG 5011 AYG even if in close combat. Automatically rally a unit, 2 03 (2.0), Section 2 Section

give players extra ‘toys’ to play with. give players extra ‘toys’

do not count as an action, but influence some do not count as an action,

are played as an action. are played as an action. trigger special events or designate scoring rounds. trigger special events

having been played. You are now ready to play Firefight 1. to play Firefight are now ready You must be played on that Play this firefight before continuing on with the rules. on with the before continuing Play this firefight

The cost to play an action, bonus or weapon card is listed in the The cost to play an action, bonus or weapon Weapon cards, other than artillery, are cards, other than artillery, Weapon In each pre-round sequence Ex: A fresh Soviet MMG is hit and draws a A Ex: Cards with no cost or cards Action and Bonus Cards are discarded after

- Action cards - Weapon cards - Weapon - Event cards other action the player is taking. other action the player - Bonus cards unit. paid for entirely with CAPs may be played on any unit. players draw one or more cards (as specified players draw one or more cards (as specified by each firefight) from the top of the deck. Action and bonus cards are held secretly until played, but event cards are played There is no limit to the number immediately. play of cards a player may hold in his hand or into in a round. Un-played cards may be held are listed on page 17. future rounds. Individual card descriptions the cost must be paid middle of each card. If the cost icon is blue, in CAPs and if in green, the cost must be paid by an activated unit’s APs. If the icon is split with both colors, the action may be paid with APs or CAPs. any combination of card paid for with an activated A APs unit’s Event Cards initiate events such as reinforcements entering the game or a special scoring. Each firefight specifies if and how these cards are to be used. Playing a bonus card does not count as an action. These cards are played in addition to an action the player has taken or may take, including having played another action or weapon card. Weapon cards represent weapons that units can Weapon use and are played as an action. Each firefight weapon cards are in will designate which, if any, weapon card is discarded after use, unless A use. A weapon’s specified otherwise in the firefight. range and firepower is detailed on the card. assigned to specific foot units by a player at the

Each firefight specifies which action, bonus, Each firefight specifies shuffled into a single and event cards are of the game using the deck at the beginning lower left corner. card ID numbers in their 8.4 Weapon Cards 8.4 Weapon

8.3 Event Cards 8.2 Bonus Cards

8.1 Action Cards 8.0 Cards of cards in the game. There are several types In this section you will be introduced to cards that add uncertainty to cards that add you will be introduced In this section how to You will also learn game. tactics to the and army-specific of your units. coordinate the efforts pull an “Unnerved” hit marker. hit marker. an “Unnerved” pull Bonus) + 4CC (4FP an 8AV fire with Pioneers The : Turn German They DM). Heavy Woods DR + 2 Flank 13DV (11 the Soviet’s against a 9 to kill. a 5 to hit and need Action cards have a green lightning bolt icon in the top left corner and Action cards have a green lightning bolt icon APs, additional Action cards give a player are played as an action. CAPs or allow him to take certain actions. has card #03 The Soviet player pinned hit marker. in his hand. He plays Automatic Rally’ ‘Follow Me - The it on his turn as an action, paying 2CAPs. hit marker is removed and the Soviet unit is not marked as spent. 09 Group Actions each other. Someorallunitspartofagroupmovemayjustpivot. MMG didnotmove. cost tomove,thegroupmovewouldhavestillonly1AP, sincethe the highestcosttomove.IfcenterunithadbeenaMMGwith2AP forward oneopenhex. The APs paidaredeterminedbytheunitwith center unitholdsitsposition,whilethetwoadjacentRifleunitsmove could alsohavebeeninadjacenthexestogroupfire. to 5FP duetothesupportofRifle. Thesetwo units fire leaderandpays2APs.ItsFP increasesfrom4FP Rifle groupfireatatarget. TheLMGisdesignatedasthe Both Rifles removethe hitmarkersand theoneRifle is stillfresh. fresh. Auto-Rally card #3isplayedonboth and paidforinseveralways: the sameorcontinuousadjacenthexes. A groupactionmayneverbetakenbymultipleunitsthatarenotin 9.2 Group Action Details as spent,sinceonlyacardactionwasplayedonit. They bothreceiveahastydefensecounter. The HMGisnotmarked On hisnext creativity Ingenious combinationsofgroupactionsarelimitedonlybyaplayer other groupacti Multiple unitsinthesameorcontinuousadjacenthexesmaytake 9.1.4 OtherGroup Actions 5APs/CAPs. Eachrallyingunitrollsseparately(7.6). Units inthesameorcontinuousadjacenthexesmaygrouprallyfor 9.1.3 GroupRally unit inthefiregroupincreasesFP ofthefireleaderby1FP. greater than0(thisFP canincluderangebonuses).Eachsupporting pays thecosttofire.UnitsmayonlyjoinfiregroupsiftheyhaveaFP and (e)nothaveahitmarkerthataffects theirFP. Onlythefireleader 15.4), (c)haveaclearLOS,(d)beinrange(i.e.,notlongrange), leader, (b) have the target hex in their arc of fire (including turreted units hexand/orthe six hexesaroundthefire must (a)beinthefireleader’s with therestofunitsinfiregroupsupportingit.Supporting target asinglehex. A firegroupdesignatesoneunitasthefireleader, Multiple unitsmaygroupfirebycreatingafiregroup.Firegroupsmust 9.1.2 GroupFiring Not allunitsincludedinagroupmoveactionmustmove. leaving him4APsinthepool. group oftwoRiflesforwardfor1AP, not adjacent.Hedecidestomovethe group moveallthree,sincetheyare lone unitinthewoods.Hemaynot the twoadjacentunitsormove action hecouldeithergroupmove shared AP poolandforhisnext player has5APsremaininginthe Figure 15.SovietTurnSoviet : The Fresh andactivated unitsarenotmarkedasspent. - Multiplefresh,activatedorspent unitsmaytakegroupcardactions. AP pool. The HMGis notmarkedasspent. the fireleader). TheRiflethenmovesonusingwhatremains ofhis activated HMG. The twogroupcommandfirefor2CAPs (theHMGis as spent. actions usingonlyCAPs.Freshandactivatedunitsarenotmarked - Multiplefresh,activatedorspentunitsmaytakegroupcommand Both aremarkedasspent. opportunity actionandretreatbackwardsintonon-adjacenthexes. been overrunbyaSoviet T-34 tank. The Riflesgroupmovewithan as spent. group opportunityactionistaken,allparticipatingunitsaremarked - Multiplefreshunitsmaytakeagroupopportunityaction. After a optional ‘Variable AP Allocation’ rule3.0.1isused.) shared activation7AP pool.(The AP poolamountmayvaryif - Unitssharingtheiractivationspayforagroupactionoutof Ex: Two hitRifles areinadjacenthexes,one spent, theother Ex: Four adjacentRifles allmoveforward twohexes with‘Rapid Hit units,stillabletomove,mayparticipateinagroupmove. Units includedinagroupmovemaysplitbymovingawayfrom Ex: Three adjacentunitsinitiateagroupmoveaction. The Ex: Figure16. A freshGermanLMGanda All firemodifiersaredeterminedbythegroup’s fireleader. Ex: AnactivatedGermanRiflemovesnexttoafreshHMGunit. Ex: An activatedGermanRifle movesintoahexwithnon- Ex: Two freshGermanRifles are stackedtogetherandhave . plays a hasty defense card on both units. turn, theGermanplaysahastydefensecardonbothunits.

ons suchascreatinggrouphastydefenses,etc.

Groupactionscanbetaken 12

11 5

Figure 15 0

Rifles foracostof2CAPs. 3

12

11 5

0

3

0 2

5

Figure 16

12 12 11

1

0 4

11

5

0

9 3 5 1 10 12 13 10

’s 12

Both unitsaremarkedasspent. remaining intheirgroup AP pool. activation. 2APs andthe A moves intothestonebuildingfor and miss. The Sovietpasses.LMG In Figure18,theygroupfirefor3APs for another1AP. The Sovietpasses. time bothGerman New Example:Figure17. This tracking mapsareavailableatwww.Academy-Games.com. units aresincenocountersplacedonthemap. placing theunitsonmap. The opponenthasnoideawherethese locations ofhiddenunitsarewrittenonapiecepaperinstead A firefight willstateifandhowmanyunitsstartthegamehidden. The 10.0 HiddenUnits for allgroupactions. spent sinceonlyCAPswereutilized actions. RifleBisnotmarkedas fire, continuemoving,ortakeother has 4APsleft.Itcouldcontinueto into thestonebuildingfor2APsand hit marker. The Sovietrandomlypullsapinned from 4to5FP andahitisscored. 2CAPs. The C, withLMG A asthefireleader, for units commandgroupfireat Soviet passes.NowbothGerman share LMG A’s activation. Again the because RifleBdoesnotwantto 1CAP. CAPsinsteadof APs arepaid group moveforwardonehexfor The Sovietpasses. hex for1AP. activates andmovesintoRifleB’s Ex: Figure17.GermanLMG Deployment’ card#5. Then bothunitsgroupmoveforward B’s hexfor1AP. The Sovietpasses. resolved onlyagainsttheunitwithlowestfrontDR. an enemy. Ifmultiple hidden unitsareinahex,incomingfireis Sometimes anattackerwillshootatapromisinghexhopingto reveal 10.03 A hiddenunit isfireduponandhit. as anyfriendlyorenemynon-hiddenunit. Hidden unitsareimmediatelyrevealedwhentheyinthesame hex 10.02 A hiddenand anon-hiddenunitareinthesamehex. so revealsthemunlessstatedotherwiseinthecard’s description. same hexareimmediatelyrevealed stalling, evenifoutofenemyLOS.Itandallotherhiddenunitsinthe immediately iftheytakeanyactionotherthanhiddenmovementor 10.01 A hiddenunittakesanaction. Hidden unitsarerevealedif: placed onthemap. At thistimetheplayermaychoosetheirfacing. moves within2 hexes oftheirhex Units hiddenin open terrainhexesstayhidden untilanenemyunit 10.04 An enemy unitmovesintothesamehexornearit. thinking thattherecouldbeahidden unitinthathex. and misses. case heguessedcorrectly, butdoesnotknowit.Hescoresa 13AV because hethinksitmaybeagood placeforahiddenunit.Inthis 14DV (12frontDR+2DMforwoods). A German HMGfiresatthehex even iftherearenohiddenunitsinthehex. Attacks againsthexeswithpotentialhiddenunitsareresolved same hexarealsorevealedandplacedonthemap(see2above). the lowestflankDR. moves into thesamehex. Players mayintersperseindividualactionsandgroupactions. Figure 18.Bothunitscommand Hidden unitsdonothaveafacing Figure 19. The LMG A moves Mortar andartilleryfire ownhiddenunits,butdoing Cards maybeplayedonaplayer’s Units hiddenin cover terrainstayhiddenuntilan enemy Ex: A SovietRifleunitishiddeninaheavywoods hexforared If onehiddenunitishitandrevealed,allotherunitsinthe LMG The Sovietplayerpromptlyridicules theGermanfor LMG’s FP increases

unit A movesintoRifle s haveno APs units

share their

(9.2) areresolvedagainsttheunitwith Rifle A

and hasaclearLOS.

and placed on the map. and placedonthemap.

0 0 0

Hidden unitsarerevealed Figure 19

3 Figure 18 Figure 17

3 3

5 5

C 5 C

C 12 12 until theyarerevealedand 12

11 11 11

Free hiddenunit B A B B 0 2 0 1 4

unit unit

1 1

1 5 4 9 2 10 2 0 A

0 A 12 10 12 12 0 9 11 1 10 1 5 11 4 9 5 11 12 12 0 12 Hills 10

9 10 L2 L1 L0 Figure 24 K 7 8 9 15 6 F J 7 H . The HMG can see hex B The HMG . 13 14 3 Ex: 1 to 3 below. Ex: 1 to 3 below. E I 6 D A act as L1 obstacles for LOS purposes. 12 16 11 12 10 hill slope. B 3 D H 5 13 B

5 1 same 2 G C 16 4 Figure 23 1 A Designer’s Note: Blind spots simulate units hugging a tree line or for units firing from clear hill hex does not create a blind spot A All woods and buildings equating to a L2 Ex: Figure 21. Hex G is a L1 hill with woods, 1 L2 L1 L0 Figure 22 Figure 21 Ex: Figure 23. Hex 1 (L2) has a clear LOS into hexes 2, 3 and 11, but Ex: Figure 23. Hex 1 (L2) has a clear LOS into hexes 2, 3 and 11, no LOS to hexes 4, 5, 6, 9 and 10, because of the L1 obstacles along the LOS path (woods 2 & 3 and buildings 7 & 8). houses to stay out of the LOS of enemy units perched on hills. higher up along the Ex: Figure 22. Here we see the Fig 21 HMG’s LOS from a side view Ex: Figure 22. Here we see the Fig 21 HMG’s can see B and H, but not D. A and the plateau effect. determination. L1 obstacles are added to hill levels for LOS or buildings on L0 hexes equate to L1 obstacles. obstacle. Ex: Woods Blind Spots 11.4 spots and out of LOS to Hexes directly behind any obstacle are blind units located at higher levels (and vice versa). Ex: Figure 24. Here we see a side view of the LOS from hexes 1 to 9. 3 but nothing beyond, unit in hex 16 (L1) has LOS into hex A Ex: because the light woods acts as a L1 obstacle and thus is the same Anything beyond the woods height as hex 16, creating a plateau effect. is not visible. Ex: Figure 21. The HMG is on ground level (L0) and does not have The HMG is on ground level (L0) and Ex: Figure 21. outlined hexes LOS to the shaded/yellow The HMG has LOS of the plateau effect. (L1), but not hex D, because them. hexes H thru K, but not anything beyond to the first L2 hill crest counter is equal or H E A hill covering A 3APs count as as count (18.1) 1 12 12 3 D G 2APs F level 2 (L2) hill hexes are C A may move and remain hidden. (1.1) may move 1AP 1 11 12 2APs Section 3 5 .

B Level 1 (L1) hill hexes are designated by

2 0 Figure 20 symbols behind the hex number. symbols behind the hex number. You are now ready to play Firefight 2. You unburdened foot units unburdened symbol behind the hex number and

Ex: It costs a Soviet Rifle unit 4APs to move hidden into a heavy 4APs to move hidden a Soviet Rifle unit Ex: It costs They may within enemy LOS. may move into or Hidden units is a player states which hidden unit he move a hidden unit(s) To the hidden move, activated and performs a When a hidden unit is Ex: Figure 20. Ex: Figure 20. The Pioneers may move from F to G or H for Ex: Figure 20.

designated by two 11.3 Elevation and Line of Sight (LOS) Elevation 11.3 if there are no obstacles of unit has LOS to a higher level target hex A unit has A equal or greater level than the target hex between the two. LOS to a lower level target hex if there are no obstacles of greater level than the firing unit hex between the two. 11.2 Higher Elevatio n Bonuses Higher Elevatio 11.2 Units on a higher level attacked by units from a lower level receive a +1DM. Units at a higher level firing at units on a lower lever receive a modifier. +1FP

Elevation changes of two or more levels over a single hexside is considered steep terrain. Foot movement up a steep terrain hex may not move up a Vehicles movement penalty. carries a +2AP steep terrain hex side 11.1 Steep Terrain 11.1

Hills are contoured on the map and come in levels that abstractly Hills are contoured on the map and come terrain is considered All non-hill open represent the height of the hill. to be ground level 0 (L0). one 11.0 Hills 11.0 In this section you will learn how to deal with changes of elevation In this section you will learn how to deal with for and rules also introduce mortars, artillery, on the game map. We using smoke to protect your units.

Un-hit unburdened foot units that are out of enemy LOS may spend units that are out of enemy LOS may spend Un-hit unburdened foot within a 1 hex radius of their current position.7APs to hide themselves The units are LOS. The destination hex must also be out of enemy of the map and their new hex position is secretly written down. taken off rules.action group the using group a as hide may units foot Unburdened 10.2 Hiding Unburdened Foot Units During a Game 10.2 Hiding Unburdened

cover. Higher elevation DMs do not apply as covering terrain. See the See the terrain. as covering do not apply DMs elevation Higher cover. listing. for a complete Sheet Summary Terrain & Movement Hidden when moving movement cost penalty adds +3APs Hidden movement when moving cost penalty terrain and +6APs movement into cover ignored. modifiers are All other movement terrain. into non-cover woods hex. as enemy unit and still remain hidden, as long move adjacent to an be revealed if it Thus, a hidden unit would they stay in cover terrain. that was within 2 hexes of an enemy unit. moved into open terrain of action, and marks the new location on a sheet activating, takes the unit tracking map” for future reference. paper or the “hidden the same as with Track AP costs from the Unit AP player deducts the a hidden unit is spent, the hidden unit any other unit. Once in open view and is marked as spent.placed next to the map 10.1 Hidden Unburdened Foot Unit Movement Foot Unburdened Hidden 10.1 Fortifications such as bunkers and hasty defenses defenses hasty and as bunkers such Fortifications the center dot of a hex fills the entire hex even if the artwork does not. the center dot of a hex fills the entire hex bare hill hex with no buildings or woods is considered open terrain. A movement penalty per level to the Moving up a hill incurs a +1AP moving unit. Roads do not negate this penalty. Rifle moving from A to B pays A hex for open 2APs (1AP terrain movement for moving up +1AP one level). If there were heavy woods in the higher level hex, the cost would be 3APs (2APs for woods movement for moving up +1AP a level). 3APs (1AP for open movement, +2 for moving up steep terrain). 3APs (1AP 11 Mortars com.) download thefree artilleryplanningmapsfrom www.Academy-Games. fire isresolved separately foreachunit.(We recommend thatplayers benefit ofallterrain&fortificationDMs target's flankDR(includinghiddenunits). Target unitsstillreceivethe firepower whichdenotesthattheir 12.0 MortarUnits 7 hexes.Ofcourse, iftherearemultiple weapon card.) A separateattackisresolvedagainst eachofthese it. (Theaffected hexesaremarkedoneach the targethexand6hexes surrounding are resolvedagainstmultiplehexes, usually board mortarfire,exceptthat off-board attacks resolving off-board artilleryareexactlylikeon- resolution sequence. The mechanicsfor that artillerystrikeduringthenextpre-round current pre-roundtargetsequenceandresolves secretly writesdownatargethexduringthe available. OBA hasa1rounddelay. cards andeachfirefightstatesifanyare Off-board artilleryisrepresented byweapon 12.3 Off-Board Artillery (OBA) explosive hex donotreceivetheheavywoods’ +2DMwhensubjectedtohigh Units withredcoloredflankdefenseratingsthatareinaheavywoods 12.2 Mortarand Artillery Air Bursts Mortar andartilleryunitshaveahighexplosivesymbol 12.1 Mortarand Artillery FireResolution wires orhadradiocontact. for largermortars,sincesomecompanylevelmortarsrantelephone Some firefightsmayalterthisrule mortars hadradiosatthistime. Very few platoonandcompany to themortarteam. instructions call since thespottershadtosignalor and themortarteamisnecessary, proximity betweenthespottinghex game bythespottinghex. The These teamsaresimulatedinthe directed thefireformortars. units sentspotterteamsoutwho LOS. arc offireandinaspottinghex’s targetmustbewithinits mortar’s those outsideofitsarcfire. The hexes asspottinghexes,even can useanyofthehighlighted purposes. spotting hexforall has LOSfromthe The mortarunit enemy occupied. mortar thatisnot 2 hexesofthe LOS toandwithin hex withaclear hex. This isany use aspotting on thecounterinparentheses. To fireindirectly, themortarunit must mortar’ Some mortarscanfireindirectlyoverobstaclesattargetsnotinthe directly orindirectly. Whenamortarcanseeitstarget,itfiresdirectly. Mortar unitsrepresentteamsof2-6menthatfireexplosiveshells units onthegroundandinfoxholes. This effect wasdevastating. burst intheairsendingshellandtreefragmentsrainingdown upon ground. Butwhenartilleryshellshitdensetreecover, theshellswould Note:Usuallyartilleryexplodeduponimpactwiththe Designer’s of the spotting hex when using indirect fire. of thespottinghexwhenusingindirectfire. if theirminimumrangeis2ormore. range andmustfireattargetsintheirarcoffire. Mortarsmaynotfireattargetsthatarecloserthantheirminimum often setupinyards,alleyways,orsmallwoodlandclearings.) Designer’s Note:Mortar Designer’s Ex: Figure25. The mortar Attack elevation bonuses for mortars are determined by the height Attack elevationbonusesformortarsaredeterminedbytheheight Mortars mayconductclosecombat,butnotfireshortrange Mortars mayfirefromwoodsandbuildinghexes. s LOS. These mortarshavean AP IndirectFireCostmarked

mortar orartilleryfire. (FP) Firepower HE Symbol or Indirectly Fire. Directly AP Costto attacksareresolvedagainsta A player 1 3 (exception -12.2 Air Bursts).

units inahex,the off-board Range

3-18

1

3 3-18

13 10 10 13 AYG 1011 during this pre-round during thispre-round Plan artillerystrike 6 surrounding hexes. 6 surrounding hexes. Artillery affectstarget hexand during nextpre-round sequence. sequence. Fireforeffect 3 5 Spotting Figure 25 (Mortars were Mortar Hexes Divisional Artillery 10,5cm Howitzer 18 Rating (DR) Defense Flank Rating (DR) Defense Front nexttotheir AP Costto Move

target’s DR. receive a+2DM. originating fromorendingina+2DMsmokehex hex, fire attacksmayoriginateandendina+2DMsmoke smoke counterisplacedinthetargethex. position andmovement.Whensmokeisfired,a+2DM Smoke isusedtocreateascreencoverunit’s 13.0 Smoke and callforthefirebyradiofromacommandtankor APC. Army couldcallinfireonthemoveusingreferencepointsamap only overopensightsprovidingdirectheavyartilleryfire. TheGerman a fixedfrontline.Onthemove,anyfieldgunsinSovietforcefired usually hadindirectartillerysupportonlywhendefendingorattacking such ascrossroads,developedareas,orhighground. The Soviets over themap)andwereusuallyeasilyidentifiableterrainfeatures targets weremarkedonmaps(ormorelikely, tissueoverlaysplaced telephone, orpre-arrangedsignalssuchasflares. Thepre-registered away atpre-registeredtargetsandwaseithercalledinbyradio,field and arenotrevealedwhenspotting. targeted, notwhentheOBA isresolved.OBA spottersmaybehidden A spotterforOBA onlyneedstohaveLOSwhenthehexesare Off-board artilleryspotters potential bonusmoves are represented onacounterby track Some vehiclesreceive bonusmovesincertain terrains. These 14.1 BonusMovement corner oftheircounters. cost andwheeledunitshavea units (suchastrucksandcars). Tracked unitshavea vehicles. Vehicles areeithertracked units(suchastanks)orwheeled covered insection1.Beloware additionalrulesthatpertainonlyto Vehicle Movementrulesareidentical totheFootMovementrules 14.0 Vehicle Movement combat rules. This sectionaddssomespecialvehiclemovement,transportand affects thesametargethexes likeanormalattack. artillery smoke,whichmustbemarkeddownwhentargetinga hex, (9.1.2). units mayonlyplacesmokecountersintheirownhexor1 away same rangeas and gunsthatcanfiresmokeroundsmaytargethexeswithinthe units maynotfiresmokeunlesspermittedbythefirefight. Pioneers mayfiresmokeunlessdisallowedbythefirefight.Other Mortars thatare8cm(80mm)orlarger, alloff-board artillery, and 13.1 UnitSmokeCapability wheel hex counter actsasaL1obstacle. the secondhex. through twohexes,eachwitha+1DMsmokecounter, isblockedpast Two +2DM countersadd+4DMforthehex,andsoon.LOSpassing hex actasa+2DMsmokescreenandblockallLOSthroughthehex. passing thruthe+1DMsmokehex. Units receive+1DMtoallfireoriginating,ending,or Units mayseeandfirethrougha+1DMsmokehex. passing throughthesmoke,butdo dissipated. These counterspartiallyobscureLOS removed fromthemap. are flipped to their +1DM side and all +1DM smoke counters are flipped totheir+1DMsideandallsmokecountersare (14.1). but maynotpassthroughit.Unitsreceivingfire +2DM Smokenegatesopenterrainbonusmovement Ex: A unitfiringoutofa+2DMsmokehexaddstoits Ex: A targeted unitina+2DMsmokehexaddstoitsDR. Note: Designer’s Artillery firewasusuallyshotfromkilometers Elevation attackbonusesdonotapplytoOBA andtheirspotters. Unless otherwisespecified,anysmokeplacedbyunitsis+2DM. Smoke automaticallyhitsthehexatwhichitisaimed.Off-board Smoke neverdamagesunits. Ex: A +2DMsmokecounteractsasaL2obstacle,+1DM Each DMworthofsmokeactsasaL1obstacle. Smoke effects arecumulative. +1DM smokecounterssimulatethathas At thebeginningofeverynewround,all+2DMsmokecounters symbols belowthemovement cost. You arenowreadyto playFirefight3. their normalattacks,includinglongrange.Engineer are specifiedinafirefight’s setuprules. Section 4 green movementcostinthetopright not blockLOS. Two +1DM smokecountersina LOS and blue movement

for that for that orby Vehicles

12

19

15

8 1 1

- -

7

5 1 Bonus Bonus

Figure 27 Move 2 Move 1

bonus Tracked Tracked

L2 L1 L0 Front Defense Rating (DR) AP Cost to Move AP Movement Bonus Flank Defense Rating (DR)

when moving in reverse. 1

15 13

7 e moving over certain ating and Firepower Range

3 5 - Wheeled vehicles receive no - Wheeled vehicles receive

- Immobilized or stunned wheeled vehicles may be towed by - Immobilized or stunned wheeled vehicles Movement bonuses do not apply Roads do not affect the DM of the hex. the DM of the hex. not affect Roads do PzIIIe moves from the The 26. Ex: Figure tank with two T-34 The Ex: Figure 27. Immobilized vehicles may not pivot, but turreted vehicles may Immobilized vehicles may not pivot, but turreted that were immobilized due to terrain and are towed out Vehicles Designer’s values and DRs, Note: When developing the tank FP Firepower (FP) MG & HE (Red) Armor-Piercing (Blue) AP Cost to Fire. AP Circle means the unit is turreted. A unit may move backwards into any of its flank hexes for a +1AP unit may move backwards into any of its flank hexes for a +1AP A the normal movement cost movement penalty cost, which is added to of the terrain. bonus symbols can move a total of 3 open bonus symbols can move a hill. moves 3 open hexes up T-34 The hexes. for (One additional 1AP The total cost is 3APs The three hex move each uphill level traversed). and the opponent cannot counts as one action reached the top of the react until the tank has hill. Road Congestion Roads negate hex restrictions and movement costs of terrain that of terrain costs and movement restrictions negate hex Roads is usually which vehicle, So a wheeled of the hex. the center covers woods a road into can follow woods hex, a from entering restricted follow the roads Units must only. road movement cost paying the movement advantage. hex to gain the road from hex to water. roads over bodies of Bridges function as another onto the road hex, paying woods hex is on the first road hex 3APs. Only when he road hex is he able to and moves to the next road movement through take advantage of the woods. on the Vehicle Movement Table, the vehicle must check the Table, Movement on the Vehicle roll 2D6 and score The player must for immobilization. immobilized. a 6 or higher to prevent his unit from being He may modify this dice roll with CAPs. still fire outside of their arc of fire (15.4). Towing may be towed only by vehicles Tracked wheeled or tracked vehicles. moves. other tracked vehicles and receive no bonus immobilized by vehicle A of the immobilizing terrain may move again. but may still be towed. a hit marker always remains immobilized, 14.5 Vehicle Immobilization 14.5 Vehicle can be immobilized whil Vehicles moving After terrain such as stone buildings or marsh. by an “!” into terrain whose movement cost is followed Armored Defense R 15.0 Until now we have only considered unarmored units such as infantry These unarmored units have front and and various support teams. These units usually fire flank DRs marked in red on their counters. values on bullets or high explosive ammunitions, marked by red FP their counters. front and flank DR is marked in blue on its counter. An armored unit’s certain units have munitions such as armor-piercing rounds. Similarly, is marked in blue on their counters. Blue FP The armor-piercing FP can only be fired at units with blue defense ratings. 14.2 Roads 14.2 14.3 Enemy Occupied Hexes 14.4 Reverse Movement round penetration and armor thickness were not the only factors These would have generated distorted values. taken into account. rate of fire, equipment, crew training, tank maintenance, Targeting armor slope, relative armor thickness, round “stick” factors, steel radio access, movement speed, and more were considered quality, moves when entering a road hex that already contains other vehicles. a road hex that already contains other vehicles. moves when entering may move into and through hexes occupied by both friendly Vehicles without stopping, they and enemy units. If vehicles move thru a hex cannot be engaged in CC. 1 1 1

11 19 15 11 Move 8 0 Bonus 3APs 1AP

2 1 3APs 5 7 - - AP

AP AP 1

15 13 AP AP Move AP AP AP AP AP AP NA 1AP 3APs 3APs Bonus 1APs +0 +0 7 +1D6 +1 +0 +1 +2 +2

+1 +3! Bonus per Bonus per

3 5 Figure 26 Tracked Vehicle Tracked +1 may take one free bonus

AP AP AP AP AP NA NA NA NA NA NA NA moves into +1 +0 +0 +2 +1 Bonus per Wheeled Vehicle Wheeled An entire multiple hex and bonus moves are fully completed. Vehicle Movement Costs Movement Vehicle = No bonus allowed into this hex. movement . If the tank pays to move into any of = Move an extra road hex. = Move a bonus open, road or plowed= Move a bonus open, road hex. Check for immobilization: 2D6 ≥ 6 is safe. = Check for immobilization:

Woods - Heavy Woods Move Backwards Move Uphill are cumulative. Costs AP Movement ! Water - Light Woods Plowed Field Road Block Wall Road / Bridge Buildings-Stone Buildings-Wood Open Terrain NA = Not accessible. NA a Hex into Cost to Move AP Additional symbols. Its movement cost is blue, so it is symbols. Its movement cost is blue, so it : The PzIIIe : Ex: Figure 26. German Turn : The Ex: Figure 26. German Turn Designer’s Note: A unit’s movement cost takes into account the unit’s A Designer’s Note: Ex: The truck shown to the right has a green Ex: Ex: The Soviet T-34a tank shown to the right has T-34a The Soviet Ex: moves along the white arrow path paying 1AP 1AP moves along the white arrow path paying to move into the first open hex. It then bonus moves into the next open hex. Only after the turn end. bonus move does the German’s : The Panzer Next German Turn the heavy woods hex for a total of 3APs (1AP movement cost, plus 2APs heavy woods do not allow the movement penalty). Woods tank a bonus move and he ends his turn. PzIIIe moves along the yellow arrow path The to move into the open hex. paying 1AP turn ends, since woods do not German’s these terrains, it may move an additional two of any these terrains, it may move an additional combination of these terrain hexes for free. to move into could pay T-34 For example, the and then take free bonus an open hex for 1AP moves into an open hex and then a road hex. time it took to give orders, study maps, set for sighting, and so on. movement allowance is an abstraction of these processes. The unit’s Even though a truck full of men could reach 100 kph, seldom did it travel so fast over bumpy or muddy roads. A unit’s movement action includes all unit’s A bonus movements. allow bonus moves. The Panzer moves into : Next German Turn the heavy woods for 3APs. His turn ends and so on. movement action must be completed before a player’s turn ends. So in each of the examples above, the opponent may not take his turn until the paid A unit with a bonus move symbol(s) on its counter, that pays to move unit with a bonus move symbol(s) on its counter, A into terrain that lists one of these symbols, move for every symbol on its counter. The bonus move(s) must be move for every symbol on its counter. move. taken into terrain that allows this type of bonus Vehicle” movement cost, so it is classified as “Wheeled The truck also has two Table. on the Movement bonus move symbols. The Movement Table shows that Table The Movement bonus move symbols. If this wheeled vehicles get bonus moves on roads. for truck pays to move from one road hex to another road hexes at not it may move up to two additional 1AP, additional cost. two classified as a “Tracked Vehicle”. Under the Tracked Vehicle”. Under the classified as a “Tracked list a bonus Movement column; open terrain and roads move per 13 Vehicles & Transport not changewhenfiringoutsideofitsarcand do foranadditional1AP/CAP fire attargetsoutsidetheirarcsoffire,whichtheymay vehicles withturretedgunsaretheonlyunitsthatcan without thevehiclehavingtochangeitsfacing. Thus, AP costtofire. A turreted guncanrotate360degrees which aredesignatedwithawhitecircleundertheir Some vehicles,suchastanks,haveturretedguns 15.4 Turreted Vehicles of footunitscoveredinsection7.7. Combat rangesforvehiclesandtheireffect onFP areidenticaltothat 15.3 RangeEffects be readilyrepairedintheheatofbattle. most ofthedamagetothemwasaphysicalnaturethatcouldnot Note:Somevehiclehitmarkerscannotberallied because Designer’s foot units(7.4and7.5). Hits againstvehiclesareresolvedinthesamemanner 15.2 Vehicle Hits Against theinfantryunit,itusesitsred5FP. and aninfantryunits. Against thetank, T-34 usesitsblue7FP. fires againsteachtargetwithitsFP ofthecorrespondingcolor. A unitfiringatahexwithmultipletargetsthathavedifferent DRcolors 15.1 MultipleTarget Types 70% ofitsvictimsatlessthan500m! the PanzerIIIehadafirerangeofover1800m,butknockedout units historicallyshot,nottheirtruemaximumranges.Forexample, The rangesonthecountersrepresentdistancesatwhich other factorsgavetheGermanstheir7:1tankkillratio. rolling off theassemblylinewithnosparepartsavailable. These and on board,andoftenthetransmissionsbrokedownwithindaysof limited fieldofvision,manytankshadveryfewarmor-piercingrounds T-34 tankcrewwasill-trained,oftenthecommanderhadavery T-34 outclassedanyGermantankavailableinmid-1941.Howevera for thesystemtoyieldhistoricalcombatresults. moving target acquisitions moredifficult thanfortanks. the entiretankin ordertofollowatarget. This made had limitedhorizontal trackingabilityandhadto pivot mounted ontoa tankchassis.Havingnoturret, they Self-propelled Guns(SPGs)werefieldguns psychological stressandpanic of takingflankshots. treads ofthetank.Oftentactical logicwasovercomebythesheer target silhouettewiththehighest armoredareawhileprotectingthe enemy, the crewwouldtrytofacethreat, thusoffering thesmallest the front120degreearcrotational. Ifatankwasthreatenedbyan additional 1AP/CAP. Opportunity Action oraCommand Action Carddonothavetopayan additional action. Turreted vehiclesfiringoutsideoftheirarcwithan Immobilized Suppressed - - + Panicked 2 3 Destroyed 1

Ex: The T-34 tank,shownbelow, firesatahexcontainingtank Designer’s Note:Most tanks kepttheirturretfiringactionwithin Designer’s = The abilityislost.Blackmeansall,blueorredguncolorspecific. No Rally R R > _ > _ 9 8

+ - + - 4 0 1 1 • • • Suppressed (x5): • • • Panicked (x1): • • Immobilized (x5): • Destroyed (x1): 8 neededtorally. blue. 2 forredand3 FP decreasesby Costs +1AP tofire. 9 neededtorally. decreases by4. Front DR Unit maynotfire. increase by1. by 1,flankDR Front DRdecrease or pivot. Unit maynotmove from themap. the affected unit Immediately remove costtofire. The tank’s facingdoes

Damaged Stunned Damage Light No Rally No Rally Gun R > _ 9 does not

On paper, theSoviet • Markers Back ofHit • • Stunned (x2): • Light Damage(x4): • Gun Damaged (x2): same backart. markers havethe All vehiclehit 9 neededtorally. than rally. any actionother move, fireortake not may Unit crew israttled. affected, butthe stats arenot Unit mechanical to attack. cannot beused is damagedand or RedFP ability Either theBlue ashitsagainst constitutean 7 5 2 9

8 7 15 19 13 11

1 1

artillery shrapnel,andotherincomingflankfire. rear sections,whichmadethemveryvulnerabletohandgrenades, Soviet RifleunitinCC.(Tank hunterunitsmaystillattackwithblueFP.) These attackopentoppedvehicleswiththeirredFP. explosive weaponcardsorCCattacksbyfootunits. still receivethe APC’s +2DMforthatattack. individually foreachunit.Ifthe APC isdestroyed,transportedunits the APC andanyunitsbeingtransported. Attacks arestillrolled rides inthe APC. All othertransportationrulesapply. mortar unitsalsoreceivethisbonus,sincetheguncrew track, butdocountforVP scoring. 0, sotheymayattemptfeebleCCattacks.Wagons mayneverattack. them goodforroads. wagons utilizegreenmovementmaking supplies overroadsystems. Trucks and designed tomoveotherunitsand Trucks andwagonsrepresentvehicles 16.0 Trucks andWagons the tankastheymoveforwardandreceivesa+1DMfromtank. position. The Rifleunitisnotbeingtransported,soitplacedunder cautiously whengroupmovingwiththesevehicles. foot unitsinthesamehex. The footunitsdonothavetomove Vehicles offer +1DMcovertoallfriendlynon-transportedunburdened 15.6 Vehicles asCover 15.5 OpenTopped Vehicles placed load ontoorlimbertothetruckwithagroupaction. The unitcounter load. The loadingunitthenpaysitsopenterrainmovementcostto since theseunitshistoricallycomprisedonesquad.) (Exception: Vehicles maytransportbothaGermanRifleandLMG, All vehiclesmaytransporteitheronefootunitorpullgun. 17.0 Loading,Transporting, andUnloadingUnits a +2redshield protect otherunits. All unitstransportedbyan APC with APC unitsrepresentvehiclesdesignedtotransportand 16.1 Armored PersonnelCarriers(APC) Next German Turn: The 251unloads thePaK38for4APs. Next GermanTurn: The 251moves forwardonlyonehexfor 1AP. PaK38 gungroup movesthreeopenhexesfor1AP. vehicle facinganydirection. cost withagroupaction. The unloadedunitisnowplaced penalty formovingwhileloadedandallmovementbonusesapply. vehicle's movementcostonly. A vehicledoesnotsuffer amovement transported unittakegroupmovementactionstomoveandpay the transporting them red DRwhenattackedbyartillery, mortarfire, around theirblueflankDR. ThisblueDRactsasa Open toppedvehicleshaveawhiteboxwithredborder order tofireoutsideoftheirarcs. that Self-propelledGunshavetoexpendaseparatepivotingactionin calculated intothe“AP CosttoFire”foreachunittype. The effect is and reactionspeed,commandvisibility, andtargetingcapabilitiesare dispensing complicatedturretrules. The rotationspeed,crewtraining This combatoccurrenceisdesignedintothegamemechanics, 1 AP Designer’s Note:Manyself-propelledgunshadopentopsand Designer’s Ex: The PzJg35Rhasared13DRifattackedby Incoming fireisresolvedsimultaneouslyagainst Destroyed truckandwagoncountersdonotadjusttheCAP Trucks andwagons Trucks havea-2FP andarangeof Ex: A Rifleunitandatankgroupmovetowardsanenemy A vehicle mustbeinthesamehexasaunitorderforitto Ex: Figure28.GermanTurn: A 251 APC transporting(towing) a To unload,atransportedunitmust pay its open terrainmovement A unitbeingtransported Transported unitsreceivenovehiclecoverfromthe on top Figure 28 4 APs to 4 APs 8 3 unload

ofthevehiclecounter, facingthesamedirection. + 2 10 receive a +2DM. receivea+2DM. Towed gunsand (exception -16.1 APCs). A vehicleandits 10 12 1 AP may notclaimvictoryhexes. 1 AP tomove+2 bonus may notfire.

moves - -

high

11 11

1 1 1 3 -2 + -2 7 2 3

0 0 2 under the

5 12 13 3 0 8 8 5 10 10

12 13 13 12 15 11 11

1 1 1 + is 2 Fortifications 14

1

11 12 16 16 5 of each

that 3 0

when moving into a by for that hex. for that hex.

8 to kill. He scores a 9 ≥ 8 to kill. He ≥ 4 to hit and into trench hexes. A trench A into trench hexes. Section 5

counters represent a hastily

Ex: Card 02 or 11.

may be occupied by unburdened foot may be occupied by unburdened foot

You are now ready to play Firefight 4. to play Firefight are now ready You as an action by paying 7APs or by A hasty defense may be prepared A . The fortification DM is located in the bottom right corner of . ? Enemy units outside of a bunker’s arc of fire can Bunkers have black front and flank defense modifiers listed in The Soviet Rifle unit receives a +5DM to its Ex: Fortifications and obstacles do not block LOS. Fortifications and obstacles under the counter and Units occupying a fortification are placed Units in trenches may face and fire in any direction Multiple hasty defenses may be prepared by multiple units in a Players may prepare as many hasty defenses as there are A hasty defense counter is placed over the unit hasty defense counter is placed over the A +

fortified position which may be placed in any terrain expect water. any foot unit playing an action card. units and all mortars, but not vehicles or guns. Wheeledunits and all mortars, but not vehicles or guns. vehicles are not allowed negates open terrain bonus movement may not units, anti-tank guns, and field guns. Mortars facing, Bunkers have a red fire from inside of a bunker. a bunker so may not pivot during the game. Units in face the same direction as the bunker. but units in the bunker cannot fire at targets fire at units in the bunker, An unlimited number of units may outside of the bunker’s arc of fire. be placed in a bunker. against both blue These black DMs are effective the shield symbols. The smaller number represents the bunker’s attacks. flank and red FP DM against fire originating from the bunker’s flank, artillery/mortar and close combat attacks. front 12DR for a total 17DV against direct frontal fire. If this Rifle were fired on from the bunker’s flank, it would + 3DM for the bunker’s flank have a red 14DV (11DR defense modifier). 18.2 Occupying and Exiting Trenches and Bunkers 18.2 Occupying and Exiting Trenches Units may occupy empty or friendly fortifications hex at no additional cost. In CC, fortifications benefit defending units only. Units may exit a fortification at no additional cost if part of a movement 18.1.1 Trenches 18.1.2 Bunkers 18.1.3 Hasty Defense draws a suppression hit marker. Usually the hit result would be kept be kept would hit result the Usually marker. hit suppression a draws face down. placed and the marker secret hex as an the same it is in rally when SMG cannot The : Turn Soviet a red 6FP infantry with German fire at the decides to unit, so it enemy Fortifications and Obstacles. This section introduces and Obstacles 18.0 Fortifications trenches, bunkers and hasty defenses. Fortifications include All are wire, road blocks, and land mines. Obstacles include barbed placed on the map. No more than 1 represented by counters may be in a hex, except for hasty type of fortification or obstacle defenses. and Hasty Trenches, Bunkers 18.1 Fortifications - Defenses They on the map. Firefights begin with trench and bunker counters unless specified by the may not be built during the course of a game firefight. DM and the fortification receive the cumulative benefit of the terrain DM (4FP +4 close combat bonus -2 suppression penalty) vs the German’s German’s penalty) vs the bonus -2 suppression +4 close combat (4FP will modify his ≥ 5 to hit and≥ 9 to kill. He The Soviet needs 11DV. needs and now roll with 1CAP is placed on the from the game and Rifle is removed and the German German player’s track. CAP and receive a black +2DM from all directions. Black and receive a black +2DM from all directions. attacks. against both blue and red FP DMs are effective under a trench. An unlimited number of units may be placed the fortification counter. the fortification counter. prepared it and is removed if that unit pivots, moves, or is destroyed. hex, but only one hasty defense may be placed on each individual unit. counters available in the game. that prepared it and the unit receives a black +1DM from all directions. by the unit hasty defense counter may only be occupied A 1 1 1

17 17 17 15 15 15 11 12 9 9 9 2 5 0 3 + 1

12 13

3 3 3 8 8 8 2 0 5 5 Figure 29 0 0 4 4 6 6 6 3 3 3 - - 2 2

12 11

0 3 3 3 1 7 7 7 0 4

12 12 10 10 10 11 11 12 12 12

3 11 1 12

12 1 11 5 +2 2 0 1 12 13 11 5 12 3 5 0 11 2 Figure 32 Figure 31 Figure 30 12 0 2 5 0

one (7.7.2)). ≥ 5 to hit and ≥ 9 to The APC fires point blank for APC The German Turn: unloads for 1AP. The Rifle German Turn: group For 2APs, the Germans German Turn:

New Ex: Figure 28. The 251 APC towed the PaK38 gun in the gun in the PaK38 APC towed 251 The 28. Ex: Figure New Ex: Figure 29. A German 251 APC transporting APC transporting German 251 A 29. Ex: Figure

Figure 32. The : Figure 32. German Turn German can now CC counting its track marker to 7APs. The SMG moves cautiously into the CC hex for 2APs. (7.7.3) of the two Soviet units and decides to fire at the SMG, since it poses a greater threat. He spends his last 2APs, plus The German has a red 1CAP. flank DV. 11 vs the SMG’s 6FP He needs kill. He rolls a 6 and the Soviet : The ATG could fire ATG The : Soviet Turn at the German infantry in CC, is surrounded by but its red FP The adjacent Soviet CC penalty. a white box, which denotes its -2FP ATG as well. So the SMG could fire into the hex, but it might hit the Soviet player decides to spend and activate the SMG, ATG the The Rifle moves : German Turn ATG into the hex occupied by the using cautious movement for 2APs. The ATG fires at ATG The : Soviet Turn the PzIIIh for 3APs with a blue 17DV and vs the tank’s 7FP AP left on its misses. It has 1AP track. Figure 31. The : Figure 31. German Turn Rifle moves into the wooden building for 2APs. : The Soviet 45mm Soviet Turn activates and pays 3APs ATG to simultaneously attack the ATG has The APC and Rifle. APCs blue vs the a blue 6FP 13DV and so needs a 7 to hit to kill. and an 11 (13DV-6FP) and destroys the It rolls an 11 The German player places APC. the destroyed unit counter on its resolves its attack against the Rifle. ATG track. Next the 45mm CAP flank DR + 2DM from the 13DV (11 vs the Rifle’s has a 3FP ATG The APC) and misses. : Ex: Figure 30. German Turn APC, The German 251/1 transporting a Rifle unit, group The units moves from the south. have 6APs left in their shared activation (9.0). 17.1 Firing at Transported Units 17.1 Firing at Transported the simultaneously against a vehicle and Incoming fire is resolved for Attacks are rolled individually units. flank DRs of any transported hex’s and the transported unit receive the each unit. Both the vehicle is destroyed, any surviving If a transporting vehicle terrain modifier. facing map facing the same way the vehicle was unit is placed on the extra damage if the units do not receive Transported when destroyed. vehicle is destroyed. The 251 moves on to the west after which both which after the west on to moves 251 The Turn: German Next as spent.251 are marked and the the gun previous round, but ran out of APs before it could unload the gun. the gun. it could unload before APs of but ran out round, previous for 4CAPs. by unloading the PaK38 the German begins This round with a fresh since they unloaded APC remain and the 251 The PaK38 APC and the the German activates action. On his next turn, command remains The PaK38 actions with it. begins to take fresh and may still be activated later in the round. still be activated fresh and may Rifle for 1AP. next to a Soviet a Rifle moves Next 2APs, hitting the Soviet. Next Next 251 for the (3FP fire (9.1.2) at the Soviet with a 7AV for short for the Rifle group fire + 3FP APC + 1FP range bonus 15 Hindrances enter do notaffect footunits.Wheeledgreenunitsmay move intothehexfromanydirection.Roadblocks action itpays1AP toexitthebunkerandmaythenfaceanydirection. for thathex. that wishestoreenterafortificationpaysitsnormalmovementcost costforthathex. hex bypayingtheirnormalmovement A unitinahex action out needs torolla6 orhighertohit. greater thaneight which maybemodifiedwithCAPs. Ona2D6resultequaltoor When anenemyunitmovesonto amine,themineownerrolls2D6, existing unitinit,onlythenewisaffected bythemineattack. affected bythemines.Ifa newunitmovesintoaminedhexwithan for artillery. Unitsmoving outofaminehexarenot take anyactionotherthanfiring,rallying,orspotting immediately aftertheunitsmoveintoaminedhexor in thathex.Minesattackenemyorfriendlyunits moves ontoahiddenmine,minecounterisplaced openly orhidden,asspecifiedbythefirefight.Ifaunit 18.3.3 LandMines 18.3.1 BarbedWire 18.3 Obstacles-BarbedWire, RoadBlocksandMines open terrainbonusmovement penalty vehicles maynotenter to moveintothehexfromanydirection.Wheeled 18.3.2 wire andanyotherunitsinthehex. firefight. tracked unitmovesintothehexorwhenfiredupon or notmoveinandlosehisremaining4APs. movement cost). The Sovietmayeitherpay4APs+1CAP tomovein into thewirehexwithGerman(the4rolled+1AP openterrain states hisintent,rolls1D6fora4andsomustpay5APstotaltomove to initiateclosecombat. The Soviethas4APsand2CAPsleft.He on it. A Soviet RifleunitwishestomoveintotheGermanhexinorder unit maystilltakefurtherCAP orcardactionsonlaterturns. loses allofitsremaining APs. This attemptcountsasanaction. The wish topaytheadditional APs/CAPs tomoveintothehex,unit enough APs/CAPs tomoveintothewirehexorifplayerdoesnot If afterrollingforthepenaltycostanactivatedunitdoesnothave that hex. 3. Add thismovementpenaltytothenormalterraincostfor 2. Roll1D6todetermineamovementpenaltycost. 1. Announce theirintenttomoveintothewirehex. into awirehex,footunits: by thefirefight. taking CAP orcardactionslaterintheround. This attemptcountsasanaction. This unitisnotrestrictedfrom hex, theunitlosesallofitsremaining APs andismarkedasspent. player doesnotwishtopaytheadditional APs/CAPs tomoveintothe have enough APs/CAPs tomoveintotheroadblockhexorif If afterrollingforthepenaltycost,anactivatedunitdoesnot 3. Add themovementpenaltytonormalterraincost. 2. Roll1D6todetermineamovementpenaltycost. hex. 1. Announce theirintenttomoveintotheroadblock to moveintoaroadblockhexmust: explodeagainstallfootandvehicle units. - Minesincludedwiththisgamehaveablackattacknumber, thus Ex: A LMG inabunkeronanopenhexisbeingoutflanked. Asits Ex: A Terrain andfortificationDMsdo notaffectmineattacks. Foot unitspayarandomextra+1D6movement Artillery andmortarfireisresolvedsimultaneouslyagainstthe Wire maybeplacedonlyduringsetup,unlessspecifiedbythe Wire countersareautomaticallydestroyedandremovedwhena Ex: A GermanRifleunitoccupiesaclearhexwithwirecounter Road blocksdonotblockLOSandadd+1DMforallunits. Road blocksmaybeplacedonlyduringsetup,unlessspecified Road Blocks

a roadblockhex. Tracked thatwish vehicles of the hex. Units may exit a fortification without leaving the of thehex.Unitsmayexitafortificationwithoutleaving player decidestomodifyhisdice rollwith2CAPs.Henow +

for movingintoawirehex. To move

maybeplacedonanyhex, countersaffect unitsthatwant affect vehiclesthatwantto > _

8

, theunitishit. a wirehex.Wirenegates

for thathex. not

(18.4). 15 15 15 of theirarcforanadditional1AP. flank DRandalldefensemodifiersareignored. apply. Flamethrowersalwaysfireagainstadefender’s range fireisallowed).ShortandCCFP modifiers blue 2FPandhaveamaximumrangeof their flamethrower. Allflamethrowersfirewitha capabilities andranges,ortheycanchoosetouse These unitsmaychoosetofireattheirnormalFP for anindividualwinorasagroupwin. victory hexfirst,etc.Playersofasidemaydecidetoplaythe game German 2passes.IfSoviet1nowpasses,theroundisover. other infantryunits,exceptforthefollowingabilities: assault enemypositions.Pioneersbehaveexactlylike Pioneers werespeciallytrainedunitsoutfittedto 19.0 Pioneers than 2players. This sectionintroducesspecialunitsandrulesforplayingwithmore Fortifications and 18.4 FortificationandObstacleDestruction recommend thatanyof the forcesbeconsolidated. draws allcards for bothforces,usingthemashe wishes. 12 CAPsonasingle tracksheetandusethemas hewishes.Healso 7CAPs andthe second 6CAPs. The singleplayer may of bothforcesandmayactivate theunitsinanyorderthathewishes. the cardsforbothfactionsinto one hand. The playercontrolsallunits CAP's, minusone,ontoonetrack sheetanddrawingcombining consolidate eachside'sforcesinto one. This includesconsolidatingall When twoplayersplayafirefight designedforfour, they may 20.1 Two PlayersPlayingaThreeorFourPlayerGame may alsodecidetotaketurnorderfromhighestlowestinitiative roll. with thehighrollerorsidetakingfirstaction(s).Players then Soviet1and2). from onesidesimultaneouslytaketheirturns German 1,thenSoviet2,2)orifallplayers the beginningofgameifturnorderalternatesbetweensides has hisowntracksheetandforcetocommand.Playersdecideat Some firefightsaredesignedformorethan2players.Eachplayer 20.0 ThreetoFourPlayerGames only, turretmounted capabilities andaremarkedwithaflamesymbol Certain tanksandpioneershaveflamethrower 19.1 Flamethrowers of afortificationorobstacle fire, redtankandgunFP (noMGfire)orCCfootunitattacks.TheDR hand corneroftheircounterscanbedestroyed misses. ForthesecondRifleunit,Sovietrollsa12AV andmisses. against thefirstRifle’s 14DV (11 flankDR+3DMfromthebunker)and 16AV andthebunkercounterisremoved. The Sovietrollsa13AV with a16DVandblack3flankDM. Theartilleryrollsa10fortotal attempt todestroyit. flank, artillery/mortar, andCCattacksasnormal. DM forthatturn’s attack. fortification isdestroyed,unitsinsideofitstillreceivethefortification’ against thetargetunit(s)andfortificationorobstacle.Ifa is removedfromthegame. woods, buildingsand • • • Pioneers haveflamethrowercapabilitieswitharangeof1 Pioneers canfire do nottriggeranattackfromthem. Pioneers revealhiddenmineswhenmovedon,but Hull mounted Victory conditionsareawarded totheplayerthatmovesontoa Cards maynotbetradedbetweenalliedplayers. If threeplayers are playingafourplayergame, wedonot Ex: A playercontrolstwoGerman forces. The firstforcereceives Ex: Soviet1passes,Germantakesanaction,2 When allbut1playerpassconsecutively, the round ends. Players rollforinitiativeindividuallyatthebeginningofaround Ex: Sovietartillerywithared6FP firesat2Rifleunitsinabunker A playermayattackanemptyfortificationorobstacle,in Units infortificationsdefendwiththeirflankdefenseagainst Attacks areresolvedsimultaneously(butrolledindividually) You arenowreadytoplayFirefight5. obstacles +2DMsmokeupto1hexdistancefor2APs.

flamethrowers fireinthefrontarc smoke. Whenafortificationorobstacle flamethrowerscanfireoutside ismodifiedbyanyterrainDM, witharednumber Section 6 1 (nolong (Ex: German 1 and 2, (Ex:German1and2, inthebottomright bymortarfire,artillery red or . consolidate consolidate 3 0 7 4 including

ishit,it (19.1). 5 3 8 Ex: (Ex: 12 12 12 14 16 18

1

1 1 s

Solitaire Play 16

or Jesse LeBreton, Russell Marsh, Awakening the Bear: Awakening www.Academy-Games.com (www.stephenpaschal.com) Stephen Paschal (www.stephenpaschal.com) James Palmer, Jim Toland Jim Toland Aa, James Palmer, Kai von der Therefore, successful play is dependent on management of Therefore, successful play is dependent on In developing any new system, there is the temptation to add there is the temptation any new system, In developing an command structure in the game is How we decided to portray but one cannot The CoH rules system has been finely tuned, WWII theaters and The series will be expanded to cover other have fun! So find some friends, set up a game, and Uwe Eickert Modern day tactics employed by most of today’s today’s of by most employed day tactics Modern Notes: Designer’s tactics The doctrine. early WWII roots in find their armies advanced conflicts the throughout slipped) (and sometimes evolved employed and Afghanistan, Bosnia, Vietnam, in Korea, that followed and wars in a series of evolution in tactics CoH to follow this Iraq. I designed The Bear! Russia 1941-42. Awakening the first of which is games, the easy to learn, but board game that is fast and fluid playing system is a time period portrayed. for every unique tactically realistic more “realistic”. to make the game rules in an attempt more and more as the big opposite effect often can have the this Unfortunately, in a forest of heavy detail. I wanted the system picture becomes lost battle and quick reaction to adversities and to stress the flow of so contain just the right level of abstraction opportunities. It had to unique fighting the opponent and exploring more time could be spent quite the rules. Staying true to these goals was tactics than fighting In constantly came up with new ideas. challenging as the developers rule a rule of thumb that required a proposed the end, we relied on 10% of relevant situations and add important to apply in more than under the belief We operated in the game. period flavor to be included easily do not make a good game; a clean and that mountains of detail does. implemented core system as robust to make core game play elements example of our efforts Command structure is the all important and easy to use as possible. In CoH, the of brutality. force that keeps units together in the face calculated to probabilities of successful attacks were purposefully modifications. Often, Soviet make hits very difficult without CAP were lucky) and pushed peasant units were handed rifles (if they They were very brave, but just did towards a battle without training. by a German MG not know what to do tactically when confronted a firefight with many CAPs. nest. So in this case, they would not start good command structure This highlights the incredible importance a played. game play subtly affect CAPs. Carefully designed systems like these of Heroes. tactics and are the backbone of Conflict many variables. If there is foresee all possibilities in a game with so use common sense and a disagreement in the rule interpretations, the situation with the come to a friendly agreement on how to resolve other player. Vietnam and Iraq. It will also include rules for other conflicts such as more. airplanes, boats, paratroopers, and much helped in the development Special thanks to the following people who of the game. I appreciate the numerous ideas, hours of historical research, and stimulating discussions. for his many hours of storytelling, for giving me his Rolf Werner wartime journal, and for the poem he wrote and lived through on the last page. Rest in peace Rolf. my father Ari Eickert for initiating my interest in history during our To no longer are as heated or as They long dinner table discussions. long, since we can now prove (or disprove) each other’s points too easily with the Internet! The latest rules version, video rules, Q&A, additional free firefights, and much more can be found online at Online forums for quick answers about www.boardgamegeek.com/boardgame/24800 https://www.facebook.com/groups/44778571393/ Dave KimmelGame and firefight developments: Gunter Eickert, Rules editing: Original cover artwork: Counter and card art: Pavlos Germidis Maps: Pat Ward Jon Pehrson Andreas Büttenbender, Statistics: Special thanks to the following people who helped during the development Benet, Łukasz of the game series: Grady Brecheisen, Jose Luis Vilar Biernat, Jacob Cassens, Josh Christensen, Steven Duke, William Eastwood, Grant Eldridge, Steven Erikson, Mike Gladniuk, Dean Michael Hekel, Kyle Knauman, Halley, Pawlus, Bruno Savaresse, John McLintock, Stan Myszak, Wojciech Norbert Westenberg, Michael Vinarcik, Brian Sturk, Kevan Sumner, Thomas Witham AI AI

) units. The solo player should player should The solo ) units. CAPs. The AI rolls a 1 for its attack dice rollAI rolls a 1 for its attack The CAPs. Unforeseen situations may arise and the solo Give the AI opposition 20% more CAPs than listed Give the At the beginning of each round roll 1D6. The opposition roll 1D6. of each round At the beginning An AI unit will pivot towards a threat that is outside of its AI unit will pivot towards An

A hit AI unit will always rally before firing, unless an enemy hit A AI - Artificial Intelligence Artificial AI - - will not attempt to move into an enemy occupied hex, unless will not attempt to move

The AI will use as many CAPs as it has left in order to fulfill the The AI Soviet Rifle has a clear LOS to a normal moving An Ex: Ex: Two AI units may be hidden at the beginning of a game. The at the beginning of a game. AI units may be hidden Two Ex: Ex: An activated AI unit’s cost to fire is 4APs, but it has only 3APs AI unit’s An activated Ex:

- On a 1 or 2, the AI unit’s attack is modified by 2 CAPs. AI unit’s - On a 1 or 2, the attack is modified by 1 CAP. AI unit’s - On a 3 or 4, the the attack dice roll. AI unit does not modify - On a 5 or 6, the unit can be attacked and hit on an unmodified 2D6 roll of 8 or less. AI Soviet units may fire into enemy hexes, even if that hex contains AI Soviet units may fire into enemy hexes, other Soviet units. in the firefight setup, rounding up. The preferred use of CAPs is to in the firefight setup, rounding up. The number of CAPs spent to (AV). attack value AI unit’s modify an is determined by the result of a 1D6 roll. AV AI unit’s modify an requirements above. will fire because it only needs an AI Rifle The Soviet German Rifle. AI has The Soviet vs a 12DR - 1 normal move penalty). 8 to hit (3AV AI Rifle’s left on its CAPs track and so rolls a 1D6 to see if the 1CAP attack will be modified with since with its remaining 1CAP, modifier check and will modify the attack AI now needs a 7 dice roll to hit The that is all the remaining CAPs left. vs an 11DV). = 4AV +1CAP the German unit (3FP - If a threat is in range that would require a 9 or less to hit and there is - If a threat is in range that would require no closer threat in LOS. - If fired upon and there is no closer threat within LOS. - If fired upon and there - If the enemy unit is in an adjacent hex. - If the enemy unit is in the following order of importance: arc of fire (AoF) in the following order wins initiative on 1, 2, 3, or 4, the player wins on 5 or 6. player wins on 5 or on 1, 2, 3, or 4, the wins initiative player should react with the AI units in a way that is in the AI unit's AI units in a way that is in the player should react with the This means that some of the doctrines above may be best interest. modified or broken in certain situations. When playing solitaire, it is (3.0.1). APs optional rule recommended that you use the Variable

For each hidden AI unit called for in a firefight, mark two hexes that For each hidden are likely hiding spots on the map with pennies. Place the hidden 20.3 Hidden AI Units for Solitaire Play 20.3 Hidden Common Sense - Rallying - remaining. The AI will add 1 CAP in order to fire again. AI will add 1 CAP The remaining. cost to fire is 4APs, but it has only 2 AI unit’s The activated Ex: APs remaining. It will not fire again. unit counter in a cup, along with a dummy counter (any counter not AI unit position is activated being used in the game). When a hidden (as dictated by the firefight), the player pulls a counter randomly from the counter pulled is a AI unit is actually there. If the cup to see if a the dummy counter and the spot was a decoy and dummy counter, penny are discarded and play continues. player chooses and marks 4 hexes with pennies and places the two AI units and two dummy (misc.) counters into a cup. Augment APs with CAPs to Fire Again - APs with CAPs to Fire Augment AI unit can hit a target on an unmodified 2D6 roll of 9 or less, it If an APs to fire again. to augment its if needed, will use up to one CAP, - Usage CAP - AI units will fire at the enemy unit that is the easiest to hit. AI - - AI units will only fire at enemy units that are in normal range and that AI - or less. can be hit on an unmodified 2D6 roll of 10 Fire Doctrine Pivoting it is one of their objective hexes. If the solo player thinks that the hexes. If the solo player thinks that the it is one of their objective - AI units are more likely to pull back towards their game objectives to pull back towards their game objectives AI units are more likely - from them. than to advance away AI units - Movement Doctrine Activation Initiative - units need to attack a hex anyway, he rolls 1D6. Only if a “1, 2, 3, or he rolls 1D6. Only hex anyway, units need to attack a complete the move. AI unit 4” is rolled will the

The following rules are a guideline on how a solo player plays player plays how a solo on are a guideline rules The following ( opposing 20.2 Solitaire Play Solitaire 20.2 actions for still takes player The solo force. attacking play the always described AI doctrines by the forces, but is constrained the opposition normal played with two players, firefights are When solitaire below. Rules. these Solitaire rules supersede An AI unit will only activate if it has an enemy unit in its LOS.AI unit will only activate An 17 Card Descriptions apply as fortheLayLand Minecard#40. within onehexof aunit’s position. The samerules Tellermines mayalsobeplacedasaland mine played andresolvedduringthepre-roundsequence(2.0). Weapon Cardsareplayedasanactionorinsupportofagroupaction.Off-board artillery another actionorasdescribedbelow Playing aBonusCarddoesnotconstituteanaction.cardsmaybeplayedinconjunctionwith activated unitorgroupthatpaidforit.CardswithnocostthoseareCAPsonlymaybeplayedonanyunit. Action Cardsmustbeplayedduringaplayer’s turn. AYG 1011 A freshorspentsquadmay AYG 1011 AYG 5011 use aMolotovasanaction. CC modifiersdonotapply. not apply. not apply. FP andterrainmodifiers do No long range. Closecombat use a Tellermine as an action. use aTellermineasanaction. A freshorspentsquadmay 10 09 05 04 03 02 A fresh or spent squad may A freshorspentsquadmay 2 0 0 0 1 0 0 2 0 use grenades asanaction. 4 5 8 4 5 4 CC modifiers donotapply. CC modifiers are applied and modifiers areappliedand turn. Play this card during turn. Playthiscardduring Automatically rally a unit, Automatically rallyaunit, 0 0 0 Add +2tothefirepower Take two turns in a row, Take two turnsinarow, even ifinclosecombat. skipping an opponent’s skipping anopponent’s of a unit after all other of aunitafterallother Long rangeat1hex. Move one of your units Move oneofyourunits Take one free action of Take onefreeactionof any costwith anyunit. Long range at 1 hex. Long rangeat1hex. Attempt to rally a unit Attempt torallyaunit passable forthisunit. AYG 1011 AYG 5011 AYG 1011 AYG 1011 AYG 5011 AYG 1011 not in close combat. not inclosecombat. before rolling dice. 2 hexes over terrain 2 hexesoverterrain Rapid Deployment Command Action Molotov the first turn. Stielhandgranate m24 Cost: 2 AP/CAP Cost: Cost: 0 AP/CAP Cost: Cost: 0 AP/CAP Cost: 0 AP/CAP Cost: 0 AP/CAP Cost: 2 AP/CAP Cost: 0 AP/CAP Cost: Cost: 0 AP/CAP Cost: Careful Aiming One RallyAttempt Anti-Tank Weapon Cost: 1CAP Swift Action Take ExtraTurn Automatic Rally One FreeAction Tellermine Move 2Hexes Follow Me! +2 Firepower Grenades Petrol Bomb Rally Up! Cocktail

• • • • • Tellermine (x1) • • • • • • Molotov Cocktail • • • • • • Grenades (x1) used byagroup. action istaken. This cardmaybe the useofthiscardbeforehisfirst an action. A playermustannounce Playing thiscarddoesnotconstitute actions, skippinganopponent’s turn. A playermaytaketwoconsecutive Swift Action (x2) be usedbyagroup. constitute anaction. This cardmay FP by2.Playingthiscarddoesnot Playing thiscardincreasesaplayer's Careful Aiming prohibited hexes. moving unit.Unitmaynotmoveinto units. Interveningminesaffect the immobilised, pinned,orstunned at nocost.Maynotbeusedon ones, maymoveupto2hexes Any unitorgroup,includinghidden Rapid Deployment(x2) separately. to rally. Eachattemptmustberolled Any unitorgroupmayrolltoattempt Rally Up!(x3) not usethiscard. have norallyoptionandthusmay rally. Certainvehiclehitcounters Any unitorgroupmayimmediately Follow Me! Command Action one actionat0cost. Any unitorgroupmayexecute All DMandCCmodifiers donotapply. Attacks atarget’s flankdefense. May notbepartofafiregroup. May onlybeusedat0range. of 2AP/CAP. attack vehiclesasanactionatacost German footunitsusethiscardto Terrain modifiersapply. Attacks atarget’s flankdefense. May supportafiregroup. No CCmodifiersat0range. penalty (longrange). May beusedat1rangewitha-2FP tack asanactionat0cost. Soviet footunitsusethiscardtoat- Terrain modifiersapply. Attacks atarget’s flankdefense. May supportafiregroup. No CCmodifiersat0range. penalty (longrange). May beusedat1rangewitha-2FP to attackasanactionat0cost. German footunitsmayusethiscard (x3) (x2) (x1) (x13)

. Card #10 Card #09 Card #03 Card #05 Card #04 Card #02 Weapon Cards

Bonus Cards any (see Air Bursts12.2). - Terrain modifiersapplyexceptforheavywoods - OBA attacksatarget’s flankdefense. each card. - The affected targethexpatternsareprintedon targeting inthepre-roundsequence. - A playermustnoteifhewillusesmokewhen the playersassetbyafirefight. - OBA Off-Board Artillery (OBA) AYG 1011 AYG 1011 6 surrounding hexes. 6 surrounding hexes. Artillery affectstarget hexand during nextpre-roundsequence. 6 surrounding hexes. Artillery affectstarget hexand during nextpre-roundsequence. sequence. Fire for effect sequence. Fireforeffect during thispre-round Plan artillerystrike sequence. Fireforeffect during thispre-round Plan artillerystrike 12 Result: 1= may attempt to modify the may attempttomodifythe 0 Place a hasty defense counter Place ahastydefensecounter 3 5 3 6 After anydieroll,aplayer 11 08 07 06 over any unit not engaged in over anyunitnotengaged in 0 2 1 2 the CAPs track for use this the CAPstrackforusethis An activated unit may roll An activatedunitmayroll 1D6 and add its result to 1D6 andadditsresultto result byrolling1D6. Mark any one enemy Mark anyoneenemy AYG 1011 AYG 1011 AYG 1011 AYG 1011 activated unit’sAPs. Experienced Sergeant Divisional Artillery Divisional Artillery Battlefield Confusion 122mm Howitzer m38 Cost: 0 AP/CAP Cost: Add 1D6 to an Add 1D6toan Frontline Officer close combat. unit asspent. 10,5cm Howitzer 18 Cost: 2 AP/CAP Cost: Cost: 0 AP/CAP Cost: Modify DieRoll Cost: 1CAP Cost: 2 APs Cost: - Seek Cover! Hasty Defense Mark asSpent round. 3, 2thru6= +1D6 CAPs +1D6 APs Luck! Playing anactioncardconstitutesaction.Cardspaidforwith APs mustbeplayedonthe

representoff-board resourcesavailableto

+

2.

122mm m.38FieldHowitzer Soviet Off-Board Artillery (x1) 10.5cm leFH18LightHowitzer German Off-Board Artillery (x1) roll hasbeenmade. turnaftera played duringaplayer’s constitute anactionandmaybe result. Playingthiscarddoesnot attempt tomodifyhisown A playermayplaythiscardinan Luck (x3)

the firefight’s startingCAP number. temporarily pushtheCAP totalover are addedonetimeonlyandmay them totheCAP track. These CAPs Roll 1D6foradditionalCAPsandadd placed onaunitinCC. vehicles). HastyDefensemaynotbe or spentunitgroup(including be placedonanyfresh,activated A hastydefensecounter(s)may Seek Cover! Frontline Officer number of APs theunitactivatedwith. now betemporarilyhigherthanthe unit’s AP track. The AP totalmay additional APs thatareaddedtothe An activatedunit Experienced Sergeant(x2)Card#07 may beplayedonhiddenunits. on agrouporoff-board units,but cards. This cardmaynotbeplayed of theround.ItmayuseCAPsand activate oruse APs fortheremainder side. The affected unitmaynolonger Flip anyoneenemyunittoitsspent Battlefield Confusion Action Cards Action (x2) rolls1D6for (x2)

(x2) Card#06

Card #12 diceroll cards are cards are Card #08 Card #11

then drawsanewcard. drawn atthebeginningofaround. The player Event Cardsareplayedimmediatelywhen AYG 1011 AYG 1011 AYG 5011 AYG 5011 Both players total and score Both playerstotalandscore The gameendsimmediately! within 2 hexes and in the LOS within 2hexesandintheLOS Reveal all hidden enemy units Reveal allhiddenenemyunits 40 30 20 13 41 1 1 0 0 2 a hexcontaininganun mid-game victory points. mid-game victorypoints. 4 thru5=2CAPs,6=3CAPs. 1 =0CAPs,2thru3=1 friendly unit that is not in friendly unitthatisnotin Remove an obstacle from Remove anobstaclefrom within onehexofanun Both players add up their Both playersadduptheir Immobilize an opponent’s Immobilize anopponent’s CAPs this round equal to the CAPs thisroundequaltothe Place a land mine counter Place alandminecounter After playing this card, After playingthiscard, vehicle for the rest of the vehicle fortherestof Objectives arespecified friendly unit not in close friendly unitnotinclose Resolve firefight event, Roll 1D6. Opponent loses Roll 1D6.Opponentloses then draw anew card. of thedesignated unit. in thefirefight setup. AYG 1011 AYG 1011 AYG 1011 AYG 1011 draw anew card. Obstacle-Clearing Wire, Roadblocks,Mines victory points. close combat. Cost: 1 AP/CAP Cost: 1 AP/CAP Cost: 0 AP/CAP Cost: 0 AP/CAP Cost: Cost: 2 AP/CAP Cost: Firefight Event Immobilize Vehicle See Firefight Setup Bogged Down See Firefight Setup See Firefight Setup Objective #1 Scout Teams Mine-Laying die result: die result: combat. Halt Order Reveal Enemy Sniper Fire round. Game Ends Place Mine CAP Loss Score - - hit hit hit hit

ends thegame. the carddeckandwhenpulled This cardissometimesmixedinto Game Ends(x1) event isresolved. firefight. Drawanewcardafter the pulled triggersaneventsetbythe mixed intothecarddeckandwhen The eventcardissometimes Firefight Event revealed atgame’s end. objective forthegame. The cardis secret usually definesaplayer’s one isdrawnrandomly. This card Objective cardsareshuffledand Objective 1-4(x4) after thescoringisresolved. set bythefirefight.Pullanewcard pulled, followthescoringinstructions is mixedintothecarddeck.When A firefightwilldictateifthescorecard Score (x1) units inCC. out ofenemyLOS.Cannotbeplacedby The minemaybeplacedashiddenif hex, butnotonanenemyoccupiedhex. available mineonitsownoradjacent unburdened footunitmaylayan A played ifinCCorbyagroup. Blocks andLandMines.Cannotbe Obstacles includeBarbedWire,Road one obstacle unburdened footunitmayremove Any fresh,activatedorspent Obstacle-Clearing (x1) Mine-Laying Scout Teams (x1) LOS oftheunityouchose. that arewithin2hexesandthe opponent mustrevealallhiddenunits Choose anyoneofyourunits. Your Roll 4-5=2CAPs63CAPs Roll 1=0CAPs2-31CAP this roundonly: Opponent loses group. This Cardmaynotbeplayedona counter isremovedatround’s end. enemy vehicle. The immobilization Immobilize any Bogged Down Sniper Fire fresh, activated or spent ny onefresh,activatedorspent EventCards (x3) counter fromitsownhex. (x1) (x1) one freshorspent (x1) CAPs immediately for CAPs immediatelyfor

Card #20 Card #41 Card #13 Card #40 Card #30 Unit Descriptions 18

41-43 40-42 40-43 40-42 39-43 39-43 39-41 39-43

41-42

39-42

39-45 39-45

39-45 x1 41-42

the most successful tank from the German PaK36, the from the German x1 obsolete by Operation Barbarossa, armored, the BT-7 was obsolete by was obsolete by armored, the BT-7 ajority of both armies were supplied by ajority of both armies were x1 KV2a support Buster” provided close The “Tank for the KV1a. Its main drawback was its slooow speed. OT-26 The soviets mounted a flamethrower on a T-26 . Short range modified m31 vulnerable. and light armor made the OT-26 x4 Light Tank T-26b Though this was the most numerous tank in the Soviet army during the first years of the war. x4 m40 Med Tank T-34a Considered series of WWII, it sported well-shaped and small size and great speed. thick armor, x2 m41 Med Tank T-34b T-34a The gun was upgraded from the and the overall design simplified to make manufacturing easier. x1 Heavy Tank T-35 heavy multi-turret tank, armed with 3 guns A and 5 MGs. Prone to break down and poorly armored, it fought to extinction in 1941. ZiS-30 Art. Mobile Hastily designed tank destroyers made by fitting an 57mm gun to a Komsomolets The early tractor - not a good gun platform. 57mm gun had many defects. F22 m36 76mm x1 F22 m36 76mm gun, it AT and AA both an Designed as sights and controls. It was had awkward in handling and performance. disappointing x2 Gun 45mm AT Upgraded was very versatile, firing 19-K L43 gun ammo. armor-piercing and high-explosive x4 Wagons A m outnumbered all other wagons. Wagons vehicles combined. x2 GAZ Trucks the Ford copy manufactured in Russia, A the workhorse for GAZ 2x4 wheel truck was the Soviets. Car x2 Armored BA-10 the BA- Used mostly for reconnaissance, good speed, a 45mm 10 had light armor, most The MG. turreted main gun, and a car in the war. produced heavy armored x2 Light Tank BT-7 Lightly 1941. Its design was a precursor of the T-34. x2 KV1a Heavy Tank The most powerful serial-made tank at the armor was its thick beginning of the war, almost impenetrable. 1 1 1 1 1 1 1 1 1 1 1 1

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19 15 14 11 19 13 11 15 11 11 11 12 14 10 18 12 20 12 16 17 10 15 13 14 12 12 14 12 8 8 9 7 8 8 9 8 5 7 0 8 8 T-35 BT-7 KV-2 OT-26 BA-10 ZiS-30 Wagon T-26 m39 T-26 T-34 m41 T-34 T-34 m40 T-34 KV-1 m40 KV-1 GAZ Truck 45mm m37 76mm F22 m36

5 7 5 5 8 5 4 5 6 3 3 6 9 6 2 6 - 7 3 - 5 5 6 6 4 6 5 3 5 0 4 7 2 7 6 4 6 5 -2 -2 10

43 -

39-41 39-43

39-42

39-45 42 39-45 nk, but proved tonk, but proved 39-41 41-42

x3 39-45

40-43

42-43

x4 41-42

x12

x2 39-42 x1 x1 ger I, this tank-destroyer was fitted äger I, this tank-destroyer with dreaded sub-machine guns. By war’s end, 34% of all Soviet hand weapons were comprised of SMGs. Inf Gun 76mm x1 The 76,2mm regimental gun M1927 was a soviet infantry support gun, and was issued to rifle and cavalry regiments. SMG/Rifle Squad The Soviets began to supply more men Maxim MMG Squad The model 1910 Maxim was heavy and cumbersome, but rugged and reliable. Mortar 50mm The 50mm light mortar proved to be too underpowered to have any great effect on the battlefield. Mortar 82mm x2 Most heavily produced Soviet mortar. Some had wheels affixed to the base for easier movement. Could fire indirectly and fire smoke. NKVD Squad x3 39-45 Security troops used for internal ‘order’, as well as anti-German fighting. Many fought ferociously during 1941. Rifle ‘41 Squad 10 men and officers armed with rifles. Though not as tactically trained as the Germans, they had greater firepower. S35(f) Somua Tank x1 41-44 S35(f) Somua Tank a 47mm captured French with A L42 gun, fitted with radio and cupola. Fought Army Group North as well as in Finland. with x1 41-42 Captured Tank T-34 The Germans thrived on captured equipment. were outfitted with radio T-34s The captured communications. to the PzIIc, but had added armor. to the PzIIc, but had added Panzer IIIj In an attempt to counter the devastating this upgraded tank was already T-34, obsolete when introduced. x2 Panzer IVe An infantry support tank that sported a short against soft targets. 7.5cm L24 gun effective Panzer IVf2 x1 Upgraded to a 7.5cm anti-tank gun, making it the new for the Germans, replacing the aging PzIIIs. x1 42-44 B2(f) Tank hull- captured French heavy tank, with its A mounted gun replaced by a flamethrower. x1 x1 Panzer 38t was a 3.7cm L48 gun This Czech tank with main battle ta slated to be a Panzer IIf x3 similar This reconnaissance tank was Panzer IIIe x2 battle Intended to be the main German proved to be tank, the puny 3.7cm gun tanks. useless against most Soviet Panzer IIIh with 5cm guns Pz IIIe tanks were retrofitted protect against and much thicker armor to tank. T-34 the be vulnerable and underpowered. be vulnerable and underpowered. with a Czech 47mm gun atop of a captured 47mm gun atop of a captured with a Czech R35 French tank. 41-44 PzJg 35R x1 for the disappointing replacement A Panzerj 1 1 1 1 1 1 1 1 1 1 1 1 1

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11 15 12 16 13 16 13 17 14 19 17 15 15 18 11 14 15 15 17 16 10 13 12 13 12 14 10 11 11 13 17 13 15 12 10 12 8 8 7 5 7 8 8 8 7 9 5 3 11 25 11 12 B-2 (f) Pz II F 2-10 Pz III E Pz IV E Pz III H 3-18 Pz IIIj #1 Pz 38(t) E NKVD 1-1 Pz IV F2 #1 Rifle ‘41 1-1 PzJg 35R(f) T-34 m40(r) T-34 Inf Gun m27 Somua S35(f) 82mm Mortar 50mm Mortar Maxim MMG SMG Rifles 1-1 SMG Rifles

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3 4 3 3 3 4 3 3 3 3 5 5 3 3 5 4 0 5 3 4 3 4 2 7 0 4 0 7 3 5 3 5 7 2 4 4 3 4 4 2 9 3 0 4 3 7 4 0 1 3 0 3 8 3 11 (

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39-45 Unit Counters from Awakening the Bear 2nd Edition 2nd Bear the Awakening from Counters Unit 39-42 39-45 39-45 41-42

39-42 39

x7 39-42

41-45 39-45 x3 39-45 x1

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äger units mounted the Pak36 trained squads of 8-10 men majority of both armies were supplied by heavy 8-wheel reconnaissance car armed SdKfz 251/1 APC x2 SdKfz 251/1 Heavy duty armored troop transporter that Armed with two could keep up with tanks. mounted LMG 34s. x1 SdKfz 232L A This is the late with a 2cm L55 autocannon. version with spaced armor front shield. DeMag D7 x1 gun mounted AT standard PaK38 5cm A on a light half-track chassis. Sometimes improvised armor was added to the front. Protze PaK36 x1 Many Panzerj gun directly on trucks, to increase AT 3.7cm its mobility. Wagons x3 Wagons A outnumbered horse drawn wagons. Wagons all other vehicles combined. x2 Truck/Opel The German army was lucky PaK38 x2 gun was too weak against AT This 5cm and KV tanks and T-34 the heavily armed was useful only at short ranges. FlaK18 88mm This anti-air gun was converted into one of anti-tank guns of the most effective It could penetrate any armor. the war. that assaulted fortified positions, laid mines and set traps. 7.62cm FK 297 the Germans and KV-1, T-34 stop the To used many captured soviet guns, here the gun. AT un-modified F-22 USV M39 PaK36 x2 The Germans were totally unprepared tank and the PaK36 3.7cm T-34 the Soviet of its armor. shells literally bounced off the 5cm mortars. Hunters x1 Tank man teams trained to assault tanks with Two bundled grenades (Geballte Ladung), mines and other improvized explosives. 7.5cm Inf Gun The short barrel leIG 18 light infantry gun was used for close infantry support against soft targets and fired high-explosive shells. Mortar 8cm x2 mortars Three man crews manned these They replaced which could fire indirectly. Pioneer Squad Specially rifles and some sub-machine guns. A squad sub-machine guns. rifles and some 34 unit below. included a LMG HMG 34 x2 39-43 made the A LMG 34 mounted on a tripod Mortar 5cm x2 to be The 5cm light mortar proved supplanted underpowered and was later by the 8cm mortar. Rifle ‘41 Unit Rifle ‘41 Unit armed with Seven men and officers Fed LMG 34 - Belt belt-fed ammo, the With the 200 round medium support weapon. MG very lethal and accurate. LMG 34 became the classic infantry LMG 34 became trucks when available. Most supplies were still transported by wagons. 2 1 1 + 1 1 1 1 1 1

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11 11 11 11 13 14 12 10 11 12 10 12 12 13 11 13 12 11 10 12 10 10 10 10 13 12 12 10 10 10 12 13 12 12 12 10 9 8 9 5 5 3 1 5 5 0 9 13 10 15 25 3-16 Wagon 2-10 HMG34 Pioneers Opel Blitz 5cm PaK38 LMG34 1-1 SdKfz 232 L SdKfz 251/1 8cm Mortar 5cm Mortar Tank Hunters Tank Rifle ‘41 1-1 88mm Flak18 3,7cm PaK36 7,5cm leIG18 Demag PaK38 Protze PaK36 7,62cm FK 297

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4 2 1 3 3 8 3 2 4 8 3 3 0 2 2 3 4 3 2 5 2 3 2 2 2 5 3 - 0 4 2 3 4 - 2 7 2 5 2 5 1 2 6 3 4 3 5 0 1 3 0 ( 1 3 12 - - Listed below are the unit names, number supplied in the game, years in active service and descriptions. Players that wish to create their own firefights can download a unit download a can their own firefights to create that wish Players and descriptions. in active service game, years in the number supplied unit names, below are the Listed time during a specific each other relative to historically they preformed based on how calculated abilities were stats and Note: Unit Designer's our website. list from point cost progresses. as the war often change games stats in different (relative) that a unit's series will notice Fans of the period. 19 Index Table Enter&Exit Destruction Fortifications Foot Units Flank Fire Flame Throwers Firepower (FP) Facing Exiting Game Event Cards Equalize Play Enemy Hexes Elevation Bonus Dice RollModifier Destroyed Units FromMortarFire Defense Value (DV) Defense Rating(DR) Critical Hit Cover fromVehicle Control Hex (CAP) Actions Command Combat Close Combat(CC) Casualties Cards CAP Adjustment Bunkers Bonus Cards Blind Spots-LOS Barbed Wire Backwards Move Attack Value (AV) Artillery Armored PersonnelCarrier / TanksArmor Arc ofFire(AoF) Air Burst Actions Action Points(APs) Action Cards reich und fruchtbar die Erde.

hielt Ernte Tod. der Im Felde,RusslandSept1941 “Kampf Osten” im Cards &Group Actions -8 Combat -6 Movement -5 Terrain &LOS-4 Game Structure&Turn Progression-1 Auf ihren Feldern Weit Weg, der ist Unteroffizier Rolf Werner 7.1,15.0 7.1,15.0 18.1.2 18.3.1 3.2.5 3.2.3 2.4.1 3.2.2 7.7.3 18.2 18.4 18.1 19.1 15.6 12.1 12.3 16.1 15.0 12.2 11.2 11.4 5.0 7.3 5.1 5.6 8.3 5.4 7.0 7.4 7.3 7.0 7.4 8.0 7.4 8.2 5.2 7.2 6.1 2.2 3.0 8.1 Pivoting Pioneers Pinned Pass Opportunity Actions Open ToppedVehicles Off-Board Artillery Obstacles New RoundInitiative TargetsMultiple Multiple Players Vehicle Hidden Foot Cautious Bonus Backwards Movement Mortars Mines Map Coordinates Load Unit/Gun Unitsdonotblock Elevation BlindSpots Line ofSight(LOS) Killed Units Initiative Immobilization Hits /Casualties Hills Higher ElevationBonus Hidden Units Hex Control Hasty Defense Rally Movement Firing Group Actions Game End Exit Game Index Table Rulebook Chapters 5.0,14.0 7.5,15.2 18.3.3 18.1.3 2.4.1 9.1.3 9.1.1 9.1.2 5.0.3 3.2.4 12.0 17.0 14.5 10.0 14.1 19.0 15.5 12.3 18.3 15.1 20.0 14.0 10.1 11.2 11.4 11.0 11.2 1.0 6.0 6.0 7.4 2.1 5.2 9.1 2.4 5.6 5.3 7.5 2.2 3.1 5.0 Wire Weapon Cards Water Movement Walls Victory Points(VPs) Victory HexControl VariableAPs Uphill Bonus (AP) Actions Unit Unburdened FootUnit Turreted Units Turns Trucks Trenches Transporting Towing Terrain APs Supplement Steep Terrain Stall Stacking Limits Spent Unit Solitaire Play Smoke Short RangeFire Shared Activation Setup -Game Self-propelled Guns Round Sequence Round Progression Congestion Roads Road Block Reverse Movement Reinforcements Short Samehex Long Range Rally Pre-Round Sequence rich and fruitful the Earth. andrich fruitful Death held its Harvest. Card &UnitDescriptions-17 Fortifications &Obstacles-14 Vehicles &Tanks -12 Mortars & Artillery -11 Hills -10 In theField,RussiaSept1941 “War East” the in Long is theLong Way, is Sergeant RolfWerner On her Fields Fields her On 5.2,14.4 18.3.1 18.1.1 18.3.2 5.0.2 2.5.2 3.0.1 3.2.1 7.5.1 7.7.2 5.0.1 7.7.2 7.7.3 7.7.1 15.4 16.0 17.0 14.5 20.2 13.0 15.4 14.2 11.2 11.1 8.4 4.0 2.5 3.0 1.1 2.2 4.0 2.2 3.0 9.0 1.0 2.2 2.3 5.5 7.7 7.6 2.0 Copyright ©2012 Academy Games Helena, OH43435419-307-2115 VP -Victory Point SPG -Self-propelledGun SoS -StormsofSteel SMG -Sub-MachineGun Pz -Panzer(Germantank) PoH -PriceofHonour Off-BoardOBA Artillery - NA -Not Accessible MMG -MediumMachineGun MG -MachineGun LOS -LineofSight LMG -LightMachineGun L1 -Level1Hill KIA -Killedin Action HMG -HeavyMachineGun HE -HighExplosive FP -Firepower (DV=DR+DM) DV -DefenseValue DR -DefenseRating DM -DefenseModifier CoH -ConflictofHeroes CC -CloseCombat CAPs -Command Action Points (AV =FP +2D6CAPs) AV AtB - Awakening theBear AT Gun APC - Armored PersonnelCarrier APs - Action Points AoF - AA -Anti-Air 2D6 -2Six-sidedDice 1D6 -1Six-sidedDie - Attack Value Conflict ofHeroes Awakening theBear! Arc ofFire Abbreviations - Anti-Tank Gun

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