PB2 Rules v2

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    Hasbro and its logo, Avalon Hill, and Panzerblitz are

    trademarks o Hasbro, Inc., 2009 Hasbro, Inc. Used

    under license. All Rights Reserved. Manuacturedand Distributed by Multi-Man Publishing, Inc.

    Series Rules v2.0

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    1.0 Introduction

    The WWII Russian Front game in the distinctive black and orange boxwas introduced to the retail market in 1970 by The Avalon Hill GameCompany (TAHGC). Originally designed as Tactical Game 3, anddistributed in Issue #22 o Strategy & Tactics Magazine (1969), PanzerBlitz took the gaming community by storm. TAHGC, soon ater S&T 22,acquired the rights to Tactical Game 3. They knew they had a winner ontheir hands, and pumped the supply chain ull o copies. It is estimatedthat over 300,000 copies o Panzer Blitz were sold over the print lie othe game, making it the most widely owned simulation board game in his-tory. Panzer Blitz also inspired the creation o two other games: PanzerLeader, which covered Western Front action in the last year o World WarII; and The Arab-Israeli Wars, which dealt with the more recent MiddleEast conicts.

    This iteration o Panzer Blitz-Hill is the result o many years o eortby many people. You may already be amiliar with the rich heritage ogaming that its parent game, Panzer Blitz, spawned. It is hoped that thisnew iteration o ast-paced, exciting tactical combined arms warare willengender a new era o games.

    1.1 Using the Rules

    It is suggested to read through the rules once - dont try to digest ingreat detail, just get the eel or them. Set up a Situation, and then walkthrough Section 3.0 Game Turn. You may not get all the nuances on thefrst pass, but hopeully you will get a eel or the mechanics o play, and

    with this in hand, reer to sections as needed.

    1.2 Rules Conventions

    1.2.1 When a Combat rule states that attack or deense actors are tobe halved and the combat involves multiple units, ractions aredropped ater all values are added or AT fre and retained or APfre.

    1.2.2 In all other cases where numbers are halved (i.e. movementpoints, ranges, etc.) remaining ractions are dropped.

    1.2.3 Words that describe key concepts o components o the gameare capitalized.

    2.0 Game Components and Scale

    2.2 Map

    The PB - Hill o Death game map is a representation o the terrain on

    which the historical battles depicted in the game took place. A hexagonalgrid has been superimposed over the map to regulate movement and toacilitate measurement o range or combat resolution.

    A our-digit number is printed in each hex. This number is used to directthe setup o the units or the situations, and to allow players to recordlocations o the units, as well as defning play areas.

    2.3 Playing Pieces

    The die-cut cardboard counters are the games playing pieces. Eachcounter represents a unit, an artifcial terrain marker, or a game unctionmarker.

    2.3.1 Units

    Each unit counter represents a battery, platoon, or hal-company-sizedmilitary unit o one o the combatant nations o World War II and is

    Table o Contents

    1.0 Introduction ................................................................................. 21.1 Using the Rules ...................................................................... 21.2 Rules Conventions................................................................. 2

    2.0 Game Components and Scale ................................................... 22.2 Map ........................................................................................ 22.3 Playing Pieces ....................................................................... 22.4 OPS Chits .............................................................................. 32.5 Game Scale ........................................................................... 3

    3.0 Game Turn .................................................................................. 33.1 Sequence o Play ................................................................... 4

    3.2 Victory .................................................................................... 44.0 Movement .................................................................................... 44.1 Details o Movement .............................................................. 44.2 Terrain Eects on Movement ................................................ 54.3 Transport and Passenger Units ............................................. 54.4 Amphibious Movement .......................................................... 6

    5.0 Line o Sight (LoS) ...................................................................... 65.1 General Rule .......................................................................... 65.2 Elevation and LoS ................................................................ 65.3 Obstacles ............................................................................... 65.4 Determining LoS .................................................................... 65.5 Inherent Terrain and LoS ....................................................... 75.7 Reciproci ty ............................................................................. 7

    6.0 Spotting ....................................................................................... 76.1 Spotting Conditions .............................................................. 76.2 Spotting Eects ..................................................................... 86.3 Spotted Status ....................................................................... 8

    7.0 Combat and Direct Fire ............................................................... 87.1 General Procedures ............................................................... 87.2 Determining the Type o Attack ............................................. 87.3 Target Selection ..................................................................... 87.4 Anti-Personnel (AP) Fire Resolution: .................................... 87.5 Anti-Tank (AT) Resolution ...................................................... 87.6 Die Roll Modifers .................................................................. 87.7 Combat Results and CRT ...................................................... 97.8 Opportunity Fire .................................................................... 97.9 Reaction Fire ......................................................................... 97.10 Assault Fire ........................................................................... 9

    8.0 Overruns ..................................................................................... 98.1 Overrun Attack Procedure ..................................................... 98.2 Overrun Attack Restrictions .................................................. 10

    9.0 Close Assault Tactics (CAT) ....................................................... 109.1 CAT Procedures ..................................................................... 10

    9.2 CAT Restrictions .................................................................... 1010.0 Panzer Blitz Assaults ................................................................ 10

    10.1 Panzer Blitz Assault Procedure ........................................... 1010.2 Panzer Blitz Assault Restrictions ........................................ 10

    11.0 Indirect Fire and Artillery Units .................................................. 1111.1 Artillery Request (AR) Markers ............................................ 1111.2 Forward Observers (FO) ..................................................... 1111.3 Indirect Fire Resolution ....................................................... 1111.4 Mortars ................................................................................ 1111.5 Pre-registered Hexes .......................................................... 11

    12.0 Smoke ....................................................................................... 1112.1 Smoke Firing Procedure ...................................................... 1112.2 Eects o Smoke.................................................................. 11

    13.0 Efciency ................................................................................... 1213.1 Recovering rom Disruption ................................................. 1213.2 Efciency Rolls .................................................................... 12

    14.0 Terrain ....................................................................................... 1214.1 Clear Terrain ........................................................................ 1214.2 Towns and Cities ................................................................. 1214.3 Roads ................................................................................... 1214.4 Woods .................................................................................. 1314.5 Swamp ................................................................................ 1314.6 Gullies, Streams and Rivers ................................................ 1314.7 Bridges and Fords ............................................................... 1314.8 Lakes, Oceans and Beaches ............................................. 1314.9 Slopes .................................................................................. 1414.10 Orchards ............................................................................ 14

    15.0 Artifcial Terrain and Posi tional Deenses ................................. 1415.1 Wrecks .............. ................ ............... ................ ............... .... 1415.2 Minefelds ............................................................................ 1415.3 Blocks ................................................................................. 1515.4 Improved Positions (IPs) ..................................................... 15

    15.5 Fortifcations ....................................................................... 1515.6 Hull-Down ........................................................................... 15

    16.0 Air Support ............................................................................... 1516.1 General Procedures ............................................................. 1616.2 Observation Aircrat ............................................................ 1616.3 Attack Aircrat Types............................................................ 1616.4 Anti-Aircrat Deense (AA) ................................................... 16

    17.0 Engineers ................................................................................... 1617.1 Clearing Mines...................................................................... 1617.2 Bridge Demolitions .............................................................. 16

    17.3 Blocks .................................................................................. 1717.4 Close Assault Tactics ........................................................... 1718.0 Play Notes ................................................................................. 1719.0 Designers Notes ....................................................................... 1720.0 Credits ....................................................................................... 17

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    color-coded or identifcation. Each units ability to attack, survive en-emy attacks, fre range, and movement capability is expressed by thenumbers and symbols printed on the unit counter. (See sample below)

    Most units are printed on both sides. The ront ace represents the unitat ull strength while the reverse represents the unit at step-reducedstrength, denoted by a yellow stripe.

    2.3.2 The printed inormation on the counters represents the ol-

    lowing:

    Attack AT (Anti-Tank) - Attack Strength used against Armored Targets.(7.5)

    Attack AP (Anti-Personnel) - Attack Strength used against Non-Ar-mored Targets. (7.4)

    Stacking Value - The black rectangles represents the number o Stack-ing Points the unit is worth. (2.3.5)

    Range - The maximum distance away (in hexes) that the unit can at-tack an enemy unit using its AT or AP Attack Strength (Exception: 7.2.4Long Range Fire).

    Example: A unit with a range o 8 could use its Attack Strength to at-tack an enemy unit that is 8 hexes away or closer, but could not attackan enemy unit 9 or more hexes away.

    Special Capability - This code shows what special capabilities theCombat unit has per the table below.

    Deense Strength - The ability o a unit to survive an enemy attack,expressed as a number o Deense Strength points. The number iscolor-coded to denote whether the unit is non-armored (red) or armored(black).

    Movement - The units movement allowance represents the maximumnumber o movement points (MP) the unit can expend in a single turn.The number is shown inside a colored shape, which denotes the move-ment mode the unit uses, as shown in the table below. Red UnderlinedMovement denotes overrun capability.

    2.3.3 Combat Units - Most unit counters in Panzer Blitz are Combatunits. Combat units are any unit with either or both AP and AT values.

    2.3.3.1 An Armored Fighting Vehicle (AFV) is a Combat unit that hasa silhouette o the vehicle, as well as either or both AT and AP attackvalues, and black (armored) deense strength.

    2.3.3.2 Inantry units have a silhouette o troops and have a red (nonarmored) deense value.

    2.3.4 Inormation Markers

    Inormation markers indicate artifcial terrain, or note a condition o ahex or the units in the hex.

    2.3.4.1 Unit Status Markers

    Spent/Disrupted: The counters with Spent/Disrupted +3 on oneside and are used to mark Combat units that have become Disrupteas a result o combat or have ailed to recover when making an E-fciency roll. (13.2)

    Spent: These counters are used to mark Combat units which havperormed an action during the current game turn.

    Disrupted: These counters are used to mark Combat units that adisrupted.

    Unspotted: These counters are used to mark units (or stacks ounits) that have not been Spotted. (6.0)

    2.3.5 Stacking

    Multiple Combat units may occupy the same hex at the same time. Th

    is called stacking. Units totaling no more than six (6) riendly StackinPoints may occupy a hex at any one time (Exception: Towns and Citie14.2).

    2.3.5.1 Artifcial Terrain Markers and Stacking

    All artifcial terrain markers are worth zero Stacking Points (Excep-tion: Wrecks 15.1)

    2.3.5.2 Transporting Units and Stacking

    When a unit transports another unit, the Passenger and Carrier areconsidered one unit or stacking purposes, using the stacking pointvalue o the Carrier unit. The transporting unit must have a stackingvalue that is greater than or equal to the Passenger unit.

    2.3.5.3 Violation o Stacking Limits

    Any hex that is ound to contain more than six Stacking Points isconsidered overstacked. I at any time, a hex is ound to be over-stacked, the opposing player may immediately choose and moveunits rom that hex into an adjacent, non-enemy occupied, enterablehex, until stacking limitations are met. Relocated units are markedwith a Spent/Disrupted marker. I they are already Disrupted, theysuer a step loss. I no such hex is available, the owning player mustimmediately choose which units to step-reduce or eliminate in orderto meet stacking requirements.

    2.4 OPS Chits

    The radius o an Op chit is the number listed on the ront o the counterOp0 only aects units in its own hex; Op1 aects units in the selectedhex and all units within one hex, etc.

    2.5 Game Scale

    Each hexagon (hex) on the HOD map represents terrain that is 250 yarrom side to opposite side.

    Each turn represents approximately fteen minutes o real time.

    All Combat Units represent ormations equal to a platoon, and are thereore not marked as such on the counters, as in most other wargames.

    3.0 Game Turn

    One game turn in Panzer Blitz consists o multiple separate and randomplayer Operations. An Operation (determined by a chit pull) will activata type o unit (i.e. Air unit), reinorcements or group o units within acertain area.

    Players randomly pull Operations chits rom a pool composed chitsbelonging to both players. The owning player then conducts Operationsas detailed in sections 3.1.2.1 thru 3.1.2.3. A chit pool is any opaquecontainer (i.e. coee mug) rom which chits can be randomly drawn.

    Unit FunctionCode Capability Identication

    IF Indirect Fire (11.0) Red Range Value

    AA Anti-Air (16.4) Blue Stripe behind Unit Name

    M Mortar (11.4) M superscript next to range

    C Carrier (4.3) on counter

    AMP Amphibious (4.4) Blue Superscript next to Movement

    OVR Overrun (8.0) Red Underlined Movement

    Movement Codes

    Unit Movement Mode Colored Shape

    Wheeled White Circle

    Tracked Trapezoid

    Leg Clear Circle

    Towed T/.. T/.

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    3.1 Sequence o Play

    The sequence o play is as ollows:

    1) Pre Operations Segment (3.1.1)2) Chit Pull Segment (3.1.2)

    a. Operations Chiti. Artil lery Request (11.1)ii. Fire (7.0)iii. Move (4.0)/Overrun (8.0)/Assault Fire (7.10)iv. CAT (9.0)/Panzer Blitz Assault (10.0)v. Recover Disrupted Units (13.1)

    b. Reinorcements Chit (3.1.2.3) Place units and Conduct Operations

    c. Air Support Chit (16.0) Place and/or conduct Air attacks3) Administration Segment (3.1.3)

    Each game turn has three segments:

    3.1.1 Pre-Operations Segment

    At the beginning o each turn the players assemble their OperationsChits as per Situation instructions and combine them in the Chit Pool.Also include in the Chit Pool any Reinorcement chits or that turn, ad-ditional Ops chits just entering the game (per the turn record track onthe Situation card), and Air Support chits. Place No Move counters,Clear/Set, or remove Minefelds, Blocks, etc.

    3.1.2 Chit Pull Segment

    Either player randomly and blindly draws a single chit rom the ChitPool. The player who owns the chit declares the Operations area(according to the radius number) by placing the chit on any hex in theplay area (thereby becoming the Phasing Player), or they may passperorming no action. In either case, the chit is not returned to theChit Pool but set aside with the other used chits. Players repeat thissequence until all chits are drawn. There is no limit to how many o oneor the other players own chits may be drawn consecutively. When thelast chit is drawn, the Chit Pull Segment is over. There are no actionsperormed or the last chit that is drawn, this is to create some Fog orWar. (Exception: 3.1.2.3)

    When an Air Support chit is drawn the owning player may place ormove their air support counter and conduct an attack with that Air sup-port unit or leave the air support marker in a hex to conduct opportunityfre at any enemy unit within its range.

    3.1.2.1 Operations

    Each Operations chit initiates what is essentially a mini-turn. The

    Phasing Player (the player who owns the chit) designates a hex asthe activation hex. The Operations Chit just drawn is placed in thathex to serve as a reminder. Any units that are within the eectiveradius o the Ops chit, and not currently marked Spent become activeand may conduct one o the ollowing Operations.

    1. Request Arti llery (marked No Move) (11.1)2. Perorm Direct/Indirect Fire (7.0)3. Move (4.0) (Exception: Forward Observer 11.2)

    a. Assault Fire (7.10)b. Overruncapable units Overrun (8.0)c. Inantry may use Close Assault Tactics (CAT) (9.0)d. Perorm Panzer Blitz (PB) Assault (10.0)

    4. Attempt to Recover rom Disruption (13.0)

    Operations may only be perormed in the sequence outlined in Section3.1 Sequence o Play.

    All units within a chits radius do not need to perorm the same actioneach may perorm dierent action types or no action.

    Ater conducting operations, mark units with a Spent or Spent/Disruptedmarker per the specifc Operation perormed. At the conclusion o theOperation, remove the Operations Chit and set it aside.

    3.1.2.2 Air Support Operations

    Ater playing the Air Chit, the Phasing Player places or moves any AirSupport and/or Observation Aircrat units on the board. The non-Phasing Player may conduct any Anti-Aircrat Fire (16.4). The Phas-ing Player may then resolve Air attacks.

    3.1.2.3 Reinorcement Operations

    Reinorcements (units not designated as at start) always enter thegame by the drawing o a Reinorcement Chit during an Operations

    Segment. Ater playing the Reinorcement Chit, the Phasing Playermay enter or place any and all scheduled reinorcements or the turn,under the conditions outlined by the Situation. Only the reinorcingunits may perorm normal Operations (3.1.2.1). I the Reinorcementchit is not drawn, then that chit is automatically used as the frst chitor the next turn (3.1.2). I the Situation-designated entry hex orreinorcements is blocked, then they may enter on any adjacent ac-cessible hex.

    Reinorcements entering the game across a range o hexes (i.e.North edge o the map) need not maintain proximity to each other,as i activated by a normal Op chit. They may enter individually onany hex(es) allowed by the Situation. The frst 6 stacking points (1-6)

    o units that enter the map into the same hex pay the terrain cost othat hex to enter it. The second 6 stacking points (7-12) o units toenter that hex must pay the terrain cost plus 1 additional movementpoint. The third 6 stacking points (13-18) to enter that hex must paythe terrain cost plus 2 additional movement points. Continue in thismanner (i,e. adding 1 additional movement point or every 6 additionalstacking points) until all the reinorcements or the turn have enteredthe map using that hex. Units entering the map into a road hex mayuse the road movement bonus.

    3.1.3 Administration Segment

    Perorm the ollowing steps in order:

    1. All Spent/Disrupted markers are replaced with Disrupted mark-ers.

    2. Remove all SMOKE 2 markers, and ip any and all SMOKE 1

    markers to their SMOKE 2 side.3. Remove all HE markers rom previous turns AR resolution4. All onboard artillery request markers are resolved (The owner

    o the last chit in the cup resolves their AR frst. All eects occursimultaneously).

    5. Players remove any Spent markers rom the board.6. Mark all eligible units with an unspotted marker.7. Finally, move the turn record marker ahead one turn.

    3.2 Victory

    Each Situation will defne a set o victory conditions that must be met orone side to win. I the stated side cannot meet these conditions in theallotted number o turns, then the other player has won.

    Some Situations will require that one side Control specifc hexes (strate-gic locations) in order to win. For a side to Control a hex they must havebeen the last player to have a non-Disrupted unit occupying that hex. It is

    not necessary to have a unit continuously occupy the hex.

    4.0 Movement

    During an Operation, ater placing Artillery Requests and conducting allFire Operations, a player may move any activated unit as outlined below.

    4.1 Details o Movement

    4.1.1 No enemy movement is allowed during riendly movement.

    4.1.2 A unit that is marked with a Spent, Disrupted, Spent/Disrupted, orFO (No Move) marker may not move.

    4.1.3 Each unit has a printed movement allowance which shows thenumber o movement points that unit may spend each turn. Unusedmovement points may not be saved or carried over rom one turn toanother. No unit may lend movement points to another unit.

    4.1.4 Units move one at a time (Exception: Transport and Passenger

    Units 4.3), tracing a path o movement through adjacent hexes, ex-pending movement points as they move. The player must complete themovement o one unit beore beginning the movement o another. Oncethe player has started moving the next unit, the moves o any alreadymoved units may not be adjusted.

    4.1.5 During a units move, the opponent may declare an OpportunityFire attack (7.8) against the moving unit. Once an Opportunity Fireattack has been declared, the moving unit must stop and the movingplayer may not change or otherwise adjust the movement o the unit.Ater resolution o the Opportunity Fire attack, the unit may continuemoving i it is not Disrupted and has movement allowance remaining.

    4.1.6 The distance a unit can travel is determined by its movement al-lowance and the cost to enter each hex. Each unit expends a number omovement points to enter each hex, based on the Terrain Eects Chart(TEC) and/or any Situation Note(SN).

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    4.1.7 Minimum Move - A unit that wishes to enter an adjacent enterablehex or which the entry cost o which would exceed the units entiremovement allowance, may enter that hex, provided the unit has notexpended movement points within its current hex (i.e. exiting an IP),and has not previously entered a new hex during that turn.

    4.1.8 Units may move through hexes containing other riendly units.Units may not, however, enter or move through a hex i such move-ment would violate stacking limits or that hex while the moving unit isin it. I the overstack is discovered ater the hex has been entered, theunit is moved back to the hex entered immediately prior to entering theoverstacked hex. Movement commences rom that location, with theunit having expended as many movement points as required to reach

    that point originally.

    4.1.8.1 Units may not pass through or enter hexes containing enemyunits. (Exception: Empty Transports 4.1.8.2)

    4.1.8.2 Units other than truck or wagon units may pass through or en-ter hexes containing only empty enemy truck or wagon units. In suchcases, the truck or wagon units in the hex passed through or enteredare eliminated.

    4.1.9 Any unit that exits the board may not reenter play unless other-wise indicated by SN.

    4.1.10 Once a unit has completed its movement, mark it with a Spentmarker.

    4.2 Terrain Eects on Movement

    Terrain movement costs are outlined in Section 14.0 and are summarizedon the TEC.

    4.2.1 Terrain costs or movement are cumulative. I a unit lacks su-fcient movement points to enter a hex, it may not do so. (Exception:4.1.7)

    4.2.2 Hexsides may also aect movement by adding movement pointexpenditures or prohibiting movement altogether when units attempt tocross the hexside.

    4.3 Transport and Passenger Units

    Those units designated as Carriers or their Special Capability havethe ability to transport non-vehicular units (i.e. inantry and guns). EachCarrier unit may be used to transport one or more units whose totalnumber o Stacking Points does not exceed the Carrier units capacity. ACarrier units capacity is equal to the Carrier units own Stacking Points.Example: A Truck worth 2 Stacking Points can transport any combina-tion o guns and inantry units that do not exceed 2 Stacking Points. This

    combined stack o transport and transported units count as 2 StackingPoints. (2.3.5.2) Also note that although one Carrier unit may be used totransport multiple Passengers, multiple Carrier units may not be used totransport a single Passenger unit.

    Towed units such as guns are denoted by a T/.. or T/. denoting the sizeo transport required. The number o dots designates the size o the gun:either light (single dot) or heavy (two dots). Guns are treated the same aspassengers in all other ways.

    4.3.1 Loading and unloading o Passengers takes place as part o themovement o the Carrier unit and takes place in the same hex as theCarrier unit. The Passenger need not be activated during that turn butis considered Spent ater being transported. The unit to be transportedmay not be marked with a Spent, Disrupted or Spent/Disrupted markerprior to being loaded.

    4.3.2 Depending on what type o unit they are carrying, it may cost

    a Carrier hal or all o its Movement Allowance to load or unload thePassenger(s). (See Unit Transport Table, 4.3.5) Obviously, i it takesall o its Movement Allowance, both Carrier and Passenger units mustbegin and end their movement in the same hex.

    4.3.3 When transporting Passengers that only cost hal o a CarriersMovement Allowance to load/unload, the Carrier may do any o the ol-lowing provided it does not exceed its movement allowance:

    a) Move and then load/unload orb) Load/unload and then move orc) Move and then load/unload and then move again.

    4.3.4 A Passenger unit cannot move by itsel, nor attack on the turn itloads/unloads. (Exception: Panzer Blitz Assault 10.0) The transportedunit is marked as Spent ater unloading.

    4.3.5 Unit Transport Table - The Carrier unit must pay movement costas outlined in the ollowing table:

    4.3.6 Passenger units suer the same combat result as the Carrier uni attacked while loaded. I a Disrupted result is obtained, then the Passenger must unload in the current hex and both Passenger and Carrieare marked Disrupted. I unloading violates the stacking limits (2.3.5.3then the Passenger unit is placed, by the opposing (non-owning) player, in an adjacent, non-enemy occupied, enterable hex. I no such hexexists, the passenger is step reduced or eliminated in order to get thestack within stacking limits o the hex. I more than one Passenger unis unloaded in this manner (by virtue o the same attack) in violation ostacking limits, the opposing player may choose which Passenger uni

    are to be placed in an adjacent non-enemy occupied enterable hex.I no such hex exists, the owning player must step-reduce/eliminatepassenger units in order to meet stacking requirements. (2.3.5.3) I astep-loss result is obtained as a combat result, then both the Passen-ger and the Carrier suer a step-loss (potentially doubling the step losin this situation).

    4.3.7 German, American, and Russian units have the ability to use theAFVs (tanks, assault guns, and tank destroyers, but not armored carsor sel-propelled artillery) to transport inantry units (not guns).

    4.3.7.1 Inantry being carried by AFVs may be attacked separatelyrom the AFV with no adverse aect to the AFV. Use a Red DeenseFactor o one (1) or the inantry i attacked separately in this mannerThe -1 or Opportunity Fire vs. Inantry is not applied.

    4.3.7.2 Inantry loaded as Passengers on AFVs do not modiy theDeense Factor o those AFVs, yet they suer the same result as theAFV i the AFV is attacked.

    4.3.7.3 I an AFV or its Passenger is Disrupted by an attack, the e-ects o 4.3.6 are ollowed. Any AFV Passenger unloaded in this ashion is also Disrupted, even i not specifcally targeted or that attack.

    4.3.7.4 Passengers being carried by AFVs and/or hal-tracks unloadas part o the movement cost paid by the Carrying unit when conducing a Panzer Blitz Assault. (10.0)

    4.3.8 A Carrier unit may not load Passengers i the Carrier unit or thePassengers are Disrupted.

    4.3.9 Units may never voluntarily unload in violation o stacking limits.(2.3.5)

    4.3.10 Opportunity Fire may be declared against either thePassenger(s) or the Carrier unit individually once a voluntary unloadinaction has been declared and the movement cost has been paid. Thisapplies whether the Carrier unit has moved or not.

    Transport TableTransport

    Type

    Passenger

    Type

    Load/Unload

    Costs1

    TruckLG

    2/Inf MA

    HG3

    All MA4

    Half-Track

    LG/Inf MA

    HG All MA

    British Carrier LG/Inf MA

    Wagon Any All MA

    AFV5

    Inf only MA

    Jeep6 Recon-Inf/

    LG only MA

    Motorcycle6 Recon-Inf

    OnlyAll MA

    1 Reects the movement point cost paid by the CARRIER unit to loadunload its units.

    2LG = Light Gun (less than or equal to 82mm) T/. 3

    HG = Heavy Gun (greater than 82mm) T/..4 MA = Movement Allowance. 5AFVs may only act as a Carrier as directed by the specifc nationalit

    rules. 6Unarmed Jeeps and Motorcycles cannot move without a passenge

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    4.3.11 Units being transported may not fre in combat, though the trans-porting unit may participate in Direct Fire (DF) and Overrun attacks(Also see Panzer Blitz Assaults 10.0).

    4.4 Amphibious Movement

    Some vehicles were capable o movement on both land and in waterobstacles (Lakes and Oceans (14.8) or Rivers (14.6)) or those defned bySN. Such vehicles, known as Amphibious vehicles, will have this abilitydenoted by the inclusion o a blue superscripted number (Aquatic Move-ment Rate) next to their movement point value.

    4.4.1 The Aquatic Movement Rate represents the speed at which anAmphibious vehicle can move in a water obstacle. Each water obstacledepicted on a map shall have the movement cost to enter listed in SN.I not specifcally stated by SN, then the cost is one aquatic movementpoint per water hex entered.

    4.4.2 Exiting a water obstacle will cost the vehicle twice the movementpoint cost o the hex being entered. Additional cost due to steep slopes,muddy banks, or other special terrain will be detailed in SN.

    4.4.3 Aquatic vs. Land Movement - The number o aquatic movementpoints available ater entering a water obstacle is equivalent to theproportional amount o remaining land movement points (ractionsrounded up).

    Example: I an Amphibious vehicle has 10 land and 3 aquatic move-ment points and enters an obstacle ater expending 3 land movementpoints, it would have 2 aquatic movement points remaining.

    Amount of Land MP used was 3 of 10, or 3/10

    The 3 Land MP already expended are worth 1 Aquatic MP because3/10 o 3 equals 1 (ater rounding):

    3/10 * 3 = 0.9 = (round up to) 1 aquatic MP used so ar, thus leaving 2Aquatic MP remaining or use.

    The same is true or vehicles exiting water obstacles. I the above ve-hicle used 2 o its 3 Aquatic MP it would have 3 Land MP remaining.

    Amount of Aquatic MP used was 2 of 3, or 2/3

    The 2 Aquatic MP already expended are worth 7 Land MP because2/3 o 10 equals 7 (ater rounding):

    2/3 * 10 = 6.66 = (round up to) 7 land MP used, thus leaving 3 LandMP or use.

    It would, o course, cost 2 or tracked and 4 or wheeled vehicles toenter an open ground hex since they would be crossing to a higherelevation.

    4.4.4 Not all bodies o water will be navigable by Amphibious vehicles.Non-navigable water obstacles will be noted in SN.

    5.0 Line o Sight (LoS)

    In Panzer Blitz, Line o Sight (LoS) is used to determine whether a unitcan see, and thereore attack another unit. A unit must have an unob-structed LoS to the unit it wishes to attack (unless using Indirect Fire11.0).

    5.1 General Rule

    Although a unit may have a LoS to an enemy hex, the enemy may still beUnspotted (6.0), and incurs an Unspotted penalty (6.2.3).

    I the LoS does not cross any hex or hexside containing a terrain depic-tion capable o blocking the LoS (i.e. an Obstacle), the LoS is consid-ered unobstructed. LOS may potentially be obstructed by an Obstacle intwo ways: by passing through any portion o the hex, possibly includingthe hex spine (See Inherent Terrain 5.5) or by passing through the actualdepiction o the terrain on the map (i.e. Woods).

    5.2 Elevation and LoS

    All mapboard hexes exist at one o six elevation levels, numbered Levels1 through 6. These elevations are dierentiated by colors, the darkestcolor being Level 1.

    5.2.1 Combat units are considered to be at the same elevation as thehex they occupy (Exception: Air Support 16.0).

    5.2.2 When more than one elevation exists in a hex, the elevationdepiction that encompasses the center dot o that hex determines thathexs elevation.

    5.2.3 A Slope is ormed wherever two elevation levels meet, and is de-picted on the map as in the below illustration. There is no Slope hex,

    rather the Slope is considered the meeting o diering elevations at themutual hex spine.

    5.3 Obstacles

    Certain terrain eatures are considered potential obstacles to LoS. Theseare denoted as such throughout section 14. I so denoted, they may blocka LoS that goes through them. 5.2)

    5.3.1 Combat units, game unction markers, and artifcial terrain mark-ers in a hex are not considered obstacles and thus do not block LoS(Exception: Smoke 12.0).

    5.3.2 Obstacle Height - Certain terrain eatures (Towns, Cities, Woods,Orchards, and Swamp) and counter contents (Smoke, etc.) add one tothe elevation level o a hex they occupy or LoS purposes. Example: aLevel 1 hex containing Woods is considered to be a Level 2 obstacle orany LoS tracing through the Woods depiction. A unit occupying such ahex would still be considered to be at Level 1.

    5.4 Determining LoS

    A straight line (use a string, edge o a card, or some other straight edge)between the center dots o two hexes is used to veriy LoS.

    5.4.1 Obstacle higher than both units

    An intervening elevation/obstacle higher in elevation than both unitsalways blocks LoS.

    5.4.2 Obstacle higher than one unitAn intervening elevation/obstacle equal in elevation to one unit andhigher in elevation than the other unit always blocks LoS.

    5.4.3 Obstacle lower than both units

    An intervening elevation/obstacle lower in elevation than both unitsnever blocks LoS.

    5.4.4 Obstacle is higher than the lower unit, and lower than the

    higher unit

    I one unit is in a hex that is at a higher elevation than the other unit,and there is an intervening elevation/obstacle that is higher than thelower unit but lower than the higher unit, then reer to the chart below.

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    5.4.5 - LoS Chart

    5.4.6 LoS between two adjacent hexes is never blocked (Exception:Gullies and Streams 5.6).

    5.5 Inherent Terrain and LoS

    Any terrain defned as inherent blocks LOS through any portion o thehex, including the hexsides. Examples o inherent terrain are Towns, Cit-ies, Swamps and Smoke. See individual terrain descriptions or a whichtypes o terrain are considered inherent.

    Orchards are a special case o inherent terrain which do not block LOSalong the hexspine unless a second orchard hex lies on the oppositeside o the hexspine, i.e. hexspines common to adjacent orchards blockLOS.

    LOS. See Example.

    Example Key: v = LoS is not blocked, X = LoS is blocked

    5.6 Gullies and Streams

    Units in a gully or stream hex (and not on a Bridge) are considered to bein the gully or stream and modiy the LoS rules slightly as outlined below.

    5.6.1 Units in gullies or streams are treated as i they are at the eleva-tion level o the hex or purposes o LoS i attacked by units in a hex atleast one elevation level higher than the gully or stream hex.

    5.6.2 Units in gullies or streams may Spot or attack and be Spotted/attacked by units at the same elevation level but not in a gully or streamonly i such units are adjacent to the gully/stream hex.

    5.6.3 Units in a gully/stream hex may Spot or attack and be Spotted/attacked by units in another gully/stream hex ONLY i the straight linedrawn between the two hexes crosses only gully/stream hexsides.Units in non-straight-line-connected gullies/streams may not trace Loto each other.

    A can see B, C, and D

    B can see A but not D or C

    C can see A and D, but not B

    D can see A and C, but not B

    5.7 Reciprocity

    Unless otherwise noted, all LoS are considered reciprocal. That is, i ariendly unit can trace a LoS to an enemy unit, that enemy unit also possesses a LoS to the riendly unit.

    6.0 Spotting

    While Line o Sight and Spotting are similar concepts, they provide dieing degrees o inormation about enemy units.

    Spotting an enemy unit, or stack, gives more accurate inormation asto precise unit location within the area defned by a hex, as well as unitcomposition. A player may DF on an enemy unit to which only Line oSight is possessed, but at a penalty (6.2.3) to reect the lack o in-creased intelligence that Spotting provides.

    The status o a unit as Spotted or Unspotted aects all attacks againsthat unit. By defnition, a unit is always considered Spotted unlessmarked with an Unspotted marker. Unspotted units can be attacked, suering a +4 DRM to all attacks until that unit qualifes as Spotted. Once

    a unit is Spotted by an enemy unit it is considered Spotted by all enemyunits.

    6.1 Spotting Conditions

    The ollowing section details the manner in which units are determined be Spotted.

    6.1.1 All units at the start o a Situation are considered Unspotted andmarked as such.

    6.1.2 A targets spotting status is always determined at the time an action is taken against it, be it an attack, targeting or Overrun, etc. For IFthe action is when the fre is resolved, not when the AR is placed.

    6.1.3 An enemy unit is considered Spotted i either o the ollowingcriteria is met:

    A non-Disrupted Combat unit (2.3.3) is adjacent to the enemyunit, regardless o the terrain the target occupies. (Exception:Units in Gully/Stream 5.6.3)

    A non-Disrupted Combat unit (2.3.3) has a valid LoS to theenemy unit and one or more o the ollowing conditions are met

    a. the enemy unit is in a City, Town, Woods or Swamp hex withinthree hexes o the Combat unit possessing LoS;

    b. the enemy unit is in a Orchard hex and within fve hexes o acombat unit possessing LoS;

    c. the enemy unit is marked with a Spent, Disrupted, or Spent/Dirupted marker;

    d. the enemy unit occupies a Clear hex regardless o the elevatiolevel, at a range o 20 hexes or less.

    LoS ChartHeight of Intervening obstacle

    relative to lower unit

    Unit Height

    Differential1 2 3 4+

    1 Blocks Blocks Blocks Blocks

    2 D Blocks Blocks Blocks

    3 2/3D 1/3D Blocks Blocks

    4 D D D Blocks

    5 4/5D 3/5D 2/5D 1/5D

    Unit Height Differential = Height of HIGHER of UNIT HEIGHT of LOWER UNIT

    Height of Intervening Obstacle: See 5.3.2

    xD = the fraction (x) multiplied by the whole distance (D) yields the furthestnumber of hexes (rounded down) an obstacle can be from the higher unit andstill allow a clear LoS. Obstacle must be equal to or less than this distance in

    hexes to have clear LoS.

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    6.2 Spotting Eects

    The ollowing take eect due to Spotted/Unspotted status:

    6.2.1 An Unspotted stack o units in a hex may not be inspected by theenemy player.

    6.2.2 Spotted and Unspotted units may be attacked as a combinedgroup but use separate die roll modifers (DRM) or DF resolution.

    6.2.3 Unspotted units receive a +4 DRM on the DF table.

    6.3 Spotted Status

    At the end o the current turn, during the Administration segment (3.1.3)all un-marked, (non-Spent, non-Disrupted, non-Labor, etc.) units in City,Town, Woods or Swamp hexes are marked with an Unspotted marker (inone o the conditions in 6.1.3 are met).

    7.0 Combat and Direct Fire

    There are several types o combat in the game. They are detailed inthe ollowing rule and include: Anti-Personnel Direct Fire (AP), Anti-Tank Direct Fire (AT), Indirect Fire (IF), Overrun (OVR), Close AssaultTactics (CAT), Opportunity Fire, Minefeld attacks, and Panzer Blitz (PB)assaults. The two DF procedures are detailed in this section, while theother types are explained in their own sections.

    7.1 General Procedures

    The ollowing details the procedures or conducting Combat:

    7.1.1 The Phasing Player declares and indicates which units will fre onwhich target(s) and announces the type o attack.

    7.1.2 Units may not split their attack strength amongst dierent targets.(Exceptions: 8.1.5; 9.1.7)

    7.1.3 All attacks must be made at the appropriate time during an Opera-tion (3.1).

    7.1.4 A player may not attack with any unit marked with a Disrupted,Spent, or Spent/Disrupted marker on it. (Exception: 7.9)

    7.1.5 A unit may only attack once per turn (Exception: 7.9). There isno limit to how many times a deending unit can be attacked in a turn,however, or each type o at tack (Direct Fire, Overrun, CAT, IF, etc.) aunit can only be the target once or each such attack type per Opera-tion (3.1.2.1).

    7.1.6 The attacking player determines i a clear LoS exists between allattacking unit(s) and the deending unit(s) as well as Spotted status. Ino LoS exists between an attacker and its declared target, the attack-ing unit does not participate in the attack. Any such unit is droppedrom an attack and is not marked Spent. I none o the attacking unitshave a LoS, then the attack does not take place. However, as long asone o the attacking unit(s) has a LoS, then the attack is resolved, andall participating units are marked Spent.

    7.1.7 I a deending stack contains both Spotted and Unspotted unitsonly one attack roll is made with each category o units using the ap-propriate DRM.

    7.1.8 A Natural die roll o 2 will always have the best result or thatcolumn.

    7.1.9 A Natural die roll o 12 always misses and has no eect on thedeending unit. The attacker is still marked spent.

    7.2 Determining the Type o Attack

    The ollowing instructs how to determine which type o attack the Combatis:

    7.2.1 Anti-personnel (AP) attack strength (red) is used against Non-Armored targets (red deense values) using the AP Fire line o theDirect Fire Table (DFT).

    7.2.2 Anti-tank (AT) attack strength (black) is used against Armoredtargets (black deense value) using the AT line o the DFT.

    7.2.3 Inantry (2.3.3.2) may only attack Armored units using CAT at-tacks or at hal attack strength when conducting Reaction Fire versusOverrunning Armor (8.0).

    7.2.4 Long Range Fire: Inantry type units can fre one hex beyond theirprinted range value at hal frepower.

    7.3 Target Selection

    The ollowing details which units may or must be attacked in a Combat:

    7.3.1 Non-Armored Units: The attacker may choose any combinationo non-Armored units in the deending hex as a target(s). (Exceptions:Fortifcations 15.5, Deenders occupying Woods 14.4, or Towns andCities 14.2.) Any units within that hex that are not selected are not a-ected by the DF combat results.

    7.3.2 Armored Units: The attacker may only attack a single armoreddeender (Exception: Overrun (8.1.3) and CAT (9.1.5)).

    7.3.3 Transported Units: A unit being transported by a Carrier classunit deends with the transporting units Deense Strength and Class

    and suers any result the transporting unit suers. An inantry unittransported as a rider on an AFV (any non-Carrier class unit) may beattacked separately rom the transporting unit and deends with a nomi-nal, non-Armored (red) Deense Strength o 1.

    7.4 Anti-Personnel (AP) Fire Resolution:

    The attacker sums up the values o all attacking units with a clear LoS todetermine the Final Attack Strength. The deender sums up the deensevalues o all deending units to determine the Final Deense Strength.The Final Attack Strength divided by the Final Deense Strength tocalculate the Combat Odds Ratio. Round ractions/odds in avor o thedeender

    Example: Odds o eleven to our (11:4) reduces to two to one (2:1);seven to our (7:4) reduces to three to two (3:2). The attacker then rollstwo dice, and applies all Direct Fire DRMs as well as Range Modifers.Cross-reerence the fnal modifed die-roll with the Combat Odds Ratioon the DFT to obtain a result. Once combat is resolved, all attackingunits are marked with a Spent marker.

    7.5 Anti-Tank (AT) Resolution

    The Final Attack Strength or DF Armored combat is the highest AT valueo the attacking units modifed by +1 or each additional attacking ATunit. The Deense Strength o the target unit is subtracted rom the FinalAttack Strength and a Combat Dierential is calculated.

    Example: Three units with AT attack values o 2, 2, and 3 attack anArmored target with a deense strength o 2. The attackers highest valueAT actor is 3, so the attack strength o the combined units is 5 (3 or thehighest unit, plus one point or each o the two other units present in theattack). The 5 attack value minus the deenders 2 gives a Dierential o3.

    The attacker then rolls two dice, and applies all Direct Fire DRMs as

    well as Range Modifers. Cross-reerence the fnal modifed die-roll withthe Combat Dierential on the DFT to obtain a result. Once combat isresolved, all attacking units are marked with a Spent marker.

    7.6 Die Roll Modifers

    7.6.1 I equal to or greater than hal o the units within the attackinggroup qualiy or a die roll modifcation, then that modifcation applies tothe entire group. Example: To qualiy a group o attackers or the HeightAdvantage DRM, at least hal o the attacking units must qualiy or themodifcation or the group does not qualiy.

    Example: Three units attack a single tank. One attacks rom range 4(+1), one attacks rom range 7 (+2), and one attacks rom range 10(+3). At least hal the units do suer a +2 or better modifer so the DRMwould be +2 or range.

    7.6.2 I equal to or greater than hal o the units within the deending

    units qualiy or a die roll modifcation, then that modifcation applies tothe entire group.

    7.6.3 By the above rules, groups o attacking and deending units mayqualiy or both positive and negative modifers. Such modifers arecumulative, and may cancel each other out.

    7.6.4 The combat die roll is modifed by two sets o modifers: thoseound on the Direct Fire Dice Roll Modifers table and the Range Modi-fers table, both ound on the player aid card and on the map.

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    7.7 Combat Results and CRT

    The Combat Results Table (CRT) is used to resolve all types o combatexcept Anti-Aircrat combat. (16.4) The possible results are:

    Attack has no eect on the deender.

    D The deender(s) is Disrupted. Place a Spent/Disrupted marker ontop o the deending unit(s).

    DD Any deenders that were already Disrupted beore the attack su-er a step-loss. All deenders suer disruption and are marked with aSpent/Disrupted marker.

    #X The deender must remove the (#) number o unit steps rom the

    target units. Each step loss is ulflled by either ipping a ull-strengthunit or removing a reduced unit. All targeted units must take an equalamount o step losses i possible. All other remaining targeted unitssuer a DD, i.e. already disrupted the units take a step loss. Finally allremaining targeted units are marked Spent/Disrupted.

    Example: Two disrupted British Mechanized Inantry platoons, deense14, are sitting in a woods hex. The Germans attack with three PxKW IVIIs with a height advantage, or an AP strength o 21. The odds ratio onthe AP table is 21:14 which is 3:2. The German player rolls a 5 which ismodifed by -2, -1 or deender being disrupted and -1 or attacker heightadvantage, or a fnal die roll o 3. The result is an X. The British playermust reduce one platoon to satisy the 1X result and the other remain-ing platoon suers a DD and is thereore reduced. Both British units, tworeduced platoons, are marked Spent/Disrupted.

    7.8 Opportunity Fire

    7.8.1 Opportunity Fire diers rom DF in that it takes place only whilethe Phasing Players units are moving. The non-Phasing Player stopsthe Phasing Player during any point o the units movement to an-nounce Opportunity Fire attacks by any unit that would be eligible toconduct a DF attack. The attack is resolved beore any urther move-ment is conducted.

    7.8.2 Opportunity Fire Modifers

    Opportunity re vs. a unit using Road Movement Bonus receivesa -1 DRM.

    Opportunity re vs. a moving vehicle receives +1 DRM. Opportunity re vs. infantry in open receives -1 DRM.

    7.8.3 Ater an Opportunity Fire attack is declared, all attacking units areidentifed. The LoS or each attacking unit is then checked. I the LoSor any unit is blocked, that unit may not contribute to the attack and isnot considered to have fred.

    7.8.4 In a given Operation, a moving unit may be attacked any numbero times by Opportunity Fire but only one attack can be perormed perhex entered.

    7.8.5 Loading and unloading Passengers counts as movement or Op-portunity Fire purposes (Exception: Panzer Blitz Assaults 10.0)

    7.8.6 Units that use Opportunity Fire are marked with a Spent marker.A unit may only Opportunity Fire ONCE per turn, and may not laterparticipate in DF, or any other oensive combat.

    7.9 Reaction Fire

    All units in the target hex o an Overrun (8.0) or Close Assault Tacticsattack (CAT, 9.0) may perorm a single Reaction Fire versus attackingunits in one hex immediately prior to the Overrun or CAT attack beingconducted regardless o status. Reaction Fire is a orm o DF and issubject to the rules and restrictions o DF, with the ollowing cumulativemodifcations:

    a. Inantry AT values are halved (7.2.3).b. I the Reaction fring unit is Spent or Disrupted, their attack

    strength is halved (non-compounding eect, i.e. not halved twiceor Spent/Disrupted).

    c. I hal or more o the Reaction fring unit steps are Disrupted, thestack suers a one-column shit to the let on the DFT.

    d. Range is considered to be 1.e. Units deending against Reaction Fire receive TEM or the hex in

    which they are located (exception IP).. All applicable DRMs apply.g. I a unit is subject to both an Overrun attack and a CAT (whether

    separately or via a Panzer Blitz Assault), the unit may reactionfre against both the unit(s) conducting the Overrun Attack andagainst the units conducting the CAT, assuming the deendingunit survives the Overrun Attack.

    7.9.1 Any unit Disrupted as the result o Reaction Fire may not partici-pate in the Overrun or CAT attack.

    7.9.2 A unit that is not Spent or Disrupted, is marked Spent ater theconclusion o their Reaction Fire against an Overrun CAT attack.

    7.10 Assault Fire

    Assault fre is allowed only or AFVs (2.3.3.1).

    7.10.1 AFVs using Assault Fire may move up to hal o their movementallowance and still attack using Direct Fire.

    7.10.2 AFVs using Assault Fire suer a two-column shit to the let onthe Direct Fire Table

    7.10.3 Assault Fire completes the units movement and fre action. Thaunit is marked with a Spent marker.

    8.0 Overruns

    Overrun attacks are special attacks that can be made by Armored unitsonly, and are made during the Phasing Players movement. In these at-tacks the attacking vehicles attempt to overwhelm an enemy position atvery close range. Only activated, armored units identifed as capable oOverrun attacks (red under-lined movement actor) may participate in aOverrun attack.

    8.1 Overrun Attack Procedure

    The ollowing shows the proper procedure to execute an Overrun attack

    8.1.1 All activated units intending to Overrun move as outlined in theMovement rules (4.0) during the Phasing Players movement. These

    units must stop their movement adjacent to an enemy occupied hexand are marked with an Overrun marker(s). As each participating unitmoves adjacent to the target hex, it must expend 2 movement pointsplus the movement point cost to enter the hex to be Overrun, and isplaced beneath the Overrun marker. I a unit does not have sufcientremaining movement points or is Disrupted by Opportunity Fire, it maynot perorm an Overrun attack and is placed above the Overrun markeand marked Spent or Spent/Disrupted as appropriate. The Overrun attack is resolved immediately ater all units involved in the Overrun havmoved adjacent to the target o the overrun.

    8.1.2 Ater the resolution o any Reaction Fire (7.9), the attacker as-signs Overrunning units to deenders using the ollowing criteria.

    8.1.2.1 All deending Non-armored units must be attacked as a combined deense using DF rules.

    8.2.2.1 Any deending armored units must be attacked singly using

    DF rules.8.1.3 I more than one attacking unit is involved in the Overrun attack,the attacking units may be assigned to attack dierent types o units.When there are multiple attacking units, no attacking units may splittheir attack values among dierent types o deending units.

    8.1.4 I there is only a single attacking unit, that single attacking unitmay (attackers choice) split its attack equally (dropping all ractions) teach relevant value or each deending type o unit(s).

    8.1.5 Overrun Reaction Fire: One Overrunning hex is subject to Reaction fre. (7.9)

    8.1.6 The attack is resolved using the DF combat resolution methods.One die roll is used to resolve both types o combat i both attack typeare made versus a single hex, with appropriate DRMs applied to thedie roll or each type o combat.

    8.1.7 The Overrun attack receives a net -2 DRM (-1 or Overrun, and -

    or range 1). Additionally Inantry being overrun in Open terrain sueran additional -1 DRM (net DRM -3)

    8.1.8 The results o the attack are applied normally.

    8.1.9 I, as a result o an Overrun attack, all deending units in a hex areliminated, any or all Overrunning units may move into the target hex.Stacking limits must be met immediately ater such movement and beore the resolution o any other Overruns. There is no additional movement point cost. Because there is no movement cost associated withthis movement, it does not trigger Opportunity Fire. Units participatingin the Overrun may continue to move (and may even Overrun again) ithey have remaining movement allowance.

    8.1.10 I an armor unit that starts adjacent to a target cannot Overruna hex due to the 2 additional movement point cost, that unit may Over-run the adjacent hex as long as the Overrunning unit could enter thathex using normal movement, no road bonus, but suers a +1 die roll

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    modifer per additional movement point required or a normal Overrun.The Overrunning unit may move no urther and is marked Spent uponresolution o the Overrun.

    8.2 Overrun Attack Restrictions

    The ollowing section contains various restrictions on Overrunning units.

    8.2.1 Attacker Restrictions

    There are certain restrictions on attacking units participating in anOverrun attack:

    8.2.1.1 All o the units involved in an Overrun attack must move one

    ater the other, ollowed immediately by the resolution o the attackater the last unit has moved. Once the frst attacking unit is moved,only other units involved in the attack may move until that attack isresolved.

    8.2.1.2 All attacking units must have a LoS to the target hex beoremoving, and at least one unit in the target hex must have been Spot-ted beore any o the attacking units have moved.

    8.2.1.3 Overrunning units may not use Road Movement bonus inthe Movement in which they conduct the Overrun attack. This alsoprecludes the use o roads to negate other terrain costs.

    8.2.1.4 All o the units involved in an Overrun attack must be Overruncapable as defned above.

    8.2.1.5 AFVs may not carry passengers into an Overrun attack. (Ex-ception: 10.0 Panzer Blitz Assault).

    8.2.1.6 Overrunning units may originate rom dierent hexes and

    enter/exit the Overrun attack through dierent hexes, but the Overrunmust be combined into one attack event.

    8.2.1.7 Units conducting an overrun may not overrun an enemy unitadjacent to a bridge rom a bridge hex or bridge hexside

    Example: A unit in 4114 may not pass through 4315 to Overrun a unitin 4316. I the target was in 4317 it would be permissible to use thebridge. A unit starting in 4106 could overrun via 4105-4104 to a targetin 4203 because the bridge would not actually have been crossed.

    8.2.2 Target Hex and Terrain Restrictions

    There are certain restrictions to Overrun attacks based on the targethex and terrain within it:

    8.2.3 An Overrun attack may not be initiated against units in a Woods,Town, City, or Swamp hex.

    8.2.4 An Overrun attack may not be initiated against units in a hex witha Minefeld, Block, Fortifcation counter, Gully, or non-enterable terrain.

    8.2.5 No hex may be the target o an Overrun attack more than once ina single Operation. Mark the Overrun hex with an OVR marker.

    9.0 Close Assault Tactics (CAT)

    CAT attacks represent inantry only attacks at close quarters in whichthey attempt to overwhelm an enemy position. This oten includes hand-to-hand combat.

    9.1 CAT Procedures

    The general procedures or CAT attacks are as ollows:

    9.1.1 Units move one at a time as per normal movement rules. Uponcompletion o each units movement, i that unit is participating in a CATattack, the player must declare their intent and mark the unit with a CATmarker.

    9.1.2 Each CAT attack is resolved at the end o movement.

    9.1.3 All attacking units must be adjacent to the deending hex, havingexpended one or less movement points.

    9.1.3.1 Units in an Improved Position (IP) must spend 1 MP to exit thatIP in order to execute a CAT attack. I at the conclusion o the CAT at-tack, the attacking unit does not advance into the CAT target hex, theattacking unit may re-enter the IP position just exited.

    9.1.4 Ater the resolution o any Reaction Fire, the attacker may thenselect which type or types (AP or AT) o units to be attacked.

    9.1.5 All deending units o a given type must be attacked as a com-bined deense using the DF rules (7.0).

    9.1.6 I more than one attacking unit is involved in the CAT attack, theattacking units may be assigned to attack dierent types o units. When

    there is more than one attacking unit, no attacking units may split theirattack values among dierent types o deending units.

    9.1.7 I there is only a single attacking unit, that single attacking unitmay (attackers choice) split its attack actors in hal (dropping all rac-tions) applying the relevant value to each deending type o unit(s).

    9.1.8 CAT Reaction Fire: One hex containing attacking CAT units issubject to Reaction fre. (7.9)

    9.1.9 Combat odds/dierence are determined as in DF and resolvedon the DFT with all applicable DRMs. CAT attacks receive a -3 overallDRM (-1 or CAT, -2 or range 0).

    9.1.10 I at least one Engineer unit participated in the attack, an ad-

    ditional -1 DRM is applied.

    9.1.11 I armor is attacked in a town or city hex, an additional -1 DRM isapplied.

    9.1.12 One dice roll is used to resolve both types o combat i both at-tack types are made versus a single hex.

    9.1.13 Advance Ater Combat

    I, as a result o CAT attack all o the deending units are eliminated,any attacking units that participated in the CAT attack may move intothe target hex and occupy any IP or Fortifcation. Stacking limits mustbe met immediately ater such movement and beore the resolution oany other CAT attacks. There is no movement point cost or this move-ment; thereore it does not trigger Opportunity Fire.

    9.2 CAT Restrictions

    The ollowing restrictions apply to all CAT attacks.

    9.2.1 A unit that was a Passenger at any time during Movement cannotparticipate in a CAT attack (Exception: 10.0).

    9.2.2 A unit that uses Road Movement during the Movement can-not participate in a CAT attack. (This also precludes use o Roads tonegate other terrain costs.)

    9.2.3 A unit in a Minefeld hex cannot participate in a CAT attack.

    9.2.4 A CAT attack may not be made against a unit in a Minefeld hex.

    9.2.5 CAT attacks may not be made across a bridge i that bridge isimpassible.

    10.0 Panzer Blitz Assaults

    Panzer Blitz assaults are a style o Blitzkrieg warare, where inantryunits riding on armored fghting vehicles (AFVs) and hal-tracks CAT at-tack hexes immediately ater the Carrier units have Overrun them.

    10.1 Panzer Blitz Assault Procedure

    Inantry units riding on armored fghting vehicles or in hal-tracks mayunload adjacent to the enemy hex in the hex occupied by the transport-ing unit at no cost in movement points. The AFV or hal-track unit(s)must then conduct an Overrun attack on the hex, ollowed by the un-loaded inantry making a CAT attack, which is immediately resolved.

    10.1.1 Panzer Blitz assaults must be declared beore the frst participat-ing unit conducts its movement.

    10.1.2 Like other Passengers, inantry riding on AFVs during a PanzerBlitz assault have a Deense Strength o 1 and may be attacked sepa-rately rom the transporting unit until the moment they unload. (Excep-tion: Inantry riding on hal-tracks may not be attacked separately romthe hal-tracks.)

    10.1.3 Inantry in hal-tracks use the armored deense value o the

    transporting unit.10.1.4 Stacking limitations must be observed at all times during theconduct o a Panzer Blitz assault. Any units ound in violation mustapply 2.3.5.3

    10.1.5 I the AFV or hal-track units eliminate all the enemy units in thetarget hex, the transported inantry can still advance (with or withoutthe armor) even though they did not perorm a CAT attack.

    10.2 Panzer Blitz Assault Restrictions

    In all other respects the restrictions, procedures, and movement costs oOverruns and CAT are ollowed.

    10.2.1 Only German and Russian inantry may Panzer Blitz assaultrom AFV units. Any nationality may Panzer Blitz assault rom hal-trackCarriers. Panzer Blitz assaults are not allowed rom non-Overrun-capable units.

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    11.0 Indirect Fire and Artillery Units

    Indirect Fire (IF) represents the use o artillery fre delivered rom reararea units at long ranges. Forward Combat units that are directly observ-ing the target oten call in this type o fre. IF also represents close-sup-port mortar fre rom attached units. The unit executing an IF attack is notrequired to have a clear LoS to the target, but i they do not have a clearLoS, then a Spotter is required. Only units that have an IF (red rangenumber) or M shown as their Special Capability may conduct IF attacks.

    11.1 Artillery Request (AR) Markers

    Indirect Artillery attacks are a two-step process. First each attack is

    requested by a Forward Observer (11.2) during an Operation (ArtilleryRequest) and, second, the attack is resolved during the Administrationsegment o the same turn.

    11.1.1 To request Indirect Artillery fre, the Phasing Player places an ARmarker on the desired hex. The type o mission requested is deter-mined by the reverse side o the AR marker and is either an HE ora normal IF attack using High Explosive, or Smoke or requesting aSmoke attack. (12.0) The type o marker selected at the time o requestdetermines the type o attack to be resolved. AR markers are placedwith AR side up.

    11.1.2 Restrictions on AR Placement

    There are three restrictions on where the AR markers may be placed:

    a. A spotter or FO (11.2) who is allowed to spot or the artillerypiece must have a clear LoS to the target hex (but any enemyunits in the target hex dont necessarily have to be Spotted).

    b. The target hex must be in range o the artillery unitc. Neither the artillery unit nor the unit spotting or it may bemarked with a Spent or Disrupted marker at the time o ARplacement.

    11.1.3 Onboard attacking units are marked with a Spent marker whenthe attack is declared.

    11.2 Forward Observers (FO)

    Forward Observers are Combat units that are capable o directly observ-ing a target.

    11.2.1 Forward Observers (FO) can be any Inantry type units or thosedesignated by SN.

    11.2.2 FO units are ree to conduct DF but may not move, participate inCAT, or participate in Panzer Blitz attacks in the turn in which they actas a FO. Mark the FO unit with a No Move marker, which is removed at

    the end o the turn.11.2.3 A Spent unit may not act as a FO.

    11.2.4 Using a unit as a FO does not cause the unit to become Spentor Spotted.

    11.2.5 Each AR requires a separate Forward Observer.

    11.2.6 The elimination or disruption o an FO does not stop the IF at-tack.

    11.3 Indirect Fire Resolution

    IF is resolved in the Administration segment o the current turn in whichthe AR Marker was placed. Resolve IF as ollows:

    1. Determine Accuracy (11.3.1)

    2. Resolve the Attack (11.3.2)

    11.3.1 Accuracy

    Artillery Request markers may become scattered and/or drit. Todetermine i they do, roll two dice or each AR marker placed and reerto the Indirect Fire Scatter Chart to obtain the results. Add appropriatemodifers.

    11.3.2 Resolution

    The hex with the AR marker is now attacked with IF, and the attackstrength is applied separately, with its own dice roll, against each unit inthe target hex using the Anti-Personnel or Anti-Tank Combat Proce-dures. The results o these attacks are applied individually, as they oc-cur. (Note: An X result only aects targeted units in the hex, non-targetunits are not aected by the DD) I the result o one IF attack disrupts aunit in the target hex, that unit is considered Disrupted or the resolutiono any ollowing IF attacks that turn.

    Example: A Mortar (M) unit uses IF against a hex within its rangecontaining 2 inantry units and an AFV, the units in the hex having beespotted by a FO. To resolve, the Mortar attacks the hex three times -twice using AP against the inantry units, and once using AT.

    11.3.3 Residual Eects o HE

    Ater resolving an HE attack on a hex through IF, place an HE markeron the hex (ound on the reverse side o the Block marker). This markstays in place until the beginning o the next Administration segment.Units attacking rom a hex with an HE marker in place suer a +1 to alDirect Fire

    11.3.4 Multiple Firing Units

    Normally, each Indirect Firing unit has its attack resolved separately.However, in certain cases, multiple IF attackers may combine theirattacks into one attack. In order to do this, the IF units must be in thesame or adjacent hexes and they must use the same FO. The combining o attack actors is calculated as in DF. (7.0) Multiple O-boardartillery may not be combined into one attack.

    11.3.5 Cancellation

    An IF attack may be cancelled either voluntarily or involuntarily duringthe Phasing Players Administration segment, beore any adjustmentsor resolution, by simply removing the AR marker.

    11.3.6 Involuntary Cancellation

    I at any time between the Artillery Request marker placement and the

    resolution o the IF attack the participating attacking unit(s) is Disrupt-ed, takes a step loss, or is eliminated, the attack is cancelled and thecorresponding AR marker is removed.

    11.3.7 SMOKE: Some units are allowed to fre SMOKE instead o anormal IF attack. (See Smoke, 12.0)

    11.3.8 Sel-Observed Indirect Fire: An artillery unit with a red rangenumber may direct its own fre i it can trace a LoS to a SPOTTED unitwithin 6 hexes. The attack is resolved using DF resolution (7.0) im-mediately.

    11.3.9 All units that conduct IF are marked with a Spent marker.

    11.4 Mortars

    Mortars (Combat units with a Special Capability o M) are, in all re-spects, treated as artillery; with two exceptions:

    11.4.1 Mortars that can trace a direct LoS to a target within its range

    may attack that target with DF.11.4.2 Mortars using a FO as a spotter resolve their IF immediatelyduring Step 2-a o the sequence o play; that is, with no delay betweenthe Artillery Request and the resolution o the attack. All other rulesregarding IF still apply.

    11.5 Pre-registered Hexes

    Situation Notes may allow a player to select a number o hexes aspre-registered hexes. These hexes are considered to have been underobservation or considerable time beore the Situation, and artillery hasbeen registered to fre on these hexes. This gives some benefts to the attacks.

    11.5.1 IF attacks against pre-registered hexes are resolved immedi-ately as requested, during Step 2-a o the sequence o play - similar tomortars. The requirements or placing an Artillery Request marker arethe same as normal IF, and the fre is resolved normally.

    11.5.2 Pre-registered hexes are available by SN only or in Do-it-Your-sel Situations.

    12.0 Smoke

    Certain artillery units have the capability to fre a Smoke concentrationwhen using IF. These units are identifed with an S symbol or by SN.

    12.1 Smoke Firing Procedure

    Smoke attacks are handled in exactly the same manner as normal IFattacks except or the ollowing:

    12.2 Eects o Smoke

    Smoke counters stay on the board, and are in eect or two game turns

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    12.2.1 When an unscattered Smoke counter is frst placed, it is placedwith its Smoke 1 side showing, while scattered smoke is placed withits Smoke 2 side showing. During the Administration Segment o everyturn, all SMOKE 2 counters are removed and all SMOKE 1 counters areipped to their SMOKE 2 side.

    12.2.2 Smoke counters are an Obstacle to LoS and are consideredInherent Terrain. They are considered to be obstacles at ALL elevationsand LoS can NEVER be traced through them, regardless o elevation.

    12.2.3 Smoke counters may not be placed in All-water, Swamp or Situ-ation defned River hexes.

    12.2.4 Units in a Smoke hex are considered to be in a non-Clear hex

    or spotting purposes. (i.e. Units can see into smoke hexes and attackunits therein.)

    12.2.5 Entering a smoke hex cost 1 extra movement point per hex.

    12.2.6 All DF into a SMOKE hex receives a +1 DRM on the DFT. All freoriginating rom a SMOKE hex suers a +2 DRM on all fre tables.

    13.0 Efciency

    Efciency represents a combination o many things: training, coordina-tion, cohesion, quality o leadership, and morale o the ormations fght-ing in the Situation. Each side in a Situation is given an Efciency Ratingrom 5 (Green) to 9 (Elite). This rating aects a players ability to recoverunits rom disruption, and perorm various other game unctions.

    13.1 Recovering rom Disruption

    During an Operation, the phasing player may attempt to recover Dis-

    rupted units by making a Recovery roll. The Phasing Player rolls two diceor each Disrupted unit within the range o the Ops chit drawn. I the dieroll is less than or equal to the Efciency rating o the unit, the recoveryattempt is successul.

    If the unit was Disrupted (not Spent/Disrupted), they becomeresh and the Disrupted marker is removed rom the unit.

    If the unit was marked with a Spent/Disrupted marker and recov-ers, then the unit is marked with a Spent marker.

    If the unit fails its Recovery roll, it is marked with a Spent/Dis-rupted marker (i not already so marked).

    13.1.1 Units may not attempt to recover during an Operation in whichthey become disrupted.

    13.1.2 Units that are marked Spent/Disrupted receive a +3 on theirRecovery rolls.

    13.1.3 Units in terrain with a positive DRM to DF receive a -1 on theirRecovery rolls. (Exception: IPs and Hull Down markers do not count asterrain or this rule)

    13.1.4 Catastrophic Result - Any unit that rolls a natural die roll o 12(double-six) while trying to recover rom disruption takes a step-lossand is marked Spent/Disrupted. I the unit is already reduced, it iseliminated instead.

    13.2 Efciency Rolls

    To perorm certain actions, a unit may be required to pass an EfciencyRoll. By passing the roll, the unit may perorm the action. (Section15.4.3.1)

    14.0 Terrain

    The map boards are a two-dimensional representation o a three-dimen-sional area. The various types o terrain aect movement, line o sight,spotting, and combat, and various other actors, explained below.

    14.1 Clear Terrain

    Clear terrain consists o any hex devoid o other terrain or artifcial terraineatures.

    14.1.1 Movement: All wheeled vehicles pay a cost o 2 movement pointsto enter Clear hex. All other units enter a Clear hex at a cost o 1 move-ment point.

    14.1.2 Stacking: No eect.

    14.1.3 LoS: No eect.

    14.1.4 Overrun: No eect.

    14.1.5 TEM: No eect.

    14.1.6 CAT TEM: No eect.

    14.1.7 Spotting: To be spotted, an enemy unit must be within 20 hexes

    (30 hexes or an Observation Aircrat)

    14.1.8 Target Selection: No eect.

    14.1.9 Artifcial Terrain: No eect.

    14.2 Towns and Cities

    In game terms, a Town hex is any hex with urban terrain (i.e. buildings)represented in brown. A City hex is any hex with urban terrain (i.e. build-ings) represented in black.

    14.2.1 Movement: Entering a Town/City hex rom an adjacent Town/City hex or rom a hex using the Road movement bonus costs move-ment point. Otherwise it costs 1 movement point to enter a Town/City

    hex.

    Units may not use the Road bonus rate through City/Town hexes on thesame turn they conduct an Overrun attack.

    14.2.2 Stacking: City hexes have the same stacking limit as otherhexes, but all vehicle units in a City/Town hex count as double theStacking Points. (E.g. A ull strength Vehicle platoon counts as TWOull strength platoons.)

    14.2.3 LoS: Town and City hexes are considered a Level One obstacleto LoS.

    Town and City hexes are considered Inherent Terrain. (5.5)

    14.2.4 Overrun: Overrun attacks may not be executed against units ina Town or City hex.

    14.2.5 Terrain Eects Modifer (TEM): Town hexes give deendersa +2 DRM against all attacks. City hexes give deenders a +3 DRM

    against all attacks.14.2.6 CAT TEM: CAT attacks rom City hexes against vehicular unitsin City hexes receive an additional -1 DRM.

    14.2.7 Spotting: To be spotted an enemy unit must be within threehexes (5 or Observation Aircrat)

    14.2.8 Target Selection: Attacking units must select a single targettype. I an armored type unit is chosen, then only one armored unitcan be attacked. (See 7.3.2) I a non-Armored unit is chosen, then allnon-Armored units in the hex must be attacked as one target.

    Example: A Town hex is occupied by two inantry and one armoredunit. The attacker must attack either BOTH inantry together or the ar-mored unit. The attacker may not target a single inantry unit; rather,both must be selected.

    14.2.9 Artifcial Terrain: No eect.

    14.3 RoadsUnits traveling along Roads do so at the Road movement cost regardlesso other terrain in the Road hexes traversed. Units may thus enter hexescontaining Prohibited terrain as long as entry o those hexes qualifesas Road movement as outlined below. Roads do not alter the deensiveeects o other terrain in a hex.

    14.3.1 Movement: Units may reely switch between Road and non-Road movement, as long as such a switch would not violate entry intoprohibited terrain.

    14.3.1.1 All units expend movement point per Road hex while usingRoad movement. A unit is considered moving along the Road i itenters the Road hex crossing a hexside that is also crossed by theRoad that is being utilized.

    14.3.1.2 Units entering a Road hex through a non-Road hexside orthat wish to switch rom one road to another non-connected road in

    the same hex must pay the movement cost o other terrain in the hexin addition to any costs or the hexside crossed and is not consideredto be moving along the Road.

    14.3.2 Stacking: No eect.

    14.3.3 LoS: No eect.

    14.3.4 Overrun: Units may not use road movement bonus in the Opera-tion in which they conduct and Overrun attack.

    14.3.5 TEM: No eect.

    14.3.6 CAT TEM: Units may not use road movement bonus in the Op-eration in which they conduct and CAT attack.

    14.3.7 Spotting: No eect.

    14.3.8 Target Selection: No eect.

    14.3.9 Artifcial Terrain: Units may not use Road movement costs to en-

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    ter hexes containing Blocks or Fortifcations. Entering a Minefeld usingRoad movement does not negate the Minefeld attack.

    14.4 Woods

    Units in Woods hexes are subject to the ollowing restrictions.

    14.4.1 Movement: The movement cost or wheeled units to enter aWoods hex rom a non-Woods hex is 3 movement points. Tracked unitspay a movement cost o 2 movement points. Leg units pay a movementcost o 1 movement point.

    14.4.1.1 Wheeled units may not enter a second Woods hex rom aninitial Woods hex unless it is using Road movement.

    14.4.1.2 Tracked units may enter a second Woods hex rom a non-road Woods hex only by expending their entire movement allowance.

    14.4.2 Stacking: No eect.

    14.4.3 LoS: Woods are considered a level one obstacle or LoSpurposes, and are not Inherent Terrain. For Woods to block LoS, thestring stretched between the two hexes must pass through the Woodsdepiction.

    14.4.4 Overrun: Overrun attacks may not be executed against units ina Woods hex.

    14.4.5 TEM: Units deending in a Woods hex receive a +1 DRM to thecombat die roll or all non-IF attacks. Inantry (Leg), Truck, and Wagonunits in a Woods hex deending against IF attacks receive a -1 DRM tothe combat roll, all others receive a +1 DRM.

    14.4.6 CAT TEM: No eect.

    14.4.7 Spotting: To be spotted, an enemy unit must be within threehexes (fve or an Observation Aircrat).

    14.4.8 Target Selection: I the target is an armored type unit, then onlyone armored unit can be attacked. (See 7.3.2) When attacking non-Armored targets, all non-Armored units must be attacked as one unit.

    Example: A Woods hex occupied by two inantry and an armor unit.The attacker must attack either BOTH inantry or the armor. The attack-er may not target a single inantry unit; rather, both must be selected.

    14.4.9 Artifcial Terrain: No eect.

    14.5 Swamp

    Units in Swamp hexes are subject to the ollowing restrictions.

    14.5.1 Movement: No vehicle unit (tracked or wheeled) may enter orexit a Swamp hex except when using Road movement.

    The movement cost or inantry units to enter a Swamp hex is all o theirmovement allowance per hex entered. (In other words, one hex perturn.)

    14.5.2 Stacking: No eect.

    14.5.3 LoS: Swamp hexes are considered a level one obstacle to LoS.Swamp hexes are considered Inherent Terrain. (5.5)

    14.5.4 Overrun: Overrun attacks may not be made against units de-ending in a Swamp.

    14.5.5 TEM: Non-vehicular units deending in a Swamp hex receive a+1 DRM to the combat roll.

    14.5.6 CAT TEM: No eect.

    14.5.7 Spotting: To be spotted, an enemy unit must be within threehexes (fve or an Observation Aircrat).

    14.5.8 Target Selection: No eect.

    14.5.9 Artifcial Terrain: No eect.

    14.6 Gullies, Streams and Rivers

    Gullies, Streams, and small Rivers are oten characterized by steep-sided meanders and silted bottoms. Further, they orm depressions andsupport heavy vegetation oering excellent concealment. While notalways exceptionally swit, the depth o slow moving waters makes mostStreams unordable by vehicles.

    Deep Streams: Units in Deep Stream or River hexes may not conduct anattack in any manner.

    14.6.1 Movement

    14.6.1.1 Gully Movement: The movement cost to enter a Gully is thesame as other terrain in that hex. The contiguous Gully-to-Gully costis 1 MP.

    The movement cost to exit a Gully is an additional 2 movement poinor wheeled vehicles and an additional 1 movement point or all oth-ers. This cost is in addition to any terrain costs or the hex entered.

    14.6.1.2 Stream Movement: The cost to enter or exit a stream hexwhile not crossing the stream hex side is the same as other terrain inthat hex. The cost to cross a stream hexside is all o a units move-ment points.

    14.6.1.3 Deep Stream Movement: Only oot units may cross a DeepStream hexside, expending all their movement points.

    14.6.1.4 River Movement: No unit may enter a scenario-defned Rivehex except using Fords or undestroyed Bridges unless the unit is

    Amphibious.14.6.1.4.1 River Hexsides: Hexside water obstacles can be Situa-tion defned as rivers and have the same limitations as Rivers, seesection 14.6.1.4. Hexes containing situation defned river hexsidesare not considered river hexes, their type is determined by the hexcenter dot.

    14.6.2 Stacking: No eect.

    14.6.3 LOS:

    14.6.3.1 Gullies and Streams only aect LoS as in section 5.6. How-ever, other terrain in their hex may aect LoS.

    14.6.3.2 Treat units on River hexes as in Clear terrain or LoS pur-poses.

    14.6.4 Overrun: No eect.

    14.6.5 TEM: Units deending in a Gully, Stream, or Deep Stream hex

    (and not on a Bridge) receive a +1 DRM rom any attack. (Exception:Minefelds 14.2).

    14.6.6 CAT TEM: No eect.

    14.6.7 Spotting: No eect.

    14.6.8 Target Selection: No eect.

    14.6.9 Artifcial Terrain: No eect.

    14.7 Bridges and Fords

    Permanent and temporary Bridges and Fords are equivalent to Clear terain or all purposes, except as defned below.

    14.7.1 Movement: For purposes o movement, Bridges and Fordsare considered as other terrain in the hex I any Roads through themare unusable or Road rate purposes due to the presence o WrecksBlocks or other units then use o road rate is not allowed. Units maychoose either road rate or normal rate to cross a bridge.

    14.7.2 Stacking: No eect.

    14.7.3 LoS: No eect.

    14.7.4 Overrun Bridges may be crossed while moving towards an Overun, but a bridge may not be in the last hex entered beore the unitsbeing overrun. (See 8.2.1.7)

    14.7.5 TEM: Any hex containing a destroyed Bridge is considered to bthe defned Stream type or River as defned by SSR or a normal Streahex i not defned.

    14.7.6 CAT TEM: CAT attacks may NOT be made across Bridge hexei the bridged obstacle is impassable.

    14.7.7 Spotting: No eect.

    14.7.8 Target Selection: No eect.

    14.7.9 Artifcial Terrain: No eect.

    14.8 Lakes, Oceans and Beaches

    Units in Lake, Ocean, or Beach hexes are subject to the ollowing restritions.

    14.8.1 Movement

    14.8.1.1 Lake and Ocean Movement: Lake and Ocean hexes mayonly be entered by Amphibious vehicles and those units being transported by Amphibious vehicles or landing crat.

    14.8.1.2 Beach Movement: The movement cost or wheeled vehicleunits to enter a Beach hex is 3 movement points and 2 movementpoints or tracked vehicles. Leg units pay a movement cost o 1 movment point.

    14.8.2 Stacking: No eect.

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    14.8.3 LoS: No eect.

    14.8.4 Overrun: No eect.

    14.8.5 TEM (Beach): Units deending in a Beach hex receive a -1 DRMrom any attack. (Exception: 14.2.3 Minefeld attack).

    14.8.6 CAT TEM: No eect.

    14.8.7 Spotting: No eect.

    14.8.8 Target Selection: No eect.

    14.8.9 Artifcial Terrain: No eect.

    14.9 Slopes

    Slope hexsides have the ollowing characteristics.

    14.9.1 Movement: Any unit crossing a Slope hex side to arrive at a hexwith a center dot at a higher elevation by any means other than usingRoad movement rate must pay an additional cost in movement points.Wheeled units pay an additional 2 movement points and Tracked unitspay an additional 1 movement point. Inantry units pay no additionalmovement cost. This is in addition to any other terrain costs or enteringthe hex.

    Note: The Churchill tank and its variants do not pay additional move-ment points to cross a Slope. This includes Churchills, Avres, andCrocodiles.

    14.9.2 Stacking : No eect.

    14.9.3 LoS: Slope hexsides block line o sight when that line o sightpasses along (but not across) the Slope depiction.

    14.9.4 Overrun: No eect.

    14.9.5 TEM

    14.9.5.1 Height Advantage: Any attack, using DF mechanics, in whichthe fring unit has a height advantage over the deender receives a -1DRM.

    14.9.5.2 Height Disadvantage: Any DF Fire attack in which the frer isat a lower elevation than the target receives a +1 DRM.

    14.9.6 CAT TEM: No eect.

    14.9.7 Spotting: No eect.

    14.9.8 Target Selection; No eect.

    14.9.9 Artifcial Terrain: No eect.

    14.10 Orchards

    Units in Orchard hexes are subject to the ollowing restrictions.

    14.10.1 Movement: The movement cost or Wheeled units to enter anOrchard hex is 2 movement points. All other units pay 1 movementpoint.

    14.10.2 Stacking: No eect.

    14.10.3 LoS: Orchards are considered a level one obstacle or LoSpurposes and block LOS through any part o the interior o the hex,not the hexside unless the hexside is common to two adjacent orchardhexes. (See 5.5.3)

    14.10.4 Overrun: No eect.

    14.10.5 TEM: Units in an Orchard hex deending against DF, Close As-sault, and Overrun attacks receive a +1 DRM to the combat roll. Thereis no modifer or IF.

    14.10.6 CAT TEM: No eect.

    14.10.7 Spotting: To be spotted, an enemy unit must be within fve

    hexes (fve hexes or an Observation Aircrat).14.10.8 Target Selection: No ee