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<ul><li>Until moved or destroyed, Zeroed-In units take fire at +1 in future rounds.</li></ul>
<ul><li>Until moved or destroyed, Zeroed-In units take fire at +1 in future rounds.</li></ul>
<li>Cross-hair markers are not cumulative</li>
<li>Cross-hair markers are not cumulative</li>
</ul>
====Combat Engineers====
<ul>
<li>4 Infantry figures</li>
<li>Ignore all terrain Battle dice reductions in Close Assault</li>
<li>In wire, may battle out at -1 die ''and'' still remove the wire</li>
<li>In minefield, ''must'' clear the mines instead of battling</li>
<li>If ordered on ''Infantry Assault'', may move 2 hexes and remove wire or clear mines</li>
</ul>
</ul>



Revision as of 02:36, 18 April 2022

GAME TURN

  1. Play a command card
  2. Order Announce all units you intend to order, within the limits of the command card played.
  3. Move Move ordered units.
  4. Battle Battle one ordered unit at a time. Select target and:
    1. Check range and line of sight
    2. Check potential terrain effects
    3. Resolve battle
  5. Draw a command card

PLAY A COMMAND CARD & ORDER

Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order.
Units on a hex straddling sections may be ordered from either section.
Only those units that are issued an order may move, battle, or take a special action that turn.

MOVE

Move units one at a time and only once per unit per turn. Movement for one unit must be completed before moving the next unit.
An ordered unit does not have to move.
Two units cannot occupy the same hex.
Units may not move onto or through a hex occupied by a friendly or enemy unit.
Individual figures of a unit always stay together and move as a group.

  • Infantry - Move up to 1 hex and battle or 2 hexes and not battle. Special Forces (except French Resistance) may move up to 2 hexes and battle.
  • Armor - Move up to 3 hexes and battle.
  • Artillery - Move up to 1 hex or battle.

BATTLE

Resolve battles one at a time and only once per unit per turn. One unit’s battle must be completed before the next battle. An ordered unit does not have to battle.
Casualties do not affect a unit’s battle effectiveness.
A unit attacking an adjacent unit is in close assault.
A unit attacking a unit more than 1 hex away is firing at that unit.
A unit adjacent to an enemy must close assault that unit if it chooses to battle; it cannot fire on a more distant enemy.

Range and hit dice rolled

Infantry 3 2 1
Armor 3 3 3
Artillery 3 3 2 2 1 1

Line of sight

All units require line of sight (LOS) to the enemy except artillery. Draw a line between the centres of the hexes; LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment.

Resolving battles

The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted. For each hit scored 1 figure is removed from the target unit. When the last figure is removed place it on one of the medal stands on the attacker’s side of the board.

  • Infantry (2 sides of dice) - HIT: Score 1 hit on infantry.
  • Armor - HIT: Score 1 hit on armor.
  • Grenade - HIT: Score 1 hit on infantry, armor or artillery.
  • Star - MISS: This is a miss, unless used in a limited number of tactical command cards.
  • Flag - RETREAT: After all hits and casualties have been resolved, for each flag rolled the target unit must move one hex back towards its side of the battlefield.

RETREATING

Terrain has no effect on retreat moves; however impassable terrain cannot be moved through. A unit may not move onto or through a hex with any other unit in it.
If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move.
Some obstacles allow some units to ignore the first flag rolled against them.

TAKING GROUND & ARMOR OVERRUN

An ordered infantry unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.
An artillery unit may not take ground.
An armor unit may take the ground and claim an armor overrun combat. It may move into the vacated hex and then battle again. If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.
A unit may take ground again after a successful overrun combat, but may only make one overrun combat per turn.
All battles, close assault and overrun combats must be completed before the next unit may battle.

SPECIAL FORCES

Use Special Forces badge tokens to indicate which units are Special Forces.
French resistance - Forces start with 3 figures per unit. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
Elite armor - Units start with 4 tank figures.

TERRAIN TYPES

The terrain help cards summarize the effects of terrain. Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain. When an obstacle is on a terrain hex, only the best of the battle dice reductions matters.

Beaches

  • Maximum movement onto beaches is 2 hexes
  • No combat restrictions
  • Taking Ground and Armor Overrun remain possible
  • Do not block line of sight

Bunkers

  • Attacker: Infantry -1 die*, Armor -2 dice*
  • Infantry may move in and battle
  • Impassable by Armor & Artillery
  • Original owner's units may ignore 1 flag
  • Artillery in bunker may not retreat, must take loss instead
  • Bunkers have 360° arc of fire
  • Block line of sight
  • *Protects original owner's units only

Forests

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • Block line of sight

Hedgerows

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • To enter or take ground, unit must stop on adjacent hex, may still Take ground
  • Block line of sight

Hedgehogs

  • Infantry may move in or through and battle
  • Impassable by Armor & Artillery
  • No combat restrictions
  • Infantry in hedgehogs may ignore 1 flag
  • Do not block line of sight

Hills

  • Attacker: Infantry -1 die*, Armor -1 die*
  • No movement restrictions
  • Block line of sight (except from adjacent contiguous hills at same height)
  • *Only applies to units battling from below

Oceans

  • Maximum movement in ocean is 1 hex
  • Unit cannot battle when in ocean
  • Unit cannot retreat onto ocean
  • Do not block line of sight

Rivers & Waterways

  • Impassable, except over bridges
  • Do not block line of sight

Bridges

  • No movement restrictions, unless the bridge is destroyed
  • No combat restrictions
  • Do not block line of sight, unless stated otherwise in Special Rules

Sandbags

  • Attacker: Infantry -1 die*, Armor -1 die*
  • If occupant leaves, remove sandbags
  • Occupant may ignore 1 flag
  • Do not block line of sight
  • *When on countryside or beach hex only

Cliffs & Sea Bluffs

  • Attacker: Infantry -1 die*, Armor -1 die*
  • Moving up from/down on beach hex is a 2 hex move for Infantry
  • Armor/Artillery may not move up/down from the beach
  • Cliffs only - Infantry may not Take ground from the beach
  • Treat as normal hill from inland side for movement and battle
  • Treat as normal hill from both sides for retreat
  • Block line of sight (except from adjacent contiguous hills)
  • *Only applies to units battling from below

Sea Wall

  • Attacker: Infantry -1 die*, Armor -1 die*
  • No movement restrictions
  • If initial occupant leaves, do not remove sandbags
  • Unit behind Sea Wall may ignore 1 flag
  • Does not block line of sight
  • *Only protects units behind Sea Wall

Steep Hills

  • Attacker: Infantry -1 die*, Armor -1 die*
  • Some scenarios may designate hills as being steep
  • Movement up onto steep hill is a 2 hex move
  • Movement down hill, or from hill to hill, is a 1 hex move
  • Block line of sight (except from adjacent contiguous hills at same height)
  • *Only applies to units battling from below

Towns & Villages

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Wire

  • Unit moving in must stop and may move no further on that turn
  • In wire, Infantry battles out at -1 die
  • Infantry may remove wire instead of battling
  • Armor removes wire and may still battle
  • Does not block line of sight

Airfields

  • When Air rules are in effect airplanes may take-off from, or land on, Airfields
  • No movement restrictions
  • No combat restrictions
  • Do not block line of sight

Barracks

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Cemeteries

  • No movement restrictions
  • No combat restrictions
  • Unit may ignore 1 flag
  • Do not block line of sight

Churches

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Unit may ignore 1 flag
  • Block line of sight

Dams

  • No movement restrictions for Infantry
  • Impassable to Armor and Artillery
  • No combat restrictions
  • Unit may ignore 1 flag
  • Do not block line of sight

Factory Complex

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Field Bunkers

  • Attacker: Infantry -1 die, Armor -2 dice
  • Infantry may move in and battle
  • Impassable by Armor & Artillery
  • Protect any occupant
  • Occupant may ignore 1 flag
  • Armor & Artillery in field bunker may not retreat, must take loss instead
  • Bunkers have 360° arc of fire
  • Block line of sight

Flooded Fields

  • Unit moving in/out must stop and may move no further on that turn
  • Unit moving in must start its move from adjacent hex
  • No combat restrictions for Infantry or Artillery on Flooded Fields
  • Armor cannot battle the turn it moves in/out
  • Armor that makes successful combat against unit on flooded field may Take Ground but may not Armor Overrun
  • Do not block line of sight

Fortresses

  • Attacker: Infantry -1 die, Armor -2 die
  • Infantry may move in and battle
  • Impassable by Armor & Artillery
  • Occupant may ignore all flags
  • Block line of sight

High Ground

  • No movement restrictions
  • No combat restrictions
  • In Flooded Field scenarios, Hills, Roads, Railways, Towns & Villages are all considered High Ground, but keep their standard terrain effects
  • Does not block line of sight

Lake

  • Impassable
  • Two or more contiguous adjacent Lake hexes block line of sight

Lighthouses

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Marshes

  • Infantry or Armor moving in must stop and may move no further on that turn
  • Infantry or Armor moving out may only move onto an adjacent hex
  • Impassable by Artillery
  • Infantry moving in or out does not have any combat restrictions
  • Armor moving in/out cannot battle
  • Armor that makes successful combat against unit on a March may Take Ground, but may not Armor Overrun
  • Do not block line of sight

Minefields

  • Drawn at the random from all minefield counters available and set up by controlling side before start of battle
  • Unit moving in must stop and may move no further on that turn
  • Friendly unit: Minefield is not revealed
  • Enemy unit: Minefield is revealed; roll dice equal to Minefield value; unit's symbol and grenade score hits; all other symbols are ignored
  • Decoys (0 strength) removed; other strength mines remain in hex, face up
  • Retreat through or onto a minefield does not trigger it
  • Do not block line of sight

Mountains

  • Attacker: Infantry -2* dice, Armor -2 dice*
  • Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain
  • Impassable by Armor & Artillery
  • Artillery set on mountain fires at:
    X3322111
  • Block line of sight (except from contiguous adjacent mountains)
  • *Only applies to units battling from below or not on same range

Oasis

  • Attacker: Infantry -1 die, Armor -1 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in may still battle
  • Unit may ignore 1 flag
  • Block line of sight

Palm Forests

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • Block line of sight

Pontoon Bridges

  • Nay only be built when specified by scenario's Special Rules
  • To build a pontoon bridge, play an Attack command card, but order no units; instead, place a pontoon bridge on a river hex in same Section as Attack card
  • No movement restrictions
  • No combat restrictions
  • Do not block line of sight unless stated otherwise in scenario special rules

Power Plants

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Prison Camps

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Unit may ignore 1 flag
  • Block line of sight

Radar Stations

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in may battle
  • Armor battles out at -2 dice
  • Unit may ignore 1 flag
  • Block line of sight

Railroad Bridges

  • No movement restrictions for Infantry
  • Armor and Artillery moving onto must stop
  • No combat restrictions
  • Armor may Take Ground and Overrun
  • Do not block line of sight, unless stated otherwise in scenario's Special Rules

Railroad Tracks

  • No movement restrictions for Infantry
  • Armor and Artillery moving onto must stop
  • Road crossing a railroad plays as standard road
  • No combat restrictions
  • Armor may Take Ground and Overrun
  • Do not block line of sight

Railroad Station

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • A Train moving into a Railroad Station does not have to stop
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Blocks line of sight

Road Blocks

  • Attacker: Infantry -1 die, Armor -1 die
  • Infantry moving in must stop and may move no further on that turn
  • Impassable by Armor & Artillery
  • Unit may ignore 1 flag
  • Do not block line of sight

Fords & Fordable Rivers

  • Unit entering Ford or Fordable River must stop and may move no further on that turn
  • Unit in Ford or Fordable River battles out at -1 die
  • Do not block line of sight

Roads

  • Unit that starts its move on a Road and stays on it may move 1 additional hex
  • No combat restrictions
  • Do not block line of sight, except when over hills

Supply Depots

  • No movement restrictions
  • No combat restrictions
  • Block line of sight

Wadis & Gullies

  • Attacker: Infantry -1 die, Armor -1 die, Artillery -1 die
  • Side slopes impassable, both in and out
  • No movement restrictions through open ends
  • Infantry or Armor battling in or out of Wadi or Gully must be adjacent to target
  • Do not block line of sight. Unit in Wadi or Gully blocks line of sight as normal

City Ruins

  • Attacker: Infantry -1 die, Armor -2 dice
  • Infantry moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Impassable by Armor & Artillery
  • Unit may ignore 1 flag
  • Block line of sight

Dragon's Teeth

  • Infantry moving in must stop and may move no further on that turn
  • Impassable by Armor and Artillery
  • No combat restrictions
  • Do not block line of sight

Frozen Rivers

  • Frozen Rivers may be crossed, at a risk
  • Moving or retreating onto Frozen River hex, roll 2 Battle dice; for each star rolled, lose 1 figure
  • No combat restrictions
  • Do not block line of sight

Hills with Forests

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • Block line of sight

Hills with Villages

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Road Blocks

  • No movement restrictions for Infantry
  • Impassable by Armor & Artillery
  • No combat restrictions for Infantry
  • Infantry may ignore 1 flag
  • Do not block line of sight. Unit in Ravine blocks line of sight as normal

Road Blocks

  • Attacker: Infantry -1 die, Armor -1 die
  • Infantry and Armor moving in must stop and may move no further on that turn
  • Impassable by Artillery
  • No combat restrictions for Infantry
  • Armor cannot battle when in Trenches
  • Infantry may ignore 1 flag
  • Do not block line of sight. Units in Trenches block line of sight as normal

Caves on Hills

  • Attacker: Infantry -2*/-1 dice, Armor -2*/-1 dice
  • No movement restrictions for Infantry on hills
  • Impassable by Armor & Artillery
  • Block line of sight (except from contiguous adjacent hills at same height)
  • *Only applies to units battling against Japanese from below or from another range
  • Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave must ignore all flags
  • Allied Infantry moving onto Cave hex may seal it by rolling a Star in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy

Caves on Mountains

  • Attacker: Infantry -2* dice, Armor -2* dice
  • Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain
  • Impassable by Armor & Artillery
  • Block line of sight (except from contiguous adjacent hills at same height)
  • *Only applies to units battling against Japanese from below or from another range
  • Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave must ignore all flags
  • Allied Infantry moving onto Cave hex may seal it by rolling a Star in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy

Fish Ponds

  • Infantry or Armor moving in must stop and may move no further on that turn
  • Infantry or Armor leaving hex must stop on adjacent hex
  • Impassable by Artillery
  • Infantry moving onto a Fish Pond hex cannot battle that turn
  • Infantry leaving a Fish Pond hex may battle
  • Armor moving in/out cannot</> battle that turn
  • Armor that makes successful combat against unit on a Fish Pond may Take Ground, but not Armor Overrun
  • Do not block line of sight

Hospitals

  • No movement restrictions
  • No combat restrictions
  • Block line of sight

HQs & Supply Tents

  • No movement restrictions
  • No combat restrictions
  • Block line of sight

Jungles

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving into may battle if unit starts its move in adjacent hex
  • If Armor unit starts its move in adjacent hex and makes a successful combat against unit on a Jungle hex, it may Take Ground and do an Armor Overrun
  • Block line of sight

Labor Camps

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Piers

  • Movement onto only allowed from Land or Beach, not from Ocean hex
  • No combat restrictions
  • Do not block line of sight

Rice Paddies

  • Infantry or Armor moving in must stop and may move no further on that turn
  • Infantry or Armor leaving hex must stop on adjacent hex
  • Impassable by Artillery
  • Infantry on a Rice Paddy hex does not have any combat restrictions
  • Armor moving in/out cannot</> battle that turn
  • Armor that makes successful combat against unit on a Fish Pond may Take Ground, but not Armor Overrun
  • Do not block line of sight

Fordable Streams

  • Unit entering Fordable Stream must stop and may move no further on that turn
  • Unit may still Take Ground and Armor Overrun
  • No combat restrictions
  • Do not block line of sight

Rope Bridges

  • No movement restrictions
  • No combat restrictions
  • Do not block line of sight

Escarpments

  • Impassable Terrain
  • Block line of sight

Ergs & Ridges

  • Attacker: Infantry -1* die, Armor -1* die
  • Unit moving up the ridge must stop and may move no further on that turn
  • Block line of sight (except from adjacent contiguous terrain at same height)
  • *Only applies to units battling from below

Balkas

  • Attacker: Infantry -1 die, Armor -1 die, Artillery -1 die
  • Unit moving in, or exiting, a Balka hex must stop and may move no further on that turn
  • Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so
  • Unit battles out at -1 die
  • Do not block line of sight. Unit in Balka blocks line of sight as normal

Abatis

  • Impassable by Armor & Artillery
  • Infantry moving in must stop and may move no further on that turn
  • Infantry battles out at -1 die
  • Infantry may remove Abatis instead of battling
  • Do not block line of sight

Castle

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

TROOPS

Standard Units

Infantry

  • Move 0-1 and battle, or move 2 and no battle
  • May Take Ground on successful Close Assault
  • Battle Dice/Range: 321

Armor

  • Move 0-3 and battle
  • May Take Ground on successful Close Assault
  • May Overrun on successful Close Assault
  • Battle Dice/Range: 333

Artillery

  • Move 1 or battle
  • Ignore Line of Sight and Terrain protections
  • Battle Dice/Range: 332211

Specialized Units

Special Forces

  • Includes Elite, Rangers, Commandos, & more
  • May move 2 and still battle

Elite Armor

  • Starts with 4 tanks per unit

Big Guns

  • Battle Dice/Range:33221111
  • Place cross-hair marker on hex of target when hit is scored to Zero In.
    • Until moved or destroyed, Zeroed-In units take fire at +1 in future rounds.
  • Cross-hair markers are not cumulative

Combat Engineers

  • 4 Infantry figures
  • Ignore all terrain Battle dice reductions in Close Assault
  • In wire, may battle out at -1 die and still remove the wire
  • In minefield, must clear the mines instead of battling
  • If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines

ACTIONS

Reinforcements

  • When Reinforcement rules are in effect, if the airfield is vacant, you may land an Infantry unit on it, at the cost of one order, when playing a Direct from HQ card. This unit cannot move or battle this turn.

Blowing Up Bridges

    Option 1
  • Play Section card matching Bridge's section
  • Bridge is removed, card is lost and never replaced!
    Option 2
  • Play Section card matching Bridge's section
  • Roll 2 dice - a star blows Bridge
  • Draw replacement card, regardless of outcome

Air Strikes & Blitz

    Air Strikes
  • When a player is capable of making Air Strikes, in conditions specified by the scenario, any Recon 1 card he plays may be played as an Air Power card instead
  • The Air Strike must target at least one hex in the section designated on the Recon 1 card played as the Air Power
    Blitz Rules
  • The Axis player can make Air Strikes at will when playing a Recon 1 card
  • Allied Armor can move a maximum of 2 hexes and battle

Forward Spotting

  • When Forward Spotting Artillery rules are in effect, the player occupying specific Scenario-defined hexes can use their Artillery units like Big Guns

Collapsible Rafts & Boats

  • Available to Infantry only
  • Unit in boat may move on Rivers & Waterways, but must stop and may move no further on that turn
  • Unit battles out at -1 die
  • Unit does on retreat, instead loses 1 figure for each flag
  • When unit disembarks, boat may no longer be used</li

Sabotage

  • When Sabotage rules are in effect, a Landmark (Dam, Factory, Power Plant, etc....) can be demolished; Roll 2 dice at the start of any turn during which at least one of the saboteur's units is on the Landmark. Once the scenario-specified number of Battle stars has been rolled, the Landmark is demolished. If the Landmark is captured before the sabotage is completed, the count must be restarted from zero.

Freeing Prisoners

  • When Freeing Prisoners rules are in effect, the unit capturing a Fortress, Prison Camp, or other Scenario-specified hex picks up the Prisoners represented by a Battle Star
  • If a unit that frees up Prisoners is eliminated, those are lost too!

Heroic Leader

    When Heroic Leader rules are in effect:
  • Use a Battle Star to add a heroic leader to an Infantry unit
  • Infantry unit with heroic leader may ignore on flag
  • Infantry unit with heroic leader battles at +1 die
  • When Infantry unit with heroic leader is eliminated, roll two Battle Dice; if at least 1 star is rolled, leader is lost and counts as a Victory medal; if heroic leader survives, move him to nearest friendly Infantry unit.

North African Desert Rules

  • On successful Close Assault, Armor may move into vacated hex and move 1 additional hex before battling again.

Oasis Recovery

  • When Oasis Recovery rules are in effect, an Ordered Infantry with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn.
  • Recovery
  • Roll 1 battle die for each Command card you have, including the one used to order the Infantry. For each die matching the unit's symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had

Radar Alert

  • When Radar rules are in effect, opponent cannot use an Air Sortie card (or equivalent) unless they first place it face up on the board at the end of the turn prior to it being played. Once on the board, the card must be played the next turn.

Capturing Equipment

  • When Capturing Equipment rules are in effect, a unit capturing a scenario-specified hex picks up the equipment represented by a Battle Star. To pick up the equipment, the unit capturing it must end its move on the specified hex
  • If the unit is eliminated, the battle star representing the captured equipment is left in the hex where the unit was when it was killed!

Supply Train/Reinforcements

  • When Supply Train/Reinforcements rules are in effect, when a Supply Train reaches a Station, units on board may disembark onto adjacent hexes. They may not move or battle this turn.

Destroy Supplies

  • When Destroy Supplies rules are in effect, destroying a Supply Depot using the Sabotage rules reduces movement of all enemy Armor units by 1 hex

Blitz Rules

  • Axis may play a Recon 1 card as an Air Power card in same section
  • Allied Armor move 2 hexes max and Axis Armor move 3 hexes max

Camouflage

  • A Camouflaged unit may only be targeted in Close Assault
  • A Camouflaged unit that moves or battles loses its Camouflage

Capture HQ/Supply Tent

  • When Capture HQ/Supply Tent rules are in effect, owner of captured HQ/Supply Tent immediately loses 1 random Command Card. If owner reclaims HQ/Supply Tent, they replenish their hand

Hospital Recovery

  • When Hospital Recovery rules are in effect, an Ordered Infantry with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn.
  • Recovery
  • Roll 6 battle dice. For each die matching the unit's symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had.

Night Attacks

    Use Night Visibility Chart to determine maximum attack range
  • Each turn Allied player rolls 4 dice, each Star increases visibility
  • When full daylight is reached, chart is set aside; normal visibility conditions resume

Paradrop

  • Drop all figures onto the board from the height of the box set on its side
  • If a figure lands on an impassable hex, on a hex with other figure(s), or out of the board, it fails to land safely; Remove the figure(s), at no medal cost.
  • Otherwise, the figure has successfully parachuted; add the # of figures required to form a full Unit in that hex
  • Unit may not move or battle the turn it lands

Smoke Screen

  • Place Smoke Screen markers on 3 adjacent contiguous hexes
  • Once your turn has elapsed, flip Smoke Screen markers over
  • Once your 2nd turn has elapsed, remove Smoke Screen markers
  • Units can move on and through Smoke Screen without penalty
  • Smoke Screen blocks line of sight
  • Unit on Smoke Screen hex may be seen and see out of that hex

Armor Breakthrough

  • During a single game turn, you may order new Armor Units onto the board
  • Order must be valid and issued as normal
  • Units must enter through Opponent's baseline
  • Units must stop on baseline hex; they may battle and Take Ground this turn, but not Armor Overrun
  • When retreating, Units must retreat toward controlling player's baseline

Exit Markers

  • Markers with arrows pointing toward the players designate specific baseline hexes through which a unit exiting the board collects a medal
  • Pairs of markers turned sideways designate a set of baseline hexes through which a unit exiting the board collects a medal; it includes the hexes with the markers
  • When a unit successfully exits, place 1 of its figures on your Victory track

Re-supply

  • When Re-supply rules are in effect, any vehicle with this ability may Re-supply any weakened adjacent friendly unit
  • Figures are exchanged 1 for 1, at no medal cost
  • Unit re-supplied cannot gain more figures than it had at the game start
  • Supply vehicle and re-supplied unit(s) cannot battle this turn

Combat Cards

  • Placeholder for Combat Cards, if implemented

Winter Weather

  • Armor and Vehicle move 2 hexes max
  • Taking Ground and Armor Overrun are still possible, when applicable
  • If entire move is on a road, move 1 additional hex to a max of 3
  • Both Allied and Axis forces roll only 1 battle die when playing an Air Power

Reduced Visibility

  • Dice symbols matching a unit's symbol only score hits in Close Assault
  • Grenades still score hits as normal
  • Stars still score hits, when applicable
  • The Barrage command card is unaffected, still scores hits on unit's symbol

Smoke Shells

  • Use Smoke Screen markers; place them on 3 adjacent contiguous hexes
  • Lasts 2 full turns; after opponent's first turn, flip markers over; after opponent's second turn, remove them
  • Units moving into smoke shelled hex must stop
  • Units battle into and out of smoke shelled hex at -1 die
  • Blocks all line of sight, even for Artillery

NATIONS

French Resistance

  • 3 figures only
  • Move 0-1 and battle, or move 2 no battle
  • Fire at X321
  • Move onto any terrain and may still battle, but must still obey terrain movement restrictions
  • May Take Ground on successful Close Assault
  • May retreat 1 to 3 hexes per flag

Red Army (RKKA)

    Russian Political Commissar
  • A Command card cannot be played directly from hand. Instead, it must be placed under the Commissar chip in preparation for a future turn.
  • Recon 1, Counter-Attack, and Ambush cards are exceptions; they may be played as normal
  • Otherwise, the Command card already under the Commissar chip is the player's Command card for the turn

Imperial Japanese Army

    Yamato Damashi Spirit
  • Infantry must always ignore 1 flag
  • When in terrain that ignores a flag, must ignore 2 flags instead
  • When in caves, must ignore all flags
  • Seishin Kyoiku Doctrine
  • Infantry at full strength in Close Assault battles at +1 die
  • Banzai War Cry
  • Infantry may move 2 hexes to combat into Close Assault

US Marine Corps

    Gung-Ho!
  • Order 1 more unit than indicated on any Section card played
  • All Tactic cards that activate 1 to 4 units activate 2 to 5 instead
  • Marines counter-attack with +1 ordered unit against Japanese Command card. Opposite not true
  • No effect on Air Power, Air Sortie, Artillery Bombard, Barrage, Close Assault, Infantry Assault, and Their Finest Hour

British Commonwealth Forces (BCF)

    Stiff Upper Lip
  • A BCF ground unit that survives an enemy's Close Assault combat without retreating and is down to a single figure may immediately battle that enemy back with 1 die
  • A battle back ignores all terrain battle dice reductions
  • A battle back may occur even if the Close Assault is part of an Armor Overrun
  • The unit cannot battle back during an Ambush

Italian Royal Army

    Italian High Command
  • Start with 6 Command cards; discard one for each unit lost, but never go below 3
  • Motorized Divisions
  • All Italian ground units may retreat 1 to 3 hexes per flag
  • Artillery Bravery
  • All Italian Artillery units may ignore 1 flag

French Army

    Furia Francese
  • Any French Standard Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a close assault may:
  • Take Ground and not battle
  • or
  • Stay in place and make a second Close Assault against another adjacent enemy unit
  • This second attack is made with 1 die, ignoring any Terrain battle reductions. The Infantry unit may Take Ground following this 2nd attack, if eligible, but cannot attack again this turn.