Component List 165 Cards 1 Counter Sheet 1 Rule Book 1 Player Aid Sheet. Game Terms

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1 Introduction...2 Component List...2 Victory...2 Game Terms...2 Component Details...3 Soldier Cards...3 Action Cards...6 Action Card Descriptions Counters...10 Sections...12 Led Sections...12 Unled Sections...13 Forming Sections...13 Dividing Sections...13 Field Promotions...14 Set-Up...14 Hand Size...15 Player Turn...15 Simultaneous Events...15 Form Sections and Field Promotions...15 Move Equipment...15 Use Bandages...15 Actions and Reactions...15 Move Actions...16 Attack Action...16 Prepare Action...18 Next Section...18 Your First Battle...18 Weapon Details...18 Vehicles...19 Infantry Guns...20 Historical Scenarios...20 Campaigns Games...30 Solitaire Rules...32 Optional Rules...35 Credits...36 Sample Game...37

2 Introduction Frontline places you in Command of a squad of Soldiers and Vehicles following the June 6th, 1944 invasion of the Normandy beaches. The game spans from D-Day to the battle of Arnhem in September of In each battle, you get to select your Forces and give them orders. As with all battles, there will be moments of high intensity combat followed by a lull. This is the ebb and flow of battle. Correctly anticipating the cycle of combat is vital to winning. Each turn, you must consider your options carefully. Should you order your men to attack? Counter- Attack? Move? Or, should you give orders to dig-in and prepare? Component List 165 Cards 1 Counter Sheet 1 Rule Book 1 Player Aid Sheet Your battlefield s Terrain is a key component in your planning. Getting caught in open ground will put your men in danger, but taking cover in burned-out buildings will limit their mobility. The player who best weighs all these factors will emerge the victor. Good luck commander, it s in your hands now! Battle Basics During a game of Frontline, two players choose the size of battle they want to play, then select an equal amount of victory points worth of Soldiers and/or Vehicles to battle against each other. The Soldiers are grouped into Sections containing 1 or more Soldiers. Both players place their Sections next to the Terrain cards to designate the location of each force on the battlefield. Throughout the game, the players move their Sections between the Terrain cards while Attacking the enemy Sections and protecting their own Sections from Attack. During a player s turn, his Sections perform actions. Each Section can either Move, Attack, Counter-Attack, or Prepare. 2 Let s say that you and I are playing a game of Frontline. We both have our Sections purchased and placed in our starting Terrain cards. I go first and choose to have one of my Sections Attack one of your Sections. I declare my Attack and play a card. You can either Counter-Attack with one of your Sections, or you can Move or Prepare with any one of your Sections. Generally, the closer we are to each other, the more powerful our Attacks become. The cards we play increase our Attack s Firepower, Move our Soldiers throughout the Terrain cards, and help us find Cover. If my Attack overcomes your defenses, we then check to see how much Damage your Section takes. My turn continues until all of my Sections have acted, or I choose to end my turn. As the game progresses, Soldiers will suffer damage and elimination from the game. The first player to eliminate onehalf the total victory point value, rounded up, of the enemy forces wins. Victory At the start of the game, each player selects Force cards for the battle. Each Force card has a Victory Point value. You achieve Victory, and the game ends, when you destroy onehalf of the Victory Point (VP) value of your opponent s Forces. Example: If each player selects 31VP of Forces at the start of the game, you win when you destroy 16VP of the opposing player s Forces. Game Terms Advance When your Section Moves into a Terrain card closer to your opponent s Jump-Off card. Attack When a Section s Action is used to direct Firepower against an enemy Section. Counter-Attack When a Section s Action is used to direct Firepower against an enemy Section that is Attacking one of your Sections. Counter-Attack Firepower is cut in half unless you play a Covering Fire card. Cover Cover reduces incoming Firepower, which reduces the amount of damage a Section suffers. Default Action Playing an Action card to perform a Move, Attack, or Counter-

3 Attack Action instead of receiving the Action card s printed affect. Firepower A measure of the Attack or Counter-Attack strength produced by a Section. Each Soldier s Firepower value is determined by his range to the target, and his Fire Mode. Component Details Soldier Card Fire Mode Aimed Fire does not expend ammo. Rapid Fire expends ammo, but produces more Firepower. Jump-Off The Terrain card closest to you at the beginning of the battle (Terrain card 1 or Terrain card 9). Lateral Move When a Section performs a Move action, but does not leave its Terrain card. Led Section A group of one or more Soldiers with a Section Leader. Medic A Soldier that specializes in maintaining the health and morale of the other Soldiers. Move When a Section Advances or Retreats into an adjacent Terrain card, or moves Laterally and stays in the same Terrain card. Pinned A Soldier card that has suffered a Pin Damage. Prepare A Section s Action used to either reload their weapons, remove Pins, or draw cards. Retreat When a Section Moves into a Terrain card closer to its owning player s Jump-Off card. Section Leader A Soldier card with a Command rating of 1 or higher. Sniper A Soldier specializing in long range attacks against a single enemy Soldier. Unled Section A single Soldier who is not in a Led Section and is not a Section Leader. Victory Points (VPs) Used to purchase Forces and determine victory during the game. Name and Rank Throughout the rules, the term Soldier or Force applies to any Soldier, Vehicle, or Infantry Gun card unless otherwise noted. Soldier cards represent individual Soldiers, and each has a surname. Vehicle cards represent individual Vehicles and have their military nickname or designation. These names do not affect game play, but you can use them for easy reference. Nations There are three different nations included in the game: Germany, United Kingdom, and United States. During WWII, the United States and United Kingdom (the Allies) fought against Germany (the Axis). United States Soldier cards have a dark green left edge, United Kingdom cards have a dark brown left edge, and German cards have a dark red edge. The back of a card includes the flag of that nation. Wounded A Soldier card that has suffered a Wound Damage. 3

4 Place the appropriate ammo counter in the Soldier card s Ammo Box. Weapon ammo is free. If a weapon does not have an Ammo Box, it does not need an ammo counter. Germany United Kingdom United States Victory Point (VP) Value Each Soldier card has a VP value. The higher a card s VP value, the more powerful it is. The VP value is used to select Forces and calculate Victory. Command Command is a measure of a Soldier s ability to lead men in combat. A Soldier with a Command rating of 1 or higher is a Section Leader. A Section can have a maximum number of Soldiers equal to the Section Leader s Command rating. Count the Section Leader toward the Section s Soldier limit. Example: If a Soldier has a Command Rating of 3, the Section can have the Section Leader and up to 2 other Soldiers. Morale Morale is a measure of how well a Soldier endures the stress of combat. If a Soldier suffers Morale Hits equal to his Morale rating, he may no longer Advance and all his future Morale Hits become Wounds. Equipment Some Force cards carry Equipment. A Force s Equipment value indicates the number of Equipment counters the Force starts with. When setting-up a battle, select Equipment counters and place them face down on your Soldier cards. Equipment counters are free. Only reveal an Equipment counter to your opponent when you are using it. A Soldier card can never have more Equipment counters than his Equipment rating. Weapon Ammo There are several types of ammunition: Small Arms, Rockets, Machine Guns, Flamethrowers, Cannons, and Mortars. Match the symbol in the Soldier card s Ammo Box to the symbol on the ammo counter. Firepower Chart Each Soldier card has a Firepower Chart showing the Soldier s weapon attack strength based on Fire Mode and his range to the target. Cross-reference the range to the target and Fire Mode to determine the amount of Firepower a Soldier generates. In general, the closer a Soldier is to his target, the more Firepower he produces. Determine Range To determine range, count the Terrain cards separating the Soldier from his Target. Do not count the attacking Soldier s Terrain card, but do count the target s Terrain card. Example: If Eisenberg s Section is in Terrain card 2 and they are attacking a Section in Terrain card 5, the range is 3. Example: If Johnson s Section is in Terrain card 7 and they are attacking a Section in Terrain card 3, the range is 4. Fire Mode If a Soldier card has two rows of Firepower values, you can choose which mode to use when firing: Aimed Fire (black row of numbers) or Rapid Fire (red row of numbers). A dash - indicates the Soldier cannot fire at that range, even with a positive modifier. Example: At range 2 or 3, this Soldier card will produce 6 Firepower with Aimed Fire, or 10 Firepower with Rapid Fire. Not all weapons have both Fire Modes. Some weapons have only Aimed fire, while others have only Rapid fire. Soldiers with Mortar weapons and some Rocket Launchers have a mix of Aimed Fire and Rapid Fire values in the same row. Aimed Fire Mode Aimed attacks allow a Soldier to conserve his ammo during a firefight. Do not remove the ammo counter from the Soldier s card when you use Aimed Fire mode. Example: Winslow is in Terrain card 4 and targeting a Section in Terrain card 8. He is at range 4. You check the Firepower chart on his card and find that an Aimed shot at range 4 will produce 2 Firepower. Rapid Fire Mode Rapid Fire mode generates more Firepower, but it also temporarily expends a Soldier s ammo. Immediately remove the Soldier s ammo counter from his card. The weapon must be Reloaded before it can be used again. A weapon can be 4

5 Reloaded if you choose to have the Section perform a Prepare Action in the future. Example: Private Bertinelli is in Terrain card 8 and he is attacking a Section in Terrain card 5. He is at range 3. You check the Firepower chart on his card and find that a Rapid Fired shot at range 3 produces 16 Firepower. You declare that Bertinelli is using Rapid Fire. Immediately remove the ammo counter from Bertinelli s card. Special Abilities Some Soldiers have a special ability noted on their cards. Assistant This Soldier s card does not count toward his Section Leader s Command limit. Cautious This Soldier s Section gets +2 Cover when you play a Hit The Dirt card for the Section. Fearless Pin Hits inflicted on this Soldier have no effect. Pathfinder This Soldier s Section does not need to play a card to perform a default Move. The Move still counts as the Section s Action, and the opposing player can react as normal. On Point This Soldier s Section may ignore a Terrain card s special notation. Planning Draw 1 card when this Soldier s Section Prepares, then each of the Soldiers in the Section, including the Soldier with Planning, gets 1 Prepare activity as normal. Tactics You get +1 to your Hand Size. Throwing Arm This Soldier may throw a Hand Grenade at a target at Range 2. The Hand Grenade inflicts its normal Firepower. Example: A normal Soldier can use a Hand Grenade against a target at ranges 0 or 1. A Soldier with the Throwing Arm skill can use a Hand Grenade against a target at ranges 0, 1, or 2. Example: A Soldier with this skill is throwing a Hand Grenade while in a High Ground Terrain card. He could throw it at a target out to Range 3. Tough 1 Wound has no affect on this Soldier. He cannot Move with 2 Wounds, and Dies with 3 Wounds. Medics A Medic can discard 1 Morale counter from a Soldier in his same Terrain card during the Medic Morale step of your turn. When a Medic uses his Bandages to remove a Wound, do not expend his Bandages counter. A Medic can remove a Morale counter, or a Wound counter during each turn, not both. A Medic cannot perform these functions if he is Pinned. Snipers Snipers specialize in making long-range attacks from hidden positions. A Sniper s Firepower is greatest at long range, and decreases as the range to the target decreases. Snipers use the normal rules with the following exceptions. Each Sniper starts the game with a Sniper counter. It has a Reticule on one side and 10 Cover on the other side. The 10 Cover side of the counter is referred to as Concealment Cover. A Sniper begins the game with the Concealment Cover side of his counter face up on his card. The Sniper gains 10 Cover against all Attacks targeting him while this counter is face up on his card. Instead of Attacking or Counter-Attacking a Section, your Sniper only targets one Soldier in a Section, including Unarmored Vehicles and Infantry Guns, but not Armored Vehicles. You select the enemy Section to be attacked, then the opposing player chooses the Soldier card in that Section to be the target. If you discard an additional Action card when you declare the Section, you get to choose the specific Soldier card to attack. Place the reticule counter on the targeted Soldier card. Calculate your Sniper s Firepower as normal. The opposing player can react as normal. If your opponent does not stop all your Firepower, apply all Hit counters against the target card. Example: Your Sniper Attacks a Section with 4 Soldiers. You choose not to discard the extra card to select the specific Soldier, so the opponent selects the Soldier. After the opponent Counter-Attacks and plays Cover cards, 12 Hits remain. Apply all 12 Hits to the targeted Soldier. 5

6 After the Sniper s attack is resolved, return the Sniper counter to the Sniper s card with the reticule side face up. Your Sniper loses his Concealment Cover when he Attacks or Counter-Attacks.Your Sniper can regain the Concealment Cover by spending his Action to flip the counter to its 10 Cover side. He gains this Concealment Cover until the next time he Attacks or Counter- Attacks. Snipers also have inherent Cover shown with the Cover symbol on their cards. Snipers always get their inherent Cover. This is in addition to any Cover received from Concealment Cover, Action cards, etc. A Sniper is always the only Soldier card in his Section. He can never be part of a Section with other cards including Soldiers with the Assistant ability. Action Cards Types You must play an Action card for a Section to perform a Move, Attack, or Counter-Attack Action. Each card has a title and one or more symbols along the left side. There are several types of Action cards: Attack, Move, Lasting, and Instant. Attack Play to perform an Attack or Counter-Attack as a Section s Action. Move Play to perform a Move as a Section s Action. Lasting The card has an effect that remains until a condition occurs. Discard the card when the condition occurs. Instant Play when noted on the card. You can play more than one Instant card in reaction to the same situation. Instant cards do not cost a Section its Action. Example: Your opponent is attacking one of your Sections with a 22 Firepower attack. You choose to Move using a Stay Low card. This gives your Section 10 Cover. You also play a Key Location card. Finally, you play 2 Hit The Dirt cards to reduce his Firepower by 8 more. You have reduced his Firepower by 18. He is now only hitting your Section with 4 Firepower. Card Conditions Some Action cards note a condition to play the card. If you do not meet the condition, you cannot play the card. Ignore the card s condition if you are playing it as a default Action. Default Attack, Counter-Attack, and Move You can play any Action card to perform a default Move, default Attack, or default Counter-Attack. When you play a card as a default Action, ignore the title and all the text and symbols on the card. Default Move Play the Action card and declare you are using it as a default Move for a Section. Perform a Move Action for the Section to Advance it 1 Terrain card, Retreat it 1 Terrain card, or Move it Laterally within its Terrain card. Default Attack Play the Action card and declare you are using it as a default Attack for a Section. Perform an Attack Action for the Section. Example: You play a Flanking Position as a default Attack. Your Section Attacks, but ignore all the text on the card (including the enemy needing to discard a Flanking Position). Default Counter-Attack Play the Action card and declare you are using it as a default Counter-Attack for a Section. Perform a Counter-Attack Action for the Section. 6

7 Action Card Descriptions Attack Play this card as a Section s Action to Attack or Counter-Attack. Add 6 to the Section s Firepower. Example: Your Section produces 16 Firepower. If you play this card for their action, they produce 22 Firepower. Covering Fire Play Covering Fire to perform a Counter-Attack. Your Counter-Attacking Section does not reduce its Firepower by one-half. Example: You are being attacked for 30 Firepower. You want one of your Sections to reduce that Firepower by Counter-Attacking. Your Section can produce 20 Firepower. Without this card, the Section will only produce 10 Firepower since Counter- Attacks have their Firepower cut in half. Dig-In Play this card when one of your Sections is suffering Hits. Place Morale Hits on your Soldiers in the Section suffering Hits. The Section gains 4 Cover for each Morale Hit you place. Place a Wound Hit, instead of a Morale Hit, on a Soldier with 0 Morale. Example: Your Section with Walker, Smith, and Jones is suffering 20 Firepower. You play a Dig-In for them. You decide to place 2 Morale on Walker and 1 on Jones. The enemy Firepower is reduced by 12. If you play a Dig-In against a Sniper attack, you can only allocate Morale Hits against the targeted Soldier. Example: Your Section with Walker, Smith, and Jones is being attacked by a Sniper who has targeted Jones. The Sniper has produced 16 Firepower. You play a Dig-In and place 2 Morale on Jones to reduce the Firepower to 8. You could place 3 Morale Hits on Jones to stop 12 Firepower. This would result in the 3rd Morale turning into a Wound because Jones only has a Morale rating of 2. Double Time Play this card as a Section s Action to Advance or Retreat the Section by 2 Terrain cards. Apply all penalties and benefits for the Terrain cards the Section is Moving through, and into, as normal. Example: Your Section is in Terrain card 3. You play a Double Time for them to Advance 2 Terrain cards. They Move into Terrain card 4, Open Ground, and then into Terrain card 5, Scattered Trees. You get to draw 1 card for them Advancing into Open Ground, and draw 1 more card for them Advancing out of the Open Ground. You must then either discard 1 card, or place 1 Morale Hit on one of the Section s Soldiers when they Advance into the Scattered Trees. Fall Back You can play this card at any time on one of your Sections. The Section must Retreat 1 Terrain card. Pinned and Wounded Soldiers in the Section also perform the Retreat. The Section gains 10 Cover until the end of the acting player s turn. Example: The opposing player declares an attack on one of your Sections. You play a Fall Back, gain 10 Cover, and Retreat the Section 1 Terrain card. Example: When attacked, you play a Stay Low for your Section and have them Advance. This gives them 10 Cover. You also play a Fall Back for them. This Retreats them 1 Terrain card and gives them 10 more Cover, 20 total. The Section Advanced 1 Terrain card, then Retreated back to its original Terrain card. Flanking Position Play this card as a Section s Action to Advance or Retreat the Section by 1 Terrain card, or Move Laterally. The opposing player must discard 1 Flanking Position in play when you play this card. This card remains in play with the 7

8 Section until you discard it due to the opposing player playing a Flanking Position card. While this card is in play, the Section gains +2 Firepower for each Terrain card behind it. You can play more than 1 Flanking Position on a Section and the Section gains the Firepower bonus for each. Recalculate this bonus each time your Section Attacks or Counter-Attacks. Example: You play a Flanking Position as the Action for your Section in Terrain card 8. The Section can Retreat, Advance, or Move Laterally. You choose to have it Advance to Terrain card 7 (your Jump-Off card is 9.) If your opponent has any Flanking Position cards in play, he must select and discard one of them. Your Section now gets +4 Firepower because there are 2 Terrain cards behind it. If your Section later moves to Terrain card 6 it will get a +6 Firepower bonus. Hit The Dirt Play this card during the Cover step when one of your Sections is suffering Hits. That Section gains 4 Cover. Example: Your Section is being attacked with 10 Firepower. You play a Hit The Dirt card for them to reduce the Firepower to 6. Key Location Play this card for a Section at the time it performs a Move Action that moves it into, or within Terrain cards 4, 5, or 6. While this card is in play, the owning player draws 1 card at the start of each player s turn. You cannot play a Key Location if there is already a Key Location in play (by any player). Discard the Key Location if the Section Moves (forward, backward, or laterally) or all the Soldiers in the Section are Pinned and/or Wounded at the same time. Example: You declare, I am playing a card as a default Move for Johnson s Section along with a Key Location. You then take both cards from your hand and place them face-up on the table for your opponent to see and react to. Example: Your Section in Terrain card 5 has a Key Location in play. You have them Move. Discard the Key Location. Move Out Play this card on your Section when it performs a Move Action. Do not flip the Section s Acted/Not Acted counter to its Acted side. Example: You play a Flanking Position card and a Move Out card for one of your Sections. You gain the benefits of the Flanking Position, and the Section s Acted/Not Acted counter remains with its Not Acted side up. You cannot play this card when a Section Moves due to a Fall Back card. Obscured Play this card on your Section when it Moves. The opposing player cannot React to the Move. Example: You play a Stay Low and Obscured for one of your Sections. Your Section Moves with the benefits of the Stay Low, and the opposing player cannot react. Pour It On Play this card as a Section s Action. The Section Attacks or Counter-Attacks with additional Firepower based on the Range to its target. At range 0-1 the Section gains +10 Firepower, at range 2-3 it gains +6 Firepower, at range 4-5 it gains +4 Firepower, and at range 6-7 it gains +0 Firepower. Example: Your Section attacks an enemy Section at range 3 by playing a Pour It On card. Your Section produces 18 Firepower, plus 6 more from the Pour It On, for a total of 24 Firepower. Rally Play this card at the start of your turn before you perform any other steps. Discard any 1 Pin Damage counter, 1 Morale Damage counter, and 1 Wound Damage counter from your Soldiers (including Vehicles and Infantry Guns). Example: You play a Rally at the start of your turn. You remove a Pin from Porter and a Morale from Morris. None of your Soldiers are Wounded, so you do not remove a Wound. 8

9 Stay Low Play this card as a Section s Action to Advance or Retreat 1 Terrain card, or Move Laterally. The Section gets 10 Cover until the end of the acting player s turn. Example: You play a Stay Low for your Sherman tank. You Move the tank from Terrain card 4 to 5. Your opponent then reacts by Attacking the Sherman. The Sherman gains 10 Cover against the Attack, and any other Attacks and Counter-Attacks targeting it until the end of the acting player s turn. Layout Shuffle the Terrain card deck, as well as flipping cards randomly between their front and back sides. The Terrain cards are double-sided with a different type of Terrain on each side. Each Terrain card has a large Terrain number. To set-up a battle, draw Terrain cards from the deck and lay them in a line from one player to the other in Terrain card order from 1 to 9. Ignore any cards with the same Terrain numbers you have already drawn. There are 6 different Terrain types: Burned-Out Buildings, High Ground, Undergrowth, Scattered Trees, Stream, and Open Ground. Cover Each Terrain card offers Light, Medium, or Heavy Cover to the Sections in the Terrain card. The heavier the Cover, the less damage a Section suffers from an attack. Terrain cards that offer Light Cover also offer a significant advantage of some kind. Medium Cover cards offer a small advantage, and Heavy Cover cards have some kind of limitation. Terrain cards define the battlefield. They divide the battlefield into 9 location bands that Sections occupy during the game. A Section will always be in a Terrain card during the game. An unlimited number of Sections can occupy a Terrain card. Starting Positions Sections begin in either Terrain card 2 or 8. Before laying out the Terrain cards, decide which player s Forces will begin in Terrain card 2, and which will begin in Terrain card 8. Each player has a Jump-Off Terrain card. A player s Jump-Off card is the Terrain card closest to him (Terrain card 1 or Terrain card 9). Example: If you begin in Terrain card 2, your Jump-Off card is Terrain card 1. If you begin in Terrain card 8, your Jump-Off card is Terrain card 9. Special Notations The Terrain cards have a Special Notation. Pay any costs or gain any benefits while you are using that Terrain card as appropriate. Example: When one of your Sections enters Scattered Trees, you must discard 1 card or inflict 1 Morale loss on a Soldier in that Section. A Terrain card s enter rules do not affect Forces that start the game in that card. Open Ground These are open areas of terrain representing open fields, the center of town, etc. Open Ground cards provide Light Cover. As a benefit, you get to draw 1 Action card each time one of your Led Sections Advances into, or out of, an Open Ground card. 9

10 Undergrowth Shrubs and low brush cover this area of the battlefield. These areas provide Medium cover and give an occupying Section (even if Unled) +2 Firepower. Scattered Trees These cards represent a stand of trees large enough to provide soldiers and vehicles with cover. Scattered Trees provide Heavy Cover. On the downside, when any Section Advances into Scattered Trees, you must either discard 1 Action card, or inflict 1 Morale Hit on one Soldier card in the Section. Burned-Out Buildings When armies fight, buildings don t stay intact for long. Burned-Out Buildings provide Heavy Cover. Moving within the rubble of these cards is challenging. As a result, your Sections cannot Advance into or out of a Burned-Out Building during the opposing player s turn. Stream These cards represent a waterway cutting through the battlefield. Streams offer Light Cover. As a positive, you get an additional +1 to your Hand Size when you Hold a Stream. When calculating your Hand Size, count each of the Streams you Hold as being 2 Terrain cards. High Ground High Ground denotes a high point on the battlefield. High Ground has Medium Cover. As a bonus, Sections Attacking and Counter-Attacking in High Ground may treat targets as being 1 range closer. Do not treat the target as being 1 range closer if the target is also in High Ground. You are not, however, required to treat targets as being 1 range closer as this might sometimes make your Mortars and Rifle Grenades ineffective. Declare if a Section will treat the target as being 1 range closer or not when you declare an Attack or Counter-Attack. Holding Terrain You get +1 to your Hand Size for every Terrain card your Forces Hold. You hold all the Terrain cards from your forward-most Led Section back to your Jump-Off card. Example: You started in Terrain card 2. Your forward-most Led Section is in Terrain card 4. You Hold Terrain cards 1, 2, 3, and 4. Contested Terrain If an enemy Section is in a Terrain card occupied by one of your Sections, neither player Holds that Terrain card, and do not count that Section toward being your forward-most Section. Example: You started in Terrain card 2. You have Sections in Terrain cards 2 and 4. There is an enemy Section in Terrain card 4. Your forward-most Section in Terrain card 4 doesn t count, so your forward-most Section is treated as being in Terrain card 2. You Hold Terrain cards 1 and 2. Enemy Infiltration If enemy Sections are behind any of your Sections, you do not Hold the Terrain cards Held by the enemy. You only Hold the Terrain cards you occupy between the most Advanced enemy Section and the opposing player s Jump-Off card. Example: You started in Terrain card 2. You now have Sections in Terrain cards 1, 2, and 5. Normally you would Hold Terrain cards 1, 2, 3, 4, and 5. However, there is an enemy Section in Terrain card 3. You do not Hold Terrain card 3 because it is Held by an enemy Soldier. Neither player Holds Terrain card 4. You do Hold Terrain card 5 because you have a Section in it. Counters There are two colors of counters: Blue and Tan. The Axis player (Germany) uses the blue Counters and the Allied player (United States or United Kingdom) uses the tan counters. Do not use the other player s counters. The number of counters provided in the game limits your selections. The counters shown below are a mix of Axis (blue) and Allied (tan). Small Arms Ammo Most Soldiers are equipped with standard small arms and their weapons use Small Arms ammo. 10

11 Special Weapons Ammo Some Soldiers have special weapons such as Mortars, Machine Guns, Flamethrowers, Rocket Launchers or Cannons. Each of these weapons uses its own type of weapon ammo. Mortar Machine Flame Rocket Cannon Gun Thrower Launcher Equipment Equipment is in addition to the ammo counter a Soldier starts with for his inherent weapon. At the start of the game, you get to freely select a number of Equipment counters for each Soldier equal to his Equipment rating. Place the counters face-down on the Soldier s card. A Soldier can never have more Equipment counters than his Equipment rating. Bandages Your Soldiers can discard Bandage counters during the Bandages step of your turn. Remove 1 Wound from a Soldier in the same Terrain card for each Bandage counter discarded. Bandages cannot remove Wounds from Vehicles and Infantry Guns. Hand Grenade A Soldier can discard a Hand Grenade instead of using his normal weapon when Attacking or Counter- Attacking. A Hand Grenade produces 20 Firepower and can be used against a target at range 0 or 1. Add the Hand Grenade s Firepower to the Firepower produced by the Section as normal. Rifle Grenade A Soldier can only use a Rifle Grenade if his inherent weapon is a Rifle or Carbine. A Soldier can discard a Rifle Grenade instead of using his normal weapon when Attacking or Counter- Attacking. A Rifle Grenade produces 14 Firepower and can be used against a target at range 2 or 3 (not 0 and 1). Add the Rifle Grenade s Firepower to the Firepower produced by the Section as normal. Binoculars A Soldier can discard a Binocular counter at any time to take the top card from the discard pile. After you take the card, discard any one card from your hand. If both players use Binoculars to take the top discard, the player that discarded the card gets it, and the other player gets his Binoculars back. Canteen A Soldier can discard a Canteen at any time to draw an Action card. Example: The opposing player is drawing Hit counters against one of your Sections. Before he draws a counter, you discard a Canteen from one of the Soldiers and draw a card. Example: The opposing player draws a Dead Hit counter against a Soldier with a Canteen. The Soldier cannot use the Canteen because he is dead. Shovel Firepower A Soldier can discard a Shovel during the Cover step when his Section is suffering Hits to gain 5 Cover. Place the Firepower Counter on the Player Help Sheet. When you determine the amount of Firepower you are inflicting on your opponent, place the Firepower counter on the corresponding number on the Player Help Sheet s Firepower track. As your opponent reduces the Firepower due to cover, cards, or special abilities he can also move the counter. The Firepower counter has an Axis side and an Allied side. Flip the counter as appropriate to show which side is generating the Firepower. Example: The Axis Attacks with 7 Firepower. Flip the Firepower counter to its Axis (blue) side and place it on the 7. The Allies then Counter-Attack with 16 Firepower. Flip the Firepower counter to its Allied (tan) side and move it to the 9. Hits Place the Hit counters into a cup at the start of the game. Soldiers can suffer 4 types of Hits: Pin, Morale, Wound, and Dead. Place all the Hit counters into a cup to draw from throughout the battle. 11

12 The 3 numbers at the top of the counters show the amount of Firepower needed to inflict the Hit based on the target s Terrain card Cover. From left to right the numbers are used for: Light Cover, Medium Cover, and Heavy Cover. Example: If your Section is in a Terrain card with Light Cover, 1 Firepower must be spent to inflict a Pin. If the Section were in Medium Cover, it would cost 2 Firepower, and 3 Firepower if the Section were in Heavy Cover. Damage Acting Player Used to record Pin, Morale, and Wound effects inflicted on Soldiers. Place the Acting Player Counter in front of the acting player and flip it to its proper side face up. The counter is double-sided with an Allied and Axis side. Acted/Not Acted Section Place a Not Acted counter in front of each Section at the start of the game. As each Section acts, flip its counter from the Not Acted side to the Acted side. This will help you see which Sections have acted during the current player s turn. Player Help Sheet Place the Player Help Sheet off to the side within easy reach of both players. You will use it during the game to reference the Sequence of Play, Equipment information, and the Firepower track. Sections A Section contains one or more Soldiers. Each Section can act once during each player s turn. When you play a card to Attack, Move, or Counter-Attack, or you choose for a Section to Prepare, it affects the entire Section and uses the Section s Action for the turn. Led Sections If a Section has a Soldier with a Command rating of 1 or higher it is a Led Section. A Led Section can contain as many Soldiers as the Section Leader s Command rating. The Section Leader counts toward the number of Soldiers in the Section. Flip all counters for all players to their Not Acted sides when a player starts his turn. Turn Place the Turn counter on the Firepower chart to mark game turns during Historical Scenarios. You do not need to keep track of turns during standalone battles. Field Promotion Once per game, each side can place a Field Promotion counter on a Soldier with a Command rating of zero to give him a Command rating of 3. Sniper This is a special counter used by Snipers to designate their targets or gain additional Cover. Example: Siegel has a Command rating of 3. Even if he has no other Soldiers in his Section, he still counts as a Led Section. Example: Siegel s Command rating of 3 allows you to place up to 2 more Soldiers in his Section, such as Brauer and Petersen. The Soldier cards in a Section combine their Firepower when making an Attack or Counter-Attack. They also Move and Prepare together. 12

13 Example: Siegel s Section with Brauer and Petersen at range 4 produce 14 Firepower with Aimed Attacks. If Petersen Rapid fires and the others use Aimed fire, they would produce 16 Firepower. Example: During the next player s turn, if Siegel s Section Prepares, you could draw 1 card for Siegel, one card for Brauer, and Reload Petersen s weapon. Example: If Siegel s Section performs a Move, all 3 Soldiers Move together. If there is more than one Soldier in a Section with a Command rating higher than 0, the Soldier with the highest Command rating is the Section Leader. If the Section Leader dies and another Soldier in that Section has a Command rating higher than 0, that Soldier becomes the new Section Leader. Example: Livingston, with a Command Rating of 4 is the Leader for a Section containing himself, Ellison (with a Command Rating of 2), and Hill. If Livingston dies, Ellison (Command rating 2) takes over the Section. Unled Sections If a Soldier has a Command value of 0, and is not part of a Led Section, he is an Unled Section. An Unled Section always contains 1 Soldier. Unled Sections perform Actions the same as Led Sections. Example: Bertinelli is an Unled Section. You can play a card for him to Move, Attack, or Counter-Attack as normal. Bertinelli can also Prepare as normal. Forming Sections You can combine Soldiers to form Sections during the Form Sections step of your turn. You are free to move Soldiers back and forth between Sections any way you like, as long as all the Soldiers involved are in the same Terrain card. Example: Your Section Leader Richardson dies leaving Private Bell as an Unled Section. On your next turn, Private Bell can join with Corporal Taylor s Section (which is in the same Terrain card), and had lost a Soldier earlier in the game. Example: Your Section Leader, Johnson dies leaving Martinez as an Unled Section. On your next turn, you want Martinez to join with Livingston s Section (which is in the same Terrain card), but Livingston s Section already has its maximum number of Soldiers. You remove Donaldson from Livingston s Section, making Donaldson an Unled Section, and add Martinez to Livingston s Section. If an Unled Soldier with Lasting Action cards joins a Section, transfer the Lasting cards to the Section Leader. Example: Siegel is a Section Leader and you have Petersen join his Section. Petersen has a Key Location card. Transfer the Key Location to Siegel s card. A Pinned Soldier cannot join a Led Section, but a Pinned Section Leader may have Soldiers join his Section. Dividing Sections A Soldier can become separated from his Section due to the death of his Section Leader, or you choosing to remove him from a Section, or due to a Move. Example: A Section contains the Section Leader Walker, Smith, and Jones. Walker is killed. Smith and Jones form individual Unled Sections. If a Section ever contains more Soldiers than its Leader can Command, choose which Soldiers will leave the Section to form individual, Unled Sections. Example: Livingston, with a Command Rating of 4 is the Leader for a Section containing himself, Ellison (with a Command Rating of 2), Sullivan, and Hill. If Livingston dies, Ellison (Command rating 2) takes over the Section. Ellison can only Command himself and 1 other Soldier. You choose to remove Hill from the Section and he forms an Unled Section. When you play a Move card, if the Section Leader can Move, but some Soldiers in the Section cannot Move, or you do not want them to Move, they separate from the Section, remain in the same Terrain card, and form Unled Sections. Example: A Section contains Section Leader Walker, Smith, and Jones. Jones is Pinned and cannot Move. You play a card for the Section to Move. Walker and Smith Move. Jones stays and forms an Unled Section If the Section Leader cannot Move and you play a Move card, select which Soldiers in the Section to Move. Those Soldiers Move and become individual Unled Sections. Example: Walker is Pinned and you play a Move card for the Section. Smith and Jones Move and form Unled Sections. If one of the Moving Soldiers has a Command rating greater than 0, he can immediately form a Section from the Moving Soldiers (up to his Command limit.) If a Move is in reaction to an Attack or Counter-Attack, the Section Leader and the Soldiers still with him suffer the Attack or Counter-Attack. Example: Your Section is suffering an attack. You play a Move card and elect to have Section Leader Walker and Smith Move, and Jones not Move. Walker and Smith suffer the Hits from the attack. If the Section Leader dies and 13

14 the Section has Lasting cards in play, the owning player decides how to allocate the Lasting cards to surviving Section Leaders and Unled Sections from the Section. Example: Section Leader Walker dies. The Section has a Flanking Position card. Smith and Jones form Unled Sections. You decide to give the Flanking Position to Jones. If a Section Leader dies, and no other Soldiers in the Section have a Command rating greater than 0, all remaining Soldiers in the Section separate into individual Unled Sections. If one of the Section s Soldiers has a Command rating greater than 0, he can immediately form a Section from the Section s surviving Soldiers (up to his Command limit.) If a Section that has Acted, or is Acting divides, give each Led and Unled Section a Not Acted/Acted counter, and flip all their counters to their Acted sides. Field Promotion Once during a battle, during the Field Promotion step of a side s turn, you can place a Cmd 3 counter on one of your Soldiers who has a Command rating of 0. The Soldier s Command rating becomes 3. Example: Martinez is an Unled Section. You Field Promote him and place a Cmd 3 counter on his card. You can transfer up to 2 other Soldiers that are in Martinez s Terrain card into Martinez s Section. Example: You Field Promote a Soldier in a Section. You then declare that the Promoted Soldier and up to 2 other Soldiers are forming a separate Led Section. Set-Up You are now ready to set-up your first battle and get started! Decide who will play the Axis and who will play the Allies. Decide which player will begin with all his Forces in Terrain card 2, and which player will begin with all his Forces in Terrain card 8. Layout the Terrain cards for locations 1 through 9. Battle Size Come to an agreement with your opponent to determine the size of the battle. Do this by agreeing on the number of VPs each player has to spend on Forces. Small battles will consist of roughly 20VP of Forces for each player, while a large battle will give each player about 50VP of Forces. First Player Flip the Acting Player counter to determine the first player. The first player gets to purchase the first Soldier card and takes the first turn of the game. Purchase Forces As the first player, you may purchase and reveal one of your Vehicle or Infantry Gun cards. Your opponent may then purchase and reveal one of his Vehicle or Infantry Gun cards. Continue purchasing Vehicle and Infantry Gun cards until both players pass in succession. Once you both pass in succession, you may no longer purchase Vehicles or Infantry Guns. You and your opponent then use any remaining VPs to purchase your Soldier cards. You cannot purchase Vehicles and Infantry Guns at this time. All of your Soldier card purchases must fit into the Command limit of a Led Section. Reveal your Soldier cards once both players have completed their purchases. Counters Once both of you have finished purchasing Soldiers, place an Ammo counter on each Soldier card. Both of you also secretly select Equipment counters at this time and allocate them to your Soldiers. Place the equipment counters face down on their Soldier cards. Selecting Equipment is free. Place an Acted/Not Acted counter by each Section with the Not Acted side up. Place a Sniper counter by each Sniper with the Concealment Cover side up. Separate the cards into their different types: US Soldiers, UK Soldiers, German Soldiers, Action cards, Terrain cards, and Solitaire cards. 14

15 Starting Action Cards Deal each player a number of Action cards equal to his Hand Size. Hand Size Your Hand Size is the maximum number of Action cards you can hold in your hand at any one time. Your Hand Size is equal to the number of Terrain cards your Sections currently Hold, plus 1 for each of your Led Sections. Example: Your Jump-Off Terrain card is 1 and your opponent s Jump-Off Terrain card is 9. Your Sections started in Terrain card 2. You have since moved up to Terrain card 4. You are currently in control of 4 Terrain cards and have 2 Led Sections. You have a Hand Size of 6. Example: Your opponent has moved from Terrain card 8 to Terrain card 7 and has 4 Led Sections. He currently has a Hand Size of 7. You can never have more cards in your hand than your maximum Hand Size. Recalculate your Hand Size any time you are about to draw a card. If you are about to draw a card, and it would put you in excess of your Hand Size, do not draw the card. Player Turn At the start of each player s turn, all players flip the Acted counters for each of their Sections to their Not Acted sides. Perform each of the following steps during your turn in the order presented. Simultaneous Events Some events take place at the same time. When this happens, you can resolve them in any order. Form Sections and Field Promotions You can reorganize your Sections by transfering Soldiers between your Sections that are in the same Terrain card. If you want to perform your one Field Promotion this game, do it now. Move Equipment You can transfer Equipment counters between Soldiers in the same Terrain card, even if they are in different Sections. A Soldier may never have more Equipment counters than his Equipment rating allows. Equipment movements are done simultaneously. Example: 2 Soldiers with Equipment ratings of 1 are in the same Terrain card. They can swap Equipment counters. Use Bandages If a Soldier is carrying Bandages, he can remove 1 Wound from any Soldier (not Vehicle) in his same Terrain card, and then discard the Bandages. Medics do not discard Bandages. Actions and Reactions A Section can perform one Action during each player s turn. A Section can perform one of four Actions: Move, Attack, Counter-Attack, or Prepare. Each Action card has symbols along its left edge showing the Actions the card can perform. Play an Action card and declare which of your Sections is acting. Declare if you are using an Action card for a default Action. Flip the Section s Not Acted counter to its Acted side. Once the Action, and Reactions, are resolved, you can have a new Section act. These decision trees illustrate the Actions and Reactions that can occur during each Action: Example: You have cards in your hand equal to your maximum Hand Size. You use a default Move to Move a Vehicle forward into an Open Ground Terrain card (no card is played to do this). As you enter the Open Ground you get to draw 1 card, at the same time your Hand Size increases by 1. You choose to gain the Hand Size increase first, then draw the card. Example: Your Forces have a Veteran Troop Quality, which allows you to draw 1 card at the start of your turns. You hold cards equal to your Hand Size. At the start of your turn, the Scenario calls for you to receive a Reinforcement Section. You choose to gain the Reinforcement, which adds 1 to your Hand Size, then draw the card for being Veteran. 15

16 Move Action Play a card, declare a Move Action, exchange the Section s current Terrain card for the new one. All Soldiers in the Section move together. When a Section moves, it can either move to an adjacent Terrain card, or remain in the same Terrain card. Advancing and Retreating Your Sections are Advancing when they move closer to the opposing player s Jump-Off card. Your Sections are Retreating when they move closer to your Jump-Off card. You can Move your Sections into, and past, a Terrain card containing enemy Forces as normal. You cannot Move a Section behind Terrain cards 1 and 9. Terrain cards 1 and 9 are the limits of the battlefield. Example: Your Jump-Off card is Terrain card 1. You have a Section in Terrain card 1. That Section cannot play a Fall Back card. Lateral Movement You can Move a Section and choose to have it remain in the same Terrain card. This is a Lateral Move. Example: A Section in Terrain card 3 plays a Flanking Position card. You choose to have the Section remain in Terrain card 3. The Section now gains the Firepower bonus of the Flanking Position. Example: A Section plays a Stay Low to Move and performs a Lateral Move, staying in the same Terrain card. Opponent s Reaction The opposing player can choose to react to your Move Action. He can perform a Move Action using the same rules you used to perform a Move Action, or he can perform an Attack Action using the Attack rules below. If he Attacks, he can target any of your Sections. If he Attacks, you can perform a Counter- Attack Action with a Section that can Act. He can also react by performing a Prepare for one of his Sections. He can also choose not to react. Attack Action An attack consists of several steps: Declare Attack, Calculate Firepower, Subtract Counter-Attack Firepower and Cover, and draw Hit counters. Declare Attack Play an Action card to initiate an Attack Action. Declare which of your Sections is Attacking, and the enemy Section they are targeting. Calculate Firepower Select the Fire Mode for each Soldier in the Attacking Section. Add up their Firepower values. Add to the total any Firepower bonus generated by the Action card you played to conduct the Attack. Place the Firepower counter on the Firepower chart on the Player Help Sheet. Example: A Section with Walker, Smith, and Jones attacks a target at range 3. You have Walker use Rapid Fire (18 Firepower), Smith use Aimed Fire (2 Firepower), and Jones use Aimed Fire (4 Firepower). 24 total Firepower. Example: A Section contains Ellison and Winslow. They attack at range 7. Ellison must use Rapid Fire for 16 Firepower (because his Mortar does not have Aimed Fire at that range). You choose for Winslow to use Aimed Fire for 2 Firepower. 18 total Firepower. Example: You have your Tiger tank use Rapid Fire against a target at range 5 with its Cannon. It produces 24 Firepower. You play an Attack card for the Action for 6 more Firepower. 30 total Firepower. Example: You have your Sherman tank attack a target at range 4 with its machine gun. The Sherman has a Flanking Position in play and has 4 Terrain cards behind it. You play an Attack card for the attack. It produces 12 Firepower, plus 8 more for the Flanking Position, plus 6 more for the Attack card, plus 2 more for being in Undergrowth. 28 total Firepower. Enemy Reactions The enemy can choose to react to your Attack by performing a Move, Counter-Attack, or Prepare. He can also choose not to react. Do not recalculate your Firepower due to a range change when the opposing player reacts. Example: Your Section attacks an enemy Section at range 3 with 28 Firepower. Your opponent reacts by playing a Fall Back. The enemy Section is now at range 4, which would change your attack to a different column on the Firepower chart. Do not recalculate your Firepower because the target Moved to a different range. Subtract Counter-Attack Firepower The opposing player can select any one of his Sections to perform a Counter-Attack. It does not have to be the Section under Attack. To perform a Counter-Attack, the opposing 16

17 player plays an Action card and declares which of his Sections is Counter-Attacking. He must target your Attacking Section. Your opponent selects the Fire Mode for each Soldier in the Section as normal. Divide his total Counter-Attack Firepower in half. Example: Your Section performs a Counter-Attack and produces 20 Firepower, plus 6 for an Attack card, plus 2 more for being in Undergrowth, for a total of 28. Reduce this to 14 Firepower because it is a Counter-Attack. Example: You Attack with 16 Firepower. Your opponent Counter-Attacks with 10 Firepower, divided in half to 5 Firepower. His Section suffers 11 Firepower. If the Counter-Attack Firepower is greater than the Attack Firepower, subtract the Attack Firepower from the Counter- Attack Firepower. The Attacking Soldiers suffer Hits equal to the remaining Counter-Attack Firepower. Example: You Attack with 12 Firepower. He Counter-Attacks with 30 Firepower (reduced to 15 Firepower). Your Attacking Section suffers an Attack of 3 Firepower. Cover Step The player suffering the Firepower can play Action cards to gain Cover. Subtract the Cover from the remaining Firepower. Example: You Attack with 44 Firepower. He reacts by Counter- Attacking with a Covering Fire card (so his Counter-Attack Firepower is not cut in half) for 20 Firepower. His Section will suffer 24 Firepower. He then plays a Hit The Dirt to reduce the Firepower by 4, down to 20. Apply any remaining Firepower in the form of Hits on the Section suffering the Hits. Draw Hit Counters Each Hit counter has three numbers across the top and the type of Damage the Soldier suffers (Pin, Morale, Wound, or Dead). Use the first (yellow) number on the Hit counter if the target is in a Light Cover Terrain card. Use the second (brown) number if the target is in a Medium Cover Terrain card. Use the third (green) number if the target is in a Heavy Cover Terrain card. If the targeted Section Moves in reaction, use the Cover rating of the Terrain card they end their movement in. Example: The target Section starts in a Terrain card with Medium Cover. It Moves in reaction to a card with Heavy Cover. Use the Heavy Cover numbers on the Hit counters. Draw one Hit counter at a time from the cup for the targeted Section. The number on the Hit counter indicates the number of Firepower points it takes to inflict that Hit. Example: If you draw a Pin counter, it costs 1 Firepower in Light Cover, 2 Firepower in Medium Cover, and 3 Firepower in Heavy Cover. Keep a running total of the Firepower points expended for each Hit counter. If you draw a counter and there are not enough Firepower points remaining to pay for the counter, return the counter to the cup, and stop drawing Hit counters. Example: Your target is in Medium Cover and you inflict 8 Firepower. You draw the following counters: Morale for 3 Firepower, Pin for 2 Firepower, Dead for 6 Firepower. Ignore the Dead counter because you do not have enough remaining Firepower to pay for it. The targeted player gets to select the order in which his Soldiers suffer the attack. When drawing Hit counters for a Section, start with the first Soldier in the Section. Draw a Hit counter for that Soldier, placing the Hit counter next to the Soldier s card. Then draw for the second Soldier, continue for each of the other Soldiers. After you have drawn for every Soldier in the Section, return to the first Soldier of the Section and continue drawing counters. Continue drawing Hit counters for Soldiers that have died during the attack. Example: You are attacking an enemy Section in Medium Cover with 33 Firepower and the opposing player defines the damage order to be Martinez, Hill, Sanchez. You draw a Pin (2) for Martinez, Wound (4) for Hill, Morale (3) for Sanchez, Dead (6) for Martinez, Pin (2) for Hill, Morale (3) for Sanchez, Pin (2) for Martinez, Pin (2) for Hill, Morale (3) for Sanchez, Wound (4) for Martinez, Dead (6) for Hill. Ignore the last Dead counter drawn for Hill because it takes you over your 33 Firepower. When a Soldier suffers a Pin result, he cannot Attack, Counter-Attack, Move, or give/receive/use Equipment until you remove the Pin. You can Prepare or use the Rally Action card to remove the Pin. If a Soldier who has suffered a Pin suffers other Pin Hits, treat them as Morale Hits. A Morale Hit reduces the Morale value on a Soldier s card by 1. When his Morale is reduced to 0 he can no longer Advance. 17

18 Also, when the Morale is at 0, treat all additional Morale Hits as Wounds. When a Soldier suffers a Wound he can no longer Move, but he can still Attack and Counter-Attack. If a Soldier who has suffered a Wound suffers a second Wound, he dies. A Dead Hit immediately removes the Soldier and all his ammo and Equipment from the battle. Example: Martinez suffers a Pin, Dead, Pin, Wound. He is killed. Hill suffers a Wound, Pin, Pin. Hill cannot be Pinned twice, so he ends up with a Pin, Morale, Wound. Sanchez suffers a Morale, Morale, Morale. He only has a Morale of 2, so he ends up suffering Morale, Morale, Wound. Place Damage Counters After all Hit counters are drawn for an attack, replace the Hit counters with the same type of Damage counters and return the Hit counters to the cup. Place the Damage counters next to the Soldier cards who suffered the Hits. The counters shown above are (from left to right): Pin, Morale, Wound. Damage counters stay with a Soldier until you remove them through Action cards, Medics, Bandages, or the Soldier dies. Return the Hit counters to the cup after each attack to insure a consistent selection for the next attack. Close Quarters Combat Hand-to-Hand A Soldier at range 0 to his target can make a hand-to-hand attack instead of a weapon attack. The Hand-to-Hand attack produces 2 Firepower. Modify the Firepower of these attacks like normal. Example: A Soldier at range 0 performs a Handto-Hand attack. His attack inflicts 2 Firepower. If you play an Attack card, you ll inflict 8 Firepower. Defenseless If a Pinned Soldier suffers an attack from an enemy in his same Terrain card, treat all Hit counters drawn for him as being a Dead with a 1 Firepower cost. Prepare Action You can also declare that a Section will Prepare. You do not play a card when a Section Prepares. You get to perform 1 Preparation for each of the Soldiers in the Preparing Section. For each Soldier, you can do any 1 of the following: draw 1 Action card and add it to your hand, reload the Soldier s Weapon by moving his Ammo counter back to his weapon, or discard his Pin Damage counter if he is Pinned. The only time you can voluntarily discard cards is during a Prepare Action. You can discard freely throughout the Prepare action. The enemy can react to your Prepare Action by performing a Prepare Action. He can also choose not to react. Example: Your opponent attacks one of your Sections. Your reaction is to have that Section Prepare. Some of the Soldiers in that Section draw cards as their preparation. One of the cards drawn is a Hit the Dirt. You then play the Hit the Dirt to reduce the incoming Firepower. Next Section Once you resolve the Action and reactions for one of your Sections, perform the Action for your next Section. Continue until all your Sections have Acted, or you choose to end your turn. Your First Battle Here is a great first battle to introduce you to the game. One player plays the Allies, as either the U.S. or U.K., and the other plays the Axis as Germany. Following each Section Leader s name are the names of the Soldier cards in his Section in parenthesis. U.S. Forces: Johnson (Lewis and Martinez), Ellison (Donaldson) U.K. Forces: Walker (Smith and Brown), Richardson (Bell) German Forces: Siegel (Gutmann and Brauer), Mahler (Nadel) Place an Ammo counter on each Soldier and layout random Terrain cards numbered 1 to 9. For this first battle, do not add Equipment counters to the Soldier cards. After you complete this battle, you can try it again with Equipment counters. Weapon Details Small Arms Small Arms represent basic infantry weapons such as pistols, rifles, and carbines. Such weapons usually fire rounds in the.30 to.45 caliber range (7mm to 12mm). These weapons use the standard attack rules detailed earlier in the rules. 18

19 Flamethrower Flamethrowers shoot a stream of flammable liquid at the target. Flamethrowers are an Anti-Armor weapon, which means they can attack Armored Vehicles as well as other targets. Heavy Machine Gun Heavy Machine Guns are automatic weapons that fire rifle ammo at a high rate of fire. These weapons use an assistant to load and prep the weapon for firing. The Soldier cards do not show an image of the assistant, only the gunner. Mortar Mortars fire a self-propelled round that arches high and then comes down on the target. This arching attack prevents the Mortar from attacking targets at close range. The red numbers on the Firepower chart represent the Mortar attacks, and the black numbers represent the close range attacks of the team s personal weapons. Mortars use an assistant to load and prep the weapon for firing. The Soldier cards do not show an image of the assistant, only the gunner. Rocket Launcher Rocket Launchers fire a self-propelled rocket at the target. Rocket Launchers are an Anti-Armor weapon, which means they can attack Armored Vehicles as well as other targets. These weapons use an assistant to load and prep the weapon for firing. The Soldier cards do not show an image of the assistant, only the gunner. Some Soldiers carry smaller Rocket Launchers, such as the Panzerfaust. These Soldiers have red Firepower numbers for the Rocket Launcher and black numbers for their personal weapon. Only the red numbers have Anti-Armor capability. Note: Panzerfausts are one-shot weapons. Soldiers equipped with a Panzerfaust are assumed to have more than one. Cannon Cannons are large caliber guns mounted on carriages or Vehicles. Cannons are an Anti-Armor weapon, which means they can attack Armored Vehicles as well as other targets. Anti-Armor Weapons Armored Vehicles can only be attacked by Anti-Armor weapons. Anti-Armor weapons (Cannons, Flamethrowers, and Rocket Launchers) are noted with a < before its name and > after its name on the Soldier card. Anti-Armor weapons attack Soldiers and Unarmored Vehicles as normal. Subtract Cover as normal from these Attacks and Counter- Attacks. Example: A tank Cannon fires at a Section of Soldiers. The Cannon has 16 Firepower and the Section has 10 Cover due to Action cards. The Section suffers 6 Hits. Example: A Rocket Launcher fires at an Unarmored Vehicle. The Rocket Launcher has 18 Firepower and the Vehicle has 10 Cover due to Action cards, and 3 inherent Cover. The Vehicle suffers 5 Hits. Anti-Armor weapons attack Armored Vehicles as normal. Subtract the target s Cover and Armor as normal from these Attacks and Counter-Attacks. Example: A tank Cannon fires at an Armored Vehicle. The Cannon has 22 Firepower and the Vehicle has 10 Cover due to Action cards and 5 inherent Armor. The Vehicle suffers 7 Hits. Vehicles Vehicle cards have an Armored Vehicle or Unarmored Vehicle notation and use most of the same rules as Soldiers. The following rules detail the differences. Vehicle cards include the necessary drivers, gunners, and crewmembers. Section Limitations Each Vehicle forms its own Section. There can never be more than one Vehicle in a Section. Vehicles can never combine with Soldiers in a Section. Default Movement You do not need to discard an Action card to perform a default Move for a Vehicle. The default Move still expends the Vehicle s Action and can be reacted to as normal. Secondary Weapon If a Vehicle has 2 weapons, it must choose which one to use during an Attack or Counter-Attack. Example: Your tank has a Cannon and Machine Gun. You play an Attack card for the tank. You must choose to use either its Cannon or Machine Gun, not both. 19

20 Armored Vehicles The game term Armored Vehicle usually refers to tanks. These are vehicles with thick armor that completely enclose the crew. Armored Vehicle cards have an Armored Vehicle notation on their cards. Only Anti-Armor weapons can Attack and Counter-Attack Armored Vehicles. Example: An Armored Sherman tank fires its Machine Gun at a Section of Soldiers. The opposing player does not have an Anti-Armor weapon. The opposing player cannot Counter- Attack the tank. If an Anti-Armor weapon has a mix of red and black Firepower values in the same row, only the red values have Anti-Armor capability. Example: Some Rocket Launchers have a mix of red and black Firepower values. Subtract the target Vehicle s Armor rating from an Anti-Armor weapon s Firepower when resolving the attack. Unarmored Vehicles Unarmored Vehicle refers to a vehicle that has thin armor and/or armor that does not completely enclose the crew and passengers. Unarmored Vehicle cards have an Unarmored Vehicle notation on their cards. All weapons can Attack and Counter-Attack Unarmored Vehicles. Subtract the Vehicle s Cover rating from the enemy Firepower when resolving an Attack or Counter-Attack against the Vehicle. Example: A Section of Soldiers fires at an Unarmored Jeep. Subtract the Jeep s Cover from the attack s Firepower. Infantry Guns Infantry Guns are light artillery pieces mounted on wheeled carriages. They have an Infantry Gun notation on their cards. All weapons can Attack and Counter- Attack Infantry Guns. Subtract the Gun s Cover rating from the enemy Firepower when resolving an attack against the Gun. Section Limitations Each Infantry Gun forms its own Section. There can never be more than one Infantry Gun in a Section. Infantry Guns can never combine with Soldiers in a Section. Discard 1 additional Action card when you perform a Move for an Infantry Gun. Example: You play a Double Time for your Infantry Gun. In addition to playing the Action card, you must also discard 1 additional card. End This ends the rules section of the rulebook. The following pages detail Scenarios, Campaigns, and Optional rules. Historical Scenarios The game includes 20 Scenarios based on historical battles. The Scenarios are numbered and presented in chronological order. The battles depicted in these Scenarios involved hundreds or thousands of men. These Scenarios recreate a small portion of those operations. Each Scenario includes historical information for the battle as well as the game information needed to recreate it. Historical Scenarios use specific Terrain cards. Do not randomly draw them. 20

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