A. INFANTRY AND BASIC GAME RULES
A0.1 Dice A0.2 Errors A0.3 Move/Advance A0.4 Optional Rules A0.5 Attack DRM A0.6 In/Into A0.7 Good Order A0.8 Adjacent A0.9 Random Selection A0.10 Leadership DRM A0.11 Permanent Breakdown A0.12 White Counters A0.13 Attacker/Defender A0.14-A0.14B Collateral Attack A0.15 First/Final Fire A0.16 SMOKE A0.17 DRM A0.18 Morale Level Ceiling A1. PERSONNEL COUNTERS A1.1 A1.11 Single-Man Counter (SMC) A1.12 Multi-man Counters (MMC) A1.121 Squad A1.122 Half-Squad (HS) A1.123 Crew A1.2 MMC Capabilities A1.21 Firepower (FP) A1.22 Range A1.23 Morale A1.24 Identity A1.25 Class A1.3 Component Parts A1.31 Deployment A1.32 Recombine A1.4 Broken Side A1.5 Special Status A1.6 Unit Size Number (US#) A2. THE MAPBOARD A2.1 Board Configuration A2.2 Grid Coordinates A2.3 Half-Hexes A2.4 Cumulative Terrain Effects A2.5 Entry A2.51 Offboard Setup A2.52 Offboard Actions A2.6 Exit A2.7 Overlays A2.71 Cutting Out Overlays A2.72 A2.73 SSR Placement A2.74 A2.75 Specific Overlays A2.76 Wadis/Streams A2.8 Location A2.9 Setup Limitations A3. BASIC SEQUENCE OF PLAY A3.1 Rally Phase (RPh) A3.2 Prep Fire Phase (PFPh) A3.3 Movement Phase (MPh) A3.4 Defensive Fire PHase (DFPh) A3.5 Advancing Fire Pase (AFPh) A3.6 Rout Phase (RtPh) A3.7 Advance Phase (APh) A3.8 Close Combat Phase (CCPh) A3.9 Turn Record Chart A4. INFANTRY MOVEMENT A4.1 Basic MPh A4.11 Movement Factor (MF) A4.12 Leader Bonus A4.13 Terrain Effects A4.131 Hexside Costs A4.132 Road A4.133 Elevation Change A4.134 Minimum Move A4.14 Enemy Units A4.15 Infantry OVR A4.151 SMC Options A4.152 CC A4.2 Mechanics Of Movement A4.3 Bypass A4.31 A4.32 Broken In Bypass A4.33 Pinned In Bypass A4.34 Bypass LOS A4.4 Portage A4.41 AFPh SW Fire Limits A4.42 Inherent Portage Capacity (IPC) A4.43 Possession A4.431 Transfer A4.44 Recovery A4.5 Double Time A4.51 Counter Exhaustion (CX) A4.52 Portage Effects A4.6 Movement Modifiers (FFMO/FFNAM) A4.61 Assault Movement A4.62 Hazardous Movement A4.63 Dash A4.7 Advance Phase A4.71 vs An AFV A4.72 vs Difficult Terrain A4.8 Temporarily Immobilized (TI) A5. STACKING LIMITS A5.1 Infantry/Cavalry A5.11 Movement A5.12 Attack Penalty A5.13 Defense Penalties A5.131 Personnel A5.132 Vehicular A5.2 Vehicular A5.3 PRC A5.4 Combined Arms A5.5 Equivalents A5.6 Location Restrictions A6. LINE OF SIGHT (LOS) A6.1 Checking LOS A6.11 LOS Checks A6.12 Atypical LOS A6.2 Obstacles A6.21 Half-level Obstacles A6.3 Depressions A6.4 Blind Hexes A6.41 A6.42 A6.43 A6.5 Reciprocity A6.6 units A6.7 LOS Hindrance A6.8 A7. FIRE ATTACKS A7.1 A7.2 Firepower Modifiers A7.21 Point Blank Fire (PBF) A7.211 TPBF vs PRC A7.212 Target Selection Limits A7.22 Long Range Fire A7.23 Area Fire A7.24 AFPh Fire A7.25 Opportunity Fire A7.26 Miscellaneous A7.3 Resolution A7.301 #KIA A7.302 K/# A7.303 NMC A7.304 #MC (1,2,3, or 4) A7.305 PTC A7.306 - A7.307 vs Armored Targets A7.308 vs Unarmored Vehicles A7.309 Unlikely Kill A7.31 A7.32 A7.33 Multiple Targets A7.34 Squad Spraying Fire A7.35 SW Usage A7.351 A7.352 A7.353 A7.36 Assault Fire A7.37 Incremental IFT (IIFT) A7.371 Column Shifts A7.372 Firepower Modifiers A7.4 Target Determination A7.5 Fire Group (FG) A7.51 Vehicles/Ordnance A7.52 A7.53 Fire Direction A7.531 A7.54 Berserk A7.55 Mandatory FG A7.6 TEM & LOS Hindrances A7.7 Encirclement A7.71 FG A7.72 Upper Levels A7.8 Pin A7.81 Infantry Effects A7.82 Vehicle/Crew A7.821 Passengers/Riders A7.83 Movement/Advance A7.831 Leaders A7.9 Cowering
A8. DEFENSIVE FIRE PRINCIPLES A8.1 First Fire A8.11 Facing A8.12 Moving Within Location A8.13 Defensive First Fire DRM A8.14 Follow-Up Attack A8.15 Snap Shot A8.2 Residual Firepower A8.21 A8.22 Restrictions A8.221 Malfunction A8.222 vs AFV A8.223 Snap Shot A8.224 Cowering A8.23 ROF A8.24 Spraying Fire A8.25 Ordnance A8.26 Effect of DRM A8.3 Subsequent First Fire A8.31 Final Protective Fire (FPF) A8.311 Restrictions A8.312 TPBF A8.4 Final Fire A8.41 Multiple ROF A9. MACHINE GUNS & SW MALFUNCTION A9.1 Counters A9.11 MMC Usage A9.12 SMC Usage A9.2 Multiple ROF A9.21 Field Of Fire A9.22 Fire Lane A9.221 Alternate Hex Grain A9.222 Residual FP A9.223 Cancellation A9.3 Sustained Fire A9.4 Mandatory Fire Direction A9.5 Spraying Fire A9.51 vs Vehicle A9.52 Restrictions A9.6 Vehicular Targets A9.61 AFV Kill A9.611 Effect vs Personnel A9.7 Support Weapon (SW) Malfunction A9.71 Multiple SW Malfunction A9.72 SW/Gun Repair A9.73 SW Self-Destruction A9.74 Random SW/Gun Destruction A9.8 Dismantled (dm) A10. MORALE A10.1 Morale Check (MC)/Task Check (TC) A10.2 Leader Loss Morale Check (LLMC)/Leader Loss Task Check (LLTC) A10.21 Leadership DRM A10.22 A10.3 MC Failure A10.31 Casualty MC A10.4 Broken Units A10.41 Voluntary Break A10.5 Routing A10.51 Direction A10.52 Low Crawl A10.53 Interdiction A10.531 Open Ground A10.532 Interdictor A10.533 Concealment A10.6 Rally A10.61 Terrain Bonus A10.62 Desperation Morale (DM) A10.63 Self-Rally A10.64 Fate A10.7 Leadership A10.71 Rally A10.711 Voluntary Rout A10.72 Mandatory Leadership A10.8 Fanaticism A11. CLOSE COMBAT (CC) A11.1 A11.11 Resolution A11.12 Mechanics A11.13 SW A11.14 SMC A11.141 Leader A11.15 Melee A11.16 Broken Units A11.17 Stealth A11.18 Lax A11.19 Concealment A11.2 Withdrawal From Melee A11.21 Withdrawal Mechanics A11.22 Infiltration A11.3 Sequential CC A11.31 vs Vehicle A11.32 Ambush A11.33 Prisoners A11.34 A11.4 Ambush A11.41 Ambush Withdrawal A11.5 CC vs A Vehicle A11.501 Unlikely Kill A11.51 CC DRM A11.52 Capture Of Vehicle In CC A11.6 CC vs An AFV A11.61 CC Attack DRM vs AFV A11.611 PRC A11.612 AF A11.62 AFV CC Attacks vs Infantry A11.621 Crew Small Arms A11.622 Close Defense Weapon System A11.7 Vehicle Withdrawal From CC A11.71 Other Withdrawal From CC A11.8 Street Fighting A12. CONCEALMENT A12.1 A12.11 Known/Dummy Enemy Unit A12.12 Placement A12.121 Concealment Loss/Gain Table A12.122 Concealment dr A12.13 Effect A12.14 Removal A12.141 Actions A12.15 Detection A12.151 Bypass A12.152 Searching A12.153 Mopping Up A12.154 Search Casualties A12.16 Right Of Inspection A12.2 Concealed 5/8" Counters A12.3 Hidden Initial Placement (HIP) A12.31 A12.32 A12.33 Fortifications A12.34 Hidden Guns A12.4 Vehicular Movement Through Concealment A12.41 OVR 12.42 Bypass A13. CAVALRY A13.1 A13.2 Stacking A13.3 Movement A13.31 MF Costs A13.32 Capacity A13.33 Portage A13.34 MF Allotment A13.35 Enemy Units A13.351 FPF A13.36 Gallop A13.4 Fire Effects A13.5 Vulnerability A13.51 MC A13.511 A13.52 Pin & Heat Of Battle A13.6 Charge 13.61 Post-Resolution 13.62 Cavalry Wave 13.7 Horses A14. SNIPERS A14.01 A14.1 Sniper Activation Number (SAN) A14.2 Target Selection A14.21 Alternate Target A14.22 Non-Targets A14.23 Concealed Targets A14.3 Resolution A14.31 vs Sniper A14.32 vs CC A14.33 vs Unarmored Vehicle A14.4 Sniper Check A15. HEAT OF BATTLE A15.1 Heat Of Battle A15.2 Heroes A15.21 Creation A15.23 Weapons Use A15.24 Heroic DRM A15.3 Battle Hardening A15.4 Berserk A15.41 Leader Consequences A15.42 Morale A15.43 Charge A15.431 A15.432 A15.44 No Enemy In LOS A15.45 Terrain Restrictions A15.46 Return To Normal A15.5 Surrender
A16. BATTLEFIELD INTEGRITY A16.1 Integrity Base A16.11 A16.12 A16.2 Integrity Check A16.21 A16.3 Regaining ELR A17. WOUNDS A17.1 Occurrence A17.11 Severity A17.2 Movement A17.3 Effects A18. FIELD PROMOTIONS A18.1 A18.11 Self-Rally A18.12 CCPh A18.2 A19. UNIT SUBSTITUTION A19.1 Experience Level Rating (ELR) A19.11 ELR Immunity A19.12 Disruption A19.13 Replacement A19.131 Ammunition Shortages A19.132 A19.2 Green & Conscript Troops A19.3 Inexperienced Personnel Restrictions A19.31 Movement A19.32 SW A19.33 Cowering A19.34 PAATC A19.35 Capture A19.36 Lax A20. PRISONERS A20.1 Value A20.2 Capture A20.21 RtPh A20.22 CCPh A20.221 A20.23 Mopping Up A20.24 A20.3 No Quarter A20.4 Massacre A20.5 Guards & Unarmed Units A20.51 Stacking A20.52 Guard FP A20.53 Movement A20.54 Attack Effects A20.55 Escape A20.551 Rearming A20.552 Scrounging A21.CAPTURED EQUIPMENT A21.1 Possession A21.11 Malfunction A21.12 Performance A21.13 Non-Qualified Use A21.2 Vehicle A21.21 Temporary Driver A21.22 Temporary Crew A22. FLAMETHROWERS & MOLOTOV COCKTAILS A22.1 FP Modification A22.2 DRM A22.3 Usage A22.31 FG A22.32 Line Of Fire (LOF) A22.33 Restrictions A22.34 vs AFV A22.35 vs Terrain A22.4 Vulnerability A22.5 Malfunction A22.6 Molotov Cocktails (MOL) A22.61 Availability A22.611 vs Unarmored Targets A22.612 vs Armored Targets A22.613 vs Terrain A22.62 Leadership A23. DEMOLITION CHARGES A23.1 A23.2 Usage A23.3 Placement A23.4 Detonation A23.41 vs Terrain A23.5 vs AFV A23.6 Thrown DC A23.61 A23.62 AFPh A23.63 Final Fire A23.7 Set Demolition A23.71 A23.72 Set DC Clearance A24. SMOKE A24.1 Infantry Usage A24.11 A24.2 Effect A24.3 White Phosphorus (WP) A24.31 Casualties A24.32 Fires A24.4 Height & Duration A24.5 Strength A24.6 Weather A24.61 Drift A24.62 Gusts A24.7 Movement A24.8 Outgoing LOS Hindrances A25. NATIONALITY DISTRINCTIONS A25.1 German A25.11 SS A25.12 Combat Engineers A25.2 Russian A25.21 Entrenching A25.22 Commissar A25.221 A25.222 Rally A25.223 Berserk A25.23 Human Wave (HW) A25.231 Direction A25.2311 Forward and Side Locations A25.232 Movement A25.2321 Range A25.2322 A25.233 Defensive First Fire A25.234 Enemy Units A25.235 Ending The Human Wave A25.24 Partisans A25.241 Movement A25.242 A25.3 Americans A25.31 Paratroops A25.32 Ordnance A25.33 Ammunition A25.34 SMOKE A25.35 U.S.-Built, British-color SW A25.4 British A25.41 Green A25.42 Airborne A25.43 Gurkha A25.44 ANZAC A25.45 Cowering A25.46 WP A25.5 French A25.51 Green A25.52 Ordnance A25.53 Free French A25.54 Pre-12/43 Equipment A25.55 12/43-5/45 Equipment A25.56 French-Built Equipment A25.57 DYO A25.6 Italian A25.61 Elite A25.62 1st Line A25.63 Surrender A25.64 Lax A25.65 PAATC A25.7 Finnish A25.71 Leaders A25.72 A25.73 Sissi A25.74 Battle Hardening A25.8 Axis Minors A25.81 PAATC A25.9 Allied Minors A25.91 PAATC A25.92 A26. VICTORY CONDITIONS A26.1 Control Victory Conditions A26.11 Gaining Control A26.12 Vehicular Control A26.13 Hex Control A26.131 Bridge Hex A26.132 Pillbox Hex A26.14 Building Control A26.15 Concealment A26.16 Control Forfeiture A26.161 A26.162 A26.2 Victory Points A26.21 Victory Point Value A26.211 Infantry & PRC A26.212 Vehicles & Equipment A26.213 A26.22 Casualty Victory Points A26.221 A26.222 Capture A26.23 Exit Victory Conditions A26.3 Avoidance A26.4 Balance