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Contents

1. Introduction
1.1. System requirements
1.2. Installing the Game
1.3. Uninstalling the Game
1.4. Product Updates, Bonus Content

and Registering your Game
1.5. Re-downloading your Game
1.6. Game Forums
1.7. Technical Support
1.8. Starting a New Game
1.9. Multiplayer
1.10. Options
1.11. Scenarios and Campaigns
1.12. The Action Bar

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3. General Game Concepts


3.1. Units
3.2. Counters

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2. Quick Start
2.1. Getting Started
2.2. Moving Stuff
2.3. Attacking
2.4. Turn Two
2.5. Dont You Forget About Me
2.6. Spotting the Enemy
2.7. Melee Combat
2.8. When Opportunity Knocks
2.9. Smoke Em if You Got Em
2.10. Rally Round the Flag
2.11. The Battle Continues

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3.3.
3.4.
3.5.
3.6.

Dice
Stacking
Half-Hexes
Morale

4. Support Weapons and Weapon Teams


4.1. Support Weapons
4.2. Tripod Machine Guns
4.3. Flamethrowers and Satchel Charges
4.4. Molotov Cocktails
4.5. Weapon Teams
5. Sequence of Play
5.1. Rally Phase
5.2. Operations Phase
5.3. Administrative Phase

6. Fire Combat
6.1. Leaders and Their Influence on Attacks
6.2. Direct Fire Table (DFT) Results
6.3. Multiple Attacking Units
6.4. Opportunity Fire
6.5. Extended Range
6.6. Flanking Fire
7. Movement
7.1. Assault Movement
7.2. Double-time
7.3. Low Crawl
7.4. Stealth Movement

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8. Smoke

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9. Melee Combat
9.1. Locked Units
9.2. Reinforcing a Melee
9.3. Zero-Firepower and M-Rated MMCs

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10. Line of Sight and Spotting


10.1. Spotting
10.2. Hills and Buildings
10.3. Figuring Line of Sight (LOS)
10.4. Terrain Characteristics

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12. Skill Cards

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13. Ordnance
13.1. Hits on Unarmored Vehicles
13.2. Non-Penetrating Hits
13.3. Angle and Point of Impact
13.4. Special Ammunition
13.5. Target Acquisition

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11. Single Man (or Woman) Counters


11.1. Leaders
11.2. Heroes
11.3. Medics
11.4. Snipers
11.5. Scouts
11.6. Armor Leaders
11.7. Soviet Commissars
11.8. Nurses

14. Vehicles
14.1. Vehicle Counters Explained
14.2. Vehicle Facing and Movement
14.3. Assault Movement in Vehicles
14.4. Overruns
14.5. Vehicle Crews

15. Passengers
15.1. Passengers Riding Inside
15.2. Passengers Riding Outside
15.3. Passengers of Abandoned Vehicles
15.4. Mounting and Dismounting

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16. Infantry and Artillery vs . Vehicles


16.1. Close Assault
16.2. Small-Arms Fire vs. Armored Vehicles
16.3. Small-Arms Fire vs. Unarmored Vehicles
16.4. Mortars and Artillery vs. Armored Vehicles
17. Indirect Fire
17.1. Onboard Mortars
17.2. Off-board Artillery

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18. Night Combat


18.1. Ordnance Attacks During Night Scenarios
18.2. Melee During Night Scenarios
18.3. Star Shells

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20. National Characteristics for Lock n Load


20.1. German Forces
20.2. Soviet Forces

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19. Fortifications
19.1. Foxholes
19.2. Wire
19.3. Trenches
19.4. Railroad Tracks

21. Fixed-Wing Aircraft


21.1. Machine Guns and Bombs
22. Glossary

players reference

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Credits 117

1. Introduction
The Lock n Load franchise comes to the PC with Lock n Load:
Heroes of Stalingrad. Designed by Mark H. Walker and
programmed by elements of the team responsible for bringing
you Panzer General Online, Heroes of Stalingrad remains faithful
to Lock n Loads ease of play and immersive format, while
incorporating all the advantages of playing on your computer.
The game features two, branching campaigns. One that is
playable from the Soviet side and one from the German point
of view. The campaigns are story driven, using graphic noveltype panels to propel the plot. A turn-based game, Heroes of
Stalingrad retains Lock n Loads engaging impulse system
while adding features, such as flanking fire, hidden units, and
residual machine gun fire, that would just be too fiddly for the
boardgame.
In each campaign gamers will not only need their tactical
wits as the fight company-sized battles in, and on the
approaches to, Stalingrad, but will also need to manage their
troops in the campaign interface. It is in the campaign interface
that they decide who to take into to battle, how to spend their
precious resource points, and whether to lead a tank-heavy for,
vulnerable to enemy infantry in the streets of Stalingrade, or a
less mobile, infantry only, contingent.
Heroes of Stalingrad ships with 12 stand alone missions
for those who want to jump right in to the fighting. There are
bridge seizures, Partisan ambushes, and even a reprisal of
several of the scenarios from Lock n Load Publishings Not One
Step Back.
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1.1. System requirements


Please ensure your system meets the minimum requirements
listed below.
1.1.1. Minimum Requirements
OS: Windows XP SP3, Vista, 7, 8
CPU: 1GHz
RAM: 1GB
Video/Graphics: DirectX 9.0c+ Video Card
Sound: DirectX 9 Supported
Hard disk space: 2GB
DVD-Rom: Yes, for physical version only
DirectX version: 9.0c
Peripheral hardware: Mouse, Keyboard
Internet Connection for Multiplayer++

1.1.2. Recommended Requirements


OS: Windows XP SP3, Vista, 7, 8
CPU: 2GHz Dual Core
RAM: 2GB
Video/Graphics: 256MB DirectX 9.0c+ Dedicated Video Card

1.2. Installing the Game

To install the game, insert the game DVD disc into your DVD
drive. If you have disabled the Autorun function on your DVD
or if you are installing from a digital download, navigate to the
DVD or download file location, double-click on the installation
file, and if it is a zip archive, then double click on the executable
(exe) file that is shown inside the archive. The correct file name
will normally include the words SetupRelease. Follow all onscreen prompts to complete the installation.
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1.3. Uninstalling the Game


Please use the Add/Remove Programs or Programs and
Features option from the Windows Control Panel or the
Uninstall link in the games Windows START menu to
uninstall the game. Uninstalling through any other method will
not properly uninstall the game.

1.4. Product Updates, Bonus Content


and Registering your Game

In order to maintain our product excellence, Matrix Games


releases updates containing new features, enhancements, and
corrections to any known issues. All our updates are available
free on our website and can also be downloaded quickly and
easily by clicking on the Check for Updates link in your Game
Menu or by using the Update Game shortcut in your Windows
START menu folder for the game.
We also periodically make beta (preview) updates and
other content available to registered owners. Keeping up with
these special updates is made easy and is free by signing up
for a Matrix Games Member account. When you are signed up,
you can then register your Matrix Games products in order to
receive access to these bonus game-related materials. Follow
this process:
1. Sign Up for a Matrix Games Member account: THIS IS A
ONE TIME PROCEDURE; once you have signed up for a
Matrix account, you are in the system and will not need to
sign up again. Go to www.matrixgames.com and click the
Members hyperlink at the top. In the new window, select
Register NOW and follow the onscreen instructions.
When youre finished, click the Please Create My New
Account button, and a confirmation e-mail will be sent to
your specified e-mail account.
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2. Register a New Game Purchase Once you have signed


up for a Matrix Games Member account, you can then
register any Matrix Games title you own in your new
account. To do so, log in to your account on the Matrix
Games website (www.matrixgames.com). Click Register
Your Game near the top of the menu in the Members
Club to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give
you a backup location for your serial number should you lose it
in the future. Once youve registered your game, when you log
in to the Members section you can view your list of registered
titles by clicking My Games. Each game title is a hyperlink that
will take you to an information page on the game (including all
the latest news on that title).
Also on this list is a Downloads for Registered Games
hyperlink that takes you to a page that has all the latest
public and registered downloads, including patches, for your
registered titles. You can also access patches and updates via
our Latest Downloads section (http://www.matrixgames.
com/products/latestdownloads.asp).

1.5. Re-downloading your Game

If you were logged into your Members Club account when


you purchased your game, it will be automatically registered
and you can access an automatic re-download link by going
to http://www.matrixgames.com/members/myorders.asp
or using the My Orders link in the Members Club. If your
download does not show up there, you can contact our Help
Desk at http://www.matrixgames.com/support/ to receive a
new download link. This process generally takes one business
day, but is often faster during normal work hours.
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1.6. Game Forums


Our forums are one of the best things about Matrix Games.
Every game has its own forum with our designers, developers
and the gamers playing the game. If you are experiencing
a problem, have a question or just an idea on how to make
the game better, post a message there. Go to http://www.
matrixgames.com and click on the Forums hyperlink.

1.7. Technical Support

Should you have a technical problem with the game, the best
way to get help is to post a note in the Technical Support subforum of the main game forum at http://www.matrixgames.
com/forums. Youll then hear back from either our Matrix
Games Staff, the development team, or from one of the many
helpful players of the game. This is usually the fastest way to
get help. Alternatively, you can contact our Help Desk at http://
www.matrixgames.com/support/ . Support requests will
generally be answered within 24 hours, except on weekends
or national holidays.

1.8. Starting a New Game

To begin a new game of Lock n Load: Heroes of Stalingrad start


the program and then select New Game from the opening menu.
You will then be given the choice of either playing an individual
scenario or a complete new campaign, which is a series of linked
scenarios in which units that survive each scenario continue in
the next scenario until the campaigns conclusion.
To play a scenario, choose New Scenario from the menu,
and, after reading the descriptions of each, select one and then
select Start at the bottom of the screen. Then select what
side you will play, what side the computer (or another human
player) will play, and select Begin at the bottom of the screen.
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To play a campaign, go through the same procedure using


the choices from the campaign menu.
1.8.1. Loading Saved Games

To resume a saved
game, select Load
Game
from
the
opening-screen menu;
find your save in the
list and select it (in the
screenshot below, the
selected file is called
partisan
save.sav.)
then select Load at the
bottom of the screen.
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1.9. Multiplayer
Starting and joining multiplayer games in Lock n Load (LnL) is
a straightforward process.
First, each player needs an active Slitherine.com account. If
you do not have one, go to Slitherine.com and register for your
account by clicking Login in the upper right-hand corner and
then select Sign up here.
Once you have your credentials in hand, start the game and
click Multiplayer from the opening screen. At the prompt,
enter your Slitherine login and password, as above; this will
then take you to the Multiplayer Lobby.
Once in the lobby, in the left-hand column, you should see
your Slitherine login name, along with other players currently
online who may be seeking an opponent. Click on any of the
names in the lobby and then click Whisper to send them a
message. Once you have worked out the details with that
person about playing a game, click Create Game at the top
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of the screen. You will then plug in whatever scenario and


side that you agreed upon with our opponent (and note
that next to your name in the left-hand column there is now
an icon indicating you have created a game), click on your
opponents name, then select Invite; once they have accepted
your invitation, the game begins. Enjoy! Also note that any
incompatibilities between game versions will be shown here
as well; playing an opponent using a different version of the
game will most likely cause it to crash.
Any games you are currently playing will be listed by
clicking Current Games. the second tab at the top of the lobby
screen. Select a game and re-invite your opponent once you are
both online and in the lobby. Lastly, leave messages for your
opponents about times to meet online to resume hostilities,
and start a new match, etc., in the Forum, the third tab at the
top of the screen.

1.10. Options

Select Options from the opening-screen menu to find settings


that you can use to fine-tune gameplay to your taste, from
music, sound levels and game difficulty to pop-up info levels
and various graphic choices, such as the size of the button
icons The game defaults to an automatic setting for all these
options; as you get to know the game better, feel free to change
them to suit your gameplay style.
The options are:
Difficulty: Pick from Normal or Hard. Hard is intended
for experienced and expert LnL players. Normal gives
the player some advantages over the AI. Hard levels the
playing field.
Master Sound Volume: Starts at 50%; adjust as desired.
Music: On/Off
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Ambient Sound Effects: On/Off


Button Icons: Small or Large; this affects the size of the
buttons in then Action Bar.
Die Results Timer/Show Die Results: Increases or
decreases the time that the die roll is shown; the default
setting is Hold, which means you need to click the
spacebar to move farther into the phase. You can also set
this not to show the die results at all.
Scrolling Die Results: If set to Off (the default), the dice
are rolled on the screen and there is an automatic pause
after each roll. If set to On, the roll results are shown in
a text summary on the left-hand side information.
Condensed Scrolling: If set to Off (the default), all the
modifiers and other details that are part of each result
are listed. If set to On, modifiers are summarized and
the results are condensed.
Show Clouds On/Off: Turning this to Off might help
system performance.
Melee Art On/Off: This determines whether additional
action art is shown during melee resolution.
Move Cost Shown Yes/No: Default is set to Yes; when
on, this indicates the movement cost as plotted by a unit,
as per sections 2.2 and 7.0, below.
Counter Peek All/Enemies/None: Controls whether
some, all, or none of the stacked unit counters scoot
when hovered over on the map to show all the units in
that stack.
Auto Rally Phase On/Off: If set to On, the computer
will begin the rally all possible Shaken units and take in
to account all the bonuses given them by any applicable
Leaders. If set to Off, this must be done manually by the
player.
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Auto End Impulse On/Off: If set to On, the computer


will automatically end an impulse after the last pass; if set
to Off, this must be confirmed by the player.
Auto-select Stacked On/Off: If set to On, the computer
will automatically select all the units in a stack. If set to
Off, the player must select any units in that stack.
Counter Pop-up Info On/Off: If set to On, hovering
a mouse over a unit in the Unit Display Panel will revel
important statistics such as Morale, Leadership and
Movement in the case of a Leader; Firepower, Range,
Movement and Morale in the case of a squad; and a vast
array of vehicle data such as Firepower, Movement,
Range, Morale, Armor thickness by facing, Ordnance data,
maximum passenger loads, and more. If set to Off, the
pop-up will just reveal the name of the Leader/squad/
vehicle, etc.

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1.11. Scenarios and Campaigns


New players should start their Lock n Load experience by
playing through the tutorial scenarios first, as they introduce
the basics of movement, fire combat, melee, and squad
management. After the completion of the tutorials, start
with a small scenario such as Partisan Defense. As you gain
experience in the games mechanics, try playing some of the
larger scenarios until you have worked your way up to taking
on either of the two campaigns. Feel free to adjust the difficulty
as needed in the Options screen (see above).

1.12. The Action Bar

The Action Bar is the set of icons at the bottom of the screen
arrayed in two rows, starting at the upper left with the Move
icon; these buttons allow you to issue orders and actions to
your units. If a certain action is not available to that selected
unit, the icon will be dimmed, or grayed out, and is not clickable.
Actions that are available to that unit are not dimmed/grayed
out, and when the mouse is placed over them they become
outlined in yellow.

For example, in the screenshot above, the selected squad


at the current time could Move, Low Crawl, make a Spotting
attempt (the Ops Complete button), attempt to lay Smoke, or
use the Line of Sight (LOS) tool or check the Victory Conditions
display. Keep in mind that as an impulse progresses, more
actions may become available! Each of the Actions in the Action
Bar is described in more detail later in the manual.
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2. Quick Start
Youre just a few clicks away from being right in the middle of
the action! Grab your rifle and follow along.

2.1. Getting Started

At the main menu, click New Game, then click New Scenario.
From the available scenarios, choose A Partisan Defense.
Read the scenario synopsis, make sure the German side is set
to the Human player, then click Begin! at the bottom of the
screen. The AI rolls for initiative at the beginning of each turn,
indicating which side goes first. Using the mouse cursor or the
arrow keys, scan the board to locate your units positions and
possible enemy positions. Use the mouse wheel or the +/
keys to zoom in or out. While there are no enemy units visible
to start, the hexes you need to capture are pulsating with a
white glow, and displayed in the top right of the screen (press
V to remove the window) These are the factory at hexes D4,
E3, F3, G2 and the open hex at K4.
The enemy units will reveal themselves soon enough. It is
important to note that because of the vagaries and randomness
of combat in LnLfor example, whether the enemy passes his
Spotting roll to see some of your unitsit is very difficult to
lay out a scenario, step-by-step, and have it happen every time
in a way that we could put down here. So, should the action
commence before it does below, or not at all, or in a different,
unexpected way, you may need to either jump ahead a section
or two in the Quick Start or back up. Its simply impossible to
gaze too far in the crystal ballbut thats what makes the LnL
system so dynamic.
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2.1.1. The Rally Phase


The game begins with the Rally Phase, but since neither you
nor your enemy begin the game with units that need to be
rallied, the game will advance to the Operations Phase (to see
what phase you are in, just look at the box in the upper lefthand corner). More on the Rally Phase later.

2.1.2. Operations Phase


The Operations Phase, which is where the bulk of the game
occurs, functions through an impulse system: players alternate
impulses, during which they activate friendly units in one hex
at a time, per impulse, or pass.
To check the (friendly or enemy) units in a stack, click on
that stack. For example, click on the stack in hex L8 led by Lt.
Koch: a yellow border now outlines the hex, and the units in
that hexLt. Koch, his two accompanying Pioneer Squads, and
their Support Weaponsappear in the Activation Box at the
lower right side of the screen.
The default is for all units in a clicked hex to be activated;
activated Squads are surrounded by a red border in the
Activation Box. To deactivate these units, move the cursor over
each of them and click; the red square will appear or disappear
depending on how many times you click. If you change your
mind, its OK; just click any unit you wish to deactivate, or click
Unselect All.

2.2. Moving Stuff

Once youve activated all the units in Lt. Kochs stack in L8,
hover your mouse over one of squads. A small menu of the
units capabilities will appear.
Lets get these troops moving. A Movement Factor (MF) is
the total number of Movement Points (MPs) a unit, or stack

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of units, has. The stacks MF


(in this case, 6) appears in
the upper-right corner of the
Activation Box. Next, rightclick on the hex you want the
stack to Move to, in this case
the building at M5, and a white
arrow will appear showing
you the route to the target
hex and the MPs needed to get
there.
The white arrow indicates
that you have enough MPs to
reach the hex; a red arrow will
appear if you dont. Click on a
hex at a range of eight or nine
hexes away to see how this
works. Both arrows will be traced back to the stack.
In this case, the arrow remains white, but the reality is that
while Lt. Koch, who has a MF of 6, could reach that building,
but his Squads, which only have MFs of 4, could not if they were
on their own. However, and this point is extremely important:
Lt. Koch increases their movement to 6 when they all move
together. Try selecting just a Squad without the Leader and
testing how far it could go.
Lets keep our stack together and move into cover in the
building in M5, but instead of walking down the street, lets
use the row of buildings as cover. Click the stack, make sure all
the units are selected, and right-click on hex M7. To confirm
the Move, right-click a second time on the destination hex;
the stack will then move out. Upon entering M7, because
your stack still has MPs left, you can keep moving as long as
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you have more MPs or you


havent taken damage or been
Shaken as a result of enemy
fire. Lets keep moving your
Pioneers and Lt. Koch north
into the building at M5. You
should end your turn as the
screenshot below shows;
note that due to the vagaries
of combat and the route you
decided to take, you may
have encountered the enemy
(hint: the enemy can see your
troops easily in open hexes like the road in L6 and L7, but
moving through a building is much stealthier).
Did you notice when you moved away from Kochs initial
hex that the hexes surrounding his starting point were shaded
green? This is the game reminding you that because Koch is a
Leader, you can also activateduring this impulseany units
that started the impulse adjacent to him (in one of those greenshaded hexes). This is a very important attribute and rule;
remember that normally you can only activate one hex worth
of units per impulse, so it is easy to see how this Leader ability
can be very important under fire.
To complete the impulse, click Finished, or press the
Enter key. Again, remember that units that become Shaken or
Wounded during Movement must stop in that hex; they cannot
continue. If Lt. Koch or some of his Squads were Shaken or took
casualties, theyll remain in that hex until they can be Rallied.
Assuming you survived any Opportunity Fire and completed
your move, note that the stack also has a Moved marker on it to
indicate that its units have completed their action for this turn.
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Note: if you dont want your unit(s) to move to the designated


hex the way the AI indicates it will move it, right-click on a hex
different from the hex you want your unit(s) to end up in and
move them there first, then, with your remaining MPs, finish
the move to your desired destination. Do this if you think the
AIs movement route will subject your units to Opportunity
Fire, etc. This is why we moved to M7 and then M6 in two onehex moves.

After finishing the initial impulse, with Lt. Koch and his
Squads, it was the AIs impulse; if you moved Koch through the
buildings on the way to M5, the AI may not have spotted any
of your units, so it may pass. Of course, if you took a different
route or activated a different group, or enemy units have
spotted units of yours that havent moved yet, your results may
be different.
Sometimes its better to keep a low profile when you move. To
Low Crawl, follow the same steps as those for Movement, except
click on Low Crawl in the Action Bar at the bottom of the
screen. Units that Low Crawl
can only move one hex per
impulse, but they will remain
unspotted unless they are
in open terrain, adjacent to
an unshaken enemy unit, or
are successfully spotted by a
spotting attempt.
Lets move the Squad
in I5 towards its eventual
destination hex of H4 using
Low Crawl to hex I4, then
click Finished.
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Note that in this scenario, only Lt. Koch, his Pioneer Squads,
and Lt. Wurtz in H6 are capable of Assault Movement (Leaders
and Heroes can always Assault Move). Squads that can Assault
Move are designated by a red square over the Movement Factor
on their counter. This action is accomplished by following
the same steps as those for Movement and Low Crawl. Select
the units, click on the Assault Move button in the Action Bar
and right click twice on your destination to move. Assault
Movement allows units to move up to half their Movement
Factor (or half a Leaders MF if in the same stack) and still fire
in the same impulse or in a later impulse.
Assuming at this point that there are no enemy units spotted,
lets move some more of our guys forward. If we can possibly
end an impulse in cover instead of in the open, thats a good
thing, so lets move one of our Squads with an MG 34 in K7
over to assist Lt. Koch. Note that without Koch in their hex,
they dont have the movement boost Kochs men did; they only
have a MF of 4. This is, however, enough to get them to cover in
M6. So select one of the MG 34-possessing Squads and move it
towards M6... Theres a good
chance when the unit hits the
Road in L7 that they may get
fired upon by Partisans in the
Building at hex M3. If they
were fired upon, what was
the result? Are they Shaken
or did they take Casualties? If
so, they have stopped in their
tracks and are done for this
impulse. However, we now
have targets; if the first Squad
to cross to M6 didnt draw
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fire, try moving the second Squad from K7 there; odds are, one
of them will draw the interest of a trigger-happy Partisan.
For more on Movement, see Section 7.

2.3. Attacking

OK, lets get some fire on those Partisans who so foolishly


opened up on our lads. In order to fire at an enemy unit, that
unit must first be spotted, which the Partisans in M3 are
because they fired, and are thus under a Fired marker.
Enemy units that are in open terrain, under a Moved, Fired
or Assault Move marker, or adjacent to a Good Order friendly
unit are considered spotted and can be fired upon.
Select the unmoved Squad in hex K7 (this assumes the
Partisans opened up on your first Squad; if they didnt and you
had to move both, the Partisans will have to wait until next turn).
It has LOS to the Partisans and its MG 34 is well within range.
Left-click on the hex with the Partisans in it; you will notice
that the cursor changes to a crosshair as you hover your mouse
over the target hex and gives you a very valuable percentage
likelihood of effective fire. Just to highlight the efficacy of the MG
34 as a Support Weapon, click the MG 34 in the Activation Box
to de-select it, and once again hover your mouse over the target.
You will see that that the percentage of effective fire has dropped
from 28% with the MG 34 to just 4% without it.
Re-select the MG 34 and click on the hex to attack the
Partisan units in it. The AI computes the results of the combat,
and depending on how well your side and their side rolled, the
results could be anywhere from No Effect to Shaken or various
levels of Casualties or damage. In our case, we rolled well; one
Partisan was Wounded and the other has been Shaken. Your
results, as they say, may differ.
For more on Fire Combat, see Section 6.
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2.3.1. Indirect Fire 101


Lets see how those Partisans react to a little mortar fire, shall
we? Select the 50mm Mortar Weapon Team in hex I7 and leftclick on the Partisans; no joy. Our team does not have either
LOS to the target OR a Leader with LOS to the target who
could call in the mortar fire using the Call Onboard Mortar Fire
action (Lt. Koch is in a good position to do so next turn, but has
completed his turn already). We can check the Mortar Weapon
Teams LOS using the LOS String Tool in the Action Bar. When
using the LOS String Tool, click on another hex to check LOS
from that hex. Given that we cant attack the hex with the
Partisans in it using direct fire, lets hunker down and prepare
to use the Mortar Weapon Team next turn if we can spot the
Partisans then.
Another possibility is that the Mortar Weapon Team has
been spotted and fired upon, and may have been Shaken or
eliminated. See Rally Round the Flag, farther down in the
Quick Start Guide, for possible solutions in this regard.
23

2.3.2. Staying On Task


Four of the five victory hexes in this scenario are in the factory
building to the north, so it needs to be the focus of our effort.
Weve started one rifle Squad in the direction via Low Crawl;
lets get Lt. Wurtz and his two Squads in to an overwatch in
the stone building in F5, which will provide good cover and
an excellent vantage point to our objectives; move them there
now using the same methods you have used before.

Contact! In all likelihood, Partisans in the factory didnt


take kindly to your appearance across the road. Most likely,
their Opportunity Fire had no effect, but there is no certainty
in war. Once you have arrived in the hex, you are done with
the impulse; click Finished. Instead of passing, as it has been
doing, the AI might take this opportunity to fire at Lt. Wurtz
and his troops from other areas nearby, revealing the firing
units to you.
24

Once they have fired,


we can assess more of the
nature of the enemy. Click
on any enemy stack or unit
to see more about that hexs
occupants. For example,
clicking on hex D4, as long
as they have indeed fired at
you (sorry for the spoiler
if not), shows the Soviet
Partisan Leader Elana and
two Squads of Partisans.
By this time, weve moved or fired all our units except
the Medic in J8 who could help us rally Shaken units or heal
Wounded Leaders or Heroes. Hes under cover and unspotted,
and hopefully no one needs his services yet (but if you do have
Shaken or Wounded units, feel free to move the Medic to their
hex so that he can help them in the next Rally Phase), so lets
leave him be, and click Pass in the lower right-hand corner,
and keep clicking it until we get through three Passes.
Again, the way this turn has played out for you may be quite
a bit different from what was laid out here. If so, using the
sections of the Quick Start Guide that apply to your situation is
just as relevant a way to learn the game as any other; feel free
to roll with whatever proverbial punches the AI has thrown
your way, and keep pushing forward.

2.4. Turn Two

All that passing above will lead to Turn 2, and the computer will
roll for initiative again. Depending on who wins this roll, Elana
and her group may fire first, at a spotted hex; a completely new
unit may move and become spotted; or, if we win the initiative,

25

it falls on us to strike first. Regardless, we see reinforcements


have arrived in hex M7: an armored car! Before we rub our
hands together in glee over the arrival of our first vehicle unit,
lets see if we can scare up some targets.
Even though we now have LOS to hexes that we know contain
the enemy, because it is a new turn and they havent fired
and arent adjacent to one of our units and arent in an openterrain hex, they are unspotted. You can tell they have not been
spotted because their counters are shadowed. Time to move
that armored car into the thick of things; select it, click Assault
Move (vehicles can also do this), and lets move it up the road
toward J6. What will happen? Odds are, at the very least, the
Partisans in M3 will once again rear their heads. Though we
hope their rounds will ping harmlessly off of the vehicle,
there is no surety of this,
especially if they are in range
and choose to fire their antitank rifle. But you cant make
an omelette without breaking
a few eggs, right? Notice that
those Partisans counters are
no longer shadowedthey
are open game for anyone with
LOS to them.
Never ones to leave well
enough alone, we also moved
the armored car two hexes to
the northwest to hex J4, where
a heretofore unseen Partisan
appeared from hiding and fired
upon it, leaving it Shaken. Feel
free to return fire if you can, as
26

Assault Move will allow your armored car to fire after moving
(in fact, it gets two shots as shown by the 2X on the counter).

2.5. Dont You Forget About Me

Remember the Mortar Weapon Team from last turn? Its time
to quit talking about firing it and do it. The Partisans in M3
who fired at the armored car are prime targets. Use Lt. Kochs
ability to Call Onboard Mortar Fire (the Fire for Effect button
in the Action Bar) and drop some 50mm Mortar rounds on
that hex! While it was emotionally gratifying to think of our
rounds finding their target, sadly, our rolls show No Effect;
perhaps you did better. Note, also, that hex M3 is now under
a Fire For Effect marker, meaning any unit, friendly or foe,
that enters that hex this turn is subject to an attack from that
mortar barrage.

2.6. Spotting the Enemy

Spotting attempts are done against unspotted hexes. Enemy


units in an unspotted hex are shadowed. Spotting attempts do
not count as an impulse, but only one attempt can be made per
friendly impulse.
Spotting requires the same steps as the other available
actions. For example, click on Lt. Wurtz in hex F5, then choose
just his counter (by Shift-clicking the counter) in the Activation
Box to activate just him. Select Spot Hex from the Action Bar;
your cursor will change in to an arrow. Hovering the mouse in
this mode over a hex will also give you a percentage likelihood
of the spotting attempts success. Go ahead and click Elanas
hex, D4. A die roll will ensue. To spot a degrading-terrain hex
requires a roll of three or less; to a spot blocking-terrain hex
requires a roll of two or less. One is added to the spotters die
roll for every hex of degrading terrain its LOS passes through
27

en route to the target hex. Leadership modifiers are subtracted


from spotting-attempt die rolls, which means your Leaders
usually make the best spotters. Units that fail a spotting attempt
are marked with an Ops (Operations) Complete marker. If the
spotting unit is successful it, and any other units it is stacked
with, can fire at the enemy unit(s) in the now-spotted hex. Use
Lt. Wurtzs two Squads to fire on Elanas hex, assuming it has
been spotted.
For more on Spotting, see Section 10.

2.7. Melee Combat

Melee combat is an effective tactic. In Melee, both the attacker


and the defender roll, but not in an opposed die roll, as they do
in regular Fire combat. To enter Melee, a unit must first move
into an enemy-occupied hex. To do this, follow the steps as
stated above.
Remember the Squad we Low Crawled last turn? Well, it is
right across the Road from that Partisan Half-squad that tried
to shoot up our armored car, and its payback time. Move the

28

Squad into the Partisan units hex,


K3. Melee combat will ensue. A
Melee screen will appear. Be sure to
activate not just your 1-6-4 Squad
but their MG 34 Support Weapon,
too. You can toggle the MG 34s
activation status by clicking on it,
and the Squads Firepower will alter
from 1 to 3, depending on whether
or not it has been activated. The
Melee odds will alter as well.
In this Melee, the Germans have
3:1 odds, and in our specific case
that proved to be enough to do the job. Click the OK button to
move through the Melee resolution.
If the attacker survives and the defender is eliminated, or
vice-versa, the surviving unit(s) remains in the hex under a
Melee marker, which prohibits enemy fire into the hex for the
rest of the turn. If both the attacker and the defender survive,
they remain in the hex under a Melee marker. Friendly or
enemy units can reinforce the Melee in subsequent impulses,
but no further Melee combat occurs until the next turn. In the
next turn, either side uses an impulse to initiate Melee combat
by selecting the hex, activating their Melee-eligible unit(s), and
selecting Melee on the Action Bar. Melee continues in this
manner until one or both sides units are eliminated.
For more on Melee Combat, see Section 9.

2.8. When Opportunity Knocks

If and when an enemy unit moves into a hex, its movement


makes that enemy unit an eligible target of any of your inactive
units or units marked Ops Complete; this gives you the option to
29

Opportunity Fire (OF) on that unit. In other words, the enemy


has appeared in front of you unexpectedly, and you havent fired
yet. Would you like to? The AI will ask you should this occur. If
you only want one unit in your stack to OF, click on the units
you DONT want to fire so that they are no longer outlined in
red (activated). You can also use the buttons in the Action Bar to
cycle between units that can conduct OF if the enemy unit is in
range and within LOS of more than one of your units.
For more on Opportunity Fire, see Section 6.4.

2.9. Smoke Em if You Got Em

Need to cross an open-terrain hex and know the enemy is out


there waiting for you to try? Perhaps some Smoke is the answer.
To lay Smoke, activate a unit as you would a unit for any other
action, but select Lay Smoke from the Action Bar. The units
hex will remain outlined in red and its six surrounding hexes
will become outlined in orange; these are the seven hexes in
which you can choose to lay Smoke.
Left click on the hex you want to attempt to lay Smoke in. A roll
of two (2) or less is needed for success (Note: Partisans need to
roll a one). If successful, a Smoke 1 marker will occupy the hex
for the duration of the turn. During that turns Administrative
Phase, the marker will be turned over to its Smoke 2 side, for
the next turn, and in the next turns Admin Phase it will be
removed. Regardless of the result of the lay-Smoke die roll, the
unit that made the attempt is marked Ops Complete. Smoke
is blocking terrain with a Target Modifier (TM) of +1. The TM
is added to the hexs existing TM; thus, a Smoked Forest hex
has a TM of +3. Units that Fire from a Smoked hex subtract one
(-1) from their die roll. Smoke can be useful both on Attack and
Defense and is a key part of solving many tactical problems.
For more on Smoke, see Section 8.
30

2.10. Rally Round the Flag


Every turn begins with the Rally Phase, and the player who
holds the initiative can Rally his units first. By default, the
game will automatically conduct any Rally rolls for you
and pause in the Rally Phase only if a decision is required.
However, you can also change the Options (set Auto-Rally
Phase to Off ) to allow you to conduct each Rally Phase
manually. The Rally Phase is also your opportunity to swap
Support Weapons between Squads or pick up dropped
Support Weapons.
Nurses function the same way as a Medic except they can
heal up to two Shaken units per Rally Phase.

2.11. The Battle Continues

Once youve learned how to complete all of the above actions


youll be on your way to victory. You still might have options
this turn as well. Remember to use your ability to Assault Move
and Fire with Lt. Kochs group and the armored car. Perhaps
the Medic might be of use to any of your troops that have taken
damage or are Shaken?
Good luckthe streets of Stalingrad await you!

3. General Game Concepts


Each hex in LnL is 50 meters across, and each turn represents
2-4 minutes of time.

3.1. Units

Units in LnL fall under one of several categories. The most


common units in the game are Multi-Man Counters (MMCs),

31

which represent groups of soldiers such as Squads, Halfsquads, Vehicle Crews, and Weapon Teams.
A Squad represents 8-12 men and is depicted by a counter
with two men. A Half-squad or Crew represents 4-6 men and is
depicted by a counter with one man.
A Weapon Team (WT) represents 3-5 men and a heavy
weapon, and is depicted by a counter showing the weapons
silhouette and two men.
A Single-Man Counter (SMC) represents a single man
or woman, and is depicted by a counter with either a single
individual orin the case of Leaders, Chaplains, Commissars,
and Nursesa face.
Support Weapons (SWs) are individual weapons that
must be fired by a Squad, Half-squad, Crew, or a specific SMC.
Weapon Teams (WT) cannot carry or fire additional Support
Weapons.
Vehicle counters represent a single vehicle of that type. The
vehicles Crew only becomes a separate counter apart from the
vehicle when they leave the vehicle.

3.2. Counters

Squads, Half-squads, and Weapon Teams each have four


numbers on their counters: Starting from the lower-left
corner and then moving counter-clockwise, these numbers
represent Firepower, Range, Movement Factor, and Morale.
For example, the unit below would be designated a 1-6-45. Often in this manual, Squads will be described with just
their first three attributes, making the unit
below a 1-6-4.
This Weapon Team would be designated as
a 4-14-2-6; note the great difference in range
between the Squad and the WT.
32

Single-Man Counters such as Leaders only


have three attributes on their counters, and
these run along the counters right side. From
the top, they are Morale, Leadership, and
Movement Factor.
Support Weapons have just two attributes on
their counters, along the bottom; from the left
they are Firepower and Range.
For more about how these attributes are used
in computing combat results, see Section 6, Fire
Combat. Vehicles have a completely different set
of attributes.
For more on them, see Section 14, Vehicles.

33

3.3. Dice
The AI uses a pair of automated six-sided dice as a randomizer
when computing combat results, initiative, Rally attempts, and
so forth; 2d6 means both die are rolled and, unless otherwise
indicated, summed, while 1d6 indicates one die is rolled.

3.4. Stacking

Each side can have up to three Squads (or their equivalent), two
vehicles, and two SMCs in a hex. Each vehicle or Wreck marker
counts as one vehicle for stacking. One Weapon Team or two
Half-squads/Crews are the equivalent of a Squad.
These stacking limitations apply at ALL TIMES. A player
cannot move units through a hex if the sum of the moving and
stationary units in the hex exceeds
stacking limitations.
Units inside a vehicle are
considered part of the vehicle for
stacking purposes. They cannot
unload if their presence on the
ground would exceed stacking
limits and would be eliminated in
case of a required bailout.

3.5. Half-Hexes

The half-hexes along the edge of the map are playable and
have the same stacking limitations and movement cost as full
hexes. The terrain surrounding a hexs center dot defines the
elevation and terrain type of the hex.

3.6. Morale

In LnL, each unit has a Morale rating (to find this rating, see
Section 3.2, Counters, above). A units Morale represents its
34

training and willingness to fight. There are two Morale levels


in LnL: Good Order (unshaken) and Shaken.
Units in Good Order are cohesive, steady, and
ready to fight. They are depicted by the front of
the units counter.
Shaken units are frightened, disorganized,
and just tired of the whole war-game scene;
their attributes drop accordingly. Many things can shake a
units confidence, but being successfully targeted by direct fire
from the enemy is the primary instigator.
Morale Checks (MCs) as a result of combat
are resolved by the AI rolling 2d6. The dice
are summed and modifiers applied. The only
modifiers that can be applied to an infantry
MC (including rallying attempt) are a Leaders
Leadership Modifier (LM) and a 2 for being in a hex with a
positive Terrain Modifier (TM). If the result is greater than the
units Morale rating, it fails the check and becomes Shaken.

4. Support Weapons and


Weapon Teams
Any counter with the illustration of a weapon, such as a
machine gun or satchel charge, is a support weapon (SW). On
the other hand, counters with the illustration of soldiers firing
a weapon such as a mortar are weapon teams (WT), which
includes both the weapon and its firing crew.
35

4.1. Support Weapons


Support weapons (SWs) are counters that have
no intrinsic firing crew and must be carried,
crewed, and fired by a MMC or eligible SMC. A
Squad can carry up to two SWs, a Half-squad or
Crew can carry one, and a SMC can carry one
SW but forfeits 2 Movement Points while doing so.
The unit in a stack directly above a SW possesses that SW. Units
can capture and use enemy SWs, but if such SWs use the Direct
Fire Table (DFT), they are fired at 1/2 Firepower (FP), fractions
rounded up. If the captured SW uses the Ordnance Fire Table
(OFT), it receives a +1 die-roll modification when it attacks.
A Squad can fire one SW and retain its inherent Firepower
(FP), or fire two SWs and forfeit its inherent FP. A Half-squad or
Crew can fire one SW, forfeiting its inherent FP in the process.
Eligible SMCs can fire a SW, be it captured or friendly, at half
of the SWs FP (fractions rounded up).
Heroes firing a SW forfeit their inherent FP.
Example: A German Hero can fire a MG 34 at 1 FP; the same
Hero also fires a tripod-mounted MG 34 at 2 FP.

Non-combatants such as Medics cannot carry or Fire SWs.


Leaders who fire a SW forfeit all Leadership Modifiers, even in
their own attack.
If a Squad carrying two SWs is reduced to a Half-squad, it
must drop one SW of its owners choice. If a unit carrying one
or more SWs is eliminated, the SWs remain in the units hex.
A unit in Good Order on either side that has entered a hex
containing a dropped SW can recover it during their Rally
Phase, assuming the unit is eligible to carry another SW and
that there are no enemy units in the hex.
36

Panzerfaust counters represent a clutch of rockets, thus


they are not discarded after being used like the Satchel Charge.

4.2. Tripod Machine Guns

Machine guns shown with a tripod are special


SWs. They cannot be moved when pictured with
the tripod side up. Thus, units possessing a SW
on its tripod side cannot Move or Assault Move.
A tripod machine guns other side either
depicts the machine gun in bipod configuration or dismantled.
Either can be transported like any other SW. When units
enter a scenario from off-board, their tripod SWs are either
dismantled or in bipod mode.

4.3. Flamethrowers and


Satchel Charges

Flamethrowers are SWs with two special capabilities: They can


be used in Melee, and they can cause targeted units to retreat.
If a Flamethrower, or a multiple-unit attack that includes one,
causes an enemy to become Shaken when firing using the DFT
(not when used in Melee), the enemy unit must retreat one hex.
The retreat must increase the distance between the retreating
unit and the unit conducting the Flamethrower attack. The
retreat cannot reduce the distance between the retreating
unit and any other enemy unit in the retreating units LOS.
Retreating units are marked with a Moved marker and may
trigger Opportunity Fire. If the unit has no hex into which it
can legally retreat, it is eliminated.
Satchel Charges represent rucksacks stuffed
with TNT. They can be used in Melee, be thrown
into an adjacent hex, or used when Close
Assaulting a vehicle. Satchel Charges are used
37

once and are then removed from play. Satchel Charges can be
used by any unit that is eligible to use a SW.
Leadership bonuses modify Satchel Charge attacks, unless
the Leader himself is using the Satchel Charge. Satchel Charge
attacks do not receive any other DFT attacking
units die-roll modifications, and their FP is NOT
halved when used by an eligible SMC (Leader,
Hero, Scout). Resolve the Satchel Charge attack
as you would with any other SW.

Example: If a Soviet 2-FP Squad throws a Satchel Charge into


an adjacent hex it would attack the hex with 6 Firepower. On
the other hand, if the same Soviet Squad fires its inherent FP
into the adjacent hex AND throws the Satchel Charge, it would
attack the hex with 10 FP (2 for its inherent FP + 2 for firing
its inherent FP at an adjacent hex + 6 for the Satchel Charge).

4.4. Molotov Cocktails

Molotov Cocktails are a Support Weapon (SW) with unique


characteristics. Molotovs can be used whenever a unit is
eligible to us a SW. Molotovs are used once and then removed
from play. Molotovs can be used in conjunction with a MMC
or SMCs FP to attack infantry and vehicles on the DFT.
Molotovs can also be used in Melee or added to a units FP
when Close Assaulting a vehicle (16.1). If a Molotov, or a
multi-unit attack that includes a Molotov, Shakes an enemy
unit when firing on the DFT (not when used in Melee) the
enemy unit must retreat one hex, as described
in 4.3. If a Molotov, or a multi-unit attack that
includes a Molotov, Shakes a vehicle when
firing on the DFT, the Crew must Abandon the
vehicle and retreat.
38

Leadership Modifiers affect Molotov attacks unless the


Leader is throwing the Molotov him/herself. Molotovs receive
no other DFT modifications, although a MMC employing its
inherent FP in addition to throwing a Molotov does receive
DFT modifications. Molotov FP is not halved when used by an
eligible SMC (Leader, Commissar, Hero, or Scout).

4.5. Weapon Teams

Weapon Teams (WTs) represent heavier or more specialized


weapons, along with their intrinsic crew. The crew manning
these weapons often represent the best soldiers in the company
and hence have better Morale, can Self-Rally (SR), and possess
other unique advantages. WTs cannot be carried or fired by
other units, but have their own Movement Factor and inherent
FP. WTs marked with a gun size greater than 20mm cannot set
up in or enter Buildings (Stone or Wood) or cross Wall, Bocage,
or Hedge hexsides.
If engaged in Melee, WTs defend with a
nominal FP of 1 and cannot counterattack. If
a WT is eliminated, its weapon is considered
destroyed and cannot be captured or re-crewed
as SWs can.
WTs with a red arrow in the corner of their
counter can only fire in the arc defined by the arrow. They will
need to change facing to fire at enemies outside that arc of
fire. They can either: Change facing within their hex in lieu of
firing at a cost of 1 MP per two hexsides pivoted; change facing
and fire, incurring a penalty on the OFT but is permitted when
conducting Opportunity Fire; or they can face any direction
after entering a new hex. Place a Moved marker on any WT that
changes facing.
WTs cannot Close Assault vehicles.
39

Note: The German 88mm ATG cannot move. It uses its MF to


pivot within its hex, as described above.

5. Sequence of Play
Each game turn consists of a Rally Phase, an Operations Phase
and an Administrative Phase.
In the Rally Phase, Shaken units can attempt to Rally and
Half-squads can be combined. In addition, eligible units can
pick up SWs in their hex or swap them with other units. Only
units in Good Order can swap SWs.
During the Operations Phase, the players alternate impulses. In
an impulse, one hex and all the units in it can be activated to Fire or
Move. When activating a Leader, units not only in the Leaders hex
but also in all hexes adjacent to the Leaders hex can be activated.
In the Administrative Phase, irrelevant markers, including
Fire For Effect, Moved, Assault Move, Low Crawl, Fired, Ops
Complete, Smoke 2, and Spotted markers are removed. Smoke
1 markers become to Smoke 2 markers.

5.1. Rally Phase

To start the Rally Phase, the computer rolls 1d6 for each player.
The player who rolls highest has the initiative. Ties go to the
player who had the initiative the previous turn.
The player with the initiative first attempts to Rally any
Shaken units; this is done automatically by the
computer. When it finishes with all the Rally
attempts for the side that won initiative, it will
attempt to rally the other sides Shaken units as
needed.
40

Shaken units in the same hex with a Leader in Good Order


attempt to Rally with a 2d6 roll of less than or equal to
their Morale. Leadership Modifiers are subtracted from the
automated die roll.
Armor Leaders can only attempt to Rally the tank they
are crewing. Units in terrain with a positive Target Modifier
(TM), such as Forest, Light Woods, and Wood Buildings, are
awarded a cover bonus to their Rally attempt and subtract two
from their die roll (TMs are listed on the Terrain Effects Chart
(TEC)).
Units without an unshaken Leader in their hex cannot Rally.
The exceptions to this rule are units in a hex with a Hero;
vehicles can always attempt to Rally; and units marked with a
SR can Self-Rally.
In general, Leaders can only Rally units whose counters
have the same background color as the Leader. For example,
SS Leaders (black) cannot rally Wehrmacht (gray) MMCs. This
might be altered by a scenario-specific rule.
Snipers, Weapon Teams, and other units designated with a
SR on their counter can Self-Rally without a Leader. Unshaken
Leaders present in the hex can still apply their Leadership to
the Rally attempt. Each unit can only attempt to Rally once per
Rally Phase but a Medic trying to assist a Shaken Squad does
not constitute a Rally attempt. A just-rallied Medic can Heal
another unit in the same Rally Phase.
You cannot create Half-squads; they can only be created as a
result of combat or be provided in a scenarios Order of Battle
(OOB).
Any two unshaken Half-squads (not Crews) of the same
nationality and type can join to form a full Squad if they are
in the same hex as a Leader in Good Order. The units cannot
currently be engaged in Melee.
41

Any unshaken MMC (excluding WTs) or eligible SMCs can


pick up a discarded, dropped or otherwise un-owned SW
present in its hex. Friendly unshaken units can also trade SWs.
SWs can be dropped only in the Rally Phase and only by an
unshaken unit. The sole exception is for a Squad reduced to a
Half-squad while carrying two SWs.

5.2. Operations Phase

The Operations Phase consists of a number of impulses.


During each impulse, the players take turns activating and
controlling units, or passing. The player with the initiative (see
the beginning of the Rally Phase, Section 5.1) goes first, then
his opponent, and so on until the phase is complete.
Once all units have either Moved, Fired, Low Crawled,
Assault Moved, been marked with an Ops Complete marker, or
after three consecutive passes (Player One passes, Player Two
passes, Player One passes again), the Operations Phase ends
and the Administrative Phase begins.
During an impulse, the active player can activate all or some
of the units in a hex. If the activated hex contains an unshaken
Leader, the player can
also activate any units
in adjacent hexes; the
adjacent hexes will be
highlighted in green.
Each activated unit in
a hex can either move or
shoot (but not both, except
in the special case of an
Assault Move). Not all units
in a hex need to perform
the same function, but all
42

firing units within a hex that are activated in the same impulse
must engage the same target.
There is, however, an exception: Support Weapons with
To-Hit Tables on the back of their counters (such as an antitank rifle; mouse over the SW to see it flip to its own To-Hit
Table) must either fire separatelynot adding their inherent
FP in with any other units targeting the same hex, but rather
by making an entirely separate rollor fire at another target
altogether. They still must fire during the same impulse as the
unit possessing them.
SWs cannot activate separately from the unit that possesses
them. For example, a Squad might activate to fire its MG 42
at an enemy out of the range of the Squads inherent FP. Even
though the Squad does not fire separately from the SW during
this activation, it cannot subsequently activate again until the
next turn.
All moving units that begin their move in the same hex and
are activated in the same impulse must move together. Note
that when units in a hex are activated together, some may move
and some may fire, but those that fire must do so together
(allowing for the special rules for SWs noted above) and
those that move must also do so together. All Squads in a hex,
however, are NOT required to activate in the same impulse.
For example, the German player activates a hex containing
three Squads, but only moves one Squad, hoping to draw fire
from the enemy Squad at the end of the road. Because he
neither Moved nor Fired the remaining two Squads, he can
activate them in another impulse.
Moving through a hex occupied by other units does not force
them to become activated and accompany the units passing
through. This rule only applies to units that start in the same
hex during the impulse in which they are activated.
43

The computer will mark units that move with a Moved, Low
Crawl, or Assault Move marker (see Section 7, Movement),
and those that fire with a Fired marker. Those units cannot be
used again this turn except to defend in Melee (See Section 7.1,
Assault Move, for the sole exception to this).
Units/hexes activated in the same impulse can act in any
order desired, as long as all units that fire or move from a
hex do so together, as per the rules above. Thus, in a situation
where many hexes are activated at once (by a Leaders ability),
unit A could fire from the first hex, then unit B could fire from
a second hex and finally unit C, located in the first hex with A,
could move out of it. Chain activation is possible (a Leader can
activate an adjacent Leader who then activates adjacent hexes
and so on).
A Leader activating adjacent units is marked by the
computer with an Ops Complete marker if he does nothing else
in this impulse.
5.2.1. Ops Complete Markers
Units that spot (successfully or unsuccessfully), attempt to lay
Smoke, or perform other actions described in the subsequent
rules as rendering them Ops Complete are
marked with an Ops Complete marker. Except
for the instances described below, units
beneath Ops Complete markers cannot spot,
fire (including sniping), move, or use their
Leadership ability.
MMCs under an Ops Complete marker can Opportunity
Fire, but do so with one-half FP (fractions rounded down).
Units with an unmodified FP of 0 fire with a 1 FP. The FP is
modified BEFORE considering any other attacking units dieroll modifications (DRMs).
44

For example, an SS Squad with a FP of 2 under an Ops


Complete marker would Opportunity Fire with 2 FP (2 FP X
.5 = 1 FP + 1 for firing at a unit marked with Moved or Assault
Move marker) at a Soviet Squad in Clear terrain that moved
into its LOS two hexes distant. A 0-5-4 Half-squad would
engage the same Soviet Squad with 0 FP (-1 FP + 1 for firing at
unit marked with Moved or Assault Move marker = 0 FP).
A SW possessed by a Squad that is marked with an Ops
Complete marker can also be fired by the Squad. Machine
guns or Flamethrowers are halved, while SWs that use the OFT
suffer a +2 DRM To-Hit penalty.
Vehicles under an Ops Complete marker can Opportunity
Fire, but their machine guns do so with one-half FP (fractions
rounded down), and ordnance that uses the OFT suffers a
+2 DRM To-Hit penalty. See Section 6.4 for more details on
Opportunity Fire.
A unit under an Ops Complete marker can fire its FULL
FP at a hex it has spotted during the SAME impulse. By the
same token, Leaders under an Ops Complete marker can add
their Leadership to an attack roll, but only if directed against
a hex that the Leader spotted during the current impulse. In
other words, a unit can immediately fire upon any hex it has
successfully spotted.
Designers Note: The intent is to allow a unit to fire at an
enemy hex that it spotted. It only makes sense that if a unit
was focusing on a specific area, it would have time to fire its
weapons at it.
All units in the same hex as a successful spotting unit can
fire with their full FP at the just-spotted hex, along with the
spotting unit.

45

5.3. Administrative Phase


After all units have either Moved or Fired, or after three
consecutive passes (i.e. Player One passes, Player Two passes,
Player One passes again), the Operations Phase ends. In the
Administrative Phase, the computer removes all Moved,
Assault Move, Low Crawl, Fired, Ops Complete, and Spotted
markers. FFE markers are removed. Smoke 1 markers become
Smoke 2 markers and Smoke 2 markers are removed from the
map. Once all markers have been removed, a new turn begins
with the Rally Phase.

6. Fire Combat
Essentially, much of LnL is based on the concept of getting your
units in to a position where they can most advantageously
use their weapons against the enemy; at the same time, your
opponent will be attempting to do the same thing with his units.
To fire on enemy units, they must be within the range of the
firing weapon(s), within the firing units Line of Sight (LOS),
and be spotted. You can fire through friendly or enemy units,
but cannot fire into a hex that contains both friendly and enemy
units, nor can you fire into a hex marked with a Melee marker.
To determine range, count the hexes from the firing hex to
the target hex. Include the target hex but not the attackers hex.
See Section 10, Line of Sight, to determine LOS and spotting
procedures.
If range, LOS, and spotting requirements are met, the
attacker adds its FP and any applicable Leadership modifiers
to the automated 1d6 roll. The AI then modifies the results
with any target movement, degrading terrain, and flanking-fire
46

modifiers. The AI then rolls for the defender, adds the Target
Modifier (TM) of hex terrain occupied by the targeted units
and compares it to the attackers die roll.
If the attackers modified die roll is less than or equal to the
defenders modified die roll, the fire has no effect.
If the attackers modified die roll is greater than the defenders
modified die roll, each of the defending units must take a Damage
Check (DC). The AI rolls 1d6, adding the difference between the
attackers modified die roll and the defenders modified die roll,
and then consults the Direct Fire Table (DFT).
If an unshaken Leader is present in the hex, his or her
Leadership Modifier is subtracted from the DC die roll of the
other units in the hex (not himself). The Leader must survive
his own DC first, and be in Good Order, before aiding the other
units in his or her hex.

6.1. Leaders and Their Influence


on Attacks

Leaders not under a Moved, Low Crawl, Fired or Ops Complete


marker can aid ALL attacks
conducted by same nationality/
force units in their hex during
their impulse. Specifically, their
Leadership modifier is added to
a units FP that is using the DFT
and/or subtracted from the ToHit dice roll for SWs and WTs
using the OFT.
Note that the Leader can aid
both Squads using their inherent
FP/SWs AND SWs or WTs using
the OFT that are activated in the
47

Leaders hex in the same impulse. Leaders


that aid such fire are placed under a Fired
marker.

6.2. Direct Fire Table (DFT)


Results

If the attackers modified die roll is greater


than the defenders modified die roll, each of
the defending units will take a 1d6 Damage
Check and add the difference between the
attackers modified die roll and the defenders
modified die roll. The AI will use the Direct
Fire Table (DFT) to compute the results.

Note: All tables can be found at the end of this manual, in


Section 22.

Results from the DFT fall under one of the following categories:
Shaken, Casualties, Wounded, and Hero Creation.
Shaken: A Shaken unit is flipped over to its Shaken side.
A Shaken unit returns to Good Order by passing a Rally
attempt during a subsequent Rally Phase. Shaken units
cannot use either their inherent FP or any SWs they possess.
Shaken units cannot advance (including changing a level in
a Building) toward an enemy unit in their LOS. Shaken units
cannot spot, nor are enemy units that they are adjacent to
considered spotted. Shaken units can still spawn Heroes.
IMPORTANT: If engaged in Melee, Shaken units (with the
exception of SS units, see 20.1.1) surrender and are removed
from the board. SS units take a Morale Check (MC) when an
enemy unit enters their hex to initiate Melee. If the SS unit
passes its MC, it Rallies.
48

Shaken Leaders cannot Rally units, but can attempt to Rally


themselves. Shaken Leaders cannot use their Leadership
for any function. Shaken Medics cannot Heal other SMCs (or
themselves). Shaken Snipers cannot fire, but can attempt to
Self-Rally (SR). Shaken vehicles must Button (see Section 14),
their MF is halved, and they cannot fire. WTs can also attempt
to Self-Rally.
Heroes cannot become Shaken.
Casualties: Replaces a Squad with a Shaken Half-squad;
eliminates a Half-squad, Crew or WT.
Wounded: If the unit is moving, it must stop immediately.
The computer will flip the SMC to its Shaken
side (Hero excepted; they flip to their Wounded
side) and mark with a Wounded marker.
A just-Wounded SMC that has yet to be
activated in a turn can still do so in a later
impulse, including for movement. SMCs already
under a Wounded marker, or Wounded Heroes
who are Wounded again, are eliminated.
Wounded Leaders have their Leadership
Modifier and Leadership range decreased by
one. Their Rally range, too, can be reduced by one
but not below zero. Wounded Leaders can still call Indirect Fire
(Mortar and Artillery) and move their full MF.
Wounded Snipers can still fire with no reduction in effectiveness.
Hero Creation: There is a chance that a Hero is created during
play whenever a Squad or Half-squad (even if Shaken) rolls a
1 during a Damage Check caused by enemy
fire. The computer will roll another 1d6 in this
eventuality; if the result is even, a Hero is created
in the hex. The Hero assumes the activation state
(Fired, Moved, etc.) of the unit that spawned it.
49

6.3. Multiple Attacking Units


Only units in the same hex can fire simultaneously, and then
only at the same target. One unit leads the fire and fires at its
full FP. Each additional MMC adds half of its FP to the attack.
Heroes always add their full FP. Zero-FP units add nothing
(unless they are firing a SW). Machine guns and Flamethrowers
add their entire FP. The total FP is summed, remaining fractions
are rounded up and the combat is resolved as in the section on
Fire Combat.
Remember that, for the most part, all units firing from the
same hex, in the same impulse, must target the same hex. There
are, however, exceptions. Support Weapons with To-Hit Tables
on the back of their counters (for example, Panzerfausts), WTs,
and vehicles must fire separately even when firing in the same
impulse. Although WTs and vehicles CAN fire in a different
impulse, SWs must fire during the same impulse as the unit
that possesses them.

6.4. Opportunity Fire

Units that are not marked with a Moved, Low Crawl, Stealth,
or Fired marker, and that have a clear (not blocked) Line of
Sight (LOS) to a hex in which an enemy unit expends at least
one MP by any kind of movement other than Low Crawl or
Stealth Movement can fire on the moving unit(s). This is called
Opportunity Fire (OF). It occurs during the opposing players
impulse, and is not considered an impulse. Low Crawling units
can only be the target of Opportunity Fire if they are spotted in
the hex they enter.
A unit entering a hex with a MP cost greater than 1 can be
subjected to OF attacks equalling the MP cost of the hex (thus
two OF attacks can be made on a unit entering a Light Woods
hex), even if the first attack Shakes the unit, forcing it to stop
50

moving. Moving unit(s) cannot be attacked more than once


per MP expended in the hex, unless attacked by SWs with a ToHit Table on the back of its counter, WTs, and vehicles that are
stacked with the units that first fired.
A Fired marker is placed on units that Opportunity Fire.
An OF attack is conducted like any other, with the exception
that the attacker receives a +1 bonus (unless firing at Low
Crawling units) to their die roll for firing at moving units, unless
the moving units are in terrain that negates that modifier (Low
Crops, for example).
If the target hex contains both moving and non-moving
units, both are affected by the same OF attack die roll, but only
the moving units suffer the +1 modification to the attackers
die roll.
Example: A German 1-6-4 fires at a Soviet 1-4-4 as it moves
through a Clear hex that also holds a stationary 1-4-4. The
computer rolls a single 1d6 and adds 2 FP (its base FP of 1 + 1
for firing on a moving unit) against the moving Squad, and 1 FP
against the stationary Squad.

Note that even though moving units are automatically spotted,


the stationary Squad in the hex retains the unspotted status
that it had prior to the attack IF the moving unit exits the hex.
In other words, if the stationary unit wasnt spotted before
the OF attack, it remains unspotted after the moving Squad
departs the hex. This is the ONLY exception to the rule that
states, If one unit in a hex is spotted, the entire hex is spotted.
Target units that become Shaken must end their movement.
This includes units that are Shaken due to Casualties or
Wounding. If not all of the moving units in a stack are Shaken,
the remaining unshaken units can continue moving.

51

6.5. Extended Range


MMCs/SMCs with a black box surrounding their range can fire
at up to twice their printed range. Any fire greater than the
printed range, however, is halved. Accordingly, a Soviet 2-2-4
Guard Squad firing at a German Squad three hexes away has
a FP of 1.

6.6. Flanking Fire

Whenever a target unit receives fire utilizing the DFT from two
non-adjacent hexsides, the secondand all subsequent DFT
fire for that turnreceives a +1 DRM.

7. Movement
Units move from hex to hex, paying the Movement Point (MP)
cost of each hex as it is entered. These costs are summarized
on the Terrain Effects Chart (TEC). All units that move from
the SAME hex, in the SAME impulse, must be moved together
(exception, if some units in the moving stack are Shaken during
movement they must stop movement while the other units
may continuesee Section 6.4).
To move a unit, select the unit(s) by clicking on their hex. By
default, all units in the hex are selected, and are shown in the
Unit Display Panel in the lower-right corner with a red border. To
unselect a unit, click on it in this window to remove its red border.
When you have selected the unit you would like to move,
right-click on a destination. The computer will plot the route
and the number of MPs needed to reach the destination. If ANY
of the units in the stack can make it to the destination hex, the
route will be displayed in white.
52

Note that just because


the route is displayed in
white does not mean that
every selected unit can
make it to that destination.
If NONE of the units in the
hex can make it to the
proposed destination hex,
then the route marker
turns red after the last
attainable hex, as below.

Once you have decided on a destination hex and plotted


your route with a right-click, right-click a second time to
move. The computer will then place a Moved marker on the
units. In the example below, Lt. Wurtz and his two Squads
have made the move to the Building, where, upon arrival, they
were greeted with ineffective Opportunity Fire from a group
of Soviet Partisans across the Road. Wurtz and the units in his
stack have Moved markers on them, while the Partisans have
Fired markers on them.
53

To move a unit or
units within a hex,
that hex needs to be
activated at the start of
the impulse by clicking
on it. A hex that
contains an unshaken,
unwounded, yet to
be activated Leader
can activate both the
units in that hex and
adjacent hexes. The green hexes surrounding an activated
Leader signify this. Units starting in adjacent hexes to the
Leader are free to move or fire separately from the Leader. The
units in each hex, however, must move or fire together if they
do either.
Example: If all three 1-6-4 German Squads in a hex are
activated, some may move and some may fire, but those that
move IN THE SAME IMPULSE must move together, and those
that fire IN THE SAME IMPULSE must fire at the same target
(exception: Ordnance (Section 13) can fire at separate targets).
The number of MPs that a unit can spend each turn is called its
Movement Factor (MF) and is marked on the counter. As noted
above, MMCs, WTs, and SMCs under a Moved or Assault Move
marker that are fired upon suffer a modifier of +1 added to the
attackers DFT die role.
Unless such a move would bring a Shaken unit closer to an
enemy unit in their LOS, units with a MF equal to or greater
than one (1) can always move one hex, no matter the cost,
or change levels within a multi-level Building. If a unit must
54

expend ALL its MPs to move one hex it cannot Low Crawl or
Assault Move into the new hex.
Units can move through hexes containing friendly units
(subject to stacking restrictions), but must stop upon entering
an enemy-occupied hex and begin Melee (see Section 9).
Thus, a unit that moves adjacent to an enemy unit but is
Shaken by OF (from this enemy unit or another) does not autospot the adjacent enemy unit.

7.1. Assault Movement

Units whose Movement Factor is boxed in red, such as Heroes,


can Assault Move (AM). Leaders can also AM if
they start their impulse with eligible units.
Units that Assault Move can spend up to onehalf of their printed MF, modified by double-time
movement (see Section 7.2, below) if applicable
(fractions rounded up), and subsequently fire (or
Opportunity Fire). The double-time bonus (if any) is added to
the printed units MF before being halved for the Assault Move.
Subtract two from the total attacking FP of units using AM.
Example: Two SS 1-6-4 Squads using AM could fire with
a Firepower of 0 (1 for lead Squad + 0.5 for second Squad
rounded up to 1 2 for AM = 0). Support Weapon Ordnance
suffers an AM penalty on the Ordnance Fire Table (OFT). Once
the units fire, they are also (in addition to the Assault Move
marker) marked with a Fired marker. Neither the AM nor the
Fired marker is removed until the Admin Phase. The units
need not fire in the same impulse that they originally moved
but can be activated again later to fire or engage in OF if the
appropriate situation arises. They must, however, move when
they are first activated.

55

7.2. Double-time
Units that begin their impulseand move the entire impulse
with an unshaken Leader can increase their Movement Factor
by 2. The units cannot move farther than the Leaders printed
MF. Weapon Teams cannot double-time (DT). Shaken units
can use DT.

7.3. Low Crawl

A unit or stack of units can spend its entire impulse to move


one hex. This is a Low Crawl. Units Low Crawling are not
automatically spotted unless they are in open
terrain or adjacent to an enemy unit. Enemies
targeting Low Crawling units do not receive
the +1 bonus to their FP. Weapon Teams cannot
Low Crawl.

7.4. Stealth Movement

Units designated with a bright-yellow square outline


surrounding their MF can move without being automatically
spottedeven if adjacent to an enemy unit. To be spotted,
an enemy unit must either perform a successful spotting
attempt (10.1), the Stealth Movement-capable unit must fire,
or it must move into open terrain in the LOS of a Good Order
enemy unit. Units CANNOT use Stealth Movement while
Double-timing (7.2), but can use Stealth Movement to enter
Melee. Heroes and Leaders cannot use Stealth Movement
unless specifically designated.
Stealth Movement-capable units can also move up to half
their MF (drop fractions) and subsequently fire. Such fire is
modified like Assault Movement firesubtract 2 from the
total attacking FP of the units using Stealth Movement fire
(Scouts excepted).
56

8. Smoke
Unshaken MMC counters not marked by a Moved, Low Crawl,
Fired or Ops Complete marker can attempt to lay Smoke in
their own or an adjacent hex.
To lay Smoke, select the unit, click Smoke 1 in the Action
Bar at the bottom of the screen, and click the adjacent hex you
wish to target for Smoke. The computer will then roll 1d6.
If the die roll is equal to or less than the units Smoke-laying
capability, a Smoke 1 marker will be placed on the hex; if the
die roll is higher than the units Smoke-laying capability, there
is no Smoke. Regardless of whether the attempt was successful,

57

an Ops Complete marker is placed on the unit that attempted


to lay Smoke.
Smoke is blocking terrain with a Target Modifier of +1. The
Target Modifier is added to the hexs existing TM. For example,
a Smoked Forest hex has a TM of +3. Units firing from a Smoked
hex must subtract 1 from their die roll.
In the Administrative Phase after the Smoke 1 is laid, the
computer will replace the marker with a Smoke 2 marker. In
the next Admin Phase, the Smoke 2 marker is removed.
All Heroes of Stalingrad units Smoke-laying capability is 2.
Partisans, however, cannot lay Smoke.

9. Melee Combat
When you move into a hex with enemy units, you must Melee.
Units cannot use Assault Movement or Low Crawl to enter
Melee. Melee combat is normally simultaneous
(nationality characteristics, Events, and Skill
Cards may alter the sequence) and losses
arent taken until the round of Melee combat
is concluded.
There can only be one Melee round/turn/
hex. All units that participate in a Melee round are considered
activated at the same time. Melee takes place as soon as
enemy units enter a hex containing friendly units or viceversa. Thus, there is no OF against the enemy unit as it enters
the Melee hex.
The inherent FP of all the attacking units (the units that
moved into the hex) and Melee-eligible SWs (MGs, Satchel
Charges, Molotov Cocktails, and Flamethrowers) is compared
58

to the FP of any defending units and any Melee-eligible SWs the


defender chooses, and an odds ratio is determined, dropping
any fractions.

For example: 4 FP attacking 2 FP is 2:1, whereas 5 FP attacking


2 FP is not 2.5:1, but also 2:1. Not all defending units must
be attacked, but at least one must be attacked. Unmodified
attacks at odds less than 1:3 are treated as 1:3, but cannot
be conducted against multiple units. The computer will roll
2d6 and consult the Melee Table (MT). Leadership modifiers
apply for the attacking units and are added to their die roll.
If the attacker rolls equal to or greater than the Kill Number,
the defending units are eliminated. Eliminated units are NOT
yet removed. The defender then follows the same procedure
against any of the attackers units he chooses. After assessing
damage, remove eliminated units from both sides, and mark
the hex with a Melee marker.
If the Melee combatants include Heroes, they shift the odds one
column in favor of their side when attacking. Multiple Heroes
do not grant multiple shifts.
Attacking, in the context of this section, means that your unit
is making a Melee attackit has nothing to do with whether
you entered the hex. Defending means your unit is the target of
a Melee attack. A unit that can only defend cannot make Melee
attacks but is not automatically eliminated either.
Unless modified for Ambush (Partisans only) or Skill Cards,
Melee combatants use their unmodified inherent FP.
For example: two 1-6-4 Squads have a FP of 2 in Melee combat,
while three 1-6-4 Squads and a bipod MG 42 have a FP of 5.

59

Squads and Half-squads must still abide by the SW-usage


restrictions delineated in the section on SWs and WTs (Section 4).
In other words, a Squad can fire one SW and its inherent FP or
two SWs and forfeit its inherent FP. A Half-squad can fire one
SW and forfeit its inherent FP.
Leaders carrying a Melee-eligible SW attack and defend
with half of the SWs FP (rounded up), unless two Leaders are
crewing one SW, in which case they attack/defend with the
SWs printed FP. Note that Leaders carrying a Satchel Charge
can use the charges entire (6) FP, but remove the charge after
one use. Just to be clear, Satchel Charges are always removed
after use. Heroes defend with their printed FP unless they are
crewing/using a SW.

9.1. Locked Units

Units remaining after the round of Melee are locked in Melee.


A Melee marker is placed on the units to show this. Locked
units cannot move (unless withdrawing) or fire, but can use
an impulse in the following turn to either Melee or attempt to
withdraw. Melee markers cannot be removed as long as units
from both sides inhabit the hex. Once one sides units have
been eliminated, the Melee marker is removed during the
ensuing Admin Phase.
Units that wish to withdraw must pass a Morale Check;
Leadership modifiers apply. Failure to pass this MC incurs no
penalty but they must immediately fight a Melee round. Units
that pass the MC can exit the hex, paying appropriate MP costs.
If a player withdraws all friendly units from the hex, the Melee
marker is removed and the remaining enemy units are eligible
to Opportunity Fire on the withdrawing units. Note that a
player may leave a unit behind as a rear guard to prevent this
from occurring.
60

Leaders not carrying a Melee-eligible SW, Snipers, Medics,


Nurses, and Shaken units do not attack, and they cannot be
targeted in Melee. They are not considered Melee-eligible
units. WTs can be individually targeted in Melee. Upgraded
Leaders (11.1.3) with a FP are Melee-eligible units.
If all Good Order MMCs, Heroes, and Leaders/Advisors
carrying a Melee-eligible SW in the hex are eliminated, units
not eligible for Melee are also removed. Any SMC left at the
end of a Melee round without a possessed Melee-eligible
SW or stacked with a friendly Melee-eligible unit is removed
too, even if no enemy Melee-eligible units are present; it is
assumed that the SMC went down with his troops. If a unit
enters a hex containing only enemy units not eligible for
Melee (such as those described in the paragraph above), then
all the enemy units are eliminated and the unit that moved in
must halt.
Exception: SS units, as noted earlier.

9.2. Reinforcing a Melee


Units from either side can reinforce a Melee. Any unit entering
a hex marked with a Melee marker reinforces the Melee, even
though its possible that no friendly units are left in the hex
after the previous Melee round.
If a unit reinforces a Melee before a Melee round is fought
in that turn, the Melee round must be conducted immediately.
If they reinforce the hex after the Melee has been fought, they
cannot participate in the Melee until the following turn. If the
reinforcing units have the Ambush capability, their tripled FP
is added to the other friendly units normal FP, but the Meleecombat round is considered simultaneous.
61

9.3. Zero-Firepower and M-Rated MMCs


In Melee, MMCs with a FP of 0 attack and defend with a FP
of 1. For each zero-FP MMC participating in an attack, 1 is
subtracted from the die roll. For each zero-FP unit participating
in defense, 1 is added to the attackers die roll.

For example: Two 0-3-4 Squads attack a 2-6-4 Squad in Melee.


The odds would be 2 vs. 2 or 1:1 (each 0 FP Squad counts as
1 FP for the attack). At these odds, the Kill Number is 8. The
attackers must, however, subtract 2 from their dice roll. Hence,
that player would then need to roll 10 or better (10 2 = 8,
which is the minimum needed to kill the opposition in a 1:1
attack) to eliminate the 2-6-4. Conversely, the 2-6-4 would
attack the two 0-3-4 Squads at 2 vs. 2 or 1:1, but would add
two to its dice roll. Accordingly, it would eliminate the two
Squads on a roll of 6 or better (6 + 2 = 8).
Units and SWs with an M superscript add 1 to their FP when
attacking or defending in Melee.

10. Line of Sight and


Spotting
A unit has a Line of Sight (LOS) to another unit if, in the real world,
it could see that unit. Units cannot fire at targets to which they do
not have a LOS. LOS is traced from the center of the firing units
hex to the center of the target hex. LOS that crosses the silhouette
of a piece of blocking or degrading terrain is considered blocked
or degraded. See below for additional details.
62

10.1. Spotting
It is important to note that even if a unit has LOS to its target,
the attacker might not see the enemy.
For example, an enemy Squad is hidden in a Stone Building two
hexes distant. Just because there is nothing blocking your Squads
view of the Building does not mean that it sees the enemy.
To be able to fire on an enemy hex, it must be spotted. Hexes,
rather than units, are spotted, so if one unit in a hex is spotted,
the entire hex is spotted.
Spotting is status driven. A hex (and all units within it) is
spotted if any of the following apply: a Good Order enemy unit
is adjacent to the hex, a friendly unit is currently Moving or
Assault Moving through the hex, a unit in the hex is marked with
a Moved, Assault Move, Fired, or Melee marker, or if the hex is
open terrain. Units in any open-type terrain are automatically
spotted, even if the LOS is degraded by intervening terrain.
Note that the status of a hex can change over a turn.

Example: If a hex is spotted because it is adjacent to a Good


Order enemy unit and that unit is either Shaken or moves away,
the hex will no longer be spotted. Note that Low Crawling
units are not spotted during their movement, provided they
dont find themselves in a hex otherwise spotted (such as any
open terrain).
Once a hex is spotted, it is spotted for all friendly units during
the turn, even for those without LOS to the spotted hex at
that time. But if all units leave a hex (or are
eliminated), they are no longer spotted.
Units (including open vehicles) can attempt
to spot unspotted units to which they have a
LOS just like any other unit, by using the Spot

63

button in the Action Bar. Units in blocking terrain are spotted


with a 1d6 roll of two or less. Those in degrading terrain are
spotted on a 1d6 roll of three or less.
Example: If a unit is attempting to spot an enemy in degrading
terrain, it must roll a three or less to succeed.

One is added to the spotters die roll for every hex of degrading
terrain its LOS passes through en route to the target units hex.
Note that the LOS must actually pass through a piece of the
degrading terrain in the degrading terrain hex.
One is also added if it passes through the silhouette of
degrading terrain that is in part of an otherwise open hex. If the
LOS passes through more than two hexes of degrading terrain,
or silhouettes of degrading terrain within two open hexes, it is
blocked. LOS is NOT BLOCKED or degraded by small pieces of
terrain that extend from the firing units or targets hex into an
adjacent hex. Leadership modifiers apply and are subtracted
from the die roll.
Once a unit is spotted, the entire hex is spotted and the units
there go from grayed-out (unspotted) counters to normal
counters.
Spotting attempts do not require an impulse, but only
one attempt can be made per friendly impulse, and a unit
attempting to spot is marked with an Ops Complete marker
regardless of the result of the attempt. Units marked with
Fired, Moved, Low Crawl, Ops Complete, or Assault Move
markers cannot spot for yet unspotted units, but they do
automatically spot adjacent units, moving units, units marked
with a Moved, Assault Move, Fired, or Melee marker or units
in open terrain. Shaken units or buttoned vehicles dont
automatically spot adjacent enemy units.
64

10.2. Hills and Buildings


Most of the terrain in LnL is ground level. There are, however,
Hills that are Level-1 and Level-2. Each level above ground
level denotes a rise of about 2-5 meters.
All Buildings in Heroes of Stalingrad are one-level Buildings.
There are NO multi-story Buildings.

10.3. Figuring Line of Sight (LOS)

There are two types of LOS-affecting terrain; blocking and


degrading (see the TEC at the back of this manual). Any
silhouette of blocking terrain crossed by a LOS blocks it
(except as noted below). Degrading-terrain silhouettes
dont block LOS (except as noted below) but they degrade
it. Subtract one from an attackers die roll or add one to
a spotters die roll for every hex where the LOS crosses a
silhouette of degrading terrain. If the LOS passes through
more than two such hexes, it is blocked and no attack or
spotting attempt can be made.
LOS can be degraded (modified) by only one factor per
hex. Thus, a LOS traced across a Light Woods silhouette in
a hex containing a tank is modified by 1 not 2. Blocking/
degrading terrain in the attackers or targets hex never
blocks/degrades LOS.
For example, the LOS below is
neither blocked nor degraded.
Blocking/degrading
terrain
extending from a firing units
or targets hex never blocks/
degrades LOS except when the
LOS is traced along a hex spine
crossing such blocking/degrading
terrain.
65

Terrain
can
be located at an
elevation (altitude)
or be of a certain
height (expressed in
terms of levels on the
TEC). For example:
a Forest hex (Level
2) on a Level-1 Hill
would be a Level-1
hex but presents an obstacle to LOS of a height of Level-3.
Blocking/degrading terrain at the same elevation as both
the attackers and targets hex blocks/degrades LOS. For
example, the LOS below is degraded:
LOS traced through blocking/degrading terrain that is located
at a higher total height than both the attackers or targets hex
elevation is blocked/
degraded. For example,
the LOS between the
two units below, each at
Ground Level (Level 0),
is blocked by the Level-1
obstacle between them:
LOS traced through blocking/degrading terrain that is
located at a lower total height than both the attackers and the
targets hex elevation is not blocked/degraded.
LOS traced to a lower elevation hex is blocked/degraded if
it crosses blocking/degrading terrain that is at the same total
height as the attackers hex elevation.
Units on a hex higher in elevation than the total height
of a blocking/degrading-terrain hex can see and fire over
it into hexes at a lower elevation than the total height of
66

said blocking or degrading-terrain hex. Furthermore,


since the LOS in this situation is traced OVER the blocking/
degrading terrain, it is not blocked/degraded in any way.
However, Level-1 and 2 blocking/degrading terrain casts
a one-hex shadow that blocks LOS to units located directly
behind them.
LOS can be checked at any time. LOS is reciprocal. If unit A
can see unit B, then unit B can see unit A.

10.4. Terrain Characteristics

Each piece of terrain has distinct advantages for units seeking


shelter in it, and varying MP costs for units attempting to move
through it. These advantages and MP costs, along with other
information, are delineated on the TEC and are shown when
the mouse is hovered over the hex

The terrain surrounding a hexs center dot defines the


elevation of the hex, and the type of terrain in the hex.
67

11. Single Man (or Woman)


Counters
Single-Man Counters (SMCs) represent significant individuals
who have the power to affect the course of the battle. These
counters include Leaders, Heroes (or Heroines), Snipers,
Medics, Nurses, Commissars, and Scouts.

11.1. Leaders

Leaders are individuals with exceptional skills. They are usually


officers or outstanding NCOs. Most Leaders have no Firepower,
and cannot (unless crewing a SW) individually fire at enemy
troops or voluntarily enter Melee alone. If enemy units move
into the hex of a solitary Leader who is not carrying a Meleeeligible SW, the Leader is eliminated.
A Leaders Leadership Modifier can be used to aid attacks,
modify Damage Checks, Rally units, and lead troops in Melee,
as well as for the other functions mentioned in these rules.
Only one Leader per hex per impulse or Rally Phase can use
his Leadership Modifier in these ways,
Leadership Range (for purpose of activation) is usually 1. It is
decreased by one if the Leader is Wounded (the Leader can only
activate units in its own hex). A Leaders rally range is usually 0
(i.e. it can only rally units in its own hex); the Charismatic Skill
Card increases this to 1 (see Skill Cards, Section 12, for more).
11.1.1. Leaders in Combat
Leaders not under a Moved, Low Crawl, Fired, or Ops Complete
marker can aid ALL attacks conducted by same nationality/
68

force units in their hex during their impulse. Its Leadership


Modifier (LM) is added to a units Firepower that is using
the DFT and/or subtracted from the To-Hit dice roll for SWs
and WTs using the OFT. The LM is applied to every attack
(not attacking units) that occurs from the Leaders hex in its
activation impulse.
Note that the Leader can aid both Squads using their
inherent FP/SWs AND SWs or WTs using the OFT that are
activated in the Leaders hex in the same impulse. Leaders that
aid such fire are placed under a Fired marker. Leaders cannot
call onboard mortar fire or off-board artillery and add their LM
to a direct-fire attack in the same turn.

11.1.2. Leaders and Skill Cards


Scenario rules may assign a Skill Card to a Leader. These cards
grant special abilities such as enhanced Morale or sighting.
11.1.3. Upgraded Leaders
During the two Campaigns and in some scenarios, a Leader
may acquire or be given an inherent FP and a range. These
Leaders function as a normal Leader in all respects but, like a
Hero, they can enter and fight in Melee and initiate fire combat
without crewing a SW.

11.2. Heroes

Heroes are ordinary soldiers who perform extraordinary feats of


courage. Heroes may be part of a scenarios Order of Battle (OOB)
or created during play. There is a chance that a Hero is created
whenever a 1 is rolled on a Squad or Half-squads Damage Check
(DC). Roll 1d6 again: If the number is even, a Hero has been
created; the computer will randomly pick a Hero and a Skill
Card. Newly created A Hero assumes the activation status of the
69

unit that spawned it, so if the


Squad that spawns a Hero is
already marked with a Moved
marker, the new Hero also
receives a Moved marker.
If spawned by a moving
MMC, the Hero is assumed to
have spent the same number of
MPs as the Squad had before it
spawned the Hero. If creation of a Hero violates stacking limitations,
the Hero is placed in any adjacent, non-enemy-occupied hex.
Heroes can Assault Move and can Close Assault vehicles (see
Section 16.1). Heroes always add their FULL FP to multipleunit attacks. Units in the same hex as a Hero can attempt to
Rally even if no Leader is present. Heroes shift Melee odds one
column in their sides favor (in addition to adding their own
FP) when attacking (not defending). Remember: In Melee,
attacking has nothing to do with whether you moved into the
hex, only that you are currently conducting a Melee attack.
Each Hero randomly receives a Skill Card when created
during play. Some Heroes that begins the game on the map are
not assigned a Skill Cards, though.
There can be only two Heroes per nation on the board at
any time. Heroes are always spawned in Good Order (never
Wounded). Heroes created by a moving unit that is Shaken
must stop their movement also. Heroes are created even if the
DC result eliminates its parent unit.

11.3. Medics

Medics represent exceptional medical personnel. They cannot


carry or fire weapons, or spot enemy units. They can, however,
use their medical kits to Heal units.
70

During each Rally Phase, a Medic can attempt


to either remove the Wounded marker from one
SMC (including himself) or convert a Shaken
Squad to its Good Order status. In either case, the
subject of a Medics attention must be located
in the same hex as the Medic. To perform either function, the
Medic must first pass a Morale Check (MC). Two is subtracted
from the MC dice roll if the Medic is in terrain with a positive
TM. There is no penalty for failing the MC, but the Medic cannot
perform any function in that Rally Phase if he (or she) fails the
MC. A Shaken Medic cannot attempt to Heal SMCs or MMCs
until it is rallied. A Wounded Medic can Heal other units (and
himself) as long as he is in Good Order (unshaken).
Medics do not attack or defend in Melee. If all friendly
MMCs and Melee-eligible SMCs in the same hex as a Medic are
eliminated, the Medic is removed from play.

11.4. Snipers

Snipers can be initially placed in any hex whose terrain has a


positive Target Modifier (TM), as long as enemy units do not
currently occupy that hex.
Once placed, the Sniper cannot move. The
Sniper can immediately attack any spotted
enemy hex within its LOS utilizing the Direct
Fire Combat routine. The Sniper, however,
rolls 2d6 for its attack instead of 1d6. If there
are multiple units in the target hex, the AI will
randomly determine which target the Sniper attacks. The
Snipers attack only affects one unit.
Snipers can be fired on like any other unit, but double their
own hexs TM when rolling against incoming attacks from all
units except artillery/mortar barrages and enemy Snipers.
71

Snipers can stack with MMCs, but forfeit their special TM when
doing so. When stacked with MMCs they can attack in the same
impulse as the MMCs, but fire separately within the impulse.
Snipers cannot voluntarily enter Melee. Snipers do not
attack or defend in Melee. If all friendly MMCs and Meleeeligible SMCs in the same hex as a sniper are eliminated during
Melee, the Sniper is removed from play.

11.5. Scouts

Scouts subtract 2 from all their spotting die rolls. Scouts DO


NOT subtract 2 from their FP after using Stealth Movement.
Scouts have a FP of 0. They can assist in crewing a SW but lose
all Scout abilities when doing so. In Melee, Scouts fight as a 0
FP MMC (see Section 9.3).
Units moving during the same impulse and stacked with a
Scout pay only one MP per Forest, Light Woods or Wheat Fields
hex entered.
Scouts can call for off-board Artillery fire.

11.6. Armor Leaders

Armor Leaders have the Leaders picture on the counter along


with Morale and Leadership Modifier (LM). Armor Leaders,
however, have no Movement Factor.
Armor Leaders are unique in that they share
the fate of the tank or vehicle they command.
They cannot be Wounded, but are Shaken, which
represents the Shaking of the tanks Crew. If an
Armor Leader is forced to Abandon his vehicle,
he is removed from play.
Armor Leaders can only rally the tank they are commanding.
Tanks with an Armor Leader assume the Leaders Morale for
all purposes and subtract his Leadership Modifier from the die
72

roll when rallying or performing Damage Checks. Vehicles with


Leaders check DFT results under the appropriate column on
the DFTArmored vehicles or Unarmored VehiclesNOT the
Good Order SMC column.
The Armor Leaders LM can be subtracted from the ToHit die rolls and added to MG-attack die rolls (but not HEEquivalent attack die rolls). He can affect both in the same turn.

11.7. Soviet Commissars

Commissars function as Leaders (for both


Guards and Line Troops) for all purposes.
Hence, Commissars can Rally units, direct
fire, assist in Damage Checks, and spot for
artillery, etc.

11.7.1. Fight or Die

If in the Rally Phase (only), Shaken units stacked with the


Commissar fail to rally, the Commissar can attempt to rally
them a second time. The Commissar adds one to the Morale
of the units he is attempting to rally and rolls 2d6. If the
units rally, all is well; if they fail this rally attempt they suffer
casualties as defined on the DFT: Squads reduce to a Halfsquad; Half-squads are eliminated, etc. If the Commissars
owner rolls a twelve (12) during the Fight-or-Die rally
attempt, the Commissar has been killed and is removed from
the Board.

11.8. Nurses

Nurses have Leadership Modifiers like Leaders. These ratings


can only be used to rally MMCs, not to assist in DCs. Good
Order Nurses also have the capability to Heal units similarly
to Medics (11.3).

73

In a Rally Phase, Good Order Nurses can EITHER (not both)


Heal a unit after passing a Morale Check or attempt to rally
up to two SMCs or MMCs. Nurses can perform this function on
ANY Soviet unitGuards, Line Troop or Partisan. Nurses can
Self-Rally, too. Nurse are non-combatant, non-Melee-eligible
SMCs; they cannot spot, direct fire, or call artillery, etc.

12. Skill Cards


Skill Cards bestow unique characteristics on the SMC or
MMC that possesses the Card. Some Cards bestow traits or
advantages that can only be used once; others give benefits
that last for the entire scenario; and still others equip the
owner with unique weapons or items. Each Skill Card explains
its trait and when/how it can be used. In most scenarios, the
Skill Cards are pre-assigned to the Leaders or Heroes. If a unit
is not assigned a Skill Card or does not draw one during Hero
creation it does not possess a Skill Card.

13. Ordnance
Ordnance is a weapon that has a To-Hit Table on the back of
its counter. These include SWs, such as an anti-tank rifle; WTs,
such as the 75mm Anti-Tank Gun (ATG); and
vehicle-mounted weapons, such as a tanks
main cannon.
Whether it is mounted on a tank, a separate
SW, or a WT, ordnance is fired separately from
74

other units in the hex. It does not have to engage the same
target as other units firing from the same hex. Ordnance firing
on a hex that contains both vehicle and non-vehicle units must
either target a specific vehicle or all non-vehicular targets in
the hex.
WTs and vehicle-mounted ordnance must fire through a
covered arc defined by either a red triangle in the corner of the
counter or, in the case of a turreted weapon not firing through
its vehicles hull covered arc, a covered arc defined by the gun
barrel. This covered arc is displayed in the diagram below.
Each piece of ordnance has three ranges printed on the back of
the counter; to see these ranges, hover your mouse over the unit/
weapon in question and it will flip to its reverse side, revealing

75

the ordnances range data. Below each of these


ranges is a printed To-Hit number, and below
each To-Hit number is a penetration value. The
attacker uses the leftmost column whose range
is greater than or equal to the targets range. To
determine if a target is hit by the ordnance, the computer rolls
2d6 and cross-references the result with the To-Hit number
below the proper range/column on the ordnance counter.
The die roll is modified by adding the TM of the terrain the
target occupies, adding 1 for each hex of degrading terrain (or
silhouette of degrading terrain that is in part of an otherwise
open hex) through which the fires LOS passes, and other
factors listed on the Ordnance Fire Table (OFT). If the number,
modified by applicable modifiers, is less than or equal to the
To-Hit number, the target has been hit. A 2d6 roll of 2 is always
a hit; a roll of 12 is always a miss.
If the target isnt a vehicle, the target is immediately
attacked with the ordnances HE-equivalent plus 1d6. The TM
of the targets terrain DOES NOT modify this HE-equivalent, or
Leadership Modifiers, too, but 1 is added to the HE-equivalent
if the target is marked with an Assault Move or Moved marker
(but not Low Crawl). The defender rolls 1d6 and compares it
to the attackers die roll.
If the attackers modified die roll is less than or equal to
the defenders die roll, the fire has no effect. If the attackers
modified die roll is greater than the defenders die roll, each of
the defending units will make a Damage Check (DC) by rolling
1d6, adding the difference between the attackers modified die
roll and the defenders die roll, and then consulting the Direct
Fire Table (DFT).
If the target is a vehicle, compare the penetration value at
the appropriate range plus 1d6 (modified penetration value)
76

against the vehicles armor thickness plus


1d6 (modified armor value). If the modified
penetration value exceeds the modified armor
value, the target is destroyed and a Wreck
marker placed in the hex. If the attacker rolls a 1
and the target rolls a 6, the round is a dud and the target is not
affected. If the attacker rolls a 6 and the target a 1, the round is
a catastrophic hit and the target is destroyed.
Whenever a target is destroyed, roll 1d6. If the result is even,
a Shaken Crew is placed under the vehicle; if the result is odd,
the Crew is eliminated.

13.1. Hits on Unarmored Vehicles

Any ordnance hit on an unarmored vehicle such as a truck,


or on an unarmored facing of an otherwise armored vehicle,
such as the rear facing of many self-propelled guns, destroys
that vehicle.

13.2. Non-Penetrating Hits

If the modified penetration value of the attacker EQUALS the


vehicles modified armor value, the vehicle takes a Morale
Check (MC). If it fails the MC its Crew abandons the vehicle;
if the vehicle passes the MC, the vehicle is Shaken. This is the
ONLY instance where PASSING a MC results in a Shaken unit. If
the Crew abandons the vehicle, a Crew counter is placed under
the vehicle; they will immediately take a MC.
Abandoned vehicles remain on the map, but they cannot
be used by either side. If the attacking
weapon is being fired as a MMCs SW, the
MMC, if eligible, can also attack the vehicle
or surviving Crew with its small arms as
described below.
77

If the attackers modified penetration value is less than


the targets modified armor value, the vehicle takes a MC.
If it fails the MC, the vehicle is Shaken. If it passes the MC,
there is no effect. When making this roll, the computer
takes the difference between the firing ordnances modified
penetration value and the targets modified armor value
and subtracts it from the MC die roll. Hence, if the modified
penetration value is 4 and the modified armor value at the
point of impact is 10, 6 is subtracted from the MC roll. An
unmodified MC die roll of 12 results in a Shaken vehicle,
regardless of the units Morale or modifiers to the die roll.
An already Shaken vehicle that receives another Shaken
result is Abandoned.

13.3. Angle and Point of Impact

The thickness of a vehicles armor varies. The front armor


is normally the thickest, flank armor less so, and rear armor
is the weakest. Accordingly, it is not only important to know
that a shot hit its target, but where it hits (front, flank or rear).
The computer will compare the firing weapons modified
penetration value to the modified armor value at the point of
impact to determine the results of that impact.
If the incoming shot is traced exactly down the line between
hit locations (side and rear, for example) the shot is considered
to hit the location most favorable to the shooter. If the ToHit die roll is both greater than 2 AND an EVEN number, the
shell has impacted the targets turret, assuming it has one.
If the target is turreted, use the turret armor at the point of
impact to determine whether the target has been penetrated.
If the target has no turret, this can be ignored; resolve the
penetration using the hull armor.
78

13.4. Special Ammunition


Ordnance marked with an H within a red circle on the back of
the counter fires HEAT (High Explosive Anti-Tank) as its main
ammunition.

13.4.1. HEAT Ammunition vs. Infantry


Ordnance that fires HEAT ammunition (as above) was not as
effective against infantry in the open or taking cover behind
trees/rocks as it was against armor. This rule addresses that
situation.
Ordnance that primarily fires HEAT ammunition subtracts
1 from its HE-equivalent when attacking infantry NOT located
in Buildings or Bunkers. Note that 1 is subtracted from the HEequivalent NOT the To-Hit die roll.

13.5. Target Acquisition

When ordnanceincluding anit-tank rifles and shoulder-fired


ordnance such as Panzerfaustsfires and fails to destroy its
target, and the target does not move before the firing unit fires
on it again in a subsequent impulse, one (-1) is subtracted from
the ordnances To-Hit die roll. If the ordnance fails to destroy
the target and again the target doesnt move, two (-2) will be
subtracted from the firing units next To-Hit die roll against
that same target. Two is the most that can be subtracted for
Target Acquisition.
13.5.1. Target Acquisition and Spotting
A firing unit that has Target Acquisition on an
enemy unit does NOT need to spot that target
again in subsequent impulses. The target unit will
have a green crosshairs on it.

79

14. Vehicles
14.1. Vehicle Counters Explained
Vehicles can either be open or buttoned. Open vehicles have
some/all of their crew hatches open and some crew members
are riding with their heads and shoulders exposed to enemy
fire. Buttoned vehicles (indicated by a Buttoned marker) have
all their hatches closed.
Open vehicles can see the enemy better, but
risk injury to crew members from enemy smallarms fire. Buttoned vehicles are invulnerable (if
armored) to small-arms fire, but cannot fight
as well as an opened vehicle. Buttoned vehicles
cannot spot, not even adjacent hexes. Vehicles
can switch from open to buttoned or vice versa at the beginning
of their impulse. Note: By default, vehicles are considered open.
Movement: The vehicles MF and type. There are three types
of vehicle movement types: Tracked (T), Off-road (O), and
Road (R). Tracked are fully tracked. Off-road vehicles are either
half-tracked or off-road capable multi-wheeled vehicles. Road
vehicles perform best on Roads. See the TEC and the paragraph
below for further explanation.
Morale: Is the units Morale. A Shaken vehicle must button
(close all hatches), cannot fire its weapons, its MF is halved,
and it cannot spot. Vehicles can Self-Rally, and if an Armor
Leader is onboard, the vehicle uses the Leaders Morale
rating to Rally. The Armor Leader has his Leadership
modifier subtracted from the Rally dice roll. Vehicles
subtract 2 from their Rally-attempt die roll for being in
terrain with positive TM.
80

HE-equivalent: This boxed value is the FP the vehicles main


ordnance (gun) uses to attack non-vehicle targets on which it
has scored a hit. If N x precedes the HE equivalent, N is
the number of times the vehicle/WTs main ordnance can fire
in its impulse.
Note: The main guns To-Hit and penetration
values are located on the back of the vehicle
counter; mouse over the counter and it will flip
to that side.

Machine-gun Firepower: These underlined values are


abstract factors that depict the vehicles machine-gun FP.
A FP of 2 has a range of 10. A FP of 4 has a range of 14.
An asterisk after the number indicates a 360-degree (i.e.
all around) field of fire, but the machine gun can only be
fired when the vehicle is open. Machine guns without the
asterisk must fire in the turrets covered arc or, in the case
of non-turreted vehicles, in the covered arc of the front hull.
The advantage of these machine guns is that they can be
fired regardless of whether the vehicle is open or buttoned.
Unless otherwise noted, a vehicle equipped with a machine
gun(s) must fire its machine gun(s) and its main gun in the
same impulse, and they must fire at the same target. Vehicles
with multiple machine guns must fire each separately; they
cannot combine their FP.
Rear-facing Machine Guns: Units with a machine-gun FP
followed by an R can use the FP in the turrets rear arc,
which is defined as a covered arc directionally opposite that
of the turrets front arc (see Section 13). This MG must fire in
the same impulse as the remainder of the vehicles weapons
but need not engage the same target. If a vehicle has a rear81

facing MG and an available target, the vehicles Rear Machine


Gun button will no longer be grayed out, and, as stated above,
can be fired in the same impulse as the rest of the vehicles
weapons. Note that vehicles without a rear-facing MG will not
have this option in the Action Bar at all.
Armor (Hull/Turret): The three numbers to the left of the
vehicle represent the vehicles front, flank, and rear armor
(listed top to bottom). The number before the slash is the hull
armor; the number after the slash is the turret armor. If there
is only one number, the vehicle has no turret.
Vehicle Name: Provides the vehicles designation such as Pz
III F, T-34, etc.

14.2. Vehicle Facing and Movement

There are several terrain types that vehicles cannot enter, and
some Buildings that once entered by a vehicle are turned to
the Rubble terrain typesee the TEC for complete details.
Vehicles can continue moving after turning a hex to Rubble
provided they have MPs left.
There are also significant differences in vehicle movement
as compared to movement of MMCs/SMCs. Vehicles MUST
move individually, but unlike Squads, simultaneously activated
vehicles need not move through, or end movement in, the same
hexes. However, MMCs/SMCs on foot and vehicles can move
together provided they start and finish their impulse together.
All vehicles can Assault Move.
Vehicles must ALWAYS face a hex spine (the corner between
two sides of a hexagon). The red corner/arrow on a vehicle
counter indicates the vehicles facing. Vehicles move into one
of the two hexes that lay on either side of the spine to which
the red arrow points. Vehicles can, however, pivot within their
hex. The cost is one MP per hex spine turned.
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Vehicles can also move in reverse by entering one of the


two hexes to the rear of the vehicle. Such movement costs 2x
the normal MP cost. For example, reversing into a Clear hex
costs 2 MPs.
The vehicles turret faces the hex spine that its main guns
barrel points to. It costs no MPs for turreted vehicles to change
the facing of their turret. There is, however, an associated
penalty on the Ordnance Firing Table (OFT) for doing so. The
turret automatically pivots to face the vehicles target, unless
the attacker chooses to pivot the entire vehicle and incur the
corresponding penalty on the OFT.

14.3. Assault Movement in Vehicles

Unless otherwise noted, all vehicles can Assault Move.


Vehicles using Assault Move can spend up to 1/2 of their
MF (round fractions up) and still fire eligible machine guns
(subtract 2 from their FP as per Assault Movement rules).
Vehicles using Assault Movement can also fire their main gun,
but add 2 to their To-Hit die roll, as indicated on the OFT.
Vehicles cannot use Assault Movement to conduct an
Overrun (see 14.4 below). Vehicles can use Assault Movement
to load or unload passengers, which takes the place of the
vehicles movement, and then fire.

14.4. Overruns

Vehicles with machine guns or other main armament can


Overrun infantry (MMCs, SMCs and
WTs) located in Clear (or other opentype terrain), Brush, Low Crops or Wheat
Fields. Units subject to an Overrun, or units
in other hexes, cannot Opportunity Fire
against the vehicle in the Overrun hex.
83

To do so, the vehicle must have


sufficient MPs to enter the hex and an
additional 4 MPs for the Overrun. After
the vehicle enters the hex, it sums its
HE-equivalent and machine-gun FP
(MGs with a * can only be used if the
vehicle is open), adds 2, rolls 1d6, and
adds the Leadership if an Armor Leader
is present. The defender rolls a die and
compares it to the attackers die roll.
If the attackers modified die roll is less than or equal to the
defenders die roll, the Overrun has no effect. If the attackers
modified die roll is greater than the defenders die roll, each of
the defending units must take a Damage Check by rolling 1d6
and adding the difference between the attackers modified die
roll and the defenders modified die roll, and then consulting
the Direct Fire Table (DFT). If a Good Order (unshaken) Leader
is present, Leadership Modifiers do apply, but Leaders must
conduct, and pass, a DC first.
Following an Overrun attempt, any surviving Good Order
MMCs/Heroes can Close Assault the vehicle as described in
Section 16.1. Ignore any reference to moving into the vehicles
hex, as the counterattackers are already there. MMCs/Heroes
that wish to Close Assault must, however, still pass a MC prior
to Close Assaulting.
If the vehicle survives the Close Assault, it can remain in
the hex or, if it has sufficient MPs, continue movingeven
conducting subsequent Overruns if it has sufficient MPs. If
the vehicle chooses to remain in the hex, all enemy MMC/SMC
units left in the hex, except Shaken WTs, must retreat to an
adjacent hex of the owning players choice; mark them with a
Moved marker. Shaken WTs are eliminated.
84

If the Close Assault destroys the vehicle, no further action


is required from the surviving (both Good Order and Shaken)
units in the hex.

14.5. Vehicle Crews

Each vehicle has an inherent Crew. If the vehicle is destroyed


(except through Close Assault, Section 16.1), the Crew must
make a Bailout Check. Roll 1d6: If the result is odd, the Crew is
eliminated with the vehicle; if the result is even, the AI places
a Shaken Crew in the vehicles hex. Crews are automatically
eliminated in vehicles
destroyed by Close Assault.
If a vehicle is Abandoned,
place the Crew under
the vehicle. The Crew
immediately takes a MC. Crews that pass the MC remain in Good
Order; those that dont are Shaken. In all the above instances, the
Crew is placed under a Moved marker. Armor Leaders belonging
to destroyed or Abandoned vehicles are removed from play.

15. Passengers
Passengers, whether riding inside or outside of the vehicle, are
placed on top of the vehicles counter.

15.1. Passengers Riding Inside

Vehicles marked with P can carry up to one Half-squad,


one SW, and one SMC. Those marked with PP can carry
up to one Squad (or its stacking equivalent), two SWs, and
two SMCs. In either case, these passengers are considered
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to be riding INSIDE the vehicle. Shaken


passengers of PP or P vehicles are not
required to debark (they are riding inside
the vehicle). They may, however, debark
when eligible at the owning players option. Weapon Teams
with a gun or tube caliber greater than 20mm cannot be
transported.
15.1.1. Bailout Checks
If the vehicle is destroyed (except through Close Assault), the
computer will make passengers perform a Bailout Check by
rolling 1d6 for each transported unit. On an even die roll, the
AI will flip MMCs and SMCs to their Shaken side, place them
in the Wrecks hex, and mark them with a Moved marker. An
odd die roll eliminates the MMC/SMC. SWs also survive on an
even die roll and are eliminated on an odd roll; obviously, SWs
cannot be Shaken. Passengers are automatically eliminated in
vehicles destroyed by Close Assault.

15.2. Passengers Riding Outside

Vehicles marked with PO can also carry up to one Half-squad,


one SW, and one SMC. Likewise, those marked with PPO can
carry up to one Squad (or its stacking equivalent), two SWs, and
two SMCs. In this case, however, the passengers are considered
to be riding OUTSIDE (on top of) the vehicle. If the vehicle fires
ordnance (not MGs), the passengers immediately disembark,
are marked with a Moved marker, and must pass a MC to avoid
becoming Shaken.
Any passengers dismounting (voluntary or not) from
a vehicle are subject to Opportunity Fire. Any attack the
passenger-carrying vehicle initiated is resolved before any OF
against dismounting units.
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Passengers riding on the outside of a vehicle that is hit by ordnance


that does not destroy the vehicle or cause its Abandonment must
immediately disembark. They are marked with a Moved marker
and must pass a MC to avoid becoming Shaken. If the vehicle on
which they are riding is destroyed, the passengers must make a
Bailout Check, as explained in Section 15.1.1.
Passengers riding on top of vehicles can be attacked by smallarms fire. The vehicle need not be open. Shaken passengers
riding on top of a vehicle must immediately disembark, but
unshaken passengers can choose to disembark with them or not.
The computer will place a Moved marker on the disembarked
units. Shaken passengers of PP or P vehicles are not required
to disembark (they are riding inside the vehicle). They may,
however, disembark when eligible at the owning players option.
Passengers riding on top of a vehicle can attack eligible targets
with their inherent FP (no SWs). Subtract 1 from the units FP
if the vehicle hasnt moved, or subtract 2 from the units FP if
the vehicle is moving or marked with a Moved or Assault Move
marker. Units can fire at any time during a vehicles movement.
Units that do so are marked with a Fired marker. If units on top
of a vehicle fire before the vehicle moves, the vehicle cannot
activate to move or Assault Move until a subsequent impulse.
For example, a Soviet 1-4-4 Squad riding on the outside of a
moving T-34 fires at 1 FP (1 2 = 1)
Passengers that fire cannot dismount later in the impulse,
except involuntarily (in which case they are marked with a
Moved marker).

15.3. Passengers of Abandoned Vehicles

Passengers of abandoned vehicles disembark and take a MC.


Failure means the unit(s) becomes Shaken. Disembarking
units go under a Moved marker.

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15.4. Mounting and Dismounting


It takes one-half (rounded up) of both the vehicle and Squads
MFs to load into (i.e. mount) or dismount from a vehicle. Units
can only load if they begin the Operations Phase in the same
hex with the vehicle into which they are loading.

To load a unit onto a vehicle, click the unit you wish to load,
then click on the Load/Unload button in the Action Bar.
If there is more than one possible vehicle in the hex that the
unit could be loaded onto, you will be asked to choose which
vehicle you prefer. After selecting the vehicle, the unit will be
shown in the Activation Window to the right of the selected
vehicle, indicating it is loaded, as below. In the image, the 1-6-4
squad has been loaded into the SdKf251.
The same process is used to unload units. Units can unload at
any time in the vehicle hex during the carrying units impulse,
as long as the vehicle still has at least half of its MPs remaining.
Passengers can be fired at in the hex in which they have been
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unloaded. Note that when vehicles Assault Move, their partial


movement is consumed by such boarding and exiting procedures.
Units that unload can move separately from their carrier.
For example, a 1-6-4 Squad unloads from a STuG III G and
then moves two hexes over Clear terrain in the same impulse.
The STuG III G (MF of 10) then spends 5 MPs to travel in any
direction.
The above example is an exception to the rule stating that
units moving from the same hex in the same impulse must
move together. A Moved marker is placed atop the MMC/SMC
at the moment of disembarking. The MMC/SMC finishes its
movement, and then the vehicle can continue its move.
Assault Move-capable units can use AM to unload and
subsequently fire, but doing so prohibits them from leaving the
hex in which they disembarked until the following turn.
MMCs/SMCs can disembark from Shaken vehicles, but
the Shaken vehicle cannot move in the turn the MMCs/SMCs
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disembark. MMCs/SMCs cannot disembark from Shaken


vehicles that have already moved in the current turn, unless
debarking with Shaken infantry as required by Section 15.2.

16. Infantry and Artillery


vs . Vehicles
Infantry are not helpless against armored fighting vehicles.
Since late in World War I, infantry have carried a variety of
man-portable anti-tank weapons. Yet even without these
weapons, infantry can effectively eliminate armor.

16.1. Close Assault

A MMC or Hero can Close Assault an enemy vehicle by


moving into the vehicles hex. Shaken vehicles are not
automatically destroyed in Close Assault nor do they suffer
any additional penalty. Vehicles can always defend in Close
Assault, regardless of their activation status, just as MMCs
and eligible SMCs can always defend in Melee, regardless of
their activation status.
No Melee-eligible enemy units can be present in the target
vehicles hex. Passengers inside a vehicle do not prevent Close
Assault, but Good Order passengers riding outside the vehicle
do. Shaken units in the same hex as a friendly tank are not
automatically eliminated by Good Order enemy units entering
said hex to Close Assault the vehicle.
Units can move adjacent to a vehicle before Close Assault;
they dont have to begin their impulse adjacent to it. Close
Assault is a form of movement in regards to unit activation in
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a hex, meaning that, from this hex, only the Close Assaulting
units can move in this impulse.
Before entering the vehicles hex, MMCs, Heroes, and any
accompanying Leaders must pass a pre-assault MC. Two is
subtracted from the MC dice roll if the units are entering
the vehicles hex via a hex with a positive TM. The Leader
checks first; if he passes, he can use his Leadership to assist
other MMCs (not Heroes) making the MC. Units that fail the
MC remain in the hex they occupied prior to the MC. If these
units moved, a Moved marker is placed on them; if not, an
Ops Complete marker is placed on them. They do not become
Shaken; they merely do not participate in the Close Assault.
Next, move the Close Assaulting MMCs/Heroes into the
vehicles hex. Now, each MMC/Hero individually Close Assaults
the tank. The Close Assaulting MMC/Hero rolls 1d6, adding its
inherent FP, the Leadership Modifier of any accompanying
Leader, and the HE-equivalent of any ONE possessed antitank weapon or Satchel Charge. Units without any anti-tank
weapons can still Close Assault the vehicle. The Leader can
only assist ONE MMCs Close Assault. The defending vehicle
rolls 1d6 and adds the LOWEST armor factor on the vehicles
counter (usually rear hull). If the attackers die roll is greater
than the vehicles die roll, the vehicle is destroyed and a Wreck
marker placed in the hex.
Example: A 1-6-4 Wehrmacht Squad equipped with a Satchel
Charge assaulting a T-34 adds 7 (1 FP + Satchel Charges 6 FP) to
its die roll. The owner of the tank would also add the tanks rearhull armor factor to his die roll. If the Germans modified die roll
is greater than the Soviets die roll, the tank is destroyed. Repeat
this process for each attacking MMC or Hero, but remember that
the Leader can only assist ONE MMCs Close Assault unless, of
course, there is more than one Leader in the attacking stack.
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If the vehicle is destroyed, its


Crew and passengers are also
eliminated; the Close Assaulting
MMCs/Heroes remaining in
the vehicles hex are marked
with a Melee marker, and any
other non-Melee-eligible enemy
units present in the hex are
eliminated. If the vehicle isnt destroyed, the assaulting MMCs/
Heroes are returned to the (adjacent) hex from which they initiated
the Close Assault and are marked with a Moved marker. In the case
of an unsuccessful Close Assault following an Overrun, they must
retreat to an adjacent hex of their owning players choice.
Units that Close Assault a hex with two vehicles must go
through the Close Assault procedure twice, thus requiring
them to make a second MC if they successfully Close Assault
the first vehicle.
Note that you cant opportunity Close Assault a vehicle that
moves past your units during your opponents impulse.

16.2. Small-Arms Fire


Armored Vehicles

vs .

Small arms are weapons that do not have To-Hit numbers on the
back of their counters and do not use the Ordnance Fire Table
(OFT). Examples are machine guns (MGs), Flamethrowers,
Satchel Charges (when used in this context) and a Squads
inherent FP. These units can attack unarmored vehicles and
open armored vehiclesincluding open-top vehicles, such as
the German Sdkfz 251 and Soviet Su-76, with their inherent FP.
Armored vehicles are vehicles that have armor factors printed
on their counters. By contrast, unarmored vehicles have an
asterisk in place of the armor factors.
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Small arms firing on a hex that contains both vehicle and


non-vehicle units must either target a specific vehicle or all
non-vehicular targets in the hex. Passengers are considered
part of the vehicle that they are riding.
Combat resolution in this case is nearly identical to that
discussed under Fire Combat. Attacking units must meet
range and LOS requirements. The attacking units FP is
summed and added to 1d6. The attackers FP is modified
as indicated on the DFTs die-roll modifications. The target
vehicle rolls 1d6. The vehicle adds the TM of the terrain in its
hex and the LOWEST armor factor on the vehicles counter
(usually rear hull) to its die roll. If the attackers modified die
roll is less than or equal to the defenders modified die roll,
the fire has no effect.
If the attackers modified die roll is greater than the defenders
modified die roll, the target vehicle and all passengers riding
on top of the vehicle take a Damage Check (DC). If the vehicle
is buttoned, only external passengers take the DC. Roll 1d6,
add the difference between the attackers modified die roll and
the defenders modified die roll, and consult the DFT. If a Good
Order Armor Leader is present, use his Morale instead of the
target vehicles Morale. Infantry Leaders who are passengers
can subtract their Leadership Modifier from the passengers
DCs, but must pass their own DC first.
Shaken EXTERNAL passengers must immediately
disembark, and unshaken passengers can choose to disembark
with them or not. Place a Moved marker on the disembarked
units. Shaken passengers of PP or P vehicles are not required
to debark. They may, however, debark when eligible, at the
owning players option.
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16.3. Small-Arms Fire


Unarmored Vehicles

vs .

Unarmored vehicles have an asterisk in place of the armor


factors. With two exceptions, the procedure for attacking
unarmored vehicles is identical to that used for attacking
armored vehicles.
Exception One: Small arms can always fire against
unarmored vehicles; the vehicles need not be open.
Exception Two: The results on the DFT include Destroyed
results.
The attacking units FP is summed and added to 1d6. The
attackers FP is modified as indicated on the DFTs die-roll
modifications. The target vehicle rolls 1d6 and adds the TM
of the terrain in its hex. If the attackers modified die roll is
less than or equal to the defenders modified die roll, the
fire has no effect. If the attackers modified die roll is greater
than the defenders modified die roll, the target vehicle AND
any passengers that it is carrying must take Damage Checks.
Both target vehicle and all passengers (vehicle first) roll 1d6,
adding the difference between the attackers modified die roll
and the defenders modified die roll, and consulting the DFT. If
a Good Order Armor Leader is present, use his Morale instead
of the target vehicles Morale. Passengers riding on top of the
vehicle perform DCs. Remember, Shaken external passengers
are required to dismount, but Shaken internal (passengers of
PP or P vehicles) are not.
In some instances, one of the vehicles facings (usually the
rear) may be unarmored, but the others are armored. In this
case, use the procedure appropriate to the side of the vehicle
that the fire is traced through. In other words, if the MMC/
SMC/WT fires through the unarmored facing, use the SmallArms Fire vs. Unarmored Vehicles section of the rules. If the
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infantry fires through the armored facing, use the Small-Arms


Fire vs. Armored Vehicles section of the rules.

16.4. Mortars and Artillery


Armored Vehicles

vs .

Onboard Mortars and off-board indirect fire (see Section 17)


affect vehicles the same way as small-arms fire does. Open
armored vehicles compare their lowest armor factor and
terrain TM plus 1d6 to the attackers HE-equivalent plus 1d6.
A vehicle with an unarmored facing is attacked as if it were
unarmored. Buttoned armored vehicles are not affected by
Mortars and Artillery fire.

17. Indirect Fire


Unlike direct-fire ordnance, described above, indirect-fire
weapons may or may not see their target, and instead lob their
shells through an arc-like trajectory. Indirect-fire attacks use
the DFT.
LnL includes both onboard and off-board indirect-fire
weapons. Counters on the board represent onboard weapons,
such as light Mortars. Off-board weapons are anything from
larger Mortars to field guns.

17.1. Onboard Mortars

Mortars cannot fire from Building or Forest hexes. Onboard


Mortars can fire directly at targets in spotted hexes within their
range and LOS. The computer rolls 2d6, chooses the higher of
the two rolls, adds it to the Mortars FP, and resolves the attack
(all DFT modifiers, except the TM for Walls, apply).
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They can also fire indirectly at targets to


which a friendly Good Order Leader or Scout
has a LOS. Leaders/Scouts can call onboard
Mortar fire against a hex they spotted during
the current impulse by first clicking the Fire
for Effect button in the Action Bar, then selecting the hex to be
bombarded, then finally by clicking on the Mortar unit that will
do the shelling. When doing so, the Leader is not marked Ops
Complete until after they call the Mortar fire. Leaders cannot,
however, call onboard Mortar fire and add their Leadership to
a direct-fire attack in the same turn.
When a Leader/Scout is calling in Mortar fire, the firing
Mortar need NOT have a LOS to the target hex, but must be
within range of it. The AI will then mark the Leader/Scout that
called in the Mortar fire Ops Complete, and roll 2d6, choose the
higher of the die, add it to the Mortars FP, and resolve the attack.
Leadership does NOT affect the Mortars FP when firing
indirectly, and degrading terrain does not reduce it, but other
DFT modifiers, except the TM for Walls (including the TM of
the target hex) apply normally. The resulting Fire For Effect
marker stays on the board until the Admin Phase, and attacks
any unit that enters its hex. Mortars cannot Opportunity Fire.
The hexes under an onboard Mortars FFE marker are
considered Degrading Terrain for LOS purposes only. Thus LOS
traced through more than two such hexes is blocked.

17.2. Off-board Artillery

The availability of off-board Artillery is indicated in the


scenario description. To call off-board Artillery, a friendly
Leader/Scout uses an impulse to place a Spotting Round
marker (via the Spotting Round button in the Action Bar)
on any one hex within his LOS. The hex need not be spotted.
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The AI then adds all applicable


modifiers to the initial Spotting
Rounds
roll
(Leadership
bonuses or LOS degredation)
to determine the accuracy of
the initial Spotting Round, then
computes the scatter direction of
that round. The player chooses
a hex within the scatter area in
which to call in his main barrage,
and the AI then computes the
attacks effectiveness against any units within that hex and its
surrounding hexes. Fire For Effect markers are placed in each
hex for the duration of the turn, and any units, either friend or
foe, that enter those hexes this turn are subject to the effects of
the Artillery strike.
A more detailed breakdown of the game mechanics of
the Spotting Round and Fire For Effect system for off-board
Artillery are as follows: After the player chooses the intended
location of the Spotting Round, the AI rolls 2d6. It then adds
the number of degrading-terrain hexes the Leader/Scouts
LOS passes through to the white die, subtracts the Leaders
Leadership Modifier, and divides the remaining modified
white-die total (white die number + degrading terrain
Leadership) by 2 (dropping any resulting fractions). This is
how far the Spotting Round impacts from the desired hex.
The colored die is the direction the round drifts. One is north,
two is northeast, etc. A Spotting Round marker is placed by
the computer in the hex indicated by the drift die roll. If this
hex is not in the Leader/Scouts LOS, the Spotting Round
marker is removed and an Ops Complete marker placed on
the Leader/Scout.
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If the Spotting Round marker is still within his LOS, the


Leader/Scout can shift the marker one hex in any direction that
is within his LOS or abort the fire mission. If the he chooses to
continue with the fire mission, shift the Spotting Round marker
in the desired direction and then replace it with the Fire For
Effect (FFE) marker. The FFE marker immediately attacks all
units in the impact hex AND ALL SIX ADJACENT HEXES with
the FP indicated on the scenario card or Event Paragraph.
Leadership does NOT affect the FP, but other DFT modifiers
(including the TM of the target hex, except Walls) apply. The
FFE marker stays on the board until the Admin Phase and
attacks any units that enter its hex or any of the six adjacent
hexes. If a previously attacked unit moves into a new FFE hex,
it is attacked again. Note this all happens in ONE impulse.
If the Leader/Scout decides to abort the mission, the Spotting
Round marker is removed and the Leader/Scouts impulse is
over. Only Leaders/Scouts can call for indirect fire. Leaders
cannot call off-board artillery and add their Leadership to a
direct-fire attack in the same turn.
The hexes under or adjacent to an off-board Artillery FFE
marker are considered degrading terrain for LOS purposes only.
Thus LOS traced through more than two such hexes is blocked.
17.2.1. Off-board Fire Mission Limitations
Unless noted otherwise in a scenarios special rules, off-board
fire missions are called sequentially. In other words, if a player
receives two fire missions in a scenario, he cannot call them
simultaneously, even if he has two Leaders/Scouts. One fire
mission must be resolved before placing the Spotting Round
marker for the next. Leaders cannot add their Leadership to
fire-combat attacks in the same impulse in which they direct
off-board Artillery fire.
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18. Night Combat


The setting of the sun has never signalled the end of combat.
Adversaries maneuver; brief, brutal firefights break out;
men die.
At night, units can spot, fire, and see anything within two
hexes of their position (count the targets hex but not the
firers). A unit can only fire on units farther than two hexes
ONLY if the target is marked with a Fired marker. Such attacks
subtract 3 from the attackers total FP (not each unit) in
addition to any other modifiers.
For example, a stack of units conducting Assault Movement
fire at a target located greater than three hexes distant subtracts
a total of 5 (2 for AM and 3 for firing at a unit greater than two
hexes distant). On the other hand, stationary units firing at an
adjacent target would still add 2 to their FP. For example, a 2 FP
unit firing on an adjacent target at night would have a total of 4
FP (2 inherent FP + 2 additional FP for adjacency).

18.1. Ordnance Attacks During


Night Scenarios

Units using the OFT fire at any target within two hexes (count
the targets hex but not the firers). A unit can fire on units
farther than two hexes ONLY if the target is marked with a
Fired Marker. Add 3 to the To-Hit dice roll unless the target is
within two hexes.

18.2. Melee During Night Scenarios


During night scenarios, Melee is resolved normally.

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18.3. Star Shells


Leaders or Heroes that are not marked by a
Moved, Low Crawl, Fired or Ops Complete
marker can attempt to fire a Star Shell into any
hex within three hexes of their position.
Select the hex; the AI then rolls 1d6. If the
die roll is equal to or less than the nationalitys Star Shell
capability, modified by the Leaders Leadership Modifier, place
a Star Shell marker in the hex.
Star-Shell Capabilities:
German: 2
Soviets/Partisans: 1
Romanian: 2
Regardless of whether he succeeds, the Leader is marked
with an Ops Complete marker. Star Shell markers illuminate
their hex and the six adjacent hexes as if it were day. Units in
these hexes can be spotted and fired on without the penalties
described above. Star Shell markers are removed during the
following Administrative Phase.
On-board Mortars can also place Star Shells following the
normal on-board indirect-fire procedure, placing the Star Shell
marker in lieu of a Spotting Round marker.

19. Fortifications
Given time, soldiers will always improve their positions. After
all, even a shallow hole provides some protection. LnL reflects
this with a wide range of man-made fortifications.
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19.1. Foxholes

19.2. Wire

Units in a hex drawn with Foxholes


are considered to be in the
Foxholes.
Unless otherwise limited, units
in Foxholes have an unrestricted
field of fire. A Foxholes TM of +1 is
added to the TM of its hex. Even if
a Foxhole is located in open terrain,
the units DO get the +2 bonus for
attempting to Rally in terrain with a
positive TM.

Wire is used to impede and channel the enemys attack.


It costs MMCs/SMCs 4 MPs to enter a Wire hex. This is total,
NOT in addition to other terrain in the hex. Hence Wire placed
in Wheat Fields hex costs 4 MPs, as does Wire placed in Clear
terrain. Vehicular-movement costs to enter Wire hexes are
listed on the TEC. Remember, units can always use all their MPs
to move one hex.

19.3. Trenches

Units in a hex with a Trench marker are considered in the


Trench. Trenches are neither blocking nor degrading terrain,
but units in a Trench must first be spotted as if they were in
blocking terrain before they can be the target of enemy fire. A
Trenchs TM is added to the TM of its hex. Trenches provide a
+2 TM except when the attacking units include a Mortar or offboard artillery. In such cases the Trench only provides a +1 TM.
A Trenchs TM only applies to MMC/SMCs; other units receive
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no TM for occupying a Trench. It costs no additional MPs for a


MMC/SMC to enter a Trench. Tracked units (T) must pay 2 MPs
total to enter a Trench hex.

19.4. Railroad Tracks

Railroad Tracks are laid on a slight rise and are thus considered to
be degrading terrain with a +1 TM, in addition to other terrain in
the hex. For example, a Forest hex with Railroad Tracks through
it has a total TM of +3.
Movement-Point cost is
as per the hex terrain.
If an attacking units
LOS crosses the tracks,
it suffers a 1 to its FP
on the DFT or a +1 to
its To-Hit die roll on the
OFT.

20. National Characteristics


for Lock n Load
20.1. German Forces
20.1.1. SS Fanaticism
The SS were well known as never-say-die fighters. To
simulate this they ARE NOT automatically eliminated when
a Melee-eligible Squad enters the hex with Shaken Meleeeligible units. Instead, the SS units attempt to rally. Leaders
attempt to rally first, and then other units in the hex. Good
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Order Leaders apply their Leadership Modifier, but a Good


Order Leader IS NOT necessary for the SS units to attempt
to rally before Melee. Units that fail to rally are automatically
eliminated; those that do rally can fight in the Melee normally.
If the only Good Order units in the hex after the rally attempts
are non-Melee-eligible units (non-MG-equipped Leaders, for
example) they are eliminated.
20.1.2. SS Dedication
The SS were completely dedicated to the Fatherlands fight.
To represent this, in each Rally Phase, the German player can
either attempt to rally one SS unit that is not in a rally-eligible
hex or re-roll an unsuccessful rally attempt for one unit. In this
case, rally-eligible hexes are defined as hexes with a friendly
Leader or under the Leaders influence (e.g., Leaders equipped
with the Charismatic Skill Card) or hexes containing a Hero.

20.2. Soviet Forces

The Soviets fought an epic war against Hitlers Germany,


suffering millions of casualties and engaging the bulk of the
German forces fielded in the Second World War.
Soviet Guards units are red, Soviet Line Troops are gold, and
the Partisans are orange. Different-colored Soviet units cannot
stack with each other unless noted otherwise or allowed by a
specific scenario.
20.2.1. For the Motherland
In each Rally Phase the Soviet player can raise the Morale of
ALL units in one hex by one. For example, a 1-4-4-5/5 Squad
could have its Morale raised to six (6). Other rally modifiers
such as occupation of a hex with a +TM still apply. This ability
applies to any Soviet unit, including vehicles and Partisans.

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20.2.2. Partisans
Germanys treatment of subjugated
civilian populations, especially in Eastern
Europe and in Russia, was a catalyst for
insurrection, giving rise to small bands of
armed men and women who harassed the
rear elements of the German armies. Over
the course of the war, these groups became
more organized, and were often covertly
supplied by the Allies. Partisan units have
an orange background and possess the following capabilities:
Smoke and Star Shells: Partisan units cannot lay Smoke and
have a Star-Shell Capability of 1.
Stacking: Partisans can only stack TWO MMCs per hex unless
theres a Leader in the hex. If a Partisan Leader in a hex with
three MMCs is eliminated, the Partisan player must also
eliminate a Partisan MMC (his or her choice).
Firepower (FP): Each additional Partisan MMC firing from
a hex adds one (1) to the FP (not halved) of the attack. For
example, two 0-3-4 Partisan Squads firing from a hex would
have a combined FP of 1 (0 + 1 = 1).
Ambush: When a Partisan unit (or stack) makes a Melee
assault on a unit that did not have LOS to the Partisan unit(s)
at the beginning of the Partisan units impulse, the Partisans
FP is tripled for the first round of Melee. Additionally, this first
round of Melee is considered non-simultaneous (Exception:
reinforcing Melee) and eliminated opponents are removed
from play. Note, however, that Partisans are Zero-FP units and
are governed by rule 9.3, which states that Zero-FP MMCs attack
and defend with a FP of 1 in Melee but suffer a die-roll penalty.
For example, a 0-3-4 Partisan Squad ambushing a German 1-64 Squad would attack at 3:1 odds but would subtract 1 from its
104

Melee die roll (see 9.3) and would only eliminated the German
Squad on a roll of 6 or greater.
Movement: Partisans pay only one (not two) MPs to move into
a Light Woods hex; and they pay only one MP for the FIRST
Forest or Swamp hex entered during an impulse, but two
MPs for each subsequent Forest or Swamp hex entered in the
impulse.
Target Modifiers: Partisans receive a +3 TM for Forest terrain
and a +2 TM for Light Woods.

21. Fixed-Wing Aircraft


A player might receive fixed-wing air support in a scenario.
Such air support will be designated in the scenario order of
battle. The air supports time of arrival is randomly determined
as follows: The air support enters on the NEXT impulse after
either player rolls doubles for ANY game-related function.

Note: The term air support, plane, and aircraft are


interchangeable within these rules.

For example, the German player has air support. It is his impulse
and he decides to take a shot at a Soviet T-34 with one of his
Squads Panzerfausts. The To-Hit die roll produces doubles.
The German resolves the attack normally and concludes his
impulse. The next impulse (yes, before the Soviet player gets
another impulse) the German air support arrives. If in the Rally
Phase either player rolls doubles while attempting to rally a
unit, the air support arrives in the first impulse of the following
Operations Phase, regardless of who holds the initiative.

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Roll 1d6 to determine from what direction the air support


will enter the Board. A roll of 1 signifies north, 2 east, etc.
If the die comes up 5 or 6, the air support enters from a
direction of the owning players choosing. The air support
has an unlimited Movement Factor. It must, however, enter,
move across, and exit the Board in the same impulse. The
air support can only move in a straight line from its point of
entry to its point of exit.
At any time in the air supports flight across the Board,
eligible enemy anti-aircraft units (units with blue to-hit
numbers on their to-hit table) can fire on the plane. If the
aircraft is Shaken, it aborts and is removed from the Board.
If the aircraft is destroyed, roll 1d6. The aircraft is moved
the number of hexes indicated along the flight path, where it
immediately crashes. The crash attacks all units in the hex with
a Firepower of 6. Armored vehicles are attacked as if they were
open. All units in the hex receive the TM of the terrain. After
resolving the attack caused by the crash, replace the aircraft
with a Wreck marker and Rubble any Building in the hex.

21.1. Machine Guns and Bombs

Air-support units are marked with a series


of numbers, such as YxZ, where Y and Z are
numbers. This represents the air supports
machine-gun Firepower (FP). Air support
can attack a number of adjacent hexes along
its flight path indicated by the number before the x. After
determining from which side of the Board the air support will
enter, the AI will ask the player which hex he would like to
attack first with his MG FP; it will then highlight in orange
the hex or hexes in the possible flight path(s) that can be
attacked, and the player will choose again. The air support
106

will attack the hexes with the FP indicated after the x. This
FP represents FP factors (6.0) or Penetration Value (13.0),
whichever the owner prefers, and may represent different
methods of attack to different targeted units in the same hex.
For example, a Ju-87D Stuka could attack a hex containing
two Soviet Squads and a T-34 tank as follows. The Stuka
would roll 1d6 and add 2 (its FP) when attacking the Squads.
The Soviet Squads would make a normal opposed die roll as
described in 6.0. The Stuka could then attack the T-34 using
a Penetration Value of 2. The Stuka does not make a To-Hit
roll, but makes the opposed penetration roll as described
in 13.0. The target (in this case a T-34) uses its lowest rear
armor factor, (turret or hull; in this case both are 3), halved
and rounded up (to represent thinner top armor) + 1d6 when
making the opposed roll. Resolve results normally.
Air support cannot spot, but can initiate its attack in
any hex in the LOS of a friendly Leader (it doesnt need to
be spotted), or any hex that is spotted. Air support can only
attack hexes within its flight path, and each hex attacked
must be adjacent to another. It cannot attack more hexes than
indicated on its counter.
An air-support units HE-equivalent (located next to its
MG FP) represents the damage the aircrafts bombs inflict
on ANY hex in its flight path. This hex need not be adjacent
to the hexes attacked with the units MG FP. The hex chosen
is attacked with the HE-equivalent FP in the same way as
the MGs attacked the previous hexes. In other words, this
Firepower represents FP factors (6.0) or Penetration Value
(13.0), whichever the owner prefers, and may represent
different methods of attack to different targeted units in the
same hex.
107

22. Glossary
1d6: Roll of one die
2d6: Roll of two dice
AP: Administrative Phase
AM: Assault Move
ATG: Anti-Tank Gun
BC: Bailout Check
CA: Close Assault
DC: Damage Check
DFT: Direct Fire Table
DRM: Die Roll Modification
DT: Double-time
FFE: Fire For Effect
FP: Firepower
GO: Good Order
HEAT: High Explosive Anti-Tank
HE: High Explosive
Infantry: Generic term that includes all MMC and SMC counters.
Inherent Firepower: The Firepower printed on a counter.
LM: Leadership Modifier
LOS: Line of Sight
LC: Low Crawl
MAV: Modified Armor Value
MF: Movement Factor
MG: Machine Gunnormally interchangeable with LMG, but also used to
denote machine-gun Weapon Teams (3/4 counters) such as the Soviet
12.7mm machine gun.
MMC: Multi-Man Counter (Squad, Half-squad, Crew, Weapons Team)
MC: Morale Check
MP: Movement Point(s)
MPV: Modified Penetration Value
MT: Melee Table
108

O: Denotes an Off-road vehicle.


OC: Operations (Ops) Complete
OF: Opportunity Fire
OFT: Ordnance Fire Table
OP: Operations Phase
Ordnance: Ordnance is weapon that has a To-Hit table on the back of
the counter. They include Support Weapons (such as the Panzerfaust
(PzF30)), Weapon Teams (such as the 75mm anti-tank gun (ATG)),
and vehicle-mounted weapons. These weapons use the OFT to
determine modifications to their To-Hit die rolls.
P: Denotes a vehicle that can carry passengers insideup to one Halfsquad, one SW, and one SMC.
PO: Denotes a vehicle that can carry passengers outsideup to one
Half-squad, one SW, and one SMC.
PP: Denotes a vehicle that can carry passengers insideup to one
Squad, two SWs, and two SMCs.
PPO: Denotes a vehicle that can carry passengers outsideup to one
Squad, two SWs, and two SMCs.
R: Denotes a Road vehicle.
RP: Rally Phase
SMC: Single-Man Counter (Leader, Hero, Sniper, Medic)
SR: Self-Rally
SM: Stealth Movement
SW: Support Weapon
T: Denotes a Tracked vehicle.
TEC: Terrain Effects Chart
TM: Terrain Modifier, also known as terrain Target Modifier
Tripod Mounted: The M1919A4, Vickers, and MG 42 were mounted
on a tripod for better accuracy. The MG 42 also came in a bipod
version (2-10).
Unit: Generic term that includes all moveable unitstanks, MMCs,
etc.
VP(s): Victory Point(s)
WT: Weapon Team
109

110

ELIMINATED

Casualties

Shaken

No Effect

Wounded

Shaken

No Effect

Good
Order SMC
(Not Hero)

Wounded

Wounded

No Effect

Shaken SMC
(Not Hero)

Wounded

Wounded

No Effect

Hero

Shaken

Shaken

No Effect

Armored
Vehicles/
Armor
Leader

ELIMINATED ELIMINATED ELIMINATED ELIMINATED Abandoned

Casualties

Casualties

No Effect

Shaken
MMC

DESTROYED

DESTROYED

Shaken

No Effect

Unarmored
Vehicles

DESTROYED

DESTROYED

Damaged

No Effect

Helicopter

Shaken: A Shaken unit flips its counter to the Shaken side (Exception: Vehicles are marked with a Shaken marker). A Shaken unit may return
to Good Order by passing a rally attempt DR (2d6) in an ensuing Rally phase. All vehicles may Self-Rally. Shaken units may not fire their
weapons or any Support Weapons they posses. Shaken units may not advance toward an enemy unit in their Line of Sight (LOS). If engaged in
Melee, and there are no other Melee-eligible friendly units in the hex, they are automatically eliminated (Note: Vehicles do not melee.).
Shaken Leaders cannot rally troops, but may attempt to rally themselves. Shaken Leaders may not use their Leadership for any
function.
Shaken Medics may not heal soldiers (or themselves).
Shaken Snipers may not snipe, but may Self-Rally (SR).
Shaken Chaplains may not rally troops.
Heroes never shake.
Shaken U.S. Advisors no longer increase the Morale of ARVN units stacked with the Advisor.
Shaken vehicles must Button, halve their movement allowance (drop fractions), and may not fire any of their weapons.
Shaken vehicles that receive another Shaken result are Abandoned.

Die Roll 3X
Morale

Die Roll 2X
Morale and < 3X
Morale

Die Roll >


Morale and < 2X
Morale

Die Roll
Morale

Good Order
MMC

Direct Fire Table (DFT)

players reference

111

Per Target terrain

+/- Terrains Modifier (See TEC)

DFT Defending Units Die Roll Modifications

Abandoned: Abandoned vehicles are just that: abandoned. Place an Abandoned marker on the vehicle. It may not move or fire for the
remainder of the scenario no one wants to climb into a target. The Crew is placed underneath the vehicle and makes a MC. Failure
Shakes the Crew (see sections 14.0 & 15.4). Passengers of Abandoned vehicles disembark and make a Morale check. Mark disembarking
units with a Move marker.
Damaged: Damaged helicopters must immediately exit the board. They may not unload passengers or fire.
Destroyed: Destroyed vehicles/helicopter are replaced with a wreck counter. Both Crews and passengers must take a Bailout check (see
sections 15.4, 16.1, and 16.2). Destroyed helicopters crash. Roll 2d6 to determine the direction from the hex in which it was engaged the
chopper crashed. The colored die is used to determine direction. A die roll of one is due north, two is northeast, etc. Half the number on
the white die (rounding fractions up). This gives the number of hexes from the hex in which it was engaged the bird crashed. Place the
crash marker in this hex. All units present in the crash hex are attacked by a 4 Firepower attack. This attack is resolved as per normal
procedure (i.e. the 4 Firepower is added to a die roll, etc.)
Casualties: Replace a full Squad with a Shaken Half-squad. Eliminate a Half-squad or Weapon Team.
Wounded: Unit must stop movement. Flip the SMC to Shaken side (Hero excepted) and mark it with a Wounded marker. Wounded Leaders
have their Morale, Leadership modifier and Leadership range decreased by one (i.e. they may only activate units in the same hex). SMCs
under a Wounded marker who are Wounded again are eliminated. Medics may heal wounded SMCs.
Hero Creation: There is a chance that a Hero is created during play whenever a one (1) is rolled during a Damage Check caused by enemy
fire. Roll the die again. If an even number is rolled, a Hero is created in the hex (ARVN excepted (see section 13.4)). Randomly pick a Hero
and a Skill Card (see Single Man Counters).

DFT Attacking Units Die Roll Modifications


Leadership Modifier

Add to die roll

Target unit is vehicle marked with Move or Assault Move or


currently moving or target is helicopter in Hover mode

-1 to die roll.

Target is non-vehicle unit marked with Move or Assault Move


marker or currently moving (not Low Crawl/Stealth)

+1 to die roll

Target is Helicopter in Flying Mode

-2 to Die Roll

Attacking unit is Helicopter in Flying Mode

-2 to Die Roll

Firing during night scenario at a non-adjacent unit that is not


illuminated by a Star Shell

-2 to Die Roll

Target Unit is adjacent

+2 to die roll

Per Degrading Terrain hex through which the LOS passes


(maximum of two - a third Degrading hex blocks LOS)

-1 to die roll

Flanking Fire

+1

Attacking unit is Passenger on (not in) non-moving vehicle

-1 to die roll

Attacking unit is Passenger on (not in) moving vehicle

-2 to die roll

Vehicle mounted MG firing after Assault Movement

-2 to die roll

Support Weapon Portage and Usage Table


Unit

May Carry

May Fire

Squad

2 Support Weapons

Half-squad /
Crew

1 Support Weapon

Reduces MF
by 2

1 SW at half of the
SWs normal Firepower
(fractions rounded
down). Two SMCs may
fire a SW without this
reduction.

SMC

1 SW and forfeit
inherent Firepower.

1 Support Weapon

Melee Table
Odds Ratio
Kill Number

112

1-3
11

1-2
10

Notes

1 SW and retain
inherent Firepower,
or 2 SW and forfeit
inherent Firepower.

1-1
8

Medics, Snipers, and


Chaplains cant fire
or carry Support
Weapons. Leaders
forfeit Leadership
modifier when firing.
3-2
7

2-1
6

3-1
5

4-1
4

5-1
3

Ordnance Fire Table (OFT)


Firing Weapon
Mounted on a vehicle using
Assault Movement or an Ops
Complete Vehicle/Helicopter

Die Roll
Modification

Target

Die Roll
Modification

+2

Marked with a
Move or Assault
Move marker .

+1

+1

Adjacent

-2

Weapons Team or non-turreted


vehicle pivoting to fire outside
covered arc (allowable for
Opportunity Fire), or turreted
vehicle pivoting chassis. Not
moving to new hex.

+2

In Terrain
with a Target
Modifier

As Per TEC

Firing Captured SW
Vehicle is Open

+1

+1

Armor Leader Leadership

-1

Helicopter In
Hovering Mode

- (Leadership)

Turreted weapon firing outside


covered arc. In other words, did
the turret pivot in order to bring
its gun to bear on the target?

MMC/SMC Marked with Assault


Move Marker firing Support
Weapon
SMC (not Hero) firing Support
Weapon

Firing during night scenario at


a non-adjacent unit that is not
illuminated by a Star Shell
Helicopter in Flying Mode

Per hex of Degrading Terrain


the LOS crosses enroute to the
target (Maximum two hexes)

Helicopter in
Flying Mode

+2

+1
+1
+2
+2
+1

113

114

Blocking

Blocking

Degrading

Hedges

Walls

Cemetery

Degrading

Blocking

Light Woods

Woods

Blocking

Wheat Fields

Blocking

Blocking

Stone Building

Wooden
Building

Type

Terrain

*+1

+0

*+3

12

*+4

*+1

*+1

Leg

Movement Cost
(P=Prohibited)

+1

+2

+2

+1

+3

+4

Target
Modifier

None

No vehicles unless on road. Limits stacking to two squads (or equivalent), two
SW, and two SMC. NVA ignore this stacking restriction.

Negates +1 Moving or Move marker penalty for target unit.

Blocks LOS traced through, or along, the wall from the same elevation to the
same elevation. Doesnt block LOS to a hex in which the wall forms a hex side,
when traced from a hex through a wall that forms one of the hexs sides, or
when the LOS is traced from the firing hex along a wall that connects to the
target hex.. For example, LOS from 15K5 to 15L7 is not blocked. +1 No modifier
against indirect fire (including M-79 Skill Card (Forgotten Heroes module). TM
is in addition to other terrain in hex. * Denotes cost to cross hex side.

Blocks LOS traced through, or along, the hedge from the same elevation to
the same elevation, with the following exceptions: 1) Doesnt block LOS to a
hex in which the hedge forms a hex side, 2) when traced FROM a hex through
a hedge that forms one of the hexs sides, or 3) when the LOS is traced from
the firing hex along a hedge that connects the firing hex to the target hex. For
example, LOS from 15K1 to 15L3 is not blocked. Negates movement modifier
against direct fire traced across Hedge hex side. No modifier against indirect
fire (including M-79 Skill Card (Forgotten Heroes module). * Denotes cost to
cross hex side.

Notes

115

Open

Clear

Open

Degrading

Bridge

Marsh

Degrading

Blocking

Vehicle or
Wreck

Smoke

Open

Open

Per
terrain in
hex and
rules

Bunker /
Foxhole

Pool

Hill

Open

Wire

Road

Degrading

Rubble

Brush/
Flowers

Degrading

Degrading

Light Woods

Blocking

Degrading

Forest

Low Crops

.5

.5

As per other terrain

As per other terrain

As per other terrain

Per other terrain


+1 MP to move to
higher elevation
+2 MP for R move
to higher elevation

+1

+2

+1

+2 / +1

+1
against
fire from
a lower
level

+3

+1

+2

Weapon Teams may not enter.

Degrades LOS through any portion of the vehicle/wreck hex. LOS traced down
the edge of the hex is not degraded. TM applies to other units in hex, not units
on the vehicle.

Blocks LOS through hex or traced down the edge of the hex.

Units in bunkers and foxholes can be spotted per the rules of the terrain in
their hex.

None

None

None

Ignore terrain in hex when moving from one contiguous road hex to another.

Degrades LOS through ANY portion of the rubbled hex. LOS traced down the
edge of the hex is not degraded.

None

Negates +1 Moving or Move marker penalty for target unit.

Light Woods contain four tree silhouettes per hex. None of the silhouettes
touch.

No vehicles unless on road. Forest hexes contain more than four tree
silhouettes. The silhouettes overlap.

Negates +1 Moving or Move marker penalty for target unit.

Credits
Lock n Load Publishing:
GAME DESIGN
Mark H. Walker
PROGRAMMING
Tom Proudfoot
SCENARIO DESIGN
Mark H. Walker, Tom Proudfoot
MUSIC
Jeff Edwards
ART PANELS
Ian Hamilton.
COUNTER ART
David Julien, Gabriel Gendron, Mark H. Walker, Pete Abrams
CARD ART
Guillaume Ries
TESTING
Ralph Ferrari

Tools/Libraries we used to create Lock n Load:


Heroes of Stalingrad
Copyright 1996 - 2014, Daniel Stenberg, <daniel@haxx.se>. All
rights reserved.
This software uses the FreeImage open source image library. See
http://freeimage.sourceforge.net for details. FreeImage is used
under the (GNU GPL or FIPL), version (license version).
LIBEVENT
Copyright 2000-2007 Niels Provos <provos@citi.umich.edu>
Copyright 2007-2010 Niels Provos and Nick Mathewson
PAINTLIB
This software contains paintlib code. paintlib is copyright 19962002 Ulrich von Zadow and other contributors.
Ogg Vorbis
2014, Xiph.Org Foundation
ZLIB
Copyright 1995-2013 Jean-loup Gailly and Mark Adler

MATRIX GAMES/SLITHERINE

PRODUCERS
Erik Rutins, JD McNeil, Iain McNeil
MARKETING DIRECTOR
Marco Minoli
TECHNICAL DIRECTOR
Phil Veale
BOX AND LOGO DESIGN
Claudio Guarnerio & Myriam Bell
GAME ART
Nicolas Eskubi, David Julien, Marc von Martial, Gabriel Gendron
MANUAL EDITING AND CONTENT
Jeff Lewis, John Thompson, Mark Walker, Erik Rutins
MANUAL DESIGN AND LAYOUT
Myriam Bell
PUBLIC RELATIONS & MARKETING
Marco Minoli
PRODUCTION ASSISTANTS
Andrew Loveridge, Gerry Edwards
ADMINISTRATION
Liz Stoltz, Dean Walker
BETA TEST COORDINATION
Karlis Rutins, Erik Rutins
QA LEAD
Erik Rutins
CUSTOMER SUPPORT STAFF
Christian Bassani, Paulo Costa, Andrew Loveridge, Gerry Edwards,
Erik Rutins, Iain McNeil
FORUM ADMINISTRATION
Erik Rutins, Valery Vidershpan
WEB-DATABASE DESIGN & DEVELOPMENT
Andrea Nicola, Valery Vidershpan, Phil Veale
NETWORK AND SYSTEM ADMINISTRATOR
Valery Vidershpan, Andrea Nicola
TERRITORY MANAGERS
France Olivier Georges, Spain Juan Diaz Bustamante
BETA TESTING
xavutrecht, Hrothgar, LO72, Barthheart, tgb, styler62, dougb, rgb07460,
acropora, stolypin, DReaper, spillblood, designer1812, philB, MikeGER,
sulla05, Hakhen, Blond_Knight, benpark, jmlima, derfderf, Light Horse,
sgt_lobo, CptWasp, JMass, Bott, heyhellowhatsnew, Ubercat, jomni,
grab, whako, Xacto, petdoc, genehaynes, Korsun, iprop, Panzerbri, Grim.
Reaper, gillman, tvolz423, coppernob, Wartath, gre81, acb3, Jim_H, jascou

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